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- --//====================================================\\--
- --|| CREATED BY SHACKLUSTER
- --\\====================================================//--
- wait(0.2)
- Player = game:GetService("Players").LocalPlayer
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = Player.Character
- Humanoid = Character.Humanoid
- Mouse = Player:GetMouse()
- RootPart = Character["HumanoidRootPart"]
- Torso = Character["Torso"]
- Head = Character["Head"]
- RightArm = Character["Right Arm"]
- LeftArm = Character["Left Arm"]
- RightLeg = Character["Right Leg"]
- LeftLeg = Character["Left Leg"]
- RootJoint = RootPart["RootJoint"]
- Neck = Torso["Neck"]
- RightShoulder = Torso["Right Shoulder"]
- LeftShoulder = Torso["Left Shoulder"]
- RightHip = Torso["Right Hip"]
- LeftHip = Torso["Left Hip"]
- local sick = Instance.new("Sound",Character)
- IT = Instance.new
- CF = CFrame.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- SIN = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- --//=================================\\
- --|| USEFUL VALUES
- --\\=================================//
- Animation_Speed = 3
- Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
- local Speed = 35
- local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
- local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
- local DAMAGEMULTIPLIER = 1
- local ANIM = "Idle"
- local ATTACK = false
- local EQUIPPED = false
- local HOLD = false
- local COMBO = 1
- local Rooted = false
- local SINE = 0
- local KEYHOLD = false
- local CHANGE = 2 / Animation_Speed
- local WALKINGANIM = false
- local VALUE1 = false
- local VALUE2 = false
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- --ROBLOXIDLEANIMATION.Parent = Humanoid
- local WEAPONGUI = IT("ScreenGui", PlayerGui)
- WEAPONGUI.Name = "Weapon GUI"
- local Effects = IT("Folder", Character)
- Effects.Name = "Effects"
- local ANIMATOR = Humanoid.Animator
- local ANIMATE = Character.Animate
- local UNANCHOR = true
- local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SAZERENOS' ARTIFICIAL HEARTBEAT
- --\\=================================//
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- frame = Frame_Speed
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SOME FUNCTIONS
- --\\=================================//
- function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
- return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
- end
- function PositiveAngle(NUMBER)
- if NUMBER >= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function NegativeAngle(NUMBER)
- if NUMBER <= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function Swait(NUMBER)
- if NUMBER == 0 or NUMBER == nil then
- ArtificialHB.Event:wait()
- else
- for i = 1, NUMBER do
- ArtificialHB.Event:wait()
- end
- end
- end
- function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
- local NEWMESH = IT(MESH)
- if MESH == "SpecialMesh" then
- NEWMESH.MeshType = MESHTYPE
- if MESHID ~= "nil" and MESHID ~= "" then
- NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
- end
- if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
- NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
- end
- end
- NEWMESH.Offset = OFFSET or VT(0, 0, 0)
- NEWMESH.Scale = SCALE
- NEWMESH.Parent = PARENT
- return NEWMESH
- end
- function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
- local NEWPART = IT("Part")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.Anchored = true
- if ANCHOR == false then
- NEWPART.Anchored = false
- end
- NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
- NEWPART.Name = NAME
- NEWPART.Size = SIZE
- NEWPART.Position = Torso.Position
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- local function weldBetween(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = ACOS(cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((1 - t) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- else
- if (1 + cosTheta) > 0.0001 then
- local theta = ACOS(-cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((t - 1) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function Clerp(a, b, t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
- local frame = IT("Frame")
- frame.BackgroundTransparency = TRANSPARENCY
- frame.BorderSizePixel = BORDERSIZEPIXEL
- frame.Position = POSITION
- frame.Size = SIZE
- frame.BackgroundColor3 = COLOR
