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Copy the script and paste it into your executor.
()
Player = :().LocalPlayer
PlayerGui = Player.PlayerGui
Cam = .CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:()
RootPart = Character.HumanoidRootPart
Torso = Character.Torso
Head = Character.Head
RightArm = Character[]
LeftArm = Character[]
RightLeg = Character[]
LeftLeg = Character[]
RootJoint = RootPart.RootJoint
Neck = Torso.Neck
RightShoulder = Torso[]
LeftShoulder = Torso[]
RightHip = Torso[]
LeftHip = Torso[]
LastBolt
LightningBolts = {}
GunPoint
IT = .new
CF = .new
VT = .new
RAD = .rad
C3 = .new
UD2 = .new
BRICKC = BrickColor.new
ANGLES = .Angles
EULER = .fromEulerAnglesXYZ
COS = .cos
ACOS = .acos
SIN = .sin
ASIN = .asin
ABS = .abs
MRANDOM = .random
FLOOR = .floor
(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
NEWMESH = (MESH)
MESH ==
NEWMESH.MeshType = MESHTYPE
MESHID ~= MESHID ~=
NEWMESH.MeshId = .. MESHID
TEXTUREID ~= TEXTUREID ~=
NEWMESH.TextureId = .. TEXTUREID
NEWMESH.Offset = OFFSET (, , )
NEWMESH.Scale = SCALE
NEWMESH.Parent = PARENT
NEWMESH
(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
NEWPART = ()
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide =
NEWPART.Locked =
NEWPART.Anchored =
ANCHOR ==
NEWPART.Anchored =
NEWPART.BrickColor = ((BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:()
NEWPART.Parent = PARENT
NEWPART
Player_Size =
Animation_Speed =
Frame_Speed =
Speed =
Effects2 = {}
weldBetween = (a, b)
weldd = .()
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = .()
weldd.C1 = b.CFrame:() * a.CFrame
weldd.Parent = a
weldd
(attachmentpart, mesh, texture, scale, offset, color)
acs = .()
acs.CanCollide =
acs.Anchored =
acs.Size = .(, , )
acs.CFrame = attachmentpart.CFrame
acs.Parent = Character
acs.BrickColor = color
meshs = .()
meshs.MeshId = mesh
meshs.TextureId = texture
meshs.Parent = acs
meshs.Scale = scale
meshs.Offset = offset
(attachmentpart, acs)
(TYPE, COLOR, PART, OFFSET, SIZE)
TYPE ==
acs = (, Character, , , , COLOR, , (, , ))
acs.Anchored =
acs.CanCollide =
acs.CFrame = PART.CFrame
acs2 = (, acs, , , , SIZE, OFFSET)
(PART, acs)
TYPE ==
acs = (, Character, , , , COLOR, , (, , ))
acs.Anchored =
acs.CanCollide =
acs.CFrame = PART.CFrame
acs2 = (, acs, , , , SIZE, OFFSET)
(PART, acs)
TYPE ==
acs = (, Character, , , , COLOR, , (, , ))
acs.Anchored =
acs.CanCollide =
acs.CFrame = PART.CFrame
acs2 = (, acs, , , , SIZE, OFFSET)
(PART, acs)
ROOTC0 = (, , ) * ((-), (), ())
NECKC0 = (, , ) * ((-), (), ())
RIGHTSHOULDERC0 = (-, , ) * ((), (), ())
LEFTSHOULDERC0 = (, , ) * ((), (-), ())
CHANGEDEFENSE =
CHANGEDAMAGE =
CHANGEMOVEMENT =
ANIM =
ATTACK =
EQUIPPED =
HOLD =
COMBO =
Rooted =
SINE =
KEYHOLD =
CHANGE = / Animation_Speed
WALKINGANIM =
WALK =
VALUE1 =
VALUE2 =
ROBLOXIDLEANIMATION = ()
ROBLOXIDLEANIMATION.Name =
ROBLOXIDLEANIMATION.AnimationId =
WEAPONGUI = (, PlayerGui)
WEAPONGUI.Name =
Weapon = ()
Weapon.Name =
Delete = (, Character)
Delete.Name =
Effects = (, Weapon)
Effects.Name =
ANIMATOR = Humanoid.Animator
ANIMATE = Character.Animate
HITPLAYERSOUNDS = {
,
,
,
,
,
}
HITARMORSOUNDS = {
,
,
,
,
}
HITWEAPONSOUNDS = {
,
,
,
,
}
HITBLOCKSOUNDS = {, }
UNANCHOR =
SKILLTEXTCOLOR = (, , )
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = Frame_Speed
tf =
