Run it
Copy the script and paste it into your executor.
(:())()
.loop =
player = .Players.LocalPlayer
char = player.Character
Align = (Part0, Part1,Mesh)
Aligns = {
AlignOrientation = .(, Part0),
AlignPosition = .(, Part0)
}
Attachments = {
Attach0 = .(, Part0),
Attach1 = .(, Part1)
}
m = Part0:()
Mesh m
m:()
Part0:()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = .huge
Aligns.AlignOrientation.RigidityEnabled =
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = .huge
Aligns.AlignPosition.RigidityEnabled =
Aligns.AlignPosition.MaxForce =
(()
.loop
mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:()).p).magnitude
mag >=
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:()
Part0.Velocity = .(,,)
[].Heartbeat:()
)
{Attachments.Attach0, Attachments, Aligns}
hat = (char[].Handle,char[],)
cf = char[].CFrame*.(,-,-)*.(.(),.(-),)
hat[].CFrame = cf:() * char[].CFrame
(()
char.AncestryChanged:()
.loop =
)
S = ({},{__index = (s,i) :(i) })
Plrs = S.Players
Plr = Plrs.LocalPlayer
Char = .Workspace.non
Hum = Char:
RArm = Char[]
LArm = Char[]
RLeg = Char[]
LLeg = Char[]
Root = Char:
Torso = Char.Torso
Head = Char.Head
NeutralAnims =
Attack =
BloodPuddles = {}
Effects = {}
Debounces = {Debounces={}}
Mouse = Plr:()
Hit = {}
Sine =
Change =
Souls =
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
)*
)
)
CF = {N=.new,A=.Angles,fEA=.fromEulerAnglesXYZ}
C3 = {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
CSK = ColorSequenceKeypoint.new
CS = ColorSequence.new
(parent,id,pitch,volume,looped,effect,autoPlay)
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 =
Sound:()
)
(effect)
()
Sound.Parent =parent Torso
Sound
(parent,color,material,size,cframe,anchored,cancollide)
part = ()
part[(color) == ] = color C3.(,,)
part.Material = (material .Material.SmoothPlastic)
part.TopSurface,part.BottomSurface=,
part.Size = (size V3.(,,))
part.CFrame = (cframe CF.(,,))
part.Anchored = (anchored )
part.CanCollide = (cancollide )
part.Parent = (parent Char)
part
(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,parent)
(properties)
i,v , properties
(() inst[i] = v )
inst;
= ({ClearChildrenOfClass = (where,class,recursive) children = (recursive where:() where:()) _,v , children (v:(class)) v:();;;},{__index = })
Frame_Speed =
Remove_Hats =
Remove_Clothing =
PlayerSize =
DamageColor = BrickColor.new
MusicID =
WalkSpeed =
MaxSouls =
MaxHealth =
(.RefusedAnimation == ) .RefusedAnimation =
(Remove_Hats) .(Char,,)
(Remove_Clothing) .(Char,,) .(Char,,)
Effects = (,Char)
Effects.Name =
Hum.MaxHealth = MaxHealth
Hum.Health = MaxHealth
Knife = (,Char,{Name=,Size=V3.(,,),Anchored=,CanCollide=,Locked=,Archivable=,Reflectance=,Color=C3.(,,)})
KnifeMesh = (Knife,.MeshType.FileMesh,,,V3.(,,),V3.())
AuraEmitter = (,Knife,{EmissionDirection=,Color={(,C3.(,,)),(,C3.(,,)),(,C3.(,,))},LightEmission=,LightInfluence=,Size=NumberSequence.(),Texture=,Transparency=NumberSequence.(,),LockedToPart=,Lifetime=NumberRange.(),Rate=,Speed=NumberRange.()})
FireEmitter = (,Knife,{EmissionDirection=,Color=(C3.(,,),C3.(,,)),LightEmission=,LightInfluence=,Size=NumberSequence.{NumberSequenceKeypoint.(,,),NumberSequenceKeypoint.(,,),NumberSequenceKeypoint.(,,)},Texture=,Transparency=NumberSequence.(,),Lifetime=NumberRange.(,),Rate=,Speed=NumberRange.()})