- frame.BorderColor3 = BORDERCOLOR
- frame.Name = NAME
- frame.Parent = PARENT
- return frame
- end
- function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
- local label = IT("TextLabel")
- label.BackgroundTransparency = 1
- label.Size = UD2(1, 0, 1, 0)
- label.Position = UD2(0, 0, 0, 0)
- label.TextColor3 = TEXTCOLOR
- label.TextStrokeTransparency = STROKETRANSPARENCY
- label.TextTransparency = TRANSPARENCY
- label.FontSize = TEXTFONTSIZE
- label.Font = TEXTFONT
- label.BorderSizePixel = BORDERSIZEPIXEL
- label.TextScaled = false
- label.Text = TEXT
- label.Name = NAME
- label.Parent = PARENT
- return label
- end
- function NoOutlines(PART)
- PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
- local NEWWELD = IT(TYPE)
- NEWWELD.Part0 = PART0
- NEWWELD.Part1 = PART1
- NEWWELD.C0 = C0
- NEWWELD.C1 = C1
- NEWWELD.Parent = PARENT
- return NEWWELD
- end
- local S = IT("Sound")
- function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
- local NEWSOUND = nil
- coroutine.resume(coroutine.create(function()
- NEWSOUND = S:Clone()
- NEWSOUND.Parent = PARENT
- NEWSOUND.Volume = VOLUME
- NEWSOUND.Pitch = PITCH
- NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
- NEWSOUND:play()
- if DOESLOOP == true then
- NEWSOUND.Looped = true
- else
- repeat wait(1) until NEWSOUND.Playing == false
- NEWSOUND:remove()
- end
- end))
- return NEWSOUND
- end
- function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- --WACKYEFFECT({EffectType = "", Size = VT(1,1,1), Size2 = VT(0,0,0), Transparency = 0, Transparency2 = 1, CFrame = CF(), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
- function WACKYEFFECT(Table)
- local TYPE = (Table.EffectType or "Sphere")
- local SIZE = (Table.Size or VT(1,1,1))
- local ENDSIZE = (Table.Size2 or VT(0,0,0))
- local TRANSPARENCY = (Table.Transparency or 0)
- local ENDTRANSPARENCY = (Table.Transparency2 or 1)
- local CFRAME = (Table.CFrame or Torso.CFrame)
- local MOVEDIRECTION = (Table.MoveToPos or nil)
- local ROTATION1 = (Table.RotationX or 0)
- local ROTATION2 = (Table.RotationY or 0)
- local ROTATION3 = (Table.RotationZ or 0)
- local MATERIAL = (Table.Material or "Neon")
- local COLOR = (Table.Color or C3(1,1,1))
- local TIME = (Table.Time or 45)
- local SOUNDID = (Table.SoundID or nil)
- local SOUNDPITCH = (Table.SoundPitch or nil)
- local SOUNDVOLUME = (Table.SoundVolume or nil)
- coroutine.resume(coroutine.create(function()
- local PLAYSSOUND = false
- local SOUND = nil
- local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY, BRICKC("Pearl"), "Effect", VT(1,1,1), true)
- if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then
- PLAYSSOUND = true
- SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false)
- end
- EFFECT.Color = COLOR
- local MSH = nil
- if TYPE == "Sphere" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0,0,0))
- elseif TYPE == "Block" or TYPE == "Box" then
- MSH = IT("BlockMesh",EFFECT)
- MSH.Scale = VT(SIZE.X,SIZE.X,SIZE.X)
- elseif TYPE == "Wave" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
- elseif TYPE == "Crown" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "173770780", "", SIZE, VT(0,0,0))
- end
- if MSH ~= nil then
- local MOVESPEED = nil
- if MOVEDIRECTION ~= nil then
- MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME
- end
- local GROWTH = SIZE - ENDSIZE
- local TRANS = TRANSPARENCY - ENDTRANSPARENCY
- if TYPE == "Block" then
- EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
- else
- EFFECT.CFrame = CFRAME
- end
- for LOOP = 1, TIME+1 do
- Swait()
- MSH.Scale = MSH.Scale - GROWTH/TIME
- if TYPE == "Wave" then
- MSH.Offset = VT(0,0,-MSH.Scale.X/8)
- end
- EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME
- if TYPE == "Block" then
- EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
- else
- EFFECT.CFrame = EFFECT.CFrame*ANGLES(RAD(ROTATION1),RAD(ROTATION2),RAD(ROTATION3))
- end
- if MOVEDIRECTION ~= nil then
- local ORI = EFFECT.Orientation
- EFFECT.CFrame = CF(EFFECT.Position,MOVEDIRECTION)*CF(0,0,-MOVESPEED)
- EFFECT.Orientation = ORI
- end
- end
- if PLAYSSOUND == false then
- EFFECT:remove()
- else
- repeat Swait() until SOUND.Playing == false
- EFFECT:remove()
- end
- else
- if PLAYSSOUND == false then
- EFFECT:remove()
- else
- repeat Swait() until SOUND.Playing == false
- EFFECT:remove()
- end
- end
- end))
- end
- function MakeForm(PART,TYPE)
- if TYPE == "Cyl" then
