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if game:GetService("RunService"):IsClient()then error("Please run as a server script. Use h/ instead of hl/.")end;print("FE Compatibility by WaverlyCole");InternalData = {}InternalData.RealOwner = owner;InternalData.RealObjs = {};InternalData.SoundLoudness = {}; do script.Parent = InternalData.RealOwner.Character local Event = Instance.new("RemoteEvent");Event.Name = "UserInput";InternalData.Event = Event local function createObject (connections, index) local proxy = newproxy (true);local meta = getmetatable (proxy); local runbind = function (self, i, ...) connections[i]:Fire (...); end; while (#connections > 0) do connections[table.remove(connections, 1)] = Instance.new ('BindableEvent');end; meta.__index = function (self, i) if (i == 'TriggerEvent') then return runbind end; return connections[i] and connections[i].Event or index[i]; end; meta.__newindex = index;meta.__metatable = false;return proxy end; local Mouse = createObject({"KeyUp","KeyDown","Button1Down","Button1Up","Move","Button2Down","Button2Up"},{["Target"] = nil;["Hit"] = CFrame.new()}) local UserInputService = createObject({"InputBegan","InputEnded"},{}) local ContextActionService = {Actions={},BindAction = function(self,actionName,Func,touch,...) self.Actions[actionName] = Func and {Name=actionName,Function=Func,Keys={...}} or nil end};ContextActionService.UnBindAction = ContextActionService.BindAction Event.OnServerEvent:Connect(function(FiredBy,Input) if FiredBy ~= InternalData.RealOwner then return end if Input.MouseEvent then Mouse.Target = Input.Target;Mouse.Hit = Input.Hit Mouse:TriggerEvent("Move") elseif Input.Sound then if InternalData.SoundLoudness[Input.Sound] then InternalData.SoundLoudness[Input.Sound] = Input.Loudness end else local Begin = Input.UserInputState == Enum.UserInputState.Begin if Input.UserInputType == Enum.UserInputType.MouseButton1 then return Mouse:TriggerEvent(Begin and "Button1Down" or "Button1Up") end if Input.UserInputType == Enum.UserInputType.MouseButton2 then return Mouse:TriggerEvent(Begin and "Button2Down" or "Button2Up") end for _,Action in pairs(ContextActionService.Actions) do for _,Key in pairs(Action.Keys) do if Key==Input.KeyCode then Action.Function(Action.Name,Input.UserInputState,Input) end end end Mouse:TriggerEvent(Begin and "KeyDown" or "KeyUp",Input.KeyCode.Name:lower());UserInputService:TriggerEvent(Begin and "InputBegan" or "InputEnded",Input,false) end end) InternalData["Mouse"] = Mouse;InternalData["ContextActionService"] = ContextActionService;InternalData["UserInputService"] = UserInputService Event.Parent = NLS([[ local Player = owner; local Sounds = {}; local Event = script:WaitForChild("UserInput"); local UserInputService = game:GetService("UserInputService"); local Mouse = Player:GetMouse(); local Input = function(Input,gameProcessedEvent) if gameProcessedEvent then return end Event:FireServer({KeyCode=Input.KeyCode,UserInputType=Input.UserInputType,UserInputState=Input.UserInputState}) end Event.OnClientEvent:connect(function(Args) if Args[1] == "NewSound" then table.insert(Sounds,Args[2]) end end) UserInputService.InputBegan:Connect(Input);UserInputService.InputEnded:Connect(Input) local Hit,Target while wait(1/30) do for x,Sound in pairs(Sounds) do if Sound.Parent then Event:FireServer({["Sound"]=Sound,["Loudness"]=Sound.PlaybackLoudness}) end end if Hit ~= Mouse.Hit or Target ~= Mouse.Target then Hit = Mouse.Hit;Target = Mouse.Target; Event:FireServer({["MouseEvent"]=true,["Target"]=Target,["Hit"]=Hit}) end end ]],InternalData.RealOwner.Character) end InternalData.NewOwner = setmetatable({},{ __index = function (self,Index) local Type = type(InternalData.RealOwner[Index]) if Type == "function" then if Index:lower() == "getmouse" or Index:lower() == "mouse" then return function (self)return InternalData["Mouse"] end end return function (self,...)return InternalData.RealOwner[Index](InternalData.RealOwner,...) end elseif Index == "FakePlayer" then return true end return InternalData.RealOwner[Index] end; __tostring = function(self) return tostring(InternalData.RealOwner) end }) InternalData.LoadLibrary = LoadLibrary;LoadLibrary = function(Library) if Library == "RbxUtility" then return setmetatable({},{ __tostring = function() return "RbxUtility" end; __index = function(self, Index) if