allowframeloss =
tossremainder =
lastframe = ()
.ArtificialHB:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.ArtificialHB:()
lastframe = ()
i = , .(tf / frame)
.ArtificialHB:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
:(Ray.(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
(NUMBER)
NUMBER >=
NUMBER =
NUMBER
(NUMBER)
NUMBER <=
NUMBER =
NUMBER
(NUMBER)
NUMBER == NUMBER ==
ArtificialHB.Event:()
i = , NUMBER
ArtificialHB.Event:()
(cf)
mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:()
trace = m00 + m11 + m22
trace >
s = .( + trace)
recip = / s
(m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s *
i =
m00 < m11
i =
m22 > (i == m00 m11)
i =
i ==
s = .(m00 - m11 - m22 + )
recip = / s
* s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
i ==
s = .(m11 - m22 - m00 + )
recip = / s
(m01 + m10) * recip, * s, (m21 + m12) * recip, (m02 - m20) * recip
i ==
s = .(m22 - m00 - m11 + )
recip = / s
(m02 + m20) * recip, (m12 + m21) * recip, * s, (m10 - m01) * recip
(px, py, pz, x, y, z, w)
xs, ys, zs = x + x, y + y, z + z
wx, wy, wz = w * xs, w * ys, w * zs
xx = x * xs
xy = x * ys
xz = x * zs
yy = y * ys
yz = y * zs
zz = z * zs
.(px, py, pz, - (yy + zz), xy - wz, xz + wy, xy + wz, - (xx + zz), yz - wx, xz - wy, yz + wx, - (xx + yy))
(a, b, t)
cosTheta = a[] * b[] + a[] * b[] + a[] * b[] + a[] * b[]
startInterp, finishInterp
cosTheta >=
- cosTheta >
theta = (cosTheta)
invSinTheta = / (theta)
startInterp = (( - t) * theta) * invSinTheta
finishInterp = (t * theta) * invSinTheta
startInterp = - t
finishInterp = t
+ cosTheta >
theta = (-cosTheta)
invSinTheta = / (theta)
startInterp = ((t - ) * theta) * invSinTheta
finishInterp = (t * theta) * invSinTheta
startInterp = t -
finishInterp = t
a[] * startInterp + b[] * finishInterp, a[] * startInterp + b[] * finishInterp, a[] * startInterp + b[] * finishInterp, a[] * startInterp + b[] * finishInterp
(a, b, t)
qa = {
(a)
}
qb = {
(b)
}
ax, ay, az = a.x, a.y, a.z
bx, by, bz = b.x, b.y, b.z
_t = - t
(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, (qa, qb, t))
(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
frame = ()
frame.BackgroundTransparency = TRANSPARENCY
frame.BorderSizePixel = BORDERSIZEPIXEL
frame.Position = POSITION
frame.Size = SIZE
frame.BackgroundColor3 = COLOR
frame.BorderColor3 = BORDERCOLOR
frame.Name = NAME
frame.Parent = PARENT
frame
(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
label = ()
label.BackgroundTransparency =
label.Size = (, , , )
label.Position = (, , , )
label.TextColor3 = TEXTCOLOR
label.TextStrokeTransparency = STROKETRANSPARENCY
label.TextTransparency = TRANSPARENCY
label.FontSize = TEXTFONTSIZE
label.Font = TEXTFONT
label.BorderSizePixel = BORDERSIZEPIXEL
label.TextScaled =
label.Text = TEXT
label.Name = NAME
label.Parent = PARENT
label
(PART)
PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = , , , , ,
(TYPE, PARENT, PART0, PART1, C0, C1)
NEWWELD = (TYPE)
NEWWELD.Part0 = PART0
NEWWELD.Part1 = PART1
NEWWELD.C0 = C0
NEWWELD.C1 = C1
NEWWELD.Parent = PARENT
NEWWELD
SOUND = (, )
(ID, PARENT, VOLUME, PITCH)
NEWSOUND
.(.(()
NEWSOUND = SOUND:()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = .. ID
NEWSOUND:()
()
NEWSOUND.Playing ==
NEWSOUND:()
))
NEWSOUND
(at, top, back)
right = top:(back)
(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (, , ))
mesh = (, wave)
mesh.MeshType =
mesh.MeshId =
mesh.Scale = SIZE
mesh.Offset = (, , -SIZE.X / )
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
mesh.Offset = (, , -(mesh.Scale.X / ))
DOESROT ==
wave.CFrame = wave.CFrame * .(, ROT, )
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (, , ))
mesh = (, wave)
mesh.MeshType =
mesh.MeshId =
mesh.Scale = SIZE
mesh.Offset = (, , -SIZE.X / )
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
mesh.Offset = (, , -(mesh.Scale.X / ))
DOESROT ==
wave.CFrame = wave.CFrame * .(, ROT, )
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (, , ))
mesh = (, wave)
mesh.MeshType =
mesh.MeshId =
mesh.Scale = SIZE
mesh.Offset = (, , -SIZE.X / )
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
mesh.Offset = (, , -(mesh.Scale.X / ))
DOESROT ==
wave.CFrame = wave.CFrame * .(, ROT, )
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (, , ))
mesh = (, wave)
mesh.MeshType =
mesh.MeshId =
mesh.Scale = SIZE
mesh.Offset = (, , -SIZE.X / )
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
mesh.Offset = (, , -(mesh.Scale.X / ))
DOESROT ==
wave.CFrame = wave.CFrame * .(, ROT, )
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (, , ))
mesh = (, wave)
mesh.MeshType =
mesh.MeshId =
mesh.Scale = SIZE
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
mesh.Offset = (, , -(mesh.Scale.X / ))
DOESROT ==
wave.CFrame = wave.CFrame * .(, ROT, )
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
(SIZE, DOESROT, ROT, WAIT, CFRAME, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (, , ))
mesh = (, wave)
mesh.MeshType =
mesh.MeshId =
mesh.Scale = SIZE
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
DOESROT ==
wave.CFrame = wave.CFrame * .(, ROT, )
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
(SIZE, DOESROT, ROT, WAIT, CFRAME, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (, , ))
mesh = (, wave)
mesh.MeshType =
mesh.MeshId =
mesh.Scale = SIZE
mesh.Offset = (, , )
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
DOESROT ==
wave.CFrame = wave.CFrame * .(, ROT, )
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
(SIZE, WAIT, CFRAME, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (, , ), )
mesh = (, wave)
mesh.MeshType =
mesh.Scale = SIZE
mesh.Offset = (, , )
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
(SIZE, WAIT, CFRAME, COLOR, GROW)
wave = (, Effects, , , , (COLOR), , (SIZE, SIZE, SIZE), )
mesh = (, wave)
wave.CFrame = CFRAME
.(.((PART)
i = , WAIT
()
mesh.Scale = mesh.Scale + GROW
wave.CFrame = CFRAME * ((.(-, )), (.(-, )), (.(-, )))
wave.Transparency = wave.Transparency + / WAIT
wave.Transparency >
wave:()
))
(PART, TYPE)
TYPE ==
MSH = (, PART)
TYPE ==
MSH = (, PART)
MSH.MeshType =
TYPE ==
MSH = (, PART)
MSH.MeshType =
(Table, String)
i, v (Table)
.(.(String), .(v))
(Hit)
ProjectileNames = {
,
,
,
,
,
,
}
Hit Hit.Parent ( Hit.CanCollide (ProjectileNames, Hit.Name)) Hit.Parent:()
Debris = :()
BaseLightning = ()
BaseLightning.Anchored =
BaseLightning.CanCollide =
BaseLightning.Material =
(StartPos, Vec, Length, Ignore, DelayIfHit)
Ignore = (Ignore) == Ignore {Ignore}
RayHit, RayPos, RayNormal = :():(Ray.(StartPos, Vec * Length), Ignore)
RayHit (RayHit)
DelayIfHit
()
RayHit, RayPos, RayNormal = (RayPos + Vec * , Vec, Length - (StartPos - RayPos).magnitude, Ignore, DelayIfHit)
RayHit, RayPos, RayNormal
(Table)
StartPos, TargetPos, Character, Color = Table.StartPosition, Table.TargetPosition, Table.Character, Table.Color
Duration = Table.Duration
FadeRate = Table.FadeRate
Offset = Table.Offset
Individualize = Table.Individualize
MaxRange = Table.MaxRange
SegmentLength = Table.SegmentLength
TimeToFade = Table.TimeToFade
Ignore = Table.Ignore {}
SIZE = Table.Size
(StartPos TargetPos) Character
LightningModel = (, Effects)
LightningModel.Name =
i, v ({Character, LightningModel})
.(Ignore, v)
LastPos = StartPos
Direction = .(StartPos, TargetPos).lookVector
RayHit, RayPos, RayNormal = (StartPos, Direction, MaxRange, Ignore, )
RayLength = (StartPos - RayPos).Magnitude
Struck =
TotalSegments = .(RayLength / SegmentLength)
Direction = .(StartPos, RayPos).lookVector
LightningBolt = (, Effects)
LightningBolt.Name =
Individualize
.(LightningBolts, LightningBolt)
LastBolt = LightningBolt
Debris:(LightningBolt, Duration)
LightningBolt.Parent = LightningModel
i = , TotalSegments
Struck
Entropy = .(.() * Offset * - Offset, .() * Offset * - Offset, .() * Offset * - Offset)
NewPos = StartPos + Direction * (RayLength * (i / TotalSegments)) + Entropy
SegmentVec = NewPos - LastPos
RayHit, RayPos, RayNormal = (LastPos, SegmentVec.Unit, SegmentVec.Magnitude, {Character, LightningModel}, )
RayVec = LastPos - RayPos
LightningPart = BaseLightning:()
LightningPart.BrickColor = BrickColor.(Color)
LightningPart.Size = .(SIZE, SIZE, RayVec.Magnitude)
LightningPart.CFrame = .(LastPos, RayPos) * .(, , -(RayVec.Magnitude / ))
.(Effects2, {
LightningPart,
,
,
,
,
,
})
CylinderMesh = (, LightningPart)
OrigCF = LightningPart.CFrame
LightningPart.Size = .(LightningPart.Size.X, LightningPart.Size.Z, LightningPart.Size.Y)
LightningPart.CFrame = OrigCF * .(.pi / , , )
LightningPart.Parent = LightningBolt
LastPos = NewPos
{
RayHit = RayHit,
RayPos = RayPos,
RayNormal = RayNormal,
LightningModel = LightningModel
}
(position)
RootPart.CFrame = .(RootPart.CFrame.p, (position.X, RootPart.Position.Y, position.Z)) * .(, , )
(text, waitt)
chat = .(()
Character:() ~=
Character:().Parent =
naeeym2 = .(, Character)
naeeym2.Size = .(, , , )
naeeym2.StudsOffset = .(, , )
naeeym2.Adornee = Character.Head
naeeym2.Name =
naeeym2.AlwaysOnTop =
tecks2 = .(, naeeym2)
tecks2.BackgroundTransparency =
tecks2.BorderSizePixel =
tecks2.Text =
tecks2.Font =
tecks2.TextSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = SKILLTEXTCOLOR
tecks2.TextStrokeColor3 = .(, , )
tecks2.Size = .(, , , )
i = , .(text)
naeeym2.Parent ~=
(, Effects, , (, ) / )
tecks2.Text = .(text, , i)
()
(waitt / )
.(.(()
i = ,
tecks2.TextTransparency = tecks2.TextTransparency +
()
naeeym2:()
))
)
()
_, c (Weapon:())
c.ClassName ==
c.CustomPhysicalProperties = PhysicalProperties.(, , , , )
Weapon.Parent = Character
Humanoid.Died:(()
ATTACK =
)
SKILL1FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (, , ), (, , ), )
SKILL2FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (, , ), (, , ), )
SKILL3FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (, , ), (, , ), )
SKILL4FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (, , ), (, , ), )
SKILL5FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (, , ), (, , ), )
SKILL1TEXT = (SKILL1FRAME, , SKILLTEXTCOLOR, , , , , , )
SKILL2TEXT = (SKILL2FRAME, , SKILLTEXTCOLOR, , , , , , )
SKILL3TEXT = (SKILL3FRAME, , SKILLTEXTCOLOR, , , , , , )
SKILL4TEXT = (SKILL4FRAME, , SKILLTEXTCOLOR, , , , , , )
SKILL5TEXT = (SKILL5FRAME, , SKILLTEXTCOLOR, , , , , , )
(TARGET)
.(.(()
T = TARGET:()
i = , #T
child = T[i]
child.ClassName == child.ClassName ==
clone = child:()
clone.Parent = Effects
clone.Anchored =
clone.CanCollide =
clone:()
clone.CFrame = child.CFrame
clone.Name ==
clone.Size = (clone.Size.Y, clone.Size.Y, clone.Size.Y)
clone.ClassName ==
clone.TextureID =
clone.Color = (, , )
clone.Material =
.(.(()
i = ,
()
clone.Transparency = clone.Transparency +
clone.Size = clone.Size + (, , )
clone:()
))
))
(position, range, maxstrength)
i, v (:())
body = v:()
part = , #body
(body[part].ClassName == body[part].ClassName == ) v ~= Character range > (body[part].Position - position).Magnitude v.ClassName ==
(v)
v:()
.Players:(v.Name)
Value = (, Delete)
Value.Name = v.Name
(StartPos, Vec, Length, Ignore)
Direction = .(StartPos, Vec).lookVector
Ignore = (Ignore) == Ignore {Ignore}
RayHit, RayPos, RayNormal = :():(Ray.(StartPos, Direction * Length), Ignore)
RayHit, RayPos, RayNormal
(POS, SWAIT)
.(.(()
HOLDER = (, Effects)
HOLDER.Name =
HITFLOOR = (POS, (POS, POS + (, -, )).lookVector, * Player_Size, Character)
((, , ), SWAIT, (POS), , (, , ))
((, , ), SWAIT, (POS), , (, , ))
((, , ), SWAIT, (POS), , (, , ))
()
HITFLOOR ~=
O =
i = ,
Part = (, HOLDER, HITFLOOR.Material, , , HITFLOOR.BrickColor, , (, , ))
Part.CFrame = ((POS) * ( - i, , O).p) * (((-, )), ((-, )), ((-, )))
O = O - + i /
.(.(()
(SWAIT)
i = ,
()
RayHit, Way = (Part.Position, POS, , )
Part.CFrame = (Way) * (((-, )), ((-, )), ((-, )))
i = ,
()
Part.Size = Part.Size *
))
O =
i = ,
Part = (, HOLDER, HITFLOOR.Material, , , HITFLOOR.BrickColor, , (, , ))
Part.CFrame = ((POS) * ( - i, , O).p) * (((-, )), ((-, )), ((-, )))
O = O + - i /
.(.(()
(SWAIT)
i = ,
()
RayHit, Way = (Part.Position, POS, , )
Part.CFrame = (Way) * (((-, )), ((-, )), ((-, )))
i = ,
()
Part.Size = Part.Size *
))
(SWAIT + )
HOLDER:()
))
()
.(.(()
ATTACK =
Rooted =
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
(, Head, , )
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , -) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, , -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
HITFLOOR = (RootPart.Position, (RootPart.Position, RootPart.Position + (, -, )).lookVector, * Player_Size, Character)
()
HITFLOOR = (RootPart.Position, (RootPart.Position, RootPart.Position + (, -, )).lookVector, * Player_Size, Character)
HITFLOOR ~=
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , -) * ((), (-), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, , -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
(, RightArm, , )
((RightArm.Position) * (, -, ).p, )
()
Gun = (, Weapon, , , , , , (, , ), )
HandleMesh = (, Gun, , , , (-, , -), (, , ))
Weld = (, Gun, RightArm, Gun, (, -, -) * ((), (), (-)), (, , ))
GunPoint = (, Weapon, , , , , , (, , ), )
HandleWeld = (, GunPoint, RightArm, GunPoint, (, -, -) * ((), (), ()), (, , ))
sick = .(, Character)
sick.SoundId =
sick.Looped =
sick.Pitch =
sick.Volume =
sick:()
()
