Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- local Player = game.Players.LzMost
- local LocalScript = script.LocalScript:Clone();
- LocalScript.Parent = Player.Character;
- script.LocalScript:Destroy()
- local Mouse,mouse,UserInputService,ContextActionService
- do
- local GUID = {}
- do
- GUID.IDs = {};
- function GUID:new(len)
- local id;
- if(not len)then
- id = (tostring(function() end))
- id = id:gsub("function: ","")
- else
- local function genID(len)
- local newID = ""
- for i = 1,len do
- newID = newID..string.char(math.random(48,90))
- end
- return newID
- end
- repeat id = genID(len) until not GUID.IDs[id]
- local oid = id;
- id = {Trash=function() GUID.IDs[oid]=nil; end;Get=function() return oid; end}
- GUID.IDs[oid]=true;
- end
- return id
- end
- end
- local AHB = Instance.new("BindableEvent")
- local FPS = 30
- local TimeFrame = 0
- local LastFrame = tick()
- local Frame = 1/FPS
- game:service'RunService'.Heartbeat:connect(function(s,p)
- TimeFrame = TimeFrame + s
- if(TimeFrame >= Frame)then
- for i = 1,math.floor(TimeFrame/Frame) do
- AHB:Fire()
- end
- LastFrame=tick()
- TimeFrame=TimeFrame-Frame*math.floor(TimeFrame/Frame)
- end
- end)
- local function Swait(dur)
- if(dur == 0 or typeof(dur) ~= 'number')then
- AHB.Event:wait()
- else
- for i = 1, dur*FPS do
- AHB.Event:wait()
- end
- end
- end
- local loudnesses={}
- local CoAS = {Actions={}}
- local Folder = Instance.new("Folder")
- Folder.Name = "Client-Siding"
- Folder.Parent = Player.Character
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInputEvent"
- Event.Parent = Folder
- local Func = Instance.new("RemoteFunction")
- Func.Name = "GetClientProperty"
- Func.Parent = Folder
- local fakeEvent = function()
- local t = {_fakeEvent=true,Waited={}}
- t.Connect = function(self,f)
- local ft={Disconnected=false;disconnect=function(s) s.Disconnected=true end}
- ft.Disconnect=ft.disconnect
- ft.Func=function(...)
- for id,_ in next, t.Waited do
- t.Waited[id] = true
- end
- return f(...)
- end;
- self.Function=ft;
- return ft;
- end
- t.connect = t.Connect
- t.Wait = function()
- local guid = GUID:new(25)
- local waitingId = guid:Get()
- t.Waited[waitingId]=false
- repeat Swait() until t.Waited[waitingId]==true
- t.Waited[waitingId]=nil;
- guid:Trash()
- end
- t.wait = t.Wait
- return t
- end
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UsIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- function CoAS:BindAction(name,fun,touch,...)
- CoAS.Actions[name] = {Name=name,Function=fun,Keys={...}}
- end
- function CoAS:UnbindAction(name)
- CoAS.Actions[name] = nil
- end
- local function te(self,ev,...)
- local t = self[ev]
- if t and t._fakeEvent and t.Function and t.Function.Func and not t.Function.Disconnected then
- t.Function.Func(...)
- elseif t and t._fakeEvent and t.Function and t.Function.Func and t.Function.Disconnected then
- self[ev].Function=nil
- end
- end
- m.TrigEvent = te
- UsIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.Mouse then
- m.Target = io.Target
- m.Hit = io.Hit
- elseif io.KeyEvent then
- m:TrigEvent('Key'..io.KeyEvent,io.Key)
- elseif io.UserInputType == Enum.UserInputType.MouseButton1 then
- if io.UserInputState == Enum.UserInputState.Begin then
- m:TrigEvent("Button1Down")
- else
- m:TrigEvent("Button1Up")
- end
- end
- if(not io.KeyEvent and not io.Mouse)then
- for n,t in pairs(CoAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- if io.UserInputState == Enum.UserInputState.Begin then
- UsIS:TrigEvent("InputBegan",io,false)
- else
- UsIS:TrigEvent("InputEnded",io,false)
- end
- end
- end)
- Func.OnServerInvoke = function(plr,inst,play)
- if plr~=Player then return end
- if(inst and typeof(inst) == 'Instance' and inst:IsA'Sound')then
- loudnesses[inst]=play
- end
- end
- function GetClientProperty(inst,prop)
- if(prop == 'PlaybackLoudness' and loudnesses[inst])then
- return loudnesses[inst]
- elseif(prop == 'PlaybackLoudness')then
- return Func:InvokeClient(Player,'RegSound',inst)
- end
- return Func:InvokeClient(Player,inst,prop)
- end
- Mouse, mouse, UserInputService, ContextActionService = m, m, UsIS, CoAS
- end
- --------------------
- wait(0.5)
- --------------------
- local SONG = 2890284127
- local MUSIC = 3481175850
- Players = game:GetService("Players")
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = Player.Character
- Character.Archivable = true
- Humanoid = Character.Humanoid
- RootPart = Character["HumanoidRootPart"]
- Torso = Character["Torso"]
- Head = Character["Head"]
- RightArm = Character["Right Arm"]
- LeftArm = Character["Left Arm"]
- RightLeg = Character["Right Leg"]
- LeftLeg = Character["Left Leg"]
- RootJoint = RootPart["RootJoint"]
- Neck = Torso["Neck"]
- RightShoulder = Torso["Right Shoulder"]
- LeftShoulder = Torso["Left Shoulder"]
- RightHip = Torso["Right Hip"]
- LeftHip = Torso["Left Hip"]
- Debris = game:GetService("Debris")
- IT = Instance.new
- CF = CFrame.new
- VT2 = Vector2.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- SIN = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- --//=================================\\
- --|| SAZERENOS' ARTIFICIAL HEARTBEAT
- --\\=================================//
- ArtificialHB = IT("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
- frame = Frame_Speed
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- --//=================================\\
- --\\=================================//
- function Swait(NUMBER)
- if NUMBER == 0 or NUMBER == nil then
- ArtificialHB.Event:wait()
- else
- for i = 1, NUMBER do
- ArtificialHB.Event:wait()
- end
- end
- end
- function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
- local NEWMESH = IT(MESH)
- if MESH == "SpecialMesh" then
- NEWMESH.MeshType = MESHTYPE
- if MESHID ~= "nil" and MESHID ~= "" then
- NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
- end
- if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
- NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
- end
- end
- NEWMESH.Offset = OFFSET or VT(0, 0, 0)
- NEWMESH.Scale = SCALE
- NEWMESH.Parent = PARENT
- return NEWMESH
- end
- function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, COLOR, NAME, SIZE, ANCHOR, COLOR3)
- local NEWPART = IT("Part")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.Anchored = true
- if ANCHOR == false then
- NEWPART.Anchored = false
- end
- if COLOR3 ~= false and COLOR3 ~= nil then
- NEWPART.Color = COLOR
- else
- NEWPART.BrickColor = BRICKC(tostring(COLOR))
- end
- NEWPART.Name = NAME
- NEWPART.Size = SIZE
- NEWPART.Position = Torso.Position
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- --//=================================\\
- --|| CUSTOMIZATION
- --\\=================================//
- Animation_Speed = 3
- Speed = 16
- --//=================================\\
- --|| USEFUL VALUES
- --\\=================================//
- local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
- local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
- local ANIM = "Idle"
- local ATTACK = false
- local EQUIPPED = false
- local HOLD = false
- local Rooted = false
- local Disable_Jump = false
- local SINE = 0
- local COMBO = 1
- local KEYHOLD = false
- local CHANGE = 2 / Animation_Speed
- local WALKINGANIM = false
- local WALK = 0
- local DANCING = false
- local TIMEFLOW = true
- local POWER = false
- local REQUIEM = false
- local ZERO = false
- local BARRAGING = false
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "rbxassetid://180435571"
- local IDLEANIMATION =
- Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
- IDLEANIMATION:Play()
- local Weapon = IT("Model", Character)
- Weapon.Name = "WEAPON"
- local HITFLOOR = nil
- local Effects = IT("Folder", Weapon)
- Effects.Name = "FX"
- local ANIMATOR = Humanoid.Animator
- local ANIMATE = Character.Animate
- local UNANCHOR = true
- local STAND = false
- --//=================================\\
- --|| SOME FUNCTIONS
- --\\=================================//
- function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
- return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
- end
- function RayCast(Position, Direction, MaxDistance, IgnoreList)
- return workspace:FindPartOnRayWithIgnoreList(Ray.new(Position, Direction.unit * (MaxDistance or 999.999)), IgnoreList)
- 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 m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CF(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = ACOS(cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((1 - t) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- else
- if (1 + cosTheta) > 0.0001 then
- local theta = ACOS(-cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((t - 1) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function Clerp(a, b, t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function CreateSound(ID, PARENT, VOLUME, PITCH, LOOP)
- local NEWSOUND = nil
- coroutine.resume(coroutine.create(function()
- NEWSOUND = IT("Sound", PARENT)
- NEWSOUND.Volume = VOLUME
- NEWSOUND.Pitch = PITCH
- NEWSOUND.SoundId = ID
- NEWSOUND.Looped = (LOOP) or false
- NEWSOUND.Name = "STASND"
- Swait()
- NEWSOUND:play()
- repeat Swait()
- until NEWSOUND.Playing == false
- NEWSOUND:Remove()
- end))
- return NEWSOUND
- end
- function Slice(SIZE,WAIT,CFRAME,COLOR,GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(tostring(COLOR)), "Effect", VT(1,1,1), true)
- local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale * GROW
- wave.Transparency = wave.Transparency + (0.5/WAIT)
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
- local mesh = IT("SpecialMesh",wave)
- mesh.MeshType = "Sphere"
- mesh.Scale = SIZE
- mesh.Offset = VT(0,0,0)
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do Swait()
- mesh.Scale = mesh.Scale + GROW
- wave.Transparency = wave.Transparency + (1/WAIT)
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function MakeForm(PART,TYPE)
- if TYPE == "Cyl" then
- local MSH = IT("CylinderMesh",PART)
- elseif TYPE == "Ball" then
- local MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Sphere"
- elseif TYPE == "Wedge" then
- local MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Wedge"
- end
- end
- function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
- local NEWWELD = IT(TYPE)
- NEWWELD.Part0 = PART0
- NEWWELD.Part1 = PART1
- NEWWELD.C0 = C0
- NEWWELD.C1 = C1
- NEWWELD.Parent = PARENT
- return NEWWELD
- end
- function New(Object, Parent, Name, Data)
- local Object = IT(Object)
- for Index, Value in pairs(Data or {}) do
- Object[Index] = Value
- end
- Object.Parent = Parent
- Object.Name = Name
- return Object
- end
- function CameraShake(AREA,RANGE,SHAKE,TIMER)
- for index, CHILD in pairs(workspace:GetChildren()) do
- if CHILD:FindFirstChildOfClass("Humanoid") then
- local HUMAN = CHILD:FindFirstChildOfClass("Humanoid")
- local ROOT = HUMAN.Torso
- if ROOT and game.Players:GetPlayerFromCharacter(CHILD) then
- if (ROOT.Position - AREA).Magnitude <= RANGE then
- if CHILD:FindFirstChild("CamShake") then
- Debris:AddItem(CHILD:FindFirstChild("CamShake"),0.05)
- end
- local CAMSHAKE = script.CamShake:Clone()
- CAMSHAKE.Parent = CHILD
- local TIMER_V = IT("NumberValue",CAMSHAKE)
- TIMER_V.Name = "Timer"
- TIMER_V.Value = TIMER
- local SHAKE_V = IT("NumberValue",CAMSHAKE)
- SHAKE_V.Name = "Shake"
- SHAKE_V.Value = SHAKE
- CAMSHAKE.Disabled = false
- Debris:AddItem(CAMSHAKE,15)
- end
- end
- end
- end
- end
- function CreateSphere(BonusSpeed, Type, Position,
- Scale, Value0, Value1, Value2, Color, Material)
- local rng = IT("Part", Effects)
- rng.Anchored = true
