Fe Sqns
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Fe Sqns

Just a baseplate.FundainerFundainer 27.5K views 230 executesUpdated Jun 14, 2024
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Lua Script•1335 lines (47550 chars)
-- Created by Nebula_Zorua --
-- Sans Curse (A Curse of Light) --
-- Discord: Nebula the Zorua#6969

-- You can change the Magic Circle n stuff down under Customization, at MagicVariant --

HumanDied = false
local CountSCIFIMOVIELOL = 1
function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
	local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name = "AliP_"..CountSCIFIMOVIELOL
	AlignPos.ApplyAtCenterOfMass = true;
	AlignPos.MaxForce = 5772000--67752;
	AlignPos.MaxVelocity = math.huge/9e110;
	AlignPos.ReactionForceEnabled = false;
	AlignPos.Responsiveness = 200;
	AlignPos.RigidityEnabled = false;
	local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name = "AliO_"..CountSCIFIMOVIELOL
	AlignOri.MaxAngularVelocity = math.huge/9e110;
	AlignOri.MaxTorque = 5772000
	AlignOri.PrimaryAxisOnly = false;
	AlignOri.ReactionTorqueEnabled = false;
	AlignOri.Responsiveness = 200;
	AlignOri.RigidityEnabled = false;
	local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name = "Ath_"..CountSCIFIMOVIELOL
	local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name = "Ath_"..CountSCIFIMOVIELOL
	AttachmentA.Orientation = Angle or Vector3.new(0,0,0)
	AttachmentA.Position = Position or Vector3.new(0,0,0)
	AlignPos.Attachment1 = AttachmentA;
	AlignPos.Attachment0 = AttachmentB;
	AlignOri.Attachment1 = AttachmentA;
	AlignOri.Attachment0 = AttachmentB;
	CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1
	return {AlignPos,AlignOri,AttachmentA,AttachmentB}
end

if _G.netted ~= true then
	_G.netted = true
	coroutine.wrap(function()
		settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
		settings().Physics.AllowSleep = false
		game:GetService("RunService").RenderStepped:Connect(function()
			game:FindFirstChildOfClass("Players").LocalPlayer.MaximumSimulationRadius=math.pow(math.huge,math.huge)
			sethiddenproperty(game:FindFirstChildOfClass("Players").LocalPlayer,"SimulationRadius",math.huge*math.huge)
		end)
	end)()
end

game:FindFirstChildOfClass("Players").LocalPlayer["Character"].Archivable = true
local hatnameclone = {}
for _,v in next, game:FindFirstChildOfClass("Players").LocalPlayer["Character"]:GetChildren() do
	if v:IsA("Accessory") then
		if hatnameclone[v.Name] then
			if hatnameclone[v.Name] == "s" then
				hatnameclone[v.Name] = {}
			end
			table.insert(hatnameclone[v.Name],v)
		else
			hatnameclone[v.Name] = "s"
		end
	end
end
for _,v in pairs(hatnameclone) do
	if type(v) == "table" then
		local num = 1
		for _,w in pairs(v) do
			w.Name = w.Name..num
			num = num + 1
		end
	end
end
hatnameclone = nil

local DeadChar = game:FindFirstChildOfClass("Players").LocalPlayer.Character

local fldr = Instance.new("Folder",game:FindFirstChildOfClass("Players").LocalPlayer["Character"])
fldr.Name = "DMYF"
local CloneChar = DeadChar:Clone()
local ANIMATIONHERE
if CloneChar:FindFirstChild("Animate") then
	ANIMATIONHERE = CloneChar:FindFirstChild("Animate"):Clone()
	CloneChar:FindFirstChild("Animate"):Destroy()
end
if CloneChar:FindFirstChildOfClass("Folder") then CloneChar:FindFirstChildOfClass("Folder"):Destroy() end
if CloneChar.Torso:FindFirstChild("Neck") then
	local Clonessss = CloneChar.Torso:FindFirstChild("Neck"):Clone()
	Clonessss.Part0 = nil
	Clonessss.Part1 = DeadChar.Head
	Clonessss.Parent = DeadChar.Torso
end
CloneChar.Parent = fldr
CloneChar.HumanoidRootPart.CFrame = DeadChar.HumanoidRootPart.CFrame
CloneChar.Humanoid.BreakJointsOnDeath = false
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"

for _,v in next, DeadChar:GetChildren() do
	if v:IsA("Accessory") then
		local topacc = false
		if v.Handle:FindFirstChildOfClass("Weld") then v.Handle:FindFirstChildOfClass("Weld"):Destroy() end
		v.Handle.Massless = true
		v.Handle.CanCollide = false
		if v.Handle:FindFirstChildOfClass("Attachment") then
			local ath__ = v.Handle:FindFirstChildOfClass("Attachment")
			if ath__.Name == "HatAttachment" or ath__.Name == "HairAttachment" or ath__.Name == "FaceFrontAttachment" or ath__.Name == "FaceCenterAttachment" then
				topacc = ath__.Name
			end
		end
        local bv = Instance.new("BodyVelocity",v.Handle)
		bv.Velocity = Vector3.new(0,0,0)
		coroutine.wrap(function()
			if topacc then
				local allthings = SCIFIMOVIELOL(v.Handle,DeadChar.Torso,Vector3.new(0,1.5,0)+ (DeadChar.Head[topacc].Position + (v.Handle[topacc].Position*-1)),Vector3.new(0,0,0))
				local normaltop = allthings[1].Attachment1
				local alipos = allthings[1]
				local alirot = allthings[2]
				local p0 = v.Handle
				local p1 = DeadChar.Head
				alipos.Parent = CloneChar:FindFirstChild(v.Name).Handle
				alirot.Parent = CloneChar:FindFirstChild(v.Name).Handle
				while true do
					game:GetService("RunService").RenderStepped:wait()
					if HumanDied then break end
					coroutine.wrap(function()
						if alipos.Attachment1 == normaltop then
							p0.CFrame = p0.CFrame:lerp((((DeadChar.Torso.CFrame * CFrame.new(0,1.5,0)) * p1[topacc].CFrame) * p0[topacc].CFrame:inverse()),1)
						else
							v.Handle.CFrame = v.Handle.CFrame:lerp(alipos.Attachment1.Parent.CFrame * CFrame.new(alipos.Attachment1.Position) * CFrame.Angles(math.rad(alipos.Attachment1.Rotation.X),math.rad(alipos.Attachment1.Rotation.Y),math.rad(alipos.Attachment1.Rotation.Z)),1)
						end
					end)()
				end
			else
				SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,0))
			end
		end)()
    end
end

local a = DeadChar.Torso
local b = DeadChar.HumanoidRootPart
local c = DeadChar.Humanoid
a.Parent = game:FindFirstChildOfClass("Workspace")
c.Parent = game:FindFirstChildOfClass("Workspace")
local told = a:Clone()
local told1 = c:Clone()
b["RootJoint"].Part0 = told
b["RootJoint"].Part1 = DeadChar.Head
a.Name = "torso"
a.Neck:Destroy()
c.Name = "Mizt Hub Best"
told.Parent = DeadChar
told1.Parent = DeadChar
DeadChar.PrimaryPart = told
told1.Health = 0
b:Destroy()
a.Parent = DeadChar
c.Parent = DeadChar
told:Destroy()
told1:Destroy()
a.Name = "Torso"

if CloneChar.Head:FindFirstChildOfClass("Decal") then CloneChar.Head:FindFirstChildOfClass("Decal").Transparency = 1 end
if DeadChar:FindFirstChild("Animate") then DeadChar:FindFirstChild("Animate"):Destroy() end

local Collider
function UnCollide()
    if HumanDied then Collider:Disconnect(); return end
    --[[for _,Parts in next, CloneChar:GetChildren() do
        if Parts:IsA("BasePart") then
            Parts.CanCollide = false 
        end 
    end]]
    for _,Parts in next, DeadChar:GetChildren() do
        if Parts:IsA("BasePart") then
        Parts.CanCollide = false
        end 
    end 
end
Collider = game:GetService("RunService").Stepped:Connect(UnCollide)

local resetBindable = Instance.new("BindableEvent")
resetBindable.Event:connect(function()
    game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
	resetBindable:Destroy()
	HumanDied = true
    pcall(function()
		game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
		DeadChar.Head:Destroy()
		DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
		game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
		if DeadChar:FindFirstChildOfClass("Folder") then DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
	end)
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)

coroutine.wrap(function()
    while true do
        game:GetService("RunService").RenderStepped:wait()
        if not CloneChar or not CloneChar:FindFirstChild("Head") or not CloneChar:FindFirstChildOfClass("Humanoid") or CloneChar:FindFirstChildOfClass("Humanoid").Health = End)then break end
			CircleM.Scale = V3.N(aa,0,aa)
			swait()
		end
		CircleM.Scale = V3.N(End,0,End)
		GrownEvent:Fire()
		
	end)()
	
	local Table = {
		Circle = Circle,
		Mesh = CircleM,
		Grow = function(size)
			CircleM.Scale = CircleM.Scale + V3.N(size*20,0,size*20)
		end,
		Destroy = function(timer)
			coroutine.wrap(function()
				if(not timer)then timer = 1 end
				Tween(CircleM,{Scale=V3.N(0,0,0)},timer,Enum.EasingStyle.Quad,Enum.EasingDirection.Out)
				Tween(Top,{Transparency=1},timer,Enum.EasingStyle.Quad,Enum.EasingDirection.Out)
				Tween(Btm,{Transparency=1},timer,Enum.EasingStyle.Quad,Enum.EasingDirection.Out)
				S.Debris:AddItem(Circle,timer+1)
			end)()
		end,
		Grown = GrownEvent.Event
	}
		
	return Table;
end

function Bezier(startpos, pos2, pos3, endpos, t)
	local A = startpos:lerp(pos2, t)
	local B  = pos2:lerp(pos3, t)
	local C = pos3:lerp(endpos, t)
	local lerp1 = A:lerp(B, t)
	local lerp2 = B:lerp(C, t)
	local cubic = lerp1:lerp(lerp2, t)
	return cubic
end

function SphereFX(duration,color,scale,pos,endScale,increment)
	return Effect{
		Frames=duration,
		Effect='ResizeAndFade',
		Color=color,
		Size=scale,
		Mesh={MeshType=Enum.MeshType.Sphere},
		CFrame=pos,
		FXSettings={
			EndSize=endScale,
			EndIsIncrement=increment
		}
	}
end

function BlastFX(duration,color,scale,pos,endScale,increment)
	return Effect{
		Frames=duration,
		Effect='ResizeAndFade',
		Color=color,
		Size=scale,
		Mesh={MeshType=Enum.MeshType.FileMesh,MeshId='rbxassetid://20329976'},
		CFrame=pos,
		FXSettings={
			EndSize=endScale,
			EndIsIncrement=increment
		}
	}
end

function BlockFX(duration,color,scale,pos,endScale,increment)
	return Effect{
		Frames=duration,
		Effect='ResizeAndFade',
		Color=color,
		Size=scale,
		CFrame=pos,
		FXSettings={
			EndSize=endScale,
			EndIsIncrement=increment
		}
	}
end

function ShootBullet(data)
	--ShootBullet{Size=V3.N(3,3,3),Shape='Ball',Frames=160,Origin=data.Circle.CFrame,Speed=10}
	local Size = data.Size or V3.N(2,2,2)
	local Color = data.Color or MagicVariant.EffectColor or MagicVariant.Color
	local StudsPerFrame = data.Speed or 10
	local Shape = data.Shape or 'Ball'
	local Frames = data.Frames or 160
	local Pos = data.Origin or Torso.CFrame
	local Direction = data.Direction or Mouse.Hit
	local Material = data.Material or Enum.Material.Neon
	local OnHit = data.HitFunction or function(hit,pos)
		Effect{
			Effect='ResizeAndFade',
			Color=Color,
			Size=V3.N(10,10,10),
			Mesh={MeshType=Enum.MeshType.Sphere},
			CFrame=CF.N(pos),
			FXSettings={
				EndSize=V3.N(.05,.05,.05),
				EndIsIncrement=true
			}
		}
		for i = 1, 5 do
			local angles = CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180))
			Effect{
				Effect='Fade',
				Frames=65,
				Size=V3.N(5,5,10),
				CFrame=CF.N(CF.N(pos)*angles*CF.N(0,0,-10).p,pos),
				Mesh = {MeshType=Enum.MeshType.Sphere},
				Material=Enum.Material.Neon,
				Color=Color,
				MoveDirection=CF.N(CF.N(pos)*angles*CF.N(0,0,-50).p,pos).p,
			}	
		end
		AOEDamage(pos,10,15,30,0,'Normal',10,4)
	end	
	
	local Bullet = Part(Effects,Color,Material,Size,Pos,true,false)
	local BMesh = Mesh(Bullet,Enum.MeshType.Brick,"","",V3.N(1,1,1),V3.N())
	if(Shape == 'Ball')then
		BMesh.MeshType = Enum.MeshType.Sphere
	elseif(Shape == 'Head')then
		BMesh.MeshType = Enum.MeshType.Head
	elseif(Shape == 'Cylinder')then
		BMesh.MeshType = Enum.MeshType.Cylinder
	end
	
	coroutine.wrap(function()
		for i = 1, Frames+1 do
			local hit,pos,norm,dist = CastRay(Bullet.CFrame.p,CF.N(Bullet.CFrame.p,Direction.p)*CF.N(0,0,-StudsPerFrame).p,StudsPerFrame)
			if(hit)then
				OnHit(hit,pos,norm,dist)
				break;
			else
				Bullet.CFrame = CF.N(Bullet.CFrame.p,Direction.p)*CF.N(0,0,-StudsPerFrame)
			end
			swait()
		end
		Bullet:destroy()
	end)()
	
end

function Zap(data)
	local sCF,eCF = data.StartCFrame,data.EndCFrame
	assert(sCF,"You need a start CFrame!")
	assert(eCF,"You need an end CFrame!")
	local parts = data.PartCount or 15
	local zapRot = data.ZapRotation or {-5,5}
	local startThick = data.StartSize or 3;
	local endThick = data.EndSize or startThick/2;
	local color = data.Color or BrickColor.new'Electric blue'
	local delay = data.Delay or 35
	local delayInc = data.DelayInc or 0
	local lastLightning;
	local MagZ = (sCF.p - eCF.p).magnitude
	local thick = startThick
	local inc = (startThick/parts)-(endThick/parts)
	
