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- wait(0.016666666666667)
- Anim = nil
- cf = CFrame.new
- function c3(cz, cx, cc)
- return Color3.new(cz / 255, cx / 255, cc / 255)
- end
- angles = CFrame.Angles
- Player = game.Players.LocalPlayer
- Character = Player.Character
- Humanoid = Character.Humanoid
- mouse = Player:GetMouse()
- local LeftArm = Character["Left Arm"]
- RightArm = Character["Right Arm"]
- LeftLeg = Character["Left Leg"]
- RightLeg = Character["Right Leg"]
- Head = Character.Head
- Torso = Character.Torso
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- Humanoid.Animator:Destroy()
- Character.Animate:Destroy()
- NeckCF = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootCF = angles(-1.57, 0, 3.14)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = Torso["Right Hip"]
- LH = Torso["Left Hip"]
- Neck = Torso.Neck
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = RightArm
- RW.Parent = Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = LeftArm
- LW.Parent = Torso
- Effects = Instance.new("Model", Character)
- Effects.Name = "Effects"
- Humanoid.WalkSpeed = 16
- partEffects, AttackHas, AttackNeeded, AttackCan = {}, {}, {}, {}
- AttackHas[1], AttackHas[2], AttackHas[3], AttackHas[4] = 1, 1, 1, 1
- AttackNeeded[1], AttackNeeded[2], AttackNeeded[3], AttackNeeded[4] = 1, 1, 1, 1
- AttackCan[1], AttackCan[2], AttackCan[3], AttackCan[4] = true, true, true, true
- sine = 0
- attackcounter = 1
- torvel = nil
- attacking = false
- hitfloor, posfloor = nil, nil
- tool = nil
- if script.Parent.ClassName == "HopperBin" then
- tool = script.Parent
- tool.Parent = Player.Backpack
- else
- tool = Instance.new("HopperBin", Player.Backpack)
- tool.Name = ""
- end
- meshes = {
- 3270017,
- 20329976,
- 448386996,
- 1095708,
- 1033714,
- 9756362
- }
- sounds = {
- {
- 320557413,
- 320557453,
- 320557487,
- 320557518,
- 320557537,
- 320557563,
- 233856146,
- 233856140
- },
- {
- 234365549,
- 234365573,
- 231917961,
- 231917950,
- 231917856,
- 231917863,
- 231917871
- },
- {
- 262562442,
- 231917806,
- 231917784
- },
- {
- 262562442,
- 233856048,
- 306247739
- }
- }
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 0.025
- tf = 0
- allowframeloss = true
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- function thread(f)
- coroutine.resume(coroutine.create(f))
- 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 QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function newPart(par, brick, transp, anch, canc, size, name, mat, cfra)
- local p = Instance.new("Part")
- p.BrickColor = brick
- p.Transparency = transp
- p.Material = mat and mat or "SmoothPlastic"
- p.Anchored = anch
- p.CanCollide = canc
- p.Size = size
- p.TopSurface, p.BottomSurface, p.LeftSurface, p.RightSurface, p.FrontSurface, p.BackSurface = 10, 10, 10, 10, 10, 10
- p.Name = name
- p.CFrame = cfra or RootPart.CFrame
- p.Parent = par
- return p
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = Instance.new(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid then
- mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
- end
- end
- if offset then
- mesh.Offset = offset
- end
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0, c1)
- local weld = Instance.new("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- if c1 then
- weld.C1 = c1
- end
- return weld
- end
- function sound(id, par, vol, dur, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
- swait()
- sou:play()
- wait(dur)
- sou:Destroy()
- end))
- end
- function round(num)
- local a, b = math.modf(num)
- if num % 1 ~= 0 then
- return math.floor(num) + math.floor(b * 10 + 0.5) / 10
- else
- return math.floor(num)
- end
- end
- function findCloseHumanoid(centre, distance)
- local tab = {}
- for _, child in pairs(game.Workspace:GetChildren()) do
- if child:findFirstChild("Humanoid") and child:findFirstChild("Humanoid") ~= Humanoid and child:findFirstChild("Torso") then
