Run it
Copy the script and paste it into your executor.
Player=:().LocalPlayer
Character=Player.Character
Character.Humanoid.Name =
hum = Character.vereus
LeftArm=Character[]
LeftLeg=Character[]
RightArm=Character[]
RightLeg=Character[]
Root=Character[]
Head=Character[]
Torso=Character[]
Neck=Torso[]
attacking =
snoring =
laughing =
taim =
secondform =
change =
xester =
rachjumper =
ws =
hpheight =
huntdown =
visualizer =
jumpscared =
appi =
stoplev =
tauntdebounce =
allowlev =
MseGuide =
position =
levitate =
mouse = Player:()
settime =
sine =
t =
dgs =
RunSrv = :()
RenderStepped = :().RenderStepped
removeuseless = :()
smoothen = :()
randomcolortable={,,,,,,,}
random = #randomcolortable
smoothen = :()
dmt2 = {,}
laughs = {,,,,,}
soundtable2 = {,,,,,,,,,,,,,,,,}
laugh = #laughs
HEADLERP = .()
HEADLERP.Parent = Head
HEADLERP.Part0 = Head
HEADLERP.Part1 = Head
HEADLERP.C0 = .(, -, -) * .(.(), .(), .())
TORSOLERP = .()
TORSOLERP.Parent = Root
TORSOLERP.Part0 = Torso
TORSOLERP.C0 = .(, , ) * .(.(), .(), .())
ROOTLERP = .()
ROOTLERP.Parent = Root
ROOTLERP.Part0 = Root
ROOTLERP.Part1 = Torso
ROOTLERP.C0 = .(, , ) * .(.(), .(), .())
RIGHTARMLERP = .()
RIGHTARMLERP.Parent = RightArm
RIGHTARMLERP.Part0 = RightArm
RIGHTARMLERP.Part1 = Torso
RIGHTARMLERP.C0 = .(-, , -) * .(.(), .(), .())
LEFTARMLERP = .()
LEFTARMLERP.Parent = LeftArm
LEFTARMLERP.Part0 = LeftArm
LEFTARMLERP.Part1 = Torso
LEFTARMLERP.C0 = .(, , -) * .(.(), .(), .())
RIGHTLEGLERP = .()
RIGHTLEGLERP.Parent = RightLeg
RIGHTLEGLERP.Part0 = RightLeg
RIGHTLEGLERP.Part1 = Torso
RIGHTLEGLERP.C0 = .(-, , ) * .(.(), .(), .())
LEFTLEGLERP = .()
LEFTLEGLERP.Parent = LeftLeg
LEFTLEGLERP.Part0 = LeftLeg
LEFTLEGLERP.Part1 = Torso
LEFTLEGLERP.C0 = .(, , ) * .(.(), .(), .())
(a, b)
weld = .(, a)
weld.Part0 = a
weld.Part1 = b
weld.C0 = a.CFrame:() * b.CFrame
weld
(PARENT,POSITION1,POSITION2,LIFETIME,COLOR)
A = .(, PARENT)
A.Position = POSITION1
A.Name =
B = .(, PARENT)
B.Position = POSITION2
B.Name =
tr1 = .(, PARENT)
tr1.Attachment0 = A
tr1.Attachment1 = B
tr1.Enabled =
tr1.Lifetime = LIFETIME
tr1.TextureMode =
tr1.LightInfluence =
tr1.Color = COLOR
tr1.Transparency = NumberSequence.(, )
.(()
()
hum.WalkSpeed = ws
)()
godmode = .(()
i,v (Character:())
v:() v ~= Root
v.Anchored =
hum.MaxHealth = .huge
()
hum.Health = .huge
()
)
()
ff = .(, Character)
ff.Visible =
.(()
i,v (Character:())
v.Name == v:()
)()
_,x (Character:())
x:() x:()
(Radius,Position)
Returning = {}
_,v (:())
v~=Character v:() v:() v:()
v:()
Mag = (v.Torso.Position - Position).magnitude
Mag < Radius
.(Returning,v)
v:()
Mag = (v.UpperTorso.Position - Position).magnitude
Mag < Radius
.(Returning,v)
Returning
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 ==
:().Stepped:()
i = , num
:().Stepped:()
i,v (Root.Parent:()) v:() v.Transparency =
id =
dmt2random = dmt2[.(,#dmt2)]
doomtheme = .(, Torso)
doomtheme.Volume =
doomtheme.Name =
doomtheme.Looped =
doomtheme.SoundId = ..dmt2random
doomtheme.SoundId ==
doomtheme.Pitch =
doomtheme.Pitch =
doomtheme:()
Torso.ChildRemoved:((removed)
removed.Name ==
xester
doomtheme = .(,Torso)
doomtheme.Volume =
doomtheme.Name =
doomtheme.Looped =
doomtheme.SoundId =
doomtheme.TimePosition =
doomtheme:()
dmt2random = dmt2[.(,#dmt2)]
doomtheme = .(,Torso)
doomtheme.Volume =
doomtheme.Name =
doomtheme.Looped =
doomtheme.SoundId = ..dmt2random
doomtheme.SoundId ==
doomtheme.Pitch =
doomtheme.Pitch =
doomtheme:()
)
(PARENT,ID,VOL,LOOP,REMOVE)
so = .()
so.Parent = PARENT
so.SoundId = ..ID
so.Volume = VOL
so.Looped = LOOP
so:()
removeuseless:(so,REMOVE)
bighead = .(,Torso)
bighead.Size = .(,,)
bighead.Anchored =
bighead.CanCollide =
bighead.Locked =
bighead.Size = .(, , )
bighead.BrickColor = BrickColor.()
bighead.CFrame = Head.CFrame
bigheadweld = (bighead,Head)
headmesh = .(,bighead)
headmesh.MeshType =
headmesh.Scale = .(,,)
mask = .(,Torso)
mask.Size = .(, , )
mask.Anchored =
mask.Locked =
mask.CanCollide =
mask.BrickColor = BrickColor.()
mask.Material =
maskweld = (mask,bighead)
maskweld.C0 = .(,-,) * .(.(),,)
maskmesh = .(,mask)
maskmesh.MeshId =
maskmesh.TextureId =
maskmesh.Scale = .(, , )
lightpart1 = .(,Head)
lightpart1.Size = .(,,)
lightpart1.Anchored =
lightpart1.Transparency =
lightpart1.BrickColor = BrickColor.()
lightpart1.Material =
lightpart1weld = (lightpart1,Head)
lightpart1weld.C0 = .(,,)
horns = .(,Torso)
horns.Size = .(,,)
horns.Material =
horns.Locked =
horns.BrickColor = BrickColor.()
horns.CFrame = Head.CFrame * .(,,)
hornsmesh = .(,horns)
hornsmesh.MeshId =
hornsmesh.Scale = .(,,)
hornsweld = (horns,bighead)
hornsweld.C0 = .(,-,) * .(.(),.(),)
hand1 = .(,Torso)
hand1.Size = .(,,)
hand1.Anchored =
hand1.Locked =
hand1.CanCollide =
hand1.BrickColor = BrickColor.()
hand1.Material =
hand1mesh = .(,hand1)
hand1mesh.MeshId =
hand1mesh.Scale = .(, , )
HAND1LERP = (hand1,Torso)
HAND1LERP.C0 = .(,-,) * .(.(),.(-),.(-))
hand2 = .(,Torso)
hand2.Size = .(,,)
hand2.Anchored =
hand2.CanCollide =
hand2.Locked =
hand2.BrickColor = BrickColor.()
hand2.Material =
hand2mesh = .(,hand2)
hand2mesh.MeshId =
hand2mesh.Scale = .(, , )
HAND2LERP = (hand2,Torso)
HAND2LERP.C0 = HAND2LERP.C0:() * .(-,-,) * .(.(),.(),.())
mg1 = .(,Torso)
mg1.Anchored =
mg1.CanCollide =
mg1.Locked =
mg1.Size = .(,,)
mg1.Shape =
mg1.BrickColor = BrickColor.()
mg1.Material =
mg1.CFrame = hand1.CFrame
mg1weld = (mg1,hand1)
