Run it
Copy the script and paste it into your executor.
Players = :()
UserInputService = :()
RunService = :()
TweenService = :()
Debris = :()
player = Players.LocalPlayer
character = player.Character player.CharacterAdded:()
torso = character:()
hrp = character:()
isOnCooldown =
cooldownTime =
screenGui = .()
screenGui.Name =
screenGui.Parent = player:()
skillBarBG = .()
skillBarBG.Size = .(, , , )
skillBarBG.Position = .(, -, , )
skillBarBG.BackgroundColor3 = .(, , )
skillBarBG.BorderSizePixel =
skillBarBG.Parent = screenGui
skillBarFill = .()
skillBarFill.Size = .(, , , )
skillBarFill.BackgroundColor3 = .(, , )
skillBarFill.BorderSizePixel =
skillBarFill.Parent = skillBarBG
skillText = .()
skillText.Size = .(, , , )
skillText.BackgroundTransparency =
skillText.Text =
skillText.TextColor3 = .(, , )
skillText.Font = .Font.SourceSansBold
skillText.TextSize =
skillText.Parent = skillBarBG
(targetPart)
bAngular = .()
bAngular.MaxTorque = .(.huge, .huge, .huge)
bAngular.P = ^
bAngular.AngularVelocity = .(, , )
bAngular.Parent = targetPart
bVelocity = .()
bVelocity.MaxForce = .(.huge, .huge, .huge)
bVelocity.Velocity = .(, , ) + (hrp.CFrame.lookVector * )
bVelocity.Parent = targetPart
Debris:(bAngular, )
Debris:(bVelocity, )
()
isOnCooldown
isOnCooldown =
rs = torso:()
ls = torso:()
rs ls
oldRSC0 = rs.C0
oldLSC0 = ls.C0
rs.C0 = rs.C0 * .(, , .()) * .(, .(), )
ls.C0 = ls.C0 * .(, , .(-)) * .(, .(-), )
sound1 = .(, hrp)
sound1.SoundId =
sound1.Volume =
sound1:()
Debris:(sound1, )
orbs = {}
i = ,
orb = .(, )
orb.Shape, orb.Size = .PartType.Ball, .(, , )
orb.Color, orb.Material = .(, , ), .Material.Neon
orb.Anchored, orb.CanCollide = ,
.(orbs, orb)
chargeTime =
startTime = ()
connection
connection = RunService.RenderStepped:(()
elapsed = () - startTime
elapsed >= chargeTime
connection:()
rs.C0, ls.C0 = oldRSC0, oldLSC0
_, orb (orbs) orb:()
sound2 = .(, hrp)
sound2.SoundId =
sound2.Volume =
sound2:()
Debris:(sound2, )
rayDirection = hrp.CFrame.LookVector *
rayParams = RaycastParams.()
rayParams.FilterDescendantsInstances = {character}
rayParams.FilterType = .RaycastFilterType.Blacklist
rayResult = :(hrp.Position, rayDirection, rayParams)
rayResult rayResult.Instance
targetModel = rayResult.Instance:()
targetModel targetModel:()
targetHRP = targetModel:()
targetHRP
hrp.CFrame = targetHRP.CFrame * .(, , -) * .(, .pi, )
(targetHRP)
laser = .(, )
laser.Anchored, laser.CanCollide = ,
laser.Material, laser.Color = .Material.Neon, .(, , )
dist = rayResult rayResult.Distance
laser.Size = .(, , dist)
lPos = hrp.CFrame.Position + (hrp.CFrame.LookVector * (dist/)) + .(, , )
laser.CFrame = .(lPos, lPos + hrp.CFrame.LookVector)
tween = TweenService:(laser, TweenInfo.(), {Size = .(, , dist), Transparency = })
tween:()
Debris:(laser, )
i, orb (orbs)
angle = (elapsed * ) + (i * (.pi/))
radius = * ( - elapsed)
orb.CFrame = hrp.CFrame * .(.(angle)*radius, .(angle)*radius + , -)
)
skillBarFill.Size = .(, , , )
TweenService:(skillBarFill, TweenInfo.(cooldownTime), {Size = .(, , , )}):()
.(cooldownTime, () isOnCooldown = )
UserInputService.InputBegan:((i, p)
p i.KeyCode == .KeyCode.E ()
)+Super Strong Fling (Bug) +VFX +SFX +Teleport To Player When The laser hit any Player (Aim) +Keyboard button [E] +Fe animation (idk) ----------- Have fun Kinda cool tho -----------