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- repeat
- wait()
- until game.Players.LocalPlayer.Character
- repeat
- wait()
- until game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") ~= nil
- repeat
- wait()
- until #game.Players.LocalPlayer.Character:children() >= 5
- repeat
- wait()
- until #script:children() >= 6
- wait()
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 0.025
- tf = 0
- allowframeloss = true
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- wait()
- char = game.Players.LocalPlayer.Character
- lastmove = ""
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Neck = Torso.Neck
- it = Instance.new
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- Humanoid = char.Humanoid
- local Animate = char.Humanoid.Animator
- local mouse
- MMouse = nil
- local Anim = "Idle"
- local idle = 0
- local idleanim = 0
- local hitfloor, posfloor
- player = nil
- RSH, LSH = nil, nil
- RW, LW = Instance.new("Weld"), Instance.new("Weld")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- function wPart(x, y, z, color, tr, cc, an, parent)
- local wp = Instance.new("WedgePart", EffectMo)
- wp.formFactor = "Custom"
- wp.Size = Vector3.new(x, y, z)
- wp.BrickColor = BrickColor.new(color)
- wp.CanCollide = cc
- wp.Transparency = tr
- wp.Anchored = an
- wp.TopSurface, wp.BottomSurface = 0, 0
- return wp
- end
- function Mesh(par, num, x, y, z)
- local msh = _
- if num == 1 then
- msh = Instance.new("CylinderMesh", par)
- elseif num == 2 then
- msh = Instance.new("SpecialMesh", par)
- msh.MeshType = 3
- elseif num == 3 then
- msh = Instance.new("BlockMesh", par)
- elseif num == 4 then
- msh = Instance.new("SpecialMesh", par)
- msh.MeshType = "Torso"
- elseif type(num) == "string" then
- msh = Instance.new("SpecialMesh", par)
- msh.MeshId = num
- end
- msh.Scale = Vector3.new(x, y, z)
- return msh
- end
- local CFrameFromTopBack = function(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function Triangle(a, b, c)
- local edg1 = (c - a):Dot((b - a).unit)
- local edg2 = (a - b):Dot((c - b).unit)
- local edg3 = (b - c):Dot((a - c).unit)
- if edg1 <= (b - a).magnitude and edg1 >= 0 then
- a, b = a, b
- elseif edg2 <= (c - b).magnitude and edg2 >= 0 then
- a, b, c = b, c, a
- elseif edg3 <= (a - c).magnitude and edg3 >= 0 then
- a, b, c = c, a, b
- else
- print("unreachable")
- end
- local len1 = (c - a):Dot((b - a).unit)
- local len2 = (b - a).magnitude - len1
- local width = (a + (b - a).unit * len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, -(b - a).unit)
- local list = {}
- if len1 > 0.01 then
- do
- local w1 = wPart(0, 0, 0, "Really black", 0.5, false, true, EffectMo)
- local sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- local sp = Mesh(w1, 2, 0, 0, 0)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Transparency = 0.7
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- w1.Transparency = w1.Transparency + 0.03
- end
- end))
- w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- table.insert(list, w1)
- end
- end
- if len2 > 0.01 then
- do
- local w2 = wPart(0, 0, 0, "Really black", 0.5, false, true, char)
- local sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- local sp = Mesh(w2, 2, 0, 0, 0)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Transparency = 0.7
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- w2.Transparency = w2.Transparency + 0.03
- end
- end))
- w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
- table.insert(list, w2)
- end
- end
- return unpack(list)
- end
- function tre(p, t, h)
- coroutine.resume(coroutine.create(function()
- local blcf = p.CFrame
- local scfr = blcf
- for i = 1, t do
- local blcf = p.CFrame
- if scfr and (p.Position - scfr.p).magnitude > 0.1 then
- local a, b = Triangle((scfr * CFrame.new(0, h / 2, 0)).p, (scfr * CFrame.new(0, -h / 2, 0)).p, (blcf * CFrame.new(0, h / 2, 0)).p)
- if a then
- game.Debris:AddItem(a, 1)
- end
- if b then
- game.Debris:AddItem(b, 1)
- end
- local a, b = Triangle((blcf * CFrame.new(0, h / 2, 0)).p, (blcf * CFrame.new(0, -h / 2, 0)).p, (scfr * CFrame.new(0, -h / 2, 0)).p)
- if a then
- game.Debris:AddItem(a, 1)
- end
- if b then
- game.Debris:AddItem(b, 1)
- end
- scfr = blcf
- else
- scfr = scfr or blcf
- end
- swait()
- end
- scfr = nil
- end))
- end
- function NoOutline(Part)
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function part(formfactor, parent, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- BlockGui = script.Block:Clone()
- BlockGui.Parent = Player.PlayerGui
- Bar = BlockGui.Bar.InterBar
- function weld(parent, part0, part1, c0)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- Bl0ck = 0
- maxbl0ck = 100
- function so(id, par, vol, pit)
- local sou = Instance.new("Sound", par or workspace)
- if par == char then
- sou.Parent = char.Torso
- end
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
- coroutine.resume(coroutine.create(function(Sound)
- swait()
- Sound:play()
- end), sou)
- game:GetService("Debris"):AddItem(sou, 6)
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local CFrameFromTopBack = function(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- LastHitTime = time()
- LastDamage = 0
- ComboHits = 0
- Hitstop = 0
- ComboNubs = {}
- function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- Noob = hit.Parent
- if hit.Name ~= "Hitbox" then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(hit.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 7)
- if hitnum == 1 then
- so("153092274", hit, 1, 1)
- elseif hitnum == 2 then
- so("199149186", hit, 2, 0.5)
- elseif hitnum == 3 then
- so("153092296", hit, 1, 0.3)
- elseif hitnum == 4 then
- so("199149235", hit, 1, 0.5)
- elseif hitnum == 5 then
- so("199149269", hit, 1, 0.4)
- elseif hitnum == 6 then
- so("199149297", hit, 1, 0.5)
- elseif hitnum == 7 then
- so("201858024", hit, 1, 0.6)
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
- hit = hit.Parent.Parent:findFirstChild("Torso")
- lasthit = hit
- h = hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className == "Hat" then
- hit = hit.Parent.Parent:findFirstChild("Head")
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- if Player.Neutral == false then
- if hit.Parent:findFirstChild("Alignment") ~= nil and hit.Parent.Alignment.Value == Player.TeamColor.Color then
- return
- end
- if game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then
- return
- end
- end
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = game:service("Players").LocalPlayer
- c.Parent = h
- Damage = 0
- if minim == maxim then
- Damage = maxim
- else
- Damage = math.random(minim, maxim)
- end
- if blocked == true then
- else
- Damage = math.floor(Damage)
- coroutine.resume(coroutine.create(function(Hum, Dam)
- hit.Parent.Humanoid:TakeDamage(Damage)
- end), h, Damage)
- showDamage(hit.Parent, Damage, "Damage")
- if Type == "Knockdown" then
- hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end))
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- rl = Instance.new("BodyAngularVelocity")
- rl.P = 3000
- rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
- rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- rl.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- elseif Type == "Knockdown2" then
- hum = hit.Parent.Humanoid
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 500
- bodvol.maxForce = Vector3.new(3000, 3000, 3000)
- bodvol.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- else
- if Type == "Normal" or Type == "NormalDecreaseMvmt1" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- CRIT = false
- end
- end
- end
- aHitstun = 38
- aHitstop = 10
- Hitstop = Hitstop + aHitstop
- LastHitTime = time() + aHitstop / 27 + aHitstun / 27 + 0.05
- LastDamage = LastDamage + Damage * 1
- Comboing = true
- ComboHits = ComboHits + 1
- ComboNubs[Noob.Name] = Noob
- end
- function showDamage(Char, Dealt, Type)
- end
- function MagniDamage(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head
- for _, d in pairs(c:children()) do
- if d.className == "Model" and ranged ~= true then
- head = d:findFirstChild("Hitbox")
- if d.Parent == Character then
- break
- end
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if not (magni >= mag) or c.Name ~= Player.Name then
- end
- end
- end
- if d.className == "Part" and d.Name == "Torso" then
- head = d
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- end
- end
- end
- end
- end
- end
- end
- function trail(Tim)
- for _, v in pairs(char:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" and v.Name ~= "Head" then
- do
- local p = v:clone()
- p.Name = "trail"
- p.Parent = EffectMo
- p.Transparency = 0
- p.Anchored = true
- p.BrickColor = BrickColor.new("Medium stone grey")
- p.Material = "Neon"
- p:ClearAllChildren()
- p.CanCollide = false
- coroutine.resume(coroutine.create(function()
- swait()
- repeat
- swait()
- p.Transparency = p.Transparency + Tim
- until p.Transparency >= 1
- p:Destroy()
- end))
- end
- end
- end
- end
- BlastMesh = "http://www.roblox.com/asset/?id=20329976"
- function resetwelds()
- spr.C0 = neutralc0
- end
- function gentrail(par)
- par = par:clone()
- par.Parent = EffectMo
- coroutine.resume(coroutine.create(function(part, spin)
- for i = 1, 20 do
- part.Mesh.Scale = part.Mesh.Scale - Vector3.new(0.05, 0.05, 0.05)
- part.Transparency = i / 20
- part.CFrame = part.CFrame * CFrame.new(math.random(-50, 50) / 5000, math.random(-10, 10) / 1000, math.random(-10, 10) / 1000) * spin
- swait()
- end
- part.Parent = nil
- end), par, CFrame.fromEulerAnglesXYZ(math.random(-10, 10) / 10, math.random(-10, 10) / 10, math.random(-10, 10) / 10))
- end
- function RestoreHP(targe, rest)
- local CPlayer = char
- pol = Instance.new("Part")
- pol.Name = "Trail"
- pol.TopSurface = 0
- pol.BottomSurface = 0
- pol.Anchored = false
- pol.CanCollide = false
- pol.formFactor = "Symmetric"
- pol.Size = Vector3.new(1, 1, 1)
- pol.BrickColor = BrickColor.new("Crimson")
- pol.Material = "Neon"
- pol.Transparency = 0.3
- pol.CFrame = targe.CFrame + Vector3.new(math.random(-5, 5), math.random(-5, 5), math.random(-5, 5))
- pol.Parent = EffectMo
- m = Instance.new("SpecialMesh")
- m.MeshType = "Sphere"
- m.Scale = Vector3.new(2, 2, 2)
- m.Parent = pol
- bp = Instance.new("BodyPosition")
- bp.P = 9000
- bp.D = 100
- bp.Parent = pol
- bp.position = pol.Position + Vector3.new(math.random(-5, 5), math.random(-5, 5), math.random(-5, 5)) * 2 + (pol.Position - CPlayer.Torso.Position).unit * math.random(-5, 5)
- coroutine.resume(coroutine.create(function(part, spin, tar)
- swait(0.2)
- for i = 1, math.random(8, 11) do
- part.BodyPosition.position = part.BodyPosition.position + (pol.Position - tar.Position).unit * -2
- swait()
- end
- swait(0.25)
- part.BodyPosition:Remove()
- part.Anchored = true
- for i = 1, 5 do
- gentrail(part:clone())
- part.CFrame = CFrame.new(part.Position:Lerp(char.Torso.Position, i / 5)) * CFrame.fromEulerAnglesXYZ(math.random(-5, 5), math.random(-5, 5), 0)
- swait(0.05)
- end
- char.Humanoid.Health = char.Humanoid.Health + rest
- part.Parent = nil
- end), pol, CFrame.fromEulerAnglesXYZ(math.random(-50, 50) / 500, math.random(-50, 50) / 500, math.random(-50, 50) / 500), targe)
- end
- function doingmoves(value)
- if value == true then
- char.Humanoid.WalkSpeed = 0
- char.Humanoid.JumpPower = 0
- Dmoves = true
- Animate.Parent = nil
- end
- if value == false then
- char.Humanoid.WalkSpeed = 16
- char.Humanoid.JumpPower = 50
- Dmoves = false
- Animate.Parent = nil
- end
- end
- Dmoves = false
- function switchMode()
- doingmoves(true)
- resetwelds()
- ER = char.Torso.CFrame
- local stab = Instance.new("BodyPosition", char.HumanoidRootPart)
- stab.P = 5000
- stab.maxForce = Vector3.new(500000000, 0, 500000000) * 4
- stab.position = stab.Parent.Position
- RootJoint.C0 = RootJoint.C0 * CFrame.Angles(math.rad(-25), 0, 0)
- LW.C0 = LW.C0 * CFrame.Angles(math.rad(-50), 0, math.rad(-30))
- RW.C0 = RW.C0 * CFrame.Angles(math.rad(-50), 0, math.rad(30))
- LH.C0 = LH.C0 * CFrame.Angles(math.rad(-15), 0, math.rad(25))
- RH.C0 = RH.C0 * CFrame.Angles(math.rad(-15), 0, math.rad(-25))
