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- local Char=script.Parent
- local Hum=Char:WaitForChild("Humanoid")
- local Tor=Char:WaitForChild("Torso")
- local M=math.random
- local R=math.rad
- local rates={0.05,0.075,0.1,0.15}
- local smooth=function(P)
- local SM=Enum.SurfaceType.SmoothNoOutlines
- P.TopSurface=SM
- P.BottomSurface=SM
- P.RightSurface=SM
- P.LeftSurface=SM
- P.FrontSurface=SM
- P.BackSurface=SM
- end
- local function BloodPool(Part,Size)
- local Pool=Instance.new("Part",game.Workspace)
- Pool.TopSurface=0
- Pool.CanCollide=false
- Pool.BrickColor=BrickColor.new("Crimson")
- Instance.new("CylinderMesh",Pool)
- Pool.Anchored=true
- Pool.Name="BloodPoolPart"
- smooth(Pool)
- Pool.FormFactor=Enum.FormFactor.Custom
- Pool.Size=Size
- local c=Part.CFrame*CFrame.new(M(-3.01,3.01),-2.9,M(-3.01,3.01))
- coroutine.resume(coroutine.create(function()
- local rate=rates[M(1,#rates)]
- game.Debris:AddItem(Pool,15)
- for i=1,M(25,70) do
- wait()
- Pool.CFrame=c
- Pool.Size=Pool.Size+Vector3.new(rate,0,rate)
- end
- wait(5)
- Pool:Destroy()
- end))
- end
- local function BloodDrops(Size,Area)
- local Blood=Instance.new("Part",game.Workspace)
- Blood.BrickColor=BrickColor.new("Crimson")
- Blood.TopSurface=0
- Blood.CanCollide=false
- Blood.Anchored=false
- Blood.FormFactor=Enum.FormFactor.Custom
- Blood.Size=Size
- Blood.CFrame=Area*CFrame.new(M(-1.00,1.00),M(-1.00,1.00),M(-1.00,1.00))
- return Blood
- end
- local Heath=Hum.Health
- Hum.Changed:connect(function()
- if Hum.Health<Heath then
- Heath=Hum.Health
- for i=1, math.random(4,10)do
- local Size=Vector3.new(M(-0.25,0.25),.2,M(-.25,.25))
- local Blood=BloodDrops(Size,Tor.CFrame)
- local Stopper=false
- local Size2=Vector3.new(M(-0.25,0.25),.2,M(-.25,.25))
- BloodPool(Tor,Size2)
- end
- end
- end)
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