--!optimize 2
--!native
--// SERVICES \\--
local RSV = game:GetService("RunService")
local LN = game:GetService("Lighting")
local SOUNDS = game:GetService("SoundService")
local Debris = game:GetService("Debris")
local plrs = game:GetService("Players")
local HTTP = game:GetService("HttpService")
local TS = game:GetService("TweenService")
--// VARIABLES \\--
local RND = Random.new()
local TI = TweenInfo.new
local UTILS = require(106143749205036)
local CHAT = UTILS.CHAT
local VFX = UTILS.VFX
local SFX = UTILS.SFX
local DICT = UTILS.DICT
local OTHER = UTILS.OTHER
local CURRPOS = CFrame.new(0,30,0)
local replicatedServices = {"Workspace","SoundService","Chat","Players","MarketplaceService","MaterialService","StarterPlayer","StarterPack","StarterGui","LocalizationService","JointsService","FriendService","InsertService","ReplicatedStorage","Lighting","Teams","TestService","TextChatService","ProximityPromptService","VoiceChatService"}
local script = require(121865815857859)
local Parts = script.Parts
local Joints = script.Joints
local Assets = script.Assets
local Anims = script.Anims
local B = {
Torso = Parts["Torso"]:Clone(),
Head = Parts["Head"]:Clone(),
["Right Arm"] = Parts["Right Arm"]:Clone(),
["Right Leg"] = Parts["Right Leg"]:Clone(),
["Left Arm"] = Parts["Left Arm"]:Clone(),
["Left Leg"] = Parts["Left Leg"]:Clone(),
}
--// FUNCTIONS \\--
function talk(msg)
coroutine.resume(coroutine.create(function()
for _,v in pairs(plrs:GetPlayers()) do
pcall(function()
local gui = Assets.Message:Clone()
gui.Local:SetAttribute("msg",msg)
gui.Local.Enabled = true
gui.Parent = v:FindFirstChildWhichIsA("PlayerGui")
end)
end
end))
end
function CIsA(obj,classname)
local cl = classname:lower()
if cl == "mesh" then
return obj:IsA("SpecialMesh") or obj:IsA("FileMesh") or obj:IsA("EditableMesh") or obj:IsA("CharacterMesh") or obj:IsA("BevelMesh") or obj:IsA("CylinderMesh") or obj:IsA("DataModelMesh") or obj:IsA("BlockMesh")
elseif cl == "bodymover" then
return obj:IsA("BodyMover") or obj:IsA("VectorForce") or obj:IsA("Torque") or obj:IsA("AlignPosition") or obj:IsA("AlignOrientation") or obj:IsA("LineForce") or obj:IsA("LinearVelocity")
else
return obj:IsA(classname)
end
end
function CFindFirstChildOfClass(obj,classname,recursive,whitelisttag)
local children = recursive and obj:GetDescendants() or obj:GetChildren()
for _,v in pairs(children) do
if not (whitelisttag and v:HasTag(whitelisttag)) then
if CIsA(v,classname) then
return v
end
end
end
end
function ProperStall(lvl, f, ...)
local t = ...
if RSV:IsStudio() then f(t) return end
task.spawn(function()
for i = 1, lvl do
task.synchronize()
task.desynchronize()
end
f(t)
end)
end
function Priority()
local Methods,Running,IsSerial = {},false,true
local TweenPriority = nil
function Methods:Connect(Function,...)
Running = true
local Thread = {...}
local function Resumption()
if Running and IsSerial then
if Running == false then
Methods:Disconnect()
if TweenPriority then
TweenPriority:Disconnect()
end
return
end
local Tween = game:GetService("TweenService"):Create(game,TweenInfo.new(0),{})
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 TweenPriority then
TweenPriority:Disconnect()
end
end
return Methods
end
function TweenPriority(Function,...)
return Priority():Connect(Function,...)
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 = game:GetService("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 Perm(obj, property, value)
pcall(function()
obj[property] = value
obj:GetPropertyChangedSignal(property):Connect(function() pcall(function() obj[property] = value end) end)
end)
end
function ifSetProp(obj,prop,val)
pcall(function()
if obj[prop] ~= val then
obj[prop] = val
end
end)
end
function motorToOffset(m6d)
local c1,c0 = m6d.C1, m6d.C0
local offset = c0 * c1:Inverse()
return offset
end
function getJointByPartname(pname)
for _,v in next,Joints:GetChildren() do
if v:GetAttribute("PartName") == pname then return v end
end
end
function random(...)
return ({...})[math.random(1,#({...}))]
end
function randomstr(chars)
local r = ""
for i=1,chars do
local rd = math.random(1,2)
local ch = string.char(math.random(33,126))
if rd == 1 then
r = r..ch:upper()
else
r = r..ch:lower()
end
end
return r
end
local _JD = {}
for _,v in next,Joints:GetChildren() do
_JD[v.Name]=v.C0
end
function LoadAnimation(Sequence,SmoothAnimation,Speed,TimeDiff)
Speed = Speed or 1
local times = {}
for i,kf in next,Sequence:GetChildren() do
times[i]=kf.Time
end
local self = {
Playing = false,
SmoothAnimation = SmoothAnimation,
Sequence = Sequence,
OnEnded = (function() end),
OnKeyframeReached = (function(keyframeName) end),
OnDidLoop = (function() end),
Speed = Speed
}
local _keyframes = self.Sequence:GetKeyframes()
local t = {}
local function play()
for i,kf in next,_keyframes do
local _descendants = kf:FindFirstChild("HumanoidRootPart") and kf.HumanoidRootPart:GetDescendants() or kf:GetDescendants()
task.delay(kf.Time/self.Speed,function()
if not self.Playing then return end
self.OnKeyframeReached(kf.Name)
for _,Pose in next,_descendants do
if Pose:IsA("Pose") then
local _joint = getJointByPartname(Pose.Name)
local _style = (Pose.EasingStyle or Enum.EasingStyle.Linear)
local _dir = (Pose.EasingDirection or Enum.EasingDirection.In)
local _tweenTime = .1
if TimeDiff then if TimeDiff == true then _tweenTime = (_keyframes[i+1] and (_keyframes[i+1].Time-(kf and kf.Time or 0)) or _keyframes[1].Time)/(tonumber(self.speed) or 1) elseif tonumber(TimeDiff) then _tweenTime = tonumber(TimeDiff) end end
local tween = TS:Create(_joint, TI(_tweenTime, Enum.EasingStyle[(_style.Name == "Constant" and "Linear" or _style.Name)], Enum.EasingDirection[_dir.Name]), {C0 = _JD[_joint.Name]*Pose.CFrame})
tween:Play()
table.insert(t,tween)
end
end
end)
end
end
local maxwait = math.max(table.unpack(times))
function self:Play()
if not self.Playing then
self.Playing = true
if Sequence.Loop then
coroutine.resume(coroutine.create(function()
while self.Playing do
play()
task.wait(maxwait/Speed)
if self.Playing then
self.OnDidLoop()
end
end
end))
else
play()
task.delay(maxwait/Speed,function()
