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- wait()
- script:Destroy()
- local shared = shared
- local _G = _G
- local coroutine = coroutine
- local string = string
- local table = table
- local os = os
- local next = next
- local tonumber = tonumber
- local tostring = tostring
- local getfenv = getfenv
- local getmetatable = getmetatable
- local unpack = unpack
- local setmetatable = setmetatable
- local ypcall = ypcall
- local xpcall = xpcall
- local pairs = pairs
- local rawget = rawget
- local newproxy = newproxy
- local collectgarbage = collectgarbage
- local rawset = rawset
- local ipairs = ipairs
- local type = type
- local gcinfo = gcinfo
- local rawequal = rawequal
- local select = select
- local print = print
- local pcall = pcall
- local assert = assert
- local loadstring = loadstring
- local setfenv = setfenv
- local error = error
- local delay = delay
- local spawn = spawn
- local game = game
- local workspace = workspace
- local Instance = Instance
- local Color3 = Color3
- local BrickColor = BrickColor
- local Vector3 = Vector3
- local UDim2 = UDim2
- local Enum = Enum
- local wait = wait
- local currentTime = 0
- local rbx_coroutine_create = coroutine.create
- local rbx_coroutine_resume = coroutine.resume
- local rbx_Wait = wait
- local rbx_ypcall = ypcall
- local chatAdornee
- local threads, swapThreads = {}, {}
- local function StartCoroutine(func, delay, ...)
- if delay > 0 then
- rbx_Wait(delay)
- end
- local success, message = rbx_ypcall(func, ...)
- if not success then
- end
- end
- local function IsBrickColor(object)
- local _ = object.Color
- end
- local function IsCFrame(object)
- local _ = object.p
- end
- local function IsColor3(object)
- local _ = object.r
- end
- local function IsCustom(object)
- return object._6kSo06Sum0aZ7HK
- end
- local function IsInstance(object)
- local _ = object.IsA
- end
- local function IsRay(object)
- local _ = object.Origin
- end
- local function IsVector2(object)
- local _ = object.Z
- end
- local function IsVector3(object)
- local _ = object.Z
- end
- local function IsUDim(object)
- local _ = object.Scale
- end
- local function IsUDim2(object)
- IsUDim(object.Y)
- end
- local function Color3ToString(color)
- return string.format("{r = %.6g, g = %.6g, b = %.6g}", color.r, color.g, color.b)
- end
- local function Vector3ToString(vector)
- return string.format("{X = %.7g, Y = %.7g, Z = %.7g}", vector.X, vector.Y, vector.Z)
- end
- local function UDimToString(udim)
- return string.format("{Scale = %.9g, Offset = %i}", udim.Scale, udim.Offset)
- end
- local math = {
- abs = math.abs,
- acos = math.acos,
- asin = math.asin,
- atan = math.atan,
- atan2 = math.atan2,
- ceil = math.ceil,
- cos = math.cos,
- cosh = math.cosh,
- deg = math.deg,
- exp = math.exp,
- floor = math.floor,
- fmod = math.fmod,
- frexp = math.frexp,
- huge = math.huge,
- ldexp = math.ldexp,
- log = math.log,
- log10 = math.log10,
- max = math.max,
- min = math.min,
- modf = math.modf,
- phi = 1.618033988749895,
- pi = math.pi,
- pow = math.pow,
- rad = math.rad,
- random = math.random,
- randomseed = math.randomseed,
- sin = math.sin,
- sinh = math.sinh,
- sqrt = math.sqrt,
- tan = math.tan,
- tanh = math.tanh,
- tau = 2 * math.pi
- };
- local Players = game:GetService("Players");
- local RunService = game:service'RunService';
- local LogService = game:service'LogService';
- local InsertService = game:service'InsertService';
- local Player = Players.LocalPlayer
- local Mouse = Player:GetMouse()
- local UserInterface = game:service'UserInputService'
- local Camera = workspace.CurrentCamera
- local GetPlayers=function(msg)
- local found = {};
- for _,plr in pairs(Players:GetPlayers()) do
- if string.match(plr.Name, msg) then
- table.insert(found, plr)
- end
- end
- return found
- end
- local stock_triangle = Instance.new("WedgePart")
- stock_triangle.Anchored = true
- stock_triangle.BottomSurface = "Smooth"
- stock_triangle.FormFactor = "Custom"
- stock_triangle.Locked = true
- stock_triangle.TopSurface = "Smooth"
- local stock_triangle_mesh = Instance.new("SpecialMesh", stock_triangle)
- stock_triangle_mesh.MeshType = "Wedge"
- local triangles = {}
- local Utility = {};
- function Utility.BlockRobloxFilter(text)
- return string.gsub(text, ".", "%1\143")
- end
- function Utility.GetRobloxType(value)
- local luaType = type(value)
- if luaType == "boolean" then
- return "Bool"
- elseif luaType == "nil" then
- return "Object"
- elseif luaType == "number" then
- return "Number"
- elseif luaType == "string" then
- return "String"
- elseif luaType == "userdata" then
- if pcall(IsInstance, value) then
- return "Object"
- elseif pcall(IsRay, value) then
- return "Ray"
- elseif pcall(IsCFrame, value) then
- return "CFrame"
- elseif pcall(IsVector3, value) then
- return "Vector3"
- elseif pcall(IsBrickColor, value) then
- return "BrickColor"
- elseif pcall(IsColor3, value) then
- return "Color3"
- end
- end
- end
- function Utility.ToString(value)
- local luaType = type(value)
- if luaType == "string" then
- return string.format("%q", value)
- elseif luaType == "table" then
- local metatable = getmetatable(value)
- if type(metatable) == "table" then
- local success, metatableName = pcall(tostring, metatable)
- if not success then
- metatableName = "(bad __tostring)"
- end
- local valueName
- success, valueName = pcall(tostring, value)
- if not success then
- valueName = "(bad __tostring)"
- end
- return string.format("{...(%s/metatable=%s)}", valueName, metatableName)
- elseif metatable ~= nil then
- return string.format("{...(%s/metatable=%s)}", tostring(value), Utility.ToString(metatable))
- else
- return string.format("{...(%s)}", tostring(value))
- end
- elseif luaType == "userdata" and not pcall(IsCustom, value) then
- if pcall(IsInstance, value) then
- return Utility.SafeGetFullName(value)
- elseif pcall(IsRay, value) then
- return string.format("Ray {Origin = %s, Direction = %s}",
- Vector3ToString(value.Origin), Vector3ToString(value.Direction))
- elseif pcall(IsCFrame, value) then
- return string.format("CFrame {Position = %s, Rotation = %s}",
- Vector3ToString(value.p), Vector3ToString(Vector3.new(value:toEulerAnglesXYZ()) * math.deg(1)))
- elseif pcall(IsVector3, value) then
- return string.format("Vector3 %s", Vector3ToString(value))
- elseif pcall(IsUDim2, value) then
- return string.format("UDim2 {X = %s, Y = %s}", UDimToString(value.X), UDimToString(value.Y))
- elseif pcall(IsVector2, value) then
- return string.format("Vector2 {X = %.7g, Y = %.7g}", value.X, value.Y)
- elseif pcall(IsUDim, value) then
- return string.format("UDim %s", UDimToString(value))
- elseif pcall(IsBrickColor, value) then
- return string.format("BrickColor {Name = %q, Color = %s}", value.Name, Color3ToString(value.Color))
- elseif pcall(IsBrickColor, value) then
- return string.format("Color3 %s", Color3ToString(value))
- else
- local stringValue = "(unknown userdata) {tostring(value)}"
- return stringValue
- end
- else
- return tostring(value)
- end
- end
- Utility.UnsafeGetFullName = game.GetFullName
- function Utility.SafeGetFullName(object)
- local success, result = pcall(Utility.UnsafeGetFullName, object)
- if success then
- return result
- else
- local name = tostring(object)
- return name
- end
- end
- function Utility.UnsafeGetProperty(object, key)
- return object[key]
- end
- function Utility.SafeGetProperty(object, key)
- local success, result = pcall(Utility.UnsafeGetProperty, object, key)
- if success then
- return result
- else
- return nil, true
- end
- end
- Utility.UnsafeIsA = game.IsA
- function Utility.SafeIsA(object, typename)
- local success, result = pcall(Utility.UnsafeIsA, object, typename)
- if success then
- return result
- else
- return false
- end
- end
- -- TODO: deprecate GetProperty and replace uses with SafeGetProperty
- function Utility.GetProperty(object, field)
- return object[field]
- end
- function Utility.SetProperty(object, field, value)
- object[field] = value
- end
- function Utility.CleanLighting()
- local Lighting = game:GetService("Lighting")
- Lighting.Ambient = Color3.new(0, 0, 0)
- Lighting.Brightness = 1
- Lighting.ColorShift_Bottom = Color3.new(0, 0, 0)
- Lighting.ColorShift_Top = Color3.new(0, 0, 0)
- Lighting.FogColor = Color3.new(0.75294125080109, 0.75294125080109, 0.75294125080109)
- Lighting.FogEnd = 100000
- Lighting.FogStart = 0
- Lighting.GeographicLatitude = 41.733299255371095
- Lighting.GlobalShadows = true
- Lighting.OutdoorAmbient = Color3.new(0.5, 0.5, 0.5)
- Lighting.Outlines = false
- Lighting.ShadowColor = Color3.new(0.70196080207825, 0.70196080207825, 0.72156864404678)
- Lighting.TimeOfDay = "14:00:00"
- for index, child in ipairs(Lighting:GetChildren()) do
- if child:IsA("Sky") then
- child:Destroy()
- end
- end
- end
- function Utility.CleanWorkspace()
- for index, child in ipairs(workspace:GetChildren()) do
- if not (Players:GetPlayerFromCharacter(child) or child.ClassName == "Camera" or child:IsA("Script") or child.ClassName == "Terrain") then
- pcall(child.Destroy, child)
- end
- end
- workspace.Terrain:Clear()
- local base = Instance.new("Part")
- base.Anchored = true
- base.BrickColor = BrickColor.new("Earth green")
- base.Locked = true
- base.Name = "Base"
- base.Size = Vector3.new(512, 1.2, 512)
- base.Parent = workspace
- end
- function Utility.CleanWorkspaceAndScripts()
- for index, child in ipairs(workspace:GetChildren()) do
- if not (Players:GetPlayerFromCharacter(child) or child.ClassName == "Camera" or child.ClassName == "Terrain") then
- pcall(child.Destroy, child)
- end
- end
- workspace.Terrain:Clear()
- local base = Instance.new("Part")
- base.Anchored = true
- base.BrickColor = BrickColor.new("Earth green")
- base.Locked = true
- base.Name = "Base"
- base.Size = Vector3.new(512, 1.2, 512)
- base.Parent = workspace
- end
- function Utility.CreateDummy(cframe, name, parent)
- local model = Instance.new("Model")
- model.Archivable = false
- model.Name = name
- local humanoid = Instance.new("Humanoid", model)
- local head = Instance.new("Part", model)
- local face = Instance.new("Decal", head)
- local head_mesh = Instance.new("SpecialMesh", head)
- local torso = Instance.new("Part", model)
- local right_arm = Instance.new("Part", model)
- local left_arm = Instance.new("Part", model)
- local right_leg = Instance.new("Part", model)
- local left_leg = Instance.new("Part", model)
- local neck = Instance.new("Motor", torso)
- local right_shoulder = Instance.new("Motor", torso)
- local left_shoulder = Instance.new("Motor", torso)
- local right_hip = Instance.new("Motor", torso)
- local left_hip = Instance.new("Motor", torso)
- head.BrickColor = BrickColor.Yellow()
- head.CFrame = cframe * CFrame.new(0, 1.5, 0)
- head.FormFactor = "Symmetric"
- head.Locked = true
- head.Name = "Head"
- head.Size = Vector3.new(2, 1, 1)
- head.TopSurface = "Smooth"
- face.Texture = "rbxasset://textures/face.png"
- head_mesh.Scale = Vector3.new(1.25, 1.25, 1.25)
- torso.BrickColor = BrickColor.Blue()
- torso.CFrame = cframe
- torso.FormFactor = "Symmetric"
- torso.LeftSurface = "Weld"
- torso.Locked = true
- torso.RightSurface = "Weld"
- torso.Name = "Torso"
- torso.Size = Vector3.new(2, 2, 1)
- right_arm.BrickColor = BrickColor.Yellow()
- right_arm.CanCollide = false
- right_arm.CFrame = cframe * CFrame.new(1.5, 0, 0)
- right_arm.FormFactor = "Symmetric"
- right_arm.Locked = true
- right_arm.Name = "Right Arm"
- right_arm.Size = Vector3.new(1, 2, 1)
- left_arm.BrickColor = BrickColor.Yellow()
- left_arm.CanCollide = false
- left_arm.CFrame = cframe * CFrame.new(-1.5, 0, 0)
- left_arm.FormFactor = "Symmetric"
- left_arm.Locked = true
- left_arm.Name = "Left Arm"
- left_arm.Size = Vector3.new(1, 2, 1)
- right_leg.BrickColor = BrickColor.new("Br. yellowish green")
- right_leg.BottomSurface = "Smooth"
- right_leg.CanCollide = false
- right_leg.CFrame = cframe * CFrame.new(0.5, -2, 0)
- right_leg.FormFactor = "Symmetric"
- right_leg.Locked = true
- right_leg.Name = "Right Leg"
- right_leg.Size = Vector3.new(1, 2, 1)
- right_leg.TopSurface = "Smooth"
- left_leg.BrickColor = BrickColor.new("Br. yellowish green")
- left_leg.BottomSurface = "Smooth"
- left_leg.CanCollide = false
- left_leg.CFrame = cframe * CFrame.new(-0.5, -2, 0)
- left_leg.FormFactor = "Symmetric"
- left_leg.Locked = true
- left_leg.Name = "Left Leg"
- left_leg.Size = Vector3.new(1, 2, 1)
- left_leg.TopSurface = "Smooth"
- neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- neck.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- neck.Name = "Neck"
- neck.Part0 = torso
- neck.Part1 = head
- right_shoulder.C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- right_shoulder.C1 = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- right_shoulder.MaxVelocity = 0.15
- right_shoulder.Name = "Right Shoulder"
- right_shoulder.Part0 = torso
- right_shoulder.Part1 = right_arm
- left_shoulder.C0 = CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- left_shoulder.C1 = CFrame.new(0.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- left_shoulder.MaxVelocity = 0.15
- left_shoulder.Name = "Left Shoulder"
- left_shoulder.Part0 = torso
- left_shoulder.Part1 = left_arm
- right_hip.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- right_hip.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- right_hip.MaxVelocity = 0.1
- right_hip.Name = "Right Hip"
- right_hip.Part0 = torso
- right_hip.Part1 = right_leg
- left_hip.C0 = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- left_hip.C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- left_hip.MaxVelocity = 0.1
- left_hip.Name = "Left Hip"
- left_hip.Part0 = torso
- left_hip.Part1 = left_leg
- humanoid.Died:connect(function()
- wait(5)
- model:Destroy()
- end)
- model.Parent = parent
- return model
- end
- function Utility.Crash()
- local function Recurse(x)
- pcall(function() x.DescendantAdded:connect(Recurse) end)
- pcall(Instance.new, "IntValue", x)
- end
- pcall(Recurse, game)
- end
- function Utility.FindHumanoidClosestToRay(ray, exlusionList)
- local view = CFrame.new(ray.Origin, ray.Origin + ray.Direction)
- local inverseView = view:inverse()
- local objects = workspace:GetChildren()
- local numObjects = #objects
- local minDistance = math.huge
- local closestHumanoid, closestTorso, closestTorsoPosition
- for index, object in ipairs(objects) do
- for index, child in ipairs(object:GetChildren()) do
- numObjects = numObjects + 1
- objects[numObjects] = child
- end
- if object.ClassName == "Humanoid" and object.Health > 0 then
- local torso = object.Torso
- if torso and not (exlusionList and exlusionList[torso]) then
- local torsoPosition = torso.Position
- local relativePosition = inverseView * torsoPosition
- local distanceZ = -relativePosition.Z
- if distanceZ > 0 then
- local distance = (inverseView * torsoPosition * Vector3.new(1, 1, 0)).magnitude / distanceZ
- if distance < 0.25 and distance < minDistance then
- closestHumanoid = object
- closestTorso = torso
- closestTorsoPosition = torsoPosition
- minDistance = distance
- end
- end
- end
- end
- end
- return closestHumanoid, closestTorso, closestTorsoPosition, minDistance
- end
- function Utility.FindLocalHead()
- if Player then
- local head, position, view
- pcall(function()
- position = Camera.CFrame.p
- view = Camera.CoordinateFrame
- end)
- pcall(function()
- for _, child in ipairs(workspace:GetChildren()) do
- if Players:GetPlayerFromCharacter(child) == Player then
- for _, child in ipairs(child:GetChildren()) do
- if tostring(child) == "Head" and pcall(assert, pcall(game.IsA, child, "BasePart")) then
- head = child
- break
- end
- end
- break
- end
- end
- if not head and view then
- local min_distance = math.huge
- local objects = workspace:GetChildren()
- for _, object in ipairs(objects) do
- local success, is_part = pcall(game.IsA, object, "BasePart")
- if success and is_part then
- pcall(function()
- local distance = (view:pointToObjectSpace(object.Position) * Vector3.new(1, 1, 0)).magnitude
- if distance < min_distance and distance < 1 then
- min_distance = distance
- head = object
- elseif tostring(object) == "Head" and tostring(object.Parent):lower():match("^" .. tostring(Player):lower()) then
- min_distance = 0
- head = object
- end
- end)
- if min_distance < 5e-4 then
- break
- end
- end
- pcall(function()
- if not object:IsA("Camera") then
- for _, child in ipairs(object:GetChildren()) do
- objects[#objects + 1] = child
- end
- end
- end)
- end
- end
- end)
- return head, position, view
- end
- end
- function Utility.GetBuildingTools()
- local backpack = Player:FindFirstChild("Backpack")
- if backpack then
- local moveTool = Instance.new("HopperBin")
- local cloneTool = Instance.new("HopperBin")
- local deleteTool = Instance.new("HopperBin")
- moveTool.BinType = Enum.BinType.GameTool
- cloneTool.BinType = Enum.BinType.Clone
- deleteTool.BinType = Enum.BinType.Hammer
- moveTool.Parent = backpack
- cloneTool.Parent = backpack
- deleteTool.Parent = backpack
- end
- end
- function Utility.GetRainbowRGB(hue)
- local section = hue % 1 * 3
- local secondary = 0.5 * math.pi * (section % 1)
- if section < 1 then
- return 1, 1 - math.cos(secondary), 1 - math.sin(secondary)
- elseif section < 2 then
- return 1 - math.sin(secondary), 1, 1 - math.cos(secondary)
- else
- return 1 - math.cos(secondary), 1 - math.sin(secondary), 1
- end
- end
- function Utility.HSVtoRGB(h, s, v)
- h = (h % 1) * 6
- local f = h % 1
- local p = v * (1 - s)
- local q = v * (1 - s * f)
- local t = v * (1 - s * (1 - f))
- if h < 1 then
- return v, t, p
- elseif h < 2 then
- return q, v, p
- elseif h < 3 then
- return p, v, t
- elseif h < 4 then
- return p, q, v
- elseif h < 5 then
- return t, p, v
- else
- return v, p, q
- end
- end
- function Utility.GetTimestamp()
- local unix_time = tick()
- local time_secs = math.floor(unix_time % 60)
- local time_mins = math.floor(unix_time / 60 % 60)
- local time_hours = math.floor(unix_time / 3600 % 24)
- return string.format("%02i:%02i:%02i", time_hours, time_mins, time_secs)
- end
- function Utility.CaseInsensitivePattern(pattern)
- return string.gsub(pattern, "(%%?)(.)", Utility.CaseInsensitivePatternReplaceFunc)
- end
- function Utility.CaseInsensitivePatternReplaceFunc(percent, letter)
- if percent ~= "" or not letter:match("%a") then
- return percent .. letter
- else
- return "[" .. string.lower(letter) .. string.upper(letter) .. "]"
- end
- end
- function Utility.SurroundWithDummies(parent)
- local head, position = Utility.FindLocalHead()
- local center = CFrame.new(position)
- local dummy_count = 13
- for index = 1, dummy_count do
- Utility.CreateDummy(CFrame.new(center * CFrame.Angles(0, math.tau * index / dummy_count, 0) * Vector3.new(0, 0, -30), position), "???", parent)
- end
- end
- local TaskScheduler = {};
- function TaskScheduler.GetCurrentTime()
- return currentTime
- end
- function TaskScheduler.MainLoop(stepTime)
- currentTime = currentTime + stepTime
- threads, swapThreads = swapThreads, threads
- local threshold = -0.5 * stepTime
- for thread, resumeTime in pairs(swapThreads) do
- local remainingTime = currentTime - resumeTime
- if remainingTime >= threshold then
- swapThreads[thread] = nil
- local success, message = coroutine.resume(thread, remainingTime, currentTime)
- if not success then
- end
- end
- end
- threads, swapThreads = swapThreads, threads
- for thread, resumeTime in pairs(swapThreads) do
- threads[thread], swapThreads[thread] = resumeTime, nil
- end
- end
- function TaskScheduler.Schedule(t, f, ...)
- coroutine.resume(coroutine.create(StartCoroutine), f, t, ...)
- end
- function TaskScheduler.Start(f, ...)
- coroutine.resume(coroutine.create(StartCoroutine), f, 0, ...)
- end
- function TaskScheduler.ScheduleCustomThread(t, f)
- threads[coroutine.create(f)] = currentTime + t
- end
- function TaskScheduler.Wait(duration)
- duration = tonumber(duration) or 0
- threads[coroutine.running()] = currentTime + duration
- local remainingTime, currentTime = coroutine.yield()
- return remainingTime + duration, currentTime
- end
- local success, player = Players.LocalPlayer
- if success and player then
- RunService.RenderStepped:connect(function()
- TaskScheduler.MainLoop(1 / 60)
- end)
- else
- RunService.Stepped:connect(function()
- TaskScheduler.MainLoop(1 / 30)
- end)
- end
- local Serializer = {
- NAN = math.abs(0 / 0),
- };
- function Serializer.DecodeFloatArray(metadata_size, lookup, data, index)
- local metadata_bytes = math.ceil(metadata_size * 0.25)
- local metadata = {string.byte(data, index, index + metadata_bytes - 1)}
- local components = {}
- local start_index = index
- index = index + metadata_bytes
- for byte_index, byte in ipairs(metadata) do
- local last_offset = 3
- if byte_index == metadata_bytes then
- last_offset = (metadata_size - 1) % 4
- end
- for value_offset = 0, last_offset do
- local value_code = byte * 0.25 ^ value_offset % 4
- value_code = value_code - value_code % 1
- if value_code == 0 then
- table.insert(components, Serializer.DecodeFloat32(string.byte(data, index, index + 3)))
- index = index + 4
- else
- table.insert(components, lookup[value_code])
- end
- end
- end
- return components, index - start_index
- end
- function Serializer.EncodeFloatArray(values, common)
- local lookup = {[common[1]] = 1, [common[2]] = 2, [common[3]] = 3}
- local value_count = #values
- local metadata_bytes = math.ceil(value_count * 0.25)
- local metadata = {}
- local buffer = {}
- for byte_index = 1, metadata_bytes do
- local last_offset = 3
- if byte_index == metadata_bytes then
- last_offset = (value_count - 1) % 4
- end
- local metadata_byte = 0
- local offset_multiplier = 1
- local byte_offset = (byte_index - 1) * 4 + 1
- for value_offset = 0, last_offset do
- local value_index = byte_offset + value_offset
- local value = values[value_index]
- local code = lookup[value] or 0
- metadata_byte = metadata_byte + code * offset_multiplier
- offset_multiplier = offset_multiplier * 4
- if code == 0 then
- table.insert(buffer, Serializer.EncodeFloat32(value))
- end
- end
- metadata[byte_index] = string.char(metadata_byte)
- end
- return table.concat(metadata) .. table.concat(buffer)
- end
- function Serializer.DecodeColor3(data, index)
- local components, size = Serializer.DecodeFloatArray(3, {0, 0.5, 1}, data, index)
- return Color3.new(unpack(components)), size
- end
- function Serializer.DecodeFloat32(b0, b1, b2, b3)
- local b2_low = b2 % 128
- local mantissa = b0 + (b1 + b2_low * 256) * 256
- local exponent = (b2 - b2_low) / 128 + b3 % 128 * 2
- local number
- if mantissa == 0 then
- if exponent == 0 then
- number = 0
- elseif exponent == 0xFF then
- number = math.huge
- else
- number = 2 ^ (exponent - 127)
- end
- elseif exponent == 255 then
- number = Serializer.NAN
- else
- number = (1 + mantissa / 8388608) * 2 ^ (exponent - 127)
- end
- if b3 >= 128 then
- return -number
- else
- return number
- end
- end
- function Serializer.EncodeColor3(color3)
- return Serializer.EncodeFloatArray({color3.r, color3.g, color3.b}, {0, 0.5, 1})
- end
- function Serializer.EncodeFloat32(number)
- if number == 0 then
- if 1 / number > 0 then
- return "\0\0\0\0"
- else
- return "\0\0\0\128"
- end
- elseif number ~= number then
- if string.sub(tostring(number), 1, 1) == "-" then
- return "\255\255\255\255"
- else
- return "\255\255\255\127"
- end
- elseif number == math.huge then
- return "\0\0\128\127"
- elseif number == -math.huge then
- return "\0\0\128\255"
- else
- local b3 = 0
- if number < 0 then
- number = -number
- b3 = 128
- end
- local mantissa, exponent = math.frexp(number)
- exponent = exponent + 126
- if exponent < 0 then
- return "\0\0\0" .. string.char(b3)
- elseif exponent >= 255 then
- return "\0\0\128" .. string.char(b3 + 0x7F)
- else
- local fraction = mantissa * 16777216 - 8388608 + 0.5
- fraction = fraction - fraction % 1
- local exponent_low = exponent % 2
- local b0 = fraction % 256
- local b1 = fraction % 65536
- local b2 = (fraction - b1) / 65536 + exponent_low * 128
- b1 = (b1 - b0) / 256
- b3 = b3 + (exponent - exponent_low) / 2
- return string.char(b0, b1, b2, b3)
- end
- end
- end
- local PyramidCharacter = {};
- function PyramidCharacter.CreateTriangle(v1, v2, v3, properties, parent, index)
- local triangleInfo = triangles[index]
- local side1 = (v1 - v2).magnitude
- local side2 = (v2 - v3).magnitude
- local side3 = (v3 - v1).magnitude
- local sqrside1 = side1 * side1
- local sqrside2 = side2 * side2
- local sqrside3 = side3 * side3
- if sqrside3 + sqrside1 == sqrside2 then
- v1, v2, v3 = v1, v2, v3
- elseif sqrside1 + sqrside2 == sqrside3 then
- v1, v2, v3 = v2, v3, v1
- elseif sqrside2 + sqrside3 == sqrside1 then
- v1, v2, v3 = v3, v1, v2
- elseif sqrside1 >= sqrside2 and sqrside1 >= sqrside3 then
- v1, v2, v3 = v1, v2, v3
- elseif sqrside2 >= sqrside3 and sqrside2 >= sqrside1 then
- v1, v2, v3 = v2, v3, v1
- else
- v1, v2, v3 = v3, v1, v2
- end
- local model, part1, part2, mesh1, mesh2
- if triangleInfo then
- model, part1, part2, mesh1, mesh2 = unpack(triangleInfo)
- if not (model.Parent == parent and part1.Parent == model and part2.Parent == model and mesh1.Parent == part1 and mesh2.Parent == part2) then
- if model.Parent then
- model:Destroy()
- end
- model = nil
- end
- else
- triangleInfo = {}
- triangles[index] = triangleInfo
- end
- if not model then
- model = Instance.new("Model")
- part1 = stock_triangle:Clone()
- part2 = stock_triangle:Clone()
- mesh1 = part1.Mesh
- mesh2 = part2.Mesh
- part1.Parent = model
- part2.Parent = model
- triangleInfo[1] = model
- triangleInfo[2] = part1
- triangleInfo[3] = part2
- triangleInfo[4] = mesh1
- triangleInfo[5] = mesh2
- end
- for key, value in pairs(properties) do
- part1[key] = value
- part2[key] = value
- end
- local cframe = CFrame.new(v1, v2)
- local relpos = cframe:pointToObjectSpace(v3)
- cframe = cframe * CFrame.fromEulerAnglesXYZ(0, 0, -math.atan2(relpos.x, relpos.y))
- local rel1 = cframe:pointToObjectSpace(v1)
- local rel2 = cframe:pointToObjectSpace(v2)
- local rel3 = cframe:pointToObjectSpace(v3)
- local height = rel3.y
- local width1 = rel3.z
- local width2 = rel2.z - rel3.z
- local relcenter1 = Vector3.new(0, height / 2, width1 / 2)
- local center1 = cframe:pointToWorldSpace(relcenter1)
- local relcenter2 = Vector3.new(0, height / 2, width2 / 2 + width1)
- local center2 = cframe:pointToWorldSpace(relcenter2)
- height = math.abs(height)
- width1 = math.abs(width1)
- width2 = math.abs(width2)
- if not part1.Anchored then
- part1.Anchored = true
- end
- part1.Size = Vector3.new(0.2, height, width1)
- part1.CFrame = cframe * CFrame.fromEulerAnglesXYZ(0, math.pi, 0) - cframe.p + center1
- mesh1.Scale = Vector3.new(0, height / part1.Size.y, width1 / part1.Size.z)
- if not part2.Anchored then
- part2.Anchored = true
- end
- part2.Size = Vector3.new(0.2, height, width1)
- part2.CFrame = cframe - cframe.p + center2
- mesh2.Scale = Vector3.new(0, height / part1.Size.y, width2 / part2.Size.z)
- model.Parent = parent
- return model
- end
- PyramidCharacter.head_properties = {BrickColor = BrickColor.new(Color3.new(1, 1, 1)), Transparency = 0.5}
- PyramidCharacter.head_radius = math.pi
- PyramidCharacter.center = CFrame.new(0, 10, 0)
- PyramidCharacter.point1 = Vector3.new()
- PyramidCharacter.point2 = Vector3.new()
- PyramidCharacter.point3 = Vector3.new()
- PyramidCharacter.point4 = Vector3.new()
- PyramidCharacter.core_mesh_scale = Vector3.new(0.833, 0.833, 0.833)
- PyramidCharacter.visible = false
- function PyramidCharacter.Teleport(location)
- PyramidCharacter.point1 = location
- PyramidCharacter.point2 = location
- PyramidCharacter.point3 = location
- PyramidCharacter.point4 = location
- end
- local core = PyramidCharacter.core
- local stock_core = Instance.new("Part")
- stock_core.Anchored = true
- stock_core.BottomSurface = "Smooth"
- stock_core.Color = Color3.new(1, 1, 1)
- stock_core.FormFactor = "Custom"
- stock_core.Locked = true
- stock_core.Name = "CubePyramid"
- stock_core.Size = Vector3.new(0.5, 0.5, 0.5)
- stock_core.TopSurface = "Smooth"
- PyramidCharacter.stock_core = stock_core
- PyramidCharacter.core = stock_core:Clone()
- PyramidCharacter.Archivable = false
- PyramidCharacter.core_mesh = Instance.new("BlockMesh", core)
- PyramidCharacter.core_lights = {}
- PyramidCharacter.coreLightCount = 1
- for index = 1, PyramidCharacter.coreLightCount do
- PyramidCharacter.core_lights[index] = Instance.new("PointLight", core)
- end
- PyramidCharacter.camera_distance = (Camera.CFrame.p - Camera.CoordinateFrame.p).magnitude
- PyramidCharacter.camera_position = Vector3.new()
- Camera.Changed:connect(function(property)
- if PyramidCharacter.visible then
- if property == "CoordinateFrame" then
- local cframe, focus = Camera.CoordinateFrame, Camera.CFrame
- local eventTime = time()
- local connection
- connection = Camera.Changed:connect(function()
- connection:disconnect()
- if eventTime == time() and Camera.CFrame ~= focus then
- local camera_distance = PyramidCharacter.camera_distance
- Camera.CFrame = Camera.CoordinateFrame * CFrame.new(0, 0, -camera_distance)
- PyramidCharacter.camera_position = (Camera.CoordinateFrame * CFrame.new(0, 0, -camera_distance)).p
- end
- end)
- coroutine.yield()
- if Camera.CFrame == focus then
- PyramidCharacter.camera_distance = (focus.p - cframe.p).magnitude
- else
- local camera_distance = PyramidCharacter.camera_distance
- Camera.CFrame = Camera.CoordinateFrame * CFrame.new(0, 0, -camera_distance)
- PyramidCharacter.camera_position = (Camera.CoordinateFrame * CFrame.new(0, 0, -camera_distance)).p
- end
- if connection.connected then
- connection:disconnect()
- end
- end
- end
- end)
- local core = PyramidCharacter.core
- function PyramidCharacter.Animate()
- local total_time = time()
- local core = PyramidCharacter.core
- local frame = PyramidCharacter.frame
- if PyramidCharacter.visible then
- local core_mesh = PyramidCharacter.core_mesh
- local core_lights = PyramidCharacter.core_lights
- if not frame or frame.Parent ~= core then
- frame = Instance.new("Model")
- frame.Archivable = false
- frame.Parent = core
- PyramidCharacter.frame = frame
- end
- if core.Parent ~= workspace then
- core = PyramidCharacter.stock_core:Clone()
- PyramidCharacter.core = core
- core.Archivable = false
- core.Parent = workspace
- chatAdornee = core
- end
- if core_mesh.Parent ~= core then
- core_mesh = Instance.new("BlockMesh", core)
- PyramidCharacter.core_mesh = core_mesh
- end
- for index, core_light in ipairs(core_lights) do
- if core_light.Parent ~= core then
- core_light = Instance.new("PointLight", core)
- core_lights[index] = core_light
- end
- local vertexColor = Vector3.new(Utility.GetRainbowRGB(total_time)) * 0.25 + Vector3.new(1, 1, 1) * 0.75
- core_light.Color = Color3.new(vertexColor.X, vertexColor.Y, vertexColor.Z)
- core_light.Brightness = 0.85 + 0.15 * math.random()
- if core_light.Range ~= 30 then
- core_light.Range = 30
- end
- if not core_light.Shadows then
- core_light.Shadows = true
- end
- end
- if core_mesh.Offset ~= Vector3.new(0, 0, 0) then
- core_mesh.Offset = Vector3.new(0, 0, 0)
- end
- if not core.Anchored then
- core.Anchored = true
- end
- if core.Transparency ~= 0 then
- core.Transparency = 0
- end
- local core_mesh_scale = PyramidCharacter.core_mesh_scale
- local transition_speed = (math.sin(total_time * math.tau) + 1) / 16
- core_mesh_scale = core_mesh_scale * (1 - transition_speed) + Vector3.new(math.random() * 0.5 + 0.5, math.random() * 0.5 + 0.5, math.random() * 0.5 + 0.5) * transition_speed
- core_mesh.Scale = core_mesh_scale * 2
- local center = CFrame.new(PyramidCharacter.camera_position) * CFrame.Angles(0, total_time * math.tau, 0)
- local cframe1 = CFrame.new(PyramidCharacter.head_radius, 0, 0)
- local cframe2 = CFrame.Angles(math.tau / -3, 0, 0)
- local cframe3 = CFrame.Angles(0, math.tau / 3, 0)
- local cframe4 = center * cframe3
- local desired1 = center * CFrame.new(0, PyramidCharacter.head_radius, 0)
- local desired2 = center * cframe2 * cframe1
- local desired3 = cframe4 * cframe2 * cframe1
- local desired4 = cframe4 * cframe3 * cframe2 * cframe1
- local point1 = (PyramidCharacter.point1 * 3 + desired1.p) / 4
- local point2 = (PyramidCharacter.point2 * 3 + desired2.p) / 4
- local point3 = (PyramidCharacter.point3 * 3 + desired3.p) / 4
- local point4 = (PyramidCharacter.point4 * 3 + desired4.p) / 4
- PyramidCharacter.point1 = point1
- PyramidCharacter.point2 = point2
- PyramidCharacter.point3 = point3
- PyramidCharacter.point4 = point4
- local head_properties = PyramidCharacter.head_properties
- PyramidCharacter.CreateTriangle(point1, point2, point3, head_properties, frame, 1).Archivable = false
- PyramidCharacter.CreateTriangle(point2, point3, point4, head_properties, frame, 2).Archivable = false
- PyramidCharacter.CreateTriangle(point3, point4, point1, head_properties, frame, 3).Archivable = false
- PyramidCharacter.CreateTriangle(point4, point1, point2, head_properties, frame, 4).Archivable = false
- core.CFrame = CFrame.new((point1 + point2 + point3 + point4) / 4) * CFrame.Angles(total_time * math.tau, total_time * math.tau / 2, total_time * math.tau / 3)
- PyramidCharacter.center = center
- else
- if core.Parent then
- core:Destroy()
- end
- if frame and frame.Parent then
- frame:Destroy()
- end
- PyramidCharacter.frame = nil
- end
- end
- function PyramidCharacter.MainLoop()
- PyramidCharacter.Animate()
- RunService.Stepped:wait()
- end
- TaskScheduler.Start(function()
- while wait() do
- PyramidCharacter.MainLoop()
- end
- end)
- local CharacterAppearance = {};
- local ChatColor = {
- COLOR_TABLE = {
- BrickColor.new("Bright red"),
- BrickColor.new("Bright blue"),
- BrickColor.new("Earth green"),
- BrickColor.new("Bright violet"),
- BrickColor.new("Bright orange"),
- BrickColor.new("Bright yellow"),
- BrickColor.new("Light reddish violet"),
- BrickColor.new("Brick yellow")
- },
- };
- function ChatColor.Get(name)
- return ChatColor.COLOR_TABLE[ChatColor.GetId(name) + 1]
- end
- function ChatColor.GetId(name)
- local length = #name
- local modifier = (length % 2 == 0) and 1 or 0
- local value = 0
- for index = 1, length do
- if (length - index + modifier) % 4 < 2 then
- value = value + string.byte(name, index)
- else
- value = value - string.byte(name, index)
- end
- end
- return value % 8
- end
- local GraphicalEffects = {};
- local MESH_IDS = {"rbxassetid://15310891"}
- local SOUND_IDS = {"rbxassetid://2248511", "rbxassetid://1369158"}
- local TEXTURE_IDS = {"rbxassetid://36527089", "rbxassetid://122610943", "rbxassetid://126561317", "rbxassetid://127033719"}
- local preloadConnections = {}
- local reloadingPreloads = false
- function GraphicalEffects.InitPreloads()
- local preload_part = Instance.new("Part")
- GraphicalEffects.preload_part = preload_part
- preload_part.Anchored = true
- preload_part.Archivable = false
- preload_part.BottomSurface = "Smooth"
- preload_part.CanCollide = false
- preload_part.CFrame = CFrame.new(math.huge, math.huge, math.huge)
- preload_part.FormFactor = "Custom"
- preload_part.Locked = true
- preload_part.Name = "Asset Preloader"
- preload_part.Size = Vector3.new(0.2, 0.2, 0.2)
- preload_part.TopSurface = "Smooth"
- preload_part.Transparency = 1
- preloadConnections[preload_part] = preload_part.AncestryChanged:connect(GraphicalEffects.PreloadsAncestryChanged)
- for _, mesh_id in ipairs(MESH_IDS) do
- local mesh = Instance.new("SpecialMesh")
- mesh.MeshType = "FileMesh"
- mesh.MeshId = mesh_id
- preloadConnections[mesh] = mesh.AncestryChanged:connect(GraphicalEffects.PreloadsAncestryChanged)
- mesh.Parent = preload_part
- end
- for _, sound_id in ipairs(SOUND_IDS) do
- local sound = Instance.new("Sound")
- sound.SoundId = sound_id
- sound.Volume = 0
- preloadConnections[sound] = sound.AncestryChanged:connect(GraphicalEffects.PreloadsAncestryChanged)
- sound.Parent = preload_part
- end
- for _, texture_id in ipairs(TEXTURE_IDS) do
- local decal = Instance.new("Decal")
- decal.Texture = texture_id
- preloadConnections[decal] = decal.AncestryChanged:connect(GraphicalEffects.PreloadsAncestryChanged)
- decal.Parent = preload_part
- end
- preload_part.Parent = workspace
- end
- function GraphicalEffects.PreloadsAncestryChanged(child, parent)
- if not reloadingPreloads and parent ~= GraphicalEffects.preload_part and parent ~= workspace then
- reloadingPreloads = true
- for _, connection in pairs(preloadConnections) do
- connection:disconnect()
- preloadConnections[connection] = nil
- end
- wait(1)
- reloadingPreloads = false
- GraphicalEffects.InitPreloads()
- end
- end
- GraphicalEffects.InitPreloads()
- -- Hyper beam
- function GraphicalEffects.FireSpaceHyperBeam(target, power, duration, radius, height, deviation)
- local stepTime, gameTime = 1 / 30, TaskScheduler.GetCurrentTime()
- local frames = duration * 30
- local beamColorOffset = 0.75 * tick() -- math.random()
- local blastPressure = power * 62500 + 250000
- local beamPart = Instance.new("Part")
- local beamMesh = Instance.new("SpecialMesh", beamPart)
- local explosion = Instance.new("Explosion")
