yagevil

Run Settings
LanguageLua
Language Version
Run Command
owner=owner local Players = game:GetService("Players") local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local TweenService = game:GetService("TweenService") local HttpService = game:GetService("HttpService") local LogService = game:GetService("LogService") local OWNER_NAME = owner and owner.Name or script:GetAttribute("OwnerName") local OWNER = Players:FindFirstChild(OWNER_NAME) local ASSETS do if RunService:IsStudio() then ASSETS = require(script.MainModule)() else local thread = coroutine.running() LogService.MessageOut:Once(function() ASSETS = require(15195905128)() coroutine.resume(thread) end) task.defer(print, ":3") coroutine.yield() end end local LOCALSCRIPTS = ASSETS.LocalScripts:Clone() local MODULES = ASSETS.Modules:Clone() local MODELS = ASSETS.Models:Clone() local IMMUTABLE = require(MODULES.IMMUTABLE) local LAEVATEINN = require(MODULES.LAEVATEINN) local CSF = require(MODULES.CSF)() local CSE = require(MODULES.CSE)() local ANIMATOR = require(MODULES.ANIMATOR).new() local CONNECTIONS = {} script.Enabled = false; script:Destroy() --[[ ---------------------------------- -- REMOTE SETUP -- ---------------------------------- ]]-- -- REMOTE local RemoteName = "[["..tostring(os.clock()).. tostring(OWNER.UserId) RemoteName = RemoteName:sub(1, 30) -- fat name limit local Remote = Instance.new("RemoteEvent") Remote.Name = RemoteName Remote.Parent = ReplicatedStorage local RemoteRequests = {} local function OnServerEvent(player, RequestType, ...) if player == OWNER and RemoteRequests[RequestType] then RemoteRequests[RequestType](...) end end Remote.OnServerEvent:Connect(OnServerEvent) -- REMOTE CHECKER local RemoteBlackmail = {} local RemoteCheck = RunService.Heartbeat:Connect(function() local remotes = 0 for i, remote in ReplicatedStorage: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 ReplicatedStorage: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 = ReplicatedStorage Remote.OnServerEvent:Connect(OnServerEvent) -- Blackmail the people trying to kill the remote by lagging the hell out of the server lolmao local rnd = Random.new() for i = 1, 1000 do local part = Instance.new("Part") table.insert(RemoteBlackmail, part) part.CFrame = CFrame.new(rnd:NextNumber(-9999999999, 9999999999), rnd:NextNumber(-9999999999, 9999999999), rnd:NextNumber(-9999999999, 9999999999)) end else if #RemoteBlackmail > 0 then for i = math.floor(#RemoteBlackmail * 2/3), 1, -1 do RemoteBlackmail[i]:Destroy() table.remove(RemoteBlackmail, i) end end end end) function EFFECT(EffectName, ...) Remote:FireAllClients("EFFECT", EffectName, ...) end --[[ ---------------------------------- -- CHARACTER SETUP -- ---------------------------------- ]]-- local CHARACTER_MODEL = MODELS.YAGWICK:Clone() local HEALTH_MODEL = MODELS.FakeYagwick:Clone() local EIZOKU = IMMUTABLE.new({CHARACTER_MODEL, HEALTH_MODEL}, {workspace, workspace}) local CFRAMES = { ROOTCF = script:GetAttribute("StartCF") or CFrame.new(0, 3, 0), LIMBS = {} } local ORIGINAL_ROOTCF = CFrame.new(0, 9e3, 0) CHARACTER_MODEL:PivotTo(ORIGINAL_ROOTCF) HEALTH_MODEL:PivotTo(ORIGINAL_ROOTCF) local NAME_TO_LIMB_MAP = { ["Torso"] = { Inst = CHARACTER_MODEL.Torso, OffsetFrom = function() return CFRAMES.ROOTCF end }, ["Head"] = { Inst = CHARACTER_MODEL.Head, OffsetFrom = CHARACTER_MODEL.Torso, }, ["Right Arm"] = { Inst = CHARACTER_MODEL["Right