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- local player = game:GetService("Players").LocalPlayer
- repeat
- wait()
- until player.Character
- local char = player.Character
- local torso = char:WaitForChild("Torso")
- local mouse = player:GetMouse()
- local color = BrickColor.new("Really black")
- local material = "Neon"
- local trans = 0.5
- local debounce = false
- for u,c in pairs(player.Character:GetChildren()) do
- if c.className == "Hat" and c.Name ~= "Hybrid Goggles" then
- c.Handle.BrickColor = BrickColor.new("Neon")
- c.Handle.Mesh.TextureId = "http://www.roblox.com/asset/?id=0"
- end
- end
- blast = function()
- local b = Instance.new("Part", workspace)
- game.Debris:AddItem(b, 2)
- b.Size = Vector3.new(5, 5, 5)
- b.CFrame = torso.CFrame * CFrame.new(0, 0, -5)
- b.TopSurface = "Smooth"
- b.BottomSurface = "Smooth"
- b.CanCollide = false
- b.BrickColor = color
- b.Transparency = trans
- b.Material = material
- local v = Instance.new("BodyVelocity", b)
- v.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- v.Velocity = torso.CFrame.lookVector * 50
- r = Instance.new("BodyAngularVelocity", b)
- r.AngularVelocity = Vector3.new(25, 25, 25)
- b.Touched:connect(function(hit)
- p = hit.Parent
- if p and p:FindFirstChild("Humanoid") and p.Name ~= player.Name then
- b:Remove()
- p.Humanoid:TakeDamage(35)
- end
- end
- )
- end
- death = function()
- local b = Instance.new("Part", workspace)
- game.Debris:AddItem(b, 2)
- b.Size = Vector3.new(5, 5, 5)
- b.CFrame = torso.CFrame * CFrame.new(0, 0, -5)
- b.TopSurface = "Smooth"
- b.BottomSurface = "Smooth"
- b.CanCollide = false
- b.BrickColor = color
- b.Transparency = trans
- b.Material = material
- local v = Instance.new("BodyVelocity", b)
- v.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- v.Velocity = torso.CFrame.lookVector * 50
- r = Instance.new("BodyAngularVelocity", b)
- r.AngularVelocity = Vector3.new(25, 25, 25)
- b.Touched:connect(function(hit)
- p = hit
- if p and p.Name ~= "Base" and p.Name ~= player.Name then
- p:Remove()
- end
- end
- )
- end
- wall = function()
- local b = Instance.new("Part", workspace)
- game.Debris:AddItem(b, 5)
- b.Size = Vector3.new(1, 1, 1)
- b.CFrame = torso.CFrame * CFrame.new(0, 0, -5)
- b.TopSurface = "Smooth"
- b.BottomSurface = "Smooth"
- b.CanCollide = false
- b.Anchored = true
- b.BrickColor = color
- b.Transparency = trans
- b.Material = material
- for i = 1, 50 do
- wait()
- b.CFrame = torso.CFrame * CFrame.new(0, 0, -5)
- b.Size = b.Size + Vector3.new(0.5, 0.5, 0)
- end
- b.CanCollide = true
- b.Touched:connect(function(hit)
- p = hit.Parent
- if p and p:FindFirstChild("Humanoid") and p.Name ~= player.Name then
- p.Humanoid:TakeDamage(5)
- end
- end
- )
- end
- fade = function()
- for i,v in pairs(char:GetChildren()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- v.Transparency = 0.5
- end
- end
- for i,v in pairs(char:GetChildren()) do
- if v.className == "Hat" then
- v.Handle.Transparency = 0.5
- end
- end
- end
- unfade = function()
- for i,v in pairs(char:GetChildren()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- v.Transparency = 0
- end
- end
- for i,v in pairs(char:GetChildren()) do
- if v.className == "Hat" then
- v.Handle.Transparency = 0
- end
- end
- end
- dash = function(x)
- b = Instance.new("Part", workspace)
- game.Debris:AddItem(b, 0.7)
- b.Size = Vector3.new(3, 3, 3)
- b.BrickColor = color
- b.Material = material
- b.CanCollide = false
- b.CFrame = torso.CFrame * x
- t = Instance.new("BodyVelocity", b)
- r = Instance.new("BodyAngularVelocity", b)
- r.AngularVelocity = Vector3.new(15, 15, 15)
- for i = 1, 5 do
- wait()
- b.Transparency = b.Transparency + 0.1
- torso.CFrame = torso.CFrame * CFrame.new(0, 0, -1)
- end
- end
- mouse.KeyDown:connect(function(key)
- if key == "v" then
- holding = true
- fade()
- while holding and wait(0.01) do
- dash(CFrame.new(2, 1, 0))
- dash(CFrame.new(-2, -1, 1))
- dash(CFrame.new(0, 1, 3))
- end
- end
- end
- )
- mouse.KeyUp:connect(function(key)
- if key == "v" then
- unfade()
- holding = false
- end
- end
- )
- mouse.KeyDown:connect(function(key)
- if key == "e" and debounce == false then
- debounce = true
- blast()
- wait(0.5)
- debounce = false
- end
- end
- )
- mouse.KeyDown:connect(function(key)
- if key == "q" and debounce == false then
- debounce = true
- wall()
- wait(0.5)
- debounce = false
- end
- end
- )
- mouse.KeyDown:connect(function(key)
- if key == "t" and debounce == false then
- debounce = true
- death()
- wait(0.5)
- debounce = false
- end
- end
- )
- local player = game.Players.LocalPlayer
- repeat wait() until player.Character;
- local rs = game:GetService("RunService").RenderStepped
- local char = player.Character
- local HRP = char.HumanoidRootPart
- local Head = char.Head
- local tents = {}
- function getValue(p, x)
- return p[2] + 0.5 * x*(p[3] - p[1] + x*(2.0*p[1] - 5.0*p[2] + 4.0*p[3] - p[4] + x*(3.0*(p[2] - p[3]) + p[4] - p[1])))
- end
- function getV3Cubic(tabl,perc)
- local x,y,z = {},{},{}
- if perc >= 2 then
- perc = perc %1
- for i = 3, 6 do
- table.insert(x,tabl[i].x)
- table.insert(y,tabl[i].y)
- table.insert(z,tabl[i].z)
- end
- elseif perc >= 1 then
- perc = perc %1
- for i = 2, 5 do
- table.insert(x,tabl[i].x)
- table.insert(y,tabl[i].y)
- table.insert(z,tabl[i].z)
- end
- else
- for i = 1, 4 do
- table.insert(x,tabl[i].x)
- table.insert(y,tabl[i].y)
- table.insert(z,tabl[i].z)
- end
- end
- local X,Y,Z = getValue(x,perc),getValue(y,perc),getValue(z,perc)
- return Vector3.new(X,Y,Z)
- end
- local rainbow = {"Neon","Neon","Neon","Neon","Neon","Neon","Neon","Neon","Neon"}
- local rainbowCount = 1
- local isRainbow = true
- for i = 0, 4 do
- local m = Instance.new("Model",char)
- m.Name = "Tentac00l"
- local parts = {}
- local lastpart = Head
- local defC0
- rainbowCount = 1
- for j = 0, 8 do
- local sizex = 0.25 - 0.2 * (j/8)
- local sizey = (15/8) - (9/8) * (j/8)
- local p = Instance.new("Part")
- p.Size = Vector3.new(0.2,0.2,0.2)
- p.BrickColor = BrickColor.new("Red")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.CanCollide = false
- p.Material = "SmoothPlastic"
- p.TopSurface = 0
- p.BottomSurface = 0
- local mesh = Instance.new("CylinderMesh",p)
- mesh.Name = "CyMesh"
- mesh.Scale = Vector3.new(sizex,sizey,sizex) *5
- p.Parent = m
- local p2 = p:Clone()
- p2.Parent = m
- p2.CyMesh.Scale = p2.CyMesh.Scale + Vector3.new(0.075,0.001,0.075) * 5
- p2.Material = "Neon"
- if isRainbow then
- p2.BrickColor = BrickColor.new(tostring(rainbow[rainbowCount]))
- else
- p2.BrickColor = BrickColor.new(j%2 == 1 and "Toothpaste" or "Electric blue")
- end
- rainbowCount = rainbowCount + 1
- p2.Transparency = 0.35
- local w2 = Instance.new("Weld",p)
- w2.Parent = p2
- w2.Part0 = p
- w2.Part1 = p2
- local w = Instance.new("Weld",p)
- w.Parent = p
- w.Part0 = lastpart
- w.Part1 = p
- if j == 0 then
- w.C0 = CFrame.Angles(0,math.rad(-10 + 200 * i/4),math.rad(-30 + (i%2==0 and 96 or 70))) * CFrame.new(0,0.6,0)
- w.C1 = CFrame.new(0,-0.125,0)
- defC0 = w.C0
- else
- w.C0 = CFrame.new(0,lastpart.CyMesh.Scale.y/10,0)
- w.C1 = CFrame.new(0,-sizey/2,0)
- end
- table.insert(parts,{p,w,p2})
- lastpart = p
- rs:wait()
- end
- local randoms = {Vector3.new(0,0,0),
- Vector3.new(math.random(-28,28)/100,math.random(-42,42)/100,math.random(-28,28)/100),
- Vector3.new(math.random(-28,28)/100,math.random(-42,42)/100,math.random(-28,28)/100),
- Vector3.new(math.random(-28,28)/100,math.random(-42,42)/100,math.random(-28,28)/100);
- Vector3.new(math.random(-28,28)/100,math.random(-42,42)/100,math.random(-28,28)/100);
- Vector3.new(math.random(-28,28)/100,math.random(-42,42)/100,math.random(-28,28)/100);
- }
- table.insert(tents,{0,randoms,parts,defC0})
- end
- player.Chatted:connect(function(msg)
- if string.sub(msg:lower(),1,4) == "col/" then
- for i, v in pairs(tents) do
- for j, o in pairs(v[3]) do
- o[3].BrickColor = BrickColor.new(string.sub(msg,5))
- end
- end
- elseif string.sub(msg:lower(),1,7) == "/e col/" then
- for i, v in pairs(tents) do
- for j, o in pairs(v[3]) do
- o[3].BrickColor = BrickColor.new(string.sub(msg,8))
- end
- end
- end
- end)
- rs:connect(function()
- for i, v in pairs(tents) do
- v[1] = v[1] %200 + 1
- if v[1] == 1 then
- v[2][1] = v[2][2]
- v[2][2] = v[2][3]
- v[2][3] = v[2][4]
- v[2][4] = v[2][5]
- v[2][5] = v[2][6]
- v[2][6] = Vector3.new(math.random(-28,28)/100,math.random(-42,42)/100,math.random(-28,28)/100)
- end
- local p0 = v[2][1]
- local p1 = v[2][2]
- local p2 = v[2][3]
- local p3 = v[2][4]
- local p4 = v[2][5]
- local p5 = v[2][6]
- local arr = {p0,p1,p2,p3,p4,p5}
- local dir = i%2 == 0 and 1 or -1
- for j, V in pairs(v[3]) do
- local val = math.sin(math.pi/2 * 2 * (((v[1] + (100 * j/#v[3])*dir) % 100)/100))
- local off = getV3Cubic(arr,(v[1] + 340*(j/#v[3]))/200)
- V[3].Transparency = 0.12 + val * 0.65
- if j == 1 then
- V[2].C0 = v[4] * CFrame.Angles(off.x*2,off.y*2,off.z*2)
- else
- V[2].C0 = CFrame.new(0,V[2].C0.y,0) * CFrame.Angles(off.x*2 * (1 + 0.75 * (j/#v[3])),off.y*2 * (1 + 0.75 * (j/#v[3])),off.z*2 * (1 + 0.75 * (j/#v[3])))
- end
- end
- end
- end)
- -- params : ...
- Model = Instance.new("Model", game.Workspace)
- Model.Name = "ShadowFigs"
- Model.ChildAdded:connect(function(Child)
- wait(0.2)
- if Child.Name == "ShadowClone" and Child.Name ~= "HoverBlocks" then
- local Light = Instance.new("PointLight", Child.Torso)
- Light.Color = Color3.new(1, 1, 1)
- Light.Range = 10
- Light.Brightness = 2
- Light.Shadows = true
- for t = 1, 5 do
- wait(0.1)
- for i = 1, #Child:GetChildren() do
- Child:GetChildren()[i].Transparency = t / 10 + 0.5
- end
- end
- Child:remove()
- end
- end
- )
- Parts = {"Head", "Torso", "Left Arm", "Left Leg", "Right Arm", "Right Leg"}
- repeat
- wait()
- until game.Players.LocalPlayer
- Plr = game.Players.LocalPlayer
- PlrChildren = Plr:GetChildren()
- Plr.Character.Humanoid.WalkSpeed = 32
- for i = 1, #PlrChildren do
- print(PlrChildren[i])
- end
- do
- while 1 do
- Posit = Plr.Character.HumanoidRootPart.Position
- wait(0.1)
- if Plr.Character.HumanoidRootPart.Position == Posit or Plr.Character.Humanoid.WalkSpeed == 32 then
- Set = Instance.new("Model", game.Workspace.ShadowFigs)
- Set.Name = "ShadowClone"
- for i = 1, #Parts do
- PartClone = Plr.Character[Parts[i]]:Clone()
- RotationX = math.rad(Plr.Character[Parts[i]].Rotation.X)
- RotationY = math.rad(Plr.Character[Parts[i]].Rotation.Y)
- RotationZ = math.rad(Plr.Character[Parts[i]].Rotation.Z)
- PartClone.CFrame = CFrame.new(Plr.Character[Parts[i]].Position) * CFrame.Angles(RotationX, RotationY, RotationZ)
- PartClone.Parent = Set
- PartClone.Anchored = true
- PartClone.CanCollide = false
- PartClone.Transparency = 0.7
- PartClone.Material = "Neon"
- PartClone.BrickColor = BrickColor.new("Red")
- if PartClone.Name == "Head" or PartClone.Name == "Torso" then
- Children = PartClone:GetChildren()
- for i = 1, #Children do
- if Children[i].ClassName ~= "Mesh" and Children[i].ClassName ~= "SpecialMesh" then
- Children[i]:remove()
- end
- end
- end
- end
- end
- end
- end
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