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- -- This script has been converted to FE by iPxter
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- do
- print("FE Compatibility code by Mokiros | Translated to FE by iPxter")
- script.Parent = Player.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.isMouse then
- m.Target = io.Target
- m.Hit = io.Hit
- else
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local Mouse = Player:GetMouse()
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
- --GK Gun but Non-Intro Version by Bacon Hair!
- wait(0.2)
- Player = owner
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = Player.Character
- 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"]
- local sick = Instance.new("Sound",Character)
- sick.SoundId = "rbxassetid://589853222"
- sick.Parent = Character
- sick.Looped = true
- sick.Pitch = 1
- sick.Volume = 4
- sick:Play()
- local LastBolt
- local LightningBolts = {}
- local GunPoint
- IT = Instance.new
- CF = CFrame.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
- 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, BRICKCOLOR, NAME, SIZE, ANCHOR)
- 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
- NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
- NEWPART.Name = NAME
- NEWPART.Size = SIZE
- NEWPART.Position = Torso.Position
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- Player_Size = 1
- Animation_Speed = 3
- Frame_Speed = 0.016666666666666666
- local Speed = 16
- local Effects2 = {}
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- function createaccessory(attachmentpart, mesh, texture, scale, offset, color)
- local acs = Instance.new("Part")
- acs.CanCollide = false
- acs.Anchored = false
- acs.Size = Vector3.new(0, 0, 0)
- acs.CFrame = attachmentpart.CFrame
- acs.Parent = Character
- acs.BrickColor = color
- local meshs = Instance.new("SpecialMesh")
- meshs.MeshId = mesh
- meshs.TextureId = texture
- meshs.Parent = acs
- meshs.Scale = scale
- meshs.Offset = offset
- weldBetween(attachmentpart, acs)
- end
- function createbodypart(TYPE, COLOR, PART, OFFSET, SIZE)
- if TYPE == "Gem" then
- local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part", VT(0, 0, 0))
- acs.Anchored = false
- acs.CanCollide = false
- acs.CFrame = PART.CFrame
- local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "9756362", "", SIZE, OFFSET)
- weldBetween(PART, acs)
- elseif TYPE == "Skull" then
- local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part", VT(0, 0, 0))
- acs.Anchored = false
- acs.CanCollide = false
- acs.CFrame = PART.CFrame
- local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "4770583", "", SIZE, OFFSET)
- weldBetween(PART, acs)
- elseif TYPE == "Eye" then
- local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0, 0, 0))
- acs.Anchored = false
- acs.CanCollide = false
- acs.CFrame = PART.CFrame
- local acs2 = CreateMesh("SpecialMesh", acs, "Sphere", "", "", SIZE, OFFSET)
- weldBetween(PART, acs)
- end
- end
- 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 CHANGEDEFENSE = 0
- local CHANGEDAMAGE = 0
- local CHANGEMOVEMENT = 0
- local ANIM = "Idle"
- local ATTACK = false
- local EQUIPPED = false
- local HOLD = false
- local COMBO = 1
- local Rooted = false
- local SINE = 0
- local KEYHOLD = false
- local CHANGE = 2 / Animation_Speed
- local WALKINGANIM = false
- local WALK = 0
- local VALUE1 = false
- local VALUE2 = false
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- local WEAPONGUI = IT("ScreenGui", PlayerGui)
- WEAPONGUI.Name = "Weapon GUI"
- local Weapon = IT("Model")
- Weapon.Name = "Adds"
- local Delete = IT("Model", Character)
- Delete.Name = "Those who must be banished."
- local Effects = IT("Folder", Weapon)
- Effects.Name = "Effects"
- local ANIMATOR = Humanoid.Animator
- local ANIMATE = Character.Animate
- local HITPLAYERSOUNDS = {
- "263032172",
- "263032182",
- "263032200",
- "263032221",
- "263032252",
- "263033191"
- }
- local HITARMORSOUNDS = {
- "199149321",
- "199149338",
- "199149367",
- "199149409",
- "199149452"
- }
- local HITWEAPONSOUNDS = {
- "199148971",
- "199149025",
- "199149072",
- "199149109",
- "199149119"
- }
- local HITBLOCKSOUNDS = {"199148933", "199148947"}
- local UNANCHOR = true
- local SKILLTEXTCOLOR = C3(1, 0, 0)
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- 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 Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
- return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
- end
- function PositiveAngle(NUMBER)
- if NUMBER >= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function NegativeAngle(NUMBER)
- if NUMBER <= 0 then
- NUMBER = 0
- end
- return NUMBER
- 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 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 = 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
- elseif 1 + cosTheta > 1.0E-4 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
- 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 CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
- local frame = IT("Frame")
- frame.BackgroundTransparency = TRANSPARENCY
- frame.BorderSizePixel = BORDERSIZEPIXEL
- frame.Position = POSITION
- frame.Size = SIZE
- frame.BackgroundColor3 = COLOR
- frame.BorderColor3 = BORDERCOLOR
- frame.Name = NAME
- frame.Parent = PARENT
- return frame
- end
- function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
- local label = IT("TextLabel")
- label.BackgroundTransparency = 1
- label.Size = UD2(1, 0, 1, 0)
- label.Position = UD2(0, 0, 0, 0)
- label.TextColor3 = TEXTCOLOR
- label.TextStrokeTransparency = STROKETRANSPARENCY
- label.TextTransparency = TRANSPARENCY
- label.FontSize = TEXTFONTSIZE
- label.Font = TEXTFONT
- label.BorderSizePixel = BORDERSIZEPIXEL
- label.TextScaled = false
- label.Text = TEXT
- label.Name = NAME
- label.Parent = PARENT
- return label
- end
- function NoOutlines(PART)
- PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
- 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
- local SOUND = IT("Sound", nil)
- function CreateSound(ID, PARENT, VOLUME, PITCH)
- local NEWSOUND
- coroutine.resume(coroutine.create(function()
- NEWSOUND = SOUND:Clone()
- NEWSOUND.Parent = PARENT
- NEWSOUND.Volume = VOLUME
- NEWSOUND.Pitch = PITCH
- NEWSOUND.SoundId = "http://www.roblox.com/asset/?id=" .. ID
- NEWSOUND:play()
- repeat
- Swait()
- until NEWSOUND.Playing == false
- NEWSOUND:remove()
- end))
- return NEWSOUND
- end
- function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function CreateWave(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
- local mesh = IT("SpecialMesh", wave)
- mesh.MeshType = "FileMesh"
- mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
- mesh.Scale = SIZE
- mesh.Offset = VT(0, 0, -SIZE.X / 8)
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
- if DOESROT == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
- end
- wave.Transparency = wave.Transparency + 0.5 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateCrown(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
- local mesh = IT("SpecialMesh", wave)
- mesh.MeshType = "FileMesh"
- mesh.MeshId = "http://www.roblox.com/asset/?id=1078075"
- mesh.Scale = SIZE
- mesh.Offset = VT(0, 0, -SIZE.X / 8)
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
- if DOESROT == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
- end
- wave.Transparency = wave.Transparency + 0.5 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateIceCrown(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
- local mesh = IT("SpecialMesh", wave)
- mesh.MeshType = "FileMesh"
- mesh.MeshId = "http://www.roblox.com/asset/?id=1323306"
- mesh.Scale = SIZE
- mesh.Offset = VT(0, 0, -SIZE.X / 8)
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
- if DOESROT == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
- end
- wave.Transparency = wave.Transparency + 0.5 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateSpikeball(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
- local mesh = IT("SpecialMesh", wave)
- mesh.MeshType = "FileMesh"
- mesh.MeshId = "http://www.roblox.com/asset/?id=9982590"
- mesh.Scale = SIZE
- mesh.Offset = VT(0, 0, -SIZE.X / 8)
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
- if DOESROT == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
- end
- wave.Transparency = wave.Transparency + 0.5 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateSwirl(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
- local mesh = IT("SpecialMesh", wave)
- mesh.MeshType = "FileMesh"
- mesh.MeshId = "http://www.roblox.com/asset/?id=1051557"
- mesh.Scale = SIZE
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
- if DOESROT == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
- end
- wave.Transparency = wave.Transparency + 0.5 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateTornado(SIZE, DOESROT, ROT, WAIT, CFRAME, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
- local mesh = IT("SpecialMesh", wave)
- mesh.MeshType = "FileMesh"
- mesh.MeshId = "http://www.roblox.com/asset/?id=102638417"
- mesh.Scale = SIZE
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- if DOESROT == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
- end
- wave.Transparency = wave.Transparency + 0.5 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateRing(SIZE, DOESROT, ROT, WAIT, CFRAME, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
- local mesh = IT("SpecialMesh", wave)
- mesh.MeshType = "FileMesh"
- mesh.MeshId = "http://www.roblox.com/asset/?id=3270017"
- 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
- if DOESROT == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
- end
- 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 MagicBlock(SIZE, WAIT, CFRAME, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(SIZE, SIZE, SIZE), true)
- local mesh = IT("BlockMesh", wave)
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- wave.CFrame = CFRAME * ANGLES(RAD(math.random(-360, 360)), RAD(math.random(-360, 360)), RAD(math.random(-360, 360)))
- 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 CheckTableForString(Table, String)
- for i, v in pairs(Table) do
- if string.find(string.lower(String), string.lower(v)) then
- return true
- end
- end
- return false
- end
- function CheckIntangible(Hit)
- local ProjectileNames = {
- "Water",
- "Arrow",
- "Projectile",
- "Effect",
- "Rail",
- "Lightning",
- "Bullet"
- }
- if Hit and Hit.Parent and (not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid") then
- return true
- end
- return false
- end
- Debris = game:GetService("Debris")
- BaseLightning = IT("Part")
- BaseLightning.Anchored = true
- BaseLightning.CanCollide = false
- BaseLightning.Material = "Neon"
- function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
- local Ignore = type(Ignore) == "table" and Ignore or {Ignore}
- local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
- if RayHit and CheckIntangible(RayHit) then
- if DelayIfHit then
- wait()
- end
- RayHit, RayPos, RayNormal = CastZapRay(RayPos + Vec * 0.01, Vec, Length - (StartPos - RayPos).magnitude, Ignore, DelayIfHit)
- end
- return RayHit, RayPos, RayNormal
- end
- function Zap(Table)
- local StartPos, TargetPos, Character, Color = Table.StartPosition, Table.TargetPosition, Table.Character, Table.Color
- local Duration = Table.Duration or 2
- local FadeRate = Table.FadeRate or 0.05
- local Offset = Table.Offset or 2
- local Individualize = Table.Individualize or false
- local MaxRange = Table.MaxRange or 200
- local SegmentLength = Table.SegmentLength or 5
- local TimeToFade = Table.TimeToFade or 0.5
- local Ignore = Table.Ignore or {}
- local SIZE = Table.Size or 0.3
- if not (StartPos and TargetPos) or not Character then
- return
- end
- local LightningModel = IT("Folder", Effects)
- LightningModel.Name = "ZAPP"
- for i, v in pairs({Character, LightningModel}) do
- table.insert(Ignore, v)
- end
- local LastPos = StartPos
- local Direction = CFrame.new(StartPos, TargetPos).lookVector
- local RayHit, RayPos, RayNormal = CastZapRay(StartPos, Direction, MaxRange, Ignore, false)
- local RayLength = (StartPos - RayPos).Magnitude
- local Struck = false
- local TotalSegments = math.ceil(RayLength / SegmentLength)
- Direction = CFrame.new(StartPos, RayPos).lookVector
- local LightningBolt = IT("Model", Effects)
- LightningBolt.Name = "Lightning"
- if not Individualize then
- table.insert(LightningBolts, LightningBolt)
- end
- LastBolt = LightningBolt
- Debris:AddItem(LightningBolt, Duration)
- LightningBolt.Parent = LightningModel
- for i = 1, TotalSegments do
- if not Struck then
- local Entropy = Vector3.new(math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset)
- local NewPos = StartPos + Direction * (RayLength * (i / TotalSegments)) + Entropy
- local SegmentVec = NewPos - LastPos
- local RayHit, RayPos, RayNormal = CastZapRay(LastPos, SegmentVec.Unit, SegmentVec.Magnitude, {Character, LightningModel}, false)
- local RayVec = LastPos - RayPos
- local LightningPart = BaseLightning:Clone()
- LightningPart.BrickColor = BrickColor.new(Color)
- LightningPart.Size = Vector3.new(SIZE, SIZE, RayVec.Magnitude)
- LightningPart.CFrame = CFrame.new(LastPos, RayPos) * CFrame.new(0, 0, -(RayVec.Magnitude / 2))
- table.insert(Effects2, {
- LightningPart,
- "Disappear",
- 0.025,
- 1,
- 1,
- 1,
- 2
- })
- local CylinderMesh = IT("CylinderMesh", LightningPart)
- local OrigCF = LightningPart.CFrame
- LightningPart.Size = Vector3.new(LightningPart.Size.X, LightningPart.Size.Z, LightningPart.Size.Y)
- LightningPart.CFrame = OrigCF * CFrame.Angles(math.pi / 2, 0, 0)
- LightningPart.Parent = LightningBolt
- LastPos = NewPos
- end
- end
- return {
- RayHit = RayHit,
- RayPos = RayPos,
- RayNormal = RayNormal,
- LightningModel = LightningModel
- }
- end
- function turnto(position)
- RootPart.CFrame = CFrame.new(RootPart.CFrame.p, VT(position.X, RootPart.Position.Y, position.Z)) * CFrame.new(0, 0, 0)
- end
- function chatfunc(text, waitt)
- local chat = coroutine.wrap(function()
- if Character:FindFirstChild("TalkingBillBoard") ~= nil then
- Character:FindFirstChild("TalkingBillBoard").Parent = nil
- end
- local naeeym2 = Instance.new("BillboardGui", Character)
- naeeym2.Size = UDim2.new(0, 100, 0, 40)
- naeeym2.StudsOffset = Vector3.new(0, 2, 0)
- naeeym2.Adornee = Character.Head
- naeeym2.Name = "TalkingBillBoard"
- naeeym2.AlwaysOnTop = true
- local tecks2 = Instance.new("TextLabel", naeeym2)
- tecks2.BackgroundTransparency = 1
- tecks2.BorderSizePixel = 0
- tecks2.Text = ""
- tecks2.Font = "Antique"
- tecks2.TextSize = 30
- tecks2.TextStrokeTransparency = 1
- tecks2.TextColor3 = SKILLTEXTCOLOR
- tecks2.TextStrokeColor3 = Color3.new(0, 0, 0)
- tecks2.Size = UDim2.new(1, 0, 0.5, 0)
- for i = 1, string.len(text) do
- if naeeym2.Parent ~= nil then
- CreateSound("418252437", Effects, 1, MRANDOM(9, 11) / 10)
- end
- tecks2.Text = string.sub(text, 1, i)
- Swait(3)
- end
- wait(waitt / 10)
- coroutine.resume(coroutine.create(function()
- for i = 1, 10 do
- tecks2.TextTransparency = tecks2.TextTransparency + 0.1
- Swait()
- end
- naeeym2:Destroy()
- end))
- end)
- chat()
- end
- for _, c in pairs(Weapon:GetChildren()) do
- if c.ClassName == "Part" then
- c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
- end
- end
- Weapon.Parent = Character
- Humanoid.Died:connect(function()
- ATTACK = true
- end)
- Humanoid.Died:connect(function()
- Humanoid.Parent = nil
- Humanoid.Health = "inf"
- Humanoid.MaxHealth = "inf"
- end)
- VALUE1 = true
- local SKILL1FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.23, 0, 0.8, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 1 Frame")
- local SKILL2FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.5, 0, 0.8, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 2 Frame")
- local SKILL3FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.23, 0, 0.93, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 3 Frame")
- local SKILL4FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.5, 0, 0.93, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 4 Frame")
- local SKILL5FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.365, 0, 0.7, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 5 Frame")
- local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Banish Laser", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 1")
- local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[C] Banishing Rampage", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 2")
- local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[Q] Warp Vector", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 3")
- local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Spectral Banish", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 4")
- local SKILL5TEXT = CreateLabel(SKILL5FRAME, "[X] De-Banish", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 5")
- function CastWarpOutlines(TARGET)
- coroutine.resume(coroutine.create(function()
- local T = TARGET:GetChildren()
- for i = 1, #T do
- local child = T[i]
- if child.ClassName == "Part" or child.ClassName == "MeshPart" then
- do
- local clone = child:Clone()
- clone.Parent = Effects
- clone.Anchored = true
- clone.CanCollide = false
- clone:ClearAllChildren()
- clone.CFrame = child.CFrame
- if clone.Name == "Head" then
- clone.Size = VT(clone.Size.Y, clone.Size.Y, clone.Size.Y)
- end
- if clone.ClassName == "MeshPart" then
- clone.TextureID = ""
- end
- clone.Color = C3(1, 0, 0)
- clone.Material = "Neon"
- coroutine.resume(coroutine.create(function()
- for i = 1, 100 do
- Swait()
- clone.Transparency = clone.Transparency + 0.01
- clone.Size = clone.Size + VT(0.001, 0.001, 0.001)
- end
- clone:remove()
- end))
- end
- end
- end
- end))
- end
- function killnearest(position, range, maxstrength)
- 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 and range > (body[part].Position - position).Magnitude and v.ClassName == "Model" then
- CastWarpOutlines(v)
- v:remove()
- if game.Players:FindFirstChild(v.Name) then
- local Value = IT("BoolValue", Delete)
- Value.Name = v.Name
- end
- end
- end
- end
- end
- function CastProperRay(StartPos, Vec, Length, Ignore)
- local Direction = CFrame.new(StartPos, Vec).lookVector
- local Ignore = type(Ignore) == "table" and Ignore or {Ignore}
- local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
- return RayHit, RayPos, RayNormal
- end
- function Debree(POS, SWAIT)
- coroutine.resume(coroutine.create(function()
- local HOLDER = IT("Model", Effects)
- HOLDER.Name = "Debree"
- local HITFLOOR = Raycast(POS, CF(POS, POS + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
- MagicSphere(VT(15, 1, 15), SWAIT, CF(POS), "Really red", VT(0, 0, 0))
- MagicSphere(VT(13, 1, 13), SWAIT, CF(POS), "Really red", VT(0, 0, 0))
- MagicSphere(VT(12, 1, 12), SWAIT, CF(POS), "Really red", VT(0, 0, 0))
- repeat
- Swait()
- until HITFLOOR ~= nil
- local O = 0
- for i = 1, 18 do
- do
- local Part = CreatePart(3, HOLDER, HITFLOOR.Material, 0, 0, HITFLOOR.BrickColor, "Debree", VT(3, 3, 3))
- Part.CFrame = CF(CF(POS) * CF(10 - i, 0, O).p) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
- O = O - 2.25 + i / 4
- coroutine.resume(coroutine.create(function()
- Swait(SWAIT)
- for i = 1, 60 do
- Swait()
- local RayHit, Way = CastProperRay(Part.Position, POS, 0.1, workspace)
- Part.CFrame = CF(Way) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
- end
- for i = 1, 50 do
- Swait()
- Part.Size = Part.Size * 0.9
- end
- end))
- end
- end
- local O = 0
- for i = 1, 18 do
- do
- local Part = CreatePart(3, HOLDER, HITFLOOR.Material, 0, 0, HITFLOOR.BrickColor, "Debree", VT(3, 3, 3))
- Part.CFrame = CF(CF(POS) * CF(10 - i, 0, O).p) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
- O = O + 2.25 - i / 4
- coroutine.resume(coroutine.create(function()
- Swait(SWAIT)
- for i = 1, 60 do
- Swait()
- local RayHit, Way = CastProperRay(Part.Position, POS, 0.1, workspace)
- Part.CFrame = CF(Way) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
- end
- for i = 1, 50 do
- Swait()
- Part.Size = Part.Size * 0.9
- end
- end))
- end
- end
- Swait(SWAIT + 110)
- HOLDER:remove()
- end))
- end
- local Gun = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Gun", VT(0, 0, 0), false)
- local HandleMesh = CreateMesh("SpecialMesh", Gun, "FileMesh", "430198390", "430198451", VT(0.02, 0.02, 0.02), VT(0, 0, 0))
- local Weld = CreateWeldOrSnapOrMotor("Weld", Gun, RightArm, Gun, CF(0, -1.7, -0.2) * ANGLES(RAD(0), RAD(90), RAD(-90)), CF(0, 0, 0))
- GunPoint = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Point blank", VT(0, 0, 0), false)
- local HandleWeld = CreateWeldOrSnapOrMotor("Weld", GunPoint, RightArm, GunPoint, CF(0, -3.1, -0.8) * ANGLES(RAD(0), RAD(0), RAD(135)), CF(0, 0, 0))
- function BanishingBullet()
- ATTACK = true
- Rooted = false
- for i = 0, 0.4, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
- end
- repeat
- for i = 0, 0.2, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
- end
- CreateSound("238353911", GunPoint, 10, MRANDOM(9, 11) / 10)
- MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Really red", VT(0.1, 0.1, 0.1))
- MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Really red", VT(0.05, 0.05, 0.05))
- local RayHit, Way = CastProperRay(GunPoint.Position, Mouse.Hit.p, 1500, Character)
- local distance = (GunPoint.Position - Way).magnitude
- for i = 1, 5 do
- local laser = Instance.new("Part", Effects)
- laser.Transparency = 0
- laser.CanCollide = false
- laser.Anchored = true
- laser.Color = C3(1, 0, 0)
- laser.Material = "Neon"
- laser.formFactor = Enum.FormFactor.Custom
- laser.Size = Vector3.new(0.15, 0.15, distance)
- laser.CFrame = CFrame.new(GunPoint.Position, Way) * CFrame.new(0, 0, -distance / 2)
- MagicSphere(VT(0.1, 0.1, 0.1), 45, CF(Way), "Really red", VT(0.05, 0.05, 0.05))
- for i = 1, 5 do
- MagicSphere(VT(0.2, 0.2, 1), 65, CF(CF(Way) * CF(MRANDOM(-1, 1), MRANDOM(-1, 1), MRANDOM(-1, 1)).p, Way), "Really red", VT(0.001, 0.001, 0), 0.5)
- end
- table.insert(Effects2, {
- laser,
- "Disappear",
- 0.1,
- 1,
- 1,
- 1,
- 2
- })
- if RayHit ~= nil then
- local v = RayHit.Parent
- if v ~= nil and v.ClassName == "Model" then
- CastWarpOutlines(v)
- v.Parent = nil
- if game.Players:FindFirstChild(v.Name) then
- local Value = IT("BoolValue", Delete)
- Value.Name = v.Name
- end
- end
- end
- end
- for i = 0, 0.3, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.25 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(15), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
- end
- until KEYHOLD == false
- ATTACK = false
- Rooted = false
- end
- function WarpVector()
- 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(0)), 0.5 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / 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)), 0.5 / 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)), 0.5 / Animation_Speed)
- end
- Debree(CF(RootPart.Position) * CF(0, -2.8, 0).p, 75)
- UNANCHOR = false
- RootPart.Anchored = true
- for i = 0, 2, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -10 + 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(0)), 0.5 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / 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)), 0.5 / 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)), 0.5 / Animation_Speed)
- end
- local POS = RootPart.Position
- RootPart.CFrame = CF(CF(Mouse.Hit.p) * CF(0, 2.8, 0).p, POS)
- Debree(CF(RootPart.Position) * CF(0, -2.5, 0).p, 150)
- 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(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(0)), 0.5 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / 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)), 0.5 / 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)), 0.5 / Animation_Speed)
- end
- ATTACK = false
- Rooted = false
- end
- function BanishingRampage()
- ATTACK = true
- Rooted = false
- chatfunc("Be gone...", 3)
- for i = 0, 2, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.5) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.5 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 1, -0.3) * ANGLES(RAD(25), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.5, -0.75) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.4) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
- end
- local HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
- repeat
- Swait()
- HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
- until HITFLOOR ~= nil
- CreateSound("238353911", GunPoint, 10, MRANDOM(9, 11) / 10)
- local SOUND = CreateSound("415700134", Effects, 10, 1.6)
- CreateSound("138677306", Effects, 7, 1.2)
- coroutine.resume(coroutine.create(function()
- local CFRAME = RootPart.CFrame * CF(0, -1.2, -3)
- local SIZE = 1
- while true do
- Swait()
- for i = 1, 2 do
- MagicSphere(VT(SIZE / 5, SIZE / 5, SIZE * 2), 65, CF(CFRAME * CF(MRANDOM(-5, 5), MRANDOM(-5, 5), MRANDOM(-5, 5)).p, CFRAME.p), "Really red", VT(0.001, 0.001, 0), 0.5)
- end
- do
- local Part = CreatePart(3, Effects, HITFLOOR.Material, 0, 0, HITFLOOR.BrickColor, "Debree", VT(SIZE / 5, SIZE / 5, SIZE / 5))
- Part.CFrame = CFRAME * CF(SIZE / 1.5, -0.7, 0) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
- coroutine.resume(coroutine.create(function()
- Swait(200)
- Part.Anchored = false
- end))
- local Part = CreatePart(3, Effects, HITFLOOR.Material, 0, 0, HITFLOOR.BrickColor, "Debree", VT(SIZE / 5, SIZE / 5, SIZE / 5))
- Part.CFrame = CFRAME * CF(-SIZE / 1.5, -0.7, 0) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
- coroutine.resume(coroutine.create(function()
- Swait(200)
- Part.Anchored = false
- end))
- MagicSphere(VT(SIZE, SIZE, SIZE), 75, CFRAME, "Really red", VT(-SIZE / 75, -SIZE / 75, -SIZE / 75))
- killnearest(CFRAME.p, SIZE, 0)
- SIZE = SIZE + 2
- CFRAME = CFRAME * CF(0, 0, -2)
- if SOUND.Playing == false then
- break
- end
- end
- end
- end))
- MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Really red", VT(0.1, 0.1, 0.1))
- MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Really red", VT(0.05, 0.05, 0.05))
- for i = 0, 3, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.5) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.5 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 1, -0.3) * ANGLES(RAD(55), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.5, -0.75) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.4) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
- end
- ATTACK = false
- Rooted = false
- end
- function SpectralBanishing()
- ATTACK = true
- Rooted = false
- chatfunc("If you desire to be a ghost...", 20)
- for i = 0, 5, 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)), 0.25 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-45 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 0.25 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(180), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.25 / 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)), 0.25 / 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)), 0.25 / Animation_Speed)
- end
- chatfunc("Then move on to the afterlife!", 6)
- CreateSound("238353911", GunPoint, 10, MRANDOM(9, 11) / 10)
- MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Really red", VT(0.1, 0.1, 0.1))
- MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Really red", VT(0.05, 0.05, 0.05))
- local RayHit, Way = CastProperRay(GunPoint.Position, CF(GunPoint.Position) * CF(0, 1500, 0).p, 1500, Character)
- local distance = (GunPoint.Position - Way).magnitude
- for i = 1, 5 do
- local laser = Instance.new("Part", Effects)
- laser.Transparency = 0
- laser.CanCollide = false
- laser.Anchored = true
- laser.Color = C3(1, 0, 0)
- laser.Material = "Neon"
- laser.formFactor = Enum.FormFactor.Custom
- laser.Size = Vector3.new(0.15, 0.15, distance)
- laser.CFrame = CFrame.new(GunPoint.Position, Way) * CFrame.new(0, 0, -distance / 2)
- table.insert(Effects2, {
- laser,
- "Disappear",
- 0.1,
- 1,
- 1,
- 1,
- 2
- })
- end
- coroutine.resume(coroutine.create(function()
- Swait(15)
- local FILTER = IT("ColorCorrectionEffect", game.Lighting)
- for i = 1, 25 do
- Swait()
- FILTER.TintColor = C3(1, 1 - i / 50, 1 - i / 50)
- end
- local GAME = game.Players:GetChildren()
- for PLAYER = 1, #GAME do
- do
- local PLAY = GAME[PLAYER]
- if PLAY.Character ~= nil and PLAY.Character.Parent ~= workspace then
- PLAY.Character.Parent = nil
- coroutine.resume(coroutine.create(function()
- if PLAY.Character:FindFirstChild("HumanoidRootPart") then
- PLAY.Character.Parent = workspace
- local Value = IT("BoolValue", Delete)
- Value.Name = PLAY.Name
- end
- end))
- end
- end
- end
- for i = 1, 25 do
- Swait()
- FILTER.TintColor = C3(1, 0.4980392156862745 + i / 50, 0.4980392156862745 + i / 50)
- end
- end))
- 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)), 0.25 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-45 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 0.25 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(195), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.25 / 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)), 0.25 / 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)), 0.25 / Animation_Speed)
- end
- ATTACK = false
- Rooted = false
- end
- function Taunt()
- ATTACK = true
- Rooted = true
- CreateSound("649634100", Head, 10, 0.5)
- for i = 1, 3 do
- for i = 0, 0.7, 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(0)), 0.25 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.5 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(145)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.5)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-145)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * LEFTSHOULDERC0, 0.5)
- 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)), 0.25 / 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)), 0.25 / Animation_Speed)
- end
- for i = 0, 0.7, 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(0)), 0.25 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-15)), 0.5 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(145)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.5)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-145)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * LEFTSHOULDERC0, 0.5)
- 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)), 0.25 / 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)), 0.25 / Animation_Speed)
- end
- end
- ATTACK = false
- Rooted = false
- end
- function MouseDown(Mouse)
- if ATTACK == false then
- end
- end
- function MouseUp(Mouse)
- HOLD = false
- end
- function KeyDown(Key)
- KEYHOLD = true
- if Key == "z" and ATTACK == false then
- BanishingBullet()
- end
- if Key == "c" and ATTACK == false then
- BanishingRampage()
- end
- if Key == "q" and ATTACK == false then
- WarpVector()
- end
- if Key == "v" and ATTACK == false then
- SpectralBanishing()
- end
- if Key == "x" and ATTACK == false then
- chatfunc("I will show you mercy.", 2)
- Delete:ClearAllChildren()
- end
- if Key == "t" and ATTACK == false then
- Taunt()
- end
- end
- function KeyUp(Key)
- KEYHOLD = false
- end
- Mouse.Button1Down:connect(function(NEWKEY)
- MouseDown(NEWKEY)
- end)
- Mouse.Button1Up:connect(function(NEWKEY)
- MouseUp(NEWKEY)
- end)
- Mouse.KeyDown:connect(function(NEWKEY)
- KeyDown(NEWKEY)
- end)
- Mouse.KeyUp:connect(function(NEWKEY)
- KeyUp(NEWKEY)
- end)
- function unanchor()
- if UNANCHOR == true then
- g = Character:GetChildren()
- for i = 1, #g do
- if g[i].ClassName == "Part" then
- g[i].Anchored = false
- end
- end
- end
- end
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and Disable_Jump == true then
- Humanoid.Jump = false
- end
- end)
- chatfunc("Ahh yeah my brother.... GK Gun with intro version is dumb", 3)
- local BOLT
- local FF = IT("ForceField", Character)
- FF.Visible = false
- while true do
- Swait()
- if BOLT ~= nil then
- BOLT:remove()
- end
- ANIMATE.Parent = nil
- local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
- IDLEANIMATION:Play()
- SINE = SINE + CHANGE
- local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
- local HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
- local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
- if ANIM == "Walk" and TORSOVELOCITY > 1 then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- elseif ANIM ~= "Walk" or TORSOVELOCITY < 1 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 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * 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 * Player_Size, 1 * Player_Size, 0 * Player_Size) * 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 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- end
- if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
- ANIM = "Jump"
- if ATTACK == false then
- 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 * Player_Size, 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(25), RAD(0), RAD(25)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / 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)
- end
- elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
- ANIM = "Fall"
- if ATTACK == false then
- 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(55), RAD(0), RAD(55)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / 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)
- end
- elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
- ANIM = "Idle"
- if ATTACK == false then
- 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(0)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), 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)
- end
- elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
- ANIM = "Walk"
- WALK = WALK + 1 / Animation_Speed
- if WALK >= 15 - 5 * (Humanoid.WalkSpeed / 16 / Player_Size) then
- WALK = 0
- if WALKINGANIM == true then
- WALKINGANIM = false
- elseif WALKINGANIM == false then
- WALKINGANIM = true
- end
- end
- if ATTACK == false then
- 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 * Player_Size, 0 * Player_Size, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- end
- if #Effects2 > 0 then
- for e = 1, #Effects2 do
- if Effects2[e] ~= nil then
- local Thing = Effects2[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]
- local Part2 = Thing[8]
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame
- Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + VT(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + VT(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * CF(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + VT(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + VT(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]
- end
- else
- Part.Parent = nil
- table.remove(Effects2, e)
- end
- end
- end
- end
- end
- unanchor()
- Humanoid.MaxHealth = "inf"
- Humanoid.Health = "inf"
- if Rooted == false then
- Disable_Jump = false
- Humanoid.WalkSpeed = Speed
- elseif Rooted == true then
- Disable_Jump = true
- Humanoid.WalkSpeed = 0
- end
- if VALUE1 == true then
- local RayData = Zap({
- SegmentLength = 0.6,
- Offset = 0.3,
- Size = 0.05,
- MaxRange = 1.5,
- StartPosition = GunPoint.Position,
- TargetPosition = RightArm.Position,
- Character = workspace,
- Color = "Really red",
- Individual = true
- })
- BOLT = RayData.LightningModel
- MagicSphere(VT(0.5, 0.5, 0.5), 15, GunPoint.CFrame, "Really red", VT(-0.03333333333333333, -0.03333333333333333, -0.03333333333333333))
- SKILL1TEXT.TextTransparency = 0
- SKILL2TEXT.TextTransparency = 0
- SKILL3TEXT.TextTransparency = 0
- SKILL4TEXT.TextTransparency = 0
- SKILL5TEXT.TextTransparency = 0
- elseif VALUE1 == false then
- SKILL1TEXT.TextTransparency = 1
- SKILL2TEXT.TextTransparency = 1
- SKILL3TEXT.TextTransparency = 1
- SKILL4TEXT.TextTransparency = 1
- SKILL5TEXT.TextTransparency = 1
- end
- local MATHS = {"0", "1"}
- Humanoid.Name = MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)]
- Humanoid.PlatformStand = false
- local GAME = game.Players:GetChildren()
- for PLAYER = 1, #GAME do
- local PLAY = GAME[PLAYER]
- if PLAY.Character ~= nil and Delete:FindFirstChild(PLAY.Name) then
- PLAY.Character:remove()
- end
- end
- end
- --[[Nocturna_A._Alteriano_Night.Owl.Inc]]--
- wait(1 / 60)
- Effects = { }
- local Player = owner
- local Character = Player.Character
- local Humanoid = Character.Humanoid
- local m = Instance.new('Model', Character)
- m.Name = "WeaponModel"
- local LeftArm = Character["Left Arm"]
- local RightArm = Character["Right Arm"]
- local LeftLeg = Character["Left Leg"]
- local RightLeg = Character["Right Leg"]
- local Head = Character.Head
- local Torso = Character.Torso
- local cam = game.Workspace.CurrentCamera
- local RootPart = Character.HumanoidRootPart
- local RootJoint = RootPart.RootJoint
- local equipped = false
- local attack = false
- local Anim = 'Idle'
- local idle = 0
- local attacktype = 1
- local Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velocity = RootPart.Velocity.y
- local sine = 0
- local change = 1
- local grabbed = false
- local cn = CFrame.new
- local mr = math.rad
- local angles = CFrame.Angles
- local ud = UDim2.new
- local c3 = Color3.new
- Humanoid.Animator.Parent = nil
- Character.Animate.Parent = nil
- local newMotor = function(part0, part1, c0, c1)
- local w = Instance.new('Motor', part0)
- w.Part0 = part0
- w.Part1 = part1
- w.C0 = c0
- w.C1 = c1
- return w
- end
- function clerp(a, b, t)
- return a:lerp(b, t)
- end
- RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- NeckCF = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- local RW = newMotor(Torso, RightArm, CFrame.new(1.5, 0, 0), CFrame.new(0, 0, 0))
- local LW = newMotor(Torso, LeftArm, CFrame.new(-1.5, 0, 0), CFrame.new(0, 0, 0))
- local RH = newMotor(Torso, RightLeg, CFrame.new(.5, -2, 0), CFrame.new(0, 0, 0))
- local LH = newMotor(Torso, LeftLeg, CFrame.new(-.5, -2, 0), CFrame.new(0, 0, 0))
- RootJoint.C1 = CFrame.new(0, 0, 0)
- RootJoint.C0 = CFrame.new(0, 0, 0)
- Torso.Neck.C1 = CFrame.new(0, 0, 0)
- Torso.Neck.C0 = CFrame.new(0, 1.5, 0)
- local rarmc1 = RW.C1
- local larmc1 = LW.C1
- local rlegc1 = RH.C1
- local llegc1 = LH.C1
- local resetc1 = false
- function PlayAnimationFromTable(table, speed, bool)
- RootJoint.C0 = clerp(RootJoint.C0, table[1], speed)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, table[2], speed)
- RW.C0 = clerp(RW.C0, table[3], speed)
- LW.C0 = clerp(LW.C0, table[4], speed)
- RH.C0 = clerp(RH.C0, table[5], speed)
- LH.C0 = clerp(LH.C0, table[6], speed)
- if bool == true then
- if resetc1 == false then
- resetc1 = true
- RootJoint.C1 = RootJoint.C1
- Torso.Neck.C1 = Torso.Neck.C1
- RW.C1 = rarmc1
- LW.C1 = larmc1
- RH.C1 = rlegc1
- LH.C1 = llegc1
- end
- end
- end
- --[[Credits to SazErenos for his Artificial Heartbeat]]--
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 30
- tf = 0
- allowframeloss = false
- 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
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- CFuncs = {
- ["Part"] = {
- Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part"){
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material,
- }
- RemoveOutlines(Part)
- return Part
- end;
- };
- ["Mesh"] = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh){
- Parent = Part,
- Offset = OffSet,
- Scale = Scale,
- }
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end;
- };
- ["Mesh"] = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh){
- Parent = Part,
- Offset = OffSet,
- Scale = Scale,
- }
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end;
- };
- ["Weld"] = {
- Create = function(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld"){
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1,
- }
- return Weld
- end;
- };
- ["Sound"] = {
- Create = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local S = Create("Sound"){
- Volume = vol,
- Pitch = pit or 1,
- SoundId = id,
- Parent = par or workspace,
- }
- Instance.new("DistortionSoundEffect", S).Level = 1
- wait()
- S:play()
- game:GetService("Debris"):AddItem(S, 10)
- end))
- end;
- };
- ["ParticleEmitter"] = {
- Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
- local fp = Create("ParticleEmitter"){
- Parent = Parent,
- Color = ColorSequence.new(Color1, Color2),
- LightEmission = LightEmission,
- Size = Size,
- Texture = Texture,
- Transparency = Transparency,
- ZOffset = ZOffset,
- Acceleration = Accel,
- Drag = Drag,
- LockedToPart = LockedToPart,
- VelocityInheritance = VelocityInheritance,
- EmissionDirection = EmissionDirection,
- Enabled = Enabled,
- Lifetime = LifeTime,
- Rate = Rate,
- Rotation = Rotation,
- RotSpeed = RotSpeed,
- Speed = Speed,
- VelocitySpread = VelocitySpread,
- }
- return fp
- end;
- };
- }
- function rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- local function GetNearest(obj, distance)
- local last, lastx = distance + 1
- for i, v in pairs(workspace:GetChildren()) do
- if v:IsA'Model' and v ~= Character and v:findFirstChild('Humanoid') and v:findFirstChild('Torso') and v:findFirstChild('Humanoid').Health > 0 then
- local t = v.Torso
- local dist = (t.Position - obj.Position).magnitude
- if dist <= distance then
- if dist < last then
- last = dist
- lastx = v
- end
- end
- end
- end
- return lastx
- end
- --[[ Credits to Kert109 (Ninja_Deer) for the Damage function. Fenrier for the Magnitude Damage ]]--
- function Damage(hit, damage, cooldown, Color1, Color2, HSound, HPitch)
- for i, v in pairs(hit:GetChildren()) do
- if v:IsA("Humanoid") and hit.Name ~= Character.Name then
- local find = v:FindFirstChild("DebounceHit")
- if not find then
- if v.Parent:findFirstChild("Head") then
- local BillG = Create("BillboardGui"){
- Parent = v.Parent.Head,
- Size = UDim2.new(1, 0, 1, 0),
- Adornee = v.Parent.Head,
- StudsOffset = Vector3.new(math.random(-3, 3), math.random(3, 5), math.random(-3, 3)),
- }
- local TL = Create("TextLabel"){
- Parent = BillG,
- Size = UDim2.new(3, 3, 3, 3),
- BackgroundTransparency = 1,
- Text = tostring(damage).."-",
- TextColor3 = Color1.Color,
- TextStrokeColor3 = Color2.Color,
- TextStrokeTransparency = 0,
- TextXAlignment = Enum.TextXAlignment.Center,
- TextYAlignment = Enum.TextYAlignment.Center,
- FontSize = Enum.FontSize.Size18,
- Font = "ArialBold",
- }
- coroutine.resume(coroutine.create(function()
- swait(1)
- for i = 0, 1, .1 do
- swait(.1)
- BillG.StudsOffset = BillG.StudsOffset + Vector3.new(0, .1, 0)
- end
- BillG:Destroy()
- end))
- end
- v.Health = v.Health - damage
- local bool = Create("BoolValue"){
- Parent = v,
- Name = "DebounceHit",
- }
- if HSound ~= nil and HPitch ~= nil then
- CFuncs["Sound"].Create(HSound, hit, 1, HPitch)
- end
- game:GetService("Debris"):AddItem(bool, cooldown)
- end
- end
- end
- end
- function MagnitudeDamage(Part, magni, mindam, maxdam, Color1, Color2, HSound, HPitch)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- Damage(head.Parent, math.random(mindam, maxdam), 0.5, Color1, Color2, HSound, HPitch)
- end
- end
- end
- end
- end
- Handle = CFuncs["Part"].Create(m, Enum.Material.SmoothPlastic, 0, 1, "Medium stone grey", "Handle", Vector3.new(0.399999946, 0.899999976, 0.400000095))
- HandleWeld = CFuncs["Weld"].Create(m, Character["Right Arm"], Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.199958801, -0.0500774384, -1.09998882, -1, 0, 0, 0, 0, -1, -0, -1, -0))
- FakeHandle = CFuncs["Part"].Create(m, Enum.Material.SmoothPlastic, 0, 1, "Medium stone grey", "FakeHandle", Vector3.new(0.399999946, 0.899999976, 0.400000095))
- FakeHandleWeld = CFuncs["Weld"].Create(m, Handle, FakeHandle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.199996948, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
- Barrel = CFuncs["Part"].Create(m, Enum.Material.SmoothPlastic, 0, 1, "Medium stone grey", "Barrel", Vector3.new(0.399999946, 0.399999976, 0.400000095))
- BarrelWeld = CFuncs["Weld"].Create(m, FakeHandle, Barrel, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -0.749999046, -1.50000024, 1, 0, 0, 0, 1, 0, 0, 0, 1))
- Part = CFuncs["Part"].Create(m, Enum.Material.SmoothPlastic, 0, 0, "Medium stone grey", "Part", Vector3.new(0.399999946, 0.299999952, 0.400000095))
- PartWeld = CFuncs["Weld"].Create(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, -0.300000191, -0.400000095, 1, 0, 0, 0, 1, 0, 0, 0, 1))
- CFuncs["Mesh"].Create("SpecialMesh", Part, Enum.MeshType.FileMesh, "rbxassetid://435840330", Vector3.new(0, 0, 0), Vector3.new(0.00200000009, 0.00200000009, 0.00200000009))
- Part.Mesh.TextureId = "rbxassetid://435840335"
- EffectModel = Instance.new("Model", Character)
- EffectModel.Name = "Effects"
- Effects = {
- ["Block"] = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CFuncs["Part"].Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs["Mesh"].Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end;
- };
- ["Cylinder"] = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs["Part"].Create(workspace, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.2, 0.2, 0.2))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs["Mesh"].Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 2)
- Effects[#Effects + 1] = {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3
- }
- end;
- };
- ["Sphere"] = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs["Part"].Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs["Mesh"].Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end;
- };
- ["Elec"] = {
- Create = function(cff, x, y, z)
- local prt = CFuncs["Part"].Create(workspace, "Neon", 0, 0, BrickColor.new("Lime green"), "Part", Vector3.new(1, 1, 1))
- prt.Anchored = true
- prt.CFrame = cff * CFrame.new(math.random(-x, x), math.random(-y, y), math.random(-z, z))
- prt.CFrame = CFrame.new(prt.Position)
- game:GetService("Debris"):AddItem(prt, 2)
- local xval = math.random() / 2
- local yval = math.random() / 2
- local zval = math.random() / 2
- local msh = CFuncs["Mesh"].Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(xval, yval, zval))
- table.insert(Effects, {
- prt,
- "Elec",
- 0.1,
- x,
- y,
- z,
- xval,
- yval,
- zval
- })
- end;
- };
- ["Ring"] = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs["Part"].Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs["Mesh"].Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end;
- };
- ["Wave"] = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs["Part"].Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs["Mesh"].Create("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end;
- };
- ["Break"] = {
- Create = function(brickcolor, cframe, x1, y1, z1)
- local prt = CFuncs["Part"].Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = CFuncs["Mesh"].Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Shatter",
- num,
- prt.CFrame,
- math.random() - math.random(),
- 0,
- math.random(50, 100) / 100
- })
- end;
- };
- }
- Shoot2 = function(orgpos)
- local MouseLook = CFrame.new((orgpos + mouse.Hit.p) / 2, mouse.Hit.p)
- Effects["Sphere"].Create(BrickColor.new("New Yeller"), CFrame.new(orgpos), 5, 5, 5, 3, 3, 3, 0.1)
- table.insert(Effects, {
- MouseLook.lookVector,
- "Shoot2",
- 50,
- orgpos,
- 5,
- 7,
- 0,
- 1,
- 2
- })
- end
- function attackone()
- attack = true
- CFuncs["Sound"].Create("rbxassetid://243053454", Torso, .1, 2.8)
- for i = 0, 1, 0.025 do
- swait()
- PlayAnimationFromTable({
- CFrame.new(-0, -0, -0, 1, 0, 0, 0, 1, 0, 0, 0, 1) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0, 1.4999907, 3.42726707e-007, 1, 0, 0, 0, 0.996194661, 0.087155968, 0, -0.087155968, 0.996194661) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.431798398, 0.400000006, -0.888215482, 0.939692736, 0.342019886, 0, 0, 0, -1, -0.342019916, 0.939692736, 0) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.559965074, 0.300000012, -0.828456283, 0.939692736, -0.342019886, 0, 0, 0, -1, 0.342019916, 0.939692736, 0) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.599619746, -1.99127948, 0, 0.996194661, -0.087155968, 0, 0.087155968, 0.996194661, 0, 0, 0, 1) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.599619746, -1.99127901, 0, 0.996194661, 0.087155968, 0, -0.087155968, 0.996194661, 0, -0, 0, 1) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- }, .3, false)
- FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(-20), math.rad(0)), 0.3)
- end
- CFuncs["Sound"].Create("rbxassetid://203691837", Barrel, .01, .3)
- CFuncs["Sound"].Create("rbxassetid://131384028", Barrel, .01, .9)
- CFuncs["Sound"].Create("rbxassetid://184718741", Barrel, .05, .9)
- Shoot2(Barrel.Position)
- for i = 0, 1, 0.15 do
- swait()
- RootPart.Velocity = RootPart.CFrame.lookVector * -50
- PlayAnimationFromTable({
- CFrame.new(-0, -0.281125277, 0.157014638, 1, 0, -0, 0, 0.906307876, -0.422617942, 0, 0.422617942, 0.906307876) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0, 1.4999938, 1.05202198e-005, 1, 0, -0, 0, 0.965925813, 0.258818924, -0, -0.258818924, 0.965925813) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.406597674, 0.817824185, -0.957423151, 0.939692974, 0.280165672, -0.196174338, -5.36441803e-007, -0.573575616, -0.819152534, -0.34201926, 0.769751906, -0.538984895) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.506752789, 0.775180221, -0.974653006, 0.939692974, -0.280165732, 0.196174279, 5.36441803e-007, -0.573575556, -0.819152713, 0.34201926, 0.769752145, -0.538984716) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.566868722, -1.61683154, -0.13679418, 0.954536259, -0.174988821, -0.241328761, 0.172366679, 0.984509468, -0.0321052969, 0.243208498, -0.0109513998, 0.969912171) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.545306504, -1.37044179, -0.679420352, 0.996202111, 0.0754783303, 0.0434113704, -0.0434117466, 0.862729907, -0.503797948, -0.0754781216, 0.49999994, 0.862729967) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- }, .6, false)
- FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-30), math.rad(-20), math.rad(0)), 0.3)
- end
- for i = 0, 1, 0.15 do
- swait()
- RootPart.Velocity = RootPart.CFrame.lookVector * -100
- PlayAnimationFromTable({
- CFrame.new(-0, -0.795007467, 0.0831707418, 1, 0, -0, 0, 0.76604414, -0.642788053, 0, 0.642788053, 0.76604414) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0, 1.49999774, 1.20103359e-005, 1, 0, -0, 0, 0.965925634, 0.258819878, -0, -0.258819878, 0.965925634) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(1.70605683, 1.21151328, -0.185158521, 0.893217862, -0.29338178, -0.340718448, -0.340719074, -0.936116338, -0.0871595442, -0.293381065, 0.193941653, -0.936116695) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-1.69524968, 1.05172348, -0.252849877, 0.812758088, 0.493294626, 0.309975445, 0.582562625, -0.694268882, -0.422624737, 0.00672781467, 0.524071693, -0.851647615) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.689150453, -1.88461804, -0.0157705098, 0.954536736, -0.174989104, -0.241326213, 0.172367141, 0.984509468, -0.0321044922, 0.243205875, -0.0109517872, 0.969912887) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.536899447, -1.34506011, -0.583059072, 0.99620223, 0.0226762109, 0.0840658173, -0.043412663, 0.966281295, 0.253803402, -0.0754759163, -0.256489068, 0.963595748) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- }, .2, false)
- FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(-50), math.rad(0)), 0.3)
- end
- for i = 0, 1, 0.05 do
- swait()
- RootPart.Velocity = RootPart.CFrame.lookVector * -50
- PlayAnimationFromTable({
- CFrame.new(-0, -2.09708667, 0.108620644, 1, 0, -0, 0, 0.573575675, -0.819152594, 0, 0.819152594, 0.573575675) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0, 1.53697455, -0.422635257, 1, 0, -0, 0, 0.766043842, 0.64278841, -0, -0.64278841, 0.766043842) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(1.57810855, 0.650130272, 0.33058399, 0.930655897, -0.284022599, -0.230674848, 0.352510452, 0.527023435, 0.773293555, -0.0980618149, -0.800985396, 0.590598404) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-1.38994181, 0.87733829, 0.667137444, 0.963715255, 0.08906921, 0.251633942, -0.25866431, 0.0788001418, 0.962747812, 0.0659223944, -0.992903471, 0.0989798903) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.774198592, -1.52057803, -0.607582211, 0.954536974, -0.272207022, -0.121501081, 0.172365844, 0.83655864, -0.520057499, 0.243206039, 0.475471497, 0.845445395) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.530096769, -1.05517173, -0.660005629, 0.99620223, 0.0226761587, 0.0840661526, -0.0434127897, 0.966280818, 0.253804684, -0.0754762068, -0.256490231, 0.96359539) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- }, .3, false)
- FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(-60), math.rad(0)), 0.3)
- end
- for i = 0, 1, 0.13 do
- swait()
- PlayAnimationFromTable({
- CFrame.new(-0, -1.01349139, -0.251608461, 1, 0, 0, 0, 0.707105339, 0.707108378, 0, -0.707108378, 0.707105339) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.0127754211, 1.44207788, 0.0749337673, 1, 0, 0, 0, 0.939691544, -0.342023343, 0, 0.342023343, 0.939691544) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(1.62296665, 0.191783041, -0.192457974, 0.930656254, -0.329096794, 0.159920022, 0.352511466, 0.923570275, -0.150843769, -0.098055169, 0.196757287, 0.975536823) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.870643735, 0.71258086, -0.942903101, 0.18127799, -0.372358024, -0.910213113, -0.781424284, 0.507405519, -0.363202393, 0.597088516, 0.777103186, -0.19898814) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.214147568, -1.73508716, -0.0895051956, 0.924306214, 0.282332808, -0.256800473, -0.113861978, 0.846218646, 0.520528436, 0.364271581, -0.451887846, 0.814311981) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.535767198, -0.599929333, -0.996632636, 0.996202111, 0.0754788443, 0.0434101112, -0.0434126705, 0.862728953, -0.503799856, -0.0754773915, 0.500001788, 0.862729192) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- }, .3, false)
- end
- attack = false
- end
- --[[Attacks]]--
- mouse.Button1Down:connect(function()
- if attack == false and attacktype == 1 then
- attackone()
- end
- end)
- mouse.KeyDown:connect(function(k)
- k = k:lower()
- if attack == false and k == '' then
- end
- end)
- while true do
- swait()
- for i, v in pairs(Character:GetChildren()) do
- if v:IsA("Part") then
- v.Material = "SmoothPlastic"
- elseif v:IsA("Accessory") then
- v:WaitForChild("Handle").Material = "SmoothPlastic"
- end
- end
- Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- velocity = RootPart.Velocity.y
- sine = sine + change
- local hit, pos = rayCast(RootPart.Position, (CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0))).lookVector, 4, Character)
- if equipped == true or equipped == false then
- if RootPart.Velocity.y > 1 and hit == nil then
- Anim = "Jump"
- if attack == false then
- PlayAnimationFromTable({
- CFrame.new(-0, -0, -0, 1, 0, 0, 0, 1, 0, 0, 0, 1) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0, 1.49221826, -0.044082582, 1, 0, 0, 0, 0.984807849, 0.173647985, 0, -0.173647985, 0.984807849) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(1.66304386, 0.182627335, 0.00782334805, 0.883022726, -0.392632574, 0.257119894, 0.321392894, 0.905103981, 0.2783764, -0.342019886, -0.163176134, 0.925416708) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-1.66570556, 0.224230319, 0.110721856, 0.903736115, 0.408218145, -0.128915116, -0.34750703, 0.875426054, 0.33595863, 0.25000003, -0.258819014, 0.933012724) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.499999166, -1.99999452, 4.76837158e-007, 0.984807849, -5.94328526e-007, -0.173648044, 0.0449439958, 0.965925872, 0.254886925, 0.167730987, -0.258819073, 0.951251388) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.499999404, -1.51703107, -0.129407585, 0.965925753, 6.6929374e-007, 0.258819193, -0.0669879839, 0.965925813, 0.24999994, -0.24999994, -0.258819163, 0.933012724) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- }, .3, false)
- end
- elseif RootPart.Velocity.y < -1 and hit == nil then
- Anim = "Fall"
- if attack == false then
- PlayAnimationFromTable({
- CFrame.new(-0, -0, -0, 1, 0, 0, 0, 1, 0, 0, 0, 1) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0, 1.49221873, -0.0440826714, 1, 0, 0, 0, 0.984807849, 0.173647985, 0, -0.173647985, 0.984807849) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(1.76076102, 0.406842887, 0.0212866664, 0.695482016, -0.670965135, 0.257119834, 0.611573994, 0.74059701, 0.278376371, -0.377202988, -0.0363579579, 0.925416648) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-1.68029141, 0.390803367, 0.155905366, 0.70961535, 0.692695498, -0.128914997, -0.625963271, 0.703777075, 0.335958213, 0.323444158, -0.157705069, 0.933012843) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.693307817, -1.96826017, -0.0605875254, 0.986561239, -0.127662987, -0.101976946, 0.137943029, 0.985269904, 0.101069227, 0.0875720233, -0.113777988, 0.989639223) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.526552737, -1.81498528, -0.152177691, 0.965925574, 0.0449441113, 0.254888207, -0.066988036, 0.994663239, 0.0784704387, -0.250001162, -0.0928710476, 0.963781357) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- }, .3, false)
- end
- elseif Torsovelocity < 1 and hit ~= nil then
- Anim = "Idle"
- if attack == false then
- change = 1
- PlayAnimationFromTable({
- CFrame.new(1.22602091e-006, -0.219458103, 1.46111324e-006, 0.76604414, 0, 0.642788053, 0, 1, 0, -0.642788053, 0, 0.76604414) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0, 1.49999201, 0, 0.707106233, 0, -0.707107306, 0, 1, 0, 0.707107306, 0, 0.707106233) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.571566343, -0.0739164352, -0.639066696, 0.939692855, 0.340718329, -0.0298085809, -0.241844058, 0.600305915, -0.762328327, -0.241844922, 0.723563433, 0.646503866) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.628383756, -0.12163578, -0.696761668, 0.939692736, -0.342020065, -5.06639481e-007, 0.196173996, 0.538984895, -0.819152653, 0.280166954, 0.769751549, 0.573575616) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.624118924, -1.79798961, 0.0678238794, 0.995454907, -0.0383867361, -0.0871553123, 0.0385330059, 0.999257326, -4.09960694e-006, 0.0870907605, -0.00335427374, 0.996194839) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.53866595, -1.82180798, 0.00821807235, 0.977763176, 0.0281341001, 0.207816422, -0.0287620034, 0.999586344, -1.4934686e-007, -0.207730502, -0.00597707182, 0.978167892) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- }, .3, false)
- FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(-20), math.rad(0)), 0.3)
- end
- elseif Torsovelocity > 2 and hit ~= nil then
- Anim = "Walk"
- if attack == false then
- change = 3
- PlayAnimationFromTable({
- CFrame.new(0, -0.0240751095, -0.146390602, 1, 0, 0, 0, 0.965925872, 0.258818984, 0, -0.258818984, 0.965925872) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0, 1.49999237, -1.81794167e-006, 1, 0, 0, 0, 0.984807789, -0.173647881, 0, 0.173647881, 0.984807789) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.172261134, 0.427689523, -1.09730911, 0.644483984, 0.748984814, -0.153825179, 0.413525045, -0.510645986, -0.753815472, -0.643146515, 0.422211438, -0.638827145) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(-1.1922102, 0.363029838, -0.448653877, 0.935289383, -0.110854559, -0.33607316, -0.341521561, -0.531564534, -0.775114357, -0.0927196145, 0.839732468, -0.535025835) * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0),
- CFrame.new(.5, -1.85 - 0.5 * math.cos(sine / 8) / 2, 0 + 1.8 * math.sin(sine / 8) / 2) * angles(math.rad(-50 * math.sin(sine / 8)), math.rad(0), math.rad(0)),
- CFrame.new(-.5, -1.85 + 0.5 * math.cos(sine / 8) / 2, 0 - 1.8 * math.sin(sine / 8) / 2) * angles(math.rad(50 * math.sin(sine / 8)), math.rad(0), math.rad(0)),
- }, .3, false)
- FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(-30), math.rad(0)), 0.3)
- end
- end
- end
- if 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[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 Thing[2] == "Shoot" then
- local Look = Thing[1]
- local hit, pos = rayCast(Thing[4], Look, 15, Character)
- local mag = (Thing[4] - pos).magnitude
- Thing[9] = Thing[9] + 0.5
- Thing[5] = Thing[5] + 0.2
- Thing[6] = Thing[6] + 0.2
- Effects["Cylinder"].Create(BrickColor.new("New Yeller"), CFrame.new((Thing[4] + pos) / 2, pos) * angles(1.57, 0, 0), Thing[9], mag * 5, Thing[9], -0.2, 0, -0.2, 0.1)
- Thing[4] = Thing[4] + Look * 15
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Thing[3] = 0
- ref = CFuncs["Part"].Create(workspace, "Neon", 0, 1, BrickColor.new("Really red"), "Reference", Vector3.new())
- ref.Anchored = true
- ref.CFrame = CFrame.new(pos)
- Effects["Sphere"].Create(BrickColor.new("New Yeller"), CFrame.new(pos), 5, 5, 5, 1, 1, 1, 0.07)
- CFuncs["Sound"].Create("rbxassetid://315748949", ref, 1, 1.1)
- game:GetService("Debris"):AddItem(ref, 1)
- end
- if Thing[3] <= 0 then
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "Shoot2" then
- local Look = Thing[1]
- local hit, pos = rayCast(Thing[4], Look, 3, Character)
- local mag = (Thing[4] - pos).magnitude
- Thing[9] = Thing[9] + 0.5
- Thing[5] = Thing[5] + 0.2
- Thing[6] = Thing[6] + 0.2
- Effects["Sphere"].Create(BrickColor.new("New Yeller"), CFrame.new((Thing[4] + pos) / 2, pos), 25, 25, 25, -5, -5, -5, 0.2)
- Thing[4] = Thing[4] + Look * 3
- Thing[3] = Thing[3] + 5
- if hit ~= nil then
- Thing[3] = 0
- ref = CFuncs["Part"].Create(workspace, "Neon", 0, 1, BrickColor.new("Really red"), "Reference", Vector3.new())
- ref.Anchored = true
- ref.CFrame = CFrame.new(pos)
- Effects["Sphere"].Create(BrickColor.new("New Yeller"), CFrame.new(pos), 25, 25, 25, 5, 5, 5, 0.01)
- Effects["Sphere"].Create(BrickColor.new("New Yeller"), CFrame.new(pos), 10, 10, 10, 15, 15, 15, 0.01)
- Effects["Block"].Create(BrickColor.new("New Yeller"), CFrame.new(pos), 10, 10, 10, 15, 15, 15, 0.01, 1)
- Effects["Wave"].Create(BrickColor.new("New Yeller"), CFrame.new(pos), 2, 2, 2, 3, 3, 3, 0.01)
- CFuncs["Sound"].Create("rbxassetid://203691837", ref, 1, .3)
- CFuncs["Sound"].Create("rbxassetid://203691885", ref, 1, .9)
- CFuncs["Sound"].Create("rbxassetid://184718741", ref, 1, .9)
- local e = Instance.new("Explosion", ref)
- e.Position = ref.Position
- e.BlastRadius = 400
- e.DestroyJointRadiusPercent = 20
- e.Visible = false
- e.ExplosionType = "CratersAndDebris"
- game:GetService("Debris"):AddItem(ref, 10)
- end
- if Thing[3] <= 0 then
- table.remove(Effects, e)
- end
- end
- do
- do
- if Thing[2] ~= "Shoot" and Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" and Thing[2] ~= "Shoot2" then
- if Thing[1].Transparency <= 1 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))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Block3" then
- Thing[8].C0 = CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) * Thing[9]
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Cylinder" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Cylinder2" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, Thing[8], 0)
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * CFrame.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]
- else
- if Thing[2] == "Elec" then
- Mesh = Thing[10]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- end
- end
- end
- end
- end
- end
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
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