if game:GetService("RunService"):IsClient() then error("Please run as a server script. Use h/ instead of hl/.") end print("FE Compatibility: by WaverlyCole & Mokiros") InternalData = {} do script.Parent = owner.Character local Event = Instance.new("RemoteEvent") Event.Name = "UserInput" local function NewFakeEvent() local Fake = {fakeEvent=true,Connect=function(self,Func)self.Function=Func end}Fake.connect = Fake.Connect return Fake end local Mouse = {Target=nil,Hit=CFrame.new(),KeyUp=NewFakeEvent(),KeyDown=NewFakeEvent(),Button1Up=NewFakeEvent(),Button1Down=NewFakeEvent()} local UserInputService = {InputBegan=NewFakeEvent(),InputEnded=NewFakeEvent()} local ContextActionService = {Actions={},BindAction = function(self,actionName,Func,touch,...) self.Actions[actionName] = Func and {Name=actionName,Function=Func,Keys={...}} or nil end};ContextActionService.UnBindAction = ContextActionService.BindAction local function TriggerEvent(self,Event,...) local Trigger = Mouse[Event] if Trigger and Trigger.fakeEvent and Trigger.Function then Trigger.Function(...) end end Mouse.TrigEvent = TriggerEvent UserInputService.TrigEvent = TriggerEvent Event.OnServerEvent:Connect(function(FiredBy,Input) if FiredBy.Name ~= owner.Name then end if Input.MouseEvent then Mouse.Target = Input.Target Mouse.Hit = Input.Hit else local Begin = Input.UserInputState == Enum.UserInputState.Begin if Input.UserInputType == Enum.UserInputType.MouseButton1 then return Mouse:TrigEvent(Begin and "Button1Down" or "Button1Up") end for _,Action in pairs(ContextActionService.Actions) do for _,Key in pairs(Action.Keys) do if Key==Input.KeyCode then Action.Function(Action.Name,Input.UserInputState,Input) end end end Mouse:TrigEvent(Begin and "KeyDown" or "KeyUp",Input.KeyCode.Name:lower()) UserInputService:TrigEvent(Begin and "InputBegan" or "InputEnded",Input,false) end end) InternalData["Mouse"] = Mouse InternalData["ContextActionService"] = ContextActionService InternalData["UserInputService"] = UserInputService Event.Parent = NLS([[ local Player = owner local Event = script:WaitForChild("UserInput") local UserInputService = game:GetService("UserInputService") local Mouse = Player:GetMouse() local Input = function(Input,gameProcessedEvent) if gameProcessedEvent then return end Event:FireServer({KeyCode=Input.KeyCode,UserInputType=Input.UserInputType,UserInputState=Input.UserInputState}) end UserInputService.InputBegan:Connect(Input) UserInputService.InputEnded:Connect(Input) local Hit,Target while wait(1/30) do if Hit ~= Mouse.Hit or Target ~= Mouse.Target then Hit,Target = Mouse.Hit,Mouse.Target Event:FireServer({["MouseEvent"]=true,["Target"]=Target,["Hit"]=Hit}) end end ]],owner.Character) end RealGame = game;game = setmetatable({},{ __index = function (self,Index) local Sandbox = function (Thing) if Thing:IsA("Player") then local RealPlayer = Thing return setmetatable({},{ __index = function (self,Index) local Type = type(RealPlayer[Index]) if Type == "function" then if Index:lower() == "getmouse" or Index:lower() == "mouse" then return function (self) return InternalData["Mouse"] end end return function (self,...) return RealPlayer[Index](RealPlayer,...) end else return RealPlayer[Index] end end; __tostring = function(self) return RealPlayer.Name end }) end end if RealGame[Index] then local Type = type(RealGame[Index]) if Type == "function" then if Index:lower() == "getservice" or Index:lower() == "service" then return function (self,Service) if Service:lower() == "players" then return setmetatable({},{ __index = function (self2,Index2) local RealService = RealGame:GetService(Service) local Type2 = type(Index2) if Type2 == "function" then return function (self,...) return RealService[Index2](RealService,...) end else if Index2:lower() == "localplayer" then return Sandbox(owner) end return RealService[Index2] end end; __tostring = function(self) return RealGame:GetService(Service).Name end }) elseif Service:lower() == "contextactionservice" then return InternalData["ContextActionService"] elseif Service:lower() == "contextactionservice" then return InternalData["UserInputService"] elseif Service:lower() == "runservice" then return setmetatable({},{ __index = function(self2,Index2) local RealService = RealGame:GetService(Service) local Type2 = type(Index2) if Type2 == "function" then return function (self,...) return RealService[Index2](RealService,...) end else if Index2:lower() == "bindtorenderstep" then return function (self,Name,Priority,Function) return RealGame:GetService("RunService").Stepped:Connect(Function) end end if Index2:lower() == "renderstepped" then return RealService["Stepped"] end return RealService[Index2] end end }) else return RealGame:GetService(Service) end end end return function (self,...) return RealGame[Index](RealGame,...) end else if game:GetService(Index) then return game:GetService(Index) end return RealGame[Index] end else return nil end end });Game = game;owner = game:GetService("Players").LocalPlayer print("Complete! Running...") --Converted with ttyyuu12345's model to script plugin v4 function sandbox(var,func) local env = getfenv(func) local newenv = setmetatable({},{ __index = function(self,k) if k=="script" then return var else return env[k] end end, }) setfenv(func,newenv) return func end cors = {} mas = Instance.new("Model",game:GetService("Lighting")) LocalScript0 = Instance.new("LocalScript") ParticleEmitter1 = Instance.new("ParticleEmitter") ParticleEmitter2 = Instance.new("ParticleEmitter") BillboardGui3 = Instance.new("BillboardGui") TextLabel4 = Instance.new("TextLabel") TextLabel5 = Instance.new("TextLabel") ParticleEmitter6 = Instance.new("ParticleEmitter") LocalScript7 = Instance.new("LocalScript") NumberValue8 = Instance.new("NumberValue") NumberValue9 = Instance.new("NumberValue") BoolValue10 = Instance.new("BoolValue") ParticleEmitter11 = Instance.new("ParticleEmitter") ParticleEmitter12 = Instance.new("ParticleEmitter") ParticleEmitter13 = Instance.new("ParticleEmitter") ParticleEmitter14 = Instance.new("ParticleEmitter") ParticleEmitter15 = Instance.new("ParticleEmitter") ParticleEmitter16 = Instance.new("ParticleEmitter") ParticleEmitter17 = Instance.new("ParticleEmitter") ParticleEmitter18 = Instance.new("ParticleEmitter") ParticleEmitter19 = Instance.new("ParticleEmitter") ParticleEmitter20 = Instance.new("ParticleEmitter") Part21 = Instance.new("Part") SpecialMesh22 = Instance.new("SpecialMesh") Folder23 = Instance.new("Folder") CharacterMesh24 = Instance.new("CharacterMesh") CharacterMesh25 = Instance.new("CharacterMesh") CharacterMesh26 = Instance.new("CharacterMesh") CharacterMesh27 = Instance.new("CharacterMesh") CharacterMesh28 = Instance.new("CharacterMesh") Part29 = Instance.new("Part") SpecialMesh30 = Instance.new("SpecialMesh") LocalScript0.Name = "Dark Emperor" LocalScript0.Parent = mas table.insert(cors,sandbox(LocalScript0,function() --//====================================================\\-- --|| CREATED BY SHACKLUSTER --\\====================================================//-- wait(1) Player = game:GetService("Players").LocalPlayer PlayerGui = Player.PlayerGui Cam = workspace.CurrentCamera Backpack = Player.Backpack repeat wait() until Player.Character Character = Player.Character repeat wait() until Player.Character:FindFirstChildOfClass("Humanoid") Humanoid = Character:FindFirstChildOfClass("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"] 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 --//=================================\\ --|| USEFUL VALUES --\\=================================// Animation_Speed = 3 Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60) local Speed = 16 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, -0.25, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) local LEFTSHOULDERC0 = CF(0.5, -0.25, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) local DAMAGEMULTIPLIER = 1 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 VALUE1 = false local VALUE2 = false local ROBLOXIDLEANIMATION = IT("Animation") ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation" ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571" --ROBLOXIDLEANIMATION.Parent = Humanoid local WEAPONGUI = IT("ScreenGui", PlayerGui) WEAPONGUI.Name = "Weapon GUI" local Effects = IT("Folder", Character) Effects.Name = "Effects" local SpecialEffects = IT("Folder", Character) SpecialEffects.Name = "SpecialEffects" local ANIMATOR = Humanoid.Animator local ANIMATE = Character.Animate local UNANCHOR = true local REGENRATE = 1 local FULLREGEN = false local POSEIDON = false local EXPLOSIONSMALLSOUND = 439342426 local EXPLOSIONMEDIUMSOUND = 605005842 local EXPLOSIONLARGESOUND = 565538688 local CHARGE = 278641993 local POSEIDONSOUND = 374289727 local FIREBALLSOUND = 414517770 local BURNSOUND = 565777213 local FIREFIELD = false local SEARING = false local BODYPOS = nil local GYRO = nil local DIRECTTURN = false local APPLYGYRO = true local SONGS = {448290268,285883918,562367125,720006240,1604593557,306586318} local CHOSENSONG = MRANDOM(1,#SONGS) --//=================================\\ --\\=================================// --//=================================\\ --|| SAZERENOS' ARTIFICIAL HEARTBEAT --\\=================================// ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = Frame_Speed tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) --//=================================\\ --\\=================================// --//=================================\\ --|| SOME FUNCTIONS --\\=================================// 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 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 local function weldBetween(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 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 m11 > m00 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 >= 0.0001 then if (1 - cosTheta) > 0.0001 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 else if (1 + cosTheta) > 0.0001 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 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, DOESLOOP) local NEWSOUND = nil 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 NEWSOUND:play() if DOESLOOP == true then NEWSOUND.Looped = true else repeat wait(1) until NEWSOUND.Playing == false NEWSOUND:remove() end 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 --WACKYEFFECT({EffectType = "", Size = VT(1,1,1), Size2 = VT(0,0,0), Transparency = 0, Transparency2 = 1, CFrame = CF(), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) 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 = nil 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 = nil 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 == "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 = nil 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+1 