KTrail = (,Knife,{
Attachment0=(,Knife,{Position=V3.(,-,)}),
Attachment1=(,Knife,{Position=V3.(,,)}),
Color=(C3.(,,)),
Enabled=,
Transparency=NumberSequence.(,),
Lifetime=,
})
Hair = (Char,C3.(,,),.Material.SmoothPlastic,V3.(,,),CF.(),,)
HairMesh = (Hair,.MeshType.FileMesh,,,V3.(,,),V3.())
(,Knife,{Color=C3.(,,),Range=,Brightness=})
Hum.DisplayDistanceType =
naeeym2 = (,Char)
naeeym2.AlwaysOnTop =
naeeym2.Size = .(,,,)
naeeym2.StudsOffset = V3.(,,)
naeeym2.Adornee = Char.Head
naeeym2.Name =
naeeym2.PlayerToHideFrom = Plr
tecks2 = (,naeeym2)
tecks2.BackgroundTransparency =
tecks2.TextScaled =
tecks2.BorderSizePixel =
tecks2.Text =
tecks2.Font = .Font.Bodoni
tecks2.TextSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = C3.(,,)
tecks2.TextStrokeColor3 = C3.(,,)
tecks2.Size = .(,,,)
tecks2.Parent = naeeym2
(,Char)
(,Char)
Hum.WalkSpeed = WalkSpeed
(PlayerSize ~= )
_,v , Char:()
(v:)
v.Size = v.Size * PlayerSize
i = ,
FACE = (Char,C3.(,,),.Material.Neon,V3.(,,),CF.(),,)
FACE.Transparency = +(i-)/
FACE.Name =
Head:():().Parent = FACE
(,Head,{Part0=Head,Part1=FACE,C0=CF.(,-(i-)/,)})
LEye = (Char,C3.(,,),.Material.Neon,V3.(,,),CF.(),,)
LEyeM = (LEye,.MeshType.Sphere,,,V3.(,,),V3.())
LEyeW = (,LEye,{Part0=Head,Part1=LEye,C0=CF.(-,,-)})
REye = (Char,C3.(,,),.Material.Neon,V3.(,,),CF.(),,)
REyeM = (REye,.MeshType.Sphere,,,V3.(,,),V3.())
REyeW = (,REye,{Part0=Head,Part1=REye,C0=CF.(,,-)})
(()
Char.LeftWing:()
Char.ReaperShadowHead:()
)
Music = (Torso,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})
HW = (,Char,{Part0=RArm,Part1=Knife,C0=CF.(,-,-)*CF.(M.(-),,)})
HW2 = (,Char,{Part0=Head,Part1=Hair,C0=CF.(,,)})
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:()
(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
(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:()
FXTable = {}
.(.(()
i = , #FXTable
data = FXTable[i]
(data)
Frame = data.Frame
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
CFra = data.CFrame Torso.CFrame
Settings = data.FXSettings {}
Prt,Msh,Snd = data.Part,data.Mesh,data.Sound
grow = data.Grow
MoveSpeed = ;
(MoveDir)
MoveSpeed = (CFra.p - MoveDir).magnitude/Frames
(FX ~= )
Frame = Frame +
(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.(-,))
(MoveDir MoveSpeed)
Orientation = Prt.Orientation
Prt.CFrame = CF.(Prt.Position,MoveDir)*CF.(,,-MoveSpeed)
Prt.Orientation = Orientation
(Prt.Transparency >= Frame >= Frames)
Prt:()
.(FXTable,i)
data.Frame = Frame
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 = Frame + (Settings.Speed )
(Settings.Home)
endP = Settings.Home.CFrame
Prt.CFrame = (start, quarter, threequarter, endP, Frame)
(Prt.Transparency >= Frame >= Frames)
(Settings.RemoveOnGoal)
Prt:()
Prt:()
()
))
(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;
.(()
(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.(-,))
(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,human)
torso = (whom: whom: whom: whom: whom:)
succ, health, alive = (() whom:.Health, whom:.Health > )
(torso torso: alive == )
whom:.Health =
whom:()
Model = (,Effects)
(..whom.Name)
Model.Name = whom.Name..
Soul = (Model,(human BrickColor.new BrickColor.(C3.(,,))),,V3.(,,),torso.CFrame,,)
Soul.CanCollide=
(Soul,.MeshType.Sphere)
Soul.Name =
(whom.Name == )
Soul.Color = C3.(,,)
DripEmitter = (,Soul,{EmissionDirection=,Color=(Soul.Color),LightEmission=,LightInfluence=,Size=NumberSequence.(),Texture=,Transparency=NumberSequence.(,),LockedToPart=,Lifetime=NumberRange.(),Rate=,Speed=NumberRange.()})
Hoom = (,Model,{MaxHealth=(health <= health/ ),Health=(health <= health/ )})
AT0 = (,Soul,{Position=V3.(,,)})
AT1 = (,Soul,{Position=V3.(,-,)})
Trail = (,Soul,{Attachment0=AT0,Attachment1=AT1,Transparency=NumberSequence.(),FaceCamera = ,Texture=,LightEmission=,Color=(Soul.Color),Lifetime=,MinLength=})
(,Soul,{Color=Soul.Color,Range=,Brightness=(human )})
turdso = Soul:()
turdso.Name =
turdso.CanCollide =
turdso.Anchored =
turdso.CFrame = Soul.CFrame
turdso.Parent = Model
turdso.Size = V3.()
turdso.Transparency=
Distance = .huge
Soul.CFrame = CF.(Soul.Position,Torso.Position)*CF.(,,-)
turdso.CFrame = Soul.CFrame
Distance = (Soul.CFrame.p-Torso.CFrame.p).magnitude
()
Hoom.Health <= Soul.Parent Distance <=
(Soul.Parent Hoom.Health > )
Model:()
{
Effect=,
Mesh={.MeshType.Sphere},
Color = Soul.Color,
=Torso.CFrame,
Size=V3.(,,),
Material=.Material.Neon,
Sound={SoundId=,Pitch=,Volume=},
FXSettings={
EndSize=V3.(,,),
}
}
Souls = Souls + (human )
(..Souls)
MaxHealth = MaxHealth + Hoom.Health
Hum.Health = Hum.Health + Hoom.Health
i = ,
{
Effect=,
Color = Soul.Color,
MoveDirection = (Torso.CFrame*.(M.(-,),M.(-,),M.(-,))).p
}
()
i = ,
{
Effect=,
Color = Soul.Color,
=Soul.CFrame,
MoveDirection = (Soul.CFrame*.(M.(-,),M.(-,),M.(-,))).p
}
{
Effect=,
Mesh={.MeshType.Sphere},
Sound={SoundId=,Pitch=,Volume=},
Color = Soul.Color,
=Soul.CFrame,
Size=V3.(,,),
Material=.Material.Neon,
FXSettings={
EndSize=V3.(,,),
}
}
Model:()
(point,range,ignore)
:(R3.(point-V3.(,,)*range/,point+V3.(,,)*range/),ignore,)
(startCF,endCF,alpha)
startCF:(endCF, alpha)
(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:()
) )()
(whom)
(whom.Name ~= )
isPlr = Plrs:(whom) ~=
.(SoulSteal)(whom,isPlr)
_,v , whom:()
(v:)
v.Parent = Effects
v:()
v.Anchored =
v.CanCollide =
v.Transparency =
dust = (,v,{
Color = ColorSequence.(C3.(,,)),
LightEmission=,
LightInfluence=,
Size=NumberSequence.{NumberSequenceKeypoint.(,,),NumberSequenceKeypoint.(,,)},
Texture=,
Transparency=NumberSequence.{NumberSequenceKeypoint.(,,),NumberSequenceKeypoint.(,,)},
Lifetime = NumberRange.(),
Rate=,
Acceleration = V3.(,,),
Speed = NumberRange.(),
Enabled =
})
(, ()
dust.Enabled =
S.Debris:(v,)
)
(who,minDam,maxDam,Knock,Type,critChance,critMult)
(who)
hum = who:
Damage =
canHit =
(hum)
_, p (Hit)
p[] == hum
(() - p[] < )
canHit =
Hit[_] =
(canHit)
.(Hit,{hum,()})
((who))
((who),,,,,,)
(hum.Health >= .huge)
(who)
(who: hum.Health > )
((who.Head.CFrame * CF.(, , (who.Head.Size.Z / )).p+V3.(,,)+V3.(M.(-,),,M.(-,))), , , DamageColor.Color)
player = S.Players:(who)
(Type == )
c = .(,hum)
c.Name =
c.Value = Plr
::(c,)
Crit =
(M.(,) <= (critChance ) critMult > )
Crit =
Damage =
Damage = Damage*((Souls/)+)
(who: hum.Health > )
((who.Head.CFrame * CF.(, , (who.Head.Size.Z / )).p+V3.(,,)+V3.(M.(-,),,M.(-,))), (Crit ).. .(Damage), , (Crit BrickColor.new.Color DamageColor.Color))
(hum.Health - Damage <= )
(who)
hum.Health = hum.Health - Damage
(Type == (who))
angle = (who).Position - Root.Position + .(, , ).unit
body = (,(who),{
P = ,
maxForce = V3.(.huge,,.huge),
velocity = Root.CFrame.lookVector * Knock + Root.Velocity /
})
::(body,)
(Type == )
(M.(,) >= critChance)
(who: hum.Health > )
((who.Head.CFrame * CF.(, , (who.Head.Size.Z / )).p+V3.(,,)+V3.(M.(-,),,M.(-,))), , , BrickColor..Color)
asd = hum.WalkSpeed/
hum.WalkSpeed = asd
paralyzed =
.(()
paralyzed
()
(M.(,) == )
(who: hum.Health > )
((who.Head.CFrame * CF.(, , (who.Head.Size.Z / )).p+V3.(,,)+V3.(M.(-,),,M.(-,))), , , BrickColor..Color)
hum.PlatformStand =
)()
(, ()
paralyzed =
hum.WalkSpeed = hum.WalkSpeed + asd
)
(Type == (who))
rek = (who)
hum.PlatformStand =
(,()
hum.PlatformStand =
)
angle = ((who).Position - (Root.Position + .(, , ))).unit
bodvol = (,rek,{
velocity = angle * Knock,
P = ,
maxForce = .(, , ),
})
rl = (,rek,{
P = ,
maxTorque = .(, , ) * ,
angularvelocity = .(.(-, ), .(-, ), .(-, )),
})
:():(bodvol, )
:():(rl, )
(where,range,minDam,maxDam,Knock,Type,critChance,critMult)
_,v , (where,range,{Char})
(v.Name ~= )
(v.Parent v.Parent:)
(v.Parent,minDam,maxDam,Knock,Type,critChance,critMult)
(where,range)
_,v , (where,range,{Char,Effects})
succ,alive = (() v.Parent:.Health > )
(v.Name ~= )
(v.Parent alive == )
.(Kill)(v.Parent)
(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 =
sound = (Knife,,,,,,)
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)
HW.C0 = HW.C0:(CF.(,-,-)*CF.(M.(-),,),Alpha)
KTrail.Enabled =
sound:()
i = , ,
()
(Knife.CFrame.p,,,,,,,)
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)
HW.C0 = HW.C0:(CF.(,-,-)*CF.(M.(-),,),Alpha)
KTrail.Enabled =
Attack =
NeutralAnims =
Mouse.Button1Down:(()
(Attack)
()
)
Mouse.KeyDown:((k)
(Attack)
(k == ) (Root.CFrame.p,)
(k == ) WalkSpeed = (WalkSpeed == )
)
()
Attack =
()
oMH = MaxHealth
MaxHealth =
Hum.MaxHealth =
Hum.Health =
Char.Parent =
Hum:()
( .RefusedAnimation)
.RefusedAnimation =
Soul;
(where,decalId)
destroy =
soul = (,)
soul.Name =
soul.Transparency=
soul.Size = V3.(,,)
soul.Anchored=
soul.CanCollide=
soul.CFrame = where
heartF = (,soul,{Face=.NormalId.Front,Texture=..decalId})
heartB = (,soul,{Face=.NormalId.Back,Texture=..decalId})
soul,heartF,heartB
owo = Root.CFrame
s,f,b = (owo,)
()
snd = (s,,,,,,)
snd:()
f.Texture =
b.Texture =
()
snd:()
()
i = , ,
()
s.CFrame = owo * CF.(M.(-,)/,M.(-,)/,M.(-,)/)
snd = (s,,,,,,)
snd:()
s.CFrame = owo
f.Texture =
b.Texture =
()
snd:()
()
()
RJ.Parent = Char
LS.Parent = Char
RS.Parent = Char
LH.Parent = Char
RH.Parent = Char
NK.Parent = Char
LArm.Parent = Char
RArm.Parent = Char
LLeg.Parent = Char
LArm.Parent = Char
Root.Parent = Char
Torso.Parent = Char
Head.Parent = Char
Knife.Parent = Char
Hair.Parent = Char
HW.Parent = Char
HW2.Parent = Char
REye:()
LEye:()
_,v , Char:()
(v.Name == ) v:()
LEye = (Char,C3.(,,),.Material.Neon,V3.(,,),CF.(),,)
LEyeM = (LEye,.MeshType.Sphere,,,V3.(,,),V3.())
LEyeW = (,LEye,{Part0=Head,Part1=LEye,C0=CF.(-,,-)})
REye = (Char,C3.(,,),.Material.Neon,V3.(,,),CF.(),,)
REyeM = (REye,.MeshType.Sphere,,,V3.(,,),V3.())
REyeW = (,REye,{Part0=Head,Part1=REye,C0=CF.(,,-)})
i = ,
FACE = (Char,C3.(,,),.Material.Neon,V3.(,,),CF.(),,)
FACE.Transparency = +(i-)/
FACE.Name =
Head:():().Parent = FACE
(,Head,{Part0=Head,Part1=FACE,C0=CF.(,-(i-)/,)})
Hum = (,Char,{DisplayDistanceType=})
()
MaxHealth = oMH
Hum.MaxHealth = MaxHealth
Hum.Health = MaxHealth
()
Char.Parent =
Attack =
()
Hum.Died:(Refuse)
()
()
Sine = Sine + Change
( Music)
Music = (Torso,MusicID,,,,,)
Music.Name =
Music.Pitch =
Music.Volume =
Music.SoundId = ..MusicID
Music.Parent = Torso
Music:()
hitfloor,posfloor = :(Ray.(Root.CFrame.p,((.(Root.Position,Root.Position - .(,,))).lookVector).unit * ), Char)
Walking = (.(Root.Velocity.x) > .(Root.Velocity.z) > )
State = (Hum.PlatformStand Hum.Sit hitfloor Root.Velocity.y < - hitfloor Root.Velocity.y > hitfloor Walking hitfloor )
( Effects Effects.Parent)
Effects = (,Char)
Effects.Name =
Hum.WalkSpeed = WalkSpeed
(State == )
(Hum.WalkSpeed >= )
wsVal = / (Hum.WalkSpeed/)
Alpha = .( * (Hum.WalkSpeed/),)
Change =
RH.C1 = RH.C1:(CF.(,,)*CF.(,-*M.(Sine/wsVal),+*M.(Sine/wsVal))*CF.(M.(+*M.(Sine/wsVal))+-M.(Sine/wsVal),,),Alpha)
LH.C1 = LH.C1:(CF.(,,)*CF.(,+*M.(Sine/wsVal),-*M.(Sine/wsVal))*CF.(M.(-*M.(Sine/wsVal))+M.(Sine/wsVal),,),Alpha)
Change =
wsVal = / (Hum.WalkSpeed/)
Alpha = .( * (Hum.WalkSpeed/),)
LH.C1 = LH.C1:(CF.(,-*M.(Sine/wsVal)/,*M.(Sine/wsVal)/)*CF.(M.(-*M.(Sine/wsVal))-M.(Sine/wsVal)/,,)*CF.(M.(-*M.(Sine/wsVal)),,),Alpha)
RH.C1 = RH.C1:(CF.(,+*M.(Sine/wsVal)/,-*M.(Sine/wsVal)/)*CF.(M.(+*M.(Sine/wsVal))+M.(Sine/wsVal)/,,)*CF.(M.(+*M.(Sine/wsVal)),,),Alpha)
RH.C1 = RH.C1:(CF.(,,),)
LH.C1 = LH.C1:(CF.(,,),)
face = Head:
( face)
(,Head,{Name=,Face=.NormalId.Front,Texture=})
face.Texture =
RArm.BrickColor = BrickColor.new
LArm.BrickColor = BrickColor.new
RLeg.BrickColor = BrickColor.new
LLeg.BrickColor = BrickColor.new
Torso.BrickColor = BrickColor.new
Head.BrickColor = BrickColor.new
Hum.Name =
(Hum.MaxHealth ~= MaxHealth)
Hum.MaxHealth = MaxHealth
Hum.DisplayDistanceType=
(NeutralAnims)
(State == )
Change =
Alpha =
RJ.C0 = (RJ.C0,.(-, +*M.(Sine/), -, , -, -, , , -, , , ),Alpha)
LH.C0 = (LH.C0,.(-, --*M.(Sine/), -, , , , -, , , -, -, ),Alpha)
RH.C0 = (RH.C0,.(, --*M.(Sine/), -, , , , -, , , -, -, ),Alpha)
LS.C0 = (LS.C0,.(-, +*M.(Sine/), , , -, , , , , -, -, ),Alpha)
RS.C0 = (RS.C0,.(, +*M.(Sine/), -, , -, -, , , , , -, ),Alpha)
NK.C0 = (NK.C0,.(, , -, , -, , , , , -, , ),Alpha)
HW.C0 = HW.C0:(CF.(,-,-)*CF.(M.(-),,),Alpha)
(State == )
(Hum.WalkSpeed >= )
wsVal = / (Hum.WalkSpeed/)
Alpha = .( * (Hum.WalkSpeed/),)
RJ.C0 = RJ.C0:(CF.(,-*M.(Sine/(wsVal/)),)*CF.(M.(-),M.(-*M.(Sine/wsVal)/),),Alpha)
LS.C0 = LS.C0:(LSC0*CF.(,,-*M.(Sine/wsVal))*CF.(M.(+*M.(Sine/wsVal)),,M.(-+*M.(Sine/wsVal))),Alpha)
RS.C0 = RS.C0:(RSC0*CF.(,,+*M.(Sine/wsVal))*CF.(M.(-*M.(Sine/wsVal)),,M.(+*M.(Sine/wsVal))),Alpha)
NK.C0 = NK.C0:(NKC0*CF.(M.(),,),Alpha)
LH.C0 = LH.C0:(LHC0*CF.(,+*M.(Sine/(wsVal/)),)*CF.(M.(),,),Alpha)
RH.C0 = RH.C0:(RHC0*CF.(,+*M.(Sine/(wsVal/)),)*CF.(M.(),,),Alpha)
HW.C0 = HW.C0:(CF.(,-,-)*CF.(M.(-),,),Alpha)
wsVal = / (Hum.WalkSpeed/)
Alpha = .( * (Hum.WalkSpeed/),)
RJ.C0 = RJ.C0:(CF.(,-*M.(Sine/(wsVal/)),)*CF.(,M.(-*M.(Sine/wsVal)/),),Alpha)
LS.C0 = LS.C0:(LSC0*CF.(,,+*M.(Sine/wsVal))*CF.(M.(-*M.(Sine/wsVal)),,M.(-*M.(Sine/wsVal))),Alpha)
RS.C0 = RS.C0:(RSC0*CF.(,,-*M.(Sine/wsVal))*CF.(M.(+*M.(Sine/wsVal)),,M.(--*M.(Sine/wsVal))),Alpha)
NK.C0 = NK.C0:(NKC0,Alpha)
LH.C0 = LH.C0:(LHC0*CF.(,+*M.(Sine/(wsVal/)),),Alpha)
RH.C0 = RH.C0:(RHC0*CF.(,+*M.(Sine/(wsVal/)),),Alpha)
HW.C0 = HW.C0:(CF.(,-,-)*CF.(M.(-),,),Alpha)
(State == State == )
(Walking)
Alpha =
RJ.C0 = (RJ.C0,RJC0*CF.(.(.(Root.Velocity.Y/,-M.()),M.()),,),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)
HW.C0 = HW.C0:(CF.(,-,-)*CF.(M.(-),,),Alpha)
Alpha =
RJ.C0 = (RJ.C0,RJC0*CF.(.(.(Root.Velocity.Y/,-M.()),M.()),,),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)
HW.C0 = HW.C0:(CF.(,-,-)*CF.(M.(-),,),Alpha)
(State == )
(State == )
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: www.roblox.com, www.youtube.com, raw.githubusercontent.com.
FE chara made by Nebula the Zorua#6969 Hat needed https://www.roblox.com/catalog/7170689370/Red-Swag-Knife