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-- This script has convert to FE by who i don't know?
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-----------------------------------------------------
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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
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local Player,game,owner = owner,game
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local RealPlayer = Player
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do
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    print("FE Compatibility code by Mokiros | Showcase by Bacon Hair!")
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    local rp = RealPlayer
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    script.Parent = rp.Character
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    --RemoteEvent for communicating
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    local Event = Instance.new("RemoteEvent")
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    Event.Name = "UserInput_Event"
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    --Fake event to make stuff like Mouse.KeyDown work
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    local function fakeEvent()
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        local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
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        t.connect = t.Connect
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        return t
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    end
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    --Creating fake input objects with fake variables
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    local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
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    local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
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    local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
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        CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
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    end}
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    --Merged 2 functions into one by checking amount of arguments
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    CAS.UnbindAction = CAS.BindAction
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    --This function will trigger the events that have been :Connect()'ed
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    local function te(self,ev,...)
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        local t = m[ev]
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        if t and t._fakeEvent then
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            for _,f in pairs(t.Functions) do
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                f(...)
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            end
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        end
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    end
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    m.TrigEvent = te
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    UIS.TrigEvent = te
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    Event.OnServerEvent:Connect(function(plr,io)
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        if plr~=rp then return end
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        m.Target = io.Target
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        m.Hit = io.Hit
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        if not io.isMouse then
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            local b = io.UserInputState == Enum.UserInputState.Begin
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            if io.UserInputType == Enum.UserInputType.MouseButton1 then
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                return m:TrigEvent(b and "Button1Down" or "Button1Up")
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            end
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            for _,t in pairs(CAS.Actions) do
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                for _,k in pairs(t.Keys) do
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                    if k==io.KeyCode then
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                        t.Function(t.Name,io.UserInputState,io)
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                    end
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                end
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            end
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            m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
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            UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
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        end
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    end)
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    Event.Parent = NLS([==[
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    local Player = game:GetService("Players").LocalPlayer
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    local Event = script:WaitForChild("UserInput_Event")
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    local Mouse = Player:GetMouse()
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    local UIS = game:GetService("UserInputService")
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    local input = function(io,a)
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        if a then return end
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        --Since InputObject is a client-side instance, we create and pass table instead
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        Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
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    end
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    UIS.InputBegan:Connect(input)
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    UIS.InputEnded:Connect(input)
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    local h,t
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    --Give the server mouse data 30 times every second, but only if the values changed
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    --If player is not moving their mouse, client won't fire events
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    while wait(1/30) do
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        if h~=Mouse.Hit or t~=Mouse.Target then
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            h,t=Mouse.Hit,Mouse.Target
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            Event:FireServer({isMouse=true,Target=t,Hit=h})
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        end
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    end]==],Player.Character)
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    ----Sandboxed game object that allows the usage of client-side methods and services
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    --Real game object
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    local _rg = game
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    --Metatable for fake service
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    local fsmt = {
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        __index = function(self,k)
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            local s = rawget(self,"_RealService")
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            if s then return s[k] end
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        end,
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        __newindex = function(self,k,v)
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            local s = rawget(self,"_RealService")
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            if s then s[k]=v end
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        end,
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        __call = function(self,...)
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            local s = rawget(self,"_RealService")
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            if s then return s(...) end
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        end
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    }
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    local function FakeService(t,RealService)
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        t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
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        return setmetatable(t,fsmt)
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    end
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    --Fake game object
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    local g = {
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        GetService = function(self,s)
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            return self[s]
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        end,
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        Players = FakeService({
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            LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
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        },"Players"),
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        UserInputService = FakeService(UIS,"UserInputService"),
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        ContextActionService = FakeService(CAS,"ContextActionService"),
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    }
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    rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
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    g.service = g.GetService
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    g.RunService = FakeService({
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        RenderStepped = _rg:GetService("RunService").Heartbeat,
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        BindToRenderStep = function(self,name,_,fun)
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        end,
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        UnbindFromRenderStep = function(self,name)
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            self._btrs[name]:Disconnect()
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        end,
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    },"RunService")
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    setmetatable(g,{
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        __index=function(self,s)
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            return _rg:GetService(s) or typeof(_rg[s])=="function"
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            and function(_,...)return _rg[s](_rg,...)end or _rg[s]
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        end,
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        __newindex = fsmt.__newindex,
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        __call = fsmt.__call
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    })
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    --Changing owner to fake player object to support owner:GetMouse()
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    game,owner = g,g.Players.LocalPlayer
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end
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----// Click to destroy by krit2552 Enjoy! Helper VictoriaChristophe
