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- local name = "attallamulya"
- local me = game.Players.attallamulya
- local char = me.Character
- selected = false
- attacking = false
- attack = false
- dela = 0.4
- normdmg = 9
- avgdmg = normdmg
- normal = 14
- speed = 14
- normchance = 9333333333333
- criticalchance = normchance
- splashdist = 14333333333333333333333333333333333333333333333333
- plat = 1
- healcols = {"Bright blue", "Light blue", "Medium blue", "White"}
- if char:findFirstChild("Sword",true) ~= nil then
- char:findFirstChild("Sword",true).Parent = nil
- end
- function prop(part, parent, collide, tran, ref, x, y, z, color, anchor, form)
- part.Parent = parent
- part.formFactor = form
- part.CanCollide = collide
- part.Transparency = tran
- part.Reflectance = ref
- part.Size = Vector3.new(x,y,z)
- part.BrickColor = BrickColor.new(color)
- part.TopSurface = 0
- part.BottomSurface = 0
- part.Anchored = anchor
- part.Locked = true
- part:BreakJoints()
- end
- function weld(w, p, p1, a, b, c, x, y, z)
- w.Parent = p
- w.Part0 = p
- w.Part1 = p1
- w.C1 = CFrame.fromEulerAnglesXYZ(a,b,c) * CFrame.new(x,y,z)
- end
- function mesh(mesh, parent, x, y, z, type)
- mesh.Parent = parent
- mesh.Scale = Vector3.new(x, y, z)
- mesh.MeshType = type
- end
- function getcharparts(path)
- local objs = {}
- for _,v in pairs(path:children()) do
- if v:IsA("Model") and v.Name ~= name then
- for _,k in pairs(v:children()) do
- if k.Name == "Torso" then
- table.insert(objs,k)
- end
- end
- end
- end
- return objs
- end
- sword = Instance.new("Model",me.Character)
- sword.Name = "Sword"
- --Parts-------------------------Parts-------------------------Parts-------------------------Parts----------------------
- rarm = char:findFirstChild("Right Arm")
- larm = char:findFirstChild("Left Arm")
- torso = char:findFirstChild("Torso")
- hum = char:findFirstChild("Humanoid")
- main = Instance.new("Part")
- prop(main, sword, false, 0, 0, 0.38, 2.2, 0.38, "White", false, "Custom")
- mme = Instance.new("SpecialMesh")
- mesh(mme,main,1,1,1,"Head")
- part1 = Instance.new("Part")
- prop(part1, sword, false, 0, 0, 0.7, 0.45, 0.4, "Medium blue", false, "Custom")
- p1m = Instance.new("BlockMesh",part1)
- w1 = Instance.new("Weld")
- weld(w1, main, part1, 0, 0, 0, 0, 0.9, 0)
- part2 = Instance.new("Part")
- prop(part2, sword, false, 0, 0, 0.7, 0.45, 0.4, "Medium blue", false, "Custom")
- p2m = Instance.new("BlockMesh",part2)
- w2 = Instance.new("Weld")
- weld(w2, main, part2, 0, 0, 0.8, 0.5, 0.85, 0)
- part3 = Instance.new("Part")
- prop(part3, sword, false, 0, 0, 0.7, 0.45, 0.4, "Medium blue", false, "Custom")
- p3m = Instance.new("BlockMesh",part3)
- w3 = Instance.new("Weld")
- weld(w3, main, part3, 0, 0, -0.8, -0.5, 0.85, 0)
- part4 = Instance.new("Part")
- prop(part4, sword, false, 0, 0, 1.3, 0.45, 0.4, "Medium blue", false, "Custom")
- p4m = Instance.new("BlockMesh",part4)
- w4 = Instance.new("Weld")
- weld(w4, main, part4, 0, 0, -1.25, 0.8, 1, 0)
- part5 = Instance.new("Part")
- prop(part5, sword, false, 0, 0, 1.3, 0.45, 0.4, "Medium blue", false, "Custom")
- p5m = Instance.new("BlockMesh",part5)
- w5 = Instance.new("Weld")
- weld(w5, main, part5, 0, 0, 1.25, -0.8, 1, 0)
- part6 = Instance.new("Part")
- prop(part6, sword, false, 0, 0, 0.45, 0.6, 0.45, "Light blue", false, "Custom")
- p6m = Instance.new("SpecialMesh")
- mesh(p6m,part6,1.3,1.2,1.3,"Sphere")
- w6 = Instance.new("Weld")
- weld(w6, main, part6, 0, 0, 0, 0, -0.9, 0)
- blade1 = Instance.new("Part")
- prop(blade1, sword, false, 0, 0.2, 0.85, 2, 0.1, "Light blue", false, "Custom")
- b1m = Instance.new("SpecialMesh")
- mesh(b1m,blade1,1,1,1,"Torso")
- bw1 = Instance.new("Weld")
- weld(bw1, main, blade1, 0, 0, 0, 0, 2, 0)
- uns = Instance.new("Sound",blade1)
- uns.Volume = 1
- uns.Pitch = 1
- uns.SoundId = "rbxasset://sounds\\unsheath.wav"
- slash = Instance.new("Sound",blade1)
- slash.Volume = 1
- slash.Pitch = 1
- slash.SoundId = "rbxasset://sounds\\swordslash.wav"
- shea = Instance.new("Sound",blade1)
- shea.Volume = 1
- shea.Pitch = -0.9
- shea.SoundId = "rbxasset://sounds\\unsheath.wav"
- spi = Instance.new("Sound",blade1)
- spi.Volume = 1
- spi.Pitch = 1
- spi.SoundId = "http://www.roblox.com/asset/?id=28144268"
- charge = Instance.new("Sound",blade1)
- charge.Volume = 1
- charge.Pitch = 0.5
- charge.SoundId = "http://www.roblox.com/asset/?id=2692844"
- boom = Instance.new("Sound",blade1)
- boom.Volume = 1
- boom.Pitch = 2.2
- boom.SoundId = "rbxasset://sounds\\Rocket shot.wav"
- blade2 = Instance.new("Part")
- prop(blade2, sword, false, 0, 0.2, 1.2, 1.2, 0.1, "Light blue", false, "Custom")
- b2m = Instance.new("BlockMesh",blade2)
- bw2 = Instance.new("Weld")
- weld(bw2, main, blade2, 0, 0, math.pi/4, 0, 3, 0)
- blade3 = Instance.new("Part")
- prop(blade3, sword, false, 0, 0.2, 0.1, 4.5, 0.6, "Light blue", false, "Custom")
- b3m = Instance.new("SpecialMesh")
- mesh(b3m,blade3,1,1,1,"Wedge")
- bw3 = Instance.new("Weld")
- weld(bw3, main, blade3, math.pi, math.pi/2, 0, 0.3, 5.2, 0)
- blade4 = Instance.new("Part")
- prop(blade4, sword, false, 0, 0.2, 0.1, 4.5, 0.6, "Light blue", false, "Custom")
- b4m = Instance.new("SpecialMesh")
- mesh(b4m,blade4,1,1,1,"Wedge")
- bw4 = Instance.new("Weld")
- weld(bw4, main, blade4, math.pi, -math.pi/2, 0, -0.3, 5.2, 0)
- blade5 = Instance.new("Part")
- prop(blade5, sword, false, 0, 0.2, 0.6, 0.6, 0.1, "Light blue", false, "Custom")
- b5m = Instance.new("BlockMesh",blade5)
- bw5 = Instance.new("Weld")
- weld(bw5, main, blade5, 0, 0, math.pi/4, 0, 6.6, 0)
- part7 = Instance.new("Part")
- prop(part7, sword, false, 0.2, 0.2, 0.7, 1.6, 0.22, "Medium blue", false, "Custom")
- p7m = Instance.new("SpecialMesh")
- mesh(p7m,part7,1.3,1.2,1.3,"Sphere")
- w7 = Instance.new("Weld")
- weld(w7, main, part7, 0, 0, 0, 0, 3, 0)
- tup1 = Instance.new("Part")
- prop(tup1, sword, false, 0, 0.4, 1.2, 0.7, 0.4, "Bright blue", false, "Custom")
- tw1 = Instance.new("Weld")
- weld(tw1, torso, tup1, -0.3+(math.pi/2), -0.3, 0.2+(math.pi/2), 1.1, 1.2, 0)
- holdpart = Instance.new("Part")
- prop(holdpart, char, false, 1, 0, 0.5, 0.5, 0.5, "White", false, "Custom")
- hu = Instance.new("Weld")
- weld(hu, rarm, holdpart, 0, 0, 0, 0, 1, 0)
- holdweld = Instance.new("Weld")
- weld(holdweld, main, tup1, 0, 0, 0, 0, 1.5, 0)
- weaponweld = Instance.new("Weld")
- weld(weaponweld, holdpart, nil, -(math.pi/2), 0, (math.pi/2), 0, 0, 0)
- --Arm connections----------Arm connections----------Arm connections----------Arm connections--------
- rb = Instance.new("Part")
- prop(rb, char, false, 1, 0, 1, 1, 1, "White", false, "Symmetric")
- rh = Instance.new("Weld")
- weld(rh, rb, torso, 0, 0, 0, 1.5, 0.5, 0)
- lb = Instance.new("Part")
- prop(lb, char, false, 1, 0, 1, 1, 1, "White", false, "Symmetric")
- lh = Instance.new("Weld")
- weld(lh, lb, torso, 0, 0, 0, -1.5, 0.5, 0)
- rw = Instance.new("Weld")
- weld(rw, rb, nil, 0, 0, 0, 0, 0.5, 0)
- lw = Instance.new("Weld")
- weld(lw, lb, nil, 0, 0, 0, 0, 0.5 ,0)
- neck = torso.Neck
- neor = neck.C1
- rightfight = CFrame.fromEulerAnglesXYZ(0.85,0.7,0) * CFrame.new(-0.23,-0.25,-0.1)
- leftfight = CFrame.fromEulerAnglesXYZ(0.3,0,0.4) * CFrame.new(0.2,-0.4,0.1)
- function selectmotion()
- weaponweld.C0 = CFrame.new(0,0,0)
- rw.C0 = CFrame.new(0,0,0)
- lw.C0 = CFrame.new(0,0,0)
- rw.Part1 = rarm
- lw.Part1 = larm
