-- This script has been converted to FE by iPxter if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end local Player,Mouse,mouse,UserInputService,ContextActionService = owner do print("FE Compatibility code by Mokiros | Translated to FE by iPxter") script.Parent = Player.Character --RemoteEvent for communicating local Event = Instance.new("RemoteEvent") Event.Name = "UserInput_Event" --Fake event to make stuff like Mouse.KeyDown work local function fakeEvent() local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end} t.connect = t.Connect return t end --Creating fake input objects with fake variables local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()} local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()} local CAS = {Actions={},BindAction=function(self,name,fun,touch,...) CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil end} --Merged 2 functions into one by checking amount of arguments CAS.UnbindAction = CAS.BindAction --This function will trigger the events that have been :Connect()'ed local function te(self,ev,...) local t = m[ev] if t and t._fakeEvent and t.Function then t.Function(...) end end m.TrigEvent = te UIS.TrigEvent = te Event.OnServerEvent:Connect(function(plr,io) if plr~=Player then return end if io.isMouse then m.Target = io.Target m.Hit = io.Hit else local b = io.UserInputState == Enum.UserInputState.Begin if io.UserInputType == Enum.UserInputType.MouseButton1 then return m:TrigEvent(b and "Button1Down" or "Button1Up") end for _,t in pairs(CAS.Actions) do for _,k in pairs(t.Keys) do if k==io.KeyCode then t.Function(t.Name,io.UserInputState,io) end end end m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower()) UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false) end end) Event.Parent = NLS([==[ local Player = game:GetService("Players").LocalPlayer local Event = script:WaitForChild("UserInput_Event") local UIS = game:GetService("UserInputService") local input = function(io,a) if a then return end --Since InputObject is a client-side instance, we create and pass table instead Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState}) end UIS.InputBegan:Connect(input) UIS.InputEnded:Connect(input) local Mouse = Player:GetMouse() local h,t --Give the server mouse data 30 times every second, but only if the values changed --If player is not moving their mouse, client won't fire events while wait(1/30) do if h~=Mouse.Hit or t~=Mouse.Target then h,t=Mouse.Hit,Mouse.Target Event:FireServer({isMouse=true,Target=t,Hit=h}) end end]==],Player.Character) Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS end local oldtick = tick() warn("Omae Wa Mou Shinderu") local plr = owner local hitTab = {} local fadeTab = {} local spd = 0.2 * char:FindFirstChild("Humanoid").WalkSpeed / 16 local sound1 = Instance.new("Sound", char.HumanoidRootPart) local sound2 = Instance.new("Sound", char.HumanoidRootPart) local sound3 = Instance.new("Sound") sound1.SoundId = "rbxassetid://130767866" sound1.Volume = 10 sound2.SoundId = "rbxassetid://142684400" sound2.Volume = 10 sound3.SoundId = "rbxassetid://985132972" sound3.Volume = 10 local particle = Instance.new("ParticleEmitter") particle.LightEmission = 0.2 particle.Texture = "rbxassetid://50263573" particle.Size = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.5, 1), NumberSequenceKeypoint.new(1, 0) }) particle.Acceleration = Vector3.new(0, 0, 0) particle.Lifetime = NumberRange.new(0.15, 0.3) particle.Rate = 50 particle.Rotation = NumberRange.new(0, 360) particle.RotSpeed = NumberRange.new(0, 0) particle.Speed = NumberRange.new(0, 0) local dfj = {} char:WaitForChild("Animate"):Destroy() char:WaitForChild("Humanoid"):WaitForChild("Animator"):Destroy() for i, v in pairs(char:FindFirstChild("Torso"):GetChildren()) do if v:IsA("Motor6D") and v.Name ~= "Neck" then table.insert(dfj, v:Clone()) v:Destroy() end end local state = "idle" local rootpart = char:FindFirstChild("HumanoidRootPart") local rootjoint = rootpart:FindFirstChild("RootJoint") rootjoint.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(180)) local rarm = Instance.new("Weld", char:FindFirstChild("Right Arm") or nil) rarm.Part0 = char:FindFirstChild("Torso") or nil rarm.Part1 = char:FindFirstChild("Right Arm") or nil rarm.C0 = CFrame.new(1, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) rarm.C1 = CFrame.new(-0.5, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) local larm = Instance.new("Weld", char:FindFirstChild("Left Arm") or nil) larm.Part0 = char:FindFirstChild("Torso") or nil larm.Part1 = char:FindFirstChild("Left Arm") or nil larm.C0 = CFrame.new(-1, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) larm.C1 = CFrame.new(0.5, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) local rleg = Instance.new("Weld", char:FindFirstChild("Right Leg") or nil) rleg.Part0 = char:FindFirstChild("Torso") or nil rleg.Part1 = char:FindFirstChild("Right Leg") or nil rleg.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) rleg.C1 = CFrame.new(0.5, 1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) local lleg = Instance.new("Weld", char:FindFirstChild("Left Leg") or nil) lleg.Part0 = char:FindFirstChild("Torso") or nil lleg.Part1 = char:FindFirstChild("Left Leg") or nil lleg.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) lleg.C1 = CFrame.new(-0.5, 1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) local neck = char:FindFirstChild("Torso"):FindFirstChild("Neck") or nil neck.Part0 = char:FindFirstChild("Torso") or nil neck.Part1 = char:FindFirstChild("Head") or nil neck.C0 = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)) function hitSphere() local function recSearch(par) local tab = {} local function rec(parent) if parent:IsA("Humanoid") and parent ~= char:FindFirstChildOfClass("Humanoid") then table.insert(tab, parent) end for i, v in pairs(parent:GetChildren()) do rec(v) end end rec(par) return tab end local humsFound = {} for i, v in pairs(recSearch(workspace)) do table.insert(humsFound, v) end return humsFound end mouse.Button1Down:connect(function() if state ~= "busy" then state = "busy" do local foundHums = {} local prtcls = {} local sounds = {} local parts = {} sound1:Play() local hit = false local toggle = false local frmcon local frame = 0 frmcon = game:service("RunService").RenderStepped:connect(function() frame = frame + 1 if frame / 4 == math.floor(frame / 4) then if toggle == false then toggle = true else toggle = false end end if toggle == true then rleg.C0 = rleg.C0:lerp(CFrame.new(1, -1 - math.cos(tick()) / 16, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) lleg.C0 = lleg.C0:lerp(CFrame.new(-1, -1 - math.cos(tick()) / 16, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) rarm.C0 = rarm.C0:lerp(CFrame.new(1, 0.5, 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(45)), spd * 1.5) larm.C0 = larm.C0:lerp(CFrame.new(-1, 0.5, 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(90)), spd * 1.5) rootjoint.C0 = rootjoint.C0:lerp(CFrame.new(0, math.cos(tick()) / 16, 0) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(225)), spd * 1.5) neck.C0 = neck.C0:lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(0), math.rad(-45), math.rad(0)), spd * 1.5) else rleg.C0 = rleg.C0:lerp(CFrame.new(1, -1 - math.cos(tick()) / 16, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) lleg.C0 = lleg.C0:lerp(CFrame.new(-1, -1 - math.cos(tick()) / 16, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) rarm.C0 = rarm.C0:lerp(CFrame.new(1, 0.5, 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), spd * 1.5) larm.C0 = larm.C0:lerp(CFrame.new(-1, 0.5, 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-45)), spd * 1.5) rootjoint.C0 = rootjoint.C0:lerp(CFrame.new(0, math.cos(tick()) / 16, 0) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(135)), spd * 1.5) neck.C0 = neck.C0:lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(0), math.rad(45), math.rad(0)), spd * 1.5) end if frame % 5 == 0 then for i, v in pairs(hitSphere()) do for o, b in pairs(v.Parent:GetChildren()) do if b:IsA("BasePart") and 4 >= (b.Position - rootjoint.Parent.CFrame * CFrame.new(0, 0, -2.25).p).Magnitude then hit = true if foundHums[v] then foundHums[v] = foundHums[v] + 1 else foundHums[v] = 1 local ns = sound3:Clone() ns.Parent = b table.insert(sounds, ns) end if not prtcls[b] then partClone = particle:Clone() partClone.Enabled = false partClone.Parent = b prtcls[b] = partClone end local p = Instance.new("Part") p.Size = Vector3.new(0.2, 0.2, 0.2) p.Color = Color3.new(1, 1, 1) p.TopSurface = "Smooth" p.BottomSurface = "Smooth" p.Anchored = true p.CanCollide = false p.Shape = "Ball" p.CFrame = CFrame.new(b.CFrame.p + Vector3.new(math.random(-10, 10) / 10, math.random(-10, 10) / 10, math.random(-10, 10) / 10)) p.Parent = workspace table.insert(fadeTab, p) parts[b] = b end end end end end) local bucon bucon = mouse.Button1Up:connect(function() frmcon:disconnect() sound1:Stop() state = "idle" if hit == true then sound2:Play() wait(2.7) for i, v in pairs(sounds) do spawn(function() wait(math.random(0, 100) / 600) v.TimePosition = 2.5 v:Play() end) end wait(1.2) for i, v in pairs(prtcls) do v.Enabled = true end wait(1.3) spawn(function() local rcon local frame = 0 rcon = game:service("RunService").RenderStepped:connect(function() frame = frame + 1 for i, v in pairs(sounds) do v.Volume = 10 - frame / 5 if v.Volume <= 0 then v.Volume = 0 v:Destroy() end end if frame >= 200 then for i, v in pairs(sounds) do v:Destroy() end end end) end) for i, v in pairs(parts) do v.RotVelocity = Vector3.new(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100)) v.Velocity = v.Velocity + Vector3.new(0, 20, 0) local bvel = Instance.new("BodyVelocity", v) bvel.MaxForce = Vector3.new(1000000, 1000000, 1000000) bvel.Velocity = Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) game:service("Debris"):AddItem(bvel, 0.5) end for i, v in pairs(foundHums) do if i.MaxHealth >= math.huge then i.MaxHealth = 100 end i.Health = 0 end wait(0.7) for i, v in pairs(prtcls) do v.Enabled = false end end bucon:disconnect() end) end end end) game:GetService("RunService").Heartbeat:connect(function() for i, v in pairs(fadeTab) do v.Transparency = v.Transparency + 0.1 local savecf = v.CFrame v.Size = v.Size + Vector3.new(0.3, 0.3, 0.3) v.CFrame = savecf end local isub = 0 for i = 1, #fadeTab do if fadeTab[i - isub].Transparency >= 1 then fadeTab[i - isub]:Destroy() table.remove(fadeTab, i - isub) isub = isub + 1 end end char:FindFirstChild("Humanoid").WalkSpeed = 26 spd = 0.2 * char:FindFirstChild("Humanoid").WalkSpeed / 16 if state ~= "busy" then local ray = Ray.new(rootpart.Position, Vector3.new(0, -4, 0)) local part, pos, normal = workspace:FindPartOnRayWithIgnoreList(ray, char:GetChildren(), false, true) if rootpart.Velocity.Magnitude > 0.5 and part ~= nil then state = "running" elseif rootpart.Velocity.Magnitude <= 0.5 and part ~= nil then state = "idle" elseif 0 < rootpart.Velocity.Y and part == nil then state = "jumping" elseif 0 >= rootpart.Velocity.Y and part == nil then state = "falling" end if state == "idle" then rleg.C0 = rleg.C0:lerp(CFrame.new(1, -1 - math.cos(tick()) / 16, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) lleg.C0 = lleg.C0:lerp(CFrame.new(-1, -1 - math.cos(tick()) / 16, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) rarm.C0 = rarm.C0:lerp(CFrame.new(1, 0.5 + math.cos(tick() + 0.5) / 16, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad((math.cos(tick()) + 1) / 16) * 20), spd) larm.C0 = larm.C0:lerp(CFrame.new(-1, 0.5 + math.cos(tick() + 0.5) / 16, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-(math.cos(tick()) + 1) / 16) * 20), spd) rootjoint.C0 = rootjoint.C0:lerp(CFrame.new(0, math.cos(tick()) / 16, 0) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(180)), spd) neck.C0 = neck.C0:lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) elseif state == "running" then rleg.C0 = rleg.C0:lerp(CFrame.new(1, -1 - -math.sin(tick() * 8 + 90) / 8, math.sin(tick() * 8 + 90) / 10) * CFrame.Angles(math.rad(math.sin(tick() * 8) * 60), math.rad(0), math.rad(0)), spd) lleg.C0 = lleg.C0:lerp(CFrame.new(-1, -1 - math.sin(tick() * 8 + 90) / 8, -math.sin(tick() * 8 + 90) / 10) * CFrame.Angles(-math.rad(math.sin(tick() * 8) * 60), math.rad(0), math.rad(0)), spd) rarm.C0 = rarm.C0:lerp(CFrame.new(1, 0.5, 0) * CFrame.Angles(math.rad(math.sin(tick() * 8) * 80), math.rad(0), math.rad(0)), spd) larm.C0 = larm.C0:lerp(CFrame.new(-1, 0.5, 0) * CFrame.Angles(-math.rad(math.sin(tick() * 8) * 80), math.rad(0), math.rad(0)), spd) rootjoint.C0 = rootjoint.C0:lerp(CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-110), math.rad(0), math.rad(180)), spd) neck.C0 = neck.C0:lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), spd) elseif state == "jumping" then rleg.C0 = rleg.C0:lerp(CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) lleg.C0 = lleg.C0:lerp(CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) rarm.C0 = rarm.C0:lerp(CFrame.new(1, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) larm.C0 = larm.C0:lerp(CFrame.new(-1, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) rootjoint.C0 = rootjoint.C0:lerp(CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(180)), spd) neck.C0 = neck.C0:lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) elseif state == "falling" then rleg.C0 = rleg.C0:lerp(CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) lleg.C0 = lleg.C0:lerp(CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) rarm.C0 = rarm.C0:lerp(CFrame.new(1, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) larm.C0 = larm.C0:lerp(CFrame.new(-1, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) rootjoint.C0 = rootjoint.C0:lerp(CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(180)), spd) neck.C0 = neck.C0:lerp(CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), spd) end end end) warn("Loaded! Time elapsed: " .. tick() - oldtick)