Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- local p = game.Players.LocalPlayer
- local char = p.Character
- local mouse = p:GetMouse()
- local larm = char["Left Arm"]
- local rarm = char["Right Arm"]
- local lleg = char["Left Leg"]
- local rleg = char["Right Leg"]
- local hed = char.Head
- local torso = char.Torso
- local hum = char.Humanoid
- local cam = game.Workspace.CurrentCamera
- local root = char.HumanoidRootPart
- local deb = false
- local shot = 0
- local debris=game:service"Debris"
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- local m = Create("Model")
- local l = game:GetService("Lighting")
- local rs = game:GetService("RunService").RenderStepped
- ptz = {0.8, 0.85, 0.9, 0.95, 1, 1.05, 1.1}
- math.randomseed(os.time())
- for i,v in pairs (game.Workspace:GetChildren()) do
- if v:IsA("Sound") then
- v:Destroy()
- end
- end
- ----------------------------------------------------
- z = Instance.new("Sound", torso)
- z.SoundId = "rbxassetid://381955589"-- Cartton Imortallity :381955589 -- My Heart: 154299074 -- Sao Crossing: 246056418 -- SAN HOLO DOnkeykong: 246056418 -- "Innocence" - Sword Art Online OP 2: 142357253 -- OnePunch Hero: 339250412 (Fav) -- Sethbling: 170902050
- z.Looped = true
- z.Volume = 1
- wait(.1)
- z:Play()
- ----------------------------------------------------
- function Tween(a,b,c)
- return a+(b-a)*c
- end
- ----------------------------------------------------
- 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 ~= char then
- if(v.Torso.Position -Position).magnitude <= Distance then
- table.insert(List,v)
- end
- end
- end
- end
- end
- return List
- end
- ----------------------------------------------------
- local HBill = Instance.new("BillboardGui", hed)
- local HMain = Instance.new("Frame", HBill)
- local HBar = Instance.new("Frame")
- local HBarBack = Instance.new("Frame")
- local HHealth = Instance.new("TextLabel", HBarBack)
- local HName = Instance.new("TextLabel", HBarBack)
- HBill.Size = UDim2.new(15,0,2.2,0)
- HBill.Name = "Health Display"
- HBill.StudsOffset = Vector3.new(0,4,0)
- HBill.AlwaysOnTop = true
- HBill.Enabled = true
- HMain.BackgroundColor3 = Color3.new(0, 0, 0)
- HMain.BackgroundTransparency = 1
- HMain.Size = UDim2.new(1,0,1,0)
- HBarBack.Parent = HMain
- HBarBack.BackgroundColor3 = Color3.new(0,0,0)
- HBarBack.BorderColor3 = Color3.new(0,0,0)
- HBarBack.BorderSizePixel = 2
- HBarBack.Position = UDim2.new(.025, 0, .55, 0)
- HBarBack.Size = UDim2.new(.95, 0, .3, 0)
- HBar.Parent = HBarBack
- HBar.BackgroundColor3 = Color3.new(0, 1, 0)
- HBar.BorderColor3 = Color3.new(0,0,0)
- HBar.Size = UDim2.new(.5,0,1,0)
- HHealth.BackgroundTransparency = 1
- HHealth.Size = UDim2.new(1,0,1,0)
- HHealth.Font = "SourceSansItalic"
- HHealth.Text = "[10/10]"
- HHealth.TextScaled = true
- HHealth.TextColor3 = Color3.new(1,1,1)
- HHealth.TextStrokeColor3 = Color3.new(85/255, 0, 127/255)
- HHealth.TextStrokeTransparency = 0
- HName.Parent = HMain
- HName.BackgroundTransparency = 1
- HName.Size = UDim2.new(1,0,.5,0)
- HName.Font = "SourceSansItalic"
- HName.Text = "Royal Scythizone"
- HName.TextScaled = true
- HName.TextColor3 = Color3.new(85/255, 0,127/255)
- HName.TextStrokeColor3 = Color3.new(0,0,0)
- HName.TextStrokeTransparency = 0
- HName.TextYAlignment = "Top"
- local runServ = game:GetService("RunService").RenderStepped
- runServ:connect(function()
- HHealth.Text = "["..hum.Health.."]"
- HBar:TweenSize(UDim2.new((hum.Health/hum.MaxHealth),0,1,0), _, "Linear", .4)
- end)
- ----------------------------------------------------
- cn,ca,bc,v3,r = CFrame.new,CFrame.Angles,BrickColor.new,Vector3.new,function(a)return (math.random()-.5)*2*(a or 1) end
- deg,nf,c3,ins,ma,pi,mr = math.deg,math.floor,Color3.new,Instance.new,math.abs,math.pi,math.rad
- local pert = function(prnt,cfr,siz,col,anc,canc,tra,mat,typ)
- local p = ins(typ or "Part")
- p.FormFactor = "Custom"
- p.Material = mat
- p.Transparency = tra
- p.CanCollide = canc
- p.Anchored = anc
- p.BrickColor = bc(col)
- p.Size = siz
- p.CFrame = cfr
- p.Parent = prnt
- p.Locked = true
- p.TopSurface,p.BottomSurface = 0,0
- p:BreakJoints()
- return p
- end
- local mesh = function(typ,prnt,scal,mtyp,mid,mtx)
- local m = ins(typ or "SpecialMesh")
- if mtyp then m.MeshType = mtyp end
- if mid then m.MeshId = mid end
- if mtx then m.TextureId = mtx end
- if scal then m.Scale = scal end
- m.Parent = prnt
- return m
- end
- function cylinderOpen(cf,col,col2)
- local p = pert(char,cf,v3(0,1000,0),col,true,false,.1,"SmoothPlastic")
- local pm = mesh("CylinderMesh",p)
- local p2 = pert(char,cf,v3(0,1000,0),col2,true,false,.1,"SmoothPlastic")
- local p2m = mesh("CylinderMesh",p2)
- Spawn(function()
- for i=.1,1.1,.0125 do
- p.Transparency = i
- p2.Transparency = i
- pm.Scale = pm.Scale + v3(.8,0,.8)
- p2m.Scale = p2m.Scale + v3(.5,0,.5)
- wait()
- end
- p:Destroy()
- p2:Destroy()
- end)
- end
- function expandDong()
- local nTarg = Torso
- local Orbi = Instance.new('Part')
- Orbi.Size = Vector3.new(3,3,3)
- Orbi.CanCollide = false
- Orbi.Locked = true
- Orbi.Shape = 'Ball'
- Orbi.Anchored = true
- Orbi.Transparency = .6
- Orbi.TopSurface,Orbi.BottomSurface = 0,0
- Orbi.Name = 'Expand Dong'
- Orbi.BrickColor = BrickColor.new('Royal purple')
- local OrbiMesh = Instance.new('SpecialMesh',Orbi)
- OrbiMesh.Name = 'Dxpand Eong'
- OrbiMesh.Scale = Vector3.new(2, 2, 2)
- OrbiMesh.MeshType = 'Sphere'
- Orbi.Parent = char
- ypcall(function()
- for i = 3,.35,-1 do
- OrbiMesh.Scale = OrbiMesh.Scale + Vector3.new(.7, .7, .7)
- Orbi.CFrame = nTarg.CFrame
- end
- for i = .6,1,.05 do
- wait(0.04)
- Orbi.Transparency = i
- end
- Orbi:Destroy()
- end)
- end
- function expandDong2()
- local nTarg = Torso
- local Orbi = Instance.new('Part')
- Orbi.Size = Vector3.new(3,3,3)
- Orbi.CanCollide = false
- Orbi.Locked = true
- Orbi.Shape = 'Ball'
- Orbi.Anchored = true
- Orbi.Transparency = .6
- Orbi.TopSurface,Orbi.BottomSurface = 0,0
- Orbi.Name = 'Expand Dong'
- Orbi.BrickColor = BrickColor.new('Really black')
- local OrbiMesh = Instance.new('SpecialMesh',Orbi)
- OrbiMesh.Name = 'Dxpand Eong'
- OrbiMesh.Scale = Vector3.new(2.5, 2.5, 2.5)
- OrbiMesh.MeshType = 'Sphere'
- Orbi.Parent = char
- ypcall(function()
- for i = 3,0,-1 do
- OrbiMesh.Scale = OrbiMesh.Scale + Vector3.new(.7, .7, .7)
- Orbi.CFrame = nTarg.CFrame
- end
- for i = .6,1,.05 do
- wait(0.04)
- Orbi.Transparency = i
- end
- Orbi:Destroy()
- end)
- end
- cylinderOpen(char.Torso.CFrame,"Royal purple","Really black")
- -----------------------------------------------------
- function pert(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = Create("Part"){
- formFactor = formfactor,
- Parent = parent,
- Reflectance = reflectance,
- Transparency = transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(brickcolor)),
- Name = name,
- Size = size,
- Position = Character.Torso.Position,
- Material = material,
- }
- nooutline(fp)
- return fp
- end
- ----------------------------------------------------
- function ShowDamage(part,partCFrame,Text)
- local Rate = (1 / 30)
- local Time = (Time or 2)
- local Frames = (Time / Rate)
- bill2 = Instance.new("BillboardGui", part)
- bill2.Size = UDim2.new(4, 4, 4, 4)
- bill2.AlwaysOnTop = false
- label = Instance.new("TextLabel", bill2)
- label.Size = UDim2.new(1,2,1,2)
- label.Position = UDim2.new(0, 0, -.65, 0)
- label.TextColor3 = Color3.new(0, 0, 0)
- label.TextStrokeTransparency = 0
- label.TextStrokeColor3 = Color3.new(255, 255, 255)
- label.BackgroundTransparency = 1
- label.Visible = true
- label.Font = 'SourceSansLight'
- label.FontSize = 'Size24'
- label.Text = Text
- for Frame = 1, Frames do
- wait(Rate)
- local Percent = (Frame / Frames)
- part.CFrame = CFrame.new(partCFrame) + Vector3.new(0, Percent, 0)
- label.TextTransparency = Percent
- end
- end
- function Damage(hit,mm)
- if hit ~= nil and damen == true and hit.Parent ~= Char and hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health > 0 then
- hit.Parent.Humanoid:TakeDamage(mm)
- coroutine.resume(coroutine.create(function()
- ShowDamage(hit,(hit.CFrame * CFrame.new(0, 0, (hit.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), mm)
- end))
- damen = false
- end
- end
- -----------------------------------------------------
- Debounces = {
- CanAttack = true;
- NoIdl = false;
- Slashing = false;
- Slashed = false;
- RPunch = false;
- RPunched = false;
- LPunch = false;
- LPunched = false;
- }
- local Touche = {char.Name, }
- ----------------------------------------------------
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- end
- ----------------------------------------------------
- newWeld(torso, larm, -1.5, 0.5, 0)
- larm.Weld.C1 = CFrame.new(0, 0.5, 0)
- newWeld(torso, rarm, 1.5, 0.5, 0)
- rarm.Weld.C1 = CFrame.new(0, 0.5, 0)
- newWeld(torso, hed, 0, 1.5, 0)
- newWeld(torso, lleg, -0.5, -1, 0)
- lleg.Weld.C1 = CFrame.new(0, 1, 0)
- newWeld(torso, rleg, 0.5, -1, 0)
- rleg.Weld.C1 = CFrame.new(0, 1, 0)
- newWeld(root, torso, 0, 0, 0)
- torso.Weld.C1 = CFrame.new(0, 0, 0)
- ----------------------------------------------------
- --~Gaunlet~--
- Run = game:GetService("RunService")
- local scythe = Instance.new("Model", char)
- scythe.Name = "Scythe"
- local handle = Instance.new("Part", scythe)
- handle.CanCollide = false
- handle.Anchored = false
- handle.Material = Enum.Material.Wood
- handle.Size = Vector3.new(2, 7, 2)
- handle.Name = "Handle"
- handle.CFrame = CFrame.new(2, 3.573, 22)
- handle.Friction = 0.3
- local mesh = Instance.new("CylinderMesh", handle)
- mesh.Scale = Vector3.new(0.4, 1.2, 0.13)
- local part = Instance.new("Part", scythe)
- part.FormFactor = Enum.FormFactor.Custom
- part.CanCollide = false
- part.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part.Anchored = false
- part.Material = Enum.Material.Neon
- part.Size = Vector3.new(0.203, 2.849, 0.2)
- part.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part.CFrame = CFrame.new(-1.054, 6.358, 22.004) * CFrame.Angles(-0, 0, 1.8616886138916)
- part.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part.BrickColor = BrickColor.new("Royal purple")
- part.Friction = 0.3
- part.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local part_2 = Instance.new("Part", scythe)
- part_2.FormFactor = Enum.FormFactor.Custom
- part_2.CanCollide = false
- part_2.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_2.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_2.Anchored = false
- part_2.Material = Enum.Material.Neon
- part_2.Size = Vector3.new(0.203, 0.776, 0.2)
- part_2.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_2.CFrame = CFrame.new(1.531, 7.679, 22.004) * CFrame.Angles(-0, 0, 1.5126248598099)
- part_2.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_2.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_2.BrickColor = BrickColor.new("Royal purple")
- part_2.Friction = 0.3
- part_2.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local part_3 = Instance.new("Part", scythe)
- part_3.FormFactor = Enum.FormFactor.Custom
- part_3.CanCollide = false
- part_3.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_3.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_3.Anchored = false
- part_3.Material = Enum.Material.Neon
- part_3.Size = Vector3.new(0.203, 1.16, 0.2)
- part_3.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_3.CFrame = CFrame.new(1.184, 6.677, 22.004) * CFrame.Angles(-0, 0, 1.5824373960495)
- part_3.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_3.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_3.BrickColor = BrickColor.new("Royal purple")
- part_3.Friction = 0.3
- part_3.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local part_4 = Instance.new("Part", scythe)
- part_4.FormFactor = Enum.FormFactor.Custom
- part_4.CanCollide = false
- part_4.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_4.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_4.Anchored = false
- part_4.Material = Enum.Material.Neon
- part_4.Size = Vector3.new(0.203, 1.16, 0.2)
- part_4.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_4.CFrame = CFrame.new(0.585, 7.624, 22.004) * CFrame.Angles(-0, 0, 1.7046097517014)
- part_4.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_4.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_4.BrickColor = BrickColor.new("Royal purple")
- part_4.Friction = 0.3
- part_4.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local hitbox = Instance.new("Part", scythe)
- hitbox.FormFactor = Enum.FormFactor.Custom
- hitbox.CanCollide = false
- hitbox.Transparency = 1
- hitbox.Anchored = false
- hitbox.Size = Vector3.new(5.444, 2.483, 1.907)
- hitbox.Name = "HitBox"
- hitbox.CFrame = CFrame.new(-0.722, 6.691, 21.458)
- hitbox.Friction = 0.3
- local part_5 = Instance.new("Part", scythe)
- part_5.FormFactor = Enum.FormFactor.Custom
- part_5.CanCollide = false
- part_5.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_5.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_5.Anchored = false
- part_5.Material = Enum.Material.Neon
- part_5.Size = Vector3.new(0.401, 2.658, 0.2)
- part_5.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_5.CFrame = CFrame.new(-0.903, 6.65, 22.004) * CFrame.Angles(-0, 0, 1.9664081335068)
- part_5.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_5.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_5.BrickColor = BrickColor.new("Royal purple")
- part_5.Friction = 0.3