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , -) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, , -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
VALUE1 =
()
ATTACK =
Rooted =
))
()
ATTACK =
Rooted =
i = , , / Animation_Speed
()
(Mouse.Hit.p)
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i = , , / Animation_Speed
()
(Mouse.Hit.p)
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
(, GunPoint, , (, ) / )
((, , ), , GunPoint.CFrame, , (, , ))
((, , ), , GunPoint.CFrame, , (, , ))
RayHit, Way = (GunPoint.Position, Mouse.Hit.p, , Character)
distance = (GunPoint.Position - Way).magnitude
i = ,
laser = .(, Effects)
laser.Transparency =
laser.CanCollide =
laser.Anchored =
laser.Color = (, , )
laser.Material =
laser.formFactor = .FormFactor.Custom
laser.Size = .(, , distance)
laser.CFrame = .(GunPoint.Position, Way) * .(, , -distance / )
((, , ), , (Way), , (, , ))
i = ,
((, , ), , ((Way) * ((-, ), (-, ), (-, )).p, Way), , (, , ), )
.(Effects2, {
laser,
,
,
,
,
,
})
RayHit ~=
v = RayHit.Parent
v ~= v.ClassName ==
(v)
v.Parent =
.Players:(v.Name)
Value = (, Delete)
Value.Name = v.Name
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
KEYHOLD ==
ATTACK =
Rooted =
()
ATTACK =
Rooted =
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
((RootPart.Position) * (, -, ).p, )
UNANCHOR =
RootPart.Anchored =
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , - + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
POS = RootPart.Position
RootPart.CFrame = ((Mouse.Hit.p) * (, , ).p, POS)
((RootPart.Position) * (, -, ).p, )
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
ATTACK =
Rooted =
()
ATTACK =
Rooted =
(, )
i = , , / Animation_Speed
()
(Mouse.Hit.p)
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , -) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, , -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
HITFLOOR = (RootPart.Position, (RootPart.Position, RootPart.Position + (, -, )).lookVector, * Player_Size, Character)
()
HITFLOOR = (RootPart.Position, (RootPart.Position, RootPart.Position + (, -, )).lookVector, * Player_Size, Character)
HITFLOOR ~=
(, GunPoint, , (, ) / )
SOUND = (, Effects, , )
(, Effects, , )
.(.(()
CFRAME = RootPart.CFrame * (, -, -)
SIZE =
()
i = ,
((SIZE / , SIZE / , SIZE * ), , (CFRAME * ((-, ), (-, ), (-, )).p, CFRAME.p), , (, , ), )
Part = (, Effects, HITFLOOR.Material, , , HITFLOOR.BrickColor, , (SIZE / , SIZE / , SIZE / ))
Part.CFrame = CFRAME * (SIZE / , -, ) * (((-, )), ((-, )), ((-, )))
.(.(()
()
Part.Anchored =
))
Part = (, Effects, HITFLOOR.Material, , , HITFLOOR.BrickColor, , (SIZE / , SIZE / , SIZE / ))
Part.CFrame = CFRAME * (-SIZE / , -, ) * (((-, )), ((-, )), ((-, )))
.(.(()
()
Part.Anchored =
))
((SIZE, SIZE, SIZE), , CFRAME, , (-SIZE / , -SIZE / , -SIZE / ))
(CFRAME.p, SIZE, )
SIZE = SIZE +
CFRAME = CFRAME * (, , -)
SOUND.Playing ==
))
((, , ), , GunPoint.CFrame, , (, , ))
((, , ), , GunPoint.CFrame, , (, , ))
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , -) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, , -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
ATTACK =
Rooted =
()
ATTACK =
Rooted =
(, )
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((- - * (SINE / )), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
(, )
(, GunPoint, , (, ) / )
((, , ), , GunPoint.CFrame, , (, , ))