- local sound = Instance.new("Sound", beamPart)
- beamPart.Anchored = true
- beamPart.CanCollide = false
- beamPart.CFrame = CFrame.new(target, target + Vector3.new(deviation * (math.random() - 0.5), deviation * (math.random() - 0.5), height))
- beamPart.FormFactor = "Custom"
- beamPart.Locked = true
- beamPart.Size = Vector3.new(0.2, 0.2, 0.2)
- beamMesh.MeshId = "rbxassetid://15310891"
- beamMesh.MeshType = "FileMesh"
- beamMesh.TextureId = "rbxassetid://36527089"
- local beamGlowPart1 = beamPart:Clone()
- local beamGlowMesh1 = beamMesh:Clone()
- local beamGlowPart2 = beamPart:Clone()
- local beamGlowMesh2 = beamMesh:Clone()
- local beamLight = Instance.new("PointLight", beamPart)
- beamLight.Range = power * 2
- beamLight.Shadows = true
- explosion.BlastPressure = blastPressure
- explosion.BlastRadius = power
- explosion.Position = target
- sound.SoundId = "rbxassetid://2248511"
- sound.Volume = 1
- local explosionHitConnection = explosion.Hit:connect(function(part, distance)
- if not part.Anchored and part:GetMass() < power * power then
- pcall(part.BreakJoints, part)
- part.Color = Color3.new(Utility.GetRainbowRGB(1.5 * gameTime + beamColorOffset))
- end
- end)
- beamPart.Transparency = 0.5
- beamPart.Archivable = false
- beamGlowPart1.Transparency = 0.75
- beamGlowPart2.Transparency = 0.75
- beamGlowMesh1.Parent = beamGlowPart1
- beamGlowPart1.Parent = beamPart
- beamGlowMesh2.Parent = beamGlowPart2
- beamGlowPart2.Parent = beamPart
- beamPart.Parent = workspace
- explosion.Parent = workspace
- for frame = 1, frames do
- local progress = frame / frames
- local alpha = 1 - math.sin(0.5 * math.pi * progress)
- local scale = 0.4 * alpha
- local glowScale1 = alpha * (0.5 + 0.5 * math.sin(math.tau * (8 * gameTime + beamColorOffset)))
- local glowScale2 = alpha * (0.5 + 0.5 * math.cos(math.tau * (8 * gameTime + beamColorOffset)))
- local vertexColor = Vector3.new(Utility.GetRainbowRGB(1.5 * gameTime + beamColorOffset))
- beamLight.Brightness = 1 - progress
- beamLight.Color = Color3.new(vertexColor.x, vertexColor.y, vertexColor.z)
- beamMesh.Scale = Vector3.new(radius * scale, 9000, radius * scale)
- beamMesh.VertexColor = vertexColor
- beamGlowMesh1.Scale = Vector3.new(1.2 * radius * glowScale1, 9000, 1.2 * radius * glowScale1)
- beamGlowMesh1.VertexColor = vertexColor
- beamGlowMesh2.Scale = Vector3.new(1.2 * radius * glowScale2, 9000, 1.2 * radius * glowScale2)
- beamGlowMesh2.VertexColor = vertexColor
- RunService.Stepped:wait()
- gameTime = TaskScheduler.GetCurrentTime()
- if frame <= 2 then
- local explosion = Instance.new("Explosion")
- explosion.BlastPressure = (1 - progress) * blastPressure
- explosion.BlastRadius = (1 - progress) * power
- explosion.Position = target
- explosion.Parent = workspace
- if frame == 2 then
- sound:Play()
- end
- end
- end
- pcall(beamPart.Destroy, beamPart)
- explosionHitConnection:disconnect()
- end
- function GraphicalEffects.SpaceHyperBeam(target, power, duration, radius, height, deviation)
- TaskScheduler.Start(GraphicalEffects.FireSpaceHyperBeam, target, power or 12, duration or 1.5, radius or 6, height or 600, deviation or 20)
- end
- -- Magic Circle
- GraphicalEffects.magicCircleData = {}
- GraphicalEffects.MAGIC_CIRCLE_DEFAULT_OFFSET = 6.25
- function GraphicalEffects.AnimateMagicCircle(data)
- local frame, direction, magic_circle_model, magic_circle_part, magic_circle_light, magic_circle_decal_back, magic_circle_decal_front, duration,
- stay, magic_circle_adornee_func, magic_circle_offset = unpack(data)
- frame = frame + 1
- data[1] = frame
- local transparency = (frame / duration) ^ stay
- local opacity = 1 - transparency
- if frame == duration then
- pcall(game.Destroy, magic_circle_model)
- GraphicalEffects.magicCircleData[data] = nil
- else
- if magic_circle_model.Parent ~= workspace then
- pcall(Utility.SetProperty, magic_circle_model, "Parent", workspace)
- end
- local magic_circle_adornee = magic_circle_adornee_func()
- local magic_circle_position = magic_circle_adornee.Position + direction * magic_circle_offset
- local magic_circle_cframe = CFrame.new(magic_circle_position, magic_circle_position + direction) * CFrame.Angles(0, 0, math.tau * frame / 25)
- magic_circle_part.CFrame = magic_circle_cframe
- magic_circle_light.Brightness = opacity
- magic_circle_decal_back.Transparency = transparency
- magic_circle_decal_front.Transparency = transparency
- end
- end
- function GraphicalEffects.CreateMagicCircle(target, magic_circle_scale, magic_circle_image, light_color, duration, stay, magic_circle_adornee_func,
- magic_circle_offset)
- local magic_circle_adornee = magic_circle_adornee_func()
- if magic_circle_adornee then
- local origin = magic_circle_adornee.Position
- local direction = (target - origin).unit
- local magic_circle_position = origin + direction * magic_circle_offset
- local magic_circle_cframe = CFrame.new(magic_circle_position, magic_circle_position + direction)
- local magic_circle_model = Instance.new("Model")
- local magic_circle_part = Instance.new("Part", magic_circle_model)
- local magic_circle_mesh = Instance.new("BlockMesh", magic_circle_part)
- local magic_circle_light = Instance.new("PointLight", magic_circle_part)
- local magic_circle_decal_back = Instance.new("Decal", magic_circle_part)
- local magic_circle_decal_front = Instance.new("Decal", magic_circle_part)
- magic_circle_model.Archivable = false
- magic_circle_part.Anchored = true
- magic_circle_part.BottomSurface = "Smooth"
- magic_circle_part.CanCollide = false
- magic_circle_part.CFrame = magic_circle_cframe
- magic_circle_part.FormFactor = "Custom"
- magic_circle_part.Locked = true
- magic_circle_part.Size = Vector3.new(0.2, 0.2, 0.2)
- magic_circle_part.TopSurface = "Smooth"
- magic_circle_part.Transparency = 1
- magic_circle_mesh.Scale = Vector3.new(60, 60, 0) * magic_circle_scale
- magic_circle_light.Color = light_color
- magic_circle_light.Range = 16 * magic_circle_scale
- magic_circle_light.Shadows = true
- magic_circle_decal_back.Face = "Back"
- magic_circle_decal_back.Texture = magic_circle_image
- magic_circle_decal_front.Face = "Front"
- magic_circle_decal_front.Texture = magic_circle_image
- magic_circle_model.Parent = workspace
- local data = {0, direction, magic_circle_model, magic_circle_part, magic_circle_light, magic_circle_decal_back, magic_circle_decal_front,
- duration, stay, magic_circle_adornee_func, magic_circle_offset}
- GraphicalEffects.magicCircleData[data] = true
- return data
- end
- end
- -- Laser of Death
- GraphicalEffects.LASER_WIDTH = 0.15
- GraphicalEffects.LASER_MAGIC_CIRCLE_DISTANCE = 6.25
- GraphicalEffects.laser_data = {}
- --GraphicalEffects.fragmentation = {}
- function GraphicalEffects.AnimateLaserOfDeath(data)
- local frame, directionOrientation, direction, magic_circle_model, laser_part, laser_mesh, magic_circle_part, magic_circle_light,
- magic_circle_decal_back, magic_circle_decal_front, sound, laser_scale, fragmentation_size, duration, laser_lights, laser_effects, stay, light_effects = unpack(data)
- local laser_color = laser_part.Color
- frame = frame + 1
- data[1] = frame
- local transparency = (frame / duration) ^ stay
- local opacity = 1 - transparency
- if frame == 2 then
- sound:Play()
- end
- if frame == duration then
- pcall(game.Destroy, magic_circle_model)
- GraphicalEffects.laser_data[data] = nil
- else
- if magic_circle_model.Parent ~= workspace then
- pcall(Utility.SetProperty, magic_circle_model, "Parent", workspace)
- end
- local laser_distance = 0
- local origin = chatAdornee.CFrame
- if not light_effects then
- direction = (origin * directionOrientation - origin.p).unit
- end
- local magic_circle_position = origin.p + direction * GraphicalEffects.LASER_MAGIC_CIRCLE_DISTANCE
- local magic_circle_cframe = CFrame.new(magic_circle_position, magic_circle_position + direction) * CFrame.Angles(0, 0, math.tau * frame / 25)
- local loop_scale = (laser_scale - 1) / 10
- for x_offset = -loop_scale, loop_scale, 2 do
- for y_offset = -loop_scale, loop_scale, 2 do
- local origin_position = magic_circle_cframe * Vector3.new(x_offset, y_offset, 0)
- for index = 1, 8 do
- local part, position
- for ray_index = 1, 10 do
- local ray = Ray.new(origin_position + direction * (999 * (ray_index - 1)), direction * 999)
- part, position = workspace:FindPartOnRay(ray, magic_circle_model)
- if part then
- break
- end
- end
- if part then
- laser_distance = (position - origin_position).magnitude
- if frame % 8 == 1 and index == 1 then
- Instance.new("Explosion", workspace).Position = position
- end
- if not part:IsA("Terrain") then
- pcall(part.BreakJoints, part)
- local is_block = part:IsA("Part") and part.Shape == Enum.PartType.Block
- local mass = part:GetMass()
- local size = part.Size
- if (is_block and ((size.X < fragmentation_size and size.Y < fragmentation_size and size.Z < fragmentation_size) or (not part.Anchored and mass < 750))) or (not is_block and mass < 250000) then
- local part_transparency = math.max(part.Transparency + 0.007 * fragmentation_size, 0.5)
- if part_transparency >= 0.5 then -- temporarily to minimize debris
- pcall(game.Destroy, part)
- else
- local cframe = part.CFrame
- part.Anchored = false
- part.BrickColor = BrickColor.new("Medium stone grey")
- part.CanCollide = true
- if part:IsA("FormFactorPart") then
- part.FormFactor = "Custom"
- end
- part.Size = size - Vector3.new(0.135, 0.135, 0.135) * fragmentation_size
- part.Transparency = part_transparency
- part.CFrame = cframe + direction * 5
- part.Velocity = part.Velocity + direction * 40
- end
- elseif is_block then
- local parts = {part}
- local model = Instance.new("Model", part.Parent)
- model.Name = "Fragments"
- if size.X >= fragmentation_size then
- size = Vector3.new(0.5, 1, 1) * size
- local archivable = part.Archivable
- local cframe = part.CFrame
- part.FormFactor = "Custom"
- part.Size = size
- part.Archivable = true
- local part_clone = part:Clone()
- part.Archivable = archivable
- part_clone.Archivable = archivable
- part.CFrame = cframe * CFrame.new(-0.5 * size.X, 0, 0)
- part_clone.CFrame = cframe * CFrame.new(0.5 * size.X, 0, 0)
- part_clone.Parent = model
- parts[2] = part_clone
- end
- if size.Y >= fragmentation_size then
- size = Vector3.new(1, 0.5, 1) * size
- for part_index = 1, #parts do
- local part = parts[part_index]
- local archivable = part.Archivable
- local cframe = part.CFrame
- part.FormFactor = "Custom"
- part.Size = size
- part.Archivable = true
- local part_clone = part:Clone()
- part.Archivable = archivable
- part_clone.Archivable = archivable
- part.CFrame = cframe * CFrame.new(0, -0.5 * size.Y, 0)
- part_clone.CFrame = cframe * CFrame.new(0, 0.5 * size.Y, 0)
- part_clone.Parent = model
- table.insert(parts, part_clone)
- end
- end
- if size.Z >= fragmentation_size then
- size = Vector3.new(1, 1, 0.5) * size
- for part_index = 1, #parts do
- local part = parts[part_index]
- local archivable = part.Archivable
- local cframe = part.CFrame
- part.FormFactor = "Custom"
- part.Size = size
- part.Archivable = true
- local part_clone = part:Clone()
- part.Archivable = archivable
- part_clone.Archivable = archivable
- part.CFrame = cframe * CFrame.new(0, 0, -0.5 * size.Z)
- part_clone.CFrame = cframe * CFrame.new(0, 0, 0.5 * size.Z)
- part_clone.Parent = model
- table.insert(parts, part_clone)
- end
- end
- for _, part in ipairs(parts) do
- part:MakeJoints()
- end
- else
- break
- end
- end
- else
- laser_distance = 9990
- break
- end
- end
- end
- end
- local laser_cframe = magic_circle_cframe * CFrame.Angles(-0.5 * math.pi, 0, 0)
- local laser_width = GraphicalEffects.LASER_WIDTH * opacity * laser_scale
- local laser_mesh_offset = Vector3.new(0, 0.5 * laser_distance, 0)
- laser_part.CFrame = laser_cframe
- if laser_effects then
- local laser_effect_data_1, laser_effect_data_2 = laser_effects[1], laser_effects[2]
- local laser_effect_1, laser_effect_mesh_1 = laser_effect_data_1[1], laser_effect_data_1[2]
- local laser_effect_2, laser_effect_mesh_2 = laser_effect_data_2[1], laser_effect_data_2[2]
- laser_effect_1.CFrame = laser_cframe
- laser_effect_2.CFrame = laser_cframe
- laser_effect_mesh_1.Offset = laser_mesh_offset
- laser_effect_mesh_2.Offset = laser_mesh_offset
- local game_time = time()
- local effect_scale_1 = 0.5 + 0.5 * math.sin(16 * math.pi * game_time)
- local effect_scale_2 = 0.5 + 0.5 * math.cos(16 * math.pi * game_time)
- laser_effect_mesh_1.Scale = 5 * Vector3.new(laser_width * effect_scale_1, laser_distance, laser_width * effect_scale_1)
- laser_effect_mesh_2.Scale = 5 * Vector3.new(laser_width * effect_scale_2, laser_distance, laser_width * effect_scale_2)
- laser_width = laser_width * 0.25
- end
- laser_mesh.Offset = laser_mesh_offset
- laser_mesh.Scale = 5 * Vector3.new(laser_width, laser_distance, laser_width)
- magic_circle_part.CFrame = magic_circle_cframe
- magic_circle_light.Brightness = opacity
- magic_circle_decal_back.Transparency = transparency
- magic_circle_decal_front.Transparency = transparency
- if light_effects then
- for index, data in ipairs(laser_lights) do
- local laser_spotlight_part, laser_spotlight = data[1], data[2]
- local laser_spotlight_offset = 30 * (index - 1)
- if laser_spotlight_offset <= laser_distance then
- laser_spotlight_part.CFrame = magic_circle_cframe * CFrame.new(0, 0, -laser_spotlight_offset)
- laser_spotlight.Brightness = opacity
- laser_spotlight.Enabled = true
- else
- laser_spotlight.Enabled = false
- end
- end
- end
- end
- end
- function GraphicalEffects.ShootLaserOfDeath(target, data)
- if chatAdornee then
- data = data or {}
- local brickcolor = data.brickcolor or BrickColor.new("Really black")
- local duration = data.duration or 40
- local fragmentation_size = data.fragmentation_size or 3
- local laser_scale = data.laser_scale or 1
- local light_color = data.light_color or Color3.new(1, 0.5, 1)
- local magic_circle_image = data.magic_circle_image or "rbxassetid://122610943"
- local magic_circle_scale = data.magic_circle_scale or 1
- local sound_volume = data.sound_volume or 1 / 3
- local special_effects = data.special_effects
- local stay = data.stay or 4
- local origin = chatAdornee.CFrame
- local directionOrientation = origin:pointToObjectSpace(target)
- local direction = (target - origin.p).unit
- local magic_circle_position = origin.p + direction * GraphicalEffects.LASER_MAGIC_CIRCLE_DISTANCE
- local magic_circle_cframe = CFrame.new(magic_circle_position, magic_circle_position + direction)
- local magic_circle_model = Instance.new("Model")
- local laser_part = Instance.new("Part", magic_circle_model)
- local laser_mesh = Instance.new("CylinderMesh", laser_part)
- local magic_circle_part = Instance.new("Part", magic_circle_model)
- local magic_circle_mesh = Instance.new("BlockMesh", magic_circle_part)
- local magic_circle_light = Instance.new("PointLight", magic_circle_part)
- local magic_circle_decal_back = Instance.new("Decal", magic_circle_part)
- local magic_circle_decal_front = Instance.new("Decal", magic_circle_part)
- local sound = Instance.new("Sound", magic_circle_part)
- sound.Pitch = 1.25
- sound.SoundId = "rbxassetid://2248511"
- sound.Volume = sound_volume
- magic_circle_model.Archivable = false
- laser_part.Anchored = true
- laser_part.BottomSurface = "Smooth"
- laser_part.BrickColor = brickcolor
- laser_part.CanCollide = false
- laser_part.CFrame = magic_circle_cframe * CFrame.Angles(-0.5 * math.pi, 0, 0)
- laser_part.FormFactor = "Custom"
- laser_part.Locked = true
- laser_part.Size = Vector3.new(0.2, 0.2, 0.2)
- laser_part.TopSurface = "Smooth"
- laser_mesh.Offset = Vector3.new(0, 0, 0)
- laser_mesh.Name = "Mesh"
- laser_mesh.Scale = 5 * laser_scale * Vector3.new(GraphicalEffects.LASER_WIDTH, 0, GraphicalEffects.LASER_WIDTH)
- magic_circle_part.Anchored = true
- magic_circle_part.BottomSurface = "Smooth"
- magic_circle_part.CanCollide = false
- magic_circle_part.CFrame = magic_circle_cframe
- magic_circle_part.FormFactor = "Custom"
- magic_circle_part.Locked = true
- magic_circle_part.Size = Vector3.new(0.2, 0.2, 0.2)
- magic_circle_part.TopSurface = "Smooth"
- magic_circle_part.Transparency = 1
- magic_circle_mesh.Scale = Vector3.new(60, 60, 0) * magic_circle_scale
- magic_circle_light.Color = light_color
- magic_circle_light.Range = 16 * magic_circle_scale
- magic_circle_light.Shadows = true
- magic_circle_decal_back.Face = "Back"
- magic_circle_decal_back.Texture = magic_circle_image
- magic_circle_decal_front.Face = "Front"
- magic_circle_decal_front.Texture = magic_circle_image
- magic_circle_model.Parent = workspace
- local laser_color = brickcolor.Color
- local laser_lights = {}
- local light_effects = laser_color.r + laser_color.g + laser_color.b > 0.25
- if light_effects then
- local laser_spotlight_part_template = Instance.new("Part")
- local laser_spotlight_light_template = Instance.new("SpotLight", laser_spotlight_part_template)
- laser_spotlight_part_template.Anchored = true
- laser_spotlight_part_template.Anchored = true
- laser_spotlight_part_template.BottomSurface = "Smooth"
- laser_spotlight_part_template.CanCollide = false
- laser_spotlight_part_template.FormFactor = "Custom"
- laser_spotlight_part_template.Locked = true
- laser_spotlight_part_template.Size = Vector3.new(0.2, 0.2, 0.2)
- laser_spotlight_part_template.TopSurface = "Smooth"
- laser_spotlight_part_template.Transparency = 1
- laser_spotlight_light_template.Angle = 45
- laser_spotlight_light_template.Color = laser_color
- laser_spotlight_light_template.Enabled = true
