--=============================== --Sword kill aura by Jawkz --Reexecute to undo sword hitbox expansion --=============================== -- Toggle Logic: Checks if it's already running if _G.SwordAuraActive then _G.SwordAuraActive = false -- The loop below will see this flag and clean up automatically warn("OFF: Sword Aura Deactivated") return else _G.SwordAuraActive = true warn("ON: Sword Aura Activated") end -- Settings local SETTINGS = { TargetToolName = "Sword", -- Exact name of your tool HitboxSize = Vector3.new(25, 25, 25), -- Size of the kill zone ShowHitbox = false, -- Set to true to see a faint red box (for testing) } local Players = game:GetService("Players") local RunService = game:GetService("RunService") local LocalPlayer = Players.LocalPlayer -- Function to create the visual clone and expand the hitbox local function enableAura(tool) local handle = tool:FindFirstChild("Handle") if not handle then return end -- Check if already modified if handle:FindFirstChild("AuraActive") then return end -- 1. Save Original Stats local originalSize = handle.Size local originalTrans = handle.Transparency -- Mark as active local marker = Instance.new("BoolValue") marker.Name = "AuraActive" marker.Parent = handle -- Store original size to restore later local sizeVal = Instance.new("Vector3Value") sizeVal.Name = "OriginalSize" sizeVal.Value = originalSize sizeVal.Parent = handle -- 2. Create the "Ghost" Visual Handle (The one you see) local visualHandle = handle:Clone() visualHandle.Name = "VisualHandle" visualHandle.Transparency = 0 -- Ensure it's visible visualHandle.CanCollide = false visualHandle.Massless = true -- Don't weigh down the hand visualHandle:ClearAllChildren() -- Remove scripts/touch interests from visual only -- Copy the Mesh back into the visual handle local originalMesh = handle:FindFirstChildOfClass("SpecialMesh") or handle:FindFirstChild("Mesh") if originalMesh then local newMesh = originalMesh:Clone() newMesh.Parent = visualHandle end -- 3. Weld Visual to Real Handle visualHandle.CFrame = handle.CFrame -- Match position exactly visualHandle.Parent = tool local weld = Instance.new("WeldConstraint") weld.Part0 = handle weld.Part1 = visualHandle weld.Parent = visualHandle -- 4. Make the Real Handle Massive (The Hitbox) handle.Transparency = SETTINGS.ShowHitbox and 0.8 or 1 handle.Size = SETTINGS.HitboxSize handle.CanCollide = false -- Hide the mesh on the massive hitbox so we don't see a giant distorted sword if originalMesh then originalMesh.Scale = Vector3.new(0, 0, 0) end end -- Function to revert changes local function disableAura(tool) local handle = tool:FindFirstChild("Handle") if not handle then return end local marker = handle:FindFirstChild("AuraActive") if marker then -- Restore Original Properties local sizeVal = handle:FindFirstChild("OriginalSize") if sizeVal then handle.Size = sizeVal.Value end handle.Transparency = 0 -- Visible again handle.CanCollide = true -- Restore Mesh Scale local mesh = handle:FindFirstChildOfClass("SpecialMesh") or handle:FindFirstChild("Mesh") if mesh then mesh.Scale = Vector3.new(1, 1, 1) -- Assuming 1,1,1 is default end -- Destroy the Ghost Visual local visual = tool:FindFirstChild("VisualHandle") if visual then visual:Destroy() end -- Clean up markers marker:Destroy() if sizeVal then sizeVal:Destroy() end end end -- Main Loop task.spawn(function() while _G.SwordAuraActive do -- Check Character if LocalPlayer.Character then local tool = LocalPlayer.Character:FindFirstChild(SETTINGS.TargetToolName) if tool then enableAura(tool) end end -- Check Backpack if LocalPlayer.Backpack then local tool = LocalPlayer.Backpack:FindFirstChild(SETTINGS.TargetToolName) if tool then enableAura(tool) end end task.wait(0.5) end -- Cleanup when loop ends (Toggle OFF) if LocalPlayer.Character then local tool = LocalPlayer.Character:FindFirstChild(SETTINGS.TargetToolName) if tool then disableAura(tool) end end if LocalPlayer.Backpack then local tool = LocalPlayer.Backpack:FindFirstChild(SETTINGS.TargetToolName) if tool then disableAura(tool) end end end)