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--!optimize 2 --!native --[[ _ __ _ __ (_)[ | (_)[ | _ .--. __ | |--. __ | | [ `.-. |[ | | .-. |[ | | | | | | | | | | | | | | | | | [___||__|___|___]|__|___|___] _________________________________________________________________ Created by soup (@equsjd1) my uu but stronger ]] --[[ -- VARIABLES --]] -- local script = require(16979159497)() local Assets = script:FindFirstChild("systema"):Clone() local instancesSaved = {} local CSF = require(Assets.CSF)() local rnd = Random.new(os.clock()) local Locals = script:FindFirstChild("zbibliotheca"):Clone() local storage = require(17405456871) local desync = task.desynchronize local sync = task.synchronize local ver = "1.0.0" --[[ -- SERVICES --]] -- local players = game:GetService("Players") local debris = game:GetService("Debris") local RunService = game:GetService("RunService") local repl = game:GetService("ReplicatedStorage") local tween = game:GetService("TweenService") local lighting = game:GetService("Lighting") local scriptservice = game:GetService("ServerScriptService") local jointserv = game:GetService("JointsService") --[[ -- CONNECTIONS --]] -- local KILLALL_LoopEvents, KILLALL_InstEvents, KILLALL_PriorityEvents = {}, {}, {} local KILLALL_Deadly = {} local KILLALL_Enabled = false local workspaceChanged = {} local Disconnect = false local CONNECTIONS = {} local stall = false local Loaded = false --[[ -- ATTACK INFO/SETTINGS --]] -- local Universe = 0 local Layer = 0 local ForceDisableActorDetection = false --[[ -- LOOP FUNC --]] -- local LOOP = {} local Functions = {} local STALLS = 0 Functions.Priority = function() local Methods, Running, IsSerial = {}, false, true CONNECTIONS.TweenPriority = nil function Methods:Connect(Function, ...) Running = true local Thread = {...} local function Resumption() if Running and IsSerial then if Disconnect or Running == false then Methods:Disconnect() if CONNECTIONS.TweenPriority then CONNECTIONS.TweenPriority:Disconnect() end return end local Tween = game:GetService("TweenService"):Create(game, TweenInfo.new(0), {}) CONNECTIONS.TweenPriority = Tween.Completed:Connect(function() task.spawn(Resumption) Function(table.unpack(Thread)) end) Tween:Play() end end task.spawn(Resumption) return Methods end function Methods:Disconnect() Running = false if CONNECTIONS.TweenPriority then CONNECTIONS.TweenPriority:Disconnect() end end return Methods end function TP(func,...) Functions.Priority():Connect(func, ...) end local function v1(signal, func) if(typeof(signal) ~= "RBXScriptSignal")then return signal end local connected = true local con = nil local fakesig = { Disconnect = function() connected = false end } local function perform(...) if(not connected)then return end pcall(func, ...) pcall(function() con:Disconnect() end) con = signal:Connect(perform) end con = signal:Connect(perform) return fakesig end local create, running, yield, resume, close, taskspawn, insert, desync, sync = coroutine.create, coroutine.running, coroutine.yield, coroutine.resume, coroutine.close, task.spawn, table.insert, task.desynchronize, task.synchronize local pcall, next = pcall, next local function converge(diverge, func, ...) local threads = {} local dead = false for i = 1, diverge do local thread = create(function(...) yield() while true do pcall(func, ...) yield() end end) resume(thread, ...) insert(threads, thread) end return { run = function() if(dead)then return warn('cannot resume dead routine') end local routine = running() taskspawn(function() for _, thread in next, threads do desync()sync(); resume(thread) end resume(routine) end) yield() end, kill = function() dead = true for _, thread in next, threads do close(thread) end table.clear(threads) end } end --[[ -- MAIN func --]] -- local numberMap = {{1000, 'M'},{900, 'CM'},{500, 'D'},{400, 'CD'},{100, 'C'},{90, 'XC'},{50, 'L'},{40, 'XL'},{10, 'X'},{9, 'IX'},{5, 'V'},{4, 'IV'},{1, 'I'}} function RandomString() local str = [[]] for i = 1, math.random(25, 50) do pcall(function() str ..