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--- Edited by Unicornelias --- --- Edit of SCP Shadow Demon --- ------------------------------------------------------ Player=game:GetService("Players").LocalPlayer Character=Player.Character ------------------------------------------------------- local Orbd = Instance.new("Part", Character) Orbd.Name = "Orbd" Orbd.Shape = Enum.PartType.Ball Orbd.CanCollide = false Orbd.BrickColor = BrickColor.new("Maroon") Orbd.Transparency = 0 Orbd.Material = "Neon" Orbd.Size = Vector3.new(0.3, 0.3, 0.3) Orbd.TopSurface = Enum.SurfaceType.Smooth Orbd.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Orbd) Weld.Part0 = Character.Head Weld.Part1 = Orbd Weld.C1 = CFrame.new(-0.26, -0.24, 0.55) -------------------------------------------------------- local Orbvc = Instance.new("Part", Character) Orbvc.Name = "Orbvc" Orbvc.Shape = Enum.PartType.Ball Orbvc.CanCollide = false Orbvc.BrickColor = BrickColor.new("Maroon") Orbvc.Transparency = 0 Orbvc.Material = "Neon" Orbvc.Size = Vector3.new(0.3, 0.3, 0.3) Orbvc.TopSurface = Enum.SurfaceType.Smooth Orbvc.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Orbvc) Weld.Part0 = Character.Head Weld.Part1 = Orbvc Weld.C1 = CFrame.new(0.26, -0.24, 0.55) --------------------------------------------------------- local Mask = Instance.new("Part", Character) Mask.Name = "Mask" Mask.CanCollide = false Mask.BrickColor = BrickColor.new("Lime green") Mask.Transparency = 0 Mask.Material = "Neon" Mask.Size = Vector3.new(0.1, 0.1, 0.1) Mask.TopSurface = Enum.SurfaceType.Smooth Mask.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Mask) Weld.Part0 = Character.Head Weld.Part1 = Mask Weld.C1 = CFrame.new(0, 0, 0) local M1 = Instance.new("SpecialMesh") M1.Parent = Mask M1.MeshId = "http://www.roblox.com/asset/?id=335069424" M1.Scale = Vector3.new( 1, 1, 1) ---------------------------------------------------------- ------------------------------------------------------ p = game.Players.LocalPlayer char049 = p.Character char049.Shirt:Remove() for i,v in pairs(char049:GetChildren()) do if v:IsA("Pants") then v:Remove() end end wait()shirt = Instance.new("Shirt", char049) shirt.Name = "Shirt" pants = Instance.new("Pants", char049) pants.Name = "Pants" char049.Shirt.ShirtTemplate = "http://www.roblox.com/asset/?id=106998524" char049.Pants.PantsTemplate = "http://www.roblox.com/asset/?id=262871236" ------------------------------------------------- ---- Orbd,Orbvc,Mask,Hood --[[NIGHTOWLACE_WEAPONRY]]-- maincolor = game.Players.LocalPlayer.Character.Torso.BrickColor.Name secondcolor = "Really black" wait(1 / 60) Effects = { } local Player = game.Players.localPlayer local Character = Player.Character local Humanoid = Character.Humanoid local mouse = Player:GetMouse() 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 local NeckCF = cn(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Humanoid.Animator:Destroy() Character.Animate:Destroy() local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14) local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0) local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0) RSH, LSH = nil, nil RW = Instance.new("Weld") LW = Instance.new("Weld") RH = Torso["Right Hip"] LH = Torso["Left Hip"] RSH = Torso["Right Shoulder"] LSH = Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "RW" RW.Part0 = Torso RW.C0 = cn(1.5, 0.5, 0) RW.C1 = cn(0, 0.5, 0) RW.Part1 = RightArm RW.Parent = Torso LW.Name = "LW" LW.Part0 = Torso LW.C0 = cn(-1.5, 0.5, 0) LW.C1 = cn(0, 0.5, 0) LW.Part1 = LeftArm LW.Parent = Torso function clerp(a, b, t) local qa = { QuaternionFromCFrame(a) } local qb = { QuaternionFromCFrame(b) } local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1 - t return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5 / s return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00 - m11 - m22 + 1) local recip = 0.5 / s return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip elseif i == 1 then local s = math.sqrt(m11 - m22 - m00 + 1) local recip = 0.5 / s return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip elseif i == 2 then local s = math.sqrt(m22 - m00 - m11 + 1) local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w * xs, w * ys, w * zs local xx = x * xs local xy = x * ys local xz = x * zs local yy = y * ys local yz = y * zs local zz = z * zs return 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 >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = math.acos(cosTheta) local invSinTheta = 1 / math.sin(theta) startInterp = math.sin((1 - t) * theta) * invSinTheta finishInterp = math.sin(t * theta) * invSinTheta else startInterp = 1 - t finishInterp = t end else if (1 + cosTheta) > 0.0001 then local theta = math.acos(-cosTheta) local invSinTheta = 1 / math.sin(theta) startInterp = math.sin((t - 1) * theta) * invSinTheta finishInterp = math.sin(t * theta) * invSinTheta else startInterp = t - 1 finishInterp = t end 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 swait(num) if num == 0 or num == nil then game:service'RunService'.RenderStepped:wait(0) else for i = 0, num do game:service'RunService'.RenderStepped:wait(0) 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 function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size) local Part = Create("Part"){ formFactor = FormFactor, 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 function CreateMesh(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 function CreateWeld(Parent, Part0, Part1, C0, C1) local Weld = Create("Weld"){ Parent = Parent, Part0 = Part0, Part1 = Part1, C0 = C0, C1 = C1, } return Weld end function rayCast(Position, Direction, Range, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore) end function CreateSound(id, par, vol, pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound", par or workspace) sou.Volume = vol sou.Pitch = pit or 1 sou.SoundId = id wait() sou:play() game:GetService("Debris"):AddItem(sou, 6) end)) end local function getclosest(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 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("Hitz") 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() wait(1) for i = 0, 1, .1 do wait(.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 = 'Hitz', } if HSound ~= nil and HPitch ~= nil then CreateSound(HSound, hit, 1, HPitch) end game:GetService("Debris"):AddItem(bool, cooldown) end end end end function BlockEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("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 function SphereEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "Sphere", "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 function RingEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * CFrame.new(x1, y1, z1) local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "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 function CylinderEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("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 function WaveEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "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 function SpecialEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "24388358", 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 function BreakEffect(brickcolor, cframe, x1, y1, z1) local prt = CreatePart(3, workspace, "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 = CreateMesh("SpecialMesh", prt, "Sphere", "nil", 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 for i = 0, 1, 0.05 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .1) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5), math.rad(0), math.rad(0)), .1) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(5), math.rad(0), math.rad(5)), 0.1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.3) if Torsovelocity > 2 then RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-50 * math.cos(sine / 4)), math.rad(0), math.rad(4 * math.cos(sine / 4))), .2) RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * math.cos(sine / 5), 0) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 4))), .3) LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * math.cos(sine / 5), 0) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 4))), .3) elseif Torsovelocity < 1 then RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(5), math.rad(0), math.rad(5)), 0.1) RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1) LH.C0 = clerp(LH.C0, cn(-1, -1, 0) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1) end end attack = false game:GetService'RunService'.Stepped:connect(function() 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 RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), .1) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-40), math.rad(0), math.rad(30)), .1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-40), math.rad(0), math.rad(-30)), .1) RH.C0 = clerp(RH.C0, cn(1, -.9, -.3) * RHCF * angles(math.rad(3), math.rad(0), math.rad(0)), .1) LH.C0 = clerp(LH.C0, cn(-1, -.7, -.5) * LHCF * angles(math.rad(-3), math.rad(0), math.rad(0)), .1) end elseif RootPart.Velocity.y < -1 and hit == nil then Anim = "Fall" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), .1) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(50)), .1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-50)), .1) RH.C0 = clerp(RH.C0, cn(1, -1, -.3) * RHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1) LH.C0 = clerp(LH.C0, cn(-1, -.8, -.3) * LHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1) end elseif Torsovelocity < 1 and hit ~= nil then Anim = "Idle" if attack == false then change = 1 RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.1 + 0.1 * math.cos(sine / 25)) * angles(math.rad(0), math.rad(0), math.rad(5)), .1) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5 - 2 * math.cos(sine / 25)), math.rad(0), math.rad(-5)), .1) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(5 + 3 * math.cos(sine / 25))), 0.1) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-5 - 3 * math.cos(sine / 25))), 0.1) RH.C0 = clerp(RH.C0, cn(1, -.9 - 0.1 * math.cos(sine / 25), 0) * RHCF * angles(math.rad(-2 + 2 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 * math.cos(sine / 25))), .1) LH.C0 = clerp(LH.C0, cn(-1, -.9 - 0.1 * math.cos(sine / 25), 0) * LHCF * angles(math.rad(-2 + 2 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 * math.cos(sine / 25))), .1) end elseif Torsovelocity > 2 and hit ~= nil then Anim = "Walk" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * math.cos(sine / 3)) * angles(math.rad(5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(5 * math.cos(sine / 5))), .2) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(-5 * math.cos(sine / 5)) + RootPart.RotVelocity.Y / 9), .2) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-50 * math.cos(sine / 4)), math.rad(0), math.rad(4 * math.cos(sine / 4))), .2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(50 * math.cos(sine / 4)), math.rad(0), math.rad(4 * math.cos(sine / 4))), .2) RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * math.cos(sine / 3), 0) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3) LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * math.cos(sine / 3), 0) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3) end end end if #Effects > 0 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[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)) local Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Block2" then Thing[1].CFrame = Thing[1].CFrame local Mesh = Thing[7] Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Cylinder" then local Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Blood" then local Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, .5, 0) Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Elec" then local Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Shatter" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0) Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0) Thing[6] = Thing[6] + Thing[5] end else Part.Parent = nil table.remove(Effects, e) end end end end end end) p = (game.Players.LocalPlayer.Name) char = game.Players.LocalPlayer.Character local player = game.Players.LocalPlayer repeat wait() until player.Character.Humanoid local humanoid = player.Character.Humanoid local mouse = player:GetMouse() for i,v in pairs(char:GetChildren()) do if v.ClassName == 'Accessory' then v:Destroy() end end ScarySound1 = Instance.new("Sound") ScarySound1.Parent = char.Torso ScarySound1.SoundId = "rbxassetid://161964276" ScarySound1.Volume = .5 ScarySound2 = Instance.new("Sound") ScarySound2.Parent = char.Torso ScarySound2.SoundId = "rbxassetid://143382469" ScarySound2.Volume = 2 ScarySound2.Looped = true ScarySound3 = Instance.new("Sound") ScarySound3.Parent = char.Torso ScarySound3.SoundId = "rbxassetid://483810543" ScarySound3.Volume = 0.3 ScarySound3.Looped = true ScarySound4 = Instance.new("Sound") ScarySound4.Parent = char.Torso ScarySound4.SoundId = "rbxassetid://177113856" ScarySound4.Volume = 2 ScarySound4.Looped = false Punch = Instance.new("Sound") Punch.Parent = char.Torso Punch.SoundId = "rbxassetid://168085723" Punch.Volume = 1.5 Punch.Looped = false Punch.Pitch = 0.8 hole = Instance.new("Sound") hole.Parent = char.Torso hole.SoundId = "rbxassetid://224339308" hole.Volume = .3 game.Players.LocalPlayer.Character.Sound:Destroy() function Normal() ScarySound3:Play() char.Humanoid.WalkSpeed = 18 char.Head.face.Texture = "rbxassetid://0" char["Left Leg"].Transparency = 0 char["Head"].Transparency = 0 char["Right Leg"].Transparency = 0 char["Torso"].Transparency = 0 char["Left Arm"].Transparency = 0 char["Right Arm"].Transparency = 0 end function GoInvisible() ScarySound3:Stop() ScarySound1:Stop() char.Humanoid.WalkSpeed = 120 char.Head.face.Transparency = 1 char["Left Leg"].Transparency = 0 char["Head"].Transparency = 0.5 char["Right Leg"].Transparency = 0.5 char["Torso"].Transparency = 0.5 char["Left Arm"].Transparency = 0.5 char["Right Arm"].Transparency = 0.5 Hood.Transparency = 0.5 Mask.Transparency = 0.5 Orbvc.Transparency = 0.5 Orbd.Transparency = 0.5 Orbvc.BrickColor = BrickColor.new("Really red") Orbd.BrickColor = BrickColor.new("Really red") wait(0.001) char["Left Leg"].Transparency = 0.6 char["Head"].Transparency = 0.6 char["Right Leg"].Transparency = 0.6 char["Torso"].Transparency = 0.6 char["Left Arm"].Transparency = 0.6 char["Right Arm"].Transparency = 0.6 Hood.Transparency = 0.6 Mask.Transparency = 0.6 Orbvc.Transparency = 0.6 Orbd.Transparency = 0.6 wait(0.001) char["Left Leg"].Transparency = 0.7 char["Head"].Transparency = 0.7 char["Right Leg"].Transparency = 0.7 char["Torso"].Transparency = 0.7 char["Left Arm"].Transparency = 0.7 char["Right Arm"].Transparency = 0.7 Hood.Transparency = 0.7 Mask.Transparency = 0.7 Orbvc.Transparency = 0.7 Orbd.Transparency = 0.7 wait(0.001) char["Left Leg"].Transparency = 1 char["Head"].Transparency = 1 char["Right Leg"].Transparency = 1 char["Torso"].Transparency = 1 char["Left Arm"].Transparency = 1 char["Right Arm"].Transparency = 1 Hood.Transparency = 1 Mask.Transparency = 1 Orbvc.Transparency = 1 Orbd.Transparency = 1 end function GoVisible() ScarySound3:Play() char.Humanoid.WalkSpeed = 16 ScarySound1:Play() char.Head.face.Transparency = 0 Orbvc.BrickColor = BrickColor.new("Really black") Orbd.BrickColor = BrickColor.new("Really black") char["Left Leg"].Transparency = 0.9 char["Head"].Transparency = 0.9 char["Right Leg"].Transparency = 9 char["Torso"].Transparency = 0.9 char["Left Arm"].Transparency = 0.9 char["Right Arm"].Transparency = 0.9 Hood.Transparency = 0.9 Mask.Transparency = 0.9 Orbvc.Transparency = 0.9 Orbd.Transparency = 0.9 wait(0.001) char["Left Leg"].Transparency = 0.7 char["Head"].Transparency = 0.7 char["Right Leg"].Transparency = 0.7 char["Torso"].Transparency = 0.7 char["Left Arm"].Transparency = 0.7 char["Right Arm"].Transparency = 0.7 Hood.Transparency = 0.7 Mask.Transparency = 0.7 Orbvc.Transparency = 0.7 Orbd.Transparency = 0.7 wait(0.001) char["Left Leg"].Transparency = 0 char["Head"].Transparency = 0 char["Right Leg"].Transparency = 0 char["Torso"].Transparency = 0 char["Left Arm"].Transparency = 0 char["Right Arm"].Transparency = 0 Hood.Transparency = 0 Mask.Transparency = 0 Orbvc.Transparency = 0 Orbd.Transparency = 0 end Normal() mouse.KeyDown:connect(function(key) if key == "z" then if char.Head.Transparency == 0 then GoInvisible() elseif char.Head.Transparency == 1 then GoVisible() end end end) mouse.KeyDown:connect(function(key) if key == "x" then if ScarySound2.IsPlaying == false then ScarySound2:Play() elseif ScarySound2.IsPlaying == true then ScarySound2:Stop() end end end) mouse.KeyDown:connect(function(key) if key == "r" then if ScarySound4.IsPlaying == false then ScarySound4:Play() elseif ScarySound2.IsPlaying == true then ScarySound4:Stop() end end end) function onTouch(part) local humanoid = part.Parent:findFirstChild("Humanoid") local model = part.Parent local torso = part.Parent:findFirstChild("Torso") local head = part.Parent:findFirstChild("Head") local leftleg = part.Parent:findFirstChild("Left Leg") local rightleg = part.Parent:findFirstChild("Right Leg") local leftarm = part.Parent:findFirstChild("Left Arm") local rightarm = part.Parent:findFirstChild("Right Arm") if (humanoid ~=nil) then --humanoid.Health = 0 head.BrickColor = BrickColor.new("Really black") torso.BrickColor = BrickColor.new("Really black") leftleg.BrickColor = BrickColor.new("Really black") rightleg.BrickColor = BrickColor.new("Really black") rightarm.BrickColor = BrickColor.new("Really black") leftarm.BrickColor = BrickColor.new("Really black") humanoid.Sit = true wait(0.5) torso.Anchored = true wait(3) e=Instance.new('Part', model) e.Size = Vector3.new(2.25,2.25,2.25) e.Transparency = 1 e.Anchored = true e.CFrame = CFrame.new(head.Position) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(0.1) head.Mesh.Scale = head.Mesh.Scale + Vector3.new(0.01,0.01,0.01) wait(2) head:Destroy() q=Instance.new('ParticleEmitter', e) q.Size = NumberSequence.new(1) q.Rate = 500 q.Transparency = NumberSequence.new(0.5) q.Speed = NumberRange.new(7) q.VelocitySpread = 40 q.Lifetime = NumberRange.new(0.1,1) q.Texture = 'rbxassetid://164417280' torso.Anchored = true rightleg.Anchored = true leftleg.Anchored = true rightarm.Anchored = true leftarm.Anchored = true ded = Instance.new("Sound") ded.Parent = torso ded.SoundId = "rbxassetid://130976109" ded.Volume = 3 ded.Looped = false wait() ded:Play() end end char.Torso.Touched:connect(onTouch) mouse.KeyDown:connect(function(key) if key == "c" then Punch:Play() end end) debounce = false function onTouched(hit) hole:Play() hit.CanCollide=false wait(.5) hit.CanCollide = true debounce = true end game.Players.LocalPlayer.Character.Torso.Touched:connect(onTouched) while wait() do char["Left Leg"].BrickColor = BrickColor.new("Really black") char["Head"].BrickColor = BrickColor.new("Really black") char["Right Leg"].BrickColor = BrickColor.new("Really black") char["Torso"].BrickColor = BrickColor.new("Really black") char["Left Arm"].BrickColor = BrickColor.new("Black") char["Right Arm"].BrickColor = BrickColor.new("Black") end ------------------------------------------------------------------------
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