-- Made By TheTragicMod local player=game.Players.LocalPlayer while player.Character==nil do wait() end local character=player.Character local la=character:WaitForChild("Left Arm") local ra=character:WaitForChild("Right Arm") local torso=character:WaitForChild("Torso") local mouse=player:GetMouse() local Create = assert(LoadLibrary("RbxUtility")).Create local maxDamage=300 function Gmass(obj) local mass = 0 for i, v in pairs(obj:GetChildren()) do if v:IsA("BasePart") then mass = mass + v:GetMass() elseif v:IsA("Model") or v:IsA("Hat") then mass = mass + Gmass(v) end end return mass end function Weld(x,y) local W = Instance.new("Weld") W.Part0 = x W.Part1 = y local CJ = CFrame.new(x.Position) local C0 = x.CFrame:inverse()*CJ local C1 = y.CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = x return W end la.Anchored=true ra.Anchored=true --------- --|Random Shoulder Pads|-- local leftShoulder=Create("Part"){ Name='LeftShoulderPad', CanCollide=false, FormFactor='Custom', Size=Vector3.new(1,.5,1), } local x,y,z = la.CFrame:toEulerAnglesXYZ() local x2,y2,z2 = ra.CFrame:toEulerAnglesXYZ() print(y) local rightShoulder=leftShoulder:Clone() rightShoulder.Name='RightShoulderPad' leftShoulder.CFrame=(la.CFrame*CFrame.new(0,(la.Size.y/2),0))*CFrame.fromEulerAnglesXYZ(math.rad(x), math.rad(y), math.rad(z)):inverse() rightShoulder.CFrame=(ra.CFrame*CFrame.new(0,(ra.Size.y/2),0))* CFrame.fromEulerAnglesXYZ(math.rad(x2), math.rad(y2), math.rad(z2)):inverse() local lw=Weld(la,leftShoulder) local rw=Weld(ra,rightShoulder) la.Anchored=false;ra.Anchored=false leftShoulder.Parent=character;rightShoulder.Parent=character -------------- --|Strong Jump|-- local bF=Instance.new('BodyForce',torso) local mass=Gmass(character) bF.force=Vector3.new(0,mass*196,0) -------------- --|Firez|-- local fire=Create('Fire'){ Parent=character.Head, Heat=20, } local light=Create('PointLight'){ Parent=character.Head, Color=Color3.new(1, 60/255, 0), Brightness=2, } local fire2=Create('Fire'){ Heat=25; Color=Color3.new(0,0,0); SecondaryColor=Color3.new(53/255, 0, 63/255); Parent=torso; Enabled=true; } -------------- --|Death Touch|-- function burn(thing) Spawn(function() print('die') if thing.Parent:FindFirstChild('Humanoid')~=nil then if (thing.Parent~=character) and (not thing:IsDescendantOf(character)) and (not thing:IsAncestorOf(character)) then local hum=thing.Parent.Humanoid for _,thing in pairs(thing.Parent:GetChildren()) do if thing~=nil then if thing.ClassName=='Part' then local f=Instance.new('Fire',thing) f.Heat=math.random(0,20);f.Size=math.random(5,30) game.Debris:AddItem(f,f.Heat/math.pi) Spawn(function() wait(2) if thing~=nil then thing.BrickColor=BrickColor.new('Black') end for i=.1,1,.1 do if thing~=nil then thing.Transparency=i wait(.15) end if thing~=nil then thing:remove() end end end) end end end--loop Spawn(function() for i=1,math.random(5,20) do if thing.Parent~=nil then wait(.1+math.random(.03,.2)) hum:TakeDamage(i/.9) hum.WalkSpeed=math.floor(hum.WalkSpeed+.8) if hum.Health<=10 then if thing.Parent~=nil then thing.Parent:BreakJoints() end end end end end) else print('is desc') end else print('no hum') end end) end for index,parts in pairs(character:GetChildren()) do if parts.ClassName=='Part' then parts.Touched:connect(burn) end end ---------- --|Speedy Homes|-- local humanoid=character.Humanoid humanoid.WalkSpeed=50 --------- --|Super Health|-- humanoid.MaxHealth=math.huge humanoid.Health=math.huge local ff=Instance.new('ForceField',character) local a=false mouse.KeyDown:connect(function(k) Spawn(function() print('key') local k=k:lower() if k=='q'then if a==false then if humanoid~=nil then humanoid.Sit=true a=true end--is there a humanoid elseif a==true then if