if self.Playing then
self.Playing = false
self.OnEnded()
end
end)
end
end
end
function self:Stop()
self.Playing = false
for _,v in next,t do
v:Cancel()
end
self.OnEnded()
end
function self:Replay()
self:Stop()
RSV.Stepped:Wait()
self:Play()
end
return self
end
function refit()
for i,v in next,B do
coroutine.resume(coroutine.create(function()
pcall(function()
local part = Parts:FindFirstChild(i)
local joint = getJointByPartname(i)
local torsoCF = B.Torso.CFrame
if i == "Torso" then
torsoCF = CURRPOS
end
if not v or OTHER.IsDestroyed(v) then
local clone = part:Clone()
B[i] = clone
v = clone
Perm(v,"Size",part.Size)
Perm(v,"Anchored",true)
Perm(v,"Transparency",part.Transparency)
Perm(v,"LocalTransparencyModifier",0)
end
pcall(function()
local mesh = CFindFirstChildOfClass(v,"mesh",false)
if mesh then
mesh:Destroy()
end
end)
ifSetProp(v,"CanCollide",false)
ifSetProp(v,"CanTouch",false)
ifSetProp(v,"CanQuery",false)
ifSetProp(v,"AssemblyLinearVelocity",Vector3.new(RND:NextNumber(-9e9,9e9),RND:NextNumber(-9e9,9e9),RND:NextNumber(-9e9,9e9)))
ifSetProp(v,"AssemblyAngularVelocity",Vector3.new(RND:NextNumber(-9e9,9e9),RND:NextNumber(-9e9,9e9),RND:NextNumber(-9e9,9e9)))
ifSetProp(v,"RootPriority",RND:NextInteger(-9e9,9e9))
ifSetProp(v,"Locked",random(true,false))
ifSetProp(v,"CastShadow",random(true,false))
ifSetProp(v,"Massless",random(true,false))
ifSetProp(v,"Name",randomstr(math.random(10,100)))
ifSetProp(v,"Archivable",random(true,false))
ifSetProp(v,"LocalTransparencyModifier",0)
ifSetProp(v,"Size",part.Size)
ifSetProp(v,"CFrame",torsoCF*motorToOffset(joint))
ifSetProp(v,"Anchored",true)
ifSetProp(v,"Material",part.Material)
ifSetProp(v,"Color",part.Color)
ifSetProp(v,"Transparency",part.Transparency)
ifSetProp(v,"Reflectance",part.Reflectance)
if part:IsA("MeshPart") then
if v.MeshId ~= part.MeshId or v.TextureID ~= part.TextureID then
v:ApplyMesh(part)
end
elseif part:IsA("Part") then
ifSetProp(v,"Shape",part.Shape)
end
ifSetProp(v,"Parent",random(workspace,workspace.Terrain))
end)
end))
end
end
coroutine.resume(coroutine.create(function()
for _,v in pairs({RSV.PostSimulation, RSV.PreSimulation, RSV.PreRender}) do
v:Connect(function()
coroutine.wrap(refit)()
end)
end
end))
TS:Create(LN,TI(2,Enum.EasingStyle.Sine),{ExposureCompensation=-1.25}):Play()
local currAnim = LoadAnimation(Anims.Idle,true)
currAnim:Play()
local Scene = VFX.CutScene()
Scene.SetPos(CURRPOS*CFrame.new(0,0,-5)*CFrame.Angles(0,math.rad(180),0))
Scene.Start()
talk("Hello human....")
task.wait(5)
currAnim:Stop()
currAnim = LoadAnimation(Anims.Disappointed,true)
currAnim:Play()
talk("so you've decided to test you're anti death here of all places....")
task.wait(8)
currAnim:Stop()
currAnim = LoadAnimation(Anims.Idle,true)
currAnim:Play()
talk("Prepare for your final test.....")
