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- --//Lord of the Shadows
- --//Made by spyro10jf
- --//Didn't put much time or effort into this so eh
- --//If you edit this then don't claim that you made it since all you did was edit parts of the pre-written script -_-
- --//Anyways now onto the keys since most ppl won't bother to just look for "KeyDown" lol.
- --//Yes I leaked this myself, don't worry though since this is the old version.
- --//Ugly code ahead, you've been warned.
- --[[
- ==============================================================================
- ====================================Keys======================================
- ==============================================================================
- |Q - Shadow Burst
- |E - Shadow Walker
- |R - Shadow Bullet
- |T - Oblivion Bombardment
- |Y - Makes summoned shades attack the target(must have atleast 1 shade active.)
- |F - Oblivion Shade(Summons a shade)
- |G - Return(Returns shades to you unless you're invisible)
- |H - Portal of Oblivion(Teleport basically)
- |J - Expel Shades(Removes them)
- |L - Entanglement
- |Z - Planes Of Oblivion
- |X - Oblivion is calling
- |[ - Ascend
- |] - Descend
- ==============================================================================
- --]]
- plr = game:GetService("Players").LocalPlayer
- char = plr.Character
- m = plr:GetMouse()
- human = char.Humanoid
- torso = char.Torso
- root = char.HumanoidRootPart
- lleg = char["Left Leg"]
- rleg = char["Right Leg"]
- larm = char["Left Arm"]
- rarm = char["Right Arm"]
- head = char.Head
- lshold = torso["Left Shoulder"]
- rshold = torso["Right Shoulder"]
- neck = torso.Neck
- lhip = torso["Left Hip"]
- rhip = torso["Right Hip"]
- lscf = lshold.C0
- rscf = rshold.C0
- ncf = neck.C0
- lhcf = lhip.C0
- rhcf = rhip.C0
- cloneMod = Instance.new('Model',workspace)
- cloneMod.Name = "Lord of the Shadows"
- char.Animate:Destroy()
- human.Animator:Destroy()
- pos = 0
- jumping = false
- rad = math.rad
- random = math.random
- sin = math.sin
- cos = math.cos
- floor = math.floor
- attacking = false
- up = false
- down = false
- invis = false
- entInvis = false
- fin = false
- --target = nil
- pTarg = nil
- shadAtck = false
- shadows = {}
- entang = false
- head.face:Destroy()
- function smoothPart(part)
- part.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- part.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- end
- function chat(msg,col)
- local part = Instance.new('Part',workspace)
- local bg = Instance.new('BillboardGui',part)
- local tl = Instance.new('TextLabel',bg)
- bg.Size = UDim2.new(10,0,2,0)
- part.Transparency = 1
- part.CanCollide = false
- part.Anchored = true
- part.CFrame = head.CFrame * CFrame.new(0,2,0)
- tl.Size = UDim2.new(1,0,1,0)
- tl.Text = msg
- tl.BackgroundTransparency = 1
- tl.TextColor3 = col
- tl.TextStrokeColor3 = Color3.fromRGB(255,255,255)
- tl.TextStrokeTransparency = 0
- tl.TextScaled = true
- tl.Font = Enum.Font.Fantasy
- game:GetService("Debris"):AddItem(part,2)
- end
- local function repParent(inst)
- local par = inst.Parent
- local lastPar = inst
- repeat
- lastPar = par
- par = par.Parent
- wait()
- until par == workspace
- return lastPar
- end
- for _,v in pairs(char:GetChildren()) do
- if v:IsA('Accessory') or v:IsA('Hat') or v:IsA('Shirt') or v:IsA('Pants') then
- v:Destroy()
- elseif v:IsA('Part') then
- v.BrickColor = BrickColor.Black()
- end
- end
- shadowPool = Instance.new('Part',char)
- shadowPool.Shape = "Cylinder"
- shadowPool.Size = Vector3.new(0.2,20,20)
