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  1. --NoobyGames12 print'lets do this, also do not press V.' plr = game.Players.LocalPlayer char = plr.Character hum = char.Humanoid local cam = game.Workspace.CurrentCamera t = char.Torso h = char.Head ra = char["Right Arm"] la = char["Left Arm"] rl = char["Right Leg"] ll = char["Left Leg"] tors = char.Torso lleg = char["Left Leg"] root = char.HumanoidRootPart hed = char.Head rleg = char["Right Leg"] rarm = char["Right Arm"] larm = char["Left Arm"] vt = Vector3.new bc = BrickColor.new br = BrickColor.random it = Instance.new cf = CFrame.new local m = Instance.new("Model",char) m.Name = "GaunletModel" local maincolor = t.BrickColor local maincolor2 = BrickColor.new("Really black") function CreatePart(parent,transparency,reflectance,material,brickcolor) local p = Instance.new("Part") p.Parent = parent p.Size = Vector3.new(1,1,1) p.Transparency = transparency p.Reflectance = reflectance p.CanCollide = false p.BrickColor = brickcolor p.Material = material return p end function CreateMesh(parent,meshtype,x1,y1,z1) local mesh = Instance.new("SpecialMesh",parent) mesh.MeshType = meshtype mesh.Scale = Vector3.new(x1,y1,z1) return mesh end function CreateSpecialMesh(parent,meshid,x1,y1,z1) local mesh = Instance.new("SpecialMesh",parent) mesh.MeshType = "SpecialMesh" mesh.MeshId = meshid mesh.Scale = Vector3.new(x1,y1,z1) return mesh end function CreateSpecialGlowMesh(parent,meshid,x1,y1,z1) local mesh = Instance.new("SpecialMesh",parent) mesh.MeshType = "FileMesh" mesh.MeshId = meshid mesh.TextureId = "http://www.roblox.com/asset/?id=269748808" mesh.Scale = Vector3.new(x1,y1,z1) mesh.VertexColor = Vector3.new(parent.BrickColor.r, parent.BrickColor.g, parent.BrickColor.b) return mesh end function CreateWeld(parent,part0,part1,C1X,C1Y,C1Z,C1Xa,C1Ya,C1Za,C0X,C0Y,C0Z,C0Xa,C0Ya,C0Za) local weld = Instance.new("Weld") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C1 = CFrame.new(C1X,C1Y,C1Z)*CFrame.Angles(C1Xa,C1Ya,C1Za) weld.C0 = CFrame.new(C0X,C0Y,C0Z)*CFrame.Angles(C0Xa,C0Ya,C0Za) return weld end local llegw = CreatePart(m,1,1,"SmoothPlastic",maincolor2) CreateWeld(llegw,lleg,llegw,0,1,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local rlegw = CreatePart(m,1,1,"SmoothPlastic",maincolor2) CreateWeld(rlegw,rleg,rlegw,0,1,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sorb = CreatePart(m,1,1,"SmoothPlastic",maincolor2) CreateWeld(sorb,rarm,sorb,0,2,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sorb2 = CreatePart(m,1,1,"SmoothPlastic",maincolor2) CreateWeld(sorb2,larm,sorb2,0,2,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) ---- Right arm local handle = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(handle,"Brick",1.05,1.5,1.05) CreateWeld(handle,rarm,handle,0,-0.265,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local lowhandle = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(lowhandle,"Brick",1.025,0.3,1.025) CreateWeld(lowhandle,rarm,lowhandle,0,0.865,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local lowhandleo = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(lowhandleo,"Brick",1.02,0.3,1.02) CreateWeld(lowhandleo,rarm,lowhandleo,0,0.835,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local handleg = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(handleg,"Brick",1.025,1.5,1.025) CreateWeld(handleg,handle,handleg,0,0.1,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local handleo = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(handleo,"Brick",0.5,0.85,1.085) CreateWeld(handleo,handle,handleo,-0.315,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local handleo2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(handleo2,"Brick",0.5,0.8,1.09) CreateWeld(handleo2,handle,handleo2,-0.3175,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zi = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zi,"Brick",0.025,1.525,1.1) CreateWeld(zi,handle,zi,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local to = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(to,"Brick",0.5,1.5,0.5) CreateWeld(to,handle,to,0,-0.05,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local tl = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(tl,"Brick",0.6,1.45,0.6) CreateWeld(tl,handle,tl,0,-0.05,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zo = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zo,"Brick",0.565,0.025,1.1) CreateWeld(zo,handle,zo,-0.275,0.5,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zoa = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zoa,"Brick",0.565,0.025,1.1) CreateWeld(zoa,handle,zoa,-0.275,0.6,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zob = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zob,"Brick",0.565,0.025,1.1) CreateWeld(zob,handle,zob,-0.275,0.7,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zz = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zz,"Brick",0.3,0.3,0.3) CreateWeld(zz,zoa,zz,-0.15,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zzo = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(zzo,"Brick",0.315,0.275,0.275) CreateWeld(zzo,zz,zzo,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local li = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(li,"Brick",0.275,0.825,0.025) CreateWeld(li,handleo,li,-0.125,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local li1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(li1,"Brick",0.275,0.825,0.025) CreateWeld(li1,handleo,li1,-0.125,0,0.225,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local li2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(li2,"Brick",0.275,0.825,0.025) CreateWeld(li2,handleo,li2,-0.125,0,-0.225,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di,"Brick",0.3,0.3,0.3) CreateWeld(di,handleo,di,-0.125,0,0,math.rad(45),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di1,"Brick",0.3,0.15,0.15) CreateWeld(di1,di,di1,0,0.15,0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di2,"Brick",0.3,0.15,0.15) CreateWeld(di2,di,di2,0,0.15,-0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di3 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di3,"Brick",0.3,0.15,0.15) CreateWeld(di3,di,di3,0,-0.15,0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di4 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di4,"Brick",0.3,0.15,0.15) CreateWeld(di4,di,di4,0,-0.15,-0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio,"Brick",0.325,0.275,0.275) CreateWeld(dio,di,dio,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio1,"Brick",0.325,0.125,0.125) CreateWeld(dio1,di1,dio1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio2,"Brick",0.325,0.125,0.125) CreateWeld(dio2,di2,dio2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio3 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio3,"Brick",0.325,0.125,0.125) CreateWeld(dio3,di3,dio3,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio4 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio4,"Brick",0.325,0.125,0.125) CreateWeld(dio4,di4,dio4,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq1,"Brick",0.3,0.125,0.125) CreateWeld(sq1,handleo,sq1,-0.125,0.25,0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq2,"Brick",0.3,0.125,0.125) CreateWeld(sq2,handleo,sq2,-0.125,-0.25,0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq3 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq3,"Brick",0.3,0.125,0.125) CreateWeld(sq3,handleo,sq3,-0.125,0.25,-0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq4 