Run it
Copy the script and paste it into your executor.
p = .Players.LocalPlayer
char = p.Character
des =
fling =
dot =
falling =
jump =
i,v (char:()) v:() v.Handle:()
()
tp =
shoot =
hum = char.Humanoid
punch =
neckp = char.Torso.Neck.C0
neck = char.Torso.Neck
hum.MaxHealth =
()
hum.Health =hum.MaxHealth
des =
root=char.HumanoidRootPart
torso = char.Torso
char.Head.face.Texture =
ChatService = :()
player = .Players.LocalPlayer
lig = .(,player.Character.Torso)
lig.Color=.(,,)
m=player:()
bb = .(,player.Character.Head)
bb.Enabled =
(start,face,range,wat)
rey=Ray.(start.p,(face.p-start.p).Unit*range)
hit,pos=Workspace:(rey,wat)
rey,hit,pos
aa1={}
torso=.Players.LocalPlayer.Character.Torso
WorldUp = .(,,)
(Vec1,Vec2)
Orig = Vec1
Vec1 = Vec1+.(,,)
Vec2 = Vec2+.(,,)
Forward = (Vec2-Vec1).unit
Up = (WorldUp-WorldUp:(Forward)*Forward).unit
Right = Up:(Forward).unit
Forward = -Forward
Right = -Right
.(Orig.X,Orig.Y,Orig.Z,Right.X,Up.X,Forward.X,Right.Y,Up.Y,Forward.Y,Right.Z,Up.Z,Forward.Z)
(CFr,Vec2)
A = .(,,)
B = CFr:()*Vec2
CF = (A,.(A.X,B.Y,B.Z))
B.Z >
CF = CFr*(CF*.(,,.pi))
B.Z ==
B.Y >
CF = CFr*.(.pi/,,)
B.Y <
CF = CFr*.(-.pi/,,)
CF = CFr
_,_,_,_,X,_,_,Y,_,_,Z,_ = CF:()
Up = .(X,Y,Z)
Forward = (Vec2-CFr.p).unit
Right = Up:(Forward)
Forward = -Forward
Right = -Right
.(CFr.X,CFr.Y,CFr.Z,Right.X,Up.X,Forward.X,Right.Y,Up.Y,Forward.Y,Right.Z,Up.Z,Forward.Z)
(j,d,m,r,t)
joint = j
i,v (t)
v[]:()
stiff = m.CFrame.lookVector*
i > joint = t[i-][].CFrame*.(,,d*)
dir = (v[].p-(joint.p+.(,,)+stiff)).unit
dis = (v[].p-(joint.p+.(,,)+stiff)).magnitude
pos = joint.p+(dir*(d*))
inv = v[].Weld.Part0.CFrame
rel1 = inv:()*pos
rel2 = inv:()*(pos-(dir*dis))
cf = (.(rel1),rel2)
v[].Weld.C0 = cf
v[] = inv*cf
i=,
p = .(,char)
p.Anchored =
p.BrickColor = BrickColor.()
p.CanCollide =
p.FormFactor=
p.Material =
p.TopSurface =
p.BottomSurface =
p.RightSurface =
p.LeftSurface =
p.FrontSurface =
p.BackSurface =
p.Size=.(,,)
p:()
mesh = .(,p)
mesh.Scale = .(,,)
w = .(,p)
w.Part0 = aa1[i-] aa1[i-][] torso
w.Part1 = p
w.Name =
aa1[i] = {p,p.CFrame}
:.Stepped:(()
(torso.CFrame*.(,,),,torso,.(),aa1)
)
bb.AlwaysOnTop =
bb.Size = .(,,,)
bb.StudsOffset = .(,,)
gui=.(,bb)
gui.Text =
gui.Size = .(,,,)
gui.Position=.(,,,-)
gui.TextColor3 = .(,,)
gui.BackgroundColor3=.(,,)
gui.TextWrapped =
gui.TextScaled =
gui.TextXAlignment =
gui.TextYAlignment =
gui.Visible =
gui.BorderColor3 = .(,,)
punch2 =
gui1=.(,bb)
gui1.Position=.(,,,-)
gui1.Size = .(,,,)
gui1.TextColor3 = .(,,)
gui1.BackgroundColor3=.(,,)
jump2 =
gui1.Visible =
img = .(,bb)
img.Size = .(,,,)
img.Position = .(,,,-)
img.Image =
img.BorderColor3 = .(,,)
img.Visible =
soka = .(,char)
soka.SoundId =
soka.Volume =
boom = .(,char)
boom.SoundId =
boom.Volume =
boom2 = .(,char)
boom2.SoundId =
boom2.Volume =
boom3 = .(,char)
boom3.SoundId =
boom3.Volume =
tps = .(,char)
tps.SoundId =
tps.Volume =
asd = .(,char)
asd.SoundId =
asd.Volume =
asd1 = .(,char)
asd1.SoundId =
asd2 = .(,char)
asd2.SoundId =
asd2.Looped =
asd2.Volume =
asd3 = .(,char)
asd3.SoundId =
asd3.Looped =
asd4 = .(,char)
asd4.SoundId =
asd4.Looped =
asd5 = .(,char)
asd5.SoundId =
asd5.Looped =
gas = .(,char)
gas.SoundId =
asd6 = .(,char)
asd6.SoundId =
asd6.Looped =
(play)
asd:()
()
(origin,dir,length,size)
parts = {}
i = ,length
p = .(,char)
p.Anchored =
p.Transparency =
p.TopSurface =
p.BottomSurface =
p.CanCollide =
p.BrickColor = BrickColor.()
p.Size = .(,,)
p.CFrame = .(origin+dir*i*size)*.(.()*.pi,.()*.pi,.()*.pi)
parts[i] = {p,.(.()*.pi/,.()*.pi/,.()*.pi/)}
:():(p,)
(()
parts
i,v (parts)
v[].Parent == char
v[].CFrame = v[].CFrame*v[]
parts =
()
)
m.KeyDown:((k)
k ==
asd2:()
)
m.KeyDown:((k)
k ==
asd4:()
)
m.KeyDown:((k)
k ==
asd3:()
)
m.KeyDown:((k)
k ==
img.Image =
)
m.KeyDown:((k)
k ==
img.Image =
)
m.KeyDown:((k)
k ==
asd6:()
)
mouse = p:()
m.KeyDown:((k)
k:() ==
hum.WalkSpeed =
)
m.KeyDown:((k)
k:() ==
soka:()
)
m.KeyDown:((k)
k:() ==
char.Head.face.Texture =
)
m.KeyDown:((k)
k:() ==
char.Head.face.Texture =
)
m.KeyUp:((k)
k:() ==
hum.WalkSpeed =
)
p.Chatted:((m)
m ==
soka:()
)
m.KeyDown:((k)
k ==
des ==
gui.Visible =
gui.Text =
gui1.Visible =
img.Visible =
)
m.KeyDown:((key)
key ==
tp ==
tp =
tps:()
char.Head.face.Parent = .Lighting
i,v (char:()) v:() v.Transparency =
()
i,v (char:()) v:() v.Transparency =
char.HumanoidRootPart.CFrame = mouse.Hit * .(, , )
char.HumanoidRootPart.Transparency =
.Lighting.face.Parent = char.Head
()
tp =
)
m.KeyDown:((key)
key ==
punch2 ==
punch2 =
punch =
ChatService = :()
neck.C0 = neck.C0 * .(,,)
ChatService:(char.Head, )
()
ChatService = :()
ChatService:(char.Head ,)
()
ChatService = :()
ChatService:(char.Head, )
neck.C0 = neckp
()
org = char.Torso[].C0
char.Torso[].C0 = char.Torso[].C0 * .(-,,) * .(,,.(-))
()
killbrick2 = .(,char)
killbrick2.Size = .(,,)
killbrick2.Transparency =
killbrick2.CanCollide =
()
killbrick2.CanCollide =
killbrick2.Anchored =
killbrick2.CFrame = char.Torso.CFrame * .(,,-)
killbrick2.Touched:((h)
x = h.Parent:()
x
x.Parent.Name == .Players.LocalPlayer.Name
safe =
safe =
x
safe ==
h.Parent.Torso.Velocity = .(char.Torso.Position,h.Parent.Torso.Position).lookVector *
bodyforc = .(, h.Parent.Torso)
boom:()
bodyforc.force = .(, h.Parent.Torso:() * , )
()
x.Parent:()
()
safe =
)
rng = .(, char)
rng.Anchored =
rng.BrickColor = BrickColor.()
rng.CanCollide =
rng.FormFactor =
rng.Name =
rng.Size = .(, , )
rng.Transparency =
rng.TopSurface =
rng.BottomSurface =
rng.CFrame = char[].CFrame * .(,-,)
rng.CFrame = rng.CFrame * .(.(), .(), .())
rngm = .(, rng)
rngm.MeshId =
rngm.Scale = .(, , )
rng1 = .(, char)