- local MSH = IT("CylinderMesh",PART)
- elseif TYPE == "Ball" then
- local MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Sphere"
- elseif TYPE == "Wedge" then
- local MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Wedge"
- end
- end
- Debris = game:GetService("Debris")
- function CastProperRay(StartPos, EndPos, Distance, Ignore)
- local DIRECTION = CF(StartPos,EndPos).lookVector
- return Raycast(StartPos, DIRECTION, Distance, Ignore)
- end
- function turnto(position)
- RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
- end
- --//=================================\\
- --|| WEAPON CREATION
- --\\=================================//
- for _, c in pairs(Character:GetChildren()) do
- if script:FindFirstChild(c.Name) then
- local Part = script[c.Name]
- Part.Parent = Character
- Part:SetPrimaryPartCFrame(c.CFrame)
- weldBetween(c,Part.Base)
- for _, e in pairs(Part:GetChildren()) do
- if e:IsA("BasePart") and e.Name ~= "Base" then
- e.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
- e.Anchored = false
- weldBetween(c,e)
- e.CanCollide = false
- end
- end
- Part.Base:remove()
- end
- end
- local STAFF = script.Staff
- local SWORD = script.Sword
- STAFF.Parent = Character
- SWORD.Parent = Character
- for _, e in pairs(Character:GetDescendants()) do
- if e:IsA("BasePart") then
- e.Anchored = false
- end
- end
- local GRIP1 = CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, SWORD.Base, CF(0,-1,0), CF(0, 0, 0))
- local GRIP2 = CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, STAFF.Base, CF(0,-1,0), CF(0, 0, 0))
- local SKILLTEXTCOLOR = C3(0,0,0)
- local SKILLFONT = "SciFi"
- local SKILLTEXTSIZE = 7
- --//=================================\\
- --|| DAMAGING
- --\\=================================//
- function ApplyDamage(Humanoid,Damage)
- Damage = Damage * DAMAGEMULTIPLIER
- if Humanoid.Health < 2000 then
- if Humanoid.Health - Damage > 0 then
- Humanoid.Health = Humanoid.Health - Damage
- else
- Humanoid.Parent:BreakJoints()
- end
- else
- Humanoid.Parent:BreakJoints()
- end
- end
- function FREEZY(CHARACTER)
- if CHARACTER:FindFirstChild("FreezeTimer") then
- CHARACTER:FindFirstChild("FreezeTimer").Value = CHARACTER:FindFirstChild("FreezeTimer").Value + 3
- else
- coroutine.resume(coroutine.create(function()
- local ICES = {}
- for index, CHILD in pairs(CHARACTER:GetChildren()) do
- if CHILD:IsA("BasePart") and CHILD.Name ~= "Head" and CHILD.Name ~= "HumanoidRootPart" then
- local ICE = CreatePart(3, CHILD, "Ice", 0, 0.5, BRICKC("Fossil"), "Ice", CHILD.Size, false)
- table.insert(ICES,ICE)
- CreateWeldOrSnapOrMotor("Weld", CHILD, CHILD, ICE, CF(0,0,0) * ANGLES(RAD(MRANDOM(-25,25)), RAD(MRANDOM(0,360)), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(MRANDOM(-25,25))), CF(0, 0, 0))
- coroutine.resume(coroutine.create(function()
- wait()
- CHILD.Anchored = true
- end))
- elseif CHILD.Name == "Head" then
- local ICE = CreatePart(3, CHILD, "Ice", 0, 0.5, BRICKC("Fossil"), "Ice", VT(CHILD.Size.Y,CHILD.Size.Y,CHILD.Size.Y), false)
- table.insert(ICES,ICE)
- CreateWeldOrSnapOrMotor("Weld", CHILD, CHILD, ICE, CF(MRANDOM(-5,5)/15,MRANDOM(-5,5)/15,MRANDOM(-5,5)/15) * ANGLES(RAD(MRANDOM(-25,25)), RAD(MRANDOM(0,360)), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(MRANDOM(-25,25))), CF(0, 0, 0))
- coroutine.resume(coroutine.create(function()
- wait()
- CHILD.Anchored = true
- end))
- end
- end
- local TIMER = IT("NumberValue",CHARACTER)
- TIMER.Value = MRANDOM(4,6)
- TIMER.Name = "FreezeTimer"
- repeat
- wait(1)
- TIMER.Value = TIMER.Value - 1
- until TIMER.Value <= 0
- TIMER:remove()
- for i = 1, 45 do
- Swait()
- for E = 1, #ICES do
- ICES[E].Transparency = 0.5+(i/45)/2
- end
- end
- for E = 1, #ICES do
- ICES[E]:remove()
- end
- for index, CHILD in pairs(CHARACTER:GetChildren()) do
- if CHILD:IsA("BasePart") then
- CHILD.Anchored = false
- end
- end
- end))
- end
- end
- function ApplyAoE(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL,FREEZE)
- local CHILDREN = workspace:GetDescendants()
- for index, CHILD in pairs(CHILDREN) do
- if CHILD.ClassName == "Model" and CHILD ~= Character then
- local HUM = CHILD:FindFirstChildOfClass("Humanoid")
- if HUM then
- local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
- if TORSO then
- if (TORSO.Position - POSITION).Magnitude <= RANGE then
- if INSTAKILL == true then
- CHILD:BreakJoints()
- else
- local DMG = MRANDOM(MINDMG,MAXDMG)
