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- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros")
- local rp = RealPlayer
- script.Parent = rp.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent(),Button2Up=fakeEvent(),Button2Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- if io.UserInputType == Enum.UserInputType.MouseButton2 then
- return m:TrigEvent(b and "Button2Down" or "Button2Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local Mouse = Player:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then
- return typeof(s[k])=="function"
- and function(_,...)return s[k](s,...)end or s[k]
- end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- g.RunService = FakeService({
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- setmetatable(g,fsmt)
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- function clerp(c1,c2,al)
- local com1 = {c1.X,c1.Y,c1.Z,c1:toEulerAnglesXYZ()}
- local com2 = {c2.X,c2.Y,c2.Z,c2:toEulerAnglesXYZ()}
- for i,v in pairs(com1) do
- com1[i] = v+(com2[i]-v)*al
- end
- return CFrame.new(com1[1],com1[2],com1[3]) * CFrame.Angles(select(4,unpack(com1)))
- end
- plr = owner
- char = plr.Character
- humanoid = char:findFirstChild("Humanoid")
- torso = char:findFirstChild("Torso")
- head = char.Head
- ra = char:findFirstChild("Right Arm")
- la = char:findFirstChild("Left Arm")
- rl = char:findFirstChild("Right Leg")
- ll = char:findFirstChild("Left Leg")
- rs = torso:findFirstChild("Right Shoulder")
- ls = torso:findFirstChild("Left Shoulder")
- rh = torso:findFirstChild("Right Hip")
- lh = torso:findFirstChild("Left Hip")
- neck = torso:findFirstChild("Neck")
- rj = char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
- rootpart = char:findFirstChild("HumanoidRootPart")
- camera = workspace.CurrentCamera
- anim = char:findFirstChild("Animate")
- humanoid.Animator:Destroy()
- local rm = Instance.new("Weld", torso)
- rm.C0 = CFrame.new(1.5, 0.5, 0)
- rm.C1 = CFrame.new(0, 0.5, 0)
- rm.Part0 = torso
- rm.Part1 = ra
- local lm = Instance.new("Weld", torso)
- lm.C0 = CFrame.new(-1.5, 0.5, 0)
- lm.C1 = CFrame.new(0, 0.5, 0)
- lm.Part0 = torso
- lm.Part1 = la
- local rlegm = Instance.new("Weld", torso)
- rlegm.C0 = CFrame.new(0.5, -1, 0)
- rlegm.C1 = CFrame.new(0, 1, 0)
- rlegm.Part0 = torso
- rlegm.Part1 = rl
- local llegm = Instance.new("Weld", torso)
- llegm.C0 = CFrame.new(-0.5, -1, 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, -.5, 0)
- rj.C0 = CFrame.new()
- rj.C1 = CFrame.new()
- local s = Instance.new('Sound', head)
- s.Volume = 2
- s.SoundId = "rbxassetid://1857780792"
- s.Looped = true
- s.Pitch = 1.05
- s:play()
- humanoid.WalkSpeed = 7
- rsc0 = rm.C0
- lsc0 = lm.C0
- neckc0 = neck.C0
- rootc0 = rj.C0
- llc0 = llegm.C0
- rlc0 = rlegm.C0
- speed = 0.25
- angle = 0
- anglespeed = 1
- local Hat = Instance.new('Part', char)
- Hat.FormFactor = 'Custom'
- Hat.Size = Vector3.new(1,1,1)
- Hat.CanCollide = false
- Hat.Locked = true
- Hat.Name = 'Headphones'
