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Copy the script and paste it into your executor.
Players = :()
LP = Players.LocalPlayer
RS = :()
UIS = :()
CoreGui = :()
OwnerName = LP.Name
petMode =
rampageMode =
wingRemoteCache = {}
PERMANENT_PROP_LOCK = {}
currentCFrames = {}
lastNetworkUpdate =
lastColorUpdate =
lastScanTime =
colorIndex =
isSummoning =
summonStartTime =
summonOriginPos = .zero
rampageBlacklist = {}
targetAttackTrack = { player = , startTime = , initialPos = .zero }
hasFetchedBall =
estimatedPing =
witherCurrentPos = .zero
lastAttackTime =
activeProjectiles = {}
lastLookAtPos = .zero
WITHER_SPEED =
PROJECTILE_SPEED =
ATTACK_COOLDOWN =
HOVER_HEIGHT =
RANDOM_DRIFT_SCALE =
RAMPAGE_RADIUS =
SUMMON_DURATION =
IMPACT_LINGER_TIME =
MAX_STUCK_TIME =
PET_OFFSET = .(-, , )
MANUAL_ROTATION = .(-, , )
TargetPlayer =
COLORS = {
AbyssRed = .(, , ),
DarkAbyss = .(, , ),
Void = .(, , ),
Accent = .(, , ),
SuccessGreen = .(, , ),
WarningRed = .(, , ),
PureWhiteOnly = .(, , ),
SoulArmorWhite = .(, , ),
SoulAuraBlue = .(, , )
}
(t, offset)
isSummoning
COLORS.PureWhiteOnly
rampageMode
cycle = (t * + (offset * )) %
cycle < COLORS.SoulArmorWhite:(COLORS.SoulAuraBlue, cycle * ) COLORS.SoulAuraBlue:(COLORS.SoulArmorWhite, (cycle - ) * )
cycle = (t * + (offset * )) %
cycle < COLORS.AbyssRed:(COLORS.DarkAbyss, cycle * ) COLORS.DarkAbyss:(COLORS.Void, (cycle - ) * )
(base, target) base:(target)
baseRef = .(, , -, -, , -, , , , , , -)
WitherParts = {
(baseRef, .(, , -, -, , -, , , , , , -)),
(baseRef, .(, , -, -, , , , , , -, , -)),
(baseRef, .(, , -, -, , -, -, , , , , -)),
(baseRef, .(, , -, , -, , -, -, -, , -, -)),
(baseRef, .(, , -, -, -, , -, , , -, , -)),
(baseRef, .(, , -, -, -, , -, , , -, , -)),
(baseRef, .(, , -, -, -, , -, , , -, , -)),
(baseRef, .(, , -, -, -, , -, , , -, , -)),
(baseRef, .(, , -, -, -, , -, , , -, , -)),
(baseRef, .(, , -, , -, , -, -, , -, -, -))
}
()
b = LP.Backpack:() (LP.Character LP.Character:())
b hasFetchedBall
hasFetchedBall =
(()
:().RE:():(, )
)
ballsFolder = :() .WorkspaceCom:()
ballsFolder
ball = ballsFolder:( .. LP.Name)
ball
ball.CanCollide =
ball
()
nearestPlayer =
shortestDistance = RAMPAGE_RADIUS
myPos = witherCurrentPos
_, p (Players:())
p ~= LP Players:(p.Name) rampageBlacklist[p.Name]
char = p.Character
char
hum = char:()
hum hum.Health > hum.Sit
torso = char:() char:() char:()
torso
dist = (myPos - torso.Position).Magnitude
dist < shortestDistance
shortestDistance = dist
nearestPlayer = p
nearestPlayer
sg = .(, CoreGui)
sg.Name =
main = .(, sg)
main.Size, main.Position = .(, , , ), .(, , , )
main.BackgroundColor3, main.BorderSizePixel = .(, , ),
main.ClipsDescendants =
titleBar = .(, main)
titleBar.Size, titleBar.BackgroundColor3 = .(, , , ), .(, , )
titleBar.BorderSizePixel =
titleLabel = .(, titleBar)
titleLabel.Size, titleLabel.Position = .(, -, , ), .(, , , )
titleLabel.BackgroundTransparency, titleLabel.Text = ,
titleLabel.TextColor3, titleLabel.Font, titleLabel.TextSize = .(, , ), .Font.SourceSansBold,
titleLabel.TextXAlignment = .TextXAlignment.Left
ballStatusLabel = .(, main)
ballStatusLabel.Size = .(, -, , )
ballStatusLabel.Position = .(, , , -)
ballStatusLabel.BackgroundTransparency =
ballStatusLabel.Text =
ballStatusLabel.TextColor3 = .(, , )
ballStatusLabel.Font = .Font.Code
ballStatusLabel.TextSize =
ballStatusLabel.TextXAlignment = .TextXAlignment.Left
