--https://github.com/Mokiros/roblox-FE-compatibility if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end local Player,Mouse,mouse,UserInputService,ContextActionService = owner local RealPlayer = Player do print("FE Compatibility code by Mokiros")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("UserInput_Event")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end -- Synapse Decompiler -- Purchase Here: https://brack4712.xyz/synapse/purchase/ wait(0.2) Player = game.Players.LocalPlayer PlayerGui = Player.PlayerGui Cam = workspace.CurrentCamera Backpack = Player.Backpack Character = Player.Character Humanoid = Character.Humanoid Mouse = Player:GetMouse() RootPart = Character.HumanoidRootPart Torso = Character.Torso Head = Character.Head RightArm = Character["Right Arm"] LeftArm = Character["Left Arm"] RightLeg = Character["Right Leg"] LeftLeg = Character["Left Leg"] RootJoint = RootPart.RootJoint Neck = Torso.Neck RightShoulder = Torso["Right Shoulder"] LeftShoulder = Torso["Left Shoulder"] RightHip = Torso["Right Hip"] LeftHip = Torso["Left Hip"] local sick = Instance.new("Sound", Character) sick.SoundId = "rbxassetid://1390506855" sick.Looped = true sick.Pitch = 1 sick.Volume = 1.5 sick:Play() IT = Instance.new CF = CFrame.new VT = Vector3.new RAD = math.rad C3 = Color3.new UD2 = UDim2.new BRICKC = BrickColor.new ANGLES = CFrame.Angles EULER = CFrame.fromEulerAnglesXYZ COS = math.cos ACOS = math.acos SIN = math.sin ASIN = math.asin ABS = math.abs MRANDOM = math.random FLOOR = math.floor function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET) local NEWMESH = IT(MESH) if MESH == "SpecialMesh" then NEWMESH.MeshType = MESHTYPE if MESHID ~= "nil" and MESHID ~= "" then NEWMESH.MeshId = "http://www.roblox.com/asset/?id=" .. MESHID end if TEXTUREID ~= "nil" and TEXTUREID ~= "" then NEWMESH.TextureId = "http://www.roblox.com/asset/?id=" .. TEXTUREID end end NEWMESH.Offset = OFFSET or VT(0, 0, 0) NEWMESH.Scale = SCALE NEWMESH.Parent = PARENT return NEWMESH end function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR) local NEWPART = IT("Part") NEWPART.formFactor = FORMFACTOR NEWPART.Reflectance = REFLECTANCE NEWPART.Transparency = TRANSPARENCY NEWPART.CanCollide = false NEWPART.Locked = true NEWPART.Anchored = true if ANCHOR == false then NEWPART.Anchored = false end NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR)) NEWPART.Name = NAME NEWPART.Size = SIZE NEWPART.Position = Torso.Position NEWPART.Material = MATERIAL NEWPART:BreakJoints() NEWPART.Parent = PARENT return NEWPART end Player_Size = 1 Animation_Speed = 3 Frame_Speed = 0.016666666666666666 local Speed = 16 local Effects2 = {} local weldBetween = function(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) local CHANGEDEFENSE = 0 local CHANGEDAMAGE = 0 local CHANGEMOVEMENT = 0 local ANIM = "Idle" local ATTACK = false local EQUIPPED = false local HOLD = false local COMBO = 1 local Rooted = false local SINE = 0 local KEYHOLD = false local CHANGE = 2 / Animation_Speed local WALKINGANIM = false local WALK = 0 local VALUE1 = false local VALUE2 = false local ROBLOXIDLEANIMATION = IT("Animation") ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation" ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571" local WEAPONGUI = IT("ScreenGui", PlayerGui) WEAPONGUI.Name = "Weapon GUI" local Effects = IT("Folder", Character) Effects.Name = "Effects" local ANIMATOR = Humanoid.Animator local ANIMATE = Character.Animate local HITPLAYERSOUNDS = { "263032172", "263032182", "263032200", "263032221", "263032252", "263033191" } local HITARMORSOUNDS = { "199149321", "199149338", "199149367", "199149409", "199149452" } local HITWEAPONSOUNDS = { "199148971", "199149025", "199149072", "199149109", "199149119" } local HITBLOCKSOUNDS = {"199148933", "199148947"} local UNANCHOR = true local LEVEL = 1 local Volume = 1.5 local SONG1 = "rbxassetid://1390506855" local SONG2 = "rbxassetid://1418800825" local CREATION = false local TRANSFORMING = false local CREATIONPOSE = "Idle" local SKILLTEXTCOLOR = BRICKC("Gold").Color ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = Frame_Speed tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS) return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS) end function PositiveAngle(NUMBER) if NUMBER >= 0 then NUMBER = 0 end return NUMBER end function NegativeAngle(NUMBER) if NUMBER <= 0 then NUMBER = 0 end return NUMBER end function Swait(NUMBER) if NUMBER == 0 or NUMBER == nil then ArtificialHB.Event:wait() else for i = 1, NUMBER do ArtificialHB.Event:wait() end end end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5 / s return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5 else local i = 0 if m00 < m11 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00 - m11 - m22 + 1) local recip = 0.5 / s return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip elseif i == 1 then local s = math.sqrt(m11 - m22 - m00 + 1) local recip = 0.5 / s return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip elseif i == 2 then local s = math.sqrt(m22 - m00 - m11 + 1) local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w * xs, w * ys, w * zs local xx = x * xs local xy = x * ys local xz = x * zs local yy = y * ys local yz = y * zs local zz = z * zs return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4] local startInterp, finishInterp if cosTheta >= 1.0E-4 then if 1 - cosTheta > 1.0E-4 then local theta = ACOS(cosTheta) local invSinTheta = 1 / SIN(theta) startInterp = SIN((1 - t) * theta) * invSinTheta finishInterp = SIN(t * theta) * invSinTheta else startInterp = 1 - t finishInterp = t end elseif 1 + cosTheta > 1.0E-4 then local theta = ACOS(-cosTheta) local invSinTheta = 1 / SIN(theta) startInterp = SIN((t - 1) * theta) * invSinTheta finishInterp = SIN(t * theta) * invSinTheta else startInterp = t - 1 finishInterp = t end return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp end function Clerp(a, b, t) local qa = { QuaternionFromCFrame(a) } local qb = { QuaternionFromCFrame(b) } local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1 - t return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t)) end function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME) local frame = IT("Frame") frame.BackgroundTransparency = TRANSPARENCY frame.BorderSizePixel = BORDERSIZEPIXEL frame.Position = POSITION frame.Size = SIZE frame.BackgroundColor3 = COLOR frame.BorderColor3 = BORDERCOLOR frame.Name = NAME frame.Parent = PARENT return frame end function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME) local label = IT("TextLabel") label.BackgroundTransparency = 1 label.Size = UD2(1, 0, 1, 0) label.Position = UD2(0, 0, 0, 0) label.TextColor3 = TEXTCOLOR label.TextStrokeTransparency = STROKETRANSPARENCY label.TextTransparency = TRANSPARENCY label.FontSize = TEXTFONTSIZE label.Font = TEXTFONT label.BorderSizePixel = BORDERSIZEPIXEL label.TextScaled = false label.Text = TEXT label.Name = NAME label.Parent = PARENT return label end function NoOutlines(PART) PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10 end function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1) local NEWWELD = IT(TYPE) NEWWELD.Part0 = PART0 NEWWELD.Part1 = PART1 NEWWELD.C0 = C0 NEWWELD.C1 = C1 NEWWELD.Parent = PARENT return NEWWELD end local S = IT("Sound") function CreateSound(ID, PARENT, VOLUME, PITCH) local NEWSOUND coroutine.resume(coroutine.create(function() NEWSOUND = S:Clone() NEWSOUND.Parent = PARENT NEWSOUND.Volume = VOLUME NEWSOUND.Pitch = PITCH NEWSOUND.SoundId = "http://www.roblox.com/asset/?id=" .. ID Swait() NEWSOUND:play() game:GetService("Debris"):AddItem(NEWSOUND, 10) end)) return NEWSOUND end function CFrameFromTopBack(at, top, back) local right = top:Cross(back) return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end function CreateWave(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW) local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0)) local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0, 0, -SIZE.X / 8)) wave.CFrame = CFRAME coroutine.resume(coroutine.create(function(PART) for i = 1, WAIT do Swait() mesh.Scale = mesh.Scale + GROW mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8)) if DOESROT == true then wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0) end wave.Transparency = wave.Transparency + 0.5 / WAIT if wave.Transparency > 0.99 then wave:remove() end end end)) end function CreateRing(SIZE, DOESROT, ROT, WAIT, CFRAME, COLOR, GROW) local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0)) local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0, 0, 0)) wave.CFrame = CFRAME coroutine.resume(coroutine.create(function(PART) for i = 1, WAIT do Swait() mesh.Scale = mesh.Scale + GROW if DOESROT == true then wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0) end wave.Transparency = wave.Transparency + 0.5 / WAIT if wave.Transparency > 0.99 then wave:remove() end end end)) end function MagicSphere(SIZE, WAIT, CFRAME, COLOR, GROW) local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1, 1, 1), true) wave.Color = COLOR local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0, 0, 0)) wave.CFrame = CFRAME coroutine.resume(coroutine.create(function(PART) for i = 1, WAIT do Swait() mesh.Scale = mesh.Scale + GROW wave.Transparency = wave.Transparency + 1 / WAIT if wave.Transparency > 0.99 then wave:remove() end end end)) end function Slice(KIND, SIZE, WAIT, CFRAME, COLOR, GROW) local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1, 1, 1), true) local mesh if KIND == "Base" then mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0, SIZE / 10, SIZE / 10), VT(0, 0, 0)) elseif KIND == "Thin" then mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE / 10, 0, SIZE / 10), VT(0, 0, 0)) elseif KIND == "Round" then mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE / 10, 0, SIZE / 10), VT(0, 0, 0)) end wave.CFrame = CFRAME coroutine.resume(coroutine.create(function(PART) for i = 1, WAIT do Swait() mesh.Scale = mesh.Scale + GROW / 10 wave.Transparency = wave.Transparency + 0.5 / WAIT if wave.Transparency > 0.99 then wave:remove() end end end)) end function MakeForm(PART, TYPE) if TYPE == "Cyl" then local MSH = IT("CylinderMesh", PART) elseif TYPE == "Ball" then local MSH = IT("SpecialMesh", PART) MSH.MeshType = "Sphere" elseif TYPE == "Wedge" then local MSH = IT("SpecialMesh", PART) MSH.MeshType = "Wedge" end end function CheckTableForString(Table, String) for i, v in pairs(Table) do if string.find(string.lower(String), string.lower(v)) then return true end end return false end function CheckIntangible(Hit) local ProjectileNames = { "Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet" } if Hit and Hit.Parent and (not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid") then return true end return false end Debris = game:GetService("Debris") function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit) local Ignore = type(Ignore) == "table" and Ignore or {Ignore} local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = CastZapRay(RayPos + Vec * 0.01, Vec, Length - (StartPos - RayPos).magnitude, Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end BaseLightning = IT("Part") BaseLightning.Anchored = true BaseLightning.CanCollide = false BaseLightning.Material = "Neon" local LightningBolts = {} function Zap(Table) local StartPos, TargetPos, Character, Color = Table.StartPosition, Table.TargetPosition, Table.Character, Table.Color local Duration = Table.Duration or 2 local Offset = Table.Offset or 2 local Individualize = Table.Individualize or false local MaxRange = Table.MaxRange or 200 local SegmentLength = Table.SegmentLength or 5 local Transparency = Table.Transparency or 0 local Ignore = Table.Ignore or {} local SIZE = Table.SIZE or 0.3 if not (StartPos and TargetPos) or not Character then return end local LightningModel = IT("Folder", Effects) LightningModel.Name = "ZAPP" for i, v in pairs({Character, LightningModel}) do table.insert(Ignore, v) end local LastPos = StartPos local Direction = CFrame.new(StartPos, TargetPos).lookVector local RayHit, RayPos, RayNormal = CastZapRay(StartPos, Direction, MaxRange, Ignore, false) local RayLength = (StartPos - RayPos).Magnitude local Struck = false local TotalSegments = math.ceil(RayLength / SegmentLength) Direction = CFrame.new(StartPos, RayPos).lookVector local LightningBolt = IT("Model", Effects) LightningBolt.Name = "Lightning" if not Individualize then table.insert(LightningBolts, LightningBolt) end LastBolt = LightningBolt Debris:AddItem(LightningBolt, Duration) LightningBolt.Parent = LightningModel for i = 1, TotalSegments do if not Struck then local Entropy = Vector3.new(math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset) local NewPos = StartPos + Direction * (RayLength * (i / TotalSegments)) + Entropy local SegmentVec = NewPos - LastPos local RayHit, RayPos, RayNormal = CastZapRay(LastPos, SegmentVec.Unit, SegmentVec.Magnitude, {Character, LightningModel}, false) local RayVec = LastPos - RayPos local LightningPart = BaseLightning:Clone() LightningPart.BrickColor = BrickColor.new(Color) LightningPart.Transparency = Transparency LightningPart.Size = Vector3.new(SIZE, SIZE, RayVec.Magnitude) LightningPart.CFrame = CFrame.new(LastPos, RayPos) * CFrame.new(0, 0, -(RayVec.Magnitude / 2)) table.insert(Effects2, { LightningPart, "Disappear", 0.025, 1, 1, 1, 2 }) local CylinderMesh = IT("CylinderMesh", LightningPart) local OrigCF = LightningPart.CFrame LightningPart.Size = Vector3.new(LightningPart.Size.X, LightningPart.Size.Z, LightningPart.Size.Y) LightningPart.CFrame = OrigCF * CFrame.Angles(math.pi / 2, 0, 0) LightningPart.Parent = LightningBolt LastPos = NewPos end end return { RayHit = RayHit, RayPos = RayPos, RayNormal = RayNormal, LightningModel = LightningModel } end local EyeSizes = { NumberSequenceKeypoint.new(0, 1, 0), NumberSequenceKeypoint.new(1, 0, 0) } local PE = Instance.new("ParticleEmitter") PE.LightEmission = 0.8 PE.Color = ColorSequence.new(BRICKC("Gold").Color) PE.Size = NumberSequence.new(EyeSizes) PE.Lifetime = NumberRange.new(0.35, 0.35, 0.35) PE.Rotation = NumberRange.new(0, 360) PE.Transparency = NumberSequence.new(0.9) PE.Rate = 999 PE.VelocitySpread = 10000 PE.Acceleration = Vector3.new(0, 75, 0) PE.Drag = 5 PE.Speed = NumberRange.new(6, 6) PE.Texture = "http://www.roblox.com/asset/?id=1351966707" PE.ZOffset = -1.5 PE.Name = "OVERLORDAURA" function particles(art) PE:Clone().Parent = art end function turnto(position) RootPart.CFrame = CFrame.new(RootPart.CFrame.p, VT(position.X, RootPart.Position.Y, position.Z)) * CFrame.new(0, 0, 0) end function WACKYEFFECT(Table) local TYPE = Table.EffectType or "Sphere" local SIZE = Table.Size or VT(1, 1, 1) local ENDSIZE = Table.Size2 or VT(0, 0, 0) local TRANSPARENCY = Table.Transparency or 0 local ENDTRANSPARENCY = Table.Transparency2 or 1 local CFRAME = Table.CFrame or Torso.CFrame local MOVEDIRECTION = Table.MoveToPos or nil local ROTATION1 = Table.RotationX or 0 local ROTATION2 = Table.RotationY or 0 local ROTATION3 = Table.RotationZ or 0 local MATERIAL = Table.Material or "Neon" local COLOR = Table.Color or C3(1, 1, 1) local TIME = Table.Time or 45 local SOUNDID = Table.SoundID or nil local SOUNDPITCH = Table.SoundPitch or nil local SOUNDVOLUME = Table.SoundVolume or nil coroutine.resume(coroutine.create(function() local PLAYSSOUND = false local SOUND local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY, BRICKC("Pearl"), "Effect", VT(1, 1, 1), true) if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then PLAYSSOUND = true SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false) end EFFECT.Color = COLOR local MSH if TYPE == "Sphere" then MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0, 0, 0)) elseif TYPE == "Block" then MSH = IT("BlockMesh", EFFECT) MSH.Scale = VT(SIZE.X, SIZE.X, SIZE.X) elseif TYPE == "Box" then MSH = IT("BlockMesh", EFFECT) MSH.Scale = SIZE elseif TYPE == "Wave" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT(0, 0, -SIZE.X / 8)) elseif TYPE == "Ring" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844", "", VT(SIZE.X, SIZE.X, 0.1), VT(0, 0, 0)) elseif TYPE == "Slash" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858", "", VT(SIZE.X / 10, 0, SIZE.X / 10), VT(0, 0, 0)) elseif TYPE == "Round Slash" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058", "", VT(SIZE.X / 10, 0, SIZE.X / 10), VT(0, 0, 0)) elseif TYPE == "Swirl" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "1051557", "", SIZE, VT(0, 0, 0)) elseif TYPE == "Skull" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583", "", SIZE, VT(0, 0, 0)) elseif TYPE == "Crystal" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362", "", SIZE, VT(0, 0, 0)) end if MSH ~= nil then local MOVESPEED if MOVEDIRECTION ~= nil then MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude / TIME end local GROWTH = SIZE - ENDSIZE local TRANS = TRANSPARENCY - ENDTRANSPARENCY if TYPE == "Block" then EFFECT.CFrame = CFRAME * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))) else EFFECT.CFrame = CFRAME end for LOOP = 1, TIME do Swait() MSH.Scale = MSH.Scale - GROWTH / TIME if TYPE == "Wave" then MSH.Offset = VT(0, 0, -MSH.Scale.X / 8) end EFFECT.Transparency = EFFECT.Transparency - TRANS / TIME if TYPE == "Block" then EFFECT.CFrame = CFRAME * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))) else EFFECT.CFrame = EFFECT.CFrame * ANGLES(RAD(ROTATION1), RAD(ROTATION2), RAD(ROTATION3)) end if MOVEDIRECTION ~= nil then local ORI = EFFECT.Orientation EFFECT.CFrame = CF(EFFECT.Position, MOVEDIRECTION) * CF(0, 0, -MOVESPEED) EFFECT.Orientation = ORI end end if PLAYSSOUND == false then EFFECT:remove() else repeat Swait() until SOUND.Playing == false EFFECT:remove() end elseif PLAYSSOUND == false then EFFECT:remove() else repeat Swait() until SOUND.Playing == false EFFECT:remove() end end)) end Head:ClearAllChildren() local BODY = {} local naeeym2 = Instance.new("BillboardGui", Character) naeeym2.AlwaysOnTop = true naeeym2.Size = UDim2.new(15, 35, 5, 15) naeeym2.StudsOffset = Vector3.new(0, 3, 0) naeeym2.Adornee = Character.Head naeeym2.Name = "Name" naeeym2.PlayerToHideFrom = Player local tecks2 = Instance.new("TextLabel", naeeym2) tecks2.BackgroundTransparency = 1 tecks2.TextScaled = true tecks2.BorderSizePixel = 0 tecks2.Text = "Dominus PHAEDRA" tecks2.Font = "Fantasy" tecks2.TextSize = 30 tecks2.TextStrokeTransparency = 0 tecks2.TextColor3 = SKILLTEXTCOLOR tecks2.TextStrokeColor3 = Color3.new(1, 1, 1) tecks2.Size = UDim2.new(1, 0, 0.5, 0) tecks2.Parent = naeeym2 function Transparency(TRANS) tecks2.TextTransparency = TRANS tecks2.TextStrokeTransparency = TRANS for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" and c ~= RootPart then c.Transparency = TRANS if c:FindFirstChildOfClass("Decal") then c:FindFirstChildOfClass("Decal").Transparency = TRANS end if c:FindFirstChild("OVERLORDAURA") then c.OVERLORDAURA.Transparency = NumberSequence.new(0.9 + TRANS / 10) end if c:FindFirstChild("Eyeball") then c.Eyeball.Transparency = TRANS end if c:FindFirstChild("Eyeball1") then c.Eyeball1.Transparency = TRANS end elseif c.ClassName == "Accessory" then c.Handle.Transparency = TRANS elseif c.ClassName == "Model" then for _, q in pairs(c:GetChildren()) do if q.ClassName == "Part" then q.Transparency = TRANS if q:FindFirstChildOfClass("Decal") then q:FindFirstChildOfClass("Decal").Transparency = TRANS end end end end end end local EYE = CreatePart(3, Head, "Neon", 0, 0, "Gold", "Eyeball", VT(0.1, 0.4, 0.1), false) MakeForm(EYE, "Ball") EYE.CFrame = Head.CFrame * CF(0.2, 0.1, -0.72) local EW = weldBetween(Head, EYE) local EYE2 = CreatePart(3, Head, "Neon", 0, 0, "Gold", "Eyeball1", VT(0.4, 0.1, 0.1), false) MakeForm(EYE2, "Ball") EYE2.CFrame = Head.CFrame * CF(0.2, 0.1, -0.72) local EW2 = weldBetween(Head, EYE2) for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" then table.insert(BODY, {c, Character}) for _, q in pairs(c:GetChildren()) do if q ~= nil then table.insert(BODY, {q, c}) end end end end function refit() Character.Parent = workspace for e = 1, #BODY do if BODY[e] ~= nil then local STUFF = BODY[e] local PART = STUFF[1] local PARENT = STUFF[2] PART.Parent = PARENT end end end Humanoid.HealthChanged:connect(function() local OLDHUM = Humanoid refit() OLDHUM:remove() Humanoid = IT("Humanoid", Character) Humanoid.MaxHealth = "inf" Humanoid.Health = "inf" Humanoid.PlatformStand = false Humanoid.HipHeight = 2.5 Humanoid.WalkSpeed = Speed end) Humanoid.Died:connect(function() local OLDHUM = Humanoid refit() OLDHUM:remove() Humanoid = IT("Humanoid", Character) Humanoid.MaxHealth = "inf" Humanoid.Health = "inf" Humanoid.PlatformStand = false Humanoid.HipHeight = 2.5 Humanoid.WalkSpeed = Speed end) local SKILL1FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.23, 0, 0.8, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 1 Frame") local SKILL2FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.5, 0, 0.8, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 2 Frame") local SKILL3FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.365, 0, 0.03, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 3 Frame") local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Dolor Pluvia", SKILLTEXTCOLOR, 7, "Fantasy", 0, 2, 0, "Text 1") local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B] Ignem Aeternum", SKILLTEXTCOLOR, 7, "Fantasy", 0, 2, 0, "Text 2") local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[X] Ultima Consummatio", SKILLTEXTCOLOR, 12, "Fantasy", 0, 2, 0, "Text 3") local SKILLEFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.365, 0, 0.13, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill Warp Frame") local SKILLETEXT = CreateLabel(SKILLEFRAME, "[Q] Magia portam", SKILLTEXTCOLOR, 7, "Antique", 0, 2, 0, "Text Warp") local SKILLFFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.365, 0, 0.7, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill Warp Frame") local SKILLFTEXT = CreateLabel(SKILLFFRAME, "[C] Imperium Delere", SKILLTEXTCOLOR, 7, "Antique", 0, 2, 0, "Text Warp") function killnearest(position, range, maxstrength) for i, v in ipairs(workspace:GetChildren()) do do local body = v:GetChildren() for part = 1, #body do if (body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character and range > (body[part].Position - position).Magnitude then if v.ClassName == "Model" then v:BreakJoints() end local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1000000000, 1000000000, 1000000000) bv.velocity = CF(position, body[part].Position).lookVector * maxstrength bv.Parent = body[part] Debris:AddItem(bv, 0.2) body[part].Parent = Effects body[part].Material = "Neon" body[part].BrickColor = BRICKC("Gold") coroutine.resume(coroutine.create(function() wait(5) if body[part].Parent == Effects then body[part]:remove() end end)) end end if v.ClassName == "Part" and v.Anchored == false and range > (v.Position - position).Magnitude then v.Velocity = CFrame.new(position, v.Position).lookVector * 5 * maxstrength end end end end local Decal = IT("Decal") function MagicRing() local O1 = CreatePart(3, Effects, "Neon", 0, 1, "Really red", "Warphole", VT(0, 0, 0)) O1.CFrame = RootPart.CFrame * CF(0, 0, -3) * ANGLES(RAD(90), RAD(0), RAD(0)) local decal = Decal:Clone() decal.Parent = O1 decal.Face = "Top" decal.Texture = "http://www.roblox.com/asset/?id=917750924" local decal2 = Decal:Clone() decal2.Parent = O1 decal2.Face = "Bottom" decal2.Texture = "http://www.roblox.com/asset/?id=917750924" return O1 end function Dolor_Pluvia() local POWER = LEVEL local CENTER = MagicRing() CENTER.CFrame = CF(Mouse.Hit.p) CreateSound("424777055", CENTER, 10, 1) local RAIN = {} for i = 1, 45 do Swait() CENTER.Size = CENTER.Size + VT(POWER, 0, POWER) CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) end for i = 1, 35 do Swait() coroutine.resume(coroutine.create(function() local DROP = CreatePart(3, Effects, "Neon", 0, 0, "Gold", "Raindrop", VT(POWER / 2, POWER / 2, POWER * 5)) DROP.CFrame = CF(CENTER.Position + VT(MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3), 200, MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3)), CENTER.Position + VT(MRANDOM(-CENTER.Size.X / 2.5, CENTER.Size.X / 2.5), 0, MRANDOM(-CENTER.Size.X / 2.5, CENTER.Size.X / 2.5))) table.insert(RAIN, DROP) particles(DROP) MakeForm(DROP, "Ball") local IMPACT = false for i = 1, 80 do Swait() DROP.CFrame = DROP.CFrame * CF(0, 0, -7) local HIT = Raycast(DROP.Position, DROP.CFrame.lookVector, 6, Character) if HIT ~= nil then IMPACT = true break end end table.remove(RAIN, 1) if IMPACT == true then DROP.Transparency = 1 DROP.OVERLORDAURA.Enabled = false MagicSphere(VT(0, 0, 0), 25, DROP.CFrame, BRICKC("Gold").Color, VT(POWER, POWER, POWER) / 2) killnearest(DROP.Position, POWER * 5, 500) Debris:AddItem(DROP, 5) else DROP:remove() end end)) end repeat Swait() until #RAIN == 0 for i = 1, 45 do Swait() CENTER.Size = CENTER.Size - VT(POWER, 0, POWER) CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) end CENTER:remove() end function Ignem_Aeternum() local HITFLOOR, HITPOS, NORMAL = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 25, Character) if HITFLOOR ~= nil then do local POWER = LEVEL ATTACK = true Rooted = true local CENTER = MagicRing() CENTER.CFrame = CF(HITPOS + VT(0, 0.1, 0)) CreateSound("424777055", CENTER, 10, 1) local RAIN = {} for i = 1, 55 do Swait() CENTER.Size = CENTER.Size + VT(POWER, 0, POWER) / 3 CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 + 6.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-45 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end local MAXDIST = 15 local DIRECTION = CF(RootPart.Position, VT(Mouse.Hit.p.X, HITPOS.Y, Mouse.Hit.p.Z)).lookVector local HITFLOOR2, HITPOS2 = Raycast(RootPart.Position, DIRECTION, MAXDIST, Character) local HITFLOOR3, HITPOS3 = Raycast(HITPOS2, CF(HITPOS2 + VT(0, 1, 0), HITPOS2 + VT(0, -1, 0)).lookVector, MAXDIST, Character) local ORB = CreatePart(3, Effects, "Neon", 0, 1, "Gold", "ORB", VT(4, 4, 4)) MakeForm(ORB, "Ball") CreateSound("201858045", ORB, 10, 0.5) for i = 0, 1, 0.1 / Animation_Speed do Swait() ORB.CFrame = RootPart.CFrame * CF(0, 10 + POWER * 3, 0) ORB.Transparency = 0 ORB.Size = ORB.Size + VT(POWER, POWER, POWER) / 7 local POS = HITPOS + VT(MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3), 0, MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3)) local RANGE = (POS - RootPart.CFrame * CF(0, 10 + POWER * 3, 0).p).Magnitude local ZAPTABLE = Zap({ StartPosition = POS, TargetPosition = ORB.Position, Character = workspace, Color = "Gold", Individual = true, MaxRange = RANGE, SegmentLength = POWER * 2, Offset = 1 }) Debris:AddItem(ZAPTABLE.LightningModel, 0.1) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(15 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(-15 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 1.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(170), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-12 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end coroutine.resume(coroutine.create(function() ORB.CFrame = CF(ORB.Position, HITPOS3) local IMPACT = false for i = 1, 400 do Swait() ORB.CFrame = ORB.CFrame * CF(0, 0, -1) local HIT = Raycast(ORB.Position, ORB.CFrame.lookVector, ORB.Size.X / 2.2, Character) if HIT ~= nil then IMPACT = true break end end if IMPACT == true then ORB.Transparency = 1 local FRONT = ORB.CFrame * CF(0, 0, -1).p ORB.CFrame = CF(ORB.Position, VT(FRONT.X, ORB.Position.Y, FRONT.Z)) for i = 1, 35 do if MRANDOM(1, 5) == 1 then local POS = CF(ORB.Position) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))) * CF(0, 0, -POWER * 15).p local ZAPTABLE = Zap({ SIZE = POWER, StartPosition = ORB.Position, TargetPosition = POS, Character = workspace, Color = "Gold", Individual = true, MaxRange = POWER * 35, SegmentLength = POWER * 5, Offset = 3 }) Debris:AddItem(ZAPTABLE.LightningModel, 0.1) end ORB.CFrame = ORB.CFrame * CF(0, 0, -ORB.Size.X / 1.5) MagicSphere(ORB.Size * 1.1, 25, ORB.CFrame, BRICKC("Gold").Color, -ORB.Size / 35) CreateWave(VT(ORB.Size.X, 1, ORB.Size.Z) * 5, 35, CF(ORB.Position - VT(0, ORB.Size.Y / 3, 0)) * ANGLES(RAD(0), RAD(i * 5), RAD(0)), true, 5, "Gold", -VT(ORB.Size.X / 24, 0, ORB.Size.Z / 24)) killnearest(ORB.Position, ORB.Size.X * 2, 500) Swait() end else ORB:remove() end end)) ATTACK = false Rooted = false coroutine.resume(coroutine.create(function() for i = 1, 55 do Swait() CENTER.Size = CENTER.Size - VT(POWER, 0, POWER) CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) end CENTER:remove() end)) end end end function Imperium_Delere() local HITFLOOR, HITPOS, NORMAL = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 25, Character) if HITFLOOR ~= nil then do local POWER = LEVEL ATTACK = true Rooted = true local CENTER = MagicRing() CENTER.CFrame = CF(HITPOS + VT(0, 0.1, 0)) CreateSound("424777055", CENTER, 10, 1) local RAIN = {} for i = 1, 55 do Swait() CENTER.Size = CENTER.Size + VT(POWER, 0, POWER) CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 + 6.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-45 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end local VISUAL = CreatePart(3, Effects, "Neon", 0, 0.99, "Gold", "Vibrations", VT(45, 45, 45) * POWER) MakeForm(VISUAL, "Ball") VISUAL.CFrame = CF(HITPOS) for i = 1, 20 do Swait() VISUAL.Size = VISUAL.Size - VT(POWER, POWER, POWER) / 10 VISUAL.Transparency = VISUAL.Transparency - 0.01 RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(5 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(-5 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end coroutine.resume(coroutine.create(function() for i = 1, 10 do Swait() CENTER.Size = CENTER.Size + VT(POWER, 0, POWER) * 15 for _, c in pairs(workspace:GetChildren()) do if c.ClassName == "Model" then if c ~= Character and c:FindFirstChildOfClass("Humanoid") and (c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")) then local HUMANOID = c:FindFirstChildOfClass("Humanoid") local TORSO = c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso") if (TORSO.Position - VISUAL.Position).Magnitude < VISUAL.Size.X / 1.6 then for _, q in pairs(c:GetChildren()) do if q.ClassName == "LocalScript" and q.Name ~= "Animate" then q:remove() end end end elseif c.ClassName == "LocalScript" then c:remove() end end end VISUAL.Size = VISUAL.Size + VT(POWER, POWER, POWER) * 12 VISUAL.Transparency = VISUAL.Transparency + 0.01 end VISUAL:remove() for i = 1, 40 do Swait() CENTER.Size = CENTER.Size * 0.9 end CENTER:remove() end)) ATTACK = false Rooted = false end end end function Ultima_Consummatio() local HITFLOOR, HITPOS, NORMAL = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 7, Character) if HITFLOOR ~= nil then do local POWER = LEVEL ATTACK = true Rooted = true if POWER <= 6 then do local CENTER = MagicRing() CENTER.CFrame = CF(HITPOS + VT(0, 0.1, 0)) CreateSound("424777055", CENTER, 10, 1) local RAIN = {} for i = 1, 65 do Swait() CENTER.Size = CENTER.Size + VT(POWER, 0, POWER) CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(15 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(-15 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 1.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(170), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-12 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end local ORB = CreatePart(3, Effects, "Neon", 0, 1, "Gold", "ORB", VT(4, 4, 4)) MakeForm(ORB, "Ball") CreateSound("201858045", ORB, 10, 0.5) for i = 0, 5, 0.1 / Animation_Speed do Swait() ORB.CFrame = RootPart.CFrame * CF(0, 5 + ORB.Size.Y / 2, 0) ORB.Size = ORB.Size + VT(POWER, POWER, POWER) / 10 ORB.Transparency = 0 local POS = HITPOS + VT(MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3), 0, MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3)) local RANGE = (POS - ORB.Position).Magnitude local ZAPTABLE = Zap({ StartPosition = POS, TargetPosition = ORB.Position, Character = workspace, Color = "Gold", Individual = true, MaxRange = RANGE, SegmentLength = POWER * 2, Offset = 1 }) Debris:AddItem(ZAPTABLE.LightningModel, 0.1) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(15 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(-15 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 1.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(170), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-12 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end coroutine.resume(coroutine.create(function() if POWER <= 3 then local AIMPOS = Mouse.Hit.p local O1 = MagicRing() local O2 = MagicRing() local O3 = MagicRing() O1.CFrame = CF(ORB.Position, AIMPOS) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X, 0) O2.CFrame = CF(ORB.Position, AIMPOS) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 4, 0) O3.CFrame = CF(ORB.Position, AIMPOS) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 8, 0) for i = 1, 25 do Swait() O1.Size = O1.Size + VT(POWER, 0, POWER) O2.Size = O2.Size + VT(POWER, 0, POWER) / 1.5 O3.Size = O3.Size + VT(POWER, 0, POWER) / 2 end local DIST = (ORB.Position - AIMPOS).Magnitude for i = 1, 75 do Swait(3) CreateRing(VT(0, 0, 0), false, 0, 45, CF(ORB.Position) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), C3(1, 1, 1), VT(POWER, POWER, 0) / 5) killnearest(ORB.Position, ORB.Size.X, 200) local ZAPTABLE = Zap({ SIZE = POWER * 2, StartPosition = ORB.Position, TargetPosition = AIMPOS + VT(MRANDOM(-POWER * 15, POWER * 15), 0, MRANDOM(-POWER * 15, POWER * 15)) * 2, Character = Character, Color = "Gold", Individual = true, MaxRange = POWER * 400, SegmentLength = DIST / 25, Offset = 3 + DIST / 350 }) Debris:AddItem(ZAPTABLE.LightningModel, 0.1) MagicSphere(ORB.Size * 1.1, 25, CF(ZAPTABLE.RayPos), BRICKC("Gold").Color, ORB.Size / 15) killnearest(ZAPTABLE.RayPos, POWER * 45, 60) CreateWave(VT(ORB.Size.X, 1, ORB.Size.Z) * 5, 35, CF(ZAPTABLE.RayPos), true, 5, "Gold", -VT(ORB.Size.X / 24, 0, ORB.Size.Z / 24)) end local SIZE = ORB.Size for i = 1, 25 do Swait() ORB.Size = ORB.Size - SIZE / 25 O1.Size = O1.Size - VT(POWER, 0, POWER) O2.Size = O2.Size - VT(POWER, 0, POWER) / 1.5 O3.Size = O3.Size - VT(POWER, 0, POWER) / 2 end ORB:remove() O1:remove() O2:remove() O3:remove() elseif POWER > 3 then local O1 = MagicRing() local O2 = MagicRing() local O3 = MagicRing() O1.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X, 0) O2.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 4, 0) O3.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 8, 0) for i = 1, 25 do Swait() O1.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X, 0) O2.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 4, 0) O3.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 8, 0) O1.Size = O1.Size + VT(POWER, 0, POWER) O2.Size = O2.Size + VT(POWER, 0, POWER) / 1.5 O3.Size = O3.Size + VT(POWER, 0, POWER) / 2 end for i = 1, 75 do for i = 1, 5 do Swait() O1.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X, 0) O2.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 4, 0) O3.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 8, 0) end killnearest(ORB.Position, ORB.Size.X, 200) CreateRing(VT(0, 0, 0), false, 0, 45, CF(ORB.Position) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), C3(1, 1, 1), VT(POWER, POWER, 0) / 5) local DIST = (ORB.Position - Mouse.Hit.p).Magnitude local ZAPTABLE = Zap({ SIZE = POWER, StartPosition = ORB.Position, TargetPosition = Mouse.Hit.p, Character = Character, Color = "Gold", Individual = true, MaxRange = POWER * 400, SegmentLength = DIST / 25, Offset = 3 + DIST / 350 }) Debris:AddItem(ZAPTABLE.LightningModel, 0.1) MagicSphere(ORB.Size * 1.1, 25, CF(ZAPTABLE.RayPos), BRICKC("Gold").Color, ORB.Size / 15) killnearest(ZAPTABLE.RayPos, POWER * 45, 60) CreateWave(VT(ORB.Size.X, 1, ORB.Size.Z) * 5, 35, CF(ZAPTABLE.RayPos), true, 5, "Gold", -VT(ORB.Size.X / 24, 0, ORB.Size.Z / 24)) end local SIZE = ORB.Size for i = 1, 25 do Swait() ORB.Size = ORB.Size - SIZE / 25 O1.Size = O1.Size - VT(POWER, 0, POWER) O2.Size = O2.Size - VT(POWER, 0, POWER) / 1.5 O3.Size = O3.Size - VT(POWER, 0, POWER) / 2 end ORB:remove() O1:remove() O2:remove() O3:remove() end coroutine.resume(coroutine.create(function() for i = 1, 65 do Swait() CENTER.Size = CENTER.Size - VT(POWER, 0, POWER) CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) end CENTER:remove() end)) end)) end elseif POWER > 6 then do local FINISHED = false local YIN = CreatePart(3, Effects, "Neon", 0, 0, "Pearl", "YIN", VT(25, 25, 25)) local YAN = CreatePart(3, Effects, "Neon", 0, 0, "Gold", "YAN", VT(65, 25, 65)) coroutine.resume(coroutine.create(function() local LOOP = 0 repeat YIN.CFrame = CF(HITPOS + VT(0, 500, 0)) * ANGLES(RAD(0), RAD(LOOP), RAD(0)) * CF(0, 0, 200) YAN.CFrame = CF(HITPOS + VT(0, 500, 0)) * ANGLES(RAD(0), RAD(LOOP), RAD(0)) * CF(0, 0, -200) LOOP = LOOP + 5 MagicSphere(VT(500, 5, 500), 65, CF(YIN.Position), BRICKC("Gold").Color, VT(-1, -0.001, -1) * 2) MagicSphere(VT(500, 5, 500), 65, CF(YAN.Position), C3(1, 1, 1), VT(-1, -0.001, -1) * 2) Swait() until FINISHED == true YIN:remove() YAN:remove() end)) CreateSound("438666077", Effects, 10, 1) for i = 0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(15 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(-15 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(65), RAD(0), RAD(90 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(65), RAD(0), RAD(-90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end local ORB = CreatePart(3, Effects, "Neon", 0, 0, "Gold", "ORB", VT(6, 6, 6)) MakeForm(ORB, "Ball") ORB.CFrame = CF(HITPOS + VT(0, 150, 0)) for i = 0, 8, 0.1 / Animation_Speed do Swait() if MRANDOM(1, 8) == 1 then local RANGE1 = (ORB.Position - YIN.Position).Magnitude local RANGE2 = (ORB.Position - YAN.Position).Magnitude local ZAPTABLE1 = Zap({ SIZE = POWER / 3, StartPosition = YIN.Position, TargetPosition = ORB.Position, Character = workspace, Color = "Pearl", Individual = true, MaxRange = RANGE1, SegmentLength = 25, Offset = 6 }) local ZAPTABLE2 = Zap({ SIZE = POWER / 3, StartPosition = YAN.Position, TargetPosition = ORB.Position, Character = workspace, Color = "Gold", Individual = true, MaxRange = RANGE1, SegmentLength = 25, Offset = 6 }) Debris:AddItem(ZAPTABLE1.LightningModel, 0.1) Debris:AddItem(ZAPTABLE2.LightningModel, 0.1) end ORB.Size = ORB.Size + VT(POWER, POWER, POWER) / 15 RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(150), RAD(0), RAD(90 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(150), RAD(0), RAD(-90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end FINISHED = true coroutine.resume(coroutine.create(function() for i = 1, 6 do for e = 1, 10 do Swait() Slice("Thin", ORB.Size.X / 15, 15, ORB.CFrame * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), "Pearl", VT(-0.01, 0, -0.01)) ORB.Size = ORB.Size * 0.97 killnearest(ORB.Position, ORB.Size.X * 3, 200) CreateWave(VT(ORB.Size.X, 35, ORB.Size.X), 25, CF(HITPOS) * ANGLES(RAD(0), RAD(i * 5 + e * 5), RAD(0)), false, 0, C3(1, 1, 1), VT(POWER, 0, POWER)) end local POS = ORB.Position for i = 1, 5 do CreateRing(VT(0, 0, 0), false, 0, 8 * i, CF(POS) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), C3(1, 1, 1), VT(POWER, POWER, 0) / 5) end CreateRing(VT(0, 0, 0), false, 0, 45, CF(POS) * ANGLES(RAD(90), RAD(0), RAD(0)), C3(1, 1, 1), VT(POWER, POWER, 0)) for e = 1, 10 do Swait() if MRANDOM(1, 5) == 1 then local POS = CF(ORB.Position) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))) * CF(0, 0, -POWER * 25).p local ZAPTABLE = Zap({ SIZE = POWER, StartPosition = ORB.Position, TargetPosition = POS, Character = workspace, Color = "Gold", Individual = true, MaxRange = POWER * 75, SegmentLength = POWER * 5, Offset = 3 }) Debris:AddItem(ZAPTABLE.LightningModel, 0.1) end ORB.Size = ORB.Size * 1.05 killnearest(ORB.Position, ORB.Size.X * 3, 200) CreateWave(VT(ORB.Size.X, 35, ORB.Size.X), 25, CF(HITPOS) * ANGLES(RAD(0), RAD(i * 5 + e * 5), RAD(0)), false, 0, C3(1, 1, 1), VT(POWER, 0, POWER)) end end local POS = ORB.Position for e = 1, 10 do Swait() ORB.Transparency = ORB.Transparency + 0.1 end ORB:remove() killnearest(POS, POWER * 35, 200) for i = 1, 5 do CreateRing(VT(0, 0, 0), false, 0, 8 * i, CF(POS) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), C3(1, 1, 1), VT(POWER, POWER, 0) / 5) end CreateRing(VT(0, 0, 0), false, 0, 45, CF(POS) * ANGLES(RAD(90), RAD(0), RAD(0)), C3(1, 1, 1), VT(POWER, POWER, 0)) end)) end end ATTACK = false Rooted = false end end end function Hop() ATTACK = true Rooted = false local O1 = MagicRing() local O2 = MagicRing() local POS = VT(RootPart.Position.X, Mouse.Hit.p.Y + 6, RootPart.Position.Z) O1.CFrame = RootPart.CFrame * CF(0, 0, -3) * ANGLES(RAD(90), RAD(0), RAD(0)) O2.CFrame = CF(Mouse.Hit.p + VT(0, 6, 0), POS) * ANGLES(RAD(90), RAD(0), RAD(0)) local ROOT = CreatePart(3, Effects, "Neon", 0, 1, "Really red", "Warphole", VT(0, 0, 0)) ROOT.CFrame = CF(O2.Position, RootPart.Position) CreateSound("814168787", O1, 10, 0.7) CreateSound("814168787", O2, 10, 0.7) for i = 1, 75 do Swait() O1.Size = O1.Size + VT(0.15, 0, 0.15) O1.CFrame = RootPart.CFrame * CF(0, 0, -3) * ANGLES(RAD(90), RAD(i), RAD(0)) O2.Size = O2.Size + VT(0.15, 0, 0.15) O2.CFrame = O2.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 + 6.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.35 + 0.05 * COS(SINE / 12), -0.5) * ANGLES(RAD(90), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end Rooted = true UNANCHOR = false RootPart.Anchored = true VALUE1 = true for i = 1, 15 do Transparency(i / 15) Swait() RootPart.CFrame = RootPart.CFrame * CF(0, 0, -0.13) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(16 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-15 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-15), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(5 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-15), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(-5 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end RootPart.CFrame = ROOT.CFrame ROOT:remove() for i = 1, 15 do Transparency(1 - i / 15) Swait() RootPart.CFrame = RootPart.CFrame * CF(0, 0, -0.5) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(16 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-15 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-15), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(5 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-15), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(-5 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end VALUE1 = false coroutine.resume(coroutine.create(function() for i = 1, 75 do Swait() O1.Size = O1.Size - VT(0.15, 0, 0.15) O1.CFrame = O1.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) O2.Size = O2.Size - VT(0.15, 0, 0.15) O2.CFrame = O2.CFrame * ANGLES(RAD(0), RAD(i), RAD(0)) end O1:remove() O2:remove() end)) UNANCHOR = true RootPart.Anchored = false ATTACK = false Rooted = false end function Roar() ATTACK = true Rooted = true local ROAR = CreateSound("199978176", Head, 10, 1) Swait() repeat Swait() ROAR.Parent = Head RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(-15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(15 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(-15 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-15 - 7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) until ROAR.Playing == false ATTACK = false Rooted = false end function Dimisit() ATTACK = true Rooted = false local LIGHT = IT("ColorCorrectionEffect") for LOOP = 1, 500 do Swait() local MATHMAX = 30 - math.ceil(LOOP / 10) if MATHMAX <= 1 then MATHMAX = 1 end if MRANDOM(1, MATHMAX) == 1 then WACKYEFFECT({ TIME = MRANDOM(45, 75), EffectType = "Sphere", Size = VT(0.2, 0.2, 0.2), Size2 = VT(3, 3, 3), Transparency = 0, Transparency2 = 1, CFrame = Head.CFrame * CF(0, 0, -0.5), MoveToPos = Head.CFrame * CF(MRANDOM(-15, 15) / 2, MRANDOM(-15, 15) / 2, -25).p, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = SKILLTEXTCOLOR, SoundID = nil, SoundPitch = nil, SoundVolume = nil }) end RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(-15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(15 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(-15 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-15 - 