- Hat:breakJoints()
- Hat.TopSurface = 0
- Hat.BottomSurface = 0
- local Mesh = Instance.new('SpecialMesh', Hat)
- Mesh.MeshId = "http://www.roblox.com/asset/?id=1051545"
- Mesh.TextureId = "rbxassetid://186142634"
- local Weld = Instance.new('Weld', Hat)
- Weld.Part0 = Hat
- Weld.Part1 = head
- Weld.C1 = CFrame.new(0, .2, 0)
- local SplashEffect = Instance.new('Part')
- Instance.new("CylinderMesh", SplashEffect);
- SplashEffect.Size = Vector3.new(.2,.2,.2)
- SplashEffect.Anchored = true
- SplashEffect.Transparency = 1
- SplashEffect.CanCollide = false
- SplashEffect.Locked = true
- SplashEffect.Material = "Neon"
- local surfacegui = Instance.new('SurfaceGui', SplashEffect)
- surfacegui.Face = 'Top'
- surfacegui.CanvasSize = Vector2.new(800,800)
- local SplashEffectImage = Instance.new('ImageLabel', surfacegui)
- SplashEffectImage.Size = UDim2.new(1,0,1,0)
- SplashEffectImage.Image = "rbxassetid://166139049"
- SplashEffectImage.BackgroundTransparency = 1
- SplashEffectImage.Name = 'Effect'
- SplashEffectImage.ImageColor3 = Color3.new(223/255, 0, 255/255)
- local light = Instance.new('PointLight', SplashEffect)
- local SplashEffect2 = SplashEffect:clone()
- SplashEffect2:ClearAllChildren()
- Instance.new("CylinderMesh", SplashEffect2);
- local surfacegui2 = Instance.new('SurfaceGui', SplashEffect2)
- surfacegui2.Face = 'Top'
- surfacegui2.CanvasSize = Vector2.new(800,800)
- local SplashEffect2Image = Instance.new('ImageLabel', surfacegui2)
- SplashEffect2Image.Size = UDim2.new(1,0,1,0)
- SplashEffect2Image.Image = "rbxassetid://166139049"
- SplashEffect2Image.BackgroundTransparency = 1
- SplashEffect2Image.Name = 'Effect'
- SplashEffect2Image.ImageColor3 = Color3.new(223/255, 0, 255/255)
- local light2 = Instance.new('PointLight', SplashEffect2)
- local Crack = Instance.new('Part')
- Crack.Size = Vector3.new(12, .2, 12)
- Crack.Anchored = true
- Crack.Transparency = 1
- Crack.CanCollide = false
- Images = {"rbxassetid://109516732", "rbxassetid://185526499"}
- local Image = Instance.new('Decal', Crack)
- Image.Face = 'Top'
- local SplashColors = {Color3.new(223/255, 0, 255/255), Color3.new(223/255, 0, 255/255), Color3.new(226/255, 156/255, 210/255), Color3.new(120/255, 91/255, 169/255), Color3.new(8/255, 146/255, 208/255), Color3.new(0,0,1), Color3.new(127/255, 255/255, 212/255)}
- local Splash1cframe
- local Splash2cframe
- function math_pos(float)
- if float < 0 then float = 0 end
- return float
- end
- function math_neg(float)
- if float > 0 then float = 0 end
- return float
- end
- function math_max(float, max)
- if float > max then float = max end
- return float
- end
- function math_min(float, min)
- if float > min then float = min end
- return float
- end
- plr.Chatted:connect(function(msg)
- if msg == "/e dance" or msg == "/emote dance" then
- Action = 'Dancing'
- end
- if msg == "/e dance2" or msg == "/emote dance2" then
- Action = 'Dancing2'
- end
- if msg == "/e dance3" or msg == "/emote dance3" then
- Action = 'Dancing3'
- end
- end)
- local screengui = Instance.new('ScreenGui', plr.PlayerGui)
- screengui.Name = "Vinyl's Effect"
- local frame = Instance.new('ImageLabel', screengui)
- frame.Size = UDim2.new(1,250,1,250)
- frame.Position = UDim2.new(0,-125,0,-125)
- frame.Image = "rbxassetid://186263828"
- frame.BackgroundTransparency = 1
- local parts = Instance.new('Model', char)
- local Notes = {}
- game:service'RunService'.RenderStepped:connect(function()
- angle = (angle % 100) + anglespeed/10
- local rscf = rsc0
- local lscf = lsc0
- local rjcf = rootc0
- local ncf = neckc0
- local rlcf = rlc0
- local llcf = llc0
- local jumpray = Ray.new(rootpart.Position, Vector3.new(0, -4.1, 0))
- local jumphit, jumppos = workspace:FindPartOnRayWithIgnoreList(jumpray, {char, parts, Crack, SplashEffect, SplashEffect2})
- do --Right leg effect
- local ray = Ray.new(rl.CFrame.p, ((rl.CFrame*CFrame.new(0,-1,0)).p - rl.Position).unit*1)
- local hit,hitz, normal = workspace:FindPartOnRay(ray, char)
- if hit and hit:IsA'BasePart' and hitz then
- if SplashEffect.Parent == nil then
- local COLOR = SplashColors[math.random(1,#SplashColors)];
- SplashEffect.Parent = parts
- SplashEffect.Transparency = 0.2
- SplashEffect.BrickColor = BrickColor.new(COLOR)
- SplashEffect.Size = Vector3.new(.2,.2,.2)
- SplashEffectImage.ImageColor3 = COLOR;
- SplashEffectImage.ImageTransparency = 0
- SplashEffect.CFrame = CFrame.new(hitz, hitz+normal) * CFrame.Angles(-math.pi/2, 0, 0) * CFrame.new(0, -.575, 0)
- Splash1cframe = SplashEffect.CFrame
- light.Color = SplashEffectImage.ImageColor3
- light.Brightness = 1
- light.Range = 8
- for i = 1, math.random(6,10) do
- local Note = Instance.new('Part', parts)
- Note.CanCollide = false
- Note.Material = "Neon"
- Note.Anchored = true
- Note.CFrame = SplashEffect.CFrame * CFrame.new(math.random(-4,4), -2, math.random(-4,4)) * CFrame.Angles(math.pi/2+math.random(-50,50)/220,math.random(-50,50)/220,math.random(-50,50)/20)
- Note.Color = SplashEffectImage.ImageColor3
- Note.Size = Vector3.new(1,1,1)
- local mesh = Instance.new('SpecialMesh', Note)
- mesh.MeshId = "rbxassetid://1088207"
- mesh.Scale = Vector3.new(.1-math.random()/5,.1-math.random()/5,.1-math.random()/5)
- table.insert(Notes,Note)
- end
- wait(1)
- SplashEffect.Parent = nil
- Splash1cframe = nil
- end
- end
- end
- do --Left leg effect
- local ray = Ray.new(ll.CFrame.p, ((ll.CFrame*CFrame.new(0,-1,0)).p - ll.Position).unit*1)
- local hit,hitz, normal = workspace:FindPartOnRay(ray, char)
- if hit and hit:IsA'BasePart' and hitz then
- if SplashEffect2.Parent == nil then
- local COLOR = SplashColors[math.random(1,#SplashColors)];
- SplashEffect2.Parent = parts
- SplashEffect2.Transparency = 0.2
- SplashEffect2.BrickColor = BrickColor.new(COLOR)
- SplashEffect2.Size = Vector3.new(.2,.2,.2)
- SplashEffect2Image.ImageColor3 = COLOR;
- SplashEffect2Image.ImageTransparency = 0
- SplashEffect2.CFrame = CFrame.new(hitz, hitz+normal) * CFrame.Angles(-math.pi/2, 0, 0) * CFrame.new(0, -.575, 0)