creditLabel = .(, main)
creditLabel.Size, creditLabel.Position = .(, , , ), .(, , , -)
creditLabel.BackgroundTransparency, creditLabel.Text = ,
creditLabel.TextColor3, creditLabel.Font, creditLabel.TextSize = COLORS.Accent, .Font.Code,
dragging, dragStart, startPos
titleBar.InputBegan:((input)
input.UserInputType == .UserInputType.MouseButton1 input.UserInputType == .UserInputType.Touch
dragging, dragStart, startPos = , input.Position, main.Position
)
UIS.InputChanged:((input)
dragging (input.UserInputType == .UserInputType.MouseMovement input.UserInputType == .UserInputType.Touch)
delta = input.Position - dragStart
main.Position = .(startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y)
)
UIS.InputEnded:((input) input.UserInputType == .UserInputType.MouseButton1 input.UserInputType == .UserInputType.Touch dragging = )
(b)
b.BackgroundColor3, b.BorderSizePixel, b.BorderColor3 = COLORS.Void, , .(, , )
b.TextColor3, b.Font, b.TextSize = .(, , ), .Font.SourceSansBold,
b.MouseEnter:(() b.BorderColor3 = (rampageMode COLORS.SoulAuraBlue COLORS.Accent) b.TextColor3 = .(,,) )
b.MouseLeave:(() b.BorderColor3 = .(, , ) b.TextColor3 = .(,,) )
container = .(, main)
container.Size, container.Position, container.BackgroundTransparency = .(, -, , -), .(, , , ),
(txt, pos, size)
b = .(, container)
b.Text, b.Position, b.Size = txt, pos, size (b)
b
SummonBtn = (, .(,,,), .(,,,))
TargetBox = .(, container)
TargetBox.Size = .(, , , )
TargetBox.Position = .(, , , )
TargetBox.BackgroundColor3 = .(, , )
TargetBox.BorderSizePixel =
TargetBox.BorderColor3 = .(, , )
TargetBox.TextColor3 = .(, , )
TargetBox.PlaceholderText =
TargetBox.PlaceholderColor3 = .(, , )
TargetBox.Font = .Font.Code
TargetBox.TextSize =
TargetBox.ClearTextOnFocus =
RampageBtn = (, .(, , , ), .(, , , ))
TargetBox.FocusLost:((enterPressed)
enterPressed
rampageMode
searchKey = TargetBox.Text:()
searchKey ==
TargetPlayer =
TargetBox.Text =
TargetBox.BorderColor3 = .(, , )
found =
_, p (Players:())
p.Name:():(searchKey) p.DisplayName:():(searchKey)
TargetPlayer = p
TargetBox.Text = p.DisplayName
TargetBox.BorderColor3 = COLORS.SuccessGreen
found =
found
TargetPlayer =
TargetBox.Text =
TargetBox.BorderColor3 = COLORS.WarningRed
.()
TargetBox.Text =
TargetBox.BorderColor3 = .(, , )
)
SummonBtn.MouseButton1Click:(()
petMode = petMode
petMode
SummonBtn.TextColor3 = COLORS.Accent
SummonBtn.Text =
hasFetchedBall =
char = LP.Character
char char:()
summonOriginPos = char.HumanoidRootPart.Position
witherCurrentPos = summonOriginPos
lastLookAtPos = summonOriginPos + .(, , -)
isSummoning =
summonStartTime = ()
p = :():()
targetName = (OwnerName == ) ( .. OwnerName)
rawProps = {}
_, v (p:())
v.Name == targetName .(rawProps, v)
id, storedProp (PERMANENT_PROP_LOCK)
storedProp storedProp.Parent PERMANENT_PROP_LOCK[id] =
_, prop (rawProps)
alreadyRegistered =
id, storedProp (PERMANENT_PROP_LOCK)
storedProp == prop alreadyRegistered =
alreadyRegistered
id = ,
PERMANENT_PROP_LOCK[id]
PERMANENT_PROP_LOCK[id] = prop
wingRemoteCache = {}
id = ,
PERMANENT_PROP_LOCK[id] PERMANENT_PROP_LOCK[id].Parent
.(wingRemoteCache, PERMANENT_PROP_LOCK[id])
SummonBtn.TextColor3 = .(,,)
SummonBtn.Text =
rampageMode =
isSummoning =
hasFetchedBall =
RampageBtn.Text =
RampageBtn.TextColor3 = .(, , )
TargetBox.Text =
TargetBox.BorderColor3 = .(, , )
.(currentCFrames)
.(activeProjectiles)
.(rampageBlacklist)
)
