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Copy the script and paste it into your executor.
(:())()
(:()[].Source)()
.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 =
)
.loop2 =
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 =
(()
.loop2
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 =
)
(/)
Effects = { }
Player = :.localPlayer
chara = .Workspace.non
Humanoid = chara:()
Mouse = Player:()
LeftArm = chara[]
RightArm = chara[]
LeftLeg = chara[]
RightLeg = chara[]
Head = chara.Head
Torso = chara.Torso
Camera = .CurrentCamera
RootPart = chara.HumanoidRootPart
RootJoint = RootPart.RootJoint
attack =
Anim =
attacktype =
delays =
play =
targetted =
Torsovelocity = (RootPart.Velocity * .(, , )).magnitude
velocity = RootPart.Velocity.y
sine =
change =
doe =
Create = ().Create
debby = :()
Humanoid.WalkSpeed =
Humanoid.Animator.Parent =
chara.Animate.Parent =
newMotor = (part0, part1, c0, c1)
w = (){
Parent = part0,
Part0 = part0,
Part1 = part1,
C0 = c0,
C1 = c1,
}
w
(a, b, t)
a:(b, t)
RootCF = .(-, , )
NeckCF = .(, , , -, -, -, , , , , , )
RW = (Torso, RightArm, .(, , ), .(, , ))
LW = (Torso, LeftArm, .(-, , ), .(, , ))
RH = (Torso, RightLeg, .(, -, ), .(, , ))
LH = (Torso, LeftLeg, .(-, -, ), .(, , ))
RootJoint.C1 = .(, , )
RootJoint.C0 = .(, , )
Torso.Neck.C1 = .(, , )
Torso.Neck.C0 = .(, , )
rarmc1 = RW.C1
larmc1 = LW.C1
rlegc1 = RH.C1
llegc1 = LH.C1
resetc1 =
(, speed, bool)
RootJoint.C0 = (RootJoint.C0, [], speed)
Torso.Neck.C0 = (Torso.Neck.C0, [], speed)
RW.C0 = (RW.C0, [], speed)
LW.C0 = (LW.C0, [], speed)
RH.C0 = (RH.C0, [], speed)
LH.C0 = (LH.C0, [], speed)
bool ==
resetc1 ==
resetc1 =
RootJoint.C1 = RootJoint.C1
Torso.Neck.C1 = Torso.Neck.C1
RW.C1 = rarmc1
LW.C1 = larmc1
RH.C1 = rlegc1
LH.C1 = llegc1
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame =
tf =
allowframeloss =
tossremainder =
lastframe = ()
.Heartbeat:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.Heartbeat:()
lastframe = ()
i = , .(tf / frame)
.Heartbeat:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(num)
num == num ==
ArtificialHB.Event:()
i = , num
ArtificialHB.Event:()
(part)
part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = , , , , ,
(id,par,pit,vol)
sou = .(, par )
par == chara
sou.Parent = chara.Torso
sou.Volume = vol
sou.Pitch = pit
sou.SoundId = .. id
sou.PlayOnRemove =
sou:()
New = (Object, Parent, Name, Data)
Object = .(Object)
Index, Value (Data {})
Object[Index] = Value
Object.Parent = Parent
Object.Name = Name
Object
Naifu = (,chara,,{BrickColor = BrickColor.(),FormFactor = .FormFactor.Custom,Size = .(, , ), = .(-, , -, -, -, , -, , , -, -, -),CanCollide = ,BottomSurface = .SurfaceType.Smooth,TopSurface = .SurfaceType.Smooth,Color = .(, , ),})