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 else if PLAYSSOUND == false then EFFECT:remove() else repeat Swait() until SOUND.Playing == false EFFECT: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 Debris = game:GetService("Debris") function CastProperRay(StartPos, EndPos, Distance, Ignore) local DIRECTION = CF(StartPos,EndPos).lookVector return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, DIRECTION * Distance), Ignore) end function Particles(Which,Parent,Enabled) if script:FindFirstChild(Which) then local PARTICLES = script:FindFirstChild(Which):Clone() PARTICLES.Parent = Parent PARTICLES.Name = "CurseParticles" if Enabled ~= true then PARTICLES:Emit(Enabled) Debris:AddItem(PARTICLES,10) else PARTICLES.Enabled = true return PARTICLES end end end --//=================================\\ --|| WEAPON CREATION --\\=================================// local GUI = script.NameGui GUI.Parent = RootPart GUI.PlayerToHideFrom = Player Humanoid.DisplayDistanceType = "None" GUI.Enabled = true local Pauldrons = script.Pauldrons Pauldrons.Parent = Character Pauldrons.CFrame = Torso.CFrame local WELD = weldBetween(Torso,Pauldrons) Pauldrons.Anchored = false Pauldrons.Transparency = 0 local FLINTLOCK = script.Flintlock FLINTLOCK.Parent = Character CreateWeldOrSnapOrMotor("Weld", Torso, Torso, FLINTLOCK, CF(1,-1.5,0) * ANGLES(RAD(180), RAD(0), RAD(0)), CF(0, 0, 0)) local REGENSOUND = 487215897 for _, c in pairs(Character:GetDescendants()) do if c and c.Parent then if c.Name == "Handle" and c.Parent.ClassName == "Accessory" then local ACCESSORY = c.Parent c.Parent = Character if c then if c:FindFirstChild("HatAttachment") or c:FindFirstChild("FaceFrontAttachment") or c:FindFirstChild("HairAttachment") then weldBetween(Head,c) else weldBetween(Torso,c) end end ACCESSORY:remove() end end end wait() local BODY = {} for _, c in pairs(Character:GetDescendants()) do if c:IsA("BasePart") then if c ~= RootPart and c ~= Torso and c ~= Head and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then end local REGENVALUE = IT("BoolValue",c) REGENVALUE.Name = "IsRegening" table.insert(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency,c.Size,c.Name,REGENVALUE}) elseif c:IsA("JointInstance") and c.Name ~= "AccessoryWeld" then table.insert(BODY,{c,c.Parent,nil,nil,nil,nil,nil,nil}) end end function FullBodyRegen() if FULLREGEN == false then FULLREGEN = true Character.Parent = workspace GUI.Enabled = false CreateSound(FIREBALLSOUND,Torso,3,MRANDOM(10,12)/10,false) UNANCHOR = false for e = 1, #BODY do if BODY[e] ~= nil then local STUFF = BODY[e] local PART = STUFF[1] local PARENT = STUFF[2] local MATERIAL = STUFF[3] local COLOR = STUFF[4] local TRANSPARENCY = STUFF[5] --local SIZE = STUFF[6] local NAME = STUFF[7] local VALUE = STUFF[8] PART.Parent = PARENT Humanoid.MaxHealth = "inf" Humanoid.Health = "inf" Humanoid.Parent = nil Humanoid = IT("Humanoid",Character) Humanoid.Died:Connect(FullBodyRegen) PART.Parent = PARENT if PART:IsA("BasePart") and VALUE.Value == false and PART ~= RootPart then VALUE.Value = true coroutine.resume(coroutine.create(function() PART.Transparency = 1 CreateSound(REGENSOUND,PART,3,MRANDOM(8,12)/15,false) local REGEN = script.Regen:Clone() REGEN.Parent = PART REGEN.Speed = NumberRange.new(30) REGEN:Emit(100) local REGENING = script.Regen2:Clone() REGENING.Parent = PART REGENING.Enabled = true REGENING.Speed = NumberRange.new(35) wait() local RANGE = 35 for i = 1, math.ceil(REGENRATE*25) do wait() ApplyAoE(PART.Position,6,1,1,0,false) REGENING.Speed = NumberRange.new(RANGE) RANGE = RANGE - (35/(math.ceil(REGENRATE*20))) end REGEN.Speed = NumberRange.new(6) REGEN:Emit(60) wait(REGENRATE/3) RootPart.Velocity = VT(0,0,0) UNANCHOR = true GUI.Enabled = true PART.Transparency = 0 REGEN.Rate = 50 REGEN.Enabled = true REGENING.Enabled = false wait(REGENRATE/1.5) VALUE.Value = false Debris:AddItem(REGENING,5) FULLREGEN = false REGEN.Enabled = false Debris:AddItem(REGEN,5) end)) end end end end end function Regen() 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] local MATERIAL = STUFF[3] local COLOR = STUFF[4] local TRANSPARENCY = STUFF[5] --local SIZE = STUFF[6] local NAME = STUFF[7] local VALUE = STUFF[8] if PART.ClassName == "Part" and PART ~= RootPart then PART.Material = MATERIAL PART.Name = NAME end if PART.Parent ~= PARENT then PART.Parent = PARENT if PART:IsA("BasePart") and PART ~= RootPart and FULLREGEN == false then if VALUE.Value == false then VALUE.Value = true coroutine.resume(coroutine.create(function() PART.Transparency = 1 wait(REGENRATE) CreateSound(REGENSOUND,PART,3,MRANDOM(8,12)/10,false) local REGENING = script.Regen:Clone() REGENING.Parent = PART REGENING.Enabled = true for i = 1, math.ceil(REGENRATE*10) do wait() ApplyAoE(PART.Position,6,1,1,0,false) end wait(REGENRATE) PART.Transparency = 0 wait(REGENRATE/5) REGENING.Enabled = false VALUE.Value = false Debris:AddItem(REGENING,5) end)) end elseif PART:IsA("JointInstance") and PARENT ~= RootPart and FULLREGEN == false then local VALUE = PARENT.IsRegening if VALUE == false then VALUE.Value = true local PART = PART.Part1 coroutine.resume(coroutine.create(function() PART.Transparency = 1 wait(REGENRATE) CreateSound(REGENSOUND,PART,3,MRANDOM(8,12)/10,false) local REGENING = script.Regen:Clone() REGENING.Parent = PART REGENING.Enabled = true for i = 1, math.ceil(REGENRATE*10) do wait() ApplyAoE(PART.Position,6,1,1,0,false) end wait(REGENRATE) PART.Transparency = 0 wait(REGENRATE/5) REGENING.Enabled = false VALUE.Value = false end)) end end end end end end for _, c in pairs(script.Package:GetChildren()) do c.Parent = Character end local b = IT("BodyForce",RootPart) b.Name = "LowGrav" b.force = Vector3.new(0,1500,0) local SKILLTEXTCOLOR = C3(0,0,0) local SKILLFONT = "Fantasy" local SKILLTEXTSIZE = 7 local BACKATTACHMENT1 = IT("Attachment",Torso) BACKATTACHMENT1.Position = VT(0.5, 0.5, 0.75) local BACKATTACHMENT2 = IT("Attachment",Torso) BACKATTACHMENT2.Position = VT(-0.5, 0.5, 0.75) Humanoid.Died:Connect(FullBodyRegen) --//=================================\\ --|| DAMAGING --\\=================================// function ApplyDamage(Humanoid,Damage) if Humanoid.Health == math.huge then Humanoid.Parent:BreakJoints() else local MULTIPLY = Humanoid.MaxHealth/100 Damage = Damage * DAMAGEMULTIPLIER if Humanoid.Health ~= 0 then Humanoid.Health = Humanoid.Health - Damage*MULTIPLY end end end function ApplyAoE(POSITION,RANGE,MINDMG,MAXDMG,FLING,CAMSINSTAKILL,INSTAKILL) local CHILDREN = workspace:GetDescendants() for index, CHILD in pairs(CHILDREN) do if CHILD.ClassName == "Model" and CHILD ~= Character then local HUM = CHILD:FindFirstChildOfClass("Humanoid") if HUM then local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso") if TORSO then if (TORSO.Position - POSITION).Magnitude <= RANGE then if INSTAKILL == true or HUM.MaxHealth == math.huge then CHILD:BreakJoints() else local DMG = MRANDOM(MINDMG,MAXDMG) ApplyDamage(HUM,DMG) end if FLING > 0 then for _, c in pairs(CHILD:GetChildren()) do if c:IsA("BasePart") then local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(POSITION,TORSO.Position).lookVector*FLING bv.Parent = c Debris:AddItem(bv,0.05) end end end end end end end end end --//=================================\\ --|| ATTACK FUNCTIONS AND STUFF --\\=================================// function Fireball() ATTACK = true Rooted = true local GYRO = IT("BodyGyro",RootPart) GYRO.D = 20 GYRO.P = 4000 GYRO.MaxTorque = VT(40000,40000,40000) local POSITION = IT("BodyPosition",RootPart) POSITION.Position = RootPart.Position+VT(0,2,0) POSITION.D = 450 POSITION.P = 40000 POSITION.maxForce = Vector3.new(math.huge,math.huge,math.huge) local FIRE = Particles("FistFire",RightArm,true) CreateSound(CHARGE,RightArm,6,1,false) coroutine.resume(coroutine.create(function() repeat Swait() GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(24)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(-24)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.75, -0.3) * ANGLES(RAD(90), RAD(0), RAD(24)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45, 0.75, 0) * ANGLES(RAD(-25), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false FIRE.LockedToPart = false FIRE.Enabled = false Debris:AddItem(FIRE,5) GYRO:remove() POSITION:remove() end)) wait(1) repeat Particles("ExplosionFire1",RightArm,70) coroutine.resume(coroutine.create(function() local FIREBALL = CreatePart(3, Effects, "Neon", 0, 1, "Cyan", "Flight", VT(10,10,10)) FIREBALL.CFrame = CF(RightArm.CFrame*CF(0,-1,0).p,Mouse.Hit.p) CreateSound(FIREBALLSOUND,FIREBALL,6,1,false) local FLAME = Particles("FireballFire1",FIREBALL,true) local FLAME2 = Particles("FireballFire2",FIREBALL,true) for i = 1, 250 do Swait() local HIT,HITPOS = Raycast(FIREBALL.Position, FIREBALL.CFrame.lookVector, 10, Character) FIREBALL.CFrame = FIREBALL.CFrame*CF(0,0,-5) if HIT then Particles("ExplosionFire1",FIREBALL,600) ApplyAoE(FIREBALL.Position,200,15,25,35,true,{SHAKE = 2, TIMER = 25, DOESFADE = true}) for i = 1, 3 do WACKYEFFECT({Time = 70, EffectType = "Sphere", Size = VT(50,50,50), Size2 = VT(MRANDOM(200,300),MRANDOM(200,300),MRANDOM(200,300)), Transparency = 0.5, Transparency2 = 1, CFrame = CF(FIREBALL.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Steel blue".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end for i = 1, 3 do WACKYEFFECT({Time = 120, EffectType = "Sphere", Size = VT(50,50,50), Size2 = VT(MRANDOM(200,300),MRANDOM(200,300),MRANDOM(200,300)), Transparency = 0.8, Transparency2 = 1, CFrame = CF(FIREBALL.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end for i = 1, 5 do WACKYEFFECT({Time = 80+(i*5), EffectType = "Ring", Size = VT(0,0,0), Size2 = VT(40,40,0), Transparency = 0.8, Transparency2 = 1, CFrame = CF(FIREBALL.