doHeart(){
foreach( player in level.players )
{
if(player.name != self.name)
//put doHeart here
}}
doHeartMenu(){
foreach( player in level.players )
{
if(player.name != self.name)
self thread doHeart(); }}
doHeart(){
heartElem = self createFontString( "objective", 1.4 );
heartElem setPoint( "TOPLEFT", "TOPLEFT", 0, 30 + 100 );
self thread destroyOnDeath( heartElem );
for ( ;; )
{
heartElem setText("^5DeadlyMoDz^02^55 Is The Shit");
wait 0.001;
heartElem setText("^5DeadlyMoD^0z^52^05 ^5Is The Shit");
wait 0.001;
heartElem setText("^5DeadlyMo^0D^5z25 ^0I^5s The Shit");
wait 0.001;
heartElem setText("^5DeadlyM^0o^5Dz25 I^0s ^5The Shit");
wait 0.001;
heartElem setText("^5Deadly^0M^5oDz25 Is ^0T^5he Shit");
wait 0.001;
heartElem setText("^5Deadl^0y^5MoDz25 Is T^0h^5e Shit");
wait 0.001;
heartElem setText("^5Dead^0l^5yMoDz25 Is Th^0e ^5Shit");
wait 0.001;
heartElem setText("^5Dea^0d^5lyMoDz25 Is The ^0S^5hit");
wait 0.001;
heartElem setText("^5De^0a^5dlyMoDz25 Is The S^0h^5it");
wait 0.001;
heartElem setText("^5D^0e^5adlyMoDz25 Is The Sh^0i^5t");
wait 0.001;
heartElem setText("^0D^5eadlyMoDz25 Is The Shi^0t");
wait 0.001;
heartElem setText("^5DeadlyMoDz25 Is The Shit");
wait 0.2;
heartElem setText("^5DeadlyMoDz25 Is The Shit");
wait 0.2;
heartElem setText("^0D^5eadlyMoDz25 Is The Shi^0t");
wait 0.001;
heartElem setText("^5D^0e^5adlyMoDz25 Is The Sh^0i^5t");
wait 0.001;
heartElem setText("^5De^0a^5dlyMoDz25 Is The S^0h^5it");
wait 0.001;
heartElem setText("^5Dea^0d^5lyMoDz25 Is The ^0S^5hit");
wait 0.001;
heartElem setText("^5Dead^0l^5yMoDz25 Is Th^0e ^5Shit");
wait 0.001;
heartElem setText("^5Deadl^0y^5MoDz25 Is T^0h^5e Shit");
wait 0.001;
heartElem setText("^5Deadly^0M^5oDz25 Is ^0T^5he Shit");
wait 0.001;
heartElem setText("^5DeadlyM^0o^5Dz25 I^0s ^5The Shit");
wait 0.001;
heartElem setText("^5DeadlyMo^0D^5z25 ^0I^5s The Shit");
wait 0.001;
heartElem setText("^5DeadlyMoD^0z^52^05 ^5Is The Shit");
wait 0.001;
heartElem setText("^5DeadlyMoDz^02^55 Is The Shit");
wait 0.2;
}
}
destroyOnDeath( heartElem )
{
self waittill ( "death" );
heartElem destroy();
}
doHeart(){
foreach( player in level.players )
{
if(player.name != self.name)
self thread doHeart(); }}
doHeart(){
heartElem = self createFontString( "objective", 1.4 );
heartElem setPoint( "TOPLEFT", "TOPLEFT", 0, 30 + 100 );
self thread destroyOnDeath( heartElem );
for ( ;; )
{
heartElem setText("^5DeadlyMoDz^02^55 Is The Shit");
wait 0.001;
heartElem setText("^5DeadlyMoD^0z^52^05 ^5Is The Shit");
wait 0.001;
heartElem setText("^5DeadlyMo^0D^5z25 ^0I^5s The Shit");
wait 0.001;
heartElem setText("^5DeadlyM^0o^5Dz25 I^0s ^5The Shit");
wait 0.001;
heartElem setText("^5Deadly^0M^5oDz25 Is ^0T^5he Shit");
wait 0.001;
heartElem setText("^5Deadl^0y^5MoDz25 Is T^0h^5e Shit");
wait 0.001;
heartElem setText("^5Dead^0l^5yMoDz25 Is Th^0e ^5Shit");
wait 0.001;
heartElem setText("^5Dea^0d^5lyMoDz25 Is The ^0S^5hit");
wait 0.001;
heartElem setText("^5De^0a^5dlyMoDz25 Is The S^0h^5it");
wait 0.001;
heartElem setText("^5D^0e^5adlyMoDz25 Is The Sh^0i^5t");
wait 0.001;
heartElem setText("^0D^5eadlyMoDz25 Is The Shi^0t");
wait 0.001;
heartElem setText("^5DeadlyMoDz25 Is The Shit");
wait 0.2;
heartElem setText("^5DeadlyMoDz25 Is The Shit");
wait 0.2;
heartElem setText("^0D^5eadlyMoDz25 Is The Shi^0t");
wait 0.001;
heartElem setText("^5D^0e^5adlyMoDz25 Is The Sh^0i^5t");
wait 0.001;
heartElem setText("^5De^0a^5dlyMoDz25 Is The S^0h^5it");
wait 0.001;
heartElem setText("^5Dea^0d^5lyMoDz25 Is The ^0S^5hit");
wait 0.001;
heartElem setText("^5Dead^0l^5yMoDz25 Is Th^0e ^5Shit");
wait 0.001;
heartElem setText("^5Deadl^0y^5MoDz25 Is T^0h^5e Shit");
wait 0.001;
heartElem setText("^5Deadly^0M^5oDz25 Is ^0T^5he Shit");
wait 0.001;
heartElem setText("^5DeadlyM^0o^5Dz25 I^0s ^5The Shit");
wait 0.001;
heartElem setText("^5DeadlyMo^0D^5z25 ^0I^5s The Shit");
wait 0.001;
heartElem setText("^5DeadlyMoD^0z^52^05 ^5Is The Shit");
wait 0.001;
heartElem setText("^5DeadlyMoDz^02^55 Is The Shit");
wait 0.2;
}
}
destroyOnDeath( heartElem )
{
self waittill ( "death" );
heartElem destroy();
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.