Run it
Copy the script and paste it into your executor.
Players = :()
Lighting = :()
RunService = :()
player = Players.LocalPlayer
character = player.Character player.CharacterAdded:()
player.CharacterAdded:((newChar)
character = newChar
)
confirmGui = .()
confirmGui.Name =
confirmGui.ResetOnSpawn =
confirmGui.DisplayOrder =
confirmGui.Parent = player:()
frame = .()
frame.Size = .(, , , )
frame.Position = .(, -, , -)
frame.BackgroundColor3 = .(, , )
frame.BorderColor3 = .(, , )
frame.BorderSizePixel =
frame.Active =
frame.Draggable =
frame.Parent = confirmGui
title = .()
title.Size = .(, , , )
title.BackgroundTransparency =
title.Text =
title.TextColor3 = .(, , )
title.TextSize =
title.Font = .Font.Code
title.Parent = frame
promptText = .()
promptText.Size = .(, -, , )
promptText.Position = .(, , , )
promptText.BackgroundTransparency =
promptText.Text =
promptText.TextColor3 = .(, , )
promptText.TextSize =
promptText.TextWrapped =
promptText.Font = .Font.SourceSans
promptText.Parent = frame
yesButton = .()
yesButton.Size = .(, , , )
yesButton.Position = .(, , , )
yesButton.BackgroundColor3 = .(, , )
yesButton.BorderColor3 = .(, , )
yesButton.BorderSizePixel =
yesButton.Text =
yesButton.TextColor3 = .(, , )
yesButton.Font = .Font.Code
yesButton.TextSize =
yesButton.Parent = frame
noButton = .()
noButton.Size = .(, , , )
noButton.Position = .(, , , )
noButton.BackgroundColor3 = .(, , )
noButton.BorderColor3 = .(, , )
noButton.BorderSizePixel =
noButton.Text =
noButton.TextColor3 = .(, , )
noButton.Font = .Font.Code
noButton.TextSize =
noButton.Parent = frame
(button, hoverColor, defaultColor)
button.MouseEnter:(()
button.BackgroundColor3 = hoverColor
)
button.MouseLeave:(()
button.BackgroundColor3 = defaultColor
)
(yesButton, .(, , ), .(, , ))
(noButton, .(, , ), .(, , ))
()
confirmGui:()
corruptedParts = {}
materials = {
.Material.Plastic, .Material.SmoothPlastic,
.Material.Glass, .Material.ForceField
}
meshTypes = {
.MeshType.Brick,
.MeshType.Sphere,
.MeshType.Cylinder,
.MeshType.Wedge,
.MeshType.Torso,
.MeshType.CornerWedge
}
glitchColors = {
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
.(, , ),
}
()
glitchColors[.(, #glitchColors)]
overlayGui = .()
overlayGui.Name =
overlayGui.ResetOnSpawn =
overlayGui.IgnoreGuiInset =
overlayGui.DisplayOrder =
overlayGui.Parent = player:()
overlay = .()
overlay.Size = .(, )
overlay.BorderSizePixel =
overlay.ZIndex =
overlay.Parent = overlayGui
.(()
overlayGui.Parent
.(, ) >
overlay.BackgroundColor3 = ()
overlay.BackgroundTransparency = .(, ) /
overlay.BackgroundColor3 = .(, , )
overlay.BackgroundTransparency = .(, ) /
.(.(, ) / )
)
Lighting.FogEnd =
Lighting.FogStart =
Lighting.GlobalShadows =
Lighting.Brightness =
(obj)
obj:() obj:() obj:() obj:() obj:() obj:() obj:()
obj:() obj:()
obj:()
obj.Enabled =
(part)
part:() part:()
part:(, )
part.Color = ()
part.Material = materials[.(, #materials)]
isCharacterPart = character part:(character)
meshChance = isCharacterPart
glitchMesh =
.(, ) <= meshChance
glitchMesh = .()
glitchMesh.Name =