Mesh = (,Naifu,,{Scale = .(, , ),VertexColor = .(, , ),MeshId = ,TextureId = ,MeshType = .MeshType.FileMesh,})
Weld = (,Naifu,,{Part0 = Naifu,Part1 = LeftArm,C0 = .(, , , -, -, -, -, , -, , , -),C1 = .(-, -, , -, , -, , , , , , -),})
TEC9 = (,chara,,{BrickColor = BrickColor.(),Transparency = ,Transparency = ,FormFactor = .FormFactor.Custom,Size = .(, , ), = .(-, , -, -, -, -, , -, , -, , -),CanCollide = ,BottomSurface = .SurfaceType.Smooth,TopSurface = .SurfaceType.Smooth,Color = .(, , ),})
Mesh = (,TEC9,,{Scale = .(, , ),MeshId = ,TextureId = ,MeshType = .MeshType.FileMesh,})
Weld = (,TEC9,,{Part0 = TEC9,Part1 = RightArm,C0 = .(, , , -, , -, -, -, , -, , -),C1 = .(-, -, -, -, , , , , , , , -),})
DBarrel = (,chara,,{BrickColor = BrickColor.(),Transparency = ,FormFactor = .FormFactor.Custom,Size = .(, , ), = .(-, , -, , , -, -, , -, , , ),CanCollide = ,BottomSurface = .SurfaceType.Smooth,TopSurface = .SurfaceType.Smooth,Color = .(, , ),})
Mesh = (,DBarrel,,{Scale = .(, , ),MeshId = ,TextureId = ,MeshType = .MeshType.FileMesh,})
Weld = (,DBarrel,,{Part0 = DBarrel,Part1 = RightArm,C0 = .(, , , , -, , , , , -, -, ),C1 = .(, -, -, -, -, , -, , -, -, -, -),})
att1 = .(,Naifu)
att1.Position = .(,,-)
att2 = .(,Naifu)
att2.Position = .(,,)
tr1 = .(,Naifu)
tr1.Color = ColorSequence.(.(,,),.(,,))
tr1.Transparency = NumberSequence.(,)
tr1.Lifetime =
tr1.Enabled =
tr1.Attachment0 = att1
tr1.Attachment1 = att2
chara:()
CorruptFace = (,chara.FakeHeadM.FakeHead,,{Texture = ,})
chara.FakeHeadM.FakeHead.Normal:()
chara.FakeHeadM.FakeHead.Lood:()
chara.FakeHeadM.FakeHead.Rooped:()
chara.FaysG:()
chara.FakeHeadM.Ahoge:()
i,v (chara:())
v.Name == v.Name ==
v:()
v.Name ==
v.Transparency =
i, v (chara:())
v:() v:()
v:()
v.Name ==
a, b (v:())
b.Name ~=
b.Transparency =
sh = .(,chara)
pn = .(,chara)
sh.ShirtTemplate =
pn.PantsTemplate =
(Position, Direction, Range, Ignore)
:():(Ray.(Position, Direction.unit * (Range )), Ignore)
(Position, Distance, SinglePlayer)
SinglePlayer
(SinglePlayer.Head.CFrame.p - Position).magnitude < Distance
List = {}
i, v (:())
v:()
v:()
v ~= chara
(v.Head.Position - Position).magnitude <= Distance
.(List, v)
List
EffectModel = (){
Parent = chara,
Name = ,
}
Effects = {
Block = (cf,partsize,meshstart,meshadd,matr,colour,spin,inverse,factor)
p = .(,EffectModel)
p.BrickColor = BrickColor.(colour)
p.Size = partsize
p.Anchored =
p.CanCollide =
p.Material = matr
p.CFrame = cf
inverse ==
p.Transparency =
p.Transparency =
m = .(,p)
m.Scale = meshstart
.(()
i=,,factor
()
inverse ==
p.Transparency = -i
p.Transparency = i
m.Scale = m.Scale + meshadd
spin ==
p.CFrame = p.CFrame * .(.(-,),.(-,),.(-,))
p:()
)()
p
,
Sphere = (cf,partsize,meshstart,meshadd,matr,colour,inverse,factor)
p = .(,EffectModel)
p.BrickColor = BrickColor.(colour)
