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- --[[ MADE BY Thunderx10/Lua ]]
- --[[ EDIT BY BonnieKunG1s ]]
- --[[ Double tap W to dash ]]
- --[[ Q and E to swap spells]]
- --[[ UPDATE LOG/IDEAS ]----------------------------------------------------------
- +Added Void Crush
- *Maybe add sparkles to fireworks (a trail of some kind)
- +Maybe add a puff of smoke to fireworks, from the wand at least
- *SPELL IDEAS:
- +Stop playing from moving and create a bubble of particles that shoots forward. Use the projectile system?
- +Add a way to lift up players?
- +Invisibility spell, leaves footprints or use the Trail script?
- +Healing spell, shoots a green projectile straight up, rains, each drop heals
- ++holding down bubbble spell, low damage, large knock back away from player, slowly float up (short range)
- +teleport opens hole beneath player, opens it above another location
- +++Chain someone to the floor with the new rope/spring stuff. put selection box on torso, use the connected line/wire to a glowing ball. for 3 sec
- +Maybe too hard, copy player, rotate but make it do same motions as player, will make it hard to tell which is the real, others fade/take damage to die
- +Jump slam move, looks up HUUDOKEEEN
- +lazer move, from 1 side to the other, like a wave
- --]]
- --[[
- if script.ClassName == "LocalScript" then --advanced stuff I stole from aerx :)
- if game.PlaceId == 178350907 then
- script.Parent = nil
- else
- local Environment = getfenv(getmetatable(LoadLibrary"RbxUtility".Create).__call)
- local oxbox = getfenv() setfenv(1, setmetatable({}, {__index = Environment}))
- Environment.coroutine.yield()
- oxbox.script:Destroy()
- end
- end
- --]]
- ----CUSTOMIZATION
- local MainColor = "Institutional white"
- local CharacterSpeed = 20 --16 is default
- local MaxMana = 999999
- local fireworkSounds = {
- "rbxassetid://160248280",
- "rbxassetid://160248302",
- "rbxassetid://269146157"
- }
- local magicSounds = {
- "rbxassetid://260433768",
- "rbxassetid://260433746",
- "rbxassetid://260433721",
- "rbxassetid://182765513",
- }
- local Rainbow = { --This is the main color set. Try to use more than just a few, make it fade in order as well
- "Crimson",
- "Bright red",
- "Neon orange",
- "Deep orange",
- "Bright yellow",
- "New Yeller",
- "Br. yellowish green",
- "Lime green",
- "Sea green",
- "Bright bluish green",
- "Bright blue",
- "Lavender",
- "Royal purple",
- "Eggplant",
- "Hot pink"
- }
- --Script starting
- local spells = {}
- function addSpell(nm,manac,colorz)
- table.insert(spells, { ["Name"] = nm, ["ManaCost"] = manac, ["Color"] = BrickColor.new(colorz)})
- end
- addSpell("True Form", 100, "Crimson")
- addSpell("Void Crush", 30, "Bright green")
- addSpell("Firework", 5, "Bright blue")
- addSpell("Teleport", 10, "Neon orange")
- local player = game:GetService("Players").LocalPlayer
- local me = player
- repeat wait() until player.Character ~= nil
- local char = player.Character
- local Character = char
- local Humanoid = char.Humanoid
- local Mouse = player:GetMouse()
- local Backpack = player.Backpack
- local PlayerGui = player.PlayerGui
- local Camera = workspace.CurrentCamera
- local Humanoid = char:WaitForChild("Humanoid")
- local torso = char:WaitForChild("Torso")
- local head = char:WaitForChild("Head")
- local rightArm = char:WaitForChild("Right Arm")
- local leftArm = char:WaitForChild("Left Arm")
- local rightLeg = char:WaitForChild("Right Leg")
- local leftLeg = char:WaitForChild("Left Leg")
- local rightShoulder = torso:WaitForChild("Right Shoulder")
- local leftShoulder = torso:WaitForChild("Left Shoulder")
- local rightHip = torso:WaitForChild("Right Hip")
- local leftHip = torso:WaitForChild("Left Hip")
- local neck = torso:WaitForChild("Neck")
- local rootpart = char:WaitForChild("HumanoidRootPart")
- local root = char:WaitForChild("HumanoidRootPart")
- local rj = rootpart:WaitForChild("RootJoint")
- local anim = char:WaitForChild("Animate")
- local TSTable = {}
- local SpinTable = {}
- local components = CFrame.new().components
- rightArm.CanCollide = false
- leftArm.CanCollide = false
- rightLeg.CanCollide = false
- leftLeg.CanCollide = false
- camera = workspace.CurrentCamera
- player.CameraMaxZoomDistance = math.huge
- pcall(function()
- if anim then anim:remove()
- for i,v in pairs(Humanoid:GetPlayingAnimationTracks()) do
- v:Stop()
- end
- end
- end)
- pcall(function()
- char["Health"].Disabled = true
- end)
- pcall(function()
- humanoid.Animator:Destroy()
- end)
- local rjo = rootpart.RootJoint:Clone()
- function createWeld(wp0, wp1, wc0x, wc0y, wc0z)
- local weld = Instance.new("Weld", wp1)
- weld.Part0 = wp0
- weld.Part1 = wp1
- weld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- return weld
- end
- local leftArmJoint = createWeld(torso, leftArm, -1.5, 0.5, 0)
- leftArmJoint.C1 = CFrame.new(0, 0.5, 0)
- local rightArmJoint = createWeld(torso, rightArm, 1.5, 0.5, 0)
- rightArmJoint.C1 = CFrame.new(0, 0.5, 0)
- local neck = createWeld(torso, head, 0, 1, 0)
- local leftLegJoint = createWeld(torso, leftLeg, -0.5, -1, 0)
- leftLegJoint.C1 = CFrame.new(0, 1, 0)
- local rightLegJoint = createWeld(torso, rightLeg, 0.5, -1, 0)
- rightLegJoint.C1 = CFrame.new(0, 1, 0)
- local rj = rjo:Clone()
- rj.Part0 = rootpart
- rj.Part1 = torso
- rj.Parent = rootpart
- neck.C1 = CFrame.new(0, -(1/2), 0)
- neckc0 = neck.C0
- lsc0 = leftArmJoint.C0
- rsc0 = rightArmJoint.C0
- llc0 = leftLegJoint.C0
- rlc0 = rightLegJoint.C0
- rootc0 = rj.C0
- rootc1 = rj.C1
- wait()
- local pressingW = false
- local inAction = false
- char.Humanoid.WalkSpeed = CharacterSpeed
- local beenHit = {}
- local jumpPower = 80
- --Humanoid.JumpPower = 80
- --GUI
- local x10Wand = Instance.new("ScreenGui")
- local SelectorBox = Instance.new("ImageLabel")
- x10Wand.Name = "x10Wand"
- x10Wand.Parent = me.PlayerGui
- SelectorBox.Name = "SelectorBox"
- SelectorBox.Parent = x10Wand
- SelectorBox.BackgroundColor3 = Color3.new(1, 1, 1)
- SelectorBox.BackgroundTransparency = 1
- SelectorBox.Position = UDim2.new(0.5, -50, 1, -100)
- SelectorBox.Size = UDim2.new(0, 100, 0, 50)
- SelectorBox.ZIndex = 10
- SelectorBox.Image = "rbxassetid://129944699"
- SelectorBox.ImageColor3 = Color3.new(1, 0, 0)
- SelectorBox.ScaleType = Enum.ScaleType.Slice
- SelectorBox.SliceCenter = Rect.new(0, 10, 0, 195)
- currentSpell = { ["Name"] = spells[(math.floor(#spells/2)+1)].Name, ["ManaCost"] = spells[(math.floor(#spells/2)+1)].ManaCost }
