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- repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:findFirstChild('Head') and game.Players.LocalPlayer:GetMouse()
- local plr = game.Players.LocalPlayer
- local char = plr.Character
- local head = char.Head
- local mouse = plr:GetMouse()
- local Hum = char.Humanoid
- local p = game.Players.LocalPlayer
- local HealthBarParts = Instance.new("Folder", char)
- HealthBarParts.Name = "BlockdomHealthBar"
- local Effects = Instance.new("Folder", char)
- Effects.Name = "BlockdomEffects"
- local BodyParts = Instance.new("Folder", char)
- BodyParts.Name = "BlockdomBodyParts"
- local BlockSpeed = 0.2 -- Lower = Slower, Higher = Faster [0.0001 - 1]
- local EM = Enum.Material
- local CF = CFrame
- local V3 = Vector3
- local Ins = Instance
- local Col = Color3
- local UD = UDim
- local UD2 = UDim2
- local mr = math.rad
- local mra = math.random
- local mh = math.huge
- -------------------------------------
- local Head = char.Head
- local RArm = char["Right Arm"]
- local LArm = char["Left Arm"]
- local Torso = char.Torso
- local LLeg = char["Left Leg"]
- local RLeg = char["Right Leg"]
- -------------------------------------
- local clerp = function(a, b, t)
- return a:lerp(b, t)
- end
- human = char.Humanoid
- hrp = char.HumanoidRootPart
- anim = human.Animator
- RSC0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RSC1 = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- LSC0 = CFrame.new(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LSC1 = CFrame.new(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- LHC0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- NC0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- NC1 = CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RJC0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RJC1 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RS = Torso:FindFirstChild("Right Shoulder")
- LS = Torso:FindFirstChild("Left Shoulder")
- RH = Torso:FindFirstChild("Right Hip")
- LH = Torso:FindFirstChild("Left Hip")
- RJ = hrp:FindFirstChild("RootJoint")
- NK = Torso:FindFirstChild("Neck")
- local RunS = game:GetService("RunService")
- local Mouse = p:GetMouse()
- local animen = true
- local Player = game.Players.localPlayer
- local Character = Player.Character
- local Humanoid = Character.Humanoid
- local Mouse = Player:GetMouse()
- local LeftArm = Character["Left Arm"]
- local RightArm = Character["Right Arm"]
- local LeftLeg = Character["Left Leg"]
- local RightLeg = Character["Right Leg"]
- local Head = Character.Head
- local Torso = Character.Torso
- local Camera = game.Workspace.CurrentCamera
- local RootPart = Character.HumanoidRootPart
- local RootJoint = RootPart.RootJoint
- local Pause = false
- local attack = false
- local LOL = false
- local Anim = 'Idle'
- local attacktype = 1
- local delays = false
- local play = true
- local targetted = nil
- local Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velocity = RootPart.Velocity.y
- local sine = 0
- local change = 1
- local doe = 0
- local Create = LoadLibrary("RbxUtility").Create
- local HealthBase = Instance.new("Part", HealthBarParts)
- HealthBase.Material = "Neon"
- HealthBase.Color = Color3.fromRGB(0, 0, 0)
- HealthBase.Size = Vector3.new(10, 2, 2)
- HealthBase.CanCollide = false
- HealthBase.Anchored = true
- HealthBase.Name = "HealthMain"
- local Health = Instance.new("Part", HealthBarParts)
- Health.Material = "Neon"
- Health.Color = Color3.fromRGB(3, 236, 0)
- Health.Size = Vector3.new(10.1, 2.1, 2.1)
