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- --https://github.com/Mokiros/roblox-FE-compatibility
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- local RealPlayer = Player
- do print("FE Compatibility code by Mokiros")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 Player = game:GetService("Players").LocalPlayer
- local Character = Player.Character
- local Head = Character.Head
- local Torso = Character.Torso
- local Right_Arm = Character["Right Arm"]
- local Right_Leg = Character["Right Leg"]
- local Left_Arm = Character["Left Arm"]
- local Left_Leg = Character["Left Leg"]
- local Humanoid = Character.Humanoid
- local Animation = "Idle"
- local Damage = 0
- local Mouse = Player:GetMouse()
- local LeftShoulder = Torso["Left Shoulder"]
- local Left_Hip = Torso["Left Hip"]
- local RightShoulder = Torso["Right Shoulder"]
- local Right_Hip = Torso["Right Hip"]
- local Root = Character.HumanoidRootPart
- local RootJoint = Root.RootJoint
- local Attacking = false
- local RootCFrame = CFrame.fromEulerAnglesXYZ(-1.57,0,3.14)
- local WakeMeUp = false
- local cf = CFrame.new
- local WalkForward = false
- local Effects = {}
- local Color = "White"
- Necko = cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Necko2 = cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Right_Hip_C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Left_Hip_C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- Movemment = 1
- Walk = 0
- local Services = {
- SoundService = game:GetService("SoundService");
- Players = game:GetService("Players");
- Debris = game:GetService("Debris");
- Workspace = game:GetService("Workspace");
- Lighting = game:GetService("Lighting");
- HttpService = game:GetService("HttpService");
- InsertService = game:GetService("InsertService");
- }
- MaxCooldown1 = 1
- MaxCooldown2 = 1
- MaxCooldown3 = 1
- MaxCooldown4 = 1
- MaxCooldownE = 1
- Cooldown1 = MaxCooldown1
- Cooldown2 = MaxCooldown2
- Cooldown3 = MaxCooldown3
- Cooldown4 = MaxCooldown4
- CooldownE = MaxCooldownE
- cf = CFrame.new
- local RootCFrame = CFrame.fromEulerAnglesXYZ(-1.57,0,3.14)
- Necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Necko2 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Right_Hip_C1 = CFrame.new(0.5, 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)
- Movemment = 1
- Walk = 0
- Left_Shoulder = Instance.new("Weld", Torso)
- Left_Shoulder.Part0 = Torso
- Left_Shoulder.Part1 = Left_Arm
- Left_Shoulder.Name = "Left Shoulder"
- Left_Shoulder.C0 = CFrame.new(-1.5,0,0)
- Right_Shoulder = Instance.new("Weld", Torso)
- Right_Shoulder.Part0 = Torso
- Right_Shoulder.Part1 = Right_Arm
- Right_Shoulder.Name = "Right Shoulder"
- Right_Shoulder.C0 = CFrame.new(1.5,0,0)
- wait()
- LeftShoulder.Parent = nil
- RightShoulder.Parent = nil
- wait(0.1)
- local HealthBarGUI = Instance.new("ScreenGui", Player.PlayerGui)
- HealthBarGUI.Name = "HealthBarGUI"
- local HealthBarP1 = Instance.new("Frame", HealthBarGUI)
- HealthBarP1.Name = "HealthBarPart1"
- HealthBarP1.Size = UDim2.new(0,300,0,40)
- HealthBarP1.Position = UDim2.new(0,350,0,550)
- HealthBarP1.Style = "RobloxRound"
- local HealthBarP2 = Instance.new("Frame", HealthBarP1)
- HealthBarP2.Name = "HealthBarPart2"
- HealthBarP2.Size = UDim2.new(0,285,0,20)
- HealthBarP2.Position = UDim2.new(0,0,0,0)
- local HealthBarText = Instance.new("TextLabel", HealthBarP1)
- HealthBarText.Name = "HealthBarText"
- HealthBarText.Size = UDim2.new(0,285,0,20)
- HealthBarText.Position = UDim2.new(0,0,0,0)
- HealthBarText.BackgroundColor3 = Color3.new(0,1,0)
- HealthBarText.TextScaled = true
- HealthBarText.Text = "Health"
- HealthBarText.TextTransparency = 0
- HealthBarText.TextStrokeTransparency = 0
- HealthBarText.BackgroundTransparency = 1
- HealthBarText.TextStrokeColor3 = Color3.new(1,1,1)
- HealthBarText.TextColor3 = Color3.new(0,0,0)
- HealthBarText.Font = "SciFi"
- local CoolDownGUI = Instance.new("ScreenGui", Player.PlayerGui)
- CoolDownGUI.Name = "CoolDownGUI"
- local CoolDowns = Instance.new("Frame", CoolDownGUI)
- CoolDowns.Name = "CoolDowns"
- CoolDowns.Size = UDim2.new(0,200,0,200)
- CoolDowns.Position = UDim2.new(0.81,0,0.68,0)
- CoolDowns.Style = "RobloxRound"
- local CoolDown1Frame = Instance.new("Frame", CoolDowns)
- CoolDown1Frame.Name = "CoolDown1Frame"
- CoolDown1Frame.Size = UDim2.new(0,80,0,50)
- CoolDown1Frame.Position = UDim2.new(0,0,0,0)
- CoolDown1Frame.BackgroundTransparency = 0.5
- CoolDown1Frame.BackgroundColor3 = BrickColor.White().Color
- local CoolDown1Bar = Instance.new("Frame", CoolDown1Frame)
- CoolDown1Bar.Name = "CoolDown1Bar"
- CoolDown1Bar.Size = UDim2.new(0,80,0,50)
- CoolDown1Bar.Position = UDim2.new(0,0,0,0)
- CoolDown1Bar.BackgroundColor3 = BrickColor.White().Color
- local CoolDown1Text = Instance.new("TextLabel", CoolDown1Frame)
- CoolDown1Text.Name = "CoolDown1Text"
- CoolDown1Text.Size = UDim2.new(0,80,0,50)
- CoolDown1Text.Position = UDim2.new(0,0,0,0)
- CoolDown1Text.BackgroundTransparency = 1
- CoolDown1Text.TextScaled = true
- CoolDown1Text.Text = "z - WAKE ME UP INSIDE"
- CoolDown1Text.TextStrokeTransparency = 0
- CoolDown1Text.TextStrokeColor3 = Color3.new(1,1,1)
- CoolDown1Text.TextColor3 = Color3.new(0,0,0)
- CoolDown1Text.Font = "SciFi"
- local CoolDown2Frame = Instance.new("Frame", CoolDowns)
- CoolDown2Frame.Name = "CoolDown2Frame"
- CoolDown2Frame.Size = UDim2.new(0,80,0,50)
- CoolDown2Frame.Position = UDim2.new(0.55,0,0,0)
- CoolDown2Frame.BackgroundTransparency = 0.5
- CoolDown2Frame.BackgroundColor3 = BrickColor.White().Color
- local CoolDown2Bar = Instance.new("Frame", CoolDown2Frame)
- CoolDown2Bar.Name = "CoolDown2Bar"
- CoolDown2Bar.Size = UDim2.new(0,80,0,50)
- CoolDown2Bar.Position = UDim2.new(0,0,0,0)
- CoolDown2Bar.BackgroundColor3 = BrickColor.White().Color
- local CoolDown2Text = Instance.new("TextLabel", CoolDown2Frame)
- CoolDown2Text.Name = "CoolDown2Text"
- CoolDown2Text.Size = UDim2.new(0,80,0,50)
- CoolDown2Text.Position = UDim2.new(0,0,0,0)
- CoolDown2Text.BackgroundTransparency = 1
- CoolDown2Text.TextScaled = true
- CoolDown2Text.Text = "x - meme launch"
- CoolDown2Text.TextStrokeTransparency = 0
- CoolDown2Text.TextStrokeColor3 = Color3.new(1,1,1)
- CoolDown2Text.TextColor3 = Color3.new(0,0,0)
- CoolDown2Text.Font = "SciFi"
- local CoolDown3Frame = Instance.new("Frame", CoolDowns)
- CoolDown3Frame.Name = "CoolDown3Frame"
- CoolDown3Frame.Size = UDim2.new(0,80,0,50)
- CoolDown3Frame.Position = UDim2.new(0,0,0.4,0)
- CoolDown3Frame.BackgroundTransparency = 0.5
- CoolDown3Frame.BackgroundColor3 = BrickColor.White().Color
- local CoolDown3Bar = Instance.new("Frame", CoolDown3Frame)
- CoolDown3Bar.Name = "CoolDown3Bar"
- CoolDown3Bar.Size = UDim2.new(0,80,0,50)
- CoolDown3Bar.Position = UDim2.new(0,0,0,0)
- CoolDown3Bar.BackgroundColor3 = BrickColor.White().Color
- local CoolDown3Text = Instance.new("TextLabel", CoolDown3Frame)
- CoolDown3Text.Name = "CoolDown3Text"
- CoolDown3Text.Size = UDim2.new(0,80,0,50)
- CoolDown3Text.Position = UDim2.new(0,0,0,0)
- CoolDown3Text.BackgroundTransparency = 1
- CoolDown3Text.TextScaled = true
- CoolDown3Text.Text = "c - and his name is..."