- function loadSpellGui()
- currentSpell = { ["Name"] = spells[(math.floor(#spells/2)+1)].Name, ["ManaCost"] = spells[(math.floor(#spells/2)+1)].ManaCost }
- print(currentSpell.Name, currentSpell.ManaCost)
- for i,v in pairs(SelectorBox:GetChildren()) do
- v:Remove()
- end
- local spellPos = -100*(math.floor(#spells/2))
- for i,v in pairs(spells) do
- local Spell = Instance.new("TextLabel")
- Spell.Name = "Spell"
- Spell.Parent = SelectorBox
- Spell.BackgroundColor3 = v.Color.Color
- Spell.BackgroundTransparency = math.abs(((math.floor(#spells/2)+1)-i))*0.2
- if math.abs(((math.floor(#spells/2)+1)-i)) == 1 then
- Spell.Position = UDim2.new(0,spellPos,0,math.abs(((math.floor(#spells/2)+1)-i))*9)
- elseif math.abs(((math.floor(#spells/2)+1)-i)) == 2 then
- Spell.Position = UDim2.new(0,spellPos,0,math.abs(((math.floor(#spells/2)+1)-i))*14)
- elseif math.abs(((math.floor(#spells/2)+1)-i)) == 3 then
- Spell.Position = UDim2.new(0,spellPos,0,math.abs(((math.floor(#spells/2)+1)-i))*17)
- else
- Spell.Position = UDim2.new(0,spellPos,0,math.abs(((math.floor(#spells/2)+1)-i))*24)
- end
- if ((math.floor(#spells/2)+1)-i) < 0 then
- Spell.Rotation = math.abs(((math.floor(#spells/2)+1)-i))*3
- else
- Spell.Rotation = -math.abs(((math.floor(#spells/2)+1)-i))*3
- end
- Spell.BorderSizePixel = 3
- Spell.Size = UDim2.new(0, 100, 0, 50)
- Spell.Font = Enum.Font.Code
- Spell.FontSize = Enum.FontSize.Size14
- Spell.Text = v.Name
- Spell.ZIndex = (9-(math.abs(((math.floor(#spells/2)+1)-i))))
- Spell.TextColor3 = Color3.new(0, 0, 0)
- Spell.TextWrapped = true
- local ManaCost = Instance.new("TextLabel")
- ManaCost.Name = "ManaCost"
- ManaCost.Parent = Spell
- ManaCost.BackgroundColor3 = Color3.new(1, 1, 1)
- ManaCost.BackgroundTransparency = 1
- ManaCost.Size = UDim2.new(0, 100, 0, 50)
- ManaCost.Font = Enum.Font.Code
- ManaCost.ZIndex = 10000
- ManaCost.FontSize = Enum.FontSize.Size14
- ManaCost.Text = v.ManaCost
- ManaCost.TextColor3 = Color3.new(0.15, 0, 1)
- ManaCost.TextYAlignment = Enum.TextYAlignment.Bottom
- if Spell.Transparency >= 1 then
- Spell.Visible = false
- else
- Spell.Visible = true
- end
- spellPos = spellPos + 100
- end
- end
- loadSpellGui()
- local Q = Instance.new("TextLabel")
- Q.Name = "Q"
- Q.Parent = x10Wand
- Q.BackgroundColor3 = Color3.new(1, 1, 1)
- Q.BackgroundTransparency = 1
- Q.Position = UDim2.new(0.5, -350, 1, -100)
- Q.Size = UDim2.new(0, 100, 0, 50)
- Q.Font = Enum.Font.Cartoon
- Q.FontSize = Enum.FontSize.Size42
- Q.Text = "Q"
- Q.TextColor3 = Color3.new(1, 1, 1)
- Q.TextStrokeTransparency = 0
- local E = Instance.new("TextLabel")
- E.Name = "E"
- E.Parent = x10Wand
- E.BackgroundColor3 = Color3.new(1, 1, 1)
- E.BackgroundTransparency = 1
- E.Position = UDim2.new(0.5, 250, 1, -100)
- E.Size = UDim2.new(0, 100, 0, 50)
- E.Font = Enum.Font.Cartoon
- E.FontSize = Enum.FontSize.Size42
- E.Text = "E"
- E.TextColor3 = Color3.new(1, 1, 1)
- E.TextStrokeTransparency = 0
- local Info = Instance.new("TextLabel")
- Info.Name = "Info"
- Info.Parent = x10Wand
- Info.BackgroundColor3 = Color3.new(1, 1, 1)
- Info.BackgroundTransparency = 1
- Info.Draggable = true
- Info.Position = UDim2.new(0.5, -200, 1, -30)
- Info.Size = UDim2.new(0, 400, 0, 10)
- Info.ZIndex = 10
- Info.Font = Enum.Font.SourceSans
- Info.FontSize = Enum.FontSize.Size18
- Info.Text = "ED" .. "IT" .. " BY |" .. "Bo" .. "nn" .. "ie" .. "Kun" .. "G1" .. tostring(s)
- Info.TextColor3 = Color3.new(1, 1, 1)
- local ManaFrame = Instance.new("Frame")
- ManaFrame.Name = "ManaFrame"
- ManaFrame.Parent = x10Wand
- ManaFrame.BackgroundColor3 = Color3.new(0, 0, 0)
- ManaFrame.BorderSizePixel = 0
- ManaFrame.Position = UDim2.new(0.5, 10, 1, -145)
- ManaFrame.Size = UDim2.new(0, 204, 0, 24)
- local ManaBar = Instance.new("Frame")
- ManaBar.Name = "ManaBar"
- ManaBar.Parent = ManaFrame
- ManaBar.BackgroundColor3 = Color3.new(0, 0.317647, 1)
- ManaBar.BorderSizePixel = 0
- ManaBar.Position = UDim2.new(0, 2, 0, 2)
- ManaBar.Size = UDim2.new(0, 200, 0, 20)
- ManaBar.ZIndex = 2
- local ManaText = Instance.new("TextLabel")
- ManaText.Name = "ManaText"
- ManaText.Parent = ManaFrame
- ManaText.BackgroundColor3 = Color3.new(1, 1, 1)
- ManaText.BackgroundTransparency = 1
- ManaText.Size = UDim2.new(0, 204, 0, 24)
- ManaText.ZIndex = 4
- ManaText.Font = Enum.Font.SciFi
- ManaText.FontSize = Enum.FontSize.Size18
- ManaText.Text = MaxMana
- ManaText.TextColor3 = Color3.new(1, 1, 1)
- local HealthFrame = Instance.new("Frame")
- HealthFrame.Name = "HealthFrame"
- HealthFrame.Parent = x10Wand
- HealthFrame.BackgroundColor3 = Color3.new(0, 0, 0)
- HealthFrame.BorderSizePixel = 0
- HealthFrame.Position = UDim2.new(0.5, -214, 1, -145)
- HealthFrame.Size = UDim2.new(0, 204, 0, 24)
- local HealthBar = Instance.new("Frame")
- HealthBar.Name = "HealthBar"
- HealthBar.Parent = HealthFrame
- HealthBar.BackgroundColor3 = Color3.new(0, 0.8, 0.02)
- HealthBar.BorderSizePixel = 0
- HealthBar.Position = UDim2.new(0, 2, 0, 2)
- HealthBar.Size = UDim2.new(0, char.Humanoid.Health*2, 0, 20)
- HealthBar.ZIndex = 2
- local HealthText = Instance.new("TextLabel")
- HealthText.Name = "HealthText"
- HealthText.Parent = HealthFrame
- HealthText.BackgroundColor3 = Color3.new(1, 1, 1)
- HealthText.BackgroundTransparency = 1
- HealthText.Size = UDim2.new(0, 204, 0, 24)
- HealthText.ZIndex = 4
- HealthText.Font = Enum.Font.SciFi
- HealthText.FontSize = Enum.FontSize.Size18
- HealthText.Text = math.ceil(char.Humanoid.Health)
- HealthText.TextColor3 = Color3.new(1, 1, 1)
- --WEAPON
- local model = Instance.new("Model", char)
- model.Name = "x10Wand"
- local wm = Instance.new("Part", model)
- wm.Material = "SmoothPlastic"
- wm.BrickColor = BrickColor.new("Really black")
- wm.Size = Vector3.new(0,0,0)
- wm.CFrame = CFrame.new(0,5,0)
- wm.CanCollide = false
- wm.TopSurface = "Smooth"
- wm.BottomSurface = "Smooth"
- local Mesh = Instance.new("CylinderMesh", wm)
- Mesh.Scale = Vector3.new(1,9,1)
- local wmt = Instance.new("Part", model)
- wmt.Material = "SmoothPlastic"
- wmt.BrickColor = BrickColor.new(MainColor)
- wmt.Size = Vector3.new(0,0,0)
- wmt.CanCollide = false
- wmt.CFrame = CFrame.new(0,5,0)
- wmt.Material = "Neon"
- wmt.TopSurface = "Smooth"
- wmt.BottomSurface = "Smooth"
- local Mesh = Instance.new("CylinderMesh", wmt)
- Mesh.Scale = Vector3.new(1.1,1.8,1.1)
- local weld = Instance.new("Weld", wmt)
- weld.Part0 = wmt
- weld.Part1 = wm
