-- mediafire ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- script.Parent = nil it = Instance.new v3=Vector3.new bc=BrickColor.new c3=Color3.new cn=CFrame.new ca=CFrame.Angles ca2=function(a,b,c) return ca(math.rad(a),math.rad(b),math.rad(c)) end ti=table.insert tr=table.remove rn=math.random rd=math.rad mf=math.floor ud = UDim2.new inf=math.huge dg=math.deg mdeg=math.deg v310=v3(1/0,1/0,1/0) pi=math.pi w=wait cf=cn bn=bc ts=tostring Workspace=game:GetService("Workspace") Players=game:GetService("Players") Player=Players.LocalPlayer Lighting=game:GetService("Lighting") Debris=game:GetService("Debris") work=Workspace server=Players tb=Player lighting=Lighting deb=Debris asset = "http://www.roblox.com/asset/?id=" Asset=asset ids = {} ids.Shoot = 10209633 ids.Reload = 10209636 ids.Crown = 20329976 ids.Crown2 = 1323306 ids.Icon = 52611635 ids.Explode = 2697431 ids.Ring = 3270017 for i,v in pairs(ids) do if type(v)=='number' then ids[i]='http://www.roblox.com/asset/?id='..v end game:GetService("ContentProvider"):Preload(ids[i]) end qi = function(ttz) local qii = it(ttz[1]) table.foreach(ttz,function(oi,oi2) if oi ~= 1 and oi ~= 2 then qii[oi] = oi2 end end) qii.Parent=ttz[2] return qii end q = function(f) coroutine.resume(coroutine.create(function() f() end)) end ft = function(tablez,item) for i=1,#tablez do if tablez[i] == item then return i end end return nil end ft2 = function(tablez,item) for i=1,#tablez do if tablez[i][1] == item then return i end end return nil end pa = function(pa,pn,sh,x,y,z,c,a,tr,re,bc2) local fp=nil if sh ~= "Wedge" and sh ~= "CornerWedge" and sh ~= "VehicleSeat" and sh ~= "Seat" then fp=it("Part",pa) fp.Shape=sh or "Block" fp.formFactor="Custom" elseif sh == "Wedge" then fp=it("WedgePart",pa) fp.formFactor="Custom" elseif sh == "CornerWedge" then fp=it("CornerWedgePart",pa) elseif sh == "VehicleSeat" then fp=it("VehicleSeat",pa) elseif sh == "Seat" then fp=it("Seat",pa) end fp.Size=v3(x or 4,y or 2,z or 2) fp.Friction = 2 fp.CanCollide=c or true fp.Anchored=a or false fp.BrickColor=bc(bc2 or "") fp.Transparency=tr or 0 fp.Reflectance=re or 0 fp.BottomSurface=0 fp.Name=pn or "TBLib Part" fp.Locked = true fp.TopSurface=0 fp.CFrame=cn(0,0,0) fp:BreakJoints() fp.Anchored = a return fp end function ClearClass(Object,Class) for _,v in pairs(Object:GetChildren()) do if v:IsA(Class) then v:Destroy() end end end function GetClass(Object,Class) for _,v in pairs(Object:GetChildren()) do if v:IsA(Class) then return v end end end function re(par,obj) if par:findFirstChild(obj) then par[obj]:Remove'' end end function invis(o) for i,v in pairs(o:children()) do if v:IsA("BasePart") then v.Transparency=1 end invis(v) end end function newhats(p,o,o2) for i,v in pairs(p:children()) do if v:IsA("Hat") then local np=v.Handle:Clone'' np.Transparency=0 np.Mesh.Scale=np.Mesh.Scale*1.04 np.Parent=o np.CFrame=v.Handle.CFrame np.Name="Hat" stick2(np,o2,o) end end end fade = function(prt,incr) q(function() for i=prt.Transparency,1,incr do prt.Transparency=i wait() end prt:Remove'' end) end function weld(pa,p0,p1,x,y,z,a,b,c) local fw=it("Weld",pa) fw.Part0=p0 fw.Part1=p1 fw.C0=cn(x,y,z)*ca(a,b,c) return fw end stick = function(hit2,hit) return qi({"Weld",hit2,Part0=hit2,Part1=hit,C0=hit2.CFrame:inverse()*cn(hit2.Position),C1=hit.CFrame:inverse()*cn(hit2.Position)}) end function stick2(hit2,hit,tostick) local weld=it("Weld") weld.Part0=tostick weld.Part1=hit2 local HitPos=hit.Position local CJ=cn(HitPos) local C0=hit2.CFrame:inverse() *CJ local C1=hit.CFrame:inverse() * CJ weld.C0=C1 weld.C1=C0 weld.Parent=hit2 end ray = function(Pos, Dir,tab) return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit *999),tab) end function rtab(tabz,obj) for i=1,#tabz do if tabz[i] == obj then tr(tabz,i) break end end end sTrail={} function Trail2(lopz,ob,waitz,col,thickz,ofz) cw(function() ti(sTrail,ob) local oldpos=(ob.CFrame *ofz).p local lopz2=0 local function loltr() local obp=(ob.CFrame *ofz).p lopz2=lopz2 + 1 local mag=(oldpos - obp).magnitude local tr=pa(ob,"trail","Block",0,0,0,false,false,0.5,0.15,col) tr.Anchored=true tr.CFrame=cn(oldpos,obp) tr.CFrame=tr.CFrame + tr.CFrame.lookVector* (mag/2) local trm=it("CylinderMesh",tr) trm.Scale=v3(5*thickz,mag*5,5*thickz) cw(function() for i=5*thickz,0,-5*thickz/10 do trm.Scale=v3(i,mag*5,i) w() end tr:Remove'' end) tr.CFrame=tr.CFrame *ca(rd(90),0,0) oldpos=obp end repeat loltr() wait(waitz) until ft(sTrail,ob) == nil or lopz2 == lopz loltr() end) end Trail = function(ob,times,waitz,col,thickz,ofz) -- Brick Trail q(function() local oldpos=(ob.CFrame *ofz).p for i=1,times do if effon==true then local obp=(ob.CFrame *ofz).p local mag=(oldpos - obp).magnitude local tr=pa(ob,"trail","Block",0,0,0,false,false,0.5,0.15,col) tr.Anchored=true tr.CFrame=cn(oldpos,obp) tr.CFrame=tr.CFrame + tr.CFrame.lookVector* (mag/2) trm=it("CylinderMesh",tr) trm.Scale=v3(thickz,mag*5,thickz) q(function() for