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- local plr = game.Players.LocalPlayer
- local name = "Book"
- if plr.Backpack:FindFirstChild(name) then plr.Backpack[Ancor]:Destroy() end
- local t = Instance.new("HopperBin",plr.Backpack)
- t.Name = name
- script.Parent = nil
- local char = plr.Character
- local mouse = nil
- local RA,LA = char["Right Arm"],char["Left Arm"]
- local rs,ls = char.Torso["Right Shoulder"],char.Torso["Left Shoulder"]
- local RS,LS = rs:Clone(),ls:Clone()
- RS.Part0 = nil
- RS.Part1 = nil
- LS.Part0 = nil
- LS.Part1 = nil
- RS.Parent = char.Torso
- LS.Parent = char.Torso
- RS.DesiredAngle = 0
- LS.DesiredAngle = 0
- local eDb = false
- local sDb = false
- local cS = 1
- function Weld2(p1,p2)
- local w = Instance.new("Weld")
- w.Part0 = p1
- w.Part1 = p2
- w.C0 = p1.CFrame:toObjectSpace(p2.CFrame)
- w.Parent = p1
- return w
- end
- function Weld(p1,p2)
- local w = Instance.new("Weld")
- w.Part0 = p1
- w.Part1 = p2
- w.Parent = p1
- return w
- end
- function createBook()
- if char:FindFirstChild("Book") then char.Book:Destroy() end
- if LA:FindFirstChild("grip") then La.grip:Destroy() end
- local width = .3 -- .3
- local height = 1.5 -- 1.5
- local length = 1 -- 1
- book = Instance.new("Model",char)
- book.Name = "Book"
- local base = Instance.new("Part",book)
- Instance.new("BlockMesh",base)
- base.FormFactor = "Custom"
- base.BrickColor = BrickColor.new("Dark orange")
- base.Size = Vector3.new(width,.2,height)
- base.Mesh.Scale = Vector3.new(1,.5,1)
- base:BreakJoints()
- base.TopSurface = "Smooth"
- base.BottomSurface = "Smooth"
- local grip = Weld(LA,base)
- grip.Name = "grip"
- grip.C0 = CFrame.new(.3,-.9,0)
- local sid1 = base:Clone()
- sid1.Mesh.Scale = Vector3.new(.2,1,1)
- sid1.Parent = book
- sid1.Size = Vector3.new(.2,length,height)
- local sid2 = sid1:Clone()
- sid2.Parent = book
- local m = Instance.new("Motor6D")
- m.Parent = book
- m.Name = "open1"
- m.C0 = CFrame.new(-(width/2)+.02,0,0) * CFrame.Angles(0,0,0)
- m.C1 = CFrame.new(0,length/2,0)
- m.MaxVelocity = .2
- m.Part0 = base
- m.Part1 = sid1
- m.DesiredAngle = 0
- local m2 = m:Clone()
- m2.Name = "open2"
- m2.C0 = CFrame.new((width/2)-.02,0,0) * CFrame.Angles(0,math.pi,0)
- m2.C1 = CFrame.new(0,length/2,0)
- m2.Part0 = base
- m2.Part1 = sid2
- m2.Parent = book
- local p1 = sid1:Clone()
- p1.Parent = book
- p1.BrickColor = BrickColor.new("White")
- p1.Size = Vector3.new(width/2,length-.1,height-.4)
- p1.Mesh.Scale = Vector3.new(1,1,1)
- local p2 = p1:Clone()
- p2.Parent = book
- local w1 = Weld(sid1,p1)
- w1.C0 = CFrame.new(width/4+0.01,.05,0)
- local w2 = Weld(sid2,p2)
- w2.C0 = CFrame.new(width/4+0.01,.05,0)
- local p3 = p2:Clone()
- p3.Parent = book
- p3.Size = Vector3.new(width-.05,width/2,height-.4)
- local w3 = Weld(base,p3)
- w3.C0 = CFrame.new(0,-width/4,0)
- local cp1 = p1:Clone()
- cp1.Parent = book
- cp1.Mesh.Scale = Vector3.new(.25,1,1)
- cp1.Transparency = 1
- cp1.Name = "page"
- local cpmot1 = m:Clone()
- cpmot1.Part0 = base
- cpmot1.Part1 = cp1
- cpmot1.Name = "pageflip"
- cpmot1.C0 = CFrame.new(0,0,0)
- cpmot1.Parent = book
- base.Name = "base"
- end
- function getAniFrame(w1,w2,am,cur)