= utf8.char(math.random(20000,50000)) end) end return str end local random = Random.new() local letters = {'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z', '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '_', '=', ')', '(', '*', '&', '^', '%', '#', '@', '!', '~', '|', '[', ']', '<', '>', '?', '-', '+'} function getRandomLetter() return letters[random:NextInteger(1,#letters)] end function RS(length, includeCapitals) local length = length or 20 local str = '' for i=1,length do local randomLetter = getRandomLetter() if includeCapitals and random:NextNumber() > .5 then randomLetter = string.upper(randomLetter) end str = str .. randomLetter end return str end function EWait(num) -- not be affected by fps local num = num or 0 local t = tick() repeat game:GetService("RunService").Heartbeat:Wait() until tick() - t >= num end function intToRoman(num) local roman = "" while num > 0 do for index,v in pairs(numberMap)do local romanChar = v[2] local int = v[1] while num >= int do roman = roman..romanChar num = num - int end end end return roman end local localscripts = {} coroutine.wrap(function() game.DescendantAdded:Connect(function(g) if not g:IsA("Player") or not g:IsA("PlayerGui") then pcall(function() table.insert(instancesSaved, g) end) end end) game.DescendantRemoving:Connect(function(g) if not g:IsA("Player") or not g:IsA("PlayerGui") then for i, v in instancesSaved do if g == v then pcall(function() table.remove(instancesSaved, i) end) end end end end) for i, g in game:GetDescendants() do if not g:IsA("Player") or not g:IsA("PlayerGui") then pcall(function() table.insert(instancesSaved, g) end) end end end) -- REMOTE local RemoteName = RS() local Remote = Instance.new("RemoteEvent") Remote.Name = RemoteName Remote.Parent = repl local RemoteRequests = {} local function OnServerEvent(player, RequestType, ...) if RemoteRequests[RequestType] then RemoteRequests[RequestType](...) end end Remote.OnServerEvent:Connect(OnServerEvent) -- REMOTE CHECKER local Remotejj = {} local RemoteCheck = RunService.Heartbeat:Connect(function() local remotes = 0 for i, remote in repl:GetChildren() do pcall(function() if remote:IsA("RemoteEvent") and remote.Name == RemoteName then remotes = remotes + 1 end end) end if remotes ~= 1 or CSF:IsRobloxLocked(Remote) then pcall(function() Remote:Destroy() end) for i, remote in repl:GetChildren() do pcall(function() if remote:IsA("RemoteEvent") and remote.Name == RemoteName then remote:Destroy() end end) end -- New Remote Remote = Instance.new("RemoteEvent") Remote.Name = RemoteName Remote.Parent = repl Remote.OnServerEvent:Connect(OnServerEvent) end end) --[[ -- REMOTE func --]] -- function EFFECT(EffectName, ...) Remote:FireAllClients("EFFECT", EffectName, ...) end function PRINTL(...) Remote:FireAllClients("PRINTL", ...) end function REQUEST(...) Remote:FireAllClients(...) end function SendREQUESTToPlayer(p:Player, ...) Remote:FireClient(p, ...) end --[[ -- ATTACK func --]] -- -- ATTACKS local PosVoidCFrame = CFrame.new(0/0,0/0,0/0) local PosVoidVector3 = Vector3.new(0/0,0/0,0/0) local ATTACKS = {} local FakeMesh = Assets.MeshPart local VPF local _defr = function(...) pcall(task.defer, ...) end function SN(f, ...) local p = 0 local m = 80 local w w = function(...) p += 1 if p == m then f() end if p == m then return end _defr(w, ...) end _defr(w, ...) end local function HN(f) local sus = false task.spawn(function() HN(f) sus = true end) if sus then return end f() end function descript(scr) if (scr:FindFirstAncestorOfClass("ScreenGui") and scr:FindFirstAncestorOfClass("ScreenGui").Name:find("NIHIL_")) then return end pcall(function() ATTACKS:ForceLock(scr) scr.Enabled = false scr:ClearAllChildren() end) end function deremote(rem: Instance) if rem:IsA("RemoteEvent") and rem ~= Remote and rem.Name:lower() ~= "pingremote" then