- CoolDown3Text.TextStrokeTransparency = 0
- CoolDown3Text.TextStrokeColor3 = Color3.new(1,1,1)
- CoolDown3Text.TextColor3 = Color3.new(0,0,0)
- CoolDown3Text.Font = "SciFi"
- local CoolDown4Frame = Instance.new("Frame", CoolDowns)
- CoolDown4Frame.Name = "CoolDown4Frame"
- CoolDown4Frame.Size = UDim2.new(0,80,0,50)
- CoolDown4Frame.Position = UDim2.new(0.55,0,0.4,0)
- CoolDown4Frame.BackgroundTransparency = 0.5
- CoolDown4Frame.BackgroundColor3 = BrickColor.White().Color
- local CoolDown4Bar = Instance.new("Frame", CoolDown4Frame)
- CoolDown4Bar.Name = "CoolDown4Bar"
- CoolDown4Bar.Size = UDim2.new(0,80,0,50)
- CoolDown4Bar.Position = UDim2.new(0,0,0,0)
- CoolDown4Bar.BackgroundColor3 = BrickColor.White().Color
- local CoolDown4Text = Instance.new("TextLabel", CoolDown4Frame)
- CoolDown4Text.Name = "CoolDown4Text"
- CoolDown4Text.Size = UDim2.new(0,80,0,50)
- CoolDown4Text.Position = UDim2.new(0,0,0,0)
- CoolDown4Text.BackgroundTransparency = 1
- CoolDown4Text.TextScaled = true
- CoolDown4Text.Text = "v - allahuekber"
- CoolDown4Text.TextStrokeTransparency = 0
- CoolDown4Text.TextStrokeColor3 = Color3.new(1,1,1)
- CoolDown4Text.TextColor3 = Color3.new(0,0,0)
- CoolDown4Text.Font = "SciFi"
- local CoolDownEFrame = Instance.new("Frame", CoolDowns)
- CoolDownEFrame.Name = "CoolDownEFrame"
- CoolDownEFrame.Size = UDim2.new(0,180,0,50)
- CoolDownEFrame.Position = UDim2.new(0,0,0.74,0)
- CoolDownEFrame.BackgroundTransparency = 0.5
- CoolDownEFrame.BackgroundColor3 = BrickColor.White().Color
- local CoolDownEBar = Instance.new("Frame", CoolDownEFrame)
- CoolDownEBar.Name = "CoolDownEBar"
- CoolDownEBar.Size = UDim2.new(0,180,0,50)
- CoolDownEBar.Position = UDim2.new(0,0,0,0)
- CoolDownEBar.BackgroundColor3 = BrickColor.White().Color
- local CoolDownEText = Instance.new("TextLabel", CoolDownEFrame)
- CoolDownEText.Name = "CoolDownEText"
- CoolDownEText.Size = UDim2.new(0,180,0,50)
- CoolDownEText.Position = UDim2.new(0,0,0,0)
- CoolDownEText.BackgroundTransparency = 1
- CoolDownEText.TextScaled = true
- CoolDownEText.Text = "e - aaaa"
- CoolDownEText.TextStrokeTransparency = 0
- CoolDownEText.TextStrokeColor3 = Color3.new(1,1,1)
- CoolDownEText.TextColor3 = Color3.new(0,0,0)
- CoolDownEText.Font = "SciFi"
- --[[ transformixu ]]--
- Head.face.Texture = "http://www.roblox.com/asset/?id=176699876"
- for i,v in pairs(Character:children()) do
- if v:IsA("Hat") then
- v:Remove()
- end
- end
- --[[ perts andi effictiz fucktions ]]--
- function NoOutlines(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- local CreateVelocity = function(Parent,Velocity,Force)
- local BodyVelocity = Instance.new("BodyVelocity", Parent)
