Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- print("Uh hello, uh... No idea how you were able to take this script.")
- print("Ugh, i edited this one for no reason, fuck it.")
- print("This is the reverb family member wristband that they use, don't abuse.")
- 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()}
- 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
- 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.PlayerGui)
- ----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 s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- __call = function(self,...)
- local s = rawget(self,"_RealService")
- if s then return s(...) 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,{
- __index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end,
- __newindex = fsmt.__newindex,
- __call = fsmt.__call
- })
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- print("Wrist band Script")
- print("By GrownGreen")
- print("v Controls v")
- warn(
- [[
- Click - Punch
- Q - Switch Mode
- X - TP
- R - Plasma Shard
- T - Taunt(Demoralized/DEMORALIZATION mode)
- N - Spec Attack
- F - Plasma Beam
- E - Sky Strike
- M - Mute Music]])
- print(
- [[Modes:
- Normal
- Demoralized
- DEMORALIZATION
- Star]])
- --Services
- local plrs = game:GetService("Players")
- local tweens = game:GetService("TweenService")
- local debrs = game:GetService("Debris")
- local runservice = game:GetService("RunService")
- --Variables
- local plr = plrs.LocalPlayer
- local mouse = plr:GetMouse()
- local char = plr.Character
- local h = char.Head
- local t = char.Torso
- local ra = char["Right Arm"]
- local la = char["Left Arm"]
- local rl = char["Right Leg"]
- local ll = char["Left Leg"]
- local rut = char.HumanoidRootPart
- local hum = char:FindFirstChildOfClass("Humanoid")
- local nec = t.Neck
- local rutj = rut.RootJoint
- local rs = t["Right Shoulder"]
- local ls = t["Left Shoulder"]
- local rh = t["Right Hip"]
- local lh = t["Left Hip"]
- local cf1 = nec.C1
- local cf2 = rutj.C1
- local cf3 = rs.C1
- local cf4 = ls.C1
- local cf5 = rh.C1
- local cf6 = lh.C1
- local cf01 = nec.C0
- local cf02 = rutj.C0
- local cf03 = rs.C0
- local cf04 = ls.C0
- local cf05 = rh.C0
- local cf06 = lh.C0
- local p0,p1 = nec.Part0,nec.Part1
- local rsp0,rsp1 = rs.Part0,rs.Part1
- local lsp0,lsp1 = ls.Part0,ls.Part1
- local rhp0,rhp1 = rh.Part0,rh.Part1
- local lhp0,lhp1 = lh.Part0,lh.Part1
- local phit
- local wristband
- local bandhandle
- --Bools
- local using = false
- local landed = false
- local readytoland = false
- local cangrabthecorner = false
- local grabbedc = false
- local roaring = false
- local superattackcooldown1 = false
- local superattackcooldown2 = false
- local superattackcooldown3 = false
- local superattackcooldown4 = false
- local lookinaround = false
- local deafen = false
- --Values/Strings/Tables
- --
- local aa = 10
- local aaa = aa*3
- local change = 0
- local lchange = 0
- local sine = 1
- local animspeed = .005
- local animspeed1 = 1.5
- local walkanimspeed = .1
- local walkspeed = 20
- local sumthin = walkspeed/20
- local idlenum = 0
- local lsvol = 10
- local currentpunch = 1
- local timepos = 0
- local idlenum = 0
- local lchange = 0
- local vol = 10
- local jp = 50
- local whenbored = math.random(3,6)
- local maxhealthuntilinstakill = 1000000000000
- --
- local songid = "rbxassetid://326469853"
- local anim = "idle"
- local mode = "Normal"
- --
- local ids = {
- normalmode = "rbxassetid://1311038670",
- demoralizedmode = "rbxassetid://926581947",
- demoralizationmode = "rbxassetid://2852111394",
- starmode = "rbxassetid://2582126364"}
- local modecolors = {
- normalcolors = {color1 = "Sea green",color2 = "Camo",neoncolor ="White"},
- demoralizedcolors = {color1 = "Black",color2 = "Really black",neoncolor ="Maroon"},
- demoralizationcolors = {color1 = "Really red",color2 = "Cocoa",neoncolor ="Maroon"},
- starcolors = {color1 = "Cool yellow",color2 = "Deep orange",neoncolor ="CGA brown"}
- }
- --Tweening styles and directions
- local directions = {In = Enum.EasingDirection.In,
- Out = Enum.EasingDirection.Out,
- InOut = Enum.EasingDirection.InOut
- }
- local styles = {Linear = Enum.EasingStyle.Linear,
- Back = Enum.EasingStyle.Back,
- Bounce = Enum.EasingStyle.Bounce,
- Sine = Enum.EasingStyle.Sine,
- Quad = Enum.EasingStyle.Quad,
- Elastic = Enum.EasingStyle.Elastic,
- Quart = Enum.EasingStyle.Quart,
- Quint = Enum.EasingStyle.Quint
- }
- --BasicFunctions
- local ins = Instance.new
- local v3 = Vector3.new
- local cf = CFrame.new
- local angles = CFrame.Angles
- local rad = math.rad
- local huge = math.huge
- local cos = math.cos
- local sin = math.sin
- local tan = math.tan
- local ray = Ray.new
- local random = math.random
- local ud = UDim.new
- local ud2 = UDim2.new
- local c3 = Color3.new
- local rgb = Color3.fromRGB
- local bc = BrickColor.new
- --CFrames
- cf5 = cf5 * CFrame.Angles(rad(2),rad(0),rad(0))
- cf6 = cf6 * CFrame.Angles(rad(2),rad(0),rad(0))
- cff5 = cf5 * CFrame.Angles(rad(2),rad(3),rad(0))
- cff6 = cf6 * CFrame.Angles(rad(2),rad(-3),rad(0))
- --Stopping animations
- for i,v in pairs(hum:GetPlayingAnimationTracks()) do
- v:Stop()
- end
- if char:FindFirstChild("Animate") then
- char.Animate:Destroy()
- end
- if hum:FindFirstChildOfClass("Animator") then
- char.Humanoid.Animator:Destroy()
- end
- hum.MaxHealth = 500000
- hum.Health = 500000
- --Model
- --Converted with ttyyuu12345's model to script plugin v4
- function sandbox(var,func)
- local env = getfenv(func)
- local newenv = setmetatable({},{
- __index = function(self,k)
- if k=="script" then
- return var
- else
- return env[k]
- end
- end,
- })
- setfenv(func,newenv)
- return func
- end
- cors = {}
- mas = Instance.new("Model",game:GetService("Lighting"))
- Model0 = Instance.new("Model")
- Part1 = Instance.new("Part")
- Part2 = Instance.new("Part")
- SpecialMesh3 = Instance.new("SpecialMesh")
- Part4 = Instance.new("Part")
- Part5 = Instance.new("Part")
- Part6 = Instance.new("Part")
- Part7 = Instance.new("Part")
- Part8 = Instance.new("Part")
- Part9 = Instance.new("Part")
- WeldConstraint10 = Instance.new("WeldConstraint")
- WeldConstraint11 = Instance.new("WeldConstraint")
- WeldConstraint12 = Instance.new("WeldConstraint")
- WeldConstraint13 = Instance.new("WeldConstraint")
- WeldConstraint14 = Instance.new("WeldConstraint")
- WeldConstraint15 = Instance.new("WeldConstraint")
- WeldConstraint16 = Instance.new("Weld")
- Model0.Name = "Wristband"
- Model0.Parent = mas
- Model0.PrimaryPart = Part9
- Part1.Name = "LighterPart"
- Part1.Parent = Model0
- Part1.CFrame = CFrame.new(104.866997, 26.2399998, -119.177498, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Part1.Orientation = Vector3.new(0, 90, 0)
- Part1.Position = Vector3.new(104.866997, 26.2399998, -119.177498)
- Part1.Rotation = Vector3.new(0, 90, 0)
- Part1.Color = Color3.new(0.203922, 0.556863, 0.25098)
- Part1.Size = Vector3.new(0.075000003, 0.649999976, 0.649999976)
- Part1.BottomSurface = Enum.SurfaceType.Smooth
- Part1.BrickColor = BrickColor.new("Sea green")
- Part1.CanCollide = false
- Part1.Material = Enum.Material.SmoothPlastic
- Part1.TopSurface = Enum.SurfaceType.Smooth
- Part1.brickColor = BrickColor.new("Sea green")
- Part1.Shape = Enum.PartType.Cylinder
- Part2.Name = "Sign"
- Part2.Parent = Model0
- Part2.CFrame = CFrame.new(104.866997, 26.2399998, -119.177002, -1, 0, 0, 0, 1, 0, 0, 0, -1)
- Part2.Orientation = Vector3.new(0, 180, 0)
- Part2.Position = Vector3.new(104.866997, 26.2399998, -119.177002)
- Part2.Rotation = Vector3.new(-180, 0, -180)
- Part2.Size = Vector3.new(0.0500000007, 0.0500000007, 0.0500000007)
- Part2.BottomSurface = Enum.SurfaceType.Smooth
- Part2.CanCollide = false
- Part2.TopSurface = Enum.SurfaceType.Smooth
- SpecialMesh3.Parent = Part2
- SpecialMesh3.MeshId = "rbxassetid://443493147"
- SpecialMesh3.Offset = Vector3.new(0, 0, 0.0350000001)
- SpecialMesh3.Scale = Vector3.new(0.00749999983, 0.00749999983, 0.00100000005)
- SpecialMesh3.MeshType = Enum.MeshType.FileMesh
- Part4.Name = "DarkerPart"
- Part4.Parent = Model0
- Part4.CFrame = CFrame.new(104.866997, 26.2399998, -119.164993, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Part4.Orientation = Vector3.new(0, 90, 0)
- Part4.Position = Vector3.new(104.866997, 26.2399998, -119.164993)
- Part4.Rotation = Vector3.new(0, 90, 0)
- Part4.Color = Color3.new(0.227451, 0.490196, 0.0823529)
- Part4.Size = Vector3.new(0.0500000007, 0.699999988, 0.699999988)
- Part4.BottomSurface = Enum.SurfaceType.Smooth
- Part4.BrickColor = BrickColor.new("Camo")
- Part4.CanCollide = false
- Part4.Material = Enum.Material.SmoothPlastic
- Part4.TopSurface = Enum.SurfaceType.Smooth
- Part4.brickColor = BrickColor.new("Camo")
- Part4.Shape = Enum.PartType.Cylinder
- Part5.Name = "DarkerPart"
- Part5.Parent = Model0
- Part5.CFrame = CFrame.new(104.862, 26.2400093, -118.660004, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part5.Position = Vector3.new(104.862, 26.2400093, -118.660004)
- Part5.Color = Color3.new(0.227451, 0.490196, 0.0823529)
- Part5.Size = Vector3.new(1.05999994, 0.100000001, 1.05999994)
- Part5.BottomSurface = Enum.SurfaceType.Smooth
- Part5.BrickColor = BrickColor.new("Camo")
- Part5.CanCollide = false
- Part5.Material = Enum.Material.SmoothPlastic
- Part5.TopSurface = Enum.SurfaceType.Smooth
- Part5.brickColor = BrickColor.new("Camo")
- Part6.Name = "NeonPart"
- Part6.Parent = Model0
- Part6.CFrame = CFrame.new(104.862, 26.3150082, -118.660004, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part6.Position = Vector3.new(104.862, 26.3150082, -118.660004)
- Part6.Color = Color3.new(0.905882, 0.905882, 0.92549)
- Part6.Size = Vector3.new(1.05999994, 0.0500000007, 1.05999994)
- Part6.BottomSurface = Enum.SurfaceType.Smooth
- Part6.BrickColor = BrickColor.new("Pearl")
- Part6.CanCollide = false
- Part6.Material = Enum.Material.Neon
- Part6.TopSurface = Enum.SurfaceType.Smooth
- Part6.brickColor = BrickColor.new("Pearl")
- Part7.Name = "NeonPart"
- Part7.Parent = Model0
- Part7.CFrame = CFrame.new(104.862, 26.1650105, -118.660004, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part7.Position = Vector3.new(104.862, 26.1650105, -118.660004)
- Part7.Color = Color3.new(0.905882, 0.905882, 0.92549)
- Part7.Size = Vector3.new(1.05999994, 0.0500000007, 1.05999994)
- Part7.BottomSurface = Enum.SurfaceType.Smooth
- Part7.BrickColor = BrickColor.new("Pearl")
- Part7.CanCollide = false
- Part7.Material = Enum.Material.Neon
- Part7.TopSurface = Enum.SurfaceType.Smooth
- Part7.brickColor = BrickColor.new("Pearl")
- Part8.Name = "LighterPart"
- Part8.Parent = Model0
- Part8.CFrame = CFrame.new(104.862, 26.2400093, -118.660004, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part8.Position = Vector3.new(104.862, 26.2400093, -118.660004)
- Part8.Color = Color3.new(0.203922, 0.556863, 0.25098)
- Part8.Size = Vector3.new(1.04999995, 0.299999833, 1.04999995)
- Part8.BottomSurface = Enum.SurfaceType.Smooth
- Part8.BrickColor = BrickColor.new("Sea green")
- Part8.CanCollide = false
- Part8.Material = Enum.Material.SmoothPlastic
- Part8.TopSurface = Enum.SurfaceType.Smooth
- Part8.brickColor = BrickColor.new("Sea green")
- Part9.Name = "FakeArm"
- Part9.Parent = Model0
- Part9.CFrame = CFrame.new(104.862312, 26.8397083, -118.660202, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part9.Position = Vector3.new(104.862312, 26.8397083, -118.660202)
- Part9.Transparency = 1
- Part9.Size = Vector3.new(1, 2, 1)
- Part9.BottomSurface = Enum.SurfaceType.Smooth
- Part9.CanCollide = false
- Part9.TopSurface = Enum.SurfaceType.Smooth
- WeldConstraint10.Parent = Part9
- WeldConstraint10.Part0 = Part9
- WeldConstraint10.Part1 = Part8
- WeldConstraint11.Parent = Part9
- WeldConstraint11.Part0 = Part9
- WeldConstraint11.Part1 = Part5
- WeldConstraint12.Parent = Part9
- WeldConstraint12.Part0 = Part9
- WeldConstraint12.Part1 = Part6
- WeldConstraint13.Parent = Part9
- WeldConstraint13.Part0 = Part9
- WeldConstraint13.Part1 = Part7
