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- --==//==--
- local Player = game:service("Players").LocalPlayer
- local Char = Player.Character
- local mouse = Player:GetMouse()
- local Humanoid = Char:findFirstChild("Humanoid")
- local Torso = Char:findFirstChild("Torso")
- ----------------------------------------------------------
- z = Instance.new("Sound", Torso)
- z.SoundId = "rbxassetid://390409627" -- Put Music ID Here.
- z.Looped = true
- z.Volume = 10
- wait(.1)
- z:Play()
- ------------------------
- local Head = Char.Head
- local ra = Char:findFirstChild("Right Arm")
- local la = Char:findFirstChild("Left Arm")
- local rl = Char:findFirstChild("Right Leg")
- local ll = Char:findFirstChild("Left Leg")
- local rs = Torso:findFirstChild("Right Shoulder")
- local ls = Torso:findFirstChild("Left Shoulder")
- local rh = Torso:findFirstChild("Right Hip")
- local lh = Torso:findFirstChild("Left Hip")
- local neck = Torso:findFirstChild("Neck")
- local rp = Char:findFirstChild("HumanoidRootPart")
- rp.Archivable = true
- local rj = rp:findFirstChild("RootJoint")
- rj.Archivable = true
- local rootpart = Char:findFirstChild("HumanoidRootPart")
- local Camera = workspace.CurrentCamera
- local CF = CFrame.new
- local components = CF().components
- local magicclrs = {"Really blue", "Really black", "Institutional white"}
- --local magicclrs = {"Really red", "Deep orange", "New Yeller", "Lime green", "Really blue", "Royal purple", "Bright violet"}
- rootpart.CanCollide = false
- Humanoid.CameraOffset = Vector3.new(0, 2, 0)
- Humanoid.JumpPower = 60
- game.Players.LocalPlayer.Character.Humanoid.Changed:connect(function(jump)
- if jump == "Jump" then
- Humanoid.Jump = false
- end
- end)
- Lerp = function(a,b,c)
- return a+(b-a)*c
- end
- function phaseclone()
- Char.Archivable = true
- local Clone1 = Char:Clone()
- Clone1.Parent = game.Workspace
- for i,v in pairs (Clone1:GetChildren()) do
- if v.ClassName == "BodyColors" then
- B = "Really black"
- v.HeadColor = BrickColor.new(B)
- v.LeftArmColor = BrickColor.new(B)
- v.RightArmColor = BrickColor.new(B)
- v.TorsoColor = BrickColor.new(B)
- v.LeftLegColor = BrickColor.new(B)
- v.RightLegColor = BrickColor.new(B)
- elseif not v:IsA("Part") then
- v:Destroy()
- end
- if v.ClassName ~= "Part" or v.Name == "HumanoidRootPart" then
- v:Destroy()
- end
- if v:IsA("Part") then
- v.Transparency = 0.5
- v.TopSurface = "Smooth"
- v.BottomSurface = "Smooth"
- v.LeftSurface = "Smooth"
- v.RightSurface = "Smooth"
- Bl = "Really black"
- v.BrickColor = BrickColor.new(Bl)
- v.Anchored = true
- v.CanCollide = false
- end
- end
- for i,v in pairs (Clone1:GetChildren()) do
- if v:FindFirstChild("roblox") then
- v.roblox:Destroy()
- end
- if v:FindFirstChild("face") then
- v.face:Destroy()
- end
- if v.Name == "Part" or v.Name == "Hold" or v.Name == "Circle" then
- v:Remove()
- end
- end
- wait(0.3)
- for i = 1,5 do
- for _,v in pairs(Clone1:GetChildren()) do
- if v:IsA("Part") then
- v.Transparency = 0.5+i/5
- wait()
- end
- end
- end
- Clone1:Destroy()
- end
- function ctlerp(c1,c2,al)
- local com1 = {c1:components()}
- local com2 = {c2:components()}
- for i,v in pairs(com1) do
- com1[i] = Lerp(v,com2[i],al)
- end
- return CF(unpack(com1))
- end
- do
- local 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
- local 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 CF(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
- local 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
