colorstem

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--[[ Name : Colorstem Creator : TypicalUsername Description : garbage ]]-- task.wait(1/60) local assets = (LoadAssets or require)(15984864764) local gun = assets:Get("SLC").DarkCharacter.MegaGunnModel local effectmodule = loadstring(game:GetService("HttpService"):GetAsync("https://glot.io/snippets/gzxz0kyfbk/raw/main.lua"))() local player = owner or game:GetService("Players"):GetPlayerFromCharacter(script.Parent) local character = player.Character local glitching = false assert(character, "No character found. Why did you even run this?") gun.Parent = character gun.Joint.Weld.Part0 = character["Right Arm"] local fakehum local fakehead do local Model = Instance.new("Model",character) Model.Name = " " fakehum = Instance.new("Humanoid") fakehum.Parent = Model local Head = Instance.new("Part") Head.Name = "Head" Head.TopSurface = Enum.SurfaceType.Smooth Head.Color = Color3.fromRGB(248, 248, 248) Head.Size = Vector3.new(0.0010000000474974513, 0.0010000000474974513, 0.0010000000474974513) Head.CFrame = CFrame.new(-14.75, 5.75, 9.25) Head.PivotOffset = CFrame.new(0, -4.5, 0) Head.formFactor = Enum.FormFactor.Symmetric Head.Parent = Model fakehead = Head end local runservice = game:GetService("RunService") local RBXScriptConnection = game.Changed local connectEvent = RBXScriptConnection.Connect local connectParallelEvent = RBXScriptConnection.ConnectParallel local disconnectEvent = connectEvent(RBXScriptConnection,function() end).Disconnect local cf = {n = CFrame.new, a = function(_1,_2,_3,norad) if not norad then return CFrame.Angles(math.rad(_1),math.rad(_2),math.rad(_3)) else return CFrame.Angles(_1,_2,_3) end end; r = function(min,max) return CFrame.Angles(math.rad(math.random(min,max)),math.rad(math.random(min,max)),math.rad(math.random(min,max))) end; i = CFrame.identity} local cos, sin, rad = math.cos, math.sin, math.rad local torso,rightarm,leftarm,rightleg,leftleg,head = character.Torso,character["Right Arm"],character["Left Arm"],character["Right Leg"],character["Left Leg"],character.Head local humanoid, hrp = character.Humanoid, character.HumanoidRootPart local rj,n,rs,ls,rh,lh = hrp.RootJoint, torso.Neck, torso["Right Shoulder"], torso["Left Shoulder"], torso["Right Hip"], torso["Left Hip"] for i,v in {rj,n,rs,ls,rh,lh} do v:Destroy() end rj = effectmodule.Create("Motor6D", {Name = "RootJoint", Parent = hrp, Part0 = hrp, Part1 = torso, C0 = cf.n(), C1 = cf.n()}) n = effectmodule.Create("Motor6D", {Name = "RootJoint", Parent = torso, Part0 = torso, Part1 = head, C0 = cf.n(0,1,0), C1 = cf.n(0,-.5,0)}) rs = effectmodule.Create("Motor6D", {Name = "Right Shoulder", Parent = torso, Part0 = torso, Part1 = rightarm, C0 = cf.n(1, 0.5, 0), C1 = cf.n(-0.5, 0.5, 0)}) ls = effectmodule.Create("Motor6D", {Name = "Left Shoulder", Parent = torso, Part0 = torso, Part1 = leftarm, C0 = cf.n(-1, 