- Neck.C0 = Neck.C0 * CFrame.Angles(math.rad(-30), 0, 0)
- local proj = Instance.new("Part", EffectMo)
- proj.Anchored = true
- proj.CanCollide = true
- proj.Transparency = 1
- proj.Position = char.Torso.Position
- xdir = proj.CFrame.lookVector
- game.Debris:AddItem(proj, 10)
- so("153092315", char, 5, 0.8)
- MagniDamage(char.Torso, 19, 5, 6, 20, "Normal", RootPart, 0.2, 2, math.random(4, 7), nil, true)
- local p = Instance.new("Part", proj.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- if Mode == "Shield" then
- p.BrickColor = BrickColor.new("Deep orange")
- elseif Mode == "Spear" then
- p.BrickColor = BrickColor.new("Toothpaste")
- end
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = CFrame.new(proj.Position, proj.Position + xdir * 50) * CFrame.fromEulerAnglesXYZ(math.pi / 2, 0, 0)
- p.CFrame = p.CFrame * CFrame.new(0, 0, 5)
- game:GetService("Debris"):AddItem(p, 8)
- local m = Instance.new("SpecialMesh", p)
- m.MeshId = "http://www.roblox.com/asset/?id=3270017"
- m.Scale = Vector3.new(2, 2, 1)
- coroutine.resume(coroutine.create(function(p, s)
- for i = 1, 30 do
- p.Transparency = i / 30
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(2, 2, -0.05)
- swait()
- end
- p:Destroy()
- end), p, 8)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.Position = char.Torso.Position
- p.CFrame = p.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, math.random(-10, 10) / 100, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 3, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 20 do
- p.Transparency = i / 20
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(1.5, 0, 1.5)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.5 - idleanim) * euler(-0.05, 0, 0), 0.3)
- for i = 1, 4 do
- do
- local p = Instance.new("Part", proj.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- if Mode == "Shield" then
- p.BrickColor = BrickColor.new("Deep orange")
- elseif Mode == "Spear" then
- p.BrickColor = BrickColor.new("Toothpaste")
- end
- p.Material = "Neon"
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = CFrame.new(proj.CFrame.p) - Vector3.new(0, 0, 0)
- local m = Instance.new("CylinderMesh", p)
- m.Scale = Vector3.new(3, 1000000, 3)
- coroutine.resume(coroutine.create(function(p, pc, s)
- local e = 0
- for i = 0 + s, 50 + s do
- p.Mesh.Scale = p.Mesh.Scale / 1.02
- e = e ^ 1.008 + 0.88
- p.CFrame = pc * CFrame.fromEulerAnglesXYZ(0, 0, 0) + Vector3.new(math.cos(math.deg(i * 0.6)) * (i - s + 8), 0, math.sin(math.deg(i * 0.6)) * (i - s + 8))
- swait()
- end
- for i = 1, 10 do
- m.Scale = m.Scale - Vector3.new(0.1, 0, 0.1)
- p.Transparency = i / 10
- swait()
- end
- p:Remove()
- end), p, p.CFrame, i * 9)
- end
- end
- local p = Instance.new("Part", proj.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("Institutional white")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = proj.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- p.Transparency = 0.1
- local m = Instance.new("SpecialMesh", p)
- m.Scale = Vector3.new(3, 3, 3)
- m.MeshType = "Sphere"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 15 do
- p.Transparency = i / 15
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(5, 5, 5)
- swait()
- end
- p:Destroy()
- end), p)
- if Mode == "Spear" then
- Mode = "Shield"
- elseif Mode == "Shield" then
- Mode = "Spear"
- end
- swait(10)
- stab:Destroy()
- resetwelds()
- doingmoves(false)
- end
- function AA()
- doingmoves(true)
- for i = 1, 0.5, -0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.8) * euler(2, 0, -1.2) * euler(0, -0.5, 0), 0.5)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1, 0.2, -0.8) * euler(1.4, 0, 1.6) * euler(0, 0, 0), 0.5)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -1, 0) * euler(0, 1.57, -0.1), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, 0) * euler(0, -1.57, 0.4), 0.5)
- end
- so("2767090", Torso, 1, 0.8)
- dist = 150
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.CFrame = char.Torso.CFrame * CFrame.new(-3, 0, 0) * CFrame.Angles(math.rad(90), 0, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 0.5, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(1, 1, 1)
- p.CFrame = p.CFrame * CFrame.Angles(0, -math.rad(10 * i), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- Torso.Velocity = RootPart.CFrame.lookVector * dist
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.8) * euler(2, 0, -1.2) * euler(0, -0.5, 0), 0.5)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1, 0.2, -0.8) * euler(1.4, 0, 1.6) * euler(0, 0, 0), 0.5)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -1, 0) * euler(0, 1.57, -0.1), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, 0) * euler(0, -1.57, 0.4), 0.5)
- end
- so("199145534", Torso, 1, 0.8)
- so("199145739", Torso, 1, 1)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("White")
- p.CFrame = char.Torso.CFrame * CFrame.new(0, 5, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.idkMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(2.5, 2.5, 2.5)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 40 do
- p.Transparency = i / 40
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(0.05, 0.05, 0.05)
- p.CFrame = p.CFrame * CFrame.Angles(0, -math.rad(10 * i), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- for i = 1, 20 do
- p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Really black")
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(0.2, 1, 0.2)
- p.Transparency = 0
- p.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10) / 4, math.random(-10, 10) / 4, math.random(-10, 10) / 4)
- p.Parent = EffectMo
- local m = Instance.new("SpecialMesh")
- m.MeshType = "Sphere"
- m.Parent = p
- m.Scale = Vector3.new(2, 10, 2)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 40 do
- p.Transparency = i / 40
- p.CFrame = p.CFrame * CFrame.new(0, -1, 0)
- swait()
- end
- p.Parent = nil
- end), p)
- end
- for i = 1, 4 do
- do
- local p = Instance.new("Part", Torso.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("Toothpaste")
- p.Material = "Neon"
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = CFrame.new(Torso.CFrame.p) - Vector3.new(0, 0, 0)
- local m = Instance.new("CylinderMesh", p)
- m.Scale = Vector3.new(3, 1000000, 3)
- coroutine.resume(coroutine.create(function(p, pc, s)
- local e = 0
- for i = 0 + s, 25 + s do
- p.Mesh.Scale = p.Mesh.Scale / 1.02
- e = e ^ 1.008 + 0.88
- p.CFrame = pc * CFrame.fromEulerAnglesXYZ(0, 0, 0) + Vector3.new(math.cos(math.deg(i * 0.6)) * (i - s + 8), 0, math.sin(math.deg(i * 0.6)) * (i - s + 8))
- swait()
- end
- for i = 1, 10 do
- m.Scale = m.Scale - Vector3.new(0.1, 0, 0.1)
- p.Transparency = i / 10
- swait()
- end
- p:Remove()
- end), p, p.CFrame, i * 9)
- end
- end
- for i = 1, 1 do
- swait()
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Light stone grey")
- p.CFrame = Torso.CFrame * CFrame.new(0, -0.5, 0) * CFrame.Angles(0, math.random(-360, 360), 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(33, 1, 33)
- m.Name = "Mesh"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for ii = 1, 60 do
- p.Transparency = 0.5 + ii / 60
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(1 + ii), 0) - Vector3.new(0, 0.05, 0)
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(0.1, -0.01, 0.1)
- swait()
- end
- p:Remove()
- end), p)
- end
- MagniDamage(char.Torso, 20, 10, 20, 30, "Normal", RootPart, 0.05, 2, math.random(4, 7), nil, true)
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1) * euler(0, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(0, 0, 0), 0.5)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57) * euler(0, 0, 0), 0.5)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), 0.5)
- end
- swait(5)
- doingmoves(false)
- end
- function shieldbash()
- doingmoves(true)
- resetwelds()
- ER = char.Torso.CFrame
- for i = 1, 10 do
- swait()
- RW.C1 = clerp(RW.C1, cf(0, 0.6, 0) * euler(math.rad(-100), 0, 0), 0.3)
- RootJoint.C0 = RootCF * cf(0, 0, -0.2) * euler(0, 0, math.rad(9 * i))
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, math.rad(-90)) * euler(0, 0, 0), 0.7)
- LW.C1 = clerp(LW.C1, cf(0, 0.4, 0) * euler(0, 0, math.rad(30)), 0.5)
- end
- DIR = char.Head.CFrame.lookVector
- coroutine.resume(coroutine.create(function()
- for i = 1, 30 do
- p = Instance.new("Part")
- p.Name = "Trail"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Anchored = true
- p.CanCollide = false
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.BrickColor = BrickColor.new("Toothpaste")
- p.Material = "Neon"
- p.CFrame = char.Torso.CFrame
- p.Parent = EffectMo
- m = Instance.new("BlockMesh")
- m.Scale = Vector3.new(1, 1, 1)
- m.Parent = p
- coroutine.resume(coroutine.create(function(part, spin)
- for i = 1, 20 do
- part.Mesh.Scale = part.Mesh.Scale - Vector3.new(0.25, 0.25, 0.25)
- part.Transparency = i / 20
- part.CFrame = part.CFrame * CFrame.new(math.random(-10, 10) / 9, math.random(-10, 10) / 9, math.random(-10, 10) / 9) * spin
- swait()
- end
- part.Parent = nil
- end), p, CFrame.fromEulerAnglesXYZ(math.random(-10, 10) / 10, math.random(-10, 10) / 10, math.random(-10, 10) / 10))
- swait()
- end
- end))
- coroutine.resume(coroutine.create(function()
- for i = 1, 5 do
- swait(3)
- do
- local ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(RootPart.Position)
- hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 50, Character)
- if hitfloor2 ~= nil then
- so("199145477", ref, 1, 1.2)
- ref.CFrame = cf(posfloor2)
- col = hitfloor2.BrickColor
- for i = 1, 5 do
- local groundpart = part(3, workspace, 0, 0, col, "Ground", vt(math.random(50, 200) / 100, math.random(50, 200) / 100, math.random(50, 200) / 100))
- groundpart.Anchored = true
- groundpart.Material = hitfloor2.Material
- groundpart.CanCollide = true
- groundpart.CFrame = cf(ref.Position) * cf(math.random(-500, 500) / 100, 0, math.random(-500, 500) / 100) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- groundpart.Parent = EffectMo
- coroutine.resume(coroutine.create(function(groundpart)
- for i = 1, 30 do
- groundpart.Transparency = i / 30
- swait()
- end
- groundpart:Destroy()
- ref:Destroy()
- end), groundpart)
- end
- end
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.CFrame = char.Torso.CFrame * CFrame.new(-3, 0, 0) * CFrame.Angles(math.rad(90), math.random(-10, 10) / 100, math.rad(90))
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(10, 1, 10)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(-1, 2, -1)
- p.CFrame = p.CFrame * CFrame.Angles(0, -math.rad(10 * i), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- end
- end
- end))
- for i = 1, 20 do
- swait()
- Torso.Velocity = char.Head.CFrame.lookVector * 4 * i
- so("234365549", char, 1, 1.2)
- so("191395579", char, 1, 1.3)
- so("189505665", char, 1, 0.8)
- so("189505665", char, 1, 0.5)
- so("191395766", char, 1, 1.1)
- MagniDamage(char.Torso, 9, 1, 5, 0, "Normal", RootPart, 0.04, 0, math.random(3, 5), nil, true)
- end
- resetwelds()
- doingmoves(false)
- end
- function shockwave()
- doingmoves(true)
- resetwelds()
- ER = char.Torso.CFrame
- Humanoid.WalkSpeed = 16
- for i = 1, 10 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.2, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.8, 0) * euler(2.5, 0, -0.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.8, 0) * euler(2.4, 0, 0.4), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.8, 0.2) * euler(0, 1.57, -0.2), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -0.9, 0) * euler(0, -1.57, 0.3), 0.2)
- end
- so("200632136", char, 1, 0.6)
- for i = 0, 1, 0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.2, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.3, 0) * euler(0.8, 0, -0.4), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.3, 0) * euler(0.8, 0, 0.4), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, -0.4) * euler(0, 1.57, -0.6) * euler(-0.2, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -0.4, -0.5) * euler(0, -1.57, 0.2), 0.2)
- end
- so("200632561", Torso, 1, 0.6)
- so("200632561", Torso, 1, 0.4)
- so("191395766", Torso, 1, 1)
- for i = 0, 1, 0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.3, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.2, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.3, 0) * euler(0.5, 0, -0.4), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.3, 0) * euler(0.5, 0, 0.4), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, -0.4) * euler(0, 1.57, -0.6) * euler(-0.2, 0, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.4, -0.5) * euler(0, -1.57, 0.2), 0.4)
- end
- er = Instance.new("Part")
- er.Anchored = true
- er.Transparency = 1
- er.CanCollide = false
- er.Position = char.Torso.Position
- er.Parent = EffectMo
- game.Debris:AddItem(er, 3)
- for i = 1, 5 do
- swait(1)
- Noob = nil
- if Humanoid:FindFirstChild("Shake") == nil then
- local tt = script.Shake2:clone()
- tt.Parent = Humanoid
- tt.Disabled = false
- end
- if Noob ~= nil and Noob.Humanoid:FindFirstChild("Shake") == nil then
- local ss = script.Shake2:clone()
- ss.Parent = Noob.Humanoid
- ss.Disabled = false
- end
- MagniDamage(char.Torso, 27, 5, 10, 20, "Normal", RootPart, 0.05, 2, math.random(4, 7), nil, true)
- xdir = er.CFrame.lookVector
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Light stone grey")
- p.CFrame = er.CFrame * CFrame.new(0, -0.5, 0) * CFrame.Angles(0, math.random(-50, 50), 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(2, 2, 2)
- m.Name = "Mesh"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for ii = 1, 20 do
- p.Transparency = 0.5 + ii / 20
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(10 + ii), 0) - Vector3.new(0, 0.05, 0)
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(3.5, -0.1, 3.5)
- swait()
- end
- p:Remove()
- end), p)
- end
- resetwelds()
- doingmoves(false)
- end
- function shieldslam()
- doingmoves(true)
- resetwelds()
- ER = char.Torso.CFrame
- Humanoid.WalkSpeed = 16
- for i = 1, 10 do
- swait()
- RW.C1 = clerp(RW.C1, cf(0, 0.6, 0) * euler(math.rad(-90), 0, 0), 0.3)
- RootJoint.C0 = RootCF * cf(0, 0, -0.2) * euler(0, 0, math.rad(9 * i))
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, math.rad(-90)) * euler(0, 0, 0), 0.7)
- LW.C1 = clerp(LW.C1, cf(0.5, 1.5, 0) * euler(math.rad(-90), math.rad(70), 0), 0.5)
- end
- Torso.Velocity = vt(0, 1, 0) * 150
- Humanoid.Jump = true
- Humanoid.JumpPower = 16
- local spin = coroutine.create(function()
- for i = 1, 4.5 do
- so("203691447", char, 1, 1.1)
- wait(0.2)
- end
- end)
- coroutine.resume(spin)
- for i = 1, 30 do
- swait()
- local es = 27
- RootJoint.C0 = RootCF * cf(0, 0, -0.2) * euler(math.rad(es * i), 0, math.rad(90))
- end
- hit = nil
- while hit == nil do
- swait()
- hit = rayCast(LeftLeg.Position, CFrame.new(LeftLeg.Position, LeftLeg.Position - Vector3.new(0, 1, 0)).lookVector, 4, char)
- end
- dist = 10
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(Torso.Position)
- game.Debris:AddItem(ref, 8)
- so("178452217", RightArm, 0.5, 0.4)
- so("168586586", RightArm, 0.5, 0.6)
- so("160740121", RightArm, 1, 0.8)
- so("168586621", RightArm, 1, 0.5)
- so("160867463", RightArm, 1, 0.8)
- er = Instance.new("Part")
- er.Anchored = true
- er.Transparency = 1
- er.CanCollide = false
- er.Position = char.Torso.Position
- er.Parent = EffectMo
- game.Debris:AddItem(er, 3)
- er.CFrame = er.CFrame * CFrame.Angles(0, math.rad(90), 0)
- local et = Instance.new("Part")
- et.Anchored = true
- et.Transparency = 1
- et.CanCollide = false
- et.Position = char.Torso.Position
- et.Parent = EffectMo
- game.Debris:AddItem(et, 3)
- er.CFrame = er.CFrame * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(0, -2, 0)
- hitfloor2a, posfloor2a = rayCast(er.Position, CFrame.new(ref.Position, ref.Position - Vector3.new(0, 1, 0)).lookVector, 100, Character)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = hitfloor2a.BrickColor
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = cf(posfloor2a) * CFrame.Angles(0, math.rad(90), 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- p.Parent = EffectMo
- m = MeshFolder.ExplosionMesh:clone()
- p.Material = "SmoothPlastic"
- m.Scale = Vector3.new(40, 80, 40)
- m.Parent = p
- m.Name = "Triangle"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 200 do
- p.Transparency = 0.3 + i / 200
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(0.1, 0.1, 0)
- swait()
- end
- p.Parent = nil
- end), p)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("White")
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = er.CFrame * CFrame.Angles(0, math.rad(90), 0) * CFrame.fromEulerAnglesXYZ(math.rad(50), 0, 0)
- p.Parent = EffectMo
- m = MeshFolder.RingMesh:clone()
- p.Material = "SmoothPlastic"
- m.Scale = Vector3.new(60, 60, 0)
- m.Parent = p
- m.Name = "Triangle"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 30 do
- p.Transparency = i / 30
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(0.3, 0.3, 0)
- swait()
- end
- p.Parent = nil
- end), p)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("White")
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = er.CFrame * CFrame.Angles(0, math.rad(90), 0) * CFrame.fromEulerAnglesXYZ(math.rad(-50), 0, 0)
- p.Parent = EffectMo
- m = MeshFolder.RingMesh:clone()
- p.Material = "SmoothPlastic"
- m.Scale = Vector3.new(60, 60, 0)
- m.Parent = p
- m.Name = "Triangle"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 30 do
- p.Transparency = i / 30
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(0.3, 0.3, 0)
- swait()
- end
- p.Parent = nil
- end), p)
- for i = 1, 4 do
- Noob = nil
- MagniDamage(char.Torso, 34, 20, 25, 20, "Normal", RootPart, 2, 2, math.random(4, 7), nil, true)
- if Humanoid:FindFirstChild("Shake") == nil then
- local tt = script.Shake:clone()
- tt.Parent = Humanoid
- tt.Disabled = false
- end
- if Noob ~= nil and Noob.Humanoid:FindFirstChild("Shake") == nil then
- local ss = script.Shake:clone()
- ss.Parent = Noob.Humanoid
- ss.Disabled = false
- end
- swait()
- local p = Instance.new("Part", er.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("Black")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = er.CFrame * CFrame.Angles(math.pi / 2, 0, 0) * CFrame.new(0, 0, 1.5)
- game:GetService("Debris"):AddItem(p, 8)
- local m = Instance.new("SpecialMesh", p)
- m.MeshId = "http://www.roblox.com/asset/?id=3270017"
- m.Scale = Vector3.new(2, 2, 1)
- coroutine.resume(coroutine.create(function(p, s)
- for i = 1, 30 do
- p.Transparency = i / 30
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(4, 4, -0.05)
- swait()
- end
- end), p, 8)
- xdir = er.CFrame.lookVector
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.CFrame = er.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, math.random(-10, 10) / 100, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 3, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 25 do
- p.Transparency = i / 25
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(2.3, 0, 2.3)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- for i = 1, 5 do
- ref.CFrame = cf(RootPart.Position) * cf(math.random(-dist * 300, dist * 200) / 100, 0, math.random(-dist * 300, dist * 300) / 100)
- hitfloor2a, posfloor2a = rayCast(ref.Position, CFrame.new(ref.Position, ref.Position - Vector3.new(0, 1, 0)).lookVector, 100, Character)
- if hitfloor2a ~= nil then
- local groundpart = part(3, workspace, 0, 0, hitfloor2a.BrickColor, "Ground", vt(math.random(500, 1000) / 100, math.random(500, 1000) / 100, math.random(500, 1000) / 100))
- groundpart.Anchored = true
- groundpart.Material = hitfloor2a.Material
- groundpart.CanCollide = false
- groundpart.CFrame = cf(posfloor2a) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(groundpart, 10)
- groundpart.Parent = EffectMo
- coroutine.resume(coroutine.create(function(groundpart)
- for i = 1, 300 do
- groundpart.Transparency = i / 300
- swait()
- end
- groundpart:Destroy()
- end), groundpart)
- end
- end
- end
- swait()
- resetwelds()
- doingmoves(false)
- end
- function orbatk()
- doingmoves(true)
- resetwelds()
- ER = char.Torso.CFrame
- local rek = Instance.new("Sound", char)
- rek.Volume = 1
- rek.Pitch = 1.3
- rek.SoundId = "http://www.roblox.com/asset/?id=235097614"
- rek:Play()
- game.Debris:AddItem(rek, 5)
- for i = 1, 5 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6) * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0.8), 0.3)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.4, 0, -1.2) * euler(0, 1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.8), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.7, -1, 0.4) * euler(0, 1.57, 0) * euler(0, -0.8, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.7, -1, -0.4) * euler(0, -1.57, 0) * euler(0, -0.8, 0), 0.3)
- end
- for i = 1, 5 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57) * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.57), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(0, 1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.8), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.4)
- end
- Runes = {
- "rbxassetid://200326272",
- "rbxassetid://200326330",
- "rbxassetid://200326394",
- "rbxassetid://200326465",
- "rbxassetid://200326593",
- "rbxassetid://200326667",
- "rbxassetid://200326796",
- "rbxassetid://200326880",
- "rbxassetid://200327025",
- "rbxassetid://200327088",
- "rbxassetid://200327279",
- "rbxassetid://200327394",
- "rbxassetid://200327439",
- "rbxassetid://200327517",
- "rbxassetid://200327625",
- "rbxassetid://200327725",
- "rbxassetid://200327804",
- "rbxassetid://200327922",
- "rbxassetid://200327991",
- "rbxassetid://200328063",
- "rbxassetid://200328131",
- "rbxassetid://200328211",
- "rbxassetid://200328319",
- "rbxassetid://200328365",
- "rbxassetid://200328401",
- "rbxassetid://200328461",
- "rbxassetid://200328530",
- "rbxassetid://200328645",
- "rbxassetid://200328713"
- }
- function BillboardGui(image, position, size)
- local billpar = Instance.new("Part")
- billpar.Transparency = 1
- billpar.formFactor = "Custom"
- billpar.Size = Vector3.new(1, 1, 1)
- billpar.Anchored = true
- billpar.CanCollide = false
- billpar.CFrame = CFrame.new(position)
- billpar.Name = "BillboardGuiPart"
- local bill = Instance.new("BillboardGui", billpar)
- bill.Adornee = billpar
- bill.Size = UDim2.new(1, 0, 1, 0)
- bill.SizeOffset = Vector2.new(size, size)
- local d = Instance.new("ImageLabel", bill)
- d.BackgroundTransparency = 1
- d.Size = UDim2.new(1, 0, 1, 0)
- d.Image = image
- return billpar
- end
- eb = BillboardGui(Runes[math.random(1, #Runes)], (RightArm.CFrame * CFrame.new(0, -2, 0)).p, 0)
- eb.Parent = EffectMo
- eb.BillboardGui.Size = UDim2.new(3, 0, 3, 0)
- eb.BillboardGui.ImageLabel.ImageColor3 = BrickColor.new("Toothpaste").Color
- for i = 1, 3 do
- swait()
- do
- local blast = Instance.new("Part", EffectMo)
- blast.Anchored = true
- blast.CanCollide = false
- blast.Size = Vector3.new(1, 1, 1)
- blast.CFrame = RightArm.CFrame * CFrame.new(0, -2, 0) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- m = Instance.new("SpecialMesh", blast)
- m.Scale = Vector3.new(3, 3, 3)
- m.MeshType = "Sphere"
- blast.BrickColor = BrickColor.new("White")
- blast.Material = "Neon"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 15 do
- blast.Transparency = i / 10
- blast.Mesh.Scale = blast.Mesh.Scale / 1.1
- swait()
- end
- blast:Remove()
- end), p)
- p = Instance.new("Part")
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("White")
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = blast.CFrame * CFrame.fromEulerAnglesXYZ(math.pi / 2 + math.random(-15, 15) / 9, math.random(-15, 15) / 9, math.random(-10, 10) / 9)
- p.Parent = EffectMo
- m = MeshFolder.RingMesh:clone()
- m.Scale = Vector3.new(0, 0, 0)
- m.Parent = p
- m.Name = "Triangle"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(0.8, 0.8, 0)
- swait()
- end
- p.Parent = nil
- end), p)
- p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Black")
- p.Material = "Neon"
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = blast.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-10, 10) / 4, math.random(-10, 10) / 4, math.random(-10, 10) / 4)
- p.Parent = EffectMo
