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Copy the script and paste it into your executor.
()
v3 = .new
cn = .new
ca2 = .Angles
mceil = .ceil mc = mceil
mran = .random rn=mran
mrad = .rad rd=mrad
mdeg = .deg dg=mdeg
mabs = .abs abs=mabs
ud = .new
ca = (x,y,z) ((x),(y),(z))
mran2 = (a,b) (a*,b*)/
bn = BrickColor.new bc=bn
c3 = .new
deb = :()
Player = .Players.LocalPlayer
Char = Player.Character
Torso = Char.Torso
Head = Char.Head
Humanoid = Char.Humanoid
RootPart = Char.HumanoidRootPart
Root = RootPart.RootJoint
Mouse = Player:()
LA=Char[]
RA=Char[]
LL=Char[]
RL=Char[]
LAM=Torso[]
RAM=Torso[]
LLM=Torso[]
RLM=Torso[]
Neck=Torso.Neck
Neck.C0=(,,)
Neck.C1=(,,)
name=
(() Char[]:() )
(() Player.PlayerGui[name]:() )
(() Char[name]:() )
(() Char.Block:() )
(() Char.Animate:() )
as = {}
so = {,,}
as.Cone =
as.Blast =
as.Diamond =
as.Block =
as.Wind =
as.Hit =
as.ElectricShock =
as.Shoot =
as.Chakram =
as.Ring =
iNew=(tab)
v=.(tab[])
Ind,Val (tab)
Ind~= Ind~=
v[Ind] = Val
v.Parent=tab[]== LastMade tab[]
LastMade=v
v
iPart=(tab)
v=.(tab.type )
tab.type~= v.formFactor=
v.TopSurface= v.BottomSurface= v.RightSurface= v.LeftSurface= v.FrontSurface= v.BackSurface=
v.Size=(tab[],tab[],tab[])
v.Locked =
v.Material=
tab.co v.BrickColor=(tab.co)
tab.tr v.Transparency=tab.tr
tab.rf v.Reflectance=tab.rf
tab.cf v.CFrame=tab.cf
tab.an v.Anchored=tab.an
tab.mt v.Material=tab.mt
tab.ca v.CanCollide=tab.ca
v.Parent=tab[]
LastMade=v
v
(Pos,Dir,Dist,tab)
:(Ray.(Pos, Dir.unit *Dist),tab)
(tim)
last = ()
() (()-last)>=tim
Block={,Char,Name=,Value=}
Root.C0=(,,)
Root.C1=(,,)
_,force (Torso:()) force:() force:() force:() force:()
(() Torso.LAW:() Torso.RAW:() Torso.LLW:() Torso.RLW:() )
LAW={,Torso,Name=,Part0=Torso,C0=(-,,),C1=(,,)}
RAW={,Torso,Name=,Part0=Torso,C0=( ,,),C1=(,,)}
LLW={,Torso,Name=,Part0=Torso,C0=(-, -,),C1=(, ,)}
RLW={,Torso,Name=,Part0=Torso,C0=( , -,),C1=(, ,)}
(on)
LAM.Parent=Torso LAM.Part0=Torso
RAM.Parent=Torso RAM.Part0=Torso
LAM.Part1=on LA
RAM.Part1=on RA
LAW.Part1=on LA
RAW.Part1=on RA
(on)
LLM.Parent=Torso LLM.Part0=Torso
RLM.Parent=Torso RLM.Part0=Torso
LLM.Part1=on LL
RLM.Part1=on RL
LLW.Part1=on LL
RLW.Part1=on RL
(weld)
weld:()
a = .(, weld)
a.Name =
x,y,z=weld.C0:()
a.Value=((x),(y),(z))
weld.C0.p,weld.Angle.Value
(weld)
weld:
weld.Angle:()
(weld,CC,i, loops, origpos,origangle, nextpos,nextangle,smooth)
CO=..CC
smooth = smooth
weld:()
a = .(, weld)
a.Name =
x,y,z=weld.C0:()
a.Value=((x),(y),(z))
perc
smooth ==
perc = .((.pi/)/loops*i)
perc = i/loops
tox,toy,toz = ,,
origangle.x > nextangle.x
tox = -(origangle.x - nextangle.x) *perc
tox = (origangle.x - nextangle.x) *perc
origangle.y > nextangle.y
toy = -(origangle.y - nextangle.y) *perc
toy = (origangle.y - nextangle.y) *perc
origangle.z > nextangle.z
toz = -(origangle.z - nextangle.z) *perc
toz = (origangle.z - nextangle.z) *perc
tox2,toy2,toz2 = ,,
origpos.x > nextpos.x
tox2 = -(origpos.x - nextpos.x) *perc
tox2 = (origpos.x - nextpos.x) *perc
origpos.y > nextpos.y
toy2 = -(origpos.y - nextpos.y) *perc
toy2 = (origpos.y - nextpos.y) *perc
origpos.z > nextpos.z
toz2 = -(origpos.z - nextpos.z) *perc
toz2 = (origpos.z - nextpos.z) *perc
weld.Angle.Value = (origangle.x + tox,origangle.y + toy,origangle.z + toz)
weld[CO] = (origpos.x + tox2,origpos.y + toy2,origpos.z + toz2)*(origangle.x + tox,origangle.y + toy,origangle.z + toz)
(p)
g, v =
s = ,
l = (p[+(s+)%] - p[+s%]).magnitude