- weld.C0 = CFrame.new(0, 0.8, 0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- local weaponWeld = Instance.new("Weld")
- weaponWeld.Parent = wm
- weaponWeld.Part0 = wm
- weaponWeld.Part1 = char["Right Arm"]
- weaponWeld.C0 = CFrame.new(0, 0.3, -1)*CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
- local weaponWeldc0 = weaponWeld.C0
- --FUNCTIONS
- print("v2")
- function takeDamage(position, damage, distance, platformStand)
- playersHit = {}
- for i,v in pairs(workspace:GetChildren()) do
- currentPlayer = nil
- if v.Name == "Dummy" then
- currentPlayer = v
- else
- if game:GetService("Players"):GetPlayerFromCharacter(v) ~= nil and v.Name ~= me.Name and v:IsA("Model") and v.Name ~= "Script" then
- if v.Name == game:GetService("Players"):GetPlayerFromCharacter(v).Name then
- currentPlayer = v
- end
- end
- end
- if currentPlayer ~= nil then
- if currentPlayer:findFirstChild("Torso") and currentPlayer:findFirstChild("Humanoid") and (currentPlayer.Torso.Position - position).magnitude < distance then
- dealDamage(currentPlayer.Humanoid, damage)
- table.insert(playersHit, currentPlayer)
- currentPlayer.Humanoid.PlatformStand = platformStand
- print(v.Name)
- end
- end
- end
- for i,v in pairs(playersHit) do
- print(i,v)
- end
- return playersHit
- end
- function freeze(time)
- local g = Instance.new("BodyGyro", root)
- g.Name = "BodyMovement"
- g.D = 0
- g.CFrame = root.CFrame
- g.MaxTorque = Vector3.new(1000000000, 1000000000, 1000000000)
- g.P = 10000000000
- if time ~= nil then
- game:GetService("Debris"):AddItem(g,time)
- end
- end
- function unfreeze()
- for i,v in pairs(root:GetChildren()) do
- if v.Name == "BodyMovement" then
- v:Remove()
- end
- end
- end
- function moveVelocity(direction, speed, time)
- local g = Instance.new("BodyGyro", root)
- g.D = 0
- g.CFrame = root.CFrame
- g.MaxTorque = Vector3.new(1000000000, 1000000000, 1000000000)
- g.P = 10000000000
- local e = Instance.new("BodyVelocity", root)
- e.Velocity = dir.unit * speed
- e.P = 10000
- e.MaxForce = Vector3.new(100000000, 100000000, 100000000)
- game:GetService("Debris"):AddItem(e,time)
- end
- local SpikeCount = 0
- function createPath()
- SpikeCount = SpikeCount + 1
- if SpikeCount >= 10 then
- SpikeCount = 0
- local spike = Instance.new("Part", model)
- table.insert(TSTable, spike)
- spike.Size = Vector3.new(0,0,0)
- spike.Name = "Ring"
- spike.Material = "Neon"
- spike.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- spike.Anchored = true
- spike.Transparency = 0.3
- spike.CanCollide = false
- spike.CFrame = torso.CFrame*CFrame.new(0,0,3)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- local spikemesh = Instance.new("SpecialMesh", spike)
- spikemesh.Name = "SpikeMesh"
- spikemesh.Scale = Vector3.new(5,5,5)
- spikemesh.MeshId = "http://www.roblox.com/asset/?id=3270017"
- end
- local spike1 = Instance.new("Part", model)
- table.insert(TSTable, spike1)
- spike1.Size = Vector3.new(0,0,0)
- spike1.Material = "Neon"
- spike1.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- spike1.Anchored = true
- spike1.Transparency = 0
- spike1.CanCollide = false
- spike1.CFrame = torso.CFrame*CFrame.new(0,0,1.5)*CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
- local spikemesh1 = Instance.new("CylinderMesh", spike1)
- spikemesh1.Name = "SpikeMesh"
- spikemesh1.Scale = Vector3.new(6,10,6)
- end
- local function CreateRegion3FromLocAndSize(Position, Size)
- local SizeOffset = Size/2
- local Point1 = Position - SizeOffset
- local Point2 = Position + SizeOffset
- return Region3.new(Point1, Point2)
- end
- function dealDamage(targetHumanoid, damage)
- if targetHumanoid.Health > 100 then
- targetHumanoid.MaxHealth = 1000
- targetHumanoid.Health = 1000
- end
- targetHumanoid.Health = targetHumanoid.Health - damage
- end
- function makeParticles()
- local p = Instance.new("Part", char)
- p.CanCollide = false
- p.BrickColor = BrickColor.new(Rainbow[math.random(1,#Rainbow)])
- p.Material = "Neon"
- p.Name = "Particle"
- p.Size = Vector3.new(0,0,0)
- p.CFrame = wmt.CFrame*CFrame.new(math.random(-1,1), math.random(-1,1), math.random(-1,1))*CFrame.Angles(math.rad(math.random(0,360)), math.rad(math.random(0,360)), math.rad(math.random(0,360)))
- game:GetService("Debris"):AddItem(p,3)
- table.insert(currentTable, p)
- local bbp = Instance.new("BodyPosition", p)
- bbp.Name = "forceinward"
- bbp.MaxForce = Vector3.new(math.random(1000, 2000), math.random(1000, 2000), math.random(1000, 2000))
- bbp.P = math.random(3000, 5000)
- if isCharging then
- bbp.Position = wmt.Position
- bbp.D = 1000
- else
- bbp.Position = p.Position + Vector3.new(math.random(-1,1), 1, math.random(-1,1))
- bbp.D = 2000
- end
- table.insert(allbps, bbp)
- end
- function OriginalProjectile(loc)
- local proj = Instance.new("Part", model)
- proj.CanCollide = false
- proj.Name = "projectile"
- proj.CFrame = wmt.CFrame
- proj.Anchored = true
- proj.Material = "Neon"
- proj.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- proj.CFrame = CFrame.new(proj.Position, loc)
- proj.Size = Vector3.new(0.3, 0.3, 2)
- local s = Instance.new("Sound", wmt)
- s.SoundId = fireworkSounds[math.random(1,#fireworkSounds)]
- s.EmitterSize = 10
- s.Volume = math.random(80,100)/10
- s:Play()
- game:GetService("Debris"):AddItem(s,5)
- local s = Instance.new("Sound", proj)
- s.SoundId = "rbxassetid://84903136"
- s.EmitterSize = 10
- s.Volume = math.random(80,100)/10
- s:Play()
- game:GetService("Debris"):AddItem(s, 5)
- table.insert(projectiles, proj)
- end
- function createHole(location, height)
- if (torso.Position - location).magnitude < 2000 then
- local hole = Instance.new("Part", model)
- hole.BrickColor = BrickColor.new("Really black")
- hole.Size = Vector3.new(0,0,0)
- hole.Anchored = true
- hole.CFrame = CFrame.new(location.X,location.Y,location.Z)*CFrame.new(0,height,0)
- hole.Material = "SmoothPlastic"
- local cm = Instance.new("CylinderMesh",hole)
- cm.Name = "HoleMesh"
- cm.Scale = Vector3.new(0,0,0)
- table.insert(holeTable, hole)
- local s = Instance.new("Sound", hole) --whole opening
- s.SoundId = magicSounds[math.random(1,#magicSounds)]
- s.EmitterSize = 50
- s.Volume = 100
- s:Play()
- game:GetService("Debris"):AddItem(s,5)
- end
- end
- function freeze(who)
- for i,v in pairs(who:GetChildren()) do
- if v:IsA("Part") and v.Name ~= "HumanoidRootPart" then
- v.Anchored = true
- end
- end
- end
- function unfreeze(who)
- for i,v in pairs(who:GetChildren()) do