	for i = 1, parts do
		local pos = sCF.p
		if(lastLightning)then
			pos = lastLightning.CFrame*CF.N(0,0,MagZ/parts/2).p
		end
		delay = delay + delayInc
		local zapPart = Part(Effects,color,Enum.Material.Neon,V3.N(thick,thick,MagZ/parts),CF.N(pos),true,false)
		local posie = CF.N(pos,eCF.p)*CF.N(0,0,MagZ/parts).p+V3.N(M.RNG(unpack(zapRot)),M.RNG(unpack(zapRot)),M.RNG(unpack(zapRot)))
		if(parts == i)then
			local MagZ = (pos-eCF.p).magnitude
			zapPart.Size = V3.N(endThick,endThick,MagZ)
			zapPart.CFrame = CF.N(pos, eCF.p)*CF.N(0,0,-MagZ/2)
			Effect{Effect='ResizeAndFade',Size=V3.N(thick,thick,thick),CFrame=eCF*CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180)),Color=color,Frames=delay*2,FXSettings={EndSize=V3.N(thick*8,thick*8,thick*8)}}
		else
			zapPart.CFrame = CF.N(pos,posie)*CF.N(0,0,MagZ/parts/2)
		end
		
		lastLightning = zapPart
		Effect{Effect='Fade',Manual=zapPart,Frames=delay}
		
		thick=thick-inc
		
	end
end

function Zap2(data)
	local Color = data.Color or BrickColor.new'Electric blue'
	local StartPos = data.Start or Torso.Position
	local EndPos = data.End or Mouse.Hit.p
	local SegLength = data.SegL or 2
	local Thicc = data.Thickness or 0.5
	local Fades = data.Fade or 45
	local Parent = data.Parent or Effects
	local MaxD = data.MaxDist or 200
	local Branch = data.Branches or false
	local Material = data.Material or Enum.Material.Neon
	local Raycasts = data.Raycasts or false
	local Offset = data.Offset or {0,360}
	local AddMesh = (data.Mesh == nil and true or data.Mesh)
	if((StartPos-EndPos).magnitude > MaxD)then
		EndPos = CF.N(StartPos,EndPos)*CF.N(0,0,-MaxD).p
	end
	local hit,pos,norm,dist=nil,EndPos,nil,(StartPos-EndPos).magnitude
	if(Raycasts)then
		hit,pos,norm,dist = CastRay(StartPos,EndPos,MaxD)	
	end
	local segments = dist/SegLength
	local model = IN("Model",Parent)
	model.Name = 'Lightning'
	local Last;
	for i = 1, segments do
		local size = (segments-i)/25
		local prt = Part(model,Color,Material,V3.N(Thicc+size,SegLength,Thicc+size),CF.N(),true,false)
		if(AddMesh)then IN("CylinderMesh",prt) end
		if(Last and math.floor(segments) == i)then
			local MagZ = (Last.CFrame*CF.N(0,-SegLength/2,0).p-EndPos).magnitude
			prt.Size = V3.N(Thicc+size,MagZ,Thicc+size)
			prt.CFrame = CF.N(Last.CFrame*CF.N(0,-SegLength/2,0).p,EndPos)*CF.A(M.R(90),0,0)*CF.N(0,-MagZ/2,0)	
		elseif(not Last)then
			prt.CFrame = CF.N(StartPos,pos)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0)	
		else
			prt.CFrame = CF.N(Last.CFrame*CF.N(0,-SegLength/2,0).p,CF.N(pos)*CF.A(M.R(M.RNG(0,360)),M.R(M.RNG(0,360)),M.R(M.RNG(0,360)))*CF.N(0,0,SegLength/3+(segments-i)).p)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0)
		end
		Last = prt
		if(Branch)then
			local choice = M.RNG(1,7+((segments-i)*2))
			if(choice == 1)then
				local LastB;
				for i2 = 1,M.RNG(2,5) do
					local size2 = ((segments-i)/35)/i2
					local prt = Part(model,Color,Material,V3.N(Thicc+size2,SegLength,Thicc+size2),CF.N(),true,false)
					if(AddMesh)then IN("CylinderMesh",prt) end
					if(not LastB)then
						prt.CFrame = CF.N(Last.CFrame*CF.N(0,-SegLength/2,0).p,Last.CFrame*CF.N(0,-SegLength/2,0)*CF.A(0,0,M.RRNG(0,360))*CF.N(0,Thicc*7,0)*CF.N(0,0,-1).p)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0)
					else
						prt.CFrame = CF.N(LastB.CFrame*CF.N(0,-SegLength/2,0).p,LastB.CFrame*CF.N(0,-SegLength/2,0)*CF.A(0,0,M.RRNG(0,360))*CF.N(0,Thicc*7,0)*CF.N(0,0,-1).p)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0)
					end
					LastB = prt
				end
			end
		end
	end
	if(Fades > 0)then
		coroutine.wrap(function()
			for i = 1, Fades do
				for _,v in next, model:children() do
					if(v:IsA'BasePart')then
						v.Transparency = (i/Fades)
					end
				end
				swait()
			end
			model:destroy()
		end)()
	else
		S.Debris:AddItem(model,.01)
	end
	return {End=(Last and Last.CFrame*CF.N(0,-Last.Size.Y/2,0).p),Last=Last,Model=model}
end

function Tween(obj,props,time,easing,direction,repeats,backwards)
	local info = TweenInfo.new(time or .5, easing or Enum.EasingStyle.Quad, direction or Enum.EasingDirection.Out, repeats or 0, backwards or false)
	local tween = S.TweenService:Create(obj, info, props)
	
	tween:Play()
end

function Effect(data)
	local FX = data.Effect or 'ResizeAndFade'
	local Parent = data.Parent or Effects
	local Color = data.Color or C3.N(0,0,0)
	local Size = data.Size or V3.N(1,1,1)
	local MoveDir = data.MoveDirection or nil
	local MeshData = data.Mesh or nil
	local SndData = data.Sound or nil
	local Frames = data.Frames or 45
	local Manual = data.Manual or nil
	local Material = data.Material or Enum.Material.Neon
	local CFra = data.CFrame or Torso.CFrame
	local Settings = data.FXSettings or {}
	local Shape = data.Shape or Enum.PartType.Block
	local Snd,Prt,Msh;
	coroutine.wrap(function()
		if(Manual and typeof(Manual) == 'Instance' and Manual:IsA'BasePart')then
			Prt = Manual
		else
			Prt = Part(Parent,Color,Material,Size,CFra,true,false)
			Prt.Shape = Shape
		end
		if(typeof(MeshData) == 'table')then
			Msh = Mesh(Prt,MeshData.MeshType,MeshData.MeshId,MeshData.TextureId,MeshData.Scale,MeshData.Offset)
		elseif(typeof(MeshData) == 'Instance')then
			Msh = MeshData:Clone()
			Msh.Parent = Prt
		elseif(Shape == Enum.PartType.Block)then
			Msh = Mesh(Prt,Enum.MeshType.Brick)
		end
		if(typeof(SndData) == 'table')then
			Snd = Sound(Prt,SndData.SoundId,SndData.Pitch,SndData.Volume,false,false,true)
		elseif(typeof(SndData) == 'Instance')then
			Snd = SndData
		end
		if(Snd)then
			repeat swait() until Snd.Playing and Snd.IsLoaded and Snd.TimeLength > 0
			Frames = Snd.TimeLength * Frame_Speed/Snd.Pitch
		end
		Size = (Msh and Msh.Scale or Size)
		local grow = Size-(Settings.EndSize or (Msh and Msh.Scale or Size)/2)
		
		local MoveSpeed = nil;
		if(MoveDir)then
			MoveSpeed = (CFra.p - MoveDir).magnitude/Frames
		end
		if(FX ~= 'Arc')then
			for Frame = 1, Frames do
				if(FX == "Fade")then
					Prt.Transparency  = (Frame/Frames)
				elseif(FX == "Resize")then
					if(not Settings.EndSize)then
						Settings.EndSize = V3.N(0,0,0)
					end
					if(Settings.EndIsIncrement)then
						if(Msh)then
							Msh.Scale = Msh.Scale + Settings.EndSize
						else
							Prt.Size = Prt.Size + Settings.EndSize
						end					
					else
						if(Msh)then
							Msh.Scale = Msh.Scale - grow/Frames
						else
							Prt.Size = Prt.Size - grow/Frames
						end
					end 
				elseif(FX == "ResizeAndFade")then
					if(not Settings.EndSize)then
						Settings.EndSize = V3.N(0,0,0)
					end
					if(Settings.EndIsIncrement)then
						if(Msh)then
							Msh.Scale = Msh.Scale + Settings.EndSize
						else
							Prt.Size = Prt.Size + Settings.EndSize
						end					
					else
						if(Msh)then
							Msh.Scale = Msh.Scale - grow/Frames
						else
							Prt.Size = Prt.Size - grow/Frames
						end
					end 
					Prt.Transparency = (Frame/Frames)
				end
				if(Settings.RandomizeCFrame)then
					Prt.CFrame = Prt.CFrame * CF.A(M.RRNG(-360,360),M.RRNG(-360,360),M.RRNG(-360,360))
				end
				if(MoveDir and MoveSpeed)then
					local Orientation = Prt.Orientation
					Prt.CFrame = CF.N(Prt.Position,MoveDir)*CF.N(0,0,-MoveSpeed)
					Prt.Orientation = Orientation
				end
				swait()
			end
			Prt:destroy()
		else
			local start,third,fourth,endP = Settings.Start,Settings.Third,Settings.Fourth,Settings.End
			if(not Settings.End and Settings.Home)then endP = Settings.Home.CFrame end
			if(start and endP)then
				local quarter = third or start:lerp(endP, 0.25) * CF.N(M.RNG(-25,25),M.RNG(0,25),M.RNG(-25,25))
				local threequarter = fourth or start:lerp(endP, 0.75) * CF.N(M.RNG(-25,25),M.RNG(0,25),M.RNG(-25,25))
				for Frame = 0, 1, (Settings.Speed or 0.01) do
					if(Settings.Home)then
						endP = Settings.Home.CFrame
					end
					Prt.CFrame = Bezier(start, quarter, threequarter, endP, Frame)
				end
				if(Settings.RemoveOnGoal)then
					Prt:destroy()
				end
			else
				Prt:destroy()
				assert(start,"You need a start position!")
				assert(endP,"You need a start position!")
			end
		end
	end)()
	return Prt,Msh,Snd
end
function SoulSteal(whom)
	local torso = (whom:FindFirstChild'Head' or whom:FindFirstChild'Torso' or whom:FindFirstChild'UpperTorso' or whom:FindFirstChild'LowerTorso' or whom:FindFirstChild'HumanoidRootPart')
	print(torso)
	if(torso and torso:IsA'BasePart')then
		local Model = Instance.new("Model",Effects)
		Model.Name = whom.Name.."'s Soul"
		whom:BreakJoints()
		local Soul = Part(Model,BrickColor.new'Really red','Glass',V3.N(.5,.5,.5),torso.CFrame,true,false)
		Soul.Name = 'Head'
		NewInstance("Humanoid",Model,{Health=0,MaxHealth=0})
		Effect{
			Effect="Arc",
			Manual = Soul,
			FXSettings={
				Start=torso.CFrame,
				Home = Torso,
				RemoveOnGoal = true,
			}
		}
		local lastPoint = Soul.CFrame.p
	
		for i = 0, 1, 0.01 do 
				local point = CFrame.new(lastPoint, Soul.Position) * CFrame.Angles(-math.pi/2, 0, 0)
				local mag = (lastPoint - Soul.Position).magnitude
				Effect{
					Effect = "Fade",
					CFrame = point * CF.N(0, mag/2, 0),
					Size = V3.N(.5,mag+.5,.5),
					Color = Soul.BrickColor
				}
				lastPoint = Soul.CFrame.p
			swait()
		end
		for i = 1, 5 do
			Effect{
				Effect="Fade",
				Color = BrickColor.new'Really red',
				MoveDirection = (Torso.CFrame*CFrame.new(M.RNG(-40,40),M.RNG(-40,40),M.RNG(-40,40))).p
			}	
		end
	end
end

--// Other Functions \ --

function CastRay(startPos,endPos,range,ignoreList)
	local ray = Ray.new(startPos,(endPos-startPos).unit*range)
	local part,pos,norm = workspace:FindPartOnRayWithIgnoreList(ray,ignoreList or {Char},false,true)
	return part,pos,norm,(pos and (startPos-pos).magnitude)
end

function CastRayInDirection(startPos,direction,range,ignoreList)
	local ray = Ray.new(startPos,direction*range)
	local part,pos,norm = workspace:FindPartOnRayWithIgnoreList(ray,ignoreList or {Char},false,true)
	return part,pos,norm,(pos and (startPos-pos).magnitude)
end

function getRegion(point,range,ignore)
    return workspace:FindPartsInRegion3WithIgnoreList(R3.N(point-V3.N(1,1,1)*range/2,point+V3.N(1,1,1)*range/2),ignore,100)
end

function clerp(startCF,endCF,alpha)
	return startCF:lerp(endCF, alpha)
end

function GetTorso(char)
	return char:FindFirstChild'Torso' or char:FindFirstChild'UpperTorso' or char:FindFirstChild'LowerTorso' or char:FindFirstChild'HumanoidRootPart'
end

function ShowDamage(Pos, Text, Time, Color)
	coroutine.wrap(function()
	local Rate = (1 / Frame_Speed)
	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 = NewInstance("Part",Effects,{
		Material=Enum.Material.SmoothPlastic,
		Reflectance = 0,
		Transparency = 1,
		BrickColor = BrickColor.new(Color),
		Name = "Effect",
		Size = Vector3.new(0,0,0),
		Anchored = true,
		CFrame = CF.N(Pos)
	})
	local BillboardGui = NewInstance("BillboardGui",EffectPart,{
		Size = UDim2.new(1.25, 0, 1.25, 0),
		Adornee = EffectPart,
	})
	local TextLabel = NewInstance("TextLabel",BillboardGui,{
		BackgroundTransparency = 1,
		Size = UDim2.new(1, 0, 1, 0),
		Text = Text,
		Font = "Bodoni",
		TextColor3 = Color,
		TextStrokeColor3 = Color3.new(0,0,0),
		TextStrokeTransparency=0,
		TextScaled = true,
	})
	S.Debris:AddItem(EffectPart, (Time))
	EffectPart.Parent = workspace
	delay(0, function()
		Tween(EffectPart,{CFrame=CF.N(Pos)*CF.N(0,3,0)},Time,Enum.EasingStyle.Elastic,Enum.EasingDirection.Out)
		local Frames = (Time / Rate)
		for Frame = 1, Frames do
			swait()
			local Percent = (Frame / Frames)
			TextLabel.TextTransparency = Percent
			TextLabel.TextStrokeTransparency = Percent
		end
		if EffectPart and EffectPart.Parent then
			EffectPart:Destroy()
		end
	end) end)()
end


function DealDamage(who,minDam,maxDam,Knock,Type,critChance,critMult)
	if(who)then
		local hum = who:FindFirstChildOfClass'Humanoid'
		local Damage = M.RNG(minDam,maxDam)
		local canHit = true
		if(hum)then
			for _, p in pairs(Hit) do
				if p[1] == hum then
					if(time() - p[2] < 0.01) then
						canHit = false
					else
						Hit[_] = nil
					end
				end
			end
			if(canHit)then
				table.insert(Hit,{hum,time()})
				if(hum.Health >= math.huge)then
					who:BreakJoints()
					if(who:FindFirstChild'Head' and hum.Health > 0)then
						ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), "INSTANT", 1.5, C3.N(1,0,0))
					end
				else
					local player = S.Players:GetPlayerFromCharacter(who)
					if(Type == "Fire")then
						--idk..
					else
						local  c = Instance.new("ObjectValue",hum)
						c.Name = "creator"
						c.Value = Plr
						game:service'Debris':AddItem(c,0.35)
						if(M.RNG(1,100)  1)then
							if(who:FindFirstChild'Head' and hum.Health > 0)then
								ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), "[CRIT] "..Damage*(critMult or 2), 1.5, BrickColor.new'New Yeller'.Color)
							end
							hum.Health = hum.Health - Damage*(critMult or 2)
						else
							if(who:FindFirstChild'Head' and hum.Health > 0)then
								ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), Damage, 1.5, DamageColor.Color)
							end
							hum.Health = hum.Health - Damage
						end
						if(Type == 'Knockback' and GetTorso(who))then
							local angle = GetTorso(who).Position - Root.Position + Vector3.new(0, 0, 0).unit
							local body = NewInstance('BodyVelocity',GetTorso(who),{
								P = 500,
								maxForce = V3.N(math.huge,0,math.huge),
								velocity = Root.CFrame.lookVector * Knock + Root.Velocity / 1.05
							})
							game:service'Debris':AddItem(body,.5)
						elseif(Type == "Electric")then
							if(M.RNG(1,100) >= critChance)then
								if(who:FindFirstChild'Head' and hum.Health > 0)then
									ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), "[PARALYZED]", 1.5, BrickColor.new"New Yeller".Color)
								end
								local asd = hum.WalkSpeed/2
								hum.WalkSpeed = asd
								local paralyzed = true
								coroutine.wrap(function()
									while paralyzed do
										swait(25)
										if(M.RNG(1,25) == 1)then
											if(who:FindFirstChild'Head' and hum.Health > 0)then
												ShowDamage((who.Head.CFrame * CF.N(0, 0, (who.Head.Size.Z / 2)).p+V3.N(0,1.5,0)+V3.N(M.RNG(-2,2),0,M.RNG(-2,2))), "[STATIC]", 1.5, BrickColor.new"New Yeller".Color)
											end
											hum.PlatformStand = true
										end
									end
								end)()
								delay(4, function()
									paralyzed = false
									hum.WalkSpeed = hum.WalkSpeed + asd
								end)
							end
							
						elseif(Type == 'Knockdown' and GetTorso(who))then
							local rek = GetTorso(who)
							hum.PlatformStand = true
							delay(1,function()
								hum.PlatformStand = false
							end)
							local angle = (GetTorso(who).Position - (Root.Position + Vector3.new(0, 0, 0))).unit
							local bodvol = NewInstance("BodyVelocity",rek,{
								velocity = angle * Knock,
								P = 5000,
								maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
							})
							local rl = NewInstance("BodyAngularVelocity",rek,{
								P = 3000,
								maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
								angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
							})
							game:GetService("Debris"):AddItem(bodvol, .5)
							game:GetService("Debris"):AddItem(rl, .5)
						end
					end
				end
			end
		end
	end
end

function AOEDamage(where,range,minDam,maxDam,Knock,Type,critChance,critMult)
	for _,v in next, getRegion(where,range,{Char}) do
		if(v.Parent and v.Parent:FindFirstChildOfClass'Humanoid')then
			coroutine.wrap(function() for i = 1, M.RNG(minDam,maxDam) do swait() DealDamage(v.Parent,1,1,Knock,Type,0,1) end end)()
		end
	end
end

function AOEHeal(where,range,amount)
	local healed = {}
	for _,v in next, getRegion(where,range,{Char}) do
		local hum = (v.Parent and v.Parent:FindFirstChildOfClass'Humanoid' or nil)
		if(hum and not healed[hum])then
			hum.Health = hum.Health + amount
			if(v.Parent:FindFirstChild'Head' and hum.Health > 0)then
				ShowDamage((v.Parent.Head.CFrame * CF.N(0, 0, (v.Parent.Head.Size.Z / 2)).p+V3.N(0,1.5,0)), "+"..amount, 1.5, BrickColor.new'Lime green'.Color)
			end
		end
	end
end

function CamShake(who,times,intense,origin) 
	coroutine.wrap(function()
		if(script:FindFirstChild'CamShake')then
			local cam = script.CamShake:Clone()
			cam:WaitForChild'intensity'.Value = intense
			cam:WaitForChild'times'.Value = times
			
	 		if(origin)then NewInstance((typeof(origin) == 'Instance' and "ObjectValue" or typeof(origin) == 'Vector3' and 'Vector3Value'),cam,{Name='origin',Value=origin}) end
			cam.Parent = who
			wait()
			cam.Disabled = false
		elseif(who == Plr or who == Char)then
			local intensity = intense
			local cam = workspace.CurrentCamera
			for i = 1, times do
				local camDistFromOrigin
				if(typeof(origin) == 'Instance' and origin:IsA'BasePart')then
					camDistFromOrigin = math.floor( (cam.CFrame.p-origin.Position).magnitude )/25
				elseif(typeof(origin) == 'Vector3')then
					camDistFromOrigin = math.floor( (cam.CFrame.p-origin).magnitude )/25
				end
				if(camDistFromOrigin)then
					intensity = math.min(intense, math.floor(intense/camDistFromOrigin))
				end
				cam.CFrame = cam.CFrame:lerp(cam.CFrame*CFrame.new(math.random(-intensity,intensity)/100,math.random(-intensity,intensity)/100,math.random(-intensity,intensity)/100)*CFrame.Angles(math.rad(math.random(-intensity,intensity)/100),math.rad(math.random(-intensity,intensity)/100),math.rad(math.random(-intensity,intensity)/100)),.4)
				swait()
			end
		end
	end)()
end

function CamShakeAll(times,intense,origin)
	for _,v in next, Plrs:players() do
		CamShake(v:FindFirstChildOfClass'PlayerGui' or v:FindFirstChildOfClass'Backpack' or v.Character,times,intense,origin)
	end
end

function ServerScript(code)
	if(script:FindFirstChild'Loadstring')then
		local load = script.Loadstring:Clone()
		load:WaitForChild'Sauce'.Value = code
		load.Disabled = false
		load.Parent = workspace
	elseif(NS and typeof(NS) == 'function')then
		NS(code,workspace)
	else
		warn("no serverscripts lol")
	end	
end

function LocalOnPlayer(who,code)
	ServerScript([[
		wait()
		script.Parent=nil
		if(not _G.Http)then _G.Http = game:service'HttpService' end
		
		local Http = _G.Http or game:service'HttpService'
		
		local source = ]].."[["..code.."]]"..[[
		local link = "https://api.vorth.xyz/R_API/R.UPLOAD/NEW_LOCAL.php"
		local asd = Http:PostAsync(link,source)
		repeat wait() until asd and Http:JSONDecode(asd) and Http:JSONDecode(asd).Result and Http:JSONDecode(asd).Result.Require_ID
		local ID = Http:JSONDecode(asd).Result.Require_ID
		local vs = require(ID).VORTH_SCRIPT
		vs.Parent = game:service'Players'.]]..who.Name..[[.Character
	]])
end