g, v = l > g l g, l > g {p[+(s-)%], p[+(s)%], p[+(s+)%]} v
d = v[]+(v[]-v[]).unit*((v[]-v[]).unit:(v[]-v[]))
c, b = (d-v[]).unit, (v[]-v[]).unit
a = b:(c)
w0={,,,,an=,tr=,mt=,co=cc[],cf=(,,,a.x,b.x,c.x,a.y,b.y,c.y,a.z,b.z,c.z) + (v[]+v[])/} w0.CanCollide = w0.Name =
w1={,,,,an=,tr=,mt=,co=cc[],cf=(,,,-a.x,-b.x,c.x,-a.y,-b.y,c.y,-a.z,-b.z,c.z) + (v[]+v[])/} w1.CanCollide = w1.Name =
m0={,w0,MeshType=,Scale=(,(v[]-d).magnitude,(v[]-d).magnitude)}
m1={,w1,MeshType=,Scale=(,(v[]-d).magnitude,(v[]-d).magnitude)}
w0,w1
(from,to,times,offset,col,thickness,tra)
magz = (from - to).magnitude
curpos = from
trz = {-offset,offset}
i=,times
li = {,thickness,thickness,magz/times,an=,tr=tra ,co=col } li.CanCollide = li.Name =
ofz = (trz[(,)],trz[(,)],trz[(,)])
trolpos = (curpos,to)*(,,magz/times).p+ofz
times == i
magz2 = (curpos - to).magnitude
li.Size = (thickness,thickness,magz2)
li.CFrame = (curpos,to)*(,,-magz2/)
li.CFrame = (curpos,trolpos)*(,,magz/times/)
curpos = li.CFrame*(,,magz/times/).p
deb:(li,)
(sound,pitch,volume,parent)
newSound = {,parent Torso,Pitch=pitch,Volume=volume,Name=sound,SoundId=sound}
newSound:()
deb:(newSound,)
newSound
(par,cf,x,y,z,inc,col,sha,adj)
adj = adj (,,)
mp={par,,,,co=col,tr=,ca=,an=} mp.CFrame=cf mp.Name=
ms
sha:(,)==
ms={,mp,MeshId=sha}
sha==
ms={,mp}
sha==
ms={,mp}
sha== sha==
ms={,mp,MeshType=sha}
deb:(mp,)
(()
i=,,inc
mp.Transparency=+(*i)
mp.CFrame=mp.CFrame*adj
ms.Scale=(x,y,z)*(+(*i))
i>= mp.Transparency >= mp:()
()
)
Dmg=
Dmgv={,}
HitDebounce={}
Mult =
Damage=(Hum,Damage)
HName = Hum.Parent.Name
HitDebounce[HName] HitDebounce[HName]>()
HitDebounce[HName] = ()+
Dealt = Damage*Mult
col =
Hum.Parent:() Hum.Parent.Block:() Hum.Parent.Block.Value>
Hum.Parent.Block.Value=Hum.Parent.Block.Value-
col=
(as.Block,,,Torso)
Hum:(Dealt)
col=
(as.Hit,,,Torso)
(Hum.Parent.Torso,Torso.Position,,)
DoH={,,Name=col== Dealt}
{,DoH,MaxHealth=,Health=,Name=}
Doh={DoH,,,,co=col,an=} Doh.Name= Doh.CanCollide =
{,Doh}
dofs=Hum.Parent.Torso.CFrame*((-,),,(-,))
Doh.CFrame=dofs
deb:(Doh,)
Suit = {,Char,Name=}
cc = {,,,,,,,,,,,,
}
ButtonColors = {cc[],cc[],cc[],cc[],cc[]}
Stand = {Suit,,,,tr=}
wStand = {,Suit,Part0=RootPart,Part1=Stand,C0=(,,),C1=(,,)}
i=/,,/
Wood = {Suit,,,,mt=,co=cc[]}
{,Suit,Part0=Stand,Part1=Wood,C0=(,,)*(,i,)*(,,-)}
Int = {Suit,,,,co=cc[]}
{,Suit,Part0=Wood,Part1=Int,C0=(,,)}
Metal = {Suit,,,,mt=,co=cc[]}
{,Suit,Part0=Wood,Part1=Metal,C0=(,/,)}
Wood2 = {Suit,,,,mt=,co=cc[]}
{,Suit,Part0=Wood,Part1=Wood2,C0=(,-/,-)*(-,,)*(,-/,)}
SmokeStack = {Suit,,,,co=cc[]}
{,Suit,Part0=Stand,Part1=SmokeStack,C0=(,,)}
{,SmokeStack}
StackBall = {Suit,,,,co=cc[]}
{,Suit,Part0=SmokeStack,Part1=StackBall,C0=(,,)}
{,StackBall,MeshType=}
StackC = {Suit,,,,co=cc[]}
{,Suit,Part0=SmokeStack,Part1=StackC,C0=(,,)}
{,StackC}
Cone = {Suit,,,,co=cc[]}
{,Suit,Part0=StackC,Part1=Cone,C0=(,,)}
{,Cone,MeshId=as.Cone,Scale=(,,)}
StackC2 = {Suit,,,,co=cc[]}
{,Suit,Part0=StackC,Part1=StackC2,C0=(,,)}
{,StackC2,Scale=(,,)}
Cone2 = {Suit,,,,co=cc[]}
{,Suit,Part0=Cone,Part1=Cone2,C0=(,,)*(,,)}
{,Cone2,MeshId=as.Cone,Scale=(,,)}
Hole = {Suit,,,,co=cc[]}
{,Suit,Part0=Cone2,Part1=Hole,C0=(,-,)}
{,Hole,Scale=(,,)}
StackTop = {Suit,,,,co=cc[]}
{,Suit,Part0=Hole,Part1=StackTop,C0=(-,-,)*(,,-)*(,,)}
{,StackTop,Scale=(,,)}
{,Hole,Color=(cc[]).Color,RiseVelocity=-,Size=,Opacity = }
BackCyl = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=Stand,Part1=BackCyl,C0=(,,)}
