![Sir Meme Hub | [16 GAMES] [$14.99 LIFETIME] | FARM/AIM/ESP](https://scriptblox.com/images/script/-1-1791044877945.webp)
Key Required VerifiedUniversal

local TextChatService = game:GetService("TextChatService")
local channel = TextChatService.TextChannels.RBXGeneral
local UserInputService = game:GetService("UserInputService")
channel:SendAsync("[MADE by H4k_03 Rework Achromatix W.I.P]")
task.wait(1)
channel:SendAsync("[MADE by H4k sword manipulator💔💔]")
task.wait(1)
channel:SendAsync("-gh 4458601937,4506945409,4794315940,4820152700,4315489767,4524991457,91879536400252,125809769198711,96606079405209")
task.wait(1)
channel:SendAsync("-gh 97482565589089,101039074901356,112149857520928,11460084205,18705649169,15764682559,1007712372,89979981166745,70669494900153,121071806078203,96724768004231,139335291987488,73933164413334")
task.wait(2)
channel:SendAsync("-gh 4458601937,4506945409,4794315940,4820152700,4315489767,4524991457")
task.wait(1)
channel:SendAsync("-gh 112149857520928,101039074901356,96606079405209,97482565589089,125809769198711,91879536400252")
task.wait(1)
channel:SendAsync("-gh 73933164413334,139335291987488,96724768004231,121071806078203,70669494900153,89979981166745,1007712372,15764682559,18705649169,11460084205")
task.wait(2)
channel:SendAsync("-pd")
task.wait(2)
channel:SendAsync("-net")
task.wait(3)
if game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("MusicGui") then
game:GetService("Players").LocalPlayer.PlayerGui.MusicGui:Destroy()
end
if game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("BoomboxGui") then
game:GetService("Players").LocalPlayer.PlayerGui.BoomboxGui:Destroy()
end
if game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("SettingsGui") then
game:GetService("Players").LocalPlayer.PlayerGui.SettingsGui:Destroy()
end
if game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("TrailColorGui") then
game:GetService("Players").LocalPlayer.PlayerGui.TrailColorGui:Destroy()
end
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character
local hrp = character:FindFirstChild("HumanoidRootPart")
local settings = {
orbitSpeed = 0.03,
orbitHeight = 4,
beatRange = 9,
beatSensitivity = 100,
}
local sound = Instance.new("Sound")
sound.SoundId = "rbxassetid://110607946439468"
sound.Volume = 1
sound.Looped = true
sound.Parent = workspace
sound:Play()
local boomboxSound = Instance.new("Sound")
boomboxSound.Volume = 1
boomboxSound.Looped = true
boomboxSound.Parent = hrp
local trailColorMode = "rainbow"
local solidTrailColor = Color3.fromRGB(255, 0, 0)
-- =====================
-- ▣ PIXELATION VFX — FULL DETAIL (Sol's RNG faithful)
-- =====================
local lastBeatTime = 0
local beatCooldown = 0.18
-- Single global hue: EVERY piece changes color together at the same time
local pixelHue = 0
local pixelFolder = Instance.new("Folder")
pixelFolder.Name = "PixelationVFX"
pixelFolder.Parent = workspace
-- ── CUBE HEIGHT: above head (~11 studs up from hrp center) ──
local CUBE_HEIGHT = 11
-- Helper: build one cube outline from 12 edge parts
local function buildCube(sz, parent)
local edges = {}
local half = sz / 2
local verts = {
Vector3.new(-half,-half,-half), Vector3.new( half,-half,-half),
Vector3.new( half,-half, half), Vector3.new(-half,-half, half),
Vector3.new(-half, half,-half), Vector3.new( half, half,-half),
Vector3.new( half, half, half), Vector3.new(-half, half, half),
}
local edgePairs = {
{1,2},{2,3},{3,4},{4,1}, -- bottom
{5,6},{6,7},{7,8},{8,5}, -- top
{1,5},{2,6},{3,7},{4,8}, -- verticals
}
for _, ep in ipairs(edgePairs) do
local a, b = verts[ep[1]], verts[ep[2]]
local mid = (a + b) / 2
local len = (b - a).Magnitude
local p = Instance.new("Part")
p.Size = Vector3.new(0.09, 0.09, len)
p.Anchored = true
p.CanCollide = false
p.CastShadow = false
p.Material = Enum.Material.Neon
p.Color = Color3.fromHSV(0, 1, 1)
p.Parent = parent
-- store direction for CFrame alignment
local dir = (b - a).Unit
table.insert(edges, {part = p, localPos = mid, dir = dir})
end
return edges
end
-- 3 cubes: large (7), medium (4.5), small (2.5) — all centered at CUBE_HEIGHT
local cubeData = {}
local cubeSizes = {7, 4.5, 2.5}
local cubeSpeeds = {
{rx=0.05, ry=0.09, rz=0.04},
{rx=0.07, ry=0.06, rz=0.08},
{rx=0.03, ry=0.11, rz=0.06},
}
for ci, sz in ipairs(cubeSizes) do
local edges = buildCube(sz, pixelFolder)
cubeData[ci] = {
edges = edges,
rx=0, ry=0, rz=0,
srx = cubeSpeeds[ci].rx,
sry = cubeSpeeds[ci].ry,
srz = cubeSpeeds[ci].rz,
bobOffset = ci * math.pi * 0.7,
}
end
-- ── PIXEL VORTEX (floor-level outward-spreading ring of pixel squares) ──
local VORTEX_COUNT = 48
local vortexParts = {}
for i = 1, VORTEX_COUNT do
local p = Instance.new("Part")
p.Size = Vector3.new(0.28, 0.28, 0.28)
p.Anchored = true
p.CanCollide = false
p.CastShadow = false
p.Material = Enum.Material.Neon
p.Color = Color3.fromHSV(0, 1, 1)
p.Parent = pixelFolder
table.insert(vortexParts, p)
end
-- ── DUST PARTICLES (inner swirling cloud below player) ──
local DUST_COUNT = 24
local dustParts = {}
for i = 1, DUST_COUNT do
local p = Instance.new("Part")
p.Size = Vector3.new(0.12, 0.12, 0.12)
p.Anchored = true
p.CanCollide = false
p.CastShadow = false
p.Material = Enum.Material.Neon
p.Color = Color3.fromHSV(0, 1, 1)
p.Parent = pixelFolder
table.insert(dustParts, p)
end
-- ── SEGMENTED EQUALIZER BARS (circle around player, stacked squares with gaps) ──
local VIZ_COLS = 40 -- number of columns around the circle
local VIZ_SEGS = 10 -- max segments per column
local VIZ_RADIUS = 6 -- distance from player center
local VIZ_SEG_SIZE = 0.28 -- size of each square segment
local VIZ_GAP = 0.10 -- gap between segments
local VIZ_STEP = VIZ_SEG_SIZE + VIZ_GAP
local vizSegParts = {} -- [col][seg] = part
for col = 1, VIZ_COLS do
vizSegParts[col] = {}