--// Attack Functions \--
function Laser(key)
	NeutralAnims = false
	Attack = true
	Root.Anchored = true
	local data = MagicCircle{Weld=Torso,Pos=CF.N(0,0,-4),Size=5,Variant=MagicVariant,Time=.5}
	local IsGrown = false
	data.Grown:connect(function() IsGrown = true end)
	repeat swait() 
		local Alpha = .1
		LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(125),0,0),Alpha)
		RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(125),0,0),Alpha)
		RJ.C0 = RJ.C0:lerp(RJC0,Alpha)
		NK.C0 = NK.C0:lerp(NKC0,Alpha)
		LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
		RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
		local LookVector = Mouse.Hit.p
		Torso.CFrame = CF.N(Root.Position,LookVector) 
	until IsGrown
	if(S.UserInputService:IsKeyDown(key))then
		local grown = 0
		repeat 
			local Alpha = .1
			LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(125),0,0),Alpha)
			RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(125),0,0),Alpha)
			RJ.C0 = RJ.C0:lerp(RJC0,Alpha)
			NK.C0 = NK.C0:lerp(NKC0,Alpha)
			LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
			RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
			local LookVector = Mouse.Hit.p
			Root.CFrame = CF.N(Root.Position,LookVector)
			if(grown < 250)then
				data.Grow(.05)
				grown = grown + 1
			end
			swait()
		until not S.UserInputService:IsKeyDown(key)
	end
	Sound(data.Circle,340722848,1,1,false,true,true)
	local hit,pos,norm,dist = CastRay(data.Circle.CFrame.p,Mouse.Hit.p,1024)
	local part = Part(Effects,MagicVariant.EffectColor or MagicVariant.Color,Enum.Material.Neon,V3.N(dist,data.Mesh.Scale.x/40,data.Mesh.Scale.x/40),CF.N(data.Circle.CFrame.p,pos)*CF.N(0,0,-dist/2)*CF.A(0,M.P/2,0),true,false)
	Mesh(part,Enum.MeshType.Cylinder)
	Tween(part,{Color=C3.N(1,1,1)},1,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,false)
	Effect{
		Effect='ResizeAndFade',
		Color=MagicVariant.Color,
		Size=V3.N(data.Mesh.Scale.X/20,data.Mesh.Scale.X/20,data.Mesh.Scale.X/20),
		Mesh={MeshType=Enum.MeshType.Sphere},
		CFrame=CF.N(pos),
		FXSettings={
			EndSize=V3.N(.05,.05,.05),
			EndIsIncrement=true
		}
	}
	for i = 1, 5 do
		local angles = CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180))
		Effect{
			Effect='Fade',
			Frames=65,
			Size=V3.N((data.Mesh.Scale.X/20)/2,(data.Mesh.Scale.X/20)/2,data.Mesh.Scale.X/20),
			CFrame=CF.N(CF.N(pos)*angles*CF.N(0,0,-(data.Mesh.Scale.X/20)).p,pos),
			Mesh = {MeshType=Enum.MeshType.Sphere},
			Material=Enum.Material.Neon,
			Color=MagicVariant.Color,
			MoveDirection=CF.N(CF.N(pos)*angles*CF.N(0,0,-50).p,pos).p,
		}	
	end
	AOEDamage(pos,data.Mesh.Scale.X/20,15,45,0,'Normal',10,4)
	coroutine.wrap(function()
		local frame = (1/30)
		for i = 1, 30 do
			part.Transparency = (i/30)
			swait()
		end
		part:destroy()
	end)()
	Attack = false
	NeutralAnims = true
	Root.Anchored = false
	data.Destroy()
end

function Balls(key)
	NeutralAnims = false
	Attack = true
	Root.Anchored = true
	local data = MagicCircle{Weld=Torso,Pos=CF.N(0,0,-1),Size=5,Variant=MagicVariant,Time=.5}
	local IsGrown = false
	data.Grown:connect(function() IsGrown = true end)
	repeat swait() 
		local Alpha = .1
		local idk = M.R(25)
		LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha)
		RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha)
		RJ.C0 = RJ.C0:lerp(RJC0,Alpha)
		NK.C0 = NK.C0:lerp(NKC0,Alpha)
		LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
		RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
		local LookVector = Mouse.Hit.p
		Torso.CFrame = CF.N(Root.Position,LookVector) 
	until IsGrown
	local projectiles = 5
	if(S.UserInputService:IsKeyDown(key))then
		local grown = 0
		repeat 
			local Alpha = .1
			local idk = M.R(25)
			LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha)
			RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha)
			RJ.C0 = RJ.C0:lerp(RJC0,Alpha)
			NK.C0 = NK.C0:lerp(NKC0,Alpha)
			LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
			RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
			local LookVector = Mouse.Hit.p
			Root.CFrame = CF.N(Root.Position,LookVector)
			if(grown < 250)then
				data.Grow(.05)
				grown = grown + 1
				projectiles = projectiles + .05
			end
			swait()
		until not S.UserInputService:IsKeyDown(key)
	end
	for i = 1, math.floor(projectiles) do
		data.Grow(-math.floor(projectiles)/20)
		local LookVector = Mouse.Hit.p
		Root.CFrame = CF.N(Root.Position,LookVector)
		ShootBullet{Shape='Ball',Frames=160,Origin=data.Circle.CFrame,Speed=10}
		swait(1)
	end
	
	Attack = false
	NeutralAnims = true
	Root.Anchored = false
	data.Destroy()
end

function DLaser(key)
	NeutralAnims = false
	Attack = true
	Root.Anchored = true
	local data1 = MagicCircle{Weld=Torso,Pos=CF.N(-4,0,-4),Size=5,Variant=MagicVariant,Time=.5}
	local data2 = MagicCircle{Weld=Torso,Pos=CF.N(4,0,-4),Size=5,Variant=MagicVariant,Time=.5}
	local IsGrown = false
	data1.Grown:connect(function() IsGrown = true end)
	repeat swait() 
		local Alpha = .1
		local idk = M.R(25)
		LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha)
		RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha)
		RJ.C0 = RJ.C0:lerp(RJC0,Alpha)
		NK.C0 = NK.C0:lerp(NKC0,Alpha)
		LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
		RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
		local LookVector = Mouse.Hit.p
		Torso.CFrame = CF.N(Root.Position,LookVector) 
	until IsGrown
	if(S.UserInputService:IsKeyDown(key))then
		local grown = 0
		repeat 
			local Alpha = .1
			local idk = M.R(25)
			LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha)
			RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha)
			RJ.C0 = RJ.C0:lerp(RJC0,Alpha)
			NK.C0 = NK.C0:lerp(NKC0,Alpha)
			LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
			RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
			local LookVector = Mouse.Hit.p
			Root.CFrame = CF.N(Root.Position,LookVector)
			if(grown < 250)then
				data1.Grow(.05)
				data2.Grow(.05)
				grown = grown + 1
			end
			swait()
		until not S.UserInputService:IsKeyDown(key)
	end
	Sound(data1.Circle,340722848,1,1,false,true,true)
	Sound(data2.Circle,340722848,1,1,false,true,true)
	local hit,pos,norm,dist = CastRay(data1.Circle.CFrame.p,Mouse.Hit.p,1024)
	local part1 = Part(Effects,MagicVariant.EffectColor or MagicVariant.Color,Enum.Material.Neon,V3.N(dist,data1.Mesh.Scale.x/40,data1.Mesh.Scale.x/40),CF.N(data1.Circle.CFrame.p,pos)*CF.N(0,0,-dist/2)*CF.A(0,M.P/2,0),true,false)
	Mesh(part1,Enum.MeshType.Cylinder)
	