- local vtors = child.Torso
- local mag = math.abs((vtors.Position - centre).magnitude)
- if distance >= mag then
- table.insert(tab, child.Humanoid)
- end
- end
- end
- return tab
- end
- function basicDamage(vhum, damage, colour)
- if not vhum or not vhum.Parent:findFirstChild("Humanoid") or vhum.Health <= 0 then
- return
- end
- vhum.Health = vhum.Health - damage
- local damagepart = Instance.new("Part", Effects)
- damagepart.Transparency = 1
- damagepart.Anchored = true
- damagepart.CanCollide = false
- damagepart.Size = Vector3.new(1, 1, 1)
- damagepart.Name = "DamagePart"
- damagepart.CFrame = vhum.Parent.Head.CFrame * CFrame.new(0, 1, 0)
- local g = Instance.new("BillboardGui", damagepart)
- g.Enabled = true
- g.Adornee = damagepart
- g.Size = UDim2.new(5, 0, 5, 0)
- g.ExtentsOffset = Vector3.new(0, 0, 0)
- g.StudsOffset = Vector3.new(0, 0, 0)
- local t = Instance.new("TextLabel", g)
- t.BackgroundTransparency = 1
- t.Font = "ArialBold"
- t.TextSize = 24
- t.Text = "-" .. round(damage)
- if round(damage) % 1 == 0 then
- t.Text = "-" .. round(damage) .. ".0"
- end
- t.Size = UDim2.new(1, 0, 1, 0)
- t.TextStrokeTransparency = 0
- t.TextTransparency = 0
- t.TextScaled = true
- t.TextWrapped = true
- t.TextXAlignment = "Center"
- t.TextYAlignment = "Center"
- t.TextColor3 = colour
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- game:GetService("RunService").Heartbeat:wait()
- local sinewave = math.sin(i / 500) * 4
- damagepart.CFrame = damagepart.CFrame * CFrame.new(Vector3.new(0, 0.3 - sinewave, 0))
- t.TextTransparency = t.TextTransparency + 0.02
- t.TextStrokeTransparency = t.TextTransparency + 0.02
- end
- damagepart:Destroy()
- end), t)
- end
- function createBodyTrail()
- local nPart = function(parent, brickcolor, transparency, anchored, cancollide, size, name)
- local fp = Instance.new("Part")
- fp.Parent = parent
- fp.Transparency = transparency
- fp.Anchored = anchored
- fp.CanCollide = cancollide
- fp.Locked = true
- fp.BrickColor = BrickColor.new(brickcolor)
- fp.Name = name
- fp.Size = size
- fp.Position = RootPart.Position
- fp.TopSurface, fp.BottomSurface, fp.LeftSurface, fp.RightSurface, fp.FrontSurface, fp.BackSurface = 10, 10, 10, 10, 10, 10
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- local faketab = {}
- local fakel = nPart(Effects, Character["Right Arm"].BrickColor.Color, 0, true, false, Character["Right Arm"].Size, "")
- local faker = nPart(Effects, Character["Left Arm"].BrickColor.Color, 0, true, false, Character["Left Arm"].Size, "")
- local fakell = nPart(Effects, Character["Left Leg"].BrickColor.Color, 0, true, false, Character["Left Leg"].Size, "")
- local fakerl = nPart(Effects, Character["Right Leg"].BrickColor.Color, 0, true, false, Character["Right Leg"].Size, "")
- local faketors = nPart(Effects, Character.Torso.BrickColor.Color, 0, true, false, Character.Torso.Size, "")
- local fakehead = nPart(Effects, Character.Head.BrickColor.Color, 0, true, false, Character.Head.Size, "")
- fakel.BrickColor = BrickColor.new("Fog")
- faker.BrickColor = BrickColor.new("Fog")
- fakell.BrickColor = BrickColor.new("Fog")
- fakerl.BrickColor = BrickColor.new("Fog")
- faketors.BrickColor = BrickColor.new("Fog")
- fakehead.BrickColor = BrickColor.new("Fog")
- if Character.Head:findFirstChild("Mesh") then
- Character.Head.Mesh:Clone().Parent = fakehead
- end
- fakel.Name = "FakeLeft"
- faker.Name = "FakeRight"
- fakell.Name = "FakeLeftL"
- fakerl.Name = "FakeRightL"
- faketors.Name = "FakeTorso"
- fakehead.Name = "FakeHead"
- table.insert(faketab, fakel)
- table.insert(faketab, faker)
- table.insert(faketab, fakell)
- table.insert(faketab, fakerl)
- table.insert(faketab, faketors)
- table.insert(faketab, fakehead)
- for _, v in pairs(faketab) do
- v.Archivable = true
- v.CanCollide = false
- v.Anchored = true
- v.Material = "SmoothPlastic"
- v.Transparency = 0.2
- v.Locked = true