- laser_spotlight_light_template.Name = "Light"
- laser_spotlight_light_template.Range = 60
- for index = 1, 40 do
- local laser_spotlight_part = laser_spotlight_part_template:Clone()
- laser_spotlight_part.CFrame = magic_circle_cframe * CFrame.new(0, 0, -30 * (index - 1))
- laser_spotlight_part.Parent = magic_circle_model
- laser_lights[index] = {laser_spotlight_part, laser_spotlight_part.Light}
- end
- end
- local laser_effects
- if special_effects then
- laser_effects = {}
- local laser_effect_1 = laser_part:Clone()
- laser_effect_1.BrickColor = special_effects
- laser_effect_1.Transparency = 0.5
- local laser_effect_2 = laser_effect_1:Clone()
- laser_effects[1], laser_effects[2] = {laser_effect_1, laser_effect_1.Mesh}, {laser_effect_2, laser_effect_2.Mesh}
- laser_effect_1.Parent = magic_circle_model
- laser_effect_2.Parent = magic_circle_model
- end
- GraphicalEffects.laser_data[{0, directionOrientation, direction, magic_circle_model, laser_part, laser_mesh, magic_circle_part, magic_circle_light, magic_circle_decal_back, magic_circle_decal_front, sound, laser_scale, fragmentation_size, duration, laser_lights, laser_effects, stay, light_effects}] = true
- end
- end
- -- Sapient Rock
- function GraphicalEffects.SpawnSapientRock(position)
- local part = Instance.new("Part", workspace)
- local size = 8 + math.random(0, 5)
- part.BottomSurface = "Smooth"
- part.TopSurface = "Smooth"
- part.Material = "Slate"
- part.Locked = true
- part.Shape = "Ball"
- part.FormFactor = "Custom"
- part.Size = Vector3.new(size, size, size)
- part.Position = position
- local bodypos = Instance.new("BodyPosition", part)
- bodypos.maxForce = Vector3.new(0, 0, 0)
- local angry = false
- local damage_ready = true
- local torso_following
- local torso_changed = -1000
- local touched_conn = part.Touched:connect(function(hit)
- local character = hit.Parent
- if character then
- local humanoid
- for _, child in ipairs(character:GetChildren()) do
- if child:IsA("Humanoid") then
- humanoid = child
- break
- end
- end
- if humanoid then
- if angry then
- if damage_ready then
- damage_ready = false
- humanoid:TakeDamage(100)
- wait(1)
- damage_ready = true
- angry = false
- part.BrickColor = BrickColor.new("Medium stone grey")
- end
- else
- local torso = humanoid.Torso
- if torso then
- torso_following = torso
- torso_changed = tick()
- end
- end
- end
- end
- end)
- TaskScheduler.Start(function()
- while part.Parent == workspace do
- if torso_following then
- bodypos.position = torso_following.Position
- if tick() - torso_changed > 60 or not torso_following.Parent then
- torso_following = nil
- bodypos.maxForce = Vector3.new(0, 0, 0)
- angry = false
- part.BrickColor = BrickColor.new("Medium stone grey")
- else
- local speed = angry and Vector3.new(16, 16, 16) or Vector3.new(6, 0, 6)
- bodypos.maxForce = part:GetMass() * speed
- if part.Position.Y < -250 then
- part.Velocity = Vector3.new()
- part.Position = torso_following.Position + Vector3.new(0, 80, 0)
- part.BrickColor = BrickColor.new("Bright red")
- angry = true
- torso_changed = tick()
- end
- end
- end
- RunService.Stepped:wait()
- end
- touched_conn:disconnect()
- end)
- TaskScheduler.Start(function()
- while part.Parent == workspace do
- wait(25 + math.random() * 10)
- local next_size = 8 + math.random() * 5
- if math.random(100) == 1 then
- next_size = next_size * (2 + 6 * math.random())
- end
- next_size = math.floor(next_size + 0.5)
- local start_time = tick()
- local mesh = Instance.new("SpecialMesh", part)
- mesh.MeshType = "Sphere"
- repeat
- local elapsed_time = tick() - start_time
- local alpha = math.cos(elapsed_time * math.pi * 0.5)
- local interpolated_size = size * alpha + next_size * (1 - alpha)
- local size_vector = Vector3.new(interpolated_size, interpolated_size, interpolated_size)
- local cframe = part.CFrame
- part.Size = size_vector
- part.CFrame = cframe
- mesh.Scale = size_vector / part.Size
- RunService.Stepped:wait()
- until tick() - start_time >= 1
- mesh:Destroy()
- local cframe = part.CFrame
- part.Size = Vector3.new(next_size, next_size, next_size)
- part.CFrame = cframe
- size = next_size
- end
- end)
- end
- -- Crystal ring
- function GraphicalEffects.CrystalRing(data)
- data = data or {}
- local crystal_count = data.crystal_count or 10
- local crystal_color = data.crystal_color or BrickColor.new("Bright red")
- local crystal_scale = data.crystal_scale or Vector3.new(2 / 3, 2, 2 / 3)
- local radius = 1.25 * crystal_count / math.pi
- local spawn_duration = data.spawn_duration or 0.065
- local full_spawn_duration = spawn_duration * crystal_count
- local float_duration = data.float_duration or 5
- local wave_amplitude = data.wave_amplitude or 0.5
- local wave_period = data.wave_period or 1
- local appear_duration = data.appear_duration or 0.1
- local disappear_duration = data.disappear_duration or 0.5
- local base_part = data.base_part
- local offset_cframe
- if data.position then
- offset_cframe = CFrame.new(data.position)
- if base_part then
- offset_cframe = base_part.CFrame:toObjectSpace(offset_cframe)
- end
- else
- offset_cframe = CFrame.new()
- end
- local crystal_template = Instance.new("Part")
- crystal_template.Anchored = true
- crystal_template.Locked = true
- crystal_template.CanCollide = false
- crystal_template.BottomSurface = "Smooth"
- crystal_template.TopSurface = "Smooth"
- crystal_template.BrickColor = crystal_color
- crystal_template.Material = "Glass"
- crystal_template.FormFactor = "Symmetric"
- crystal_template.Size = Vector3.new(1, 1, 1)
- local crystal_light = Instance.new("PointLight", crystal_template)
- crystal_light.Brightness = 0.1 / crystal_count
- crystal_light.Color = crystal_color.Color
- crystal_light.Name = "Light"
- crystal_light.Range = radius
- crystal_light.Shadows = true
- local crystal_mesh = Instance.new("SpecialMesh", crystal_template)
- crystal_mesh.MeshId = "rbxassetid://9756362"
- crystal_mesh.MeshType = "FileMesh"
- crystal_mesh.Name = "Mesh"
- crystal_mesh.Scale = crystal_scale
- local crystal_model = Instance.new("Model")
- crystal_model.Archivable = false
- crystal_model.Name = "Crystal Model"
- crystal_model.Parent = workspace
- local crystals = {}
- local lights = {}
- local meshes = {}
- for index = 1, crystal_count do
- local crystal = crystal_template:Clone()
- crystal.Parent = crystal_model
- crystals[index] = crystal
- lights[index] = crystal.Light
- meshes[index] = crystal.Mesh
- end
- local start_time = tick()
- repeat
- local base_cframe = offset_cframe
- if base_part then
- base_cframe = base_part.CFrame * base_cframe
- end
- local elapsed_time = tick() - start_time
- for index, crystal in ipairs(crystals) do
- local crystal_time = elapsed_time - index * spawn_duration
- local disappear_time = crystal_time - float_duration
- local offset
- if crystal_time < 0 then
- offset = 0
- elseif crystal_time < appear_duration then
- offset = radius * crystal_time / appear_duration
- else
- offset = radius
- end
- local wave_offset
- if disappear_time >= 0 then
- local disappear_progress = disappear_time / disappear_duration
- if disappear_progress > 1 then
- if crystal.Parent then
- crystal:Destroy()
- end
- else
- local inverse_progress = 1 - disappear_progress
- local light = lights[index]
- local mesh = meshes[index]
- crystal.BrickColor = BrickColor.new("Really black")
- light.Brightness = 2 * inverse_progress
- light.Range = 2 * radius
- mesh.Scale = crystal_scale * inverse_progress
- end
- wave_offset = 0
- else
- wave_offset = wave_amplitude * math.sin(math.tau * (elapsed_time - index / crystal_count * 3) / wave_period)
- end
- local rotation_angle = (tick() * 0.5 + (index - 1) / crystal_count) % 1 * math.tau
- crystal.CFrame = base_cframe * CFrame.Angles(0, rotation_angle, 0) * CFrame.new(0, wave_offset, -offset)
- end
- RunService.Stepped:wait()
- until elapsed_time >= float_duration + full_spawn_duration + disappear_duration
- if crystal_model.Parent then
- crystal_model:Destroy()
- end
- end
- -- Missiles
- GraphicalEffects.missileData = {}
- GraphicalEffects.missileParts = {}
- function GraphicalEffects.AnimateMissile(data)
- local frame, missilePart, targetPart, timeCreated, direction, touchedConnection, explodeRequested, bodyGyro, swooshSound, magicCircleData, lifeTime,
- pointOnPart, flipped = unpack(data)
- frame = frame + 1
- data[1] = frame
- if flipped then
- direction = -direction
- end
- if frame <= 10 then
- if frame == 2 then
- swooshSound:Play()
- end
- missilePart.Anchored = true
- local progress = frame / 10
- missilePart.Size = Vector3.new(1, 1, progress * 4)
- local magicCirclePart = magicCircleData[4]
- local magicCirclePosition = magicCirclePart.Position
- local missileOffset = 2 * progress * direction
- local missilePosition = magicCirclePosition + missileOffset
- missilePart.CFrame = CFrame.new(missilePosition, missilePosition + direction)
- --missilePart.Transparency = 0.5 * (1 - progress)
- if frame == 10 then
- touchedConnection = missilePart.Touched:connect(function(hit)
- if hit.CanCollide and hit.Parent and not GraphicalEffects.missileParts[hit] then
- touchedConnection:disconnect()
- data[7] = true
- end
- end)
- data[6] = touchedConnection
- end
- else
- missilePart.Anchored = false
- local missilePosition = missilePart.Position
- local targetPosition = targetPart.CFrame * pointOnPart
- local distanceVector = targetPosition - missilePosition
- local elapsedTime = time() - timeCreated
- local targetParent = targetPart.Parent
- if explodeRequested or (targetParent and distanceVector.magnitude < 10) or elapsedTime > lifeTime then
- GraphicalEffects.missileData[data] = nil
- GraphicalEffects.missileParts[missilePart] = nil
- touchedConnection:disconnect()
- if missilePart.Parent then
- missilePart:Destroy()
- local explosion = Instance.new("Explosion")
- explosion.BlastRadius = 12.5
- explosion.Position = missilePosition
- local explosionHitConnection = explosion.Hit:connect(function(hit, distance)
- local missileData = GraphicalEffects.missileParts[hit]
- if missileData and distance < 3 then
- missileData[7] = true
- else
- pcall(hit.BreakJoints, hit)
- end
- end)
- explosion.Parent = workspace
- TaskScheduler.Schedule(1, explosionHitConnection.disconnect, explosionHitConnection)
- end
- else
- local targetInWorkspace = targetPart:IsDescendantOf(workspace)
- if targetInWorkspace then
- direction = distanceVector.unit
- data[5] = direction
- end
- local speed = 14 + elapsedTime * 10
- local gyroD
- if elapsedTime < 42.5 and targetInWorkspace then
- gyroD = 1000 - elapsedTime * 15
- else
- gyroD = 100
- bodyGyro.maxTorque = Vector3.new(0, 0, 0)
- if elapsedTime + 7.5 < lifeTime then
- data[11] = elapsedTime + 7.5
- end
- end
- bodyGyro.D = gyroD
- bodyGyro.cframe = CFrame.new(Vector3.new(), direction)
- missilePart.Velocity = missilePart.CFrame.lookVector * speed
- end
- end
- end
- function GraphicalEffects.ShootMissile(targetPart, pointOnPart, direction, magic_circle_adornee_func, magic_circle_offset, flipped)
- if not magic_circle_offset then
- magic_circle_offset = GraphicalEffects.MAGIC_CIRCLE_DEFAULT_OFFSET
- end
- local targetPosition = targetPart.Position
- local headPosition = chatAdornee.Position
- local origin = CFrame.new(headPosition, headPosition + direction) + direction * magic_circle_offset
- local missilePart = Instance.new("Part")
- local antiGravityForce = Instance.new("BodyForce", missilePart)
- local bodyGyro = Instance.new("BodyGyro", missilePart)
- local explosionSound = Instance.new("Sound", missilePart)
- local swooshSound = Instance.new("Sound", missilePart)
- antiGravityForce.force = Vector3.new(0, 196.2 * 4, 0)
- bodyGyro.D = 1000
- bodyGyro.maxTorque = Vector3.new(1, 1, 1)
- explosionSound.PlayOnRemove = true
- explosionSound.SoundId = "rbxasset://sounds/collide.wav"
- explosionSound.Volume = 1
- missilePart.Anchored = true
- missilePart.BackSurface = "Studs"
- missilePart.BottomSurface = "Studs"
- missilePart.BrickColor = BrickColor.Red()
- missilePart.CFrame = origin
- missilePart.FormFactor = "Custom"
- missilePart.FrontSurface = "Studs"
- missilePart.LeftSurface = "Studs"
- missilePart.Locked = true
- missilePart.RightSurface = "Studs"
- missilePart.Size = Vector3.new(1, 1, 0.2)
- missilePart.TopSurface = "Studs"
- --missilePart.Transparency = 0.5
- swooshSound.Looped = true
- swooshSound.SoundId = "rbxasset://sounds/Rocket whoosh 01.wav"
- swooshSound.Volume = 0.7
- local magicCircleData = GraphicalEffects.CreateMagicCircle(headPosition + direction * 1000, 0.875, "rbxassetid://127033719", Color3.new(1, 1, 1), 40, 4, magic_circle_adornee_func or function() return chatAdornee end, magic_circle_offset)
- local data = {0, missilePart, targetPart, time(), direction, false, false, bodyGyro, swooshSound, magicCircleData, 50, pointOnPart, flipped}
- missilePart.Parent = workspace
- GraphicalEffects.missileData[data] = true
- GraphicalEffects.missileParts[missilePart] = data
- end
- -- Joint crap
- function GraphicalEffects.CubicInterpolate(y0, y1, y2, y3, mu)
- local a0, a1, a2, a3, mu2
- mu2 = mu * mu
- a0 = y3 - y2 - y0 + y1
- a1 = y0 - y1 - a0
- a2 = y2 - y0
- a3 = y1
- return a0 * mu * mu2 + a1 * mu2 + a2 * mu + a3
- end
- function GraphicalEffects.JointCrap(model, cycletime)
- if model then
- local cycletime = cycletime or (0.75 * (1 + math.random() * 4))
- local offsetradius = 0.75
- local rotationoffset = math.pi
- local joints = {}
- local stack = model:GetChildren()
- while #stack ~= 0 do
- local object = stack[#stack]
- table.remove(stack)
- for index, child in ipairs(object:GetChildren()) do
- table.insert(stack, child)
- end
- if object:IsA("JointInstance") then
- table.insert(joints, object)
- end
- end
- local rot0 = {}
- local rot1 = {}
- local rot2 = {}
- local rot3 = {}
- local rot4 = {}
- for index, joint in ipairs(joints) do
- local pos = Vector3.new(math.random() - 0.5, math.random() - 0.5, math.random() - 0.5).unit * offsetradius
- local rot = Vector3.new(math.random(), math.random(), math.random()) * rotationoffset
- rot0[index] = {joint.C0, joint.C1}
- rot = Vector3.new(rot.x % (math.tau), rot.y % (math.tau), rot.z % (math.tau))
- rot2[index] = {pos, rot}
- pos = Vector3.new(math.random() - 0.5, math.random() - 0.5, math.random() - 0.5).unit * offsetradius
- rot = rot + Vector3.new(math.random(), math.random(), math.random()) * rotationoffset
- rot = Vector3.new(rot.x % (math.tau), rot.y % (math.tau), rot.z % (math.tau))
- rot3[index] = {pos, rot}
- pos = Vector3.new(math.random() - 0.5, math.random() - 0.5, math.random() - 0.5).unit * offsetradius
- rot = rot + Vector3.new(math.random(), math.random(), math.random()) * rotationoffset
- rot = Vector3.new(rot.x % (math.tau), rot.y % (math.tau), rot.z % (math.tau))
- rot4[index] = {pos, rot}
- end
- while model.Parent do
- for i, j in ipairs(joints) do
- local pos = Vector3.new(math.random() - 0.5, math.random() - 0.5, math.random() - 0.5).unit * offsetradius
- local rot = rot4[i][2] + Vector3.new(math.random(), math.random(), math.random()) * rotationoffset
- rot = Vector3.new(rot.x % (math.tau), rot.y % (math.tau), rot.z % (math.tau))
- rot1[i], rot2[i], rot3[i], rot4[i] = rot2[i], rot3[i], rot4[i], {pos, rot}
- end
- local start = tick()
- while wait() do
- local ctime = tick()
- local elapsed = ctime - start
- if elapsed > cycletime then
- break
- end
- local progress = elapsed / cycletime
- for index, joint in ipairs(joints) do
- local v0, v1, v2, v3, v4 = rot0[index], rot1[index], rot2[index], rot3[index], rot4[index]
- local p1, p2, p3, p4, r1, r2, r3, r4 = v1[1], v2[1], v3[1], v4[1], v1[2], v2[2], v3[2], v4[2]
- local px = GraphicalEffects.CubicInterpolate(p1.x, p2.x, p3.x, p4.x, progress)
- local py = GraphicalEffects.CubicInterpolate(p1.y, p2.y, p3.y, p4.y, progress)
- local pz = GraphicalEffects.CubicInterpolate(p1.z, p2.z, p3.z, p4.z, progress)
- local rx = GraphicalEffects.CubicInterpolate(r1.x, r2.x, r3.x, r4.x, progress)
- local ry = GraphicalEffects.CubicInterpolate(r1.y, r2.y, r3.y, r4.y, progress)
- local rz = GraphicalEffects.CubicInterpolate(r1.z, r2.z, r3.z, r4.z, progress)
- local cframe = CFrame.new(px, py, pz) * CFrame.Angles(rx, ry, rz)
- joint.C0 = v0[1] * cframe
- joint.C1 = v0[2] * cframe:inverse()
- end
- RunService.Stepped:wait()
- end
- end
- end
- end
- -- Destruction spell
- do
- GraphicalEffects.destructionSpellSpeed = 5
- GraphicalEffects.destructionSpellEffectSize = 2
- GraphicalEffects.destructionSpellExplosionRate = 10
- GraphicalEffects.destructionSpellFadeDuration = 120
- local partProto = Instance.new("Part")
- local partProtoDecal1 = Instance.new("Decal", partProto)
- local partProtoDecal2 = Instance.new("Decal", partProto)
- local partProtoGyro = Instance.new("BodyGyro", partProto)
- local partProtoPosition = Instance.new("BodyPosition", partProto)
- partProto.CanCollide = false
- partProto.FormFactor = "Custom"
- partProto.Transparency = 1
- partProtoDecal1.Face = "Bottom"
- partProtoDecal1.Texture = "rbxassetid://106508453"
- partProtoDecal2.Face = "Top"
- partProtoDecal2.Texture = "rbxassetid://106508453"
- partProtoGyro.Name = "gyro"
- partProtoGyro.P = 1e6
- partProtoGyro.maxTorque = Vector3.new(1e9, 1e9, 1e9)
- partProtoPosition.Name = "pos"
- partProtoPosition.P = 1e4
- partProtoPosition.maxForce = Vector3.new(1e9, 1e9, 1e9)
- function GraphicalEffects.DestructionSpell(nodes)
- local destroyTable = {}
- local regionSizeX, regionSizeY, regionSizeZ
- local function MagicalDestroyUnchecked(part)
- local partSize = part.Size
- if partSize.X < regionSizeX and partSize.Y < regionSizeY and partSize.Z < regionSizeZ then
- destroyTable[part] = true
- part.Material = "Plastic"
- local beginTransparency = part.Transparency
- local fadeDuration = GraphicalEffects.destructionSpellFadeDuration
- for i = 1, fadeDuration do
- RunService.Stepped:wait()
- part.Transparency = beginTransparency + (1 - beginTransparency) * (i / fadeDuration)
- end
- pcall(game.Destroy, part)
- destroyTable[part] = nil
- end
- end
- local function MagicalDestroy(part)
- if not destroyTable[part] then
- MagicalDestroyUnchecked(part)
- end
- end
- local function MagicalNodeFinalize(part, gyro, pos, conn)
- part.Anchored = true
- pcall(gyro.Destroy, gyro)
- pcall(pos.Destroy, pos)
- conn:disconnect()
- end
- local model = Instance.new("Model")
- model.Archivable = false
- model.Name = "Nolix Wrath"
- model.Parent = workspace
- local connections = {}
- local parts = {}
- local partsHit = {}
- local cleanupList = {}
- local explosionRate = GraphicalEffects.destructionSpellExplosionRate
- local effectSize = GraphicalEffects.destructionSpellEffectSize
- partProto.Size = Vector3.new(effectSize, 0.2, effectSize)
- local speed = GraphicalEffects.destructionSpellSpeed
- local rateTimer = 0
- local partRotation = CFrame.Angles(0, 0.5 * math.pi, 0)
- local minX, minY, minZ, maxX, maxY, maxZ = math.huge, math.huge, math.huge, -math.huge, -math.huge, -math.huge
- for index = 4, #nodes do
- local v0, v1, v2, v3 = nodes[index - 3], nodes[index - 2], nodes[index - 1], nodes[index]
- local p1 = v1
- local count = math.ceil((v2 - v1).magnitude / effectSize)
- local linearStep = (v2 - v1) / count
- for i = 1, count do
- local alpha = i / count
- local p2 = GraphicalEffects.CubicInterpolate(v0, v1, v2, v3, alpha)
- local center = 0.5 * (p1 + p2)
- local offset = p2 - p1
- local partId = #parts + 1
- local hitList = {}
- partsHit[partId] = hitList
- local part = partProto:Clone()
- local gyro = part.gyro
- local pos = part.pos
- local cframe = CFrame.new(center, center + offset) * partRotation
- part.CFrame = cframe
- gyro.cframe = cframe
- pos.position = center
- local posX, posY, posZ = center.X, center.Y, center.Z
- if posX < minX then minX = posX end
- if posY < minY then minY = posY end
- if posZ < minZ then minZ = posZ end
- if posX > maxX then maxX = posX end
- if posY > maxY then maxY = posY end
- if posZ > maxZ then maxZ = posZ end
- Instance.new("BlockMesh", part).Scale = Vector3.new(offset.magnitude, 0, effectSize)
- parts[partId] = part
- destroyTable[part] = true
- local conn = part.Touched:connect(function(hit)
- if not destroyTable[hit] then
- hitList[hit] = true
- end
- end)
- part.Parent = model
- p1 = p2
- TaskScheduler.Schedule(0.125, MagicalNodeFinalize, part, gyro, pos, conn)
- rateTimer = rateTimer + 1
- while rateTimer >= speed do
- RunService.Stepped:wait()
- rateTimer = rateTimer - speed
- end
- end
- end
- local center = Vector3.new(minX + maxX, minY + maxY, minZ + maxZ) * 0.5
- regionSizeX, regionSizeY, regionSizeZ = maxX - minX, maxY - minY, maxZ - minZ
- wait(0.5)
- rateTimer = 0
- for index, part in pairs(parts) do
- if index % explosionRate == 1 then
- local partSize = part.Size
- if partSize.X < regionSizeX and partSize.Y < regionSizeY and partSize.Z < regionSizeZ then
- local explosion = Instance.new("Explosion")
- explosion.BlastPressure = 0
- local position = part.Position
- explosion.BlastRadius = (position - center).magnitude * 0.5
- explosion.Position = (position + center) * 0.5
- connections[#connections + 1] = explosion.Hit:connect(MagicalDestroy)
- explosion.Parent = model
- end
- end
- pcall(part.Destroy, part)
- destroyTable[part] = nil
- local hitList = partsHit[index]
- for hit in pairs(hitList) do
- local partSize = hit.Size
- if partSize.X < regionSizeX and partSize.Y < regionSizeY and partSize.Z < regionSizeZ
- and hit.Parent and not destroyTable[hit] then
- TaskScheduler.Start(MagicalDestroyUnchecked, hit)
- local explosion = Instance.new("Explosion")
- explosion.BlastPressure = 0
- explosion.BlastRadius = hit:GetMass() ^ (1 / 3) * 2
- explosion.Position = hit.Position
- connections[#connections + 1] = explosion.Hit:connect(MagicalDestroy)
- explosion.Parent = model
- end
- end
- rateTimer = rateTimer + 1
- while rateTimer >= 4 * speed do
- RunService.Stepped:wait()
- rateTimer = rateTimer - 4 * speed
- end
- end
- wait(0.25)
- for _, connection in ipairs(connections) do
- connection:disconnect()
- end
- end
- end
- -- MainLoop
- function GraphicalEffects.MainLoop()
- RunService.Stepped:wait()
- for data in pairs(GraphicalEffects.magicCircleData) do
- GraphicalEffects.AnimateMagicCircle(data)
- end
- for data in pairs(GraphicalEffects.laser_data) do
- GraphicalEffects.AnimateLaserOfDeath(data)
- end
- for data in pairs(GraphicalEffects.missileData) do
- GraphicalEffects.AnimateMissile(data)
- end
- end
- TaskScheduler.Start(function()
- while wait() do
- GraphicalEffects.MainLoop()
- end
- end)
- local ChatBubble = {
- THEME = {
- AQUA = {
- Name = "Aqua",
- Background = Color3.new(0, 1 / 3, 0.5),
- Foreground = Color3.new(2 / 3, 1, 1)
- },
- CLASSIC = {
- Name = "Classic",
- Background = Color3.new(0, 0, 0),
- Foreground = Color3.new(1, 1, 1)
- },
- CRIMSON = {
- Name = "Crimson",
- Background = Color3.new(0, 0, 0),
- Foreground = Color3.new(0.9, 0, 0)
- },
- GRAPE = {
- Name = "Grape",
- Background = Color3.new(0.25, 0, 0.25),
- Foreground = Color3.new(1, 2 / 3, 1)
- },
- LIBERATION = {
- Name = "Liberation",
- Background = Color3.new(1 / 6, 3 / 7, 3 / 7),
- Foreground = Color3.new(1, 1, 1)
- },
- PASSION = {
- Name = "Passion",
- Background = Color3.new(0.5, 0, 0),
- Foreground = Color3.new(1, 1, 1)
- },
- PURPLE = {
- Name = "Purple",
- Background = Color3.new(0.25, 0, 0.25),
- Foreground = Color3.new(1, 1, 1)
- },
- RAINBOW = {
- Name = "Rainbow",
- Background = function(bubble_info)
- local billboard, frame = bubble_info[5], bubble_info[6]
- TaskScheduler.Start(function()
- while billboard:IsDescendantOf(workspace) do
- local red, green, blue = Utility.GetRainbowRGB(tick())
- frame.BackgroundColor3 = Color3.new(0.6 * red, 0.6 * green, 0.65 * blue)
- RunService.Stepped:wait()
- end
- end)
- end,
- Foreground = Color3.new(1, 1, 1)
- },
- TEAL = {
- Name = "Teal",
- Background = Color3.new(0, 1 / 3, 0.5),
- Foreground = Color3.new(1, 1, 1)
- },
- },
- };
- local FONT_CUSTOM_A_SRC, FONT_CUSTOM_A, TextAlignment, LoadFixedFont, LoadFont, DrawTextNetwork, DrawMultilineTextNetwork, ConfigureChatBubble,
- CreateChatBubble, WrapText, chat_bubbles
- FONT_CUSTOM_A_SRC = "03E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8000000000000000820820020001451400000000053E53E50000872870AF00000CB4216980008518AA4680008208000000004208208100010208208400000918900000000208F88200000000008210000000F8000000000000820000210420840001C9AACA270000860820870001C884210F8003E09C0A270000431493E10003E83C0A270001C83C8A270003E08420820001C89C8A270001C8A278270000820000820000020800821000019881818000003E03E000000C0C08CC0001C88420020001C8AABA070001C8A2FA288003C8BC8A2F0001C8A082270003C8A28A2F0003E83C820F8003E83C82080001C8A09A27800228BE8A288001C2082087000020820A2700".."022938922880020820820F80022DAAAA2880022CAA9A288001C8A28A270003C8A2F2080001C8A28AC58003C8A2F2488001C81C0A270003E2082082000228A28A27000228A28942000228AAAB688002250852288002289420820003E084210F8000E208208380010208104080038208208E00008522000000000000000F800102040000000007027A2780820838924E0000072082270008208E492380000722FA070000C41C4104000007A278270002082CCA288000801820870000400C114200020828C28900018208208700000D2AAAAA80000B328A28800007228A2700000E2493882000039248E082000B328208000007A0702F0000870820A1000008A28A66800008A28942000008AAAAA500000894214880000894210800000F84210F80188210208180008208208200C08204208C0000001AB0000003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F80".. "03E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F80".. "03E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F8003E8A28A2F80"
- FONT_CUSTOM_A = {}
- function ChatBubble.GetTheme()
- return ChatBubble.theme_info
- end
- function ChatBubble.SetTheme(theme_info)
- if type(theme_info) == "string" then
- theme_info = string.lower(theme_info)
- for key, info in pairs(ChatBubble.THEME) do
- if info.Name:lower():match(theme_info) then
- ChatBubble.SetTheme(info)
- break
- end
- end
- return
- end
- ChatBubble.theme_info = theme_info
- ChatBubble.background_color = theme_info.Background
- ChatBubble.font = LoadFont(ChatBubble.FONT_DEFAULT, theme_info.Foreground)
- end
- do
- local floor = math.floor
- local max = math.max
- local asc = string.byte
- local chr = string.char
- local find = string.find
- local gmatch = string.gmatch
- local sub = string.sub
- local insert = table.insert
- local type = type
- local unpack = unpack
- local PopIntegerBit
- TextAlignment = setmetatable({
- [0] = 0,
- [1] = 1,
- [2] = 2,
- Left = 0,
- Center = 1,
- Right = 2
- }, {
- __call = function(self, ...)
- local argc = #{...}
- if argc == 0 then
- return 0
- else
- local arg = (...)
- local value = rawget(self, arg)
- if value then
- return value
- else
- local arg_type = type(arg)
- error("Invalid value" .. ((arg_type == "number") and (" " .. arg) or ((arg_type == "string") and (" \"" .. arg .. "\"") or
- "")) .. " for enum TextAlignment")
- end
- end
- end
- })
- function PopIntegerBit(value, bit)
- if value >= bit then
- return 1, value - bit
- else
- return 0, value
- end
- end
- function LoadFixedFont(dest, src, height, width)
- local n = #src / 64 - 1
- local bit_index = 0
- local symbol_bits = width * height
- for i = 0, 255 do
- local char_data = {}
- for j = 1, height do
- char_data[j] = {}
- end
- dest[i] = char_data
- end
- for i = 1, #src do
- local buffer = tonumber(sub(src, i, i), 16)
- for j = 1, 4 do
- local code = floor(bit_index / symbol_bits)
- local row = floor(bit_index / width) % height + 1
- local column = bit_index % width + 1
- dest[code][row][column], buffer = PopIntegerBit(buffer, 8)
- buffer = buffer * 2
- bit_index = bit_index + 1
- end
- end
- end
- function LoadFont(font_data, color)
- local font_obj = {}
- for character, char_data in pairs(font_data) do
- local code = character
- if type(code) ~= "number" then
- code = asc(character)
- end
- local height = #char_data
- local width = #char_data[1]
- local pixel_h = 1 / height
- local pixel_w = 1 / width
- local pixel_size = UDim2.new(pixel_w, 0, pixel_h, 0)
- local frame = Instance.new("Frame")
- frame.BackgroundTransparency = 1
- frame.Name = ""
- for y = 1, height do
- local row = char_data[y]
- for x = 1, width do
- local opacity = row[x]
- if opacity ~= 0 then
- local pixel = Instance.new("Frame", frame)
- pixel.BackgroundColor3 = color
- pixel.BorderSizePixel = 0
- pixel.Name = ""
- pixel.Position = UDim2.new(x * pixel_w, 0, y * pixel_h, 0) - pixel_size
- pixel.Size = pixel_size -- + UDim2.new(0, 0, 0, 1) -- correction
- -- ^ never mind that correction, fixed by changing font size to 12x16 instead of 13x17
- if opacity then
- pixel.BackgroundTransparency = 1 - opacity
- end
- end
- end
- end
- font_obj[code] = {frame, height, width}
- end
- return font_obj
- end
- function DrawTextNetwork(text, font, size, delay_offset)
- if #text == 0 then
- text = " "
- end
- local frame = Instance.new("Frame")
- frame.BackgroundTransparency = 1
- frame.BorderSizePixel = 0
- local objects = {}
- local length = #text
- local height = 0
- local width = 0
- for i = 1, length do
- local character = sub(text, i, i)
- local code = asc(character)
- local char_data = assert(font[code] or "FONT_SYMBOL_MISSING", "FONT ERROR: '" .. character .. "' (" .. code .. ") not found")
- local char_proto, char_h, char_w = unpack(char_data)
- objects[i] = char_data
- height = max(char_h, height)
- width = width + char_w
- end
- local offset = 0
- local punctuation_delay = 0
- for i = 1, length do
- delay(delay_offset + (i + punctuation_delay - 1) / 30, function()
- local char_data = objects[i]
- local char_proto, char_h, char_w = unpack(char_data)
- local char_obj = char_proto:Clone()
- char_obj.Position = UDim2.new(offset / width, 0, 0, 0)
- char_obj.Size = UDim2.new(char_w / width, 0, 1, 0)
- char_obj.Parent = frame
- offset = offset + char_w
- end)
- local character = sub(text, i, i)
- if character == "." then
- punctuation_delay = punctuation_delay + 3
- elseif character == "?" or character == "!" then
- punctuation_delay = punctuation_delay + 2
- elseif character == ";" or character == "~" then
- punctuation_delay = punctuation_delay + 1
- end
- end
- local ratio = (height == 0) and (0) or (width / height)
- frame.Size = UDim2.new(size.X.Scale * ratio, size.X.Offset * ratio, size.Y.Scale, size.Y.Offset)
- return frame, height, width, (length + punctuation_delay) / 30
- end
- function DrawMultilineTextNetwork(text, font, size, delay_offset, ...)
- local align = TextAlignment(...)
- local frame = Instance.new("Frame")
- frame.BackgroundTransparency = 1
- frame.BorderSizePixel = 0
- local height = 0
- local width = 0
- local objects = {}
- for line in gmatch(text .. "\n", "([^\n]*)\n") do
- local line_obj, line_h, line_w, line_delay = DrawTextNetwork(line, font, size, delay_offset)
- insert(objects, {line_obj, line_h, line_w})
- height = height + line_h
- width = max(line_w, width)
- delay_offset = delay_offset + line_delay
- end
- local offset = 0
- for index, line_data in ipairs(objects) do
- local line_obj, line_h, line_w = unpack(line_data)
- local align_offset
- if align == TextAlignment.Left then
- align_offset = 0
- elseif align == TextAlignment.Center then
- align_offset = 0.5 - line_w / width / 2
- elseif align == TextAlignment.Right then
- align_offset = 1 - line_w / width
- end
- line_obj.Position = UDim2.new(align_offset, 0, offset / height, 0)
- line_obj.Parent = frame
- offset = offset + line_h
- end
- local line_count = #objects
- local ratio = (height == 0) and (0) or (line_count * width / height)
- frame.Size = UDim2.new(size.X.Scale * ratio, size.X.Offset * ratio, size.Y.Scale * line_count, size.Y.Offset * line_count)
- return frame, height, width
- end
- end
- LoadFixedFont(FONT_CUSTOM_A, FONT_CUSTOM_A_SRC, 8, 6)
- ChatBubble.FONT_DEFAULT = FONT_CUSTOM_A
- ChatBubble.SetTheme("Classic")
- chat_bubbles = {}
- function CreateChatBubble(bubble_info)
- local creation_time, text, backup = bubble_info[1], bubble_info[2], bubble_info[8]
- local billboard, frame, label
- if backup and false then
- billboard = backup:Clone()
- frame = billboard.Frame
- label = frame.Label
- bubble_info[5] = billboard
- bubble_info[6] = frame
- bubble_info[7] = label
- billboard.Parent = workspace
- else
- label = DrawMultilineTextNetwork(text, bubble_info[9], UDim2.new(0, 12, 0, 16), creation_time - time(), "Center")
- label.Name = "Label"
- label.Position = UDim2.new(0, 16, 0, 16)
- billboard = Instance.new("BillboardGui", workspace)
- billboard.Adornee = chatAdornee
- billboard.AlwaysOnTop = true
- billboard.Size = UDim2.new(label.Size.X.Scale, label.Size.X.Offset + 32, label.Size.Y.Scale, label.Size.Y.Offset + 32)
- billboard.SizeOffset = Vector2.new(0, 0)
- billboard.StudsOffset = Vector3.new(0, 1, 0)
- frame = Instance.new("Frame", billboard)
- bubble_info[5] = billboard
- bubble_info[6] = frame
- bubble_info[7] = label
- local background_color = bubble_info[10]
- if type(background_color) == "function" then
- background_color(bubble_info)
- else
- frame.BackgroundColor3 = background_color
- end
- frame.BackgroundTransparency = 0.3
- frame.BorderSizePixel = 0
- frame.ClipsDescendants = true
- frame.Name = "Frame"
- frame.Size = UDim2.new(1, 0, 0, 0)
- label.Parent = frame
- -- bubble_info[8] = billboard:Clone()
- end
- end
- local tween_time = 0.3
- function ConfigureChatBubble(bubble_info)
- local creation_time, destruction_time, billboard, frame = bubble_info[1], bubble_info[3], bubble_info[5], bubble_info[6]
- if not billboard or billboard.Parent ~= workspace then
- CreateChatBubble(bubble_info)
- billboard, frame = bubble_info[5], bubble_info[6]
- end
- if billboard.Adornee ~= chatAdornee then
- billboard.Adornee = chatAdornee
- end
- local current_time = time()
- local elapsed_time = current_time - creation_time
- local remaining_time = destruction_time - current_time
- if remaining_time < 0 then
- bubble_info[4] = false
- billboard:Destroy()
- return false
- elseif remaining_time < tween_time then
- local tween_progress = math.sin(remaining_time * math.pi / (tween_time * 2))
- frame.Size = UDim2.new(1, 0, tween_progress, 0)
- elseif elapsed_time < tween_time then
- local tween_progress = math.sin(elapsed_time * math.pi / (tween_time * 2))
- frame.Size = UDim2.new(1, 0, tween_progress, 0)
- elseif frame.Size ~= UDim2.new(1, 0, 1, 0) then
- frame.Size = UDim2.new(1, 0, 1, 0)
- end
- return true
- end
- function ChatBubble.MainLoop()
- local offset = 0
- local removing = {}
- for index, bubble_info in ipairs(chat_bubbles) do
- if not ConfigureChatBubble(bubble_info) then
- removing[#removing + 1] = index - #removing
- else
- local billboard, frame = bubble_info[5], bubble_info[6]
- local billboard_h = billboard.Size.Y.Offset
- local bubble_h = frame.Size.Y.Scale * billboard_h
- offset = 8 + offset + bubble_h
- billboard.SizeOffset = Vector2.new(0, offset / billboard_h - 0.5)
- end
- end
- for index, bubble_index in ipairs(removing) do
- table.remove(chat_bubbles, bubble_index)
- end
- RunService.Stepped:wait()
- end
- function WrapText(text, character_limit, line_length_limit)
- if #text > character_limit then
- text = string.sub(text, 1, character_limit - 3) .. "..."
- end
- local text_length = #text
- local line_length = 0
- local i = 0
- while i <= text_length do
- i = i + 1
- local character = string.sub(text, i, i)
- if character == "\t" then
- local tabulation_size = 4 - line_length % 4
- line_length = line_length + tabulation_size
- if line_length >= line_length_limit then
- tabulation_size = line_length - line_length_limit
- line_length = 0
- text_length = text_length + tabulation_size
- text = string.sub(text, 1, i - 1) .. string.rep(" ", tabulation_size) .. "\n" .. string.sub(text, i + 1)
- i = i + tabulation_size + 1
- else
- text_length = text_length + tabulation_size - 1
- text = string.sub(text, 1, i - 1) .. string.rep(" ", tabulation_size) .. string.sub(text, i + 1)
- i = i + tabulation_size - 1
- end
- elseif character == "\n" then
- line_length = 0
- else
- line_length = line_length + 1
- if line_length >= line_length_limit then
- local k = i - line_length + 1
- local success = false
- for j = i, k, -1 do
- if string.match(string.sub(text, j, j), "[ \t]") then
- text = string.sub(text, 1, j - 1) .. "\n" .. string.sub(text, j + 1)
- text_length = text_length + 1
- success = true
- break
- end
- end
- if not success then
- text = string.sub(text, 1, i) .. "\n" .. string.sub(text, i + 1)
- text_length = text_length + 1
- end
- i = i + 1
- line_length = 0
- end
- end
- end
- if #text > character_limit then
- text = string.sub(text, 1, character_limit - 3) .. "..."
- end
- return text
- end
- function ChatBubble.Create(text, theme)
- local text = WrapText(text, 200, 30)
- local creation_time = time()
- local bubble_info = {creation_time, text, creation_time + 6 + #text / 15, true}
- local previousTheme
- if theme then
- previousTheme = ChatBubble.GetTheme()
- ChatBubble.SetTheme(theme)
- end
- bubble_info[9] = ChatBubble.font
- bubble_info[10] = ChatBubble.background_color
- if previousTheme then
- ChatBubble.SetTheme(previousTheme)
- end
- table.insert(chat_bubbles, 1, bubble_info)
- end
- TaskScheduler.Start(function()
- while wait() do
- ChatBubble.MainLoop()
- end
- end)
- local PlayerControl = {};
- PlayerControl.fly_acceleration = 10
- PlayerControl.fly_basespeed = 250
- PlayerControl.fly_speed = PlayerControl.fly_basespeed
- PlayerControl.featherfallEnabled = true
- PlayerControl.pushable = false
- PlayerControl.rolling = false
- PlayerControl.rollingAngle = 0
- PlayerControl.rollingOffset = 0
- PlayerControl.rollingMaxOffset = 3
- PlayerControl.rollingSpeed = 1 / 50
- PlayerControl.characterEnabled = false
- PlayerControl.characterMode = "normal"
- local character = nil
- local flying, flyingMomentum, flyingTilt = false, Vector3.new(), 0
- local pose, regeneratingHealth, jumpDebounce = "Standing", false, false
- -- TODO: make local variables public
- local model, bodyColors, leftArmMesh, leftLegMesh, rightArmMesh, rightLegMesh, torsoMesh, wildcardHat, wildcardHandle, wildcardMesh, pants, shirt, humanoid,
- head, leftArm, leftLeg, rightArm, rightLeg, torso, rootPart, rootJoint, face, soundFreeFalling, soundGettingUp, soundRunning, leftHip, leftShoulder,
- rightHip, rightShoulder, neck, wildcardWeld, feetPart, feetWeld, feetTouchInterest, bodyGyro, bodyVelocity, headMesh, torsoLight
- local AnimateCharacter
- local chatBubbles = {}
- local chatCharacterLimit = 240
- function PlayerControl.Chat(message)
- ChatBubble.Create(tostring(message))
- end
- function PlayerControl.CreateCharacter()
- local characterMode = PlayerControl.characterMode
- if characterMode == "normal" then
- if not PlayerControl.characterEnabled then
- return
- end
- local active = true
- local torsoCFrame = (torso and torso.CFrame) or PlayerControl.torso_cframe or CFrame.new(0, 10, 0)
- if torsoCFrame.p.Y < -450 then
- torsoCFrame = CFrame.new(0, 10, 0)
- end
- local rootPartCFrame = (rootPart and rootPart.CFrame) or PlayerControl.torso_cframe or CFrame.new(0, 10, 0)
- if rootPartCFrame.p.Y < -450 then
- rootPartCFrame = CFrame.new(0, 10, 0)
- end
- local cameraCFrame = Camera.CoordinateFrame
- local connections = {}
- local feetTouching = {}
- local previousWalkSpeed = 0
- local prevLeftHip, prevLeftShoulder, prevRightHip, prevRightShoulder = leftHip, leftShoulder, rightHip, rightShoulder
- model = Instance.new("Model")
- humanoid = Instance.new("Humanoid", model)
- head = Instance.new("Part", model)
- leftArm = Instance.new("Part", model)
- leftLeg = Instance.new("Part", model)
- rightArm = Instance.new("Part", model)
- rightLeg = Instance.new("Part", model)
- torso = Instance.new("Part", model)
- rootPart = Instance.new("Part", model)
- local soundFallingDown = Instance.new("Sound", head)
- soundFreeFalling = Instance.new("Sound", head)
- soundGettingUp = Instance.new("Sound", head)
- local soundJumping = Instance.new("Sound", head)
- soundRunning = Instance.new("Sound", head)
- leftHip = Instance.new("Motor", torso)
- leftShoulder = Instance.new("Motor", torso)
- rightHip = Instance.new("Motor", torso)
- rightShoulder = Instance.new("Motor", torso)
- neck = Instance.new("Motor", torso)
- rootJoint = Instance.new("Motor", rootPart)
- feetPart = Instance.new("Part", model)
- feetWeld = Instance.new("Weld", torso)
- bodyGyro = Instance.new("BodyGyro", rootPart)
- bodyVelocity = Instance.new("BodyVelocity", rootPart)
- model.Archivable = false
- model.Name = "U_M9"
- model.PrimaryPart = head
- humanoid.LeftLeg = leftLeg
- humanoid.RightLeg = rightLeg
- humanoid.Torso = rootPart
- head.CFrame = torsoCFrame * CFrame.new(0, 1.5, 0)
- head.FormFactor = "Symmetric"
- head.Locked = true
- head.Name = "Head"
- head.Size = Vector3.new(2, 1, 1)
- head.TopSurface = "Smooth"
- leftArm.CanCollide = false
- leftArm.CFrame = torsoCFrame * CFrame.new(-1.5, 0, 0)
- leftArm.FormFactor = "Symmetric"
- leftArm.Locked = true
- leftArm.Name = "Left Arm"
- leftArm.Size = Vector3.new(1, 2, 1)
- leftLeg.BottomSurface = "Smooth"
- leftLeg.CanCollide = false
- leftLeg.CFrame = torsoCFrame * CFrame.new(-0.5, -2, 0)
- leftLeg.FormFactor = "Symmetric"
- leftLeg.Locked = true
- leftLeg.Name = "Left Leg"
- leftLeg.Size = Vector3.new(1, 2, 1)
- leftLeg.TopSurface = "Smooth"
- rightArm.CanCollide = false
- rightArm.CFrame = torsoCFrame * CFrame.new(1.5, 0, 0)
- rightArm.FormFactor = "Symmetric"
- rightArm.Locked = true
- rightArm.Name = "Right Arm"
- rightArm.Size = Vector3.new(1, 2, 1)
- rightLeg.BottomSurface = "Smooth"
- rightLeg.CanCollide = false
- rightLeg.CFrame = torsoCFrame * CFrame.new(0.5, -2, 0)
- rightLeg.FormFactor = "Symmetric"
- rightLeg.Locked = true
- rightLeg.Name = "Right Leg"
- rightLeg.Size = Vector3.new(1, 2, 1)
- rightLeg.TopSurface = "Smooth"
- torso.CFrame = torsoCFrame
- torso.FormFactor = "Symmetric"
- torso.LeftSurface = "Weld"
- torso.Locked = true
- torso.RightSurface = "Weld"
- torso.Name = "Torso"
- torso.Size = Vector3.new(2, 2, 1)
- rootPart.BottomSurface = "Smooth"
- rootPart.BrickColor = BrickColor.Blue()
- rootPart.CFrame = rootPartCFrame
- rootPart.FormFactor = "Symmetric"
- rootPart.LeftSurface = "Weld"
- rootPart.Locked = true
- rootPart.RightSurface = "Weld"
- rootPart.Name = "HumanoidRootPart"
- rootPart.Size = Vector3.new(2, 2, 1)
- rootPart.TopSurface = "Smooth"
- rootPart.Transparency = 1
- soundFreeFalling.Archivable = false
- soundFreeFalling.SoundId = "rbxasset://sounds/swoosh.wav"
- soundGettingUp.Archivable = false
- soundGettingUp.SoundId = "rbxasset://sounds/hit.wav"
- soundRunning.Archivable = false
- soundRunning.SoundId = "rbxasset://sounds/bfsl-minifigfoots1.mp3"
- soundRunning.Looped = true
- leftHip.C0 = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- leftHip.C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- leftHip.MaxVelocity = 0.1
- leftHip.Name = "Left Hip"
- leftHip.Part0 = torso
- leftHip.Part1 = leftLeg
- leftShoulder.C0 = CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- leftShoulder.C1 = CFrame.new(0.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- leftShoulder.MaxVelocity = 0.15
- leftShoulder.Name = "Left Shoulder"
- leftShoulder.Part0 = torso
- leftShoulder.Part1 = leftArm
- rightHip.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- rightHip.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- rightHip.MaxVelocity = 0.1
- rightHip.Name = "Right Hip"
- rightHip.Part0 = torso
- rightHip.Part1 = rightLeg
- rightShoulder.C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- rightShoulder.C1 = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- rightShoulder.MaxVelocity = 0.15
- rightShoulder.Name = "Right Shoulder"
- rightShoulder.Part0 = torso
- rightShoulder.Part1 = rightArm
- if prevLeftHip then
- leftHip.CurrentAngle = prevLeftHip.CurrentAngle
- leftHip.DesiredAngle = prevLeftHip.DesiredAngle
- end
- if prevLeftShoulder then
- leftShoulder.CurrentAngle = prevLeftShoulder.CurrentAngle
- leftShoulder.DesiredAngle = prevLeftShoulder.DesiredAngle
- end
- if prevRightHip then
- rightHip.CurrentAngle = prevRightHip.CurrentAngle
- rightHip.DesiredAngle = prevRightHip.DesiredAngle
- end
- if prevRightShoulder then
- rightShoulder.CurrentAngle = prevRightShoulder.CurrentAngle
- rightShoulder.DesiredAngle = prevRightShoulder.DesiredAngle
- end
- neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- neck.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- neck.Name = "Neck"
- neck.Part0 = torso
- neck.Part1 = head
- rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- rootJoint.C1 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- rootJoint.Name = "RootJoint"
- rootJoint.Part0 = rootPart
- rootJoint.Part1 = torso
- feetPart.BottomSurface = "Smooth"
- feetPart.CanCollide = false
- feetPart.CFrame = torsoCFrame * CFrame.new(0, -3.1, 0)
- feetPart.FormFactor = "Custom"
- feetPart.Locked = true
- feetPart.Name = "Platform"
- feetPart.Size = Vector3.new(1.8, 0.2, 0.8)
- feetPart.TopSurface = "Smooth"
- feetPart.Transparency = 1
- feetWeld.C0 = CFrame.new(0, -3, 0)
- feetWeld.C1 = CFrame.new(0, 0.1, 0)
- feetWeld.Name = "PlatformWeld"
- feetWeld.Part0 = torso
- feetWeld.Part1 = feetPart
- table.insert(connections, feetPart.Touched:connect(function(hit)
- feetTouching[hit] = true
- end))
- table.insert(connections, feetPart.TouchEnded:connect(function(hit)
- feetTouching[hit] = nil
- end))
- feetTouchInterest = feetPart:FindFirstChild("TouchInterest")
- bodyGyro.D = 3250
- bodyGyro.P = 400000
- bodyGyro.maxTorque = Vector3.new(1000000000, 0, 1000000000)
- bodyVelocity.P = 5000
- bodyVelocity.maxForce = Vector3.new(0, 0, 0)
- bodyVelocity.velocity = Vector3.new(0, 0, 0)
- torsoLight = Instance.new("PointLight", torso)
- torsoLight.Brightness = 0.4
- torsoLight.Color = Color3.new(1, 1, 1)
- torsoLight.Range = 16
- torsoLight.Shadows = true
- local ff1, ff2, ff3, ff4, ff5, ff6, ff7, ff8, ff9 = Instance.new("ForceField", head), Instance.new("ForceField", leftArm), Instance.new("ForceField", leftLeg), Instance.new("ForceField", rightArm), Instance.new("ForceField", rightLeg), Instance.new("ForceField", torso), Instance.new("ForceField", wildcardHandle), Instance.new("ForceField", feetPart), Instance.new("ForceField", rootPart)
- local forcefields = {[ff1] = head, [ff2] = leftArm, [ff3] = leftLeg, [ff4] = rightArm, [ff5] = rightLeg, [ff6] = torso, [ff7] = wildcardHandle, [ff8] = feetPart, [ff9] = rootPart}
- local objects = {[humanoid] = true, [head] = true, [leftArm] = true, [leftLeg] = true, [rightArm] = true, [rightLeg] = true, [torso] = true, [rootPart] = true, [rootJoint] = true, [soundFreeFalling] = true, [soundGettingUp] = true, [soundRunning] = true, [leftHip] = true, [leftShoulder] = true, [rightHip] = true, [rightShoulder] = true, [neck] = true, [feetPart] = true, [feetWeld] = true, [feetTouchInterest] = true, [bodyGyro] = true, [bodyVelocity] = true, [ff1] = true, [ff2] = true, [ff3] = true, [ff4] = true, [ff5] = true, [ff6] = true, [ff7] = true, [ff8] = true, [ff9] = true}
- local facePresent = false
- local headMeshPresent = false
- if not facePresent then
- local face = Instance.new("Decal", head)
- face.Texture = "rbxasset://textures/face.png"
- objects[face] = true
- end
- if not headMeshPresent then
- local headMesh = Instance.new("SpecialMesh", head)
- headMesh.Scale = Vector3.new(1.25, 1.25, 1.25)
- objects[headMesh] = true
- end
- table.insert(connections, model.DescendantAdded:connect(function(object)
- local success, is_localscript = pcall(game.IsA, object, "LocalScript")
- if success and is_localscript then
- pcall(Utility.SetProperty, object, "Disabled", true)
- local changed_connection = pcall(object.Changed.connect, object.Changed, function(property)
- if property == "Disabled" and not object.Disabled then
- pcall(Utility.SetProperty, object, "Disabled", true)
- object:Destroy()
- end
- end)
- end
- if not objects[object] then
- object:Destroy()
- end
- end))
- model.Parent = workspace
- Player.Character = model
- Camera.CameraSubject = humanoid
- Camera.CameraType = "Track"
- Camera.CoordinateFrame = cameraCFrame
- local IsStanding
- local RegenerateHealth
- local ResetCharacter
- function IsStanding()
- return not not next(feetTouching)
- end
- function RegenerateHealth()
- if humanoid.Health < 1 then
- humanoid.Health = 100
- elseif not regeneratingHealth then
- regeneratingHealth = true
- local elapsedTime = wait(1)
- regeneratingHealth = false
- if humanoid.Health < 100 then
- humanoid.Health = math.min(humanoid.Health + elapsedTime, 100)
- end
- end
- end
- function ResetCharacter()
- for index, connection in ipairs(connections) do
- connection:disconnect()
- end
- active = false
- end
- table.insert(connections, model.AncestryChanged:connect(ResetCharacter))
- table.insert(connections, model.DescendantRemoving:connect(function(object)
- local parent = forcefields[object]
- if parent then
- forcefields[object] = nil
- local new_forcefield = Instance.new("ForceField")
- forcefields[new_forcefield] = parent
- objects[new_forcefield] = true
- new_forcefield.Parent = parent
- elseif objects[object] then
- ResetCharacter()
- end
- end))
- table.insert(connections, humanoid.HealthChanged:connect(RegenerateHealth))
- table.insert(connections, humanoid.Climbing:connect(function() pose = "Climbing" end))
- table.insert(connections, humanoid.FallingDown:connect(function(state) pose = "FallingDown" end))
- table.insert(connections, humanoid.FreeFalling:connect(function(state) pose = "FreeFall" if state then soundFreeFalling:Play() else soundFreeFalling:Pause() end end))
- table.insert(connections, humanoid.GettingUp:connect(function(state) pose = "GettingUp" if state then soundGettingUp:Play() else soundGettingUp:Pause() end end))
- table.insert(connections, humanoid.PlatformStanding:connect(function() pose = "PlatformStanding" end))
- table.insert(connections, humanoid.Seated:connect(function() pose = "Seated" end))
- table.insert(connections, humanoid.Swimming:connect(function(speed) if speed > 0 then pose = "Swimming" else pose = "Standing" end end))
- local previousRootPartCFrame = rootPart.CFrame
- for i,v in next, model:GetChildren() do
- if v:IsA"BasePart" then
- v.Material = "Glass"
- v.BrickColor = BrickColor.new("Institutional white")
- end
- end
- TaskScheduler.Start(function()
- while active do
- local totalTime = TaskScheduler.GetCurrentTime()
- local stepTime = 1 / 60
- if not PlayerControl.characterEnabled then
- ResetCharacter()
- break
- end
- torsoLight.Brightness = 0.5 + 0.15 * math.sin(totalTime * 0.75 * math.pi)
- spawn(function()
- for i,v in next, model:GetChildren() do
- if v:IsA"BasePart" then
- v.Transparency = 0.1 + 0.15 * math.sin(totalTime * 0.75 * math.pi)
- end
- end
- end)
- local featherfallEnabled = PlayerControl.IsFeatherfallEnabled()
- local rootPartCFrame = rootPart.CFrame
- if not jumpDebounce and UserInterface:IsKeyDown(Enum.KeyCode.Space) then
- if humanoid.Sit then
- humanoid.Sit = false
- end
- if IsStanding() then
- jumpDebounce = true
- pose = "Jumping"
- rootPart.Velocity = Vector3.new(rootPart.Velocity.X, 50, rootPart.Velocity.Z)
- torso.Velocity = Vector3.new(torso.Velocity.X, 50, torso.Velocity.Z)
- TaskScheduler.Schedule(1, function()
- if pose == "Jumping" then
- pose = "FreeFall"
- end
- jumpDebounce = false
- humanoid.Jump = false
- end)
- end
- end
- local cameraCFrame = Camera.CoordinateFrame
- local cameraDirection = cameraCFrame.lookVector
- if flying then
- if PlayerControl.rolling then
- local rootPartCFrame = rootPart.CFrame
- local speed = (rootPartCFrame - rootPartCFrame.p):pointToObjectSpace(rootPart.Velocity).Y
- local decay = 0.5 ^ stepTime
- if math.abs(speed) <= 50 then
- PlayerControl.rollingAngle = (((PlayerControl.rollingAngle + 0.5) % 1 - 0.5) * decay) % 1
- PlayerControl.rollingOffset = PlayerControl.rollingOffset * decay
- else
- PlayerControl.rollingAngle = (PlayerControl.rollingAngle + stepTime * speed * PlayerControl.rollingSpeed) % 1
- PlayerControl.rollingOffset = (PlayerControl.rollingOffset + PlayerControl.rollingMaxOffset * (1 / decay - 1)) * decay
- end
- rootJoint.C0 = (CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) * CFrame.Angles(PlayerControl.rollingAngle * 2 * math.pi, 0, 0)) * CFrame.new(0, -PlayerControl.rollingOffset, 0)
- else
- rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- PlayerControl.rollingAngle = 0
- PlayerControl.rollingOffset = 0
- end
- rightShoulder.MaxVelocity = 0.5
- leftShoulder.MaxVelocity = 0.5
- rightShoulder.DesiredAngle = 0
- leftShoulder.DesiredAngle = 0
- rightHip.DesiredAngle = 0
- leftHip.DesiredAngle = 0
- bodyGyro.D = 500
- bodyGyro.P = 1e6
- bodyGyro.maxTorque = Vector3.new(1e6, 1e6, 1e6)
- bodyVelocity.P = 1250
- bodyVelocity.maxForce = Vector3.new(1e6, 1e6, 1e6)
- local movementRight = 0
- local movementForward = 0
- local movementUp = 0
- if UserInterface:IsKeyDown(Enum.KeyCode.A) and not UserInterface:IsKeyDown(Enum.KeyCode.D) then
- movementRight = -1
- elseif UserInterface:IsKeyDown(Enum.KeyCode.D) then
- movementRight = 1
- end
- if UserInterface:IsKeyDown(Enum.KeyCode.W) then
- movementUp = 0.2
- if not UserInterface:IsKeyDown(Enum.KeyCode.S) then
- movementForward = -1
- end
- elseif UserInterface:IsKeyDown(Enum.KeyCode.S) then
- movementForward = 1
- end
- local movement = PlayerControl.fly_acceleration * cameraCFrame:vectorToWorldSpace(Vector3.new(movementRight, movementUp, movementForward))
- local previousMomentum = flyingMomentum
- local previousTilt = flyingTilt
- flyingMomentum = movement + flyingMomentum * (1 - PlayerControl.fly_acceleration / PlayerControl.fly_speed)
- flyingTilt = ((flyingMomentum * Vector3.new(1, 0, 1)).unit:Cross((previousMomentum * Vector3.new(1, 0, 1)).unit)).Y
- if flyingTilt ~= flyingTilt or flyingTilt == math.huge then
- flyingTilt = 0
- end
- local absoluteTilt = math.abs(flyingTilt)
- if absoluteTilt > 0.06 or absoluteTilt < 0.0001 then
- if math.abs(previousTilt) > 0.0001 then
- flyingTilt = previousTilt * 0.9
- else
- flyingTilt = 0
- end
- else
- flyingTilt = previousTilt * 0.77 + flyingTilt * 0.25
- end
- previousTilt = flyingTilt
- if flyingMomentum.magnitude < 0.1 then
- flyingMomentum = Vector3.new(0, 0, 0)
- -- bodyGyro.cframe = cameraCFrame
- else
- local momentumOrientation = CFrame.new(Vector3.new(0, 0, 0), flyingMomentum)
- local tiltOrientation = CFrame.Angles(0, 0, -20 * flyingTilt)
- bodyGyro.cframe = momentumOrientation * tiltOrientation * CFrame.Angles(-0.5 * math.pi * math.min(flyingMomentum.magnitude / PlayerControl.fly_speed, 1), 0, 0)
- end
- bodyVelocity.velocity = flyingMomentum + Vector3.new(0, 0.15695775618683547, 0)
- rootPart.Velocity = flyingMomentum
- previousMomentum = flyingMomentum
- else
- rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- PlayerControl.rollingAngle = 0
- PlayerControl.rollingOffset = 0
- bodyGyro.D = 3250
- bodyGyro.P = 400000
- bodyVelocity.P = 5000
- local cameraDirection = cameraCFrame.lookVector
- local walkDirection = Vector3.new(0, 0, 0)
- local walkSpeed = 16
- if UserInterface:IsKeyDown(Enum.KeyCode.W) then
- if UserInterface:IsKeyDown(Enum.KeyCode.A) then
- walkDirection = Vector3.new(cameraDirection.X + cameraDirection.Z, 0, cameraDirection.Z - cameraDirection.X).unit
- elseif UserInterface:IsKeyDown(Enum.KeyCode.D) then
- walkDirection = Vector3.new(cameraDirection.X - cameraDirection.Z, 0, cameraDirection.Z + cameraDirection.X).unit
- else
- walkDirection = Vector3.new(cameraDirection.X, 0, cameraDirection.Z).unit
- end
- elseif UserInterface:IsKeyDown(Enum.KeyCode.S) then
- if UserInterface:IsKeyDown(Enum.KeyCode.A) then
- walkDirection = Vector3.new(-cameraDirection.X + cameraDirection.Z, 0, -cameraDirection.Z - cameraDirection.X).unit
- elseif UserInterface:IsKeyDown(Enum.KeyCode.D) then
- walkDirection = Vector3.new(-cameraDirection.X - cameraDirection.Z, 0, -cameraDirection.Z + cameraDirection.X).unit
- else
- walkDirection = Vector3.new(-cameraDirection.X, 0, -cameraDirection.Z).unit
- end
- elseif UserInterface:IsKeyDown(Enum.KeyCode.A) then
- walkDirection = Vector3.new(cameraDirection.Z, 0, -cameraDirection.X).unit
- elseif UserInterface:IsKeyDown(Enum.KeyCode.D) then
- walkDirection = Vector3.new(-cameraDirection.Z, 0, cameraDirection.X).unit
- else
- walkSpeed = 0
- end
- if walkSpeed ~= previousWalkSpeed then
- if walkSpeed > 0 then
- soundRunning:Play()
- else
- soundRunning:Pause()
- end
- end
- if walkSpeed > 0 then
- if pose ~= "Jumping" then
- if IsStanding() then
- pose = "Running"
- else
- pose = "FreeFall"
- end
- end
- bodyGyro.cframe = CFrame.new(Vector3.new(), walkDirection)
- bodyGyro.maxTorque = Vector3.new(1000000000, 1000000000, 1000000000)
- bodyVelocity.maxForce = Vector3.new(1000000, bodyVelocity.maxForce.Y, 1000000)
- else
- if pose ~= "Jumping" then
- if IsStanding() then
- pose = "Standing"
- else
- pose = "FreeFall"
- end
- end
- -- TODO: find and fix bug that causes torso to rotate back to some angle
- bodyGyro.maxTorque = Vector3.new(1000000000, 1000000000, 1000000000) -- Vector3.new(1000000000, 0, 1000000000)
- if PlayerControl.pushable then
- bodyVelocity.maxForce = Vector3.new(0, 0, 0)
- else
- bodyVelocity.maxForce = Vector3.new(1000000, 0, 1000000)
- end
- end
- if featherfallEnabled then
- local velocity = rootPart.Velocity
- if velocity.Y > 50 then
- rootPart.Velocity = Vector3.new(velocity.X, 50, velocity.Z)
- elseif velocity.Y < -50 then
- rootPart.Velocity = Vector3.new(velocity.X, -50, velocity.Z)
- end
- local distanceVector = rootPartCFrame.p - previousRootPartCFrame.p
- local offsetX, offsetY, offsetZ = distanceVector.X, distanceVector.Y, distanceVector.Z
- local MAX_MOVEMENT = 50 * 0.03333333507180214
- if offsetX > MAX_MOVEMENT then
- offsetX = MAX_MOVEMENT
- elseif offsetX < -MAX_MOVEMENT then
- offsetX = -MAX_MOVEMENT
- end
- if offsetY > MAX_MOVEMENT then
- offsetY = MAX_MOVEMENT
- elseif offsetY < -MAX_MOVEMENT then
- offsetY = -MAX_MOVEMENT
- end
- if offsetZ > MAX_MOVEMENT then
- offsetZ = MAX_MOVEMENT
- elseif offsetZ < -MAX_MOVEMENT then
- offsetZ = -MAX_MOVEMENT
- end
- local offset = Vector3.new(offsetX, offsetY, offsetZ)
- if offset ~= distanceVector then
- rootPartCFrame = previousRootPartCFrame + offset
- --rootPart.CFrame = rootPartCFrame
- end
- end
- local walkingVelocity = walkDirection * walkSpeed
- bodyVelocity.velocity = walkingVelocity
- if not jumpDebounce and math.abs(rootPart.Velocity.Y) <= 0.1 then
- rootPart.Velocity = Vector3.new(walkingVelocity.X, rootPart.Velocity.Y, walkingVelocity.Z)
- end
- previousWalkSpeed = walkSpeed
- if pose == "Jumping" or jumpDebounce then
- rightShoulder.MaxVelocity = 0.5
- leftShoulder.MaxVelocity = 0.5
- rightShoulder.DesiredAngle = 3.14
- leftShoulder.DesiredAngle = -3.14
- rightHip.DesiredAngle = 0
- leftHip.DesiredAngle = 0
- elseif pose == "FreeFall" then
- rightShoulder.MaxVelocity = 0.5
- leftShoulder.MaxVelocity = 0.5
- rightShoulder.DesiredAngle = 3.14
- leftShoulder.DesiredAngle = -3.14
- rightHip.DesiredAngle = 0
- leftHip.DesiredAngle = 0
- elseif pose == "Seated" then
- rightShoulder.MaxVelocity = 0.15
- leftShoulder.MaxVelocity = 0.15
- rightShoulder.DesiredAngle = 3.14 / 2
- leftShoulder.DesiredAngle = -3.14 / 2
- rightHip.DesiredAngle = 3.14 / 2
- leftHip.DesiredAngle = -3.14 / 2
- else
- local climbFudge = 0
- local amplitude
- local frequency
- if pose == "Running" then
- rightShoulder.MaxVelocity = 0.15
- leftShoulder.MaxVelocity = 0.15
- amplitude = 1
- frequency = 9
- elseif (pose == "Climbing") then
- rightShoulder.MaxVelocity = 0.5
- leftShoulder.MaxVelocity = 0.5
- amplitude = 1
- frequency = 9
- climbFudge = 3.14
- else
- amplitude = 0.1
- frequency = 1
- end
- local desiredAngle = amplitude * math.sin(totalTime * frequency)
- rightShoulder.DesiredAngle = desiredAngle + climbFudge
- leftShoulder.DesiredAngle = desiredAngle - climbFudge
- rightHip.DesiredAngle = -desiredAngle
- leftHip.DesiredAngle = -desiredAngle
- end
- end
- previousRootPartCFrame = rootPartCFrame
- RunService.RenderStepped:wait()
- end
- if model.Parent ~= nil then
- model.Parent = nil
- end
- PlayerControl.CreateCharacter()
- end)
- humanoid.Health = 100
- character = model
- chatAdornee = head
- elseif characterMode == "pyramid" then
- if PlayerControl.characterEnabled then
- PyramidCharacter.visible = true
- spawn(function()
- while PlayerControl.characterEnabled == true do
- wait(0.01)
- Camera.CameraType = "Fixed"
- PyramidCharacter.camera_distance = (Camera.CFrame.p - Camera.CoordinateFrame.p).magnitude
- PyramidCharacter.camera_position = Camera.CFrame.p
- PyramidCharacter.Teleport(Camera.CFrame.p)
- Player.Character = nil
- end
- end)
- else
- PyramidCharacter.visible = false
- end
- end
- end
- function PlayerControl.GetCharacter()
- return character
- end
- function PlayerControl.GetHead()
- local characterMode = PlayerControl.characterMode
- if characterMode == "normal" then
- return head
- elseif characterMode == "pyramid" then
- return PyramidCharacter.core
- end
- end
- function PlayerControl.GetHumanoid()
- return humanoid
- end
- function PlayerControl.GetRootPart()
- return rootPart
- end
- function PlayerControl.GetTorso()
- return torso
- end
- function PlayerControl.IsEnabled()
- return PlayerControl.characterEnabled
- end
- function PlayerControl.IsFeatherfallEnabled()
- return PlayerControl.featherfallEnabled
- end
- function PlayerControl.IsPushable()
- return PlayerControl.pushable
- end
- function PlayerControl.IsRolling()
- return PlayerControl.rolling
- end
- function PlayerControl.ResetCharacter()
- if character and character.Parent then
- character.Parent = nil
- end
- PyramidCharacter.visible = false
- end
- function PlayerControl.SetEnabled(state, no_animation)
- state = not not state
- if state ~= PlayerControl.characterEnabled then
- PlayerControl.characterEnabled = state
- local characterMode = PlayerControl.characterMode
- if characterMode == "normal" then
- local torso = PlayerControl.GetRootPart()
- local rootPart = PlayerControl.GetRootPart()
- if rootPart then
- if PlayerControl.characterEnabled then
- local torso_cframe = Camera.CFrame:toWorldSpace(PlayerControl.hide_torso_object_cframe)
- PlayerControl.torso_cframe = torso_cframe
- torso.CFrame = torso_cframe
- rootPart.CFrame = torso_cframe
- else
- PlayerControl.hide_torso_object_cframe = Camera.CFrame:toObjectSpace(rootPart.CFrame)
- end
- else
- PlayerControl.torso_cframe = Camera.CFrame
- end
- if PlayerControl.characterEnabled then
- PlayerControl.CreateCharacter()
- RunService.Stepped:wait()
- coroutine.yield()
- if not no_animation then
- GraphicalEffects.CrystalRing({base_part = PlayerControl.GetTorso(), crystal_color = BrickColor.new("Institutional white"), float_duration = 2})
- end
- else
- Player.Character = nil
- Camera.CameraType = "Fixed"
- if not no_animation then
- GraphicalEffects.CrystalRing({position = PlayerControl.GetTorso().Position, crystal_color = BrickColor.new("Institutional white"), float_duration = 2})
- end
- end
- else
- if state then
- PlayerControl.CreateCharacter()
- RunService.Stepped:wait()
- coroutine.yield()
- if not no_animation then
- GraphicalEffects.CrystalRing({base_part = PyramidCharacter.core, crystal_color = BrickColor.new("Institutional white"), float_duration = 2})
- end
- else
- PyramidCharacter.visible = false
- if not no_animation then
- GraphicalEffects.CrystalRing({position = PyramidCharacter.core.Position, crystal_color = BrickColor.new("Institutional white"), float_duration = 2})
- end
- end
- end
- end
- end
- function PlayerControl.SetFeatherfallEnabled(state)
- state = not not state
- if state ~= PlayerControl.featherfallEnabled then
- PlayerControl.featherfallEnabled = state
- if state then
- else
- end
- end
- end
- function PlayerControl.SetPushable(state)
- state = not not state
- if state ~= PlayerControl.pushable then
- PlayerControl.pushable = state
- if state then
- else
- end
- end
- end
- function PlayerControl.SetRolling(state)
- state = not not state
- if state ~= PlayerControl.rolling then
- PlayerControl.rolling = state
- if state then
- else
- end
- end
- end
- function PlayerControl.StartFlying()
- PlayerControl.fly_speed = PlayerControl.fly_basespeed
- if torso then
- flyingMomentum = torso.Velocity + torso.CFrame.lookVector * 3 + Vector3.new(0, 10, 0)
- else
- flyingMomentum = Vector3.new()
- end
- flyingTilt = 0
- flying = true
- end
- function PlayerControl.StopFlying()
- if bodyGyro.cframe then
- local lookVector = bodyGyro.cframe.lookVector
- if lookVector.X ~= 0 or lookVector.Z ~= 0 then
- bodyGyro.cframe = CFrame.new(Vector3.new(), Vector3.new(lookVector.X, 0, lookVector.Z))
- end
- end
- flying = false
- end
- local ControllerCommands = {
- BALEFIRE_SPEED = 40,
- };
- function ControllerCommands.BalefireAtMouse()
- local head = chatAdornee
- if head then
- local target = Mouse.Hit.p
- local origin = head.Position
- local direction = (target - origin).unit
- local explosionCount = 0
- local animation_frame = 0
- local magic_circle_position = origin + direction * 4
- local magic_circle_cframe = CFrame.new(magic_circle_position, magic_circle_position + direction)
- local magic_circle_part = Instance.new("Part")
- local magic_circle_mesh = Instance.new("BlockMesh", magic_circle_part)
- local magic_circle_light = Instance.new("PointLight", magic_circle_part)
- local magic_circle_decal_back = Instance.new("Decal", magic_circle_part)
- local magic_circle_decal_front = Instance.new("Decal", magic_circle_part)
- magic_circle_part.Anchored = true
- magic_circle_part.Archivable = false
- magic_circle_part.BottomSurface = "Smooth"
- magic_circle_part.CanCollide = false
- magic_circle_part.CFrame = magic_circle_cframe
- magic_circle_part.FormFactor = "Custom"
- magic_circle_part.Locked = true
- magic_circle_part.Size = Vector3.new(0.2, 0.2, 0.2)
- magic_circle_part.TopSurface = "Smooth"
- magic_circle_part.Transparency = 1
- magic_circle_mesh.Scale = Vector3.new(60, 60, 0)
- magic_circle_light.Color = Color3.new(1, 0.5, 1)
- magic_circle_light.Range = 16
- magic_circle_light.Shadows = true
- magic_circle_decal_back.Face = "Back"
- magic_circle_decal_back.Texture = "rbxassetid://122610943"
- magic_circle_decal_front.Face = "Front"
- magic_circle_decal_front.Texture = "rbxassetid://122610943"
- local function NextExplosion()
- explosionCount = explosionCount + 1
- Instance.new("Explosion", workspace).Position = origin + direction * (explosionCount * 8 + 4)
- end
- local function AnimateMagicCircle()
- animation_frame = animation_frame + 1
- local transparency = (animation_frame / 40) ^ 3
- if animation_frame == 40 then
- pcall(game.Destroy, magic_circle_part)
- else
- if magic_circle_part.Parent ~= workspace then
- pcall(Utility.SetProperty, magic_circle_part, "Parent", workspace)
- end
- head = PlayerControl.GetHead()
- if head then
- magic_circle_position = head.Position + direction * 4
- end
- magic_circle_part.CFrame = CFrame.new(magic_circle_position, magic_circle_position + direction) * CFrame.Angles(0, 0, math.tau * animation_frame / 40 * 1.5)
- magic_circle_light.Brightness = 1 - transparency
- magic_circle_decal_back.Transparency = transparency
- magic_circle_decal_front.Transparency = transparency
- end
- end
- magic_circle_part.Parent = workspace
- for i = 1, 40 do
- delay((i - 1) / ControllerCommands.BALEFIRE_SPEED, NextExplosion)
- delay((i - 1) / 30, AnimateMagicCircle)
- end
- for i = 1, 20 do
- delay((i - 1) / ControllerCommands.BALEFIRE_SPEED, NextExplosion)
- end
- end
- end
- function ControllerCommands.ControlRandomDummy()
- local dummies = {}
- local numDummies = 0
- for _, character in ipairs(workspace:GetChildren()) do
- local name = tostring(character)
- if name == "???" or name == "Dummy" then
- local head, humanoid
- for _, child in ipairs(character:GetChildren()) do
- local className = child.ClassName
- if className == "Part" and tostring(child) == "Head" then
- head = child
- if humanoid then
- break
- end
- elseif className == "Humanoid" then
- if child.Health > 0 then
- humanoid = child
- if head then
- break
- end
- else
- break
- end
- end
- end
- if head and humanoid then
- numDummies = numDummies + 1
- dummies[numDummies] = {character, head, humanoid}
- end
- end
- end
- if numDummies > 0 then
- local dummy = dummies[math.random(numDummies)]
- Player.Character = dummy[1]
- chatAdornee = dummy[2]
- Camera.CameraSubject = dummy[3]
- Camera.CameraType = "Track"
- end
- end
- function ControllerCommands.Decalify(textures, exclusion)
- local objects = workspace:GetChildren()
- for _, object in ipairs(objects) do
- if not exclusion[object] then
- for _, child in ipairs(object:GetChildren()) do
- objects[#objects + 1] = child
- end
- if object:IsA("BasePart") then
- local texture = textures[math.random(#textures)]
- local face_left = Instance.new("Decal", object)
- face_left.Face = Enum.NormalId.Left
- face_left.Texture = texture
- local face_right = Instance.new("Decal", object)
- face_right.Face = Enum.NormalId.Right
- face_right.Texture = texture
- local face_bottom = Instance.new("Decal", object)
- face_bottom.Face = Enum.NormalId.Bottom
- face_bottom.Texture = texture
- local face_top = Instance.new("Decal", object)
- face_top.Face = Enum.NormalId.Top
- face_top.Texture = texture
- local face_front = Instance.new("Decal", object)
- face_front.Face = Enum.NormalId.Front
- face_front.Texture = texture
- local face_back = Instance.new("Decal", object)
- face_back.Face = Enum.NormalId.Back
- face_back.Texture = texture
- end
- end
- end
- end
- function ControllerCommands.ShootMissileAroundMouse(amount, offset, delayTime)
- local exclusionList = {}
- local playerHead = PlayerControl.GetHead()
- local playerTorso = PlayerControl.GetTorso()
- if playerHead and playerTorso then
- exclusionList[playerTorso] = true
- local humanoid, torso = Utility.FindHumanoidClosestToRay(Mouse.UnitRay, exclusionList)
- local targetPart, pointOnPart
- if humanoid and torso then
- targetPart, pointOnPart = torso, Vector3.new()
- else
- local target = Mouse.Target
- if target then
- targetPart, pointOnPart = target, target.CFrame:pointToObjectSpace(Mouse.Hit.p)
- else
- return
- end
- end
