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Silver_cole

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Jul 14th, 2019
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  1. --https://github.com/Mokiros/roblox-FE-compatibility if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end local Player,Mouse,mouse,UserInputService,ContextActionService = owner local RealPlayer = Player do print("FE Compatibility code by Mokiros")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("UserInput_Event")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end wait(0.2) local Player = game:GetService("Players").Mamsielansie local Mouse,mouse,UserInputService,ContextActionService do script.Parent = Player.Character local CAS = {Actions={}} local Event = Instance.new("RemoteEvent") Event.Name = "UserInput_Event" Event.Parent = Player.Character local fakeEvent = function() local t = {_fakeEvent=true} t.Connect = function(self,f)self.Function=f end t.connect = t.Connect return t end local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()} local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()} function CAS:BindAction(name,fun,touch,...) CAS.Actions[name] = {Name=name,Function=fun,Keys={...}} end function CAS:UnbindAction(name) CAS.Actions[name] = nil end local function te(self,ev,...) local t = m[ev] if t and t._fakeEvent and t.Function then t.Function(...) end end m.TrigEvent = te UIS.TrigEvent = te Event.OnServerEvent:Connect(function(plr,io) if plr~=Player then return end if io.isMouse then m.Target = io.Target m.Hit = io.Hit elseif io.UserInputType == Enum.UserInputType.MouseButton1 then if io.UserInputState == Enum.UserInputState.Begin then m:TrigEvent("Button1Down") else m:TrigEvent("Button1Up") end else for n,t in pairs(CAS.Actions) do for _,k in pairs(t.Keys) do if k==io.KeyCode then t.Function(t.Name,io.UserInputState,io) end end end if io.UserInputState == Enum.UserInputState.Begin then m:TrigEvent("KeyDown",io.KeyCode.Name:lower()) UIS:TrigEvent("InputBegan",io,false) else m:TrigEvent("KeyUp",io.KeyCode.Name:lower()) UIS:TrigEvent("InputEnded",io,false) end end end) Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS end wait(0.2) local Player, Character = game:service("Players").Mamsielansie, game:GetService("Players").Mamsielansje.Character; local Torso = Character:FindFirstChild("Torso") local rootPart = Character:FindFirstChild("HumanoidRootPart") local Humanoid = Character:FindFirstChild("Humanoid") local Head = Character:FindFirstChild("Head") local Right_Arm = Character:FindFirstChild("Right Arm") local Left_Arm = Character:FindFirstChild("Left Arm") local Right_Leg = Character:FindFirstChild("Right Leg") local Left_Leg = Character:FindFirstChild("Left Leg") local Right_Shoulder = Torso:FindFirstChild("Right Shoulder") local Left_Shoulder = Torso:FindFirstChild("Left Shoulder") local Right_Hip = Torso:FindFirstChild("Right Hip") local Left_Hip = Torso:FindFirstChild("Left Hip") local Neck = Torso:FindFirstChild("Neck") local rootPart = Character:FindFirstChild("HumanoidRootPart") local rootJoint = rootPart:FindFirstChild("RootJoint") local CurrentIdle = "Idling1" local Degree = 0.0175438596491228 local canremove = false local debounce = false local UIService=game:GetService'UserInputService' Character.Sound:Destroy() _G.SongName = math.random(1,9025232) sin = math.sin Right_Leg.FormFactor = "Custom"; Left_Leg.FormFactor = "Custom"; rootPart.Archivable = true; rootJoint.Archivable = true; c_new = CFrame.new; c_angles = CFrame.Angles; i_new = Instance.new Humanoid:ClearAllChildren(); local isAttacking = false local isSprinting = false local Animations = false local Angle = 0 local Axis = 0 local angleSpeed = 1 local axisSpeed = angleSpeed local currentAnim local levetatingheight = 3 idly = 0 idle = idly local Effects = Instance.new("Folder",Character) Effects.Name = "Effects" local SansAnim = false V="Really black" local txt = Instance.new("BillboardGui", Character) txt.Adornee = Head txt.Name = "_status" txt.Size = UDim2.new(2, 0, 2, 0) txt.StudsOffset = Vector3.new(-6.1, 6, 0) local text = Instance.new("TextLabel", txt) text.Size = UDim2.new(7, 0, 3, 0) text.FontSize = "Size24" text.TextScaled = true text.TextTransparency = 0 text.BackgroundTransparency = 1 text.TextTransparency = 0 text.TextStrokeTransparency = 0 text.Font = "Antique" text.TextStrokeColor3 = Color3.new(0,0,0) text.TextColor3 = Color3.new(1,1,1) text.Text = "Evelyn Switcher" for i,v in pairs(Character:GetChildren()) do if v:IsA('Shirt') or v:IsA('Pants') then v:Destroy() end end for i,v in pairs(Character:GetChildren()) do if v:IsA('CharacterMesh') then v:Destroy() end end Humanoid.MaxHealth = 200 Humanoid.Health = 200 function Trace() local ch = Character:GetChildren() for i = 1, #ch do if ch[i].ClassName == "Part" and ch[i].Name ~= "HumanoidRootPart" then local trace = Instance.new("Part",game.Workspace) trace.Size = ch[i].Size trace.Material = "Neon" trace.Color = Color3.new(0,0,0) trace.Transparency = 0.3 trace.CanCollide = false trace.Anchored = true trace.CFrame = ch[i].CFrame if ch[i].Name == "Head" then mehs = Instance.new("BlockMesh",trace) mehs.Scale = Vector3.new(0.5,1.25,1.25) end tracedisappear = coroutine.wrap(function() for i = 1, 7 do wait() trace.Transparency = trace.Transparency + .1 end trace:Destroy() end) tracedisappear() end end end local Theme = Instance.new('Sound',Character.Torso) Theme.Looped = true Theme.Volume = 10 Theme.MaxDistance=1000 Theme.EmitterSize=20 Theme.SoundId = 'rbxassetid://1117396305' Theme:Play() newWeld = function(wp0, wp1, wc0x, wc0y, wc0z) wld = Instance.new("Weld", wp1) wld.Part0 = wp0 wld.Part1 = wp1 wld.C0 = CFrame.new(wc0x, wc0y, wc0z) return wld end it=Instance.new function nooutline(part) part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10 end function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size) local fp=it("Part") fp.formFactor=formfactor fp.Parent=parent fp.Reflectance=reflectance fp.Transparency=transparency fp.CanCollide=false fp.Locked=true fp.BrickColor=BrickColor.new(tostring(brickcolor)) fp.Name=name fp.Size=size fp.Position=Character.Torso.Position nooutline(fp) fp.Material=material fp:BreakJoints() return fp end function weld(parent, part0, part1, c0, c1) local Weld = Instance.new("Weld") Weld.Parent = parent Weld.Part0 = part0 Weld.Part1 = part1 Weld.C0 = c0 Weld.C1 = c1 return Weld end function noOutline(part) part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10 end local function Part(Name,Color, Material, Transparency,Shape, Size, CFrame,CanCollide,Anchored,parent) local partie = i_new("Part",parent) partie.Name=Name partie.BrickColor = BrickColor.new(Color) partie.Material = Material partie.Shape = Shape partie.Transparency = Transparency partie.Size = Size partie.CFrame = CFrame partie.CanCollide = CanCollide partie.Anchored = Anchored return partie end Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60) --//=================================\\ --|| SAZERENOS' ARTIFICIAL HEARTBEAT --\\=================================// ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = Frame_Speed tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) --//=================================\\ --\\=================================// function swait(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 1, num do ArtificialHB.Event:wait() end end end function mesh(Mesh, part, meshtype, meshid, offset, scale) local mesh = i_new(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype mesh.MeshId = meshid end mesh.Offset = offset mesh.Scale = scale return mesh end Head.Transparency = 1 local _Face = Instance.new("Part",Head) _Face.Name = "_Face" _Face.Shape = Enum.PartType.Block _Face.CanCollide = false _Face.Color = Color3.new(0,0,0) _Face.Transparency = 1 _Face.Material = "SmoothPlastic" _Face.Size = Vector3.new(1.95, 1.85, 1.85) _Face.TopSurface = Enum.SurfaceType.Smooth _Face.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", _Face) Weld.Part0 = Head Weld.Part1 = _Face Weld.C1 = CFrame.new(0,-0.3,-0.186) _FaceMesh = Instance.new("SpecialMesh",_Face) _FaceMesh.MeshType = "Sphere" _FaceMesh.Scale = Vector3.new(1,1,1) Eyes = Instance.new("Decal",_Face) Eyes.Texture = "rbxassetid://0" Mouth = Instance.new("Decal",_Face) Mouth.Texture = "rbxassetid://1572409375" attack = false attack2 = false function FindNearestTorso(Position, Distance, SinglePlayer) if SinglePlayer then return (SinglePlayer.Torso.CFrame.p - Position).magnitude < Distance end local List = {} for i, v in pairs(workspace:GetChildren()) do if v:IsA("Model") then if v:findFirstChild("Torso") then if v ~= Character then if (v.Torso.Position - Position).magnitude <= Distance then table.insert(List, v) end end end end end return List end function Normal_Face() if Transformed == false then Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572409375" else Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" end end function Charm() attack = true attack2 = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://333446256" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() for i = 0,0.8,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-15),math.rad(0),math.rad(-30)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-15),math.rad(0),math.rad(30)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-45),math.rad(0) + math.sin(sine/7.5)/5,math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0),math.rad(0) - math.sin(sine/7.5)/5,math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0) + math.sin(sine/7.5)/5,math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0),math.rad(0) - math.sin(sine/7.5)/5, math.rad(-25)), 0.15) swait() end Normal_Face() Animations = false attack = false attack2 = false end function Laugh() attack = true Animations = true Lauhg = Instance.new("Sound") Lauhg.Parent = Character.Torso Lauhg.SoundId = "rbxassetid://1098076461" Lauhg.Volume = 8 Lauhg.Looped = false Lauhg.Pitch = 1 Lauhg.TimePosition = 0.55 Lauhg:Play() Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" for i = 0,1,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.1, 0.5 + math.sin(sine/7.5)/10, 0) * c_angles(math.rad(-20),math.rad(-20),math.rad(0)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1, 0.5 + math.sin(sine/7.5)/10, 0) * c_angles(math.rad(-20),math.rad(20),math.rad(0)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-30),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-35),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/1)/4, -0.25) * c_angles(math.rad(30),math.rad(0), math.rad(0)), 0.15) swait() end Normal_Face() Animations = false attack = false end local target = nil function Attackone() attack = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" for i = 0,0.15,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(130),math.rad(0),math.rad(20)), 0.2) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(90),math.rad(0),math.rad(-35)), 0.2) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.2) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.2) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(-60),math.rad(0)), 0.2) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(0),math.rad(60), math.rad(0)), 0.2) swait() end S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1033173157" S.Volume = 8 S.Looped = false S.Pitch = 1 S:Play() coroutine.wrap(function() con1=Right_Arm.