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- --Legendary Dual Swords
- --by madiik, ALT = lamEpical02
- plyr = game.Players.LocalPlayer
- char = plyr.Character
- torso = char.Torso
- local equipdebounce = false
- local unequipdebounce = false
- local equip = false
- local ranged = false
- local disable = false
- local blackhole = false
- local sword = true
- local debonc = false
- local crDeb = false
- local slashfunction = 1
- tables = {}
- IDLE_DA = 6
- SLASH_DA = 18.2
- RAGE_SLASH_DA = 20.2
- local damage = IDLE_DA
- local booster = false
- local Ddebounce = false
- local deb = false
- local RunS = game:service'RunService'
- shoulder = torso["Right Shoulder"]
- lshoulder = torso["Left Shoulder"]
- ra = char["Right Arm"]
- la = char["Left Arm"]
- hndl = Instance.new("Part", char)
- hndl.Size = Vector3.new(1, 1, 4)
- hndl:breakJoints()
- hndl.CanCollide = false
- m = Instance.new("SpecialMesh", hndl)
- m.MeshId = "rbxasset://fonts/sword.mesh"
- m.TextureId = "rbxasset://textures/SwordTexture.png"
- w = Instance.new("Weld", hndl)
- w.Part0 = hndl
- w.Part1 = torso
- w.C0 = CFrame.new(0, 0.6, 0.4) * CFrame.Angles(math.pi/2, 0, math.rad(225))
- hndl2 = Instance.new("Part", char)
- hndl2.Size = Vector3.new(1, 1, 4)
- hndl2:breakJoints()
- hndl2.CanCollide = false
- m2 = Instance.new("SpecialMesh", hndl2)
- m2.MeshId = "rbxasset://fonts/sword.mesh"
- m2.TextureId = "rbxasset://textures/SwordTexture.png"
- w2 = Instance.new("Weld", hndl2)
- w2.Part0 = hndl2
- w2.Part1 = torso
- w2.C0 = CFrame.new(0, 0.6, 0.4) * CFrame.Angles(math.pi/2, 0, math.rad(-225))
- tool = Instance.new("HopperBin", plyr.Backpack)
- tool.Name = "Sword"
- sc = Instance.new("ScreenGui", plyr.PlayerGui)
- text = Instance.new("TextLabel", sc)
- text.Size = UDim2.new(0.1, 0, 0.1, 0)
- text.BackgroundTransparency = 1
- text.Position = UDim2.new(0.4, 0, 0, 0)
- text.TextWrapped = false
- text.FontSize = "Size24"
- text.Text = "100% ".."b".."y ".."mad".."iik"
- coroutine.wrap(function()
- while wait() do
- for i,v in pairs(char:children()) do
- if v:IsA("Part") then
- v.Locked = true
- end
- end
- end
- end)()
- function trail(obj) -- wroten by kert109
- local lastPos = obj.CFrame.p
- coroutine.wrap(function()
- while booster do
- RunService.Stepped:wait()
- local objC = obj:Clone()
- objC.Parent = obj.Parent
- objC.CanCollide = false
- objC.Anchored = true
- local distance = (lastPos- obj.CFrame.p).magnitude
- objC.Size = Vector3.new(obj.Size.x, obj.Size.y, obj.Size.z)
- objC.CFrame = CFrame.new(lastPos,obj.Position)*CFrame.new(0,0,-distance/2)
- coroutine.wrap(function()
- for i = 0,1,.1 do
- wait(.1)
- objC.Transparency = i
- end
- objC:Destroy()
- end)()
- lastPos = obj.CFrame.p
- end
- end)()
- end
- tool.Selected:connect(function(mouse)
- if equipdebounce then return end
- if uneqipdebounce then return end
- equipdebounce = true
- coroutine.wrap(function()
- for i = 0, 25 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, -0.15)
- lshoulder.CurrentAngle = 0
- lshoulder.DesiredAngle = 0
- RunS.Stepped:wait()
- end
- w2.Part1 = la
- w2.C0 = CFrame.new(0.7, 0, -1.4) * CFrame.Angles(0, math.pi, math.pi/2)
- RunS.Stepped:wait()
- equip = true
- for i = 0, 25 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, 0.15)
- lshoulder.CurrentAngle = 0
- lshoulder.DesiredAngle = 0
- RunS.Stepped:wait()
- end
- end)()
- for i = 0, 25 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, 0.15)
- shoulder.CurrentAngle = 0
- shoulder.DesiredAngle = 0
- RunS.Stepped:wait()
- end
- w.Part1 = ra
- w.C0 = CFrame.new(0.7, 0, -1.4) * CFrame.Angles(0, math.pi, math.pi/2)
- RunS.Stepped:wait()
- equip = true
- for i = 0, 25 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, -0.15)
- shoulder.CurrentAngle = 0
- shoulder.DesiredAngle = 0
- RunS.Stepped:wait()
