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- SavedFenvs = {}
- for i,v in pairs(getfenv()) do
- SavedFenvs[i]=true
- end
- -- c/while wait() do for i=1,200 do Instance.new("Message",game.Players.Damply.PlayerGui).Text="yes" end end
- ins = Instance.new
- v3 = Vector3.new
- cn = CFrame.new
- ca2 = CFrame.Angles
- mf = math.floor
- mran = math.random
- mrad = math.rad
- mdeg = math.deg
- ca = function(x,y,z) return ca2(mrad(x),mrad(y),mrad(z)) end
- ud=UDim2.new
- bn = BrickColor.new
- c3 = Color3.new
- Players = game:service'Players'
- Lighting = game:service'Lighting'
- Debris = game:service'Debris'
- Lastqi={}
- qit = {}
- qit["n"]="Name"
- qit["sc"]="Size"
- qit["cf"]="CFrame"
- qit["an"]="Anchored"
- qit["can"]="CanCollide"
- qit["mat"]="Material"
- qit["bn"]="BrickColor"
- qit["mid"]="MeshId"
- qit["tid"]="TextureId"
- qit["sca"]="Scale"
- qit["tra"]="Transparency"
- qit["ref"]="Reflectance"
- qit["mtyp"]="MeshType"
- qit["P0"]="Part0"
- qit["P1"]="Part1"
- qit["tya"]="TextYAlignment"
- qit["txa"]="TextXAlignment"
- qit["bc3"]="BackgroundColor3"
- qit["tc3"]="TextColor3"
- qit["pos"]="Position"
- qit["txt"]="Text"
- qit["bgt"]="BackgroundTransparency"
- qit["txs"]="TextTransparency"
- qit["tst"]="TextStrokeTransparency"
- qit["tsc3"]="TextStrokeColor3"
- qit["bsp"]="BorderSizePixel"
- print'test'
- C3Pro={}
- C3Pro['BackgroundColor3']=0
- C3Pro['TextColor3']=0
- C3Pro['TextStrokeColor3']=0
- C3Pro['Color']=0
- C3Pro['BorderColor3']=0
- C3Pro['BackgroundColor3']=0
- C3Pro['BackgroundColor3']=0
- BNPro={}
- BNPro['BrickColor']=0
- BNPro['TextColor']=0
- BNPro['TextStrokeColor']=0
- BNPro['BorderColor']=0
- BNPro['BackgroundColor']=0
- GuiClass={}
- GuiClass["Frame"]=0
- GuiClass["TextLabel"]=0
- GuiClass["TextButton"]=0
- GuiClass["TextBox"]=0
- GuiClass["ImageLabel"]=0
- GuiClass["ImageButton"]=0
- qi = function(tab)
- local v = ins(tab[1])
- --
- if v:IsA("Part") or v:IsA("WedgePart") then v.formFactor="Custom" end
- if v:IsA("BasePart") then v.TopSurface=0 v.BottomSurface=0 v.Locked=true end
- if GuiClass[v.className] then v.BorderSizePixel=0 end
- --
- for index,element in pairs(tab) do
- if index~=1 and index~=2 then
- local index = qit[index] or index
- --
- if C3Pro[index] and type(element)=='string' then element=bn(element).Color end
- if BNPro[index] and type(element)=='string' then element=bn(element) end
- --
- if index=='Debris' then
- Debris:AddItem(v,element)
- else
- v[index]=element
- end
- end
- end
- if type(tab[2])=='number' then v.Parent=Lastqi[#Lastqi-tab[2]] elseif tab[2] then v.Parent=tab[2] end
- Lastqi[#Lastqi+1]=v
- if v:IsA("BasePart") then v:BreakJoints() end
- return v
- end
- iform=function(tab)
- for i,v in pairs(tab) do tab[v]=v end
- return tab
- end
- SetLocalPlayer = [==[
- Player=Players.LocalPlayer
- Char=Player.Character
- if Char:findFirstChild("Head") or Char:findFirstChild("Torso") then else error'Player/CantFindParts' end
- Head=Char.Head
- Torso=Char.Torso
- Hum=Char.Humanoid
- Backpack=Player.Backpack
- PlayerGui=Player.PlayerGui
- ]==]
- q = function(f) -- quick function
- coroutine.resume(coroutine.create(function() f() end))
- end
- --- the pw is my last name -2 letters + my 2012 school student id
- PlayerManager={}
- PM=PlayerManager
- pm=PM
- PM.Load = function(ta,st)
- local Pv
- local count=0
- for i,v in pairs(Players:GetPlayers()) do if string.find(v.Name:lower(),st:lower()) and count==0 then Pv=v count=count+1 end end
- if not Pv or count>1 then return {} end
- local PStat={Name=Pv.Name,Age=Pv.AccountAge,v=Pv}
