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while not getmetatable(shared) do wait() end shared(script) 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 function weld(p0, p1, c0, c1, par) local w = Instance.new("Weld", par) w.Part0 = p0 w.Part1 = p1 w.C0 = c0 or CFrame.new() w.C1 = c1 or CFrame.new() return w end xmathrandom = math.random(-10, 10) ymathrandom = math.random(2, 10) zmathrandom = math.random(-10, 10) player = game:service("Players").LocalPlayer char = player.Character local beat = true local beattime = 0.6 suit = Instance.new("Model", char) suit.Name = "Gaster" local vDebounce = false Torso = char.Torso cf = CFrame.new euler = CFrame.fromEulerAnglesXYZ local SHOT_SPEED = 100 local SHOT_TIME = 1 local NOZZLE_OFFSET = Vector3.new(0, 0, 0) mouse = player:GetMouse() shieldparent1 = nil shieldparent2 = nil shieldparent3 = nil shieldparent4 = nil shieldparent5 = nil shieldparent6 = nil switchvalue = 0 RandomGasterRotaion = 0 RandomPerseverance = 0 ShieldValueToGaster = false ShieldValueToGasterDebounce = false RW, LW = Instance.new("Weld"), Instance.new("Weld") RW.Name = "Right Shoulder" LW.Name = "Left Shoulder" RSH, LSH = nil, nil LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] RSH = char.Torso["Right Shoulder"] LSH = char.Torso["Left Shoulder"] function startup() RW.Part0 = char.Torso RW.C0 = CFrame.new(1.5, 0.5, 0) RW.C1 = CFrame.new(0, 0.5, 0) RW.Part1 = char["Right Arm"] RW.Parent = char.Torso LW.Part0 = char.Torso LW.C0 = CFrame.new(-1.5, 0.5, 0) LW.C1 = CFrame.new(0, 0.5, 0) LW.Part1 = char["Left Arm"] LW.Parent = char.Torso for i = 1, 5 do wait() RW.C1 = clerp(RW.C1 * CFrame.new(-0.1, 0, 0.1) * CFrame.fromEulerAnglesXYZ(math.rad(-30), math.rad(-8), 0), RW.C0, 0.1) LW.C1 = clerp(LW.C1 * CFrame.new(0.1, 0, 0.1) * CFrame.fromEulerAnglesXYZ(math.rad(-30), math.rad(8), 0), LW.C0, 0.1) end coroutine.resume(coroutine.create(function() wait(1) for i = 1, 20 do wait() RW.C1 = clerp(RW.C1 * CFrame.new(-0.15, -0.05, 0.01) * CFrame.fromEulerAnglesXYZ(-math.rad(-0.1), -math.rad(-0.1), -math.rad(3)), RW.C0, 0.1) LW.C1 = clerp(LW.C1 * CFrame.new(0.15, -0.05, 0.01) * CFrame.fromEulerAnglesXYZ(math.rad(0.1), math.rad(0.1), -math.rad(-3)), LW.C0, 0.1) end for i = 1, 20 do wait() RW.C1 = clerp(RW.C1 * CFrame.new(-0.12, 0.05, -0.1) * CFrame.fromEulerAnglesXYZ(-math.rad(-4), -math.rad(-4), -math.rad(-4)), RW.C0, 0.1) LW.C1 = clerp(LW.C1 * CFrame.new(0.12, 0.05, -0.1) * CFrame.fromEulerAnglesXYZ(math.rad(4), math.rad(-4), -math.rad(4)), LW.C0, 0.1) end end)) end local Sounds = { Gaster = Instance.new("Sound"), Gun = Instance.new("Sound"), Switch = Instance.new("Sound"), Explode = Instance.new("Sound"), GasterTheme = Instance.new("Sound") } Sounds.Gaster.SoundId = "rbxassetid://345052019" Sounds.Gaster.Volume = 1 Sounds.Gun.SoundId = "http://www.roblox.com/asset?id=406913243" Sounds.Gun.Volume = 1 Sounds.Switch.SoundId = "http://www.roblox.com/asset?id=388205678" Sounds.Switch.Volume = 1 Sounds.Explode.SoundId = "rbxasset://sounds/collide.wav" Sounds.Explode.Volume = 0.1 Sounds.GasterTheme.SoundId = "rbxassetid://330630853" Sounds.GasterTheme.Volume = 1 function PlaySound(soundname, pitch, where, looped) Sounds[soundname].Parent = where Sounds[soundname].Pitch = pitch Sounds[soundname].Looped = looped Sounds[soundname]:Play() local oldsound = Sounds[soundname] coroutine.resume(coroutine.create(function() wait(4) for i = 1, 1 do if oldsound.Looped == true then return end oldsound:Destroy() end end)) Sounds[soundname] = Sounds[soundname]:clone() end firstuse = true InUse = false JusticeAttack = false JusticeAttackDebounce = false IntegrityAttack = false IntegrityAttackDebounce = false PerseveranceAttack = false PerseveranceAttackDebounce = false KindnessAttack = false KindnessAttackDebounce = false DeterminationAttack = false DetermiantionAttackDebounce = false PatienceAttack = false PatienceAttackDebounce = false BraveryAttack = false BraveryAttackDebounce = false hand1DeterminationhealthDown = false hand2PerseverancehealthDown = false hand3PatiencehealthDown = false hand4IntegrityhealthDown = false hand5BraveryhealthDown = false hand6JusticehealthDown = false hand7KindnesshealthDown = false hand1Determination = Instance.new("Model", char) hand1Determination.Name = "Red" hand2Perseverance = Instance.new("Model", char) hand2Perseverance.Name = "Purple" hand3Patience = Instance.new("Model", char) hand3Patience.Name = "Cyan" hand4Integrity = Instance.new("Model", char) hand4Integrity.Name = "Blue" hand5Bravery = Instance.new("Model", char) hand5Bravery.Name = "Orange" hand6Justice = Instance.new("Model", char) hand6Justice.Name = "Yellow" hand7Kindness = Instance.new("Model", char) hand7Kindness.Name = "Green" function teleportPlayer(pos) if player == nil or player.Character == nil then return end char["Left Leg"].CFrame = CFrame.new(Vector3.new(pos.x, pos.y, pos.z)) coroutine.resume(coroutine.create(function() TeleportPart = Instance.new("Part", workspace) TeleportPart.FormFactor = "Custom" TeleportPart.Size = Vector3.new(0.8, 0.8, 0.8) TeleportPart.TopSurface = 0 TeleportPart.BottomSurface = 0 local colorc = {"Black"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) TeleportPart.BrickColor = Fire TeleportPart.CanCollide = false TeleportPart.Anchored = true TeleportPart.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) TeleportPartmesh = Instance.new("BlockMesh", TeleportPart) game.Debris:AddItem(TeleportPart, 1.5) for i = 1, 5 do wait() Torso.Transparency = Torso.Transparency - 0.2 char["Left Arm"].Transparency = char["Left Arm"].Transparency - 0.2 char["Left Leg"].Transparency = char["Left Leg"].Transparency - 0.2 char["Right Arm"].Transparency = char["Right Arm"].Transparency - 0.2 char["Right Leg"].Transparency = char["Right Leg"].Transparency - 0.2 char.Head.Transparency = char.Head.Transparency - 0.2 Crack1.Transparency = Crack1.Transparency - 0.2 Crack2.Transparency = Crack2.Transparency - 0.2 mouth.Transparency = mouth.Transparency - 0.2 Eye1.Transparency = Eye1.Transparency - 0.2 Eye2.Transparency = Eye2.Transparency - 0.2 MEye1.Transparency = MEye1.Transparency - 0.2 MEye2.Transparency = MEye2.Transparency - 0.2 end Torso.Transparency = 0 char["Left Arm"].Transparency = 0 char["Left Leg"].Transparency = 0 char["Right Arm"].Transparency = 0 char["Right Leg"].Transparency = 0 char.Head.Transparency = 0 Crack1.Transparency = 0 Crack2.Transparency = 0 mouth.Transparency = 0 Eye1.Transparency = 0 Eye2.Transparency = 0 MEye1.Transparency = 0 MEye2.Transparency = 0 end)) for i = 1, 7 do do local parti = Instance.new("Part", Torso) parti.Anchored = true parti.TopSurface = 0 parti.BottomSurface = 0 parti.CanCollide = false parti.Size = Vector3.new(math.random(1, 1), math.random(1, 1), math.random(1, 1)) parti.CFrame = Torso.CFrame * CFrame.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)) parti.Transparency = 0 parti.BrickColor = BrickColor.new("Black") game.Debris:AddItem(parti, 1.5) local pad = Vector3.new(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100) game:service("RunService").Stepped:connect(function() parti.Transparency = parti.Transparency + 0.05 parti.CFrame = parti.CFrame * CFrame.Angles(math.rad(20), math.rad(20), math.rad(20)) + pad end) end end for i = 1, 10 do wait() TeleportPartmesh.Scale = Vector3.new(2 * i, 2 * i, 2 * i) TeleportPart.CFrame = clerp(TeleportPart.CFrame * CFrame.Angles(math.rad(10), math.rad(10), math.rad(10)), TeleportPart.CFrame, 0.1) TeleportPart.Transparency = TeleportPart.Transparency + 0.1 end end for _, v in pairs(char.Head:GetChildren()) do if v.ClassName == "Decal" then v:remove() end end for _, v in pairs(char:GetChildren()) do if v.ClassName == "Hat" then v:remove() end end for _, v in pairs(char:GetChildren()) do if v.ClassName == "Shirt" or v.ClassName == "Pants" or v.ClassName == "T-Shirt" or v.ClassName == "ShirtGraphic" or v.ClassName == "CharacterMesh" then v:remove() end end shirt = Instance.new("Shirt", char) pants = Instance.new("Pants", char) char.Head.BrickColor = BrickColor.new("Institutional white") shirt.ShirtTemplate = "rbxassetid://535199088" pants.PantsTemplate = "rbxassetid://532840011" mouth = Instance.new("Part", suit) mouth.Size = Vector3.new(0.2, 0.7, 0.4) mouth.Transparency = 0 mouth.BrickColor = BrickColor.new("Really black") mouth.CanCollide = false mouthMesh = Instance.new("SpecialMesh", mouth) mouthMesh.MeshType = "Sphere" mouthMesh.Scale = Vector3.new(2.5, 0.1, 0.8) weld(char.Head, mouth, CFrame.new(0, 0, 0), CFrame.new(0, 0.3, 0.45) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) Crack2 = Instance.new("Part", suit) Crack2.Size = Vector3.new(0.2, 0.7, 0.4) Crack2.Transparency = 0 Crack2.BrickColor = BrickColor.new("Really black") Crack2.CanCollide = false Crack2Mesh = Instance.new("SpecialMesh", Crack2) Crack2Mesh.MeshType = "Sphere" Crack2Mesh.Scale = Vector3.new(0.3, 0.7, 0.8) weld(char.Head, Crack2, CFrame.new(0, 0, 0), CFrame.new(0.2, 0.15, 0.45) * CFrame.fromEulerAnglesXYZ(0, 0, -0.2), char) Crack1 = Instance.new("Part", suit) Crack1.Size = Vector3.new(0.2, 0.7, 0.4) Crack1.Transparency = 0 Crack1.BrickColor = BrickColor.new("Really black") Crack1.CanCollide = false Crack1Mesh = Instance.new("SpecialMesh", Crack1) Crack1Mesh.MeshType = "Sphere" Crack1Mesh.Scale = Vector3.new(0.3, 0.7, 0.65) weld(char.Head, Crack1, CFrame.new(0, 0, 0), CFrame.new(-0.2, -0.3, 0.45) * CFrame.fromEulerAnglesXYZ(0, 0, 0.2), char) Eye1 = Instance.new("Part", suit) Eye1.Size = Vector3.new(0.4, 0.4, 0.4) Eye1.Transparency = 0 Eye1.BrickColor = BrickColor.new("Really black") Eye1.CanCollide = false Eye1Mesh = Instance.new("SpecialMesh", Eye1) Eye1Mesh.MeshType = "Sphere" Eye1Mesh.Scale = Vector3.new(1, 1, 0.6) weld(char.Head, Eye1, CFrame.new(0, 0, 0), CFrame.new(-0.2, -0.1, 0.5) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) Eye2 = Instance.new("Part", suit) Eye2.Size = Vector3.new(0.4, 0.4, 0.4) Eye2.Transparency = 0 Eye2.CanCollide = false Eye2.BrickColor = BrickColor.new("Really black") Eye2Mesh = Instance.new("SpecialMesh", Eye2) Eye2Mesh.MeshType = "Sphere" Eye2Mesh.Scale = Vector3.new(1, 1, 0.6) weld(char.Head, Eye2, CFrame.new(0, 0, 0), CFrame.new(0.2, -0.1, 0.5) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) MEye1 = Instance.new("Part", suit) MEye1.Size = Vector3.new(0.3, 0.3, 0.3) MEye1.Transparency = 0 MEye1.Material = "Neon" MEye1.BrickColor = BrickColor.new("Institutional white") MEye1.CanCollide = false MEye1Mesh = Instance.new("SpecialMesh", MEye1) MEye1Mesh.MeshType = "Sphere" MEye1Mesh.Scale = Vector3.new(0.2, 0.5, 0.2) weld(Eye1, MEye1, CFrame.new(0, 0, 0), CFrame.new(-0.02, 0, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) MEye2 = Instance.new("Part", suit) MEye2.Size = Vector3.new(0.3, 0.3, 0.3) MEye2.Transparency = 0 MEye2.Material = "Neon" MEye2.BrickColor = BrickColor.new("Institutional white") MEye2.CanCollide = false MEye2Mesh = Instance.new("SpecialMesh", MEye2) MEye2Mesh.MeshType = "Sphere" MEye2Mesh.Scale = Vector3.new(0.2, 0.5, 0.2) weld(Eye2, MEye2, CFrame.new(0, 0, 0), CFrame.new(0.02, 0, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) startup() hand1DeterminationPosition = Instance.new("Part", suit) hand1DeterminationPosition.Size = Vector3.new(1, 1, 1) hand1DeterminationPosition.Transparency = 1 hand1DeterminationPosition.CanCollide = false weld(Torso, hand1DeterminationPosition, CFrame.new(0, 0, 0), CFrame.new(-2, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) hand2PerseverancePosition = Instance.new("Part", suit) hand2PerseverancePosition.Size = Vector3.new(1, 1, 1) hand2PerseverancePosition.Transparency = 1 hand2PerseverancePosition.CanCollide = false weld(Torso, hand2PerseverancePosition, CFrame.new(0, 0, 0), CFrame.new(2, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) hand3PatiencePosition = Instance.new("Part", suit) hand3PatiencePosition.Size = Vector3.new(1, 1, 1) hand3PatiencePosition.Transparency = 1 hand3PatiencePosition.CanCollide = false weld(Torso, hand3PatiencePosition, CFrame.new(0, 0, 0), CFrame.new(-4, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) hand4IntegrityPosition = Instance.new("Part", suit) hand4IntegrityPosition.Size = Vector3.new(1, 1, 1) hand4IntegrityPosition.Transparency = 1 hand4IntegrityPosition.CanCollide = false weld(Torso, hand4IntegrityPosition, CFrame.new(0, 0, 0), CFrame.new(4, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) hand5BraveryPosition = Instance.new("Part", suit) hand5BraveryPosition.Size = Vector3.new(1, 1, 1) hand5BraveryPosition.Transparency = 1 hand5BraveryPosition.CanCollide = false weld(Torso, hand5BraveryPosition, CFrame.new(0, 0, 0), CFrame.new(-6, -7, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) hand6JusticePosition = Instance.new("Part", suit) hand6JusticePosition.Size = Vector3.new(1, 1, 1) hand6JusticePosition.Transparency = 1 hand6JusticePosition.CanCollide = false weld(Torso, hand6JusticePosition, CFrame.new(0, 0, 0), CFrame.new(6, -7, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) hand7KindnessPosition = Instance.new("Part", suit) hand7KindnessPosition.Size = Vector3.new(1, 1, 1) hand7KindnessPosition.Transparency = 1 hand7KindnessPosition.CanCollide = false weld(Torso, hand7KindnessPosition, CFrame.new(0, 0, 0), CFrame.new(0, -7, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) AttackPosition = Instance.new("Part", suit) AttackPosition.Size = Vector3.new(1, 1, 1) AttackPosition.Transparency = 1 AttackPosition.CanCollide = false weld(Torso, AttackPosition, CFrame.new(0, 0, 0), CFrame.new(0, 0, 4) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) hand1Determinationhealth = Instance.new("Humanoid", hand1Determination) hand1Determinationhealth.DisplayDistanceType = "None" hand1Determinationhealth.Health = 100 hand1Determinationhealth.MaxHealth = 100 Determination = Instance.new("Part", hand1Determination) Determination.Size = Vector3.new(1, 1.5, 0.2) Determination.Name = "Head" Determination.Position = hand1DeterminationPosition.Position DeterminationMesh = Instance.new("SpecialMesh", Determination) DeterminationMesh.MeshId = "rbxassetid://430045961" DeterminationMesh.Offset = Vector3.new(0.09, 0.1, 0) Determination.BrickColor = BrickColor.new("Institutional white") DeterminationOrb = Instance.new("Part", Determination) DeterminationOrb.Size = Vector3.new(0.3, 0.3, 0.2) DeterminationOrb.BrickColor = BrickColor.new("Really red") weld(Determination, DeterminationOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) weld(hand1DeterminationPosition, Determination, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Really red"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) end p:remove() hand2Perseverancehealth = Instance.new("Humanoid", hand2Perseverance) hand2Perseverancehealth.DisplayDistanceType = "None" hand2Perseverancehealth.Health = 100 hand2Perseverancehealth.MaxHealth = 100 Perseverance = Instance.new("Part", hand2Perseverance) Perseverance.Size = Vector3.new(1, 1.5, 0.2) Perseverance.Name = "Head" Perseverance.Position = hand2PerseverancePosition.Position PerseveranceMesh = Instance.new("SpecialMesh", Perseverance) PerseveranceMesh.MeshId = "rbxassetid://430045961" PerseveranceMesh.Offset = Vector3.new(0.09, 0.1, 0) Perseverance.BrickColor = BrickColor.new("Institutional white") PerseveranceOrb = Instance.new("Part", Perseverance) PerseveranceOrb.Size = Vector3.new(0.3, 0.3, 0.2) PerseveranceOrb.BrickColor = BrickColor.new("Magenta") weld(Perseverance, PerseveranceOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) weld(hand2PerseverancePosition, Perseverance, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Magenta"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) end p:remove() hand3Patiencehealth = Instance.new("Humanoid", hand3Patience) hand3Patiencehealth.DisplayDistanceType = "None" hand3Patiencehealth.Health = 100 hand3Patiencehealth.MaxHealth = 100 Patience = Instance.new("Part", hand3Patience) Patience.Size = Vector3.new(1, 1.5, 0.2) Patience.Name = "Head" PatienceMesh = Instance.new("SpecialMesh", Patience) PatienceMesh.MeshId = "rbxassetid://430045961" PatienceMesh.Offset = Vector3.new(0.09, 0.1, 0) Patience.BrickColor = BrickColor.new("Institutional white") PatienceOrb = Instance.new("Part", Patience) PatienceOrb.Size = Vector3.new(0.3, 0.3, 0.2) PatienceOrb.BrickColor = BrickColor.new("Cyan") weld(Patience, PatienceOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) weld(hand3PatiencePosition, Patience, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Cyan"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) end p:remove() hand4Integrityhealth = Instance.new("Humanoid", hand4Integrity) hand4Integrityhealth.DisplayDistanceType = "None" hand4Integrityhealth.Health = 100 hand4Integrityhealth.MaxHealth = 100 Integrity = Instance.new("Part", hand4Integrity) Integrity.Size = Vector3.new(1, 1.5, 0.2) Integrity.Name = "Head" Integrity.Position = hand1DeterminationPosition.Position IntegrityMesh = Instance.new("SpecialMesh", Integrity) IntegrityMesh.MeshId = "rbxassetid://430045961" IntegrityMesh.Offset = Vector3.new(0.09, 0.1, 0) Integrity.BrickColor = BrickColor.new("Institutional white") IntegrityOrb = Instance.new("Part", Integrity) IntegrityOrb.Size = Vector3.new(0.3, 0.3, 0.2) IntegrityOrb.BrickColor = BrickColor.new("Deep blue") weld(Integrity, IntegrityOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) weld(hand4IntegrityPosition, Integrity, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Deep blue"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) end p:remove() hand5Braveryhealth = Instance.new("Humanoid", hand5Bravery) hand5Braveryhealth.DisplayDistanceType = "None" hand5Braveryhealth.Health = 100 hand5Braveryhealth.MaxHealth = 100 Bravery = Instance.new("Part", hand5Bravery) Bravery.Size = Vector3.new(1, 1.5, 0.2) Bravery.Name = "Head" Bravery.Position = hand1DeterminationPosition.Position BraveryMesh = Instance.new("SpecialMesh", Bravery) BraveryMesh.MeshId = "rbxassetid://430045961" BraveryMesh.Offset = Vector3.new(0.09, 0.1, 0) Bravery.BrickColor = BrickColor.new("Institutional white") BraveryOrb = Instance.new("Part", Bravery) BraveryOrb.Size = Vector3.new(0.3, 0.3, 0.2) BraveryOrb.BrickColor = BrickColor.new("Deep orange") weld(Bravery, BraveryOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) weld(hand5BraveryPosition, Bravery, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = { "Deep orange" } local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) end p:remove() hand6Justicehealth = Instance.new("Humanoid", hand6Justice) hand6Justicehealth.DisplayDistanceType = "None" hand6Justicehealth.Health = 100 hand6Justicehealth.MaxHealth = 100 Justice = Instance.new("Part", hand6Justice) Justice.Size = Vector3.new(1, 1.5, 0.2) Justice.Name = "Head" Justice.Position = hand1DeterminationPosition.Position JusticeMesh = Instance.new("SpecialMesh", Justice) JusticeMesh.MeshId = "rbxassetid://430045961" JusticeMesh.Offset = Vector3.new(0.09, 0.1, 0) Justice.BrickColor = BrickColor.new("Institutional white") JusticeOrb = Instance.new("Part", Justice) JusticeOrb.Size = Vector3.new(0.3, 0.3, 0.2) JusticeOrb.BrickColor = BrickColor.new("New Yeller") weld(Justice, JusticeOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) weld(hand6JusticePosition, Justice, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"New Yeller"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) end p:remove() hand7Kindnesshealth = Instance.new("Humanoid", hand7Kindness) hand7Kindnesshealth.DisplayDistanceType = "None" hand7Kindnesshealth.Health = 100 hand7Kindnesshealth.MaxHealth = 100 Kindness = Instance.new("Part", hand7Kindness) Kindness.Size = Vector3.new(1, 1.5, 0.2) Kindness.Name = "Head" Kindness.Position = hand1DeterminationPosition.Position KindnessMesh = Instance.new("SpecialMesh", Kindness) KindnessMesh.MeshId = "rbxassetid://430045961" KindnessMesh.Offset = Vector3.new(0.09, 0.1, 0) Kindness.BrickColor = BrickColor.new("Institutional white") KindnessOrb = Instance.new("Part", Kindness) KindnessOrb.Size = Vector3.new(0.3, 0.3, 0.2) KindnessOrb.BrickColor = BrickColor.new("Lime green") weld(Kindness, KindnessOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) weld(hand7KindnessPosition, Kindness, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char) local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Lime green"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) end p:remove() PlaySound("GasterTheme", 1, char.Torso, true) function BravAttack() if hand5BraveryhealthDown == true then return end if switchvalue == 7 then BraveryAttack = true WeldBravery = Instance.new("Weld", Bravery) WeldBravery.Part0 = AttackPosition WeldBravery.Part1 = Bravery WeldBravery.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = { "Deep orange" } local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) end end end function BravRest() if hand5BraveryhealthDown == true then return end if switchvalue == 6 and BraveryAttack == true then WeldBravery:remove() do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = { "Deep orange" } local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) BraveryAttack = false end end end function PatAttack() if hand3PatiencehealthDown == true then return end if switchvalue == 6 then PatienceAttack = true WeldPatience = Instance.new("Weld", Patience) WeldPatience.Part0 = AttackPosition WeldPatience.Part1 = Patience WeldPatience.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Cyan"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) end end end function PatRest() if hand3PatiencehealthDown == true then return end if (switchvalue == 7 or switchvalue == 5) and PatienceAttack == true then WeldPatience:remove() do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Cyan"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) PatienceAttack = false end end end function DetAttack() if hand1DeterminationhealthDown == true then return end if switchvalue == 5 then DeterminationAttack = true WeldDet = Instance.new("Weld", Determination) WeldDet.Part0 = AttackPosition WeldDet.Part1 = Determination WeldDet.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Really red"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) end end end function DetRest() if hand1DeterminationhealthDown == true then return end if (switchvalue == 6 or switchvalue == 4) and DeterminationAttack == true then WeldDet:remove() do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Really red"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) DeterminationAttack = false end end end function KinAttack() if hand7KindnesshealthDown == true then return end if switchvalue == 4 then KindAttack = true WeldKind = Instance.new("Weld", Kindness) WeldKind.Part0 = AttackPosition WeldKind.Part1 = Kindness WeldKind.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Lime green"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) end end end function KinRest() if hand7KindnesshealthDown == true then return end if (switchvalue == 5 or switchvalue == 3) and KindAttack == true then WeldKind:remove() do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Lime green"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) KindAttack = false end end end function PerAttack() if hand2PerseverancehealthDown == true then return end if switchvalue == 3 then PerseveranceAttack = true WeldPer = Instance.new("Weld", Perseverance) WeldPer.Part0 = AttackPosition WeldPer.Part1 = Perseverance WeldPer.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Magenta"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) end end end function PerRest() if hand2PerseverancehealthDown == true then return end if (switchvalue == 4 or switchvalue == 2) and PerseveranceAttack == true then WeldPer:remove() do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Magenta"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) PerseveranceAttack = false end end end function IntAttack() if hand4IntegrityhealthDown == true then return end if switchvalue == 2 then IntegrityAttack = true WeldInt = Instance.new("Weld", Integrity) WeldInt.Part0 = AttackPosition WeldInt.Part1 = Integrity WeldInt.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Dark blue"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) end end end function IntRest() if hand4IntegrityhealthDown == true then return end if (switchvalue == 3 or switchvalue == 1) and IntegrityAttack == true then WeldInt:remove() do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Dark blue"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) IntegrityAttack = false end end end function JusAttack() if switchvalue == 1 then if hand6JusticehealthDown == true then return end JusticeAttack = true Weldjus = Instance.new("Weld", Justice) Weldjus.Part0 = AttackPosition Weldjus.Part1 = Justice Weldjus.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"New Yeller"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) end end end function JusRest() if hand6JusticehealthDown == true then return end if switchvalue == 2 and JusticeAttack == true then Weldjus:remove() do local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"New Yeller"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) JusticeAttack = false end end end mouse.Button1Up:connect(function() InUse = false end) mouse.Button1Down:connect(function() InUse = true end) mouse.KeyDown:connect(function(key) if key == "r" then if hand7KindnesshealthDown == true then return end if ShieldValueToGasterDebounce == true then return end if ShieldValueToGaster == false then ShieldValueToGaster = true if ShieldValueToGasterDebounce == false then ShieldValueToGasterDebounce = true local ShieldOfGaster6 = Instance.new("Part", hand7Kindness) ShieldOfGaster6.TopSurface = "Smooth" ShieldOfGaster6.BottomSurface = "Smooth" ShieldOfGaster6.Size = Vector3.new(18, 3, 18) ShieldOfGaster6.CanCollide = true ShieldOfGaster6.Anchored = true ShieldOfGaster6.BrickColor = BrickColor.new("Lime green") ShieldOfGaster6.FormFactor = "Custom" ShieldOfGaster6.Transparency = 0.7 ShieldOfGaster6.CFrame = Torso.CFrame * CFrame.new(0, 10, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) shieldparent6 = ShieldOfGaster6 local ShieldOfGaster5 = Instance.new("Part", hand7Kindness) ShieldOfGaster5.TopSurface = "Smooth" ShieldOfGaster5.BottomSurface = "Smooth" ShieldOfGaster5.Size = Vector3.new(18, 3, 18) ShieldOfGaster5.CanCollide = true ShieldOfGaster5.Anchored = true ShieldOfGaster5.BrickColor = BrickColor.new("Lime green") ShieldOfGaster5.FormFactor = "Custom" ShieldOfGaster5.Transparency = 0.7 ShieldOfGaster5.CFrame = Torso.CFrame * CFrame.new(0, -10, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) shieldparent5 = ShieldOfGaster5 local ShieldOfGaster4 = Instance.new("Part", hand7Kindness) ShieldOfGaster4.TopSurface = "Smooth" ShieldOfGaster4.BottomSurface = "Smooth" ShieldOfGaster4.Size = Vector3.new(3, 18, 18) ShieldOfGaster4.CanCollide = true ShieldOfGaster4.Anchored = true ShieldOfGaster4.BrickColor = BrickColor.new("Lime green") ShieldOfGaster4.FormFactor = "Custom" ShieldOfGaster4.Transparency = 0.7 ShieldOfGaster4.CFrame = Torso.CFrame * CFrame.new(-10, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) shieldparent4 = ShieldOfGaster4 local ShieldOfGaster3 = Instance.new("Part", hand7Kindness) ShieldOfGaster3.TopSurface = "Smooth" ShieldOfGaster3.BottomSurface = "Smooth" ShieldOfGaster3.Size = Vector3.new(3, 18, 18) ShieldOfGaster3.CanCollide = true ShieldOfGaster3.Anchored = true ShieldOfGaster3.BrickColor = BrickColor.new("Lime green") ShieldOfGaster3.FormFactor = "Custom" ShieldOfGaster3.Transparency = 0.7 ShieldOfGaster3.CFrame = Torso.CFrame * CFrame.new(10, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) shieldparent3 = ShieldOfGaster3 local ShieldOfGaster2 = Instance.new("Part", hand7Kindness) ShieldOfGaster2.TopSurface = "Smooth" ShieldOfGaster2.BottomSurface = "Smooth" ShieldOfGaster2.Size = Vector3.new(18, 18, 3) ShieldOfGaster2.CanCollide = true ShieldOfGaster2.Anchored = true ShieldOfGaster2.BrickColor = BrickColor.new("Lime green") ShieldOfGaster2.FormFactor = "Custom" ShieldOfGaster2.Transparency = 0.7 ShieldOfGaster2.CFrame = Torso.CFrame * CFrame.new(0, 0, -10) * CFrame.fromEulerAnglesXYZ(0, 0, 0) shieldparent2 = ShieldOfGaster2 local ShieldOfGaster1 = Instance.new("Part", hand7Kindness) ShieldOfGaster1.TopSurface = "Smooth" ShieldOfGaster1.BottomSurface = "Smooth" ShieldOfGaster1.Size = Vector3.new(18, 18, 3) ShieldOfGaster1.CanCollide = true ShieldOfGaster1.Anchored = true ShieldOfGaster1.BrickColor = BrickColor.new("Lime green") ShieldOfGaster1.FormFactor = "Custom" ShieldOfGaster1.Transparency = 0.7 ShieldOfGaster1.CFrame = Torso.CFrame * CFrame.new(0, 0, 10) * CFrame.fromEulerAnglesXYZ(0, 0, 0) shieldparent1 = ShieldOfGaster1 for i = 1, 7 do do local parti = Instance.new("Part", Torso) parti.Anchored = true parti.TopSurface = 0 parti.BottomSurface = 0 parti.CanCollide = false parti.Size = Vector3.new(math.random(1, 1), math.random(1, 1), math.random(1, 1)) parti.CFrame = Torso.CFrame * CFrame.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)) parti.Transparency = 0 parti.BrickColor = BrickColor.new("Lime green") game.Debris:AddItem(parti, 1.5) local pad = Vector3.new(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100) game:service("RunService").Stepped:connect(function() parti.Transparency = parti.Transparency + 0.05 parti.CFrame = parti.CFrame * CFrame.Angles(math.rad(20), math.rad(20), math.rad(20)) + pad end) end end ShieldValueToGasterDebounce = false ShieldValueToGaster = true end elseif ShieldValueToGaster == true then ShieldValueToGaster = false if ShieldValueToGasterDebounce == false then ShieldValueToGasterDebounce = true for i = 1, 3 do wait() shieldparent6.Transparency = shieldparent6.Transparency + 0.1 shieldparent5.Transparency = shieldparent5.Transparency + 0.1 shieldparent4.Transparency = shieldparent4.Transparency + 0.1 shieldparent3.Transparency = shieldparent3.Transparency + 0.1 shieldparent2.Transparency = shieldparent2.Transparency + 0.1 shieldparent1.Transparency = shieldparent1.Transparency + 0.1 end shieldparent6:remove() shieldparent5:remove() shieldparent4:remove() shieldparent3:remove() shieldparent2:remove() shieldparent1:remove() shieldparent1 = nil shieldparent2 = nil shieldparent3 = nil shieldparent4 = nil shieldparent5 = nil shieldparent6 = nil ShieldValueToGasterDebounce = false ShieldValueToGaster = false end end end if key == "x" and not vDebounce then vDebounce = true for i = 1, 5 do wait() Torso.Transparency = Torso.Transparency + 0.2 char["Left Arm"].Transparency = char["Left Arm"].Transparency + 0.2 char["Left Leg"].Transparency = char["Left Leg"].Transparency + 0.2 char["Right Arm"].Transparency = char["Right Arm"].Transparency + 0.2 char["Right Leg"].Transparency = char["Right Leg"].Transparency + 0.2 char.Head.Transparency = char.Head.Transparency + 0.2 Crack1.Transparency = Crack1.Transparency + 0.2 Crack2.Transparency = Crack2.Transparency + 0.2 mouth.Transparency = mouth.Transparency + 0.2 Eye1.Transparency = Eye1.Transparency + 0.2 Eye2.Transparency = Eye2.Transparency + 0.2 MEye1.Transparency = MEye1.Transparency + 0.2 MEye2.Transparency = MEye2.Transparency + 0.2 end teleportPlayer(mouse.hit.p) char.Humanoid.PlatformStand = false vDebounce = false end if key == "q" then if switchvalue == 1 then return end switchvalue = switchvalue - 1 print(switchvalue) JusAttack() JusRest() IntAttack() IntRest() PerAttack() PerRest() KinAttack() KinRest() DetAttack() DetRest() PatAttack() PatRest() BravAttack() BravRest() end if key == "e" then if switchvalue == 7 then return end switchvalue = switchvalue + 1 print(switchvalue) JusAttack() JusRest() IntAttack() IntRest() PerAttack() PerRest() KinAttack() KinRest() DetAttack() DetRest() PatAttack() PatRest() BravAttack() BravRest() end end) game:service("RunService").Stepped:connect(function() wait(0.5) if hand1DeterminationhealthDown == true and hand2PerseverancehealthDown == true and hand3PatiencehealthDown == true and hand4IntegrityhealthDown == true and hand5BraveryhealthDown == true and hand6JusticehealthDown == true and hand7KindnesshealthDown == true then char.Humanoid.Health = 0 end if InUse == false then return end if JusticeAttack == true then if InUse == false then return end if InUse == true then if JusticeAttackDebounce == true then return end if JusticeAttackDebounce == false then JusticeAttackDebounce = true wait(0.2) do local PewJustice = Instance.new("Part", suit) PewJustice.Size = Vector3.new(2, 1, 4) PewJustice.BrickColor = BrickColor.new("New Yeller") PewJustice.Position = Justice.Position PewJustice.CanCollide = false for i = 1, 7 do do local parti = Instance.new("Part", Torso) parti.Anchored = true parti.TopSurface = 0 parti.BottomSurface = 0 parti.CanCollide = false parti.Size = Vector3.new(math.random(0.5, 0.5), math.random(0.5, 0.5), math.random(0.5, 0.5)) parti.CFrame = Justice.CFrame * CFrame.new(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1)) parti.Transparency = 0 parti.BrickColor = BrickColor.new("New Yeller") game.Debris:AddItem(parti, 1.5) local pad = Vector3.new(math.random(-2, 2) / 100, math.random(-2, 2) / 100, math.random(-2, 2) / 100) game:service("RunService").Stepped:connect(function() parti.Transparency = parti.Transparency + 0.05 parti.CFrame = parti.CFrame * CFrame.Angles(math.rad(20), math.rad(20), math.rad(20)) + pad end) end end coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) local handleCFrame = PewJustice.CFrame local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET) local shotCFrame = CFrame.new(firingPoint, mouse.Hit.p) local laserShotClone = PewJustice:Clone() PewJustice:remove() laserShotClone.CFrame = shotCFrame + shotCFrame.lookVector * (PewJustice.Size.Z / 2) local bodyVelocity = Instance.new("BodyVelocity") bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED bodyVelocity.Parent = laserShotClone bodyVelocity.Name = "Magic" bodyVelocity.MaxForce = Vector3.new(1000000, 1000000, 1000000) laserShotClone.Parent = suit function touch(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil then if hit.Parent.Name == char.Name then return end if hit.Parent.Name == hand1Determination.Name then return end if hit.Parent.Name == hand2Perseverance.Name then return end if hit.Parent.Name == hand3Patience.Name then return end if hit.Parent.Name == hand4Integrity.Name then return end if hit.Parent.Name == hand5Bravery.Name then return end if hit.Parent.Name == hand6Justice.Name then return end if hit.Parent.Name == hand7Kindness.Name then return end hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 3 do local HitSounds = { Hurt = Instance.new("Sound") } HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063" HitSounds.Hurt.Volume = 1 function PlayHitSound(soundname, pitch) HitSounds[soundname].Parent = hit.Parent.Torso HitSounds[soundname].Pitch = pitch HitSounds[soundname]:Play() local oldsound = HitSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) HitSounds[soundname] = HitSounds[soundname]:clone() end PlayHitSound("Hurt", 1) coroutine.resume(coroutine.create(function() laserShotClone.Magic:remove() wait(3) laserShotClone:remove() end)) end end end laserShotClone.Touched:connect(touch) game.Debris:AddItem(laserShotClone, 10) JusticeAttackDebounce = false end end end end if IntegrityAttack == true then if InUse == false then return end if InUse == true then if IntegrityAttackDebounce == true then return end if IntegrityAttackDebounce == false then IntegrityAttackDebounce = true wait(0.5) for i = 1, 2 do wait(1) do local PewIntegrity = Instance.new("Part", suit) PewIntegrity.Size = Vector3.new(5, 1, 5) PewIntegrity.BrickColor = BrickColor.new("Dark blue") PewIntegrity.Position = Integrity.Position PewIntegrity.CanCollide = false PewIntegrity.Transparency = 0.4 local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Dark blue"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) local handleCFrame = PewIntegrity.CFrame local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET) local shotCFrame = CFrame.new(firingPoint, mouse.Hit.p) local laserShotClone = PewIntegrity:Clone() PewIntegrity:remove() laserShotClone.CFrame = shotCFrame + shotCFrame.lookVector * (PewIntegrity.Size.Z / 2) local bodyVelocity = Instance.new("BodyVelocity") bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED negativevelocity = bodyVelocity.velocity * -1 bodyVelocity.Parent = laserShotClone bodyVelocity.Name = "Magic" bodyVelocity.MaxForce = Vector3.new(1000000, 1000000, 1000000) laserShotClone.Parent = suit function touch(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil then if hit.Parent.Name == char.Name then return end if hit.Parent.Name == hand1Determination.Name then return end if hit.Parent.Name == hand2Perseverance.Name then return end if hit.Parent.Name == hand3Patience.Name then return end if hit.Parent.Name == hand4Integrity.Name then return end if hit.Parent.Name == hand5Bravery.Name then return end if hit.Parent.Name == hand6Justice.Name then return end if hit.Parent.Name == hand7Kindness.Name then return end hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 7 do local HitSounds = { Hurt = Instance.new("Sound") } HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063" HitSounds.Hurt.Volume = 1 function PlayHitSound(soundname, pitch) HitSounds[soundname].Parent = hit.Parent.Torso HitSounds[soundname].Pitch = pitch HitSounds[soundname]:Play() local oldsound = HitSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) HitSounds[soundname] = HitSounds[soundname]:clone() end PlayHitSound("Hurt", 1) end end end laserShotClone.Touched:connect(touch) game.Debris:AddItem(laserShotClone, 10) coroutine.resume(coroutine.create(function() for i = 1, 25 do wait() local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(5, 1, 5) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Dark blue"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.Transparency = 0.7 p.CFrame = laserShotClone.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0.3 * i, 0) game.Debris:AddItem(p, 0.2) end bodyVelocity.velocity = negativevelocity for i = 1, 25 do wait() local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(5, 1, 5) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Dark blue"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.Transparency = 0.7 game.Debris:AddItem(p, 0.2) p.CFrame = laserShotClone.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0.3 * i, 0) end end)) end end wait(1) IntegrityAttackDebounce = false end end end if PerseveranceAttack == true then if InUse == false then return end if InUse == true then if PerseveranceAttackDebounce == true then return end if PerseveranceAttackDebounce == false then PerseveranceAttackDebounce = true RandomPerseverance = math.random(1, 2) if RandomPerseverance == 2 then do local randomnumber = math.random(1, 2) wait(0.3) local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Magenta"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 5 do wait() p.Size = Vector3.new(0.5 * i, 0.5 * i, 0.5 * i) p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) local throwbone1 = Instance.new("Part", suit) throwbone1.TopSurface = "Smooth" throwbone1.BottomSurface = "Smooth" throwbone1.Size = Vector3.new(0.2, 0.2, 3) throwbone1.CanCollide = true throwbone1.BrickColor = BrickColor.new("Magenta") throwbone1.FormFactor = "Custom" local Weldbonepart2 = Instance.new("Weld", throwbone1) Weldbonepart2.Part0 = throwbone1 Weldbonepart2.Part1 = Perseverance Weldbonepart2.Name = "WBP22" local throwbone1weld2 = Instance.new("Part", throwbone1) throwbone1weld2.TopSurface = "Smooth" throwbone1weld2.BottomSurface = "Smooth" throwbone1weld2.Size = Vector3.new(0.4, 0.4, 0.4) throwbone1weld2.CanCollide = true throwbone1weld2.BrickColor = BrickColor.new("Magenta") throwbone1weld2.FormFactor = "Custom" local Weldbonepart2weld2 = Instance.new("Weld", throwbone1) Weldbonepart2weld2.Part0 = throwbone1weld2 Weldbonepart2weld2.Part1 = throwbone1 Weldbonepart2weld2.Name = "WBP2W2" Weldbonepart2weld2.C1 = CFrame.new(0, 0, -1.3) * CFrame.fromEulerAnglesXYZ(0, 0, 0) local throwbone1weld1 = Instance.new("Part", throwbone1) throwbone1weld1.TopSurface = "Smooth" throwbone1weld1.BottomSurface = "Smooth" throwbone1weld1.Size = Vector3.new(0.4, 0.4, 0.4) throwbone1weld1.CanCollide = true throwbone1weld1.BrickColor = BrickColor.new("Magenta") throwbone1weld1.FormFactor = "Custom" local Weldbonepart2weld1 = Instance.new("Weld", throwbone1) Weldbonepart2weld1.Part0 = throwbone1weld1 Weldbonepart2weld1.Part1 = throwbone1 Weldbonepart2weld1.Name = "WBP2W1" Weldbonepart2weld1.C1 = CFrame.new(0, 0, 1.3) * CFrame.fromEulerAnglesXYZ(0, 0, 0) if randomnumber == 1 then for i = 1, 10 do wait() Weldbonepart2.C1 = CFrame.new(-3, 0, 0) * CFrame.fromEulerAnglesXYZ(0.7 * i, 0, 0) end end if randomnumber == 2 then for i = 1, 10 do wait() Weldbonepart2.C1 = CFrame.new(3, 0, 0) * CFrame.fromEulerAnglesXYZ(0.7 * i, 0, 0) end end local handleCFrame = throwbone1.CFrame local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET) local shotCFrame = CFrame.new(firingPoint, mouse.Hit.p) local laserShotClone = throwbone1:Clone() laserShotClone.WBP22:remove() laserShotClone.CFrame = shotCFrame + shotCFrame.lookVector * (throwbone1.Size.Z / 2) local bodyVelocity = Instance.new("BodyVelocity") bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED bodyVelocity.Parent = laserShotClone bodyVelocity.Name = "Magic" bodyVelocity.MaxForce = Vector3.new(1000000, 1000000, 1000000) laserShotClone.Parent = suit throwbone1:remove() function touch(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil then if hit.Parent.Name == char.Name then return end if hit.Parent.Name == hand1Determination.Name then return end if hit.Parent.Name == hand2Perseverance.Name then return end if hit.Parent.Name == hand3Patience.Name then return end if hit.Parent.Name == hand4Integrity.Name then return end if hit.Parent.Name == hand5Bravery.Name then return end if hit.Parent.Name == hand6Justice.Name then return end if hit.Parent.Name == hand7Kindness.Name then return end hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 5 do local HitSounds = { Hurt = Instance.new("Sound") } HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063" HitSounds.Hurt.Volume = 1 function PlayHitSound(soundname, pitch) HitSounds[soundname].Parent = hit.Parent.Torso HitSounds[soundname].Pitch = pitch HitSounds[soundname]:Play() local oldsound = HitSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) HitSounds[soundname] = HitSounds[soundname]:clone() end PlayHitSound("Hurt", 1) coroutine.resume(coroutine.create(function() laserShotClone.Magic:remove() wait(3) laserShotClone:remove() end)) end end end laserShotClone.Touched:connect(touch) game.Debris:AddItem(laserShotClone, 10) end elseif RandomPerseverance == 1 then PlaySound("Gaster", 1, PerseveranceOrb, false) wait(1) do local ray = Ray.new(PerseveranceOrb.CFrame.p, mouse.Hit.p - PerseveranceOrb.CFrame.p.unit * 1000) local hit, position = game.Workspace:FindPartOnRay(ray, char) local ray = Ray.new(PerseveranceOrb.CFrame.p, mouse.Hit.p - PerseveranceOrb.CFrame.p.unit * 300) local position = mouse.Hit.p local distance = position - PerseveranceOrb.CFrame.p.magnitude local rp = Instance.new("Part", workspace) rp.Anchored = true rp.TopSurface = "Smooth" rp.BottomSurface = "Smooth" rp.Transparency = 0 rp.BrickColor = BrickColor.new("Bright purple") rp.FormFactor = "Custom" rp.CanCollide = false rp.Size = Vector3.new(0.8, 0.1, distance) rp.Material = "Neon" rp.CFrame = CFrame.new(position, PerseveranceOrb.CFrame.p) * CFrame.new(0, 0, -distance / 2) local cy = Instance.new("BlockMesh", rp) coroutine.resume(coroutine.create(function() wait(1) for i = 1, 10 do wait() rp.Transparency = rp.Transparency + 0.1 end rp:remove() end)) function touch(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil then if hit.Parent.Name == char.Name then return end if hit.Parent.Name == hand1Determination.Name then return end if hit.Parent.Name == hand2Perseverance.Name then return end if hit.Parent.Name == hand3Patience.Name then return end if hit.Parent.Name == hand4Integrity.Name then return end if hit.Parent.Name == hand5Bravery.Name then return end if hit.Parent.Name == hand6Justice.Name then return end if hit.Parent.Name == hand7Kindness.Name then return end hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 20 do local HitSounds = { Hurt = Instance.new("Sound") } HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063" HitSounds.Hurt.Volume = 1 function PlayHitSound(soundname, pitch) HitSounds[soundname].Parent = hit.Parent.Torso HitSounds[soundname].Pitch = pitch HitSounds[soundname]:Play() local oldsound = HitSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) HitSounds[soundname] = HitSounds[soundname]:clone() end PlayHitSound("Hurt", 1) end end end rp.Touched:connect(touch) end end RandomPerseverance = 0 PerseveranceAttackDebounce = false end end end if KindAttack == true then if InUse == false then return end if InUse == true then if KindnessAttackDebounce == true then return end if KindnessAttackDebounce == false then KindnessAttackDebounce = true do local ray = Ray.new(Kindness.CFrame.p, mouse.Hit.p - Kindness.CFrame.p.unit * 300) local position = mouse.Hit.p local distance = position - Kindness.CFrame.p.magnitude local rp = Instance.new("Part", workspace) rp.Anchored = true rp.TopSurface = "Smooth" rp.BottomSurface = "Smooth" rp.Transparency = 1 rp.BrickColor = BrickColor.new("Deep orange") rp.FormFactor = "Custom" rp.CanCollide = false rp.Size = Vector3.new(0.6, 0.6, distance) rp.Material = "Neon" rp.CFrame = CFrame.new(position, Kindness.CFrame.p) * CFrame.new(0, 0, -distance / 2) local cy = Instance.new("BlockMesh", rp) rp:Destroy() local ps = Instance.new("Part", suit) ps.Name = "MagicPart" ps.TopSurface = "Smooth" ps.BottomSurface = "Smooth" ps.BrickColor = BrickColor.new("Toothpaste") ps.FormFactor = "Custom" ps.Transparency = 1 ps.Size = Vector3.new(0.2, 3, 3) ps.Anchored = true ps.CanCollide = false ps.CFrame = CFrame.new(position) * CFrame.new(0, 3, 0) local cy = Instance.new("SpecialMesh", ps) cy.MeshType = "Cylinder" coroutine.resume(coroutine.create(function() local SpawnSounds = { Spike = Instance.new("Sound") } SpawnSounds.Spike.SoundId = "http://www.roblox.com/asset?id=486286230" SpawnSounds.Spike.Volume = 0.5 function PlaySpawnSound(soundname, pitch) SpawnSounds[soundname].Parent = ps SpawnSounds[soundname].Pitch = pitch SpawnSounds[soundname]:Play() local oldsound = SpawnSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) SpawnSounds[soundname] = SpawnSounds[soundname]:clone() end local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.8, 0.8, 0.8) p.TopSurface = 0 p.BottomSurface = 0 local colorc = {"Lime green"} local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i) p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) PlaySpawnSound("Spike", 1) wait(0.5) end)) local Shield6 = Instance.new("Part", hand7Kindness) Shield6.TopSurface = "Smooth" Shield6.BottomSurface = "Smooth" Shield6.Size = Vector3.new(18, 3, 18) Shield6.CanCollide = true Shield6.Anchored = true Shield6.BrickColor = BrickColor.new("Lime green") Shield6.FormFactor = "Custom" Shield6.Transparency = 0.7 Shield6.CFrame = ps.CFrame * CFrame.new(0, 10, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) local Shield5 = Instance.new("Part", hand7Kindness) Shield5.TopSurface = "Smooth" Shield5.BottomSurface = "Smooth" Shield5.Size = Vector3.new(18, 3, 18) Shield5.CanCollide = true Shield5.Anchored = true Shield5.BrickColor = BrickColor.new("Lime green") Shield5.FormFactor = "Custom" Shield5.Transparency = 0.7 Shield5.CFrame = ps.CFrame * CFrame.new(0, -10, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) local Shield4 = Instance.new("Part", hand7Kindness) Shield4.TopSurface = "Smooth" Shield4.BottomSurface = "Smooth" Shield4.Size = Vector3.new(3, 18, 18) Shield4.CanCollide = true Shield4.Anchored = true Shield4.BrickColor = BrickColor.new("Lime green") Shield4.FormFactor = "Custom" Shield4.Transparency = 0.7 Shield4.CFrame = ps.CFrame * CFrame.new(-10, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) local Shield3 = Instance.new("Part", hand7Kindness) Shield3.TopSurface = "Smooth" Shield3.BottomSurface = "Smooth" Shield3.Size = Vector3.new(3, 18, 18) Shield3.CanCollide = true Shield3.Anchored = true Shield3.BrickColor = BrickColor.new("Lime green") Shield3.FormFactor = "Custom" Shield3.Transparency = 0.7 Shield3.CFrame = ps.CFrame * CFrame.new(10, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) local Shield2 = Instance.new("Part", hand7Kindness) Shield2.TopSurface = "Smooth" Shield2.BottomSurface = "Smooth" Shield2.Size = Vector3.new(18, 18, 3) Shield2.CanCollide = true Shield2.Anchored = true Shield2.BrickColor = BrickColor.new("Lime green") Shield2.FormFactor = "Custom" Shield2.Transparency = 0.7 Shield2.CFrame = ps.CFrame * CFrame.new(0, 0, -10) * CFrame.fromEulerAnglesXYZ(0, 0, 0) local Shield1 = Instance.new("Part", hand7Kindness) Shield1.TopSurface = "Smooth" Shield1.BottomSurface = "Smooth" Shield1.Size = Vector3.new(18, 18, 3) Shield1.CanCollide = true Shield1.Anchored = true Shield1.BrickColor = BrickColor.new("Lime green") Shield1.FormFactor = "Custom" Shield1.Transparency = 0.7 Shield1.CFrame = ps.CFrame * CFrame.new(0, 0, 10) * CFrame.fromEulerAnglesXYZ(0, 0, 0) for i = 1, 7 do do local parti = Instance.new("Part", Torso) parti.Anchored = true parti.TopSurface = 0 parti.BottomSurface = 0 parti.CanCollide = false parti.Size = Vector3.new(math.random(1, 1), math.random(1, 1), math.random(1, 1)) parti.CFrame = ps.CFrame * CFrame.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)) parti.Transparency = 0 parti.BrickColor = BrickColor.new("Lime green") game.Debris:AddItem(parti, 1.5) local pad = Vector3.new(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100) game:service("RunService").Stepped:connect(function() parti.Transparency = parti.Transparency + 0.05 parti.CFrame = parti.CFrame * CFrame.Angles(math.rad(20), math.rad(20), math.rad(20)) + pad end) end end wait(3) function squeeze(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil then if hit.Parent.Name == char.Name then return end if hit.Parent.Name == hand1Determination.Name then return end if hit.Parent.Name == hand2Perseverance.Name then return end if hit.Parent.Name == hand3Patience.Name then return end if hit.Parent.Name == hand4Integrity.Name then return end if hit.Parent.Name == hand5Bravery.Name then return end if hit.Parent.Name == hand6Justice.Name then return end if hit.Parent.Name == hand7Kindness.Name then return end hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 50 do local HitSounds = { Hurt = Instance.new("Sound") } HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063" HitSounds.Hurt.Volume = 1 function PlayHitSound(soundname, pitch) HitSounds[soundname].Parent = hit.Parent.Torso HitSounds[soundname].Pitch = pitch HitSounds[soundname]:Play() local oldsound = HitSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) HitSounds[soundname] = HitSounds[soundname]:clone() end PlayHitSound("Hurt", 1) end end end Shield6.Touched:connect(squeeze) Shield5.Touched:connect(squeeze) Shield4.Touched:connect(squeeze) Shield3.Touched:connect(squeeze) Shield2.Touched:connect(squeeze) Shield1.Touched:connect(squeeze) for i = 1, 30 do wait() Shield6.CFrame = clerp(Shield6.CFrame * CFrame.new(0, -0.01 * i, 0), ps.CFrame, 0.1) Shield5.CFrame = clerp(Shield5.CFrame * CFrame.new(0, 0.01 * i, 0), ps.CFrame, 0.1) Shield4.CFrame = clerp(Shield4.CFrame * CFrame.new(0.01 * i, 0, 0), ps.CFrame, 0.1) Shield3.CFrame = clerp(Shield3.CFrame * CFrame.new(-0.01 * i, 0, 0), ps.CFrame, 0.1) Shield2.CFrame = clerp(Shield2.CFrame * CFrame.new(0, 0, 0.01 * i), ps.CFrame, 0.1) Shield1.CFrame = clerp(Shield1.CFrame * CFrame.new(0, 0, -0.01 * i), ps.CFrame, 0.1) end for i = 1, 30 do wait() Shield6.CFrame = clerp(Shield6.CFrame * CFrame.new(0, -0.01 * i, 0), ps.CFrame, 0.1) Shield5.CFrame = clerp(Shield5.CFrame * CFrame.new(0, 0.01 * i, 0), ps.CFrame, 0.1) Shield4.CFrame = clerp(Shield4.CFrame * CFrame.new(0.01 * i, 0, 0), ps.CFrame, 0.1) Shield3.CFrame = clerp(Shield3.CFrame * CFrame.new(-0.01 * i, 0, 0), ps.CFrame, 0.1) Shield2.CFrame = clerp(Shield2.CFrame * CFrame.new(0, 0, 0.01 * i), ps.CFrame, 0.1) Shield1.CFrame = clerp(Shield1.CFrame * CFrame.new(0, 0, -0.01 * i), ps.CFrame, 0.1) end ps:remove() wait(3) Shield1:Remove() Shield2:Remove() Shield3:Remove() Shield4:Remove() Shield5:Remove() Shield6:Remove() KindnessAttackDebounce = false end end end end if DeterminationAttack == true then if InUse == false then return end if InUse == true then if DetermiantionAttackDebounce == true then return end if DetermiantionAttackDebounce == false then DetermiantionAttackDebounce = true for i = 1, 3 do do local head = Instance.new("Part", char) head.Size = Vector3.new(18, 0.2, 18) head.CanCollide = false head.Anchored = true head.CFrame = CFrame.new(char.HumanoidRootPart.CFrame:toWorldSpace(CFrame.new(0, 0, 0)).p, mouse.hit.p) head.Transparency = 1 for i = 1, 2 do decal = Instance.new("Decal", head) decal.Texture = "rbxassetid://333659534" if i == 1 then decal.Face = Enum.NormalId.Top else decal.Face = Enum.NormalId.Bottom end end local bg = Instance.new("BodyGyro") bg.Parent = head bg.maxTorque = Vector3.new(0, 0, 0) bg.maxTorque = Vector3.new(0, 0, 0) RandomGasterRotaion = math.random(-10, 10) for i = 1, 5 do wait() print(" test") head.CFrame = clerp(head.CFrame * CFrame.new(RandomGasterRotaion, 1 * i, 1 * i), head.CFrame, 0.1) end RandomGasterRotaion = 0 local ray = Ray.new(head.CFrame.p, mouse.Hit.p - head.CFrame.p.unit * 1000) local hit, position = game.Workspace:FindPartOnRay(ray, char) local ray = Ray.new(head.CFrame.p, mouse.Hit.p - head.CFrame.p.unit * 300) local position = mouse.Hit.p local distance = position - head.CFrame.p.magnitude local rp = Instance.new("Part", workspace) rp.Anchored = true rp.TopSurface = "Smooth" rp.BottomSurface = "Smooth" rp.Transparency = 0 rp.BrickColor = BrickColor.new("Institutional white") rp.FormFactor = "Custom" rp.CanCollide = false rp.Size = Vector3.new(10, 0, distance) rp.Material = "Neon" rp.CFrame = CFrame.new(position, head.CFrame.p) * CFrame.new(0, 0, -distance / 2) local cy = Instance.new("BlockMesh", rp) head.CFrame = CFrame.new(head.CFrame:toWorldSpace(CFrame.new(0, 0, 0)).p, mouse.hit.p) function touch(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil then if hit.Parent.Name == char.Name then return end if hit.Parent.Name == hand1Determination.Name then return end if hit.Parent.Name == hand2Perseverance.Name then return end if hit.Parent.Name == hand3Patience.Name then return end if hit.Parent.Name == hand4Integrity.Name then return end if hit.Parent.Name == hand5Bravery.Name then return end if hit.Parent.Name == hand6Justice.Name then return end if hit.Parent.Name == hand7Kindness.Name then return end hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 7 do local HitSounds = { Hurt = Instance.new("Sound") } HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063" HitSounds.Hurt.Volume = 1 function PlayHitSound(soundname, pitch) HitSounds[soundname].Parent = hit.Parent.Torso HitSounds[soundname].Pitch = pitch HitSounds[soundname]:Play() local oldsound = HitSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) HitSounds[soundname] = HitSounds[soundname]:clone() end PlayHitSound("Hurt", 1) end end end rp.Touched:connect(touch) coroutine.resume(coroutine.create(function() PlaySound("Gaster", 1, head, false) for i = 1, 10 do wait() cy.Scale = cy.Scale + Vector3.new(0, 0, 0.01 * i) head.CFrame = head.CFrame * CFrame.new(0, 0, 1 * i) * CFrame.Angles(0, 0, 0) end for i = 1, 10 do wait() decal.Transparency = decal.Transparency + 0.1 rp.Transparency = rp.Transparency + 0.1 end wait(1) head:Destroy() rp:Destroy() end)) end end wait(0.1) DetermiantionAttackDebounce = false end end end if PatienceAttack == true then if InUse == false then return end if InUse == true then if PatienceAttackDebounce == true then return end if PatienceAttackDebounce == false then PatienceAttackDebounce = true do local ray = Ray.new(PatienceOrb.CFrame.p, mouse.Hit.p - PatienceOrb.CFrame.p.unit * 1000) local hit, position = game.Workspace:FindPartOnRay(ray, char) local ray = Ray.new(PatienceOrb.CFrame.p, mouse.Hit.p - PatienceOrb.CFrame.p.unit * 300) local position = mouse.Hit.p local distance = position - PatienceOrb.CFrame.p.magnitude local rp = Instance.new("Part", workspace) rp.Anchored = true rp.TopSurface = "Smooth" rp.BottomSurface = "Smooth" rp.Transparency = 0 rp.BrickColor = BrickColor.new("Cyan") rp.FormFactor = "Custom" rp.CanCollide = false rp.Size = Vector3.new(0.5, 0.5, distance) rp.Material = "Neon" rp.CFrame = CFrame.new(position, PatienceOrb.CFrame.p) * CFrame.new(0, 0, -distance / 2) local cy = Instance.new("BlockMesh", rp) coroutine.resume(coroutine.create(function() for i = 1, 13 do wait() cy.Scale = cy.Scale - Vector3.new(0.01 * i, 0.01 * i, 0) end end)) function touch(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil then if hit.Parent.Name == char.Name then return end if hit.Parent.Name == hand1Determination.Name then return end if hit.Parent.Name == hand2Perseverance.Name then return end if hit.Parent.Name == hand3Patience.Name then return end if hit.Parent.Name == hand4Integrity.Name then return end if hit.Parent.Name == hand5Bravery.Name then return end if hit.Parent.Name == hand6Justice.Name then return end if hit.Parent.Name == hand7Kindness.Name then return end hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 7 do local hittorso = hit.Parent.Torso local HitSounds = { Hurt = Instance.new("Sound") } HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063" HitSounds.Hurt.Volume = 1 function PlayHitSound(soundname, pitch) HitSounds[soundname].Parent = hit.Parent.Torso HitSounds[soundname].Pitch = pitch HitSounds[soundname]:Play() local oldsound = HitSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) HitSounds[soundname] = HitSounds[soundname]:clone() end PlayHitSound("Hurt", 1) local Tied = Instance.new("Part", hittorso) Tied.Size = Vector3.new(4, 2, 1.5) Tied.Name = "Rope" Tied.CanCollide = false Tied.Transparency = 0.1 Tied.BrickColor = BrickColor.new("Cyan") Tied.CFrame = hittorso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) local Weld = Instance.new("Weld", hittorso) Weld.Part0 = hittorso Weld.Part1 = Tied Weld.C1 = hittorso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) hit.Parent.Torso.Anchored = true hit.Parent["Left Arm"].Anchored = true hit.Parent["Right Arm"].Anchored = true wait(3) for i = 1, 10 do wait(0.1) Tied.Transparency = Tied.Transparency + 0.1 end hit.Parent.Torso.Anchored = false hit.Parent["Left Arm"].Anchored = false hit.Parent["Right Arm"].Anchored = false end end end rp.Touched:connect(touch) coroutine.resume(coroutine.create(function() wait(1) rp:Destroy() end)) end end wait(1) PatienceAttackDebounce = false end end if BraveryAttack == true then if InUse == false then return end if InUse == true then if BraveryAttackDebounce == true then return end if BraveryAttackDebounce == false then BraveryAttackDebounce = true do local ray = Ray.new(Bravery.CFrame.p, mouse.Hit.p - Bravery.CFrame.p.unit * 300) local position = mouse.Hit.p local distance = position - Bravery.CFrame.p.magnitude local rp = Instance.new("Part", workspace) rp.Anchored = true rp.TopSurface = "Smooth" rp.BottomSurface = "Smooth" rp.Transparency = 1 rp.BrickColor = BrickColor.new("Deep orange") rp.FormFactor = "Custom" rp.CanCollide = false rp.Size = Vector3.new(0.6, 0.6, distance) rp.Material = "Neon" rp.CFrame = CFrame.new(position, Kindness.CFrame.p) * CFrame.new(0, 0, -distance / 2) local cy = Instance.new("BlockMesh", rp) rp:Destroy() local ps = Instance.new("Part", suit) ps.Name = "MagicPart" ps.TopSurface = "Smooth" ps.BottomSurface = "Smooth" ps.BrickColor = BrickColor.new("Toothpaste") ps.FormFactor = "Custom" ps.Transparency = 1 ps.Size = Vector3.new(0.5, 0.5, 0.5) ps.Anchored = true ps.CanCollide = false ps.CFrame = CFrame.new(position) * CFrame.new(0, 3, 0) local cy = Instance.new("SpecialMesh", ps) cy.MeshType = "Cylinder" for i = 1, 5 do coroutine.resume(coroutine.create(function() coroutine.resume(coroutine.create(function() local SpawnSounds = { Spike = Instance.new("Sound") } SpawnSounds.Spike.SoundId = "http://www.roblox.com/asset?id=486286230" SpawnSounds.Spike.Volume = 0.1 function PlaySpawnSound(soundname, pitch) SpawnSounds[soundname].Parent = ps SpawnSounds[soundname].Pitch = pitch SpawnSounds[soundname]:Play() local oldsound = SpawnSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) SpawnSounds[soundname] = SpawnSounds[soundname]:clone() end local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.3, 0.3, 0.3) p.TopSurface = 0 p.BottomSurface = 0 local colorc = { "Deep orange" } local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 8 do wait() p.Size = Vector3.new(0.3 * i, 0.3 * i, 0.3 * i) p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) PlaySpawnSound("Spike", 1) wait(0.5) end)) xmathrandom = math.random(-10, 10) ymathrandom = math.random(2, 10) zmathrandom = math.random(-10, 10) local Bomb = Instance.new("Part", hand5Bravery) Bomb.TopSurface = "Smooth" Bomb.BottomSurface = "Smooth" Bomb.Size = Vector3.new(0.1, 0.1, 0.1) Bomb.CanCollide = true Bomb.Anchored = true Bomb.BrickColor = BrickColor.new("Mid gray") Bomb.Shape = "Ball" Bomb.Material = "Neon" Bomb.Transparency = 0 Bomb.CFrame = ps.CFrame * CFrame.new(xmathrandom, ymathrandom, zmathrandom) * CFrame.fromEulerAnglesXYZ(0, 0, 0) xmathrandom = 0 ymathrandom = 0 zmathrandom = 0 wait(1) Bomb.BrickColor = BrickColor.new("Deep orange") local p = Instance.new("Part", workspace) p.FormFactor = "Custom" p.Size = Vector3.new(0.1, 0.1, 0.1) p.TopSurface = 0 p.BottomSurface = 0 local colorc = { "Deep orange" } local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) p.BrickColor = Fire p.CanCollide = false p.Anchored = true p.CFrame = Bomb.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) coroutine.resume(coroutine.create(function() for i = 1, 2 do wait() p.Size = Vector3.new(0.1 * i, 0.1 * i, 0.1 * i) p.CFrame = Bomb.CFrame * CFrame.new(0, 0, 0) end p:remove() end)) wait(1) local explosion = Instance.new("Part", workspace) explosion.FormFactor = "Custom" explosion.Size = Vector3.new(0.8, 0.8, 0.8) explosion.TopSurface = 0 explosion.BottomSurface = 0 local colorc = { "Deep orange" } local Fire = BrickColor.new(colorc[math.random(1, #colorc)]) explosion.BrickColor = Fire explosion.CanCollide = false explosion.Anchored = true explosion.CFrame = Bomb.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3)) PlaySound("Explode", 1, explosion, false) function touch(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil then if hit.Parent.Name == char.Name then return end if hit.Parent.Name == hand1Determination.Name then return end if hit.Parent.Name == hand2Perseverance.Name then return end if hit.Parent.Name == hand3Patience.Name then return end if hit.Parent.Name == hand4Integrity.Name then return end if hit.Parent.Name == hand5Bravery.Name then return end if hit.Parent.Name == hand6Justice.Name then return end if hit.Parent.Name == hand7Kindness.Name then return end hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 50 do local HitSounds = { Hurt = Instance.new("Sound") } HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063" HitSounds.Hurt.Volume = 1 function PlayHitSound(soundname, pitch) HitSounds[soundname].Parent = hit.Parent.Torso HitSounds[soundname].Pitch = pitch HitSounds[soundname]:Play() local oldsound = HitSounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) HitSounds[soundname] = HitSounds[soundname]:clone() end PlayHitSound("Hurt", 1) end end end explosion.Touched:connect(touch) coroutine.resume(coroutine.create(function() for i = 1, 10 do wait() explosion.Position = Bomb.Position explosion.CFrame = Bomb.CFrame explosion.Size = Vector3.new(3 * i, 3 * i, 3 * i) explosion.Position = Bomb.Position explosion.CFrame = Bomb.CFrame explosion.Transparency = explosion.Transparency + 0.1 explosion.Position = Bomb.Position explosion.CFrame = Bomb.CFrame end explosion:remove() Bomb:remove() end)) ps:remove() end)) end wait(2) BraveryAttackDebounce = false end end end end end) game:service("RunService").Stepped:connect(function() if hand1Determinationhealth.Health == 0 and hand1DeterminationhealthDown == false then hand1DeterminationhealthDown = true Determination:remove() DeterminationAttack = false DetermiantionAttackDebounce = false end end) game:service("RunService").Stepped:connect(function() if hand2Perseverancehealth.Health == 0 and hand2PerseverancehealthDown == false then hand2PerseverancehealthDown = true Perseverance:remove() PerseveranceAttack = false PerseveranceAttackDebounce = false end end) game:service("RunService").Stepped:connect(function() if hand3Patiencehealth.Health == 0 and hand3PatiencehealthDown == false then hand3PatiencehealthDown = true Patience:remove() PatienceAttack = false PatienceAttackDebounce = false end end) game:service("RunService").Stepped:connect(function() if hand4Integrityhealth.Health == 0 and hand4IntegrityhealthDown == false then hand4IntegrityhealthDown = true Integrity:remove() IntegrityAttack = false IntegrityAttackDebounce = false end end) game:service("RunService").Stepped:connect(function() if hand5Braveryhealth.Health == 0 and hand5BraveryhealthDown == false then hand5BraveryhealthDown = true Bravery:remove() BraveryAttack = false BraveryAttackDebounce = false end end) game:service("RunService").Stepped:connect(function() if hand6Justicehealth.Health == 0 and hand6JusticehealthDown == false then hand6JusticehealthDown = true Justice:remove() JusticeAttack = false JusticeAttackDebounce = false end end) game:service("RunService").Stepped:connect(function() if hand7Kindnesshealth.Health == 0 and hand7KindnesshealthDown == false then hand7KindnesshealthDown = true Kindness:remove() KindnessAttack = false KindnessAttackDebounce = false if ShieldValueToGasterDebounce == false then ShieldValueToGasterDebounce = true for i = 1, 3 do wait() shieldparent6.Transparency = shieldparent6.Transparency + 0.1 shieldparent5.Transparency = shieldparent5.Transparency + 0.1 shieldparent4.Transparency = shieldparent4.Transparency + 0.1 shieldparent3.Transparency = shieldparent3.Transparency + 0.1 shieldparent2.Transparency = shieldparent2.Transparency + 0.1 shieldparent1.Transparency = shieldparent1.Transparency + 0.1 end shieldparent6:remove() shieldparent5:remove() shieldparent4:remove() shieldparent3:remove() shieldparent2:remove() shieldparent1:remove() shieldparent1 = nil shieldparent2 = nil shieldparent3 = nil shieldparent4 = nil shieldparent5 = nil shieldparent6 = nil end end end) char.Humanoid.MaxHealth = 666666666 wait() char.Humanoid.Health = 666666666
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