- Health.CanCollide = false
- Health.Anchored = true
- Health.Name = "Health"
- local RS = game:GetService("RunService")
- for _, i in pairs(char:GetChildren()) do
- if i:IsA("Part") then
- i.Transparency = 1
- end
- if i.Name == "Health" then
- i:Destroy()
- end
- if i:IsA("Accessory") then
- i:Destroy()
- end
- end
- char.Head.face:Destroy()
- Hum.HipHeight = 0.4
- local RoarS = Instance.new("Sound", char.Head)
- RoarS.SoundId = "rbxassetid://889016272"
- RoarS.Volume = 1
- local Punch = Instance.new("Sound", char.Head)
- Punch.SoundId = "rbxassetid://386946017"
- Punch.Volume = 1
- local Theme = Instance.new("Sound", char.Head)
- Theme.SoundId = "rbxassetid://145556530"
- Theme.Volume = 1
- Theme.Looped = true
- Theme.MaxDistance = 90
- Theme:Play()
- local TouchSensor = Instance.new("Part", char)
- TouchSensor.Size = Vector3.new(0.5,0.5,0.5)
- TouchSensor.Material = "Neon"
- TouchSensor.Transparency = 1
- TouchSensor.CanCollide = false
- local TouchSensorWeld = Instance.new("Weld", TouchSensor)
- TouchSensorWeld.Part0 = char.HumanoidRootPart
- TouchSensorWeld.Part1 = TouchSensor
- TouchSensorWeld.C0 = CFrame.new(0,-4,0)
- local LastMaterial = "Grass"
- local LastColor = Color3.fromRGB(0,0,0)
- local LastTrans = 0
- TouchSensor.Touched:Connect(function(hit)
- if hit.Parent:FindFirstChildOfClass("Humanoid") == nil and hit:IsA("Part") and hit.Parent ~= Effects and hit.Parent ~= BodyParts and hit.Parent ~= HealthBarParts then
- LastMaterial = hit.Material
- LastColor = hit.Color
- LastTrans = hit.Transparency
- end
- end)
- local BlockHead = Instance.new("Part", BodyParts)
- BlockHead.Size = Vector3.new(2,2,2)
- BlockHead.Material = "Grass"
- local HeadWeld = Instance.new("Weld", BlockHead)
- HeadWeld.Part0 = char.Head
- HeadWeld.Part1 = BlockHead
- local BlockTorso = Instance.new("Part", BodyParts)
- BlockTorso.Size = Vector3.new(3,3,3)
- BlockTorso.Material = "Grass"
- local TorsoWeld = Instance.new("Weld", BlockTorso)
- TorsoWeld.Part0 = char.Torso
- TorsoWeld.Part1 = BlockTorso
- TorsoWeld.C0 = CFrame.new(0, -1, 0)
- local BlockLeftArm = Instance.new("Part", BodyParts)
- BlockLeftArm.Size = Vector3.new(1,1,1)
- BlockLeftArm.Material = "Grass"
- local LAWeld = Instance.new("Weld", BlockLeftArm)
- LAWeld.Part0 = char["Left Arm"]
- LAWeld.Part1 = BlockLeftArm
- LAWeld.C0 = CFrame.new(0, -1, 0)
- local BlockRightArm = Instance.new("Part", BodyParts)
- BlockRightArm.Size = Vector3.new(1,1,1)
- BlockRightArm.Material = "Grass"
- local RAWeld = Instance.new("Weld", BlockRightArm)
- RAWeld.Part0 = char["Right Arm"]
- RAWeld.Part1 = BlockRightArm
- RAWeld.C0 = CFrame.new(0, -1, 0)
- local BlockLeftLeg = Instance.new("Part", BodyParts)
- BlockLeftLeg.Size = Vector3.new(1,1,1)
- BlockLeftLeg.Material = "Grass"
- local LLWeld = Instance.new("Weld", BlockLeftLeg)
- LLWeld.Part0 = char["Left Leg"]
- LLWeld.Part1 = BlockLeftLeg
- LLWeld.C0 = CFrame.new(0, -1, 0)
- local BlockRightLeg = Instance.new("Part", BodyParts)
- BlockRightLeg.Size = Vector3.new(1,1,1)
- BlockRightLeg.Material = "Grass"
- local RLWeld = Instance.new("Weld", BlockRightLeg)
- RLWeld.Part0 = char["Right Leg"]
- RLWeld.Part1 = BlockRightLeg
- RLWeld.C0 = CFrame.new(0, -1, 0)
- local LEye = Instance.new("Part", BlockHead)
- LEye.Color = Color3.new(1,1,1)
- LEye.Material = "Neon"
- LEye.Size = Vector3.new(0.2,0.2,0.2)
- local LEyeMesh = Instance.new("SpecialMesh", LEye)
- LEyeMesh.MeshType = "Brick"
- LEyeMesh.Scale = Vector3.new(1,1,1)
- local LEyeWeld = Instance.new("Weld", LEye)