i=thickz,0,thickz/10 do trm.Scale=v3(i,mag*5,i) wait() end tr:Remove'' end) tr.CFrame=tr.CFrame *ca(rd(90),0,0) oldpos=obp wait(waitz) end end end) end de = function(it,ti) game:service'Debris':AddItem(it,ti) end -- Debris GlowMesh = function(anch,meshid2,rootz,mv3,colzz,adjus,l1,l2,l3) q(function() -- Glowmesh local spi=pa(rootz,"glowmesh","Block",mv3.X,mv3.Y,mv3.Z,false,false,l1,0,colzz) local spim=it("SpecialMesh",spi) spi.CanCollide=false if meshid2:lower()=="sphere" then spim.MeshType="Sphere" elseif meshid2:lower()=="block" then spim=it("BlockMesh",spi) else spim.MeshType="FileMesh" spim.MeshId=meshid2 end if anch then local spiw=qi({"Weld",spi,Part0=rootz,Part1=spi}) spiw.C0 =spiw.C0 *adjus else spi.Anchored=true spi.CFrame=adjus end for i=l1,l2,l3 do spi.Transparency=i spim.Scale=mv3*(i+0.3) wait() end spi:Remove'' end) end DetectSurface = function(pos, part) -- Surface Detector local surface = nil local pospos = part.CFrame local pos2 = pospos:pointToObjectSpace(pos) local siz = part.Size local shaep = part.Shape if shaep == Enum.PartType.Ball or shaep == Enum.PartType.Cylinder then surface = {"Anything", cn(pospos.p, pos)*cn(0, 0, -(pospos.p - pos).magnitude+0.12)*ca(rd(-90), 0, 0)} else if pos2.Y > ((siz.Y/2)-0.01) then surface = {"Top", ca(0, 0, 0)} elseif pos2.Y < -((siz.Y/2)-0.01) then surface = {"Bottom", ca(-math.pi, 0, 0)} elseif pos2.X > ((siz.X/2)-0.01) then surface = {"Right", ca(0, 0, rd(-90))} elseif pos2.X < -((siz.X/2)-0.01) then surface = {"Left", ca(0, 0, rd(90))} elseif pos2.Z > ((siz.Z/2)-0.01) then surface = {"Back", ca(rd(90), 0, 0)} elseif pos2.Z < -((siz.Z/2)-0.01) then surface = {"Front", ca(rd(-90), 0, 0)} end end return surface end BulletHole = function(HitPos,HitObj,sc,img,par) -- Bullethole function local Surface = DetectSurface(HitPos, HitObj) local C = cn(HitPos) * ca(HitObj.CFrame:toEulerAnglesXYZ()) * Surface[2] if Surface[1] == "Anything" then C = Surface[2] end local theimg = img or ds.BulletHole local bl = pa(workspace or par,"bullethole","Block",sc,0,sc,false,true,1,0,"") qi({"Decal",bl,Face="Top",Texture=theimg}) bl.CFrame = C*cn(0,-0.1,0) if not HitObj.Anchored then bl.Anchored = false stick(bl,HitObj) bl.ChildRemoved:connect(function() bl:Remove() end) end q(function() wait(5) for i=0,1,0.05 do bl.Size=v3(-i*sc,0,-i*sc) wait() end de(bl,0) end) end so = function(id,par,vol,pit) q(function() -- Sound maker local sou = qi({"Sound",par or workspace,Volume=vol,Pitch=pit or 1,SoundId=id}) wait() sou:play() wait(6) sou:Remove() end) end -- local/so(asset..ds.GothicMusic,workspace,1,2.6) function GetRegion(p0,p1,f,f2) q(function() for i,v in pairs(workspace:FindPartsInRegion3(Region3.new(p0,p1),c,100) ) do if v.Parent:findFirstChild("Humanoid") and v.Parent.Humanoid.Health > 0 and v.Parent:findFirstChild("Torso") then q(function() f(v.Parent) end) elseif f2 and v.Parent.Parent:findFirstChild("Humanoid") == nil then f2(v) end end end) end FindGround = function(pos) -- ground finder local ax,ay,az = pos:toEulerAnglesXYZ() local bhit,bpos=ray(pos.p,pos.p - (pos.p + v3(0,200,0))) if bhit and bpos then return cn(bpos)*ca(ax,ay,az) end return nil end function NPC(Name, Position) -- npc maker local Character = Instance.new("Model") Character.Name = Name local Humanoid = Instance.new("Humanoid") Humanoid.Parent = Character local Template = Instance.new("Part") Template.FormFactor = "Custom" Template.Size = Vector3.new(1, 2, 1) Template.Locked = true local Head = Template:Clone() Head.Name = "Head" Head.TopSurface = "Smooth" Head.BottomSurface = "Smooth" Head.Size = Vector3.new(2, 1, 1) Head.Parent = Character local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = "Head" Mesh.Scale = Vector3.new(1.25, 1.25, 1.25) Mesh.Parent = Head local Face = Instance.new("Decal") Face.Name = "face" Face.Texture = "rbxasset://textures/face.png" Face.Parent = Head local Torso = Template:Clone() Torso.Name = "Torso" Torso.LeftSurface = "Weld" Torso.RightSurface = "Weld" Torso.CFrame = CFrame.new(0, 10000, 0) Torso.Size = Vector3.new(2, 2, 1) Torso.Parent = Character local TShirt = Instance.new("Decal") TShirt.Name = "roblox" TShirt.Parent = Torso local LeftArm = Template:Clone() LeftArm.Name = "Left Arm" LeftArm.Parent = Character local RightArm = Template:Clone() RightArm.Name = "Right Arm" RightArm.Parent = Character local LeftLeg = Template:Clone() LeftLeg.Name = "Left Leg" LeftLeg.Parent = Character local RightLeg = Template:Clone() RightLeg.Name = "Right Leg" RightLeg.Parent = Character Character:BreakJoints() local Neck = Instance.new("Weld") Neck.Name = "Neck" Neck.Part0 = Torso Neck.Part1 = Head Neck.C0 = CFrame.new(0, 1.5, 0) Neck.Parent = Torso local LeftShoulder = Instance.new("Motor") LeftShoulder.Name = "Left Shoulder" LeftShoulder.Part0 = Torso LeftShoulder.Part1 = LeftArm LeftShoulder.MaxVelocity = 0.1 LeftShoulder.C0 = CFrame.new(-Torso.Size.x / 2 - RightArm.Size.x / 2, LeftArm.