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  | from turtle import * | |
| import colorsys | |
| import math | |
| speed(0.25) | |
| bgcolor("black") | |
| # Genera los petalos | |
| goto(0, -40) | |
| h = 0 | 
  
    
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  | --SHOWCASED by X / O | |
| --the code that looks trash and works great | |
| local healthHide = true --moves your head away every 3 seconds so players dont see your health bar (alignmode 4 only) | |
| local reclaim = true --if you lost control over a part this will move your primary part to the part so you get it back (alignmode 4) | |
| local novoid = true --prevents parts from going under workspace.FallenPartsDestroyHeight if you control them (alignmode 4 only) | |
| local physp = nil --PhysicalProperties.new(0.01, 0, 1, 0, 0) --sets .CustomPhysicalProperties to this for each part | |
| local noclipAllParts = false --set it to true if you want noclip | |
| local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character | |
| local newanimate = true --disables the animate script and enables after reanimation | |
| local discharscripts = true --disables all localScripts parented to your character before reanimation | 
  
    
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  | from pybrain.tools.shortcuts import buildNetwork | |
| from pybrain.optimization import AdagradOptimizer | |
| from pybrain.rl.agents import LearningAgent | |
| from pybrain.rl.learners import Q | |
| from pybrain.rl.experience import Table | |
| from pybrain.rl.environments import Environment | |
| from pybrain.rl.environments.robotic import RoboticEnvironment | |
| from pybrain.rl.agents.robotic import SimpleRobotAgent | |
| from pybrain.structure.modules.adaptiveunit import AdaptiveUnit | 
  
    
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  | -- Improved Cube Script with Follow Feature | |
| local cube = Instance.new("Part") | |
| cube.Size = game.Players.LocalPlayer.Character.Head.Size | |
| cube.BrickColor = BrickColor.new("Bright violet") | |
| cube.Touched:Connect(function(otherPart) | |
| local humanoid = otherPart.Parent and otherPart.Parent:FindFirstChildOfClass("Humanoid") | |
| if humanoid then | |
| humanoid:TakeDamage(10) -- Adjust damage as needed | |
| end | 
  
    
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  | -- Reference to the player's character | |
| local player = game.Players.LocalPlayer | |
| local character = player:WaitForChild("El4292") | |
| -- Check if the character exists | |
| if character then | |
| local humanoid = character:WaitForChild("Humanoid") | |
| -- Function to continuously restore health to maximum | |
| local function continuouslyRestoreHealth() | 
  
    
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  | -- Configuración | |
| local cubeDistance = 10 | |
| local cubeSize = Vector3.new(5, 5, 5) | |
| local damageAmount = 30000 | |
| -- Función para crear un cubo | |
| local function createCube(position) | |
| local cube = Instance.new("Part") | |
| cube.Size = cubeSize | |
| cube.BrickColor = BrickColor.new("Bright yellow") | 
  
    
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  | local player = game.Players.LocalPlayer | |
| local character = player.Character or player.CharacterAdded:Wait() | |
| local humanoid = character:WaitForChild("Humanoid") | |
| local originalDamage = 500000 + humanoid.Health * 5 -- Daño original (500 mil + 5% de la salud) | |
| local powerUpDamageMultiplier = 100 -- Multiplicador de daño durante el power-up | |
| local powerUpRegenRate = 500 -- Cantidad de regeneración de salud por segundo durante el power-up | |
| local powerUpDuration = 120 -- Duración del power-up en segundos | |
| local activationThreshold = 95 -- Umbral de activación del power-up en porcentaje de vida | 
  
    
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  | -- Configuración | |
| local numberOfCubes = 3 | |
| local cubeSize = Vector3.new(5, 5, 5) | |
| local damageAmount = 30000 | |
| local distanceFromPlayer = 15 | |
| local rotationSpeed = 2 | |
| -- Función para crear cubos | |
| local function createCubes() | |
| local player = game.Players.LocalPlayer | 
  
    
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  | local player = game.Players.LocalPlayer | |
| local function multiplyStats() | |
| for _, stat in pairs(player:GetChildren()) do | |
| if stat:IsA("IntValue") or stat:IsA("NumberValue") then | |
| local originalValue = stat.Value | |
| stat.Changed:Connect(function() | |
| if stat.Value ~= originalValue then | |
| originalValue = stat.Value | |
| stat.Value = originalValue * 1000 | 
  
    
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  | -- Variable para almacenar el valor de multiplicación | |
| local El4292 = 10000000 | |
| -- Función para multiplicar recompensas | |
| local function multiplicarRecompensas() | |
| -- Verificar si hay una misión activa (debes ajustar esto según cómo almacenas las misiones en tu juego) | |
| local misionActiva = true -- Cambia esto según tu lógica | |
| local function multiplicarRecompensa(recompensa) | |
| -- Verificar si es una recompensa (puedes ajustar esto según tu lógica) | 
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