- game.Debris:AddItem(v, 3)
- end
- fakel.CFrame = Character["Left Arm"].CFrame
- faker.CFrame = Character["Right Arm"].CFrame
- fakell.CFrame = Character["Left Leg"].CFrame
- fakerl.CFrame = Character["Right Leg"].CFrame
- faketors.CFrame = Character.Torso.CFrame
- fakehead.CFrame = Character.Head.CFrame
- local hats = {}
- for _, v in pairs(hats) do
- if v:findFirstChild("Handle") then
- do
- local vc = v.Handle:Clone()
- vc.Parent = Effects
- vc.CFrame = v.Handle.CFrame
- vc.Anchored = true
- vc.CanCollide = false
- thread(function()
- for i = 1, 15 do
- swait()
- vc.Transparency = vc.Transparency + 0.06666666666666667
- end
- vc:Destroy()
- end)
- end
- end
- end
- return faketors, fakehead, faker, fakel, fakerl, fakell
- end
- function magic(type, thing)
- local magicBlock = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay, t)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", "SmoothPlastic", cframe)
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, nil, nil, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 8)
- if t == 1 or t == nil then
- table.insert(partEffects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif t == 2 then
- table.insert(partEffects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- local magicCylinder = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", "SmoothPlastic", cframe)
- local msh = mesh("CylinderMesh", prt, nil, nil, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 8)
- table.insert(partEffects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- local magicSphere = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", "SmoothPlastic", cframe)
- local msh = mesh("SpecialMesh", prt, "Sphere", nil, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 8)
- table.insert(partEffects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- local magicRing = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", "SmoothPlastic", cframe)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", 3270017, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 2)
- coroutine.resume(coroutine.create(function(Part, Mesh, num)
- for i = 0, 1, delay do
- swait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
- end
- Part:Destroy()
- end), prt, msh, (math.random(0, 1) + math.random()) / 5)
- end
- local magicSlash = function(par, brick, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = newPart(par, brick, 0, true, false, Vector3.new(), "Part", cframe)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", 20329976, Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 2)
- coroutine.resume(coroutine.create(function(Part, Mesh, num)
- for i = 0, 1, delay do
- swait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
- end
- Part:Destroy()
- end), prt, msh, (math.random(0, 1) + math.random()) / 5)
- end
- local par = thing[1]
- local brick = thing[2]
- local cframe = thing[3]
- local x1 = thing[4]
- local y1 = thing[5]
- local z1 = thing[6]
- local x3 = thing[7]
- local y3 = thing[8]
- local z3 = thing[9]
- local delay = thing[10]
- local t = thing[11]
- if type == "Block" or type == 1 then
- magicBlock(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- elseif type == "Cylinder" or type == 2 then
- magicCylinder(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- elseif type == "Sphere" or type == 3 then
- magicSphere(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- elseif type == "Ring" or type == 4 then
- magicRing(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- elseif type == "Slash" or type == 5 then
- magicSlash(thing[1], thing[2], thing[3], thing[4], thing[5], thing[6], thing[7], thing[8], thing[9], thing[10], thing[11])
- end
- end
- function newFrame(par, bg, transp, size, pos, name)
- local f = Instance.new("Frame", nil)
- f.BackgroundColor3 = bg
- f.BackgroundTransparency = transp
- f.BorderSizePixel = 0
- f.Position = pos
- f.Size = size