for seg = 1, VIZ_SEGS do
local p = Instance.new("Part")
p.Size = Vector3.new(VIZ_SEG_SIZE, VIZ_SEG_SIZE, VIZ_SEG_SIZE)
p.Anchored = true
p.CanCollide = false
p.CastShadow = false
p.Material = Enum.Material.Neon
p.Color = Color3.fromHSV(0, 1, 1)
p.Transparency = 1 -- hidden until activated by loudness
p.Parent = pixelFolder
vizSegParts[col][seg] = p
end
end
-- ── HEAVY LIGHTNING (thick bolts that flash in/out abruptly) ──
local LIGHTNING_COUNT = 14
local lightningParts = {}
for i = 1, LIGHTNING_COUNT do
local p = Instance.new("Part")
p.Size = Vector3.new(0.12, 2 + math.random()*3, 0.12)
p.Anchored = true
p.CanCollide = false
p.CastShadow = false
p.Material = Enum.Material.Neon
p.Transparency = 1
p.Color = Color3.fromHSV(0, 1, 1)
p.Parent = pixelFolder
-- Add bright point light to each bolt
local pl = Instance.new("PointLight", p)
pl.Brightness = 0
pl.Range = 12
table.insert(lightningParts, p)
end
-- ── SCREEN FLASH GUI (on-beat rainbow flash like real Pixelation) ──
local flashGui = Instance.new("ScreenGui")
flashGui.Name = "PixelFlashGui"
flashGui.ResetOnSpawn = false
flashGui.IgnoreGuiInset = true
flashGui.Parent = player.PlayerGui
local flashFrame = Instance.new("Frame")
flashFrame.Size = UDim2.new(1, 0, 1, 0)
flashFrame.BackgroundColor3 = Color3.fromHSV(0, 1, 1)
flashFrame.BackgroundTransparency = 1
flashFrame.BorderSizePixel = 0
flashFrame.ZIndex = 10
flashFrame.Parent = flashGui
-- ── PERSISTENT PIXELATION LOOP ──
local pixelAngle = 0
local bobT = 0
local lightTimer = 0
task.spawn(function()
while true do
task.wait(0.028)
if not hrp or not hrp.Parent then break end
pixelHue = (pixelHue + 0.014) % 1
pixelAngle = pixelAngle + 0.075
bobT = bobT + 0.05
lightTimer = lightTimer + 1
local rainbowColor = Color3.fromHSV(pixelHue, 1, 1)
local hrpPos = hrp.Position
-- Cube center: above head
local cubeCenter = hrpPos + Vector3.new(0, CUBE_HEIGHT, 0)
-- ── Cubes ──
for ci, cd in ipairs(cubeData) do
cd.rx = cd.rx + cd.srx
cd.ry = cd.ry + cd.sry
cd.rz = cd.rz + cd.srz
local bob = math.sin(bobT + cd.bobOffset) * 0.5
local cf = CFrame.new(cubeCenter + Vector3.new(0, bob, 0))
* CFrame.Angles(cd.rx, cd.ry, cd.rz)
for _, ed in ipairs(cd.edges) do
if ed.part and ed.part.Parent then
ed.part.Color = rainbowColor
-- Place edge: apply cube CFrame to local midpoint, then orient along Z
-- using fromMatrix so there's no singularity / scribble
local worldPos = (cf * CFrame.new(ed.localPos)).Position
local fwd = cf:VectorToWorldSpace(ed.dir)
-- Build an orthonormal basis around fwd
local up = math.abs(fwd:Dot(Vector3.new(0,1,0))) < 0.99
and Vector3.new(0,1,0) or Vector3.new(1,0,0)
local right = fwd:Cross(up).Unit
local trueUp = right:Cross(fwd).Unit
ed.part.CFrame = CFrame.fromMatrix(worldPos, right, trueUp, -fwd)
end
end
end
-- ── Vortex ring (ground level, spreading outward) ──
local groundY = hrpPos.Y - 3.2
for i, p in ipairs(vortexParts) do
if p and p.Parent then
local a = -pixelAngle * 2 + (2 * math.pi / VORTEX_COUNT) * (i - 1)
-- Radius pulses to create spreading effect
local r = 3.5 + math.sin(pixelAngle * 3 + i * 0.4) * 1.2
+ math.sin(pixelAngle + i * 0.2) * 0.6
local px = hrpPos.X + math.cos(a) * r
local pz = hrpPos.Z + math.sin(a) * r
local py = groundY + math.abs(math.sin(a * 2.5 + pixelAngle)) * 0.4
local s = 0.18 + math.random() * 0.22
p.Size = Vector3.new(s, s, s)
p.CFrame = CFrame.new(px, py, pz)
p.Color = rainbowColor
p.Transparency = 0.15 + math.random() * 0.35
end
end
-- ── Inner dust swirl (tight circle around feet, fades in/out) ──
for i, p in ipairs(dustParts) do
if p and p.Parent then
local a = pixelAngle * 3 + (2 * math.pi / DUST_COUNT) * (i - 1)
local r = 1.2 + math.sin(bobT * 2 + i) * 0.4
local py = groundY + 0.1 + math.sin(a * 2 + bobT) * 0.3
p.CFrame = CFrame.new(hrpPos.X + math.cos(a)*r, py, hrpPos.Z + math.sin(a)*r)
p.Color = rainbowColor
p.Size = Vector3.new(0.1, 0.1, 0.1)
p.Transparency = 0.3 + math.random() * 0.5
end
end
-- ── Segmented equalizer bars (circle, stacked square segments, gaps between) ──
local activeSnd2 = boomboxSound.IsPlaying and boomboxSound or sound
local loudness2 = activeSnd2.PlaybackLoudness
local baseY = hrpPos.Y - 2.8 -- bars start just below waist
for col = 1, VIZ_COLS do
local a = (2 * math.pi / VIZ_COLS) * (col - 1) + pixelAngle * 0.4
local bx = hrpPos.X + math.cos(a) * VIZ_RADIUS
local bz = hrpPos.Z + math.sin(a) * VIZ_RADIUS
-- Each column gets a slightly different wave offset for a realistic EQ look
local wave = math.sin(bobT * 1.2 + col * 0.45) * 0.5 + 0.5
local activeSegs = math.clamp(
math.floor(1 + (loudness2 / 512) * VIZ_SEGS * (0.5 + wave * 0.5)),
1, VIZ_SEGS
)
for seg = 1, VIZ_SEGS do
local p = vizSegParts[col][seg]
if p and p.Parent then
if seg <= activeSegs then
-- Hue shifts from bottom (current hue) to top (shifted)
local segHue = (pixelHue + (seg / VIZ_SEGS) * 0.25) % 1
p.Color = Color3.fromHSV(segHue, 1, 1)
p.Transparency = 0
p.CFrame = CFrame.new(bx, baseY + (seg - 1) * VIZ_STEP + VIZ_SEG_SIZE/2, bz)
else
p.Transparency = 1
end
end
end
end
-- ── Lightning: flash in/out every 2–4 frames abruptly ──
if lightTimer % 2 == 0 then
for _, lp in ipairs(lightningParts) do
if lp and lp.Parent then
local show = math.random() > 0.45
if show then
local la = math.random() * math.pi * 2
local lr = 1.8 + math.random() * 5
lp.CFrame = CFrame.new(
hrpPos.X + math.cos(la) * lr,
hrpPos.Y + math.random() * 7 - 0.5,
hrpPos.Z + math.sin(la) * lr
) * CFrame.Angles(
math.random() * math.pi,
math.random() * math.pi,
math.random() * math.pi
)
lp.Size = Vector3.new(0.1, 0.6 + math.random() * 3.5, 0.1)
lp.Color = rainbowColor
lp.Transparency = math.random() * 0.2
local pl = lp:FindFirstChildOfClass("PointLight")
if pl then
pl.Color = rainbowColor
pl.Brightness = 1.5 + math.random() * 2
end
else