p.Size = partsize
p.Anchored =
p.CanCollide =
p.Material = matr
p.CFrame = cf
inverse ==
p.Transparency =
p.Transparency =
m = .(,p)
m.MeshType =
m.Scale = meshstart
.(()
i=,,factor
()
inverse ==
p.Transparency = -i
p.Transparency = i
m.Scale = m.Scale + meshadd
p:()
)()
p
,
Cylinder = (cf,partsize,meshstart,meshadd,matr,colour,inverse,factor)
p = .(,EffectModel)
p.BrickColor = BrickColor.(colour)
p.Size = partsize
p.Anchored =
p.CanCollide =
p.Material = matr
p.CFrame = cf
inverse ==
p.Transparency =
p.Transparency =
m = .(,p)
m.Scale = meshstart
.(()
i=,,factor
()
inverse ==
p.Transparency = -i
p.Transparency = i
m.Scale = m.Scale + meshadd
p:()
)()
p
,
Wave = (cf,meshstart,meshadd,colour,spin,inverse,factor)
p = .(,EffectModel)
p.BrickColor = BrickColor.(colour)
p.Size = .()
p.Anchored =
p.CanCollide =
p.CFrame = cf
inverse ==
p.Transparency =
p.Transparency =
m = .(,p)
m.MeshId =
m.Scale = meshstart
.(()
i=,,factor
()
inverse ==
p.Transparency = -i
p.Transparency = i
m.Scale = m.Scale + meshadd
p.CFrame = p.CFrame * .(,.(spin),)
p:()
)()
p
,
Ring = (cf,meshstart,meshadd,colour,inverse,factor)
p = .(,EffectModel)
p.BrickColor = BrickColor.(colour)
p.Size = .()
p.Anchored =
p.CanCollide =
p.CFrame = cf
inverse ==
p.Transparency =
p.Transparency =
m = .(,p)
m.MeshId =
m.Scale = meshstart
.(()
i=,,factor
()
inverse ==
p.Transparency = -i
p.Transparency = i
m.Scale = m.Scale + meshadd
p:()
)()
p
,
Meshed = (cf,meshstart,meshadd,colour,meshid,textid,spin,inverse,factor)
p = .(,EffectModel)
p.BrickColor = BrickColor.(colour)
p.Size = .()
p.Anchored =
p.CanCollide =
p.CFrame = cf
inverse ==
p.Transparency =
p.Transparency =
m = .(,p)
m.MeshId = meshid
m.TextureId = textid
m.Scale = meshstart
.(()
i=,,factor
()
inverse ==
p.Transparency = -i
p.Transparency = i
m.Scale = m.Scale + meshadd
p.CFrame = p.CFrame * .(,.(spin),)
p:()
)()
p
,
Explode = (cf,partsize,meshstart,meshadd,matr,colour,move,inverse,factor)
p = .(,EffectModel)
p.BrickColor = BrickColor.(colour)
p.Size = partsize
p.Anchored =
p.CanCollide =
p.Material = matr
p.CFrame = cf * .(.(.(-,)),.(.(-,)),.(.(-,)))
inverse ==
p.Transparency =
p.Transparency =
m = .(,p)
m.MeshType =
m.Scale = meshstart
.(()
i=,,factor
()
inverse ==
p.Transparency = -i
p.Transparency = i
m.Scale = m.Scale + meshadd
p.CFrame = p.CFrame * .(,move,)
p:()
)()
p
,
}
(text)
.(()
chara:()~=
chara:():()
naeeym2 = .(,chara)
naeeym2.Size = .(,,,)
naeeym2.StudsOffset = .(,,)
naeeym2.Adornee = chara.Head
naeeym2.Name =
tecks2 = .(,naeeym2)
tecks2.BackgroundTransparency =
tecks2.BorderSizePixel =
tecks2.Text =
tecks2.Font =
tecks2.FontSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = .(,,)
tecks2.TextStrokeColor3 = .(,,)
tecks2.Size = .(,,,).(()
tecks2 ~=
()
tecks2.Position = .(,.(-,),,.(-,))
)()
i = ,.(text),
tecks2.Text = .(text,,i)
()
()
i = ,
()
tecks2.Position = tecks2.Position - .(,,,)
tecks2.TextStrokeTransparency = tecks2.TextStrokeTransparency +
tecks2.TextTransparency = tecks2.TextTransparency +
naeeym2:()
)()
(c)
torsy = (c:() c:())
torsy ~=
torsy
(part,faws)
bodyvel = .(,part)
pep =
bodyvel.P = pep
bodyvel.MaxForce = .(pep,pep,pep)
bodyvel.Velocity = faws
debby:(bodyvel,)
(dude,dmg,env,faws,trip,efftyp,toim)
dude dude ~= chara dude.Name ~= dude.Name ~= dude.Name ~=
dude:()
debounce = .(,dude)
debounce.Name =
debby:(debounce,toim)
hum = dude:()
dam = -.huge
teksu = ..dam
hum
finhel = hum.Health - dam
finhel <= dude:()==
.(,dude).Name =
soaa = .(,dude.Head)
cho = .(,)
cho ==
soaa.SoundId =
cho ==
soaa.SoundId =
cho ==
soaa.SoundId =
cho ==
soaa.SoundId =
cho ==
soaa.SoundId =
soaa.Volume =
soaa.TimePosition =
::(soaa,)
soaa:()
hum.Health = hum.Health - dam
.(()
naeeym2 = .(,dude)
naeeym2.Size = .(,,,)
naeeym2.StudsOffset = .(,,)
naeeym2.Adornee = dude:()
naeeym2.Name =
tecks2 = .(,naeeym2)
tecks2.BackgroundTransparency =
tecks2.BorderSizePixel =
tecks2.Text = teksu
tecks2.Font =
tecks2.TextSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = .(,,)
tecks2.TextStrokeColor3 = .(,,)
tecks2.Size = .(,,,)
()
i = ,,
()
tecks2.Position = tecks2.Position - .(,,,)
tecks2.TextStrokeTransparency = i
tecks2.TextTransparency = i
naeeym2:()
)()
torsy = (dude)
torsy
i=,dam/
blp = .(,EffectModel)
blp.Size = .(,,)
blp.BrickColor = BrickColor.()
blp.CFrame = torsy.CFrame
blp.Velocity = torsy.CFrame.lookVector*
.(()
()
blp.Orientation = .(,blp.Orientation.y,)
i=,,
()
blp.Transparency = i
blp.Size = blp.Size + .(,-,)
blp:()
)()
efftyp ==
(torsy)
efftyp ==
(torsy)
faws ~=
(torsy,faws)
trip ==
torsy.CFrame = torsy.CFrame * .(.(-),,)
torsy.RotVelocity = .(.(-,),.(-,),.(-,))
(par,magni,dmg,env,faws,trip,efftyp,toim)
_, c (:())
hum = c:()
hum ~= c:()== c.Name ~= c.Name ~= c.Name ~=
head = (c)
head ~=
targ = head.Position - par.Position
mag = targ.magnitude
magni >= mag c ~= chara
(c,dmg,env,faws,trip,efftyp,toim)
(par)
par.Parent:()==
(,par,.(,)/,)
Effects.(par.CFrame,.(,,),.(,,),.(,,),,,,)
(par)
par.Parent:()==
cho = .(,)
cho ==
(,par,,)
cho ==
(,par,,)
cho ==
(,par,,)
Effects.(par.CFrame*.(.(,),.(,),.(,)),.(,,),.(,,),.(,,),,,,)
mus = .(,Head)
mus.Name =
mus.SoundId =
mus.Looped =
mus.Volume =
mus:()
.(()
()
()
()
()
()
()
()
)()
()
attack =
Humanoid.WalkSpeed =
i=,,
()
({
.(, -, -, , , , -, , , -, -, ),
.(, , , , , -, -, , , , -, ),
.(, -, , , , , , , , , , ),
.(-, , -, , , -, -, , -, , , ),
.(, -, -, , , -, , , , , , ),
.(-, -, -, , , , , , , -, , ),
}, , )
Humanoid.WalkSpeed =
tr1.Enabled =
(,Naifu,,)
i=,,
()
({
.(, , , , , -, , , , , -, ),
.(-, , -, , -, , -, , , -, -, ),
