Run it
Copy the script and paste it into your executor.
delete = delete .delete
(instance)
i,v (instance:())
(v:() v:() v:())
(v)
()
Player = :().LocalPlayer
PlayerGui = Player.PlayerGui
Cam = .CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:()
RootPart = Character[]
Torso = Character[]
Head = Character[]
RightArm = Character[]
LeftArm = Character[]
RightLeg = Character[]
LeftLeg = Character[]
RootJoint = RootPart[]
Neck = Torso[]
RightShoulder = Torso[]
LeftShoulder = Torso[]
RightHip = Torso[]
LeftHip = Torso[]
IT = .new
CF = .new
VT = .new
RAD = .rad
C3 = .new
UD2 = .new
BRICKC = BrickColor.new
ANGLES = .Angles
EULER = .fromEulerAnglesXYZ
COS = .cos
ACOS = .acos
SIN = .sin
ASIN = .asin
ABS = .abs
MRANDOM = .random
FLOOR = .floor
Animation_Speed =
Frame_Speed = /
Speed =
ROOTC0 = (, , ) * ((-), (), ())
NECKC0 = (, , ) * ((-), (), ())
RIGHTSHOULDERC0 = (-, , ) * ((), (), ())
LEFTSHOULDERC0 = (, , ) * ((), (-), ())
DAMAGEMULTIPLIER =
ANIM =
ATTACK =
EQUIPPED =
HOLD =
COMBO =
Rooted =
SINE =
KEYHOLD =
CHANGE = / Animation_Speed
WALKINGANIM =
VALUE1 =
VALUE2 =
ROBLOXIDLEANIMATION = ()
ROBLOXIDLEANIMATION.Name =
ROBLOXIDLEANIMATION.AnimationId =
WEAPONGUI = (, PlayerGui)
WEAPONGUI.Name =
ANIMATOR = Humanoid.Animator
ANIMATE = Character.Animate
UNANCHOR =
SC =
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = Frame_Speed
tf =
allowframeloss =
tossremainder =
lastframe = ()
.ArtificialHB:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
ArtificialHB:()
lastframe = ()
i = , .(tf / frame)
ArtificialHB:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
:(Ray.(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
(NUMBER)
NUMBER >=
NUMBER =
NUMBER
(NUMBER)
NUMBER <=
NUMBER =
NUMBER
(NUMBER)
NUMBER == NUMBER ==
ArtificialHB.Event:()
i = , NUMBER
ArtificialHB.Event:()
(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
NEWMESH = (MESH)
MESH ==
NEWMESH.MeshType = MESHTYPE
MESHID ~= MESHID ~=
NEWMESH.MeshId = ..MESHID
TEXTUREID ~= TEXTUREID ~=
NEWMESH.TextureId = ..TEXTUREID
NEWMESH.Offset = OFFSET (, , )
NEWMESH.Scale = SCALE
NEWMESH.Parent = PARENT
NEWMESH
(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
NEWPART = ()
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide =
NEWPART.Locked =
NEWPART.Anchored =
ANCHOR ==
NEWPART.Anchored =
NEWPART.BrickColor = ((BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:()
NEWPART.Parent = PARENT
NEWPART
(a, b)
weldd = .()
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = .()
weldd.C1 = b.CFrame:() * a.CFrame
weldd.Parent = a
weldd
(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
(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))
(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
frame = ()
frame.BackgroundTransparency = TRANSPARENCY
frame.BorderSizePixel = BORDERSIZEPIXEL
frame.Position = POSITION
frame.Size = SIZE
frame.BackgroundColor3 = COLOR
frame.BorderColor3 = BORDERCOLOR
frame.Name = NAME
frame.Parent = PARENT
frame
(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