lp.Transparency = 1
local pl = lp:FindFirstChildOfClass("PointLight")
if pl then pl.Brightness = 0 end
end
end
end
end
end
end)
-- ── ON-BEAT: screen flash + pixel shard burst + upward arrows ──
local function firePixelationBurst()
local now = tick()
if now - lastBeatTime < beatCooldown then return end
lastBeatTime = now
-- SCREEN FLASH: bright rainbow color flash that fades in ~0.25s
task.spawn(function()
local flashHue = pixelHue
flashFrame.BackgroundColor3 = Color3.fromHSV(flashHue, 1, 1)
flashFrame.BackgroundTransparency = 0.35
for i = 1, 10 do
task.wait(0.025)
flashHue = (flashHue + 0.08) % 1
flashFrame.BackgroundColor3 = Color3.fromHSV(flashHue, 1, 1)
flashFrame.BackgroundTransparency = 0.35 + (i / 10) * 0.65
end
flashFrame.BackgroundTransparency = 1
end)
-- PIXEL SHARD BURST + UPWARD ARROWS
task.spawn(function()
local burstParts = {}
local burstHue = pixelHue
-- Pixel shards (glitchy squares scatter outward + arc up)
for i = 1, 28 do
local p = Instance.new("Part")
local s = 0.18 + math.random() * 0.45
p.Size = Vector3.new(s, s, s)
p.Anchored = true
p.CanCollide = false
p.CastShadow = false
p.Material = Enum.Material.Neon
p.Color = Color3.fromHSV((burstHue + i/28) % 1, 1, 1)
p.Parent = workspace
local sa = math.random() * math.pi * 2
local sr = math.random() * 2.5
table.insert(burstParts, {
part = p,
sx = hrp.Position.X + math.cos(sa)*sr,
sy = hrp.Position.Y + 2 + math.random()*3,
sz = hrp.Position.Z + math.sin(sa)*sr,
vx = math.cos(sa) * (4 + math.random()*6),
vy = 5 + math.random() * 7,
vz = math.sin(sa) * (4 + math.random()*6),
isArrow = false,
})
end
-- Upward arrow parts (thin vertical neon pillars floating up)
for i = 1, 12 do
local p = Instance.new("Part")
p.Size = Vector3.new(0.1, 1.4, 0.1)
p.Anchored = true
p.CanCollide = false
p.CastShadow = false
p.Material = Enum.Material.Neon
p.Color = Color3.fromHSV((burstHue + i/12) % 1, 1, 1)
p.Parent = workspace
local aa = (2*math.pi/12)*(i-1) + math.random()*0.4
local ar = 1.2 + math.random() * 3
table.insert(burstParts, {
part = p,
sx = hrp.Position.X + math.cos(aa)*ar,
sy = hrp.Position.Y + 1.5 + math.random()*2,
sz = hrp.Position.Z + math.sin(aa)*ar,
vx = 0, vy = 9 + math.random()*5, vz = 0,
isArrow = true,
})
end
-- Also spawn 2 large rainbow rings expanding outward (2D pixel rings)
local ringParts = {}
for ring = 1, 2 do
local ringH = hrp.Position.Y + (ring == 1 and 1 or CUBE_HEIGHT)
for j = 1, 24 do
local p = Instance.new("Part")
p.Size = Vector3.new(0.3, 0.3, 0.3)
p.Anchored = true
p.CanCollide = false
p.CastShadow = false
p.Material = Enum.Material.Neon
p.Color = Color3.fromHSV((burstHue + j/24 + ring*0.3) % 1, 1, 1)
p.Parent = workspace
local ra = (2*math.pi/24)*(j-1)
table.insert(ringParts, {part=p, angle=ra, startR=0.5, ringY=ringH})
end
end
-- Animate
local steps = 24
for step = 1, steps do
local t = step / steps
local alpha = 1 - t
local dt = step * 0.017
for _, b in ipairs(burstParts) do
if b.part and b.part.Parent then
local gravity = b.isArrow and 0 or 5.5
b.part.CFrame = CFrame.new(
b.sx + b.vx * dt,
b.sy + b.vy * dt - gravity * dt * dt,
b.sz + b.vz * dt
)
b.part.Transparency = alpha
b.part.Color = Color3.fromHSV((burstHue + t*0.6 + step*0.02) % 1, 1, 1)
end
end
-- Rings expand outward
local ringR = t * 14
for _, rp in ipairs(ringParts) do
if rp.part and rp.part.Parent then
rp.part.CFrame = CFrame.new(
hrp.Position.X + math.cos(rp.angle) * ringR,
rp.ringY,
hrp.Position.Z + math.sin(rp.angle) * ringR
)
rp.part.Transparency = alpha
rp.part.Color = Color3.fromHSV((burstHue + t*0.4) % 1, 1, 1)
end
end
task.wait(0.017)
end
for _, b in ipairs(burstParts) do
if b.part and b.part.Parent then b.part:Destroy() end
end
for _, rp in ipairs(ringParts) do
if rp.part and rp.part.Parent then rp.part:Destroy() end
end
end)
end
-- =====================
-- MUSIC PLAYER GUI
-- =====================
local sg = Instance.new("ScreenGui")
sg.Name = "MusicGui"
sg.ResetOnSpawn = false
sg.Parent = player.PlayerGui
local frame = Instance.new("Frame")
frame.Size = UDim2.new(0, 200, 0, 130)
frame.Position = UDim2.new(1, -210, 0, 10)
frame.BackgroundColor3 = Color3.fromRGB(15, 15, 25)
frame.BorderSizePixel = 0
frame.Active = true
frame.Draggable = true
frame.Parent = sg
Instance.new("UICorner", frame).CornerRadius = UDim.new(0, 12)
local stroke = Instance.new("UIStroke")
stroke.Color = Color3.fromRGB(0, 180, 255)
stroke.Thickness = 1.5
stroke.Parent = frame
local title = Instance.new("TextLabel")
title.Size = UDim2.new(1, 0, 0, 30)
title.BackgroundTransparency = 1
title.Text = "🎵 MUSIC PLAYER"
title.TextColor3 = Color3.fromRGB(0, 200, 255)
title.Font = Enum.Font.GothamBold
title.TextSize = 13
title.Parent = frame
local playBtn = Instance.new("TextButton")
playBtn.Size = UDim2.new(0, 80, 0, 30)
playBtn.Position = UDim2.new(0, 10, 0, 38)
playBtn.BackgroundColor3 = Color3.fromRGB(0, 210, 90)
playBtn.Text = "⸠PAUSE"
playBtn.TextColor3 = Color3.fromRGB(255,255,255)
playBtn.Font = Enum.Font.GothamBold
playBtn.TextSize = 11
playBtn.BorderSizePixel = 0
playBtn.Parent = frame
Instance.new("UICorner", playBtn).CornerRadius = UDim.new(0, 8)
local stopBtn = Instance.new("TextButton")
stopBtn.Size = UDim2.new(0, 80, 0, 30)
stopBtn.Position = UDim2.new(1, -90, 0, 38)
stopBtn.BackgroundColor3 = Color3.fromRGB(200, 50, 50)
stopBtn.Text = "â¹ STOP"
stopBtn.TextColor3 = Color3.fromRGB(255,255,255)
stopBtn.Font = Enum.Font.GothamBold
stopBtn.TextSize = 11
stopBtn.BorderSizePixel = 0
stopBtn.Parent = frame
Instance.new("UICorner", stopBtn).CornerRadius = UDim.new(0, 8)
local volLabel = Instance.new("TextLabel")
volLabel.Size = UDim2.new(1, 0, 0, 20)
volLabel.Position = UDim2.new(0, 0, 0, 75)
volLabel.BackgroundTransparency = 1
volLabel.Text = "Volume: 100%"
volLabel.TextColor3 = Color3.fromRGB(150, 150, 170)