- part_5.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local part_6 = Instance.new("Part", scythe)
- part_6.FormFactor = Enum.FormFactor.Custom
- part_6.CanCollide = false
- part_6.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_6.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_6.Anchored = false
- part_6.Material = Enum.Material.Neon
- part_6.Size = Vector3.new(0.657, 1.16, 0.2)
- part_6.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_6.CFrame = CFrame.new(-1.296, 6.696, 22.004) * CFrame.Angles(-0, 0, 2.1758482456207)
- part_6.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_6.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_6.BrickColor = BrickColor.new("Royal purple")
- part_6.Friction = 0.3
- part_6.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local part_7 = Instance.new("Part", scythe)
- part_7.FormFactor = Enum.FormFactor.Custom
- part_7.CanCollide = false
- part_7.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_7.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_7.Anchored = false
- part_7.Material = Enum.Material.Neon
- part_7.Size = Vector3.new(0.2, 1.086, 0.2)
- part_7.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_7.CFrame = CFrame.new(-2.231, 6.191, 22.004) * CFrame.Angles(-0, 0, 2.4027414321899)
- part_7.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_7.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_7.BrickColor = BrickColor.new("Royal purple")
- part_7.Friction = 0.3
- part_7.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local part_8 = Instance.new("Part", scythe)
- part_8.FormFactor = Enum.FormFactor.Custom
- part_8.CanCollide = false
- part_8.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_8.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_8.Anchored = false
- part_8.Material = Enum.Material.Neon
- part_8.Size = Vector3.new(0.929, 1.078, 0.2)
- part_8.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_8.CFrame = CFrame.new(-0.344, 7.035, 22.004) * CFrame.Angles(-0, 0, 1.9140462875366)
- part_8.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_8.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_8.BrickColor = BrickColor.new("Royal purple")
- part_8.Friction = 0.3
- part_8.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local part_9 = Instance.new("Part", scythe)
- part_9.FormFactor = Enum.FormFactor.Custom
- part_9.CanCollide = false
- part_9.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_9.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_9.Anchored = false
- part_9.Material = Enum.Material.Neon
- part_9.Size = Vector3.new(0.2, 2.741, 0.2)
- part_9.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_9.CFrame = CFrame.new(-1.359, 6.293, 22.004) * CFrame.Angles(-0, 0, 1.9664095640182)
- part_9.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_9.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_9.BrickColor = BrickColor.new("Royal purple")
- part_9.Friction = 0.3
- part_9.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local part_10 = Instance.new("Part", scythe)
- part_10.FormFactor = Enum.FormFactor.Custom
- part_10.CanCollide = false
- part_10.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_10.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_10.Anchored = false
- part_10.Material = Enum.Material.Neon
- part_10.Size = Vector3.new(1.166, 1.367, 0.2)
- part_10.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_10.CFrame = CFrame.new(1.253, 7.147, 22.004) * CFrame.Angles(-0, 0, 1.5824372768402)
- part_10.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_10.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_10.BrickColor = BrickColor.new("Royal purple")
- part_10.Friction = 0.3
- part_10.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local part_11 = Instance.new("Part", scythe)
- part_11.FormFactor = Enum.FormFactor.Custom
- part_11.CanCollide = false
- part_11.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
- part_11.TopSurface = Enum.SurfaceType.SmoothNoOutlines
- part_11.Anchored = false
- part_11.Material = Enum.Material.Neon
- part_11.Size = Vector3.new(0.986, 1.56, 0.2)
- part_11.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
- part_11.CFrame = CFrame.new(0.129, 6.999, 22.004) * CFrame.Angles(-0, 0, 1.7046104669571)
- part_11.RightSurface = Enum.SurfaceType.SmoothNoOutlines
- part_11.BackSurface = Enum.SurfaceType.SmoothNoOutlines
- part_11.BrickColor = BrickColor.new("Royal purple")
- part_11.Friction = 0.3
- part_11.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
- local weld = Instance.new("Weld", scythe)
- weld.Part1 = part_11
- weld.Part0 = part_10
- weld.C1 = CFrame.new(-27.632, 3.85, -22.004) * CFrame.Angles(-0, 0, -1.7046104669571)
- weld.C0 = CFrame.new(-28.031, 1.579, -22.004) * CFrame.Angles(-0, 0, -1.5824372768402)
- local weld_2 = Instance.new("Weld", scythe)
- weld_2.Part1 = part
- weld_2.Part0 = handle
- weld_2.C1 = CFrame.new(-26.415, 6.808, -22.004) * CFrame.Angles(-0, 0, -1.8616886138916)
- weld_2.C0 = CFrame.new(-2, -24.473, -22)
- local weld_3 = Instance.new("Weld", scythe)
- weld_3.Part1 = part_2
- weld_3.Part0 = part
- weld_3.C1 = CFrame.new(-28.619, -0.133, -22.004) * CFrame.Angles(-0, 0, -1.5126248598099)
- weld_3.C0 = CFrame.new(-26.415, 6.808, -22.004) * CFrame.Angles(-0, 0, -1.8616886138916)
- local weld_4 = Instance.new("Weld", scythe)
- weld_4.Part1 = part_3
- weld_4.Part0 = part_2
- weld_4.C1 = CFrame.new(-27.562, 1.504, -22.004) * CFrame.Angles(-0, 0, -1.5824373960495)
- weld_4.C0 = CFrame.new(-28.619, -0.133, -22.004) * CFrame.Angles(-0, 0, -1.5126248598099)
- local weld_5 = Instance.new("Weld", scythe)
- weld_5.Part1 = part_4
- weld_5.Part0 = part_3
- weld_5.C1 = CFrame.new(-28.191, 4.385, -22.004) * CFrame.Angles(-0, 0, -1.7046097517014)
- weld_5.C0 = CFrame.new(-27.562, 1.504, -22.004) * CFrame.Angles(-0, 0, -1.5824373960495)
- local weld_6 = Instance.new("Weld", scythe)
- weld_6.Part1 = hitbox
- weld_6.Part0 = part_4
- weld_6.C1 = CFrame.new(0.722, -27.591, -21.458)
- weld_6.C0 = CFrame.new(-28.191, 4.385, -22.004) * CFrame.Angles(-0, 0, -1.7046097517014)
- local weld_7 = Instance.new("Weld", scythe)
- weld_7.Part1 = part_5
- weld_7.Part0 = hitbox
- weld_7.C1 = CFrame.new(-25.77, 9.784, -22.004) * CFrame.Angles(-0, 0, -1.9664082527161)
- weld_7.C0 = CFrame.new(0.722, -27.591, -21.458)
- local weld_8 = Instance.new("Weld", scythe)
- weld_8.Part1 = part_6
- weld_8.Part0 = part_5
- weld_8.C1 = CFrame.new(-23.434, 14.631, -22.004) * CFrame.Angles(-0, 0, -2.175847530365)
- weld_8.C0 = CFrame.new(-25.77, 9.784, -22.004) * CFrame.Angles(-0, 0, -1.9664082527161)
- local weld_9 = Instance.new("Weld", scythe)
- weld_9.Part1 = part_7
- weld_9.Part0 = part_6
- weld_9.C1 = CFrame.new(-19.894, 18.525, -22.004) * CFrame.Angles(-0, 0, -2.4027411937714)