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, -math.pi / 2, 0) LeftShoulder.C1 = CFrame.new(0, LeftArm.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, -math.pi / 2, 0) LeftShoulder.Parent = Torso local RightShoulder = Instance.new("Motor") RightShoulder.Name = "Right Shoulder" RightShoulder.Part0 = Torso RightShoulder.Part1 = RightArm RightShoulder.MaxVelocity = 0.1 RightShoulder.C0 = CFrame.new(Torso.Size.x / 2 + RightArm.Size.x / 2, RightArm.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, math.pi / 2, 0) RightShoulder.C1 = CFrame.new(0, RightArm.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, math.pi / 2, 0) RightShoulder.Parent = Torso local LeftHip = Instance.new("Motor") LeftHip.Name = "Left Hip" LeftHip.Part0 = Torso LeftHip.Part1 = LeftLeg LeftHip.MaxVelocity = 0.1 LeftHip.C0 = CFrame.new(-LeftLeg.Size.x / 2, -LeftLeg.Size.y / 2, 0) * CFrame.fromEulerAnglesXYZ(0, -math.pi / 2, 0) LeftHip.C1 = CFrame.new(0, LeftLeg.Size.y / 2, 0) * CFrame.fromEulerAnglesXYZ(0, -math.pi / 2, 0) LeftHip.Parent = Torso local RightHip = Instance.new("Motor") RightHip.Name = "Right Hip" RightHip.Part0 = Torso RightHip.Part1 = RightLeg RightHip.MaxVelocity = 0.1 RightHip.C0 = CFrame.new(RightLeg.Size.x / 2, -RightLeg.Size.y / 2, 0) * CFrame.fromEulerAnglesXYZ(0, math.pi / 2, 0) RightHip.C1 = CFrame.new(0, RightLeg.Size.y / 2, 0) * CFrame.fromEulerAnglesXYZ(0, math.pi / 2, 0) RightHip.Parent = Torso local BodyColors = Instance.new("BodyColors") BodyColors.LeftArmColor = BrickColor.new("Bright yellow") BodyColors.RightArmColor = BrickColor.new("Bright yellow") BodyColors.LeftLegColor = BrickColor.new("Br. yellowish green") BodyColors.RightLegColor = BrickColor.new("Br. yellowish green") BodyColors.HeadColor = BrickColor.new("Bright yellow") BodyColors.TorsoColor = BrickColor.new("Bright blue") BodyColors.Parent = Character Character.Parent = Workspace Character:MoveTo(Position) Character:MoveTo(Torso.Position + Vector3.new(0, 3, 0)) return Character end AddBV=function(str,cfr,par,debt) if not par then return end if par:findFirstChild'LibBV' then par.LibBV:Remove() end tbbodyvelocity=qi{'BodyVelocity',par,velocity=cfr.lookVector*str,maxForce=v3(1/0,1/0,1/0),Name='LibBV'} deb:AddItem(tbbodyvelocity,debt) end AddBG=function(str,par,debt) if not par then return end if par:findFirstChild'LibBG' then par.LibBG:Remove() end tbbodygyro=qi{'BodyGyro',par,maxTorque=v3(1/0,1/0,1/0),P=100000,cframe=str,Name='LibBG'} deb:AddItem(tbbodygyro,debt) end AddBAV=function(vec3,par,debt) if not par then return end if par:findFirstChild'LibBAV' then par.LibBAV:Remove() end tbbodyangularvelocity=qi{'BodyAngularVelocity',par,maxTorque=v3(1/0,1/0,1/0),angularvelocity=vec3,Name='LibBAV'} deb:AddItem(tbbodyangularvelocity,debt) end Dmg = function(Hum,Dealt,Critical) local HM=Hum.Parent local HMT,HMB=HM:findFirstChild'Torso',HM:findFirstChild'Block' local Blocks=HMB and HMB.Value>0 if HMT then local mm=qi{'Model',HMT} qi{'Humanoid',mm,MaxHealth=0} deb:AddItem(mm,1) local mp= qi{'Part',mm,Name='Head',formFactor="Custom",Anchored=true,CanCollide=false,Size=v3(1,0.2,1),CFrame=HMT.CFrame*cn(rn(-100,100)/50,3,rn(-100,100)/50)} qi{'BlockMesh',mp} if Blocks then mm.Name='Block!' mp.BrickColor=bn'Bright blue' HMB.Value=HMB.Value-1 elseif not Blocks then mm.Name=Dealt mp.BrickColor=bn'Bright red' end end if not Blocks then Hum:TakeDamage(Dealt) end end GetHum = function(part) local Hum,HT,block for i,v in pairs(part.Parent:children()) do if v:IsA("Humanoid") then Hum=v elseif v.Name=='Torso' then HT=v elseif v.Name=='Block' and v:IsA("NumberValue") then block=v end end return Hum,HT,block end Lightning = function(p0,p1,tym,ofs,col,th,tra) -- start end times offset color thickness local magz = (p0 - p1).magnitude local curpos = p0 local trz = {-ofs,ofs} for i=1,tym do local li = it("Part",c) li.TopSurface =0 li.BottomSurface = 0 li.Anchored = true li.Transparency = tra or 0.4 li.BrickColor = bc(col) li.formFactor = "Custom" li.CanCollide = false li.Size = v3(th,th,magz/tym) local ofz = v3(trz[rn(1,2)],trz[rn(1,2)],trz[rn(1,2)]) local trolpos = cn(curpos,p1)*cn(0,0,magz/tym).p+ofz if tym == i then local magz2 = (curpos - p1).magnitude li.Size = v3(th,th,magz2) li.CFrame = cn(curpos,p1)*cn(0,0,-magz2/2) else li.CFrame = cn(curpos,trolpos)*cn(0,0,magz/tym/2) end curpos = li.CFrame*cn(0,0,magz/tym/2).p de(li,0.25) end end MakeCrater = function(pos,sc,tyms,debz,par) -- crater maker q(function() if not debz then debz = 5 end local bhit,bpos=ray(pos,pos - (pos + v3(0,200,0))) if bhit and bpos then for i=1,tyms do q(function() local gr = pa(par or workspace,"","Block",rn(5,13)/10*sc,0.25*sc,rn(4,10)/10*sc,true,true,bhit.Transparency,bhit.Reflectance,bhit.BrickColor.Name) gr.Material = bhit.Material gr.TopSurface = bhit.TopSurface gr.CFrame = cn(bpos+v3(rn(-12,12)/10*sc,0,rn(-12,12)/10*sc))*ca(rd(rn(-40,40)),rd(rn(-360,360)),rd(rn(-40,40))) wait(debz) fade(gr,0.1) end) end end end) end MakeCrack = function(pos,sc,debz,par) -- crackmaker q(function() if not debz then debz = 5 end local bhit,bpos=ray(pos,pos - (pos + v3(0,10,0))) if bhit and bpos then local cr = pa(par or workspace,"Crack","Block",sc,0,sc,false,true,1,0,"") cr.CFrame = cn(bpos) local dec=qi({"Decal",cr,Face="Top",Texture=ds.Crack}) de(cr,debz) end end) end a = {} a.insw={} function cleanweld(wexx,namzi) local tn=ft2(a.insw,wexx) if tn==nil then return end if namzi=="p0" then a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=0,0,0 elseif namzi=="p1" then a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"]=0,0,0 elseif namzi=="a0" then a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"]=0,0,0 elseif namzi=="a1" then a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=0,0,0 end end function c2(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz) q(function() c1(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz) end) end a.Welding=0 function c1(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz) if ft2(a.insw,wexx)==nil then ti(a.insw,{wexx,{}}) local tn=ft2(a.insw,wexx) a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=wexx.C0.x,wexx.C0.y,wexx.C0.z a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"]=wexx.C1.x,wexx.C1.y,wexx.C1.z a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"]=wexx.C0:toEulerAnglesXYZ() a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=wexx.C1:toEulerAnglesXYZ() end local tn=ft2(a.insw,wexx) local xx2,yy2,zz2=0,0,0 local x2,y2,z2=0,0,0 if c0orc1==0 then xx2,yy2,zz2=a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"] x2,y2,z2=a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"] elseif c0orc1==1 then xx2,yy2,zz2=a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"] x2,y2,z2=a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"] else xx2,yy2,zz2=a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"] x2,y2,z2=a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"] end a.Welding=a.Welding + 1 local twa=1 if smmx >= 1 then else for i=smmx,0.8,smmx do twa = 1 if c0orc1==0 then wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) elseif c0orc1==1 then wexx.C1=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) else local x,y,z = wexx.C0:toEulerAnglesXYZ() wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*ca(x,y,z) wexx.C1=cn(wexx.C1.x,wexx.C1.y,wexx.C1.z)*ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) end if fu then q(fu) end wait() end for i=0.8,1,smmx*0.45 do twa = 1 if c0orc1==0 then wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) elseif c0orc1==1 then wexx.C1=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) else local x,y,z = wexx.C0:toEulerAnglesXYZ() wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*ca(x,y,z) wexx.C1=cn(wexx.C1.x,wexx.C1.y,wexx.C1.z)*ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) end wait() end end local i=1 if c0orc1==0 then wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) elseif c0orc1==1 then wexx.C1=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) else local x,y,z = wexx.C0:toEulerAnglesXYZ() wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*ca(x,y,z) wexx.C1=cn(wexx.C1.x,wexx.C1.y,wexx.C1.z)*ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) end a.Welding=a.Welding - 1 local tn=ft2(a.insw,wexx) if c0orc1==0 then a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i) a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"]=xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i) elseif c0orc1==1 then a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i) a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i) elseif c0orc1==3 then local x,y,z=wexx.C0.x,wexx.C0.y,wexx.C0.z a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i) local x,y,z=wexx.C1:toEulerAnglesXYZ() a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i) end end Welds={} Ani=function(w,a,b,c,d,e,f,ty,inc,sined) if not Welds[w] then local d0,e0,f0=w.C0:toEulerAnglesXYZ() local d1,e1,f1=w.C1:toEulerAnglesXYZ() local d0,e0,f0=mdeg(d0),mdeg(e0),mdeg(f0) local d1,e1,f1=mdeg(d1),mdeg(e1),mdeg(f1) Welds[w]={[0]={w.C0.x,w.C0.y,w.C0.z,d0,e0,f0},[1]={w.C1.x,w.C1.y,w.C1.z,d1,e1,f1}} end local c0,c1=Welds[w][0],Welds[w][1] c0[1],c0[2],c0[3]=w.C0.x,w.C0.y,w.C0.z c1[1],c1[2],c1[3]=w.C1.x,w.C1.y,w.C1.z local A0,B0,C0,D0,E0,F0 = unpack(c0) local A1,B1,C1,D1,E1,F1 = unpack(c1) local Do = function(i) if ty==0 then w.C0=cn( A0-((A0-a)*i) , B0-((B0-b)*i) , C0-((C0-c)*i) ) * ca2( D0-((D0-d)*i) , E0-(((E0-e)/1)*i) , F0-((F0-f)*i) ) elseif ty==1 then w.C1=cn( A1-((A1-a)*i) , B1-((B1-b)*i) , C1-((C1-c)*i) ) * ca2( D1-((D1-d)*i) , E1-(((E1-e)/1)*i) , F1-((F1-f)*i) ) else w.C0=cn( A0-((A0-a)*i) , B0-((B0-b)*i) , C0-((C0-c)*i) ) * ca2(D0,E0,F0) w.C1=cn(A1,B1,C1) * ca2( D1-((D1-d)*i) , E1-(((E1-e)/1)*i) , F1-((F1-f)*i) ) end