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- local player=game.Players.LocalPlayer
- local char=player.Character
- repeat wait() until player and char
- local torso=char.Torso
- local head=char.Head
- local human=char.Humanoid
- local arm={Left=char["Left Arm"], Right=char["Right Arm"]}
- local leg={Left=char["Left Leg"], Right=char["Right Leg"]}
- local joints={LeftShoulder=torso["Left Shoulder"], RightShoulder=torso["Right Shoulder"], LeftHip=torso["Left Hip"], RightHip=torso["Right Hip"]}
- joints.LeftShoulder.Part0=torso
- joints.RightShoulder.Part0=torso
- joints.LeftHip.Part0=torso
- joints.RightHip.Part0=torso
- local c=function(f) coroutine.resume(coroutine.create(f)) end
- local p=function(f) pcall(f) end
- local add={
- Part=function(par, a, c, col, t, s, cf, ms)
- local p=Instance.new("Part", par) pcall(function() p.TopSurface="Smooth" p.BottomSurface="Smooth" p.formFactor="Custom" p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or CFrame.new() end)
- local m=Instance.new("BlockMesh", p) pcall(function() m.Scale=ms or Vector3.new(1, 1, 1) end)
- return p
- end,
- Wedge=function(par, a, c, col, t, s, cf, ms)
- local p=Instance.new("WedgePart", par) pcall(function() p.TopSurface="Smooth" p.BottomSurface="Smooth" p.formFactor="Custom" p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or CFrame.new() end)
- local m=Instance.new("SpecialMesh", p) pcall(function() m.Scale=ms or Vector3.new(1, 1, 1) m.MeshType="Wedge" end)
- return p
- end,
- Gui=function(ins, par, bc, bg, tc, fs, text, t, s, pos)
- local g=Instance.new(ins, par) pcall(function() g.BorderColor=BrickColor.new(bc) g.BackgroundColor=BrickColor.new(bg) g.TextColor=BrickColor.new(tc) g.FontSize=fs g.Font="ArialBold" g.Text=text g.Transparency=t g.Size=s g.Position=pos end)
- return g
- end,
- Weld=function(par, p1, cf)
- local w=Instance.new("Weld", par) pcall(function() w.Part0=w.Parent or par w.Part1=p1 w.C1=cf or CFrame.new() end)
- return w
- end,
- Mesh=function(ins, par, s, of, t)
- local m=Instance.new(ins, par) pcall(function() m.Scale=s or Vector3.new() m.Offset=of or Vector3.new() m.MeshType=t end)
- return m
- end,
- Sound=function(parent, id, volume, pitch)
- local s=Instance.new("Sound", parent) pcall(function() s.SoundId=id s.Volume=volume s.Pitch=pitch end)
- return s
- end,
- }
- local scriptname="Hidden Blade of Doom"
- pcall(function() player.Backpack[scriptname]:remove() char[scriptname]:remove() char["Objects"]:remove() end)
- local model=Instance.new("Model", char) model.Name="Objects"
- local modelB=Instance.new("Model", char) modelB.Name=scriptname
- local bin=Instance.new("HopperBin", player.Backpack) bin.Name=scriptname
- local gui
- local skincolor="Really black"
- local hiddenbladecolor="Really black"
- local body={}
- local animate={}
- local obj={}
- local trailDeb=false
- local keyDeb=false
- local onAssasinate=false
- local Assasinate=false
- local dmg=math.random(10, 20)
- local hitDeb=false
- local loop=false
- local speed=16
- local equipleft, equipright=false, false
- local Slash=add.Sound(torso, "rbxasset://sounds//swordslash.wav", 1, 1)
- local Hit=add.Sound(torso, "http://roblox.com/asset/?id=10209225", 1, 1)
- local Equipping=add.Sound(torso, "http://www.roblox.com/asset/?id=13510737", 1, 1)
- function createParts()
- gui=Instance.new("ScreenGui", player.PlayerGui) gui.Name=scriptname
- torso.Transparency=1
- body.Head=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
- body.Torso=add.Part(model, false, false, skincolor, 0, Vector3.new(2, 2, 1), nil)
- body.ArmLeft, body.ArmRight=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
- body.LegLeft, body.LegRight=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
- body.HeadW=add.Weld(body.Head, body.Torso, CFrame.new(0, 1.5, 0))
- body.TorsoW=add.Weld(body.Torso, torso, nil)
- body.ArmLeftW, body.ArmRightW=add.Weld(body.ArmLeft, body.Torso, CFrame.new(-1.5, .5, 0)), add.Weld(body.ArmRight, body.Torso, CFrame.new(1.5, .5, 0))
- body.LegLeftW, body.LegRightW=add.Weld(body.LegLeft, body.Torso, CFrame.new(-.5, -1.5, 0)), add.Weld(body.LegRight, body.Torso, CFrame.new(.5, -1.5, 0))
- add.Weld(arm.Left, body.ArmLeft, CFrame.new(0, -.5, 0))
- add.Weld(arm.Right, body.ArmRight, CFrame.new(0, -.5, 0))
- joints.LeftHip.Part0=body.Torso
- joints.RightHip.Part0=body.Torso
- animate={
- ["Head"]=function(cf)
- body.HeadW.C1=CFrame.new(0, 1.5, 0)*cf
- end;
- ["Torso"]=function(cf)
- body.TorsoW.C1=cf
- end;
- ["ArmLeft"]=function(cf)
- body.ArmLeftW.C1=CFrame.new(-1.5, .5, 0)*cf
- end;
- ["ArmRight"]=function(cf)
- body.ArmRightW.C1=CFrame.new(1.5, .5, 0)*cf
- end;
- ["LegLeft"]=function(cf)
- legLeftW=add.Weld(leg.Left, body.LegLeft, CFrame.new(0, -.5, 0))
- body.LegLeftW.C1=CFrame.new(-.5, -1.5, 0)*cf
- c(function()
- wait()
- legLeftW:remove()
- end)
- end;
- ["LegRight"]=function(cf)
- legRightW=add.Weld(leg.Right, body.LegRight, CFrame.new(0, -.5, 0))
- body.LegRightW.C1=CFrame.new(.5, -1.5, 0)*cf
- c(function()
- wait()
- legRightW:remove()
- end)
- end;
- }
- obj.attackLabel=add.Gui("TextLabel", gui, "Really black", "Really black", "White", "Size18", "Assasinate(Q)", 0, UDim2.new(0, 150, 0, 50), UDim2.new(0, 0, 0, 150))
- obj.attackLabel2=add.Gui("TextLabel", obj.attackLabel, "Really black", "Really black", "White", "Size18", "StayLive(E)", 0, UDim2.new(1, 0, 1, 0), UDim2.new(0, 0, 1, 0))
- obj.attackLabel3=add.Gui("TextLabel", obj.attackLabel2, "Really black", "Really black", "White", "Size18", "Rappid(F)", 0, UDim2.new(1, 0, 1, 0), UDim2.new(0, 0, 1, 0))
- for i, v in pairs(modelB:children()) do
- if i==0 then return end
- end
- obj.Wrist=add.Part(modelB, false, false, hiddenbladecolor, 0, Vector3.new(1.1, 1, 1.1), nil)
- obj.WristW=add.Weld(obj.Wrist, arm.Left, CFrame.new(0, -.4, 0))
- obj.Keep=add.Part(modelB, false, false, hiddenbladecolor, 0, Vector3.new(.2, 1, .5), nil)
- obj.KeepW=add.Weld(obj.Keep, obj.Wrist, CFrame.new(.6, 0, 0))
- obj.Wedge=add.Wedge(modelB, false, false, hiddenbladecolor, 0, Vector3.new(1, .2, .3), nil)
- obj.WedgeW=add.Weld(obj.Wedge, obj.Keep, CFrame.new(0, 0, -.4)*CFrame.Angles(0, 0, -math.pi/2))
- obj.Wedge=add.Wedge(modelB, false, false, hiddenbladecolor, 0, Vector3.new(1, .2, .3), nil)
- obj.WedgeW=add.Weld(obj.Wedge, obj.Keep, CFrame.new(0, 0, .4)*CFrame.Angles(0, math.pi, math.pi/2))
- obj.Blade=add.Part(modelB, false, false, "Medium stone-grey", 0, Vector3.new(.2, .5, .2), nil, Vector3.new(.5, 1, 1))
- obj.BladeW=add.Weld(obj.Blade, obj.Keep, CFrame.new(0, .25, 0))
- obj.Point=add.Wedge(modelB, false, false, "Medium stone-grey", 0, Vector3.new(.2, .5, .2), nil, Vector3.new(.5, 1, .5))
- obj.PointW=add.Weld(obj.Point, obj.Blade, CFrame.new(0, -.5, -.05)*CFrame.Angles(0, 0, math.pi))
- obj.Point=add.Wedge(modelB, false, false, "Medium stone-grey", 0, Vector3.new(.2, .5, .2), nil, Vector3.new(.5, 1, .5))
- obj.PointW=add.Weld(obj.Point, obj.Blade, CFrame.new(0, -.5, .05)*CFrame.Angles(0, math.pi, math.pi))
- obj.Part=add.Part(modelB, false, false, hiddenbladecolor, 0, Vector3.new(.2, .2, .25), nil, Vector3.new(.7, 1, 1))
- obj.PartW=add.Weld(obj.Part, obj.Blade, CFrame.new(0, .2, 0))
- obj.Wrist2=add.Part(modelB, false, false, hiddenbladecolor, 0, Vector3.new(1.1, 1, 1.1), nil)
- obj.Wrist2W=add.Weld(obj.Wrist2, arm.Right, CFrame.new(0, -.4, 0)*CFrame.Angles(0, math.pi, 0))
- obj.Keep=add.Part(modelB, false, false, hiddenbladecolor, 0, Vector3.new(.2, 1, .5), nil)
- obj.KeepW=add.Weld(obj.Keep, obj.Wrist2, CFrame.new(.6, 0, 0))
- obj.Wedge=add.Wedge(modelB, false, false, hiddenbladecolor, 0, Vector3.new(1, .2, .3), nil)
- obj.WedgeW=add.Weld(obj.Wedge, obj.Keep, CFrame.new(0, 0, -.4)*CFrame.Angles(0, 0, -math.pi/2))
- obj.Wedge=add.Wedge(modelB, false, false, hiddenbladecolor, 0, Vector3.new(1, .2, .3), nil)
- obj.WedgeW=add.Weld(obj.Wedge, obj.Keep, CFrame.new(0, 0, .4)*CFrame.Angles(0, math.pi, math.pi/2))
- obj.Blade2=add.Part(modelB, false, false, "Medium stone-grey", 0, Vector3.new(.2, .5, .2), nil, Vector3.new(.5, 1, 1))
- obj.Blade2W=add.Weld(obj.Blade2, obj.Keep, CFrame.new(0, .25, 0))
- obj.Point=add.Wedge(modelB, false, false, "Medium stone-grey", 0, Vector3.new(.2, .5, .2), nil, Vector3.new(.5, 1, .5))
- obj.PointW=add.Weld(obj.Point, obj.Blade2, CFrame.new(0, -.5, -.05)*CFrame.Angles(0, 0, math.pi))
- obj.Point=add.Wedge(modelB, false, false, "Medium stone-grey", 0, Vector3.new(.2, .5, .2), nil, Vector3.new(.5, 1, .5))
- obj.PointW=add.Weld(obj.Point, obj.Blade2, CFrame.new(0, -.5, .05)*CFrame.Angles(0, math.pi, math.pi))
- obj.Part=add.Part(modelB, false, false, hiddenbladecolor, 0, Vector3.new(.2, .2, .25), nil, Vector3.new(.7, 1, 1))
- obj.PartW=add.Weld(obj.Part, obj.Blade2, CFrame.new(0, .2, 0))
- end
- function removeParts()
- p(function()
- if torso then
- joints.LeftShoulder.Part0=torso
- joints.RightShoulder.Part0=torso
- joints.LeftHip.Part0=torso
- joints.RightHip.Part0=torso
- end
- player.PlayerGui[scriptname]:remove()
- for i, v in pairs(model:children()) do v:remove() end
- for i, v in pairs(char:children()) do v.Transparency=0 end
- end)
- end
- function lightningGen(startPos, endPos)
- local magnitude=(startPos-endPos).magnitude
- local distance=(startPos+endPos)/2
- local pattern=add.Part(workspace, true, false, "White", 1, Vector3.new(.2, .2, magnitude), CFrame.new(distance, startPos))
- local startPosProx=startPos
- for i=1, 9 do
- local startPosProx2=startPosProx
- local random=Vector3.new(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1))
- local findSize=pattern.Size.z/10
- local findOffSet=pattern.CFrame.lookVector*-1
- local compute=i*findSize*findOffSet
- local newStartPos=startPos
- local newEndPos=CFrame.new(random+compute+newStartPos).p
- local magnitude=(startPosProx2-newEndPos).magnitude
- local distance=(startPosProx2+newEndPos)/2
- local lightning=add.Part(workspace, true, false, "Bright yellow", 0, Vector3.new(.2, .2, magnitude), CFrame.new(distance, startPosProx2))
- c(function()
- for i=0, 1, .1 do wait()
- lightning.Transparency=i
- end
- lightning:remove()
- end)
- startPosProx=newEndPos
- end
- pattern:remove()
- end
- function computePos(pos, pos2)
- local pos3=Vector3.new(pos2.x, pos.y, pos2.z)
- torso.CFrame=CFrame.new(pos, pos3)
- return pos3
- end
- function nearTorso(pos, dis)
- local temp
- local distance=dis
- for i, v in pairs(workspace:children()) do
- if v:isA("Model") then
- temp=v:findFirstChild("Torso")
- local humanoid=v:findFirstChild("Humanoid")
- if temp and humanoid and v~=char and (temp.CFrame.p-pos).magnitude<distance then
- distance=(temp.CFrame.p-pos).magnitude
- return temp
- end
- end
- end
- end
- function trail(pos, cf)
- c(function()
- local old=(pos.CFrame*cf).p
- while trailDeb==true do
- wait()
- local new=(pos.CFrame*cf).p
- local mag=(old-new).magnitude
- local dis=(old+new)/2
- local trail=add.Part(workspace, true, false, "White", 0, Vector3.new(.5, mag, .5), CFrame.new(dis, new)*CFrame.Angles(math.pi/2, 0, 0)) trail.Name="Trail"
- local tMesh=add.Mesh("CylinderMesh", trail, Vector3.new(.5, 1, .5), nil, nil)
- old=new
- c(function()
- for i=1, 0, -.1 do
- wait()
- tMesh.Scale=tMesh.Scale*Vector3.new(i, 1, i)
- end
- trail:remove()
- end)
- c(function()
- for i=0, 1, .1 do
- wait()
- trail.Transparency=i
- end
- end)
- end
- end)
- end
- function Equip(form)
- c(function()
- if form=="Left" then
- if equipleft==false then
- equipleft=true Equipping:play()
- for i=0, 1, .1 do wait()
- obj.BladeW.C1=CFrame.new(0, .25-1*i, 0)
- end
- equipleft=false
- end
- end
- end)
- c(function()
- if form=="Right" then
- if equipright==false then
- equipright=true Equipping:play()
- for i=0, 1, .1 do wait()
- obj.Blade2W.C1=CFrame.new(0, .25-1*i, 0)
- end
- equipright=false
- end
- end
- end)
- end
- function Unequip()
- if obj.BladeW.C1.y<.25 then
- c(function() Equipping:play()
- for i=1, 0, -.1 do wait()
- obj.BladeW.C1=CFrame.new(0, .25-1*i, 0)
- end
- end)
- else
- obj.BladeW.C1=CFrame.new(0, .25, 0)
- end
- if obj.Blade2W.C1.y<.25 then
- c(function() Equipping:play()
- for i=1, 0, -.1 do wait()
- obj.Blade2W.C1=CFrame.new(0, .25-1*i, 0)
- end
- end)
- else
- obj.Blade2W.C1=CFrame.new(0, .25, 0)
- end
- end
- function hit(h)
- if keyDeb==true then
- if onAssasinate==false and h.Parent:findFirstChild("Humanoid") and h.Parent~=char and hitDeb==false then hitDeb=true Hit:play()
- local hHuman=h.Parent:findFirstChild("Humanoid")
- hHuman.Health=hHuman.Health-dmg
- local fakeM=Instance.new("Model", workspace) fakeM.Name=-dmg
- local fakeH=Instance.new("Humanoid", fakeM) fakeH.MaxHealth=0 fakeH.Health=0
- local effect=add.Part(fakeM, false, false, "Bright red", 0, Vector3.new(1, 1, 1), h.CFrame) effect.Name="Head"
- local fakeMesh=add.Mesh("CylinderMesh", effect, Vector3.new(1, .5, 1), nil, nil)
- local bp=Instance.new("BodyPosition", effect) bp.maxForce=Vector3.new(math.huge, math.huge, math.huge) bp.position=h.Position+Vector3.new(0, 4, 0)
- game.Debris:addItem(fakeM, 2)
- wait(.5)
- hitDeb=false
- end
- if onAssasinate==true and h.Parent~=char and h.Parent:findFirstChild("Humanoid") and hitDeb==false then hitDeb=true Hit:play()
- h.Parent:breakJoints()
- local fakeM=Instance.new("Model", workspace) fakeM.Name="ASSASINATED"
- local fakeH=Instance.new("Humanoid", fakeM) fakeH.MaxHealth=0 fakeH.Health=0
- local effect=add.Part(fakeM, false, false, "Bright red", 0, Vector3.new(1, 1, 1), h.CFrame) effect.Name="Head"
- local fakeMesh=add.Mesh("CylinderMesh", effect, Vector3.new(1, .5, 1), nil, nil)
- local bp=Instance.new("BodyPosition", effect) bp.maxForce=Vector3.new(math.huge, math.huge, math.huge) bp.position=h.Position+Vector3.new(0, 4, 0)
- game.Debris:addItem(fakeM, 2)
- wait(1)
- hitDeb=false
- end
- end
- end
- function running()
- animate.Torso(CFrame.new(0, 0, 0))
- animate.ArmLeft(CFrame.Angles(0, 0, -math.rad(15)))
- animate.ArmRight(CFrame.Angles(0, 0, math.rad(15)))
- end
- local Moves={
- ["Assasinate"]=function(mouse)
- local target=mouse.Target
- for i, v in pairs(modelB:children()) do
- v.Touched:connect(hit)
- end
- if target then
- if target.Parent then
- local tChar=target.Parent
- if tChar:findFirstChild'Torso' then
- local tTorso=tChar["Torso"]
- human.WalkSpeed=0
- local bp=Instance.new("BodyPosition", torso)
- bp.maxForce=Vector3.new(math.huge, math.huge, math.huge)
- bp.position=torso.Position+Vector3.new(0, 10, 0)
- local bg=Instance.new("BodyGyro", torso)
- bg.maxTorque=Vector3.new(math.huge, math.huge, math.huge)
- for i=0, 1, .1 do wait()
- bg.cframe=CFrame.new(torso.CFrame.p, tTorso.CFrame.p)
- animate.ArmLeft(CFrame.Angles(-math.rad(45)*i, 0, -math.rad(45)*i))
- animate.ArmRight(CFrame.Angles(-math.rad(45)*i, 0, math.rad(45)*i))
- end
- wait(1)
- trailDeb=true trail(obj.Blade2, CFrame.new(0, -1, 0))
- Slash:play()
- for i=0, 1, .1 do wait()
- animate.Torso(CFrame.Angles(0, math.rad(90)*i, 0))
- animate.ArmRight(CFrame.Angles(-math.rad(45)+math.rad(45)*i, 0, math.rad(45)+math.rad(45)*i))
- bg.cframe=CFrame.new(torso.CFrame.p, tTorso.CFrame.p)
- bp.position=Vector3.new(0, 10-10*i, 0)+tTorso.Position*i
- end
- wait(.5)
- for i=1, 0, -.1 do wait()
- animate.Torso(CFrame.Angles(0, math.rad(90)*i, 0))
- animate.ArmRight(CFrame.Angles(0, 0, math.rad(90)*i))
- end
- bp:remove() bg:remove() trailDeb=false
- end
- end
- end
- running()
- human.WalkSpeed=speed
- end,
- ["StayLive"]=function()
- local nTorso=nearTorso(torso.CFrame.p, 20)
- if nTorso then
- human.WalkSpeed=0
- local nTorsoW=add.Weld(nTorso, torso, CFrame.new(0, 0, -3.7))
- for i=0, 1, .1 do wait()
- animate.Torso(CFrame.Angles(0, -math.rad(90)*i, 0))
- animate.ArmLeft(CFrame.Angles(0, 0, -math.rad(90)*i))
- end
- wait(1)
- for i, v in pairs(modelB:children()) do
- v.Touched:connect(hit)
- end
- trailDeb=true trail(obj.Blade2, CFrame.new(0, -1, 0))
- Slash:play()
- for i=0, 1, .1 do wait()
- animate.ArmRight(CFrame.Angles(0, 0, math.rad(90)*i))
- animate.ArmLeft(CFrame.Angles(0, 0, -math.rad(90)+math.rad(75)*i))
- animate.Torso(CFrame.Angles(0, -math.rad(90)+math.rad(180)*i, 0))
- end
- trailDeb=false
- nTorsoW:remove()
- wait(.5)
- running()
- human.WalkSpeed=speed
- end
- end,
- ["Rappid"]=function(mouse)
- human.WalkSpeed=0
- loop=true
- for i=0, 1, .1 do wait()
- animate.ArmLeft(CFrame.Angles(math.rad(90)*i, 0, 0))
- animate.ArmRight(CFrame.Angles(math.rad(90)*i, 0, 0))
- end
- for i, v in pairs(modelB:children()) do
- v.Touched:connect(hit)
- end
- trailDeb=true trail(obj.Blade, CFrame.new(0, -1, 0)) trail(obj.Blade2, CFrame.new(0, -1, 0))
- while loop do wait() Slash:play()
- computePos(torso.CFrame.p, mouse.Hit.p)
- torso.CFrame=torso.CFrame+torso.CFrame.lookVector*.2
- animate.ArmLeft(CFrame.new(0, 0, -math.random(0, 1.5))*CFrame.Angles(math.rad(90), 0, 0))
- animate.ArmRight(CFrame.new(0, 0, -math.random(0, 1.5))*CFrame.Angles(math.rad(90), 0, 0))
- end
- trailDeb=false
- for i=1, 0, -.1 do wait()
- animate.ArmLeft(CFrame.Angles(math.rad(90)*i, 0, 0))
- animate.ArmRight(CFrame.Angles(math.rad(90)*i, 0, 0))
- end
- human.WalkSpeed=speed
- running()
- end
- }
- bin.Selected:connect(function(mouse) createParts()
- for i=0, 1, .1 do wait()
- animate.ArmLeft(CFrame.Angles(0, 0, -math.rad(15)*i))
- animate.ArmRight(CFrame.Angles(0, 0, math.rad(15)*i))
- end
- Equip("Right") Equip("Left")
- running()
- mouse.KeyDown:connect(function(key)
- local key=key:lower()
- if key=="q" and keyDeb==false then
- keyDeb=true onAssasinate=true
- Moves.Assasinate(mouse)
- keyDeb=false onAssasinate=false
- end
- if key=="e" and keyDeb==false then
- keyDeb=true onAssasinate=true
- Moves.StayLive(mouse)
- keyDeb=false onAssasinate=false
- end
- if key=="f" and keyDeb==false then
- keyDeb=true
- Moves.Rappid(mouse)
- keyDeb=false
- end
- end)
- mouse.KeyUp:connect(function(key)
- local key=key:lower()
- if key=="f" and keyDeb==true then loop=false end
- end)
- while onAssasinate==false and keyDeb==false do wait()
- local target=mouse.Target
- local nTorso=nearTorso(torso.CFrame.p, 100)
- if target then
- if target.Parent and nTorso then
- if target.Parent:findFirstChild("Humanoid") then
- Assasinate=true
- obj.attackLabel.TextColor=BrickColor.new("Bright red")
- else
- Assasinate=false
- obj.attackLabel.TextColor=BrickColor.new("White")
- end
- end
- end
- end
- end)
- bin.Deselected:connect(function()
- onAssasinate=false
- keyDeb=false
- obj.attackLabel.TextColor=BrickColor.new("White")
- obj.attackLabel2.TextColor=BrickColor.new("White")
- if keyDeb==false then
- Unequip()
- for i=1, 0, -.1 do wait()
- animate.ArmLeft(CFrame.Angles(0, 0, -math.rad(15)*i))
- animate.ArmRight(CFrame.Angles(0, 0, math.rad(15)*i))
- end
- wait(.5)
- torso.Transparency=0
- removeParts()
- end
- end)
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