-- Made by Matsumae for game: Wizard Tycoon - 2 Player --[[ ~WIZARD MAN~ This script can make your game laggy. I recommend using FPS Unlcoker because the script will work worse without it. Controls: Protection: F - Force Field (Can be used only when character spawned) B - Aura (Toggleable, Damage per tick: inf) Attacking: G - Gatling (Holdable, Damage per tick: inf) V - Leech (Holdable, Damge per tick on every player: inf) C - Snipe (Single Click, CD: -inf sec, Damage: inf) E - Laser (Holdable, Damage per tick: inf + Splash damage: inf) T - Six Path (Holdable, Damage per tick: inf + Splash damage: inf) R - Splash Bullet (Single Click, CD: -inf sec, Damage: inf) Buffs: L - Strong Mod (idk) Other: K - Increases hitbox of gatling by 5 J - Reduces hitbox of gatling by 5 Note: this is not by me and i made it becamce strongest with the attacks have inf damage (u dont need to use strong mode, if u want a balanced script get in here https://pastebin.com/raw/TjpAdW2X ) ]]-- local plrs = game:GetService('Players') local plr = plrs.LocalPlayer local CAS = game:GetService('ContextActionService') local size = 5 -- Size of the gatling local mouse = plr:GetMouse() local enabler = false local enabler1 = false local shoot = false local shoot1 = false local damage = 999e+999 -- Damage of leech local damage1 = 999e+999 -- Damage of gatling local damage2 = 999e+999 -- Damage of aura local damage3 = 999e+999 --Damage of snipe shot local damage4 = 999e+999 -- Damage of laser local damage5 = 999e+999 -- Damage of laser's splash local damage6 = 999e+999 -- Damage of six path local damage7 = 999e+999 -- Damage of six path's splash local damage8 = 999e+999 -- Damage of splash bullet local speed = 50 -- Speed of splash bullet local range = 100 -- Range of splash bullet local CD = 999e-999 -- CD of snipe shot local CD1 = 999e-999 -- CD of splash bullet local CD3 = 999e+999 -- CD of strong mod local duration = 999e+999 -- Duration of strong mod function holdAll(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then game.StarterGui:SetCore('SendNotification', { Title = 'Leech!'; Text = '' }) Event = game.RunService.Stepped:Connect(function() for i,v in pairs(plrs:GetPlayers()) do if v.Character then if v.Character:FindFirstChild('HumanoidRootPart') ~= nil then for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end plr.Character.Wand.Fire:FireServer(v.Character.HumanoidRootPart.CFrame + Vector3.new(0,0,0), math.huge, 1, game.Players.LocalPlayer.Character.Wand, damage, game.Players.LocalPlayer.Character) end end end end) end if inputState == Enum.UserInputState.End then Event:Disconnect() end end function forceField(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then if plr.Character:FindFirstChild('RemoveFF') ~= nil then game.StarterGui:SetCore('SendNotification', { Title = 'Force Field!'; Text = '' }) plr.Character.RemoveFF:Destroy() end end end function addSize(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then size = size + 5 game.StarterGui:SetCore('SendNotification', { Title = 'Gatling Size:'..size; Text = '' }) end end function removeSize(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then if size >= 5 then size = size - 5 game.StarterGui:SetCore('SendNotification', { Title = 'Gatling Size:'..size; Text = '' }) end end end function holdAction(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then game.StarterGui:SetCore('SendNotification', { Title = 'Gatling!'; Text = '' }) Event1 = game.RunService.Stepped:Connect(function() for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.HumanoidRootPart.Position,mouse.Hit.Position) + Vector3.new(math.random(-size,size),math.random(0,size),math.random(-size,size)), 800, math.huge, game.Players.LocalPlayer.Character.Wand, damage1, game.Players.LocalPlayer.Character) end) end if inputState == Enum.UserInputState.End then Event1:Disconnect() end end function bulletsAura(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then if enabler == false then game.StarterGui:SetCore('SendNotification', { Title = 'Aura on'; Text = '' }) Event2 = game.RunService.Stepped:Connect(function() for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end plr.Character.Wand.Fire:FireServer((plr.Character.HumanoidRootPart.CFrame * CFrame.Angles(math.rad(math.random(50,140)), math.rad(math.random(-50,50)), math.rad(0)) + Vector3.new(math.random(-5, 5),math.random(-5, 5),math.random(-5, 5))), 50, 0.2, game.Players.LocalPlayer.Character.Wand, damage2, game.Players.LocalPlayer.Character) end) enabler = true else Event2:Disconnect() enabler = false game.StarterGui:SetCore('SendNotification', { Title = 'Aura off'; Text = '' }) end end end function snipeShot(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then if shoot == false then for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end game.StarterGui:SetCore('SendNotification', { Title = 'Snipe!'; Text = '' }) shoot = true plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.HumanoidRootPart.Position, mouse.Hit.Position), 1000, math.huge, game.Players.LocalPlayer.Character.Wand, damage3, game.Players.LocalPlayer.Character) wait(CD) shoot = false end end end function laserFromEyes(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then game.StarterGui:SetCore('SendNotification', { Title = 'Laser!'; Text = '' }) Event3 = game.RunService.Stepped:Connect(function() for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end TheTable = {1,-1} local RandomAtTable = TheTable[math.random(#TheTable)] plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.Head.Position, mouse.Hit.Position) + Vector3.new(RandomAtTable, 0, 0), 500, math.huge, game.Players.LocalPlayer.Character.Wand, damage4, game.Players.LocalPlayer.Character) end) Event1Explosion = game.RunService.Stepped:Connect(function() for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), 250, 0.1, game.Players.LocalPlayer.Character.Wand, damage5, game.Players.LocalPlayer.Character) end) end if inputState == Enum.UserInputState.End then Event3:Disconnect() Event1Explosion:Disconnect() end end function sixPath(_, inputState, _) if inputState == Enum.UserInputState.Begin then game.StarterGui:SetCore('SendNotification', { Title = 'Six path!'; Text = '' }) Event4 = game.RunService.Stepped:Connect(function() for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end TheTable1 = {16,-16,14,-14,0,20,-20} TheTable2 = {-1,14,20,6} local RandomAtTable1 = TheTable1[math.random(#TheTable1)] local RandomAtTable2 = TheTable2[math.random(#TheTable2)] plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.Head.Position + Vector3.new(RandomAtTable1,RandomAtTable2,0), mouse.Hit.Position), 800, math.huge, game.Players.LocalPlayer.Character.Wand, damage6, game.Players.LocalPlayer.Character) end) Event2Explosion = game.RunService.Stepped:Connect(function() for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), 400, 0.1, game.Players.LocalPlayer.Character.Wand, damage7, game.Players.LocalPlayer.Character) end) end if inputState == Enum.UserInputState.End then Event4:Disconnect() Event2Explosion:Disconnect() end end function bulletExplosion(_, inputState, _) if inputState == Enum.UserInputState.Begin then if shoot1 == false then for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end game.StarterGui:SetCore('SendNotification', { Title = 'Splash bullet!'; Text = '' }) plr.Character.Wand.Fire:FireServer(CFrame.new(plr.Character.HumanoidRootPart.Position, mouse.Hit.Position), 1000, math.huge, game.Players.LocalPlayer.Character.Wand, 10, game.Players.LocalPlayer.Character) Event6 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event7 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event8 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event9 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event10 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event11 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event12 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event13 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event14 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event15 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event16 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event17 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event18 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event19 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event20 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event21 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event22 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event23 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event24 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event25 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event26 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event27 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event28 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event29 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) Event30 = game.RunService.Stepped:Connect(function() plr.Character.Wand.Fire:FireServer(CFrame.new(mouse.Hit.Position + Vector3.new(0,0.5,0)) * CFrame.Angles(math.rad(math.random(0,180)), math.rad(math.random(0,360)), math.rad(0)), speed, range, game.Players.LocalPlayer.Character.Wand, damage8, game.Players.LocalPlayer.Character) end) wait(0.01) Event6:Disconnect() Event7:Disconnect() Event8:Disconnect() Event9:Disconnect() Event10:Disconnect() Event11:Disconnect() Event12:Disconnect() Event13:Disconnect() Event14:Disconnect() Event15:Disconnect() Event16:Disconnect() Event17:Disconnect() Event18:Disconnect() Event19:Disconnect() Event20:Disconnect() Event21:Disconnect() Event22:Disconnect() Event23:Disconnect() Event24:Disconnect() Event25:Disconnect() Event26:Disconnect() Event27:Disconnect() Event28:Disconnect() Event29:Disconnect() Event30:Disconnect() shoot1 = true wait(CD1) shoot1 = false end end end function strongMod(_,inputState,_) if inputState == Enum.UserInputState.Begin then if enabler1 == false then for i,v in pairs{plr.Backpack:FindFirstChild('Wand')} do v.Parent = plr.Character end game.StarterGui:SetCore('SendNotification', { Title = 'Strong mod enabled!'; Text = '' }) damage = damage * 2 damage1 = damage1 * 2 damage2 = damage2 * 2 damage3 = damage3 * 2 damage4 = damage4 * 2 damage5 = damage5 * 2 damage6 = damage6 * 2 damage7 = damage7 * 2 damage8 = damage8 * 2 CD = CD / 2 CD1 = CD1 / 2 enabler1 = true wait(duration) game.StarterGui:SetCore('SendNotification', { Title = 'Strong mod disabled!'; Text = '' }) damage = damage / 2 damage1 = damage1 / 2 damage2 = damage2 / 2 damage3 = damage3 / 2 damage4 = damage4 / 2 damage5 = damage5 / 2 damage6 = damage6 / 2 damage7 = damage7 / 2 damage8 = damage8 / 2 CD = CD * 2 CD1 = CD1 * 2 wait(CD3) enabler1 = false end end end CAS:BindAction('holdAction', holdAction, true, Enum.KeyCode.G) CAS:BindAction('addSize', addSize, true, Enum.KeyCode.J) CAS:BindAction('removeSize', removeSize, true, Enum.KeyCode.H) CAS:BindAction('forceField', forceField, true, Enum.KeyCode.F) CAS:BindAction('holdAll', holdAll, true, Enum.KeyCode.V) CAS:BindAction('bulletsAura', bulletsAura, true, Enum.KeyCode.B) CAS:BindAction('snipeShot', snipeShot, true, Enum.KeyCode.C) CAS:BindAction('laserFromEyes', laserFromEyes, true, Enum.KeyCode.E) CAS:BindAction('sixPath', sixPath, true, Enum.KeyCode.T) CAS:BindAction('bulletExplosion', bulletExplosion, true, Enum.KeyCode.R) CAS:BindAction('strongMod', strongMod, true, Enum.KeyCode.L)