{,BackCyl,MeshType=,Scale=(,,)/}
SeatBack = {Suit,,,,co=cc[]}
{,Suit,Part0=Stand,Part1=SeatBack,C0=(,,)*(,,)}
SeatBack2 = {Suit,*,*,,mt=,co=cc[]}
{,Suit,Part0=SeatBack,Part1=SeatBack2,C0=(,,-)}
i=-,,
SeatS = {Suit,,,,co=cc[]}
{,Suit,Part0=SeatBack,Part1=SeatS,C0=((/)*i,,)*(,-*i,)*(,,-)}
SeatS2 = {Suit,,*,*,mt=,co=cc[]}
{,Suit,Part0=SeatS,Part1=SeatS2,C0=(-*i,,)}
Levers = {}
i=-,,
LevJ = {Suit,,,,tr=}
LeverW = {,Suit,Part0=Stand,Part1=LevJ,C0=(i,,-)}
Lever = {Suit,,,,co=cc[]}
{,Suit,Part0=LevJ,Part1=Lever,C0=(,,)}
.(Levers,{LeverW})
{,Lever}
LeverBall = {Suit,,,,co=cc[]}
{,Suit,Part0=Lever,Part1=LeverBall,C0=(,,)}
{,LeverBall,MeshType=}
i=-,,
Button = {Suit,,,,co=ButtonColors[(,#ButtonColors)]}
{,Suit,Part0=Stand,Part1=Button,C0=(*i,,-)}
{,Button,Scale=(,,)}
Chakram = {Suit,,,,co=cc[]} Chakram.Name=
wChakram = {,Suit,Part0=Stand,Part1=Chakram,C0=(,-,)*(,,)}
{,Chakram,MeshId=as.Chakram,Scale=(,,)}
i=-,,
Cyl = {Suit,,,,co=cc[]}
{,Suit,Part0=Stand,Part1=Cyl,C0=(,-+i/,)}
{,Cyl}
i=/,,/
Bolt = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=Cyl,Part1=Bolt,C0=(,,)*(,i,)*(,,-)}
{,Bolt,MeshType=,Scale=(,,)}
Ball = {Suit,,,,co=cc[]}
wBall = {,Suit,Part0=Stand,Part1=Ball,C0=(,-,)}
{,Ball,MeshType=}
BallM = {Suit,,*,*,co=cc[]}
{,Suit,Part0=Ball,Part1=BallM,C0=(,,)}
{,BallM,MeshType=}
LArmConnect = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=Stand,Part1=LArmConnect,C0=(-,,)}
ConnectTop = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=LArmConnect,Part1=ConnectTop,C0=(,/,)*(,,)}
{,ConnectTop}
CCyl = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=LArmConnect,Part1=CCyl,C0=(-,-,)*(,,)}
{,CCyl}
CCyl2 = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=CCyl,Part1=CCyl2,C0=(,,)}
{,CCyl2}
CCyl3 = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=CCyl2,Part1=CCyl3,C0=(,,)}
{,CCyl3}
CCyl4 = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=CCyl3,Part1=CCyl4,C0=(,,)}
{,CCyl4}
LArm = {Suit,,,,co=cc[],mt=}
wLArm = {,Suit,Part0=CCyl4,Part1=LArm,C0=(-,,)}
{,LArm,MeshType=}
ArmE = {Suit,,,,co=cc[]}
{,Suit,Part0=LArm,Part1=ArmE,C0=(,,)}
{,ArmE}
LArm2 = {Suit,,,,co=cc[],mt=}
wLArm2 = {,Suit,Part0=ArmE,Part1=LArm2,C0=(,,)*(-,,)}
{,LArm2,MeshType=}
ArmF = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=LArm2,Part1=ArmF}
{,ArmF}
ArmFM = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=ArmF,Part1=ArmFM,C0=(,,)}
{,ArmFM}
ArmF = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=ArmFM,Part1=ArmF,C0=(,,)}
{,ArmF}
ArmAnt = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=ArmFM,Part1=ArmAnt,C0=(-,-,)}
{,ArmAnt}
ArmAnt2 = {Suit,,,,co=cc[]}
{,Suit,Part0=ArmAnt,Part1=ArmAnt2,C0=(,-,)}
{,ArmAnt2}
ArmAnt3 = {Suit,,,,co=cc[]}
{,Suit,Part0=ArmAnt,Part1=ArmAnt3,C0=(,/,)}
{,ArmAnt3,Scale=(,,)}
ArmAnt4 = {Suit,,,,co=cc[]}
{,Suit,Part0=ArmAnt2,Part1=ArmAnt4,C0=(,-/,)}
{,ArmAnt4}
i=-,,
BladeH = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=ArmF,Part1=BladeH,C0=(,,i/)}
BladeH2 = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=BladeH,Part1=BladeH2,C0=(,/,)*(,,)}
{,BladeH2,Scale=(,,)}
Bolt = {Suit,,,,co=cc[]}
{,Suit,Part0=BladeH2,Part1=Bolt,C0=(,(/)*i,)}
{,Bolt,Scale=(,,)}
Bolt = {Suit,,,,co=cc[]}
{,Suit,Part0=BladeH,Part1=Bolt,C0=(,,(/)*i)*(,,)}
{,Bolt,Scale=(,,)}
ArmSawP = {Suit,,,,co=cc[]}
{,Suit,Part0=ArmF,Part1=ArmSawP,C0=(,,)}
i=-,,
ArmSawC = {Suit,,,,co=cc[]}
{,Suit,Part0=ArmSawP,Part1=ArmSawC,C0=(,*i,)*(,,)}
{,ArmSawC,Scale=(,,)}
i=-,,
ArmSawC = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=ArmSawP,Part1=ArmSawC,C0=(,*i,/)*(,,)}
{,ArmSawC,Scale=(,,)}
Saw0 = {Suit,,,,tr=}
{,Suit,Part0=ArmSawP,Part1=Saw0,C0=(,,)}
Saws = {}
i=,
Saw = {Suit,,,i%== ,co=cc[]} Saw.Name=
wSaw = {,Suit,Part0=Saw0,Part1=Saw}
{,Saw,Scale=(,,)}
.(Saws,{Saw,wSaw})
RArmConnect = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=Stand,Part1=RArmConnect,C0=(,,)}
ConnectTop = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=RArmConnect,Part1=ConnectTop,C0=(,/,)*(,,)}
{,ConnectTop}
CCyl = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=RArmConnect,Part1=CCyl,C0=(,-,)*(,,-)}
{,CCyl}
CCyl2 = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=CCyl,Part1=CCyl2,C0=(,,)}
{,CCyl2}
CCyl3 = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=CCyl2,Part1=CCyl3,C0=(,,)}
{,CCyl3}
CCyl4 = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=CCyl3,Part1=CCyl4,C0=(,,)}
{,CCyl4}
RArm = {Suit,,,,co=cc[],mt=}
wRArm = {,Suit,Part0=CCyl4,Part1=RArm,C0=(,-,-)}
{,RArm,MeshType=}
ArmE = {Suit,,,,co=cc[]}
{,Suit,Part0=RArm,Part1=ArmE,C0=(,,)}
{,ArmE}
RArm2 = {Suit,,,,co=cc[],mt=}
wRArm2 = {,Suit,Part0=ArmE,Part1=RArm2,C0=(,,)*(,,-)}
{,RArm2,MeshType=}
ArmF = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=RArm2,Part1=ArmF}
{,ArmF}
ArmFM = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=ArmF,Part1=ArmFM,C0=(,,)}
{,ArmFM}
ArmF = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=ArmFM,Part1=ArmF,C0=(,,)}
{,ArmF}
ArmAnt = {Suit,,,,co=cc[],mt=}
{,Suit,Part0=ArmFM,Part1=ArmAnt,C0=(-,-,)}
{,ArmAnt}
ArmAnt2 = {Suit,,,,co=cc[]}
{,Suit,Part0=ArmAnt,Part1=ArmAnt2,C0=(,-,)}
{,ArmAnt2}
ArmAnt3 = {Suit,,,,co=cc[]}
{,Suit,Part0=ArmAnt,Part1=ArmAnt3,C0=(,/,)}
{,ArmAnt3,Scale=(,,)}
ArmAnt4 = {Suit,,,,co=cc[]}
{,Suit,Part0=ArmAnt2,Part1=ArmAnt4,C0=(,-/,)}
{,ArmAnt4}
i=/,,/
ArmP = {Suit,,,,co=cc[]} ArmP.Name =
{,Suit,Part0=ArmF,Part1=ArmP,C0=(,,)*(,i,)*(,,)*(,,)}
i=/,,/
HookP = {Suit,,,,co=cc[]} HookP.Name =
{,Suit,Part0=ArmF,Part1=HookP,C0=(,,)*(,i,)*(,,)*(,,)}
HookP2 = {Suit,,,,co=cc[]} HookP2.Name =
{,Suit,Part0=HookP,Part1=HookP2,C0=(,,)*(-,,)*(,,-)}
Hole = {Suit,,,,co=cc[]}
{,Suit,Part0=ArmF,Part1=Hole,C0=(,,)}
{,Hole,Scale=(,,)}
LLeg = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
wLLeg = {,Suit,Part0=Ball,Part1=LLeg,C0=(-,-,-)*(,,)}
{,LLeg,MeshType=}
LegE = {Suit,,,,co=cc[]} LastMade.CanCollide =
{,Suit,Part0=LLeg,Part1=LegE,C0=(,-,)}
{,LegE}
LLeg2 = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
wLLeg2 = {,Suit,Part0=LegE,Part1=LLeg2,C0=(,-,)*(-,,)}
{,LLeg2,MeshType=}
LegE = {Suit,,,,co=cc[]} LastMade.CanCollide =
{,Suit,Part0=LLeg2,Part1=LegE,C0=(,-,)}
{,LegE}
LLeg3 = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
wLLeg3 = {,Suit,Part0=LegE,Part1=LLeg3,C0=(,-,)*(,,)}
{,LLeg3,MeshType=}
LFoot = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=LLeg3,Part1=LFoot,C0=(,-,-)*(,,)}
FootT = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=LFoot,Part1=FootT,C0=(,/,)}
FootT2 = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=FootT,Part1=FootT2,C0=(,,-/+)}
{,FootT2}
i=-,,
FootWedge = {Suit,/,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=LFoot,Part1=FootWedge,C0=((-(//))*i,,-/-/)}
{,FootWedge,MeshType=}
FootPart = {Suit,/,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=LFoot,Part1=FootPart,C0=((-(/)*)*i,,-/-/)}