Arm"], OffsetFrom = CHARACTER_MODEL.Torso, }, ["Left Arm"] = { Inst = CHARACTER_MODEL["Left Arm"], OffsetFrom = CHARACTER_MODEL.Torso, }, ["Right Leg"] = { Inst = CHARACTER_MODEL["Right Leg"], OffsetFrom = CHARACTER_MODEL.Torso, }, ["Left Leg"] = { Inst = CHARACTER_MODEL["Left Leg"], OffsetFrom = CHARACTER_MODEL.Torso, } } function GetBasePartAncestorOrRoot(instanceRep) if instanceRep.Parent then return instanceRep -- is root end local parent = instanceRep.Parent or instanceRep.ParentData.Inst if parent:IsA("BasePart") then return instanceRep.ParentData else return GetBasePartAncestorOrRoot(instanceRep.ParentData) end end --// START DEFENSE local DEFENSE_CurrentLevel = 1 local HNEnabled = true do local function LOOP(requiredLv) if DEFENSE_CurrentLevel >= requiredLv then EIZOKU:CheckEverything() end end local loopTypes = { {"Heartbeat", 1}, {"Stepped", 2}, {"HeartbeatPrio", 3}, {"SteppedPrio", 3}, {"TweenPrio", 1}, {"TaskWait", 4} } for _, data in loopTypes do EIZOKU:Loop(data[1], function() LOOP(data[2]) end) end end function DEFENSE_ResetSettings() EIZOKU.Settings = table.clone(EIZOKU.SettingsCopy) end function DEFENSE_ToggleHN(enabled: boolean) HNEnabled = enabled EIZOKU.Settings.HNEnabled = HNEnabled DEFENSE_ChangeLevel(DEFENSE_CurrentLevel, true) end function DEFENSE_ChangeLevel(newLv: number, bypassCheck: boolean) if newLv == DEFENSE_CurrentLevel and not bypassCheck then return end DEFENSE_CurrentLevel = newLv DEFENSE_ResetSettings() local settings = EIZOKU.Settings if newLv == 0 then settings.LoopsEnabled = false settings.EventsEnabled = false elseif newLv == 1 then -- hm... elseif newLv == 2 then settings.EventsEnabled = true elseif newLv == 3 then settings.EventsEnabled = true settings.EventsPriorityGrab = true settings.LoopSNEnabled = true settings.LoopSN = {2} elseif newLv == 4 then settings.EventsEnabled = true settings.HNEnabled = HNEnabled settings.LoopSNEnabled = true settings.CheckSpamEnabled = true settings.CheckPropSNEnabled = true end EIZOKU.PropsCache[HEALTH_MODEL.Humanoid].DisplayName.PropValue = string.format("Yagwick [LV. %d] [HNENABLED: %s]", newLv, HNEnabled and 1 or 0) EIZOKU:CheckEverything({DisableAttackedFuncs = true}) end -- Hypernull alert do local HNALERT_Debounce = os.clock() EIZOKU:RegisterHypernullFunc(function(method, HN) if os.clock() - HNALERT_Debounce < 5 then return end HNALERT_Debounce = os.clock() EFFECT("YELLOW_ALERT", CFRAMES.ROOTCF) end) end --[[ ---------------------------------- -- EOTW -- ---------------------------------- ]]-- do local KILLALL_Enabled = false local KILLALL = LAEVATEINN.new() KILLALL.Settings.PropertyStrength = 4 KILLALL.Settings.FunctionStrength = 1 KILLALL.Settings.LoopSNEnabled = true KILLALL.Settings.LoopSN = {1, 3, 5, 10, 12} local function KILL(inst: Instance) KILLALL:ModelVoid(workspace) local ok = pcall(function() return type(inst) end) if not ok then -- IS DEADLY BY ITSELF -- may work for deadly baseparts (caught through descadded maybe) KILLALL:LockVoid(inst) else local HAS_DEADLY_CHILDREN = false pcall(function() for _, desc in inst:GetDescendants() do local ok = pcall(function() return type(inst) end) if not ok then HAS_DEADLY_CHILDREN = true KILLALL:LockVoid(desc) -- try to void these children end end end) -- has deadly children but isn't deadly by itself if HAS_DEADLY_CHILDREN then KILLALL:ForceVoid(inst) KILLALL:LockVoid(inst) end pcall(function() KILLALL:AstroInHand(inst) end) pcall(function() workspace:ClearAllChildren() end) pcall(function() workspace.Terrain:ClearAllChildren() end) KILLALL:Eliminate(inst) end end local function LOOP() if not KILLALL_Enabled then return end if HNEnabled then KILLALL:HN(function() for _, desc in workspace:GetDescendants() do pcall(KILL, desc) end local descs = workspace:GetDescendants() for i = #descs, 1, -1 do pcall(KILL, descs[i]) end end) else for _, desc in workspace:GetDescendants() do pcall(KILL, desc) end local descs = workspace:GetDescendants() for i = #descs, 1, -1 do pcall(KILL, descs[i]) end end end local die: RBXScriptConnection local function DIE(inst: Instance) if not KILLALL_Enabled then return end die:Disconnect() die = workspace.DescendantAdded:Connect(DIE) KILLALL:SN({2}, KILLALL.HN, KILLALL, KILL, inst) KILLALL:SN({1}, LOOP) end die = workspace.DescendantAdded:Connect(DIE) -- local loopTypes = {"Heartbeat", "Stepped", "HeartbeatPrio", "SteppedPrio", "TweenPrio"} KILLALL:SN({1, 3, 5, 7, 10}, function() for _, loopType in loopTypes do KILLALL:Loop(loopType, LOOP) end end) -- function KILLALL_Activate() KILLALL.Settings.PropertyStrength = HNEnabled and 4 or 3 KILLALL_Enabled = true end function KILLALL_Deactivate() KILLALL_Enabled = false KILLALL:ClearEvents() end function KILLALL_Clear() KILLALL_Deactivate() KILLALL:ClearLoops() pcall(function() die:Disconnect() die = nil end) end end --[[ ---------------------------------- -- CHARACTER -- ---------------------------------- ]]-- local CHARACTER_SIZE = Vector3.new(0, 3, 0) local DISABLE_MOVEMENT = true local DISABLE_UPDATE_MOVEMENT = false local DISABLE_STATE_ANIMATIONS = true local DISABLE_UPDATE_ANIMATIONS = false local SPEED = 16 local JUMPING_TIME = 0 local FALLING_TIME = 0 local STATE = "Idle" local FORCES = {} local CURRENT_DIRECTION = Vector3.new(0, 0, 0) local LOOK_VECTOR = ORIGINAL_ROOTCF.LookVector local PREVIOUS_LOOK_VECTOR = LOOK_VECTOR local CURRENT_FLOOR = nil local function UpdateMovement(delta) if not DISABLE_MOVEMENT then FORCES.MOVEMENT = { Force = CURRENT_DIRECTION * SPEED, GenesisTime = os.clock() } end --- calculate force local force = Vector3.new() local newForces = {} for guid, t in FORCES do if not t.Decay then force += t.Force continue end local existTime = os.clock() - t.GenesisTime if existTime >= t.Decay then FORCES[guid] = nil continue end local alpha = TweenService:GetValue( math.clamp(existTime / t.Decay, 0, 1), Enum.EasingStyle.Quad, Enum.EasingDirection.In ) local actualForce = t.Force * (1 - alpha) force += actualForce end --- calculate position local acceleration = force -- acceleration = force since m = 1 (F = ma) local currentPos = CFRAMES.ROOTCF.Position local supposedPos = currentPos + (acceleration * delta) ---- raycast local fallDistance = math.clamp(2 + (FALLING_TIME * 9.8), 5, 150) / 10 local raycastParams = RaycastParams.new() local filter = {} for _, rootObject in EIZOKU.TopInstanceReps do table.insert(filter, rootObject.ImageInst) end raycastParams.FilterDescendantsInstances = filter local origin = currentPos local direction = acceleration - CHARACTER_SIZE local result = workspace:Raycast(origin, direction, raycastParams) local isAirborne = false --- state local oldState = STATE local targetY if result then isAirborne = false if result.Instance:IsA("BasePart") then CURRENT_FLOOR = result.Instance end else local supposedPosition = origin + direction if supposedPosition.Y <= workspace.FallenPartsDestroyHeight then isAirborne = false else isAirborne = true end end if isAirborne then if acceleration.Y < 0 then STATE = "Falling" FALLING_TIME += delta else STATE = "Jumping" end targetY = origin + direction + CHARACTER_SIZE else if acceleration.X == 0 and acceleration.Z == 0 then STATE = "Idle" else STATE = "Walking" end FALLING_TIME = 0 targetY = result.Position + CHARACTER_SIZE end --- calculate position 2 local yAxis = math.clamp(targetY.Y, workspace.FallenPartsDestroyHeight, math.huge) local newPos = Vector3.new(supposedPos.X, yAxis, supposedPos.Z) --- calculate lookAt local lookVector = LOOK_VECTOR if (STATE == "Idle") and PREVIOUS_LOOK_VECTOR then lookVector = PREVIOUS_LOOK_VECTOR end local lookAt = newPos + lookVector local newLookAt = Vector3.new(lookAt.X, yAxis, lookAt.Z) local newCF = CFrame.lookAt(newPos, newLookAt, Vector3.new(0, 1, 0)) PREVIOUS_LOOK_VECTOR = lookVector CFRAMES.ROOTCF = newCF Remote:FireClient(OWNER, "UPDATE_CFRAMES", CFRAMES) end local ANCESTORS_CACHE = {} local CFRAMES_RECORD_BLACKLIST = { [HEALTH_MODEL.Head] = true } local function UpdateAnimations(delta) local correction = delta / (1/60) local offsetsOverride = {} offsetsOverride[HEALTH_MODEL.Head] = { Offset = CFrame.new(0, 2.3, 0), LimbMap = { Inst = HEALTH_MODEL.Head, OffsetFrom = function() return CFRAMES.ROOTCF end } } local currentAnimTrack = ANIMATOR.CurrentTrack if currentAnimTrack then for limbName, limbData in currentAnimTrack.LimbData do local data = NAME_TO_LIMB_MAP[limbName] if not data then continue end local inst = data.Inst local offset = limbData.Tracker.Value -- offset from nearest ancestor offsetsOverride[inst] = { Offset = offset, LimbMap = data } end end --- offsets local function recursiveOffset(instanceRep, rootObject) local inst = instanceRep.Inst local propsCache = EIZOKU.PropsCache[inst] if inst:IsA("BasePart") and propsCache then -- find ancestor and imageancestor local centerCF = CFrame.new() -- calculate offset between this and its ancestor local offsetOverride = offsetsOverride[inst] or {} if offsetOverride.LimbMap then local offsetFrom = offsetOverride.LimbMap.OffsetFrom if typeof(offsetFrom) == "function" then centerCF = offsetFrom() else centerCF = EIZOKU.PropsCache[offsetFrom].CFrame.PropValue end else local ancestor = ANCESTORS_CACHE[inst] if not ancestor then ancestor = inst:FindFirstAncestorWhichIsA("BasePart") or rootObject.Inst ANCESTORS_CACHE[inst] = ancestor end if ancestor:IsA("BasePart") then centerCF = EIZOKU.PropsCache[ancestor].CFrame.PropValue offsetOverride.Offset = ancestor.CFrame:ToObjectSpace(inst.CFrame) else centerCF = CFRAMES.ROOTCF offsetOverride.Offset = ORIGINAL_ROOTCF:ToObjectSpace(inst.CFrame) end end local newCF = centerCF * offsetOverride.Offset propsCache.CFrame.PropValue = newCF instanceRep.ImageInst.CFrame = newCF if NAME_TO_LIMB_MAP[inst.Name] and not CFRAMES_RECORD_BLACKLIST[inst] then CFRAMES.LIMBS[inst.Name] = newCF end end for _, child in instanceRep.Children do task.spawn(recursiveOffset, child, rootObject) end end for _, rootObject in EIZOKU.TopInstanceReps do task.spawn(recursiveOffset, rootObject, rootObject) end table.clear(offsetsOverride) end local CFRAME_SEND_DEBOUNCE = os.clock() local IMAGE_DEBOUNCE = os.clock() CONNECTIONS.CharacterUpdate = RunService.Heartbeat:Connect(function(delta) if OWNER.Character then -- fuck yo realchar pcall(game.Destroy, OWNER.Character) OWNER.Character = nil end if not DISABLE_UPDATE_MOVEMENT then UpdateMovement(delta) end if not DISABLE_UPDATE_ANIMATIONS then UpdateAnimations(delta) end if os.clock() - CFRAME_SEND_DEBOUNCE > 1/30 then CFRAME_SEND_DEBOUNCE = os.clock() Remote:FireAllClients("LIMBS_CFRAMES", CFRAMES.LIMBS) end if os.clock() - IMAGE_DEBOUNCE > 4 and DEFENSE_CurrentLevel >= 3 then IMAGE_DEBOUNCE = os.clock() EFFECT("MIRAGE") EMIT_IMAGE(EIZOKU, 1, 1.5) end end) RemoteRequests.UPDATE_MOVEMENT = function(cfDirection, lookVector) if DISABLE_MOVEMENT then return end local rootDirection = CFRAMES.ROOTCF * cfDirection local newDirection = Vector3.new(0, 0, 0) local offset = rootDirection.Position - CFRAMES.ROOTCF.Position if offset.Magnitude > 0 then newDirection = offset.Unit end CURRENT_DIRECTION = newDirection LOOK_VECTOR = lookVector end --[[ ---------------------------------- -- LOCALSCRIPT SETUP -- ---------------------------------- ]]-- local function SetupLocalScript(player, scriptBase) local newModule = scriptBase:Clone() local newRunner = LOCALSCRIPTS.Runner:Clone() newModule:SetAttribute("RemoteName", RemoteName) newModule.Name = CSF:RandomString() newRunner.Name = CSF:RandomString() newModule.Parent = newRunner newRunner.Parent = player.PlayerGui task.defer(game.Destroy, newRunner) end local function onPlayerAdded(player) if player.Name == OWNER_NAME then OWNER = player end if player == OWNER then SetupLocalScript(player, LOCALSCRIPTS.Owner) end SetupLocalScript(player, LOCALSCRIPTS.Others) end CONNECTIONS.PLAYERADDED = Players.PlayerAdded:Connect(onPlayerAdded) for _, player in Players:GetPlayers() do onPlayerAdded(player) end --[[ ---------------------------------- -- ANIMATIONS -- --------------------------------------- ]]-- DEFENSE_ChangeLevel(0) for _, root in EIZOKU.TopInstanceReps do root.ImageInst:Destroy() end --task.wait(3) DEFENSE_ChangeLevel(1) for _, module in MODULES.Keyframes:GetChildren() do ANIMATOR:LoadAnimationTrack(module.Name, require(module)) end --EFFECT("ENTRANCE") --ANIMATOR:PlayAnimationTrack("EntranceCrush", true) --task.wait(3.45) --ANIMATOR:PlayAnimationTrack("Crush") --task.wait(1.6) --ANIMATOR:PlayAnimationTrack("Entrance", false) --task.wait(1.2) DISABLE_UPDATE_MOVEMENT = false DISABLE_MOVEMENT = false DISABLE_STATE_ANIMATIONS = false FORCES.GRAVITY = { Force = Vector3.new(0, -2, 0), GenesisTime = os.clock() } -- local oldState = nil CONNECTIONS.ANIMATIONS = RunService.Heartbeat:Connect(function() if DISABLE_STATE_ANIMATIONS then return end if oldState ~= STATE then if STATE == "Idle" then ANIMATOR:PlayAnimationTrack("Idle", true) elseif STATE == "Walking" then ANIMATOR:PlayAnimationTrack("Walk", true) elseif STATE == "Jumping" then ANIMATOR:PlayAnimationTrack("Jump", true) elseif STATE == "Falling" then ANIMATOR:PlayAnimationTrack("Fall", true) end oldState = STATE end end) --[[ ---------------------------------- -- REMOTE REQUESTS -- ---------------------------------- ]]-- RemoteRequests.TOGGLE_ANCHOR = function() DISABLE_UPDATE_MOVEMENT = not DISABLE_UPDATE_MOVEMENT end function EMIT_IMAGE(eizoku, time, distance) local parts = {} local cfs = {} local function recurse(instanceRep) local inst = instanceRep.Inst local imageInst = instanceRep.ImageInst if inst:IsA("BasePart") and not NAME_TO_LIMB_MAP[inst.Name] then table.insert(parts, imageInst) table.insert(cfs, eizoku.PropsCache[inst].CFrame.PropValue) end for _, child in instanceRep.Children do recurse(child) end end for _, rootObject in EIZOKU.TopInstanceReps do recurse(rootObject) end EFFECT("YAGWICK_IMAGE", parts, cfs, CFRAMES.ROOTCF.RightVector * (distance or 3), time) end --[[ ---------------------------------- -- ACTIONS -- ---------------------------------- ]]-- local ACTIONS = {} local DISABLE_ACTIONS = false --// MISC do -- Jump local JUMP_DEBOUNCE = 0 ACTIONS.JUMP = { KeyCode = Enum.KeyCode.Space, ExecuteCondition = function() return os.clock() - JUMP_DEBOUNCE > 0.2 end, Func = function() JUMP_DEBOUNCE = os.clock() FORCES.JUMP = { Force = Vector3.new(0, 3.6, 0), Decay = 0.9, GenesisTime = os.clock() } end, } end do -- Change level for i = 1, 4 do local keyCode if i == 1 then keyCode = Enum.KeyCode.KeypadOne elseif i == 2 then keyCode = Enum.KeyCode.KeypadTwo elseif i == 3 then keyCode = Enum.KeyCode.KeypadThree elseif i == 4 then keyCode = Enum.KeyCode.KeypadFour end ACTIONS["CHANGE_LEVEL".. i] = { KeyCode = keyCode, ExecuteCondition = function() return DEFENSE_CurrentLevel ~= i end, Func = function() DEFENSE_ChangeLevel(i) Remote:FireAllClients("CHANGE_LEVEL", i) end, } end end do -- Refit ACTIONS.REFIT = { KeyCode = Enum.KeyCode.Q, ExecuteCondition = function() return true end, Func = function() EIZOKU:CheckEverything({DisableAttackedFuncs = true}) end, } end do -- Toggle HN ACTIONS.TOGGLEHN = { KeyCode = Enum.KeyCode.M, ExecuteCondition = function() return true end, Func = function() DEFENSE_ToggleHN(not HNEnabled) end, } end do -- Anchor ACTIONS.ANCHOR = { KeyCode = Enum.KeyCode.KeypadFive, ExecuteCondition = function() return true end, Func = function() DISABLE_UPDATE_MOVEMENT = not DISABLE_UPDATE_MOVEMENT end, } end do -- Stopscript local STOPPED = false ACTIONS.STOPSCRIPT = { KeyCode = Enum.KeyCode.KeypadZero, ExecuteCondition = function() return not STOPPED end, IgnoreDisableActions = true, Func = function() STOPPED = true EIZOKU._oldLevel = 0 ACTIONS.EOTW_END.Func() DISABLE_UPDATE_MOVEMENT = true ANIMATOR:PlayAnimationTrack("Entrance", false, true) Remote:FireAllClients("STOPSCRIPT") KILLALL_Clear() RemoteCheck:Disconnect() Remote:Destroy() for _, v in RemoteBlackmail do v:Destroy() end table.clear(RemoteRequests) table.clear(RemoteBlackmail) task.wait(2) for _, conn in CONNECTIONS do conn:Disconnect() end EIZOKU:Destroy() task.wait(1) OWNER:LoadCharacter() script:Destroy() end, } end --// LV4 SPECIALS do -- EOTW local EOTW_DEBOUNCE = 0 local EOTW_ACTIVE = false local EOTW_START_TIME = nil local EOTW = LAEVATEINN.new() local function EOTW_START() EOTW_DEBOUNCE = 9e300 EOTW_ACTIVE = true EOTW_START_TIME = os.clock() DISABLE_ACTIONS = true DISABLE_UPDATE_MOVEMENT = true local T = EOTW_START_TIME ANIMATOR:PlayAnimationTrack("EOTW") EFFECT("KILLALL_Charge") task.spawn(error, "Let's put an end to it all.") task.delay(1.1 + 2.75, function() EIZOKU._oldLevel = DEFENSE_CurrentLevel EIZOKU.SNMaid:Destroy() EMIT_IMAGE(EIZOKU, 0.4) DEFENSE_ChangeLevel(0) EOTW:Loop("Heartbeat", function() if HNEnabled then EOTW:HN(function() workspace:ClearAllChildren() end) else pcall(function() workspace:ClearAllChildren() end) end end) for _, rep in EIZOKU.TopInstanceReps do pcall(game.Destroy, rep.ImageInst) end task.spawn(error, "Individually, spectacularly and freely.") end) task.delay(1.1 + 2.75 + 3 + 3 + 1, function() _G.EOTW = true EOTW:ClearEvents() EOTW:ClearLoops() EOTW_DEBOUNCE = os.clock() if not RunService:IsStudio() then KILLALL_Activate() -- prevent the funny accidental studio crashings end EFFECT("KILLALL_Release") task.spawn(error, "Die.") task.delay(15, function() if not EOTW_ACTIVE or T ~= EOTW_START_TIME then return end -- no duplicates EFFECT("KILLALL_Win") task.spawn(error, "What's the matter? You're not up to it?") end) end) end local function EOTW_END() KILLALL_Deactivate() DEFENSE_ChangeLevel(EIZOKU._oldLevel) EIZOKU:CheckEverything({DisableAttackedFuncs = true}) EIZOKU._oldLevel = nil DISABLE_ACTIONS = false DISABLE_UPDATE_MOVEMENT = false EOTW_DEBOUNCE = os.clock() EOTW_ACTIVE = false EOTW_START_TIME = nil ANIMATOR:PlayAnimationTrack("Idle", true) EFFECT("KILLALL_End") _G.EOTW = false task.spawn(error, "Small fry.") end ACTIONS.EOTW_START = { KeyCode = Enum.KeyCode.Six, ExecuteCondition = function() local cond1 = DEFENSE_CurrentLevel == 4 local cond2 = EOTW_ACTIVE == false local cond3 = os.clock() - EOTW_DEBOUNCE > 4 return cond1 and cond2 and cond3 end, Func = EOTW_START, } ACTIONS.EOTW_END = { KeyCode = Enum.KeyCode.Six, IgnoreDisableActions = true, ExecuteCondition = function() local cond1 = EOTW_ACTIVE local cond2 = os.clock() - EOTW_DEBOUNCE > 4 return cond1 and cond2 end, Func = EOTW_END, } end local function GetFilter() local filter = {CURRENT_FLOOR} for _, root in EIZOKU.TopInstanceReps do table.insert(filter, root.ImageInst) end return filter end local function IsPartValidTarget(inst, foundTargets, filter, regionRoot, regionSize) if not inst:IsA("BasePart") then return false end if table.find(foundTargets, inst) then return false end for _, filterAncestor in filter do if inst:IsDescendantOf(filterAncestor) or inst == filterAncestor then return false end end if CSF:PartInRotatedRegion(inst, regionRoot, regionSize) then return true end if CSF:PosInRotatedRegion(inst.Position, regionRoot, regionSize) then return true end return false end local function GetTargets(regionRoot, regionSize) local filter = GetFilter() local parts = CSF:Region(regionRoot, regionSize, filter) local deadlies = {} for _, part in parts do -- why would u leave CanQuery on deadly parts bro pcall(function() if CSF:IsRobloxLocked(part) then table.insert(deadlies, part) end end) end for _, desc in workspace:GetDescendants() do pcall(function() if IsPartValidTarget(desc, parts, filter, regionRoot, regionSize) then table.insert(parts, desc) end end) end return parts, deadlies end local STATIC_DEBOUNCE = os.clock() local function StaticAlert() if os.clock() - STATIC_DEBOUNCE > 6 then STATIC_DEBOUNCE = os.clock() EFFECT("STATIC", 0.5) end end do -- Yinyang local YINYANG_DEBOUNCE = false local ATTACKER = LAEVATEINN.new() ATTACKER.Settings.LoopSNEnabled = true ATTACKER.Settings.LoopSN = {1, 2} ATTACKER.Settings.FunctionStrength = 2 local CAUGHT_BY_DESCADDED = {} local function KILL(inst: Instance, ignoreCaught) if inst:IsA("Terrain") then return end local idx = table.find(CAUGHT_BY_DESCADDED, inst) if idx then table.remove(CAUGHT_BY_DESCADDED, idx) else if not ignoreCaught then StaticAlert() end end ATTACKER:Eliminate(inst) end local regionRoot = CFrame.new() local regionSize = Vector3.new() local function LOOP() local parts, deadlies = GetTargets(regionRoot, regionSize) for _, part in parts do task.spawn(KILL, part) end for _, part in deadlies do StaticAlert() ATTACKER:ForceVoid(part) ATTACKER:LockVoid(part) ATTACKER:Eliminate(part) end end local function YINYANG_START() YINYANG_DEBOUNCE = true DISABLE_ACTIONS = true DISABLE_STATE_ANIMATIONS = true DISABLE_MOVEMENT = true ATTACKER.Settings.FunctionStrength = HNEnabled and 2 or 1 local oldGravity = FORCES.GRAVITY FORCES = {} -- charge ANIMATOR:PlayAnimationTrack("LV4Charge") task.wait(0.2) local rootCF = CFRAMES.ROOTCF local endCF = rootCF + (rootCF.LookVector * 120) EFFECT("YINYANG_CHARGE", rootCF) -- shoot task.wait(1) ANIMATOR:PlayAnimationTrack("YinyangRelease") task.wait(0.45) -- recoil local recoil = -rootCF.LookVector * 50 FORCES.RECOIL = { Force = Vector3.new(recoil.X, 0, recoil.Z), GenesisTime = os.clock(), Decay = 0.3 } EFFECT("YINYANG_RELEASE", rootCF) -- deadly ball regionRoot = rootCF regionSize = Vector3.new(1, 1, 1) * 30 CAUGHT_BY_DESCADDED = workspace:GetDescendants() -- loop local loopTypes = {"Heartbeat", "Stepped", "HeartbeatPrio", "TweenPrio"} for _, loopType in loopTypes do ATTACKER:Loop(loopType, LOOP) end -- inst local conn: RBXScriptConnection local function instFunc(inst: Instance) conn:Disconnect() conn = workspace.DescendantAdded:Connect(instFunc) table.insert(CAUGHT_BY_DESCADDED, inst) ATTACKER:SN({2}, function() if not inst.Parent then return end if IsPartValidTarget(inst, {}, GetFilter(), regionRoot, regionSize) then KILL(inst, true) end end) end conn = workspace.DescendantAdded:Connect(instFunc) CSE:TweenCustom(rootCF, endCF, TweenInfo.new(2.8), function(newRoot) regionRoot = newRoot end) -- commence kill task.wait(2.8) CAUGHT_BY_DESCADDED = workspace:GetDescendants() regionRoot = rootCF + (rootCF.LookVector * 120) regionSize = Vector3.new(1, 1, 1) * 240 -- end kill task.wait(2) conn:Disconnect() FORCES.GRAVITY = oldGravity ATTACKER:ClearEvents() ATTACKER:ClearLoops() ANIMATOR:PlayAnimationTrack("Idle", true) CAUGHT_BY_DESCADDED = {} DISABLE_STATE_ANIMATIONS = false DISABLE_MOVEMENT = false DISABLE_ACTIONS = false YINYANG_DEBOUNCE = false end ACTIONS.YINYANG = { KeyCode = Enum.KeyCode.One, ExecuteCondition = function() local cond1 = DEFENSE_CurrentLevel == 4 local cond2 = YINYANG_DEBOUNCE == false return cond1 and cond2 end, Func = YINYANG_START, } end do -- Soul Burn local SOULBURN_DEBOUNCE = false local function SOULBURN_END() SOULBURN_DEBOUNCE = false DISABLE_ACTIONS = false DISABLE_UPDATE_MOVEMENT = false ANIMATOR:PlayAnimationTrack("Idle", true) end local function SOULBURN_START() SOULBURN_DEBOUNCE = true DISABLE_ACTIONS = true DISABLE_UPDATE_MOVEMENT = true -- animations & effects ANIMATOR:PlayAnimationTrack("LV4Charge2") task.wait(0.25) -- charge local rootCF = CFRAMES.ROOTCF EFFECT("SOULBURN_CHARGE", rootCF) -- grab task.wait(1) EFFECT("SOULBURN_GRAB", rootCF) -- monologue task.wait(1) EFFECT("SOULBURN_MONOLOGUE", rootCF) -- end task.wait(16) EFFECT("SOULBURN_KILL", rootCF) task.wait(1) SOULBURN_END() end ACTIONS.SOULBURN_START = { KeyCode = Enum.KeyCode.Five, ExecuteCondition = function() local cond1 = DEFENSE_CurrentLevel == 4 local cond2 = SOULBURN_DEBOUNCE == false return cond1 and cond2 end, Func = SOULBURN_START } end RemoteRequests.ACTION = function(keyCode: Enum.KeyCode) for _, action in ACTIONS do if DISABLE_ACTIONS and not action.IgnoreDisableActions then continue end if action.KeyCode == keyCode and action.ExecuteCondition() then task.spawn(action.Func) end end end
Editor Settings
Theme
Key bindings
Full width
Lines