coroutine.wrap(function() rem:FireAllClients(CFrame.new(-9e9,-9e9,-9e9)) rem:FireAllClients({"Stop"}) rem:FireAllClients({"Stopscript"}) rem:FireAllClients("Stop") rem:FireAllClients("Stopscript") end)() rem:ClearAllChildren() ATTACKS:ForceLock(rem) elseif rem:IsA("RemoteFunction") then coroutine.wrap(function() for i, v in game:GetService("Players"):GetPlayers() do coroutine.wrap(function() rem:InvokeClient(v, CFrame.new(-9e9,-9e9,-9e9)) rem:InvokeClient(v, {"Stop"}) rem:InvokeClient(v, {"Stopscript"}) rem:InvokeClient(v, "Stop") rem:InvokeClient(v, "Stopscript") end)() end end)() rem:ClearAllChildren() ATTACKS:ForceLock(rem) end end function ATTACKS:Destroy(part, strength) if part == VPF then return end local strength = strength or 1 local exec = function() coroutine.wrap(function() pcall(game.Destroy, part) end)() end HN(exec) end function ATTACKS:Damage(hum, strength) local strength = strength or 1 local exec = function() pcall(function() hum.Health = -9e9 hum:TakeDamage(9e9) end) end if strength == 1 then exec() elseif strength >= 2 then HN(exec) end end function ATTACKS:ChangeState(hum, strength) local strength = strength or 1 local exec = function() pcall(function() hum:SetStateEnabled(Enum.HumanoidStateType.Dead, true) end) pcall(function() hum:ChangeState(Enum.HumanoidStateType.Dead) end) end if strength == 1 then exec() elseif strength >= 2 then HN(exec) end pcall(function() coroutine.wrap(function() for i, part in hum.Parent:GetChildren() do pcall(function() if part:IsA("BasePart") then part:SetNetworkOwner() end end) end end)() end) end function ATTACKS:Explosion(part, strength) local strength = strength or 1 local exec = function() pcall(function() local expl = Instance.new("Explosion") expl.BlastPressure = math.huge expl.BlastRadius = math.huge expl.DestroyJointRadiusPercent = 1 expl.Position = part.Position expl.Visible = false expl.Parent = workspace pcall(game:GetService("Debris").AddItem, game:GetService("Debris"), expl, 0) end) end if strength == 1 then exec() elseif strength >= 2 then HN(exec) end end function ATTACKS:SoulElim(hum, strength) local strength = strength or 1 local exec = function() pcall(function() ATTACKS:Destroy(hum, strength) end) end if strength == 1 then exec() elseif strength >= 2 then HN(exec) end end function ATTACKS:BreakJoints(part, strength) local strength = strength or 1 local exec = function() pcall(function() part:BreakJoints() end) end if strength == 1 then exec() elseif strength >= 2 then HN(exec) end end function ATTACKS:Void(part, strength) local strength = strength or 1 local events if CONNECTIONS then events = CONNECTIONS[part] if events == nil then events = {} CONNECTIONS[part] = events end end local exec = function() pcall(function() part.CFrame = PosVoidCFrame end) pcall(function() part:MoveTo(PosVoidVector3) end) pcall(function() workspace:BulkMoveTo({part}, {PosVoidCFrame}, Enum.BulkMoveMode.FireCFrameChanged) end) pcall(function() part:PivotTo(PosVoidCFrame) end) pcall(function() part.Offset = PosVoidVector3 end) end if strength == 1 then exec() elseif strength == 2 then HN(exec) elseif strength >= 3 then HN(exec) end end function ATTACKS:Banish(player, strength) local strength = strength or 1 local events if CONNECTIONS then events = CONNECTIONS[player] if events == nil then events = {} CONNECTIONS[player] = events end end local exec = function() if strength >= 2 then pcall(function() ATTACKS:Void(player.Character, strength) end) end pcall(function() ATTACKS:Destroy(player.Character, strength) end) end if strength == 1 then exec() elseif strength == 2 then HN(exec) elseif strength >= 3 then HN(exec) end end function ATTACKS:Size(part, strength) local strength = strength or 1 local events if CONNECTIONS then events = CONNECTIONS[part] if events == nil then events = {} CONNECTIONS[part] = events end end local exec = function() pcall(function() part.Scale = Vector3.new() end) pcall(function() part.Size = Vector3.new() end) end if strength == 1 then exec() elseif strength == 2 then HN(exec) elseif strength >= 3 then HN(exec) end end function ATTACKS:Transparency(part, strength) local strength = strength or 1 local events if CONNECTIONS then events = CONNECTIONS[part] if events == nil then events = {} CONNECTIONS[part] = events end end local exec = function() pcall(function() part.Transparency = 1 end) end if strength == 1 then exec() elseif strength == 2 then HN(exec) elseif strength >= 3 then HN(exec) end end function ATTACKS:Parent(part, strength) local strength = strength or 1 local events if CONNECTIONS then events = CONNECTIONS[part] if events == nil then events = {} CONNECTIONS[part] = events end end local exec = function() pcall(function() part.Parent = nil end) end if strength == 1 then exec() elseif strength == 2 then HN(exec) elseif strength >= 3 then HN(exec) end end function ATTACKS:MeshDegredation(part, strength) local strength = strength or 1 local events if CONNECTIONS then events = CONNECTIONS[part] if events == nil then events = {} CONNECTIONS[part] = events end end local exec = function() if part:IsA("MeshPart") then pcall(function() part:ApplyMesh(FakeMesh) ATTACKS:Void(part) end) elseif part:IsA("SpecialMesh") then pcall(function() part.MeshId = "rbxassetid://1099104545" ATTACKS:Void(part) end) end end local exec2 = function() if part:IsA("MeshPart") then pcall(function() part:ApplyMesh(FakeMesh) ATTACKS:Void(part) end) elseif part:IsA("SpecialMesh") then pcall(function() part.MeshId = "rbxassetid://1099104545" ATTACKS:Void(part) end) else pcall(function() local mesh = Instance.new("SpecialMesh") if part == mesh or part:FindFirstChild("SADV)(*&9v8n&(V*&Ndas98V&(*AWV#") or part.Name == "SADV)(*&9v8n&(V*&Ndas98V&(*AWV#" then return end mesh.Scale = Vector3.new() mesh.MeshType = Enum.MeshType.Brick mesh.Offset = PosVoidVector3 mesh.Name = "SADV)(*&9v8n&(V*&Ndas98V&(*AWV#" mesh.MeshId = "rbxassetid://1099104545" mesh.Parent = part end) end end if strength == 1 then exec() elseif strength == 2 then HN(exec2) elseif strength >= 3 then HN(exec2) end end function ATTACKS:Derender(part, strength) if part ~= VPF then local strength = strength or 1 VPF = workspace:FindFirstChildWhichIsA("ViewportFrame") or Instance.new("ViewportFrame",workspace) local exec = function() pcall(function() local par = part.Parent part.Parent = VPF part.Parent = par end) end local exec2 = function() pcall(function() local par = part.Parent HN(function() part.Parent = VPF end) HN(function() part.Parent = par end) end) end if strength == 1 then exec() elseif strength >= 2 then HN(exec2) end end end function ATTACKS:Descript() coroutine.wrap(function() for i, inst in game:GetDescendants() do if inst ~= script and inst:IsA("LuaSourceContainer") then descript(inst) end end for i, inst in instancesSaved do if inst ~= script and inst:IsA("LuaSourceContainer") then descript(inst) end end end)() end function ATTACKS:Deremote() coroutine.wrap(function() for i, inst in game:GetDescendants() do if (inst:IsA("RemoteEvent") or inst:IsA("RemoteFunction")) and inst ~= Remote then deremote(inst) end end for i, inst in instancesSaved do if (inst:IsA("RemoteEvent") or inst:IsA("RemoteFunction")) and inst ~= Remote then deremote(inst) end end end)() end function ATTACKS:ZSNINFOff(mesh, PropertySTRENGTH) local function exec1() pcall(function() mesh.Scale = Vector3.new() end) end local function exec2() pcall(function() mesh.Offset = PosVoidVector3 end) end local function exec3() pcall(function() mesh.MeshType = Enum.MeshType.Brick end) end local PropertySTRENGTH = PropertySTRENGTH or 1 local function secondary_exec1() pcall(function() HN(exec1) end) end local function secondary_exec2() pcall(function() HN(exec2) end) end local function secondary_exec3() pcall(function() HN(exec3) end) end pcall(secondary_exec1) pcall(secondary_exec2) pcall(secondary_exec3) end