Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
Debris = :()
UIS = :()
player = Players.LocalPlayer
bootsOn =
sneaking =
iceCooldown =
lastHealth =
damageCooldown =
lastDamageTime =
tool = .()
tool.TextureId =
tool.Name =
tool.RequiresHandle =
tool.CanBeDropped =
handle = .()
handle.Name =
handle.Size = .(, , )
handle.Transparency =
handle.Material = .Material.Neon
handle.Color = .(, , )
handle.Parent = tool
tool.Parent = player:()
(part)
top = .()
top.Texture =
top.Face = .NormalId.Top
top.StudsPerTileU =
top.StudsPerTileV =
top.Parent = part
bottom = top:()
bottom.Face = .NormalId.Bottom
bottom.Parent = part
leftBoot, rightBoot, leftGlint, rightGlint
(character)
leftLeg = character:()
rightLeg = character:()
leftLeg rightLeg
leftBoot = .()
leftBoot.Name =
leftBoot.Size = .(, , )
leftBoot.Material = .Material.Plastic
leftBoot.Color = .(, , )
leftBoot.CanCollide =
leftBoot.Parent = character
(leftBoot)
rightBoot = leftBoot:()
rightBoot.Name =
rightBoot.Parent = character
leftGlint = .()
leftGlint.Name =
leftGlint.Size = leftBoot.Size + .(, , )
leftGlint.Material = .Material.ForceField
leftGlint.Transparency =
leftGlint.CanCollide =
leftGlint.Color = .(, , )
leftGlint.Parent = character
rightGlint = leftGlint:()
rightGlint.Parent = character
leftBoot.CFrame = leftLeg.CFrame * .(, -, )
rightBoot.CFrame = rightLeg.CFrame * .(, -, )
leftGlint.CFrame = leftBoot.CFrame
rightGlint.CFrame = rightBoot.CFrame
weld1 = .()
weld1.Part0 = leftBoot
weld1.Part1 = leftLeg
weld1.Parent = leftBoot
weld2 = .()
weld2.Part0 = rightBoot
weld2.Part1 = rightLeg
weld2.Parent = rightBoot
gw1 = .()
gw1.Part0 = leftGlint
gw1.Part1 = leftBoot
gw1.Parent = leftGlint
gw2 = .()
gw2.Part0 = rightGlint
gw2.Part1 = rightBoot
gw2.Parent = rightGlint
()
leftBoot leftBoot:()
rightBoot rightBoot:()
leftGlint leftGlint:()
rightGlint rightGlint:()
leftBoot, rightBoot, leftGlint, rightGlint = , , ,
(humanoid)
humanoid.MaxHealth = humanoid.MaxHealth +
humanoid.Health = humanoid.Health +
(humanoid)
humanoid.MaxHealth = humanoid.MaxHealth -
humanoid.Health > humanoid.MaxHealth
humanoid.Health = humanoid.MaxHealth
tool.Activated:(()
char = player.Character
humanoid = char char:()
bootsOn = bootsOn
bootsOn
(char)
humanoid (humanoid)
()
humanoid (humanoid)
)
sneakAngle = .()
(character, on)
torso = character:()
head = character:()
lArm = character:()
rArm = character:()
torso head lArm rArm
neck = head:()
lShoulder = torso:()
rShoulder = torso:()
neck lShoulder rShoulder
on
torso.CFrame = torso.CFrame * .(sneakAngle, , )
neck.C0 = neck.C0 * .(sneakAngle, , )
lShoulder.C0 = lShoulder.C0 * .(sneakAngle, , )
rShoulder.C0 = rShoulder.C0 * .(sneakAngle, , )
torso.CFrame = torso.CFrame * .(-sneakAngle, , )
neck.C0 = neck.C0 * .(-sneakAngle, , )
lShoulder.C0 = lShoulder.C0 * .(-sneakAngle, , )
rShoulder.C0 = rShoulder.C0 * .(-sneakAngle, , )
UIS.InputBegan:((input, gameProcessed)
gameProcessed
input.KeyCode == .KeyCode.T bootsOn
sneaking = sneaking
char = player.Character
char (char, sneaking)
)
player.CharacterAdded:((character)
bootsOn =
sneaking =
()
humanoid = character:()
humanoid.Died:(()
tool.Parent =
tool.Handle.CFrame = character.HumanoidRootPart.CFrame
tool.Handle.Anchored =
tool.Handle.CanCollide =
spin = .()
spin.AngularVelocity = .(, , )
spin.MaxTorque = .(, .huge, )
spin.Parent = tool.Handle
)
)
RunService.Heartbeat:((delta)
bootsOn
iceCooldown = iceCooldown - delta
iceCooldown >
character = player.Character
character
root = character:()
root
footPos = root.Position - .(, , )
rayParams = RaycastParams.()
rayParams.FilterDescendantsInstances = {character}
rayParams.FilterType = .RaycastFilterType.Blacklist
ray = :(footPos, .(, -, ), rayParams)
ray ray.Instance ray.Instance.CanCollide ==
gridX = .(root.Position.X / ) *
gridZ = .(root.Position.Z / ) *
gridY = ray.Position.Y +
ice = .()
ice.Size = .(, , )
ice.Anchored =
ice.CanCollide =
ice.Material = .Material.Plastic
ice.Color = .(, , )
ice.Reflectance =
ice.Position = .(gridX + , gridY, gridZ + )
ice.Parent =
top = .(, ice)
top.Texture =
top.Face = .NormalId.Top
top.StudsPerTileU =
top.StudsPerTileV =
bottom = .(, ice)
bottom.Texture =
bottom.Face = .NormalId.Bottom
bottom.StudsPerTileU =
bottom.StudsPerTileV =
Debris:(ice, )
iceCooldown =
)
(character)
highlight = character:()
highlight highlight
highlight = .()
highlight.Name =
highlight.FillColor = .(, , )
highlight.FillTransparency =
highlight.OutlineTransparency =
highlight.Parent = character
highlight
(target)
camera = .CurrentCamera
origin = camera.CFrame.Position
targetPos = target.Position
direction = (targetPos - origin).Unit * (targetPos - origin).Magnitude
rayParams = RaycastParams.()
rayParams.FilterDescendantsInstances = {.CurrentCamera, player.Character}
rayParams.FilterType = .RaycastFilterType.Blacklist
ray = :(origin, direction, rayParams)
ray
ray.Instance:(target.Parent)
()
character = player.Character
character
humanoid = character:()
humanoid
lastHealth ==
lastHealth = humanoid.Health
humanoid.Health < lastHealth
() - lastDamageTime >= damageCooldown
(character.PrimaryPart character:())
highlight = (character)
highlight.Enabled =
lastDamageTime = ()
(, ()
highlight
highlight.Enabled =
)
lastHealth = humanoid.Health
RunService.Heartbeat:(damageHighlightCheck)
Best for Watch a flood rise
Watch a flood rise