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq4,"Brick",0.3,0.125,0.125) CreateWeld(sq4,handleo,sq4,-0.125,-0.25,-0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo1,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo1,sq1,sqo1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo2,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo2,sq2,sqo2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo3 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo3,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo3,sq3,sqo3,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo4 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo4,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo4,sq4,sqo4,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local locl = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(locl,"Brick",0.1,0.1,0.1) CreateWeld(locl,handle,locl,0,0,0.435,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dil = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dil,"Brick",0.45,0.45,0.3) CreateWeld(dil,locl,dil,0,0,0,math.rad(0),math.rad(0),math.rad(45),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dil1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dil1,"Brick",0.225,0.225,0.3) CreateWeld(dil1,dil,dil1,-0.225,0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dil2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dil2,"Brick",0.225,0.225,0.3) CreateWeld(dil2,dil,dil2,0.225,-0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dilo = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dilo,"Brick",0.375,0.375,0.315) CreateWeld(dilo,dil,dilo,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dilo1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dilo1,"Brick",0.175,0.175,0.315) CreateWeld(dilo1,dil1,dilo1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dilo2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dilo2,"Brick",0.175,0.175,0.315) CreateWeld(dilo2,dil2,dilo2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local locr = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(locr,"Brick",0.1,0.1,0.1) CreateWeld(locr,handle,locr,0,0,-0.435,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dir = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dir,"Brick",0.45,0.45,0.3) CreateWeld(dir,locr,dir,0,0,0,math.rad(0),math.rad(0),math.rad(45),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dir1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dir1,"Brick",0.225,0.225,0.3) CreateWeld(dir1,dir,dir1,-0.225,0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dir2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dir2,"Brick",0.225,0.225,0.3) CreateWeld(dir2,dir,dir2,0.225,-0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local diro = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(diro,"Brick",0.375,0.375,0.315) CreateWeld(diro,dir,diro,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local diro1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(diro1,"Brick",0.175,0.175,0.315) CreateWeld(diro1,dir1,diro1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local diro2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(diro2,"Brick",0.175,0.175,0.315) CreateWeld(diro2,dir2,diro2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) ---- Left arm local handle = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(handle,"Brick",1.05,1.5,1.05) CreateWeld(handle,larm,handle,0,-0.265,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local lowhandle = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(lowhandle,"Brick",1.025,0.3,1.025) CreateWeld(lowhandle,larm,lowhandle,0,0.865,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local lowhandleo = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(lowhandleo,"Brick",1.02,0.3,1.02) CreateWeld(lowhandleo,larm,lowhandleo,0,0.835,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local handleg = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(handleg,"Brick",1.025,1.5,1.025) CreateWeld(handleg,handle,handleg,0,0.1,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local handleo = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(handleo,"Brick",0.5,0.85,1.085) CreateWeld(handleo,handle,handleo,0.315,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local handleo2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(handleo2,"Brick",0.5,0.8,1.09) CreateWeld(handleo2,handle,handleo2,0.3175,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zi = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zi,"Brick",0.025,1.525,1.1) CreateWeld(zi,handle,zi,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local to = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(to,"Brick",0.5,1.5,0.5) CreateWeld(to,handle,to,0,-0.05,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local tl = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(tl,"Brick",0.6,1.45,0.6) CreateWeld(tl,handle,tl,0,-0.05,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zo = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zo,"Brick",0.565,0.025,1.1) CreateWeld(zo,handle,zo,0.275,0.5,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zoa = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zoa,"Brick",0.565,0.025,1.1) CreateWeld(zoa,handle,zoa,0.275,0.6,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zob = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zob,"Brick",0.565,0.025,1.1) CreateWeld(zob,handle,zob,0.275,0.7,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zz = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zz,"Brick",0.3,0.3,0.3) CreateWeld(zz,zoa,zz,0.15,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zzo = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(zzo,"Brick",0.315,0.275,0.275) CreateWeld(zzo,zz,zzo,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local li = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(li,"Brick",0.275,0.825,0.025) CreateWeld(li,handleo,li,0.125,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local li1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(li1,"Brick",0.275,0.825,0.025) CreateWeld(li1,handleo,li1,0.125,0,0.225,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local li2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(li2,"Brick",0.275,0.825,0.025) CreateWeld(li2,handleo,li2,0.125,0,-0.225,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di,"Brick",0.3,0.3,0.3) CreateWeld(di,handleo,di,0.125,0,0,math.rad(45),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di1,"Brick",0.3,0.15,0.15) CreateWeld(di1,di,di1,0,0.15,0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di2,"Brick",0.3,0.15,0.15) CreateWeld(di2,di,di2,0,0.15,-0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di3 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di3,"Brick",0.3,0.15,0.15) CreateWeld(di3,di,di3,0,-0.15,0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di4 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di4,"Brick",0.3,0.15,0.15) CreateWeld(di4,di,di4,0,-0.15,-0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio,"Brick",0.325,0.275,0.275) CreateWeld(dio,di,dio,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio1,"Brick",0.325,0.125,0.125) CreateWeld(dio1,di1,dio1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio2,"Brick",0.325,0.125,0.125) CreateWeld(dio2,di2,dio2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio3 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio3,"Brick",0.325,0.125,0.125) CreateWeld(dio3,di3,dio3,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio4 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio4,"Brick",0.325,0.125,0.125) CreateWeld(dio4,di4,dio4,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq1,"Brick",0.3,0.125,0.125) CreateWeld(sq1,handleo,sq1,0.125,0.25,0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq2,"Brick",0.3,0.125,0.125) CreateWeld(sq2,handleo,sq2,0.125,-0.25,0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq3 