mg1weld.C0 = .(,,-)
blackhole = .(,mg1)
blackhole.Texture =
blackhole.Size = NumberSequence.(,)
blackhole.Rate =
blackhole.LockedToPart =
blackhole.Color = ColorSequence.(BrickColor.().Color,BrickColor.().Color)
blackhole.RotSpeed = NumberRange.()
blackhole.Lifetime = NumberRange.()
blackhole.Speed = NumberRange.()
mg2 = .(,Torso)
mg2.Anchored =
mg2.CanCollide =
mg2.Shape =
mg2.Locked =
mg2.Size = .(,,)
mg2.BrickColor = BrickColor.()
mg2.Material =
mg2.CFrame = hand2.CFrame
mg2weld = (mg2,hand2)
mg2weld.C0 = .(,,-)
blackhole2 = .(,mg2)
blackhole2.Texture =
blackhole2.Size = NumberSequence.(,)
blackhole2.Rate =
blackhole2.Color = ColorSequence.(BrickColor.().Color,BrickColor.().Color)
blackhole2.RotSpeed = NumberRange.()
blackhole2.Lifetime = NumberRange.()
blackhole2.LockedToPart =
blackhole2.Speed = NumberRange.()
slaten = .(,hand2)
slaten.Texture =
slaten.Color3 = .(, , )
slaten.Face =
slaten2 = .(,hand2)
slaten2.Texture =
slaten2.Color3 = .(,,)
slaten2.Face =
slatez = .(,hand1)
slatez.Texture =
slatez.Color3 = .(, , )
slatez.Face =
slatez2 = .(,hand1)
slatez2.Texture =
slatez2.Color3 = .(,,)
slatez2.Face =
slatez3 = .(,hand1)
slatez3.Texture =
slatez3.Color3 = .(,,)
slatez3.Face =
slatez4 = .(,hand1)
slatez4.Texture =
slatez4.Color3 = .(,,)
slatez4.Face =
slatex = .(,horns)
slatex.Texture =
slatex.Color3 = .(, , )
slatex.Face =
slatex2 = .(,horns)
slatex2.Texture =
slatex2.Color3 = .(,,)
slatex2.Face =
slatex3 = .(,horns)
slatex3.Texture =
slatex3.Color3 = .(,,)
slatex3.Face =
slatex4 = .(,horns)
slatex4.Texture =
slatex4.Color3 = .(,,)
slatex4.Face =
slatex5 = .(,horns)
slatex5.Texture =
slatex5.Color3 = .(, , )
slatex5.Face =
eyeball1 = .(,Torso)
eyeball1.Anchored =
eyeball1.CanCollide =
eyeball1.Locked =
eyeball1.Shape =
eyeball1.Material =
eyeball1.Size = .(, , )
eyeball1.BrickColor = BrickColor.()
eyeball1weld = (eyeball1,Head)
eyeball1weld.C0 = .(,-,)
eyeball2 = .(,Torso)
eyeball2.Anchored =
eyeball2.CanCollide =
eyeball2.Shape =
eyeball2.Locked =
eyeball2.Material =
eyeball2.Size = .(, , )
eyeball2.BrickColor = BrickColor.()
eyeball2weld = (eyeball2,Head)
eyeball2weld.C0 = .(-,-,)
eyeball3 = .(,Torso)
eyeball3.Anchored =
eyeball3.CanCollide =
eyeball3.Locked =
eyeball3.Material =
eyeball3.Size = .(, , )
eyeball3.BrickColor = BrickColor.()
eyeball3mesh = .(,eyeball3)
eyeball3mesh.MeshType =
eyeball3weld = (eyeball3,Head)
eyeball3weld.C0 = .(-,-,)
eyeball4 = .(,Torso)
eyeball4.Anchored =
eyeball4.CanCollide =
eyeball4.Material =
eyeball4.Locked =
eyeball4.Size = .(, , )
eyeball4.BrickColor = BrickColor.()
eyeball4mesh = .(,eyeball4)
eyeball4mesh.MeshType =
eyeball4weld = (eyeball4,Head)
eyeball4weld.C0 = .(,-,)
.(()
()
i = ,
eyeball3.Size = eyeball3.Size - .(,,)
eyeball4.Size = eyeball4.Size - .(,,)
()
i = ,
eyeball3.Size = eyeball3.Size + .(,,)
eyeball4.Size = eyeball4.Size + .(,,)
()
()
)()
slateh = .(,mask)
slateh.Texture =
slateh.Color3 = .(, , )
slateh.Face =
slateh2 = .(,mask)
slateh2.Texture =
slateh2.Color3 = .(,,)
slateh2.Face =
slateh3 = .(,mask)
slateh3.Texture =
slateh3.Color3 = .(,,)
slateh3.Face =
slateh4 = .(,mask)
slateh4.Texture =
slateh4.Color3 = .(,,)
slateh4.Face =
slateh5 = .(,mask)
slateh5.Texture =
slateh5.Color3 = .(, , )
slateh5.Face =
mouse.KeyDown:((Press)
Press=Press:()
Press==
()
Press==
xester
tauntdebounce
tauntdebounce =
laughing =
laugh = laughs[.(,#laughs)]
laughy = .(,Head)
laughy.SoundId = ..laugh
laughy.Volume =
laughy:()
()
(laughy.TimeLength)
laughing =
laughy:()
tauntdebounce =
rachjumper
tauntdebounce ==
tauntdebounce =
rdnm2 = soundtable2[.(,#soundtable2)]
tauntsound = .(, Head)
tauntsound.Volume =
tauntsound.SoundId = ..rdnm2
tauntsound.Looped =
tauntsound:()
()
(tauntsound.TimeLength)
tauntsound:()
()
tauntdebounce =
debounce
debounce =
attacking =
ws =
energball = .(,Torso)
energball.Shape =
energball.Material =
energball.Size = .(,,)
energball.Anchored =
energball.CanCollide =
energball.BrickColor = BrickColor.()
energball.CFrame = hand1.CFrame * .(,,-)
(energball,,,,)
g1 = .(, Root)
g1.D =
g1.P =
g1.MaxTorque = .(,,)
i = ,
g1.CFrame = g1.CFrame:(.(Root.Position,mouse.Hit.p),)
.(()
sk = .(,Torso)
sk.CanCollide =
sk.Anchored =
sk.BrickColor = BrickColor.()
sk.Name =
sk.CFrame = energball.CFrame * .(.(.(-,)),,.(.(-,)))
skmesh = .(,sk)
skmesh.MeshId =
skmesh.Name =
skmesh.Scale = .(,,)
i = ,
skmesh.Scale = skmesh.Scale + .(,,)
sk.Transparency = sk.Transparency +
()
sk:()
)()
.(()
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(energball.Position) * .(.(.(-,)),.(.(-,)),.(.(-,)))
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
i = ,
shockwave.Transparency = shockwave.Transparency +
shockwavemesh.Scale = shockwavemesh.Scale + .(,,)
()
shockwave:()
)()
.(()
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(Root.Position) * .(,-,)
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
shockwave2 = .(, Torso)
shockwave2.Size = .(,,)
shockwave2.CanCollide =
shockwave2.Anchored =
shockwave2.Transparency =
shockwave2.BrickColor = BrickColor.()
shockwave2.CFrame = .(Root.Position) * .(,-,)
shockwavemesh2 = .(, shockwave2)
shockwavemesh2.Scale = .(,,)
shockwavemesh2.MeshId =
i = ,
shockwave.CFrame = shockwave.CFrame * .(.(),.(+.(-,)),)
shockwave2.CFrame = shockwave2.CFrame * .(.(),.(-.(-,)),)
shockwave.Transparency = shockwave.Transparency +
shockwave2.Transparency = shockwave2.Transparency +
shockwavemesh2.Scale = shockwavemesh2.Scale + .(,,)
shockwavemesh.Scale = shockwavemesh.Scale + .(,,)
()
shockwave:()
shockwave2:()
)()
energball.Size = energball.Size + .(,,)
energball.CFrame = hand1.CFrame * .(,,-)
HAND1LERP.C0 = HAND1LERP.C0:(.(,,-) * .(.(),.(),.()),)
HAND2LERP.C0 = HAND2LERP.C0:(.(,,-) * .(.(-),.(),.()),)
()
bwoo = .(,Torso)
bwoo.SoundId =
bwoo.Volume =
bwoo.Pitch =
bwoo:()
removeuseless:(bwoo,)
i = ,
g1.CFrame = g1.CFrame:(.(Root.Position,mouse.Hit.p),)
energball.CFrame = hand2.CFrame * .(,,-)
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(),.(-),),)
HAND1LERP.C0 = HAND1LERP.C0:(.(,- + * .(sine/),) * .(.( + * .(sine/)),.(- + * .(sine/)),.(- - * .(sine/))),)
HAND2LERP.C0 = HAND2LERP.C0:(.(-,,) * .(.(-),.(),.()),)
()
energball.Anchored =
bov = .(,energball)
bov.maxForce = .(,,)
energball.CFrame = .(energball.Position,mouse.Hit.p)
bov.velocity = energball.CFrame.lookVector*
hitted =
energball.Touched:((hit)
hit:() hit.Parent ~= Character hit.Name ~= hit.Parent.Parent ~= Character
hitted
hitted =
()
energball.Anchored =
energballplosion = energball:() energballplosion.Parent = Torso
energball.Transparency =
render = .(,energball)
render.SoundId =
render.Volume = *
render:()
zm =
i = ,
zm = zm +
Hit = (zm,energball.Position)
_,v (Hit)
v:() v:().Health >
slachtoffer = v:()
.(()
w = .(,Torso)
w.Anchored =
w.CanCollide =
w.Material =
w.BrickColor = BrickColor.()
slachtoffer.RigType == .HumanoidRigType.R15
w.CFrame = slachtoffer.Parent:().CFrame
slachtoffer.RigType == .HumanoidRigType.R6
w.CFrame = slachtoffer.Parent:().CFrame
w.Size = .(,,)
w.Shape =
i = ,
w.Transparency = w.Transparency +
w.Size = w.Size + .(,,)
()
w:()
)()
i = ,
.(()
ps = .(,Torso)
ps.Size = .(,,)
ps.Anchored =
ps.BrickColor = BrickColor.()
ps.Material =
slachtoffer.RigType == .HumanoidRigType.R6
ps.CFrame = slachtoffer.Parent:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
slachtoffer.RigType == .HumanoidRigType.R15
ps.CFrame = slachtoffer.Parent:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
psm = .(,ps)
psm.MeshType =
psm.Scale = .(,,)
i = ,
psm.Scale = psm.Scale + .(,,)
ps.Transparency = ps.Transparency +
()
ps:()
)()
i,x (slachtoffer.Parent:()) x:() x:() x.Parent = x.Material = x.BrickColor = BrickColor.() x.Anchored =
x.CanCollide = x:()
i,x (slachtoffer.Parent:()) x:() x:()
slachtoffer.Parent:()
.(()
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(energballplosion.Position) * .(,-,)
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
shockwave2 = .(, Torso)
shockwave2.Size = .(,,)
shockwave2.CanCollide =
shockwave2.Anchored =
shockwave2.Transparency =
shockwave2.BrickColor = BrickColor.()
shockwave2.CFrame = .(energballplosion.Position) * .(,-,)
shockwavemesh2 = .(, shockwave2)
shockwavemesh2.Scale = .(,,)
shockwavemesh2.MeshId =
biggar =
i = ,
biggar = biggar +
shockwave.CFrame = shockwave.CFrame * .(.(),.(+.(-,)),)
shockwave2.CFrame = shockwave2.CFrame * .(.(),.(-.(-,)),)
shockwave.Transparency = shockwave.Transparency +
shockwave2.Transparency = shockwave2.Transparency +
shockwavemesh2.Scale = shockwavemesh2.Scale + .( + biggar,, + biggar)
shockwavemesh.Scale = shockwavemesh.Scale + .( + biggar,, + biggar)
()
shockwave:()
shockwave2:()
)()
energballplosion.Size = energballplosion.Size + .(,,)
()
i = ,
zm = zm +
Hit = (zm,energball.Position)
_,v (Hit)
v:() v:().Health >
slachtoffer = v:()
.(()
w = .(,Torso)
w.Anchored =
w.CanCollide =
w.Material =
w.BrickColor = BrickColor.()
slachtoffer.RigType == .HumanoidRigType.R15
w.CFrame = slachtoffer.Parent:().CFrame
slachtoffer.RigType == .HumanoidRigType.R6
w.CFrame = slachtoffer.Parent:().CFrame
w.Size = .(,,)
w.Shape =
i = ,
w.Transparency = w.Transparency +
w.Size = w.Size + .(,,)
()
w:()
)()
i = ,
.(()
ps = .(,Torso)
ps.Size = .(,,)
ps.Anchored =
ps.BrickColor = BrickColor.()
ps.Material =
slachtoffer.RigType == .HumanoidRigType.R6
ps.CFrame = slachtoffer.Parent:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
slachtoffer.RigType == .HumanoidRigType.R15
ps.CFrame = slachtoffer.Parent:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
psm = .(,ps)
psm.MeshType =
psm.Scale = .(,,)
i = ,
psm.Scale = psm.Scale + .(,,)
ps.Transparency = ps.Transparency +
()
ps:()
)()
i,x (slachtoffer.Parent:()) x:() x:() x.Parent = x.Material = x.BrickColor = BrickColor.() x.Anchored =
x.CanCollide = x:()
i,x (slachtoffer.Parent:()) x:() x:()
slachtoffer.Parent:()
.(()
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(energballplosion.Position) * .(,-,)
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
shockwave2 = .(, Torso)
shockwave2.Size = .(,,)
shockwave2.CanCollide =
shockwave2.Anchored =
shockwave2.Transparency =
shockwave2.BrickColor = BrickColor.()
shockwave2.CFrame = .(energballplosion.Position) * .(,-,)
shockwavemesh2 = .(, shockwave2)
shockwavemesh2.Scale = .(,,)
shockwavemesh2.MeshId =
biggar =
biggar2 =
i = ,
biggar = biggar +
biggar2 = biggar2 +
shockwave.CFrame = shockwave.CFrame * .(.(),.(+.(-,)),)
shockwave2.CFrame = shockwave2.CFrame * .(.(),.(-.(-,)),)
shockwave.Transparency = shockwave.Transparency +
shockwave2.Transparency = shockwave2.Transparency +
shockwavemesh2.Scale = shockwavemesh2.Scale + .( + biggar, + biggar, + biggar)
shockwavemesh.Scale = shockwavemesh.Scale + .( + biggar2,, + biggar2)
()
shockwave:()
shockwave2:()
)()
energballplosion.Size = energballplosion.Size + .(,,)
()
i = ,
energballplosion.Size = energballplosion.Size + .(,,)
energballplosion.Transparency = energballplosion.Transparency +
()
energballplosion:()
)
i = ,
HAND1LERP.C0 = HAND1LERP.C0:(.(,- + * .(sine/),) * .(.( + * .(sine/)),.(- + * .(sine/)),.(- - * .(sine/))),)
HAND2LERP.C0 = HAND2LERP.C0:(.(-,,) * .(.(),.(-),.()),)
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(),.(),),)
()
removeuseless:(g1,)
debounce =
xester
ws =
ws =
attacking =
Press==
debounce
debounce =
attacking =
ws =
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(-),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(-,-,-) * .(.(- + * .(sine)),.( + * .(sine)),.( + * .(sine))),)
HAND2LERP.C0 = HAND2LERP.C0:(.(,-,-) * .(.(- + * .(sine)),.( - * .(sine)),.(- - * .(sine))),)
()
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(-),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(-,-,-) * .(.(- + * .(sine)),.( + * .(sine)),.( + * .(sine))),)
HAND2LERP.C0 = HAND2LERP.C0:(.(,-,-) * .(.(- + * .(sine)),.( - * .(sine)),.(- - * .(sine))),)
()
rachjumper =
xester =
doomtheme.Volume =
.(()
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(Root.Position) * .(,-,)
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
shockwave2 = .(, Torso)
shockwave2.Size = .(,,)
shockwave2.CanCollide =
shockwave2.Anchored =
shockwave2.Transparency =
shockwave2.BrickColor = BrickColor.()
shockwave2.CFrame = .(Root.Position) * .(,-,)
shockwavemesh2 = .(, shockwave2)
shockwavemesh2.Scale = .(,,)
shockwavemesh2.MeshId =
i = ,
shockwave.CFrame = shockwave.CFrame * .(.(),.(+),)
shockwave2.CFrame = shockwave2.CFrame * .(.(),.(-),)
shockwave.Transparency = shockwave.Transparency +
shockwave2.Transparency = shockwave2.Transparency +
shockwavemesh2.Scale = shockwavemesh2.Scale + .(,,)
shockwavemesh.Scale = shockwavemesh.Scale + .(,,)
()
shockwave:()
shockwave2:()
)()
.(()
nball = .(,Torso)
nball.Size = .(,,)
nball.Material =
nball.BrickColor = BrickColor.()
nball.Shape =
nball.Anchored =
nball.CanCollide =
nball.CFrame = Torso.CFrame
i = ,
nball.Size = nball.Size + .(,,)
nball.Transparency = nball.Transparency +
()
nball:()
)()
particlecolor = ColorSequence.(.(, , ))
particlemiter1 = .(, bighead)
particlemiter1.Enabled =
particlemiter1.Color = particlecolor
particlemiter1.Texture =
particlemiter1.Lifetime = NumberRange.()
particlemiter1.Size = NumberSequence.(,)
particlemiter1.Rate =
particlemiter1.Rotation = NumberRange.(,)
particlemiter1.RotSpeed = NumberRange.()
particlemiter1.Speed = NumberRange.()
particlemiter2 = .(, hand1)
particlemiter2.Enabled =
particlemiter2.Color = particlecolor
particlemiter2.Texture =
particlemiter2.Lifetime = NumberRange.()
particlemiter2.Size = NumberSequence.(,)
particlemiter2.Rate =
particlemiter2.Rotation = NumberRange.(,)
particlemiter2.RotSpeed = NumberRange.()
particlemiter2.Speed = NumberRange.()
particlemiter3 = .(, hand2)
particlemiter3.Enabled =
particlemiter3.Color = particlecolor
particlemiter3.Texture =
particlemiter3.Lifetime = NumberRange.()
particlemiter3.Size = NumberSequence.(,)
particlemiter3.Rate =
particlemiter3.Rotation = NumberRange.(,)
particlemiter3.RotSpeed = NumberRange.()
particlemiter3.Speed = NumberRange.()
.(()
transformsound = .(,Torso)
transformsound.Volume =
transformsound.SoundId =
transformsound:()
.(()
()
realmofexistence = .(,Torso)
realmofexistence.Volume =
realmofexistence.SoundId =
realmofexistence:()
)()
()
doomtheme.SoundId =
doomtheme:()
doomtheme.Pitch =
doomtheme.TimePosition =
i = ,
doomtheme.Volume = doomtheme.Volume +
()
)()
slaten.Transparency =
slaten2.Transparency =
slateh.Transparency =
slateh2.Transparency =
slateh3.Transparency =
slateh4.Transparency =
slateh5.Transparency =
slatex.Transparency =
slatex2.Transparency =
slatex3.Transparency =
slatex4.Transparency =
slatex5.Transparency =
slatez.Transparency =
slatez2.Transparency =
slatez3.Transparency =
slatez4.Transparency =
eyeball1.Transparency =
eyeball2.Transparency =
eyeball3.Transparency =
eyeball4.Transparency =
lightpart1.Transparency =
Root.Anchored =
horns.Material =
horns.Locked =
horns.BrickColor = BrickColor.()
hornsmesh.MeshId =
hornsmesh.VertexColor = .(,,)
hornsmesh.TextureId =
hornsmesh.Scale = .(, , )
hornsweld.C0 = .(,,-) * .(.(),.(),)
mask.Anchored =
mask.Locked =
mask.CanCollide =
mask.Transparency =
mask.BrickColor = BrickColor.()
mask.Material =
maskweld.C0 = .(,,-) * .(.(),,)
maskmesh.MeshId =
maskmesh.TextureId =
maskmesh.Scale = .(, , )
hand2.BrickColor = BrickColor.()
hand1.BrickColor = BrickColor.()
face = .(,bighead)
face.Texture =
face.Color3 = .(, , )
face.Face =
attacking =
ws =
debounce =
Press==
debounce
debounce =
attacking =
ws =
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(-),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(-,-,-) * .(.(- + * .(sine)),.( + * .(sine)),.( + * .(sine))),)
HAND2LERP.C0 = HAND2LERP.C0:(.(,-,-) * .(.(- + * .(sine)),.( - * .(sine)),.(- - * .(sine))),)
()
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(-),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(-,-,-) * .(.(- + * .(sine)),.( + * .(sine)),.( + * .(sine))),)
HAND2LERP.C0 = HAND2LERP.C0:(.(,-,-) * .(.(- + * .(sine)),.( - * .(sine)),.(- - * .(sine))),)
()
rachjumper
face:()
particlemiter1:()
particlemiter2:()
particlemiter3:()
xester =
rachjumper =
hand1.BrickColor = BrickColor.()
hand2.BrickColor = BrickColor.()
.(()
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(Root.Position) * .(,-,)
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
shockwave2 = .(, Torso)
shockwave2.Size = .(,,)
shockwave2.CanCollide =
shockwave2.Anchored =
shockwave2.Transparency =
shockwave2.BrickColor = BrickColor.()
shockwave2.CFrame = .(Root.Position) * .(,-,)
shockwavemesh2 = .(, shockwave2)
shockwavemesh2.Scale = .(,,)
shockwavemesh2.MeshId =
i = ,
shockwave.CFrame = shockwave.CFrame * .(.(),.(+),)
shockwave2.CFrame = shockwave2.CFrame * .(.(),.(-),)
shockwave.Transparency = shockwave.Transparency +
shockwave2.Transparency = shockwave2.Transparency +
shockwavemesh2.Scale = shockwavemesh2.Scale + .(,,)
shockwavemesh.Scale = shockwavemesh.Scale + .(,,)
()
shockwave:()
shockwave2:()
)()
.(()
nball = .(,Torso)
nball.Size = .(,,)
nball.Material =
nball.BrickColor = BrickColor.()
nball.Shape =
nball.Anchored =
nball.CanCollide =
nball.CFrame = Torso.CFrame
i = ,
nball.Size = nball.Size + .(,,)
nball.Transparency = nball.Transparency +
()
nball:()
)()
doomtheme.SoundId =
doomtheme:()
doomtheme.Volume =
doomtheme.Pitch =
doomtheme.TimePosition =
slaten.Transparency =
slaten2.Transparency =
slateh.Transparency =
slateh2.Transparency =
slateh3.Transparency =
slateh4.Transparency =
slateh5.Transparency =
slatex.Transparency =
slatex2.Transparency =
slatex3.Transparency =
slatex4.Transparency =
slatex5.Transparency =
slatez.Transparency =
slatez2.Transparency =
slatez3.Transparency =
slatez4.Transparency =
eyeball1.Transparency =
eyeball2.Transparency =
eyeball3.Transparency =
eyeball4.Transparency =
lightpart1.Transparency =
laugh = laughs[.(,#laughs)]
laughy = .(,Head)
laughy.SoundId = ..laugh
laughy.Volume =
laughy:()
removeuseless:(laughy,)
Root.Anchored =
horns.Material =
horns.Locked =
horns.BrickColor = BrickColor.()
hornsmesh.MeshId =
hornsmesh.VertexColor = .(,,)
hornsmesh.TextureId =
hornsmesh.Scale = .(,,)
hornsweld.C0 = .(,-,-) * .(.(),.(),.())
mask.Anchored =
mask.Locked =
mask.CanCollide =
mask.BrickColor = BrickColor.()
mask.Material =
maskweld.C0 = .(,,) * .(.(),,)
maskmesh.MeshId =
maskmesh.TextureId =
maskmesh.Scale = .(, , )
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(),.( * .(sine/)),.()),)
()
i = ,
HAND2LERP.C0 = HAND2LERP.C0:(.(,-,-) * .(.(- + * .(sine)),.( - * .(sine)),.(- - * .(sine))),)
HAND1LERP.C0 = HAND1LERP.C0:(.(-,-,-) * .(.(- + * .(sine)),.( + * .(sine)),.( + * .(sine))),)
()
i = ,
HAND2LERP.C0 = HAND2LERP.C0:(.(,-,-) * .(.(- + * .(sine)),.( - * .(sine)),.(- - * .(sine))),)
HAND1LERP.C0 = HAND1LERP.C0:(.(-,-,-) * .(.(- + * .(sine)),.( + * .(sine)),.( + * .(sine))),)
()
ws =
Root.Anchored =
debounce =
attacking =
xester =
Press==
mouse.Target ~= mouse.Target.Parent:()
debounce
debounce =
attacking =
enemy = mouse.Target.Parent:()
targ = mouse.Target.Parent:().Parent
(Head,,,,)
ws =
z = {
Color = BrickColor.().Color
}
z2 = {
Color = BrickColor.().Color
}
eyeball1.Material =
eyeball2.Material =
i = ,
lol = smoothen:(eyeball1,TweenInfo.(,.EasingStyle.Linear),z)
lol:()
lol2 = smoothen:(eyeball2,TweenInfo.(,.EasingStyle.Linear),z)
lol2:()
HAND1LERP.C0 = HAND1LERP.C0:(.(-,-,-) * .(.(-),.(),.()),)
HAND2LERP.C0 = HAND2LERP.C0:(.(,-,-) * .(.(-),.(),.(-)),)
()
i = ,
lol = smoothen:(eyeball1,TweenInfo.(,.EasingStyle.Linear),z)
lol:()
lol2 = smoothen:(eyeball2,TweenInfo.(,.EasingStyle.Linear),z)
lol2:()
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(-),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(-,-,-) * .(.(- + * .(sine)),.( + * .(sine)),.( + * .(sine))),)
HAND2LERP.C0 = HAND2LERP.C0:(.(,-,-) * .(.(- + * .(sine)),.( - * .(sine)),.(- - * .(sine))),)
()
i = ,
lol = smoothen:(eyeball1,TweenInfo.(,.EasingStyle.Linear),z)
lol:()
lol2 = smoothen:(eyeball2,TweenInfo.(,.EasingStyle.Linear),z)
lol2:()
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(-),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(-,-,-) * .(.(- + * .(sine)),.( + * .(sine)),.( + * .(sine))),)
HAND2LERP.C0 = HAND2LERP.C0:(.(,-,-) * .(.(- + * .(sine)),.( - * .(sine)),.(- - * .(sine))),)
()
attacking =
targetfound =
chasemusic = .(,Head)
chasemusic.Volume =
chasemusic.SoundId =
chasemusic.Looped =
chasemusic:()
i = ,
targetfound
Hit = (,Torso.Position)
_,v (Hit)
v:() v:().Parent.Name == enemy.Parent.Name
targetfound =
slachtoffer = v:()
huntdown =
hum:(enemy.Parent.Torso.Position)
ws =
()
targetfound
attacking =
lweld = (enemy.Parent.Torso,hand1)
lweld.C0 = .(,-,) * .(.(),.(),.())
ws =
enemy.WalkSpeed =
enemy.JumpPower =
IAMHERE = .(,Head)
IAMHERE.SoundId =
IAMHERE.Volume =
IAMHERE:()
removeuseless:(IAMHERE,)
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(-),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(,-,-) * .(.( + * .(sine)),.( * .(sine)),.(- + * .(sine))),)
HAND2LERP.C0 = HAND2LERP.C0:(.(-,-,-) * .(.( - * .(sine)),.( * .(sine)),.( - * .(sine))),)
()
lweld:()
.(()
w = .(,Torso)
w.Anchored =
w.CanCollide =
w.Material =
w.BrickColor = BrickColor.()
targ:().RigType == .HumanoidRigType.R15
w.CFrame = targ:().CFrame
targ:().RigType == .HumanoidRigType.R6
w.CFrame = targ:().CFrame
w.Size = .(,,)
w.Shape =
i = ,
w.Transparency = w.Transparency +
w.Size = w.Size + .(,,)
()
w:()
)()
i = ,
.(()
ps = .(,Torso)
ps.Size = .(,,)
ps.Anchored =
