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- wait(0.2)
- Player = game.Players.LocalPlayer
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = Player.Character
- Humanoid = Character.Humanoid
- Mouse = Player:GetMouse()
- RootPart = Character.HumanoidRootPart
- Torso = Character.Torso
- Head = Character.Head
- RightArm = Character["Right Arm"]
- LeftArm = Character["Left Arm"]
- RightLeg = Character["Right Leg"]
- LeftLeg = Character["Left Leg"]
- RootJoint = RootPart.RootJoint
- Neck = Torso.Neck
- RightShoulder = Torso["Right Shoulder"]
- LeftShoulder = Torso["Left Shoulder"]
- RightHip = Torso["Right Hip"]
- LeftHip = Torso["Left Hip"]
- local sick = Instance.new("Sound", Character)
- sick.SoundId = "rbxassetid://1390506855"
- sick.Looped = true
- sick.Pitch = 1
- sick.Volume = 1.5
- sick:Play()
- IT = Instance.new
- CF = CFrame.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- SIN = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
- local NEWMESH = IT(MESH)
- if MESH == "SpecialMesh" then
- NEWMESH.MeshType = MESHTYPE
- if MESHID ~= "nil" and MESHID ~= "" then
- NEWMESH.MeshId = "http://www.roblox.com/asset/?id=" .. MESHID
- end
- if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
- NEWMESH.TextureId = "http://www.roblox.com/asset/?id=" .. TEXTUREID
- end
- end
- NEWMESH.Offset = OFFSET or VT(0, 0, 0)
- NEWMESH.Scale = SCALE
- NEWMESH.Parent = PARENT
- return NEWMESH
- 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 = Torso.Position
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- Player_Size = 1
- Animation_Speed = 3
- Frame_Speed = 0.016666666666666666
- local Speed = 16
- local Effects2 = {}
- 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
- local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
- local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
- local CHANGEDEFENSE = 0
- local CHANGEDAMAGE = 0
- local CHANGEMOVEMENT = 0
- local ANIM = "Idle"
- local ATTACK = false
- local EQUIPPED = false
- local HOLD = false
- local COMBO = 1
- local Rooted = false
- local SINE = 0
- local KEYHOLD = false
- local CHANGE = 2 / Animation_Speed
- local WALKINGANIM = false
- local WALK = 0
- local VALUE1 = false
- local VALUE2 = false
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- local WEAPONGUI = IT("ScreenGui", PlayerGui)
- WEAPONGUI.Name = "Weapon GUI"
- local Effects = IT("Folder", Character)
- Effects.Name = "Effects"
- local ANIMATOR = Humanoid.Animator
- local ANIMATE = Character.Animate
- local HITPLAYERSOUNDS = {
- "263032172",
- "263032182",
- "263032200",
- "263032221",
- "263032252",
- "263033191"
- }
- local HITARMORSOUNDS = {
- "199149321",
- "199149338",
- "199149367",
- "199149409",
- "199149452"
- }
- local HITWEAPONSOUNDS = {
- "199148971",
- "199149025",
- "199149072",
- "199149109",
- "199149119"
- }
- local HITBLOCKSOUNDS = {"199148933", "199148947"}
- local UNANCHOR = true
- local LEVEL = 1
- local Volume = 1.5
- local SONG1 = "rbxassetid://1390506855"
- local SONG2 = "rbxassetid://1418800825"
- local CREATION = false
- local TRANSFORMING = false
- local CREATIONPOSE = "Idle"
- local SKILLTEXTCOLOR = BRICKC("Gold").Color
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- frame = Frame_Speed
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
- return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
- end
- function PositiveAngle(NUMBER)
- if NUMBER >= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function NegativeAngle(NUMBER)
- if NUMBER <= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function Swait(NUMBER)
- if NUMBER == 0 or NUMBER == nil then
- ArtificialHB.Event:wait()
- else
- for i = 1, NUMBER do
- ArtificialHB.Event:wait()
- end
- end
- 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 = 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 = 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 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 CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
- local frame = IT("Frame")
- frame.BackgroundTransparency = TRANSPARENCY
- frame.BorderSizePixel = BORDERSIZEPIXEL
- frame.Position = POSITION
- frame.Size = SIZE
- frame.BackgroundColor3 = COLOR
- frame.BorderColor3 = BORDERCOLOR
- frame.Name = NAME
- frame.Parent = PARENT
- return frame
- end
- function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
- local label = IT("TextLabel")
- label.BackgroundTransparency = 1
- label.Size = UD2(1, 0, 1, 0)
- label.Position = UD2(0, 0, 0, 0)
- label.TextColor3 = TEXTCOLOR
- label.TextStrokeTransparency = STROKETRANSPARENCY
- label.TextTransparency = TRANSPARENCY
- label.FontSize = TEXTFONTSIZE
- label.Font = TEXTFONT
- label.BorderSizePixel = BORDERSIZEPIXEL
- label.TextScaled = false
- label.Text = TEXT
- label.Name = NAME
- label.Parent = PARENT
- return label
- end
- function NoOutlines(PART)
- PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
- 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
- local S = IT("Sound")
- function CreateSound(ID, PARENT, VOLUME, PITCH)
- local NEWSOUND
- coroutine.resume(coroutine.create(function()
- NEWSOUND = S:Clone()
- NEWSOUND.Parent = PARENT
- NEWSOUND.Volume = VOLUME
- NEWSOUND.Pitch = PITCH
- NEWSOUND.SoundId = "http://www.roblox.com/asset/?id=" .. ID
- Swait()
- NEWSOUND:play()
- game:GetService("Debris"):AddItem(NEWSOUND, 10)
- end))
- return NEWSOUND
- end
- function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function CreateWave(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
- local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0, 0, -SIZE.X / 8))
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
- if DOESROT == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
- end
- wave.Transparency = wave.Transparency + 0.5 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateRing(SIZE, DOESROT, ROT, WAIT, CFRAME, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
- local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0, 0, 0))
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- if DOESROT == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
- end
- wave.Transparency = wave.Transparency + 0.5 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function MagicSphere(SIZE, WAIT, CFRAME, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1, 1, 1), true)