RampageBtn.MouseButton1Click:(()
petMode isSummoning
rampageMode = rampageMode
rampageMode
.(rampageBlacklist)
RampageBtn.Text =
RampageBtn.TextColor3 = COLORS.SoulAuraBlue
TargetBox.Text =
TargetBox.BorderColor3 = COLORS.SoulAuraBlue
rampageMode =
RampageBtn.Text =
RampageBtn.TextColor3 = .(, , )
TargetPlayer =
TargetBox.Text =
TargetBox.BorderColor3 = .(, , )
)
(player)
player player.Parent Players:(player.Name) player.Character
char = player.Character
char:() char:() char:()
RS.Heartbeat:((dt)
totalProps = #wingRemoteCache
petMode totalProps <
t = ()
activeBall = ()
flingActiveThisFrame =
_, proj (activeProjectiles)
proj.IsStuck flingActiveThisFrame =
isSummoning
ballStatusLabel.Text =
ballStatusLabel.TextColor3 = COLORS.PureWhiteOnly
activeBall
ballStatusLabel.Text =
ballStatusLabel.TextColor3 = COLORS.WarningRed
flingActiveThisFrame
ballStatusLabel.Text =
ballStatusLabel.TextColor3 = (rampageMode COLORS.SoulAuraBlue COLORS.Accent)
ballStatusLabel.Text = rampageMode
ballStatusLabel.TextColor3 = rampageMode COLORS.SoulAuraBlue COLORS.SuccessGreen
rampageMode isSummoning
TargetPlayer
enemyChar = TargetPlayer.Character
enemyHum = enemyChar enemyChar:()
enemyTorso = (TargetPlayer)
enemyChar enemyHum enemyHum.Health <= enemyHum.Sit rampageBlacklist[TargetPlayer.Name] Players:(TargetPlayer.Name)
TargetPlayer =
enemyTorso
currentVelocity = enemyTorso.AssemblyLinearVelocity.Magnitude
distanceMoved = (enemyTorso.Position - targetAttackTrack.initialPos).Magnitude
currentVelocity > (flingActiveThisFrame distanceMoved > )
rampageBlacklist[TargetPlayer.Name] =
TargetPlayer =
t - targetAttackTrack.startTime > MAX_STUCK_TIME distanceMoved <
rampageBlacklist[TargetPlayer.Name] =
TargetPlayer =
t - lastScanTime >
lastScanTime = t
TargetPlayer
prey = ()
prey
TargetPlayer = prey
targetAttackTrack.player = prey
targetAttackTrack.startTime = t
prey.Character (prey)
targetAttackTrack.initialPos = (prey).Position
TargetBox.Text = .. prey.DisplayName
TargetBox.BorderColor3 = COLORS.SoulAuraBlue
TargetBox.Text =
TargetBox.BorderColor3 = .(, , )
finalPos
isPetState =
isSummoning
elapsed = t - summonStartTime
elapsed >= SUMMON_DURATION
isSummoning =
rotationSpeed = (elapsed ^ ) *
currentAngle = elapsed * rotationSpeed
currentHeight = (elapsed / SUMMON_DURATION) * HOVER_HEIGHT
witherCurrentPos = summonOriginPos + .(, currentHeight, )
finalPos = .(witherCurrentPos) * .(, currentAngle, )
isSummoning
currentTarget = TargetPlayer
rampageMode ( currentTarget currentTarget.Character (currentTarget))
currentTarget = LP
isPetState =
targetTorso = (currentTarget)
targetTorso rampageMode
finalPos = .(witherCurrentPos, lastLookAtPos)
targetTorso
idealTargetPos
isPetState
ownerChar = LP.Character
ownerRoot = ownerChar ownerChar:()
ownerRoot
swayY = .(t * ) *
animatedOffset = PET_OFFSET + .(, swayY, )
idealTargetPos = (ownerRoot.CFrame * .(animatedOffset)).Position
idealTargetPos = targetTorso.Position + .(, , )
driftX = .(t * ) * RANDOM_DRIFT_SCALE
driftZ = .(t * ) * RANDOM_DRIFT_SCALE
driftY = .(t * ) * (RANDOM_DRIFT_SCALE * )
idealTargetPos = targetTorso.Position + .(driftX, HOVER_HEIGHT + driftY, driftZ)
moveDirection = (idealTargetPos - witherCurrentPos)
distance = moveDirection.Magnitude
distance >
speedMod = isPetState
maxMove = WITHER_SPEED * speedMod * dt
step = .(distance, maxMove)
witherCurrentPos = witherCurrentPos + (moveDirection.Unit * step)