- shadowPool.CFrame = torso.CFrame * CFrame.new(0,-3,0)
- torso.Anchored = true
- torso.CFrame = shadowPool.CFrame * CFrame.new(0,-5,0)
- shadowPool.CFrame = shadowPool.CFrame * CFrame.Angles(rad(0),rad(0),rad(90))
- shadowPool.Anchored = true
- shadowPool.CanCollide = false
- shadowPool.BrickColor = BrickColor.new("Really black")
- shadowPool.Material = "Neon"
- wait(1)
- neck.C0 = neck.C0 * CFrame.Angles(rad(20),rad(0),rad(0))
- for i=0,0.4,0.01 do
- --neck.C0 = neck.C0:lerp(CFrame.new(0,1,0)*CFrame.Angles(rad(0),rad(0),rad(20)),i)
- torso.CFrame = torso.CFrame:lerp(shadowPool.CFrame * CFrame.new(5,0,0) * CFrame.Angles(rad(0),rad(0),-rad(90)),i)
- wait()
- end
- Roar = Instance.new('Sound',char)
- Roar.Volume = 2
- Roar.EmitterSize = 200
- Roar.SoundId = "rbxassetid://562096943"
- Roar:Play()
- for i=0,1,0.1 do
- lshold.C0 = lshold.C0:lerp(CFrame.new(-1,0.3,0)*CFrame.Angles(rad(0),-rad(20),-rad(90)),i)
- rshold.C0 = rshold.C0:lerp(CFrame.new(1,0.3,0)*CFrame.Angles(rad(0),rad(20),rad(90)),i)
- neck.C0 = neck.C0:lerp(neck.C0*CFrame.Angles(-rad(8),rad(0),rad(0)),i)
- wait()
- end
- wait(2.2)
- for i=0,1,0.1 do
- lshold.C0 = lshold.C0:lerp(lscf,i)
- rshold.C0 = rshold.C0:lerp(rscf,i)
- neck.C0 = neck.C0:lerp(ncf,i)
- shadowPool.Size = shadowPool.Size:lerp(Vector3.new(.2,.2,.2),i)
- wait()
- end
- shadowPool:Destroy()
- Roar:Destroy()
- float = Instance.new('BodyPosition',root)
- float.MaxForce = Vector3.new(0,math.huge,0)
- float.Position = torso.CFrame.p
- torso.Anchored = false
- for _,v in pairs(char:GetChildren()) do
- if v:IsA('BasePart') then
- v.Transparency = 1
- end
- end
- char.Parent = workspace.CurrentCamera
- fin = true
- m.KeyDown:connect(function(key)
- if not attacking then
- if key == "q" then
- attacking = true
- local bx = Instance.new('Part',workspace)
- local done = false
- bx.Name = "ncl"
- bx.Shape = "Ball"
- bx.Material = "Neon"
- bx.BrickColor = BrickColor.Black()
- bx.Anchored = true
- bx.Size = Vector3.new(.2,.2,.2)
- bx.CanCollide = false
- bx.Transparency = 0.5
- bx.CFrame = torso.CFrame
- chat("Shadow Outburst!",Color3.fromRGB(0,0,0))
- coroutine.resume(coroutine.create(function()
- wait(2)
- done = true
- end))
- coroutine.resume(coroutine.create(function()
- repeat
- for _,v in pairs(workspace:GetChildren()) do
- if v:FindFirstChildOfClass("Humanoid") then
- local hum = v:FindFirstChildOfClass("Humanoid")
- local tor = v:FindFirstChild("Torso")
- local hroot = v:FindFirstChild("HumanoidRootPart")
- if tor then
- if (tor.Position-torso.Position).magnitude <= 20 then
- for _,b in pairs(v:GetChildren()) do
- if b:IsA('ForceField') then
- b:Destroy()
- elseif b:IsA('Humanoid') then
- if b.MaxHealth > 200 then
- b.MaxHealth = 200
- end
- end
- end
- hum:TakeDamage(5)
- end
- elseif hroot then
- if (hroot.Position-torso.Position).magnitude <= 20 then
- for _,b in pairs(v:GetChildren()) do
- if b:IsA('ForceField') then
- b:Destroy()
- elseif b:IsA('Humanoid') then
- if b.MaxHealth > 200 then
- b.MaxHealth = 200
- end
- end
- end
- hum:TakeDamage(5)
- end
- end
- end
- end
- wait()
- until done
- bx:Destroy()
- end))
- for i=0,1,0.1 do
- lshold.C0 = lshold.C0:lerp(CFrame.new(-1,0.5,-0.5)*CFrame.Angles(rad(0),rad(0),-rad(90)),i)
- rshold.C0 = rshold.C0:lerp(CFrame.new(1,0.5,-0.5)*CFrame.Angles(rad(0),rad(0),rad(90)),i)
- if workspace:FindFirstChild("ncl") then
- bx.Size = bx.Size:lerp(Vector3.new(20,20,20),i)
- end
- wait()
- end
- wait(.5)
- attacking = false
- elseif key == "e" then
- local p1 = Instance.new('Part',workspace)
- p1.Size = Vector3.new(10,10,10)
- p1.Anchored = true
- p1.CanCollide = false
- p1.BrickColor = BrickColor.new("Really black")
- p1.Material = "Neon"
- p1.CFrame = torso.CFrame
- local p2 = p1:Clone()
- p2.Parent = workspace
- invis = not invis
- if not invis then
- chat("Shadow Walker deactivate!",Color3.fromRGB(45,45,45))
- if entang then
- entInvis = false
- for _,v in pairs(char:GetChildren()) do
- if v:IsA('BasePart') and v.Name ~= "HumanoidRootPart" then
- v.Transparency = 0
- end
- end
- end
- else
- chat("Shadow Walker activate!",Color3.fromRGB(45,45,45))
- if entang then
- entInvis = true
- for _,v in pairs(char:GetChildren()) do
- if v:IsA('BasePart') and v.Name ~= "HumanoidRootPart" then
- v.Transparency = 1
- end
- end
- end
- end
- for i=0,1,0.1 do
- pcall(function()
- p1.CFrame = p1.CFrame:lerp(torso.CFrame*CFrame.Angles(rad(random(-360,360)),rad(random(-360,360)),rad(random(-360,360))),i)
- p2.CFrame = p1.CFrame:lerp(torso.CFrame*CFrame.Angles(rad(random(-360,360)),rad(random(-360,360)),rad(random(-360,360))),i)
- p1.Transparency = i
- p2.Transparency = i
- end)
- wait()
- end
- p1:Destroy()
- p2:Destroy()
- elseif key == "r" then
- local target = nil
- local s = pcall(function()
- local trg = repParent(m.Target)
- if trg:FindFirstChildOfClass("Humanoid") and trg:FindFirstChild("Head") and trg:FindFirstChild("Torso") then
- target = trg
- end
- end)
- if s and target ~= nil then
- attacking = true
- local throw = false
- local done = false
- coroutine.resume(coroutine.create(function()
- local part = Instance.new('Part',char)
- local vel = Instance.new('BodyVelocity',part)
- game:GetService("Debris"):AddItem(part,5)
- part.Size = Vector3.new(1,1,1)
- --part.Transparency = 1
- part.BrickColor = BrickColor.Black()
- part.Anchored = true
- smoothPart(part)
- part.CanCollide = false
- part.CFrame = rarm.CFrame * CFrame.new(0,0,-2)
- repeat
- part.CFrame = rarm.CFrame * CFrame.new(0,0,-2)
- part.CFrame = part.CFrame * CFrame.Angles(rad(random(-360,360)),rad(random(-360,360)),rad(random(-360,360)))
- wait()
- until throw
- part:BreakJoints()
- vel.MaxForce = Vector3.new(9999,9999,9999)
- part.Anchored = false
- coroutine.resume(coroutine.create(function()
- local dying = false
- repeat
- if (target.Head.Position-part.Position).magnitude <= 10 then
- done = true
- part:Destroy()
- for _,v in pairs(target:GetChildren()) do
- if v:IsA('Part') then
- v.BrickColor = BrickColor.Black()
- end
- end
- pcall(function()
- target.Torso.Anchored = true
- target.Torso.CFrame = target.Torso.CFrame * CFrame.new(0,5,0)
- local tls = target.Torso["Left Shoulder"]
- local trs = target.Torso["Right Shoulder"]
- local tlh = target.Torso["Left Hip"]
- local trh = target.Torso["Right Hip"]
- local tlh = target.Torso["Left Hip"]
- local tn = target.Torso["Neck"]
- for i=0,1,0.1 do
- tls.C0 = tls.C0:lerp(tls.C0*CFrame.Angles(rad(random(-36,36)),rad(random(-36,36)),rad(random(-36,36)))*CFrame.new(0,0,5),i)
- trs.C0 = trs.C0:lerp(trs.C0*CFrame.Angles(rad(random(-36,36)),rad(random(-36,36)),rad(random(-36,36)))*CFrame.new(0,0,5),i)
- trh.C0 = trh.C0:lerp(trh.C0*CFrame.Angles(rad(random(-36,36)),rad(random(-36,36)),rad(random(-36,36)))*CFrame.new(5,0,0),i)
- tlh.C0 = tlh.C0:lerp(tlh.C0*CFrame.Angles(rad(random(-36,36)),rad(random(-36,36)),rad(random(-36,36)))*CFrame.new(-5,0,0),i)
- tn.C0 = tn.C0:lerp(tn.C0*CFrame.Angles(rad(random(-36,36)),rad(random(-36,36)),rad(random(-36,36)))*CFrame.new(0,10,0),i)
- wait()
- end
- target:BreakJoints()
- target = nil
- if attacking then
- attacking = false
- end
- end)
- dying = true
- end
- wait()
- until dying
- end))
- repeat