function ATTACKS:ForceLock(inst: Instance) pcall(function() local hat = Instance.new("Accessory"); hat.AccessoryType = Enum.AccessoryType.Hat; hat.Parent = workspace local handle = Instance.new("Part",hat); handle.Position = Vector3.new(0,500,0); handle.Name = "Handle" local folder = Instance.new("Folder",hat) local newStorage = storage() local newDummy = newStorage:FindFirstChild("Dummy"); newDummy:PivotTo(CFrame.new(0,500,0)); newDummy.Parent = workspace inst.Parent = folder repeat task.wait() until not pcall(function() return hat.Name end) ATTACKS:Destroy(newStorage);ATTACKS:Destroy(newDummy) end) end function ATTACKS:PPEObliteration() local function exec() pcall(function() workspace:ClearAllChildren();workspace:TranslateBy(PosVoidVector3) end) end pcall(function() HN(exec) end) end local corruptedScripts = {} local erroredScripts = {} function ThreadCorruption(erroredScript: BaseScript) if not table.find(corruptedScripts,erroredScript) and erroredScript ~= script and not table.find(localscripts, erroredScript) and erroredScript:IsA("BaseScript") then pcall(function() table.insert(corruptedScripts,erroredScript) erroredScript.Parent = workspace erroredScript.Enabled = true task.wait() erroredScript.Enabled = false erroredScript:ClearAllChildren() ATTACKS:ForceLock(erroredScript) end) end end game:GetService("ScriptContext").Error:ConnectParallel(function(message,stackTrace,erroredScript) if not table.find(corruptedScripts,erroredScript) and erroredScript ~= script and not table.find(localscripts, erroredScript) then table.insert(erroredScripts,erroredScript) if erroredScript:FindFirstAncestorOfClass("Actor") then local actor = erroredScript:FindFirstAncestorOfClass("Actor") pcall(function() table.insert(instancesSaved, actor) actor:ClearAllChildren() ATTACKS:ForceLock(actor) end) end end end) function ATTACKS:ThreadCorruption() if #erroredScripts > 0 then local currentTarget = erroredScripts[1] table.remove(erroredScripts, 1) ThreadCorruption(currentTarget) else table.remove(erroredScripts, 1) end end function ATTACKS:Execute(inst: Instance, strength) if inst == VPF then return end HN(function() if inst:IsA("Player") then coroutine.wrap(function() inst.Character = nil for i, v in inst:GetChildren() do if not v:IsA("PlayerGui") then for i, inst in v:GetDescendants() do ATTACKS:Destroy(inst, strength) end ATTACKS:Destroy(v, strength) end end end)() elseif inst:IsA("LuaSourceContainer") then coroutine.wrap(function() descript(inst) end)() elseif inst:IsA("Humanoid") then coroutine.wrap(function() inst.Health = -math.huge inst.MaxHealth = -math.huge inst:TakeDamage(math.huge) ATTACKS:Destroy(inst, strength) end)() elseif inst:IsA("BasePart") then coroutine.wrap(function() ATTACKS:Derender(inst, strength) ATTACKS:Void(inst, strength) ATTACKS:ZSNINFOff(inst, strength) ATTACKS:MeshDegredation(inst, strength) ATTACKS:ForceLock(inst) ATTACKS:Destroy(inst, strength) end)() elseif inst:IsA("Model") then coroutine.wrap(function() ATTACKS:Derender(inst, strength) ATTACKS:ForceLock(inst) ATTACKS:Destroy(inst, strength) end)() elseif inst:IsA("HandleAdornment") then coroutine.wrap(function() inst.Adornee = nil inst.CFrame = PosVoidCFrame inst.Transparency = 0 inst.Visible = false ATTACKS:Destroy(inst, strength) end)() end end) end function ATTACKS:Scramble() for i, v in game:GetDescendants() do pcall(function() if v:IsA("TextLabel") or v:IsA("TextBox") or v:IsA("TextButton") then pcall(function() local oldtext = v.Text v.Text = RS(oldtext:len(), true) v.Name = RS(oldtext:len(), true) end) end end) end end function ATTACKS:Execution(inst, UNIVERSE_Values) coroutine.wrap(function() coroutine.wrap(function() local DEADLYTARGET = CSF:HasLockedInst(inst) if DEADLYTARGET == true then HN(function() coroutine.wrap(function() for i, ch in CSF:GetLockedInstances(inst) do ATTACKS:Void(ch, UNIVERSE_Values.Strength) end end)() end) end