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wait(1/60) --// 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 --// Initializing \\-- local Plr = Plrs.LocalPlayer 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 Mouse = Plr:GetMouse() local Hit = {} local Sine = 0 local Change = 1 local BloodPuddles = {} 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 \\-- local baseSound = IN("Sound") function Sound(parent,id,pitch,volume,looped,effect,autoPlay) local Sound = baseSound:Clone() 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 or who:IsDescendantOf(Plr))then local intensity = intense if(Hum and not Hum:FindFirstChild'CamShaking')then local cam = workspace.CurrentCamera local oCO = Hum.CameraOffset local cs = Instance.new("BoolValue",Hum) cs.Name = "CamShaking" for i = 1, times do local camDistFromOrigin if(typeof(origin) == 'Instance' and origin:IsA'BasePart')then camDistFromOrigin = math.floor( (cam.CoordinateFrame.p-origin.Position).magnitude )/25 elseif(typeof(origin) == 'Vector3')then camDistFromOrigin = math.floor( (cam.CoordinateFrame.p-origin).magnitude )/25 end if(camDistFromOrigin)then intensity = math.min(intense, math.floor(intense/camDistFromOrigin)) end --cam.CoordinateFrame = cam.CoordinateFrame*CFrame.fromEulerAnglesXYZ(math.random(-intensity,intensity)/200,math.random(-intensity,intensity)/200,math.random(-intensity,intensity)/200) if(Hum)then Hum.CameraOffset = Vector3.new(math.random(-intensity,intensity)/200,math.random(-intensity,intensity)/200,math.random(-intensity,intensity)/200) end swait() end if(Hum)then Hum.CameraOffset = oCO end cs:destroy() 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 --// Customization \\-- local Frame_Speed = 200 -- The frame speed for swait. 1 is automatically divided by this local Remove_Hats = true local Remove_Clothing = true local PlayerSize = 3 local DamageColor = BrickColor.new'Really red' local MusicID = 2269011765 local God = false local Muted = false local angerCounter = 8; -- lower = faster local angry = false local WalkSpeed = 16 --// Weapon and GUI creation, and Character Customization \\-- if(Remove_Hats)then Instance.ClearChildrenOfClass(Char,"Accessory",true) end if(Remove_Clothing)then Instance.ClearChildrenOfClass(Char,"Clothing",true) Instance.ClearChildrenOfClass(Char,"ShirtGraphic",true) end local rule = Part(Char,BrickColor.new'Linen',Enum.Material.Wood,V3.N(.2,.5,4),CF.N(),false,false) local rd = NewInstance("Decal",rule,{Texture='rbxassetid://109519158',Face='Right'}) local ld = NewInstance("Decal",rule,{Texture='rbxassetid://109519158',Face='Left'}) if(PlayerSize ~= 1)then for _,v in next, Char:GetDescendants() do if(v:IsA'BasePart')then v.Size = v.Size * PlayerSize end end end local Music = Sound(Char,MusicID,1,3,true,false,true) Music.Name = 'Music' --// 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 * PlayerSize,0.5 * PlayerSize,0),C1 = CF.N(0,.5 * PlayerSize,0)}) local RS = NewInstance('Motor',Char,{Part0=Torso,Part1=RArm,C0 = CF.N(1.1 * PlayerSize,0.5 * PlayerSize,0),C1 = CF.N(0,.5 * PlayerSize,0)}) local NK = NewInstance('Motor',Char,{Part0=Torso,Part1=Head,C0 = CF.N(0,1.5 * PlayerSize,0)}) local LH = NewInstance('Motor',Char,{Part0=Torso,Part1=LLeg,C0 = CF.N(-.5 * PlayerSize,-1 * PlayerSize,0),C1 = CF.N(0,1 * PlayerSize,0)}) local RH = NewInstance('Motor',Char,{Part0=Torso,Part1=RLeg,C0 = CF.N(.5 * PlayerSize,-1 * PlayerSize,0),C1 = CF.N(0,1 * PlayerSize,0)}) local RJ = NewInstance('Motor',Char,{Part0=Root,Part1=Torso}) local HW = NewInstance('Motor',Char,{Part0=RArm,Part1=rule,C0=CF.N(0,-1,-1)}) 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 NoobySphere(Lifetime,Speed,Type,Pos,StartSize,Inc,Color,Range,MeshId,Axis) local fxP = Part(Effects,Color,Enum.Material.Neon,V3.N(1,1,1),Pos+Pos.lookVector*Range,true,false) local fxM = Mesh(fxP,(MeshId and Enum.MeshType.FileMesh or Enum.MeshType.Sphere),(MeshId and "rbxassetid://"..MeshId or ""),"",StartSize,V3.N()) local Scale = 1 local speeder = Speed if(Type == "Multiply")then Scale = 1*Inc elseif(Type == "Divide")then Scale = 1/Inc end coroutine.wrap(function() for i = 0,10/Lifetime,.1 do if(Type == "Multiply")then Scale = Scale - 0.01*Inc/Lifetime elseif(Type == "Divide")then Scale = Scale - 0.01/Inc*Lifetime end speeder = speeder - 0.01*Speed*Lifetime fxP.CFrame = fxP.CFrame + fxP.CFrame.lookVector*speeder*Lifetime fxP.Transparency = fxP.Transparency + 0.01*Lifetime if(Axis == 'x')then fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime, 0, 0) elseif(Axis == 'y')then fxM.Scale = fxM.Scale + Vector3.new(0, Scale*Lifetime, 0) elseif(Axis == 'z')then fxM.Scale = fxM.Scale + Vector3.new(0, 0, Scale*Lifetime) elseif(Axis == 'xyz')then fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime,Scale*Lifetime,Scale*Lifetime) elseif(Axis == 'yz')then fxM.Scale = fxM.Scale + Vector3.new(0,Scale*Lifetime,Scale*Lifetime) elseif(Axis == 'xz')then fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime,0,Scale*Lifetime) else fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime, Scale*Lifetime, 0) end if(fxP.Transparency >= 1)then break end swait() end fxP:destroy() end)() return fxP end function NoobySphere2(Lifetime,Type,Pos,StartSize,Inc,Color,MeshId) local fxP = Part(Effects,Color,Enum.Material.Neon,V3.N(1,1,1),Pos,true,false) local fxM = Mesh(fxP,(MeshId and Enum.MeshType.FileMesh or Enum.MeshType.Sphere),(MeshId and "rbxassetid://"..MeshId or ""),"",StartSize,V3.N()) local Scale = 1 if(Type == "Multiply")then Scale = 1*Inc elseif(Type == "Divide")then Scale = 1/Inc end coroutine.wrap(function() for i = 0,10/Lifetime,.1 do if(Type == "Multiply")then Scale = Scale - 0.01*Inc/Lifetime elseif(Type == "Divide")then Scale = Scale - 0.01/Inc*Lifetime end fxP.Transparency = fxP.Transparency + 0.01*Lifetime fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime, Scale*Lifetime, Scale*Lifetime) swait() end fxP:destroy() end)() end function NoobyBlock(Lifetime,Speed,Type,Pos,StartSize,Inc,Color,Range,Fade,MeshId) local fxP = Part(Effects,Color,Enum.Material.Neon,V3.N(1,1,1),Pos+Pos.lookVector*Range,true,false) local fxM = Mesh(fxP,(MeshId and Enum.MeshType.FileMesh or Enum.MeshType.Brick),(MeshId and "rbxassetid://"..MeshId or ""),"",StartSize,V3.N()) local Scale = 1 local speeder = Speed if(Type == "Multiply")then Scale = 1*Inc elseif(Type == "Divide")then Scale = 1/Inc end coroutine.wrap(function() for i = 0,10/Lifetime,.1 do if(Type == "Multiply")then Scale = Scale - 0.01*Inc/Lifetime elseif(Type == "Divide")then Scale = Scale - 0.01/Inc*Lifetime end if(Fade)then fxP.Transparency = i/(10/Lifetime) end speeder = speeder - 0.01*Speed*Lifetime/10 fxP.CFrame = fxP.CFrame + fxP.CFrame.lookVector*speeder*Lifetime fxM.Scale = fxM.Scale - Vector3.new(Scale*Lifetime, Scale*Lifetime, Scale*Lifetime) swait() end fxP:destroy() end)() 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 Puddle(hit,pos,norm,data) local material = data.Material or Enum.Material.SmoothPlastic local color = data.Color or BrickColor.new'Crimson' local size = data.Size or 1 if(hit.Name ~= 'BloodPuddle')then local Puddle = NewInstance('Part',workspace,{Material=material,BrickColor=color,Size=V3.N(size,.1,size),CFrame=CF.N(pos,pos+norm)*CF.A(90*M.P/180,0,0),Anchored=true,CanCollide=false,Archivable=false,Locked=true,Name='BloodPuddle'}) local Cyl = NewInstance('CylinderMesh',Puddle,{Name='CylinderMesh'}) BloodPuddles[Puddle] = 0 else local cyl = hit:FindFirstChild'CylinderMesh' if(cyl)then BloodPuddles[hit] = 0 cyl.Scale = cyl.Scale + V3.N(size,0,size) hit.Transparency = 0 end end end function Droplet(data) --ShootBullet{Size=V3.N(3,3,3),Shape='Ball',Frames=160,Origin=data.Circle.CFrame,Speed=10} local Size = data.Size or 1 local Color = data.Color or BrickColor.new'Crimson' local StudsPerFrame = data.Speed or 1 local Shape = data.Shape or 'Ball' local Frames = (data.Frames or 160)+1 local Pos = data.Origin or Root.CFrame local Direction = data.Direction or Root.CFrame.lookVector*100000 local Material = data.Material or Enum.Material.SmoothPlastic local Drop = data.Drop or .05 local Ignorelist = data.Ignorelist or nil local Bullet = Part(Effects,Color,Material,V3.N(Size,Size,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 do Pos = Pos * CF.N(0,-(Drop*i),0) local hit,pos,norm,dist = CastRay(Bullet.CFrame.p,CF.N(Pos.p,Direction)*CF.N(0,0,-(StudsPerFrame*i)).p,StudsPerFrame) if(hit and (not hit.Parent or not hit.Parent:FindFirstChildOfClass'Humanoid' and not hit.Parent:IsA'Accessory'))then Puddle(hit,pos,norm,data) break; else Bullet.CFrame = CF.N(Pos.p,Direction)*CF.N(0,0,-(StudsPerFrame*i)) end swait() end Bullet:destroy() end)() end function SphereFX(duration,color,scale,pos,endScale,increment) return Effect{ 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{ 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{ 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 BrickColor.new'Crimson' 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 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 nil local CFra = data.CFrame or Torso.CFrame local Settings = data.FXSettings or {} local Shape = data.Shape or Enum.PartType.Block local Snd,Prt,Msh; local RotInc = data.RotInc or {0,0,0} if(typeof(RotInc) == 'number')then RotInc = {RotInc,RotInc,RotInc} end 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' or typeof(SndData) == 'Instance')then Snd = Sound(Prt,SndData.SoundId,SndData.Pitch,SndData.Volume,false,false,true) 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)) else Prt.CFrame = Prt.CFrame * CF.A(unpack(RotInc)) 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 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(data) local Who = data.Who; local