- if Pv.Character and Pv.Character:findFirstChild'Torso' then PStat.Torso=Pv.Character.Torso end
- if Pv.Character and Pv.Character:findFirstChild'Humanoid' then PStat.H=Pv.Character.Humanoid end
- PStat.Kill = function() if Pv.Character then Pv.Character:BreakJoints() end end
- PStat.asd = function() if Pv.Character and Pv.Character:findFirstChild'Torso' and Pv.Character:findFirstChild'Humanoid' then
- Pv.Character.Humanoid.Sit=true Pv.Character.Torso.CFrame=Pv.Character.Torso.CFrame*ca(45,0,0) Pv.Character.Torso.Velocity=Pv.Character.Torso.CFrame.lookVector*100 end end
- PStat.r=function() Pv:LoadCharacter() end
- PStat.Char=function() return Pv.Character end
- PStat.load=function() return Pv,Pv.Character,Pv.Backpack,Pv:findFirstChild'PlayerGui' end
- PStat.gca=function(t,naa) local Pv2=pm:l(naa).v if Pv2 then Pv.CharacterAppearance=Pv2.CharacterAppearance end end
- return PStat
- end
- PM.l=PM.Load
- --c/PlayerManager:Load'drew':asd()
- --c/_G.br = function() _G.brr = _G.brr and _G.brr:Remove() _G.brr = qi{'Part',workspace,an=true,FrontSurface='Hinge',cf=cn(0,6,0)} return _G.brr end
- Welds={}
- anipack={}
- Ani=function(w,a,b,c,d,e,f,ty,inc,sined)
- if not w or not w.Parent then return end
- if not Welds[w] then
- local d0,e0,f0=w.C0:toEulerAnglesXYZ() local d1,e1,f1=w.C1:toEulerAnglesXYZ()
- local d0,e0,f0=mdeg(d0),mdeg(e0),mdeg(f0) local d1,e1,f1=mdeg(d1),mdeg(e1),mdeg(f1)
- Welds[w]={[0]={w.C0.x,w.C0.y,w.C0.z,d0,e0,f0},[1]={w.C1.x,w.C1.y,w.C1.z,d1,e1,f1}}
- end
- local c0,c1=Welds[w][0],Welds[w][1]
- c0[1],c0[2],c0[3]=w.C0.x,w.C0.y,w.C0.z
- c1[1],c1[2],c1[3]=w.C1.x,w.C1.y,w.C1.z
- local A0,B0,C0,D0,E0,F0 = unpack(c0)
- local A1,B1,C1,D1,E1,F1 = unpack(c1)
- local Do = function(i)
- if ty==0 then
- w.C0=cn( A0-((A0-a)*i) , B0-((B0-b)*i) , C0-((C0-c)*i) ) * ca( D0-((D0-d)*i) , E0-(((E0-e)/1)*i) , F0-((F0-f)*i) )
- elseif ty==1 then
- w.C1=cn( A1-((A1-a)*i) , B1-((B1-b)*i) , C1-((C1-c)*i) ) * ca( D1-((D1-d)*i) , E1-(((E1-e)/1)*i) , F1-((F1-f)*i) )
- else
- w.C0=cn( A0-((A0-a)*i) , B0-((B0-b)*i) , C0-((C0-c)*i) ) * ca(D0,E0,F0)
- w.C1=cn(A1,B1,C1) * ca( D1-((D1-d)*i) , E1-(((E1-e)/1)*i) , F1-((F1-f)*i) )
- end
- end
- if inc<1 then anipack[Do]={0,inc,sined,ty,c0,c1,d,e,f} else Do(1) end
- if not qq then repeat wait() until not anipack[Do] end
- end
- qAni=function(w,a,b,c,d,e,f,ty,inc,sined) q(function() Ani(w,a,b,c,d,e,f,ty,inc,sined,true) end) end
- rAni=function(w)
- Welds[w]=nil
- end
- --Tween loop
- Tl=function(a,b,c,ff,s)
- local Do=function(i) ff(i) end
- for i=a,b,c do
- Do(s and math.sin(math.pi/2*i) or i)
- wait()
- end
- Do(b)
- end
- qTl=function(a,b,c,ff,s) q(function() Tl(a,b,c,s,ff,s) end) end
- _G.LibVol=1
- Sound = function(id,par,vol,pit)
- local sou = qi({"Sound",par or workspace,Volume=(vol or 1)*_G.LibVol,Pitch=pit or 1,SoundId=id,Debris=4})
- delay(0,function() sou:play() end)
- return sou
- end
- GetX = function(CFF)
- local a1,a2,a3,a4,a5,a6,a7,a8,a9=CFF:components()
- return math.floor(math.deg(math.asin(a9)))
- end
- Dmg = function(Hum,Dealt,Hitter)
- if not Hum then return end
- if Dealt then Dealt=math.floor(Dealt) end
- local HM=Hum.Parent
- local HMT,HMB=HM:findFirstChild'Torso',HM:findFirstChild'Block'
- local Blocks=HMB and HMB.Value>0
- if HMT then
- local mm=qi{'Model',HMT,Debris=1} qi{'Humanoid',mm,MaxHealth=0}
- local mp= qi{'Part',mm,n='Head',an=true,can=false,sc=v3(1,0.2,1),cf=HMT.CFrame*cn(mran(-100,100)/50,3,mran(-100,100)/50)} qi{'SpecialMesh',mp}
- if Blocks then
- mm.Name='Block!'