- wave.Color = COLOR
- local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0, 0, 0))
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW
- wave.Transparency = wave.Transparency + 1 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function Slice(KIND, SIZE, WAIT, CFRAME, COLOR, GROW)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1, 1, 1), true)
- local mesh
- if KIND == "Base" then
- mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0, SIZE / 10, SIZE / 10), VT(0, 0, 0))
- elseif KIND == "Thin" then
- mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE / 10, 0, SIZE / 10), VT(0, 0, 0))
- elseif KIND == "Round" then
- mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE / 10, 0, SIZE / 10), VT(0, 0, 0))
- end
- wave.CFrame = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, WAIT do
- Swait()
- mesh.Scale = mesh.Scale + GROW / 10
- wave.Transparency = wave.Transparency + 0.5 / WAIT
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function MakeForm(PART, TYPE)
- if TYPE == "Cyl" then
- local MSH = IT("CylinderMesh", PART)
- elseif TYPE == "Ball" then
- local MSH = IT("SpecialMesh", PART)
- MSH.MeshType = "Sphere"
- elseif TYPE == "Wedge" then
- local MSH = IT("SpecialMesh", PART)
- MSH.MeshType = "Wedge"
- end
- end
- function CheckTableForString(Table, String)
- for i, v in pairs(Table) do
- if string.find(string.lower(String), string.lower(v)) then
- return true
- end
- end
- return false
- end
- function CheckIntangible(Hit)
- local ProjectileNames = {
- "Water",
- "Arrow",
- "Projectile",
- "Effect",
- "Rail",
- "Lightning",
- "Bullet"
- }
- if Hit and Hit.Parent and (not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid") then
- return true
- end
- return false
- end
- Debris = game:GetService("Debris")
- function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
- local Ignore = type(Ignore) == "table" and Ignore or {Ignore}
- local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
- if RayHit and CheckIntangible(RayHit) then
- if DelayIfHit then
- wait()
- end
- RayHit, RayPos, RayNormal = CastZapRay(RayPos + Vec * 0.01, Vec, Length - (StartPos - RayPos).magnitude, Ignore, DelayIfHit)
- end
- return RayHit, RayPos, RayNormal
- end
- BaseLightning = IT("Part")
- BaseLightning.Anchored = true
- BaseLightning.CanCollide = false
- BaseLightning.Material = "Neon"
- local LightningBolts = {}
- function Zap(Table)
- local StartPos, TargetPos, Character, Color = Table.StartPosition, Table.TargetPosition, Table.Character, Table.Color
- local Duration = Table.Duration or 2
- local Offset = Table.Offset or 2
- local Individualize = Table.Individualize or false
- local MaxRange = Table.MaxRange or 200
- local SegmentLength = Table.SegmentLength or 5
- local Transparency = Table.Transparency or 0
- local Ignore = Table.Ignore or {}
- local SIZE = Table.SIZE or 0.3
- if not (StartPos and TargetPos) or not Character then
- return
- end
- local LightningModel = IT("Folder", Effects)
- LightningModel.Name = "ZAPP"
- for i, v in pairs({Character, LightningModel}) do
- table.insert(Ignore, v)
- end
- local LastPos = StartPos
- local Direction = CFrame.new(StartPos, TargetPos).lookVector
- local RayHit, RayPos, RayNormal = CastZapRay(StartPos, Direction, MaxRange, Ignore, false)
- local RayLength = (StartPos - RayPos).Magnitude
- local Struck = false
- local TotalSegments = math.ceil(RayLength / SegmentLength)
- Direction = CFrame.new(StartPos, RayPos).lookVector
- local LightningBolt = IT("Model", Effects)
- LightningBolt.Name = "Lightning"
- if not Individualize then
- table.insert(LightningBolts, LightningBolt)
- end
- LastBolt = LightningBolt
- Debris:AddItem(LightningBolt, Duration)
- LightningBolt.Parent = LightningModel
- for i = 1, TotalSegments do
- if not Struck then
- local Entropy = Vector3.new(math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset)
- local NewPos = StartPos + Direction * (RayLength * (i / TotalSegments)) + Entropy
- local SegmentVec = NewPos - LastPos
- local RayHit, RayPos, RayNormal = CastZapRay(LastPos, SegmentVec.Unit, SegmentVec.Magnitude, {Character, LightningModel}, false)
- local RayVec = LastPos - RayPos
- local LightningPart = BaseLightning:Clone()
- LightningPart.BrickColor = BrickColor.new(Color)
- LightningPart.Transparency = Transparency
- LightningPart.Size = Vector3.new(SIZE, SIZE, RayVec.Magnitude)
- LightningPart.CFrame = CFrame.new(LastPos, RayPos) * CFrame.new(0, 0, -(RayVec.Magnitude / 2))
- table.insert(Effects2, {
- LightningPart,
- "Disappear",
- 0.025,
- 1,
- 1,
- 1,
- 2
- })
- local CylinderMesh = IT("CylinderMesh", LightningPart)
- local OrigCF = LightningPart.CFrame
- LightningPart.Size = Vector3.new(LightningPart.Size.X, LightningPart.Size.Z, LightningPart.Size.Y)
- LightningPart.CFrame = OrigCF * CFrame.Angles(math.pi / 2, 0, 0)
- LightningPart.Parent = LightningBolt
- LastPos = NewPos
- end
- end
- return {
- RayHit = RayHit,
- RayPos = RayPos,
- RayNormal = RayNormal,
- LightningModel = LightningModel
- }
- end
- local EyeSizes = {
- NumberSequenceKeypoint.new(0, 1, 0),
- NumberSequenceKeypoint.new(1, 0, 0)
- }
- local PE = Instance.new("ParticleEmitter")
- PE.LightEmission = 0.8
- PE.Color = ColorSequence.new(BRICKC("Gold").Color)
- PE.Size = NumberSequence.new(EyeSizes)
- PE.Lifetime = NumberRange.new(0.35, 0.35, 0.35)
- PE.Rotation = NumberRange.new(0, 360)
- PE.Transparency = NumberSequence.new(0.9)
- PE.Rate = 999
- PE.VelocitySpread = 10000
- PE.Acceleration = Vector3.new(0, 75, 0)
- PE.Drag = 5
- PE.Speed = NumberRange.new(6, 6)
- PE.Texture = "http://www.roblox.com/asset/?id=1351966707"
- PE.ZOffset = -1.5
- PE.Name = "OVERLORDAURA"
- function particles(art)
- PE:Clone().Parent = art
- end
- function turnto(position)
- RootPart.CFrame = CFrame.new(RootPart.CFrame.p, VT(position.X, RootPart.Position.Y, position.Z)) * CFrame.new(0, 0, 0)
- end
- function WACKYEFFECT(Table)
- local TYPE = Table.EffectType or "Sphere"
- local SIZE = Table.Size or VT(1, 1, 1)
- local ENDSIZE = Table.Size2 or VT(0, 0, 0)
- local TRANSPARENCY = Table.Transparency or 0
- local ENDTRANSPARENCY = Table.Transparency2 or 1
- local CFRAME = Table.CFrame or Torso.CFrame
- local MOVEDIRECTION = Table.MoveToPos or nil
- local ROTATION1 = Table.RotationX or 0
- local ROTATION2 = Table.RotationY or 0
- local ROTATION3 = Table.RotationZ or 0
- local MATERIAL = Table.Material or "Neon"
- local COLOR = Table.Color or C3(1, 1, 1)
- local TIME = Table.Time or 45
- local SOUNDID = Table.SoundID or nil
- local SOUNDPITCH = Table.SoundPitch or nil
- local SOUNDVOLUME = Table.SoundVolume or nil
- coroutine.resume(coroutine.create(function()
- local PLAYSSOUND = false
- local SOUND
- local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY, BRICKC("Pearl"), "Effect", VT(1, 1, 1), true)
- if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then
- PLAYSSOUND = true
- SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false)
- end
- EFFECT.Color = COLOR
- local MSH
- if TYPE == "Sphere" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0, 0, 0))
- elseif TYPE == "Block" then
- MSH = IT("BlockMesh", EFFECT)
- MSH.Scale = VT(SIZE.X, SIZE.X, SIZE.X)
- elseif TYPE == "Box" then
- MSH = IT("BlockMesh", EFFECT)
- MSH.Scale = SIZE
- elseif TYPE == "Wave" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT(0, 0, -SIZE.X / 8))
- elseif TYPE == "Ring" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844", "", VT(SIZE.X, SIZE.X, 0.1), VT(0, 0, 0))
- elseif TYPE == "Slash" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858", "", VT(SIZE.X / 10, 0, SIZE.X / 10), VT(0, 0, 0))
- elseif TYPE == "Round Slash" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058", "", VT(SIZE.X / 10, 0, SIZE.X / 10), VT(0, 0, 0))
- elseif TYPE == "Swirl" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "1051557", "", SIZE, VT(0, 0, 0))
- elseif TYPE == "Skull" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583", "", SIZE, VT(0, 0, 0))
- elseif TYPE == "Crystal" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362", "", SIZE, VT(0, 0, 0))
- end
- if MSH ~= nil then
- local MOVESPEED
- if MOVEDIRECTION ~= nil then
- MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude / TIME
- end
- local GROWTH = SIZE - ENDSIZE
- local TRANS = TRANSPARENCY - ENDTRANSPARENCY
- if TYPE == "Block" then
- EFFECT.CFrame = CFRAME * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)))
- else
- EFFECT.CFrame = CFRAME
- end
- for LOOP = 1, TIME do
- Swait()
- MSH.Scale = MSH.Scale - GROWTH / TIME
- if TYPE == "Wave" then
- MSH.Offset = VT(0, 0, -MSH.Scale.X / 8)
- end
- EFFECT.Transparency = EFFECT.Transparency - TRANS / TIME
- if TYPE == "Block" then
- EFFECT.CFrame = CFRAME * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)))
- else
- EFFECT.CFrame = EFFECT.CFrame * ANGLES(RAD(ROTATION1), RAD(ROTATION2), RAD(ROTATION3))
- end
- if MOVEDIRECTION ~= nil then
- local ORI = EFFECT.Orientation
- EFFECT.CFrame = CF(EFFECT.Position, MOVEDIRECTION) * CF(0, 0, -MOVESPEED)
- EFFECT.Orientation = ORI
- end
- end
- if PLAYSSOUND == false then
- EFFECT:remove()
- else
- repeat
- Swait()
- until SOUND.Playing == false
- EFFECT:remove()
- end
- elseif PLAYSSOUND == false then
- EFFECT:remove()
- else
- repeat
- Swait()
- until SOUND.Playing == false
- EFFECT:remove()
- end
- end))
- end
- Head:ClearAllChildren()
- local BODY = {}
- local naeeym2 = Instance.new("BillboardGui", Character)
- naeeym2.AlwaysOnTop = true
- naeeym2.Size = UDim2.new(15, 35, 5, 15)
- naeeym2.StudsOffset = Vector3.new(0, 3, 0)
- naeeym2.Adornee = Character.Head
- naeeym2.Name = "Name"
- naeeym2.PlayerToHideFrom = Player
- local tecks2 = Instance.new("TextLabel", naeeym2)
- tecks2.BackgroundTransparency = 1
- tecks2.TextScaled = true
- tecks2.BorderSizePixel = 0
- tecks2.Text = "Dominus PHAEDRA"
- tecks2.Font = "Fantasy"
- tecks2.TextSize = 30
- tecks2.TextStrokeTransparency = 0
- tecks2.TextColor3 = SKILLTEXTCOLOR
- tecks2.TextStrokeColor3 = Color3.new(1, 1, 1)
- tecks2.Size = UDim2.new(1, 0, 0.5, 0)
- tecks2.Parent = naeeym2
- function Transparency(TRANS)
- tecks2.TextTransparency = TRANS
- tecks2.TextStrokeTransparency = TRANS
- for _, c in pairs(Character:GetChildren()) do
- if c.ClassName == "Part" and c ~= RootPart then
- c.Transparency = TRANS
- if c:FindFirstChildOfClass("Decal") then
- c:FindFirstChildOfClass("Decal").Transparency = TRANS
- end
- if c:FindFirstChild("OVERLORDAURA") then
- c.OVERLORDAURA.Transparency = NumberSequence.new(0.9 + TRANS / 10)
- end
- if c:FindFirstChild("Eyeball") then
- c.Eyeball.Transparency = TRANS
- end
- if c:FindFirstChild("Eyeball1") then
- c.Eyeball1.Transparency = TRANS
- end
- elseif c.ClassName == "Accessory" then
- c.Handle.Transparency = TRANS
- elseif c.ClassName == "Model" then
- for _, q in pairs(c:GetChildren()) do
- if q.ClassName == "Part" then
- q.Transparency = TRANS
- if q:FindFirstChildOfClass("Decal") then
- q:FindFirstChildOfClass("Decal").Transparency = TRANS
- end
- end
- end
- end
- end
- end
- local EYE = CreatePart(3, Head, "Neon", 0, 0, "Gold", "Eyeball", VT(0.1, 0.4, 0.1), false)
- MakeForm(EYE, "Ball")
- EYE.CFrame = Head.CFrame * CF(0.2, 0.1, -0.72)
- local EW = weldBetween(Head, EYE)
- local EYE2 = CreatePart(3, Head, "Neon", 0, 0, "Gold", "Eyeball1", VT(0.4, 0.1, 0.1), false)
- MakeForm(EYE2, "Ball")
- EYE2.CFrame = Head.CFrame * CF(0.2, 0.1, -0.72)
- local EW2 = weldBetween(Head, EYE2)
- for _, c in pairs(Character:GetChildren()) do
- if c.ClassName == "Part" then
- table.insert(BODY, {c, Character})
- for _, q in pairs(c:GetChildren()) do
- if q ~= nil then
- table.insert(BODY, {q, c})
- end
- end
- end
- end
- function refit()
- Character.Parent = workspace
- for e = 1, #BODY do
- if BODY[e] ~= nil then
- local STUFF = BODY[e]
- local PART = STUFF[1]
- local PARENT = STUFF[2]
- PART.Parent = PARENT
- end
- end
- end
- Humanoid.HealthChanged:connect(function()
- local OLDHUM = Humanoid
- refit()
- OLDHUM:remove()
- Humanoid = IT("Humanoid", Character)
- Humanoid.MaxHealth = "inf"
- Humanoid.Health = "inf"
- Humanoid.PlatformStand = false
- Humanoid.HipHeight = 2.5
- Humanoid.WalkSpeed = Speed
- end)
- Humanoid.Died:connect(function()
- local OLDHUM = Humanoid
- refit()
- OLDHUM:remove()
- Humanoid = IT("Humanoid", Character)
- Humanoid.MaxHealth = "inf"
- Humanoid.Health = "inf"
- Humanoid.PlatformStand = false
- Humanoid.HipHeight = 2.5
- Humanoid.WalkSpeed = Speed
- end)
- local SKILL1FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.23, 0, 0.8, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 1 Frame")
- local SKILL2FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.5, 0, 0.8, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 2 Frame")
- local SKILL3FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.365, 0, 0.03, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 3 Frame")
- local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Dolor Pluvia", SKILLTEXTCOLOR, 7, "Fantasy", 0, 2, 0, "Text 1")
- local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B] Ignem Aeternum", SKILLTEXTCOLOR, 7, "Fantasy", 0, 2, 0, "Text 2")
- local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[X] Ultima Consummatio", SKILLTEXTCOLOR, 12, "Fantasy", 0, 2, 0, "Text 3")
- local SKILLEFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.365, 0, 0.13, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill Warp Frame")
- local SKILLETEXT = CreateLabel(SKILLEFRAME, "[Q] Magia portam", SKILLTEXTCOLOR, 7, "Antique", 0, 2, 0, "Text Warp")
- local SKILLFFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.365, 0, 0.7, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill Warp Frame")
- local SKILLFTEXT = CreateLabel(SKILLFFRAME, "[C] Imperium Delere", SKILLTEXTCOLOR, 7, "Antique", 0, 2, 0, "Text Warp")
- function killnearest(position, range, maxstrength)
- for i, v in ipairs(workspace:GetChildren()) do
- do
- local body = v:GetChildren()
- for part = 1, #body do
- if (body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character and range > (body[part].Position - position).Magnitude then
- if v.ClassName == "Model" then
- v:BreakJoints()
- end
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1000000000, 1000000000, 1000000000)
- bv.velocity = CF(position, body[part].Position).lookVector * maxstrength
- bv.Parent = body[part]
- Debris:AddItem(bv, 0.2)
- body[part].Parent = Effects
- body[part].Material = "Neon"
- body[part].BrickColor = BRICKC("Gold")
- coroutine.resume(coroutine.create(function()
- wait(5)
- if body[part].Parent == Effects then
- body[part]:remove()
- end
- end))
- end
- end
- if v.ClassName == "Part" and v.Anchored == false and range > (v.Position - position).Magnitude then
- v.Velocity = CFrame.new(position, v.Position).lookVector * 5 * maxstrength
- end
- end
- end
- end
- local Decal = IT("Decal")
- function MagicRing()
- local O1 = CreatePart(3, Effects, "Neon", 0, 1, "Really red", "Warphole", VT(0, 0, 0))
- O1.CFrame = RootPart.CFrame * CF(0, 0, -3) * ANGLES(RAD(90), RAD(0), RAD(0))
- local decal = Decal:Clone()
- decal.Parent = O1
- decal.Face = "Top"
- decal.Texture = "http://www.roblox.com/asset/?id=917750924"
- local decal2 = Decal:Clone()
- decal2.Parent = O1
- decal2.Face = "Bottom"
- decal2.Texture = "http://www.roblox.com/asset/?id=917750924"
- return O1
- end
- function Dolor_Pluvia()
- local POWER = LEVEL
- local CENTER = MagicRing()
- CENTER.CFrame = CF(Mouse.Hit.p)
- CreateSound("424777055", CENTER, 10, 1)
- local RAIN = {}
- for i = 1, 45 do
- Swait()
- CENTER.Size = CENTER.Size + VT(POWER, 0, POWER)
- CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- end
- for i = 1, 35 do
- Swait()
- coroutine.resume(coroutine.create(function()
- local DROP = CreatePart(3, Effects, "Neon", 0, 0, "Gold", "Raindrop", VT(POWER / 2, POWER / 2, POWER * 5))
- DROP.CFrame = CF(CENTER.Position + VT(MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3), 200, MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3)), CENTER.Position + VT(MRANDOM(-CENTER.Size.X / 2.5, CENTER.Size.X / 2.5), 0, MRANDOM(-CENTER.Size.X / 2.5, CENTER.Size.X / 2.5)))
- table.insert(RAIN, DROP)
- particles(DROP)
- MakeForm(DROP, "Ball")
- local IMPACT = false
- for i = 1, 80 do
- Swait()
- DROP.CFrame = DROP.CFrame * CF(0, 0, -7)
- local HIT = Raycast(DROP.Position, DROP.CFrame.lookVector, 6, Character)
- if HIT ~= nil then
- IMPACT = true
- break
- end
- end
- table.remove(RAIN, 1)
- if IMPACT == true then
- DROP.Transparency = 1
- DROP.OVERLORDAURA.Enabled = false
- MagicSphere(VT(0, 0, 0), 25, DROP.CFrame, BRICKC("Gold").Color, VT(POWER, POWER, POWER) / 2)
- killnearest(DROP.Position, POWER * 5, 500)
- Debris:AddItem(DROP, 5)
- else
- DROP:remove()
- end
- end))
- end
- repeat
- Swait()
- until #RAIN == 0
- for i = 1, 45 do
- Swait()
- CENTER.Size = CENTER.Size - VT(POWER, 0, POWER)
- CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- end
- CENTER:remove()
- end
- function Ignem_Aeternum()
- local HITFLOOR, HITPOS, NORMAL = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 25, Character)
- if HITFLOOR ~= nil then
- do
- local POWER = LEVEL
- ATTACK = true
- Rooted = true
- local CENTER = MagicRing()
- CENTER.CFrame = CF(HITPOS + VT(0, 0.1, 0))
- CreateSound("424777055", CENTER, 10, 1)
- local RAIN = {}
- for i = 1, 55 do
- Swait()
- CENTER.Size = CENTER.Size + VT(POWER, 0, POWER) / 3
- CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 + 6.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-45 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- local MAXDIST = 15
- local DIRECTION = CF(RootPart.Position, VT(Mouse.Hit.p.X, HITPOS.Y, Mouse.Hit.p.Z)).lookVector
- local HITFLOOR2, HITPOS2 = Raycast(RootPart.Position, DIRECTION, MAXDIST, Character)
- local HITFLOOR3, HITPOS3 = Raycast(HITPOS2, CF(HITPOS2 + VT(0, 1, 0), HITPOS2 + VT(0, -1, 0)).lookVector, MAXDIST, Character)
- local ORB = CreatePart(3, Effects, "Neon", 0, 1, "Gold", "ORB", VT(4, 4, 4))
- MakeForm(ORB, "Ball")
- CreateSound("201858045", ORB, 10, 0.5)
- for i = 0, 1, 0.1 / Animation_Speed do
- Swait()
- ORB.CFrame = RootPart.CFrame * CF(0, 10 + POWER * 3, 0)
- ORB.Transparency = 0
- ORB.Size = ORB.Size + VT(POWER, POWER, POWER) / 7
- local POS = HITPOS + VT(MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3), 0, MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3))
- local RANGE = (POS - RootPart.CFrame * CF(0, 10 + POWER * 3, 0).p).Magnitude
- local ZAPTABLE = Zap({
- StartPosition = POS,
- TargetPosition = ORB.Position,
- Character = workspace,
- Color = "Gold",
- Individual = true,
- MaxRange = RANGE,
- SegmentLength = POWER * 2,
- Offset = 1
- })
- Debris:AddItem(ZAPTABLE.LightningModel, 0.1)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(15 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(-15 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 1.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(170), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-12 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- ORB.CFrame = CF(ORB.Position, HITPOS3)