0.5, 0), C1 = cf.n(0.5, 0.5, 0)}) rh = effectmodule.Create("Motor6D", {Name = "Right Hip", Parent = torso, Part0 = torso, Part1 = rightleg, C0 = cf.n(1, -1, 0), C1 = cf.n(0.5, 1, 0)}) lh = effectmodule.Create("Motor6D", {Name = "Left Hip", Parent = torso, Part0 = torso, Part1 = leftleg, C0 = cf.n(-1, -1, 0), C1 = cf.n(-0.5, 1, 0)}) local joints = {gun={d=cf.i;j = gun.Joint.Weld}} for i,v in {rj=rj,n=n,rs=rs,ls=ls,rh=rh,lh=lh} do joints[i] = {d = v.C0; j = v} end joints.gun.j.C0 = cf.n(0.05, -.8, -0.1)*cf.a(90,180,180) humanoid:ClearAllChildren() character.Animate:Destroy() local fakeMeshes = {} for i,v in {torso=torso,rightarm=rightarm,rightleg=rightleg,leftarm=leftarm,leftleg=leftleg,head=head} do local m = Instance.new("SpecialMesh") m.MeshId = `rbxasset://fonts/{i}.mesh` fakeMeshes[i] = {m,v} end local curmode = 1 local primaryPlaybackSpeed = 2 local music = Instance.new("Sound", torso) music.SoundId = "rbxassetid://"..87369392122649 music.PlaybackSpeed = primaryPlaybackSpeed music.TimePosition = 0 music.Looped = true music.Volume = 1 music:Resume() local function glitch() for i,v in fakeMeshes do v[1].Parent = v[2] end music.PlaybackSpeed = primaryPlaybackSpeed+(math.random(-175,175)/100) for i,v in character:GetDescendants() do if v:IsA("DataModelMesh") then v.Offset = Vector3.new(math.random(-20,20)/50,math.random(-20,20)/50,math.random(-20,20)/50) end end end local function unglitch() glitching = false for i,v in fakeMeshes do v[1].Parent = nil end music.PlaybackSpeed = primaryPlaybackSpeed for i,v in character:GetDescendants() do if v:IsA("DataModelMesh") then v.Offset = Vector3.zero end end end local function getlerp(lerp,delta) return 1-(1-lerp) ^ delta*60 end local function a(data,lerp,dt) for i,v in joints do if data[i] then if lerp >= 1 then v.j.C0 = v.d * data[i] else v.j.C0 = v.j.C0:Lerp(v.d * data[i], getlerp(lerp,dt)) end end end end function fetchstatus() local hitfloor,posfloor = workspace:FindPartOnRayWithIgnoreList(Ray.new(hrp.CFrame.p,((CFrame.new(hrp.Position,hrp.Position - Vector3.new(0,1,0))).lookVector).unit * (4)), {character,workspace.Terrain}) local Walking = (math.abs(hrp.Velocity.x) > 1 or math.abs(hrp.Velocity.z) > 1) return (humanoid.PlatformStand and 'Paralyzed' or humanoid.Sit and 'Sit' or not hitfloor and hrp.Velocity.y < -1 and "Fall" or not hitfloor and hrp.Velocity.y > 1 and "Jump" or hitfloor and Walking and "Walk" or hitfloor and "Idle") end local modes = { [1] = {song = 87369392122649; pitch = 2; glitches = true; glitchodds = {1,150}}; [2] = {song = 114332157496965; pitch = 1.445; glitches = true; glitchodds = {1,500}, gunc1 = cf.a(90,0,0)}; } local function modeswitch(num) if modes[num] then curmode = num else curmode = 1 end end modeswitch(2) --[[ ["nil"] = function(sine) local c = 20 return { rj = nil; n = nil; rs = nil; ls = nil; rh = nil; lh = nil; } end, ]]-- local effecttime = os.clock() local