- WeldConstraint14.Parent = Part9
- WeldConstraint14.Part0 = Part9
- WeldConstraint14.Part1 = Part4
- WeldConstraint15.Parent = Part9
- WeldConstraint15.Part0 = Part9
- WeldConstraint15.Part1 = Part1
- WeldConstraint16.Parent = Part9
- WeldConstraint16.Part0 = Part1
- WeldConstraint16.Part1 = Part2
- Part1.Transparency = 1
- Part2.Transparency = 1
- Part4.Transparency = 1
- for i,v in pairs(mas:GetChildren()) do
- v.Parent = workspace
- pcall(function() v:MakeJoints() end)
- end
- mas:Destroy()
- for i,v in pairs(cors) do
- spawn(function()
- pcall(v)
- end)
- end
- function reviveband()
- function sandbox(var,func)
- local env = getfenv(func)
- local newenv = setmetatable({},{
- __index = function(self,k)
- if k=="script" then
- return var
- else
- return env[k]
- end
- end,
- })
- setfenv(func,newenv)
- return func
- end
- cors = {}
- mas = Instance.new("Model",game:GetService("Lighting"))
- Model0 = Instance.new("Model")
- Part1 = Instance.new("Part")
- Part2 = Instance.new("Part")
- SpecialMesh3 = Instance.new("SpecialMesh")
- Part4 = Instance.new("Part")
- Part5 = Instance.new("Part")
- Part6 = Instance.new("Part")
- Part7 = Instance.new("Part")
- Part8 = Instance.new("Part")
- Part9 = Instance.new("Part")
- WeldConstraint10 = Instance.new("WeldConstraint")
- WeldConstraint11 = Instance.new("WeldConstraint")
- WeldConstraint12 = Instance.new("WeldConstraint")
- WeldConstraint13 = Instance.new("WeldConstraint")
- WeldConstraint14 = Instance.new("WeldConstraint")
- WeldConstraint15 = Instance.new("WeldConstraint")
- WeldConstraint16 = Instance.new("Weld")
- Model0.Name = "Wristband"
- Model0.Parent = mas
- Model0.PrimaryPart = Part9
- Part1.Name = "LighterPart"
- Part1.Parent = Model0
- Part1.CFrame = CFrame.new(104.866997, 26.2399998, -119.177498, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Part1.Orientation = Vector3.new(0, 90, 0)
- Part1.Position = Vector3.new(104.866997, 26.2399998, -119.177498)
- Part1.Rotation = Vector3.new(0, 90, 0)
- Part1.Color = Color3.new(0.203922, 0.556863, 0.25098)
- Part1.Size = Vector3.new(0.075000003, 0.649999976, 0.649999976)
- Part1.BottomSurface = Enum.SurfaceType.Smooth
- Part1.BrickColor = BrickColor.new("Sea green")
- Part1.CanCollide = false
- Part1.Material = Enum.Material.SmoothPlastic
- Part1.TopSurface = Enum.SurfaceType.Smooth
- Part1.brickColor = BrickColor.new("Sea green")
- Part1.Shape = Enum.PartType.Cylinder
- Part2.Name = "Sign"
- Part2.Parent = Model0
- Part2.CFrame = CFrame.new(104.866997, 26.2399998, -119.177002, -1, 0, 0, 0, 1, 0, 0, 0, -1)
- Part2.Orientation = Vector3.new(0, 180, 0)
- Part2.Position = Vector3.new(104.866997, 26.2399998, -119.177002)
- Part2.Rotation = Vector3.new(-180, 0, -180)
- Part2.Size = Vector3.new(0.0500000007, 0.0500000007, 0.0500000007)
- Part2.BottomSurface = Enum.SurfaceType.Smooth
- Part2.CanCollide = false
- Part2.TopSurface = Enum.SurfaceType.Smooth
- SpecialMesh3.Parent = Part2
- SpecialMesh3.MeshId = "rbxassetid://443493147"
- SpecialMesh3.Offset = Vector3.new(0, 0, 0.0350000001)
- SpecialMesh3.Scale = Vector3.new(0.00749999983, 0.00749999983, 0.00100000005)
- SpecialMesh3.MeshType = Enum.MeshType.FileMesh
- Part4.Name = "DarkerPart"
- Part4.Parent = Model0
- Part4.CFrame = CFrame.new(104.866997, 26.2399998, -119.164993, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Part4.Orientation = Vector3.new(0, 90, 0)
- Part4.Position = Vector3.new(104.866997, 26.2399998, -119.164993)
- Part4.Rotation = Vector3.new(0, 90, 0)
- Part4.Color = Color3.new(0.227451, 0.490196, 0.0823529)
- Part4.Size = Vector3.new(0.0500000007, 0.699999988, 0.699999988)
- Part4.BottomSurface = Enum.SurfaceType.Smooth
- Part4.BrickColor = BrickColor.new("Camo")
- Part4.CanCollide = false
- Part4.Material = Enum.Material.SmoothPlastic
- Part4.TopSurface = Enum.SurfaceType.Smooth
- Part4.brickColor = BrickColor.new("Camo")
- Part4.Shape = Enum.PartType.Cylinder
- Part5.Name = "DarkerPart"
- Part5.Parent = Model0
- Part5.CFrame = CFrame.new(104.862, 26.2400093, -118.660004, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part5.Position = Vector3.new(104.862, 26.2400093, -118.660004)
- Part5.Color = Color3.new(0.227451, 0.490196, 0.0823529)
- Part5.Size = Vector3.new(1.05999994, 0.100000001, 1.05999994)
- Part5.BottomSurface = Enum.SurfaceType.Smooth
- Part5.BrickColor = BrickColor.new("Camo")
- Part5.CanCollide = false
- Part5.Material = Enum.Material.SmoothPlastic
- Part5.TopSurface = Enum.SurfaceType.Smooth
- Part5.brickColor = BrickColor.new("Camo")
- Part6.Name = "NeonPart"
- Part6.Parent = Model0
- Part6.CFrame = CFrame.new(104.862, 26.3150082, -118.660004, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part6.Position = Vector3.new(104.862, 26.3150082, -118.660004)
- Part6.Color = Color3.new(0.905882, 0.905882, 0.92549)
- Part6.Size = Vector3.new(1.05999994, 0.0500000007, 1.05999994)
- Part6.BottomSurface = Enum.SurfaceType.Smooth
- Part6.BrickColor = BrickColor.new("Pearl")
- Part6.CanCollide = false
- Part6.Material = Enum.Material.Neon
- Part6.TopSurface = Enum.SurfaceType.Smooth
- Part6.brickColor = BrickColor.new("Pearl")
- Part7.Name = "NeonPart"
- Part7.Parent = Model0
- Part7.CFrame = CFrame.new(104.862, 26.1650105, -118.660004, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part7.Position = Vector3.new(104.862, 26.1650105, -118.660004)
- Part7.Color = Color3.new(0.905882, 0.905882, 0.92549)
- Part7.Size = Vector3.new(1.05999994, 0.0500000007, 1.05999994)
- Part7.BottomSurface = Enum.SurfaceType.Smooth
- Part7.BrickColor = BrickColor.new("Pearl")
- Part7.CanCollide = false
- Part7.Material = Enum.Material.Neon
- Part7.TopSurface = Enum.SurfaceType.Smooth
- Part7.brickColor = BrickColor.new("Pearl")
- Part8.Name = "LighterPart"
- Part8.Parent = Model0
- Part8.CFrame = CFrame.new(104.862, 26.2400093, -118.660004, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part8.Position = Vector3.new(104.862, 26.2400093, -118.660004)
- Part8.Color = Color3.new(0.203922, 0.556863, 0.25098)
- Part8.Size = Vector3.new(1.04999995, 0.299999833, 1.04999995)
- Part8.BottomSurface = Enum.SurfaceType.Smooth
- Part8.BrickColor = BrickColor.new("Sea green")
- Part8.CanCollide = false
- Part8.Material = Enum.Material.SmoothPlastic
- Part8.TopSurface = Enum.SurfaceType.Smooth
- Part8.brickColor = BrickColor.new("Sea green")
- Part9.Name = "FakeArm"
- Part9.Parent = Model0
- Part9.CFrame = CFrame.new(104.862312, 26.8397083, -118.660202, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Part9.Position = Vector3.new(104.862312, 26.8397083, -118.660202)
- Part9.Transparency = 1
- Part9.Size = Vector3.new(1, 2, 1)
- Part9.BottomSurface = Enum.SurfaceType.Smooth
- Part9.CanCollide = false
- Part9.TopSurface = Enum.SurfaceType.Smooth
- WeldConstraint10.Parent = Part9
- WeldConstraint10.Part0 = Part9
- WeldConstraint10.Part1 = Part8
- WeldConstraint11.Parent = Part9
- WeldConstraint11.Part0 = Part9
- WeldConstraint11.Part1 = Part5
- WeldConstraint12.Parent = Part9
- WeldConstraint12.Part0 = Part9
- WeldConstraint12.Part1 = Part6
- WeldConstraint13.Parent = Part9
- WeldConstraint13.Part0 = Part9
- WeldConstraint13.Part1 = Part7
- WeldConstraint14.Parent = Part9
- WeldConstraint14.Part0 = Part9
- WeldConstraint14.Part1 = Part4
- WeldConstraint15.Parent = Part9
- WeldConstraint15.Part0 = Part9
- WeldConstraint15.Part1 = Part1
- WeldConstraint16.Parent = Part9
- WeldConstraint16.Part0 = Part1
- WeldConstraint16.Part1 = Part2
- Part1.Transparency = 1
- Part2.Transparency = 1
- Part4.Transparency = 1
- for i,v in pairs(mas:GetChildren()) do
- v.Parent = workspace
- pcall(function() v:MakeJoints() end)
- end
- mas:Destroy()
- for i,v in pairs(cors) do
- spawn(function()
- pcall(v)
- end)
- end
- wristband = Model0
- bandhandle = Part5
- wristband.Parent = char
- end
- local signweld = WeldConstraint16
- wristband = Model0
- bandhandle = Part5
- wristband.Parent = char
- local weld = ins("Weld",ra)
- weld.Part0 = ra
- weld.Part1 = wristband.PrimaryPart
- weld.C0 = angles(rad(0),rad(-90),rad(0))
- local effpart = Instance.new("Part")
- effpart.Size = Vector3.new(2,.1,1)
- effpart.Massless = true
- effpart.Transparency = 1
- effpart.CanCollide = false
- effpart.Anchored = false
- effpart.Parent = char
- local grabpart = Instance.new("Part")
- grabpart.Size = Vector3.new(.001,.001,.001)
- grabpart.Massless = true
- grabpart.Transparency = 1
- grabpart.CanCollide = false
- grabpart.Anchored = false
- grabpart.Material = "Neon"
- grabpart.Parent = char
- local pweld = Instance.new("Weld",effpart)
- pweld.Part0 = t
- pweld.Part1 = effpart
- pweld.C0 = CFrame.new(0,-2.2,-.5)
- local gweld = Instance.new("Weld",grabpart)
- gweld.Part0 = rut
- gweld.Part1 = grabpart
- gweld.C0 = CFrame.new(0,3,-1.4)
- local lsound = Instance.new("Sound",effpart)
- lsound.Volume = lsvol
- lsound.SoundId = "rbxassetid://1161221108"
- local effects = ins("Model",char)
- effects.Name = "Effects"
- local music = ins("Sound",t)
- music.Volume = 10
- music.SoundId = songid
- music.Looped = true
- music.EmitterSize = 999999999
- music:Play()
- local ff = ins("ForceField",char)
- ff.Visible = false
- local roar = ins("Sound",rut)
- roar.Volume = 10
- roar.SoundId = "rbxassetid://2631687985"
- roar.EmitterSize = 100
- local roar2 = ins("Sound",rut)
- roar2.Volume = 10
- roar2.SoundId = "rbxassetid://2631687985"
- roar2.EmitterSize = 100
- local billboard = ins("BillboardGui",h)
- billboard.Adornee = h
- billboard.Size = ud2(2,0,1,0)
- billboard.StudsOffset = v3(0,2,0)
- billboard.AlwaysOnTop = true
- billboard.MaxDistance = 15
- local text = ins("TextBox",billboard)
- text.BackgroundTransparency = 1
- text.TextStrokeTransparency = 0
- text.Size = ud2(1,0,1,0)
- text.TextScaled = true
- text.TextColor = Part4.BrickColor
- text.TextStrokeColor3 = Part1.BrickColor.Color
- text.Text = mode
- local billboard2 = ins("BillboardGui",h)
- billboard2.Adornee = h
- billboard2.Size = ud2(1.5,0,.75,0)
- billboard2.StudsOffset = v3(0,1.5,0)
- billboard2.AlwaysOnTop = true
- billboard2.MaxDistance = 15
- local text2 = ins("TextBox",billboard2)
- text2.BackgroundTransparency = 1
- text2.TextStrokeTransparency = 0
- text2.Size = ud2(1,0,1,0)
- text2.TextScaled = true
- text2.TextColor = bc("Smoky grey")
- text2.TextStrokeColor3 = bc("Fossil").Color
- text2.Text = "The Reverb"
- local raw = ins("WeldConstraint",rut)
- raw.Part1 = rl
- local law = ins("WeldConstraint",rut)
- law.Part1 = ll
- --Functions
- function swait()
- runservice.Stepped:Wait()
- end
- function remove(instance,time)
- debrs:AddItem(instance,time)
- end
- function removedescendantsof(parent,type,descendants)
- if type == "isa" then
- for i,v in pairs(parent:GetDescendants()) do
- if v:IsA(descendants) then
- v:Destroy()
- end
- end
- elseif type == "name" then
- for i,v in pairs(parent:GetDescendants()) do
- if v.Name == descendants then
- v:Destroy()
- end
- end
- end
- end
- function turnto(to)
- rut.CFrame = cf(rut.Position,v3(to.x,rut.Position.y,to.z))
- end
- function sound(id,vol,pitch,parent)
- pcall(function()
- local newsound = Instance.new("Sound",parent)
- newsound.Volume = 10
- newsound.SoundId = "rbxassetid://"..id
- newsound.Pitch = pitch
- newsound:Play()
- coroutine.resume(coroutine.create(function()
- wait(.1)
- remove(newsound,newsound.TimeLength/newsound.Pitch)
- end))
- return newsound
- end)
- end
- function rayc(spos,direc,ignore,dist)
- local rai = ray(spos,direc.Unit * dist)
- local rhit,rpos,rrot = workspace:FindPartOnRayWithIgnoreList(rai,ignore,false,false)
- return rhit,rpos,rrot
- end
- local tlerp = function(part,tablee,leinght,easingstyle,easingdirec)
- local info = TweenInfo.new(
- leinght,
- easingstyle,
- easingdirec,
- 0,
- false,
- 0
- )
- local lerp = tweens:Create(part,info,tablee)
- lerp:Play()
- end
- function removewithfade(part,timebeforefade,randc)
- pcall(function()
- coroutine.resume(coroutine.create(function()
- wait(timebeforefade)
- part:BreakJoints()
- part.Name = "JustGoingAwayOk?"