label = ()
label.BackgroundTransparency =
label.Size = (, , , )
label.Position = (, , , )
label.TextColor3 = TEXTCOLOR
label.TextStrokeTransparency = STROKETRANSPARENCY
label.TextTransparency = TRANSPARENCY
label.FontSize = TEXTFONTSIZE
label.Font = TEXTFONT
label.BorderSizePixel = BORDERSIZEPIXEL
label.TextScaled =
label.Text = TEXT
label.Name = NAME
label.Parent = PARENT
label
(PART)
PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = , , , , ,
(TYPE, PARENT, PART0, PART1, C0, C1)
NEWWELD = (TYPE)
NEWWELD.Part0 = PART0
NEWWELD.Part1 = PART1
NEWWELD.C0 = C0
NEWWELD.C1 = C1
NEWWELD.Parent = PARENT
NEWWELD
S = ()
(ID, PARENT, VOLUME, PITCH, DOESLOOP)
NEWSOUND =
.(.(()
NEWSOUND = S:()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = ..ID
NEWSOUND:()
DOESLOOP ==
NEWSOUND.Looped =
() NEWSOUND.Playing ==
NEWSOUND:()
))
NEWSOUND
(at, top, back)
right = top:(back)
(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
(Table)
TYPE = (Table.EffectType )
SIZE = (Table.Size (,,))
ENDSIZE = (Table.Size2 (,,))
TRANSPARENCY = (Table.Transparency )
ENDTRANSPARENCY = (Table.Transparency2 )
CFRAME = (Table.CFrame Torso.CFrame)
MOVEDIRECTION = (Table.MoveToPos )
ROTATION1 = (Table.RotationX )
ROTATION2 = (Table.RotationY )
ROTATION3 = (Table.RotationZ )
MATERIAL = (Table.Material )
COLOR = (Table.Color (,,))
TIME = (Table.Time )
SOUNDID = (Table.SoundID )
SOUNDPITCH = (Table.SoundPitch )
SOUNDVOLUME = (Table.SoundVolume )
USEBOOMERANGMATH = (Table.UseBoomerangMath )
BOOMERANG = (Table.Boomerang )
SIZEBOOMERANG = (Table.SizeBoomerang )
.(.(()
PLAYSSOUND =
SOUND =
SOUNDID ~= SOUNDPITCH ~= SOUNDVOLUME ~=
PLAYSSOUND =
SOUND = (SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, )
EFFECT.Color = COLOR
MSH =
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE == TYPE ==
MSH = (,EFFECT)
MSH.Scale = SIZE
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,-SIZE.X/))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X,SIZE.X,), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
MSH ~=
BOOMR1 = +BOOMERANG/
BOOMR2 = +SIZEBOOMERANG/
MOVESPEED =
MOVEDIRECTION ~=
USEBOOMERANGMATH ==
MOVESPEED = ((CFRAME.p - MOVEDIRECTION).Magnitude/TIME)*BOOMR1
MOVESPEED = ((CFRAME.p - MOVEDIRECTION).Magnitude/TIME)
GROWTH =
USEBOOMERANGMATH ==
GROWTH = (SIZE - ENDSIZE)*(BOOMR2+)
GROWTH = (SIZE - ENDSIZE)
TRANS = TRANSPARENCY - ENDTRANSPARENCY
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = CFRAME
USEBOOMERANGMATH ==
LOOP = , TIME+
()
MSH.Scale = MSH.Scale - (((GROWTH.X)*(( - (LOOP/TIME)*BOOMR2)),(GROWTH.Y)*(( - (LOOP/TIME)*BOOMR2)),(GROWTH.Z)*(( - (LOOP/TIME)*BOOMR2)))*BOOMR2)/TIME
TYPE ==
MSH.Offset = (,,-MSH.Scale.Z/)
EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = EFFECT.CFrame*((ROTATION1),(ROTATION2),(ROTATION3))
MOVEDIRECTION ~=
ORI = EFFECT.Orientation
EFFECT.CFrame = (EFFECT.Position,MOVEDIRECTION)*(,,-(MOVESPEED)*(( - (LOOP/TIME)*BOOMR1)))
EFFECT.CFrame = (EFFECT.Position)*((ORI.X),(ORI.Y),(ORI.Z))
LOOP = , TIME+
()
MSH.Scale = MSH.Scale - GROWTH/TIME
TYPE ==
MSH.Offset = (,,-MSH.Scale.Z/)
EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = EFFECT.CFrame*((ROTATION1),(ROTATION2),(ROTATION3))
MOVEDIRECTION ~=
ORI = EFFECT.Orientation
EFFECT.CFrame = (EFFECT.Position,MOVEDIRECTION)*(,,-MOVESPEED)
EFFECT.CFrame = (EFFECT.Position)*((ORI.X),(ORI.Y),(ORI.Z))
EFFECT.Transparency =
PLAYSSOUND ==
EFFECT:()
() EFFECT:() ==
EFFECT:()
PLAYSSOUND ==
EFFECT:()
() EFFECT:() ==
EFFECT:()
))
(PART,TYPE)
TYPE ==
MSH = (,PART)
TYPE ==
MSH = (,PART)
MSH.MeshType =
TYPE ==
MSH = (,PART)
MSH.MeshType =
Debris = :()
(StartPos, EndPos, Distance, Ignore)
DIRECTION = (StartPos,EndPos).lookVector
Ignore = (((Ignore) == Ignore) {Ignore})
:():(Ray.(StartPos, DIRECTION * Distance), Ignore)
(Table)
KindOf = (Table.Variant )
Position = (Table.Location Torso.Position)
Coloration = (Table.Color (,,))
Texture = (Table.Material )
Fling = (Table.Scatter )
Number = (Table.Amount )
Rocks = (Table.DebreeCount )
Range = (Table.Distance )
Scale = (Table.Size )
Timer = (Table.Delay )
.(.(()
ScaleVector = (Scale,Scale,Scale)
Boulders = {}
Position = (Position)
KindOf == KindOf ==
RockValue = , Number
LOCATION = Position * ((), ((/Number)*RockValue), ())*(,(-.(Scale/),.(Scale/)),Range)
BOULDER = (, , Texture, , , (), , ScaleVector, )
BOULDER.CanCollide =
BOULDER.CFrame = LOCATION*(((,)),((,)),((,)))
BOULDER.Color = Coloration
.(Boulders,BOULDER)
KindOf == KindOf ==
RockValue = , Rocks
LOCATION = Position * ((), ((/Number)*RockValue), ())*(,(-.(Scale-(Scale/)),.(Scale-(Scale/))),)
BOULDER = (, , Texture, , , (), , ScaleVector, )
BOULDER.CanCollide =
BOULDER.CFrame = LOCATION*(((,)),((,)),((,)))
BOULDER.Velocity = (BOULDER.Position-(,,),BOULDER.CFrame*(((,)),((,)),((,)))*(,,).p).lookVector*(Fling-(Fling/),Fling+(Fling/))
BOULDER.Color = Coloration
.(Boulders,BOULDER)
KindOf ==
RockValue = , Number
LOCATION = Position * ((), ((/Number)*RockValue), ())*(,(-.(Scale/),.(Scale/)),(,Range))
BOULDER = (, , Texture, , , (), , ScaleVector, )
BOULDER.CanCollide =
BOULDER.CFrame = LOCATION*(((,)),((,)),((,)))
BOULDER.Color = Coloration
.(Boulders,BOULDER)
(Timer)
E = ,
()
A = , #Boulders
Boulders[A].Transparency = Boulders[A].Transparency + /
A = , #Boulders
Boulders[A]:()
))
BASECOLOR = (,,)
BMUSIC = (,RootPart)
VOLUME =
PITCH =
SONGID =
PLAYING =
INTRO =
SCREENS = {}
SCREENWELDS = {}
GUISTEXT = {}
(Humanoid,Damage)
Damage >
Damage = Damage * DAMAGEMULTIPLIER
Humanoid.Health <
Humanoid.Health - Damage >
Humanoid.Health = Humanoid.Health - Damage
(Humanoid.Parent)
(Humanoid.Parent)
(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL)
index, CHILD (:())
CHILD.ClassName == CHILD ~= Character
HUM = CHILD:()
HUM
TORSO = CHILD:() CHILD:()
TORSO
(TORSO.Position - POSITION).Magnitude <= RANGE
INSTAKILL ==
(CHILD)
DMG = (MINDMG,MAXDMG)
(HUM,DMG)
FLING >
_, c (CHILD:())
c:()
bv = .()
bv.maxForce = .(, , )
bv.velocity = (POSITION,TORSO.Position).lookVector*FLING
bv.Parent = c
Debris:(bv,)
()
ATTACK =
Rooted =
RootJoint.C0 = (,,)