- f.Name = name
- f.Parent = par
- return f
- end
- function newLabel(par, size, pos, text, textsize, text3, textstroke3, scaled, name)
- local l = Instance.new("TextLabel", nil)
- l.BackgroundTransparency = 1
- l.Size = size
- l.Position = pos
- l.Text = text
- l.TextSize = textsize
- l.TextColor3 = text3
- l.TextStrokeColor3 = textstroke3
- if scaled then
- l.TextScaled = scaled
- else
- l.TextScaled = true
- end
- l.TextStrokeTransparency = 0
- l.Name = name
- l.Parent = par
- return l
- end
- a1t = "Misdirection"
- a2t = "Marionette"
- a3t = "Luna Clock"
- a4t = "Clock Corpse"
- backc3 = c3(210, 210, 255)
- reloc3 = c3(107, 107, 210)
- g = Instance.new("ScreenGui")
- f1 = newFrame(g, backc3, 0.5, UDim2.new(0.18, 0, 0.08, 0), UDim2.new(0.8, 0, 0.85, 0), "")
- f2 = newFrame(g, backc3, 0.5, UDim2.new(0.18, 0, 0.08, 0), UDim2.new(0.8, 0, 0.76, 0), "")
- f3 = newFrame(g, backc3, 0.5, UDim2.new(0.18, 0, 0.08, 0), UDim2.new(0.8, 0, 0.67, 0), "")
- f4 = newFrame(g, backc3, 0.5, UDim2.new(0.18, 0, 0.08, 0), UDim2.new(0.8, 0, 0.58, 0), "")
- newFrame(f1, reloc3, 0, UDim2.new(1.002, 0, 1.002, 0), UDim2.new(0, 0, 0, 0), "Reload")
- newFrame(f2, reloc3, 0, UDim2.new(1.002, 0, 1.002, 0), UDim2.new(0, 0, 0, 0), "Reload")
- newFrame(f3, reloc3, 0, UDim2.new(1.002, 0, 1.002, 0), UDim2.new(0, 0, 0, 0), "Reload")
- newFrame(f4, reloc3, 0, UDim2.new(1.002, 0, 1.002, 0), UDim2.new(0, 0, 0, 0), "Reload")
- newLabel(f1, UDim2.new(1, 0, 0.4, 0), UDim2.new(0, 0, 0, 0), "(Z)", 18, c3(243, 242, 242), c3(0, 0, 0), true, "Key")
- newLabel(f2, UDim2.new(1, 0, 0.4, 0), UDim2.new(0, 0, 0, 0), "(X)", 18, c3(243, 242, 242), c3(0, 0, 0), true, "Key")
- newLabel(f3, UDim2.new(1, 0, 0.4, 0), UDim2.new(0, 0, 0, 0), "(C)", 18, c3(243, 242, 242), c3(0, 0, 0), true, "Key")
- newLabel(f4, UDim2.new(1, 0, 0.4, 0), UDim2.new(0, 0, 0, 0), "(V)", 18, c3(243, 242, 242), c3(0, 0, 0), true, "Key")
- newLabel(f1, UDim2.new(1, 0, 0.6, 0), UDim2.new(0, 0, 0.4, 0), a1t, 18, c3(243, 242, 242), c3(0, 0, 0), true, "Label")
- newLabel(f2, UDim2.new(1, 0, 0.6, 0), UDim2.new(0, 0, 0.4, 0), a2t, 18, c3(243, 242, 242), c3(0, 0, 0), true, "Label")
- newLabel(f3, UDim2.new(1, 0, 0.6, 0), UDim2.new(0, 0, 0.4, 0), a3t, 18, c3(243, 242, 242), c3(0, 0, 0), true, "Label")
- newLabel(f4, UDim2.new(1, 0, 0.6, 0), UDim2.new(0, 0, 0.4, 0), a4t, 18, c3(243, 242, 242), c3(0, 0, 0), true, "Label")
- g.Parent = Player.PlayerGui
- Reload = {}
- Reload[1] = f1.Reload
- Reload[2] = f2.Reload
- Reload[3] = f3.Reload
- Reload[4] = f4.Reload
- function newKnife()
- local weapon = Instance.new("Model", Character)
- weapon.Name = "Izayoi"
- local p0 = newPart(weapon, BrickColor.new("Black"), 0, false, false, Vector3.new(0.200000003, 0.200000003, 0.200000003), "Wedge")
- mesh("SpecialMesh", p0, Enum.MeshType.Wedge, nil, Vector3.new(0, 0, 0), Vector3.new(0.400000036, 0.550000012, 1.29999995))
- local p1 = newPart(weapon, BrickColor.new("Black"), 0, false, false, Vector3.new(0.200000003, 0.200000003, 0.200000003), "Block")
- mesh("BlockMesh", p1, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.400000095, 0.749999881, 0.699999988))
- local p2 = newPart(weapon, BrickColor.new("Black"), 0, false, false, Vector3.new(0.200000003, 0.200000003, 0.200000003), "Block")
- mesh("BlockMesh", p2, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.400000095, 0.749999881, 0.699999869))
- local p3 = newPart(weapon, BrickColor.new("Lily white"), 0, false, false, Vector3.new(0.200000003, 0.200000003, 0.200000003), "Blade")
- mesh("BlockMesh", p3, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.349999994, 5.45000029, 0.999999881))
- local p4 = newPart(weapon, BrickColor.new("Lily white"), 0, false, false, Vector3.new(0.200000003, 0.200000003, 0.200000003), "Wedge")
- mesh("SpecialMesh", p4, Enum.MeshType.Wedge, nil, Vector3.new(0, 0, 0), Vector3.new(0.350000024, 3.9000001, 1.05000007))