ps.BrickColor = BrickColor.()
ps.Material =
targ:().RigType == .HumanoidRigType.R15
ps.CFrame = targ:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
targ:().RigType == .HumanoidRigType.R6
ps.CFrame = targ:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
psm = .(,ps)
psm.MeshType =
psm.Scale = .(,,)
i = ,
psm.Scale = psm.Scale + .(,,)
ps.Transparency = ps.Transparency +
()
ps:()
)()
i,x (targ:()) x:() x:() x.Parent = x.Material = x.BrickColor = BrickColor.() x.Anchored =
x.CanCollide = x:()
i,x (targ:()) x:() x:()
targ:()
(hand1,,,,)
huntdown =
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(-),.( * .(sine/)),.()),)
lol = smoothen:(eyeball1,TweenInfo.(,.EasingStyle.Linear),z2)
lol:()
lol2 = smoothen:(eyeball2,TweenInfo.(,.EasingStyle.Linear),z2)
lol2:()
chasemusic.Volume = chasemusic.Volume -
HAND1LERP.C0 = HAND1LERP.C0:(.(,-,-) * .(.(),.(),.(-)),)
HAND2LERP.C0 = HAND2LERP.C0:(.(-,-,-) * .(.(),.(),.()),)
()
chasemusic:()
xester
ws =
ws =
eyeball1.Material =
eyeball2.Material =
attacking =
debounce =
xester
ws =
ws =
huntdown =
eyeball1.Material =
eyeball2.Material =
debounce =
attacking =
.(()
i = ,
debounce
lol = smoothen:(eyeball1,TweenInfo.(,.EasingStyle.Linear),z2)
lol:()
lol2 = smoothen:(eyeball2,TweenInfo.(,.EasingStyle.Linear),z2)
lol2:()
()
)()
chasemusic:()
Press==
debounce
debounce =
attacking =
g1 = .(, Root)
g1.D =
g1.P =
g1.MaxTorque = .(,,)
ws =
i = ,
g1.CFrame = g1.CFrame:(.(Root.Position,mouse.Hit.p),)
HAND1LERP.C0 = HAND1LERP.C0:(.( + * .(sine/),-,) * .(.( * .(sine/)),.( * .(sine/)),.()),)
HAND2LERP.C0 = HAND2LERP.C0:(.(- + * .(sine/),-,) * .(.(- * .(sine/)),.(- * .(sine/)),.()),)
()
bwoo = .(,Torso)
bwoo.SoundId =
bwoo.Volume =
bwoo.Pitch =
bwoo:()
removeuseless:(bwoo,)
i = ,
g1.CFrame = g1.CFrame:(.(Root.Position,mouse.Hit.p),)
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(,-,) * .(.(- + * .(sine/)),.( * .(sine/)),.()),)
HAND2LERP.C0 = HAND2LERP.C0:(.(-,-,) * .(.(- - * .(sine/)),.( * -.(sine/)),.()),)
()
ws =
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(,-,) * .(.(- + * .(sine/)),.( * .(sine/)),.()),)
HAND2LERP.C0 = HAND2LERP.C0:(.(-,-,) * .(.(- - * .(sine/)),.( * -.(sine/)),.()),)
()
rocksm = .(,Torso)
rocksm.SoundId =
rocksm.Volume =
rocksm.Pitch =
rocksm:()
removeuseless:(rocksm,)
removeuseless:(g1,)
rb = .(,Torso)
rb.Size = .(,,)
rb.Anchored =
rb.Transparency =
rb.CanCollide =
rb.CFrame = .(mouse.Hit.p) * .(,,)
rbweld = (rb,Root)
rbweld.C0 = .(,,)
txc =
.(()
i = ,
.(()
sondb = .(,rb)
sondb.Anchored =
sondb.Transparency =
sondb.CanCollide =
sondb.CFrame = rb.CFrame
booms = .(,sondb)
booms.SoundId =
booms.Volume =
booms.Pitch =
i = ,
()
()
booms:()
)()
()
)()
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.(-),.( * .(sine/)),.()),)
HAND1LERP.C0 = HAND1LERP.C0:(.(,-, + * .(sine/)) * .(.(),.(-),.()),)
HAND2LERP.C0 = HAND2LERP.C0:(.(-,-,+ * .(sine/)) * .(.(),.(),.()),)
.(()
cyl = .(,Torso)
cyl.Shape =
cyl.BrickColor = BrickColor.()
cyl.Anchored =
cyl.Transparency =
cyl.CanCollide =
cyl.Material =
cyl.CFrame = rb.CFrame * .(.(-,),,.(-,)) * .(.(),.(),)
cyl.Size = .(, * .(,), * .(,))
i = ,
cyl.Transparency = cyl.Transparency -
()
()
brock = .(,Torso)
brock.Size = .(, + .(,),)
brock.Anchored =
brock.Transparency =
brock.CanCollide =
brock.Material =
brock.BrickColor = BrickColor.()
brock.CFrame = cyl.CFrame * .(,,)
.(()
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(cyl.Position) * .(,-,)
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
shockwave2 = .(, Torso)
shockwave2.Size = .(,,)
shockwave2.CanCollide =
shockwave2.Anchored =
shockwave2.Transparency =
shockwave2.BrickColor = BrickColor.()
shockwave2.CFrame = .(cyl.Position) * .(,-,)
shockwavemesh2 = .(, shockwave2)
shockwavemesh2.Scale = .(,,)
shockwavemesh2.MeshId =
i = ,
shockwave.CFrame = shockwave.CFrame * .(.(),.(+.(-,)),)
shockwave2.CFrame = shockwave2.CFrame * .(.(),.(-.(-,)),)
shockwave.Transparency = shockwave.Transparency +
shockwave2.Transparency = shockwave2.Transparency +
shockwavemesh2.Scale = shockwavemesh2.Scale + .(,,)
shockwavemesh.Scale = shockwavemesh.Scale + .(,,)
()
shockwave:()
shockwave2:()
)()
Hit = (,brock.Position)
_,v (Hit)
v:() v:().Health >
slachtoffer = v:()
.(()
w = .(,Torso)
w.Anchored =
w.CanCollide =
w.Material =
w.BrickColor = BrickColor.()
slachtoffer.RigType == .HumanoidRigType.R15
w.CFrame = slachtoffer.Parent:().CFrame
slachtoffer.RigType == .HumanoidRigType.R6
w.CFrame = slachtoffer.Parent:().CFrame
w.Size = .(,,)
w.Shape =
i = ,
w.Transparency = w.Transparency +
w.Size = w.Size + .(,,)
()
w:()
)()
i = ,
.(()
ps = .(,Torso)
ps.Size = .(,,)
ps.Anchored =
ps.BrickColor = BrickColor.()
ps.Material =
slachtoffer.RigType == .HumanoidRigType.R6
ps.CFrame = slachtoffer.Parent:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
slachtoffer.RigType == .HumanoidRigType.R15
ps.CFrame = slachtoffer.Parent:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
psm = .(,ps)
psm.MeshType =
psm.Scale = .(,,)
i = ,
psm.Scale = psm.Scale + .(,,)
ps.Transparency = ps.Transparency +
()
ps:()
)()
i,x (slachtoffer.Parent:()) x:() x:() x.Parent = x.Material = x.BrickColor = BrickColor.() x.Anchored =
x.CanCollide = x:()
i,x (slachtoffer.Parent:()) x:() x:()
slachtoffer.Parent:()
i = ,
brock.CFrame = brock.CFrame:(.(cyl.Position) * .(,,) * .(.(.(-,)),.(.(-,)),.(.(-,))),)
()
()
i = ,
