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- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros")
- local rp = RealPlayer
- script.Parent = rp.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local Mouse = Player:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then return s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- __call = function(self,...)
- local s = rawget(self,"_RealService")
- if s then return s(...) end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- g.RunService = FakeService({
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- setmetatable(g,{
- __index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end,
- __newindex = fsmt.__newindex,
- __call = fsmt.__call
- })
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- --//=================================\\
- --|| SOME TAG EDIT
- --\\=================================//
- Player = owner
- Character = Player.Character
- local txt = Instance.new("BillboardGui", Character)
- txt.Adornee = Character.Head
- txt.Name = "_status"
- txt.Size = UDim2.new(2, 0, 1.2, 0)
- txt.StudsOffset = Vector3.new(-9, 8, 0)
- local text = Instance.new("TextLabel", txt)
- text.Size = UDim2.new(10, 0, 7, 0)
- text.FontSize = "Size24"
- text.TextScaled = true
- text.TextTransparency = 0
- text.BackgroundTransparency = 1
- text.TextTransparency = 0
- text.TextStrokeTransparency = 0
- text.Font = "Antique"
- text.TextStrokeColor3 = Color3.new(0,0,0)
- text.Text = "James the warrior"
- --//=================================\\
- --\\=================================//
- bin = Instance.new("HopperBin")
- bin.Name = "Select"
- bin.Parent = game.Players.LocalPlayer.Backpack
- de=true
- boss = Instance.new("Sound",game.Players.LocalPlayer.Character)
- boss.Looped = true
- boss.SoundId = "rbxassetid://190845741"
- boss:Play()
- ---press b to transform
- Player=game:GetService("Players").LocalPlayer
- Character=Player.Character
- PlayerGui=Player.PlayerGui
- Backpack=Player.Backpack
- Torso=Character.Torso
- Head=Character.Head
- Humanoid=Character.Humanoid
- moose = Player:GetMouse()
- LeftArm=Character["Left Arm"]
- LeftLeg=Character["Left Leg"]
- RightArm=Character["Right Arm"]
- RightLeg=Character["Right Leg"]
- LS=Torso["Left Shoulder"]
- LH=Torso["Left Hip"]
- RS=Torso["Right Shoulder"]
- RH=Torso["Right Hip"]
- Neck=Torso.Neck
- it=Instance.new
- vt=Vector3.new
- cf=CFrame.new
- euler=CFrame.fromEulerAnglesXYZ
- angles=CFrame.Angles
- necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- 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)
- RootPart=Character.HumanoidRootPart
- RootJoint=RootPart.RootJoint
- RootCF=euler(-1.57,0,3.14)
- attack = false
- attackdebounce = false
- MMouse=nil
- combo=0
- mana=0
- local idle=0
- local Anim="Idle"
- local orbnum=0
- local Mode="Normal"
- --player
- player=nil
- --save shoulders
- RSH, LSH=nil, nil
- --welds
- RW, LW=Instance.new("Weld"), Instance.new("Weld")
- RW.Name="Right Shoulder" LW.Name="Left Shoulder"
- LH=Torso["Left Hip"]
- RH=Torso["Right Hip"]
- Charge=0
- TorsoColor=Torso.BrickColor.Color
- Col1=1-Torso.Color.r
- Col2=1-Torso.Color.g
- Col3=1-Torso.Color.b
- InverseCol=BrickColor.new(Color3.new(Col1,Col2,Col3))
- upvel=Instance.new("BodyVelocity")
- local hitbeat=nil
- function swait(num)
- if num==0 or num==nil then
- game:service'RunService'.RenderStepped:wait()
- else
- for i=0,num do
- game:service'RunService'.RenderStepped:wait()
- end
- end
- end
- CV1="Really black"
- CV2 = BrickColor == BrickColor.new(CV1)
- local txt = Instance.new("BillboardGui", Character)
- txt.Adornee = Character.Head
- txt.Name = "_status"
- txt.Size = UDim2.new(2, 0, 1.2, 0)
- txt.StudsOffset = Vector3.new(-9, 8, 0)
- local text = Instance.new("TextLabel", txt)
- text.Size = UDim2.new(10, 0, 7, 0)
- text.FontSize = "Size24"
- text.TextScaled = true
- text.TextTransparency = 0
- text.BackgroundTransparency = 1
- text.TextTransparency = 0
- text.TextStrokeTransparency = 0
- text.Font = "SciFi"
- text.TextStrokeColor3 = Color3.new(0,0,0)
- v=Instance.new("Part")
- v.Name = "ColorBrick"
- v.Parent=Player.Character
- v.FormFactor="Symmetric"
- v.Anchored=true
- v.CanCollide=false
- v.BottomSurface="Smooth"
- v.TopSurface="Smooth"
- v.Size=Vector3.new(10,5,3)
- v.Transparency=1
- v.CFrame=Character.Torso.CFrame
- v.BrickColor=BrickColor.new(CV1)
- v.Transparency=1
- text.TextColor3 = BrickColor.new("Really black").Color
- v.Shape="Block"
- text.Text = "Vanta"
- if Character:findFirstChild("Vanta",true) ~= nil then
- Character:findFirstChild("Vanta",true).Parent = nil
- end
- if Player.PlayerGui:findFirstChild("WeaponGUI",true) ~= nil then
- Player.PlayerGui:findFirstChild("WeaponGUI",true).Parent = nil
- end
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
- local fp=it("Part")
- fp.formFactor=formfactor
- fp.Parent=parent
- fp.Reflectance=reflectance
- fp.Transparency=transparency
- fp.CanCollide=false
- fp.Locked=true
- fp.BrickColor=brickcolor
- fp.Name=name
- fp.Size=size
- fp.Position=Torso.Position
- NoOutline(fp)
- fp.Material="SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh=it(Mesh)
- mesh.Parent=part
- if Mesh=="SpecialMesh" then
- mesh.MeshType=meshtype
- mesh.MeshId=meshid
- end
- mesh.Offset=offset
- mesh.Scale=scale
- return mesh
- end
- function weld(parent,part0,part1,c0)
- local weld=it("Weld")
- weld.Parent=parent
- weld.Part0=part0
- weld.Part1=part1
- weld.C0=c0
- return weld
- end
- function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("SpecialMesh",prt,"Head","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- wait()
- Part.CFrame=Part.CFrame
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicRing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=3270017",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- wait()
- Part.CFrame=Part.CFrame
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- local Color1=Torso.BrickColor
- local fengui=it("GuiMain")
- fengui.Parent=Player.PlayerGui
- fengui.Name="WeaponGUI"
- local fenframe=it("Frame")
- fenframe.Parent=fengui
- fenframe.BackgroundColor3=Color3.new(255,255,255)
- fenframe.BackgroundTransparency=1
- fenframe.BorderColor3=Color3.new(17,17,17)
- fenframe.Size=UDim2.new(0.0500000007, 0, 0.100000001, 0)
- fenframe.Position=UDim2.new(0.4,0,0.1,0)
- fenframe.Visible=false
- local fenbarmana1=it("TextLabel")
- fenbarmana1.Parent=fenframe
- fenbarmana1.Text=" "
- fenbarmana1.BackgroundTransparency=0
- fenbarmana1.BackgroundColor3=Color3.new(0,0,0)
- fenbarmana1.SizeConstraint="RelativeXY"
- fenbarmana1.TextXAlignment="Center"
- fenbarmana1.TextYAlignment="Center"
- fenbarmana1.Position=UDim2.new(0,0,0,0)
- fenbarmana1.Size=UDim2.new(4,0,0.2,0)
- local fenbarmana2=it("TextLabel")
- fenbarmana2.Parent=fenframe
- fenbarmana2.Text=" "
- fenbarmana2.BackgroundTransparency=0
- fenbarmana2.BackgroundColor3=Torso.Color
- fenbarmana2.SizeConstraint="RelativeXY"
- fenbarmana2.TextXAlignment="Center"
- fenbarmana2.TextYAlignment="Center"
- fenbarmana2.Position=UDim2.new(0,0,0,0)
- fenbarmana2.Size=UDim2.new(4*mana/100,0,0.2,0)
- local fenbarmana3=it("TextLabel")
- fenbarmana3.Parent=fenframe
- fenbarmana3.Text=" "
- fenbarmana3.BackgroundTransparency=0
- fenbarmana3.BackgroundColor3=Color3.new(Col1,Col2,Col3)
- fenbarmana3.SizeConstraint="RelativeXY"
- fenbarmana3.TextXAlignment="Center"
- fenbarmana3.TextYAlignment="Center"
- fenbarmana3.Position=UDim2.new(0,0,0,0)
- fenbarmana3.Size=UDim2.new(0,0,0.2,0)
- local fenbarmana4=it("TextLabel")
- fenbarmana4.Parent=fenframe
- fenbarmana4.Text="Energy("..mana..")"
- fenbarmana4.BackgroundTransparency=1
- fenbarmana4.BackgroundColor3=Color3.new(0,0,0)
- fenbarmana4.SizeConstraint="RelativeXY"
- fenbarmana4.TextXAlignment="Center"
- fenbarmana4.TextYAlignment="Center"
- fenbarmana4.Position=UDim2.new(0,0,-0.3,0)
- fenbarmana4.Size=UDim2.new(4,0,0.2,0)
- fenbarmana4.FontSize="Size9"
- fenbarmana4.TextStrokeTransparency=0
- fenbarmana4.TextColor=BrickColor.new("White")
- local modelzorz=Instance.new("Model")
- modelzorz.Parent=Character
- modelzorz.Name="Vanta"
- local hitbox=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1))
- hitbox.Anchored=false
- if (script.Parent.className~="HopperBin") then
- Tool=Instance.new("HopperBin")
- Tool.Parent=Backpack
- Tool.Name="Vanta"
- wait()
- script.Parent=Tool
- end
- Bin=Tool
- local bodvel=Instance.new("BodyVelocity")
- local bg=Instance.new("BodyGyro")
- so = function(id,par,vol,pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId=id
- swait()
- sou:play()
- game:GetService("Debris"):AddItem(sou,6)
- end))
- 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 m11 > m00 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 >= 0.0001 then
- if (1 - cosTheta) > 0.0001 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
- else
- if (1+cosTheta) > 0.0001 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
- 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 hideanim()
- equipped=false
- for i=0,1,0.1 do
- swait()
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.4)
- Torso.Neck.C1=clerp(Torso.Neck.C1,necko2*euler(0,0,0),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0),.4)
- RW.C1=clerp(RW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,RHC0,.2)
- RH.C1=clerp(RH.C1,RHC1,.2)
- LH.C0=clerp(LH.C0,LHC0,.2)
- LH.C1=clerp(LH.C1,LHC1,.2)
- end
- end
- function equipanim()
- equipped=true
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0.1),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.1),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- end
- end
- function attackone()
- end
- function attacktwo()
- end
- function attackthree()
- end
- function Nocturn(mouse)
- if de==true then
- de=false
- local n=2
- --[[for i=0,1,0.1 do
- wait()
- Neck.C0=cf(0,1,0)*euler(-0.2+0.6*i*n,0,0)
- RW.C0=cf(1.5,0.5,0)*euler(3.14*i*n,0,0.3-0.9*i*n)
- RW.C1=cf(0,0.5,0)*euler(0,0,0)
- LW.C0=cf(-1.5,0.5,0)*euler(3.14*i*n,0,-0.3+0.9*i*n)
