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Copy the script and paste it into your executor.
()
Player = :().LocalPlayer
Character = Player.Character
Head = Character.Head
Torso = Character.Torso
Right_Arm = Character[]
Right_Leg = Character[]
Left_Arm = Character[]
Left_Leg = Character[]
Humanoid = Character.Humanoid
Animation =
Mouse = Player:()
LeftShoulder = Torso[]
Left_Hip = Torso[]
RightShoulder = Torso[]
Right_Hip = Torso[]
Root = Character.HumanoidRootPart
RootJoint = Root.RootJoint
CanDamage =
Attacking =
CanAttack =
Anim =
Domination =
Invert =
Invert2 =
Dominating =
MaxDomination =
Effects = {}
HoldingClick =
WarningCylinder = .()
WarningCylinder.Name =
WarningCylinder.BrickColor = BrickColor.()
WarningCylinder.Size = .(,,)
WarningCylinder.Rotation = .(, , )
WarningCylinder.Anchored =
WarningCylinder.CanCollide =
WarningCylinder.Transparency =
WarningCylinder.Shape =
WarningCylinder.Material =
WarningCylinderD = .()
WarningCylinderD.Name =
WarningCylinderD.BrickColor = BrickColor.()
WarningCylinderD.Size = .(,,)
WarningCylinderD.Rotation = .(, , )
WarningCylinderD.Anchored =
WarningCylinderD.CanCollide =
WarningCylinderD.Transparency =
WarningCylinderD.Shape =
WarningCylinderD.Material =
Services = {
SoundService = :();
Players = :();
Debris = :();
Workspace = :();
Lighting = :();
HttpService = :();
InsertService = :();
}
cf = .new
RootCFrame = .(-,,)
Necko = .(, , , -, -, -, , , , , , )
Necko2 = .(, -, , -, -, -, , , , , , )
Right_Hip_C1 = .(, , , , , , , , , -, , )
Left_Hip_C1 = .(-, , , , , -, , , , , , )
Left_Shoulder = .(, Torso)
Left_Shoulder.Part0 = Torso
Left_Shoulder.Part1 = Left_Arm
Left_Shoulder.Name =
Left_Shoulder.C0 = .(-,,)
Right_Shoulder = .(, Torso)
Right_Shoulder.Part0 = Torso
Right_Shoulder.Part1 = Right_Arm
Right_Shoulder.Name =
Right_Shoulder.C0 = .(,,)
LeftShoulder.Parent =
RightShoulder.Parent =
Animator = Humanoid.Animator
Animate = Character.Animate
Animator.Parent =
Animate.Parent =
ManaBarGUI = .(, Player.PlayerGui)
ManaBarGUI.Name =
ManaBarP1 = .(, ManaBarGUI)
ManaBarP1.Name =
ManaBarP1.Size = .(,,,)
ManaBarP1.Position = .(,,,)
ManaBarP1.BackgroundColor3 = BrickColor.().Color
ManaBarP2 = .(, ManaBarP1)
ManaBarP2.Name =
ManaBarP2.Size = .(,,,)
ManaBarP2.Position = .(,,,)
ManaBarP2.BackgroundColor3 = BrickColor.().Color
ManaBarText = .(, ManaBarP1)
ManaBarText.Name =
ManaBarText.Size = .(,,,)
ManaBarText.Position = .(,,-,)
ManaBarText.TextScaled =
ManaBarText.Text =
ManaBarText.BackgroundTransparency =
ManaBarText.TextStrokeTransparency =
ManaBarText.TextStrokeColor3 = .(,,)
ManaBarText.TextColor3 = .(,,)
ManaBarText.Font =
DominatorGui = .(, Head)
DominatorGui.ExtentsOffset = .(,,)
DominatorGui.Adornee = Head
DominatorGui.AlwaysOnTop =
DominatorGui.Enabled =
DominatorGui.Size = .(, ,, )
DominatorText = .(, DominatorGui)
DominatorText.BackgroundTransparency =
DominatorText.Font =
DominatorText.Size = .(, ,, )
DominatorText.TextStrokeColor3 = BrickColor.().Color
DominatorText.TextStrokeTransparency =
DominatorText.TextColor3 = .(,,)
DominatorText.TextScaled =
DominatorText.Text =