CONNECT = Mouse.KeyDown:((NEWKEY)
HITFLOOR,HITPOS = (RootPart.Position, ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, , Character)
HITFLOOR
CONNECT:()
.(.(()
PLAYING =
))
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, -, - + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i = ,
({EffectType = , Size = (,,), Size2 = (i*,,i*), Transparency = , Transparency2 = , = (HITPOS) * ((), ((,)), ((-,))), MoveToPos = , RotationX = , RotationY = , RotationZ = -, Material = , Color = (,,), SoundID = , SoundPitch = (,)/, SoundVolume = , UseBoomerangMath = , Boomerang = , SizeBoomerang = })
({Delay = ,Variant = ,Location = HITPOS,Color = HITFLOOR.Color,Size = ,Distance = ,Material = HITFLOOR.Material,Scatter = ,Amount = ,DebreeCount = })
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, -, - + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, -, - + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((- - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((-), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (-), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (-), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i = ,
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (-), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (-), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i = ,
()
SCREENWELD = (, RootPart, RootPart, SCREEN, (,,) * ((),((/)*i),()) * (,,+(i/)), (,,))
.(SCREENS,SCREEN)
.(SCREENWELDS,SCREENWELD)
GUI = (,SCREEN)
i = ,
SCREENFRAME = (GUI, , , (, , ((/)*i)-/, ), (, , /, ), (,,), (,,), )
TEXT = (SCREENFRAME, , (,,), .FontSize.Size48, , , , , )
TEXT.TextXAlignment =
TEXT.TextWrapped =
.(GUISTEXT,TEXT)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (-), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (-), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
ATTACK =
Rooted =
)
(Text,FinishesMoveEnd,WaitTillFinished)
SCREENWELD = (, RootPart, RootPart, SCREEN, (,,) * ((-),(),()) * (,,), (,,))
GUI = (,SCREEN)
SCREENFRAME = (GUI, , , (, , , ), (, , , ), (,,), (,,), )
TEXT = (SCREENFRAME, Text, (,,), .FontSize.Size48, , , , , )
TEXT.TextScaled =
.(.(()
.(.(()
i = ,
()
SCREEN.Transparency = SCREEN.Transparency - /
))
WaitTillFinished ==
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), -) * ((), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, + * (SINE / ), ) * ((- - * (SINE / )), (), ()) * ((), (-), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
WaitTillFinished ==
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), -) * ((), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, + * (SINE / ), ) * ((- - * (SINE / )), (), ()) * ((), (-), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
ATTACK ==
.(.(()
SCREENWELD:()
SCREEN.Anchored =
i = ,
()
SCREEN.Transparency = SCREEN.Transparency + /
SCREEN:()
))
FinishesMoveEnd ==
ATTACK =
Rooted =
))
SCREEN,TEXT
TpTo = ()
ATTACK =
Rooted =
SCR, TEXT = (,,)
i = ,
()
TPSPOT = ..math.(Mouse.Hit.p.X)....math.(Mouse.Hit.p.Y+)....math.(Mouse.Hit.p.Z)..
TEXT.Text = TPSPOT
RightShoulder.C0 = RightShoulder.C0 * (,-,)
(, RightArm, , , )
(, Torso, , , )
RootPart.CFrame = (Mouse.Hit.p+(,,)) * ((), (RootPart.Orientation.Y), ())
()
ATTACK =
Rooted =
Kill = ()
TARGET = Mouse.Target
TARGET ~=
TARGET.Parent:()
HUM = TARGET.Parent:()
ROOT = HUM.Parent:() HUM.Parent:()
ROOT HUM.Health >
FOE = ROOT.Parent
ATTACK =
Rooted =
(,,)
()
RightShoulder.C0 = RightShoulder.C0 * (,-,)
(, RightArm, , , )
index, CHILD (FOE:())
CHILD:()
CHILD.Name ==
({Time = (,), EffectType = , Size = (CHILD.Size.Z,CHILD.Size.Y,CHILD.Size.Z), Size2 = (CHILD.Size.Z,CHILD.Size.Y,CHILD.Size.Z)*, Transparency = CHILD.Transparency, Transparency2 = , = CHILD.CFrame, MoveToPos = , RotationX = , RotationY = , RotationZ = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = , UseBoomerangMath = , SizeBoomerang = , Boomerang = })
CHILD.Name ~=
({Time = (,), EffectType = , Size = CHILD.Size, Size2 = CHILD.Size*, Transparency = CHILD.Transparency, Transparency2 = , = CHILD.CFrame, MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = , UseBoomerangMath = , SizeBoomerang = , Boomerang = })
(FOE)
ATTAC = ()
ATTACK =
Rooted =
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (-), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
ATTACK =
Rooted =
LITTLEIDLE =
()
.(.(()
i=, , / Animation_Speed
()
ATTACK == ANIM ~=
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), ) * ((- - * (SINE / )), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
ATTACK == ANIM ~=
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), ) * ((- - * (SINE / )), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
ATTACK == ANIM ~=
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), ) * ((- - * (SINE / )), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
ATTACK == ANIM ~=
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), ) * ((- - * (SINE / )), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
ATTACK == ANIM ~=
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), ) * ((- - * (SINE / )), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
LITTLEIDLE =
))
COLOR = (,,)
SKILLFONT =
SIZE =
MOUSE =
MELEE =
BODY =
PROJECTILE =
AOE =
ULTIMATE =
ATTACKS = {{,,BODY,TpTo},{,,MOUSE,Kill}}
GUIS = {}
i = , #ATTACKS
SKILLFRAME = (WEAPONGUI, , , (-(*(SIZE/)), , -((*(SIZE/))*i), ), (*(SIZE/), , *(SIZE/), ), (,,), COLOR, )
SKILLTEXT = (SKILLFRAME, ..ATTACKS[i][].., COLOR, SIZE, SKILLFONT, , , , )
SKILLTEXT.TextXAlignment =
BUTTONDISPLAY = (SKILLFRAME, ..string.(ATTACKS[i][]).., COLOR, SIZE-, SKILLFONT, , , , )
BUTTONDISPLAY.TextXAlignment =
ATTACKS[i][]
IMAGETODISPLAY = (,SKILLFRAME)
IMAGETODISPLAY.Image = ..ATTACKS[i][]
IMAGETODISPLAY.Size = (,,,)
IMAGETODISPLAY.Position = (,,,)
IMAGETODISPLAY.BackgroundTransparency =
IMAGETODISPLAY.ZIndex =
.(GUIS,SKILLTEXT)
Mouse.Button1Down:((NEWKEY)
)
Mouse.Button1Up:((NEWKEY)
)
Mouse.KeyDown:((NEWKEY)
KEYHOLD =
NEWKEY ==
SC ==
SC =
SC =
ATTACK ==
E = , #ATTACKS
ATTACKS[E][] ~=
NEWKEY == ATTACKS[E][]
ATTACKS[E][]()
)
Mouse.KeyUp:((NEWKEY)
KEYHOLD =
)
()
