Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do local RealPlayer=RealPlayer;script.Parent=RealPlayer.Character;local a=function(b)b[1].f[b[2]]=nil end;local c={__index={disconnect=a,Disconnect=a}}local d={__index={Connect=function(b,e)local f=tostring(math.random(0,10000))while b.f[f]do f=tostring(math.random(0,10000))end;b.f[f]=e;return setmetatable({b,f},c)end}}d.__index.connect=d.__index.Connect;local function g()return setmetatable({f={}},d)end;local h={Hit=CFrame.new(),KeyUp=g(),KeyDown=g(),Button1Up=g(),Button1Down=g(),Button2Up=g(),Button2Down=g()}h.keyUp=h.KeyUp;h.keyDown=h.KeyDown;local i={InputBegan=g(),InputEnded=g()}local CAS={Actions={},BindAction=function(self,j,k,l,...)CAS.Actions[j]=k and{Name=j,Function=k,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function m(self,n,...)for o,e in pairs(self[n].f)do e(...)end end;h.T=m;i.T=m;local p=Instance.new("RemoteEvent")p.Name="UserInput_Event"p.OnServerEvent:Connect(function(q,r)if q~=RealPlayer then return end;h.Target=r.e;h.Hit=r.d;if not r.f then local s=r.c==Enum.UserInputState.Begin;if r.b==Enum.UserInputType.MouseButton1 then return h:T(s and"Button1Down"or"Button1Up")end;if r.b==Enum.UserInputType.MouseButton2 then return h:T(s and"Button2Down"or"Button2Up")end;for o,t in pairs(CAS.Actions)do for o,u in pairs(t.Keys)do if u==r.a then t.Function(t.Name,r.c,r)end end end;h:T(s and"KeyDown"or"KeyUp",r.a.Name:lower())i:T(s and"InputBegan"or"InputEnded",r,false)end end)p.Parent=NLS([==[local a=script:WaitForChild("UserInput_Event")local b=owner:GetMouse()local c=game:GetService("UserInputService")local d=function(e,f)if f then return end;a:FireServer({a=e.KeyCode,b=e.UserInputType,c=e.UserInputState,d=b.Hit,e=b.Target})end;c.InputBegan:Connect(d)c.InputEnded:Connect(d)local g,h;local i=game:GetService("RunService").Heartbeat;while true do if g~=b.Hit or h~=b.Target then g,h=b.Hit,b.Target;a:FireServer({f=1,Target=h,d=g})end;for j=1,2 do i:Wait()end end]==],script)local v=game;local w={__index=function(self,u)local x=rawget(self,"_RealService")if x then return typeof(x[u])=="function"and function(o,...)return x[u](x,...)end or x[u]end end,__newindex=function(self,u,y)local x=rawget(self,"_RealService")if x then x[u]=y end end}local function z(t,A)t._RealService=typeof(A)=="string"and v:GetService(A)or A;return setmetatable(t,w)end;local B={GetService=function(self,x)return rawget(self,x)or v:GetService(x)end,Players=z({LocalPlayer=z({GetMouse=function(self)return h end},Player)},"Players"),UserInputService=z(i,"UserInputService"),ContextActionService=z(CAS,"ContextActionService"),RunService=z({_btrs={},RenderStepped=v:GetService("RunService").Heartbeat,BindToRenderStep=function(self,j,o,k)self._btrs[j]=self.Heartbeat:Connect(k)end,UnbindFromRenderStep=function(self,j)self._btrs[j]:Disconnect()end},"RunService")}rawset(B.Players,"localPlayer",B.Players.LocalPlayer)B.service=B.GetService;z(B,game)game,owner=B,B.Players.LocalPlayer end
- -- Made by Crimsonal
- wait(.1)
- local Player = game.Players.LocalPlayer
- local Character = Player.Character
- local Mouse = Player:GetMouse()
- if not Player.Backpack:FindFirstChild("Transformed") then
- Instance.new("BoolValue", Player.Backpack).Name = "Transformed"
- end
- local Backpack = Player.Backpack
- local Transformed = Backpack.Transformed
- local UIS = game:GetService("UserInputService")
- local Humanoid = Character.Humanoid
- local Torso = Character.Torso
- local RightShoulder = Torso["Right Shoulder"]
- local LeftShoulder = Torso["Left Shoulder"]
- local RightHip = Torso["Right Hip"]
- local LeftHip = Torso["Left Hip"]
- local Neck = Torso["Neck"]
- local RightArm = Character["Right Arm"]
- local Lighting = game.Lighting
- local enabled = false
- local special = false
- local spin = true
- local potential = false
- local PowerLevel = math.random(90000,100000)
- local Energy2 = nil
- local kb = Instance.new("Sound", Character.Torso)
- kb.Name = "kb"
- kb.SoundId = "rbxassetid://173663150"
- local bc = Instance.new("Sound", Character.Torso)
- bc.Name = "bc"
- bc.SoundId = "rbxassetid://173659030"
- local se = Instance.new("Sound", Character.Torso)
- se.SoundId = "rbxassetid://414516914"
- se.Name = "se"
- local sp = Instance.new("Sound", Character.Torso)
- sp.SoundId = "rbxassetid://174399309"
- sp.Name = "sp"
- local pe = Instance.new("Sound", Character.Torso)
- pe.SoundId = "rbxassetid://416318205"
- pe.Name = "pe"
- local mp = Instance.new("Sound", Character.Torso)
- mp.SoundId = "rbxassetid://137579113"
- mp.Name = "mp"
- local sk = Instance.new("Sound", Character.Torso)
- sk.SoundId = "rbxassetid://174399344"
- sk.Name = "sk"
- local bf = Instance.new("Sound", Character.Torso)
- bf.SoundId = "rbxassetid://173663150"
- bf.Name = "bf"
- local ack = Instance.new("Sound", Character.Torso)
- ack.SoundId = "rbxassetid://162393284"
- ack.Name = "ack"
- ack.Looped = true
- local vanish = Instance.new("Sound", Character.Torso)
- vanish.SoundId = "rbxassetid://254904394"
- vanish.Name = "vanish"
- local bc2 = Instance.new("Sound", Character.Torso)
- bc2.Name = "bc2"
- bc2.Volume = 1
- bc2.SoundId = "rbxassetid://443834839"
- Character.Humanoid.MaxHealth = PowerLevel
- wait(.1)
- Character.Humanoid.Health = Character.Humanoid.MaxHealth
- local function RefreshC0()
- RightShoulder.C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- LeftShoulder.C0 = CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- RightHip.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- LeftHip.C0 = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- Neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- end
- for i,v in pairs(Character:GetChildren()) do
- if v:IsA("CharacterMesh") or v:IsA("Shirt") or v:IsA("Pants") or v:IsA("Hat") then
- v:Destroy()
- end
- end
- local shirt = Instance.new("Shirt", Character)
- shirt.ShirtTemplate = "rbxassetid://453433302"
- local pants = Instance.new("Pants", Character)
- pants.PantsTemplate = "rbxassetid://454686317"
- local Head = Character.Head
- local hair = Instance.new("Part", Character)
- hair.Name = "hair"
- hair.CanCollide = false
- hair.Size = Vector3.new(2,2,2)
- local hairmesh = Instance.new("SpecialMesh", hair)
- hairmesh.MeshId = "http://www.roblox.com/asset/?id=16627529"
- hairmesh.Scale = Vector3.new(1.05, 1.05, 1.05)
- local hairweld = Instance.new("Weld", hair)
- hairweld.Part0 = Head
- hairweld.Part1 = hair
- hairweld.C0 = CFrame.new(0,0.43, 0)
- hair.BrickColor = BrickColor.new("Really red")
- --hair = game:GetService("InsertService"):LoadAsset(16630147):GetChildren()[1]
- --wait(1)
- --hair.Parent = Character
- local bg = Instance.new("BillboardGui", Character.Head)
- bg.Size = UDim2.new(2, 0, 0.5, 0)
- bg.StudsOffset = Vector3.new(0,2,0)
- local tl = Instance.new("TextLabel", bg)
- tl.Size = UDim2.new(1, 0, 1, 0)
- tl.Text = "power lvl:"..PowerLevel
- tl.TextColor3 = Color3.new(1, 0, 0)
- tl.TextScaled = true
- tl.BorderColor3 = Color3.new(1, 1, 1)
- tl.BackgroundColor3 = Color3.new(0,0,0)
- local indus = Instance.new("Sound", Character.Torso)
- indus.SoundId = "rbxassetid://159078699"--169226106
- indus.Looped = true
- indus.Volume = 0.05
- indus:Play()
- -- battle: 169226106
- -- indus: 159078699
- function Transform()
- if not Transformed.Value and not enabled then
- enabled = true
- Humanoid.PlatformStand = true
- Torso.Anchored = true
- Transformed.Value = true
- spawn(function()
- RefreshC0()
- for i =1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.2, 0, 0.1)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.2, 0, -0.1)
- Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0)
- end
- end)
- wait(.1)
- spawn(function()
- for i = 1,3 do
- local Energy = Instance.new("Part", Character)
- Energy.Name = "Energy"
- Energy.BrickColor = BrickColor.new("Really black")
- Energy.Transparency = 0.5
- Energy.TopSurface = 0
- Energy.BottomSurface = 0
- Energy.CanCollide = false
- Energy.Anchored = true
- Energy.Locked = true
- Energy.Material = "SmoothPlastic"
- Energy.Shape = "Ball"
- Energy.Size = Vector3.new(1,1,1)
- Energy.CFrame = Torso.CFrame
- special = true
- for i = 1, 30 do
- Energy.Size = Energy.Size + Vector3.new(.5, .5, .5)
- wait()
- Energy.Transparency = Energy.Transparency + 0.020
- end
- pe:Play()
- Energy:Destroy()
- end
- special = false
- end)
- spawn(function()
- repeat
- PowerLevel = PowerLevel+math.random(5561,9584)
- tl.Text = "power lvl:"..PowerLevel
- game.Lighting:SetMinutesAfterMidnight(game.Lighting:GetMinutesAfterMidnight()+1)
- wait()
- until not special
- spawn(function()
- for i =1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.2, 0, -0.1)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.2, 0,-0.1)
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0)
- end
- RefreshC0()
- end)
- Humanoid.PlatformStand = false
- Torso.Anchored = false
- --Energy:Destroy()
- wait(4)
- enabled = false
- if PowerLevel > 0 then
- Character.Humanoid.MaxHealth = PowerLevel
- wait(.1)
- Character.Humanoid.Health = Character.Humanoid.MaxHealth
- end
- end)
- end
- end
- function Off()
- if Transformed.Value and not enabled then
- enabled = true
- Transformed.Value = false
- spawn(function()
- RefreshC0()
- for i =1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.2, 0, 0.1)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.2, 0, -0.1)
- Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0)
- end
- end)
- spawn(function()
- Energy2 = Instance.new("Part", Character)
- Energy2.Name = "Energy2"
- Energy2.BrickColor = BrickColor.new("Really black")
- Energy2.Transparency = 0.5
- Energy2.TopSurface = 0
- Energy2.BottomSurface = 0
- Energy2.CanCollide = false
- Energy2.Anchored = true
- Energy2.Locked = true
- Energy2.Material = "SmoothPlastic"
- Energy2.Shape = "Ball"
- Energy2.Size = Vector3.new(25, 25, 25)
- Energy2.CFrame = Torso.CFrame
- game.Debris:AddItem(Energy2, 3)
- special = true
- for i = 1, 50 do
- Energy2.Size = Energy2.Size - Vector3.new(.5, .5, .5)
- wait()
- end
- special = false
- end)
- spawn(function()
- repeat
- PowerLevel = PowerLevel-math.random(5,10)
- tl.Text = "power lvl:"..PowerLevel
- game.Lighting:SetMinutesAfterMidnight(game.Lighting:GetMinutesAfterMidnight()-5)
- wait()
- until not special
- for i =1,3 do
- RefreshC0()
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.2, 0, -0.1)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.2, 0,-0.1)
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0)
- end
- RefreshC0()
- end)
- enabled = false
- end
- end
- function KiBlast()
- if not enabled then
- enabled = true
- local hit = false
- local hits = 0
- RefreshC0()
- Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Mouse.hit.p)
- Character.Humanoid.PlatformStand = true
- Character.Torso.Anchored = true
- RefreshC0()
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0, 0.5)
- wait()
- end
- local blast = Instance.new("Part", Character)
- blast.Name = "blast"
- blast.TopSurface = 0
- blast.BottomSurface = 0
- blast.Material = "SmoothPlastic"
- blast.CanCollide = false
- blast.Shape = "Ball"
- if not potential then
- blast.BrickColor = BrickColor.new("Really black")
- else
- blast.BrickColor = BrickColor.White()
- end
- blast.Size = Vector3.new(.1, .1, .1)
- blast.Anchored = true
- blast.Transparency = 1
- local es = Instance.new("Sound", blast)
- es.SoundId = "rbxassetid://440145223"
- game.Debris:AddItem(blast, 3)
- blast.CFrame = Torso.CFrame * CFrame.new(1, 0, -5)
- bc:Play()
- for i = 1, 20 do
- blast.CFrame = Torso.CFrame * CFrame.new(1, 0, -5)
- blast.Transparency = blast.Transparency - 0.030
- blast.Size = blast.Size + Vector3.new(.35, .35, .35)
- wait()
- end
- bc:Stop()
- blast.Anchored = false
- local bv = Instance.new("BodyVelocity", blast)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv.velocity = Torso.CFrame.lookVector*80
- kb:Play()
- wait(0.05)
- blast.Touched:connect(function(part)
- if part.Parent:FindFirstChild("Humanoid") then
- if part.Parent.Name ~= Player.Name then
- local explosion = Instance.new("Explosion", workspace)
- explosion.BlastPressure = 0
- explosion.Position = blast.Position
- part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- es:Play()
- blast:Destroy()
- kb:Stop()
- end
- else
- if hits >= 10 then
- local explosion = Instance.new("Explosion", workspace)
- explosion.BlastPressure = 0
- explosion.BlastRadius = 10
- explosion.Position = blast.Position
- es:Play()
- kb:Stop()
- blast:Destroy()
- else
- hits = hits +1
- end
- end
- end)
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0, -0.5)
- wait()
- end
- RefreshC0()
- enabled = false
- Character.Humanoid.PlatformStand = false
- Character.Torso.Anchored = false
- end
- end
- function energyRelease()
- if not enabled then
- enabled = true
- Character.Humanoid.PlatformStand = true
- Character.Torso.Anchored = true
- RefreshC0()
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.35, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.35, 0, 0)
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1)
- wait(.1)
- end
- local ENERGY = Instance.new("Part", Character)
- ENERGY.Name = "ENERGY"
- ENERGY.CanCollide = false
- if not potential then
- ENERGY.BrickColor = BrickColor.new("Really black")
- else
- ENERGY.BrickColor = BrickColor.White()
- end
- ENERGY.Transparency = 0.2
- ENERGY.TopSurface = 0
- ENERGY.BottomSurface = 0
- ENERGY.Anchored = true
- local cm = Instance.new("CylinderMesh", ENERGY)
- cm.Scale = Vector3.new(1, 20, 1)
- ENERGY.Size = Vector3.new(5, 20, 5)
- ENERGY.CFrame = Character.Torso.CFrame
- se:Play()
- for i = 1, 50 do
- ENERGY.CFrame = Character.Torso.CFrame
- if not potential then
- PowerLevel = PowerLevel+math.random(250,1754)
- tl.Text = "power lvl:"..PowerLevel
- else
- PowerLevel = PowerLevel+math.random(1754,5023)
- tl.Text = "power lvl:"..PowerLevel
- end
- ENERGY.Transparency = ENERGY.Transparency + 0.012
- ENERGY.Size = ENERGY.Size + Vector3.new(0.2, 0, 0.2)
- wait()
- end
- ENERGY:Destroy()
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.35, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.35, 0, 0)
- Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1)
- wait(.2)
- end
- Character.Humanoid.PlatformStand = false
- Character.Torso.Anchored = false
- RefreshC0()
- enabled = false
- if PowerLevel > 0 then
- Character.Humanoid.MaxHealth = PowerLevel
- wait(.1)
- Character.Humanoid.Health = Character.Humanoid.MaxHealth
- end
- end
- end
- function SpiritBall()
- if not enabled then
- enabled = true
- local hit2 = false
- RefreshC0()
- local throw = Mouse.hit.p
- Character.Torso.CFrame = CFrame.new(Character.Torso.Position, throw)
- Character.Torso.Anchored = true
- Character.Humanoid.PlatformStand = true
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,1)
- wait()
- end
- local ball = Instance.new("Part", Character)
- ball.Name = "ENERGY"
- ball.Anchored = true
- ball.TopSurface = 0
- ball.BottomSurface = 0
- ball.Transparency = 1
- ball.Shape = "Ball"
- ball.CanCollide = false
- if not potential then
- ball.BrickColor = BrickColor.new("Really black")
- else
- ball.BrickColor = BrickColor.White()
- end
- ball.Material = "SmoothPlastic"
- ball.CFrame = Torso.CFrame * CFrame.new(1, 10, 0)
- ball.Size = Vector3.new(.1, .1, .1)
- game.Debris:AddItem(ball, 10)
- local scale = Instance.new("SpecialMesh", ball)
- scale.MeshType = "Sphere"
- bc2:Play()
- for i = 1,120 do
- PowerLevel = PowerLevel-math.random(754,2678)
- tl.Text = "power lvl:"..PowerLevel
- ball.CFrame =ball.CFrame * CFrame.new(0,.25,0)
- ball.Size = ball.Size + Vector3.new(.5, .5, .5)
- ball.Transparency = ball.Transparency - 0.007
- wait()
- end
- bc2:Stop()
- ball.CFrame = CFrame.new(ball.Position, Mouse.hit.p)
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5)
- wait()
- end
- local bv = Instance.new("BodyVelocity", ball)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv.velocity = ball.CFrame.lookVector*30
- ball.Anchored = false
- local es = Instance.new("Sound", ball)
- es.SoundId = "rbxassetid://432515400"
- ball.Touched:connect(function(hit)
- if hit.Parent.Name ~= Player.Name and hit.Parent:findFirstChild("Humanoid") and not hit2 then
- hit2 = true
- es:Play()
- hit.Parent.Humanoid:TakeDamage(PowerLevel)
- ball.Anchored = true
- for i = 1,100 do
- ball.Transparency = ball.Transparency + 0.050
- scale.Scale = scale.Scale + Vector3.new(.1,.1,.1)
- wait()
- end
- ball:Destroy()
- end
- end)
- wait(0.2)
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5)
- wait()
- end
- RefreshC0()
- Character.Torso.Anchored = false
- Character.Humanoid.PlatformStand = false
- enabled = false
- end
- end
- function energybarrage()
- if not enabled then
- enabled = true
- RefreshC0()
- Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Mouse.hit.p)
- Character.Torso.Anchored = true
- Character.Humanoid.PlatformStand = true
- local last = "Right"
- local prev_mousehit
- spawn(function()
- repeat
- if Mouse.Hit.p ~= prev_mousehit then
- Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Vector3.new(Mouse.hit.p.x,Character.Torso.Position.y,Mouse.hit.p.z))
- prev_mousehit = Mouse.Hit.p
- end
- wait()
- until not enabled
- end)
- for i = 1,15 do
- PowerLevel = PowerLevel-math.random(754,2678)
- tl.Text = "power lvl:"..PowerLevel
- RefreshC0()
- if last == "Right" then
- last = "Left"
- local hit2 = false
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.2)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.2)
- end
- local ball = Instance.new("Part", Character)
- local es = Instance.new("Sound", ball)
- es.SoundId = "rbxassetid://432515400"
- ball.TopSurface = 0
- ball.BottomSurface = 0
- if not potential then
- ball.BrickColor = BrickColor.new("Really black")
- else
- ball.BrickColor = BrickColor.White()
- end
- ball.Material = "SmoothPlastic"
- ball.Shape = "Ball"
- ball.CanCollide = false
- ball.Transparency = 0.5
- ball.Size = Vector3.new(3,3,3)
- local fyre = Instance.new("Fire", ball)
- if not potential then
- fyre.Color = Color3.new(0,0,0)
- fyre.SecondaryColor = Color3.new(0,0,0)
- else
- fyre.Color = Color3.new(1,1,1)
- fyre.SecondaryColor = Color3.new(1,1,1)
- end
- ball.CFrame = Torso.CFrame * CFrame.new(1, 0, -5)
- game.Debris:AddItem(ball, 5)
- local bv = Instance.new("BodyVelocity", ball)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv.velocity = Torso.CFrame.lookVector * 50
- kb:Play()
- ball.Touched:connect(function(hit)
- if hit.Parent.Name ~= Player.Name and hit.Parent:findFirstChild("Humanoid") and not hit2 then
- hit2 = true
- es:Play()
- hit.Parent.Humanoid:TakeDamage(PowerLevel/5)
- ball:Destroy()
- end
- end)
- elseif last == "Left" then
- last = "Right"
- local hit2 = false
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.2)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.2)
- end
- local ball = Instance.new("Part", Character)
- local es = Instance.new("Sound", ball)
- es.SoundId = "rbxassetid://432515400"
- ball.TopSurface = 0
- ball.BottomSurface = 0
- if not potential then
- ball.BrickColor = BrickColor.new("Really black")
- else
- ball.BrickColor = BrickColor.White()
- end
- ball.Material = "SmoothPlastic"
- ball.Shape = "Ball"
- ball.CanCollide = false
- ball.Transparency = 0.5
- ball.Size = Vector3.new(3,3,3)
- ball.CFrame = Torso.CFrame * CFrame.new(-1, 0, -5)
- local bv = Instance.new("BodyVelocity", ball)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv.velocity = Torso.CFrame.lookVector * 50
- local fyre = Instance.new("Fire", ball)
- game.Debris:AddItem(ball, 5)
- if not potential then
- fyre.Color = Color3.new(0,0,0)
- fyre.SecondaryColor = Color3.new(0,0,0)
- else
- fyre.Color = Color3.new(1,1,1)
- fyre.SecondaryColor = Color3.new(1,1,1)
- end
- kb:Play()
- ball.Touched:connect(function(hit)
- if hit.Parent.Name ~= Player.Name and hit.Parent:findFirstChild("Humanoid") and not hit2 then
- hit2 = true
- es:Play()
- hit.Parent.Humanoid:TakeDamage(PowerLevel/5)
- ball:Destroy()
- end
- end)
- end
- wait(0.1)
- end
- RefreshC0()
- enabled = false
- Character.Torso.Anchored = false
- Character.Humanoid.PlatformStand = false
- end
- end
- function SEW() -- SUPER EXPLOSIVE WAVE
- if not enabled then
- enabled = true
- local chats = game:GetService("Chat")
- RefreshC0()
- chats:Chat(Character.Head,"Super...", 2)
- Character.Torso.Anchored = true
- Character.Humanoid.PlatformStand = true
- for i =1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.2, 0, 0.1)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.2, 0, -0.1)
- Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0)
- wait(0.1)
- end
- wait(0.5)
- chats:Chat(Character.Head, "Explosive....",2)
- wait(0.2)
- for i =1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.2, 0, -0.1)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.2, 0, 0.1)
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0)
- wait(0.1)
- end
- RefreshC0()
- wait(1)
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.35, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.35, 0, 0)
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1)
- wait(.15)
- end
- wait(0.1)
- chats:Chat(Character.Head, "WAVE!!!!",2)
- -- chaos
- local EXPLOSO = Instance.new("Sound", Character.Torso)
- EXPLOSO.Name = "EXPLOSO"
- EXPLOSO.Volume = 1
- EXPLOSO.SoundId = "rbxassetid://165970126"
- EXPLOSO:Play()
- local ball = Instance.new("Part", Character)
- ball.Shape = "Ball"
- ball.Anchored = true
- ball.CanCollide = false
- ball.TopSurface= 0
- ball.BottomSurface= 0
- ball.Material = "SmoothPlastic"
- ball.Transparency = 0.1
- ball.BrickColor = BrickColor.new("Really black")
- ball.CFrame = Torso.CFrame
- local bigexplo = Instance.new("Explosion", workspace)
- bigexplo.Position = ball.Position
- bigexplo.BlastRadius = 500003
- bigexplo.BlastPressure = 999999999
- for i = 1,500 do
- ball.Transparency = ball.Transparency + 0.001
- ball.Size = ball.Size + Vector3.new(3, 3, 3)
- wait()
- end
- wait(1)
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.35, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.35, 0, 0)
- Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1)
- wait(.15)
- end
- RefreshC0()
- enabled = false
- Character.Torso.Anchored = false
- chats:Chat(Character.Head, "What am I doing??? I could've killed myself..", 1)
- Character.Humanoid.PlatformStand = false
- end
- end
- function slam()
- if not enabled then
- enabled = true
- RefreshC0()
- Character.Torso.Anchored = true
- Character.Humanoid.PlatformStand = true
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,1)
- wait()
- end
- local b = Instance.new("Part", Character)
- b.TopSurface = 0
- b.BottomSurface = 0
- b.Material = "SmoothPlastic"
- b.Transparency = 0.5
- b.Shape = "Ball"
- b.CanCollide = false
- b.BrickColor = BrickColor.new("Really black")
- b.Anchored = true
- b.Locked = true
- b.CFrame = Torso.CFrame * CFrame.new(1.5, 4, 0)
- b.Size = Vector3.new(.5, .5,.5)
- local bp = Instance.new("BodyPosition", b)
- bp.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- local ff = Instance.new("ForceField", Character)
- wait(0.5)
- for i = 1, 4 do
- b.CFrame = b.CFrame * CFrame.new(0,-0.5,0)
- wait(.1)
- end
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5)
- wait()
- end
- b.Anchored = false
- bp.Position = Torso.Position + Vector3.new(0,-3,5)
- wait(1.7)
- local b2 = Instance.new("Part", Character)
- b2.BrickColor = BrickColor.new("Really black")
- b2.CFrame = b.CFrame
- b2.CanCollide = false
- b2.Anchored = true
- b2.Size = Vector3.new(5,0.1,5)
- local e = Instance.new("Explosion", b2)
- e.Position = b2.Position
- e.BlastRadius = 50
- local m1 = Instance.new("CylinderMesh", b2)
- for i = 1,120 do
- b2.Transparency = b2.Transparency + 0.010
- b2.Size = b2.Size + Vector3.new(3, 0, 3)
- wait()
- end
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5)
- wait()
- end
- RefreshC0()
- enabled = false
- b:Destroy()
- ff:Destroy()
- Character.Torso.Anchored = false
- Character.Humanoid.PlatformStand = false
- end
- end
- function SuperEnergyRelease()
- if not enabled and not potential then
- potential = true
- enabled = true
- RefreshC0()
- Character.Torso.Anchored = true
- Character.Humanoid.PlatformStand = true
- local waiting = 1.2
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.12)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.12)
- Neck.C0 = Neck.C0 * CFrame.Angles(0.099,0,0)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0.3,0.75)
- LeftShoulder.C0 =LeftShoulder.C0 * CFrame.Angles(0,-0.3,-0.75)
- wait()
- end
- wait(0.7)
- local chats = game:GetService("Chat")
- chats:Chat(Character.Head,"ARRGG...",2)
- for i = 1,3 do
- local energy = Instance.new("Part", Character)
- energy.BrickColor = BrickColor.new("Really red")
- energy.Transparency = 0.2
- energy.CanCollide = false
- energy.Anchored = true
- energy.TopSurface = 0
- energy.BottomSurface = 0
- energy.Material="SmoothPlastic"
- energy.Shape = "Ball"
- --energy.Size = Vector3.new(15, 15, 15)
- energy.CFrame = Torso.CFrame
- local em = Instance.new("SpecialMesh", energy)
- em.MeshType = "Sphere"
- em.Scale = Vector3.new(15,15,15)
- for i = 1,25 do
- PowerLevel = PowerLevel+math.random(754,2678)
- tl.Text = "power lvl:"..PowerLevel
- em.Scale = em.Scale-Vector3.new(0.4, 0.4, 0.4)
- energy.Transparency = energy.Transparency + 0.040
- wait()
- end
- energy:Destroy()
- end
- chats:Chat(Character.Head,"TIME TO RELEASE... MY TRUE POWER!",2)
- pe:Play()
- for i = 1,30 do
- PowerLevel = PowerLevel+math.random(500, 1000)
- tl.Text = "power lvl:"..PowerLevel
- local beam = Instance.new("Part", Character)
- beam.Name = "beam"
- beam.BrickColor = BrickColor.new("Really yellow")
- beam.Transparency = 0.5
- beam.Material = "SmoothPlastic"
- beam.CFrame = Torso.CFrame * CFrame.Angles(math.random(-180, 180), math.random(-180, 180), math.random(-180, 180))
- beam.Anchored = true
- beam.CanCollide = false
- local mesh = Instance.new("CylinderMesh", beam)
- mesh.Scale = Vector3.new(0.05, 500, 0.05)
- --pe:Play()
- wait(waiting)
- waiting = waiting-0.2
- end
- pe:Play()
- local energy = Instance.new("Part", Character)
- energy.BrickColor = BrickColor.new("Really red")
- energy.Transparency = 0.2
- energy.CanCollide = false
- energy.Anchored = true
- energy.TopSurface = 0
- energy.BottomSurface = 0
- energy.Material="SmoothPlastic"
- energy.Shape = "Ball"
- energy.Size = Vector3.new(0.1, 0.1, 0.1)
- local em = Instance.new("SpecialMesh", energy)
- em.MeshType = "Sphere"
- energy.CFrame = Torso.CFrame
- for i = 1,100 do
- PowerLevel = PowerLevel+math.random(500, 1000)
- tl.Text = "power lvl:"..PowerLevel
- em.Scale =em.Scale+Vector3.new(2, 2, 2)
- energy.Transparency = energy.Transparency + 0.005
- wait()
- end
- energy:Destroy()
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.12)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.12)
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.099,0,0)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,-0.3,-0.75)
- LeftShoulder.C0 =LeftShoulder.C0 * CFrame.Angles(0,0.3,0.75)
- wait()
- end
- RefreshC0()
- for i,v in pairs(Character:GetChildren()) do
- if v.Name == "beam" then
- v:Destroy()
- end
- wait()
- end
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.35, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.35, 0, 0)
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1)
- wait(.1)
- end
- spawn(function()
- local energy = Instance.new("Part", Character)
- energy.BrickColor = BrickColor.new("Dark red")
- energy.Transparency = 0.2
- energy.CanCollide = false
- energy.Anchored = true
- energy.TopSurface = 0
- energy.BottomSurface = 0
- energy.Material="SmoothPlastic"
- energy.Shape = "Ball"
- --energy.Size = Vector3.new(3, 3, 3)
- energy.CFrame = Torso.CFrame
- local em = Instance.new("SpecialMesh", energy)
- em.MeshType = "Sphere"
- for i = 1,100 do
- PowerLevel = PowerLevel+math.random(500, 1000)
- tl.Text = "power lvl:"..PowerLevel
- em.Scale = em.Scale+Vector3.new(0.1, 0.1, 0.1)
- energy.Transparency = energy.Transparency + 0.005
- wait()
- end
- hair.BrickColor = BrickColor.new("Really black")
- local fire = Instance.new("Fire", hair)
- fire.Color = Color3.new(1,1,1)
- fire.SecondaryColor = Color3.new(1,1,1)
- wait(2)
- for i = 1,100 do
- --PowerLevel = PowerLevel+math.random(500, 1000)
- --tl.Text = "power lvl:"..PowerLevel
- em.Scale = em.Scale-Vector3.new(2.2,2.2,2.2)
- energy.Transparency = energy.Transparency + 0.005
- wait()
- end
- end)
- pe:Play()
- for i = 1,100 do
- PowerLevel = PowerLevel+math.random(99999,999999)
- tl.Text = "power lvl:"..PowerLevel
- local beam = Instance.new("Part", Character)
- beam.Name = "beam"
- beam.BrickColor = BrickColor.new("Really red")
- beam.Transparency = 0.5
- beam.Material = "SmoothPlastic"
- beam.CFrame = Torso.CFrame * CFrame.Angles(math.random(-180, 180), math.random(-180, 180), math.random(-180, 180))
- beam.Anchored = true
- beam.CanCollide = false
- local mesh = Instance.new("CylinderMesh", beam)
- mesh.Scale = Vector3.new(0.05, 500, 0.05)
- wait(0.01)
- end
- pe:Play()
- for i,v in pairs(Character:GetChildren()) do
- if v.Name == "beam" then
- v:Destroy()
- end
- wait()
- end
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.35, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.35, 0, 0)
- Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1)
- wait(.1)
- end
- RefreshC0()
- Character.Torso.Anchored = false
- Character.Humanoid.PlatformStand = false
- indus:Stop()
- indus.SoundId = "rbxassetid://169226106"
- indus:Play()
- chats:Chat(Character.Head,"I hope you're ready to feel true pain.",2)
- if PowerLevel > 0 then
- Character.Humanoid.MaxHealth = PowerLevel
- wait(.1)
- Character.Humanoid.Health = Character.Humanoid.MaxHealth
- end
- enabled = false
- end
- end
- function Teleport()
- if not enabled then
- enabled = true
- vanish:Play()
- Character:MoveTo(Mouse.hit.p)
- PowerLevel = PowerLevel-math.random(500, 1000)
- tl.Text = "power lvl:"..PowerLevel
- wait(1)
- enabled = false
- end
- end
- local running = false
- function Run()
- if not running and not enabled then
- running = true
- if not potential then
- Humanoid.WalkSpeed = 50
- else
- Humanoid.WalkSpeed = 75
- end
- repeat
- wait()
- if potential then
- local Part = Instance.new("Part", Character)
- Part.BrickColor = BrickColor.Red()
- Part.Transparency = 0.5
- Part.Anchored = true
- Part.CanCollide = false
- local cm = Instance.new("CylinderMesh", Part)
- cm.Scale = Vector3.new(3,3,3)
- Part.CFrame = Torso.CFrame * CFrame.Angles(1.55,0,0)
- game.Debris:AddItem(Part,0.9)
- end
- until not running or enabled
- running = false
- Humanoid.WalkSpeed = 16
- end
- end
- function speedrush()
- if not enabled then
- enabled = true
- local pos = Torso.CFrame
- RefreshC0()
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5)
- wait(0.1)
- end
- local Target = nil
- local vTorso = nil
- local vHumanoid = nil
- local Last = "Left"
- for i,v in pairs(workspace:GetChildren()) do
- if v:FindFirstChild("Humanoid") and v.Humanoid.Health > 0 and v.Name ~= Player.Name and (v.Torso.Position - Torso.Position).magnitude < 16 then
- Target = v
- end
- end
- if Target then
- vTorso = Target.Torso
- vHumanoid = Target.Humanoid
- vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5)
- vTorso.Anchored = true
- vHumanoid.PlatformStand = true
- Torso.Anchored = true
- Humanoid.PlatformStand = true
- for i = 1, 30 do
- Torso.Anchored = false
- vTorso.Anchored= false
- PowerLevel = PowerLevel-math.random(250,500)
- tl.Text = "power lvl:"..PowerLevel
- --wait(.1)
- Torso.CFrame = pos * CFrame.new(math.random(-50, 50), math.random(1, 50), math.random(-50, 50))
- vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5)
- wait()
- Torso.Anchored = true
- vTorso.Anchored= true
- RefreshC0()
- if Last == "Left" then
- Last = "Right"
- mp:Play()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5)
- end
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- else
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- end
- elseif Last == "Right" then
- Last = "Left"
- mp:Play()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5)
- end
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- else
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- end
- end
- if not potential then
- wait(0.2)
- else
- wait()
- end
- end
- RefreshC0()
- for i = 1,4 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3)
- wait(0.1)
- end
- vTorso.Anchored = false
- vHumanoid.PlatformStand = false
- local explo = Instance.new("Explosion", workspace)
- sk:Play()
- vHumanoid:TakeDamage(PowerLevel)
- explo.BlastPressure = 0
- explo.Position = Character["Right Leg"].Position
- local bv = Instance.new("BodyVelocity", vTorso)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv.velocity = Torso.CFrame.lookVector*80
- game.Debris:AddItem(bv,0.5)
- wait(2)
- for i = 1,4 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.3)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.3)
- wait(0.1)
- end
- enabled = false
- Torso.Anchored = false
- Humanoid.PlatformStand = false
- else
- enabled = false
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.5)
- wait(0.1)
- end
- RefreshC0()
- end
- end
- end
- local charging = false
- function charge()
- if not charging and not enabled then
- charging = true
- enabled = true
- RefreshC0()
- Humanoid.PlatformStand = true
- Torso.Anchored = true
- local crown = Instance.new("Part", Character)
- crown.Size = Vector3.new(1,1,1)
- crown.CFrame = Torso.CFrame * CFrame.new(0,-2,0)
- crown.Anchored = true
- crown.CanCollide = false
- local particle = Instance.new("ParticleEmitter", crown)
- particle.Size = NumberSequence.new(1.2)
- particle.LightEmission = 0.2
- particle.EmissionDirection = "Top"
- particle.Lifetime = NumberRange.new(5,10)
- particle.Rotation = NumberRange.new(5,10)
- particle.RotSpeed = NumberRange.new(5)
- particle.Speed = NumberRange.new(15)
- particle.VelocitySpread = 500
- particle.Rate = 250
- if potential then
- particle.Color = ColorSequence.new(Color3.new(1,1,1))
- else
- particle.Color = ColorSequence.new(Color3.new(0,0,0))
- end
- local crownm = Instance.new("SpecialMesh", crown)
- crownm.MeshType = "FileMesh"
- crownm.MeshId = "http://www.roblox.com/asset/?id=20329976"
- crownm.Scale = Vector3.new(2,0.9,2)
- if potential then
- crown.BrickColor = BrickColor.Black()
- else
- crown.BrickColor = BrickColor.new("Really red")
- end
- for i = 1,3 do
- Neck.C0 = Neck.C0 * CFrame.Angles(0.075, 0, 0)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.2, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.2, 0, 0)
- wait()
- end
- ack:Play()
- repeat
- for i = 1, 100 do
- if not potential then
- PowerLevel = PowerLevel+math.random(100,200)
- tl.Text = "power lvl:"..PowerLevel
- else
- PowerLevel = PowerLevel+math.random(300,500)
- tl.Text = "power lvl:"..PowerLevel
- end
- crownm.Scale = crownm.Scale + Vector3.new(0.1, 0, 0.1)
- crown.CFrame = crown.CFrame * CFrame.Angles(0,0.1,0)
- game:GetService("RunService").RenderStepped:wait()
- if not charging then
- break
- end
- end
- for i = 1, 100 do
- if not potential then
- PowerLevel = PowerLevel+math.random(100,200)
- tl.Text = "power lvl:"..PowerLevel
- else
- PowerLevel = PowerLevel+math.random(300,500)
- tl.Text = "power lvl:"..PowerLevel
- end
- crownm.Scale = crownm.Scale - Vector3.new(0.1, 0, 0.1)
- crown.CFrame = crown.CFrame * CFrame.Angles(0,0.1,0)
- game:GetService("RunService").RenderStepped:wait()
- if not charging then
- break
- end
- end
- wait()
- until not charging or enabled
- ack:Stop()
- Humanoid.PlatformStand = false
- Torso.Anchored = false
- for i = 1,3 do
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.075, 0, 0)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.2, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.2, 0, 0)
- wait()
- end
- RefreshC0()
- enabled = false
- if PowerLevel > 0 then
- Character.Humanoid.MaxHealth = PowerLevel
- wait(.1)
- Character.Humanoid.Health = Character.Humanoid.MaxHealth
- end
- spawn(function()
- for i = 1,250 do
- particle.Rate = particle.Rate-10
- wait()
- end
- particle:Destroy()
- end)
- spawn(function()
- for i = 1,10 do
- crown.Transparency = crown.Transparency + 0.1
- game:GetService("RunService").RenderStepped:wait()
- end
- end)
- end
- end
- local lastaction = "Left"
- function Punch()
- if not enabled then
- enabled = true
- RefreshC0()
- if lastaction == "Left" then
- lastaction = "Right"
- local hit = false
- Character["Left Arm"].Touched:connect(function(part)
- if not hit and part.Parent:findFirstChild("Humanoid") and enabled and part.Parent.Name ~= Player.Name then
- mp:Play()
- hit = true
- part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4), math.random(PowerLevel/2))
- end
- end)
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0.1,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, 0.1, -0.35)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,0.1)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.1)
- wait(.1)
- end
- wait()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,-0.1,0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, -0.1, 0.35)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.1)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.1)
- wait(.1)
- end
- elseif lastaction == "Right" then
- lastaction = "Left"
- local hit3 = false
- Character["Right Arm"].Touched:connect(function(part)
- if not hit3 and part.Parent:findFirstChild("Humanoid") and enabled and part.Parent.Name ~= Player.Name then
- mp:Play()
- hit3 = true
- part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4), math.random(PowerLevel/2))
- end
- end)
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0.1, 0.35)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, 0.1, 0.5)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,0.1)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.1)
- wait(.1)
- end
- wait()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,-0.1,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0, -0.1, -0.35)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.1)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.1)
- wait(.1)
- end
- end
- RefreshC0()
- --hit =false
- enabled = false
- end
- end
- function Kick()
- if not enabled then
- enabled = true
- RefreshC0()
- if lastaction == "Left" then
- lastaction = "Right"
- local hit = false
- Character["Left Leg"].Touched:connect(function(part)
- if not hit and part.Parent:findFirstChild("Humanoid") and enabled and part.Parent.Name ~= Player.Name then
- mp:Play()
- hit = true
- part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4), math.random(PowerLevel/2))
- end
- end)
- for i = 1,3 do
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3)
- wait(.1)
- end
- wait()
- for i = 1,3 do
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.3)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.3)
- wait(.1)
- end
- elseif lastaction == "Right" then
- lastaction = "Left"
- local hit2 = false
- Character["Right Leg"].Touched:connect(function(part)
- if not hit2 and part.Parent:findFirstChild("Humanoid") and enabled and part.Parent.Name ~= Player.Name then
- mp:Play()
- hit2 = true
- part.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4), math.random(PowerLevel/2))
- end
- end)
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3)
- wait(.1)
- end
- wait()
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.3)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.3)
- wait(.1)
- end
- end
- RefreshC0()
- enabled = false
- end
- end
- function highPOWERRUSH()
- if not enabled then
- enabled = true
- local pos = Torso.CFrame
- RefreshC0()
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5)
- wait(0.1)
- end
- local Target = nil
- local vTorso = nil
- local vHumanoid = nil
- local Last = "Left"
- for i,v in pairs(workspace:GetChildren()) do
- if v:FindFirstChild("Humanoid") and v.Humanoid.Health > 0 and v.Name ~= Player.Name and (v.Torso.Position - Torso.Position).magnitude < 16 then
- Target = v
- end
- end
- if Target then
- vTorso = Target.Torso
- vHumanoid = Target.Humanoid
- vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5)
- vTorso.Anchored = true
- vHumanoid.PlatformStand = true
- Torso.Anchored = true
- Humanoid.PlatformStand = true
- for i = 1,5 do
- Torso.Anchored = false
- vTorso.Anchored= false
- PowerLevel = PowerLevel-math.random(250,500)
- tl.Text = "power lvl:"..PowerLevel
- --wait(.1)
- Torso.CFrame = pos * CFrame.new(0, 0, math.random(1,25))
- vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5)
- wait()
- Torso.Anchored = true
- vTorso.Anchored= true
- RefreshC0()
- if Last == "Left" then
- Last = "Right"
- sp:Play()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5)
- end
- local explo = Instance.new("Explosion", workspace)
- explo.BlastPressure = 0
- explo.Position = Character["Left Arm"].Position
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- else
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- end
- elseif Last == "Right" then
- Last = "Left"
- local explo = Instance.new("Explosion", workspace)
- explo.BlastPressure = 0
- explo.Position = Character["Right Arm"].Position
- sp:Play()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5)
- end
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- else
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- end
- end
- if not potential then
- wait(1)
- else
- wait(0.5)
- end
- end
- for i = 1, 30 do
- Torso.Anchored = false
- vTorso.Anchored= false
- PowerLevel = PowerLevel-math.random(250,500)
- tl.Text = "power lvl:"..PowerLevel
- --wait(.1)
- Torso.CFrame = pos * CFrame.new(math.random(-50, 50), math.random(1, 50), math.random(-50, 50))
- vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5)
- wait()
- Torso.Anchored = true
- vTorso.Anchored= true
- RefreshC0()
- if Last == "Left" then
- Last = "Right"
- mp:Play()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5)
- end
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- else
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- end
- elseif Last == "Right" then
- Last = "Left"
- mp:Play()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5)
- end
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- else
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- end
- end
- if not potential then
- wait(0.2)
- else
- wait()
- end
- end
- RefreshC0()
- for i = 1,5 do
- Torso.Anchored = false
- vTorso.Anchored= false
- PowerLevel = PowerLevel-math.random(250,500)
- tl.Text = "power lvl:"..PowerLevel
- --wait(.1)
- Torso.CFrame = pos * CFrame.new(0, 0, math.random(1,25))
- vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5)
- wait()
- Torso.Anchored = true
- vTorso.Anchored= true
- RefreshC0()
- if Last == "Left" then
- Last = "Right"
- sp:Play()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,-0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.5)
- end
- local explo = Instance.new("Explosion", workspace)
- explo.BlastPressure = 0
- explo.Position = Character["Left Arm"].Position
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- else
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- end
- elseif Last == "Right" then
- Last = "Left"
- local explo = Instance.new("Explosion", workspace)
- explo.BlastPressure = 0
- explo.Position = Character["Right Arm"].Position
- sp:Play()
- for i = 1,3 do
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.5)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,0.5)
- end
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- else
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- end
- end
- if not potential then
- wait(1)
- else
- wait(0.5)
- end
- end
- vTorso.Anchored = false
- vHumanoid.PlatformStand = false
- RefreshC0()
- local explo = Instance.new("Explosion", workspace)
- sk:Play()
- vHumanoid:TakeDamage(PowerLevel)
- explo.BlastPressure = 0
- explo.Position = Character["Right Leg"].Position
- local bv = Instance.new("BodyVelocity", vTorso)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv.velocity = Torso.CFrame.lookVector*80
- game.Debris:AddItem(bv,0.5)
- enabled = false
- Torso.Anchored = false
- Humanoid.PlatformStand = false
- else
- enabled = false
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.5)
- wait(0.1)
- end
- RefreshC0()
- end
- end
- end
- --[[
- Why is instantSS a thing?
- Well, I often ran into a problem where when I was turning into Super Saiyan white,
- jerks would kill you during it. This solves the problem and makes you turn into
- Super saiyan white quickly. But the only downside is that you get less
- power level. (from a roleplay standpoint)
- --]]
- function instantSS()
- if not enabled and not potential then
- enabled = false
- local chats = game:GetService("Chat")
- chats:Chat(Character.Head,"I don't have time for any warm ups.",2)
- potential = true
- enabled = true
- RefreshC0()
- Character.Torso.Anchored = true
- Character.Humanoid.PlatformStand = true
- spawn(function()
- local ball = Instance.new("Part", Character)
- ball.Shape = "Ball"
- ball.TopSurface = 0
- ball.BottomSurface = 0
- local sp = Instance.new("SpecialMesh", ball)
- sp.MeshType = "Sphere"
- sp.Scale = Vector3.new(10,10,10)
- ball.CanCollide = false
- ball.Anchored = true
- ball.Material = "SmoothPlastic"
- ball.CFrame = Torso.CFrame
- ball.BrickColor = BrickColor.new("Really red")
- for i = 1,10 do
- sp.Scale = sp.Scale-Vector3.new(1,1,1)
- ball.Transparency = ball.Transparency + 0.010
- wait()
- end
- ball:Destroy()
- end)
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.12)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.12)
- Neck.C0 = Neck.C0 * CFrame.Angles(0.099,0,0)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0.3,0.75)
- LeftShoulder.C0 =LeftShoulder.C0 * CFrame.Angles(0,-0.3,-0.75)
- wait()
- end
- wait(2)
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.12)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.12)
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.099,0,0)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,-0.3,-0.75)
- LeftShoulder.C0 =LeftShoulder.C0 * CFrame.Angles(0,0.3,0.75)
- wait()
- end
- RefreshC0()
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(-0.35, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(-0.35, 0, 0)
- Neck.C0 = Neck.C0 * CFrame.Angles(-0.075,0,0)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, 0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, 0.1)
- wait(.1)
- end
- local ball = Instance.new("Part", Character)
- ball.Shape = "Ball"
- ball.TopSurface = 0
- ball.BottomSurface= 0
- ball.BrickColor = BrickColor.Black()
- ball.CFrame = Torso.CFrame
- ball.Material = "SmoothPlastic"
- ball.Anchored = true
- ball.CanCollide = false
- local sp = Instance.new("SpecialMesh", ball)
- sp.MeshType = "Sphere"
- sp.Scale = Vector3.new(.5,.5,.5)
- spawn(function()
- for i= 1,10 do
- sp.Scale = sp.Scale + Vector3.new(1,1,1)
- ball.Transparency = ball.Transparency + 0.050
- wait()
- end
- wait(0.5)
- for i= 1,2 do
- sp.Scale = sp.Scale - Vector3.new(1,1,1)
- ball.Transparency = ball.Transparency + 0.050
- wait()
- end
- for i= 1,10 do
- sp.Scale = sp.Scale + Vector3.new(3,3,3)
- ball.Transparency = ball.Transparency + 0.050
- wait()
- end
- ball:Destroy()
- end)
- spawn(function()
- local ENERGY = Instance.new("Part", Character)
- ENERGY.Name = "ENERGY"
- ENERGY.CanCollide = false
- ENERGY.BrickColor = BrickColor.Black()
- ENERGY.Transparency = 0.2
- ENERGY.TopSurface = 0
- ENERGY.BottomSurface = 0
- ENERGY.Anchored = true
- local cm = Instance.new("CylinderMesh", ENERGY)
- cm.Scale = Vector3.new(1, 20, 1)
- ENERGY.Size = Vector3.new(5, 20, 5)
- ENERGY.CFrame = Character.Torso.CFrame
- se:Play()
- hair.BrickColor = BrickColor.new("Really red")
- local fire = Instance.new("Fire", hair)
- fire.Color = Color3.new(1,1,1)
- fire.SecondaryColor = Color3.new(1,1,1)
- for i = 1, 50 do
- ENERGY.CFrame = Character.Torso.CFrame
- if not potential then
- PowerLevel = PowerLevel+math.random(250,1754)
- tl.Text = "power lvl:"..PowerLevel
- else
- PowerLevel = PowerLevel+math.random(1754,5023)
- tl.Text = "power lvl:"..PowerLevel
- end
- ENERGY.Transparency = ENERGY.Transparency + 0.012
- cm.Scale = cm.Scale + Vector3.new(0.2, 0.2, 0.2)
- --ENERGY.Size = ENERGY.Size + Vector3.new(0.2, 0, 0.2)
- wait()
- end
- wait(0.8)
- for i = 1,3 do
- ENERGY.CFrame = Character.Torso.CFrame
- if not potential then
- PowerLevel = PowerLevel+math.random(250,1754)
- tl.Text = "power lvl:"..PowerLevel
- else
- PowerLevel = PowerLevel+math.random(1754,5023)
- tl.Text = "power lvl:"..PowerLevel
- end
- ENERGY.Transparency = ENERGY.Transparency + 0.012
- cm.Scale = cm.Scale + Vector3.new(0.5, 0.5, 0.5)
- --ENERGY.Size = ENERGY.Size + Vector3.new(0.2, 0, 0.2)
- wait()
- end
- for i = 1, 50 do
- ENERGY.CFrame = Character.Torso.CFrame
- if not potential then
- PowerLevel = PowerLevel+math.random(250,1754)
- tl.Text = "power lvl:"..PowerLevel
- else
- PowerLevel = PowerLevel+math.random(1754,5023)
- tl.Text = "power lvl:"..PowerLevel
- end
- ENERGY.Transparency = ENERGY.Transparency + 0.012
- cm.Scale = cm.Scale - Vector3.new(0.7, 0.7, 0.7)
- --ENERGY.Size = ENERGY.Size + Vector3.new(0.2, 0, 0.2)
- wait()
- end
- ENERGY:Destroy()
- end)
- for i = 1,100 do
- PowerLevel = PowerLevel+math.random(999,9999)
- tl.Text = "power lvl:"..PowerLevel
- local beam = Instance.new("Part", Character)
- beam.Name = "beam"
- beam.BrickColor = BrickColor.new("Really black")
- beam.Transparency = 0.5
- beam.Material = "SmoothPlastic"
- beam.CFrame = Torso.CFrame * CFrame.Angles(math.random(-180, 180), math.random(-180, 180), math.random(-180, 180))
- beam.Anchored = true
- beam.CanCollide = false
- local mesh = Instance.new("CylinderMesh", beam)
- mesh.Scale = Vector3.new(0.05, 500, 0.05)
- game:GetService("RunService").RenderStepped:wait()
- end
- for i,v in pairs(Character:GetChildren()) do
- if v.Name == "beam" then
- v:Destroy()
- end
- end
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0.35, 0, 0)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0.35, 0, 0)
- Neck.C0 = Neck.C0 * CFrame.Angles(0.075,0,0)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0, 0, -0.1)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0, 0, -0.1)
- wait(.1)
- end
- if PowerLevel > 0 then
- Character.Humanoid.MaxHealth = PowerLevel
- wait(.1)
- Character.Humanoid.Health = Character.Humanoid.MaxHealth
- end
- RefreshC0()
- enabled = false
- Character.Torso.Anchored = false
- Character.Humanoid.PlatformStand = false
- end
- end
- function kickfrenzy()
- if not enabled then
- enabled = true
- local pos = Torso.CFrame
- RefreshC0()
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.5)
- wait(0.1)
- end
- local Target = nil
- local vTorso = nil
- local vHumanoid = nil
- local Last = "Left"
- local lastspin = 0
- for i,v in pairs(workspace:GetChildren()) do
- if v:FindFirstChild("Humanoid") and v.Humanoid.Health > 0 and v.Name ~= Player.Name and (v.Torso.Position - Torso.Position).magnitude < 16 then
- Target = v
- end
- end
- if Target then
- vTorso = Target.Torso
- vHumanoid = Target.Humanoid
- --vTorso.CFrame = Torso.CFrame * CFrame.new(0,0,-1.5)
- vTorso.Anchored = true
- vHumanoid.PlatformStand = true
- Torso.Anchored = true
- Humanoid.PlatformStand = true
- for i = 1,10 do
- RefreshC0()
- if lastspin == 0 then
- lastspin=1
- Torso.CFrame = vTorso.CFrame*CFrame.new(0,0,-2) * CFrame.Angles(0,3,0)
- elseif lastspin==1 then
- lastspin=0
- Torso.CFrame = vTorso.CFrame*CFrame.new(0,0,2) * CFrame.Angles(0,0,0)
- end
- if not potential then
- wait(0.2)
- else
- wait()
- end
- if Last=="Left" then
- Last="Right"
- for i = 1,3 do
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.6)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3)
- wait(0.1)
- end
- mp:Play()
- local bv = Instance.new("BodyVelocity", vTorso)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- vTorso.Anchored=false
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- bv.velocity = Torso.CFrame.lookVector*80
- wait(1)
- else
- local explosion = Instance.new("Explosion", workspace)
- explosion.BlastPressure = 0
- explosion.Position = Character["Left Leg"].Position
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- bv.velocity = Torso.CFrame.lookVector*150
- wait(0.2)
- end
- bv:Destroy()
- vTorso.Anchored = true
- elseif Last=="Right" then
- Last="Left"
- for i = 1,3 do
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.6)
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0,-0.3)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0,0,0.3)
- wait(.1)
- end
- mp:Play()
- local bv = Instance.new("BodyVelocity", vTorso)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv.velocity = Torso.CFrame.lookVector*80
- vTorso.Anchored=false
- if not potential then
- vHumanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- bv.velocity = Torso.CFrame.lookVector*80
- wait(1)
- else
- local explosion = Instance.new("Explosion", workspace)
- explosion.BlastPressure = 0
- explosion.Position = Character["Right Leg"].Position
- vHumanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- bv.velocity = Torso.CFrame.lookVector*150
- wait(0.2)
- end
- bv:Destroy()
- vTorso.Anchored = true
- end
- end
- RefreshC0()
- vTorso.Anchored = false
- vHumanoid.PlatformStand = false
- Torso.Anchored = false
- Humanoid.PlatformStand = false
- enabled = false
- end
- end
- end
- function kamehameha() -- da last move im adding
- if not enabled then
- enabled = true
- RefreshC0()
- Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Mouse.hit.p)
- Character.Torso.Anchored = true
- Humanoid.PlatformStand =true
- local speed=2
- local hits = 0
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,0.25,0.5)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0, -0.25, -0.5)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,0.15)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,0.15)
- wait()
- end
- local sphere1 = Instance.new("Part", Character)
- sphere1.Anchored = true
- sphere1.CanCollide = false
- sphere1.TopSurface = 0
- sphere1.BottomSurface = 0
- sphere1.Material = "SmoothPlastic"
- sphere1.Shape = "Ball"
- sphere1.CFrame = Torso.CFrame * CFrame.new(0,0.5,-2.5)
- sphere1.Size = Vector3.new(.1,.1,.1)
- sphere1.Name = "sphere1"
- local sphere1mesh = Instance.new("SpecialMesh", sphere1)
- sphere1mesh.MeshType = "Sphere"
- sphere1mesh.Scale = Vector3.new(17,17,17)
- local cylinder = Instance.new("Part", Character)
- cylinder.Size = Vector3.new(1,1,1)
- local cm = Instance.new("CylinderMesh", cylinder)
- cylinder.Anchored = true
- cm.Scale = Vector3.new(2,2,2)
- cylinder.CFrame = sphere1.CFrame * CFrame.new(0,0,-1.5) * CFrame.Angles(1.5,0,0)
- local power = Instance.new("Part", Character)
- power.Shape = "Ball"
- power.Anchored = true
- power.CanCollide = false
- power.TopSurface= 0
- power.BottomSurface = 0
- power.Material = "SmoothPlastic"
- power.Size = Vector3.new(5,5,5)
- power.CFrame = sphere1.CFrame * CFrame.new(0,0,-1.5) * CFrame.Angles(1.5,0,0)
- bf:Play()
- if not potential then
- cylinder.BrickColor = BrickColor.new("Really red")
- power.BrickColor = BrickColor.new("Really red")
- sphere1.BrickColor = BrickColor.new("Really red")
- else
- cylinder.BrickColor = BrickColor.Black()
- power.BrickColor = BrickColor.Black()
- sphere1.BrickColor = BrickColor.Black()
- local fyre = Instance.new("Fire", power)
- fyre.Color = Color3.new(1,1,1)
- fyre.SecondaryColor = Color3.new(1,1,1)
- end
- power.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= Player.Name and hits <= 3 then
- hits = hits+1
- local explo = Instance.new("Explosion", workspace)
- explo.BlastPressure = 0
- explo.Position = power.Position
- if not potential then
- hit.Parent.Humanoid:TakeDamage(math.random(PowerLevel/69, PowerLevel/33))
- else
- hit.Parent.Humanoid:TakeDamage(math.random(PowerLevel/4, PowerLevel/2))
- end
- end
- end)
- for i = 1,100 do
- PowerLevel = PowerLevel-math.random(342,1023)
- tl.Text = "power lvl:"..PowerLevel
- cm.Scale = cm.Scale + Vector3.new(-0.001,speed,-0.010)
- sphere1mesh.Scale = sphere1mesh.Scale + Vector3.new(0.02, 0.02, 0.02)
- sphere1.Transparency = sphere1.Transparency + 0.005
- cylinder.CFrame = cylinder.CFrame * CFrame.new(0,-1,0)
- power.CFrame = cylinder.CFrame * CFrame.new(0,-cm.Scale.Y/2,0)
- wait()
- end
- for i = 1,3 do
- RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(0,-0.25,-0.5)
- LeftShoulder.C0 = LeftShoulder.C0 * CFrame.Angles(0, 0.25, 0.5)
- RightHip.C0 = RightHip.C0 * CFrame.Angles(0,0,-0.15)
- LeftHip.C0 = LeftHip.C0 * CFrame.Angles(0,0,-0.15)
- wait()
- end
- RefreshC0()
- power:Destroy()
- sphere1:Destroy()
- cylinder:Destroy()
- Character.Torso.Anchored = false
- enabled=false
- Humanoid.PlatformStand =false
- end
- end
- UIS.InputBegan:connect(function(key, gpe)
- if not gpe then
- if key.KeyCode == Enum.KeyCode.F then
- KiBlast()
- elseif key.KeyCode == Enum.KeyCode.X then
- energyRelease()
- elseif key.KeyCode == Enum.KeyCode.G then
- SpiritBall()
- elseif key.KeyCode == Enum.KeyCode.H then
- energybarrage()
- elseif key.KeyCode == Enum.KeyCode.P then
- SEW()
- elseif key.KeyCode == Enum.KeyCode.L then
- slam()
- elseif key.KeyCode == Enum.KeyCode.C then
- SuperEnergyRelease()
- elseif key.KeyCode == Enum.KeyCode.J then
- Teleport()
- elseif key.KeyCode == Enum.KeyCode.LeftShift then
- Run()
- elseif key.KeyCode == Enum.KeyCode.R then
- speedrush()
- elseif key.KeyCode == Enum.KeyCode.LeftControl then
- charge()
- elseif key.KeyCode == Enum.KeyCode.Q then
- Punch()
- elseif key.KeyCode == Enum.KeyCode.E then
- Kick()
- elseif key.KeyCode == Enum.KeyCode.T then
- highPOWERRUSH()
- elseif key.KeyCode == Enum.KeyCode.V then
- instantSS()
- elseif key.KeyCode == Enum.KeyCode.Y then
- kickfrenzy()
- elseif key.KeyCode == Enum.KeyCode.K then
- kamehameha()
- end
- end
- end)
- UIS.InputEnded:connect(function(key, gpe)
- if not gpe then
- if key.KeyCode == Enum.KeyCode.LeftShift then
- running = false
- elseif key.KeyCode == Enum.KeyCode.LeftControl then
- charging = false
- end
- end
- end)
- --wait(1)
- --[[local prev_mousehit
- spawn(function()
- while wait() do
- if Mouse.Hit.p ~= prev_mousehit then
- Character.Torso.CFrame = CFrame.new(Character.Torso.Position, Vector3.new(workspace.Camera.CFrame.X,Character.Torso.Position.y,workspace.Camera.CFrame.Z))
- prev_mousehit = Mouse.Hit.p
- end
- end
- end) ]]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement