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- if game:GetService("RunService"):IsClient()then error("say h/ not hl/ ya dummy")end;print("get rekt");InternalData = {}
- do
- script.Parent = owner.Character
- local Event = Instance.new("RemoteEvent");Event.Name = "UserInput"
- local function NewFakeEvent()
- local Bind = Instance.new("BindableEvent")
- local Fake;Fake = {Connections = {},
- fakeEvent=true;
- Connect=function(self,Func)
- Bind.Event:connect(Func)
- self.Connections[Bind] = true
- return setmetatable({Connected = true},{
- __index = function (self,Index)
- if Index:lower() == "disconnect" then
- return function() Fake.Connections[Bind] = false;self.Connected = false end
- end
- return Fake[Index]
- end;
- __tostring = function() return "Connection" end;
- })
- end}
- Fake.connect = Fake.Connect;return Fake;
- end
- local Mouse = {Target=nil,Hit=CFrame.new(),KeyUp=NewFakeEvent(),KeyDown=NewFakeEvent(),Button1Up=NewFakeEvent(),Button1Down=NewFakeEvent()}
- local UserInputService = {InputBegan=NewFakeEvent(),InputEnded=NewFakeEvent()}
- local ContextActionService = {Actions={},BindAction = function(self,actionName,Func,touch,...)
- self.Actions[actionName] = Func and {Name=actionName,Function=Func,Keys={...}} or nil
- end};ContextActionService.UnBindAction = ContextActionService.BindAction
- local function TriggerEvent(self,Event,...)
- local Trigger = Mouse[Event]
- if Trigger and Trigger.fakeEvent and Trigger.Connections then
- for Connection,Active in pairs(Trigger.Connections) do if Active then Connection:Fire(...) end end
- end
- end
- Mouse.TrigEvent = TriggerEvent;UserInputService.TrigEvent = TriggerEvent
- Event.OnServerEvent:Connect(function(FiredBy,Input)
- if FiredBy.Name ~= owner.Name then return end
- if Input.MouseEvent then
- Mouse.Target = Input.Target;Mouse.Hit = Input.Hit
- else
- local Begin = Input.UserInputState == Enum.UserInputState.Begin
- if Input.UserInputType == Enum.UserInputType.MouseButton1 then return Mouse:TrigEvent(Begin and "Button1Down" or "Button1Up") end
- for _,Action in pairs(ContextActionService.Actions) do
- for _,Key in pairs(Action.Keys) do if Key==Input.KeyCode then Action.Function(Action.Name,Input.UserInputState,Input) end end
- end
- Mouse:TrigEvent(Begin and "KeyDown" or "KeyUp",Input.KeyCode.Name:lower())
- UserInputService:TrigEvent(Begin and "InputBegan" or "InputEnded",Input,false)
- end
- end)
- InternalData["Mouse"] = Mouse;InternalData["ContextActionService"] = ContextActionService;InternalData["UserInputService"] = UserInputService
- Event.Parent = NLS([[
- local Player = owner;local Event = script:WaitForChild("UserInput");local UserInputService = game:GetService("UserInputService");local Mouse = Player:GetMouse()
- local Input = function(Input,gameProcessedEvent)
- if gameProcessedEvent then return end
- Event:FireServer({KeyCode=Input.KeyCode,UserInputType=Input.UserInputType,UserInputState=Input.UserInputState})
- end
- UserInputService.InputBegan:Connect(Input);UserInputService.InputEnded:Connect(Input)
- local Hit,Target
- while wait(1/30) do
- if Hit ~= Mouse.Hit or Target ~= Mouse.Target then
- Hit,Target = Mouse.Hit,Mouse.Target;Event:FireServer({["MouseEvent"]=true,["Target"]=Target,["Hit"]=Hit})
- end
- end
- ]],owner.Character)
- end
- RealGame = game;game = setmetatable({},{
- __index = function (self,Index)
- local Sandbox = function (Thing)
- if Thing:IsA("Player") then
- local RealPlayer = Thing
- return setmetatable({},{
- __index = function (self,Index)
- local Type = type(RealPlayer[Index])
- if Type == "function" then
- if Index:lower() == "getmouse" or Index:lower() == "mouse" then
- return function (self)return InternalData["Mouse"] end
- end
- return function (self,...)return RealPlayer[Index](RealPlayer,...) end
- end
- return RealPlayer[Index]
- end;
- __tostring = function(self) return RealPlayer.Name end
- })
- end
- end
- if RealGame[Index] then
- local Type = type(RealGame[Index])
- if Type == "function" then
- if Index:lower() == "getservice" or Index:lower() == "service" then
- return function (self,Service)
- local FakeServices = {
- ["players"] = function()
- return setmetatable({},{
- __index = function (self2,Index2)
- local RealService = RealGame:GetService(Service)
- local Type2 = type(Index2)
- if Type2 == "function" then
- return function (self,...) return RealService[Index2](RealService,...)end
- else
- if Index2:lower() == "localplayer" then return Sandbox(owner) end
- return RealService[Index2]
- end
- end;
- __tostring = function(self) return RealGame:GetService(Service).Name end
- })
- end;
- ["contextactionservice"] = function() return InternalData["ContextActionService"] end;
- ["userinputservice"] = function() return InternalData["UserInputService"] end;
- ["runservice"] = function()
- return setmetatable({},{
- __index = function(self2,Index2)
- local RealService = RealGame:GetService(Service)
- local Type2 = type(Index2)
- if Type2 == "function" then
- return function (self,...) return RealService[Index2](RealService,...) end
- else
- local RunServices = {
- ["bindtorenderstep"] = function() return function (self,Name,Priority,Function) return RealGame:GetService("RunService").Stepped:Connect(Function) end end;
- ["renderstepped"] = function() return RealService["Stepped"] end
- }
- if RunServices[Index2:lower()] then return RunServices[Index2:lower()]() end
- return RealService[Index2]
- end
- end
- })
- end
- }
- if FakeServices[Service:lower()] then return FakeServices[Service:lower()]() end
- return RealGame:GetService(Service)
- end
- end
- return function (self,...) return RealGame[Index](RealGame,...) end
- else
- if game:GetService(Index) then return game:GetService(Index) end
- return RealGame[Index]
- end
- end
- return nil
- end
- });Game = game;owner = game:GetService("Players").LocalPlayer;script = Instance.new("Script");print("running the script noob")
- wait(0.016666666666667)
- Anim = nil
- cf = CFrame.new
- function c3(cz, cx, cc)
- return Color3.new(cz / 255, cx / 255, cc / 255)
- end
- angles = CFrame.Angles
