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- --edit by goodguyaiden
- --made by cret xd
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros")
- local rp = RealPlayer
- script.Parent = rp.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local Mouse = Player:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then return s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- __call = function(self,...)
- local s = rawget(self,"_RealService")
- if s then return s(...) end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- g.RunService = FakeService({
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- setmetatable(g,{
- __index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end,
- __newindex = fsmt.__newindex,
- __call = fsmt.__call
- })
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- wait(0.2)
- local plr = game:service'Players'.LocalPlayer
- print('Local User is '..plr.Name)
- print('Hacker Loaded')
- local char = plr.Character
- local hum = char:FindFirstChildOfClass'Humanoid'
- local hed = char.Head
- local root = char:FindFirstChild'HumanoidRootPart'
- local rootj = root.RootJoint
- local tors = char.Torso
- local ra = char["Right Arm"]
- local la = char["Left Arm"]
- local rl = char["Right Leg"]
- local ll = char["Left Leg"]
- local neck = tors["Neck"]
- local mouse = plr:GetMouse()
- local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
- local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
- local maincolor = BrickColor.new("Bright orange")
- for i,v in pairs(char:children()) do
- if v:IsA("Hat") then
- v:Destroy()
- end
- end
- for i,v in pairs(char:children()) do
- if v:IsA("Accessory") then
- v:Destroy()
- end
- end
- for i,v in pairs(char:children()) do
- if v:IsA("Hair") then
- v:Destroy()
- end
- end
- -------------------------------------------------------
- --Start Good Stuff--
- -------------------------------------------------------
- cam = game.Workspace.CurrentCamera
- CF = CFrame.new
- angles = CFrame.Angles
- attack = false
- Euler = CFrame.fromEulerAnglesXYZ
- Rad = math.rad
- IT = Instance.new
- BrickC = BrickColor.new
- Cos = math.cos
- Acos = math.acos
- Sin = math.sin
- Asin = math.asin
- Abs = math.abs
- Mrandom = math.random
- Floor = math.floor
- local revolver = Instance.new("Part",char)
- revolver.CanCollide = false
- revolver.Name = "Revolver"
- local revm = Instance.new("FileMesh",revolver)
- revm.MeshId = "http://www.roblox.com/asset/?id=105992239"
- revm.TextureId = "http://www.roblox.com/asset/?id=5837725"
- revm.Scale = Vector3.new(2.5,2.5,2.5)
- local revw = Instance.new("Weld",revolver)
- revw.Part0 = revolver
- revw.Part1 = char["Right Arm"]
- revw.C0 = CFrame.new(0,-0.5,0.5) * angles(Rad(90), Rad(0), Rad(0))
- -------------------------------------------------------
- --End Good Stuff--
- -------------------------------------------------------
- necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- RSH, LSH = nil, nil
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = tors["Right Hip"]
- LH = tors["Left Hip"]
- RSH = tors["Right Shoulder"]
- LSH = tors["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "RW"
- RW.Part0 = tors
- RW.C0 = CF(1.5, 0.5, 0)
- RW.C1 = CF(0, 0.5, 0)
- RW.Part1 = ra
- RW.Parent = tors
- LW.Name = "LW"
- LW.Part0 = tors
- LW.C0 = CF(-1.5, 0.5, 0)
- LW.C1 = CF(0, 0.5, 0)
- LW.Part1 = la
- LW.Parent = tors
- Effects = {}
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- end
- newWeld(tors, ll, -0.5, -1, 0)
- ll.Weld.C1 = CFrame.new(0, 1, 0)
- newWeld(tors, rl, 0.5, -1, 0)
- rl.Weld.C1 = CFrame.new(0, 1, 0)
- -------------------------------------------------------
- --Start HeartBeat--
- -------------------------------------------------------
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- -------------------------------------------------------
- --End HeartBeat--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Important Functions--
- -------------------------------------------------------
- function swait(num)
- if num == 0 or num == nil then
- game:service("RunService").Stepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Stepped:wait(0)
- end
- end
- end
- function thread(f)
- coroutine.resume(coroutine.create(f))
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- local lerp = function(a, b, t)
- return a * (1 - t) + b * t
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / Sin(theta)
- startInterp = Sin((1 - t) * theta) * invSinTheta
- finishInterp = Sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / Sin(theta)
- startInterp = Sin((t - 1) * theta) * invSinTheta
- finishInterp = Sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- -------------------------------------------------------
- --Start Damage Function--
- -------------------------------------------------------
- function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChildOfClass("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- if hit.Parent.DebounceHit.Value == true then
- return
- end
- end
- if insta == true then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- local c = Create("ObjectValue"){
- Name = "creator",
- Value = game:service("Players").LocalPlayer,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- if HitSound ~= nil and HitPitch ~= nil then
- CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
- end
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- if block.className == "IntValue" then
- if block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- end
- end
- if blocked == false then
- h.Health = h.Health - Damage
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- else
- h.Health = h.Health - (Damage / 2)
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- end
- if Type == "Knockdown" then
- local hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
- local bodvol = Create("BodyVelocity"){
- velocity = angle * knockback,
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- local rl = Create("BodyAngularVelocity"){
- P = 3000,
- maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
- angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodvol, .5)
- game:GetService("Debris"):AddItem(rl, .5)
- elseif Type == "Normal" then
- local vp = Create("BodyVelocity"){
- P = 500,
- maxForce = Vector3.new(math.huge, 0, math.huge),
- velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
- }
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, .5)
- elseif Type == "Up" then
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, .5)
- elseif Type == "DarkUp" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- Effects.Block.Create(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
- end
- end))
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- elseif Type == "Snare" then
- local bp = Create("BodyPosition"){
- P = 2000,
- D = 100,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- game:GetService("Debris"):AddItem(bp, 1)
- elseif Type == "Freeze" then
- local BodPos = Create("BodyPosition"){
- P = 50000,
- D = 1000,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- local BodGy = Create("BodyGyro") {
- maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
- P = 20e+003,
- Parent = hit.Parent.Torso,
- cframe = hit.Parent.Torso.CFrame,
- }
- hit.Parent.Torso.Anchored = true
- coroutine.resume(coroutine.create(function(Part)
- swait(1.5)
- Part.Anchored = false
- end), hit.Parent.Torso)
- game:GetService("Debris"):AddItem(BodPos, 3)
- game:GetService("Debris"):AddItem(BodGy, 3)
- end
- local debounce = Create("BoolValue"){
- Name = "DebounceHit",
- Parent = hit.Parent,
- Value = true,
- }
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- end
- end
- -------------------------------------------------------
- --End Damage Function--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Damage Function Customization--
- -------------------------------------------------------
- function ShowDamage(Pos, Text, Time, Color)
- local Rate = (1 / 30)
- local Pos = (Pos or Vector3.new(0, 0, 0))
- local Text = (Text or "")
- local Time = (Time or 2)
- local Color = (Color or Color3.new(1, 0, 1))
- local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0))
- EffectPart.Anchored = true
- local BillboardGui = Create("BillboardGui"){
- Size = UDim2.new(3, 0, 3, 0),
- Adornee = EffectPart,
- Parent = EffectPart,
- }
- local TextLabel = Create("TextLabel"){
- BackgroundTransparency = 1,
- Size = UDim2.new(1, 0, 1, 0),
- Text = Text,
- Font = "Bodoni",
- TextColor3 = Color,
- TextScaled = true,
- TextStrokeColor3 = Color3.fromRGB(0,0,0),
- Parent = BillboardGui,
- }
- game.Debris:AddItem(EffectPart, (Time))
- EffectPart.Parent = game:GetService("Workspace")
- delay(0, function()
- local Frames = (Time / Rate)
- for Frame = 1, Frames do
- wait(Rate)
- local Percent = (Frame / Frames)
- EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
- TextLabel.TextTransparency = Percent
- end
- if EffectPart and EffectPart.Parent then
- EffectPart:Destroy()
- end
- end)
- end
- -------------------------------------------------------
- --End Damage Function Customization--
- -------------------------------------------------------
- function MagniDamage(Part, magni, mindam, maxdam, knock, Type)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Head")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= plr.Name then
- Damage(head, head, mindam, maxdam, knock, Type, root, 0.1, "http://www.roblox.com/asset/?id=0", 1.2)
- end
- end
- end
- end
- end
- CFuncs = {
- Part = {
- Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Weld = {
- Create = function(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- },
- Sound = {
- Create = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local S = Create("Sound")({
- Volume = vol,
- Pitch = pit or 1,
- SoundId = id,
- Parent = par or workspace
- })
- wait()
- S:play()
- game:GetService("Debris"):AddItem(S, 6)
- end))
- end
- },
- ParticleEmitter = {
- Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
- local fp = Create("ParticleEmitter")({
- Parent = Parent,
- Color = ColorSequence.new(Color1, Color2),
- LightEmission = LightEmission,
- Size = Size,
- Texture = Texture,
- Transparency = Transparency,
- ZOffset = ZOffset,
- Acceleration = Accel,
- Drag = Drag,
- LockedToPart = LockedToPart,
- VelocityInheritance = VelocityInheritance,
- EmissionDirection = EmissionDirection,
- Enabled = Enabled,
- Lifetime = LifeTime,
- Rate = Rate,
- Rotation = Rotation,
- RotSpeed = RotSpeed,
- Speed = Speed,
- VelocitySpread = VelocitySpread
- })
- return fp
- end
- }
- }
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- formFactor = FormFactor,
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- function CreateWeld(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- -------------------------------------------------------
- --Start Effect Function--
- -------------------------------------------------------
- EffectModel = Instance.new("Model", char)
- Effects = {
- Block = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- else
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- },
- Sphere = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Cylinder = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Wave = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1 / 60, y1 / 60, z1 / 60))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3 / 60,
- y3 / 60,
- z3 / 60,
- msh
- })
- end
- },
- Ring = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Break = {
- Create = function(brickcolor, cframe, x1, y1, z1)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Shatter",
- num,
- prt.CFrame,
- math.random() - math.random(),
- 0,
- math.random(50, 100) / 100
- })
- end
- },
- Spiral = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://1051557", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Push = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://437347603", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- }
- }
- function part(formfactor ,parent, reflectance, transparency, brickcolor, name, size)
- local fp = IT("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = tors.Position
- RemoveOutlines(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh = IT(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id="..meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function Magic(bonuspeed, type, pos, scale, value, color, MType)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = MType
- rngm.Scale = scale
- local scaler2 = 1
- if type == "Add" then
- scaler2 = 1 * value
- elseif type == "Divide" then
- scaler2 = 1 / value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / bonuspeed, 0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01 * value / bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01 / value * bonuspeed
- end
- rng.Transparency = rng.Transparency + 0.01 * bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, scaler2 * bonuspeed)
- end
- rng:Destroy()
- end))
- end
- function Eviscerate(dude)
- if dude.Name ~= char then
- local bgf = IT("BodyGyro", dude.Head)
- bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
- local val = IT("BoolValue", dude)
- val.Name = "IsHit"
- local ds = coroutine.wrap(function()
- dude:WaitForChild("Head"):BreakJoints()
- wait(0.5)
- target = nil
- coroutine.resume(coroutine.create(function()
- for i, v in pairs(dude:GetChildren()) do
- if v:IsA("Accessory") then
- v:Destroy()
- end
- if v:IsA("Humanoid") then
- v:Destroy()
- end
- if v:IsA("CharacterMesh") then
- v:Destroy()
- end
- if v:IsA("Model") then
- v:Destroy()
- end
- if v:IsA("Part") or v:IsA("MeshPart") then
- for x, o in pairs(v:GetChildren()) do
- if o:IsA("Decal") then
- o:Destroy()
- end
- end
- coroutine.resume(coroutine.create(function()
- v.Material = "Neon"
- v.CanCollide = false
- --[[local PartEmmit1 = IT("ParticleEmitter", v)
- PartEmmit1.LightEmission = 1
- PartEmmit1.Texture = "rbxassetid://294291785"
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- PartEmmit1.Rate = 150
- PartEmmit1.Lifetime = NumberRange.new(1)
- PartEmmit1.Size = NumberSequence.new(1,0)
- PartEmmit1.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0, 0),
- NumberSequenceKeypoint.new(1, 1, 0)
- })
- PartEmmit1.Speed = NumberRange.new(0, 0)
- PartEmmit1.VelocitySpread = 30000
- PartEmmit1.Rotation = NumberRange.new(-500, 500)
- PartEmmit1.RotSpeed = NumberRange.new(-500, 500)]]
- local BodPoss = IT("BodyPosition", v)
- BodPoss.P = 3000
- BodPoss.D = 1000
- BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
- BodPoss.position = v.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
- v.Color = maincolor.Color
- coroutine.resume(coroutine.create(function()
- for i = 0, 49 do
- swait(1)
- v.Transparency = v.Transparency + 0.03
- end
- wait(0.5)
- --PartEmmit1.Enabled = false
- wait(3)
- v:Destroy()
- dude:Destroy()
- end))
- end))
- end
- end
- end))
- end)
- ds()
- end
- end
- function FindNearestHead(Position, Distance, SinglePlayer)
- if SinglePlayer then
- return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude
- end
- local List = {}
- for i, v in pairs(workspace:GetChildren()) do
- if v:IsA("Model") and v:findFirstChild("Head") and v ~= char and Distance >= (v.Head.Position - Position).magnitude then
- table.insert(List, v)
- end
- end
- return List
- end
- function Aura(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos, MType)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * outerpos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = MType
- rngm.Scale = Vector3.new(x1, y1, z1)
- local scaler2 = 1
- local speeder = FastSpeed
- if type == "Add" then
- scaler2 = 1 * value
- elseif type == "Divide" then
- scaler2 = 1 / value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / bonuspeed, 0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01 * value / bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01 / value * bonuspeed
- end
- speeder = speeder - 0.01 * FastSpeed * bonuspeed
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * speeder * bonuspeed
- rng.Transparency = rng.Transparency + 0.01 * bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, 0)
- end
- rng:Destroy()
- end))
- end
- function SoulSteal(dude)
- if dude.Name ~= char then
- local bgf = IT("BodyGyro", dude.Head)
- bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
- local val = IT("BoolValue", dude)
- val.Name = "IsHit"
- local torso = (dude:FindFirstChild'Head' or dude:FindFirstChild'Torso' or dude:FindFirstChild'UpperTorso' or dude:FindFirstChild'LowerTorso' or dude:FindFirstChild'HumanoidRootPart')
- local soulst = coroutine.wrap(function()
- local soul = Instance.new("Part",dude)
- soul.Size = Vector3.new(1,1,1)
- soul.CanCollide = false
- soul.Anchored = false
- soul.Position = torso.Position
- soul.Transparency = 1
- local PartEmmit1 = IT("ParticleEmitter", soul)
- PartEmmit1.LightEmission = 1
- PartEmmit1.Texture = "rbxassetid://569507414"
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- PartEmmit1.Rate = 250
- PartEmmit1.Lifetime = NumberRange.new(1.6)
- PartEmmit1.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 1, 0),
- NumberSequenceKeypoint.new(1, 0, 0)
- })
- PartEmmit1.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0, 0),
- NumberSequenceKeypoint.new(1, 1, 0)
- })
- PartEmmit1.Speed = NumberRange.new(0, 0)
- PartEmmit1.VelocitySpread = 30000
- PartEmmit1.Rotation = NumberRange.new(-360, 360)
- PartEmmit1.RotSpeed = NumberRange.new(-360, 360)
- local BodPoss = IT("BodyPosition", soul)
- BodPoss.P = 3000
- BodPoss.D = 1000
- BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
- BodPoss.position = torso.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
- wait(1.6)
- soul.Touched:connect(function(hit)
- if hit.Parent == char then
- soul:Destroy()
- end
- end)
- wait(1.2)
- while soul do
- swait()
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- BodPoss.Position = tors.Position
- end
- end)
- soulst()
- end
- end
- function FaceMouse()
- local Cam = workspace.CurrentCamera
- return {
- CFrame.new(char.Torso.Position, Vector3.new(mouse.Hit.p.x, char.Torso.Position.y, mouse.Hit.p.z)),
- Vector3.new(mouse.Hit.p.x, mouse.Hit.p.y, mouse.Hit.p.z)
- }
- end
- Effects = {
- Block = function(cf,partsize,meshstart,meshadd,matr,colour,spin,inverse,factor)
- local p = Instance.new("Part",EffectModel)
- p.BrickColor = BrickColor.new(colour)
- p.Size = partsize
- p.Anchored = true
- p.CanCollide = false
- p.Material = matr
- p.CFrame = cf
- if inverse == true then
- p.Transparency = 1
- else
- p.Transparency = 0
- end
- local m = Instance.new("BlockMesh",p)
- m.Scale = meshstart
- coroutine.wrap(function()
- for i = 0, 1, factor do
- swait()
- if inverse == true then
- p.Transparency = 1-i
- else
- p.Transparency = i
- end
- m.Scale = m.Scale + meshadd
- if spin == true then
- p.CFrame = p.CFrame * CFrame.Angles(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- end
- end
- p:Destroy()
- end)()
- return p
- end,
- Sphere = function(cf,partsize,meshstart,meshadd,matr,colour,inverse,factor)
- local p = Instance.new("Part",EffectModel)
- p.BrickColor = BrickColor.new(colour)
- p.Size = partsize
- p.Anchored = true
- p.CanCollide = false
- p.Material = matr
- p.CFrame = cf
- if inverse == true then
- p.Transparency = 1
- else
- p.Transparency = 0
- end
- local m = Instance.new("SpecialMesh",p)
- m.MeshType = "Sphere"
- m.Scale = meshstart
- coroutine.wrap(function()
- for i=0,1,factor do
- swait()
- if inverse == true then
- p.Transparency = 1-i
- else
- p.Transparency = i
- end
- m.Scale = m.Scale + meshadd
- end
- p:Destroy()
- end)()
- return p
- end,
- Cylinder = function(cf,partsize,meshstart,meshadd,matr,colour,inverse,factor)
- local p = Instance.new("Part",EffectModel)
- p.BrickColor = BrickColor.new(colour)
- p.Size = partsize
- p.Anchored = true
- p.CanCollide = false
- p.Material = matr
- p.CFrame = cf
- if inverse == true then
- p.Transparency = 1
- else
- p.Transparency = 0
- end
- local m = Instance.new("CylinderMesh",p)
- m.Scale = meshstart
- coroutine.wrap(function()
- for i=0,1,factor do
- swait()
- if inverse == true then
- p.Transparency = 1-i
- else
- p.Transparency = i
- end
- m.Scale = m.Scale + meshadd
- end
- p:Destroy()
- end)()
- return p
- end,
- Wave = function(cf,meshstart,meshadd,colour,spin,inverse,factor)
- local p = Instance.new("Part",EffectModel)
- p.BrickColor = BrickColor.new(colour)
- p.Size = Vector3.new()
- p.Anchored = true
- p.CanCollide = false
- p.CFrame = cf
- if inverse == true then
- p.Transparency = 1
- else
- p.Transparency = 0
- end
- local m = Instance.new("SpecialMesh",p)
- m.MeshId = "rbxassetid://20329976"
- m.Scale = meshstart
- coroutine.wrap(function()
- for i=0,1,factor do
- swait()
- if inverse == true then
- p.Transparency = 1-i
- else
- p.Transparency = i
- end
- m.Scale = m.Scale + meshadd
- p.CFrame = p.CFrame * CFrame.Angles(0,math.rad(spin),0)
- end
- p:Destroy()
- end)()
- return p
- end,
- Ring = function(cf,meshstart,meshadd,colour,inverse,factor)
- local p = Instance.new("Part",EffectModel)
- p.BrickColor = BrickColor.new(colour)
- p.Size = Vector3.new()
- p.Anchored = true
- p.CanCollide = false
- p.CFrame = cf
- if inverse == true then
- p.Transparency = 1
- else
- p.Transparency = 0
- end
- local m = Instance.new("SpecialMesh",p)
- m.MeshId = "rbxassetid://3270017"
- m.Scale = meshstart
- coroutine.wrap(function()
- for i=0,1,factor do
- swait()
- if inverse == true then
- p.Transparency = 1-i
- else
- p.Transparency = i
- end
- m.Scale = m.Scale + meshadd
- end
- p:Destroy()
- end)()
- return p
- end,
- Meshed = function(cf,meshstart,meshadd,colour,meshid,textid,spin,inverse,factor)
- local p = Instance.new("Part",EffectModel)
- p.BrickColor = BrickColor.new(colour)
- p.Size = Vector3.new()
- p.Anchored = true
- p.CanCollide = false
- p.CFrame = cf
- if inverse == true then
- p.Transparency = 1
- else
- p.Transparency = 0
- end
- local m = Instance.new("SpecialMesh",p)
- m.MeshId = meshid
- m.TextureId = textid
- m.Scale = meshstart
- coroutine.wrap(function()
- for i=0,1,factor do
- swait()
- if inverse == true then
- p.Transparency = 1-i
- else
- p.Transparency = i
- end
- m.Scale = m.Scale + meshadd
- p.CFrame = p.CFrame * CFrame.Angles(0,math.rad(spin),0)
- end
- p:Destroy()
- end)()
- return p
- end,
- Explode = function(cf,partsize,meshstart,meshadd,matr,colour,move,inverse,factor)
- local p = Instance.new("Part",EffectModel)
- p.BrickColor = BrickColor.new(colour)
- p.Size = partsize
- p.Anchored = true
- p.CanCollide = false
- p.Material = matr
- p.CFrame = cf * CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360)))
- if inverse == true then
- p.Transparency = 1
- else
- p.Transparency = 0
- end
- local m = Instance.new("SpecialMesh",p)
- m.MeshType = "Sphere"
- m.Scale = meshstart
- coroutine.wrap(function()
- for i=0,1,factor do
- swait()
- if inverse == true then
- p.Transparency = 1-i
- else
- p.Transparency = i
- end
- m.Scale = m.Scale + meshadd
- p.CFrame = p.CFrame * CFrame.new(0,move,0)
- end
- p:Destroy()
- end)()
- return p
- end,
- }
- -------------------------------------------------------
- --End Effect Function--
- -------------------------------------------------------
- function Cso(ID, PARENT, VOLUME, PITCH)
- local NSound = nil
- coroutine.resume(coroutine.create(function()
- NSound = IT("Sound", PARENT)
- NSound.Volume = VOLUME
- NSound.Pitch = PITCH
- NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
- swait()
- NSound:play()
- game:GetService("Debris"):AddItem(NSound, 10)
- end))
- return NSound
- end
- function CamShake(Length, Intensity)
- coroutine.resume(coroutine.create(function()
- local intensity = 1 * Intensity
- local rotM = 0.01 * Intensity
- for i = 0, Length, 0.1 do
- swait()
- intensity = intensity - 0.05 * Intensity / Length
- rotM = rotM - 5.0E-4 * Intensity / Length
- hum.CameraOffset = Vector3.new(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)))
- cam.CFrame = cam.CFrame * CF(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) * Euler(Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM)
- end
- hum.CameraOffset = Vector3.new(0, 0, 0)
- end))
- end
- NewInstance = function(instance,parent,properties)
- local inst = Instance.new(instance)
- inst.Parent = parent
- if(properties)then
- for i,v in next, properties do
- pcall(function() inst[i] = v end)
- end
- end
- return inst;
- end
- function Smooth(Part)
- Part.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- Part.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- Part.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- Part.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- Part.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- Part.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- end
- hum.MaxHealth = 1.0E298
- hum.Health = 1.0E298
- -------------------------------------------------------
- --End Important Functions--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Customization--
- -------------------------------------------------------
- local Player_Size = 1
- if Player_Size ~= 1 then
- root.Size = root.Size * Player_Size
- tors.Size = tors.Size * Player_Size
- hed.Size = hed.Size * Player_Size
- ra.Size = ra.Size * Player_Size
- la.Size = la.Size * Player_Size
- rl.Size = rl.Size * Player_Size
- ll.Size = ll.Size * Player_Size
- ---------------------------------------------------------------------------------------------
- local PRT = CreatePart(3, Character, "Fabric", 0, 0, "Royal purple", "Hood", VT(1,1,1),false)
- PRT.Color = C3(.5,0,.5)
- local HoodWeld = CreateWeldOrSnapOrMotor("Weld", Head, Head, PRT, CF(0,0.2,0), CF(0, 0, 0))
- CreateMesh("SpecialMesh", PRT, "FileMesh", "76062497", "", VT(1,1,1)*1.05, VT(0,0,0))
- --------------------------------------------------------------------------------------------
- rootj.Parent = root
- neck.Parent = tors
- RW.Parent = tors
- LW.Parent = tors
- RH.Parent = tors
- LH.Parent = tors
- -------------------------------------------------------------------- --------------
- rootj.C0 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- rootj.C1 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- neck.C0 = necko * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0))
- neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * angles(Rad(-90), Rad(0), Rad(180))
- RW.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* RIGHTSHOULDERC0
- LW.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* LEFTSHOULDERC0
- ----------------------------------------------------------------------------------
- RH.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- LH.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- RH.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- LH.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- --hat.Parent = Character
- ----------------------------------------------------------------------------------
- local PRT = CreatePart(3, Character, "Fabric", 0, 0, "Royal purple", "Hood", VT(1,1,1),false)
- PRT.Color = C3(.5,0,.5)
- local HoodWeld = CreateWeldOrSnapOrMotor("Weld", Head, Head, PRT, CF(0,0.2,0), CF(0, 0, 0))
- CreateMesh("SpecialMesh", PRT, "FileMesh", "76062497", "", VT(1,1,1)*1.05, VT(0,0,0))
- end
- ----------------------------------------------------------------------------------
- local SONG = 2007066385
- if plr.Name == "KillerDarkness0105" then
- SONG = 1837185092
- for _, v in pairs(char:GetDescendants()) do
- if v.ClassName == "Part" and v.Name ~= "Head" and v.Name ~= "LeftArm" and v.Name ~= "RightArm" then
- v.Material = "Neon"
- v.Color = Color3.new(0,0,0)
- if v:FindFirstChildOfClass("SpecialMesh") then
- v:FindFirstChildOfClass("SpecialMesh").TextureId = ""
- end
- end
- end
- end
- if plr.Name == "LocalPlayer" then
- SONG = 200602561
- end
- local SONG2 = 0
- local Music = Instance.new("Sound",tors)
- Music.Volume = 2.5
- Music.Looped = true
- Music.Pitch = 1 --Pitcher
- ----------------------------------------------------------------------------------
- local equipped = false
- local idle = 0
- local change = 1
- local val = 0
- local toim = 0
- local idleanim = 0.4
- local sine = 0
- local Sit = 1
- local WasAir = false
- local InAir = false
- local LandTick = 0
- local movelegs = false
- local FF = Instance.new("ForceField",char)
- FF.Visible = false
- local Speed = 16
- local Screen = true
- local op1 = false
- local Sitt = false
- --Wuss poppin B)
- local RightCP = [[
- _./Index- Start/Code_TrackerV2.Exe/AdminStart
- >Loading Code Tracker V2.
