--// Slow Falling Source Code local Players = game:GetService("Players") local lp = Players.LocalPlayer local mouse = lp:GetMouse() -- Destroy old GUI pcall(function() lp.PlayerGui:FindFirstChild("SlowFallGui"):Destroy() end) -- GUI Creation local gui = Instance.new("ScreenGui", lp:WaitForChild("PlayerGui")) gui.Name = "SlowFallGui" gui.ResetOnSpawn = false local main = Instance.new("Frame", gui) main.Name = "MainFrame" main.Size = UDim2.new(0, 200, 0, 100) main.Position = UDim2.new(0.02, 0, 0.4, 0) main.BackgroundColor3 = Color3.fromRGB(25, 25, 25) main.BorderSizePixel = 0 main.Active = true main.Draggable = true main.Visible = true main.BackgroundTransparency = 0.1 main.ClipsDescendants = true local UICorner = Instance.new("UICorner", main) UICorner.CornerRadius = UDim.new(0, 10) local title = Instance.new("TextLabel", main) title.Size = UDim2.new(1, 0, 0, 30) title.BackgroundTransparency = 1 title.Text = " Slow Fall " title.Font = Enum.Font.GothamBold title.TextSize = 16 title.TextColor3 = Color3.fromRGB(255, 255, 255) local toggle = Instance.new("TextButton", main) toggle.Size = UDim2.new(0.8, 0, 0, 35) toggle.Position = UDim2.new(0.1, 0, 0.5, 0) toggle.BackgroundColor3 = Color3.fromRGB(35, 35, 35) toggle.Text = "Toggle: OFF" toggle.TextColor3 = Color3.fromRGB(255, 255, 255) toggle.Font = Enum.Font.Gotham toggle.TextSize = 14 local UICorner2 = Instance.new("UICorner", toggle) UICorner2.CornerRadius = UDim.new(0, 8) -- Slow Fall Logic local slowFall = false local loopConn = nil local function applySlowFall() if not lp.Character or not lp.Character:FindFirstChild("HumanoidRootPart") then return end local hrp = lp.Character.HumanoidRootPart hrp.Velocity = Vector3.new(hrp.Velocity.X, math.clamp(hrp.Velocity.Y, -8, 50), hrp.Velocity.Z) end toggle.MouseButton1Click:Connect(function() slowFall = not slowFall toggle.Text = slowFall and "Toggle: ON" or "Toggle: OFF" toggle.BackgroundColor3 = slowFall and Color3.fromRGB(50, 200, 100) or Color3.fromRGB(35, 35, 35) if slowFall then loopConn = game:GetService("RunService").RenderStepped:Connect(function() applySlowFall() end) else if loopConn then loopConn:Disconnect() end end end)