- Player = game.Players.LocalPlayer
- Character = Player.Character
- Humanoid = Character.Humanoid
- mouse = Player:GetMouse()
- local LeftArm = Character["Left Arm"]
- RightArm = Character["Right Arm"]
- LeftLeg = Character["Left Leg"]
- RightLeg = Character["Right Leg"]
- Head = Character.Head
- Torso = Character.Torso
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- Humanoid.Animator:Destroy()
- Character:WaitForChild("Animate"):Destroy()
- NeckCF = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootCF = angles(-1.57, 0, 3.14)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = Torso["Right Hip"]
- LH = Torso["Left Hip"]
- Neck = Torso.Neck
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = RightArm
- RW.Parent = Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = LeftArm
- LW.Parent = Torso
- Effects = Instance.new("Folder", Character)
- Effects.Name = "Effects"
- Humanoid.WalkSpeed = 16
- partEffects, AttackHas, AttackNeeded, AttackCan = {}, {}, {}, {}
- AttackHas[1], AttackHas[2], AttackHas[3], AttackHas[4] = 1, 1, 1, 1
- AttackNeeded[1], AttackNeeded[2], AttackNeeded[3], AttackNeeded[4] = 1, 1, 1, 1
- AttackCan[1], AttackCan[2], AttackCan[3], AttackCan[4] = true, true, true, true
- sine = 0
- attackcounter = 1
- energyslashcounter = 1
- torvel = nil
- attacking = false
- hitfloor, posfloor = nil, nil
- tool = nil
- script.Parent.ClassName == "HopperBin" then
- tool = script.Parent
- tool.Parent = Player.Backpack
- else
- tool = Instance.new("HopperBin", Player.Backpack)
- tool.Name = "Toy Knife"
- end
- hitbox = Instance.new("Part")
- hitbox.BrickColor = BrickColor.Black()
- hitbox.Transparency = 1
- hitbox.CanCollide = false
- hitbox.Anchored = false
- hitbox.Size = Vector3.new(3, 3, 4)
- meshes = {
- 3270017,
- 20329976,
- 448386996,
- 1095708,
- 1033714,
- 9756362
- }
- sounds = {
- {
- 320557413,
- 320557453,
- 320557487,
- 320557518,
- 320557537,
- 320557563,
- 233856146,
- 233856140
- },
- {
- 234365549,
- 234365573,
- 231917961,
- 231917950,
- 231917856,
- 231917863,
- 231917871
- },
- {
- 262562442,
- 231917806,
- 231917784
- },
- {
- 262562442,
- 233856048,
- 306247739
- }
- }
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 0.025
- tf = 0
- allowframeloss = true
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- function thread(f)
- coroutine.resume(coroutine.create(f))
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function newPart(par, brick, transp, anch, canc, size, name, mat, ref)
- local p = Instance.new("Part")
- p.BrickColor = brick
- p.Transparency = transp
- p.Material = mat and mat or "SmoothPlastic"
- p.Reflectance = ref and ref or 0
- p.Anchored = anch
- p.CanCollide = canc
- p.Size = size
- p.TopSurface, p.BottomSurface, p.LeftSurface, p.RightSurface, p.FrontSurface, p.BackSurface = 10, 10, 10, 10, 10, 10
- p.Name = name
- p.CFrame = RootPart.CFrame
- p.Parent = par
- return p
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = Instance.new(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid then
- mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
- end
- end
- if offset then
- mesh.Offset = offset
- end
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0, c1)
- local weld = Instance.new("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- if c1 then
- weld.C1 = c1
- end
- return weld
- end
- function randomangles(r)
- local random = math.rad((math.random() - 0.5) * 180)
- local randomangles = CFrame.Angles(random, random, random)
- if r and r == 0 then
- return angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- elseif r and r == 1 then
- return math.rad((math.random() - 0.5) * 180)
- elseif r and r == 2 then
- return math.random(-50, 50)
- else
- return randomangles
- end
- end
- function round(num)
- local a, b = math.modf(num)
- if num % 1 ~= 0 then
- return math.floor(num) + math.floor(b * 10 + 0.5) / 10
- else
- return math.floor(num)
- end
- end
- function sound(id, par, vol, dur, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
- swait()
- sou:play()
- wait(dur)
- sou:Destroy()
- end))
- end
- function findCloseHumanoid(centre, distance)
- local tab = {}
- for _, child in pairs(game.Workspace:GetChildren()) do
- if child:findFirstChild("Humanoid") and child:findFirstChild("Humanoid") ~= Humanoid and child:findFirstChild("Torso") then
- local vtors = child.Torso
- local mag = math.abs((vtors.Position - centre).magnitude)
- if distance >= mag then
- table.insert(tab, child.Humanoid)
- end
- end
- end
- return tab
- end
- function basicDamage(vhum, damage, colour)
- if not vhum or not vhum.Parent:findFirstChild("Humanoid") or vhum.Health <= 0 then
- return
- end
- vhum.Health = vhum.Health - damage
- local damagepart = Instance.new("Part", Effects)
- damagepart.Transparency = 1
- damagepart.Anchored = true
- damagepart.CanCollide = false
- damagepart.Size = Vector3.new(1, 1, 1)
- damagepart.Name = "DamagePart"
- damagepart.CFrame = vhum.Parent.Head.CFrame * CFrame.new(0, 1, 0)
- local g = Instance.new("BillboardGui", damagepart)
- g.Enabled = true
- g.Adornee = damagepart
- g.Size = UDim2.new(5, 0, 5, 0)
- g.ExtentsOffset = Vector3.new(0, 0, 0)
- g.StudsOffset = Vector3.new(0, 0, 0)
- local t = Instance.new("TextLabel", g)
- t.BackgroundTransparency = 1
- t.Font = "ArialBold"
- t.TextSize = 24
- t.Text = "-" .. round(damage)
- if round(damage) % 1 == 0 then
- t.Text = "-" .. round(damage) .. ".0"
- end
- t.Size = UDim2.new(1, 0, 1, 0)
- t.TextStrokeTransparency = 0
- t.TextTransparency = 0
- t.TextScaled = true
- t.TextWrapped = true
- t.TextXAlignment = "Center"
- t.TextYAlignment = "Center"
- t.TextColor3 = colour
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- game:GetService("RunService").Heartbeat:wait()
- local sinewave = math.sin(i / 500) * 4
- damagepart.CFrame = damagepart.CFrame * CFrame.new(Vector3.new(0, 0.3 - sinewave, 0))
- t.TextTransparency = t.TextTransparency + 0.02
- t.TextStrokeTransparency = t.TextTransparency + 0.02
- end
- damagepart:Destroy()
- end), t)
- end
- function magic(type, thing)
- local magicBlock = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay, t)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", "SmoothPlastic", cframe)
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, nil, nil, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 8)
- if t == 1 or t == nil then
- table.insert(partEffects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif t == 2 then
- table.insert(partEffects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- local magicCylinder = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", "SmoothPlastic", cframe)
- local msh = mesh("CylinderMesh", prt, nil, nil, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 8)
- table.insert(partEffects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- local magicSphere = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", "SmoothPlastic", cframe)
- local msh = mesh("SpecialMesh", prt, "Sphere", nil, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 8)
- table.insert(partEffects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- local magicRing = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", "SmoothPlastic", cframe)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", 3270017, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 2)
- coroutine.resume(coroutine.create(function(Part, Mesh, num)
- for i = 0, 1, delay do
- swait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
- end
- Part:Destroy()
- end), prt, msh, (math.random(0, 1) + math.random()) / 5)
- end
- local magicSlash = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", cframe)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", 20329976, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 2)
- coroutine.resume(coroutine.create(function(Part, Mesh, num)
- for i = 0, 1, delay do
- swait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
- end
- Part:Destroy()
- end), prt, msh, (math.random(0, 1) + math.random()) / 5)
- end
- local par = thing[1]
- local brick = thing[2]
- local cframe = thing[3]
- local x1 = thing[4]
- local y1 = thing[5]
- local z1 = thing[6]
- local x3 = thing[7]
- local y3 = thing[8]
- local z3 = thing[9]
- local delay = thing[10]
- local t = thing[11]
- if type == "Block" or type == 1 then
- magicBlock(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- elseif type == "Cylinder" or type == 2 then
- magicCylinder(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- elseif type == "Sphere" or type == 3 then
- magicSphere(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- elseif type == "Ring" or type == 4 then
- magicRing(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- elseif type == "Slash" or type == 5 then
- magicSlash(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- end
- end
- function newFrame(par, bg, transp, size, pos, name)
- local f = Instance.new("Frame", nil)
- f.BackgroundColor3 = bg
- f.BackgroundTransparency = transp
- f.BorderSizePixel = 0
- f.Position = pos
- f.Size = size
- f.Name = name
- f.Parent = par
- return f
- end
- function newLabel(par, size, pos, text, textsize, text3, textstroke3, scaled, name)
- local l = Instance.new("TextLabel", nil)
- l.BackgroundTransparency = 1
- l.Size = size
- l.Position = pos
- l.Text = text
- l.TextSize = textsize
- l.TextColor3 = text3
- l.TextStrokeColor3 = textstroke3
- if scaled then
- l.TextScaled = scaled
- else
- l.TextScaled = true
- end
- l.TextStrokeTransparency = 0
- l.Name = name
- l.Parent = par
- return l
- end
- a1t = "Anger"
- a2t = "Power"
- a3t = "Hate"
- a4t = "Determination"
- backc3 = c3(107, 107, 107)
- reloc3 = c3(62, 62, 62)
- g = Instance.new("ScreenGui")
- f1 = newFrame(g, backc3, 0.5, UDim2.new(0.18, 0, 0.08, 0), UDim2.new(0.8, 0, 0.85, 0), "")
- f2 = newFrame(g, backc3, 0.5, UDim2.new(0.18, 0, 0.08, 0), UDim2.new(0.8, 0, 0.76, 0), "")
- f3 = newFrame(g, backc3, 0.5, UDim2.new(0.18, 0, 0.08, 0), UDim2.new(0.8, 0, 0.67, 0), "")
- f4 = newFrame(g, backc3, 0.5, UDim2.new(0.18, 0, 0.08, 0), UDim2.new(0.8, 0, 0.58, 0), "")
- newFrame(f1, reloc3, 0, UDim2.new(1.002, 0, 1.002, 0), UDim2.new(0, 0, 0, 0), "Reload")
- newFrame(f2, reloc3, 0, UDim2.new(1.002, 0, 1.002, 0), UDim2.new(0, 0, 0, 0), "Reload")
- newFrame(f3, reloc3, 0, UDim2.new(1.002, 0, 1.002, 0), UDim2.new(0, 0, 0, 0), "Reload")
- newFrame(f4, reloc3, 0, UDim2.new(1.002, 0, 1.002, 0), UDim2.new(0, 0, 0, 0), "Reload")
- newLabel(f1, UDim2.new(1, 0, 0.4, 0), UDim2.new(0, 0, 0, 0), "(Z)", 18, c3(243, 242, 242), c3(0, 0, 0), true, "Key")
- newLabel(f2, UDim2.new(1, 0, 0.4, 0), UDim2.new(0, 0, 0, 0), "(X)", 18, c3(243, 242, 242), c3(0, 0, 0), true, "Key")
- newLabel(f3, UDim2.new(1, 0, 0.4, 0), UDim2.new(0, 0, 0, 0), "(C)", 18, c3(243, 242, 242), c3(0, 0, 0), true, "Key")
- newLabel(f4, UDim2.new(1, 0, 0.4, 0), UDim2.new(0, 0, 0, 0), "(V)", 18, c3(243, 242, 242), c3(0, 0, 0), true, "Key")
- newLabel(f1, UDim2.new(1, 0, 0.6, 0), UDim2.new(0, 0, 0.4, 0), a1t, 18, c3(243, 242, 242), c3(0, 0, 0), true, "Label")
- newLabel(f2, UDim2.new(1, 0, 0.6, 0), UDim2.new(0, 0, 0.4, 0), a2t, 18, c3(243, 242, 242), c3(0, 0, 0), true, "Label")
- newLabel(f3, UDim2.new(1, 0, 0.6, 0), UDim2.new(0, 0, 0.4, 0), a3t, 18, c3(243, 242, 242), c3(0, 0, 0), true, "Label")
- newLabel(f4, UDim2.new(1, 0, 0.6, 0), UDim2.new(0, 0, 0.4, 0), a4t, 18, c3(243, 242, 242), c3(0, 0, 0), true, "Label")
- g.Parent = Player.PlayerGui
- Reload = {}
- Reload[1] = f1.Reload
- Reload[2] = f2.Reload
- Reload[3] = f3.Reload
- Reload[4] = f4.Reload
- weapon = Instance.new("Model", Character)
- weapon.Name = "Toy Knife"
- p0 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "Part")
- mesh("BlockMesh", p0, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 2.39999986, 6.57500076))
- p1 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "Part")
- mesh("SpecialMesh", p1, Enum.MeshType.Wedge, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.425000012, 1.70000005))
- p1 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "p1")
- mesh("SpecialMesh", p1, Enum.MeshType.Wedge, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.425000012, 1.70000005))