rng1.Anchored =
rng1.BrickColor = BrickColor.()
rng1.CanCollide =
rng1.FormFactor =
rng1.Name =
rng1.Size = .(, , )
rng1.Transparency =
rng1.TopSurface =
rng1.BottomSurface =
rng1.CFrame = char[].CFrame * .(,-,)
rng1.CFrame = rng1.CFrame * .(.(), .(), .())
rngm1 = .(, rng1)
rngm1.MeshId =
rngm1.Scale = .(, , )
p = (torso.CFrame*.(-,,))
(p.p,((p*.(-,,))-p.p).unit,,)
p = (torso.CFrame*.(,,))
(p.p,((p*.(,,))-p.p).unit,,)
rng2 = .(, char)
rng2.Anchored =
rng2.BrickColor = BrickColor.()
rng2.CanCollide =
rng2.FormFactor =
rng2.Name =
rng2.Size = .(, , )
rng2.Transparency =
rng2.TopSurface =
rng2.BottomSurface =
rng2.CFrame = char[].CFrame * .(,-,)
rng2.CFrame = rng2.CFrame * .(.(), .(), .())
rngm2 = .(, rng2)
rngm2.MeshId =
rngm2.Scale = .(, , )
()
boom3:()
.(()
i = , ,
rngm.Scale = .( + i*, + i*, + i*)
rngm1.Scale = .( + i*, + i*, + i*)
rngm2.Scale = .( + i*, + i*, + i*)
()
()
rng:()
rng1:()
rng2:()
killbrick2:()
()
char.Torso[].C0 = org
()
punch2 =
punch =
()
)()
()
)
m.KeyDown:((key)
key ==
punch ==
punch =
org = char.Torso[].C0
char.Torso[].C0 = char.Torso[].C0 * .(-,,) * .(,,.(-))
killbrick = .(,char)
killbrick.Size = .(,,)
killbrick.Transparency =
killbrick:()
killbrick.CanCollide =
wel = .(,killbrick)
wel.Part0 = killbrick
wel.Part1 = char[]
wel.C0 = .(,,)
force =
killbrick.Touched:((h)
x = h.Parent.Humanoid
x.Health >=
fling =
x.Health <
fling =
stop = h.Parent.Torso.Velocity
x.Parent.Name == .Players.LocalPlayer.Name
safe =
safe =
x
safe ==
fling ==
force =
fling ==
force =
h.Parent.Torso.Velocity = .(char.Torso.Position,h.Parent.Torso.Position).lookVector * force
bodyforc = .(, h.Parent.Torso)
boom:()
bodyforc.force = .(, h.Parent.Torso:() * , )
()
x:()
()
safe =
bodyforc:()
h.Parent.Torso.Velocity = stop
)
rng = .(, char)
rng.Anchored =
rng.BrickColor = BrickColor.()
rng.CanCollide =
rng.FormFactor =
rng.Name =
rng.Size = .(, , )
rng.Transparency =
rng.TopSurface =
rng.BottomSurface =
rng.CFrame = char[].CFrame * .(,-,)
rng.CFrame = rng.CFrame * .(.(), .(), .())
rngm = .(, rng)
rngm.MeshId =
rngm.Scale = .(, , )
()
boom2:()
.(()
i = , ,
rngm.Scale = .( + i*, + i*, )
()
()
rng:()
killbrick:()
()
char.Torso[].C0 = org
()
punch =
()
)()
()
)
m.KeyDown:((key)
key ==
jump ==
jump =
rng = .(, char)
rng.Anchored =
rng.BrickColor = BrickColor.()
rng.CanCollide =
rng.FormFactor =
rng.Name =
rng.Size = .(, , )
rng.Transparency =
rng.TopSurface =
rng.BottomSurface =
rng.Position = torso.Position - .(,,)
rng.CFrame = rng.CFrame * .(.(), .(), .())
rngm = .(, rng)
rngm.MeshId =
rngm.Scale = .(, , )
()
BV = .(, torso)
BV.maxForce = .(,,)
BV.P =
BV.velocity = .(,,)
boom:()
.(()
i = , ,
rngm.Scale = .( + i*, + i*, )
rng.Transparency = i/
()
()
rng:()
hum.WalkSpeed =
()
i,v (torso:()) v:()
v:() jumping2 = falling = () jumping2 = falling = () jump = hum.WalkSpeed = falling =
()
)()
()
)
m.KeyDown:((key)
key ==
falling ==
falling =
jumping2 ==
jumping2 =
jump =
BV = .(, torso)
BV.maxForce = .(,-,)
BV.P = -
BV.velocity = .(,-,)
()
rng = .(, char)
rng.Anchored =
rng.BrickColor = BrickColor.()
rng.CanCollide =
rng.FormFactor =
rng.Name =
rng.Size = .(, , )
rng.Transparency =
rng.TopSurface =
rng.BottomSurface =
rng.Position = torso.Position - .(,,)
rng.CFrame = rng.CFrame * .(.(), .(), .())
rngm = .(, rng)
rngm.MeshId =
rngm.Scale = .(, , )
boom:()
.(()
i = , ,
rngm.Scale = .( + i*, + i*, )
rng.Transparency = i/
()
()
rng:()
i,v (torso:()) v:()
v:() () jumping2 = hum.WalkSpeed =
()
)()
()
)
m.KeyDown:((k)
k ==
asd3:()
asd2:()
asd4:()
asd6:()
asd5:()
)
() .Players.LocalPlayer .Players.LocalPlayer.Character
player=.Players.LocalPlayer
char=player.Character
torso=char.Torso
head=char.Head
human=char.Humanoid
arm={Left=char[], Right=char[]}
leg={Left=char[], Right=char[]}
joints={LeftShoulder=torso[], RightShoulder=torso[], LeftHip=torso[], RightHip=torso[]}
joints.LeftShoulder.Part0=torso
joints.RightShoulder.Part0=torso
joints.LeftHip.Part0=torso
joints.RightHip.Part0=torso
c=(f) (f)
add={
Part=(par, a, c, col, t, s, cf, ms)
p=.(, par) (() p.TopSurface= p.BottomSurface= p.formFactor= p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.(col) p.Transparency=t p.Size=s p.CFrame=cf .() )
m=.(, p) (() m.Scale=ms .(, , ) )
p
,
Wedge=(par, a, c, col, t, s, cf, ms)
p=.(, par) (() p.TopSurface= p.BottomSurface= p.formFactor= p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.(col) p.Transparency=t p.Size=s p.CFrame=cf .() )
m=.(, p) (() m.Scale=ms .(, , ) m.MeshType= )
p
,
Gui=(ins, par, bc, bg, tc, fs, text, t, s, pos)
g=.(ins, par) (() g.BorderColor=BrickColor.(bc) g.BackgroundColor=BrickColor.(bg) g.TextColor=BrickColor.(tc) g.FontSize=fs g.Font= g.Text=text g.Transparency=t g.Size=s g.Position=pos )
g
,
Weld=(par, p1, cf)
w=.(, par) (() w.Part0=w.Parent par w.Part1=p1 w.C1=cf .() )
w
,
Mesh=(ins, par, s, of, t, id)
m=.(ins, par) (() m.Scale=s .() m.Offset=of .() m.MeshId=id m.MeshType=t )
m
,
Sound=(parent, id, volume, pitch)
s=.(, parent) (() s.SoundId=id s.Volume=volume s.Pitch=pitch )
s
,
}
modelName=
(() player.Backpack[modelName]:() char[modelName]:() char[]:() )
model=.(, char) model.Name=
modelB=.(, char) modelB.Name=modelName
bin=.(, player.Backpack) bin.Name=modelName
skincolor=
gui=.()
body={}
animate={}
obj={}
trailDeb=
keyDeb=
hitDeb=
loop=
speed=
combo=
Slash=add.(torso, , , )
Hit=add.(torso, , , )
()
torso.Transparency=
i, v (char:()) v:() v:()
gui.Parent=player.PlayerGui gui.Name=modelName
body.Head=add.(model, , , skincolor, , .(, , ), )
body.Torso=add.(model, , , skincolor, , .(, , ), )
body.ArmLeft, body.ArmRight=add.(model, , , skincolor, , .(, , ), ), add.(model, , , skincolor, , .(, , ), )