- end
- equipdebounce = false
- mouse.KeyDown:connect(function(key)
- if key == "e" then
- if Ddebounce then return end
- if crDeb then return end
- Ddebounce = true
- ranged()
- end
- if key == "f" then
- if Ddebounce then return end
- Ddebounce = true
- spin()
- end
- if key == "q" then
- if Ddebounce then return end
- if not equip then return end
- if equipdebounce then return end
- if unequipdebounce then return end
- if crDeb then return end
- if booster then return end
- gyro = Instance.new("BodyGyro")
- gyro.Name = "BodyGyrofly"
- gyro.maxTorque = Vector3.new(1e10,1e10,1e10)
- gyro.P = 1e6
- gyro.Parent = char.Torso
- mover = Instance.new("BodyVelocity")
- mover.Name = "BodyVelocityfly"
- mover.maxForce = Vector3.new(1e5,1e5,1e5)
- mover.P = 1e3
- mover.velocity = Vector3.new(0, 0, 0)
- mover.Parent = char.Torso
- fly = Instance.new("Part", char)
- fly.Anchored = true
- fly.BrickColor = BrickColor.new("New Yeller")
- fly.CFrame = CFrame.new(torso.CFrame.x, torso.CFrame.y-2, torso.CFrame.z)
- meshEXPL2 = Instance.new("SpecialMesh", fly)
- meshEXPL2.MeshId = "http://roblox.com/asset/?id=20329976"
- coroutine.wrap(function()
- for i = 0, 4, 0.2 do
- meshEXPL2.Scale = Vector3.new(i, i, i)
- coroutine.wrap(function()
- while fly ~= nil do
- fly.CFrame = fly.CFrame * CFrame.Angles(0, i, 0)
- wait()
- end
- end)()
- wait()
- end
- end)()
- coroutine.wrap(function()
- for i = 0, 1, 0.05 do
- fly.Transparency = i
- wait()
- end
- fly:Destroy()
- end)()
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, 0.8)
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, -0.8)
- booster = true
- end
- if key == "r" then
- if Ddebounce then return end
- if crDeb then return end
- crDeb = true
- crack()
- end
- if string.byte(key) == 48 then
- char.Humanoid.WalkSpeed = 28
- end
- end)
- mouse.KeyUp:connect(function(key)
- if string.byte(key) == 48 then
- char.Humanoid.WalkSpeed = 16
- end
- if key == "q" then
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, -0.8)
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, 0.8)
- booster = false
- end
- if key == "z" then
- if equipdebounce then return end
- if uneqipdebounce then return end
- if Ddebounce then return end
- Ddebounce = true
- blackhole()
- Ddebounce = false
- end
- end)
- mouse.Button1Down:connect(function(mouse)
- if Ddebounce then return end
- if not equip then return end
- Ddebounce = true
- if slashfunction == 1 then
- slash()
- end
- tick()
- if Ddebounce then return end
- if not equip then return end
- if slashfunction == 1 then return end
- if slashfunction == 2 then
- slash2()
- end
- end)
- end)
- tool.Deselected:connect(function(mouse)
- if equipdebounce then return end
- unequipdebounce = true
- pcall(function() gyro:remove()end)
- pcall(function() mover:remove()end)
- coroutine.wrap(function()
- for i = 0, 25 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, -0.15)
- lshoulder.CurrentAngle = 0
- lshoulder.DesiredAngle = 0
- RunS.Stepped:wait()
- end
- w2.Part1 = torso
- w2.C0 = CFrame.new(0, 0.6, 0.4) * CFrame.Angles(math.pi/2, 0, math.rad(-225))
- RunS.Stepped:wait()
- for i = 0, 25 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, 0.15)
- lshoulder.CurrentAngle = 0
- lshoulder.DesiredAngle = 0
- RunS.Stepped:wait()
- end
- end)()
- for i = 0, 25 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, 0.15)
- shoulder.CurrentAngle = 0
- shoulder.DesiredAngle = 0
- RunS.Stepped:wait()
- shoulder.CurrentAngle = 0
- shoulder.DesiredAngle = 0
- end
- w.Part1 = torso
- w.C0 = CFrame.new(0, 0.6, 0.4) * CFrame.Angles(math.pi/2, 0, math.rad(225))
- RunS.Stepped:wait()
- equip = false
- for i = 0, 25 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, -0.15)
- shoulder.CurrentAngle = 0
- shoulder.DesiredAngle = 0
- RunS.Stepped:wait()
- shoulder.CurrentAngle = 0
- shoulder.DesiredAngle = 0
- end
- unequipdebounce = false
- end)
- function hiteh(hit)
- if not equip then return end
- if deb then return end
- deb = true
- if hit ~= nil and hit.Parent:IsA("Hat") and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
- if hit.Parent.Parent.Name == plyr.Name then return end
- hit.Parent.Parent.Humanoid:TakeDamage(damage)
- end
- if hit ~= nil and hit.Parent ~= nil and hit.Parent:FindFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == plyr.Name then return end
- hit.Parent.Humanoid:TakeDamage(damage)
- end
- wait(0.4)
- deb = false
- end
- hndl.Touched:connect(hiteh)
- function hitexpl(hit)
- if hit.Parent ~= nil and hit.Parent:FindFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == game.Players.LocalPlayer.Name then return end
- hit.Parent:BreakJoints()
- end
- end
- function spin()
- for i = 0, 6 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(-0.15, 0, 0)
- shoulder.C0 = shoulder.C0 * CFrame.Angles(-0.15, 0, 0)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- bodyG = Instance.new("BodyGyro", torso)
- bodyG.maxTorque = Vector3.new(0, math.huge, 0)
- bodyG.P = 99999
- bodyG.cframe = torso.CFrame
- coroutine.wrap(function()
- while torso:FindFirstChild("BodyGyro") ~= nil do
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- end)()
- damage = RAGE_SLASH_DA
- for i = 0, 360, 5 do
- bodyG.cframe = torso.CFrame * CFrame.Angles(0, math.rad(20), 0)
- RunS.Stepped:wait()
- end
- wait()
- bodyG:Destroy()
- damage = IDLE_DA
- for i = 0, 6 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0.15, 0, 0)
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0.15, 0, 0)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- wait()
- Ddebounce = false
- end
- function slash()
- if equipdebounce then return end
- if unequipdebounce then return end
- if booster then return end
- damage = SLASH_DA
- coroutine.wrap(function()
- for i = 0, 8 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, -0.35)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- for i = 0, 8 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, 0.35)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- end)()
- for i = 0, 8 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, 0.35)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- for i = 0, 8 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, -0.35)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- slashfunction = 2
- wait(0.1)
- damage = IDLE_DA
- Ddebounce = false
- end
- function blackhole()
- if equipdebounce then return end
- if unequipdebounce then return end
- if booster then return end
- coroutine.wrap(function()
- for i = 0, 10 do
- torso.Neck.C0 = torso.Neck.C0 * CFrame.Angles(0, 0, -0.15)
- RunS.Stepped:wait()
- end
- end)()
- for i = 0, 13 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(-0.15, 0, 0)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- blackhole = true
- coroutine.wrap(function()
- while blackhole do
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- end)()
- wait(1)
- for i,v in pairs(game.Players:children()) do
- if v:IsA("Player") and v:findFirstChild("Character") ~= nil and v:findFirstChild("Humanoid") ~= nil then
- if (ra.Position - v.Character:findFirstChild("Torso").Position).magnitude < 20 then
- bodypos = Instance.new("BodyPosition", v.Character.Torso)
- bodypos.P = 11111
- bodypos.position = ra.Position * CFrame.new(0, -8, 0)
- wait(2)
- bodypos:Destroy()
- end
- end
- end
- for i = 0, 13 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0.15, 0, 0)
- RunS.Stepped:wait()
- end
- for i = 0, 10 do
- torso.Neck.C0 = torso.Neck.C0 * CFrame.Angles(0, 0, 0.15)
- RunS.Stepped:wait()
- end
- wait()
- blackhole = false
- Ddebounce = false
- end
- function slash2()
- if Ddebounce then return end
- if equipdebounce then return end
- if unequipdebounce then return end
- if booster then return end
- Ddebounce = true
- damage = RAGE_SLASH_DA
- for i = 0, 10 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, -0.15)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, 0.15)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- for i = 0, 6 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, -0.2, 0)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0.2, 0)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- for i = 0, 6 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0.2, 0)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, -0.2, 0)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- for i = 0, 10 do
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, 0.15)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, -0.15)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- wait(0.1)
- damage = IDLE_DA
- Ddebounce = false
- slashfunction = 1
- end
- function leg()
- if equipdebounce then return end
- if unequipdebounce then return end
- if booster then return end
- if not equip then return end
- lleg = torso["Left Hip"]
- rleg = torso["Right Hip"]
- for i = 0, 4 do
- lleg.C0 = lleg.C0 * CFrame.Angles(-0.30, 0, 0)
- lleg.DesiredAngle = 0
- lleg.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- Body = Instance.new("BodyGyro", torso)
- Body.maxTorque = Vector3.new(0, math.huge, 0)
- for i = 0, 20 do
- Body.cframe = torso.CFrame * CFrame.Angles(0, 12, 0)
- RunS.Stepped:wait()
- end
- for i = 0, 4 do
- lleg.C0 = lleg.C0 * CFrame.Angles(0.30, 0, 0)
- lleg.DesiredAngle = 0
- lleg.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- Body:Destroy()
- wait()
- Ddebounce = false
- end
- function crack()
- if equipdebounce then return end
- if unequipdebounce then return end
- if Ddebounce then return end
- if booster then return end
- if not equip then return end
- for i = 0, 10 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, 0.15)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, -0.15)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- debonc = true
- coroutine.wrap(function()
- while debonc do
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- end)()
- for i = 0, 15 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, -0.15, 0)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0.15, 0)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- cr = Instance.new("Part", char)
- cr.BrickColor = BrickColor.Black()
- cr.Anchored = true
- cr.FormFactor = "Custom"
- cr.BottomSurface = 0
- cr.TopSurface = 0
- cr.CFrame = hndl.CFrame * CFrame.new(0, 0, 4.8)
- coroutine.wrap(function()
- while debonc do
- distance = (cr.CFrame.p - hndl.CFrame.p).magnitude
- cr.Size = Vector3.new(distance, 0.2, 0.2)
- RunS.Stepped:wait()
- end
- end)()
- cr2 = Instance.new("Part", char)
- cr2.BrickColor = BrickColor.Black()
- cr2.Anchored = true
- cr2.FormFactor = "Custom"
- cr2.BottomSurface = 0
- cr2.TopSurface = 0
- cr2.CFrame = hndl2.CFrame * CFrame.new(0, 0, 4.8)
- coroutine.wrap(function()
- while debonc do
- distance = (cr2.CFrame.p - hndl2.CFrame.p).magnitude
- cr2.Size = Vector3.new(distance, 0.2, 0.2)
- RunS.Stepped:wait()
- end
- end)()
- base = Instance.new("Part")
- base.FormFactor = "Custom"
- Instance.new("CylinderMesh", base)
- base.TopSurface = 0
- base.BrickColor = BrickColor.Black()
- base.BottomSurface = 0
- base.CanCollide = false
- base.Anchored = true
- base.Parent = char
- distance = (cr2.CFrame.p - cr.CFrame.p).magnitude
- base.Size = Vector3.new(distance, 0.2, 8)
- base.CFrame = CFrame.new(torso.CFrame.x, torso.CFrame.y-2.2, torso.CFrame.z)
- for trs = 0, 12, 0.5 do
- torso.CFrame = torso.CFrame * CFrame.new(0, 0, 1)
- wait()
- end
- debonc = false
- for i,v in pairs(game.Players:children()) do
- if v:IsA("Player") and v.Character ~= nil and v.Character:findFirstChild("Humanoid") ~= nil and v.Name ~= game.Players.LocalPlayer.Name then
- coroutine.wrap(function()
- ray = Ray.new(base.CFrame.p, (v.Character.Torso.CFrame.p - base.CFrame.p).unit * 9999)
- local distance = (v.Character.Torso.CFrame.p - base.CFrame.p).magnitude
- local laser = Instance.new("Part")
- laser.FormFactor = "Custom"
- laser.Transparency = 0.2
- laser.Anchored = true
- laser.CanCollide = false
- laser.BrickColor = BrickColor.Black()
- laser.TopSurface = 0
- laser.BottomSurface = 0
- laser.CFrame = CFrame.new(v.Character.Torso.CFrame.p, base.CFrame.p) * CFrame.new(0, 0, -distance/2)
- laser.Size = Vector3.new(0.6, 0.6, distance)
- laser.Parent = char
- print'Set'
- for i = 0, 90 do
- print'Started i'
- v.Character.Humanoid.Health = v.Character.Humanoid.Health - 1
- print'Decreasing health'
- RunS.Stepped:wait()
- print'Wait set'
- end
- for i = 0.2, 1, 0.1 do
- laser.Transparency = i
- wait()
- end
- game:service'Debris':AddItem(laser, 0)
- end)()
- end
- end
- coroutine.wrap(function()
- wait(4)
- for i = 0, 1, 0.05 do
- cr.Transparency = i
- cr2.Transparency = i
- base.Transparency = i
- wait()
- end
- cr:Destroy()
- cr2:Destroy()
- base:Destroy()
- end)()
- for i = 0, 15 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0.15, 0)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, -0.15, 0)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- for i = 0, 10 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, -0.15)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- lshoulder.C0 = lshoulder.C0 * CFrame.Angles(0, 0, 0.15)
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- wait(10)
- crDeb = false
- end
- function ranged()
- if equipdebounce then return end
- if unequipdebounce then return end
- if booster then return end
- for i = 0, 30 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, 0.15)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- brick = Instance.new("Part", char)
- brick.CFrame = hndl.CFrame * CFrame.new(0, -5, 0) * CFrame.Angles(-math.pi/2, 0, 0)
- brick.Anchored = true
- brick.Transparency = 1
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- expl = Instance.new("Part", char)
- expl.Anchored = true
- expl.BrickColor = BrickColor.Yellow()
- expl.Transparency = 0.5
- expl.CFrame = brick.CFrame
- expl.Touched:connect(hitexpl)
- coroutine.wrap(function()
- for i = 0, 12, 0.5 do
- char.Torso.CFrame = char.Torso.CFrame * CFrame.new(0, 0, 1.5)
- wait()
- end
- end)()
- meshEXPL = Instance.new("SpecialMesh", expl)
- meshEXPL.MeshId = "http://roblox.com/asset/?id=20329976"
- coroutine.wrap(function()
- for i = 0, 30, 1 do
- expl.Size = Vector3.new(i+5, 10, i+5)
- expl.CFrame = brick.CFrame * CFrame.Angles(0, 0, 0)
- meshEXPL.Scale = Vector3.new(i, 5, i)
- RunS.Stepped:wait()
- end
- expl:Destroy()
- brick:Destroy()
- end)()
- for i = 0, 30 do
- shoulder.C0 = shoulder.C0 * CFrame.Angles(0, 0, -0.15)
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- RunS.Stepped:wait()
- end
- Ddebounce = false
- end
- coroutine.resume(coroutine.create(function()
- while true do
- if booster then
- lshoulder.DesiredAngle = 0
- lshoulder.CurrentAngle = 0
- shoulder.DesiredAngle = 0
- shoulder.CurrentAngle = 0
- gyro.cframe = plyr:GetMouse().Hit * CFrame.Angles(-math.rad(40),0,0)
- mover.velocity = plyr:GetMouse().Hit.lookVector * 25
- else
- pcall(function() if torso:findFirstChild("BodyGyrofly") ~= nil then torso.BodyGyrofly:remove() end end)
- pcall(function() if torso:findFirstChild("BodyVelocityfly") ~= nil then torso.BodyVelocityfly:remove() end end)
- end
- game:service'RunService'.Stepped:wait()
- end
- end))
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