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- -- This script has been converted to FE by iPxter
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- do
- print("FE Compatibility code by Mokiros | Translated to FE by iPxter")
- script.Parent = Player.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,Connect=function(self,f)self.Function=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 and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.isMouse then
- m.Target = io.Target
- m.Hit = io.Hit
- else
- 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 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})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local Mouse = Player:GetMouse()
- 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)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
- -----------------------
- --[[ Name : Abyslumv2? Or Abyslum Remade????? ]]--
- -------------------------------------------------------
- --A script By makhail07
- --Credit to shackluster for the original script.
- --Discord Creterisk#2958
- --NOTE THIS SCRIPT WAS PURELY MADE FROM MY FUCKING IMAGINATION
- --IF IT HAPPENS TO LOOK LIKE ANOTHER SCRIPT
- --DONT CALL IT A FUCKING BOOTLEG THANK YOU AND ENJOY THE SCRIPT
- --YOU FUCKING SKIDS,
- --For Those who log/decompile this, If you sell or trade this,
- --and I find out who you are, i will take massive action.
- -------------------------------------------------------
- local FavIDs = {
- 340106355, --Nefl Crystals
- 927529620, --Dimension
- 876981900, --Fantasy
- 398987889, --Ordinary Days
- 1117396305, --Oh wait, it's you.
- 885996042, --Action Winter Journey
- 919231299, --Sprawling Idiot Effigy
- 743466274, --Good Day Sunshine
- 727411183, --Knife Fight
- 1402748531, --The Earth Is Counting On You!
- 595230126 --Robot Language
- }
- --The reality of my life isn't real but a Universe -makhail07
- wait(0.2)
- local plr = game:service'Players'.Veltrince
- print('Local User is '..plr.Name)
- print('Abyslum Loaded')
- print('The Abyss Will Come...')
- local char = plr.Character
- local hum = char.Humanoid
- local hed = char.Head
- local root = char.HumanoidRootPart
- local rootj = root.RootJoint
- local tors = char.Torso
- local ra = char["Right Arm"]
- local la = char["Left Arm"]
- local rl = char["Right Leg"]
- local ll = char["Left Leg"]
- local neck = tors["Neck"]
- local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
- local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
- local maincolor = BrickColor.Random
- hum.DisplayDistanceType = "None"
- -------------------------------------------------------
- --Start Good Stuff--
- -------------------------------------------------------
- cam = game.Workspace.CurrentCamera
- CF = CFrame.new
- angles = CFrame.Angles
- attack = false
- Euler = CFrame.fromEulerAnglesXYZ
- Rad = math.rad
- IT = Instance.new
- BrickC = BrickColor.Random
- Cos = math.cos
- Acos = math.acos
- Sin = math.sin
- Asin = math.asin
- Abs = math.abs
- Mrandom = math.random
- Floor = math.floor
- -------------------------------------------------------
- --End Good Stuff--
- -------------------------------------------------------
- necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- RSH, LSH = nil, nil
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = tors["Right Hip"]
- LH = tors["Left Hip"]
- RSH = tors["Right Shoulder"]
- LSH = tors["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "RW"
- RW.Part0 = tors
- RW.C0 = CF(1.5, 0.5, 0)
- RW.C1 = CF(0, 0.5, 0)
- RW.Part1 = ra
- RW.Parent = tors
- LW.Name = "LW"
- LW.Part0 = tors
- LW.C0 = CF(-1.5, 0.5, 0)
- LW.C1 = CF(0, 0.5, 0)
- LW.Part1 = la
- LW.Parent = tors
- Effects = {}
- -------------------------------------------------------
- --Start HeartBeat--
- -------------------------------------------------------
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- -------------------------------------------------------
- --End HeartBeat--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Important Functions--
- -------------------------------------------------------
- function swait(num)
- if num == 0 or num == nil then
- game:service("RunService").Stepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Stepped:wait(0)
- end
- end
- end
- function thread(f)
- coroutine.resume(coroutine.create(f))
- 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 / Sin(theta)
- startInterp = Sin((1 - t) * theta) * invSinTheta
- finishInterp = 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 / Sin(theta)
- startInterp = Sin((t - 1) * theta) * invSinTheta
- finishInterp = 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(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- -------------------------------------------------------
- --Start Damage Function--
- -------------------------------------------------------
- function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChildOfClass("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- if h ~= nil and hit.Parent.Name ~= char.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 insta == true then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- local c = Create("ObjectValue"){
- Name = "creator",
- Value = game:service("Players").Veltrince,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- if HitSound ~= nil and HitPitch ~= nil then
- CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
- end
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- if block.className == "IntValue" then
- if block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- end
- end
- if blocked == false then
- h.Health = h.Health - Damage
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Random)
- else
- h.Health = h.Health - (Damage / 2)
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Random)
- end
- if Type == "Knockdown" then
- local 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
- local bodvol = Create("BodyVelocity"){
- velocity = angle * knockback,
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- local rl = Create("BodyAngularVelocity"){
- P = 3000,
- maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
- angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodvol, .5)
- game:GetService("Debris"):AddItem(rl, .5)
- elseif Type == "Normal" then
- local vp = Create("BodyVelocity"){
- P = 500,
- maxForce = Vector3.new(math.huge, 0, math.huge),
- velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
- }
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, .5)
- elseif Type == "Up" then
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, .5)
- elseif Type == "DarkUp" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- Effects.Block.Create(BrickColor.Random, hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
- end
- end))
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- elseif Type == "Snare" then
- local bp = Create("BodyPosition"){
- P = 2000,
- D = 100,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- game:GetService("Debris"):AddItem(bp, 1)
- elseif Type == "Freeze" then
- local BodPos = Create("BodyPosition"){
- P = 50000,
- D = 1000,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- local BodGy = Create("BodyGyro") {
- maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
- P = 20e+003,
- Parent = hit.Parent.Torso,
- cframe = hit.Parent.Torso.CFrame,
- }
- hit.Parent.Torso.Anchored = true
- coroutine.resume(coroutine.create(function(Part)
- swait(1.5)
- Part.Anchored = false
- end), hit.Parent.Torso)
- game:GetService("Debris"):AddItem(BodPos, 3)
- game:GetService("Debris"):AddItem(BodGy, 3)
- end
- local debounce = Create("BoolValue"){
- Name = "DebounceHit",
- Parent = hit.Parent,
- Value = true,
- }
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- end
- end
- -------------------------------------------------------
- --End Damage Function--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Damage Function Customization--
- -------------------------------------------------------
- function ShowDamage(Pos, Text, Time, Color)
- local Rate = (1 / 30)
- local Pos = (Pos or Vector3.new(0, 0, 0))
- local Text = (Text or "")
- local Time = (Time or 2)
- local Color = (Color or Color3.new(1, 0, 1))
- local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1, BrickColor.Random, "Effect", Vector3.new(0, 0, 0))
- EffectPart.Anchored = true
- local BillboardGui = Create("BillboardGui"){
- Size = UDim2.new(3, 0, 3, 0),
- Adornee = EffectPart,
- Parent = EffectPart,
- }
- local TextLabel = Create("TextLabel"){
- BackgroundTransparency = 1,
- Size = UDim2.new(1, 0, 1, 0),
- Text = Text,
- Font = "Bodoni",
- TextColor3 = Color,
- TextScaled = true,
- TextStrokeColor3 = Color3.fromRGB(0,0,0),
- Parent = BillboardGui,
- }
- game.Debris:AddItem(EffectPart, (Time))
- EffectPart.Parent = game:GetService("Workspace")
- delay(0, function()
- local Frames = (Time / Rate)
- for Frame = 1, Frames do
- wait(Rate)
- local Percent = (Frame / Frames)
- EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
- TextLabel.TextTransparency = Percent
- end
- if EffectPart and EffectPart.Parent then
- EffectPart:Destroy()
- end
- end)
- end
- -------------------------------------------------------
- --End Damage Function Customization--
- -------------------------------------------------------
- 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("Head")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= plr.Name then
- Damage(head, head, mindam, maxdam, knock, Type, root, 0.1, "http://www.roblox.com/asset/?id=0", 1.2)
- end
- end
- end
- end
- end
- CFuncs = {
- Part = {
- Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Weld = {
- Create = function(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- },
- Sound = {
- Create = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local S = Create("Sound")({
- Volume = vol,
- Pitch = pit or 1,
- SoundId = id,
- Parent = par or workspace
- })
- wait()
- S:play()
- game:GetService("Debris"):AddItem(S, 6)
- end))
- end
- },
- ParticleEmitter = {
- Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
- local fp = Create("ParticleEmitter")({
- Parent = Parent,
- Color = ColorSequence.new(Color1, Color2),
- LightEmission = LightEmission,
- Size = Size,
- Texture = Texture,
- Transparency = Transparency,
- ZOffset = ZOffset,
- Acceleration = Accel,