- if targetPart then
- delayTime = delayTime or 0
- local index = 1
- local targetPoint = targetPart.CFrame * pointOnPart
- local rotation_offset_angles = math.tau * Vector3.new(math.random() - 0.5, math.random() - 0.5, 0).unit
- local rotation_offset = CFrame.Angles(rotation_offset_angles.x, rotation_offset_angles.y, 0)
- local angle_x = 0
- local angle_x_step = math.tau / math.phi
- for i = 1, 8 * amount do
- angle_x = angle_x + angle_x_step
- local direction = rotation_offset * (CFrame.Angles(0, math.tau * index / amount, 0) * CFrame.Angles(angle_x, 0, 0).lookVector)
- local blocked = workspace:FindPartOnRay(Ray.new(targetPoint, direction * offset), targetPart.Parent)
- if not blocked then
- local p0 = targetPart
- local p1 = pointOnPart
- local p2 = direction
- local p3 = offset
- GraphicalEffects.ShootMissile(p0, p1, p2, function() return p0 end, p3, true)
- index = index + 1
- if index > amount then
- break
- end
- end
- end
- end
- end
- end
- function ControllerCommands.BigLaser(target)
- GraphicalEffects.ShootLaserOfDeath(target, {brickcolor = BrickColor.new("New Yeller"), duration = 80, fragmentation_size = 6, laser_scale = 30, light_color = Color3.new(1, 0.5, 0), magic_circle_image = "rbxassetid://126561317", magic_circle_scale = 1.5, sound_volume = 1, special_effects = BrickColor.new("Deep orange"), stay = 2})
- end
- function ControllerCommands.BigLaserAtMouse()
- ControllerCommands.BigLaser(Mouse.Hit.p)
- end
- function ControllerCommands.ShootMissile(targetPart, pointOnPart, direction)
- GraphicalEffects.ShootMissile(targetPart, pointOnPart, direction)
- end
- function ControllerCommands.ShootMissileAtMouse(amount, spread, delayTime)
- local exclusionList = {}
- local playerHead = PlayerControl.GetHead()
- local playerTorso = PlayerControl.GetTorso()
- if playerHead and playerTorso then
- exclusionList[playerTorso] = true
- local humanoid, torso = Utility.FindHumanoidClosestToRay(Mouse.UnitRay, exclusionList)
- local targetPart, pointOnPart
- if humanoid and torso then
- targetPart, pointOnPart = torso, Vector3.new()
- else
- local target = Mouse.Target
- if target then
- targetPart, pointOnPart = target, target.CFrame:pointToObjectSpace(Mouse.Hit.p)
- else
- return
- end
- end
- if targetPart then
- local direction = (Mouse.Hit.p - playerHead.Position).unit
- delayTime = delayTime or 0
- for index = 1, amount do
- local angles = math.tau * (index - 0.5) * spread / amount * Vector3.new(math.random() - 0.5, math.random() - 0.5, math.random() - 0.5).unit
- TaskScheduler.Schedule(delayTime * (index - 1), ControllerCommands.ShootMissile, targetPart, pointOnPart, CFrame.Angles(angles.X, angles.Y, angles.Z) * direction)
- end
- end
- end
- end
- local _ = string.char
- function ControllerCommands.HugeExplosionOfDoom(position)
- local connections = {}
- local parts = {}
- local cframe = CFrame.new(position)
- local function ExplosionHit(part)
- if part:GetMass() < 10000 and part.Parent ~= Camera then
- parts[part] = true
- part.Anchored = true
- part:BreakJoints()
- part.BrickColor = BrickColor.new("Instituational white")
- end
- end
- for i = 1, 4 do
- local quantity = 0.5 * i * (1 + i)
- local fraction = math.tau / quantity
- for x = 1, quantity do
- for y = 1, quantity do
- local explosion = Instance.new("Explosion")
- connections[#connections + 1] = explosion.Hit:connect(ExplosionHit)
- explosion.BlastRadius = 5
- explosion.Position = cframe * (CFrame.Angles(fraction * x, fraction * y, 0) * Vector3.new((i - 1) * 6, 0, 0))
- explosion.Parent = workspace
- end
- end
- wait(0.075)
- end
- for part in pairs(parts) do
- for _, child in ipairs(part:GetChildren()) do
- if child:IsA("BodyMover") then
- child:Destroy()
- end
- end
- local mass = part:GetMass()
- local velocity = CFrame.Angles(math.tau * math.random(), math.tau * math.random(), 0) * Vector3.new(25, 0, 0)
- local bodythrust = Instance.new("BodyThrust")
- bodythrust.force = mass * -velocity
- bodythrust.Parent = part
- local bodyforce = Instance.new("BodyForce")
- bodyforce.force = mass * Vector3.new(0, 196.2, 0)
- bodyforce.Parent = part
- part.Anchored = false
- part.Reflectance = 1
- part.RotVelocity = math.tau * Vector3.new(math.random() - 0.5, math.random() - 0.5, math.random() - 0.5)
- part.Transparency = 0.5
- part.Velocity = (part.CFrame - part.Position) * velocity
- end
- for _, connection in ipairs(connections) do
- connection:disconnect()
- end
- for i = 0, 99 do
- delay(i / 10, function()
- for part in pairs(parts) do
- local new_transparency = 0.5 * (1 + i / 50)
- part.Reflectance = 0.98 * part.Reflectance
- if new_transparency > part.Transparency then
- part.Transparency = new_transparency
- end
- end
- end)
- end
- delay(10, function()
- for part in pairs(parts) do
- pcall(part.Destroy, part)
- end
- end)
- end
- function ControllerCommands.HugeExplosionOfDoomAtMouse()
- ControllerCommands.HugeExplosionOfDoom(Mouse.Hit.p)
- end
- function ControllerCommands.SpaceHyperBeam(asd)
- GraphicalEffects.SpaceHyperBeam(asd)
- end
- function ControllerCommands.SpaceHyperBeamAtMouse()
- ControllerCommands.SpaceHyperBeam(Mouse.Hit.p)
- end
- function ControllerCommands.ConcentratedSpaceHyperBeamAtMouse()
- local p = Mouse.Hit.p; for i = 1, 50 do GraphicalEffects.SpaceHyperBeam(p) end
- end
- ControllerCommands.MAX_SPACE_HYPER_BEAM_LENGTH = 20
- ControllerCommands.SPACE_HYPER_BEAM_DELAY = 0.1
- ControllerCommands.SPACE_HYPER_BEAM_SPACING = 20
- ControllerCommands.SPACE_HYPER_BEAM_START_OFFSET = 20
- function ControllerCommands.SpawnSapientRock(position)
- GraphicalEffects.SpawnSapientRock(position)
- end
- function ControllerCommands.SpawnSapientRockAtMouse()
- ControllerCommands.SpawnSapientRock(Mouse.Hit.p)
- end
- function ControllerCommands.TeleportCharacterToMouse()
- if PlayerControl.IsEnabled() then
- local torso = PlayerControl.GetTorso()
- if torso then
- local pos = Mouse.Hit.p + Vector3.new(0, 5, 0)
- torso.CFrame = CFrame.new(pos, pos + torso.CFrame.lookVector)
- end
- else
- local new_focus_position = Mouse.Hit.p
- local direction_vector = Camera.CoordinateFrame.lookVector
- local new_focus = CFrame.new(new_focus_position, new_focus_position + direction_vector)
- Camera.CoordinateFrame = new_focus * CFrame.new(0, 0, 25)
- Camera.CFrame = new_focus
- end
- end
- function ControllerCommands.FixLimbs(target)
- local targetCaseInsensitive = Utility.CaseInsensitivePattern(target)
- local character = PlayerControl.GetCharacter()
- local user_torso = PlayerControl.GetTorso()
- local objects = workspace:GetChildren()
- for _, object in ipairs(objects) do
- local humanoid
- for _, child in ipairs(object:GetChildren()) do
- objects[#objects + 1] = child
- if child:IsA("Humanoid") then
- humanoid = child
- end
- end
- if humanoid and object.Name:lower():match(targetCaseInsensitive) then
- local bc
- for _, o in ipairs(object:GetChildren()) do
- if o:IsA("BodyColors") then
- bc = o
- end
- end
- local fixing = false
- local torso = object:FindFirstChild("Torso")
- if torso and torso:IsA("Part") then
- if not object:FindFirstChild("Left Arm") or not torso:FindFirstChild("Left Shoulder") then
- fixing = true
- local s = character["Left Arm"]:Clone()
- local j = user_torso["Left Shoulder"]:Clone()
- j.Part0 = torso
- j.Part1 = s
- j.CurrentAngle = 0
- j.DesiredAngle = 0
- j.MaxVelocity = 0
- s.Anchored = true
- s.BrickColor = bc and bc.LeftArmColor or BrickColor.Yellow()
- local p1, r1 = s.Position, s.CFrame.lookVector
- s.Parent = object
- TaskScheduler.Start(function()
- for i = 1, 30 do
- RunService.Stepped:wait()
- local a = i / 30
- local c2 = torso.CFrame * j.C0 * j.C1:inverse()
- local p = p1:Lerp(c2.p, a)
- s.CFrame = CFrame.new(p, p + r1:Lerp(c2.lookVector, a))
- end
- s.Anchored = false
- j.Parent = torso
- end)
- end
- if not object:FindFirstChild("Right Arm") or not torso:FindFirstChild("Right Shoulder") then
- fixing = true
- local s = character["Right Arm"]:Clone()
- local j = user_torso["Right Shoulder"]:Clone()
- j.Part0 = torso
- j.Part1 = s
- j.CurrentAngle = 0
- j.DesiredAngle = 0
- j.MaxVelocity = 0
- s.Anchored = true
- s.BrickColor = bc and bc.RightArmColor or BrickColor.Yellow()
- local p1, r1 = s.Position, s.CFrame.lookVector
- s.Parent = object
- TaskScheduler.Start(function()
- for i = 1, 30 do
- RunService.Stepped:wait()
- local a = i / 30
- local c2 = torso.CFrame * j.C0 * j.C1:inverse()
- local p = p1:Lerp(c2.p, a)
- s.CFrame = CFrame.new(p, p + r1:Lerp(c2.lookVector, a))
- end
- s.Anchored = false
- j.Parent = torso
- end)
- end
- if not object:FindFirstChild("Left Leg") or not torso:FindFirstChild("Left Hip") then
- fixing = true
- local s = character["Left Leg"]:Clone()
- local j = user_torso["Left Hip"]:Clone()
- j.Part0 = torso
- j.Part1 = s
- j.CurrentAngle = 0
- j.DesiredAngle = 0
- j.MaxVelocity = 0
- s.Anchored = true
- s.BrickColor = bc and bc.LeftLegColor or BrickColor.new("Br. yellowish green")
- local p1, r1 = s.Position, s.CFrame.lookVector
- s.Parent = object
- TaskScheduler.Start(function()
- for i = 1, 30 do
- RunService.Stepped:wait()
- local a = i / 30
- local c2 = torso.CFrame * j.C0 * j.C1:inverse()
- local p = p1:Lerp(c2.p, a)
- s.CFrame = CFrame.new(p, p + r1:Lerp(c2.lookVector, a))
- end
- s.Anchored = false
- j.Parent = torso
- end)
- end
- if not object:FindFirstChild("Right Leg") or not torso:FindFirstChild("Right Hip") then
- fixing = true
- local s = character["Right Leg"]:Clone()
- local j = user_torso["Right Hip"]:Clone()
- j.Part0 = torso
- j.Part1 = s
- j.CurrentAngle = 0
- j.DesiredAngle = 0
- j.MaxVelocity = 0
- s.Anchored = true
- s.BrickColor = bc and bc.RightLegColor or BrickColor.new("Br. yellowish green")
- local p1, r1 = s.Position, s.CFrame.lookVector
- s.Parent = object
- TaskScheduler.Start(function()
- for i = 1, 30 do
- RunService.Stepped:wait()
- local a = i / 30
- local c2 = torso.CFrame * j.C0 * j.C1:inverse()
- local p = p1:Lerp(c2.p, a)
- s.CFrame = CFrame.new(p, p + r1:Lerp(c2.lookVector, a))
- end
- s.Anchored = false
- j.Parent = torso
- end)
- end
- if fixing then
- TaskScheduler.Schedule(1, function()
- local anim = object:FindFirstChild("Animate")
- if anim and anim.ClassName == "LocalScript" then
- anim.Disabled = true
- wait(0.5)
- anim.Disabled = false
- end
- end)
- end
- end
- end
- end
- end
- function ControllerCommands.ActivateTelekinesis(part)
- if part then
- local removedItems = {}
- for _, child in ipairs(part:GetChildren()) do
- if child:IsA("BodyMover") then
- removedItems[#removedItems + 1] = child
- child.Parent = nil
- end
- end
- local damage_debounce = {}
- local mass = part:GetMass()
- local gripDistance = (Mouse.Origin.p - Mouse.Hit.p).magnitude
- local connection = part.Touched:connect(function(hit)
- local character = PlayerControl.GetCharacter()
- if not hit.Anchored and hit.CanCollide and not (character and hit:IsDescendantOf(character)) then
- local hit_model = hit
- local hit_humanoid
- while hit_model and hit_model.Parent ~= workspace do
- hit_model = hit_model.Parent
- end
- if hit_model and hit_model:IsA("Model") then
- for _, child in ipairs(hit_model:GetChildren()) do
- if child:IsA("Humanoid") then
- hit_humanoid = child
- break
- end
- end
- end
- local speed_diff = (part.Velocity - hit.Velocity).magnitude
- if hit_humanoid then
- if not damage_debounce[hit_humanoid] and hit.Velocity.magnitude > 100 and speed_diff >= 100 then
- local damage = 0.75 * speed_diff
- damage_debounce[hit_humanoid] = true
- hit_humanoid:TakeDamage(damage)
- wait(2)
- damage_debounce[hit_humanoid] = nil
- end
- else
- if speed_diff * speed_diff > hit:GetMass() then
- hit:BreakJoints()
- end
- end
- end
- end)
- local bodyPosition = Instance.new("BodyPosition", part)
- bodyPosition.maxForce = Vector3.new(1e6, 1e6, 1e6) * mass
- while UserInterface:IsKeyDown(Enum.KeyCode["T"]) do
- if UserInterface:IsKeyDown(Enum.KeyCode["I"]) then
- gripDistance = gripDistance * 1.033 + 2
- end
- if UserInterface:IsKeyDown(Enum.KeyCode["K"]) then
- gripDistance = gripDistance / 1.033 - 2
- end
- bodyPosition.position = Mouse.Origin.p + Mouse.Hit.lookVector * gripDistance
- RunService.Stepped:wait()
- end
- for _, child in ipairs(removedItems) do
- pcall(Utility.SetProperty, child, "Parent", part)
- end
- part:MakeJoints()
- game:GetService("Debris"):AddItem(bodyPosition, 0)
- TaskScheduler.Schedule(3, function() connection:disconnect() end)
- end
- end
- function ControllerCommands.ControlRandomDummy()
- local dummies = {}
- local numDummies = 0
- for _, character in ipairs(workspace:GetChildren()) do
- local name = tostring(character)
- if name == "Dummy" then
- local head, humanoid
- for _, child in ipairs(character:GetChildren()) do
- local className = child.ClassName
- if className == "Part" and tostring(child) == "Head" then
- head = child
- if humanoid then
- break
- end
- elseif className == "Humanoid" then
- if child.Health > 0 then
- humanoid = child
- if head then
- break
- end
- else
- break
- end
- end
- end
- if head and humanoid then
- numDummies = numDummies + 1
- dummies[numDummies] = {character, head, humanoid}
- end
- end
- end
- if numDummies > 0 then
- local dummy = dummies[math.random(numDummies)]
- Player.Character = dummy[1]
- Camera.CameraSubject = dummy[3]
- Camera.CameraType = "Track"
- end
- end
- local GK = {
- Keys = {};
- Commands = {};
- };
- NewCommand=function(nme, usg, func)
- table.insert(GK.Commands, {['Name']=nme, ['Usage']=usg, ['Function']=func})
- end
- NewKey=function(nme, key, func)
- table.insert(GK.Keys, {['Name']=nme, ['Key']=key, ['Function']=func})
- end
- onChatted=function(msg)
- if string.sub(msg,1,1) == "/" then
- for _,cmd in pairs(GK.Commands) do
- local tosay = "/"..cmd['Usage']
- if string.sub(msg,1,string.len(tosay)) == tosay then
- cmd.Function(string.sub(msg,string.len(tosay)+2))
- end
- end
- else
- ChatBubble.Create(msg)
- end
- end
- onButtonClick=function()
- for _,key in pairs(GK.Keys) do
- if UserInterface:IsKeyDown(Enum.KeyCode[key.Key]) then
- key.Function()
- end
- end
- end
- NewCommand("Body Seats", "bs", function(args)
- local torso = PlayerControl.GetTorso()
- local offset1 = CFrame.Angles(0.5 * math.pi, 0, 0) * CFrame.new(0, 1.75, 0)
- local offset2 = CFrame.Angles(0.5 * math.pi, 0, 0.5 * math.pi) * CFrame.new(0, 2.75, 0)
- local offset3 = CFrame.Angles(0.5 * math.pi, 0, -0.5 * math.pi) * CFrame.new(0, 2.75, 0)
- local seat1 = Instance.new("Seat")
- seat1.BrickColor = BrickColor.new("Black")
- seat1.FormFactor = "Custom"
- seat1.Locked = true
- seat1.Size = Vector3.new(2, 0.5, 2)
- seat1.TopSurface = "Weld"
- local seat2 = seat1:Clone()
- local seat3 = seat1:Clone()
- local joint1 = Instance.new("Weld", seat1)
- local joint2 = Instance.new("Weld", seat2)
- local joint3 = Instance.new("Weld", seat3)
- seat1.CFrame = torso.CFrame * offset1
- seat2.CFrame = torso.CFrame * offset2
- seat3.CFrame = torso.CFrame * offset3
- joint1.Part0 = torso
- joint1.Part1 = seat1
- joint1.C0 = offset1
- joint2.Part0 = torso
- joint2.Part1 = seat2
- joint2.C0 = offset2
- joint3.Part0 = torso
- joint3.Part1 = seat3
- joint3.C0 = offset3
- seat1.Parent = workspace
- seat2.Parent = workspace
- seat3.Parent = workspace end)
- NewCommand("PyramidChar", "pyr", function(args)
- PlayerControl.characterMode = PlayerControl.characterMode == "pyramid" and "normal" or "pyramid"
- end)
- NewCommand("Chat theme", "ctheme", function(msg)
- ChatBubble.SetTheme(msg)
- end)
- NewCommand("Reset control", "resetc", function()
- if not game.Players:FindFirstChild(Player.Name) then
- chatAdornee = PlayerControl.GetHead()
- Camera.CameraSubject = PlayerControl.GetHead()
- Player.Humanoid = PlayerControl.GetHumanoid()
- else
- chatAdornee = game.Players[Player.Name].Character.Head
- end
- end)
- NewKey("Dummy", "Z", function()
- Utility.CreateDummy(Mouse.Hit, "Dummy", workspace)
- end)
- NewKey("Dummys ", "U", function()
- Utility.SurroundWithDummies(workspace)
- end)
- NewKey("Control Dummy", "X", function()
- ControllerCommands.ControlRandomDummy()
- end)
- NewKey("Flying", "C", function()
- if flying then PlayerControl.StopFlying()
- else PlayerControl.StartFlying()
- end
- end)
- NewKey("Laser", "V", function()
- GraphicalEffects.ShootLaserOfDeath(Mouse.Hit.p)
- end)
- NewKey("Destroy", "B", function()
- local targ = Mouse.Target
- GraphicalEffects.CrystalRing({base_part = targ, crystal_color = BrickColor.new("Really black"), float_duration = 1})
- targ:remove()
- targ=nil;
- end)
- NewKey("SLaser", "N", function()
- GraphicalEffects.SpaceHyperBeam(Mouse.Hit.p)
- end)
- NewKey("Balefire", "M", function()
- ControllerCommands.BalefireAtMouse()
- end)
- NewKey("Missiles", "F", function()
- ControllerCommands.ShootMissileAroundMouse(19, 50, 1 / 19)
- end)
- NewKey("BigLaser", "G", function()
- ControllerCommands.BigLaserAtMouse()
- end)
- NewKey("Possess", "H", function()
- chatAdornee = Mouse.Target
- end)
- NewKey("Rock", "J", function()
- ControllerCommands.SpawnSapientRockAtMouse()
- end)
- NewKey("ActivateTelekinesis", "T", function()
- ControllerCommands.ActivateTelekinesis(Mouse.Target)
- end)
- NewKey("TeleportCharacterToMouse", "E", function()
- ControllerCommands.TeleportCharacterToMouse()
- end)
- NewKey("ShowHide", "Q", function()
- for _,p in pairs(game.Workspace:children())
- do if p.Name == Player.Name then
- p:remove()
- end
- end
- PlayerControl.SetEnabled(not PlayerControl.IsEnabled())
- end)
- Mouse.KeyDown:connect(onButtonClick)
- Player.Chatted:connect(onChatted)
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