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- --xGun Gifted by machontz, Regular Script!
- Name = "TheMoonlightGlows"
- Colors = {"Cyan", "Black"}
- Plrs = game:GetService("Players")
- me = Plrs[Name]
- char = me.Character
- Modelname = "xGun"
- Toolname = "xGun"
- Surfaces = {"FrontSurface", "BackSurface", "TopSurface", "BottomSurface", "LeftSurface", "RightSurface"}
- necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- selected = false
- Hurt = false
- Deb = true
- Able = true
- Prop = {Damage = 30}
- ToolIcon = ""
- MouseIc = ""
- MouseDo = ""
- Add = {
- Sphere = function(P)
- local m = Instance.new("SpecialMesh",P)
- m.MeshType = "Sphere"
- return m
- end,
- BF = function(P)
- local bf = Instance.new("BodyForce",P)
- bf.force = Vector3.new(0, P:GetMass()*147, 0)
- return bf
- end,
- BP = function(P)
- local bp = Instance.new("BodyPosition",P)
- bp.maxForce = Vector3.new(math.huge, 0, math.huge)
- bp.P = 14000
- return bp
- end,
- BG = function(P)
- local bg = Instance.new("BodyGyro",P)
- bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
- bg.P = 14000
- return bg
- end,
- Mesh = function(P, ID, x, y, z)
- local m = Instance.new("SpecialMesh")
- m.MeshId = ID
- m.Scale = Vector3.new(x, y, z)
- m.Parent = P
- return m
- end,
- Sound = function(P, ID, vol, pitch)
- local s = Instance.new("Sound")
- s.SoundId = ID
- s.Volume = vol
- s.Pitch = pitch
- s.Parent = P
- return s
- end
- }
- function find(tab, arg)
- local ah = nil
- for i,v in pairs(tab) do
- if v == arg then
- ah = v
- end
- end
- return ah
- end
- function getAllParts(from)
- local t = {}
- function getParts(where)
- for i, v in pairs(where:children()) do
- if v:IsA("BasePart") then
- if v.Parent ~= char and v.Parent.Parent ~= char then
- table.insert(t, v)
- end
- end
- getParts(v)
- end
- end
- getParts(workspace)
- return t
- end
- function RayCast(pos1, pos2, maxDist, forward)
- local list = getAllParts(workspace)
- local pos0 = pos1
- for dist = 1, maxDist, forward do
- pos0 = (CFrame.new(pos1, pos2) * CFrame.new(0, 0, -dist)).p
- for _, v in pairs(list) do
- local pos3 = v.CFrame:pointToObjectSpace(pos0)
- local s = v.Size
- if pos3.x > -(s.x/2) and pos3.x < (s.x/2) and pos3.y > -(s.y/2) and pos3.y < (s.y/2) and pos3.z > -(s.z/2) and pos3.x < (s.z/2) and v.CanCollide == true then
- return pos0, v
- end
- end
- end
- return pos0, nil
- end
- function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break)
- local p = Instance.new("Part")
- p.formFactor = "Custom"
- p.Anchored = Anchor
- p.CanCollide = Collide
- p.Transparency = Tran
- p.Reflectance = Ref
- p.BrickColor = BrickColor.new(Color)
- for _, Surf in pairs(Surfaces) do
- p[Surf] = "Smooth"
- end
- p.Size = Vector3.new(X, Y, Z)
- if Break then
- p:BreakJoints()
- else p:MakeJoints() end
- p.Parent = Parent
- return p
- end
- function Weld(p0, p1, x, y, z, a, b, c)
- local w = Instance.new("Weld")
- w.Parent = p0
- w.Part0 = p0
- w.Part1 = p1
- w.C1 = CFrame.new(x,y,z) * CFrame.Angles(a,b,c)
- return w
- end
- function ComputePos(pos1, pos2)
- local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)
- return CFrame.new(pos1, pos3)
- end
- function getHumanoid(c)
- local h = nil
- for i,v in pairs(c:children()) do
- if v:IsA("Humanoid") and c ~= char then
- if v.Health > 0 then
- h = v
- end
- end
- end
- return h
- end
- for i,v in pairs(char:children()) do