- for i=1, 15 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.04,0,-0.07) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.07,0.16,0.04) * CFrame.new(-0.01,-0.05,-0.04)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.04,0.08,0.01) * CFrame.new(0,0,0)
- wait()
- end
- weaponweld.Part1 = main
- holdweld.Part1 = nil
- wait(0.14)
- uns:play()
- for i=1, 4 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.12,-0.03,0.26)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.05,0.04,0.03) * CFrame.new(0,0,0)
- wait()
- end
- for i=1, 10 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0.15) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.15,-0.22,0.1) * CFrame.new(0.05,0.1,0.05)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0.07,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0.06,0.03) * CFrame.new(0,0,0)
- wait()
- end
- wait(0.1)
- for i=1, 6 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,-0.04,-0.09) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0.18,-0.14) * CFrame.new(-0.08,0.05,0.05)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.2,0,0) * CFrame.new(0,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0,0,-0.12) * CFrame.new(0,-0.04,0)
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- selected = true
- end
- function deselmotion()
- for i=1, 12 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.04,0,-0.07) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.07,0.16,0.04) * CFrame.new(0.02,-0.05,-0.04)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.05,0,-0.05) * CFrame.new(-0.02,0.03,0)
- wait()
- end
- shea:play()
- weaponweld.Part1 = nil
- holdweld.Part1 = tup1
- wait(0.1)
- for i=1, 8 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.09) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.12,0,-0.12) * CFrame.new(-0.07,0.11,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.05,0,0.04) * CFrame.new(0,0,0)
- wait()
- end
- rw.Part1 = nil
- lw.Part1 = nil
- rw.C0 = CFrame.new(0,0,0)
- lw.C0 = CFrame.new(0,0,0)
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- selected = false
- end
- ----Effects--------------------------Effects--------------------------Effects--------------------------Effects----------------------
- function fade(brick,mesh,scale,tran,speed)
- coroutine.resume(coroutine.create(function()
- for i=tran,1,speed do
- wait()
- brick.Transparency = i
- mesh.Scale = mesh.Scale - Vector3.new(scale,scale,scale)
- end
- brick:remove()
- end))
- end
- function block(part,avg,cols)
- for i=1, math.random(1,3) do
- local s = (avg*1.4)*100
- local s2 = (avg/5)*100
- local size = math.random(s2,s)/100
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,math.random(15,50)/100,0,size,size,size,cols[math.random(1,#cols)],true,"Custom")
- p.CFrame = CFrame.new(part.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
- coroutine.resume(coroutine.create(function()
- for i=p.Transparency, 1, 0.2 do
- wait(0.15)
- p.Transparency = i
- local cf = p.CFrame
- p.Size = Vector3.new(size,size,size)
- p.CFrame = cf * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
- size = size - 0.2
- end
- p:remove()
- end))
- end
- end
- function blocks(part,avg,cols)
- for i=1, math.random(1,3) do
- local s = (avg*1.4)*100
- local s2 = (avg/5)*100
- local size = math.random(s2,s)/100
- local p = Instance.new("Part",me.Character)
- local pos = p.CFrame
- local pos2 = pos * CFrame.new(0,12,-15)
- local pos3 = pos2 * CFrame.new(0,-12,-12)
- local bv = Instance.new("BodyPosition",p)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",p)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- prop(p,me.Character,false,math.random(15,50)/100,0,size,size,size,cols[math.random(1,#cols)],true,"Custom")
- p.CFrame = CFrame.new(part.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
- coroutine.resume(coroutine.create(function()
- for i=p.Transparency, 1, 0.2 do
- wait(0.15)
- p.Transparency = i
- local cf = p.CFrame
- p.Size = Vector3.new(size,size,size)
- p.CFrame = cf * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
- size = size - 0.2
- end
- p:remove()
- end))
- end
- end
- function blading(part,color)
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,0.4,0,0.2,1.4,3.8,color,true,"Custom")
- p.CFrame = part.CFrame
- coroutine.resume(coroutine.create(function()
- for i=p.Transparency, 1, 0.04 do
- wait()
- p.Transparency = i
- end
- p:remove()
- end))
- end
- function spikes(part,color)
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,0.4,0,0.2,0.2,0.2,color,true,"Custom")
- p.CFrame = part.CFrame * CFrame.new(0,-3,0)
- local mww = Instance.new("SpecialMesh")
- mesh(mww,p,6,5,6,"FileMesh")
- mww.MeshId = "http://www.roblox.com/asset/?id=20329976"
- fade(p,mww,0.55,p.Transparency,0.08)
- end
- function spikes2(part,color)
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,0.4,0,0.2,0.2,0.2,color,true,"Custom")
- p.CFrame = part.CFrame * CFrame.new(0,0,6) * CFrame.Angles(math.pi/2,0,0)
- local mww = Instance.new("SpecialMesh")
- mesh(mww,p,8,7,8,"FileMesh")
- mww.MeshId = "http://www.roblox.com/asset/?id=20329976"
- fade(p,mww,0.55,p.Transparency,0.06)
- end
- function bal(part,color,dist)
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,0.4,0,1,1,1,color,true,"Custom")
- p.CFrame = part.CFrame
- local mww = Instance.new("SpecialMesh")
- mesh(mww,p,dist,dist,dist,"Sphere")
- fade(p,mww,3,p.Transparency,0.06)
- end
- --Kill function----------------------Kill function----------------------Kill function--------------------
- function blast(dmg,part,crit)
- local randomposx = math.random(-30,30)
- local randomposy = math.random(-50,-10)
- local bil = Instance.new("BillboardGui",part)
- bil.Adornee = bil.Parent
- bil.Size = UDim2.new(0,110,0,70)
- local img = Instance.new("ImageLabel",bil)
- img.Size = UDim2.new(1,0,1,0)
- img.Image = "http://www.roblox.com/asset/?id=42621332"
- img.Position = UDim2.new(0,randomposx,0,randomposy)
- img.BackgroundTransparency = 1
- local txt = Instance.new("TextLabel",img)
- txt.Size = UDim2.new(1,0,1,0)
- txt.BackgroundTransparency = 1
- txt.Text = dmg
- txt.TextColor3 = Color3.new(0,0,0)
- txt.FontSize = "Size18"
- if crit then
- img.Image = "http://www.roblox.com/asset/?id=42621315"
- txt.FontSize = "Size24"
- txt.TextColor3 = Color3.new(0.6,0,0)
- end
- coroutine.resume(coroutine.create(function()
- wait(0.2)
- for i=1, math.random(30,50) do
- img.Position = UDim2.new(0,randomposx,0,randomposy)
- randomposy = randomposy - 4
- wait()
- end
- bil:remove()
- end))
- end
- deb = true
- function kill(hit,mod)
- if deb and attack and hit.Parent.Name ~= name then
- local ch = hit.Parent
- if ch:findFirstChild("Humanoid") and ch:findFirstChild("Head") and ch:findFirstChild("Torso") then
- deb = false
- local dm = math.random(0,avgdmg*2)
- local cri = false
- local cripro = math.random(1,criticalchance)
- if cripro == 1 then
- cri = true
- dm = math.random(avgdmg*1.5,avgdmg*4.5)
- end
- ch["Humanoid"].Health = ch["Humanoid"].Health - dm
- blast(dm,ch.Head,cri)
- if cri then
- coroutine.resume(coroutine.create(function()
- local lol = math.random(1,plat)
- if lol == 1 then
- ch["Humanoid"].PlatformStand = true
- ch.Torso.RotVelocity = Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- wait(0.9)
- ch["Humanoid"].PlatformStand = false
- if mod == true then
- ch.Torso.RotVelocity = Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))