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid")and hit.Parent ~= nil and hit.Parent.Name ~= Player.Character.Name and hit.Parent.Name ~= target then target = hit.Parent.Name hit.Parent.Humanoid:TakeDamage(math.random(10,20)) S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1907654067" S.Volume = 8 S.Looped = false S.Pitch = 1 S:Play() end end) wait(0.1) con1:disconnect() end)() for i = 0,0.12,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(75),math.rad(-30),math.rad(25)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(20),math.rad(0),math.rad(-15)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(5),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-5),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(-20), math.rad(80),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(-20),math.rad(-80), math.rad(0)), 0.15) swait() end Normal_Face() target = nil Animations = false attack = false end function Attacktwo() attack = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" for i = 0,0.15,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(90),math.rad(0),math.rad(20)), 0.2) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(130),math.rad(0),math.rad(-35)), 0.2) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.2) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.2) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(60),math.rad(0)), 0.2) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(0),math.rad(-60), math.rad(0)), 0.2) swait() end S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://417624771" S.Volume = 8 S.Looped = false S.Pitch = 1 S:Play() coroutine.wrap(function() con1=Left_Arm.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid")and hit.Parent ~= nil and hit.Parent.Name ~= Player.Character.Name and hit.Parent.Name ~= target then target = hit.Parent.Name hit.Parent.Humanoid:TakeDamage(math.random(10,20)) S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1907654067" S.Volume = 8 S.Looped = false S.Pitch = 1 S:Play() end end) wait(0.1) con1:disconnect() end)() for i = 0,0.12,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(20),math.rad(0),math.rad(15)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(75),math.rad(30),math.rad(-25)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(-5),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(5),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(-20), math.rad(-80),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(-20),math.rad(80), math.rad(0)), 0.15) swait() end Normal_Face() target = nil Animations = false attack = false end function Attackthree() attack = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1031614266" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() coroutine.wrap(function() for i, v in pairs(FindNearestTorso(rootPart.CFrame.p, 5)) do if v:FindFirstChild('HumanoidRootPart') then wait(0.25) v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(15,25) S = Instance.new("Sound") S.Parent = v:FindFirstChild('HumanoidRootPart') S.SoundId = "rbxassetid://884538090" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() end end end)() for i = 0,0.3,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(-90) - i * 14,math.rad(0),math.rad(20)), 0.2) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(-90) - i * 14,math.rad(0),math.rad(-20)), 0.2) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.7, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.2) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.8, 0) * c_angles(math.rad(45),math.rad(0),math.rad(0)), 0.2) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, 0.2, -1.5 + i * 2) * c_angles(math.rad(45) + i * 20, math.rad(0),math.rad(0)), 0.2) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(-45),math.rad(0), math.rad(0)), 0.2) swait() end Normal_Face() target = nil Animations = false attack = false end function Attackfour() attack = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572410439" for i = 0,0.01,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(0),math.rad(0), math.rad(0)), 0.15) end for i = 0,0.08,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 1.2, 0) * c_angles(math.rad(180),math.rad(0),math.rad(0)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 1.2, 0) * c_angles(math.rad(180),math.rad(0),math.rad(0)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(-25),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-25),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(20),math.rad(0), math.rad(0)), 0.15) swait() end Eyes.Texture = "rbxassetid://1572409968" Mouth.Texture = "rbxassetid://1572411867" S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://755646516" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() for i = 0,0.05,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.25) * c_angles(math.rad(200),math.rad(0),math.rad(-40)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.25) * c_angles(math.rad(200),math.rad(0),math.rad(40)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(20),math.rad(0), math.rad(0)), 0.15) swait() end for i, v in pairs(FindNearestTorso(Torso.CFrame.p, 4)) do if v:FindFirstChild('HumanoidRootPart') then v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(25,30) S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1907654067" S.Volume = 8 S.Looped = false S.Pitch = 1 S:Play() end end for i = 0,0.01,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.5) * c_angles(math.rad(80),math.rad(0),math.rad(-40)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.5) * c_angles(math.rad(80),math.rad(0),math.rad(40)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(20),math.rad(0), math.rad(0)), 0.15) swait() end for i = 0,0.04,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.2, -1) * c_angles(math.rad(0),math.rad(0),math.rad(-40)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.2, -1) * c_angles(math.rad(0),math.rad(0),math.rad(40)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(-20), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(-20),math.rad(0), math.rad(0)), 0.15) swait() end wait(0.1) Normal_Face() Animations = false attack = false end function Attackfive() attack = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" Wh = Instance.new("Sound") Wh.Parent = Character.Torso Wh.SoundId = "rbxassetid://1152719084" Wh.Volume = 10 Wh.Looped = false Wh.Pitch = 1.2 Wh.TimePosition = 0.3 Wh:Play() for i = 0,0.25,0.01 do Trace() Humanoid.WalkSpeed = 50 rootPart.Velocity = rootPart.CFrame.lookVector * 200 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(20)), 0.2) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(-20)), 0.2) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.7, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.2) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.8, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.2) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, 0.2, 0) * c_angles(math.rad(90), math.rad(0) + i * 50,math.rad(0)), 0.2) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(0),math.rad(0) - i * 50, math.rad(0)), 0.2) coroutine.wrap(function() for i, v in pairs(FindNearestTorso(rootPart.CFrame.p, 6)) do if v:FindFirstChild('HumanoidRootPart') then v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - 1.5 end end end)() swait() end Wh:Destroy() Normal_Face() target = nil Animations = false attack = false end function Rage() attack = true attack2 = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572410763" S = Instance.new("Sound") S.Parent = Torso S.SoundId = "rbxassetid://298660207" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() for i = 0,0.6,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60),math.rad(0),math.rad(-60)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(80),math.rad(0),math.rad(60)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(-5)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(5)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0 + math.sin(sine/0.2)/2, -2 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 + math.sin(sine/0.2)/2, 1.5 + math.sin(sine/7.5)/15, -0.8) * c_angles(math.rad(-80),math.rad(0), math.rad(0)), 0.15) swait() end Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" local rng2 = Instance.new("Part",Character) rng2.Anchored = true rng2.Color = Color3.new(0,0,0) rng2.CanCollide = false rng2.Material = "Neon" rng2.FormFactor = 3 rng2.Name = "Shockwave" rng2.Size = Vector3.new(1, 1, 1) rng2.Transparency = 0.35 rng2.TopSurface = 0 rng2.BottomSurface = 0 rng2.CFrame = rootPart.CFrame local rngm2 = Instance.new("SpecialMesh", rng2) rngm2.Scale = Vector3.new(1, 0, 1) rngm2.Offset = Vector3.new(0,0.5,0) rngm2.MeshType = "Sphere" local rng = Instance.new("Part",Character) rng.Anchored = true rng.Color = Color3.new(0,0,0) rng.CanCollide = false rng.Material = "Neon" rng.FormFactor = 3 rng.Name = "Shockwave" rng.Size = Vector3.new(1, 1, 1) rng.Transparency = 0.35 rng.TopSurface = 0 rng.BottomSurface = 0 rng.CFrame = rootPart.CFrame local rngm = Instance.new("SpecialMesh", rng) rngm.Scale = Vector3.new(0, 0, 0) rngm.Offset = Vector3.new(0,0.5,0) rngm.MeshType = "Sphere" local rng3 = Instance.new("Part",Character) rng3.Anchored = true rng3.Color = Color3.new(0,0,0) rng3.CanCollide = false rng3.Material = "Neon" rng3.FormFactor = 3 rng3.Name = "Shockwave" rng3.Size = Vector3.new(1, 1, 1) rng3.Transparency = 0.35 rng3.TopSurface = 0 rng3.BottomSurface = 0 rng3.CFrame = rootPart.CFrame local rngm3 = Instance.new("SpecialMesh", rng3) rngm3.Scale = Vector3.new(0, 0, 0) rngm3.Offset = Vector3.new(0,0.5,0) rngm3.MeshType = "Sphere" S = Instance.new("Sound") S.Parent = Torso S.SoundId = "rbxassetid://1913279584" S.Volume = 8 S.Looped = false S.Pitch = 1 S:Play() spawn(function() for i = 1, 60, 2 do rng2.Color = Color3.new(i/60,0,0) rngm2.Scale = Vector3.new(5 + i*0.5, 5 + i*0.5 ,5 + i*0.5) rng2.Transparency = i/60 rngm.Scale = Vector3.new(2.5 + i*0.25, 2.5 + i*0.25 ,2.5 + i*0.25) rng.Transparency = i/60 rngm3.Scale = Vector3.new(1.25 + i*0.125, 1.25 + i*0.125 ,1.25 + i*0.125) rng3.Transparency = i/60 swait() end wait() rng3:Destroy() rng2:Destroy() rng:Destroy() end) coroutine.wrap(function() for i = 1,360 do local fx = Instance.new("Part",Effects) fx.Anchored = true fx.Color = Color3.new(0,0,0) fx.CanCollide = false fx.FormFactor = 3 fx.Name = "Shockwave" fx.Material = "Neon" fx.Size = Vector3.new(1, 1, 1) fx.Transparency = 0.35 fx.TopSurface = 0 fx.BottomSurface = 0 fx.CFrame = rootPart.CFrame fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10)) local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,0,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fx.Color = Color3.new(i/30,0,0) fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083) fx.CFrame = fx.CFrame * CFrame.new(0,2.5,0) fx.Transparency = i/30 swait() end wait() fx:Destroy() end) end end)() coroutine.wrap(function() for i, v in pairs(FindNearestTorso(Torso.CFrame.p, 15)) do if v:FindFirstChild('HumanoidRootPart') then v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(25,55) S = Instance.new("Sound") S.Parent = v:FindFirstChild('HumanoidRootPart') S.SoundId = "rbxassetid://884538090" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() coroutine.wrap(function() for i = 1,20 do v:FindFirstChild('Torso').Velocity=(v:FindFirstChild('Torso').CFrame.lookVector*150)+Vector3.new(0,1,0)*80 swait() end end)() end end end)() for i = 0,0.7,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(60) - math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-60) + math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-10)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(10)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(30),math.rad(0), math.rad(0)), 0.15) swait() end Normal_Face() target = nil Animations = false attack2 = false attack = false end function nooutline(part) part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10 end function perts(formfactor,parent,material,reflectance,transparency,brickcolor,name,size) local fp=it("Part") fp.formFactor=formfactor fp.Parent=parent fp.Reflectance=reflectance fp.Transparency=transparency fp.CanCollide=false fp.Locked=true fp.BrickColor=BrickColor.new(tostring(brickcolor)) fp.Name=name fp.Size=size fp.Position=Character.Torso.Position nooutline(fp) fp.Material=material fp:BreakJoints() return fp end function mush(Mesh,part,meshtype,meshid,offset,scale) local mush=it(Mesh) mush.Parent=part if Mesh=="SpecialMesh" then mush.MeshType=meshtype mush.MeshId=meshid end mush.Offset=offset mush.Scale=scale return mush end function wald2(parent,part0,part1,c0,c1) local wald2=it("Weld") wald2.Parent=parent wald2.Part0=part0 wald2.Part1=part1 wald2.C0=c0 wald2.C1=c1 return wald2 end Damagefunc2=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock) if hit.Parent==nil then return end h=hit.Parent:FindFirstChild("Humanoid") for _,v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h=v end end if hit.Parent.Parent:FindFirstChild("Torso")~=nil then h=hit.Parent.Parent:FindFirstChild("Humanoid") end if hit.Parent.className=="Hat" then hit=hit.Parent.Parent:findFirstChild("Head") end if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] -- hs(hit,1.2) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game:service("Players").REPLACENAME c.Parent=h game:GetService("Debris"):AddItem(c,.5) Damage=math.random(minim,maxim) -- h:TakeDamage(Damage) blocked=false block=hit.Parent:findFirstChild("Block") if block~=nil then print(block.className) if block.className=="NumberValue" then if block.Value>0 then blocked=true if decreaseblock==nil then block.Value=block.Value-1 end end end if block.className=="IntValue" then if block.Value>0 then blocked=true if decreaseblock~=nil then block.Value=block.Value-1 end end end end if blocked==false then -- h:TakeDamage(Damage) h.Health=h.Health-Damage else h.Health=h.Health-(Damage/2) end if Type=="Knockdown" then hum=hit.Parent.Humanoid hum.PlatformStand=true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand=false end),hum) local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit --hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local bodvol=Instance.new("BodyVelocity") bodvol.velocity=angle*knockback bodvol.P=5000 bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodvol.Parent=hit rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10)) rl.Parent=hit game:GetService("Debris"):AddItem(bodvol,.5) game:GetService("Debris"):AddItem(rl,.5) elseif Type=="Normal" then vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback if KnockbackType==1 then vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05 elseif KnockbackType==2 then vp.velocity=Property.CFrame.lookVector*knockback end if knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,.5) elseif Type=="Up" then local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=vt(0,60,0) bodyVelocity.P=5000 bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodyVelocity.Parent=hit game:GetService("Debris"):AddItem(bodyVelocity,1) rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30)) rl.Parent=hit game:GetService("Debris"):AddItem(rl,.5) elseif Type=="Snare" then bp=Instance.new("BodyPosition") bp.P=2000 bp.D=100 bp.maxForce=Vector3.new(math.huge,math.huge,math.huge) bp.position=hit.Parent.Torso.Position bp.Parent=hit.Parent.Torso game:GetService("Debris"):AddItem(bp,1) elseif Type=="Target" then if Targetting==false then ZTarget=hit.Parent.Torso coroutine.resume(coroutine.create(function(Part) so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5) swait(5) so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5) end),ZTarget) TargHum=ZTarget.Parent:findFirstChild("Humanoid") targetgui=Instance.new("BillboardGui") targetgui.Parent=ZTarget targetgui.Size=UDim2.new(10,100,10,100) targ=Instance.new("ImageLabel") targ.Parent=targetgui targ.BackgroundTransparency=1 targ.Image="rbxassetid://4834067" targ.Size=UDim2.new(1,0,1,0) cam.CameraType="Scriptable" cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position) dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z) workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position) Targetting=true RocketTarget=ZTarget for i=1,Property do --while Targetting==true and Humanoid.Health>0 and Character.Parent~=nil do if Humanoid.Health>0 and Character.Parent~=nil and TargHum.Health>0 and TargHum.Parent~=nil and Targetting==true then swait() end --workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,Head.CFrame.p+rmdir*100) cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position) dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z) cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)*CFrame.new(0,5,10)*CFrame.fromEulerAnglesXYZ(-0.3,0,0) end Targetting=false RocketTarget=nil targetgui.Parent=nil cam.CameraType="Custom" end end debounce=Instance.new("BoolValue") debounce.Name="DebounceHit" debounce.Parent=hit.Parent debounce.Value=true game:GetService("Debris"):AddItem(debounce,Delay) c=Instance.new("ObjectValue") c.Name="creator" c.Value=Player c.Parent=h game:GetService("Debris"):AddItem(c,.5) CRIT=false hitDeb=true AttackPos=6 end end function rayCast2(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function Laser(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local pat2 = perts(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5)) pat2.Anchored = true pat2.CFrame = cframe pat2.Material = "Neon" local mash2 = mush("CylinderMesh", pat2, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(pat2, 2) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do swait() Part.CFrame = Part.CFrame Part.Transparency = i Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3) end Part.Parent = nil end), pat2, mash2) end function Shockwave2(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local pat2 = perts(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5)) pat2.Anchored = true pat2.CFrame = cframe pat2.Material = "Neon" local mash2 = mush("SpecialMesh", pat2, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(pat2, 2) coroutine.resume(coroutine.create(function(Part, Mesh) for i = 0, 1, delay do swait() Part.CFrame = Part.CFrame Part.Transparency = i * 2 Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3) end Part.Parent = nil end), pat2, mash2) end --brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay Firem = Instance.new("Part",Character) Firem.Anchored = false Firem.CanCollide = false Firem.Size = Vector3.new(0.1,0.1,0.1) Firem.Transparency = 1 Weld = Instance.new("Weld",Firem) Weld.Part0 = Head Weld.Part1 = Firem Weld.C1 = CFrame.new(0,-1.5,0) Fire = Instance.new("Fire",Firem) Fire.Color = Color3.new(1,0,0) Fire.Size = 0 Fire.SecondaryColor = Color3.new(1,0,0) Fire.Enabled = false atk = 1 function LaserBlaster() attack = true Animations = true Point= Instance.new("BodyGyro") Point.Parent = rootPart Point.D = 175 Point.P = 20000 Point.MaxTorque = Vector3.new(0,4000000,0) Eyes.Texture = "rbxassetid://1572409968" Mouth.Texture = "rbxassetid://1572410439" if atk == 1 then for i = 0,0.08,0.01 do Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position) RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(60)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-25)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(60),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(-60), math.rad(0)), 0.15) swait() end S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1336753255" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() local MouseLook=CFrame.new((Right_Arm.Position+mouse.Hit.p)/2,mouse.Hit.p) local hit,pos = rayCast2(Right_Arm.Position,MouseLook.lookVector,999,rootPart.Parent) local mag=(Right_Arm.Position-pos).magnitude Laser(BrickColor.new("Really black"),CFrame.new((Right_Arm.Position+pos)/2,pos)*CFrame.Angles(1.57,0,0),1,mag*2,1,2.5,0,0.005,0.05) if hit~=nil then local refa=perts(3,workspace,"SmoothPlastic",0,1,BrickColor.new("Really black"),"Effect",Vector3.new()) refa.Anchored=true refa.CFrame=CFrame.new(pos) game:GetService("Debris"):AddItem(refa,1) Shockwave2(BrickColor.new("Really red"),CFrame.new(pos),0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.01*2) Damagefunc2(hit,5,10,0,"Normal",rootPart,0) Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" for i = 0,0.1,0.01 do Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position) RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.8) * c_angles(math.rad(90),math.rad(0),math.rad(-45)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-25)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(-45),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-20),math.rad(45), math.rad(0)), 0.15) swait() end for i = 0,0.25,0.01 do Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position) RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(0)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-25)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0), math.rad(0)), 0.15) swait() end end Point:Destroy() atk = atk + 1 elseif atk == 2 then for i = 0,0.08,0.01 do Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position) RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(25)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(-60)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(-60),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(60), math.rad(0)), 0.15) swait() end S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1336753453" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() local MouseLook=CFrame.new((Left_Arm.Position+mouse.Hit.p)/2,mouse.Hit.p) local hit,pos = rayCast2(Left_Arm.Position,MouseLook.lookVector,999,rootPart.Parent) local mag=(Left_Arm.Position-pos).magnitude Laser(BrickColor.new("Really red"),CFrame.new((Left_Arm.Position+pos)/2,pos)*CFrame.Angles(1.57,0,0),1,mag*2,1,2.5,0,0.005,0.05) if hit~=nil then local refa=perts(3,workspace,"SmoothPlastic",0,1,BrickColor.new("Really black"),"Effect",Vector3.new()) refa.Anchored=true refa.CFrame=CFrame.new(pos) game:GetService("Debris"):AddItem(refa,1) Shockwave2(BrickColor.new("Really black"),CFrame.new(pos),0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.01*2) Damagefunc2(hit,5,10,0,"Normal",rootPart,0) Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" for i = 0,0.1,0.01 do Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position) RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(25)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.8) * c_angles(math.rad(90),math.rad(0),math.rad(45)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(45),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-20),math.rad(-45), math.rad(0)), 0.15) swait() end for i = 0,0.25,0.01 do Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position) RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(25)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(0)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0), math.rad(0)), 0.15) swait() end end Point:Destroy() atk = 1 end Normal_Face() Animations = false attack = false end function LaserBarrage() attack = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572410439" if atk == 1 then for i = 0,0.04,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(60)), 0.5) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-25)), 0.5) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.5) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.5) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(60),math.rad(0)), 0.5) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(-60), math.rad(0)), 0.5) swait() end S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1336753255" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() local MouseLook=CFrame.new((Right_Arm.Position+mouse.Hit.p)/2,mouse.Hit.p) local hit,pos = rayCast2(Right_Arm.Position,MouseLook.lookVector,999,rootPart.Parent) local mag=(Right_Arm.Position-pos).magnitude Laser(BrickColor.new("Really red"),CFrame.new((Right_Arm.Position+pos)/2,pos)*CFrame.Angles(1.57,0,0),1,mag*2,1,2.5,0,0.005,0.05) if hit~=nil then local refa=perts(3,workspace,"SmoothPlastic",0,1,BrickColor.new("Really red"),"Effect",Vector3.new()) refa.Anchored=true refa.CFrame=CFrame.new(pos) game:GetService("Debris"):AddItem(refa,1) Shockwave2(BrickColor.new("Really red"),CFrame.new(pos),0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.01*2) coroutine.wrap(function() spawn(function() for i = 1, 60, 2 do swait() end wait() end) end)() Damagefunc2(hit,20,40,0,"Normal",rootPart,0) Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" end atk = atk + 1 elseif atk == 2 then for i = 0,0.04,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(25)), 0.5) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(-60)), 0.5) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.5) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.5) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(-60),math.rad(0)), 0.5) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(60), math.rad(0)), 0.5) swait() end S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1336753453" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() local MouseLook=CFrame.new((Left_Arm.Position+mouse.Hit.p)/2,mouse.Hit.p) local hit,pos = rayCast2(Left_Arm.Position,MouseLook.lookVector,999,rootPart.Parent) local mag=(Left_Arm.Position-pos).magnitude Laser(BrickColor.new("Really red"),CFrame.new((Left_Arm.Position+pos)/2,pos)*CFrame.Angles(1.57,0,0),1,mag*2,1,2.5,0,0.005,0.05) if hit~=nil then local refa=perts(3,workspace,"SmoothPlastic",0,1,BrickColor.new("Really red"),"Effect",Vector3.new()) refa.Anchored=true refa.CFrame=CFrame.new(pos) game:GetService("Debris"):AddItem(refa,1) Shockwave2(BrickColor.new("Really red"),CFrame.new(pos),0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.01*2) coroutine.wrap(function() local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,0,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fxm.Scale = Vector3.new(0.25 - i*0.00416,2.5 - i*0.0416 ,0.25 - i*0.00416) fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0) fx.Transparency = i/30 swait() end wait() fx:Destroy() end) end)() Damagefunc2(hit,20,40,0,"Normal",rootPart,0) Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" end atk = 1 end Normal_Face() Animations = false attack = false end function Shrug() attack = true attack2 = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572410439" for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(20) + math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(-20) - math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(2) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-2) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(-5)), 0.15) swait() end for i = 0,0.1,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(25) + math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(-25) - math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(2) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-2) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(-20)), 0.15) swait() end for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(20) + math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(-20) - math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(2) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-2) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(-5)), 0.15) swait() end Normal_Face() Animations = false attack2 = false attack = false end function Surprised() attack = true attack2 = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572410763" for i = 0,0.05,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(30) - math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-30) + math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-5)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(5)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(-20),math.rad(0), math.rad(0)), 0.15) swait() end S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://2019251766" S.Volume = 10 S.Looped = false S.Pitch = 1 S:Play() for i = 0,0.05,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(60) - math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-60) + math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-10)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(10)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0.1) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(-20),math.rad(0), math.rad(0)), 0.15) swait() end for i = 0,0.7,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(30) - math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-30) + math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-5)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(5)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(-20),math.rad(0), math.rad(0)), 0.15) swait() end Normal_Face() Animations = false attack2 = false attack = false end function No() attack = true attack2 = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572410763" for i = 1,3 do for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(25), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(-25), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end end for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(25), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end Normal_Face() Animations = false attack2 = false attack = false end function Nuh_Uh() attack = true attack2 = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572410439" for i = 1,3 do for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(25), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(-25), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end end for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(25), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end Normal_Face() Animations = false attack2 = false attack = false end function Wave() attack = true attack2 = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572410439" for i = 1,2 do for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(150) + math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(20) - math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(10) + math.sin(sine/15)/15), 0.15) swait() end for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(100) + math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(20) - math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(10) + math.sin(sine/15)/15), 0.15) swait() end end for i = 0,0.2,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(150) + math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(20) - math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(10) + math.sin(sine/15)/15), 0.15) swait() end Normal_Face() Animations = false attack2 = false attack = false end function Nod() attack = true attack2 = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572410439" for i = 0,0.15,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-10) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end for i = 0,0.15,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end for i = 0,0.15,0.01 do angleSpeed = 1 axisSpeed = 1 change = 0.5 RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-10) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end Normal_Face() Animations = false attack2 = false attack = false end TimePerSpike = 2 local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"} function Ink_Spikes() attack = true attack2 = true Animations = true Point= Instance.new("BodyGyro") Point.Parent = rootPart Point.D = 175 Point.P = 20000 Point.MaxTorque = Vector3.new(0,4000000,0) Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" for i = 0,0.15,0.01 do Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position) RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(60) - math.sin(sine/7.5)/15,math.rad(0),math.rad(40) + math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20), math.rad(0),math.rad(-10) - math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-10) - math.sin(sine/7.5)/15, math.rad(50), math.rad(-2) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-10), math.rad(50), math.rad(2) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(-50),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-10) + math.sin(sine/7.5)/15,math.rad(45), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end coroutine.wrap(function() getroot = rootPart.CFrame for i = 1,math.random(10,12) do TimePerSpike = TimePerSpike + math.random(4,6) local rng2 = Instance.new("Part",Character) rng2.Anchored = true rng2.Color = Color3.new(0,0,0) rng2.CanCollide = true rng2.Material = "Neon" rng2.FormFactor = 3 rng2.Name = "Shockwave" rng2.Size = Vector3.new(0.5, 8, 0.5) rng2.Transparency = 0 rng2.TopSurface = 0 rng2.BottomSurface = 0 rng2.CFrame = getroot rng2.CFrame = rng2.CFrame * CFrame.new(math.random(-20,20)/10,-10,-TimePerSpike) * CFrame.Angles(math.rad(math.random(-20,20)/10),math.rad(math.random(-3600,3600)/10),math.rad(math.random(-200,200)/10)) local rngm2 = Instance.new("SpecialMesh", rng2) rngm2.Scale = Vector3.new(1,5,1) rngm2.Offset = Vector3.new(0,0,0) rngm2.MeshType = "FileMesh" rngm2.MeshId = "rbxassetid://1873091214" local HIT = rng2.Touched:Connect(function(hit) if hit.Parent ~= Character then hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 2 end end) S = Instance.new("Sound",rng2) S.Volume = 2 S.SoundId = "rbxassetid://"..HITWEAPONSOUNDS[math.random(1,#HITWEAPONSOUNDS)] S:Play() spawn(function() for i = 1,5 do rng2.CFrame = rng2.CFrame * CFrame.new(0,2,0) swait() end HIT:disconnect() wait(0.05) for i = 1,15 do rng2.CFrame = rng2.CFrame * CFrame.new(0,-0.6,0) swait() end rng2:Destroy() end) wait(0.02) end TimePerSpike = 2 end)() for i = 0,0.3,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(120) - math.sin(sine/7.5)/15,math.rad(0),math.rad(-10) + math.sin(sine/7.5)/15), 0.2) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0),math.rad(-20) - math.sin(sine/7.5)/15), 0.2) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0) - math.sin(sine/7.5)/15, math.rad(0), math.rad(-2) + math.sin(sine/7.5)/66), 0.2) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(2) - math.sin(sine/7.5)/66), 0.2) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(10),math.rad(0)), 0.2) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.2) swait() end Normal_Face() Point:Destroy() Animations = false attack2 = false attack = false end local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"} function Ink_Spikes2() attack = true attack2 = true Animations = true Point= Instance.new("BodyGyro") Point.Parent = rootPart Point.D = 175 Point.P = 20000 Point.MaxTorque = Vector3.new(0,4000000,0) Eyes.Texture = "rbxassetid://1572409968" Mouth.Texture = "rbxassetid://1572411867" for i = 0,0.15,0.01 do Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position) RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(60) - math.sin(sine/7.5)/15,math.rad(0),math.rad(40) + math.sin(sine/7.5)/15), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20), math.rad(0),math.rad(-10) - math.sin(sine/7.5)/15), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-10) - math.sin(sine/7.5)/15, math.rad(50), math.rad(-2) + math.sin(sine/7.5)/66), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-10), math.rad(50), math.rad(2) - math.sin(sine/7.5)/66), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(-50),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-10) + math.sin(sine/7.5)/15,math.rad(45), math.rad(0) + math.sin(sine/15)/15), 0.15) swait() end coroutine.wrap(function() getroot = rootPart.CFrame for i = 1,math.random(10,12) do TimePerSpike = TimePerSpike + math.random(4,6) local rng2 = Instance.new("Part",Effects) rng2.Anchored = true rng2.Color = Color3.new(0,0,0) rng2.CanCollide = true rng2.Material = "Neon" rng2.FormFactor = 3 rng2.Name = "Shockwave" rng2.Size = Vector3.new(0.5, 14, 0.5) rng2.Transparency = 0 rng2.TopSurface = 0 rng2.BottomSurface = 0 rng2.CFrame = getroot rng2.CFrame = rng2.CFrame * CFrame.new(math.random(-20,20)/10,-10,-TimePerSpike) * CFrame.Angles(math.rad(math.random(-20,20)/10),math.rad(math.random(-3600,3600)/10),math.rad(math.random(-200,200)/10)) local rngm2 = Instance.new("SpecialMesh", rng2) rngm2.Scale = Vector3.new(1,8,1) rngm2.Offset = Vector3.new(0,0,0) rngm2.MeshType = "FileMesh" rngm2.MeshId = "rbxassetid://1873091214" local HIT = rng2.Touched:Connect(function(hit) if hit.Parent ~= Character then hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 4 end end) S = Instance.new("Sound",rng2) S.Volume = 2 S.SoundId = "rbxassetid://"..HITWEAPONSOUNDS[math.random(1,#HITWEAPONSOUNDS)] S:Play() spawn(function() for i = 1,5 do rng2.CFrame = rng2.CFrame * CFrame.new(0,2,0) swait() end HIT:disconnect() wait(1) for i = 1,15 do rng2.CFrame = rng2.CFrame * CFrame.new(0,-0.6,0) swait() end rng2:Destroy() end) wait(0.02) end TimePerSpike = 2 end) coroutine.wrap(function() getroot = rootPart.CFrame for i = 1,math.random(10,25) do TimePerSpike2 = TimePerSpike2 + math.random(2,4) local rng2 = Instance.new("Part",Effects) rng2.Anchored = true rng2.Color = Color3.new(0,0,0) rng2.CanCollide = true rng2.Material = "Neon" rng2.FormFactor = 3 rng2.Name = "Shockwave" rng2.Size = Vector3.new(0.5, 8, 0.5) rng2.Transparency = 0 rng2.TopSurface = 0 rng2.BottomSurface = 0 rng2.CFrame = getroot rng2.CFrame = rng2.CFrame * CFrame.new(math.random(-200,200)/10,-10,-TimePerSpike2) * CFrame.Angles(math.rad(math.random(-20,20)/10),math.rad(math.random(-3600,3600)/10),math.rad(math.random(-200,200)/10)) local rngm2 = Instance.new("SpecialMesh", rng2) rngm2.Scale = Vector3.new(1,5,1) rngm2.Offset = Vector3.new(0,0,0) rngm2.MeshType = "FileMesh" rngm2.MeshId = "rbxassetid://1873091214" local HIT = rng2.Touched:Connect(function(hit) if hit.Parent ~= Character then hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 2 end end) S = Instance.new("Sound",rng2) S.Volume = 2 S.SoundId = "rbxassetid://"..HITWEAPONSOUNDS[math.random(1,#HITWEAPONSOUNDS)] S:Play() spawn(function() for i = 1,5 do rng2.CFrame = rng2.CFrame * CFrame.new(0,2,0) swait() end HIT:disconnect() swait() for i = 1,15 do rng2.CFrame = rng2.CFrame * CFrame.new(0,-0.6,0) swait() end rng2:Destroy() end) local rng2 = Instance.new("Part",Effects) rng2.Anchored = true rng2.Color = Color3.new(0,0,0) rng2.CanCollide = true rng2.Material = "Neon" rng2.FormFactor = 3 rng2.Name = "Shockwave" rng2.Size = Vector3.new(0.5, 8, 0.5) rng2.Transparency = 0 rng2.TopSurface = 0 rng2.BottomSurface = 0 rng2.CFrame = getroot rng2.CFrame = rng2.CFrame * CFrame.new(math.random(-200,200)/10,-10,-TimePerSpike2) * CFrame.Angles(math.rad(math.random(-20,20)/10),math.rad(math.random(-3600,3600)/10),math.rad(math.random(-200,200)/10)) local rngm2 = Instance.new("SpecialMesh", rng2) rngm2.Scale = Vector3.new(1,5,1) rngm2.Offset = Vector3.new(0,0,0) rngm2.MeshType = "FileMesh" rngm2.MeshId = "rbxassetid://1873091214" local HIT = rng2.Touched:Connect(function(hit) if hit.Parent ~= Character then hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 2 end end) S = Instance.new("Sound",rng2) S.Volume = 2 S.SoundId = "rbxassetid://"..HITWEAPONSOUNDS[math.random(1,#HITWEAPONSOUNDS)] S:Play() spawn(function() for i = 1,5 do rng2.CFrame = rng2.CFrame * CFrame.new(0,2,0) swait() end HIT:disconnect() swait() for i = 1,15 do rng2.CFrame = rng2.CFrame * CFrame.new(0,-0.6,0) swait() end rng2:Destroy() end) wait(math.random(10,20)/-100) end TimePerSpike2 = 2 end)() for i = 0,0.3,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(120) - math.sin(sine/7.5)/15,math.rad(0),math.rad(-10) + math.sin(sine/7.5)/15), 0.2) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0),math.rad(-20) - math.sin(sine/7.5)/15), 0.2) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0) - math.sin(sine/7.5)/15, math.rad(0), math.rad(-2) + math.sin(sine/7.5)/66), 