glitchMesh.MeshType = meshTypes[.(, #meshTypes)]
glitchMesh.Parent = part
canRotate = isCharacterPart (.(, ) <= )
glitchRoll = .(, )
isBigMonolith = (glitchRoll <= ) isCharacterPart
isStretched = ( isBigMonolith glitchRoll > glitchRoll <= )
hasZFighting = (glitchRoll > glitchRoll <= ) isCharacterPart
hasZFighting part:()
zClone = part:()
zClone:()
zClone.Size = part.Size + .(, , )
zClone.Color = ()
zClone.Material = .Material.SmoothPlastic
zClone.CanCollide =
zClone.CanTouch =
zClone.CanQuery =
zClone.Massless =
zClone:(, )
weld = .()
weld.Part0 = part
weld.Part1 = zClone
weld.Parent = zClone
zClone.Parent = part
.(corruptedParts, {
= zClone,
OriginalSize = zClone.Size,
OriginalPosition = zClone.Position,
NextSizeUpdate = .huge,
NextFlickerUpdate = ,
IsZFightClone =
})
.(corruptedParts, {
= part,
GlitchMesh = glitchMesh,
IsCharacterPart = isCharacterPart,
CanRotate = canRotate,
OriginalSize = part.Size,
OriginalCFrame = part.CFrame,
NextSizeUpdate = ,
NextFlickerUpdate = ,
IsStretched = isStretched,
IsBigMonolith = isBigMonolith,
StretchAxis = .(, )
})
RunService.Heartbeat:(()
now = .()
i = #corruptedParts, , -
data = corruptedParts[i]
part = data.Instance
part part.Parent
.(corruptedParts, i)
data.IsZFightClone
now >= data.NextFlickerUpdate
part.Color = ()
data.NextFlickerUpdate = now + (.(, ) / )
now >= data.NextSizeUpdate
freezeChance = .(, )
(freezeChance <= ) data.IsBigMonolith
data.NextSizeUpdate = now + (.(, ) / )
data.IsCharacterPart
jitterX = .(-, ) /
jitterY = .(-, ) /
jitterZ = .(-, ) /
baseCFrame = data.OriginalCFrame * .(jitterX, jitterY, jitterZ)
data.CanRotate
snapRotation = .(
.(.(, ) * + .(-, )),
.(.(, ) * + .(-, )),
.(.(, ) * + .(-, ))
)
baseCFrame = baseCFrame * snapRotation
part.Anchored
part.CFrame = baseCFrame
scaleX, scaleY, scaleZ = , ,
data.IsBigMonolith
scaleMultiplier = .(, ) /
scaleX, scaleY, scaleZ = scaleMultiplier, scaleMultiplier, scaleMultiplier
data.NextSizeUpdate = now + (.(, ) / )
data.IsStretched
stretchFactor = .(, ) /
scaleX = (data.StretchAxis == stretchFactor .(, ) / )
scaleY = (data.StretchAxis == stretchFactor .(, ) / )
scaleZ = (data.StretchAxis == stretchFactor .(, ) / )
data.NextSizeUpdate = now + (.(, ) / )
scaleX = .(, ) /
scaleY = .(, ) /
scaleZ = .(, ) /
data.NextSizeUpdate = now + (.(, ) / )
data.GlitchMesh data.GlitchMesh.Parent
data.GlitchMesh.Scale = .(scaleX, scaleY, scaleZ)
.(, ) <=
data.GlitchMesh.Offset = .(.(-, ), .(-, ), .(-, ))
data.GlitchMesh.Offset = .(, , )
part.Size = .(data.OriginalSize.X * scaleX, data.OriginalSize.Y * scaleY, data.OriginalSize.Z * scaleZ)
now >= data.NextFlickerUpdate
.(, ) ==
part.LocalTransparencyModifier = .(, ) /
part.LocalTransparencyModifier =
data.IsCharacterPart
.(, ) ==
part.Color = ()
part.Name ~= .(, ) ==
part.Rotation = .(.(-, ), .(-, ), .(-, ))
data.NextFlickerUpdate = now + (.(, ) / )
)
_, obj (:())
(obj)
(obj)
.DescendantAdded:((descendant)
.(()
(descendant)
(descendant)
)
)
yesButton.MouseButton1Click:(()
()
)
noButton.MouseButton1Click:(()
confirmGui:()
)Features: glitch.

Universal