- LEyeWeld.Part0 = BlockHead
- LEyeWeld.Part1 = LEye
- LEyeWeld.C0 = CFrame.new(-0.5,0,-1)
- local REye = Instance.new("Part", BlockHead)
- REye.Color = Color3.new(1,1,1)
- REye.Material = "Neon"
- REye.Size = Vector3.new(0.2,0.2,0.2)
- local REyeMesh = Instance.new("SpecialMesh", REye)
- REyeMesh.MeshType = "Brick"
- REyeMesh.Scale = Vector3.new(1,1,1)
- local REyeWeld = Instance.new("Weld", REye)
- REyeWeld.Part0 = BlockHead
- REyeWeld.Part1 = REye
- REyeWeld.C0 = CFrame.new(0.5,0,-1)
- -- EYE MANAGER
- coroutine.resume(coroutine.create(function()
- while wait() do
- for i = 1, 50 do
- RS.RenderStepped:wait()
- LEyeMesh.Scale = LEyeMesh.Scale:lerp(Vector3.new(1,0,1), 0.1)
- REyeMesh.Scale = REyeMesh.Scale:lerp(Vector3.new(1,0,1), 0.1)
- end
- for i = 1, 50 do
- RS.RenderStepped:wait()
- LEyeMesh.Scale = LEyeMesh.Scale:lerp(Vector3.new(1,1,1), 0.1)
- REyeMesh.Scale = REyeMesh.Scale:lerp(Vector3.new(1,1,1), 0.1)
- end
- wait(2)
- end
- end))
- local BarrageS = false
- coroutine.resume(coroutine.create(function()
- while wait() do
- for _, o in pairs(BodyParts:GetChildren()) do
- if o == RArm or o == LArm then
- if BarrageS == false then
- o.Material = LastMaterial
- o.Color = o.Color:lerp(LastColor, 0.1)
- o.Transparency = LastTrans
- end
- else
- o.Material = LastMaterial
- o.Color = o.Color:lerp(LastColor, 0.1)
- o.Transparency = LastTrans
- end
- end
- end
- end))
- coroutine.resume(coroutine.create(function()
- while wait() do
- HealthBase.CFrame = HealthBase.CFrame:lerp(char.HumanoidRootPart.CFrame * CFrame.new(0, 9, 0), BlockSpeed)
- Health.CFrame = Health.CFrame:lerp(HealthBase.CFrame, BlockSpeed*5)
- Health.Size = Health.Size:lerp(Vector3.new(Hum.Health/Hum.MaxHealth*10.1, 2.1, 2.1), 0.1)
- end
- end))
- -- REGEN
- coroutine.resume(coroutine.create(function()
- while Hum.Health < Hum.MaxHealth do
- Hum.Health = Hum.Health + 1
- local r1 = math.random(-5, 5)
- local r2 = math.random(-5, 5)
- local r3 = math.random(-5, 5)
- local c = math.random(1, 5)
- local Parto = Instance.new("Part", Effects)
- Parto.Material = "Neon"
- Parto.Size = Vector3.new(0.2, 0.2, 0.2)
- Parto.Shape = "Ball"
- Parto.Anchored = true
- Parto.CanCollide = false
- if c == 1 then
- Parto.Color = Color3.fromRGB(94, 255, 229)
- elseif c == 2 then
- Parto.Color = Color3.fromRGB(48, 255, 62)
- elseif c == 3 then
- Parto.Color = Color3.fromRGB(81, 255, 0)
- elseif c == 4 then
- Parto.Color = Color3.fromRGB(44, 252, 255)
- elseif c == 5 then
- Parto.Color = Color3.fromRGB(58, 180, 255)
- end
- Parto.CFrame = Torso.CFrame * CFrame.new(r1, r2, r3)
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- wait()
- Parto.CFrame = Parto.CFrame:lerp(Torso.CFrame, 0.1)
- Parto.Transparency = Parto.Transparency + 0.05
- if Parto.Transparency >= 1 then
- Parto:Destroy()
- end
- end
- end))
- wait()
- end
- end))
- local RoarPower = 0
- local RoarCharge = false
- local ChargeKame = false
- local KamePower = 0
- local KameCool = false
- local beamgo = 6
- function FireKame()
- Base:Destroy()
- for i = 1,50 do
- RS.RenderStepped:wait()
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), mr(0)), -- Torso,
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), ----- Head
- CFrame.new(1,0.4,-1.2) * CFrame.new(0, 0, 0.2) * CFrame.Angles(mr(90), mr(0), mr(-20)), --- RightArm
- CFrame.new(-1,0.4,-1.2) * CFrame.new(0, 0, 0.2) * CFrame.Angles(mr(90), mr(0), mr(20)),--LeftArm
- CFrame.new(0.6,-2,0.2) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(-5), mr(-5), mr(5)), --RightLeg
- CFrame.new(-0.6,-2,0.2) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(-5), mr(5), mr(-5)), --LeftLeg
- }, .3, false)
- end
- local Base1 = Instance.new("Part", char)
- Base1.Anchored = true
- Base1.Material = "Neon"
- Base1.Size = V3.new(KamePower + 1, KamePower + 1, KamePower + 1)
- Base1.Shape = "Block"
- Base1.Color = Color3.fromRGB(255, 81, 0)
- Base1.CFrame = char.HumanoidRootPart.CFrame * CF.new(0, 0.5, -1.8)
- Base1.CanCollide = false
- local Mesh = Instance.new("SpecialMesh", Base1)
- Mesh.MeshType = "Sphere"
- local Beam = Instance.new("Part", char)
- Beam.Anchored = true
- Beam.Material = "Neon"
- Beam.Size = V3.new(0, KamePower- 0.8, KamePower- 0.8)
- Beam.Shape = "Block"
- Beam.Color = Color3.fromRGB(255, 157, 0)
- Beam.CFrame = Base1.CFrame * CFrame.Angles(0,mr(180),0)
- Beam.CanCollide = false
- local Mesh = Instance.new("SpecialMesh", Beam)
- Mesh.MeshType = "Cylinder"
- coroutine.resume(coroutine.create(function()
- for i = 1,100 do
- wait()
- beamgo = beamgo + 10
- Beam.CFrame = Base1.CFrame * CFrame.Angles(0,mr(90),0) * CFrame.new(beamgo,0,0)
- Beam.Size = V3.new(beamgo * 2, KamePower + 0.5, KamePower + 0.5)
- end
- end))
- Beam.Touched:Connect(function(hit)
- if hit.Parent:FindFirstChildOfClass("Humanoid") ~= nil then
- -- Player
- if hit.Parent.Name == p.Name then return end
- hit.Parent:BreakJoints()
- end
- end)
- wait(5)
- for i = 1,200 do
- RS.RenderStepped:wait()
- beamgo = beamgo - 1
- Beam.Size = Beam.Size - V3.new(0,0.01,0.01)
- Base1.Size = Base1.Size - V3.new(0.01,0.01,0.01)
- Beam.Transparency = Beam.Transparency + 0.01
- Base1.Transparency = Base1.Transparency + 0.01
- if Base1.Transparency >= 1 then
- Base1:Destroy()
- Beam:Destroy()
- end
- end
- Hum.WalkSpeed = 16
- Hum.JumpPower = 50
- KamePower = 0
- beamgo = 6
- Pause = false
- end
- function Kamehameha()
- if not KameCool then
- KameCool = true
- Hum.WalkSpeed = 0
- Hum.JumpPower = 0
- for i = 1,50 do
- RS.RenderStepped:wait()
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(-5), mr(-60), mr(-5)), -- Torso,
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(5), mr(60), 0), ----- Head
- CFrame.new(1.5,0,-0.3) * CFrame.new(0, 0, 0.2) * CFrame.Angles(mr(60), mr(15), mr(40)), --- RightArm
- CFrame.new(-0.5,0.1,-1.2) * CFrame.new(0, 0, 0.2) * CFrame.Angles(mr(140), mr(-35), mr(90)),--LeftArm
- CFrame.new(0.6,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(5), mr(-5), mr(5)), --RightLeg
- CFrame.new(-0.6,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(5), mr(60), mr(-5)), --LeftLeg
- }, .3, false)
- end
- Base = Instance.new("Part", char)
- Base.CanCollide = false
- Base.Anchored = true
- Base.Material = "Neon"
- Base.Size = V3.new(0, 0, 0)
- Base.Shape = "Ball"
- Base.Color = Color3.fromRGB(255, 157, 0)
- Base.CFrame = char.HumanoidRootPart.CFrame * CF.new(2.3, -0.1, 0)
- coroutine.resume(coroutine.create(function()
- while wait() and ChargeKame == true do
- if KamePower >= 1.180 then
- FireKame()
- ChargeKame = false
- else
- KamePower = KamePower + 0.002
- Base.Size = V3.new(KamePower, KamePower, KamePower)
- end
- end
- end))
- wait(2)
- KameCool = false
- end
- end
- function ChargeRoar()
- Hum.WalkSpeed = 0
- Hum.JumpPower = 0
- Pause = true
- local Ball = Instance.new("Part", Effects)
- Ball.Name = "RoarCharge"
- Ball.Material = LastMaterial
- Ball.Color = LastColor
- Ball.Size = Vector3.new(0,0,0)
- Ball.Shape = "Ball"
- Ball.CanCollide = false
- Ball.Anchored = true
- Ball.CFrame = Head.CFrame * CFrame.new(0,2,-1)
- coroutine.resume(coroutine.create(function()