body.LegLeft, body.LegRight=add.(model, , , skincolor, , .(, , ), ), add.(model, , , skincolor, , .(, , ), )
body.HeadW=add.(body.Head, body.Torso, .(, , ))
body.TorsoW=add.(body.Torso, torso, )
body.ArmLeftW, body.ArmRightW=add.(body.ArmLeft, body.Torso, .(-, , )), add.(body.ArmRight, body.Torso, .(, , ))
body.LegLeftW, body.LegRightW=add.(body.LegLeft, body.Torso, .(-, -, )), add.(body.LegRight, body.Torso, .(, -, ))
add.(body.Head, head, )
add.(arm.Left, body.ArmLeft, .(, -, ))
add.(arm.Right, body.ArmRight, .(, -, ))
joints.LeftHip.Part0=body.Torso
joints.RightHip.Part0=body.Torso
body.Part=add.(model, , , , , .(, , ))
add.(body.Part, body.Torso, .(-, , ))
body.Part=add.(model, , , , , .(, , ))
add.(body.Part, body.Torso, .(, -, ))
body.Part=add.(model, , , , , .(, , ))
add.(body.Part, body.Torso, .(, , -))
body.Part=add.(model, , , , , .(, , ))
add.(body.Part, body.Torso, .(, -, -))
animate={
[]=(cf)
body.HeadW.C1=.(, , )*cf
;
[]=(cf)
body.TorsoW.C1=(cf .()*.(, , ))
;
[]=(cf)
body.ArmLeftW.C1=.(-, , )*(cf .()*.(, , ))
;
[]=(cf)
body.ArmRightW.C1=.(, , )*(cf .()*.(, , ))
;
[]=(cf)
legLeftW=add.(leg.Left, body.LegLeft, .(, -, ))
body.LegLeftW.C1=.(-, -, )*(cf .()*.(, , ))
.(.(()
()
legLeftW:()
))
;
[]=(cf)
legRightW=add.(leg.Right, body.LegRight, .(, -, ))
body.LegRightW.C1=.(, -, )*(cf .()*.(, , ))
.(.(()
()
legRightW:()
))
;
}
obj.attackLabel=add.(, gui, , , , , , , .(, , , ), .(, , , ))
obj.attackLabel2=add.(, obj.attackLabel, , , , , , , .(, , , ), .(, , , ))
obj.attackLabel3=add.(, obj.attackLabel2, , , , , , , .(, , , ), .(, , , ))
obj.attackLabel4=add.(, obj.attackLabel3, , , , , , , .(, , , ), .(, , , ))
obj.attackLabel5=add.(, obj.attackLabel4, , , , , , , .(, , , ), .(, , , ))
obj.attackLabel6=add.(, obj.attackLabel5, , , , , , , .(, , , ), .(, , , ))
i, v (modelB:())
i==
()
(()
torso
joints.LeftShoulder.Part0=torso
joints.RightShoulder.Part0=torso
joints.LeftHip.Part0=torso
joints.RightHip.Part0=torso
torso.Transparency=
player.PlayerGui[modelName]:()
i, v (model:()) v:()
)
(startPos, endPos)
magnitude=(startPos-endPos).magnitude
distance=(startPos+endPos)/
pattern=add.(, , , , , .(, , magnitude), .(distance, startPos))
startPosProx=startPos
i=,
startPosProx2=startPosProx
random=.(.(-, ), .(-, ), .(-, ))
findSize=pattern.Size.z/
findOffSet=pattern.CFrame.lookVector*-
compute=i*findSize*findOffSet
newStartPos=startPos
newEndPos=.(random+compute+newStartPos).p
magnitude=(startPosProx2-newEndPos).magnitude
distance=(startPosProx2+newEndPos)/
lightning=add.(, , , , , .(, , magnitude), .(distance, startPosProx2))
(()
i=, , ()
lightning.Transparency=i
lightning:()
)
startPosProx=newEndPos
pattern:()
(pos, pos2)
pos3=.(pos2.x, pos.y, pos2.z)
.(pos, pos3)
(pos, dis)
temp
