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- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- do
- script.Parent = Player.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.isMouse then
- m.Target = io.Target
- m.Hit = io.Hit
- else
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local Mouse = Player:GetMouse()
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
- local Player_Size = 1
- function wbtwe(first,second,c0)
- local weld = Instance.new("Weld", first)
- weld.Part0 = first
- weld.Part1 = second
- weld.C0 = second.CFrame:inverse() *second.CFrame *c0
- return weld
- end
- local song = Instance.new("Sound", owner.Character.Head)
- song.SoundId = "rbxassetid://928812792"
- song.Volume = 5
- song.Looped = true
- song:Play()
- walk = 0
- hrw = wbtwe(owner.Character.Torso, owner.Character.HumanoidRootPart, CFrame.new(0, 0, 0) *CFrame.Angles(0, 0, 0))
- law = wbtwe(owner.Character["Left Arm"], owner.Character.Torso, CFrame.new(0.9, 0.3, -1.3) *CFrame.Angles(9, 25, 0.3))
- raw = wbtwe(owner.Character["Right Arm"], owner.Character.Torso, CFrame.new(-0.9, 0.6, -1.3) *CFrame.Angles(9, 0, -0.3))
- llw = wbtwe(owner.Character["Left Leg"], owner.Character.Torso, CFrame.new(0.46, 1.9, 0) *CFrame.Angles(0, 25, 0.1))
- rlw = wbtwe(owner.Character["Right Leg"], owner.Character.Torso, CFrame.new(-0.3, 1.9, 0) *CFrame.Angles(0, 0, -0.1) *CFrame.Angles(0, 0, 0))
- hw = wbtwe(owner.Character.Head, owner.Character.Torso, CFrame.new(0, -1.5, 0))
- shake = 0
- wait(4)
- anim = coroutine.wrap(function()
- while game:GetService("RunService").Stepped:wait() do
- walk = walk +0.1
- law.C0 = law.C0:lerp(owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.new(1.49, 0.6, 0) *CFrame.Angles(9.4, 25, -0.1 +math.cos(walk) *-0.1), 0.1)
- raw.C0 = raw.C0:lerp(owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.new(-1.49, 0.2, 0.2) *CFrame.Angles(0 +math.sin(walk) *-0.2, 0, -0.2), 0.1)
- hw.C0 = hw.C0:lerp(owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.new(math.sin(walk) *0.1, -1.5, 0) *CFrame.Angles(0, -0.5, math.sin(walk) *-0.1), 0.1)
- end
- end)
- b = coroutine.wrap(function()
- local effect = Instance.new("Part", owner.Character.Head)
- effect.Material = "Neon"
- effect.BrickColor = BrickColor.new("Institutional white")
- effect.Size = Vector3.new(0.1, 0.1, 0.1)
- effect.CFrame = owner.Character.Head.CFrame *CFrame.new(-0.3, 0.1, -0.6)
- effect.Anchored = true
- effect.CanCollide = false
- local boom = Instance.new("Sound", owner.Character.Head)
- boom.SoundId = "rbxassetid://367453005"
- boom.Volume = 5
- boom:Play()
- spin = 0.1
- for i = 1,10 do
- game:GetService("RunService").Stepped:wait()
- effect.Size = effect.Size +Vector3.new(0, 15, 0)
- end
- local explode = Instance.new("Part", owner.Character.Head)
- explode.Material = "Neon"
- explode.BrickColor = BrickColor.new("Institutional white")
- explode.Size = Vector3.new(2, 2, 2)
- explode.CFrame = owner.Character.Torso.CFrame
- explode.Anchored = true
- explode.CanCollide = false
- explode.Shape = "Ball"
- anim()
- law.C0 = owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.new(1.49, 0.6, 0) *CFrame.Angles(9.4, 25, -0.1)
- raw.C0 = owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.new(-1.49, 0.2, 0.2) *CFrame.Angles(0.2, 0, -0.2)
- hrw.C0 = owner.Character.HumanoidRootPart.CFrame:inverse() *owner.Character.HumanoidRootPart.CFrame *CFrame.new(0, 0, 0) *CFrame.Angles(0, 0.5, 0)
- hw.C0 = owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.new(0, -1.5, 0) *CFrame.Angles(0, -0.5, 0)
- for i = 1,50 do
- game:GetService("RunService").Stepped:wait()
- effect.Transparency = effect.Transparency +0.1
- explode.Size = explode.Size +Vector3.new(1, 1, 1)
- explode.Transparency = explode.Transparency +0.05
- end
- wait(0.2)
- effect.CFrame = owner.Character.Head.CFrame *CFrame.new(-0.3, 0.1, -0.8)
- effect.BrickColor = BrickColor.new("Bright orange")
- effect.Size = Vector3.new(0.1, 0.1, 0.1)
- Instance.new("SpecialMesh", explode).MeshType = "Sphere"
- for i = 1,10 do
- game:GetService("RunService").Stepped:wait()
- effect.Transparency = effect.Transparency -0.1
- end
- while game:GetService("RunService").Stepped:wait() do
- for i = 1,15 do
- game:GetService("RunService").Stepped:wait()
- effect.Size = effect.Size +Vector3.new(0, 0.1, 0)
- end
- for i = 1,15 do
- game:GetService("RunService").Stepped:wait()
- effect.Size = effect.Size +Vector3.new(0, -0.1, 0)
- end
- end
- end)
- a = coroutine.wrap(function()
- for i = 1,25 do
- game:GetService("RunService").Stepped:wait()
- shake = shake +0.1
- hrw.C0 = owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.Angles(math.rad(math.random(0 - shake, shake)), math.rad(math.random(0 - shake, shake)), math.rad(math.random(0 - shake, shake)))
- end
- b()
- for i = 1,10 do
- game:GetService("RunService").Stepped:wait()
- shake = shake +0.1
- hrw.C0 = owner.Character.Torso.CFrame:inverse() *owner.Character.Torso.CFrame *CFrame.Angles(math.rad(math.random(0 - shake, shake)), math.rad(math.random(0 - shake, shake)), math.rad(math.random(0 - shake, shake)))
- end
- end)
- a()
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