- if v.Name == Modelname then
- v:remove()
- end
- end
- torso = char.Torso
- neck = torso.Neck
- hum = char.Humanoid
- Rarm = char["Right Arm"]
- Larm = char["Left Arm"]
- Rleg = char["Right Leg"]
- Lleg = char["Left Leg"]
- hc = Instance.new("Humanoid")
- hc.Health = 0
- hc.MaxHealth = 0
- slash = Add.Sound(nil, "rbxasset://sounds//swordslash.wav", 0.9, 0.8)
- hitsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2801263", 0.7, 0.6)
- charge = Add.Sound(nil, "http://www.roblox.com/asset/?id=2101137", 0.8, 0.65)
- boom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2691586", 0.8, 0.3)
- smashsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2692806", 0.8, 0.35)
- boomboom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2760979", 1, 0.18)
- function PlaySound(sound, pitch, vol)
- local s = sound:clone()
- if pitch ~= nil then
- if tonumber(pitch) then
- s.Pitch = tonumber(pitch)
- end
- end
- if vol ~= nil then
- if tonumber(vol) then
- s.Volume = tonumber(vol)
- end
- end
- s.Parent = torso
- s.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- s:remove()
- end))
- end
- Mo = Instance.new("Model")
- Mo.Name = Modelname
- RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0)
- LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0)
- RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0)
- LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0)
- RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0)
- LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0)
- RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0)
- LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0)
- HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
- HBW = Weld(Rarm, HB, 0, 1, 0, 0, 0, 0)
- HW = Weld(HB, nil, 0, -0.2, 0, math.pi/2, 0, 0)
- TH = Weld(torso, nil, -0.3, -0.25, 1.5, math.rad(-60), 0, math.rad(-45))
- THMain = TH.C1
- BG = Add.BG(nil)
- RAWStand, LAWStand, RLWStand, LLWStand, HWStand, NeckStand = nil
- handle = Part(Mo, false, false, 0, 0, Colors[2], 0.6, 1.6, 0.6, true)
- Instance.new("SpecialMesh",handle)
- handle.Name = "Handle"
- tip1 = Part(Mo, false, false, 0, 0, Colors[2], 1, 0.8, 1, true)
- Instance.new("SpecialMesh",tip1)
- Weld(handle, tip1, 0, -0.1, 1, math.rad(-90), 0, 0)
- tip2 = Part(Mo, false, false, 0, 0, Colors[2], 0.6, 0.8, 0.6, true)
- Instance.new("SpecialMesh",tip2)
- Weld(tip1, tip2, 0, -0.4, 0, 0, 0, 0)
- tip3 = Part(Mo, false, false, 0, 0, Colors[2], 1.2, 0.3, 1.2, true)
- Instance.new("CylinderMesh",tip3)
- Weld(tip2, tip3, 0, -0.3, 0, 0, 0, 0)
- for i = 0, 360, 22.5 do
- local tip4 = Part(Mo, false, false, 0, 0, Colors[1], 0.2, 1, 0.2, true)
- Instance.new("BlockMesh",tip4).Scale = Vector3.new(1, 1, 0.9)
- local w = Weld(tip3, tip4, -0.35, 0, 0, 0, 0, 0)
- w.C0 = CFrame.new(0, 0.65, 0) * CFrame.Angles(0, math.rad(i), 0)
- local tip5 = Part(Mo, false, false, 0, 0, Colors[2], 0.35, 0.2, 0.25, true)
- Instance.new("BlockMesh",tip5)
- local w2 = Weld(tip4, tip5, -0.05, -0.6, 0, 0, 0, 0)
- local tip7 = Part(Mo, false, false, 0, 0, Colors[2], 0.2, 0.4, 0.2, true)
- Instance.new("BlockMesh",tip7).Scale = Vector3.new(1, 1, 1)
- Weld(tip5, tip7, 0.1, -0.3, 0, 0, 0, 0)
- local tip8 = Part(Mo, false, false, 0, 0, Colors[2], 0.35, 0.2, 0.25, true)
- Instance.new("BlockMesh",tip8)
- Weld(tip5, tip8, 0, -0.5, 0, 0, 0, 0)
- end
- for i = 0, 360, 90 do