- rng.Color = Color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = Material
- rng.Size = VT(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = Position
- local rngm = IT("SpecialMesh", rng)
- rngm.MeshType = "Sphere"
- rngm.Scale = Scale
- local scaler2 = 1
- local scaler2b = 1
- local scaler2c = 1
- if (Type == "Add") then
- scaler2 = (1 * Value0)
- scaler2b = (1 * Value1)
- scaler2c = (1 * Value2)
- elseif (Type == "Divide") then
- scaler2 = (1 / Value0)
- scaler2b = (1 / Value1)
- scaler2c = (1 / Value2)
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / BonusSpeed, 0.1 do Swait()
- if Type == "Add" then
- scaler2 = scaler2 - ((0.01 * Value0) / BonusSpeed)
- scaler2b = scaler2b - ((0.01 * Value0) / BonusSpeed)
- scaler2c = scaler2c - ((0.01 * Value0) / BonusSpeed)
- elseif Type == "Divide" then
- scaler2 = scaler2 - ((0.01 / Value0) * BonusSpeed)
- scaler2b = scaler2b - ((0.01 / Value0) * BonusSpeed)
- scaler2c = scaler2c - ((0.01 / Value0) * BonusSpeed)
- end
- rng.Transparency = rng.Transparency + (0.01 * BonusSpeed)
- rngm.Scale = rngm.Scale + VT(scaler2 * BonusSpeed, scaler2b * BonusSpeed, scaler2c * BonusSpeed)
- end
- rng:Destroy()
- end))
- end
- function RequiemEvent()
- local b = CreatePart("Brick", Effects, "Neon",
- 0, 0, BRICKC("Institutional white"), "Main_Brick",
- VT(1, 1, 1), true, false)
- b.CFrame = RootPart.CFrame * ANGLES(RAD(0), RAD(0), RAD(0)) * CF(0, -1, 0)
- b.Locked = true
- Debris:AddItem(b, 10)
- local c = CreateMesh("SpecialMesh", b,
- "FileMesh", "rbxassetid://20329976",
- "", VT(1, 2, 1), VT(0, 0, 0))
- local d = CreatePart("Brick", Effects, "Neon",
- 0, 0, BRICKC("Bright yellow"), "Explosion",
- VT(1, 1, 1), true, false)
- d.CFrame = RootPart.CFrame * ANGLES(RAD(0), RAD(0), RAD(0)) * CF(0, -1, 0)
- d.Locked = true
- Debris:AddItem(d, 10)
- local e = CreateMesh("SpecialMesh", d,
- "FileMesh", "rbxassetid://20329976",
- "", VT(1, 2, 1), VT(0, 0, 0))
- local f = CreatePart("Brick", Effects, "Neon",
- 0, 0, BRICKC("Bright yellow"), "Explosion2",
- VT(1, 1, 1), true, false)
- f.CFrame = RootPart.CFrame * ANGLES(RAD(0), RAD(0), RAD(0)) * CF(0, -1, 0)
- f.Locked = true
- Debris:AddItem(f, 10)
- local g = CreateMesh("SpecialMesh", f,
- "Sphere", "", "", VT(50, 500, 50), VT(0, 0, 0))
- local h = CreatePart("Brick", Effects, "Neon",
- 0, 0.5, BRICKC("New Yeller"), "GoldenWind",
- VT(1, 1, 1), true, false)
- h.CFrame = RootPart.CFrame * ANGLES(RAD(0), RAD(0), RAD(0)) * CF(0, -1, 0)
- h.Locked = true
- Debris:AddItem(h, 10)
- local i = CreateMesh("SpecialMesh", h,
- "Sphere", "", "",
- VT(62.5, 500, 62.5), VT(0, 0, 0))
- CreateSound("rbxassetid://1202657035",
- b, 7.5, MRANDOM(9, 11)/10, false)
- coroutine.resume(coroutine.create(function()
- for _ = 1, 100 do Swait()
- b.Transparency = b.Transparency + 0.01
- c.Scale = c.Scale + VT(1, 0.5, 1)
- d.Transparency = d.Transparency + 0.01
- e.Scale = e.Scale + VT(1, 0.5, 1)
- g.Scale = g.Scale - VT(0.5, 0, 0.5)
- i.Scale = i.Scale - VT(0.625, 0, 0.625)
- end
- end))
- end
- --//=================================\\
- --|| WEAPON CREATION
- --\\=================================//
- local STORAGE = script:WaitForChild("ScriptStorage")
- local TWAUKnife = STORAGE:WaitForChild("TWAUKnife")
- AdvancingFortress = STORAGE:WaitForChild("Stand")
- AdvancingFortress.Parent = Character
- SRootPart = AdvancingFortress["StandHumanoidRootPart"]
- STorso = AdvancingFortress["Stand Torso"]
- SHead = AdvancingFortress["Stand Head"]
- SRightArm = AdvancingFortress["Stand Right Arm"]
- SLeftArm = AdvancingFortress["Stand Left Arm"]
- SRightLeg = AdvancingFortress["Stand Right Leg"]
- SLeftLeg = AdvancingFortress["Stand Left Leg"]
- SRootJoint = SRootPart["RootJoint"]
- SNeck = STorso["Neck"]
- SRightShoulder = STorso["Right Shoulder"]
- SLeftShoulder = STorso["Left Shoulder"]
- SRightHip = STorso["Right Hip"]
- SLeftHip = STorso["Left Hip"]
- AdvancingFortress.Name =
- "Advancing Fortress"
- function bpParticles(PART)
- local PE = IT("ParticleEmitter")
- PE.LightEmission = 1
- PE.LightInfluence = 0
- PE.Color =
- ColorSequence.new({
- ColorSequenceKeypoint.new(0,
- Color3.fromRGB(71, 42, 0)),
- ColorSequenceKeypoint.new(1,
- Color3.fromRGB(71, 42, 0))
- })
- PE.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0.5),
- NumberSequenceKeypoint.new(1, 0.5)
- })
- PE.Texture =
- "rbxassetid://833874434"
- PE.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 1),
- NumberSequenceKeypoint.new(1, 0.2)
- })
- PE.Name = "Aura"
- PE.Parent = PART
- PE.LockedToPart = true
- PE.Lifetime = NumberRange.new(1)
- PE.Rate = 500000006924213927542784
- PE.Speed = NumberRange.new(0)
- return PE;
- end
- local BodyParticles = {
- bpParticles(Head),
- bpParticles(LeftArm),
- bpParticles(LeftLeg),
- bpParticles(RightArm),
- bpParticles(RightLeg),
- bpParticles(Torso)
- }
- Humanoid.Died:connect(function()
- ATTACK = true
- end)
- --//=================================\\
- --|| CHATFUNC
- --\\=================================//
- function StandChat(TEXT, SOUND)
- coroutine.resume(coroutine.create(function()
- if (AdvancingFortress:FindFirstChild("ChatGUI") ~= nil) then
- AdvancingFortress["ChatGUI"]:Destroy()
- end
- local BBG = Instance.new("BillboardGui")
- BBG.Parent = AdvancingFortress
- BBG.Name = "ChatGUI"
- BBG.Size = UD2(0, 100, 0, 40)
- BBG.StudsOffset = VT(0, 2, 0)
- BBG.Adornee = Head
- local DESTXT = Instance.new("TextLabel")
- DESTXT.Parent = BBG
- DESTXT.Text = ""
- DESTXT.BackgroundTransparency = 1
- DESTXT.TextStrokeTransparency = 0
- DESTXT.TextStrokeColor3 = C3(0, 0, 0)
- DESTXT.TextColor3 = C3(1, 1, 1)
- DESTXT.BorderSizePixel = 0
- DESTXT.Font = "Highway"
- DESTXT.TextSize = 50
- DESTXT.Size = UD2(1, 0, 0.5, 0)
- if (SOUND ~= nil) then
- if (typeof(SOUND) == "string") then
- CreateSound(SOUND, BBG, 5, 1)
- end
- end
- for i = 1, #TEXT do Swait(5)
- DESTXT.Text =
- TEXT:sub(1, i)
- end
- wait(2)
- for i = 0, 1, 0.025 do
- DESTXT.TextTransparency = i
- DESTXT.Rotation = MRANDOM(-5, 5)
- DESTXT.Position =
- UD2(0, MRANDOM(-15,15),
- 0, MRANDOM(-15, 15)
- ) Swait()
- end BBG:Destroy()
- end))
- end
- function BarrageChat(TEXT)
- coroutine.resume(coroutine.create(function()
- if (AdvancingFortress:FindFirstChild("ChatGUI") ~= nil) then
- AdvancingFortress["ChatGUI"]:Destroy()
- end
- local BBG = Instance.new("BillboardGui")
- BBG.Parent = AdvancingFortress
- BBG.Name = "ChatGUI"
- BBG.Size = UD2(0, 100, 0, 40)
- BBG.StudsOffset = VT(0, 2, 0)
- BBG.Adornee = Head
- local DESTXT = Instance.new("TextLabel")
- DESTXT.Parent = BBG
- DESTXT.Text = ""
- DESTXT.BackgroundTransparency = 1
- DESTXT.TextStrokeTransparency = 0
- DESTXT.TextStrokeColor3 = C3(0, 0, 0)
- DESTXT.TextColor3 = C3(1, 1, 1)
- DESTXT.BorderSizePixel = 0
- DESTXT.Font = "Highway"
- DESTXT.TextSize = 50
- DESTXT.Size = UD2(1, 0, 0.5, 0)
- repeat wait(0.15)
- DESTXT.Text = DESTXT.Text .. TEXT
- until not BARRAGING;
- wait(2)
- for i = 0, 1, 0.025 do
- DESTXT.TextTransparency = i
- DESTXT.Rotation = MRANDOM(-5, 5)
- DESTXT.Position =
- UD2(0, MRANDOM(-15,15),
- 0, MRANDOM(-15, 15)
- ) Swait()
- end BBG:Destroy()
- end))
- end
- --//=================================\\
- --|| DAMAGING
- --\\=================================//
- function dmg(dude)
- local keptcolor = BRICKC("Really red")
- local bgf = IT("BodyGyro",dude.Head)
- bgf.CFrame = bgf.CFrame * ANGLES(RAD(-90),0,0)
- local ds = coroutine.wrap(function()
- dude:WaitForChild("Head"):BreakJoints()
- for i, v in pairs(dude:GetChildren()) do
- if v:IsA("Part") or v:IsA("MeshPart") then
- v.Name = "DEMINISHED"
- end
- end
- CreateSound("rbxassetid://62339698", Effects, 0.75, 0.285)
- coroutine.resume(coroutine.create(function()
- for i, v in pairs(dude:GetChildren()) do
- if v:IsA("Accessory") then
- v:Destroy()
- end
- if v:IsA("Humanoid") then
- v:Destroy()
- end
- if v:IsA("CharacterMesh") then
- v:Destroy()
- end
- if v:IsA("Model") then
- v:Destroy()
- end
- if v:IsA("Part") or v:IsA("MeshPart") then
- for x, o in pairs(v:GetChildren()) do
- if o:IsA("Decal") then
- o:Destroy()
- end
- end
- coroutine.resume(coroutine.create(function()
- v.Material = "Neon"
- v.CanCollide = false
- v.Anchored = false
- local bld = IT("ParticleEmitter",v)
- bld.LightEmission = 0.75
- bld.Texture = "rbxassetid://363275192" ---284205403
- bld.Color = ColorSequence.new(keptcolor.Color)
- bld.Rate = 500
- bld.Lifetime = NumberRange.new(1)
- bld.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,2,0),NumberSequenceKeypoint.new(0.8,2.25,0),NumberSequenceKeypoint.new(1,0,0)})
- bld.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,0.5,0),NumberSequenceKeypoint.new(0.8,0.75,0),NumberSequenceKeypoint.new(1,1,0)})
- bld.Speed = NumberRange.new(2,5)
- bld.VelocitySpread = 50000
- bld.Rotation = NumberRange.new(-500,500)
- bld.RotSpeed = NumberRange.new(-500,500)
- local sbs = IT("BodyPosition", v)
- sbs.P = 3000
- sbs.D = 1000
- sbs.maxForce = VT(50000000000, 50000000000, 50000000000)
- sbs.position = v.Position + VT(MRANDOM(-2,2),10 + MRANDOM(-2,2),MRANDOM(-2,2))
- v.Color = keptcolor.Color
- coroutine.resume(coroutine.create(function()
- for i = 0, 49 do
- Swait(1)
- v:BreakJoints()
- v.Transparency = v.Transparency + 0.02
- end
- v:BreakJoints()
- CreateSound("rbxassetid://1192402877", v, 0.5, 0.75)
- bld.Speed = NumberRange.new(10,25)
- bld.Drag = 5
- bld.Acceleration = VT(0,2,0)
- wait(0.5)
- bld.Enabled = false
- wait(8)
- v:Destroy()
- dude:Destroy()
- end))
- end))
- end
- end
- end))
- end)
- ds()
- end
- function ApplyAoE(POS,RANGE)
- for i,v in ipairs(workspace:GetChildren()) do
- local body = v:GetChildren()
- for part = 1, #body do
- if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then
- if(body[part].Position - POS).Magnitude < RANGE then
- if v:FindFirstChildOfClass("Humanoid") then
- dmg(v)
- end
- end
- end
- end
- end
- end
- function PUNCH(FIST,MIN,MAX)
- TOUCH = FIST.Touched:Connect(function(hit)
- local DMG = MRANDOM(MIN, MAX)
- local SHINEI = false;
- if (not TIMEFLOW) then
- SHINEI = true;
- end
- repeat Swait() until TIMEFLOW
- local DIEIE = "rbxassetid://2440670891"
- if (REQUIEM) then
- DIEIE = "rbxassetid://3651503836"
- end
- if (hit.Parent.Name ~= Character.Name and
- hit.Parent.Name ~= AdvancingFortress.Name) then
- if hit.Parent:FindFirstChildOfClass("Humanoid") then
- local HUM = hit.Parent:FindFirstChildOfClass("Humanoid")
- local TORSO = hit.Parent:FindFirstChild("Torso") or hit.Parent:FindFirstChild("UpperTorso")
- if TORSO and HUM.Health > 0 then
- local WAITFOR = false;
- if (SHINEI) then
- WAITFOR = true;
- local DIE = CreateSound(DIEIE, Head, 1, 1)
- repeat Swait() until DIE.Playing == false
- WAITFOR = false;
- end; repeat Swait() until not WAITFOR;
- CreateSound("rbxassetid://260430079",FIST,6,1,false)
- CreateSound("rbxassetid://260430079",TORSO,7,MRANDOM(8,14)/10,false)
- TORSO.Parent:BreakJoints()
- for _, c in pairs(TORSO.Parent:GetChildren()) do
- if c:IsA("BasePart") then
- local bv = IT("BodyVelocity",c)
- bv.maxForce = VT(1e9, 1e9, 1e9)
- bv.velocity = CF(TORSO.Position,c.Position+VT(0,0.1,0)).lookVector*MRANDOM(70,100)
- Debris:AddItem(bv,0.05)
- end
- end
- HUM:TakeDamage(DMG)
- CameraShake(FIST.Position, 15, 5, 150)
- TOUCH:Disconnect()
- end
- end
- end
- end)
- return TOUCH
- end
- --//=================================\\
- --|| ATTACK FUNCTIONS AND STUFF
- --\\=================================//
- function AttackTemplate()
- ATTACK = false
- Rooted = false
- Rooted = false
- ATTACK = false
- end
- function Requiem()
- if (REQUIEM) then
- return "Already within Requiem!";
- end
- ATTACK = true
- Rooted = true
- POWER = true
- StandChat("The power of this object!")
- local PowerOfArrow = CreateSound("rbxassetid://690260297", Head, 7.5, 1)
- repeat Swait() until PowerOfArrow.IsLoaded
- repeat Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(175), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- until PowerOfArrow.Playing == false
- CreateSound("rbxassetid://541909867", RightArm, 10, 1)
- CreateSound("rbxassetid://541909867", LeftArm, 10, 1)
- for i=0, 2, 0.1 / Animation_Speed do Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-45), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(105), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(15), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(15), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- local ENERGY = CreateSound("rbxassetid://515938960", RootPart, 10, 1)
- repeat Swait() until ENERGY.IsLoaded
- repeat Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-45), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(105), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(15), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(15), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- until ENERGY.Playing == false
- StandChat("Wooooaaaahh!")
- local GROAN = CreateSound("rbxassetid://690262386", Head, 7.5, 1)
- repeat Swait() until GROAN.IsLoaded
- repeat Swait()
- MagicSphere(VT(1,1,1),15,RootPart.CFrame * CF(MRANDOM(-10,10),MRANDOM(-10,10),MRANDOM(-10,10)),"White",VT(-1/15,-1/15,-1/15))
- MagicSphere(VT(2,2,2),15,RootPart.CFrame * CF(MRANDOM(-10,10),MRANDOM(-10,10),MRANDOM(-10,10)),"New Yeller",VT(-2/15,-2/15,-2/15))
- RootJoint.C0 = Clerp(RootJoint.C0,EULER(-1.57,0,3.14)*CF(0,0 + 0.02 * COS(SINE / 32),1 + 0.15 * COS(SINE / 32))*ANGLES(RAD(-13 - 2 * COS(SINE / 32)),RAD(3),RAD(10 - 4 * COS(SINE / 67))),.1)
- Neck.C0 = Clerp(Neck.C0,CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)*ANGLES(RAD(23 - 2 * COS(SINE / 37)),RAD(-21 + 2 * COS(SINE / 58)),RAD(-10 + 2 * COS(SINE / 53))),.1)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(10), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(10), RAD(0), RAD(-30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0,CF(1,-0.4,-0.5)*ANGLES(RAD(0),RAD(90),RAD(0))*ANGLES(RAD(19),RAD(0 - 1 * COS(SINE / 56)),RAD(-20 - 2 * COS(SINE / 32))),.1)
- LeftHip.C0 = Clerp(LeftHip.C0,CF(-1,-1,0)*ANGLES(RAD(0),RAD(-90),RAD(0))*ANGLES(RAD(3),RAD(0 - 1 * COS(SINE / 56)),RAD(17 + 2 * COS(SINE / 32))),.1)
- until GROAN.Playing == false
- AdvancingFortress:Destroy()
- AdvancingFortress = STORAGE["Stand2"]
- AdvancingFortress.Parent = Character
- SRootPart = AdvancingFortress["StandHumanoidRootPart"]
- STorso = AdvancingFortress["Stand Torso"]
- SHead = AdvancingFortress["Stand Head"]
- SRightArm = AdvancingFortress["Stand Right Arm"]
- SLeftArm = AdvancingFortress["Stand Left Arm"]
- SRightLeg = AdvancingFortress["Stand Right Leg"]
- SLeftLeg = AdvancingFortress["Stand Left Leg"]
- SRootJoint = SRootPart["RootJoint"]
- SNeck = STorso["Neck"]
- SRightShoulder = STorso["Right Shoulder"]
- SLeftShoulder = STorso["Left Shoulder"]
- SRightHip = STorso["Right Hip"]
- SLeftHip = STorso["Left Hip"]
- REQUIEM = true
- POWER = false
- Rooted = false
- ATTACK = false
- RequiemEvent()
- end
- function TripleKnives()
- ATTACK = true
- Rooted = true
- for i=0, 1.5, 0.1 / Animation_Speed do Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(35), RAD(0), RAD(-25)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-45), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(215), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(35), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(35), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 3 do
- coroutine.resume(coroutine.create(function()
- local KNIFEDISTANCE = 0
- local PROJKnife = TWAUKnife:Clone()
- PROJKnife.Parent = Effects
- PROJKnife.CFrame = RootPart.CFrame * CF(1, 0, -3)
- * ANGLES(RAD(-90), RAD(0), RAD(0))
- PROJKnife:SetNetworkOwner(nil)
- CreateSound("rbxassetid://200632136", PROJKnife, 10, 1)
- local BDVel = IT("BodyVelocity")
- BDVel.MaxForce = VT(math.huge, math.huge, math.huge)
- BDVel.P = math.huge
- BDVel.Velocity = RootPart.CFrame.lookVector * 100
- BDVel.Parent = PROJKnife
- BDVel.Name = "Force"
- coroutine.resume(coroutine.create(function()
- repeat wait()
- PROJKnife.Anchored =
- not TIMEFLOW
- if (TIMEFLOW) then
- KNIFEDISTANCE =
- KNIFEDISTANCE + 1
- end
- if (KNIFEDISTANCE >= 100) then
- PROJKnife.Anchored = true
- PROJKnife:Destroy()
- end
- if (PROJKnife and TIMEFLOW) then
- ApplyAoE(PROJKnife.Position, 5)
- end
- until PROJKnife == nil
- end))
- end))
- wait(0.125)
- end
- end))
- for i=0, 3, 0.1 / Animation_Speed do Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(15), RAD(0), RAD(-25)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-45), RAD(0), RAD(-15)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(105), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(15), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(15), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- Rooted = false
- ATTACK = false
- end
- function Mend()
- ATTACK = true
- Rooted = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- ----------
- SRootJoint.C0 = Clerp(SRootJoint.C0,ROOTC0 * CF(0, -7, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- SNeck.C0 = Clerp(SNeck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(0.75, 0.5, -0.25) * ANGLES(RAD(90), RAD(0), RAD(-80)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-0.75, 0.5, -0.25) * ANGLES(RAD(90), RAD(0), RAD(70)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- end
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- ----------
- SRootJoint.C0 = Clerp(SRootJoint.C0,ROOTC0 * CF(2, -7, 0) * ANGLES(RAD(0), RAD(0), RAD(180)), 0.15 / Animation_Speed)
- SNeck.C0 = Clerp(SNeck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(0.75, 0.5, -0.25) * ANGLES(RAD(90), RAD(0), RAD(-80)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-0.75, 0.5, -0.25) * ANGLES(RAD(90), RAD(0), RAD(70)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- end
- local HEALSND = "201858045"
- if (REQUIEM) then
- HEALSND = "3378924410"
- end
- CreateSound("rbxassetid://".. HEALSND, SRightArm, 10, 0.9)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- ----------
- SRootJoint.C0 = Clerp(SRootJoint.C0,ROOTC0 * CF(2, -7, -0.5) * ANGLES(RAD(0), RAD(0), RAD(215)), 0.15 / Animation_Speed)
- SNeck.C0 = Clerp(SNeck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(70), RAD(0), RAD(35)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-0.75, 0.5, -0.25) * ANGLES(RAD(90), RAD(0), RAD(70)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- end
- local sphereTable = {
- 4, "Add", SRightArm.CFrame * CF(0, -1, 0) *
- ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))),
- VT(1, 1, 1), -0.05, 0.3, -0.05,
- BRICKC("New Yeller").Color, "Neon"
- }
- for i = 1, 5 do
- local BRIGHTNESS = MRANDOM(1, 5) / 10
- sphereTable[3] = SRightArm.CFrame * CF(0, -1, 0) *
- ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)))
- sphereTable[8] = C3(BRIGHTNESS, 1, BRIGHTNESS)
- CreateSphere(unpack(sphereTable))
- end
- Humanoid.Health = Humanoid.Health + Humanoid.MaxHealth / 3
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- ----------
- SRootJoint.C0 = Clerp(SRootJoint.C0,ROOTC0 * CF(2, -7, -0.5) * ANGLES(RAD(0), RAD(0), RAD(215)), 0.15 / Animation_Speed)
- SNeck.C0 = Clerp(SNeck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(70), RAD(0), RAD(35)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-0.75, 0.5, -0.25) * ANGLES(RAD(90), RAD(0), RAD(70)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- end
- Rooted = false
- ATTACK = false
- end
- function Barrage()
- ATTACK = true
- Rooted = false
- local RUSHSND = SRootPart["Rush"]
- local BARRAGESFX = CreateSound(RUSHSND.SoundId, SHead, 10, 1, RUSHSND.Looped)
- BARRAGESFX.Playing = false
- BARRAGING = true
- local VOICE = SRootPart["Voice"]
- BarrageChat(VOICE.Value)
- repeat
- if COMBO == 1 then
- COMBO = 2
- local FIST = PUNCH(SLeftArm, 25, 50)
- if (not REQUIEM) then
- CreateSound("rbxassetid://200632136", LeftArm, 1, MRANDOM(10, 12)/10)
- end
- for i=0, 0.15, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- ----------
- SRootJoint.C0 = Clerp(SRootJoint.C0,ROOTC0 * CF(2, -7.5, 0) * ANGLES(RAD(35), RAD(0), RAD(-45)), 1 / Animation_Speed)
- SNeck.C0 = Clerp(SNeck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-15), RAD(0), RAD(45)), 1 / Animation_Speed)
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(1.5, 0.25, 0.2) * ANGLES(RAD(90), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-1.1, 0.45, -1) * ANGLES(RAD(110), RAD(0), RAD(25)) * LEFTSHOULDERC0, 2 / Animation_Speed)
- end
- FIST:Disconnect()
- else
- COMBO = 1
- local FIST = PUNCH(SRightArm, 25, 50)
- if (not REQUIEM) then
- CreateSound("rbxassetid://200632136", SRightArm, 1, MRANDOM(10, 12)/10)
- end
- for i=0, 0.15, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- ----------
- SRootJoint.C0 = Clerp(SRootJoint.C0,ROOTC0 * CF(2, -7.5, 0) * ANGLES(RAD(35), RAD(0), RAD(45)), 1 / Animation_Speed)
- SNeck.C0 = Clerp(SNeck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-15), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(1.1, 0.45, -1) * ANGLES(RAD(110), RAD(0), RAD(-25)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-1.5, 0.25, 0.2) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- end
- FIST:Disconnect()
- end
- until KEYHOLD == false or BARRAGESFX.Playing == false
- BARRAGESFX:Remove()
- BARRAGING = false
- Rooted = false
- ATTACK = false
- end
- function StrongPunch()
- ATTACK = true
- Rooted = false
- local booshSND = SRootPart["HeavyPunch"]
- CreateSound(booshSND.SoundId, SHead, 10, 1)
- for i=0, 1, 0.1 / Animation_Speed do Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- ----------
- SRootJoint.C0 = Clerp(SRootJoint.C0,ROOTC0 * CF(2, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
- SNeck.C0 = Clerp(SNeck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 0.15 / Animation_Speed)
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(-12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- end
- local FIST = PUNCH(SRightArm, 50, 100)
- CreateSound("rbxassetid://200632136", SRightArm, 1, MRANDOM(10, 12)/10)
- for i=0, 2, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- ----------
- SRootJoint.C0 = Clerp(SRootJoint.C0,ROOTC0 * CF(2, -7.5, 0) * ANGLES(RAD(35), RAD(0), RAD(45)), 1 / Animation_Speed)
- SNeck.C0 = Clerp(SNeck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-15), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(1.1, 0.45, -1) * ANGLES(RAD(110), RAD(0), RAD(-25)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-1.5, 0.25, 0.2) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- end
- FIST:Disconnect()
- Rooted = false
- ATTACK = false
- end
- function ToggleStand()
- STAND = not STAND;
- CreateSound("rbxassetid://1033003355",
- SRootPart, 10, 1)
- if (STAND) then
- for _, c in pairs(AdvancingFortress:GetChildren()) do
- coroutine.resume(coroutine.create(function()
- for _ = 1, 5 do
- if c ~= SRootPart and c.ClassName ~= "Sound" then Swait()
- c.Transparency = c.Transparency - 0.2
- end
- end
- if c ~= SRootPart then
- c.Transparency = c.Transparency - 0.2
- end
- end))
- end
- else
- for _, c in pairs(AdvancingFortress:GetChildren()) do
- coroutine.resume(coroutine.create(function()
- for _ = 1, 5 do
- if c ~= SRootPart and c.ClassName ~= "Sound" then Swait()
- c.Transparency = c.Transparency + 0.2
- end
- end
- if c ~= SRootPart then
- c.Transparency = c.Transparency + 0.2
- end
- end))
- end
- end
- if (STAND) then
- local SNDTBLE = {
- ["QUOTE"] = "*very menacing laugh*",
- ["SOUND"] = "rbxassetid://4068661642"
- }
- if (REQUIEM) then
- SNDTBLE = {
- ["QUOTE"] = "This is Golden Experience Requiem!",
- ["SOUND"] = "rbxassetid://3657592390"
- }
- end
- StandChat(SNDTBLE["QUOTE"], SNDTBLE["SOUND"])
- end
- end
- function Dance()
- DANCING = true
- Rooted = true
- repeat Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(25)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0.1) * ANGLES(RAD(150), RAD(25), RAD(-20)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.1) * ANGLES(RAD(0), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05, -0.01) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05, -0.01) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed)
- until DANCING == false
- Rooted = false
- end
- function Taunt()
- local CHATTABLE = {
- ["Filth."] = "rbxassetid://616576465",
- ["You thought you would be able to defeat me?!"] = "rbxassetid://2553966123",
- ["ABSOLUTE WEAKLING!"] = "rbxassetid://2553967788",
- ["*very menacing laugh*"] = "rbxassetid://2553928644",
- ["THIS IS TRULY THE GREATEST HEIGHT!"] = "rbxassetid://616582888",
- } local DIALOGUE = {
- "Filth.",
- "You thought you would be able to defeat me?!",
- "ABSOLUTE WEAKLING!",
- "*very menacing laugh*",
- "THIS IS TRULY THE GREATEST HEIGHT!",
- }
- if (REQUIEM) then
- CHATTABLE = {
- ["It is all over now."] = "rbxassetid://1280294411",
- ["Thanks."] = "rbxassetid://2860858974",
- ["Bye."] = "rbxassetid://2860858762",
- ["I told you it was useless."] = "rbxassetid://2860859283",
- ["You'll never reach the truth."] = "rbxassetid://3651503836",
- ["This... is Requiem."] = "rbxassetid://3657899780",
- } DIALOGUE = {
- "It is all over now.",
- "Thanks.",
- "Bye.",
- "I told you it was useless.",
- "You'll never reach the truth.",
- "This... is Requiem.",
- }
- end
- local CHANCE = MRANDOM(1, #DIALOGUE)
- local MESSAGE = DIALOGUE[CHANCE]
- local SOUND = CHATTABLE[MESSAGE]
- StandChat(MESSAGE, SOUND)
- end
- function Mobility()
- ATTACK = true
- local POS = RootPart.Position
- for i = 1, 10 do
- CreateSound("rbxassetid://182765513", STorso, 3, 1)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(65), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-40), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-40), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- ----------
- RootPart.CFrame = RootPart.CFrame*CF(0,0,-5)
- POS = RootPart.Position
- RootPart.Velocity = VT(0,0,0)
- Swait()
- end
- RootPart.Velocity = VT(0,0,0)
- ATTACK = false
- end
- function Timestop()
- if (not TIMEFLOW) then return end
- TIMEFLOW = false
- local TSID = {
- ["STOP"] = "3084495179";
- ["CONTINUE"] = "2415468490";
- ["TIME"] = 7.5;
- }
- if (REQUIEM) then
- TSID["STOP"] = "3651503836";
- TSID["CONTINUE"] = "3657592390";
- TSID["TIME"] = 12.5;
- end
- CreateSound("rbxassetid://".. TSID["STOP"], AdvancingFortress, 10, 1)
- local TSFX = IT("Part")
- TSFX.Parent = Effects
- TSFX.Anchored = true
- TSFX.CanCollide = false
- TSFX.Transparency = 1
- TSFX.Size = VT(0.2, 0.2, 0.2)
- TSFX.CFrame = SRootPart.CFrame
- local TSBBG = IT("BillboardGui", TSFX)
- TSBBG.Size = UD2(5, 0, 5, 0)
- TSBBG.LightInfluence = 0
- local TSIMG = IT("ImageLabel", TSBBG)
- TSIMG.Size = UD2(1, 0, 1, 0)
- TSIMG.BorderSizePixel = 0
- TSIMG.Image = "rbxassetid://3370684035"
- TSIMG.ImageColor3 = C3(1, 1, 1)
- TSIMG.BackgroundTransparency = 1
- coroutine.resume(coroutine.create(function()
- for i = 1, 40 do
- TSBBG.Size = TSBBG.Size + UD2(15, 0, 15, 0)
- TSIMG.ImageTransparency = TSIMG.ImageTransparency + 0.025
- wait()
- end
- TSFX:Destroy()
- end))
- local stopped = 0
- repeat wait(0.1)
- stopped = stopped + 1
- if (TIMEFLOW) then
- break;
- end
- until stopped >= (TSID["TIME"] * 10)
- local TSFX = IT("Part")
- TSFX.Parent = Effects
- TSFX.Anchored = true
- TSFX.CanCollide = false
- TSFX.Transparency = 1
- TSFX.Size = VT(0.2, 0.2, 0.2)
- TSFX.CFrame = SRootPart.CFrame
- local TSBBG = IT("BillboardGui", TSFX)
- TSBBG.Size = UD2(5, 0, 5, 0)
- TSBBG.LightInfluence = 0
- local TSIMG = IT("ImageLabel", TSBBG)
- TSIMG.Size = UD2(1, 0, 1, 0)
- TSIMG.BorderSizePixel = 0
- TSIMG.Image = "rbxassetid://3370684035"
- TSIMG.ImageColor3 = C3(1, 1, 1)
- TSIMG.BackgroundTransparency = 1
- coroutine.resume(coroutine.create(function()
- for i = 1, 40 do
- TSBBG.Size = TSBBG.Size + UD2(15, 0, 15, 0)
- TSIMG.ImageTransparency = TSIMG.ImageTransparency + 0.025
- wait()
- end
- TSFX:Destroy()
- end))
- TIMEFLOW = true
- CreateSound("rbxassetid://".. TSID["CONTINUE"], AdvancingFortress, 10, 1)
- end
- function ReturnToZero()
- ZERO = true
- CreateSound("rbxassetid://3651503836", AdvancingFortress, 10, 1)
- local sphereTable = {
- 4, "Add", SRightArm.CFrame * CF(0, -1, 0) *
- ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))),
- VT(1, 1, 1), -0.05, 0.3, -0.05,
- BRICKC("Earth green").Color, "Glass"
- }
- for i = 1, 10 do
- sphereTable[3] = SRightArm.CFrame * CF(0, -1, 0) *
- ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)))
- CreateSphere(unpack(sphereTable))
- sphereTable[3] = SLeftArm.CFrame * CF(0, -1, 0) *
- ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)))
- CreateSphere(unpack(sphereTable))
- end
- local stopped = 0
- repeat wait(0.1)
- stopped = stopped + 1
- if (not ZERO) then
- break;
- end
- unanchor(Character)
- until stopped >= (12.5 * 10)
- ZERO = false
- end
- --//=================================\\
- --|| ASSIGN THINGS TO KEYS
- --\\=================================//
- function MouseDown(Mouse)
- if ATTACK ~= true then
- end
- end
- function MouseUp(Mouse)
- HOLD = false
- end
- function KeyDown(Key)
- KEYHOLD = true
- Key = Key:lower()
- if (ATTACK) then
- return end
- if Key == "g" then
- if (not DANCING) then
- Dance()
- else DANCING = false
- end
- end
- if (DANCING) then
- return end
- if Key == "q" then
- ToggleStand()
- end
- if (STAND) then
- if Key == "e" then
- Barrage()
- elseif Key == "r" then
- StrongPunch()
- elseif Key == "t" then
- TripleKnives()
- elseif Key == "y" then
- Mend()
- end
- if Key == "f" then
- if (TIMEFLOW) then
- Timestop()
- else TIMEFLOW = true
- end
- elseif Key == "h" then
- if (REQUIEM and not ZERO) then
- ReturnToZero()
- end
- end
- if Key == "c" then
- Mobility()
- elseif Key == "v" then
- if (Mouse.Target) then
- CreateSound("rbxassetid://3077287610", RootPart, 10, 1)
- RootPart.CFrame =
- CF(Mouse.Hit.X, Mouse.Hit.Y + 1, Mouse.Hit.Z)
- end
- elseif Key == "n" then
- Taunt()
- end
- elseif (not STAND) then
- if Key == "f" then
- Requiem()
- elseif Key == "z" then
- AdvancingFortress:Destroy()
- AdvancingFortress = STORAGE["Stand3"]
- AdvancingFortress.Parent = Character
- SRootPart = AdvancingFortress["StandHumanoidRootPart"]
- STorso = AdvancingFortress["Stand Torso"]
- SHead = AdvancingFortress["Stand Head"]
- SRightArm = AdvancingFortress["Stand Right Arm"]
- SLeftArm = AdvancingFortress["Stand Left Arm"]
- SRightLeg = AdvancingFortress["Stand Right Leg"]
- SLeftLeg = AdvancingFortress["Stand Left Leg"]
- SRootJoint = SRootPart["RootJoint"]
- SNeck = STorso["Neck"]
- SRightShoulder = STorso["Right Shoulder"]
- SLeftShoulder = STorso["Left Shoulder"]
- SRightHip = STorso["Right Hip"]
- SLeftHip = STorso["Left Hip"]
- end
- end
- end
- function KeyUp(Key)
- KEYHOLD = false
- end
- Mouse.Button1Down:connect(MouseDown)
- Mouse.Button1Up:connect(MouseUp)
- Mouse.KeyDown:connect(KeyDown)
- Mouse.KeyUp:connect(KeyUp)
- --//=================================\\
- --\\=================================//
- function unanchor(CHAR)
- local g = CHAR:GetChildren()
- for i = 1, #g do
- if g[i].ClassName == "Part" then
- g[i].Anchored = false
- end
- end
- end
- function anchor(CHAR)
- local g = CHAR:GetChildren()
- for i = 1, #g do
- if g[i].ClassName == "Part" then
- g[i].Anchored = true
- end
- end
- end
- function forceField(PARENT)
- local FORCEFIELD = IT("ForceField")
- FORCEFIELD.Visible = false
- FORCEFIELD.Parent = PARENT
- return FORCEFIELD;
- end
- --//=================================\\
- --|| WRAP THE WHOLE SCRIPT UP
- --\\=================================//
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and (Disable_Jump == true) then
- Humanoid.Jump = false
- end
- end)
- Humanoid.MaxHealth = 10000
- Humanoid.Health =
- Humanoid.MaxHealth
- while true do Swait()
- SINE = SINE + CHANGE
- ANIMATE.Parent = nil
- local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
- HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
- local WALKSPEEDVALUE = 0
- if Speed < 35 then
- WALKSPEEDVALUE = 6
- else
- WALKSPEEDVALUE = 3
- end
- if ANIM == "Walk" and TORSOVELOCITY > 1 and Rooted == false then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (1) / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- if Speed < 35 then
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE), -0.125 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(56 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (WALKSPEEDVALUE) / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE), 0.125 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(56 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (WALKSPEEDVALUE) / Animation_Speed)
- else
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE), -0.125 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(80 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (WALKSPEEDVALUE) / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE), 0.125 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(80 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (WALKSPEEDVALUE) / Animation_Speed)
- end
- elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) or Rooted == true then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- end
- if (ATTACK == false) then
- if (REQUIEM) then
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- else
- SRightShoulder.C0 = Clerp(SRightShoulder.C0, CF(0.75, 0.5, -0.25) * ANGLES(RAD(90), RAD(0), RAD(-80)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- SLeftShoulder.C0 = Clerp(SLeftShoulder.C0, CF(-0.75, 0.5, -0.25) * ANGLES(RAD(90), RAD(0), RAD(70)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- end
- SRootJoint.C0 = Clerp(SRootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- SNeck.C0 = Clerp(SNeck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- if (DANCING == false) then
- if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
- ANIM = "Jump"
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
- elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
- ANIM = "Fall"
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
- ANIM = "Idle"
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-25)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(25)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil and Rooted == false then
- ANIM = "Walk"; WALK = WALK + 1 / Animation_Speed
- if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16)) then
- WALK = 0
- if WALKINGANIM == true then
- WALKINGANIM = false
- elseif WALKINGANIM == false then
- WALKINGANIM = true
- end
- end
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 - 8 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(30 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(5)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-30 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1 - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
- end
- end
- end
- if (not POWER) then
- if (REQUIEM) then
- SRightHip.C0 = Clerp(SRightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- else
- SRightHip.C0 = Clerp(SRightHip.C0, CF(1, 0, -0.5) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- SLeftHip.C0 = Clerp(SLeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- SRootPart.Anchored = true
- SRootPart.CFrame =
- SRootPart.CFrame
- :lerp(RootPart.CFrame *
- CF(2, 1 + 0.5 * COS(SINE / 20), 3),
- 0.15 / Animation_Speed)
- end
- for _, p in pairs(Players:GetPlayers()) do
- if (p.Name ~= Player.Name) then
- if (p.Character ~= nil) then
- if (TIMEFLOW) then
- unanchor(p.Character)
- else
- anchor(p.Character)
- end
- end
- end
- end
- Humanoid.MaxHealth = 10000
- if Rooted == false then
- Disable_Jump = false
- Humanoid.WalkSpeed = Speed
- elseif Rooted == true then
- Disable_Jump = true
- Humanoid.WalkSpeed = 0
- end
- q = AdvancingFortress
- :GetDescendants()
- for _, c in pairs(Character:GetDescendants()) do
- if (c:IsA("BasePart")) then
- local FOUND = c:FindFirstChildOfClass("ForceField")
- if (FOUND == nil) then
- forceField(c)
- end
- end
- end
- for _, PE in pairs(BodyParticles) do
- PE.Enabled = STAND
- end
- Humanoid.PlatformStand = false
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement