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--[[ -Ruin IV -By makhail07. -Discord: Superthumb#2958 __- -__ --_M_-- Nebula Will finish the rest i'm done with this script ¯\_(ツ)_/¯ --]] print'By makhail07' print'Gauntlet by NoobyGames12' function clerp(c1,c2,al) local com1 = {c1.X,c1.Y,c1.Z,c1:toEulerAnglesXYZ()} local com2 = {c2.X,c2.Y,c2.Z,c2:toEulerAnglesXYZ()} for i,v in pairs(com1) do com1[i] = v+(com2[i]-v)*al end return CFrame.new(com1[1],com1[2],com1[3]) * CFrame.Angles(select(4,unpack(com1))) end Personality = "HOLY SHIT ANOTHER RUIN AAAAAAAAAAAAAAAA" vt = Vector3.new Effects = { } bc = BrickColor.new plr = game:service'Players'.LocalPlayer char = plr.Character Player = game.Players.LocalPlayer Character = Player.Character mouse = plr:GetMouse() humanoid = char:findFirstChild("Humanoid") torso = char:findFirstChild("Torso") if torso == nil then print'no r15 skr0d xd' end head = char.Head Head = char.Head ra = char:findFirstChild("Right Arm") la = char:findFirstChild("Left Arm") rl = char:findFirstChild("Right Leg") ll = char:findFirstChild("Left Leg") rs = torso:findFirstChild("Right Shoulder") ls = torso:findFirstChild("Left Shoulder") rh = torso:findFirstChild("Right Hip") lh = torso:findFirstChild("Left Hip") neck = torso:findFirstChild("Neck") rss = game:GetService("RunService").RenderStepped rj = char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint") RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint anim = char:findFirstChild("Animate") root = char.HumanoidRootPart rootpart = char:findFirstChild("HumanoidRootPart") RootPart = char:findFirstChild("HumanoidRootPart") attack = false drinks = 0 local RbxUtility = LoadLibrary("RbxUtility") local Create = RbxUtility.Create Rmode = "1" local maincolor = torso.BrickColor local maincolor2 = BrickColor.new("Really black") New = function(Object, Parent, Name, Data) local Object = Instance.new(Object) for Index, Value in pairs(Data or {}) do Object[Index] = Value end Object.Parent = Parent Object.Name = Name return Object end function newPart(Parent, brickcolor, transparency, anchored, cancollide, size, name) local fp = Instance.new("Part") fp.Parent = Parent fp.Transparency = transparency fp.Anchored = anchored fp.CanCollide = cancollide fp.Locked = true fp.BrickColor = brickcolor fp.Name = name fp.Size = size fp.Position = torso.Position NoOutline(fp) fp.Material = "SmoothPlastic" fp:BreakJoints() return fp end function mesh(Mesh, part, meshtype, meshid, offset, scale) local mesh = Instance.new(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype if meshid then mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid end end if offset then mesh.Offset = offset end mesh.Scale = scale return mesh end function weld(parent, part0, part1, c0) local weld = Instance.new("Weld") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 return weld end function weld5(part0, part1, c0, c1) weeld=Instance.new("Weld", part0) weeld.Part0=part0 weeld.Part1=part1 weeld.C0=c0 weeld.C1=c1 return weeld end function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function swait(num) if num==0 or num==nil then game:service'RunService'.Stepped:wait(0) else for i=0,num do game:service'RunService'.Stepped:wait(0) end end end function thread(f) coroutine.resume(coroutine.create(f)) end --Very important stuff-- Player=game:GetService("Players").LocalPlayer Character=Player.Character PlayerGui=Player.PlayerGui Backpack=Player.Backpack Torso=Character.Torso Head=Character.Head Humanoid=Character.Humanoid m=Instance.new('Model',Character) LeftArm=Character["Left Arm"] LeftLeg=Character["Left Leg"] RightArm=Character["Right Arm"] RightLeg=Character["Right Leg"] LS=Torso["Left Shoulder"] LH=Torso["Left Hip"] RS=Torso["Right Shoulder"] RH=Torso["Right Hip"] Face = Head.face Neck=Torso.Neck it=Instance.new attacktype=1 vt=Vector3.new cf=CFrame.new euler=CFrame.fromEulerAnglesXYZ angles=CFrame.Angles cloaked=false necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0) LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0) RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0) RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0) RootPart=Character.HumanoidRootPart RootJoint=RootPart.RootJoint RootCF=euler(-1.57,0,3.14) attack = false attackdebounce = false deb=false equipped=true hand=false MMouse=nil combo=0 mana=0 trispeed=.2 attackmode=false local idle=0 local Anim="Idle" local gun=false local shoot=false local sine = 0 local change = 1 player=nil mouse=Player:GetMouse() --save shoulders RSH, LSH=nil, nil --welds RW, LW=Instance.new("Weld"), Instance.new("Weld") RW.Name="Right Shoulder" LW.Name="Left Shoulder" LH=Torso["Left Hip"] RH=Torso["Right Hip"] TorsoColor=Torso.BrickColor function NoOutline(Part) Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10 end player=Player ch=Character RSH=ch.Torso["Right Shoulder"] LSH=ch.Torso["Left Shoulder"] -- RSH.Parent=nil LSH.Parent=nil -- RW.Name="Right Shoulder" RW.Part0=ch.Torso RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1=cf(0, 0.5, 0) RW.Part1=ch["Right Arm"] RW.Parent=ch.Torso -- LW.Name="Left Shoulder" LW.Part0=ch.Torso LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1=cf(0, 0.5, 0) LW.Part1=ch["Left Arm"] LW.Parent=ch.Torso newWeld = function(wp0, wp1, wc0x, wc0y, wc0z) local wld = Instance.new("Weld", wp1) wld.Part0 = wp0 wld.Part1 = wp1 wld.C0 = CFrame.new(wc0x, wc0y, wc0z) end newWeld(RootPart, Torso, 0, -1, 0) Torso.Weld.C1 = CFrame.new(0, -1, 0) newWeld(Torso, LeftLeg, -0.5, -1, 0) LeftLeg.Weld.C1 = CFrame.new(0, 1, 0) newWeld(Torso, RightLeg, 0.5, -1, 0) RightLeg.Weld.C1 = CFrame.new(0, 1, 0) Player=game:GetService('Players').LocalPlayer Character=Player.Character mouse=Player:GetMouse() m=Instance.new('Model',Character) local function weldBetween(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 ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 60 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) 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, } wait() S:play() game:GetService("Debris"):AddItem(S, 6) 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; }; CreateTemplate = { }; } function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch) if hit.Parent == nil then return end local h = hit.Parent:FindFirstChildOfClass("Humanoid") for _, v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h = v end end if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then warn'No R15 allowed' hit.Parent:FindFirstChild("Head"):BreakJoints() end if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil then if hit.Parent.DebounceHit.Value == true then return end end if insta == true then hit.Parent:FindFirstChild("Head"):BreakJoints() end local c = Create("ObjectValue"){ Name = "creator", Value = game:service("Players").LocalPlayer, Parent = h, } game:GetService("Debris"):AddItem(c, .5) if HitSound ~= nil and HitPitch ~= nil then CFuncs.Sound.Create(HitSound, hit, 1, HitPitch) end local Damage = math.random(minim, maxim) local blocked = false local block = hit.Parent:findFirstChild("Block") if block ~= nil then if block.className == "IntValue" then if block.Value > 0 then blocked = true block.Value = block.Value - 1 print(block.Value) end end end if blocked == false then h.Health = h.Health - Damage ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, torso.BrickColor.Color) else h.Health = h.Health - (Damage / 2) ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, torso.BrickColor.Color) end if Type == "Knockdown" then local hum = hit.Parent.Humanoid hum.PlatformStand = true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand = false end), hum) local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit local bodvol = Create("BodyVelocity"){ velocity = angle * knockback, P = 5000, maxForce = Vector3.new(8e+003, 8e+003, 8e+003), Parent = hit, } local rl = Create("BodyAngularVelocity"){ P = 3000, maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000, angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)), Parent = hit, } game:GetService("Debris"):AddItem(bodvol, .5) game:GetService("Debris"):AddItem(rl, .5) elseif Type == "Normal" then local vp = Create("BodyVelocity"){ P = 500, maxForce = Vector3.new(math.huge, 0, math.huge), velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05, } if knockback > 0 then vp.Parent = hit.Parent.Torso end game:GetService("Debris"):AddItem(vp, .5) elseif Type == "Up" then local bodyVelocity = Create("BodyVelocity"){ velocity = Vector3.new(0, 20, 0), P = 5000, maxForce = Vector3.new(8e+003, 8e+003, 8e+003), Parent = hit, } game:GetService("Debris"):AddItem(bodyVelocity, .5) elseif Type == "DarkUp" then coroutine.resume(coroutine.create(function() for i = 0, 1, 0.1 do swait() Effects.Block.Create(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1) end end)) local bodyVelocity = Create("BodyVelocity"){ velocity = Vector3.new(0, 20, 0), P = 5000, maxForce = Vector3.new(8e+003, 8e+003, 8e+003), Parent = hit, } game:GetService("Debris"):AddItem(bodyVelocity, 1) elseif Type == "Snare" then local bp = Create("BodyPosition"){ P = 2000, D = 100, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso, } game:GetService("Debris"):AddItem(bp, 1) elseif Type == "Freeze" then local BodPos = Create("BodyPosition"){ P = 50000, D = 1000, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso, } local BodGy = Create("BodyGyro") { maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge , P = 20e+003, Parent = hit.Parent.Torso, cframe = hit.Parent.Torso.CFrame, } hit.Parent.Torso.Anchored = true coroutine.resume(coroutine.create(function(Part) swait(1.5) Part.Anchored = false end), hit.Parent.Torso) game:GetService("Debris"):AddItem(BodPos, 3) game:GetService("Debris"):AddItem(BodGy, 3) end local debounce = Create("BoolValue"){ Name = "DebounceHit", Parent = hit.Parent, Value = true, } game:GetService("Debris"):AddItem(debounce, Delay) c = Create("ObjectValue"){ Name = "creator", Value = Player, Parent = h, } game:GetService("Debris"):AddItem(c, .5) end end function ShowDamage(Pos, Text, Time, Color) local Rate = (1 / 30) local Pos = (Pos or Vector3.new(0, 0, 0)) local Text = (Text or "") local Time = (Time or 2) local Color = (Color or Color3.new(1, 0, 1)) local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0)) EffectPart.Anchored = true local BillboardGui = Create("BillboardGui"){ Size = UDim2.new(3, 0, 3, 0), Adornee = EffectPart, Parent = EffectPart, } local TextLabel = Create("TextLabel"){ BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), Text = Text, Font = "SciFi", TextColor3 = Color, TextScaled = true, Parent = BillboardGui, } game.Debris:AddItem(EffectPart, (Time)) EffectPart.Parent = game:GetService("Workspace") delay(0, function() local Frames = (Time / Rate) for Frame = 1, Frames do wait(Rate) local Percent = (Frame / Frames) EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0) TextLabel.TextTransparency = Percent end if EffectPart and EffectPart.Parent then EffectPart:Destroy() end end) end function MagnitudeDamage(Part, Magnitude, MinimumDamage, MaximumDamage, KnockBack, Type, HitSound, HitPitch) 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 <= Magnitude and c.Name ~= Player.Name then Damage(head, head, MinimumDamage, MaximumDamage, KnockBack, Type, RootPart, .1, "rbxassetid://" .. HitSound, HitPitch) end end end end end EffectModel = Create("Model"){ Parent = Character, Name = "Effects", } Effects = { Block = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(.2,.2,.2)) -- fixed by salvo cuz roadblok upd sus 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(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(.2,.2,.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, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end; }; Head = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(.2,.2,.2)) prt.Anchored = true prt.CFrame = cframe local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Head", "nil", 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; }; Sphere = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(.2,.2,.2)) 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; }; Blood = { 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, "Blood", delay, x3, y3, z3, msh }) end }, Elect = { Create = function(cff, x, y, z) local prt = CFuncs.Part.Create(EffectModel, "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, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", 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, "SmoothPlastic", 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, "SmoothPlastic", 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; }; Fire = { Create = function(brickcolor, cframe, x1, y1, z1, delay) local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(.2,.2,.2)) prt.Anchored = true prt.CFrame = cframe msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Fire", delay, 1, 1, 1, msh }) end; }; Blast = { Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Part) 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://1323306", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Block4", delay, x3, y3, z3, msh, Part }) end }, FireWave = { Create = function(brickcolor, cframe, x1, y1, z1) local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 1, brickcolor, "Effect", Vector3.new(.2,.2,.2)) prt.Anchored = true prt.CFrame = cframe msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) local d = Create("Decal"){ Parent = prt, Texture = "rbxassetid://26356434", Face = "Top", } local d = Create("Decal"){ Parent = prt, Texture = "rbxassetid://26356434", Face = "Bottom", } game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "FireWave", 1, 30, math.random(400, 600) / 100, msh }) end; }; Ice = { Create = function(brickcolor, cframe, x1, y1, z1, delay) local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(.2,.2,.2)) prt.Anchored = true prt.CFrame = cframe msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://1778999", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) for i = 1, 5 do Effects.Break.Create(BrickColor.new(brickcolor), prt.CFrame * CFrame.new(0, 4, 0), math.random(20, 80) / 100, math.random(2, 10), math.random(20, 80) / 100) end for i = 1, 15 do local freezepart = CFuncs.Part.Create(EffectModel, "Neon", 0.5, 0.5, BrickColor.new("Bright blue"), "Ice Part", Vector3.new(math.random(1, 2) + math.random(), math.random(1, 2) + math.random(), math.random(1, 2) + math.random())) freezepart.Anchored = true freezepart.CanCollide = true freezepart.CFrame = cframe * CFrame.new(math.random(-300, 300) / 100, 1, math.random(-300, 300) / 100) * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) game:GetService("Debris"):AddItem(freezepart, 10) end table.insert(Effects, { prt, "Ice", delay, msh, 1, .2 }) end }, Lightning = { Create = function(p0, p1, tym, ofs, col, th, tra, last) local magz = (p0 - p1).magnitude local curpos = p0 local trz = { -ofs, ofs } for i = 1, tym do local li = CFuncs.Part.Create(EffectModel, "Neon", 0, tra or 0.4, col, "Ref", Vector3.new(th, th, magz / tym)) local ofz = Vector3.new(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)]) local trolpos = CFrame.new(curpos, p1) * CFrame.new(0, 0, magz / tym).p + ofz li.Material = "Neon" if tym == i then local magz2 = (curpos - p1).magnitude li.Size = Vector3.new(th, th, magz2) li.CFrame = CFrame.new(curpos, p1) * CFrame.new(0, 0, -magz2 / 2) table.insert(Effects, { li, "Disappear", last }) else do do li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(0, 0, magz / tym / 2) curpos = li.CFrame * CFrame.new(0, 0, magz / tym / 2).p game.Debris:AddItem(li, 10) table.insert(Effects, { li, "Disappear", last }) end end end end end }; EffectTemplate = { }; } Laser = function(brickcolor, reflect, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CFuncs.Part.Create(EffectModel, "Neon", reflect, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe prt.Material = "Neon" local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do swait() Part.Transparency = i Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3) end Part.Parent = nil end ), prt, msh) end function CreatePart(parent,transparency,reflectance,material,brickcolor) local p = Instance.new("Part") p.Parent = parent p.Size = Vector3.new(1,1,1) p.Transparency = transparency p.Reflectance = reflectance p.CanCollide = false p.BrickColor = brickcolor p.Material = material return p end function CreateMesh(parent,meshtype,x1,y1,z1) local mesh = Instance.new("SpecialMesh",parent) mesh.MeshType = meshtype mesh.Scale = Vector3.new(x1,y1,z1) return mesh end function CreateSpecialMesh(parent,meshid,x1,y1,z1) local mesh = Instance.new("SpecialMesh",parent) mesh.MeshType = "SpecialMesh" mesh.MeshId = meshid mesh.Scale = Vector3.new(x1,y1,z1) return mesh end function CreateSpecialGlowMesh(parent,meshid,x1,y1,z1) local mesh = Instance.new("SpecialMesh",parent) mesh.MeshType = "FileMesh" mesh.MeshId = meshid mesh.TextureId = "http://www.roblox.com/asset/?id=269748808" mesh.Scale = Vector3.new(x1,y1,z1) mesh.VertexColor = Vector3.new(parent.BrickColor.r, parent.BrickColor.g, parent.BrickColor.b) return mesh end function CreateWeld(parent,part0,part1,C1X,C1Y,C1Z,C1Xa,C1Ya,C1Za,C0X,C0Y,C0Z,C0Xa,C0Ya,C0Za) local weld = Instance.new("Weld") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C1 = CFrame.new(C1X,C1Y,C1Z)*CFrame.Angles(C1Xa,C1Ya,C1Za) weld.C0 = CFrame.new(C0X,C0Y,C0Z)*CFrame.Angles(C0Xa,C0Ya,C0Za) return weld end local m = Instance.new("Model",char) m.Name = "GaunletModel" local handle = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(handle,"Brick",1.05,1.5,1.05) CreateWeld(handle,ra,handle,0,-0.265,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local handleg = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(handleg,"Brick",1.025,1.5,1.025) CreateWeld(handleg,handle,handleg,0,0.1,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local handleo = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(handleo,"Brick",0.5,0.85,1.085) CreateWeld(handleo,handle,handleo,-0.315,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local handleo2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(handleo2,"Brick",0.5,0.8,1.09) CreateWeld(handleo2,handle,handleo2,-0.3175,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local zi = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(zi,"Brick",0.025,1.525,1.1) CreateWeld(zi,handle,zi,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local li1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(li1,"Brick",0.275,0.825,0.025) CreateWeld(li1,handleo,li1,-0.125,0,0.225,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local li2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(li2,"Brick",0.275,0.825,0.025) CreateWeld(li2,handleo,li2,-0.125,0,-0.225,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di,"Brick",0.3,0.3,0.3) CreateWeld(di,handleo,di,-0.125,0,0,math.rad(45),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di1,"Brick",0.3,0.15,0.15) CreateWeld(di1,di,di1,0,0.15,0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di2,"Brick",0.3,0.15,0.15) CreateWeld(di2,di,di2,0,0.15,-0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di3 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di3,"Brick",0.3,0.15,0.15) CreateWeld(di3,di,di3,0,-0.15,0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local di4 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(di4,"Brick",0.3,0.15,0.15) CreateWeld(di4,di,di4,0,-0.15,-0.15,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio,"Brick",0.325,0.275,0.275) CreateWeld(dio,di,dio,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio1,"Brick",0.325,0.125,0.125) CreateWeld(dio1,di1,dio1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio2,"Brick",0.325,0.125,0.125) CreateWeld(dio2,di2,dio2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio3 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio3,"Brick",0.325,0.125,0.125) CreateWeld(dio3,di3,dio3,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dio4 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dio4,"Brick",0.325,0.125,0.125) CreateWeld(dio4,di4,dio4,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq1,"Brick",0.3,0.125,0.125) CreateWeld(sq1,handleo,sq1,-0.125,0.25,0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq2,"Brick",0.3,0.125,0.125) CreateWeld(sq2,handleo,sq2,-0.125,-0.25,0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq3 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq3,"Brick",0.3,0.125,0.125) CreateWeld(sq3,handleo,sq3,-0.125,0.25,-0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sq4 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(sq4,"Brick",0.3,0.125,0.125) CreateWeld(sq4,handleo,sq4,-0.125,-0.25,-0.4,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo1,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo1,sq1,sqo1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo2,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo2,sq2,sqo2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo3 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo3,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo3,sq3,sqo3,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local sqo4 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(sqo4,"Brick",0.3115,0.1115,0.1115) CreateWeld(sqo4,sq4,sqo4,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local locl = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(locl,"Brick",0.1,0.1,0.1) CreateWeld(locl,handle,locl,0,0,0.435,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dil = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dil,"Brick",0.45,0.45,0.3) CreateWeld(dil,locl,dil,0,0,0,math.rad(0),math.rad(0),math.rad(45),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dil1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dil1,"Brick",0.225,0.225,0.3) CreateWeld(dil1,dil,dil1,-0.225,0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dil2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dil2,"Brick",0.225,0.225,0.3) CreateWeld(dil2,dil,dil2,0.225,-0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dilo = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dilo,"Brick",0.375,0.375,0.315) CreateWeld(dilo,dil,dilo,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dilo1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dilo1,"Brick",0.175,0.175,0.315) CreateWeld(dilo1,dil1,dilo1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dilo2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(dilo2,"Brick",0.175,0.175,0.315) CreateWeld(dilo2,dil2,dilo2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local locr = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(locr,"Brick",0.1,0.1,0.1) CreateWeld(locr,handle,locr,0,0,-0.435,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dir = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dir,"Brick",0.45,0.45,0.3) CreateWeld(dir,locr,dir,0,0,0,math.rad(0),math.rad(0),math.rad(45),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dir1 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dir1,"Brick",0.225,0.225,0.3) CreateWeld(dir1,dir,dir1,-0.225,0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local dir2 = CreatePart(m,0,0,"Neon",maincolor) CreateMesh(dir2,"Brick",0.225,0.225,0.3) CreateWeld(dir2,dir,dir2,0.225,-0.225,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local diro = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(diro,"Brick",0.375,0.375,0.315) CreateWeld(diro,dir,diro,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local diro1 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(diro1,"Brick",0.175,0.175,0.315) CreateWeld(diro1,dir1,diro1,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) local diro2 = CreatePart(m,0,0,"SmoothPlastic",maincolor2) CreateMesh(diro2,"Brick",0.175,0.175,0.315) CreateWeld(diro2,dir2,diro2,0,0,0,math.rad(0),math.rad(0),math.rad(0),0,0,0,math.rad(0),math.rad(0),math.rad(0)) print'Ruin IV 25%' wait(1) function rayCast(Position, Direction, Range, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore) end function RemoveOutlines(part) part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10 end --These were just parts for an old knife i was going to make for psychov3 it didn't work out so well local cors = {} local mas = Instance.new("Model",game:GetService("Lighting")) local Model1 = Instance.new("Model") local Part1s = Instance.new("Part") local Part2s = Instance.new("Part") local Part3s = Instance.new("Part") local Part4s = Instance.new("Part") local Weld5s = Instance.new("Weld") local Weld6s = Instance.new("Weld") local Weld7s = Instance.new("Weld") local Weld8s = Instance.new("Weld") local Part9s = Instance.new("Part") Model1.Name = "/shrug" Model1.Parent = mas Part1s.Name = "d" Part1s.Parent = Model1 Part1s.Material = "Metal" Part1s.BrickColor = BrickColor.new("Really black") Part1s.Rotation = Vector3.new(0, 90, 0) Part1s.Size = Vector3.new(0.454666376, 0.549333888, 0.0500000007) Part1s.CFrame = CFrame.new(-28.8698483, 11.4513311, -5.31685686, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part1s.Color = Color3.new(0.952941, 0.94902, 0.960784) Part1s.Position = Vector3.new(-28.8698483, 11.4513311, -5.31685686) Part1s.Orientation = Vector3.new(0, 90, 0) Part1s.Color = Color3.new(0.105882, 0.164706, 0.207843) Part2s.Name = "xp" Part2s.Parent = Model1 Part2s.Material = "Metal" Part2s.BrickColor = BrickColor.new("Really black") Part2s.Rotation = Vector3.new(0, 90, 0) Part2s.Size = Vector3.new(0.359333158, 0.549333888, 0.0500000007) Part2s.CFrame = CFrame.new(-28.8698502, 11.7006636, -5.26919031, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part2s.Color = Color3.new(0.952941, 0.94902, 0.960784) Part2s.Position = Vector3.new(-28.8698502, 11.7006636, -5.26919031) Part2s.Orientation = Vector3.new(0, 90, 0) Part2s.Color = Color3.new(0.105882, 0.164706, 0.207843) Part3s.Name = "xdd" Part3s.Parent = Model1 Part3s.BrickColor = BrickColor.new("Black") --Ignore thise pl0x Part3s.Rotation = Vector3.new(0, 90, 0) Part3s.Size = Vector3.new(0.810000014, 0.149999991, 0.300000012) Part3s.CFrame = CFrame.new(-28.8630695, 10.2738171, -5.38322401, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part3s.Color = Color3.new(0.627451, 0.372549, 0.207843) Part3s.Position = Vector3.new(-28.8630695, 10.2738171, -5.38322401) Part3s.Orientation = Vector3.new(0, 90, 0) Part3s.Color = Color3.new(0.105882, 0.164706, 0.207843) Part3s.Transparency = 1 Part3s.Material = "Slate" Part4s.Name = "xd" Part4s.Parent = Model1 Part4s.BrickColor = BrickColor.new("Black") --Ignore thou pl0z Part4s.Rotation = Vector3.new(0, 90, 0) Part4s.Size = Vector3.new(0.370000064, 1, 0.300000012) Part4s.CFrame = CFrame.new(-28.8630695, 9.6988163, -5.26322365, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part4s.Color = Color3.new(0.105882, 0.164706, 0.207843) Part4s.Position = Vector3.new(-28.8630695, 9.6988163, -5.26322365) Part4s.Orientation = Vector3.new(0, 90, 0) Part4s.Color = Color3.new(0.105882, 0.164706, 0.207843) Part4s.Material = "Slate" Part4s.Transparency = 1 Weld5s.Parent = Part4s Weld5s.C0 = CFrame.new(0.00596666336, 2.00184655, -0.00677967072, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld5s.Part0 = Part4s Weld5s.Part1 = Part2s Weld6s.Parent = Part4s Weld6s.C0 = CFrame.new(0.119999886, 0.575000107, 2.38418579e-07, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld6s.Part0 = Part4s Weld6s.Part1 = Part3s Weld7s.Parent = Part4s Weld7s.C0 = CFrame.new(0.101300001, 1.13651657, -0.00677967072, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld7s.Part0 = Part4s Weld7s.Part1 = Part9s Weld8s.Parent = Part4s Weld8s.C0 = CFrame.new(0.053633213, 1.75251412, -0.0067782402, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld8s.Part0 = Part4s Weld8s.Part1 = Part1s Part9s.Name = "x" Part9s.Parent = Model1 Part9s.Material = "Metal" Part9s.BrickColor = BrickColor.new("Really black") Part9s.Rotation = Vector3.new(0, 90, 0) Part9s.Size = Vector3.new(0.549999833, 0.582667089, 0.0500000007) Part9s.CFrame = CFrame.new(-28.8698483, 10.8353338, -5.36452389, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part9s.Color = Color3.new(0.952941, 0.94902, 0.960784) Part9s.Position = Vector3.new(-28.8698483, 10.8353338, -5.36452389) Part9s.Orientation = Vector3.new(0, 90, 0) Part9s.Color = Color3.new(0.105882, 0.164706, 0.207843) for i,v in pairs(mas:GetChildren()) do v.Parent = game:GetService("Players").LocalPlayer.Character pcall(function() v:MakeJoints() end) end mas:Destroy() for i,v in pairs(cors) do spawn(function() pcall(v) end) end local Sweld = Instance.new("Weld", Part4s) Sweld.Part0 = game.Players.LocalPlayer.Character["Head"] Sweld.Part1 = Part4s Sweld.C1 = CFrame.new(.4, .7, .5) Sweld.C0 = CFrame.Angles(0, math.rad(-90), math.rad(-35)) --These were just parts for an old knife i was going to make for psychov3 it didn't work out so well local cors = {} local mas = Instance.new("Model",game:GetService("Lighting")) local Model0 = Instance.new("Model") local Part1 = Instance.new("Part") local Part2 = Instance.new("Part") local Part3 = Instance.new("Part") local Part4 = Instance.new("Part") local Weld5 = Instance.new("Weld") local Weld6 = Instance.new("Weld") local Weld7 = Instance.new("Weld") local Weld8 = Instance.new("Weld") local Part9 = Instance.new("Part") Model0.Name = "/shrug" Model0.Parent = mas Part1.Name = "d" Part1.Parent = Model0 Part1.Material = "Metal" Part1.BrickColor = BrickColor.new("Really black") Part1.Rotation = Vector3.new(0, 90, 0) Part1.Size = Vector3.new(0.454666376, 0.949333888, 0.0500000007) Part1.CFrame = CFrame.new(-28.8698483, 11.4513311, -5.31685686, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part1.Color = Color3.new(0.952941, 0.94902, 0.960784) Part1.Position = Vector3.new(-28.8698483, 11.4513311, -5.31685686) Part1.Orientation = Vector3.new(0, 90, 0) Part1.Color = Color3.new(0.105882, 0.164706, 0.207843) Part1.CanCollide = true Part2.Name = "xp" Part2.Parent = Model0 Part2.Material = "Metal" Part2.BrickColor = BrickColor.new("Really black") Part2.Rotation = Vector3.new(0, 90, 0) Part2.Size = Vector3.new(0.359333158, 0.949333888, 0.0500000007) Part2.CFrame = CFrame.new(-28.8698502, 11.7006636, -5.26919031, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part2.Color = Color3.new(0.952941, 0.94902, 0.960784) Part2.Position = Vector3.new(-28.8698502, 11.7006636, -5.26919031) Part2.Orientation = Vector3.new(0, 90, 0) Part2.Color = Color3.new(0.105882, 0.164706, 0.207843) Part2.CanCollide = true Part3.Name = "xdd" Part3.Parent = Model0 Part3.BrickColor = BrickColor.new("Black") --Ignore thise pl0x Part3.Rotation = Vector3.new(0, 90, 0) Part3.Size = Vector3.new(0.810000014, 0.149999991, 0.300000012) Part3.CFrame = CFrame.new(-28.8630695, 10.2738171, -5.38322401, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part3.Color = Color3.new(0.627451, 0.372549, 0.207843) Part3.Position = Vector3.new(-28.8630695, 10.2738171, -5.38322401) Part3.Orientation = Vector3.new(0, 90, 0) Part3.Color = Color3.new(0.105882, 0.164706, 0.207843) Part3.Transparency = 1 Part3.Material = "Slate" Part4.Name = "xd" Part4.Parent = Model0 Part4.BrickColor = BrickColor.new("Black") --Ignore thou pl0z Part4.Rotation = Vector3.new(0, 90, 0) Part4.Size = Vector3.new(0.370000064, 1, 0.300000012) Part4.CFrame = CFrame.new(-28.8630695, 9.6988163, -5.26322365, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part4.Color = Color3.new(0.105882, 0.164706, 0.207843) Part4.Position = Vector3.new(-28.8630695, 9.6988163, -5.26322365) Part4.Orientation = Vector3.new(0, 90, 0) Part4.Color = Color3.new(0.105882, 0.164706, 0.207843) Part4.Material = "Slate" Part4.Transparency = 1 Weld5.Parent = Part4 Weld5.C0 = CFrame.new(0.00596666336, 2.00184655, -0.00677967072, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld5.Part0 = Part4 Weld5.Part1 = Part2 Weld6.Parent = Part4 Weld6.C0 = CFrame.new(0.119999886, 0.575000107, 2.38418579e-07, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld6.Part0 = Part4 Weld6.Part1 = Part3 Weld7.Parent = Part4 Weld7.C0 = CFrame.new(0.101300001, 1.13651657, -0.00677967072, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld7.Part0 = Part4 Weld7.Part1 = Part9 Weld8.Parent = Part4 Weld8.C0 = CFrame.new(0.053633213, 1.75251412, -0.0067782402, 1, 0, 0, 0, 1, 0, 0, 0, 1) Weld8.Part0 = Part4 Weld8.Part1 = Part1 Part9.Name = "x" Part9.Parent = Model0 Part9.Material = "Metal" Part9.BrickColor = BrickColor.new("Really black") Part9.Rotation = Vector3.new(0, 90, 0) Part9.Size = Vector3.new(0.549999833, 0.982667089, 0.0500000007) Part9.CFrame = CFrame.new(-28.8698483, 10.8353338, -5.36452389, 1.77323818e-06, 0, 1.0000025, 0, 1.00000048, 2.16840434e-19, -1.00000298, 0, 1.77323909e-06) Part9.Color = Color3.new(0.952941, 0.94902, 0.960784) Part9.Position = Vector3.new(-28.8698483, 10.8353338, -5.36452389) Part9.Orientation = Vector3.new(0, 90, 0) Part9.Color = Color3.new(0.105882, 0.164706, 0.207843) Part9.CanCollide = true for i,v in pairs(mas:GetChildren()) do v.Parent = game:GetService("Players").LocalPlayer.Character pcall(function() v:MakeJoints() end) end mas:Destroy() for i,v in pairs(cors) do spawn(function() pcall(v) end) end local Sweld = Instance.new("Weld", Part4) Sweld.Part0 = game.Players.LocalPlayer.Character["Head"] Sweld.Part1 = Part4 Sweld.C1 = CFrame.new(.4, .7, .5) Sweld.C0 = CFrame.Angles(0, math.rad(-90), math.rad(-55)) local EC2 = Instance.new("Part") EC2.Parent = Character EC2.Size = Vector3.new(0.2, 0.2, 0.2) EC2.Archivable = true EC2.Transparency = 0 EC2.Shape = "Ball" EC2.BrickColor = maincolor EC2.Material = "Neon" EC2.CanCollide = false local mesh = Instance.new("SpecialMesh", EC2) mesh.MeshType = "Sphere" mesh.Scale = Vector3.new(1.2, 1.2, 1) local weld1en = Instance.new("Weld") weld1en.Parent = Part9 weld1en.Part0 = Part9 weld1en.Part1 = EC2 weld1en.C1 = CFrame.new(0.1, -1, 0) local EC = Instance.new("Part") EC.Parent = Character EC.Size = Vector3.new(0.2, 0.2, 0.2) EC.Archivable = true EC.Transparency = 0 EC.Shape = "Ball" EC.BrickColor = maincolor EC.Material = "Neon" EC.CanCollide = false local mesh = Instance.new("SpecialMesh", EC) mesh.MeshType = "Sphere" mesh.Scale = Vector3.new(1.2, 1.2, 1) local weld1en = Instance.new("Weld") weld1en.Parent = Part4 weld1en.Part0 = Part4 weld1en.Part1 = EC weld1en.C1 = CFrame.new(.4, -1.7, 0) local Core = Instance.new("Part") Core.Parent = Character Core.Size = Vector3.new(0.2, 0.2, 0.2) Core.Archivable = true Core.Transparency = 0 Core.Shape = "Ball" Core.BrickColor = maincolor Core.Material = "Neon" Core.CanCollide = false local mesh = Instance.new("SpecialMesh", Core) mesh.MeshType = "Brick" mesh.Scale = Vector3.new(5.2, 3.2, 6.3) local weld1en = Instance.new("Weld") weld1en.Parent = torso weld1en.Part0 = torso weld1en.Part1 = Core weld1en.C1 = CFrame.new(0, -.6, 0) local CoreInner = Instance.new("Part") CoreInner.Parent = Character CoreInner.Size = Vector3.new(0.2, 0.2, 0.2) CoreInner.Archivable = true CoreInner.Transparency = 0 CoreInner.Shape = "Ball" CoreInner.BrickColor = BrickColor.new("Really black") CoreInner.Material = "Neon" CoreInner.CanCollide = false local mesh = Instance.new("SpecialMesh", CoreInner) mesh.MeshType = "Brick" mesh.Scale = Vector3.new(6.2, 4.2, 6) local weld1en = Instance.new("Weld") weld1en.Parent = torso weld1en.Part0 = torso weld1en.Part1 = CoreInner weld1en.C1 = CFrame.new(0, -.6, 0) print'Ruin IV 50%' wait(1) ArmorColorParts = {} NeonColorParts = {} NeonColorParts2 = {} local all, last = {}, nil function scan(p) --Thank 123jl123 for this <3 for _, v in pairs(p:GetChildren()) do if v:IsA("BasePart") then if v.BrickColor == torso.BrickColor then table.insert(ArmorColorParts, v) end if v.BrickColor == BrickColor.new("Really black") then table.insert(NeonColorParts, v) table.insert(NeonColorParts2, v) end if last then local w = Instance.new("Weld") w.Part0, w.Part1 = last, v w.C0 = v.CFrame:toObjectSpace(last.CFrame):inverse() w.Parent = last end table.insert(all, v) last = v end scan(v) end end scan(m) music = Instance.new("Sound",torso) music.SoundId = "rbxassetid://858118327" music.Volume = 1.5 music.Looped = true music:Play() function oldmode() for i, v in pairs(ArmorColorParts) do v.BrickColor = torso.BrickColor v.Material = "Neon" v.Transparency = 0 end for i, v in pairs(NeonColorParts) do maincolor = BrickColor.new("Really black") v.BrickColor = maincolor v.Material = "Glass" v.Transparency = 0 end EC.BrickColor = torso.BrickColor EC2.BrickColor = torso.BrickColor Core.BrickColor = torso.BrickColor CoreInner.BrickColor = BrickColor.new("Really black") CoreInner.Material = "Glass" Rmode = "1" music.SoundId = "rbxassetid://858118327" music:Play() end mouse.KeyDown:connect(function(key) if key == 'q' and attack == false and Rmode == "1" then Rmode = "2" for i, v in pairs(ArmorColorParts) do v.BrickColor = BrickColor.new("Bright red") v.Material = "Neon" v.Transparency = 0 end for i, v in pairs(NeonColorParts) do maincolor = BrickColor.new("Dark stone grey") v.BrickColor = maincolor v.Material = "Slate" v.Transparency = 0 end EC.BrickColor = BrickColor.new("Bright red") EC2.BrickColor = BrickColor.new("Bright red") Core.BrickColor = BrickColor.new("Bright red") CoreInner.BrickColor = BrickColor.new("Dark stone grey") CoreInner.Material = "Slate" music.SoundId = "http://www.roblox.com/asset/?id=665232687" music:play() elseif key == "q" and Rmode == "2" and attack == false then Rmode = "1" oldmode() end if key == "e" and Rmode == "1" and attack == false then Rmode = "3" for i, v in pairs(ArmorColorParts) do v.BrickColor = BrickColor.new("White") v.Material = "Neon" v.Transparency = 0 end for i, v in pairs(NeonColorParts) do maincolor = BrickColor.new("Steel blue") v.BrickColor = maincolor v.Material = "Marble" v.Transparency = 0 end EC.BrickColor = BrickColor.new("White") EC2.BrickColor = BrickColor.new("White") Core.BrickColor = BrickColor.new("White") CoreInner.Material = "Marble" CoreInner.BrickColor = BrickColor.new("Steel blue") music.SoundId = "http://www.roblox.com/asset/?id=860594509" music:play() elseif key == "e" and Rmode == "3" and attack == false then Rmode = "1" oldmode() end if key == "r" and Rmode == "1" and attack == false then --This one was for the old script ;( Rmode ="4" for i, v in pairs(ArmorColorParts) do v.BrickColor = BrickColor.new("Really black") v.Material = "Neon" v.Transparency = 0 end for i, v in pairs(NeonColorParts) do maincolor = BrickColor.new("New Yeller") v.BrickColor = maincolor v.Material = "Metal" v.Transparency = 0 end EC.BrickColor = BrickColor.new("New Yeller") EC2.BrickColor = BrickColor.new("New Yeller") Core.BrickColor = BrickColor.new("Really black") CoreInner.BrickColor = BrickColor.new("New Yeller") CoreInner.Material = "Metal" music.SoundId = "http://www.roblox.com/asset/?id=346175829" music:play() elseif key == "r" and Rmode == "4" and attack == false then Rmode = "1" oldmode() end if key == "t" and Rmode == "1" and attack == false then Rmode = "5" for i, v in pairs(ArmorColorParts) do v.BrickColor = BrickColor.new("Really red") v.Material = "Slate" v.Transparency = 0 end for i, v in pairs(NeonColorParts) do maincolor = BrickColor.new("Bright red") v.BrickColor = maincolor v.Material = "Granite" v.Transparency = 0 end EC.BrickColor = BrickColor.new("Really red") EC2.BrickColor = BrickColor.new("Really red") Core.BrickColor = BrickColor.new("Really red") CoreInner.BrickColor = BrickColor.new("Bright red") CoreInner.Material = "Slate" music.SoundId = "http://www.roblox.com/asset/?id=250923014" music:play() char["God Mode"].WalkSpeed = 8 elseif key == "t" and Rmode == "5" and attack == false then Rmode = "1" oldmode() char["God Mode"].WalkSpeed = 16 end end) mouse.KeyDown:connect(function(key) if key == 'z' and attack == false and Rmode == "3" then TheInnerCore() end if key == 'x' and attack == false and Rmode == "5" then ROCKINBOI() end if key == 'c' and attack == false then TheRuinsSacredWordsII() end end) zawarudo = Instance.new("Sound",char) zawarudo.Volume = 5 zawarudo.SoundId = "http://www.roblox.com/asset/?id=1055792303" function TheInnerCore() attack = true char["God Mode"].WalkSpeed = 0 for i = 1, 10 do swait(.1) LW.C0=clerp(LW.C0,cf(-1.5,0.5+0.04*math.sin(sine/25),0)*angles(math.rad(0),math.rad(10),math.rad(-90)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5+0.04*math.sin(sine/25),0)*angles(math.rad(0),math.rad(10),math.rad(90)),.3) swait(.1) end for i = 0,2,0.1 do swait() LW.C0=clerp(LW.C0,cf(-1.5,0.5+0.04*math.sin(sine/25),0)*angles(math.rad(0),math.rad(25),math.rad(-90)),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5+0.04*math.sin(sine/25),0)*angles(math.rad(0),math.rad(-25),math.rad(90)),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-45),math.rad(0),math.rad(0)),.3) end zawarudo:Play() local Charge = Instance.new("Part",game.Workspace) Charge.CanCollide = false Charge.Size = Vector3.new(1,1,1) Charge.Transparency = 0 Charge.BottomSurface = 0 Charge.TopSurface = 0 Charge.Anchored = true Charge.CFrame = CoreInner.CFrame + CoreInner.CFrame.lookVector local C2 = Instance.new("Part",game.Workspace) C2.CanCollide = false C2.Size = Vector3.new(1,1,1) C2.Transparency = 0 C2.BottomSurface = 0 C2.TopSurface = 0 C2.Anchored = true C2.CFrame = CoreInner.CFrame + CoreInner.CFrame.lookVector local tracem = Instance.new("SpecialMesh",Charge) tracem.MeshType = "Brick" tracem.Scale = Vector3.new(1,1,1) local T2 = Instance.new("SpecialMesh",C2) T2.MeshType = "Brick" T2.Scale = Vector3.new(1,1,1) for i = 1, 16 do wait(.01) C2.Transparency = C2.Transparency + .1 Charge.Transparency = Charge.Transparency + .1 Charge.CFrame = Charge.CFrame * CFrame.fromEulerAnglesXYZ(0.2,0.2,0.2) C2.CFrame = C2.CFrame * CFrame.fromEulerAnglesXYZ(-0.2,-0.2,-0.2) end wait(.6) CFuncs.Sound.Create("http://www.roblox.com/asset/?id=188959311", torso, 1.4, 1) local IceCirlce = Instance.new("Part",game.Workspace) --I so spelled it wrong for a reason :) IceCirlce.BrickColor = BrickColor.new("Steel blue") IceCirlce.CanCollide = false IceCirlce.Size = Vector3.new(10,10,10) IceCirlce.BottomSurface = 0 IceCirlce.TopSurface = 0 IceCirlce.Anchored = true IceCirlce.CFrame = char.Torso.CFrame IceCirlce.Material = "Marble" local IceCirlceT = Instance.new("SpecialMesh",IceCirlce) IceCirlceT.MeshType = "Sphere" IceCirlceT.Scale = Vector3.new(10,10,10) for i = 1, 9 do wait(.01) IceCirlce.Transparency = IceCirlce.Transparency + .1 MagnitudeDamage(IceCirlce, 45, 40, 55, 50, "Freeze", "848764845", .6) end wait(.01) IceCirlce:Destroy() Charge:Destroy() C2:Destroy() wait(1) attack = false char["God Mode"].WalkSpeed = 16 end function ROCKINBOI() attack = true local con = Head.Touched:connect(function(hit) Damage(Torso, hit, 15, 25, math.random(1, 5), "Normal", RootPart, .2, "rbxassetid://146163522", 1) end) for i = 0,1,0.10 do swait() Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-45),math.rad(0),math.rad(0)),.3) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -.9, 0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(0)), 0.4) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-46), math.rad(4), math.rad(-5)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-46), math.rad(-4), math.rad(5)), 0.8) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-50),math.rad(-3),math.rad(-10)),.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5+0, 0) * angles(math.rad(-50), math.rad(-3), math.rad(-10)),.2) end for i = 0,1,0.10 do swait() Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(45),math.rad(0),math.rad(0)),.3) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -.9, 0) * CFrame.Angles(math.rad(-50), math.rad(0), math.rad(0)), 0.4) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(46), math.rad(4), math.rad(-5)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(46), math.rad(-4), math.rad(5)), 0.8) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(50),math.rad(3),math.rad(10)),.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5+0, 0) * angles(math.rad(-50), math.rad(-3), math.rad(-10)),.2) end for i = 0,1,0.10 do swait() Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-45),math.rad(0),math.rad(0)),.3) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -.9, 0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(0)), 0.4) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-46), math.rad(4), math.rad(-5)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-46), math.rad(-4), math.rad(5)), 0.8) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-50),math.rad(-3),math.rad(-10)),.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5+0, 0) * angles(math.rad(-50), math.rad(-3), math.rad(-10)),.2) end for i = 0,1,0.10 do swait() Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(45),math.rad(0),math.rad(0)),.3) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -.9, 0) * CFrame.Angles(math.rad(-50), math.rad(0), math.rad(0)), 0.4) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(46), math.rad(4), math.rad(-5)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(46), math.rad(-4), math.rad(5)), 0.8) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(50),math.rad(3),math.rad(10)),.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5+0, 0) * angles(math.rad(-50), math.rad(-3), math.rad(-10)),.2) end for i = 0,1,0.10 do swait() Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-45),math.rad(0),math.rad(0)),.3) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -.9, 0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(0)), 0.4) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-46), math.rad(4), math.rad(-5)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-46), math.rad(-4), math.rad(5)), 0.8) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-50),math.rad(-3),math.rad(-10)),.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5+0, 0) * angles(math.rad(-50), math.rad(-3), math.rad(-10)),.2) end for i = 0,1,0.10 do swait() Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(45),math.rad(0),math.rad(0)),.3) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -.9, 0) * CFrame.Angles(math.rad(-50), math.rad(0), math.rad(0)), 0.4) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(46), math.rad(4), math.rad(-5)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(46), math.rad(-4), math.rad(5)), 0.8) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(50),math.rad(3),math.rad(10)),.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5+0, 0) * angles(math.rad(-50), math.rad(-3), math.rad(-10)),.2) end attack = false con:Disconnect() end function TheRuinsSacredWordsII() attack = true for i = 0,4,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -2.5, -2) * CFrame.Angles(math.rad(0), math.rad(0.05*math.cos(sine/60)), math.rad(0)), 0.4) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(15+4*math.cos(sine/60)),math.rad(0),math.rad(0)),0.07) RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5+0.04*math.sin(sine/25), -0.35) * angles(math.rad(90 - 1 * math.cos(sine / 25)), math.rad(0), math.rad(-70)), 0.1) LW.C0=clerp(LW.C0,cf(-1.5,0.5+0.04*math.sin(sine/25),0)*angles(math.rad(0),math.rad(4*math.cos(sine/60)),math.rad(-5*math.cos(sine/60))),.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(-90*math.cos(sine/60))), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, .5, -.6) * CFrame.Angles(math.rad(0), math.rad(-5*math.cos(sine/60)), math.rad(6)), 0.1) end wait(.5) for i = 0,4,0.1 do swait() Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4+2*math.cos(sine/60)),math.rad(0),math.rad(0)),0.07) end local Ring = Instance.new("Part",workspace) Ring.Size = Vector3.new(12, 12, 20) Ring.BrickColor = CoreInner.BrickColor local RingEffect = Instance.new("FileMesh",Ring) RingEffect.MeshId = "rbxassetid://3270017" RingEffect.Scale = Vector3.new(1.3, 1.3, 0.4) Ring.CanCollide = false Ring.Anchored = true Ring.CFrame = Ring.CFrame:lerp(Ring.CFrame * CFrame.new(0, 0, -22), 0.4) Ring.CFrame = Ring.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(29)) Ring.CFrame = torso.CFrame * CFrame.new(0,-3,0) Ring.CFrame = Ring.CFrame * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) for i = 0.14,1,0.015 do swait() Ring.CFrame = Ring.CFrame * CFrame.fromEulerAnglesXYZ(0,0,0.2) Ring.Transparency = Ring.Transparency + 0.03 RingEffect.Scale = RingEffect.Scale + Vector3.new(2,2,1.8) end wait(.5) attack = false Ring:remove() end function attackone() attack = true local con = LeftLeg.Touched:connect(function(hit) Damage(Torso, hit, 10, 20, math.random(1, 5), "Knockdown", RootPart, .2, "rbxassetid://146163522", 1) end) for i = 0,2,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(4), math.rad(6), math.rad(0)), 0.4) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4-2),math.rad(0),math.rad(0)),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(10) + -math.sin(sine/8)/1.2,math.rad(5* math.cos(sine / 8)),math.rad(15 + 1.25 * math.cos(sine / 8))),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(10) + math.sin(sine/8)/1.2,math.rad(5* math.cos(sine / 8)),math.rad(-15 - 1.25 * math.cos(sine / 8))),.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0.06) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -0.76, 0) * CFrame.Angles(math.rad(0), math.rad(-3), math.rad(0)), 0.8) end con:Disconnect() attack = false end function attacktwo() attack = true local con = ra.Touched:connect(function(hit) Damage(Torso, hit, 25, 36, math.random(1, 5), "Normal", RootPart, .2, "rbxassetid://199149409", 1) end) for i = 0,1,0.12 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-90), math.rad(0)), 0.4) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(21), math.rad(97)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-30)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, -0.6) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-16)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-16), math.rad(0)), 0.8) end for i = 0,2,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, -3) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0)), 0.4) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-30)),.2) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(-80), math.rad(-60)),.2) end con:Disconnect() attack = false end function attackthree() attack = true local con = la.Touched:connect(function(hit) Damage(Torso, hit, 15, 25, math.random(1, 5), "Normal", RootPart, .2, "rbxassetid://146163522", 1) end) for i = 0,1,0.12 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 0.4) RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.7, 0.8) * angles(math.rad(90), math.rad(-10), math.rad(90)), 0.1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(50), math.rad(-4)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-3), math.rad(0)), 0.8) end for i = 0,2,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-90), math.rad(0)), 0.4) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(60)),.2) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(30)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -.3) * angles(math.rad(20), math.rad(-90), math.rad(-90)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(5), math.rad(-6)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-5), math.rad(6)), 0.8) end con:Disconnect() attack = false end function attackfour() attack = true local con = la.Touched:connect(function(hit) Damage(Torso, hit, 35, 45, math.random(1, 5), "Normal", RootPart, .2, "rbxassetid://146163522", 1) end) for i = 0,2,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-90), math.rad(0)), 0.4) RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.7, 0.8) * angles(math.rad(90), math.rad(-10), math.rad(90)), 0.1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(50), math.rad(-4)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-3), math.rad(0)), 0.8) end for i = 0,2,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 0.4) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.3) * angles(math.rad(0), math.rad(40), math.rad(90)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-30)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-3), math.rad(0)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-40), math.rad(4)), 0.8) end con:Disconnect() attack = false end mouse.Button1Down:connect(function() if attack==false then if attacktype==1 then attack=true attacktype=2 attackone() elseif attacktype==2 then attack=true attacktype=3 attacktwo() elseif attacktype==3 then attack=true attacktype=4 attackthree() elseif attacktype==4 then attack=true attacktype=1 attackfour() end end end) ff = Instance.new("ForceField", game.Players.LocalPlayer.Character) ff.Visible = false Humanoid.Name = "Base" Humanoid.MaxHealth = 9e99 Humanoid.Health = 9e99 game:GetService("RunService"):BindToRenderStep("ew", 0, function() if Humanoid.Health > 0.1 and Humanoid.Health < 9e99 then Humanoid.MaxHealth = 9e99 Humanoid.Health = 9e99 end end) --animations-- local sine = 0 local change = 1 local val = 0 Humanoid.Animator.Parent = nil idleanim=.4 print'Ruin IV 100%' print'Ruin IV Loaded' while true do swait() sine = sine + change local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude local velderp=RootPart.Velocity.y hitfloor,posfloor=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 attack==false then idle=idle+1 else idle=0 end if idle>=500 then if attack==false then --Sheath() xdxdxdxdxd end end if RootPart.Velocity.y > 1 and hitfloor==nil then Anim="Jump" if attack==false then change = 2 Humanoid.CameraOffset = Vector3.new(0,0,0) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0 + 360 * math.cos (sine / 30)),math.rad(0),math.rad(0)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-10),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(10)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-30)), 0.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(-20)),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-60),math.rad(0)),.3) elseif attack==false and Rmode=="4" then Humanoid.CameraOffset = Vector3.new(0,0,0) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.4) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-10+2.05*math.cos(sine/5)),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20+2.05*math.cos(sine/5)), math.rad(-10), math.rad(50-2.05*math.cos(sine/5))), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20+2.05*math.cos(sine/5)), math.rad(-10), math.rad(-50+2.05*math.cos(sine/5))), 0.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -.47, -0.7) * CFrame.Angles(math.rad(-12+3.05*math.cos(sine/5)), math.rad(0), math.rad(0)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-25+3.05*math.cos(sine/5)), math.rad(-3), math.rad(0)), 0.8) end elseif RootPart.Velocity.y < -1 and hitfloor==nil then Anim="Fall" change = 1 if attack==false then Humanoid.CameraOffset = Vector3.new(0,0,0) RH.C0=clerp(RH.C0,cf(1,0.20,-0.25)*angles(math.rad(90),math.rad(90),math.rad(90))*angles(math.rad(90),math.rad(90),math.rad(90)),.3) LH.C0=clerp(LH.C0,cf(-1,-0.70,-0.25)*angles(math.rad(90),math.rad(-90),math.rad(90))*angles(math.rad(90),math.rad(90),math.rad(90)),.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(0)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(40),math.rad(0),math.rad(0)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.45, 0.65, 0) * angles(math.rad(-10), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.45, 0.65, 0) * angles(math.rad(-10), math.rad(0), math.rad(-90)), 0.3) elseif attack==false and Rmode=="4" then Humanoid.CameraOffset = Vector3.new(0,0,0) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(-10), math.rad(0), math.rad(0)), 0.4) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(5), math.rad(10), math.rad(20)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-5), math.rad(-10), math.rad(-20)), 0.3) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(-10),math.rad(0),math.rad(0)),.3) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(40),math.rad(0),math.rad(0)),.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -.67, -0.4) * CFrame.Angles(math.rad(25), math.rad(0), math.rad(0)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-3), math.rad(0)), 0.8) end --idle-- elseif torvel<1 and hitfloor~=nil then Anim="Idle" if attack==false and Rmode=="1" then Humanoid.CameraOffset = Vector3.new(0,0,0) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4+2*math.sin(sine/25)),math.rad(0),math.rad(0)),.2) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.8) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.8) RW.C0=clerp(RW.C0,CFrame.new(1.5,0.55+0.05*math.cos(sine/25)+ -math.sin(sine/25)/40,0)*angles(math.rad(5-2.5*math.cos(sine/25)),math.rad(0),math.rad(10+5*math.cos(sine/25))+ math.sin(sine/25)/20),0.15) LW.C0=clerp(LW.C0,CFrame.new(-1.5,0.55+0.05*math.cos(sine/25)+ -math.sin(sine/25)/40,0)*angles(math.rad(5-2.5*math.cos(sine/25)),math.rad(0),math.rad(-10-5*math.cos(sine/25))+ -math.sin(sine/25)/20),0.15) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1+0.05*math.cos(sine/25), 0.1) * CFrame.Angles(math.rad(-8), math.rad(5*math.cos(sine/60)), math.rad(-6)), 0.1) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(8), math.rad(-5*math.cos(sine/60)), math.rad(6)), 0.1) elseif attack==false and Rmode=="2" then Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.8) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.8) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4+2*math.sin(sine/25)),math.rad(0),math.rad(0)),.2) RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5+0.04*math.sin(sine/25), -0.35) * angles(math.rad(90 - 1 * math.cos(sine / 25)), math.rad(0), math.rad(-50)), 0.1) LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5+0.04*math.sin(sine/25), -0.35) * angles(math.rad(70 - 1 * math.cos(sine / 25)), math.rad(-7), math.rad(70)), 0.1) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1+0.05*math.cos(sine/25), 0.1) * CFrame.Angles(math.rad(-8), math.rad(5*math.cos(sine/60)), math.rad(-6)), 0.1) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(8), math.rad(-5*math.cos(sine/60)), math.rad(6)), 0.1) elseif attack==false and Rmode=="3" then Humanoid.CameraOffset = Vector3.new(0,0,0) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.8) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.8) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4+2*math.sin(sine/25)),math.rad(0),math.rad(0)),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5+0.04*math.sin(sine/25),0)*angles(math.rad(0),math.rad(-15),math.rad(15)),.3) LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5+0.04*math.sin(sine/25), -0.45) * angles(math.rad(70 - 1 * math.cos(sine / 25)), math.rad(-7), math.rad(70)), 0.1) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1+0.05*math.cos(sine/25), 0.1) * CFrame.Angles(math.rad(-8), math.rad(5*math.cos(sine/60)), math.rad(-6)), 0.1) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(8), math.rad(-5*math.cos(sine/60)), math.rad(6)), 0.1) elseif attack==false and Rmode=="4" then Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4+2*math.sin(sine/25)),math.rad(5),math.rad(5)),.2) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.8) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(0), math.rad(-25), math.rad(0)), 0.8) RW.C0=clerp(RW.C0,cf(1.5,0.5+0.04*math.sin(sine/25),0)*angles(math.rad(0),math.rad(-15),math.rad(25)),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5+0.04*math.sin(sine/25),0)*angles(math.rad(0),math.rad(4),math.rad(-5)),.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1+0.05*math.cos(sine/25), 0.1) * CFrame.Angles(math.rad(0), math.rad(5*math.cos(sine/60)), math.rad(-6)), 0.1) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(0), math.rad(-5*math.cos(sine/60)), math.rad(6)), 0.1) elseif attack==false and Rmode=="5" then Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-5),math.rad(0),math.rad(0)),.3) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -.9-0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(-25), math.rad(0), math.rad(0)), 0.4) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1+0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(26), math.rad(4), math.rad(-5)), 0.8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.05*math.cos(sine/25), 0) * CFrame.Angles(math.rad(26), math.rad(-4), math.rad(5)), 0.8) RW.C0=clerp(RW.C0,cf(1.5,0.55+0.05*math.cos(sine/25),0)*angles(math.rad(35),math.rad(3),math.rad(10)),.3) LW.C0=clerp(LW.C0, CFrame.new(-1.5,0.55+0.05*math.cos(sine/25), 0)*angles(math.rad(35), math.rad(-3), math.rad(-10)),.2) end --walk-- elseif torvel>2 and torvel<22 and hitfloor~=nil then Anim="Walk" if attack==false and Rmode=="1" then Humanoid.CameraOffset = Vector3.new(0,0,0) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(0)),.2) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05, 0) * CFrame.Angles(math.rad(0), math.rad(0.05) + math.sin(sine/8)/5.2, math.rad(0)), 0.8) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4+2*math.sin(sine/8)),math.rad(0),math.rad(0)),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(10) + -math.sin(sine/8)/1.2,math.rad(5* math.cos(sine / 8)),math.rad(15 + 1.25 * math.cos(sine / 8))),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(10) + math.sin(sine/8)/1.2,math.rad(5* math.cos(sine / 8)),math.rad(-15 - 1.25 * math.cos(sine / 8))),.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.4*math.cos(sine/8)/2, 0 *math.sin(sine/8)/2) * CFrame.Angles(math.rad(-1) + -math.sin(sine/8)/1.2, math.rad(0), 0), .8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.4*math.cos(sine/8)/2,0 *-math.sin(sine/8)/2) * CFrame.Angles(math.rad(-1) + math.sin(sine/8)/1.2, math.rad(0), 0), .8) elseif attack==false and Rmode=="2" then Humanoid.CameraOffset = Vector3.new(0,0,0) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(0)),.2) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05*math.cos(sine/7.5), 0) * CFrame.Angles(math.rad(-10+2*math.cos(sine/15)), 0, 0), 0.8) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4+2*math.sin(sine/18)),math.rad(0),math.rad(0)),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(0 - 25 * math.cos(sine / 8)),math.rad(0),math.rad(10 + 1.25 * math.cos(sine / 16))),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(0 + 25 * math.cos(sine / 8)),math.rad(0),math.rad(-10 - 1.25 * math.cos(sine / 16))),.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.4*math.cos(sine/8)/2, 0 *math.sin(sine/8)/2) * CFrame.Angles(math.rad(0) + -math.sin(sine/8)/1.2, math.rad(0), 0), .8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.4*math.cos(sine/8)/2,0 *-math.sin(sine/8)/2) * CFrame.Angles(math.rad(0) + math.sin(sine/8)/1.2, math.rad(0), 0), .8) elseif attack==false and Rmode=="3" then Humanoid.CameraOffset = Vector3.new(0,0,0) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,-0.2)* angles(math.rad(20),math.rad(0),math.rad(0)),.2) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05*math.cos(sine/8), 0) * CFrame.Angles(math.rad(-20+2*math.cos(sine/8)), math.rad(0.05) + math.sin(sine/8)/5.2, 0), 0.8) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-12+5*math.cos(sine/8)),math.rad(0),math.rad(0)),.2) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(25 * math.cos(sine / 7)) + math.sin(sine / 7) / 2.5, math.rad(0), math.rad(10)), 0.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25 * math.cos(sine / 7)) + -math.sin(sine / 7) / 2.5, math.rad(0), math.rad(-10)), 0.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.4*math.cos(sine/8)/2, 0 *math.sin(sine/8)/2) * CFrame.Angles(math.rad(-15) + -math.sin(sine/8)/1.2, math.rad(0), 0), .8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.4*math.cos(sine/8)/2,0 *-math.sin(sine/8)/2) * CFrame.Angles(math.rad(-15) + math.sin(sine/8)/1.2, math.rad(0), 0), .8) elseif attack==false and Rmode=="4" then Humanoid.CameraOffset = Vector3.new(0,0,0) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(0)),.2) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05*math.cos(sine/8), 0) * CFrame.Angles(math.rad(-10+2*math.cos(sine/8)), 0, 0), 0.8) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4+2*math.sin(sine/8)),math.rad(0),math.rad(0)),.2) RW.C0 = clerp(RW.C0, CFrame.new(.9, 0.5, -0.5) * angles(math.rad(90), math.rad(-80), math.rad(-40)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-.7, 0.5, -0.7) * angles(math.rad(50), math.rad(0), math.rad(90)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.4*math.cos(sine/8)/2, 0 *math.sin(sine/8)/2) * CFrame.Angles(math.rad(0) + -math.sin(sine/8)/1.2, math.rad(0), 0), .8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.4*math.cos(sine/8)/2,0 *-math.sin(sine/8)/2) * CFrame.Angles(math.rad(0) + math.sin(sine/8)/1.2, math.rad(0), 0), .8) elseif attack==false and Rmode=="5" then Humanoid.CameraOffset = Vector3.new(0,0,0) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(0)),.2) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05* math.cos(sine / 8), 0) * CFrame.Angles(math.rad(-25), math.rad(0), math.rad(0)), 0.8) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(0)),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0.06)*angles(math.rad(0 - 35 * math.cos(sine / 15)),math.rad(5* math.cos(sine / 15)),math.rad(10 + 1.25 * math.cos(sine / 15))),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,-0.06)*angles(math.rad(0 + 35 * math.cos(sine / 15)),math.rad(5* math.cos(sine / 15)),math.rad(-10 - 1.25 * math.cos(sine / 15))),.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.4*math.cos(sine/15)/2, 0.06 *math.sin(sine/15)/2) * CFrame.Angles(math.rad(26) + -math.sin(sine/15)/1.2, math.rad(4), math.rad(-5)), .8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.4*math.cos(sine/15)/2,-0.06 *-math.sin(sine/15)/2) * CFrame.Angles(math.rad(26) + math.sin(sine/15)/1.2, math.rad(-4), math.rad(5)), .8) end elseif torvel>=9999999999999999999999 and hitfloor~=nil then Anim="Run" if attack==false then Humanoid.CameraOffset = Vector3.new(0,0,0) RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(0)),.2) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.05*math.cos(sine/7.5), 0) * CFrame.Angles(math.rad(-10+2*math.cos(sine/15)), 0, 0), 0.8) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-4+2*math.sin(sine/18)),math.rad(0),math.rad(0)),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(0 - 25 * math.cos(sine / 8)),math.rad(0),math.rad(10 + 1.25 * math.cos(sine / 16))),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(0 + 25 * math.cos(sine / 8)),math.rad(0),math.rad(-10 - 1.25 * math.cos(sine / 16))),.3) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.4*math.cos(sine/8)/2, 0 *math.sin(sine/8)/2) * CFrame.Angles(math.rad(0) + -math.sin(sine/8)/1.2, math.rad(0), 0), .8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.4*math.cos(sine/8)/2,0 *-math.sin(sine/8)/2) * CFrame.Angles(math.rad(0) + math.sin(sine/8)/1.2, math.rad(0), 0), .8) end end end end
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Public Pastes
MAGA250
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Nightlight - Imprisoning Pitch
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Ombric - Astral Projection
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Katherine/Nightlight - Reindeer
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Djinni - Swords
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Djinni - Limits
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Djinni - Throw
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Djinni - Boulders
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