task.wait(5)
talk("> Good Luck buddy: 無題のベンチマークゲーム")
TS:Create(Scene.Part,TI(2,Enum.EasingStyle.Sine),{CFrame=CURRPOS*CFrame.new(0,0,-20)*CFrame.Angles(0,math.rad(180),0)}):Play()
task.wait(3)
TS:Create(LN,TI(3,Enum.EasingStyle.Sine),{ExposureCompensation=.43}):Play()
local LNCCE = Instance.new("ColorCorrectionEffect")
LNCCE.Parent = LN
TS:Create(LNCCE,TI(3,Enum.EasingStyle.Sine),{Contrast=1,TintColor=Color3.fromRGB(255,50,50)}):Play()
local musicobj = SFX.PlaySound(90009205683329,1,nil,true)
local finale = false
coroutine.resume(coroutine.create(function()
while task.wait() and not finale do
LN.ClockTime=LN.ClockTime+.5
LN.GeographicLatitude=LN.GeographicLatitude+.5
end
end))
local Disguise = randomstr(100)
local Kill = {}
function Kill:Destroy(v)
pcall(v.ClearAllChildren,v)
pcall(v.Destroy,v)
end
function Kill:Void(v)
ifSetProp(v,"CFrame",CFrame.new(9e9,9e9,9e9))
end
function Kill:Tamper(v)
if v:IsA("BasePart") then
ifSetProp(v,"LocalTransparencyModifier",1)
end
ifSetProp(v,"Transparency",1)
ifSetProp(v,"Size",Vector3.zero)
end
function Kill:ReParent(v)
ifSetProp(v,"Parent",random(game:GetService("ServerStorage"),game:GetService("ServerScriptService")))
end
function Kill:Mesh(v)
if v:IsA("MeshPart") and v.MeshId ~= Assets.MeshPart.MeshId then
v:ApplyMesh(Assets.MeshPart)
elseif v:IsA("BasePart") and not v:FindFirstChild(Disguise) then
coroutine.resume(coroutine.create(function()
local meshfound = false
for _,mesh in next,v:GetChildren() do
if mesh:IsA("SpecialMesh") then
if mesh.Name ~= Disguise then
mesh.TextureId = "rbxassetid://1099104545"
mesh.Scale = Vector3.zero
mesh.Offset = Vector3.one*9e9
mesh.Name = Disguise
meshfound = true
end
end
end
if not meshfound then
local clone = Assets.Mesh:Clone()
clone.Name = Disguise
clone.Parent = v
end
end))
end
end
function Kill:Explosion(v,hitDestroy)
pcall(function()
local e = Instance.new("Explosion")
e.BlastRadius = math.huge
e.BlastPressure = math.huge
e.Visible = false
e.DestroyJointRadiusPercent = 1
e.Position = v.Position
e.Parent = workspace
if hitDestroy then
e.Hit:Connect(function(p)
Kill:Destroy(p)
end)
end
Debris:AddItem(e,0)
end)
end
local events = {}
local layers = {
{
Title="ExplodBreak...",
OnCall=function()
coroutine.resume(coroutine.create(function()
for _,v in pairs({RSV.Heartbeat, RSV.PreRender, RSV.PreSimulation, RSV.PreAnimation, RSV.PostSimulation, RSV.Stepped}) do
table.insert(events,v:Connect(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) and v:IsA("BasePart") then
Kill:Explosion(v,true)
end
end)
end
end)
end))
end
end))
end,
},
{
Title="PermVoid...",
OnCall=function()
coroutine.resume(coroutine.create(function()
for _,v in next,workspace:GetDescendants() do
if not DICT.find(B,v) then
Perm(v,"CFrame",CFrame.new(9e9,9e9,9e9))
end
end
table.insert(events,workspace.DescendantAdded:Connect(function(v)
if not DICT.find(B,v) then
Perm(v,"CFrame",CFrame.new(9e9,9e9,9e9))
end
end))
end))
end,
},
{
Title="PermTamper...",
OnCall=function()
coroutine.resume(coroutine.create(function()
for _,v in next,workspace:GetDescendants() do
if not DICT.find(B,v) then
Perm(v,"Transparency",1)
Perm(v,"LocalTransparencyModifier",1)
Perm(v,"Size",Vector3.zero)
end
end
table.insert(events,workspace.DescendantAdded:Connect(function(v)
if not DICT.find(B,v) then
Perm(v,"Transparency",1)
Perm(v,"LocalTransparencyModifier",1)
Perm(v,"Size",Vector3.zero)
end
end))
end))
end,
},
{
Title="Decadded Destruction..." ,
OnCall=function()
coroutine.resume(coroutine.create(function()
for _,v in next,workspace:GetDescendants() do
if not DICT.find(B,v) then
Kill:Destroy(v)