.(, -, , , , , -, , , -, -, ),
.(-, , -, , -, -, -, , -, , , -),
.(, -, -, , , -, , , , , , ),
.(-, -, -, , , , , , , -, , ),
}, , )
(Naifu,,,,RootPart.CFrame.lookVector*,,,)
()
Humanoid.WalkSpeed =
tr1.Enabled =
attack =
zhold =
()
attack =
(,TEC9,,)
i=,,
()
({
.(, , , , , , , , , , , ),
.(, , -, , , -, -, , , , -, ),
.(, -, , , , , -, , , , -, ),
.(-, , , , , , , , , -, , ),
.(, -, -, , , -, , , , , , ),
.(-, -, , , , , , , , -, , ),
}, , )
Humanoid.WalkSpeed =
ref = .(,chara)
ref.Size = .(,,)
ref.Anchored =
ref.CanCollide =
ref.Transparency =
TEC9.Transparency =
i=,,
()
({
.(-, , -, , , , , , , -, , ),
.(, , -, , , -, , , , , -, ),
.(, , -, , -, , , , -, , , ),
.(-, , , , , , , , , -, , ),
.(, -, -, , , -, , , , , , ),
.(-, -, , , , , , , , -, , ),
}, , )
()
shots =
(,TEC9,,)
ref.CFrame = Mouse.Hit
(ref,,,,RootPart.CFrame.lookVector*,,,)
hitpt = .(,EffectModel)
hitpt.Size = .(,,)
hitpt.CFrame = TEC9.CFrame * .(,,)
hitpt.Velocity = RootPart.CFrame.rightVector*+.(,,)
hitm = .(,hitpt)
hitm.MeshId =
hitm.TextureId =
hitm.Scale = .(,,)
.(()
()
i = ,,
()
hitpt.Transparency = i
hitpt:()
)()
Effects.(TEC9.CFrame*.(-,,-),.(,,),.(),.(,,),,,,,)
shots = shots -
i=,
()
({
.(-, , -, , , , , , , -, , ),
.(, , -, , , -, , , , , -, ),
.(, , -, , -, , , , -, , , )*.(.(.(-,)),.(.(-,)),.(.(-,))),
.(-, , , , , , , , , -, , ),
.(, -, -, , , -, , , , , , ),
.(-, -, , , , , , , , -, , ),
}, , )
zhold == shots ==
()
ref:()
i=,,
()
({
.(, , , , , , , , , , , ),
.(, , -, , , , , , , , -, ),
.(, , , -, -, -, , , -, , -, ),
.(-, , -, , , -, -, , , , , ),
.(, -, -, , , -, , , , , , ),
.(-, -, , , , , , , , -, , ),
}, , )
(,TEC9,,)
()
(,TEC9,,)
i=,,
()
({
.(, , , , , , , , , , , ),
.(, , -, , , -, -, , , , -, ),
.(, -, , , , , -, , , , -, ),
.(-, , , , , , , , , -, , ),
.(, -, -, , , -, , , , , , ),
.(-, -, , , , , , , , -, , ),
}, , )
TEC9.Transparency =
Humanoid.WalkSpeed =
attack =
()
attack =
(,DBarrel,,)
i=,,
()
({
.(, , , , , , , , , , , ),
.(, , -, , , -, -, , , , -, ),
.(, -, , , , , -, , , , -, ),
.(-, , , , , , , , , -, , ),
.(, -, -, , , -, , , , , , ),
.(-, -, , , , , , , , -, , ),
}, , )
Humanoid.WalkSpeed =
DBarrel.Transparency =
i=,,
()
({
.(, , , , , , , , -, , , ),
.(, , -, , , , , , , , -, ),
.(, , -, , , , -, , -, -, , ),
.(-, -, , , -, , -, , , -, -, ),
.(, -, , , , -, , , , , -, ),
.(-, -, , , , , -, , , -, -, ),
}, , )
()
(,DBarrel,,)
ref = .(,chara)
ref.Size = .(,,)
ref.Anchored =
ref.CanCollide =
ref.Transparency =
ref.CFrame = RootPart.CFrame*.(,,-)
(ref,,,,RootPart.CFrame.lookVector*,,,)
Effects.(DBarrel.CFrame*.(,,),.(,,),.(),.(,,),,,,,)
Effects.(DBarrel.CFrame*.(-,,),.(,,),.(),.(,,),,,,,)
ref:()
i=,,
()
({
.(, , , , , , , , -, , , ),
.(, , , , , , , , -, , , ),
.(, , -, , , -, -, -, -, -, , -),
