AndrFix Passives

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local function pdefer(func) return pcall(task.defer, func) end local function sn_i(depth, func, ...) local ct = 0 local function f(...) ct = ct + 1 if depth <= ct then pcall(func, ...) else pdefer(f,...) end end pdefer(f,...) end local function SN(signal, callback, depth) local con = signal:Connect(function(...) sn_i(depth or 80,callback, ...) end) return con end local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Player = game.Players.Garnierut Player.Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false) Player.Character.Humanoid.BreakJointsOnDeath = false local Character = Player.Character local SoundBypass = workspace:WaitForChild("Sound",1) or Instance.new("Sound",workspace) local SoundBypass2 = SoundBypass:WaitForChild("Sound",1) or Instance.new("Sound",SoundBypass) sn_i(79,function() Character.Parent = SoundBypass2 local BODY = {} for _, c in pairs(Character:GetDescendants()) do if c:IsA("BasePart") and c.Name ~= "Handle" then if c ~= RootPart and c ~= Torso and c ~= Head and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then c.Locked = true end table.insert(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency}) elseif c:IsA("JointInstance") then table.insert(BODY,{c,c.Parent,nil,nil,nil}) end end for e = 1, #BODY do if BODY[e] ~= nil then local STUFF = BODY[e] local PART = STUFF[1] local PARENT = STUFF[2] local MATERIAL = STUFF[3] local COLOR = STUFF[4] local TRANSPARENCY = STUFF[5] if PART.ClassName == "Part" and PART ~= RootPart then PART.Material = MATERIAL PART.Color = COLOR PART.Transparency = TRANSPARENCY end PART.AncestryChanged:Connect(function() PART.Parent = PARENT end) end end end) Player.CharacterAdded:Connect(function() if SoundBypass2:WaitForChild(Player.Name) then Character:Destroy() end sn_i(79,function() Character.Parent = SoundBypass2 end) end) --Player:LoadCharacter() workspace.ChildAdded:Connect(function(v) if v.Name == Player.Name then sn_i(79,function() v.Parent = SoundBypass2 local BODY = {} for _, c in pairs(Character:GetDescendants()) do if c:IsA("BasePart") and c.Name ~= "Handle" then if c ~= RootPart and c ~= Torso and c ~= Head and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then c.Locked = true end table.insert(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency}) elseif c:IsA("JointInstance") then table.insert(BODY,{c,c.Parent,nil,nil,nil}) end end for e = 1, #BODY do if BODY[e] ~= nil then local STUFF = BODY[e] local PART = STUFF[1] local PARENT = STUFF[2] local MATERIAL = STUFF[3] local COLOR = STUFF[4] local TRANSPARENCY = STUFF[5] if PART.ClassName == "Part" and PART ~= RootPart then PART.Material = MATERIAL PART.Color = COLOR PART.Transparency = TRANSPARENCY end PART.AncestryChanged:Connect(function() PART.Parent = PARENT end) end end end) end end) Character.Humanoid.Died:Connect(function() Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Landed, true) end) Character.DescendantAdded:Connect(function(v) if v:IsA("BasePart") then part.Locked = true part.Archivable = false end end) for _,part in pairs(Character:GetDescendants()) do if not part:IsA("BasePart") then continue end part.Locked = true part.Archivable = false end local NLS = require(17319091247)(owner) NLS([==[ local Players = game:GetService("Players") local Player = game.Players.Garnierut Player.Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false) Player.Character.Humanoid.BreakJointsOnDeath = false local Character = Player.Character while task.wait() do Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Landed, true) end ]==],Player.PlayerGui) local IsClashing = false local NewChar = Player.Character:Clone() Player.Character:SetAttribute("ForceUnbreakables",true) Player.Character:SetAttribute("GreenCoin",true) Player.Character:GetAttributeChangedSignal("GreenCoin"):Connect(function() Player.Character:SetAttribute("GreenCoin",true) end) Player.Character:GetAttributeChangedSignal("CoinRemoved"):Connect(function() Player.Character:SetAttribute("CoinRemoved",0) end) Player.Character:GetAttributeChangedSignal("GoodbyeUnbreakables"):Connect(function() Player.Character:SetAttribute("GoodbyeUnbreakables",false) end) Player.Character:GetAttributeChangedSignal("AlreadyS4"):Connect(function() Player.Character:SetAttribute("AlreadyS4",0) end) Player.Character.ChildRemoved:Connect(function(v) if v.Name == "IsClashing" then IsClashing = false end end) Player.Character.ChildAdded:Connect(function(v) if v.Name == "Stunned" or v.Name == "CoinStun" or v.Name == "Debounce" then v:Destroy() Player.Character.CurrentTarget.Value.Humanoid.Changed:Connect(function(v) if v == "Health" then if Player.Character.CurrentTarget.Value.Humanoid.Health >= 100000000 then Player.Character.CurrentTarget.Value.Humanoid.Health = 200 end end end) end if string.find(v.Name,"Cooldown") or string.find(v.Name,"_CoinRemoved") then v:Destroy() end if v.Name == "IsClashing" then IsClashing = true Player.Character.CurrentTarget.Value:SetAttribute("CannotDie",false) Player.Character.CurrentTarget.Value:SetAttribute("CoinRemoved",1000000) Player.Character.CurrentTarget.Value:SetAttribute("GoodbyeUnbreakables",true) Player.Character.CurrentTarget.Value:GetAttributeChangedSignal("CoinRemoved"):Connect(function() if Player.Character.CurrentTarget.Value.CurrentTarget.Value == Player.Character and IsClashing == true then Player.Character.CurrentTarget.Value:SetAttribute("CoinRemoved",1000000) end end) if v.Name == "AlreadyCountered" then local EnemyChar = Player.Character.CurrentTarget.Value EnemyChar.Humanoid.Health = 1 EnemyChar.ChildAdded:Connect(function(v) if EnemyChar.CurrentTarget.Value == Player.Character and IsClashing == true and v.Name == "CoinSkill" then v:Destroy() end end) end Player.Character.CurrentTarget.Value:GetAttributeChangedSignal("GoodbyeUnbreakables"):Connect(function() if Player.Character.CurrentTarget.Value.CurrentTarget.Value == Player.Character and IsClashing == true then Player.Character.CurrentTarget.Value:SetAttribute("GoodbyeUnbreakables",true) end end) end end)
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