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)