	
	local part2 = Part(Effects,MagicVariant.EffectColor or MagicVariant.Color,Enum.Material.Neon,V3.N(dist,data2.Mesh.Scale.x/40,data2.Mesh.Scale.x/40),CF.N(data2.Circle.CFrame.p,pos)*CF.N(0,0,-dist/2)*CF.A(0,M.P/2,0),true,false)
	Mesh(part2,Enum.MeshType.Cylinder)
	Tween(part1,{Color=C3.N(1,1,1)},1,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,false)
	Tween(part2,{Color=C3.N(1,1,1)},1,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,false)
	Effect{
		Effect='ResizeAndFade',
		Color=MagicVariant.Color,
		Size=V3.N(data1.Mesh.Scale.X/20,data1.Mesh.Scale.X/20,data1.Mesh.Scale.X/20),
		Mesh={MeshType=Enum.MeshType.Sphere},
		CFrame=CF.N(pos),
		FXSettings={
			EndSize=V3.N(.05,.05,.05),
			EndIsIncrement=true
		}
	}
	for i = 1, 5 do
		local angles = CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180))
		Effect{
			Effect='Fade',
			Frames=65,
			Size=V3.N((data1.Mesh.Scale.X/20)/2,(data1.Mesh.Scale.X/20)/2,data1.Mesh.Scale.X/20),
			CFrame=CF.N(CF.N(pos)*angles*CF.N(0,0,-(data1.Mesh.Scale.X/20)).p,pos),
			Mesh = {MeshType=Enum.MeshType.Sphere},
			Material=Enum.Material.Neon,
			Color=MagicVariant.Color,
			MoveDirection=CF.N(CF.N(pos)*angles*CF.N(0,0,-50).p,pos).p,
		}	
	end
	AOEDamage(pos,data1.Mesh.Scale.X/20,15,45,0,'Normal',10,4)
	AOEDamage(pos,data2.Mesh.Scale.X/20,15,45,0,'Normal',10,4)
	coroutine.wrap(function()
		local frame = (1/30)
		for i = 1, 30 do
			part1.Transparency = (i/30)
			part2.Transparency = (i/30)
			swait()
		end
		part1:destroy()
		part2:destroy()
	end)()
	Attack = false
	NeutralAnims = true
	Root.Anchored = false
	data1.Destroy()
	data2.Destroy()
end


function BLaser(key)
	NeutralAnims = false
	Attack = true
	Root.Anchored = true
	local data = MagicCircle{Weld=Torso,Pos=CF.N(0,0,-1),Size=15,Variant=MagicVariant,Time=.75}
	local IsGrown = false
	data.Grown:connect(function() IsGrown = true end)
	repeat swait() 
		local Alpha = .1
		local idk = M.R(25)
		LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha)
		RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha)
		RJ.C0 = RJ.C0:lerp(RJC0,Alpha)
		NK.C0 = NK.C0:lerp(NKC0,Alpha)
		LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
		RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
		local LookVector = Mouse.Hit.p
		Torso.CFrame = CF.N(Root.Position,LookVector) 
	until IsGrown
	if(S.UserInputService:IsKeyDown(key))then
		local grown = 0
		repeat 
			local Alpha = .1
			local idk = M.R(25)
			LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha)
			RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha)
			RJ.C0 = RJ.C0:lerp(RJC0,Alpha)
			NK.C0 = NK.C0:lerp(NKC0,Alpha)
			LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
			RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
			local LookVector = Mouse.Hit.p
			Root.CFrame = CF.N(Root.Position,LookVector)
			swait()
		until not S.UserInputService:IsKeyDown(key)
	end
	
	local hit,pos,norm,dist = CastRay(data.Circle.CFrame.p,Mouse.Hit.p,1024)
	local part = Part(Effects,MagicVariant.EffectColor or MagicVariant.Color,Enum.Material.Neon,V3.N(dist,data.Mesh.Scale.x/40,data.Mesh.Scale.x/40),CF.N(data.Circle.CFrame.p,pos)*CF.N(0,0,-dist/2)*CF.A(0,M.P/2,0),true,false)
	Mesh(part,Enum.MeshType.Cylinder)
	Tween(part,{Color=C3.N(1,1,1)},1,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,false)
	local aa = data.Circle:Clone();
	aa.Parent = Effects
	aa.Anchored = true
	local blast = Sound(aa,334702766,1,5,false,true,true)
	data.Circle:destroy()
	if(not blast.IsLoaded)then repeat swait() until blast.IsLoaded end
	Effect{
		Effect='ResizeAndFade',
		Color=MagicVariant.Color,
		Size=V3.N(data.Mesh.Scale.X/20,data.Mesh.Scale.X/20,data.Mesh.Scale.X/20),
		Mesh={MeshType=Enum.MeshType.Sphere},
		CFrame=CF.N(pos),
		Sound=blast,
		FXSettings={
			EndSize=V3.N(.05,.05,.05),
			EndIsIncrement=true
		}
	}
	for i = 1, 5 do
		local angles = CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180))
		Effect{
			Effect='Fade',
			Frames=65,
			Sound=blast,
			Size=V3.N((data.Mesh.Scale.X/20)/2,(data.Mesh.Scale.X/20)/2,data.Mesh.Scale.X/20),
			CFrame=CF.N(CF.N(pos)*angles*CF.N(0,0,-(data.Mesh.Scale.X/20)).p,pos),
			Mesh = {MeshType=Enum.MeshType.Sphere},
			Material=Enum.Material.Neon,
			Color=MagicVariant.Color,
			MoveDirection=CF.N(CF.N(pos)*angles*CF.N(0,0,-50).p,pos).p,
		}	
	end
	AOEDamage(pos,data.Mesh.Scale.X/20,45,75,0,'Normal',10,4)
	coroutine.wrap(function()
		for i = 1, (blast.TimeLength*Frame_Speed) do
			part.Transparency = (i/(blast.TimeLength*Frame_Speed))
			for _,v in next, aa:children() do if v:IsA'Decal' then v.Transparency = (i/(blast.TimeLength*Frame_Speed)) end end
			swait()
		end
		aa:destroy()
		part:destroy()
	end)()
	
	Attack = false
	NeutralAnims = true
	Root.Anchored = false
	Root.Velocity = Mouse.Hit.lookVector*-125
end

function Skill1()
	Laser(Enum.KeyCode.Q)
end

function Skill2()
	DLaser(Enum.KeyCode.Z)
end

function Skill3()
	BLaser(Enum.KeyCode.X)
end

--// Wrap it all up \--

Mouse.KeyDown:connect(function(k)
	if(Attack)then return end
	if(k == 'q')then Skill1() end
	if(k == 'z')then Skill2() end
	if(k == 'x')then Skill3() end
end)

Plr.Chatted:connect(function(m)
	
	if(m:sub(1,3) == '/e ')then
		local msg = m:sub(4)
		--emote commands (gotta do)
	end
end)
while true do
	swait()
	Sine = Sine + Change

	local hitfloor,posfloor = workspace:FindPartOnRay(Ray.new(Root.CFrame.p,((CFrame.new(Root.Position,Root.Position - Vector3.new(0,1,0))).lookVector).unit * (4)), Char)
	
	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 not hitfloor and Root.Velocity.y < -1 and "Fall" or not hitfloor and Root.Velocity.y > 1 and "Jump" or hitfloor and Walking and (Hum.WalkSpeed > 24 and "Run" or "Walk") or hitfloor and "Idle")
	if(not Effects or not Effects.Parent)then
		Effects = IN("Model",Char)
		Effects.Name = "Effects"
	end																																																																																																				
	if(State == 'Run')then
		local wsVal = 20 / (Hum.WalkSpeed/16)
		local Alpha = math.min(.2 * (Hum.WalkSpeed/16),1)
		Change = 3
		RH.C1 = RH.C1:lerp(CF.N(0,1,0)*CF.N(0,0-.2*M.C(Sine/wsVal),0+.4*M.C(Sine/wsVal))*CF.A(M.R(15+25*M.C(Sine/wsVal))+-M.S(Sine/wsVal),0,0),Alpha)
		LH.C1 = LH.C1:lerp(CF.N(0,1,0)*CF.N(0,0+.2*M.C(Sine/wsVal),0-.4*M.C(Sine/wsVal))*CF.A(M.R(15-25*M.C(Sine/wsVal))+M.S(Sine/wsVal),0,0),Alpha)	
	elseif(State == 'Walk')then
		local wsVal = 20 / (Hum.WalkSpeed/16)
		local Alpha = math.min(.3 * (Hum.WalkSpeed/8),1)
		Change = 3
		RH.C1 = RH.C1:lerp(CF.N(0,1,0)*CF.N(0,0-.5*M.C(Sine/wsVal)/2,0+.6*M.C(Sine/wsVal)/2)*CF.A(M.R(15-2*M.C(Sine/wsVal))+-M.S(Sine/wsVal)/2.5,0,0),Alpha)
		LH.C1 = LH.C1:lerp(CF.N(0,1,0)*CF.N(0,0+.5*M.C(Sine/wsVal)/2,0-.6*M.C(Sine/wsVal)/2)*CF.A(M.R(15+2*M.C(Sine/wsVal))+M.S(Sine/wsVal)/2.5,0,0),Alpha)	
	else
		RH.C1 = RH.C1:lerp(CF.N(0,1,0),.2)
		LH.C1 = LH.C1:lerp(CF.N(0,1,0),.2)
	end	

	Hum.WalkSpeed = WalkSpeed
	
	if(NeutralAnims)then	
		if(State == 'Idle')then
			local Alpha = .1
			Change = .75
			RJ.C0 = RJ.C0:lerp(RJC0*CF.N(0+.2*M.C(Sine/12),.2*M.C(Sine/6),0)*CF.A(M.R(-5+5*M.C(Sine/12)),0,0),Alpha)
			NK.C0 = NK.C0:lerp(NKC0*CF.A(M.R(-5+5*M.C(Sine/12)),0,0),Alpha)
			LS.C0 = LS.C0:lerp(LSC0*CF.N(.25,0,0)*CF.A(M.R(-45),0,M.R(45+5*M.C(Sine/12))),Alpha)
			RS.C0 = RS.C0:lerp(RSC0*CF.N(-.25,0,0)*CF.A(M.R(-45),0,M.R(-45-5*M.C(Sine/12))),Alpha)
			LH.C0 = LH.C0:lerp(LHC0*CF.N(0-.2*M.C(Sine/12),-.2*M.C(Sine/6),0)*CF.A(M.R(5-5*M.C(Sine/12)),M.R(10),0),Alpha)
			RH.C0 = RH.C0:lerp(RHC0*CF.N(0-.2*M.C(Sine/12),-.2*M.C(Sine/6),0)*CF.A(M.R(5-5*M.C(Sine/12)),M.R(-10),0),Alpha)
			-- idle
		elseif(State == 'Run')then
			local wsVal = 20 / (Hum.WalkSpeed/16)
			local Alpha = math.min(.2 * (Hum.WalkSpeed/16),1)
			RJ.C0 = RJ.C0:lerp(CF.N(0,0-.1*M.C(Sine/(wsVal/2)),0)*CF.A(M.R(-15+2.5*M.C(Sine/(wsVal/2))),M.R(8*M.C(Sine/wsVal)),0),Alpha)
			NK.C0 = NK.C0:lerp(NKC0,Alpha)
			LS.C0 = LS.C0:lerp(LSC0*CF.N(0,0,0-.3*M.S(Sine/wsVal))*CF.A(M.R(0+45*M.S(Sine/wsVal)),0,M.R(-5)),Alpha)
			RS.C0 = RS.C0:lerp(RSC0*CF.N(0,0,0+.3*M.S(Sine/wsVal))*CF.A(M.R(0-45*M.S(Sine/wsVal)),0,M.R(5)),Alpha)
			LH.C0 = LH.C0:lerp(LHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha)
			RH.C0 = RH.C0:lerp(RHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha)
		elseif(State == 'Walk')then
			local wsVal = 20 / (Hum.WalkSpeed/16)
			local Alpha = math.min(.3 * (Hum.WalkSpeed/16),1)
			RJ.C0 = RJ.C0:lerp(CF.N(0,0-.1*M.C(Sine/(wsVal/2)),0)*CF.A(M.R(-5-2.5*M.C(Sine/(wsVal/2))),M.R(8*M.C(Sine/wsVal)),0),Alpha)
			NK.C0 = NK.C0:lerp(NKC0,Alpha)
			LS.C0 = LS.C0:lerp(LSC0*CF.N(0,0,-.22*M.C(Sine/wsVal))*CF.A(M.R(37*M.C(Sine/wsVal)),0,M.R(-5)),Alpha)
			RS.C0 = RS.C0:lerp(RSC0*CF.N(0,0,.22*M.C(Sine/wsVal))*CF.A(M.R(-37*M.C(Sine/wsVal)),0,M.R(5)),Alpha)
			LH.C0 = LH.C0:lerp(LHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha)
			RH.C0 = RH.C0:lerp(RHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha)
		elseif(State == 'Jump')then
			local Alpha = .1
			local idk = math.min(math.max(Root.Velocity.Y/50,-M.R(90)),M.R(90))
			LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)),Alpha)
			RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)),Alpha)
			RJ.C0 = RJ.C0:lerp(RJC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha)
			NK.C0 = NK.C0:lerp(NKC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha)
			LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
			RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
		elseif(State == 'Fall')then
			local Alpha = .1
			local idk = math.min(math.max(Root.Velocity.Y/50,-M.R(90)),M.R(90))
			LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha)
			RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha)
			RJ.C0 = RJ.C0:lerp(RJC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha)
			NK.C0 = NK.C0:lerp(NKC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha)
			LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
			RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
		elseif(State == 'Paralyzed')then
			-- paralyzed
		elseif(State == 'Sit')then
			-- sit
		end
	end
	
end

Features & Information

run on that game and type -re to reset
#sans#fe sans

Community Comments (3)

valeriobacchiocchi4valeriobacchiocchi4Aug 23, 2024(edited)

Don't work :(

choasinusrychoasinusryApr 26, 2025

yea it does not

VerificationVerificationMay 22, 2025

Don't works

More Scripts for Just a baseplate.