volLabel.Font = Enum.Font.Gotham
volLabel.TextSize = 11
volLabel.Parent = frame
local minusBtn = Instance.new("TextButton")
minusBtn.Size = UDim2.new(0, 30, 0, 20)
minusBtn.Position = UDim2.new(0, 10, 0, 78)
minusBtn.BackgroundColor3 = Color3.fromRGB(0, 130, 200)
minusBtn.Text = "-"
minusBtn.TextColor3 = Color3.fromRGB(255,255,255)
minusBtn.Font = Enum.Font.GothamBold
minusBtn.TextSize = 13
minusBtn.BorderSizePixel = 0
minusBtn.Parent = frame
Instance.new("UICorner", minusBtn).CornerRadius = UDim.new(0, 5)
local plusBtn = Instance.new("TextButton")
plusBtn.Size = UDim2.new(0, 30, 0, 20)
plusBtn.Position = UDim2.new(1, -40, 0, 78)
plusBtn.BackgroundColor3 = Color3.fromRGB(0, 130, 200)
plusBtn.Text = "+"
plusBtn.TextColor3 = Color3.fromRGB(255,255,255)
plusBtn.Font = Enum.Font.GothamBold
plusBtn.TextSize = 13
plusBtn.BorderSizePixel = 0
plusBtn.Parent = frame
Instance.new("UICorner", plusBtn).CornerRadius = UDim.new(0, 5)
local modeLabel = Instance.new("TextLabel")
modeLabel.Size = UDim2.new(1, 0, 0, 20)
modeLabel.Position = UDim2.new(0, 0, 0, 105)
modeLabel.BackgroundTransparency = 1
modeLabel.Text = "[G][H][J][T][R][D][X][C][Z][L]"
modeLabel.TextColor3 = Color3.fromRGB(150, 150, 170)
modeLabel.Font = Enum.Font.GothamBold
modeLabel.TextSize = 9
modeLabel.Parent = frame
local paused = false
playBtn.MouseButton1Click:Connect(function()
paused = not paused
if paused then
sound:Pause()
playBtn.Text = "â–¶ PLAY"
playBtn.BackgroundColor3 = Color3.fromRGB(0, 160, 255)
else
sound:Resume()
playBtn.Text = "⸠PAUSE"
playBtn.BackgroundColor3 = Color3.fromRGB(0, 210, 90)
end
end)
stopBtn.MouseButton1Click:Connect(function()
sound:Stop()
sound:Destroy()
sg:Destroy()
end)
plusBtn.MouseButton1Click:Connect(function()
sound.Volume = math.min(sound.Volume + 0.1, 1)
volLabel.Text = "Volume: " .. math.floor(sound.Volume * 100) .. "%"
end)
minusBtn.MouseButton1Click:Connect(function()
sound.Volume = math.max(sound.Volume - 0.1, 0)
volLabel.Text = "Volume: " .. math.floor(sound.Volume * 100) .. "%"
end)
-- =====================
-- BOOMBOX GUI
-- =====================
local bsg = Instance.new("ScreenGui")
bsg.Name = "BoomboxGui"
bsg.ResetOnSpawn = false
bsg.Parent = player.PlayerGui
local bframe = Instance.new("Frame")
bframe.Size = UDim2.new(0, 220, 0, 140)
bframe.Position = UDim2.new(1, -230, 0, 150)
bframe.BackgroundColor3 = Color3.fromRGB(15, 15, 25)
bframe.BorderSizePixel = 0
bframe.Active = true
bframe.Draggable = true
bframe.Parent = bsg
Instance.new("UICorner", bframe).CornerRadius = UDim.new(0, 12)
local bstroke = Instance.new("UIStroke")
bstroke.Color = Color3.fromRGB(255, 100, 0)
bstroke.Thickness = 1.5
bstroke.Parent = bframe
local btitle = Instance.new("TextLabel")
btitle.Size = UDim2.new(1, 0, 0, 30)
btitle.BackgroundTransparency = 1
btitle.Text = "📻 FE BOOMBOX"
btitle.TextColor3 = Color3.fromRGB(255, 150, 0)
btitle.Font = Enum.Font.GothamBold
btitle.TextSize = 13
btitle.Parent = bframe
local idBox = Instance.new("TextBox")
idBox.Size = UDim2.new(0, 200, 0, 30)
idBox.Position = UDim2.new(0.5, -100, 0, 35)
idBox.BackgroundColor3 = Color3.fromRGB(30, 30, 45)
idBox.Text = "Enter Song ID..."
idBox.TextColor3 = Color3.fromRGB(200, 200, 200)
idBox.Font = Enum.Font.Gotham
idBox.TextSize = 12
idBox.BorderSizePixel = 0
idBox.ClearTextOnFocus = true
idBox.Parent = bframe
Instance.new("UICorner", idBox).CornerRadius = UDim.new(0, 6)
local bplayBtn = Instance.new("TextButton")
bplayBtn.Size = UDim2.new(0, 95, 0, 28)
bplayBtn.Position = UDim2.new(0, 10, 0, 73)
bplayBtn.BackgroundColor3 = Color3.fromRGB(255, 120, 0)
bplayBtn.Text = "â–¶ PLAY"
bplayBtn.TextColor3 = Color3.fromRGB(255,255,255)
bplayBtn.Font = Enum.Font.GothamBold
bplayBtn.TextSize = 12
bplayBtn.BorderSizePixel = 0
bplayBtn.Parent = bframe
Instance.new("UICorner", bplayBtn).CornerRadius = UDim.new(0, 6)
local bstopBtn = Instance.new("TextButton")
bstopBtn.Size = UDim2.new(0, 95, 0, 28)
bstopBtn.Position = UDim2.new(1, -105, 0, 73)
bstopBtn.BackgroundColor3 = Color3.fromRGB(200, 50, 50)
bstopBtn.Text = "â¹ STOP"
bstopBtn.TextColor3 = Color3.fromRGB(255,255,255)
bstopBtn.Font = Enum.Font.GothamBold
bstopBtn.TextSize = 12
bstopBtn.BorderSizePixel = 0
bstopBtn.Parent = bframe
Instance.new("UICorner", bstopBtn).CornerRadius = UDim.new(0, 6)
local bvolLabel = Instance.new("TextLabel")
bvolLabel.Size = UDim2.new(1, 0, 0, 20)
bvolLabel.Position = UDim2.new(0, 0, 0, 108)
bvolLabel.BackgroundTransparency = 1
bvolLabel.Text = "Vol: 100%"
bvolLabel.TextColor3 = Color3.fromRGB(150, 150, 170)
bvolLabel.Font = Enum.Font.Gotham
bvolLabel.TextSize = 11
bvolLabel.Parent = bframe
local bminusBtn = Instance.new("TextButton")
bminusBtn.Size = UDim2.new(0, 30, 0, 20)
bminusBtn.Position = UDim2.new(0, 10, 0, 112)
bminusBtn.BackgroundColor3 = Color3.fromRGB(255, 120, 0)
bminusBtn.Text = "-"
bminusBtn.TextColor3 = Color3.fromRGB(255,255,255)
bminusBtn.Font = Enum.Font.GothamBold
bminusBtn.TextSize = 13
bminusBtn.BorderSizePixel = 0
bminusBtn.Parent = bframe
Instance.new("UICorner", bminusBtn).CornerRadius = UDim.new(0, 5)
local bplusBtn = Instance.new("TextButton")
bplusBtn.Size = UDim2.new(0, 30, 0, 20)
bplusBtn.Position = UDim2.new(1, -40, 0, 112)
bplusBtn.BackgroundColor3 = Color3.fromRGB(255, 120, 0)
bplusBtn.Text = "+"
bplusBtn.TextColor3 = Color3.fromRGB(255,255,255)
bplusBtn.Font = Enum.Font.GothamBold
bplusBtn.TextSize = 13
bplusBtn.BorderSizePixel = 0
bplusBtn.Parent = bframe
Instance.new("UICorner", bplusBtn).CornerRadius = UDim.new(0, 5)
bplayBtn.MouseButton1Click:Connect(function()
local id = tonumber(idBox.Text)
if id then
boomboxSound.SoundId = "rbxassetid://" .. id
boomboxSound:Play()
btitle.Text = "📻 Playing!"
btitle.TextColor3 = Color3.fromRGB(0, 210, 90)
else
btitle.Text = "⌠Invalid ID!"