- weld_9.C0 = CFrame.new(-23.434, 14.631, -22.004) * CFrame.Angles(-0, 0, -2.175847530365)
- local weld_10 = Instance.new("Weld", scythe)
- weld_10.Part1 = part_8
- weld_10.Part0 = part_7
- weld_10.C1 = CFrame.new(-26.421, 9.077, -22.004) * CFrame.Angles(-0, 0, -1.9140462875366)
- weld_10.C0 = CFrame.new(-19.894, 18.525, -22.004) * CFrame.Angles(-0, 0, -2.4027411937714)
- local weld_11 = Instance.new("Weld", scythe)
- weld_11.Part1 = part_9
- weld_11.Part0 = part_8
- weld_11.C1 = CFrame.new(-25.616, 9.226, -22.004) * CFrame.Angles(-0, 0, -1.966409444809)
- weld_11.C0 = CFrame.new(-26.421, 9.077, -22.004) * CFrame.Angles(-0, 0, -1.9140462875366)
- local weld_12 = Instance.new("Weld", scythe)
- weld_12.Part1 = part_10
- weld_12.Part0 = part_9
- weld_12.C1 = CFrame.new(-28.031, 1.579, -22.004) * CFrame.Angles(-0, 0, -1.5824372768402)
- weld_12.C0 = CFrame.new(-25.616, 9.226, -22.004) * CFrame.Angles(-0, 0, -1.966409444809)
- local partweld = Instance.new("Weld", handle)
- partweld.Part0 = handle
- partweld.Part1 = rarm
- partweld.C0 = CFrame.new(0,-2.8,1)*CFrame.Angles(-30,0,0)
- for _,v in pairs(scythe:GetChildren()) do
- if v:IsA("Part") then
- v.CanCollide = false
- end
- end
- function slash()
- dem = hitbox.Touched:connect(function(hit) Damage(hit, 30) end)
- for i = 1,10 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,.9,0) * CFrame.Angles(math.rad(21), math.rad(75), math.rad(50)), 1)
- --larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(-18)), 1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-14),math.rad(-60),0), 0.5)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(0, math.rad(70), 0), 0.5)
- --[[lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(-10)), 0.5)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(10)), 0.5)]]
- wait()
- end
- damen = true
- dem = hitbox.Touched:connect(function(hit) Damage(hit, 30) end)
- for i = 1,25 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(50)), 1)
- --larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0) * CFrame.Angles(math.rad(60), math.rad(0), math.rad(20)), 0.5)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-14),math.rad(30),0), 0.5)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(-30), math.rad(0)), 0.5)
- --[[lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-10), 0, 0), 0.5)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(10)), 0.5)]]
- if Debounces.on == false then break end
- wait()
- end
- damen = false
- dem:disconnect()
- enabled = true
- end
- ----------------------------------------------------
- function nwSnd(prnt,pch,vol,id)
- local s=Instance.new("Sound",prnt)
- s.Pitch=pch
- s.Volume=vol
- s.SoundId="rbxassetid://"..id
- s.PlayOnRemove=true
- return s
- end
- ----------------------------------------------------
- function newRay(start,face,range,wat)
- local rey=Ray.new(start.p,(face.p-start.p).Unit*range)
- hit,pos=Workspace:FindPartOnRayWithIgnoreList(rey,wat)
- return rey,hit,pos
- end
- ----------------------------------------------------
- function lerp(a, b, t) -- Linear interpolation
- return a + (b - a)*t
- end
- function slerp(a, b, t) --Spherical interpolation
- dot = a:Dot(b)
- if dot > 0.99999 or dot < -0.99999 then
- return t <= 0.5 and a or b
- else
- r = math.acos(dot)
- return (a*math.sin((1 - t)*r) + b*math.sin(t*r)) / math.sin(r)
- end
- end
- function matrixInterpolate(a, b, t)
- local ax, ay, az, a00, a01, a02, a10, a11, a12, a20, a21, a22 = a:components()
- local bx, by, bz, b00, b01, b02, b10, b11, b12, b20, b21, b22 = b:components()
- local v0 = lerp(Vector3.new(ax, ay, az), Vector3.new(bx , by , bz), t) -- Position
- local v1 = slerp(Vector3.new(a00, a01, a02), Vector3.new(b00, b01, b02), t) -- Vector right
- local v2 = slerp(Vector3.new(a10, a11, a12), Vector3.new(b10, b11, b12), t) -- Vector up
- local v3 = slerp(Vector3.new(a20, a21, a22), Vector3.new(b20, b21, b22), t) -- Vector back
- local t = v1:Dot(v2)
- if not (t < 0 or t == 0 or t > 0) then -- Failsafe
- return CFrame.new()
- end
- return CFrame.new(
- v0.x, v0.y, v0.z,
- v1.x, v1.y, v1.z,
- v2.x, v2.y, v2.z,
- v3.x, v3.y, v3.z)
- end
- ----------------------------------------------------
- function genWeld(a,b)
- local w = Instance.new("Weld",a)
- w.Part0 = a
- w.Part1 = b
- return w
- end
- function weld(a, b)
- local weld = Instance.new("Weld")
- weld.Name = "W"
- weld.Part0 = a
- weld.Part1 = b
- weld.C0 = a.CFrame:inverse() * b.CFrame
- weld.Parent = a
- return weld;
- end
- ----------------------------------------------------
- function Lerp(c1,c2,al)
- local com1 = {c1.X,c1.Y,c1.Z,c1:toEulerAnglesXYZ()}
- local com2 = {c2.X,c2.Y,c2.Z,c2:toEulerAnglesXYZ()}
- for i,v in pairs(com1) do
- com1[i] = v+(com2[i]-v)*al
- end
- return CFrame.new(com1[1],com1[2],com1[3]) * CFrame.Angles(select(4,unpack(com1)))
- end
- ----------------------------------------------------
- function 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 ~= char then
- if(v.Torso.Position -Position).magnitude <= Distance then
- table.insert(List,v)
- end
- end
- end
- end
- end
- return List
- end
- ----------------------------------------------------
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- end
- ----------------------------------------------------
- function weld5(part0, part1, c0, c1)
- weeld=Instance.new("Weld", part0)
- weeld.Part0=part0
- weeld.Part1=part1
- weeld.C0=c0
- weeld.C1=c1
- return weeld
- end
- ----------------------------------------------------
- local animpose = "Idle"
- local lastanimpose = "Idle"
- local sine = 0
- local change = 1
- local val = 0
- local ffing = false
- ----------------------------------------------------
- ----------------------------------------------------
- mouse.KeyDown:connect(function(key)
- if key == "e" then
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.NoIdl = true
- Debounces.on = true
- for i = 1, 20 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0)*CFrame.Angles(math.rad(100),math.rad(-4),math.rad(-20)), 1)
- if Debounces.on == false then break end
- rs:wait()
- end
- local Ball = Instance.new("Part",rarm)
- Ball.Size = Vector3.new(.1,.1,.1) ---- For the hitbox.
- Ball.BrickColor = BrickColor.new("Royal purple")
- Ball.TopSurface = 0
- Ball.Material = "Neon"
- Ball.BottomSurface = 0 ---- To make the top and bottom look smooth
- Ball.CanCollide = true
- local Ball2 = Instance.new("Weld",Ball)
- Ball2.Part0 = rarm
- Ball2.Part1 = Ball
- Ball2.C0 = CFrame.new(0,-1.1,0)
- local Ball3 = Instance.new("SpecialMesh",Ball)
- Ball3.MeshType = "Sphere" --- SInce its a ball and if you wanna do a random mesh then its MeshId = ""
- Ball3.Scale = Vector3.new(0.5,0.5,0.5) -- To start it off tiny as it grows.
- local c = game.Players.LocalPlayer.Character
- local radius = 10
- local pos = Ball.CFrame
- local clrz = {'Really black','Royal purple'};
- for HAAA = 1, 20 do
- for i = 1,1 do
- local clr = clrz[math.random(1,#clrz)]
- pos = Ball.CFrame
- local p = Instance.new('Part',c)
- local mafc,mafa = math.random(-10,10), math.random(-360,360)
- p.CanCollide = false
- p.FormFactor = 3
- p.Size = Vector3.new(1,1,1)
- local m = Instance.new('SpecialMesh',p)
- m.MeshType = 'Brick'
- spawn(function()
- for i = 0,50 do
- local int,int2 = .02,.02
- m.Scale = m.Scale - Vector3.new(int,int,int)
- p.Transparency = p.Transparency + int2
- Ball3.Scale = Ball3.Scale + Vector3.new(0.02,0.02,0.02)
- game:service'RunService'.RenderStepped:wait()
- end
- pcall(function()
- p:Destroy()
- end)
- end)
- p.BrickColor = BrickColor.new(clr)
- p.Material = 'Neon'
- p.CFrame = pos * CFrame.new(math.random(-radius,radius),math.random(-radius,radius),math.random(-radius,radius)) * CFrame.Angles(mafa,mafa,mafa)
- local bp = Instance.new('BodyPosition',p)
- bp.MaxForce = Vector3.new(1/0,1/0,1/0)
- bp.D = 100
- bp.P = 100
- bp.Position = pos.p
- game.Debris:AddItem(p,10)
- end
- end
- wait(1)
- Ball2:remove()
- Ball.CFrame = rarm.CFrame*CFrame.new(0,0,-4)
- local Fly = Instance.new("BodyVelocity",Ball)
- Fly.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- Ball.CFrame = CFrame.new(mouse.Hit.p)
- Fly.velocity = Ball.CFrame.lookVector*65
- Ball.Touched:connect(function(hit)--LINE 170
- if hit.Parent:FindFirstChild("Humanoid") and hit.Parent~=nil and hit.Parent~="XIxSandStormxIX" and hit.Name~="XIxSandStormxIX" and hit~="XIxSandStormxIX" or hit.Parent~="XIxSandStormxIX" or hit.Name~="XIxSandStormxIX" or hit~="XIxSandStormxIX"then
- for i,v in pairs(FindNearestTorso(Ball.CFrame.p,5))do
- if v:FindFirstChild('Humanoid') and hit.Parent~="XIxSandStormxIX" and hit.Name~="XIxSandStormxIX" and hit~="XIxSandStormxIX" or hit.Parent~="XIxSandStormxIX" or hit.Name~="XIxSandStormxIX" or hit~="XIxSandStormxIX" then
- v.Humanoid:TakeDamage(math.random(3,6))
- end
- end
- Fly:Destroy()
- Ball.Anchored = true
- Ball.CanCollide = false
- for i = 1,50 do
- wait()
- Ball3.Scale = Ball3.Scale + Vector3.new(1,1,1)
- Ball.Transparency = Ball.Transparency + .1
- end
- end
- end)
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- Debounces.NoIdl = false
- Debounces.on = false
- end
- end
- end
- end)
- ----------------------------------------------------------
- --[[attacktype = 1
- attack = false
- function attackone()
- attack = true
- for i = 1, 20 do
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-50)), .3)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(30)), 0.3)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1, 0.3, .3) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(120), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-70), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- rs:wait()
- end
- for i = 1, 20 do
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(50)), .5)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.2, 0.5, -.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(-30)), 0.5)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.5)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(70), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .5)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-120), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .5)
- rs:wait()
- end
- attack = false
- end
- function attacktwo()
- attack = true
- for i = 1, 20 do
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.4, 0.5, -.5) * CFrame.Angles(math.rad(150), math.rad(0), math.rad(0)), 0.3)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.3, 0.3, 0) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(1, -1, -.3) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-1, -1, .2) * CFrame.Angles(math.rad(0), math.rad(-85), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- rs:wait()
- end
- for i = 1, 20 do
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .5)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.2, 0.3, -.5) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(-30)), 0.5)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(-50)), 0.5)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(1, -1, -.3) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .5)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-1, -1, .2) * CFrame.Angles(math.rad(0), math.rad(-85), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .5)
- rs:wait()
- end
- attack = false
- end
- function attackthree()
- attack = true
- for i = 1, 20 do
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(50)), .3)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.4, 0.8, -.5) * CFrame.Angles(math.rad(120), math.rad(0), math.rad(-30)), 0.3)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.3, 0.3, 0) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(1, -1, -.3) * CFrame.Angles(math.rad(0), math.rad(70), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-1, -1, .2) * CFrame.Angles(math.rad(0), math.rad(-140), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- rs:wait()
- end
- for i = 1, 20 do
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-50)), .5)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.4, 0.5, 0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(30)), 0.5)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.3, 0.3, 0) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.5)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(1, -1, -.3) * CFrame.Angles(math.rad(0), math.rad(140), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .5)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-1, -1, .2) * CFrame.Angles(math.rad(0), math.rad(-50), math.rad(0)) * CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .5)
- rs:wait()
- end
- attack = false
- end
- mouse.Button1Down:connect(function()
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.NoIdl = true
- Debounces.on = true
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- Debounces.NoIdl = false
- Debounces.on = false
- if attack == false and attacktype == 1 then
- attacktype = 2
- attackone()
- elseif attack == false and attacktype == 2 then
- attacktype = 3
- attacktwo()
- elseif attack == false and attacktype == 3 then
- attacktype = 1
- attackthree()
- end
- end)]]
- ----------------------------------------------------------
- mouse.KeyDown:connect(function(key)
- if key == "q" then
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.NoIdl = true
- Debounces.on = true
- for i = 1, 20 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0)*CFrame.Angles(math.rad(100),math.rad(-4),math.rad(-20)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(-18)),--[[Speed]] 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(18)), --[[Speed]]0.4)
- if Debounces.on == false then break end
- rs:wait()
- end
- for i = 1, 20 do
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0)*CFrame.Angles(math.rad(100),math.rad(-4),math.rad(20)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(-18)),--[[Speed]] 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(18)), --[[Speed]]0.4)
- if Debounces.on == false then break end
- rs:wait()
- end
- hum.WalkSpeed = 0
- local m0del = Instance.new('Model',char)
- local wave = Instance.new('Part',m0del)
- wave.CFrame = char.Torso.CFrame * CFrame.new(3.5, 0, 0)
- wave.TopSurface = 'Smooth'
- wave.BottomSurface = 'Smooth'
- wave.BrickColor = BrickColor.new('Royal purple')
- wave.Anchored = true
- wave.FormFactor = 'Custom'
- wave.Shape = 'Ball'
- wave.CanCollide = false
- wave.Material = 'Neon'
- wave.Size = Vector3.new(.4, .4, .4)
- local lite = Instance.new('SelectionSphere',wave)
- lite.Transparency = .7
- lite.Color = BrickColor.new('Royal purple')
- lite.Adornee = wave
- for awe = 1, 32 do
- wave.Size = Vector3.new(wave.Size.X+.6, wave.Size.Y+.6, wave.Size.Z+.6)
- wait()
- wave.CFrame = wave.CFrame * CFrame.new(.5, 0, 0)
- end
- for zfvadi = 1, 20 do
- wave.CFrame = wave.CFrame * CFrame.new(-1, 0, -1)
- wait()
- end
- local beam = Instance.new('Part',m0del)
- beam.TopSurface = 'Smooth'
- beam.BottomSurface = 'Smooth'
- beam.Material = 'Neon'
- beam.Transparency = .6
- beam.Anchored = true
- beam.BrickColor = BrickColor.new('Royal purple')
- beam.CanCollide = false
- local mesh = Instance.new('CylinderMesh',beam)
- local realbeam = beam:Clone()
- realbeam.Parent = m0del
- realbeam.BrickColor = BrickColor.new('Royal purple')
- realbeam.Transparency = .1
- realbeam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- beam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- beam.Size = Vector3.new(23, 10/2, 23)
- realbeam.Size = Vector3.new(24, 10/2, 24)
- for HAAA = 1, 100 do
- local starthere = char.Torso.CFrame * CFrame.new(0, 0, -17.5)
- local idek = Ray.new(starthere.p,(starthere.p -(starthere * CFrame.new(0, 0, 1)).p).unit * 1000)
- local thx = {char, m0del}
- local p = wave:Clone()
- table.insert(thx, p)
- local Bonk, ovhere = workspace:FindPartOnRayWithIgnoreList(idek, thx)
- local meg
- if Bonk then
- if Bonk.CanCollide == false then
- table.insert(thx,Bonk)
- end
- p.Parent = m0del
- p.Size = Vector3.new(28, 28, 28)
- p.Position = ovhere
- end
- if Bonk and Bonk.Parent:findFirstChild'Humanoid' then
- local dionamuh = Bonk.Parent:findFirstChild'Humanoid'
- dionamuh.Health = dionamuh.Health - 11
- end
- meg = (starthere.p - ovhere).magnitude
- wait(.01)
- p:Destroy()
- wait(.01)
- realbeam.Size = Vector3.new(25/2, meg, 25/2)
- beam.Size = Vector3.new(26/2, meg, 26/2)
- realbeam.CFrame = starthere * CFrame.new(0, 0, -meg/2) * CFrame.Angles(math.rad(90), 0, 0)
- beam.CFrame = starthere * CFrame.new(0, 0, -meg/2) * CFrame.Angles(math.rad(90), 0, 0)
- wave.CFrame = starthere
- end
- hum.WalkSpeed = 16
- game:GetService('Debris'):AddItem(m0del, 4)
- wait(3)
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- Debounces.NoIdl = false
- Debounces.on = false
- end
- end
- end
- end)
- ----------------------------------------------------------
- --[[mouse.KeyDown:connect(function(key)
- if key == "f" then
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.NoIdl = true
- Debounces.on = true
- for i = 1, 20 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(.75, .4, -.4)*CFrame.Angles(math.rad(20),math.rad(-10),math.rad(0)), 1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-.75, .4, -.4)*CFrame.Angles(math.rad(20),math.rad(10),math.rad(0)), 1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.0) * CFrame.Angles(math.rad(-0),0,0), 1)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/14), 0) * CFrame.Angles(0, math.rad(0), math.rad(0)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.65, -1, 0) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(11)), 1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.65, -1, 0) * CFrame.Angles(math.rad(90), math.rad(-0), math.rad(-11)), 1)
- if Debounces.on == false then break end
- rs:wait()
- end
- local c = game.Players.LocalPlayer.Character
- local radius = 10
- local pos = torso.CFrame
- local clrz = {'Really black','Royal purple'};
- for HAAA = 1, 20 do
- for i = 1,1 do
- local clr = clrz[math.random(1,#clrz)]
- pos = torso.CFrame
- local p = Instance.new('Part',c)
- local mafc,mafa = math.random(-10,10), math.random(-360,360)
- p.CanCollide = false
- p.FormFactor = 3
- p.Size = Vector3.new(1,1,1)
- local m = Instance.new('SpecialMesh',p)
- m.MeshType = 'Brick'
- spawn(function()
- for i = 0,50 do
- local int,int2 = .02,.02
- m.Scale = m.Scale - Vector3.new(int,int,int)
- p.Transparency = p.Transparency + int2
- game:service'RunService'.RenderStepped:wait()
- end
- pcall(function()
- p:Destroy()
- end)
- end)
- p.BrickColor = BrickColor.new(clr)
- p.Material = 'Neon'
- p.CFrame = pos * CFrame.new(math.random(-radius,radius),math.random(-radius,radius),math.random(-radius,radius)) * CFrame.Angles(mafa,mafa,mafa)
- local bp = Instance.new('BodyPosition',p)
- bp.MaxForce = Vector3.new(1/0,1/0,1/0)
- bp.D = 1000000
- bp.P = 10000
- bp.Position = pos.p
- game.Debris:AddItem(p,10)
- end
- end
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- Debounces.NoIdl = false
- Debounces.on = false
- end
- end
- end
- end)]]
- ----------------------------------------------------------
- --Basic laser--
- --- MODMODE ACTIVATE <(^__^)> ---
- local p = game.Players.LocalPlayer
- local char = p.Character
- local rarm = char["Right Arm"]
- local torso = char.Torso
- local shl=torso['Right Shoulder']
- local mouse = p:GetMouse()
- hold=false
- rw=nil
- n_cf=CFrame.new(1,.5,0)
- --mouse.Button1Down:connect(function()
- mouse.KeyDown:connect(function(key)
- if key == "x" then
- local laz = Instance.new("Part",char)
- laz.Anchored=true
- laz.BrickColor=BrickColor.new"New Yeller"
- laz.CanCollide=false
- for _,v in pairs(Enum.NormalId:GetEnumItems())do
- laz[v.Name..'Surface']=0 end
- laz.Size=Vector3.new(0,0,0)
- Instance.new("CylinderMesh",laz).Name='m'
- pos = (rarm.CFrame*CFrame.new(0,-1.2,0)).p
- hold=true
- local ptick=tick()
- while hold do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0)*CFrame.Angles(math.rad(100),math.rad(-4),math.rad(-20)), 1)
- if (tick()-ptick)>.1 then
- Spawn(function()
- local cl=laz:Clone()
- cl.Parent=char
- local msh=cl.m
- local r=5
- for i=0,1,.1 do
- msh.Scale=Vector3.new(1+i*r,1,1+i*r)
- cl.Transparency=i
- wait()
- end
- cl:Destroy()
- end)
- ptick=tick()
- end
- local mag = (pos-mouse.hit.p).magnitude
- laz.Size = Vector3.new(1,mag,1)
- laz.CFrame = (CFrame.new(pos,mouse.hit.p)*CFrame.new(0,0,-mag/2))*CFrame.Angles(math.pi/2,0,0)
- pos = (rarm.CFrame*CFrame.new(0,-1.2,0)).p
- wait()
- end
- laz:Destroy()
- end
- end)
- --end)
- --mouse.Button1Up:connect(function()
- mouse.KeyUp:connect(function(key)
- if key == "x" then
- hold=false
- end
- end)
- --end)
- mouse.KeyDown:connect(function(key)
- if key == "z" then
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.NoIdl = true
- Debounces.on = true
- hostile = true
- for i = 1, 15 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.55,0)*CFrame.Angles(math.rad(100),math.rad(-4),math.rad(-20)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(-18)),--[[Speed]] 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(18)), --[[Speed]]0.4)
- if Debounces.on == false then break end
- rs:wait()
- end
- for i = 1, 15 do
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.55,0)*CFrame.Angles(math.rad(100),math.rad(-4),math.rad(20)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(-18)),--[[Speed]] 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(18)), --[[Speed]]0.4)