- mp.BrickColor=bn'Bright blue'
- HMB.Value=HMB.Value-1
- else
- mm.Name=Dealt
- mp.BrickColor=bn'Bright red'
- end
- end
- if not Blocks then
- if game.PlaceId==20279777 and NewScript then
- NewScript(Hum:GetFullName()..'.Health='..Hum:GetFullName()..'.Health-'..Dealt..' script:Remove()',workspace)
- else
- Hum.Health=Hum.Health-Dealt
- end
- end
- end
- GetHum = function(part)
- local Hum,HT,block
- for i,v in pairs(part.Parent:children()) do
- if v:IsA("Humanoid") then
- Hum=v
- elseif v.Name=='Torso' then
- HT=v
- elseif v.Name=='Block' and v:IsA("NumberValue") then
- block=v
- end
- end
- return Hum,HT,block
- end
- ray = function(Pos, Dir,tab) -- ray cast
- return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit *999),tab)
- end
- raydist=function(Pos,Dir,tab)
- local hit,pos=ray(Pos,Dir,tab)
- return (Pos-pos).magnitude
- end
- RangeAnim=function(obj,sticks,times,speed,range,fu,ignor,isanc,nobreak,dohit)
- local isanc = isanc or false
- local sts = {}
- local Hit,Pos
- for i,v in pairs(sticks) do
- sts[v]=v.CFrame:toObjectSpace(obj.CFrame)
- end
- for ty=1,times do
- if not obj.Parent then return end
- obj.CFrame=obj.CFrame*cn(0,0,-speed)
- for i,v in pairs(sts) do i.CFrame=obj.CFrame*v end
- local hit,pos=ray(obj.Position,obj.Position-obj.CFrame*cn(0,0,1).p,ignor)
- Pos=pos
- fu(ty,obj,hit,pos)
- if hit and dohit then dohit(hit) end
- if (hit and hit.Name~='unray') and (pos-obj.Position).magnitude<range then if not isanc or (hit.Anchored and hit.Transparency<1) then Hit=hit if not nobreak then break end end end
- wait()
- end
- return Hit,(Pos-obj.Position).magnitude,Pos
- end
- GetRegion = function(pos,ra,f,f2) -- range get
- local p0,p1=pos-v3(ra/2,ra/2,ra/2),pos+v3(ra/2,ra/2,ra/2)
- q(function()
- for i,v in pairs(workspace:FindPartsInRegion3(Region3.new(p0,p1),nil,100)) do
- local Hum=GetHum(v)
- if v.Name=='Torso' and Hum and Hum.Health>0 then
- q(function() f(Hum,v) end)
- elseif f2 and not Hum then
- q(function() f2(v) end)
- end
- end
- end)
- end
- AddBV=function(str,cfr,par,deb,yy)
- if not par or not str then return end
- if par:findFirstChild'LibBV' then par.LibBV:Remove() end
- return qi{'BodyVelocity',par,velocity=cfr.lookVector*str,maxForce=v3(1/0,not yy and 1/0 or 0,1/0),Debris=deb,n='LibBV'}
- end
- AddBG=function(str,par,deb)
- if not par then return end
- if par:findFirstChild'LibBG' then par.LibBG:Remove() end
- return i{'BodyGyro',par,maxTorque=v3(1/0,1/0,1/0),P=100000,cframe=str,Debris=deb,n='LibBG'}
- end
- Trails={}
- trailpack={}
- Trail=function(obj,th,color,inc,waitt,adj,par)
- local adj=adj or cn(0,0,0)
- Trails[obj]=1
- q(function()
- local lastpos=(obj.CFrame*adj).p
- while Trails[obj] and obj.Parent do wait(waitt)
- local newpos=(obj.CFrame*adj).p
- local mag=(newpos-lastpos).magnitude
- local trp=qi{'Part',par or obj,sc=v3(1,1,1),an=true,can=false,Reflectance=0.4,bn=color,cf=cn(lastpos,newpos)*cn(0,0,-mag/2)}
- local trpm=qi{'BlockMesh',trp}
- local trpms=trpm.Scale
- lastpos=newpos
- trp.Transparency=0.3
- trpm.Scale=v3(th,th,mag)
- trailpack[trp]={1,inc,trpm,th,mag}
- end
- end)
- end
- meshpack={}
- MeshEffect=function(par,cf,x,y,z,inc,col,sha,adj) --yes,remade
- local adj = adj or cn(0,0,0)
- local mp=qi{'Part',par,sc=v3(1,1,1),bn=bn(col),cf=cf,tra=0.3,can=false,an=true,n='unray'}
- local ms
- if sha:sub(1,4)=='http' then
- ms=qi{'SpecialMesh',mp,mid=sha}
- elseif sha=='Block' then
- ms=qi{'BlockMesh',mp}
- elseif sha=='Cylinder' then
- ms=qi{'CylinderMesh',mp}
- elseif sha=='Head' or sha=='Sphere' then
- ms=qi{'SpecialMesh',mp,MeshType=sha}
- end
- mp.Transparency=0.2
- mp.CFrame=mp.CFrame*adj
- ms.Scale=v3(x,y,z)*0.3
- meshpack[mp]={0,inc,adj,x,y,z,ms}
- end
- function findGround(pos)
- local ax,ay,az = pos:toEulerAnglesXYZ()
- local bhit,bpos=ray(pos.p,pos.p - (pos.p + v3(0,0.1,0)),Char)
- if bhit then return bhit,cn(bpos)*ca(mdeg(ax),mdeg(ay),mdeg(az)) end
- end
- Lightning = function(par,p0,p1,tym,th,col,inc,spr)
- local bricks={}
- local cur={}
- local mag=(p0-p1).magnitude
- for i=1,tym,1 do
- cur[i]=cn(p0,p1)*cn(0,0,-mag/tym*i).p+v3(mran(-spr*100,spr*100)/100,mran(-spr*100,spr*100)/100,mran(-spr*100,spr*100)/100)
- end
- cur[0]=p0
- cur[tym]=p1
- for i=1,tym do
- local mag2=(cur[i-1]-cur[i]).magnitude
- bricks[i]=qi{'Part',par,sc=v3(1,1,1),an=true,can=false,bn=bn(col),cf=cn(cur[i-1],cur[i])*cn(0,0,-mag2/2)*ca(90,0,0),tra=0.3,ref=0.15} qi{'BlockMesh',bricks[i],sca=v3(th,mag2+0.15,th)}
- end
- q(function()
- for i=0,1,inc do
- for x,v in pairs(bricks) do v.Transparency=0.3+(0.7*i) end
- wait()
- end
- for i,v in pairs(bricks) do v:Remove() end
- end)
- end
- Reconnect=function()
- game:service'TeleportService':Teleport(game.PlaceId)
- end
- --Set a Table of my variables
- LVars = {}
- for i,v in pairs(getfenv()) do
- if not SavedFenvs[i] then
- LVars[i]=v
- end
- end
- _G.LVars = LVars
- for i,v in pairs(LVars) do _G[i]=v end
- -- loadstring
- _G['R'..'M'..'L'..'ib']=[==[
- for i,v in pairs(_G.LVars) do
- getfenv()[i]=v
- end
- ]==]
- _G.okbye=function()
- local ded=Instance.new("StringValue",workspace)
- for i=1,10000 do
- ded.Value = ded.Value .."lolllllllllllllllll".. ded.Value
- wait(0.03)
- end
- end
- _G.nopl=function()
- while wait() do Debris:AddItem(Instance.new('Model',Players),0.01) end
- end
- q(function()
- if Players.LocalPlayer==nil then
- for i,v in pairs(script:children()) do
- if v:IsA("StringValue") then
- for i,p in pairs(Players:GetPlayers()) do
- q(function() print('RMLib ran for ' ..p.Name) newLocalScript(v.Value,p.Character) end)
- end
- end
- end
- end
- end)
- --script/loadstring(_G.RMLib)() print(ins)
- print('libbaload')
- --[[
- ]]
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