Some thing ig?

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--repeat task.wait() until shared.magic --game:GetService("Players"):WaitForChild("Player2") --task.wait(3) local actorize = NLS and require("@parallel") or function(func) func() end actorize(function() local function angles(x,y,z) return CFrame.Angles(math.rad(x), math.rad(y), math.rad(z)) end local function rand() return math.rad(math.random() * math.random(-1,1) * 0.5) end local undefined = (function() local module = {} local function hn(f, ...) local status = coroutine.status(task.spawn(hn, f, ...)) if status == "suspended" then f(...) end end function module.init(player, player2, magic) local CSSEContainer = require(16260122956).HumanoidDescription local function RobloxLock(Object) local Accoutrement = Instance.new("Accoutrement") local Handle = Instance.new("Part") Handle.CFrame = CFrame.new(1e5, 1e5+1.5, 1e5) Handle.Name = "Handle" Handle.Size = Vector3.one * 10 Accoutrement.Name = "Instance" Object.Parent = Accoutrement local Container = magic.forceClone(CSSEContainer) game:GetService("RunService").PreSimulation:Wait() Container.Parent = workspace Accoutrement.Parent = workspace Handle.Parent = Accoutrement Handle:SetNetworkOwner(nil) Handle.AssemblyLinearVelocity = Vector3.new(0,-0.01,0) Handle.AssemblyAngularVelocity = Vector3.new(0,1e5,0) game:GetService("RunService").PostSimulation:Wait() Container.Parent = nil return Handle end local ModelContainer = Instance.new("Part") local Character = Instance.new("Model", ModelContainer) local humanoid = Instance.new("Humanoid", Character) module.lockedchar = {ModelContainer, Chracter, humanoid} -- local ready = false -- player.Changed:Connect(function(prop) -- if prop == "Character" then -- player.Character = Character -- ready = true -- end -- end) -- player:Kick() -- repeat task.wait() until ready player.Character = Character RobloxLock(ModelContainer) -- physics local function X11(Object) player:LoadCharacterAppearance(Object) end -- i have no fucking idea about how this works, but it does™ local function runtimepermlock(object) local container = Instance.new("Folder") local sub_container = Instance.new("Folder", container) local part_container = Instance.new("Part", sub_container) local sub_part_container = Instance.new("Folder", part_container) object.Parent = sub_part_container sub_container.Changed:Connect(function() X11(part_container) end) container:Remove() end local result = { objects = {}, character = nil, can_refit = false, inside_container_refs = {}, use_world_model = false } function result.new(instance, properties) local _result = result local result = { cframe = CFrame.identity, reference = instance, current = nil, connections = {}, tween = nil } function result.set_cframe(value) result.cframe = value if result.current ~= nil then workspace:BulkMoveTo({result.current}, {value}, Enum.BulkMoveMode.FireCFrameChanged) end end table.insert(_result.objects, result) return result end function result.refit() result.can_refit = false for k,v in result.objects do for k2,v2 in v.connections do v2:Disconnect() table.remove(v.connections, k2) end v.current = nil if v.tween then v.tween:Play() v.tween = nil end end player2:LoadCharacter() end function result.check_refit(property, from) --print(property, result.can_refit) if not result.can_refit then return end if property == "Parent" then if not from then local success, error = pcall(function() return workspace[player2.Name] end) if typeof(error) ~= "Instance" then return result.refit() end else return result.refit() -- fired from descendants of the character, this should never fire end else if from then if property ~= "CFrame" and property ~= "Rotation" and property ~= "Orientation" and property ~= "Position" and property ~= "AssemblyCenterOfMass" then if property == "Size" then return result.refit() end else workspace:BulkMoveTo({from.current}, {from.cframe}, Enum.BulkMoveMode.FireCFrameChanged) end end end end hn(function() player2.CanLoadCharacterAppearance = false end) player2.ChildAdded:Connect(function(object) if not object:IsA("Backpack") then return end local character = player2.Character -- note, character has only been changed internally and events (.changed, .characteradded) haven't been fired yet result.character = character if result.on_refit then task.spawn(result.on_refit, character) end character.Changed:Connect(function(property) local parts = {} local cframes = {} for k,v in result.objects do if v.current then table.insert(parts, v.current) table.insert(cframes, v.cframe) end end workspace:BulkMoveTo(parts, cframes, Enum.BulkMoveMode.FireCFrameChanged) end) -- it has occoured to me that character can't be edited runtimepermlock(character) local top_container = Instance.new("CharacterMesh") local container = Instance.new(result.use_world_model and "WorldModel" or "Model", top_container) container.Name = "" top_container.Name = "" for k,v in result.inside_container_refs do v:Clone().Parent = container end for k,v in result.objects do v.current = v.reference:Clone() v.current.Parent = container --v.current.Name = "" v.current.CanCollide = false v.current.CanTouch = false v.current.CanQuery = false v.tween = game:GetService("TweenService"):Create(v.current, TweenInfo.new(1e-302), { Anchored = false, CFrame = CFrame.new(0,-2e9,0), CanQuery = true }) local current = v.current table.insert(v.connections, v.current.Changed:ConnectParallel(function(property) task.synchronize() --if not (property == "CFrame") then --print(v.current == current) --print(property) --end if current == v.current then -- i didn't know you could compare locked instances result.check_refit(property, v) end end)) end hn(function() player2:LoadCharacterAppearance(top_container) for k,v in result.objects do workspace:BulkMoveTo({v.current}, {v.cframe}, Enum.BulkMoveMode.FireCFrameChanged) end result.can_refit = true player2.Character = nil end) end) game:GetService("RunService").Heartbeat:Connect(function() local parts = {} local cframes = {} for k,v in result.objects do if v.current then table.insert(parts, v.current) table.insert(cframes, v.cframe) end end workspace:BulkMoveTo(parts, cframes, Enum.BulkMoveMode.FireCFrameChanged) end) return result end return module end)() local weld = (function() local Weld = {} Weld.__index = Weld function Weld.new(p0, p1, c0, c1, name) local self = setmetatable({}, Weld) self.Part0 = p0 self.Part1 = p1 self.C0 = c0 self.C1 = c1 self.Transform = CFrame.new() self.OriginalC0 = c0 self.oc0 = c0 self.lastPush = nil self.alpha = 0.3 self.Name = name return self end function Weld:push() local cf = (typeof(self.Part0) == "Instance" and self.Part0.CFrame or self.Part0.cframe) * self.C0 * self.C1:Inverse() if self.alpha ~= 1 then if self.lastPush then cf = self.lastPush:Lerp(cf, self.alpha) end end self.lastPush = cf self.Part1.set_cframe(cf) end function Weld:Destroy() setmetatable(self, nil) self = nil end -- thank you dino turto return Weld end)() -- require(script.fakeweld) local magic = (function() local module = {} local jointsService = game:GetService("JointsService") function module.hn(f, ...) if game:GetService("RunService"):IsStudio() then return f(...) end local status = coroutine.status(task.spawn(module.hn, f, ...)) if status == "suspended" then f(...) end end local ni_thread = coroutine.create(function()game[true]=true;end);coroutine.resume(ni_thread) module.set = debug.info(ni_thread, 0, "f") local i_thread = coroutine.create(function()return game[true]end);coroutine.resume(i_thread) module.get = debug.info(i_thread, 0, "f") function module.phantom(part, time, clone, parent) if not time then local container = Instance.new("BindableEvent") local part: Part = clone and part:Clone() or part part.Parent = container container.Destroying:Connect(function() if workspace.StreamingEnabled then module.hn(module.set, part, "Parent", jointsService) end module.hn(module.set, part, "Parent", parent or workspace) end) container:Destroy() else local container = Instance.new("BindableEvent") local exp = Instance.new("Explosion", container) local part: Part = clone and part:Clone() or part part.Parent = exp exp.DestroyJointRadiusPercent = 0 exp.BlastRadius = 0 exp.BlastPressure = 0 exp.Visible = false exp.TimeScale = time container.Destroying:Connect(function() if workspace.StreamingEnabled then module.hn(module.set, exp, "Parent", jointsService) end module.hn(module.set, exp, "Parent", parent or workspace) end) container:Destroy() end end local humanoid = Instance.new("Humanoid") local description = Instance.new("HumanoidDescription", humanoid) function module.forceClone(o) local parent = o.Parent o.Parent = description local cloned = humanoid:GetAppliedDescription() o.Parent = parent return cloned[o.Name] end function module.forceParent(object, parent, useHn) local hn = useHn and module.hn or function(func, ...) return func(...) end local humanoid = Instance.new("Humanoid") local lowerTorso = Instance.new("Part") lowerTorso.Name = "LowerTorso" lowerTorso.Anchored = true hn(module.set, humanoid, "Parent", parent) hn(module.set, lowerTorso, "Parent", parent) pcall(hn, humanoid.ReplaceBodyPartR15, humanoid, Enum.BodyPartR15.LowerTorso, object) hn(game.Destroy, humanoid) hn(game.Destroy, lowerTorso) end function module.permLock(container, valueName) local newContainer = module.forceClone(container) local value = newContainer[valueName] newContainer:Remove() return value.Value end return module end)() local player = game:GetService("Players").libsystemd local player2 = game:GetService("Players").amdvlk -- table.foreach(undefined, print) local undefined = undefined.init(player, player2, magic) -- require(script.ModuleScript).init(player, player2) local character_ref = require(137424044209704)() -- script["iris"]:Clone() local torso = undefined.new(character_ref.Torso) local head = undefined.new(character_ref.Head) local rightArm = undefined.new(character_ref["Right Arm"]) local rightLeg = undefined.new(character_ref["Right Leg"]) local leftArm = undefined.new(character_ref["Left Arm"]) local leftLeg = undefined.new(character_ref["Left Leg"]) local voidStar = undefined.new(character_ref.VoidStar.Handle) local hair = undefined.new(character_ref.hair.Handle) local darkheart = undefined.new(character_ref.darkheart) undefined.inside_container_refs = { character_ref.shirt, character_ref.pants, character_ref.Humanoid } local root = Instance.new("Part") root.CFrame = CFrame.new(0,4,0) local welds = { torso = weld.new(root, torso, CFrame.identity, CFrame.identity, "torso"), head = weld.new(torso, head, CFrame.new(0,1,0), CFrame.new(0,-0.5,0), "head"), rightArm = weld.new(torso, rightArm, CFrame.new(1,0.75,0), CFrame.new(-0.5,0.75,0), "right arm"), leftArm = weld.new(torso, leftArm, CFrame.new(-1,0.75,0), CFrame.new(0.5,0.75,0), "left arm"), rightLeg = weld.new(torso, rightLeg, CFrame.new(-1,-1,0), CFrame.new(-0.5,1,0), "right leg"), leftLeg = weld.new(torso, leftLeg, CFrame.new(1,-1,0), CFrame.new(0.5,1,0), "left leg"), voidStar = weld.new(head, voidStar, CFrame.new(0,0,0), CFrame.new(0,-0.6,0), "void star"), hair = weld.new(head, hair, CFrame.new(0,-0.44,0.192) * CFrame.Angles(0,math.rad(-180),0), CFrame.new(0,-0.6,0), "hair"), darkheart = weld.new(torso, darkheart, CFrame.new(0.016530990600585938, -0.10389995574951172, -0.20625686645507812) * angles(25.822999954223633, -43.55099868774414, 78.40399932861328), CFrame.identity, "darkheart") } if game:GetService("RunService"):IsStudio() then script.Name = player2.Name require(script.fcenv)() end local remote = Instance.new("RemoteEvent") task.spawn(NLS, [[ local remote = script.Parent script:Destroy() local runService = game:GetService("RunService") local uis = game:GetService("UserInputService") local root = Instance.new("Part") root.Anchored = true root.Size = Vector3.new(2,2,1) root.CFrame = CFrame.new(10,10,0) root.Transparency = 0.75 root.Velocity = Vector3.new(0.01,0.01,0.01) local character remote.OnClientEvent:Connect(function(type, data) if type == "character" then character = data end end) local flight = false uis.InputBegan:Connect(function(input, gpe) if gpe then return end if input.KeyCode == Enum.KeyCode.Space then for i = 0, 1, 1/10 do root.Velocity = root.Velocity + Vector3.new(0,2,0) task.wait() end elseif input.KeyCode == Enum.KeyCode.F then flight = not flight end end) remote:FireServer("ready") local orientation = CFrame.identity local fallTime = 0 root.Parent = workspace runService.RenderStepped:Connect(function(dt) if root.Velocity.Magnitude < 0.001 then root.Velocity = Vector3.new(0.003,0.003,0.003) end root.CFrame = CFrame.new(root.Position + root.Velocity / 10) root.Velocity = root.Velocity * 0.9 local movementMultipler = Vector3.one * 0.3 local camera = workspace.CurrentCamera local position = Vector3.zero if uis:IsKeyDown(Enum.KeyCode.W) then position = position + camera.CFrame.LookVector * movementMultipler end if uis:IsKeyDown(Enum.KeyCode.A) then position = position + -camera.CFrame.XVector * movementMultipler end if uis:IsKeyDown(Enum.KeyCode.S) then position = position + -camera.CFrame.LookVector * movementMultipler end if uis:IsKeyDown(Enum.KeyCode.D) then position = position + camera.CFrame.XVector * movementMultipler end if (position * Vector3.new(1,0,1)).Magnitude > 0.01 then orientation = CFrame.lookAt(Vector3.zero, position * Vector3.new(1,0,1)) end root.CFrame = root.CFrame * orientation root.Velocity = root.Velocity + position * Vector3.new(1,0,1) local params = RaycastParams.new() params.FilterType = Enum.RaycastFilterType.Exclude params.FilterDescendantsInstances = {root, character} if not flight then local cast = workspace:Blockcast( root.CFrame, root.Size, Vector3.new(0,-2.5,0), params ) if cast then fallTime = 0 root.Position = root.Position + Vector3.new(0, 2 - cast.Distance, 0) if root.Velocity.Y < 0 then root.Velocity = root.Velocity * Vector3.new(1,0,1) end else fallTime = fallTime + 0.01 root.Velocity = root.Velocity + Vector3.new(0,-fallTime,0) end end workspace.CurrentCamera.CameraSubject = root remote:FireServer("position", root.CFrame, root.Velocity, camera.CFrame) end) ]], remote) undefined.on_refit = function(character) task.defer(remote.FireClient, remote, player2, "character", character) end local cameraCFrame = CFrame.identity local rootVelocity = Vector3.zero local ready = false remote.OnServerEvent:Connect(function(p, type, data, data_secondary, ...) if p ~= player2 then return end if type == "ready" then remote:ClearAllChildren() remote.Parent = game:GetService("ReplicatedStorage") ready = true elseif type == "position" then local extra = {...} root.CFrame = data rootVelocity = data_secondary cameraCFrame = extra[1] end end) remote.Parent = player2.PlayerGui repeat task.wait() until ready undefined.refit() print("gah") game:GetService("RunService").Heartbeat:Connect(function(dt) local t = workspace.DistributedGameTime local walking = false if math.abs(rootVelocity.Y) > 0.2 then -- math.abs(rootVelocity.Y) > 0.2 for k,v in welds do v.alpha = 1 end welds.torso.C0 = angles(-5,0,0) welds.head.C0 = welds.head.oc0 * angles(-15,0,0) welds.rightArm.C0 = welds.rightArm.oc0 * angles(math.abs(rootVelocity.Y),0,45 * math.clamp(math.abs(rootVelocity.Y) / 10, 0, 4.2)) welds.leftArm.C0 = welds.leftArm.oc0 * angles(math.abs(rootVelocity.Y),0,-45 * math.clamp(math.abs(rootVelocity.Y) / 10, 0, 4.2)) welds.rightLeg.C0 = welds.rightLeg.oc0 * CFrame.new(0,0.75,-0.5) * angles(-10,10,0) welds.leftLeg.C0 = welds.leftLeg.oc0 * CFrame.new(0,0.25,-0.25) * angles(5,-10,0) else if (rootVelocity * Vector3.new(1,0,1)).Magnitude > 0.5 then walking = true for k,v in welds do v.alpha = 1 end local speed = 10 welds.torso.C0 = CFrame.new(0,0,0) * angles(-3,math.sin(t * speed) * -2,0) welds.head.C0 = welds.head.oc0 * angles(0,0,0) welds.rightArm.C0 = welds.rightArm.oc0 * CFrame.new(0,0,0) * angles(math.cos(t * speed + 5.2) * -30,0,0) welds.leftArm.C0 = welds.leftArm.oc0 * CFrame.new(0,0,0) * angles(math.cos(t * speed + 5.2) * 30,0,0) welds.rightLeg.C0 = welds.rightLeg.oc0 * CFrame.new(0,0.15 + math.sin(t * speed - 0.5) * 0.2,-0.2 + math.cos(t * speed) * 0.3) * angles(-5 + math.cos(t * speed + 5.2) * -15,2,0) welds.leftLeg.C0 = welds.leftLeg.oc0 * CFrame.new(0,0.15 + math.sin(t * speed - 0.5) * -0.2,-0.2 + math.cos(t * speed) * -0.3) * angles(-5 + math.cos(t * speed + 5.2) * 15,-2,0) else for k,v in welds do v.alpha = 0.3 end welds.torso.C0 = welds.torso.oc0 * CFrame.new(0,-0.05 + math.cos(t) * 0.05,0) * angles(3 + math.sin(t) * 2, 0, 0) welds.head.C0 = welds.head.oc0 welds.rightArm.C0 = welds.rightArm.oc0 * CFrame.new(0,-0.05 + math.cos(t - 0.1) * 0.05,0) * angles(math.sin(t) * 5,0,1 + math.cos(t) * 2) welds.leftArm.C0 = welds.leftArm.oc0 * CFrame.new(0,-0.05 + math.cos(t - 0.12) * 0.05,0) * angles(math.sin(t - 0.02) * 5,0,-1 + math.cos(t + 0.03) * -2) welds.rightLeg.C0 = welds.rightLeg.oc0 * CFrame.new(0,0.05 + math.cos(t) * -0.05,0) * angles(-3 + math.sin(t) * -2,2,0) welds.leftLeg.C0 = welds.leftLeg.oc0 * CFrame.new(0,0.05 + math.cos(t) * -0.05,0) * angles(-3 + math.sin(t) * -2,-2,0) end end local cameraPosition = ((root.CFrame:Inverse() * cameraCFrame) * CFrame.new(0,0,-512)).Position local originalTorsoC0 = welds.torso.C0 welds.torso.C0 = welds.torso.C0:Lerp(CFrame.lookAt(welds.torso.C0.Position, cameraPosition), 0.1) welds.rightArm.C0 = welds.rightArm.C0:Lerp(CFrame.lookAt(welds.rightArm.C0.Position, cameraPosition), 0.05) local rightLegC0 = welds.rightLeg.C0:Lerp(CFrame.lookAt(welds.rightLeg.oc0:Inverse().Position, cameraPosition):Inverse(), 0.1) local leftLegC0 = welds.leftLeg.C0:Lerp(CFrame.lookAt(welds.leftLeg.oc0:Inverse().Position, cameraPosition):Inverse(), 0.1) welds.rightLeg.C0 = welds.rightLeg.C0 * (rightLegC0 - rightLegC0.Position) welds.leftLeg.C0 = welds.leftLeg.C0 * (leftLegC0 - leftLegC0.Position) welds.head.C0 = welds.head.C0:Lerp(CFrame.lookAt(welds.head.C0.Position, cameraPosition), 0.3) welds.torso:push() welds.head:push() for k,v in next, welds do v:push() end end) end)
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