- local IMPACT = false
- for i = 1, 400 do
- Swait()
- ORB.CFrame = ORB.CFrame * CF(0, 0, -1)
- local HIT = Raycast(ORB.Position, ORB.CFrame.lookVector, ORB.Size.X / 2.2, Character)
- if HIT ~= nil then
- IMPACT = true
- break
- end
- end
- if IMPACT == true then
- ORB.Transparency = 1
- local FRONT = ORB.CFrame * CF(0, 0, -1).p
- ORB.CFrame = CF(ORB.Position, VT(FRONT.X, ORB.Position.Y, FRONT.Z))
- for i = 1, 35 do
- if MRANDOM(1, 5) == 1 then
- local POS = CF(ORB.Position) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))) * CF(0, 0, -POWER * 15).p
- local ZAPTABLE = Zap({
- SIZE = POWER,
- StartPosition = ORB.Position,
- TargetPosition = POS,
- Character = workspace,
- Color = "Gold",
- Individual = true,
- MaxRange = POWER * 35,
- SegmentLength = POWER * 5,
- Offset = 3
- })
- Debris:AddItem(ZAPTABLE.LightningModel, 0.1)
- end
- ORB.CFrame = ORB.CFrame * CF(0, 0, -ORB.Size.X / 1.5)
- MagicSphere(ORB.Size * 1.1, 25, ORB.CFrame, BRICKC("Gold").Color, -ORB.Size / 35)
- CreateWave(VT(ORB.Size.X, 1, ORB.Size.Z) * 5, 35, CF(ORB.Position - VT(0, ORB.Size.Y / 3, 0)) * ANGLES(RAD(0), RAD(i * 5), RAD(0)), true, 5, "Gold", -VT(ORB.Size.X / 24, 0, ORB.Size.Z / 24))
- killnearest(ORB.Position, ORB.Size.X * 2, 500)
- Swait()
- end
- else
- ORB:remove()
- end
- end))
- ATTACK = false
- Rooted = false
- coroutine.resume(coroutine.create(function()
- for i = 1, 55 do
- Swait()
- CENTER.Size = CENTER.Size - VT(POWER, 0, POWER)
- CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- end
- CENTER:remove()
- end))
- end
- end
- end
- function Imperium_Delere()
- local HITFLOOR, HITPOS, NORMAL = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 25, Character)
- if HITFLOOR ~= nil then
- do
- local POWER = LEVEL
- ATTACK = true
- Rooted = true
- local CENTER = MagicRing()
- CENTER.CFrame = CF(HITPOS + VT(0, 0.1, 0))
- CreateSound("424777055", CENTER, 10, 1)
- local RAIN = {}
- for i = 1, 55 do
- Swait()
- CENTER.Size = CENTER.Size + VT(POWER, 0, POWER)
- CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 + 6.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-45 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- local VISUAL = CreatePart(3, Effects, "Neon", 0, 0.99, "Gold", "Vibrations", VT(45, 45, 45) * POWER)
- MakeForm(VISUAL, "Ball")
- VISUAL.CFrame = CF(HITPOS)
- for i = 1, 20 do
- Swait()
- VISUAL.Size = VISUAL.Size - VT(POWER, POWER, POWER) / 10
- VISUAL.Transparency = VISUAL.Transparency - 0.01
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(5 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(-5 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 10 do
- Swait()
- CENTER.Size = CENTER.Size + VT(POWER, 0, POWER) * 15
- for _, c in pairs(workspace:GetChildren()) do
- if c.ClassName == "Model" then
- if c ~= Character and c:FindFirstChildOfClass("Humanoid") and (c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")) then
- local HUMANOID = c:FindFirstChildOfClass("Humanoid")
- local TORSO = c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")
- if (TORSO.Position - VISUAL.Position).Magnitude < VISUAL.Size.X / 1.6 then
- for _, q in pairs(c:GetChildren()) do
- if q.ClassName == "LocalScript" and q.Name ~= "Animate" then
- q:remove()
- end
- end
- end
- elseif c.ClassName == "LocalScript" then
- c:remove()
- end
- end
- end
- VISUAL.Size = VISUAL.Size + VT(POWER, POWER, POWER) * 12
- VISUAL.Transparency = VISUAL.Transparency + 0.01
- end
- VISUAL:remove()
- for i = 1, 40 do
- Swait()
- CENTER.Size = CENTER.Size * 0.9
- end
- CENTER:remove()
- end))
- ATTACK = false
- Rooted = false
- end
- end
- end
- function Ultima_Consummatio()
- local HITFLOOR, HITPOS, NORMAL = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 7, Character)
- if HITFLOOR ~= nil then
- do
- local POWER = LEVEL
- ATTACK = true
- Rooted = true
- if POWER <= 6 then
- do
- local CENTER = MagicRing()
- CENTER.CFrame = CF(HITPOS + VT(0, 0.1, 0))
- CreateSound("424777055", CENTER, 10, 1)
- local RAIN = {}
- for i = 1, 65 do
- Swait()
- CENTER.Size = CENTER.Size + VT(POWER, 0, POWER)
- CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(15 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(-15 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 1.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(170), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-12 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- local ORB = CreatePart(3, Effects, "Neon", 0, 1, "Gold", "ORB", VT(4, 4, 4))
- MakeForm(ORB, "Ball")
- CreateSound("201858045", ORB, 10, 0.5)
- for i = 0, 5, 0.1 / Animation_Speed do
- Swait()
- ORB.CFrame = RootPart.CFrame * CF(0, 5 + ORB.Size.Y / 2, 0)
- ORB.Size = ORB.Size + VT(POWER, POWER, POWER) / 10
- ORB.Transparency = 0
- local POS = HITPOS + VT(MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3), 0, MRANDOM(-CENTER.Size.X / 3, CENTER.Size.X / 3))
- local RANGE = (POS - ORB.Position).Magnitude
- local ZAPTABLE = Zap({
- StartPosition = POS,
- TargetPosition = ORB.Position,
- Character = workspace,
- Color = "Gold",
- Individual = true,
- MaxRange = RANGE,
- SegmentLength = POWER * 2,
- Offset = 1
- })
- Debris:AddItem(ZAPTABLE.LightningModel, 0.1)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(15 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(-15 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 1.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(170), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-12 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- if POWER <= 3 then
- local AIMPOS = Mouse.Hit.p
- local O1 = MagicRing()
- local O2 = MagicRing()
- local O3 = MagicRing()
- O1.CFrame = CF(ORB.Position, AIMPOS) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X, 0)
- O2.CFrame = CF(ORB.Position, AIMPOS) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 4, 0)
- O3.CFrame = CF(ORB.Position, AIMPOS) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 8, 0)
- for i = 1, 25 do
- Swait()
- O1.Size = O1.Size + VT(POWER, 0, POWER)
- O2.Size = O2.Size + VT(POWER, 0, POWER) / 1.5
- O3.Size = O3.Size + VT(POWER, 0, POWER) / 2
- end
- local DIST = (ORB.Position - AIMPOS).Magnitude
- for i = 1, 75 do
- Swait(3)
- CreateRing(VT(0, 0, 0), false, 0, 45, CF(ORB.Position) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), C3(1, 1, 1), VT(POWER, POWER, 0) / 5)
- killnearest(ORB.Position, ORB.Size.X, 200)
- local ZAPTABLE = Zap({
- SIZE = POWER * 2,
- StartPosition = ORB.Position,
- TargetPosition = AIMPOS + VT(MRANDOM(-POWER * 15, POWER * 15), 0, MRANDOM(-POWER * 15, POWER * 15)) * 2,
- Character = Character,
- Color = "Gold",
- Individual = true,
- MaxRange = POWER * 400,
- SegmentLength = DIST / 25,
- Offset = 3 + DIST / 350
- })
- Debris:AddItem(ZAPTABLE.LightningModel, 0.1)
- MagicSphere(ORB.Size * 1.1, 25, CF(ZAPTABLE.RayPos), BRICKC("Gold").Color, ORB.Size / 15)
- killnearest(ZAPTABLE.RayPos, POWER * 45, 60)
- CreateWave(VT(ORB.Size.X, 1, ORB.Size.Z) * 5, 35, CF(ZAPTABLE.RayPos), true, 5, "Gold", -VT(ORB.Size.X / 24, 0, ORB.Size.Z / 24))
- end
- local SIZE = ORB.Size
- for i = 1, 25 do
- Swait()
- ORB.Size = ORB.Size - SIZE / 25
- O1.Size = O1.Size - VT(POWER, 0, POWER)
- O2.Size = O2.Size - VT(POWER, 0, POWER) / 1.5
- O3.Size = O3.Size - VT(POWER, 0, POWER) / 2
- end
- ORB:remove()
- O1:remove()
- O2:remove()
- O3:remove()
- elseif POWER > 3 then
- local O1 = MagicRing()
- local O2 = MagicRing()
- local O3 = MagicRing()
- O1.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X, 0)
- O2.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 4, 0)
- O3.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 8, 0)
- for i = 1, 25 do
- Swait()
- O1.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X, 0)
- O2.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 4, 0)
- O3.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 8, 0)
- O1.Size = O1.Size + VT(POWER, 0, POWER)
- O2.Size = O2.Size + VT(POWER, 0, POWER) / 1.5
- O3.Size = O3.Size + VT(POWER, 0, POWER) / 2
- end
- for i = 1, 75 do
- for i = 1, 5 do
- Swait()
- O1.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X, 0)
- O2.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 4, 0)
- O3.CFrame = CF(ORB.Position, Mouse.Hit.p) * ANGLES(RAD(90), RAD(0), RAD(0)) * CF(0, -ORB.Size.X + ORB.Size.X / 8, 0)
- end
- killnearest(ORB.Position, ORB.Size.X, 200)
- CreateRing(VT(0, 0, 0), false, 0, 45, CF(ORB.Position) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), C3(1, 1, 1), VT(POWER, POWER, 0) / 5)
- local DIST = (ORB.Position - Mouse.Hit.p).Magnitude
- local ZAPTABLE = Zap({
- SIZE = POWER,
- StartPosition = ORB.Position,
- TargetPosition = Mouse.Hit.p,
- Character = Character,
- Color = "Gold",
- Individual = true,
- MaxRange = POWER * 400,
- SegmentLength = DIST / 25,
- Offset = 3 + DIST / 350
- })
- Debris:AddItem(ZAPTABLE.LightningModel, 0.1)
- MagicSphere(ORB.Size * 1.1, 25, CF(ZAPTABLE.RayPos), BRICKC("Gold").Color, ORB.Size / 15)
- killnearest(ZAPTABLE.RayPos, POWER * 45, 60)
- CreateWave(VT(ORB.Size.X, 1, ORB.Size.Z) * 5, 35, CF(ZAPTABLE.RayPos), true, 5, "Gold", -VT(ORB.Size.X / 24, 0, ORB.Size.Z / 24))
- end
- local SIZE = ORB.Size
- for i = 1, 25 do
- Swait()
- ORB.Size = ORB.Size - SIZE / 25
- O1.Size = O1.Size - VT(POWER, 0, POWER)
- O2.Size = O2.Size - VT(POWER, 0, POWER) / 1.5
- O3.Size = O3.Size - VT(POWER, 0, POWER) / 2
- end
- ORB:remove()
- O1:remove()
- O2:remove()
- O3:remove()
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 65 do
- Swait()
- CENTER.Size = CENTER.Size - VT(POWER, 0, POWER)
- CENTER.CFrame = CENTER.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- end
- CENTER:remove()
- end))
- end))
- end
- elseif POWER > 6 then
- do
- local FINISHED = false
- local YIN = CreatePart(3, Effects, "Neon", 0, 0, "Pearl", "YIN", VT(25, 25, 25))
- local YAN = CreatePart(3, Effects, "Neon", 0, 0, "Gold", "YAN", VT(65, 25, 65))
- coroutine.resume(coroutine.create(function()
- local LOOP = 0
- repeat
- YIN.CFrame = CF(HITPOS + VT(0, 500, 0)) * ANGLES(RAD(0), RAD(LOOP), RAD(0)) * CF(0, 0, 200)
- YAN.CFrame = CF(HITPOS + VT(0, 500, 0)) * ANGLES(RAD(0), RAD(LOOP), RAD(0)) * CF(0, 0, -200)
- LOOP = LOOP + 5
- MagicSphere(VT(500, 5, 500), 65, CF(YIN.Position), BRICKC("Gold").Color, VT(-1, -0.001, -1) * 2)
- MagicSphere(VT(500, 5, 500), 65, CF(YAN.Position), C3(1, 1, 1), VT(-1, -0.001, -1) * 2)
- Swait()
- until FINISHED == true
- YIN:remove()
- YAN:remove()
- end))
- CreateSound("438666077", Effects, 10, 1)
- for i = 0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(15 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(-15 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(65), RAD(0), RAD(90 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(65), RAD(0), RAD(-90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- local ORB = CreatePart(3, Effects, "Neon", 0, 0, "Gold", "ORB", VT(6, 6, 6))
- MakeForm(ORB, "Ball")
- ORB.CFrame = CF(HITPOS + VT(0, 150, 0))
- for i = 0, 8, 0.1 / Animation_Speed do
- Swait()
- if MRANDOM(1, 8) == 1 then
- local RANGE1 = (ORB.Position - YIN.Position).Magnitude
- local RANGE2 = (ORB.Position - YAN.Position).Magnitude
- local ZAPTABLE1 = Zap({
- SIZE = POWER / 3,
- StartPosition = YIN.Position,
- TargetPosition = ORB.Position,
- Character = workspace,
- Color = "Pearl",
- Individual = true,
- MaxRange = RANGE1,
- SegmentLength = 25,
- Offset = 6
- })
- local ZAPTABLE2 = Zap({
- SIZE = POWER / 3,
- StartPosition = YAN.Position,
- TargetPosition = ORB.Position,
- Character = workspace,
- Color = "Gold",
- Individual = true,
- MaxRange = RANGE1,
- SegmentLength = 25,
- Offset = 6
- })
- Debris:AddItem(ZAPTABLE1.LightningModel, 0.1)
- Debris:AddItem(ZAPTABLE2.LightningModel, 0.1)
- end
- ORB.Size = ORB.Size + VT(POWER, POWER, POWER) / 15
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(25), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(150), RAD(0), RAD(90 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(150), RAD(0), RAD(-90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- FINISHED = true
- coroutine.resume(coroutine.create(function()
- for i = 1, 6 do
- for e = 1, 10 do
- Swait()
- Slice("Thin", ORB.Size.X / 15, 15, ORB.CFrame * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), "Pearl", VT(-0.01, 0, -0.01))
- ORB.Size = ORB.Size * 0.97
- killnearest(ORB.Position, ORB.Size.X * 3, 200)
- CreateWave(VT(ORB.Size.X, 35, ORB.Size.X), 25, CF(HITPOS) * ANGLES(RAD(0), RAD(i * 5 + e * 5), RAD(0)), false, 0, C3(1, 1, 1), VT(POWER, 0, POWER))
- end
- local POS = ORB.Position
- for i = 1, 5 do
- CreateRing(VT(0, 0, 0), false, 0, 8 * i, CF(POS) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), C3(1, 1, 1), VT(POWER, POWER, 0) / 5)
- end
- CreateRing(VT(0, 0, 0), false, 0, 45, CF(POS) * ANGLES(RAD(90), RAD(0), RAD(0)), C3(1, 1, 1), VT(POWER, POWER, 0))
- for e = 1, 10 do
- Swait()
- if MRANDOM(1, 5) == 1 then
- local POS = CF(ORB.Position) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))) * CF(0, 0, -POWER * 25).p
- local ZAPTABLE = Zap({
- SIZE = POWER,
- StartPosition = ORB.Position,
- TargetPosition = POS,
- Character = workspace,
- Color = "Gold",
- Individual = true,
- MaxRange = POWER * 75,
- SegmentLength = POWER * 5,
- Offset = 3
- })
- Debris:AddItem(ZAPTABLE.LightningModel, 0.1)
- end
- ORB.Size = ORB.Size * 1.05
- killnearest(ORB.Position, ORB.Size.X * 3, 200)
- CreateWave(VT(ORB.Size.X, 35, ORB.Size.X), 25, CF(HITPOS) * ANGLES(RAD(0), RAD(i * 5 + e * 5), RAD(0)), false, 0, C3(1, 1, 1), VT(POWER, 0, POWER))
- end
- end
- local POS = ORB.Position
- for e = 1, 10 do
- Swait()
- ORB.Transparency = ORB.Transparency + 0.1
- end
- ORB:remove()
- killnearest(POS, POWER * 35, 200)
- for i = 1, 5 do
- CreateRing(VT(0, 0, 0), false, 0, 8 * i, CF(POS) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180))), C3(1, 1, 1), VT(POWER, POWER, 0) / 5)
- end
- CreateRing(VT(0, 0, 0), false, 0, 45, CF(POS) * ANGLES(RAD(90), RAD(0), RAD(0)), C3(1, 1, 1), VT(POWER, POWER, 0))
- end))
- end
- end
- ATTACK = false
- Rooted = false
- end
- end
- end
- function Hop()
- ATTACK = true
- Rooted = false
- local O1 = MagicRing()
- local O2 = MagicRing()
- local POS = VT(RootPart.Position.X, Mouse.Hit.p.Y + 6, RootPart.Position.Z)
- O1.CFrame = RootPart.CFrame * CF(0, 0, -3) * ANGLES(RAD(90), RAD(0), RAD(0))
- O2.CFrame = CF(Mouse.Hit.p + VT(0, 6, 0), POS) * ANGLES(RAD(90), RAD(0), RAD(0))
- local ROOT = CreatePart(3, Effects, "Neon", 0, 1, "Really red", "Warphole", VT(0, 0, 0))
- ROOT.CFrame = CF(O2.Position, RootPart.Position)
- CreateSound("814168787", O1, 10, 0.7)
- CreateSound("814168787", O2, 10, 0.7)
- for i = 1, 75 do
- Swait()
- O1.Size = O1.Size + VT(0.15, 0, 0.15)
- O1.CFrame = RootPart.CFrame * CF(0, 0, -3) * ANGLES(RAD(90), RAD(i), RAD(0))
- O2.Size = O2.Size + VT(0.15, 0, 0.15)
- O2.CFrame = O2.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 + 6.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.35 + 0.05 * COS(SINE / 12), -0.5) * ANGLES(RAD(90), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- Rooted = true
- UNANCHOR = false
- RootPart.Anchored = true
- VALUE1 = true
- for i = 1, 15 do
- Transparency(i / 15)
- Swait()
- RootPart.CFrame = RootPart.CFrame * CF(0, 0, -0.13)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(16 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-15 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-15), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(5 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-15), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(-5 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- RootPart.CFrame = ROOT.CFrame
- ROOT:remove()
- for i = 1, 15 do
- Transparency(1 - i / 15)
- Swait()
- RootPart.CFrame = RootPart.CFrame * CF(0, 0, -0.5)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(16 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-15 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-15), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(5 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-15), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(-5 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- VALUE1 = false
- coroutine.resume(coroutine.create(function()
- for i = 1, 75 do
- Swait()
- O1.Size = O1.Size - VT(0.15, 0, 0.15)
- O1.CFrame = O1.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- O2.Size = O2.Size - VT(0.15, 0, 0.15)
- O2.CFrame = O2.CFrame * ANGLES(RAD(0), RAD(i), RAD(0))
- end
- O1:remove()
- O2:remove()
- end))
- UNANCHOR = true
- RootPart.Anchored = false
- ATTACK = false
- Rooted = false
- end
- function Roar()
- ATTACK = true
- Rooted = true
- local ROAR = CreateSound("199978176", Head, 10, 1)
- Swait()
- repeat
- Swait()
- ROAR.Parent = Head
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(-15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(15 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(-15 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-15 - 7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- until ROAR.Playing == false
- ATTACK = false
- Rooted = false
- end
- function Dimisit()
- ATTACK = true
- Rooted = false
- local LIGHT = IT("ColorCorrectionEffect")
- for LOOP = 1, 500 do
- Swait()
- local MATHMAX = 30 - math.ceil(LOOP / 10)
- if MATHMAX <= 1 then
- MATHMAX = 1
- end
- if MRANDOM(1, MATHMAX) == 1 then
- WACKYEFFECT({
- TIME = MRANDOM(45, 75),
- EffectType = "Sphere",
- Size = VT(0.2, 0.2, 0.2),
- Size2 = VT(3, 3, 3),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = Head.CFrame * CF(0, 0, -0.5),
- MoveToPos = Head.CFrame * CF(MRANDOM(-15, 15) / 2, MRANDOM(-15, 15) / 2, -25).p,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = SKILLTEXTCOLOR,
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- end
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(-15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(15 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(-15 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-15 - 7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- LIGHT.Parent = game.Lighting
- for LOOP = 1, 25 do
- Swait()
- LIGHT.Brightness = LIGHT.Brightness + 0.04
- LIGHT.Parent = game.Lighting
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(-15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(15 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(-15 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-15 - 7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- for i = 1, 10 do
- Swait()
- Volume = Volume - 0.15
- end
- CREATION = true
- Volume = 3
- wait(2)
- for LOOP = 1, 25 do
- Swait()
- LIGHT.Brightness = LIGHT.Brightness - 0.04
- LIGHT.Parent = game.Lighting
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(-15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(15 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(-45), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(-15 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-15 - 7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- LIGHT:remove()
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- until CREATION == false
- end))
- ATTACK = false
- Rooted = false
- end
- function AttackTemplate()
- ATTACK = true
- Rooted = false
- for i = 0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(5 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(-5 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- ATTACK = false
- Rooted = false
- end
- function MouseDown(Mouse)
- if ATTACK == false then
- end
- end
- function MouseUp(Mouse)
- HOLD = false
- end
- function KeyDown(Key)
- KEYHOLD = true
- if Key == "z" and ATTACK == false then
- if CREATION == false then
- Dolor_Pluvia()
- elseif CREATION == true then
- end
- end
- if Key == "b" and ATTACK == false then
- if CREATION == false then
- Ignem_Aeternum()()
- elseif CREATION == true then
- end
- end
- if Key == "c" and ATTACK == false then
- if CREATION == false then
- Imperium_Delere()()
- elseif CREATION == true then
- end
- end
- if Key == "q" and ATTACK == false then
- if CREATION == false then
- Hop()
- elseif CREATION == true then
- end
- end
- if Key == "x" and ATTACK == false then
- if CREATION == false then
- Ultima_Consummatio()()
- elseif CREATION == true then
- end
- end
- if Key == "t" and ATTACK == false then
- Roar()
- end
- if Key == "1" and ATTACK == false then
- LEVEL = 1
- end
- if Key == "2" and ATTACK == false then
- LEVEL = 2
- end
- if Key == "3" and ATTACK == false then
- LEVEL = 3
- end
- if Key == "4" and ATTACK == false then
- LEVEL = 4
- end
- if Key == "5" and ATTACK == false then
- LEVEL = 5
- end
- if Key == "6" and ATTACK == false then
- LEVEL = 6
- end
- if Key == "7" and ATTACK == false then
- LEVEL = 7
- end
- if Key == "8" and ATTACK == false then
- LEVEL = 8
- end
- if Key == "9" and ATTACK == false then
- LEVEL = 9
- end
- if Key == "]" and ATTACK == false then
- if CREATION == false then
- Dimisit()
- elseif CREATION == true then
- end
- end
- end
- function KeyUp(Key)
- KEYHOLD = false
- end
- Mouse.Button1Down:connect(function(NEWKEY)
- MouseDown(NEWKEY)
- end)
- Mouse.Button1Up:connect(function(NEWKEY)
- MouseUp(NEWKEY)
- end)
- Mouse.KeyDown:connect(function(NEWKEY)
- KeyDown(NEWKEY)
- end)
- Mouse.KeyUp:connect(function(NEWKEY)
- KeyUp(NEWKEY)
- end)
- function unanchor()
- if UNANCHOR == true then
- g = Character:GetChildren()
- for i = 1, #g do
- if g[i].ClassName == "Part" then
- g[i].Anchored = false
- end
- end
- end
- end
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and Disable_Jump == true then
- Humanoid.Jump = false
- end
- end)
- Humanoid.HipHeight = 2.5
- local FF = IT("ForceField", Character)
- FF.Visible = false
- Speed = 65
- local LIGHT = IT("PointLight", Torso)
- LIGHT.Range = 5
- LIGHT.Brightness = 100
- LIGHT.Color = C3(1, 1, 1)
- while true do
- refit()
- Swait()
- script.Parent = WEAPONGUI
- Character.Parent = workspace
- ANIMATE.Parent = nil
- local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
- IDLEANIMATION:Play()
- SINE = SINE + CHANGE
- local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
- local HITFLOOR, HITPOS, NORMAL = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 7 * Player_Size, Character)
- if ATTACK == false then
- if TORSOVELOCITY < 1 then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 + 6.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-45 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-4.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- elseif TORSOVELOCITY > 1 then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(25 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-45 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.15 + 0.05 * COS(SINE / 12), 0.5) * ANGLES(RAD(-45), RAD(0 + 2.5 * SIN(SINE / 12)), RAD(45 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- end
- unanchor()
- if Rooted == false then
- Disable_Jump = false
- Speed = 65
- elseif Rooted == true then
- Disable_Jump = true
- Speed = 0
- end
- for _, c in pairs(Character:GetChildren()) do
- if c.ClassName == "Part" then
- c.Material = "Neon"
- for _, q in pairs(c:GetChildren()) do
- if q.ClassName == "ParticleEmitter" and q.Name ~= "OVERLORDAURA" then
- q:remove()
- elseif q.ClassName == "Fire" then
- q:remove()
- end
- end
- if c.Transparency == 0 and c:FindFirstChild("OVERLORDAURA") == nil then
- particles(c)
- end
- if c == Torso then
- c.Color = C3(1, 1, 1)
- elseif c == RightArm then
- c.Color = C3(0.9372549019607843, 0.7215686274509804, 0.2196078431372549)
- elseif c == LeftArm then
- c.Color = C3(0.9372549019607843, 0.7215686274509804, 0.2196078431372549)
- elseif c == RightLeg then
- c.Color = C3(0.7372549019607844, 0.6078431372549019, 0.36470588235294116)
- elseif c == LeftLeg then
- c.Color = C3(0.7372549019607844, 0.6078431372549019, 0.36470588235294116)
- elseif c == Head then
- if c:FindFirstChild("Dominus") == nil then
- local M = CreateMesh("SpecialMesh", c, "FileMesh", "21057410", "1393532942", VT(1, 1, 1) * 1.1, VT(0, 0, 0))
- M.Name = "Dominus"
- end
- if c:FindFirstChild("face") then
- c.face:remove()
- end
- end
- elseif c.ClassName == "Shirt" or c.ClassName == "Pants" or c.ClassName == "CharacterMesh" or c.ClassName == "Accessory" or c.Name == "Body Colors" then
- c:remove()
- end
- end
- sick.Playing = true
- sick.Pitch = 1
- sick.Volume = Volume
- FF.Parent = Character
- sick.Parent = Character
- Humanoid.PlatformStand = false
- Humanoid.Name = "PHAEDRA"
- Humanoid.DisplayDistanceType = "None"
- for _, c in pairs(workspace:GetChildren()) do
- if c.ClassName == "Model" and c ~= Character then
- for _, q in pairs(c:GetChildren()) do
- if q.ClassName == "Sound" then
- q.Pitch = 0
- end
- end
- end
- end
- refit()
- if CREATION == false then
- if sick.SoundId ~= SONG1 then
- sick.SoundId = SONG1
- sick:Play()
- end
- elseif CREATION == true and sick.SoundId ~= SONG2 then
- sick.SoundId = SONG2
- sick:Play()
- end
- end
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