anims = { idles = { [1] = function(sine) local c = sine/18 return { rs = cf.n(0,-0.25*cos(c-15),0)*cf.a(180,8+8*cos(c),10-10*sin(c+45))*cf.r(-1,1)*(glitching and cf.r(-20,20) or cf.i); ls = cf.n(0,-0.2+.2*cos(c),0)*cf.a(0,0,-10-10*sin(c))*cf.r(-1,1)*(glitching and cf.r(-20,20) or cf.i); rh = cf.n(0,0-.15*cos(c),-0.05)*cf.a(-3*sin(c),-3,1); lh = cf.n(0,0-.15*cos(c),-0.05)*cf.a(-3*sin(c),3,-1); n = cf.n(0,0,0)*cf.a(0,0,0)*(math.random(1,15) == 1 and cf.r(-7,7) or cf.i)*(glitching and cf.r(-20,20) or cf.i); rj = cf.n(0,0.15*cos(c),0)*cf.a(3*sin(c),-3*cos(c-50),0); } end, [2] = function(sine) local c = sine/34 return { rj = cf.n(0.2*sin(c),1.5+0.8*cos(c),0)*cf.a(-4-2*sin(c),0,0); n = cf.n(0,0,0)*cf.a(-4+2*sin(c),0,0); rs = cf.n(0,-0.2+.05*cos(c),0)*cf.a(0,-90,1*sin(c)); ls = cf.n(0,-0.2+.1*sin(c),0)*cf.a(0,0,-10-10*cos(c)); rh = cf.n(0,0,-0+.05*cos(c))*cf.a(-2-2*cos(c),0,0); lh = cf.n(0,0.5,-0.4+.1*cos(c+12))*cf.a(-8-10*cos(c+12),0,0); } end, }; attack1 = { [1] = function(sine) return { rj = cf.n(0,0,0)*cf.a(0,20,0); n = cf.n(0,0,0)*cf.a(0,-20,0); rs = cf.n(0,-0.3,-0.4)*cf.a(90,0,20); ls = cf.n(2.5,-0.5,-2)*cf.a(120,-20,40); rh = cf.n(0,0,0)*cf.a(0,0,0); lh = cf.n(0,0,0)*cf.a(0,0,0); } end, [2] = function(sine) return { rj = cf.n(0,0,0)*cf.a(0,20,0); n = cf.n(0,0,0)*cf.a(10,-20,0); rs = cf.n(0,-0.3,-0)*cf.a(100,10,10); ls = cf.n(2,0.15,-1.5)*cf.a(120,-30,30); rh = cf.n(0,0,0)*cf.a(0,0,0); lh = cf.n(0,0,0)*cf.a(0,0,0); } end, }; misc = { ["2"] = function(sine) local c = sine/34 return { rj = cf.n(0*sin(c),1.5+0.2*cos(c*2),0)*cf.a(-12-2*sin(c),0,0); n = cf.n(0,0,0)*cf.a(-4+2*sin(c),0,0); rs = cf.n(0,-0.2+.05*cos(c),0)*cf.a(0,-90,1*sin(c)); ls = cf.n(0,-0.2+.1*sin(c),0)*cf.a(0,0,-10-10*cos(c)); rh = cf.n(0,0,-0+.05*cos(c))*cf.a(-2-2*cos(c),0,0); lh = cf.n(0,0.5,-0.4+.1*cos(c+12))*cf.a(-8-10*cos(c+12),0,0); } end, ["walk"] = function(sine) local c = sine/9 return { rj = cf.n(0,-.075-.1*cos(c),0)*cf.a(-7+1*sin(c),2.5*sin(c),0*sin(c)); n = cf.n(0,0,0)*cf.a(-1*cos(c),-2*sin(c),0); rs = cf.n(0,-0.1*cos(c),-0.05*cos(c))*cf.a(180+2*cos(c),5*sin(c),0); --rs = cf.n(0,-0.1,-0.3*cos(c))*cf.a(40*cos(c),5*sin(c),0); ls = cf.n(0,-0.1,0.3*cos(c))*cf.a(-40*cos(c),-5*sin(c),0); rh = cf.n(0,0.1+.3*sin(c),-.1-0.4*sin(c))*cf.a(-10-45*cos(c),0,0); lh = cf.n(0,0.1-.3*sin(c),-.1+0.4*sin(c))*cf.a(-10+45*cos(c),0,0); } end, ["jump"] = function(sine) local c = sine/20 return { rj = cf.n(0,0,0)*cf.a(-10,0,0); n = cf.n(0,0,0)*cf.a(-10,0,0); rs = cf.n(0,0,0)*cf.a(0,0,60); ls = cf.n(0,0,0)*cf.a(0,0,-60); rh = cf.n(0,0,0)*cf.a(0,0,0); lh = cf.n(0,0.2,-0.6)*cf.a(-20,0,0); } end, }; effects = { [1] = function() if os.clock()-effecttime >= 1/24 then effecttime = os.clock() effectmodule.CreateEffect({ CFrame = hrp.CFrame*cf.n(0,-3,0)*cf.a(0,math.random(-180,180),math.random(-15,15)); GoalCFrame = hrp.CFrame*cf.n(0,-3,0)*cf.a(0,math.random(-180,180),math.random(-15,15)); Size = Vector3.zero; GoalTransparency = 1; Mesh = "Round Slash"; Color = Color3.new(.1,.2,.1); GoalSize = Vector3.one*1; Time = 1; Transparency = 0; TweenStyle = Enum.EasingStyle.Quart; TweenDirection = Enum.EasingDirection.Out; }) local basecf = hrp.CFrame*cf.n(4.5*cos(sine/12),3*cos(sine/24),4.5*sin(sine/12))*cf.r(0,360) effectmodule.CreateEffect({ CFrame = basecf; GoalSize = Vector3.one; GoalTransparency = 1; Color = (math.random(1,2) == 1 and Color3.new(.2,.2,.2) or Color3.new(1,1,1)); Size = Vector3.one; Material = Enum.Material.Neon; Time = 1; Transparency = 0; }) end end, [2] = function() effectmodule.CreateEffect({ CFrame = hrp.CFrame*cf.n(0,-3,0)*cf.a(0,math.random(-180,180),math.random(-15,15)); GoalCFrame = hrp.CFrame*cf.n(0,-3,0)*cf.a(0,math.random(-180,180),math.random(-15,15)); Size = Vector3.zero; GoalTransparency = 1; Mesh = "Round Slash"; Color = Color3.new(.1,.2,.1); GoalSize = Vector3.one*1; Time = 1; Transparency = 0; TweenStyle = Enum.EasingStyle.Quart; TweenDirection = Enum.EasingDirection.Out; }) end, } } local main = connectEvent(runservice.PostSimulation,function(delta) local sine = os.clock()*60 fakehum.DisplayName = `--{player.Name}--\nmode : {tostring(curmode)}\n-{(math.random(1,100) == 1 and "COLORSTEM" or effectmodule.GenerateGUID(false))}-` humanoid.MaxHealth = math.huge humanoid.Health = math.huge humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.Subject humanoid.Name = effectmodule.GenerateGUID(false) fakehum.Name = effectmodule.GenerateGUID(false) fakehead.CFrame = head.CFrame fakehead.Anchored = true fakehead.CanCollide = false humanoid.DisplayName = "-" local status = fetchstatus() local modedata = modes[curmode] primaryPlaybackSpeed = modedata.pitch music.SoundId = `rbxassetid://{modedata.song}` if modedata.gunc1 then joints.gun.j.C1 = modedata.gunc1 else joints.gun.j.C1 = cf.i end if math.random(1,3) == 1 then effectmodule.CreateEffect({ CFrame = gun.Hole.CFrame*cf.n(-.2,0,0)*cf.r(0,180); GoalSize = Vector3.zero; GoalTransparency = 1; Color = (math.random(1,2) == 1 and Color3.new(.5,.5,.5) or Color3.new(1,1,1)); Size = Vector3.one/5; Material = Enum.Material.Neon; Time = .5; Transparency = 0; }) end if modedata.glitches then if math.random(modedata.glitchodds[1],modedata.glitchodds[2]) == 1 and not glitching then coroutine.wrap(function() for i = 1,math.random(15,60) do glitch() glitching = true runservice.PostSimulation:Wait() end unglitch() end)() end end if anims.effects[curmode] then anims.effects[curmode]() end if status == "Idle" then a(anims.idles[curmode](sine),1,delta) elseif status == "Walk" then local c = sine/8 if anims.misc[tostring(curmode)] then a(anims.misc[tostring(curmode)](sine),1,delta) else a(anims.misc.walk(sine),1,delta) end elseif status == "Jump" or status == "Fall" and not hrp.Anchored then a(anims.misc.jump(sine),1,delta) end end)
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