- while wait() and RoarCharge == true do
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), -- Torso,
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(70), mr(0), 0), ----- Head
- CFrame.new(1.5,0,0) * CFrame.new(0.3, 0-.1*math.sin(tick()*1), 0) * CFrame.Angles(mr(0),mr(0),mr(10)), --- RightArm
- CFrame.new(-1.5,0,0) * CFrame.new(-0.3, 0-.1*math.sin(tick()*1), 0) * CFrame.Angles(mr(0), mr(0), mr(-10)),--LeftArm
- CFrame.new(0.5,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(0, mr(20), 0), --RightLeg
- CFrame.new(-0.5,-2,0) * CFrame.new(-0.4, 0, -0.4) * CFrame.Angles(0, mr(20), mr(-10)), --LeftLeg
- }, .3, false)
- RoarPower = RoarPower + 0.01
- Ball.Size = Vector3.new(RoarPower, RoarPower, RoarPower)
- Ball.CFrame = Ball.CFrame * CFrame.new(0,0.005,0)
- end
- end))
- end
- function FireRoar()
- local Ball = Effects.RoarCharge
- for i = 1, 50 do
- RS.RenderStepped:wait()
- Ball.CFrame = Ball.CFrame:lerp(Head.CFrame, 0.1)
- Ball.Size = Ball.Size:lerp(Vector3.new(0,0,0), 0.1)
- end
- for i = 1, 10 do
- RS.RenderStepped:wait()
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), -- Torso,
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), ----- Head
- CFrame.new(1.5,0,0) * CFrame.new(0.3, 0-.1*math.sin(tick()*1), 0) * CFrame.Angles(mr(0),mr(0),mr(10)), --- RightArm
- CFrame.new(-1.5,0,0) * CFrame.new(-0.3, 0-.1*math.sin(tick()*1), 0) * CFrame.Angles(mr(0), mr(0), mr(-10)),--LeftArm
- CFrame.new(0.5,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(0, mr(20), 0), --RightLeg
- CFrame.new(-0.5,-2,0) * CFrame.new(-0.4, 0, -0.4) * CFrame.Angles(0, mr(20), mr(-10)), --LeftLeg
- }, .3, false)
- end
- RoarS:Play()
- Ball:Destroy()
- for i = 1, 100 do
- wait(0.1)
- local rad1 = math.random(-1, 1)
- local rad2 = math.random(-1, 1)
- local rad3 = math.random(-1, 1)
- local color = math.random(1, 2)
- local Roar = Instance.new("Part", Effects)
- Roar.Name = "Roar"
- Roar.Material = "Neon"
- if RoarPower <= 2 then
- Roar.Shape = "Ball"
- Roar.CFrame = Head.CFrame
- if color == 1 then
- Roar.Color = Color3.fromRGB(255, 81, 0)
- elseif color == 2 then
- Roar.Color = Color3.fromRGB(255, 157, 0)
- end
- elseif RoarPower >= 2 then
- Roar.Shape = "Ball"
- Roar.CFrame = Head.CFrame
- if color == 1 then
- Roar.Color = Color3.fromRGB(255, 0, 0)
- elseif color == 2 then
- Roar.Color = Color3.fromRGB(77, 0, 0)
- end
- end
- Roar.Size = Vector3.new(0,0,0)
- Roar.CanCollide = false
- Roar.Anchored = true
- coroutine.resume(coroutine.create(function()
- for i = 1, 500 do
- local Touchy = false
- coroutine.resume(coroutine.create(function()
- Roar.Touched:Connect(function(hit)
- if Touchy == false then
- Touchy = true
- if hit.Parent:FindFirstChildOfClass("Humanoid") and not hit:IsDescendantOf(char) then
- hit.Parent.Humanoid:TakeDamage(0.1)
- end
- wait(0.5)
- Touchy = false
- end
- end)
- end))
- RS.RenderStepped:wait()
- Roar.CFrame = Roar.CFrame * CFrame.new(rad1/5,rad2/5,-1)
- Roar.Size = Roar.Size + Vector3.new(0.5, 0.5, 0.5)
- Roar.Transparency = Roar.Transparency + 0.007
- if Roar.Transparency >= 1 then
- Roar:Destroy()
- end
- end
- end))
- end
- Hum.WalkSpeed = 16
- Hum.JumpPower = 50
- Pause = false
- RoarPower = 0
- end
- function GroundWave2(origin, color, color2)
- if origin ~= nil then
- local part = Instance.new("Part", origin)
- part.Anchored = true
- part.CanCollide = false
- part.Color = color
- part.Size = Vector3.new(1,1,1)
- part.Transparency = 0.4
- part.Material = "Neon"
- part.CFrame = origin.CFrame
- local Mesh = Instance.new("SpecialMesh", part)