- ApplyDamage(HUM,DMG,TORSO)
- end
- if FREEZE == true and HUM.Health > 0 then
- FREEZY(CHILD)
- end
- if FLING > 0 then
- for _, c in pairs(CHILD:GetChildren()) do
- if c:IsA("BasePart") then
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(POSITION,TORSO.Position).lookVector*FLING
- bv.Parent = c
- Debris:AddItem(bv,0.05)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- function APPLYMELEE(PART,MINDMG,MAXDMG)
- local HITS = {}
- local TOUCH = PART.Touched:Connect(function(hit)
- if hit.Parent:FindFirstChildOfClass("Humanoid") then
- local HUM = hit.Parent:FindFirstChildOfClass("Humanoid")
- local TORSO = hit.Parent:FindFirstChild("Torso") or hit.Parent:FindFirstChild("UpperTorso")
- if TORSO and HUM.Health > 0 then
- local PASS = true
- for i = 1, #HITS do
- if HITS[i] == hit.Parent then
- PASS = false
- end
- end
- table.insert(HITS,hit.Parent)
- if PASS == true then
- ApplyDamage(HUM,MRANDOM(MINDMG,MAXDMG),TORSO)
- CreateSound(HITPLAYERSOUNDS[MRANDOM(1,#HITPLAYERSOUNDS)],TORSO,2,MRANDOM(8,12)/10,false)
- end
- end
- end
- end)
- return TOUCH
- end
- --//=================================\\
- --|| ATTACK FUNCTIONS AND STUFF
- --\\=================================//
- function Teleport()
- local SOUNDS = {468973380,468972711,468973225}
- local HIT,TELE = Raycast(Mouse.Hit.p+VT(0,5,0), (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 400, Character)
- if HIT then
- ATTACK = true
- Rooted = true
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- until ATTACK == false
- end))
- wait(0.2)
- local WARPS = {}
- TELE = TELE + VT(0,3,0)
- SWORD.Sword.Teleport.Enabled = true
- STAFF.Staff.Teleport.Enabled = true
- local AIMING = VT(TELE.X,RootPart.Position.Y,TELE.Z)
- for _, e in pairs(Character:GetChildren()) do
- if e:IsA("BasePart") and e ~= RootPart then
- e.Anchored = false
- local BLOCK = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Pearl"), "Effect", e.Size, true)
- local WARP = script.Teleport:Clone()
- WARP.Parent = BLOCK
- BLOCK.CFrame = CF(e.Position,TELE)
- WARP.Enabled = true
- table.insert(WARPS,{BLOCK,WARP})
- end
- end
- wait(0.3)
- CreateSound(SOUNDS[MRANDOM(1,#SOUNDS)], Torso, 5, MRANDOM(9,11)/10, false)
- local POS = RootPart.Position
- RootPart.CFrame = CF(TELE,VT(POS.X,TELE.Y,POS.Z))
- for _, e in pairs(Character:GetChildren()) do
- if e:IsA("BasePart") and e ~= RootPart then
- e.Anchored = false
- local BLOCK = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Pearl"), "Effect", e.Size, true)
- local WARP = script.Teleport:Clone()
- WARP.Parent = BLOCK
- BLOCK.CFrame = e.CFrame
- WARP.Speed = NumberRange.new(0)
- WARP.Enabled = true
- table.insert(WARPS,{BLOCK,WARP})
- end
- end
- wait(0.1)
- SWORD.Sword.Teleport.Enabled = false
- STAFF.Staff.Teleport.Enabled = false
- for E = 1, #WARPS do
- local F = WARPS[E]
- local A = F[1]
- local B = F[2]
- B.Enabled = false
- Debris:AddItem(A,5)
- end
- ATTACK = false
- Rooted = false
- end
- end
- function Melee()
- ATTACK = true
- Rooted = false --468991880
- local CHANCE = MRANDOM(1,3)
- if CHANCE == 1 then
- for i=0, 0.2, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-35)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * ANGLES(RAD(0), RAD(180), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- local SWORDY = APPLYMELEE(SWORD.Sword,15,20)
- SWORD.Sword.Trail.Enabled = true
- CreateSound(468991880, RightArm, 5, MRANDOM(9,11)/10, false)
- for i=0, 0.5, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(45), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(55)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-55)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-45)) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(-42)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-60), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- SWORD.Sword.Trail.Enabled = false
- SWORDY:Disconnect()
- elseif CHANCE == 2 then
- for i=0, 0.2, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(90), RAD(180), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(25)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-50)) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(-42)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-60), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- local SWORDY = APPLYMELEE(SWORD.Sword,15,20)
- SWORD.Sword.Trail.Enabled = true
- CreateSound(468991880, RightArm, 5, MRANDOM(9,11)/10, false)