btitle.TextColor3 = Color3.fromRGB(255, 50, 50)
task.wait(1.5)
btitle.Text = "📻 FE BOOMBOX"
btitle.TextColor3 = Color3.fromRGB(255, 150, 0)
end
end)
bstopBtn.MouseButton1Click:Connect(function()
boomboxSound:Stop()
btitle.Text = "📻 FE BOOMBOX"
btitle.TextColor3 = Color3.fromRGB(255, 150, 0)
end)
bplusBtn.MouseButton1Click:Connect(function()
boomboxSound.Volume = math.min(boomboxSound.Volume + 0.1, 1)
bvolLabel.Text = "Vol: " .. math.floor(boomboxSound.Volume * 100) .. "%"
end)
bminusBtn.MouseButton1Click:Connect(function()
boomboxSound.Volume = math.max(boomboxSound.Volume - 0.1, 0)
bvolLabel.Text = "Vol: " .. math.floor(boomboxSound.Volume * 100) .. "%"
end)
-- =====================
-- SETTINGS GUI
-- =====================
local ssg = Instance.new("ScreenGui")
ssg.Name = "SettingsGui"
ssg.ResetOnSpawn = false
ssg.Parent = player.PlayerGui
local sframe = Instance.new("Frame")
sframe.Size = UDim2.new(0, 220, 0, 220)
sframe.Position = UDim2.new(0, 10, 0.5, -110)
sframe.BackgroundColor3 = Color3.fromRGB(15, 15, 25)
sframe.BorderSizePixel = 0
sframe.Active = true
sframe.Draggable = true
sframe.Parent = ssg
Instance.new("UICorner", sframe).CornerRadius = UDim.new(0, 12)
local sstroke = Instance.new("UIStroke")
sstroke.Color = Color3.fromRGB(150, 0, 255)
sstroke.Thickness = 1.5
sstroke.Parent = sframe
local stitle = Instance.new("TextLabel")
stitle.Size = UDim2.new(1, 0, 0, 30)
stitle.BackgroundTransparency = 1
stitle.Text = "âš™ ORBIT SETTINGS"
stitle.TextColor3 = Color3.fromRGB(180, 0, 255)
stitle.Font = Enum.Font.GothamBold
stitle.TextSize = 13
stitle.Parent = sframe
local function makeSettingRow(parent, label, yPos, getValue, onPlus, onMinus)
local lbl = Instance.new("TextLabel")
lbl.Size = UDim2.new(1, 0, 0, 18)
lbl.Position = UDim2.new(0, 0, 0, yPos)
lbl.BackgroundTransparency = 1
lbl.Text = label .. ": " .. tostring(getValue())
lbl.TextColor3 = Color3.fromRGB(200, 200, 220)
lbl.Font = Enum.Font.GothamBold
lbl.TextSize = 11
lbl.Parent = parent
local mBtn = Instance.new("TextButton")
mBtn.Size = UDim2.new(0, 35, 0, 22)
mBtn.Position = UDim2.new(0, 10, 0, yPos + 18)
mBtn.BackgroundColor3 = Color3.fromRGB(150, 0, 255)
mBtn.Text = "-"
mBtn.TextColor3 = Color3.fromRGB(255,255,255)
mBtn.Font = Enum.Font.GothamBold
mBtn.TextSize = 13
mBtn.BorderSizePixel = 0
mBtn.Parent = parent
Instance.new("UICorner", mBtn).CornerRadius = UDim.new(0, 6)
local pBtn = Instance.new("TextButton")
pBtn.Size = UDim2.new(0, 35, 0, 22)
pBtn.Position = UDim2.new(1, -45, 0, yPos + 18)
pBtn.BackgroundColor3 = Color3.fromRGB(150, 0, 255)
pBtn.Text = "+"
pBtn.TextColor3 = Color3.fromRGB(255,255,255)
pBtn.Font = Enum.Font.GothamBold
pBtn.TextSize = 13
pBtn.BorderSizePixel = 0
pBtn.Parent = parent
Instance.new("UICorner", pBtn).CornerRadius = UDim.new(0, 6)
mBtn.MouseButton1Click:Connect(function()
onMinus()
lbl.Text = label .. ": " .. tostring(getValue())
end)
pBtn.MouseButton1Click:Connect(function()
onPlus()
lbl.Text = label .. ": " .. tostring(getValue())
end)
end
makeSettingRow(sframe, "Speed", 32,
function() return math.floor(settings.orbitSpeed * 1000) / 1000 end,
function() settings.orbitSpeed = math.min(settings.orbitSpeed + 0.005, 0.2) end,
function() settings.orbitSpeed = math.max(settings.orbitSpeed - 0.005, 0.005) end
)
makeSettingRow(sframe, "Height", 82,
function() return settings.orbitHeight end,
function() settings.orbitHeight = math.min(settings.orbitHeight + 1, 100) end,
function() settings.orbitHeight = math.max(settings.orbitHeight - 1, 0) end
)
makeSettingRow(sframe, "Radius", 132,
function() return settings.beatRange end,
function() settings.beatRange = math.min(settings.beatRange + 1, 200) end,
function() settings.beatRange = math.max(settings.beatRange - 1, 3) end
)
makeSettingRow(sframe, "Beat", 182,
function() return settings.beatSensitivity end,
function() settings.beatSensitivity = math.min(settings.beatSensitivity + 10, 500) end,
function() settings.beatSensitivity = math.max(settings.beatSensitivity - 10, 10) end
)
-- =====================
-- TRAIL COLOR GUI
-- =====================
local colorGui = Instance.new("ScreenGui")
colorGui.Name = "TrailColorGui"
colorGui.ResetOnSpawn = false
colorGui.Enabled = false
colorGui.Parent = player.PlayerGui
local colorFrame = Instance.new("Frame")
colorFrame.Size = UDim2.new(0, 260, 0, 320)
colorFrame.Position = UDim2.new(0.5, -130, 0.5, -160)
colorFrame.BackgroundColor3 = Color3.fromRGB(15, 15, 25)
colorFrame.BackgroundTransparency = 0.1
colorFrame.BorderSizePixel = 0
colorFrame.Active = true
colorFrame.Draggable = true
colorFrame.Parent = colorGui
Instance.new("UICorner", colorFrame).CornerRadius = UDim.new(0, 12)
local cstroke = Instance.new("UIStroke")
cstroke.Color = Color3.fromRGB(255, 0, 128)
cstroke.Thickness = 2
cstroke.Parent = colorFrame
local ctitle = Instance.new("TextLabel")
ctitle.Size = UDim2.new(1, 0, 0, 30)
ctitle.Position = UDim2.new(0, 0, 0, 5)
ctitle.BackgroundTransparency = 1
ctitle.Text = "🌈 TRAIL COLOR - Press L to close"
ctitle.TextColor3 = Color3.fromRGB(255, 100, 200)
ctitle.Font = Enum.Font.GothamBold
ctitle.TextSize = 11
ctitle.Parent = colorFrame
local colors = {
{"🌈 Rainbow", "rainbow", Color3.fromRGB(255, 100, 200)},
{"🔴 Red", Color3.fromRGB(255, 0, 0), Color3.fromRGB(255, 0, 0)},
{"🟠Orange", Color3.fromRGB(255, 140, 0), Color3.fromRGB(255, 140, 0)},
{"🟡 Yellow", Color3.fromRGB(255, 255, 0), Color3.fromRGB(255, 255, 0)},
{"🟢 Green", Color3.fromRGB(0, 255, 0), Color3.fromRGB(0, 255, 0)},
{"🔵 Blue", Color3.fromRGB(0, 100, 255), Color3.fromRGB(0, 100, 255)},
{"🟣 Purple", Color3.fromRGB(180, 0, 255), Color3.fromRGB(180, 0, 255)},
{"🩷 Pink", Color3.fromRGB(255, 100, 200), Color3.fromRGB(255, 100, 200)},
{"⚪ White", Color3.fromRGB(255, 255, 255), Color3.fromRGB(255, 255, 255)},
{"âš« Black", Color3.fromRGB(20, 20, 20), Color3.fromRGB(20, 20, 20)},
{"🩵 Cyan", Color3.fromRGB(0, 255, 255), Color3.fromRGB(0, 255, 255)},
{"🟤 Brown", Color3.fromRGB(150, 75, 0), Color3.fromRGB(150, 75, 0)},
}
for i, colorData in ipairs(colors) do
local btn = Instance.new("TextButton")
btn.Size = UDim2.new(0, 110, 0, 22)
local col = (i - 1) % 2
local row = math.floor((i - 1) / 2)
btn.Position = UDim2.new(0, 10 + col * 130, 0, 38 + row * 28)
btn.BackgroundColor3 = colorData[3]
btn.Text = colorData[1]
btn.TextColor3 = Color3.fromRGB(255, 255, 255)
btn.Font = Enum.Font.GothamBold
btn.TextSize = 10
btn.BorderSizePixel = 0
btn.Parent = colorFrame
Instance.new("UICorner", btn).CornerRadius = UDim.new(0, 6)
btn.MouseButton1Click:Connect(function()
if colorData[2] == "rainbow" then
trailColorMode = "rainbow"
ctitle.Text = "🌈 Mode: Rainbow"
else
trailColorMode = "solid"
solidTrailColor = colorData[2]
ctitle.Text = "🎨 Color: " .. colorData[1]
end
btn.BackgroundTransparency = 0.4
task.wait(0.2)
btn.BackgroundTransparency = 0
end)
btn.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.Touch then
btn.MouseButton1Click:Fire()
end
end)
end
local closeBtn = Instance.new("TextButton")
closeBtn.Size = UDim2.new(0, 220, 0, 26)
closeBtn.Position = UDim2.new(0.5, -110, 1, -32)
closeBtn.BackgroundColor3 = Color3.fromRGB(200, 50, 50)
closeBtn.Text = "⌠Close"
closeBtn.TextColor3 = Color3.fromRGB(255,255,255)
closeBtn.Font = Enum.Font.GothamBold
closeBtn.TextSize = 12
closeBtn.BorderSizePixel = 0
closeBtn.Parent = colorFrame
Instance.new("UICorner", closeBtn).CornerRadius = UDim.new(0, 8)
closeBtn.MouseButton1Click:Connect(function()
colorGui.Enabled = false
end)
closeBtn.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.Touch then
colorGui.Enabled = false
end
end)
-- =====================
-- AUDIO VISUALIZER
-- =====================
local vizParts = {}
local VIZ_COUNT = 40
local VIZ_RADIUS = 6
local vizFolder = Instance.new("Folder")
vizFolder.Name = "AudioViz"
vizFolder.Parent = workspace
for i = 1, VIZ_COUNT do
local part = Instance.new("Part")
part.Size = Vector3.new(0.35, 0.5, 0.35)
part.Anchored = true
part.CanCollide = false
part.CastShadow = false
part.Material = Enum.Material.Neon
part.Color = Color3.fromHSV((i / VIZ_COUNT), 1, 1)
part.Parent = vizFolder
table.insert(vizParts, part)
end
-- =====================
-- SWORD SETUP
-- =====================
local angle = 0
local haloAngle = 0
local running = true
local wingMode = false
local haloMode = false
local jMode = false
local tMode = false
local rMode = false
local dMode = false
local xMode = false
local cMode = false
local zMode = false
local xSwordAssignments = {}
local flingCooldowns = {}
local starPositions = {
{8, 0, 0, 0, 0, 45},
{-8, 0, 0, 0, 0, -45},
{0, 0, 8, 0, 90, 0},
{0, 0, -8, 0, -90, 0},
{6, 4, 6, 45, 45, 0},
{-6, 4, 6, 45, -45, 0},
}
local oldSwordNames = {
"MeshPartAccessory",
"ShadowBladeMasterAccessory",
"BladeMasterAccessory",
}
local blackSwordNames = {
"Accessory (MeshPartAccessory)",
"Accessory (defaultAccessory)",
"Accessory (default)",
}
local newSwordNames = {
"Accessory (MeshAccessory)",
"Accessory (Berserker (2)Accessory)",
"Accessory (Plane.001Accessory)",
}
local wingPositions = {
{2, 0.5, -0.5, 0, 30, 20},
{4, 1.5, -0.8, 0, 45, 30},
{6, 2.5, -1, 0, 55, 40},
{8, 3.5, -1.2, 0, 60, 50},
{4.5, 0, -0.5, 0, 35, 15},
{7, 1, -1, 0, 50, 25},
}
local jSphereAngles = {}
local function setupJAngles(total)
jSphereAngles = {}
local goldenRatio = (1 + math.sqrt(5)) / 2
for i = 1, total do
local theta = math.acos(1 - 2 * i / total)
local phi = 2 * math.pi * i / goldenRatio
table.insert(jSphereAngles, {theta = theta, phi = phi})
end
end
if _G.SwordFloatCleanup then _G.SwordFloatCleanup() end
task.wait(5)
local oldSwords = {}
local orbitSwords = {}
local allSwordsList = {}
local function addRainbowTrail(handle, index, total)
local att0 = Instance.new("Attachment", handle)
att0.Position = Vector3.new(0, 0.5, 0)
att0.Name = "TrailAtt0"
local att1 = Instance.new("Attachment", handle)
att1.Position = Vector3.new(0, -0.5, 0)
att1.Name = "TrailAtt1"
local trail = Instance.new("Trail", handle)
trail.Attachment0 = att0
trail.Attachment1 = att1
trail.Lifetime = 0.6
trail.MinLength = 0
trail.FaceCamera = true
trail.LightEmission = 1
trail.LightInfluence = 0
trail.WidthScale = NumberSequence.new({
NumberSequenceKeypoint.new(0, 1),
NumberSequenceKeypoint.new(1, 0),
})
local keypoints = {}
for s = 0, 6 do
local t = s / 6
local hue = (t + (index / math.max(total, 1))) % 1
table.insert(keypoints, ColorSequenceKeypoint.new(t, Color3.fromHSV(hue, 1, 1)))
end
trail.Color = ColorSequence.new(keypoints)
return trail, att0, att1
end
local totalSwords = 0
for _, obj in ipairs(character:GetChildren()) do
local handle = obj:FindFirstChild("Handle")
if handle then
for _, n in ipairs(oldSwordNames) do if obj.Name == n then totalSwords += 1 end end
for _, n in ipairs(blackSwordNames) do if obj.Name == n then totalSwords += 1 end end
for _, n in ipairs(newSwordNames) do if obj.Name == n then totalSwords += 1 end end
end
end
local swordIndex = 0
local function setupSword(handle)
for _, w in ipairs(handle:GetChildren()) do
if w:IsA("Weld") or w:IsA("WeldConstraint") or w:IsA("Motor6D") then
w:Destroy()
end
end
handle.Massless = true
handle.CanCollide = false
local attachA = Instance.new("Attachment", handle)
local attachB = Instance.new("Attachment", hrp)
local alignPos = Instance.new("AlignPosition", handle)
alignPos.ApplyAtCenterOfMass = true
alignPos.MaxForce = math.huge
alignPos.MaxVelocity = math.huge
alignPos.ReactionForceEnabled = false
alignPos.Responsiveness = 200
alignPos.RigidityEnabled = true
alignPos.Attachment0 = attachA
alignPos.Attachment1 = attachB
local alignOri = Instance.new("AlignOrientation", handle)
alignOri.MaxAngularVelocity = math.huge
alignOri.MaxTorque = math.huge
alignOri.ReactionTorqueEnabled = false
alignOri.Responsiveness = 200
alignOri.RigidityEnabled = true
alignOri.Attachment0 = attachA
alignOri.Attachment1 = attachB
swordIndex = swordIndex + 1
local trail, tAtt0, tAtt1 = addRainbowTrail(handle, swordIndex, totalSwords)
return {
handle = handle,
attachA = attachA,
attachB = attachB,
alignPos = alignPos,
alignOri = alignOri,
trail = trail,
trailAtt0 = tAtt0,
trailAtt1 = tAtt1,
index = swordIndex,
}
end
for _, obj in ipairs(character:GetChildren()) do
local handle = obj:FindFirstChild("Handle")
if handle then
local isOld, isBlack, isNew = false, false, false
for _, n in ipairs(oldSwordNames) do if obj.Name == n then isOld = true break end end
for _, n in ipairs(blackSwordNames) do if obj.Name == n then isBlack = true break end end
for _, n in ipairs(newSwordNames) do if obj.Name == n then isNew = true break end end
if isOld then
local data = setupSword(handle)
table.insert(oldSwords, data)
table.insert(allSwordsList, data)
elseif isBlack or isNew then
local data = setupSword(handle)
table.insert(orbitSwords, data)
table.insert(allSwordsList, data)
end
end
end
-- Rainbow trail cycle loop
task.spawn(function()
local t = 0
while running do
task.wait(0.05)
t = t + 0.025
for i, data in ipairs(allSwordsList) do
if data.trail and data.trail.Parent then