- local c0 = {w1.X,w1.Y,w1.Z,w1:toEulerAnglesXYZ()}
- local c1 = {w2.X,w2.Y,w2.Z,w2:toEulerAnglesXYZ()}
- local cf = {}
- for i,v in pairs(c0) do
- cf[i] = c1[i]-v
- end
- return CFrame.new(c0[1]+(cur/am)*cf[1], c0[2]+(cur/am)*cf[2], c0[3]+(cur/am)*cf[3])*CFrame.Angles(c0[4]+(cur/am)*cf[4],c0[5]+(cur/am)*cf[5],c0[6]+(cur/am)*cf[6])
- end
- function Init()
- createBook()
- end
- function dealDamage(hum,dmg)
- print("Damaged "..hum.Parent.Name.." for "..dmg)
- local hp = hum.Health
- if hp == 0 then return end
- hum:TakeDamage(dmg)
- if dmg > 0 and (hum.Health >= hp or hum.MaxHealth == 0 or hum.MaxHealth == math.huge) then dmg = "Resisted! ("..dmg..")" end
- if game.Players:GetPlayerFromCharacter(hum.Parent) == nil then return end
- local m = Instance.new("Model",workspace)
- m.Name = dmg < 0 and "+"..math.abs(dmg) or dmg
- local h = Instance.new("Humanoid",m)
- h.Name = "SHOWDATCOOKIE!"
- h.MaxHealth = 0
- local p = Instance.new("Part",m)
- p.Name = "Head"
- p.FormFactor = "Custom"
- p.Size = Vector3.new(.2,.2,.2)
- p.Transparency = 0.97
- p.CanCollide = false
- p.Anchored = true
- p:BreakJoints()
- game.Debris:AddItem(p,5)
- pcall(function() p.CFrame = CFrame.new(hum.Parent.Torso.Position) * CFrame.new(math.random(-2,2),math.random(-1,1),math.random(-2,2)) end)
- local rAm = math.random(3,6)/100
- coroutine.resume(coroutine.create(function()
- for i=1,300 do
- p.CFrame = p.CFrame * CFrame.new(0,rAm,0)
- wait(1/60)
- end
- p:Destroy()
- end))
- end
- function changeSpell(spell)
- if cS == spell or sDb or eDb or spell == 0 then return end
- local nextPage = true
- if cS > spell then nextPage = false end
- cS = spell
- sDb = true
- eDb = true
- rs.Part0 = nil
- rs.Part1 = nil
- RS.CurrentAngle = rs.CurrentAngle
- RS.Part0 = char.Torso
- RS.Part1 = RA
- if nextPage then
- RS.DesiredAngle = math.rad(90)
- for i=1,15 do
- RS.C1 = RS.C1 * CFrame.Angles(math.rad(-2),0,0)
- LS.C1 = LS.C1 * CFrame.Angles(math.rad(-0.5),0,0)
- wait(1/60)
- end
- repeat wait() until math.abs(RS.DesiredAngle-RS.CurrentAngle) < .01
- for i=1,3 do
- RS.C1 = RS.C1 * CFrame.new(0,0.1,0)
- LS.C1 = LS.C1 * CFrame.Angles(math.rad(-2.5),0,0)
- wait(1/60)
- end
- book.pageflip.MaxVelocity = .3
- book.pageflip.CurrentAngle = -1.3
- book.pageflip.DesiredAngle = 1.3
- book.page.Transparency = 0
- for i=1,3 do
- RS.C1 = RS.C1 * CFrame.new(0,-0.1,0) * CFrame.Angles(math.rad(-3),0,0)
- wait(1/60)
- end
- for i=1,3 do
- LS.C1 = LS.C1 * CFrame.Angles(math.rad(5),0,0)
- RS.C1 = RS.C1 * CFrame.Angles(math.rad(3),0,0)
- wait(1/60)
- end
- RS.DesiredAngle = math.rad(0)
- for i=1,10 do
- RS.C1 = RS.C1 * CFrame.Angles(math.rad(3),0,0)
- wait(1/60)
- end
- repeat wait() until math.abs(RS.DesiredAngle-RS.CurrentAngle) < .01
- else -------------------------------------RAAAAAAAAAAAAAAAAAAaaa
- for i=1,3 do
- LS.C1 = LS.C1 * CFrame.Angles(math.rad(2),0,0)
- wait(1/60)
- end
- book.pageflip.MaxVelocity = .25
- book.pageflip.CurrentAngle = 1.3
- book.pageflip.DesiredAngle = -1.3
- book.page.Transparency = 0
- for i=1,3 do
- LS.C1 = LS.C1 * CFrame.Angles(math.rad(-2),0,0)
- wait(1/60)
- end
- repeat wait() until math.abs(book.pageflip.DesiredAngle-book.pageflip.CurrentAngle) < .01