7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end LIGHT.Parent = game.Lighting for LOOP = 1, 25 do Swait() LIGHT.Brightness = LIGHT.Brightness + 0.04 LIGHT.Parent = game.Lighting RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(-15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(15 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(-15 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-15 - 7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end for i = 1, 10 do Swait() Volume = Volume - 0.15 end CREATION = true Volume = 3 wait(2) for LOOP = 1, 25 do Swait() LIGHT.Brightness = LIGHT.Brightness - 0.04 LIGHT.Parent = game.Lighting RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(-15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(15 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(-15 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-15 - 7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end LIGHT:remove() coroutine.resume(coroutine.create(function() repeat Swait() until CREATION == false end)) ATTACK = false Rooted = false end function AttackTemplate() ATTACK = true Rooted = false for i = 0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(5 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(-5 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end ATTACK = false Rooted = false end function MouseDown(Mouse) if ATTACK == false then end end function MouseUp(Mouse) HOLD = false end function KeyDown(Key) KEYHOLD = true if Key == "z" and ATTACK == false then if CREATION == false then Dolor_Pluvia() elseif CREATION == true then end end if Key == "b" and ATTACK == false then if CREATION == false then Ignem_Aeternum()() elseif CREATION == true then end end if Key == "c" and ATTACK == false then if CREATION == false then Imperium_Delere()() elseif CREATION == true then end end if Key == "q" and ATTACK == false then if CREATION == false then Hop() elseif CREATION == true then end end if Key == "x" and ATTACK == false then if CREATION == false then Ultima_Consummatio()() elseif CREATION == true then end end if Key == "t" and ATTACK == false then Roar() end if Key == "1" and ATTACK == false then LEVEL = 1 end if Key == "2" and ATTACK == false then LEVEL = 2 end if Key == "3" and ATTACK == false then LEVEL = 3 end if Key == "4" and ATTACK == false then LEVEL = 4 end if Key == "5" and ATTACK == false then LEVEL = 5 end if Key == "6" and ATTACK == false then LEVEL = 6 end if Key == "7" and ATTACK == false then LEVEL = 7 end if Key == "8" and ATTACK == false then LEVEL = 8 end if Key == "9" and ATTACK == false then LEVEL = 9 end if Key == "]" and ATTACK == false then if CREATION == false then Dimisit() elseif CREATION == true then end end end function KeyUp(Key) KEYHOLD = false end Mouse.Button1Down:connect(function(NEWKEY) MouseDown(NEWKEY) end) Mouse.Button1Up:connect(function(NEWKEY) MouseUp(NEWKEY) end) Mouse.KeyDown:connect(function(NEWKEY) KeyDown(NEWKEY) end) Mouse.KeyUp:connect(function(NEWKEY) KeyUp(NEWKEY) end) function unanchor() if UNANCHOR == true then g = Character:GetChildren() for i = 1, #g do if g[i].ClassName == "Part" then g[i].Anchored = false end end end end Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and Disable_Jump == true then Humanoid.Jump = false end end) Humanoid.HipHeight = 2.5 local FF = IT("ForceField", Character) FF.Visible = false Speed = 65 local LIGHT = IT("PointLight", Torso) LIGHT.Range = 5 LIGHT.Brightness = 100 LIGHT.Color = C3(1, 1, 1) while true do refit() Swait() script.Parent = WEAPONGUI Character.Parent = workspace ANIMATE.Parent = nil local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION) IDLEANIMATION:Play() SINE = SINE + CHANGE local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude local TORSOVERTICALVELOCITY = RootPart.Velocity.y local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position) local HITFLOOR, HITPOS, NORMAL = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 7 * Player_Size, Character) if ATTACK == false then if TORSOVELOCITY < 1 then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 + 6.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-45 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) elseif TORSOVELOCITY > 1 then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(25 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-45 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) end end unanchor() if Rooted == false then Disable_Jump = false Speed = 65 elseif Rooted == true then Disable_Jump = true Speed = 0 end for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" then c.Material = "Neon" for _, q in pairs(c:GetChildren()) do if q.ClassName == "ParticleEmitter" and q.Name ~= "OVERLORDAURA" then q:remove() elseif q.ClassName == "Fire" then q:remove() end end if c.Transparency == 0 and c:FindFirstChild("OVERLORDAURA") == nil then particles(c) end if c == Torso then c.Color = C3(1, 1, 1) elseif c == RightArm then c.Color = C3(0.9372549019607843, 0.7215686274509804, 0.2196078431372549) elseif c == LeftArm then c.Color = C3(0.9372549019607843, 0.7215686274509804, 0.2196078431372549) elseif c == RightLeg then c.Color = C3(0.7372549019607844, 0.6078431372549019, 0.36470588235294116) elseif c == LeftLeg then c.Color = C3(0.7372549019607844, 0.6078431372549019, 0.36470588235294116) elseif c == Head then if c:FindFirstChild("Dominus") == nil then local M = CreateMesh("SpecialMesh", c, "FileMesh", "21057410", "1393532942", VT(1, 1, 1) * 1.1, VT(0, 0, 0)) M.Name = "Dominus" end if c:FindFirstChild("face") then c.face:remove() end end elseif c.ClassName == "Shirt" or c.ClassName == "Pants" or c.ClassName == "CharacterMesh" or c.ClassName == "Accessory" or c.Name == "Body Colors" then c:remove() end end sick.Playing = true sick.Pitch = 1 sick.Volume = Volume FF.Parent = Character sick.Parent = Character Humanoid.PlatformStand = false Humanoid.Name = "PHAEDRA" Humanoid.DisplayDistanceType = "None" for _, c in pairs(workspace:GetChildren()) do if c.ClassName == "Model" and c ~= Character then for _, q in pairs(c:GetChildren()) do if q.ClassName == "Sound" then q.Pitch = 0 end end end end refit() if CREATION == false then if sick.SoundId ~= SONG1 then sick.SoundId = SONG1 sick:Play() end elseif CREATION == true and sick.SoundId ~= SONG2 then sick.SoundId = SONG2 sick:Play() end end