- for i=0, 0.5, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(90), RAD(180), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(120)) * ANGLES(RAD(0), RAD(180), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- SWORD.Sword.Trail.Enabled = false
- SWORDY:Disconnect()
- elseif CHANCE == 3 then
- for i=0, 0.2, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-15)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(15)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(170), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- local SWORDY = APPLYMELEE(SWORD.Sword,15,20)
- SWORD.Sword.Trail.Enabled = true
- CreateSound(468991880, RightArm, 5, MRANDOM(9,11)/10, false)
- for i=0, 0.5, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(55), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(15)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, -0.3) * ANGLES(RAD(22), RAD(0), RAD(-21)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- SWORD.Sword.Trail.Enabled = false
- SWORDY:Disconnect()
- end
- ATTACK = false
- Rooted = false
- end
- function SubZero()
- ATTACK = true
- Rooted = true
- local CHARGE = false
- local BLASTS = {468991944,468991990}
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(50), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(130), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- until CHARGE == true
- end))
- wait(0.2)
- for i = 1, 4 do
- WACKYEFFECT({Time = 25, EffectType = "Block", Size = VT(0,0,0), Size2 = VT(7,7,7), Transparency = 0, Transparency2 = 1, CFrame = CF(STAFF.Locator.Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0.5,0.5,1), SoundID = 461105330, SoundPitch = 1, SoundVolume = 1})
- for e = 1, 25 do
- Swait()
- WACKYEFFECT({Time = 15, EffectType = "Box", Size = VT(1,1,1), Size2 = VT(0,0,0), Transparency = 1, Transparency2 = 0, CFrame = CF(STAFF.Locator.Position) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)))*CF(0,0,7) , MoveToPos = STAFF.Locator.Position, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0.5,0.5,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
- end
- end
- wait(0.2)
- CHARGE = true
- for i=0, 0.2, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(35)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(160), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- for i=0, 0.3, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(50), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(35)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
- if HITFLOOR then
- WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(10,10,10), Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame = CF(STAFF.Locator.Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0.5,0.5,1), SoundID = nil, SoundPitch = 1, SoundVolume = 1})
- ApplyAoE(HITPOS,42,35,40,-2,false,true)
- local ICES = {}
- local ICE = CreatePart(3, Effects, "Ice", 0, 0, BRICKC("Fossil"), "Effect", VT(25,0.06,25), true)
- MakeForm(ICE,"Cyl")
- ICE.CFrame = CF(HITPOS)
- table.insert(ICES,ICE)
- CreateSound(BLASTS[MRANDOM(1,#BLASTS)], ICE, 5, MRANDOM(9,11)/10, false)
- local ICE = CreatePart(3, Effects, "Ice", 0, 0.5, BRICKC("Fossil"), "Effect", VT(33,0,33), true)
- MakeForm(ICE,"Cyl")
- ICE.CFrame = CF(HITPOS)
- table.insert(ICES,ICE)
- for i = 1, 360 do
- if MRANDOM(1,35) == 1 then
- local ICESPIKE = IT("CornerWedgePart",Effects)
- table.insert(ICES,ICESPIKE)
- ICESPIKE.Anchored = true
- ICESPIKE.Size = VT(6,MRANDOM(15,25),6)
- ICESPIKE.Material = "Ice"
- ICESPIKE.BrickColor = BRICKC("Fossil")
- ICESPIKE.CanCollide =false
- ICESPIKE.CFrame = CF(HITPOS) * ANGLES(RAD(0), RAD(i), RAD(0)) * CF(0,0,8) * ANGLES(RAD(35), RAD(MRANDOM(0,360)), RAD(0))
- end
- end
- for i = 1, 360 do
- if MRANDOM(1,50) == 1 then
- local ICESPIKE = IT("CornerWedgePart",Effects)
- table.insert(ICES,ICESPIKE)
- ICESPIKE.Anchored = true
- ICESPIKE.Size = VT(6,MRANDOM(20,35),6)
- ICESPIKE.Material = "Ice"
- ICESPIKE.BrickColor = BRICKC("Fossil")
- ICESPIKE.CanCollide =false
- ICESPIKE.CFrame = CF(HITPOS) * ANGLES(RAD(0), RAD(i), RAD(0)) * CF(0,0,15) * ANGLES(RAD(35), RAD(MRANDOM(0,360)), RAD(0))
- end
- end
- for i = 1, 360 do
- if MRANDOM(1,40) == 1 then
- local ICESPIKE = IT("CornerWedgePart",Effects)
- table.insert(ICES,ICESPIKE)
- ICESPIKE.Anchored = true
- ICESPIKE.Size = VT(6,MRANDOM(20,35),6)
- ICESPIKE.Material = "Ice"
- ICESPIKE.BrickColor = BRICKC("Fossil")