- part.Parent = effects
- for i = 1,25 do
- if randc then
- part.BrickColor = BrickColor.Random()
- end
- part.Transparency = part.Transparency +.04
- wait()
- end
- part:Destroy()
- end))
- end)
- end
- function fadewithfly(part,color,randc)
- pcall(function()
- part:ClearAllChildren()
- part.CanCollide = false
- part.Anchored = false
- part.Massless = true
- part.Locked = false
- part.Archivable = true
- part.Material = "Neon"
- part.BrickColor = BrickColor.new(color)
- local vel = Instance.new("BodyVelocity")
- vel.MaxForce = v3(huge,huge,huge)
- vel.P = 10000
- vel.Velocity = v3(math.random(-3,3),math.random(1,3),math.random(-3,3))
- local avel = Instance.new("BodyAngularVelocity")
- avel.MaxTorque = v3(huge,huge,huge)
- avel.AngularVelocity = v3(math.random(-2,2),math.random(-2,2),math.random(-2,2))
- avel.Parent = part
- vel.Parent = part
- if randc then
- removewithfade(part,0,true)
- else
- removewithfade(part,0,false)
- end
- end)
- end
- function sphereefx(pos,ssize,osize,colour,time)
- local sphere = ins("Part")
- sphere.Anchored = true
- sphere.CanCollide = false
- sphere.Material = "Neon"
- sphere.CFrame = pos
- sphere.Size = v3(.1,.1,.1)
- sphere.BrickColor = bc(tostring(colour))
- sphere.Parent = effects
- local spheremesh = ins("SpecialMesh",sphere)
- spheremesh.MeshType = "Sphere"
- spheremesh.Scale = v3(ssize,ssize,ssize)*10
- tlerp(spheremesh,{Scale = v3(osize,osize,osize)*10},time,styles.Quad,directions.In)
- tlerp(sphere,{Transparency = 1},time,styles.Quad,directions.In)
- remove(sphere,time)
- return sphere
- end
- function changecolors(speed,maincolor,secondcolor,neoncolor)
- for i,v in pairs(wristband:GetChildren()) do
- if v.Name == "LighterPart" and maincolor ~= nil then
- tlerp(v,{Color = BrickColor.new(tostring(maincolor)).Color},speed,styles.Linear,directions.In)
- tlerp(text,{TextColor3 = BrickColor.new(tostring(maincolor)).Color},speed,styles.Linear,directions.In)
- end
- if v.Name == "DarkerPart" and secondcolor ~= nil then
- tlerp(v,{Color = BrickColor.new(tostring(secondcolor)).Color},speed,styles.Linear,directions.In)
- tlerp(text,{TextStrokeColor3 = BrickColor.new(tostring(secondcolor)).Color},speed,styles.Linear,directions.In)
- end
- if v.Name == "NeonPart" and neoncolor ~= nil then
- tlerp(v,{Color = BrickColor.new(tostring(neoncolor)).Color},speed,styles.Linear,directions.In)
- end
- end
- end
- function fire(partp,parent,color1,color2,ssize,osize,leinght,material,minr,maxr,shape,spread,st,ot,onlyraise,followchar)
- local part = Instance.new("Part",parent) part.Size = Vector3.new(ssize,ssize,ssize) part.Transparency = st part.CanCollide = false part.Anchored = true part.Shape = shape part.Material = material part.BrickColor = BrickColor.new(color1) part.CFrame = partp.CFrame * CFrame.new(partp.Size.x/math.random(-20,20),partp.Size.y/math.random(-20,20),partp.Size.z/math.random(-20,20))
- if followchar then
- onlyraise = false
- part.CFrame = CFrame.new(part.Position,rut.Position) * angles(rad(-90),rad(0),rad(0))
- end
- if onlyraise == true then
- part.CFrame = CFrame.new(part.CFrame.p,Vector3.new(nil,part.CFrame.y,part.CFrame.z))
- end
- local pcf = part.CFrame
- tlerp(part,{CFrame = pcf * CFrame.new(math.random(-spread,spread)/math.random(2,4),math.random(minr,maxr),math.random(-spread,spread)/math.random(2,4)) * CFrame.Angles(rad(math.random(-180,180)),rad(math.random(-180,180)),rad(math.random(-180,180))),Size = Vector3.new(osize,osize,osize),Color = BrickColor.new(color2).Color,Transparency = ot},leinght,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)
- game:GetService("Debris"):AddItem(part,leinght)
- end
- function wedgefire(partp,parent,color1,color2,ssize,osize,leinght,material,minr,maxr,spread,st,ot,onlyraise,followchar)
- local part = Instance.new("WedgePart",parent) part.Size = Vector3.new(.1,ssize,ssize) part.Transparency = st part.CanCollide = false part.Anchored = true part.Material = material part.BrickColor = BrickColor.new(color1) part.CFrame = partp.CFrame * CFrame.new(partp.Size.x/math.random(-20,20),partp.Size.y/math.random(-20,20),partp.Size.z/math.random(-20,20))
- if followchar then
- onlyraise = false
- part.CFrame = CFrame.new(part.Position,rut.Position) * angles(rad(-90),rad(0),rad(0))
- end
- if onlyraise == true then
- part.CFrame = CFrame.new(part.CFrame.p,Vector3.new(nil,part.CFrame.y,part.CFrame.z))
- end
- local pcf = part.CFrame
- tlerp(part,{CFrame = pcf * CFrame.new(math.random(-spread,spread)/math.random(2,4),math.random(minr,maxr),math.random(-spread,spread)/math.random(2,4)) * CFrame.Angles(rad(math.random(-180,180)),rad(math.random(-180,180)),rad(math.random(-180,180))),Size = Vector3.new(.1,osize,osize),Color = BrickColor.new(color2).Color,Transparency = ot},leinght,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)
- game:GetService("Debris"):AddItem(part,leinght)
- end
- function damagingfire(partp,parent,color1,color2,ssize,osize,leinght,material,minr,maxr,shape,spread,st,ot,onlyraise,damage)
- local deb = false
- local part = Instance.new("Part",parent) part.Size = Vector3.new(ssize,ssize,ssize) part.Transparency = st part.CanCollide = false part.Anchored = true part.Shape = shape part.Material = material part.BrickColor = BrickColor.new(color1) part.CFrame = partp.CFrame * CFrame.new(partp.Size.x/math.random(-20,20),partp.Size.y/math.random(-20,20),partp.Size.z/math.random(-20,20))
- if onlyraise == true then
- part.CFrame = CFrame.new(part.CFrame.p,Vector3.new(nil,part.CFrame.y,part.CFrame.z))
- end
- part.Touched:Connect(function(hit)
- if not deb then
- local newhum = hit.Parent:FindFirstChildOfClass("Humanoid")
- if newhum and newhum ~= hum then
- deb = true
- if newhum.Health >maxhealthuntilinstakill then
- death(newhum.Parent,part.BrickColor)
- showdamage(part.CFrame,"Too much health...",1)
- return
- end
- local rand = random(1,10)
- if rand == 8 then
- lesserfirepart(hit)
- end
- newhum.Health = newhum.Health -damage
- if newhum.Health <.01 then
- death(newhum.Parent,part.BrickColor)
- return
- end
- showdamage(part.CFrame,"-"..damage,.1)
- end
- end
- end)
- local pcf = part.CFrame
- tlerp(part,{CFrame = pcf * CFrame.new(math.random(-spread,spread)/math.random(2,4),math.random(minr,maxr),math.random(-spread,spread)/math.random(2,4)) * CFrame.Angles(rad(math.random(-180,180)),rad(math.random(-180,180)),rad(math.random(-180,180))),Size = Vector3.new(osize,osize,osize),Color = BrickColor.new(color2).Color,Transparency = ot},leinght,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut)
- game:GetService("Debris"):AddItem(part,leinght)
- end
- function partray(from,to,colour,wideness,time)
- pcall(function()
- local antime = time or .25
- local raypart = ins("Part")
- raypart.Anchored = true
- raypart.CanCollide = false
- raypart.Material = "Glass"
- raypart.BrickColor = bc(tostring(colour))
- raypart.CFrame = from
- local dista = (from.p-to).Magnitude
- raypart.CFrame = cf(raypart.Position,to) * cf(0,0,-dista/2) * angles(rad(0),rad(0),rad(math.random(-180,180)))
- raypart.Size = v3(wideness,wideness,dista)
- raypart.Parent = effects
- local endcf = raypart.CFrame * cf(0,0,-raypart.Size.z/2)
- coroutine.resume(coroutine.create(function()
- tlerp(raypart,{Size = v3(.1,.1,raypart.Size.z/10),Transparency = 1,CFrame = endcf},antime,styles.Quad,directions.In)
- remove(raypart,antime)
- end))
- end)
- end
- function knockback(part,force,timeb)
- local vel = ins("BodyVelocity",part)
- vel.MaxForce = v3(huge,huge,huge)
- vel.Velocity = rut.CFrame.LookVector * force
- remove(vel,timeb)
- end
- function showdamage(pos,text,timebeforefade)
- local dpart = ins("Part")
- dpart.Anchored = true
- dpart.CanCollide = false
- dpart.Size = v3(.01,.01,.01)
- dpart.Transparency = 1
- dpart.CFrame = pos
- dpart.Parent = effects
- dpart.CFrame = cf(dpart.Position,v3(nil,dpart.Position.y,dpart.Position.z))
- local bil = ins("BillboardGui",dpart)
- bil.Size = ud2(2,0,2,0)
- bil.AlwaysOnTop = true
- local label = ins("TextBox",bil)
- label.Size = ud2(1,0,1,0)
- label.Text = text
- label.BackgroundTransparency = 1
- label.TextScaled = true
- label.TextColor3 = Part4.Color
- coroutine.resume(coroutine.create(function()
- tlerp(dpart,{CFrame = dpart.CFrame * cf(random(-1,1),random(-1,1),random(-1,1))},.5,styles.Back,directions.Out)
- wait(timebeforefade)
- tlerp(label,{TextTransparency = 1},.5,styles.Back,directions.Out)
- remove(dpart,.5)
- end))
- end
- function death(character,colour)
- coroutine.resume(coroutine.create(function()
- character:BreakJoints()
- local fc = false
- local mindd = 1
- local maxdd = 3
- if mode == "DEMORALIZATION" then
- fc = true
- end
- wait(1)
- local spheree = sphereefx(character:FindFirstChildOfClass("Part").CFrame,0,0,Part1.BrickColor,5)
- sound(297569488,1,1.2,spheree)
- for i,v in pairs(character:GetDescendants()) do
- if v:IsA("Part") or v:IsA("MeshPart") or v:IsA("UnionOperation") or v:IsA("WedgePart") or v:IsA("CornerWedgePart") then
- for i = 1,random(1,2) do
- wedgefire(v,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/4,math.random(3,6)/4,math.random(6,10)/12,"Neon",-25,25,35,.3,1,true)
- end
- if fc then
- mindd = (rut.Position-v.Position).Magnitude
- maxdd = (rut.Position-v.Position).Magnitude
- end
- fire(v,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/5,math.random(3,6)/5,math.random(6,10)/5,"Neon",tonumber(mindd),tonumber(maxdd),"Block",0,0,1,true,fc)
- remove(v,0)
- end
- end
- remove(character,0)
- end))
- end
- function firepart(parttofire)
- coroutine.resume(coroutine.create(function()
- for i = 1,random(20,30) do
- if not parttofire or not parttofire.Parent then
- break
- end
- parttofire.BrickColor = Part4.BrickColor
- if mode == "Normal" then
- damagingfire(parttofire,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/5,math.random(3,6)/5,math.random(6,10)/12,"Neon",2,6,"Block",3,.2,1,false,random(2,5))
- elseif mode == "Demoralized" then
- if parttofire.Size.x >2 then
- damagingfire(parttofire,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),parttofire.Size.x/5,parttofire.Size.x/15,math.random(6,10)/12,"Neon",parttofire.Size.x/5,parttofire.Size.x/1.5,"Block",3,.2,1,false,random(5,8))
- else
- damagingfire(parttofire,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/5,math.random(3,6)/5,math.random(6,10)/12,"Neon",2,6,"Block",3,.2,1,false,random(5,8))
- end
- elseif mode == "DEMORALIZATION" then
- damagingfire(parttofire,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),parttofire.Size.x/5,parttofire.Size.x/15,math.random(6,10)/12,"Neon",parttofire.Size.x/5,parttofire.Size.x/1.5,"Block",3,.75,1,false,random(40,99))
- elseif mode == "Star" then
- damagingfire(parttofire,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/5,math.random(3,6)/5,math.random(6,10)/12,"Neon",2,6,"Block",3,.2,1,false,random(3,6))
- end
- wait(.15)
- end
- if parttofire.Name == "Impact" or parttofire.Name == "Shard" then
- tlerp(parttofire,{Size = v3(.1,.1,.1),Transparency = 1},.1,styles.Quad,directions.In)
- remove(parttofire,.1)
- end
- end))
- end
- function lesserfirepart(parttofire)
- coroutine.resume(coroutine.create(function()
- for i = 1,random(6,12) do
- if not parttofire or not parttofire.Parent then
- break
- end
- if parttofire.Name == "Impact" then
- parttofire.BrickColor = Part4.BrickColor
- end
- if mode == "Normal" then
- damagingfire(parttofire,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/5,math.random(3,6)/5,math.random(6,10)/12,"Neon",2,6,"Block",3,.2,1,true,random(2,5))
- elseif mode == "Demoralized" then
- damagingfire(parttofire,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/5,math.random(3,6)/5,math.random(6,10)/12,"Neon",2,6,"Block",3,.2,1,true,random(5,8))
- elseif mode == "DEMORALIZATION" then
- damagingfire(parttofire,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/5,math.random(3,6)/5,math.random(6,10)/12,"Neon",2,6,"Block",3,.75,1,true,random(40,99))
- elseif mode == "Star" then
- damagingfire(parttofire,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/5,math.random(3,6)/5,math.random(6,10)/12,"Neon",2,6,"Block",3,.2,1,false,random(3,6))
- end
- wait(.25)
- end
- if parttofire.Name == "Impact" then
- tlerp(parttofire,{Size = v3(.1,.1,.1),Transparency = 1},.1,styles.Quad,directions.In)
- remove(parttofire,.1)
- end
- end))
- end
- function placefirepart(pos,size)
- local part = ins("Part")
- part.Anchored = true
- part.CanCollide = false
- part.Transparency = .4
- part.Material = "Neon"
- part.Name = "Impact"
- part.CFrame = pos
- part.Size = v3(.1,.1,.1)
- tlerp(part,{Size = v3(size,.1,size)},.1,styles.Quad,directions.In)
- part.Parent = effects
- local mesh = ins("CylinderMesh",part)
- local vol = 20
- local amo = 1
- if mode == "Demoralized" then
- vol = 20
- amo = 3
- elseif mode == "DEMORALIZATION" then
- vol = 20
- amo = 5
- end
- coroutine.resume(coroutine.create(function()
- pcall(function()
- if size < 50 then
- sound(539294959,vol,1,part)
- else
- for i = 1,amo do
- sound(142885319,vol or 10,.4,char)
- end
- part.Transparency = .7
- end
- end)
- local sphere = sphereefx(part.CFrame,size/6,size*2,tostring(Part4.BrickColor),.25)
- for i = 1,4 do
- fire(part,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/(35-size*2.5),math.random(3,6)/(35-size*20),math.random(6,10)/20,"Neon",-size*1.5,size*1.5,"Block",size*1.5,.2,1,true)
- for i = 1,random(2,3) do
- wedgefire(part,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),size/5,size/15,math.random(6,10)/12,"Neon",-size*1.5,size*1.5,size*2,.3,1,true)
- end
- end
- for i = 1,5 do
- sphere = sphereefx(part.CFrame,size/2,size*2,tostring(Part4.BrickColor),.25)
- if mode == "Normal" then
- magdamage(sphere.Position,size,random(2,5),851453784,2)
