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- -- Decompiled by Blyat
- -- Fixed by Bad
- local player = game.Players.localPlayer
- local char = player.Character
- for u,c in pairs(player.Character:GetChildren()) do
- if c.className == "Hat" and c.Name ~= "Swordpack" and c.Name ~= "GlassesBlackFrame" then
- c.Handle.BrickColor = BrickColor.new("Really black")
- c.Handle.Mesh.TextureId = "http://www.roblox.com/asset/?id=0"
- end
- end
- local setupPart = function(part)
- part.Anchored = true
- part.FormFactor = "Custom"
- part.CanCollide = false
- part.BrickColor = BrickColor.new("Gold")
- part.Material = "Neon"
- part.TopSurface = "SmoothNoOutlines"
- part.BottomSurface = "SmoothNoOutlines"
- part.FrontSurface = "SmoothNoOutlines"
- part.BackSurface = "SmoothNoOutlines"
- part.LeftSurface = "SmoothNoOutlines"
- part.RightSurface = "SmoothNoOutlines"
- end
- local player = game.Players.LocalPlayer
- repeat
- wait()
- until player.Character
- local rs = game:GetService("RunService").RenderStepped
- local char = player.Character
- local HRP = char.HumanoidRootPart
- local Head = char.Head
- local tents = {}
- getValue = function(p, x)
- return p[2] + 0.5 * x * (p[3] - p[1] + x * (2 * p[1] - 5 * p[2] + 4 * p[3] - p[4] + x * (3 * (p[2] - p[3]) + p[4] - p[1])))
- end
- getV3Cubic = function(tabl, perc)
- local x, y, z = {}, {}, {}
- if perc >= 2 then
- perc = perc % 1
- for i = 3, 6 do
- table.insert(x, tabl[i].x)
- table.insert(y, tabl[i].y)
- table.insert(z, tabl[i].z)
- end
- local X, Y, Z = getValue(x, perc), getValue(y, perc), getValue(z, perc)
- return Vector3.new(X, Y, Z)
- else
- do
- if perc >= 1 then
- perc = perc % 1
- for i = 2, 5 do
- table.insert(x, tabl[i].x)
- table.insert(y, tabl[i].y)
- table.insert(z, tabl[i].z)
- end
- local X, Y, Z = getValue(x, perc), getValue(y, perc), getValue(z, perc)
- return Vector3.new(X, Y, Z)
- else
- do
- for i = 1, 4 do
- table.insert(x, tabl[i].x)
- table.insert(y, tabl[i].y)
- table.insert(z, tabl[i].z)
- end
- do
- local X, Y, Z = getValue(x, perc), getValue(y, perc), getValue(z, perc)
- return Vector3.new(X, Y, Z)
- end
- end
- end
- end
- end
- end
- local rainbow = {"Really black", "Really black", "Really black", "Really black", "Really black", "Really black", "Really black", "Really black", "Really black"}
- local rainbowCount = 1
- local isRainbow = true
- for i = 0, 4 do
- local m = Instance.new("Model", char)
- m.Name = "Tentac00l"
- local parts = {}
- local lastpart = Head
- local defC0 = nil
- rainbowCount = 1
- for j = 0, 8 do
- local sizex = 0.25 - 0.2 * (j / 8)
- local sizey = 1.875 - 1.125 * (j / 8)
- local p = Instance.new("Part")
- p.Size = Vector3.new(0.2, 0.2, 0.2)
- p.BrickColor = BrickColor.new("Really black")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Material = "SmoothPlastic"
- p.TopSurface = 0
- p.BottomSurface = 0
- local mesh = Instance.new("CylinderMesh", p)
- mesh.Name = "CyMesh"
- mesh.Scale = Vector3.new(sizex, sizey, sizex) * 5
- p.Parent = m
- local p2 = p:Clone()
- p2.Parent = m
- p2.CyMesh.Scale = p2.CyMesh.Scale + Vector3.new(0.075, 0.001, 0.075) * 5
- p2.Material = "Neon"
- if isRainbow then
- p2.BrickColor = BrickColor.new(tostring(rainbow[rainbowCount]))
- else
- p2.BrickColor = BrickColor.new(j % 2 == 1 and "Toothpaste" or "Electric blue")
- end
- rainbowCount = rainbowCount + 1
- p2.Transparency = 0.35
- local w2 = Instance.new("Weld", p)
- w2.Parent = p2
- w2.Part0 = p
- w2.Part1 = p2
- local w = Instance.new("Weld", p)
- w.Parent = p
- w.Part0 = lastpart
- w.Part1 = p
- if i % 2 ~= 0 or not 96 then
- do
- w.C0 = CFrame.Angles(0, math.rad(-10 + 200 * i / 4), math.rad(-30 + (j or 70))) * CFrame.new(0, 0.6, 0)
- w.C1 = CFrame.new(0, -0.125, 0)
- defC0 = w.C0
- w.C0 = CFrame.new(0, mesh.Scale.y / 10, 0)
- w.C1 = CFrame.new(0, -sizey / 2, 0)
- table.insert(parts, {p, w, p2})
- lastpart = p
- rs:wait()
- -- DECOMPILER ERROR at PC262: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC262: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- local randoms = {Vector3.new(0, 0, 0), Vector3.new(math.random(-28, 28) / 100, math.random(-42, 42) / 100, math.random(-28, 28) / 100), Vector3.new(math.random(-28, 28) / 100, math.random(-42, 42) / 100, math.random(-28, 28) / 100), Vector3.new(math.random(-28, 28) / 100, math.random(-42, 42) / 100, math.random(-28, 28) / 100), Vector3.new(math.random(-28, 28) / 100, math.random(-42, 42) / 100, math.random(-28, 28) / 100), Vector3.new(math.random(-28, 28) / 100, math.random(-42, 42) / 100, math.random(-28, 28) / 100)}
- table.insert(tents, {0, randoms, parts, defC0})
- end
- player.Chatted:connect(function(msg)
- if string.sub(msg:lower(), 1, 4) == "col/" then
- for i,v in pairs(tents) do
- for j,o in pairs(v[3]) do
- o[3].BrickColor = BrickColor.new(string.sub(msg, 5))
- end
- end
- else
- do
- if string.sub(msg:lower(), 1, 7) == "/e col/" then
- for i,v in pairs(tents) do
- for j,o in pairs(v[3]) do
- o[3].BrickColor = BrickColor.new(string.sub(msg, 8))
- end
- end
- end
- end
- end
- end
- )
- rs:connect(function()
- for i,v in pairs(tents) do
- v[1] = v[1] % 200 + 1
- if v[1] == 1 then
- v[2][1] = v[2][2]
- v[2][2] = v[2][3]
- v[2][3] = v[2][4]
- v[2][4] = v[2][5]
- v[2][5] = v[2][6]
- v[2][6] = Vector3.new(math.random(-28, 28) / 100, math.random(-42, 42) / 100, math.random(-28, 28) / 100)
- end
- local p0 = v[2][1]
- local p1 = v[2][2]
- local p2 = v[2][3]
- local p3 = v[2][4]
- local p4 = v[2][5]
- local p5 = v[2][6]
- local arr = {p0, p1, p2, p3, p4, p5}
- local dir = i % 2 == 0 and 1 or -1
- for j,V in pairs(v[3]) do
- local val = math.sin(math.pi / 2 * 2 * ((v[1] + 100 * j / #v[3] * dir) % 100 / 100))
- local off = getV3Cubic(arr, (v[1] + 340 * (j / #v[3])) / 200)
- V[3].Transparency = 0.12 + val * 0.65
- if j == 1 then
- V[2].C0 = v[4] * CFrame.Angles(off.x * 2, off.y * 2, off.z * 2)
- else
- V[2].C0 = CFrame.new(0, V[2].C0.y, 0) * CFrame.Angles(off.x * 2 * (1 + 0.75 * (j / #v[3])), off.y * 2 * (1 + 0.75 * (j / #v[3])), off.z * 2 * (1 + 0.75 * (j / #v[3])))
- end
- end
- end
- end
- )
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