
Keyless

-- [[ SHADOW CORE V9: ZERO DELAY ]] --
-- Ultra-responsive AlignPosition with instant reaction
local plr = game.Players.LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
local hrp = char:WaitForChild("HumanoidRootPart")
local hum = char:WaitForChild("Humanoid")
local run = game:GetService("RunService")
local uis = game:GetService("UserInputService")
local tools_storage = {}
-- [[ ОПТИМАЛЬНЫЕ НАСТРОЙКИ ДЛЯ НУЛЕВОЙ ЗАДЕРЖКИ ]] --
local config = {
scale = 1.2,
height = 4,
speed = 2,
-- CRITICAL: Physics Settings для минимальной задержки
responsiveness = 200, -- MAX значение (было 200)
maxVelocity = math.huge, -- Без ограничений
maxForce = math.huge, -- Максимальная сила
rigidityEnabled = true, -- ВКЛЮЧЕНО для жесткой связи
-- Visual FX
trailEnabled = true,
glowEnabled = true,
rainbowMode = false,
-- Combat
autoTarget = false,
flingPower = 200,
rageMode = false,
currentFormation = "sword"
}
-- [[ FORMATIONS ]] --
local formations = {
sword = function(i, num, t)
local pHandle = math.floor(num * 0.15)
local pGuard = math.floor(num * 0.20)
local x, y = 0, 0
if i <= pHandle then
x = 0
y = (i / pHandle) * 2
elseif i <= pHandle + pGuard then
local prog = (i - pHandle) / pGuard
x = (prog - 0.5) * 4
y = 2
else
local remaining = num - (pHandle + pGuard)
local prog = (i - (pHandle + pGuard)) / remaining
local width = 0.8 * (1 - prog)
x = (i % 2 == 0 and width or -width)
y = 2 + (prog * 12)
end
return Vector3.new(x, y, 0)
end,
tornado = function(i, num, t)
local angle = (i / num) * math.pi * 2
local height = (i / num) * 10
local radius = 3 + math.sin(t * 2 + height) * 0.5
return Vector3.new(
math.cos(angle + t * 3) * radius,
height,
math.sin(angle + t * 3) * radius
)
end,
shield = function(i, num, t)
local layers = 3
local layer = math.floor((i - 1) / (num / layers))
local radius = 2 + layer * 1.5
local itemsInLayer = math.ceil(num / layers)
local angleStep = (math.pi * 2) / itemsInLayer
local angle = ((i - 1) % itemsInLayer) * angleStep + t
return Vector3.new(
math.cos(angle) * radius,
2 + math.sin(t * 2 + i) * 0.3,
math.sin(angle) * radius
)
end,
orbit = function(i, num, t)
local angle = (i / num) * math.pi * 2
local radius = 4
return Vector3.new(
math.cos(angle + t * 2) * radius,
2 + math.sin(t * 4 + angle) * 1,
math.sin(angle + t * 2) * radius
)
end
}
-- [[ СБОР ИНСТРУМЕНТОВ ]] --
for _, v in pairs(plr.Backpack:GetChildren()) do
if v:IsA("Tool") then v.Parent = char end
end
task.wait(0.2)
-- [[ ИНИЦИАЛИЗАЦИЯ С ZERO-DELAY ФИЗИКОЙ ]] --
for _, v in pairs(char:GetChildren()) do
if v:IsA("Tool") and v:FindFirstChild("Handle") then
local h = v.Handle
-- КРИТИЧНО: Минимизация массы и трения
h.Massless = true
h.CustomPhysicalProperties = PhysicalProperties.new(
0.001, -- Минимальная плотность
0, -- Нулевое трение
0, -- Нулевая эластичность
0, -- Нулевое сопротивление трения
0 -- Нулевой вес
)
v.CanBeDropped = true
local att0 = Instance.new("Attachment", h)
local att1 = Instance.new("Attachment", hrp)
-- ULTRA-RESPONSIVE AlignPosition
local alignPos = Instance.new("AlignPosition", h)
alignPos.Attachment0 = att0
alignPos.Attachment1 = att1
alignPos.MaxForce = math.huge
alignPos.MaxVelocity = math.huge
alignPos.Responsiveness = config.responsiveness -- 200 = мгновенно
alignPos.RigidityEnabled = config.rigidityEnabled -- TRUE для жесткой связи
alignPos.ReactionForceEnabled = false -- Отключаем обратную реакцию для перфа
alignPos.ApplyAtCenterOfMass = true -- Применяем силу в центре масс
-- ULTRA-RESPONSIVE AlignOrientation
local alignRot = Instance.new("AlignOrientation", h)
alignRot.Attachment0 = att0
alignRot.Attachment1 = att1
alignRot.MaxTorque = math.huge
alignRot.MaxAngularVelocity = math.huge
alignRot.Responsiveness = 200 -- Максимум
alignRot.RigidityEnabled = true -- Жесткая ротация
alignRot.ReactionTorqueEnabled = false
alignRot.PrimaryAxisOnly = false
-- Visual FX
local trail, glow
if config.trailEnabled then
trail = Instance.new("Trail", h)
trail.Attachment0 = Instance.new("Attachment", h)
trail.Attachment1 = Instance.new("Attachment", h)
trail.Attachment1.Position = Vector3.new(0, 0, 1)
trail.Lifetime = 0.3
trail.MinLength = 0.05
trail.Color = ColorSequence.new(Color3.fromRGB(255, 0, 0), Color3.fromRGB(0, 255, 255))
trail.Transparency = NumberSequence.new(0.2, 1)
end
if config.glowEnabled then
glow = Instance.new("PointLight", h)
glow.Brightness = 2
glow.Range = 10
glow.Color = Color3.fromRGB(255, 100, 255)
end
local z_layer = math.random(-100, 100) / 10000
local entry = {
tool = v,
handle = h,
target = att1,
layer = z_layer,
components = {att0, att1, alignPos, alignRot},
fx = {trail = trail, glow = glow}
}
table.insert(tools_storage, entry)
v.AncestryChanged:Connect(function(_, newParent)
if newParent ~= char then
for _, comp in pairs(entry.components) do
pcall(function() comp:Destroy() end)
end
if h then h.CanCollide = true end
end
end)
end
end
if char:FindFirstChild("RightHand") then
char.RightHand:Destroy()
elseif char:FindFirstChild("Right Arm") then
local weld = char["Right Arm"]:FindFirstChild("RightGrip")
if weld then weld:Destroy() end
end
-- [[ AUTO-TARGET ]] --
local currentTarget = nil
local function getClosestPlayer()
local closest = nil
local minDist = math.huge
for _, p in pairs(game.Players:GetPlayers()) do
if p ~= plr and p.Character and p.Character:FindFirstChild("HumanoidRootPart") then
local dist = (p.Character.HumanoidRootPart.Position - hrp.Position).Magnitude
if dist < minDist and dist < 50 then
minDist = dist
closest = p.Character.HumanoidRootPart
end
end
end
return closest
end
-- [[ PHYSICS LOOP - Optimized ]] --
local physics_loop = run.Heartbeat:Connect(function()
pcall(function()
setsimulationradius(math.huge, math.huge)
plr.MaximumSimulationRadius = math.huge
end)
if config.autoTarget then
currentTarget = getClosestPlayer()
if currentTarget and config.rageMode then
hrp.CFrame = CFrame.new(hrp.Position, currentTarget.Position)
end
end
for _, data in pairs(tools_storage) do
if data.handle and data.handle.Parent then
-- NETLESS Velocity
data.handle.AssemblyLinearVelocity = Vector3.new(25.5, 0, 0)
-- Ghost Mode
data.handle.CanCollide = false
data.handle.CanTouch = false
data.handle.CanQuery = false
-- Fling Attack
if config.rageMode and currentTarget then
local dir = (currentTarget.Position - data.handle.Position).Unit
data.handle.AssemblyLinearVelocity = dir * config.flingPower
end
end
end
end)
-- [[ ANIMATION LOOP - RenderStepped для минимальной задержки ]] --
local rotation = 0
local time = 0
local anim_loop = run.RenderStepped:Connect(function(dt)
if not char or not hrp then return end
rotation = rotation + config.speed * dt
time = time + dt
local num = #tools_storage
local formationFunc = formations[config.currentFormation] or formations.sword
for i, data in pairs(tools_storage) do
local localPos = formationFunc(i, num, time)
localPos = localPos * config.scale
localPos = localPos + Vector3.new(0, config.height, data.layer)
local rotatedPos = CFrame.Angles(0, rotation, 0) * localPos
if data.target then
data.target.Position = rotatedPos
data.target.Rotation = Vector3.new(0, math.deg(rotation), 90)
end
if config.rainbowMode and data.fx.glow then
local hue = (time + i / num) % 1
data.fx.glow.Color = Color3.fromHSV(hue, 1, 1)
end
end
end)
-- [[ HOTKEYS ]] --
uis.InputBegan:Connect(function(input, gpe)
if gpe then return end
if input.KeyCode == Enum.KeyCode.R then
config.rageMode = not config.rageMode
game.StarterGui:SetCore("SendNotification", {
Title = "RAGE MODE";
Text = config.rageMode and "ENABLED" or "DISABLED";
Duration = 2;
})
elseif input.KeyCode == Enum.KeyCode.T then
config.autoTarget = not config.autoTarget
game.StarterGui:SetCore("SendNotification", {
Title = "AUTO-TARGET";
Text = config.autoTarget and "ENABLED" or "DISABLED";
Duration = 2;
})
elseif input.KeyCode == Enum.KeyCode.F then
local formations_list = {"sword", "tornado", "shield", "orbit"}
local currentIdx = table.find(formations_list, config.currentFormation) or 1
currentIdx = (currentIdx % #formations_list) + 1
config.currentFormation = formations_list[currentIdx]
game.StarterGui:SetCore("SendNotification", {
Title = "FORMATION";
Text = config.currentFormation:upper();
Duration = 2;
})
elseif input.KeyCode == Enum.KeyCode.V then
config.rainbowMode = not config.rainbowMode
end
end)
-- [[ CLEANUP ]] --
hum.Died:Connect(function()
if anim_loop then anim_loop:Disconnect() end
if physics_loop then physics_loop:Disconnect() end
for _, data in pairs(tools_storage) do
for _, comp in pairs(data.components) do
pcall(function() comp:Destroy() end)
end
if data.handle then data.handle.CanCollide = true end
end
script:Destroy()
end)
game.StarterGui:SetCore("SendNotification", {
Title = "SHADOW CORE V9: ZERO DELAY";
Text = "Ultra-Responsive Physics | R=Rage | T=Target | F=Form";
Duration = 7;
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