- local tip6 = Part(Mo, false, false, 0, 0, Colors[2], 0.2, 1, 0.2, true)
- Instance.new("BlockMesh",tip6)
- local w = Weld(tip3, tip6, -0.45, 0, 0, 0, 0, 0)
- w.C0 = CFrame.new(0, 0.65, 0) * CFrame.Angles(0, math.rad(i), 0)
- end
- Mo.Parent = char
- TH.Part1 = handle
- if script.Parent.className ~= "HopperBin" then
- h = Instance.new("HopperBin",me.Backpack)
- h.Name = Toolname
- h.TextureId = ToolIcon
- script.Parent = h
- end
- bin = script.Parent
- function detach(bool)
- LLW.C0 = CFrame.new(0, 0, 0)
- RLW.C0 = CFrame.new(0, 0, 0)
- LAW.C0 = CFrame.new(0, 0, 0)
- RAW.C0 = CFrame.new(0, 0, 0)
- if bool then
- LLW.Part1 = nil
- RLW.Part1 = nil
- RAW.Part1 = nil
- LAW.Part1 = nil
- TH.Part1 = handle
- HW.Part1 = nil
- end
- end
- function attach()
- RAW.Part1 = Rarm
- LAW.Part1 = Larm
- RLW.Part1 = Rleg
- LLW.Part1 = Lleg
- end
- function normal()
- neck.C0 = NeckStand
- RAW.C0 = RAWStand
- LAW.C0 = LAWStand
- RLW.C0 = RLWStand
- LLW.C0 = LLWStand
- RAW.C1 = CFrame.new(0, 0.5, 0)
- LAW.C1 = CFrame.new(0, 0.5, 0)
- RLW.C1 = CFrame.new(0, 0.8, 0)
- LLW.C1 = CFrame.new(0, 0.8, 0)
- HW.C0 = HWStand
- end
- function idleanim()
- attach()
- for i = 0, 1, 0.03 do
- RAW.C0 = RAWStand * CFrame.Angles(0, 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(0, 0, 0)
- RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0)
- neck.C0 = NeckStand * CFrame.Angles(0, 0, 0)
- if selected == false or torso.Velocity.magnitude > 2 or Able == false then break end
- wait()
- end
- wait()
- for i = 1, 0, -0.02 do
- RAW.C0 = RAWStand * CFrame.Angles(0, 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(0, 0, 0)
- RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0)
- LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0)
- neck.C0 = NeckStand * CFrame.Angles(0, 0, 0)
- if selected == false or torso.Velocity.magnitude > 2 or Able == false then break end
- wait()
- end
- normal()
- end
- function runanim()
- RLW.Part1 = nil
- LLW.Part1 = nil
- end
- --[[coroutine.resume(coroutine.create(function()
- while true do
- wait()
- if selected and Able == true then
- if torso.Velocity.magnitude < 2 then
- idleanim()
- wait()
- else
- runanim()
- wait()
- end
- end
- end
- end))]]
- function selectanim()
- RAW.Part1 = Rarm
- for i = 0, 1, 0.14 do
- RAW.C0 = CFrame.Angles(math.rad(100*i), math.rad(-10*i), math.rad(-70*i)) * CFrame.new(0.6*i, -1*i, 0)
- neck.C0 = necko * CFrame.Angles(math.rad(-25*i), 0, math.rad(30*i))
- wait()
- end
- HW.C0 = CFrame.Angles(0, math.rad(70), math.rad(40)) * CFrame.new(0, 0, -0.8)
- HW.Part1 = handle
- TH.Part1 = nil
- LAW.Part1 = Larm
- for i = 0, 1, 0.14 do
- RAW.C0 = CFrame.Angles(math.rad(100), math.rad(-10-15*i), math.rad(-70+60*i)) * CFrame.new(0.6-0.6*i, -1+1*i, 0)
- LAW.C0 = CFrame.Angles(math.rad(35*i), math.rad(20*i), math.rad(-25*i))
- neck.C0 = necko * CFrame.Angles(math.rad(-25+5*i), 0, math.rad(30-55*i))
- HW.C0 = CFrame.Angles(0, math.rad(70-70*i), math.rad(40+80*i)) * CFrame.new(0, 0, -0.8+0.6*i)
- wait()
- end
- for i = 0, 1, 0.1 do
- RAW.C0 = CFrame.Angles(math.rad(100-10*i), math.rad(-10-15+25*i), math.rad(-10+55*i)) * CFrame.new(-0.8*i, 0, 0.05*i)
- LAW.C0 = CFrame.Angles(math.rad(35+55*i), math.rad(20-20*i), math.rad(-25+90*i)) * CFrame.new(-0.3*i, -1.2*i, 0)
- neck.C0 = necko * CFrame.Angles(math.rad(-20+20*i), 0, math.rad(30-55-20*i))