- LW.C1=cf(0,0.5,0)*euler(0,0,0)
- n=n-0.1
- end]]
- local orb=part(3,Character,0,1,BrickColor.new("Really black"),"Orb",vt())
- local omsh=mesh("SpecialMesh",orb,"Sphere","",vt(0,0,0),vt(15,15,15))
- local owld=weld(orb,orb,Torso,cf(0,-10,0))
- so("http://roblox.com/asset/?id=137463716",orb,1,0.6)
- for i=1,0.3,-0.01 do
- wait()
- orb.Transparency=i
- omsh.Scale=omsh.Scale+vt(0.5,0.5,0.5)
- MagicBlock(BrickColor.new("Really black"),orb.CFrame,15,15,15,2,2,2,0.1)
- local ef=part(3,workspace,0,0,BrickColor.new("Really black"),"Effect",vt())
- ef.Anchored=true
- local emsh=mesh("SpecialMesh",ef,"Sphere","",vt(0,0,0),vt(2,math.random(1000,1500)/100,2))
- local ceef=euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))*cf(0,math.random(10,20),0)
- ef.CFrame=orb.CFrame*ceef
- game:GetService("Debris"):AddItem(ef,2)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,0.1 do
- wait()
- Part.Transparency=i
- Part.CFrame=Part.CFrame*cf(0,-1,0)
- end
- Part.Parent=nil
- end),ef,emsh)
- end
- local Pos=cf(orb.Position,Player:GetMouse().Hit.p).lookVector
- wait(.5)
- orb.Parent=nil
- local hit,pos = rayCast(orb.Position,Pos,999,Character)
- local mag=(orb.Position-pos).magnitude
- MagicCircle(BrickColor.new("Really black"),cf(pos),15,15,15,8,8,8,0.02)
- MagicBlock(BrickColor.new("Really black"),cf(pos),15,15,15,8,8,8,0.02)
- MagicCylinder(BrickColor.new("Really black"),CFrame.new((orb.Position+pos)/2,pos)*euler(1.57,0,0),10,mag*5,10,0.5,0,0.5,0.01)
- for i=1,2 do
- MagicRing(BrickColor.new("Really black"),cf(pos)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),3,3,3,1,1,1,0.04)
- end
- for i=1,5 do
- tehcf=CFrame.new((orb.Position+pos)/2,pos)*euler(1.57,0,0)*cf(0,(mag/5)*(i/2),0)
- MagicRing(BrickColor.new("Really black"),tehcf*euler(1.57,0,0),1,1,1,0.5,0.5,0.5,0.01)
- end
- for i=0,5 do
- tehcf=CFrame.new((orb.Position+pos)/2,pos)*euler(1.57,0,0)*cf(0,(-mag/5)*(i/2),0)
- MagicRing(BrickColor.new("Really black"),tehcf*euler(1.57,0,0),1,1,1,0.5,0.5,0.5,0.01)
- end
- local ref=part(3,workspace,0,1,BrickColor.new("Really black"),"Effect",vt())
- ref.CFrame=cf(pos)
- so("http://roblox.com/asset/?id=183763506",Torso,1,0.6)
- so("http://roblox.com/asset/?id=178452221",Torso,1,0.6)
- so("http://www.roblox.com/Asset?ID=87767777",Torso,1,1)
- so("http://roblox.com/asset/?id=183763506",ref,1,0.6)
- so("http://roblox.com/asset/?id=178452221",ref,1,0.6)
- so("http://www.roblox.com/Asset?ID=87767777",ref,1,1)
- coroutine.resume(coroutine.create(function(Part)
- wait(1)
- Part.Parent=nil
- end),ref)
- MagniDamage(ref,20,10,30,40,"Knockdown",ref)
- if hit~=nil then
- Damagefunc(hit,30,70,50,"Knockdown",RootPart,0)
- end
- wait(1)
- local n=2
- --[[for i=0,1,0.1 do
- wait()
- Neck.C0=cf(0,1,0)*euler(0.4-0.6*i*n,0,0)
- RW.C0=cf(1.5,0.5,0)*euler(3.14-3.14*i*n,0,-0.6+0.9*i*n)
- RW.C1=cf(0,0.5,0)*euler(0,0,0)
- LW.C0=cf(-1.5,0.5,0)*euler(3.14-3.14*i*n,0,0.6-0.9*i*n)
- LW.C1=cf(0,0.5,0)*euler(0,0,0)
- n=n-0.1
- end]]
- de=true
- end
- end
- function Darkrain()
- if de==true then
- de=false
- local n=2
- for i=0,1,0.1 do
- wait()
- --[[Neck.C0=cf(0,1,0)*euler(-0.2+0.6*i*n,0,0)
- RW.C0=cf(1.5,0.5,0)*euler(3.14*i*n,0,0.3-0.3*i*n)
- RW.C1=cf(0,0.5,0)*euler(0,0,0)
- LW.C0=cf(-1.5,0.5,0)*euler(-0.2*i*n,0,-0.3)
- LW.C1=cf(0,0.5,0)*euler(0,0,0)]]
- n=n-0.1
- end
- for i=1,math.random(20,40) do
- wait(.05)
- MagicBlock(BrickColor.new("Really black"),RightArm.CFrame*cf(0,-5,0),30,30,30,2,2,2,0.1)
- local orb=part(3,Character,0,0.5,BrickColor.new("Really black"),"Orb",vt())
- orb.Anchored=true
- so("http://roblox.com/asset/?id=183763498",orb,1,1.2)
- local omsh=mesh("SpecialMesh",orb,"Sphere","",vt(0,0,0),vt(10,10,10))
- orb.CFrame=cf(Player:GetMouse().Hit.p+vt(math.random(-10,10),math.random(50,100),math.random(-10,10)))
- MagicCircle(BrickColor.new("Really black"),orb.CFrame,10,10,10,1,1,1,0.1)
- coroutine.resume(coroutine.create(function(Part,Mesh,Weld)
- wait(1)
- Part.Parent=nil
- local spread=vt((math.random(-1,0)+math.random())*16,(math.random(-1,0)+math.random())*16,(math.random(-1,0)+math.random())*16)*(Part.Position-(Part.Position+vt(0,-1,0))).magnitude/100
- local TheHit=Part.Position+vt(0,-1,0)
- local MouseLook=cf((Part.Position+TheHit)/2,TheHit+spread)
- local hit,pos = rayCast(Part.Position,MouseLook.lookVector,999,Character)
- local mag=(Part.Position-pos).magnitude
- MagicCylinder(BrickColor.new("Really black"),CFrame.new((Part.Position+pos)/2,pos)*angles(1.57,0,0) ,1,mag*5,1,0.5,0,0.5,0.05)
- MagicBlock(BrickColor.new("Really black"),Part.CFrame,8,8,8,0.5,0.5,0.5,0.1)
- MagicBlock(BrickColor.new("Really black"),cf(pos),15,15,15,6,6,6,0.1)
- MagicRing(BrickColor.new("Really black"),cf(pos)*euler(1.57,math.random(-100,100)/100,math.random(-100,100)/100),1,1,1,2,2,2,0.05)
- local ref=part(3,workspace,0,1,BrickColor.new("Really black"),"Effect",vt())
- ref.CFrame=cf(pos)
- so("http://roblox.com/asset/?id=183763487",ref,1,1)
- coroutine.resume(coroutine.create(function(Part)
- wait(1)
- Part.Parent=nil
- end),ref)
- MagniDamage(ref,15,5,10,0,"Normal",RootPart)
- if hit~=nil then
- Damagefunc(hit,20,40,1,"Knockdown",RootPart,0)
- end
- end),orb,omsh)
- end
- wait(0.5)
- local n=2
- for i=0,1,0.1 do
- wait()
- --[[Neck.C0=cf(0,1,0)*euler(0.4-0.6*i*n,0,0)
- RW.C0=cf(1.5,0.5,0)*euler(3.14-3.14*i*n,0,0.3*i*n)
- RW.C1=cf(0,0.5,0)*euler(0,0,0)
- LW.C0=cf(-1.5,0.5,0)*euler(-0.2+0.2*i*n,0,-0.3)
- LW.C1=cf(0,0.5,0)*euler(0,0,0)]]
- n=n-0.1
- end
- de=true
- end
- end
- function Terrorblast()
- if de==true then
- de=false
- local n=2
- --[[for i=0,1,0.1 do
- wait()
- Neck.C0=cf(0,1,0)*euler(-0.2-0.2*i*n,0,0)
- RW.C0=cf(1.5-0.5*i*n,0.5,-0.5*i*n)*euler(1.4*i*n,0,0.2-1.4*i*n)
- LW.C0=cf(-1.5+0.5*i*n,0.5,-0.5*i*n)*euler(1.6*i*n,0,-0.2+1.6*i*n)
- n=n-0.1
- end]]
- so("http://roblox.com/asset/?id=160772554",Torso,1,0.6)
- so("http://roblox.com/asset/?id=161006069",Torso,1,0.6)
- local charging=true
- for _,c in pairs(game.Workspace:GetChildren()) do
- if c.className=="Model" then
- if c:findFirstChild("Torso")~=nil and c:findFirstChild("Humanoid")~=nil and c.Name~=Player.Name then
- print(c)
- local Tors=c:findFirstChild("Torso")
- coroutine.resume(coroutine.create(function(Part)
- local ef=part(3,Character,0,0.5,BrickColor.new("Really black"),"Effect",vt(0.2,0.2,0.2))
- ef.Anchored=true
- local emsh=mesh("SpecialMesh",ef,"Head","",vt(0,0,0),vt(1,1,1))
- game:GetService("Debris"):AddItem(ef,5)
- while charging==true do
- wait()
- local TheHit=Part.Position
- local MouseLook=cf((Torso.Position+TheHit)/2,TheHit)
- local hit,pos = rayCast(Torso.Position,MouseLook.lookVector,999,Character)
- local mag=(Torso.Position-pos).magnitude
- ef.CFrame=CFrame.new((Torso.Position+pos)/2,pos)*euler(1.57,0,0)
- emsh.Scale=vt(1,mag*5,1)
- end
- ef.Parent=nil
- local TheHit=Part.Position
- local MouseLook=cf((Torso.Position+TheHit)/2,TheHit)
- wait()
- local hit,pos = rayCast(Torso.Position,MouseLook.lookVector,999,Character)
- local mag=(Torso.Position-pos).magnitude
- if hit~=nil then
- Damagefunc(hit,20,40,50,"Knockdown",RootPart,0)
- MagicCircle(BrickColor.new("Really black"),cf(pos),5,5,5,6,6,6,0.02)
- MagicBlock(BrickColor.new("Really black"),cf(pos),5,5,5,7,7,7,0.02)
- MagicCylinder(BrickColor.new("Really black"),CFrame.new((Torso.Position+pos)/2,pos)*euler(1.57,0,0),5,mag*5,5,0.5,0,0.5,0.01)
- so("http://roblox.com/asset/?id=183763515",hit,1,1)
- so("http://roblox.com/asset/?id=183763512",hit,1,1)
- end
- end),Tors)
- end
- end
- end
- wait(1)
- n=2
- --[[for i=0,1,0.2 do
- wait()
- Neck.C0=cf(0,1,0)*euler(-0.4+0.2*i*n,0,0)
- RW.C0=cf(1+0.5*i*n,0.5,-0.5+0.5*i*n)*euler(1.4+0.17*i*n,0,-1.2+2.77*i*n)
- LW.C0=cf(-1-0.5*i*n,0.5,-0.5+0.5*i*n)*euler(1.6-0.03*i*n,0,1.4-2.97*i*n)
- n=n-0.2
- end]]
- charging=false
- wait(1)
- n=2
- --[[for i=0,1,0.1 do
- wait()
- Neck.C0=cf(0,1,0)*euler(-0.2,0,0)
- RW.C0=cf(1.5,0.5,0)*euler(1.57-1.57*i*n,0,1.57-1.37*i*n)
- LW.C0=cf(-1.5,0.5,0)*euler(1.57-1.57*i*n,0,-1.57+1.37*i*n)
- n=n-0.1
- end]]
- wait(6)
- de=true
- end
- end
- function Titanfall()
- if de==true then
- de=false
- Humanoid.WalkSpeed=0
- local n=2
- for i=0,1,0.05 do
- wait()
- --[[cf4=6-2*i*n
- cf5=2+2*i*n
- cf6=-2*i*n
- cf7=-6+2*i*n
- cf8=2+2*i*n
- cf9=-2*i*n
- Neck.C0=cf(0,1,0)*euler(-0.2+0.8*i*n,0,0)
- RW.C0=cf(1.5-0.5*i*n,0.5+0.5*i*n,-0.5*i*n)*euler(3.14*i*n,0,0.3-0.9*i*n)
- RW.C1=cf(0,0.5,0)*euler(0,0,0)
- LW.C0=cf(-1.5+0.5*i*n,0.5+0.5*i*n,-0.5*i*n)*euler(3.14*i*n,0,-0.3+0.9*i*n)
- LW.C1=cf(0,0.5,0)*euler(0,0,0)
- n=n-0.05]]
- end
- so("http://www.roblox.com/asset/?id=169445121",Torso,1,0.6)
- n=2
- for i=0,1,0.2 do
- wait()
- MagicBlock(BrickColor.new("Really black"),RightArm.CFrame*cf(0,-5,0),30,30,30,2,2,2,0.1)
- MagicBlock(BrickColor.new("Really black"),LeftArm.CFrame*cf(0,-5,0),30,30,30,2,2,2,0.1)
- --cf11=-4+2*i*n
- --cf12=-2*i*n
- --cf5=4-4*i*n
- --cf8=4-4*i*n
- --RootJoint.C0=cf(0,-14.5+3*i*n,0)*euler(0,0,0)
- --[[Neck.C0=cf(0,1,0)*euler(0.6-1*i*n,0,0)
- RW.C0=cf(1,1-1*i*n,-0.5)*euler(3.14-2.64*i*n,0,-0.6)
- RW.C1=cf(0,0.5,0)*euler(0,0,0)
- LW.C0=cf(-1,1-1*i*n,-0.5)*euler(3.14-2.64*i*n,0,0.6)
- LW.C1=cf(0,0.5,0)*euler(0,0,0)
- RH.C0=cf(0.5,-1+0.5*i*n,-0.5*i*n)*euler(-0.1*i*n,0,0)
- RH.C1=cf(0,1,0)
- LH.C0=cf(-0.5,-1,0)*euler(-0.6*i*n,0,0)
- LH.C1=cf(0,1,0)]]
- n=n-0.2
- end
- local cf2=RootPart.CFrame*cf(0,500,-20)
- local ref=part(3,workspace,0,1,BrickColor.new("Really black"),"Effect",vt())
- ref.CFrame=cf2
- ref.Anchored=true
- local TheHit=ref.Position+vt(0,-1,0)
- local MouseLook=cf((ref.Position+TheHit)/2,TheHit)
- local hit,pos = rayCast(ref.Position,MouseLook.lookVector,999,Character)
- local ref2=part(3,workspace,0,1,BrickColor.new("Really black"),"Effect",vt())
- ref2.CFrame=cf(pos)
- ref2.Anchored=true
- local mag=(ref.Position-pos).magnitude
- MagicCylinder(BrickColor.new("Really black"),CFrame.new((ref.Position+pos)/2,pos)*angles(1.57,0,0),5,mag*5,5,1,0,1,0.05)
- MagicCircle(BrickColor.new("Really black"),ref2.CFrame,15,15,15,8,8,8,0.02)
- MagicBlock(BrickColor.new("Really black"),ref2.CFrame,15,15,15,3,3,3,0.02)