SpikeMeshId =
SpikeBallId =
StarMeshId =
CrystalMeshId =
(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = ,,,,,
CreatePart = (Parent, Name, Color, Size, Material, Transparency, Shape)
Part = .(, Parent)
Part.Name = Name
Part.BrickColor = BrickColor.(Color)
Part.Size = Size
Part.Material = Material
Part.Transparency = Transparency
Part.Shape = Shape
Part.CanCollide =
(Part)
Part
CreateMesh = (Parent, Scale, Shape)
Mesh = .(, Parent)
Mesh.Scale = Scale
Mesh
CreateWedge = (Parent, Name, Color, Size, Material, Transparency)
WedgePart = .(, Parent)
WedgePart.Name = Name
WedgePart.BrickColor = BrickColor.(Color)
WedgePart.Size = Size
WedgePart.Material = Material
WedgePart.Transparency = Transparency
WedgePart.CanCollide =
(WedgePart)
WedgePart
CreateWeld = (Parent, Cframe, P1 , P0)
Weld = .(, Parent)
Weld.Part0 = P0
Weld.Part1 = P1
Weld.Name = P0.Name .. .. P1.Name
Weld.C0 = Cframe
Weld
CreateVelocity = (Parent,Velocity,Force)
BodyVelocity = .(, Parent)
BodyVelocity.Velocity = Velocity
BodyVelocity.MaxForce = Force
BodyVelocity
CreateCrystal = (Parent, Name, Color, Size, Material, Transparency, Scale)
Part = .(, Parent)
Part.Name = Name
Part.BrickColor = BrickColor.(Color)
Part.Size = Size
Part.Material = Material
Part.Transparency = Transparency
Part.CanCollide =
(Part)
Mesh = .(, Part)
Mesh.MeshId = .. CrystalMeshId
Mesh.Scale = Scale
Mesh Part
MakeSFX = (Parent, Id, Volume, Pitch, Type)
SFX = .(, Parent)
SFX.SoundId = .. Id
SFX.Name =
SFX:()
SFX.Volume = Volume
SFX.Pitch = Pitch
SFX.PlayOnRemove =
SFX:()
Type ==
.(, SFX)
CircleEffect = (Position, Parent, DSX, DSY, DSZ, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
Part = .(, Parent)
Part.Transparency = Transparency
Part.Name =
Part.Size = .()
Part.Anchored =
Part.CanCollide =
Part.Position = Position
Part.BrickColor = BrickColor.(Brickcolor)
Part.Material = Material
(Part)
Mesh = .(, Part)
Mesh.MeshType =
Mesh.Scale = .(DSX, DSY, DSZ)
Services.Debris:(Part, Time)
.(Effects, {Part, , Time, SX, SY, SZ})
BlockEffect = (Position, Parent, DSX, DSY, DSZ, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
Part = .(, Parent)
Part.Transparency = Transparency
Part.Name =
Part.Size = .()
Part.Anchored =
Part.Position = Position
Part.CanCollide =
Part.BrickColor = BrickColor.(Brickcolor)
Part.Material = Material
(Part)
Mesh = .(, Part)
Mesh.Scale = .(DSX, DSY, DSZ)
Services.Debris:(Part, Time)
.(Effects, {Part, , Time, SX, SY, SZ})
(Hit, Part, Type, HitSFX, Knockback, Min, Max)
HitHumanoid = Hit.Parent.Humanoid
Damage = .(Min, Max)
.(.(()
HitHumanoid:(Damage)
))
Type ==
Push = (Hit.Parent.Torso, Torso.CFrame.lookVector * Knockback, .(.huge,.huge,.huge))
Services.Debris:(Push, )
(Hit.Parent, Damage, Hit)
Type ==
Push = (Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, .(.huge,.huge,.huge))
Services.Debris:(Push, )
(Hit.Parent, Damage, Hit)
Type ==
Push = (Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, .(.huge,.huge,.huge))
(Hit.Parent, Damage, Hit)
Services.Debris:(Push, )
.(.(()
HitHumanoid.PlatformStand =
()
HitHumanoid.PlatformStand =
))
HitSFX ==
(Hit, , , )