end for i=inc,1,inc do Do(sined and math.sin(math.pi/2*i) or i) wait() end Do(1) if ty==0 then c0[4],c0[5],c0[6]=d,e,f else c1[4],c1[5],c1[6]=d,e,f end end qAni=function(w,a,b,c,d,e,f,ty,inc,sined) q(function() Ani(w,a,b,c,d,e,f,ty,inc,sined) end) end rAni=function(w) Welds[w]=nil end gunshot = function(speed,sc,dmg,cff) q(function() -- gunshot function local bb = pa(workspace,"bullet","Block",0.2*sc,0.3*sc,0.2*sc,true,true,0,0.1,"Black") qi({"CylinderMesh",bb}) bb.CFrame = cff*ca(rd(rn(-1000,1000)/1500),rd(rn(-1000,1000)/1500),rd(rn(-1000,1000)/1500)) so(ds.Fire,bb,0.3,1) wait() for i=1,50 do bhit,bpos=ray(bb.Position,bb.Position - (bb.CFrame *cn(0,-1,0)).p) if bhit and bhit.Name ~= "bullet" and bhit.Name ~= "bullethole" and bpos and (bpos - bb.Position).magnitude < speed then break end bb.CFrame=bb.CFrame*cn(0,speed,0)*ca(rd(-0.2),0,0) wait() end bb.CFrame=bb.CFrame*cn(0,(bpos-bb.Position).magnitude,0) if not bhit.Anchored then if bhit.Parent:findFirstChild("Humanoid") then local h = bhit.Parent.Humanoid h.Health=h.Health-dmg so(ds.Hit,bhit,0.3,1) end else if bhit.Name~="Base" then bhit.Anchored=false bhit:BreakJoints() end end bb:Remove() if bhit.Parent:findFirstChild("Humanoid") == nil then BulletHole(bpos,bhit,0.7*sc) end end) end dive = function(ob2,pro,ite,stof) local function div(ob) for i,v in pairs(ob:children()) do if v[pro] == ite then for i=1,#stof do v[stof[i][1]] = stof[i][2] end else div(v) end end end div(ob2) end fc = function(ob,cl) for i,v in pairs(ob:children()) do if v.className:lower()==cl:lower() then return v end end end function se(Key,Text) local Values = {} for value in (Text..Key):gmatch("(.-)"..Key) do table.insert(Values,value) end return Values end local thefenv = getfenv() getfenv()["rmhelp"] = function() local nus = 0 for i,v in pairs(thefenv) do if i ~= "wait" and i ~= "script" then nus = nus + 1 wait(0.05) print(string.rep(" ",3-#tostring(nus)) ..nus.. ") " ..i.. " (" ..type(v).. ")") end end end for i,v in pairs(thefenv) do _G[i] = v --print(i) end _G[" r".."m".."d".."x "] = [[ for i,v in pairs(_G) do if i ~= "wait" and i ~= "script" then getfenv()[i] = v end end ]] script:ClearAllChildren() loadstring(_G[" rmdx "])() Player=game:GetService("Players").LocalPlayer Char=Player.Character Backpack=Player.Backpack PlayerGui=Player.PlayerGui Torso=Char.Torso Head=Char.Head Hum=Char.Humanoid Cam=workspace.CurrentCamera Tn="Pipebomb Launcher" pcall(function() Backpack[Tn]:Remove() end) pcall(function() Cam[Tn]:Remove() end) pcall(function() thesuit=Char[''] end) pcall(function() thesuit[Tn]:Remove() end) pcall(function() PlayerGui[Tn]:Remove() end) CModel=qi{'Model',Cam,Name=Tn} Tool=qi{'HopperBin',Player.Backpack,Name=Tn} Suit=qi{'Model',Char,Name=''} Weapon=qi{'Model',Suit,Name=Tn} Gui=qi{'ScreenGui',PlayerGui,Name=Tn} equip="unequipped" anim="" keys={} fmouse=nil PipeRotate=0 Clip=6 LastShot=0 ids = {} ids.Shoot = 10209633 ids.Reload = 10209636 ids.Crown = 20329976 ids.Crown2 = 1323306 ids.Icon = 52611635 ids.Explode = 2697431 ids.Ring = 3270017 for i,v in pairs(ids) do if type(v)=='number' then ids[i]='http://www.roblox.com/asset/?id='..v end game:GetService("ContentProvider"):Preload(ids[i]) end Limbs={LS=Torso:findFirstChild'Left Shoulder',RS=Torso:findFirstChild'Right Shoulder',LH=Torso:findFirstChild'Left Hip',RH=Torso:findFirstChild'Right Hip'} if _G.Limbz then Limbs.LS=Limbs.LS or _G.Limbz.LS Limbs.RS=Limbs.RS or _G.Limbz.RS Limbs.LH=Limbs.LH or _G.Limbz.LH Limbs.RH=Limbs.RH or _G.Limbz.RH end _G.Limbz=Limbs Torso.Neck.C0=cn(0,1.5,0) Torso.Neck.C1=cn(0,0,0) c2(Torso.Neck,1,3,0,1.5,0,0,0,0) LS,RS,LH,RH=Limbs.LS,Limbs.RS,Limbs.LH,Limbs.RH LA,RA,LL,RL=Char['Left Arm'],Char['Right Arm'],Char['Left Leg'],Char['Right Leg'] LS.Part0,RS.Part0,LH.Part0,RH.Part0=Torso,Torso,Torso,Torso LS.Part1,RS.Part1,LH.Part1,RH.Part1=LA,RA,LL,RL pcall(function() thesuit:Remove() end) Head.face.Transparency=0 Head.Transparency=1 Torso.Transparency=1 fTorso=pa(Suit,"FTorso","Block",2,2,1,false,false,0,0,Torso.BrickColor.Name) neck=Torso.Neck tw=weld(fTorso,Torso,fTorso,0,0,0,0,0,0) qi{"BlockMesh",fTorso} fHead=pa(Suit,"FHead","Block",2,1,1,false,false,0,0,Head.BrickColor.Name) hw=weld(fHead,fTorso,fHead,0,1.5,0,0,0,0) qi{"SpecialMesh",fHead,Scale=v3(1.15,1.15,1.15)} Head.face:Clone().Parent=fHead Head.face.Transparency=1 la=qi{'Weld',fTorso,Part0=fTorso,C0=cn(-1.5,0.5,0),C1=cn(0,0.5,0)} ra=qi{'Weld',fTorso,Part0=fTorso,C0=cn(1.5,0.5,0),C1=cn(0,0.5,0)} ll=qi{'Weld',fTorso,Part0=fTorso,C0=cn(-0.5,-1,0),C1=cn(0,1,0)} rl=qi{'Weld',fTorso,Part0=fTorso,C0=cn(0.5,-1,0),C1=cn(0,1,0)} newhats(Char,fHead,Head) ClearClass(Char,"Hat") Hum.WalkSpeed=16 Hum.MaxHealth=175 Armz=false Legz=false Arms = function(on) Armz=on if on then LS.Part1=nil RS.Part1=nil la.Part0=fTorso ra.Part0=fTorso la.Part1=LA ra.Part1=RA la.C0,la.C1=cn(-1.5,0.5,0),cn(0,0.5,0) ra.C0,ra.C1=cn(1.5,0.5,0),cn(0,0.5,0) else LS.Parent,RS.Parent=fTorso,fTorso LS.Part0=fTorso RS.Part0=fTorso LS.Part1=LA RS.Part1=RA la.Part1=nil ra.Part1=nil end end Legs = function(on) Legz=on if on then LH.Part1=nil RH.Part1=nil ll.Part0=fTorso rl.Part0=fTorso ll.Part1=LL rl.Part1=RL ll.C0,ll.C1=cn(-0.5,-1,0),cn(0,1,0) rl.C0,rl.C1=cn(0.5,-1,0),cn(0,1,0) else LH.Parent,RH.Parent=fTorso,fTorso LH.Part0=fTorso RH.Part0=fTorso LH.Part1=LL RH.Part1=RL ll.Part1=nil rl.Part1=nil end end Arms'' Legs'' WDesign=function(c) ha=pa(Weapon,"","Block",0.2,0.5,1,false,false,0,0,c[1]) haw=weld(ha,Torso,ha,0.5,2.5,1,rd(270),0,rd(90)) gp=pa(Weapon,"","Block",0.2,1,0.2,false,false,0,0,c[1]) weld(gp,ha,gp,0,-0.35,0,rd(-90),0,0) qi{'SpecialMesh',gp,MeshType='Wedge'} gp=pa(Weapon,"","Block",0.2,0.7,0.2,false,false,0,0,c[2]) weld(gp,ha,gp,0,-0.1,0.55,0,0,0) qi{'BlockMesh',gp,Scale=v3(1,1,0.5)} gp=pa(Weapon,"","Block",0.2,0.5,0.5,false,false,0,0,c[1]) weld(gp,ha,gp,0,-0.115,-0.5,rd(45),0,0) gp=pa(Weapon,"","Block",0.2,0.5,1,false,false,0,0,c[1]) weld(gp,ha,gp,0,-0.1,-0.95,rd(15),0,0) gpp=pa(Weapon,"","Block",0.21,0.6,0.3,false,false,0,0,c[3]) weld(gpp,ha,gpp,0,0,-1.5,0,0,0) gp=pa(Weapon,"","Block",0.2,0.2,0.2,false,false,0,0,c[3]) weld(gp,gpp,gp,0,-0.4,0.05,0,rd(90),0) qi{'SpecialMesh',gp,MeshId=ids.Ring,Scale=v3(0.35,0.35,1)} gp=pa(Weapon,"","Block",0.2,0.2,0.2,false,false,0,0,c[3]) weld(gp,gpp,gp,0,-0.4,0.05,rd(10),rd(90),0) qi{'BlockMesh',gp,Scale=v3(0.25,1,0.25)} gp1=pa(Weapon,"","Block",1.2,0.2,1.2,false,false,0,0,c[3]) weld(gp1,gpp,gp1,0,-0.25,-0.2,rd(90),0,0) qi{'CylinderMesh',gp1} p1=pa(Weapon,"","Block",0.4,1.3,0.2,false,false,0,0,c[3]) weld(p1,gp1,p1,0,0,0.1,rd(90),0,0) p2=pa(Weapon,"","Block",0.2,0.4,0.2,false,false,0,0,c[3]) weld(p2,p1,p2,0,1.3/2,0,0,0,rd(90)) qi{'CylinderMesh',p2} hinge=pa(Weapon,"","Block",0.2,0.4,0.2,false,false,0,0,c[4]) hingew=weld(hinge,p2,hinge,0,0,0,0,rd(0),0) qi{'CylinderMesh',hinge,Scale=v3(0.6,1.001,0.6)} p3=pa(Weapon,"","Block",0.4,0.3,0.2,false,false,0,0,c[3]) weld(p3,p1,p3,0,-1.3/2,0,0,0,0) qi{'BlockMesh',p3} p4=pa(Weapon,"","Block",0.2,0.2,0.2,false,false,0,0,c[3]) weld(p4,p3,p4,0.15,-0.2,0,0,0,0) qi{'BlockMesh',p4,Scale=v3(0.5,1,1)} p5=pa(Weapon,"","Block",0.2,0.2,0.2,false,false,0,0,c[3]) weld(p5,p3,p5,-0.15,-0.2,0,0,0,0) qi{'BlockMesh',p5,Scale=v3(0.5,1,1)} p6=pa(Weapon,"","Block",0.4,0.2,0.7,false,false,0,0,c[3]) weld(p6,hinge,p6,0,0,0.35,0,0,rd(-90)) qi{'BlockMesh',p6,Scale=v3(1,0.5,1)} p7=pa(Weapon,"","Block",0.4,0.2,0.4,false,false,0,0,c[3]) weld(p7,p6,p7,0,0,0.55,rd(180),0,0) qi{'SpecialMesh',p7,Scale=v3(1,0.5,1),MeshType="Wedge"} p8=pa(Weapon,"","Block",0.4,0.2,0.4,false,false,0,0,c[3]) weld(p8,p7,p8,0,-0.15,0,rd(180),0,0) qi{'SpecialMesh',p8,MeshType="Wedge"} p9=pa(Weapon,"","Block",0.4,0.2,0.3,false,false,0,0,c[3]) weld(p9,p8,p9,0,0,0.35,0,0,0) qi{'BlockMesh',p9} p10=pa(Weapon,"","Block",0.4,0.2,0.3,false,false,0,0,c[3]) weld(p10,p9,p10,0,0,0.3,0,rd(180),0) qi{'SpecialMesh',p10,MeshType="Wedge"} p11=pa(Weapon,"","Block",0.4,0.2,0.3,false,false,0,0,c[3]) weld(p11,p10,p11,0,-0.2,0,0,0,0) qi{'BlockMesh',p11} p12=pa(Weapon,"","Block",0.3,0.2,0.3,false,false,0,0,c[3]) weld(p12,p11,p12,0.35,0,0,0,rd(-90),0) qi{'SpecialMesh',p12,MeshType="Wedge"} p13=pa(Weapon,"","Block",0.3,0.2,0.3,false,false,0,0,c[3]) weld(p13,p11,p13,-0.35,0,0,0,rd(90),0) qi{'SpecialMesh',p13,MeshType="Wedge"} p14=pa(Weapon,"","Block",1.5,0.3,1.5,false,false,0,0,c[3]) weld(p14,p11,p14,0,-0.7,0,rd(90),0,0) qi{'CylinderMesh',p14} p15=pa(Weapon,"","Block",1.3,0.2,1.3,false,false,0,0,c[2]) weld(p15,p14,p15,0,0.25,0,0,0,0) qi{'CylinderMesh',p15} p16=pa(Weapon,"","Block",0.2,1.4,0.2,false,false,0,0,c[2]) piperw=weld(p16,p15,p16,0,0.7,0,0,rd(30),0) qi{'CylinderMesh',p16} for i=0,360,360/6 do p16p=pa(Weapon,"","Block",0.5,1.1,0.5,false,false,0,0,c[2]) p16pw=weld(p16p,p16,p16p,0,0,0,0,0,0) qi{'CylinderMesh',p16p} p16pw.C0=cn(0,-0.05,0)*ca(0,rd(i),0)*cn(0.4,0,0) p16p=pa(Weapon,"","Block",0.3,0.2,0.3,false,false,0,0,c[5]) p16pw=weld(p16p,p16,p16p,0,0,0,0,0,0) qi{'CylinderMesh',p16p,Scale=v3(1,0.1,1)} p16pw.C0=cn(0,0.5,0)*ca(0,rd(i),0)*cn(0.4,0,0) p16p=pa(Weapon,"","Block",0.2,0.2,0.2,false,false,0,0,c[2]) p16pw=weld(p16p,p16,p16p,0,0,0,0,0,0) qi{'CylinderMesh',p16p,Scale=v3(1,0.1,1)} p16pw.C0=cn(0,0.51,0)*ca(0,rd(i),0)*cn(0.4,0,0) end p17=pa(Weapon,"","Block",0.2,0.2,0.3,false,false,0,0,c[3]) weld(p17,p14,p17,0,0,0.75,rd(90),rd(180),0) qi{'SpecialMesh',p17,MeshType="Wedge",Scale=v3(1,1,1)} p18=pa(Weapon,"","Block",0.2,0.2,1.5,false,false,0,0,c[3]) weld(p18,p17,p18,0,0.05,0.9,0,0,0) qi{'BlockMesh',p18,Scale=v3(1,0.5,1)} p19=pa(Weapon,"","Block",0.2,0.2,0.2,false,false,0,0,c[3]) weld(p19,p18,p19,0,0.1,0,0,0,0) qi{'SpecialMesh',p19,Scale=v3(0.5,0.5,1),MeshType="Wedge"} p20=pa(Weapon,"","Block",0.2,0.2,0.3,false,false,0,0,c[3]) weld(p20,p19,p20,0,0,0.25,0,0,0) qi{'BlockMesh',p20,Scale=v3(0.5,0.5,1)} p21=pa(Weapon,"","Block",0.2,0.2,0.2,false,false,0,0,c[3]) weld(p21,p20,p21,0,0,0.175,0,rd(180),0) qi{'SpecialMesh',p21,Scale=v3(0.5,0.5,0.25),MeshType="Wedge"} p22=pa(Weapon,"","Block",0.2,0.2,0.2,false,false,0,0,c[4]) weld(p22,p20,p22,0,0,0.05,0,0,rd(90)) qi{'CylinderMesh',p22,Scale=v3(0.25,0.51,0.25)} p23=pa(Weapon,"","Block",0.75,0.8,0.75,false,false,0,0,c[2]) weld(p23,p14,p23,0,0.1,0.3,0,0,0) qi{'SpecialMesh',p23} -- start