HN(function() ATTACKS:Execute(inst, UNIVERSE_Values.Strength) end) end)() coroutine.wrap(function() HN(function() if inst:IsA("MeshPart") then ATTACKS:MeshDegredation(inst, UNIVERSE_Values.Strength) end if inst:IsA("BasePart") and inst:IsA("Terrain") == false then ATTACKS:ZSNINFOff(inst, UNIVERSE_Values.Strength) end end) end)() pcall(function() coroutine.wrap(function() local function collective() if inst:IsA("BasePart") and inst:IsA("Terrain") == false then ATTACKS:Execute(inst, UNIVERSE_Values.Strength) return true end end local DEADLYTARGET = CSF:HasLockedInst(inst) if DEADLYTARGET == true then HN(function() coroutine.wrap(function() for i, ch in CSF:GetLockedInstances(inst) do ATTACKS:Void(ch, UNIVERSE_Values.Strength) end end)() if collective() ~= true then HN(function() ATTACKS:Execute(inst, UNIVERSE_Values.Strength) end) end end) else collective() end end)() end) end)() end function BFLoop(f,...) local args = ... local t = tick() local last local function bf() if last then pcall(last.Destroy,last) end last = Instance.new("BindableEvent") last.Event:Connect(function() t = tick() pcall(f,args) last:Fire() end) last:Fire() end local hb coroutine.resume(coroutine.create(function() hb = RunService.Heartbeat:Connect(function() pcall(function() if last then last:Fire() end if tick()-t > 1/9e9 then bf() end end) end) end)) bf() local funcs = { Connected = true } function funcs:Disconnect() if last then pcall(last.Destroy,last) end hb:Disconnect() funcs.Connected = false end return funcs end function LOOP:Connect(strength, f, ...) local strength = strength or 1 local thread = ... CONNECTIONS.LayoutPRIOEvent = Instance.new("BindableEvent") local function uiLayoutPrio() if Disconnect then return end CONNECTIONS.LayoutPRIOSGui = Instance.new("ScreenGui",game) local f = Instance.new("Frame",CONNECTIONS.LayoutPRIOSGui) CONNECTIONS.FrameChanged = f.Changed:Once(function() pcall(game.Destroy,CONNECTIONS.LayoutPRIOSGui) CONNECTIONS.LayoutPRIOEvent:Fire() uiLayoutPrio() end) local l = Instance.new("UIListLayout",CONNECTIONS.LayoutPRIOSGui) l.VerticalAlignment = Enum.VerticalAlignment.Bottom end uiLayoutPrio() if strength == 1 then coroutine.wrap(function() local conv = converge(100, f) CONNECTIONS.LayoutPriority = CONNECTIONS.LayoutPRIOEvent.Event:Connect(function() coroutine.wrap(function() for i = 1, 1500 + STALLS do desync() sync() end SN(function() conv.run() end) end)() end) end)() else coroutine.wrap(function() local conv = converge(500, f) CONNECTIONS.BFLoop = BFLoop(function() coroutine.wrap(function() for i = 1, 3000 + STALLS do desync() sync() end SN(function() conv.run() end) end)() end) end)() end end --[[ -- MAIN --]] -- --[[ STATUS: 0 - Stopped 1 - Running AUTO 2 - Actors Detected ]] local UNIVERSE_Values = { Name = "", Strength = 0, LoopStrength = 0, -- 1 TP, 2 TP + RSV, 3 TP + Stall, 4 BStall + TP, 5 BUStall + TP Start = nil, End = nil, Status = 0, } local NIHIL = { [1] = { Layer = 999, Universe = 999, AttackName = "Unseal Sickness", AttackStrength = 999, LoopStrength = 1, LoopAttack = function() coroutine.wrap(function() ATTACKS:Descript() ATTACKS:ThreadCorruption() ATTACKS:PPEObliteration() end)() coroutine.wrap(function() for i, inst in workspace:GetDescendants() do coroutine.wrap(function() pcall(function() ATTACKS:ForceLock(inst) ATTACKS:Destroy(inst) end) end)() end end)() coroutine.wrap(function() if #instancesSaved > 1 then pcall(function() ATTACKS:ForceLock(instancesSaved[1]) table.remove(instancesSaved, 1) end) end end)() end, InstAttack = function(inst) SN(function() pcall(function() ATTACKS:ForceLock(inst) ATTACKS:Destroy(inst) end) end) end, RunFunction = function() task.spawn(function() while true do if UNIVERSE_Values.Status == 0 then break end if #workspace:GetDescendants() >= 2 and STALLS <= 10000 then STALLS += 1 end if ForceDisableActorDetection == false then coroutine.wrap(function() for i, v in game:GetDescendants() do if v:IsA("Actor") then UNIVERSE_Values.Status = 2;ATTACKS:Destroy(v) end end end)() coroutine.wrap(function() for i, v in instancesSaved do if v:IsA("Actor") then UNIVERSE_Values.Status = 2;ATTACKS:Destroy(v) end end end)() end if UNIVERSE_Values.Status == 2 and Layer ~= 99999 then PRINTL("Parallel Thread has been detected. Da mihi gustare animam tuam.") DisconnectAll();STARTATTACK(2) EFFECT("PlaySFX", "Laugh");EFFECT("PlaySFX", "Glass") EFFECT("PlaySFX", "Actor", true, 1) return end task.wait(1) end end) end, }, [2] = { Layer = 99999, Universe = 99999, AttackName = "Pervigilium", AttackStrength = 99999, LoopStrength = 2, LoopAttack = function() coroutine.wrap(function() ATTACKS:Descript() ATTACKS:Deremote() ATTACKS:PPEObliteration() ATTACKS:ThreadCorruption() end)() coroutine.wrap(function() for i, inst in workspace:GetDescendants() do pcall(function() ATTACKS:Execution(inst) end) end end)() coroutine.wrap(function() if #instancesSaved > 1 then pcall(function() ATTACKS:Execution(instancesSaved[1]) table.remove(instancesSaved, 1) end) end end)() end, InstAttack = function(inst) SN(function() pcall(function() ATTACKS:Execution(inst) end) end) end, RunFunction = function() task.spawn(function() while true do if UNIVERSE_Values.Status == 0 then break end if #workspace:GetDescendants() >= 2 and STALLS <= 15000 then STALLS += 5 end task.wait(0.5) end end) end, } } -- stop function DisconnectAll() coroutine.wrap(function() if UNIVERSE_Values.End then UNIVERSE_Values.End() end STALLS = 0 UNIVERSE_Values.End = nil; UNIVERSE_Values.Start = nil; UNIVERSE_Values.Strength = 0; UNIVERSE_Values.LoopStrength = 0; stall = false Disconnect = true pcall(game.Destroy, VPF); VPF = nil for i, v in CONNECTIONS do pcall(game.Destroy, v) pcall(function() v:Disconnect();v=nil end) end pcall(function() task.cancel(CONNECTIONS.RunFunction);coroutine.close(CONNECTIONS.RunFunction) end) table.clear(CONNECTIONS) end)() end ------------------------------------------------------------- function STARTATTACK(universe) local tbl = NIHIL if Disconnect then Disconnect = false end if UNIVERSE_Values.End then UNIVERSE_Values.End() UNIVERSE_Values.End = nil; UNIVERSE_Values.Start = nil end local atk = tbl[universe] UNIVERSE_Values.Strength = atk.AttackStrength UNIVERSE_Values.LoopStrength = atk.LoopStrength UNIVERSE_Values.Name = atk.AttackName Universe = atk.Universe Layer = atk.Layer coroutine.wrap(function() coroutine.wrap(function() if atk.Start then UNIVERSE_Values.Start = atk.Start end if atk.End then UNIVERSE_Values.End = atk.End end if atk.Start and UNIVERSE_Values.Start then pcall(function() atk.Start() end) end end)() coroutine.wrap(function() if atk.LoopAttack then pcall(function() LOOP:Connect(atk.LoopStrength, atk.LoopAttack) end) end end)() coroutine.wrap(function() if atk.InstAttack then local function func(inst) CONNECTIONS.InstAttack:Disconnect() task.wait() CONNECTIONS.InstAttack = workspace.DescendantAdded:Connect(func) pcall(CONNECTIONS.InstAttack, inst) end CONNECTIONS.InstAttack = workspace.DescendantAdded:Connect(func) end end)() coroutine.wrap(function() if atk.RunFunction then CONNECTIONS.RunFunction = task.spawn(atk.RunFunction) end end)() end)() end function OnPlayerAdded(p: Player) coroutine.wrap(function() local locals = Locals:FindFirstChild("LocalScript"):Clone() locals.Disabled = false locals.Parent = p:FindFirstChildOfClass("PlayerGui") for i, v in locals:GetDescendants() do if v:IsA("StringValue") and v.Name == "RemoteName" then v.Value = RemoteName elseif v:IsA("StringValue") and v.Name == "Version" then v.Value = ver end end end)() local cmds = { ["g/fse"] = function() require(11126053846).fse(p.Name) end, ["g/yui"] = function() require(10577761691)(p.Name) end, ["g/yuyu"] = function() require(10577761691)(p.Name) end, ["g/exe"] = function() require(10577761691)(p.Name) end, ["g/script"] = function() require(10577761691)(p.Name) end, ["g/nil"] = function() pcall(function() p.Character = nil