- end
- book.page.Transparency = 1
- book.pageflip.MaxVelocity = .2
- RS.Part0 = nil
- RS.Part1 = nil
- rs.CurrentAngle = 0
- rs.Part0 = char.Torso
- rs.Part1 = RA
- RS.C0 = rs.C0
- RS.C1 = rs.C1
- RS.MaxVelocity = rs.MaxVelocity
- RS.DesiredAngle = 0
- RS.CurrentAngle = 0
- sDb = false
- eDb = false
- end
- function makeRPlate(color)
- local p = Instance.new("Part",book)
- Instance.new("BlockMesh",p)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(1,.2,1)
- p.Transparency = 0.4
- p.CanCollide = false
- p.BrickColor = BrickColor.new(color)
- p:BreakJoints()
- p.CFrame = RA.CFrame * CFrame.new(0,-1,0)
- Weld2(char.Torso,p).Parent = p
- return p
- end
- function M1Down()
- if eDb or sDb then return end
- sDb = true
- local spot = mouse.Hit.p
- rs.Part0 = nil
- rs.Part1 = nil
- RS.CurrentAngle = rs.CurrentAngle
- RS.Part0 = char.Torso
- RS.Part1 = RA
- if cS == 1 then
- char.Torso.Neck.DesiredAngle = .3
- wait(.3)
- RS.DesiredAngle = math.rad(90)
- repeat wait() until math.abs(RS.DesiredAngle-RS.CurrentAngle) < .01
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(0,.1,0)
- local p1 = makeRPlate("White")
- char.Torso.Neck.DesiredAngle = 0
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(0,-.1,0)
- char.Torso.Neck.DesiredAngle = 0.3
- RS.DesiredAngle = math.rad(140)
- repeat wait() until math.abs(RS.DesiredAngle-RS.CurrentAngle) < .01
- RS.C1 = RS.C1 * CFrame.new(0,.1,0)
- local p2 = makeRPlate("White")
- char.Torso.Neck.DesiredAngle = 0
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(0,-.1,0)
- RS.DesiredAngle = math.rad(90)
- repeat wait() until math.abs(RS.DesiredAngle-RS.CurrentAngle) < .01
- for i=1,10 do
- RS.C1 = RS.C1 * CFrame.Angles(math.rad(5),0,0)
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(0,.1,0)
- local p3 = makeRPlate("White")
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(0,-.1,0)
- for i=1,10 do
- RS.C1 = RS.C1 * CFrame.Angles(math.rad(-10),0,0)
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(0,.1,0)
- local p4 = makeRPlate("White")
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(0,-.1,0)
- for i=1,10 do
- RS.C1 = RS.C1 * CFrame.Angles(math.rad(5),0,0)
- wait(1/60)
- end
- RS.DesiredAngle = math.rad(40)
- repeat wait() until math.abs(RS.DesiredAngle-RS.CurrentAngle) < .01
- RS.C1 = RS.C1 * CFrame.new(0,.1,0)
- local p5 = makeRPlate("White")
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(0,-.1,0)
- char.Torso.Neck.DesiredAngle = 0
- RS.DesiredAngle = math.rad(90)
- repeat wait() until math.abs(RS.DesiredAngle-RS.CurrentAngle) < .01
- for i=1,30 do
- RS.C1 = RS.C1 * CFrame.new(0,-.02,0)
- p2.Weld.C0 = getAniFrame(p2.Weld.C0,p1.Weld.C0,55,i)
- p3.Weld.C0 = getAniFrame(p3.Weld.C0,p1.Weld.C0,55,i)
- p4.Weld.C0 = getAniFrame(p4.Weld.C0,p1.Weld.C0,55,i)
- p5.Weld.C0 = getAniFrame(p5.Weld.C0,p1.Weld.C0,55,i)
- wait(1/60)
- end
- wait(.05)
- for i=1,3 do
- RS.C1 = RS.C1 * CFrame.new(0,.2,0)
- wait(1/60)
- end
- p2:Destroy()
- p3:Destroy()
- p4:Destroy()
- p5:Destroy()
- p1.Transparency = 1
- local s = Instance.new("Sound",p1)
- s.Pitch = 2
- s.SoundId = "http://www.roblox.com/asset/?id=12222005"
- s:Play()
- game.Debris:AddItem(p1,1)