brock.CFrame = brock.CFrame:(.(cyl.Position) * .(,,) * .(.(.(-,)),.(.(-,)),.(.(-,))),)
()
i = ,
brock.Transparency = brock.Transparency +
brock.CFrame = brock.CFrame:(.(cyl.Position) * .(,-,) * .(.(.(-,)),.(.(-,)),.(.(-,))),)
()
brock:()
i = ,
cyl.Size = cyl.Size + .(,,)
cyl.Transparency = cyl.Transparency +
()
cyl:()
rb:()
)()
txc = txc +
rbweld.C0 = rbweld.C0:(.(,,txc),)
()
attacking =
debounce =
xester
ws =
ws =
Press==
mouse.Target ~= mouse.Target.Parent:()
debounce
debounce =
ws =
g1 = .(, Root)
g1.D =
g1.P =
g1.MaxTorque = .(,,)
targ = mouse.Target.Parent:().Parent
i = ,
g1.CFrame = g1.CFrame:(.(Root.Position,targ.Head.Position),)
()
removeuseless:(g1,)
eyeball1.BrickColor = BrickColor.()
eyeball1.Material =
eyeball2.BrickColor = BrickColor.()
eyeball2.Material =
z = {
Color = BrickColor.().Color
}
(Head,,,,)
i,v (:():())
.(()
.(()
.(()
w = .(,Torso)
w.Anchored =
w.CanCollide =
w.Material =
w.BrickColor = BrickColor.()
targ:().RigType == .HumanoidRigType.R15
w.CFrame = targ:().CFrame
targ:().RigType == .HumanoidRigType.R6
w.CFrame = targ:().CFrame
w.Size = .(,,)
w.Shape =
i = ,
w.Transparency = w.Transparency +
w.Size = w.Size + .(,,)
()
w:()
)()
i = ,
.(()
ps = .(,Torso)
ps.Size = .(,,)
ps.Anchored =
ps.BrickColor = BrickColor.()
ps.Material =
targ:().RigType == .HumanoidRigType.R15
ps.CFrame = targ:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
targ:().RigType == .HumanoidRigType.R6
ps.CFrame = targ:().CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
psm = .(,ps)
psm.MeshType =
psm.Scale = .(,,)
i = ,
psm.Scale = psm.Scale + .(,,)
ps.Transparency = ps.Transparency +
swait()
end
ps:Remove()
end)()
end
end)()
for i,x in pairs(targ:GetDescendants()) do if x:IsA("Part") then x:Clone() x.Parent = workspace x.Material = "Glass" x.BrickColor = BrickColor.new("Really black") x.Anchored = false
x.CanCollide = true x:BreakJoints() end end
for i,x in pairs(targ:GetDescendants()) do if x:IsA("Part") then x:Remove() end end
targ:BreakJoints()
for i = 1, 40 do
local lol = smoothen:Create(eyeball1,TweenInfo.new(.3,Enum.EasingStyle.Linear),z)
lol:Play()
local lol2 = smoothen:Create(eyeball2,TweenInfo.new(.3,Enum.EasingStyle.Linear),z)
lol2:Play()
swait()
end
eyeball1.BrickColor = BrickColor.new("Really black")
eyeball2.BrickColor = BrickColor.new("Really black")
eyeball1.Material = "Glass"
eyeball2.Material = "Glass"
debounce = false
if xester then
ws = 155
else
ws = 92
end
end)()
end
end
end
end)
checks1 = coroutine.wrap(function() -------Checks
while true do
if Root.Velocity.Magnitude < 10 then
position = "Idle"
elseif Root.Velocity.Magnitude > 10 then
position = "Walking"
else
end
wait()
end
end)
checks1()
function ray(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
end
function ray2(StartPos, EndPos, Distance, Ignore)
local DIRECTION = CFrame.new(StartPos,EndPos).lookVector
return ray(StartPos, DIRECTION, Distance, Ignore)
end
OrgnC0 = Neck.C0
local movelimbs = coroutine.wrap(function()
while RunSrv.RenderStepped:wait() do
TrsoLV = Torso.CFrame.lookVector
Dist = nil
Diff = nil
if not MseGuide then
print("Failed to recognize")
else
local _, Point = Workspace:FindPartOnRay(Ray.new(Head.CFrame.p, mouse.Hit.lookVector), Workspace, false, true)
Dist = (Head.CFrame.p-Point).magnitude
Diff = Head.CFrame.Y-Point.Y
local _, Point2 = Workspace:FindPartOnRay(Ray.new(LeftArm.CFrame.p, mouse.Hit.lookVector), Workspace, false, true)
Dist2 = (LeftArm.CFrame.p-Point).magnitude
Diff2 = LeftArm.CFrame.Y-Point.Y
HEADLERP.C0 = CFrame.new(0, -1.5, -0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
Neck.C0 = Neck.C0:lerp(OrgnC0*CFrame.Angles((math.tan(Diff/Dist)*1), 0, (((Head.CFrame.p-Point).Unit):Cross(Torso.CFrame.lookVector)).Y*1), .1)
end
end
end)
movelimbs()
immortal = {}
for i,v in pairs(Character:GetDescendants()) do
if v:IsA("BasePart") and v.Name ~= "lmagic" and v.Name ~= "rmagic" then
if v ~= Root and v ~= Torso and v ~= Head and v ~= RightArm and v ~= LeftArm and v ~= RightLeg and v.Name ~= "lmagic" and v.Name ~= "rmagic" and v ~= LeftLeg then
v.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
end
table.insert(immortal,{v,v.Parent,v.Material,v.Color,v.Transparency})
elseif v:IsA("JointInstance") then
table.insert(immortal,{v,v.Parent,nil,nil,nil})
end
end
for e = 1, #immortal do
if immortal[e] ~= nil then
local STUFF = immortal[e]
local PART = STUFF[1]
local PARENT = STUFF[2]
local MATERIAL = STUFF[3]
local COLOR = STUFF[4]
local TRANSPARENCY = STUFF[5]
if levitate then
if PART.ClassName == "Part" and PART ~= Root and PART.Name ~= eyo1 and PART.Name ~= eyo2 and PART.Name ~= "lmagic" and PART.Name ~= "rmagic" then
PART.Material = MATERIAL
PART.Color = COLOR
PART.Transparency = TRANSPARENCY
end
PART.AncestryChanged:connect(function()
PART.Parent = PARENT
end)
else
if PART.ClassName == "Part" and PART ~= Root and PART.Name ~= "lmagic" and PART.Name ~= "rmagic" then
PART.Material = MATERIAL
PART.Color = COLOR
PART.Transparency = TRANSPARENCY
end
PART.AncestryChanged:connect(function()
PART.Parent = PARENT
end)
end
end
end
function immortality()
for e = 1, #immortal do
if immortal[e] ~= nil then
local STUFF = immortal[e]
local PART = STUFF[1]
local PARENT = STUFF[2]
local MATERIAL = STUFF[3]
local COLOR = STUFF[4]
local TRANSPARENCY = STUFF[5]
if PART.ClassName == "Part" and PART == Root then
PART.Material = MATERIAL