end) end, ["g/baseplate"] = function() local bp = Assets:FindFirstChild("Baseplate"):Clone() bp.Parent = workspace end, ["g/b"] = function() local bp = Assets:FindFirstChild("Baseplate"):Clone() bp.Parent = workspace end, ["g/crb"] = function() EFFECT("CRBaseplate") end, ["g/crbaseplate"] = function() EFFECT("CRBaseplate") end, ["g/c"] = function() pcall(function() workspace:ClearAllChildren() end) end, ["g/clear"] = function() pcall(function() workspace:ClearAllChildren() end) end, ["g/r"] = function() pcall(function() p:LoadCharacter() end) end, ["g/re"] = function() pcall(function() p:LoadCharacter() end) end, ["g/start"] = function() if UNIVERSE_Values.Status == 1 or UNIVERSE_Values.Status == 2 then return end UNIVERSE_Values.Status = 1 pcall(function() coroutine.wrap(function() if p:FindFirstChildOfClass("PlayerGui") then local pgui = p:FindFirstChildOfClass("PlayerGui") for i, v in pgui:GetChildren() do if v:IsA("ScreenGui") and v.Name:lower():find("fightui") then pcall(function() v:Destroy() end) end end end end)() EFFECT("Intro") task.wait(32) EFFECT("NIHIL") coroutine.wrap(STARTATTACK)(1) end) end, ["g/skip"] = function() if UNIVERSE_Values.Status == 1 or UNIVERSE_Values.Status == 2 then return end UNIVERSE_Values.Status = 1 pcall(function() coroutine.wrap(function() if p:FindFirstChildOfClass("PlayerGui") then local pgui = p:FindFirstChildOfClass("PlayerGui") for i, v in pgui:GetChildren() do if v:IsA("ScreenGui") and v.Name:lower():find("fightui") then pcall(function() v:Destroy() end) end end end end)() EFFECT("NIHIL") EFFECT("PlaySFX", "Theme") task.wait() coroutine.wrap(STARTATTACK)(1) end) end, ["g/end"] = function() UNIVERSE_Values.Status = 0 if UNIVERSE_Values.End then UNIVERSE_Values.End() end DisconnectAll() REQUEST("STOPSCRIPT") if p:FindFirstChildOfClass("PlayerGui") then local pgui = p:FindFirstChildOfClass("PlayerGui") for i, v in pgui:GetChildren() do if v:IsA("ScreenGui") and v.Name:lower():find("nihil_") then pcall(function() v:Destroy() end) end end end end, ["g/stop"] = function() UNIVERSE_Values.Status = 0 if UNIVERSE_Values.End then UNIVERSE_Values.End() end DisconnectAll() REQUEST("STOPSCRIPT") if p:FindFirstChildOfClass("PlayerGui") then local pgui = p:FindFirstChildOfClass("PlayerGui") for i, v in pgui:GetChildren() do if v:IsA("ScreenGui") and v.Name:lower():find("nihil_") then pcall(function() v:Destroy() end) end end end end, ["g/rj"] = function() game:GetService("TeleportService"):TeleportToPlaceInstance(game.PlaceId, game.JobId, p) end, ["g/rejoin"] = function() game:GetService("TeleportService"):TeleportToPlaceInstance(game.PlaceId, game.JobId, p) end, ["g/anger"] = function() if UNIVERSE_Values.Status == 1 then UNIVERSE_Values.Status = 2 EFFECT("PlaySFX", "Actor") end end, ["g/actor"] = function() if UNIVERSE_Values.Status == 1 then UNIVERSE_Values.Status = 2 EFFECT("PlaySFX", "Actor") end end, ["g/pervigilium"] = function() if UNIVERSE_Values.Status == 1 then UNIVERSE_Values.Status = 2 EFFECT("PlaySFX", "Actor") end end, ["g/actordetection"] = function() ForceDisableActorDetection = not ForceDisableActorDetection PRINTL("Parallel Detection has been set to: "..tostring(not ForceDisableActorDetection)) end, ["g/disableactorcheck"] = function() ForceDisableActorDetection = true PRINTL("Parallel Detection has been set to: "..tostring(not ForceDisableActorDetection)) end, ["g/toggleactorcheck"] = function() ForceDisableActorDetection = not ForceDisableActorDetection PRINTL("Parallel Detection has been set to: "..tostring(not ForceDisableActorDetection)) end, } p.Chatted:Connect(function(m) if owner and p == owner then local msg = m:gsub("/e ", ""):lower() if cmds[msg] then REQUEST("SentCommand") cmds[msg]() end end end) end game:GetService("Players").PlayerAdded:Connect(OnPlayerAdded) for i, v in game:GetService("Players"):GetPlayers() do OnPlayerAdded(v) end
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