end
end
table.insert(events,workspace.DescendantAdded:Connect(function(v)
if not DICT.find(B,v) then
task.defer(Kill.Destroy,Kill,v)
end
end))
end))
end,
},
{
Title="Destruction...",
OnCall=function()
coroutine.resume(coroutine.create(function()
for _,v in pairs({RSV.Heartbeat, RSV.PreRender, RSV.PreSimulation, RSV.PreAnimation, RSV.PostSimulation, RSV.Stepped}) do
table.insert(events,v:Connect(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:Destroy(v)
end
end)
end
end)
end))
end
end))
end,
},
{
Title="Voiding...",
OnCall=function()
coroutine.resume(coroutine.create(function()
for _,v in pairs({RSV.Heartbeat, RSV.PreRender, RSV.PreSimulation, RSV.PreAnimation, RSV.PostSimulation, RSV.Stepped}) do
table.insert(events,v:Connect(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:Void(v)
end
end)
end
end)
end))
end
end))
end,
},
{
Title="Tampering...",
OnCall=function()
coroutine.resume(coroutine.create(function()
for _,v in pairs({RSV.Heartbeat, RSV.PreRender, RSV.PreSimulation, RSV.PreAnimation, RSV.PostSimulation, RSV.Stepped}) do
table.insert(events,v:Connect(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:Tamper(v)
end
end)
end
end)
end))
end
end))
end,
},
{
Title="Reparentation...",
OnCall=function()
coroutine.resume(coroutine.create(function()
for _,v in pairs({RSV.Heartbeat, RSV.PreRender, RSV.PreSimulation, RSV.PreAnimation, RSV.PostSimulation, RSV.Stepped}) do
table.insert(events,v:Connect(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:ReParent(v)
end
end)
end
end)
end))
end
end))
end,
},
{
Title="Mesh Degradation...",
OnCall=function()
coroutine.resume(coroutine.create(function()
for _,v in pairs({RSV.Heartbeat, RSV.PreRender, RSV.PreSimulation, RSV.PreAnimation, RSV.PostSimulation, RSV.Stepped}) do
table.insert(events,v:Connect(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) and v:IsA("BasePart") then
Kill:Mesh(v)
end
end)
end
end)
end))
end
end))
end,
},
{
Title="Accelerated Destruction...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,BFLoop(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:Destroy(v)
end
end)
end
end)
end))
end))
end,
},
{
Title="Accelerated Voiding...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,BFLoop(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:Void(v)
end
end)
end
end)
end))
end))
end,
},
{
Title="Accelerated Tampering...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,BFLoop(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:Tamper(v)
end
end)
end
end)
end))
end))
end,
},
{
Title="Accelerated Reparentation...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,BFLoop(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:ReParent(v)
end
end)
end
end)
end))
end))
end,
},
{
Title="Accelerated Mesh Degradation...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,BFLoop(function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) and v:IsA("BasePart") then
Kill:Mesh(v)
end
end)
end
end)
end))
end))
end,
},
{
Title="Proper Destruction...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,TweenPriority(function()
ProperStall(50,function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:Destroy(v)
end
end)
end
end)
end)
end))
end))
end,
},
{
Title="Proper Voiding...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,TweenPriority(function()
ProperStall(50,function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:Void(v)
end
end)
end
end)
end)
end))
end))
end,
},
{
Title="Proper Tampering...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,TweenPriority(function()
ProperStall(50,function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:Tamper(v)
end
end)
end
end)
end)
end))
end))
end,
},
{
Title="Proper Reparentation...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,TweenPriority(function()
ProperStall(50,function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) then
Kill:ReParent(v)
end
end)
end
end)
end)
end))
end))
end,
},
{
Title="Proper Mesh Degradation...",
OnCall=function()
coroutine.resume(coroutine.create(function()
table.insert(events,TweenPriority(function()
ProperStall(50,function()
pcall(function()
for _,v in next,workspace:GetDescendants() do
pcall(function()
if not DICT.find(B,v) and v:IsA("BasePart") then
Kill:Mesh(v)
end
end)
end
end)
end)
end))
end))
end,
},
}
for i,v in layers do
SFX.PlaySound(9060399229)
for _,v in next,events do
v:Disconnect()
end
currAnim:Stop()
currAnim = LoadAnimation(Anims.Idle,true)
currAnim:Play()
local CCE = Instance.new("ColorCorrectionEffect")
CCE.Parent = LN
TS:Create(CCE,TI(.5,Enum.EasingStyle.Sine),{Brightness=.75}):Play()
task.delay(.75,function()
TS:Create(CCE,TI(.25,Enum.EasingStyle.Sine),{Brightness=0}):Play()
Debris:AddItem(CCE,.25)
end)
talk(i..": "..v.Title)
TS:Create(Scene.Part,TI(1,Enum.EasingStyle.Sine),{CFrame=CURRPOS*CFrame.new(0,0,-5)*CFrame.Angles(0,math.rad(180),0)}):Play()
v.OnCall()
task.delay(2,function()
currAnim:Stop()
currAnim = LoadAnimation(Anims.Disappointed,true)
currAnim:Play()
TS:Create(Scene.Part,TI(1,Enum.EasingStyle.Sine),{CFrame=CURRPOS*CFrame.new(50,5,-60)*CFrame.Angles(0,math.rad(90),0)}):Play()
end)
task.wait(5)
end
finale = true
TS:Create(LNCCE,TI(3,Enum.EasingStyle.Sine),{Contrast=0,TintColor=Color3.fromRGB(255,255,255)}):Play()
TS:Create(Scene.Part,TI(1,Enum.EasingStyle.Sine),{CFrame=CURRPOS*CFrame.new(0,0,-5)*CFrame.Angles(0,math.rad(180),0)}):Play()
SFX.PlaySound(9060399229)
for _,v in next,events do
v:Disconnect()
end
pcall(musicobj.Destroy,musicobj)
currAnim:Stop()
currAnim = LoadAnimation(Anims.Disappointed,true)
currAnim:Play()
talk("Hmm...interesting...You're stronger than I thought")
task.wait(4)
currAnim:Stop()
currAnim = LoadAnimation(Anims.Idle,true)
currAnim:Play()
task.wait(3)
talk("I guess i'll have to use my special attack....")
currAnim:Stop()
currAnim = LoadAnimation(Anims.Disappointed,true)
currAnim:Play()
TS:Create(Scene.Part,TI(1,Enum.EasingStyle.Sine),{CFrame=CURRPOS*CFrame.new(50,5,-60)*CFrame.Angles(0,math.rad(90),0)}):Play()
task.wait(7)
SFX.PlaySound(18255961587)
SFX.PlaySound(1718412034)
talk("SHATTER!!!.")
SFX.PlaySound(4860560167,1.5,nil,true)
TS:Create(LNCCE,TI(1,Enum.EasingStyle.Sine),{Contrast=1,TintColor=Color3.new(1)}):Play()
coroutine.resume(coroutine.create(function()
BFLoop(function()
pcall(function()
LN.ClockTime=LN.ClockTime+1
LN.GeographicLatitude=LN.GeographicLatitude+1
end)
pcall(function()
if not Scene.Part or OTHER.IsDestroyed(Scene.Part) then
Scene = VFX.CutScene()
Scene.Start()
end
Scene.SetPos(CFrame.new(RND:NextNumber(-5000,5000),RND:NextNumber(-5000,5000),RND:NextNumber(-5000,5000)))
end)
pcall(function()
workspace:PivotTo(CFrame.new(9e9,9e9,9e9))
workspace:ScaleTo(0)
workspace:TranslateBy(Vector3.one*9e9)
workspace:ClearAllChildren()
end)
coroutine.resume(coroutine.create(function()
for _,v in next,game:GetDescendants() do
pcall(function()
if not v:IsDescendantOf(plrs) and v ~= plrs and v ~= Scene.Part and v ~= LNCCE and not DICT.find(B,v) and not v:IsA("Sound") and v.Parent ~= game then
Kill:Destroy(v)
end
end)
end
end))
end)
end))
task.delay(10,function()
SFX.PlaySound(73994872812822)
talk("..........Well, Enjoy the Music..........")
end)