- WaveEffect2(BrickColor.new("Really black"),ref2.CFrame,5,5,5,2,3,2,0.05)
- MagicRing(BrickColor.new("Really black"),cf(ref2.Position)*euler(1.57,0,0),5,5,5,4,4,4,0.05)
- MagniDamage(ref2,25,20,50,math.random(10,30),"Knockdown",ref2)
- --so("http://roblox.com/asset/?id=144844438",ref2,1,0.8)
- so("http://roblox.com/asset/?id=87784452",ref2,1,0.8)
- so("http://roblox.com/asset/?id=183763515",ref2,1,0.8)
- game:GetService("Debris"):AddItem(ref,2)
- game:GetService("Debris"):AddItem(ref2,2)
- n=2
- for i=0,1,0.1 do
- wait()
- --[[cf4=4+2*i*n
- cf5=2*i*n
- cf6=-2+2*i*n
- cf7=-4-2*i*n
- cf8=2*i*n
- cf9=-2+2*i*n
- cf11=-4+2-2*i*n
- cf12=-2+2*i*n
- RootJoint.C0=cf(0,-14.5+3-3*i*n,0)*euler(0,0,0)
- Neck.C0=cf(0,1,0)*euler(-0.4+0.2*i*n,0,0)
- RW.C0=cf(1+0.5*i*n,0.5*i*n,-0.5+0.5*i*n)*euler(0.5-0.5*i*n,0,-0.6+0.9*i*n)
- RW.C1=cf(0,0.5,0)*euler(0,0,0)
- LW.C0=cf(-1-0.5*i*n,0.5*i*n,-0.5+0.5*i*n)*euler(0.5-0.5*i*n,0,0.6-0.9*i*n)
- LW.C1=cf(0,0.5,0)*euler(0,0,0)
- RH.C0=cf(0.5,-0.5-0.5*i*n,-0.5+0.5*i*n)*euler(-0.1+0.1*i*n,0,0)
- RH.C1=cf(0,1,0)
- LH.C0=cf(-0.5,-1,0)*euler(-0.6+0.6*i*n,0,0)
- LH.C1=cf(0,1,0)]]
- n=n-0.1
- end
- Humanoid.WalkSpeed=16
- de=true
- end
- end
- function Darkstomp()
- if de==true then
- de=false
- Humanoid.WalkSpeed=0
- local n=2
- for i=0,1,0.1 do
- --[[wait()
- cf11=-4+2*i*n
- cf12=-2*i*n
- --cf13=-2
- --cf14=-4
- --cf15=0
- RootJoint.C0=cf(0,-14.5,0)*euler(0.2*i*n,0,0)
- Neck.C0=cf(0,1,0)*euler(-0.2-0.4*i*n,0,0)
- RW.C0=cf(1.5,0.5,0)*euler(-0.2*i*n,0,0.3)
- RW.C1=cf(0,0.5,0)*euler(0,0,0)
- LW.C0=cf(-1.5,0.5,0)*euler(-0.2*i*n,0,-0.3)
- LW.C1=cf(0,0.5,0)*euler(0,0,0)
- RH.C0=cf(0.5,-1+0.5*i*n,-0.5*i*n)*euler(0.2*i*n,0,0)
- RH.C1=cf(0,1,0)
- LH.C0=cf(-0.5,-1,0)*euler(-0.2*i*n,0,0)
- LH.C1=cf(0,1,0)]]
- n=n-0.1
- end
- so("http://www.roblox.com/asset/?id=169445046",RightLeg,1,0.6)
- local n=2
- for i=0,1,0.2 do
- wait()
- --cf11=-2-2*i*n
- --RH.C0=cf(0.5,-0.5-0.5*i*n,-0.5)*euler(0.2+0.1*i*n,0,0)
- --RH.C1=cf(0,1,0)
- n=n-0.2
- end
- MagicCylinder(BrickColor.new("Really black"),cf(RightLeg.Position+vt(0,-4,0)),10,4,10,5,3,5,0.05)
- local numb=-8
- local basecf=RootPart.CFrame
- for i=1,4 do
- local cf2=basecf*cf(0,0,numb)
- local ref=part(3,workspace,0,1,BrickColor.new("Really black"),"Effect",vt())
- ref.CFrame=cf2
- ref.Anchored=true
- local TheHit=ref.Position+vt(0,-1,0)
- local MouseLook=cf((ref.Position+TheHit)/2,TheHit)
- local hit,pos = rayCast(ref.Position,MouseLook.lookVector,999,Character)
- local ref2=part(3,workspace,0,1,BrickColor.new("Really black"),"Effect",vt())
- ref2.CFrame=cf(pos)
- ref2.Anchored=true
- MagicCircle(BrickColor.new("Really black"),ref2.CFrame,15,15,15,8,8,8,0.02)
- MagicWaveThing(BrickColor.new("Really black"),ref2.CFrame,5,5,5,2,2,2,0.05)
- MagniDamage(ref2,20,20,30,math.random(5,20),"Normal",RootPart)
- so("http://www.roblox.com/asset/?id=161006093",ref2,1,0.6)
- game:GetService("Debris"):AddItem(ref,2)
- game:GetService("Debris"):AddItem(ref2,2)
- numb=numb-15
- wait(0.4)
- end
- --wait(1)
- local n=2
- for i=0,1,0.1 do
- wait()
- --[[cf12=-2+2*i*n
- RootJoint.C0=cf(0,-14.5,0)*euler(0.2-0.2*i*n,0,0)
- Neck.C0=cf(0,1,0)*euler(-0.6+0.4*i*n,0,0)
- RW.C0=cf(1.5,0.5,0)*euler(-0.2+0.2*i*n,0,0.3)
- RW.C1=cf(0,0.5,0)*euler(0,0,0)
- LW.C0=cf(-1.5,0.5,0)*euler(-0.2+0.2*i*n,0,-0.3)
- LW.C1=cf(0,0.5,0)*euler(0,0,0)
- RH.C0=cf(0.5,-1,-0.5+0.5*i*n)*euler(0.3-0.3*i*n,0,0)
- RH.C1=cf(0,1,0)
- LH.C0=cf(-0.5,-1,0)*euler(-0.2+0.2*i*n,0,0)
- LH.C1=cf(0,1,0)]]
- n=n-0.1
- end
- Humanoid.WalkSpeed=16
- de=true
- end
- end
- function KaltosBeat()
- end
- function EnergyTranscend()
- end
- function TranscendAttack()
- end
- function NegConvert()
- end
- function KaltosWave()
- end
- function MagniDamage(Part,magni,mindam,maxdam,knock,Type)
- for _,c in pairs(workspace:children()) do
- local hum=c:findFirstChild("Humanoid")
- if hum~=nil then
- local head=c:findFirstChild("Torso")
- if head~=nil then
- local targ=head.Position-Part.Position
- local mag=targ.magnitude
- if mag<=magni and c.Name~=Player.Name then
- Damagefunc(head,mindam,maxdam,knock,Type,RootPart,.2,1,3,1)
- end
- end
- end
- end
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Effects={}
- local Point=Torso.CFrame*cf(0,Torso.Size.Y,0)
- LastPoint=Point
- function effect(Color,Ref,LP,P1,returnn)
- local effectsmsh=Instance.new("CylinderMesh")
- effectsmsh.Scale=Vector3.new(0.2,1,0.2)
- effectsmsh.Name="Mesh"
- local effectsg=Instance.new("Part")
- effectsg.formFactor=3
- effectsg.CanCollide=false
- effectsg.Name="Eff"
- effectsg.Locked=true
- effectsg.Anchored=true
- effectsg.Size=Vector3.new(0.5,1,0.5)
- effectsg.Parent=workspace
- effectsmsh.Parent=effectsg
- effectsg.BrickColor=Color1
- effectsg.Reflectance=Ref
- local point1=P1
- local mg=(LP.p - point1.p).magnitude
- effectsg.Size=Vector3.new(0.5,mg,0.5)
- effectsg.CFrame=cf((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
- effectsmsh.Scale=Vector3.new(0.4,1,0.4)
- game:GetService("Debris"):AddItem(effectsg,2)
- if returnn then return effectsg end
- if not returnn then
- table.insert(Effects,{effectsg,"Cylinder",0.05,0.01,0,0.01})
- end
- end
- function MagicWaveThing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=1051557",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- wait()
- Part.CFrame=Part.CFrame*euler(0,0.7,0)
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function WaveEffect2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=1323306",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,2)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- wait()
- Part.CFrame=Part.CFrame
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,Type,parent)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- if Type==1 or Type==nil then
- table.insert(Effects,{prt,"Block1",delay,x3,y3,z3,msh})
- elseif Type==2 then
- table.insert(Effects,{prt,"Block2",delay,x3,y3,z3,msh})
- end
- end
- function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,2)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicWave(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock)
- if hit.Parent==nil then
- return
- end
- h=hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h=v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
- h=hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className=="Hat" then
- hit=hit.Parent.Parent:findFirstChild("Head")
- end
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- -- hs(hit,1.2)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game:service("Players").LocalPlayer
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- Damage=math.random(minim,maxim)
- -- h:TakeDamage(Damage)
- blocked=false
- block=hit.Parent:findFirstChild("Block")
- if block~=nil then
- print(block.className)
- if block.className=="NumberValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock~=nil then
- block.Value=block.Value-decreaseblock
- end
- end
- end
- if block.className=="IntValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock~=nil then
- block.Value=block.Value-decreaseblock
- end
- end
- end
- end
- if blocked==false then
- -- h:TakeDamage(Damage)
- h.Health=h.Health-Damage
- showDamage(hit.Parent,Damage,.5,BrickColor:Red())
- else
- h.Health=h.Health-(Damage/2)
- showDamage(hit.Parent,Damage/2,.5,BrickColor.new("Bright blue"))
- end
- if Type=="Knockdown" then
- hum=hit.Parent.Humanoid
- hum.PlatformStand=true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand=false
- end),hum)
- local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
- --hit.CFrame=cf(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Normal" then
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- if KnockbackType==1 then
- vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
- elseif KnockbackType==2 then
- vp.velocity=Property.CFrame.lookVector*knockback
- end
- if knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,.5)
- elseif Type=="Up" then
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=vt(0,30,0)
- bodyVelocity.P=5000
- bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodyVelocity.Parent=hit
- game:GetService("Debris"):AddItem(bodyVelocity,1)
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-2,2),math.random(-2,2),math.random(-2,2))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Snare" then
- bp=Instance.new("BodyPosition")
- bp.P=2000
- bp.D=100
- bp.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- bp.position=hit.Parent.Torso.Position
- bp.Parent=hit.Parent.Torso
- game:GetService("Debris"):AddItem(bp,1)
- end
- debounce=Instance.new("BoolValue")
- debounce.Name="DebounceHit"
- debounce.Parent=hit.Parent
- debounce.Value=true
- game:GetService("Debris"):AddItem(debounce,Delay)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- CRIT=false
- end
- end
- showDamage=function(Char,Dealt,du,Color)
- m=Instance.new("Model")
- m.Name=tostring(math.floor(Dealt))
- h=Instance.new("Humanoid")
- h.Health=0
- h.MaxHealth=0
- h.Parent=m
- c=Instance.new("Part")
- c.Transparency=0
- c.BrickColor=Color
- c.Name="Head"
- c.TopSurface=0
- c.BottomSurface=0
- c.formFactor="Plate"
- c.Size=Vector3.new(1,.4,1)
- ms=Instance.new("CylinderMesh")
- ms.Scale=Vector3.new(.8,.8,.8)
- if CRIT==true then
- ms.Scale=Vector3.new(1,1.25,1)
- end
- ms.Parent=c
- c.Reflectance=0
- Instance.new("BodyGyro").Parent=c
- c.Parent=m
- if Char:findFirstChild("Head")~=nil then
- c.CFrame=cf(Char["Head"].CFrame.p+Vector3.new(0,1.5,0))
- elseif Char.Parent:findFirstChild("Head")~=nil then
- c.CFrame=cf(Char.Parent["Head"].CFrame.p+Vector3.new(0,1.5,0))
- end
- f=Instance.new("BodyPosition")
- f.P=2000
- f.D=100
- f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- f.position=c.Position+Vector3.new(0,3,0)
- f.Parent=c
- game:GetService("Debris"):AddItem(m,.5+du)
- c.CanCollide=false
- m.Parent=workspace
- c.CanCollide=false
- end
- function transform()
- text.Text = "Vantas True Form"
- --------------------------This is an Official script from Duelist--------------------------