- local m = Instance.new("BlockMesh")
- m.Parent = p
- m.Scale = Vector3.new(0.4, 0.4, 0.4)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.CFrame = p.CFrame * CFrame.new(0, -0.5, 0)
- swait()
- end
- p.Parent = nil
- end), p)
- end
- end
- for i = 1, 8 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0, 0, -1) * euler(0, 0.2, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1) * euler(0, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.5, 0, -1), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0.5, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.8, -0.6, 0.4) * euler(0, -1.57, 0) * euler(-0.4, 1, 0), 0.4)
- end
- p = Instance.new("Sound", char)
- p.Volume = 0.8
- p.Pitch = 1
- p.SoundId = "http://www.roblox.com/asset/?id=240517975"
- p:Play()
- eb:Destroy()
- local billpar = Instance.new("Part")
- billpar.Transparency = 1
- billpar.formFactor = "Custom"
- billpar.Size = Vector3.new(1, 1, 1)
- billpar.Anchored = true
- billpar.CanCollide = false
- billpar.CFrame = RootPart.CFrame
- billpar.BrickColor = BrickColor.new("White")
- billpar.Material = "Neon"
- billpar.Name = "oraora"
- billpar.Parent = EffectMo
- m = Instance.new("SpecialMesh", billpar)
- m.Scale = Vector3.new(5, 5, 5)
- m.MeshType = "Sphere"
- billpar.BrickColor = BrickColor.new("White")
- billpar.Material = "Neon"
- local bill = Instance.new("BillboardGui", billpar)
- bill.Adornee = billpar
- bill.Size = UDim2.new(7, 0, 7, 0)
- bill.SizeOffset = Vector2.new(0, 0)
- local d = Instance.new("ImageLabel", bill)
- d.BackgroundTransparency = 1
- d.Size = UDim2.new(1, 0, 1, 0)
- d.Image = Runes[math.random(1, #Runes)]
- d.ImageColor3 = BrickColor.new("Toothpaste").Color
- num = 0
- coroutine.resume(coroutine.create(function(p)
- for er = 1, 100 do
- swait()
- d.Rotation = d.Rotation + 3
- DIR = billpar.CFrame.lookVector
- do
- local hitfloor2, posfloor2 = rayCast(billpar.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- num = num + 1
- ef = 5
- goto = posfloor2 + Vector3.new(math.random(-ef, ef), 0, math.random(-ef, ef))
- if num == 4 then
- MagniDamage(billpar, 11, 3, 6, math.random(1, 3), "Normal", billpar, 0.1, 2, math.random(4, 7), nil, true)
- num = 0
- local hitfloor2, posfloor2 = rayCast(billpar.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil and equipped == true and Dmoves == false then
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Light stone grey")
- p.CFrame = cf(posfloor2) * CFrame.new(0, 1, 0) * CFrame.Angles(0, math.random(-10, 10), 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(12, 2, 12)
- m.Name = "Mesh"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for ii = 1, 20 do
- p.Transparency = 0.5 + ii / 20
- p.CFrame = p.CFrame * CFrame.Angles(0, -math.rad(3 + ii), 0) - Vector3.new(0, 0.05, 0)
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(0.4, -0.1, 0.4)
- swait()
- end
- p:Remove()
- end), p)
- end
- p = Instance.new("Part")
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Really black")
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = billpar.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 0)
- p.Parent = EffectMo
- m = MeshFolder.RingMesh:clone()
- m.Scale = Vector3.new(5, 5, 3)
- m.Parent = p
- m.Name = "Triangle"
- coroutine.resume(coroutine.create(function(p)
- for iii = 1, 15 do
- p.Transparency = iii / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(1.7, 1.7, 0.4)
- p.CFrame = billpar.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(2 * er), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- end
- billpar.CFrame = billpar.CFrame * CFrame.new(0, 0, -0.8)
- local blast = Instance.new("Part", EffectMo)
- blast.Anchored = true
- blast.CanCollide = false
- blast.Size = Vector3.new(1, 1, 1)
- blast.CFrame = billpar.CFrame
- m = Instance.new("SpecialMesh", blast)
- m.Scale = Vector3.new(8, 8, 8)
- m.MeshType = "Sphere"
- blast.BrickColor = BrickColor.new("Fossil")
- blast.Material = "Neon"
- blast.Transparency = 0.7
- coroutine.resume(coroutine.create(function(p)
- for ii = 1, 20 do
- blast.Transparency = 0.7 + ii / 20
- blast.Mesh.Scale = blast.Mesh.Scale / 1.1
- blast.CFrame = billpar.CFrame
- swait()
- end
- blast:Remove()
- end), p)
- end
- end
- billpar:Destroy()
- end))
- swait(5)
- resetwelds()
- doingmoves(false)
- end
- function lightarrow()
- doingmoves(true)
- resetwelds()
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0), 1)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0), 1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0), 1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0), 1)
- ER = char.Torso.CFrame
- for i = 1, 20 do
- swait()
- RW.C1 = clerp(RW.C1, cf(0, 0.6, 0) * euler(math.rad(-90), 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * euler(0, 0, math.rad(90)), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, math.rad(-90)) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0.5, 1.5, 0) * euler(math.rad(-90), math.rad(70), 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, -1.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.4, -0.6) * euler(0, -1.57, 0) * euler(0, 0, 0.2), 0.4)
- end
- local stab = Instance.new("BodyPosition", char.HumanoidRootPart)
- stab.P = 5000
- stab.maxForce = Vector3.new(500000000, 0, 500000000) * 4
- stab.position = stab.Parent.Position
- so("231917975", char.Torso, 1, 1.3)
- coroutine.resume(coroutine.create(function()
- for i = 1, 7 do
- swait(5)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.CFrame = char.Torso.CFrame * CFrame.new(0, -2, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 3, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(1, -0.4, 1)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p:Destroy()
- end), p)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.CFrame = char.Torso.CFrame * CFrame.new(0, 0, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(5, 1, 5)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(-0.5, 3, -0.5)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p:Destroy()
- end), p)
- end
- end))
- for i = 1, 20 do
- swait()
- do
- local blast = Instance.new("Part", EffectMo)
- blast.Anchored = true
- blast.CanCollide = false
- blast.Size = Vector3.new(1, 1, 1)
- blast.CFrame = RightArm.CFrame * CFrame.new(2.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- m = Instance.new("SpecialMesh", blast)
- m.Scale = Vector3.new(3, 3, 3)
- m.MeshType = "Sphere"
- game:GetService("Debris"):AddItem(blast, 3)
- blast.BrickColor = BrickColor.new("Toothpaste")
- blast.Material = "Neon"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 15 do
- blast.Mesh.Scale = blast.Mesh.Scale / 1.1
- swait()
- end
- blast:Remove()
- end), p)
- local blast2 = Instance.new("Part", EffectMo)
- blast2.Anchored = true
- blast2.CanCollide = false
- blast2.Size = Vector3.new(1, 1, 1)
- game:GetService("Debris"):AddItem(blast2, 5)
- blast2.CFrame = RightArm.CFrame * CFrame.new(2.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- m = Instance.new("SpecialMesh", blast2)
- m.Scale = Vector3.new(3.5, 3.5, 3.5)
- m.MeshType = "Brick"
- blast2.Material = "Neon"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 15 do
- blast2.Transparency = 0.5 + i / 10
- blast2.Mesh.Scale = blast2.Mesh.Scale / 1.1
- swait()
- end
- blast2:Remove()
- end), p)
- p = Instance.new("Part")
- p.Name = "Trail"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Anchored = true
- p.CanCollide = false
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(3, 0, 0)
- p.Transparency = 0
- p.BrickColor = BrickColor.new("Steel blue")
- p.Material = "Neon"
- p.CFrame = blast.CFrame
- p.Parent = EffectMo
- game:GetService("Debris"):AddItem(p, 3)
- m = Instance.new("SpecialMesh")
- m.MeshType = "Sphere"
- local m = Instance.new("SpecialMesh")
- m.MeshType = "Sphere"
- m.Parent = p
- m.Scale = Vector3.new(5, 1, 1)
- m.Parent = p
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 20 do
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(0.2, 0, 0)
- p.Transparency = i / 15
- swait()
- end
- p.Parent = nil
- end), p)
- end
- end
- DIR = Head.CFrame.lookVector
- stab.position = char.Torso.Position - DIR * 20
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Really black")
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = Torso.CFrame * CFrame.Angles(0, math.rad(90), 0)
- p.Parent = EffectMo
- m = MeshFolder.RingMesh:clone()
- p.Material = "SmoothPlastic"
- m.Scale = Vector3.new(10, 10, 0)
- m.Parent = p
- game:GetService("Debris"):AddItem(p, 5)
- m.Name = "Triangle"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 30 do
- p.Transparency = i / 30
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(0.7, 0.7, 0)
- swait()
- end
- p.Parent = nil
- end), p)
- local p = Instance.new("Part", EffectMo)
- p.BrickColor = BrickColor.new("Pastel light blue")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = RightArm.CFrame * CFrame.new(2.5, 0, 0) * CFrame.Angles(math.rad(-90), math.rad(-90), 0)
- m = MeshFolder.ArrowMesh:clone()
- m.Parent = p
- m.Scale = Vector3.new(10, 10, 10)
- arrow = p
- p = Instance.new("Sound", char)
- p.Volume = 1
- p.Pitch = 0.85
- p.SoundId = "http://www.roblox.com/asset/?id=233091136"
- p:Play()
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function()
- while true do
- swait()
- do
- local blast = Instance.new("Part", EffectMo)
- blast.Anchored = true
- blast.CanCollide = false
- blast.Size = Vector3.new(2, 2, 2)
- blast.CFrame = p.CFrame * CFrame.new(0, math.random(-200, 200) / 100, math.random(-1000, 1000) / 100) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- m = Instance.new("BlockMesh", blast)
- m.Scale = Vector3.new(1, 1, 1)
- blast.BrickColor = BrickColor.new("Toothpaste")
- blast.Material = "Neon"
- game:GetService("Debris"):AddItem(blast, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 15 do
- blast.Transparency = i / 15
- blast.Mesh.Scale = blast.Mesh.Scale / 1.1
- swait()
- end
- blast:Remove()
- end), p)
- if arrow.Parent == nil then
- break
- end
- end
- end
- end))
- coroutine.resume(coroutine.create(function()
- for i = 1, 30 do
- swait()
- arrow.CFrame = arrow.CFrame * CFrame.new(0, 0, -3)
- MagniDamage(arrow, 8, 3, 7, 20, "Normal", RootPart, 0.02, 2, math.random(4, 7), nil, true)
- end
- for i = 1, 10 do
- swait()
- arrow.Transparency = i / 10
- end
- local proj = arrow
- xdir = arrow.CFrame.lookVector
- p = Instance.new("Sound", arrow)
- p.Volume = 1
- p.Pitch = 1.1
- p.SoundId = "http://www.roblox.com/asset/?id=231917833"
- p:Play()
- game:GetService("Debris"):AddItem(p, 5)
- MagniDamage(arrow, 25, 15, 30, 20, "Normal", RootPart, 0.02, 2, math.random(4, 7), nil, true)
- for i = 1, 5 do
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("White")
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = proj.CFrame * CFrame.fromEulerAnglesXYZ(math.pi / 2 + math.random(-15, 15) / 9, math.random(-15, 15) / 9, math.random(-10, 10) / 9)
- p.Parent = EffectMo
- m = MeshFolder.RingMesh:clone()
- m.Scale = Vector3.new(0, 0, 0)
- m.Parent = p
- m.Name = "Triangle"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 15 do
- p.Transparency = i / 15
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(4, 4, 0.1)
- swait()
- end
- p.Parent = nil
- end), p)
- end
- local p = Instance.new("Part", proj.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("White")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = proj.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- game:GetService("Debris"):AddItem(p, 5)
- local m = MeshFolder.SpikeBall:Clone()
- m.Parent = p
- m.Scale = Vector3.new(1.5, 1.5, 1.5)
- m.Name = "Mesh"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 35 do
- p.Transparency = i / 35
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(0.3, 0.3, 0.3)
- swait()
- end
- p:Remove()
- end), p)
- local p = Instance.new("Part", proj.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("White")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = CFrame.new(proj.Position, proj.Position + xdir * 50) * CFrame.fromEulerAnglesXYZ(math.pi / 2, 0, 0)
- game:GetService("Debris"):AddItem(p, 8)
- local m = Instance.new("SpecialMesh", p)
