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if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end local Player,game,owner = owner,game local RealPlayer = Player do print("FE Compatibility code by Mokiros") local rp = RealPlayer script.Parent = rp.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,Functions={},Connect=function(self,f)table.insert(self.Functions,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 then for _,f in pairs(t.Functions) do f(...) end end end m.TrigEvent = te UIS.TrigEvent = te Event.OnServerEvent:Connect(function(plr,io) if plr~=rp then return end m.Target = io.Target m.Hit = io.Hit if not io.isMouse then 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 Mouse = Player:GetMouse() 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,Hit=Mouse.Hit,Target=Mouse.Target}) end UIS.InputBegan:Connect(input) UIS.InputEnded:Connect(input) 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) ----Sandboxed game object that allows the usage of client-side methods and services --Real game object local _rg = game --Metatable for fake service local fsmt = { __index = function(self,k) local s = rawget(self,"_RealService") if s then return s[k] end end, __newindex = function(self,k,v) local s = rawget(self,"_RealService") if s then s[k]=v end end, __call = function(self,...) local s = rawget(self,"_RealService") if s then return s(...) end end } local function FakeService(t,RealService) t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService return setmetatable(t,fsmt) end --Fake game object local g = { GetService = function(self,s) return self[s] end, Players = FakeService({ LocalPlayer = FakeService({GetMouse=function(self)return m end},Player) },"Players"), UserInputService = FakeService(UIS,"UserInputService"), ContextActionService = FakeService(CAS,"ContextActionService"), } rawset(g.Players,"localPlayer",g.Players.LocalPlayer) g.service = g.GetService g.RunService = FakeService({ RenderStepped = _rg:GetService("RunService").Heartbeat, BindToRenderStep = function(self,name,_,fun) end, UnbindFromRenderStep = function(self,name) self._btrs[name]:Disconnect() end, },"RunService") setmetatable(g,{ __index=function(self,s) return _rg:GetService(s) or typeof(_rg[s])=="function" and function(_,...)return _rg[s](_rg,...)end or _rg[s] end, __newindex = fsmt.__newindex, __call = fsmt.__call }) --Changing owner to fake player object to support owner:GetMouse() game,owner = g,g.Players.LocalPlayer end wait(0.2) local plr = game:service'Players'.LocalPlayer print('Local User is '..plr.Name) print('Hacker Loaded') local char = plr.Character local hum = char:FindFirstChildOfClass'Humanoid' local hed = char.Head local root = char:FindFirstChild'HumanoidRootPart' local rootj = root.RootJoint local tors = char.Torso local ra = char["Right Arm"] local la = char["Left Arm"] local rl = char["Right Leg"] local ll = char["Left Leg"] local neck = tors["Neck"] local mouse = plr:GetMouse() local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14) local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0) local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0) local maincolor = BrickColor.new("Lime green") ------------------------------------------------------- --Start Good Stuff-- ------------------------------------------------------- cam = game.Workspace.CurrentCamera CF = CFrame.new angles = CFrame.Angles attack = false Euler = CFrame.fromEulerAnglesXYZ Rad = math.rad IT = Instance.new BrickC = BrickColor.new Cos = math.cos Acos = math.acos Sin = math.sin Asin = math.asin Abs = math.abs Mrandom = math.random Floor = math.floor ------------------------------------------------------- --End Good Stuff-- ------------------------------------------------------- necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) RSH, LSH = nil, nil RW = Instance.new("Weld") LW = Instance.new("Weld") RH = tors["Right Hip"] LH = tors["Left Hip"] RSH = tors["Right Shoulder"] LSH = tors["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "RW" RW.Part0 = tors RW.C0 = CF(1.5, 0.5, 0) RW.C1 = CF(0, 0.5, 0) RW.Part1 = ra RW.Parent = tors LW.Name = "LW" LW.Part0 = tors LW.C0 = CF(-1.5, 0.5, 0) LW.C1 = CF(0, 0.5, 0) LW.Part1 = la LW.Parent = tors Effects = {} newWeld = function(wp0, wp1, wc0x, wc0y, wc0z) local wld = Instance.new("Weld", wp1) wld.Part0 = wp0 wld.Part1 = wp1 wld.C0 = CFrame.new(wc0x, wc0y, wc0z) end newWeld(tors, ll, -0.5, -1, 0) ll.Weld.C1 = CFrame.new(0, 1, 0) newWeld(tors, rl, 0.5, -1, 0) rl.Weld.C1 = CFrame.new(0, 1, 0) ------------------------------------------------------- --Start HeartBeat-- ------------------------------------------------------- ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 60 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat: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 script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) ------------------------------------------------------- --End HeartBeat-- ------------------------------------------------------- ------------------------------------------------------- --Start Important Functions-- ------------------------------------------------------- function swait(num) if num == 0 or num == nil then game:service("RunService").Stepped:wait(0) else for i = 0, num do game:service("RunService").Stepped:wait(0) end end end function thread(f) coroutine.resume(coroutine.create(f)) end function clerp(a, b, t) local qa = { QuaternionFromCFrame(a) } local qb = { QuaternionFromCFrame(b) } local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1 - t return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5 / s return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5 else local i = 0 if m00 < m11 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00 - m11 - m22 + 1) local recip = 0.5 / s return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip elseif i == 1 then local s = math.sqrt(m11 - m22 - m00 + 1) local recip = 0.5 / s return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip elseif i == 2 then local s = math.sqrt(m22 - m00 - m11 + 1) local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w * xs, w * ys, w * zs local xx = x * xs local xy = x * ys local xz = x * zs local yy = y * ys local yz = y * zs local zz = z * zs return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy)) end local lerp = function(a, b, t) return a * (1 - t) + b * t end function QuaternionSlerp(a, b, t) local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4] local startInterp, finishInterp if cosTheta >= 1.0E-4 then if 1 - cosTheta > 1.0E-4 then local theta = math.acos(cosTheta) local invSinTheta = 1 / Sin(theta) startInterp = Sin((1 - t) * theta) * invSinTheta finishInterp = Sin(t * theta) * invSinTheta else startInterp = 1 - t finishInterp = t end elseif 1 + cosTheta > 1.0E-4 then local theta = math.acos(-cosTheta) local invSinTheta = 1 / Sin(theta) startInterp = Sin((t - 1) * theta) * invSinTheta finishInterp = Sin(t * theta) * invSinTheta else startInterp = t - 1 finishInterp = t end return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp end function rayCast(Position, Direction, Range, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore) end local RbxUtility = LoadLibrary("RbxUtility") local Create = RbxUtility.Create ------------------------------------------------------- --Start Damage Function-- ------------------------------------------------------- function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch) if hit.Parent == nil then return end local h = hit.Parent:FindFirstChildOfClass("Humanoid") for _, v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h = v end end if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then hit.Parent:FindFirstChild("Head"):BreakJoints() end if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil then if hit.Parent.DebounceHit.Value == true then return end end if insta == true then hit.Parent:FindFirstChild("Head"):BreakJoints() end local c = Create("ObjectValue"){ Name = "creator", Value = game:service("Players").LocalPlayer, Parent = h, } game:GetService("Debris"):AddItem(c, .5) if HitSound ~= nil and HitPitch ~= nil then CFuncs.Sound.Create(HitSound, hit, 1, HitPitch) end local Damage = math.random(minim, maxim) local blocked = false local block = hit.Parent:findFirstChild("Block") if block ~= nil then if block.className == "IntValue" then if block.Value > 0 then blocked = true block.Value = block.Value - 1 print(block.Value) end end end if blocked == false then h.Health = h.Health - Damage ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color) else h.Health = h.Health - (Damage / 2) ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color) end if Type == "Knockdown" then local hum = hit.Parent.Humanoid hum.PlatformStand = true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand = false end), hum) local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit local bodvol = Create("BodyVelocity"){ velocity = angle * knockback, P = 5000, maxForce = Vector3.new(8e+003, 8e+003, 8e+003), Parent = hit, } local rl = Create("BodyAngularVelocity"){ P = 3000, maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000, angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)), Parent = hit, } game:GetService("Debris"):AddItem(bodvol, .5) game:GetService("Debris"):AddItem(rl, .5) elseif Type == "Normal" then local vp = Create("BodyVelocity"){ P = 500, maxForce = Vector3.new(math.huge, 0, math.huge), velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05, } if knockback > 0 then vp.Parent = hit.Parent.Torso end game:GetService("Debris"):AddItem(vp, .5) elseif Type == "Up" then local bodyVelocity = Create("BodyVelocity"){ velocity = Vector3.new(0, 20, 0), P = 5000, maxForce = Vector3.new(8e+003, 8e+003, 8e+003), Parent = hit, } game:GetService("Debris"):AddItem(bodyVelocity, .5) elseif Type == "DarkUp" then coroutine.resume(coroutine.create(function() for i = 0, 1, 0.1 do swait() Effects.Block.Create(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1) end end)) local bodyVelocity = Create("BodyVelocity"){ velocity = Vector3.new(0, 20, 0), P = 5000, maxForce = Vector3.new(8e+003, 8e+003, 8e+003), Parent = hit, } game:GetService("Debris"):AddItem(bodyVelocity, 1) elseif Type == "Snare" then local bp = Create("BodyPosition"){ P = 2000, D = 100, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso, } game:GetService("Debris"):AddItem(bp, 1) elseif Type == "Freeze" then local BodPos = Create("BodyPosition"){ P = 50000, D = 1000, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso, } local BodGy = Create("BodyGyro") { maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge , P = 20e+003, Parent = hit.Parent.Torso, cframe = hit.Parent.Torso.CFrame, } hit.Parent.Torso.Anchored = true coroutine.resume(coroutine.create(function(Part) swait(1.5) Part.Anchored = false end), hit.Parent.Torso) game:GetService("Debris"):AddItem(BodPos, 3) game:GetService("Debris"):AddItem(BodGy, 3) end local debounce = Create("BoolValue"){ Name = "DebounceHit", Parent = hit.Parent, Value = true, } game:GetService("Debris"):AddItem(debounce, Delay) c = Create("ObjectValue"){ Name = "creator", Value = Player, Parent = h, } game:GetService("Debris"):AddItem(c, .5) end end ------------------------------------------------------- --End Damage Function-- ------------------------------------------------------- ------------------------------------------------------- --Start Damage Function Customization-- ------------------------------------------------------- function ShowDamage(Pos, Text, Time, Color) local Rate = (1 / 30) 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 = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0)) EffectPart.Anchored = true local BillboardGui = Create("BillboardGui"){ Size = UDim2.new(3, 0, 3, 0), Adornee = EffectPart, Parent = EffectPart, } local TextLabel = Create("TextLabel"){ BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), Text = Text, Font = "Bodoni", TextColor3 = Color, TextScaled = true, TextStrokeColor3 = Color3.fromRGB(0,0,0), Parent = BillboardGui, } game.Debris:AddItem(EffectPart, (Time)) EffectPart.Parent = game:GetService("Workspace") delay(0, function() local Frames = (Time / Rate) for Frame = 1, Frames do wait(Rate) local Percent = (Frame / Frames) EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0) TextLabel.TextTransparency = Percent end if EffectPart and EffectPart.Parent then EffectPart:Destroy() end end) end ------------------------------------------------------- --End Damage Function Customization-- ------------------------------------------------------- function MagniDamage(Part, magni, mindam, maxdam, knock, Type) for _, c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = c:findFirstChild("Head") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if magni >= mag and c.Name ~= plr.Name then Damage(head, head, mindam, maxdam, knock, Type, root, 0.1, "http://www.roblox.com/asset/?id=0", 1.2) end end end end end CFuncs = { Part = { Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size) local Part = Create("Part")({ Parent = Parent, Reflectance = Reflectance, Transparency = Transparency, CanCollide = false, Locked = true, BrickColor = BrickColor.new(tostring(BColor)), Name = Name, Size = Size, Material = Material }) RemoveOutlines(Part) return Part end }, Mesh = { Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale) local Msh = Create(Mesh)({ Parent = Part, Offset = OffSet, Scale = Scale }) if Mesh == "SpecialMesh" then Msh.MeshType = MeshType Msh.MeshId = MeshId end return Msh end }, Mesh = { Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale) local Msh = Create(Mesh)({ Parent = Part, Offset = OffSet, Scale = Scale }) if Mesh == "SpecialMesh" then Msh.MeshType = MeshType Msh.MeshId = MeshId end return Msh end }, Weld = { Create = function(Parent, Part0, Part1, C0, C1) local Weld = Create("Weld")({ Parent = Parent, Part0 = Part0, Part1 = Part1, C0 = C0, C1 = C1 }) return Weld end }, Sound = { Create = function(id, par, vol, pit) coroutine.resume(coroutine.create(function() local S = Create("Sound")({ Volume = vol, Pitch = pit or 1, SoundId = id, Parent = par or workspace }) wait() S:play() game:GetService("Debris"):AddItem(S, 6) end)) end }, ParticleEmitter = { Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread) local fp = Create("ParticleEmitter")({ Parent = Parent, Color = ColorSequence.new(Color1, Color2), LightEmission = LightEmission, Size = Size, Texture = Texture, Transparency = Transparency, ZOffset = ZOffset, Acceleration = Accel, Drag = Drag, LockedToPart = LockedToPart, VelocityInheritance = VelocityInheritance, EmissionDirection = EmissionDirection, Enabled = Enabled, Lifetime = LifeTime, Rate = Rate, Rotation = Rotation, RotSpeed = RotSpeed, Speed = Speed, VelocitySpread = VelocitySpread }) return fp end } } function RemoveOutlines(part) part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10 end function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size) local Part = Create("Part")({ formFactor = FormFactor, Parent = Parent, Reflectance = Reflectance, Transparency = Transparency, CanCollide = false, Locked = true, BrickColor = BrickColor.new(tostring(BColor)), Name = Name, Size = Size, Material = Material }) RemoveOutlines(Part) return Part end function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale) local Msh = Create(Mesh)({ Parent = Part, Offset = OffSet, Scale = Scale }) if Mesh == "SpecialMesh" then Msh.MeshType = MeshType Msh.MeshId = MeshId end return Msh end function CreateWeld(Parent, Part0, Part1, C0, C1) local Weld = Create("Weld")({ Parent = Parent, Part0 = Part0, Part1 = Part1, C0 = C0, C1 = C1 }) return Weld end ------------------------------------------------------- --Start Effect Function-- ------------------------------------------------------- EffectModel = Instance.new("Model", char) Effects = { Block = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) if Type == 1 or Type == nil then table.insert(Effects, { prt, "Block1", delay, x3, y3, z3, msh }) elseif Type == 2 then table.insert(Effects, { prt, "Block2", delay, x3, y3, z3, msh }) else table.insert(Effects, { prt, "Block3", delay, x3, y3, z3, msh }) end end }, Sphere = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end }, Cylinder = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end }, Wave = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1 / 60, y1 / 60, z1 / 60)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3 / 60, y3 / 60, z3 / 60, msh }) end }, Ring = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end }, Break = { Create = function(brickcolor, cframe, x1, y1, z1) local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) local num = math.random(10, 50) / 1000 game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100 }) end }, Spiral = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://1051557", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end }, Push = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://437347603", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end } } function part(formfactor ,parent, reflectance, transparency, brickcolor, name, size) local fp = IT("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = brickcolor fp.Name = name fp.Size = size fp.Position = tors.Position RemoveOutlines(fp) fp.Material = "SmoothPlastic" fp:BreakJoints() return fp end function mesh(Mesh,part,meshtype,meshid,offset,scale) local mesh = IT(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype if meshid ~= "nil" then mesh.MeshId = "http://www.roblox.com/asset/?id="..meshid end end mesh.Offset = offset mesh.Scale = scale return mesh end function Magic(bonuspeed, type, pos, scale, value, color, MType) local type = type local rng = Instance.new("Part", char) rng.Anchored = true rng.BrickColor = color rng.CanCollide = false rng.FormFactor = 3 rng.Name = "Ring" rng.Material = "Neon" rng.Size = Vector3.new(1, 1, 1) rng.Transparency = 0 rng.TopSurface = 0 rng.BottomSurface = 0 rng.CFrame = pos local rngm = Instance.new("SpecialMesh", rng) rngm.MeshType = MType rngm.Scale = scale local scaler2 = 1 if type == "Add" then scaler2 = 1 * value elseif type == "Divide" then scaler2 = 1 / value end coroutine.resume(coroutine.create(function() for i = 0, 10 / bonuspeed, 0.1 do swait() if type == "Add" then scaler2 = scaler2 - 0.01 * value / bonuspeed elseif type == "Divide" then scaler2 = scaler2 - 0.01 / value * bonuspeed end rng.Transparency = rng.Transparency + 0.01 * bonuspeed rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, scaler2 * bonuspeed) end rng:Destroy() end)) end function Eviscerate(dude) if dude.Name ~= char then local bgf = IT("BodyGyro", dude.Head) bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0) local val = IT("BoolValue", dude) val.Name = "IsHit" local ds = coroutine.wrap(function() dude:WaitForChild("Head"):BreakJoints() wait(0.5) target = nil coroutine.resume(coroutine.create(function() for i, v in pairs(dude:GetChildren()) do if v:IsA("Accessory") then v:Destroy() end if v:IsA("Humanoid") then v:Destroy() end if v:IsA("CharacterMesh") then v:Destroy() end if v:IsA("Model") then v:Destroy() end if v:IsA("Part") or v:IsA("MeshPart") then for x, o in pairs(v:GetChildren()) do if o:IsA("Decal") then o:Destroy() end end coroutine.resume(coroutine.create(function() v.Material = "Neon" v.CanCollide = false --[[local PartEmmit1 = IT("ParticleEmitter", v) PartEmmit1.LightEmission = 1 PartEmmit1.Texture = "rbxassetid://294291785" PartEmmit1.Color = ColorSequence.new(maincolor.Color) PartEmmit1.Rate = 150 PartEmmit1.Lifetime = NumberRange.new(1) PartEmmit1.Size = NumberSequence.new(1,0) PartEmmit1.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(1, 1, 0) }) PartEmmit1.Speed = NumberRange.new(0, 0) PartEmmit1.VelocitySpread = 30000 PartEmmit1.Rotation = NumberRange.new(-500, 500) PartEmmit1.RotSpeed = NumberRange.new(-500, 500)]] local BodPoss = IT("BodyPosition", v) BodPoss.P = 3000 BodPoss.D = 1000 BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000) BodPoss.position = v.