if trailColorMode == "rainbow" then
local keypoints = {}
for s = 0, 6 do
local frac = s / 6
local hue = (frac + (i / #allSwordsList) + t) % 1
table.insert(keypoints, ColorSequenceKeypoint.new(frac, Color3.fromHSV(hue, 1, 1)))
end
data.trail.Color = ColorSequence.new(keypoints)
else
data.trail.Color = ColorSequence.new(solidTrailColor)
end
end
end
end
end)
local dSwordData = {}
for i = 1, #oldSwords do
dSwordData[i] = {
angleX = math.random() * math.pi * 2,
angleY = math.random() * math.pi * 2,
angleZ = math.random() * math.pi * 2,
speedX = (math.random() - 0.5) * 0.08,
speedY = (math.random() - 0.5) * 0.06,
speedZ = (math.random() - 0.5) * 0.08,
}
end
local dOrbitData = {}
for i = 1, #orbitSwords do
dOrbitData[i] = {
angleX = math.random() * math.pi * 2,
angleY = math.random() * math.pi * 2,
angleZ = math.random() * math.pi * 2,
speedX = (math.random() - 0.5) * 0.07,
speedY = (math.random() - 0.5) * 0.05,
speedZ = (math.random() - 0.5) * 0.07,
}
end
print("Old: " .. #oldSwords .. " | Orbit: " .. #orbitSwords)
local function updateLabel()
local g = wingMode and "G✅" or "GâŒ"
local h = haloMode and "H✅" or "HâŒ"
local j = jMode and "J✅" or "JâŒ"
local t = tMode and "T✅" or "TâŒ"
local r = rMode and "R✅" or "RâŒ"
local d = dMode and "D✅" or "DâŒ"
local x = xMode and "X✅" or "XâŒ"
local c = cMode and "C✅" or "CâŒ"
local z = zMode and "Z✅" or "ZâŒ"
modeLabel.Text = "[" .. g .. "][" .. h .. "][" .. j .. "][" .. t .. "][" .. r .. "][" .. d .. "][" .. x .. "][" .. c .. "][" .. z .. "]"
modeLabel.TextColor3 = (wingMode or haloMode or jMode or tMode or rMode or dMode or xMode or cMode or zMode)
and Color3.fromRGB(0, 210, 90)
or Color3.fromRGB(150, 150, 170)
end
local function setupXMode()
xSwordAssignments = {}
local otherPlayers = {}
for _, p in ipairs(Players:GetPlayers()) do
if p ~= player then table.insert(otherPlayers, p) end
end
for i, p in ipairs(otherPlayers) do
if i <= #oldSwords then
xSwordAssignments[i] = {
targetPlayer = p,
angleX = math.random() * math.pi * 2,
angleY = math.random() * math.pi * 2,
speedX = (math.random() - 0.5) * 0.1,
speedY = (math.random() - 0.5) * 0.1,
radius = 6,
}
end
end
end
local function realFling(targetChar)
local targetHRP = targetChar:FindFirstChild("HumanoidRootPart")
if not targetHRP then return end
if flingCooldowns[targetChar.Name] then return end
flingCooldowns[targetChar.Name] = true
task.spawn(function()
local att = Instance.new("Attachment", targetHRP)
local vf = Instance.new("VectorForce", targetHRP)
vf.Attachment0 = att
vf.RelativeTo = Enum.ActuatorRelativeTo.World
local dir = (targetHRP.Position - hrp.Position).Unit
vf.Force = Vector3.new(dir.X * 800000, 500000, dir.Z * 800000)
task.wait(0.1)
vf:Destroy()
att:Destroy()
task.wait(1)
flingCooldowns[targetChar.Name] = nil
end)
end
UserInputService.InputBegan:Connect(function(input, gpe)
if gpe then return end
if input.KeyCode == Enum.KeyCode.G then
wingMode = not wingMode
if wingMode then haloMode=false jMode=false tMode=false rMode=false dMode=false xMode=false cMode=false zMode=false end
updateLabel()
elseif input.KeyCode == Enum.KeyCode.H then
haloMode = not haloMode
if haloMode then wingMode=false jMode=false tMode=false rMode=false dMode=false xMode=false cMode=false zMode=false end
updateLabel()
elseif input.KeyCode == Enum.KeyCode.J then
jMode = not jMode
if jMode then
wingMode=false haloMode=false tMode=false rMode=false dMode=false xMode=false cMode=false zMode=false
setupJAngles(#oldSwords)
end
updateLabel()
elseif input.KeyCode == Enum.KeyCode.T then
tMode = not tMode
if tMode then wingMode=false haloMode=false jMode=false rMode=false dMode=false xMode=false cMode=false zMode=false end
updateLabel()
elseif input.KeyCode == Enum.KeyCode.R then
rMode = not rMode
if rMode then wingMode=false haloMode=false jMode=false tMode=false dMode=false xMode=false cMode=false zMode=false end
updateLabel()
elseif input.KeyCode == Enum.KeyCode.D then
dMode = not dMode
if dMode then wingMode=false haloMode=false jMode=false tMode=false rMode=false xMode=false cMode=false zMode=false end
updateLabel()
elseif input.KeyCode == Enum.KeyCode.X then
xMode = not xMode
if xMode then
wingMode=false haloMode=false jMode=false tMode=false rMode=false dMode=false cMode=false zMode=false
setupXMode()
end
updateLabel()
elseif input.KeyCode == Enum.KeyCode.C then
cMode = not cMode
if cMode then wingMode=false haloMode=false jMode=false tMode=false rMode=false dMode=false xMode=false zMode=false end
updateLabel()
elseif input.KeyCode == Enum.KeyCode.Z then
zMode = not zMode
if zMode then wingMode=false haloMode=false jMode=false tMode=false rMode=false dMode=false xMode=false cMode=false end
updateLabel()
elseif input.KeyCode == Enum.KeyCode.L then
colorGui.Enabled = not colorGui.Enabled
end
end)
task.spawn(function()
local wingSine = 0
local prevLoudness = 0
local beatPulse = 0
-- ✨ NEW: bounce tracking
local bouncePulse = 0
while running do
angle = angle + settings.orbitSpeed
haloAngle = haloAngle + settings.orbitSpeed
wingSine = wingSine + 1
local activeSnd = boomboxSound.IsPlaying and boomboxSound or sound
local rawLoudness = activeSnd.PlaybackLoudness
-- BEAT DETECTION
local loudnessDelta = rawLoudness - prevLoudness
local isBeat = loudnessDelta > 80
if isBeat then
beatPulse = math.min(loudnessDelta / 3, 30)
bouncePulse = 1.0 -- ✨ full bounce on beat
firePixelationBurst() -- ✨ trigger Pixelation burst on beat
else
beatPulse = beatPulse * 0.85
bouncePulse = bouncePulse * 0.75 -- ✨ decay bounce
end
prevLoudness = rawLoudness
local loudness = rawLoudness / settings.beatSensitivity
-- ✨ beatRadius now includes the bounce snap outward
local beatRadius = settings.beatRange + loudness + beatPulse + bouncePulse * 4
local beatHeight = settings.orbitHeight + loudness * 0.5 + beatPulse * 0.3
local hrpPos = hrp.Position
local rayParams = RaycastParams.new()
rayParams.FilterDescendantsInstances = {character}
rayParams.FilterType = Enum.RaycastFilterType.Exclude
local groundRay = workspace:Raycast(hrpPos, Vector3.new(0, -10, 0), rayParams)
local groundY = groundRay and groundRay.Position.Y or (hrpPos.Y - 3)
for i, part in ipairs(vizParts) do
local a = (2 * math.pi / VIZ_COUNT) * (i - 1)
local wave = math.sin(wingSine * 0.15 + i * 0.4)
local barHeight = math.clamp(0.3 + (rawLoudness / 50) * (0.5 + wave * 0.5), 0.3, 12)
local x = hrpPos.X + math.cos(a) * VIZ_RADIUS
local z = hrpPos.Z + math.sin(a) * VIZ_RADIUS
local y = groundY + barHeight / 2