0.2) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(2) - math.sin(sine/7.5)/66), 0.2) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(10),math.rad(0)), 0.2) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.2) swait() end Normal_Face() Point:Destroy() Animations = false attack2 = false attack = false end function Attacksix() attack = true Animations = true Eyes.Texture = "rbxassetid://0" Mouth.Texture = "rbxassetid://1572411867" sfx = Instance.new("Sound",Left_Arm) sfx.Volume = 2 sfx.SoundId = "rbxassetid://1180449290" sfx:Play() for i = 0,0.4,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(90),math.rad(0),math.rad(20)), 0.2) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(130 + math.random(-50,50)),math.rad(0),math.rad(-35) + math.random(-10,10)/10), 0.2) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.2) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.2) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(60),math.rad(0)), 0.2) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(0),math.rad(-60), math.rad(0)), 0.2) coroutine.wrap(function() for i = 1,2 do local fx = Instance.new("Part",Effects) fx.Anchored = true fx.Color = Color3.fromRGB(159, 243, 233) fx.CanCollide = false fx.FormFactor = 3 fx.Name = "Shockwave" fx.Material = "Neon" fx.Size = Vector3.new(1, 1, 1) fx.Transparency = 0.35 fx.TopSurface = 0 fx.BottomSurface = 0 fx.CFrame = Left_Arm.CFrame fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10)) local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,0,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083) fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0) fx.Transparency = i/15 swait() end wait() fx:Destroy() end) end end)() swait() end for i, v in pairs(FindNearestTorso(Torso.CFrame.p, 7)) do if v:FindFirstChild('HumanoidRootPart') and v:FindFirstChild('Humanoid') then v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(25,52) v:FindFirstChild('Torso').Velocity=(v:FindFirstChild('Torso').CFrame.lookVector*150)+Vector3.new(0,1,0)*20 coroutine.wrap(function() for i = 1,25 do local fx = Instance.new("Part",Effects) fx.Anchored = true fx.Color = Color3.new(1,0,0) fx.CanCollide = false fx.FormFactor = 3 fx.Name = "Shockwave" fx.Material = "Neon" fx.Size = Vector3.new(1, 1, 1) fx.Transparency = 0.35 fx.TopSurface = 0 fx.BottomSurface = 0 fx.CFrame = v:FindFirstChild('HumanoidRootPart').CFrame fx.CFrame = fx.CFrame * CFrame.new(0,0,0) local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,-1,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fx.Color = Color3.new(i/15,0,0) fxm.Scale = Vector3.new(.25 + i/10,.25 + i/10,.25 + i/10) fx.CFrame = fx.CFrame * CFrame.new(0,math.random(-10,10)/10,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10)) fx.Transparency = i/15 swait() end wait() fx:Destroy() end) end end)() else end end sfx:Destroy() S = Instance.new("Sound") S.Parent = Character.Torso S.SoundId = "rbxassetid://1236459264" S.Volume = 8 S.TimePosition = 0.2 S.Looped = false S.Pitch = 1 S:Play() coroutine.wrap(function() wait(0.1) for i = 1,25 do local fx = Instance.new("Part",Effects) fx.Anchored = true fx.Color = Color3.new(1,0,0) fx.CanCollide = false fx.FormFactor = 3 fx.Name = "Shockwave" fx.Material = "Neon" fx.Size = Vector3.new(1, 1, 1) fx.Transparency = 0.35 fx.TopSurface = 0 fx.BottomSurface = 0 fx.CFrame = Left_Arm.CFrame fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10)) local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,0,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083) fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0) fx.Transparency = i/7.5 swait() end wait() fx:Destroy() end) end end)() for i = 0,0.15,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(20),math.rad(0),math.rad(15)), 0.15) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(75),math.rad(30),math.rad(-25)), 0.15) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(-5),math.rad(0),math.rad(0)), 0.15) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(5),math.rad(0),math.rad(0)), 0.15) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(-20), math.rad(-90),math.rad(0)), 0.15) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(-20),math.rad(90), math.rad(0)), 0.15) coroutine.wrap(function() for i = 1,2 do local fx = Instance.new("Part",Effects) fx.Anchored = true fx.Color = Color3.new(0,0,0) fx.CanCollide = false fx.FormFactor = 3 fx.Name = "Shockwave" fx.Material = "Neon" fx.Size = Vector3.new(1, 1, 1) fx.Transparency = 0.35 fx.TopSurface = 0 fx.BottomSurface = 0 fx.CFrame = Left_Arm.CFrame fx.CFrame = fx.CFrame * CFrame.new(0,0,0) local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,-1,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fx.Color = Color3.new(i/15,0,0) fxm.Scale = Vector3.new(.25 + i/10,.25 + i/10,.25 + i/10) fx.CFrame = fx.CFrame * CFrame.new(0,math.random(-10,10)/10,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10)) fx.Transparency = i/15 swait() end wait() fx:Destroy() end) end end)() swait() end Normal_Face() target = nil Animations = false attack = false end function ShadowBallBarrage() attack = true Animations = true local SB = Instance.new("Part",Effects) SB.Name = "ShadowBallz" SB.Shape = Enum.PartType.Block SB.CanCollide = false SB.BrickColor = BrickColor.new("Really red") SB.Transparency = 0 SB.Material = "Neon" SB.Size = Vector3.new(0.25, 0.25, 0.25) SB.TopSurface = Enum.SurfaceType.Smooth SB.BottomSurface = Enum.SurfaceType.Smooth local SBWeld = Instance.new("Weld", SB) SBWeld.Part0 = Right_Arm SBWeld.Part1 = SB SBWeld.C1 = CFrame.new(0,1,0) boom = Instance.new("SpecialMesh",SB) boom.MeshType = "Sphere" boom.Scale = Vector3.new(3,3,3) S = Instance.new("Sound") S.Parent = SB S.SoundId = "rbxassetid://315746833" S.Volume = 5 S.Looped = false S.Pitch = 2 S:Play() S = Instance.new("Sound") S.Parent = SB S.SoundId = "rbxassetid://203691653" S.Volume = 8 S.Looped = false S.Pitch = 1 S.PlayOnRemove = true for i = 0,0.15,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(120),math.rad(0),math.rad(0)), 0.2) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-25)), 0.2) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(10),math.rad(0),math.rad(0)), 0.2) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.2) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(-50),math.rad(0)), 0.2) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(-15),math.rad(50), math.rad(0)), 0.2) coroutine.wrap(function() for i = 1,2 do local fx = Instance.new("Part",Effects) fx.Anchored = true fx.Color = Color3.new(1,0,0) fx.CanCollide = false fx.FormFactor = 3 fx.Name = "Shockwave" fx.Material = "Neon" fx.Size = Vector3.new(1, 1, 1) fx.Transparency = 0.35 fx.TopSurface = 0 fx.BottomSurface = 0 fx.CFrame = Right_Arm.CFrame fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10)) local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,0,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fxm.Scale = Vector3.new(0.2 - i*0.0083,5 - i*0.083 ,0.2 - i*0.0083) fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0) fx.Transparency = i/15 swait() end wait() fx:Destroy() end) end end)() swait() end for i = 0,0.05,0.01 do RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(75),math.rad(0),math.rad(20)), 0.6) LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-25)), 0.6) LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(10),math.rad(0),math.rad(0)), 0.6) RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.6) Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(55),math.rad(0)), 0.6) Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(-20),math.rad(-55), math.rad(0)), 0.6) swait() end SBWeld:Destroy() SB.CanCollide = true local bodyVelocity2 = LoadLibrary("RbxUtility").Create("BodyVelocity")({ velocity = (mouse.Hit.p - SB.CFrame.p).unit * 165, P = 5000, maxForce = Vector3.new(8000, 8000, 8000), Parent = SB }) game:GetService("Debris"):AddItem(bodyVelocity2, 0.05) SB.Touched:connect(function(hit) if(not Character:IsAncestorOf(hit) or hit.Name == "ShadowBallz") then for i, v in pairs(FindNearestTorso(SB.CFrame.p, 7)) do if v:FindFirstChild('Humanoid') then v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(255,666)/10 end end coroutine.wrap(function() for i = 1,180 do local fx = Instance.new("Part",Effects) fx.Anchored = true fx.Color = Color3.new(1,0,0) fx.CanCollide = false fx.FormFactor = 3 fx.Name = "Shockwave" fx.Material = "Neon" fx.Size = Vector3.new(1, 1, 1) fx.Transparency = 0.35 fx.TopSurface = 0 fx.BottomSurface = 0 fx.CFrame = SB.CFrame fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10)) local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,0,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083) fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0) fx.Transparency = i/60 swait() end wait() fx:Destroy() end) end end)() local rng2 = Instance.new("Part",Effects) rng2.Anchored = true rng2.BrickColor = BrickColor.new("Really red") rng2.CanCollide = false rng2.FormFactor = 3 rng2.Name = "Shockwave" rng2.Material = "Neon" rng2.Size = Vector3.new(1, 1, 1) rng2.Transparency = 0.35 rng2.TopSurface = 0 rng2.BottomSurface = 0 rng2.CFrame = SB.CFrame SB:Destroy() local rngm2 = Instance.new("SpecialMesh", rng2) rngm2.Scale = Vector3.new(1, 0, 1) rngm2.Offset = Vector3.new(0,0,0) rngm2.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do rngm2.Scale = Vector3.new(13 + i*0.3, 13 + i*0.3 ,13 + i*0.3) rng2.Transparency = i/60 swait() end wait() rng2:Destroy() end) for i = 1,6 do local rng2 = Instance.new("Part",Character) rng2.Anchored = true rng2.BrickColor = BrickColor.new("Really red") rng2.CanCollide = false rng2.FormFactor = 3 rng2.Name = "Shockwave" rng2.Size = Vector3.new(1, 1, 1) rng2.Transparency = 0.35 rng2.TopSurface = 0 rng2.BottomSurface = 0 rng2.CFrame = SB.CFrame * CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360))) local rngm2 = Instance.new("SpecialMesh", rng2) rngm2.MeshId = "http://www.roblox.com/asset/?id=3270017" rngm2.Scale = Vector3.new(0, 0, 0) rngm2.Offset = Vector3.new(0,0,-0.5) spawn(function() for i = 1, 60, 2 do rngm2.Scale = Vector3.new(13 + i*1, 13 + i*1 ,2 + i*0.3) rng2.Transparency = i/30 rng2.CFrame = rng2.CFrame - Vector3.new(0,0.2,0) swait() end wait() rng2:Destroy() end) local rng2 = Instance.new("Part",Character) rng2.Anchored = true rng2.BrickColor = BrickColor.new("Really red") rng2.CanCollide = false rng2.FormFactor = 3 rng2.Name = "Shockwave" rng2.Size = Vector3.new(1, 1, 1) rng2.Transparency = 0.35 rng2.TopSurface = 0 rng2.BottomSurface = 0 rng2.CFrame = SB.CFrame * CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360))) local rngm2 = Instance.new("SpecialMesh", rng2) rngm2.MeshId = "http://www.roblox.com/asset/?id=3270017" rngm2.Scale = Vector3.new(0, 0, 0) rngm2.Offset = Vector3.new(0,0,-0.5) spawn(function() for i = 1, 60, 2 do rngm2.Scale = Vector3.new(13 + i*1, 13 + i*1 ,2 + i*0.3) rng2.Transparency = i/30 rng2.CFrame = rng2.CFrame - Vector3.new(0,0.2,0) swait() end wait() rng2:Destroy() end) end local rng2 = Instance.new("Part",Effects) rng2.Anchored = true rng2.BrickColor = BrickColor.new("Really black") rng2.CanCollide = false rng2.FormFactor = 3 rng2.Name = "Shockwave" rng2.Material = "Neon" rng2.Size = Vector3.new(1, 1, 1) rng2.Transparency = 0.35 rng2.TopSurface = 0 rng2.BottomSurface = 0 rng2.CFrame = SB.CFrame SB:Destroy() local rngm2 = Instance.new("SpecialMesh", rng2) rngm2.Scale = Vector3.new(1, 0, 1) rngm2.Offset = Vector3.new(0,0,0) rngm2.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do rngm2.Scale = Vector3.new(5 + i*0.3, 5 + i*0.3 ,5 + i*0.3) rng2.Transparency = i/60 swait() end wait() rng2:Destroy() end) end end) Animations = false attack = false end -- Moves -- mouse.KeyDown:connect(function(key) if key == "y" and attack == false then if Transformed == false then Charm() else Laugh() end end sprint = false if key == "q" and sprint == false then Humanoid.WalkSpeed = 8 Humanoid.JumpPower = 50 sprint = true end if key == "q" and sprint == true then Humanoid.WalkSpeed = 25 Humanoid.JumpPower = 100 end if key == "z" and attack == false then idle = 2500 end if key == "u" and attack == false then if Transformed == false then Shrug() end end if key == "g" and attack == false and Transformed == true then ShadowBallBarrage() end if key == "j" and attack == false then if Transformed == false then Surprised() end end if key == "k" and attack == false then if Transformed == false then Wave() end end --[[mouse.KeyDown:connect(function(key) if key == "k" and attack == false then if Transformed == false then Nod() end end end)]]-- if key == "h" and attack == false then if Transformed == false then No() else Nuh_Uh() end end if key == "f" and attack == false and Transformed == false then LaserBlaster() end if key == "f" and attack == false and Transformed == true then LaserBarrage() end if key == "r" and attack == false and Transformed == false then Ink_Spikes() end if key == "r" and attack == false and Transformed == true then Ink_Spikes2() end if key == "c" and attack == false and Transformed == true then Rage() end Sanim = 0.15 if key == "nine" then if SansAnim == false then SansAnim = true else SansAnim = false end end tp = true if key == "t" and attack == false and Transformed == false then if tp == true then tp = false Trace() coroutine.wrap(function() for i = 1,50 do local fx = Instance.new("Part",Effects) fx.Anchored = true fx.Color = Color3.new(0,0,0) fx.CanCollide = false fx.FormFactor = 3 fx.Name = "Shockwave" fx.Material = "Neon" fx.Size = Vector3.new(1, 1, 1) fx.Transparency = 0.35 fx.TopSurface = 0 fx.BottomSurface = 0 fx.CFrame = rootPart.CFrame fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10)) local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,0,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083) fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0) fx.Transparency = i/15 swait() end wait() fx:Destroy() end) end end)() Character.Head.face.Parent = game.Lighting Character.HumanoidRootPart.CFrame = mouse.Hit * CFrame.new(0, 3.5, 0) game.Lighting.face.Parent = Character.Head coroutine.wrap(function() for i = 1,50 do local fx = Instance.new("Part",Effects) fx.Anchored = true fx.Color = Color3.new(0,0,0) fx.CanCollide = false fx.FormFactor = 3 fx.Name = "Shockwave" fx.Material = "Neon" fx.Size = Vector3.new(1, 1, 1) fx.Transparency = 0.35 fx.TopSurface = 0 fx.BottomSurface = 0 fx.CFrame = rootPart.CFrame fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10)) local fxm = Instance.new("SpecialMesh", fx) fxm.Scale = Vector3.new(0,0,0) fxm.Offset = Vector3.new(0,0,0) fxm.MeshType = "Sphere" spawn(function() for i = 1, 60, 2 do fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083) fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0) fx.Transparency = i/15 swait() end wait() fx:Destroy() end) end end)() tp = true end end if key == "one" and attack == false then Transform() end if key == "two" and Transformed == true then Revert() end if key == "p" then if Theme.MaxDistance == 0 then Theme.MaxDistance=1000 else Theme.MaxDistance=0 end end end) -- End of Moves -- -- Clothes -- Clothes = Instance.new("Model",Character) Clothes.Name = "Clothing" local _Head = Instance.new("Part",Head) _Head.Name = "_Head" _Head.Shape = Enum.PartType.Block _Head.CanCollide = false _Head.Color = Color3.new(0,0,0) _Head.Transparency = 0 _Head.Material = "Metal" _Head.Size = Vector3.new(1.6, 1.5, 1.4) _Head.TopSurface = Enum.SurfaceType.Smooth _Head.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", _Head) Weld.Part0 = Head Weld.Part1 = _Head Weld.C1 = CFrame.new(0,-0.3,0) _HeadMesh = Instance.new("SpecialMesh",_Head) _HeadMesh.MeshType = "Sphere" _HeadMesh.Scale = Vector3.new(1,1,1) local _Head2 = Instance.new("Part",Head) _Head2.Name = "_Head2" _Head2.Shape = Enum.PartType.Block _Head2.CanCollide = false _Head2.Color = Color3.new(0,0,0) _Head2.Transparency = 0 _Head2.Material = "Metal" _Head2.Size = Vector3.new(1.4, 1.2, 1) _Head2.TopSurface = Enum.SurfaceType.Smooth _Head2.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", _Head2) Weld.Part0 = Head Weld.Part1 = _Head2 Weld.C1 = CFrame.new(0,-0.2,0.2) _HeadMesh = Instance.new("SpecialMesh",_Head2) _HeadMesh.MeshType = "Sphere" _HeadMesh.Scale = Vector3.new(1,1,1) local Horn = Instance.new("Part",Head) Horn.Name = "Horn" Horn.Shape = Enum.PartType.Ball Horn.CanCollide = false Horn.Color = Color3.new(0,0,0) Horn.Transparency = 0 Horn.Material = "SmoothPlastic" Horn.Size = Vector3.new(0.1, 0.1, 0.1) Horn.TopSurface = Enum.SurfaceType.Smooth Horn.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Horn) Weld.Part0 = Head Weld.Part1 = Horn Weld.C1 = CFrame.new(-1.05,-0.6,0.1)*CFrame.fromEulerAnglesXYZ(math.rad(-5),math.rad(5),math.rad(-15)) HornMesh = Instance.new("FileMesh",Horn) HornMesh.MeshId = "http://www.roblox.com/asset/?id=1474286922" HornMesh.Scale = Vector3.new(1,0.8,0.8) local Horn = Instance.new("Part",Head) Horn.Name = "Horn" Horn.Shape = Enum.PartType.Ball Horn.CanCollide = false Horn.Color = Color3.new(0,0,0) Horn.Transparency = 0 Horn.Material = "SmoothPlastic" Horn.Size = Vector3.new(0.1, 0.1, 0.1) Horn.TopSurface = Enum.SurfaceType.Smooth Horn.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Horn) Weld.Part0 = Head Weld.Part1 = Horn Weld.C1 = CFrame.new(-1.05,-0.6,-0.1)*CFrame.fromEulerAnglesXYZ(math.rad(5),math.rad(175),math.rad(15)) HornMesh = Instance.new("FileMesh",Horn) HornMesh.MeshId = "http://www.roblox.com/asset/?id=1474286922" HornMesh.Scale = Vector3.new(1,0.8,0.8) local Boob = Instance.new("Part",Torso) Boob.Name = "Boob" Boob.Shape = Enum.PartType.Block Boob.CanCollide = false Boob.Color = Color3.new(0,0,0) Boob.Transparency = 0 Boob.Material = "Metal" Boob.Size = Vector3.new(1.34, 1.1, 1) Boob.TopSurface = Enum.SurfaceType.Smooth Boob.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boob) Weld.Part0 = Torso Weld.Part1 = Boob Weld.C1 = CFrame.new(0.4,-0.5,0.5) _HeadMesh = Instance.new("SpecialMesh",Boob) _HeadMesh.MeshType = "Sphere" _HeadMesh.Scale = Vector3.new(1,1,1) mec=Instance.new('CharacterMesh',Character) mec.BodyPart='Torso' mec.MeshId='48112070' Torso.Material = "Metal" local Boob2 = Instance.new("Part",Torso) Boob2.Name = "Boob2" Boob2.Shape = Enum.PartType.Block Boob2.CanCollide = false Boob2.Color = Color3.new(0,0,0) Boob2.Transparency = 0 Boob2.Material = "Metal" Boob2.Size = Vector3.new(1.34, 1.1, 1) Boob2.TopSurface = Enum.SurfaceType.Smooth Boob2.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boob2) Weld.Part0 = Torso Weld.Part1 = Boob2 Weld.C1 = CFrame.new(-0.4,-0.5,0.5) _HeadMesh = Instance.new("SpecialMesh",Boob2) _HeadMesh.MeshType = "Sphere" _HeadMesh.Scale = Vector3.new(1,1,1) local Jacket = Instance.new("WedgePart",Clothes) Jacket.Name = "Jacket" Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Really blue") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.01/4, 0.87/4, 0.45/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,0.6,0.92)*CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(90),math.rad(0)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Wedge" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("WedgePart",Clothes) Jacket.Name = "Jacket" Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Crimson") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.01/4, 0.87/4, 0.45/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,0.2,0.92)*CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(-90),math.rad(180)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Wedge" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("WedgePart",Clothes) Jacket.Name = "Jacket" Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Really blue") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.01/4, 0.87/4, 0.45/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,0.6,0.92)*CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(-90),math.rad(0)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Wedge" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("WedgePart",Clothes) Jacket.Name = "Jacket" Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("White") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.01/4, 0.87/4, 0.45/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,0.2,0.92)*CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(90),math.rad(180)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Wedge" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Crimson") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(2.3/4, 