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15)) v.Color = maincolor.Color coroutine.resume(coroutine.create(function() for i = 0, 49 do swait(1) v.Transparency = v.Transparency + 0.03 end wait(0.5) --PartEmmit1.Enabled = false wait(3) v:Destroy() dude:Destroy() end)) end)) end end end)) end) ds() end end function FindNearestHead(Position, Distance, SinglePlayer) if SinglePlayer then return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude end local List = {} for i, v in pairs(workspace:GetChildren()) do if v:IsA("Model") and v:findFirstChild("Head") and v ~= char and Distance >= (v.Head.Position - Position).magnitude then table.insert(List, v) end end return List end function Aura(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos, MType) local type = type local rng = Instance.new("Part", char) rng.Anchored = true rng.BrickColor = color rng.CanCollide = false rng.FormFactor = 3 rng.Name = "Ring" rng.Material = "Neon" rng.Size = Vector3.new(1, 1, 1) rng.Transparency = 0 rng.TopSurface = 0 rng.BottomSurface = 0 rng.CFrame = pos rng.CFrame = rng.CFrame + rng.CFrame.lookVector * outerpos local rngm = Instance.new("SpecialMesh", rng) rngm.MeshType = MType rngm.Scale = Vector3.new(x1, y1, z1) local scaler2 = 1 local speeder = FastSpeed if type == "Add" then scaler2 = 1 * value elseif type == "Divide" then scaler2 = 1 / value end coroutine.resume(coroutine.create(function() for i = 0, 10 / bonuspeed, 0.1 do swait() if type == "Add" then scaler2 = scaler2 - 0.01 * value / bonuspeed elseif type == "Divide" then scaler2 = scaler2 - 0.01 / value * bonuspeed end speeder = speeder - 0.01 * FastSpeed * bonuspeed rng.CFrame = rng.CFrame + rng.CFrame.lookVector * speeder * bonuspeed rng.Transparency = rng.Transparency + 0.01 * bonuspeed rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, 0) end rng:Destroy() end)) end function SoulSteal(dude) if dude.Name ~= char then local bgf = IT("BodyGyro", dude.Head) bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0) local val = IT("BoolValue", dude) val.Name = "IsHit" local torso = (dude:FindFirstChild'Head' or dude:FindFirstChild'Torso' or dude:FindFirstChild'UpperTorso' or dude:FindFirstChild'LowerTorso' or dude:FindFirstChild'HumanoidRootPart') local soulst = coroutine.wrap(function() local soul = Instance.new("Part",dude) soul.Size = Vector3.new(1,1,1) soul.CanCollide = false soul.Anchored = false soul.Position = torso.Position soul.Transparency = 1 local PartEmmit1 = IT("ParticleEmitter", soul) PartEmmit1.LightEmission = 1 PartEmmit1.Texture = "rbxassetid://569507414" PartEmmit1.Color = ColorSequence.new(maincolor.Color) PartEmmit1.Rate = 250 PartEmmit1.Lifetime = NumberRange.new(1.6) PartEmmit1.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1, 0), NumberSequenceKeypoint.new(1, 0, 0) }) PartEmmit1.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(1, 1, 0) }) PartEmmit1.Speed = NumberRange.new(0, 0) PartEmmit1.VelocitySpread = 30000 PartEmmit1.Rotation = NumberRange.new(-360, 360) PartEmmit1.RotSpeed = NumberRange.new(-360, 360) local BodPoss = IT("BodyPosition", soul) BodPoss.P = 3000 BodPoss.D = 1000 BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000) BodPoss.position = torso.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15)) wait(1.6) soul.Touched:connect(function(hit) if hit.Parent == char then soul:Destroy() end end) wait(1.2) while soul do swait() PartEmmit1.Color = ColorSequence.new(maincolor.Color) BodPoss.Position = tors.Position end end) soulst() end end function FaceMouse() local Cam = workspace.CurrentCamera return { CFrame.new(char.Torso.Position, Vector3.new(mouse.Hit.p.x, char.Torso.Position.y, mouse.Hit.p.z)), Vector3.new(mouse.Hit.p.x, mouse.Hit.p.y, mouse.Hit.p.z) } end Effects = { Block = function(cf,partsize,meshstart,meshadd,matr,colour,spin,inverse,factor) local p = Instance.new("Part",EffectModel) p.BrickColor = BrickColor.new(colour) p.Size = partsize p.Anchored = true p.CanCollide = false p.Material = matr p.CFrame = cf if inverse == true then p.Transparency = 1 else p.Transparency = 0 end local m = Instance.new("BlockMesh",p) m.Scale = meshstart coroutine.wrap(function() for i = 0, 1, factor do swait() if inverse == true then p.Transparency = 1-i else p.Transparency = i end m.Scale = m.Scale + meshadd if spin == true then p.CFrame = p.CFrame * CFrame.Angles(math.random(-50,50),math.random(-50,50),math.random(-50,50)) end end p:Destroy() end)() return p end, Sphere = function(cf,partsize,meshstart,meshadd,matr,colour,inverse,factor) local p = Instance.new("Part",EffectModel) p.BrickColor = BrickColor.new(colour) p.Size = partsize p.Anchored = true p.CanCollide = false p.Material = matr p.CFrame = cf if inverse == true then p.Transparency = 1 else p.Transparency = 0 end local m = Instance.new("SpecialMesh",p) m.MeshType = "Sphere" m.Scale = meshstart coroutine.wrap(function() for i=0,1,factor do swait() if inverse == true then p.Transparency = 1-i else p.Transparency = i end m.Scale = m.Scale + meshadd end p:Destroy() end)() return p end, Cylinder = function(cf,partsize,meshstart,meshadd,matr,colour,inverse,factor) local p = Instance.new("Part",EffectModel) p.BrickColor = BrickColor.new(colour) p.Size = partsize p.Anchored = true p.CanCollide = false p.Material = matr p.CFrame = cf if inverse == true then p.Transparency = 1 else p.Transparency = 0 end local m = Instance.new("CylinderMesh",p) m.Scale = meshstart coroutine.wrap(function() for i=0,1,factor do swait() if inverse == true then p.Transparency = 1-i else p.Transparency = i end m.Scale = m.Scale + meshadd end p:Destroy() end)() return p end, Wave = function(cf,meshstart,meshadd,colour,spin,inverse,factor) local p = Instance.new("Part",EffectModel) p.BrickColor = BrickColor.new(colour) p.Size = Vector3.new() p.Anchored = true p.CanCollide = false p.CFrame = cf if inverse == true then p.Transparency = 1 else p.Transparency = 0 end local m = Instance.new("SpecialMesh",p) m.MeshId = "rbxassetid://20329976" m.Scale = meshstart coroutine.wrap(function() for i=0,1,factor do swait() if inverse == true then p.Transparency = 1-i else p.Transparency = i end m.Scale = m.Scale + meshadd p.CFrame = p.CFrame * CFrame.Angles(0,math.rad(spin),0) end p:Destroy() end)() return p end, Ring = function(cf,meshstart,meshadd,colour,inverse,factor) local p = Instance.new("Part",EffectModel) p.BrickColor = BrickColor.new(colour) p.Size = Vector3.new() p.Anchored = true p.CanCollide = false p.CFrame = cf if inverse == true then p.Transparency = 1 else p.Transparency = 0 end local m = Instance.new("SpecialMesh",p) m.MeshId = "rbxassetid://3270017" m.Scale = meshstart coroutine.wrap(function() for i=0,1,factor do swait() if inverse == true then p.Transparency = 1-i else p.Transparency = i end m.Scale = m.Scale + meshadd end p:Destroy() end)() return p end, Meshed = function(cf,meshstart,meshadd,colour,meshid,textid,spin,inverse,factor) local p = Instance.new("Part",EffectModel) p.BrickColor = BrickColor.new(colour) p.Size = Vector3.new() p.Anchored = true p.CanCollide = false p.CFrame = cf if inverse == true then p.Transparency = 1 else p.Transparency = 0 end local m = Instance.new("SpecialMesh",p) m.MeshId = meshid m.TextureId = textid m.Scale = meshstart coroutine.wrap(function() for i=0,1,factor do swait() if inverse == true then p.Transparency = 1-i else p.Transparency = i end m.Scale = m.Scale + meshadd p.CFrame = p.CFrame * CFrame.Angles(0,math.rad(spin),0) end p:Destroy() end)() return p end, Explode = function(cf,partsize,meshstart,meshadd,matr,colour,move,inverse,factor) local p = Instance.new("Part",EffectModel) p.BrickColor = BrickColor.new(colour) p.Size = partsize p.Anchored = true p.CanCollide = false p.Material = matr p.CFrame = cf * CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360))) if inverse == true then p.Transparency = 1 else p.Transparency = 0 end local m = Instance.new("SpecialMesh",p) m.MeshType = "Sphere" m.Scale = meshstart coroutine.wrap(function() for i=0,1,factor do swait() if inverse == true then p.Transparency = 1-i else p.Transparency = i end m.Scale = m.Scale + meshadd p.CFrame = p.CFrame * CFrame.new(0,move,0) end p:Destroy() end)() return p end, } ------------------------------------------------------- --End Effect Function-- ------------------------------------------------------- function Cso(ID, PARENT, VOLUME, PITCH) local NSound = nil coroutine.resume(coroutine.create(function() NSound = IT("Sound", PARENT) NSound.Volume = VOLUME NSound.Pitch = PITCH NSound.SoundId = "http://www.roblox.com/asset/?id="..ID swait() NSound:play() game:GetService("Debris"):AddItem(NSound, 10) end)) return NSound end function CamShake(Length, Intensity) coroutine.resume(coroutine.create(function() local intensity = 1 * Intensity local rotM = 0.01 * Intensity for i = 0, Length, 0.1 do swait() intensity = intensity - 0.05 * Intensity / Length rotM = rotM - 5.0E-4 * Intensity / Length hum.CameraOffset = Vector3.new(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) cam.CFrame = cam.CFrame * CF(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) * Euler(Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM) end hum.CameraOffset = Vector3.new(0, 0, 0) end)) 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 Smooth(Part) Part.TopSurface = Enum.SurfaceType.SmoothNoOutlines Part.BottomSurface = Enum.SurfaceType.SmoothNoOutlines Part.LeftSurface = Enum.SurfaceType.SmoothNoOutlines Part.RightSurface = Enum.SurfaceType.SmoothNoOutlines Part.FrontSurface = Enum.SurfaceType.SmoothNoOutlines Part.BackSurface = Enum.SurfaceType.SmoothNoOutlines end hum.MaxHealth = 1.0E298 hum.Health = 1.0E298 game:GetService("RunService"):BindToRenderStep("HOT", 0, function() if hum.Health > 0.1 and hum.Health < 1.0E298 then hum.MaxHealth = 1.0E298 hum.Health = 1.0E298 end end) ------------------------------------------------------- --End Important Functions-- ------------------------------------------------------- ------------------------------------------------------- --Start Customization-- ------------------------------------------------------- local Player_Size = 1 if Player_Size ~= 1 then root.Size = root.Size * Player_Size tors.Size = tors.Size * Player_Size hed.Size = hed.Size * Player_Size ra.Size = ra.Size * Player_Size la.Size = la.Size * Player_Size rl.Size = rl.Size * Player_Size ll.Size = ll.Size * Player_Size ---------------------------------------------------------------------------------- rootj.Parent = root neck.Parent = tors RW.Parent = tors LW.Parent = tors RH.Parent = tors LH.Parent = tors -------------------------------------------------------------------- -------------- rootj.C0 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) rootj.C1 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) neck.C0 = necko * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)) neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * angles(Rad(-90), Rad(0), Rad(180)) RW.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* RIGHTSHOULDERC0 LW.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* LEFTSHOULDERC0 ---------------------------------------------------------------------------------- RH.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0)) LH.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0)) RH.