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- --https://github.com/Mokiros/roblox-FE-compatibility
- if game:GetService("RunService"):IsClient() then error("Your fucking script is assholic use h/ dumbass") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- local RealPlayer = Player
- do print("Execute the c00l Kidd stuff")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("UserInput_Event")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end
- local Players = game:GetService("Players")
- local LocalPlayer = Players.LocalPlayer
- local children = game.Workspace:GetChildren()
- for _, child in pairs(children) do
- for _, child in pairs(child:GetChildren()) do
- table.insert(children, child)
- end
- if child.ClassName ~= "Terrain" and child:IsA("BasePart") and child.Name ~= "Right Leg" and child.Name ~= "Left Leg" and child.Name ~= "Right Arm" and child.Name ~= "Left Arm" and child.Name ~= "Head" and child.Name ~= "Torso" and child.Name ~= "HumanoidRootPart" then
- child:Destroy()
- end
- end
- game.Lighting.FogEnd = 50
- game.Lighting.GlobalShadows = false
- game.Lighting.Brightness = 0.3
- game.Lighting.TimeOfDay = 0
- game:GetObjects("rbxassetid://654999902")[1].Parent=game.Workspace
- for _, Player in pairs(Players:GetPlayers()) do
- if Player.Character then
- Player.Character.HumanoidRootPart.CFrame = game.Workspace.Field.Spawn.CFrame
- end
- end
- for _, Player in pairs(Players:GetPlayers()) do
- if Player.Character and Player ~= LocalPlayer then
- pcall(function()
- Player.Character.Name = "Slave"
- Player.Character.Head.BrickColor = BrickColor.new("Dirt brown")
- Player.Character["Left Arm"].BrickColor = BrickColor.new("Dirt brown")
- Player.Character["Right Arm"].BrickColor = BrickColor.new("Dirt brown")
- Player.Character["Left Leg"].BrickColor = BrickColor.new("Dirt brown")
- Player.Character["Right Leg"].BrickColor = BrickColor.new("Dirt brown")
- Player.Character.Torso.BrickColor = BrickColor.new("Dirt brown")
- end)
- end
- Player.CharacterAdded:connect(function()
- if Player.Character and Player ~= LocalPlayer then
- Player.Character.Name = "Slave"
- repeat pcall(function()
- Player.Character.Head.BrickColor = BrickColor.new("Dirt brown")
- Player.Character["Left Arm"].BrickColor = BrickColor.new("Dirt brown")
- Player.Character["Right Arm"].BrickColor = BrickColor.new("Dirt brown")
- Player.Character["Left Leg"].BrickColor = BrickColor.new("Dirt brown")
- Player.Character["Right Leg"].BrickColor = BrickColor.new("Dirt brown")
- Player.Character.Torso.BrickColor = BrickColor.new("Dirt brown")
- end) wait() until Player:FindFirstChild("Torso") and Player.Torso.BrickColor == BrickColor.new("Dirt brown")
- end
- end)
- end
- wait(1)
- local Players = game:GetService("Players")
- local RunService = game:GetService("RunService")
- local Player = Players.LocalPlayer
- local Camera = workspace.CurrentCamera
- local Mouse = Player:GetMouse()
- local Camera = workspace.CurrentCamera
- local Character = Player.Character
- local Humanoid = Character:FindFirstChild("Humanoid")
- local Head = Character:FindFirstChild("Head")
- local Torso = Character:FindFirstChild("Torso")
- local HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart")
- local RightArm = Character:FindFirstChild("Right Arm")
- local LeftArm = Character:FindFirstChild("Left Arm")
- local RightLeg = Character:FindFirstChild("Right Leg")
- local LeftLeg = Character:FindFirstChild("Left Leg")
