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script.Name = "Darrenx7"
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Player = game.Players.LocalPlayer
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Character = Player.Character
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script.Parent = Character
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Mouse = Player:GetMouse()
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shaded = false
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function Weld(p0,p1,c0)
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        local weld = Instance.new("Weld",p0)
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        weld.Part0 = p0
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        weld.Part1 = p1
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        weld.C0 = c0 or CFrame.new()
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        return weld
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end
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Character.Torso.Changed:connect(function()
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if shaded then
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        Character.Torso.CanCollide = false
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        Character.Head.CanCollide = false
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end
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end)
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game:GetService('RunService').Stepped:connect(function()
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if shaded then
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        Character.Torso.CanCollide = false
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        Character.Head.CanCollide = false
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end
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end)
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Torso = Character.Torso
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function Melt(rev)
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        local Melsp = Instance.new("Part",Character)
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        Melsp.CanCollide = false
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        Melsp.BrickColor = BrickColor.new("Really red")
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        local Melme = Instance.new("SpecialMesh",Melsp)
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        Melsp.BrickColor = BrickColor.new("Really black")
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        Melme.Scale = Vector3.new(20,40,20)
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        Melsp.formFactor = 3
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        Melsp.Size = Vector3.new(0.2,0.2,0.2)
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        Melsp.Position = Torso.Position
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        local Melwe = Weld(Torso,Melsp)
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        coroutine.resume(coroutine.create(function()
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                if not rev then
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                        for i = 40,10,-3 do
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                                Melme.Scale = Vector3.new(20,i,20)
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                                wait()
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                        end
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                else
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                        for i = 10,40,3 do
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                                Melme.Scale = Vector3.new(20,i,20)
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                                wait(0.001)
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                        end
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                end
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        end))
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        coroutine.resume(coroutine.create(function()
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                if not rev then
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                        for i = -1,-5,-0.2 do
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                                Melwe.C0 = CFrame.new(0,i,0)
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                                wait()
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                        end
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                else
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                        for i = -5,-1,0.2 do
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                                Melwe.C0 = CFrame.new(0,i,0)
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                                wait()
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                        end
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                end
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                Melsp:Destroy()
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        end))
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end
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function Invisible()
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        Character.Head.face.Transparency = 1
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        for _,v in pairs(Character:children()) do
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                if v:IsA("Part") then
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                        v.Transparency = 1
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                        v.CanCollide = false
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                elseif v:IsA("Hat") then
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                        v.Handle.Transparency = 1
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                end
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        end
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end
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function Visible()
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        Character.Head.face.Transparency = 0
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        for _,v in pairs(Character:children()) do
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                if v:IsA("Part") then
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                        v.Transparency = 0
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                elseif v:IsA("Hat") then
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                        v.Handle.Transparency = 0
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                end
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        end
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end
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function Part(parent,size)
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        part = Instance.new("Part",parent)
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        part.formFactor = 3
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        part.Size = size
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        return part
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end
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trailmod = Instance.new("Model",Character)
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function Trail()
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        for _,v in pairs(trailmod:children()) do
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                pcall(function()
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                        if v.Mesh.Scale.x <= 0 then
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                                v:Destroy()
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                        else
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                                v.Mesh.Scale = v.Mesh.Scale + Vector3.new(-0.2,0,-0.2)
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                        end
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                end)
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        end
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        local trail = Part(trailmod,Vector3.new(0.35,0.35,0.35))
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        trail.CanCollide = false
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        trail.BrickColor = BrickColor.new("Bright red")
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        trail.Anchored = true
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        trail.BrickColor = BrickColor.new("Really black")
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        trail.CFrame = Torso.CFrame*CFrame.new(0,-3,0)
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end
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Mouse.KeyDown:connect(function(k)
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        k = k:lower()
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        if k == "m" then
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                if shaded then
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                        Melt(true)
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                        coroutine.resume(coroutine.create(function()        wait(0.9)        Visible()        shaded = false        end))
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                else
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                        shaded = true
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                        Invisible()
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                        Melt()
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                        Trail()
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                end
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        end
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end)
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Running = false
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Character.Humanoid.Running:connect(function(speed)
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        if speed > 0 then
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                Running = true
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                coroutine.resume(coroutine.create(function()
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                        repeat
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                                if shaded then
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                                        Trail()
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                                end
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                                wait(0.01)
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                        until Running == false
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                end))
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        else
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                Running = false
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        end
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end)
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