of barrel p24=pa(Weapon,"","Block",0.6,1.8,0.6,false,false,0,0,c[2]) weld(p24,p23,p24,0,-0.9,0,0,0,0) qi{'CylinderMesh',p24} p25=pa(Weapon,"","Block",0.4,0.2,0.4,false,false,0,0,c[6]) weld(p25,p24,p25,0,-0.9,0,0,0,0) qi{'CylinderMesh',p25,Scale=v3(1,0.1,1)} p26=pa(Weapon,"","Block",0.65,0.2,0.65,false,false,0,0,c[3]) weld(p26,p24,p26,0,-0.4,0,0,0,0) qi{'CylinderMesh',p26,Scale=v3(1,1,1)} p26=pa(Weapon,"","Block",0.6,0.4,0.8,false,false,0,0,c[1]) weld(p26,p24,p26,0,0.17,-0.4,rd(90),0,0) p27=pa(Weapon,"","Block",0.6,0.4,0.4,false,false,0,0,c[1]) weld(p27,p26,p27,0,0,0.6,rd(180),0,0) qi{'SpecialMesh',p27,MeshType="Wedge"} for i,v in pairs(Weapon:GetChildren()) do v.CanCollide=false end end WDesign({"Reddish brown","Really black","Dark stone grey","White","Medium stone grey","Really black"}) Arms(false) Legs(false) BBD,BBT=0,{} Dealt={20,40} function Destroy(Directory,Part,Distance) for i,v in pairs(Directory:GetChildren()) do if v:IsA("BasePart") and not GetHum(v) and v.Parent.Name~=Tn and v.Parent.Name~=Suit.Name and v.Name~="Ignore" and v.Name~="Base" then if (Part.Position-v.Position).magnitude<=Distance and v:GetMass()<=1000 then v.Anchored=false v:BreakJoints() v.CFrame=cn(v.Position,Part.Position)*ca(0,rd(180),0) v.Velocity=cn(Part.Position,v.Position).lookVector*50 end elseif v:IsA("Model") or v:IsA("Script") or v:IsA("BasePart") and v.Name=="Base" then Destroy(v,Part,Distance) end end end SplashDmg=function(Part,Distance) q(function() qi{"Explosion",workspace,Position=Part.Position,BlastPressure=0} for i,v in pairs(workspace:GetChildren()) do if v:FindFirstChild("Torso",true) then local vTorso=v:FindFirstChild("Torso",true) if (vTorso.Position-Part.Position).magnitude<=Distance then local vHum=GetHum(vTorso) if not vHum or BBD==0 or BBT[vHum.Parent] then return end BBT[vHum.Parent]=1 if rn(1,20)==1 then Dmg(vHum,rn(Dealt[1],Dealt[2])*3,true) else Dmg(vHum,rn(Dealt[1],Dealt[2]),false) end if BBD==2 and vTorso then vHum.PlatformStand=true if vHum.Jump then AddBV(120,cn(Part.Position,vTorso.Position),vTorso,0.4) else AddBV(100,cn(Part.Position,vTorso.Position),vTorso,0.4) end if vTorso.Parent~=Char then AddBAV(v3(rn(-50,50),rn(-50,50),rn(-50,50)),vTorso,0.4) end q(function() wait(0.6) vHum.PlatformStand=false end) end so(ids.Hit,vTorso,1,1) BBT[vHum.Parent]=nil end end end end) end Fire = function(speed,sc,cff,dest) q(function() local bb = pa(workspace,"bullet","Block",0.4*sc,0.6*sc,0.4*sc,false,true,0,0,"Bright red") bb.CanCollide=false qi{"CylinderMesh",bb} local pp0 = pa(bb,"bullet","Block",0.2*sc,0.2*sc,0.2*sc,false,true,0,0,"Bright red") pp0.CanCollide=false qi{"SpecialMesh",pp0,MeshType="Sphere",Scale=v3(2,2,2)} local pp1 = pa(bb,"bullet","Block",0.2*sc,0.2*sc,0.2*sc,false,true,0,0,"Really black") pp1.CanCollide=false qi{"CylinderMesh",pp1,Scale=v3(2.02,0.25,2.02)} local pp2 = pa(bb,"bullet","Block",0.2*sc,0.2*sc,0.2*sc,false,true,0,0,"Really black") pp2.CanCollide=false qi{"CylinderMesh",pp2,Scale=v3(2.02,2,2.02)} bb.CFrame = cn(cff.p,dest)*ca(rd(-90),0,0) local m=pa(Weapon,"muzzle","Block",1,1,1,false,false,0,0,"Bright orange") qi{"SpecialMesh",m,MeshId=ids.Crown,Scale=v3(0.5,0.5,0.5)} weld(m,p25,m,0,-0.6,0.05,rd(180),0,0) fade(m,0.2) local m=pa(Weapon,"muzzle","Block",1,1,1,false,false,0,0,"Bright orange") qi{"SpecialMesh",m,MeshId=ids.Crown2,Scale=v3(0.4,0.7,0.4)} weld(m,p25,m,0,-0.8,0,rd(180),0,0) fade(m,0.2) for i=1,100 do bhit,bpos=ray(bb.Position,bb.Position - (bb.CFrame *cn(0,-2,0)).p) bhit2,bpos2=ray(pp0.Position,pp0.Position - (pp0.CFrame *cn(0,-2,0)).p) bhit3,bpos3=ray(pp1.Position,bb.Position - (pp1.CFrame *cn(0,-2,0)).p) bhit4,bpos4=ray(pp2.Position,pp0.Position - (pp2.CFrame *cn(0,-2,0)).p) if bhit and bhit.Name ~= "bullet" and bhit.Name ~= "bullethole" and bhit.Name~="muzzle" and bpos and (bpos - bb.Position).magnitude < speed then break end if bhit2 and bhit2.Name ~= "bullet" and bhit2.Name ~= "bullethole" and bhit2.Name~="muzzle" and bpos2 and (bpos2 - bb.Position).magnitude < speed then break end if bhit3 and bhit3.Name ~= "bullet" and bhit3.Name ~= "bullethole" and bhit3.Name~="muzzle" and bpos3 and (bpos3 - bb.Position).magnitude < speed then break end if bhit4 and bhit4.Name ~= "bullet" and bhit4.Name ~= "bullethole" and bhit4.Name~="muzzle" and bpos4 and (bpos4 - bb.Position).magnitude < speed then break end bb.CFrame=bb.CFrame*cn(0,speed,0)*ca(rd(-0.3),0,0) pp0.CFrame=bb.CFrame*cn(0,0.3,0) pp1.CFrame=bb.CFrame*cn(0,-0.3,0) pp2.CFrame=bb.CFrame*cn(0,0.1,0) wait() end