- if Debounces.on == false then break end
- rs:wait()
- end
- if armloop then
- ch['Right Arm'].Anchored = true
- local p0 = ch.Torso.CFrame
- p0 = p0 + ((p0 * ca(pi/-2,0,0)).lookVector * -0.5) + (p0 * ca(0,pi/-2,0)).lookVector
- local p1 = p0 + ((p0.p-lp:GetMouse().Hit.p).unit * -2)
- ch['Right Arm'].CFrame = cf((p0.p + p1.p)/2,p0.p) * ca(-math.pi/2,0,0)
- end
- local m0del = Instance.new('Model',char)
- local wave = Instance.new('Part',m0del)
- wave.CFrame = char.Torso.CFrame * CFrame.new(0, 30, 0)
- wave.TopSurface = 'Smooth'
- wave.BottomSurface = 'Smooth'
- wave.BrickColor = BrickColor.new('Royal purple')
- wave.Anchored = true
- wave.FormFactor = 'Custom'
- wave.Shape = 'Ball'
- wave.CanCollide = false
- wave.Material = 'Neon'
- wave.Size = Vector3.new(3, 3, 3)
- local lite = Instance.new('SelectionSphere',wave)
- lite.Transparency = .7
- lite.Color = BrickColor.new('Royal purple')
- lite.Adornee = wave
- for awe = 1, 32 do
- wave.Size = Vector3.new(wave.Size.X+1, wave.Size.Y+1, wave.Size.Z+1)
- wait()
- wave.CFrame = wave.CFrame * CFrame.new(0, .5, 0)
- end
- wave.Touched:connect(function(hit)--LINE 170
- if hit.Parent:FindFirstChild("Humanoid") and hit.Parent~="XIxSandStormxIX" and hit.Name~="XIxSandStormxIX" then
- for i,v in pairs(FindNearestTorso(wave.CFrame.p,20))do
- if v:FindFirstChild('Humanoid') and hit.Parent~="XIxSandStormxIX" and hit.Name~="XIxSandStormxIX" then
- v.Humanoid:TakeDamage(math.random(300,600))
- end
- end
- end
- end)
- for zfvadi = 1, 25 do
- wave.CFrame = wave.CFrame * CFrame.new(0, -2, -2)
- wait()
- end
- wave.Touched:connect(function(hit)--LINE 170
- if hit.Parent:FindFirstChild("Humanoid") and hit.Parent~="XIxSandStormxIX" and hit.Name~="XIxSandStormxIX" then
- for i,v in pairs(FindNearestTorso(wave.CFrame.p,20))do
- if v:FindFirstChild('Humanoid') and hit.Parent~="XIxSandStormxIX" and hit.Name~="XIxSandStormxIX" then
- v.Humanoid:TakeDamage(math.random(300,600))
- end
- end
- end
- end)
- wait(1)
- for zfvadi = 1, 25 do
- wave.Size = Vector3.new(wave.Size.X-1.5, wave.Size.Y-1.5, wave.Size.Z-1.5)
- wave.Transparency = wave.Transparency + .5
- wait()
- end
- game:GetService('Debris'):AddItem(m0del, 4)
- hum.WalkSpeed = 16
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- Debounces.NoIdl = false
- Debounces.on = false
- end
- end
- hostile = false
- end
- end)
- ----------------------------------------------------------
- mouse.KeyDown:connect(function(key)
- if key == "g" then
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.NoIdl = true
- Debounces.on = true
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- Debounces.NoIdl = false
- Debounces.on = false
- end
- end
- end
- end)
- ----------------------------------------------------
- mouse.KeyDown:connect(function(key)
- if key == "m" then
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.on = true
- Debounces.NoIdl = true
- hum.WalkSpeed = 50
- BV = Instance.new("BodyVelocity", torso)
- BV.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- BV.P = 300000
- BV.Velocity = Vector3.new(0,200,0)
- game:GetService("Debris"):AddItem(BV,.07)
- for i = 1, 20 do
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.0)*CFrame.Angles(math.rad(20),math.rad(0), math.rad(0)),0.7)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-16), math.rad(0), math.rad(0)), 0.7)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0) * CFrame.Angles(math.rad(40), 0, math.rad(-20)), 0.7)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(20)), 0.7)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-10), 0, 0), 0.7)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.7)
- if Debounces.on == false then break end
- wait()
- end
- BV:Destroy()
- if (torso.Velocity*Vector3.new(1, 1, 1)).magnitude > 1 then
- for i = 1, 30 do
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.0)*CFrame.Angles(math.rad(-14),math.rad(0), math.rad(0)),0.3)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)), 0.3)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- if Debounces.on == false then break end
- wait()
- end
- end
- hum.WalkSpeed = 16
- Debounces.on = false
- Debounces.NoIdl = false
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- end
- end
- end
- end)
- ----------------------------------------------------
- mouse.KeyDown:connect(function(key)
- --if key:byte() == 32 then
- if key == "c" then
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.NoIdl = true
- Debounces.on = true
- local vu = Instance.new("BodyVelocity",torso)
- vu.P = 500
- vu.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- vu.velocity = Vector3.new(torso.CFrame.lookVector.X,torso.CFrame.lookVector.Y,torso.CFrame.lookVector.Z)
- game:GetService("Debris"):AddItem(vu,0.267)
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- Debounces.NoIdl = false
- Debounces.on = false
- end
- end
- end
- end)
- ----------------------------------------------------------
- mouse.KeyDown:connect(function(key)
- if key == "v" then
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.NoIdl = true
- Debounces.on = true
- slash()
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- Debounces.NoIdl = false
- Debounces.on = false
- end
- end
- end
- end)
- ----------------------------------------------------------
- mouse.KeyDown:connect(function(key)
- if key == "r" then
- if Debounces.CanAttack == true then
- Debounces.CanAttack = false
- Debounces.on = true
- Debounces.NoIdl = true
- for i = 1,20 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0) * CFrame.Angles(math.rad(115), math.rad(0), math.rad(-55)), 0.01)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0) * CFrame.Angles(math.rad(115), math.rad(0), math.rad(55)), 0.01)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.0) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)),0.1)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(30), math.rad(0), 0), 0.01)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-60), 0, math.rad(0)), 0.01)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-60), 0, math.rad(0)), 0.01)
- if Debounces.on == false then break end
- wait()
- end
- to = hitbox.Touched:connect(function(hit)
- hit = hit.Parent
- if hit and hit:IsA("Model") then
- if hit:FindFirstChild("Humanoid") then
- if hit.Name ~= p.Name then
- hit:FindFirstChild("Humanoid"):TakeDamage(10)
- end
- end
- end
- end)
- for i = 1,26 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(-55)), 0.1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0) * CFrame.Angles(math.rad(50), math.rad(0), math.rad(55)), 0.1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.0) * CFrame.Angles(math.rad(-10), math.rad(0), math.rad(0)),0.1)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-40), math.rad(0), 0), 0.1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(50), 0, math.rad(0)), 0.1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-10), 0, math.rad(0)), 0.1)
- if Debounces.on == false then break end
- wait()
- end
- wait(.5)
- to:disconnect()
- if Debounces.CanAttack == false then
- Debounces.CanAttack = true
- Debounces.on = false
- Debounces.NoIdl = false
- end
- end
- end
- end)
- ----------------------------------------------------------
- function unhols()
- asd = handle:findFirstChild("HolstWeld")
- asd:Destroy()