((, , ), , GunPoint.CFrame, , (, , ))
RayHit, Way = (GunPoint.Position, (GunPoint.Position) * (, , ).p, , Character)
distance = (GunPoint.Position - Way).magnitude
i = ,
laser = .(, Effects)
laser.Transparency =
laser.CanCollide =
laser.Anchored =
laser.Color = (, , )
laser.Material =
laser.formFactor = .FormFactor.Custom
laser.Size = .(, , distance)
laser.CFrame = .(GunPoint.Position, Way) * .(, , -distance / )
.(Effects2, {
laser,
,
,
,
,
,
})
.(.(()
()
FILTER = (, .Lighting)
i = ,
()
FILTER.TintColor = (, - i / , - i / )
GAME = .Players:()
PLAYER = , #GAME
PLAY = GAME[PLAYER]
PLAY.Character ~= PLAY.Character.Parent ~=
PLAY.Character.Parent =
.(.(()
PLAY.Character:()
PLAY.Character.Parent =
Value = (, Delete)
Value.Name = PLAY.Name
))
i = ,
()
FILTER.TintColor = (, + i / , + i / )
))
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((- - * (SINE / )), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
ATTACK =
Rooted =
()
ATTACK =
Rooted =
(, Head, , )
i = ,
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * ((), (), ()) * RIGHTSHOULDERC0, )
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * ((), (-), ()) * LEFTSHOULDERC0, )
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i = , , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * (( - * (SINE / )), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * ((), (), ()) * RIGHTSHOULDERC0, )
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * ((), (-), ()) * LEFTSHOULDERC0, )
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
ATTACK =
Rooted =
(Mouse)
ATTACK ==
(Mouse)
HOLD =
(Key)
KEYHOLD =
Key == ATTACK ==
()
Key == ATTACK ==
()
Key == ATTACK ==
()
Key == ATTACK ==
()
Key == ATTACK ==
(, )
Delete:()
Key == ATTACK ==
()
(Key)
KEYHOLD =
Mouse.Button1Down:((NEWKEY)
(NEWKEY)
)
Mouse.Button1Up:((NEWKEY)
(NEWKEY)
)
Mouse.KeyDown:((NEWKEY)
(NEWKEY)
)
Mouse.KeyUp:((NEWKEY)
(NEWKEY)
)
()
UNANCHOR ==
g = Character:()
i = , #g
g[i].ClassName ==
g[i].Anchored =
Humanoid.Changed:((Jump)
Jump == Disable_Jump ==
Humanoid.Jump =
)
BOLT
FF = (, Character)
FF.Visible =
()
BOLT ~=
BOLT:()
ANIMATE.Parent =
IDLEANIMATION = Humanoid:(ROBLOXIDLEANIMATION)
IDLEANIMATION:()
SINE = SINE + CHANGE
TORSOVELOCITY = (RootPart.Velocity * (, , )).magnitude
TORSOVERTICALVELOCITY = RootPart.Velocity.y
LV = Torso.CFrame:(Torso.Velocity - Torso.Position)
HITFLOOR = (RootPart.Position, (RootPart.Position, RootPart.Position + (, -, )).lookVector, * Player_Size, Character)
WALKSPEEDVALUE = / (Humanoid.WalkSpeed / )
ANIM == TORSOVELOCITY >
RootJoint.C1 = (RootJoint.C1, ROOTC0 * (, , - * (SINE / (WALKSPEEDVALUE / )) * Player_Size) * ((), (), ()), * (Humanoid.WalkSpeed / ) / Animation_Speed)
Neck.C1 = (Neck.C1, ( * Player_Size, - * Player_Size, * Player_Size) * ((-), (), ()) * (( * (SINE / (WALKSPEEDVALUE / ))), (), ()), * (Humanoid.WalkSpeed / ) / Animation_Speed)
RightHip.C1 = (RightHip.C1, ( * Player_Size, * Player_Size - * (SINE / WALKSPEEDVALUE) * Player_Size, - * (SINE / WALKSPEEDVALUE) * Player_Size) * ((), (), ()) * ((), (), ( * (SINE / WALKSPEEDVALUE))), * (Humanoid.WalkSpeed / ) / Animation_Speed)
LeftHip.C1 = (LeftHip.C1, (- * Player_Size, * Player_Size + * (SINE / WALKSPEEDVALUE) * Player_Size, * (SINE / WALKSPEEDVALUE) * Player_Size) * ((), (-), ()) * ((), (), ( * (SINE / WALKSPEEDVALUE))), * (Humanoid.WalkSpeed / ) / Animation_Speed)