- BodyVelocity.Velocity = Velocity
- BodyVelocity.MaxForce = Force
- return BodyVelocity
- end
- local CreatePart = function(Parent, Name, Color, Size, Material, Transparency, Shape)
- local Part = Instance.new("Part", Parent)
- Part.Name = Name
- Part.BrickColor = BrickColor.new(Color)
- Part.Size = Size
- Part.Material = Material
- Part.Transparency = Transparency
- Part.Shape = Shape
- Part.CanCollide = false
- NoOutlines(Part)
- return Part
- end
- local MakeSFX = function(Parent, Id, Volume, Pitch)
- local SFX = Instance.new("Sound", Parent)
- SFX.SoundId = "http://www.roblox.com/asset?id=" .. Id
- SFX.Name = "SFX"
- SFX:Play()
- SFX.Volume = Volume
- SFX.Pitch = Pitch
- SFX.PlayOnRemove = true
- SFX:Remove()
- end
- CircleEffect = function(Position, Parent, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
- local Part = Instance.new("Part", Parent)
- Part.Transparency = Transparency
- Part.Name = "CircleEffect"
- Part.Size = Vector3.new()
- Part.Anchored = true
- Part.CanCollide = false
- Part.Position = Position
- Part.BrickColor = BrickColor.new(Brickcolor)
- Part.Material = Material
- NoOutlines(Part)
- local Mesh = Instance.new("SpecialMesh", Part)
- Mesh.MeshType = "Sphere"
- Mesh.Scale = Vector3.new(0,0,0)
- Services.Debris:AddItem(Part, Time)
- table.insert(Effects, {Part, "Circle", Time, SX, SY, SZ})
- end
- BlockEffect = function(Position, Parent, DSX, DSY, DSZ, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
- local Part = Instance.new("Part", Parent)
- Part.Transparency = Transparency
- Part.Name = "BlockEffect"
- Part.Size = Vector3.new()
- Part.Anchored = true
- Part.Position = Position
- Part.CanCollide = false
- Part.BrickColor = BrickColor.new(Brickcolor)
- Part.Material = Material
- NoOutlines(Part)
- local Mesh = Instance.new("BlockMesh", Part)
- Mesh.Scale = Vector3.new(DSX, DSY, DSZ)
- Services.Debris:AddItem(Part, Time)
- table.insert(Effects, {Part, "Block", Time, SX, SY, SZ})
- end
- --[[ customiz ]]--
- if Player:FindFirstChild("Custom") and Player.Custom.Customized.Value == true then
- CoolDown1Bar.BackgroundColor3 = BrickColor.new(Player.Custom.Co1.Value).Color
- CoolDown2Bar.BackgroundColor3 = BrickColor.new(Player.Custom.Co1.Value).Color
- CoolDown3Bar.BackgroundColor3 = BrickColor.new(Player.Custom.Co1.Value).Color
- CoolDown4Bar.BackgroundColor3 = BrickColor.new(Player.Custom.Co1.Value).Color
- CoolDownEBar.BackgroundColor3 = BrickColor.new(Player.Custom.Co1.Value).Color
- Color = Player.Custom.Co1.Value
- end
- --[[ soumdiz ]]--
- WakeMeUpInside = Instance.new("Sound", Character)
- WakeMeUpInside.SoundId = "http://www.roblox.com/asset?id=326429386"
- WakeMeUpInside.Name = "WAKE ME UP INSIDE!111!"
