Run it
Copy the script and paste it into your executor.
:():(, {
Title = ;
Text = ;
Icon = })
Duration = ;
:()
.Loaded:()
(Parent, ClassName, Name)
_, (Parent:())
:(ClassName) .Name == Name
(Parent, ClassName)
= Parent:(ClassName)
Parent
Parent.ChildAdded:()
= Parent:(ClassName)
(Parent, ...)
= (Parent, ...)
Parent
Parent.ChildAdded:()
= (Parent, ...)
Fling = { }
Aligns = { }
Blacklist = { }
Accessories = { }
Attachments = { }
Instancenew = .new
taskwait = .wait
taskspawn = .spawn
taskdefer = .defer
mathabs = .abs
mathcos = .cos
mathrandom = .random
stringmatch = .match
osclock = .clock
tableinsert = .insert
tableclear = .clear
tablefind = .find
CFramenew = .new
CFrameAngles = .Angles
CFrameidentity = .identity
Vector3new = .new
Vector3zero = .zero
Sleep = CFrameidentity
Velocity = (, , )
Angular =
Linear =
Workspace = :()
CurrentCamera = Workspace.CurrentCamera
Players = :()
LocalPlayer = Players.LocalPlayer
Mouse = LocalPlayer:()
PostSimulation = :().PostSimulation
Character = LocalPlayer.Character
CharacterClone = ()
StarterGui = :()
BindableEvent = ()
UserInputService = :()
UserInputType = .UserInputType
MouseButton1 = UserInputType.MouseButton1
Touch = UserInputType.Touch
InputBegan = UserInputService.InputBegan:((Input, GameProcessed)
Type = Input.UserInputType
GameProcessed ( Type == MouseButton1 Type == Touch )
Target = Mouse.Target
Target Target.Anchored Target:(CharacterClone) Target:(Character) (Fling, Target)
Parent = Target.Parent
Parent:() Parent ~= Character Parent:()
HumanoidRootPart = (Parent, , ) (Parent, , ) (Parent, , )
HumanoidRootPart (Fling, HumanoidRootPart)
(Fling, HumanoidRootPart)
(Fling, Target)
)
(Name, Size)
Part = ()
Part.Name = Name
Part.Size = Size
Part.Transparency =
Part.Parent = CharacterClone
Part
(Name, Part0, Part1, C0, C1)
Motor6D = ()
Motor6D.Name = Name
Motor6D.Part0 = Part0
Motor6D.Part1 = Part1
Motor6D.C0 = C0
Motor6D.C1 = C1
Motor6D.Parent = Part0
Motor6D
(Name, , Parent)
Attachment = ()
Attachment.Name = Name
Attachment.CFrame =
Attachment.Parent = Parent
(Attachments, Attachment)
Attachment
LimbSize = (, , )
TorsoSize = (, , )
Head = (, (, , ))
Torso = (, TorsoSize)
LeftArm = (, LimbSize)
RightArm = (, LimbSize)
LeftLeg = (, LimbSize)
RightLeg = (, LimbSize)
HumanoidRootPart = (, TorsoSize)
Part =
Character
Part = (Character, , ) (Character, , ) (Character, , ) (Character, , )
Part
HumanoidRootPart.CFrame = Part.CFrame
SpawnLocations = { }
_, SpawnLocation (Workspace:())
SpawnLocation:()
(SpawnLocations, SpawnLocation)
Amount = # SpawnLocations
Amount >
SpawnLocation = SpawnLocations[(, Amount)]
HumanoidRootPart.CFrame = SpawnLocation.CFrame * (, SpawnLocation.Size.Y / + , )
HumanoidRootPart.CFrame = CFrameidentity
face = ()
face.Name =
face.Parent = Head
AccessoryTable = {
{ Mesh = , Texture = , = Torso },
{ Mesh = , Texture = , = RightArm, = (, , ) },
{ Mesh = , Texture = , = LeftArm, = (, - , ) },
{ Mesh = , Texture = , = RightLeg, = (, - , ) },
{ Mesh = , Texture = , = LeftLeg, = (, , ) },
}
_, Table (AccessoryTable)
(Table.Mesh) ~=
Table.Mesh =
(Table.Texture) ~=
Table.Texture =
(, Torso, RightArm, (, , , , , , , , , -, -, -), (-, , , , , , , , , -, -, -))
(, Torso, LeftArm, (-, , , -, -, -, , , , , , ), (, , , -, -, -, , , , , , ))
(, Torso, RightLeg, (, -, , , , , , , , -, -, -), (, , , , , , , , , -, -, -))
(, Torso, LeftLeg, (-, -, , -, -, -, , , , , , ), (-, , , -, -, -, , , , , , ))
(, Torso, Head, (, , , -, -, -, , , , , , ), (, -, , -, -, -, , , , , , ))
(, HumanoidRootPart, Torso, (, , , -, -, -, , , , , , ), (, , , -, -, -, , , , , , ))
(, (, , , , , , , , , , , ), Head)
(, (, , , , , , , , , , , ), Head)
(, (, , -, , , , , , , , , ), Head)
(, (, , , , , , , , , , , ), Head)
(, (, , , , , , , , , , , ), Torso)
(, (, , -, , , , , , , , , ), Torso)
(, (, , , , , , , , , , , ), Torso)
(, (-, , , , , , , , , , , ), Torso)
(, (, , , , , , , , , , , ), Torso)
(, (, -, -, , , , , , , , , ), Torso)
(, (, -, , , , , , , , , , ), Torso)
(, (, -, , , , , , , , , , ), Torso)