- ch.Torso.Velocity = Vector3.new(math.random(-30,30),math.random(15,70),math.random(-30,30))
- end
- end
- end))
- end
- wait(dela)
- deb = true
- end
- end
- end
- function ris(hit,mod)
- if deb and attack and hit.Parent.Name ~= name then
- local ch = hit.Parent
- if ch:findFirstChild("Humanoid") and ch:findFirstChild("Head") and ch:findFirstChild("Torso") then
- deb = false
- local dm = math.random(0,avgdmg*2)
- local cri = false
- local cripro = math.random(1,criticalchance)
- if cripro == 1 then
- cri = true
- dm = math.random(avgdmg*1.5,avgdmg*4.5)
- end
- ch["Humanoid"].Health = ch["Humanoid"].Health - dm
- blast(dm,ch.Head,cri)
- if cri then
- coroutine.resume(coroutine.create(function()
- local lol = math.random(1,plat)
- if lol == 1 then
- ch["Humanoid"].PlatformStand = true
- ch.Torso.RotVelocity = Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- wait(0.9)
- ch["Humanoid"].PlatformStand = false
- if mod == true then
- ch.Torso.RotVelocity = Vector3.new(math.random(-100,100),math.random(-100,100),math.random(-100,100))
- ch.Torso.Velocity = Vector3.new(math.random(-100,100),math.random(105,170),math.random(-100,100))
- end
- end
- end))
- end
- wait(dela)
- deb = true
- end
- end
- end
- blade3.Touched:connect(kill)
- blade4.Touched:connect(kill)
- blade2.Touched:connect(kill)
- blade1.Touched:connect(kill)
- blade5.Touched:connect(kill)
- blade5.Touched:connect(ris)
- ----Attacks----------------------Attacks----------------------Attacks----------------------Attacks------------------
- -- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- -- blading(blade2,"Bright red")
- function att()
- attacking = true
- for i=1,8 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.32,-0.06,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- wait()
- end
- slash:play()
- wait(0.13)
- attack = true
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.44,0.08,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- function stab()
- attacking = true
- for i=1,8 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.32,-0.06,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- wait()
- end
- slash:play()
- avgdmg = 15
- criticalchance = 95
- wait(0.13)
- attack = true
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,-0.44,-0.8) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- bal(blade5,"Tr. Blue",25)
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- blocks(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- bal(blade5,"Tr. Blue",25)
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- function attas()
- attacking = true
- local pos = torso.CFrame
- local pos2 = pos * CFrame.new(0,12,-15)
- local pos3 = pos2 * CFrame.new(0,-12,-12)
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.32,-0.06,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- spikes(torso,"Light blue")
- spikes2(torso,"Bright blue")
- bal(torso,"Tr. Blue",25)
- wait()
- end
- slash:play()
- avgdmg = 15
- criticalchance = 65
- wait(0.13)
- attack = true
- local bv = Instance.new("BodyPosition",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",torso)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.54,0.08,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.05,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.24,0,0)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- bv:remove()
- bg:remove()
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- function spin()
- attacking = true
- hum.WalkSpeed = 0
- for i=1,7 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0.1,0.03) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- wait()
- end
- spi:play()
- wait(0.3)
- spi:play()
- dela = 0.1
- avgdmg = 6
- criticalchance = 12
- local bv = Instance.new("BodyVelocity",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.velocity = torso.CFrame.lookVector * 22
- local bav = Instance.new("BodyAngularVelocity",torso)
- bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bav.angularvelocity = Vector3.new(0,36,0)
- bav.P = 15000
- attack = true
- for i=1, 30 do
- wait()
- spikes(torso,"Medium blue")
- end
- bv:remove()
- bav:remove()
- hum.WalkSpeed = normal
- attack = false
- avgdmg = normdmg
- for i=1,5 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.1,-0.12,-0.04) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.25,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- wait()
- end
- dela = 0.4
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- end
- function spins()
- attacking = true
- hum.WalkSpeed = 0
- for i=1,7 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0.1,0.03) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- bal(torso,"Tr. Blue",25)
- wait()
- end
- spi:play()
- wait(0.3)
- spi:play()
- dela = 0.1
- avgdmg = 6
- criticalchance = 12
- local bv = Instance.new("BodyVelocity",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.velocity = torso.CFrame.lookVector * 22
- local bav = Instance.new("BodyAngularVelocity",torso)
- bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bav.angularvelocity = Vector3.new(0,36,0)
- bav.P = 15000
- attack = true
- for i=1, 30 do
- wait()
- spikes(torso,"Medium blue")
- end
- bv:remove()
- bav:remove()
- hum.WalkSpeed = normal
- attack = false
- avgdmg = normdmg
- for i=1,5 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.1,-0.12,-0.04) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.25,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- wait()
- end
- dela = 0.4
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- end
- function rise()
- attacking = true
- local pos = torso.CFrame
- local pos2 = pos * CFrame.new(0,5,-15)
- local pos3 = pos2 * CFrame.new(0,-3,-12)
- hum.WalkSpeed = 0
- for i=1,7 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0.1,0.03) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- bal(torso,"Tr. Blue",25)
- wait()
- end
- spi:play()
- wait(0.3)
- spi:play()
- dela = 0.1
- avgdmg = 6
- criticalchance = 12
- local bv = Instance.new("BodyPosition",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",torso)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- attack = true
- for i=1, 30 do
- wait()
- spikes2(torso,"Medium blue")
- end
- bv:remove()
- bg:remove()
- hum.WalkSpeed = normal
- attack = false
- avgdmg = normdmg
- for i=1,5 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.1,-0.12,-0.04) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.25,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- wait()
- end
- dela = 0.4
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- end
- function sprint()
- attacking = true
- hum.WalkSpeed = 0
- local pos = torso.CFrame
- local pos2 = pos * CFrame.new(0,12,-15)
- local pos3 = pos2 * CFrame.new(0,-12,-12)
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,0) * CFrame.new(0,0,0)
- wait()
- end
- avgdmg = 14
- local bv = Instance.new("BodyPosition",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",torso)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- for i=1, 7 do
- wait()
- spikes2(torso,"Medium blue")
- end
- wait(0.1)
- coroutine.resume(coroutine.create(function()
- for i=1, 17 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.15,0,-0.04)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.16,0,0.05)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.02,0,0) * CFrame.new(0,0,0)
- end
- end))
- coroutine.resume(coroutine.create(function()
- for i=0.4, 5.3,0.07 do
- wait(0.04)
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- end
- end))
- charge:play()
- coroutine.resume(coroutine.create(function()
- wait(2.5)
- for i=1, 11 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.05,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0,-(math.pi/11),0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.03,0,0) * CFrame.new(0,0,0)
- end
- end))
- criticalchance = 1
- plat = 1
- dela = 0
- wait(3.8)
- boom:play()
- attack = true
- coroutine.resume(coroutine.create(function()
- for i=1, 5 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- end
- end))
- bv.position = pos3.p
- for i=1, 7 do
- wait()
- spikes2(torso,"Medium blue")
- end
- coroutine.resume(coroutine.create(function()
- for i=1, 12 do
- wait()
- bal(blade5,"Medium blue",splashdist*2)
- end
- end))
- local parts = getcharparts(workspace)
- for _,v in pairs(parts) do
- if (v.Position - blade5.Position).magnitude < 14 then
- kill(v,true)
- end
- end
- wait(0.3)
- attack = false
- bv:remove()
- bg:remove()
- hum.WalkSpeed = normal
- avgdmg = normdmg
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- plat = 2
- end
- function sprint2()
- attacking = true
- hum.WalkSpeed = 0
- local pos = torso.CFrame
- local pos2 = pos * CFrame.new(0,15,-15)
- local pos3 = pos2 * CFrame.new(0,-13,-12)
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,0) * CFrame.new(0,0,0)
- wait()
- end
- avgdmg = 14
- local bv = Instance.new("BodyPosition",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",torso)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- for i=1, 4 do
- wait()
- spikes2(torso,"Medium blue")
- spikes2(torso,"Light blue")
- spikes2(torso,"Bright blue")
- end
- wait(0.1)
- coroutine.resume(coroutine.create(function()
- for i=1, 34 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.15,0,-0.04)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.16,0,0.05)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.02,0,0) * CFrame.new(0,0,0)
- end
- end))
- coroutine.resume(coroutine.create(function()
- for i=0.4, 5.3,0.07 do
- wait(0.04)
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- end
- end))
- charge:play()
- coroutine.resume(coroutine.create(function()
- wait(2.5)
- for i=1, 11 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.05,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0,-(math.pi/11),0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.03,0,0) * CFrame.new(0,0,0)
- end
- end))
- criticalchance = 1
- plat = 1
- dela = 0
- wait(3.8)
- boom:play()
- attack = true
- coroutine.resume(coroutine.create(function()
- for i=1, 5 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- end
- end))
- bv.position = pos3.p
- for i=1, 7 do
- wait()
- spikes2(torso,"Medium blue")
- end
- coroutine.resume(coroutine.create(function()
- for i=1, 12 do
- wait()
- bal(blade5,"Medium blue",splashdist*2)
- end
- end))
- local parts = getcharparts(workspace)
- for _,v in pairs(parts) do
- if (v.Position - blade5.Position).magnitude < 14 then
- kill(v,true)
- end
- end
- wait(0.3)
- attack = false
- bv:remove()
- bg:remove()
- hum.WalkSpeed = normal
- avgdmg = normdmg
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- plat = 2
- end
- function combo()
- att()
- attas()
- sprint()
- spin()
- end
- function run()
- spin()
- spin()
- spin()
- end
- function rush()
- attacking = true
- for i=1,8 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.03,0.1,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-(math.pi/2)/12,0.03,0.07) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- wait(0.1)
- end
- slash:play()
- wait(0.13)
- attack = true