- ...
- ...
- ...
- >BOOT_FINSHED STARTING CODETRACKERV2//
- >Code Tracker V2 Loaded.
- >Insert credentials
- >Login: LOGIN
- >Password: PASSWORD
- ...
- Login: Codex47
- Password: **************
- >Processing...
- ...
- ...
- >_INDEX IPLOOKUP/LOAD/IP/193.281.74.39
- >PASSWORDCHECK - SUCCESSFUL
- >Welcome Codex. Remember Help for basic commands, SHelp for admin commands.
- Help
- >LOADING
- ...
- ...
- >PROCESSING FINSHED
- >LOADING COMMANDS
- // WINDOW COMMANDS \\
- >ASSOC Displays or modifies file extension associations.
- ATTRIB Displays or changes file attributes.
- BREAK Sets or clears extended CTRL+C checking.
- BCDEDIT Sets properties in boot database to control boot loading.
- CACLS Displays or modifies access control lists (ACLs) of files.
- CALL Calls one batch program from another.
- CHKNTFS Displays or modifies the checking of disk at boot time.
- CLS Clears the screen.
- CMD Starts a new instance of the Windows command interpreter.
- COLOR Sets the default console foreground and background colors.
- COMP Compares the contents of two files or sets of files.
- COMPACT Displays or alters the compression of files on NTFS partitions.
- CONVERT Converts FAT volumes to NTFS. You cannot convert the
- current drive.
- COPY Copies one or more files to another location.
- DATE Displays or sets the date.
- DEL Deletes one or more files.
- DIR Displays a list of files and subdirectories in a directory.
- FC Compares two files or sets of files, and displays the
- LABEL Creates, changes, or deletes the volume label of a disk.
- MD Creates a directory.
- MKDIR Creates a directory.
- MKLINK Creates Symbolic Links and Hard Links
- MODE Configures a system device.
- MORE Displays output one screen at a time.
- MOVE Moves one or more files from one directory to another
- directory.
- OPENFILES Displays files opened by remote users for a file share.
- PATH Displays or sets a search path for executable files.
- PAUSE Suspends processing of a batch file and displays a message.
- RECOVER Recovers readable information from a bad or defective disk.
- TASKKILL Kill or stop a running process or application.
- TIME Displays or sets the system time.
- TITLE Sets the window title for a CMD.EXE session.
- TREE Graphically displays the directory structure of a drive or
- path.
- TYPE Displays the contents of a text file.
- VER Displays the Windows version.
- VERIFY Tells Windows whether to verify that your files are written
- correctly to a disk.
- VOL Displays a disk volume label and serial number.
- XCOPY Copies files and directory trees.
- WMIC Displays WMI information inside interactive command shell.
- // IP COMMANDS \\
- GRAB Grabs randomly generated IP's for VPN use.
- IP Displays your current IP address.
- DDOS Stresses the IP using data packets and bandwidth overloaders.
- FIRE Protects users IP by firing a automatic disconnect if bandwidth reaches a certain level.
- PULL Pulls data packets from other networks for faster network sending and download data.
- For more information on tools see the written txt file in the download directory
- Load: Code Terminal
- //ACCESSING HIDDEN COMMAND DATA 010101011101110011101\\
- >LOAD PROCESS_INDEX?/C0DEXTERMINAL
- >INSERT DOWNLOAD FILE CONSTRAINT
- CODETERM/FILE/19853/DOWNLOAD.org
- >SUCCESSFUL CONSTRAINT
- >LOADING TERMINAL
- ...
- ...
- ...
- ...
- ...
- >Boot Failed.
- ...
- >RESTARTPROCESS/CODETERM.EXE/LOAD
- ...
- >Restarting Code Terminal.
- >Getting Information Please Wait.....
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100
- 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110
- 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100
- 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101
- 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100
- 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110
- 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100
- 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101
- 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010
- >Code Terminal Loaded.
- >Welcome ...
- >You're not Cod-
- >Getting Information Please Wait.....
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100
- 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110
- 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100
- 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101
- 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100
- 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110
- 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100
- 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101
- 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100
- 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110
- 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100
- 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101
- 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100
- 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110
- 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100
- 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101
- 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010
- So, Trying to break into my program huh?
- Well You got another thing coming to you bud.
- Those passwords, this entire program, It was all an elaborate scam.
- And you, Being the pathetic little wannabe hacker kid, fell right for it.
- Now i think you have an even bigger problem.
- Hell you even gave me your own ip by using the IPLOOKUP function.
- Well may god help you.
- Because im coming for you now kid.
- See ya soon.
- REMOTEWRITTEN/FILEDELETESYSTEM/SYS32
- >Deleting System32.
- ...
- .....
- ......
- >System32 Deleted. Initate System Restore.
- ...
- ....
- ...
- >System Restored.
- >Welcome NEWUSER
- >Getting Information Please Wait.....
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100
- 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110
- 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100
- 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101
- 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100
- 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110
- 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100
- 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101
- 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010
- You: Damn What the hell is going on. Prob a false message. No way in hell did some trash hacker/scammer get my ip.
- Codex: You'd be surely mistaken kid. Im coming for you. Also by the way, here's your private ip. --[193.281.74.39]--
- You: What? How... This can't be happening. Oh shit...
- "Codex", Heh... Perfect.
- ]]
- local idlecp = [[
- <-- BEGINNING DELETION SEQUENCE -->
- >Please note, unknown things may occur as you're going through others files.
- >Deletion Beginning.
- 01101001 01101011 10000000 01110010 11111111 11010001 10111101 00010001
- 11111000 00111010 01100010 10000001 11011111 10000011 00010001 00010000
- 00100000 01111001 01111100 10110010 11110000 10000101 00101100 00000011
- 10010111 01011011 10000010 11110110 01010010 00101101 11010101 10010000
- 01001100 00101011 10101111 01101001 10100111 01000101 00110011 11001110
- 10010110 10111011 11110111 00111110 11111010 01100101 11110100 01011011
- 00111101 10001110 11001010 10010000 10110001 11110100 11101111 00011000
- 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010
- 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100
- 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100
- 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110
- 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100
- 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101
- 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010
- 01110010 00111011 11001100 00000000 11101001 11100000 00111000 00010001
- 11101001 11000101 00111000 01110000 11110000 10000100 11000001 11011001
- 01001001 11010001 10111001 01101110 10100000 00101001 10100110 01111100
- 11101001 11100101 01011110 01010001 11010000 10001000 11010110 01101101
- 11111000 01100100 10111100 01001000 01001111 01100001 00100101 00001110
- 11101110 01010011 10111000 11001011 10011011 00000010 01110010 11010011
- 11011000 10101110 01000110 01010110 11000111 10110001 11111010 01111010
- 01010011 10010110 00100100 00110100 01110001 10001110 10010110 00101111
- >KillerDarkness0105 Account Deletion.exe Active
- 00000010 01110000 01101111 10110010 10111001 10001010 10111000 11000001
- 00010111 11111010 00100010 10001100 11011111 10010101 11001010 00000010
- 10101101 01100011 00000010 11111101 00101000 11000100 11101111 10111101
- >Account Successfully Deleted.
- 00000001 00000000 10011100 10000001 01110001 01001110 00100000 00000001
- 10000101 11011101 11011000 01011110 01100100 00010000 11110100 10000001
- 01110101 01011111 11011111 01111010 11111010 10010101 10111111 00011100
- 00010100 11000111 00100111 00100010 01010100 01010000 11101011 01101110
- 10100001 10111000 11001011 00010010 10001110 01110011 00110111 10001100
- 11111011 01110010 00100110 01101001 11011101 00010011 10000101 01001001
- >Creterisk Account Deletion.exe Active
- 11010110 01000000 00110111 01111101 10011010 00110001 11110001 00110101
- 10011111 11111110 00100101 00011100 01010010 01010111 11100000 10111111
- 00100101 10001111 01011110 11000100 10111110 00110111 00000100 11010110
- 11010101 11011000 11010011 11010111 11111001 11001010 10011100 00010111
- >Account Successfully Deleted
- 01111110 10100101 11110100 00011000 11110101 11101101 01111001 11110011
- 01010101 11000000 10001000 10001100 11110010 00011000 10111101 11111100
- 01010110 10101100 01101011 01000111 01001111 00010100 00010110 11101110
- 01011001 00010110 10111011 01111110 11111001 01101000 11001110 10000011
- 01010101 10010111 10110010 00100011 00100010 00011010 10000101 00011110
- 01110011 10111110 00000101 10110111 01101101 10001111 10000010 11100000
- 01001011 11111111 11111100 00100010 11101101 10010000 01011110 00111111
- 11010001 10110000 11101101 01101100 10000111 10100111 11110010 11010000
- 00100110 01101011 01001100 00010110 10000000 10000111 11100000 11101011
- >FuntimeArtic Account Deletion.exe Active
- 11000011 10001111 01111011 00011001 11011011 01010001 01010101 11101101
- >Error
- >Unable To Read Data.
- 01101001 01101011 10000000 01110010 11111111 11010001 10111101 00010001
- 11111000 00111010 01100010 10000001 11011111 10000011 00010001 00010000
- 00100000 01111001 01111100 10110010 11110000 10000101 00101100 00000011
- 10010111 01011011 10000010 11110110 01010010 00101101 11010101 10010000
- 01001100 00101011 10101111 01101001 10100111 01000101 00110011 11001110
- 10010110 10111011 11110111 00111110 11111010 01100101 11110100 01011011
- >Delete Failed
- 01101001 01101011 10000000 01110010 11111111 11010001 10111101 00010001
- 11111000 00111010 01100010 10000001 11011111 10000011 00010001 00010000
- 00100000 01111001 01111100 10110010 11110000 10000101 00101100 00000011
- 10010111 01011011 10000010 11110110 01010010 00101101 11010101 10010000
- 01001100 00101011 10101111 01101001 10100111 01000101 00110011 11001110
- 10010110 10111011 11110111 00111110 11111010 01100101 11110100 01011011
- >Restarting
- 10111110 11001100 00110011 01111100 11111110 00100100 01011101 10100010
- 00101011 10110001 10000010 01100110 01110001 10100110 00011011 00000000
- 01111111 01001110 00001101 10001100 10110110 01001010 01011101 01010011
- 01000110 01100010 00101101 11010110 00100010 00111000 11100000 10010000
- 01000010 10001010 11010101 00010010 00110100 00101000 01000111 01101101
- 01101011 10011111 00011110 10111100 00100010 00011100 10110110 10000001
- 11110111 00111100 10101001 11001111 11001001 01011101 11110100 10101111
- 10001100 01111101 11000010 10100111 10001110 11011100 11011111 11101110
- 11101001 11001000 10000101 10100100 01110100 00110100 00001111 11001110
- 00000001 10111100 00010101 01111010 01110111 00001001 01010011 00110111
- 01111100 11101100 00000101 10111011 10011000 01001010 10101100 10100110
- 00000011 00000010 11001110 01010010 10101010 01011110 00000101 00100100
- 11010001 00101110 00111010 01000000 00110001 01101111 11100100 11100100
- 10101110 00000100 11110110 00001101 01100100 00011110 00100010 00110011
- 10011000 01101001 10001100 11101111 01110111 00100111 00000001 10100110
- 11001111 00101111 10110110 10001000 10011010 10100100 10100100 01110111
- >MonolithicDivinity Account Deletion.exe Active
- 00000010 01110000 01101111 10110010 10111001 10001010 10111000 11000001
- 00010111 11111010 00100010 10001100 11011111 10010101 11001010 00000010
- 10101101 01100011 00000010 11111101 00101000 11000100 11101111 10111101
- >Account Successfully Deleted.
- 00000001 00000000 10011100 10000001 01110001 01001110 00100000 00000001
- 10000101 11011101 11011000 01011110 01100100 00010000 11110100 10000001
- 01110101 01011111 11011111 01111010 11111010 10010101 10111111 00011100
- 00010100 11000111 00100111 00100010 01010100 01010000 11101011 01101110
- 10100001 10111000 11001011 00010010 10001110 01110011 00110111 10001100
- 11111011 01110010 00100110 01101001 11011101 00010011 10000101 01001001
- 10001000 00010010 10011100 11100100 01101011 00110111 00111001 00001110
- 01100010 10010111 01010010 00000111 00000001 10011100 00000001 11100111
- 00001110 01010110 11011000 10100011 01011101 01111101 00000000 10110101
- 01111001 00110001 00001111 01010010 11111011 01010100 11000011 11111110
- 01100010 10100111 01010100 11100011 10000100 00111110 11010001 00000111
- 01000111 01101001 10111010 00100111 00111000 00101110 10101111 00011100
- 01111100 11000100 11010011 00101100 01110010 01001011 10010010 00000000
- 10000000 11100000 10101011 11010111 00010000 01000001 10001010 11000000
- 11010000 00101010 00001111 10100000 00000000 10001000 00010101 10110001
- 10101001 01011111 10001100 00110101 01010000 10011000 10011111 10100101
- 10101010 00011110 00011000 10001100 00001000 01111000 00010100 01101001
- 10101101 11111110 11100110 11110000 01011011 11111110 01001101 01101101
- 10010100 01011000 00000100 11100111 00011101 10110001 11010100 11100000
- 11100000 10010100 01011000 01011011 01000010 11101001 01101010 01100010
- 00010100 00101011 00101101 11101010 11001000 00010001 10110101 11111111
- 11000101 11100000 11100000 10100111 11010100 10000000 10010100 01010001
- 11110101 01000010 10000110 01001101 10011110 00111011 01010111 11011000
- 11110000 00100101 01011001 01011010 11110001 00010111 11111001 11000010
- 10110001 11010101 10110000 10111010 00101110 11010000 10111011 11100001
- 00000001 01010101 10111100 00111001 01010010 11010010 01100010 00111101
- 11110100 10101100 01010111 00001001 10011111 00011000 01011001 11010101
- 00101010 00101011 00111100 11100100 10011000 10011011 00000100 01110111
- 00001111 10001100 00010011 10101011 10100101 10011010 01111011 00011111
- 11110111 00000001 10001000 11000100 01010001 01110001 11111110 00100101
- >Nebula_Zorua Account Deletion.exe Active...
- >Error Unable To Find Account.
- >Restarting...
- >Unable To Restart.
- >Unknown Chat Detected.
- >Enter? Y/N
- >Y
- >Connecting To Chat....
- 10101010 00011110 00011000 10001100 00001000 01111000 00010100 01101001
- 10101010 00011110 00011000 10001100 00001000 01111000 00010100 01101001
- 10101101 11111110 11100110 11110000 01011011 11111110 01001101 01101101
- 10010100 01011000 00000100 11100111 00011101 10110001 11010100 11100000
- 11100000 10010100 01011000 01011011 01000010 11101001 01101010 01100010
- 00010100 00101011 00101101 11101010 11001000 00010001 10110101 11111111
- 11000101 11100000 11100000 10100111 11010100 10000000 10010100 01010001
- 11110101 01000010 10000110 01001101 10011110 00111011 01010111 11011000
- 11110000 00100101 01011001 01011010 11110001 00010111 11111001 11000010
- 10110001 11010101 10110000 10111010 00101110 11010000 10111011 11100001
- 00000001 01010101 10111100 00111001 01010010 11010010 01100010 00111101
- 11110100 10101100 01010111 00001001 10011111 00011000 01011001 11010101
- 00101010 00101011 00111100 11100100 10011000 10011011 00000100 01110111
- 00001111 10001100 00010011 10101011 10100101 10011010 01111011 00011111
- 11110111 00000001 10001000 11000100 01010001 01110001 11111110 00100101
- Connected - 4
- >You : What the hell kind of technology is this...
- >The Broken Angel : You're close my little hacker, but still so far.
- >Zelphix : You'll have to try harder.
- >You : Who in the hell are you two.
- >The Broken Angel & Zelphix : Destroyed figures.
- >You : What about your "other friend" in here?
- >Nᴉl : ˙sn oʇ sƃuolǝq plɹoʍ sᴉɥ┴
- ˙noʎ ɹoɟ ƃuᴉɯoɔ ǝɹ,ǝʍ ʇnq
- ˙˙˙ǝɯ puɐʇsɹǝpun oʇ ǝlqɐ ǝq ʇ,uoʍ ʎlɹɐǝlɔ no⅄
- >You : What I don't-
- 10101010 00011110 00011000 10001100 00001000 01111000 00010100 01101001
- 10101101 11111110 11100110 11110000 01011011 11111110 01001101 01101101
- 10010100 01011000 00000100 11100111 00011101 10110001 11010100 11100000
- 11100000 10010100 01011000 01011011 01000010 11101001 01101010 01100010
- 00010100 00101011 00101101 11101010 11001000 00010001 10110101 11111111
- 11000101 11100000 11100000 10100111 11010100 10000000 10010100 01010001
- 11110101 01000010 10000110 01001101 10011110 00111011 01010111 11011000
- 11110000 00100101 01011001 01011010 11110001 00010111 11111001 11000010
- 10110001 11010101 10110000 10111010 00101110 11010000 10111011 11100001
- 00000001 01010101 10111100 00111001 01010010 11010010 01100010 00111101
- 11110100 10101100 01010111 00001001 10011111 00011000 01011001 11010101
- 00101010 00101011 00111100 11100100 10011000 10011011 00000100 01110111
- 00001111 10001100 00010011 10101011 10100101 10011010 01111011 00011111
- 11110111 00000001 10001000 11000100 01010001 01110001 11111110 00100101
- >Chat Disconnected
- >You : Damnit.
- 11110110 00101010 00011001 00100111 01111011 00101111 01001001 10100001
- 11101111 01111001 11011000 10000001 01000100 10011111 10110010 10001011
- 00000101 01101011 00001010 10011001 11011101 00010010 11000011 11110011
- 01100011 01110010 00100000 00001110 10001100 00101010 10001011 00100010
- 10011111 10001000 10001010 10110111 11011111 01001101 00011101 00101101
- 11011111 10110001 10101111 01101110 11000010 01001000 00010110 00101101
- 11111111 10000011 10010001 10110100 11000101 10111000 01111011 10101000
- 01011011 11101110 01101001 00101111 11110101 11011000 01111111 01000110
- 01111110 11110100 10010010 00011110 11011010 00110000 00100011 10011100
- 01000001 10000111 11001101 01100101 01111110 11101010 11110100 00101010
- 11010100 00001001 11110010 11110010 11111011 10111101 11100110 11001001
- 11001100 11101100 10110111 11100010 10000111 01110010 11100110 00010111
- 10010101 11110101 10100001 00110000 10101010 00011010 00001111 11110110
- 01001111 10101001 10010011 10111101 00001100 10100000 01100101 01000000
- 10111000 11001101 11111001 00000100 01110111 10001100 01001101 11000011
- 00111010 00101010 10100110 01100101 01010010 11111010 11000011 10111110
- 01000100 00001011 11101100 11000100 01101010 01101011 00111001 01000101
- 01100010 10010100 00101001 11001001 11011111 01100111 11000100 00101000
- 00100001 11110011 11100000 01100010 10010010 00101000 11011111 11110011
- 00011011 01011110 00111101 01101110 01011101 01000010 01011110 10100101
- 01100001 01010000 10001100 11100101 10010100 10011001 11010000 10001100
- 10110110 00000111 01000000 11111111 00000110 10110100 11011001 01001110
- 01101011 11100011 11011101 10111000 11001011 01101111 01010101 10011001
- 10111000 11110001 00110101 11010011 01001011 01000010 01001100 10110010
- 00101011 01101011 10101100 11100100 10001011 10000111 00110101 10101000
- 01001111 00000101 01010101 01101101 01010010 00101011 01000101 00101011
- 01100010 01000110 10111110 10001001 11100100 10101101 10111110 10001111
- 00101000 10111001 10001101 11100111 11100000 01111100 10000111 10101010
- 11011000 10011101 01011010 00101001 01010100 01101111 10101011 00010001
- 10100100 00101111 00110000 01011011 00111011 00001011 00100110 00100000
- 11111100 01101111 10001100 11011101 11011100 10111110 00110110 01000000
- 11000100 11000110 01111001 11101010 01111101 10110011 11101011 10011111
- 10111001 00110010 00100110 11111001 11110101 11101100 10100111 01010000
- 00111010 11000111 01001001 01010011 00100110 01000111 11000111 01000100
- 00100101 00100001 01100100 00111010 11100000 01100101 11110111 10100111
- 01001101 10101010 00101110 10100111 11100011 11000100 10100100 01001010
- 01100000 00111101 00111101 11100110 00111011 00110101 01001101 10010110
- 00011100 10101111 11010101 10100001 10000110 10010001 11101011 01110000
- >Salvo_Starly Account Deletion.exe Active
- 01100000 00110010 11010001 10001001 10010100 10011010 11010100 00001101
- 11111111 00001000 11010011 11100001 00001011 10011110 01000111 11001001
- 11110011 11011111 01100001 11001110 10000000 10001101 11101111 00011001
- 10011100 11110000 00001100 11011101 00011011 00010110 11110001 01011011
- 10000000 10100110 11101111 11111100 11011001 11010010 11111000 01001111
- >Connecting To Furaffinity....
- 01001111 00110101 01101110 00000001 11011110 01011100 01000100 11011010
- 01111000 10110011 01000111 11100110 10100010 00111111 00010010 11011000
- >You : Hold on, WHAT?!
- 01111101 00101101 11101100 10101101 10001100 11101011 11100111 01110111
- 00010111 01101011 01110110 00001111 10101101 01000110 01010111 00000001
- 10001000 01110100 00110011 10101010 01100100 10111010 01100100 10111010
- >You : Did the account just redirect me to this?!
- 01100010 11001000 01000100 11101001 11011110 01111110 11010010 11110101
- 01111100 10110110 10101110 01000000 00111100 11001110 11000011 01110100
- 11100111 11011001 01001001 11010001 10001111 01110101 00001110 00011000
- >Successfully Connected.
- >You : .....
- 10001000 01110100 00110011 10101010 01100100 10111010 01100100 10111010
- 01100111 01000111 00011101 01111111 01001111 00010101 11010110 11100111
- 01100010 11001000 01000100 11101001 11011110 01111110 11010010 11110101
- 01111100 10110110 10101110 01000000 00111100 11001110 11000011 01110100
- 11100111 11011001 01001001 11010001 10001111 01110101 00001110 00011000
- 01101101 10001001 11100010 01000110 00111110 11001010 10001010 10001010
- 00011001 10110010 00010110 11011100 11100110 10001001 11010011 10110111
- 11101100 11110001 01000110 01110101 00111011 01111000 10111010 01100011
- >delta1035 Account Deletion.exe Active
- 10010010 10011100 00000110 11000101 00111100 00010100 10001110 01000111
- 00001101 01101011 11001011 01110101 01000011 01101010 10111000 00100110
- >Error Line 531 - "You seem like a good type, I'll try you."
- 00000110 10111001 10001110 10110111 11011011 10101000 11000111 10010110
- 10111000 11011000 11010101 01000101 11101010 01111111 11100110 01010011
- >Deletion Failed.
- 01010110 11010100 01000110 11100100 11110111 11001110 11111000 00010101
- 10111111 01110100 10011011 11101110 01001101 01010011 01000100 10110100
- 01111011 11000011 10110110 01100011 11111011 11000011 01000101 01010111
- 01011100 10101101 11001010 10110000 11101101 10000101 10000110 00100111
- 11010101 10101010 10101001 00001011 11101000 01101000 01011011 11011111
- 00001001 10000011 11110001 10010111 01111111 01010010 00001100 01000000
- 01111100 11001000 00010010 00101000 11111100 00111110 00000100 11100011
- 01111100 00010100 10010010 00111001 01111011 00010000 11100111 01110110
- 11111011 01011100 01100100 01110100 11110101 11110100 11001000 10100100
- >Zuu_Roku Account Deletion.exe Active
- 10000100 10010011 10111001 00000100 11010111 10011000 11001110 11001101
- 11000110 10100100 11101011 11111011 11001001 01100111 10011001 11100010
- >Error
- 10111101 00100000 11111101 01011000 11001101 00111000 10111110 10001010
- 00111111 01000000 11111100 11000001 00010100 11001000 01000001 11100001
- 10011011 00000001 10010110 10101111 10101100 11000000 00110101 00110000
- 00110010 00001001 01110100 10010010 00101001 01010001 01011110 11011110
- >Unable To Detect Password.
- 01101110 11010011 10100110 11100101 10111000 11101101 01000011 01011000
- 11100011 00100000 10001110 10000001 10100001 10010000 10111110 10100011
- 00111101 01101100 01100100 10011111 10100001 11110010 01111011 00000010
- >Reason(s) Found : NANO.EXE
- 00001001 01111110 01101001 10101101 10001100 01001111 01110001 00110011
- 00100011 01110001 01000000 00110101 11011000 11101000 10010111 01010001
- >Unable To Remove.
- 01000101 10110110 10010000 00111011 10010010 11101000 11001001 10010111
- 00100111 11000110 10100010 01010011 10111010 11000010 01110111 00101110
- >Restarting
- 01011101 11110010 10010001 01001001 01011100 11110110 10000001 11110010
- 10011010 11011101 11011111 01100111 10001011 00111001 00110010 11010001
- 01011000 01110100 00011100 11011011 00000100 11000110 11111011 10000001
- 01101001 11011100 11100111 11110001 01001101 01111000 11110101 00101111
- 11001101 11011100 01010110 10100011 01111000 00010100 00001101 01100001
- 01111100 11110110 10100001 10111111 11001110 10101000 11100010 11011011
- 11110111 01110110 01001011 11111111 00011111 11001100 00101101 10110010
- 00000010 10010110 11110000 01110011 11110111 00101111 10110111 01011101
- 01001001 01111111 10001101 00100000 10110010 01110111 00110111 11010111
- 00101101 10110101 00001000 10011110 10001100 00110001 10100001 00001010
- 01101100 11110001 11001000 01101000 01000110 00001001 10100101 01111100
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- 10011011 00011010 10011110 00001111 01111111 10000100 00011100 10100011
- 11000010 00010011 11010000 10000111 00111110 01000000 00001100 11101100
- 10100100 01111111 11110101 10001010 00000000 10100001 11111110 00101000
- 11011110 00110101 00101110 00101000 10110101 00111100 11100011 00000001
- 01011100 11010101 10110010 01101101 10110000 10101100 00111110 11011101
- 01110011 01011111 00011010 00010010 11010100 11100011 11111111 10100011
- 11100000 00000000 11001110 10110110 00110101 10110010 01101000 10011000
- 01111101 10110000 11011011 00100100 00100110 00111011 10101111 10100001
- 10101001 10001010 11001000 10011001 10001100 10000011 11000000 00101100
- 10111101 10101011 11100011 01000111 01100000 10001000 11111110 10111111
- 01100011 10111010 00010111 10010101 10001000 00001011 01101101 10110010
- 10001001 11111101 11011100 01111101 10011111 11000000 01111100 10100110
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- 00110101 00000110 11001110 10110011 10010001 10100011 00001000 10010110
- 00100110 01110101 11000010 00101010 00011100 01011111 00000001 01110101
- 00100111 11110101 10000011 01100110 11000000 01100001 11010011 11001001
- 01010101 11101101 10011001 11100111 01000111 00111011 01101001 01011010
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- 10110100 00100100 01100111 00100101 11110011 10000101 01010011 11110110
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- 01110110 11001010 01010100 10000100 11111001 00100010 10010010 00011110
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- 00000111 00000001 11100101 10010101 11111100 10111001 11010111 11110100
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- 10101000 00001100 11000011 01010110 01010000 11101000 00001001 00101000
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- 00110001 01110111 10101010 11000111 10111000 11101001 11001100 01101010
- 00010001 00110010 11101001 01001110 10000000 01101001 00001011 00111100
- 00000000 00110010 10010011 11110000 10000100 11000101 11011000 01000111
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- 10001100 10100010 11110110 01100110 01100100 01001000 00001011 11010110
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- 11100000 00001101 00001110 11110011 11100101 01101101 00000000 01011101
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- 10110101 01110011 11101100 11001011 10000101 01000001 01111001 00010100
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- 10000000 10110110 01000011 11000000 11000010 01111001 01000001 00100100
- 10111111 10001101 11010110 00001100 01010100 00010110 11110000 00000000
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- 10100111 01101001 00110001 11010101 00011101 10001111 00010110 11111011
- 00111111 10000000 10111001 01000000 01111001 01100011 00000110 01010101
- 10100111 11101000 11000100 11110010 01001110 00011101 00111010 01110100
- 00111000 00010100 11100000 00011110 00110010 01011101 01000100 10010111
- 00000101 01110011 00110000 10101110 11111110 11011001 11111110 01101011
- 01000100 10100111 01110011 00111100 01011100 10000000 10000110 01110110
- 01101101 11011000 01000011 01111000 10111100 00101101 01111111 10110111
- 11000010 10000000 11110110 00010101 01000110 01110111 01110101 00001100
- 11111010 10101100 11111011 11011110 10000111 00101001 01000001 10001000
- 11110010 01101001 00100111 11011001 01000101 00010001 00110111 10110011
- 11100000 00010101 10000111 10100100 11101011 00110011 00001011 11000000
- 11010011 00011100 01101001 00000110 01101011 10110000 01110011 00110000
- 11111011 11000100 01000111 11011101 10100001 11111000 11101010 01111000
- 01110000 11001011 11111001 00101100 11000101 10010110 11110100 01110110
- 11101000 00100011 11101111 10000110 10010000 01011010 11011111 11110110
- 01101010 00111001 00011100 00001100 11100000 10110000 00000111 01000110
- 10101100 10101110 01101000 10010110 00101111 00010111 11001100 01101101
- 10110011 01001101 01110110 01110110 10111010 00100101 10100000 11011111
- 11111010 01101000 00111110 00101100 10001011 00101111 00001011 11010011
- 11111101 01010000 01001100 01100001 00100100 10101110 00010000 00001101
- 01100001 11010100 10111010 10101010 10111010 01001000 10101000 10100011
- 10111001 10100111 10001000 00001011 01100100 11011000 00100000 10010001
- 00001011 10011000 01100111 00111001 10010110 11001100 01011001 01010101
- 00011101 10110010 10000100 00111111 00010011 10100101 01110001 00100001
- 10000001 10011000 00100110 11001111 01101011 01110001 10110001 11100000
- 11100110 10010101 00111010 11001101 00101100 11010100 10110100 11010111
- 10101001 10001111 00011100 10000000 10000101 01111100 01101001 01011000
- 10100100 01010101 10100111 01001010 01001010 10001111 11111100 00001101
- 01101010 11000011 00110101 10010110 10000100 01111101 01110011 00110001
- 00010111 00101011 00010001 11011011 10100011 10101010 10100001 00000001
- 01110010 11101101 00110000 00001001 00111101 11101100 10001100 01001101
- 01000001 10111011 10010001 00100110 10001010 00010010 10111000 00000101
- 11001011 01100010 10010000 01011011 10100100 11000011 00011011 01010111
- 01010101 00010110 11111011 01100110 00100101 10011110 01000110 00111000
- 00001010 01110000 00110111 01100000 10010101 01001100 00001110 10000111
- 11001001 11111111 11000000 11111100 11101101 00100101 10111110 10011100
- 10001100 00100100 10100101 01001001 00100100 11010011 11000001 00100001
- 01011100 11110010 00001110 11111110 11011001 10001011 10110000 00001101
- 01000011 01110110 11011101 10101000 00111000 11110011 01110010 00110110
- 00111101 11110110 10101001 10100010 01111100 01011010 01110000 01011011
- 10010101 10100111 00110000 11010011 00001101 00101110 11101011 01110111
- 01100101 10010101 00111110 00110000 10110110 00011110 11100010 11111000
- 11111111 11110100 11001011 10000011 10000110 10000001 10100000 11110010
- 11011101 10101100 01110001 00101001 11111111 00000111 01010001 00100010
- 00001011 11001000 00010011 01100100 01011011 11011010 00001011 01000101
- 00000000 10001101 11110011 10100010 01000010 00001001 00011011 11010000
- 11111001 00011001 10110100 10001001 10010101 01101100 01100111 11100001
- 01101001 00001000 10000010 00011011 10100010 00110010 01011010 11110111
- 00101110 11010011 01010101 10101011 01010110 11011101 00101011 11101110
- 10110011 10001001 11010011 01101011 01111101 10101101 10001101 10000010
- 11100010 11011011 11111010 10110110 01110111 00000111 01111101 11101110
- 10000111 01011000 11111111 10110010 10111000 10111111 00001000 10001110
- 10110000 00011111 00101100 10000010 01010101 00000111 01001110 01001101
- 00001001 01011110 00110100 01101000 10100000 11011110 11000010 10111000
- 01111100 01110100 00100110 01000001 10011111 01101000 01101010 00000100
- 01000001 00111111 00101011 10000010 00110100 00010101 01100001 10100101
- 11111001 01100110 10000110 10101111 00010101 00011011 11101010 10011011
- 01011010 10011001 10111011 01000010 10001100 11001111 01010011 00111110
- 01011010 00011011 11111110 00001101 11101011 10010100 10111101 10111000
- 00100001 11101111 01000001 11011111 00001101 00000110 11101000 01010000
- 10110100 11000010 11111010 01001101 10101001 01000011 10100010 11000010
- 10000011 10010111 11111010 00111011 10110100 11010111 10110010 00101101
- 10011101 11100001 11100000 01001110 01001100 01111010 11010101 01001011
- 11011001 00111001 01100111 10111010 10110111 00111001 01010001 10110000
- 01111010 11110010 10111110 11111011 10001110 10100111 10100110 00111000
- 10011110 10100000 10011110 11000111 00111100 10100010 10110111 00010011
- 10001011 00011010 10000111 01100011 01110101 01000001 00001011 11110011
- 01110111 10000001 11111101 00010100 11001111 00111010 10000010 00110000
- 11110100 00001001 10110000 10011001 11010111 10000100 11111110 10001111
- 00010111 00010001 10001010 01001011 11100001 01100101 01000000 00000001
- 10101010 10100001 00011110 00010011 11010110 11111011 10100000 10111110
- 00000110 01111000 11111011 11101001 00110010 00011011 00011010 10001010
- 11110100 10110101 01010100 11111000 11100100 00110000 11110111 01101011
- 01000000 00111010 00011010 10110111 00001100 10110001 10101001 10001111
- 10101100 00000011 00101100 11010010 11101101 00001111 10110001 00110001
- 10101011 11001011 10110011 11010010 10010011 10101010 00011111 00010100
- 00000111 01010001 01001101 00000110 11001100 10100011 10010110 01001011
- 10101010 10100011 00011100 00101110 10001000 01011011 10110101 01000110
- 10001100 01110100 00110000 01000000 00011101 11110111 01110010 00000110
- 01011111 11001010 00001101 00111000 10101110 10001011 00100001 01101010
- 11001110 01010101 11010101 00001100 11001101 00010101 11000010 11010111
- 11011101 01100011 00000010 10000101 00011010 00001001 10011010 01010001
- 10110110 11110011 00001000 10101010 11101110 11000101 11010011 00101001
- 10001100 01110000 01100001 00010001 01011000 10000111 11010001 00101000
- 00111010 10001000 01000011 10010100 00011111 01101001 00011101 11000110
- 01011101 10111001 01000011 10100010 01000111 01101111 11011101 11011100
- 10001010 10101011 01001001 10001100 10111110 00101001 01110010 10000100
- 11011101 00011011 00110010 01100111 00111111 01010011 01100101 11100110
- 10111011 00001011 01001010 01000101 01011000 00101011 10100100 01110001
- 01001111 11000000 11100110 11111110 00100000 10111100 00101000 00011011
- 10011000 00010001 11010010 11010011 00101011 11100101 00011011 11111111
- 01011011 10010110 11101100 11100111 01010000 00111010 11010101 00100011
- 10100101 11100010 01001010 00011110 00011001 01110101 01110011 10011010
- 00001001 11011010 01100100 01111101 00101101 11101001 01111010 01011011
- 11111111 00001000 01001101 11001001 10111011 01010010 11001001 10011000
- 00110001 01110111 11011000 11001001 11001101 10100011 01000010 00000111
- 00000110 11111111 01111111 01001011 01101000 11000011 01111101 10000110
- 10101001 10001110 01010001 11001110 01100100 10110010 00010011 11101100
- 10001000 01011101 01110000 00010110 11000111 00111110 01101111 00111010
- 11000111 10111111 10011110 10011001 10001110 01011000 11110101 01101001
- 11101101 01001110 01010100 01001010 11100001 01100010 00001100 01101100
- 00011101 00100001 10011001 00000101 00111001 00000000 10101100 01111111
- 10110000 11010100 00011010 01010011 10100100 01111100 00001100 01010101
- 01101010 01000110 00001001 00000111 10100111 11111100 01001010 11111010
- 11000001 11100000 00111010 10100011 11001000 01110110 01100111 11010011
- 01000010 10111000 01110111 00101100 00010110 11011010 10111101 11110110
- 00110010 00001110 01010100 01111010 10001000 11010011 01111101 00000100
- 00011110 11101011 00010000 10101111 00100110 00101110 10100110 00101000
- 00100101 10000101 01111110 11001001 11010000 00010101 11011000 01000000
- 00100110 01011101 11111010 01100110 10101010 11001100 11111011 01100010
- 00000000 00110001 11110111 11011101 00101100 11011101 01010010 10100000
- 10010111 00100100 10111010 00100001 10000010 11000001 01101010 01100010
- 11000010 00010111 01010001 11110101 01000011 00110010 11110101 11000001
- 10111110 01110001 00100111 10101000 01001101 00101011 01111010 01110010
- 11101100 00001001 01001000 01010110 00010010 11001010 11000110 01001111
- 10100000 11011011 00111000 01010000 11110001 10010000 10011000 11010010
- 10100011 10001101 00010101 10011000 10000000 00000110 11001100 10000000
- 01101000 01110111 11001101 10001111 10100111 10110001 01001100 10000001
- 10010000 00101101 00001010 00010011 11101010 00101110 10010110 10001000
- 00101101 00001000 11010001 01111111 10110111 01000000 11010010 01001111
- 11010111 11110100 01110000 10111001 11011110 00011100 11100011 11100000
- 10100000 10000101 01011100 10110100 10000010 00001010 11110100 00011110
- 10011101 00011111 01001100 01100101 00001001 10011011 01010111 00010010
- 01011101 00101101 00010100 01110111 11110111 11000010 00101110 11010111
- 01011100 11011010 10101100 00011001 00011110 11011011 01100100 10111000
- 00000011 11001100 11010100 11010111 00010100 00101011 01010011 10001110
- 01011110 10000111 00110000 00011000 11100000 10011001 00001110 01101001
- 10001001 00110110 10001011 01101001 01111110 01111101 10111111 10101001
- ]]
- hum.JumpPower = 55
- hum.Animator.Parent = nil
- ----------------------------------------------------------------------------------
- --Origianlly was going to be a screen in the middle :depressed:
- local Screen1 = IT("Part")
- Screen1.BrickColor = BrickC("Bright orange")
- Screen1.Material = "Glass"
- Screen1.Color = Color3.new(218,133,65)
- Screen1.Transparency = 0.3
- Screen1.Size = Vector3.new(6, 4, 0)
- Screen1.CanCollide = false
- Screen1.Locked = true
- Smooth(Screen1)
- local Screen1Weld = IT("Weld")
- Screen1Weld.Part0 = root
- Screen1Weld.Part1 = Screen1
- Screen1Weld.C0 = CF(-0, 3, -5) * angles(0, 0, 0)
- Screen1Weld.Parent = Screen1
- Screen1.Parent = char
- local Screen2 = IT("Part")
- Screen2.BrickColor = BrickC("Bright orange")
- Screen2.Material = "Glass"
- Screen2.Color = Color3.new(218,133,65)
- Screen2.Transparency = 0.3
- Screen2.Size = Vector3.new(6, 4, 0)
- Screen2.CanCollide = false
- Screen2.Locked = true
- Smooth(Screen2)
- local Screen2Weld = IT("Weld")
- Screen2Weld.Part0 = root
- Screen2Weld.Part1 = Screen2
- Screen2Weld.C0 = CF(8, 4, -2) * angles(0.1, -0.9, 0)
- Screen2Weld.Parent = Screen2
- Screen2.Parent = char
- ----------------------------------------------------------------------------------
- local Screen3 = IT("Part")
- Screen3.BrickColor = BrickC("Bright orange")
- Screen3.Material = "Glass"
- Screen3.Color = Color3.new(218,133,65)
- Screen3.Transparency = 0.3
- Screen3.Size = Vector3.new(6, 4, 0)
- Screen3.CanCollide = false
- Screen3.Locked = true
- Smooth(Screen3)
- local Screen3Weld = IT("Weld")
- Screen3Weld.Part0 = root
- Screen3Weld.Part1 = Screen3
- Screen3Weld.C0 = CF(-8, 3, -2) * angles(0.1, 0.9, 0)
- Screen3Weld.Parent = Screen3
- Screen3.Parent = char
- ----------------------------------------------------------------------------------
- --Credit to Noobygames12 for this Hot gui that I totally stole
- local Base = IT("GuiMain")
- Base.Parent = plr.PlayerGui
- local GUIFrame = IT("Frame")
- GUIFrame.Parent = Base
- GUIFrame.BackgroundColor3 = Color3.new(255, 255, 255)
- GUIFrame.BackgroundTransparency = 1
- GUIFrame.BorderColor3 = Color3.new(17, 17, 17)
- GUIFrame.Size = UDim2.new(1, 0, 1, 0)
- GUIFrame.Position = UDim2.new(0, 0, 0, 0)
- local ActualHackerText = Instance.new("TextLabel",GUIFrame)
- ActualHackerText.ZIndex = 2
- ActualHackerText.Font = "SciFi"
- ActualHackerText.BackgroundTransparency = 1
- ActualHackerText.BorderSizePixel = 0.65
- ActualHackerText.Size = UDim2.new(0.4,0,0.2,0)
- ActualHackerText.Position = UDim2.new(0.565, 0, 0.9, 0)
- ActualHackerText.TextColor3 = BrickC("Lime green").Color
- ActualHackerText.TextStrokeColor3 = BrickC("Really black").Color
- ActualHackerText.TextScaled = true
- ActualHackerText.TextStrokeTransparency = 0
- ActualHackerText.Text = "Hac3er Edit by Tyshooter123456"
- ActualHackerText.TextSize = 24
- ActualHackerText.Rotation = 1
- ActualHackerText.TextXAlignment = "Center"
- ActualHackerText.TextYAlignment = "Top"
- local FatAssAttacks1 = Instance.new("TextLabel",GUIFrame)
- FatAssAttacks1.ZIndex = 2
- FatAssAttacks1.Font = "SciFi"
- FatAssAttacks1.BackgroundTransparency = 1
- FatAssAttacks1.BorderSizePixel = 0.65
- FatAssAttacks1.Size = UDim2.new(0.3, 0, 0.1, 0)
- FatAssAttacks1.Position = UDim2.new(0.775, 0, 0.7, 0)
- FatAssAttacks1.TextColor3 = BrickC("Lime green").Color
- FatAssAttacks1.TextStrokeColor3 = BrickC("Really black").Color
- FatAssAttacks1.TextScaled = true
- FatAssAttacks1.TextStrokeTransparency = 0
- FatAssAttacks1.Text = [[
- Q - Relax
- F - Code
- Z - Screen Come / Away
- X - Orbital Strike
- C - EMP (WIP)
- ]]
- FatAssAttacks1.TextSize = 24
- FatAssAttacks1.Rotation = 1
- FatAssAttacks1.TextXAlignment = "Center"
- FatAssAttacks1.TextYAlignment = "Bottom"
- -------------------------------------------------------
- --End Customization--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Text Function--
- -------------------------------------------------------
- function mes(text,texttime)
- if Screen1:FindFirstChild("SurfaceGui")~= nil then
- Screen1:FindFirstChild("SurfaceGui"):destroy()
- end
- local text = text
- local SGui = Instance.new("SurfaceGui",Screen1)
- SGui.Face = "Back"
- SGui.Adornee = Screen1
- local hexertextxd = Instance.new("TextBox",SGui)
- hexertextxd.Position = UDim2.new(0, 0, 0, 0)
- hexertextxd.Size = UDim2.new(0.8, 0, 0.8, 0)
- hexertextxd.TextColor3 = Color3.new(0, 1, 1)
- hexertextxd.BackgroundTransparency = 1
- if Screen == false then
- hexertextxd.TextTransparency = Screen1.Transparency
- end
- hexertextxd.Font = "Fantasy"
- hexertextxd.MultiLine = true
- hexertextxd.TextWrapped = true
- hexertextxd.TextSize = 34
- hexertextxd.TextXAlignment = "Left"
- hexertextxd.TextYAlignment = "Top"
- hexertextxd.Text = ""
- local tm = coroutine.wrap(function()
- for i = 1,string.len(text),1 do
- swait()
- hexertextxd.Text = string.sub(text,texttime,i)
- end
- wait(3)
- for i = 0,6,0.1 do
- swait()
- hexertextxd.TextTransparency = hexertextxd.TextTransparency + 0.04
- hexertextxd.Position = UDim2.new(0+0.05*i, 0, 0, 0)
- end
- SGui:Destroy()
- hexertextxd:Destroy()
- end)
- tm()
- end
- function mes2(text,texttime)
- if Screen2:FindFirstChild("SurfaceGui")~= nil then
- Screen2:FindFirstChild("SurfaceGui"):destroy()
- end
- local text = text
- local SGui = Instance.new("SurfaceGui",Screen2)
- SGui.Face = "Back"
- SGui.Adornee = Screen2
- local hexertextxd2 = Instance.new("TextBox",SGui)
- hexertextxd2.Position = UDim2.new(0, 0, 0, 0)
- hexertextxd2.Size = UDim2.new(0.8, 0, 0.8, 0)
- hexertextxd2.TextColor3 = Color3.new(0, 1, 1)
- hexertextxd2.BackgroundTransparency = 1
- if Screen == false then
- hexertextxd2.TextTransparency = Screen2.Transparency
- end
- hexertextxd2.Font = "Fantasy"
- hexertextxd2.MultiLine = true
- hexertextxd2.TextWrapped = true
- hexertextxd2.TextSize = 34
- hexertextxd2.TextXAlignment = "Left"
- hexertextxd2.TextYAlignment = "Top"
- hexertextxd2.Text = ""
- local tm = coroutine.wrap(function()
- for i = 1,string.len(text),1 do
- swait()
- hexertextxd2.Text = string.sub(text,texttime,i)
- end
- wait(3)
- for i = 0,6,0.1 do
- swait()
- hexertextxd2.TextTransparency = hexertextxd2.TextTransparency + 0.04
- hexertextxd2.Position = UDim2.new(0+0.05*i, 0, 0, 0)
- end
- SGui:Destroy()
- hexertextxd2:Destroy()
- end)
- tm()
- end
- function mes3(text,texttime)
- if Screen3:FindFirstChild("SurfaceGui")~= nil then
- Screen3:FindFirstChild("SurfaceGui"):destroy()
- end
- local text2 = text
- local SGui2 = Instance.new("SurfaceGui",Screen3)
- SGui2.Face = "Back"
- SGui2.Adornee = Screen3
- local hexertextxd3 = Instance.new("TextBox",SGui2)
- hexertextxd3.Position = UDim2.new(0, 0, 0, 0)
- hexertextxd3.Size = UDim2.new(0.8, 0, 0.8, 0)
- hexertextxd3.TextColor3 = Color3.new(0, 1, 1)
- hexertextxd3.BackgroundTransparency = 1
- hexertextxd3.Font = "Fantasy"
- hexertextxd3.MultiLine = true
- hexertextxd3.TextWrapped = true
- hexertextxd3.TextSize = 34
- if Screen == false then
- hexertextxd3.TextTransparency = Screen3.Transparency
- end
- hexertextxd3.TextXAlignment = "Left"
- hexertextxd3.TextYAlignment = "Top"
- hexertextxd3.Text = ""
- local tm2 = coroutine.wrap(function()
- for i = 1,string.len(text2),1 do
- swait()
- hexertextxd3.Text = string.sub(text2,1,i)
- end
- wait(3)
- for i = 0,6,0.1 do
- swait()
- hexertextxd3.TextTransparency = hexertextxd3.TextTransparency + 0.04
- hexertextxd3.Position = UDim2.new(0+0.05*i, 0, 0, 0)
- end
- SGui2:Destroy()
- hexertextxd3:Destroy()
- end)
- tm2()
- end
- -------------------------------------------------------
- --End Text Function--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Attacks N Stuff--
- -------------------------------------------------------
- function AttackTemplate()
- attack = true
- for i = 0, 2, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.1)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 + 5 * Sin(sine / 20)), Rad(10 + 5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 - 5 * Sin(sine / 20)), Rad(-10 - 5 * Sin(sine / 20))), 0.1)
- end
- attack = false
- end
- function Maniac()
- Speed = 0
- Cso("1607788178", hed, 3, 0.9)
- attack = true
- for i = 0, 10, 0.1 do
- swait()
- change = 1.5
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 2)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 2.5 * Sin(sine / 2)), Rad(0), Rad(0)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 2) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 2) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0), Rad(0)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.1 * Cos(sine / 2)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(0), Rad(55)), 0.1)
- end
- attack = false
- Speed = 16
- end
- function ScreenAway()
- attack = true
- Speed = 8
- movelegs = true
- for i = 0, 4, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(-55)), 0.1)
- end
- Cso("1184953203", tors, 3, 1)
- for i = 0, 4, 0.1 do
- swait()
- Screen2.Transparency = Screen2.Transparency + 0.03
- Screen3.Transparency = Screen3.Transparency + 0.03
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(25)), 0.1)
- end
- Speed = 16
- Screen = false
- movelegs = false
- attack = false
- end
- function ScreenCome()
- attack = true
- Speed = 8
- movelegs = true
- for i = 0, 4, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(25)), 0.1)
- end
- Cso("1184953775", tors, 3, 1)
- for i = 0, 4, 0.1 do
- swait()
- Screen2.Transparency = Screen2.Transparency - 0.03
- Screen3.Transparency = Screen3.Transparency - 0.03
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(-55)), 0.1)
- end
- Speed = 16
- Screen = true
- movelegs = false
- attack = false
- end
- function Relax()
- attack = true
- Speed = 0
- Sitt = true
- repeat
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -1.6 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-15), Rad(0), Rad(0)), 0.1)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, 0.1 - 0.1 * Cos(sine / 20)* Player_Size, -0.6* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(25), Rad(0), Rad(5)), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(75), Rad(0), Rad(-5)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.3* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, -0.6* Player_Size) * angles(Rad(75), Rad(0), Rad(-55)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.2 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0 - 5 * Sin(sine / 20)), Rad(-10 - 5 * Sin(sine / 20))), 0.1)
- until Sitt == false
- Speed = 16
- attack = false
- end
- function Orb_Strike()
- attack = true
- Speed = 12
- movelegs = true
- if plr.Name == "KillerDarkness0105" then
- mes2([[Codex : I'm Bombing them now, Lets see how long they last.
- Creterisk : Nice job. Keep doing what your doing.
- Codex : Alright.
- ]],1.35)
- end
- if plr.Name == "Creterisk" then
- mes2([[Creterisk : Bout to rekt some skids.
- Codex : xd we should do this more often
- Creterisk : same
- ]],1.35)
- end
- if plr.Name ~= "Creterisk" and plr.Name ~= "KillerDarkness0105" then
- mes2([[Orbital Called Launching now.]],1.35)
- end
- mes("Activating: Orbital Air Strike.",0.05)
- for i = 0, 1.2, 0.1 do
- swait()
- for i = 0, 0.2, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(-20)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.01 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0), Rad(0)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.01 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0), Rad(-35)), 0.1)
- end
- for i = 0, 0.4, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(-20)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.01 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0), Rad(0)), 0.1)
- LW.C0 = clerp(LW.C0, CF(1* Player_Size, 0.5 + 0.01 * Sin(sine / 20)* Player_Size, -1* Player_Size) * angles(Rad(90), Rad(0), Rad(85)), 0.1)
- end
- end
- Speed = 16
- movelegs = false
- mes("Orbital Air Strike Launched.",0.05)
- coroutine.resume(coroutine.create(function()
- wait(2)
- Cso("2108801154", char, 7, 0.8)
- for i = 0, 9 do
- Effects.Meshed(mouse.Hit * CFrame.Angles(math.rad(math.random(0,360)),math.rad(math.random(0,360)),math.rad(math.random(0,360))),Vector3.new(),Vector3.new(.0115,.0005,.0115),"","rbxassetid://662585058","",0,false,0.03)
- Aura(1, 1.5, "Add", mouse.Hit * CFrame.Angles(math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360))), 5, 5, 45, -0.05, maincolor, 0, "Sphere")
- Aura(2, 1.5, "Add", mouse.Hit * CFrame.Angles(math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360))), 5, 5, 45, -0.05, maincolor, 0, "Sphere")
- end
- Magic(5, "Add", mouse.Hit * CFrame.new(0, -2.9, 0), Vector3.new(0, 0, 0), 1, maincolor, "Sphere")
- Magic(10, "Add", mouse.Hit * CFrame.new(0, -2.9, 0), Vector3.new(0, 0, 0), 2, maincolor, "Sphere")
- Magic(1, "Add", mouse.Hit, Vector3.new(1, 100000, 1), 0.5, maincolor, "Sphere")
- Magic(1, "Add", mouse.Hit, Vector3.new(1, 1, 1), 0.75, maincolor, "Sphere")
- CamShake(2, 15)
- for i, v in pairs(FindNearestHead(mouse.Hit.p, 14.5)) do
- if v:FindFirstChild("Head") then
- Eviscerate(v)
- end
- end
- attack = false
- end))
- end
- function Code()
- Sitt = true
- attack = true
- Speed = 0
- Cso("548337197", tors, 7, 1)
- coroutine.resume(coroutine.create(function()
- for i = 0,2,0.1 do
- swait()
- Screen2.Transparency = Screen2.Transparency + 0.02
- Screen3.Transparency = Screen3.Transparency + 0.02
- end
- end))
- local text = text
- local SGui = Instance.new("SurfaceGui",Screen2)
- SGui.Face = "Back"
- SGui.Adornee = Screen2
- local hexertextxd = Instance.new("TextBox",SGui)
- hexertextxd.Position = UDim2.new(0, 0, 0, 0)
- hexertextxd.Size = UDim2.new(1, 0, 1, 0)
- hexertextxd.TextColor3 = Color3.new(0, 1, 1)
- hexertextxd.BackgroundTransparency = 1
- if Screen == false then
- hexertextxd.TextTransparency = Screen2.Transparency
- end
- hexertextxd.Font = "Code"
- hexertextxd.MultiLine = true
- hexertextxd.TextWrapped = true
- hexertextxd.TextSize = 34
- hexertextxd.TextXAlignment = "Center"
- hexertextxd.TextYAlignment = "Center"
- hexertextxd.Text = ""
- local SGui2 = Instance.new("SurfaceGui",Screen3)
- SGui2.Face = "Back"
- SGui2.Adornee = Screen3
- local hexertextxd2 = Instance.new("TextBox",SGui2)
- hexertextxd2.Position = UDim2.new(0, 0, 0, 0)
- hexertextxd2.Size = UDim2.new(1, 0, 1, 0)
- hexertextxd2.TextColor3 = Color3.new(0, 1, 1)
- hexertextxd2.TextStrokeColor3 = Color3.new(0,1,0)
- hexertextxd2.BackgroundTransparency = 1
- hexertextxd2.Font = "Code"
- hexertextxd2.MultiLine = true
- hexertextxd2.TextWrapped = true
- hexertextxd2.TextSize = 34
- hexertextxd2.TextTransparency = 0
- hexertextxd2.TextXAlignment = "Left"
- hexertextxd2.TextYAlignment = "Top"
- hexertextxd2.Text = ""
- local wordthing = 1
- local wordthing2 = 1
- while Sitt == true do
- swait()
- if wordthing < #idlecp then
- wordthing = wordthing + 1
- hexertextxd.Text = hexertextxd.Text..RightCP:sub(wordthing2,wordthing2)
- hexertextxd2.Text = hexertextxd2.Text..idlecp:sub(wordthing,wordthing)
- local newline = hexertextxd.Text:find("\n")
- local newline2 = hexertextxd2.Text:find("\n")
- if newline and #hexertextxd.Text > 450 then
- hexertextxd.Text = hexertextxd.Text:sub(newline + 1)
- end
- if newline2 and #hexertextxd2.Text > 600 then
- hexertextxd2.Text = hexertextxd2.Text:sub(newline2 + 1)
- end
- if wordthing2 < #RightCP then
- wordthing2 = wordthing2 + 1
- end
- else
- wordthing = 1
- end
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(-55)), 0.1)
- end
- for i = 0, 4, 0.1 do
- swait()
- hexertextxd.TextTransparency = hexertextxd.TextTransparency + 0.04
- hexertextxd.Position = UDim2.new(0, 0, 0-0.05*i, 0)
- hexertextxd2.TextTransparency = hexertextxd2.TextTransparency + 0.04
- hexertextxd2.Position = UDim2.new(0+0.05*i, 0, 0, 0)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(25)), 0.1)
- end
- coroutine.resume(coroutine.create(function()
- for i = 0,2,0.1 do
- swait()
- Screen2.Transparency = Screen2.Transparency - 0.02
- Screen3.Transparency = Screen3.Transparency - 0.02
- end
- end))
- attack = false
- Speed = 16
- wordthing = 1
- wordthing2 = 1
- SGui:Destroy()
- SGui2:Destroy()
- end
- function EMP()
- attack = true
- Speed = 0
- revw.C0 = CFrame.new(1.8,-0.7,0.2) * angles(Rad(90), Rad(0), Rad(30))
- if plr.Name == "KillerDarkness0105" then
- mes2([[Codex : Ready to EMP.
