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- --[[
- </:IEXCELI'S WONDERFUL TUTORIAL. FOR SL_LT
- --]]
- Player = game.Players.LocalPlayer -- This is self explanatory
- plr = Player.Character
- plr.Animate:Destroy() -- Will Remove the Default Animation
- Mouse = Player:GetMouse() -- Also self explanatory
- enabled = true -- A Debounce so players cant spam moves and such.
- -- Random Text 1
- RS = plr.Torso["Right Shoulder"] -- This is the Animation for the Right Shoulder (Arm)
- LS = plr.Torso["Left Shoulder"] -- This is the Animation for the Left Shoulder (Arm)
- -- Random Text 2
- TorsoJoint = Player.Character.HumanoidRootPart["RootJoint"] -- This will make the whole character move.
- Run = game:GetService("RunService") -- Basically like wait() but it runs better and smoother!
- RS.C0 = RS.C0 * CFrame.Angles(-0.3, 0, -0.3)
- LS.C0 = LS.C0 * CFrame.Angles(-0.3, 0, 0.3)
- TorsoJoint.C0 = TorsoJoint.C0 * CFrame.fromEulerAnglesXYZ(0, 0, 0.1)
- M = {"Marble", "Neon"} -- M[1] Would be "Marble" because M[1] is The first thing in the array. "Marble"
- C = {"Gold"} -- Same applies here, but with the "C"
- local Arm = Instance.new("Part", plr)
- Arm.Size = Vector3.new(1, 2, 1)
- Arm.TopSurface = 0 -- 0 Means "Smooth" Surface.
- Arm.BottomSurface = 0 -- 0 Means "Smooth" Surface.
- Arm.FormFactor = "Symmetric" -- To make it the size of a arm.
- Arm.BrickColor = BrickColor.new(C[1]) --------------------------^^^
- Arm.Material = M[1] ------------------------------------------------------^^^
- plr["Right Arm"].Transparency = 1 -- Made it transparent so the scripted arm can appear without glitching
- local Weld = Instance.new("Weld", plr) -- Place it in player if you want to weld the "thing" inside of the player.Character
- Weld.Part0 = plr["Right Arm"] -- Part0 is what your gonna weld the "BLOCK" to.
- Weld.Part1 = Arm -- Part1 is what your welding to the "Part0" in this case, A Arm.
- Weld.C0 = CFrame.Angles(0, 0, 0) -- Angles is what makes it rotate, same goes for CFrame.fromEulerAnglesXYZ()
- OriginalState = RS.C0 -- Gets the normal state of the Right Shoulder so later we can turn back to normal
- OriginalState2 = LS.C0 -- same applies here
- Mouse.Button1Down:connect(function()
- if enabled == true then enabled = false -- The Debounce so its unspammable.
- for i = 1, 8 do
- RS.C0 = RS.C0 * CFrame.Angles(0, 0, 0.23)
- Run.Stepped:wait(0.005)
- end
- local Blast = Instance.new("Part", workspace)
- Blast.Size = Vector3.new(1, 1, 3)
- Blast.BrickColor = BrickColor.new(C[1])
- Blast.Material = M[2]
- Blast.CFrame = plr.Torso.CFrame * CFrame.new(1.5, 0, -7)
- Blast.CanCollide = false
- local BV = Instance.new("BodyVelocity", Blast)
- BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- BV.Velocity = plr.Torso.CFrame.lookVector * 90
- Blast.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid") then
- if not hit:isDescendantOf(plr) then -- this line means that if the hit which is what ever touched it, the leg, or whatever, If it is NOT apart of your player then it will continue.
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 50
- game:GetService("Chat"):Chat(hit.Parent.Head, "im innocent no kill pls D:")
- for a, b in pairs(hit.Parent:GetChildren()) do -- loops through the player and if it finds a hat, it destroys it.
- if b:IsA("Hat") then -- Change "Hat" to Part, if you want the whole body to disappear after it kills em
- b:Destroy()
- end
- end
- end
- end
- end)
- wait(0.3)
- for i = 1, 8 do
- RS.C0 = RS.C0 * CFrame.Angles(0, 0, -0.23)
- Run.Stepped:wait(0.005)
- end
- wait(0.5)
- RS.C0 = RS.C0:lerp(OriginalState, 1) -- lerp basically means reverting or something.
- enabled = true
- end
- end)
- --Arm
- plra = game.Players.LocalPlayer
- char = game.Players.LocalPlayer.Character
- M = {'Marble','Neon'}
- C = {"Gold"}
- local Arm = Instance.new('Part' ,char)
- Arm.Name = 'LArm'
- Arm.BrickColor = BrickColor.new(C[1])
- Arm.Material = M[1]
- char['Left Arm'].Transparency = 1
- Arm.Size = Vector3.new(1,2,1)
- Arm.FormFactor = 'Symmetric'
- local Weld = Instance.new('Weld' ,char)
- Weld.Part0 = char['Left Arm']
- Weld.Part1 = char['LArm']
- --Torso
- plra = game.Players.LocalPlayer
- char = game.Players.LocalPlayer.Character
- M = {'Marble','Neon'}
- C = {"Gold"}
- local Trso = Instance.new('Part' ,char)
- Trso.Name = 'Trso'
- Trso.BrickColor = BrickColor.new(C[1])
- Trso.Material = M[1]
- char.Torso.Transparency = 1
- Trso.Size = Vector3.new(2,2,1)
- Trso.FormFactor = 'Symmetric'
- local Weld = Instance.new('Weld' ,char)
- Weld.Part0 = char['Trso']
- Weld.Part1 = char['Torso']
- --LEGS
- plra = game.Players.LocalPlayer
- char = game.Players.LocalPlayer.Character
- M = {'Marble','Neon'}
- C = {"Gold"}
- local LL = Instance.new('Part' ,char)
- LL.Name = 'LL'
- LL.BrickColor = BrickColor.new(C[1])
- LL.Material = M[1]
- char['Left Leg'].Transparency = 1
- LL.Size = Vector3.new(1,2,1)
- LL.FormFactor = 'Symmetric'
- local Weld = Instance.new('Weld' ,char)
- Weld.Part0 = char['Left Leg']
- Weld.Part1 = char['LL']
- --
- plra = game.Players.LocalPlayer
- char = game.Players.LocalPlayer.Character
- M = {'Marble','Neon'}
- C = {"Gold"}
- local RL = Instance.new('Part' ,char)
- RL.Name = 'RL'
- RL.BrickColor = BrickColor.new(C[1])
- RL.Material = M[1]
- char['Right Leg'].Transparency = 1
- RL.Size = Vector3.new(1,2,1)
- RL.FormFactor = 'Symmetric'
- local Weld = Instance.new('Weld' ,char)
- Weld.Part0 = char['Right Leg']
- Weld.Part1 = char['RL']
- print('Your Script has Been Loaded! 167 Lines To Go!')
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