- ICESPIKE.CanCollide =false
- ICESPIKE.CFrame = CF(HITPOS) * ANGLES(RAD(0), RAD(i), RAD(0)) * CF(0,0,25) * ANGLES(RAD(35), RAD(MRANDOM(0,360)), RAD(0))
- end
- end
- wait(5)
- for i = 1, 45 do
- Swait()
- for E = 1, #ICES do
- ICES[E].Transparency = i/45
- end
- end
- for E = 1, #ICES do
- ICES[E]:remove()
- end
- end
- end))
- for i=0, 0.7, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(50), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(35)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- ATTACK = false
- Rooted = false
- end
- function ShadowBlast()
- ATTACK = true
- Rooted = false
- local GYRO = IT("BodyGyro",RootPart)
- GYRO.D = 20
- GYRO.P = 4000
- GYRO.MaxTorque = VT(0,40000,0)
- local FIRE = false
- local BLASTS = {468992058,468992112}
- coroutine.resume(coroutine.create(function()
- repeat
- if FIRE == false then
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(35)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-35)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(-12)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p)
- Swait()
- until ATTACK == false
- GYRO:remove()
- end))
- local SHOOT = function()
- FIRE = true
- coroutine.resume(coroutine.create(function()
- local BULLET = CreatePart(3, Effects, "Ice", 0, 1, BRICKC("Fossil"), "Effect", VT(0,0,0), true)
- BULLET.CFrame = CF(STAFF.Locator.Position,Mouse.Hit.p)
- local FIRE = script.Fire:Clone()
- FIRE.Parent = BULLET
- FIRE.Enabled = true
- for i =1, 400 do
- Swait()
- local HIT,POS,NORMAL = Raycast(BULLET.Position,BULLET.CFrame.lookVector,1,Character)
- if HIT then
- ApplyAoE(POS,10,15,17,15,false,false)
- FIRE.Enabled = false
- WACKYEFFECT({Time = 55, EffectType = "Crown", Size = VT(0,0,0), Size2 = VT(11,8,11), Transparency = 0, Transparency2 = 1, CFrame = CF(POS,POS+NORMAL) * ANGLES(RAD(-90), RAD(0), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 8, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = BLASTS[MRANDOM(1,#BLASTS)], SoundPitch = 1, SoundVolume = 2})
- WACKYEFFECT({Time = 55, EffectType = "Sphere", Size = VT(0,0,0), Size2 = VT(15,2,15), Transparency = 0, Transparency2 = 1, CFrame = CF(POS,POS+NORMAL) * ANGLES(RAD(90), RAD(0), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = 1, SoundVolume = 1})
- break
- else
- BULLET.CFrame = BULLET.CFrame * CF(0,0,-1)
- end
- end
- Debris:AddItem(BULLET,5)
- end))
- for i=0, 0.4, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(35)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-35)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(120), RAD(0), RAD(-12)) * ANGLES(RAD(0), RAD(-50), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- FIRE = false
- end
- SHOOT()
- local DOWN = Mouse.KeyDown:connect(function(KEY)
- if KEY == "c" and FIRE == false then
- SHOOT()
- end
- end)
- while true do
- repeat wait() until FIRE == false
- for i = 1, 70 do
- Swait()
- if FIRE == true then
- break
- end
- end
- if FIRE == false then
- ATTACK = false
- Rooted = false
- DOWN:Disconnect()
- break
- end
- end
- end
- function Boost()
- if DAMAGEMULTIPLIER == 1 then
- ATTACK = true
- Rooted = false
- local AURAS = {}
- for i=0, 0.7, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, -0.4) * ANGLES(RAD(100), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, -0.4) * ANGLES(RAD(100), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- CreateSound(468992291, Torso, 5, 1, false)
- for index, CHILD in pairs(Character:GetDescendants()) do
- if CHILD:IsA("BasePart") and CHILD.Name ~= "HumanoidRootPart" and CHILD.Parent ~= Effects and CHILD.ClassName ~= "UnionOperation" and CHILD.Parent ~= STAFF and CHILD.Parent ~= SWORD then
- local AURA = CreatePart(3, CHILD, "Neon", 0, 0.75, BRICKC("Fossil"), "Aura", CHILD.Size*1.01, false)
- AURA.Color = C3(0,0,0)
- for index, MESH in pairs(Character:GetChildren()) do
- if MESH.ClassName == "CharacterMesh" then
- if MESH.BodyPart == Enum.BodyPart.Torso then
- if CHILD == Torso then
- CreateMesh("SpecialMesh", AURA, "FileMesh", MESH.MeshId, "", VT(1,1,1)*1.1, VT(0,0,0))
- end
- elseif MESH.BodyPart == Enum.BodyPart.RightArm then
- if CHILD == RightArm then
- CreateMesh("SpecialMesh", AURA, "FileMesh", MESH.MeshId, "", VT(1,1,1)*1.1, VT(0,0,0))
- end
- elseif MESH.BodyPart == Enum.BodyPart.LeftArm then
- if CHILD == LeftArm then
- CreateMesh("SpecialMesh", AURA, "FileMesh", MESH.MeshId, "", VT(1,1,1)*1.1, VT(0,0,0))
- end
