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- local sg = Instance.new("ScreenGui")
- sg.Parent = game.Players.leguwbrian1234.PlayerGui
- local tb = Instance.new("TextButton")
- tb.Text = "Punch"
- tb.Position = UDim2.new(0.95, 0, 0.5, 0)
- tb.Size = UDim2.new(0.05, 0, 0.05, 0)
- tb.Parent = sg
- local tb2 = Instance.new("TextButton")
- tb2.Text = "Block"
- tb2.Position = UDim2.new(0.95, 0, 0.55, 0)
- tb2.Size = UDim2.new(0.05, 0, 0.05, 0)
- tb2.Parent = sg
- punch = false
- ready = true
- lazer = false
- wait(1)
- player = game.Workspace.leguwbrian1234
- local arm1 = Instance.new("Weld")
- local arm2 = Instance.new("Weld")
- arm1.Parent = player.Torso
- arm2.Parent = player.Torso
- arm1.Part0 = player.Torso
- arm2.Part0 = player.Torso
- arm1.Part1 = player["Right Arm"]
- arm2.Part1 = player["Left Arm"]
- arm1.C0 = CFrame.new(1.5, 0, 0)
- arm2.C0 = CFrame.new(-1.5, 0, 0)
- local p = Instance.new("Part")
- p.Parent = player
- p.Size = Vector3.new(1, 1, 1)
- p.FormFactor = "Symmetric"
- p.Name = "RAP"
- p.CanCollide = false
- local p = Instance.new("Part")
- p.Parent = player
- p.Size = Vector3.new(1, 1, 1)
- p.FormFactor = "Symmetric"
- p.Name = "LAP"
- p.CanCollide = false
- local w = Instance.new("Weld")
- local w2 = Instance.new("Weld")
- w.Parent = player["Right Arm"]
- w2.Parent = player["Left Arm"]
- w.Part0 = player["Right Arm"]
- w2.Part0 = player["Left Arm"]
- w.Part1 = player.RAP
- w2.Part1 = player.LAP
- w.C0 = CFrame.new(0, -0.5, 0)
- w2.C0 = CFrame.new(0, -0.5, 0)
- function Punch()
- print("punch")
- --Charge
- arm1.C0 = CFrame.new(1.5, 0.1, 0)*CFrame.fromEulerAnglesXYZ(0.2, 0, -0)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0.2, 0)*CFrame.fromEulerAnglesXYZ(0.4, 0, -0.1)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0.3, 0)*CFrame.fromEulerAnglesXYZ(0.6, 0, -0.1)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0.4, 0)*CFrame.fromEulerAnglesXYZ(0.8, 0, -0.2)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0.4, 0)*CFrame.fromEulerAnglesXYZ(1, 0, -0.2)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0.4, 0)*CFrame.fromEulerAnglesXYZ(1.2, 0, -0.3)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0.4, 0)*CFrame.fromEulerAnglesXYZ(1.4, 0, -0.3)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0.4, 0)*CFrame.fromEulerAnglesXYZ(1.6, 0, -0.4)
- wait(0.025)
- arm1.C0 = CFrame.new(1.4, 0.4, 0)*CFrame.fromEulerAnglesXYZ(1.8, 0, -0.4)
- wait(0.025)
- arm1.C0 = CFrame.new(1.3, 0.4, 0)*CFrame.fromEulerAnglesXYZ(2, 0, -0.5)
- wait(0.025)
- --Punch
- punch = true
- ready = true
- arm1.C0 = CFrame.new(1.2, 0.4, -0.2)*CFrame.fromEulerAnglesXYZ(2, 0, -0.5)
- wait(0.025)
- arm1.C0 = CFrame.new(1.1, 0.5, -0.4)*CFrame.fromEulerAnglesXYZ(2, 0, -0.5)
- wait(0.025)
- arm1.C0 = CFrame.new(1, 0.6, -0.6)*CFrame.fromEulerAnglesXYZ(2, 0, -0.5)
- wait(0.025)
- arm1.C0 = CFrame.new(0.9, 0.7, -0.8)*CFrame.fromEulerAnglesXYZ(2, 0, -0.5)
- wait(0.025)
- --wait(1) was here
- arm1.C0 = CFrame.new(1, 0.6, -0.7)*CFrame.fromEulerAnglesXYZ(1.8, 0, -0.4)
- wait(0.025)
- arm1.C0 = CFrame.new(1.1, 0.5, -0.6)*CFrame.fromEulerAnglesXYZ(1.6, 0, -0.3)
- wait(0.025)
- arm1.C0 = CFrame.new(1.2, 0.4, -0.5)*CFrame.fromEulerAnglesXYZ(1.4, 0, -0.2)
- wait(0.025)
- arm1.C0 = CFrame.new(1.3, 0.3, -0.4)*CFrame.fromEulerAnglesXYZ(1.2, 0, -0.1)
- wait(0.025)
- arm1.C0 = CFrame.new(1.4, 0.2, -0.3)*CFrame.fromEulerAnglesXYZ(1, 0, 0)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0.1, -0.2)*CFrame.fromEulerAnglesXYZ(0.8, 0, 0)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0, -0.1)*CFrame.fromEulerAnglesXYZ(0.6, 0, 0)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.4, 0, 0)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.2, 0, 0)
- wait(0.025)
- arm1.C0 = CFrame.new(1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 0)
- punch = false
- end
- function lazer()
- -----new
- arm1.C0 = CFrame.new(1.5, 0, -0.1)*CFrame.fromEulerAnglesXYZ(0.2, 0.1, -0.1)
- arm2.C0 = CFrame.new(-1.5, 0, -0.1)*CFrame.fromEulerAnglesXYZ(0.2, -0.1, 0.1)
- wait(0.05)
- arm1.C0 = CFrame.new(1.4, 0, -0.2)*CFrame.fromEulerAnglesXYZ(0.4, 0.2, -0.2)
- arm2.C0 = CFrame.new(-1.4, 0, -0.2)*CFrame.fromEulerAnglesXYZ(0.4, -0.2, 0.2)
- wait(0.05)
- arm1.C0 = CFrame.new(1.3, 0, -0.3)*CFrame.fromEulerAnglesXYZ(0.6, 0.3, -0.3)
- arm2.C0 = CFrame.new(-1.3, 0, -0.3)*CFrame.fromEulerAnglesXYZ(0.6, -0.3, 0.3)
- wait(0.05)
- arm1.C0 = CFrame.new(1.2, 0, -0.4)*CFrame.fromEulerAnglesXYZ(0.8, 0.4, -0.4)
- arm2.C0 = CFrame.new(-1.2, 0, -0.4)*CFrame.fromEulerAnglesXYZ(0.8, -0.4, 0.4)
- wait(0.05)
- arm1.C0 = CFrame.new(1.1, 0, -0.5)*CFrame.fromEulerAnglesXYZ(1, 0.5, -0.5)
- arm2.C0 = CFrame.new(-1.1, 0, -0.5)*CFrame.fromEulerAnglesXYZ(1, -0.5, 0.5)
- wait(0.05)
- --Blocks
- local p = Instance.new("Part")
- p.BrickColor = BrickColor.new("Bright red")
- p.Transparency = 0.5
- p.Size = Vector3.new(2, 2, 2)
- p.Parent = player
- p.Name = "p1"
- local sh1 = Instance.new("BlockMesh")
- sh1.Scale = Vector3.new(sz, sz, sz)
- sh1.Parent = player["p1"]
- local w1 = Instance.new("Weld")
- w1.Parent = player["Right Arm"]
- w1.Part0 = player["Right Arm"]
- w1.Part1 = player["p1"]
- w1.C0 = CFrame.new(0, -0.5, 0)
- sz = 0.75
- local p = Instance.new("Part")
- p.BrickColor = BrickColor.new("Bright red")
- p.Transparency = 0.5
- p.Size = Vector3.new(2, 2, 2)
- p.Parent = player
- p.Name = "p0"
- local sh = Instance.new("BlockMesh")
- sh.Scale = Vector3.new(sz, sz, sz)
- sh.Parent = player["p0"]
- local w = Instance.new("Weld")
- w.Parent = player["Right Arm"]
- w.Part0 = player["Right Arm"]
- w.Part1 = player["p0"]
- w.C0 = CFrame.new(0, -0.5, 0)
- xp = player.Torso.Position.X
- zp = player.Torso.Position.Y
- local b = Instance.new("BodyPosition")
- b.maxForce = Vector3.new(0, 9600, 0)
- b.position = Vector3.new(xp, 0, zp)
- b.Parent = player.Torso
- d = 0
- for i = 1, 150 do
- if d < 45 then
- d = d + 1.2
- end
- b.position = Vector3.new(xp, d ,zp)
- w.C0 = CFrame.new(0, -2, -0.5)*CFrame.fromEulerAnglesXYZ(math.random(1,5), math.random(1,5), math.random(1,5))
- w1.C0 = CFrame.new(0, -2, -0.5)*CFrame.fromEulerAnglesXYZ(math.random(1,5), math.random(1,5), math.random(1,5))
- sh1.Scale = Vector3.new(sz, sz, sz)
- sh.Scale = Vector3.new(sz, sz, sz)
- sz = sz + 0.025
- wait(0.025)
- end
- player.p0:Remove()
- player.p1:Remove()
- xp = player.Torso.Position.X
- zp = player.Torso.Position.Z
- local block = Instance.new("Part")
- block.BrickColor = BrickColor.new("Bright red")
- block.Transparency = 0.5
- block.BottomSurface = "Smooth"
- block.Size = Vector3.new(25,25,25)
- block.Parent = player
- block.Position = Vector3.new(xp, 5, zp)
- block.CanCollide = false
- block.Name = "IAO"
- local bs = Instance.new("BlockMesh")
- bs.Parent = block
- block.Velocity = player.Head.CFrame.lookVector*350
- function block(part)
- if part.Name ~= "Base" then
- part:Remove()
- end
- end
- player.IAO.Touched:connect(block)
- arm1.C0 = CFrame.new(1.2, 0, -0.4)*CFrame.fromEulerAnglesXYZ(0.9, 0.4, -0.4)
- arm2.C0 = CFrame.new(-1.2, 0, -0.4)*CFrame.fromEulerAnglesXYZ(0.9, -0.4, 0.4)
- wait(0.05)
- arm1.C0 = CFrame.new(1.3, 0, -0.3)*CFrame.fromEulerAnglesXYZ(0.8, 0.3, -0.3)
- arm2.C0 = CFrame.new(-1.3, 0, -0.3)*CFrame.fromEulerAnglesXYZ(0.8, -0.3, 0.3)
- wait(0.05)
- arm1.C0 = CFrame.new(1.4, 0, -0.2)*CFrame.fromEulerAnglesXYZ(0.7, 0.2, -0.2)
- arm2.C0 = CFrame.new(-1.4, 0, -0.2)*CFrame.fromEulerAnglesXYZ(0.7, -0.2, 0.2)
- wait(0.05)
- arm1.C0 = CFrame.new(1.5, 0, -0.1)*CFrame.fromEulerAnglesXYZ(0.6, 0.1, -0.1)
- arm2.C0 = CFrame.new(-1.5, 0, -0.1)*CFrame.fromEulerAnglesXYZ(0.6, -0.1, 0.1)
- wait(0.05)
- arm1.C0 = CFrame.new(1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.5, 0, 0)
- arm2.C0 = CFrame.new(-1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.5, 0, 0)
- wait(0.05)
- arm1.C0 = CFrame.new(1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.4, 0, 0)
- arm2.C0 = CFrame.new(-1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.4, 0, 0)
- wait(0.05)
- arm1.C0 = CFrame.new(1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.3, 0, 0)
- arm2.C0 = CFrame.new(-1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.3, 0, 0)
- wait(0.05)
- arm1.C0 = CFrame.new(1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.2, 0, 0)
- arm2.C0 = CFrame.new(-1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.2, 0, 0)
- wait(0.05)
- arm1.C0 = CFrame.new(1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.1, 0, 0)
- arm2.C0 = CFrame.new(-1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0.1, 0, 0)
- wait(0.05)
- arm1.C0 = CFrame.new(1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 0)
- arm2.C0 = CFrame.new(-1.5, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 0)
- wait(2)
- b:Remove()
- end
- wait(1)
- function touch(part)
- hum = part.Parent:FindFirstChild("Humanoid")
- if hum then
- if punch==true then
- if ready==true then
- ready = false
- damg = math.random(5, 25)
- part.Parent.Humanoid.Health = part.Parent.Humanoid.Health - damg
- print(damg)
- end
- end
- end
- local pa = Instance.new("Part")
- pa.BrickColor = BrickColor.new("Bright blue")
- pa.Size = Vector3.new(2, 2, 2)
- pa.Transparency = 0.5
- pa.CanCollide = false
- pa.Parent = player
- local shape = Instance.new("BlockMesh")
- shape.Scale = Vector3.new(0.75, 0.75, 0.75)
- shape.Parent = pa
- local w = Instance.new("Weld")
- w.Parent = player.RAP
- w.Part0 = player.RAP
- w.Part1 = pa
- w.C0 = CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(math.random(1,5), math.random(1,5), math.random(1,5))
- wait(0.1)
- w.C0 = CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(math.random(1,5), math.random(1,5), math.random(1,5))
- wait(0.1)
- w.C0 = CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(math.random(1,5), math.random(1,5), math.random(1,5))
- wait(0.1)
- w.C0 = CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(math.random(1,5), math.random(1,5), math.random(1,5))
- wait(0.1)
- w.C0 = CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(math.random(1,5), math.random(1,5), math.random(1,5))
- wait(0.1)
- pa:Remove()
- end
- player.RAP.Touched:connect(touch)
- tb.MouseButton1Click:connect(Punch)
- tb2.MouseButton1Click:connect(lazer)
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