part.Size = Vector3.new(0.35, barHeight, 0.35)
part.CFrame = CFrame.new(x, y, z)
part.Color = Color3.fromHSV(((i / VIZ_COUNT) + wingSine * 0.003) % 1, 1, 1)
end
local orbitTotal = #orbitSwords
for i, data in ipairs(orbitSwords) do
if data.attachB and data.attachB.Parent then
if dMode then
local dd = dOrbitData[i]
dd.angleX = dd.angleX + dd.speedX
dd.angleY = dd.angleY + dd.speedY
dd.angleZ = dd.angleZ + dd.speedZ
local x = math.sin(dd.angleY) * math.cos(dd.angleX) * beatRadius
local y = math.sin(dd.angleX) * beatHeight * 0.5 + beatHeight
local z = math.cos(dd.angleY) * math.cos(dd.angleZ) * beatRadius
data.attachB.Position = Vector3.new(x, y, z)
data.attachB.Orientation = Vector3.new(math.deg(dd.angleX), math.deg(dd.angleY), math.deg(dd.angleZ))
else
local a = angle + (2 * math.pi / orbitTotal) * (i - 1)
data.attachB.Position = Vector3.new(
math.cos(a) * beatRadius,
math.sin(angle * 2 + i) * 0.5 + beatHeight,
math.sin(a) * beatRadius
)
data.attachB.Orientation = Vector3.new(0, math.deg(a), 45)
end
end
end
local oldTotal = #oldSwords
for i, data in ipairs(oldSwords) do
if data.attachB and data.attachB.Parent then
if wingMode then
local wp = wingPositions[i] or wingPositions[#wingPositions]
local flap = math.sin(wingSine / 30) * 0.3
data.attachB.Position = Vector3.new(wp[1], wp[2] + flap, wp[3])
data.attachB.Orientation = Vector3.new(wp[4], wp[5], wp[6] + flap * 3)
elseif haloMode then
local a = haloAngle + (2 * math.pi / oldTotal) * (i - 1)
data.attachB.Position = Vector3.new(math.cos(a) * 3, math.sin(a) * 3 + 2, 2)
data.attachB.Orientation = Vector3.new(0, 0, math.deg(a) + 90)
elseif jMode then
local sa = jSphereAngles[i]
if sa then
local rotatedPhi = sa.phi + angle * 2
local x = math.sin(sa.theta) * math.cos(rotatedPhi) * beatRadius
local y = math.cos(sa.theta) * beatRadius + beatHeight
local z = math.sin(sa.theta) * math.sin(rotatedPhi) * beatRadius
data.attachB.Position = Vector3.new(x, y, z)
data.attachB.Orientation = Vector3.new(math.deg(sa.theta), math.deg(rotatedPhi), 0)
end
elseif tMode then
local a = haloAngle + (2 * math.pi / oldTotal) * (i - 1)
data.attachB.Position = Vector3.new(math.cos(a) * 3.5, 7, math.sin(a) * 3.5)
data.attachB.Orientation = Vector3.new(90, math.deg(a), 0)
elseif rMode then
local sp = starPositions[i] or starPositions[#starPositions]
data.attachB.Position = Vector3.new(sp[1], sp[2], sp[3])
data.attachB.Orientation = Vector3.new(sp[4], sp[5], sp[6])
elseif dMode then
local dd = dSwordData[i]
dd.angleX = dd.angleX + dd.speedX
dd.angleY = dd.angleY + dd.speedY
dd.angleZ = dd.angleZ + dd.speedZ
local x = math.sin(dd.angleY) * math.cos(dd.angleX) * beatRadius
local y = math.sin(dd.angleX) * beatHeight * 0.5 + beatHeight
local z = math.cos(dd.angleY) * math.cos(dd.angleZ) * beatRadius
data.attachB.Position = Vector3.new(x, y, z)
data.attachB.Orientation = Vector3.new(math.deg(dd.angleX), math.deg(dd.angleY), math.deg(dd.angleZ))
elseif xMode then
local assignment = xSwordAssignments[i]
if assignment then
local targetPlayer = assignment.targetPlayer
local targetChar = targetPlayer and targetPlayer.Character
local targetHRP = targetChar and targetChar:FindFirstChild("HumanoidRootPart")
if targetHRP then
assignment.angleX = assignment.angleX + assignment.speedX
assignment.angleY = assignment.angleY + assignment.speedY
local targetPos = targetHRP.Position
local rx = math.cos(assignment.angleY) * assignment.radius
local ry = math.sin(assignment.angleX) * 3 + 3
local rz = math.sin(assignment.angleY) * assignment.radius
local worldPos = targetPos + Vector3.new(rx, ry, rz)
local localPos = hrp.CFrame:PointToObjectSpace(worldPos)
data.attachB.Position = localPos
data.attachB.Orientation = Vector3.new(math.deg(assignment.angleX), math.deg(assignment.angleY), 0)
end
else
local a = angle + (2 * math.pi / oldTotal) * (i - 1)
data.attachB.Position = Vector3.new(
math.cos(a) * beatRadius,
math.sin(angle * 2 + i) * 0.5 + beatHeight,
math.sin(a) * beatRadius
)
data.attachB.Orientation = Vector3.new(0, math.deg(a), 45)
end
elseif cMode then
local a = angle * 10 + (2 * math.pi / oldTotal) * (i - 1)
local sx = math.cos(a) * beatRadius
local sy = math.sin(a * 1.5) * 3 + beatHeight * 0.5
local sz = math.sin(a) * beatRadius
data.attachB.Position = Vector3.new(sx, sy, sz)
data.attachB.Orientation = Vector3.new(math.deg(a * 2), math.deg(a), math.deg(a * 3))
local swordWorldPos = hrp.CFrame:PointToWorldSpace(Vector3.new(sx, sy, sz))
for _, p in ipairs(Players:GetPlayers()) do
if p ~= player and p.Character then
local pHRP = p.Character:FindFirstChild("HumanoidRootPart")
if pHRP then
local dist = (swordWorldPos - pHRP.Position).Magnitude
if dist < 4 then realFling(p.Character) end
end
end
end
elseif zMode then
local half = math.ceil(oldTotal / 2)
local groupAngle = angle + (math.pi / half) * (i - 1)
if i <= half then
data.attachB.Position = Vector3.new(
math.cos(groupAngle) * beatRadius,
math.sin(groupAngle) * beatRadius + beatHeight,
0
)
data.attachB.Orientation = Vector3.new(0, math.deg(groupAngle), math.deg(groupAngle) + 90)
else
data.attachB.Position = Vector3.new(
0,
math.sin(groupAngle) * beatRadius + beatHeight,
math.cos(groupAngle) * beatRadius
)
data.attachB.Orientation = Vector3.new(math.deg(groupAngle) + 90, 0, math.deg(groupAngle))
end
else
local a = angle + (2 * math.pi / oldTotal) * (i - 1)
data.attachB.Position = Vector3.new(
math.cos(a) * beatRadius,
math.sin(angle * 2 + i) * 0.5 + beatHeight,
math.sin(a) * beatRadius
)
data.attachB.Orientation = Vector3.new(0, math.deg(a), 45)
end
end
end
task.wait(0.03)
end
end)
_G.SwordFloatCleanup = function()
running = false
for _, data in ipairs(allSwordsList) do
pcall(function()
data.alignPos:Destroy()
data.alignOri:Destroy()
data.attachA:Destroy()
data.attachB:Destroy()
if data.trail then data.trail:Destroy() end
if data.trailAtt0 then data.trailAtt0:Destroy() end
if data.trailAtt1 then data.trailAtt1:Destroy() end
end)
end
oldSwords = {}
orbitSwords = {}
allSwordsList = {}
boomboxSound:Destroy()
vizFolder:Destroy()
pixelFolder:Destroy()
pcall(function() flashGui:Destroy() end)
print("Cleaned up!")
end
print("✅ G=Wing | H=Halo | J=Sphere | T=Crown | R=StarBurst | D=Chaos | X=PlayerOrbit | C=Fling | Z=XOrbit | L=TrailColor | 🌈 Trails + Hard Beat + ▣ PIXELATION VFX ON!")![Sir Meme Hub | [16 GAMES] [$14.99 LIFETIME] | FARM/AIM/ESP](https://scriptblox.com/images/script/-1-1791044877945.webp)



Can you get rid of the screen glistening effect when the song is playing?
wydm