- if size <75 then
- partray(part.CFrame * cf(random(-size,size),random(0,size),random(-size,size)),part.Position,tostring(Part4.BrickColor),1)
- else
- partray(part.CFrame * cf(random(-size,size),random(0,size),random(-size,size)),part.Position,tostring(Part4.BrickColor),3.5)
- end
- elseif mode == "Demoralized" then
- if size >120 then
- magdamage(sphere.Position,size,random(15,30),851453784,2)
- partray(part.CFrame * cf(random(-size,size),random(0,size),random(-size,size)),part.Position,tostring(Part4.BrickColor),15)
- else
- magdamage(sphere.Position,size,random(4,9),851453784,2)
- partray(part.CFrame * cf(random(-size,size),random(0,size),random(-size,size)),part.Position,tostring(Part4.BrickColor),1.5)
- end
- elseif mode == "DEMORALIZATION" then
- if size == huge then
- killeveryone()
- partray(part.CFrame * cf(random(-size,size),random(0,size),random(-size,size)),part.Position,tostring(Part4.BrickColor),15)
- else
- magdamage(sphere.Position,size,random(30,60),851453784,2)
- partray(part.CFrame * cf(random(-size,size),random(0,size),random(-size,size)),part.Position,tostring(Part4.BrickColor),1.5)
- end
- elseif mode == "Star" then
- magdamage(sphere.Position,size,random(3,6),851453784,2)
- if size <75 then
- partray(part.CFrame * cf(random(-size,size),random(0,size),random(-size,size)),part.Position,tostring(Part4.BrickColor),1)
- else
- partray(part.CFrame * cf(random(-size,size),random(0,size),random(-size,size)),part.Position,tostring(Part4.BrickColor),3.5)
- end
- end
- swait()
- end
- end))
- firepart(part)
- end
- function placeweakfirepart(pos,size)
- local part = ins("Part")
- part.Anchored = true
- part.CanCollide = false
- part.Transparency = .4
- part.Material = "Neon"
- part.Name = "Impact"
- part.CFrame = pos
- part.Size = v3(.1,.1,.1)
- tlerp(part,{Size = v3(size,.1,size)},.1,styles.Quad,directions.In)
- part.Parent = effects
- local mesh = ins("CylinderMesh",part)
- lesserfirepart(part)
- end
- function throwfire(from,direc,maxdist)
- local part = ins("Part")
- part.Name = "Shard"
- part.Size = v3(1,1,1)
- part.Anchored = true
- part.CanCollide = false
- part.Transparency = .7
- part.Material = "Neon"
- part.CFrame = from
- part.CFrame = cf(part.Position,direc)
- part.Parent = effects
- firepart(part)
- local speed = 3
- if mode == "Demoralized" then
- speed = 16
- elseif mode == "DEMORALIZATION" then
- speed = 16
- elseif mode == "Star" then
- speed = 20
- end
- coroutine.resume(coroutine.create(function()
- for i = 1,maxdist do
- local hit,pos,rot = rayc(part.Position,part.CFrame.LookVector,{char},speed+1)
- part.CFrame = part.CFrame * cf(0,0,-speed) * angles(rad(-.35),rad(0),rad(0))
- if hit then
- local size = 10
- if mode == "Demoralized" then
- size = 8999
- elseif mode == "DEMORALIZATION" then
- size = 9999999999999999999999999999
- end
- placefirepart(cf(pos,pos+rot) * angles(rad(-90),rad(0),rad(0)),size)
- break
- end
- wait()
- end
- part:Destroy()
- end))
- end
- function magdamage(pos,maxrange,damage,id,vol,breakafterhit)
- for i,v in pairs(workspace:GetDescendants()) do
- if v:IsA("Humanoid") and v.Parent ~= char and v.Health >.01 then
- local tors = v.Parent:FindFirstChild("Torso") or v.Parent:FindFirstChild("UpperTorso")
- if tors and (pos-tors.Position).Magnitude <= maxrange then
- v.Health = v.Health - damage
- if mode == "Demoralized" or mode == "DEMORALIZATION" then
- hum.Health = hum.Health +damage
- end
- local knock = 15
- if mode == "DEMORALIZATION" then
- knock = 9999999999
- end
- knockback(tors,knock,.2)
- pcall(function()
- sound(id,vol,1,ra)
- end)
- showdamage(tors.CFrame * cf(random(-1,1),random(-1,1),random(-1,1)),"-"..damage,1)
- if v.Health > maxhealthuntilinstakill then
- death(v.Parent,Part4.BrickColor)
- showdamage(tors.CFrame * cf(random(-1,1),random(-1,1),random(-1,1)),"Too much health...",2)
- return
- end
- if v.Health < .01 then
- death(v.Parent,Part4.BrickColor)
- return
- end
- if breakafterhit == true then
- break
- end
- end
- end
- end
- end
- function killeveryone()
- pcall(function()
- for i,v in pairs(workspace:GetDescendants()) do
- if v:IsA("Humanoid") and v.Parent ~= char then
- v.Parent:BreakJoints()
- death(v.Parent,Part4.BrickColor)
- end
- end
- end)
- end
- function laser(from,to)
- local hit,pos,rot = rayc(from.Position,to-h.Position,{char},600)
- if mode == "Normal" then
- magdamage(pos,7.5,math.random(10,15),851453784,2,false)
- partray(from.CFrame,pos,tostring(Part4.BrickColor),2)
- local rand = random(1,11)
- if rand == 9 then
- placefirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),5)
- end
- local sphere = sphereefx(cf(pos),1,10,tostring(Part4.BrickColor),.3)
- for i = 1,random(3,5) do
- wedgefire(sphere,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),3,.1,math.random(6,10)/12,"Neon",-5,20,25,.3,1,true)
- end
- elseif mode == "Demoralized" then
- local rand = random(1,11)
- if rand == 9 then
- placefirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),10)
- end
- magdamage(pos,15,math.random(15,30),851453784,2,false)
- local sphere = sphereefx(cf(pos),1,20,tostring(Part4.BrickColor),.3)
- for i = 1,random(3,5) do
- wedgefire(sphere,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),4.5,.3,math.random(6,10)/12,"Neon",-5,25,35,.3,1,true)
- end
- partray(t.CFrame,pos,tostring(Part4.BrickColor),3.5)
- elseif mode == "DEMORALIZATION" then
- local rand = random(1,7)
- if rand == 7 then
- placefirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),25)
- end
- magdamage(pos,15,math.random(9999999999999,99999999999999),851453784,3.5,false)
- local sphere = sphereefx(cf(pos),6,35,tostring(Part4.BrickColor),.3)
- for i = 1,random(23763542645,23523125234235) do
- wedgefire(sphere,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),12.5,0,math.random(6,10)/12,"Neon",-45,45,45,0,1,true)
- end
- partray(Part8.CFrame,pos,tostring(Part4.BrickColor),5)
- elseif mode == "Star" then
- magdamage(pos,8,math.random(12,18),851453784,2,false)
- partray(from.CFrame,pos,tostring(Part4.BrickColor),2)
- local rand = random(1,9)
- if rand == 9 then
- placefirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),7.5)
- end
- local sphere = sphereefx(cf(pos),2,12.5,tostring(Part4.BrickColor),.3)
- for i = 1,random(3,5) do
- wedgefire(sphere,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),3,.1,math.random(6,10)/12,"Neon",-5,20,25,.3,1,true)
- end
- end
- end
- function skybeam(pos)
- local size = 10
- local damage = random(2,5)
- if mode == "Demoralized" then
- size = 15
- damage = random(6,12)
- elseif mode == "DEMORALIZATION" then
- size = 999999999999999999999
- damage = random(60,120)
- end
- sound(142885319,10,.5,char)
- local hit,poss,rot = rayc(v3(pos.x,pos.y,pos.z)+v3(0,2,0),v3(pos.x,-700,pos.z),{char},500)
- partray(pos*cf(0,500,0),poss,Part4.BrickColor,size,.5)
- placefirepart(cf(poss,poss+rot)*angles(rad(-90),0,0),size*1.5)
- end
- --Creates
- for i,v in pairs(char:GetDescendants()) do
- if v:IsA("Part") then
- v.Locked = true
- end
- end
- nec = ins("Weld",t) nec.Part0 = p0 nec.Part1 = p1 nec.C0 = cf01 nec.C1 = cf1
- rs = ins("Weld",t) rs.Part0 = rsp0 rs.Part1 = rsp1 rs.C0 = cf03 rs.C1 = cf3
- ls = ins("Weld",t) ls.Part0 = lsp0 ls.Part1 = lsp1 ls.C0 = cf04 ls.C1 = cf4
- rh = ins("Weld",t) rh.Part0 = rhp0 rh.Part1 = rhp1 rh.C0 = cf05 rh.C1 = cf5
- lh = ins("Weld",t) lh.Part0 = lhp0 lh.Part1 = lhp1 lh.C0 = cf06 lh.C1 = cf6
- --Animation functions
- function land()
- if phit then
- readytoland = false
- landed = true
- local oldspeed = hum.WalkSpeed
- hum.WalkSpeed = 16
- hum.JumpPower = 0
- lsound:Play()
- for i = 0,1,.1 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,-.5,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.5,-.3) * CFrame.Angles(rad(11),rad(90),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.5,-.25) * CFrame.Angles(rad(9),rad(-90),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.35,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-15),rad(0),rad(10)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.35,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-15),rad(0),rad(-10)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),i)
- swait()
- end
- for i = 1,math.random(5,8) do
- fire(effpart,effects,tostring(phit.BrickColor),tostring(phit.BrickColor),math.random(7,13)/10,math.random(3,6)/10,math.random(4,6)/10,phit.Material,0,0,"Block",5,0,1,true)
- end
- wait(.3)
- landed = false
- hum.WalkSpeed = oldspeed
- hum.JumpPower = 50
- end
- end
- function punch1()
- using = true
- local speed1 = .075
- local speed2 = .095
- if mode == "Star" then
- speed1 = .095
- speed2 = .115
- end
- for i = 0,.75,speed1 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(10),rad(150)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(85),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-80),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(30),rad(90)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-10),rad(0),rad(10)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(210)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- if mode == "Normal" then
- magdamage(t.Position,3,random(6,15),743886825,1.5,true)
- elseif mode == "Demoralized" then
- magdamage(t.Position,4,random(12,25),743886825,1.5,true)
- elseif mode == "DEMORALIZATION" then
- magdamage(t.Position,5,random(35,75),386946017,3.5,true)
- elseif mode == "Star" then
- magdamage(t.Position,3.5,random(8,18),743886825,1.5,true)
- end
- pcall(function()
- sound(145487017,1,1,ra)
- end)
- for i = 0,1,speed2 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(-10),rad(210)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(95),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-80),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(.85,.5,-.35) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(-10),rad(90)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-20),rad(0),rad(-10)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(165)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- using = false
- end
- function punch2()
- using = true
- local speed1 = .075
- local speed2 = .095
- if mode == "Star" then
- speed1 = .095
- speed2 = .115
- end
- for i = 0,.75,speed1 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(-10),rad(210)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(80),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-85),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-10),rad(0),rad(0)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(-30),rad(-90)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(150)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- if mode == "Normal" then
- magdamage(t.Position,3,random(6,15),743886825,1.5,true)
- elseif mode == "Demoralized" then
- magdamage(t.Position,3,random(12,25),743886825,1.5,true)
- elseif mode == "DEMORALIZATION" then
- magdamage(t.Position,5,random(35,75),386946017,3.5,true)
- elseif mode == "Star" then
- magdamage(t.Position,3.5,random(8,18),743886825,1.5,true)
- end
- pcall(function()
- sound(145487017,1,1,ra)
- end)
- for i = 0,1,speed2 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(10),rad(150)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(95),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-80),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-20),rad(-10),rad(0)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-.85,.5,-.35) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(10),rad(-90)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(195)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- using = false
- end
- function punch3()
- using = true
- local speed1 = .075
- local speed2 = .095
- if mode == "Star" then
- speed1 = .095
- speed2 = .115
- end
- for i = 0,.75,speed1 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(10)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-10)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(60),rad(60)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(-60),rad(-60)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(180)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- if mode == "Normal" then
- pcall(function()
- sound(539294959,3,1,ra)
- end)
- local sphere = sphereefx(rut.CFrame * cf(0,0,-1.5),.5,6,Part4.BrickColor,.3)
- magdamage(sphere.Position,6,random(3,5),851453784,1.5,true)
- coroutine.resume(coroutine.create(function()
- for i = 1,4 do
- fire(sphere,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/10,math.random(3,6)/10,math.random(6,10)/20,"Neon",-7,7,"Block",10,.2,1,true)
- for i = 1,random(1,2) do
- wedgefire(rut,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/4,math.random(3,6)/4,math.random(6,10)/12,"Neon",-25,25,35,.3,1,true)
- end
- end
- for i = 1,3 do
- sphere = sphereefx(rut.CFrame * cf(0,0,-1.5),.5,6,Part4.BrickColor,.3)
- magdamage(sphere.Position,6,random(3,5),851453784,1.5,true)
- swait()
- end
- end))
- elseif mode == "Demoralized" then
- pcall(function()
- sound(539294959,3,1,ra)
- end)
- local sphere = sphereefx(rut.CFrame * cf(0,0,-1.5),.5,9,Part4.BrickColor,.3)
- magdamage(sphere.Position,9,random(6,9),851453784,1.5,true)
- coroutine.resume(coroutine.create(function()
- for i = 1,4 do
- fire(sphere,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/6,math.random(3,6)/5,math.random(6,10)/17,"Neon",-12,12,"Block",15,.2,1,true)
- end
- for i = 1,3 do
- sphere = sphereefx(rut.CFrame * cf(0,0,-1.5),.5,9,Part4.BrickColor,.3)
- magdamage(sphere.Position,9,random(6,9),851453784,1.5,true)
- swait()
- end
- end))
- elseif mode == "DEMORALIZATION" then
- pcall(function()
- sound(539294959,6,1,ra)
- end)
- local sphere = sphereefx(rut.CFrame * cf(0,0,-1.5),.5,14,Part4.BrickColor,.3)