- HW.C0 = CFrame.Angles(0, 0, math.rad(120+60*i)) * CFrame.new(0, 0, -0.2+0.6*i)
- wait()
- end
- if RAWStand == nil then
- RAWStand = RAW.C0
- LAWStand = LAW.C0
- RLWStand = RLW.C0
- LLWStand = LLW.C0
- HWStand = HW.C0
- NeckStand = neck.C0
- end
- BG.Parent = torso
- end
- function deselanim()
- BG.Parent = nil
- for i = 1, 0, -0.1 do
- RAW.C0 = CFrame.Angles(math.rad(100-10*i), math.rad(-10-15+25*i), math.rad(-10+55*i)) * CFrame.new(-0.8*i, 0, 0.05*i)
- LAW.C0 = CFrame.Angles(math.rad(35+55*i), math.rad(20-20*i), math.rad(-25+90*i)) * CFrame.new(-0.3*i, -1.2*i, 0)
- neck.C0 = necko * CFrame.Angles(math.rad(-20+20*i), 0, math.rad(30-55-20*i))
- HW.C0 = CFrame.Angles(0, 0, math.rad(120+60*i)) * CFrame.new(0, 0, -0.2+0.6*i)
- wait()
- end
- for i = 1, 0, -0.14 do
- RAW.C0 = CFrame.Angles(math.rad(100), math.rad(-10-15*i), math.rad(-70+60*i)) * CFrame.new(0.6-0.6*i, -1+1*i, 0)
- LAW.C0 = CFrame.Angles(math.rad(35*i), math.rad(20*i), math.rad(-25*i))
- neck.C0 = necko * CFrame.Angles(math.rad(-25+5*i), 0, math.rad(30-55*i))
- HW.C0 = CFrame.Angles(0, math.rad(70-70*i), math.rad(40+80*i)) * CFrame.new(0, 0, -0.8+0.6*i)
- wait()
- end
- HW.Part1 = nil
- LAW.Part1 = nil
- TH.Part1 = handle
- for i = 1, 0, -0.14 do
- RAW.C0 = CFrame.Angles(math.rad(100*i), math.rad(-10*i), math.rad(-70*i)) * CFrame.new(0.6*i, -1*i, 0)
- neck.C0 = necko * CFrame.Angles(math.rad(-25*i), 0, math.rad(30*i))
- wait()
- end
- neck.C0 = necko
- detach(true)
- end
- function fire()
- local ball = Part(workspace, false, false, 0, 0, Colors[1], 1, 1, 1, true)
- Add.BF(ball)
- Add.Sphere(ball)
- ball.CFrame = tip1.CFrame * CFrame.new(0, 1.5, 0)
- local cf = CFrame.new(handle.Position, handle.CFrame * CFrame.new(0, 0, -5).p)
- ball.Velocity = cf.lookVector * -80
- local w1, w2, w3 = RAW.C0, LAW.C0
- for i = 0, 1, 0.5 do
- RAW.C0 = w1 * CFrame.Angles(math.rad(25*i), 0, 0)
- LAW.C0 = w2 * CFrame.Angles(math.rad(25*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-20*i), 0, 0)
- wait()
- end
- for i = 1, 0, -0.2 do
- RAW.C0 = w1 * CFrame.Angles(math.rad(25*i), 0, 0)
- LAW.C0 = w2 * CFrame.Angles(math.rad(25*i), 0, 0)
- HW.C0 = HWStand * CFrame.Angles(math.rad(-20*i), 0, 0)
- wait()
- end
- end
- function select(mouse)
- selectanim()
- selected = true
- mouse.KeyDown:connect(function(key)
- key = key:lower()
- if key == "q" then
- end
- end)
- local hold = false
- mouse.Button1Down:connect(function()
- hold = true
- coroutine.resume(coroutine.create(function()
- mouse.Button1Up:wait()
- hold = false
- end))
- while hold do
- local pos = torso.CFrame * CFrame.new(0, 0.85, 0).p
- local offset = (pos.Y - mouse.Hit.p.Y) / 60
- local mag = (pos - mouse.Hit.p).magnitude / 80
- offset = offset / mag
- if offset > 1 then offset = 1 elseif offset < -1 then offset = -1 end
- RAW.C0 = RAWStand * CFrame.Angles(-offset, 0, 0) * CFrame.new(0, 0, 0)
- LAW.C0 = LAWStand * CFrame.Angles(-offset/1.5, 0, offset/5) * CFrame.new(0, 0, 0)
- neck.C0 = NeckStand * CFrame.Angles(offset/1.6, 0, 0)
- wait()
- end
- fire()
- LAW.C0 = LAWStand
- RAW.C0 = RAWStand
- neck.C0 = NeckStand
- end)
- while selected do
- BG.cframe = ComputePos(torso.Position, mouse.Hit.p) * CFrame.Angles(0, math.rad(45), 0)
- wait()
- end
- end
- function deselect(mouse)
- selected = false
- deselanim()
- end
- bin.Selected:connect(select)
- bin.Deselected:connect(deselect)
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