- local Hammer = Instance.new("Part")
- Hammer.CanCollide = false
- Hammer.Parent = workspace
- Hammer.FormFactor = "Symmetric"
- Hammer.Size = Vector3.new(1,4,2)
- Hammer.BrickColor = BrickColor.new("Light blue")
- Hammer.Reflectance = 0.4
- Hammer.Transparency = 0.5
- local FM = Instance.new("SpecialMesh",Hammer)
- FM.MeshType = "FileMesh"
- FM.MeshId = "http://www.roblox.com/asset/?id=1279013"
- FM.Scale = FM.Scale * 1.05
- local lh = 0
- Hammer.Touched:connect(function(hit) if tick()-lh < 0.05 then return end lh = tick() local hum = hit.Parent:FindFirstChild("Humanoid") if not hum then hum = hit.Parent.Parent:FindFirstChild("Humanoid") end if not hum then return end dealDamage(hum,math.random(35,40)) end)
- Hammer.CFrame = CFrame.new((p1.CFrame * CFrame.new(0,-4,0)).p,spot)
- Instance.new("BodyForce",Hammer).force = Vector3.new(0,Hammer:GetMass()*180,0)
- Hammer:BreakJoints()
- --Hammer.Velocity = (spot-Hammer.Position).unit*300
- Hammer.Velocity = char.Torso.CFrame.lookVector*300
- Hammer.RotVelocity = Vector3.new(900,0,0)
- game.Debris:AddItem(Hammer,5)
- RS.MaxVelocity = 0.15
- RS.DesiredAngle = 0
- repeat wait() until math.abs(RS.DesiredAngle-RS.CurrentAngle) < .01
- end
- if cS == 2 then
- local Plates = {}
- char.Torso.Neck.DesiredAngle = 0.3
- wait(.2)
- for i=1,30 do
- RS.C1 = RS.C1 * CFrame.Angles(0,0,math.rad(-140/30))
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(-.1,0,0)
- table.insert(Plates,makeRPlate("Bright green"))
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(.1,0,0)
- char.Torso.Neck.DesiredAngle = 0
- wait(.3)
- char.Torso.Neck.DesiredAngle = 0.3
- wait(.3)
- char.Torso.Neck.DesiredAngle = 0
- wait(.5)
- for i=1,5 do
- RS.C1 = RS.C1 * CFrame.Angles(0,0,math.rad(50/5))
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(-.1,0,0)
- local p = makeRPlate("Bright green")
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(.1,0,0)
- for i=1,5 do
- RS.C1 = RS.C1 * CFrame.Angles(0,0,math.rad(50/5))
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(-.1,0,0)
- table.insert(Plates,makeRPlate("Bright green"))
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(.1,0,0)
- for i=1,10 do
- RS.C1 = RS.C1 * CFrame.Angles(math.rad(6),0,0)
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(-.1,0,0)
- table.insert(Plates,makeRPlate("Bright green"))
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(.1,0,0)
- for i=1,10 do
- RS.C1 = RS.C1 * CFrame.Angles(math.rad(-6),0,0)
- wait(1/60)
- end
- for i=1,10 do
- RS.C1 = RS.C1 * CFrame.Angles(0,0,math.rad(-40/10))
- wait(1/60)
- end
- wait(.5)
- for i=1,30 do
- RS.C1 = RS.C1 * CFrame.new(.02,0,0)
- for i,v in pairs(Plates) do
- v.Weld.C0 = getAniFrame(v.Weld.C0,p.Weld.C0,40,i)
- end
- wait(1/60)
- end
- wait(.05)
- for i=1,3 do
- RS.C1 = RS.C1 * CFrame.new(-.2,0,0)
- wait(1/60)
- end
- for i,v in pairs(Plates) do
- v:Destroy()
- end
- p.Transparency = 1
- local s = Instance.new("Sound",p)
- s.Pitch = 2
- s.SoundId = "http://www.roblox.com/asset/?id=12222005"
- s:Play()
- for i,v in pairs(game.Players:GetPlayers()) do
- if v:DistanceFromCharacter(p.Position) < 15 then
- pcall(function()
- dealDamage(v.Character.Humanoid,-80)