- ---{-------------------- -------------------}---
- ---{-------------------- / \ -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- A========A -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- II -------------------}---
- ---{-------------------- W -------------------}---
- -------------------------------------------------------------------------------------------------------------
- wait(0.016666666666666666)
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Face = Head.face
- Neck = Torso.Neck
- it = Instance.new
- attacktype = 1
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC1 = cf(-0.5, 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)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- equipped = false
- Mouse = Player:GetMouse()
- mana = 0
- local idle = 0
- local Anim = "Idle"
- local ShotTarget = RootPart
- player = nil
- local Stats = Instance.new("Folder", Character)
- Stats.Name = "Stats"
- local Defense = Instance.new("NumberValue", Stats)
- Defense.Name = "Defense"
- Defense.Value = 0.6
- local Speed = Instance.new("NumberValue", Stats)
- Speed.Name = "Speed"
- Speed.Value = 1.6625
- local Damage = Instance.new("NumberValue", Stats)
- Damage.Name = "Damage"
- Damage.Value = 1
- local BlockValue = Instance.new("BoolValue", Stats)
- BlockValue.Name = "BlockValue"
- BlockValue.Value = false
- local StaggerHitAnim = Instance.new("BoolValue", Stats)
- StaggerHitAnim.Name = "StaggerHitAnim"
- StaggerHitAnim.Value = false
- local staghitanim = false
- local StaggerAnim = Instance.new("BoolValue", Stats)
- StaggerAnim.Name = "StaggerAnim"
- StaggerAnim.Value = false
- local staganim = false
- local StunAnim = Instance.new("BoolValue", Stats)
- StunAnim.Name = "StunAnim"
- StunAnim.Value = false
- local stunanim = false
- local StunValue = Instance.new("NumberValue", Stats)
- StunValue.Name = "StunValue"
- StunValue.Value = 0
- local cooldown1 = 0
- local cooldown2 = 0
- local cooldown3 = 0
- local cooldown4 = 0
- local mana = 0
- CustomColor = BrickColor.new("Really black")
- Colorpart1 = CustomColor.r
- Colorpart2 = CustomColor.g
- Colorpart3 = CustomColor.b
- local scrn = Instance.new("ScreenGui", PlayerGui)
- local ud = UDim2.new
- local c3 = Color3.new
- local skillcolorscheme = c3(1, 1, 1)
- local co1 = 0
- local co2 = 0
- local co3 = 0
- local co4 = 0
- local maxmana = 0
- local maxstun = 1
- local recovermana = 0
- local losestun = 0
- local stunwait = 0
- local manawait = 0
- local skill1mana = 0
- local skill2mana = 0
- local skill3mana = 0
- local skill4mana = 0
- local menuupdatespeed = 0
- local constantupdate = false
- local showstats = false
- local showstunbar = false
- function makeframe(par, trans, pos, size, color, name)
- local frame = Instance.new("Frame")
- frame.Parent = par
- frame.BackgroundTransparency = trans
- frame.BorderSizePixel = 0
- frame.Position = pos
- frame.Size = size
- frame.BackgroundColor3 = color
- frame.Name = name
- return frame
- end
- function makelabel(par, text, trans, stroketrans, name)
- local label = Instance.new("TextLabel")
- label.Parent = par
- label.BackgroundTransparency = 1
- label.Size = ud(1, 0, 1, 0)
- label.Position = ud(0, 0, 0, 0)
- label.TextColor3 = c3(255, 255, 255)
- label.TextStrokeTransparency = stroketrans
- label.TextTransparency = trans
- label.FontSize = Enum.FontSize.Size32
- label.Font = Enum.Font.Legacy
- label.BorderSizePixel = 0
- label.TextScaled = true
- label.Text = text
- label.Name = name
- return label
- end
- framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 1")
- framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 2")
- framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 3")
- framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), skillcolorscheme, "Frame 4")
- bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 1")
- bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 2")
- bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 3")
- bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), skillcolorscheme, "Bar 4")
- text1 = makelabel(framesk1, "[C] Ability 3", 1, 1, "Text 1")
- text2 = makelabel(framesk2, "[V] Ability 4", 1, 1, "Text 2")
- text3 = makelabel(framesk3, "[X] Ability 2", 1, 1, "Text 3")
- text4 = makelabel(framesk4, "[Z] Ability 1", 1, 1, "Text 4")
- manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
- manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
- manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
- healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Bar")
- healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Cover")
- healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
- if showstunbar == true then
- stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137254902), "Stun Frame")
- stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137254902), "Stun Bar")
- stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
- end
- if showstats == true then
- defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.39215686274509803, 0.39215686274509803, 1), "Defense Frame")
- damageframe = makeframe(scrn, 0.5, ud(0.322, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.39215686274509803, 0.39215686274509803), "Damage Frame")
- speedframe = makeframe(scrn, 0.5, ud(0.4145, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.39215686274509803, 1, 0.39215686274509803), "Speed Frame")
- defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
- damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
- speedtext = makelabel(speedframe, "Speed: " .. Speed.Value, 1, 1, "Speed Text")
- end
- function NoOutline(Part)
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- ArtificialHeartbeat = Instance.new("BindableEvent", script)
- ArtificialHeartbeat.Name = "ArtificialHeartbeat"
- script:WaitForChild("ArtificialHeartbeat")
- frame = 0.016666666666666666
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHeartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHeartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHeartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function nooutline(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = BrickColor.new(tostring(brickcolor))
- fp.Name = name
- fp.Size = size
- fp.Position = Character.Torso.Position
- nooutline(fp)
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0, c1)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- weld.C1 = c1
- return weld
- end
- Humanoid.CameraOffset = vt(0, 12, 0)
- Humanoid.JumpPower = Humanoid.JumpPower * 2
- coroutine.resume(coroutine.create(function()
- Humanoid.MaxHealth = 5100
- wait(0.1)
- Humanoid.Health = Humanoid.MaxHealth
- end))
- m = Instance.new("Model", Character)
- m.Name = "Outer Being"
- healthscript = Character:FindFirstChild("Health")
- if healthscript ~= nil then
- healthscript:Destroy()
- end
- Effects = Instance.new("Folder", m)
- Effects.Name = "Effects"
- local outerbeingtransparency = 1
- local head2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "Head2", vt(0, 0, 0))
- local head2mesh = mesh("SpecialMesh", head2, "Head", "", vt(0, 0, 0), vt(62.5, 31.25, 31.25))
- local torso2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "Torso2", vt(0, 0, 0))
- local torso2mesh = mesh("BlockMesh", torso2, "", "", vt(0, 0, 0), vt(50, 50, 25))
- local leftarm2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "LeftArm2", vt(0, 0, 0))
- local leftarm2mesh = mesh("BlockMesh", leftarm2, "", "", vt(0, 0, 0), vt(25, 50, 25))
- local rightarm2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "RightArm2", vt(0, 0, 0))
- local rightarm2mesh = mesh("BlockMesh", rightarm2, "", "", vt(0, 0, 0), vt(25, 50, 25))
- local leftleg2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "LeftLeg2", vt(0, 0, 0))
- local leftleg2mesh = mesh("BlockMesh", leftleg2, "", "", vt(0, 0, 0), vt(25, 50, 25))
- local rightleg2 = part(0, m, "SmoothPlastic", 0, outerbeingtransparency, CustomColor, "RightLeg2", vt(0, 0, 0))
- local rightleg2mesh = mesh("BlockMesh", rightleg2, "", "", vt(0, 0, 0), vt(25, 50, 25))
- head2.CFrame = Head.CFrame
- torso2.CFrame = Head.CFrame
- leftarm2.CFrame = Head.CFrame
- rightarm2.CFrame = Head.CFrame
- leftleg2.CFrame = Head.CFrame
- rightleg2.CFrame = Head.CFrame
- local head2weld = weld(m, Torso, head2, cf(0, 0, 0), cf(0, 0, 0))
- local torso2weld = weld(m, Torso, torso2, cf(0, 0, 0), cf(0, 0, 0))
- local leftarm2weld = weld(m, Torso, leftarm2, cf(0, 0, 0), cf(0, 0, 0))
- local rightarm2weld = weld(m, Torso, rightarm2, cf(0, 0, 0), cf(0, 0, 0))
- local leftleg2weld = weld(m, Torso, leftleg2, cf(0, 0, 0), cf(0, 0, 0))
- local rightleg2weld = weld(m, Torso, rightleg2, cf(0, 0, 0), cf(0, 0, 0))
- head2weld.C1 = cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0)
- torso2weld.C1 = cf(0, 0, 0)
- rightarm2weld.C1 = cf(0, 2.5, -0.5)
- leftarm2weld.C1 = cf(0, 2.5, -0.5)
- rightleg2weld.C1 = cf(0, 5, 0)
- leftleg2weld.C1 = cf(0, 5, 0)
- coroutine.resume(coroutine.create(function()
- while Humanoid.Health ~= 0 do
- ArtificialHeartbeat.Event:wait()
- head2weld.C0 = cf(0, 4, 0) * Neck.C0
- torso2weld.C0 = cf(0, 0, 0)
- rightarm2weld.C0 = cf(6, 2, 0) * RW.C0
- leftarm2weld.C0 = cf(-6, 2, 0) * LW.C0
- rightleg2weld.C0 = cf(1.5, -4, 0) * RH.C0
- leftleg2weld.C0 = cf(-1.5, -4, 0) * LH.C0
- head2.Transparency = outerbeingtransparency
- torso2.Transparency = outerbeingtransparency
- leftarm2.Transparency = outerbeingtransparency
- rightarm2.Transparency = outerbeingtransparency
- leftleg2.Transparency = outerbeingtransparency
- rightleg2.Transparency = outerbeingtransparency
- end
- end))
- Humanoid.Died:connect(function()
- end)
- for i, v in pairs(Character:GetChildren()) do
- if v:IsA("Model") then
- for _, c in pairs(v:GetChildren()) do
- if c:IsA("Part") then
- c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
- end
- end
- end
- end
- print([[
- Vanta loaded.
- Unleash your power on your enemies.]])
- function so(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = id
- ArtificialHeartbeat.Event:wait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end))
- 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 makegui(cframe, text, color)
- local c = Instance.new("Part")
- c.Size = vt(0.2, 0.2, 0.2)
- c.Transparency = 1
- Instance.new("BodyGyro").Parent = c
- c.Parent = Effects
- c.CFrame = cf(cframe.p + vt(0, 1.5, 0))
- local f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = vt(math.huge, math.huge, math.huge)
- f.position = c.Position + vt(0, 6, 0)
- f.Parent = c
- game:GetService("Debris"):AddItem(c, 5)
- c.CanCollide = false
- c.Parent = workspace
- c.CanCollide = false
- local bg = Instance.new("BillboardGui", c)
- bg.Adornee = c
- bg.Size = UDim2.new(2.5, 0, 2.5, 0)
- bg.StudsOffset = vt(-2, 2, 0)
- bg.AlwaysOnTop = false
- local tl = Instance.new("TextLabel", bg)
- tl.BackgroundTransparency = 1
- tl.Size = UDim2.new(2.5, 0, 2.5, 0)
- tl.Text = text
- tl.Font = Enum.Font.SourceSans
- tl.FontSize = Enum.FontSize.Size42
- tl.TextColor3 = color
- tl.TextScaled = false
- tl.TextStrokeTransparency = 0
- tl.TextScaled = true
- tl.TextWrapped = true
- f.Parent = c
- coroutine.resume(coroutine.create(function()
- wait(0.25)
- for i = 1, 5 do
- ArtificialHeartbeat.Event:wait()
- f.position = c.Position - vt(0, 0.5, 0)
- end
- end))
- coroutine.resume(coroutine.create(function()
- wait(2)
- for i = 1, 10 do
- ArtificialHeartbeat.Event:wait()
- tl.TextTransparency = tl.TextTransparency + 0.1
- tl.TextStrokeTransparency = tl.TextStrokeTransparency + 0.1
- f.position = c.Position + vt(0, 0.5, 0)
- end
- c.Parent = nil
- end))
- end
- local CritChance = Instance.new("NumberValue", Stats)
- CritChance.Name = "CritChance"
- CritChance.Value = 1
- local critchancenumber = 50
- local cancrit = false
- local canpenetratearmor = false
- local cancollidewithhitbox = false
- local sethitblockvaluetofalse = true
- local antiteamkill = false
- local HitPlayerSounds = {
- 199149137,
- 199149186,
- 199149221,
- 199149235,
- 199149269,
- 199149297
- }
- local HitArmorSounds = {
- 199149321,
- 199149338,
- 199149367,
- 199149409,
- 199149452
- }
- local HitWeaponSounds = {
- 199148971,
- 199149025,
- 199149072,
- 199149109,
- 199149119
- }
- local HitBlockSounds = {199148933, 199148947}
- function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged)
- if hit.Parent == nil then
- return
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if antiteamkill == true then
- if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then
- opponent = game.Players:FindFirstChild(hit.Parent.Name)
- end
- if opponent ~= nil and opponent.TeamColor == Player.TeamColor then
- return
- end
- end
- if hit.Name == "Hitbox" and hit:FindFirstChild("TouchInterest") ~= nil then
- StaggerHitAnim.Value = true
- so("http://roblox.com/asset/?id=" .. HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1)
- return
- end
- if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
- h = hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className == "Hat" then
- hit = hit.Parent.Parent:findFirstChild("Head")
- end
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- if hit.Parent:findFirstChild("Stats") ~= nil then
- if hit.Parent.Stats:findFirstChild("StunValue") ~= nil then
- hit.Parent.Stats:findFirstChild("StunValue").Value = hit.Parent.Stats:findFirstChild("StunValue").Value + incstun
- end
- elseif hit.Parent:findFirstChild("StunValue") ~= nil then
- hit.Parent:findFirstChild("StunValue").Value = hit.Parent:findFirstChild("StunValue").Value + incstun
- end
- if hit.Parent:findFirstChild("StaggerAnim") ~= nil and stagger == true then
- hit.Parent:findFirstChild("StaggerAnim").Value = true
- end
- if hit.Parent:findFirstChild("Stats") ~= nil then
- if hit.Parent.Stats:findFirstChild("BlockValue") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue").Value == true then
- makegui(hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- so("http://roblox.com/asset/?id=" .. HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
- if ranged ~= true then
- if sethitblockvaluetofalse == true then
- hit.Parent.Stats:findFirstChild("BlockValue").Value = false
- end
- StaggerAnim.Value = true
- end
- return
- end
- elseif hit.Parent:findFirstChild("BlockValue") ~= nil and hit.Parent:findFirstChild("BlockValue").Value == true then
- makegui(Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
- so("http://roblox.com/asset/?id=" .. HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
- if ranged ~= true then
- if sethitblockvaluetofalse == true then
- hit.Parent:findFirstChild("BlockValue").Value = false
- end
- StaggerAnim.Value = true
- end
- return
- end
- local D = math.random(minim, maxim) * Damage.Value
- if hit.Parent:FindFirstChild("Stats") ~= nil then
- if hit.Parent.Stats:FindFirstChild("Defense") then
- if canpenetratearmor == true then
- else
- D = D / hit.Parent.Stats:FindFirstChild("Defense").Value
- end
- elseif hit.Parent.Stats:FindFirstChild("Defense") == nil then
- end
- elseif hit.Parent:FindFirstChild("Defense") then
- if canpenetratearmor == true then
- else
- D = D / hit.Parent:FindFirstChild("Defense").Value
- end
- elseif hit.Parent:FindFirstChild("Defense") == nil then
- end
- if cancrit == true then
- CritChance.Value = math.random(1, critchancenumber)
- if CritChance.Value == critchancenumber then
- D = D * 2
- end
- end
- h.Health = h.Health - D
- if D <= 3 and staghit == true then
- if ranged ~= true then
- StaggerHitAnim.Value = true
- end
- so("http://roblox.com/asset/?id=" .. HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1)
- elseif D > 3 and ranged ~= true then
- so("http://roblox.com/asset/?id=" .. HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
- end
- if D > 2 and D < 20 then
- if CritChance.Value == critchancenumber then
- makegui(hit.Parent.Head.CFrame, "Crit! " .. tostring(math.floor(D + 0.5)) .. "", Color3.new(0.7843137254901961, 0, 0))
- so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1)
- else
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(1, 0.8627450980392157, 0))
- end
- elseif D >= 20 then
- if CritChance.Value == critchancenumber then
- makegui(hit.Parent.Head.CFrame, "Crit! " .. tostring(math.floor(D + 0.5)) .. "", Color3.new(0.7843137254901961, 0, 0))
- so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1)
- else
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(1, 0, 0))
- end
- else
- if D <= 2 then
- if CritChance.Value == critchancenumber then
- makegui(hit.Parent.Head.CFrame, "Crit! " .. tostring(math.floor(D + 0.5)) .. "", Color3.new(0.7843137254901961, 0, 0))
- so("http://www.roblox.com/asset/?id=296102734", hit, 1, 1)
- else
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)), Color3.new(0.8823529411764706, 0.8823529411764706, 0.8823529411764706))
- end
- else
- end
- end
- if Type == "Normal" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = vt(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- elseif KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- end
- end
- function DecreaseStat(Location, CFrame, Stat, Amount, Duration, ShowDebuff)
- if Location[Stat] ~= nil then
- Location[Stat].Value = Location[Stat].Value - Amount
- if ShowDebuff == true then
- if Location[Stat].Name == "Defense" then
- makegui(CFrame, "-Defense", c3(1, 1, 1))
- elseif Location[Stat].Name == "Damage" then
- makegui(CFrame, "-Damage", c3(1, 1, 1))
- elseif Location[Stat].Name == "Speed" then
- makegui(CFrame, "-Movement", c3(1, 1, 1))
- end
- end
- coroutine.resume(coroutine.create(function()
- wait(Duration)
- Location[Stat].Value = Location[Stat].Value + Amount
- end))
- end
- end
- function IncreaseStat(Location, CFrame, Stat, Amount, Duration, ShowBuff)
- if Location[Stat] ~= nil then
- Location[Stat].Value = Location[Stat].Value + Amount
- if ShowBuff == true then
- if Location[Stat].Name == "Defense" then
- makegui(CFrame, "+Defense", c3(1, 1, 1))
- elseif Location[Stat].Name == "Damage" then
- makegui(CFrame, "+Damage", c3(1, 1, 1))
- elseif Location[Stat].Name == "Speed" then
- makegui(CFrame, "+Movement", c3(1, 1, 1))
- end
- end
- coroutine.resume(coroutine.create(function()
- wait(Duration)
- Location[Stat].Value = Location[Stat].Value - Amount
- end))
- end
- end
- function GetDist(Part1, Part2, magni)
- local targ = Part1.Position - Part2.Position
- local mag = targ.magnitude
- if magni >= mag then
- return true
- else
- return false
- end
- end
- function MagniDamage(Part, magni, mindam, maxdam, knock, Type, Delay, KnockbackType, incstun, stagger, staghit, ranged)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= Player.Name then
- Damagefunc(head, mindam, maxdam, knock, Type, RootPart, Delay, KnockbackType, incstun, stagger, staghit, ranged)
- end
- end
- end
- end
- end
- function Lightning(p0, p1, tym, ofs, brickcolor, th, tra, last)
- local magz = (p0 - p1).magnitude
- local curpos = p0
- local trz = {
- -ofs,
- ofs
- }
- for i = 1, tym do
- do
- local li = Instance.new("Part", workspace)
- li.TopSurface = 0
- li.BottomSurface = 0
- li.Anchored = true
- li.Transparency = tra or 0.4
- li.BrickColor = brickcolor
- li.formFactor = "Custom"
- li.CanCollide = false
- li.Size = vt(th, th, magz / tym)
- local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
- if tym == i then
- local magz2 = (curpos - p1).magnitude
- li.Size = vt(th, th, magz2)
- li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
- else
- li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
- end
- curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, last)
- coroutine.resume(coroutine.create(function()
- while li.Transparency ~= 1 do
- for i = 0, 1, last do
- ArtificialHeartbeat.Event:wait()
- li.Transparency = li.Transparency + 0.1 / last
- end
- end
- end))
- end
- end
- end
- function MagicRing(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicWave(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicBlock(brickcolor, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- if rotate == true then
- Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- else
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicBlock2(brickcolor, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- CF = prt.CFrame
- num = math.random(5, 20)
- coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- if rotate == true then
- Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- else
- Part.CFrame = CF2 * cf(0, i * Num, 0)
- end
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh, CF, num)
- end
- function MagicCylinder(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function MagicSphere(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part.Parent = nil
- end), prt, msh)
- end
- function BreakEffect(brickcolor, rotate, cframe, x1, y1, z1, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
- CF = Part.CFrame
- Numbb = 0
- randnumb = math.random() - math.random()
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- CF = CF * cf(0, 1, 0)
- if rotate == true then
- Part.CFrame = CF * angles(Numbb, 0, 0)
- elseif rotate == false then
- Part.CFrame = CF
- end
- Part.Transparency = i
- Numbb = Numbb + randnumb
- end
- Part.Parent = nil
- end), prt, CF, Numbb, randnumb)
- end
- function ElecEffect(brickcolor, cf, x, y, z, delay)
- local prt = part(3, Effects, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cf
- xval = math.random()
- yval = math.random()
- zval = math.random()
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
- for i = 0, 1, delay do
- ArtificialHeartbeat.Event:wait()
- Part.CFrame = Part.CFrame
- xvaal = xvaal - 0.1 * (delay * 10)
- yvaal = yvaal - 0.1 * (delay * 10)
- zvaal = zvaal - 0.1 * (delay * 10)
- Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
- Part.Transparency = i
- end
- Part.Parent = nil
- end), prt, msh, xval, yval, zval)
- end
- function subtractmana(k)
- if k <= mana then
- mana = mana - k
- end
- end
- local idleangle = 0
- local idlen = 0
- local donum = 0
- local sine = 0
- local change = 1
- local val = 0
- local walkinganim = false
- local handidle = false
- local walk = 0
- local someangle = 0
- local change2 = 1
- local stundelay = 0
- local manadelay = 0
- local dieanim = false
- local robloxidleanimation = Instance.new("Animation", Torso)
- robloxidleanimation.Name = "robloxidleanimation"
- robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- Animator = Humanoid:findFirstChild("Animator")
- Animate = Character:findFirstChild("Animate")
- Running = Head:FindFirstChild("Running")
- if Running ~= nil then
- Running.Volume = 0
- end
- local startequipped = false
- local startequippedwithequipanimation = true
- local disableanimator = true
- local disableanimate = false
- local alternatewalk = false
- local customwalk = false
- local hidemenu = false
- local allowmenutofunction = false
- local allowabilitestofunction = false
- local canunequiporequip = false
- local allowidle = false
- local allowwalking = false
- local disablemovingarms = false
- local usemotorsinsteadofwelds = false
- local leftarm = false
- local rightarm = false
- local allowhopperbin = false
- local allowstunbar = false
- local walkspeeddependsonspeedvalue = true
- local alternatemanaregensystem = false
- local showhealthmanaandstunnumbers = false
- local changebarcolorsifnotenoughmana = false
- local disablejumpifstaggeredorstunned = false
- if hidemenu == true then
- for _, v in pairs(scrn:children()) do
- if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
- v.Visible = false
- end
- end
- end
- if disablejumpifstaggeredorstunned == true then
