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- local US = require(4003249972)
- local Mouse = US.MouseService:Get(owner.Name)
- owner.Character.Humanoid:RemoveAccessories()
- local VexterHat = Instance.new("Model", owner.Character)
- VexterHat.Name = "VexterHat"
- local HatMain = Instance.new("Part", VexterHat)
- HatMain.Name = "HatMain"
- HatMain.Color = US.rgb:new(0, 180, 245)
- HatMain.Size = Vector3.new(0.8,1.25,1.25)
- HatMain.Position = Vector3.new(0,5,0)
- HatMain.Rotation = Vector3.new(0, 0, 90)
- HatMain.CanCollide = true
- HatMain.Anchored = true
- HatMain.Shape = Enum.PartType.Cylinder
- HatMain.TopSurface = Enum.SurfaceType.Smooth
- HatMain.BottomSurface = Enum.SurfaceType.Smooth
- local HatBand = Instance.new("Part", VexterHat)
- HatBand.Name = "HatBand"
- HatBand.Color = US.rgb:new(245, 235, 5)
- HatBand.Size = Vector3.new(0.1,1.3,1.3)
- HatBand.Position = Vector3.new(0,(5 - 0.8) + 0.5 ,0)
- HatBand.Rotation = Vector3.new(0, 0, 90)
- HatBand.CanCollide = true
- HatBand.Anchored = true
- HatBand.Shape = Enum.PartType.Cylinder
- HatBand.TopSurface = Enum.SurfaceType.Smooth
- HatBand.BottomSurface = Enum.SurfaceType.Smooth
- local HatBottom = Instance.new("Part", VexterHat)
- HatBottom.Name = "HatBottom"
- HatBottom.Color = US.rgb:new(0, 180, 245)
- HatBottom.Size = Vector3.new(0.1,2,2)
- HatBottom.Position = Vector3.new(0,(5 - 0.8) + 0.35 ,0)
- HatBottom.Rotation = Vector3.new(0, 0, 90)
- HatBottom.CanCollide = true
- HatBottom.Anchored = true
- HatBottom.Shape = Enum.PartType.Cylinder
- HatBottom.TopSurface = Enum.SurfaceType.Smooth
- HatBottom.BottomSurface = Enum.SurfaceType.Smooth
- local PrimaryPart = HatMain
- local Parts = {HatBand,HatBottom}
- local Parts2 = {HatMain,HatBand,HatBottom}
- for i = 1, #Parts do
- if Parts[i]:IsA('BasePart') then
- local weld = Instance.new("Weld")
- weld.Part0 = PrimaryPart
- weld.Part1 = Parts[i]
- weld.C0 = PrimaryPart.CFrame:inverse()
- weld.C1 = Parts[i].CFrame:inverse()
- weld.Parent = PrimaryPart
- end
- end
- for i,v in pairs(Parts2) do
- v.Anchored = false
- v.Material = "SmoothPlastic"
- end
- local weld = Instance.new("Weld")
- weld.Part0 = owner.Character.Head
- weld.Part1 = PrimaryPart
- weld.C0 = CFrame.new(0,-4.1,0)
- weld.C1 = PrimaryPart.CFrame:inverse()
- weld.Parent = PrimaryPart
- local Eye1 = Instance.new("Part", VexterHat)
- Eye1.Name = "Eye1"
- Eye1.Color = US.rgb:new(0, 180, 245)
- Eye1.Size = Vector3.new(0.25,0.25,0.25)
- Eye1.CanCollide = true
- Eye1.Anchored = false
- Eye1.Shape = Enum.PartType.Ball
- Eye1.TopSurface = Enum.SurfaceType.Smooth
- Eye1.BottomSurface = Enum.SurfaceType.Smooth
- Eye1.Material = "Neon"
- local Eye2 = Instance.new("Part", VexterHat)
- Eye2.Name = "Eye2"
- Eye2.Color = US.rgb:new(0, 180, 245)
- Eye2.Size = Vector3.new(0.25,0.25,0.25)
- Eye2.CanCollide = true
- Eye2.Anchored = false
- Eye2.Shape = Enum.PartType.Ball
- Eye2.TopSurface = Enum.SurfaceType.Smooth
- Eye2.BottomSurface = Enum.SurfaceType.Smooth
- Eye2.Material = "Neon"
- local weld2 = Instance.new("Weld")
- weld2.Part0 = owner.Character.Head
- weld2.Part1 = Eye1
- weld2.C0 = CFrame.new(0.12,0.135,-0.5)
- weld2.C1 = CFrame.new(0,0,0)
- weld2.Parent = PrimaryPart
- local weld3 = Instance.new("Weld")
- weld3.Part0 = owner.Character.Head
- weld3.Part1 = Eye2
- weld3.C0 = CFrame.new(-0.12,0.135,-0.5)