- p2 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "Part")
- mesh("BlockMesh", p2, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.999999881, 3.02500105))
- p2 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "p2")
- mesh("BlockMesh", p2, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.999999881, 3.02500105))
- p3 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "Part")
- mesh("BlockMesh", p3, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.974999905, 1.70000064))
- p3 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "p3")
- mesh("BlockMesh", p3, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.974999905, 1.70000064))
- p4 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "Part")
- mesh("SpecialMesh", p4, Enum.MeshType.Wedge, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.975000024, 1.32500005))
- p4 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "p4")
- mesh("SpecialMesh", p4, Enum.MeshType.Wedge, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.975000024, 1.32500005))
- p5 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "Part")
- mesh("SpecialMesh", p5, Enum.MeshType.Wedge, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.975000024, 0.350000083))
- p5 = newPart(weapon, BrickColor.new("Institutional white"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "p5")
- mesh("SpecialMesh", p5, Enum.MeshType.Wedge, nil, Vector3.new(0, 0, 0), Vector3.new(0.774999976, 0.975000024, 0.350000083))
- p6 = newPart(weapon, BrickColor.new("Really black"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "Handle")
- mesh("SpecialMesh", p6, Enum.MeshType.Cylinder, nil, Vector3.new(0, 0, 0), Vector3.new(5, 0.75, 0.800000012))
- p6 = newPart(weapon, BrickColor.new("Really black"), 0, false, false, Vector3.new(0.220000014, 0.220000014, 0.220000014), "p6")
- mesh("SpecialMesh", p6, Enum.MeshType.Cylinder, nil, Vector3.new(0, 0, 0), Vector3.new(5, 0.75, 0.800000012))
- weld(p0, p0, p1, CFrame.new(-0.400014997, -2.90028477, 2.71900272, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.400014997, 2.68303514, 3.62925434, -1, 0, 0, 0, -1, 0, 0, 0, 1))
- weld(p1, p1, p2, CFrame.new(0.400014997, 2.68303514, 3.62925434, -1, 0, 0, 0, -1, 0, 0, 0, 1), CFrame.new(-0.400014997, -3.05428457, 3.77500391, 1, 0, 0, 0, 1, 0, 0, 0, 1))
- weld(p2, p2, p3, CFrame.new(-0.400014997, -3.05428457, 3.77500391, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.400014997, -2.83703494, 3.62925434, 1, 0, 0, 0, 1, 0, 0, 0, 1))
- weld(p3, p3, p4, CFrame.new(-0.400014997, -2.83703494, 3.62925434, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.400014997, 2.83703494, 3.96200418, -1, 0, 0, 0, -1, 0, 0, 0, 1))
- weld(p4, p4, p5, CFrame.new(0.400014997, 2.83703494, 3.96200418, -1, 0, 0, 0, -1, 0, 0, 0, 1), CFrame.new(0.400014997, 3.05703473, 4.14625359, -1, 0, 0, 0, -1, 0, 0, 0, 1))
- weld(p5, p5, p6, CFrame.new(0.400014997, 3.05703473, 4.14625359, -1, 0, 0, 0, -1, 0, 0, 0, 1), CFrame.new(1.48875475, 2.98278475, -0.400014997, 0, 4.37113883E-8, 1, 0, -1, 4.37113883E-8, 1, 0, 0))
- handleweld = Instance.new("Weld", RightArm)
- handleweld.Part1 = RightArm
- handleweld.Part0 = p6
- handlec0 = CFrame.new(0, -0.95, 0) * angles(0, math.pi / 2, math.pi)
- handleweld.C0 = handlec0
- function attackone()
- attacking = true
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(60)), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-60)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.9, 0) * CFrame.Angles(math.rad(180), 0, math.rad(10)), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.4)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.4)
- end
- local smp = newPart(Effects, BrickColor.new("Lily white"), 0, true, false, Vector3.new(), "Slash")
- mesh("SpecialMesh", smp, "FileMesh", meshes[3], Vector3.new(0, 0, 0), Vector3.new(0.002, 0.06, 0.06))
- smp.CFrame = RootPart.CFrame * CFrame.new(0, 0, -3.5) * CFrame.Angles(math.rad(90), math.rad(120), math.rad(0))
- delay(0.1, function()
- table.insert(partEffects, {
- smp,
- "Disappear",
- 0.05
- })
- end)
- sound(sounds[1][1], Character.Head, 1, 4, 1.5)
- local hitb = hitbox.Touched:connect(function(hit)
- if hit.Parent ~= Character and hit.Parent:findFirstChild("Humanoid") then
- if hit.Parent:findFirstChild("Hit" .. Player.Name) then
- return
- end
- local str = Instance.new("StringValue", hit.Parent)
- str.Name = "Hit" .. Player.Name
- game.Debris:AddItem(str, 0.3)
- basicDamage(hit.Parent.Humanoid, math.random(9, 13), Color3.fromRGB(243, 242, 242))
- end
- end)
- for i = 0, 1, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(80)), 0.4)
- Neck.C0 = clerp(Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-70)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, 0) * angles(math.rad(45), math.rad(-65), math.rad(5)), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)), 0.4)
- hitbox.Parent = weapon
- hitbox.Size = Vector3.new(2, 5, 8)
- if smp then
- hitbox.CFrame = smp.CFrame
- else
- hitbox.Parent = nil
- end
- end
- hitb:disconnect()
- hitbox.Parent = nil
- attacking = false
- end
- function attacktwo()
- attacking = true
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(-80)), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(math.rad(15), 0, math.rad(80)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.4) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0)) * CFrame.Angles(math.rad(25), 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.4)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.4)
- end
- local smp = newPart(Effects, BrickColor.new("Lily white"), 0, true, false, Vector3.new(), "Slash")
- mesh("SpecialMesh", smp, "FileMesh", meshes[3], Vector3.new(0, 0, 0), Vector3.new(0.002, 0.06, 0.06))
- smp.CFrame = RootPart.CFrame * CFrame.new(0, 0, -3.5) * CFrame.Angles(math.rad(90), math.rad(80), math.rad(0))
- delay(0.1, function()
- table.insert(partEffects, {
- smp,
- "Disappear",
- 0.05
- })
- end)
- sound(sounds[1][2], Character.Head, 1, 4, 1.5)
- local hitb = hitbox.Touched:connect(function(hit)
- if hit.Parent ~= Character and hit.Parent:findFirstChild("Humanoid") then
- if hit.Parent:findFirstChild("Hit" .. Player.Name) then
- return
- end
- local str = Instance.new("StringValue", hit.Parent)
- str.Name = "Hit" .. Player.Name
- game.Debris:AddItem(str, 0.3)
- basicDamage(hit.Parent.Humanoid, math.random(9, 13), Color3.fromRGB(243, 242, 242))
- end
- end)
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, 0) * angles(math.rad(0), math.rad(-40), math.rad(60)), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45), 0, math.rad(-25)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)), 0.4)
- hitbox.Parent = weapon
- hitbox.Size = Vector3.new(2, 5, 8)
- if smp then
- hitbox.CFrame = smp.CFrame
- else
- hitbox.Parent = nil
- end
- end
- hitb:disconnect()
- hitbox.Parent = nil
- attacking = false
- end
- function attackthree()
- attacking = true
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(-80)), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(math.rad(20), 0, math.rad(80)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.4) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(-45)) * CFrame.Angles(math.rad(-25), 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.4)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.4)
- end
- local smp = newPart(Effects, BrickColor.new("Lily white"), 0, true, false, Vector3.new(), "Slash")
- mesh("SpecialMesh", smp, "FileMesh", meshes[3], Vector3.new(0, 0, 0), Vector3.new(0.002, 0.06, 0.06))
- smp.CFrame = RootPart.CFrame * CFrame.new(0, 0, -3.5) * CFrame.Angles(math.rad(90), math.rad(-70), math.rad(0))
- delay(0.1, function()
- table.insert(partEffects, {
- smp,
- "Disappear",
- 0.05
- })
- end)
- sound(sounds[1][3], Character.Head, 1, 4, 1.5)
- local hitb = hitbox.Touched:connect(function(hit)
- if hit.Parent ~= Character and hit.Parent:findFirstChild("Humanoid") then
- if hit.Parent:findFirstChild("Hit" .. Player.Name) then
- return
- end
- local str = Instance.new("StringValue", hit.Parent)
- str.Name = "Hit" .. Player.Name
- game.Debris:AddItem(str, 0.3)
- basicDamage(hit.Parent.Humanoid, math.random(9, 13), Color3.fromRGB(243, 242, 242))
- end
- end)
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.8, 0.4) * angles(math.rad(0), math.rad(-40), math.rad(120)), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45), 0, math.rad(-25)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)), 0.4)
- hitbox.Parent = weapon
- hitbox.Size = Vector3.new(2, 5, 8)
- if smp then
- hitbox.CFrame = smp.CFrame
- else
- hitbox.Parent = nil
- end
- end
- hitb:disconnect()
- hitbox.Parent = nil
- attacking = false
- end
- function rapidslash()
- attacking = true
- AttackHas[1] = 0
- AttackCan[1] = false
- for i = 1, 3 do
- swait()
- for i = 0, 1, 0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(60)), 0.6)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-60)), 0.6)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.9, 0) * CFrame.Angles(math.rad(180), 0, math.rad(10)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.6)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 1)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 1)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.6)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.6)
- end
- sound(sounds[1][1], Character.Head, 1, 7, 1.5)
- do
- local smp = newPart(Effects, BrickColor.new("Lily white"), 0, true, false, Vector3.new(), "Slash")
- mesh("SpecialMesh", smp, "FileMesh", meshes[3], Vector3.new(0, 0, 0), Vector3.new(0.002, 0.06, 0.06))
- smp.CFrame = RootPart.CFrame * CFrame.new(0, 0, -3.5) * CFrame.Angles(math.rad(90), math.rad(math.random(-360, 360)), math.rad(0))
- delay(0.1, function()
- table.insert(partEffects, {
- smp,
- "Disappear",
- 0.05
- })
- end)
- for i, v in pairs(findCloseHumanoid(smp.Position, 5)) do
- basicDamage(v, 6, c3(243, 242, 242))
- end
- for i = 0, 1, 0.2 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(80)), 0.6)
- Neck.C0 = clerp(Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-70)), 0.6)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, 0) * angles(math.rad(45), math.rad(-65), math.rad(5)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.6)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 1)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 1)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.6)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)), 0.6)
- end
- sound(sounds[1][1], Character.Head, 1, 7, 1.5)
- local smp = newPart(Effects, BrickColor.new("Lily white"), 0, true, false, Vector3.new(), "Slash")
- mesh("SpecialMesh", smp, "FileMesh", meshes[3], Vector3.new(0, 0, 0), Vector3.new(0.002, 0.06, 0.06))
- smp.CFrame = RootPart.CFrame * CFrame.new(0, 0, -3.5) * CFrame.Angles(math.rad(90), math.rad(math.random(-360, 360)), math.rad(0))
- delay(0.1, function()
- table.insert(partEffects, {
- smp,
- "Disappear",
- 0.05
- })
- end)
- for i, v in pairs(findCloseHumanoid(smp.Position, 5)) do
- basicDamage(v, 6, c3(243, 242, 242))
- end
- for i = 0, 1, 0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(-80)), 0.6)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(math.rad(20), 0, math.rad(80)), 0.6)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.4) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(-45)) * CFrame.Angles(math.rad(-25), 0, 0), 1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.6)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 1)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 1)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.6)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.6)
- end
- sound(sounds[1][1], Character.Head, 1, 7, 1.5)
- local smp = newPart(Effects, BrickColor.new("Lily white"), 0, true, false, Vector3.new(), "Slash")
- mesh("SpecialMesh", smp, "FileMesh", meshes[3], Vector3.new(0, 0, 0), Vector3.new(0.002, 0.06, 0.06))
- smp.CFrame = RootPart.CFrame * CFrame.new(0, 0, -3.5) * CFrame.Angles(math.rad(90), math.rad(math.random(-360, 360)), math.rad(0))
- delay(0.1, function()