(, (, , , , , , , , , , , ), LeftArm)
(, (, -, , , , , , , , , , ), LeftArm)
(, (, , , , , , , , , , , ), RightArm)
(, (, -, , , , , , , , , , ), RightArm)
(, (, -, , , , , , , , , , ), LeftLeg)
(, (, -, , , , , , , , , , ), RightLeg)
(, (, , , , , , , , , , , ), HumanoidRootPart)
Humanoid = (, CharacterClone)
(, Humanoid)
(, CharacterClone).Name =
CharacterClone.PrimaryPart = Head
CharacterClone.Parent = Workspace
()
:()
(()
Handle = (, , )
Attachment = (Handle, )
Clone = :()
CloneHandle = (Clone, , )
CloneHandle.Transparency =
CloneHandle:()
AccessoryWeld = ()
AccessoryWeld.Name =
AccessoryWeld.Part0 = CloneHandle
AccessoryWeld.C0 = Attachment.CFrame
Name = Attachment.Name
_, TableAttachment (Attachments)
TableAttachment.Name == Name
AccessoryWeld.Part1 = TableAttachment.Parent
AccessoryWeld.C1 = TableAttachment.CFrame
AccessoryWeld.Parent = CloneHandle
Clone.Parent = CharacterClone
(Accessories, Clone)
IsAMeshPart = CloneHandle:()
Mesh = IsAMeshPart CloneHandle (CloneHandle, )
Id = IsAMeshPart
_, Table (AccessoryTable)
= Table.Instance
(Mesh.MeshId, Table.Mesh) (Mesh[Id], Table.Texture) (Blacklist, )
(Blacklist, )
(Aligns, { Handle, , Table.CFrame CFrameidentity })
(Aligns, { Handle, CloneHandle, CFrameidentity })
)
:()
(()
()
:()
)
(Character)
Character ~= CharacterClone
PostSimulation:()
Backpack = LocalPlayer:()
Backpack
Backpack:()
(Aligns)
(Blacklist)
_, Accessory (Accessories)
Accessory:()
CurrentCameraCFrame = CurrentCamera.CFrame
LocalPlayer.Character = CharacterClone
CurrentCamera.CameraSubject = CharacterClone.Head
(()
CurrentCamera:():()
CurrentCamera.CFrame = CurrentCameraCFrame
)
CharacterHumanoidRootPart = (Character, , )
Index, Value (Fling)
BasePart =
(Value) ==
Value:()
BasePart = Value
Value:()
Model = Value.Parent
Model ~= Character Model:()
BasePart = (Model, , ) (Model, , ) Model:()
Value:() Value ~= Character
BasePart = (Value, , ) (Value, , ) Value:()
BasePart
clock = ()
CharacterHumanoidRootPart BasePart () - clock <= BasePart.AssemblyLinearVelocity.Magnitude <=
CharacterHumanoidRootPart.AssemblyAngularVelocity = Velocity
CharacterHumanoidRootPart.AssemblyLinearVelocity = Velocity
CharacterHumanoidRootPart.CFrame = BasePart.CFrame + (, - , )
PostSimulation:()
(Fling)
CharacterHumanoidRootPart
CharacterHumanoidRootPart.AssemblyAngularVelocity = Vector3zero
CharacterHumanoidRootPart.AssemblyLinearVelocity = Vector3zero
CharacterHumanoidRootPart.CFrame = (HumanoidRootPart.Position + ((- , ), , (- , )))
PostSimulation:()
Character:()
_, (Character:())
()
Character.DescendantAdded:(DescendantAdded)
(Part0, Part1, )
Part0.ReceiveAge == Part0.Anchored # Part0:() ==
Part0.AssemblyAngularVelocity = (, Angular, )
Part1CFrame = Part1.CFrame
LinearVelocity = Part1.AssemblyLinearVelocity * Linear
Magnitude = LinearVelocity.Magnitude < Linear
Magnitude
LookVector = Part1CFrame.LookVector * Linear
Part0.AssemblyLinearVelocity = (LookVector.X, Linear, LookVector.Z)
Part0.AssemblyLinearVelocity = (LinearVelocity.X, Linear, LinearVelocity.Z)
Part0.CFrame = Part1CFrame * ( Magnitude Sleep CFrameidentity ) *
Character
(Character)
Added = LocalPlayer.CharacterAdded:(CharacterAdded)
Connection = :().PostSimulation:(()
osclock = ()
Axis = * (osclock * )
Sleep = (, Axis, )
Angular = (osclock)
Linear =
_, Table (Aligns)
(Table[], Table[], Table[])
sethiddenproperty
(LocalPlayer, , )
StarterGui:(, BindableEvent)
)
()
CharacterClone:()
BindableEvent.Event:(Event)
CharacterClone:():(()
CharacterClone.Parent
Added:()
Connection:()
CharacterClone:()
BindableEvent
BindableEvent:()
StarterGui:(, )
)
BindableEvent:():(Event)
RNG = (()
RNG = Random.();
(min,max,int)
int RNG:(min,max) RNG:(min,max)
;
)();
S = ({},{__index = (s,i) :(i) })
CF = {
N=.new;
A=.Angles;
fEA=.fromEulerAnglesXYZ;
}
C3 = {
N=.new;
RGB=.fromRGB;
HSV=(...) data={...}((data)==) .(...) .(...);;
}
V3 = {
N=.new;
FNI=.FromNormalId;
A=.FromAxis;
}
M = {
C=.cos;
R=.rad;
S=.sin;
T=.tan;
AT=.atan;
AT2=.atan2;
AS=.asin;
AC=.acos;
A=.abs;
F=.floor;
CE=.ceil;
P=.pi;
RNG=RNG;
H=.huge;
RRNG=(...) .((...))