- magdamage(sphere.Position,10,random(25,60),851453784,1.5,true)
- coroutine.resume(coroutine.create(function()
- for i = 1,4 do
- fire(sphere,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/6,math.random(3,6)/5,math.random(6,10)/17,"Neon",-12,12,"Block",15,.2,1,true)
- end
- for i = 1,3 do
- sphere = sphereefx(rut.CFrame * cf(0,0,-1.5),.5,14,Part4.BrickColor,.3)
- magdamage(sphere.Position,14,random(25,60),851453784,1.5,true)
- swait()
- end
- end))
- elseif mode == "Star" then
- pcall(function()
- sound(539294959,3,1,ra)
- end)
- local sphere = sphereefx(rut.CFrame * cf(0,0,-1.5),.7,7,Part4.BrickColor,.3)
- magdamage(sphere.Position,7,random(4,6),851453784,1.5,true)
- coroutine.resume(coroutine.create(function()
- for i = 1,4 do
- fire(sphere,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/10,math.random(3,6)/10,math.random(6,10)/20,"Neon",-7,7,"Block",10,.2,1,true)
- for i = 1,random(1,2) do
- wedgefire(rut,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/4,math.random(3,6)/4,math.random(6,10)/12,"Neon",-25,25,35,.3,1,true)
- end
- end
- for i = 1,3 do
- sphere = sphereefx(rut.CFrame * cf(0,0,-1.5),.7,7,Part4.BrickColor,.3)
- magdamage(sphere.Position,7,random(4,6),851453784,1.5,true)
- swait()
- end
- end))
- end
- for i = 0,1,speed2 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-10)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(10)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(-60),rad(80)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(60),rad(-80)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(180)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- using = false
- end
- function tp()
- pcall(function()
- if mouse.Hit then
- local oldtorsocf = t.CFrame
- local sphere = sphereefx(rut.CFrame,3,9,Part4.BrickColor,.3)
- if mode == "Normal" then
- magdamage(sphere.Position,12,random(3,5),851453784,1.5,true)
- elseif mode == "Demoralized" then
- magdamage(sphere.Position,12,random(6,9),851453784,1.5,true)
- elseif mode == "DEMORALIZATION" then
- magdamage(sphere.Position,18,random(30,75),851453784,1.5,true)
- elseif mode == "Star" then
- magdamage(sphere.Position,10,random(4,6),851453784,1.5,true)
- end
- for i = 1,4 do
- fire(rut,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/6,math.random(3,6)/5,math.random(6,10)/17,"Neon",-12,12,"Block",15,.2,1,true)
- for i = 1,random(1,2) do
- wedgefire(rut,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/4,math.random(3,6)/4,math.random(6,10)/12,"Neon",-25,25,35,.3,1,true)
- end
- end
- pcall(function()
- sound(2346156347,6,1,t)
- end)
- rut.CFrame = cf(mouse.Hit.x,mouse.Hit.y,mouse.Hit.z) * cf(0,3,0)
- local wideness = 1
- if mode == "DEMORALIZATION" then
- wideness = 2.5
- end
- partray(oldtorsocf,t.Position,Part4.BrickColor,wideness)
- for i = 1,4 do
- fire(rut,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/6,math.random(3,6)/5,math.random(6,10)/17,"Neon",-12,12,"Block",15,.2,1,true)
- for i = 1,random(1,2) do
- wedgefire(rut,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/4,math.random(3,6)/4,math.random(6,10)/12,"Neon",-25,25,35,.3,1,true)
- end
- end
- for i = 1,3 do
- sphere = sphereefx(rut.CFrame,5,12,Part4.BrickColor,.3)
- if mode == "Normal" then
- magdamage(sphere.Position,12,random(3,5),851453784,1.5,true)
- elseif mode == "Demoralized" then
- magdamage(sphere.Position,12,random(6,9),851453784,1.5,true)
- elseif mode == "DEMORALIZATION" then
- magdamage(sphere.Position,18,random(30,75),851453784,1.5,true)
- elseif mode == "Star" then
- magdamage(sphere.Position,10,random(4,6),851453784,1.5,true)
- end
- swait()
- end
- end
- end)
- end
- function throwfireanim()
- using = true
- local speed1 = .035
- local speed2 = .095
- if mode == "Star" then
- speed1 = .055
- speed2 = .095
- end
- for i = 0,.7,speed1 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(0),rad(145)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,-.5) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(10),rad(-70),rad(110)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-10),rad(0),rad(-10)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(195)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- throwfire(ra.CFrame*cf(0,-1.5,0),mouse.Hit.p,100)
- for i = 0,.8,speed2 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(0),rad(215)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(.85,.5,-.25) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-20),rad(40),rad(100)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-15),rad(0),rad(10)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(165)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- using = false
- end
- local sou = Instance.new("Sound")
- function roaranim()
- using = true
- roar.TimePosition = .3
- roar.Volume = 5
- local siez = 25
- if mode == "DEMORALIZATION" then
- roar.Volume = 10
- siez = 40
- end
- roar:Play()
- roaring = true
- local hit,pos,rot = rayc(rut.Position,-rut.CFrame.UpVector,{char},500)
- if hit then
- placefirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),siez)
- end
- for i,v in pairs(char:GetChildren()) do
- if v:IsA("BasePart") then
- lesserfirepart(v)
- end
- end
- for i = 0,.8,.065 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-70),rad(0),rad(180)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-20)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(20)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1.5,.5,-.4) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(-110),rad(75)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1.5,.5,-.4) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(110),rad(-75)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-50),rad(0),rad(180)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- repeat
- change = change+sine
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-70),rad(0),rad(180)) * angles(-cos(change/aa/2.5) * rad(10),0,0),.1)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-20)) * angles(0,0,-cos(change/aa/2.5) * rad(10)),.1)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(20)) * angles(0,0,cos(change/aa/2.5) * rad(10)),.1)
- rs.C0 = rs.C0:Lerp(CFrame.new(1.5,.5,-.4) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(-110),rad(75)),.1)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1.5,.5,-.4) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(110),rad(-75)),.1)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-50),rad(0),rad(180)) * angles(cos(change/aa/1.5)*rad(10),sin(change/aa/1.5)*rad(2.5),sin(change/aa/1)*rad(10)) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),.1)
- swait()
- until roar.TimePosition >=5
- roar:Stop()
- roaring = false
- using = false
- end
- function giantkickorstompanim()
- if mode == "Normal" and not superattackcooldown1 then
- superattackcooldown1 = true
- using = true
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- for i = 0,.8,.045 do
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.35,-.5) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-10)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(10)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(40),rad(125)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(-40),rad(-125)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- local hit,pos,rot = rayc(rut.Position,-rut.CFrame.UpVector,{char},500)
- if hit then
- placefirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),75)
- end
- for i = 0,.8,.065 do
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,-.5) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(10)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-10)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(40),rad(-45)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(-40),rad(45)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- using = false
- superattackcooldown1 = false
- elseif mode == "Demoralized" and not superattackcooldown2 then
- superattackcooldown2 = true
- using = true
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- for i = 0,1.6,.045 do
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,-1,0) * CFrame.Angles(rad(-90),rad(-20),rad(160)) * CFrame.Angles(rad(60),rad(0),rad(0)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.3,-.6) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(30),rad(15)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,.7,.1) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(40),rad(-35)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(.9,.35,.15) * cf(random(-2,2)/20,random(-2,2)/20,random(-2,2)/20) * CFrame.Angles(rad(0),rad(60),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(110)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.4,-.5) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(20),rad(-60)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-120),rad(0),rad(200)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- local hit,pos,rot = rayc(rut.Position,-rut.CFrame.UpVector,{char},500)
- if hit then
- placefirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),200)
- end
- for i = 0,.6,.06 do
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,-1,0) * CFrame.Angles(rad(-90),rad(10),rad(200)) * CFrame.Angles(rad(60),rad(0),rad(0)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.3,-.6) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(-10),rad(5)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.7,.1) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(40),rad(-35)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(.9,.25,-.75) * cf(random(-2,2)/20,random(-2,2)/20,random(-2,2)/20) * CFrame.Angles(rad(0),rad(60),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(60)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.4,-.5) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(10),rad(-50)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-120),rad(0),rad(160)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- using = false
- wait(7)
- superattackcooldown2 = false
- elseif mode == "DEMORALIZATION" and not superattackcooldown3 then
- superattackcooldown3 = true
- using = true
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- for i = 0,1.6,.045 do
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,-1,0) * CFrame.Angles(rad(-90),rad(-20),rad(160)) * CFrame.Angles(rad(60),rad(0),rad(0)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.3,-.6) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(30),rad(15)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,.7,.1) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(40),rad(-35)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(.9,.35,.15) * cf(random(-2,2)/20,random(-2,2)/20,random(-2,2)/20) * CFrame.Angles(rad(0),rad(60),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(110)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.4,-.5) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(20),rad(-60)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-120),rad(0),rad(200)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- local hit,pos,rot = rayc(rut.Position,-rut.CFrame.UpVector,{char},500)
- if hit then
- placefirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),huge)
- end
- for i = 0,.6,.06 do
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,-1,0) * CFrame.Angles(rad(-90),rad(10),rad(200)) * CFrame.Angles(rad(60),rad(0),rad(0)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.3,-.6) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(-10),rad(5)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.7,.1) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(40),rad(-35)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(.9,.25,-.75) * cf(random(-2,2)/20,random(-2,2)/20,random(-2,2)/20) * CFrame.Angles(rad(0),rad(60),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(60)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.4,-.5) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(10),rad(-50)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-120),rad(0),rad(160)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- using = false
- wait(4)
- superattackcooldown3 = false
- elseif mode == "Star" and not superattackcooldown4 then
- superattackcooldown4 = true
- using = true
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- for i = 0,.95,.055 do
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,.1) * CFrame.Angles(rad(-80),rad(0),rad(180)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.7,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(170)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-.7,.4,0) * CFrame.Angles(0,rad(-90),rad(0)) * CFrame.Angles(rad(2),rad(-90),rad(-91)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-60),rad(0),rad(180)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- hum.WalkSpeed = 35
- hum.JumpPower = 85
- coroutine.resume(coroutine.create(function()
- sound(376107717,10,1,h)
- sphereefx(ra.CFrame*cf(0,-1,0),1,3,Part4.BrickColor,.2)
- partray(ra.CFrame,v3(ra.CFrame.x,ra.CFrame.y+500,ra.CFrame.z),tostring(Part4.BrickColor),1,.5)
- wait(.5)
- for i = 1,random(5,8) do
- skybeam(cf(rut.CFrame.x+random(-50,50),rut.CFrame.y+150,rut.CFrame.z+random(-50,50)))
- end
- end))
- using = false
- wait(2)
- superattackcooldown4 = false
- end
- end
- function laseranim()
- using = true
- local speed1 = .03
- if mode == "Star" then
- speed1 = .05
- end
- for i = 0,.8,speed1 do
- turnto(mouse.Hit.p)