- part.CFrame = CFrame.new(part.Position,target.Head.Position)
- vel.Velocity = part.CFrame.lookVector * 100
- wait()
- until done
- end))
- for i=0,1,0.1 do
- rshold.C0 = rshold.C0:lerp(CFrame.new(1,1,-0.5)*CFrame.Angles(rad(0),rad(0),rad(150)),i)
- wait()
- end
- chat("Shadow Bullet!",Color3.fromRGB(50,50,50))
- throw = true
- attacking = false
- end
- elseif key == "t" then
- local pTarg = nil
- local s = pcall(function()
- if m.Target ~= nil then
- local trg = repParent(m.Target)
- if trg:FindFirstChildOfClass("Humanoid") and trg:FindFirstChild("Head") then
- pTarg = trg
- end
- end
- end)
- if s and pTarg ~= nil then
- local portal = Instance.new('Part',workspace)
- local orig = Instance.new('Part',workspace)
- local dead = false
- orig.Anchored = true
- orig.CanCollide = false
- orig.Transparency = 1
- portal.Shape = "Cylinder"
- portal.Anchored = true
- portal.CanCollide = false
- smoothPart(portal)
- portal.BrickColor = BrickColor.Black()
- portal.Size = Vector3.new(0.2,10,10)
- portal.CFrame = pTarg.Head.CFrame * CFrame.new(0,10,-10)
- coroutine.resume(coroutine.create(function()
- wait(2)
- dead = true
- portal:Destroy()
- end))
- coroutine.resume(coroutine.create(function()
- local function fireRand()
- local chance = floor(random(1,3))
- --if chance <= 2 then
- local proj = Instance.new('Part',workspace)
- local vel = Instance.new('BodyVelocity',proj)
- local expl = false
- smoothPart(proj)
- proj.BrickColor = BrickColor.Black()
- proj.Size = Vector3.new(1,1,1)
- proj.CanCollide = false
- proj.CFrame = portal.CFrame * CFrame.new(2,0,0)
- --proj.Anchored=true
- vel.MaxForce = Vector3.new(9999,9999,9999)
- vel.Velocity = orig.CFrame.lookVector * 50
- game:GetService("Debris"):AddItem(proj,2)
- proj.Touched:connect(function(h)
- if h ~= portal and h ~= orig and not expl then
- proj.Anchored = true
- expl = true
- local p1 = Instance.new('Part',workspace)
- local m1 = Instance.new('SpecialMesh',p1)
- p1.Anchored = true
- p1.CanCollide = false
- p1.BrickColor = BrickColor.Black()
- p1.CFrame = proj.CFrame
- proj:Destroy()
- m1.MeshId = "http://www.roblox.com/asset/?id=20329976"
- for _,v in pairs(workspace:GetChildren()) do
- if v:FindFirstChild("Head") then
- if (v.Head.Position-p1.Position).magnitude <= 20 and v:FindFirstChildOfClass("Humanoid") then
- for _,b in pairs(v:GetChildren()) do
- if b:IsA('Humanoid') then
- if b.MaxHealth > 200 then
- b.MaxHealth = 200
- end
- elseif b:IsA('ForceField') then
- b:Destroy()
- end
- end
- v:FindFirstChildOfClass("Humanoid"):TakeDamage(10)
- end
- end
- end
- for i=0,1,0.1 do
- p1.CFrame = p1.CFrame:lerp(p1.CFrame*CFrame.Angles(0,rad(5),0),i)
- m1.Scale = m1.Scale:lerp(Vector3.new(4,4,4),i)
- p1.Transparency = i
- wait()
- end
- p1:Destroy()
- end
- end)
- --else
- --end
- end
- repeat
- orig.CFrame = CFrame.new(portal.Position,pTarg.Head.Position)
- portal.CFrame = CFrame.new(portal.Position,pTarg.Head.Position) * CFrame.Angles(0,rad(90),0)
- fireRand()
- wait(.5)
- until dead
- end))
- chat("Oblivion Bombardment!",Color3.fromRGB(45,45,45))
- end
- elseif key == "f" then
- if #shadows < 2 then
- attacking = true
- chat("Oblivion Shade!",Color3.fromRGB(0,0,0))
- local shadow = Instance.new('Model',workspace)
- shadow.Name = "Shadow Minion"
- for _,v in pairs(char:GetChildren()) do
- if v:IsA('BasePart') and v.Name ~= "Torso" and v.Name ~= "Left Leg" and v.Name ~= "Right Leg" then
- local c = v:Clone()
- c.Parent = shadow
- if v.Name == "HumanoidRootPart" then
- c.Name = "Tor"
- shadow.PrimaryPart = c
- else
- c.Name = "Part"
- end