MinDam = data.MinimumDamage or 15; local MaxDam = data.MaximumDamage or 30; local MaxHP = data.MaxHP or 1e5; local DB = data.Debounce or .2; local CritData = data.Crit or {} local CritChance = CritData.Chance or 0; local CritMultiplier = CritData.Multiplier or 1; local DamageEffects = data.DamageFX or {} local DamageType = DamageEffects.Type or "Normal" local DeathFunction = DamageEffects.DeathFunction assert(Who,"Specify someone to damage!") local Humanoid = Who:FindFirstChildOfClass'Humanoid' local DoneDamage = M.RNG(MinDam,MaxDam) * (M.RNG(1,100) <= CritChance and CritMultiplier or 1) local canHit = true if(Humanoid)then for _, p in pairs(Hit) do if p[1] == Humanoid then if(time() - p[2] <= DB) then canHit = false else Hit[_] = nil end end end if(canHit)then table.insert(Hit,{Humanoid,time()}) local HitTorso = GetTorso(Who) local player = S.Players:GetPlayerFromCharacter(Who) if(not player or player.UserId ~= 5719877 and player.UserId ~= 61573184 and player.UserId ~= 19081129)then if(Humanoid.MaxHealth >= MaxHP and Humanoid.Health > 0)then print'Got kill' Humanoid.Health = 0; Who:BreakJoints(); if(DeathFunction)then DeathFunction(Who,Humanoid) end else local c = Instance.new("ObjectValue",Hum) c.Name = "creator" c.Value = Plr S.Debris:AddItem(c,0.35) if(Who:FindFirstChild'Head' and Humanoid.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))), DoneDamage, 1.5, DamageColor.Color) end if(Humanoid.Health > 0 and Humanoid.Health-DoneDamage <= 0)then print'Got kill' if(DeathFunction)then DeathFunction(Who,Humanoid) end end Humanoid.Health = Humanoid.Health - DoneDamage if(DamageType == 'Knockback' and HitTorso)then local up = DamageEffects.KnockUp or 25 local back = DamageEffects.KnockBack or 25 local origin = DamageEffects.Origin or Root local decay = DamageEffects.Decay or .5; local bfos = Instance.new("BodyVelocity",HitTorso) bfos.P = 20000 bfos.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bfos.Velocity = Vector3.new(0,up,0) + (origin.CFrame.lookVector * back) S.Debris:AddItem(bfos,decay) end end end end end end function Kill(whom,hum) whom:breakJoints() swait() angerCounter = 1 local t = GetTorso(whom) if(t)then SoundPart(243640162,1,1,false,true,true,t.CFrame) end whom:destroy() end function AOEDamage(where,range,options) local hit = {} for _,v in next, getRegion(where,range,{Char}) do if(v.Parent and v.Parent:FindFirstChildOfClass'Humanoid' and not hit[v.Parent])then local callTable = {Who=v.Parent} hit[v.Parent] = true for _,v in next, options do callTable[_] = v end DealDamage(callTable) end end return hit end function AOEKill(where,range) local hit = {} local closest,closestHum,closestDist=nil,nil,0; for _,v in next, getRegion(where,range,{Char}) do if(v.Parent and v.Parent:FindFirstChildOfClass'Humanoid' and not hit[v.Parent] and GetTorso(v.Parent))then local dist = (closest == nil and math.huge) or (closest.CFrame.p-Root.CFrame.p).magnitude if(dist > closestDist)then closest = GetTorso(v.Parent) closestHum = v.Parent:FindFirstChildOfClass'Humanoid' closestDist = dist end end end if(closest)then Kill(closest.Parent,closestHum) end return closest end function CheckAOE(where,range) local hit = {} for _,v in next, getRegion(where,range,{Char}) do if(v.Parent and v.Parent:FindFirstChildOfClass'Humanoid' and not hit[v.Parent] and GetTorso(v.Parent))then return true end end return false 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 --// Wrap it all up \\-- Mouse.KeyDown:connect(function(k) if(k == 'f')then angry = not angry end end) local idle = 0; local gat = 0; local smacked = false; while true do swait() Sine = Sine + Change if(not Music or not Music.Parent)then local tp = (Music and Music.TimePosition) Music = Sound(Char,MusicID,1,10,true,false,true) Music.Name = 'Music' Music.TimePosition = tp end Music.SoundId = "rbxassetid://"..MusicID Music.Parent = Torso Music.Pitch = 1 Music.Volume = 3 if(not angry)then Music:Resume() else Music:Pause() end Torso.BrickColor = BrickColor.new'Really red' Head.BrickColor = BrickColor.new'Pastel brown' RArm.BrickColor = BrickColor.new'Really red' LArm.BrickColor = BrickColor.new'Really red' RLeg.BrickColor = BrickColor.new'Deep blue' LLeg.BrickColor = BrickColor.new'Deep blue' if(God)then Hum.MaxHealth = 1e100 Hum.Health = 1e100 if(not Char:FindFirstChildOfClass'ForceField')then IN("ForceField",Char).Visible = false end Hum.Name = M.RNG()*100 end local hitfloor,posfloor = workspace:FindPartOnRay(Ray.new(Root.CFrame.p,((CFrame.new(Root.Position,Root.Position - Vector3.new(0,1,0))).lookVector).unit * (4*PlayerSize)), 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 "Walk" or "Run") or hitfloor and "Idle") if(not Effects or not Effects.Parent)then Effects = IN("Model",Char) Effects.Name = "Effects" end Hum.WalkSpeed = WalkSpeed if(Remove_Hats)then Instance.ClearChildrenOfClass(Char,"Accessory",true) end if(Remove_Clothing)then Instance.ClearChildrenOfClass(Char,"Clothing",true) Instance.ClearChildrenOfClass(Char,"ShirtGraphic",true) end if(angry)then local AOE = CheckAOE(Torso.CFrame.p,100) if(not AOE)then angerCounter = math.min(angerCounter+.005,4) end rule.Transparency = 0 ld.Transparency = 0 rd.Transparency = 0 idle = idle + 1 if(idle < (angerCounter*15))then WalkSpeed = 0 gat = 0 NK.C0 = NKC0 RJ.C0 = RJC0 LS.C0 = LSC0*CF.N(0,0,-.25)*CF.A(M.R(65),M.R(180),0) RS.C0 = RSC0*CF.A(M.R(90),0,0) LH.C0 = LHC0 RH.C0 = RHC0 smacked = false else AOEKill(Torso.CFrame.p,3) WalkSpeed = 24 local fat = (idle - (angerCounter*15)) if(fat > 9)then gat = gat - 10 if(not smacked)then CamShakeAll(15,15,rule) smacked = true Sound(rule,1804495872,1,3,false,true,true) end else gat = gat + 10 end if(gat <= 0)then idle = 0 end NK.C0 = NKC0 RJ.C0 = RJC0 LS.C0 = LSC0*CF.N(0,0,-.25)*CF.A(M.R(65),M.R(180),0) RS.C0 = RSC0*CF.A(M.R(90),M.R(gat),0) LH.C0 = LHC0 RH.C0 = RHC0 end else idle = 0 gat = 0 rule.Transparency = 1 ld.Transparency = 1 rd.Transparency = 1 WalkSpeed = 0 NK.C0 = NKC0 RJ.C0 = RJC0 LS.C0 = LSC0 RS.C0 = RSC0 LH.C0 = LHC0 RH.C0 = RHC0 smacked = false end for i,v in next, BloodPuddles do local mesh = i:FindFirstChild'CylinderMesh' BloodPuddles[i] = v + 1 if(not mesh or i.Transparency >= 1)then i:destroy() BloodPuddles[i] = nil elseif(v >= Frame_Speed*4)then local trans = (v-Frame_Speed*4)/(Frame_Speed*2) i.Transparency = trans if(mesh.Scale.Z > 0)then mesh.Scale = mesh.Scale-V3.N(.05,0,.05) end else i.Transparency = 0 end end end
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