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(0),rad(270)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1.25,0,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-90),rad(0),rad(0)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(-10),rad(15)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(90)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- sphereefx(ra.CFrame*cf(0,-1,0),1,3,Part4.BrickColor,.2)
- local soun = sound(376107717,5,1,h)
- laser(Part4,mouse.Hit.p)
- using = false
- end
- function skystrikeanim()
- using = true
- local speed1 = .03
- if mode == "Star" then
- speed1 = .05
- end
- for i = 0,.8,speed1 do
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,.1,.1) * CFrame.Angles(rad(-80),rad(0),rad(180)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1.1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-10)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1.1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(10)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.7,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(10),rad(-15),rad(170)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-15),rad(0),rad(10)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-60),rad(0),rad(180)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- skybeam(cf(mouse.Hit.x,mouse.Hit.y,mouse.Hit.z))
- using = false
- end
- --Connections
- mouse.Button1Down:Connect(function()
- if not using then
- if currentpunch == 1 then
- currentpunch = currentpunch+1
- punch1()
- elseif currentpunch == 2 then
- currentpunch = currentpunch+1
- punch2()
- elseif currentpunch == 3 then
- currentpunch = 1
- punch3()
- end
- end
- end)
- mouse.KeyDown:Connect(function(key)
- if key == "q" and mode == "Normal" then
- changecolors(.25,modecolors.demoralizedcolors.color1,modecolors.demoralizedcolors.color2,modecolors.demoralizedcolors.neoncolor)
- mode = "Demoralized"
- text.Text = mode
- if music or music.Parent then
- music.SoundId = ids.demoralizedmode
- songid = ids.demoralizedmode
- if not deafen then
- music.Volume = 10
- vol = 10
- end
- end
- elseif key == "q" and mode == "Demoralized" then
- mode = "DEMORALIZATION"
- text.Text = mode
- changecolors(.25,modecolors.demoralizationcolors.color1,modecolors.demoralizationcolors.color2,modecolors.demoralizationcolors.neoncolor)
- if music or music.Parent then
- music.SoundId = ids.demoralizationmode
- songid = ids.demoralizationmode
- if not deafen then
- music.Volume = 10
- vol = 10
- end
- end
- elseif key == "q" and mode == "DEMORALIZATION" then
- changecolors(.25,modecolors.starcolors.color1,modecolors.starcolors.color2,modecolors.starcolors.neoncolor)
- mode = "Star"
- text.Text = mode
- if music or music.Parent then
- music.SoundId = ids.starmode
- songid = ids.starmode
- if not deafen then
- music.Volume = 10
- vol = 10
- end
- end
- elseif key == "q" and mode == "Star" then
- changecolors(.25,modecolors.normalcolors.color1,modecolors.normalcolors.color2,modecolors.normalcolors.neoncolor)
- mode = "Normal"
- text.Text = mode
- if music or music.Parent then
- music.SoundId = ids.normalmode
- songid = ids.normalmode
- if not deafen then
- music.Volume = 10
- vol = 10
- end
- end
- end
- if key == "x" and not using then
- tp()
- end
- if key == "r" and not using then
- throwfireanim()
- end
- if key == "t" and not using and mode == "Demoralized" or key == "t" and not using and mode == "DEMORALIZATION" then
- roaranim()
- end
- if key == "n" and not using then
- giantkickorstompanim()
- end
- if key == "f" and not using then
- laseranim()
- end
- if key == "m" and not deafen then
- deafen = true
- music.Volume = 0
- vol = 0
- elseif key == "m" and deafen then
- deafen = false
- vol = 1.5
- if mode == "DEMORALIZATION" then
- vol = 5
- end
- music.Volume = vol
- end
- if key == "e" and not using then
- skystrikeanim()
- end
- end)
- --Animations
- local firewristbandeffects = coroutine.wrap(function()
- while hum.Health >.01 do
- if mode == "Normal" and not roaring and not landed then
- hum.WalkSpeed = 16
- hum.JumpPower = 50
- jp = 50
- elseif mode == "Demoralized" and not roaring and not landed then
- hum.WalkSpeed = 12
- hum.JumpPower = 50
- jp = 50
- elseif mode == "DEMORALIZATION" and not roaring and not landed then
- hum.WalkSpeed = 10
- hum.JumpPower = 50
- jp = 50
- elseif mode == "Star" and not roaring and not landed then
- hum.WalkSpeed = 25
- hum.JumpPower = 60
- jp = 60
- end
- if roaring then
- hum.WalkSpeed = 25
- hum.JumpPower = 60
- end
- if mode == "Demoralized" then
- local hit,pos,rot = rayc(rut.Position,-rut.CFrame.UpVector,{char},500)
- local rand = random(1,7)
- if hit and rand == 7 then
- placeweakfirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),random(3,6))
- end
- elseif mode == "DEMORALIZATION" then
- local hit,pos,rot = rayc(rut.Position,-rut.CFrame.UpVector,{char},500)
- local rand = random(1,7)
- if hit and rand == 5 then
- placeweakfirepart(cf(pos,pos+rot)*angles(rad(-90),0,0),random(7,12))
- end
- end
- if not roar.Parent then
- roar = ins("Sound",rut)
- roar.Volume = 5
- roar.SoundId = "rbxassetid://2631687985"
- roar.EmitterSize = 100
- end
- local rand = random(1,3)
- if rand == 2 then
- wedgefire(Part8,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,10)/20,math.random(3,6)/20,math.random(6,10)/11,"Neon",-2,2,5,.3,1,true)
- end
- fire(Part8,effects,tostring(Part4.BrickColor),tostring(Part6.BrickColor),math.random(7,13)/15,math.random(3,6)/15,math.random(6,10)/12,"Neon",-1,1,"Block",3,.2,1,true)
- wait(random(2,4)/6)
- end
- end)
- local anims = coroutine.wrap(function()
- while hum.Health > .01 do
- signweld.C0 = angles(rad(0),rad(90),rad(0))
- if not lsound.Parent then
- lsound = Instance.new("Sound",effpart) lsound.Volume = lsvol lsound.SoundId = "rbxassetid://1161221108"
- end
- if not music.Parent or not music then
- music = ins("Sound",t)
- music.Volume = vol
- music.SoundId = songid
- music.Looped = true
- music.TimePosition = timepos
- music.EmitterSize = 100
- music:Play()
- end
- if not effects or not effects.Parent then
- effects = ins("Model",char)
- effects.Name = "Effects"
- end
- timepos = music.TimePosition
- local hit,pos,rot = rayc(rut.Position -v3(0,1,0),-rut.CFrame.UpVector,{char},2.7)
- local grhit,grpos,grrot = rayc(grabpart.Position,-grabpart.CFrame.UpVector,{char},1)
- phit = hit
- if not using then
- if grhit and grhit.Anchored == true then
- cangrabthecorner = true
- else
- cangrabthecorner = false
- end
- end
- if cangrabthecorner and not grabbedc then
- local shit,spos,srot = rayc(rut.Position+Vector3.new(0,2.5,0),rut.CFrame.LookVector,{char},1.5)
- if shit then
- grabbedc = true
- local cf = CFrame.new(spos,spos+srot) * CFrame.Angles(rad(0),rad(180),0) * CFrame.new(0,-2,.7)
- using = true
- cangrabthecorner = false
- rut.Anchored = true
- local oldws = hum.WalkSpeed
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rut.CFrame = cf
- local curcf = rut.CFrame
- for i = 0,1,.1 do
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(0),rad(180)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(.85,.8,.5) * CFrame.Angles(rad(160),rad(90),rad(0)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-.85,.8,.5) * CFrame.Angles(rad(160),rad(-90),rad(0)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-30),rad(0),rad(180)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- for i = 0,.65,.025 do
- rut.CFrame = rut.CFrame:Lerp(curcf * CFrame.new(0,4.5,-1.5),i)
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,-.4,0) * CFrame.Angles(rad(-120),rad(0),rad(180)),i)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.6,-.6) * CFrame.Angles(rad(-20),rad(90),rad(0)),i)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.1,-.6) * CFrame.Angles(rad(30),rad(-90),rad(0)),i)
- rs.C0 = rs.C0:Lerp(CFrame.new(.85,.3,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(10)),i)
- ls.C0 = ls.C0:Lerp(CFrame.new(-.85,.3,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(10)),i)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),i)
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- swait()
- end
- hum.WalkSpeed = oldws
- rut.Anchored = false
- t.Anchored = false
- using = false
- grabbedc = false
- end
- end
- walkspeed = hum.WalkSpeed
- sumthin = walkspeed/8
- animspeed1 = 1.5/sumthin
- change = change +sine
- local vervel = rut.Velocity.y
- local tvel = (rut.Velocity * v3(1,0,1)).Magnitude
- local Ccf=rut.CFrame
- local Walktest1 = hum.MoveDirection*Ccf.LookVector
- local Walktest2 = hum.MoveDirection*Ccf.RightVector
- local rotfb = Walktest1.X+Walktest1.Z
- local rotrl = Walktest2.X+Walktest2.Z
- if lookinaround then
- lchange = lchange +sine
- else
- lchange = 0
- end
- if anim == "fall" and not hit then
- readytoland = true
- end
- if readytoland then
- hum.JumpPower = 0
- else
- hum.JumpPower = jp
- end
- if not landed then
- if readytoland and hit then
- land()
- end
- if mode == "Normal" then
- if not hum.Sit then
- if anim == "idle" and hit ~= nil then
- if not using then
- --Neck
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.new(0,0,cos(change/aa/2.5)/(2.5*10)) * CFrame.Angles(sin(change/aa/2.5)*rad(1),0,-sin(change/aa/2.5)*rad(1)),.1)
- --Humanoid Root Part
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.new(0,cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10)) * CFrame.Angles(sin(change/aa/2.5)*rad(1),0,0),.1)
- --Shoulders
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.new(-cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(.1,0,0) * CFrame.Angles(sin(change/aa/1.5)*rad(1),sin(change/aa/2.5)*rad(1),sin(change/aa/2.5)*rad(2.5)),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.new(cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(.1,0,0) * CFrame.Angles(sin(change/aa/2.5)*rad(1),sin(change/aa/2.5)*rad(1),-sin(change/aa/2.5)*rad(2.5)),.1)
- --Hips
- rh.C1 = rh.C1:Lerp(cff5 * CFrame.new(cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,sin(change/aa/2.5)*rad(1)) * CFrame.Angles(0,0,0),.1)
- lh.C1 = lh.C1:Lerp(cff6 * CFrame.new(-cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,-sin(change/aa/2.5)*rad(1)) * CFrame.Angles(0,0,0),.1)
- end
- elseif anim == "sit" then
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- elseif anim == "jump" and hit == nil then
- if not using then
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.Angles(-rotfb/3,0,rotrl/3),.1)
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.Angles(-rotfb/5,rotrl/5,0),.1)
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.Angles(-rotrl/3,rotfb/3,-rotfb/3),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.Angles(rotrl/3,-rotfb/3,rotfb/3),.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- end
- elseif anim == "fall" and hit == nil then
- if not using then
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.Angles(rotfb/2,0,rotrl),.1)
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.Angles(-rotfb/5,rotrl/5,rotrl/5),.1)
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.Angles(-rotrl/3,rotfb/3,rotfb/3),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.Angles(rotrl/3,-rotfb/3,-rotfb/3),.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),.025)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),.025)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.55,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),.025)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.35,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(20)),.025)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(-20)),.025)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),.025)
- end
- elseif anim == "walk" and hit ~= nil then
- if not using then
- --Neck
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.new(0,0,cos(change/aa/animspeed1)/17.5) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(5),-rut.RotVelocity.y/90,rut.RotVelocity.y/60),walkanimspeed)
- --Humanoid Root Part
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.new(0,0,cos(change/aa/animspeed1)/15) * CFrame.Angles(sin(change/aa/animspeed1)*rad(2.5*sumthin),-rut.RotVelocity.y/100,sin(change/aa/animspeed1)*rad(5*sumthin) * -rut.RotVelocity.y/100) * CFrame.Angles(-rotfb/5,rotrl/5,0),walkanimspeed)
- --Shoulders
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.new(0,0,0) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(3*sumthin)*rotfb,-sin(change/aa/animspeed1)*rad(5)*rotfb,0) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(5)*rotfb,-sin(change/aa/animspeed1)*rad(5)*rotfb,-sin(change/aa/animspeed1)*rad(35*sumthin)*rotfb),walkanimspeed)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.new(0,0,0) * CFrame.Angles(sin(change/aa/animspeed1)*rad(3*sumthin)*rotfb,-sin(change/aa/animspeed1)*rad(5)*rotfb,0) * CFrame.Angles(sin(change/aa/animspeed1)*rad(5)*rotfb,-sin(change/aa/animspeed1)*rad(5)*rotfb,-sin(change/aa/animspeed1)*rad(35*sumthin)*rotfb),walkanimspeed)
- --Hips
- rh.C1 = rh.C1:Lerp(cf5 * CFrame.new((cos(change/aa/animspeed1)/3.5)*rotfb or (cos(change/aa/animspeed1)/3.5)*rotrl,(cos(change/aa/animspeed1)/4),(cos(change/aa/animspeed1)/4)*rotrl) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,sin(change/aa/animspeed1)*rad(30*sumthin)*rotfb),walkanimspeed)
- lh.C1 = lh.C1:Lerp(cf6 * CFrame.new((cos(change/aa/animspeed1)/3.5)*rotfb or (cos(change/aa/animspeed1)/3.5)*rotrl,(-cos(change/aa/animspeed1)/4),(cos(change/aa/animspeed1)/4)*rotrl) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,sin(change/aa/animspeed1)*rad(30*sumthin)*rotfb),walkanimspeed)
- end
- end
- else
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- end
- elseif mode == "Demoralized" then
- if not hum.Sit then
- if anim == "idle" and hit ~= nil then
- if not using then
- --Neck
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.new(0,0,cos(change/aa/2.5)/(2.5*10)) * CFrame.Angles(sin(change/aa/2.5)*rad(1),0,-sin(change/aa*1.5)*rad(5)) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),.1)