FootPart = {Suit,/,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=LFoot,Part1=FootPart,C0=((-(/)*)*i,,-/-/-)}
{,FootPart,MeshType=}
i=-,,
Bolt = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=FootT2,Part1=Bolt,C0=(*i,-,i== - -)}
{,Bolt,Scale=(,,)}
RLeg = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
wRLeg = {,Suit,Part0=Ball,Part1=RLeg,C0=(,-,-)*(,,-)}
{,RLeg,MeshType=}
LegE = {Suit,,,,co=cc[]} LastMade.CanCollide =
{,Suit,Part0=RLeg,Part1=LegE,C0=(,-,)}
{,LegE}
RLeg2 = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
wRLeg2 = {,Suit,Part0=LegE,Part1=RLeg2,C0=(,-,)*(-,,)}
{,RLeg2,MeshType=}
LegE = {Suit,,,,co=cc[]} LastMade.CanCollide =
{,Suit,Part0=RLeg2,Part1=LegE,C0=(,-,)}
{,LegE}
RLeg3 = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
wRLeg3 = {,Suit,Part0=LegE,Part1=RLeg3,C0=(,-,)*(,,)}
{,RLeg3,MeshType=}
RFoot = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=RLeg3,Part1=RFoot,C0=(,-,-)*(,,)}
FootT = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=RFoot,Part1=FootT,C0=(,/,)}
FootT2 = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=FootT,Part1=FootT2,C0=(,,-/+)}
{,FootT2}
i=-,,
FootWedge = {Suit,/,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=RFoot,Part1=FootWedge,C0=((-(//))*i,,-/-/)}
{,FootWedge,MeshType=}
FootPart = {Suit,/,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=RFoot,Part1=FootPart,C0=((-(/)*)*i,,-/-/)}
FootPart = {Suit,/,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=RFoot,Part1=FootPart,C0=((-(/)*)*i,,-/-/-)}
{,FootPart,MeshType=}
i=-,,
Bolt = {Suit,,,,co=cc[],mt=} LastMade.CanCollide =
{,Suit,Part0=FootT2,Part1=Bolt,C0=(*i,-,i== - -)}
{,Bolt,Scale=(,,)}
Char:(Torso.Position+(,,))
(Pos,Range)
fHumans = {}
i,v (:())
fHum,fTorso,fHead = (v)
fHum fTorso fHead v.Name~=Player.Name
(fTorso.Position-Pos).magnitude<=Range
.(fHumans,v)
fHumans
HitData = {}
(Pos,Range,Force,PropDmg)
(d)
i,v (d:())
v:() v.Name~=
(v.Position-Pos).magnitude<Range
fHum,fTorso,fHead = (v.Parent)
fHum fTorso fHead
v:(Char) v.Name==
broke =
HitData[v]
hh = v:()/
HitData[v] = hh
HitData[v]=HitData[v]-PropDmg
HitData[v]<=
v.Anchored =
v:()
broke=
broke
v.Velocity=(Pos,v.Position).lookVector*Force
(v)
()
(model)
foundHum
foundTorso
foundHead
#model:()==
i,v (model:())
v:()
foundHum = v
v.Name ==
foundTorso = v
v.Name ==
foundHead = v
foundHum,foundTorso,foundHead
(fTor,face,str,dur)
bodyVelo = {,fTor,P=,maxForce=(,,)/,velocity=(face,fTor.Position).lookVector*str}
deb:(bodyVelo,dur)
HitData = {}
(hit)
Dmg
hit.Parent:(Char)
fHum,fTorso,fHead = (hit.Parent)
fHum fTorso fHead
(fHum,(Dmgv[],Dmgv[]))
ArmAnim ==
BlastPos = (Hole.CFrame).p
at = BlastPos+(,-,)
ArmAnim =
Prev = Knockback
(,(at),,,,,,,())
(,(at),,,,,,as.Blast,(,(-,),))
i=/,,/
(,(at)*(,i,)*(,,)*(-,,),,,,,,as.Diamond,(,,)*(,,))
i==/
fHumans = (BlastPos,)
(BlastPos,,,(,))
#fHumans >
i,v (fHumans)
fHum,fTorso,fHead = v.Humanoid,v.Torso,v.Head
(fHum,(Dmgv[],Dmgv[])*)
(fTorso,BlastPos,,)
i,v (Suit:())
v:() (v.Name== v.Name==)
v.Touched:(Touched)
i,v (Torso:())
v:()
v:()
i,v (Head:())
v:()
v:()
(AnimationSpeed)
()
i=,AnimationSpeed
Walking
(LAW,,i,AnimationSpeed,wLA,wLA2,PoseLA,PoseLA2,)
(RAW,,i,AnimationSpeed,wRA,wRA2,PoseRA,PoseRA2,)
lever = ,
x = lever == - lever ==
(Levers[lever][],,i,AnimationSpeed,Levers[lever][],Levers[lever][],(x,,-),(,,),)
(Root,,i,AnimationSpeed,wRT,wRT2,PoseRT,PoseRT2,)
(wStand,,i,AnimationSpeed,wST,wST2,PoseST,PoseST2,)
(wBall,,i,AnimationSpeed,wBA,wBA2,PoseBA,PoseBA2,)