- c.Anchored = true
- c.CanCollide = false
- c:BreakJoints()
- smoothPart(c)
- c.Transparency = 0.4
- c.BrickColor = BrickColor.new("Really black")
- c.Material = "Neon"
- end
- end
- shadow:SetPrimaryPartCFrame(torso.CFrame * CFrame.new(0,0,-10))
- table.insert(shadows,#shadows+1,{Shadow=shadow,Alive=true})
- coroutine.resume(coroutine.create(function()
- for i,v in pairs(shadows) do
- if v.Shadow == shadow then
- spawn(function()
- while wait() do
- if not workspace:FindFirstChild("Shadow Minion") then
- v.Alive = false
- shadows = {}
- end
- end
- end)
- while v.Alive do
- wait()
- local p1 = Instance.new('Part',workspace)
- p1.Size = Vector3.new(2,2,2)
- smoothPart(p1)
- p1.CFrame = shadow.Tor.CFrame * CFrame.new(0,-1,0)
- p1.CFrame = p1.CFrame * CFrame.Angles(rad(random(-360,360)),rad(random(-360,360)),rad(random(-360,360)))
- p1.Anchored = true
- p1.CanCollide = false
- p1.Transparency = 0.3
- p1.Material = "Neon"
- p1.BrickColor = BrickColor.new("Really black")
- game:GetService("Debris"):AddItem(p1,0.05)
- end
- end
- end
- end))
- attacking = false
- end
- elseif key == "y" then
- local targ = nil
- local s = pcall(function()
- local trg = repParent(m.Target)
- if trg:FindFirstChildOfClass("Humanoid") and trg:FindFirstChild("Head") then
- targ = trg
- end
- end)
- if targ ~= nil and s then
- if #shadows <= 2 and not shadAtck then
- shadAtck = true
- for i,v in pairs(shadows) do
- print(i)
- local moving = true
- local atck = false
- spawn(function()
- while wait(.5) do
- if atck and shadAtck then
- local prt = Instance.new('Part',v.Shadow)
- prt.Anchored = true
- prt.CanCollide = false
- prt.BrickColor = BrickColor.Black()
- smoothPart(prt)
- prt.Shape = "Ball"
- prt.Size = Vector3.new(4,4,4)
- prt.CFrame = v.Shadow.PrimaryPart.CFrame
- for i=0,1,0.1 do
- local orig = prt.CFrame
- prt.Size = prt.Size:lerp(Vector3.new(8,8,8),i)
- prt.Transparency = i
- prt.CFrame = orig
- wait()
- end
- prt:Destroy()
- if targ:FindFirstChildOfClass("Humanoid") then
- for _,b in pairs(targ:GetChildren()) do
- if b:IsA('ForceField') then
- b:Destroy()
- --[[elseif b:IsA('Humanoid') then
- if b.MaxHealth > 200 then
- b.MaxHealth = 200
- end
- end]]
- end
- end
- targ:FindFirstChildOfClass("Humanoid"):TakeDamage(10)
- end
- end
- --wait(.5)
- end
- end)
- spawn(function()
- while shadAtck do
- wait()
- if targ:FindFirstChildOfClass("Humanoid")then
- if targ:FindFirstChildOfClass("Humanoid").Health > 0 then
- if i == 1 then
- v.Shadow:SetPrimaryPartCFrame(v.Shadow.PrimaryPart.CFrame:lerp(targ.Head.CFrame * CFrame.new(0,0,-10),0.5))
- else
- v.Shadow:SetPrimaryPartCFrame(v.Shadow.PrimaryPart.CFrame:lerp(targ.Head.CFrame * CFrame.new(0,0,10),0.5))
- end
- v.Shadow:SetPrimaryPartCFrame(CFrame.new(v.Shadow.PrimaryPart.Position,targ.Head.Position))
- --print(tostring((targ.Head.Position-v.Shadow.PrimaryPart.Position).magnitude))
- if (targ.Head.Position-v.Shadow.PrimaryPart.Position).magnitude <= 10 then
- atck = true
- else
- atck = false
- end
- else
- shadAtck = false
- end
- else
- shadAtck = false
- end
- end
- end)
- end
- end
- end
- elseif key == "h" then
- attacking = true
- torso.Anchored = true
- local tprt = Instance.new('Part',workspace)
- float:Destroy()
- tprt.Anchored = true
- tprt.BrickColor = BrickColor.new("Really black")
- tprt.Material = "Neon"
- tprt.CanCollide = false
- tprt.Shape = "Cylinder"
- tprt.Size = Vector3.new(0.2,5,5)
- tprt.Position = m.Hit.p
- torso.CFrame = tprt.CFrame * CFrame.new(0,-5,0)
- tprt.CFrame = tprt.CFrame * CFrame.Angles(rad(0),rad(0),rad(90))
- for i=0,0.4,0.01 do
- --neck.C0 = neck.C0:lerp(CFrame.new(0,1,0)*CFrame.Angles(rad(0),rad(0),rad(20)),i)
- torso.CFrame = torso.CFrame:lerp(tprt.CFrame * CFrame.new(5,0,0) * CFrame.Angles(rad(0),rad(0),-rad(90)),i)
- wait()
- end
- torso.Anchored = false
- float = Instance.new('BodyPosition',root)
- float.MaxForce = Vector3.new(0,math.huge,0)
- float.Position = torso.Position + Vector3.new(0,pos,0)
- tprt:Destroy()
- attacking = false
- elseif key == "g" then
- if shadAtck then
- chat("Return!",Color3.fromRGB(50,50,50))
- shadAtck = false
- end
- elseif key == "[" then
- down = false
- up = true
- elseif key == "]" then
- down = true
- up = false
- elseif key == "j" then
- chat("Expel Shades!",Color3.fromRGB(50,50,50))
- if #shadows <= 2 then
- for i,v in pairs(shadows) do
- v.Alive = false
- local dying = false
- coroutine.resume(coroutine.create(function()
- wait(.5)
- dying = true
- wait(.1)
- v.Shadow:Destroy()
- end))
- coroutine.resume(coroutine.create(function()
- for _,v in pairs(v.Shadow:GetChildren()) do
- if v:IsA('BasePart') then
- v.Transparency = 1
- end
- end
- while not dying do
- wait()
- local p1 = Instance.new('Part',workspace)
- p1.Size = Vector3.new(4,4,4)
- smoothPart(p1)
- p1.CFrame = v.Shadow.PrimaryPart.CFrame
- p1.CFrame = p1.CFrame * CFrame.Angles(rad(random(-360,360)),rad(random(-360,360)),rad(random(-360,360)))
- p1.Anchored = true
- p1.CanCollide = false
- p1.Transparency = 0.3
- p1.Material = "Neon"
- p1.BrickColor = BrickColor.Black()
- game:GetService("Debris"):AddItem(p1,0.05)
- end
- end))
- end
- end
- elseif key == "z" then
- attacking = true
- local d = false
- chat("Planes of Oblivion!",Color3.fromRGB(0,0,0))
- local port = Instance.new('Part',workspace)
- port.Shape = "Ball"
- port.Size = Vector3.new(.2,.2,.2)
- port.Anchored = true
- port.CanCollide = false
- port.CFrame = head.CFrame * CFrame.new(0,10,0)
- port.BrickColor = BrickColor.new("Really black")
- port.Material = "Neon"
- smoothPart(port)
- for i=0,1,0.1 do
- port.Size = port.Size:lerp(Vector3.new(10,10,10),i)
- wait()
- end
- attacking = false
- coroutine.resume(coroutine.create(function()
- wait(5)
- d = true
- wait(.1)
- for i=0,1,0.1 do
- port.Size = port.Size:lerp(Vector3.new(.2,.2,.2),i)
- wait()
- end
- port:Destroy()
- end))
- spawn(function()
- repeat
- for _,v in pairs(workspace:GetChildren()) do
- if v:FindFirstChildOfClass("Humanoid") and v:FindFirstChild("Head") and v.Name ~= "Lord of the Shadows" then
- local expl = false
- local hum = v:FindFirstChildOfClass("Humanoid")
- local targHead = v:FindFirstChild("Head")
- local proj = Instance.new('Part',workspace)
- local vel = Instance.new('BodyVelocity',proj)
- smoothPart(proj)
- proj.Size = Vector3.new(1,1,1)
- proj.BrickColor = BrickColor.Black()
- proj.Material = "Neon"
- proj.CanCollide = false
- proj.Name = "Oblivion Bullet"
- proj.CFrame = port.CFrame-- * CFrame.new(0,-10,0)
- vel.MaxForce = Vector3.new(9999,9999,9999)
- game:GetService("Debris"):AddItem(proj,5)
- proj.Touched:connect(function(h)
- if h~=port and h.Name ~= proj.Name and h.Parent.Name ~= "Lord of the Shadows" then
- proj.Anchored = true
- expl = true
- local p1 = Instance.new('Part',workspace)
- local m1 = Instance.new('SpecialMesh',p1)
- p1.Anchored = true
- p1.CanCollide = false
- p1.CFrame = proj.CFrame
- m1.MeshId = "http://www.roblox.com/asset/?id=20329976"
- proj:Destroy()
- if hum.MaxHealth > 200 then
- hum.MaxHealth = 200
- end
- for _,b in pairs(v:GetChildren()) do
- if b:IsA('ForceField') then
- b:Destroy()
- end
- end
- hum:TakeDamage(10)
- for i=0,1,0.1 do