- Drag = Drag,
- LockedToPart = LockedToPart,
- VelocityInheritance = VelocityInheritance,
- EmissionDirection = EmissionDirection,
- Enabled = Enabled,
- Lifetime = LifeTime,
- Rate = Rate,
- Rotation = Rotation,
- RotSpeed = RotSpeed,
- Speed = Speed,
- VelocitySpread = VelocitySpread
- })
- return fp
- end
- }
- }
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreatePart1(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- formFactor = FormFactor,
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- function CreateWeld(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
- local NEWPART = IT("Part")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.Anchored = true
- if ANCHOR == false then
- NEWPART.Anchored = false
- end
- NEWPART.BrickColor = BrickC(tostring(BRICKCOLOR))
- NEWPART.Name = NAME
- NEWPART.Size = SIZE
- NEWPART.Position = tors.Position
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- -------------------------------------------------------
- --Start Effect Function--
- -------------------------------------------------------
- EffectModel = Instance.new("Model", char)
- Effects = {
- Block = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- 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
- })
- else
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- },
- Sphere = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Cylinder = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Wave = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1 / 60, y1 / 60, z1 / 60))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3 / 60,
- y3 / 60,
- z3 / 60,
- msh
- })
- end
- },
- Ring = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Break = {
- Create = function(brickcolor, cframe, x1, y1, z1)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Shatter",
- num,
- prt.CFrame,
- math.random() - math.random(),
- 0,
- math.random(50, 100) / 100
- })
- end
- },
- Spiral = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://1051557", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Push = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://437347603", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- 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 = tors.Position
- RemoveOutlines(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
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id="..meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function Magic(bonuspeed, type, pos, scale, value, color, MType)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = MType
- rngm.Scale = scale
- local scaler2 = 1
- if type == "Add" then
- scaler2 = 1 * value
- elseif type == "Divide" then
- scaler2 = 1 / value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / bonuspeed, 0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01 * value / bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01 / value * bonuspeed
- end
- rng.Transparency = rng.Transparency + 0.01 * bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, scaler2 * bonuspeed)
- end
- rng:Destroy()
- end))
- end
- function Eviscerate(dude)
- if dude.Name ~= char then
- local bgf = IT("BodyGyro", dude.Head)
- bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
- local val = IT("BoolValue", dude)
- val.Name = "IsHit"
- local ds = coroutine.wrap(function()
- dude:WaitForChild("Head"):BreakJoints()
- wait(0.5)
- target = nil
- coroutine.resume(coroutine.create(function()
- for i, v in pairs(dude:GetChildren()) do
- if v:IsA("Accessory") then
- v:Destroy()
- end
- if v:IsA("Humanoid") then
- v:Destroy()
- end
- if v:IsA("CharacterMesh") then
- v:Destroy()
- end
- if v:IsA("Model") then
- v:Destroy()
- end
- if v:IsA("Part") or v:IsA("MeshPart") then
- for x, o in pairs(v:GetChildren()) do
- if o:IsA("Decal") then
- o:Destroy()
- end
- end
- coroutine.resume(coroutine.create(function()
- v.Material = "Neon"
- v.CanCollide = false
- local PartEmmit1 = IT("ParticleEmitter", v)
- PartEmmit1.LightEmission = 1
- PartEmmit1.Texture = "rbxassetid://284205403"
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- PartEmmit1.Rate = 150
- PartEmmit1.Lifetime = NumberRange.new(1)
- PartEmmit1.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0.75, 0),
- NumberSequenceKeypoint.new(1, 0, 0)
- })
- PartEmmit1.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0, 0),
- NumberSequenceKeypoint.new(1, 1, 0)
- })
- PartEmmit1.Speed = NumberRange.new(0, 0)
- PartEmmit1.VelocitySpread = 30000
- PartEmmit1.Rotation = NumberRange.new(-500, 500)
- PartEmmit1.RotSpeed = NumberRange.new(-500, 500)
- local BodPoss = IT("BodyPosition", v)
- BodPoss.P = 3000
- BodPoss.D = 1000
- BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
- BodPoss.position = v.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
- v.Color = maincolor.Color
- coroutine.resume(coroutine.create(function()
- for i = 0, 49 do
- swait(1)
- v.Transparency = v.Transparency + 0.08
- end
- wait(0.5)
- PartEmmit1.Enabled = false
- wait(3)
- v:Destroy()
- dude:Destroy()
- end))
- end))
- end
- end
- end))
- end)
- ds()
- end
- end
- function FindNearestHead(Position, Distance, SinglePlayer)
- if SinglePlayer then
- return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude
- end
- local List = {}
- for i, v in pairs(workspace:GetChildren()) do
- if v:IsA("Model") and v:findFirstChild("Head") and v ~= char and Distance >= (v.Head.Position - Position).magnitude then
- table.insert(List, v)
- end
- end
- return List
- end
- function Aura(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos, MType)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = Random
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * outerpos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = MType
- rngm.Scale = Vector3.new(x1, y1, z1)
- local scaler2 = 1
- local speeder = FastSpeed
- if type == "Add" then
- scaler2 = 1 * value
- elseif type == "Divide" then
- scaler2 = 1 / value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / bonuspeed, 0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01 * value / bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01 / value * bonuspeed
- end
- speeder = speeder - 0.01 * FastSpeed * bonuspeed
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * speeder * bonuspeed
- rng.Transparency = rng.Transparency + 0.01 * bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, 0)
- end
- rng:Destroy()
- end))
- end
- function SoulSteal(dude)
- if dude.Name ~= char then
- local bgf = IT("BodyGyro", dude.Head)
- bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
- local val = IT("BoolValue", dude)
- val.Name = "IsHit"
- local torso = (dude:FindFirstChild'Head' or dude:FindFirstChild'Torso' or dude:FindFirstChild'UpperTorso' or dude:FindFirstChild'LowerTorso' or dude:FindFirstChild'HumanoidRootPart')
- local soulst = coroutine.wrap(function()
- local soul = Instance.new("Part",dude)
- soul.Size = Vector3.new(1,1,1)
- soul.CanCollide = false
- soul.Anchored = false
- soul.Position = torso.Position
- soul.Transparency = 1
- local PartEmmit1 = IT("ParticleEmitter", soul)
- PartEmmit1.LightEmission = 1
- PartEmmit1.Texture = "rbxassetid://569507414"
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- PartEmmit1.Rate = 250
- PartEmmit1.Lifetime = NumberRange.new(1.6)
- PartEmmit1.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 1, 0),
- NumberSequenceKeypoint.new(1, 0, 0)
- })
- PartEmmit1.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0, 0),
- NumberSequenceKeypoint.new(1, 1, 0)
- })
- PartEmmit1.Speed = NumberRange.new(0, 0)
- PartEmmit1.VelocitySpread = 30000
- PartEmmit1.Rotation = NumberRange.new(-360, 360)
- PartEmmit1.RotSpeed = NumberRange.new(-360, 360)
- local BodPoss = IT("BodyPosition", soul)
- BodPoss.P = 3000
- BodPoss.D = 1000
- BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
- BodPoss.position = torso.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
- wait(1.6)
- soul.Touched:connect(function(hit)
- if hit.Parent == char then
- soul:Destroy()
- end
- end)
- wait(1.2)
- while soul do
- swait()
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- BodPoss.Position = tors.Position
- end
- end)
- soulst()
- end
- end
- function FaceMouse()
- local Cam = workspace.CurrentCamera
- return {
- CFrame.new(char.Torso.Position, Vector3.new(mouse.Hit.p.x, char.Torso.Position.y, mouse.Hit.p.z)),
- Vector3.new(mouse.Hit.p.x, mouse.Hit.p.y, mouse.Hit.p.z)
- }
- end
- -------------------------------------------------------
- --End Effect Function--
- -------------------------------------------------------
- function Cso(ID, PARENT, VOLUME, PITCH)
- local NSound = nil
- coroutine.resume(coroutine.create(function()
- NSound = IT("Sound", PARENT)
- NSound.Volume = VOLUME
- NSound.Pitch = PITCH
- NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
- swait()
- NSound:play()
- game:GetService("Debris"):AddItem(NSound, 10)
- end))
- return NSound
- end
- function CameraEnshaking(Length, Intensity)
- coroutine.resume(coroutine.create(function()
- local intensity = 1 * Intensity
- local rotM = 0.01 * Intensity
- for i = 0, Length, 0.1 do
- swait()
- intensity = intensity - 0.05 * Intensity / Length
- rotM = rotM - 5.0E-4 * Intensity / Length
- hum.CameraOffset = Vector3.new(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)))
- cam.CFrame = cam.CFrame * CF(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) * Euler(Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM)
- end
- hum.CameraOffset = Vector3.new(0, 0, 0)
- end))
- end
- function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
- local NEWWELD = IT(TYPE)
- NEWWELD.Part0 = PART0
- NEWWELD.Part1 = PART1
- NEWWELD.C0 = C0
- NEWWELD.C1 = C1
- NEWWELD.Parent = PARENT
- return NEWWELD
- end
- function MakeForm(PART,TYPE)
- local MSH = nil
- if TYPE == "Cyl" then
- MSH = IT("CylinderMesh",PART)
- elseif TYPE == "Ball" then
- MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Sphere"
- elseif TYPE == "Wedge" then
- MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Wedge"
- elseif TYPE == "Block" then
- MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Brick"
- end
- return MSH
- end
- function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
- return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
- end
- function Sink(position,radius)
- for i,v in ipairs(workspace:GetChildren()) do
- if v:FindFirstChild("Hit2By"..plr.Name) == nil then
- local body = v:GetChildren()
- for part = 1, #body do
- if(v:FindFirstChild("Hit2By"..plr.Name) == nil and (body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= char) then
- if(body[part].Position - position).Magnitude < radius then
- if v.ClassName == "Model" then
- v:FindFirstChildOfClass("Humanoid").Name = "Humanoid"
- if v:FindFirstChild("Humanoid") then
- local defence = Instance.new("BoolValue",v)
- defence.Name = ("Hit2By"..plr.Name)
- if v.Humanoid.Health ~= 0 then
- local TORS = v:FindFirstChild("HumanoidRootPart") or v:FindFirstChild("Torso") or v:FindFirstChild("UpperTorso")
- if TORS ~= nil then
- local HITFLOOR2, HITPOS2 = Raycast(TORS.Position, (CF(TORS.Position, TORS.Position + Vector3.new(0, -1, 0))).lookVector, 25 * TORS.Size.Y/2, v)
- coroutine.resume(coroutine.create(function()
- if HITFLOOR2 ~= nil then
- TORS.Anchored = true
- local Hole2 = CreatePart(3, EffectModel, "Neon", 0, 0, "Really black", "Hole", Vector3.new(TORS.Size.X*4,0,TORS.Size.X*4))
- Hole2.Color = Color3.new(0,0,0)
- local MESH = MakeForm(Hole2,"Block")
- MESH.Scale = Vector3.new(0,1,0)
- Hole2.CFrame = CF(HITPOS2)
- for i = 1, 10 do
- swait()
- MESH.Scale = MESH.Scale + Vector3.new(0.1,0,0.1)
- end
- Cso("160440683", v:FindFirstChild("Head"), 10, .8)
- Cso("154955269", v:FindFirstChild("Head"), 10, 1)
- repeat
- swait()
- TORS.CFrame = TORS.CFrame * CF(0,-0.1,0)
- MESH.Scale = MESH.Scale + Vector3.new(0,1.6,0)
- until TORS.Position.Y<position.Y-4
- v:remove()
- for i = 1, 10 do
- swait()
- MESH.Scale = MESH.Scale - Vector3.new(0.1,0,0.1)
- end
- Hole2:remove()
- end
- end))
- end
- end
- end
- end
- --body[part].Velocity = CFrame.new(position,body[part].Position).lookVector*5*maxstrength
- end
- end
- end
- end
- end
- end
- function Trail(Part)
- local TRAIL = Part:Clone()
- TRAIL.CanCollide = false
- TRAIL.Anchored = true
- TRAIL.Parent = EffectModel
- TRAIL.Name = "Trail"
- local TRANS = Part.Transparency
- coroutine.resume(coroutine.create(function()
- for i = 1, 20 do
- swait()
- TRAIL.Transparency = TRAIL.Transparency + ((1-TRANS)/20)
- end
- TRAIL:remove()
- end))
- end
- -------------------------------------------------------
- --End Important Functions--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Customization--
- -------------------------------------------------------
- local Player_Size = 1
- if Player_Size ~= 1 then
- root.Size = root.Size * Player_Size
- tors.Size = tors.Size * Player_Size
- hed.Size = hed.Size * Player_Size
- ra.Size = ra.Size * Player_Size
- la.Size = la.Size * Player_Size
- rl.Size = rl.Size * Player_Size
- ll.Size = ll.Size * Player_Size
- ----------------------------------------------------------------------------------
- rootj.Parent = root
- neck.Parent = tors
- RW.Parent = tors
- LW.Parent = tors
- RH.Parent = tors
- LH.Parent = tors
- ----------------------------------------------------------------------------------
- rootj.C0 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- rootj.C1 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- neck.C0 = necko * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0))
- neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * angles(Rad(-90), Rad(0), Rad(180))
- RW.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* RIGHTSHOULDERC0
- LW.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* LEFTSHOULDERC0
- ----------------------------------------------------------------------------------
- RH.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- LH.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- RH.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- LH.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- --hat.Parent = Character
- end
- ----------------------------------------------------------------------------------
- local SONG = 601069330
- local SONG2 = 0
- local Music = Instance.new("Sound",tors)
- Music.Volume = 2.5
- Music.Looped = true
- Music.Pitch = 1 --Pitcher
- ----------------------------------------------------------------------------------
- local equipped = false
- local idle = 0
- local change = 1
- local val = 0
- local toim = 0
- local idleanim = 0.4
- local sine = 0
- local Sit = 1
- local VALUE1 = false
- local VALUE2 = false
- ----------------------------------------------------------------------------------
- hum.WalkSpeed = 26
- hum.JumpPower = 57
- --hum.Animator.Parent = nil
- ----------------------------------------------------------------------------------
- local naeeym2 = Instance.new("BillboardGui",char)
- naeeym2.AlwaysOnTop = true
- naeeym2.Size = UDim2.new(5,35,2,35)
- naeeym2.StudsOffset = Vector3.new(0,1,0)
- naeeym2.Adornee = hed
- naeeym2.Name = "Name"
- local tecks2 = Instance.new("TextLabel",naeeym2)
- tecks2.BackgroundTransparency = 1
- tecks2.TextScaled = true
- tecks2.BorderSizePixel = 0
- tecks2.Text = "The God of The Void"
- tecks2.Font = "Fantasy"
- tecks2.TextSize = 30
- tecks2.TextTransparency = 0
- tecks2.TextStrokeTransparency = 0
- tecks2.TextColor3 = Color3.new(0,0,0)
- tecks2.TextStrokeColor3 = Color3.new(0, 0, 0)
- tecks2.Size = UDim2.new(1,0,0.5,0)
- tecks2.Parent = naeeym2
- ----------------------------------------------------------------------------------
- local Hole = CreatePart(3, EffectModel, "Neon", 0, 0, "Really black", "Hole", Vector3.new(15,0,15))
- local MESH = MakeForm(Hole,"Cyl")
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- local ANIMATOR = hum.Animator
- local ANIMATE = char.Animate
- -------------------------------------------------------
- --End Customization--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Attacks N Stuff--
- -------------------------------------------------------
- function Intro()
- coroutine.resume(coroutine.create(function()
- attack = true
- hum.WalkSpeed = 0
- root.Anchored = true
- tecks2.TextTransparency = 1
- tecks2.TextStrokeTransparency = 1
- for i = 0, 4, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.2)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.2)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-6.5), Rad(0), Rad(0)), 0.2)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-6.5), Rad(0), Rad(0)), 0.2)
- RW.C0 = clerp(RW.C0, CF(.4* Player_Size, 0.2 + 0.02 * Sin(sine / 20)* Player_Size, -.6* Player_Size) * angles(Rad(0), Rad(-.6), Rad(-135)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-.4* Player_Size, 0.2 + 0.02 * Sin(sine / 20)* Player_Size, -.6* Player_Size) * angles(Rad(0), Rad(-.6), Rad(135)), 0.2)
- end
- for i = 0, 4, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -10 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.2)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-6.5), Rad(0), Rad(0)), 0.2)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-6.5), Rad(0), Rad(0)), 0.2)
- RW.C0 = clerp(RW.C0, CF(.4* Player_Size, 0.2 + 0.02 * Sin(sine / 20)* Player_Size, -.6* Player_Size) * angles(Rad(0), Rad(-.6), Rad(-135)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-.4* Player_Size, 0.2 + 0.02 * Sin(sine / 20)* Player_Size, -.6* Player_Size) * angles(Rad(0), Rad(-.6), Rad(135)), 0.2)
- end
- tecks2.TextTransparency = 0
- tecks2.TextStrokeTransparency = 0
- VALUE1 = true
- local part = CreatePart(3, EffectModel, "Neon", 0, 0, "Really red", "Eye", Vector3.new(0.2,0.3,0.1),false)
- local weld = CreateWeldOrSnapOrMotor("Weld", part, hed, part, CF(0.16,0.25,-0.5) * angles(Rad(0), Rad(0), Rad(-10)), CF(0, 0, 0))
- MakeForm(part,"Ball")
- local part = CreatePart(3, EffectModel, "Neon", 0, 0, "Really red", "Eye", Vector3.new(0.2,0.3,0.1),false)
- local weld = CreateWeldOrSnapOrMotor("Weld", part, hed, part, CF(-0.16,0.25,-0.5) * angles(Rad(0), Rad(0), Rad(10)), CF(0, 0, 0))
- MakeForm(part,"Ball")
- swait(15)
- Cso("649634100", hed, 10, 0.5)
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(-25), Rad(0), Rad(0)), 0.05)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-25 - 6.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.15 * Cos(sine / 20)* Player_Size, -0.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(-15)), 0.05)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(45)), 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-25), Rad(-.6), Rad(13)), 0.05)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-25), Rad(-.6), Rad(-13)), 0.05)
- end
- root.Anchored = false
- attack = false
- hum.WalkSpeed = 26
- end))
- end
- function AbyssalGate()
- coroutine.resume(coroutine.create(function()
- attack = true
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.05)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-25 - 6.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(-15)), 0.05)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(45)), 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(5), Rad(-.6), Rad(75)), 0.05)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(5), Rad(-.6), Rad(-75)), 0.05)
- end
- Cso("1075001850", root, 10, 3)
- for i = 1, 350 do
- swait()
- Hole.Size = Hole.Size + Vector3.new(.4,0,.4)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.05)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-25 - 6.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(-15)), 0.05)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(45)), 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(5), Rad(-.6), Rad(75)), 0.05)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(5), Rad(-.6), Rad(-75)), 0.05)
- end
- swait()
- for i = 1, 350 do
- swait()
- Hole.Size = Hole.Size - Vector3.new(.4,0,.4)
- Trail(Hole)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.05)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-25 - 6.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(-15)), 0.05)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(45)), 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(5), Rad(-.6), Rad(75)), 0.05)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(5), Rad(-.6), Rad(-75)), 0.05)
- end
- attack = false
- end))
- end
- function SinkingWarp()
- attack = true
- hum.WalkSpeed = 0
- root.Anchored = true
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(-50), Rad(0), Rad(0)), 0.05)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-25 - 6.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.15 * Cos(sine / 20)* Player_Size, -0.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(-25)), 0.05)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(76)), 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-50), Rad(-.6), Rad(13)), 0.05)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-50), Rad(-.6), Rad(-13)), 0.05)
- end
- tecks2.TextTransparency = 1
- tecks2.TextStrokeTransparency = 1
- for i = 0, 2, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -15 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(-50), Rad(0), Rad(0)), 0.1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-25 - 6.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.15 * Cos(sine / 20)* Player_Size, -0.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(-25)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(76)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-50), Rad(-.6), Rad(13)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-50), Rad(-.6), Rad(-13)), 0.1)
- end
- for i = 1, 50 do
- swait()
- Trail(Hole)
- MESH.Scale = MESH.Scale - Vector3.new(0.02,0,0.02)
- end
- local ORIGINPOS = root.Position
- root.CFrame = CF(Vector3.new(mouse.Hit.p.X,root.Position.Y,mouse.Hit.p.Z),ORIGINPOS)
- Cso("154955269", Hole, 10, .7)
- for i = 1, 50 do
- swait()
- MESH.Scale = MESH.Scale + Vector3.new(0.02,0,0.02)
- end
- tecks2.TextTransparency = 0
- tecks2.TextStrokeTransparency = 0
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(-25), Rad(0), Rad(0)), 0.05)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-25 - 6.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.15 * Cos(sine / 20)* Player_Size, -0.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(-15)), 0.05)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(45)), 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-25), Rad(-.6), Rad(13)), 0.05)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-25), Rad(-.6), Rad(-13)), 0.05)
- end
- attack = false
- root.Anchored = false
- hum.WalkSpeed = 26
- end
- function Taunt()
- attack = true
- Cso("649634100", hed, 10, 0.5)
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.05)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-25 - 6.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(-15)), 0.05)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(45)), 0.05)
- RW.C0 = clerp(RW.C0, CF(.7* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, -.6* Player_Size) * angles(Rad(0), Rad(-.6), Rad(-135)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(5), Rad(-.6), Rad(-75)), 0.05)
- end
- attack = false
- end
- function AnnoyingSink()
- coroutine.resume(coroutine.create(function()
- attack = true
- for i = 0, 6, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.05)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-6.5 * Sin(sine / 20)), Rad(20), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.3 - 0.15 * Cos(sine / 20)* Player_Size, -0.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(15)), 0.05)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(45)), 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(-.6), Rad(7)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(5), Rad(-.6), Rad(-15)), 0.05)
- end
- local Hole2 = CreatePart(3, EffectModel, "Neon", 0, 0, "Really black", "Hole", Vector3.new(15,0,15))
- Hole2.Color = Color3.new(0,0,0)
- local MESH = MakeForm(Hole2,"Cyl")
- MESH.Scale = Vector3.new(0,1,0)
- Hole2.CFrame = CF(mouse.Hit.p)
- Cso("154955269", Hole2, 10, .7)
- for i = 0, 3, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.05)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-25 - 6.5 * Sin(sine / 20)), Rad(20), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.3 - 0.15 * Cos(sine / 20)* Player_Size, -0.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5), Rad(0), Rad(15)), 0.05)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5), Rad(15), Rad(45)), 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(145), Rad(-.6), Rad(7)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.08 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(5), Rad(-.6), Rad(-15)), 0.05)
- end
- attack = false
- for i = 1, 50 do
- swait()
- MESH.Scale = MESH.Scale + Vector3.new(0.02,0,0.02)
- end
- for i = 1, 200 do
- swait()
- Sink(Hole2.Position,Hole2.Size.X/2.2)
- end
- swait(100)
- for i = 1, 50 do
- swait()
- Trail(Hole2)
- MESH.Scale = MESH.Scale - Vector3.new(0.02,0,0.02)
- end
- Hole2:remove()
- end))
- end
- -------------------------------------------------------
- --End Attacks N Stuff--
- -------------------------------------------------------
- mouse.KeyDown:connect(function(key)
- if attack == false then
- if key == 'c' then
- AbyssalGate()
- elseif key == 'z' then
- SinkingWarp()
- elseif key == 'b' then
- AnnoyingSink()
- elseif key == 't' then
- Taunt()
- end
- end
- end)
- -------------------------------------------------------
- --Start Animations--
- -------------------------------------------------------
- print("By Makhail07")
- Intro()
- while true do
- swait()
- ANIMATE.Parent = nil
- local IDLEANIMATION = hum:LoadAnimation(ROBLOXIDLEANIMATION)
- IDLEANIMATION:Play()
- sine = sine + change
- local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = root.Velocity.y
- hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 25 * Player_Size, char)
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if 1 < root.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(-16), Rad(0), Rad(0)), 0.15)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -.2 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * RHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -.9 - 0.1 * Cos(sine / 20), -.5* Player_Size) * LHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(13 + 4.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(-13 - 4.5 * Sin(sine / 20))), 0.1)
- end
- elseif -1 > root.Velocity.y and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(24), Rad(0), Rad(0)), 0.15)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * RHCF * angles(Rad(-3.5), Rad(0), Rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -.8 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * LHCF * angles(Rad(-3.5), Rad(0), Rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(-.6), Rad(45 + 4.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(55), Rad(-.6), Rad(-45 - 4.5 * Sin(sine / 20))), 0.1)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- change = 1
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 12)) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(15 - 6.5 * Sin(sine / 12)), Rad(0), Rad(0)), 0.05)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.15 * Cos(sine / 20)* Player_Size, -0.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-8.5 - 6.5 * Sin(sine / 12)), Rad(0), Rad(15)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-8.5 - 6.5 * Sin(sine / 12)), Rad(15), Rad(25)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.4* Player_Size, 0.4 + 0.08 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(25 - 6.5 * Cos(sine / 12)), Rad(-.6), Rad(13 + 6.5 * Sin(sine / 12))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.4* Player_Size, 0.4 + 0.08 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(25 - 6.5 * Cos(sine / 12)), Rad(-.6), Rad(-13 - 6.5 * Sin(sine / 12))), 0.1)
- end
- elseif (tors.Velocity).magnitude < 200 and hitfloor ~= nil then
- Anim = "Walk"
- change = 1
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * Cos(sine / 12)) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-15 - 6.5 * Sin(sine / 12)), Rad(20), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.15 * Cos(sine / 20)* Player_Size, -0.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-18.5 - 6.5 * Sin(sine / 12)), Rad(0), Rad(-35)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * Cos(sine / 20)* Player_Size, -0.2* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-18.5 - 6.5 * Sin(sine / 12)), Rad(15), Rad(35)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.4* Player_Size, 0.4 + 0.08 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-45 - 6.5 * Cos(sine / 12)), Rad(-.6), Rad(25 + 6.5 * Sin(sine / 12))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.4* Player_Size, 0.4 + 0.08 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-45 - 6.5 * Cos(sine / 12)), Rad(-.6), Rad(-25 - 6.5 * Sin(sine / 12))), 0.1)
- end
- end
- end
- if hitfloor ~= nil then
- Hole.CFrame = CF(posfloor)
- end
- Sink(Hole.Position, Hole.Size.X/2.2*MESH.Scale.X)
- Hole.Color = Color3.new(0,0,0)
- if VALUE1 == true then
- --hum.HipHeight = 2
- q = char:GetChildren()
- for u = 1, #q do
- if q[u].ClassName == "Accessory" or q[u].ClassName == "Hat" then
- q[u]:remove()
- elseif q[u].ClassName == "Shirt" then
- q[u]:Destroy()
- elseif q[u].ClassName == "Pants" then
- q[u]:Destroy()
- elseif q[u].ClassName == "CharacterMesh" then
- q[u]:remove()
- elseif q[u].ClassName == "ShirtGraphic" then
- q[u]:remove()
- elseif q[u].ClassName == "Part" and q[u].Name ~= "HumanoidRootPart" then
- q[u].Color = Color3.new(0,0,0)
- q[u].Material = "Neon"
- end
- end
- if hed:FindFirstChild("Mesh") then
- local mesh = hed.Mesh
- if mesh.ClassName == "SpecialMesh" then
- mesh:remove()
- local m = IT("BlockMesh",hed)
- m.Scale = Vector3.new(0.5,1,1)
- end
- end
- if hed:FindFirstChild("face") then
- hed.face:remove()
- end
- end
- Music.SoundId = "rbxassetid://"..SONG
- Music.Looped = true
- Music.Pitch = 1
- Music.Volume = 5
- Music.Parent = char
- Music:Resume()
- if 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- 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 1 >= Thing[1].Transparency then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(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 + Vector3.new(0, 0, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block3" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) + Vector3.new(0, 0.15, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- local Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(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]
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- -------------------------------------------------------
- --End Animations And Script--
- -------------------------------------------------------
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