.(-, , , , , , -, , , -, -, ),
.(, -, , , , -, , , , , -, ),
.(-, -, , , , , -, , , -, -, ),
}, , )
()
i=,,
()
({
.(, , , , , , , , , , , ),
.(, , -, , , , , , , , -, ),
.(, , , -, -, -, , , -, , -, ),
.(-, , -, , , -, -, , , , , ),
.(, -, -, , , -, , , , , , ),
.(-, -, , , , , , , , -, , ),
}, , )
i=,
(,DBarrel,,)
hitpt = .(,EffectModel)
hitpt.Size = .(,,)
hitpt.CFrame = TEC9.CFrame * .(.(),,)
hitpt.Velocity = RootPart.CFrame.rightVector*+.(,,)
hitm = .(,hitpt)
hitm.MeshId =
hitm.TextureId =
hitm.Scale = .(,,)
.(()
()
i = ,,
()
hitpt.Transparency = i
hitpt:()
)()
()
()
(,DBarrel,,)
i=,,
()
({
.(, , , , , , , , , , , ),
.(, , -, , , -, -, , , , -, ),
.(, -, , , , , -, , , , -, ),
.(-, , , , , , , , , -, , ),
.(, -, -, , , -, , , , , , ),
.(-, -, , , , , , , , -, , ),
}, , )
DBarrel.Transparency =
Humanoid.WalkSpeed =
attack =
Mouse.Button1Down:(()
attack ==
()
)
sprintt =
Mouse.KeyDown:((k)
k = k:()
k==
mus.IsPlaying ==
mus:()
mus.IsPaused ==
mus:()
attack ==
k ==
zhold =
()
k ==
()
)
Mouse.KeyUp:((k)
k = k:()
k ==
zhold =
)
.(()
()
doe <=
doe = doe +
doe =
)()
()
()
Head:()==
mus = .(,Head)
mus.Name =
mus.SoundId =
mus.Looped =
mus.Volume =
mus:()
sprintt >=
sprintt = sprintt -
Torsovelocity = (RootPart.Velocity * .(, , )).magnitude
velocity = RootPart.Velocity.y
sine = sine + change
hit, pos = (RootPart.Position, (.(RootPart.Position, RootPart.Position - .(, , ))).lookVector, , chara)
RootPart.Velocity.y > hit ==
Anim =
attack ==
({
.(, , -, , , , , , , , -, ),
.(, , , , , , , , -, , , ),
.(, -, , , , , -, , , -, -, ),
.(-, -, , , -, -, , , , , -, ),
.(, -, -, , , , , , , , , ),
.(-, -, -, , , , , , , , -, ),
}, , )
RootPart.Velocity.y < - hit ==
Anim =
attack ==
({
.(, -, , , , , , , -, , , ),
.(, , -, , , , , , , , -, ),
.(, , -, , -, -, , , -, , , ),
.(-, , -, , , , -, , -, -, , ),
.(, -, -, , , , , , , , , ),
.(-, -, -, , , , , , , , -, ),
}, , )
Torsovelocity < hit ~=
Anim =
attack ==
change =
({
.(, , , , , , , , , , , ) * .(, * .((sine)/), ),
.(, , -, , , , , , , , -, ),
.(, -, , , , , -, , , , , ),
.(-, , -, , , -, , , , , , ),
.(, -, -, , , -, , , , , , ) * .(,- * .((sine)/), ),
.(-, -, -, , , , , , , -, , ) * .(,- * .((sine)/), ),
}, , )
Torsovelocity > hit ~=
Anim =
attack ==
Humanoid.WalkSpeed =
({
.(, , , , , , , , , , , ) * .(, - * .((sine) / ), ) * .(, , ),
.(, , -, , , , , , , , -, ),
.(, , , , , , , , , , , ) * .(, , - * .((sine) / )) * .(.( + * .((sine) / )), , ),
.(-, , -, , , -, , , , , , ),
.(, -, -, , -, , , , -, -, , ) * .(, , + * .((sine) / )) * .(.( - * .((sine) / )), , ),
.(-, -, , , , -, -, , -, -, , ) * .(, , - * .((sine) / )) * .(.( + * .((sine) / )), , ),
}, , )
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
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Universal