- 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
- end
- --==/BASE/DEFAULT WELDS/==--
- rm = Instance.new("Weld", Torso)
- rm.C0 = CFrame.new(1.5, 0.5, 0) *CFrame.Angles(0, 0, 0)
- rm.C1 = CFrame.new(0, 0.5, 0)
- rm.Part0 = Torso
- rm.Part1 = ra
- lm = Instance.new("Weld", Torso)
- lm.C0 = CFrame.new(-1.5, 0.5, 0) *CFrame.Angles(0, 0, 0)
- lm.C1 = CFrame.new(0, 0.5, 0)
- lm.Part0 = Torso
- lm.Part1 = la
- rlegm = Instance.new("Weld", Torso)
- rlegm.C0 = CFrame.new(0.5, -1, 0) *CFrame.Angles(0, 0, 0)
- rlegm.C1 = CFrame.new(0, 1, 0)
- rlegm.Part0 = Torso
- rlegm.Part1 = rl
- llegm = Instance.new("Weld", Torso)
- llegm.C0 = CFrame.new(-0.5, -1, 0) *CFrame.Angles(0, 0, 0)
- llegm.C1 = CFrame.new(0, 1, 0)
- llegm.Part0 = Torso
- llegm.Part1 = ll
- neck.C0 = CFrame.new(0,1,0)
- neck.C1 = CFrame.new(0,-0.5,0)
- --=/Right Arm Magic/=--
- local ramagic = Instance.new("Part", Char)
- ramagic.FormFactor = "Custom"
- ramagic.Anchored = true
- ramagic.CanCollide = false
- ramagic.Size = Vector3.new(0.7, 0.7, 0.7)
- ramagic.TopSurface = 10
- ramagic.BottomSurface = 10
- ramagic.LeftSurface = 10
- ramagic.RightSurface = 10
- ramagic.FrontSurface=10
- ramagic.BackSurface=10
- ramagic.BrickColor=BrickColor.new(magicclrs[math.random(1, #magicclrs)])
- ramagic.CFrame = ra.CFrame * CFrame.new(0, -0.9, 0) * CFrame.Angles(math.random(0, 3), math.random(0, 3), math.random(0, 3))
- local lt = Instance.new("PointLight", ramagic)
- lt.Brightness = 100
- lt.Range = 5
- lt.Color = Color3.new(0, 0, 65/100)
- local ramagicM = Instance.new("BlockMesh", ramagic)
- --=/Left Arm Magic/=--
- local lamagic = Instance.new("Part", Char)
- lamagic.FormFactor = "Custom"
- lamagic.Anchored = true
- lamagic.CanCollide = false
- lamagic.Size = Vector3.new(0.7, 0.7, 0.7)
- lamagic.TopSurface = 10
- lamagic.BottomSurface = 10
- lamagic.LeftSurface = 10
- lamagic.RightSurface = 10
- lamagic.FrontSurface=10
- lamagic.BackSurface=10
- lamagic.BrickColor=BrickColor.new(magicclrs[math.random(1,#magicclrs)])
- lamagic.CFrame = la.CFrame * CFrame.new(0, -0.9, 0) * CFrame.Angles(math.random(0, 3), math.random(0, 3), math.random(0, 3))
- local lt2 = Instance.new("PointLight", lamagic)
- lt2.Brightness = 100
- lt2.Range = 6
- lt2.Color = Color3.new(0, 0, 65/100)
- local lamagicM = Instance.new("BlockMesh", lamagic)
- --[[optional
- --=/Right Leg Magic/=--
- local rlmagic = Instance.new("Part", Char)
- rlmagic.FormFactor = "Custom"
- rlmagic.Anchored = true
- rlmagic.CanCollide = false
- rlmagic.Size = Vector3.new(0.7, 0.7, 0.7)
- rlmagic.TopSurface = 10
- rlmagic.BottomSurface = 10
- rlmagic.LeftSurface = 10
- rlmagic.RightSurface = 10
- rlmagic.FrontSurface=10
- rlmagic.BackSurface=10
- rlmagic.BrickColor=BrickColor.new(magicclrs[math.random(1, #magicclrs)])
- rlmagic.CFrame = rl.CFrame * CFrame.new(0, -0.9, 0) * CFrame.Angles(math.random(0, 3), math.random(0, 3), math.random(0, 3))
- local lt3 = Instance.new("PointLight", rlmagic)
- lt3.Brightness = 123123
- lt3.Range = 6
- lt3.Color = Color3.new(1, 0, 1)
- local rlmagicM = Instance.new("BlockMesh", rlmagic)
- --=/Left Leg Magic/=--
- local llmagic = Instance.new("Part", Char)
- llmagic.FormFactor = "Custom"
- llmagic.Anchored = true
- llmagic.CanCollide = false
- llmagic.Size = Vector3.new(0.7, 0.7, 0.7)
- llmagic.TopSurface = 10
- llmagic.BottomSurface = 10
- llmagic.LeftSurface = 10
- llmagic.RightSurface = 10
- llmagic.FrontSurface=10
- llmagic.BackSurface=10
- llmagic.BrickColor=BrickColor.new(magicclrs[math.random(1, #magicclrs)])