- m1.Scale = m1.Scale:lerp(Vector3.new(4,4,4),i)
- p1.Transparency = i
- wait()
- end
- p1:Destroy()
- if hum.Health < 1 then
- coroutine.resume(coroutine.create(function()
- for _,b in pairs(v:GetChildren()) do
- if b:IsA('BasePart') then
- b.BrickColor = BrickColor.Black()
- spawn(function()
- pcall(function()
- for i=0,1,0.1 do
- b.Transparency = i
- wait()
- end
- b:Destroy()
- end)
- end)
- end
- end
- end))
- end
- end
- end)
- spawn(function()
- repeat
- proj.CFrame = CFrame.new(proj.Position,targHead.Position)
- vel.Velocity = proj.CFrame.lookVector * 100
- wait()
- until expl
- end)
- end
- end
- wait(.5)
- until d
- end)
- elseif key == "x" then
- local ptrg = nil
- local s = pcall(function()
- local trg = repParent(m.Target)
- if trg:FindFirstChildOfClass("Humanoid") then
- ptrg = trg
- end
- end)
- if s and ptrg ~= nil then
- human:ChangeState(11)
- attacking = true
- for _,v in pairs(ptrg:GetChildren()) do
- if v:IsA('BasePart') then
- v.Anchored = true
- end
- end
- if ptrg:FindFirstChild("Torso") then
- torso.CFrame = ptrg:FindFirstChild("Torso").CFrame * CFrame.new(0,0,2)
- elseif ptrg:FindFirstChild("HumanoidRootPart") then
- torso.CFrame = ptrg:FindFirstChild("HumanoidRootPart").CFrame * CFrame.new(0,0,2)
- end
- chat("The oblivion planes are calling...",Color3.fromRGB(50,50,50))
- local part = Instance.new('Part',workspace)
- part.Shape = "Ball"
- part.Size = Vector3.new(10,10,10)
- part.Anchored = true
- part.CanCollide = false
- part.BrickColor = BrickColor.new("Really black")
- part.Material = "Neon"
- smoothPart(part)
- part.CFrame = torso.CFrame
- for _,v in pairs(ptrg:GetChildren()) do
- if v:IsA('BasePart') then
- v.Anchored = true
- v.Transparency = 1
- if v.Name == "Head" and v:FindFirstChild("face") then
- v.face:Destroy()
- elseif v.Name == "Head" and v:FindFirstChild("Face") then
- v.Face:Destroy()
- end
- end
- end
- for i=0,1,0.1 do
- part.Size = part.Size:lerp(Vector3.new(.2,.2,.2),i)
- for _,v in pairs(ptrg:GetChildren()) do
- if v:IsA('BasePart') then
- v.CFrame = v.CFrame:lerp(part.CFrame,i)
- end
- end
- part.Transparency = i
- wait()
- end
- part:Destroy()
- ptrg:BreakJoints()
- attacking = false
- end
- end
- end
- if key == "[" then
- down = false
- up = true
- elseif key == "]" then
- down = true
- up = false
- end
- end)
- m.KeyUp:connect(function(key)
- if key == "]" then
- down = false
- elseif key == "[" then
- up = false
- end
- end)
- spawn(function()
- while wait() do
- if down then
- if float.Position ~= Vector3.new(0,2,0) then
- float.Position = float.Position - Vector3.new(0,1,0)
- end
- end
- if up then
- float.Position = float.Position + Vector3.new(0,1,0)
- end
- end
- end)
- spawn(function()
- local angle = 1
- while game:GetService("RunService").RenderStepped:wait() do
- if not shadAtck and #shadows <= 2 then
- if not invis then
- for i,v in pairs(shadows) do
- if v.Alive then
- angle = angle + 1
- if i == 1 then
- v.Shadow:SetPrimaryPartCFrame(torso.CFrame * CFrame.Angles(0,rad(angle),0) * CFrame.new(0,0,-15))
- --v.Shadow.PrimaryPart.CFrame:lerp(torso.CFrame * CFrame.Angles(0,rad(angle),0) * CFrame.new(0,0,-15),0.1)
- else
- v.Shadow:SetPrimaryPartCFrame(torso.CFrame * CFrame.Angles(0,rad(angle),0) * CFrame.new(0,0,15))
- end
- v.Shadow:SetPrimaryPartCFrame(CFrame.new(v.Shadow.PrimaryPart.Position,torso.Position)*CFrame.Angles(0,rad(180),0))
- end
- end
- elseif entang then
- for i,v in pairs(shadows) do
- if v.Alive then
- angle = angle + 1
- if i == 1 then
- v.Shadow:SetPrimaryPartCFrame(torso.CFrame * CFrame.Angles(0,rad(angle),0) * CFrame.new(0,0,-15))