- end)
- coroutine.resume(coroutine.create(function()
- local tar = v.Character.Torso
- local p1 = Instance.new("Part",workspace)
- p1.BrickColor = BrickColor.new("White")
- p1.FormFactor = "Custom"
- p1.Reflectance = .1
- p1.CanCollide = false
- Instance.new("BlockMesh",p1)
- p1.Size = Vector3.new(1,1,1)
- p1:BreakJoints()
- p1.Transparency = .5
- local p2 = p1:Clone()
- p2.Parent = workspace
- p2:BreakJoints()
- p2.BrickColor = BrickColor.new("Dark green")
- p2.Transparency = .6
- local w1 = Weld(tar,p1)
- local w2 = Weld(tar,p2)
- for i=1,45 do
- w1.C1 = w1.C1 * CFrame.Angles(math.random()-.5,math.random()-.5,math.random()-.5)
- w2.C1 = w2.C1 * CFrame.Angles(math.random()-.5,math.random()-.5,math.random()-.5)
- p1.Mesh.Scale = p1.Mesh.Scale * 1.02
- p2.Mesh.Scale = p2.Mesh.Scale * 1.02
- wait()
- end
- for i=1,30 do
- w1.C1 = w1.C1 * CFrame.Angles(math.random()-.5,math.random()-.5,math.random()-.5)
- w2.C1 = w2.C1 * CFrame.Angles(math.random()-.5,math.random()-.5,math.random()-.5)
- p1.Transparency = .5+.5/30*i
- p2.Transparency = .6+.4/30*i
- wait()
- end
- p1:Destroy()
- p2:Destroy()
- end))
- end end
- wait(1)
- end
- if cS == 3 then
- local Plates = {}
- char.Torso.Neck.DesiredAngle = 0.3
- wait(1)
- char.Torso.Neck.DesiredAngle = 0
- wait(.2)
- local temp = RS.C1
- for i=1,15 do
- RS.C1 = getAniFrame(temp,temp*CFrame.Angles(0,0,math.rad(-90)),15,i)
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(-.1,0,0)
- local p = makeRPlate("Reddish brown")
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(.1,0,0)
- local temp2 = RS.C1
- for i=1,10 do
- RS.C1 = getAniFrame(temp2,temp*CFrame.Angles(math.rad(50),0,math.rad(-40)),10,i)
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(-.1,0,0)
- table.insert(Plates,makeRPlate("Reddish brown"))
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(.1,0,0)
- temp2 = RS.C1
- local temp2 = RS.C1
- for i=1,10 do
- RS.C1 = getAniFrame(temp2,temp*CFrame.Angles(math.rad(-50),0,math.rad(-40)),10,i)
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(-.1,0,0)
- table.insert(Plates,makeRPlate("Reddish brown"))
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(.1,0,0)
- local temp2 = RS.C1
- for i=1,10 do
- RS.C1 = getAniFrame(temp2,temp*CFrame.Angles(math.rad(0),0,math.rad(-140)),10,i)
- wait(1/60)
- end
- RS.C1 = RS.C1 * CFrame.new(-.1,0,0)
- table.insert(Plates,makeRPlate("Reddish brown"))
- wait(.05)
- RS.C1 = RS.C1 * CFrame.new(.1,0,0)
- local temp2 = RS.C1
- for i=1,10 do
- RS.C1 = getAniFrame(temp2,temp*CFrame.Angles(math.rad(0),0,math.rad(-90)),10,i)
- wait(1/60)
- end
- wait(.05)
- for i=1,30 do
- RS.C1 = RS.C1 * CFrame.new(.02,0,0)
- for i,v in pairs(Plates) do
- v.Weld.C0 = getAniFrame(v.Weld.C0,p.Weld.C0,31,i)
- end
- wait(1/60)
- end
- wait(.05)
- for i=1,3 do
- RS.C1 = RS.C1 * CFrame.new(-.2,0,0)
- wait(1/60)
- end
- for i,v in pairs(Plates) do
- v:Destroy()
- end
- p.Transparency = 1
- local s = Instance.new("Sound",p)
- s.Pitch = 2
- s.SoundId = "http://www.roblox.com/asset/?id=12222005"
- s:Play()
- local nlist = ""
- for i=1,10 do
- local pa = Instance.new("Part",workspace)
- pa.Anchored = true
- Instance.new("BlockMesh",pa)
- pa.BrickColor = BrickColor.new("Reddish brown")
- pa.Size = Vector3.new(5,8,5)
- pa:BreakJoints()
- pa.CFrame = CFrame.new(char.Torso.Position) * CFrame.Angles(math.random()-.5,math.random()-.5,math.random()-.5) + Vector3.new(0,-8,0) + char.Torso.CFrame.lookVector*(i+1)*3.5
- local on = true
- local con = pa.Touched:connect(function(hit)
- pcall(function()
- local hum = hit.Parent:FindFirstChild("Humanoid")
- if not hum then hum = hit.Parent.Parent:FindFirstChild("Humanoid") end
- if not hum or game.Players:GetPlayerFromCharacter(hum.Parent) == nil or nlist:lower():find("|"..hum.Parent.Name:lower().."|") or hum.Parent == char then return end
- hum.Sit = true
- hum.Parent.Torso.Velocity = hum.Parent.Torso.Velocity + Vector3.new(math.random()-.5,8,math.random()-.5)
- nlist = nlist.."|"..hum.Parent.Name.."|"
- dealDamage(hum,math.random(32,38))
- end)
- end)
- coroutine.resume(coroutine.create(function()
- wait(i*0.1)
- for i=1,math.random(4,6) do
- pa.CFrame = pa.CFrame + Vector3.new(0,1,0)
- wait(1/60)
- end
- wait(.5)
- con:disconnect()
- for i=0,1,.05 do
- pa.Transparency = i
- wait(1/60)
- end
- pa:Destroy()
- end))
- end
- end
- RS.Part0 = nil
- RS.Part1 = nil
- rs.CurrentAngle = 0
- rs.Part0 = char.Torso
- rs.Part1 = RA
- RS.C0 = rs.C0
- RS.C1 = rs.C1
- RS.MaxVelocity = rs.MaxVelocity
- RS.DesiredAngle = 0
- RS.CurrentAngle = 0
- sDb = false
- end
- function KDown(key)
- if key == "q" then
- changeSpell(cS-1)
- elseif key == "e" then
- changeSpell(cS+1)
- end
- end
- function Select(m)
- mouse = m
- if eDb == true then repeat wait() until eDb == false if not t.Active then return end end
- mouse.Button1Down:connect(M1Down)
- mouse.KeyDown:connect(KDown)
- eDb = true
- ls.Part0 = nil
- ls.Part1 = nil
- LS.CurrentAngle = ls.CurrentAngle
- LS.Part0 = char.Torso
- LS.Part1 = LA
- LS.MaxVelocity = .2
- LS.DesiredAngle = math.rad(-90)
- repeat wait() until math.abs(LS.DesiredAngle-LS.CurrentAngle) < .05
- for i=1,20 do
- LS.C1 = LS.C1 * CFrame.Angles(math.rad(-1),math.rad(-1),0)
- wait(1/60)
- end
- book.open1.DesiredAngle = -1.3
- book.open2.DesiredAngle = -1.3
- char.Torso.Neck.DesiredAngle = .3
- for i=1,10 do
- LA.grip.C1 = LA.grip.C1 * CFrame.new(.01,0.02,0) * CFrame.Angles(0,0,math.rad(-10))
- wait(1/60)
- end
- eDb = false
- wait(.2)
- char.Torso.Neck.DesiredAngle = 0
- end
- function Deselect()
- repeat wait() until not eDb and not sDb
- eDb = true
- book.open1.DesiredAngle = 0
- book.open2.DesiredAngle = 0
- for i=1,10 do
- LA.grip.C1 = LA.grip.C1 * CFrame.new(-.01,-0.02,0) * CFrame.Angles(0,0,math.rad(10))
- wait(1/60)
- end
- for i=1,20 do
- LS.C1 = LS.C1 * CFrame.Angles(math.rad(1),math.rad(1),0)
- wait(1/60)
- end
- LS.DesiredAngle = 0
- repeat wait() until math.abs(LS.DesiredAngle-LS.CurrentAngle) < .05
- LS.Part0 = nil
- LS.Part1 = nil
- ls.CurrentAngle = 0
- ls.Part0 = char.Torso
- ls.Part1 = LA
- LS.C0 = ls.C0
- LS.C1 = ls.C1
- LS.MaxVelocity = ls.MaxVelocity
- LS.DesiredAngle = 0
- LS.CurrentAngle = 0
- createBook()
- eDb = false
- end
- Init()
- t.Selected:connect(Select)
- t.Deselected:connect(Deselect)
- Game.Workspace.evasi0n8.Animate:remove()
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