- local p5 = newPart(weapon, BrickColor.new("Black"), 0, false, false, Vector3.new(0.200000003, 0.200000003, 0.200000003), "Wedge")
- mesh("SpecialMesh", p5, Enum.MeshType.Wedge, nil, Vector3.new(0, 0, 0), Vector3.new(0.400000066, 0.550000012, 1.29999995))
- local p6 = newPart(weapon, BrickColor.new("Black"), 0, false, false, Vector3.new(0.200000003, 0.200000003, 0.200000003), "Handle")
- mesh("BlockMesh", p6, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.400000036, 3.5999999, 0.699999928))
- local p7 = newPart(weapon, BrickColor.new("Black"), 0, false, false, Vector3.new(0.200000003, 0.200000003, 0.200000003), "Block")
- mesh("BlockMesh", p7, nil, nil, Vector3.new(0, 0, 0), Vector3.new(0.449999988, 0.349999994, 2.29999971))
- weld(p0, p0, p1, CFrame.new(-30.2999763, 2.48997641, 28.180027, 1, 0, 0, 0, 1, -4.37113883E-8, 0, 4.37113883E-8, 1), CFrame.new(30.2999763, 16.1993866, -23.0049038, -1, 0, 0, 0, 0.866025388, 0.49999997, 0, 0.49999997, -0.866025388))
- weld(p1, p1, p2, CFrame.new(30.2999763, 16.1993866, -23.0049038, -1, 0, 0, 0, 0.866025388, 0.49999997, 0, 0.49999997, -0.866025388), CFrame.new(30.2999763, 11.7913561, 25.5498791, -1, 0, 0, 0, -0.866025269, 0.49999997, 0, 0.49999997, 0.866025269))
- weld(p2, p2, p3, CFrame.new(30.2999763, 11.7913561, 25.5498791, -1, 0, 0, 0, -0.866025269, 0.49999997, 0, 0.49999997, 0.866025269), CFrame.new(30.2999763, 26.6550255, 2.5449779, -1, 0, 0, 0, 0, 1, 0, 1, 0))
- weld(p3, p3, p4, CFrame.new(30.2999763, 26.6550255, 2.5449779, -1, 0, 0, 0, 0, 1, 0, 1, 0), CFrame.new(30.2999763, 25.7200241, 2.5449779, -1, 0, 0, 0, 0, 1, 0, 1, 0))
- weld(p4, p4, p5, CFrame.new(30.2999763, 25.7200241, 2.5449779, -1, 0, 0, 0, 0, 1, 0, 1, 0), CFrame.new(30.2999763, -2.59997678, 28.180027, -1, 8.74227766E-8, 0, -8.74227766E-8, -1, -4.37113883E-8, -3.82137093E-15, -4.37113883E-8, 1))
- weld(p5, p5, p6, CFrame.new(30.2999763, -2.59997678, 28.180027, -1, 8.74227766E-8, 0, -8.74227766E-8, -1, -4.37113883E-8, -3.82137093E-15, -4.37113883E-8, 1), CFrame.new(30.2999763, 27.6200256, 2.5449779, -1, 0, 0, 0, 0, 1, 0, 1, 0))
- weld(p6, p6, p7, CFrame.new(30.2999763, 27.6200256, 2.5449779, -1, 0, 0, 0, 0, 1, 0, 1, 0), CFrame.new(30.2999763, 27.2300262, 2.5449779, -1, 0, 0, 0, 0, 1, 0, 1, 0))
- return weapon, p6, p3
- end
- knife1, blade1, handle1 = newKnife()
- handleweld1 = Instance.new("Weld", RightArm)
- handleweld1.Part1 = RightArm
- handleweld1.Part0 = handle1
- handle1c0 = CFrame.new(0.2, 0.95, 0) * CFrame.Angles(math.rad(85), math.rad(180), 0)
- handle1c1 = CFrame.new(0, -0.95, 0)
- handleweld1.C0 = handle1c0
- handleweld1.C1 = handle1c1
- knife2, blade2, handle2 = newKnife()
- handleweld2 = Instance.new("Weld", RightArm)
- handleweld2.Part1 = RightArm
- handleweld2.Part0 = handle2
- handle2c0 = CFrame.new(0, 0.9, 0.15) * CFrame.Angles(math.rad(55), math.rad(180), 0)
- handle2c1 = CFrame.new(0, -0.9, 0)
- handleweld2.C0 = handle2c0
- handleweld2.C1 = handle2c1
- knife3, blade3, handle3 = newKnife()
- handleweld3 = Instance.new("Weld", RightArm)
- handleweld3.Part1 = RightArm
- handleweld3.Part0 = handle3
- handle3c0 = CFrame.new(-0.2, 0.9, 0.3) * CFrame.Angles(math.rad(25), math.rad(180), 0)
- handle3c1 = CFrame.new(0, -0.9, 0)
- handleweld3.C0 = handle3c0
- handleweld3.C1 = handle3c1
- function teleport(k)
- local a, b, c, d, e, f = createBodyTrail()
- table.insert(partEffects, {
- a,
- "Disappear",
- 0.05
- })
- table.insert(partEffects, {
- b,
- "Disappear",
- 0.05
- })
- table.insert(partEffects, {
- c,
- "Disappear",
- 0.05
- })
- table.insert(partEffects, {
- d,
- "Disappear",
- 0.05
- })
- table.insert(partEffects, {
- e,
- "Disappear",
- 0.05
- })
- table.insert(partEffects, {
- f,
- "Disappear",
- 0.05
- })
- local unit = (RootPart.Velocity * Vector3.new(1, 0, 1)).unit
- if k == "e" then
- elseif k == "q" then
- unit = -unit
- end
- local velocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local hit, pos = rayCast(RootPart.Position, unit, 15, Character)
- if velocity <= 2 then
- unit = RootPart.CFrame.lookVector
- if k == "q" then
- unit = RootPart.CFrame.lookVector * -1
- end
- end
- if pos then
- if hit then
- if hit.Parent:findFirstChild("Humanoid") then
- RootPart.CFrame = CFrame.new(RootPart.CFrame.p + unit * 20)
- else
- if hit.Parent:IsA("Model") and hit.Parent.Parent:findFirstChild("Humanoid") then
- RootPart.CFrame = CFrame.new(RootPart.CFrame.p + unit * 20)
- end
- RootPart.CFrame = CFrame.new(pos)
- end
- else
- RootPart.CFrame = CFrame.new(RootPart.CFrame.p + unit * 20)
- end
- end
- end
- function attackone()
- attacking = true
- cloak("Uncloak")
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(8), 0, math.rad(-70)), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.new(0, 0, 0.1 * math.cos(sine / 25)) * CFrame.Angles(0, 0, math.rad(70)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.3 - 0.1 * math.cos(sine / 15), -0.6) * CFrame.Angles(math.rad(80), 0, math.rad(-50)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos(sine / 15), 0.2) * CFrame.Angles(math.rad(15), math.rad(10), math.rad(-10)), 0.3)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.3)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.3)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1 - 0.1 * math.cos(sine / 25), 0) * CFrame.Angles(math.rad(0), math.rad(90) - math.rad(10), math.rad(5)), 0.3)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1 - 0.1 * math.cos(sine / 25), 0) * CFrame.Angles(math.rad(0), -math.rad(90) - math.rad(10), math.rad(5)), 0.3)
- handleweld1.C0 = clerp(handleweld1.C0, handle1c0, 0.3)
- handleweld2.C0 = clerp(handleweld2.C0, handle2c0, 0.3)
- handleweld3.C0 = clerp(handleweld3.C0, handle3c0, 0.3)
- end
- local dir1 = (RootPart.CFrame.lookVector + Vector3.new(math.cos(math.rad(45)), 0, math.sin(math.rad(45)))).unit
- local dir2 = RootPart.CFrame.lookVector
- local dir3 = (RootPart.CFrame.lookVector + Vector3.new(math.cos(math.rad(-45)), 0, math.sin(math.rad(-45)))).unit
- local throwknife1 = newKnife()
- throwknife1.Handle.CFrame = CFrame.new(RootPart.CFrame.p, RootPart.CFrame.p + dir1) * CFrame.Angles(math.rad(-90), 0, 0)
- local bv1 = Instance.new("BodyVelocity", throwknife1.Handle)
- bv1.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv1.Velocity = dir1 * 30
- local throwknife2 = newKnife()
- throwknife2.Handle.CFrame = CFrame.new(RootPart.CFrame.p, RootPart.CFrame.p + dir2) * CFrame.Angles(math.rad(-90), 0, 0)
- local bv2 = Instance.new("BodyVelocity", throwknife2.Handle)
- bv2.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv2.Velocity = dir2 * 30
- local throwknife3 = newKnife()
- throwknife3.Handle.CFrame = CFrame.new(RootPart.CFrame.p, RootPart.CFrame.p + dir3) * CFrame.Angles(math.rad(-90), 0, 0)
- local bv3 = Instance.new("BodyVelocity", throwknife3.Handle)
- bv3.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv3.Velocity = dir3 * 30
- thread(function()
- while throwknife1.Parent ~= Effects do
- swait()
- local hit1, pos1
- if throwknife1:findFirstChild("Blade") then
- hit1, pos1 = rayCast(throwknife1.Blade.Position, dir1, 1, Character)
- end
- if hit1 and pos1 then
- local w = weld(hit1, throwknife1.Blade, hit1, throwknife1.Blade.CFrame:toObjectSpace(hit1.CFrame))
- bv1:Destroy()
- if hit1.Parent:findFirstChild("Humanoid") then
- basicDamage(hit1.Parent.Humanoid, 5, BrickColor.new("Fog").Color)
- end
- break
- end
- end
- end)
- thread(function()
- while throwknife2.Parent ~= Effects do
- swait()
- local hit1, pos1
- if throwknife2:findFirstChild("Blade") then
- hit1, pos1 = rayCast(throwknife2.Blade.Position, dir2, 1, Character)
- end
- if hit1 and pos1 then
- local w = weld(hit1, throwknife2.Blade, hit1, throwknife2.Blade.CFrame:toObjectSpace(hit1.CFrame))
- bv2:Destroy()
- if hit1.Parent:findFirstChild("Humanoid") then
- basicDamage(hit1.Parent.Humanoid, 5, BrickColor.new("Fog").Color)
- end
- break
- end
- end
- end)
- thread(function()
- while throwknife3.Parent ~= Effects do
- swait()
- local hit1, pos1
- if throwknife3:findFirstChild("Blade") then
- hit1, pos1 = rayCast(throwknife3.Blade.Position, dir3, 1, Character)
- end
- if hit1 and pos1 then
- local w = weld(hit1, throwknife3.Blade, hit1, throwknife3.Blade.CFrame:toObjectSpace(hit1.CFrame))
- bv3:Destroy()
- if hit1.Parent:findFirstChild("Humanoid") then
- basicDamage(hit1.Parent.Humanoid, 5, BrickColor.new("Fog").Color)
- end
- break
- end
- end
- end)
- delay(10, function()
- if throwknife1 then
- throwknife1:Destroy()
- end
- if throwknife2 then
- throwknife2:Destroy()
- end
- if throwknife3 then
- throwknife3:Destroy()
- end
- end)
- cloak("Cloak")
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, NeckCF * angles(math.rad(8), math.rad(0), math.rad(0)), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(0.2, math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, 0) * angles(math.rad(0), math.rad(-40), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(45), 0, math.rad(-25)), 0.3)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)), 0.3)
- end
- attacking = false
- end
- function attacktwo()
- attackone()
- end
- function attackthree()
- attackone()
- end
- function mouse1d()
- if tool.Active == false then
- return
- end
- if attacking == false and attackcounter == 1 then
- attackcounter = 2
- attackone()
- elseif attacking == false and attackcounter == 2 then
- attackcounter = 3
- attacktwo()
- elseif attacking == false and attackcounter == 3 then
- attackcounter = 1
- attackthree()
- end
- end
- function key(k)
- if tool.Active == false then
- return
- end
- k = k:lower()
- if attacking == false and k == "z" and AttackHas[1] >= AttackNeeded[1] then
- elseif attacking == false and k == "x" and AttackHas[2] >= AttackNeeded[2] then
- elseif attacking == false and k == "c" and AttackHas[3] >= AttackNeeded[3] then
- elseif attacking == false and k == "v" and AttackHas[4] >= AttackNeeded[4] then
- elseif k == "e" then
- teleport("e")
- elseif k == "q" then
- teleport("q")
- end
- end
- mouse.Button1Down:connect(mouse1d)
- mouse.KeyDown:connect(key)
- cloaked = false
- function cloak(t)
- if t == "Cloak" then
- if cloaked == true then
- return
- end
- cloaked = true
- magic("Sphere", {
- Effects,
- BrickColor.new("Fog"),
- handle1.CFrame,
- 0.5,
- 0.5,
- 0.5,
- 1,
- 2,
- 1,
- 0.1
- })
- magic("Sphere", {
- Effects,
- BrickColor.new("Fog"),
- handle2.CFrame,
- 0.5,
- 0.5,
- 0.5,
- 1,
- 2,
- 1,
- 0.1
- })
- magic("Sphere", {
- Effects,
- BrickColor.new("Fog"),
- handle3.CFrame,
- 0.5,
- 0.5,
- 0.5,
- 1,
- 2,
- 1,
- 0.1
- })
- for i, v in pairs(knife1:GetChildren()) do
- v.Transparency = 1
- end
- for i, v in pairs(knife2:GetChildren()) do
- v.Transparency = 1
- end
- for i, v in pairs(knife3:GetChildren()) do
- v.Transparency = 1
- end
- handleweld1.C0 = CFrame.new(0, -0.9, 0)
- handleweld2.C0 = CFrame.new(0, -0.9, 0)
- handleweld3.C0 = CFrame.new(0, -0.9, 0)
- elseif t == "Uncloak" then
- if cloaked == false then
- return
- end
- cloaked = false
- for i, v in pairs(knife1:GetChildren()) do
- v.Transparency = 0
- end
- for i, v in pairs(knife2:GetChildren()) do
- v.Transparency = 0
- end
- for i, v in pairs(knife3:GetChildren()) do
- v.Transparency = 0
- end
- end
- end
- thread(function()
- while true do
- swait()
- torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- hitfloor, posfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- sine = sine + 1
- if AttackHas[1] < AttackNeeded[1] and AttackCan[1] == true then
- AttackHas[1] = AttackHas[1] + 0.03
- end
- if AttackHas[2] < AttackNeeded[2] and AttackCan[2] == true then
- AttackHas[2] = AttackHas[2] + 0.03
- end
- if AttackHas[3] < AttackNeeded[3] and AttackCan[3] == true then
- AttackHas[3] = AttackHas[3] + 0.03
- end
- if AttackHas[4] < AttackNeeded[4] and AttackCan[4] == true then
- AttackHas[4] = AttackHas[4] + 0.03
- end
- Reload[1]:TweenSize(UDim2.new(AttackHas[1] / AttackNeeded[1], 0, 1, 0), nil, 1, 0.4)
- Reload[2]:TweenSize(UDim2.new(AttackHas[2] / AttackNeeded[2], 0, 1, 0), nil, 1, 0.4)
- Reload[3]:TweenSize(UDim2.new(AttackHas[3] / AttackNeeded[3], 0, 1, 0), nil, 1, 0.4)
- Reload[4]:TweenSize(UDim2.new(AttackHas[4] / AttackNeeded[4], 0, 1, 0), nil, 1, 0.4)
- if 1 < RootPart.Velocity.y and hitfloor == nil then
- if attacking == false then
- Anim = "Jump"
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(-15), 0, math.rad(0)), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.2)
- cloak("Cloak")
- end
- elseif RootPart.Velocity.y < -1 and hitfloor == nil then
- if attacking == false then
- Anim = "Fall"
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(23), 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(24), math.rad(90), 0), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(-12), -math.rad(90), 0), 0.2)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- if attacking == false then
- Anim = "Idle"
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(8), 0, math.rad(-25)), 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.new(0, 0, 0.1 * math.cos(sine / 25)) * CFrame.Angles(0, 0, math.rad(25)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.3 - 0.1 * math.cos(sine / 15), -0.6) * CFrame.Angles(math.rad(70), 0, math.rad(-45)), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos(sine / 15), 0.2) * CFrame.Angles(math.rad(15), math.rad(10), math.rad(-10)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1 - 0.1 * math.cos(sine / 25), 0) * CFrame.Angles(math.rad(0), math.rad(90) - math.rad(10), math.rad(5)), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1 - 0.1 * math.cos(sine / 25), 0) * CFrame.Angles(math.rad(0), -math.rad(90) - math.rad(10), math.rad(5)), 0.2)
- cloak("Uncloak")
- handleweld1.C0 = clerp(handleweld1.C0, handle1c0, 0.2)
- handleweld2.C0 = clerp(handleweld2.C0, handle2c0, 0.2)
- handleweld3.C0 = clerp(handleweld3.C0, handle3c0, 0.2)
- end
- elseif torvel > 2 and hitfloor ~= nil and attacking == false then
- Anim = "Walk"
- Neck.C0 = clerp(Neck.C0, NeckCF * CFrame.Angles(math.rad(8), 0, math.rad(-25)), 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.new(0, 0, 0.1 * math.cos(sine / 25)) * CFrame.Angles(0.1, 0, math.rad(25)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.1, 0.3 - 0.1 * math.cos(sine / 15), -0.6) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos(sine / 15), 0.2) * CFrame.Angles(math.rad(15), math.rad(10), math.rad(-10)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1 - 0.1 * math.cos(sine / 25), 0) * CFrame.Angles(math.cos(sine * 1.2 / 8), math.rad(90) - math.rad(10), math.rad(5)), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1 - 0.1 * math.cos(sine / 25), 0) * CFrame.Angles(-math.cos(sine * 1.2 / 8), -math.rad(90) - math.rad(10), math.rad(5)), 0.2)
- cloak("Uncloak")
- handleweld1.C0 = clerp(handleweld1.C0, CFrame.new(0.2, 0.95, 0) * CFrame.Angles(math.rad(80), math.rad(180), 0), 0.2)
- handleweld2.C0 = clerp(handleweld2.C0, CFrame.new(0, 0.95, 0.15) * CFrame.Angles(math.rad(50), math.rad(180), 0), 0.2)
- handleweld3.C0 = clerp(handleweld3.C0, CFrame.new(-0.2, 0.9, 0.3) * CFrame.Angles(math.rad(20), math.rad(180), 0), 0.2)
- end
- if 0 < #partEffects then
- for e = 1, #partEffects do
- if partEffects[e] ~= nil then
- local Thing = partEffects[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]
- if 1 >= Thing[1].Transparency then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- local Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(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]
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- end
- else
- Part:Destroy()
- table.remove(partEffects, e)
- end
- end
- end
- end
- end
- end
- end)
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