distance=dis
i, v (:())
v:()
temp=v:()
humanoid=v:()
temp humanoid v~=char (temp.CFrame.p-pos).magnitude<distance
distance=(temp.CFrame.p-pos).magnitude
temp
(pos, cf, col, size)
(()
old=(pos.CFrame*cf).p
trailDeb==
()
new=(pos.CFrame*cf).p
mag=(old-new).magnitude
dis=(old+new)/
trail=add.(, , , col , , .(size , mag, size ), .(dis, new)*.(.pi/, , )) trail.Name=
tMesh=add.(, trail, .(, , ), , )
old=new
(()
i=, , -
()
tMesh.Scale=tMesh.Scale*.(i, , i)
trail:()
)
(()
i=, ,
()
trail.Transparency=i
)
)
(pos, dir, col)
magnitude=(pos-dir).magnitude
distance=(pos+dir)/
ray=add.(, , , col, , .(, magnitude, ), .(distance, pos))
ray
(h)
dmg=.(, )
keyDeb== h.Parent:() hitDeb== h.Parent~=char
hitDeb=
hHuman=h.Parent:()
hTorso=h.Parent:()
hHuman.Health=hHuman.Health-dmg
fakeM=.(, ) fakeM.Name=-dmg
fakeH=.(, fakeM) fakeH.MaxHealth= fakeH.Health=
effect=add.(fakeM, , , , , .(, , ), hTorso.CFrame*.(, , )) effect.Name=
fakeMesh=add.(, effect, .(, , ), , )
effect=add.(, , , , , .(, , ), .(h.CFrame.p, torso.CFrame.p)*.(-.pi/, , ))
effectM=add.(, effect, .(, , ), , , )
(()
i=, , ()
effectM.Scale=.(i, i/, i)
effect:()
)
.Debris:(fakeM, )
()
hitDeb=
()
animate.(.(, , )*.(.(), , .()))
animate.(.(-, , )*.(.(), , -.()))
()
combo=combo+
keyDeb==
keyDeb=
combo> Slash:()
trailDeb=
(body.ArmRight, .(, -, ))
i=, , ()
animate.(.(, .()*i, ))
animate.(.(.(), , .()*i))
trailDeb=
i=, , - ()
animate.(.(, .()*i, ))
animate.(.(.(), , .()*i))
combo> Slash:()
trailDeb=
(body.ArmLeft, .(, -, ))
i=, , ()
animate.(.(, -.()*i, ))
animate.(.(.(), , -.()*i))
trailDeb=
i=, , - ()
animate.(.(, -.()*i, ))
animate.(.(.(), , -.()*i))
combo> Slash:()
()
trailDeb=
(body.LegRight, .(, -, ))
i=, , ()
animate.(.(, -*i, )*.(.()*i, .()*i, ))
animate.(.(-*i, , )*.(, , -.()*i))
trailDeb=
i=, , - ()
animate.(.(, -*i, )*.(.()*i, .()*i, ))
animate.(.(-*i, , )*.(, , -.()*i))
combo> Slash:()
()
trailDeb=
(body.LegLeft, .(, -, ))
i=, , ()
animate.(.(, -*i, )*.(.()*i, -.()*i, ))
animate.(.(*i, , )*.(, , .()*i))
trailDeb=
i=, , - ()
animate.(.(, -*i, )*.(.()*i, -.()*i, ))
animate.(.(*i, , )*.(, , .()*i))
combo>
()
i=, , ()
animate.(.(, -*i, )*.(.()*i, -.()*i, ))
i=, () Slash:()
torso.CFrame=torso.CFrame+torso.CFrame.lookVector*
animate.(.(.(.(-, )), .(.(-, )), .(.(-, ))))
animate.(.(.(.(-, )), .(.(-, )), .(.(-, ))))
i=, , - ()
animate.(.(, -*i, )*.(.()*i, -.()*i, ))
trailDeb=
keyDeb=
combo=
()
i, v (player.Character:())
v:()
v.Touched:((player)
player.Size.X<
player.Anchored =
player:()
)
bin.Selected:((mouse) ()
i, v (char:()) v:() v.Touched:(dmgHit)
i=, , ()
animate.(.(*i, , )*.(.()*i, , .()*i))
animate.(.(-*i, , )*.(.()*i, , -.()*i))
mouse.Button1Down:(doAttacks)
)
bin.Deselected:(()
i=, , - ()
animate.(.(*i, , )*.(.()*i, , .()*i))
animate.(.(-*i, , )*.(.()*i, , -.()*i))
()
)Sybau

Universal