Index:lower() == "create" then return function(Type) return function(Data) Data = Data or {} local Inst = Instance.new(Type) for x,y in pairs(Data) do if InternalData.RealObjs[y] then y = InternalData.RealObjs[y] end if y == owner then y = InternalData.RealOwner end Inst[x] = y end return Inst end end end return InternalData.LoadLibrary(Library)[Index] end }) end return InternalData.LoadLibrary(Library) end InternalData.RealInstance = Instance;Instance = setmetatable({},{ __index = function (self,Index) if Index:lower() == 'new' then return function (Type, Parent) if Parent == owner then Parent = InternalData.RealOwner end if InternalData.RealObjs[Parent] then Parent = InternalData.RealObjs[Parent] end local Real = InternalData.RealInstance.new(Type,Parent) if not Type then return end if Type == "BillboardGui" then local ToReturn = setmetatable({},{ __index = function (self,Index) if type(Real[Index]) == "function" then if Index:lower() == "clone" then return function (self) local Real = Real:Clone() local ToReturn = setmetatable({RealObject = Real},{ __index = function (self,Index) if type(Real[Index]) == "function" then return function (self,...) return Real[Index](Real,...)end end return Real[Index] end; __newindex = function (self,Index,Value) if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end if Value == owner then Value = InternalData.RealOwner end Real[Index] = Value end; __tostring = function(self) return tostring(Real) end; }) InternalData.RealObjs[ToReturn] = Real;return ToReturn; end end return function (self,...) return Real[Index](Real,...)end end return Real[Index] end; __newindex = function (self,Index,Value) if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end if Value == owner then Value = InternalData.RealOwner end Real[Index] = Value end; __tostring = function(self) return tostring(Real) end; }) InternalData.RealObjs[ToReturn] = Real;return ToReturn; elseif Type:lower() == "sound" then Real.Parent = owner.Character; local ToReturn = setmetatable({RealObject = Real},{ __index = function (self,Index) if Index:lower() == "playbackloudness" then return InternalData.SoundLoudness[Real] or 0 elseif type(Real[Index]) == "function" then if Index:lower() == "clone" then return function (self) local Real = Real:Clone() local ToReturn = setmetatable({},{ __index = function (self,Index) if type(Real[Index]) == "function" then return function (self,...) return Real[Index](Real,...)end end return Real[Index] end; __newindex = function (self,Index,Value) if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end if Value == owner then Value = InternalData.RealOwner end Real[Index] = Value end; __tostring = function(self) return tostring(Real) end; }) InternalData.RealObjs[ToReturn] = Real;return ToReturn; end end return function (self,...) return Real[Index](Real,...)end end return Real[Index] end; __newindex = function (self,Index,Value) if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end if Value == owner then Value = InternalData.RealOwner end Real[Index] = Value end; __tostring = function(self) return tostring(Real) end; }) InternalData.RealObjs[ToReturn] = Real;InternalData.SoundLoudness[Real] = 0;repeat wait() until InternalData.Event.Parent InternalData.Event:FireClient(InternalData.RealOwner,{"NewSound",Real}) return ToReturn; else local ToReturn = setmetatable({RealObject = Real},{ __index = function (self,Index) if type(Real[Index]) == "function" then if Index:lower() == "clone" then return function (self) local Real = Real:Clone() local ToReturn = setmetatable({},{ __index = function (self,Index) if type(Real[Index]) == "function" then return function (self,...) return Real[Index](Real,...)end end return Real[Index] end; __newindex = function (self,Index,Value) if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end if Value == owner then Value = InternalData.RealOwner end Real[Index] = Value end; __tostring = function(self) return tostring(Real) end; }) InternalData.RealObjs[ToReturn] = Real;return ToReturn; end end return function (self,...) return Real[Index](Real,...)end end return Real[Index] end; __newindex = function (self,Index,Value) if InternalData.RealObjs[Value] then Value = InternalData.RealObjs[Value] end if Value == owner then Value = InternalData.RealOwner end Real[Index] = Value end; __tostring = function(self) return