HitSFX ==
(Hit, , , )
(HitCharacter, DamageDealt, Hit)
DamageShowingPart = (Services.Workspace, , , .(,,), , , )
DamageShowingPart.Position = HitCharacter.Head.Position
DamageGui = .(, DamageShowingPart)
DamageGui.Name =
DamageGui.AlwaysOnTop =
DamageGui.Size = .(, , , )
DamageNumber = .(, DamageGui)
DamageNumber.Size = .(,,,)
Hit.Parent:()
DamageNumber.TextStrokeColor3 = Hit.Parent.Head.BrickColor.Color
DamageNumber.TextColor3 = Hit.BrickColor.Color
DamageNumber.TextStrokeTransparency =
DamageNumber.BackgroundTransparency =
DamageNumber.Font =
DamageNumber.TextScaled =
DamageNumber.Text = DamageDealt
BodyVelocity = .(, DamageShowingPart)
BodyVelocity.MaxForce = .(.huge,.huge,.huge)
BodyVelocity.Velocity = .(,,)
Services.Debris:(DamageShowingPart, )
(Part, Distance ,Min , Max, Type, HitSFX, Knockback)
_,WorkspaceChildren (:())
HitHumanoid = WorkspaceChildren:()
HitHumanoid ~=
Hit = WorkspaceChildren:()
Hit ~=
Target = Hit.Position - Part.Position
Magnitude = Target.magnitude
Magnitude <= Distance WorkspaceChildren.Name ~= Player.Name
HitBlock = Hit.Parent:()
HitBlock ~= HitBlock:() HitBlock.Value ==
HitBlock2 = Hit.Parent.Block.BlockDurability
HitBlock2.Value >
HitN = .(,)
HitBlock2.Value = HitBlock2.Value -
HitN ==
(Hit ,, , )
HitN ==
(Hit ,, , )
HitN ==
(Hit ,, , )
HitN ==
(Hit ,, , )
HitN ==
(Hit ,, , )
(Hit, Part, Type, HitSFX, Knockback, Min, Max)
(a,b,t)
qa = {(a)}
qb = {(b)}
ax, ay, az = a.x, a.y, a.z
bx, by, bz = b.x, b.y, b.z
_t = -t
(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,(qa, qb, t))
(cf)
mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:()
trace = m00 + m11 + m22
trace >
s = .( + trace)
recip = /s
(m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*
i =
m11 > m00
i =
m22 > (i == m00 m11)
i =
i ==
s = .(m00-m11-m22+)
recip = /s
*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
i ==
s = .(m11-m22-m00+)
recip = /s
(m01+m10)*recip, *s, (m21+m12)*recip, (m02-m20)*recip
i ==
s = .(m22-m00-m11+)
recip = /s (m02+m20)*recip, (m12+m21)*recip, *s, (m10-m01)*recip
(px, py, pz, x, y, z, w)
xs, ys, zs = x + x, y + y, z + z
wx, wy, wz = w*xs, w*ys, w*zs
xx = x*xs
xy = x*ys
xz = x*zs
yy = y*ys
yz = y*zs
zz = z*zs
.(px, py, pz,-(yy+zz), xy - wz, xz + wy,xy + wz, -(xx+zz), yz - wx, xz - wy, yz + wx, -(xx+yy))
(a, b, t)
cosTheta = a[]*b[] + a[]*b[] + a[]*b[] + a[]*b[]
startInterp, finishInterp;
cosTheta >=
( - cosTheta) >
theta = .(cosTheta)
invSinTheta = /.(theta)
startInterp = .((-t)*theta)*invSinTheta
finishInterp = .(t*theta)*invSinTheta
startInterp = -t
finishInterp = t
(+cosTheta) >
theta = .(-cosTheta)
invSinTheta = /.(theta)
startInterp = .((t-)*theta)*invSinTheta
finishInterp = .(t*theta)*invSinTheta
startInterp = t-
finishInterp = t
a[]*startInterp + b[]*finishInterp, a[]*startInterp + b[]*finishInterp, a[]*startInterp + b[]*finishInterp, a[]*startInterp + b[]*finishInterp
(Pos, Dir, Max, Ignore)
:():(Ray.(Pos, Dir.unit * (Max )), Ignore)
()
Dominating
Domination ~= MaxDomination
Domination = Domination +
Domination >= MaxDomination
Domination = MaxDomination
ManaBarText.Text = ..Domination..
ManaBarP2.Size = .(Domination / MaxDomination,,,)
()
Attacking =
RefDamage = .(, )
RefDamage.Shape =
RefDamage.Material =
RefDamage.BrickColor = BrickColor.()
RefDamage.Size = .(,,)
RefDamage.Transparency =
RefDamage.CanCollide =
RefDamage.Name =
RefDamage.Position = WarningCylinder.Position + .(.(-,), .(,),.(-,))
RefDamage.CFrame = .(RefDamage.Position, WarningCylinderD.Position)
(RefDamage.Position, , , , , , , , , , , )
MeteorVelocity = (RefDamage, RefDamage.CFrame.lookVector * ,.(,,))
()
Connection = RefDamage.Touched:((Hit)
(RefDamage, , , , , , )
(RefDamage.Position, , , , , , , , , , , )
(RefDamage, ,, , )
RefDamage:()
Connection:()
)
()
()
Attacking =
Dominating
()
Domination >
Domination = Domination -
DominateCylinder.Size = DominateCylinder.Size + .(,,)
DominateCylinderD.Size = DominateCylinderD.Size + .(,,)
(Left_Arm.Position - .(,-,), Services.Workspace, ,,, ,,, , , , )
(Right_Arm.Position - .(,-,), Services.Workspace, ,,, ,,, , , , )
RootJoint.C0 = (RootJoint.C0,RootCFrame*.(,, + Change)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , ) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , ) * .(,,-), )
DominateCylinder.Touched:((Hit)
()
Hit.Name ~= Hit.Parent:() Hit.Parent ~= Character
Hit.Parent:()
Hit.Parent.Shirt:()
Hit.Parent:()
Hit.Parent.Pants:()
Hit.Parent.Torso.BrickColor = BrickColor.()
Hit.Parent.Torso.Transparency =
Hit.Parent.Torso.Material =
Hit.Parent.Torso.Anchored =
Hit.Parent.Head.BrickColor = BrickColor.()
Hit.Parent.Head.Transparency =
Hit.Parent.Head.Material =
Hit.Parent.Head.Anchored =
Hit.Parent[].BrickColor = BrickColor.()
Hit.Parent[].Transparency =
Hit.Parent[].Material =
Hit.Parent[].Anchored =
Hit.Parent[].BrickColor = BrickColor.()
Hit.Parent[].Transparency =
Hit.Parent[].Material =
Hit.Parent[].Anchored =
Hit.Parent[].BrickColor = BrickColor.()
Hit.Parent[].Transparency =
Hit.Parent[].Material =
Hit.Parent[].Anchored =
Hit.Parent[].BrickColor = BrickColor.()
Hit.Parent[].Transparency =
Hit.Parent[].Material =
Hit.Parent[].Anchored =
()
Hit.Parent.Humanoid.Health =
)
Dominating =
Mouse.KeyDown:((Key)
Attacking
Key == Domination >
Dominating =
Character:()
Character.Dominating:()
Character.DominatingDetail:()
DominateCylinder = .(, Character)
DominateCylinder.Name =
DominateCylinder.BrickColor = BrickColor.()
DominateCylinder.Size = .(,,)
DominateCylinder.Rotation = .(, , )
DominateCylinder.Anchored =
DominateCylinder.CanCollide =
DominateCylinder.Transparency =
DominateCylinder.Material =
DominateCylinder.Shape =
DominateCylinder.Position = Mouse.Hit.p
DominateCylinderD = .(, Character)
DominateCylinderD.Name =
DominateCylinderD.BrickColor = BrickColor.()
DominateCylinderD.Size = .(,,)
DominateCylinderD.Rotation = .(, , )
DominateCylinderD.Anchored =
DominateCylinderD.CanCollide =
DominateCylinderD.Transparency =
DominateCylinderD.Material =
DominateCylinderD.Shape =
DominateCylinderD.Position = DominateCylinder.Position
()
)
Mouse.KeyUp:((Key)
Key ==
Dominating =
Attacking =
)
Mouse.Button1Down:(()
Attacking Dominating
HoldingClick =
WarningCylinder.Parent = Character
WarningCylinderD.Parent = Character
(Torso, ,, , )
)
Mouse.Button1Up:(()
WarningCylinder.Parent =
WarningCylinderD.Parent =
HoldingClick =
()
Attacking =
)
.(.(()
()
HoldingClick
()