ANIM ~= TORSOVELOCITY <
RootJoint.C1 = (RootJoint.C1, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C1 = (Neck.C1, ( * Player_Size, - * Player_Size, * Player_Size) * ((-), (), ()) * ((), (), ()), / Animation_Speed)
RightHip.C1 = (RightHip.C1, ( * Player_Size, * Player_Size, * Player_Size) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C1 = (LeftHip.C1, (- * Player_Size, * Player_Size, * Player_Size) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
TORSOVERTICALVELOCITY > HITFLOOR ==
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, * Player_Size, ) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((-), (), (-)), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
TORSOVERTICALVELOCITY < - HITFLOOR ==
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
TORSOVELOCITY < HITFLOOR ~=
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , ) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
TORSOVELOCITY > HITFLOOR ~=
ANIM =
WALK = WALK + / Animation_Speed
WALK >= - * (Humanoid.WalkSpeed / / Player_Size)
WALK =
WALKINGANIM ==
WALKINGANIM =
WALKINGANIM ==
WALKINGANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * ( * Player_Size, * Player_Size, ) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
#Effects2 >
e = , #Effects2
Effects2[e] ~=
Thing = Effects2[e]
Thing ~=
Part = Thing[]
Mode = Thing[]
Delay = Thing[]
IncX = Thing[]
IncY = Thing[]
IncZ = Thing[]
Part2 = Thing[]
Thing[].Transparency <=
Thing[] ==
Thing[].CFrame = Thing[].CFrame
Mesh = Thing[].Mesh
Mesh.Scale = Mesh.Scale + (Thing[], Thing[], Thing[])
Thing[].Transparency = Thing[].Transparency + Thing[]
Thing[] ==
Mesh = Thing[].Mesh
Mesh.Scale = Mesh.Scale + (Thing[], Thing[], Thing[])
Thing[].Transparency = Thing[].Transparency + Thing[]
Thing[] ==
Mesh = Thing[]
Thing[].CFrame = Thing[].CFrame * (, , )
Mesh.Scale = Mesh.Scale + (Thing[], Thing[], Thing[])
Thing[].Transparency = Thing[].Transparency + Thing[]
Thing[] ==
Mesh = Thing[].Mesh
Mesh.Scale = Mesh.Scale + (Thing[], Thing[], Thing[])
Thing[].Transparency = Thing[].Transparency + Thing[]
Thing[] ==
Thing[].Transparency = Thing[].Transparency + Thing[]
Part.Parent =
.(Effects2, e)
()
Humanoid.MaxHealth =
Humanoid.Health =
Rooted ==
Disable_Jump =
Humanoid.WalkSpeed = Speed
Rooted ==
Disable_Jump =
Humanoid.WalkSpeed =
VALUE1 ==
RayData = ({
SegmentLength = ,
Offset = ,
Size = ,
MaxRange = ,
StartPosition = GunPoint.Position,
TargetPosition = RightArm.Position,
Character = ,
Color = ,
Individual =
})
BOLT = RayData.LightningModel
((, , ), , GunPoint.CFrame, , (-, -, -))
SKILL1TEXT.TextTransparency =
SKILL2TEXT.TextTransparency =
SKILL3TEXT.TextTransparency =
SKILL4TEXT.TextTransparency =
SKILL5TEXT.TextTransparency =
VALUE1 ==
ATTACK ==
()
SKILL1TEXT.TextTransparency =
SKILL2TEXT.TextTransparency =
SKILL3TEXT.TextTransparency =
SKILL4TEXT.TextTransparency =
SKILL5TEXT.TextTransparency =
MATHS = {, }
Humanoid.Name = MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)]
Humanoid.PlatformStand = false
local GAME = game.Players:GetChildren()
for PLAYER = 1, #GAME do
local PLAY = GAME[PLAYER]
if PLAY.Character ~= nil and Delete:FindFirstChild(PLAY.Name) then
PLAY.Character:remove()
end
end
endIt's epic man also you need r6

Universal