- if v:IsA("Part") and v.Name ~= "HumanoidRootPart" then
- v.Anchored = false
- end
- end
- end
- function castingStart(length)
- local s = Instance.new("Sound", wmt) --wavy noise
- s.SoundId = "rbxassetid://262327541"
- s.EmitterSize = 10
- s.Volume = 100
- s:Play()
- game:GetService("Debris"):AddItem(s,5)
- castRing = Instance.new("Part", model)
- castRing.Size = Vector3.new(0,0,0)
- castRing.Name = "CastingRing"
- castRing.Material = "Neon"
- castRing.BrickColor = BrickColor.new("Industrial white")
- castRing.Anchored = true
- castRing.Transparency = 0.5
- castRing.CanCollide = false
- castRing.CFrame = CFrame.new(Mouse.Hit.p.X,Mouse.Hit.p.Y+0.3,Mouse.Hit.p.Z)*CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
- local ringmesh = Instance.new("SpecialMesh", castRing)
- ringmesh.Name = "RingMesh"
- ringmesh.Scale = Vector3.new(2,2,2)
- ringmesh.MeshId = "http://www.roblox.com/asset/?id=3270017"
- game:GetService("Debris"):AddItem(castRing, length) --casting time
- castCircle = Instance.new("Part", model)
- castCircle.Size = Vector3.new(0,0,0)
- castCircle.Name = "CastingCircle"
- castCircle.Material = "Neon"
- castCircle.Shape = "Cylinder"
- castCircle.BrickColor = BrickColor.new("Industrial white")
- castCircle.Anchored = true
- castCircle.Transparency = 0.2
- castCircle.CanCollide = false
- castCircle.CFrame = CFrame.new(Mouse.Hit.p.X,Mouse.Hit.p.Y+0.3,Mouse.Hit.p.Z)*CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
- local ringmesh = Instance.new("CylinderMesh", castCircle)
- ringmesh.Name = "RingMesh"
- ringmesh.Scale = Vector3.new(4,0.2,4)
- game:GetService("Debris"):AddItem(castCircle, length) --casting time
- game:GetService("Debris"):AddItem(s, length) --casting time
- end
- --
- rainbowNumber = 1
- statRegenNumber = 0
- holdingw = false
- Mana = 9999999
- currentTable = {}
- walkingAnimationSpeed = 3.5
- allbps = {}
- projectiles = {}
- holeTable = {}
- rainbowMode = false
- int = 0
- bodyparts = {}
- holdingMouse1 = false
- local currentAnim = "walk"
- local actionWalking = true
- local isCharging = false
- local slowingDown = 1
- local Smooth = 1
- local t = tick()
- game:GetService("RunService").Stepped:connect(function()
- t = t+0.5*Smooth
- statRegenNumber = statRegenNumber + 1
- if statRegenNumber >= 10 then
- if currentAnim == "Dashing" then
- if Mana > 0 then
- Mana = Mana - 1
- else
- holdingw = false
- end
- else
- if Mana < MaxMana then
- Mana = Mana + 1
- end
- end
- if char.Humanoid.Health < char.Humanoid.MaxHealth then
- char.Humanoid.Health = char.Humanoid.Health + 1
- end
- statRegenNumber = 0
- end
- HealthText.Text = math.ceil(char.Humanoid.Health)
- if char.Humanoid.Health <= 100 then
- HealthBar.Size = UDim2.new(0, math.ceil(char.Humanoid.Health)*2, 0, 20)
- end
- ManaText.Text = Mana
- if Mana <= 100 then
- ManaBar.Size = UDim2.new(0, Mana*2, 0, 20)
- end
- if not inAction then
- weaponWeld.C0 = weaponWeld.C0:lerp(weaponWeldc0,0.05)
- if rootpart.Velocity.y > 1 and Humanoid:GetState() == Enum.HumanoidStateType.Freefall then
- currentAnim = "jump"
- elseif rootpart.Velocity.y < -1 then
- currentAnim = "freefall"
- elseif (math.abs(rootpart.Velocity.x) > 2 or math.abs(rootpart.Velocity.z) > 2) and Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall then
- currentAnim = "walk"
- elseif Vector3.new(rootpart.Velocity.x,0,rootpart.Velocity.y).magnitude < 1 and Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall then
- currentAnim = "idle"
- end
- if currentAnim == "idle" then
- animationSpeed = 0.1
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.Angles(math.rad(-1), math.rad(-1), -(math.sin(t/7)/20)+0.1), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-1), math.rad(0), (math.sin(t/7)/20)-0.1), animationSpeed)
- rightLegJoint.C0 = rightLegJoint.C0:lerp(rlc0*CFrame.new(0,math.sin(t/7)/30,0)*CFrame.Angles(math.rad(-2), math.rad(0), math.rad(1)), animationSpeed)
- leftLegJoint.C0 = leftLegJoint.C0:lerp(llc0*CFrame.new(0,math.sin(t/7)/30,0)*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-1), math.rad(0), math.rad(-1)), animationSpeed)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,-math.sin(t/7)/30)*CFrame.Angles(math.rad(-1), math.rad(0), math.rad(0)),animationSpeed)
- elseif currentAnim == "walk" then
- animationSpeed = 0.05
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles((math.sin(t/5)/25)+math.rad(-30), math.rad(-42), math.rad(17)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles((math.sin(t/5)/25)+math.rad(-51), math.rad(42), math.rad(-11)), animationSpeed)
- rightLegJoint.C0 = rightLegJoint.C0:lerp(rlc0*CFrame.new(0,math.sin(t/5)/25,0)*CFrame.Angles((-math.sin(t/walkingAnimationSpeed)/1)+math.rad(0), math.rad(0), math.rad(0)), 0.4)
- leftLegJoint.C0 = leftLegJoint.C0:lerp(llc0*CFrame.new(0,math.sin(t/5)/25,0)*CFrame.Angles((math.sin(t/walkingAnimationSpeed)/1)+math.rad(0), math.rad(0), math.rad(0)), 0.4)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,-math.sin(t/5)/25)*CFrame.Angles(math.rad(10), math.rad(0), math.rad(0)),0.4)
- elseif currentAnim == "jump" then
- animationSpeed = 0.2
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-11), math.rad(-2), math.rad(12)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-8), math.rad(2), math.rad(-17)), animationSpeed)
- rightLegJoint.C0 = rightLegJoint.C0:lerp(rlc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-11), math.rad(0), math.rad(4)), animationSpeed)
- leftLegJoint.C0 = leftLegJoint.C0:lerp(llc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-16), math.rad(1), math.rad(-4)), animationSpeed)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(8), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- elseif currentAnim == "freefall" then
- animationSpeed = 0.15
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles(-(math.sin(t/4)/7)+math.rad(-15), math.rad(0), -(math.sin(t/5)/10)+math.rad(10)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles((math.sin(t/4)/7)+math.rad(-12), math.rad(4), (math.sin(t/5)/10)+math.rad(-10)), animationSpeed)
- rightLegJoint.C0 = rightLegJoint.C0:lerp(rlc0*CFrame.new(0,0,0)*CFrame.Angles((math.sin(t/4)/7)+math.rad(-8), math.rad(0), (math.sin(t/5)/10)+math.rad(6)), animationSpeed)
- leftLegJoint.C0 = leftLegJoint.C0:lerp(llc0*CFrame.new(0,0,0)*CFrame.Angles(-(math.sin(t/4)/7)+math.rad(0), math.rad(1), (math.sin(t/5)/10)+math.rad(-6)), animationSpeed)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- end
- else --starting abilities
- if actionWalking then
- if (math.abs(rootpart.Velocity.x) > 2 or math.abs(rootpart.Velocity.z) > 2) and Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall then
- rightLegJoint.C0 = rightLegJoint.C0:lerp(rlc0*CFrame.new(0,math.sin(t/5)/25,0)*CFrame.Angles((-math.sin(t/walkingAnimationSpeed)/1)+math.rad(0), math.rad(0), math.rad(0)), 0.4)
- leftLegJoint.C0 = leftLegJoint.C0:lerp(llc0*CFrame.new(0,math.sin(t/5)/25,0)*CFrame.Angles((math.sin(t/walkingAnimationSpeed)/1)+math.rad(0), math.rad(0), math.rad(0)), 0.4)
- else
- rightLegJoint.C0 = rightLegJoint.C0:lerp(rlc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.05)
- leftLegJoint.C0 = leftLegJoint.C0:lerp(llc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.05)
- end
- end
- if currentAnim == "ArmUp" then
- animationSpeed = 0.3
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(79), math.rad(-5), math.rad(1)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(62), math.rad(-3), math.rad(-3)), 0.07)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(10)),0.07)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),0.07)
- elseif currentAnim == "Slash1" then
- animationSpeed = 0.15
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-150), math.rad(20), math.rad(40)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(62), math.rad(-3), math.rad(-3)), 0.07)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(10)),0.07)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),0.07)
- makeParticles()
- elseif currentAnim == "SlashMini" then
- animationSpeed = 0.3
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(-0.3,0,-1)*CFrame.Angles(math.rad(23), math.rad(-20), math.rad(-62)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-49), math.rad(7), math.rad(-1)), animationSpeed)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- weaponWeld.C0 = weaponWeld.C0:lerp(weaponWeldc0*CFrame.new(0, 0, 0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), animationSpeed)
- makeParticles()
- elseif currentAnim == "Slash2" then
- animationSpeed = 0.3
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(70), math.rad(3), math.rad(-13)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-49), math.rad(7), math.rad(-1)), animationSpeed)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- weaponWeld.C0 = weaponWeld.C0:lerp(weaponWeldc0*CFrame.new(0, 0, 0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), animationSpeed)
- makeParticles()
- elseif currentAnim == "DashDown" then
- animationSpeed = 0.3
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-88), math.rad(-47), math.rad(24)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,-0.5,0)*CFrame.Angles(math.rad(42), math.rad(-5), math.rad(-5)), animationSpeed)
- rightLegJoint.C0 = rightLegJoint.C0:lerp(rlc0*CFrame.new(0,1.5,-0.5)*CFrame.Angles(math.rad(24), math.rad(3), math.rad(1)), animationSpeed)
- leftLegJoint.C0 = leftLegJoint.C0:lerp(llc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-40), math.rad(1), math.rad(-3)), animationSpeed)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-11), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,-1.3)*CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)),animationSpeed)
- local spike = Instance.new("Part", model)
- table.insert(SpinTable, spike)
- spike.Size = Vector3.new(0,0,0)
- spike.Name = "spinnything"
- spike.Material = "Neon"
- spike.BrickColor = BrickColor.new(MainColor)
- spike.Anchored = true
- spike.Transparency = 0.5
- spike.CanCollide = false
- spike.CFrame = CFrame.new(torso.Position.x,(torso.Position.y - 2.5),torso.Position.z)*CFrame.Angles(math.rad(0), math.rad(math.random(0,180)), math.rad(0))
- local spikemesh = Instance.new("BlockMesh", spike)
- spikemesh.Name = "SpikeMesh"
- spikemesh.Scale = Vector3.new(5,5,5)
- local ball = Instance.new("Part", model)
- ball.Size = Vector3.new(0,0,0)
- ball.Name = "ballthing"
- ball.Material = "Neon"
- ball.BrickColor = BrickColor.new(MainColor)
- ball.Anchored = true
- ball.Transparency = 0.5
- ball.CanCollide = false
- ball.CFrame = CFrame.new(torso.Position.x,(torso.Position.y - 2.5),torso.Position.z)
- local spikemesh = Instance.new("SpecialMesh", ball)
- spikemesh.Name = "SpikeMesh"
- spikemesh.MeshType = "Sphere"
- spikemesh.Scale = Vector3.new(5,5,5)
- table.insert(SpinTable,ball)
- makeParticles()
- elseif currentAnim == "Dashing" then
- animationSpeed = 0.3
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles((math.sin(t/4)/7)+math.rad(-66), math.rad(-24), (math.sin(t/5)/10)+math.rad(25)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles(-(math.sin(t/4)/7)+math.rad(-64), math.rad(31), -(math.sin(t/5)/10)+math.rad(-25)), animationSpeed)
- rightLegJoint.C0 = rightLegJoint.C0:lerp(rlc0*CFrame.new(0,0,0)*CFrame.Angles(-(math.sin(t/4)/7)+math.rad(-49), math.rad(-19), math.rad(20)), animationSpeed)
- leftLegJoint.C0 = leftLegJoint.C0:lerp(llc0*CFrame.new(0,0,0)*CFrame.Angles((math.sin(t/4)/7)+math.rad(-49), math.rad(13), math.rad(-12)), animationSpeed)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(5), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- rootpart.CFrame = rootpart.CFrame*CFrame.new(0,0,-2)
- createPath()
- elseif currentAnim == "DashSlowing" then
- animationSpeed = 0.2
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(12), math.rad(0), math.rad(0)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(28), math.rad(0), math.rad(0)), animationSpeed)
- rightLegJoint.C0 = rightLegJoint.C0:lerp(rlc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(21), math.rad(0), math.rad(3)), animationSpeed)
- leftLegJoint.C0 = leftLegJoint.C0:lerp(llc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(23), math.rad(-1), math.rad(-2)), animationSpeed)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- rootpart.CFrame = rootpart.CFrame*CFrame.new(0,0,-slowingDown)
- slowingDown = slowingDown - 0.05
- elseif currentAnim == "Casting" then
- animationSpeed = 0.3
- rightArmJoint.C0 = rightArmJoint.C0:lerp(rsc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(138), -(math.sin(t/4)/4)+math.rad(0), math.rad(13)), animationSpeed)
- leftArmJoint.C0 = leftArmJoint.C0:lerp(lsc0*CFrame.new(0,0,0)*CFrame.Angles((math.sin(t/5)/25)+math.rad(-21), math.rad(10), math.rad(-11)), animationSpeed)
- neck.C0 = neck.C0:lerp(neckc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- rj.C0 = rj.C0:lerp(rootc0*CFrame.new(0,0,0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),animationSpeed)
- weaponWeld.C0 = weaponWeld.C0:lerp(weaponWeldc0*CFrame.new(0, 0, 0)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), animationSpeed)
- pcall(function()
- castRing.CFrame = CFrame.new(Mouse.Hit.p.X,Mouse.Hit.p.Y+0.3,Mouse.Hit.p.Z)*CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
- castRing.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- castCircle.CFrame = CFrame.new(Mouse.Hit.p.X,Mouse.Hit.p.Y+0.3,Mouse.Hit.p.Z)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
- end)
- makeParticles()
- end
- end
- if #TSTable > 0 then
- for i,v in pairs(TSTable) do
- if v.Transparency <= 1 then
- v.Transparency = v.Transparency + 0.02
- if v.Name == "Ring" then
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale - Vector3.new(0.2,0.2,0)
- end)
- elseif v.Name == "SlamRing" then
- v.Transparency = v.Transparency - 0.01
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale + Vector3.new(3,3,3)
- end)
- elseif v.Name == "GRASS" then
- v.Transparency = v.Transparency - 0.016
- if v.Transparency > 0.5 then
- v.CanCollide = false
- end
- elseif v.Name == "firework" then
- v.Transparency = v.Transparency - 0.01
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale - Vector3.new(0.05,0.05,0.05)
- end)
- else
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale - Vector3.new(0.2,0,0.2)
- end)
- end
- else
- table.remove(TSTable, i)
- v:Remove()
- end
- end
- end
- if #currentTable > 0 then
- for i,v in pairs(currentTable) do
- if isCharging then
- v.forceinward.Position = wmt.Position
- end
- v.Transparency = v.Transparency + 0.05
- if v.Transparency >= 1 then
- table.remove(currentTable, i)
- table.remove(allbps, i)
- v:Remove()
- end
- end
- end
- if #holeTable > 0 then
- for i,hole in pairs(holeTable) do
- if hole.HoleMesh.Scale.X < 100 and hole:findFirstChild("BLOCK") == nil then
- hole.HoleMesh.Scale = hole.HoleMesh.Scale + Vector3.new(10,0,10)
- else
- if hole:findFirstChild("BLOCK") == nil then
- local block = Instance.new("Part", hole)
- block.Name = "BLOCK"
- block.Size = Vector3.new(9,0,9)
- block.Anchored = true
- block.CFrame = hole.CFrame*CFrame.new(0,-0.25,0)
- block.Material = "SmoothPlastic"
- block.Reflectance = 0.5
- block.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- local bv = Instance.new("IntValue", block)
- bv.Name = "goingUp"
- bv.Value = 0
- else
- hole:findFirstChild("BLOCK").goingUp.Value = hole:findFirstChild("BLOCK").goingUp.Value + 1
- if hole:findFirstChild("BLOCK").goingUp.Value <= 6 then
- local currentC = hole:findFirstChild("BLOCK").CFrame
- hole:findFirstChild("BLOCK").Size = hole:findFirstChild("BLOCK").Size + Vector3.new(0,5,0)
- hole:findFirstChild("BLOCK").CFrame = currentC*CFrame.new(0,-2.5,0)
- elseif hole:findFirstChild("BLOCK").goingUp.Value >= 20 and hole:findFirstChild("BLOCK").Size.Y > 0.3 then
- local currentC = hole:findFirstChild("BLOCK").CFrame
- hole:findFirstChild("BLOCK").Size = hole:findFirstChild("BLOCK").Size + Vector3.new(0,-5,0)
- hole:findFirstChild("BLOCK").CFrame = currentC*CFrame.new(0,2.5,0)
- elseif hole:findFirstChild("BLOCK").goingUp.Value == 7 then
- takeDamage((hole.Position - Vector3.new(0,30,0)), 30, 14, false)
- local e = Instance.new("Explosion", hole)
- e.Position = (hole.Position - Vector3.new(0,30,0))
- e.BlastPressure = 100000
- e.BlastRadius = 6
- e.ExplosionType = "CratersAndDebris"
- e.Visible = false
- local spike = Instance.new("Part", model)
- table.insert(TSTable, spike)
- spike.Size = Vector3.new(0,0,0)
- spike.Name = "SlamRing"
- spike.Material = "Neon"
- spike.BrickColor = BrickColor.new("Industrial white")
- spike.Anchored = true
- spike.Transparency = 0.3
- spike.CanCollide = false
- spike.CFrame = hole.CFrame*CFrame.new(0,-30,0)*CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
- local spikemesh = Instance.new("SpecialMesh", spike)
- spikemesh.Name = "SpikeMesh"
- spikemesh.Scale = Vector3.new(10,10,10)
- spikemesh.MeshId = "http://www.roblox.com/asset/?id=3270017"
- for ind = 1,8 do
- local pgrass = Instance.new("Part",model)
- pgrass.CanCollide = true
- pgrass.Name = "GRASS"
- pgrass.Anchored = true
- if workspace:findFirstChild("Base") ~= nil then
- pgrass.Material = workspace.Base.Material
- pgrass.BrickColor = workspace.Base.BrickColor
- else
- pgrass.Material = "Grass"
- pgrass.BrickColor = BrickColor.new("Bright green")
- end
- pgrass.Size = Vector3.new(math.random(8,10),math.random(1,2),math.random(8,10))
- pgrass.CFrame = hole.CFrame*CFrame.new(0,-30,0)*CFrame.Angles(math.rad(math.random(-40,40)),0,math.rad(math.random(-40,40)))
- pgrass.CFrame = CFrame.new(hole.CFrame.X, hole.CFrame.Y-30, hole.CFrame.Z) --Start at the center of the circle
- * CFrame.Angles(0, math.rad(ind*(360/8)), math.rad(0)) --Rotate the brick
- * CFrame.new(0, 0, 6) --Move it out by 10 units
- * CFrame.Angles(math.rad(math.random(-35,25)),math.rad(math.random(-10,10)),math.rad(math.random(-10,10)))
- table.insert(TSTable, pgrass)
- end
- local s = Instance.new("Sound", pgrass)
- s.SoundId = "rbxassetid://301184111"
- s.EmitterSize = 10
- s.Volume = 5
- s:Play()
- game:GetService("Debris"):AddItem(s, 5)
- elseif hole:findFirstChild("BLOCK").goingUp.Value >= 30 then
- hole:findFirstChild("BLOCK").Transparency = 1
- hole.HoleMesh.Scale = hole.HoleMesh.Scale - Vector3.new(10,0,10)
- if hole.HoleMesh.Scale.X < 0 then
- table.remove(holeTable, i)
- hole:Remove()
- end
- end
- end
- end
- end
- end
- if #SpinTable > 0 then
- for i,v in pairs(SpinTable) do
- if v.Transparency <= 1 then
- if v.Name == "spinnything" then
- v.Transparency = v.Transparency + 0.005
- v.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale + Vector3.new(1,0,1)
- end)
- elseif v.Name == "firework" then
- v.Transparency = v.Transparency + 0.01
- v.BrickColor = BrickColor.new(Rainbow[math.random(1,#Rainbow)])
- local sizeup = 3
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale + Vector3.new(sizeup,sizeup,sizeup)
- end)
- elseif v.Name == "firework1" then
- v.Transparency = v.Transparency + math.random(7,10)/1000
- v.BrickColor = BrickColor.new(Rainbow[math.random(1,#Rainbow)])
- local sizeup = math.random(2,5)/10
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale + Vector3.new(sizeup,sizeup,sizeup)
- end)
- elseif v.Name == "teleball" then
- v.Transparency = v.Transparency - 0.1