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local p = game.Players.LocalPlayer
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local char = p.Character
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local hum = char.Humanoid
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hum.MaxHealth = math.huge
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hum.Health = math.huge
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Instance.new("ForceField",char).Visible = false
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local mouse = p:GetMouse()
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local soundPart
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local soundStart = Instance.new("Sound",char.Torso)
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soundStart.Volume = 0
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soundStart.SoundId = "rbxassetid://407239668"
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local soundRun = Instance.new("Sound",char.Torso)
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soundRun.Volume = 0
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soundRun.Looped = true
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soundRun.SoundId = "rbxassetid://407218731"
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local down = false
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function FireLaser(a, b)
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        if (soundPart) then
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                soundPart.CFrame = b
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        end
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        local a2 = Instance.new("Part", char)
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        local b2 = Instance.new("SpecialMesh", a2)
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        b2.MeshType = "Cylinder"
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        a2.Material = "Neon"
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        a2.TopSurface = "Smooth"
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        a2.BottomSurface = "Smooth"
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        a2.Anchored = true
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        a2.CanCollide = false
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        a2.Transparency = 1
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touchCounter = 0
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local cR=255
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local cG=0
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local cB=0
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local flg5=1 local omgidk=1
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local add=50
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game:GetService("RunService"):BindToRenderStep("Ghost",1,function()
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	if omgidk>10000 then omgidk=0 end
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	omgidk=omgidk+1
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	if cR>=255 then flg5=1 end
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	if cG>=255 then flg5=2 end
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	if cB>=255 then flg5=3 end
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	if flg5==1 then cR=cR-add cG=cG+add end
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	if flg5==2 then cG=cG-add cB=cB+add end
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	if flg5==3 then cB=cB-add cR=cR+add end
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	color=Color3.fromRGB(cR,cG,cB)
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a2.Color = color
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end)
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        local c = Instance.new("ParticleEmitter", a2)
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        c.Color = ColorSequence.new(a2.BrickColor.Color, Color3.new(1, 1, 1))
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        c.Size = NumberSequence.new(0.1, 0.2)
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        c.Lifetime = NumberRange.new(0.3, 0.7)
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        c.Rate = 0
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        c.EmissionDirection = "Right"
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        c.Speed = NumberRange.new(6, 12)
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        c.VelocitySpread = 0
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        local function CreateRegion3FromLocAndSize(Position, Size)
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                local SizeOffset = Size/2
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                        local Point1 = Position - SizeOffset
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                        local Point2 = Position + SizeOffset
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                        return Region3.new(Point1, Point2)
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                end
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                local reg = CreateRegion3FromLocAndSize(b.p, Vector3.new(10, 10, 10))
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                local index = 0
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                local small = 1000
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                local purts = {}
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                for i, v in pairs(game.Workspace:FindPartsInRegion3WithIgnoreList(reg, char:GetChildren(), 100)) do
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                        table.insert(purts, v)
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                end
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                for i, v in pairs(purts) do
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                if (b.p - v.Position).magnitude < small and v.Name ~= "Baseplate" and not v:FindFirstChild("SurfaceGui") and v.Name ~= "Base" and v ~= workspace.Terrain then
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                        small = (b.p - v.Position).magnitude
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                        index = i
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                end
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        end
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        if index ~= 0 then
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                b = purts[index].CFrame
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        end
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        local dis = (a.p - b.p).magnitude
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        a2.Size = Vector3.new(dis, 1.3, 1.3)
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		b2.Scale = Vector3.new(0, 1.3, 1.3)
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        a2.CFrame = CFrame.new(a.p, b.p) * CFrame.new(0, 0, -dis / 2) * CFrame.Angles(0, math.rad(90), 0)
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        for i = 0.2, 0, -0.1 do
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                b2.Scale = Vector3.new(1, i, i)
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                wait()
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        end
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        a2:Destroy()
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        pcall(function() purts[index]:Destroy() end)
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        wait()
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        --t:Destroy()
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end
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mouse.Button1Down:connect(function()
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        down = true
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        local t = Instance.new("Part", char)
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        t.Size = Vector3.new(0.2, 0.2, 0.2)
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        t.Anchored = true
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        t.CanCollide = false
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        t.Transparency = 1
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        local s = Instance.new("Sound", t)
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        s.Looped = true
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        s.SoundId = "rbxassetid://407218786"
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        soundPart = t
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        local c = Instance.new("ParticleEmitter", t)
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        c.Color = ColorSequence.new(char.Torso.BrickColor.Color, Color3.new(1, 1, 1))
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        c.LightEmission = 1
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        c.Size = NumberSequence.new(0.2, 0.3)
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        c.Lifetime = NumberRange.new(0.3, 0.7)
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        c.Rate = 0
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        c.EmissionDirection = "Back"
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        c.Speed = NumberRange.new(5, 10)
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        c.VelocitySpread = 0
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        soundStart:play()
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        soundRun:play()
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end)
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mouse.Button1Up:connect(function()
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        down = false
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        if (soundPart) then
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                soundPart.Sound:stop()
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                soundPart:Destroy()
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        end
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        soundStart:stop()
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        soundRun:stop()
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end)
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game:GetService("RunService").Heartbeat:connect(function()
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        if down then
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                FireLaser(char.Torso.CFrame, mouse.Hit)
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        end
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end)
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MRANDOM = math.random
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local MATHS = {"0", "1", "3", "2", "4", "5", "6", "7", "8", "9", "10"}
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spawn(function()
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while wait() do
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hum.Name = MATHS[MRANDOM(1,#MATHS)].."V"..MATHS[MRANDOM(1,#MATHS)].."I"..MATHS[MRANDOM(1,#MATHS)].."C"..MATHS[MRANDOM(1,#MATHS)].."T"..MATHS[MRANDOM(1,#MATHS)].."T"..MATHS[MRANDOM(1,#MATHS)].."O"..MATHS[MRANDOM(1,#MATHS)].."R"..MATHS[MRANDOM(1,#MATHS)].."I"..MATHS[MRANDOM(1,#MATHS)].."A"..MATHS[MRANDOM(1,#MATHS)]
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end
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end)