- m.MeshId = "http://www.roblox.com/asset/?id=3270017"
- m.Scale = Vector3.new(2, 2, 1)
- coroutine.resume(coroutine.create(function(p, s)
- for i = 1, 15 do
- p.Transparency = i / 15
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(s, s, 0.05)
- swait()
- end
- p:Remove()
- end), p, 8)
- for i = 1, 2 do
- local p = Instance.new("Part", proj.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "Neon"
- p.BrickColor = BrickColor.new("White")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = proj.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- game:GetService("Debris"):AddItem(p, 5)
- local m = Instance.new("BlockMesh", p)
- m.Scale = Vector3.new(1.5, 1.5, 1.5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 25 do
- p.Transparency = i / 20
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(2, 2, 2)
- swait()
- end
- p:Remove()
- end), p)
- end
- arrow:Destroy()
- end))
- swait(30)
- stab:Destroy()
- resetwelds()
- doingmoves(false)
- end
- function sax()
- resetwelds()
- doingmoves(true)
- saxing = true
- Humanoid.JumpPower = 50
- hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil and equipped == true then
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("White")
- p.CFrame = cf(posfloor2) * CFrame.new(0, 3, 0) * CFrame.Angles(0, math.random(-500, 500) / 100, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(5, 3, 5)
- m.Name = "Mesh"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p, s)
- for i = 1, 15 do
- p.Transparency = i / 15
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(1.5, -0.2, 1.5)
- p.CFrame = p.CFrame * CFrame.new(0, -0.25, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(20), 0)
- swait()
- end
- p:Remove()
- end), p)
- end
- coroutine.resume(coroutine.create(function(p)
- while saxing == true do
- MagniDamage(RightLeg, 8, 5, 10, 15, "Normal", RootPart, 0.2, 2, math.random(4, 7), nil, true)
- do
- local blast2 = Instance.new("Part", EffectMo)
- blast2.Anchored = true
- blast2.CanCollide = false
- blast2.Size = Vector3.new(1, 1, 1)
- blast2.CFrame = RightLeg.CFrame * CFrame.new(0, -2, 0) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- m = Instance.new("SpecialMesh", blast2)
- m.Scale = Vector3.new(2, 2, 2)
- m.MeshType = "Brick"
- if Mode == "Shield" then
- blast2.BrickColor = BrickColor.new("Toothpaste")
- elseif Mode == "Spear" then
- blast2.BrickColor = BrickColor.new("Deep orange")
- end
- blast2.Material = "Neon"
- gentrail(blast2)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- blast2.Transparency = 0.5 + i / 10
- blast2.Mesh.Scale = blast2.Mesh.Scale / 1.1
- swait()
- end
- blast2:Remove()
- end), p)
- swait()
- end
- end
- end))
- for i = 0, 1, 0.25 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 1), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0.5, 0) * euler(0, 0, -1), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.4) * euler(0, -1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.6, 0, -0.4) * euler(0, -1.57, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -0.6, -0.4) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.6), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0.4) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(-0.5, 0, 0) * euler(0, 0, 0.2), 0.4)
- end
- Humanoid.Jump = true
- Torso.Velocity = RootPart.CFrame.lookVector * 90 + vt(0, 0.3, 0) * 80
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 1.3), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 1.57, 0) * euler(0, 0, -1.3), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.5, 0, -0.4) * euler(0, -1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, 0.4) * euler(0, -1.57, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -0.6, -0.4) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, -0.5, 0) * euler(0, 0, -0.6), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0.4) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(-0.5, 0, 0) * euler(0, 0, 0.4), 0.4)
- end
- so("199146359", char, 1, 1)
- so("228343324", char, 0.6, 0.8)
- so("199146359", char, 1, 1.2)
- for i = 0, 1, 0.1 do
- swait()
- RootJoint.C0 = RootCF * cf(0, 0, -0.2) * euler(0, 1.57, 0) * euler(0, 0, -1.3) * euler(0, 0, 5 * i)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.5, 0, -0.4) * euler(0, -1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, 0.4) * euler(0, -1.57, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -0.6, -0.4) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, -0.5, 0) * euler(0, 0, -0.6), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0.4) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(-0.5, 0, 0) * euler(0, 0, 0.4), 0.4)
- end
- so("199146359", char, 1, 1)
- so("228343324", char, 0.6, 0.8)
- so("199146359", char, 1, 1.2)
- while true do
- swait()
- if hitfloor == nil then
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0, 0.5, 0) * euler(0, 0, -0.5), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.5, 0, 0.8) * euler(0, -1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.6, 0, -1.4) * euler(0, 0, 0.6), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -0.6, -0.4) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.6), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.2, 0) * euler(0, -1.57, 0) * euler(0, 0.5, 0) * euler(-0.5, 0, 0) * euler(0, 0, 0.2), 0.4)
- end
- break
- end
- for i = 0, 1, 0.2 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * euler(0.2, 0, 0) * euler(0, 0, -0.5), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1, 0, 1) * euler(0, -1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.8, 0, 0) * euler(0, 0, -0.5), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -0.6, -0.4) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.2), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.2, 0) * euler(0, -1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, 0) * euler(0, 0, 0.2), 0.4)
- end
- saxing = false
- resetwelds()
- doingmoves(false)
- end
- function spearspin()
- doingmoves(true)
- resetwelds()
- ER = char.Torso.CFrame
- spr.Part0 = char.Torso
- spr.C0 = spr.C0 * CFrame.new(4, 0, 0) * CFrame.Angles(0, math.rad(90), 0)
- for i = 1, 10 do
- swait()
- RW.C1 = clerp(RW.C1, cf(0.3, 1.7, 0) * euler(0, 0, math.rad(180), 0) * euler(0, 0, math.rad(-15), 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(-0.3, 1.7, 0) * euler(0, 0, math.rad(-180), 0) * euler(0, 0, math.rad(15), 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, 0), 0.25)
- end
- spinning = true
- local zcols = {"231917856", "231917788"}
- num = 0
- coroutine.resume(coroutine.create(function()
- while spinning == true do
- swait(1)
- so(zcols[math.random(1, #zcols)], char, 1, math.random(7, 10) / 10)
- num = num + 1
- if num == 4 then
- num = 0
- hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil and equipped == true then
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = hitfloor2.BrickColor
- p.CFrame = cf(posfloor2) * CFrame.new(0, 1, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 3, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(2.5, -0.4, 2.5)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- end
- end
- end
- end))
- for i = 1, 100 do
- swait()
- spr.C0 = spr.C0 * CFrame.Angles(0, 0, math.rad(1 * i))
- Spear.idk.fire.Enabled = true
- Spear.idk.fire2.Enabled = true
- Humanoid.WalkSpeed = 20
- MagniDamage(Spear.Handle, 12, 1, 3, 15, "Normal", RootPart, 0.1, 2, math.random(4, 7), nil, true)
- spinning = true
- end
- swait(10)
- spinning = false
- Spear.idk.fire.Enabled = false
- Spear.idk.fire2.Enabled = false
- spr.Part0 = char["Right Arm"]
- resetwelds()
- doingmoves(false)
- end
- function idkdash()
- doingmoves(true)
- resetwelds()
- so("153092315", Torso, 1, 1)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0) * euler(0, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.2, 0, 0) * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(2, 0, -1) * euler(0, 1, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(2, 0, 1) * euler(0, -1, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.4) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(0, 0, -0.8), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.1, -0.4) * euler(0, -1.57, 0) * euler(-0.2, 0, 0) * euler(0, 0, 0.2), 0.3)
- for i = 1, 3 do
- swait(5)
- hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil and equipped == true then
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.CFrame = cf(posfloor2) * cf(0, 1.5, 0) * CFrame.Angles(0, math.random(-10, 10) / 100, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 3, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(2.3, -0.4, 2.3)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- end
- end
- trail(0.05)
- local p = Instance.new("Part", EffectMo)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("Institutional white")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = Torso.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- p.Transparency = 0.1
- local m = Instance.new("SpecialMesh", p)
- m.Scale = Vector3.new(3, 3, 3)
- m.MeshType = "Sphere"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(1, 1, 1)
- swait()
- end
- p:Destroy()
- end), p)
- Neck.C0 = necko * euler(0.2, 0, 0) * euler(0, 0, 0)
- RootJoint.C0 = RootCF * cf(0, 0, 1.5) * euler(0.1, 0, 0) * euler(0, 0, 0)
- RW.C0 = cf(1.5, 0.5, 0) * euler(-0.8, 0, 1) * euler(0, -0.5, 0)
- RW.C1 = cf(0, 0.5, 0) * euler(0, 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * euler(-0.8, 0, -1) * euler(0, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0) * euler(0, 0, 0)
- RH.C0 = cf(1, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(0, 0, -0.5)
- LH.C0 = cf(-1, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.2, 0, 0) * euler(0, 0, 0.2)
- so("231917856", Torso, 1, 1)
- so("231917788", Torso, 1, 1)
- local er = Instance.new("Part")
- er.Parent = workspace
- er.Transparency = 1
- er.Anchored = true
- er.CanCollide = false
- er.CFrame = RootPart.CFrame * CFrame.new(0, 0, -23)
- er.Size = Vector3.new(6.823, 5.838, 51.579)
- RootPart.CFrame = RootPart.CFrame * CFrame.new(0, 0, -50)
- for i = 1, 5 do
- local p = Instance.new("Part", EffectMo)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("Institutional white")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(0.2, 0.2, 1)
- p.CFrame = RootPart.CFrame * CFrame.new(math.random(-5, 5), math.random(-5, 5), 25)
- p.Transparency = 0.1
- p.Material = "Neon"
- local m = Instance.new("SpecialMesh", p)
- m.Scale = Vector3.new(3, 3, 60)
- m.MeshType = "Sphere"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 60 do
- p.Transparency = 0.3 + i / 60
- swait()
- end
- p:Destroy()
- end), p)
- old = p
- MagniDamage(er, 10, 15, 15, 20, "Normal", RootPart, 1, 2, math.random(4, 7), nil, true)
- local p = Instance.new("Part", EffectMo)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("Deep orange")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(0.2, 0.2, 1)
- p.CFrame = old.CFrame
- p.Material = "Neon"
- local m = Instance.new("SpecialMesh", p)
- m.Scale = Vector3.new(1, 1, 50)
- m.MeshType = "Sphere"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 60 do
- p.Transparency = i / 60
- swait()
- end
- p:Destroy()
- end), p)
- end
- swait(15)
- so("233091161", Torso, 1, 1.3)
- local proj = Instance.new("Part", EffectMo)
- proj.Anchored = true
- proj.CanCollide = true
- proj.Transparency = 1
- proj.Position = char.Torso.Position
- xdir = proj.CFrame.lookVector
- game:GetService("Debris"):AddItem(proj, 2)
- local p = Instance.new("Part", proj.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("Deep orange")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = CFrame.new(proj.Position, proj.Position + xdir * 50) * CFrame.fromEulerAnglesXYZ(math.pi / 2, 0, 0)
- p.CFrame = p.CFrame * CFrame.new(0, 0, 5)
- game:GetService("Debris"):AddItem(p, 5)
- local m = Instance.new("SpecialMesh", p)
- m.MeshId = "http://www.roblox.com/asset/?id=3270017"
- m.Scale = Vector3.new(2, 2, 1)
- coroutine.resume(coroutine.create(function(p, s)
- for i = 1, 15 do
- p.Transparency = i / 15
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(2, 2, -0.05)
- swait()
- end
- end), p, 8)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.Position = char.Torso.Position
- p.CFrame = p.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, math.random(-10, 10) / 100, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 3, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 20 do
- p.Transparency = i / 20
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(1.5, 0, 1.5)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- er:Destroy()
- for i = 1, 8 do
- do
- local p = Instance.new("Part", proj.Parent)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("Deep orange")
- p.Material = "Neon"
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = CFrame.new(proj.CFrame.p) - Vector3.new(0, 0, 0)
- game:GetService("Debris"):AddItem(p, 3)
- local m = Instance.new("CylinderMesh", p)
- m.Scale = Vector3.new(1, 1000000, 1)
- coroutine.resume(coroutine.create(function(p, pc, s)
- local e = 0
- for i = 0 + s, 20 + s do
- MagniDamage(p, 8, 1, 3, 20, "Normal", RootPart, 0.05, 2, math.random(4, 7), nil, true)
- e = e ^ 1.008 + 0.88
- p.CFrame = pc * CFrame.fromEulerAnglesXYZ(0, 0, 0) + Vector3.new(math.cos(math.deg(i * 0.6)) * (i - s + 8), 0, math.sin(math.deg(i * 0.6)) * (i - s + 8))
- swait()
- end
- for i = 1, 10 do
- m.Scale = m.Scale - Vector3.new(0.1, 0, 0.1)
- p.Transparency = i / 10
- swait()
- end
- p:Remove()
- end), p, p.CFrame, i * 9)
- end
- end
- swait(15)
- doingmoves(false)
- resetwelds()
- end
- function swordportal()
- doingmoves(true)
- resetwelds()
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, -0.1) * euler(0.2, 0, 0.4) * euler(0, 1, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2, 0, -0.6) * euler(0, 1.4, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.9, -0.2) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.2, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0.1) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, 0.1), 0.3)
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.2) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * euler(0.2, 0, 0) * euler(0, 0, -1), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, -0.1) * euler(0.2, 0, 0.4) * euler(0, 1, 0) * euler(-0.5, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.4, 0) * euler(2, 0, -1) * euler(0, 1.4, 0) * euler(0, 0, -1.2), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.8, -0.3, -0.6) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.2, 0, -0.3), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, 0.2, 0.1) * euler(0, -1.57, 0) * euler(0, 1, 0) * euler(-0.2, 0, -0.1), 0.3)
- end
- Humanoid.WalkSpeed = 10
- for i = 1, 8 do
- swait(10)
- so("231917784", RootPart, 1, 1)
- so("233091136", RootPart, 1, 0.85)
- so("231917833", RootPart, 1, 1.1)
- so("233096543", RootPart, 1, 0.85)
- MagniDamage(char.Torso, 20, 5, 10, 20, "Normal", RootPart, 0.2, 2, math.random(4, 7), nil, true)
- for i = 1, 5 do
- local p = Instance.new("Part", EffectMo)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("White")
- p.Material = "Neon"
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = CFrame.new(RootPart.CFrame.p) - Vector3.new(0, 2.5, 0)
- game:GetService("Debris"):AddItem(p, 5)
- local m = Instance.new("BlockMesh", p)
- m.Scale = Vector3.new(3, 3, 3)
- tor = script.ParticleFolder.trail:clone()
- tor.Parent = p
- tor.Enabled = true
- coroutine.resume(coroutine.create(function(p, pc, s)
- local e = 0
- for i = 0 + s, 10 + s do
- p.Transparency = (i - s) / 10
- p.Mesh.Scale = p.Mesh.Scale / 1.02
- e = e ^ 1.008 + 0.88
- p.CFrame = pc * CFrame.fromEulerAnglesXYZ(math.rad(math.random(-(i - s - 1), i - s + 1)), math.rad(math.random(-(i - s - 1), i - s + 1)), math.rad(math.random(-(i - s - 1), i - s + 1))) + Vector3.new(math.cos(math.deg(i * 0.6)) * (i - s + 8), 0, math.sin(math.deg(i * 0.6)) * (i - s + 8))
- swait()
- end
- swait(20)
- p:Remove()
- end), p, p.CFrame, i * 9)
- end
- do
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.CFrame = RootPart.CFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0, math.random(-10, 10) / 100, 0)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 3, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 15 do
- p.Transparency = 0.3 + i / 15
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(2.3, -0.4, 2.3)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- local portal = Instance.new("Part", EffectMo)
- portal.Anchored = true
- portal.CanCollide = false
- portal.Size = Vector3.new(1, 8, 8)
- portal.CFrame = RootPart.CFrame * CFrame.new(math.random(-10, 15), math.random(0, 10), math.random(-10, 10)) * CFrame.Angles(0, math.rad(90), 0)
- m = Instance.new("SpecialMesh", portal)
- m.MeshType = "Cylinder"
- portal.Material = "SmoothPlastic"
- portal.BrickColor = BrickColor.new("Really black")
- gairo = Instance.new("BodyGyro")
- gairo.Parent = portal
- gairo.maxTorque = Vector3.new(400000, 400000, 400000) * math.huge
- gairo.P = 20000
- gairo.cframe = cf(RootPart.Position.X, RootPart.Position.Y, RootPart.Position.Z)
- m.Scale = Vector3.new(0.003, 1, 1)
- local portal2 = Instance.new("Part", portal)
- portal2.Anchored = true
- portal2.CanCollide = false
- portal2.Position = Torso.Position
- portal2.Size = Vector3.new(0.2, 10, 10)
- portal2.CFrame = portal.CFrame
- m = Instance.new("SpecialMesh", portal2)
- m.MeshType = "Cylinder"
- portal2.Material = "Neon"
- portal2.BrickColor = BrickColor.new("Deep orange")
- m.Scale = Vector3.new(0.001, 1, 1)
- ter = script.ParticleFolder.idk:clone()
- ter.Parent = portal
- ter.Enabled = true
- coroutine.resume(coroutine.create(function()
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Really black")
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = portal.CFrame * CFrame.Angles(0, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(50), 0, 0)
- p.Parent = EffectMo
- m = MeshFolder.RingMesh:clone()
- p.Material = "SmoothPlastic"
- m.Scale = Vector3.new(15, 15, 0)
- m.Parent = p
- m.Name = "Triangle"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 30 do
- p.Transparency = i / 30
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(0.3, 0.3, 0)
- swait()
- end
- p.Parent = nil
- end), p)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Really black")
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = portal.CFrame * CFrame.Angles(0, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-50), 0, 0)
- p.Parent = EffectMo
- m = MeshFolder.RingMesh:clone()
- p.Material = "SmoothPlastic"
- m.Scale = Vector3.new(15, 15, 0)
- m.Parent = p
- m.Name = "Triangle"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 30 do
- p.Transparency = i / 30
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(0.3, 0.3, 0)
- swait()
- end
- p.Parent = nil
- end), p)
- local blade = Instance.new("Part", portal)
- blade.CFrame = portal.CFrame * CFrame.Angles(math.rad(180), math.rad(-90), 0)
- blade.Anchored = true
- blade.CanCollide = false
- gairo = Instance.new("BodyGyro")
- gairo.Parent = blade
- gairo.maxTorque = Vector3.new(400000, 400000, 400000) * math.huge
- gairo.P = 20000
- gairo.cframe = blade.CFrame
- m = MeshFolder.BladeMesh:clone()
- m.Parent = blade
- blade.Material = "SmoothPlastic"
- blade.BrickColor = BrickColor.new("Deep orange")
- m.Scale = Vector3.new(0.1, 4, 8)
- coroutine.resume(coroutine.create(function()
- while blade.Parent ~= nil do
- swait()
- do
- local blast = Instance.new("Part", EffectMo)
- blast.Anchored = true
- blast.CanCollide = false
- blast.Size = Vector3.new(2, 2, 2)
- blast.CFrame = blade.CFrame * CFrame.new(0, math.random(-200, 200) / 100, math.random(-1000, 1000) / 100) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- m = Instance.new("BlockMesh", blast)
- m.Scale = Vector3.new(1, 1, 1)
- blast.BrickColor = BrickColor.new("White")
- blast.Material = "Neon"
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- blast.Transparency = i / 10
- blast.Mesh.Scale = blast.Mesh.Scale / 1.1
- swait()
- end
- blast:Remove()
- end), p)
- end
- end
- end))
- coroutine.resume(coroutine.create(function()
- for i = 1, 30 do
- swait()
- MagniDamage(blade, 13, 1, 4, 15, "Normal", blade, 0.1, 2, math.random(4, 7), nil, true)
- blade.CFrame = blade.CFrame * CFrame.new(0, 0, -3)
- end
- blade:Destroy()
- for i = 1, 15 do
- swait()
- bnum = 0.26666666666666666
- blade.Transparency = i / 15
- blade.BladeMesh.Scale = blade.BladeMesh.Scale - Vector3.new(0, bnum, 0)
- end
- end))
- swait(40)
- for i = 1, 20 do
- swait()
- num = 0.4
- num2 = 0.5
- portal.Transparency = i / 20
- portal2.Transparency = i / 20
- portal.Size = portal.Size - Vector3.new(0, num, num)
- portal2.Size = portal2.Size - Vector3.new(0, num2, num2)
- end
- portal:Destroy()
- end))
- end
- end
- swait(10)
- resetwelds()
- doingmoves(false)
- end
- function boomatk()
- doingmoves(true)
- resetwelds()
- Humanoid.JumpPower = 60
- lastmove = "wwq"
- for i = 1, 10 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, 0), 1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(0.4, 0, 0.6) * euler(0, -1, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2 - idleanim / 4, 0, -0.1 + idleanim / 7), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1 - idleanim / 4, 0, 0.05 - idleanim / 7), 0.3)
- end
- local p = Instance.new("Part", EffectMo)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("White")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = Torso.CFrame * CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1, 0)
- p.CFrame = p.CFrame * CFrame.new(0, 0, 5)
- game:GetService("Debris"):AddItem(p, 8)
- local m = Instance.new("SpecialMesh", p)
- m.MeshId = "http://www.roblox.com/asset/?id=3270017"
- m.Scale = Vector3.new(1, 1, 0.5)
- coroutine.resume(coroutine.create(function(p, s)
- for i = 1, 30 do
- p.Transparency = 0.3 + i / 30
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(2, 2, 0)
- swait()
- end
- p:Destroy()
- end), p, 8)
- local p = Instance.new("Part", EffectMo)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("White")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = Torso.CFrame * CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1, 0)
- p.CFrame = p.CFrame * CFrame.new(0, 0, 5)
- game:GetService("Debris"):AddItem(p, 8)
- local m = Instance.new("SpecialMesh", p)
- m.MeshId = "http://www.roblox.com/asset/?id=3270017"
- m.Scale = Vector3.new(10, 10, 0.5)
- coroutine.resume(coroutine.create(function(p, s)
- for i = 1, 30 do
- p.Transparency = 0.3 + i / 30
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(3, 3, 0)
- swait()
- end
- p:Destroy()
- end), p, 8)
- local WWQ = Instance.new("BoolValue", char)
- WWQ.Name = "CanDoDown"
- rot = coroutine.create(function()
- if (Anim == "Fall" or Anim == "Jump") and char:FindFirstChild("CanDoDown") ~= nil then
- char:FindFirstChild("CanDoDown"):Destroy()
- local t = Instance.new("BoolValue", char)
- t.Name = "UpCooldown"
- game.Debris:AddItem(t, 4)
- end
- while rotating == true do
- for i = 0, 1, 0.1 do
- swait()
- if Anim == "Fall" or Anim == "Jump" then
- local bom = 155
- RootJoint.C0 = RootCF * cf(0, 0, -0.2) * euler(math.rad(bom), 0, 3 * i)
- elseif Anim ~= "Fall" or Anim ~= "Jump" then
- RootJoint.C0 = RootCF * cf(0, 0, -0.2) * euler(math.rad(25), 0, 3 * i)
- end
- end
- swait()
- end
- Dmoves = false
- end)
- lasthit = nil
- rotating = true
- coroutine.resume(rot)
- local num = 0
- for i = 1, 15 do
- local erm = 7.666666666666667
- local erm2 = 7.333333333333333
- local p = Instance.new("Part", EffectMo)
- p.Name = "Effect"
- p.formFactor = "Symmetric"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Material = "SmoothPlastic"
- p.BrickColor = BrickColor.new("Black")
- p.Anchored = true
- p.CanCollide = false
- p.Size = Vector3.new(1, 1, 1)
- p.CFrame = Torso.CFrame * CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1, 0)
- p.CFrame = p.CFrame * CFrame.new(0, 0, 5)
- game:GetService("Debris"):AddItem(p, 8)
- local m = Instance.new("SpecialMesh", p)
- m.MeshId = "http://www.roblox.com/asset/?id=3270017"
- m.Scale = Vector3.new(0.5, 0.5, 0.5)
- coroutine.resume(coroutine.create(function(p, s)
- for i = 1, 30 do
- p.Transparency = i / 30
- p.Mesh.Scale = p.Mesh.Scale + Vector3.new(1.5, 1.5, 0)
- swait()
- end
- p:Destroy()
- end), p, 8)
- if Anim ~= "Fall" or Anim ~= "Jump" then
- Humanoid.Jump = true
- Torso.Velocity = RootPart.CFrame.lookVector * 60 + vt(0, 80, 0)
- end
- if Anim == "Fall" or Anim == "Jump" then
- Torso.Velocity = RootPart.CFrame.lookVector * 60 + vt(0, -80, 0)
- end
- MagniDamage(char.Torso, 15, 3, 8, 20, "Normal", RootPart, 0.05, 1, math.random(4, 7), nil, true)
- swait()
- rotating = true
- local er = math.random(1, 2)
- so("231917856", Torso, 1, math.random(1, 2))
- so("231917788", Torso, 1, math.random(1, 2))
- p = Instance.new("Part")
- p.Name = "Trail"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Anchored = true
- p.CanCollide = false
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.BrickColor = BrickColor.new("Deep orange")
- p.Material = "Neon"
- p.CFrame = Torso.CFrame
- p.Parent = EffectMo
- game:GetService("Debris"):AddItem(p, 3)
- m = Instance.new("BlockMesh")
- m.Scale = Vector3.new(7, 7, 7)
- m.Parent = p
- coroutine.resume(coroutine.create(function(part, spin)
- for i = 1, 20 do
- part.Mesh.Scale = part.Mesh.Scale - Vector3.new(0.35, 0.35, 0.35)
- part.Transparency = 0.4 + i / 30
- part.CFrame = part.CFrame * CFrame.new(math.random(-50, 50) / 500, math.random(-10, 10) / 100, math.random(-10, 10) / 100) * spin
- swait()
- end
- part.Parent = nil
- end), p, CFrame.fromEulerAnglesXYZ(math.random(-10, 10) / 10, math.random(-10, 10) / 10, math.random(-10, 10) / 10))
- end
- game.Debris:AddItem(WWQ, 1)
- rotating = false
- doingmoves(false)
- resetwelds()
- end
- function dash()
- if Anim == "Jump" then
- return
- end
- so("200633029", RootPart, 1, 1.4)
- so("200633077", RootPart, 0.7, 1.4)
- doingmoves(true)
- resetwelds()
- if Mode == "Shield" then
- for _, v in pairs(Wings:children()) do
- if v.ClassName == "Part" and v.Name == "NeonWing" then
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- v.Transparency = v.Transparency - 0.1
- swait()
- end
- end))
- end
- end
- end
- Humanoid.WalkSpeed = 16
- swait(1)
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(RootPart.Position - RootPart.Velocity) * cf(0, -1, 0)
- game:GetService("Debris"):AddItem(ref, 10)
- look = cf(RootPart.Position, ref.Position)
- CF = look.lookVector * -150
- Torso.Velocity = CF
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.CFrame = look * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), math.random(-10, 10) / 100, math.rad(180))
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 2, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(1, -0.2, 1)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- for i = 0, 10 do
- swait()
- for _, v in pairs(char:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- do
- local p = v:clone()
- p.Name = "trail"
- p.Parent = EffectMo
- p.Transparency = 0
- p.Anchored = true
- p.BrickColor = BrickColor.new("White")
- p:BreakJoints()
- p.CanCollide = false
- p.Material = "Neon"
- p.Transparency = 0.7
- coroutine.resume(coroutine.create(function()
- swait()
- repeat
- swait()
- p.Transparency = p.Transparency + 0.1
- until p.Transparency >= 1
- p:Destroy()
- end))
- end
- end
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, -0.6), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.8) * euler(0, 0, 1), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(0.4, 0, 0.6) * euler(0, -1, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0.6, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.6, 0), 0.4)
- end
- swait(5)
- for _, v in pairs(Wings:children()) do
- if v.ClassName == "Part" and v.Name == "NeonWing" then
- coroutine.resume(coroutine.create(function(p)
- if Mode == "Shield" then
- for i = 1, 10 do
- v.Transparency = i / 10
- swait()
- end
- else
- end
- end))
- end
- end
- doingmoves(false)
- resetwelds()
- end
- function Lightning(Start, End, Times, Offset, Color, Thickness, Transparency)
- local magz = (Start - End).magnitude
- local curpos = Start
- local trz = {
- -Offset,
- Offset
- }
- coroutine.resume(coroutine.create(function()
- for i = 1, Times do
- do
- local li = Instance.new("Part", workspace)
- li.TopSurface = 0
- li.BottomSurface = 0
- li.Anchored = true
- li.Transparency = Transparency or 0.4
- li.BrickColor = Color
- li.formFactor = "Custom"
- li.Material = "Neon"
- li.CanCollide = false
- li.Size = Vector3.new(1, 1, 1)
- Instance.new("BlockMesh", li).Scale = Vector3.new(Thickness, Thickness, magz / Times)
- local ofz = Vector3.new(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = CFrame.new(curpos, End) * CFrame.new(0, 0, magz / Times).p + ofz
- if Times == i then
- local magz2 = (curpos - End).magnitude
- li.Mesh.Scale = Vector3.new(Thickness, Thickness, magz2)
- li.CFrame = CFrame.new(curpos, End) * CFrame.new(0, 0, -magz2 / 2)
- else
- li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(0, 0, magz / Times / 2)
- end
- curpos = li.CFrame * CFrame.new(0, 0, magz / Times / 2).p
- coroutine.resume(coroutine.create(function()
- for i = 1, 10 do
- li.Transparency = li.Transparency + 0.1
- swait()
- end
- li:Destroy()
- end))
- game:service("RunService").RenderStepped:wait()
- end
- end
- end))
- end
- function equip()
- wait()
- if char:FindFirstChild("Wings") == nil and char:FindFirstChild("Shield") == nil then
- ora = false
- EffectMo = Instance.new("Model", char)
- EffectMo.Name = "Effects"
- Mode = "Shield"
- MeshFolder = script.MeshFolder
- ch = char
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- for i = 0, 1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, -0.2), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.1, 0, 1.9) * euler(0, 1, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.1, 0, -1.4) * euler(0, -0.2, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- end
- Wings = script.Wings:Clone()
- char = game.Players.LocalPlayer.Character
- Wings.Parent = char
- w = Instance.new("Weld")
- w.Part0 = Wings.Handle
- w.Part1 = char.Torso
- w.Name = "AIDS"
- w.Parent = w.Part0
- Shield = script.Shield:Clone()
- char = game.Players.LocalPlayer.Character
- Shield.Parent = char
- w = Instance.new("Weld")
- w.Part0 = Shield.Handle
- w.Part1 = char["Right Arm"]
- w.Name = "AIDS"
- w.Parent = w.Part0
- Spear = script.Spear:Clone()
- char = game.Players.LocalPlayer.Character
- Spear.Parent = char
- spr = Instance.new("Weld")
- spr.Part1 = Spear.Handle
- spr.Part0 = char["Right Arm"]
- spr.Name = "AIDS"
- spr.Parent = w.Part0
- spr.C0 = spr.C0 * CFrame.Angles(math.rad(90), math.rad(90), 0) * CFrame.new(-1, 0, 0)
- neutralc0 = spr.C0
- for _, v in pairs(Wings:children()) do
- if v.ClassName == "Part" then
- coroutine.resume(coroutine.create(function(p)
- v.Transparency = 1
- end))
- end
- end
- for _, v in pairs(Spear:children()) do
- if v.ClassName == "Part" then
- coroutine.resume(coroutine.create(function(p)
- v.Transparency = 1
- end))
- end
- end
- for _, v in pairs(Shield:children()) do
- if v.ClassName == "Part" then
- coroutine.resume(coroutine.create(function(p)
- v.Transparency = 1
- end))
- end
- end
- for _, v in pairs(Shield:children()) do
- if v.ClassName == "Part" and v.Name ~= "Handle" then
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- swait()
- v.Transparency = v.Transparency - 0.1
- end
- end))
- end
- end
- for _, v in pairs(Wings:children()) do
- if v.ClassName == "Part" and v.Name ~= "Handle" and v.Name ~= "NeonWing" then
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- swait()
- v.Transparency = v.Transparency - 0.1
- end
- equipped = true
- Animate.Parent = nil
- end))
- end
- end
- swait(10)
- end
- end
- function dequip()
- equipped = false
- swait()
- for i = 0, 1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, -0.2), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.1, 0, 1.9) * euler(0, 1, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.1, 0, -1.4) * euler(0, -0.2, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- end
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, 0), 1)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 0), 1)
- ora = true
- if Mode == "Shield" then
- for _, v in pairs(Shield:children()) do
- if v.ClassName == "Part" then
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- swait()
- v.Transparency = v.Transparency + 0.1
- end
- end))
- end
- end
- for _, v in pairs(Wings:children()) do
- if v.ClassName == "Part" and v.Name ~= "NeonPart" and v.Name ~= "Handle" then
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- swait()
- v.Transparency = v.Transparency + 0.1
- end
- equipped = false
- RH.C0 = clerp(RH.C0, RHC0, 0.2)
- LH.C0 = clerp(LH.C0, LHC0, 0.2)
- RH.C1 = clerp(RH.C1, RHC1, 0.2)
- LH.C1 = clerp(LH.C1, LHC1, 0.2)
- Animate.Parent = Humanoid
- swait(0)
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- Spear:Destroy()
- Shield:Destroy()
- Wings:Destroy()
- end))
- end
- end
- elseif Mode == "Spear" then
- for _, v in pairs(Spear:children()) do
- if v.ClassName == "Part" then
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- swait()
- v.Transparency = v.Transparency + 0.1
- end
- end))
- end
- end
- for _, v in pairs(Wings:children()) do
- if v.ClassName == "Part" and v.Name ~= "Handle" then
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- swait()
- v.Transparency = v.Transparency + 0.1
- end
- equipped = false
- RH.C0 = clerp(RH.C0, RHC0, 0.2)
- LH.C0 = clerp(LH.C0, LHC0, 0.2)
- RH.C1 = clerp(RH.C1, RHC1, 0.2)
- LH.C1 = clerp(LH.C1, LHC1, 0.2)
- Animate.Parent = Humanoid
- swait(0)
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- Spear:Destroy()
- Shield:Destroy()
- Wings:Destroy()
- end))
- end
- end
- end
- ora = false
- end
- function ob1d(mouse)
- hold = true
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- input = ""
- age = 0
- local input_time = 25
- local input_maxtime = 25
- local input_lose = 1
- local maxinput = 12
- local running_timer = false
- function inputTimer()
- if not running_timer then
- running_timer = true
- repeat
- swait()
- input_time = input_time - input_lose
- until input_time <= 0.1 or input == "" or age == maxinput or Dmoves == true
- input = ""
- input_time = input_maxtime
- running_timer = false
- end
- end
- Blocking = nil
- function key(key)
- if equipped == true then
- if key == "b" then
- Blocking = true
- Block()
- end
- if key == "a" or key == "s" or key == "d" or key == "q" or key == "w" or key == "e" or key == "c" or key == "z" or key == "x" then
- input = input .. key
- end
- if input == "dsasq" and Dmoves == false and char:FindFirstChild("AACooldown") == nil and Mode == "Shield" then
- local t = Instance.new("BoolValue", char)
- t.Name = "AACooldown"
- game.Debris:AddItem(t, 0)
- AA()
- end
- if input == "sax" and Dmoves == false and char:FindFirstChild("SaxCooldown") == nil then
- local t = Instance.new("BoolValue", char)
- t.Name = "SaxCooldown"
- game.Debris:AddItem(t, 1.2)
- sax()
- end
- if input == "ssadq" and Dmoves == false and Mode == "Shield" and char:FindFirstChild("ArrowCooldown") == nil then
- local t = Instance.new("BoolValue", char)
- t.Name = "ArrowCooldown"
- game.Debris:AddItem(t, 3)
- lightarrow()
- input = ""
- end
- if input == "adq" and Dmoves == false then
- switchMode()
- input = ""
- end
- if input == "sdq" and char:FindFirstChild("BashCooldown") == nil and Dmoves == false and Mode == "Shield" then
- local t = Instance.new("BoolValue", char)
- t.Name = "BashCooldown"
- game.Debris:AddItem(t, 3)
- shieldbash()
- input = ""
- end
- if input == "asdq" and char:FindFirstChild("ShockwaveCooldown") == nil and Dmoves == false and Mode == "Shield" then
- local t = Instance.new("BoolValue", char)
- t.Name = "ShockwaveCooldown"
- game.Debris:AddItem(t, 3)
- shockwave()
- input = ""
- end
- if input == "asdwwq" and char:FindFirstChild("SlamCooldown") == nil and Dmoves == false and Mode == "Shield" then
- local t = Instance.new("BoolValue", char)
- t.Name = "SlamCooldown"
- game.Debris:AddItem(t, 15)
- shieldslam()
- input = ""
- end