humanoid~=nil then humanoid.Sit=false a=false end--is there humanoid? end--is a true? end--is k==q? end) end) Spawn(function() while true do character:MakeJoints()--first time ever implemeted not sure if works game:GetService('RunService').Stepped:wait() character:MakeJoints()--first time ever implemeted not sure if works humanoid.Health=math.huge end end) --cxcharlie explosion={} explosion.Push=function(obj1,obj2) local dir=(obj2.CFrame.p-obj1.CFrame.p).unit local distance=(obj2.CFrame.p-obj1.CFrame.p).magnitude local derp=obj2:GetMass() local derp2=obj1:GetMass() local derpz=((derp+derp2)/20)*math.max(derp,derp2) obj2.Velocity=dir*1000/((distance*.1)+derpz) obj2.RotVelocity=(dir*2.5)/(distance+derpz) end explosion.manage=function(ex,bomb,hitPart) if not ex or not bomb or not hitPart then return end hitPart=hitPart Spawn(function() partDistance=(ex.Position-hitPart.Position).Magnitude local delta = hitPart.Position - ex.Position --Vector3 normal = -- (delta == Vector3::zero()) -- ? Vector3::unitY() -- : delta.direction(); local normal = (delta == Vector3.new(0,0,0)) and Vector3.new(0,1,0) or delta.unit --float radius = p->getRadius(); local radius = bomb.Size.Magnitude / 2 --float surfaceArea = radius * radius; local surfaceArea = radius * radius --Vector3 impulse = normal * blastPressure * surfaceArea * (1.0f / 4560.0f); // normalizing factor if not pcall(function() impulse = normal * ex.BlastPressure * surfaceArea * (1.0 / 4560.0)end) then impulse = normal * ex.BlastPressure.Value * surfaceArea * (1.0 / 4560.0) end if not pcall(function() frac = 1 - math.max(0, math.min(1, ( partDistance-2)/ex.BlastRadius)) end) then frac = 1 - math.max(0, math.min(1, ( partDistance-2)/ex.BlastRadius.Value)) end --p->getBody()->accumulateLinearImpulse(impulse, p->getCoordinateFrame().translation); local currentVelocity = hitPart.Velocity local deltaVelocity = impulse / hitPart:GetMass() -- m * del-v = F * del-t = Impulse local bodyV = Instance.new('BodyVelocity',hitPart) bodyV.velocity = currentVelocity + deltaVelocity local forceNeeded = 196.2 * hitPart:GetMass() -- F = ma bodyV.maxForce = Vector3.new(forceNeeded, forceNeeded, forceNeeded) * 1000 * frac game.Debris:AddItem(bodyV, 0.2/2) --p->getBody()->accumulateRotationalImpulse(impulse * 0.5 * radius); // a somewhat arbitrary, but nice torque local rotImpulse = impulse * 0.5 * radius local currentRotVelocity =hitPart.RotVelocity local momentOfInertia = (2 *hitPart:GetMass() * radius * radius / 5) -- moment of inertia = 2/5*m*distance^2 (assuming roughly spherical) local deltaRotVelocity = rotImpulse / momentOfInertia local rot = Instance.new('BodyAngularVelocity',hitPart) local torqueNeeded = 20 * momentOfInertia -- torque = distance x F, want about alpha = 20 rad/s^2, alpha * P = torque rot.maxTorque = Vector3.new(torqueNeeded, torqueNeeded, torqueNeeded) * 1000 * frac rot.angularvelocity = currentRotVelocity + deltaRotVelocity game.Debris:AddItem(rot, 0.2/2) explosion.Push(bomb,hitPart) bomb:remove() local maxDamage = 300 -- maximum possible damage if not pcall(function() distance_factor = partDistance/ex.BlastRadius end) then distance_factor = partDistance/ex.BlastRadius.Value end distance_factor = 2 - distance_factor if hitPart.Parent~=nil then if hitPart.Parent:FindFirstChild('Humanoid')~=nil and (not hit.Parent:IsDescendantOf(character)) then humanoid:TakeDamage(maxDamage*distance_factor) end end end) bomb:remove() end explosion.new=function(soruce,pos,size,pressure,t,bc) Spawn(function() if source then source:remove() end local e=Create('Part'){ FormFactor='Custom'; Size=Vector3.new(.1,.1,.1); Anchored=true; CanCollide=false; BrickColor=bc or BrickColor.new('Bright red'); Create("SpecialMesh"){ MeshType='Sphere'; Name='Ball' }; Create("NumberValue"){ Name='BlastPressure'; Value=tonumber(pressure); }; Create("NumberValue"){ Name='BlastRadius'; Value=tonumber(size.Magnitude/2) }; Create("BoolValue"){ Name='AlreadyHit' } } e.Touched:connect(function(p) if e.AlreadyHit.Value==false then e.AlreadyHit.Value=true local z=Create("Part"){ CFrame=CFrame.new(pos); Parent=Workspace; Size=size; Transparency=1; Anchored=true; CanCollide=false } explosion.manage(e,z,p) end end) e.CFrame=CFrame.new(pos) or pos local origin=e.CFrame local mesh=e['Ball'] Spawn(function() for i=0,1,.1 do e.CFrame=origin*CFrame.Angles(0,math.rad(math.random(3,8)),0) e.Size=e.Size:Lerp(size,i) e.Transparency=i wait(t/10) e.CFrame=origin end wait() e:remove() end) e.Parent=game:GetService('Workspace') end) end mouse.Button1Down:connect(function() local c=Instance.new('Sound',torso) c.SoundId='http://www.roblox.com/asset/?id=98333808' c.Volume=.6 c.Pitch=math.random(.3,1.3) c:Play() senpai={}--sorry too much anime local colors={'Bright red','Black','Really black','Dark stone grey','Medium stone grey','Bright yellow' } for i=1,5 do game:GetService('RunService').Stepped:wait() local ef=Instance.new('Part',character) table.insert(senpai,ef) ef.FormFactor='Custom' ef.Size=Vector3.new(1,1,1) ef.CanCollide=false ef.BrickColor=BrickColor.new(colors[math.random(1,#colors)]) --ef.Transparency=1 ef.CFrame=(torso.CFrame*CFrame.new(0,0,(-3)-i/10)*CFrame.Angles(math.rad(-90),math.rad(36),0)) local mesh=Instance.new('SpecialMesh',ef) mesh.MeshType='FileMesh' mesh.MeshId='http://www.roblox.com/asset/?id=20329976' mesh.Scale=Vector3.new(1+(i/5),1+(i/5),1+(i/5)) Spawn(function() local dir=torso.CFrame.lookVector; for i=1,5 do wait(0) ef.CFrame=ef.CFrame+(dir*math.pi) ef.Transparency=ef.Transparency+.2 end ef:remove() end) end c:remove() --[[for _,v in pairs(senpai) do if v~=nil then wait() v:remove() end end]]-- --[[Spawn(function() wait(.15) ef:remove() end)]]-- ---- Spawn(function() local dir=(mouse.Hit.p-ra.CFrame.p).unit*100 local b=Instance.new('Part',workspace) b.BrickColor=BrickColor.new('Bright red') b.CFrame=(torso.CFrame*CFrame.new(0,0,-3.5)) b.CFrame=CFrame.new(b.CFrame.p,mouse.Hit.p)*CFrame.Angles(math.rad(90),0,0) b.CanCollide=false local exSOUNDS={124255305,96485468,66868084,124254994} for _,s in pairs(exSOUNDS) do local sound=Instance.new('Sound',b) sound.SoundId=('http://www.roblox.com/asset/?id='..s) end local fire=Instance.new('Fire',b) fire.Color=Color3.new(0,0,0) local mass=Gmass(b) local weight=mass*196.2 local f=Instance.new('BodyForce',b) f.force=Vector3.new(0,weight,0) local v=Instance.new('BodyVelocity',b) v.velocity=dir local m=Instance.new('SpecialMesh',b) Create("BoolValue"){ Name='Already'; Parent=b; } m.MeshType='FileMesh' m.MeshId='http://www.roblox.com/asset/?id=31601976' game:GetService('Debris'):AddItem(b,10) b.Touched:connect(function(hit) hit=hit if hit.Parent:FindFirstChild('Humanoid')~=nil and hit.Parent~=character then if not b.Already.Value then b.Already.Value=true hit.Parent.Humanoid:TakeDamage(math.random(1,maxDamage)) hit.Parent.Humanoid.Sit=true local size=math.random(9,20) explosion.new(b,b.Position,Vector3.new(size,size,size),50000,.5) explosion.push(b,hit) local so={} for _,p in pairs(b:GetChildren()) do if p.ClassName=='Sound' then table.insert(so,p) end end so[math.random(1,#so)]:Play() end else if hit.Size.Magnitude>3 and (not hit:IsDescendantOf(character)) then delay(0,function() local ex=Instance.new('Explosion',game:GetService('Workspace'));ex.Position=b.CFrame.p;explosion.manage(ex,b,hit) end) local so={} for _,p in pairs(b:GetChildren()) do if p.ClassName=='Sound' then table.insert(so,p) end end so[math.random(1,#so)]:Play() b:remove() end end end) end) end)