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = MRANDOM(-15,15)/15, RotationY = MRANDOM(-15,15)/15, RotationZ = MRANDOM(-15,15)/15, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end break end end FLAME.Enabled = false FLAME2.Enabled = false Debris:AddItem(FIREBALL,7) end)) wait(0.1) until KEYHOLD == false wait(0.2) ATTACK = false Rooted = false end function FireField() ATTACK = true Rooted = true local A = false local POSITION = IT("BodyPosition",RootPart) POSITION.Position = RootPart.Position+VT(0,2,0) POSITION.D = 450 POSITION.P = 40000 POSITION.maxForce = Vector3.new(math.huge,math.huge,math.huge) coroutine.resume(coroutine.create(function() repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0 - 0.05 * COS(SINE / 12), 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(-2 + 2 * COS(SINE / 12)), RAD(0), RAD(25)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.85, -0.35) * ANGLES(RAD(120), RAD(0), RAD(-70)) * ANGLES(RAD(0), RAD(-15), RAD(5 + 1 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.2, -0.35) * ANGLES(RAD(120), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(15), RAD(-5 - 1 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-2 + 2 * COS(SINE / 12)), RAD(50), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-2 + 2 * COS(SINE / 12)), RAD(-74), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed) until A == true repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(35), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.4, -0.3) * ANGLES(RAD(170), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.4, -0.3) * ANGLES(RAD(170), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(45), RAD(65), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(45), RAD(-65), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false POSITION:remove() end)) local RANGE = 75 local REGENING = script.Regen2:Clone() REGENING.Parent = Torso REGENING.Enabled = true REGENING.Rate = 900 REGENING.Speed = NumberRange.new(RANGE) wait() for i = 1, 75 do wait() ApplyAoE(Torso.Position,6,1,1,0,false) REGENING.Speed = NumberRange.new(RANGE) RANGE = RANGE - (75/(math.ceil(REGENRATE*75))) end REGENING.Enabled = false wait(0.5) for i = 1, 6 do WACKYEFFECT({Time = 10+(i*5), EffectType = "Ring", Size = VT(0,0,0), Size2 = VT(40,40,0), Transparency = 0.8, Transparency2 = 1, CFrame = CF(Torso.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = MRANDOM(-15,15)/15, RotationY = MRANDOM(-15,15)/15, RotationZ = MRANDOM(-15,15)/15, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end CreateSound(EXPLOSIONSMALLSOUND,Torso,10,1,false) A = true local FLAME = Particles("Field",Torso,true) FLAME.Size = NumberSequence.new(0,25) FIREFIELD = true local SOUND = CreateSound(BURNSOUND,Torso,10,1,true) coroutine.resume(coroutine.create(function() for i = 1, 20 do wait(1) SOUND.Parent = Torso SOUND.Playing = true ApplyAoE(Torso.Position,100,5,10,0,false,{SHAKE = 2, TIMER = 25, DOESFADE = true}) for i = 1, 2 do WACKYEFFECT({Time = 20+(i*5), EffectType = "Ring", Size = VT(0,0,0), Size2 = VT(30,30,0), Transparency = 0.8, Transparency2 = 1, CFrame = CF(Torso.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = MRANDOM(-15,15)/15, RotationY = MRANDOM(-15,15)/15, RotationZ = MRANDOM(-15,15)/15, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end if SEARING == true then break end end FIREFIELD = false FLAME.Enabled = false Debris:AddItem(FLAME,5) SOUND:remove() end)) wait(1) ATTACK = false Rooted = false end function SearingForm() ATTACK = true Rooted = true local POSITION = IT("BodyPosition",RootPart) POSITION.Position = RootPart.Position+VT(0,2,0) POSITION.D = 450 POSITION.P = 40000 POSITION.maxForce = Vector3.new(math.huge,math.huge,math.huge) coroutine.resume(coroutine.create(function() repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0 - 0.05 * COS(SINE / 12), 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(-2 + 2 * COS(SINE / 12)), RAD(0), RAD(25)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.8, -0.35) * ANGLES(RAD(120), RAD(0), RAD(-70)) * ANGLES(RAD(0), RAD(-15), RAD(5 + 1 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.2, -0.35) * ANGLES(RAD(120), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(15), RAD(-5 - 1 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-2 + 2 * COS(SINE / 12)), RAD(50), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-2 + 2 * COS(SINE / 12)), RAD(-74), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false end)) local FIRES = {} local RANGE = 75 local REGENING = script.Regen2:Clone() REGENING.Parent = Torso REGENING.Enabled = true REGENING.Rate = 900 REGENING.Speed = NumberRange.new(RANGE) wait() for i = 1, 75 do wait() ApplyAoE(Torso.Position,6,1,1,0,false) REGENING.Speed = NumberRange.new(RANGE) RANGE = RANGE - (75/(math.ceil(REGENRATE*75))) end REGENING.Enabled = false wait(0.5) for i = 1, 6 do WACKYEFFECT({Time = 10+(i*5), EffectType = "Ring", Size = VT(0,0,0), Size2 = VT(40,40,0), Transparency = 0.8, Transparency2 = 1, CFrame = CF(Torso.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = MRANDOM(-15,15)/15, RotationY = MRANDOM(-15,15)/15, RotationZ = MRANDOM(-15,15)/15, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end local BUSY = true Particles("ExplosionFire1",Torso,100) SEARING = true local WING1 = Particles("WingFire1",BACKATTACHMENT1,true) local WING2 = Particles("WingFire1",BACKATTACHMENT2,true) coroutine.resume(coroutine.create(function() coroutine.resume(coroutine.create(function() repeat wait(1) ApplyAoE(Torso.Position,20,5,10,0,false,{SHAKE = 2, TIMER = 25, DOESFADE = true}) until SEARING == false end)) repeat Swait() local ACCEL1 = VT(10,2-(6*COS(SINE / 24)),-6-(2*COS(SINE / 24))) local ACCEL2 = VT(-10,2-(6*COS(SINE / 24)),-6-(2*COS(SINE / 24))) WING1.Acceleration = ACCEL1 WING2.Acceleration = ACCEL2 local HIT,HITPOS = Raycast(RootPart.Position, RootPart.CFrame.lookVector, 4, Character) if HIT then ApplyAoE(Torso.Position,200,45,80,35,true,{SHAKE = 2, TIMER = 25, DOESFADE = true}) CreateSound(EXPLOSIONMEDIUMSOUND,Torso,10,1,false) CreateSound(EXPLOSIONMEDIUMSOUND,Torso,10,1,false) for i = 1, 3 do WACKYEFFECT({Time = 70, EffectType = "Sphere", Size = VT(50,50,50), Size2 = VT(MRANDOM(200,300),MRANDOM(200,300),MRANDOM(200,300)), Transparency = 0.5, Transparency2 = 1, CFrame = CF(Torso.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Steel blue".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end for i = 1, 3 do WACKYEFFECT({Time = 120, EffectType = "Sphere", Size = VT(50,50,50), Size2 = VT(MRANDOM(200,300),MRANDOM(200,300),MRANDOM(200,300)), Transparency = 0.8, Transparency2 = 1, CFrame = CF(Torso.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end Particles("ExplosionFire1",Torso,600) BUSY = false break end until SEARING == false end)) for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") then local FLAME = Particles("BodyFire",c,true) table.insert(FIRES,FLAME) end end POSITION:remove() wait() ApplyAoE(Torso.Position,120,45,80,35,true,{SHAKE = 2, TIMER = 25, DOESFADE = true}) CreateSound(EXPLOSIONSMALLSOUND,Torso,10,1,false) ATTACK = false Rooted = false GYRO = IT("BodyGyro",RootPart) GYRO.D = 20 GYRO.P = 4000 GYRO.MaxTorque = VT(0,40000,0) BODYPOS = IT("BodyPosition",RootPart) BODYPOS.Position = RootPart.Position+VT(0,2,0) BODYPOS.D = 450 BODYPOS.P = 40000 BODYPOS.maxForce = Vector3.new(math.huge,math.huge,math.huge) local KEYDOWN = Mouse.KeyDown:connect(function(NEWKEY) if NEWKEY == "c" and ATTACK == false then BUSY = false end end) local HUM = Humanoid.Died:Connect(function() BUSY = false ApplyAoE(Torso.Position,200,45,80,35,true,{SHAKE = 2, TIMER = 25, DOESFADE = true}) CreateSound(EXPLOSIONMEDIUMSOUND,Torso,10,1,false) CreateSound(EXPLOSIONMEDIUMSOUND,Torso,10,1,false) for i = 1, 3 do WACKYEFFECT({Time = 70, EffectType = "Sphere", Size = VT(50,50,50), Size2 = VT(MRANDOM(200,300),MRANDOM(200,300),MRANDOM(200,300)), Transparency = 0.5, Transparency2 = 1, CFrame = CF(Torso.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Steel blue".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end for i = 1, 3 do WACKYEFFECT({Time = 120, EffectType = "Sphere", Size = VT(50,50,50), Size2 = VT(MRANDOM(200,300),MRANDOM(200,300),MRANDOM(200,300)), Transparency = 0.8, Transparency2 = 1, CFrame = CF(Torso.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end Particles("ExplosionFire1",Torso,600) end) repeat wait() until BUSY == false for i = 1, #FIRES do FIRES[i].Enabled = false Debris:AddItem(FIRES[i],5) end HUM:disconnect() WING1.Enabled = false WING2.Enabled = false WING1.LockedToPart = false WING2.LockedToPart = false Debris:AddItem(WING1,5) Debris:AddItem(WING2,5) KEYDOWN:disconnect() SEARING = false GYRO:remove() BODYPOS:remove() FullBodyRegen() end function SearingOrb() ATTACK = true Rooted = true local POSITION = IT("BodyPosition",RootPart) POSITION.Position = RootPart.Position+VT(0,2,0) POSITION.D = 450 POSITION.P = 40000 POSITION.maxForce = Vector3.new(math.huge,math.huge,math.huge) local FIRE = Particles("FistFire",RightArm,true) local FIRE2 = Particles("FistFire",LeftArm,true) CreateSound(CHARGE,Torso,6,1,false) local NEWANIM = false coroutine.resume(coroutine.create(function() repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.75, 0) * ANGLES(RAD(170), RAD(0), RAD(-12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.75, 0) * ANGLES(RAD(170), RAD(0), RAD(12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) until ATTACK == false or NEWANIM == true if NEWANIM == true then local GYRO = IT("BodyGyro",RootPart) GYRO.D = 20 GYRO.P = 4000 GYRO.MaxTorque = VT(40000,40000,40000) repeat Swait() GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(24)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(-24)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.75, -0.3) * ANGLES(RAD(90), RAD(0), RAD(24)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45, 0.75, 0) * ANGLES(RAD(-25), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false GYRO:remove() end POSITION:remove() FIRE.LockedToPart = false FIRE.Enabled = false Debris:AddItem(FIRE,5) FIRE2.LockedToPart = false FIRE2.Enabled = false Debris:AddItem(FIRE2,5) end)) local ORB = CreatePart(3, Effects, "Neon", 0, 0, BRICKC("Alder"), "Orb", VT(0,0,0), true) MakeForm(ORB,"Ball") ORB.CFrame = CF(RootPart.Position+VT(0,8,0)) local A = IT("Attachment",ORB) local FIRES = Particles("FireballFire1",A,true) FIRES.Size = NumberSequence.new(0) FIRES.LockedToPart = true local LOOP = 0 for i = 1, 500 do Swait() LOOP = LOOP + 1 if LOOP >= 30 then LOOP = 0 WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(ORB.Size.X,ORB.Size.X/5,ORB.Size.X), Transparency = 0, Transparency2 = 1, CFrame = CF(RootPart.Position-VT(0,3.5,0)), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-2,2)*15, RotationZ = 0, Material = "Neon", Color = BRICKC"Alder".Color, SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end ORB.Size = ORB.Size + VT(0.2,0.2,0.2) ORB.CFrame = CF(RootPart.Position+VT(0,8+(ORB.Size.Y/2),0)) FIRES.Size = NumberSequence.new(ORB.Size.Y/1.5) FIRES.Speed = NumberRange.new(0,ORB.Size.Y/2) FIRES.Enabled = true end wait(1) if KEYHOLD == false then coroutine.resume(coroutine.create(function() ORB.Transparency = 1 FIRES.Enabled = false Debris:AddItem(ORB,10) ApplyAoE(ORB.Position,400,75,90,175,true,{SHAKE = 4, TIMER = 65, DOESFADE = true}) CreateSound(EXPLOSIONLARGESOUND,ORB,10,1,false) CreateSound(EXPLOSIONSMALLSOUND,ORB,10,1,false) for i = 1, 3 do WACKYEFFECT({Time = 40, EffectType = "Sphere", Size = VT(50,50,50), Size2 = VT(MRANDOM(600,700),MRANDOM(600,700),MRANDOM(600,700)), Transparency = 0, Transparency2 = 1, CFrame = CF(ORB.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Alder".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end for i = 1, 3 do WACKYEFFECT({Time = 60, EffectType = "Sphere", Size = VT(50,50,50), Size2 = VT(MRANDOM(600,700),MRANDOM(600,700),MRANDOM(600,700)), Transparency = 0, Transparency2 = 1, CFrame = CF(ORB.