- v.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- local sizeup = 4
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale + Vector3.new(sizeup,sizeup,sizeup)
- end)
- elseif v.Name == "teleballsmall" then
- v.Transparency = v.Transparency + 0.02
- v.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- local sizeup = -1
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale + Vector3.new(sizeup,sizeup,sizeup)
- end)
- elseif v.Name == "transRainbowPart" then
- v.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- v.Transparency = v.Transparency + 0.05
- else
- v.Transparency = v.Transparency + 0.005
- v.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- pcall(function()
- v.SpikeMesh.Scale = v.SpikeMesh.Scale + Vector3.new(1,1,1)
- end)
- end
- else
- v:Remove()
- table.remove(SpinTable, i)
- end
- end
- end
- if #projectiles > 0 then
- for i,v in pairs(projectiles) do
- if (v.Position - rootpart.Position).magnitude > 300 then
- v:Remove()
- table.remove(projectiles, i)
- local ball1 = Instance.new("Part", model)
- ball1.Size = Vector3.new(0,0,0)
- ball1.Name = "firework"
- ball1.Material = "Neon"
- ball1.BrickColor = BrickColor.new(MainColor)
- ball1.Anchored = true
- ball1.Transparency = 0
- ball1.CanCollide = false
- ball1.CFrame = CFrame.new(v.Position.x,v.Position.y,v.Position.z)
- local spikemesh = Instance.new("SpecialMesh", ball1)
- spikemesh.Name = "SpikeMesh"
- spikemesh.MeshType = "Sphere"
- spikemesh.Scale = Vector3.new(5,5,5)
- table.insert(SpinTable,ball1)
- local s = Instance.new("Sound", ball1) --Crackle
- s.SoundId = "rbxassetid://435195821"
- s.EmitterSize = 100
- s.Volume = 5
- s:Play()
- game:GetService("Debris"):AddItem(s, 2)
- local s = Instance.new("Sound", ball1) --boom
- s.SoundId = "rbxassetid://514867425"
- s.EmitterSize = 100
- s.Volume = 100
- s:Play()
- game:GetService("Debris"):AddItem(s, 2)
- game:GetService("RunService").Stepped:wait()
- for i = 1,12 do --THIS IS A GOOD POINT
- local p = Instance.new("Part",ball1)
- p.Name = "firework"
- p.Size = Vector3.new(0,0,0)
- p.Transparency = 0
- p.CanCollide = true
- p.CFrame = ball1.CFrame*CFrame.new(math.random(-4,4),i,math.random(-4,4))
- p.Material = "Neon"
- p.BrickColor = BrickColor.new(Rainbow[i])
- local f = Instance.new("Fire",p)
- f.Color = BrickColor.new(Rainbow[i]).Color
- f.SecondaryColor = Color3.new(1,1,1)
- local spikemesh = Instance.new("BlockMesh", p)
- spikemesh.Name = "SpikeMesh"
- spikemesh.Scale = Vector3.new(20,20,20)
- table.insert(TSTable, p)
- end
- wait(0.1)
- local e = Instance.new("Explosion", ball1)
- e.Position = ball1.Position
- e.BlastPressure = 100000
- e.BlastRadius = 20
- e.ExplosionType = "CratersAndDebris"
- else
- v.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- local somethingWasHit = false
- local Region = CreateRegion3FromLocAndSize(v.Position, Vector3.new(1,1,1))
- for _,Part in pairs(workspace:FindPartsInRegion3WithIgnoreList(Region,{char},math.huge)) do
- if not somethingWasHit and Part.Name ~= "firework" and Part.Name ~= "firework1" and Part.Name ~= "projectile" and Part.Name ~= "Particle" then
- somethingWasHit = true
- v:Remove()
- table.remove(projectiles, i)
- takeDamage(v.Position, math.random(9999999,9999999), 12, false)
- for i = 1,6 do
- local ball = Instance.new("Part", model)
- ball.Size = Vector3.new(0,0,0)
- ball.Name = "firework1"
- ball.Material = "Neon"
- ball.BrickColor = BrickColor.new(MainColor)
- ball.Anchored = true
- ball.Transparency = 0.5
- ball.CanCollide = false
- if i == 1 then
- ball.CFrame = CFrame.new(v.Position.x,v.Position.y,v.Position.z)
- ball.Transparency = 0
- else
- ball.CFrame = CFrame.new(v.Position.x+math.random(-3,3),(v.Position.y+math.random(-3,3)),v.Position.z+math.random(-3,3))
- end
- local spikemesh = Instance.new("SpecialMesh", ball)
- spikemesh.Name = "SpikeMesh"
- spikemesh.MeshType = "Sphere"
- spikemesh.Scale = Vector3.new(1,1,1)
- table.insert(SpinTable,ball)
- if i == 1 then
- local s = Instance.new("Sound", ball)
- s.SoundId = "rbxassetid://435195821"
- s.EmitterSize = 20
- s.Volume = 5
- s:Play()
- game:GetService("Debris"):AddItem(s, 5)
- local s = Instance.new("Sound", ball) --boom
- s.SoundId = "rbxassetid://540926687"
- s.EmitterSize = 50
- s.Volume = 5
- s:Play()
- game:GetService("Debris"):AddItem(s, 3)
- end
- end
- end
- end
- end
- pcall(function()
- v.CFrame = v.CFrame*CFrame.new(0,0,-3)
- end)
- end
- end
- if rainbowMode then
- Mana = 100
- ManaBar.BackgroundColor3 = BrickColor.new(Rainbow[rainbowNumber]).Color
- HealthBar.BackgroundColor3 = BrickColor.new(Rainbow[rainbowNumber]).Color
- Info.TextColor = BrickColor.new(Rainbow[rainbowNumber])
- Q.TextColor = BrickColor.new(Rainbow[rainbowNumber])
- E.TextColor = BrickColor.new(Rainbow[rainbowNumber])
- for i,v in pairs(char:GetChildren()) do
- if v:isA("Part") then
- v.Transparency = 1
- local cp = v:Clone()
- cp.CanCollide = false
- cp.Anchored = true
- cp.Material = "SmoothPlastic"
- cp.Transparency = 0
- cp.BrickColor = BrickColor.new(Rainbow[rainbowNumber])
- cp.CFrame = v.CFrame --*CFrame.new(0,0,0)*CFrame.Angles(math.rad(math.random(-20,20)),math.rad(math.random(-20,20)),math.rad(math.random(-20,20)))
- for _,extra in pairs(cp:GetChildren()) do
- if not extra:isA("SpecialMesh") then
- extra:Remove()
- end
- end
- if v.Name ~= "Head" then
- local mesh = Instance.new("BlockMesh")
- mesh.Parent = cp
- mesh.Scale = Vector3.new(1,1,1)
- end
- cp.Parent = model
- table.insert(bodyparts, cp)
- end
- end
- end
- if #bodyparts > 0 then
- for i,v in pairs(bodyparts) do
- if v.Transparency < 1 then
- v.Transparency = v.Transparency + 0.05
- --v.Mesh.Scale = v.Mesh.Scale-Vector3.new(0.05,0.05,0.05)
- else
- table.remove(bodyparts, i)
- v:Remove()
- end
- end
- end
- if rainbowNumber >= #Rainbow then
- rainbowNumber = 1
- else
- rainbowNumber = rainbowNumber + 1
- end
- end)
- local wtap = false
- Mouse.KeyDown:connect(function(key)
- if key:lower() == "q" then
- spellMover = spells[#spells]
- table.remove(spells, #spells)
- table.insert(spells, 1, spellMover)
- loadSpellGui()
- elseif key:lower() == "e" then
- spellMover = spells[1]
- table.remove(spells, 1)
- table.insert(spells, #spells+1, spellMover)
- loadSpellGui()
- end
- if not inAction then
- if key:lower() == "w" then
- if wtap then
- if Mana > 0 then
- holdingw = true
- inAction = true
- isCharging = true
- char.Humanoid.WalkSpeed = 0
- char.Humanoid.JumpPower = 0
- actionWalking = false
- currentAnim = "DashDown"
- local dashs = Instance.new("Sound", torso) --whole opening
- dashs.SoundId = "rbxassetid://421869430" --ADD DASHING SOUND
- dashs.EmitterSize = 12
- dashs.Volume = 100
- dashs.Looped = true
- dashs:Play()
- wait(0.2)
- isCharging = false
- takeDamage(rootpart.Position, math.random(9999999,9999999), 12, false)
- char.Humanoid.WalkSpeed = 1
- currentAnim = "Dashing"
- if holdingw then
- repeat wait() until not holdingw
- else
- wait(0.3)
- end
- dashs:Remove()
- currentAnim = "DashSlowing"
- slowingDown = 1
- wait(0.5)
- char.Humanoid.JumpPower = jumpPower
- wtap = false
- actionWalking = true
- inAction = false
- char.Humanoid.WalkSpeed = CharacterSpeed
- end
- else
- wtap = true
- wait(0.2)
- wtap = false
- end
- end
- end
- end)
- Mouse.KeyUp:connect(function(key)
- if key:lower() == "w" then
- holdingw = false
- end
- end)
- Mouse.Button1Down:connect(function()
- holdingMouse1 = true
- if not inAction then
- if Mana >= currentSpell.ManaCost then
- Mana = Mana - currentSpell.ManaCost
- if currentSpell.Name == "Firework" then
- inAction = true
- currentAnim = "ArmUp"
- wait(0.05)
- currentAnim = "Slash1"
- isCharging = true
- wait(0.3)
- currentAnim = "SlashMini"
- wait(0.1)
- currentAnim = "Slash2"
- wait(0.08)
- if holdingMouse1 then
- repeat if Mana >= currentSpell.ManaCost then Mana = (Mana - currentSpell.ManaCost) else holdingMouse1 = false end OriginalProjectile(Mouse.Hit.p) wait(0.1) currentAnim = "SlashMini" wait(0.2) currentAnim = "Slash2" until not holdingMouse1
- else
- OriginalProjectile(Mouse.Hit.p)
- end
- isCharging = false
- inAction = false
- elseif currentSpell.Name == "Void Crush" then
- inAction = true
- currentAnim = "Casting"
- char.Humanoid.WalkSpeed = CharacterSpeed/1.5
- walkingAnimationSpeed = walkingAnimationSpeed*1.5
- castingStart(1)
- wait(1)
- currentAnim = "SlashMini"
- wait(0.1)
- currentAnim = "Slash2"
- wait(0.08)
- createHole(Mouse.Hit.p, 30)
- char.Humanoid.WalkSpeed = CharacterSpeed
- walkingAnimationSpeed = walkingAnimationSpeed/1.5
- isCharging = false
- inAction = false
- elseif currentSpell.Name == "Teleport" then
- inAction = true
- currentAnim = "Casting"
- char.Humanoid.WalkSpeed = CharacterSpeed/1.5
- walkingAnimationSpeed = walkingAnimationSpeed*1.5
- castingStart(0.7)
- wait(0.5)
- if (torso.Position - Mouse.Hit.p).magnitude <= 3000 then
- local tball1 = Instance.new("Part", model)
- tball1.Size = Vector3.new(0,0,0)
- tball1.Name = "teleball"
- tball1.Material = "Neon"
- tball1.BrickColor = BrickColor.new(MainColor)
- tball1.Anchored = true
- tball1.Transparency = 0.95
- tball1.CanCollide = false
- tball1.CFrame = CFrame.new(Mouse.Hit.p.X, Mouse.Hit.p.Y+3, Mouse.Hit.p.Z)
- local spikemesh = Instance.new("SpecialMesh", tball1)
- spikemesh.Name = "SpikeMesh"
- spikemesh.MeshType = "Sphere"
- spikemesh.Scale = Vector3.new(1,1,1)
- table.insert(SpinTable,tball1)
- local tball = Instance.new("Part", model)
- tball.Size = Vector3.new(0,0,0)
- tball.Name = "teleball"
- tball.Material = "Neon"
- tball.BrickColor = BrickColor.new(MainColor)
- tball.Anchored = false
- tball.Transparency = 0.95
- tball.CanCollide = false
- tball.CFrame = torso.CFrame
- local spikemesh = Instance.new("SpecialMesh", tball)
- spikemesh.Name = "SpikeMesh"
- spikemesh.MeshType = "Sphere"
- spikemesh.Scale = Vector3.new(1,1,1)
- table.insert(SpinTable,tball)
- local TWeld = Instance.new("Weld",tball)
- TWeld.Part0 = tball
- TWeld.Part1 = torso
- TWeld.C0 = CFrame.new(0,0,0)
- wait(0.1)
- local s = Instance.new("Sound", torso)
- s.SoundId = "rbxassetid://373066560"
- s.EmitterSize = 5
- s.Volume = 1
- s:Play()
- game:GetService("Debris"):AddItem(s, 3)
- local laser2 = Instance.new("Part", model)
- laser2.Color = BrickColor.White().Color
- laser2.Transparency = 0.1
- laser2.Name = "transRainbowPart"
- laser2.Material = "Neon"
- laser2.Anchored = true
- laser2.CanCollide = false
- laser2.CFrame = CFrame.new(((tball.Position.X + tball1.Position.X) / 2), ((tball.Position.Y + tball1.Position.Y) / 2), ((tball.Position.Z + tball1.Position.Z) / 2))
- laser2.CFrame = CFrame.new(laser2.Position, tball1.Position)
- laser2.Size = Vector3.new(0, 0, (tball.Position - tball1.Position).magnitude)
- local bm = Instance.new("BlockMesh", laser2)
- bm.Scale = Vector3.new(2, 2, 1)
- table.insert(SpinTable,laser2)
- wait(0.1)
- TWeld:Remove()
- tball.CFrame = torso.CFrame
- tball.Anchored = true
- tball.Name = "teleballsmall"
- rootpart.CFrame = tball1.CFrame
- tball1.Name = "teleballsmall"
- end
- char.Humanoid.WalkSpeed = CharacterSpeed
- walkingAnimationSpeed = walkingAnimationSpeed/1.5
- isCharging = false
- inAction = false
- elseif currentSpell.Name == "True Form" then
- inAction = true
- currentAnim = "Casting"
- char.Humanoid.WalkSpeed = CharacterSpeed/1.5
- walkingAnimationSpeed = walkingAnimationSpeed*1.5
- wait(3)
- if rainbowMode then
- rainbowMode = false
- pcall(function()
- rainbows:Remove()
- end)
- for i,v in pairs(char:GetChildren()) do
- if v:isA("Part") then
- if v.Name ~= "HumanoidRootPart" then
- v.Transparency = 0
- end
- elseif v:isA("Accessory") then
- v.Handle.Transparency = 0
- end
- end
- CharacterSpeed = CharacterSpeed/2
- walkingAnimationSpeed = 3.5*1.5
- model.face.Parent = char.Head
- ManaBar.BackgroundColor3 = Color3.new(0, 0.317647, 1)
- HealthBar.BackgroundColor3 = Color3.new(0, 0.8, 0.02)
- Info.TextColor = BrickColor.new(MainColor)
- Q.TextColor = BrickColor.new(MainColor)
- E.TextColor = BrickColor.new(MainColor)
- else
- for i,v in pairs(char:GetChildren()) do
- if v:isA("Part") then
- if v.Name ~= "HumanoidRootPart" then
- v.Transparency = 1
- end
- elseif v:isA("Accessory") then
- v.Handle.Transparency = 1
- end
- end
- CharacterSpeed = CharacterSpeed*2
- walkingAnimationSpeed = 6*1.5
- char.Humanoid.WalkSpeed = CharacterSpeed
- char.Head.face.Parent = model
- rainbowMode = true
- rainbows = Instance.new("Sound", torso) --whole opening
- rainbows.SoundId = "rbxassetid://155076577" --Change song here (Rainbow)
- rainbows.EmitterSize = 6
- rainbows.Volume = 200
- rainbows:Play()
- rainbows.Looped = true
- end
- char.Humanoid.WalkSpeed = CharacterSpeed
- walkingAnimationSpeed = walkingAnimationSpeed/1.5
- isCharging = false
- inAction = false
- end
- else
- print("Not enough determination")
- end
- end
- end)
- Mouse.Button1Up:connect(function()
- holdingMouse1 = false
- end)
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