(wLArm,,i,AnimationSpeed,wLAR,wLAR2,PoseLAR,PoseLAR2,)
(wLArm2,,i,AnimationSpeed,wLARM,wLARM2,PoseLARM,PoseLARM2,)
(wRArm,,i,AnimationSpeed,wRAR,wRAR2,PoseRAR,PoseRAR2,)
(wRArm2,,i,AnimationSpeed,wRARM,wRARM2,PoseRARM,PoseRARM2,)
(wLLeg,,i,AnimationSpeed,wLLE,wLLE2,PoseLLE,PoseLLE2,)
(wLLeg2,,i,AnimationSpeed,wLLEG,wLLEG2,PoseLLEG,PoseLLEG2,)
(wLLeg3,,i,AnimationSpeed,wLLL,wLLL2,PoseLLL,PoseLLL2,)
(wRLeg,,i,AnimationSpeed,wRLE,wRLE2,PoseRLE,PoseRLE2,)
(wRLeg2,,i,AnimationSpeed,wRLEG,wRLEG2,PoseRLEG,PoseRLEG2,)
(wRLeg3,,i,AnimationSpeed,wRLL,wRLL2,PoseRLL,PoseRLL2,)
()
()
a,b=(LAW)
c,d=(RAW)
ee,ff=(Root)
wLA=a wLA2=b
wRA=c wRA2=d
wRT=ee wRT2=ff
e,f=(wStand)
g,h=(wBall)
i,j=(wLArm)
k,l=(wLArm2)
m,n=(wRArm)
o,p=(wRArm2)
q,r=(wLLeg)
s,t=(wLLeg2)
y,z=(wLLeg3)
u,v=(wRLeg)
w,x=(wRLeg2)
aa,bb=(wRLeg3)
lever = , Levers[lever][],Levers[lever][]=(Levers[lever][])
wST=e wST2=f
wBA=g wBA2=h
wLAR=i wLAR2=j
wLARM=k wLARM2=l
wRAR=m wRAR2=n
wRARM=o wRARM2=p
wLLE=q wLLE2=r
wLLEG=s wLLEG2=t
wLLL=y wLLL2=z
wRLE=u wRLE2=v
wRLEG=w wRLEG2=x
wRLL=aa wRLL2=bb
Attacks = {}
Attacks[] = ()
ArmAnim =
TorsoAnim == TorsoAnim = ArmAnim
()
i=,ASpeed
(wLArm,,i,ASpeed,wLAR,wLAR2,PoseLAR,(-,,-),)
(wLArm2,,i,ASpeed,wLARM,wLARM2,PoseLARM,(,-,-),)
()
Mult =
Trail =
()
i=,ASpeed/
TorsoAnim == ArmAnim
(Root,,i,ASpeed/,wRT,wRT2,PoseRT,(,-,),)
(wStand,,i,ASpeed/,wST,wST2,PoseST,(,-,),)
(wBall,,i,ASpeed/,wBA,wBA2,PoseBA,(,,),)
(wLArm,,i,ASpeed/,wLAR,wLAR2,PoseLAR,(-,,),)
(wLArm2,,i,ASpeed/,wLARM,wLARM2,PoseLARM,(,-,-),)
()
Mult =
Trail =
(ASpeed)
ArmAnim =
TorsoAnim = TorsoAnim~= TorsoAnim
Attacks[] = ()
ArmAnim =
TorsoAnim == TorsoAnim = ArmAnim
Ang = MouseAngleY> MouseAngleY<- - MouseAngleY
()
i=,ASpeed
TorsoAnim == ArmAnim
(Root,,i,ASpeed,wRT,wRT2,PoseRT,(,-,),)
(wStand,,i,ASpeed,wST,wST2,PoseST,(,-,),)
(wBall,,i,ASpeed,wBA,wBA2,PoseBA,(,,),)
(wLArm,,i,ASpeed,wLAR,wLAR2,PoseLAR,(-,,-Ang),)
(wLArm2,,i,ASpeed,wLARM,wLARM2,PoseLARM,(-,,),)
()
Mult =
Trail =
()
i=,ASpeed/
TorsoAnim == ArmAnim
(Root,,i,ASpeed/,wRT,wRT2,PoseRT,(,,),)
(wStand,,i,ASpeed/,wST,wST2,PoseST,(,,),)
(wBall,,i,ASpeed/,wBA,wBA2,PoseBA,(,-,),)
(wLArm,,i,ASpeed/,wLAR,wLAR2,PoseLAR,(,,-Ang),)
(wLArm2,,i,ASpeed/,wLARM,wLARM2,PoseLARM,(,,),)
()
Mult =
Trail =
(ASpeed)
ArmAnim =
TorsoAnim = TorsoAnim~= TorsoAnim
Attacks[] = ()
ArmAnim =
TorsoAnim = ArmAnim
()
i=,ASpeed*
TorsoAnim == ArmAnim
(Root,,i,ASpeed*,wRT,wRT2,PoseRT,(,-,),)
(wStand,,i,ASpeed*,wST,wST2,PoseST,(,-,),)
(wBall,,i,ASpeed*,wBA,wBA2,PoseBA,(,,),)
(wRArm,,i,ASpeed*,wRAR,wRAR2,PoseRAR,(,,),)
(wRArm2,,i,ASpeed*,wRARM,wRARM2,PoseRARM,(,,-),)
()
Trail2 =
(as.ElectricShock,,,Torso)
()
i=,ASpeed
TorsoAnim == ArmAnim
(Root,,i,ASpeed,wRT,wRT2,PoseRT,(,,),)
(wStand,,i,ASpeed,wST,wST2,PoseST,(,,),)
(wBall,,i,ASpeed,wBA,wBA2,PoseBA,(,-,),)
(wRArm,,i,ASpeed,wRAR,wRAR2,PoseRAR,(,,-),)
(wRArm2,,i,ASpeed,wRARM,wRARM2,PoseRARM,(,,),)
()
i==ASpeed- ArmAnim =
Trail2 =
()
(ASpeed)
ArmAnim =
TorsoAnim = TorsoAnim~= TorsoAnim
Attacks[] = ()
ArmAnim =
TorsoAnim = ArmAnim
()
i=,ASpeed*
TorsoAnim == ArmAnim
(Root,,i,ASpeed*,wRT,wRT2,PoseRT,(,,),)
(wStand,,i,ASpeed*,wST,wST2,PoseST,(,,),)
(wBall,,i,ASpeed*,wBA,wBA2,PoseBA,(,-,),)
(wRArm,,i,ASpeed*,wRAR,wRAR2,PoseRAR,(,,MouseAngleY),)
(wRArm2,,i,ASpeed*,wRARM,wRARM2,PoseRARM,(,,),)
()
Trail2 =
(as.ElectricShock,,,Torso)
()
i=,ASpeed
TorsoAnim == ArmAnim
(Root,,i,ASpeed,wRT,wRT2,PoseRT,(,,),)
(wStand,,i,ASpeed,wST,wST2,PoseST,(,,),)
(wBall,,i,ASpeed,wBA,wBA2,PoseBA,(,-,),)
(wRArm,,i,ASpeed,wRAR,wRAR2,PoseRAR,(,,-),)
(wRArm2,,i,ASpeed,wRARM,wRARM2,PoseRARM,(,,),)
()
i==ASpeed- ArmAnim =
Trail2 =
()
(ASpeed)
Gyro =
ArmAnim =
TorsoAnim = TorsoAnim~= TorsoAnim
BP = {,Stand,maxForce=(,,)}
ArmAnim =
LegAnim =
TorsoAnim =
ASpeed =
SawSpeed =
Trail =
Trail2 =
State =
GroundOffset = (,,)
PoseLA=(-,,-) PoseLA2=(,,)
PoseRA=(,,-) PoseRA2=(,,-)
PoseRT=(,,) PoseRT2=(,,)
PoseST=(,,) PoseST2=(,,)
PoseBA=(,-,) PoseBA2=(,,)
PoseLAR=(,,) PoseLAR2=(-,,)
PoseLARM=(,,) PoseLARM2=(-,,)
PoseRAR=(,,) PoseRAR2=(,-,-)
PoseRARM=(,,) PoseRARM2=(,,-)
PoseLLE=(-,-,-) PoseLLE2=(,,-)
PoseLLEG=(,-,) PoseLLEG2=(-,,)
PoseLLL=(,-,) PoseLLL2=(,,)
PoseRLE=(,-,-) PoseRLE2=(,,)
PoseRLEG=(,-,) PoseRLEG2=(-,,-)
PoseRLL=(,-,) PoseRLL2=(,,)
() ()
(ASpeed)
() ()
button1 =
keys = {}
Mouse.Button1Down:(()
button1 =
ArmAnim ==
Attacks[]()
)
Mouse.Button1Up:(()
button1 =
)
Mouse.KeyDown:((key)
keys[key]=
key ==
ArmAnim ==
Attacks[]()
key ==
ArmAnim ==
Attacks[]()
key ==
ArmAnim ==
Attacks[]()
key ==
hit,at = (Torso.Position,Torso.Position - (Torso.CFrame*(,,)).p,,Char)
hit at
ArmAnim == TorsoAnim == LegAnim ==
ArmAnim =
LegAnim =
PrevOff = GroundOffset
GroundOffset = (,,)
()
()
i=,ASpeed
(wLLeg,,i,ASpeed,wLLE,wLLE2,PoseLLE,(,,-),)
(wLLeg2,,i,ASpeed,wLLEG,wLLEG2,PoseLLEG,(-,-,),)
(wLLeg3,,i,ASpeed,wLLL,wLLL2,PoseLLL,(,,),)
(wRLeg,,i,ASpeed,wRLE,wRLE2,PoseRLE,(,,),)
(wRLeg2,,i,ASpeed,wRLEG,wRLEG2,PoseRLEG,(-,,-),)
(wRLeg3,,i,ASpeed,wRLL,wRLL2,PoseRLL,(,-,),)
()
LegAnim =
GroundOffset = (,,)
()
i=,ASpeed/
(wLLeg,,i,ASpeed/,wLLE,wLLE2,PoseLLE,(,,-),)
(wLLeg2,,i,ASpeed/,wLLEG,wLLEG2,PoseLLEG,(-,-,),)
(wLLeg3,,i,ASpeed,wLLL,wLLL2,PoseLLL,(,,),)
(wRLeg,,i,ASpeed/,wRLE,wRLE2,PoseRLE,(,,),)
(wRLeg2,,i,ASpeed/,wRLEG,wRLEG2,PoseRLEG,(-,,-),)
(wRLeg3,,i,ASpeed,wRLL,wRLL2,PoseRLL,(,-,),)
()
GroundOffset = PrevOff
(ASpeed)
ArmAnim = ArmAnim~= ArmAnim
LegAnim = LegAnim~= LegAnim
)
Mouse.KeyUp:((key)
keys[key]=
)
Humanoid.Changed:((prop)
prop ==
PrevHealth-Humanoid.Health>
i,v (:():())
v:() v.Character.Parent
fHum,fTorso,fHead = (v.Character)
fHum fTorso
v.Name~=Player.Name
Dist = (v.Character.Torso.Position-Torso.Position).magnitude
Dist<
(v.Character.Humanoid,.((PrevHealth-Humanoid.Health)*))
(Hole.Position,fTorso.Position,(,),,,,(,))
(as.ElectricShock,,,Torso)
)
(()
Suit.Parent
ii,vv (Saws)
(()
i=,,/(/SawSpeed)
vv[].C0=(-/-,,)*(,i,)*(,,-/)
()
i=-/,+,(/)*SawSpeed
vv[].C0=(-+i,,/)
()
i=,,/(/SawSpeed)
vv[].C0=(/+,,)*(,i,)*(,,-/)
()
i=/,--,-(/)*SawSpeed
vv[].C0=(+i,,-/)
()
)
()
()
)
Count =
:().RenderStepped:(()
Suit.Parent
Count = Count+
hit,at = (Stand.Position,Stand.Position - (Stand.CFrame*(,,)).p,,Char)
hit at
BP.position = at+GroundOffset
BP.maxForce = (,/,)
BP.maxForce = ()
CurrentPos = ArmSawP.CFrame*(,,-)
Trail
LastPos (ArmSawP.Position-LastPos.p).magnitude >
h =
ft =
a,b = {(LastPos*(,h/,)).p,(LastPos*(,-h/,)).p,(CurrentPos*(,h/,)).p}
a deb:(a,ft)
b deb:(b,ft)
a,b = {(CurrentPos*(,h/,)).p,(CurrentPos*(,-h/,)).p,(LastPos*(,-h/,)).p}
a deb:(a,ft)
b deb:(b,ft)
LastPos = CurrentPos
LastPos
LastPos = CurrentPos
Trail
LastPos =
Trail2
Count%==
sc =
To = Hole.Position+((-sc,sc),(-sc,sc),(-sc,sc))
(Hole.Position,To,(,),(,),,,(,))
wChakram.C0=(,-,)*(,,Count*SawSpeed)
MouseAngleX = .((Head.Position,Mouse.Hit.p).lookVector.x*)
MouseAngleY = .((Head.Position,Mouse.Hit.p).lookVector.y*)
(Neck,,,,(),(),(,,-),(MouseAngleY<- - MouseAngleY> MouseAngleY,,),)
PrevHealth = Humanoid.Health
Walking = (Torso.Velocity.x,,Torso.Velocity.z).magnitude>
)
()
Humanoid.PlatformStand Humanoid.Sit
AnimSpeed = ASpeed/
Walking
State =
()
Humanoid.WalkSpeed =
i=,AnimSpeed
TorsoAnim ==
(Root,,i,AnimSpeed,wRT,wRT2,PoseRT,(,-,),)
(wStand,,i,AnimSpeed,wST,wST2,PoseST,(,-,),)
(wBall,,i,AnimSpeed,wBA,wBA2,PoseBA,(,,),)
ArmAnim ==
(wLArm,,i,AnimSpeed,wLAR,wLAR2,PoseLAR,(-,,),)
(wLArm2,,i,AnimSpeed,wLARM,wLARM2,PoseLARM,(-,,),)
LegAnim ==
(wLLeg,,i,AnimSpeed,wLLE,wLLE2,PoseLLE,(,,-),)
(wLLeg2,,i,AnimSpeed,wLLEG,wLLEG2,PoseLLEG,(-,,),)
(wLLeg3,,i,AnimSpeed,wLLL,wLLL2,PoseLLL,(,-,),)
(wRLeg,,i,AnimSpeed,wRLE,wRLE2,PoseRLE,(-,,),)
(wRLeg2,,i,AnimSpeed,wRLEG,wRLEG2,PoseRLEG,(-,,-),)
(wRLeg3,,i,AnimSpeed,wRLL,wRLL2,PoseRLL,(,,),)
(RAW,,i,AnimSpeed,wRA,wRA2,(,,),PoseRA2,)
(LAW,,i,AnimSpeed,wLA,wLA2,(-,,-),PoseLA2,)
lever = ,
x = lever == - lever ==
(Levers[lever][],,i,AnimSpeed,Levers[lever][],Levers[lever][],(x,,-),(*x,,),)
()
Walking
()
Humanoid.WalkSpeed =
i=,AnimSpeed/
LegAnim ==
(wLLeg,,i,AnimSpeed/,wLLE,wLLE2,PoseLLE,(,,-),)
(wLLeg2,,i,AnimSpeed/,wLLEG,wLLEG2,PoseLLEG,(-,,),)
(wLLeg3,,i,AnimSpeed/,wLLL,wLLL2,PoseLLL,(,-,),)
(wRLeg,,i,AnimSpeed/,wRLE,wRLE2,PoseRLE,(-,,),)
(wRLeg2,,i,AnimSpeed/,wRLEG,wRLEG2,PoseRLEG,(-,,-),)
(wRLeg3,,i,AnimSpeed/,wRLL,wRLL2,PoseRLL,(,,),)
(RAW,,i,AnimSpeed/,wRA,wRA2,(,,),PoseRA2,)
(LAW,,i,AnimSpeed/,wLA,wLA2,(-,,-),PoseLA2,)
lever = ,
x = lever == - lever ==
(Levers[lever][],,i,AnimSpeed/,Levers[lever][],Levers[lever][],(x,,-),(*x,,),)
()
Walking
()
Humanoid.WalkSpeed =
i=,AnimSpeed
TorsoAnim ==
(Root,,i,AnimSpeed,wRT,wRT2,PoseRT,(,,),)
(wStand,,i,AnimSpeed,wST,wST2,PoseST,(,,),)
(wBall,,i,AnimSpeed,wBA,wBA2,PoseBA,(,-,),)
LegAnim ==
(wRLeg,,i,AnimSpeed,wRLE,wRLE2,PoseRLE,(,,),)
(wRLeg2,,i,AnimSpeed,wRLEG,wRLEG2,PoseRLEG,(-,,-),)
(wRLeg3,,i,AnimSpeed,wRLL,wRLL2,PoseRLL,(,,),)
(wLLeg,,i,AnimSpeed,wLLE,wLLE2,PoseLLE,(-,,-),)
(wLLeg2,,i,AnimSpeed,wLLEG,wLLEG2,PoseLLEG,(-,,),)
(wLLeg3,,i,AnimSpeed,wLLL,wLLL2,PoseLLL,(,-,),)
(RAW,,i,AnimSpeed,wRA,wRA2,(,,-),PoseRA2,)
(LAW,,i,AnimSpeed,wLA,wLA2,(-,,),PoseLA2,)
lever = ,
x = lever == - lever ==
(Levers[lever][],,i,AnimSpeed,Levers[lever][],Levers[lever][],(x,,-),(-*x,,),)
()
Walking
()
Humanoid.WalkSpeed =
i=,AnimSpeed/
LegAnim ==
(wRLeg,,i,AnimSpeed/,wRLE,wRLE2,PoseRLE,(,,),)
(wRLeg2,,i,AnimSpeed/,wRLEG,wRLEG2,PoseRLEG,(-,,-),)
(wRLeg3,,i,AnimSpeed/,wRLL,wRLL2,PoseRLL,(,,),)
(wLLeg,,i,AnimSpeed/,wLLE,wLLE2,PoseLLE,(-,,-),)
(wLLeg2,,i,AnimSpeed/,wLLEG,wLLEG2,PoseLLEG,(-,,),)
(wLLeg3,,i,AnimSpeed/,wLLL,wLLL2,PoseLLL,(,-,),)
(RAW,,i,AnimSpeed/,wRA,wRA2,(,,-),PoseRA2,)
(LAW,,i,AnimSpeed/,wLA,wLA2,(-,,),PoseLA2,)
lever = ,
x = lever == - lever ==
(Levers[lever][],,i,AnimSpeed/,Levers[lever][],Levers[lever][],(x,,-),(-*x,,),)
()
Walking
Torso.Velocity.magnitude <
State ==
State =
()
i=,AnimSpeed
TorsoAnim ==
(Root,,i,ASpeed,wRT,wRT2,PoseRT,PoseRT2,)
(wStand,,i,ASpeed,wST,wST2,PoseST,PoseST2,)
(wBall,,i,AnimSpeed,wBA,wBA2,PoseBA,PoseBA2,)
LegAnim ==
(wLLeg,,i,AnimSpeed,wLLE,wLLE2,PoseLLE,PoseLLE2,)
(wLLeg2,,i,AnimSpeed,wLLEG,wLLEG2,PoseLLEG,PoseLLEG2,)
(wLLeg3,,i,AnimSpeed,wLLL,wLLL2,PoseLLL,PoseLLL2,)
(wRLeg,,i,AnimSpeed,wRLE,wRLE2,PoseRLE,PoseRLE2,)
(wRLeg2,,i,AnimSpeed,wRLEG,wRLEG2,PoseRLEG,PoseRLEG2,)
(wRLeg3,,i,AnimSpeed,wRLL,wRLL2,PoseRLL,PoseRLL2,)
()
Walking
It just makes you a robot that attacks (Client btw)