}
R3 = Region3.new
De = S.Debris
WS =
Lght = S.Lighting
RepS = S.ReplicatedStorage
IN = .new
Plrs = S.Players
Plr = Plrs.LocalPlayer
(Plr)
Char = Plr.Character
Hum = Char:
(Hum Hum.RigType==.HumanoidRigType.R6,)
Head = Char.Head
RArm = Char[]
LArm = Char[]
RLeg = Char[]
LLeg = Char[]
Torso= Char.Torso
Root = Char.HumanoidRootPart
NeutralAnims =
Attack =
legAnims =
Mouse = Plr:()
EffectFolder=.()
EffectFolder.Name=
EffectFolder.Parent=Char
Movement =
Sine = ;
Change = ;
wsVal =
baseSound = ()
(parent,id,pitch,volume,looped,effect,autoPlay)
Sound = baseSound:()
Sound.SoundId = .. (id )
Sound.Pitch = pitch
Sound.Volume = volume
Sound.Looped = looped
(autoPlay)
.(()
() Sound.IsLoaded
Sound.Playing = autoPlay
)()
( looped effect)
Sound.Stopped:(()
Sound.Volume =
Sound:()
)
(effect)
()
Sound.Parent =parent
Sound
(parent,color,material,size,cframe,anchored,cancollide)
part = ()
part[(color) == ] = color C3.(,,)
part.Material = material .Material.SmoothPlastic
part.TopSurface,part.BottomSurface=,
part.Size = size V3.(,,)
part.CFrame = cframe CF.(,,)
part.CanCollide = cancollide
part.Anchored = anchored
part.Parent = parent
part
(part0,part1,c0,c1)
weld = ()
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0 CF.()
weld.C1 = c1 CF.()
weld.Parent = part0
weld
(parent,meshtype,meshid,textid,scale,offset)
part = ()
part.MeshId = meshid
part.TextureId = textid
part.Scale = scale V3.(,,)
part.Offset = offset V3.(,,)
part.MeshType = meshtype .MeshType.Sphere
part.Parent = parent
part
(id,pitch,volume,looped,effect,autoPlay,cf)
soundPart = (EffectFolder,C3.(,,),.Material.SmoothPlastic,V3.(,,),cf,,)
soundPart.Transparency=
Sound = ()
Sound.SoundId = .. (id )
Sound.Pitch = pitch
Sound.Volume = volume
Sound.Looped = looped
(autoPlay)
.(()
() Sound.IsLoaded
Sound.Playing = autoPlay
)()
( looped effect)
Sound.Stopped:(()
Sound.Volume =
soundPart:()
)
(effect)
()
Sound.Parent = soundPart
Sound
(name,part0,part1,c0,c1,)
joint = ( )
joint.Part0 = part0
joint.Part1 = part1
joint.C0 = c0 CF.()
joint.C1 = c1 CF.()
joint.Parent=part0
joint.Name=name part0....part1....joint.ClassName
joint
(joint,c0,alpha,style,dir)
(style==)
joint.C0 = joint.C0:(c0,alpha)
info = TweenInfo.(alpha ,style .EasingStyle.Linear,dir .EasingDirection.Out,,,)
tween = S.TweenService:(joint,info,{C0=c0})
tween:();
tween;
(instance,parent,properties)(properties.Parent) properties.Parent=parent ; new = (instance)(properties) prop,val , properties (() new[prop]=val );;new.Parent=parent; new;
(part)
(part)
n =
clone = part:()
clone.Transparency =
clone.BrickColor = BrickColor.()
clone.Size = clone.Size + .(n, n, n)
clone.Name =
clone.CFrame = part.CFrame
clone.Anchored=
clone.CanCollide=
(clone:())
clone.Size = clone.Size + .(, n, n)
clone.CFrame = part.CFrame * .(, n / , -n /)
(clone:())
clone.Size = clone.Size + .(n, n, n)
clone.CFrame = part.CFrame * .(-n / , n / , n / )
clone.Parent = part
clone
hitbox = (part)
touchingParts = hitbox:()
hitbox:()
(()
adjacent={}
_,v , touchingParts (v~=part) .(adjacent,v);
adjacent;
)()
DamageColor = BrickColor.new;
MusicData = {Parent=Torso,ID=;Pitch=;Volume=;}
God =
WalkSpeed =
Music = (MusicData.Parent,MusicData.ID,MusicData.Pitch,MusicData.Volume,,,)
Music.Name =
RJ = (,Root,Torso,CF.(),CF.())
NK = (,Torso,Head,CF.(,,),CF.())
LS = (,Torso,LArm,CF.(-,-,),CF.(,,))
RS = (,Torso,RArm,CF.(,-,),CF.(,,))
LH = (,Torso,LLeg,CF.(,,),CF.(,,))
RH = (,Torso,RLeg,CF.(,,),CF.(,,))
LSC0 = LS.C0
RSC0 = RS.C0
NKC0 = NK.C0
LHC0 = LH.C0
RHC0 = RH.C0
RJC0 = RJ.C0
ArtificialHB = (, )
ArtificialHB.Name =
:()
tf =
allowframeloss =
tossremainder =
lastframe = ()
frame = /
ArtificialHB:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.Heartbeat:()
lastframe = ()
i = , .(tf / frame)
ArtificialHB:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(num)
num == num ==
ArtificialHB.Event:()
i = , num
ArtificialHB.Event:()
_,v , Hum:()
v:();
(.Destroy,Char:)
(.Destroy,Hum:)
fromaxisangle = (x, y, z)
y
x, y, z = x.x, x.y, x.z
m = (x * x + y * y + z * z) ^
m >
si = .(m / ) / m
.(, , , si * x, si * y, si * z, .(m / ))
.()
(elapsed,cframe,velocity,rotation,acceleration)
pos = cframe.p
matrix = cframe-pos
(elapsed*rotation)*matrix+pos+elapsed*velocity+elapsed*elapsed*acceleration
(startPos,endPos,range,ignoreList)
ray = Ray.(startPos,(endPos-startPos).unit*range)
part,pos,norm = :(ray,ignoreList {},,)
part,pos,norm,(pos (startPos-pos).magnitude)
(char)
char: char: char: char:
(data)
Size = data.Size ;
Origin = data.Origin .();
Velocity = data.Velocity .(,,);
Gravity = data.Gravity .Gravity;
Color = data.Color .(,,);
Lifetime = data.Lifetime ;
Material = data.Material .Material.Glass;
ignore = data.Ignorelist {Char};
Init = data.Init;
Update = data.Update;
HitFunc = data.Hit;
ShouldCollide = data.BeforeCollision;
DeleteOnHit = data.DeleteOnHit;
ProjectilePart = data.Projectile ;
Look = data.AimAtPos ;
drop = ProjectilePart (,Color,Material,.(Size,Size,Size),Origin,,)
StartTravel = ()
currCF = data.Origin
( ProjectilePart)
(drop,.MeshType.Sphere)
drop.Parent=EffectFolder
drop.Material = Material
drop.Color = Color
drop.CFrame=Origin
object=({Part=drop},{
__newindex=(s,i,v)
(i==) StartTravel = () data.Origin = currCF Origin=currCF data.Gravity = v Gravity=v
(i==) StartTravel = () data.Origin = currCF Origin=currCF data.Velocity = v Velocity=v
(i==) data.Lifetime = v Lifetime=v
(i==) data.Ignorelist = v ignore=v
(i==) data.DeleteOnHit = v DeleteOnHit=v
(()
drop[i]=v
)
;
__index=data;
})
(Init)
(drop)
startTick = ();
.(()
elapsed = ()-startTick
trElapsed = ()-StartTravel
(elapsed>Lifetime)
drop:();
newCF = (trElapsed,Origin,Velocity,.(),.(,-Gravity,))
nextCF = (trElapsed+,Origin,Velocity,.(),.(,-Gravity,))
dist = (drop.Position-newCF.p).magnitude
hit,pos,norm = (drop.Position,newCF.p,dist,ignore)
currCF=newCF
doCollide = hit ((hit.Parent) hit.CanCollide) ( ShouldCollide (hit))
(hit doCollide) .(ignore,hit)
(Look)
drop.CFrame = .(newCF.p,nextCF.p)
drop.CFrame = .(newCF.p)
(Update) (drop,object,elapsed)
(doCollide)
(DeleteOnHit HitFunc) drop:()
(HitFunc) ((hit,pos,norm,object,drop))
( drop.Parent)
()
)()
object
(txt,timer,clr)
(Head: Head.Chattie:)
Head.Chattie.Killchat.Value=
(Head:)
Head.Chattie:()
nig = V3.(,,)
clr = ((clr)== clr.Color (clr)== clr C3.(,,))
bg = (,Head,{
Name=;
Adornee=Head;
LightInfluence=;
Size=.(,,,);
})
dismiss = (,bg,{
Name=;
})
text = (,bg,{
BackgroundTransparency=;
Size=.(,,,);
Font=.Font.Fantasy;
Text=txt;
TextColor3=clr;
TextStrokeColor3=C3.(,,);
TextScaled=;
TextTransparency=;
TextStrokeTransparency=;
})
.(()
i = , , -
bg.StudsOffsetWorldSpace=nig:(nig+V3.(,,),EasingFunctions.(-i,,,,))
(dismiss.Value)
()
start = ()
nig=bg.StudsOffsetWorldSpace
() dismiss.Value ()-start>=timer
bg.Name=
i = , ,
bg.StudsOffsetWorldSpace=nig:(nig+V3.(,,),EasingFunctions.(i,,,))
text.TextTransparency=i;
text.TextStrokeTransparency=+i/;
()
bg:()
)()
(pos,txt,timer,clr)
nig = (pos)== CF.(pos) pos
part = (EffectFolder,clr,.Material.SmoothPlastic,V3.(,,),nig,,)
part.Transparency=
bg = (,part,{
Adornee=part;
LightInfluence=;
Size=.(,,,);
})
text = (,bg,{
BackgroundTransparency=;
Size=.(,,,);
Font=.Font.Fantasy;
Text=txt;
TextColor3=part.Color;
TextStrokeColor3=C3.(,,);
TextScaled=;
TextTransparency=;
TextStrokeTransparency=;
})
.(()
i = , , -
part.CFrame=nig:(nig+V3.(,,),EasingFunctions.(-i,,,,))
text.TextTransparency=i;
text.TextTransparency=text.TextTransparency-;
text.TextStrokeTransparency=text.TextStrokeTransparency-;
()
start = ()
() ()-start>=timer
endRot=M.(-,)
i = , ,
part.CFrame=(nig+V3.(,,)):(nig+V3.(,-,),EasingFunctions.(i,,,,))
text.TextTransparency=i;
text.TextTransparency=text.TextTransparency+;
text.TextStrokeTransparency=text.TextStrokeTransparency+;
()
part:()
)()
(p,settings)
sh = ::()
optionFolder = sh:
_,v , optionFolder:()
(settings[v.Name])
v.Value=settings[v.Name]
originVal;
((settings.Origin)==)
originVal=()
((settings.Origin)==)
originVal=()
((settings.Origin)==)
originVal=()
(originVal)
originVal.Name =
originVal.Value = settings.Origin
originVal.Parent=optionFolder
parent = p.Character p: p:
(parent)
nig = sh:();
nig.Parent=parent
nig.Disabled=
S.Debris:(nig,(settings.Duration )+)
(settings)
_,p , ::()
(p,settings)
(object,properties,time,style,dir,repeats,reverse,)
info = TweenInfo.(time ,style .EasingStyle.Linear,dir .EasingDirection.Out,repeats ,reverse , )
tween = S.TweenService:(object,info,properties)
tween:()
tween;
(Start,Finish,Alpha)
Start + (Finish- Start) * Alpha
(val,enum,def)
enum = [(enum)]
succ,err=(() enum[val.Name] )
( err)
val
def
(val,,def)
(()==)
((val)== val def)
(()==)
i,v ,
((val)==v)
val
def
FXInformation = {}
(data)
((data)== data:) data=(data)
((data)==,)
data.Parent=EffectFolder
(data.BeamEffect)
(data)
Lifetime = data.Lifetime ;
Color = data.Color .(,,)
EndColor = data.EndColor
Size = data.Size .(,,)
EndSize = data.EndSize
Transparency = data.Transparency
EndTransparency = data.EndTransparency
Material = data.Material .Material.Neon;
Part = (data.RefPart)== data.RefPart (data.RefPart)== FXFolder:(data.RefPart);
CF = data.CFrame .(,,)
EndCF = data.EndCFrame data.EndPos
Mesh = data.MeshData data.Mesh {MeshType=.MeshType.Brick}
Rotation = data.Rotation {,,}
UpdateCF = data.UpdateCFrame;
Update = data.Update;
CSQ,SSQ,TSQ,CFQ;
((Color)==) Color = Color.Color
((EndColor)==) EndColor = EndColor.Color
((Color)==)
CSQ = Color
((Color)== (EndColor)==)
CSQ = ColorSequence.(Color,EndColor)
((Color)==)
CSQ = ColorSequence.(Color)
CSQ = ColorSequence.(.(,,))
((Size)== Size.Keypoints (Size.Keypoints[].Value)==)
SSQ = Size
((Size)== (EndSize)==)
SSQ = Vector3Sequence.(Size,EndSize)
((Size)==)
SSQ = Vector3Sequence.(Size)
SSQ = Vector3Sequence.(.(,,))
((CF)== CF.Keypoints (CF.Keypoints[].Value)==)
CFQ = CF
((CF)== (EndCF)==)
CFQ = CFrameSequence.(CF,EndCF)
((CF)==)
CFQ = CFrameSequence.(CF)
CFQ = CFrameSequence.(.(,,))
((Transparency)==)
TSQ = Transparency
((Transparency)== (EndTransparency)==)
TSQ = NumberSequence.(Transparency,EndTransparency)
((Transparency)==)
TSQ = NumberSequence.(Transparency)
TSQ = NumberSequence.(,)
part,mesh;
( Part Part:)
part = .()
mesh = .(,part)
part=Part:();
mesh=part:
part.Color = CSQ.Keypoints[].Value
part.Transparency = TSQ.Keypoints[].Value
part.Size = ( mesh SSQ.Keypoints[].Value .(,,))
part.Anchored =
part.CanCollide =
part.CFrame = CFQ.Keypoints[].Value
part.Material = Material
part.Locked =
part.Parent = EffectFolder
(mesh)
mesh.Scale = SSQ.Keypoints[].Value
mesh.MeshType = Mesh.MeshType Mesh.Type .MeshType.Brick
mesh.MeshId = Mesh.MeshId Mesh.Id
mesh.TextureId = Mesh.TextureId Mesh.Texture
::(part,Lifetime*)
.(FXInformation,{
Part=part;
Mesh=mesh;
Lifetime=Lifetime;
Create=();
ColorSeq=CSQ;
SizeSeq=SSQ;
TranSeq=TSQ;
CFSeq=CFQ;
ColorPoint=CSQ.Keypoints[];
SizePoint=SSQ.Keypoints[];
TranPoint=TSQ.Keypoints[];
CFPoint=CFQ.Keypoints[];
Rotation=Rotation;
CurrRot=.();
UpdateCF=((UpdateCF)== UpdateCF (UpdateCF)== UpdateCF: (UpdateCF) );
OnUpdate=((Update)== Update (Update)== Update: (Update) )
})
(sequence,currentTime,lifeTime)
scale = currentTime/lifeTime
i = ,#sequence.Keypoints
keyframe = sequence.Keypoints[i]
nframe = sequence.Keypoints[i+]
( nframe keyframe.Time>=scale keyframe.Time<nframe.Time)
keyframe
sequence.Keypoints[];
;
.(()
()
queue={}
i,dat , FXInformation
part,mesh,lifetime,created,csq,ssq,tsq,cfq,rot,ucf,upd =
dat.Part,
dat.Mesh,
dat.Lifetime,
dat.Create,
dat.ColorSeq,
dat.SizeSeq,
dat.TranSeq,
dat.CFSeq,
dat.Rotation,
dat.UpdateCF,
dat.OnUpdate;
current = ();
elapsed = ()-created
currentcpoint = (csq,elapsed,lifetime)
currentspoint = (ssq,elapsed,lifetime)
currenttpoint = (tsq,elapsed,lifetime)
currentcfpoint = (cfq,elapsed,lifetime)
currentcolor = currentcpoint.Value
currenttrans = currenttpoint.Value
currentsize = currentspoint.Value
currentcf = currentcfpoint.Value
(currentcpoint~=dat.ColorPoint)
(part,{Color=currentcolor},(currentcpoint.Time-dat.ColorPoint.Time)*lifetime)
dat.ColorPoint=currentcpoint
(currenttpoint~=dat.TranPoint)
(part,{Transparency=currenttrans},(currenttpoint.Time-dat.TranPoint.Time)*lifetime)
dat.TranPoint=currenttpoint
(currentspoint~=dat.SizePoint)
(mesh)
(mesh,{Scale=currentsize},(currentspoint.Time-dat.SizePoint.Time)*lifetime)
(part,{Size=currentsize},(currentspoint.Time-dat.SizePoint.Time)*lifetime)
dat.SizePoint=currentspoint
newRot={,,}
(rot==)
dat.CurrRot = .(.(Random.():(,)),.(Random.():(,)),.(Random.():(,)))
((rot)==)
dat.CurrRot = dat.CurrRot*.(.(rot[]),.(rot[]),.(rot[]))
(ucf (ucf)==)
part.CFrame=(dat)
(#cfq.Keypoints==)
part.CFrame=cfq.Keypoints[].Value:(cfq.Keypoints[].Value,elapsed/lifetime)*dat.CurrRot
(currentcfpoint~=dat.CFPoint)
(part,{=currentcf},(currentcfpoint.Time-dat.CFPoint.Time)*lifetime)
dat.CFPoint=currentcfpoint
((upd)==) (dat)
( part part.Parent)
.(queue,(i))
(elapsed>=lifetime)
part:()
_,v , queue FXInformation[(v)]=;
)()
(data)
Parent = (data.Parent,,)
Color = (data.Color,{,},.(,,))
Width = (data.Width,,);
EndWidth = (data.EndWidth,,);
Length = (data.Length,,);
EndLength = (data.EndLength,,Length*);
Curve = (data.Curve,,);
EndCurve = (data.EndCurve,,Curve*);
SCFrame = (data.CFrame,,.(,,))
Lifetime = (data.Lifetime,,)
Offset = (data.Offset,,.())
Style = ((data.EasingStyle,,.EasingStyle.Quad),.EasingStyle,.EasingStyle.Quad)
Direction = ((data.EasingDirection,,.EasingDirection.Out),.EasingDirection,.EasingDirection.Out)
Delay = (data.Delay,,)
BeamProperties = (data.BeamProps,,{})
FadeAway = (data.Fades,,)
FadeStyle = ((data.FadeStyle,,.EasingStyle.Linear),.EasingStyle,.EasingStyle.Linear)
FadeDir = ((data.FadeDirection,,.EasingDirection.Out),.EasingDirection,.EasingDirection.Out)
CSQ;
TSQ;
((Color)==)
CSQ = Color
((Color)==)
CSQ = ColorSequence.(Color)
((Color)==)
CSQ = ColorSequence.(Color.Color)
CSQ = ColorSequence.(.(,,))
P = (Parent,Color,.Material.SmoothPlastic,.(,,),SCFrame,,)
P.Transparency =
A0 = .()
A1 = .()
A0.Position = .(,,Length)
A1.Position = .(,,-Length)
A0.Parent=P
A1.Parent=P
Beam = .()
Beam.Attachment0=A0
Beam.Attachment1=A1
Beam.FaceCamera=
Beam.LightInfluence=BeamProperties.LightInfluence
Beam.LightEmission=BeamProperties.LightEmission
i,v , BeamProperties
(() Beam[i]=v )
Beam.Color = CSQ
Beam.CurveSize0 = Curve
Beam.CurveSize1 = -Curve
Beam.Width0=Width
Beam.Width1=Width
Beam.Parent=P
ti = {Lifetime,Style,Direction,,,Delay}
(P,{ = SCFrame*Offset},(ti))
(Beam,{Width0=EndWidth,Width1=EndWidth,CurveSize0=EndCurve,CurveSize1=-EndCurve},(ti))
(A0,{Position=.(,,EndLength)},(ti))
(A1,{Position=.(,,-EndLength)},(ti)).Completed:(() P:() )
(FadeAway)
part = .()
part.Transparency = Beam.Transparency.Keypoints[].Value
(part,{Transparency=},Lifetime,FadeStyle,FadeDir,,,Delay)
()
Beam.Transparency=NumberSequence.(part.Transparency)
P.Parent
EffectInfo={}
(data)
color = data.Color .(,,);
transparency = data.Transparency {,}
lifetime = data.Lifetime
cframe = data.CFrame .(,,)
acceleration = data.Acceleration .(,,)
endpos = data.EndPos
rotation = data.Rotation {,,}
meshData = data.Mesh {Type=.MeshType.Brick}
size = data.Size .(,,)
material = data.Material .Material.Neon
setpart = (data.Part)== FXFolder:((data.Part)):() (data.Part)== data.Part
endSize = data.EndSize size
reverse = data.Reverse
sizeTween = data.TweenSize EasingFunctions[data.TweenSize];
moveTween = data.TweenPos EasingFunctions[data.TweenPos];
transTween = data.TweenTrans EasingFunctions[data.TweenTrans];
accelTween = data.TweenAccel EasingFunctions[data.TweenAccel];
(endSize (size)==) size={size,endSize}
((size)==) size={size,size}
((transparency)==) transparency={transparency,transparency}
((color)==) color=color.Color
PM;
part = setpart (,color,material,.(,,),cframe,,)
( part: part:)
scale = size[]
(meshData == )
PM = (part,.MeshType.FileMesh,,,scale,.(,,-scale.X/))
(meshData == )
PM = (part,.MeshType.FileMesh,,,scale,.(,,))
(meshData == )
PM = (part,.MeshType.FileMesh,,,.(scale.X/,,scale.Z/),.(,,))
(meshData == )
PM = (part,.MeshType.FileMesh,,,.(scale.X/,scale.Y/,scale.Z/),.(,,))
(meshData == )
PM = (part,.MeshType.FileMesh,,,scale/,.(,,))
(meshData == )
PM = (part,.MeshType.FileMesh,,,scale/,.(,,))
(meshData == )
PM = (part,.MeshType.FileMesh,,,scale*,.(,,))
(meshData == )
PM = (part,.MeshType.FileMesh,,,scale,.(,,))
(meshData == )
PM = (part,.MeshType.FileMesh,,,scale,.(,,))
((meshData) == (meshData) == )
Type = meshData.MeshType meshData.Type .MeshType.Brick
ID = meshData.MeshId meshData.Mesh ;
Tex = meshData.TextureId meshData.Texture ;
Offset = meshData.Offset .(,,)
PM = (part,Type,ID,Tex,scale,Offset)
( part:())
PM = (part,.MeshType.Brick,,,scale)
PM = part:()
part.Material = material
part.CFrame = cframe
part.Color = color
part.Anchored =
part.CanCollide =
part.Transparency = transparency[]
part.Size = (PM .(,,) size[])
part.Parent = EffectFolder
start = ()
t0 = ()
t01 = ()
lastTrans=;
lastSize=;
lastColor=;
info = {start,lifetime,t0,transTween,sizeTween,moveTween,accelTween,color,transparency,size,part,PM,rotation,acceleration,endpos,cframe,reverse,acceleration}
.(EffectInfo,info)
.(()
()
i,v , EffectInfo
start,lifetime,t0,transTween,sizeTween,moveTween,accelTween,color,transparency,size,part,mesh,rotation,acceleration,endpos,cframe,reverse,startacc=(v)
elapsed = ()-start
left = elapsed/lifetime
dt = ()-t0
t0 = ()
(mesh)
mesh.Scale = size[]:(size[],(sizeTween (elapsed,,,lifetime) left))
part.Size = size[]:(size[],(sizeTween (elapsed,,,lifetime) left))
part.Transparency = (transparency[],transparency[],(transTween (elapsed,,,lifetime) left))
newRot={,,}
(rotation==)
newRot={.(Random.():(,)),.(Random.():(,)),.(Random.():(,))}
((rotation)==)
x,y,z=.(rotation[]),.(rotation[]),.(rotation[])
(rotation[]==) x=
(rotation[]==) y=
(rotation[]==) z=
newRot={x,y,z}
accelMult=(accelTween -(elapsed,,,lifetime) )
accel=(acceleration*dt)
(endpos)
part.CFrame = cframe:(endpos,(moveTween (elapsed,,,lifetime) left))
(accel (accel.x~= accel.y~= accel.z~=))
part.CFrame = part.CFrame*.((newRot))+(accel*accelMult)
(newRot (newRot[]~= newRot[]~= newRot[]~=))
part.CFrame = part.CFrame*.((newRot))
(reverse>)
acceleration=acceleration-.(
*startacc.x/(reverse/),
*startacc.y/(reverse/),
*startacc.z/(reverse/)
)
(elapsed>lifetime)
part:()
EffectInfo[i]=
EffectInfo[i]={start,lifetime,t0,transTween,sizeTween,moveTween,accelTween,color,transparency,size,part,mesh,rotation,acceleration,endpos,cframe,reverse,startacc}
)()
(char)
char: char: char: char:
(startPos,endPos,range,ignoreList)
ray = Ray.(startPos,(endPos-startPos).unit*range)
part,pos,norm = :(ray,ignoreList {Char},,)
part,pos,norm,(pos (startPos-pos).magnitude)
(point,range,ignore)
:((point-V3.(,,)*range/,point+V3.(,,)*range/),ignore,)
(data)
Who = data.Who;
MinDam = data.MinimumDamage ;
MaxDam = data.MaximumDamage ;
MaxHP = data.MaxHP ;
DamageIsPercentage = data.PercentageDamage
DB = data.Debounce ;
CritData = data.Crit {}
CritChance = CritData.Chance ;
CritMultiplier = CritData.Multiplier ;
OnHitFunc = data.OnHit
DeathFunction = data.OnDeath
(Who,)
Humanoid = Who:
Critical = M.(,,) <= CritChance
DoneDamage = M.(MinDam,MaxDam,) * (Critical CritMultiplier )
canHit =
(Humanoid)
(canHit)
HitTorso = (Who)
player = S.Players:(Who)
( player player.UserId ~= player.UserId ~= )
(Humanoid.MaxHealth >= MaxHP Humanoid.Health > )
Humanoid.Health = ;
Who:();
(DeathFunction) (Who,Humanoid)
c = .(,Hum)
c.Name =
c.Value = Plr
S.Debris:(c,)
(Who: Humanoid.Health > )
((Who.Head.CFrame * CF.(, , (Who.Head.Size.Z / )).p+V3.(,,)+V3.(M.(-,),,M.(-,))), DoneDamage, , DamageColor)
DoneDamage = DoneDamage*(DamageIsPercentage Humanoid.MaxHealth/ )
(Humanoid.Health > Humanoid.Health-DoneDamage <= ) (DeathFunction) (Who,Humanoid)
Humanoid.Health = Humanoid.Health - DoneDamage
(OnHitFunc)
(Who,HitTorso)
(where,range,func)
hit = {}
_,v , (where,range,{Char})
hum = (v.Parent v.Parent:)
(hum hit[hum])
hit[hum] =
(v.Parent,hum)
hit
(where,range,data)
(where,range,(c,h)
data.Who=c
(data)
)
(velocity,decay)
(w,t)
BV = ()
BV.P=
BV.MaxForce=V3.(M.H,M.H,M.H)
BV.Velocity=velocity V3.(,,)+(Root.CFrame.lookVector*)
BV.Parent=t
S.Debris:(BV,decay )
S.UserInputService.InputBegan:((io,gpe)
(gpe Attack)
)
()
Sine=Sine+Change
( Music Music.Parent)
tp = (Music Music.TimePosition)
Music = (MusicData.Parent,MusicData.ID,MusicData.Pitch,MusicData.Volume,,,)
Music.Name =
Music.TimePosition = tp
Music.SoundId = ..MusicData.ID
Music.Parent = MusicData.Parent
Music.Pitch = MusicData.Pitch
Music.Volume = MusicData.Volume
Hit,Pos = (Root.Position,Root.Position-V3.(,,),)
Walking = Hum.MoveDirection.magnitude>
State = ( Hit Root.Velocity.Y<- Hit Root.Velocity.Y> Walking )
( EffectFolder EffectFolder.Parent~=Char)
EffectFolder=.()
EffectFolder.Name=
EffectFolder.Parent=Char
FwdDir = (Walking Hum.MoveDirection*Root.CFrame.lookVector V3.())
RigDir = (Walking Hum.MoveDirection*Root.CFrame.rightVector V3.())
Vec = {
X=RigDir.X+RigDir.Z,
Z=FwdDir.X+FwdDir.Z
};
Divide =
(Vec.Z<)
Divide=.(-(*Vec.Z),,)
Vec.Z = Vec.Z/Divide
Vec.X = Vec.X/Divide
Hum.WalkSpeed = WalkSpeed/Divide
Value = Movement/
(legAnims)
(State==)
Change=
(State==)
Change=
( NeutralAnims)
(State== State==)
Change=
(NeutralAnims)
(State == )
Alpha =
(NK,CF.(,,-)*CF.(M.(- + * M.(Sine/)),M.(),M.()),Alpha,)
(LS,CF.(-,- - * M.(Sine/),-)*CF.(M.( - * M.(Sine/)),M.(),M.(-)),Alpha,)
(LH,CF.(-,- - * M.(Sine/),-)*CF.(M.( + * M.(Sine/)),M.(),M.()),Alpha,)
(RJ,CF.(, + * M.(Sine/),)*CF.(M.(-),M.(),M.()),Alpha,)
(RH,CF.(,- - * M.(Sine/),-)*CF.(M.( + * M.(Sine/)),M.(-),M.()),Alpha,)
(RS,CF.(,- - * M.(Sine/),-)*CF.(M.( - * M.(Sine/)),M.(-),M.()),Alpha,)
(State == )
Alpha =
(NK,CF.(,,)*CF.(M.( + * M.(Sine/)),M.(),M.()),Alpha,)
(LS,CF.(M.(-(Sine*)),M.(),M.())*CF.(-,-,)*CF.(M.(),M.(),M.()),Alpha,)
(LH,CF.(M.(-(Sine*)),M.(),M.())*CF.(-,-,)*CF.(M.(),M.(),M.()),Alpha,)
(RJ,CF.( - * M.(Sine/), + * M.(Sine/),)*CF.(M.(- + * M.(Sine/)),M.(),M.()),Alpha,)
(RH,CF.(M.(-(Sine*) + ),M.(),M.())*CF.(,-,)*CF.(M.(),M.(),M.()),Alpha,)
(RS,CF.(M.(-(Sine*) + ),M.(),M.())*CF.(,-,)*CF.(M.(),M.(),M.()),Alpha,)
(State == )
idk = .(.(Root.Velocity.Y/,-M.()),M.())
(NK,CF.(,,)*CF.(M.(),M.(),M.()),,)
(LS,CF.(-,-,-)*CF.(M.(-),M.(),M.()),,)
(LH,CF.(-,-,)*CF.(M.(-),M.(),M.()),,)
(RJ,CF.(,,)*CF.(M.(),M.(),M.()),,)
(RH,CF.(,-,)*CF.(M.(-),M.(),M.()),,)
(RS,CF.(,-,-)*CF.(M.(-),M.(),M.()),,)
(State == )
idk = .(.(Root.Velocity.Y/,-M.()),M.())
(NK,CF.(,,-)*CF.(M.(-),M.(),M.()),,)
(LS,CF.(-,-,-)*CF.(M.(),M.(),M.()),,)
(LH,CF.(-,-,-)*CF.(M.(),M.(),M.()),,)
(RJ,CF.(,,-)*CF.(M.(-),M.(),M.()),,)
(RH,CF.(,-,-)*CF.(M.(),M.(),M.()),,)
(RS,CF.(,-,-)*CF.(M.(),M.(),M.()),,)
b

Universal