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- -- Made by Matsumae for game: Wizard Tycoon - 2 Player
- --[[
- ~WIZARD MAN~
- This script can make your game laggy.
- I recommend using FPS Unlcoker because the script will work worse without it.
- Controls:
- Protection:
- F - Force Field (Can be used only when character spawned)
- B - Aura (Toggleable, Damage per tick: inf)
- Attacking:
- G - Gatling (Holdable, Damage per tick: inf)
- V - Leech (Holdable, Damge per tick on every player: inf)
- C - Snipe (Single Click, CD: -inf sec, Damage: inf)
- E - Laser (Holdable, Damage per tick: inf + Splash damage: inf)
- T - Six Path (Holdable, Damage per tick: inf + Splash damage: inf)
- R - Splash Bullet (Single Click, CD: -inf sec, Damage: inf)
- Buffs:
- L - Strong Mod (idk)
- Other:
- K - Increases hitbox of gatling by 5
- J - Reduces hitbox of gatling by 5
- Note: this is not by me and i made it becamce strongest with the attacks have inf damage (u dont need to use strong mode, if u want a balanced script get in here https://pastebin.com/raw/TjpAdW2X )
- ]]--
- local plrs = game:GetService('Players')
- local plr = plrs.LocalPlayer
- local CAS = game:GetService('ContextActionService')
- local size = 5 -- Size of the gatling
- local mouse = plr:GetMouse()
- local enabler = false
- local enabler1 = false
- local shoot = false
- local shoot1 = false
- local damage = 999e+999 -- Damage of leech
- local damage1 = 999e+999 -- Damage of gatling
- local damage2 = 999e+999 -- Damage of aura
- local damage3 = 999e+999 --Damage of snipe shot
- local damage4 = 999e+999 -- Damage of laser
- local damage5 = 999e+999 -- Damage of laser's splash
- local damage6 = 999e+999 -- Damage of six path
- local damage7 = 999e+999 -- Damage of six path's splash
- local damage8 = 999e+999 -- Damage of splash bullet
- local speed = 50 -- Speed of splash bullet
- local range = 100 -- Range of splash bullet
- local CD = 999e-999 -- CD of snipe shot
- local CD1 = 999e-999 -- CD of splash bullet
- local CD3 = 999e+999 -- CD of strong mod
- local duration = 999e+999 -- Duration of strong mod
- function holdAll(actionName, inputState, inputObject)
- if inputState == Enum.UserInputState.Begin then
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Leech!';
- Text = ''
- })
- Event = game.RunService.Stepped:Connect(function()
- for i,v in pairs(plrs:GetPlayers()) do
- if v.Character then
- if v.Character:FindFirstChild('HumanoidRootPart') ~= nil then
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- plr.Character.Wand.Fire:FireServer(v.Character.HumanoidRootPart.CFrame + Vector3.new(0,0,0), math.huge, 1, game.Players.LocalPlayer.Character.Wand, damage, game.Players.LocalPlayer.Character)
- end
- end
- end
- end)
- end
- if inputState == Enum.UserInputState.End then
- Event:Disconnect()
- end
- end
- function forceField(actionName, inputState, inputObject)
- if inputState == Enum.UserInputState.Begin then
- if plr.Character:FindFirstChild('RemoveFF') ~= nil then
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Force Field!';
- Text = ''
- })
- plr.Character.RemoveFF:Destroy()
- end
- end
- end
- function addSize(actionName, inputState, inputObject)
- if inputState == Enum.UserInputState.Begin then
- size = size + 5
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Gatling Size:'..size;
- Text = ''
- })
- end
- end
- function removeSize(actionName, inputState, inputObject)
- if inputState == Enum.UserInputState.Begin then
- if size >= 5 then
- size = size - 5
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Gatling Size:'..size;
- Text = ''
- })
- end
- end
- end
- function holdAction(actionName, inputState, inputObject)
- if inputState == Enum.UserInputState.Begin then
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Gatling!';
- Text = ''
- })
- Event1 = game.RunService.Stepped:Connect(function()
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.HumanoidRootPart.Position,mouse.Hit.Position) + Vector3.new(math.random(-size,size),math.random(0,size),math.random(-size,size)), 800, math.huge, game.Players.LocalPlayer.Character.Wand, damage1, game.Players.LocalPlayer.Character)
- end)
- end
- if inputState == Enum.UserInputState.End then
- Event1:Disconnect()
- end
- end
- function bulletsAura(actionName, inputState, inputObject)
- if inputState == Enum.UserInputState.Begin then
- if enabler == false then
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Aura on';
- Text = ''
- })
- Event2 = game.RunService.Stepped:Connect(function()
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- plr.Character.Wand.Fire:FireServer((plr.Character.HumanoidRootPart.CFrame * CFrame.Angles(math.rad(math.random(50,140)), math.rad(math.random(-50,50)), math.rad(0)) + Vector3.new(math.random(-5, 5),math.random(-5, 5),math.random(-5, 5))), 50, 0.2, game.Players.LocalPlayer.Character.Wand, damage2, game.Players.LocalPlayer.Character)
- end)
- enabler = true
- else
- Event2:Disconnect()
- enabler = false
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Aura off';
- Text = ''
- })
- end
- end
- end
- function snipeShot(actionName, inputState, inputObject)
- if inputState == Enum.UserInputState.Begin then
- if shoot == false then
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Snipe!';
- Text = ''
- })
- shoot = true
- plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.HumanoidRootPart.Position, mouse.Hit.Position), 1000, math.huge, game.Players.LocalPlayer.Character.Wand, damage3, game.Players.LocalPlayer.Character)
- wait(CD)
- shoot = false
- end
- end
- end
- function laserFromEyes(actionName, inputState, inputObject)
- if inputState == Enum.UserInputState.Begin then
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Laser!';
- Text = ''
- })
- Event3 = game.RunService.Stepped:Connect(function()
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- TheTable = {1,-1}
- local RandomAtTable = TheTable[math.random(#TheTable)]
- plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.Head.Position, mouse.Hit.Position) + Vector3.new(RandomAtTable, 0, 0), 500, math.huge, game.Players.LocalPlayer.Character.Wand, damage4, game.Players.LocalPlayer.Character)
- end)
- Event1Explosion = game.RunService.Stepped:Connect(function()
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), 250, 0.1, game.Players.LocalPlayer.Character.Wand, damage5, game.Players.LocalPlayer.Character)
- end)
- end
- if inputState == Enum.UserInputState.End then
- Event3:Disconnect()
- Event1Explosion:Disconnect()
- end
- end
- function sixPath(_, inputState, _)
- if inputState == Enum.UserInputState.Begin then
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Six path!';
- Text = ''
- })
- Event4 = game.RunService.Stepped:Connect(function()
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- TheTable1 = {16,-16,14,-14,0,20,-20}
- TheTable2 = {-1,14,20,6}
- local RandomAtTable1 = TheTable1[math.random(#TheTable1)]
- local RandomAtTable2 = TheTable2[math.random(#TheTable2)]
- plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.Head.Position + Vector3.new(RandomAtTable1,RandomAtTable2,0), mouse.Hit.Position), 800, math.huge, game.Players.LocalPlayer.Character.Wand, damage6, game.Players.LocalPlayer.Character)
- end)
- Event2Explosion = game.RunService.Stepped:Connect(function()
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), 400, 0.1, game.Players.LocalPlayer.Character.Wand, damage7, game.Players.LocalPlayer.Character)
- end)
- end
- if inputState == Enum.UserInputState.End then
- Event4:Disconnect()
- Event2Explosion:Disconnect()
- end
- end
- function bulletExplosion(_, inputState, _)
- if inputState == Enum.UserInputState.Begin then
- if shoot1 == false then
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Splash bullet!';
- Text = ''
- })
- plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.HumanoidRootPart.Position, mouse.Hit.Position), 1000, math.huge, game.Players.LocalPlayer.Character.Wand, 10, game.Players.LocalPlayer.Character)
- Event6 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event7 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event8 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event9 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event10 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event11 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event12 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event13 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event14 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event15 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event16 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event17 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event18 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event19 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event20 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event21 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event22 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event23 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event24 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event25 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event26 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event27 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event28 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event29 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- Event30 = game.RunService.Stepped:Connect(function()
- plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character)
- end)
- wait(0.01)
- Event6:Disconnect()
- Event7:Disconnect()
- Event8:Disconnect()
- Event9:Disconnect()
- Event10:Disconnect()
- Event11:Disconnect()
- Event12:Disconnect()
- Event13:Disconnect()
- Event14:Disconnect()
- Event15:Disconnect()
- Event16:Disconnect()
- Event17:Disconnect()
- Event18:Disconnect()
- Event19:Disconnect()
- Event20:Disconnect()
- Event21:Disconnect()
- Event22:Disconnect()
- Event23:Disconnect()
- Event24:Disconnect()
- Event25:Disconnect()
- Event26:Disconnect()
- Event27:Disconnect()
- Event28:Disconnect()
- Event29:Disconnect()
- Event30:Disconnect()
- shoot1 = true
- wait(CD1)
- shoot1 = false
- end
- end
- end
- function strongMod(_,inputState,_)
- if inputState == Enum.UserInputState.Begin then
- if enabler1 == false then
- for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do
- v.Parent = plr.Character
- end
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Strong mod enabled!';
- Text = ''
- })
- damage = damage * 2
- damage1 = damage1 * 2
- damage2 = damage2 * 2
- damage3 = damage3 * 2
- damage4 = damage4 * 2
- damage5 = damage5 * 2
- damage6 = damage6 * 2
- damage7 = damage7 * 2
- damage8 = damage8 * 2
- CD = CD / 2
- CD1 = CD1 / 2
- enabler1 = true
- wait(duration)
- game.StarterGui:SetCore('SendNotification', {
- Title = 'Strong mod disabled!';
- Text = ''
- })
- damage = damage / 2
- damage1 = damage1 / 2
- damage2 = damage2 / 2
- damage3 = damage3 / 2
- damage4 = damage4 / 2
- damage5 = damage5 / 2
- damage6 = damage6 / 2
- damage7 = damage7 / 2
- damage8 = damage8 / 2
- CD = CD * 2
- CD1 = CD1 * 2
- wait(CD3)
- enabler1 = false
- end
- end
- end
- CAS:BindAction('holdAction', holdAction, true, Enum.KeyCode.G)
- CAS:BindAction('addSize', addSize, true, Enum.KeyCode.J)
- CAS:BindAction('removeSize', removeSize, true, Enum.KeyCode.H)
- CAS:BindAction('forceField', forceField, true, Enum.KeyCode.F)
- CAS:BindAction('holdAll', holdAll, true, Enum.KeyCode.V)
- CAS:BindAction('bulletsAura', bulletsAura, true, Enum.KeyCode.B)
- CAS:BindAction('snipeShot', snipeShot, true, Enum.KeyCode.C)
- CAS:BindAction('laserFromEyes', laserFromEyes, true, Enum.KeyCode.E)
- CAS:BindAction('sixPath', sixPath, true, Enum.KeyCode.T)
- CAS:BindAction('bulletExplosion', bulletExplosion, true, Enum.KeyCode.R)
- CAS:BindAction('strongMod', strongMod, true, Enum.KeyCode.L)
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