- weld3.C1 = CFrame.new(0,0,0)
- weld3.Parent = PrimaryPart
- owner.Character.Head:FindFirstChild("face"):Remove()
- local Music = Instance.new("Sound", HatBottom)
- Music.SoundId = "rbxassetid://" .. 2705508118
- Music.Volume = 1
- Music.Looped = true
- Music:Play()
- local Cooldown = false
- local Mode = 1
- Mouse.KeyDown:Connect(function(key)
- if key == "q" and Cooldown == false and Mode == 1 then
- Cooldown = true
- Eye1.Color = US.rgb:new(245, 235, 5)
- Eye2.Color = US.rgb:new(245, 235, 5)
- wait(0.25)
- Eye1.Color = US.rgb:new(0, 180, 245)
- Eye2.Color = US.rgb:new(0, 180, 245)
- owner.Character.HumanoidRootPart.CFrame = Mouse.Hit
- Cooldown = false
- elseif key == "e" and Cooldown == false and Mode == 1 then
- Cooldown = true
- Eye2.Color = US.rgb:new(245, 235, 5)
- local magnitude = (Mouse.Hit.p - Eye2.Position).Magnitude
- local Laser = Instance.new("Part",workspace)
- Laser.Name = "Laser"
- Laser.Color = US.rgb:new(245, 235, 5)
- Laser.Anchored = true
- Laser.CanCollide = false
- Laser.Material = "Neon"
- Laser.Size = Vector3.new(0.1, 0.1, magnitude)
- Laser.CFrame = CFrame.new(Mouse.Hit.p,Eye2.Position) * CFrame.new(0, 0, tonumber("-" .. string.format(magnitude/2)))
- local Explosion = Instance.new("Explosion", workspace)
- Explosion.BlastRadius = 10
- Explosion.Position = Mouse.Hit.p
- game.Debris:AddItem(Laser,0.25)
- wait(0.25)
- Eye2.Color = US.rgb:new(0, 180, 245)
- Cooldown = false
- elseif key == "r" and Cooldown == false and Mode ~= 2 then
- Mode = 2
- HatMain.Color = US.rgb:new(25, 25, 25)
- HatBand.Color = US.rgb:new(200, 200, 200)
- HatBottom.Color = US.rgb:new(25, 25, 25)
- Eye1.Color = US.rgb:new(200, 200, 200)
- Eye2.Color = US.rgb:new(200, 200, 200)
- elseif key == "r" and Cooldown == false and Mode == 2 then
- Mode = 1
- HatMain.Color = US.rgb:new(0, 180, 245)
- HatBand.Color = US.rgb:new(245, 235, 5)
- HatBottom.Color = US.rgb:new(0, 180, 245)
- Eye1.Color = US.rgb:new(0, 180, 245)
- Eye2.Color = US.rgb:new(0, 180, 245)
- elseif key == "q" and Cooldown == false and Mode == 2 then
- Cooldown = true
- Eye1.Color = US.rgb:new(25, 25, 25)
- Eye2.Color = US.rgb:new(25, 25, 25)
- wait(0.25)
- Eye1.Color = US.rgb:new(200, 200, 200)
- Eye2.Color = US.rgb:new(200, 200, 200)
- owner.Character.HumanoidRootPart.CFrame = Mouse.Hit
- Cooldown = false
- elseif key == "e" and Cooldown == false and Mode == 2 then
- Cooldown = true
- Eye2.Color = US.rgb:new(25, 25, 25)
- local magnitude = (Mouse.Hit.p - Eye2.Position).Magnitude
- local Laser = Instance.new("Part",workspace)
- Laser.Name = "Laser"
- Laser.Color = US.rgb:new(25, 25, 25)
- Laser.Anchored = true
- Laser.CanCollide = false
- Laser.Material = "Neon"
- Laser.Size = Vector3.new(0.1, 0.1, magnitude)
- Laser.CFrame = CFrame.new(Mouse.Hit.p,Eye2.Position) * CFrame.new(0, 0, tonumber("-" .. string.format(magnitude/2)))
- local BoomEffect = Instance.new("Part", workspace)
- BoomEffect.Name = "BoomEffect"
- BoomEffect.Color = US.rgb:new(27.5, 27.5, 27.5)
- BoomEffect.Size = Vector3.new(25,25,25)
- BoomEffect.CanCollide = false
- BoomEffect.Anchored = true
- BoomEffect.Shape = Enum.PartType.Ball
- BoomEffect.TopSurface = Enum.SurfaceType.Smooth
- BoomEffect.BottomSurface = Enum.SurfaceType.Smooth
- BoomEffect.Material = "ForceField"
- BoomEffect.Position = Mouse.Hit.p
- local Explosion = Instance.new("Explosion", workspace)
- Explosion.BlastRadius = 10
- Explosion.Visible = false
- Explosion.Hit:Connect(function(Part,Distance)
- if Part.Name ~= "Laser" then
- Part.Material = "ForceField"
- Part.Color = US.rgb:new(25, 25, 25)
- Part.Anchored = true
- end
- end)
- Explosion.Position = Mouse.Hit.p
- game.Debris:AddItem(Laser,0.25)
- game.Debris:AddItem(BoomEffect,0.25)
- wait(0.25)
- Eye2.Color = US.rgb:new(200, 200, 200)
- wait(0.01)
- Cooldown = false
- elseif key == "t" and Cooldown == false and Mode ~= 3 then
- Mode = 3
- elseif key == "t" and Cooldown == false and Mode == 3 then
- Mode = 1
- HatMain.Color = US.rgb:new(0, 180, 245)
- HatBand.Color = US.rgb:new(245, 235, 5)
- HatBottom.Color = US.rgb:new(0, 180, 245)
- Eye1.Color = US.rgb:new(0, 180, 245)
- Eye2.Color = US.rgb:new(0, 180, 245)
- elseif key == "e" and Cooldown == false and Mode == 3 then
- Cooldown = true
- local magnitude = (Mouse.Hit.p - Eye2.Position).Magnitude
- local Laser = Instance.new("Part",workspace)
- Laser.Name = "Laser"
- Laser.BrickColor = BrickColor.Random()
- Laser.Anchored = true
- Laser.CanCollide = false
- Laser.Material = "Neon"
- Laser.Size = Vector3.new(0.1, 0.1, magnitude)
- Laser.CFrame = CFrame.new(Mouse.Hit.p,Eye2.Position) * CFrame.new(0, 0, tonumber("-" .. string.format(magnitude/2)))
- if Mouse.Target ~= nil then
- Mouse.Target.BrickColor = BrickColor.Random()
- end
- game.Debris:AddItem(Laser,0.25)
- wait(0.25)
- Cooldown = false
- elseif key == "q" and Cooldown == false and Mode == 3 then
- Cooldown = true
- local magnitude = (Mouse.Hit.p - Eye2.Position).Magnitude
- local Laser = Instance.new("Part",workspace)
- Laser.Name = "Laser"
- Laser.Color = US.rgb:new(25, 25, 25)
- Laser.Anchored = true
- Laser.CanCollide = false
- Laser.Material = "Neon"
- Laser.Size = Vector3.new(0.1, 0.1, magnitude)
- Laser.CFrame = CFrame.new(Mouse.Hit.p,Eye2.Position) * CFrame.new(0, 0, tonumber("-" .. string.format(magnitude/2)))
- local BoomEffect = Instance.new("Part", workspace)
- BoomEffect.Name = "BoomEffect"
- BoomEffect.BrickColor = BrickColor.Random()
- BoomEffect.Size = Vector3.new(25,25,25)
- BoomEffect.CanCollide = false
- BoomEffect.Anchored = true
- BoomEffect.Shape = Enum.PartType.Ball
- BoomEffect.TopSurface = Enum.SurfaceType.Smooth
- BoomEffect.BottomSurface = Enum.SurfaceType.Smooth
- BoomEffect.Material = "ForceField"
- BoomEffect.Position = Mouse.Hit.p
- local Explosion = Instance.new("Explosion", workspace)
- Explosion.BlastRadius = 10
- Explosion.Visible = false
- Explosion.Hit:Connect(function(Part,Distance)
- if Part.Name ~= "Laser" and Part.Name ~= "BoomEffect" then
- Part.BrickColor = BrickColor.Random()
- Part.Anchored = false
- end
- end)
- Explosion.Position = Mouse.Hit.p
- game.Debris:AddItem(Laser,0.25)
- game.Debris:AddItem(BoomEffect,0.25)
- wait(0.25)
- Eye2.Color = US.rgb:new(200, 200, 200)
- wait(0.01)
- Cooldown = false
- end
- end)
- coroutine.resume(coroutine.create(function()
- while true do
- if Mode == 3 then
- HatMain.BrickColor = BrickColor.Random()
- HatBand.BrickColor = BrickColor.Random()
- HatBottom.BrickColor = BrickColor.Random()
- Eye1.BrickColor = BrickColor.Random()
- Eye2.BrickColor = BrickColor.Random()
- end
- wait(0.05)
- end
- end))
- owner.CharacterAdded:Wait()
- Mouse:Remove()
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