- if input == "ssq" and char:FindFirstChild("OrbCooldown") == nil and Dmoves == false and Mode == "Shield" then
- local t = Instance.new("BoolValue", char)
- t.Name = "OrbCooldown"
- game.Debris:AddItem(t, 3)
- orbatk()
- input = ""
- end
- if input == "sdq" and char:FindFirstChild("SpinCooldown") == nil and Dmoves == false and Mode == "Spear" then
- local t = Instance.new("BoolValue", char)
- t.Name = "SpinCooldown"
- game.Debris:AddItem(t, 5)
- spearspin()
- input = ""
- end
- if input == "dasq" and char:FindFirstChild("DashCooldown") == nil and Dmoves == false and Mode == "Spear" then
- local t = Instance.new("BoolValue", char)
- t.Name = "DashCooldown"
- game.Debris:AddItem(t, 6)
- idkdash()
- input = ""
- end
- if input == "wwq" and char:FindFirstChild("UpCooldown") == nil and Dmoves == false and Mode == "Spear" then
- boomatk()
- input = ""
- end
- if input == "adadq" and char:FindFirstChild("PortalCooldown") == nil and Dmoves == false and Mode == "Spear" then
- local t = Instance.new("BoolValue", char)
- t.Name = "PortalCooldown"
- game.Debris:AddItem(t, 15)
- swordportal()
- input = ""
- end
- if key == "e" and Dmoves == false and char:FindFirstChild("DodgeCooldown") == nil then
- local t = Instance.new("BoolValue", char)
- t.Name = "DodgeCooldown"
- game.Debris:AddItem(t, 2.4)
- dash()
- input = ""
- end
- age = age + 1
- inputTimer()
- end
- end
- lastinput = input
- function Block()
- if Mode ~= "Shield" then
- return
- end
- if Bl0ck <= 0 then
- return
- end
- doingmoves(true)
- Animate.Parent = Humanoid
- HP = Humanoid.Health
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0), 1)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0), 1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0), 1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0), 1)
- Humanoid.WalkSpeed = 9
- repeat
- if 0 < Humanoid.Health then
- Humanoid.Health = HP
- end
- Bl0ck = Bl0ck - 1
- swait()
- ER = char.Torso.CFrame
- Bar:TweenSize(UDim2.new(0.8, 0, Bl0ck / 100, 0), nil, "Linear", 1, true)
- RW.C1 = clerp(RW.C1, cf(0, 0.6, 0) * euler(math.rad(-90), 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, math.rad(90)), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, math.rad(-90)) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0.5, 1.5, 0) * euler(math.rad(-90), math.rad(70), 0), 0.4)
- until Blocking == false or Bl0ck == 0
- doingmoves(false)
- end
- function key2(key)
- if key == "b" then
- Blocking = false
- end
- end
- function s(mouse)
- mouse.Button1Down:connect(function()
- ob1d(mouse)
- end)
- mouse.Button1Up:connect(function()
- ob1u(mouse)
- end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- equip()
- player = Player
- ch = Character
- MMouse = mouse
- end
- function ds(mouse)
- dequip()
- end
- Tool = script.Parent
- Tool.Selected:connect(s)
- Tool.Deselected:connect(ds)
- player = Player
- ch = Character
- MMouse = mouse
- Scrubs = {}
- InfoGui = nil
- vPlayer = game.Players.LocalPlayer
- coroutine.resume(coroutine.create(function()
- while true do
- wait()
- if Comboing == true then
- if InfoGui == nil then
- InfoGui = script.InfoGui:clone()
- if vPlayer:FindFirstChild("PlayerGui") ~= nil then
- InfoGui.Parent = vPlayer.PlayerGui
- end
- Scrubs = 0
- for _, v in pairs(ComboNubs) do
- Scrubs = Scrubs + 1
- end
- if Scrubs == 0 then
- Scrubs = 1
- end
- InfoGui.Frame.HitsLabel.Text = ComboHits
- InfoGui.Frame.DamageLabel.Text = LastDamage
- InfoGui.Frame.EffectiveDamageLabel.Text = LastDamage / Scrubs
- else
- Scrubs = 0
- for _, v in pairs(ComboNubs) do
- Scrubs = Scrubs + 1
- end
- if Scrubs == 0 then
- Scrubs = 1
- end
- InfoGui.Frame.HitsLabel.Text = ComboHits
- InfoGui.Frame.DamageLabel.Text = math.floor(LastDamage)
- InfoGui.Frame.EffectiveDamageLabel.Text = math.floor(LastDamage / Scrubs)
- TimeDiff = LastHitTime - time()
- InfoGui.Frame.HitstunFrame.Fill.Size = UDim2.new(0, 40 * TimeDiff, 0, 10)
- InfoGui.Frame.HitstunFrame.Fill.Position = UDim2.new(0.5, -20 * TimeDiff, 0, 0)
- end
- elseif InfoGui ~= nil then
- coroutine.resume(coroutine.create(function(g)
- for i = 1, 15 do
- g.Frame.Position = g.Frame.Position + UDim2.new(0, -10 - i, 0, 0)
- wait(0.03)
- end
- g:Remove()
- end), InfoGui)
- InfoGui = nil
- end
- if LastHitTime <= time() and Comboing == true then
- Scrubs = 0
- for _, v in pairs(ComboNubs) do
- Scrubs = Scrubs + 1
- end
- if Scrubs == 0 then
- Scrubs = 1
- end
- ComboNubs = {}
- LastDamage = LastDamage / Scrubs
- wait(0.1)
- ComboHits = 0
- LastDamage = 0
- Comboing = false
- end
- end
- end))
- print("Merc Loaded")
- Bl0ck = 100
- Bar:TweenSize(UDim2.new(0.8, 0, 1, 0), "Out", "Linear", 1, true)
- local gef = 10
- while true do
- swait()
- if Bl0ck >= 100 then
- Bar:TweenSize(UDim2.new(0.8, 0, 1, 0), "Out", "Linear", 1, true)
- end
- if Bl0ck < 100 and Blocking == false then
- Bl0ck = Bl0ck + 0.05
- Bar:TweenSize(UDim2.new(0.8, 0, Bl0ck / 100, 0), "Out", "Linear", 1, true)
- end
- if equipped == true and Dmoves == false then
- if ora == false then
- if Mode == "Shield" and Mode ~= "dodge" then
- if Dmoves == false then
- Animate.Parent = Humanoid
- end
- for _, v in pairs(Wings:children()) do
- if v.ClassName == "Part" and v.Name == "NeonWing" then
- v.Transparency = 1
- end
- end
- end
- if Mode == "Spear" and Mode ~= "dodge" then
- Animate.Parent = nil
- gef = gef + 1
- if gef % 10 == 0 and 0 < Humanoid.Health then
- hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil and equipped == true and Dmoves == false then
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Anchored = true
- p.BrickColor = BrickColor.new("Institutional white")
- p.CFrame = cf(posfloor2)
- p.formFactor = "Symmetric"
- p.Size = Vector3.new(1, 1, 1)
- p.Parent = EffectMo
- m = MeshFolder.BlastMesh:clone()
- p.Material = "SmoothPlastic"
- m.Parent = p
- m.Scale = Vector3.new(1, 3, 1)
- m.Name = "Triangle"
- game:GetService("Debris"):AddItem(p, 5)
- coroutine.resume(coroutine.create(function(p)
- for i = 1, 10 do
- p.Transparency = i / 10
- p.Triangle.Scale = p.Triangle.Scale + Vector3.new(1, -0.4, 1)
- p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(15), 0)
- swait()
- end
- p.Parent = nil
- end), p)
- end
- end
- if Dmoves == false then
- end
- for _, v in pairs(Wings:children()) do
- if v.ClassName == "Part" and v.Name == "NeonWing" then
- v.Transparency = 0
- end
- end
- for _, v in pairs(Shield:children()) do
- if v.ClassName == "Part" then
- v.Transparency = 1
- end
- end
- for _, v in pairs(Spear:children()) do
- if v.ClassName == "Part" then
- v.Transparency = 0
- end
- end
- end
- if Mode == "Shield" and Mode ~= "dodge" then
- for _, v in pairs(Wings:children()) do
- if v.ClassName == "Part" and v.Name == "NeonWing" then
- v.Transparency = 1
- end
- end
- for _, v in pairs(Shield:children()) do
- if v.ClassName == "Part" and v.Name ~= "Handle" then
- v.Transparency = 0
- end
- end
- for _, v in pairs(Spear:children()) do
- if v.ClassName == "Part" then
- v.Transparency = 1
- end
- end
- end
- end
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor, posfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if 1 < RootPart.Velocity.y and hitfloor == nil and Dmoves == false then
- Anim = "Jump"
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0), 0.25)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0) * euler(math.rad(-15), math.rad(5), math.rad(30)), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(math.rad(-5), math.rad(10), math.rad(-30)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.5, -1) * euler(-0.3, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.5, -1.57, 0), 0.2)
- elseif -1 > RootPart.Velocity.y and hitfloor == nil and Dmoves == false then
- Anim = "Fall"
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0), 0.25)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0) * euler(math.rad(-15), math.rad(5), math.rad(35)), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -0.5), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- elseif torvel < 1 and hitfloor ~= nil and Dmoves == false then
- if Anim == "Fall" and velderp <= -70 then
- coroutine.resume(coroutine.create(function()
- end))
- end
- Anim = "Idle"
- if idle <= 500 and Dmoves == false then
- if Mode == "Spear" then
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.5 - idleanim) * euler(-0.05, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2 + idleanim / 2, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2 - idleanim / 8, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.6, 0) * euler(math.rad(-10) - idleanim / 4, 0 + idleanim, math.rad(20) + idleanim / 2), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.6, 0) * euler(0 - idleanim, math.rad(30) + idleanim, math.rad(-15)), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2 - idleanim / 4, 0, -0.1 + idleanim / 7), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1 - idleanim / 4, 0, 0.05 - idleanim / 7), 0.3)
- end
- if Mode == "Shield" then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, math.rad(45)) * euler(0, 0, 0), 0.25)
- RH.C1 = clerp(RH.C1, RHC1, 0.4)
- LH.C1 = clerp(LH.C1, LHC1, 4)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, math.rad(-45)), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.6, 0) * euler(math.rad(-10) - idleanim / 4, 0 + idleanim, math.rad(20) + idleanim / 2), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.6, 0) * euler(0 - idleanim, math.rad(30) + idleanim, math.rad(-15)), 0.3)
- RH.C0 = clerp(RH.C0, RHC0, 0.2)
- LH.C0 = clerp(LH.C0, LHC0, 0.2)
- end
- end
- elseif torvel > 2 and torvel < 22 and hitfloor ~= nil and Dmoves == false then
- if Anim ~= "Fall" or velderp <= -70 then
- end
- Anim = "Walk"
- if Mode == "Spear" then
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1 - idleanim) * euler(0.4, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2 + idleanim / 2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(-0.2, 0, 0.4 + idleanim / 4) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(-0.2, 0, -0.4 - idleanim / 4) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2 - idleanim / 2) * euler(0, 1.57, 0) * euler(-0.2 - idleanim / 4, 0, -0.5 - idleanim / 2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2 - idleanim / 2) * euler(0, -1.57, 0) * euler(-0.1 - idleanim / 4, 0, 0.5 + idleanim / 2), 0.3)
- end
- if Mode == "Shield" then
- RH.C1 = clerp(RH.C1, RHC1, 0.4)
- LH.C1 = clerp(LH.C1, LHC1, 4)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0), 0.4)
- RH.C0 = clerp(RH.C0, RHC0, 0.2)
- LH.C0 = clerp(LH.C0, LHC0, 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * euler(0, 0, 0) * euler(0, 0, 0), 0.25)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.6, 0) * euler(math.rad(0) - idleanim / 4, math.rad(15) + idleanim, math.rad(30) + idleanim / 2), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5 + idleanim, 0.6 - idleanim, 0) * euler(0 - idleanim, -math.rad(5) + idleanim, math.rad(-10)), 0.3)
- end
- elseif torvel >= 22 and hitfloor ~= nil then
- if Anim == "Fall" and velderp <= -70 then
- coroutine.resume(coroutine.create(function()
- end))
- end
- Anim = "Run"
- if Mode == "Spear" then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1 - idleanim) * euler(0.4, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2 + idleanim / 2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(-0.2, 0, 0.4 + idleanim / 4) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(-0.2, 0, -0.4 - idleanim / 4) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.s2 - idleanim / 2) * euler(0, 1.57, 0) * euler(-0.2 - idleanim / 4, 0, -0.5 - idleanim / 2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2 - idleanim / 2) * euler(0, -1.57, 0) * euler(-0.1 - idleanim / 4, 0, 0.5 + idleanim / 2), 0.3)
- end
- if Mode == "Shield" then
- RW.C0 = clerp(RW.C0, cf(1.4, 0.6, 0) * euler(math.rad(0) - idleanim / 4, math.rad(15) + idleanim, math.rad(30) + idleanim / 2), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5 + idleanim, 0.6 - idleanim, 0) * euler(0 - idleanim, -math.rad(5) + idleanim, math.rad(-10)), 0.3)
- end
- end
- end
- end
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