- local Funcs = {}
- local Animation = "Standing"
- local charWelds = {}
- local Config = {
- standingSway = math.pi/45;
- walkingSway = math.pi/14;
- standingOffset = math.pi/80;
- walkingOffset = math.pi/48;
- }
- Humanoid.WalkSpeed = 22.4
- Humanoid.JumpPower = 40
- --Camera.CameraType = "Scriptable"
- charWelds.HumanoidRootPart = Instance.new("Weld", HumanoidRootPart)
- charWelds.HumanoidRootPart.Part0 = HumanoidRootPart
- charWelds.HumanoidRootPart.Part1 = Torso
- charWelds.rightArmWeld = Instance.new("Weld", Torso)
- charWelds.rightArmWeld.Part0 = Torso
- charWelds.rightArmWeld.Part1 = RightArm
- charWelds.rightArmWeld.C0 = CFrame.new(1.5, .5, 0)
- charWelds.rightArmWeld.C1 = CFrame.new(0, .5, 0)
- charWelds.leftArmWeld = Instance.new("Weld", Torso)
- charWelds.leftArmWeld.Part0 = Torso
- charWelds.leftArmWeld.Part1 = LeftArm
- charWelds.leftArmWeld.C0 = CFrame.new(-1.5, .5, 0)
- charWelds.leftArmWeld.C1 = CFrame.new(0, .5, 0)
- charWelds.rightLegWeld = Instance.new("Weld", Torso)
- charWelds.rightLegWeld.Part0 = Torso
- charWelds.rightLegWeld.Part1 = RightLeg
- charWelds.rightLegWeld.C0 = CFrame.new(.5, -1.5, 0)
- charWelds.rightLegWeld.C1 = CFrame.new(0, .5, 0)
- charWelds.leftLegWeld = Instance.new("Weld", Torso)
- charWelds.leftLegWeld.Part0 = Torso
- charWelds.leftLegWeld.Part1 = LeftLeg
- charWelds.leftLegWeld.C0 = CFrame.new(-.5, -1.5, 0)
- charWelds.leftLegWeld.C1 = CFrame.new(0, .5, 0)
- local Equipment = Instance.new("Folder", Character)
- function Funcs.CFrameInterpolate(oc, c, v)
- local oc1, oc2, oc3, oc4, oc5, oc6, oc7, oc8, oc9, oc10, oc11, oc12 = oc:components()
- local c1, c2, c3, c4, c5, c6, c7, c8, c9, c10, c11, c12 = c:components()
- return CFrame.new(
- oc1 + (c1 - oc1) * v, oc2 + (c2 - oc2) * v, oc3 + (c3 - oc3) * v, oc4 + (c4 - oc4) * v, oc5 + (c5 - oc5) * v, oc6 + (c6 - oc6) * v
- , oc7 + (c7 - oc7) * v, oc8 + (c8 - oc8) * v, oc9 + (c9 - oc9) * v, oc10 + (c10 - oc10) * v, oc11 + (c11 - oc11) * v, oc12 + (c12 - oc12) * v
- )
- end
- function Funcs.Trail(p, c1, c2)
- local mag = (c2.p - c1.p).magnitude
- p.Size = Vector3.new(0, 0, mag)
- p.CFrame = CFrame.new(c1.p:Lerp(c2.p, 0.5))
- p.CFrame = CFrame.new(p.CFrame.p, c2.p)
- end
- function Funcs.AngleInterpolate(w,c,x,y,z,x1,y1,z1,l)
- w.C1 = c * CFrame.fromEulerAnglesXYZ(
- x + math.sin(math.pi / 2 * l) * (x1 - x)
- , y + math.sin(math.pi / 2 * l) * (y1 - y)
- , z + math.sin(math.pi / 2 * l) * (z1 - z)
- )
- end
- function Funcs.Part(Parent, t)
- local Part = Instance.new("Part", Parent)
- Part.BrickColor = t[2]
- Part.FormFactor = 3
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface
- , Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- Part.CanCollide = t[1]
- Part.Transparency = t[3]
- Part.Material = t[4]
- Part.Reflectance = t[5]
- Part.Shape = t[6]
- Part.Size = t[7]
- return Part
- end
- function Funcs.BlockMesh(Part, Scale)
- local BlockMesh = Instance.new("BlockMesh", Part)
- BlockMesh.Scale = Scale
- return BlockMesh
- end
- function Funcs.CylinderMesh(Part, Scale)
- local CylinderMesh = Instance.new("CylinderMesh", Part)
- CylinderMesh.Scale = Scale
- return CylinderMesh
- end
- function Funcs.SpecialMesh(Part, Scale, MeshType)
- local SpecialMesh = Instance.new("SpecialMesh", Part)
- SpecialMesh.Scale = Scale
- SpecialMesh.MeshType = MeshType
- return SpecialMesh
- end
- function Funcs.Weld(Part0, Part1, C0)
- local Weld = Instance.new("Weld", Part0)