- elseif MESH.BodyPart == Enum.BodyPart.RightLeg then
- if CHILD == RightLeg then
- CreateMesh("SpecialMesh", AURA, "FileMesh", MESH.MeshId, "", VT(1,1,1)*1.1, VT(0,0,0))
- end
- elseif MESH.BodyPart == Enum.BodyPart.LeftLeg then
- if CHILD == LeftLeg then
- CreateMesh("SpecialMesh", AURA, "FileMesh", MESH.MeshId, "", VT(1,1,1)*1.1, VT(0,0,0))
- end
- end
- end
- end
- table.insert(AURAS,AURA)
- CreateWeldOrSnapOrMotor("Weld", CHILD, CHILD, AURA, CF(0,0,0), CF(0, 0, 0))
- if CHILD:FindFirstChildOfClass("SpecialMesh") then
- local M = CHILD:FindFirstChildOfClass("SpecialMesh"):Clone()
- M.Parent = AURA
- M.TextureId = ""
- end
- end
- end
- DAMAGEMULTIPLIER = 2
- Speed = 45
- WACKYEFFECT({Time = 55, EffectType = "Sphere", Size = VT(0,0,0), Size2 = VT(70,70,70), Transparency = 0, Transparency2 = 1, CFrame = CF(Torso.Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = 1, SoundVolume = 3})
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-7), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- wait(25)
- repeat wait() until ATTACK == false
- Speed = 35
- DAMAGEMULTIPLIER = 1
- for i = 1, 45 do
- Swait()
- for E = 1, #AURAS do
- AURAS[E].Transparency = 0.75+(i/45)/4
- end
- end
- for E = 1, #AURAS do
- AURAS[E]:remove()
- end
- end))
- ATTACK = false
- Rooted = false
- end
- end
- function IceBeam()
- if DAMAGEMULTIPLIER == 2 then
- ATTACK = true
- Rooted = false
- UNANCHOR = false
- local CHARGES = {459523112,459523787}
- local BLASTS = {468991944,468991990}
- local AREA = RootPart.CFrame*CF(0,45,0)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootPart.CFrame = Clerp(RootPart.CFrame,AREA,0.1)
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(100), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(100), RAD(0), RAD(35)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.5) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.4, -0.5) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- local ORB = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Fossil"), "IceBall", VT(2,2,2), true)
- MakeForm(ORB,"Ball")
- ORB.Color = C3(0.5,0.5,1)
- CreateSound(CHARGES[MRANDOM(1,#CHARGES)], ORB, 5, 1, false)
- for i = 1, 75 do
- Swait()
- ORB.Size = ORB.Size + VT(0.2,0.2,0.2)
- ORB.Transparency = ORB.Transparency - 1/75
- end
- for i = 1, 6 do
- WACKYEFFECT({Time = 25, EffectType = "Block", Size = VT(0,0,0), Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame = CF(ORB.Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0.5,0.5,1), SoundID = 461105330, SoundPitch = 1, SoundVolume = 1})
- for e = 1, 25 do
- Swait()
- WACKYEFFECT({Time = 15, EffectType = "Box", Size = VT(2,2,2), Size2 = VT(0,0,0), Transparency = 1, Transparency2 = 0, CFrame = CF(ORB.Position) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)))*CF(0,0,25) , MoveToPos = STAFF.Locator.Position, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0.5,0.5,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
- end
- end
- wait(0.2)
- WACKYEFFECT({Time = 55, EffectType = "Sphere", Size = VT(0,0,0), Size2 = VT(70,70,70), Transparency = 0, Transparency2 = 1, CFrame = CF(Torso.Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0.5,0.5,1), SoundID = BLASTS[MRANDOM(1,#BLASTS)], SoundPitch = 1, SoundVolume = 3})
- local BEAM = CreatePart(3, Effects, "Neon", 0, 0, BRICKC("Fossil"), "BeamOfIce", VT(0,0,0), true)
- local CORE = CreatePart(3, Effects, "Neon", 0, 0, BRICKC("Fossil"), "Ice", VT(10,10,10), true)
- BEAM.Color = C3(0.5,0.5,1)
- CORE.Color = C3(0.5,0.5,1)
- MakeForm(BEAM,"Cyl")
- local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 1000, Character)
- local SPOT = CF(HITPOS)
- CreateSound(487184062, CORE, 10, 0.7, true)
- local FLAKES = script.Snowflakes:Clone()
- FLAKES.Parent = BEAM
- FLAKES.Enabled = true
- for i = 1, 1200 do
- Swait()
- local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, Mouse.Hit.p)).lookVector, 1000, Character)
- SPOT = Clerp(SPOT, CF(HITPOS), 0.025)
- local DISTANCE = (SPOT.p - ORB.Position).Magnitude
- BEAM.Size = VT(6,DISTANCE+5,6)
- BEAM.CFrame = CF(ORB.Position,SPOT.p)*CF(0,0,-DISTANCE/2) * ANGLES(RAD(90), RAD(0), RAD(0))
- ApplyAoE(SPOT.p,7,1,1,0,false,true)
- CORE.CFrame = SPOT * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)))
- end
- CORE:remove()
- BEAM:remove()
- coroutine.resume(coroutine.create(function()
- for i = 1, 75 do
- Swait()
- ORB.Size = ORB.Size - VT(0.2,0.2,0.2)