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end Particles("ExplosionFire1",ORB,1200) for i = 1, 15 do WACKYEFFECT({Time = 40+(i*5), EffectType = "Ring", Size = VT(0,0,0), Size2 = VT(70,70,0), Transparency = 0.8, Transparency2 = 1, CFrame = CF(ORB.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = MRANDOM(-15,15)/15, RotationY = MRANDOM(-15,15)/15, RotationZ = MRANDOM(-15,15)/15, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end end)) else for i = 1, 100 do Swait() ORB.Size = ORB.Size - VT(0.2,0.2,0.2)*5 ORB.CFrame = CF(RootPart.Position+VT(0,8+(ORB.Size.Y/2),0)) FIRES.Size = NumberSequence.new(ORB.Size.Y/1.5) FIRES.Speed = NumberRange.new(0,ORB.Size.Y/2) end ORB.Transparency = 1 FIRES.Enabled = false Debris:AddItem(ORB,10) CreateSound(EXPLOSIONSMALLSOUND,Torso,10,1,false) for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") then Particles("ExplosionFire2",c,25) end end NEWANIM = true wait(0.5) for i = 1, 15 do wait(0.1) coroutine.resume(coroutine.create(function() local FIREBALL = CreatePart(3, Effects, "Neon", 0, 1, "Cyan", "Flight", VT(2,2,2)) FIREBALL.CFrame = CF(RightArm.CFrame*CF(0,-1,0).p,Mouse.Hit.p) CreateSound(FIREBALLSOUND,FIREBALL,6,1,false) local FLAME = Particles("FireballFire3",FIREBALL,true) for i = 1, 250 do Swait() local HIT,HITPOS,NORMAL = Raycast(FIREBALL.Position, FIREBALL.CFrame.lookVector, 2, Character) FIREBALL.CFrame = FIREBALL.CFrame*CF(0,0,-2) if HIT then CreateSound(EXPLOSIONSMALLSOUND,FIREBALL,10,1,false) local FIELD = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Pearl"), "Fire", VT(75,0,75), true) local FIELD2 = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Pearl"), "Fire", VT(75,0,75), true) FIELD.CFrame = CF(HITPOS,HITPOS+NORMAL) * ANGLES(RAD(90), RAD(0), RAD(0)) FIELD2.CFrame = CF(HITPOS,HITPOS+NORMAL) * ANGLES(RAD(90), RAD(45), RAD(0)) coroutine.resume(coroutine.create(function() local FLAMES = Particles("DebrisFire",FIELD,true) local FLAMES2 = Particles("DebrisFire",FIELD2,true) for i = 1, 15 do wait(1) ApplyAoE(FIELD.Position,FIELD.Size.X/2,5,15,0,false,{SHAKE = 4, TIMER = 65, DOESFADE = true}) end FLAMES.Enabled = false FLAMES2.Enabled = false Debris:AddItem(FIELD,5) Debris:AddItem(FIELD2,5) end)) Particles("ExplosionFire2",FIREBALL,600) break end end FLAME.Enabled = false Debris:AddItem(FIREBALL,7) end)) end end wait(0.3) ATTACK = false Rooted = false end function Shroud() if Mouse.Target ~= nil then if Mouse.Target.Parent:FindFirstChildOfClass("Humanoid") or Mouse.Target.Parent.Parent:FindFirstChildOfClass("Humanoid") then local HUM = Mouse.Target.Parent:FindFirstChildOfClass("Humanoid") or Mouse.Target.Parent.Parent:FindFirstChildOfClass("Humanoid") local TORSO = HUM.Parent:FindFirstChild("HumanoidRootPart") or HUM.Parent:FindFirstChild("Torso") or HUM.Parent:FindFirstChild("UpperTorso") if TORSO and HUM.Health > 0 then local DISTANCE = (RootPart.Position-TORSO.Position).Magnitude if DISTANCE < 100 then ATTACK = true POSEIDON = false Rooted = true local GYRO = IT("BodyGyro",RootPart) GYRO.D = 20 GYRO.P = 4000 GYRO.MaxTorque = VT(40000,40000,40000) local POSITION = IT("BodyPosition",RootPart) POSITION.Position = RootPart.Position+VT(0,2,0) POSITION.D = 450 POSITION.P = 40000 POSITION.maxForce = Vector3.new(math.huge,math.huge,math.huge) local TARGETTING = true local HIT = false local FIRES = {} for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") then local FLAME = Particles("BodyFire",c,true) FLAME.Rate = 15 table.insert(FIRES,FLAME) end end CreateSound(CHARGE,Torso,6,1,false) coroutine.resume(coroutine.create(function() repeat GYRO.CFrame = CF(RootPart.Position,TORSO.Position) Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.75, 0) * ANGLES(RAD(-15), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.75, 0) * ANGLES(RAD(-15), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-15), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(20), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) until TARGETTING == false repeat GYRO.CFrame = CF(RootPart.Position,TORSO.Position) POSITION.Position = CF(RootPart.Position,TORSO.Position)*CF(0,0,-5).p DISTANCE = (RootPart.Position-TORSO.Position).Magnitude Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.75, 0) * ANGLES(RAD(-15), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.75, 0) * ANGLES(RAD(-15), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-15), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(20), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) until HIT == true POSITION:remove() GYRO:remove() end)) wait(0.5) repeat wait() until HOLD == true for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") then local FLAME = Particles("BodyFire",c,true) table.insert(FIRES,FLAME) end end for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") then c.Transparency = 1 end end TARGETTING = false for i = 1, 100 do wait() if DISTANCE < 5 or DISTANCE >= 200 then break end end HIT = true if DISTANCE < 5 then for i = 1, #FIRES do FIRES[i].Enabled = false end for _, c in pairs(HUM.Parent:GetChildren()) do if c:IsA("BasePart") then local FLAME = Particles("BodyFire",c,true) table.insert(FIRES,FLAME) end end CreateSound(FIREBALLSOUND,Torso,6,1,false) RootPart.CFrame = TORSO.CFrame local WELD = weldBetween(RootPart,TORSO) repeat wait() until HOLD == true CreateSound(416328540,Torso,6,1,false) WACKYEFFECT({Time = 45, EffectType = "Swirl", Size = VT(5,15,5), Size2 = VT(30,20,30), Transparency = 0.5, Transparency2 = 1, CFrame = CF(TORSO.Position)*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 15, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = nil, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(TORSO.Position,TORSO.Position+VT(0,15,0)).lookVector*125 bv.Parent = TORSO for i = 1, 70 do wait(0.1) if TORSO.Parent == nil then break end WACKYEFFECT({Time = 45, EffectType = "Swirl", Size = VT(5,15,5), Size2 = VT(30,20,30), Transparency = 0.5, Transparency2 = 1, CFrame = CF(TORSO.Position)*ANGLES(RAD(180),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 15, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = nil, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end UNANCHOR = false bv:remove() wait(1) WACKYEFFECT({Time = 35, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(45,1,45), Transparency = 0, Transparency2 = 1, CFrame = CF(TORSO.Position)*ANGLES(RAD(180),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-2,2)*15, RotationZ = 0, Material = "Neon", Color = BRICKC"Alder".Color, SoundID = nil, SoundPitch = nil, SoundVolume = nil}) CreateSound(FIREBALLSOUND,Torso,6,1,false) UNANCHOR = true local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(TORSO.Position,TORSO.Position-VT(0,15,0)).lookVector*450 bv.Parent = TORSO local LANDED = false for i = 1, 500 do wait() Ignore = {Character,HUM.Parent} WACKYEFFECT({Time = 45, EffectType = "Swirl", Size = VT(5,15,5), Size2 = VT(30,20,30), Transparency = 0.5, Transparency2 = 1, CFrame = CF(TORSO.Position)*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 15, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = nil, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local HITFLOOR = CastProperRay(TORSO.Position, TORSO.Position-VT(0,1,0), 10*(TORSO.Size.Y), Ignore) if HITFLOOR or FULLREGEN == true then LANDED = true break end if TORSO.Parent == nil then break end end if TORSO.Parent ~= nil then UNANCHOR = false bv:remove() wait(1) WACKYEFFECT({Time = 35, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(45,1,45), Transparency = 0.2, Transparency2 = 1, CFrame = CF(TORSO.Position)*ANGLES(RAD(180),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-2,2)*15, RotationZ = 0, Material = "Neon", Color = BRICKC"Dark indigo".Color, SoundID = nil, SoundPitch = nil, SoundVolume = nil}) CreateSound(FIREBALLSOUND,Torso,6,1,false) UNANCHOR = true local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(TORSO.Position,TORSO.Position-VT(0,15,0)).lookVector*450 bv.Parent = TORSO local LANDED = false for i = 1, 500 do wait() Ignore = {Character,HUM.Parent} WACKYEFFECT({Time = 15, EffectType = "Swirl", Size = VT(5,15,5), Size2 = VT(30,20,30), Transparency = 0.9, Transparency2 = 1, CFrame = CF(TORSO.Position)*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 15, RotationZ = 0, Material = "Neon", Color = BRICKC"Really black".Color, SoundID = nil, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local HITFLOOR = CastProperRay(TORSO.Position, TORSO.Position-VT(0,1,0), 10*(TORSO.Size.Y), Ignore) if HITFLOOR or FULLREGEN == true then LANDED = true break end if TORSO.Parent == nil then break end end bv:remove() if LANDED == true then UNANCHOR = false for i = 1, 10 do ApplyAoE(TORSO.Position+VT(0,1,0),10+(2*i),15,15,45,true,{SHAKE = 4, TIMER = 65, DOESFADE = true}) end CreateSound(EXPLOSIONLARGESOUND,TORSO,10,1,false) CreateSound(EXPLOSIONSMALLSOUND,TORSO,10,1,false) Particles("ExplosionFire1",TORSO,120) for i = 1, 15 do WACKYEFFECT({Time = 40+(i*5), EffectType = "Ring", Size = VT(0,0,0), Size2 = VT(70,70,0), Transparency = 0.8, Transparency2 = 1, CFrame = CF(TORSO.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = MRANDOM(-15,15)/15, RotationY = MRANDOM(-15,15)/15, RotationZ = MRANDOM(-15,15)/15, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end WELD:remove() wait(0.3) UNANCHOR = true else WELD:remove() end end end for i = 1, #FIRES do FIRES[i].Enabled = false Debris:AddItem(FIRES[i],5) end for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") and c ~= RootPart then c.Transparency = 0 end end RootPart.Velocity = VT(0,0,0) ATTACK = false Rooted = false end end end end end function Spitter() ATTACK = true Rooted = true local GYRO = IT("BodyGyro",RootPart) GYRO.D = 20 GYRO.P = 4000 GYRO.MaxTorque = VT(40000,40000,40000) local POSITION = IT("BodyPosition",RootPart) POSITION.Position = RootPart.Position+VT(0,2,0) POSITION.D = 450 POSITION.P = 40000 POSITION.maxForce = Vector3.new(math.huge,math.huge,math.huge) local FIRE = Particles("FistFire",RightArm,true) CreateSound(CHARGE,RightArm,6,0.8,false) coroutine.resume(coroutine.create(function() repeat Swait() GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(24)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(-24)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.75, -0.3) * ANGLES(RAD(90), RAD(0), RAD(24)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45, 0.75, 0) * ANGLES(RAD(-25), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false FIRE.LockedToPart = false FIRE.Enabled = false Debris:AddItem(FIRE,5) GYRO:remove() POSITION:remove() end)) local FIREBALL = CreatePart(3, Effects, "Neon", 0, 0, BRICKC("Alder"), "Orb", VT(0,0,0), true) MakeForm(FIREBALL,"Ball") FIREBALL.CFrame = RightArm.CFrame*CF(0,-1,0) local CORE = IT("Attachment",FIREBALL) local FIRES = Particles("FireballFire1",CORE,true) FIRES.Size = NumberSequence.new(0) FIRES.LockedToPart = true local LOOP = 0 repeat Swait() LOOP = LOOP + 1 if LOOP == 20 then LOOP = 0 WACKYEFFECT({Time = 45, EffectType = "Swirl", Size = VT(0,0,0), Size2 = VT(FIREBALL.Size.X,FIREBALL.Size.X/2,FIREBALL.Size.X)*3, Transparency = 0.5, Transparency2 = 1, CFrame = CF(FIREBALL.Position)*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = FIREBALL.Position-VT(0,FIREBALL.Size.Y/4,0), RotationX = 0, RotationY = 15, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = nil, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end if FIREBALL.Size.X < 20 then FIREBALL.Size = FIREBALL.Size + VT(0.1,0.1,0.1) FIRES.Size = NumberSequence.new(FIREBALL.Size.Y/1.5) FIRES.Speed = NumberRange.new(0,FIREBALL.Size.Y/2) end FIRES.Enabled = true FIREBALL.CFrame = RightArm.CFrame*CF(0,-1-FIREBALL.Size.Z/2,0) until KEYHOLD == false and FIREBALL.Size.X >= 10 CreateSound(FIREBALLSOUND,FIREBALL,10,0.8,false) coroutine.resume(coroutine.create(function() FIREBALL.CFrame = CF(FIREBALL.Position,Mouse.Hit.p) local RANGE = 75 local FLAME = Particles("Field",CORE,true) FLAME.Speed = NumberRange.new(0,FIREBALL.Size.X*5) FLAME.Size = NumberSequence.new(0,25) for i = 1, 600 do LOOP = LOOP + 1 if LOOP == 20 then LOOP = 0 ApplyAoE(FIREBALL.Position,FIREBALL.Size.X*5,5,25,0,false) WACKYEFFECT({Time = 45, EffectType = "Swirl", Size = VT(0,0,0), Size2 = VT(FIREBALL.Size.X,FIREBALL.Size.X/2,FIREBALL.Size.X)*3, Transparency = 0.5, Transparency2 = 1, CFrame = CF(FIREBALL.Position)*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = FIREBALL.Position-VT(0,FIREBALL.Size.Y/4,0), RotationX = 0, RotationY = 15, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = nil, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end Swait() FIREBALL.CFrame = CF(FIREBALL.Position,FIREBALL.CFrame*CF(0,-0.001,-1).p)*CF(0,0,-0.2) local HIT,HITPOS,NORMAL = Raycast(FIREBALL.Position, FIREBALL.CFrame.lookVector, FIREBALL.Size.X/2.5, Character) if HIT then ApplyAoE(FIREBALL.Position,FIREBALL.Size.X*12,75,90,375,true,{SHAKE = 4, TIMER = 65, DOESFADE = true}) CreateSound(EXPLOSIONLARGESOUND,FIREBALL,10,1,false) CreateSound(EXPLOSIONSMALLSOUND,FIREBALL,10,1,false) for i = 1, 3 do WACKYEFFECT({Time = 40, EffectType = "Sphere", Size = VT(0,0,0), Size2 = FIREBALL.Size*MRANDOM(18,25), Transparency = 0, Transparency2 = 1, CFrame = CF(FIREBALL.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Alder".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end for i = 1, 3 do WACKYEFFECT({Time = 60, EffectType = "Sphere", Size = VT(0,0,0), Size2 = FIREBALL.Size*MRANDOM(18,25), Transparency = 0, Transparency2 = 1, CFrame = CF(FIREBALL.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end Particles("ExplosionFire1",FIREBALL,1200) for i = 1, 15 do WACKYEFFECT({Time = 40+(i*5), EffectType = "Ring", Size = VT(0,0,0), Size2 = VT(FIREBALL.Size.X*10,FIREBALL.Size.X*10,0), Transparency = 0.8, Transparency2 = 1, CFrame = CF(FIREBALL.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = MRANDOM(-15,15)/15, RotationY = MRANDOM(-15,15)/15, RotationZ = MRANDOM(-15,15)/15, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end break end end FLAME.Enabled = false FIRES.Enabled = false for i = 1, 10 do Swait() FIREBALL.Mesh.Scale = FIREBALL.Mesh.Scale - VT(0.1,0.1,0.1) end Debris:AddItem(FIREBALL,5) end)) wait(0.5) ATTACK = false Rooted = false end function Devastor() ATTACK = true Rooted = true local POSITION = IT("BodyPosition",RootPart) POSITION.Position = RootPart.Position+VT(0,2,0) POSITION.D = 450 POSITION.P = 40000 POSITION.maxForce = Vector3.new(math.huge,math.huge,math.huge) local FIRE = Particles("FistFire",RightArm,true) local FIRE2 = Particles("FistFire",LeftArm,true) CreateSound(CHARGE,Torso,6,1,false) local NEWANIM = false coroutine.resume(coroutine.create(function() repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.75, 0) * ANGLES(RAD(170), RAD(0), RAD(-12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.75, 0) * ANGLES(RAD(170), RAD(0), RAD(12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) until ATTACK == false or NEWANIM == true if NEWANIM == true then local GYRO = IT("BodyGyro",RootPart) GYRO.D = 20 GYRO.P = 4000 GYRO.MaxTorque = VT(40000,40000,40000) repeat Swait() GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(24)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(-24)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.75, -0.3) * ANGLES(RAD(90), RAD(0), RAD(24)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45, 0.75, 0) * ANGLES(RAD(-25), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false GYRO:remove() end POSITION:remove() FIRE.LockedToPart = false FIRE.Enabled = false Debris:AddItem(FIRE,5) FIRE2.LockedToPart = false FIRE2.Enabled = false Debris:AddItem(FIRE2,5) end)) local FIRETABLE = {} local ORB = CreatePart(3, Effects, "Neon", 0, 0, BRICKC("Alder"), "Orb", VT(0,0,0), true) MakeForm(ORB,"Ball") ORB.CFrame = CF(RootPart.Position+VT(0,8,0)) local A = IT("Attachment",ORB) local FIRES = Particles("FireballFire1",A,true) FIRES.Size = NumberSequence.new(0) FIRES.LockedToPart = true local LOOP = 0 for i = 1, 200 do Swait() LOOP = LOOP + 1 if LOOP >= 30 then LOOP = 0 WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(ORB.Size.X,ORB.Size.X/5,ORB.Size.X), Transparency = 0, Transparency2 = 1, CFrame = CF(RootPart.Position-VT(0,3.5,0)), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-2,2)*15, RotationZ = 0, Material = "Neon", Color = BRICKC"Alder".Color, SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end ORB.Size = ORB.Size + VT(0.2,0.2,0.2) ORB.CFrame = CF(RootPart.Position+VT(0,8+(ORB.Size.Y/2),0)) FIRES.Size = NumberSequence.new(ORB.Size.Y/1.5) FIRES.Speed = NumberRange.new(0,ORB.Size.Y/2) FIRES.Enabled = true end RightArm.Transparency = 1 LeftArm.Transparency = 1 FIRE.Enabled = false FIRE2.Enabled = false for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") then local FLAME = Particles("BodyFire",c,true) table.insert(FIRETABLE,FLAME) end end CreateSound(CHARGE,Torso,6,0.5,false) for i = 1, 200 do Swait() LOOP = LOOP + 1 if LOOP >= 30 then LOOP = 0 WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(ORB.Size.X,ORB.Size.X/5,ORB.Size.X), Transparency = 0, Transparency2 = 1, CFrame = CF(RootPart.Position-VT(0,3.5,0)), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-2,2)*15, RotationZ = 0, Material = "Neon", Color = BRICKC"Alder".Color, SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end ORB.Size = ORB.Size + VT(0.2,0.2,0.2) ORB.CFrame = CF(RootPart.Position+VT(0,8+(ORB.Size.Y/2),0)) FIRES.Size = NumberSequence.new(ORB.Size.Y/1.5) FIRES.Speed = NumberRange.new(0,ORB.Size.Y/2) FIRES.Enabled = true end for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") then c.Transparency = 1 end end for i = 1, #FIRETABLE do FIRETABLE[i].Enabled = false Debris:AddItem(FIRETABLE[i],5) end for i = 1, 400 do Swait() LOOP = LOOP + 1 if LOOP >= 30 then LOOP = 0 WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(ORB.Size.X,ORB.Size.X/5,ORB.Size.X), Transparency = 0, Transparency2 = 1, CFrame = CF(RootPart.Position-VT(0,3.5,0)), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-2,2)*15, RotationZ = 0, Material = "Neon", Color = BRICKC"Alder".Color, SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end ORB.Size = ORB.Size + VT(0.2,0.2,0.2) ORB.CFrame = CF(RootPart.Position+VT(0,8+(ORB.Size.Y/2),0)) FIRES.Size = NumberSequence.new(ORB.Size.Y/1.5) FIRES.Speed = NumberRange.new(0,ORB.Size.Y/2) FIRES.Enabled = true end wait(0.5) FIRES.Lifetime = NumberRange.new(2,5) FIRES.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,ORB.Size.Y/1.5),NumberSequenceKeypoint.new(0.5,ORB.Size.Y/2),NumberSequenceKeypoint.new(1,0)}) FIRES.LockedToPart = false CreateSound(FIREBALLSOUND,Effects,4,1,false) coroutine.resume(coroutine.create(function() ORB.CFrame = CF(ORB.Position,Mouse.Hit.p) for i = 1, 1200 do Swait() ORB.CFrame = ORB.CFrame*CF(0,0,-1) local HIT,HITPOS = Raycast(ORB.Position, ORB.CFrame.lookVector, ORB.Size.X/2.5, Character) if HIT then break end end for i = 1, 6 do ApplyAoE(ORB.Position,ORB.Size.X*10,75,90,375,true,{SHAKE = 4, TIMER = 65, DOESFADE = true}) CreateSound(EXPLOSIONLARGESOUND,Effects,2,1,false) CreateSound(EXPLOSIONSMALLSOUND,Effects,4,1,false) for i = 1, 3 do WACKYEFFECT({Time = 160, EffectType = "Sphere", Size = VT(0,0,0), Size2 = ORB.Size*MRANDOM(5,20), Transparency = 0.6, Transparency2 = 1, CFrame = CF(ORB.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Alder".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end for i = 1, 3 do WACKYEFFECT({Time = 120, EffectType = "Sphere", Size = VT(0,0,0), Size2 = ORB.Size*MRANDOM(5,20), Transparency = 0.6, Transparency2 = 1, CFrame = CF(ORB.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))*CF(0,0,45), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BRICKC"Royal purple".Color, SoundID = EXPLOSIONMEDIUMSOUND, SoundPitch = MRANDOM(8,12)/10, SoundVolume = MRANDOM(5,10)}) end for i = 1, 15 do WACKYEFFECT({Time = 120+(i*5), EffectType = "Wave", Size = VT(0,0,0), Size2 = VT(ORB.Size.X*30,15,ORB.Size.X*30), Transparency = 0.8, Transparency2 = 1, CFrame = CF(ORB.Position)*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = MRANDOM(-15,15)/15, RotationY = MRANDOM(-15,15)/15, RotationZ = MRANDOM(-15,15)/15, Material = "Neon", Color = BRICKC"Steel blue".Color, SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end wait(1) end FIRES.Enabled = false for i = 1, 10 do Swait() ORB.Mesh.Scale = ORB.Mesh.Scale - VT(0.1,0.1,0.1) end Debris:AddItem(ORB,5) end)) wait(1) FullBodyRegen() ATTACK = false Rooted = false end --//=================================\\ --|| MISC --\\=================================// function Lock() ATTACK = true Rooted = true local GYRO = IT("BodyGyro",RootPart) GYRO.D = 50 GYRO.P = 4000 GYRO.MaxTorque = VT(40000,40000,40000) local POSITION = IT("BodyPosition",RootPart) POSITION.Position = RootPart.Position+VT(0,1,0) POSITION.D = 450 POSITION.P = 40000 POSITION.maxForce = Vector3.new(math.huge,math.huge,math.huge) local FLINT = FLINTLOCK:Clone() FLINTLOCK.Transparency = 1 FLINT.Parent = Character local SHOT = false CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, FLINT, CF(-0.05,-1.65,0) * ANGLES(RAD(180),RAD(0),RAD(0)), CF(0, 0, 0)) coroutine.resume(coroutine.create(function() repeat Swait() GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.75, -0.3) * ANGLES(RAD(90), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45, 0.75, 0) * ANGLES(RAD(0), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) until SHOT == true CreateSound(213603013,RightArm,4,1,false) local FROM = FLINT.CFrame*CF(0,1.043,0.231).p local Ignore = Character local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local TO = Mouse.Hit.p local AIMHIT,AIMPOS,NORMAL = CastProperRay(FROM,TO,2000,Ignore) if AIMHIT ~= nil then if AIMHIT.Parent ~= Character then if AIMHIT.Parent:FindFirstChildOfClass("Humanoid") or AIMHIT.Parent.Parent:FindFirstChildOfClass("Humanoid") then local HUM = AIMHIT.Parent:FindFirstChildOfClass("Humanoid") or AIMHIT.Parent.Parent:FindFirstChildOfClass("Humanoid") if HUM then ApplyDamage(HUM,MRANDOM(70,90)) end end end end local TRAIL = CreatePart(3, Effects, "Neon", 0, 0.5, "Pearl", "Arrow", VT(0,0,0)) MakeForm(TRAIL,"Cyl") local DIST = (FLINT.CFrame*CF(0,1.043,0.231).p - AIMPOS).Magnitude TRAIL.Size = VT(0.1,DIST,0.1) TRAIL.CFrame = CF(FLINT.CFrame*CF(0,1.043,0.231).p, AIMPOS) * CF(0, 0, -DIST/2) * ANGLES(RAD(90),RAD(0),RAD(0)) coroutine.resume(coroutine.create(function() for i = 1, 5 do Swait() TRAIL.Transparency = TRAIL.Transparency + 0.1 end TRAIL:remove() end)) repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.75, -0.3) * ANGLES(RAD(90), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45, 0.75, 0) * ANGLES(RAD(0), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false GYRO:remove() POSITION:remove() FLINT:remove() FLINTLOCK.Transparency = 0 end)) wait(0.3) SHOT = true wait(0.5) ATTACK = false Rooted = false end function Jupiter() ATTACK = true Rooted = true local POSITION = IT("BodyPosition",RootPart) POSITION.Position = RootPart.Position+VT(0,0.2,0) POSITION.D = 450 POSITION.P = 40000 POSITION.maxForce = Vector3.new(math.huge,math.huge,math.huge) coroutine.resume(coroutine.create(function() repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(-5), RAD(-15)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(15)), 0.5 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55 + 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(15), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.35, -0.25) * ANGLES(RAD(35), RAD(35), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1.5, -0.4) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(90)), 2 / Animation_Speed) until ATTACK == false end)) wait(0.5) repeat wait() until KEYHOLD == false WACKYEFFECT({Time = 25, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(35,4,35), Transparency = 0.3, Transparency2 = 1, CFrame = CF(RootPart.Position-VT(0,3,0)), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-2,2)*15, RotationZ = 0, Material = "Neon", Color = BRICKC"Shamrock".Color, SoundID = 431105970, SoundPitch = 1, SoundVolume = 10}) POSITION:remove() RootPart.Velocity = VT(0,150,0) ATTACK = false Rooted = false end function Taunt() ATTACK = true Rooted = true local TAUNT = CreateSound(159882303,Torso,10,1,false) coroutine.resume(coroutine.create(function() repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.75, -0.5) * ANGLES(RAD(100), RAD(0), RAD(-70)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.25, -0.5) * ANGLES(RAD(90), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) until ATTACK == false end)) repeat wait() until TAUNT.Playing == false ATTACK = false Rooted = false end --//=================================\\ --|| ASSIGN THINGS TO KEYS --\\=================================// function MouseDown(Mouse) HOLD = true if ATTACK == false then end end function MouseUp(Mouse) HOLD = false end local MUSIC = CreateSound(285883918,Character,3,1,true) function KeyDown(Key) KEYHOLD = true if ATTACK == false and FULLREGEN == false then if Key == "z" then Fireball() end if Key == "b" and FIREFIELD == false and SEARING == false then FireField() end if Key == "c" and SEARING == false then SearingForm() end if Key == "v" and SEARING == false then SearingOrb() end if Key == "q" and SEARING == false then Shroud() end if Key == "x" and SEARING == false then Jupiter() wait(2) Devastor() end if Key == "e" then Spitter() end if Key == "g" then Lock() end if Key == "j" then Jupiter() end if Key == "t" and SEARING == false then Taunt() end if Key == "h" then if POSEIDON == false then POSEIDON = true CreateSound(POSEIDONSOUND,Torso,5,MRANDOM(8,12)/10,false) else POSEIDON = false end end end if Key == "w" and ATTACK == false and SEARING == true and VALUE2 == false then repeat VALUE2 = true Swait() BODYPOS.Position = RootPart.CFrame*CF(0,0,-5).p until KEYHOLD == false VALUE2 = false end if string.byte(Key) == 50 and ATTACK == false then if Speed == 16 then Speed = 45 elseif Speed == 45 then Speed = 16 end end if Key == "1" then MUSIC:Play() CHOSENSONG = CHOSENSONG + 1 if CHOSENSONG > #SONGS then CHOSENSONG = 1 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 for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") then c.Anchored = false end end else for _, c in pairs(Character:GetChildren()) do if c:IsA("BasePart") then c.Anchored = true end end end end --//=================================\\ --|| WRAP THE WHOLE SCRIPT UP --\\=================================// Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and (Disable_Jump == true) then Humanoid.Jump = false end end) local LOOP = 0 while true do Swait() if Character:FindFirstChildOfClass("Humanoid") == nil then Humanoid = IT("Humanoid",Character) end Effects.Parent = Character script.Parent = WEAPONGUI ANIMATE.Parent = nil for _,v in next, Humanoid:GetPlayingAnimationTracks() do v:Stop(); end SINE = SINE + CHANGE local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude local TORSOVERTICALVELOCITY = RootPart.Velocity.y Ignore = {Torso,RootPart,RightLeg,LeftLeg,RightLeg,Head,RightArm,LeftArm,Effects} local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local HITFLOOR,HITPOS = CastProperRay(RootPart.Position, RootPart.Position-VT(0,15,0), 4, Ignore) local WALKSPEEDVALUE = 5 if SEARING == false then if ANIM == "Walk" and TORSOVELOCITY > 1 and SEARING == false and Rooted == false then if Humanoid.WalkSpeed <= 20 then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.05 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * 1 / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.05 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2 -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(45 * COS(SINE / WALKSPEEDVALUE))), 0.5 / Animation_Speed) LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.05 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2 +0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(45 * COS(SINE / WALKSPEEDVALUE))), 0.5 / Animation_Speed) elseif SEARING == false and Humanoid.WalkSpeed > 20 and Rooted == false then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / (2*1.3)))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * 1 / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / (2*1.3)))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE*1.3) - 0.15 * COS(SINE / WALKSPEEDVALUE*(2*1.3)), -0.125 * COS(SINE / WALKSPEEDVALUE*1.3) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE*1.3)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(75 * COS(SINE / WALKSPEEDVALUE*1.3))), 0.5 / Animation_Speed) LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE*1.3) - 0.15 * COS(SINE / WALKSPEEDVALUE*(2*1.3)), 0.125 * COS(SINE / WALKSPEEDVALUE*1.3) +0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE*1.3)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(75 * COS(SINE / WALKSPEEDVALUE*1.3))), 0.5 / Animation_Speed) end elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) or SEARING == true or Rooted == true then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) end if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then ANIM = "Jump" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.75, 0) * ANGLES(RAD(-5), RAD(0), RAD(-5)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.75, 0) * ANGLES(RAD(-5), RAD(0), RAD(5)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(2), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(2), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then ANIM = "Fall" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(8*COS(SINE / 6))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(-8*COS(SINE / 6))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.85, 0) * ANGLES(RAD(0), RAD(0), RAD(110)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.85, 0) * ANGLES(RAD(0), RAD(0), RAD(-110)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then ANIM = "Idle" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0 - 0.05 * COS(SINE / 12), 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(-2 + 2 * COS(SINE / 12)), RAD(0), RAD(25)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45, 0.70, 0.05) * ANGLES(RAD(-15 - 2 * COS(SINE / 12)), RAD(-25), RAD(-10 - 1 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45, 0.70, 0.05) * ANGLES(RAD(-15 - 1 * COS(SINE / 12)), RAD(25), RAD(20 - 1 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-2 + 2 * COS(SINE / 12)), RAD(50), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-2 + 2 * COS(SINE / 12)), RAD(-74), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then ANIM = "Walk" if ATTACK == false then if Humanoid.WalkSpeed <= 20 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.70, 0) * ANGLES(RAD(30 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.85 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.70, 0) * ANGLES(RAD(-30 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.85 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed) elseif Humanoid.WalkSpeed > 20 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(35), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.70, 0) * ANGLES(RAD(35), RAD(35), RAD(0)) * ANGLES(RAD(60 * COS(SINE / WALKSPEEDVALUE*1.3)), RAD(0), RAD(2)) * RIGHTSHOULDERC0, 2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.70, 0) * ANGLES(RAD(35), RAD(-35), RAD(0)) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE*1.3)), RAD(0), RAD(-2)) * LEFTSHOULDERC0, 2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(6)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-6)), 2 / Animation_Speed) end end end elseif SEARING == true then if APPLYGYRO == true then if VALUE2 == false and DIRECTTURN == false then if GYRO ~= nil then GYRO.MaxTorque = VT(0,40000,0) GYRO.cframe = CF(RootPart.Position,Mouse.Hit.p) end else if GYRO ~= nil then GYRO.MaxTorque = VT(80000,40000,80000) GYRO.cframe = CF(RootPart.Position,Mouse.Hit.p) end end end if VALUE2 == false and ATTACK == false then ANIM = "IdleFlight" RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 1 * SIN(SINE / 24)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.75, 0) * ANGLES(RAD(0), RAD(-15), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.75, 0) * ANGLES(RAD(0), RAD(15), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) elseif VALUE2 == true and ATTACK == false then ANIM = "Flight" RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 1 * SIN(SINE / 24)) * ANGLES(RAD(65), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.75, 0) * ANGLES(RAD(-15), RAD(0), RAD(15)) * RIGHTSHOULDERC0,1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.75, 0) * ANGLES(RAD(-15), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-15), RAD(65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-15), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.2 / Animation_Speed) end end unanchor() Humanoid.MaxHealth = "inf" Humanoid.Health = "inf" if Rooted == false then Disable_Jump = false Humanoid.WalkSpeed = Speed elseif Rooted == true then Disable_Jump = true Humanoid.WalkSpeed = 0 end Regen() if Head:FindFirstChild("face") then Head.face.Texture = "rbxassetid://608798717" Head.face.Transparency = Head.Transparency end for _, c in pairs(Character:GetDescendants()) do if c.ClassName == "Attachment" and c ~= BACKATTACHMENT1 and c ~= BACKATTACHMENT2 and c.Parent.Parent ~= Effects then c:remove() end if c.ClassName == "ParticleEmitter" then if c.Name ~= "Regen" and c.Name ~= "Regen2" and c.Name ~= "CurseParticles" and c.Parent.Parent == Character then c:remove() end end if c and c.Parent then if c.Name == "Handle" and c.Parent.ClassName == "Accessory" then local ACCESSORY = c.Parent c.Parent = Character local REGENVALUE = IT("BoolValue",c) REGENVALUE.Name = "IsRegening" table.insert(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency,c.Size,c.Name,REGENVALUE}) if c then if c:FindFirstChild("HatAttachment") or c:FindFirstChild("FaceFrontAttachment") or c:FindFirstChild("HairAttachment") then local WELD = weldBetween(Head,c) table.insert(BODY,{WELD,c,nil,nil,nil,nil,nil,nil}) else local WELD = weldBetween(Torso,c) table.insert(BODY,{WELD,c,nil,nil,nil,nil,nil,nil}) end end ACCESSORY:remove() end end end for _, c in pairs(Character:GetChildren()) do if SEARING == true and c:IsA("BasePart") then c.Transparency = 1 end end MUSIC.Parent = Character MUSIC.SoundId = "rbxassetid://"..SONGS[CHOSENSONG] MUSIC.Pitch = 1 if CHOSENSONG ~= 5 then MUSIC.Volume = 2 else MUSIC.Volume = 4 end MUSIC.Playing = true if POSEIDON == true and FULLREGEN == false then LOOP = LOOP + 1 local FLOOR = CreatePart(3, SpecialEffects, "Neon", 0, 1, BRICKC("Pearl"), "Floor", VT(15,0,15), true) FLOOR.CFrame = CF(HITPOS-VT(0,0.025,0)) FLOOR.CanCollide = true Debris:AddItem(FLOOR,0.2) local FLOOR = CreatePart(3, SpecialEffects, "Neon", 0, 1, BRICKC("Pearl"), "Floor", VT(15,0,15), true) FLOOR.CFrame = CF(HITPOS-VT(0,0.025,0))*ANGLES(RAD(0),RAD(45),RAD(0)) FLOOR.CanCollide = true Debris:AddItem(FLOOR,0.2) if LOOP >= 5 then LOOP = 0 WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(15,1,15), Transparency = 0.7, Transparency2 = 1, CFrame = CF(HITPOS), MoveToPos = HITPOS+VT(0,0.45,0), RotationX = 0, RotationY = MRANDOM(-2,2)*15, RotationZ = 0, Material = "Neon", Color = BRICKC"Shamrock".Color, SoundID = nil, SoundPitch = nil, SoundVolume = nil}) end end RootJoint.Parent = RootPart Humanoid.DisplayDistanceType = "None" Humanoid.Name = "Searing Emperor" end --//=================================\\ --\\=================================// --//====================================================\\-- --|| END OF SCRIPT --\\====================================================//-- end)) ParticleEmitter1.Name = "Regen" ParticleEmitter1.Parent = LocalScript0 ParticleEmitter1.Speed = NumberRange.new(1, 1) ParticleEmitter1.Rotation = NumberRange.new(0, 360) ParticleEmitter1.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter1.Enabled = false ParticleEmitter1.LightEmission = 0.89999997615814 ParticleEmitter1.Texture = "rbxassetid://296874871" ParticleEmitter1.Transparency = NumberSequence.new(0.47540986537933,0.37704920768738,0.25683063268661,0.4426229596138,0.62841534614563,1) ParticleEmitter1.ZOffset = 1 ParticleEmitter1.Size = NumberSequence.new(0.81250011920929,0.81250011920929,0) ParticleEmitter1.Acceleration = Vector3.new(0, 3, 0) ParticleEmitter1.Drag = 3 ParticleEmitter1.EmissionDirection = Enum.NormalId.Right ParticleEmitter1.Lifetime = NumberRange.new(1, 1) ParticleEmitter1.Rate = 300 ParticleEmitter1.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter1.SpreadAngle = Vector2.new(360, 360) ParticleEmitter1.VelocitySpread = 360 ParticleEmitter2.Name = "Regen2" ParticleEmitter2.Parent = LocalScript0 ParticleEmitter2.Speed = NumberRange.new(1, 1) ParticleEmitter2.Rotation = NumberRange.new(0, 360) ParticleEmitter2.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter2.Enabled = false ParticleEmitter2.LightEmission = 0.89999997615814 ParticleEmitter2.Texture = "rbxassetid://296874871" ParticleEmitter2.Transparency = NumberSequence.new(1,1,0.7704918384552,0.29508197307587,0.24590164422989,0.37704920768738,0.62841534614563,0.90710383653641,1) ParticleEmitter2.ZOffset = 1 ParticleEmitter2.Size = NumberSequence.new(0,0.81967234611511,0.7103830575943,0.49180328845978,0) ParticleEmitter2.Drag = 5 ParticleEmitter2.EmissionDirection = Enum.NormalId.Right ParticleEmitter2.Lifetime = NumberRange.new(1, 1) ParticleEmitter2.Rate = 70 ParticleEmitter2.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter2.SpreadAngle = Vector2.new(360, 360) ParticleEmitter2.VelocitySpread = 360 BillboardGui3.Name = "NameGui" BillboardGui3.Parent = LocalScript0 BillboardGui3.Enabled = false BillboardGui3.Size = UDim2.new(7.5, 0, 1.5, 0) BillboardGui3.AlwaysOnTop = true BillboardGui3.MaxDistance = 70 BillboardGui3.SizeOffset = Vector2.new(0, 4) TextLabel4.Name = "PlayerName" TextLabel4.Parent = BillboardGui3 TextLabel4.Transparency = 1 TextLabel4.Size = UDim2.new(1, 0, 1, 0) TextLabel4.BackgroundColor = BrickColor.new("Institutional white") TextLabel4.BackgroundColor3 = Color3.new(1, 1, 1) TextLabel4.BackgroundTransparency = 1 TextLabel4.BorderColor = BrickColor.new("Institutional white") TextLabel4.BorderColor3 = Color3.new(1, 1, 1) TextLabel4.BorderSizePixel = 0 TextLabel4.Font = Enum.Font.Antique TextLabel4.FontSize = Enum.FontSize.Size14 TextLabel4.Text = "Shackluster" TextLabel4.TextColor = BrickColor.new("Sand violet metallic") TextLabel4.TextColor3 = Color3.new(0.580392, 0.580392, 0.580392) TextLabel4.TextScaled = true TextLabel4.TextSize = 14 TextLabel4.TextStrokeColor3 = Color3.new(0.337255, 0.337255, 0.337255) TextLabel4.TextStrokeTransparency = 0 TextLabel4.TextWrap = true TextLabel4.TextWrapped = true TextLabel5.Name = "Title" TextLabel5.Parent = BillboardGui3 TextLabel5.Position = UDim2.new(-0.75, 0, 0.899999976, 0) TextLabel5.Transparency = 1 TextLabel5.Size = UDim2.new(2.5, 0, 1.5, 0) TextLabel5.BackgroundColor = BrickColor.new("Institutional white") TextLabel5.BackgroundColor3 = Color3.new(1, 1, 1) TextLabel5.BackgroundTransparency = 1 TextLabel5.BorderColor = BrickColor.new("Institutional white") TextLabel5.BorderColor3 = Color3.new(1, 1, 1) TextLabel5.BorderSizePixel = 0 TextLabel5.Font = Enum.Font.Antique TextLabel5.FontSize = Enum.FontSize.Size14 TextLabel5.Text = "The Searing Emperor" TextLabel5.TextColor = BrickColor.new("Alder") TextLabel5.TextColor3 = Color3.new(0.666667, 0.333333, 1) TextLabel5.TextScaled = true TextLabel5.TextSize = 14 TextLabel5.TextStrokeColor3 = Color3.new(0.666667, 0, 1) TextLabel5.TextStrokeTransparency = 0 TextLabel5.TextWrap = true TextLabel5.TextWrapped = true ParticleEmitter6.Name = "FistFire" ParticleEmitter6.Parent = LocalScript0 ParticleEmitter6.Speed = NumberRange.new(3, 3) ParticleEmitter6.Rotation = NumberRange.new(0, 360) ParticleEmitter6.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter6.Enabled = false ParticleEmitter6.LightEmission = 0.89999997615814 ParticleEmitter6.Texture = "rbxassetid://296874871" ParticleEmitter6.Transparency = NumberSequence.new(0.47540986537933,0.2896174788475,0.25683063268661,0.4426229596138,0.62841534614563,1) ParticleEmitter6.ZOffset = 1 ParticleEmitter6.Size = NumberSequence.new(0,0,0.7103830575943,0.49180328845978,0) ParticleEmitter6.Acceleration = Vector3.new(0, 3, 0) ParticleEmitter6.Drag = 1 ParticleEmitter6.EmissionDirection = Enum.NormalId.Bottom ParticleEmitter6.Lifetime = NumberRange.new(2, 2) ParticleEmitter6.LockedToPart = true ParticleEmitter6.Rate = 300 ParticleEmitter6.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter6.SpreadAngle = Vector2.new(45, 45) ParticleEmitter6.VelocitySpread = 45 LocalScript7.Name = "CamShake" LocalScript7.Parent = LocalScript0 table.insert(cors,sandbox(LocalScript7,function() wait() VT = Vector3.new MRANDOM = math.random local A = nil local B = nil local C = nil local HUMANOID = script.Parent:FindFirstChildOfClass("Humanoid") for _, c in pairs(script:GetChildren()) do if c.Name == "Timer" then A = c.Value elseif c.Name == "Shake" then B = c.Value*5 elseif c.Name == "DoesFade" then C = c.Value end end local TIMER = A or 35 local SHAKE = B or 5 local FADE = C or true if HUMANOID and game.Players:FindFirstChild(script.Parent.Name) then if FADE == true then local FADER = SHAKE/TIMER for i = 1, TIMER do wait() HUMANOID.CameraOffset = VT(MRANDOM(-(SHAKE-(FADER*i)),(SHAKE-(FADER*i)))/10,MRANDOM(-(SHAKE-(FADER*i)),(SHAKE-(FADER*i)))/10,MRANDOM(-(SHAKE-(FADER*i)),(SHAKE-(FADER*i)))/10) end HUMANOID.CameraOffset = VT(0,0,0) else for i = 1, TIMER do wait() HUMANOID.CameraOffset = VT(MRANDOM(-SHAKE,SHAKE)/10,MRANDOM(-SHAKE,SHAKE)/10,MRANDOM(-SHAKE,SHAKE)/10) end HUMANOID.CameraOffset = VT(0,0,0) end end script:remove() end)) LocalScript7.Disabled = true NumberValue8.Name = "Timer" NumberValue8.Parent = LocalScript7 NumberValue8.Value = 35 NumberValue9.Name = "Shake" NumberValue9.Parent = LocalScript7 NumberValue9.Value = 5 BoolValue10.Name = "DoesFade" BoolValue10.Parent = LocalScript7 ParticleEmitter11.Name = "FireballFire2" ParticleEmitter11.Parent = LocalScript0 ParticleEmitter11.Rotation = NumberRange.new(0, 360) ParticleEmitter11.Color = ColorSequence.new(Color3.new(0.14902, 0.886275, 1),Color3.new(0, 0.666667, 1)) ParticleEmitter11.Enabled = false ParticleEmitter11.LightEmission = 0.89999997615814 ParticleEmitter11.Texture = "rbxassetid://296874871" ParticleEmitter11.Transparency = NumberSequence.new(0.47540986537933,0.37704920768738,0.25683063268661,0.4426229596138,0.62841534614563,1) ParticleEmitter11.ZOffset = 2 ParticleEmitter11.Size = NumberSequence.new(5,5,1.8032789230347,0) ParticleEmitter11.Drag = 1 ParticleEmitter11.EmissionDirection = Enum.NormalId.Right ParticleEmitter11.Lifetime = NumberRange.new(0, 1.5) ParticleEmitter11.Rate = 9999 ParticleEmitter11.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter11.SpreadAngle = Vector2.new(360, 360) ParticleEmitter11.VelocitySpread = 360 ParticleEmitter12.Name = "ExplosionFire2" ParticleEmitter12.Parent = LocalScript0 ParticleEmitter12.Speed = NumberRange.new(7, 270) ParticleEmitter12.Rotation = NumberRange.new(0, 360) ParticleEmitter12.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter12.Enabled = false ParticleEmitter12.LightEmission = 0.89999997615814 ParticleEmitter12.Texture = "rbxassetid://296874871" ParticleEmitter12.Transparency = NumberSequence.new(0.47540986537933,0.37704920768738,0.25683063268661,0.4426229596138,0.62841534614563,1) ParticleEmitter12.ZOffset = 1 ParticleEmitter12.Size = NumberSequence.new(0,0.98360657691956,1.530054807663,0) ParticleEmitter12.Drag = 8 ParticleEmitter12.EmissionDirection = Enum.NormalId.Right ParticleEmitter12.Lifetime = NumberRange.new(2, 4) ParticleEmitter12.Rate = 300 ParticleEmitter12.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter12.SpreadAngle = Vector2.new(360, 360) ParticleEmitter12.VelocitySpread = 360 ParticleEmitter13.Name = "Field" ParticleEmitter13.Parent = LocalScript0 ParticleEmitter13.Speed = NumberRange.new(20, 50) ParticleEmitter13.Rotation = NumberRange.new(0, 360) ParticleEmitter13.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter13.Enabled = false ParticleEmitter13.LightEmission = 0.89999997615814 ParticleEmitter13.Texture = "rbxassetid://296874871" ParticleEmitter13.Transparency = NumberSequence.new(1,0.92349725961685,0.87978142499924,0.92349725961685,1) ParticleEmitter13.ZOffset = 1 ParticleEmitter13.Size = NumberSequence.new(0,10) ParticleEmitter13.EmissionDirection = Enum.NormalId.Right ParticleEmitter13.Lifetime = NumberRange.new(2, 4) ParticleEmitter13.Rate = 999 ParticleEmitter13.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter13.SpreadAngle = Vector2.new(360, 360) ParticleEmitter13.VelocitySpread = 360 ParticleEmitter14.Name = "BodyFire" ParticleEmitter14.Parent = LocalScript0 ParticleEmitter14.Speed = NumberRange.new(1, 1) ParticleEmitter14.Rotation = NumberRange.new(0, 360) ParticleEmitter14.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter14.Enabled = false ParticleEmitter14.LightEmission = 0.89999997615814 ParticleEmitter14.Texture = "rbxassetid://296874871" ParticleEmitter14.Transparency = NumberSequence.new(0,0.14207655191422,0.4426229596138,0.62841534614563,1) ParticleEmitter14.ZOffset = 1 ParticleEmitter14.Size = NumberSequence.new(0.81250011920929,0.81250011920929,0) ParticleEmitter14.Acceleration = Vector3.new(0, 3, 0) ParticleEmitter14.Drag = 3 ParticleEmitter14.EmissionDirection = Enum.NormalId.Right ParticleEmitter14.Lifetime = NumberRange.new(1, 1) ParticleEmitter14.Rate = 300 ParticleEmitter14.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter14.SpreadAngle = Vector2.new(360, 360) ParticleEmitter14.VelocitySpread = 360 ParticleEmitter15.Name = "WingFire1" ParticleEmitter15.Parent = LocalScript0 ParticleEmitter15.Speed = NumberRange.new(8, 8) ParticleEmitter15.Rotation = NumberRange.new(0, 360) ParticleEmitter15.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter15.Enabled = false ParticleEmitter15.LightEmission = 0.89999997615814 ParticleEmitter15.Texture = "rbxassetid://296874871" ParticleEmitter15.Transparency = NumberSequence.new(0.47540986537933,0.37704920768738,0.25683063268661,0.4426229596138,0.62841534614563,1) ParticleEmitter15.ZOffset = 1 ParticleEmitter15.Size = NumberSequence.new(0,4.0437164306641,5.7377052307129,6.1748638153076) ParticleEmitter15.Acceleration = Vector3.new(8, 5, -7) ParticleEmitter15.EmissionDirection = Enum.NormalId.Back ParticleEmitter15.Lifetime = NumberRange.new(2.5, 2.5) ParticleEmitter15.LockedToPart = true ParticleEmitter15.Rate = 300 ParticleEmitter15.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter15.SpreadAngle = Vector2.new(15, 5) ParticleEmitter15.VelocitySpread = 15 ParticleEmitter16.Name = "WingFire2" ParticleEmitter16.Parent = LocalScript0 ParticleEmitter16.Speed = NumberRange.new(8, 8) ParticleEmitter16.Rotation = NumberRange.new(0, 360) ParticleEmitter16.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter16.Enabled = false ParticleEmitter16.LightEmission = 0.89999997615814 ParticleEmitter16.Texture = "rbxassetid://296874871" ParticleEmitter16.Transparency = NumberSequence.new(0.47540986537933,0.37704920768738,0.25683063268661,0.4426229596138,0.62841534614563,1) ParticleEmitter16.ZOffset = 1 ParticleEmitter16.Size = NumberSequence.new(0,4.0437164306641,5.7377052307129,6.1748638153076) ParticleEmitter16.Acceleration = Vector3.new(-8, 5, -7) ParticleEmitter16.EmissionDirection = Enum.NormalId.Back ParticleEmitter16.Lifetime = NumberRange.new(2.5, 2.5) ParticleEmitter16.LockedToPart = true ParticleEmitter16.Rate = 300 ParticleEmitter16.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter16.SpreadAngle = Vector2.new(15, 5) ParticleEmitter16.VelocitySpread = 15 ParticleEmitter17.Name = "ExplosionFire1" ParticleEmitter17.Parent = LocalScript0 ParticleEmitter17.Speed = NumberRange.new(7, 670) ParticleEmitter17.Rotation = NumberRange.new(0, 360) ParticleEmitter17.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter17.Enabled = false ParticleEmitter17.LightEmission = 0.89999997615814 ParticleEmitter17.Texture = "rbxassetid://296874871" ParticleEmitter17.Transparency = NumberSequence.new(0.47540986537933,0.37704920768738,0.25683063268661,0.4426229596138,0.62841534614563,1) ParticleEmitter17.ZOffset = 1 ParticleEmitter17.Size = NumberSequence.new(10,10,7.0491800308228,0) ParticleEmitter17.Drag = 5 ParticleEmitter17.EmissionDirection = Enum.NormalId.Right ParticleEmitter17.Lifetime = NumberRange.new(2, 4) ParticleEmitter17.Rate = 300 ParticleEmitter17.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter17.SpreadAngle = Vector2.new(360, 360) ParticleEmitter17.VelocitySpread = 360 ParticleEmitter18.Name = "FireballFire1" ParticleEmitter18.Parent = LocalScript0 ParticleEmitter18.Rotation = NumberRange.new(0, 360) ParticleEmitter18.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter18.Enabled = false ParticleEmitter18.LightEmission = 0.89999997615814 ParticleEmitter18.Texture = "rbxassetid://296874871" ParticleEmitter18.Transparency = NumberSequence.new(0.47540986537933,0.37704920768738,0.25683063268661,0.4426229596138,0.62841534614563,1) ParticleEmitter18.ZOffset = 1 ParticleEmitter18.Size = NumberSequence.new(10,10,7.0491800308228,0) ParticleEmitter18.Drag = 1 ParticleEmitter18.EmissionDirection = Enum.NormalId.Right ParticleEmitter18.Lifetime = NumberRange.new(0, 1.5) ParticleEmitter18.Rate = 9999 ParticleEmitter18.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter18.SpreadAngle = Vector2.new(360, 360) ParticleEmitter18.VelocitySpread = 360 ParticleEmitter19.Name = "FireballFire3" ParticleEmitter19.Parent = LocalScript0 ParticleEmitter19.Rotation = NumberRange.new(0, 360) ParticleEmitter19.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter19.Enabled = false ParticleEmitter19.LightEmission = 0.89999997615814 ParticleEmitter19.Texture = "rbxassetid://296874871" ParticleEmitter19.Transparency = NumberSequence.new(0.47540986537933,0.37704920768738,0.25683063268661,0.4426229596138,0.62841534614563,1) ParticleEmitter19.ZOffset = 1 ParticleEmitter19.Size = NumberSequence.new(2.7868854999542,4.4808745384216,4.5901637077332,0) ParticleEmitter19.Drag = 1 ParticleEmitter19.EmissionDirection = Enum.NormalId.Right ParticleEmitter19.Lifetime = NumberRange.new(0, 1.5) ParticleEmitter19.Rate = 9999 ParticleEmitter19.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter19.SpreadAngle = Vector2.new(360, 360) ParticleEmitter19.VelocitySpread = 360 ParticleEmitter20.Name = "DebrisFire" ParticleEmitter20.Parent = LocalScript0 ParticleEmitter20.Speed = NumberRange.new(2, 2) ParticleEmitter20.Rotation = NumberRange.new(0, 360) ParticleEmitter20.Color = ColorSequence.new(Color3.new(0.666667, 0.333333, 1),Color3.new(0.458824, 0.227451, 0.686275),Color3.new(0, 1, 1)) ParticleEmitter20.Enabled = false ParticleEmitter20.LightEmission = 0.89999997615814 ParticleEmitter20.Texture = "rbxassetid://296874871" ParticleEmitter20.Transparency = NumberSequence.new(0,0.14207655191422,0.4426229596138,0.62841534614563,1) ParticleEmitter20.ZOffset = 1 ParticleEmitter20.Size = NumberSequence.new(2.677595615387,3.9890713691711,4.6448087692261,3.8251371383667,0) ParticleEmitter20.Acceleration = Vector3.new(0, 25, 0) ParticleEmitter20.Drag = 3 ParticleEmitter20.EmissionDirection = Enum.NormalId.Right ParticleEmitter20.Lifetime = NumberRange.new(0, 3) ParticleEmitter20.Rate = 300 ParticleEmitter20.RotSpeed = NumberRange.new(-56, 56) ParticleEmitter20.SpreadAngle = Vector2.new(360, 360) ParticleEmitter20.VelocitySpread = 360 Part21.Name = "Pauldrons" Part21.Parent = LocalScript0 Part21.CFrame = CFrame.new(47.1000023, 21.5235691, 58.9999733, -1, 0, 0, 0, 1, 0, 0, 0, -1) Part21.Orientation = Vector3.new(0, 180, 0) Part21.Position = Vector3.new(47.1000023, 21.5235691, 58.9999733) Part21.Rotation = Vector3.new(-180, 0, -180) Part21.Transparency = 1 Part21.Size = Vector3.new(3.4000001, 2.20000005, 1) Part21.Anchored = true Part21.BottomSurface = Enum.SurfaceType.Smooth Part21.CanCollide = false Part21.Locked = true Part21.TopSurface = Enum.SurfaceType.Smooth Part21.FormFactor = Enum.FormFactor.Custom Part21.formFactor = Enum.FormFactor.Custom SpecialMesh22.Parent = Part21 SpecialMesh22.MeshId = "http://www.roblox.com/asset/?id=204454962 " SpecialMesh22.TextureId = "rbxassetid://855840122" SpecialMesh22.MeshType = Enum.MeshType.FileMesh Folder23.Name = "Package" Folder23.Parent = LocalScript0 CharacterMesh24.Parent = Folder23 CharacterMesh24.BodyPart = Enum.BodyPart.Torso CharacterMesh24.MeshId = 27111894 CharacterMesh25.Parent = Folder23 CharacterMesh25.BodyPart = Enum.BodyPart.LeftLeg CharacterMesh25.MeshId = 27111857 CharacterMesh26.Parent = Folder23 CharacterMesh26.BodyPart = Enum.BodyPart.RightLeg CharacterMesh26.MeshId = 27111882 CharacterMesh27.Name = "Superhero Left Arm" CharacterMesh27.Parent = Folder23 CharacterMesh27.BodyPart = Enum.BodyPart.LeftArm CharacterMesh27.MeshId = 32328397 CharacterMesh28.Name = "Superhero Right Arm" CharacterMesh28.Parent = Folder23 CharacterMesh28.BodyPart = Enum.BodyPart.RightArm CharacterMesh28.MeshId = 32328563 Part29.Name = "Flintlock" Part29.Parent = LocalScript0 Part29.CFrame = CFrame.new(-11.2999983, 4.42351913, 92.0999756, -1, 0, 0, 0, -1, 0, 0, 0, 1) Part29.Orientation = Vector3.new(0, 0, 180) Part29.Position = Vector3.new(-11.2999983, 4.42351913, 92.0999756) Part29.Rotation = Vector3.new(0, 0, -180) Part29.Color = Color3.new(0.105882, 0.164706, 0.207843) Part29.Size = Vector3.new(1, 2, 1) Part29.Anchored = true Part29.BottomSurface = Enum.SurfaceType.Smooth Part29.BrickColor = BrickColor.new("Black") Part29.CanCollide = false Part29.Locked = true Part29.TopSurface = Enum.SurfaceType.Smooth Part29.brickColor = BrickColor.new("Black") Part29.FormFactor = Enum.FormFactor.Plate Part29.formFactor = Enum.FormFactor.Plate SpecialMesh30.Parent = Part29 SpecialMesh30.MeshId = "http://www.roblox.com/asset/?id=13508017" SpecialMesh30.Scale = Vector3.new(1.5, 1.5, 1.5) SpecialMesh30.TextureId = "http://www.roblox.com/asset/?id=13508018" SpecialMesh30.MeshType = Enum.MeshType.FileMesh for i,v in pairs(mas:GetChildren()) do v.Parent = workspace pcall(function() v:MakeJoints() end) end mas:Destroy() for i,v in pairs(cors) do spawn(function() pcall(v) end) end