0.45/4, 1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,-0.8,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("White") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.4/4, 1.7/4, 0.51/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,0.21,-0.25) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Really blue") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(0.6/4, 1.7/4, 0.51/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0.45,0.21,0.26) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Medium stone grey") Jacket.Transparency = 0 Jacket.Material = "DiamondPlate" Jacket.Size = Vector3.new(0.6/4, 1.7/4, 0.49/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0.4,0.21,0.255) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Crimson") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(0.6/4, 1.7/4, 0.51/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(-0.45,0.21,0.26) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Medium stone grey") Jacket.Transparency = 0 Jacket.Material = "DiamondPlate" Jacket.Size = Vector3.new(0.6/4, 1.7/4, 0.49/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(-0.4,0.21,0.255) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Really blue") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1/4, 0.15/4, 1.08/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0.65,1,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Crimson") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(2.3/4, 0.15/4, 0.5/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,1,-0.3) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("White") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1/4, 0.15/4, 1.08/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(-0.65,1,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Really blue") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.1/4, 1.1/4, 1.1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(-0.6,-0.5,0.5) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Sphere" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Crimson") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(0.05/4, 1.1/4, 1.1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(-0.5,-0.5,0.5) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Cylinder" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Crimson") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(0.05/4, 1.1/4, 1.1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(-0.3,-0.53,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(5)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Cylinder" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("White") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(0.01/4, 1.1/4, 1.1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(-0.23,-0.54,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(10)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Cylinder" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("White") Jacket.Transparency = 0 Jacket.Material = "DiamondPlate" Jacket.Size = Vector3.new(0.01, 1.08/4, 1.05/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(-0.12,-0.54,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(10)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Cylinder" _HeadMesh.Scale = Vector3.new(1,4,4) -- local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Really blue") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.1/4, 1.1/4, 1.1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0.6,-0.5,0.5) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Sphere" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Crimson") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(0.05/4, 1.1/4, 1.1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0.5,-0.5,0.5) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Cylinder" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("White") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(0.05/4, 1.1/4, 1.1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0.3,-0.53,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(-5)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Cylinder" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Really blue") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(0.01/4, 1.1/4, 1.1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0.22,-0.54,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(-10)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Cylinder" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Medium stone grey") Jacket.Transparency = 0 Jacket.Material = "DiamondPlate" Jacket.Size = Vector3.new(0.01, 1.08/4, 1.05/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Torso Weld.Part1 = Jacket Weld.C1 = CFrame.new(0.12,-0.54,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(-10)) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Cylinder" _HeadMesh.Scale = Vector3.new(1,4,4) --Torso finished Right_Arm.Transparency = 1 Left_Arm.Transparency = 1 local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Crimson") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.054/4, 1.514/4, 0.94/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Left_Arm Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,-0.266,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Maroon") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.1/4, 0.244/4, 1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Left_Arm Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,0.4,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.Color = Color3.new(0,0,0) Jacket.Transparency = 0 Jacket.Material = "Metal" Jacket.Size = Vector3.new(1.054/4, 0.1/4, 0.94/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Left_Arm Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,0.45,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.Color = Color3.new(0,0,0) Jacket.Transparency = 0 Jacket.Material = "Metal" Jacket.Size = Vector3.new(1.054/4, 0.414/4, 0.94/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Left_Arm Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,1,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Crimson") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.054/4, 1.514/4, 0.94/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Right_Arm Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,-0.266,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.BrickColor = BrickColor.new("Maroon") Jacket.Transparency = 0 Jacket.Material = "Sand" Jacket.Size = Vector3.new(1.1/4, 0.244/4, 1/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Right_Arm Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,0.4,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.Color = Color3.new(0,0,0) Jacket.Transparency = 0 Jacket.Material = "Metal" Jacket.Size = Vector3.new(1.054/4, 0.1/4, 0.94/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Right_Arm Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,0.45,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Jacket = Instance.new("Part",Clothes) Jacket.Name = "Jacket" Jacket.Shape = Enum.PartType.Block Jacket.CanCollide = false Jacket.Color = Color3.new(0,0,0) Jacket.Transparency = 0 Jacket.Material = "Metal" Jacket.Size = Vector3.new(1.054/4, 0.414/4, 0.94/4) Jacket.TopSurface = Enum.SurfaceType.Smooth Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket) Weld.Part0 = Right_Arm Weld.Part1 = Jacket Weld.C1 = CFrame.new(0,1,0) _HeadMesh = Instance.new("SpecialMesh",Jacket) _HeadMesh.MeshType = "Brick" _HeadMesh.Scale = Vector3.new(4,4,4) local Hoodie = Instance.new("Part",Clothes) Hoodie.Name = "Hoodie" Hoodie.Shape = Enum.PartType.Block Hoodie.CanCollide = false Hoodie.BrickColor = BrickColor.new("Maroon") Hoodie.Transparency = 0 Hoodie.Material = "Slate" Hoodie.Size = Vector3.new(1.6, 0.05, 1.4) Hoodie.TopSurface = Enum.SurfaceType.Smooth Hoodie.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Hoodie) Weld.Part0 = Torso Weld.Part1 = Hoodie Weld.C1 = CFrame.new(0,-0.6,-0.4) HoodieMesh = Instance.new("SpecialMesh",Hoodie) HoodieMesh.MeshType = "Sphere" HoodieMesh.Scale = Vector3.new(1,1,1) local Hoodie = Instance.new("Part",Clothes) Hoodie.Name = "Hoodie" Hoodie.Shape = Enum.PartType.Block Hoodie.CanCollide = false Hoodie.Color = Color3.new(0,0,0) Hoodie.Transparency = 0 Hoodie.Material = "Metal" Hoodie.Size = Vector3.new(1.5, 0.5, 1) Hoodie.TopSurface = Enum.SurfaceType.Smooth Hoodie.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Hoodie) Weld.Part0 = Torso Weld.Part1 = Hoodie Weld.C1 = CFrame.new(0,-0.9,0.2) HoodieMesh = Instance.new("SpecialMesh",Hoodie) HoodieMesh.MeshType = "Sphere" HoodieMesh.Scale = Vector3.new(1,1,1) handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2)) handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.94452858, -1, -0.135944366, 0.866025388, 6.9388815e-018, 0.5, -1.36697535e-017, 0.999998212, 0, -0.5, 1.3877763e-017, 0.866025388)) mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1)) handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2)) handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.09449005, -1, -0.229496002, 0.939692557, -6.9388815e-018, -0.342020363, -1.36697535e-017, 0.999998212, 0, 0.342020363, -1.3877763e-017, 0.939692557)) mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1)) handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2)) handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.2899704, -1, 0.0504355431, -0.000345305598, -3.01991037e-007, -0.99999994, -5.21397127e-011, 0.999998212, -3.01991577e-007, 0.99999994, -5.21396225e-011, -0.000345305598)) mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1)) handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2)) handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.950009823, -1, -0.0899963379, 1, -1.36697287e-017, 0, -1.36697535e-017, 0.999998212, 0, 0, 0, 1)) mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1)) handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2)) handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.04999018, -1, -0.0899963379, 1, -1.36697287e-017, 0, -1.36697535e-017, 0.999998212, 0, 0, 0, 1)) mesh("SpecialMesh",handle,Enum.M
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