- ORB.Transparency = ORB.Transparency + 1/75
- end
- ORB:remove()
- end))
- UNANCHOR = true
- ATTACK = false
- Rooted = false
- end
- end
- --//=================================\\
- --|| ASSIGN THINGS TO KEYS
- --\\=================================//
- function MouseDown(Mouse)
- if ATTACK == false then
- Melee()
- end
- end
- function MouseUp(Mouse)
- HOLD = false
- end
- function KeyDown(Key)
- KEYHOLD = true
- if Key == "z" and ATTACK == false then
- Teleport()
- end
- if Key == "b" and ATTACK == false then
- SubZero()
- end
- if Key == "c" and ATTACK == false then
- ShadowBlast()
- end
- if Key == "v" and ATTACK == false then
- Boost()
- end
- if Key == "x" and ATTACK == false then
- IceBeam()
- end
- if Key == "t" then
- CreateSound(468971411, Torso, 10, 1, false)
- end
- end
- function KeyUp(Key)
- KEYHOLD = false
- end
- Mouse.Button1Down:connect(function(NEWKEY)
- MouseDown(NEWKEY)
- end)
- Mouse.Button1Up:connect(function(NEWKEY)
- MouseUp(NEWKEY)
- end)
- Mouse.KeyDown:connect(function(NEWKEY)
- KeyDown(NEWKEY)
- end)
- Mouse.KeyUp:connect(function(NEWKEY)
- KeyUp(NEWKEY)
- end)
- --//=================================\\
- --\\=================================//
- function unanchor()
- for _, c in pairs(Character:GetChildren()) do
- if c:IsA("BasePart") and c ~= RootPart then
- c.Anchored = false
- end
- end
- if UNANCHOR == true then
- RootPart.Anchored = false
- else
- RootPart.Anchored = true
- end
- end
- --//=================================\\
- --|| WRAP THE WHOLE SCRIPT UP
- --\\=================================//
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and (Disable_Jump == true) then
- Humanoid.Jump = false
- end
- end)
- while true do
- Swait()
- script.Parent = WEAPONGUI
- ANIMATE.Parent = nil
- for _,v in next, Humanoid:GetPlayingAnimationTracks() do
- v:Stop();
- end
- SINE = SINE + CHANGE
- local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
- local WALKSPEEDVALUE = 6.5
- if ATTACK == false then
- GRIP1.C1 = Clerp(GRIP1.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- GRIP2.C1 = Clerp(GRIP2.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- if ANIM == "Walk" and TORSOVELOCITY > 1 then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 2 / Animation_Speed)
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2- 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(50 * COS(SINE / WALKSPEEDVALUE))), 0.6 / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(50 * COS(SINE / WALKSPEEDVALUE))), 0.6 / Animation_Speed)
- elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- end
- if HITFLOOR == nil then
- ANIM = "Jump"
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(25), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-35), RAD(0), RAD(25 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-35), RAD(0), RAD(-25 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
- ANIM = "Idle"
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0.1 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(15), RAD(0), RAD(35)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.1) * ANGLES(RAD(5), RAD(80), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
- ANIM = "Walk"
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.05) * ANGLES(RAD(5), RAD(0), RAD(-10*COS(SINE / (WALKSPEEDVALUE)))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 1 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(10*COS(SINE / (WALKSPEEDVALUE)))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(-25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-20)) * ANGLES(RAD(0), RAD(25), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
- end
- end
- unanchor()
- Humanoid.MaxHealth = 5e7
- Humanoid.Health = 5e7
- if Rooted == false then
- Disable_Jump = false
- Humanoid.WalkSpeed = Speed
- elseif Rooted == true then
- Disable_Jump = true
- Humanoid.WalkSpeed = 0
- end
- if Head:FindFirstChildOfClass("Decal") then
- Head:FindFirstChildOfClass("Decal"):remove()
- end
- sick.SoundId = "rbxassetid://502023014"
- sick.Looped = true
- sick.Pitch = 1
- sick.Volume = 2
- sick.Playing = true
- sick.Parent = Torso
- end
- --//=================================\\
- --\\=================================//
- --//====================================================\\--
- --|| END OF SCRIPT
- --\\====================================================//--
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