- --v.Shadow.PrimaryPart.CFrame:lerp(torso.CFrame * CFrame.Angles(0,rad(angle),0) * CFrame.new(0,0,-15),0.1)
- else
- v.Shadow:SetPrimaryPartCFrame(torso.CFrame * CFrame.Angles(0,rad(angle),0) * CFrame.new(0,0,15))
- end
- v.Shadow:SetPrimaryPartCFrame(CFrame.new(v.Shadow.PrimaryPart.Position,torso.Position)*CFrame.Angles(0,rad(180),0))
- end
- end
- end
- end
- end
- end)
- game:GetService("RunService").RenderStepped:connect(function()
- if fin then
- if plr.Character ~= char then
- plr.Character = char
- end
- pcall(function()
- if not workspace:FindFirstChild("Lord of the Shadows") then
- cloneMod = Instance.new('Model',workspace)
- cloneMod.Name = "Lord of the Shadows"
- end
- if not invis and not entang then
- for _,v in pairs(char:GetChildren()) do
- if v:IsA('Part') and v.Name ~= "Torso" then
- if v.Name == "ncl" then
- local c = v:Clone()
- c.Parent = cloneMod
- c.Name = "Part"
- c.Anchored = true
- c.CanCollide = false
- c:BreakJoints()
- c.BrickColor = BrickColor.Black()
- c.Transparency = 0.5
- smoothPart(c)
- game:GetService("Debris"):AddItem(c,0.05)
- else
- local c = v:Clone()
- c.Parent = cloneMod
- c.Name = "Part"
- c.Anchored = true
- c.CanCollide = false
- c:BreakJoints()
- c.BrickColor = BrickColor.Black()
- c.Transparency = 0.3
- smoothPart(c)
- game:GetService("Debris"):AddItem(c,0.05)
- end
- end
- end
- end
- end)
- human.Health = human.MaxHealth
- if not attacking then
- if (torso.Velocity*Vector3.new(1, 0, 1)).magnitude < 2 then
- lshold.C0 = lshold.C0:lerp(CFrame.new(-1,0.5,-1.3)*CFrame.Angles(rad(0),rad(0),rad(70)),0.4)
- rshold.C0 = rshold.C0:lerp(CFrame.new(1,0.5,-1.3)*CFrame.Angles(rad(0),rad(0),-rad(70)),0.4)
- lhip.C0 = lhip.C0:lerp(CFrame.new(-0.5,-1,0.5),0.4)
- rhip.C0 = rhip.C0:lerp(CFrame.new(0.5,-1,0.5),0.4)
- elseif (torso.Velocity*Vector3.new(1, 0, 1)).magnitude < 20 then
- rhip.C0 = rhip.C0:lerp(CFrame.new(0.5,-0.8,0.5)*CFrame.Angles(-rad(25),rad(0),rad(5)),0.4)
- lhip.C0 = lhip.C0:lerp(CFrame.new(-0.5,-0.8,0.5)*CFrame.Angles(-rad(25),rad(0),-rad(5)),0.4)
- end
- end
- end
- end)
- spawn(function()
- while fin do
- wait()
- if not invis then
- local p1 = Instance.new('Part',workspace)
- p1.Size = Vector3.new(2,2,2)
- smoothPart(p1)
- p1.CFrame = lleg.CFrame * CFrame.new(0,0,0.5)
- p1.CFrame = p1.CFrame * CFrame.Angles(rad(random(-360,360)),rad(random(-360,360)),rad(random(-360,360)))
- p1.Anchored = true
- p1.CanCollide = false
- p1.Transparency = 0.3
- p1.Material = "Neon"
- p1.BrickColor = BrickColor.Black()
- local p2 = p1:Clone()
- p2.CFrame = rleg.CFrame * CFrame.new(0,0,0.5)
- p2.CFrame = p2.CFrame * CFrame.Angles(rad(random(-360,360)),rad(random(-360,360)),rad(random(-360,360)))
- game:GetService("Debris"):AddItem(p1,0.05)
- game:GetService("Debris"):AddItem(p2,0.05)
- elseif entang and not entInvis then
- local p1 = Instance.new('Part',workspace)
- p1.Size = Vector3.new(2,2,2)
- smoothPart(p1)
- p1.CFrame = lleg.CFrame * CFrame.new(0,0,0.5)
- p1.CFrame = p1.CFrame * CFrame.Angles(rad(random(-360,360)),rad(random(-360,360)),rad(random(-360,360)))
- p1.Anchored = true
- p1.CanCollide = false
- p1.Transparency = 0.3
- p1.Material = "Neon"
- p1.BrickColor = BrickColor.Black()
- local p2 = p1:Clone()
- p2.CFrame = rleg.CFrame * CFrame.new(0,0,0.5)
- p2.CFrame = p2.CFrame * CFrame.Angles(rad(random(-360,360)),rad(random(-360,360)),rad(random(-360,360)))
- game:GetService("Debris"):AddItem(p1,0.05)
- game:GetService("Debris"):AddItem(p2,0.05)
- end
- end
- end)
- --//Made by spyro10jf
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