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and (StaggerAnim.Value == true or StunAnim.Value == true) then
- Humanoid.Jump = false
- end
- end)
- end
- if allowmenutofunction == true then
- for _, v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" then
- for _, b in pairs(v:GetChildren()) do
- if b.ClassName == "TextLabel" and b.Name ~= "Text 1" and b.Name ~= "Text 2" and b.Name ~= "Text 3" and b.Name ~= "Text 4" then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- ArtificialHeartbeat.Event:wait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- end
- end
- end
- end
- if allowmenutofunction == true and allowabilitestofunction == true then
- for _, v in pairs(scrn:GetChildren()) do
- if v.ClassName == "Frame" then
- for _, b in pairs(v:GetChildren()) do
- if b.ClassName == "TextLabel" and b.Name ~= "Health Text" and b.Name ~= "Mana Text" then
- coroutine.resume(coroutine.create(function(TheTextLabel)
- wait(menuupdatespeed)
- for i = 1, 0, -0.1 do
- ArtificialHeartbeat.Event:wait()
- TheTextLabel.TextTransparency = i
- TheTextLabel.TextStrokeTransparency = i
- end
- TheTextLabel.TextTransparency = 0
- TheTextLabel.TextStrokeTransparency = 0
- end), b)
- end
- end
- end
- end
- end
- if allowhopperbin == true then
- if script.Parent.className ~= "HopperBin" then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Weapon Name"
- script.Parent = Tool
- end
- Bin = script.Parent
- end
- if disablemovingarms == true then
- RWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
- LWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
- RSH, LSH = nil, nil
- if usemotorsinsteadofwelds == true then
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- else
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- end
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = Torso
- LSH.Parent = Torso
- RW.Name = "Right Shoulder"
- RW.Part0 = Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = Character["Right Arm"]
- RW.Parent = nil
- LW.Name = "Left Shoulder"
- LW.Part0 = Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = Character["Left Arm"]
- LW.Parent = nil
- else
- RW = Torso["Right Shoulder"]
- LW = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- RWC0 = cf(-0.5, 0, 0) * angles(math.rad(0), math.rad(90), math.rad(0))
- LWC0 = cf(0.5, 0, 0) * angles(math.rad(0), math.rad(-90), math.rad(0))
- end
- if allowidle == true then
- coroutine.resume(coroutine.create(function()
- while true do
- for i = 0, 1, 0.08 do
- wait()
- idleangle = idleangle + 0.005 * idlen
- idlen = idlen - 0.1
- end
- idlen = 0
- for i = 0, 1, 0.08 do
- wait()
- idleangle = idleangle - 0.005 * idlen
- idlen = idlen - 0.1
- end
- idlen = 0
- idleangle = 0
- end
- end))
- end
- function equipanim()
- attack = true
- local equipvelocity = Instance.new("BodyVelocity", Torso)
- equipvelocity.P = 500
- equipvelocity.maxForce = vt(math.huge, math.huge, math.huge)
- equipvelocity.Velocity = Vector3.new(0, 10, 0)
- for i = 0, 1, 0.02 do
- ArtificialHeartbeat.Event:wait()
- MagicBlock(CustomColor, true, Torso.CFrame * cf(math.random(-5, 5), math.random(-5, 5), math.random(-5, 5)), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-60)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(60)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-5)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 2.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(2.5, 2.5, 0), 0.15)
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- wait()
- outerbeingtransparency = outerbeingtransparency - 0.05
- end
- outerbeingtransparency = 0.5
- end))
- equipvelocity.Velocity = Vector3.new(0, 0, 0)
- MagicBlock(CustomColor, true, Torso.CFrame, 75, 75, 75, 0.5, 0.5, 0.5, 0.01)
- MagicSphere(CustomColor, Torso.CFrame, 150, 150, 150, 1, 1, 1, 0.01)
- so("http://roblox.com/asset/?id=203691510", Torso, 1, 1)
- so("http://roblox.com/asset/?id=203691653", Torso, 1, 1)
- so("http://roblox.com/asset/?id=203691562", Torso, 1, 1)
- so("http://roblox.com/asset/?id=160740121", Torso, 1, 1.5)
- for i = 0, 1, 0.02 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(90)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-90)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- equipvelocity:Destroy()
- Speed.Value = Speed.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- attack = false
- end
- function unequipanim()
- attack = true
- coroutine.resume(coroutine.create(function()
- Humanoid.MaxHealth = math.huge
- wait(0.1)
- Humanoid.Health = Humanoid.MaxHealth
- end))
- local equipvelocity = Instance.new("BodyVelocity", Torso)
- equipvelocity.P = 500
- equipvelocity.maxForce = vt(math.huge, math.huge, math.huge)
- equipvelocity.Velocity = Vector3.new(0, 1, 0)
- so("http://roblox.com/asset/?id=183763515", Torso, 1, 0.4)
- for i = 0, 1, 0.005 do
- ArtificialHeartbeat.Event:wait()
- MagicBlock(CustomColor, true, Torso.CFrame * cf(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
- BreakEffect(CustomColor, false, Torso.CFrame, 1, 25, 1, 0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(20 + math.random(-10, 10)), math.rad(0), math.rad(0 + math.random(-10, 10))), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-60)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(60)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-5)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 2.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(2.5, 2.5, 0), 0.15)
- end
- MagicBlock(CustomColor, true, Torso.CFrame, 75, 75, 75, 0.5, 0.5, 0.5, 0.01)
- MagicSphere(CustomColor, Torso.CFrame, 150, 150, 150, 1, 1, 1, 0.01)
- so("http://roblox.com/asset/?id=203691510", Torso, 1, 0.6)
- so("http://roblox.com/asset/?id=203691653", Torso, 1, 0.6)
- so("http://roblox.com/asset/?id=203691562", Torso, 1, 0.6)
- for i = 1, 2 do
- so("http://roblox.com/asset/?id=160867463", Torso, 1, 0.8)
- so("http://roblox.com/asset/?id=297472596", Torso, 1, 0.8)
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.01 do
- wait()
- outerbeingtransparency = outerbeingtransparency + 0.005
- end
- outerbeingtransparency = 1
- end))
- Face.Transparency = 1
- for _, v in pairs(Character:children()) do
- if v:IsA("Part") and v.ClassName ~= "Model" then
- coroutine.resume(coroutine.create(function(Part)
- for i = 0, 1, 0.01 do
- wait()
- Part.Transparency = Part.Transparency + 0.01
- end
- Part.Anchored = true
- Part.Transparency = 1
- end), v)
- elseif v:IsA("Hat") then
- coroutine.resume(coroutine.create(function(Hat)
- for i = 0, 1, 0.01 do
- wait()
- Hat.Transparency = Hat.Transparency + 0.01
- end
- Hat.Anchored = true
- Hat.Transparency = 1
- end), v.Handle)
- end
- end
- local deathnum = 0
- for i = 0, 1, 0.005 do
- ArtificialHeartbeat.Event:wait()
- if deathnum >= 10 then
- deathnum = 0
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = Torso.CFrame * cf(math.random(-15, 15), math.random(-15, 15), math.random(-15, 15))
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 1)
- MagicBlock(CustomColor, true, refpart.CFrame, 30, 30, 30, 0.5, 0.5, 0.5, 0.01)
- MagicSphere(CustomColor, refpart.CFrame, 60, 60, 60, 1, 1, 1, 0.01)
- so("http://roblox.com/asset/?id=203691510", Torso, 1, 0.6)
- end
- BreakEffect(CustomColor, false, Torso.CFrame, 1, 50, 1, 0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(-20 + math.random(-40, 40)), math.rad(0), math.rad(0 + math.random(-40, 40))), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0 + math.random(-40, 40)), math.rad(0 + math.random(-40, 40)), math.rad(0 + math.random(-40, 40))), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40 + math.random(-40, 40)), math.rad(0), math.rad(40 + math.random(-40, 40))) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-40 + math.random(-40, 40)), math.rad(0), math.rad(-40 + math.random(-40, 40))) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-20 + math.random(-40, 40)), math.rad(0), math.rad(-40 + math.random(-40, 40))), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-20 + math.random(-40, 40)), math.rad(0), math.rad(40 + math.random(-40, 40))), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- deathnum = deathnum + 1
- end
- Humanoid.MaxHealth = 0
- Humanoid.Health = 0
- equipvelocity.Velocity = Vector3.new(0, 0, 0)
- MagicBlock(CustomColor, true, Torso.CFrame, 75, 75, 75, 0.5, 0.5, 0.5, 0.008)
- MagicSphere(CustomColor, Torso.CFrame, 150, 150, 150, 1, 1, 1, 0.008)
- so("http://roblox.com/asset/?id=203691510", Torso, 1, 0.4)
- so("http://roblox.com/asset/?id=203691653", Torso, 1, 0.4)
- so("http://roblox.com/asset/?id=203691562", Torso, 1, 0.4)
- so("http://roblox.com/asset/?id=160867463", Torso, 1, 1.2)
- attack = false
- end
- if startequipped == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- Speed.Value = Speed.Value - 0.1
- Defense.Value = Defense.Value + 0.4
- elseif startequippedwithequipanimation == true then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- equipanim()
- end
- function StaggerHit()
- attack = true
- attack = false
- end
- function Stagger()
- attack = true
- attack = false
- end
- function Stun()
- attack = true
- attack = false
- end
- function EAbility()
- attack = true
- attack = false
- end
- function attackone()
- attack = true
- attack = false
- end
- function attacktwo()
- attack = true
- attack = false
- end
- function attackthree()
- attack = true
- attack = false
- end
- function attackfour()
- attack = true
- attack = false
- end
- function Move1()
- attack = true
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(0)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.04 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(0)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- local orbnumber = math.random(20, 40)
- coroutine.resume(coroutine.create(function()
- for i = 1, orbnumber do
- wait()
- local orbblastpart = part(3, Effects, "SmoothPlastic", 0, 0.5, CustomColor, "Effect", vt())
- local orbblastmesh = mesh("SpecialMesh", orbblastpart, "Sphere", "", vt(0, 0, 0), vt(10, 10, 10))
- orbblastpart.Anchored = true
- game:GetService("Debris"):AddItem(orbblastpart, 5)
- orbblastpart.CFrame = cf(Mouse.hit.p + vt(math.random(-10, 10), math.random(50, 100), math.random(-10, 10)))
- MagicBlock(CustomColor, true, rightarm2.CFrame * cf(0, -5, 0), 30, 30, 30, 1, 1, 1, 0.05)
- MagicSphere(CustomColor, orbblastpart.CFrame, 10, 10, 10, 0.5, 0.5, 0.5, 0.05)
- so("http://roblox.com/asset/?id=183763498", orbblastpart, 1, 1.2)
- coroutine.resume(coroutine.create(function(Part)
- wait(1)
- local spread = vt(math.random(-16, 16), math.random(-16, 16), math.random(-16, 16)) * (Part.Position - (Part.Position + vt(0, -1, 0))).magnitude / 100
- local TheHit = Part.Position + vt(0, -1, 0)
- local MouseLook = cf((Part.Position + TheHit) / 2, TheHit + spread)
- local hit, pos = rayCast(Part.Position, MouseLook.lookVector, 999, Character)
- local mag = (Part.Position - pos).magnitude
- MagicCylinder(CustomColor, cf((Part.Position + pos) / 2, pos) * angles(math.rad(90), 0, 0), 1, mag * 5, 1, 0.25, 0, 0.25, 0.025)
- MagicBlock(CustomColor, true, Part.CFrame, 8, 8, 8, 0.25, 0.25, 0.25, 0.05)
- Part.Parent = nil
- if hit ~= nil then
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = cf(pos)
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 1)
- MagicBlock(CustomColor, true, Part.CFrame, 8, 8, 8, 0.25, 0.25, 0.25, 0.05)
- MagicBlock(CustomColor, true, refpart.CFrame, 15, 15, 15, 3, 3, 3, 0.05)
- MagicRing(CustomColor, refpart.CFrame * angles(math.rad(90), math.rad(math.random(-60, 60)), math.rad(math.random(-60, 60))), 1, 1, 1, 1, 1, 1, 0.025)
- so("http://roblox.com/asset/?id=183763487", refpart, 1, 1)
- Damagefunc(hit, 20, 40, 1, "Normal", RootPart, 0, 1, 0, nil, true, true)
- MagniDamage(refpart, 15, 5, 10, 0, "Normal", 0, 1, 0, nil, true, true)
- end
- end), orbblastpart)
- end
- end))
- for i = 0, 1, (0.015 + orbnumber / 10000) / 2 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(0)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(0)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- attack = false
- end
- function Move2()
- attack = true
- local oldspeedvalue = Speed.Value
- Speed.Value = 0
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(30)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(2, 5, 0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(-2, 5, 0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.015 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(180), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(180), math.rad(0), math.rad(30)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(2, 5, 0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(-2, 5, 0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- so("http://www.roblox.com/asset/?id=169445121", Torso, 1, 0.6)
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- MagicBlock(CustomColor, true, leftarm2.CFrame * cf(0, -5, 0), 30, 30, 30, 1, 1, 1, 0.05)
- MagicBlock(CustomColor, true, rightarm2.CFrame * cf(0, -5, 0), 30, 30, 30, 1, 1, 1, 0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 9 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.4) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(35)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 7, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 7, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-1.8, 3.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = RootPart.CFrame * cf(0, 500, -20)
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 1)
- local TheHit = refpart.Position + vt(0, -1, 0)
- local MouseLook = cf((refpart.Position + TheHit) / 2, TheHit)