GlowMesh(false,"sphere",Weapon,v3(3,3,3),"Bright red",cn(bpos),0.25,1,0.05) BBD=2 sopart=pa(workspace,"bullet","Block",0,0,0,true,true,1,0) bb.CFrame=bb.CFrame*cn(0,(bpos-bb.Position).magnitude,0) pp0.CFrame=bb.CFrame*cn(0,0.3,0) pp1.CFrame=bb.CFrame*cn(0,-0.3,0) pp2.CFrame=bb.CFrame*cn(0,0.1,0) sopart.CFrame=bb.CFrame so(ids.Explode,sopart,1,0.4) SplashDmg(bb,11) Destroy(workspace,bb,13) BBD=0 deb:AddItem(bb,1) deb:AddItem(sopart,1) end) end function Stance(speed) c2(ra,speed,3,1.25,0.5,-0.25,-75,-65,0) c2(la,speed,3,-1.25,0.5,-0.25,-70,-20,0) c2(ll,speed,3,-0.5,-1,0,0,0,0) c2(rl,speed,3,0.5,-1,0,0,0,0) c2(hw,speed,3,0,1.5,0,0,-65,0) c2(tw,speed,3,0,0,0,0,65,0) c2(neck,speed,3,0,1.5,0,0,0,0) c2(hingew,speed,3,0,0,0,0,0,0) c2(piperw,speed,3,0,0.7,0,0,30+PipeRotate,0) Ani(haw,0,0.5,0,-75,0,0,0,speed/2,1) end function Reset(speed) c2(ra,speed,3,1.5,0.5,0,0,0,0) c2(la,speed,3,-1.5,0.5,0,0,0,0) c2(ll,speed,3,-0.5,-1,0,0,0,0) c2(rl,speed,3,0.5,-1,0,0,0,0) c2(hw,speed,3,0,1.5,0,0,0,0) c2(tw,speed,3,0,0,0,0,0,0) c2(neck,speed,3,0,1.5,0,0,0,0) c2(piperw,speed,3,0,0.7,0,0,30+PipeRotate,0) c2(hingew,speed,3,0,0,0,0,0,0) Ani(haw,0.5,2.5,1,270,0,90,0,speed,1) end function Button1Down() if Clip>0 and anim=="" and (tick()-LastShot)>=0.6 then LastShot=tick() so(ids.Shoot,ha,1,1) Fire(3,1,p25.CFrame*cn(0,-1,0),fmouse.Hit.p) Clip=Clip-1 PipeRotate=PipeRotate+60 c2(piperw,0.4,3,0,0.7,0,0,30+PipeRotate,0) elseif Clip==0 and anim=="" and (tick()-LastShot)>=0.6 then anim="Reloading" c2(ra,0.1,3,1.25,0.5,-0.25,-75,-65,0) c2(la,0.1,3,-1.25,0.5,-0.25,-70,-20,0) c2(hw,0.1,3,0,1.5,0,0,-65,0) c1(hingew,0.15,3,0,0,0,0,-90,0) for i=1,6 do PipeRotate=PipeRotate+60 c1(la,0.13,3,-1.25,0.25,0.1,15,0,-15) local pipe=pa(Weapon,"","Block",0.4,0.7,0.4,false,false,0,0,"Bright red") weld(pipe,LA,pipe,0,-1.1,0,rd(-90),0,0) qi{"CylinderMesh",pipe} local pp=pa(pipe,"","Block",0.4,0.4,0.4,false,false,0,0,"Bright red") weld(pp,pipe,pp,0,-0.35,0,0,0,0) qi{"SpecialMesh",pp,MeshType="Sphere"} local pp=pa(pipe,"","Block",0.41,0.2,0.41,false,false,0,0,"Really black") weld(pp,pipe,pp,0,0.35,0,0,0,0) qi{"CylinderMesh",pp,Scale=v3(1,0.25,1)} local pp=pa(pipe,"","Block",0.41,0.5,0.41,false,false,0,0,"Really black") weld(pp,pipe,pp,0,0,0,0,0,0) qi{"CylinderMesh",pp} c1(la,0.16,3,-1.25,0.4,-0.1,-100,0,-15) c1(la,0.2,3,-1.25,0.3,-0.25,-40,0,-15) so(ids.Reload,ha,1,1) c1(piperw,0.4,3,0,0.7,0,0,30+PipeRotate,0) Clip=i deb:AddItem(pipe,0.05) end Stance(0.15) anim="" end end function KeyDown(key) key=key:lower() keys[key]=true if key=="r" and anim=="" and equip=="equipped" and Clip==0 then anim="Reloading" c2(ra,0.1,3,1.25,0.5,-0.25,-75,-65,0) c2(la,0.1,3,-1.25,0.5,-0.25,-70,-20,0) c2(hw,0.1,3,0,1.5,0,0,-65,0) c1(hingew,0.15,3,0,0,0,0,-90,0) for i=1,6 do PipeRotate=PipeRotate+60 c1(la,0.13,3,-1.25,0.25,0.1,15,0,-15) local pipe=pa(Weapon,"","Block",0.4,0.7,0.4,false,false,0,0,"Bright red") weld(pipe,LA,pipe,0,-1.1,0,rd(-90),0,0) qi{"CylinderMesh",pipe} local pp=pa(pipe,"","Block",0.4,0.4,0.4,false,false,0,0,"Bright red") weld(pp,pipe,pp,0,-0.35,0,0,0,0) qi{"SpecialMesh",pp,MeshType="Sphere"} local pp=pa(pipe,"","Block",0.41,0.2,0.41,false,false,0,0,"Really black") weld(pp,pipe,pp,0,0.35,0,0,0,0) qi{"CylinderMesh",pp,Scale=v3(1,0.25,1)} local pp=pa(pipe,"","Block",0.41,0.5,0.41,false,false,0,0,"Really black") weld(pp,pipe,pp,0,0,0,0,0,0) qi{"CylinderMesh",pp} c1(la,0.16,3,-1.25,0.4,-0.1,-100,0,-15) c1(la,0.2,3,-1.25,0.3,-0.25,-40,0,-15) so(ids.Reload,ha,1,1) c1(piperw,0.4,3,0,0.7,0,0,30+PipeRotate,0) Clip=i deb:AddItem(pipe,0.05) end Stance(0.15) anim="" end end Tool.Selected:connect(function(mouse) fmouse=mouse if equip=="unequipped" and anim=="" then equip="equipping" Arms(true) c2(la,0.1,3,-1.5,0.5,0,0,0,20) c1(ra,0.1,3,1.5,0.5,0,120,0,-70) local ofs = RA.CFrame:toObjectSpace(ha.CFrame) haw.Part0=RA haw.C0=ofs haw.C1=cn(0,0,0) rAni(haw) Stance(0.2) equip="equipped" end mouse.Button1Down:connect(Button1Down) mouse.KeyDown:connect(KeyDown) end) Tool.Deselected:connect(function() fmouse=nil if equip=="equipped" and anim=="" then equip="unequipping" c2(la,0.1,3,-1.5,0.5,0,0,0,0) c1(ra,0.1,3,1.5,0.5,0,120,0,-70) local ofs = Torso.CFrame:toObjectSpace(ha.CFrame) haw.Part0=Torso haw.C0=ofs haw.C1=cn(0,0,0) rAni(haw) Reset(0.1) Arms(false) Legs(false) equip="unequipped" end end) Gyro=qi{"BodyGyro",Torso,D=50,P=1500} game:GetService("RunService").Stepped:connect(function() if fmouse~=nil then Gyro.maxTorque=v3(1/0,1/0,1/0) Gyro.cframe = cn(Torso.Position,v3(fmouse.hit.p.x,Torso.Position.y,fmouse.hit.p.z)) else Gyro.maxTorque = v3(0,0,0) end if equip=="equipped" and anim=="" and fmouse~=nil then c2(ra,1,3,1.25,0.5,-0.25,-75+math.deg((Torso.Position-fmouse.Hit.p).unit.y),-65,0) c2(la,1,3,-1.25,0.5,-0.25,-70+math.deg((Torso.Position-fmouse.Hit.p).unit.y),-20,0) c2(hw,1,3,0,1.5,0,math.deg((Torso.Position-fmouse.Hit.p).unit.y),-65,0) end end)