- Mesh.MeshType = "Sphere"
- Mesh.Scale = Vector3.new(1,1,1)
- local part2 = Instance.new("Part", origin)
- part2.Anchored = true
- part2.CanCollide = false
- part2.Color = color2
- part2.Size = Vector3.new(1,1,1)
- part2.Material = "Neon"
- part2.CFrame = origin.CFrame
- local Mesh2 = Instance.new("SpecialMesh", part2)
- Mesh2.MeshType = "Sphere"
- Mesh2.Scale = Vector3.new(0.8,0.8,0.8)
- local Ring = Instance.new("Part", char)
- Ring.Anchored = true
- Ring.CanCollide = false
- Ring.CFrame = part.CFrame
- local RingMesh = Instance.new("SpecialMesh", Ring)
- RingMesh.MeshId = "rbxassetid://471124075"
- RingMesh.Scale = Vector3.new(0,0,0)
- local Ring2 = Instance.new("Part", char)
- Ring2.Anchored = true
- Ring2.CanCollide = false
- Ring2.CFrame = part.CFrame * CFrame.Angles(0,0,mr(90))
- local RingMesh2 = Instance.new("SpecialMesh", Ring2)
- RingMesh2.MeshId = "rbxassetid://471124075"
- RingMesh2.Scale = Vector3.new(0.02,0,0.02)
- coroutine.resume(coroutine.create(function()
- for i = 1, 120 do
- RS.RenderStepped:wait()
- Mesh.Scale = Mesh.Scale + Vector3.new(1, 0.3, 1)
- part.Transparency = part.Transparency + 0.01
- Mesh2.Scale = Mesh2.Scale + Vector3.new(0.8, 0.1, 0.8)
- part2.Transparency = part2.Transparency + 0.01
- if part.Transparency >= 1 then
- part:Destroy()
- end
- if part2.Transparency >= 1 then
- part2:Destroy()
- end
- RingMesh.Scale = RingMesh.Scale + Vector3.new(0.02,0,0.02)
- Ring.Transparency = Ring.Transparency + 0.02
- RingMesh2.Scale = RingMesh2.Scale + Vector3.new(0.02,0,0.02)
- Ring2.Transparency = Ring2.Transparency + 0.02
- if Ring.Transparency >= 1 then
- Ring:Destroy()
- Ring2:Destroy()
- end
- end
- end))
- end
- end
- local BarrCool = false
- function Barrage()
- coroutine.resume(coroutine.create(function()
- while wait() and BarrageS == true do
- for i = 1, 2 do -- Right Punch
- RS.RenderStepped:wait()
- BlockRightArm.Material = "Neon"
- local color = math.random(1, 2)
- if color == 1 then
- BlockRightArm.Color = BlockRightArm.Color:lerp(Color3.fromRGB(255, 81, 0), 0.5)
- elseif color == 2 then
- BlockRightArm.Color = BlockRightArm.Color:lerp(Color3.fromRGB(255, 157, 0), 0.5)
- end
- BlockRightArm.Touched:Connect(function(hit)
- if hit.Parent:FindFirstChildOfClass("Humanoid") and not hit:IsDescendantOf(char) then
- if BarrCool == false and BarrageS == true then
- BarrCool = true
- hit.Parent:FindFirstChildOfClass("Humanoid"):TakeDamage(10)
- GroundWave2(hit, Color3.fromRGB(255, 81, 0), Color3.fromRGB(255, 157, 0))
- local Punchy = Punch:Clone()
- Punchy.Parent = hit
- Punchy:Play()
- wait()
- BarrCool = false
- end
- end
- end)
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), -- Torso,
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), ----- Head
- CFrame.new(1.5,0,0) * CFrame.new(0.3, 0, -3) * CFrame.Angles(mr(90),mr(0),mr(-20)), --- RightArm
- CFrame.new(-1.5,0,0) * CFrame.new(-0.3, 0, 2) * CFrame.Angles(mr(90), mr(0), mr(20)),--LeftArm
- CFrame.new(0.5,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(0, mr(20), 0), --RightLeg
- CFrame.new(-0.5,-2,0) * CFrame.new(-0.4, 0, -0.4) * CFrame.Angles(0, mr(20), mr(-10)), --LeftLeg
- }, .5, false)
- end
- for i = 1, 2 do -- Left Punch
- RS.RenderStepped:wait()
- BlockLeftArm.Material = "Neon"
- local color = math.random(1, 2)
- if color == 1 then
- BlockLeftArm.Color = BlockLeftArm.Color:lerp(Color3.fromRGB(255, 81, 0), 0.5)
- elseif color == 2 then
- BlockLeftArm.Color = BlockLeftArm.Color:lerp(Color3.fromRGB(255, 157, 0), 0.5)
- end
- BlockLeftArm.Touched:Connect(function(hit)