- local hit, pos = rayCast(refpart.Position, MouseLook.lookVector, 999, Character)
- local mag = (refpart.Position - pos).magnitude
- local refpart2 = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart2.CFrame = cf(pos)
- refpart2.Anchored = true
- game:GetService("Debris"):AddItem(refpart2, 1)
- MagicCylinder(CustomColor, cf((refpart.Position + pos) / 2, pos) * angles(math.rad(90), 0, 0), 5, mag * 5, 5, 0.1, 0, 0.1, 0.025)
- if hit ~= nil then
- MagicBlock(CustomColor, true, refpart2.CFrame, 15, 15, 15, 1.5, 1.5, 1.5, 0.01)
- MagicSphere(CustomColor, refpart2.CFrame, 15, 15, 15, 4, 4, 4, 0.01)
- MagicWave(CustomColor, refpart2.CFrame, 5, 5, 5, 1, 1.5, 1, 0.025)
- MagicRing(CustomColor, refpart2.CFrame * angles(math.rad(90), 0, 0), 2.5, 2.5, 2.5, 2, 2, 2, 0.025)
- so("http://roblox.com/asset/?id=87784452", refpart2, 1, 0.8)
- so("http://roblox.com/asset/?id=183763515", refpart2, 1, 0.8)
- MagniDamage(refpart2, 25, 20, 50, math.random(10, 30), "Normal", 0, 1, 0, nil, true, true)
- end
- for i = 0, 1, 0.02 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 9 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.5) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.4) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(35)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 7, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 7, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-1.8, 3.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- Speed.Value = Speed.Value + oldspeedvalue
- attack = false
- end
- function Move3()
- attack = true
- local oldspeedvalue = Speed.Value
- Speed.Value = 0
- so("http://www.roblox.com/asset/?id=169445046", rightleg2, 1, 0.6)
- for i = 0, 1, 0.05 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 11.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(40), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(20)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 2.5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.05 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 11.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(40), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(20)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-20)) * LWC0, 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(15)), 0.15)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(-2.5, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- MagicSphere(CustomColor, RootPart.CFrame * cf(2.5, -3, -2), 10, 4, 10, 2.5, 1.5, 2.5, 0.025)
- local num = 0
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = RootPart.CFrame * cf(2.5, 0, -6)
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 3)
- for i = 1, 4 do
- local refpart2 = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart2.CFrame = refpart.CFrame * cf(2.5, 0, num)
- refpart2.Anchored = true
- game:GetService("Debris"):AddItem(refpart2, 1)
- local TheHit = refpart2.Position + vt(0, -1, 0)
- local MouseLook = cf((refpart2.Position + TheHit) / 2, TheHit)
- local hit, pos = rayCast(refpart2.Position, MouseLook.lookVector, 999, Character)
- if hit ~= nil then
- local refpart3 = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart3.CFrame = cf(pos)
- refpart3.Anchored = true
- game:GetService("Debris"):AddItem(refpart3, 1)
- MagicSphere(CustomColor, refpart3.CFrame, 15, 15, 15, 4, 4, 4, 0.01)
- MagicWave(CustomColor, refpart3.CFrame, 5, 5, 5, 1, 1, 1, 0.025)
- so("http://www.roblox.com/asset/?id=161006093", refpart3, 1, 0.6)
- MagniDamage(refpart3, 20, 20, 30, math.random(5, 20), "Normal", 0, 1, 0, nil, true, true)
- end
- num = num - 20
- wait(0.4)
- end
- Speed.Value = Speed.Value + oldspeedvalue
- attack = false
- end
- function Move4()
- attack = true
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.04 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(30)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- local orbpart = part(3, Effects, "SmoothPlastic", 0, 0.5, CustomColor, "Effect", vt())
- local orbmesh = mesh("SpecialMesh", orbpart, "Sphere", "", vt(0, 0, 0), vt(15, 15, 15))
- local orbweld = weld(orbpart, Torso, orbpart, cf(0, 0, 0), cf(0, -15, 0))
- game:GetService("Debris"):AddItem(orbpart, 5)
- so("http://roblox.com/asset/?id=137463716", orbpart, 1, 0.6)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 0.7, 0.005 do
- ArtificialHeartbeat.Event:wait()
- Mesh.Scale = Mesh.Scale + vt(0.25, 0.25, 0.25)
- MagicBlock(CustomColor, true, orbpart.CFrame, 15, 15, 15, 1, 1, 1, 0.05)
- local orbchargeeffect = part(3, Effects, "SmoothPlastic", 0, 0, CustomColor, "Effect", vt())
- local orbchargeeffectmesh = mesh("SpecialMesh", orbchargeeffect, "Sphere", "", vt(0, 0, 0), vt(2, math.random(10, 15), 2))
- local orbchargecframe = angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))) * cf(0, math.random(10, 20), 0)
- orbchargeeffect.CFrame = orbpart.CFrame * orbchargecframe
- orbchargeeffect.Anchored = true
- game:GetService("Debris"):AddItem(orbchargeeffect, 2)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, 0.1 do
- ArtificialHeartbeat.Event:wait()
- Part.Transparency = i
- Part.CFrame = Part.CFrame * cf(0, -1, 0)
- end
- Part.Parent = nil
- end), orbchargeeffect, orbchargeeffectmesh)
- end
- wait(0.5)
- local range = 999
- local MainPos = Part.Position
- local MainPos2 = Mouse.Hit.p
- local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2)
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, range, ShotTarget.Parent)
- local mag = (MainPos - pos).magnitude
- MagicCylinder(CustomColor, cf((MainPos + pos) / 2, pos) * angles(math.rad(90), 0, 0), 10, mag * 5, 10, 0.25, 0, 0.25, 0.005)
- for i = 1, 5 do
- local ringcf = cf((MainPos + pos) / 2, pos) * angles(math.rad(-90), 0, 0) * cf(0, mag / 5 * (i / 2), 0)
- MagicRing(CustomColor, ringcf * angles(math.rad(90), 0, 0), 1, 1, 1, 0.25, 0.25, 0.25, 0.005)
- end
- for i = 0, 5 do
- local ringcf = cf((MainPos + pos) / 2, pos) * angles(math.rad(-90), 0, 0) * cf(0, -mag / 5 * (i / 2), 0)
- MagicRing(CustomColor, ringcf * angles(math.rad(90), 0, 0), 1, 1, 1, 0.25, 0.25, 0.25, 0.005)
- end
- so("http://roblox.com/asset/?id=183763506", Part, 1, 0.6)
- so("http://roblox.com/asset/?id=178452221", Part, 1, 0.6)
- so("http://www.roblox.com/asset/?id=87767777", Part, 1, 1)
- if hit ~= nil then
- local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.CFrame = cf(pos)
- refpart.Anchored = true
- game:GetService("Debris"):AddItem(refpart, 1)
- MagicBlock(CustomColor, true, refpart.CFrame, 15, 15, 15, 4, 4, 4, 0.01)
- MagicSphere(CustomColor, refpart.CFrame, 15, 15, 15, 4, 4, 4, 0.01)
- so("http://roblox.com/asset/?id=183763506", refpart, 1, 0.6)
- so("http://roblox.com/asset/?id=178452221", refpart, 1, 0.6)
- so("http://www.roblox.com/Asset?ID=87767777", refpart, 1, 1)
- Damagefunc(hit, 30, 70, 50, "Normal", RootPart, 0, 1, 0, nil, true, true)
- MagniDamage(refpart, 20, 10, 30, 40, "Normal", 0, 1, 0, nil, true, true)
- end
- for i = 0, 1, 0.01 do
- ArtificialHeartbeat.Event:wait()
- Mesh.Scale = Mesh.Scale + vt(0.5, 0.5, 0.5)
- Part.Transparency = Part.Transparency + 0.01
- end
- Part.Parent = nil
- end), orbpart, orbmesh)
- for i = 0, 1, 0.004 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(180), math.rad(0), math.rad(30)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- for i = 0, 1, 0.25 do
- ArtificialHeartbeat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-30)) * RWC0, 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.25, 1 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * LWC0, 0.15)
- if Anim ~= "Walk" then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.15)
- elseif Anim == "Walk" then
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.15)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.15)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 5, -0.75), 0.15)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 5, -0.75), 0.15)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.15)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.15)
- end
- attack = false
- end
- hold = false
- Mouse.Button1Down:connect(function()
- if attack == true or equipped == false then
- return
- end
- hold = true
- if attacktype == 1 then
- attacktype = 2
- attackone()
- elseif attacktype == 2 then
- attacktype = 3
- attacktwo()
- elseif attacktype == 3 then
- attacktype = 4
- attackthree()
- elseif attacktype == 4 then
- attacktype = 1
- attackfour()
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- wait()
- end
- end
- if attack == false then
- attacktype = 1
- end
- end))
- end)
- if allowhopperbin == true then
- function ob1u(Mouse)
- hold = false
- end
- end
- Mouse.KeyDown:connect(function(key)
- if key == "f" and canunequiporequip == true and attack == false then
- if equipped == false then
- equipped = true
- if disableanimate == true then
- Animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- end
- if disableanimator == true then
- Animator.Parent = nil
- end
- if disablemovingarms == true then
- RW.Parent = Torso
- LW.Parent = Torso
- RSH.Parent = nil
- LSH.Parent = nil
- end
- equipanim()
- elseif equipped == true then
- equipped = false
- unequipanim()
- ArtificialHeartbeat.Event:wait()
- if disablemovingarms == true then
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = Torso
- LSH.Parent = Torso
- end
- if disableanimator == true then
- Animator.Parent = Humanoid
- end
- if disableanimate == true then
- Animate.Disabled = false
- end
- end
- end
- if key == "e" and attack == false and equipped == true then
- EAbility()
- end
- if key == "z" and attack == false and equipped == true and cooldown1 >= co1 and mana >= skill1mana then
- subtractmana(skill1mana)
- cooldown1 = 0
- Move1()
- end
- if key == "x" and attack == false and equipped == true and cooldown2 >= co2 and mana >= skill2mana then
- subtractmana(skill2mana)
- cooldown2 = 0
- Move2()
- end
- if key == "c" and attack == false and equipped == true and cooldown3 >= co3 and mana >= skill3mana then
- subtractmana(skill3mana)
- cooldown3 = 0
- Move3()
- end
- if key == "v" and attack == false and equipped == true and cooldown4 >= co4 and mana >= skill4mana then
- subtractmana(skill4mana)
- cooldown4 = 0
- Move4()
- end
- if key == "m" then
- hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character)
- if hitfloor == nil then
- RootPart.CFrame = RootPart.CFrame * cf(0, 12, 0)
- end
- end
- end)
- if allowhopperbin == true then
- function key2(key)
- end
- end
- if allowhopperbin == true then
- function s(Mouse)
- Mouse.Button1Down:connect(function()
- ob1d(Mouse)
- end)
- Mouse.Button1Up:connect(function()
- ob1u(Mouse)
- end)
- Mouse.KeyDown:connect(key)
- Mouse.KeyUp:connect(key2)
- end
- end
- if allowhopperbin == true then
- function ds(Mouse)
- end
- end
- if allowhopperbin == true then
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- end
- function updateskills()
- if allowabilitestofunction == true then
- if cooldown1 <= co1 then
- cooldown1 = cooldown1 + 0.03333333333333333
- if cooldown1 >= co1 then
- cooldown1 = co1
- end
- end
- if cooldown2 <= co2 then
- cooldown2 = cooldown2 + 0.03333333333333333
- if cooldown2 >= co2 then
- cooldown2 = co2
- end
- end
- if cooldown3 <= co3 then
- cooldown3 = cooldown3 + 0.03333333333333333
- if cooldown3 >= co3 then
- cooldown3 = co3
- end
- end
- if cooldown4 <= co4 then
- cooldown4 = cooldown4 + 0.03333333333333333
- elseif cooldown4 >= co4 then
- cooldown4 = co4
- end
- if changebarcolorsifnotenoughmana == true then
- if mana <= skill1mana then
- bar4.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar4.BackgroundColor3 = skillcolorscheme
- end
- if mana <= skill2mana then
- bar3.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar3.BackgroundColor3 = skillcolorscheme
- end
- if mana <= skill3mana then
- bar1.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar1.BackgroundColor3 = skillcolorscheme
- end
- if mana <= skill4mana then
- bar2.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
- else
- bar2.BackgroundColor3 = skillcolorscheme
- end
- elseif changebarcolorsifnotenoughmana == false then
- bar1.BackgroundColor3 = skillcolorscheme
- bar2.BackgroundColor3 = skillcolorscheme
- bar3.BackgroundColor3 = skillcolorscheme
- bar4.BackgroundColor3 = skillcolorscheme
- end
- end
- if alternatemanaregensystem == false then
- if mana <= maxmana then
- mana = mana + recovermana / 30
- elseif mana >= maxmana then
- mana = maxmana
- end
- elseif alternatemanaregensystem == true then
- if mana >= maxmana then
- mana = maxmana
- elseif manadelay <= manawait then
- manadelay = manadelay + 1
- else
- manadelay = 0
- mana = mana + 1
- end
- end
- if allowstunbar == true then
- if 0 >= StunValue.Value then
- StunValue.Value = 0
- elseif stundelay <= stunwait then
- stundelay = stundelay + 1
- else
- stundelay = 0
- StunValue.Value = StunValue.Value - 1
- end
- elseif allowstunbar == false then
- StunValue.Value = 0
- end
- end
- if allowmenutofunction == true then
- ArtificialHeartbeat.Event:connect(function()
- updateskills()
- if allowabilitestofunction == true then
- framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- manacover:TweenSize(ud(1 * (mana / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- if allowstunbar == true then
- stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- end
- if showhealthmanaandstunnumbers == true then
- manatext.Text = "Mana [" .. mana .. "]"
- healthtext.Text = "Health [" .. Humanoid.Health .. "]"
- if allowstunbar == true then
- stuntext.Text = "Stun [" .. StunValue.Value .. "]"
- end
- end
- if showstats == true then
- defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- speedframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
- defensetext.Text = "Defense: " .. Defense.Value
- damagetext.Text = "Damage: " .. Damage.Value
- speedtext.Text = "Speed: " .. Speed.Value
- end
- end)
- end
- ArtificialHeartbeat.Event:connect(function()
- if Humanoid.Health < 100 and dieanim == false then
- dieanim = true
- unequipanim()
- end
- if Humanoid.Health > 0 then
- if walkspeeddependsonspeedvalue == true then
- if 0 > Speed.Value or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Speed.Value
- end
- end
- if StunValue.Value >= maxstun then
- StunValue.Value = 0
- StunAnim.Value = true
- end
- if StaggerAnim.Value == true and staganim == false then
- coroutine.resume(coroutine.create(function()
- staganim = true
- while attack == true do
- ArtificialHeartbeat.Event:wait()
- end
- Stagger()
- StaggerAnim.Value = false
- staganim = false
- end))
- end
- if StaggerHitAnim.Value == true and staghitanim == false then
- coroutine.resume(coroutine.create(function()
- staghitanim = true
- while attack == true do
- ArtificialHeartbeat.Event:wait()
- end
- StaggerHit()
- StaggerHitAnim.Value = false
- staghitanim = false
- end))
- end
- if StunAnim.Value == true and stunanim == false or 100 <= StunValue.Value then
- coroutine.resume(coroutine.create(function()
- StunValue.Value = 0
- stunanim = true
- while attack == true do
- ArtificialHeartbeat.Event:wait()
- end
- Stun()
- StunAnim.Value = false
- stunanim = false
- end))
- end
- sine = sine + change
- someangle = someangle % 100 + change2 / 10
- local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
- hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character)
- if donum >= 0.5 then
- handidle = true
- elseif donum <= 0 then
- handidle = false
- end
- if handidle == false then
- donum = donum + 0.002
- else
- donum = donum - 0.002
- end
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if not (idle >= 500) or attack == false then
- end
- if leftarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif walkinganim == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif Anim ~= "Walk" and equipped == true or attack == true then
- LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- end
- end
- if rightarm == true then
- if Anim == "Walk" and equipped == true and attack == false then
- if alternatewalk == false then
- if walkinganim == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif walkinganim == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif Anim ~= "Walk" and equipped == true or attack == true then
- RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- end
- end
- if allowwalking == true then
- if Anim == "Walk" and equipped == true then
- if alternatewalk == false then
- if walkinganim == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif walkinganim == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / 2)
- end
- elseif Anim ~= "Walk" and equipped == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- end
- end
- if velderp > 1 and hitfloor == nil then
- Anim = "Jump"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(20)) * RWC0, 0.1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(-20)) * LWC0, 0.1)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.1)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.1)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.1)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.1)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.1)
- end
- elseif velderp < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(60)) * RWC0, 0.1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-60)) * LWC0, 0.1)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.1)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.1)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.1)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.1)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.1)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.075)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.075)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * RWC0, 0.075)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.075)
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.075)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.075)
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.075)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.075)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.075)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.075)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.075)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.075)
- end
- elseif torvel > 1 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 0.5
- if walk >= 20 then
- walk = 0
- if walkinganim == true then
- walkinganim = false
- elseif walkinganim == false then
- walkinganim = true
- end
- end
- if attack == false and equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 12 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * RWC0, 0.1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * LWC0, 0.1)
- if walkinganim == true then
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(75)), 0.1)
- else
- RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-75)), 0.1)
- end
- head2weld.C1 = clerp(head2weld.C1, cf(0, -2.5, 0) * angles(math.rad(-90), 0, 0), 0.1)
- torso2weld.C1 = clerp(torso2weld.C1, cf(0, 0, 0), 0.1)
- rightarm2weld.C1 = clerp(rightarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- leftarm2weld.C1 = clerp(leftarm2weld.C1, cf(0, 2.5, -0.5), 0.1)
- rightleg2weld.C1 = clerp(rightleg2weld.C1, cf(0, 5, 0), 0.1)
- leftleg2weld.C1 = clerp(leftleg2weld.C1, cf(0, 5, 0), 0.1)
- end
- end
- end
- end
- end)
- end
- combo=0
- function ob1d(mouse)
- if attack==true or equipped==false then return end
- hold=true
- if Mode=="Normal" then
- if combo==0 then
- combo=1
- attackone()
- elseif combo==1 then
- combo=2
- attacktwo()
- elseif combo==2 then
- combo=0
- attackthree()
- end
- else
- TranscendAttack()
- end
- coroutine.resume(coroutine.create(function()
- for i=1,50 do
- if attack==false then
- swait()
- end
- end
- if attack==false then
- combo=0
- end
- end))
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- eul=0
- holdz=false
- equipped=false
- function key(key)
- if key=="z" then
- end
- if attack==true then return end
- if key=="f" then
- attack=true
- if equipped==false then
- equipped=true
- RSH=ch.Torso["Right Shoulder"]
- LSH=ch.Torso["Left Shoulder"]
- --
- RSH.Parent=nil
- LSH.Parent=nil
- --
- RW.Name="Right Shoulder"
- RW.Part0=ch.Torso
- RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1=cf(0, 0.5, 0)
- RW.Part1=ch["Right Arm"]
- RW.Parent=ch.Torso
- --
- LW.Name="Left Shoulder"
- LW.Part0=ch.Torso
- LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1=cf(0, 0.5, 0)
- LW.Part1=ch["Left Arm"]
- LW.Parent=ch.Torso
- --
- equipanim()
- else
- equipped=false
- hideanim()
- swait(0)
- RW.Parent=nil
- LW.Parent=nil
- RSH.Parent=player.Character.Torso
- LSH.Parent=player.Character.Torso
- end
- attack=false
- end
- if equipped==false then return end
- if key=="r" then
- Terrorblast()
- end
- if key=="q" then
- Nocturn()
- end
- if key=="e" then
- Darkrain()
- end
- if key=="x" then
- Titanfall()
- end
- if key=="c" then
- Darkstomp()
- end
- if key=="v" then
- so("http://www.roblox.com/asset/?id=203691282",Player.Character.Torso,1,1)
- end
- if key=="b" then
- transform()
- end
- end
- function key2(key)
- if key=="z" then
- holdz=false
- end
- end
- function s(mouse)
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- player=Player
- ch=Character
- MMouse=mouse
- end
- function ds(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Vanta powers activated.")
- local mananum=0
- local donum=0
- local circlenum=0
- local handidle=false
- local orbeffect=1
- local orbdelay=0
- local effectdelay=0
- while true do
- swait()
- if Mode=="Transcend" then
- if orbnum<=0 then
- Mode="Normal"
- end
- if effectdelay>4 then
- return
- end
- end
- --if orbdelay>=5 then
- --end
- --orbdelay=orbdelay+1
- circlenum=circlenum+0.1
- --wld48.C0=clerp(wld48.C0,CFrame.Angles(x,y,z),.3)
- if donum>=.5 then
- handidle=true
- elseif donum<=0 then
- handidle=false
- end
- if handidle==false then
- donum=donum+0.003
- else
- donum=donum-0.003
- end
- if attack==false and equipped==true then
- end
- --between prt16 and prt17
- --local wld27=weld(prt27,prt27,prt26,euler(0,0,0)*cf(0,-1.2,0))
- --[[local top=prt16r.CFrame
- local bottom=prt17r.CFrame
- oristrpos=CFrame.new((top.p+bottom.p)/2)
- local mg1=(top.p-oristrpos.p).magnitude
- local mg2=(bottom.p-oristrpos.p).magnitude
- cff=CFrame.new(top*angles(1.57,0,0).p,prt17r.Position)*angles(math.rad(90),0,0)*cf(0,-mg1/2,0)
- hit2=prt27
- hit=prt17r
- wld27.Parent=prt27
- wld27.Part0=hit2
- wld27.Part1=hit
- HitPos=cff.p
- local CJ = CFrame.new(HitPos)
- local C0=cff:inverse() *CJ
- local C1=hit.CFrame:inverse() * CJ
- wld27.C0=clerp(wld27.C0,C0,.1)
- wld27.C1=clerp(wld27.C1,C1,.1)]]
- local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude
- local velderp=RootPart.Velocity.y
- hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- if equipped==true then
- if attack==false then
- idle=idle+1
- else
- idle=0
- end
- if idle>=500 then
- if attack==false then
- --Sheath()
- end
- end
- if RootPart.Velocity.y > 1 and hitfloor==nil then
- Anim="Jump"
- if attack==false then
- Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.3)
- Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,0.5),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.5,0,-0.5),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.2)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor==nil then
- Anim="Fall"
- if attack==false then
- Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.3)
- Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0.3,0,0.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0.3,0,-0.2),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2)
- end
- elseif torvel<1 and hitfloor~=nil then
- Anim="Idle"
- if attack==false then
- if Mode=="Normal" then
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0.1-(donum/5)),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.1+(donum/5)),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,RHC0,.3)
- RH.C1=clerp(RH.C1,RHC1,.3)
- LH.C0=clerp(LH.C0,LHC0,.3)
- LH.C1=clerp(LH.C1,LHC1,.3)
- else
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.4)*euler(0,0,.4),.3)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,-.4),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.8,0,.4-(donum/4)),.3)
- RW.C1=clerp(RW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.8+(donum/4)),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.1,-.5,-.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-.8,-.2)*euler(0,-1.57,0)*euler(-.1,-.5,.4),.3)
- end
- end
- elseif torvel>2 and torvel<22 and hitfloor~=nil then
- Anim="Walk"
- if attack==false then
- if Mode=="Normal" then
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-0.2,0,0.3),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.2,0,-0.3),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,RHC0,.3)
- LH.C0=clerp(LH.C0,LHC0,.3)
- else
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.4)*euler(0.1,0,0),.3)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.6,0,.4),.3)
- RW.C1=clerp(RW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.6,0,-.8),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.1,0,-.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-.8,-.2)*euler(0,-1.57,0)*euler(-.1,0,.4),.3)
- end
- end
- elseif torvel>=22 and hitfloor~=nil then
- Anim="Run"
- if attack==false then
- if Mode=="Normal" then
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.3,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-0.5,0,0.5),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.5,0,-0.5),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- else
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.4)*euler(0.1,0,0),.3)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.6,0,.4),.3)
- RW.C1=clerp(RW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.6,0,-.8),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.1,0,-.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-.8,-.2)*euler(0,-1.57,0)*euler(-.1,0,.4),.3)
- end
- end
- end
- end
- if #Effects>0 then
- --table.insert(Effects,{prt,"Block1",delay})
- for e=1,#Effects do
- if Effects[e]~=nil then
- --for j=1,#Effects[e] do
- local Thing=Effects[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 Thing[1].Transparency<=1 then
- if Thing[2]=="Block1" then
- Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+vt(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
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Cylinder" then
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Blood" then
- Mesh=Thing[7]
- Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Elec" then
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+vt(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]
- end
- else
- Part.Parent=nil
- table.remove(Effects,e)
- end
- end
- --end
- end
- end
- end
- fenbarmana2:TweenSize(UDim2.new(4*mana/100,0,0.2,0),nil,1,0.4,true)
- fenbarmana4.Text="Energy("..mana..")"
- if mana>=100 then
- mana=100
- else
- if mananum<=8 then
- mananum=mananum+1
- else
- mananum=0
- mana=mana+1
- end
- end
- end
- --[[
- Copyrighted (C) Fenrier 2014
- ]]
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