_, c (Character:())
c:() c ~= RootPart
c.Anchored =
UNANCHOR ==
RootPart.Anchored =
RootPart.Anchored =
Humanoid.Changed:((Jump)
Jump == (Disable_Jump == )
Humanoid.Jump =
)
MOVINGSCREENS =
TIMESTAMP =
()
.Parent = WEAPONGUI
ANIMATE.Parent =
ANIMATOR.Parent =
_,v , Humanoid:()
v:();
SINE = SINE + CHANGE
TORSOVELOCITY = (RootPart.Velocity * (, , )).magnitude
TORSOVERTICALVELOCITY = RootPart.Velocity.y
HITFLOOR = (RootPart.Position, ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, , Character)
WALKSPEEDVALUE = / (Humanoid.WalkSpeed / )
ANIM == TORSOVELOCITY >
RootJoint.C1 = (RootJoint.C1, ROOTC0 * (, , * (SINE / (WALKSPEEDVALUE/))) * ((), (), ()), * (Humanoid.WalkSpeed / ) / Animation_Speed)
Neck.C1 = (Neck.C1, (, -, ) * ((-), (), ()) * ((), (), () - Head.RotVelocity.Y / ), * (Humanoid.WalkSpeed / ) / Animation_Speed)
RightHip.C1 = (RightHip.C1, (, - * (SINE / WALKSPEEDVALUE) - * (SINE / WALKSPEEDVALUE*), * (SINE / WALKSPEEDVALUE)) * ((), (), ()) * ((), (), (+ * (SINE / WALKSPEEDVALUE))), / Animation_Speed)
LeftHip.C1 = (LeftHip.C1, (-, + * (SINE / WALKSPEEDVALUE) - * (SINE / WALKSPEEDVALUE*), - * (SINE / WALKSPEEDVALUE)) * ((), (-), ()) * ((), (), (-+ * (SINE / WALKSPEEDVALUE))), / Animation_Speed)
(ANIM ~= ) (TORSOVELOCITY < )
RootJoint.C1 = (RootJoint.C1, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C1 = (Neck.C1, (, -, ) * ((-), (), ()) * ((), (), ()), / Animation_Speed)
RightHip.C1 = (RightHip.C1, (, , ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C1 = (LeftHip.C1, (-, , ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
TORSOVERTICALVELOCITY > HITFLOOR ==
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((-), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((-), (), ( + * (SINE / ))) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), (- - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((- * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((- * (SINE / )), (), ()), / Animation_Speed)
TORSOVERTICALVELOCITY < - HITFLOOR ==
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * (( - * (SINE / )), (), ( + * (SINE / ))) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * (( - * (SINE / )), (), (- - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((- + * (SINE / )), (), ()) * ((- * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((-), (-), ()) * ((- * (SINE / )), (), ()), / Animation_Speed)
TORSOVELOCITY < HITFLOOR ~=
ANIM =
ATTACK ==
(,) == LITTLEIDLE ==
LITTLEIDLE =
()
LITTLEIDLE ==
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / ), , + * (SINE / )) * ((), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, + * (SINE / ), ) * ((- - * (SINE / )), (), (-)) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, + * (SINE / ), ) * ((- - * (SINE / )), (), ()) * ((), (-), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - + * (SINE / ) - * (SINE / ), ) * ((), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ) - * (SINE / ), ) * ((), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
TORSOVELOCITY > HITFLOOR ~=
ANIM =
ATTACK ==
