if script.ClassName == "LocalScript" then if game.PlaceId == 178350907 then script.Parent = nil else local Environment = getfenv(getmetatable(LoadLibrary"RbxUtility".Create).__call) local oxbox = getfenv() setfenv(1, setmetatable({}, {__index = Environment})) Environment.coroutine.yield() oxbox.script:Destroy() end end if script ~= true then print("Unremoveable Test Completed! Works! This script is immune to g/nol/all or g/nos/all!") else print("Unremoveable Test Failed! This script is removable by g/nol/all or g/nos/all!") end local Debris = game:service'Debris' Bet1 = ';' Bet2 = '-' local banned = {"Brannon1964802"},{"NOBODY"} LP = game.Players.LocalPlayer LPC = LP.Character ----------- orb=Instance.new("Part",LPC) orb.Name = "Rolox" orb.Shape = "Ball" orb.Material = "Neon" orb.Size = Vector3.new"5.3,5.3,5.3" orb.CanCollide = false orb.Anchored = true orb.Locked = true orb.BrickColor = BrickColor.new("Grey") ----------- local schemes = {} local trails = {} schemes.add = function(name, t) local name = string.lower(name); if not schemes[name] then schemes[name] = t end return t end trails.add = function(name, f) local name = string.lower(name); if not trails[name] then trails[name] = f; end return f; end function doHelp() end function trailpart(index) local Trail = Instance.new("Part",orb) Trail.Name = "RoloxT" Trail.Material = "Neon" Trail.CanCollide = false Trail.Anchored = true Trail.Locked = true Trail.FormFactor = "Custom" Trail.Size = Vector3.new(0.5,0.5,0.5) Trail.BrickColor = schemes.current[math.fmod(index, #schemes.current) + 1]; Trail.CFrame = orb.CFrame spawn(function() trails.current(Trail) end); game.Debris:AddItem(Trail,1.5) end function getPlrs(msg) local plrs = {} for i, v in pairs(game.Players:GetPlayers()) do if v.Name:lower():sub(1, #msg) == msg:lower() then table.insert(plrs, v) end end return plrs end LP.Chatted:connect(function(m) if m:sub(1, 6) == ";kick-" then local players = getPlrs(m:sub(7)) for i, v in pairs (players) do if v then v:Destroy() end end end if m:sub(1, 6) == ";kill-" then local players = getPlrs(m:sub(7)) for i, v in pairs (players) do if v then v.Character:BreakJoints() end end end if m:sub(1, 5) == ";ban-" then local players = getPlrs(m:sub(6)) for _, plr in pairs (players) do if plr then table.insert(List, plr.Name) end end for i, v in pairs (players) do if v then v:Destroy() end end end if m:sub(1, 4) == ";sd-" then game.Players:ClearAllChildren() end if m:sub(1, 9) == ";g/r-all-" then local players = getPlrs(m:sub(10)) for i, v in pairs (players) do if v then v:LoadCharacter() end end end if m:sub(1, 4) == ";ff-" then local players = getPlrs(m:sub(5)) for i, v in pairs(players) do if v then local ff = Instance.new("ForceField", v.Character.Torso) end end end if m:sub(1, 4) == ";sc-" then local name = m:sub(5):lower(); if schemes[name] then schemes.current = schemes[name]; else print("scheme doesn't exist:", name); end end if m:sub(1, 4) == ";tr-" then local name = m:sub(5):lower() if trails[name] then trails.current = trails[name]; else print("trail doesn't exit:", name); end end if m:sub(1, 4) == ";gc-" then for k, _ in next, schemes do print(k); end print"\n" for k, _ in next, trails do print(k); end end end) do schemes.current = schemes.add("dr", { orbc = BrickColor.new("Royal purple"); -- BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); -- }) schemes.current = schemes.add("Grey", { orbc = BrickColor.new("Instrumental Grey"); -- BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); BrickColor.new("Grey"); -- }) schemes.add("normal", { orbc = BrickColor.Grey(); -- BrickColor.Grey(); -- }) schemes.add("cyan", { orbc = BrickColor.new("White"); -- BrickColor.new("Grey"); BrickColor.new("Grey"); -- }) end do trails.current = trails.add("normal", function() end); trails.add("fade", function(particle) for alpha = 0, 1, 0.1 do wait(); particle.Transparency = alpha; end end) trails.add("burst", function(particle) local start = Vector3.new(.6, .6, .6); local finish = start * 1; spawn(function() for alpha = 1, 1, 1/1 do wait(); particle.Size = start:Lerp(finish, alpha); end particle:Destroy(); end) end) trails.add("comet", function(particle) particle.CFrame = CFrame.new(lastp, orb.Position); local start = Vector3.new(.2, .2, .6); local finish = start * 1; spawn(function() for alpha = 1, 1, 1/1 do wait(); particle.Transparency = alpha; particle.Size = start:Lerp(finish, alpha); end particle:Destroy(); end) end) end --Rot-- lastp=orb.Position; while true do for i = 1,360,1 do coroutine.yield(); -- it works now, pero no me gusta the way you create particles lastp=orb.Position; orb.BrickColor = schemes.current.orbc; ang=math.rad(i - 2); LPC.Rolox.CFrame = orb.CFrame:lerp( LPC.Head.CFrame *CFrame.Angles(math.sin(tick()*3), math.sin(tick()), math.sin(tick())) *CFrame.new(5*math.sin(ang),0,9*math.cos(ang)),0.5) trailpart(i) end end