- WakeMeUpInside.Looped = true
- Sad = Instance.new("Sound", Character)
- Sad.SoundId = "http://www.roblox.com/asset?id=254352182"
- Sad.Name = "Sad"
- Sad.Looped = true
- JOHNCENAh = Instance.new("Sound", Character)
- JOHNCENAh.SoundId = "http://www.roblox.com/asset?id=272322032"
- JOHNCENAh.Name = "JOHNCENAh"
- --[[ crerp decaratius ]] --
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- function RayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- --[[ debeigi fucktion ]]--
- function DamageFunction(Hit, Part, Type, HitSFX, Knockback, Min, Max)
- local HitHumanoid = Hit.Parent.Humanoid
- local Damage = math.random(Min, Max)
- coroutine.resume(coroutine.create(function()
- HitHumanoid:TakeDamage(Damage)
- end))
- if Type == "Normal" then
- local Push = CreateVelocity(Hit.Parent.Torso, Torso.CFrame.lookVector * Knockback, Vector3.new(math.huge,math.huge,math.huge))
- Services.Debris:AddItem(Push, 0)
- DamageLabel(Hit.Parent, Damage)
- elseif Type == "Ranged" then
- local Push = CreateVelocity(Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, Vector3.new(math.huge,math.huge,math.huge))
- Services.Debris:AddItem(Push, 0)
- DamageLabel(Hit.Parent, Damage)
- elseif Type == "Knockdown" then
- local Push = CreateVelocity(Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, Vector3.new(math.huge,math.huge,math.huge))
- DamageLabel(Hit.Parent, Damage)
- Services.Debris:AddItem(Push, 0.3)
- coroutine.resume(coroutine.create(function()
- HitHumanoid.PlatformStand = true
- wait(1)
- HitHumanoid.PlatformStand = false
- end))
- end
- if HitSFX == "Penetration" then
- MakeSFX(Hit, 199149269, 1 , 1)
- elseif HitSFX == "Punch" then
- MakeSFX(Hit, 278062209, 1 , 1)
- end
- end
- function DamageLabel(HitCharacter, DamageDealt)
- local DamageShowingPart = CreatePart(Services.Workspace, "ShowDamage", "Bright yellow", Vector3.new(0.8,0.8,0.8), "Neon", 1, "Block")
- DamageShowingPart.Position = HitCharacter.Head.Position
- local DamageGui = Instance.new("BillboardGui", DamageShowingPart)
- DamageGui.Name = "Damage"
- DamageGui.AlwaysOnTop = true
- DamageGui.Size = UDim2.new(5, 0, 5, 0)
- local DamageNumber = Instance.new("TextLabel", DamageGui)
- DamageNumber.Size = UDim2.new(1,0,1,0)
- DamageNumber.TextStrokeColor3 = BrickColor.White().Color
- DamageNumber.TextColor3 = BrickColor.Black().Color
- DamageNumber.TextStrokeTransparency = 0
- DamageNumber.BackgroundTransparency = 1
- DamageNumber.Font = "SciFi"
- DamageNumber.TextScaled = true
- DamageNumber.Text = DamageDealt
- local BodyVelocity = Instance.new("BodyVelocity", DamageShowingPart)
- BodyVelocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- BodyVelocity.Velocity = Vector3.new(0,2,0)
- Services.Debris:AddItem(DamageShowingPart, 3)
- end
- function ValidateDamage(Part, Distance ,Min , Max, Type, HitSFX, Knockback)
- for _,WorkspaceChildren in pairs(workspace:children()) do
- local HitHumanoid = WorkspaceChildren:findFirstChild("Humanoid")
- if HitHumanoid ~= nil then
- local Hit = WorkspaceChildren:findFirstChild("Torso")
- if Hit ~= nil then
- local Target = Hit.Position - Part.Position
- local Magnitude = Target.magnitude
- if Magnitude <= Distance and WorkspaceChildren.Name ~= Player.Name then
- local HitBlock = Hit.Parent:FindFirstChild("Block")
- if HitBlock ~= nil and HitBlock:FindFirstChild("BlockDurability") and HitBlock.Value == true then
- local HitBlock2 = Hit.Parent.Block.BlockDurability
- if HitBlock2.Value > 15 then
- local HitN = math.random(1,5)
- HitBlock2.Value = HitBlock2.Value - 15
- if HitN == 1 then
- MakeSFX(Hit ,199148971, 0.5, 1)
- end
- if HitN == 2 then
- MakeSFX(Hit ,199149025, 0.5, 1)
- end
- if HitN == 3 then
- MakeSFX(Hit ,199149072, 0.5, 1)
- end
- if HitN == 4 then
- MakeSFX(Hit ,199149109, 0.5, 1)
- end
- if HitN == 5 then
- MakeSFX(Hit ,199149119, 0.5, 1)
- end
- return
- end
- end
- DamageFunction(Hit, Part, Type, HitSFX, Knockback, Min, Max)
- end
- end
- end
- end
- end
- function Bars()
- --[[ Cooldowns Bars ]]--
- if Cooldown1 ~= MaxCooldown1 then
- Cooldown1 = Cooldown1 + 1
- end
- if Cooldown1 >= MaxCooldown1 then
- Cooldown1 = MaxCooldown1
- end
- if Cooldown2 ~= MaxCooldown2 then
- Cooldown2 = Cooldown2 + 0.1
- end
- if Cooldown2 >= MaxCooldown2 then
- Cooldown2 = MaxCooldown2
- end
- if Cooldown3 ~= MaxCooldown3 then
- Cooldown3 = Cooldown3 + 0.1
- end
- if Cooldown3 >= MaxCooldown3 then
- Cooldown3 = MaxCooldown3
- end
- if Cooldown4 ~= MaxCooldown4 then
- Cooldown4 = Cooldown4 + 0.1
- end
- if Cooldown4 >= MaxCooldown4 then
- Cooldown4 = MaxCooldown4
- end
- if CooldownE ~= MaxCooldownE then
- CooldownE = CooldownE + 0.1
- end
- if CooldownE >= MaxCooldownE then
- CooldownE = MaxCooldownE
- end
- --[[ Health Bar ]]--
- local YellowZone = Humanoid.MaxHealth / 2
- local RedZone = Humanoid.MaxHealth / 4
- if Humanoid.Health <= YellowZone then
- HealthBarP2.BackgroundColor3 = BrickColor.new("Gold").Color
- end
- if Humanoid.Health <= RedZone then
- HealthBarP2.BackgroundColor3 = BrickColor.new("Bright red").Color
- end
- if Humanoid.Health >= YellowZone then
- HealthBarP2.BackgroundColor3 = BrickColor.new("Lime green").Color
- end
- --[[ Resize All Bars ]]--
- CoolDown1Bar.Size = UDim2.new(Cooldown1 / MaxCooldown1,0,0,50)
- CoolDown2Bar.Size = UDim2.new(Cooldown2 / MaxCooldown2,0,0,50)
- CoolDown3Bar.Size = UDim2.new(Cooldown3 / MaxCooldown3,0,0,50)
- CoolDown4Bar.Size = UDim2.new(Cooldown4 / MaxCooldown4,0,0,50)
- CoolDownEBar.Size = UDim2.new(CooldownE / MaxCooldownE,0,0,50)
- HealthBarP2.Size = UDim2.new(Humanoid.Health / Humanoid.MaxHealth,0,0,25)
- end
- --[[ attakis ]]--
- function WAKEMEUPINSIDE()
- for i = 1,3 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(3,0,0)* CFrame.Angles(-0.2,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,cf(10,20,3) * CFrame.Angles(-0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(3, 10, 0) * CFrame.Angles(-0.23,0.5,0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(3, 0.1, 0) * CFrame.Angles(0.3,0.2,2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(3,-2,9)*CFrame.Angles(2,1.6,-0.2),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-0,-0,5)*CFrame.Angles(5,-1.6,0.2),0.2)
- end
- ValidateDamage(Torso, 20, 1, 5, "Normal", "Punch", 50)
- for i = 1,3 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(3,30,0)* CFrame.Angles(-0.3452,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,cf(12,56,5) * CFrame.Angles(-0.5,0,30),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(10, 30, 5) * CFrame.Angles(-0.23,0.5,0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(34, 1, 32) * CFrame.Angles(0.3,0.2,22), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(5,-3,3)*CFrame.Angles(2,1.6,-0.342),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-53,-0,25)*CFrame.Angles(5,-41.6,0.52),0.2)
- end
- ValidateDamage(Torso, 50, 1, 5, "Normal", "Punch", 50)
- for i = 1,3 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(-3,-30,0)* CFrame.Angles(0.3452,-0,-0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,cf(-12,-56,5) * CFrame.Angles(0.5,-0,-30),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(-10, -30, -5) * CFrame.Angles(0.23,-0.5,-0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-34, -1, -32) * CFrame.Angles(-0.3,-0.2,-22), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(-5,3,-3)*CFrame.Angles(-2,-1.6,0.342),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(53,0,-25)*CFrame.Angles(-5,41.6,-0.52),0.2)
- end
- ValidateDamage(Torso, 50, 1, 5, "Normal", "Punch", 50)
- end
- function MemeLaunch()
- memis = {294841732,474498947,474494834,519973850,291736664,513363123,94349155,379915109,331385631,387197836,304460548,196819764}
- local meme = Instance.new("Part",game.Workspace)
- meme.Anchored = true
- meme.Position = Torso.Position + Vector3.new(0,5,0)
- meme.Rotation = Torso.Rotation + Vector3.new(0,-1,0)
- meme.Size = Vector3.new(5, 5, 0.2)
- meme.Transparency = 1
- meme.Touched:connect(function(hit)
- ValidateDamage(meme, 10, 1, 1, "Knockdown", "Punch", 130)
- end)
- game:GetService("Debris"):AddItem(meme, 30)
- local memedecal = Instance.new("Decal", meme)
- memedecal.Texture = "http://www.roblox.com/asset?id=" .. memis[math.random(1, #memis)]
- local memedecal2 = memedecal:Clone()
- memedecal2.Parent = meme
- memedecal2.Face = "Back"
- for i = 1,30 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,0)* CFrame.Angles(-0.2,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(-0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.5, 1, 0) * CFrame.Angles(0,0,-3.1), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.5, 1, 0) * CFrame.Angles(0,0,3.1), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0)*CFrame.Angles(0,1.6,-0.2),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0)*CFrame.Angles(0,-1.6,0.2),0.2)
- end
- meme.Anchored = false
- meme.CFrame = CFrame.new(meme.Position, Mouse.Hit.p)
- local memevilocity = CreateVelocity(meme,meme.CFrame.lookVector * 250,Vector3.new(math.huge,math.huge,math.huge))
- for i = 1,30 do
- wait()
- ValidateDamage(meme, 1, 1, 33, "Knockdown", "Punch", 5)
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,0)* CFrame.Angles(0.8,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(-0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.5, 1, 0) * CFrame.Angles(0,0,-3.1), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.5, 1, 0) * CFrame.Angles(0,0,3.1), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0)*CFrame.Angles(0,1.6,0.8),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0)*CFrame.Angles(0,-1.6,-0.8),0.2)
- end
- Attacking = false
- end
- function JOHNCENA()
- JOHNCENAh:Play()
- Humanoid.WalkSpeed = 0
- Humanoid.JumpPower = 0
- for i = 1,60 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,10)* CFrame.Angles(1.6,1.6,1.6),0.8)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0,0,-1),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.3, 0.5, -0.5) * CFrame.Angles(1.6,0,-0.5), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.3, 0.5, -0.5) * CFrame.Angles(1.6,0,0.3), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(0.5,-1,0.5)*CFrame.Angles(0,0,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-0.5,-1,0.5)*CFrame.Angles(0,0,0),0.2)
- end
- for i = 1,6 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,-2)* CFrame.Angles(1.6,1.6,1.6),0.8)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0,0,-1),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.3, 0.5, -0.5) * CFrame.Angles(1.6,0,-0.5), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.3, 0.5, -0.5) * CFrame.Angles(1.6,0,0.3), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(0.5,-1,0.5)*CFrame.Angles(0,0,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-0.5,-1,0.5)*CFrame.Angles(0,0,0),0.2)
- end
- local Explosion = Instance.new("Explosion")
- Explosion.Parent = game.workspace.Terrain
- Explosion.Position = Right_Arm.Position
- Explosion.Name = "Boom!"
- Explosion.BlastRadius = 0
- Explosion.BlastPressure = 0
- Explosion.DestroyJointRadiusPercent = 0
- Explosion.ExplosionType = "NoCraters"
- local dmgreference = Instance.new("Part", Services.Workspace)
- dmgreference.CFrame = Torso.CFrame
- dmgreference.Transparency = 1
- dmgreference.Size = Vector3.new()
- dmgreference.CanCollide = false
- ValidateDamage(dmgreference, 1000, 10, 20, "Knockdown", "Penetration", 100)
- Humanoid.WalkSpeed = 16
- Humanoid.JumpPower = 50
- Attacking = false
- end
- function allahuekber()
- Attacking = true
- Sad:Remove()
- MakeSFX(Character,433848566, 1, 1)
- Humanoid.WalkSpeed = 0
- Humanoid.JumpPower = 0
- wait(5)
- MakeSFX(Character, 134854740, 1 , 0.4)
- BlockEffect(Torso.Position, Services.Workspace, 1,1,1, 10,10,10, 5, Color, "Neon", 0.5)
- BlockEffect(Torso.Position, Services.Workspace, 1,1,1, 10,10,10, 5, Color, "Neon", 0.5)
- BlockEffect(Torso.Position, Services.Workspace, 1,1,1, 10,10,10, 5, Color, "Neon", 0.5)
- BlockEffect(Torso.Position, Services.Workspace, 1,1,1, 10,10,10, 5, Color, "Neon", 0.5)
- BlockEffect(Torso.Position, Services.Workspace, 1,1,1, 10,10,10, 5, Color, "Neon", 0.5)
- BlockEffect(Torso.Position, Services.Workspace, 1,1,1, 10,10,10, 5, Color, "Neon", 0.5)
- BlockEffect(Torso.Position, Services.Workspace, 1,1,1, 10,10,10, 5, Color, "Neon", 0.5)
- ValidateDamage(Torso, 1000, 77, 89, "Knockdown", "Penetration", 0)
- wait(5)
- Character:BreakJoints()
- end
- Mouse.KeyDown:connect(function(kei)
- if not Attacking then
- if kei == "z" then
- WakeMeUp = true
- if JOHNCENAh.IsPlaying == false then
- WakeMeUpInside:Resume()
- end
- while WakeMeUp do
- WakeMeUp = true
- Attacking = true
- WAKEMEUPINSIDE()
- end
- end
- if kei == "x" then
- Attacking = true
- MemeLaunch()
- end
- if kei == "c" and JOHNCENAh.IsPlaying == false then
- Attacking = true
- JOHNCENA()
- end
- if kei == "v" then
- allahuekber()
- end
- end
- end)
- Mouse.KeyUp:connect(function(kei)
- if kei == "z" and WakeMeUp then
- Attacking = false
- WakeMeUp = false
- WakeMeUpInside:Pause()
- end
- end)
- Humanoid.Died:connect(function ()
- Sad:Play()
- end)
- --[[ crerp animaxius ]]--
- while true do
- wait()
- Bars()
- local Torvel = (Root.Velocity*Vector3.new(1,0,1)).magnitude
- local Velderp = Root.Velocity.y
- HitFloor,PosFloor = RayCast(Root.Position,(CFrame.new(Root.Position,Root.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- if Torvel < 1 and HitFloor ~= nil and Attacking == false then
- Anim = "Idle"
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,0)* CFrame.Angles(-0.2,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(-0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.5, 0.1, 0) * CFrame.Angles(0,0,0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.5, 0.1, 0) * CFrame.Angles(0,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0)*CFrame.Angles(0,1.6,-0.2),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0)*CFrame.Angles(0,-1.6,0.2),0.2)
- end
- if 2 < Torvel and Torvel < 22 and HitFloor ~= nil and Attacking == false then
- Anim = "Walking"
- WalkForward = true
- Walk = Walk + 1
- if 15 - 5 * Movemment <= Walk then
- Walk = 0
- if WalkForward == true then
- WalkForward = false
- else
- if WalkForward == false then
- WalkForward = true
- end
- end
- end
- if Attacking == false then
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,0)* CFrame.Angles(-0.2,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(-0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.5, 0.5, 0.6) * CFrame.Angles(-1.6,0,0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.5, 0.5, 0.6) * CFrame.Angles(-1.6,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0)*CFrame.Angles(0,1.6,-0.2),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0)*CFrame.Angles(0,-1.6,0.2),0.2)
- end
- Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0) * CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0) * CFrame.Angles(0,-1.6,0),0.2)
- end
- if Root.Velocity.y > 1 and HitFloor == nil and Attacking == false then
- Anim = "Jump"
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,0)* CFrame.Angles(-0.2,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(-0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.5, 1, 0) * CFrame.Angles(0,0,-3.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.5, 1, 0) * CFrame.Angles(0,0,3.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0)*CFrame.Angles(0,1.6,-0.2),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0)*CFrame.Angles(0,-1.6,0.2),0.2)
- end
- if Root.Velocity.y < -1 and HitFloor == nil and Attacking == false then
- Anim = "Fall"
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,0)* CFrame.Angles(-0.2,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.5, 1, 0) * CFrame.Angles(0,0,-3.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.5, 1, 0) * CFrame.Angles(0,0,3.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0)*CFrame.Angles(0,1.6,-0.2),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0)*CFrame.Angles(0,-1.6,0.2),0.2)
- end
- if #Effects > 0 then
- for E = 1, #Effects do
- if Effects[E]~=nil then
- local Effect = Effects[E]
- if Effect ~= nil then
- local Part = Effect[1]
- local Mode = Effect[2]
- local Time = Effect[3]
- local SizeX = Effect[4]
- local SizeY = Effect[5]
- local SizeZ = Effect[6]
- if Effect[1].Transparency <= 1 then
- if Effect[2] == "Block" then
- Effect[1].CFrame = Effect[1].CFrame * CFrame.Angles(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Mesh = Effect[1]:FindFirstChild("Mesh")
- if Mesh ~= nil then
- Mesh.Scale = Mesh.Scale + Vector3.new(Effect[4],Effect[5],Effect[6])
- end
- elseif Effect[2] == "Circle" then
- if Effect[1]:FindFirstChild("Mesh") ~= nil then
- Mesh=Effect[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Effect[4],Effect[5],Effect[6])
- end
- else
- Part.Parent=nil
- table.remove(Effects, E)
- end
- end
- end
- end
- end
- end
- end
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