
KeylessUniversal

local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local tool
for i, v in player:GetDescendants() do
if v.Name == "SyncAPI" then
tool = v.Parent
end
end
for i, v in game.ReplicatedStorage:GetDescendants() do
if v.Name == "SyncAPI" then
tool = v.Parent
end
end
local function getf3x()
for _, v in ipairs(game:GetDescendants()) do
if v.Name == "SyncAPI" and v.Parent then
return v.Parent
end
end
return nil
end
local f3x = getf3x()
if not f3x then
warn("you dont have f3x skid")
return
end
local remote = f3x:WaitForChild("SyncAPI").ServerEndpoint
function _(args)
remote:InvokeServer(unpack(args))
end
function SetCollision(part, boolean)
local args = {
[1] = "SyncCollision",
[2] = {
[1] = {
["Part"] = part,
["CanCollide"] = boolean
}
}
}
_(args)
end
function SetAnchor(boolean, part)
local args = {
[1] = "SyncAnchor",
[2] = {
[1] = {
["Part"] = part,
["Anchored"] = boolean
}
}
}
_(args)
end
function CreatePart(cf, parent)
local args = {
[1] = "CreatePart",
[2] = "Normal",
[3] = cf,
[4] = parent
}
_(args)
end
function Resize(part, size, cf)
local args = {
[1] = "SyncResize",
[2] = {
[1] = {
["Part"] = part,
["CFrame"] = cf,
["Size"] = size
}
}
}
_(args)
end
function AddMesh(part)
local args = {
[1] = "CreateMeshes",
[2] = {
[1] = {
["Part"] = part
}
}
}
_(args)
end
function SetMesh(part, meshid)
local args = {
[1] = "SyncMesh",
[2] = {
[1] = {
["Part"] = part,
["MeshId"] = "rbxassetid://" .. meshid
}
}
}
_(args)
end
local function delete(part)
local args = {
[1] = "Remove",
[2] = {
[1] = part
}
}
remote:InvokeServer(unpack(args))
end
function SetTexture(part, texid)
local args = {
[1] = "SyncMesh",
[2] = {
[1] = {
["Part"] = part,
["TextureId"] = "rbxassetid://" .. texid
}
}
}
_(args)
end
function SetTrans(part, int)
local args = {
[1] = "SyncMaterial",
[2] = {
[1] = {
["Part"] = part,
["Transparency"] = int
}
}
}
_(args)
end
function MeshResize(part, size)
local args = {
[1] = "SyncMesh",
[2] = {
[1] = {
["Part"] = part,
["Scale"] = size
}
}
}
_(args)
end
function SpawnDecal(part, side)
local args = {
[1] = "CreateTextures",
[2] = {
[1] = {
["Part"] = part,
["Face"] = side,
["TextureType"] = "Decal"
}
}
}
_(args)
end
function AddDecal(part, asset, side)
local args = {
[1] = "SyncTexture",
[2] = {
[1] = {
["Part"] = part,
["Face"] = side,
["TextureType"] = "Decal",
["Texture"] = "rbxassetid://" .. asset
}
}
}
_(args)
end
function SetName(part, stringg)
local args = {
[1] = "SetName",
[2] = {
[1] = part
},
[3] = stringg
}
_(args)
end
function MovePart(part, newcf)
local args = {
[1] = "SyncMove",
[2] = {
[1] = {
Part = part,
CFrame = newcf
}
}
}
_(args)
end
local function particlebymo0pkiddlol(tbl)
local ids = tbl[1]
while true do
task.wait(0.21)
for _, plr in ipairs(game.Players:GetPlayers()) do
local char = plr.Character
if not char then continue end
local head = char:FindFirstChild("Head")
local humanoid = char:FindFirstChild("Humanoid")
if not head or not humanoid or humanoid.Health <= 0 then
continue
end
local id = ids[math.random(1, #ids)]
local spawnPosition = head.CFrame * CFrame.new(0, 3.5, 0)
task.spawn(function()
CreatePart(spawnPosition, workspace)
task.wait(0.02)
for _, v in workspace:GetChildren() do
if v:IsA("Part") and (v.Position - spawnPosition.Position).Magnitude < 1 then
SetName(v, "Particles by mo0pkidd")
Resize(v, Vector3.new(4, 4, 0.1), v.CFrame)
MovePart(v, v.CFrame)
SetCollision(v, false)
SetAnchor(true, v)
local faces = {
Enum.NormalId.Front,
Enum.NormalId.Back,
Enum.NormalId.Left,
Enum.NormalId.Right
}
for _, face in ipairs(faces) do
SpawnDecal(v, face)
AddDecal(v, id, face)
end
local spreadX = math.random(-2, 2)
local spreadZ = math.random(-2, 2)
for i = 1, 25 do
if v.Parent then
local move = CFrame.new(
spreadX * 0.3,
0.6,
spreadZ * 0.3
)
MovePart(v, v.CFrame * move)
task.wait(0.005)
end
end
delete(v)
break
end
end
end)
end
end
end
particlebymo0pkiddlol({{"YOU ID", "YOU ID2"}})



I know how to create more types of f3x particles.