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0)) LH.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0)) --hat.Parent = Character end ---------------------------------------------------------------------------------- local SONG = 2007066385 if plr.Name == "KillerDarkness0105" then SONG = 1837185092 for _, v in pairs(char:GetDescendants()) do if v.ClassName == "Part" and v.Name ~= "Head" and v.Name ~= "LeftArm" and v.Name ~= "RightArm" then v.Material = "Neon" v.Color = Color3.new(0,0,0) if v:FindFirstChildOfClass("SpecialMesh") then v:FindFirstChildOfClass("SpecialMesh").TextureId = "" end end end end if plr.Name == "LocalPlayer" then SONG = 200602561 end local SONG2 = 0 local Music = Instance.new("Sound",tors) Music.Volume = 2.5 Music.Looped = true Music.Pitch = 1 --Pitcher ---------------------------------------------------------------------------------- local equipped = false local idle = 0 local change = 1 local val = 0 local toim = 0 local idleanim = 0.4 local sine = 0 local Sit = 1 local WasAir = false local InAir = false local LandTick = 0 local movelegs = false local FF = Instance.new("ForceField",char) FF.Visible = false local Speed = 16 local Screen = true local op1 = false local Sitt = false --Wuss poppin B) local RightCP = [[ _./Index- Start/Code_TrackerV2.Exe/AdminStart >Loading Code Tracker V2. ... ... ... >BOOT_FINSHED STARTING CODETRACKERV2// >Code Tracker V2 Loaded. >Insert credentials >Login: LOGIN >Password: PASSWORD ... Login: Codex47 Password: ************** >Processing... ... ... >_INDEX IPLOOKUP/LOAD/IP/193.281.74.39 >PASSWORDCHECK - SUCCESSFUL >Welcome Codex. Remember Help for basic commands, SHelp for admin commands. Help >LOADING ... ... >PROCESSING FINSHED >LOADING COMMANDS // WINDOW COMMANDS \\ >ASSOC Displays or modifies file extension associations. ATTRIB Displays or changes file attributes. BREAK Sets or clears extended CTRL+C checking. BCDEDIT Sets properties in boot database to control boot loading. CACLS Displays or modifies access control lists (ACLs) of files. CALL Calls one batch program from another. CHKNTFS Displays or modifies the checking of disk at boot time. CLS Clears the screen. CMD Starts a new instance of the Windows command interpreter. COLOR Sets the default console foreground and background colors. COMP Compares the contents of two files or sets of files. COMPACT Displays or alters the compression of files on NTFS partitions. CONVERT Converts FAT volumes to NTFS. You cannot convert the current drive. COPY Copies one or more files to another location. DATE Displays or sets the date. DEL Deletes one or more files. DIR Displays a list of files and subdirectories in a directory. FC Compares two files or sets of files, and displays the LABEL Creates, changes, or deletes the volume label of a disk. MD Creates a directory. MKDIR Creates a directory. MKLINK Creates Symbolic Links and Hard Links MODE Configures a system device. MORE Displays output one screen at a time. MOVE Moves one or more files from one directory to another directory. OPENFILES Displays files opened by remote users for a file share. PATH Displays or sets a search path for executable files. PAUSE Suspends processing of a batch file and displays a message. RECOVER Recovers readable information from a bad or defective disk. TASKKILL Kill or stop a running process or application. TIME Displays or sets the system time. TITLE Sets the window title for a CMD.EXE session. TREE Graphically displays the directory structure of a drive or path. TYPE Displays the contents of a text file. VER Displays the Windows version. VERIFY Tells Windows whether to verify that your files are written correctly to a disk. VOL Displays a disk volume label and serial number. XCOPY Copies files and directory trees. WMIC Displays WMI information inside interactive command shell. // IP COMMANDS \\ GRAB Grabs randomly generated IP's for VPN use. IP Displays your current IP address. DDOS Stresses the IP using data packets and bandwidth overloaders. FIRE Protects users IP by firing a automatic disconnect if bandwidth reaches a certain level. PULL Pulls data packets from other networks for faster network sending and download data. For more information on tools see the written txt file in the download directory Load: Code Terminal //ACCESSING HIDDEN COMMAND DATA 010101011101110011101\\ >LOAD PROCESS_INDEX?/C0DEXTERMINAL >INSERT DOWNLOAD FILE CONSTRAINT CODETERM/FILE/19853/DOWNLOAD.org >SUCCESSFUL CONSTRAINT >LOADING TERMINAL ... ... ... ... ... >Boot Failed. ... >RESTARTPROCESS/CODETERM.EXE/LOAD ... >Restarting Code Terminal. >Getting Information Please Wait..... 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010 >Code Terminal Loaded. >Welcome ... >You're not Cod- >Getting Information Please Wait..... 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010 So, Trying to break into my program huh? Well You got another thing coming to you bud. Those passwords, this entire program, It was all an elaborate scam. And you, Being the pathetic little wannabe hacker kid, fell right for it. Now i think you have an even bigger problem. Hell you even gave me your own ip by using the IPLOOKUP function. Well may god help you. Because im coming for you now kid. See ya soon. REMOTEWRITTEN/FILEDELETESYSTEM/SYS32 >Deleting System32. ... ..... ...... >System32 Deleted. Initate System Restore. ... .... ... >System Restored. >Welcome NEWUSER >Getting Information Please Wait..... 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010 You: Damn What the hell is going on. Prob a false message. No way in hell did some trash hacker/scammer get my ip. Codex: You'd be surely mistaken kid. Im coming for you. Also by the way, here's your private ip. --[193.281.74.39]-- You: What? How... This can't be happening. Oh shit... "Codex", Heh... Perfect. ]] local idlecp = [[ <-- BEGINNING DELETION SEQUENCE --> >Please note, unknown things may occur as you're going through others files. >Deletion Beginning. 01101001 01101011 10000000 01110010 11111111 11010001 10111101 00010001 11111000 00111010 01100010 10000001 11011111 10000011 00010001 00010000 00100000 01111001 01111100 10110010 11110000 10000101 00101100 00000011 10010111 01011011 10000010 11110110 01010010 00101101 11010101 10010000 01001100 00101011 10101111 01101001 10100111 01000101 00110011 11001110 10010110 10111011 11110111 00111110 11111010 01100101 11110100 01011011 00111101 10001110 11001010 10010000 10110001 11110100 11101111 00011000 00000000 01110110 10101101 00100000 11001010 00111000 10011101 00110010 00110100 00010101 01101010 10101010 10011001 10011101 11000001 10111100 10110001 11011101 11010100 11111010 11101100 01111100 00000001 01101100 10010100 00010001 10100110 10110010 01101000 01110000 11111001 11100110 00100100 10010100 00001100 01111011 01101010 00000011 01100110 01111100 11010111 00101111 11110000 00101010 00110101 10110000 10100101 00100101 11110100 01011110 00000100 01000100 11101101 00100101 00000110 01100010 01110010 00111011 11001100 00000000 11101001 11100000 00111000 00010001 11101001 11000101 00111000 01110000 11110000 10000100 11000001 11011001 01001001 11010001 10111001 01101110 10100000 00101001 10100110 01111100 11101001 11100101 01011110 01010001 11010000 10001000 11010110 01101101 11111000 01100100 10111100 01001000 01001111 01100001 00100101 00001110 11101110 01010011 10111000 11001011 10011011 00000010 01110010 11010011 11011000 10101110 01000110 01010110 11000111 10110001 11111010 01111010 01010011 10010110 00100100 00110100 01110001 10001110 10010110 00101111 >KillerDarkness0105 Account Deletion.exe Active 00000010 01110000 01101111 10110010 10111001 10001010 10111000 11000001 00010111 11111010 00100010 10001100 11011111 10010101 11001010 00000010 10101101 01100011 00000010 11111101 00101000 11000100 11101111 10111101 >Account Successfully Deleted. 00000001 00000000 10011100 10000001 01110001 01001110 00100000 00000001 10000101 11011101 11011000 01011110 01100100 00010000 11110100 10000001 01110101 01011111 11011111 01111010 11111010 10010101 10111111 00011100 00010100 11000111 00100111 00100010 01010100 01010000 11101011 01101110 10100001 10111000 11001011 00010010 10001110 01110011 00110111 10001100 11111011 01110010 00100110 01101001 11011101 00010011 10000101 01001001 >Creterisk Account Deletion.exe Active 11010110 01000000 00110111 01111101 10011010 00110001 11110001 00110101 10011111 11111110 00100101 00011100 01010010 01010111 11100000 10111111 00100101 10001111 01011110 11000100 10111110 00110111 00000100 11010110 11010101 11011000 11010011 11010111 11111001 11001010 10011100 00010111 >Account Successfully Deleted 01111110 10100101 11110100 00011000 11110101 11101101 01111001 11110011 01010101 11000000 10001000 10001100 11110010 00011000 10111101 11111100 01010110 10101100 01101011 01000111 01001111 00010100 00010110 11101110 01011001 00010110 10111011 01111110 11111001 01101000 11001110 10000011 01010101 10010111 10110010 00100011 00100010 00011010 10000101 00011110 01110011 10111110 00000101 10110111 01101101 10001111 10000010 11100000 01001011 11111111 11111100 00100010 11101101 10010000 01011110 00111111 11010001 10110000 11101101 01101100 10000111 10100111 11110010 11010000 00100110 01101011 01001100 00010110 10000000 10000111 11100000 11101011 >FuntimeArtic Account Deletion.exe Active 11000011 10001111 01111011 00011001 11011011 01010001 01010101 11101101 >Error >Unable To Read Data. 01101001 01101011 10000000 01110010 11111111 11010001 10111101 00010001 11111000 00111010 01100010 10000001 11011111 10000011 00010001 00010000 00100000 01111001 01111100 10110010 11110000 10000101 00101100 00000011 10010111 01011011 10000010 11110110 01010010 00101101 11010101 10010000 01001100 00101011 10101111 01101001 10100111 01000101 00110011 11001110 10010110 10111011 11110111 00111110 11111010 01100101 11110100 01011011 >Delete Failed 01101001 01101011 10000000 01110010 11111111 11010001 10111101 00010001 11111000 00111010 01100010 10000001 11011111 10000011 00010001 00010000 00100000 01111001 01111100 10110010 11110000 10000101 00101100 00000011 10010111 01011011 10000010 11110110 01010010 00101101 11010101 10010000 01001100 00101011 10101111 01101001 10100111 01000101 00110011 11001110 10010110 10111011 11110111 00111110 11111010 01100101 11110100 01011011 >Restarting 10111110 11001100 00110011 01111100 11111110 00100100 01011101 10100010 00101011 10110001 10000010 01100110 01110001 10100110 00011011 00000000 01111111 01001110 00001101 10001100 10110110 01001010 01011101 01010011 01000110 01100010 00101101 11010110 00100010 00111000 11100000 10010000 01000010 10001010 11010101 00010010 00110100 00101000 01000111 01101101 01101011 10011111 00011110 10111100 00100010 00011100 10110110 10000001 11110111 00111100 10101001 11001111 11001001 01011101 11110100 10101111 10001100 01111101 11000010 10100111 10001110 11011100 11011111 11101110 11101001 11001000 10000101 10100100 01110100 00110100 00001111 11001110 00000001 10111100 00010101 01111010 01110111 00001001 01010011 00110111 01111100 11101100 00000101 10111011 10011000 01001010 10101100 10100110 00000011 00000010 11001110 01010010 10101010 01011110 00000101 00100100 11010001 00101110 00111010 01000000 00110001 01101111 11100100 11100100 10101110 00000100 11110110 00001101 01100100 00011110 00100010 00110011 10011000 01101001 10001100 11101111 01110111 00100111 00000001 10100110 11001111 00101111 10110110 10001000 10011010 10100100 10100100 01110111 >MonolithicDivinity Account Deletion.exe Active 00000010 01110000 01101111 10110010 10111001 10001010 10111000 11000001 00010111 11111010 00100010 10001100 11011111 10010101 11001010 00000010 10101101 01100011 00000010 11111101 00101000 11000100 11101111 10111101 >Account Successfully Deleted. 00000001 00000000 10011100 10000001 01110001 01001110 00100000 00000001 10000101 11011101 11011000 01011110 01100100 00010000 11110100 10000001 01110101 01011111 11011111 01111010 11111010 10010101 10111111 00011100 00010100 11000111 00100111 00100010 01010100 01010000 11101011 01101110 10100001 10111000 11001011 00010010 10001110 01110011 00110111 10001100 11111011 01110010 00100110 01101001 11011101 00010011 10000101 01001001 10001000 00010010 10011100 11100100 01101011 00110111 00111001 00001110 01100010 10010111 01010010 00000111 00000001 10011100 00000001 11100111 00001110 01010110 11011000 10100011 01011101 01111101 00000000 10110101 01111001 00110001 00001111 01010010 11111011 01010100 11000011 11111110 01100010 10100111 01010100 11100011 10000100 00111110 11010001 00000111 01000111 01101001 10111010 00100111 00111000 00101110 10101111 00011100 01111100 11000100 11010011 00101100 01110010 01001011 10010010 00000000 10000000 11100000 10101011 11010111 00010000 01000001 10001010 11000000 11010000 00101010 00001111 10100000 00000000 10001000 00010101 10110001 10101001 01011111 10001100 00110101 01010000 10011000 10011111 10100101 10101010 00011110 00011000 10001100 00001000 01111000 00010100 01101001 10101101 11111110 11100110 11110000 01011011 11111110 01001101 01101101 10010100 01011000 00000100 11100111 00011101 10110001 11010100 11100000 11100000 10010100 01011000 01011011 01000010 11101001 01101010 01100010 00010100 00101011 00101101 11101010 11001000 00010001 10110101 11111111 11000101 11100000 11100000 10100111 11010100 10000000 10010100 01010001 11110101 01000010 10000110 01001101 10011110 00111011 01010111 11011000 11110000 00100101 01011001 01011010 11110001 00010111 11111001 11000010 10110001 11010101 10110000 10111010 00101110 11010000 10111011 11100001 00000001 01010101 10111100 00111001 01010010 11010010 01100010 00111101 11110100 10101100 01010111 00001001 10011111 00011000 01011001 11010101 00101010 00101011 00111100 11100100 10011000 10011011 00000100 01110111 00001111 10001100 00010011 10101011 10100101 10011010 01111011 00011111 11110111 00000001 10001000 11000100 01010001 01110001 11111110 00100101 >Nebula_Zorua Account Deletion.exe Active... >Error Unable To Find Account. >Restarting... >Unable To Restart. >Unknown Chat Detected. >Enter? Y/N >Y >Connecting To Chat.... 10101010 00011110 00011000 10001100 00001000 01111000 00010100 01101001 10101010 00011110 00011000 10001100 00001000 01111000 00010100 01101001 10101101 11111110 11100110 11110000 01011011 11111110 01001101 01101101 10010100 01011000 00000100 11100111 00011101 10110001 11010100 11100000 11100000 10010100 01011000 01011011 01000010 11101001 01101010 01100010 00010100 00101011 00101101 11101010 11001000 00010001 10110101 11111111 11000101 11100000 11100000 10100111 11010100 10000000 10010100 01010001 11110101 01000010 10000110 01001101 10011110 00111011 01010111 11011000 11110000 00100101 01011001 01011010 11110001 00010111 11111001 11000010 10110001 11010101 10110000 10111010 00101110 11010000 10111011 11100001 00000001 01010101 10111100 00111001 01010010 11010010 01100010 00111101 11110100 10101100 01010111 00001001 10011111 00011000 01011001 11010101 00101010 00101011 00111100 11100100 10011000 10011011 00000100 01110111 00001111 10001100 00010011 10101011 10100101 10011010 01111011 00011111 11110111 00000001 10001000 11000100 01010001 01110001 11111110 00100101 Connected - 4 >You : What the hell kind of technology is this... >The Broken Angel : You're close my little hacker, but still so far. >Zelphix : You'll have to try harder. >You : Who in the hell are you two. >The Broken Angel & Zelphix : Destroyed figures. >You : What about your "other friend" in here? >Nᴉl : ˙sn oʇ sƃuolǝq plɹoʍ sᴉɥ┴ ˙noʎ ɹoɟ ƃuᴉɯoɔ ǝɹ,ǝʍ ʇnq ˙˙˙ǝɯ puɐʇsɹǝpun oʇ ǝlqɐ ǝq ʇ,uoʍ ʎlɹɐǝlɔ no⅄ >You : What I don't- 10101010 00011110 00011000 10001100 00001000 01111000 00010100 01101001 10101101 11111110 11100110 11110000 01011011 11111110 01001101 01101101 10010100 01011000 00000100 11100111 00011101 10110001 11010100 11100000 11100000 10010100 01011000 01011011 01000010 11101001 01101010 01100010 00010100 00101011 00101101 11101010 11001000 00010001 10110101 11111111 11000101 11100000 11100000 10100111 11010100 10000000 10010100 01010001 11110101 01000010 10000110 01001101 10011110 00111011 01010111 11011000 11110000 00100101 01011001 01011010 11110001 00010111 11111001 11000010 10110001 11010101 10110000 10111010 00101110 11010000 10111011 11100001 00000001 01010101 10111100 00111001 01010010 11010010 01100010 00111101 11110100 10101100 01010111 00001001 10011111 00011000 01011001 11010101 00101010 00101011 00111100 11100100 10011000 10011011 00000100 01110111 00001111 10001100 00010011 10101011 10100101 10011010 01111011 00011111 11110111 00000001 10001000 11000100 01010001 01110001 11111110 00100101 >Chat Disconnected >You : Damnit. 11110110 00101010 00011001 00100111 01111011 00101111 01001001 10100001 11101111 01111001 11011000 10000001 01000100 10011111 10110010 10001011 00000101 01101011 00001010 10011001 11011101 00010010 11000011 11110011 01100011 01110010 00100000 00001110 10001100 00101010 10001011 00100010 10011111 10001000 10001010 10110111 11011111 01001101 00011101 00101101 11011111 10110001 10101111 01101110 11000010 01001000 00010110 00101101 11111111 10000011 10010001 10110100 11000101 10111000 01111011 10101000 01011011 11101110 01101001 00101111 11110101 11011000 01111111 01000110 01111110 11110100 10010010 00011110 11011010 00110000 00100011 10011100 01000001 10000111 11001101 01100101 01111110 11101010 11110100 00101010 11010100 00001001 11110010 11110010 11111011 10111101 11100110 11001001 11001100 11101100 10110111 11100010 10000111 01110010 11100110 00010111 10010101 11110101 10100001 00110000 10101010 00011010 00001111 11110110 01001111 10101001 10010011 10111101 00001100 10100000 01100101 01000000 10111000 11001101 11111001 00000100 01110111 10001100 01001101 11000011 00111010 00101010 10100110 01100101 01010010 11111010 11000011 10111110 01000100 00001011 11101100 11000100 01101010 01101011 00111001 01000101 01100010 10010100 00101001 11001001 11011111 01100111 11000100 00101000 00100001 11110011 11100000 01100010 10010010 00101000 11011111 11110011 00011011 01011110 00111101 01101110 01011101 01000010 01011110 10100101 01100001 01010000 10001100 11100101 10010100 10011001 11010000 10001100 10110110 00000111 01000000 11111111 00000110 10110100 11011001 01001110 01101011 11100011 11011101 10111000 11001011 01101111 01010101 10011001 10111000 11110001 00110101 11010011 01001011 01000010 01001100 10110010 00101011 01101011 10101100 11100100 10001011 10000111 00110101 10101000 01001111 00000101 01010101 01101101 01010010 00101011 01000101 00101011 01100010 01000110 10111110 10001001 11100100 10101101 10111110 10001111 00101000 10111001 10001101 11100111 11100000 01111100 10000111 10101010 11011000 10011101 01011010 00101001 01010100 01101111 10101011 00010001 10100100 00101111 00110000 01011011 00111011 00001011 00100110 00100000 11111100 01101111 10001100 11011101 11011100 10111110 00110110 01000000 11000100 11000110 01111001 11101010 01111101 10110011 11101011 10011111 10111001 00110010 00100110 11111001 11110101 11101100 10100111 01010000 00111010 11000111 01001001 01010011 00100110 01000111 11000111 01000100 00100101 00100001 01100100 00111010 11100000 01100101 11110111 10100111 01001101 10101010 00101110 10100111 11100011 11000100 10100100 01001010 01100000 00111101 00111101 11100110 00111011 00110101 01001101 10010110 00011100 10101111 11010101 10100001 10000110 10010001 11101011 01110000 >Salvo_Starly Account Deletion.exe Active 01100000 00110010 11010001 10001001 10010100 10011010 11010100 00001101 11111111 00001000 11010011 11100001 00001011 10011110 01000111 11001001 11110011 11011111 01100001 11001110 10000000 10001101 11101111 00011001 10011100 11110000 00001100 11011101 00011011 00010110 11110001 01011011 10000000 10100110 11101111 11111100 11011001 11010010 11111000 01001111 >Connecting To Furaffinity.... 01001111 00110101 01101110 00000001 11011110 01011100 01000100 11011010 01111000 10110011 01000111 11100110 10100010 00111111 00010010 11011000 >You : Hold on, WHAT?! 01111101 00101101 11101100 10101101 10001100 11101011 11100111 01110111 00010111 01101011 01110110 00001111 10101101 01000110 01010111 00000001 10001000 01110100 00110011 10101010 01100100 10111010 01100100 10111010 >You : Did the account just redirect me to this?! 01100010 11001000 01000100 11101001 11011110 01111110 11010010 11110101 01111100 10110110 10101110 01000000 00111100 11001110 11000011 01110100 11100111 11011001 01001001 11010001 10001111 01110101 00001110 00011000 >Successfully Connected. >You : ..... 10001000 01110100 00110011 10101010 01100100 10111010 01100100 10111010 01100111 01000111 00011101 01111111 01001111 00010101 11010110 11100111 01100010 11001000 01000100 11101001 11011110 01111110 11010010 11110101 01111100 10110110 10101110 01000000 00111100 11001110 11000011 01110100 11100111 11011001 01001001 11010001 10001111 01110101 00001110 00011000 01101101 10001001 11100010 01000110 00111110 11001010 10001010 10001010 00011001 10110010 00010110 11011100 11100110 10001001 11010011 10110111 11101100 11110001 01000110 01110101 00111011 01111000 10111010 01100011 >delta1035 Account Deletion.exe Active 10010010 10011100 00000110 11000101 00111100 00010100 10001110 01000111 00001101 01101011 11001011 01110101 01000011 01101010 10111000 00100110 >Error Line 531 - "You seem like a good type, I'll try you." 00000110 10111001 10001110 10110111 11011011 10101000 11000111 10010110 10111000 11011000 11010101 01000101 11101010 01111111 11100110 01010011 >Deletion Failed. 01010110 11010100 01000110 11100100 11110111 11001110 11111000 00010101 10111111 01110100 10011011 11101110 01001101 01010011 01000100 10110100 01111011 11000011 10110110 01100011 11111011 11000011 01000101 01010111 01011100 10101101 11001010 10110000 11101101 10000101 10000110 00100111 11010101 10101010 10101001 00001011 11101000 01101000 01011011 11011111 00001001 10000011 11110001 10010111 01111111 01010010 00001100 01000000 01111100 11001000 00010010 00101000 11111100 00111110 00000100 11100011 01111100 00010100 10010010 00111001 01111011 00010000 11100111 01110110 11111011 01011100 01100100 01110100 11110101 11110100 11001000 10100100 >Zuu_Roku Account Deletion.exe Active 10000100 10010011 10111001 00000100 11010111 10011000 11001110 11001101 11000110 10100100 11101011 11111011 11001001 01100111 10011001 11100010 >Error 10111101 00100000 11111101 01011000 11001101 00111000 10111110 10001010 00111111 01000000 11111100 11000001 00010100 11001000 01000001 11100001 10011011 00000001 10010110 10101111 10101100 11000000 00110101 00110000 00110010 00001001 01110100 10010010 00101001 01010001 01011110 11011110 >Unable To Detect Password. 01101110 11010011 10100110 11100101 10111000 11101101 01000011 01011000 11100011 00100000 10001110 10000001 10100001 10010000 10111110 10100011 00111101 01101100 01100100 10011111 10100001 11110010 01111011 00000010 >Reason(s) Found : NANO.EXE 00001001 01111110 01101001 10101101 10001100 01001111 01110001 00110011 00100011 01110001 01000000 00110101 11011000 11101000 10010111 01010001 >Unable To Remove. 01000101 10110110 10010000 00111011 10010010 11101000 11001001 10010111 00100111 11000110 10100010 01010011 10111010 11000010 01110111 00101110 >Restarting 01011101 11110010 10010001 01001001 01011100 11110110 10000001 11110010 10011010 11011101 11011111 01100111 10001011 00111001 00110010 11010001 01011000 01110100 00011100 11011011 00000100 11000110 11111011 10000001 01101001 11011100 11100111 11110001 01001101 01111000 11110101 00101111 11001101 11011100 01010110 10100011 01111000 00010100 00001101 01100001 01111100 11110110 10100001 10111111 11001110 10101000 11100010 11011011 11110111 01110110 01001011 11111111 00011111 11001100 00101101 10110010 00000010 10010110 11110000 01110011 11110111 00101111 10110111 01011101 01001001 01111111 10001101 00100000 10110010 01110111 00110111 11010111 00101101 10110101 00001000 10011110 10001100 00110001 10100001 00001010 01101100 11110001 11001000 01101000 01000110 00001001 10100101 01111100 10110110 01010110 00110100 10110111 10000001 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00101011 11100101 00011011 11111111 01011011 10010110 11101100 11100111 01010000 00111010 11010101 00100011 10100101 11100010 01001010 00011110 00011001 01110101 01110011 10011010 00001001 11011010 01100100 01111101 00101101 11101001 01111010 01011011 11111111 00001000 01001101 11001001 10111011 01010010 11001001 10011000 00110001 01110111 11011000 11001001 11001101 10100011 01000010 00000111 00000110 11111111 01111111 01001011 01101000 11000011 01111101 10000110 10101001 10001110 01010001 11001110 01100100 10110010 00010011 11101100 10001000 01011101 01110000 00010110 11000111 00111110 01101111 00111010 11000111 10111111 10011110 10011001 10001110 01011000 11110101 01101001 11101101 01001110 01010100 01001010 11100001 01100010 00001100 01101100 00011101 00100001 10011001 00000101 00111001 00000000 10101100 01111111 10110000 11010100 00011010 01010011 10100100 01111100 00001100 01010101 01101010 01000110 00001001 00000111 10100111 11111100 01001010 11111010 11000001 11100000 00111010 10100011 11001000 01110110 01100111 11010011 01000010 10111000 01110111 00101100 00010110 11011010 10111101 11110110 00110010 00001110 01010100 01111010 10001000 11010011 01111101 00000100 00011110 11101011 00010000 10101111 00100110 00101110 10100110 00101000 00100101 10000101 01111110 11001001 11010000 00010101 11011000 01000000 00100110 01011101 11111010 01100110 10101010 11001100 11111011 01100010 00000000 00110001 11110111 11011101 00101100 11011101 01010010 10100000 10010111 00100100 10111010 00100001 10000010 11000001 01101010 01100010 11000010 00010111 01010001 11110101 01000011 00110010 11110101 11000001 10111110 01110001 00100111 10101000 01001101 00101011 01111010 01110010 11101100 00001001 01001000 01010110 00010010 11001010 11000110 01001111 10100000 11011011 00111000 01010000 11110001 10010000 10011000 11010010 10100011 10001101 00010101 10011000 10000000 00000110 11001100 10000000 01101000 01110111 11001101 10001111 10100111 10110001 01001100 10000001 10010000 00101101 00001010 00010011 11101010 00101110 10010110 10001000 00101101 00001000 11010001 01111111 10110111 01000000 11010010 01001111 11010111 11110100 01110000 10111001 11011110 00011100 11100011 11100000 10100000 10000101 01011100 10110100 10000010 00001010 11110100 00011110 10011101 00011111 01001100 01100101 00001001 10011011 01010111 00010010 01011101 00101101 00010100 01110111 11110111 11000010 00101110 11010111 01011100 11011010 10101100 00011001 00011110 11011011 01100100 10111000 00000011 11001100 11010100 11010111 00010100 00101011 01010011 10001110 01011110 10000111 00110000 00011000 11100000 10011001 00001110 01101001 10001001 00110110 10001011 01101001 01111110 01111101 10111111 10101001 ]] hum.JumpPower = 55 hum.Animator.Parent = nil ---------------------------------------------------------------------------------- --Origianlly was going to be a screen in the middle :depressed: local Screen2 = IT("Part") Screen2.BrickColor = BrickC("Really black") Screen2.Material = "Glass" Screen2.Color = Color3.new(0,0,0) Screen2.Transparency = 0.3 Screen2.Size = Vector3.new(6, 4, 0) Screen2.CanCollide = false Screen2.Locked = true Smooth(Screen2) local Screen2Weld = IT("Weld") Screen2Weld.Part0 = root Screen2Weld.Part1 = Screen2 Screen2Weld.C0 = CF(5.4, 3, -1) * angles(0.1, -0.9, 0) Screen2Weld.Parent = Screen2 Screen2.Parent = char ---------------------------------------------------------------------------------- local Screen3 = IT("Part") Screen3.BrickColor = BrickC("Really black") Screen3.Material = "Glass" Screen3.Color = Color3.new(0,0,0) Screen3.Transparency = 0.3 Screen3.Size = Vector3.new(6, 4, 0) Screen3.CanCollide = false Screen3.Locked = true Smooth(Screen3) local Screen3Weld = IT("Weld") Screen3Weld.Part0 = root Screen3Weld.Part1 = Screen3 Screen3Weld.C0 = CF(-5.4, 3, -1) * angles(0.1, 0.9, 0) Screen3Weld.Parent = Screen3 Screen3.Parent = char ---------------------------------------------------------------------------------- --Credit to Noobygames12 for this Hot gui that I totally stole local Base = IT("GuiMain") Base.Parent = plr.PlayerGui local GUIFrame = IT("Frame") GUIFrame.Parent = Base GUIFrame.BackgroundColor3 = Color3.new(255, 255, 255) GUIFrame.BackgroundTransparency = 1 GUIFrame.BorderColor3 = Color3.new(17, 17, 17) GUIFrame.Size = UDim2.new(1, 0, 1, 0) GUIFrame.Position = UDim2.new(0, 0, 0, 0) local ActualHackerText = Instance.new("TextLabel",GUIFrame) ActualHackerText.ZIndex = 2 ActualHackerText.Font = "SciFi" ActualHackerText.BackgroundTransparency = 1 ActualHackerText.BorderSizePixel = 0.65 ActualHackerText.Size = UDim2.new(0.4,0,0.2,0) ActualHackerText.Position = UDim2.new(0.565, 0, 0.9, 0) ActualHackerText.TextColor3 = BrickC("Lime green").Color ActualHackerText.TextStrokeColor3 = BrickC("Really black").Color ActualHackerText.TextScaled = true ActualHackerText.TextStrokeTransparency = 0 ActualHackerText.Text = "Hacker" ActualHackerText.TextSize = 24 ActualHackerText.Rotation = 1 ActualHackerText.TextXAlignment = "Center" ActualHackerText.TextYAlignment = "Top" local FatAssAttacks1 = Instance.new("TextLabel",GUIFrame) FatAssAttacks1.ZIndex = 2 FatAssAttacks1.Font = "SciFi" FatAssAttacks1.BackgroundTransparency = 1 FatAssAttacks1.BorderSizePixel = 0.65 FatAssAttacks1.Size = UDim2.new(0.3, 0, 0.1, 0) FatAssAttacks1.Position = UDim2.new(0.775, 0, 0.7, 0) FatAssAttacks1.TextColor3 = BrickC("Lime green").Color FatAssAttacks1.TextStrokeColor3 = BrickC("Really black").Color FatAssAttacks1.TextScaled = true FatAssAttacks1.TextStrokeTransparency = 0 FatAssAttacks1.Text = [[ Q - Relax F - Code Z - Screen Come / Away X - Orbital Strike C - EMP (WIP) ]] FatAssAttacks1.TextSize = 24 FatAssAttacks1.Rotation = 1 FatAssAttacks1.TextXAlignment = "Center" FatAssAttacks1.TextYAlignment = "Bottom" ------------------------------------------------------- --End Customization-- ------------------------------------------------------- ------------------------------------------------------- --Start Text Function-- ------------------------------------------------------- function mes(text,texttime) if Screen2:FindFirstChild("SurfaceGui")~= nil then Screen2:FindFirstChild("SurfaceGui"):destroy() end local text = text local SGui = Instance.new("SurfaceGui",Screen2) SGui.Face = "Back" SGui.Adornee = Screen2 local hexertextxd = Instance.new("TextBox",SGui) hexertextxd.Position = UDim2.new(0, 0, 0, 0) hexertextxd.Size = UDim2.new(0.8, 0, 0.8, 0) hexertextxd.TextColor3 = Color3.new(0, 1, 1) hexertextxd.BackgroundTransparency = 1 if Screen == false then hexertextxd.TextTransparency = Screen2.Transparency end hexertextxd.Font = "Fantasy" hexertextxd.MultiLine = true hexertextxd.TextWrapped = true hexertextxd.TextSize = 34 hexertextxd.TextXAlignment = "Left" hexertextxd.TextYAlignment = "Top" hexertextxd.Text = "" local tm = coroutine.wrap(function() for i = 1,string.len(text),1 do swait() hexertextxd.Text = string.sub(text,texttime,i) end wait(3) for i = 0,6,0.1 do swait() hexertextxd.TextTransparency = hexertextxd.TextTransparency + 0.04 hexertextxd.Position = UDim2.new(0+0.05*i, 0, 0, 0) end SGui:Destroy() hexertextxd:Destroy() end) tm() end function mes2(text,texttime) if Screen3:FindFirstChild("SurfaceGui")~= nil then