- if hit.Parent:FindFirstChildOfClass("Humanoid") and not hit:IsDescendantOf(char) then
- if BarrCool == false and BarrageS == true then
- BarrCool = true
- hit.Parent:FindFirstChildOfClass("Humanoid"):TakeDamage(10)
- GroundWave2(hit, Color3.fromRGB(255, 81, 0), Color3.fromRGB(255, 157, 0))
- local Punchy = Punch:Clone()
- Punchy.Parent = hit
- Punchy:Play()
- wait()
- BarrCool = false
- end
- end
- end)
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), -- Torso,
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), ----- Head
- CFrame.new(1.5,0,0) * CFrame.new(0.3, 0, 2) * CFrame.Angles(mr(90),mr(0),mr(-20)), --- RightArm
- CFrame.new(-1.5,0,0) * CFrame.new(-0.3, 0, -3) * CFrame.Angles(mr(90), mr(0), mr(20)),--LeftArm
- CFrame.new(0.5,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(0, mr(20), 0), --RightLeg
- CFrame.new(-0.5,-2,0) * CFrame.new(-0.4, 0, -0.4) * CFrame.Angles(0, mr(20), mr(-10)), --LeftLeg
- }, .5, false)
- end
- end
- end))
- end
- mouse.KeyDown:Connect(function(k)
- if k == "e" then
- RoarCharge = true
- ChargeRoar()
- end
- if k == "r" then
- Pause = true
- ChargeKame = true
- Kamehameha()
- end
- if k == "q" then
- Pause = true
- BarrageS = true
- Barrage()
- end
- end)
- mouse.KeyUp:Connect(function(k)
- if k == "e" then
- RoarCharge = false
- FireRoar()
- end
- if k == "r" then
- ChargeKame = false
- FireKame()
- end
- if k == "q" then
- Pause = false
- BarrageS = false
- end
- end)
- Humanoid.Animator.Parent = nil
- Character.Animate.Parent = nil
- local newMotor = function(part0, part1, c0, c1)
- local w = Create('Motor'){
- Parent = part0,
- Part0 = part0,
- Part1 = part1,
- C0 = c0,
- C1 = c1,
- }
- return w
- end
- function clerp(a, b, t)
- return a:lerp(b, t)
- end
- RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- NeckCF = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- local RW = newMotor(Torso, RightArm, CFrame.new(1.5, 0, 0), CFrame.new(0, 0, 0))
- local LW = newMotor(Torso, LeftArm, CFrame.new(-1.5, 0, 0), CFrame.new(0, 0, 0))
- local RH = newMotor(Torso, RightLeg, CFrame.new(.5, -2, 0), CFrame.new(0, 0, 0))
- local LH = newMotor(Torso, LeftLeg, CFrame.new(-.5, -2, 0), CFrame.new(0, 0, 0))
- RootJoint.C1 = CFrame.new(0, 0, 0)
- RootJoint.C0 = CFrame.new(0, 0, 0)
- Torso.Neck.C1 = CFrame.new(0, 0, 0)
- Torso.Neck.C0 = CFrame.new(0, 1.5, 0)
- local rarmc1 = RW.C1
- local larmc1 = LW.C1
- local rlegc1 = RH.C1
- local llegc1 = LH.C1
- local resetc1 = false
- function PlayAnimationFromTable(table, speed, bool)
- RootJoint.C0 = clerp(RootJoint.C0, table[1], speed)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, table[2], speed)
- RW.C0 = clerp(RW.C0, table[3], speed)
- LW.C0 = clerp(LW.C0, table[4], speed)
- RH.C0 = clerp(RH.C0, table[5], speed)
- LH.C0 = clerp(LH.C0, table[6], speed)
- if bool == true then
- if resetc1 == false then
- resetc1 = true
- RootJoint.C1 = RootJoint.C1
- Torso.Neck.C1 = Torso.Neck.C1
- RW.C1 = rarmc1
- LW.C1 = larmc1
- RH.C1 = rlegc1
- LH.C1 = llegc1
- end
- end
- end
- ArtificialHB = Create("BindableEvent", script){
- Parent = script,
- Name = "Heartbeat",
- }
- script:WaitForChild("Heartbeat")
- frame = 1 / 30
- tf = 0
- allowframeloss = false
- 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
- New = function(Object, Parent, Name, Data)
- local Object = Instance.new(Object)
- for Index, Value in pairs(Data or {}) do
- Object[Index] = Value
- end
- Object.Parent = Parent
- Object.Name = Name
- return Object
- end
- function rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- coroutine.wrap(function()
- while 1 do
- swait()
- if doe <= 360 then
- doe = doe + 2
- else
- doe = 0
- end
- end
- end)()
- while true and (animen == true) do
- swait()
- Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- velocity = RootPart.Velocity.y
- sine = sine + change
- local hit, pos = rayCast(RootPart.Position, (CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0))).lookVector, 4, Character)
- if RootPart.Velocity.y > 1 and hit == nil then
- Anim = "Jump"
- if Pause == false then
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(-10), 0, 0), -- Torso,
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0.3) * CFrame.Angles(mr(50), mr(0), mr(0)), ----- Head
- CFrame.new(1.5,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(50),0,mr(10)), --- RightArm
- CFrame.new(-1.5,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(50), 0, mr(-10)),--LeftArm
- CFrame.new(0.5,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(-50), 0, mr(-15)), --RightLeg
- CFrame.new(-0.5,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(-50), 0, mr(15)), --LeftLeg
- }, .3, false)
- end
- elseif RootPart.Velocity.y < -1 and hit == nil then
- Anim = "Fall"
- if Pause == false then
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(-20), mr(0), 0), -- Torso,
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(-20), mr(0), 0), ----- Head
- CFrame.new(1.5,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(0,0,mr(50)), --- RightArm
- CFrame.new(-1.5,0,0) * CFrame.new(0, 0, 0.5) * CFrame.Angles(mr(0), 0, mr(-50)),--LeftArm
- CFrame.new(0.5,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(-10), 0, mr(-15)), --RightLeg
- CFrame.new(-0.5,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(10), 0, mr(15)), --LeftLeg
- }, .3, false)
- end
- elseif Torsovelocity < 1 and hit ~= nil then
- Anim = "Idle"
- if Pause == false then
- change = 1
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), -- Torso,
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0) * CFrame.Angles(mr(0), mr(0), 0), ----- Head
- CFrame.new(1.5,0,0) * CFrame.new(0.3, 0-.1*math.sin(tick()*1), 0) * CFrame.Angles(mr(0),mr(0),mr(10)), --- RightArm
- CFrame.new(-1.5,0,0) * CFrame.new(-0.3, 0-.1*math.sin(tick()*1), 0) * CFrame.Angles(mr(0), mr(0), mr(-10)),--LeftArm
- CFrame.new(0.5,-2,0) * CFrame.new(0, 0, 0) * CFrame.Angles(0, mr(20), 0), --RightLeg
- CFrame.new(-0.5,-2,0) * CFrame.new(-0.4, 0, -0.4) * CFrame.Angles(0, mr(20), mr(-10)), --LeftLeg
- }, .3, false)
- end
- elseif Torsovelocity > 2 and hit ~= nil then
- Anim = "Walk"
- if Pause == false then
- PlayAnimationFromTable({
- CFrame.new(0,0,0) * CFrame.new(0, 0-.1*math.sin(tick()*19), 0) * CFrame.Angles(-0.3, 0, 0+RootPart.RotVelocity.Y/30), -- Torso
- CFrame.new(0,1.5,0) * CFrame.new(0, 0, 0) * CFrame.Angles(0.2, 0+RootPart.RotVelocity.Y/20, 0), -- Head
- CFrame.new(1.3,0.4,0) * CFrame.new(0, 0.2-.1*math.sin(tick()*17), 0.5) * CFrame.Angles(mr(-70),mr(-5),mr(10)), --- RightArm
- CFrame.new(-1.3,0.4, 0) * CFrame.new(0, 0.2-.1*math.sin(tick()*17), 0.5) * CFrame.Angles(mr(-70), mr(5), mr(-10)),--LeftArm
- CFrame.new(0.5,-2,0) * CFrame.new(0, 0, 0+ 1 * math.cos((sine) / 3)) * CFrame.Angles(math.rad(0 - 80 * math.cos((sine) / 3)), 0, 0-RootPart.RotVelocity.Y/33),
- CFrame.new(-0.5,-2,0) * CFrame.new(0, 0, 0- 1 * math.cos((sine) / 3)) * CFrame.Angles(math.rad(0 + 80 * math.cos((sine) / 3)), 0, 0-RootPart.RotVelocity.Y/33),
- }, .3, false)
- end
- end
- end
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