- Splash2cframe = SplashEffect2.CFrame
- light2.Color = SplashEffect2Image.ImageColor3
- light2.Brightness = 1
- light2.Range = 8
- for i = 1, math.random(6,10) do
- local Note = Instance.new('Part', parts)
- Note.CanCollide = false
- Note.Material = "Neon"
- Note.Anchored = true
- Note.CFrame = SplashEffect2.CFrame * CFrame.new(math.random(-4,4), -2, math.random(-4,4)) * CFrame.Angles(math.pi/2+math.random(-50,50)/220,math.random(-50,50)/220,math.random(-50,50)/20)
- Note.Color = SplashEffect2Image.ImageColor3
- Note.Size = Vector3.new(1,1,1)
- local mesh = Instance.new('SpecialMesh', Note)
- mesh.MeshId = "rbxassetid://1088207"
- mesh.Scale = Vector3.new(.1-math.random()/5,.1-math.random()/5,.1-math.random()/5)
- table.insert(Notes,Note)
- end
- wait(1)
- SplashEffect2.Parent = nil
- Splash2cframe = nil
- end
- end
- end
- if Action == 'Dancing' then
- anglespeed = .95
- llcf = llc0 * CFrame.new(0, .2, -math_pos(math.asin(math.sin(angle))*.2)) * CFrame.Angles(math_pos(math.asin(math.sin(angle))*.2)-.12, 0, -.02)
- rlcf = rlc0 * CFrame.new(0, .2, -math_pos(math.asin(math.sin(angle))*.2)) * CFrame.Angles(math_pos(math.asin(math.sin(angle))*.2), 0, .02)
- rscf = rsc0 * CFrame.Angles(math.rad(70) - math.asin(math.sin(angle))*1.5, 0, 0)
- lscf = lsc0 * CFrame.Angles(math.rad(10) - math.asin(math.sin(angle))*.45, 0, -.1)
- rjcf = rootc0 * CFrame.new(0, -.2 + -math_neg(math.asin(math.sin(angle))*2), 0) * CFrame.Angles(-math_pos(math.asin(math.sin(angle))*.2), 0, 0)
- ncf = neckc0 * CFrame.Angles(-math_neg(math.asin(math.sin(angle))*.2), 0, 0)
- elseif Action == 'Dancing2' then
- anglespeed = 1.15
- llcf = llc0 * CFrame.new(0, -math_neg(math.sin((angle+2)*2))*.2, math_neg(math.sin((angle+4)*2)*.6)) * CFrame.Angles(-math.abs(math.asin(math.sin(angle))*.05), 0, -.02)
- rlcf = rlc0 * CFrame.new(0, -math_neg(math.sin(angle*2))*.2, math_neg(math.sin(angle*2)*.6)) * CFrame.Angles(-math.abs(math.asin(math.sin(angle))*.05), 0, .02)
- rscf = rsc0 * CFrame.Angles(math.rad(140) - math.sin(angle*1.5+(math.random()/2))*.65, 0, -.2 + math.abs(math.asin(math.sin(angle)))*.35)
- lscf = lsc0 * CFrame.Angles(math.rad(140) - math.sin(angle*1.5+(math.random()/2))*.65, 0, .2 - math.abs(math.asin(math.sin(angle)))*.35)
- rjcf = rootc0 * CFrame.new(0, -.1 + -math_neg(math.sin(angle*2)*.8), 0) * CFrame.Angles(0, 0, 0)
- ncf = neckc0 * CFrame.Angles(-math_neg(math.sin(angle/2)*.2), 0, math.asin(math.sin(angle))*.2)
- elseif Action == 'Dancing3' then
- anglespeed = .95
- rjcf = rootc0 * CFrame.new(math.asin(math.sin(angle))*.1, 0, 0) * CFrame.Angles(0,math.asin(math.sin(angle))*.05,0)
- rlcf = rlc0 * CFrame.new(0, -.05 + math_pos(-math.asin(math.sin(angle)))*.5, -math_pos(-math.asin(math.sin(angle)))*.5) * CFrame.Angles(-math_pos(-math.asin(math.sin(angle)))*.4,0,.075 + -math.asin(math.sin(angle))*.05)
- llcf = llc0 * CFrame.new(0, -.05 + math_pos(math.asin(math.sin(angle)))*.5, -math_pos(math.asin(math.sin(angle)))*.5) * CFrame.Angles(-math_pos(math.asin(math.sin(angle)))*.4,0,-.075 + -math.asin(math.sin(angle))*.05)
- rscf = rsc0 * CFrame.new(0, 0, math.abs(math.asin(math.sin(angle)))*.15) * CFrame.Angles(math.rad(30) + math.abs(math.asin(math.sin(angle)))*.95, 0, math.asin(math.sin(angle))*.8)
- lscf = lsc0 * CFrame.new(0, 0, math.abs(math.asin(math.sin(angle)))*.15) * CFrame.Angles(math.rad(30) + math.abs(math.asin(math.sin(angle)))*.95, 0, math.asin(math.sin(angle))*.8)
- ncf = neckc0 * CFrame.Angles(0,-math.asin(math.sin(angle))*.5,0)
- elseif Action == false then
- if not jumphit then
- anglespeed = 2
- rlcf = rlc0 * CFrame.new(0, .15, -.15) * CFrame.Angles(-.1 - math.asin(math.sin(angle))*.05, 0, 0)
- llcf = llc0 * CFrame.new(0, .15, -.15) * CFrame.Angles(-.1 + math.asin(math.sin(angle))*.05, 0, 0)
- lscf = lsc0 * CFrame.Angles(math_min(math_max(math.rad(-torso.Velocity.y), -10), 10) - math.asin(math.sin(angle))*.05, 0, 0)
- rscf = rsc0 * CFrame.Angles(math_min(math_max(math.rad(-torso.Velocity.y), -10), 10) + math.asin(math.sin(angle))*.05, 0, 0)
- elseif Vector3.new(torso.Velocity.x,0,torso.Velocity.z).magnitude < 2 then
- anglespeed = .75
- ncf = neckc0 * CFrame.Angles(math.abs(math.asin(math.sin(angle))*.15), math.asin(math.sin(angle))*.15, 0)
- rjcf = rootc0 * CFrame.new(math.asin(math.sin(angle))*.1, 0, 0)
- rlcf = rlc0 * CFrame.new(0, -.05 + math_pos(-math.asin(math.sin(angle)))*.25, -math_pos(-math.asin(math.sin(angle)))*.25) * CFrame.Angles(-math_pos(-math.asin(math.sin(angle)))*.24,0,.075 + -math.asin(math.sin(angle))*.05)
- llcf = llc0 * CFrame.new(0, -.05 + math_pos(math.asin(math.sin(angle)))*.25, -math_pos(math.asin(math.sin(angle)))*.25) * CFrame.Angles(-math_pos(math.asin(math.sin(angle)))*.24,0,-.075 + -math.asin(math.sin(angle))*.05)
- rscf = rsc0 * CFrame.Angles(-math.asin(math.sin(angle))*.25, 0, .015)
- lscf = lsc0 * CFrame.Angles(math.asin(math.sin(angle))*.25, 0, -.015)
- elseif Vector3.new(torso.Velocity.x,0,torso.Velocity.z).magnitude > 2 then
- anglespeed = 1
- rjcf = rootc0 * CFrame.new(math.asin(math.sin(angle))*.025, .05 - math.cos(angle*2)*.025, 0) * CFrame.Angles(-.15 + -math.abs(math.cos(angle)*.025),math.asin(math.sin(angle))*.025,0)
- rlcf = rlc0 * CFrame.new(0, -.05 + math_pos(math.cos(angle - 0.25)*.3), math_neg(-math.asin(math.sin(angle))*.2)) * CFrame.Angles(-.025 + math.asin(math.sin(angle))*.4,0,.025 + -math.asin(math.sin(angle))*.025)
- llcf = llc0 * CFrame.new(0, -.05 + math_pos(-math.cos(angle - 0.25)*.3), math_neg(math.asin(math.sin(angle))*.2)) * CFrame.Angles(-.025 - math.asin(math.sin(angle))*.4,0,-.025 + -math.asin(math.sin(angle))*.025)
- rscf = rsc0 * CFrame.Angles(.5 - math.asin(math.sin(angle))*.9, 0, math.asin(math.sin(angle))*.2)
- lscf = lsc0 * CFrame.Angles(.5 + math.asin(math.sin(angle))*.9, 0, math.asin(math.sin(angle))*.2)
- end
- end
- if SplashEffect.Parent ~= nil then
- if light then
- light.Range = light.Range + 1
- light.Brightness = light.Brightness - .045
- end
- SplashEffect.Size = SplashEffect.Size + Vector3.new(1.25,0,1.25)
- SplashEffectImage.ImageTransparency = SplashEffectImage.ImageTransparency + .045
- SplashEffect.Transparency = SplashEffect.Transparency + .025
- SplashEffect.CFrame = Splash1cframe
- end
- if Crack.Parent ~= nil then
- if Image.Transparency > 1 then Crack.Parent = nil end
- Image.Transparency = Image.Transparency + .045
- end
- if SplashEffect2.Parent ~= nil then
- if light2 then
- light2.Range = light2.Range + 1
- light2.Brightness = light2.Brightness - .045
- end
- SplashEffect2.Size = SplashEffect2.Size + Vector3.new(1.25,0,1.25)
- SplashEffect2Image.ImageTransparency = SplashEffect2Image.ImageTransparency + .045
- SplashEffect2.Transparency = SplashEffect2.Transparency + .025
- SplashEffect2.CFrame = Splash2cframe
- end
- for i,v in pairs(Notes) do
- if v and v:IsA'BasePart' then
- if v.Transparency > 1 then
- v:Destroy()
- table.remove(Notes, i)
- end
- v.CFrame = v.CFrame * CFrame.new(0,0,-.285)
- v.Transparency = v.Transparency + .025
- end
- end
- if Action ~= false then
- if torso.Velocity.magnitude > 2 then
- Action = false
- end
- end
- rlegm.C0 = clerp(rlegm.C0,rlcf,speed)
- llegm.C0 = clerp(llegm.C0,llcf,speed)
- rj.C0 = clerp(rj.C0,rjcf,speed)
- rm.C0 = clerp(rm.C0,rscf,speed)
- lm.C0 = clerp(lm.C0,lscf,speed)
- rj.C0 = clerp(rj.C0,rjcf,speed)
- neck.C0 = clerp(neck.C0,ncf,speed)
- end)
- plr.Chatted:connect(function(msg)
- if (msg:sub(1,4) == "snd;") then
- s:stop();
- s.SoundId = "rbxassetid://"..msg:sub(5);
- s:play();
- end
- end)
- while true do
- for i = 0,140,15 do
- frame.Size = UDim2.new(1,350 - i,1,350 - i)
- frame.Rotation = 0+math.random()
- frame.Position = UDim2.new(0,-frame.Size.X.Offset*.5,0,-frame.Size.Y.Offset*.5)
- game:service'RunService'.RenderStepped:wait()
- end
- for i = 140,5, -15 do
- frame.Size = UDim2.new(1,350 - i,1,350 - i)
- frame.Rotation = 0+math.random(-10,10)/10
- frame.Position = UDim2.new(0,-frame.Size.X.Offset*.5,0,-frame.Size.Y.Offset*.5)
- game:service'RunService'.RenderStepped:wait()
- end
- for i = 5,25,15 do
- frame.Rotation = 0-math.random()
- frame.Size = UDim2.new(1,350 - i,1,350 - i)
- frame.Position = UDim2.new(0,-frame.Size.X.Offset*.5,0,-frame.Size.Y.Offset*.5)
- game:service'RunService'.RenderStepped:wait()
- end
- for i = 25,0,-15 do
- frame.Rotation = 0+math.random()
- frame.Size = UDim2.new(1,350 - i,1,350 - i)
- frame.Position = UDim2.new(0,-frame.Size.X.Offset*.5,0,-frame.Size.Y.Offset*.5)
- game:service'RunService'.RenderStepped:wait()
- end
- for i = 0,75,-15 do
- frame.Rotation = 0-math.random()
- frame.Size = UDim2.new(1,350 - i,1,350 - i)
- frame.Position = UDim2.new(0,-frame.Size.X.Offset*.5,0,-frame.Size.Y.Offset*.5)
- game:service'RunService'.RenderStepped:wait()
- end
- for i = 75,0,-15 do
- frame.Rotation = 0
- frame.Size = UDim2.new(1,350 - i,1,350 - i)
- frame.Position = UDim2.new(0,-frame.Size.X.Offset*.5,0,-frame.Size.Y.Offset*.5)
- game:service'RunService'.RenderStepped:wait()
- end
- end
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