- llmagic.CFrame = ll.CFrame * CFrame.new(0, -0.9, 0) * CFrame.Angles(math.random(0, 3), math.random(0, 3), math.random(0, 3))
- local lt4 = Instance.new("PointLight", llmagic)
- lt4.Brightness = 123123
- lt4.Range = 6
- lt4.Color = Color3.new(1, 0, 1)
- local llmagicM = Instance.new("BlockMesh", llmagic)
- ]]
- game:GetService("Debris"):AddItem(lamagic, 0.85)
- game:GetService("Debris"):AddItem(ramagic, 0.85)
- --[[
- game:GetService("Debris"):AddItem(rlmagic, 0.85)
- game:GetService("Debris"):AddItem(llmagic, 0.85)
- ]]--
- coroutine.wrap(function()
- for i = 1, 10 do
- ramagicM.Scale = ramagicM.Scale-Vector3.new(0.1, 0.1, 0.1)
- ramagic.CFrame = ramagic.CFrame * CFrame.new(0, 0.2, 0)
- lamagicM.Scale = lamagicM.Scale-Vector3.new(0.1, 0.1, 0.1)
- lamagic.CFrame = lamagic.CFrame * CFrame.new(0, 0.2, 0)
- --[[
- rlmagicM.Scale = rlmagicM.Scale-Vector3.new(0.1, 0.1, 0.1)
- rlmagic.CFrame = rlmagic.CFrame * CFrame.new(0, 0.2, 0)
- llmagicM.Scale = llmagicM.Scale-Vector3.new(0.1, 0.1, 0.1)
- llmagic.CFrame = llmagic.CFrame * CFrame.new(0, 0.2, 0)
- ]]--
- wait()
- end
- end)()
- end
- end
- end))
- --[[local bodyg = Instance.new("BodyGyro", Torso)
- bodyg.MaxTorque = Vector3.new(0, math.huge, 0)
- while true do game:GetService("RunService").RenderStepped:wait()
- bodyg.CFrame = Camera.CoordinateFrame
- end]]--
- mouse.KeyDown:connect(function(key)
- if key == "0" and sprinting == false then
- sprinting = true
- Humanoid.WalkSpeed = 60
- elseif key == "q" and magix == true then
- magix = false
- for i = 65/255, 1, -0.1 do wait()
- chak.Color = Color3.new(i, i, i)
- end
- elseif key == "q" and magix == false then
- magix = true
- for i = 0, 65/255, 0.1 do wait()
- chak.Color = Color3.new(0, 0, i)
- end
- end
- end)
- mouse.KeyUp:connect(function(key)
- if key == "0" and sprinting == true then
- sprinting = false
- Humanoid.WalkSpeed = 10
- end
- end)
- --==/GAMEPAD CONTROLS/==--
- game:GetService("UserInputService").InputBegan:connect(function(input)
- if input.UserInputType == Enum.UserInputType.Gamepad1 then
- if input.KeyCode == Enum.KeyCode.ButtonX and magix == false then
- magix = true
- elseif input.KeyCode == Enum.KeyCode.ButtonX and magix == true then
- magix = false
- elseif input.KeyCode == Enum.KeyCode.ButtonL2 and sprinting == false then
- sprinting = true
- end
- end
- end)
- game:GetService("UserInputService").InputEnded:connect(function(input)
- if input.UserInputType == Enum.UserInputType.Gamepad1 then
- if input.KeyCode == Enum.KeyCode.ButtonL2 and sprinting == true then
- sprinting = false
- end
- end
- end)
- game:GetService("RunService").Stepped:connect(function()
- angle = (angle % 100) + anglespeed/10
- rootpart.CanCollide = false
- local speed = Vector3.new(rootpart.Velocity.X, 0, rootpart.Velocity.Z).magnitude
- if(Humanoid.Jump) and Torso.Velocity.Y > 1 and speed < 2 then
- animpose = "Jump"
- elseif speed < 2 then -- idle
- animpose = "Idle"
- elseif sprinting == true then -- sprinting
- animpose = "Sprinting"
- elseif speed > 2 then -- walking
- walking = true
- animpose = "Moving"
- end
- --==/ANIMATION FUNCTIONS/==--
- if animpose == "Idle" and anim == false then -- idle
- anglespeed = 0.5
- rm.C0 = clerp(rm.C0, CFrame.new(1.5, 0.6, -0.15) * CFrame.Angles(math.rad(5) + math.sin(angle) * 0.02, math.rad(15), math.rad(15) + math.sin(angle) * 0.02), 0.1)
- lm.C0 = clerp(lm.C0, CFrame.new(-1.5, 0.6, 0.15) * CFrame.Angles(math.rad(-5), math.rad(15), math.rad(-15) + -math.sin(angle) * 0.02), 0.1)
