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-- This script has been converted to FE by iPxter 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 do print("FE Compatibility code by Mokiros | Translated to FE by iPxter") script.Parent = Player.Character --RemoteEvent for communicating local Event = Instance.new("RemoteEvent") Event.Name = "UserInput_Event" --Fake event to make stuff like Mouse.KeyDown work local function fakeEvent() local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end} t.connect = t.Connect return t end --Creating fake input objects with fake variables local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()} local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()} local CAS = {Actions={},BindAction=function(self,name,fun,touch,...) CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil end} --Merged 2 functions into one by checking amount of arguments CAS.UnbindAction = CAS.BindAction --This function will trigger the events that have been :Connect()'ed local function te(self,ev,...) local t = m[ev] if t and t._fakeEvent and t.Function then t.Function(...) end end m.TrigEvent = te UIS.TrigEvent = te Event.OnServerEvent:Connect(function(plr,io) if plr~=Player then return end if io.isMouse then m.Target = io.Target m.Hit = io.Hit else local b = io.UserInputState == Enum.UserInputState.Begin if io.UserInputType == Enum.UserInputType.MouseButton1 then return m:TrigEvent(b and "Button1Down" or "Button1Up") end for _,t in pairs(CAS.Actions) do for _,k in pairs(t.Keys) do if k==io.KeyCode then t.Function(t.Name,io.UserInputState,io) end end end m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower()) UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false) end end) Event.Parent = NLS([==[ local Player = game:GetService("Players").LocalPlayer local Event = script:WaitForChild("UserInput_Event") local UIS = game:GetService("UserInputService") local input = function(io,a) if a then return end --Since InputObject is a client-side instance, we create and pass table instead Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState}) end UIS.InputBegan:Connect(input) UIS.InputEnded:Connect(input) local Mouse = Player:GetMouse() local h,t --Give the server mouse data 30 times every second, but only if the values changed --If player is not moving their mouse, client won't fire events while wait(1/30) do if h~=Mouse.Hit or t~=Mouse.Target then h,t=Mouse.Hit,Mouse.Target Event:FireServer({isMouse=true,Target=t,Hit=h}) end end]==],Player.Character) Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS end -- Created by Nebula_Zorua -- -- Sans Curse (A Curse of Light) -- -- Custom Arcane Adventures Magic -- -- Wielder: Everybody (Released) -- -- Why the fuck did I make this -- -- I don't even LIKE undertale -- -- what the fuck -- -- Discord: Nebula the Zorua#6969 -- Youtube: https://www.youtube.com/channel/UCo9oU9dCw8jnuVLuy4_SATA -- You can change the Magic Circle n stuff down under Customization, at MagicVariant -- --// Shortcut Variables \\-- local S = setmetatable({},{__index = function(s,i) return game:service(i) end}) local CF = {N=CFrame.new,A=CFrame.Angles,fEA=CFrame.fromEulerAnglesXYZ} local C3 = {N=Color3.new,RGB=Color3.fromRGB,HSV=Color3.fromHSV,tHSV=Color3.toHSV} local V3 = {N=Vector3.new,FNI=Vector3.FromNormalId,A=Vector3.FromAxis} local M = {C=math.cos,R=math.rad,S=math.sin,P=math.pi,RNG=math.random,MRS=math.randomseed,H=math.huge,RRNG = function(min,max,div) return math.rad(math.random(min,max)/(div or 1)) end} local R3 = {N=Region3.new} local De = S.Debris local WS = workspace local Lght = S.Lighting local RepS = S.ReplicatedStorage local IN = Instance.new local Plrs = S.Players local Emit = IN("ParticleEmitter").Emit; --// Initializing \\-- local Plr = owner local Char = Plr.Character local Hum = Char:FindFirstChildOfClass'Humanoid' local RArm = Char["Right Arm"] local LArm = Char["Left Arm"] local RLeg = Char["Right Leg"] local LLeg = Char["Left Leg"] local Root = Char:FindFirstChild'HumanoidRootPart' local Torso = Char.Torso local Head = Char.Head local NeutralAnims = true local Attack = false local Debounces = {Debounces={}} local Hit = {} local Sine = 0 local Change = 1 local Effects = IN("Folder",Char) Effects.Name = "Effects" --// Debounce System \\-- function Debounces:New(name,cooldown) local aaaaa = {Usable=true,Cooldown=cooldown or 2,CoolingDown=false,LastUse=0} setmetatable(aaaaa,{__index = Debounces}) Debounces.Debounces[name] = aaaaa return aaaaa end function Debounces:Use(overrideUsable) assert(self.Usable ~= nil and self.LastUse ~= nil and self.CoolingDown ~= nil,"Expected ':' not '.' calling member function Use") if(self.Usable or overrideUsable)then self.Usable = false self.CoolingDown = true local LastUse = time() self.LastUse = LastUse delay(self.Cooldown or 2,function() if(self.LastUse == LastUse)then self.CoolingDown = false self.Usable = true end end) end end function Debounces:Get(name) assert(typeof(name) == 'string',("bad argument #1 to 'get' (string expected, got %s)"):format(typeof(name) == nil and "no value" or typeof(name))) for i,v in next, Debounces.Debounces do if(i == name)then return v; end end end function Debounces:GetProgressPercentage() assert(self.Usable ~= nil and self.LastUse ~= nil and self.CoolingDown ~= nil,"Expected ':' not '.' calling member function Use") if(self.CoolingDown and not self.Usable)then return math.max( math.floor( ( (time()-self.LastUse)/self.Cooldown or 2 )*100 ) ) else return 100 end end --// Instance Creation Functions \\-- function Sound(parent,id,pitch,volume,looped,effect,autoPlay) local Sound = IN("Sound") Sound.SoundId = "rbxassetid://".. tostring(id or 0) Sound.Pitch = pitch or 1 Sound.Volume = volume or 1 Sound.Looped = looped or false if(autoPlay)then coroutine.wrap(function() repeat wait() until Sound.IsLoaded Sound.Playing = autoPlay or false end)() end if(not looped and effect)then Sound.Stopped:connect(function() Sound.Volume = 0 Sound:destroy() end) elseif(effect)then warn("Sound can't be looped and a sound effect!") end Sound.Parent =parent or Torso return Sound end function Part(parent,color,material,size,cframe,anchored,cancollide) local part = IN("Part") part.Parent = parent or Char part[typeof(color) == 'BrickColor' and 'BrickColor' or 'Color'] = color or C3.N(0,0,0) part.Material = material or Enum.Material.SmoothPlastic part.TopSurface,part.BottomSurface=10,10 part.Size = size or V3.N(1,1,1) part.CFrame = cframe or