rawLookAt
isPetState
ownerChar = LP.Character
ownerRoot = ownerChar ownerChar:()
ownerRoot
rawLookAt = ownerRoot.Position + (ownerRoot.CFrame.LookVector * )
rawLookAt = witherCurrentPos + .(, , -)
rawLookAt = .(targetTorso.Position.X, witherCurrentPos.Y, targetTorso.Position.Z)
lastLookAtPos = lastLookAtPos:(rawLookAt, - .(- * dt))
finalPos = .(witherCurrentPos, lastLookAtPos)
finalPos = .(witherCurrentPos)
rotCF = .(.(MANUAL_ROTATION.X), .(MANUAL_ROTATION.Y), .(MANUAL_ROTATION.Z))
lerpAlpha = - .(- * dt)
isSummoning
auraId, projData (activeProjectiles)
currentEnemyTorso = (TargetPlayer)
currentEnemyTorso
enemyVelocity = currentEnemyTorso.AssemblyLinearVelocity
pingAndFpsOffset = dt +
predictedPosition = currentEnemyTorso.Position + (enemyVelocity * pingAndFpsOffset)
projData.IsStuck
projData.CurrentPos = predictedPosition
activeBall
activeBall.CFrame = .(predictedPosition)
activeBall.Velocity = .(, , )
t - projData.ImpactTime >= IMPACT_LINGER_TIME
activeProjectiles[auraId] =
projData.TargetPos = predictedPosition
pDir = (projData.TargetPos - projData.CurrentPos)
pDist = pDir.Magnitude
pDist >
pStep = .(pDist, PROJECTILE_SPEED * * dt)
projData.CurrentPos = projData.CurrentPos + (pDir.Unit * pStep)
projData.IsStuck =
projData.ImpactTime = t
projData.CurrentPos = predictedPosition
activeBall
activeBall.CFrame = .(predictedPosition)
activeBall.Velocity = .(, , )
activeProjectiles[auraId] =
.(activeProjectiles)
i = , totalProps
targetCF
i <=
offset = WitherParts[i]
isPetState isSummoning
i ==
breathZ = .(t * ) *
offset = offset * .(, , breathZ)
i ==
breathZ = .(t * ) *
offset = offset * .(, , breathZ)
i ==
breathZ = .(t * ) *
offset = offset * .(, , breathZ)
targetCF = finalPos * rotCF * offset
auraId = i -
activeProj = activeProjectiles[auraId]
activeProj isSummoning
targetCF = .(activeProj.CurrentPos, lastLookAtPos)
targetHeadId
auraId == auraId ==
targetHeadId =
auraId == auraId ==
targetHeadId =
targetHeadId =
headCFrame = currentCFrames[targetHeadId] finalPos
targetCF = headCFrame
currentCFrames[i] = (currentCFrames[i] targetCF):(targetCF, lerpAlpha)
TargetPlayer (TargetPlayer) isSummoning
t - lastAttackTime > ATTACK_COOLDOWN
lastAttackTime = t
availableAuras = {}
auraId = ,
activeProjectiles[auraId]
.(availableAuras, auraId)
freeCount = #availableAuras
freeCount >
burstCount = .(, .(, freeCount))
enemyTorso = (TargetPlayer)
.(()
k = , burstCount
auraId = availableAuras[k]
targetHeadId
auraId == auraId == targetHeadId =
auraId == auraId == targetHeadId =
targetHeadId =
headCFrame = currentCFrames[targetHeadId]
headCFrame enemyTorso TargetPlayer
enemyVelocity = enemyTorso.AssemblyLinearVelocity
predictedTargetPos = enemyTorso.Position + (enemyVelocity * (dt + ))
activeProjectiles[auraId] = {
CurrentPos = headCFrame.Position,
TargetPos = predictedTargetPos,
IsStuck = ,
ImpactTime =
}
k < burstCount .(.(, ) / )
)
t - lastNetworkUpdate >
canUpdateColor = (t - lastColorUpdate > )
frameCFrames = currentCFrames
startSend = .()
i = , totalProps
prop = wingRemoteCache[i]
targetCFrame = frameCFrames[i]
prop targetCFrame
.(()
cfR = prop:()
cfR
(()
cfR:(targetCFrame)
i ==
estimatedPing = (estimatedPing * ) + ((.() - startSend) * )
)
canUpdateColor i == colorIndex
crR = prop:()
crR (() crR:((t, i)) )
)
canUpdateColor
colorIndex = (colorIndex % totalProps) +
lastColorUpdate = t
lastNetworkUpdate = t
)Silakan menikmati

Universal