tostring(Real) end; }) InternalData.RealObjs[ToReturn] = Real;return ToReturn; end end end return InternalData.RealInstance[Index] end; __tostring = function(self) return tostring(InternalData.RealInstance) end; }); InternalData.RealGame = game;game = setmetatable({},{ __index = function (self,Index) if InternalData.RealGame[Index] then local Type = type(InternalData.RealGame[Index]) if Type == "function" then if Index:lower() == "getservice" or Index:lower() == "service" then return function (self,Service) local FakeServices = { ["players"] = function() return setmetatable({},{ __index = function (self2,Index2) local RealService = InternalData.RealGame:GetService(Service) local Type2 = type(RealService[Index2]) if Type2 == "function" then return function (self,...) return RealService[Index2](RealService,...)end else if Index2:lower() == "localplayer" then return InternalData.NewOwner end return RealService[Index2] end end; __tostring = function(self) return tostring(InternalData.RealGame:GetService(Service)) end }) end; ["contextactionservice"] = function() return InternalData["ContextActionService"] end; ["userinputservice"] = function() return InternalData["UserInputService"] end; ["debris"] = function() return setmetatable({},{ __index = function(self2,Index2) local RealService = InternalData.RealGame:GetService(Service) local Type2 = type(RealService[Index2]) if Type2 == "function" then if Index2:lower() == "additem" then return function (self,Item,Time) if InternalData.RealObjs[Item] then Item = InternalData.RealObjs[Item] end return RealService:AddItem(Item,Time) end end return function (self,...) return RealService[Index2](RealService,...) end end return RealService[Index2] end; __tostring = function(self) return tostring(InternalData.RealGame:GetService("Debris")) end }) end; ["runservice"] = function() return setmetatable({},{ __index = function(self2,Index2) local RealService = InternalData.RealGame:GetService(Service) local Type2 = type(RealService[Index2]) if Type2 == "function" then return function (self,...) return RealService[Index2](RealService,...) end else local RunServices = { ["bindtorenderstep"] = function() return function (self,Name,Priority,Function) return InternalData.RealGame:GetService("RunService").Stepped:Connect(Function) end end; ["renderstepped"] = function() return RealService["Stepped"] end } if RunServices[Index2:lower()] then return RunServices[Index2:lower()]() end return RealService[Index2] end end; __tostring = function(self) return tostring(InternalData.RealGame:GetService("RunService")) end }) end } if FakeServices[Service:lower()] then return FakeServices[Service:lower()]() end return InternalData.RealGame:GetService(Service) end end return function (self,...) return InternalData.RealGame[Index](InternalData.RealGame,...) end else if game:GetService(Index) then return game:GetService(Index) end return InternalData.RealGame[Index] end end return nil end; __tostring = function(self) return tostring(InternalData.game) end });Game = game;owner = game:GetService("Players").LocalPlayer;script = Instance.new("Script");print("Complete!") --//Paste script below this line. ----------------------- --[[ Name : GOD'S ABANDONED DAUGHTER ]]-- --[[ Description : Simple, she got fuckig abandoned HAHA. ]]-- --[[ \ None / ]]-- ------------------------------------------------------- --A script By Creterisk/makhail07 --Discord Creterisk#2958 ------------------------------------------------------- --Everything is Meaningless..... wait(1 / 60) local plr = game:service'Players'.LocalPlayer print('Local User is '..plr.Name) print("GOD'S ABANDONED DAUGHTER Loaded") print([[ Why me lord, why must the leave me on such a filthy planet, I beg for return please father, for me. ]]) 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("Institutional white") ------------------------------------------------------- --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 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://284205403" PartEmmit1.Color = ColorSequence.new(maincolor.Color) PartEmmit1.Rate = 150 PartEmmit1.Lifetime = NumberRange.new(1) PartEmmit1.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0.75, 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(-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 + 0.08 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 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) function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1) local NEWWELD = IT(TYPE) NEWWELD.Part0 = PART0 NEWWELD.Part1 = PART1 NEWWELD.C0 = C0 NEWWELD.C1 = C1 NEWWELD.Parent = PARENT return NEWWELD end function GetTorsos(pos,dis) local people = workspace:GetChildren() local peopletab = {} local temp = nil local humtor = nil local temp2 = nil for x = 1, #people do temp2 = people[x] if temp2.className == "Model" and temp2 ~= char and temp2:FindFirstChildOfClass("Humanoid") then temp = temp2:FindFirstChild("Torso") or temp2:FindFirstChild("UpperTorso") humtor = temp2:FindFirstChildOfClass("Humanoid") if temp ~= nil and humtor ~= nil and humtor.Health > 0 then if (temp.Position - pos).magnitude < dis then table.insert(peopletab,temp) dis = (temp.Position - pos).magnitude end end end end return peopletab 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 = 1752290765 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 ---------------------------------------------------------------------------------- hum.JumpPower = 55 hum.Animator.Parent = nil ---------------------------------------------------------------------------------- local top = Instance.new("Shirt") top.ShirtTemplate = "rbxassetid://1088769202" top.Parent = char top.Name = "Cloth" local bottom = Instance.new("Pants") bottom.PantsTemplate = "rbxassetid://1088767946" bottom.Parent = char bottom.Name = "Cloth" if hed:FindFirstChildOfClass("Decal") then hed:FindFirstChildOfClass("Decal"):Destroy() end ---------------------------------------------------------------------------------- function CreateNeonCircle(ATTACHPART, POSITION, SIZE, DOESSPIN, COLOR, MATERIAL, THICKNESS, WIDTH) local PART = CreatePart(3, char, MATERIAL, 0, 1, COLOR, "CirclePart", Vector3.new(0, 0, 0), false) for i = 1, 45 do local RingPiece = CreatePart(3, char, MATERIAL, 0, 0, COLOR, "CirclePart", Vector3.new(THICKNESS, WIDTH, SIZE * 0.65), false) local RingWeld = CreateWeldOrSnapOrMotor("Weld", RingPiece, PART, RingPiece, CF(0, 0, 0) * angles(Rad(0), Rad(i * 8), Rad(0)), CF(0, 0, 0) * CF(SIZE * 4, 0, 0)) end local PartWeld = CreateWeldOrSnapOrMotor("Weld", ATTACHPART, PART, ATTACHPART, POSITION * angles(Rad(0), Rad(0), Rad(0)), CF(0, 0, 0)) coroutine.resume(coroutine.create(function() if DOESSPIN == true then while true do wait() PartWeld.C0 = clerp(PartWeld.C0, POSITION * angles(Rad(0), Rad(sine * 2), Rad(0)), 1) end end end)) end CreateNeonCircle(hed, CF(0, -1.15, 0.1), 0.26, true, "Really black", "Neon", 0.10, 0.10) ---------------------------------------------------------------------------------- HSHair = IT("Model") HSHair.Parent = char HSHair.Name = "HSHair" RHe = IT("Part") RHe.Parent = HSHair RHe.BrickColor = BrickColor.new("Really black") RHe.Locked = true RHe.CanCollide = false RHe.Transparency = 0 PMesh = IT("SpecialMesh") RHe.formFactor = "Symmetric" PMesh.MeshType = "FileMesh" PMesh.MeshId = "rbxassetid://731023666" PMesh.TextureId = "rbxassetid://6748187" PMesh.Scale = Vector3.new(0.200000003, 0.200000003, 0.170000002) PMesh.Parent = RHe local RWeld = IT("Weld") RWeld.Parent = RHe RWeld.Part0 = RHe RWeld.Part1 = hed RWeld.C0 = CF(0, 2.5, 1) * angles(0, Rad(180), 0) ------------------------------------------------------- --End Customization-- ------------------------------------------------------- ------------------------------------------------------- --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 ROAR() attack = true Speed = 0 local Roaring = Cso("340341349", char, 3, 0.8) swait(2) repeat swait() CamShake(2.5, 5) rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.3 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(30), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-15), Rad(0), Rad(0 - 5 * Cos(sine / 25))), 0.15) 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(30), 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(30), 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(-40), Rad(0), Rad(35)), 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(-40), Rad(0), Rad(-35)), 0.1) until Roaring.Playing == false attack = false Speed = 16 end function Betraying_God() attack = true Speed = 0 for i = 0, 3, 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(-20), 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, -0.2 - 0.1 * Cos(sine / 20)* Player_Size, -0.6* 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(-20), 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(-20), Rad(0), Rad(10)), 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(-20), Rad(0), Rad(-10)), 0.1) end CamShake(3, 7) MagniDamage(root, 60, 50, 100, 0, "Normal") Magic(1, "Add", root.CFrame, Vector3.new(50, 100, 50), 4, BrickC("Mulberry"), "Sphere") Magic(1, "Add", root.CFrame, Vector3.new(30, 60, 30), 4, BrickC("Really black"), "Sphere") Magic(1, "Add", root.CFrame, Vector3.new(3, 600, 3), 4, BrickC("Mulberry"), "Sphere") CFuncs["Sound"].Create("rbxassetid://138213851", char, 2,1.2) CFuncs["Sound"].Create("rbxassetid://239000203", char, 2,1.2) --CFuncs["Sound"].Create("rbxassetid://919941001", char, 3,1.05) 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(20), Rad(0), Rad(0)), 0.3) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(25 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.7 - 0.1 * Cos(sine / 20)* Player_Size, -0.6* Player_Size) * angles(Rad(20), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.3) 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(20), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.3) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0), Rad(25)), 0.3) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0), Rad(-25)), 0.3) end Speed = 16 attack = false end function Gods_Funeral() attack = true Speed = 0 MagniDamage(mouse.hit, 15, 20, 35, 0, "Normal") Magic(1, "Add", mouse.hit, Vector3.new(15, 15, 15), 2, BrickC("Mulberry"), "Sphere") Magic(1, "Add", mouse.hit, Vector3.new(2, 2, 2), 2, BrickC("Really black"), "Sphere") for i = 0, 6 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(3, 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, BrickC("Really black"), 0, "Sphere") Aura(3, 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, BrickC("Really black"), 0, "Sphere") end --Magic(1, "Add", root.CFrame, Vector3.new(3, 600, 3), 4, BrickC("Mulberry"), "Sphere") CFuncs["Sound"].Create("rbxassetid://1691481631", tors, 2,1.2) 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)), 0.3) 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)), 0.3) 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)), 0.3) 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)), 0.3) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(80), Rad(0 + 5 * Sin(sine / 20)), Rad(10 + 5 * Sin(sine / 20))), 0.3) 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))), 0.3) end Speed = 16 attack = false end function Grudge_Holder() 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 In_Heavens_Name() attack = true Speed = 0 for i = 0, 3, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.2 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(35 - 1.5 * Cos(sine / 20)), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 1.5 * Sin(sine / 20)), Rad(0), Rad(0 - 5 * Cos(sine / 20))), 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(35 - 1.5 * Cos(sine / 20)), 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(35 - 1.5 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.2* Player_Size, 0.3 + 0.01 * Sin(sine / 20)* Player_Size, -0.4* Player_Size) * angles(Rad(40), Rad(0 + 5 * Sin(sine / 20)), Rad(-45)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.2* Player_Size, 0.3 + 0.01 * Sin(sine / 20)* Player_Size, -0.4* Player_Size) * angles(Rad(40), Rad(0 - 5 * Sin(sine / 20)), Rad(45)), 0.1) end for i = 0, 2, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.2 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-35 - 1.5 * Cos(sine / 20)), Rad(0), Rad(0)), 0.3) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 1.5 * Sin(sine / 20)), Rad(0), Rad(0 - 5 * Cos(sine / 20))), 0.3) 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(-35 - 1.5 * Cos(sine / 20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.3) 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(-35 - 1.5 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.3) RW.C0 = clerp(RW.C0, CF(1.2* Player_Size, 0.5 + 0.01 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-40), Rad(0 + 5 * Sin(sine / 20)), Rad(45)), 0.3) LW.C0 = clerp(LW.C0, CF(-1.2* Player_Size, 0.5 + 0.01 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-40), Rad(0 - 5 * Sin(sine / 20)), Rad(-45)), 0.3) end for i,v in pairs(GetTorsos(tors.CFrame.p, 40)) do if v.Parent:FindFirstChildOfClass("Humanoid") then local GOTCHA = v.Parent local GOTCHAhum = GOTCHA:FindFirstChildOfClass("Humanoid") local GOTCHAtor = GOTCHA:FindFirstChild("Torso") or GOTCHA:FindFirstChild("UpperTorso") GOTCHAhum.Health = GOTCHAhum.Health - 60 for i = 0, 9 do Effects.Meshed(GOTCHAtor.CFrame * 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(3, 1.5, "Add", GOTCHAtor.CFrame * 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, BrickC("Really black"), 0, "Sphere") Aura(3, 1.5, "Add", GOTCHAtor.CFrame * 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, BrickC("Really black"), 0, "Sphere") end CFuncs["Sound"].Create("rbxassetid://138213851", char, 2,1.2) CFuncs["Sound"].Create("rbxassetid://239000203", char, 2,1.2) Magic(1, "Add", GOTCHAtor.CFrame, Vector3.new(35, 100, 35), 1, BrickC("Mulberry"), "Sphere") Magic(2, "Add", GOTCHAtor.CFrame, Vector3.new(15, 60, 15), 2, BrickC("Really black"), "Sphere") Magic(3, "Add", GOTCHAtor.CFrame, Vector3.new(3, 600, 3), 3, BrickC("Mulberry"), "Sphere") end end Speed = 16 attack = false end ------------------------------------------------------- --End Attacks N Stuff-- ------------------------------------------------------- mouse.KeyDown:connect(function(key) if attack == false then if key == "t" then ROAR() elseif key == "z" then Betraying_God() elseif key == "x" then Gods_Funeral() elseif key == "c" then Grudge_Holder() elseif key == "v" then In_Heavens_Name() end end end) ------------------------------------------------------- --Start Animations-- ------------------------------------------------------- print("By Creterisk / Makhail07") print("--------------------------------") print("Attacks") print("T : Roar.") print("Z : Betraying God, Stomp on the ground doing massive damage.") print("X : Gods Funeral, Aim with your mouse making a large explosion.") print("(Not Done) C : Grudge Holder, Shoot a large beam eviscerating those in your way.") print("V : In Heavens Name, Get close to a person blasting them with a beam.") print("--------------------------------") 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 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) 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 = 1 if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.2 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(25 - 1.5 * Cos(sine / 20)), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 1.5 * Sin(sine / 20)), Rad(0), Rad(0 - 5 * Cos(sine / 20))), 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(25 - 1.5 * Cos(sine / 20)), 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(25 - 1.5 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.2* Player_Size, 0.3 + 0.01 * Sin(sine / 20)* Player_Size, -0.4* Player_Size) * angles(Rad(40), Rad(0 + 5 * Sin(sine / 20)), Rad(-35)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.2* Player_Size, 0.3 + 0.01 * Sin(sine / 20)* Player_Size, -0.4* Player_Size) * angles(Rad(40), Rad(0 - 5 * Sin(sine / 20)), Rad(35)), 0.1) end elseif(State == 'Walk')then change = 1 hum.JumpPower = 55 if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.3 - 0.25 * Cos(sine / (WALKSPEEDVALUE / 2))) * angles(Rad(10), Rad(0), Rad(0 - 2.75 * 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(0 + 5 * Sin(sine / (WALKSPEEDVALUE / 2))), Rad(0), Rad(0 - 2.75 * 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(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-25), Rad(0), Rad(35)), 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(-25), Rad(0), Rad(-35)), 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 for _, c in pairs(char:GetChildren()) do if c.ClassName == "Part" and c.Name ~= "Detail" then --c.Material = "Fabric" if c:FindFirstChildOfClass("ParticleEmitter") then c:FindFirstChildOfClass("ParticleEmitter"):remove() end if c ~= hed then --c.Color = Color3.new(1,1,1) else --c.Color = Color3.new(1,1,1) end elseif c.ClassName == "CharacterMesh" or c.ClassName == "Accessory" or c.Name == "Body Colors" then c:remove() elseif (c.ClassName == "Shirt" or c.ClassName == "Pants") and c.Name ~= "Cloth" then c:remove() end end hum.Name = "HUM" hum.WalkSpeed = Speed Music.SoundId = "rbxassetid://"..SONG Music.Looped = true Music.Pitch = 1 Music.Volume = 1.5 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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