- rlegm.C0 = clerp(rlegm.C0, CFrame.new(0.5, -0.5, -0.4) * CFrame.Angles(math.rad(-20), math.rad(-35), 0), 0.1)
- llegm.C0 = clerp(llegm.C0, CFrame.new(-0.5, -0.9, 0) * CFrame.Angles(0, 0, math.rad(-5)), 0.1)
- neck.C0 = clerp(neck.C0, CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-6.5), math.rad(-40), math.sin(angle) * 0.01), 0.1)
- rj.C0 = clerp(rj.C0, CFrame.new(0, 2 + math.sin(angle) * 0.1, 0) * CFrame.Angles(math.rad(-90), 0, math.rad(220)), 0.1)
- elseif animpose == "Moving" and anim == false and walking == true then -- walk
- anglespeed = 0.5
- rm.C0 = clerp(rm.C0, CFrame.new(1.5, 0.5, 0.2) * CFrame.Angles(math.rad(-10) + math.sin(angle) * 0.05, math.rad(-12) + math.sin(angle) * 0.02, math.rad(8)), 0.1)
- lm.C0 = clerp(lm.C0, CFrame.new(-1.5, 0.5, 0.2) * CFrame.Angles(math.rad(-10) + math.sin(angle) * 0.05, math.rad(12) + math.sin(angle) * 0.02, math.rad(-8)), 0.1)
- rlegm.C0 = clerp(rlegm.C0, CFrame.new(0.5, -0.65, -0.3) * CFrame.Angles(math.rad(-15), math.rad(-5), 0), 0.1)
- llegm.C0 = clerp(llegm.C0, CFrame.new(-0.5, -0.8, 0) * CFrame.Angles(math.rad(-7), math.rad(5), 0), 0.1)
- neck.C0 = clerp(neck.C0, CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(15), Head.RotVelocity.Y/25, 0), 0.1)
- rj.C0 = clerp(rj.C0, CFrame.new(0, 2 + math.sin(angle) * 0.1, 0) * CFrame.Angles(math.rad(-110), -rootpart.RotVelocity.Y/25, math.rad(180)), 0.1)
- Humanoid.WalkSpeed = 6
- elseif animpose == "Sprinting" and anim == false then -- sprint
- anglespeed = 0.5
- rm.C0 = clerp(rm.C0, CFrame.new(1.5, 0.5, 0.2) * CFrame.Angles(math.rad(-40) + math.sin(angle) * 0.05, math.rad(-12) + math.sin(angle) * 0.02, math.rad(8)), 0.1)
- lm.C0 = clerp(lm.C0, CFrame.new(-1.5, 0.5, 0.2) * CFrame.Angles(math.rad(-40) + math.sin(angle) * 0.05, math.rad(12) + math.sin(angle) * 0.02, math.rad(-8)), 0.1)
- rlegm.C0 = clerp(rlegm.C0, CFrame.new(0.5, -0.65, 0) * CFrame.Angles(math.rad(-15), math.rad(-5), 0), 0.1)
- llegm.C0 = clerp(llegm.C0, CFrame.new(-0.5, -0.65, 0) * CFrame.Angles(math.rad(-15), math.rad(5), 0), 0.1)
- neck.C0 = clerp(neck.C0, CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(40), Head.RotVelocity.Y/15, 0), 0.1)
- rj.C0 = clerp(rj.C0, CFrame.new(0, 2 + math.sin(angle) * 0.1, 0) * CFrame.Angles(math.rad(-135), -rootpart.RotVelocity.Y/15, math.rad(180)), 0.1)
- Humanoid.WalkSpeed = 40
- end
- end)
- wait(1)
- ------------------------------------------------------------------------------------
- local Character = game.Players.LocalPlayer.Character --game.Workspace.fefio92142
- -------------------------------------------------------------------------------------
- -------------------------------------------------------------------------------------
- local Color = 0,0,0
- local Num = 0.5
- local Num2 = 4 -------------Mods:1,4,8,10,15,20-------------------------------------
- local Size = 0.8
- local Rate = 300
- -------------------------------------------------------------------------------------
- local Player = game:service'Players'.LocalPlayer
- local Character = Player.Character
- Torso = Character:WaitForChild'Torso'
- local Wing1 = Instance.new("Part",Character)
- Wing1.FormFactor = Enum.FormFactor.Custom
- Wing1.Size = Vector3.new(.2, .2, .2)
- Wing1.Name = "WIng_1"
- local fire = Instance.new("ParticleEmitter", Wing1)
- fire.VelocitySpread = 0
- fire.Lifetime = NumberRange.new(2)
- fire.Acceleration = Vector3.new(0, 2, 2)
- fire.RotSpeed = NumberRange.new(10)
- fire.Rate = Rate
- fire.Rotation = NumberRange.new(151515)
- fire.Name = "Fire"
- fire.LightEmission = 0.78
- fire.LockedToPart = true
- fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds"
- fire.Color = ColorSequence.new(Color3.new(Color), Color3.new(Color))
- fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)})
- local Wing2 = Wing1:Clone()
- Wing2.Parent = Torso
- local x,y,z = 0,-1,-6
- Wld = function(a,b,cf)
- local Weld = Instance.new('Weld',a)
- Weld.Part0 = a
- Weld.Part1 = b
- Weld.C1 = cf
- return Weld
- end
- local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(20),-math.rad(90)))
- local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(20),-math.rad(90)))
- game:service'RunService'.Stepped:connect(function()
- --z = 6+math.sin(tick()*2)
- y = -1+math.sin(tick()*Num)*Num2
- Wing1.Fire.Acceleration = Vector3.new(x,y,z)
- Wing2.Fire.Acceleration = Vector3.new(x,y,-z)
- end)
- ------------------------------------------------------------------------------------------------
- local Player = game:service'Players'.LocalPlayer
- local Character = Player.Character
- Torso = Character:WaitForChild'Torso'
- local Wing1 = Instance.new("Part",Character)
- Wing1.FormFactor = Enum.FormFactor.Custom
- Wing1.Size = Vector3.new(.2, .2, .2)
- Wing1.Name = "WIng_1"
- local fire = Instance.new("ParticleEmitter", Wing1)
- fire.VelocitySpread = 0
- fire.Lifetime = NumberRange.new(2.5)
- fire.Acceleration = Vector3.new(0, 4, 4)
- fire.RotSpeed = NumberRange.new(10)
- fire.Rate = Rate
- fire.Rotation = NumberRange.new(151515)
- fire.Name = "Fire"
- fire.LightEmission = 0.78
- fire.LockedToPart = true
- fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds"
- fire.Color = ColorSequence.new(Color3.new(Color), Color3.new(Color))
- fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)})
- local Wing2 = Wing1:Clone()
- Wing2.Parent = Torso
- local x,y,z = 0,-1,-6
- Wld = function(a,b,cf)
- local Weld = Instance.new('Weld',a)
- Weld.Part0 = a
- Weld.Part1 = b
- Weld.C1 = cf
- return Weld
- end
- local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(30),-math.rad(90)))
- local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(30),-math.rad(90)))
- print'Loaded'
- game:service'RunService'.Stepped:connect(function()
- --z = 6+math.sin(tick()*2)
- y = -1+math.sin(tick()*Num)*Num2
- Wing1.Fire.Acceleration = Vector3.new(x,y,z)
- Wing2.Fire.Acceleration = Vector3.new(x,y,-z)
- end)
- ------------------------------------------------------------------------------------------------
- local Player = game:service'Players'.LocalPlayer
- local Character = Player.Character
- Torso = Character:WaitForChild'Torso'
- local Wing1 = Instance.new("Part",Character)
- Wing1.FormFactor = Enum.FormFactor.Custom
- Wing1.Size = Vector3.new(.2, .2, .2)
- Wing1.Name = "WIng_1"
- local fire = Instance.new("ParticleEmitter", Wing1)
- fire.VelocitySpread = 0
- fire.Lifetime = NumberRange.new(2.8)
- fire.Acceleration = Vector3.new(0, 4, 4)
- fire.RotSpeed = NumberRange.new(10)
- fire.Rate = Rate
- fire.Rotation = NumberRange.new(151515)
- fire.Name = "Fire"
- fire.LightEmission = 0.78
- fire.LockedToPart = true
- fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds"
- fire.Color = ColorSequence.new(Color3.new(Color), Color3.new(Color))
- fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)})
- local Wing2 = Wing1:Clone()
- Wing2.Parent = Torso
- local x,y,z = 0,-1,-6
- Wld = function(a,b,cf)
- local Weld = Instance.new('Weld',a)
- Weld.Part0 = a
- Weld.Part1 = b
- Weld.C1 = cf
- return Weld