CF.N(0,0,0) part.CanCollide = cancollide or false part.Anchored = anchored or false return part end function Weld(part0,part1,c0,c1) local weld = IN("Weld") weld.Parent = part0 weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 or CF.N() weld.C1 = c1 or CF.N() return weld end function Mesh(parent,meshtype,meshid,textid,scale,offset) local part = IN("SpecialMesh") part.MeshId = meshid or "" part.TextureId = textid or "" part.Scale = scale or V3.N(1,1,1) part.Offset = offset or V3.N(0,0,0) part.MeshType = meshtype or Enum.MeshType.Sphere part.Parent = parent return part end NewInstance = function(instance,parent,properties) local inst = Instance.new(instance) inst.Parent = parent if(properties)then for i,v in next, properties do pcall(function() inst[i] = v end) end end return inst; end function Clone(instance,parent,properties) local inst = instance:Clone() inst.Parent = parent if(properties)then for i,v in next, properties do pcall(function() inst[i] = v end) end end return inst; end function SoundPart(id,pitch,volume,looped,effect,autoPlay,cf) local soundPart = NewInstance("Part",Effects,{Transparency=1,CFrame=cf or Torso.CFrame,Anchored=true,CanCollide=false,Size=V3.N()}) local Sound = IN("Sound") Sound.SoundId = "rbxassetid://".. tostring(id or 0) Sound.Pitch = pitch or 1 Sound.Volume = volume or 1 Sound.Looped = looped or false if(autoPlay)then coroutine.wrap(function() repeat wait() until Sound.IsLoaded Sound.Playing = autoPlay or false end)() end if(not looped and effect)then Sound.Stopped:connect(function() Sound.Volume = 0 soundPart:destroy() end) elseif(effect)then warn("Sound can't be looped and a sound effect!") end Sound.Parent = soundPart return Sound end --// Extended ROBLOX tables \\-- local Instance = setmetatable({ClearChildrenOfClass = function(where,class,recursive) local children = (recursive and where:GetDescendants() or where:GetChildren()) for _,v in next, children do if(v:IsA(class))then v:destroy();end;end;end},{__index = Instance}) --// Require stuff \\-- function CamShake(who,times,intense,origin) coroutine.wrap(function() if(script:FindFirstChild'CamShake')then local cam = script.CamShake:Clone() cam:WaitForChild'intensity'.Value = intense cam:WaitForChild'times'.Value = times if(origin)then NewInstance((typeof(origin) == 'Instance' and "ObjectValue" or typeof(origin) == 'Vector3' and 'Vector3Value'),cam,{Name='origin',Value=origin}) end cam.Parent = who wait() cam.Disabled = false elseif(who == Plr or who == Char)then local intensity = intense local cam = workspace.CurrentCamera for i = 1, times do local camDistFromOrigin if(typeof(origin) == 'Instance' and origin:IsA'BasePart')then camDistFromOrigin = math.floor( (cam.CFrame.p-origin.Position).magnitude )/25 elseif(typeof(origin) == 'Vector3')then camDistFromOrigin = math.floor( (cam.CFrame.p-origin).magnitude )/25 end if(camDistFromOrigin)then intensity = math.min(intense, math.floor(intense/camDistFromOrigin)) end cam.CFrame = cam.CFrame:lerp(cam.CFrame*CFrame.new(math.random(-intensity,intensity)/100,math.random(-intensity,intensity)/100,math.random(-intensity,intensity)/100)*CFrame.Angles(math.rad(math.random(-intensity,intensity)/100),math.rad(math.random(-intensity,intensity)/100),math.rad(math.random(-intensity,intensity)/100)),.4) swait() end end end)() end function CamShakeAll(times,intense,origin) for _,v in next, Plrs:players() do CamShake(v:FindFirstChildOfClass'PlayerGui' or v:FindFirstChildOfClass'Backpack' or v.Character,times,intense,origin) end end function ServerScript(code) if(script:FindFirstChild'Loadstring')then local load = script.Loadstring:Clone() load:WaitForChild'Sauce'.Value = code load.Disabled = false load.Parent = workspace elseif(NS and typeof(NS) == 'function')then NS(code,workspace) else warn("no serverscripts lol") end end function RunLocal(where,code) ServerScript([[ wait() script.Parent=nil if(not _G.Http)then _G.Http = game:service'HttpService' end local Http = _G.Http or game:service'HttpService' local source = ]].."[["..code.."]]"..[[ local link = "https://api.vorth.xyz/R_API/R.UPLOAD/NEW_LOCAL.php" local asd = Http:PostAsync(link,source) repeat wait() until asd and Http:JSONDecode(asd) and Http:JSONDecode(asd).Result and Http:JSONDecode(asd).Result.Require_ID local ID = Http:JSONDecode(asd).Result.Require_ID local vs = require(ID).VORTH_SCRIPT vs.Parent = game.]]..where:GetFullName() ) end --// Customization \\-- local Frame_Speed = 60; local WalkSpeed = 16 local DamageColor = BrickColor.new'White' local MagicCircles = { Default = {Color=C3.N(1,1,1),Texture1=0,Texture2=0}, OrangeWarPheonix = {EffectColor=BrickColor.new'Deep orange'.Color,Color=C3.N(.9,.9,.9),Texture1=623153986,Texture2=623153990}, BlueWarPheonix = {EffectColor=BrickColor.new'Teal'.Color,Color=C3.N(.9,.9,.9),Texture1=462499935,Texture2=462499970}, Plasma = {Color=C3.N(0.70588235294118,0,0.8),Texture1=415906687,Texture2=415906702}, Water = {Color=C3.RGB(33, 84, 185),Texture1=408441330,Texture2=408441353}, Earth = {Color=C3.RGB(86, 36, 36),Texture1=394253616,Texture2=394253651}, Wind = {Color=C3.N(.8,.8,.8),Texture1=376006317,Texture2=376006346}, Poseidon = {Color=C3.RGB(71, 99, 130),Texture1=346727970,Texture2=346727994}, AetherLightning = {Color=C3.RGB(23, 255, 197),Texture1=348320016,Texture2=348320030}, Light = {Color=C3.N(1,1,0),Texture1=343192085,Texture2=343192112}, Fire = {Color=C3.N(1,0,0),EffectColor=BrickColor.new'Bright red'.Color,Texture1=313945544,Texture2=313945673}, Lightning = {Color=C3.N(0,1,1),Texture1=314842290,Texture2=314842440}, GasterBlaster = {Color=C3.N(1,1,1),Texture1=331948662,Texture2=331948662} } local MagicVariant = MagicCircles.GasterBlaster --[[ You can change this for a different element Example: Changing MagicCircles.GasterBlaster to MagicCircles.Light would make it a Light Element ]] --// Stop animations \\-- for _,v in next, Hum:GetPlayingAnimationTracks() do v:Stop(); end pcall(game.Destroy,Char:FindFirstChild'Animate') pcall(game.Destroy,Hum:FindFirstChild'Animator') --// Joints \\-- local LS = NewInstance('Motor',Char,{Part0=Torso,Part1=LArm,C0 = CF.N(-1.5,0.5,0),C1 = CF.N(0,.5,0)}) local RS = NewInstance('Motor',Char,{Part0=Torso,Part1=RArm,C0 = CF.N(1.5,0.5,0),C1 = CF.N(0,.5,0)}) local NK = NewInstance('Motor',Char,{Part0=Torso,Part1=Head,C0 = CF.N(0,1.5,0)}) local LH = NewInstance('Motor',Char,{Part0=Torso,Part1=LLeg,C0 = CF.N(-.5,-1,0),C1 = CF.N(0,1,0)}) local RH = NewInstance('Motor',Char,{Part0=Torso,Part1=RLeg,C0 = CF.N(.5,-1,0),C1 = CF.N(0,1,0)}) local RJ = NewInstance('Motor',Char,{Part0=Root,Part1=Torso}) local LSC0 = LS.C0 local RSC0 = RS.C0 local NKC0 = NK.C0 local LHC0 = LH.C0 local RHC0 = RH.C0 local RJC0 = RJ.C0 --// Artificial HB \\-- local ArtificialHB = IN("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") local tf = 0 local allowframeloss = false local tossremainder = false local lastframe = tick() local frame = 1/Frame_Speed ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function swait(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 0, num do ArtificialHB.Event:wait() end end end --// Effect Function(s) \\-- function NumSeq(...) local tab = {...} local Sequence = {} for _,v in next, tab do table.insert(Sequence,NumberSequenceKeypoint.new(unpack(v))) end if(tab[#tab][1] ~= 1)then local final = tab[#tab] table.insert(Sequence,NumberSequenceKeypoint.new(1,final[2],final[3])) end return NumberSequence.new(Sequence) end local DefaultRingParticle = IN("ParticleEmitter") DefaultRingParticle.Name = 'RingEmit' DefaultRingParticle.LightEmission = 1 DefaultRingParticle.Size = NumSeq({0,0},{.7,6.28},{.8,5.03},{1,2.9}) DefaultRingParticle.Texture = "rbxassetid://313951123" DefaultRingParticle.Transparency = NumberSequence.new(0,1) DefaultRingParticle.ZOffset = 1 DefaultRingParticle.Drag = 0 DefaultRingParticle.Acceleration = V3.N() DefaultRingParticle.LockedToPart = true DefaultRingParticle.Enabled = false DefaultRingParticle.Lifetime = NumberRange.new(.6,.6) DefaultRingParticle.Rate = 5 DefaultRingParticle.Rotation = NumberRange.new(0,0) DefaultRingParticle.RotSpeed = NumberRange.new(0,0) DefaultRingParticle.Speed = NumberRange.new(0,0) DefaultRingParticle.SpreadAngle = Vector2.new(0,0) function MagicCircle(Data) local Variant = Data.Variant or MagicCircles.Default; local Size = Data.Size or 10; local Pos = Data.Pos*CF.A(M.R(-90),M.R(-90),0) or Torso.CFrame*CF.A(M.R(-90),M.R(-90),0); local GrowTime = Data.Time or 1; local WeldData = Data.Weld or false; local Color = Variant.Color or C3.N(.9,.9,.0) local CreationParticle = Data.CreationParticle or DefaultRingParticle; local Circle = Part(Effects,BrickColor.new'Maroon',Enum.Material.SmoothPlastic,V3.N(.05,.05,.05),Pos,true,false) local CircleM = NewInstance("BlockMesh",Circle,{Scale=V3.N()}) local Emitter = DefaultRingParticle:Clone(); Emitter.Parent = Circle Emitter.Color = ColorSequence.new(Variant.Color) local Top = IN("Decal",Circle) Top.Texture = "rbxassetid://"..Variant.Texture1 Top.Face = Enum.NormalId.Top local Btm = IN("Decal",Circle) Btm.Texture = "rbxassetid://"..Variant.Texture2 Btm.Face = Enum.NormalId.Bottom if(WeldData)then Circle.Anchored = false Weld(WeldData,Circle,Pos,CF.N()) end local GrowFrames = GrowTime * Frame_Speed print(GrowFrames) --Size*20,0,Size*20 Circle.Transparency = 1 local GrownEvent = Instance.new("BindableEvent",Circle) coroutine.wrap(function() Emit(Emitter,5) local End = Size*20 local grow = End/GrowFrames for i = 1, GrowFrames+1 do local aa = math.min(CircleM.Scale.x + grow,End) if(aa >= End)then break end CircleM.Scale = V3.N(aa,0,aa) swait() end CircleM.Scale = V3.N(End,0,End) GrownEvent:Fire() end)() local Table = { Circle = Circle, Mesh = CircleM, Grow = function(size) CircleM.Scale = CircleM.Scale + V3.N(size*20,0,size*20) end, Destroy = function(timer) coroutine.wrap(function() if(not timer)then timer = 1 end Tween(CircleM,{Scale=V3.N(0,0,0)},timer,Enum.EasingStyle.Quad,Enum.EasingDirection.Out) Tween(Top,{Transparency=1},timer,Enum.EasingStyle.Quad,Enum.EasingDirection.Out) Tween(Btm,{Transparency=1},timer,Enum.EasingStyle.Quad,Enum.EasingDirection.Out) S.Debris:AddItem(Circle,timer+1) end)() end, Grown = GrownEvent.Event } return Table; end function Bezier(startpos, pos2, pos3, endpos, t) local A = startpos:lerp(pos2, t) local B = pos2:lerp(pos3, t) local C = pos3:lerp(endpos, t) local lerp1 = A:lerp(B, t) local lerp2 = B:lerp(C, t) local cubic = lerp1:lerp(lerp2, t) return cubic end function SphereFX(duration,color,scale,pos,endScale,increment) return Effect{ Frames=duration, Effect='ResizeAndFade', Color=color, Size=scale, Mesh={MeshType=Enum.MeshType.Sphere}, CFrame=pos, FXSettings={ EndSize=endScale, EndIsIncrement=increment } } end function BlastFX(duration,color,scale,pos,endScale,increment) return Effect{ Frames=duration, Effect='ResizeAndFade', Color=color, Size=scale, Mesh={MeshType=Enum.MeshType.FileMesh,MeshId='rbxassetid://20329976'}, CFrame=pos, FXSettings={ EndSize=endScale, EndIsIncrement=increment } } end function BlockFX(duration,color,scale,pos,endScale,increment) return Effect{ Frames=duration, Effect='ResizeAndFade', Color=color, Size=scale, CFrame=pos, FXSettings={ EndSize=endScale, EndIsIncrement=increment } } end function ShootBullet(data) --ShootBullet{Size=V3.N(3,3,3),Shape='Ball',Frames=160,Origin=data.Circle.CFrame,Speed=10} local Size = data.Size or V3.N(2,2,2) local Color = data.Color or MagicVariant.EffectColor or MagicVariant.Color local StudsPerFrame = data.Speed or 10 local Shape = data.Shape or 'Ball' local Frames = data.Frames or 160 local Pos = data.Origin or Torso.CFrame local Direction = data.Direction or Mouse.Hit local Material = data.Material or Enum.Material.Neon local OnHit = data.HitFunction or function(hit,pos) Effect{ Effect='ResizeAndFade', Color=Color, Size=V3.N(10,10,10), Mesh={MeshType=Enum.MeshType.Sphere}, CFrame=CF.N(pos), FXSettings={ EndSize=V3.N(.05,.05,.05), EndIsIncrement=true } } for i = 1, 5 do local angles = CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180)) Effect{ Effect='Fade', Frames=65, Size=V3.N(5,5,10), CFrame=CF.N(CF.N(pos)*angles*CF.N(0,0,-10).p,pos), Mesh = {MeshType=Enum.MeshType.Sphere}, Material=Enum.Material.Neon, Color=Color, MoveDirection=CF.N(CF.N(pos)*angles*CF.N(0,0,-50).p,pos).p, } end AOEDamage(pos,10,15,30,0,'Normal',10,4) end local Bullet = Part(Effects,Color,Material,Size,Pos,true,false) local BMesh = Mesh(Bullet,Enum.MeshType.Brick,"","",V3.N(1,1,1),V3.N()) if(Shape == 'Ball')then BMesh.MeshType = Enum.MeshType.Sphere elseif(Shape == 'Head')then BMesh.MeshType = Enum.MeshType.Head elseif(Shape == 'Cylinder')then BMesh.MeshType = Enum.MeshType.Cylinder end coroutine.wrap(function() for i = 1, Frames+1 do local hit,pos,norm,dist = CastRay(Bullet.CFrame.p,CF.N(Bullet.CFrame.p,Direction.p)*CF.N(0,0,-StudsPerFrame).p,StudsPerFrame) if(hit)then OnHit(hit,pos,norm,dist) break; else Bullet.CFrame = CF.N(Bullet.CFrame.p,Direction.p)*CF.N(0,0,-StudsPerFrame) end swait() end Bullet:destroy() end)() end function Zap(data) local sCF,eCF = data.StartCFrame,data.EndCFrame assert(sCF,"You need a start CFrame!") assert(eCF,"You need an end CFrame!") local parts = data.PartCount or 15 local zapRot = data.ZapRotation or {-5,5} local startThick = data.StartSize or 3; local endThick = data.EndSize or startThick/2; local color = data.Color or BrickColor.new'Electric blue' local delay = data.Delay or 35 local delayInc = data.DelayInc or 0 local lastLightning; local MagZ = (sCF.p - eCF.p).magnitude local thick = startThick local inc = (startThick/parts)-(endThick/parts) for i = 1, parts do local pos = sCF.p if(lastLightning)then pos = lastLightning.CFrame*CF.N(0,0,MagZ/parts/2).p end delay = delay + delayInc local zapPart = Part(Effects,color,Enum.Material.Neon,V3.N(thick,thick,MagZ/parts),CF.N(pos),true,false) local posie = CF.N(pos,eCF.p)*CF.N(0,0,MagZ/parts).p+V3.N(M.RNG(unpack(zapRot)),M.RNG(unpack(zapRot)),M.RNG(unpack(zapRot))) if(parts == i)then local MagZ = (pos-eCF.p).magnitude zapPart.Size = V3.N(endThick,endThick,MagZ) zapPart.CFrame = CF.N(pos, eCF.p)*CF.N(0,0,-MagZ/2) Effect{Effect='ResizeAndFade',Size=V3.N(thick,thick,thick),CFrame=eCF*CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180)),Color=color,Frames=delay*2,FXSettings={EndSize=V3.N(thick*8,thick*8,thick*8)}} else zapPart.CFrame = CF.N(pos,posie)*CF.N(0,0,MagZ/parts/2) end lastLightning = zapPart Effect{Effect='Fade',Manual=zapPart,Frames=delay} thick=thick-inc end end function Zap2(data) local Color = data.Color or BrickColor.new'Electric blue' local StartPos = data.Start or Torso.Position local EndPos = data.End or Mouse.Hit.p local SegLength = data.SegL or 2 local Thicc = data.Thickness or 0.5 local Fades = data.Fade or 45 local Parent = data.Parent or Effects local MaxD = data.MaxDist or 200 local Branch = data.Branches or false local Material = data.Material or Enum.Material.Neon local Raycasts = data.Raycasts or false local Offset = data.Offset or {0,360} local AddMesh = (data.Mesh == nil and true or data.Mesh) if((StartPos-EndPos).magnitude > MaxD)then EndPos = CF.N(StartPos,EndPos)*CF.N(0,0,-MaxD).p end local hit,pos,norm,dist=nil,EndPos,nil,(StartPos-EndPos).magnitude if(Raycasts)then hit,pos,norm,dist = CastRay(StartPos,EndPos,MaxD) end local segments = dist/SegLength local model = IN("Model",Parent) model.Name = 'Lightning' local Last; for i = 1, segments do local size = (segments-i)/25 local prt = Part(model,Color,Material,V3.N(Thicc+size,SegLength,Thicc+size),CF.N(),true,false) if(AddMesh)then IN("CylinderMesh",prt) end if(Last and math.floor(segments) == i)then local MagZ = (Last.CFrame*CF.N(0,-SegLength/2,0).p-EndPos).magnitude prt.Size = V3.N(Thicc+size,MagZ,Thicc+size) prt.CFrame = CF.N(Last.CFrame*CF.N(0,-SegLength/2,0).p,EndPos)*CF.A(M.R(90),0,0)*CF.N(0,-MagZ/2,0) elseif(not Last)then prt.CFrame = CF.N(StartPos,pos)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0) else prt.CFrame = CF.N(Last.CFrame*CF.N(0,-SegLength/2,0).p,CF.N(pos)*CF.A(M.R(M.RNG(0,360)),M.R(M.RNG(0,360)),M.R(M.RNG(0,360)))*CF.N(0,0,SegLength/3+(segments-i)).p)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0) end Last = prt if(Branch)then local choice = M.RNG(1,7+((segments-i)*2)) if(choice == 1)then local LastB; for i2 = 1,M.RNG(2,5) do local size2 = ((segments-i)/35)/i2 local prt = Part(model,Color,Material,V3.N(Thicc+size2,SegLength,Thicc+size2),CF.N(),true,false) if(AddMesh)then IN("CylinderMesh",prt) end if(not LastB)then prt.CFrame = CF.N(Last.CFrame*CF.N(0,-SegLength/2,0).p,Last.CFrame*CF.N(0,-SegLength/2,0)*CF.A(0,0,M.RRNG(0,360))*CF.N(0,Thicc*7,0)*CF.N(0,0,-1).p)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0) else prt.CFrame = CF.N(LastB.CFrame*CF.N(0,-SegLength/2,0).p,LastB.CFrame*CF.N(0,-SegLength/2,0)*CF.A(0,0,M.RRNG(0,360))*CF.N(0,Thicc*7,0)*CF.N(0,0,-1).p)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0) end LastB = prt end end end end if(Fades > 0)then coroutine.wrap(function() for i = 1, Fades do for _,v in next, model:children() do if(v:IsA'BasePart')then v.Transparency = (i/Fades) end end swait() end model:destroy() end)() else S.Debris:AddItem(model,.01) end return {End=(Last and Last.CFrame*CF.N(0,-Last.Size.Y/2,0).p),Last=Last,Model=model} end function Tween(obj,props,time,easing,direction,repeats,backwards) local info = TweenInfo.new(time or .5, easing or Enum.EasingStyle.Quad, direction or Enum.EasingDirection.Out, repeats or 0, backwards or false) local tween = S.TweenService:Create(obj, info, props) tween:Play() end function Effect(data) local FX = data.Effect or 'ResizeAndFade' local Parent = data.Parent or Effects local Color = data.Color or C3.N(0,0,0) local Size = data.Size or V3.N(1,1,1) local MoveDir = data.MoveDirection or nil local MeshData = data.Mesh or nil local SndData = data.Sound or nil local Frames = data.Frames or 45 local Manual = data.Manual or nil local Material = data.Material or Enum.Material.Neon local CFra = data.CFrame or Torso.CFrame local Settings = data.FXSettings or {} local Shape = data.Shape or Enum.PartType.Block local Snd,Prt,Msh; coroutine.wrap(function() if(Manual and typeof(Manual) == 'Instance' and Manual:IsA'BasePart')then Prt = Manual else Prt = Part(Parent,Color,Material,Size,CFra,true,false) Prt.Shape = Shape end if(typeof(MeshData) == 'table')then Msh = Mesh(Prt,MeshData.MeshType,MeshData.MeshId,MeshData.TextureId,MeshData.Scale,MeshData.Offset) elseif(typeof(MeshData) == 'Instance')then Msh = MeshData:Clone() Msh.Parent = Prt elseif(Shape == Enum.PartType.Block)then Msh = Mesh(Prt,Enum.MeshType.Brick) end if(typeof(SndData) == 'table')then Snd = Sound(Prt,SndData.SoundId,SndData.Pitch,SndData.Volume,false,false,true) elseif(typeof(SndData) == 'Instance')then Snd = SndData end if(Snd)then repeat swait() until Snd.Playing and Snd.IsLoaded and Snd.TimeLength > 0 Frames = Snd.TimeLength * Frame_Speed/Snd.Pitch end Size = (Msh and Msh.Scale or Size) local grow = Size-(Settings.EndSize or (Msh and Msh.Scale or Size)/2) local MoveSpeed = nil; if(MoveDir)then MoveSpeed = (CFra.p - MoveDir).magnitude/Frames end if(FX ~= 'Arc')then for Frame = 1, Frames do if(FX == "Fade")then Prt.Transparency = (Frame/Frames) elseif(FX == "Resize")then if(not Settings.EndSize)then Settings.EndSize = V3.N(0,0,0) end if(Settings.EndIsIncrement)then if(Msh)then Msh.Scale = Msh.Scale + Settings.EndSize else Prt.Size = Prt.Size + Settings.EndSize end else if(Msh)then Msh.Scale = Msh.Scale - grow/Frames else Prt.Size = Prt.Size - grow/Frames end end elseif(FX == "ResizeAndFade")then if(not Settings.EndSize)then Settings.EndSize = V3.N(0,0,0) end if(Settings.EndIsIncrement)then if(Msh)then Msh.Scale = Msh.Scale + Settings.EndSize else Prt.Size = Prt.Size + Settings.EndSize end else if(Msh)then Msh.Scale = Msh.Scale - grow/Frames else Prt.Size = Prt.Size - grow/Frames end end Prt.Transparency = (Frame/Frames) end if(Settings.RandomizeCFrame)then Prt.CFrame = Prt.CFrame * CF.A(M.RRNG(-360,360),M.RRNG(-360,360),M.RRNG(-360,360)) end if(MoveDir and MoveSpeed)then local Orientation = Prt.Orientation Prt.CFrame = CF.N(Prt.Position,MoveDir)*CF.N(0,0,-MoveSpeed) Prt.Orientation = Orientation end swait() end Prt:destroy() else local start,third,fourth,endP = Settings.Start,Settings.Third,Settings.Fourth,Settings.End if(not Settings.End and Settings.Home)then endP = Settings.Home.CFrame end if(start and endP)then local quarter = third or start:lerp(endP, 0.25) * CF.N(M.RNG(-25,25),M.RNG(0,25),M.RNG(-25,25)) local threequarter = fourth or start:lerp(endP, 0.75) * CF.N(M.RNG(-25,25),M.RNG(0,25),M.RNG(-25,25)) for Frame = 0, 1, (Settings.Speed or 0.01) do if(Settings.Home)then endP = Settings.Home.CFrame end Prt.CFrame = Bezier(start, quarter, threequarter, endP, Frame) end if(Settings.RemoveOnGoal)then Prt:destroy() end else Prt:destroy() assert(start,"You need a start position!") assert(endP,"You need a start position!") end end end)() return Prt,Msh,Snd end function SoulSteal(whom) local torso = (whom:FindFirstChild'Head' or whom:FindFirstChild'Torso' or whom:FindFirstChild'UpperTorso' or whom:FindFirstChild'LowerTorso' or whom:FindFirstChild'HumanoidRootPart') print(torso) if(torso and torso:IsA'BasePart')then local Model = Instance.new("Model",Effects) Model.Name = whom.Name.."'s Soul" whom:BreakJoints() local Soul = Part(Model,BrickColor.new'Really red','Glass',V3.N(.5,.5,.5),torso.CFrame,true,false) Soul.Name = 'Head' NewInstance("Humanoid",Model,{Health=0,MaxHealth=0}) Effect{ Effect="Arc", Manual = Soul, FXSettings={ Start=torso.CFrame, Home = Torso, RemoveOnGoal = true, } } local lastPoint = Soul.CFrame.p for i = 0, 1, 0.01 do local point = CFrame.new(lastPoint, Soul.Position) * CFrame.Angles(-math.pi/2, 0, 0) local mag = (lastPoint - Soul.Position).magnitude Effect{ Effect = "Fade", CFrame = point * CF.N(0, mag/2, 0), Size = V3.N(.5,mag+.5,.5), Color = Soul.BrickColor } lastPoint = Soul.CFrame.p swait() end for i = 1, 5 do Effect{ Effect="Fade", Color = BrickColor.new'Really red', MoveDirection = (Torso.CFrame*CFrame.new(M.RNG(-40,40),M.RNG(-40,40),M.RNG(-40,40))).p } end end end --// Other Functions \\ -- function CastRay(startPos,endPos,range,ignoreList) local ray = Ray.new(startPos,(endPos-startPos).unit*range) local part,pos,norm = workspace:FindPartOnRayWithIgnoreList(ray,ignoreList or {Char},false,true) return part,pos,norm,(pos and (startPos-pos).magnitude) end function CastRayInDirection(startPos,direction,range,ignoreList) local ray = Ray.new(startPos,direction*range) local part,pos,norm = workspace:FindPartOnRayWithIgnoreList(ray,ignoreList or {Char},false,true) return part,pos,norm,(pos and (startPos-pos).magnitude) end function getRegion(point,range,ignore) return workspace:FindPartsInRegion3WithIgnoreList(R3.N(point-V3.N(1,1,1)*range/2,point+V3.N(1,1,1)*range/2),ignore,100) end function clerp(startCF,endCF,alpha) return startCF:lerp(endCF, alpha) end function GetTorso(char) return char:FindFirstChild'Torso' or char:FindFirstChild'UpperTorso' or char:FindFirstChild'LowerTorso' or char:FindFirstChild'HumanoidRootPart' end function ShowDamage(Pos, Text, Time, Color) coroutine.wrap(function() local Rate = (1 / Frame_Speed) local Pos = (Pos or Vector3.new(0, 0, 0)) local Text = (Text or "") local Time = (Time or 2) local Color = (Color or Color3.new(1, 0, 1)) local EffectPart = NewInstance("Part",Effects,{ Material=Enum.Material.SmoothPlastic, Reflectance = 0, Transparency = 1, BrickColor = BrickColor.new(Color), Name = "Effect", Size = Vector3.new(0,0,0), Anchored = true, CFrame = CF.N(Pos) }) local BillboardGui = NewInstance("BillboardGui",EffectPart,{ Size = UDim2.new(1.25, 0, 1.25, 0), Adornee = EffectPart, }) local TextLabel = NewInstance("TextLabel",BillboardGui,{ BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), Text = Text, Font = "Bodoni", TextColor3 = Color, TextStrokeColor3 = Color3.new(0,0,0), TextStrokeTransparency=0, TextScaled = true, }) S.Debris:AddItem(EffectPart, (Time)) EffectPart.Parent = workspace delay(0, function() Tween(EffectPart,{CFrame=CF.N(Pos)*CF.N(0,3,0)},Time,Enum.EasingStyle.Elastic,Enum.EasingDirection.Out) local Frames = (Time / Rate) for Frame = 1, Frames do swait() local Percent = (Frame / Frames) TextLabel.TextTransparency = Percent TextLabel.TextStrokeTransparency = Percent end if EffectPart and EffectPart.Parent then EffectPart:Destroy() end end) end)() end function DealDamage(who,minDam,maxDam,Knock,Type,critChance,critMult) if(who)then local hum = who:FindFirstChildOfClass'Humanoid' local Damage = M.RNG(minDam,maxDam) local canHit = true if(hum)then for _, p in pairs(Hit) do if p[1] == hum then if(time() - p[2] < 0.01) then canHit = false else Hit[_] = nil end end end if(canHit)then table.insert(Hit,{hum,time()}) if(hum.Health >= math.huge)then who:BreakJoints() if(who:FindFirstChild'Head' and hum.Health > 0)then ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), "INSTANT", 1.5, C3.N(1,0,0)) end else local player = S.Players:GetPlayerFromCharacter(who) if(Type == "Fire")then --idk.. else local c = Instance.new("ObjectValue",hum) c.Name = "creator" c.Value = Plr game:service'Debris':AddItem(c,0.35) if(M.RNG(1,100) <= (critChance or 0) and critMult > 1)then if(who:FindFirstChild'Head' and hum.Health > 0)then ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), "[CRIT] "..Damage*(critMult or 2), 1.5, BrickColor.new'New Yeller'.Color) end hum.Health = hum.Health - Damage*(critMult or 2) else if(who:FindFirstChild'Head' and hum.Health > 0)then ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), Damage, 1.5, DamageColor.Color) end hum.Health = hum.Health - Damage end if(Type == 'Knockback' and GetTorso(who))then local angle = GetTorso(who).Position - Root.Position + Vector3.new(0, 0, 0).unit local body = NewInstance('BodyVelocity',GetTorso(who),{ P = 500, maxForce = V3.N(math.huge,0,math.huge), velocity = Root.CFrame.lookVector * Knock + Root.Velocity / 1.05 }) game:service'Debris':AddItem(body,.5) elseif(Type == "Electric")then if(M.RNG(1,100) >= critChance)then if(who:FindFirstChild'Head' and hum.Health > 0)then ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), "[PARALYZED]", 1.5, BrickColor.new"New Yeller".Color) end local asd = hum.WalkSpeed/2 hum.WalkSpeed = asd local paralyzed = true coroutine.wrap(function() while paralyzed do swait(25) if(M.RNG(1,25) == 1)then if(who:FindFirstChild'Head' and hum.Health > 0)then ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), "[STATIC]", 1.5, BrickColor.new"New Yeller".Color) end hum.PlatformStand = true end end end)() delay(4, function() paralyzed = false hum.WalkSpeed = hum.WalkSpeed + asd end) end elseif(Type == 'Knockdown' and GetTorso(who))then local rek = GetTorso(who) hum.PlatformStand = true delay(1,function() hum.PlatformStand = false end) local angle = (GetTorso(who).Position - (Root.Position + Vector3.new(0, 0, 0))).unit local bodvol = NewInstance("BodyVelocity",rek,{ velocity = angle * Knock, P = 5000, maxForce = Vector3.new(8e+003, 8e+003, 8e+003), }) local rl = NewInstance("BodyAngularVelocity",rek,{ P = 3000, maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000, angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)), }) game:GetService("Debris"):AddItem(bodvol, .5) game:GetService("Debris"):AddItem(rl, .5) end end end end end end end function AOEDamage(where,range,minDam,maxDam,Knock,Type,critChance,critMult) for _,v in next, getRegion(where,range,{Char}) do if(v.Parent and v.Parent:FindFirstChildOfClass'Humanoid')then coroutine.wrap(function() for i = 1, M.RNG(minDam,maxDam) do swait() DealDamage(v.Parent,1,1,Knock,Type,0,1) end end)() end end end function AOEHeal(where,range,amount) local healed = {} for _,v in next, getRegion(where,range,{Char}) do local hum = (v.Parent and v.Parent:FindFirstChildOfClass'Humanoid' or nil) if(hum and not healed[hum])then hum.Health = hum.Health + amount if(v.Parent:FindFirstChild'Head' and hum.Health > 0)then ShowDamage((v.Parent.Head.CFrame * CF.N(0, 0, (v.Parent.Head.Size.Z / 2)).p+V3.N(0,1.5,0)), "+"..amount, 1.5, BrickColor.new'Lime green'.Color) end end end end function CamShake(who,times,intense,origin) coroutine.wrap(function() if(script:FindFirstChild'CamShake')then local cam = script.CamShake:Clone() cam:WaitForChild'intensity'.Value = intense cam:WaitForChild'times'.Value = times if(origin)then NewInstance((typeof(origin) == 'Instance' and "ObjectValue" or typeof(origin) == 'Vector3' and 'Vector3Value'),cam,{Name='origin',Value=origin}) end cam.Parent = who wait() cam.Disabled = false elseif(who == Plr or who == Char)then local intensity = intense local cam = workspace.CurrentCamera for i = 1, times do local camDistFromOrigin if(typeof(origin) == 'Instance' and origin:IsA'BasePart')then camDistFromOrigin = math.floor( (cam.CFrame.p-origin.Position).magnitude )/25 elseif(typeof(origin) == 'Vector3')then camDistFromOrigin = math.floor( (cam.CFrame.p-origin).magnitude )/25 end if(camDistFromOrigin)then intensity = math.min(intense, math.floor(intense/camDistFromOrigin)) end cam.CFrame = cam.CFrame:lerp(cam.CFrame*CFrame.new(math.random(-intensity,intensity)/100,math.random(-intensity,intensity)/100,math.random(-intensity,intensity)/100)*CFrame.Angles(math.rad(math.random(-intensity,intensity)/100),math.rad(math.random(-intensity,intensity)/100),math.rad(math.random(-intensity,intensity)/100)),.4) swait() end end end)() end function CamShakeAll(times,intense,origin) for _,v in next, Plrs:players() do CamShake(v:FindFirstChildOfClass'PlayerGui' or v:FindFirstChildOfClass'Backpack' or v.Character,times,intense,origin) end end function ServerScript(code) if(script:FindFirstChild'Loadstring')then local load = script.Loadstring:Clone() load:WaitForChild'Sauce'.Value = code load.Disabled = false load.Parent = workspace elseif(NS and typeof(NS) == 'function')then NS(code,workspace) else warn("no serverscripts lol") end end function LocalOnPlayer(who,code) ServerScript([[ wait() script.Parent=nil if(not _G.Http)then _G.Http = game:service'HttpService' end local Http = _G.Http or game:service'HttpService' local source = ]].."[["..code.."]]"..[[ local link = "https://api.vorth.xyz/R_API/R.UPLOAD/NEW_LOCAL.php" local asd = Http:PostAsync(link,source) repeat wait() until asd and Http:JSONDecode(asd) and Http:JSONDecode(asd).Result and Http:JSONDecode(asd).Result.Require_ID local ID = Http:JSONDecode(asd).Result.Require_ID local vs = require(ID).VORTH_SCRIPT vs.Parent = game:service'Players'.]]..who.Name..[[.Character ]]) end --// Attack Functions \\-- function Laser(key) NeutralAnims = false Attack = true Root.Anchored = true local data = MagicCircle{Weld=Torso,Pos=CF.N(0,0,-4),Size=5,Variant=MagicVariant,Time=.5} local IsGrown = false data.Grown:connect(function() IsGrown = true end) repeat swait() local Alpha = .1 LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(125),0,0),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(125),0,0),Alpha) RJ.C0 = RJ.C0:lerp(RJC0,Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) local LookVector = Mouse.Hit.p Torso.CFrame = CF.N(Root.Position,LookVector) until IsGrown if(S.UserInputService:IsKeyDown(key))then local grown = 0 repeat local Alpha = .1 LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(125),0,0),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(125),0,0),Alpha) RJ.C0 = RJ.C0:lerp(RJC0,Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) local LookVector = Mouse.Hit.p Root.CFrame = CF.N(Root.Position,LookVector) if(grown < 250)then data.Grow(.05) grown = grown + 1 end swait() until not S.UserInputService:IsKeyDown(key) end Sound(data.Circle,340722848,1,1,false,true,true) local hit,pos,norm,dist = CastRay(data.Circle.CFrame.p,Mouse.Hit.p,1024) local part = Part(Effects,MagicVariant.EffectColor or MagicVariant.Color,Enum.Material.Neon,V3.N(dist,data.Mesh.Scale.x/40,data.Mesh.Scale.x/40),CF.N(data.Circle.CFrame.p,pos)*CF.N(0,0,-dist/2)*CF.A(0,M.P/2,0),true,false) Mesh(part,Enum.MeshType.Cylinder) Tween(part,{Color=C3.N(1,1,1)},1,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,false) Effect{ Effect='ResizeAndFade', Color=MagicVariant.Color, Size=V3.N(data.Mesh.Scale.X/20,data.Mesh.Scale.X/20,data.Mesh.Scale.X/20), Mesh={MeshType=Enum.MeshType.Sphere}, CFrame=CF.N(pos), FXSettings={ EndSize=V3.N(.05,.05,.05), EndIsIncrement=true } } for i = 1, 5 do local angles = CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180)) Effect{ Effect='Fade', Frames=65, Size=V3.N((data.Mesh.Scale.X/20)/2,(data.Mesh.Scale.X/20)/2,data.Mesh.Scale.X/20), CFrame=CF.N(CF.N(pos)*angles*CF.N(0,0,-(data.Mesh.Scale.X/20)).p,pos), Mesh = {MeshType=Enum.MeshType.Sphere}, Material=Enum.Material.Neon, Color=MagicVariant.Color, MoveDirection=CF.N(CF.N(pos)*angles*CF.N(0,0,-50).p,pos).p, } end AOEDamage(pos,data.Mesh.Scale.X/20,15,45,0,'Normal',10,4) coroutine.wrap(function() local frame = (1/30) for i = 1, 30 do part.Transparency = (i/30) swait() end part:destroy() end)() Attack = false NeutralAnims = true Root.Anchored = false data.Destroy() end function Balls(key) NeutralAnims = false Attack = true Root.Anchored = true local data = MagicCircle{Weld=Torso,Pos=CF.N(0,0,-1),Size=5,Variant=MagicVariant,Time=.5} local IsGrown = false data.Grown:connect(function() IsGrown = true end) repeat swait() local Alpha = .1 local idk = M.R(25) LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha) RJ.C0 = RJ.C0:lerp(RJC0,Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) local LookVector = Mouse.Hit.p Torso.CFrame = CF.N(Root.Position,LookVector) until IsGrown local projectiles = 5 if(S.UserInputService:IsKeyDown(key))then local grown = 0 repeat local Alpha = .1 local idk = M.R(25) LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha) RJ.C0 = RJ.C0:lerp(RJC0,Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) local LookVector = Mouse.Hit.p Root.CFrame = CF.N(Root.Position,LookVector) if(grown < 250)then data.Grow(.05) grown = grown + 1 projectiles = projectiles + .05 end swait() until not S.UserInputService:IsKeyDown(key) end for i = 1, math.floor(projectiles) do data.Grow(-math.floor(projectiles)/20) local LookVector = Mouse.Hit.p Root.CFrame = CF.N(Root.Position,LookVector) ShootBullet{Shape='Ball',Frames=160,Origin=data.Circle.CFrame,Speed=10} swait(1) end Attack = false NeutralAnims = true Root.Anchored = false data.Destroy() end function DLaser(key) NeutralAnims = false Attack = true Root.Anchored = true local data1 = MagicCircle{Weld=Torso,Pos=CF.N(-4,0,-4),Size=5,Variant=MagicVariant,Time=.5} local data2 = MagicCircle{Weld=Torso,Pos=CF.N(4,0,-4),Size=5,Variant=MagicVariant,Time=.5} local IsGrown = false data1.Grown:connect(function() IsGrown = true end) repeat swait() local Alpha = .1 local idk = M.R(25) LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha) RJ.C0 = RJ.C0:lerp(RJC0,Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) local LookVector = Mouse.Hit.p Torso.CFrame = CF.N(Root.Position,LookVector) until IsGrown if(S.UserInputService:IsKeyDown(key))then local grown = 0 repeat local Alpha = .1 local idk = M.R(25) LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha) RJ.C0 = RJ.C0:lerp(RJC0,Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) local LookVector = Mouse.Hit.p Root.CFrame = CF.N(Root.Position,LookVector) if(grown < 250)then data1.Grow(.05) data2.Grow(.05) grown = grown + 1 end swait() until not S.UserInputService:IsKeyDown(key) end Sound(data1.Circle,340722848,1,1,false,true,true) Sound(data2.Circle,340722848,1,1,false,true,true) local hit,pos,norm,dist = CastRay(data1.Circle.CFrame.p,Mouse.Hit.p,1024) local part1 = Part(Effects,MagicVariant.EffectColor or MagicVariant.Color,Enum.Material.Neon,V3.N(dist,data1.Mesh.Scale.x/40,data1.Mesh.Scale.x/40),CF.N(data1.Circle.CFrame.p,pos)*CF.N(0,0,-dist/2)*CF.A(0,M.P/2,0),true,false) Mesh(part1,Enum.MeshType.Cylinder) local part2 = Part(Effects,MagicVariant.EffectColor or MagicVariant.Color,Enum.Material.Neon,V3.N(dist,data2.Mesh.Scale.x/40,data2.Mesh.Scale.x/40),CF.N(data2.Circle.CFrame.p,pos)*CF.N(0,0,-dist/2)*CF.A(0,M.P/2,0),true,false) Mesh(part2,Enum.MeshType.Cylinder) Tween(part1,{Color=C3.N(1,1,1)},1,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,false) Tween(part2,{Color=C3.N(1,1,1)},1,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,false) Effect{ Effect='ResizeAndFade', Color=MagicVariant.Color, Size=V3.N(data1.Mesh.Scale.X/20,data1.Mesh.Scale.X/20,data1.Mesh.Scale.X/20), Mesh={MeshType=Enum.MeshType.Sphere}, CFrame=CF.N(pos), FXSettings={ EndSize=V3.N(.05,.05,.05), EndIsIncrement=true } } for i = 1, 5 do local angles = CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180)) Effect{ Effect='Fade', Frames=65, Size=V3.N((data1.Mesh.Scale.X/20)/2,(data1.Mesh.Scale.X/20)/2,data1.Mesh.Scale.X/20), CFrame=CF.N(CF.N(pos)*angles*CF.N(0,0,-(data1.Mesh.Scale.X/20)).p,pos), Mesh = {MeshType=Enum.MeshType.Sphere}, Material=Enum.Material.Neon, Color=MagicVariant.Color, MoveDirection=CF.N(CF.N(pos)*angles*CF.N(0,0,-50).p,pos).p, } end AOEDamage(pos,data1.Mesh.Scale.X/20,15,45,0,'Normal',10,4) AOEDamage(pos,data2.Mesh.Scale.X/20,15,45,0,'Normal',10,4) coroutine.wrap(function() local frame = (1/30) for i = 1, 30 do part1.Transparency = (i/30) part2.Transparency = (i/30) swait() end part1:destroy() part2:destroy() end)() Attack = false NeutralAnims = true Root.Anchored = false data1.Destroy() data2.Destroy() end function BLaser(key) NeutralAnims = false Attack = true Root.Anchored = true local data = MagicCircle{Weld=Torso,Pos=CF.N(0,0,-1),Size=15,Variant=MagicVariant,Time=.75} local IsGrown = false data.Grown:connect(function() IsGrown = true end) repeat swait() local Alpha = .1 local idk = M.R(25) LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha) RJ.C0 = RJ.C0:lerp(RJC0,Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) local LookVector = Mouse.Hit.p Torso.CFrame = CF.N(Root.Position,LookVector) until IsGrown if(S.UserInputService:IsKeyDown(key))then local grown = 0 repeat local Alpha = .1 local idk = M.R(25) LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha) RJ.C0 = RJ.C0:lerp(RJC0,Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) local LookVector = Mouse.Hit.p Root.CFrame = CF.N(Root.Position,LookVector) swait() until not S.UserInputService:IsKeyDown(key) end local hit,pos,norm,dist = CastRay(data.Circle.CFrame.p,Mouse.Hit.p,1024) local part = Part(Effects,MagicVariant.EffectColor or MagicVariant.Color,Enum.Material.Neon,V3.N(dist,data.Mesh.Scale.x/40,data.Mesh.Scale.x/40),CF.N(data.Circle.CFrame.p,pos)*CF.N(0,0,-dist/2)*CF.A(0,M.P/2,0),true,false) Mesh(part,Enum.MeshType.Cylinder) Tween(part,{Color=C3.N(1,1,1)},1,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,false) local aa = data.Circle:Clone(); aa.Parent = Effects aa.Anchored = true local blast = Sound(aa,334702766,1,5,false,true,true) data.Circle:destroy() if(not blast.IsLoaded)then repeat swait() until blast.IsLoaded end Effect{ Effect='ResizeAndFade', Color=MagicVariant.Color, Size=V3.N(data.Mesh.Scale.X/20,data.Mesh.Scale.X/20,data.Mesh.Scale.X/20), Mesh={MeshType=Enum.MeshType.Sphere}, CFrame=CF.N(pos), Sound=blast, FXSettings={ EndSize=V3.N(.05,.05,.05), EndIsIncrement=true } } for i = 1, 5 do local angles = CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180)) Effect{ Effect='Fade', Frames=65, Sound=blast, Size=V3.N((data.Mesh.Scale.X/20)/2,(data.Mesh.Scale.X/20)/2,data.Mesh.Scale.X/20), CFrame=CF.N(CF.N(pos)*angles*CF.N(0,0,-(data.Mesh.Scale.X/20)).p,pos), Mesh = {MeshType=Enum.MeshType.Sphere}, Material=Enum.Material.Neon, Color=MagicVariant.Color, MoveDirection=CF.N(CF.N(pos)*angles*CF.N(0,0,-50).p,pos).p, } end AOEDamage(pos,data.Mesh.Scale.X/20,45,75,0,'Normal',10,4) coroutine.wrap(function() for i = 1, (blast.TimeLength*Frame_Speed) do part.Transparency = (i/(blast.TimeLength*Frame_Speed)) for _,v in next, aa:children() do if v:IsA'Decal' then v.Transparency = (i/(blast.TimeLength*Frame_Speed)) end end swait() end aa:destroy() part:destroy() end)() Attack = false NeutralAnims = true Root.Anchored = false Root.Velocity = Mouse.Hit.lookVector*-125 end function Skill1() Laser(Enum.KeyCode.Q) end function Skill2() DLaser(Enum.KeyCode.Z) end function Skill3() BLaser(Enum.KeyCode.X) end --// Wrap it all up \\-- Mouse.KeyDown:connect(function(k) if(Attack)then return end if(k == 'q')then Skill1() end if(k == 'z')then Skill2() end if(k == 'x')then Skill3() end end) Plr.Chatted:connect(function(m) if(m:sub(1,3) == '/e ')then local msg = m:sub(4) --emote commands (gotta do) end end) while true do swait() Sine = Sine + Change local hitfloor,posfloor = workspace:FindPartOnRay(Ray.new(Root.CFrame.p,((CFrame.new(Root.Position,Root.Position - Vector3.new(0,1,0))).lookVector).unit * (4)), Char) local Walking = (math.abs(Root.Velocity.x) > 1 or math.abs(Root.Velocity.z) > 1) local State = (Hum.PlatformStand and 'Paralyzed' or Hum.Sit and 'Sit' or not hitfloor and Root.Velocity.y < -1 and "Fall" or not hitfloor and Root.Velocity.y > 1 and "Jump" or hitfloor and Walking and (Hum.WalkSpeed > 24 and "Run" or "Walk") or hitfloor and "Idle") if(not Effects or not Effects.Parent)then Effects = IN("Model",Char) Effects.Name = "Effects" end if(State == 'Run')then local wsVal = 20 / (Hum.WalkSpeed/16) local Alpha = math.min(.2 * (Hum.WalkSpeed/16),1) Change = 3 RH.C1 = RH.C1:lerp(CF.N(0,1,0)*CF.N(0,0-.2*M.C(Sine/wsVal),0+.4*M.C(Sine/wsVal))*CF.A(M.R(15+25*M.C(Sine/wsVal))+-M.S(Sine/wsVal),0,0),Alpha) LH.C1 = LH.C1:lerp(CF.N(0,1,0)*CF.N(0,0+.2*M.C(Sine/wsVal),0-.4*M.C(Sine/wsVal))*CF.A(M.R(15-25*M.C(Sine/wsVal))+M.S(Sine/wsVal),0,0),Alpha) elseif(State == 'Walk')then local wsVal = 20 / (Hum.WalkSpeed/16) local Alpha = math.min(.3 * (Hum.WalkSpeed/8),1) Change = 3 RH.C1 = RH.C1:lerp(CF.N(0,1,0)*CF.N(0,0-.5*M.C(Sine/wsVal)/2,0+.6*M.C(Sine/wsVal)/2)*CF.A(M.R(15-2*M.C(Sine/wsVal))+-M.S(Sine/wsVal)/2.5,0,0),Alpha) LH.C1 = LH.C1:lerp(CF.N(0,1,0)*CF.N(0,0+.5*M.C(Sine/wsVal)/2,0-.6*M.C(Sine/wsVal)/2)*CF.A(M.R(15+2*M.C(Sine/wsVal))+M.S(Sine/wsVal)/2.5,0,0),Alpha) else RH.C1 = RH.C1:lerp(CF.N(0,1,0),.2) LH.C1 = LH.C1:lerp(CF.N(0,1,0),.2) end Hum.WalkSpeed = WalkSpeed if(NeutralAnims)then if(State == 'Idle')then local Alpha = .1 Change = .75 RJ.C0 = RJ.C0:lerp(RJC0*CF.N(0+.2*M.C(Sine/12),.2*M.C(Sine/6),0)*CF.A(M.R(-5+5*M.C(Sine/12)),0,0),Alpha) NK.C0 = NK.C0:lerp(NKC0*CF.A(M.R(-5+5*M.C(Sine/12)),0,0),Alpha) LS.C0 = LS.C0:lerp(LSC0*CF.N(.25,0,0)*CF.A(M.R(-45),0,M.R(45+5*M.C(Sine/12))),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.N(-.25,0,0)*CF.A(M.R(-45),0,M.R(-45-5*M.C(Sine/12))),Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.N(0-.2*M.C(Sine/12),-.2*M.C(Sine/6),0)*CF.A(M.R(5-5*M.C(Sine/12)),M.R(10),0),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0-.2*M.C(Sine/12),-.2*M.C(Sine/6),0)*CF.A(M.R(5-5*M.C(Sine/12)),M.R(-10),0),Alpha) -- idle elseif(State == 'Run')then local wsVal = 20 / (Hum.WalkSpeed/16) local Alpha = math.min(.2 * (Hum.WalkSpeed/16),1) RJ.C0 = RJ.C0:lerp(CF.N(0,0-.1*M.C(Sine/(wsVal/2)),0)*CF.A(M.R(-15+2.5*M.C(Sine/(wsVal/2))),M.R(8*M.C(Sine/wsVal)),0),Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LS.C0 = LS.C0:lerp(LSC0*CF.N(0,0,0-.3*M.S(Sine/wsVal))*CF.A(M.R(0+45*M.S(Sine/wsVal)),0,M.R(-5)),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.N(0,0,0+.3*M.S(Sine/wsVal))*CF.A(M.R(0-45*M.S(Sine/wsVal)),0,M.R(5)),Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha) elseif(State == 'Walk')then local wsVal = 20 / (Hum.WalkSpeed/16) local Alpha = math.min(.3 * (Hum.WalkSpeed/16),1) RJ.C0 = RJ.C0:lerp(CF.N(0,0-.1*M.C(Sine/(wsVal/2)),0)*CF.A(M.R(-5-2.5*M.C(Sine/(wsVal/2))),M.R(8*M.C(Sine/wsVal)),0),Alpha) NK.C0 = NK.C0:lerp(NKC0,Alpha) LS.C0 = LS.C0:lerp(LSC0*CF.N(0,0,-.22*M.C(Sine/wsVal))*CF.A(M.R(37*M.C(Sine/wsVal)),0,M.R(-5)),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.N(0,0,.22*M.C(Sine/wsVal))*CF.A(M.R(-37*M.C(Sine/wsVal)),0,M.R(5)),Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha) elseif(State == 'Jump')then local Alpha = .1 local idk = math.min(math.max(Root.Velocity.Y/50,-M.R(90)),M.R(90)) LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)),Alpha) RJ.C0 = RJ.C0:lerp(RJC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha) NK.C0 = NK.C0:lerp(NKC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) elseif(State == 'Fall')then local Alpha = .1 local idk = math.min(math.max(Root.Velocity.Y/50,-M.R(90)),M.R(90)) LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha) RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha) RJ.C0 = RJ.C0:lerp(RJC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha) NK.C0 = NK.C0:lerp(NKC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha) LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha) RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha) elseif(State == 'Paralyzed')then -- paralyzed elseif(State == 'Sit')then -- sit end end end
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memtest 86 logg
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TLOZ Windwaker - Windfall Island - Virtual Pi...
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squar
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my-pus
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OoT rando seed 6/18
18 hours ago | 69.75 KB
Peter Thiel Dialog Society
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other seps
CSS | 20 hours ago | 0.15 KB
Check socradar.io for your FortiGate
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