Humanoid.WalkSpeed =
Humanoid.JumpPower =
Dominating HoldingClick
Humanoid.WalkSpeed =
Humanoid.JumpPower =
Dominating
Humanoid.WalkSpeed =
Humanoid.JumpPower =
Dominating HoldingClick
Humanoid.WalkSpeed =
Humanoid.JumpPower =
))
Change =
()
Invert ==
Change = Change +
Invert ==
Change = Change -
Change >
Invert =
Change < -
Invert =
()
Torvel = (Root.Velocity*.(,,)).magnitude
Velderp = Root.Velocity.y
HitFloor,PosFloor = (Root.Position,(.(Root.Position,Root.Position - .(,,))).lookVector,,Character)
WarningCylinder.Position = Mouse.Hit.p
WarningCylinderD.Position = WarningCylinder.Position
HoldingClick
(Left_Arm.Position - .(,-,), Services.Workspace, ,,, ,,, , , , )
(Right_Arm.Position - .(,-,), Services.Workspace, ,,, ,,, , , , )
RootJoint.C0 = (RootJoint.C0,RootCFrame*.(,, + Change)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(, , ) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(-, , ) * .(,,-), )
Torvel < HitFloor ~= Attacking ==
Anim =
RootJoint.C0 = (RootJoint.C0,RootCFrame*.(,, + Change)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, .(-, , -) * .(,,-), )
Left_Shoulder.C0 = (Left_Shoulder.C0, .(, ,-) * .(,,), )
Right_Hip.C0=(Right_Hip.C0,.(,-,)*.(,, - Change / ),)
Left_Hip.C0=(Left_Hip.C0,.(-,-,)*.(,-,- + Change / ),)
< Torvel Torvel < HitFloor ~= Attacking ==
Anim =
Attacking ==
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,, + Change)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(-,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, (,, ) * .(-,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , ) * .(-,,-), )
Right_Hip.C0=(Right_Hip.C0,(,-,)*.(,,-),)
Left_Hip.C0=(Left_Hip.C0,(-,-,)*.(,-,),)
Right_Hip.C0=(Right_Hip.C0,.(,-,) * .(,,),)
Left_Hip.C0=(Left_Hip.C0,.(-,-,) * .(,-,),)
Root.Velocity.y > HitFloor == Attacking ==
Anim =
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,, + Change)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(-,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, (,, ) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , ) * .(,,-), )
Right_Hip.C0=(Right_Hip.C0,(,-,)*.(,,-),)
Left_Hip.C0=(Left_Hip.C0,(-,-,)*.(,-,),)
(Right_Leg.Position - .(,,), Services.Workspace, ,,, ,,, , , , )
(Left_Leg.Position - .(,,), Services.Workspace, ,,, ,,, , , , )
Root.Velocity.y < - HitFloor == Attacking ==
Anim =
RootJoint.C0 = (RootJoint.C0,RootCFrame*(,, + Change)* .(,,),)
Torso.Neck.C0 = (Torso.Neck.C0,Necko * .(,,),)
Right_Shoulder.C0 = (Right_Shoulder.C0, (,, ) * .(,,), )
Left_Shoulder.C0 = (Left_Shoulder.C0, (-, , ) * .(,,-), )
Right_Hip.C0=(Right_Hip.C0,(,-,)*.(,,-),)
Left_Hip.C0=(Left_Hip.C0,(-,-,)*.(,-,),)
#Effects >
E = , #Effects
Effects[E]~=
Effect = Effects[E]
Effect ~=
Part = Effect[]
Mode = Effect[]
Time = Effect[]
SizeX = Effect[]
SizeY = Effect[]
SizeZ = Effect[]
Effect[].Transparency <=
Effect[] ==
Effect[].CFrame = Effect[].CFrame * .(.(-,),.(-,),.(-,))
Effect[].Transparency = Effect[].Transparency +
Mesh = Effect[]:()
Mesh ~=
Mesh.Scale = Mesh.Scale + .(Effect[],Effect[],Effect[])
Effect[] ==
Effect[].Transparency = Effect[].Transparency +
Effect[]:() ~=
Mesh=Effect[].Mesh
Mesh.Scale = Mesh.Scale + .(Effect[],Effect[],Effect[])
Part.Parent=
.(Effects, E)
Ahahha

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