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , -) * ((), (), (- * (SINE / (WALKSPEEDVALUE)))), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * (( - * (SINE / (WALKSPEEDVALUE / ))), (), ( * (SINE / (WALKSPEEDVALUE)))), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * (( * (SINE / WALKSPEEDVALUE)), (-), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((- * (SINE / WALKSPEEDVALUE)), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, ( , -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
_, c (Character:())
c:()
c.Name ==
c:()
()
Humanoid.MaxHealth =
Humanoid.Health =
Rooted ==
Disable_Jump =
Humanoid.WalkSpeed = Speed
Rooted ==
Disable_Jump =
Humanoid.WalkSpeed =
BMUSIC.SoundId = ..SONGID
BMUSIC.Looped =
BMUSIC.Pitch = PITCH
BMUSIC.Volume = VOLUME
BMUSIC.Playing = PLAYING
BMUSIC.EmitterSize =
BMUSIC.Parent ~= RootPart
()
BMUSIC = (,RootPart)
BMUSIC.SoundId = ..SONGID
BMUSIC.Looped =
BMUSIC.Pitch = PITCH
BMUSIC.Volume = VOLUME
BMUSIC.Playing =
BMUSIC.EmitterSize =
BMUSIC.TimePosition = TIMESTAMP
FIXING =
FIXING ==
TIMESTAMP = BMUSIC.TimePosition
FIXING =
Head:()
Head.face.Texture =
Humanoid.Name =
INTRO == ATTACK ==
INTRO =
.(.(()
()
))
#SCREENS >
E = , #SCREENS
SCREENS[E].Transparency = (,)/
#SCREENWELDS >
SC ==
(,) == MOVINGSCREENS ==
MOVINGSCREENS =
.(.(()
()
MOVINGSCREENS =
))
E = , #SCREENWELDS
.(.(()
MATH1 = (-,)/+
MATH2 = (-,)
i = ,
()
SCREENWELDS[E].C0 = (SCREENWELDS[E].C0, (,MATH1,) * ((), (MATH2+), ()) * (,,+(E/)),)
))
SC ==
E = , #SCREENWELDS
E ==
SCREENWELDS[E].C0 = (SCREENWELDS[E].C0, (,- + * (SINE / ),) * ((), (-+), ()) * (,,),)
E ==
SCREENWELDS[E].C0 = (SCREENWELDS[E].C0, (,- + * (SINE / ),) * ((), (+), ()) * (,,),)
E ==
SCREENWELDS[E].C0 = (SCREENWELDS[E].C0, (, + * (SINE / ),) * ((), (-+), ()) * (,,),)
E ==
SCREENWELDS[E].C0 = (SCREENWELDS[E].C0, (, + * (SINE / ),) * ((), (+), ()) * (,,),)
SECONDS = .(.DistributedGameTime)
MINUTES = .(.DistributedGameTime/)
HOURS = .(.DistributedGameTime//)
SECONDS = SECONDS - (MINUTES * )
MINUTES = MINUTES - (HOURS * )
#GUISTEXT >
E = , #GUISTEXT
TXT = GUISTEXT[E]
E ==
TXT.Text =
E ==
TXT.Text = ..SECONDS....MINUTES....HOURS..
E ==
TXT.Text = ..workspace.Gravity..
E ==
TXT.Text = ..game.JobId..
E ==
TXT.Text = ..game.PlaceVersion..
SPACEJECTS = {}
index, CHILD (:())
.(SPACEJECTS,CHILD)
.(SPACEJECTS,.Lighting)
.(SPACEJECTS,.Workspace)
MALWARE = {,,,,}
#GUISTEXT >
(,) ==
E = , #GUISTEXT
TXT = GUISTEXT[E]
TEXT =
DOINGS = {,}
OLDTEXT = .(TXT.Text,)
E >
E <=
(,) ==
MONITORME = SPACEJECTS[(,#SPACEJECTS)]
(,) ==
TEXT = DOINGS[(,#DOINGS)]....MONITORME.Name..
Z = , #MALWARE
MONITORME:(MALWARE[Z])
TEXT = ..MONITORME.Name....MALWARE[Z]..
TEXT ~= OLDTEXT
(, TXT.Parent.Parent, , (,)/)
TXT.TextColor3 = (,,)
TXT.TextColor3 = (,,)
(,) == TXT.TextColor3 == (,,)
ES = {,}
TEXT = ..(,)....ES[(,#ES)]..
TEXT ~=
DESIREDTEXT = ..TEXT
TXT.Text = DESIREDTEXT
E >
N = E-
POP =
index, CHILD (:():())
POP = POP +
POP == N
TEXT = ....CHILD.Name..
TEXT =
TEXT ~=
TEXT ~=
DESIREDTEXT = ..TEXT
TXT.Text = DESIREDTEXT
TXT.Text =
THE BEST

Universal