- end
- local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(40),-math.rad(90)))
- local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(40),-math.rad(90)))
- print'Loaded'
- game:service'RunService'.Stepped:connect(function()
- --z = 6+math.sin(tick()*2)
- y = -1+math.sin(tick()*Num)*Num2
- Wing1.Fire.Acceleration = Vector3.new(x,y,z)
- Wing2.Fire.Acceleration = Vector3.new(x,y,-z)
- end)
- ------------------------------------------------------------------------------------------------
- local Player = game:service'Players'.LocalPlayer
- local Character = Player.Character
- Torso = Character:WaitForChild'Torso'
- local Wing1 = Instance.new("Part",Character)
- Wing1.FormFactor = Enum.FormFactor.Custom
- Wing1.Size = Vector3.new(.2, .2, .2)
- Wing1.Name = "WIng_1"
- local fire = Instance.new("ParticleEmitter", Wing1)
- fire.VelocitySpread = 0
- fire.Lifetime = NumberRange.new(3)
- fire.Acceleration = Vector3.new(0, 4, 4)
- fire.RotSpeed = NumberRange.new(10)
- fire.Rate = Rate
- fire.Rotation = NumberRange.new(151515)
- fire.Name = "Fire"
- fire.LightEmission = 0.78
- fire.LockedToPart = true
- fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds"
- fire.Color = ColorSequence.new(Color3.new(Color), Color3.new(Color))
- fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)})
- local Wing2 = Wing1:Clone()
- Wing2.Parent = Torso
- local x,y,z = 0,-1,-6
- Wld = function(a,b,cf)
- local Weld = Instance.new('Weld',a)
- Weld.Part0 = a
- Weld.Part1 = b
- Weld.C1 = cf
- return Weld
- end
- local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(50),-math.rad(90)))
- local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(50),-math.rad(90)))
- print'Loaded'
- game:service'RunService'.Stepped:connect(function()
- --z = 6+math.sin(tick()*2)
- y = -1+math.sin(tick()*Num)*Num2
- Wing1.Fire.Acceleration = Vector3.new(x,y,z)
- Wing2.Fire.Acceleration = Vector3.new(x,y,-z)
- end)
- ------------------------------------------------------------------------------------------------
- local Player = game:service'Players'.LocalPlayer
- local Character = Player.Character
- Torso = Character:WaitForChild'Torso'
- local Wing1 = Instance.new("Part",Character)
- Wing1.FormFactor = Enum.FormFactor.Custom
- Wing1.Size = Vector3.new(.2, .2, .2)
- Wing1.Name = "WIng_1"
- local fire = Instance.new("ParticleEmitter", Wing1)
- fire.VelocitySpread = 0
- fire.Lifetime = NumberRange.new(3.1)
- fire.Acceleration = Vector3.new(0, 4, 4)
- fire.RotSpeed = NumberRange.new(10)
- fire.Rate = Rate
- fire.Rotation = NumberRange.new(151515)
- fire.Name = "Fire"
- fire.LightEmission = 0.78
- fire.LockedToPart = true
- fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds"
- fire.Color = ColorSequence.new(Color3.new(Color), Color3.new(Color))
- fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)})
- local Wing2 = Wing1:Clone()
- Wing2.Parent = Torso
- local x,y,z = 0,-1,-6
- Wld = function(a,b,cf)
- local Weld = Instance.new('Weld',a)
- Weld.Part0 = a
- Weld.Part1 = b
- Weld.C1 = cf
- return Weld
- end
- local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(60),-math.rad(90)))
- local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(60),-math.rad(90)))
- print'Loaded'
- game:service'RunService'.Stepped:connect(function()
- --z = 6+math.sin(tick()*2)
- y = -1+math.sin(tick()*Num)*Num2
- Wing1.Fire.Acceleration = Vector3.new(x,y,z)
- Wing2.Fire.Acceleration = Vector3.new(x,y,-z)
- end)
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