PART.Color = COLOR
PART.Transparency = TRANSPARENCY
end
if PART.Parent ~= PARENT then
hum:Remove()
PART.Parent = PARENT
hum = Instance.new("Humanoid",Character)
if levitate then
eyo1:Remove()
eyo2:Remove()
end
hum.Name = "noneofurbusiness"
end
end
end
end
coroutine.wrap(function()
while true do
hum:SetStateEnabled("Dead",false) hum:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
if hum.Health < .1 then
immortality()
end
wait()
end
end)()
leftlocation = Instance.new("Part",LeftArm)
leftlocation.Size = Vector3.new(1,1,1)
leftlocation.Transparency = 1
leftlocationweld = weldBetween(leftlocation,LeftArm)
leftlocationweld.C0 = CFrame.new(0,1.2,0)
rightlocation = Instance.new("Part",RightArm)
rightlocation.Size = Vector3.new(1,1,1)
rightlocation.Transparency = 1
rightlocationweld = weldBetween(rightlocation,RightArm)
rightlocationweld.C0 = CFrame.new(0,1.2,0)
coroutine.wrap(function()
while true do
hpheight = 5.8 + .95 * math.sin(sine/12)
hum.HipHeight = hpheight
swait()
end
end)()
local anims = coroutine.wrap(function()
while true do
settime = 0.05
sine = sine + change
if position == "Walking" and attacking == false then
if huntdown then
change = .85
else
change = .5
end
walking = true
if xester then
ws = 155
HAND1LERP.C0 = HAND1LERP.C0:lerp(CFrame.new(5.9,-7 + 0 * math.sin(sine/6),5) * CFrame.Angles(math.rad(212 + 3 * math.sin(sine/6)),math.rad(-25),math.rad(2 * math.sin(sine/6))),.2)
HAND2LERP.C0 = HAND2LERP.C0:lerp(CFrame.new(-5.9,-7 + 0 * math.sin(sine/6),5) * CFrame.Angles(math.rad(212 + 3 * math.sin(sine/6)),math.rad(25),math.rad(2 * math.sin(sine/6))),.2)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0 * math.sin(sine/1.75),0) * CFrame.Angles(math.rad(0 + 0 * math.sin(sine/3.5)),math.rad(0 * math.sin(sine/3.5)) + Root.RotVelocity.Y / 15,math.rad(0) + Root.RotVelocity.Y / 19),.2)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.5,.78,0) * CFrame.Angles(math.rad(180 + 4 * math.sin(sine/12)),math.rad(4),math.rad(35)),.25)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5, .78, 0) * CFrame.Angles(math.rad(180 + 4 * math.sin(sine/12)),math.rad(-4),math.rad(-35)), 0.25)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-.58,1.8,0) * CFrame.Angles(math.rad(6 + 1 * math.sin(sine/12)),math.rad(-2 + 2 * math.sin(sine/12)),math.rad(5 - 1 * math.sin(sine/12))),.2)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(1.2,1.3, -.12) * CFrame.Angles(math.rad(-9 + .5 * math.sin(sine/12)),math.rad(2 - 1 * math.sin(sine/12)),math.rad(-35 + 1 * math.sin(sine/12))),.2)
else
ws = 92
HAND1LERP.C0 = HAND1LERP.C0:lerp(CFrame.new(4.2 + 1 * math.sin(sine/3.5),-5 + .5 * math.sin(sine/3.5),6) * CFrame.Angles(math.rad(150 + 120 * math.sin(sine/3.5)),math.rad(30 * math.sin(sine/3.5)),math.rad(-17 * math.sin(sine/3.5))),.2)
HAND2LERP.C0 = HAND2LERP.C0:lerp(CFrame.new(-4.2 + 1 * math.sin(sine/3.5),-5 + .5 * math.sin(sine/3.5),6) * CFrame.Angles(math.rad(150 + 120 * -math.sin(sine/3.5)),math.rad(30 * math.sin(sine/3.5)),math.rad(-17 * math.sin(sine/3.5))),.2)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,1 * math.sin(sine/1.75),0) * CFrame.Angles(math.rad(0 + 5 * math.sin(sine/3.5)),math.rad(10 * math.sin(sine/3.5)) + Root.RotVelocity.Y / 15,math.rad(0) + Root.RotVelocity.Y / 19),.2)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.5,.78,0) * CFrame.Angles(math.rad(180 + 4 * math.sin(sine/12)),math.rad(4),math.rad(35)),.25)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5, .78, 0) * CFrame.Angles(math.rad(180 + 4 * math.sin(sine/12)),math.rad(-4),math.rad(-35)), 0.25)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-.58,1.8,0) * CFrame.Angles(math.rad(6 + 1 * math.sin(sine/12)),math.rad(-2 + 2 * math.sin(sine/12)),math.rad(5 - 1 * math.sin(sine/12))),.2)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(1.2,1.3, -.12) * CFrame.Angles(math.rad(-9 + .5 * math.sin(sine/12)),math.rad(2 - 1 * math.sin(sine/12)),math.rad(-35 + 1 * math.sin(sine/12))),.2)
end
elseif position == "Idle" and attacking == false then
change = .5
HAND1LERP.C0 = HAND1LERP.C0:lerp(CFrame.new(4.5,-5 + .5 * math.sin(sine/14),6) * CFrame.Angles(math.rad(10 + 1 * math.sin(sine/13)),math.rad(-5 + 5 * math.sin(sine/12)),math.rad(-36 - 4 * math.sin(sine/11))),.2)
HAND2LERP.C0 = HAND2LERP.C0:lerp(CFrame.new(-5,-5 + .5 * math.sin(sine/14),6) * CFrame.Angles(math.rad(13 - 3 * math.sin(sine/12)),math.rad(36 - 3 * math.sin(sine/13)),math.rad(35 + 2 * math.sin(sine/11))),.2)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0 + 5 * math.sin(sine/12)),math.rad(0 * math.sin(sine/16)),math.rad(0)),.2)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.5,.78,0) * CFrame.Angles(math.rad(180 + 4 * math.sin(sine/12)),math.rad(4),math.rad(35)),.25)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5, .78, 0) * CFrame.Angles(math.rad(180 + 4 * math.sin(sine/12)),math.rad(-4),math.rad(-35)), 0.25)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-.58,1.8,0) * CFrame.Angles(math.rad(6 + 1 * math.sin(sine/12)),math.rad(-2 + 2 * math.sin(sine/12)),math.rad(5 - 1 * math.sin(sine/12))),.2)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(1.2,1.3, -.12) * CFrame.Angles(math.rad(-9 + .5 * math.sin(sine/12)),math.rad(2 - 1 * math.sin(sine/12)),math.rad(-35 + 1 * math.sin(sine/12))),.2)
end
swait()
end
end)
anims()
warn("The one you fear, Made by Supr14.")