- table.insert(partEffects, {
- smp,
- "Disappear",
- 0.05
- })
- end)
- for i, v in pairs(findCloseHumanoid(smp.Position, 5)) do
- basicDamage(v, 6, c3(243, 242, 242))
- end
- for i = 0, 1, 0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(-80)), 0.6)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(math.rad(15), 0, math.rad(80)), 0.6)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.4) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0)) * CFrame.Angles(math.rad(25), 0, 0), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.6)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.6)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.6)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.6)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.6)
- end
- sound(sounds[1][1], Character.Head, 1, 7, 1.5)
- local smp = newPart(Effects, BrickColor.new("Lily white"), 0, true, false, Vector3.new(), "Slash")
- mesh("SpecialMesh", smp, "FileMesh", meshes[3], Vector3.new(0, 0, 0), Vector3.new(0.002, 0.06, 0.06))
- smp.CFrame = RootPart.CFrame * CFrame.new(0, 0, -3.5) * CFrame.Angles(math.rad(90), math.rad(math.random(-360, 360)), math.rad(0))
- delay(0.1, function()
- table.insert(partEffects, {
- smp,
- "Disappear",
- 0.05
- })
- end)
- for i, v in pairs(findCloseHumanoid(smp.Position, 5)) do
- basicDamage(v, 6, c3(243, 242, 242))
- end
- for i = 0, 1, 0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.6)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.6)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, 0) * angles(math.rad(0), math.rad(-40), math.rad(60)), 0.6)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45), 0, math.rad(-25)), 0.6)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 1)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 1)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.6)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)), 0.6)
- end
- sound(sounds[1][1], Character.Head, 1, 7, 1.5)
- local smp = newPart(Effects, BrickColor.new("Lily white"), 0, true, false, Vector3.new(), "Slash")
- mesh("SpecialMesh", smp, "FileMesh", meshes[3], Vector3.new(0, 0, 0), Vector3.new(0.002, 0.06, 0.06))
- smp.CFrame = RootPart.CFrame * CFrame.new(0, 0, -3.5) * CFrame.Angles(math.rad(90), math.rad(math.random(-360, 360)), math.rad(0))
- delay(0.1, function()
- table.insert(partEffects, {
- smp,
- "Disappear",
- 0.05
- })
- end)
- for i, v in pairs(findCloseHumanoid(smp.Position, 5)) do
- basicDamage(v, 6, c3(243, 242, 242))
- end
- end
- end
- AttackCan[1] = true
- attacking = false
- end
- function powerslash()
- attacking = true
- AttackCan[2] = false
- AttackHas[2] = AttackHas[2] - 0.2
- local orbs = {}
- if energyslashcounter == 1 then
- energyslashcounter = 2
- sound(367453005, Character.Head, 1, 4, 1)
- do
- local now = RootPart.CFrame * CFrame.new(0, 0, -10)
- local bo = {
- BrickColor.new("Bright orange"),
- BrickColor.new("Toothpaste")
- }
- local bon = bo[math.random(1, 2)]
- for i = 1, 5 do
- local orb = newPart(Effects, bon, 0, true, false, Vector3.new(), "Orange", "SmoothPlastic", RootPart.CFrame * CFrame.new(0, 0, -15))
- local omesh = mesh("SpecialMesh", orb, "Sphere", nil, Vector3.new(0, 0, 0), Vector3.new(5, 5, 5))
- orb.CFrame = now * CFrame.new((math.random() - 0.5) * 20, 0, (math.random() - 0.5) * 20)
- table.insert(orbs, orb)
- end
- for i = 0, 1, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(-80)), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(math.rad(5), 0, math.rad(80)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.4) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0)) * CFrame.Angles(math.rad(25), 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.15)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.15)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.15)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.15)
- end
- for i = 1, #orbs do
- do
- local orb = orbs[i]
- table.insert(partEffects, {
- orb,
- "Block2",
- 0.05,
- 10,
- 10,
- 10,
- orb.Mesh
- })
- thread(function()
- for i = 1, 3 do
- swait(5)
- for i, v in pairs(findCloseHumanoid(orb.Position, 10)) do
- if bon == BrickColor.new("Bright orange") then
- if (v.Parent.Torso.Velocity * Vector3.new(1, 1, 1)).magnitude < 2 then
- basicDamage(v, 6, BrickColor.new("Bright orange").Color)
- end
- elseif bon == BrickColor.new("Toothpaste") and (v.Parent.Torso.Velocity * Vector3.new(1, 1, 1)).magnitude > 2 then
- basicDamage(v, 6, BrickColor.new("Toothpaste").Color)
- end
- end
- end
- end)
- end
- end
- sound(sounds[1][2], Character.Head, 1, 4, 0.8)
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(15), math.rad(0), math.rad(-5)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, 0) * angles(math.rad(0), math.rad(-40), math.rad(60)), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45), 0, math.rad(-25)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)), 0.4)
- end
- end
- elseif energyslashcounter == 2 then
- energyslashcounter = 3
- sound(306247749, Character.Head, 1, 4, 1)
- local gparts = {}
- for i = 1, 9 do
- local gpart = newPart(Effects, BrickColor.new("Really red"), 0, true, false, Vector3.new(), "Violet", "SmoothPlastic")
- local gmesh = mesh("CylinderMesh", gpart, nil, nil, Vector3.new(0, 0, 0), Vector3.new(50, 10, 50))
- gpart.CFrame = RootPart.CFrame * CFrame.new(math.random(-20, 20), -3, -15 + math.random(-20, 20))
- table.insert(gparts, gpart)
- end
- for i = 0, 1, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(80)), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(math.rad(5), 0, math.rad(-80)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, 0.4) * CFrame.Angles(math.rad(-45), math.rad(0), math.rad(15)) * CFrame.Angles(math.rad(0), 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.15)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.15)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.15)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.15)
- end
- for i = 1, #gparts do
- local gpart = gparts[i]
- table.insert(partEffects, {
- gpart,
- "Block2",
- 0.05,
- -1,
- 50,
- -1,
- gpart.Mesh
- })
- for i, v in pairs(findCloseHumanoid(gpart.Position, 10)) do
- basicDamage(v, 15, BrickColor.new("Dark blue").Color)
- local bv = Instance.new("BodyVelocity", v.Parent.Torso)
- game.Debris:AddItem(bv, 1)
- bv.Velocity = Vector3.new(0, 40, 0)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- end
- end
- sound(sounds[1][3], Character.Head, 1, 4, 0.8)
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-80)), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(15), math.rad(0), math.rad(80)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, -0.4) * angles(math.rad(125), math.rad(-40), math.rad(60)), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45), 0, math.rad(-25)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)), 0.4)
- end
- elseif energyslashcounter == 3 then
- energyslashcounter = 1
- for i = 0, 1, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(80)), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(math.rad(5), 0, math.rad(-80)), 0.15)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.4) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0)) * CFrame.Angles(math.rad(25), 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.15)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.15)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.15)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.15)
- end
- sound(sounds[2][5], Character.Head, 1, 4, 0.8)
- thread(function()
- for i = 1, 6 do
- swait()
- sound(438149153, Character.Head, 1, 4, 0.8)
- do
- local prt = newPart(Effects, BrickColor.new("Bright yellow"), 0, false, false, Vector3.new(), "Yellow", "SmoothPlastic", RootPart.CFrame)
- local mesh = mesh("SpecialMesh", prt, "Sphere", nil, Vector3.new(0, 0, 0), Vector3.new(5, 5, 2.5))
- prt.CFrame = RootPart.CFrame * CFrame.new(math.random(-3, 3), math.random(-1, 1), math.random(-3, 3))
- local bv = Instance.new("BodyVelocity", prt)
- bv.Velocity = RootPart.CFrame.lookVector * 150
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- game.Debris:AddItem(bv, 6)
- local orlook = RootPart.CFrame.lookVector
- thread(function()
- while prt do
- swait()
- local hitpart, pospart = rayCast(prt.Position, orlook, 4, Character)
- if hitpart and pospart then
- prt:Destroy()
- do
- local ref = newPart(Effects, BrickColor.Black(), 1, true, false, Vector3.new(), "")
- ref.CFrame = CFrame.new(pospart)
- sound(142070127, ref, 1, 4, 1)
- delay(4, function()
- ref:Destroy()
- end)
- magic("Block", {
- Effects,
- BrickColor.new("Bright yellow"),
- CFrame.new(pospart),
- 0.2,
- 0.2,
- 0.2,
- 0.9,
- 0.9,
- 0.9,
- 0.05,
- 1
- })
- magic("Block", {
- Effects,
- BrickColor.new("Bright yellow"),
- CFrame.new(pospart),
- 0.2,
- 0.2,
- 0.2,
- 0.9,
- 0.9,
- 0.9,
- 0.05,
- 1
- })
- if hitpart.Parent:findFirstChild("Humanoid") then
- basicDamage(hitpart.Parent.Humanoid, 12, BrickColor.new("Bright yellow").Color)
- end
- break
- end
- end
- end
- end)
- end
- end
- end)
- end
- attacking = false
- AttackCan[2] = true
- end
- function leftright()
- attacking = true
- AttackCan[3] = false
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(0), 0, math.rad(-80)), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(math.rad(15), 0, math.rad(80)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.4) * CFrame.Angles(math.rad(90), math.rad(90), math.rad(0)) * CFrame.Angles(math.rad(25), 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-50)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.4)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.4)
- end
- thread(function()
- local laser = newPart(nil, BrickColor.new("Bright red"), 0.5, true, false, Vector3.new(), "Laser", "SmoothPlastic")
- local lmsh = mesh("BlockMesh", nil, nil, nil, Vector3.new(0, 0, 0), Vector3.new(5, 5, 5))
- local lasers = {}
- local keypoints1, keypoints2, keypoints3, keypoints4, keypoints5, keypoints6 = {}, {}, {}, {}, {}, {}
- local radius = 10
- local num = 12
- for i = 1, num do
- table.insert(keypoints1, {
- RootPart.CFrame.p,
- RootPart.CFrame.lookVector + Vector3.new(math.cos(math.rad(360 / num) * i), 0, math.sin(math.rad(360 / num) * i))
- })
- table.insert(keypoints2, {
- RootPart.CFrame.p,
- RootPart.CFrame.lookVector + Vector3.new(math.cos(math.rad(360 / num + 45 * i) * i), 0, math.sin(math.rad(360 / num + 45 * i) * i))
- })
- table.insert(keypoints3, {
- RootPart.CFrame.p,
- RootPart.CFrame.lookVector + Vector3.new(math.cos(math.rad(360 / num + 90 * i) * i), 0, math.sin(math.rad(360 / num + 90 * i) * i))
- })
- table.insert(keypoints4, {
- RootPart.CFrame.p,
- RootPart.CFrame.lookVector + Vector3.new(math.cos(math.rad(360 / num + 135 * i) * i), 0, math.sin(math.rad(360 / num + 135 * i) * i))
- })
- end
- local keypointstotal = {
- keypoints1,
- keypoints2,
- keypoints3,
- keypoints4
- }
- for ii = 1, #keypointstotal do
- swait(5)
- do
- local currpoint = keypointstotal[ii]
- for i = 1, #currpoint do
- do
- local start = currpoint[i][1]
- local look = currpoint[i][2]
- local laserc = laser:Clone()
- local lmshc = lmsh:Clone()
- local hit, pos = rayCast(start, look, 100000, Character)
- laserc.CFrame = CFrame.new((start + pos) / 2, pos) * angles(math.rad(90), 0, 0)
- local mag = (laserc.Position - pos).magnitude * 2
- lmshc.Scale = Vector3.new(2, mag * 5, 2)
- laserc.Parent = Effects
- lmshc.Parent = laserc
- thread(function()
- table.insert(partEffects, {
- laserc,
- "Block2",
- 0.025,
- -0.1,
- 0,
- -0.1,
- lmshc
- })
- local start = currpoint[i][1]
- local look = currpoint[i][2]
- look = CFrame.new(start, start + look).lookVector
- local hit, pos = rayCast(start, look, 100000, Character)
- repeat
- swait()
- until laserc.Parent == nil
- local lpart = newPart(Effects, BrickColor.new("Black"), 0.5, true, false, Vector3.new(), "Cut", "SmoothPlastic")
- sound(406913243, Head, 0.6, 4, 1)
- local lpartm = mesh("BlockMesh", lpart, nil, nil, Vector3.new(0, 0, 0), Vector3.new(5, mag * 5, 5))
- lpart.CFrame = laserc.CFrame * CFrame.new(0, 0, 0)
- table.insert(partEffects, {
- lpart,
- "Block2",
- 0.05,
- 1,
- 0,
- 1,
- lpartm
- })
- local lpart = newPart(Effects, BrickColor.new("Lily white"), 0.5, true, false, Vector3.new(), "Cut", "SmoothPlastic")
- local lpartm = mesh("BlockMesh", lpart, nil, nil, Vector3.new(0, 0, 0), Vector3.new(8, mag * 5, 8))
- lpart.CFrame = laserc.CFrame * CFrame.new(0, 0, 0)
- table.insert(partEffects, {
- lpart,
- "Block2",
- 0.05,
- 1,
- 0,
- 1,
- lpartm
- })
- local hit, pos = rayCast(start, look, 100000, Character)
- if hit ~= nil then
- if hit.Parent.ClassName == "Accessory" or hit.Parent.ClassName == "Hat" then
- if hit.Parent.Parent:findFirstChild("Humanoid") then
- basicDamage(hit.Parent.Parent.Humanoid, 20, BrickColor.new("Bright red").Color)
- end
- elseif hit.Parent:findFirstChild("Humanoid") then
- basicDamage(hit.Parent.Humanoid, 20, BrickColor.new("Bright red").Color)
- end
- end
- end)
- end
- end
- end
- end
- end)
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, 0) * angles(math.rad(0), math.rad(-40), math.rad(60)), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45), 0, math.rad(-25)), 0.4)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)), 0.4)
- end
- AttackCan[3] = true
- attacking = false
- end
- function mouse1d()
- if tool.Active == false then
- return
- end
- if attacking == false and attackcounter == 1 then
- attackcounter = 2
- attackone()
- elseif attacking == false and attackcounter == 2 then
- attackcounter = 3
- attacktwo()
- elseif attacking == false and attackcounter == 3 then
- attackcounter = 1
- attackthree()
- end
- end
- function key(k)
- if tool.Active == false then
- return
- end
- k = k:lower()
- if attacking == false and k == "z" and AttackHas[1] >= AttackNeeded[1] then
- rapidslash()
- elseif attacking == false and k == "x" and AttackHas[2] >= 0.2 then
- powerslash()
- elseif attacking == false and k == "c" and AttackHas[3] >= AttackNeeded[3] then
- leftright()
- elseif attacking ~= false or k ~= "v" or AttackHas[4] >= AttackNeeded[4] then
- end
- end
- asdasd = mouse.Button1Down:connect(mouse1d)
- asdasdf = mouse.KeyDown:connect(key)
- Humanoid.Died:connect(function()
- asdasd:disconnect()
- asdasdf:disconnect()
- end)
- thread(function()
- while true do
- swait()
- torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- hitfloor, posfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- sine = sine + 1
- if AttackHas[1] < AttackNeeded[1] and AttackCan[1] == true then
- AttackHas[1] = AttackHas[1] + 0.005
- end
- if AttackHas[2] < AttackNeeded[2] and AttackCan[2] == true then
- AttackHas[2] = AttackHas[2] + 0.005
- end
- if AttackHas[3] < AttackNeeded[3] and AttackCan[3] == true then
- AttackHas[3] = AttackHas[3] + 0.005
- end
- if AttackHas[4] < AttackNeeded[4] and AttackCan[4] == true then
- AttackHas[4] = AttackHas[4] + 0.005
- end
- Reload[1]:TweenSize(UDim2.new(AttackHas[1] / AttackNeeded[1], 0, 1, 0), nil, 1, 0.4)
- Reload[2]:TweenSize(UDim2.new(AttackHas[2] / AttackNeeded[2], 0, 1, 0), nil, 1, 0.4)
- Reload[3]:TweenSize(UDim2.new(AttackHas[3] / AttackNeeded[3], 0, 1, 0), nil, 1, 0.4)
- Reload[4]:TweenSize(UDim2.new(AttackHas[4] / AttackNeeded[4], 0, 1, 0), nil, 1, 0.4)
- if 1 < RootPart.Velocity.y and hitfloor == nil then
- if attacking == false then
- Anim = "Jump"
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(-15), 0, math.rad(0)), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.2)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor == nil then
- if attacking == false then
- Anim = "Fall"
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(23), 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(24), math.rad(90), 0), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(-12), -math.rad(90), 0), 0.2)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- if attacking == false then
- Anim = "Idle"
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(-5), 0, math.rad(15)), 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.new(0, 0, 0.2 * math.cos(sine / 25)) * CFrame.Angles(math.rad(10), 0, math.rad(-15)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5 - 0.1 * math.cos(sine / 15), 0) * CFrame.Angles(math.rad(5), math.rad(-15), math.rad(10) + 0.1 * math.cos(sine / 25)), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.4, 0.5 - 0.1 * math.cos(sine / 15), 0) * CFrame.Angles(math.rad(-5), math.rad(15), math.rad(-10) - 0.1 * math.cos(sine / 25)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1.1 - 0.2 * math.cos(sine / 25), 0) * CFrame.Angles(math.rad(10), math.rad(105), math.rad(-5)) * CFrame.Angles(math.rad(-4), 0, math.rad(-5)), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1 - 0.2 * math.cos(sine / 25), 0) * CFrame.Angles(math.rad(10), -math.rad(75), math.rad(-2)) * CFrame.Angles(math.rad(-13), 0, 0), 0.2)
- end
- elseif torvel > 2 and hitfloor ~= nil and attacking == false then
- Anim = "Walk"
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(-5), 0, math.rad(0)), 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.new(0, 0, 0.2 * math.cos(sine / 25)) * CFrame.Angles(math.rad(10), 0, math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.5 - 0.1 * math.cos(sine / 15), 0) * CFrame.Angles(math.rad(5), math.rad(-15), math.rad(10) + 0.1 * math.cos(sine / 25)), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.5 - 0.1 * math.cos(sine / 15), 0) * CFrame.Angles(math.rad(-5), math.rad(15), math.rad(-10) - 0.1 * math.cos(sine / 25)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.cos(sine * 1.2 / 8), math.rad(90), 0), 0.3)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(-math.cos(sine * 1.2 / 8), -math.rad(90), 0), 0.3)
- end
- if 0 < #partEffects then
- for e = 1, #partEffects do
- if partEffects[e] ~= nil then
- local Thing = partEffects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if 1 >= Thing[1].Transparency then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- local Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- end
- else
- Part:Destroy()
- table.remove(partEffects, e)
- end
- end
- end
- end
- end
- end
- end)
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