- partweld.Parent = handle
- on=false
- end
- function hols()
- local asd = Instance.new("Weld", handle)
- asd.Name = "HolstWeld"
- asd.Part0 = handle
- asd.Part1 = char.Torso
- asd.C0 = CFrame.new(0,0,-.6)*CFrame.Angles(0,0,260)
- partweld.Parent=nil
- on = true
- end
- function particle()
- local c = game.Players.LocalPlayer.Character
- local radius = 10
- local pos = torso.CFrame
- local clrz = {'Really black','Royal purple'};
- for HAAA = 1, 20 do
- for i = 1,1 do
- local clr = clrz[math.random(1,#clrz)]
- pos = torso.CFrame
- local p = Instance.new('Part',c)
- local mafc,mafa = math.random(-10,10), math.random(-360,360)
- p.CanCollide = false
- p.FormFactor = 3
- p.Size = Vector3.new(1,1,1)
- local m = Instance.new('SpecialMesh',p)
- m.MeshType = 'Brick'
- spawn(function()
- for i = 0,50 do
- local int,int2 = .02,.02
- m.Scale = m.Scale - Vector3.new(int,int,int)
- p.Transparency = p.Transparency + int2
- game:service'RunService'.RenderStepped:wait()
- end
- pcall(function()
- p:Destroy()
- end)
- end)
- p.BrickColor = BrickColor.new(clr)
- p.Material = 'Neon'
- p.CFrame = pos * CFrame.new(math.random(-radius,radius),math.random(-radius,radius),math.random(-radius,radius)) * CFrame.Angles(mafa,mafa,mafa)
- local bp = Instance.new('BodyPosition',p)
- bp.MaxForce = Vector3.new(1/0,1/0,1/0)
- bp.D = 1000000
- bp.P = 10000
- bp.Position = pos.p
- game.Debris:AddItem(p,10)
- end
- end
- end
- ----------------------------------------------------------
- Holstered = "off"
- mouse.KeyDown:connect(function(key)
- if key == "f" then
- if Holstered == "off" then
- hols()
- particle()
- Holstered = "on"
- elseif Holstered == "on" then
- unhols()
- particle()
- Holstered = "off"
- end
- end
- end)
- ----------------------------------------------------------
- game:GetService("RunService").RenderStepped:connect(function()
- char.Humanoid.FreeFalling:connect(function(f)
- if f then
- ffing = true
- else
- ffing = false
- end
- end)
- sine = sine + change
- if jumpn == true then
- animpose = "Jumping"
- elseif ffing == true then
- animpose = "Freefalling"
- elseif (torso.Velocity*Vector3.new(1, 0, 1)).magnitude < 2 then
- animpose = "Idle"
- elseif (torso.Velocity*Vector3.new(1, 0, 1)).magnitude < 20 then
- animpose = "Walking"
- elseif (torso.Velocity*Vector3.new(1, 0, 1)).magnitude > 20 then
- animpose = "Running"
- end
- if animpose ~= lastanimpose then
- sine = 0
- if Debounces.NoIdl == false then
- if animpose == "Idle" then
- for i = 1, 2 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0)*CFrame.Angles(math.rad(-0),math.rad(-6),math.rad(8)), 1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0)*CFrame.Angles(math.rad(-0),math.rad(6),math.rad(-8)), 1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.0) * CFrame.Angles(math.rad(-0),0,0), 1)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/5), 0) * CFrame.Angles(math.rad(-2),0, math.rad(0)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(-16)), 1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(16)), 1)
- end
- elseif animpose == "Walking" then
- for i = 1, 2 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0)*CFrame.Angles(math.rad(-0),math.rad(-12),math.rad(14+24*math.cos(sine/8))),--[[Speed]] 0.2)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0)*CFrame.Angles(math.rad(-0),math.rad(12),math.rad(-14-24*math.cos(sine/8))),--[[Speed]] 0.2)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-0),0,0),--[[Speed]] 0.4)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-0),0, math.rad(0)),--[[Speed]] 0.05)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(-18)),--[[Speed]] 0.4)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-0), 0, math.rad(18)), --[[Speed]]0.4)
- end
- elseif animpose == "Freefalling" then
- for i = 1, 2 do
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.0)*CFrame.Angles(math.rad(20),math.rad(0), math.rad(0)),0.7)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-16), math.rad(0), math.rad(0)), 0.7)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0) * CFrame.Angles(math.rad(40), 0, math.rad(-20)), 0.7)
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(20)), 0.7)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-10), 0, 0), 0.7)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.7)
- end
- elseif animpose == "Running" then
- for i = 1, 2 do
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0)*CFrame.Angles(math.rad(-14),math.rad(-12),math.rad(10+2*math.cos(sine/14))), 1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0)*CFrame.Angles(math.rad(-14),math.rad(12),math.rad(-10-2*math.cos(sine/14))), 1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-12),0,0), 1)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-18),0, math.rad(0)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-14), 0, math.rad(-16)), 1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-14), 0, math.rad(16)), 1)
- wait()
- end
- end
- else
- end
- end
- lastanimpose = animpose
- if Debounces.NoIdl == false then
- if animpose == "Idle" then
- change = 0.5
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0)*CFrame.Angles(math.rad(-0),math.rad(-6),math.rad(8)), 1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0)*CFrame.Angles(math.rad(-0),math.rad(6),math.rad(-8)), 1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.0) * CFrame.Angles(math.rad(-0),0,0), 1)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/5), 0) * CFrame.Angles(math.rad(-2),0, math.rad(0)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(-16)), 1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(0, 0, math.rad(16)), 1)
- elseif animpose == "Walking" then
- change = 1
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0)*CFrame.Angles(math.rad(-0),math.rad(-12),math.rad(10+2*math.cos(sine/14))), 1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0)*CFrame.Angles(math.rad(-0),math.rad(12),math.rad(-10-2*math.cos(sine/14))), 1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.0) * CFrame.Angles(math.rad(-0),0,0), 1)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/5), 0) * CFrame.Angles(math.rad(-4),0, math.rad(0)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5,-1-0*math.cos(sine/14)/2,-.05 + math.sin(sine/14)/6) * CFrame.Angles(math.rad(-8) + -math.sin(sine/10)/2, 0, 0), 1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5,-1+0*math.cos(sine/14)/2,-.05 + -math.sin(sine/14)/6) * CFrame.Angles(math.rad(-8) + math.sin(sine/10)/2, 0, 0), 1)
- elseif animpose == "Running" then
- change = 1
- rarm.Weld.C0 = Lerp(rarm.Weld.C0, CFrame.new(1.5,0.53,0)*CFrame.Angles(math.rad(-14),math.rad(-12),math.rad(10+2*math.cos(sine/14))), 1)
- larm.Weld.C0 = Lerp(larm.Weld.C0, CFrame.new(-1.5,0.53,0)*CFrame.Angles(math.rad(-14),math.rad(12),math.rad(-10-2*math.cos(sine/14))), 1)
- hed.Weld.C0 = Lerp(hed.Weld.C0, CFrame.new(0, 1.5, -.2) * CFrame.Angles(math.rad(-12),0,0), 1)
- torso.Weld.C0 = Lerp(torso.Weld.C0, CFrame.new(0, 0-0.1*math.cos(sine/5), 0) * CFrame.Angles(math.rad(-4),0, math.rad(0)), 1)
- lleg.Weld.C0 = Lerp(lleg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-14), 0, math.rad(-16)), 1)
- rleg.Weld.C0 = Lerp(rleg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(-14), 0, math.rad(16)), 1)
- end
- end
- end)
Add Comment
Please, Sign In to add comment