- local bv = Instance.new("BodyVelocity",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.velocity = torso.CFrame.lookVector * 220
- local bav = Instance.new("BodyAngularVelocity",torso)
- bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bav.angularvelocity = Vector3.new(0,36,0)
- bav.P = 15000
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.44,0.08,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- bv:remove()
- bav:remove()
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- function masta()
- attacking = true
- for i=1,8 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.03,0.1,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-(math.pi/2)/12,0.03,0.07) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- bal(torso,"Tr. Blue",25)
- spikes2(torso,"Medium blue")
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait(0.1)
- end
- slash:play()
- avgdmg = 37
- criticalchance = 125
- wait(0.13)
- attack = true
- local bv = Instance.new("BodyVelocity",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.velocity = torso.CFrame.lookVector * 220
- local bav = Instance.new("BodyAngularVelocity",torso)
- bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bav.angularvelocity = Vector3.new(0,36,0)
- bav.P = 15000
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.44,0.08,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
- bal(torso,"Tr. Blue",25)
- spikes2(torso,"Medium blue")
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- bal(torso,"Tr. Blue",25)
- spikes2(torso,"Medium blue")
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- bv:remove()
- bav:remove()
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- if script.Parent.className ~= "HopperBin" then
- local h = Instance.new("HopperBin",me.Backpack)
- h.Name = "SoulSword"
- script.Parent = h
- end
- local bin = script.Parent
- function sel(mouse)
- neck.C1 = neor
- if (selected == false) then
- selectmotion()
- end
- mouse.Button1Down:connect(function()
- if (attacking == false) then
- att()
- end
- end)
- mouse.KeyDown:connect(function(kuu)
- local kai = kuu:lower()
- if attacking == false then
- if (kai == "q") then
- spin()
- elseif (kai == "e") then
- att()
- elseif (kai == "r") then
- sprint()
- elseif (kai == "l") then
- stab()
- elseif (kai == "t") then
- attas()
- elseif (kai == "z") then
- masta()
- elseif (kai == "y") then
- spins()
- elseif (kai == "g") then
- combo()
- elseif (kai == "p") then
- rise()
- elseif (kai == "j") then
- sprint2()
- elseif (kai == "h") then
- run()
- elseif (kai == "f") then
- rush()
- end
- end
- end)
- while selected do
- wait(0.8)
- local k = math.random(1,5)
- if k == 1 then
- if hum.Health < 50 then
- for i=1, math.random(4,24) do
- wait(0.1)
- local col = healcols[math.random(1,#healcols)]
- local sa = math.random(30,90)/100
- local p = Instance.new("Part")
- prop(p,me.Character,false,0.1,0.05,1,1,1,col,false,"Symmetric")
- p.CFrame = CFrame.new(torso.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100) * CFrame.new(0,0,math.random(4,12))
- local mes = Instance.new("SpecialMesh")
- mesh(mes,p,sa,sa,sa,"Sphere")
- local bg = Instance.new("BodyPosition",p)
- bg.maxForce = Vector3.new(1000000,1000000,1000000)
- bg.P = 100000
- bg.position = torso.Position
- coroutine.resume(coroutine.create(function()
- repeat
- bg.position = torso.Position
- wait()
- until (p.Position - torso.Position).magnitude < 1.8
- hum.Health = hum.Health + 1.2
- p:remove()
- end))
- end
- end
- end
- end
- end
- function desel()
- neck.C1 = neor
- if selected then
- deselmotion()
- end
- end
- bin.Selected:connect(sel)
- bin.Deselected:connect(desel)
- --LEGO
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