- Creterisk : Alright tell me when you're re about to hit it.
- Codex : Sure thing.
- ]],1.35)
- end
- if plr.Name == "Creterisk" then
- mes2([[Creterisk : EMP
- Codex : What?
- Creterisk : EMP ACTIVATED!
- Codex : :boi:
- ]],1.35)
- end
- if plr.Name ~= "Creterisk" and plr.Name ~= "KillerDarkness0105" then
- mes("EMPS INCOMING",1.35)
- mes3("EMP Over and out.",1.35)
- end
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.05)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(1 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-1 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(140), Rad(0 + 5 * Sin(sine / 20)), Rad(35)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(140), Rad(0 - 5 * Sin(sine / 20)), Rad(-35)), 0.1)
- end
- mes2([[
- EMP Activated.
- Shatter...
- ]],.05)
- Magic(5, "Add", root.CFrame * CFrame.new(0, 0, 0), Vector3.new(10, 10, 10), 1, maincolor, "Sphere")
- Magic(3, "Add", root.CFrame * CFrame.new(0, 0, 0), Vector3.new(20, 20, 20), 1, maincolor, "Sphere")
- Magic(1, "Add", root.CFrame * CFrame.new(0, 0, 0), Vector3.new(30, 30, 30), 1, maincolor, "Sphere")
- CamShake(5, 10)
- Cso("285693895", char, 2, 1)
- for i, v in pairs(FindNearestHead(tors.CFrame.p, 14.5)) do
- if v:FindFirstChild("Head") then
- v:FindFirstChildOfClass("Humanoid").PlatformStand = true
- Cso("76047008", v:FindFirstChild("Head"), 7, (math.random(45,155)/150)+0.2)
- end
- end
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(1 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-1 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(140), Rad(0 + 5 * Sin(sine / 20)), Rad(35)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(140), Rad(0 - 5 * Sin(sine / 20)), Rad(-35)), 0.1)
- end
- revw.C0 = CFrame.new(0,-0.5,0.5) * angles(Rad(90), Rad(0), Rad(0))
- Speed = 16
- attack = false
- end
- function DIE()
- attack = true
- Speed = 0
- mes("Die",1.35)
- mes3("making people fall over now",1.35)
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(10), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.05)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(1 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-1 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(0 + 5 * Sin(sine / 20)), Rad(-90)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-10), Rad(0 - 5 * Sin(sine / 20)), Rad(90)), 0.1)
- end
- mes2([[
- i have fallen and cant get up Activated.
- dead not big soup rice
- ]],.05)
- Magic(5, "Add", root.CFrame * CFrame.new(0, 0, 0), Vector3.new(50, 50, 50), 1, maincolor, "Sphere")
- Magic(3, "Add", root.CFrame * CFrame.new(0, 0, 0), Vector3.new(100, 100, 100), 1, maincolor, "Sphere")
- Magic(1, "Add", root.CFrame * CFrame.new(0, 0, 0), Vector3.new(150, 150, 150), 1, maincolor, "Sphere")
- CamShake(5, 10)
- Cso("285693895", char, 2, 1)
- for i, v in pairs(FindNearestHead(tors.CFrame.p, 14.5)) do
- if v:FindFirstChild("Head") then
- v:FindFirstChildOfClass("Humanoid").PlatformStand = true
- Cso("76047008", v:FindFirstChild("Head"), 7, (math.random(45,155)/150)+0.2)
- end
- end
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-10), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(1 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-1 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(140), Rad(0 + 5 * Sin(sine / 20)), Rad(35)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(140), Rad(0 - 5 * Sin(sine / 20)), Rad(-35)), 0.1)
- end
- Speed = 16
- attack = false
- end
- -------------------------------------------------------
- --End Attacks N Stuff--
- -------------------------------------------------------
- mouse.KeyDown:connect(function(key)
- if (op1 == false and attack == false) or Sitt == true then
- if key == "q" then
- if Sitt == false then
- Relax()
- elseif Sitt == true then
- Sitt = false
- end
- end
- end
- if (op1 == false and attack == false) or Sitt == true then
- if key == "f" then
- if Sitt == false and Screen == true then
- Code()
- elseif Sitt == true then
- Sitt = false
- end
- end
- end
- if attack == false then
- if key == "t" then
- Maniac()
- elseif key == "z" then
- if Screen == true then
- ScreenAway()
- else
- ScreenCome()
- end
- elseif key == "x" then
- Orb_Strike()
- elseif key == "r" then
- DIE()
- elseif key == "c" then
- EMP()
- elseif key == "1" then
- SONG = 2007066385
- Music.TimePosition = 0
- mes("Now playing : Welcome to the Game - Main Menu",0.05)
- elseif key == "2" then
- SONG = 1825107283
- Music.TimePosition = 0
- mes("Now playing : Welcome to the Game 2 - Main Menu",0.05)
- elseif key == "3" then
- SONG = 1366716306
- Music.TimePosition = 0
- mes("Now playing : Watashi no mono - School Day Sane",0.05)
- elseif key == "4" then
- SONG = 2116461106
- Music.TimePosition = 0
- mes("Now playing : Destroid - Annihilate",0.05)
- mes2("YOU HAVE BEEN DESTROYED",0.05)
- elseif key == "5" and plr.Name == "KillerDarkness0105" then
- SONG = 1837185092
- Music.TimePosition = 0
- mes("Now playing : (UNKNOWN ARTIST) - Clubbed",0.05)
- elseif key == "5" and plr.Name == "Creterisk" then
- SONG = 200602561
- Music.TimePosition = 0
- mes("Now playing : Aldnoah.Zero - SiTE n0w1",0.05)
- end
- end
- end)
- hed.Transparency = 1
- char.Head.face.Texture = "rbxassetid://0"
- -------------------------------------------------------
- --Start Animations--
- -------------------------------------------------------
- print("By Creterisk and KillerDarkness0105")
- while true do
- swait()
- sine = sine + change
- local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = root.Velocity.y
- hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 4* Player_Size, char)
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- local Landed = false
- if(hitfloor)then
- WasAir = false
- else
- WasAir = true
- end
- if(WasAir == false)then
- if(InAir == true)then
- LandTick = time()
- Landed = true
- end
- end
- if(time()-LandTick < .3)then
- Landed = true
- end
- if(hitfloor)then
- InAir = false
- else
- InAir = true
- end
- if(not char:FindFirstChildOfClass'Shirt')then
- NewInstance("Shirt",char,{ShirtTemplate='rbxassetid://676428254'})
- else
- char:FindFirstChildOfClass'Shirt'.ShirtTemplate='rbxassetid://676428254'
- end
- if(not char:FindFirstChildOfClass'Pants')then
- NewInstance("Pants",char,{PantsTemplate='rbxassetid://676428351'})
- else
- char:FindFirstChildOfClass'Pants'.PantsTemplate='rbxassetid://676428351'
- end
- local Walking = (math.abs(root.Velocity.x) > 1 or math.abs(root.Velocity.z) > 1)
- local State = (hum.PlatformStand and 'Paralyzed' or hum.Sit and 'Sit' or Landed and 'Land' or not hitfloor and root.Velocity.y < -1 and "Fall" or not hitfloor and root.Velocity.y > 1 and "Jump" or hitfloor and Walking and "Walk" or hitfloor and "Idle")
- local WALKSPEEDVALUE = 6 / (hum.WalkSpeed / 16)
- Screen3Weld.C1 = clerp(Screen3Weld.C1, CFrame.new(0-0.5*math.cos(sine/40), 0+.82*math.sin(sine/40),0+1.82*math.cos(sine/120)) * CFrame.Angles(math.rad(0+15*math.cos(sine/40)),math.rad(0+7*math.sin(sine/40))+ torvel / 34,math.rad(0+8*math.cos(sine/40))), 0.1)
- Screen2Weld.C1 = clerp(Screen2Weld.C1, CFrame.new(0+0.5*math.cos(sine/40), 0+.82*math.sin(sine/40),0-1.82*math.cos(sine/120)) * CFrame.Angles(math.rad(0+15*math.cos(sine/40)),math.rad(0-7*math.sin(sine/40))- torvel / 34,math.rad(0+8*math.cos(sine/40))), 0.1)
- Screen1Weld.C1 = clerp(Screen1Weld.C1, CFrame.new(0+0.5*math.cos(sine/40), 0+.82*math.sin(sine/40),0-1.82*math.cos(sine/120)) * CFrame.Angles(math.rad(0+15*math.cos(sine/40)),math.rad(0-7*math.sin(sine/40))- torvel / 34,math.rad(0+8*math.cos(sine/40))), 0.1)
- ActualHackerText.Rotation = 0 - 2 * math.cos(sine / 24)
- ActualHackerText.Position = UDim2.new(0.6, 0 - 10 * math.cos(sine / 32),0.8, 0 - 10 * math.cos(sine / 45))
- if(State == 'Jump')then
- hum.JumpPower = 55
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(-16), Rad(0), Rad(0)), 0.1)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -.2 - 0.1 * Cos(sine / 20), -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(0)), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.9 - 0.1 * Cos(sine / 20), -.5* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(13 + 4.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(-13 - 4.5 * Sin(sine / 20))), 0.1)
- end
- elseif(State == 'Fall')then
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.8 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(165), Rad(-.6), Rad(45 + 4.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(165), Rad(-.6), Rad(-45 - 4.5 * Sin(sine / 20))), 0.1)
- end
- elseif(State == 'Land')then
- hum.JumpPower = 0
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(10), Rad(0), Rad(0)), 0.15)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(35 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, 0.1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(5)), 0.15)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, 0.1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(-5)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(0), Rad(25 + 4.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(55), Rad(0), Rad(-25 - 4.5 * Sin(sine / 20))), 0.1)
- end
- elseif(State == 'Idle')then
- change = 0.55
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1)
- neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(1 - 1 * Cos(sine / 20))), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-1 - 1 * Cos(sine / 20))), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.01 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0 - 5 * Sin(sine / 20)), Rad(26 - 30 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.01 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(170), Rad(0), Rad(-35)), 0.1)
- end
- elseif(State == 'Walk')then
- change = 0.76
- hum.JumpPower = 55
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.2 - 0.15 * Cos(sine / (WALKSPEEDVALUE / 2))) * angles(Rad(10), Rad(0), Rad(0 - 0.75 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / 75), 0.1)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-5 + 5 * Sin(sine / (WALKSPEEDVALUE / 2))), Rad(0), Rad(0 - 0.75 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / 13), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 - 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / WALKSPEEDVALUE)) - root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.01 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0 - 5 * Sin(sine / 20)), Rad(26 - 30 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.1 * Sin(sine / WALKSPEEDVALUE)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(0), Rad(55)), 0.1)
- end
- end
- end
- hum.Name = "HUM"
- hum.WalkSpeed = Speed
- Music.SoundId = "rbxassetid://2552132916"
- Music.Pitch = 1
- Music.Volume = 2
- Music.Parent = tors
- Music.Playing = true
- if 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if 1 >= Thing[1].Transparency then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame + Vector3.new(0, 0, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block3" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) + Vector3.new(0, 0.15, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- local Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- -------------------------------------------------------
- --End Animations And Script--
- -------------------------------------------------------
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