--//====================================================\\-- --|| CREATED BY SHACKLUSTER, EDIT BY XXUNORIBOASXX --\\====================================================//-- wait(0.2) Player = game:GetService("Players").LocalPlayer PlayerGui = Player.PlayerGui Cam = workspace.CurrentCamera Backpack = Player.Backpack Character = Player.Character Humanoid = Character.Humanoid Mouse = Player:GetMouse() RootPart = Character["HumanoidRootPart"] Torso = Character["Torso"] Head = Character["Head"] RightArm = Character["Right Arm"] LeftArm = Character["Left Arm"] RightLeg = Character["Right Leg"] LeftLeg = Character["Left Leg"] RootJoint = RootPart["RootJoint"] Neck = Torso["Neck"] RightShoulder = Torso["Right Shoulder"] LeftShoulder = Torso["Left Shoulder"] RightHip = Torso["Right Hip"] LeftHip = Torso["Left Hip"] local sick = Instance.new("Sound",Character) sick.SoundId = "rbxassetid://1167151479" sick.Looped = true sick.Pitch = 1 sick.Volume = 1 sick:Play() local naeeym2 = Instance.new("BillboardGui",Character) naeeym2.AlwaysOnTop = true naeeym2.Size = UDim2.new(5,35,2,35) naeeym2.StudsOffset = Vector3.new(0,3,0) naeeym2.Adornee = Character.Head naeeym2.Name = "Name" --naeeym2.PlayerToHideFrom = Player naeeym2.MaxDistance = 200 local tecks2 = Instance.new("TextLabel",naeeym2) tecks2.BackgroundTransparency = 1 tecks2.TextScaled = true tecks2.BorderSizePixel = 0 tecks2.Text = "₱Ɽł₴₥" tecks2.Font = "SciFi" tecks2.TextSize = 30 tecks2.TextStrokeTransparency = 1 tecks2.TextColor3 = Color3.new(255,255,255) tecks2.TextStrokeColor3 = Color3.new(0,0,0) tecks2.Size = UDim2.new(1,0,0.5,0) tecks2.Parent = naeeym2 IT = Instance.new CF = CFrame.new VT = Vector3.new RAD = math.rad C3 = Color3.new UD2 = UDim2.new BRICKC = BrickColor.new ANGLES = CFrame.Angles EULER = CFrame.fromEulerAnglesXYZ COS = math.cos ACOS = math.acos SIN = math.sin ASIN = math.asin ABS = math.abs MRANDOM = math.random FLOOR = math.floor function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET) local NEWMESH = IT(MESH) if MESH == "SpecialMesh" then NEWMESH.MeshType = MESHTYPE if MESHID ~= "nil" and MESHID ~= "" then NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID end if TEXTUREID ~= "nil" and TEXTUREID ~= "" then NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID end end NEWMESH.Offset = OFFSET or VT(0, 0, 0) NEWMESH.Scale = SCALE NEWMESH.Parent = PARENT return NEWMESH end function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE) local NEWPART = IT("Part") NEWPART.formFactor = FORMFACTOR NEWPART.Reflectance = REFLECTANCE NEWPART.Transparency = TRANSPARENCY NEWPART.CanCollide = false NEWPART.Locked = true 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 --//=================================\\ --|| CUSTOMIZATION --\\=================================// Class_Name = "₱Ɽł₴₥.exe" Weapon_Name = "Add-ons" Custom_Colors = { Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon. Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon. Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities. Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar. Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar. Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar. Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar. Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar. Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar. Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar. Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar. Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities. } Player_Size = 1 --Size of the player. Animation_Speed = 3 Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60) local Speed = 16 local Effects2 = {} --//=================================\\ --|| END OF CUSTOMIZATION --\\=================================// 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 createaccessory(attachmentpart,mesh,texture,scale,offset,color) local acs = Instance.new("Part") acs.CanCollide = false acs.Anchored = false acs.Size = Vector3.new(0,0,0) acs.CFrame = attachmentpart.CFrame acs.Parent = Character acs.BrickColor = color local meshs = Instance.new("SpecialMesh") meshs.MeshId = mesh meshs.TextureId = texture meshs.Parent = acs meshs.Scale = scale meshs.Offset = offset weldBetween(attachmentpart,acs) end function createbodypart(TYPE,COLOR,PART,OFFSET,SIZE) if TYPE == "Gem" then local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0,0,0)) acs.Anchored = false acs.CanCollide = false acs.CFrame = PART.CFrame local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "9756362", "", SIZE, OFFSET) weldBetween(PART,acs) elseif TYPE == "Skull" then local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0,0,0)) acs.Anchored = false acs.CanCollide = false acs.CFrame = PART.CFrame local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "4770583", "", SIZE, OFFSET) weldBetween(PART,acs) elseif TYPE == "Eye" then local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0,0,0)) acs.Anchored = false acs.CanCollide = false acs.CFrame = PART.CFrame local acs2 = CreateMesh("SpecialMesh", acs, "Sphere", "", "", SIZE, OFFSET) weldBetween(PART,acs) end end --//=================================\\ --|| USEFUL VALUES --\\=================================// local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) local CO1 = 0 local CO2 = 0 local CO3 = 0 local CO4 = 0 local CHANGEDEFENSE = 0 local CHANGEDAMAGE = 0 local CHANGEMOVEMENT = 0 local ANIM = "Idle" local ATTACK = false local EQUIPPED = false local HOLD = false local COMBO = 1 local LASTPOINT = nil local BLCF = nil local SCFR = nil local STAGGERHITANIM = false local STAGGERANIM = false local STUNANIM = false local CRITCHANCENUMBER = 0 local IDLENUMBER = 0 local DONUMBER = 0 local HANDIDLE = false local SINE = 0 local CHANGE = 2 / Animation_Speed local WALKINGANIM = false local WALK = 0 local KEYHOLD = false local DISABLEJUMPING = false local HASBEENBLOCKED = false local STUNDELAYNUMBER = 0 local MANADELAYNUMBER = 0 local SECONDARYMANADELAYNUMBER = 0 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", nil) WEAPONGUI.Name = "Weapon GUI" local WEAPONTOOL = IT("HopperBin", nil) WEAPONTOOL.Name = Weapon_Name local Weapon = IT("Model") Weapon.Name = Weapon_Name local Effects = IT("Folder", Weapon) Effects.Name = "Effects" local ANIMATOR = Humanoid.Animator local ANIMATE = Character.Animate local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"} local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"} local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"} local HITBLOCKSOUNDS = {"199148933", "199148947"} local CUTSOUNDS = {"645750958","645747150"} local VICIOUSWOOSH = "658941933" local RELEASESOUND = "565538688" local CHARGESOUND = "565538601" local UNANCHOR = true local MAGICPARTICLE = "1229782954" --//=================================\\ --\\=================================// --//=================================\\ --|| STATS --\\=================================// if Character:FindFirstChild("Stats") ~= nil then Character:FindFirstChild("Stats").Parent = nil end local Stats = IT("Folder", nil) Stats.Name = "Stats" local ChangeStat = IT("Folder", Stats) ChangeStat.Name = "ChangeStat" local Defense = IT("NumberValue", Stats) Defense.Name = "Defense" Defense.Value = 1 local Movement = IT("NumberValue", Stats) Movement.Name = "Movement" Movement.Value = 1 local Damage = IT("NumberValue", Stats) Damage.Name = "Damage" Damage.Value = 1 local Mana = IT("NumberValue", Stats) Mana.Name = "Mana" Mana.Value = 0 local SecondaryMana = IT("NumberValue", Stats) SecondaryMana.Name = "SecondaryMana" SecondaryMana.Value = 0 local CanCrit = IT("BoolValue", Stats) CanCrit.Name = "CanCrit" CanCrit.Value = false local CritChance = IT("NumberValue", Stats) CritChance.Name = "CritChance" CritChance.Value = 20 local CanPenetrateArmor = IT("BoolValue", Stats) CanPenetrateArmor.Name = "CanPenetrateArmor" CanPenetrateArmor.Value = false local AntiTeamKill = IT("BoolValue", Stats) AntiTeamKill.Name = "AntiTeamKill" AntiTeamKill.Value = false local Rooted = IT("BoolValue", Stats) Rooted.Name = "Rooted" Rooted.Value = false local Block = IT("BoolValue", Stats) Block.Name = "Block" Block.Value = false local RecentEnemy = IT("ObjectValue", Stats) RecentEnemy.Name = "RecentEnemy" RecentEnemy.Value = nil local StaggerHit = IT("BoolValue", Stats) StaggerHit.Name = "StaggerHit" StaggerHit.Value = false local Stagger = IT("BoolValue", Stats) Stagger.Name = "Stagger" Stagger.Value = false local Stun = IT("BoolValue", Stats) Stun.Name = "Stun" Stun.Value = false local StunValue = IT("NumberValue", Stats) StunValue.Name = "StunValue" StunValue.Value = 0 --//=================================\\ --\\=================================// --//=================================\\ --|| DEBUFFS / BUFFS --\\=================================// local DEFENSECHANGE1 = IT("NumberValue", ChangeStat) DEFENSECHANGE1.Name = "ChangeDefense" DEFENSECHANGE1.Value = 0 local MOVEMENTCHANGE1 = IT("NumberValue", nil) MOVEMENTCHANGE1.Name = "ChangeMovement" MOVEMENTCHANGE1.Value = 0 --//=================================\\ --\\=================================// --//=================================\\ --|| 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 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 = C3(255, 255, 255) label.TextStrokeTransparency = STROKETRANSPARENCY label.TextTransparency = TRANSPARENCY label.FontSize = TEXTFONTSIZE label.Font = TEXTFONT label.BorderSizePixel = BORDERSIZEPIXEL label.TextScaled = true 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 function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP) local NEWSOUND = nil coroutine.resume(coroutine.create(function() NEWSOUND = IT("Sound", PARENT) NEWSOUND.Volume = VOLUME NEWSOUND.Pitch = PITCH NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID --Swait() NEWSOUND:play() if DOESLOOP == false then repeat Swait() until NEWSOUND.Playing == false NEWSOUND:remove() elseif DOESLOOP == true then NEWSOUND.Looped = true 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 function CreateWave(inair,size,doesrotate,rotatedirection,waitt,part,offset,color) local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect", VT(0,0,0)) local mesh = IT("SpecialMesh",wave) mesh.MeshType = "FileMesh" wave.Anchored = true mesh.MeshId = "http://www.roblox.com/asset/?id=20329976" mesh.Scale = VT(size,size,size) mesh.Offset = VT(0,0,-size/8) wave.CFrame = CF(part.p) * CF(0,offset,0) * ANGLES(RAD(inair),RAD(0),RAD(0)) coroutine.resume(coroutine.create(function(PART) for i = 1, waitt do Swait() mesh.Scale = mesh.Scale + VT(size/5,0,size/5) mesh.Offset = VT(0,0,-(mesh.Scale.X/8)) if doesrotate == true then wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, rotatedirection, 0) end wave.Transparency = wave.Transparency + (0.5/waitt) if wave.Transparency > 0.99 then wave:remove() end end end)) end function CreateSwirl(inair,size,doesrotate,rotatedirection,waitt,part,offset,color) local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect", VT(0,0,0)) local mesh = IT("SpecialMesh",wave) mesh.MeshType = "FileMesh" wave.Anchored = true mesh.MeshId = "http://www.roblox.com/asset/?id=1051557" mesh.Scale = VT(size,size,size) wave.CFrame = CF(part.Position) * CF(0,offset,0) * ANGLES(RAD(inair),RAD(0),RAD(0)) coroutine.resume(coroutine.create(function(PART) for i = 1, waitt do Swait() mesh.Scale = mesh.Scale + VT(size/5,size/5,size/5) if doesrotate == true then wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, rotatedirection, 0) end wave.Transparency = wave.Transparency + (0.5/waitt) if wave.Transparency > 0.99 then wave:remove() end end end)) end function CreateTornado(inair,size,doesrotate,rotatedirection,waitt,part,offset,color) local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect", VT(0,0,0)) local mesh = IT("SpecialMesh",wave) mesh.MeshType = "FileMesh" wave.Anchored = true mesh.MeshId = "http://www.roblox.com/asset/?id=102638417" mesh.Scale = VT(size,size,size) wave.CFrame = CF(part.Position) * CF(0,offset,0) * ANGLES(RAD(inair),RAD(0),RAD(0)) coroutine.resume(coroutine.create(function(PART) for i = 1, waitt do Swait() mesh.Scale = mesh.Scale + VT(size/5,0,size/5) if doesrotate == true then wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, rotatedirection, 0) end wave.Transparency = wave.Transparency + (0.5/waitt) if wave.Transparency > 0.99 then wave:remove() end end end)) end function CreateRing(inair,size,doesrotate,rotatedirection,waitt,part,offset,spin1,spin2,color) local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect", VT(0,0,0)) local mesh = IT("SpecialMesh",wave) mesh.MeshType = "FileMesh" mesh.MeshId = "http://www.roblox.com/asset/?id=3270017" mesh.Scale = VT(size,size,size) wave.Anchored = true mesh.Offset = VT(0,0,0) wave.CFrame = CF(part.Position) * CF(0,offset,0) * ANGLES(RAD(inair),RAD(0),RAD(0)) coroutine.resume(coroutine.create(function(PART) for i = 1, waitt do Swait() mesh.Scale = mesh.Scale + VT(size/5,size/5,size/5) if doesrotate == true then wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(spin2, rotatedirection, spin1) end wave.Transparency = wave.Transparency + (0.5/waitt) if wave.Transparency > 0.99 then wave:remove() end end end)) end function MagicSphere(size,waitt,part,color) local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(color), "Effect", VT(0,0,0)) local mesh = IT("SpecialMesh",wave) mesh.MeshType = "Sphere" wave.Anchored = true mesh.Scale = VT(size,size,size) mesh.Offset = VT(0,0,0) wave.CFrame = part * ANGLES(RAD(0),RAD(0),RAD(0)) coroutine.resume(coroutine.create(function(PART) for i = 1, waitt do Swait() mesh.Scale = mesh.Scale + VT(size/5,size/5,size/5) wave.Transparency = wave.Transparency + (1/waitt) if wave.Transparency > 0.99 then wave:remove() end end end)) end function MagicBlock(size,waitt,part,offset,color) local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(color), "Effect", VT(size,size,size)) local mesh = IT("BlockMesh",wave) wave.Anchored = true wave.CFrame = CF(part.Position) * CF(0,offset,0) * ANGLES(RAD(0),RAD(0),RAD(0)) coroutine.resume(coroutine.create(function(PART) for i = 1, waitt do Swait() mesh.Scale = mesh.Scale + VT(size/5,size/5,size/5) wave.CFrame = CF(wave.Position) * ANGLES(RAD(math(-360,360)),RAD(math(-360,360)),RAD(math(-360,360))) wave.Transparency = wave.Transparency + (1/waitt) if wave.Transparency > 0.99 then wave:remove() end end end)) end local EyeSizes={ NumberSequenceKeypoint.new(0,0.5,0), NumberSequenceKeypoint.new(1,0.2,0) } local EyeTrans={ NumberSequenceKeypoint.new(0,0,0), NumberSequenceKeypoint.new(1,1,0) } local PE=Instance.new("ParticleEmitter") PE.LightEmission=0.3 PE.Size=NumberSequence.new(EyeSizes) PE.Transparency=NumberSequence.new(EyeTrans) PE.Rotation=NumberRange.new(0,360) PE.LockedToPart = false PE.Speed = NumberRange.new(0,0,0) PE.ZOffset = 0.3 PE.Rate = 999 PE.Name = "Particles" function CreateParticles(art,text,accel,drag,lifetime,type,isenabledbydefault,locked) local particle = nil coroutine.resume(coroutine.create(function(PART) particle = PE:Clone() Swait() particle.Rate = 999 particle.Parent = art particle.Acceleration = accel if type == "Fire" then local EyeSizes={ NumberSequenceKeypoint.new(0,0.5,0.3), NumberSequenceKeypoint.new(1,0.2,0.2) } particle.Size = NumberSequence.new(EyeSizes) elseif type == "Smoke" then local EyeSizes={ NumberSequenceKeypoint.new(0,0.5,0), NumberSequenceKeypoint.new(1,5,0.5) } particle.Size = NumberSequence.new(EyeSizes) elseif type == "Solid" then local EyeSizes={ NumberSequenceKeypoint.new(0,0.5,0), NumberSequenceKeypoint.new(1,0.5,0) } particle.Size = NumberSequence.new(EyeSizes) end particle.Lifetime=NumberRange.new(lifetime) particle.Drag = drag if locked == true then particle.LockedToPart = true end particle.Texture = "http://www.roblox.com/asset/?id="..text particle.Enabled = isenabledbydefault end)) return particle end local EyeSizes={ NumberSequenceKeypoint.new(0,0.5,0), NumberSequenceKeypoint.new(1,0.2,0) } local EyeTrans={ NumberSequenceKeypoint.new(0,0,0), NumberSequenceKeypoint.new(1,1,0) } local PE2=Instance.new("ParticleEmitter") PE2.LightEmission=0.8 PE2.Size=NumberSequence.new(EyeSizes) PE2.Transparency=NumberSequence.new(EyeTrans) PE2.Rotation=NumberRange.new(0,360) PE2.LockedToPart = false PE2.Speed = NumberRange.new(0,0,0) PE2.ZOffset = 0.3 PE2.Rate = 999 PE2.VelocitySpread = 90000 PE2.Name = "Particles" function CreateParticles2(art,accel,drag,lifetime,type,isenabledbydefault,locked,size,speed) local particle = nil coroutine.resume(coroutine.create(function(PART) particle = PE2:Clone() Swait() particle.Rate = 999 particle.Parent = art particle.Acceleration = accel if type == "Fire" then local EyeSizes={ NumberSequenceKeypoint.new(0,size,size/2), NumberSequenceKeypoint.new(1,size/4,size/8) } particle.Size = NumberSequence.new(EyeSizes) elseif type == "Smoke" then local EyeSizes={ NumberSequenceKeypoint.new(0,0.5,0), NumberSequenceKeypoint.new(1,5,0.5) } particle.Size = NumberSequence.new(EyeSizes) elseif type == "Solid" then local EyeSizes={ NumberSequenceKeypoint.new(0,0.5,0), NumberSequenceKeypoint.new(1,0.5,0) } particle.Size = NumberSequence.new(EyeSizes) end particle.Lifetime=NumberRange.new(lifetime) particle.Drag = drag if locked == true then particle.LockedToPart = true end particle.Speed = NumberRange.new(speed,speed,speed) particle.Texture = "http://www.roblox.com/asset/?id="..MAGICPARTICLE particle.Enabled = isenabledbydefault --particle.Color = ColorSequence.new(Color3.new(255, 255, 255)) end)) return particle end local Decal = IT("Decal") function CreateMagicCircle(size,doesrotate,rotatedirection,waitt,cframe,alwaysfade) local sinkhole = IT("Part") sinkhole.Size = VT(size,0,size) sinkhole.CFrame = cframe --sinkhole.Orientation = VT(0,0,0) sinkhole.Parent = Effects sinkhole.Material = "Neon" sinkhole.Color = C3(255, 255, 255) sinkhole.Anchored = true sinkhole.CanCollide = false sinkhole.Transparency = 1 local decal = Decal:Clone() decal.Parent = sinkhole decal.Face = "Top" decal.Texture = "http://www.roblox.com/asset/?id=1226241606" local decal2 = Decal:Clone() decal2.Parent = sinkhole decal2.Face = "Bottom" decal2.Texture = "http://www.roblox.com/asset/?id=1226241606" coroutine.resume(coroutine.create(function(PART) for i = 1, waitt do Swait() if doesrotate == true then sinkhole.CFrame = sinkhole.CFrame * CFrame.fromEulerAnglesXYZ(0, rotatedirection, 0) end if alwaysfade == true then decal.Transparency = decal.Transparency + (1/waitt) decal2.Transparency = decal.Transparency + (1/waitt) end if i > waitt-11 and (alwaysfade ~= true) then decal.Transparency = decal.Transparency + 0.1 decal2.Transparency = decal.Transparency + 0.1 end end sinkhole.Parent = nil end)) return sinkhole end --//=================================\\ --\\=================================// --//=================================\\ --|| WEAPON CREATION --\\=================================// if Player_Size ~= 1 then for _, v in pairs (Weapon:GetChildren()) do if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then local p1 = v.Part1 v.Part1 = nil local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components() v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12) v.Part1 = p1 elseif v.ClassName == "Part" then for _, b in pairs (v:GetChildren()) do if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size) end end end end end Swait() local Plate = IT("Part",Weapon) Plate.Size = VT(1,0.1,1) Plate.Transparency = 1 Plate.CanCollide = false Plate.CFrame = LeftLeg.CFrame * CF(0,-1.1,0) CreateParticles(Plate,MAGICPARTICLE,VT(0,2,0),2,2,"Fire",true,true) weldBetween(LeftLeg,Plate) local Plate = IT("Part",Weapon) Plate.Size = VT(1,0.1,1) Plate.Transparency = 1 Plate.CanCollide = false Plate.CFrame = RightLeg.CFrame * CF(0,-1.1,0) CreateParticles(Plate,MAGICPARTICLE,VT(0,2,0),2,2,"Fire",true,true) weldBetween(RightLeg,Plate) local Plate = IT("Part",Weapon) Plate.Size = VT(1,0.1,1) Plate.Transparency = 1 Plate.CanCollide = false Plate.CFrame = RightArm.CFrame * CF(0,-1.1,0) CreateParticles(Plate,MAGICPARTICLE,VT(0,2,0),2,2,"Fire",true,true) weldBetween(RightArm,Plate) local Plate = IT("Part",Weapon) Plate.Size = VT(1,0.1,1) Plate.Transparency = 1 Plate.CanCollide = false Plate.CFrame = LeftArm.CFrame * CF(0,-1.1,0) CreateParticles(Plate,MAGICPARTICLE,VT(0,2,0),2,2,"Fire",true,true) weldBetween(LeftArm,Plate) local eye = IT("Part",Weapon) eye.Size = VT(0.2,0.2,0.2) eye.Shape = "Ball" eye.CFrame = Head.CFrame * CF(0.125,0.2,-0.55) eye.Material = "Neon" eye.BrickColor = BRICKC("Institutional white") weldBetween(Head,eye) for _, c in pairs(Weapon:GetChildren()) do if c.ClassName == "Part" then c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0) end end Weapon.Parent = Character Humanoid.Died:connect(function() ATTACK = true end) print(Class_Name.." loaded.") --//=================================\\ --\\=================================// --//=================================\\ --|| DAMAGE FUNCTIONS --\\=================================// function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR) local STATPART = CreatePart(3, Effects, "Neon", 0, 1, "Institutional white", "Effect", VT()) STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0)) local BODYGYRO = IT("BodyGyro", STATPART) local BODYPOSITION = IT("BodyPosition", STATPART) BODYPOSITION.P = 2000 BODYPOSITION.D = 100 BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge) if LABELTYPE == "Normal" then BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2)) elseif LABELTYPE == "Debuff" then BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2)) elseif LABELTYPE == "Interruption" then BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2)) end game:GetService("Debris"):AddItem(STATPART ,5) local BILLBOARDGUI = Instance.new("BillboardGui", STATPART) BILLBOARDGUI.Adornee = STATPART BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0) BILLBOARDGUI.StudsOffset = VT(-2, 2, 0) BILLBOARDGUI.AlwaysOnTop = false local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI) TEXTLABEL.BackgroundTransparency = 1 TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0) TEXTLABEL.Text = TEXT TEXTLABEL.Font = "SciFi" TEXTLABEL.FontSize="Size42" TEXTLABEL.TextColor3 = COLOR TEXTLABEL.TextStrokeTransparency = 1 TEXTLABEL.TextScaled = true TEXTLABEL.TextWrapped = true coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL) wait(0.2) for i=1, 5 do wait() THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0) end wait(1.2) for i=1, 5 do wait() THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2 THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2 THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0) end THEPART.Parent = nil end),STATPART, BODYPOSITION, TEXTLABEL) end --//=================================\\ --|| DAMAGING --\\=================================// function dealdamage(hit,min,max,maxstrength,beserk,critrate,critmultiplier) if hit.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent:FindFirstChild("HitBy"..Player.Name) == nil then local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") local dmg = math.random(min,max) if humanoid.Health > 0 then if beserk == true then humanoid.Health = 0 else CreateSound("260430060", hit, 1.2, MRANDOM(7, 12) / 10) hit.Velocity = CFrame.new(Torso.Position,hit.Position).lookVector*5*maxstrength if math.random(1,100) < critrate+1 then humanoid.Health = humanoid.Health - dmg*critmultiplier StatLabel("Normal", hit.CFrame * CF(0, 0 + (hit.Size.z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0)) else humanoid.Health = humanoid.Health - dmg StatLabel("Normal", hit.CFrame * CF(0, 0 + (hit.Size.z - 1), 0), dmg, C3(0, 0, 0)) end local defence = Instance.new("BoolValue",hit.Parent) defence.Name = ("HitBy"..Player.Name) game:GetService("Debris"):AddItem(defence, 0.5) end end end end function AoEDamage(position,radius,min,max,maxstrength,beserk,critrate,critmultiplier,CanBeDodgedByJumping) local dmg = math.random(min,max) for i,v in ipairs(workspace:GetChildren()) do if v:FindFirstChild("HitBy"..Player.Name) == nil then local body = v:GetChildren() for part = 1, #body do if(v:FindFirstChild("HitBy"..Player.Name) == nil and (body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then if(body[part].Position - position).Magnitude < radius then if v.ClassName == "Model" then if v:FindFirstChild("Humanoid") then if v.Humanoid.Health ~= 0 then if CanBeDodgedByJumping == true then if body[part].Position.Y < position.Y+5 then if math.random(1,100) < critrate+1 then v.Humanoid.Health = v.Humanoid.Health - dmg*critmultiplier StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0)) else v.Humanoid.Health = v.Humanoid.Health - dmg StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), dmg, C3(0, 0, 0)) end local defence = Instance.new("BoolValue",v) defence.Name = ("HitBy"..Player.Name) game:GetService("Debris"):AddItem(defence, 0.5) end else if beserk == true then v.Humanoid.Health = 0 end if math.random(1,100) < critrate+1 then v.Humanoid.Health = v.Humanoid.Health - dmg*critmultiplier StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0)) else v.Humanoid.Health = v.Humanoid.Health - dmg StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), dmg, C3(0, 0, 0)) end local defence = Instance.new("BoolValue",v) defence.Name = ("HitBy"..Player.Name) game:GetService("Debris"):AddItem(defence, 0.5) end end end end body[part].Velocity = CFrame.new(position,body[part].Position).lookVector*5*maxstrength end end end if v.ClassName == "Part" then if v.Anchored == false and (v.Position - position).Magnitude < radius then v.Velocity = CFrame.new(position,v.Position).lookVector*5*maxstrength end end end end end function attractnearest(postype,position,range,maxstrength,last) if postype == "Vector" then for i,v in ipairs(workspace:GetChildren()) do local body = v:GetChildren() for part = 1, #body do if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then if(body[part].Position - position).Magnitude < range then if body[part]:FindFirstChild("ATTRACT") == nil then local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(body[part].Position,position).lookVector*maxstrength bv.Parent = body[part] bv.Name = "ATTRACT" else coroutine.resume(coroutine.create(function() for i = 1, last/5 do Swait(5) body[part].ATTRACT.velocity = CF(body[part].Position,position).lookVector*maxstrength end body[part].ATTRACT:remove() end)) end end end end if v.ClassName == "Part" then if v.Anchored == false and (v.Position - position).Magnitude < range then if v:FindFirstChild("ATTRACT") == nil then local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(v.Position,position).lookVector*maxstrength bv.Parent = v bv.Name = "ATTRACT" else coroutine.resume(coroutine.create(function() for i = 1, last/5 do Swait(5) v.ATTRACT.velocity = CF(v.Position,position).lookVector*maxstrength end v.ATTRACT:remove() end)) end end end end elseif postype == "Part" then for i,v in ipairs(workspace:GetChildren()) do local body = v:GetChildren() for part = 1, #body do if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then if(body[part].Position - position.Position).Magnitude < range then if body[part]:FindFirstChild("ATTRACT") == nil then local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(body[part].Position,position.Position).lookVector*maxstrength bv.Parent = body[part] bv.Name = "ATTRACT" else coroutine.resume(coroutine.create(function() for i = 1, last/5 do Swait(5) body[part].ATTRACT.velocity = CF(body[part].Position,position.Position).lookVector*maxstrength end body[part].ATTRACT:remove() end)) end end end end if v.ClassName == "Part" then if v.Anchored == false and (v.Position - position.Position).Magnitude < range then if v:FindFirstChild("ATTRACT") == nil then local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(v.Position,position.Position).lookVector*maxstrength bv.Parent = v bv.Name = "ATTRACT" else coroutine.resume(coroutine.create(function() for i = 1, last/5 do Swait(5) v.ATTRACT.velocity = CF(v.Position,position.Position).lookVector*maxstrength end v.ATTRACT:remove() end)) end end end end end end function killnearest(position,range,maxstrength,candestroy) for i,v in ipairs(workspace:GetChildren()) do local body = v:GetChildren() for part = 1, #body do if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then if(body[part].Position - position).Magnitude < range then if v.ClassName == "Model" then v:BreakJoints() end if candestroy == true then table.insert(Effects2,{body[part],"Disappear",0.02,2,2,2,2}) end body[part].Velocity = CFrame.new(position,body[part].Position).lookVector*5*maxstrength end end end if v.ClassName == "Part" then if v.Anchored == false and (v.Position - position).Magnitude < range then if candestroy == true then table.insert(Effects2,{v,"Disappear",0.02,2,2,2,2}) end v.Velocity = CFrame.new(position,v.Position).lookVector*5*maxstrength end end end end --//=================================\\ --|| ATTACK FUNCTIONS AND STUFF --\\=================================// function CheckTableForString(Table, String) for i, v in pairs(Table) do if string.find(string.lower(String), string.lower(v)) then return true end end return false end function CheckIntangible(Hit) local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"} if Hit and Hit.Parent then if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then return true end end return false end Debris = game:GetService("Debris") function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit) local Direction = CFrame.new(StartPos, Vec).lookVector local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore) if RayHit and CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end function turnto(pos) RootPart.CFrame = CF(RootPart.Position,VT(pos.X,RootPart.Position.Y,pos.Z)) end function GraviBomb() ATTACK = true for i=0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) end MagicSphere(25,25,LeftArm.CFrame*CF(0,-1,0),"Institutional white") MagicSphere(20,25,LeftArm.CFrame*CF(0,-1,0),"Institutional white") coroutine.resume(coroutine.create(function() local cframe = CF(Mouse.Hit.p) local circle = CreateMagicCircle(75,true,0.05,120,cframe,false) for i = 1, 5 do CreateSound(CUTSOUNDS[MRANDOM(1, #CUTSOUNDS)], Effects, 2, 1) local sphere = IT("Part",Effects) sphere.Shape = "Ball" sphere.Size = VT(50,50,50) sphere.Anchored = true sphere.CanCollide = false sphere.Material = "Neon" sphere.BrickColor = BRICKC("Institutional white") sphere.Transparency = 0 sphere.CFrame = cframe for i = 1, 10 do Swait(2) attractnearest("Vector",cframe.p,75,50,10) sphere.CFrame = cframe sphere.Size = sphere.Size - VT(5,5,5) sphere.CFrame = cframe end sphere:remove() end local scale = 5 coroutine.resume(coroutine.create(function() CreateSound(RELEASESOUND, Effects, 2, 1) MagicSphere(100,125,cframe,"Institutional white") MagicSphere(75,125,cframe,"Institutional white") CreateSwirl(180,6,true,0.3,225,circle,0,"Institutional white") CreateSwirl(180,4,true,0.3,225,circle,0,"Institutional white") CreateSwirl(180,2,true,0.3,225,circle,0,"Institutional white") for i = 1, 15 do Swait() killnearest(cframe.p,25,150) end end)) end)) for i=0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) end ATTACK = false end function GraviSpear() ATTACK = true for i=0, 1.5, 0.1 / Animation_Speed do Swait() turnto(Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(75)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-75)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(25), RAD(-25)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) end local spear = IT("Part",Effects) spear.Anchored = true spear.CanCollide = false spear.Shape = "Ball" spear.Size = VT(0,0,0) spear.Material = "Neon" spear.Transparency = 0.2 spear.BrickColor = BRICKC("Institutional white") spear.CFrame = RightArm.CFrame * CF(0,-4,0) local inner = spear:Clone() inner.Parent = spear inner.Size = VT(0,0,0) inner.BrickColor = BRICKC("Institutional white") inner.CFrame = spear.CFrame for i = 1, 10 do Swait() turnto(Mouse.Hit.p) spear.CFrame = RightArm.CFrame * CF(0,-4,0) inner.CFrame = spear.CFrame spear.Size = spear.Size + VT(0.4,0.4,0.4) inner.Size = inner.Size + VT(0.35,0.35,0.35) end CreateParticles2(inner,VT(0,0,0),5,1,"Smoke",true,true,1,8) MagicSphere(25,25,RightArm.CFrame*CF(0,-1,0),"Institutional white") MagicSphere(20,25,RightArm.CFrame*CF(0,-1,0),"Institutional white") CreateSound(CUTSOUNDS[MRANDOM(1, #CUTSOUNDS)], RightArm, 6, 1) local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(spear.Position,Mouse.Hit.p).lookVector*65 bv.Parent = spear bv.Name = "MOVE" weldBetween(spear,inner) spear.Anchored = false inner.Anchored = false local harm = spear.Touched:Connect(function(hit) if hit.Parent ~= Character and hit.Parent ~= Weapon and hit.Parent ~= Effects then local cframe = spear.CFrame coroutine.resume(coroutine.create(function() spear.Parent = nil coroutine.resume(coroutine.create(function() CreateSound(RELEASESOUND, Effects, 2, 1) MagicSphere(60,125,cframe,"Institutional white") MagicSphere(50,125,cframe,"Institutional white") CreateSwirl(0,6,true,0.3,125,spear,0,"Institutional white") CreateSwirl(0,4,true,0.3,125,spear,0,"Institutional white") CreateSwirl(0,2,true,0.3,125,spear,0,"Institutional white") for i = 1, 15 do Swait() killnearest(cframe.p,15,150) end end)) end)) end end) coroutine.resume(coroutine.create(function() repeat Swait() CreateSwirl(0,2,true,0.3,25,spear,0,"Institutional white") attractnearest("Part",spear,65,70,5) until spear.Parent == nil end)) ATTACK = false end function WarpSpear() ATTACK = true for i=0, 1.5, 0.1 / Animation_Speed do Swait() turnto(Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(75)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-75)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(25), RAD(-25)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) end local spear = IT("Part",Effects) spear.Anchored = true spear.CanCollide = false spear.Shape = "Ball" spear.Size = VT(0,0,0) spear.Material = "Neon" spear.Transparency = 0.2 spear.BrickColor = BRICKC("Institutional white") spear.CFrame = RightArm.CFrame * CF(0,-4,0) local inner = spear:Clone() inner.Parent = spear inner.Size = VT(0,0,0) inner.BrickColor = BRICKC("Institutional white") inner.CFrame = spear.CFrame for i = 1, 5 do Swait() turnto(Mouse.Hit.p) spear.CFrame = RightArm.CFrame * CF(0,-4,0) inner.CFrame = spear.CFrame spear.Size = spear.Size + VT(0.4,0.4,0.4) inner.Size = inner.Size + VT(0.35,0.35,0.35) end MagicSphere(25,25,RightArm.CFrame*CF(0,-1,0),"Institutional white") MagicSphere(20,25,RightArm.CFrame*CF(0,-1,0),"Institutional white") CreateSound(CUTSOUNDS[MRANDOM(1, #CUTSOUNDS)], RightArm, 6, 1) local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(spear.Position,Mouse.Hit.p).lookVector*100 bv.Parent = spear bv.Name = "MOVE" weldBetween(spear,inner) spear.Anchored = false inner.Anchored = false local HIT = false local harm = spear.Touched:Connect(function(hit) if HIT == false and hit.Parent ~= Character and hit.Parent ~= Weapon and hit.Parent ~= Effects then local cframe = spear.CFrame HIT = true coroutine.resume(coroutine.create(function() spear.Parent = nil RootPart.CFrame = CF(spear.Position,Mouse.Hit.p) coroutine.resume(coroutine.create(function() CreateSound(RELEASESOUND, Effects, 2, 1.5) MagicSphere(30,105,cframe,"Institutional white") MagicSphere(25,105,cframe,"Institutional white") for i = 1, 15 do Swait() killnearest(cframe.p,7.5,150) end end)) end)) end end) coroutine.resume(coroutine.create(function() Swait(75) if HIT == false then local cframe = spear.CFrame HIT = true coroutine.resume(coroutine.create(function() spear.Parent = nil RootPart.CFrame = CF(spear.Position,Mouse.Hit.p) coroutine.resume(coroutine.create(function() CreateSound(RELEASESOUND, Effects, 2, 1.5) MagicSphere(30,105,cframe,"Institutional white") MagicSphere(25,105,cframe,"Institutional white") for i = 1, 15 do Swait() killnearest(cframe.p,7.5,150) end end)) end)) end end)) coroutine.resume(coroutine.create(function() local loop = 0 repeat Swait() loop = loop + 1 if loop == 4 then MagicSphere(25,15,spear.CFrame,"Institutional white") end if loop == 7 then loop = 0 MagicSphere(25,15,spear.CFrame,"Institutional white") end attractnearest("Part",spear,12.5,50,5) until spear.Parent == nil end)) ATTACK = false end function GravityGlobe() ATTACK = true Rooted = true for i=0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) end coroutine.resume(coroutine.create(function() CreateMagicCircle(100,true,0.02,50,CF(RootPart.Position) * CF(0,-2.8,0),true) local cframe = RootPart.CFrame CreateSound(RELEASESOUND, Effects, 2, 1) local sphere = IT("Part",Effects) sphere.Shape = "Ball" sphere.Size = VT(0,0,0) sphere.Anchored = true sphere.CanCollide = false sphere.Material = "Neon" sphere.Transparency = 0.5 sphere.BrickColor = BRICKC("Institutional white") sphere.CFrame = cframe local sphere2 = IT("Part",Effects) sphere2.Shape = "Ball" sphere2.Size = VT(0,0,0) sphere2.Anchored = true sphere2.CanCollide = false sphere2.Material = "Neon" sphere2.Transparency = 0.3 sphere2.BrickColor = BRICKC("Institutional white") sphere2.CFrame = cframe for i = 1, 10 do Swait(2) attractnearest("Vector",cframe.p,50,50,10) sphere.CFrame = cframe sphere.Size = sphere.Size + VT(4,4,4) sphere2.CFrame = cframe sphere2.Size = sphere2.Size + VT(3.5,3.5,3.5) killnearest(cframe.p,15,0) end local scale = 0.2 local mode = "shrink" for i = 1, 350 do Swait() if mode == "shrink" then scale = scale + scale if scale >= - 65 then mode = "grow" end elseif mode == "grow" then scale = scale + -scale*2 if scale <= - 65 then mode = "shrink" end end CreateRing(180,5,true,0,50,sphere,0,scale,scale,"Institutional white") sphere.Size = sphere.Size + VT(scale,scale,scale) attractnearest("Vector",cframe.p,50,50,5) killnearest(cframe.p,15,0) end for i = 1, 10 do Swait(2) sphere.CFrame = cframe sphere.Size = sphere.Size - VT(5,5,5) sphere.CFrame = cframe sphere2.CFrame = cframe sphere2.Size = sphere2.Size - VT(3.5,3.5,3.5) end sphere:remove() sphere2:remove() end)) for i=0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) end Rooted = false ATTACK = false end function GravityBeam() ATTACK = true Rooted = true for i=0, 1.5, 0.1 / Animation_Speed do Swait() turnto(Mouse.Hit.p) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(75)), 0.4 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-75)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(25), RAD(-25)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) end local startpos = RightArm.CFrame*CF(0,-1.5,0).p local loop = 0 local loopsound = CreateSound(CHARGESOUND, RightArm, 10, 1, true) local loopsound2 = CreateSound("487214658", Effects, 1, 0, true) local pos = nil repeat if loop < 150 then Swait() loop = loop + 1 turnto(Mouse.Hit.p) MagicSphere(15,25,RightArm.CFrame*CF(0,-1,0),"Institutional white") MagicSphere(12,25,RightArm.CFrame*CF(0,-1,0),"Institutional white") else loopsound2.Pitch = 1 loopsound:Stop() startpos = RightArm.CFrame*CF(0,-1.5,0).p turnto(Mouse.Hit.p) MagicSphere(35,25,CF(startpos),"Institutional white") MagicSphere(32,25,CF(startpos),"Institutional white") local RayHit, RayPos, RayNormal = CastZapRay(startpos, Mouse.Hit.p, 150, Character, false) local distance = (startpos - RayPos).magnitude local laser = Instance.new("Part",Effects) laser.Transparency = 0.5 laser.CanCollide = false laser.Anchored = true laser.BrickColor = BrickColor.new("Institutional white") laser.Material = "Neon" laser.formFactor = Enum.FormFactor.Custom laser.Size = Vector3.new(2.5, 2.5, distance) laser.CFrame = CFrame.new(startpos, RayPos) * CFrame.new(0, 0, -distance/2) local laser2 = Instance.new("Part",Effects) laser2.Transparency = 0 laser2.CanCollide = false laser2.Anchored = true laser2.BrickColor = BrickColor.new("Institutional white") laser2.Material = "Neon" laser2.formFactor = Enum.FormFactor.Custom laser2.Size = Vector3.new(2, 2, distance) laser2.CFrame = CFrame.new(startpos, RayPos) * CFrame.new(0, 0, -distance/2) killnearest(RayPos,5,150,true) MagicSphere(350,2,CF(RayPos),"Institutional white") MagicSphere(320,2,CF(RayPos),"Institutional white") if RayHit ~= nil then CreateWave(0,5,false,0,25,CF(RayPos),0,"Institutional white") end attractnearest("Vector",RayPos,40,50,10) pos = RayPos Swait() laser2:remove() laser:remove() end until KEYHOLD == false if loop == 150 then local cframe = CF(pos) coroutine.resume(coroutine.create(function() coroutine.resume(coroutine.create(function() CreateSound(RELEASESOUND, Effects, 2, 1) MagicSphere(500,55,cframe,"Institutional white") MagicSphere(450,55,cframe,"Institutional white") for i = 1, 15 do Swait() killnearest(cframe.p,75,150) end end)) end)) end loopsound2:remove() loopsound:remove() Rooted = false ATTACK = false end --//=================================\\ --|| ASSIGN THINGS TO KEYS --\\=================================// Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then Humanoid.Jump = false end end) function MouseDown(Mouse) if ATTACK == false then end end function MouseUp(Mouse) HOLD = false end function KeyDown(Key) KEYHOLD = true if Key == "q" and ATTACK == false then GraviBomb() end if Key == "e" and ATTACK == false then GraviSpear() end if Key == "r" and ATTACK == false then GravityGlobe() end if Key == "g" and ATTACK == false then GravityBeam() end if Key == "x" and ATTACK == false then end if Key == "c" and ATTACK == false then WarpSpear() end if Key == "t" and ATTACK == false then CreateSound("305685800", Head, 10, 1 ,false) end end function KeyUp(Key) KEYHOLD = false end Mouse.Button1Down:connect(function(NEWKEY) MouseDown(NEWKEY) end) Mouse.Button1Up:connect(function(NEWKEY) MouseUp(NEWKEY) end) Mouse.KeyDown:connect(function(NEWKEY) KeyDown(NEWKEY) end) Mouse.KeyUp:connect(function(NEWKEY) KeyUp(NEWKEY) end) --//=================================\\ --\\=================================// function unanchor() if UNANCHOR == true then g = Character:GetChildren() for i = 1, #g do if g[i].ClassName == "Part" then g[i].Anchored = false end end end end --//=================================\\ --|| WRAP THE WHOLE SCRIPT UP --\\=================================// Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then Humanoid.Jump = false end end) ANIMATE.Parent = nil local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION) IDLEANIMATION:Play() while true do Swait() SINE = SINE + CHANGE local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude local TORSOVERTICALVELOCITY = RootPart.Velocity.y local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position) local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character) local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16) if ANIM == "Walk" and TORSOVELOCITY > 1 then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * 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 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) --LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) 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 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * 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 * Player_Size, 1 * Player_Size, 0 * Player_Size) * 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 * Player_Size, 1 * Player_Size, 0 * Player_Size) * 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 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed) end elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then ANIM = "Fall" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) end elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then ANIM = "Idle" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 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 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size - 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.2 * COS(SINE / 12) * Player_Size, -0.01 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) end elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then ANIM = "Walk" WALK = WALK + 1 / Animation_Speed if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then WALK = 0 if WALKINGANIM == true then WALKINGANIM = false elseif WALKINGANIM == false then WALKINGANIM = true end end --RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) --LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(25), RAD(0), RAD(0)), 0.15 / Animation_Speed*3) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size - 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.2 * COS(SINE / 12) * Player_Size, -0.01 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) end end if #Effects2>0 then for e=1,#Effects2 do if Effects2[e]~=nil then local Thing=Effects2[e] if Thing~=nil then local Part=Thing[1] local Mode=Thing[2] local Delay=Thing[3] local IncX=Thing[4] local IncY=Thing[5] local IncZ=Thing[6] local Part2=Thing[8] if Thing[1].Transparency<=1 then if Thing[2]=="Block1" then Thing[1].CFrame=Thing[1].CFrame Mesh=Thing[1].Mesh Mesh.Scale=Mesh.Scale+VT(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Cylinder" then Mesh=Thing[1].Mesh Mesh.Scale=Mesh.Scale+VT(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Blood" then Mesh=Thing[7] Thing[1].CFrame=Thing[1].CFrame*CF(0,.5,0) Mesh.Scale=Mesh.Scale+VT(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Elec" then Mesh=Thing[1].Mesh Mesh.Scale=Mesh.Scale+VT(Thing[7],Thing[8],Thing[9]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Disappear" then Thing[1].Transparency=Thing[1].Transparency+Thing[3] end else Part.Parent=nil table.remove(Effects2,e) end end end 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 --CreateMagicCircle(2 ,false,0,3,LeftLeg.CFrame * CF(0,-1.2,0),true) end --//=================================\\ --\\=================================// --//====================================================\\-- --|| END OF SCRIPT --\\====================================================//--