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq3,"Brick",0.3,0.125,0.125) CreateWeld(sq3,handleo,sq3,0.125,0.25,-0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq4 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq4,"Brick",0.3,0.125,0.125) CreateWeld(sq4,handleo,sq4,0.125,-0.25,-0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo1,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo1,sq1,sqo1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo2,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo2,sq2,sqo2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo3 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo3,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo3,sq3,sqo3,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo4 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo4,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo4,sq4,sqo4,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local locl = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(locl,"Brick",0.1,0.1,0.1) CreateWeld(locl,handle,locl,0,0,0.435,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dil = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dil,"Brick",0.45,0.45,0.3) CreateWeld(dil,locl,dil,0,0,0,math.rad(0),math.rad(0),math.rad(45),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dil1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dil1,"Brick",0.225,0.225,0.3) CreateWeld(dil1,dil,dil1,0.225,-0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dil2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dil2,"Brick",0.225,0.225,0.3) CreateWeld(dil2,dil,dil2,-0.225,0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dilo = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dilo,"Brick",0.375,0.375,0.315) CreateWeld(dilo,dil,dilo,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dilo1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dilo1,"Brick",0.175,0.175,0.315) CreateWeld(dilo1,dil1,dilo1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dilo2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dilo2,"Brick",0.175,0.175,0.315) CreateWeld(dilo2,dil2,dilo2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local locr = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(locr,"Brick",0.1,0.1,0.1) CreateWeld(locr,handle,locr,0,0,-0.435,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dir = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dir,"Brick",0.45,0.45,0.3) CreateWeld(dir,locr,dir,0,0,0,math.rad(0),math.rad(0),math.rad(45),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dir1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dir1,"Brick",0.225,0.225,0.3) CreateWeld(dir1,dir,dir1,-0.225,0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dir2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dir2,"Brick",0.225,0.225,0.3) CreateWeld(dir2,dir,dir2,0.225,-0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local diro = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(diro,"Brick",0.375,0.375,0.315) CreateWeld(diro,dir,diro,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local diro1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(diro1,"Brick",0.175,0.175,0.315) CreateWeld(diro1,dir1,diro1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local diro2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(diro2,"Brick",0.175,0.175,0.315) CreateWeld(diro2,dir2,diro2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) Player=game:GetService("Players").LocalPlayer Character=Player.Character PlayerGui=Player.PlayerGui Backpack=Player.Backpack Torso=Character.Torso Head=Character.Head Humanoid=Character.Humanoid m=Instance.new('Model',Character) 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"] Face = Head.face Neck=Torso.Neck it=Instance.new attacktype=1 vt=Vector3.new cf=CFrame.new euler=CFrame.fromEulerAnglesXYZ angles=CFrame.Angles cloaked=false 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) attack = false attackdebounce = false deb=false equipped=true hand=false MMouse=nil combo=0 mana=0 trispeed=.2 attackmode='none' local idle=0 local Anim="Idle" local Effects={} local gun=false local shoot=false local sine = 0 local change = 1 player=nil mouse=Player:GetMouse() --save shoulders RSH, LSH=nil, nil --welds RW, LW=Instance.new("Weld"), Instance.new("Weld") RW.Name="Right Shoulder" LW.Name="Left Shoulder" LH=Torso["Left Hip"] RH=Torso["Right Hip"] TorsoColor=Torso.BrickColor function NoOutline(Part) Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10 end player=Player ch=Character 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) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) 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) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1=cf(0, 0.5, 0) LW.Part1=ch["Left Arm"] LW.Parent=ch.Torso local Stats=Instance.new("BoolValue") Stats.Name="Stats" Stats.Parent=Character local Atk=Instance.new("NumberValue") Atk.Name="Damage" Atk.Parent=Stats Atk.Value=1 local Def=Instance.new("NumberValue") Def.Name="Defense" Def.Parent=Stats Def.Value=1 local Speed=Instance.new("NumberValue") Speed.Name="Speed" Speed.Parent=Stats Speed.Value=1 local Mvmt=Instance.new("NumberValue") Mvmt.Name="Movement" Mvmt.Parent=Stats Mvmt.Value=1 local donum=0 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 function mesh(Mesh,part,meshtype,meshid,offset,scale) local mesh=it(Mesh) mesh.Parent=part if Mesh=="SpecialMesh" then mesh.MeshType=meshtype if meshid~="nil" then mesh.MeshId="http://www.roblox.com/asset/?id="..meshid end end mesh.Offset=offset mesh.Scale=scale return mesh end 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 local Color1=Torso.BrickColor local bodvel=Instance.new("BodyVelocity") local bg=Instance.new("BodyGyro") function swait(num) if num==0 or num==nil then game:service'RunService'.Stepped:wait(0) else for i=0,num do game:service'RunService'.Stepped:wait(0) end end end so = function(id,par,vol,pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound",par or workspace) sou.Volume=vol sou.Pitch=pit or 1 sou.SoundId=id swait() sou:play() game:GetService("Debris"):AddItem(sou,6) end)) 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 m11 > m00 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 >= 0.0001 then if (1 - cosTheta) > 0.0001 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 else if (1+cosTheta) > 0.0001 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 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 local function CFrameFromTopBack(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, c = a, b, c 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 assert(false, "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 local w1 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w1,5) w1.Material = "SmoothPlastic" w1.FormFactor = 'Custom' w1.BrickColor = BrickColor.new("Really red") w1.Transparency = 0 w1.Reflectance = 0 w1.Material = "SmoothPlastic" w1.CanCollide = false local l1 = Instance.new("PointLight",w1) l1.Color = Color3.new(170,0,0) NoOutline(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Instance.new("SpecialMesh",w1) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w1.Size w1:BreakJoints() w1.Anchored = true w1.Parent = workspace w1.Transparency = 0.7 table.insert(Effects,{w1,"Disappear",.01}) w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2) table.insert(list,w1) end if len2 > 0.01 then local w2 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w2,5) w2.Material = "SmoothPlastic" w2.FormFactor = 'Custom' w2.BrickColor = BrickColor.new("Really red") w2.Transparency = 0 w2.Reflectance = 0 w2.Material = "SmoothPlastic" w2.CanCollide = false local l2 = Instance.new("PointLight",w2) l2.Color = Color3.new(170,0,0) NoOutline(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Instance.new("SpecialMesh",w2) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w2.Size w2:BreakJoints() w2.Anchored = true w2.Parent = workspace w2.Transparency = 0.7 table.insert(Effects,{w2,"Disappear",.01}) 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 return unpack(list) end Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock) if hit.Parent==nil then return end h=hit.Parent:FindFirstChild("Humanoid") for _,v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h=v end end if hit.Parent.Parent:FindFirstChild("Torso")~=nil then h=hit.Parent.Parent:FindFirstChild("Humanoid") end if hit.Parent.className=="Hat" then hit=hit.Parent.Parent:findFirstChild("Head") end if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] -- hs(hit,1.2) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game:service("Players").LocalPlayer c.Parent=h game:GetService("Debris"):AddItem(c,.5) Damage=math.random(minim,maxim) -- h:TakeDamage(Damage) blocked=false block=hit.Parent:findFirstChild("Block") if block~=nil then print(block.className) if block.className=="NumberValue" then if block.Value>0 then blocked=true if decreaseblock==nil then block.Value=block.Value-1 end end end if block.className=="IntValue" then if block.Value>0 then blocked=true if decreaseblock~=nil then block.Value=block.Value-1 end end end end if blocked==false then -- h:TakeDamage(Damage) h.Health=h.Health-Damage showDamage(hit.Parent,Damage,.5,BrickColor.new("Really red")) else h.Health=h.Health-(Damage/2) showDamage(hit.Parent,Damage/2,.5,BrickColor.new("Bright blue")) end if Type=="Knockdown" then hum=hit.Parent.Humanoid hum.PlatformStand=true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand=false end),hum) local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit --hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local bodvol=Instance.new("BodyVelocity") bodvol.velocity=angle*knockback bodvol.P=5000 bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) 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,.5) game:GetService("Debris"):AddItem(rl,.5) elseif Type=="Normal" then vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback 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 if knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,.5) elseif Type=="Up" then local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=vt(0,60,0) bodyVelocity.P=5000 bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodyVelocity.Parent=hit game:GetService("Debris"):AddItem(bodyVelocity,1) rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30)) rl.Parent=hit game:GetService("Debris"):AddItem(rl,.5) elseif Type=="Snare" then bp=Instance.new("BodyPosition") bp.P=2000 bp.D=100 bp.maxForce=Vector3.new(math.huge,math.huge,math.huge) bp.position=hit.Parent.Torso.Position bp.Parent=hit.Parent.Torso game:GetService("Debris"):AddItem(bp,1) elseif Type=="Target" then if Targetting==false then ZTarget=hit.Parent.Torso coroutine.resume(coroutine.create(function(Part) so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5) swait(5) so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5) end),ZTarget) TargHum=ZTarget.Parent:findFirstChild("Humanoid") targetgui=Instance.new("BillboardGui") targetgui.Parent=ZTarget targetgui.Size=UDim2.new(10,100,10,100) targ=Instance.new("ImageLabel") targ.Parent=targetgui targ.BackgroundTransparency=1 targ.Image="rbxassetid://4834067" targ.Size=UDim2.new(1,0,1,0) cam.CameraType="Scriptable" cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position) dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z) workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position) Targetting=true RocketTarget=ZTarget for i=1,Property do --while Targetting==true and Humanoid.Health>0 and Character.Parent~=nil do if Humanoid.Health>0 and Character.Parent~=nil and TargHum.Health>0 and TargHum.Parent~=nil and Targetting==true then swait() end --workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,Head.CFrame.p+rmdir*100) cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position) dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z) cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)*cf(0,5,10)*euler(-0.3,0,0) end Targetting=false RocketTarget=nil targetgui.Parent=nil cam.CameraType="Custom" 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,.5) CRIT=false hitDeb=true AttackPos=6 end end showDamage=function(Char,Dealt,du,Color) m=Instance.new("Model") m.Name=tostring(Dealt) h=Instance.new("Humanoid") h.Health=0 h.MaxHealth=0 h.Parent=m c=Instance.new("Part") c.Transparency=0 c.BrickColor=Color c.Transparency = 1 c.Name="Head" c.TopSurface=0 c.BottomSurface=0 c.formFactor="Plate" c.Size=Vector3.new(1,.4,1) local txt = Instance.new("BillboardGui", c) txt.Adornee = c txt.Name = "_status" txt.Size = UDim2.new(2, 0, 1.2, 0) txt.StudsOffset = Vector3.new(-9, 8, 0) local text = Instance.new("TextLabel", txt) text.Size = UDim2.new(10, 0, 7, 0) text.FontSize = "Size12" text.TextScaled = true text.TextTransparency = 0.5 text.BackgroundTransparency = 1 text.TextTransparency = 0.5 text.TextStrokeTransparency = 0.5 text.Font = "SciFi" text.TextStrokeColor3 = Color3.new(0,0,0) v=Instance.new("Part") v.Name = "ColorBrick" v.Parent=c v.FormFactor="Symmetric" v.Anchored=true v.CanCollide=false v.BottomSurface="Smooth" v.TopSurface="Smooth" v.Size=Vector3.new(10,5,3) v.Transparency=1 v.CFrame=c.CFrame v.BrickColor=BrickColor.random() v.Transparency=1 text.TextColor3 = maincolor.Color v.Shape="Block" text.Text = tostring(Dealt) ms=Instance.new("CylinderMesh") ms.Scale=Vector3.new(.8,.8,.8) local hitsounds={"199149137","199149186","199149221","199149235","199149269","199149297"} local dam = Instance.new("Sound",c) local rndm=math.random(1,#hitsounds) local r=rndm dam.SoundId = "http://www.roblox.com/asset/?id="..hitsounds[r] dam.Volume = 1.25 dam.Pitch = 1 dam:Play() if CRIT==true then ms.Scale=Vector3.new(1,1.25,1) end ms.Parent=c c.Reflectance=0 Instance.new("BodyGyro").Parent=c c.Parent=m if Char:findFirstChild("Head")~=nil then c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0)) elseif Char.Parent:findFirstChild("Head")~=nil then c.CFrame=CFrame.new(Char.Parent["Head"].CFrame.p+Vector3.new(0,1.5,0)) end f=Instance.new("BodyPosition") f.P=2000 f.D=100 f.maxForce=Vector3.new(math.huge,math.huge,math.huge) f.position=c.Position+Vector3.new(0,3,0) f.Parent=c game:GetService("Debris"):AddItem(m,.5+du) c.CanCollide=false m.Parent=workspace c.CanCollide=false end function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function SkullEffect(brickcolor,cframe,x1,y1,z1,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=4770583",vt(0,0,0),vt(x1,y1,z1)) --http://www.roblox.com/asset/?id=4770560 game:GetService("Debris"):AddItem(prt,2) CF=prt.CFrame coroutine.resume(coroutine.create(function(Part,Mesh,TehCF) for i=0,1,0.2 do wait() Part.CFrame=CF*cf(0,0,-0.4) end for i=0,1,delay do wait() --Part.CFrame=CF*cf((math.random(-1,0)+math.random())/5,(math.random(-1,0)+math.random())/5,(math.random(-1,0)+math.random())/5) Mesh.Scale=Mesh.Scale end for i=0,1,0.1 do wait() Part.Transparency=i end Part.Parent=nil end),prt,msh,CF) end function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,char,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.Material = "Neon" prt.CFrame=cframe prt.CFrame=prt.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do swait() Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh) end function MagicBlockSteady(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,rottype) local prt=part(3,char,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.Material = "Neon" prt.CFrame=cframe msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) coroutine.resume(coroutine.create(function(Part,Mesh) local rtype = rottype for i=0,1,delay do swait() if rtype == 1 then prt.CFrame = prt.CFrame*CFrame.Angles(0,0,0.1) elseif rtype == 2 then prt.CFrame = prt.CFrame*CFrame.Angles(0,0,-0.1) end Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh) end function MagicSphere(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,char,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe prt.CFrame=prt.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do wait() Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh) end function MagicBlock2(brickcolor,cframe,Parent,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,char,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=false prt.CFrame=cframe msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) local wld=weld(prt,prt,Parent,cframe) game:GetService("Debris"):AddItem(prt,5) coroutine.resume(coroutine.create(function(Part,Mesh,Weld) for i=0,1,delay do wait() Weld.C0=euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))*cframe --Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh,wld) end function MagicBlock3(brickcolor,cframe,Parent,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=false prt.CFrame=cframe msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) local wld=weld(prt,prt,Parent,euler(0,0,0)*cf(0,0,0)) game:GetService("Debris"):AddItem(prt,5) coroutine.resume(coroutine.create(function(Part,Mesh,Weld) for i=0,1,delay do wait() Weld.C0=euler(i*20,0,0) --Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh,wld) end function MagicCircle2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do wait() Part.CFrame=Part.CFrame Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) local prt2=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt2.Anchored=true prt2.CFrame=cframe*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) local msh2=mesh("SpecialMesh",prt2,"Sphere","",vt(0,0,0),vt(0.5,0.5,0.5)) game:GetService("Debris"):AddItem(prt2,2) coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,0.1 do wait() Part.CFrame=Part.CFrame*cf(0,0.5,0) end Part.Parent=nil end),prt2,msh2) end for i=0,1,delay*2 do wait() Part.CFrame=Part.CFrame Mesh.Scale=vt((x1+x3)-(x1+x3)*i,(y1+y3)-(y1+y3)*i,(z1+z3)-(z1+z3)*i) end Part.Parent=nil end),prt,msh) end function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do wait() Part.CFrame=Part.CFrame Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh) end function BreakEffect(brickcolor,cframe,x1,y1,z1) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) coroutine.resume(coroutine.create(function(Part,CF,Numbb,randnumb) CF=Part.CFrame Numbb=0 randnumb=math.random()/10 rand1=math.random()/10 for i=0,1,rand1 do wait() CF=CF*cf(0,math.random()/2,0) --Part.CFrame=Part.CFrame*euler(0.5,0,0)*cf(0,1,0) Part.CFrame=CF*euler(Numbb,0,0) Part.Transparency=i Numbb=Numbb+randnumb end Part.Parent=nil end),prt,CF,Numbb,randnumb) end function MagicWaveThing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=1051557",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do wait() Part.CFrame=Part.CFrame*euler(0,0.7,0) Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh) end function WaveEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do wait() Part.CFrame=Part.CFrame*cf(0,y3/2,0) Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh) end function StravEffect(brickcolor,cframe,x,y,z,x1,y1,z1,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe*cf(x,y,z) msh=mesh("SpecialMesh",prt,"FileMesh","rbxassetid://168892363",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) coroutine.resume(coroutine.create(function(Part,Mesh,ex,why,zee) local num=math.random() local num2=math.random(-3,2)+math.random() local numm=0 for i=0,1,delay*2 do swait() Part.CFrame=cframe*euler(0,numm*num*10,0)*cf(ex,why,zee)*cf(-i*10,num2,0) Part.Transparency=i numm=numm+0.01 end Part.Parent=nil Mesh.Parent=nil end),prt,msh,x,y,z) end function dmgstart(dmg,what) hitcon = what.Touched:connect(function(hit) local hum = hit.Parent:FindFirstChild("Humanoid") if hum and not hum:IsDescendantOf(Character) then hum:TakeDamage(dmg) end end) end function dmgstop() hitcon:disconnect() end function Cloak() Face.Parent=nil cloaked=true for _,v in pairs(Torso.Parent:children()) do if v.className=="Part" and v.Name~="HumanoidRootPart" then coroutine.resume(coroutine.create(function() for i=0,1,0.2 do wait() v.Transparency=i end v.Transparency=1 end)) end if v.className=="Hat" then hatp=v.Handle coroutine.resume(coroutine.create(function(derp) for i=0,1,0.2 do wait() derp.Transparency=i end derp.Transparency=1 end),hatp) end end for _,v in pairs(m:children()) do if v.className=="Part" then coroutine.resume(coroutine.create(function() for i=0,1,0.2 do wait() v.Transparency=i end v.Transparency=1 end)) end end end function UnCloak() so("http://roblox.com/asset/?id=2767090",Torso,1,1.1) Face.Parent=Head cloaked=false for _,v in pairs(Torso.Parent:children()) do if v.className=="Part" and v.Name~="HumanoidRootPart" then coroutine.resume(coroutine.create(function() for i=0,1,0.1 do wait() v.Transparency=v.Transparency-0.1 end v.Transparency=0 end)) end if v.className=="Hat" then hatp=v.Handle coroutine.resume(coroutine.create(function(derp) for i=0,1,0.1 do wait() derp.Transparency=derp.Transparency-0.1 end derp.Transparency=0 end),hatp) end end for _,v in pairs(m:children()) do if v.className=="Part" and v.Name~="hitbox" and v.Name~='tip' then coroutine.resume(coroutine.create(function() for i=0,1,0.1 do wait() v.Transparency=v.Transparency-0.1 end v.Transparency=0 end)) v.Transparency=0 end end end function laser() attack = true so("rbxassetid://588738544",sorb,1,1) for i = 0,2,0.1 do swait() MagicBlock(maincolor,sorb.CFrame,1,1,1,0.25,0.25,0.25,0.1) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(0),math.rad(0),math.rad(-40)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(5),math.rad(0),math.rad(40)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(180)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3) end local a = Instance.new("Part",Character) a.BrickColor = maincolor a.Name = "Lazer" a.Anchored = true a.Material = "Neon" a.CanCollide = false local hitbox = Instance.new("Part",char) hitbox.Size = Vector3.new(5,5,5) hitbox.CFrame = mouse.hit hitbox.Anchored = true hitbox.Transparency = 1 hitbox.CanCollide = false local ray = Ray.new( sorb.CFrame.p, -- origin (mouse.Hit.p - sorb.CFrame.p).unit * 500 -- direction ) local ignore = Character local hit, position, normal = workspace:FindPartOnRay(ray, ignore) if hit then local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") if not humanoid then humanoid = hit.Parent.Parent:FindFirstChildOfClass("Humanoid") end if humanoid then if humanoid.Parent:IsA"Model" then Damagefunc(hit,10,15,math.random(10,20),"Normal",RootPart,.2,1) end end end a.BottomSurface = 10 a.TopSurface = 10 local distance = (sorb.CFrame.p - position).magnitude a.Size = Vector3.new(1, 1, distance) a.CFrame = CFrame.new(sorb.CFrame.p, position) * CFrame.new(0, 0, -distance / 2) game:GetService("Debris"):AddItem(a, 10) game:GetService("Debris"):AddItem(hitbox, 1) local newmesh = Instance.new("BlockMesh",a) so("rbxassetid://553712898",sorb,1,2) so("rbxassetid://553712898",sorb,0.5,1.5) so("rbxassetid://588737825",sorb,0.05,1) MagicBlock(maincolor,sorb.CFrame,1,1,1,1.5,1.25,1.25,0.15) MagicBlock(maincolor,mouse.Hit,1,1,1,0.5,0.5,0.5,0.05) MagicBlock(maincolor,mouse.Hit,1,1,1,1.5,1.5,1.5,0.15) for i = 0, 19*2 do newmesh.Scale = newmesh.Scale + Vector3.new(-0.05/2,-0.05/2,0) a.Transparency = a.Transparency + 0.05/2 RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(0),math.rad(0),math.rad(-40)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(5),math.rad(0),math.rad(40)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(180)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3) swait() end attack = false end function weaklaser1() attack = true for i = 0,1,0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(0),math.rad(0),math.rad(90)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(5),math.rad(0),math.rad(-90)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3) end local a = Instance.new("Part",Character) a.BrickColor = maincolor a.Name = "Lazer" a.Anchored = true a.Material = "Neon" a.CanCollide = false local hitbox = Instance.new("Part",char) hitbox.Size = Vector3.new(5,5,5) hitbox.CFrame = mouse.hit hitbox.Anchored = true hitbox.Transparency = 1 hitbox.CanCollide = false local ray = Ray.new( sorb.CFrame.p, -- origin (mouse.Hit.p - sorb.CFrame.p).unit * 500 -- direction ) local ignore = Character local hit, position, normal = workspace:FindPartOnRay(ray, ignore) if hit then local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") if not humanoid then humanoid = hit.Parent.Parent:FindFirstChildOfClass("Humanoid") end if humanoid then if humanoid.Parent:IsA"Model" then Damagefunc(hit,5,8,math.random(10,20),"Normal",RootPart,.2,1) end end end a.BottomSurface = 10 a.TopSurface = 10 local distance = (sorb.CFrame.p - position).magnitude a.Size = Vector3.new(0.85, 0.85, distance) a.CFrame = CFrame.new(sorb.CFrame.p, position) * CFrame.new(0, 0, -distance / 2) game:GetService("Debris"):AddItem(a, 10) game:GetService("Debris"):AddItem(hitbox, 1) local newmesh = Instance.new("BlockMesh",a) so("rbxassetid://553712898",sorb,1,2.5) so("rbxassetid://553712898",sorb,1,2) MagicBlock(maincolor,sorb.CFrame,1,1,1,1.5,1.25,1.25,0.15) MagicBlock(maincolor,mouse.Hit,1,1,1,0.5,0.5,0.5,0.05) attack = false for i = 0, 19 do newmesh.Scale = newmesh.Scale + Vector3.new(-0.05,-0.05,0) a.Transparency = a.Transparency + 0.05 swait() end end function weaklaser2() attack = true for i = 0,1,0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(0),math.rad(0),math.rad(-90)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(5),math.rad(0),math.rad(90)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) end local a = Instance.new("Part",Character) a.BrickColor = maincolor a.Name = "Lazer" a.Anchored = true a.Material = "Neon" a.CanCollide = false local hitbox = Instance.new("Part",char) hitbox.Size = Vector3.new(5,5,5) hitbox.CFrame = mouse.hit hitbox.Anchored = true hitbox.Transparency = 1 hitbox.CanCollide = false local ray = Ray.new( sorb2.CFrame.p, -- origin (mouse.Hit.p - sorb2.CFrame.p).unit * 500 -- direction ) local ignore = Character local hit, position, normal = workspace:FindPartOnRay(ray, ignore) if hit then local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") if not humanoid then humanoid = hit.Parent.Parent:FindFirstChildOfClass("Humanoid") end if humanoid then if humanoid.Parent:IsA"Model" then Damagefunc(hit,5,8,math.random(10,20),"Normal",RootPart,.2,1) end end end a.BottomSurface = 10 a.TopSurface = 10 local distance = (sorb2.CFrame.p - position).magnitude a.Size = Vector3.new(0.85, 0.85, distance) a.CFrame = CFrame.new(sorb2.CFrame.p, position) * CFrame.new(0, 0, -distance / 2) game:GetService("Debris"):AddItem(a, 10) game:GetService("Debris"):AddItem(hitbox, 1) local newmesh = Instance.new("BlockMesh",a) so("rbxassetid://553712898",sorb2,1,2.5) so("rbxassetid://553712898",sorb2,1,2) MagicBlock(maincolor,sorb2.CFrame,1,1,1,1.5,1.25,1.25,0.15) MagicBlock(maincolor,mouse.Hit,1,1,1,0.5,0.5,0.5,0.05) attack = false for i = 0, 19 do newmesh.Scale = newmesh.Scale + Vector3.new(-0.05,-0.05,0) a.Transparency = a.Transparency + 0.05 swait() end end local smeshmoveenabled = false function groundwave() attack = true smeshmoveenabled = true so("rbxassetid://255679384",sorb2,2,0.98) for i = 0,10,0.1 do swait() MagicBlock(maincolor,llegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) MagicBlock(maincolor,rlegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) RH.C0=clerp(RH.C0,cf(1,-1,-0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(50),math.rad(-25 + 5 * math.cos(sine / 32))),.1) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(50),math.rad(25 + 5 * math.cos(sine / 32))),.1) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1.75 + 0.15 * math.cos(sine / 25))* angles(math.rad(-50),math.rad(0),math.rad(-90)),.1) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(45),math.rad(0),math.rad(90)),.1) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(90)), 0.1) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-180)), 0.1) end MagicBlockSteady(maincolor,char.HumanoidRootPart.CFrame + char.HumanoidRootPart.CFrame.lookVector*5,66,66,1,-1,-1,-0.025,0.1,1) MagicBlockSteady(maincolor,char.HumanoidRootPart.CFrame + char.HumanoidRootPart.CFrame.lookVector*5,66,66,1,-1,-1,-0.025,0.1,2) for i = 0,2,0.1 do swait() MagicBlock(maincolor,sorb2.CFrame,1,1,1,0.5,0.5,0.5,0.1) MagicBlock(maincolor,llegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) MagicBlock(maincolor,rlegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) RH.C0=clerp(RH.C0,cf(1,-1,-0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(50),math.rad(-25 + 5 * math.cos(sine / 32))),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(50),math.rad(25 + 5 * math.cos(sine / 32))),.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,-1 + 0.15 * math.cos(sine / 25))* angles(math.rad(70),math.rad(0),math.rad(-90)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(45),math.rad(0),math.rad(90)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(120)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) end attack = false smeshmoveenabled = false so("rbxassetid://233091205",sorb2,2.25,0.95) MagicBlockSteady(maincolor,char.HumanoidRootPart.CFrame + char.HumanoidRootPart.CFrame.lookVector*5,66,66,1,-1,-1,-0.025,0.025,1) MagicBlockSteady(maincolor,char.HumanoidRootPart.CFrame + char.HumanoidRootPart.CFrame.lookVector*5,66,66,1,-1,-1,-0.025,0.025,2) for i = 0, 9 do MagicBlock(maincolor,char.HumanoidRootPart.CFrame + char.HumanoidRootPart.CFrame.lookVector*5,1,1,1,-0.025,10,-0.025,0.065) end local faceam = 5 for i = 0, 9 do faceam = faceam + 10 local hitbox = Instance.new("Part",char) so("rbxassetid://233091205",hitbox,1,2) hitbox.Size = Vector3.new(15,15,15) hitbox.Material = "Neon" hitbox.BrickColor = maincolor hitbox.CFrame = char.HumanoidRootPart.CFrame + char.HumanoidRootPart.CFrame.lookVector*faceam hitbox.Anchored = true hitbox.Transparency = 1 hitbox.CanCollide = false MagicBlockSteady(maincolor,hitbox.CFrame + hitbox.CFrame.lookVector,25,25,25,15,15,-4.5,0.15,math.random(1,2)) MagicBlockSteady(maincolor,hitbox.CFrame + hitbox.CFrame.lookVector,25,25,25,1.5,1.5,0,0.05,math.random(1,2)) game:GetService("Debris"):AddItem(hitbox, 1) hitbox.Touched:connect(function(hit) Damagefunc(hit,10,11,math.random(10,20),"Normal",RootPart,.2,1) end) wait(0.1) end end function smesh() attack = true smeshmoveenabled = true hum.WalkSpeed = 8 so("rbxassetid://255679384",sorb2,2,0.98) for i = 0,10,0.1 do swait() MagicBlock(maincolor,llegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) MagicBlock(maincolor,rlegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) RH.C0=clerp(RH.C0,cf(1,-1,-0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(50),math.rad(-25 + 5 * math.cos(sine / 32))),.1) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(50),math.rad(25 + 5 * math.cos(sine / 32))),.1) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1.75 + 0.15 * math.cos(sine / 25))* angles(math.rad(-50),math.rad(0),math.rad(-50)),.1) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(45),math.rad(0),math.rad(50)),.1) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(15)), 0.1) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-180)), 0.1) end for i = 0,2,0.1 do swait() MagicBlock(maincolor,sorb2.CFrame,1,1,1,0.5,0.5,0.5,0.1) MagicBlock(maincolor,llegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) MagicBlock(maincolor,rlegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) RH.C0=clerp(RH.C0,cf(1,-1,-0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(50),math.rad(-25 + 5 * math.cos(sine / 32))),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(90),math.rad(25 + 5 * math.cos(sine / 32))),.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,-1 + 0.15 * math.cos(sine / 25))* angles(math.rad(90),math.rad(0),math.rad(-80)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(35),math.rad(0),math.rad(80)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(35)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-170)), 0.3) end so("rbxassetid://165969964",sorb2,1.5,0.98) local hitbox = Instance.new("Part",char) hitbox.Size = Vector3.new(20,20,20) hitbox.Material = "Neon" hitbox.BrickColor = maincolor hitbox.CFrame = sorb2.CFrame hitbox.Anchored = true hitbox.Transparency = 1 hitbox.CanCollide = false game:GetService("Debris"):AddItem(hitbox, 1) hitbox.Touched:connect(function(hit) Damagefunc(hit,9,18,math.random(10,20),"Normal",RootPart,.2,1) end) MagicBlock(maincolor,sorb2.CFrame,5,5,5,1.25,1.25,1.25,0.015) MagicBlock(maincolor,sorb2.CFrame,5,5,5,1.5,1.5,1.5,0.025) MagicBlock(maincolor,sorb2.CFrame,10,10,10,5.5,5.5,5.5,0.15) for i = 0, 9 do MagicBlock(maincolor,sorb2.CFrame,1,1,1,-0.025,10,-0.025,0.065) end hum.WalkSpeed = 16 smeshmoveenabled = false attack = false end local begonemoveenabled = false function BEGONETHOT() smeshmoveenabled = true begonemoveenabled = true hum.WalkSpeed = 8 so("rbxassetid://854345294",sorb2,2.5,1) wait(2) attack = true for i = 0,8,0.1 do swait() MagicBlock(maincolor,llegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) MagicBlock(maincolor,rlegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) RH.C0=clerp(RH.C0,cf(1,-1,-0.25)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-30)),.1) LH.C0=clerp(LH.C0,cf(-1,-0.25,-0.5)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(30)),.1) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,5 + 0.15 * math.cos(sine / 25))* angles(math.rad(-50),math.rad(0),math.rad(0)),.1) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(0)),.1) RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(0), math.rad(10), math.rad(-130)), 0.1) LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(0), math.rad(10), math.rad(130)), 0.1) end for i = 0,2,0.1 do swait() MagicBlock(maincolor,sorb2.CFrame,1,1,1,2.5,2.5,2.5,0.1) MagicBlock(maincolor,llegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) MagicBlock(maincolor,rlegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) RH.C0=clerp(RH.C0,cf(1,-1,-0.25)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-30)),.3) LH.C0=clerp(LH.C0,cf(-1,-0.25,-0.5)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(30)),.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,-1 + 0.15 * math.cos(sine / 25))* angles(math.rad(90),math.rad(0),math.rad(0)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1, 1, -0.5) * angles(math.rad(0), math.rad(10), math.rad(-130)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1, 1, -0.5) * angles(math.rad(0), math.rad(10), math.rad(130)), 0.3) end so("rbxassetid://165969964",sorb2,3.5,0.98) local hitbox = Instance.new("Part",char) hitbox.Size = Vector3.new(75,75,75) hitbox.Material = "Neon" hitbox.BrickColor = maincolor hitbox.CFrame = sorb2.CFrame hitbox.Anchored = true hitbox.Transparency = 1 hitbox.CanCollide = false game:GetService("Debris"):AddItem(hitbox, 1) hitbox.Touched:connect(function(hit) Damagefunc(hit,888,1337,math.random(10,20),"Normal",RootPart,.2,1) end) MagicBlock(maincolor,sorb2.CFrame,5*2.5,5*2.5,5*2.5,1.25*2.5,1.25*2.5,1.25*2.5,0.015) MagicBlock(maincolor,sorb2.CFrame,5*2.5,5*2.5,5*2.5,1.5*2.5,1.5*2.5,1.5*2.5,0.025) MagicBlock(maincolor,sorb2.CFrame,10*2.5,10*2.5,10*2.5,5.5*2.5,5.5*2.5,5.5*2.5,0.15) for i = 0, 9 do MagicBlock(maincolor,sorb2.CFrame,1*2.5,1*2.5,1*2.5,-0.025*2.5,10*2.5,-0.025*2.5,0.065) end hum.WalkSpeed = 16 begonemoveenabled = false smeshmoveenabled = false attack = false end function doomsdaylaser() attack = true for i = 0,1,0.1 do swait() MagicBlock(maincolor,sorb.CFrame,1,1,1,0.25,0.25,0.25,0.1) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(0),math.rad(0),math.rad(-70)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(5),math.rad(0),math.rad(70)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(180)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), 0.3) end local a = Instance.new("Part",Character) a.BrickColor = maincolor a.Name = "Lazer" a.Anchored = true a.Transparency = 1 a.Material = "Neon" a.CanCollide = false local hitbox = Instance.new("Part",char) hitbox.Size = Vector3.new(10,10,10) hitbox.Material = "Neon" hitbox.BrickColor = maincolor hitbox.CFrame = sorb.CFrame + Vector3.new(0,6.25,0) hitbox.Anchored = true hitbox.Transparency = 1 hitbox.CanCollide = false local hmesh = CreateMesh(hitbox,"Sphere",1,1,1) so("rbxassetid://136007472",sorb,1,0.7) for i = 0, 19 do swait() hitbox.CFrame = sorb.CFrame + Vector3.new(0,6.25,0) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(0),math.rad(0),math.rad(-70)),.3) MagicBlock(maincolor,hitbox.CFrame,10,10,10,1.15,1.15,1.15,0.15) hitbox.Transparency = hitbox.Transparency - 0.05 end for i = 0, 49 do swait() hitbox.CFrame = sorb.CFrame + Vector3.new(0,6.25,0) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(0),math.rad(0),math.rad(-70)),.3) end a.Transparency = 0 local ray = Ray.new( hitbox.CFrame.p, -- origin (mouse.Hit.p - hitbox.CFrame.p).unit * 500 -- direction ) local ignore = Character local hit, position, normal = workspace:FindPartOnRay(ray, ignore) if hit then local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") if not humanoid then humanoid = hit.Parent.Parent:FindFirstChildOfClass("Humanoid") end if humanoid then if humanoid.Parent:IsA"Model" then Damagefunc(hit,25,35,math.random(10,20),"Normal",RootPart,.2,1) end end end a.BottomSurface = 10 a.TopSurface = 10 local distance = (sorb.CFrame.p - position).magnitude a.Size = Vector3.new(1, 1, distance) a.CFrame = CFrame.new(sorb.CFrame.p, position) * CFrame.new(0, 0, -distance / 2) game:GetService("Debris"):AddItem(a, 15) game:GetService("Debris"):AddItem(hitbox, 15) local newmesh = Instance.new("BlockMesh",a) so("rbxassetid://553712898",sorb,3.5,1) so("rbxassetid://553712898",sorb,0.5,0.5) so("rbxassetid://588737825",sorb,2.75,1) MagicBlock(maincolor,sorb.CFrame,1,1,1,5,5,5,0.15) MagicBlock(maincolor,mouse.Hit,1,1,1,2.5,2.5,2.5,0.05) MagicBlock(maincolor,mouse.Hit,1,1,1,1.5,1.5,1.5,0.15) local beamscale = 1.5 local sizemax = 1*10 for i = 0, 99 do hitbox.CFrame = sorb.CFrame + Vector3.new(0,6.25,0) sizemax = sizemax - 0.01*10 beamscale = beamscale - 0.01 RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(0),math.rad(0),math.rad(-70)),.3) so("rbxassetid://553712898",sorb,0.5,2.5) ray = Ray.new( hitbox.CFrame.p, -- origin (mouse.Hit.p - hitbox.CFrame.p).unit * 2000 -- direction ) hit, position, normal = workspace:FindPartOnRay(ray, ignore) distance = (hitbox.CFrame.p - position).magnitude if hit then local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") if not humanoid then humanoid = hit.Parent.Parent:FindFirstChildOfClass("Humanoid") end if humanoid then if humanoid.Parent:IsA"Model" then Damagefunc(hit,15,17,math.random(10,20),"Normal",RootPart,.2,1) end end end a.Size = Vector3.new(5, 5, distance) hmesh.Scale = hmesh.Scale - Vector3.new(0.01,0.01,0.01) a.CFrame = CFrame.new(hitbox.CFrame.p, position) * CFrame.new(0, 0, -distance / 2) newmesh.Scale = newmesh.Scale + Vector3.new(-0.01,-0.01,0) MagicBlock(maincolor,mouse.Hit,sizemax,sizemax,sizemax,beamscale,beamscale,beamscale,0.05) swait() end attack = false end local attacktype = 0 mouse.Button1Down:connect(function() if attack == false and attacktype == 0 and begonemoveenabled == false then attacktype = 1 weaklaser1() elseif attack == false and attacktype == 1 and begonemoveenabled == false then attacktype = 0 weaklaser2() end end) mouse.KeyDown:connect(function(k) if k == "z" and attack == false and begonemoveenabled == false then laser() end if k == "x" and attack == false and begonemoveenabled == false then groundwave() end if k == "c" and attack == false and begonemoveenabled == false then smesh() end if k == "v" and attack == false and begonemoveenabled == false then doomsdaylaser() end if k == "p" and attack == false and begonemoveenabled == false then BEGONETHOT() end end) Humanoid.Animator.Parent = nil attack = true hum.WalkSpeed = 0 hum.MaxHealth = math.huge hum.Health = math.huge for i = 0,10,0.05 do swait() MagicBlock(maincolor,llegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) MagicBlock(maincolor,rlegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) RH.C0=clerp(RH.C0,cf(1,-1,-0.25)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-30)),.025) LH.C0=clerp(LH.C0,cf(-1,-0.25,-0.5)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(30)),.025) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(-30),math.rad(0),math.rad(0)),.025) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(0)),.025) RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(0), math.rad(10), math.rad(-130)), 0.025) LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(0), math.rad(10), math.rad(130)), 0.025) end MagicBlock(maincolor,t.CFrame,10,10,10,1.5,1.5,1.5,0.025) MagicBlock(maincolor,t.CFrame,10,10,10,2,2,2,0.015) MagicBlock(maincolor,t.CFrame,10,10,10,1.75,1.75,1.75,0.05) MagicBlock(maincolor,t.CFrame,10,10,10,2,2,2,0.076) so("rbxassetid://588737825",t,0.5,1) so("rbxassetid://588737825",t,0.5,1) so("rbxassetid://588698460",t,1,0.5) so("rbxassetid://440794203",t,1,1) so("rbxassetid://553712898",t,1,0.85) so("rbxassetid://553712898",t,1.5,0.5) so("rbxassetid://553712898",t,1.5,0.25) so("rbxassetid://553712898",t,1.5,0.15) for i = 0,10,0.05 do swait() MagicBlock(maincolor,llegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) MagicBlock(maincolor,rlegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) RH.C0=clerp(RH.C0,cf(1,-1,-0.25)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-20)),.125) LH.C0=clerp(LH.C0,cf(-1,-0.25,-0.5)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(20)),.025) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))* angles(math.rad(20),math.rad(0),math.rad(0)),.125) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-20),math.rad(0),math.rad(0)),.125) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(-20), math.rad(85)), 0.125) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(20), math.rad(-85)), 0.125) end attack = false hum.WalkSpeed = 16 hum.MaxHealth = 250 hum.Health = 250 idleanim=.4 while true do swait() sine = sine + change 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 equipped==true or equipped==false then if attack==false then idle=idle+1 else idle=0 end if idle>=500 then if attack==false then --Sheath() end end if RootPart.Velocity.y > 1 and hitfloor==nil then Anim="Jump" if attack==false then Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.3) Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0.25)*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,0.5)*angles(math.rad(-25),math.rad(0),math.rad(0)),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.5,0,-0.5),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.2) end elseif RootPart.Velocity.y < -1 and hitfloor==nil then Anim="Fall" if attack==false then Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.3) Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0.25)*angles(math.rad(5),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0.3,0,0.2)*angles(math.rad(-25),math.rad(0),math.rad(0)),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0.3,0,-0.2),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2) end elseif torvel<1 and hitfloor~=nil then Anim="Idle" if smeshmoveenabled == false then RH.C0=clerp(RH.C0,cf(1,-1,-0.25)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(20),math.rad(0 + 5 * math.cos(sine / 32))),.3) LH.C0=clerp(LH.C0,cf(-1,-0.25,-0.5)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(20),math.rad(0 + 5 * math.cos(sine / 32))),.3) MagicBlock(maincolor,llegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) MagicBlock(maincolor,rlegw.CFrame,0.5,0.5,0.5,0.25,0.25,0.25,0.15) end if attack==false then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))*angles(math.rad(0),math.rad(-5),math.rad(-35)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(0),math.rad(5),math.rad(35)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-15),math.rad(0),math.rad(12.5 + 2.5 * math.cos(sine / 24))),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(-15),math.rad(0),math.rad(-12.5 - 2.5 * math.cos(sine / 32))),.3) end elseif torvel>2 and torvel<22 and hitfloor~=nil then Anim="Walk" if smeshmoveenabled == false then RH.C0=clerp(RH.C0,cf(1,-1,-0.25)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(-5 + 5 * math.cos(sine / 32))),.3) LH.C0=clerp(LH.C0,cf(-1,-0.25,-0.5)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(-5 + 5 * math.cos(sine / 32))),.3) MagicBlock(maincolor,llegw.CFrame,1,1,1,0.25,0.25,0.25,0.5) MagicBlock(maincolor,rlegw.CFrame,1,1,1,0.25,0.25,0.25,0.5) MagicBlock(maincolor,llegw.CFrame,1,1,1,-0.05,-0.05,-0.05,0.15) MagicBlock(maincolor,rlegw.CFrame,1,1,1,-0.05,-0.05,-0.05,0.15) end if attack==false then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,1 + 0.15 * math.cos(sine / 25))*angles(math.rad(15),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-35),math.rad(0),math.rad(12.5 + 2.5 * math.cos(sine / 24))),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(-35),math.rad(0),math.rad(-12.5 - 2.5 * math.cos(sine / 32))),.3) end elseif torvel>=22 and hitfloor~=nil then Anim="Run" RH.C0=clerp(RH.C0,cf(1,-1 - 0.05 * math.cos(sine / 32),0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0 + 75 * math.cos(sine / 3))),.3) LH.C0=clerp(LH.C0,cf(-1,-1 - 0.05 * math.cos(sine / 32),0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0 + 75 * math.cos(sine / 3))),.3) if attack==false then RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,-0.25 + 0.05 * math.cos(sine / 32))* angles(math.rad(35),math.rad(0),math.rad(0)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-50),math.rad(-60),math.rad(25)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(-50),math.rad(0),math.rad(-25)),.3) end end end end
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