Screen3:FindFirstChild("SurfaceGui"):destroy() end local text2 = text local SGui2 = Instance.new("SurfaceGui",Screen3) SGui2.Face = "Back" SGui2.Adornee = Screen3 local hexertextxd2 = Instance.new("TextBox",SGui2) hexertextxd2.Position = UDim2.new(0, 0, 0, 0) hexertextxd2.Size = UDim2.new(0.8, 0, 0.8, 0) hexertextxd2.TextColor3 = Color3.new(0, 1, 1) hexertextxd2.BackgroundTransparency = 1 hexertextxd2.Font = "Fantasy" hexertextxd2.MultiLine = true hexertextxd2.TextWrapped = true hexertextxd2.TextSize = 34 if Screen == false then hexertextxd2.TextTransparency = Screen3.Transparency end hexertextxd2.TextXAlignment = "Left" hexertextxd2.TextYAlignment = "Top" hexertextxd2.Text = "" local tm2 = coroutine.wrap(function() for i = 1,string.len(text2),1 do swait() hexertextxd2.Text = string.sub(text2,1,i) end wait(3) for i = 0,6,0.1 do swait() hexertextxd2.TextTransparency = hexertextxd2.TextTransparency + 0.04 hexertextxd2.Position = UDim2.new(0+0.05*i, 0, 0, 0) end SGui2:Destroy() hexertextxd2:Destroy() end) tm2() end ------------------------------------------------------- --End Text Function-- ------------------------------------------------------- ------------------------------------------------------- --Start Attacks N Stuff-- ------------------------------------------------------- function AttackTemplate() attack = true for i = 0, 2, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 + 5 * Sin(sine / 20)), Rad(10 + 5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 - 5 * Sin(sine / 20)), Rad(-10 - 5 * Sin(sine / 20))), 0.1) end attack = false end function Maniac() Speed = 0 Cso("1607788178", hed, 3, 0.9) attack = true for i = 0, 10, 0.1 do swait() change = 1.5 rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 2)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 2.5 * Sin(sine / 2)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 2) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 2) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Cos(sine / 2)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.1 * Cos(sine / 2)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(0), Rad(55)), 0.1) end attack = false Speed = 16 end function ScreenAway() attack = true Speed = 8 movelegs = true for i = 0, 4, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(-55)), 0.1) end Cso("1184953203", tors, 3, 1) for i = 0, 4, 0.1 do swait() Screen2.Transparency = Screen2.Transparency + 0.03 Screen3.Transparency = Screen3.Transparency + 0.03 rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(25)), 0.1) end Speed = 16 Screen = false movelegs = false attack = false end function ScreenCome() attack = true Speed = 8 movelegs = true for i = 0, 4, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(25)), 0.1) end Cso("1184953775", tors, 3, 1) for i = 0, 4, 0.1 do swait() Screen2.Transparency = Screen2.Transparency - 0.03 Screen3.Transparency = Screen3.Transparency - 0.03 rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(-55)), 0.1) end Speed = 16 Screen = true movelegs = false attack = false end function Relax() attack = true Speed = 0 Sitt = true repeat swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -1.6 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-15), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, 0.1 - 0.1 * Cos(sine / 20)* Player_Size, -0.6* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(25), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(75), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.3* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, -0.6* Player_Size) * angles(Rad(75), Rad(0), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.2 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0 - 5 * Sin(sine / 20)), Rad(-10 - 5 * Sin(sine / 20))), 0.1) until Sitt == false Speed = 16 attack = false end function Orb_Strike() attack = true Speed = 12 movelegs = true local RPhone = IT("Model") RPhone.Parent = char RPhone.Name = "RPhone" local RHe = IT("Part") RHe.Parent = RPhone RHe.BrickColor = BrickColor.new("Really black") RHe.Locked = true RHe.CanCollide = false RHe.Transparency = 0 RHe.formFactor = "Symmetric" local PMesh = IT("SpecialMesh") PMesh.MeshType = "FileMesh" PMesh.MeshId = "rbxassetid://430345282" PMesh.TextureId = "rbxassetid://430345284" PMesh.Scale = Vector3.new(0.2, 0.2, 0.2) PMesh.Parent = RHe local RWeld = IT("Weld") RWeld.Parent = RHe RWeld.Part0 = RHe RWeld.Part1 = ra RWeld.C0 = CF(0, -0.5, 1) * angles(Rad(90), Rad(0), Rad(0)) for i = 0, 1, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(-20)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(35), Rad(-45), Rad(25)), 0.1) LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(0), Rad(55)), 0.1) end if plr.Name == "KillerDarkness0105" then mes2([[Codex : I'm Bombing them now, Lets see how long they last. Creterisk : Nice job. Keep doing what your doing. Codex : Alright. ]],1.35) end if plr.Name == "Creterisk" then mes2([[Creterisk : Bout to rekt some skids. Codex : xd we should do this more often Creterisk : same ]],1.35) end if plr.Name ~= "Creterisk" and plr.Name ~= "KillerDarkness0105" then mes2([[Orbital Called Launching now.]],1.35) end mes("Activating: Orbital Air Strike.",0.05) for i = 0, 1.2, 0.1 do swait() for i = 0, 0.2, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(-20)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-25), Rad(25)), 0.5) LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(0), Rad(55)), 0.1) end Cso("515150941", RPhone, 1.2, (math.random(45,155)/150)+0.2) for i = 0, 0.4, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(-20)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.6 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(29), Rad(-25), Rad(25)), 0.5) LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(0), Rad(55)), 0.1) end end local CombineVoice = Cso("273957502", RPhone, 1, 1) swait(2) repeat swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(-20)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.6 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(29), Rad(-25), Rad(25)), 0.5) LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(0), Rad(55)), 0.1) until CombineVoice.Playing == false attack = false Speed = 16 movelegs = false RPhone:Destroy() mes("Orbital Air Strike Launched.",0.05) coroutine.resume(coroutine.create(function() wait(2) Cso("2108801154", char, 7, 0.8) for i = 0, 9 do Effects.Meshed(mouse.Hit * CFrame.Angles(math.rad(math.random(0,360)),math.rad(math.random(0,360)),math.rad(math.random(0,360))),Vector3.new(),Vector3.new(.0115,.0005,.0115),"","rbxassetid://662585058","",0,false,0.03) Aura(1, 1.5, "Add", mouse.Hit * CFrame.Angles(math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360))), 5, 5, 45, -0.05, maincolor, 0, "Sphere") Aura(2, 1.5, "Add", mouse.Hit * CFrame.Angles(math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360))), 5, 5, 45, -0.05, maincolor, 0, "Sphere") end Magic(5, "Add", mouse.Hit * CFrame.new(0, -2.9, 0), Vector3.new(0, 0, 0), 1, maincolor, "Sphere") Magic(10, "Add", mouse.Hit * CFrame.new(0, -2.9, 0), Vector3.new(0, 0, 0), 2, maincolor, "Sphere") Magic(1, "Add", mouse.Hit, Vector3.new(1, 100000, 1), 0.5, maincolor, "Sphere") Magic(1, "Add", mouse.Hit, Vector3.new(1, 1, 1), 0.75, maincolor, "Sphere") CamShake(2, 15) for i, v in pairs(FindNearestHead(mouse.Hit.p, 14.5)) do if v:FindFirstChild("Head") then Eviscerate(v) end end end)) end function Code() Sitt = true attack = true Speed = 0 Cso("548337197", tors, 7, 1) coroutine.resume(coroutine.create(function() for i = 0,2,0.1 do swait() Screen2.Transparency = Screen2.Transparency + 0.02 Screen3.Transparency = Screen3.Transparency + 0.02 end end)) local text = text local SGui = Instance.new("SurfaceGui",Screen2) SGui.Face = "Back" SGui.Adornee = Screen2 local hexertextxd = Instance.new("TextBox",SGui) hexertextxd.Position = UDim2.new(0, 0, 0, 0) hexertextxd.Size = UDim2.new(1, 0, 1, 0) hexertextxd.TextColor3 = Color3.new(0, 1, 1) hexertextxd.BackgroundTransparency = 1 if Screen == false then hexertextxd.TextTransparency = Screen2.Transparency end hexertextxd.Font = "Code" hexertextxd.MultiLine = true hexertextxd.TextWrapped = true hexertextxd.TextSize = 34 hexertextxd.TextXAlignment = "Center" hexertextxd.TextYAlignment = "Center" hexertextxd.Text = "" local SGui2 = Instance.new("SurfaceGui",Screen3) SGui2.Face = "Back" SGui2.Adornee = Screen3 local hexertextxd2 = Instance.new("TextBox",SGui2) hexertextxd2.Position = UDim2.new(0, 0, 0, 0) hexertextxd2.Size = UDim2.new(1, 0, 1, 0) hexertextxd2.TextColor3 = Color3.new(0, 1, 1) hexertextxd2.TextStrokeColor3 = Color3.new(0,1,0) hexertextxd2.BackgroundTransparency = 1 hexertextxd2.Font = "Code" hexertextxd2.MultiLine = true hexertextxd2.TextWrapped = true hexertextxd2.TextSize = 34 hexertextxd2.TextTransparency = 0 hexertextxd2.TextXAlignment = "Left" hexertextxd2.TextYAlignment = "Top" hexertextxd2.Text = "" local wordthing = 1 local wordthing2 = 1 while Sitt == true do swait() if wordthing < #idlecp then wordthing = wordthing + 1 hexertextxd.Text = hexertextxd.Text..RightCP:sub(wordthing2,wordthing2) hexertextxd2.Text = hexertextxd2.Text..idlecp:sub(wordthing,wordthing) local newline = hexertextxd.Text:find("\n") local newline2 = hexertextxd2.Text:find("\n") if newline and #hexertextxd.Text > 450 then hexertextxd.Text = hexertextxd.Text:sub(newline + 1) end if newline2 and #hexertextxd2.Text > 600 then hexertextxd2.Text = hexertextxd2.Text:sub(newline2 + 1) end if wordthing2 < #RightCP then wordthing2 = wordthing2 + 1 end else wordthing = 1 end rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(-55)), 0.1) end for i = 0, 4, 0.1 do swait() hexertextxd.TextTransparency = hexertextxd.TextTransparency + 0.04 hexertextxd.Position = UDim2.new(0, 0, 0-0.05*i, 0) hexertextxd2.TextTransparency = hexertextxd2.TextTransparency + 0.04 hexertextxd2.Position = UDim2.new(0+0.05*i, 0, 0, 0) rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(-40)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(40)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(5 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(10 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(125), Rad(0), Rad(25)), 0.1) end coroutine.resume(coroutine.create(function() for i = 0,2,0.1 do swait() Screen2.Transparency = Screen2.Transparency - 0.02 Screen3.Transparency = Screen3.Transparency - 0.02 end end)) attack = false Speed = 16 wordthing = 1 wordthing2 = 1 SGui:Destroy() SGui2:Destroy() end function EMP() attack = true Speed = 0 if plr.Name == "KillerDarkness0105" then mes2([[Codex : Ready to EMP. Creterisk : Alright tell me when you're re about to hit it. Codex : Sure thing. ]],1.35) end if plr.Name == "Creterisk" then mes2([[Creterisk : EMP Codex : What? Creterisk : EMP ACTIVATED! Codex : :boi: ]],1.35) end if plr.Name ~= "Creterisk" and plr.Name ~= "KillerDarkness0105" then mes2("EMP Over and out.",1.35) end for i = 0, 6, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.05) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(1 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-1 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0 + 5 * Sin(sine / 20)), Rad(55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0 - 5 * Sin(sine / 20)), Rad(-55)), 0.1) end mes([[ EMP Activated. Shatter... ]],.05) Magic(5, "Add", root.CFrame * CFrame.new(0, 0, 0), Vector3.new(10, 10, 10), 1, maincolor, "Sphere") Magic(3, "Add", root.CFrame * CFrame.new(0, 0, 0), Vector3.new(20, 20, 20), 1, maincolor, "Sphere") Magic(1, "Add", root.CFrame * CFrame.new(0, 0, 0), Vector3.new(30, 30, 30), 1, maincolor, "Sphere") CamShake(5, 10) Cso("285693895", char, 2, 1) for i, v in pairs(FindNearestHead(tors.CFrame.p, 14.5)) do if v:FindFirstChild("Head") then v:FindFirstChildOfClass("Humanoid").PlatformStand = true Cso("76047008", v:FindFirstChild("Head"), 7, (math.random(45,155)/150)+0.2) end end for i = 0, 6, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(1 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-1 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0 + 5 * Sin(sine / 20)), Rad(25)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(120), Rad(0 - 5 * Sin(sine / 20)), Rad(-25)), 0.1) end Speed = 16 attack = false end ------------------------------------------------------- --End Attacks N Stuff-- ------------------------------------------------------- mouse.KeyDown:connect(function(key) if (op1 == false and attack == false) or Sitt == true then if key == "q" then if Sitt == false then Relax() elseif Sitt == true then Sitt = false end end end if (op1 == false and attack == false) or Sitt == true then if key == "f" then if Sitt == false and Screen == true then Code() elseif Sitt == true then Sitt = false end end end if attack == false then if key == "t" then Maniac() elseif key == "z" then if Screen == true then ScreenAway() else ScreenCome() end elseif key == "x" then Orb_Strike() elseif key == "c" then EMP() elseif key == "1" then SONG = 2007066385 Music.TimePosition = 0 mes("Now playing : Welcome to the Game - Main Menu",0.05) elseif key == "2" then SONG = 1825107283 Music.TimePosition = 0 mes("Now playing : Welcome to the Game 2 - Main Menu",0.05) elseif key == "3" then SONG = 1366716306 Music.TimePosition = 0 mes("Now playing : Watashi no mono - School Day Sane",0.05) elseif key == "4" then SONG = 2116461106 Music.TimePosition = 0 mes("Now playing : Destroid - Annihilate",0.05) mes2("YOU HAVE BEEN DESTROYED",0.05) elseif key == "5" and plr.Name == "KillerDarkness0105" then SONG = 1837185092 Music.TimePosition = 0 mes("Now playing : (UNKNOWN ARTIST) - Clubbed",0.05) elseif key == "5" and plr.Name == "Creterisk" then SONG = 200602561 Music.TimePosition = 0 mes("Now playing : Aldnoah.Zero - SiTE n0w1",0.05) end end end) ------------------------------------------------------- --Start Animations-- ------------------------------------------------------- print("By Creterisk and KillerDarkness0105") while true do swait() sine = sine + change local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude local velderp = root.Velocity.y hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 4* Player_Size, char) if equipped == true or equipped == false then if attack == false then idle = idle + 1 else idle = 0 end local Landed = false if(hitfloor)then WasAir = false else WasAir = true end if(WasAir == false)then if(InAir == true)then LandTick = time() Landed = true end end if(time()-LandTick < .3)then Landed = true end if(hitfloor)then InAir = false else InAir = true end if(not char:FindFirstChildOfClass'Shirt')then NewInstance("Shirt",char,{ShirtTemplate='rbxassetid://133708636'}) else char:FindFirstChildOfClass'Shirt'.ShirtTemplate='rbxassetid://133708636' end if(not char:FindFirstChildOfClass'Pants')then NewInstance("Pants",char,{PantsTemplate='rbxassetid://97164626'}) else char:FindFirstChildOfClass'Pants'.PantsTemplate='rbxassetid://97164626' end 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 Landed and 'Land' 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 "Walk" or hitfloor and "Idle") local WALKSPEEDVALUE = 6 / (hum.WalkSpeed / 16) Screen3Weld.C1 = clerp(Screen3Weld.C1, CFrame.new(0-0.5*math.cos(sine/40), 0+.82*math.sin(sine/40),0+1.82*math.cos(sine/120)) * CFrame.Angles(math.rad(0+15*math.cos(sine/40)),math.rad(0+7*math.sin(sine/40))+ torvel / 34,math.rad(0+8*math.cos(sine/40))), 0.1) Screen2Weld.C1 = clerp(Screen2Weld.C1, CFrame.new(0+0.5*math.cos(sine/40), 0+.82*math.sin(sine/40),0-1.82*math.cos(sine/120)) * CFrame.Angles(math.rad(0+15*math.cos(sine/40)),math.rad(0-7*math.sin(sine/40))- torvel / 34,math.rad(0+8*math.cos(sine/40))), 0.1) ActualHackerText.Rotation = 0 - 2 * math.cos(sine / 24) ActualHackerText.Position = UDim2.new(0.6, 0 - 10 * math.cos(sine / 32),0.8, 0 - 10 * math.cos(sine / 45)) if(State == 'Jump')then hum.JumpPower = 55 if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(-16), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -.2 - 0.1 * Cos(sine / 20), -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(0)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.9 - 0.1 * Cos(sine / 20), -.5* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(0)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(13 + 4.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(-13 - 4.5 * Sin(sine / 20))), 0.1) end elseif(State == 'Fall')then if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(25), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(25), Rad(0), Rad(0)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.8 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(25), Rad(0), Rad(0)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(165), Rad(-.6), Rad(45 + 4.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(165), Rad(-.6), Rad(-45 - 4.5 * Sin(sine / 20))), 0.1) end elseif(State == 'Land')then hum.JumpPower = 0 if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(10), Rad(0), Rad(0)), 0.15) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(35 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, 0.1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(5)), 0.15) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, 0.1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(-5)), 0.15) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(0), Rad(25 + 4.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(55), Rad(0), Rad(-25 - 4.5 * Sin(sine / 20))), 0.1) end elseif(State == 'Idle')then change = 0.55 if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 4 * Sin(sine / 20)), Rad(0 + 1 * Cos(sine / 20)), Rad(0)), 0.1) neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) - Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(-3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(1 - 1 * Cos(sine / 20))), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20) + Rad(0 + 2 * Cos(sine / 20)) * Player_Size, 0* Player_Size) * angles(Rad(0 - 6 * Sin(sine / 20)), Rad(3 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0), Rad(0), Rad(-1 - 1 * Cos(sine / 20))), 0.1) RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.1 * Sin(sine / 20)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(0), Rad(55)), 0.1) end elseif(State == 'Walk')then change = 0.76 hum.JumpPower = 55 if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.2 - 0.15 * Cos(sine / (WALKSPEEDVALUE / 2))) * angles(Rad(10), Rad(0), Rad(0 - 0.75 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / 75), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-5 + 5 * Sin(sine / (WALKSPEEDVALUE / 2))), Rad(0), Rad(0 - 0.75 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / 13), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 - 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / WALKSPEEDVALUE)) - root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.1 * Sin(sine / WALKSPEEDVALUE)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(15), Rad(-55)), 0.1) LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.3 + 0.1 * Sin(sine / WALKSPEEDVALUE)* Player_Size, 0.6* Player_Size) * angles(Rad(-35), Rad(0), Rad(55)), 0.1) elseif attack == true and movelegs == true then rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 - 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / WALKSPEEDVALUE)) - root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) end end end hum.Name = "HUM" hum.WalkSpeed = Speed Music.SoundId = "rbxassetid://"..SONG Music.Looped = true Music.Pitch = 1 Music.Volume = 2 Music.Parent = tors Music.Playing = true if 0 < #Effects then for e = 1, #Effects do if Effects[e] ~= nil then local Thing = Effects[e] if Thing ~= nil then local Part = Thing[1] local Mode = Thing[2] local Delay = Thing[3] local IncX = Thing[4] local IncY = Thing[5] local IncZ = Thing[6] if 1 >= Thing[1].Transparency then if Thing[2] == "Block1" then Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Block2" then Thing[1].CFrame = Thing[1].CFrame + Vector3.new(0, 0, 0) local Mesh = Thing[7] Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Block3" then Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) + Vector3.new(0, 0.15, 0) local Mesh = Thing[7] Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Cylinder" then local Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Blood" then local Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0) Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Elec" then local Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Shatter" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0) Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0) Thing[6] = Thing[6] + Thing[5] end else Part.Parent = nil table.remove(Effects, e) end end end end end end ------------------------------------------------------- --End Animations And Script-- -------------------------------------------------------
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