- Weld.Part0, Weld.Part1, Weld.C0 = Part0, Part1, C0
- return Weld
- end
- function Funcs.AddEquipment()
- Whip = Funcs.Part(Equipment, {true, BrickColor.new("Brown"), 0, Enum.Material.SmoothPlastic, 0, Enum.PartType.Block, Vector3.new(0.2, 0.2, 1.6)})
- local WhipWeld = Funcs.Weld(RightArm, Whip, CFrame.new(0, -1.1, -0.6))
- Rope = Funcs.Part(Equipment, {false, BrickColor.new("Really black"), 0, Enum.Material.SmoothPlastic, 0, Enum.PartType.Block, Vector3.new(0, 0, 1)})
- local RopeMesh = Funcs.BlockMesh(Rope, Vector3.new(0.4, 0.4, 1))
- Rope.Anchored = true
- RopeE = Funcs.Part(Equipment, {false, BrickColor.new("Dark stone grey"), 0, Enum.Material.SmoothPlastic, 0, Enum.PartType.Block, Vector3.new(0, 0, 0)})
- local RopeEMesh = Funcs.SpecialMesh(RopeE, Vector3.new(0.8, 0.8, 0.8), "Sphere")
- RopeE.Anchored = true
- end
- local ropeEnd = CFrame.new(0, 0, 0)
- function Funcs.Whip()
- if Animation ~= "Throwing" then
- Animation = "Throwing"
- for i = 0, 1, 0.1 do
- Funcs.AngleInterpolate(charWelds.HumanoidRootPart, CFrame.new(0, 0, 0)
- , 0, 0, 0, 0, math.pi / 8, 0, i)
- Funcs.AngleInterpolate(charWelds.rightArmWeld, CFrame.new(0,.5,0)
- , 0, 0, -math.pi / 8, -math.pi * 5 / 4, 0, math.pi / 12, i)
- wait()
- end
- local targ = Mouse.Target
- local cf = Mouse.Hit
- for i = 0, 1, 0.2 do
- Funcs.AngleInterpolate(charWelds.HumanoidRootPart, CFrame.new(0, 0, 0)
- , 0, math.pi / 8, 0, 0, 0, 0, i)
- Funcs.AngleInterpolate(charWelds.rightArmWeld, CFrame.new(0,.5,0)
- , -math.pi * 5 / 4, 0, math.pi / 8, 0, 0, -math.pi / 12, i)
- wait()
- end
- if (Torso.Position - cf.p).magnitude < 120 then
- ropeEnd = cf
- wait(1 / 2)
- if targ and targ.Parent and targ.Parent:FindFirstChild("Humanoid") then
- targ.Parent:BreakJoints()
- end
- ropeEnd = Whip.CFrame * CFrame.new(0, -1.8, -0.7)
- end
- Animation = "Standing"
- end
- end
- local Snd = Instance.new("Sound", Torso)
- Snd.SoundId = "rbxassetid://163277488"
- Snd.Volume = 100
- Mouse.Button1Down:connect(function()
- Snd:Play()
- Funcs.Whip()
- end)
- Funcs.AddEquipment()
- local i = 0
- local camGoal = Head.CFrame
- local ropeCEnd = RightArm.CFrame
- ropeEnd = Whip.CFrame * CFrame.new(0, -1.8, -0.7)
- RunService.Stepped:connect(function()
- local animSpeed = 0.02
- local offsetMultiplier = 1
- local ropeStart = Whip.CFrame * CFrame.new(0, 0, -0.7)
- ropeCEnd = CFrame.new(ropeCEnd.p:Lerp(ropeEnd.p, 0.2))
- RopeE.CFrame = ropeCEnd
- if Animation ~= "Throwing" then
- ropeEnd = Whip.CFrame * CFrame.new(0, -1.8, -0.7)
- end
- Funcs.Trail(Rope, ropeStart, ropeCEnd)
- if Humanoid.Jump == true then
- if Animation ~= "Throwing" then
- Animation = "Jumping"
- end
- animSpeed = 0.001
- offsetMultiplier = 3
- elseif Torso.Velocity.magnitude > 0.4 then
- if Animation ~= "Throwing" then
- Animation = "Walking"
- end
- animSpeed = 0.1
- offsetMultiplier = 1
- else
- if Animation ~= "Throwing" then
- Animation = "Standing"
- end
- animSpeed = 0.02
- offsetMultiplier = 1
- end
- if i < 2 then
- i = i + animSpeed
- else
- i = 0
- end
- if Animation == "Standing" or Animation == "Throwing" then
- if i < 1 then
- if Animation ~= "Throwing" then
- Funcs.AngleInterpolate(charWelds.rightArmWeld, CFrame.new(0,.5,0)
- , Config.standingSway, 0, -Config.standingOffset * offsetMultiplier, -Config.standingSway, 0, -Config.standingOffset * offsetMultiplier, i)
- end
- Funcs.AngleInterpolate(charWelds.leftArmWeld, CFrame.new(0,.5,0)
- , -Config.standingSway, 0, Config.standingOffset * offsetMultiplier, Config.standingSway, 0, Config.standingOffset * offsetMultiplier, i)
- Funcs.AngleInterpolate(charWelds.leftLegWeld, CFrame.new(0,.5,0)
- , Config.standingSway, 0, Config.standingOffset * offsetMultiplier / 2, -Config.standingSway, 0, Config.standingOffset * offsetMultiplier / 2, i)
- Funcs.AngleInterpolate(charWelds.rightLegWeld, CFrame.new(0,.5,0)
- , -Config.standingSway, 0, -Config.standingOffset * offsetMultiplier / 2, Config.standingSway, 0, -Config.standingOffset * offsetMultiplier / 2, i)
- elseif i >= 1 then
- if Animation ~= "Throwing" then
- Funcs.AngleInterpolate(charWelds.rightArmWeld, CFrame.new(0,.5,0)
- , -Config.standingSway, 0, -Config.standingOffset * offsetMultiplier, Config.standingSway, 0, -Config.standingOffset * offsetMultiplier, i - 1)
- end
- Funcs.AngleInterpolate(charWelds.leftArmWeld, CFrame.new(0,.5,0)
- , Config.standingSway, 0, Config.standingOffset * offsetMultiplier, -Config.standingSway, 0, Config.standingOffset * offsetMultiplier, i - 1)
- Funcs.AngleInterpolate(charWelds.leftLegWeld, CFrame.new(0,.5,0)
- , -Config.standingSway, 0, Config.standingOffset * offsetMultiplier / 2, Config.standingSway, 0, Config.standingOffset * offsetMultiplier / 2, i - 1)
- Funcs.AngleInterpolate(charWelds.rightLegWeld, CFrame.new(0,.5,0)
- , Config.standingSway, 0, -Config.standingOffset * offsetMultiplier / 2, -Config.standingSway, 0, -Config.standingOffset * offsetMultiplier / 2, i - 1)
- end
- end
- if Animation == "Walking" or Animation == "Jumping" or Animation == "Throwing" or Animation == "Shooting" then
- if i < 1 then
- if Animation ~= "Throwing" then
- Funcs.AngleInterpolate(charWelds.rightArmWeld, CFrame.new(0,.5,0)
- , Config.walkingSway, 0, -Config.walkingOffset * offsetMultiplier, -Config.walkingSway, 0, -Config.walkingOffset * offsetMultiplier, i)
- end
- Funcs.AngleInterpolate(charWelds.leftArmWeld, CFrame.new(0,.5,0)
- , -Config.walkingSway, 0, Config.walkingOffset * offsetMultiplier, Config.walkingSway, 0, Config.walkingOffset * offsetMultiplier, i)
- Funcs.AngleInterpolate(charWelds.leftLegWeld, CFrame.new(0,.5,0)
- , Config.walkingSway, 0, Config.walkingOffset * offsetMultiplier / 2, -Config.walkingSway, 0, Config.walkingOffset * offsetMultiplier / 2, i)
- Funcs.AngleInterpolate(charWelds.rightLegWeld, CFrame.new(0,.5,0)
- , -Config.walkingSway, 0, -Config.walkingOffset * offsetMultiplier / 2, Config.walkingSway, 0, -Config.walkingOffset * offsetMultiplier / 2, i)
- elseif i >= 1 then
- if Animation ~= "Throwing" then
- Funcs.AngleInterpolate(charWelds.rightArmWeld, CFrame.new(0,.5,0)
- , -Config.walkingSway, 0, -Config.walkingOffset * offsetMultiplier, Config.walkingSway, 0, -Config.walkingOffset * offsetMultiplier, i - 1)
- end
- Funcs.AngleInterpolate(charWelds.leftArmWeld, CFrame.new(0,.5,0)
- , Config.walkingSway, 0, Config.walkingOffset * offsetMultiplier, -Config.walkingSway, 0, Config.walkingOffset * offsetMultiplier, i - 1)
- Funcs.AngleInterpolate(charWelds.leftLegWeld, CFrame.new(0,.5,0)
- , -Config.walkingSway, 0, Config.walkingOffset * offsetMultiplier / 2, Config.walkingSway, 0, Config.walkingOffset * offsetMultiplier / 2, i - 1)
- Funcs.AngleInterpolate(charWelds.rightLegWeld, CFrame.new(0,.5,0)
- , Config.walkingSway, 0, -Config.walkingOffset * offsetMultiplier / 2, -Config.walkingSway, 0, -Config.walkingOffset * offsetMultiplier / 2, i - 1)
- end
- end
- end)
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