- --Humanoid Root Part
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.new(0,cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10)) * CFrame.Angles(sin(change/aa/2.5)*rad(1),0,0),.1)
- --Shoulders
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.new(cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(.1,0,0) * CFrame.Angles(sin(change/aa/1.5)*rad(1),sin(change/aa/2.5)*rad(1),sin(change/aa/2.5)*rad(2.5)) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.new(cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(.1,0,0) * CFrame.Angles(sin(change/aa/2.5)*rad(1),sin(change/aa/2.5)*rad(1),-sin(change/aa/2.5)*rad(2.5)) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),.1)
- --Hips
- rh.C1 = rh.C1:Lerp(cff5 * CFrame.new(cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,sin(change/aa/2.5)*rad(1)) * CFrame.Angles(0,0,0),.1)
- lh.C1 = lh.C1:Lerp(cff6 * CFrame.new(-cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,-sin(change/aa/2.5)*rad(1)) * CFrame.Angles(0,0,0),.1)
- end
- elseif anim == "sit" then
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- elseif anim == "jump" and hit == nil then
- if not using then
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.Angles(-rotfb/3,0,rotrl/3),.1)
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.Angles(-rotfb/5,rotrl/5,0),.1)
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.Angles(-rotrl/3,rotfb/3,-rotfb/3),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.Angles(rotrl/3,-rotfb/3,rotfb/3),.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- end
- elseif anim == "fall" and hit == nil then
- if not using then
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.Angles(rotfb/2,0,rotrl),.1)
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.Angles(-rotfb/5,rotrl/5,rotrl/5),.1)
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.Angles(-rotrl/3,rotfb/3,rotfb/3),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.Angles(rotrl/3,-rotfb/3,-rotfb/3),.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),.025)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),.025)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.55,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),.025)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.35,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(20)),.025)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(-20)),.025)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),.025)
- end
- elseif anim == "walk" and hit ~= nil then
- if not using then
- --Neck
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.new(0,0,cos(change/aa/animspeed1)/17.5) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(5),-rut.RotVelocity.y/90,rut.RotVelocity.y/60) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),walkanimspeed)
- --Humanoid Root Part
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.new(0,0,cos(change/aa/animspeed1)/15) * CFrame.Angles(sin(change/aa/animspeed1)*rad(2.5*sumthin),-rut.RotVelocity.y/100,sin(change/aa/animspeed1)*rad(5*sumthin) * -rut.RotVelocity.y/100) * CFrame.Angles(-rotfb/5,rotrl/5,0),walkanimspeed)
- --Shoulders
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.new(cos(change/aa/2.5)/(1.5*10),-cos(change/aa/2.5)/(1.5*10),0) * CFrame.Angles(.1,0,0) * CFrame.Angles(sin(change/aa/2.5)*rad(1),sin(change/aa/2.5)*rad(1),sin(change/aa/2.5)*rad(2.5)) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.new(0,0,0) * CFrame.Angles(sin(change/aa/animspeed1)*rad(3*sumthin)*rotfb,-sin(change/aa/animspeed1)*rad(10)*rotfb,0) * CFrame.Angles(sin(change/aa/animspeed1)*rad(5)*rotfb,-sin(change/aa/animspeed1)*rad(15)*rotfb,-sin(change/aa/animspeed1)*rad(35*sumthin)*rotfb or rotrl) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),walkanimspeed)
- --Hips
- rh.C1 = rh.C1:Lerp(cf5 * CFrame.new((cos(change/aa/animspeed1)/3.5)*rotfb or (cos(change/aa/animspeed1)/3.5)*rotrl,(cos(change/aa/animspeed1)/4),(cos(change/aa/animspeed1)/4)*rotrl) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,sin(change/aa/animspeed1)*rad(30*sumthin)*rotfb),walkanimspeed)
- lh.C1 = lh.C1:Lerp(cf6 * CFrame.new((cos(change/aa/animspeed1)/3.5)*rotfb or (cos(change/aa/animspeed1)/3.5)*rotrl,(-cos(change/aa/animspeed1)/4),(cos(change/aa/animspeed1)/4)*rotrl) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,sin(change/aa/animspeed1)*rad(30*sumthin)*rotfb),walkanimspeed)
- end
- end
- else
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- end
- elseif mode == "DEMORALIZATION" then
- if not hum.Sit then
- if anim == "idle" and hit ~= nil then
- if not using then
- --Neck
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.new(0,0,cos(change/aa/2.5)/(2.5*10)) * CFrame.Angles(sin(change/aa/2.5)*rad(1),0,-sin(change/aa*1.25)*rad(10)) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),.1)
- --Humanoid Root Part
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.new(0,cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10)) * CFrame.Angles(sin(change/aa/2.5)*rad(1),0,0),.1)
- --Shoulders
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.new(cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(.1,0,0) * CFrame.Angles(sin(change/aa/1.5)*rad(1),sin(change/aa/2.5)*rad(1),sin(change/aa/2.5)*rad(2.5)) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.new(cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(.1,0,0) * CFrame.Angles(sin(change/aa/2.5)*rad(1),sin(change/aa/2.5)*rad(1),-sin(change/aa/2.5)*rad(2.5)) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),.1)
- --Hips
- rh.C1 = rh.C1:Lerp(cff5 * CFrame.new(cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,sin(change/aa/2.5)*rad(1)) * CFrame.Angles(0,0,0),.1)
- lh.C1 = lh.C1:Lerp(cff6 * CFrame.new(-cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,-sin(change/aa/2.5)*rad(1)) * CFrame.Angles(0,0,0),.1)
- end
- elseif anim == "sit" then
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- elseif anim == "jump" and hit == nil then
- if not using then
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.Angles(-rotfb/3,0,rotrl/3),.1)
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.Angles(-rotfb/5,rotrl/5,0),.1)
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.Angles(-rotrl/3,rotfb/3,-rotfb/3),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.Angles(rotrl/3,-rotfb/3,rotfb/3),.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- end
- elseif anim == "fall" and hit == nil then
- if not using then
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.Angles(rotfb/2,0,rotrl),.1)
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.Angles(-rotfb/5,rotrl/5,rotrl/5),.1)
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.Angles(-rotrl/3,rotfb/3,rotfb/3),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.Angles(rotrl/3,-rotfb/3,-rotfb/3),.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),.025)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),.025)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.55,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),.025)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.35,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(20)),.025)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(-20)),.025)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),.025)
- end
- elseif anim == "walk" and hit ~= nil then
- if not using then
- --Neck
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.new(0,0,cos(change/aa/animspeed1)/17.5) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(5),-rut.RotVelocity.y/90,rut.RotVelocity.y/60) * angles(rad(random(-10,10)),rad(random(-10,10)),rad(random(-10,10))),walkanimspeed)
- --Humanoid Root Part
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.new(0,0,cos(change/aa/animspeed1)/15) * CFrame.Angles(sin(change/aa/animspeed1)*rad(2.5*sumthin),-rut.RotVelocity.y/100,sin(change/aa/animspeed1)*rad(5*sumthin) * -rut.RotVelocity.y/100) * CFrame.Angles(-rotfb/5,rotrl/5,0),walkanimspeed)
- --Shoulders
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.new(0,0,0) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(3*sumthin)*rotfb,-sin(change/aa/animspeed1)*rad(5)*rotfb,0) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(5)*rotfb,-sin(change/aa/animspeed1)*rad(5)*rotfb,-sin(change/aa/animspeed1)*rad(20*sumthin)*rotfb),walkanimspeed)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.new(0,0,0) * CFrame.Angles(sin(change/aa/animspeed1)*rad(3*sumthin)*rotfb,-sin(change/aa/animspeed1)*rad(5)*rotfb,0) * CFrame.Angles(sin(change/aa/animspeed1)*rad(5)*rotfb,-sin(change/aa/animspeed1)*rad(5)*rotfb,-sin(change/aa/animspeed1)*rad(20*sumthin)*rotfb),walkanimspeed)
- --Hips
- rh.C1 = rh.C1:Lerp(cf5 * CFrame.new((cos(change/aa/animspeed1)/3.5)*rotfb or (cos(change/aa/animspeed1)/3.5)*rotrl,(cos(change/aa/animspeed1)/4),(cos(change/aa/animspeed1)/4)*rotrl) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,sin(change/aa/animspeed1)*rad(30*sumthin)*rotfb),walkanimspeed)
- lh.C1 = lh.C1:Lerp(cf6 * CFrame.new((cos(change/aa/animspeed1)/3.5)*rotfb or (cos(change/aa/animspeed1)/3.5)*rotrl,(-cos(change/aa/animspeed1)/4),(cos(change/aa/animspeed1)/4)*rotrl) * CFrame.Angles(-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,-sin(change/aa/animspeed1)*rad(15*sumthin)*rotrl,sin(change/aa/animspeed1)*rad(30*sumthin)*rotfb),walkanimspeed)
- end
- end
- else
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- end
- elseif mode == "Star" then
- if not hum.Sit then
- if anim == "idle" and hit ~= nil then
- if not using then
- --Neck
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.new(0,0,0) * CFrame.Angles(sin(change/aa/2.5)*rad(1),sin(change/aa/3.5)*rad(6.5),-sin(change/aa/2.5)*rad(1)),.1)
- --Humanoid Root Part
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.new(0,cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10)) * CFrame.Angles(sin(change/aa/2.5)*rad(1),0,0),.1)
- --Shoulders
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.new(-cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,0) * CFrame.Angles(sin(change/aa/1.5)*rad(1),sin(change/aa/2.5)*rad(3),sin(change/aa/2.5)*rad(2.5)),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.new(cos(change/aa/2.5)/(2.5*10),cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,0) * CFrame.Angles(sin(change/aa/2.5)*rad(1),sin(change/aa/2.5)*rad(3),-sin(change/aa/2.5)*rad(2.5)),.1)
- --Hips
- rh.C1 = rh.C1:Lerp(cff5 * CFrame.new(cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,sin(change/aa/2.5)*rad(1)) * CFrame.Angles(0,0,0),.1)
- lh.C1 = lh.C1:Lerp(cff6 * CFrame.new(-cos(change/aa/2.5)/(2.5*10),-cos(change/aa/2.5)/(2.5*10),0) * CFrame.Angles(0,0,-sin(change/aa/2.5)*rad(1)) * CFrame.Angles(0,0,0),.1)
- end
- elseif anim == "sit" then
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- elseif anim == "jump" and hit == nil then
- if not using then
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.Angles(-rotfb/3,0,rotrl/3),.1)
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.Angles(-rotfb/5,rotrl/5,0),.1)
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.Angles(-rotrl/3,rotfb/3,-rotfb/3),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.Angles(rotrl/3,-rotfb/3,rotfb/3),.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- end
- elseif anim == "fall" and hit == nil then
- if not using then
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.Angles(rotfb/2,0,rotrl),.1)
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.Angles(-rotfb/5,rotrl/5,rotrl/5),.1)
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.Angles(-rotrl/3,rotfb/3,rotfb/3),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.Angles(rotrl/3,-rotfb/3,-rotfb/3),.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),.025)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),.025)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.55,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),.025)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.35,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(20)),.025)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(-20)),.025)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),.025)
- end
- elseif anim == "walk" and hit ~= nil then
- if not using then
- --Neck
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.new(0,0,cos(change/aa/animspeed1/1.5)/15) * CFrame.Angles(-sin(change/aa/animspeed1/1.5)*rad(5),-rut.RotVelocity.y/90,rut.RotVelocity.y/60),walkanimspeed/1.3)
- --Humanoid Root Part
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.new(0,0,cos(change/aa/animspeed1/1)/6) * CFrame.Angles(sin(change/aa/animspeed1/1.5)*rad(2.5*sumthin),-rut.RotVelocity.y/100,sin(change/aa/animspeed1/1.5)*rad(5*sumthin) * -rut.RotVelocity.y/100) * CFrame.Angles(-rotfb/5,rotrl/5,0),walkanimspeed/1.3)
- --Shouldersd
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.new(0,0,0) * CFrame.Angles(-cos(change/aa/animspeed1/.75)*rad(5),-sin(change/aa/animspeed1/.75)*rad(5)*rotfb,0) * CFrame.Angles(-sin(change/aa/animspeed1/1.5)*rad(5)*rotfb,-sin(change/aa/animspeed1/1.5)*rad(5)*rotrl,-sin(change/aa/animspeed1/1.5)*rad(35*sumthin/1.3)*rotfb),walkanimspeed/1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.new(0,0,0) * CFrame.Angles(cos(change/aa/animspeed1/.75)*rad(5),sin(change/aa/animspeed1/.75)*rad(5)*rotrl,0) * CFrame.Angles(sin(change/aa/animspeed1/1.5)*rad(5)*rotfb,-sin(change/aa/animspeed1/1.5)*rad(5)*rotfb,-sin(change/aa/animspeed1/1.5)*rad(35*sumthin/1.3)*rotfb),walkanimspeed/1)
- --Hips
- rh.C1 = rh.C1:Lerp(cf5 * CFrame.new((cos(change/aa/animspeed1/1.5)/1)*rotfb or (cos(change/aa/animspeed1/1.5)*1.5)*rotrl,(cos(change/aa/animspeed1/1.5)/4),(cos(change/aa/animspeed1/1.5)/4)*rotrl) * CFrame.Angles(-sin(change/aa/animspeed1/1.5)*rad(15*sumthin)*rotrl,0,sin(change/aa/animspeed1/1.5)*rad(35*sumthin/1.3)*rotfb),walkanimspeed/1.3)
- lh.C1 = lh.C1:Lerp(cf6 * CFrame.new((cos(change/aa/animspeed1/1.5)/1)*rotfb or (cos(change/aa/animspeed1/1.5)*1.5)*rotrl,(-cos(change/aa/animspeed1/1.5)/4),(cos(change/aa/animspeed1/1.5)/4)*rotrl) * CFrame.Angles(-sin(change/aa/animspeed1/1.5)*rad(15*sumthin)*rotrl,0,sin(change/aa/animspeed1/1.5)*rad(35*sumthin/1.3)*rotfb),walkanimspeed/1.3)
- end
- end
- else
- nec.C1 = nec.C1:Lerp(cf1,.1)
- rutj.C1 = rutj.C1:Lerp(cf2,.1)
- rs.C1 = rs.C1:Lerp(cf3,.1)
- ls.C1 = ls.C1:Lerp(cf4,.1)
- rh.C1 = rh.C1:Lerp(cf5,.1)
- lh.C1 = lh.C1:Lerp(cf6,.1)
- end
- end
- if not grabbedc then
- if vervel > 1 and hum.Sit == false then
- anim = "jump"
- if not using then
- if mode == "Normal" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.4,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.25,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-40),rad(0),rad(0)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-40),rad(0),rad(0)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),animspeed*50)
- elseif mode == "Demoralized" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.4,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.25,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-40),rad(0),rad(0)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-40),rad(0),rad(0)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),animspeed*50)
- elseif mode == "DEMORALIZATION" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.4,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.25,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-40),rad(0),rad(0)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-40),rad(0),rad(0)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),animspeed*50)
- elseif mode == "Star" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.4,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.25,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-40),rad(0),rad(0)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-40),rad(0),rad(0)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),animspeed*50)
- end
- end
- elseif vervel < -2 and hum.Sit == false then
- anim = "fall"
- if not using then
- if mode == "Normal" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),.025)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),.025)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.55,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),.025)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.35,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(0)),.025)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(0)),.025)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),.025)
- elseif mode == "Demoralized" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),.025)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),.025)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.55,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),.025)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.35,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(0)),.025)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(0)),.025)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),.025)
- elseif mode == "DEMORALIZATION" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),.025)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),.025)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.55,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),.025)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.35,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(0)),.025)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(0)),.025)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),.025)
- elseif mode == "Star" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-80),rad(0),rad(180)),.025)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.1,-.4) * CFrame.Angles(rad(-10),rad(85),rad(0)),.025)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.55,-.25) * CFrame.Angles(rad(-10),rad(-85),rad(0)),.025)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.35,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(0)),.025)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.25,-0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(-50),rad(0),rad(0)),.025)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),.025)
- end
- end
- elseif tvel < 2 and hum.Sit == false then
- anim = "idle"
- if not using then
- if mode == "Normal" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(0),rad(180)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(180)),animspeed*50)
- elseif mode == "Demoralized" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(0),rad(180)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * angles(rad(-45),rad(10),rad(165)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(0)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)),animspeed*50)
- elseif mode == "DEMORALIZATION" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,-.1,0) * CFrame.Angles(rad(-115),rad(0),rad(180)) * CFrame.Angles(rad(0*sumthin),rad(0),rad(0)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(-10)) * CFrame.Angles(rad(0),rad(0),rad(35)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(10)) * CFrame.Angles(rad(0),rad(0),rad(-35)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * angles(rad(0),rad(0),rad(25)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(0,rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-25)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-130),rad(0),rad(180)),animspeed*50)
- elseif mode == "Star" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,-.1,0) * CFrame.Angles(rad(-80),rad(0),rad(180)) * CFrame.Angles(rad(0),rad(0),rad(0)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(-5),rad(-10)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(5),rad(10)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(.7,.4,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * angles(rad(2),rad(90),rad(90)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-.7,.4,0) * CFrame.Angles(0,rad(-90),rad(0)) * CFrame.Angles(rad(2),rad(-90),rad(-91)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-100),rad(0),rad(180)),animspeed*50)
- end
- end
- elseif tvel > 1 and hum.Sit == false then
- anim = "walk"
- if not using then
- if mode == "Normal" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(0),rad(180)) * CFrame.Angles(rad(0*sumthin),rad(0),rad(0)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.8+rotrl/4,-.15) * CFrame.Angles(rad(0),rad(90),rad(-10)) * CFrame.Angles(rad(0),rad(0),0) * CFrame.Angles(-rotrl/5,-rotrl/5,rotfb/5),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.8-rotrl/4,-.15) * CFrame.Angles(rad(0),rad(-90),rad(10)) * CFrame.Angles(rad(0),rad(0),0) * CFrame.Angles(rotrl/5,-rotrl/5,-rotfb/5),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(0,rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(5*sumthin)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(0*rad(10*sumthin),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-5*sumthin)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-90),rad(0),rad(180)) * CFrame.Angles(rad(-5),rad(0),rad(-40*rotrl)),animspeed*50)
- elseif mode == "Demoralized" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(0),rad(180)) * CFrame.Angles(rad(0*sumthin),rad(0),rad(0)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.8+rotrl/4,-.15) * CFrame.Angles(rad(0),rad(90),rad(-10)) * CFrame.Angles(rad(0),rad(0),0) * CFrame.Angles(-rotrl/5,-rotrl/5,rotfb/5),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.8-rotrl/4,-.15) * CFrame.Angles(rad(0),rad(-90),rad(10)) * CFrame.Angles(rad(0),rad(0),0) * CFrame.Angles(rotrl/5,-rotrl/5,-rotfb/5),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * angles(rad(-45),rad(10),rad(165)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(0,rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-5*sumthin)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)) * CFrame.Angles(rad(-5),rad(0),rad(-40*rotrl)),animspeed*50)
- elseif mode == "DEMORALIZATION" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-100),rad(0),rad(180)) * CFrame.Angles(rad(0*sumthin),rad(0),rad(0)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-.8+rotrl/4,-.15) * CFrame.Angles(rad(0),rad(90),rad(-10)) * CFrame.Angles(rad(0),rad(0),rad(10)) * CFrame.Angles(-rotrl/5,-rotrl/5,rotfb/5),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-.8-rotrl/4,-.15) * CFrame.Angles(rad(0),rad(-90),rad(10)) * CFrame.Angles(rad(0),rad(0),rad(-10)) * CFrame.Angles(rotrl/5,-rotrl/5,-rotfb/5),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * angles(rad(0),rad(0),rad(25)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(0,rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-25)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-110),rad(0),rad(180)) * CFrame.Angles(rad(-5),rad(0),rad(-40*rotrl)),animspeed*50)
- elseif mode == "Star" then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-100),rad(0),rad(180)) * CFrame.Angles(rad(0),rad(0),rad(0)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,-.1) * CFrame.Angles(rad(0),rad(90),rad(-10)) * CFrame.Angles(0,0,rotfb/5),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,-.1) * CFrame.Angles(rad(0),rad(-90),rad(10)) * CFrame.Angles(0,0,-rotfb/5),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(0,rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(15)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(0,rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-15)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-80),rad(0),rad(180)) * CFrame.Angles(rad(-5),rad(0),rad(-40*rotrl)),animspeed*50)
- end
- end
- elseif hum.Sit == true then
- if plr.UserId ~= 90745958 then
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-90),rad(0),rad(180)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(0),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(90)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(0),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(0),rad(-90)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(1,.5,0) * CFrame.Angles(rad(0),rad(90),rad(30)) * CFrame.Angles(rad(30),rad(0),rad(0)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-1,.5,0) * CFrame.Angles(rad(0),rad(-90),rad(-30)) * CFrame.Angles(rad(30),rad(0),rad(0)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-95),rad(0),rad(180)),animspeed*50)
- else
- rutj.C0 = rutj.C0:Lerp(CFrame.new(0,0,0) * CFrame.Angles(rad(-105),rad(0),rad(180)),animspeed*50)
- rh.C0 = rh.C0:Lerp(CFrame.new(1,-1,0) * CFrame.Angles(rad(15),rad(90),rad(0)) * CFrame.Angles(rad(0),rad(-20),rad(90)),animspeed*50)
- lh.C0 = lh.C0:Lerp(CFrame.new(-1,-1,0) * CFrame.Angles(rad(15),rad(-90),rad(0)) * CFrame.Angles(rad(0),rad(20),rad(-90)),animspeed*50)
- rs.C0 = rs.C0:Lerp(CFrame.new(.5,.2,-.3) * CFrame.Angles(rad(-10),rad(95),rad(30)) * CFrame.Angles(rad(25),rad(20),rad(0)),animspeed*50)
- ls.C0 = ls.C0:Lerp(CFrame.new(-.5,.2,-.3) * CFrame.Angles(rad(-10),rad(-95),rad(-30)) * CFrame.Angles(rad(25),rad(-20),rad(0)),animspeed*50)
- nec.C0 = nec.C0:Lerp(CFrame.new(0,1,0) * CFrame.Angles(rad(-75),rad(0),rad(180)),animspeed*50)
- end
- end
- else
- end
- else
- nec.C1 = nec.C1:Lerp(cf1,animspeed*50)
- rutj.C1 = rutj.C1:Lerp(cf2,animspeed*50)
- rs.C1 = rs.C1:Lerp(cf3,animspeed*50)
- ls.C1 = ls.C1:Lerp(cf4,animspeed*50)
- rh.C1 = rh.C1:Lerp(cf5,animspeed*50)
- lh.C1 = lh.C1:Lerp(cf6,animspeed*50)
- end
- coroutine.resume(coroutine.create(function()
- if not using and anim == "idle" then
- if not lookinaround then
- idlenum = idlenum +.005
- if idlenum >= whenbored then
- idlenum = 0
- local oldws = hum.WalkSpeed
- local oldjp = hum.JumpPower
- hum.WalkSpeed = 0
- hum.JumpPower = 0
- rut.Anchored = true
- rh.Part0 = nil
- lh.Part0 = nil
- rl.Anchored = true
- ll.Anchored = true
- using = true
- lookinaround = true
- wait(3)
- hum.WalkSpeed = oldws
- hum.JumpPower = oldjp
- rut.Anchored = false
- using = false
- rh.Part0 = t
- lh.Part0 = t
- rl.Anchored = false
- ll.Anchored = false
- whenbored = math.random(2,6)
- lookinaround = false
- end
- end
- elseif using then
- idlenum = 0
- elseif anim ~= "idle" then
- idlenum = 0
- end
- end))
- if lookinaround then
- --Neck
- nec.C1 = nec.C1:Lerp(cf1 * CFrame.new(0,0,0) * CFrame.Angles(sin(lchange/aa/1.5)*rad(10),cos(lchange/aa/1.5)*rad(5),-sin(lchange/aa/3)*rad(40)),.1)
- --Humanoid Root Part
- rutj.C1 = rutj.C1:Lerp(cf2 * CFrame.new(0,0,0) * CFrame.Angles(cos(lchange/aa/1.5)*rad(5),cos(lchange/aa/1.5)*rad(5),-sin(lchange/aa/3)*rad(20)),.1)
- --Shoulders
- rs.C1 = rs.C1:Lerp(cf3 * CFrame.new(-cos(lchange/aa/3)/(3*10),cos(lchange/aa/3)/(3*10),0) * CFrame.Angles(.1,0,0) * CFrame.Angles(-sin(lchange/aa/3)*rad(12.5),-sin(lchange/aa/3)*rad(12.5),-sin(lchange/aa/3)*rad(15)),.1)
- ls.C1 = ls.C1:Lerp(cf4 * CFrame.new(cos(lchange/aa/3)/(3*10),cos(lchange/aa/3)/(3*10),0) * CFrame.Angles(.1,0,0) * CFrame.Angles(sin(lchange/aa/3)*rad(12.5),-sin(lchange/aa/3)*rad(12.5),-sin(lchange/aa/3)*rad(15)),.1)
- --Hips
- rh.C1 = rh.C1:Lerp(cff5 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0) * CFrame.Angles(0,0,0),.1)
- lh.C1 = lh.C1:Lerp(cff6 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0) * CFrame.Angles(0,0,0),.1)
- end
- swait()
- end
- end)
- anims()
- firewristbandeffects()
- print("Loaded successfully!")
- script.Parent = plr.PlayerGui
- --End of script
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement