Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros")
- local rp = RealPlayer
- script.Parent = rp.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local Mouse = Player:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then return s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- __call = function(self,...)
- local s = rawget(self,"_RealService")
- if s then return s(...) end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- g.RunService = FakeService({
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- setmetatable(g,{
- __index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end,
- __newindex = fsmt.__newindex,
- __call = fsmt.__call
- })
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- --------Replace All "LocalPlayer" With Your Name.
- --Remove "Mouse =" or "local mouse =" at the start.
- --Replace Kermat161 At The Top Of The Script With You Name.
- -----------------------------Script In The Line's.
- Player_Size = 1 --Size of the player.
- local change = 1
- local plr = owner
- local char = plr.Character
- local hum = char.Humanoid
- local hed = char.Head
- local root = char.HumanoidRootPart
- local rootj = root.RootJoint
- local tors = char.Torso
- local ra = char["Right Arm"]
- local la = char["Left Arm"]
- local rl = char["Right Leg"]
- local ll = char["Left Leg"]
- local neck = tors["Neck"]
- local mouse = plr:GetMouse()
- local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
- local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
- local maincolor = BrickColor.new("Pastel brown")
- cam = game.Workspace.CurrentCamera
- CF = CFrame.new
- VT = Vector3.new
- angles = CFrame.Angles
- attack = false
- Euler = CFrame.fromEulerAnglesXYZ
- Rad = math.rad
- IT = Instance.new
- BrickC = BrickColor.new
- Cos = math.cos
- COS = math.cos
- Acos = math.acos
- Sin = math.sin
- Asin = math.asin
- Abs = math.abs
- Mrandom = math.random
- Floor = math.floor
- local BlurAmount = 25
- local Last = cam.CFrame.lookVector
- local Blur = Instance.new("BlurEffect",cam)
- game.Workspace.Changed:connect(function(p)
- if p == "CurrentCamera" then
- cam = game.Workspace.CurrentCamera
- if Blur and Blur.Parent then
- Blur.Parent = cam
- else
- Blur = Instance.new("BlurEffect",cam)
- end
- end
- end)
- necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- RSH, LSH = nil, nil
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = tors["Right Hip"]
- LH = tors["Left Hip"]
- RSH = tors["Right Shoulder"]
- LSH = tors["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "RW"
- RW.Part0 = tors
- RW.C0 = CF(1.5, 0.5, 0)
- RW.C1 = CF(0, 0.5, 0)
- RW.Part1 = ra
- RW.Parent = tors
- LW.Name = "LW"
- LW.Part0 = tors
- LW.C0 = CF(-1.5, 0.5, 0)
- LW.C1 = CF(0, 0.5, 0)
- LW.Part1 = la
- LW.Parent = tors
- Effects = {}
- local sine=0
- Animation_Speed = 1
- local CHANGE = 2 / Animation_Speed
- rootj.Parent = root
- neck.Parent = tors
- RW.Parent = tors
- LW.Parent = tors
- RH.Parent = tors
- LH.Parent = tors
- ----------------------------------------------------------------------------------
- rootj.C0 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- rootj.C1 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- neck.C0 = necko * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0))
- neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * angles(Rad(-90), Rad(0), Rad(180))
- RW.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* RIGHTSHOULDERC0
- LW.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* LEFTSHOULDERC0
- ----------------------------------------------------------------------------------
- RH.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- LH.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- RH.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- LH.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- --hat.Parent = Character
- ----------------------------------------------------------------------------------
- music = Instance.new("Sound",tors)
- music.SoundId = "rbxassetid://1360395950"
- music.Volume = 1.5
- music.Looped = true
- music:Play()
- function Cso(ID, PARENT, VOLUME, PITCH)
- local NSound = nil
- coroutine.resume(coroutine.create(function()
- NSound = IT("Sound", PARENT)
- NSound.Volume = VOLUME
- NSound.Pitch = PITCH
- NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
- swait()
- NSound:play()
- game:GetService("Debris"):AddItem(NSound, 10)
- end))
- return NSound
- end
- ----------------------------------------------------------------------------------
- local equipped = false
- local idle = 0
- local change = 1
- local val = 0
- local toim = 0
- local idleanim = 0.4
- local sine = 0
- local Sit = 1
- ----------------------------------------------------------------------------------
- hum.WalkSpeed = 8
- hum.JumpPower = 70
- ----------------------------------------------------------------------------------
- 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 swait(num)
- if num == 0 or num == nil then
- game:service("RunService").Stepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Stepped:wait(0)
- end
- end
- 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 m00 < m11 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
- --------------------
- Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
- 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)
- 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
- --------------------
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- ----------------------------
- 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 >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.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
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.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
- 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 rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- -------------------------
- function CreateSound(ID, PARENT, VOLUME, PITCH)
- local NEWSOUND = nil
- coroutine.resume(coroutine.create(function()
- NEWSOUND = IT("Sound", PARENT)
- NEWSOUND.Volume = VOLUME
- NEWSOUND.Pitch = PITCH
- NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
- Swait()
- NEWSOUND:play()
- game:GetService("Debris"):AddItem(NEWSOUND, 10)
- end))
- return NEWSOUND
- end
- ---------------------------------
- local aa = Instance.new("Part")
- aa.Parent = char
- aa.Size = Vector3.new(0.2, 10, 20)
- aa.Archivable = true
- aa.Transparency = 0
- aa.Shape = "Ball"
- aa.BrickColor = BrickColor.new("Really black")
- aa.Material = "Glass"
- aa.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(5.10, 2, 5.10)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa
- weld1en.C1 = CFrame.new(0, 0.70, 0)
- -----------------------------------------------------------------
- local aa2 = Instance.new("Part")
- aa2.Parent = char
- aa2.Size = Vector3.new(0.2, 10, 20)
- aa2.Archivable = true
- aa2.Transparency = 0
- aa2.Shape = "Ball"
- aa2.BrickColor = BrickColor.new("Pastel brown")
- aa2.Material = "Neon"
- aa2.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa2)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(5.20, 1.50, 5.20)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa2
- weld1en.C1 = CFrame.new(0, 0.70, 0)
- -----------------------------------------------------------------
- local aa3 = Instance.new("Part")
- aa3.Parent = char
- aa3.Size = Vector3.new(0.2, 10, 20)
- aa3.Archivable = true
- aa3.Transparency = 0
- aa3.Shape = "Ball"
- aa3.BrickColor = BrickColor.new("Really black")
- aa3.Material = "Fabric"
- aa3.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa3)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(5.30, 1.30, 5.30)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa3
- weld1en.C1 = CFrame.new(0, 0.70, 0)
- -----------------------------------------------------------------
- local aa4 = Instance.new("Part")
- aa4.Parent = char
- aa4.Size = Vector3.new(0.2, 10, 20)
- aa4.Archivable = true
- aa4.Transparency = 0
- aa4.Shape = "Ball"
- aa4.BrickColor = BrickColor.new("Really black")
- aa4.Material = "Glass"
- aa4.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa4)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(5.10, 5.50, 2)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa4
- weld1en.C1 = CFrame.new(0, 0, 0)
- -----------------------------------------------------------------
- local aa5 = Instance.new("Part")
- aa5.Parent = char
- aa5.Size = Vector3.new(0.2, 10, 20)
- aa5.Archivable = true
- aa5.Transparency = 0
- aa5.Shape = "Ball"
- aa5.BrickColor = BrickColor.new("Pastel brown")
- aa5.Material = "Neon"
- aa5.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa5)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(5.30, 5.40, 1.50)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa5
- weld1en.C1 = CFrame.new(0, 0, 0)
- -----------------------------------------------------------------
- local aa6 = Instance.new("Part")
- aa6.Parent = char
- aa6.Size = Vector3.new(0.2, 10, 20)
- aa6.Archivable = true
- aa6.Transparency = 0
- aa6.Shape = "Ball"
- aa6.BrickColor = BrickColor.new("Really black")
- aa6.Material = "Fabric"
- aa6.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa6)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(5.40, 5.60, 1.30)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa6
- weld1en.C1 = CFrame.new(0, 0, 0)
- -----------------------------------------------------------------
- local aa7 = Instance.new("Part")
- aa7.Parent = char
- aa7.Size = Vector3.new(0.2, 10, 20)
- aa7.Archivable = true
- aa7.Transparency = 0
- aa7.Shape = "Ball"
- aa7.BrickColor = BrickColor.new("Really black")
- aa7.Material = "Glass"
- aa7.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa7)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(5.10, 2, 5.10)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa7
- weld1en.C1 = CFrame.new(0, -0.70, 0)
- -----------------------------------------------------------------
- local aa8 = Instance.new("Part")
- aa8.Parent = char
- aa8.Size = Vector3.new(0.2, 10, 20)
- aa8.Archivable = true
- aa8.Transparency = 0
- aa8.Shape = "Ball"
- aa8.BrickColor = BrickColor.new("Pastel brown")
- aa8.Material = "Neon"
- aa8.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa8)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(5.20, 1.50, 5.20)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa8
- weld1en.C1 = CFrame.new(0, -0.70, 0)
- -----------------------------------------------------------------
- local aa9 = Instance.new("Part")
- aa9.Parent = char
- aa9.Size = Vector3.new(0.2, 10, 20)
- aa9.Archivable = true
- aa9.Transparency = 0
- aa9.Shape = "Ball"
- aa9.BrickColor = BrickColor.new("Really black")
- aa9.Material = "Fabric"
- aa9.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa9)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(5.30, 1.30, 5.30)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa9
- weld1en.C1 = CFrame.new(0, -0.70, 0)
- -----------------------------------------------------------------
- local aa10 = Instance.new("Part")
- aa10.Parent = char
- aa10.Size = Vector3.new(0.2, 0.2, 0.2)
- aa10.Archivable = true
- aa10.Transparency = 0
- aa10.Shape = "Ball"
- aa10.BrickColor = BrickColor.new("Really black")
- aa10.Material = "Glass"
- aa10.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa10)
- mesh.MeshType = "Cylinder"
- mesh.Scale = Vector3.new(3, 3, 3)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa10
- weld1en.C1 = CFrame.new(-0.25, 0, 0)
- -----------------------------------------------------------------
- local aa11 = Instance.new("Part")
- aa11.Parent = char
- aa11.Size = Vector3.new(0.2, 0.2, 0.2)
- aa11.Archivable = true
- aa11.Transparency = 0.1
- aa11.Shape = "Ball"
- aa11.BrickColor = BrickColor.new("Pastel brown")
- aa11.Material = "Neon"
- aa11.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa11)
- mesh.MeshType = "Cylinder"
- mesh.Scale = Vector3.new(2.80, 2.90, 2.80)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa11
- weld1en.C1 = CFrame.new(-0.275, 0, 0)
- -----------------------------------------------------------------
- local aa12 = Instance.new("Part")
- aa12.Parent = char
- aa12.Size = Vector3.new(0.2, 10, 20)
- aa12.Archivable = true
- aa12.Transparency = 0
- aa12.Shape = "Ball"
- aa12.BrickColor = BrickColor.new("Really black")
- aa12.Material = "Glass"
- aa12.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa12)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(2, 5.50, 5.10)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa12
- weld1en.C1 = CFrame.new(0, 0, 0)
- -----------------------------------------------------------------
- local aa13 = Instance.new("Part")
- aa13.Parent = char
- aa13.Size = Vector3.new(0.2, 10, 20)
- aa13.Archivable = true
- aa13.Transparency = 0
- aa13.Shape = "Ball"
- aa13.BrickColor = BrickColor.new("Pastel brown")
- aa13.Material = "Neon"
- aa13.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa13)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(1.50, 5.40, 5.30)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa13
- weld1en.C1 = CFrame.new(0, 0, 0)
- -----------------------------------------------------------------
- local aa14 = Instance.new("Part")
- aa14.Parent = char
- aa14.Size = Vector3.new(0.2, 10, 20)
- aa14.Archivable = true
- aa14.Transparency = 0
- aa14.Shape = "Ball"
- aa14.BrickColor = BrickColor.new("Really black")
- aa14.Material = "Fabric"
- aa14.CanCollide = false
- local mesh = Instance.new("SpecialMesh", aa14)
- mesh.MeshType = "Brick"
- mesh.Scale = Vector3.new(1.30, 5.60, 5.35)
- local weld1en = Instance.new("Weld")
- weld1en.Parent = ra
- weld1en.Part0 = ra
- weld1en.Part1 = aa14
- weld1en.C1 = CFrame.new(0, 0, 0)
- -----------------------------------------------------------------
- local Hair2 = Instance.new("Part", char)
- Hair2.Name = "Hair"
- Hair2.CanCollide = false
- Hair2.BrickColor = BrickColor.new("Really black")
- Hair2.Transparency = 0
- Hair2.Material = "Fabric"
- Hair2.Size = Vector3.new(1, 1, 2)
- Hair2.TopSurface = Enum.SurfaceType.Smooth
- Hair2.BottomSurface = Enum.SurfaceType.Smooth
- local Weld = Instance.new("Weld", Hair2)
- Weld.Part0 = ra
- Weld.Part1 = Hair2
- Weld.C1 = CFrame.new(0,0,0)
- Weld.C0 = CFrame.new(.550,0,0) * angles(Rad(0),Rad(0),Rad(90))
- local M2 = Instance.new("SpecialMesh")
- M2.Parent = Hair2
- M2.MeshId = "http://www.roblox.com/asset/?id=19251107"
- M2.Scale = Vector3.new(.230,.230,.230)
- ------------------------------------------------------------------
- local fidgetspinner = coroutine.wrap(function()
- while true do
- Weld.C0 = Weld.C0 * CFrame.Angles(math.rad(0), math.rad(5), math.rad(0))
- wait()
- end
- end)
- fidgetspinner()
- aa2.BrickColor = BrickColor.new("Pastel brown")
- aa5.BrickColor = BrickColor.new("Pastel brown")
- aa8.BrickColor = BrickColor.new("Pastel brown")
- aa11.BrickColor = BrickColor.new("Pastel brown")
- aa13.BrickColor = BrickColor.new("Pastel brown")
- local Mode = 1
- ---------------------------------
- local Switcher = coroutine.wrap(function()
- while true do
- for i = 1, 50 do
- aa2.Transparency = aa2.Transparency + 0.005
- aa5.Transparency = aa5.Transparency + 0.005
- aa8.Transparency = aa8.Transparency + 0.005
- aa11.Transparency = aa11.Transparency + 0.005
- aa13.Transparency = aa13.Transparency + 0.005
- wait()
- end
- for i = 1, 50 do
- aa2.Transparency = aa2.Transparency - 0.005
- aa5.Transparency = aa5.Transparency - 0.005
- aa8.Transparency = aa8.Transparency - 0.005
- aa11.Transparency = aa11.Transparency - 0.005
- aa13.Transparency = aa13.Transparency - 0.005
- wait()
- end
- wait()
- end
- end)
- Switcher()
- CFuncs = {
- Part = {
- Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Weld = {
- Create = function(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- },
- Sound = {
- Create = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local S = Create("Sound")({
- Volume = vol,
- Pitch = pit or 1,
- SoundId = id,
- Parent = par or workspace
- })
- wait()
- S:play()
- game:GetService("Debris"):AddItem(S, 6)
- end))
- end
- },
- ParticleEmitter = {
- Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
- local fp = Create("ParticleEmitter")({
- Parent = Parent,
- Color = ColorSequence.new(Color1, Color2),
- LightEmission = LightEmission,
- Size = Size,
- Texture = Texture,
- Transparency = Transparency,
- ZOffset = ZOffset,
- Acceleration = Accel,
- Drag = Drag,
- LockedToPart = LockedToPart,
- VelocityInheritance = VelocityInheritance,
- EmissionDirection = EmissionDirection,
- Enabled = Enabled,
- Lifetime = LifeTime,
- Rate = Rate,
- Rotation = Rotation,
- RotSpeed = RotSpeed,
- Speed = Speed,
- VelocitySpread = VelocitySpread
- })
- return fp
- end
- }
- }
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- formFactor = FormFactor,
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- EffectModel = Instance.new("Model", char)
- Effects = {
- Block = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- else
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- },
- Sphere = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Cylinder = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Wave = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1 / 60, y1 / 60, z1 / 60))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3 / 60,
- y3 / 60,
- z3 / 60,
- msh
- })
- end
- },
- Ring = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Break = {
- Create = function(brickcolor, cframe, x1, y1, z1)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Shatter",
- num,
- prt.CFrame,
- math.random() - math.random(),
- 0,
- math.random(50, 100) / 100
- })
- end
- },
- Spiral = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://1051557", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Push = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://437347603", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- }
- }
- local naeeym2 = IT("BillboardGui",char)
- naeeym2.AlwaysOnTop = true
- naeeym2.Size = UDim2.new(5,35,2,15)
- naeeym2.StudsOffset = Vector3.new(0,2,0)
- naeeym2.MaxDistance = 75
- naeeym2.Adornee = hed
- naeeym2.Name = "Name"
- --naeeym2.PlayerToHideFrom = Player
- local tecks2 = IT("TextLabel",naeeym2)
- tecks2.BackgroundTransparency = 1
- tecks2.TextScaled = true
- tecks2.BorderSizePixel = 0
- tecks2.Text = "Existiance"
- tecks2.Font = "Arcade"
- tecks2.TextSize = 20
- tecks2.TextTransparency = 1
- tecks2.TextStrokeTransparency = 1
- tecks2.TextColor3 = Color3.fromRGB(0, 0, 0)
- tecks2.TextStrokeColor3 = maincolor.Color
- tecks2.Size = UDim2.new(1,0,0.5,0)
- tecks2.Parent = naeeym2
- -----------------------------------------------------------------
- function resetmode()
- attack = true
- Mode = 1
- maincolor = BrickColor.new("Pastel brown")
- music.SoundId = "rbxassetid://1360395950"
- music:Play()
- aa2.BrickColor = BrickColor.new("Pastel brown")
- aa5.BrickColor = BrickColor.new("Pastel brown")
- aa8.BrickColor = BrickColor.new("Pastel brown")
- aa11.BrickColor = BrickColor.new("Pastel brown")
- aa13.BrickColor = BrickColor.new("Pastel brown")
- aa.Material = "Glass"
- aa2.Material = "Neon"
- aa3.Material = "Fabric"
- aa4.Material = "Glass"
- aa5.Material = "Neon"
- aa6.Material = "Fabric"
- aa7.Material = "Glass"
- aa8.Material = "Neon"
- aa9.Material = "Fabric"
- aa10.Material = "Glass"
- aa11.Material = "Neon"
- aa12.Material = "Glass"
- aa13.Material = "Neon"
- aa14.Material = "Fabric"
- Hair2.Material = "Fabric"
- Hair2.BrickColor = BrickColor.new("Really black")
- aa.BrickColor = BrickColor.new("Really black")
- aa3.BrickColor = BrickColor.new("Really black")
- aa4.BrickColor = BrickColor.new("Really black")
- aa6.BrickColor = BrickColor.new("Really black")
- aa7.BrickColor = BrickColor.new("Really black")
- aa9.BrickColor = BrickColor.new("Really black")
- aa10.BrickColor = BrickColor.new("Really black")
- aa12.BrickColor = BrickColor.new("Really black")
- aa14.BrickColor = BrickColor.new("Really black")
- Hair2.BrickColor = BrickColor.new("Really black")
- tecks2.Text = "Existiance"
- tecks2.Font = "Code"
- attack = false
- end
- function nothing()
- attack = true
- attack = false
- end
- ff = Instance.new("ForceField",char)
- ff.Visible = false
- hum.Name = "Base"
- hum.MaxHealth = 1.0E298
- hum.Health = 1.0E298
- game:GetService("RunService"):BindToRenderStep("Bbae", 0, function()
- if hum.Health > 0.1 and hum.Health < 1.0E298 then
- hum.MaxHealth = 1.0E298
- hum.Health = 1.0E298
- end
- end)
- function Aura(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos, MType)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * outerpos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = MType
- rngm.Scale = Vector3.new(x1, y1, z1)
- local scaler2 = 1
- local speeder = FastSpeed
- if type == "Add" then
- scaler2 = 1 * value
- elseif type == "Divide" then
- scaler2 = 1 / value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / bonuspeed, 0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01 * value / bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01 / value * bonuspeed
- end
- speeder = speeder - 0.01 * FastSpeed * bonuspeed
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * speeder * bonuspeed
- rng.Transparency = rng.Transparency + 0.01 * bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, 0)
- end
- rng:Destroy()
- end))
- end
- function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChildOfClass("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- if hit.Parent.DebounceHit.Value == true then
- return
- end
- end
- if insta == true then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- local c = Create("ObjectValue"){
- Name = "creator",
- Value = game:service("Players").LocalPlayer,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- if HitSound ~= nil and HitPitch ~= nil then
- CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
- end
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- if block.className == "IntValue" then
- if block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- end
- end
- if blocked == false then
- h.Health = h.Health - Damage
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- else
- h.Health = h.Health - (Damage / 2)
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- end
- if Type == "Knockdown" then
- local hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
- local bodvol = Create("BodyVelocity"){
- velocity = angle * knockback,
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- local rl = Create("BodyAngularVelocity"){
- P = 3000,
- maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
- angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodvol, .5)
- game:GetService("Debris"):AddItem(rl, .5)
- elseif Type == "Normal" then
- local vp = Create("BodyVelocity"){
- P = 500,
- maxForce = Vector3.new(math.huge, 0, math.huge),
- velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
- }
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, .5)
- elseif Type == "Up" then
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, .5)
- elseif Type == "DarkUp" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- Effects.Block.Create(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
- end
- end))
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- elseif Type == "Snare" then
- local bp = Create("BodyPosition"){
- P = 2000,
- D = 100,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- game:GetService("Debris"):AddItem(bp, 1)
- elseif Type == "Freeze" then
- local BodPos = Create("BodyPosition"){
- P = 50000,
- D = 1000,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- local BodGy = Create("BodyGyro") {
- maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
- P = 20e+003,
- Parent = hit.Parent.Torso,
- cframe = hit.Parent.Torso.CFrame,
- }
- hit.Parent.Torso.Anchored = true
- coroutine.resume(coroutine.create(function(Part)
- swait(1.5)
- Part.Anchored = false
- end), hit.Parent.Torso)
- game:GetService("Debris"):AddItem(BodPos, 3)
- game:GetService("Debris"):AddItem(BodGy, 3)
- end
- local debounce = Create("BoolValue"){
- Name = "DebounceHit",
- Parent = hit.Parent,
- Value = true,
- }
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- end
- end
- function ShowDamage(Pos, Text, Time, Color)
- local Rate = (1 / 30)
- local Pos = (Pos or Vector3.new(0, 0, 0))
- local Text = (Text or "")
- local Time = (Time or 2)
- local Color = (Color or Color3.new(1, 0, 1))
- local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0))
- EffectPart.Anchored = true
- local BillboardGui = Create("BillboardGui"){
- Size = UDim2.new(3, 0, 3, 0),
- Adornee = EffectPart,
- Parent = EffectPart,
- }
- local TextLabel = Create("TextLabel"){
- BackgroundTransparency = 1,
- Size = UDim2.new(1, 0, 1, 0),
- Text = Text,
- Font = "Bodoni",
- TextColor3 = Color,
- TextScaled = true,
- TextStrokeColor3 = Color3.fromRGB(0,0,0),
- Parent = BillboardGui,
- }
- game.Debris:AddItem(EffectPart, (Time))
- EffectPart.Parent = game:GetService("Workspace")
- delay(0, function()
- local Frames = (Time / Rate)
- for Frame = 1, Frames do
- wait(Rate)
- local Percent = (Frame / Frames)
- EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
- TextLabel.TextTransparency = Percent
- end
- if EffectPart and EffectPart.Parent then
- EffectPart:Destroy()
- end
- end)
- end
- function MagniDamage(Part, magni, mindam, maxdam, knock, Type)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Head")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= plr.Name then
- Damage(head, head, mindam, maxdam, knock, Type, root, 0.1, "http://www.roblox.com/asset/?id=0", 1.2)
- end
- end
- end
- end
- end
- function HitboxFunction(Pose, lifetime, siz1, siz2, siz3, Radie, Min, Max, kb, atype)
- local Hitboxpart = Instance.new("Part", EffectModel)
- RemoveOutlines(Hitboxpart)
- Hitboxpart.Size = Vector3.new(siz1, siz2, siz3)
- Hitboxpart.CanCollide = false
- Hitboxpart.Transparency = 1
- Hitboxpart.Anchored = true
- Hitboxpart.CFrame = Pose
- game:GetService("Debris"):AddItem(Hitboxpart, lifetime)
- MagniDamage(Hitboxpart, Radie, Min, Max, kb, atype)
- end
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreatePart1(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- formFactor = FormFactor,
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- function CreateMesh1(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- function CreateWeld(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- function BlockEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CreatePart1(3, workspace, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh1("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 3 then
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- function attackone()
- attack = true
- hum.WalkSpeed = 3.01
- for i = 0, 1.7, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(10), Rad(0), Rad(-40)), 0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-10), Rad(0), Rad(40)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-7), Rad(0), Rad(-7)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-65), Rad(0)) * angles(Rad(-10), Rad(0), Rad(-25)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, .3* Player_Size) * angles(Rad(90), Rad(-7.5 * Sin(sine / 20)), Rad(45)), 0.3)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(7.5 * Sin(sine / 20)), Rad(-25)), 0.3)
- end
- Cso("203426541", ra, 10, 1)
- HitboxFunction(root.CFrame * CF(0, 0, -2), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- for i = 0, 1.4, 0.1 do
- swait()
- BlockEffect(maincolor, ra.CFrame, 21, 41, 21, -2, -3, -2, 0.08, 2)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, -.5, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(5), Rad(0), Rad(55)), 0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20), Rad(0), Rad(-55)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.8 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(87), Rad(0)) * angles(Rad(-30), Rad(0), Rad(15)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.1* Player_Size) * angles(Rad(0), Rad(-87), Rad(0)) * angles(Rad(-5), Rad(0), Rad(9)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, -.4* Player_Size) * angles(Rad(90), Rad(-7.5 * Sin(sine / 20)), Rad(35)), 0.3)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-25), Rad(7.5 * Sin(sine / 20)), Rad(-25)), 0.3)
- end
- Cso("203426541", ra, 10, 1)
- HitboxFunction(root.CFrame * CF(0, 0, -2), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- for i = 0, 1.4, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, -.5, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-5), Rad(0), Rad(-55)), 0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20), Rad(0), Rad(55)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.8 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(87), Rad(0)) * angles(Rad(-30), Rad(0), Rad(15)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.1* Player_Size) * angles(Rad(0), Rad(-87), Rad(0)) * angles(Rad(-5), Rad(0), Rad(9)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, -.4* Player_Size) * angles(Rad(-25), Rad(-7.5 * Sin(sine / 20)), Rad(35)), 0.3)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, -.4* Player_Size) * angles(Rad(90), Rad(7.5 * Sin(sine / 20)), Rad(-35)), 0.3)
- end
- hum.WalkSpeed = 8
- attack = false
- end
- function attacktwo()
- attack = true
- hum.WalkSpeed = 3.01
- for i = 0, 1.7, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(0)), 0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-5), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-7), Rad(0), Rad(-65)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -1.1 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-10), Rad(0), Rad(-25)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(-7.5 * Sin(sine / 20)), Rad(8)), 0.3)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(35), Rad(7.5 * Sin(sine / 20)), Rad(-8)), 0.3)
- end
- Cso("203426541", rl, 10, 1)
- HitboxFunction(root.CFrame * CF(0, 0, -2), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- for i = 0, 1.4, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, -.5, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-25), Rad(0), Rad(0)), 0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(5), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-7), Rad(0), Rad(65)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -1.1 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-10), Rad(0), Rad(35)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(-7.5 * Sin(sine / 20)), Rad(8)), 0.3)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-25), Rad(7.5 * Sin(sine / 20)), Rad(-8)), 0.3)
- end
- Cso("203426541", rl, 10, 1)
- HitboxFunction(root.CFrame * CF(0, 0, -2), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- for i = 0, 1.7, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, -.5, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-25), Rad(0), Rad(0)), 0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(5), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1.2 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-7), Rad(0), Rad(-60)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -1.1 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-10), Rad(0), Rad(-35)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(-7.5 * Sin(sine / 20)), Rad(8)), 0.3)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-25), Rad(7.5 * Sin(sine / 20)), Rad(-8)), 0.3)
- end
- hum.WalkSpeed = 8
- attack = false
- end
- function attackthree()
- attack = true
- hum.WalkSpeed = 3.01
- for i = 0, 2.3, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-25), Rad(0), Rad(0)), 0.1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-25), Rad(0), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-15), Rad(0), Rad(-30)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-15), Rad(0), Rad(30)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(35), Rad(-7.5 * Sin(sine / 20)), Rad(10)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(35), Rad(7.5 * Sin(sine / 20)), Rad(-10)), 0.2)
- end
- Cso("203426541", hed, 10, 1)
- HitboxFunction(hed.CFrame * CF(0, 0, 0), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- for i = 0, 2, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(35), Rad(0), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, -.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-5), Rad(0), Rad(30)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, -.1* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-5), Rad(0), Rad(-30)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-35), Rad(-7.5 * Sin(sine / 20)), Rad(10)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-35), Rad(7.5 * Sin(sine / 20)), Rad(-10)), 0.2)
- end
- hum.WalkSpeed = 8
- attack = false
- end
- function attackfour()
- attack = true
- hum.WalkSpeed = 3.01
- for i = 0, 1.7, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(10), Rad(0), Rad(-40)), 0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-10), Rad(0), Rad(40)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-7), Rad(0), Rad(-7)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-65), Rad(0)) * angles(Rad(-10), Rad(0), Rad(-25)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, .3* Player_Size) * angles(Rad(90), Rad(-7.5 * Sin(sine / 20)), Rad(45)), 0.3)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(7.5 * Sin(sine / 20)), Rad(-25)), 0.3)
- end
- Cso("203426541", hed, 10, 1)
- for i = 0, 1.7, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(90)), 0.2)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(-90)), 0.2)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, -.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-15), Rad(0), Rad(0)), 0.2)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, -.1* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-15), Rad(0), Rad(0)), 0.2)
- RW.C0 = clerp(RW.C0, CF(1.3* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0), Rad(90)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.3* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0), Rad(-13)), 0.2)
- end
- Cso("260435136", hed, 10, .9)
- for i = 0, 1.8, 0.1 do
- swait()
- BlockEffect(maincolor, ra.CFrame * CF(0, -5, 0), 11, 11, 11, 10, 10, 10, 0.04, 1)
- BlockEffect(maincolor, ra.CFrame * CF(0, -10, 0), 11, 11, 11, 10, 10, 10, 0.04, 1)
- BlockEffect(maincolor, ra.CFrame * CF(0, -15, 0), 11, 11, 11, 10, 10, 10, 0.04, 1)
- BlockEffect(maincolor, ra.CFrame * CF(0, -20, 0), 11, 11, 11, 10, 10, 10, 0.04, 1)
- BlockEffect(maincolor, ra.CFrame * CF(0, -35, 0), 11, 11, 11, 10, 10, 10, 0.04, 1)
- HitboxFunction(ra.CFrame * CF(0, -5, 0), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- HitboxFunction(ra.CFrame * CF(0, -15, 0), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- HitboxFunction(ra.CFrame * CF(0, -20, 0), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- HitboxFunction(ra.CFrame * CF(0, -30, 0), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- HitboxFunction(ra.CFrame * CF(0, -35, 0), 0.01, 1, 1, 1, 7, 10, 20, 3, "Normal")
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(90)), 0.2)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(-90)), 0.2)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, -.1* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-15), Rad(0), Rad(0)), 0.2)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, -.1* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-15), Rad(0), Rad(0)), 0.2)
- RW.C0 = clerp(RW.C0, CF(1.3* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0), Rad(110)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.3* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(90), Rad(0), Rad(-13)), 0.2)
- end
- hum.WalkSpeed = 8
- attack = false
- end
- TAUNT = Instance.new("Sound", tors)
- TAUNT.SoundId = "http://www.roblox.com/asset/?id=500243174"
- TAUNT.Volume = 10
- TAUNT.Pitch = 1
- TAUNT.Looped = false
- TAUNT.TimePosition = 0.12
- function stopitgetsomehelp()
- attack = true
- hum.WalkSpeed = 0
- TAUNT:Play()
- repeat
- swait()
- TAUNT.Parent = tors
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(25)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-3 - 2.5 * Cos(sine / 7)), Rad(0), Rad(-25)), 0.3)
- RH.C0 = clerp(RH.C0, CF(.8* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, .2* Player_Size) * angles(Rad(0), Rad(45), Rad(0)) * angles(Rad(-6.5), Rad(0), Rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-6.5), Rad(0), Rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(80), Rad(0), Rad(20)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0), Rad(-15)), 0.2)
- until TAUNT.Playing == false
- attack = false
- hum.WalkSpeed = 8
- end
- function Shrug()
- attack = true
- hum.WalkSpeed = 0
- for i = 0, 1.7, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.8 + 0.2* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0+ 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(40)), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.3 - 0.1 * Cos(sine / 20)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-0 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(120 + 5.5 * Sin(sine / 30))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(-120 + 5.5 * Sin(sine / 30))), 0.08)
- end
- for i = 0, 1.7, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.8 + 0.2* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0+ 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(-40)), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.3 - 0.1 * Cos(sine / 20)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-0 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(120 + 5.5 * Sin(sine / 30))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(-120 + 5.5 * Sin(sine / 30))), 0.08)
- end
- for i = 0, 1.7, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.8 + 0.2* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0+ 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(40)), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.3 - 0.1 * Cos(sine / 20)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-0 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(120 + 5.5 * Sin(sine / 30))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(-120 + 5.5 * Sin(sine / 30))), 0.08)
- end
- for i = 0, 1.7, 0.1 do
- swait()
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.8 + 0.2* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0+ 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(-40)), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.3 - 0.1 * Cos(sine / 20)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-0 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(120 + 5.5 * Sin(sine / 30))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(-120 + 5.5 * Sin(sine / 30))), 0.08)
- end
- attack = false
- hum.WalkSpeed = 8
- end
- DTAUNT = Instance.new("Sound", tors)
- DTAUNT.SoundId = "http://www.roblox.com/asset/?id=300208779"
- DTAUNT.Volume = 10
- DTAUNT.Pitch = 1
- DTAUNT.Looped = false
- DTAUNT.TimePosition = 0
- DTAUNT2 = Instance.new("Sound", tors)
- DTAUNT2.SoundId = "http://www.roblox.com/asset/?id=1535994669"
- DTAUNT2.Volume = 10
- DTAUNT2.Pitch = 1
- DTAUNT2.Looped = false
- DTAUNT2.TimePosition = 0
- function TTTTTTTTTTTaunt()
- attack = true
- hum.WalkSpeed = 0
- DTAUNT:Play()
- repeat
- swait()
- DTAUNT.Parent = tors
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.2 * Cos(sine / 2)) * angles(Rad(-25), Rad(0), Rad(0)), 0.1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-25), Rad(0), Rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.2 * Cos(sine / 2)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(76), Rad(0)) * angles(Rad(-15), Rad(0), Rad(-30)), 0.1)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -1 - 0.2 * Cos(sine / 2)* Player_Size, -.2* Player_Size) * angles(Rad(0), Rad(-76), Rad(0)) * angles(Rad(-15), Rad(0), Rad(30)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.2 * Sin(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-70), Rad(-7.5 * Sin(sine / 2)), Rad(10)), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.2 * Sin(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-50), Rad(7.5 * Sin(sine / 2)), Rad(-10)), 0.2)
- until DTAUNT.Playing == false
- attack = false
- hum.WalkSpeed = 8
- end
- function nou()
- attack = true
- hum.WalkSpeed = 0
- DTAUNT2:Play()
- repeat
- swait()
- DTAUNT.Parent = tors
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(15 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(80), Rad(0)) * angles(Rad(-10.5), Rad(0), Rad(-25)), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-80), Rad(0)) * angles(Rad(-10.5), Rad(0), Rad(20)), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.8 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-10 * Cos(sine / 20)), Rad(120 - 2.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(75), Rad(10 * Cos(sine / 20)), Rad(-0 + 2.5 * Sin(sine / 20))), 0.1)
- until DTAUNT2.Playing == false
- attack = false
- hum.WalkSpeed = 8
- end
- function oh()
- attack = true
- hum.WalkSpeed = 0
- BlockEffect(BrickColor.new("Steel blue"), hed.CFrame, 21, 21, 21, 0, 0, 0, 0.005, 2)
- BlockEffect(BrickColor.new("Steel blue"), tors.CFrame, 41, 41, 21, 0, 0, 0, 0.005, 2)
- BlockEffect(BrickColor.new("Steel blue"), ra.CFrame, 21, 41, 21, 0, 0, 0, 0.005, 2)
- BlockEffect(BrickColor.new("Steel blue"), la.CFrame, 21, 41, 21, 0, 0, 0, 0.005, 2)
- BlockEffect(BrickColor.new("Steel blue"), rl.CFrame, 21, 41, 21, 0, 0, 0, 0.005, 2)
- BlockEffect(BrickColor.new("Steel blue"), ll.CFrame, 21, 41, 21, 0, 0, 0, 0.005, 2)
- local pos = root.Position
- root.CFrame = CF(mouse.Hit.p+Vector3.new(0,3,0),pos)
- attack = false
- hum.WalkSpeed = 8
- end
- -----------------------------------------------------------------
- local thing = false
- Sprinting = false
- mouse.KeyUp:connect(function(key)
- if key == 'q' and attack == false then
- Swing = 1
- Sprinting = false
- hum.WalkSpeed = 8
- end
- end)
- mouse.KeyDown:connect(function(key)
- if attack == false then
- if key == 't' and Mode == 1 then
- stopitgetsomehelp()
- elseif key == 'e' and Mode ~= 2 then
- Mode = 2
- music.SoundId = "rbxassetid://860594509"
- music:Play()
- elseif key == 'e' and Mode == 2 then
- resetmode()
- elseif key == 't' and Mode == 2 then
- oh()
- elseif key == 'r' and Mode ~= 3 then
- Mode = 3
- music.SoundId = "rbxassetid://561833161"
- music:Play()
- elseif key == 'r' and Mode == 3 then
- resetmode()
- elseif key == 't' and Mode == 3 then
- Shrug()
- elseif key == 'y' and Mode ~= 4 then
- Mode = 4
- music.SoundId = "rbxassetid://407749940"
- music:Play()
- elseif key == 'y' and Mode == 4 then
- resetmode()
- elseif key == 't' and Mode == 4 then
- TTTTTTTTTTTaunt()
- elseif key == 'u' and Mode ~= 5 then
- Mode = 5
- music.SoundId = "rbxassetid://1138145518"
- music:Play()
- elseif key == 'u' and Mode == 5 then
- resetmode()
- elseif key == 'i' and Mode ~= 6 then
- Mode = 6
- music.SoundId = "rbxassetid://539526132"
- music:Play()
- elseif key == 'i' and Mode == 6 then
- resetmode()
- elseif key == 't' and Mode == 6 then
- nou()
- elseif key == 'm' and Mode == 5 then
- Mode = 7
- music.SoundId = "rbxassetid://1656314169"
- music:Play()
- elseif key == 'm' and Mode == 7 then
- resetmode()
- elseif key == 'q'then
- Swing = 2
- hum.WalkSpeed = 100
- Sprinting = true
- elseif key == 'l' and thing == false then
- tecks2.TextTransparency = 0
- tecks2.TextStrokeTransparency = 0
- thing = true
- elseif key == 'l' and thing == true then
- tecks2.TextTransparency = 1
- tecks2.TextStrokeTransparency = 1
- thing = false
- end
- end
- end)
- local Combo = 1
- mouse.Button1Down:connect(function(key)
- if attack == false then
- if Combo == 1 then
- Combo = 2
- attackone()
- elseif Combo == 2 then
- Combo = 3
- attacktwo()
- elseif Combo == 3 then
- Combo = 4
- attackthree()
- elseif Combo == 4 then
- Combo = 1
- attackfour()
- end
- end
- end)
- local ow={"Plastic","Wood","WoodPlanks","Slate","Concrete","Metal","CorrodedMetal","DiamondPlate","Foil","Grass","Ice","Brick","Sand","Fabric","Granite","Marble","Pebble","Cobblestone","SmoothPlastic","Neon","Glass"}
- local ow2={"DeStRa","HeEeEeELp","InSane","InSaNITY","InSaNITY","DeStRa","InSaNITY","DeStRa","ST0p","HELPME","GETSOMEGFDS","InSaNITY","DeStRa","InSane","InSaNITY","InSaNITY","TrAuRma","TrAuRma","TrAuRma","DeStRa","AM sTrOnGeR ThAn DeStRa"}
- local ow3={"Antique","SciFi","Garamond","Arcade","Fantasy","SourceSansBold","Code","Cartoon","Highway"}
- -----------------------------------------------------------------
- local equipped = false
- local idle = 0
- local change = 1
- local val = 0
- local toim = 0
- local idleanim = 0.4
- hum.Animator.Parent = nil
- while true do
- swait()
- sine = sine + change
- local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = root.Velocity.y
- hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 4, char)
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if Mode == 2 then
- aa2.BrickColor = BrickColor.new("Steel blue")
- aa8.BrickColor = BrickColor.new("Steel blue")
- aa11.BrickColor = BrickColor.new("Steel blue")
- aa13.BrickColor = BrickColor.new("Steel blue")
- aa5.BrickColor = BrickColor.new("Steel blue")
- maincolor = BrickColor.new("Steel blue")
- Effects.Block.Create(BrickC("Steel blue"), tors.CFrame * CF(Mrandom(-5,5),Mrandom(-5,5),Mrandom(-5,5)), 2, 2, 2, 0.5, 0.5, 0.5, 0.03)
- aa.Material = "Glass"
- aa2.Material = "Neon"
- aa3.Material = "Fabric"
- aa4.Material = "Glass"
- aa5.Material = "Neon"
- aa6.Material = "Fabric"
- aa7.Material = "Glass"
- aa8.Material = "Neon"
- aa9.Material = "Fabric"
- aa10.Material = "Glass"
- aa11.Material = "Neon"
- aa12.Material = "Glass"
- aa13.Material = "Neon"
- aa14.Material = "Fabric"
- Hair2.Material = "Fabric"
- Hair2.BrickColor = BrickColor.new("Really black")
- aa.BrickColor = BrickColor.new("Really black")
- aa3.BrickColor = BrickColor.new("Really black")
- aa4.BrickColor = BrickColor.new("Really black")
- aa6.BrickColor = BrickColor.new("Really black")
- aa7.BrickColor = BrickColor.new("Really black")
- aa9.BrickColor = BrickColor.new("Really black")
- aa10.BrickColor = BrickColor.new("Really black")
- aa12.BrickColor = BrickColor.new("Really black")
- aa14.BrickColor = BrickColor.new("Really black")
- Hair2.BrickColor = BrickColor.new("Really black")
- tecks2.Text = "Fhistiric"
- tecks2.Font = "Highway"
- tecks2.TextStrokeColor3 = maincolor.Color
- hum.JumpPower = 70
- tecks2.Rotation= 0 - 5 * math.cos(sine / 24)
- end
- if Mode == 3 then
- aa2.BrickColor = BrickColor.new("Cyan")
- aa8.BrickColor = BrickColor.new("Cyan")
- aa11.BrickColor = BrickColor.new("Cyan")
- aa13.BrickColor = BrickColor.new("Cyan")
- aa5.BrickColor = BrickColor.new("Cyan")
- maincolor = BrickColor.new("Cyan")
- hum.JumpPower = 70
- aa.Material = "Glass"
- aa2.Material = "Neon"
- aa3.Material = "Fabric"
- aa4.Material = "Glass"
- aa5.Material = "Neon"
- aa6.Material = "Fabric"
- aa7.Material = "Glass"
- aa8.Material = "Neon"
- aa9.Material = "Fabric"
- aa10.Material = "Glass"
- aa11.Material = "Neon"
- aa12.Material = "Glass"
- aa13.Material = "Neon"
- aa14.Material = "Fabric"
- Hair2.Material = "Fabric"
- Hair2.BrickColor = BrickColor.new("Really black")
- aa.BrickColor = BrickColor.new("Really black")
- aa3.BrickColor = BrickColor.new("Really black")
- aa4.BrickColor = BrickColor.new("Really black")
- aa6.BrickColor = BrickColor.new("Really black")
- aa7.BrickColor = BrickColor.new("Really black")
- aa9.BrickColor = BrickColor.new("Really black")
- aa10.BrickColor = BrickColor.new("Really black")
- aa12.BrickColor = BrickColor.new("Really black")
- aa14.BrickColor = BrickColor.new("Really black")
- Hair2.BrickColor = BrickColor.new("Really black")
- tecks2.TextStrokeColor3 = maincolor.Color
- tecks2.Text = "Lunarist"
- tecks2.Font = "Cartoon"
- tecks2.Rotation= 0 - 5 * math.cos(sine / 24)
- end
- if Mode == 6 then
- aa2.BrickColor = BrickColor.new("Bright yellow")
- aa8.BrickColor = BrickColor.new("Bright yellow")
- aa11.BrickColor = BrickColor.new("Bright yellow")
- aa13.BrickColor = BrickColor.new("Bright yellow")
- aa5.BrickColor = BrickColor.new("Bright yellow")
- maincolor = BrickColor.new("Bright yellow")
- hum.JumpPower = 70
- aa.Material = "Glass"
- aa2.Material = "Neon"
- aa3.Material = "Fabric"
- aa4.Material = "Glass"
- aa5.Material = "Neon"
- aa6.Material = "Fabric"
- aa7.Material = "Glass"
- aa8.Material = "Neon"
- aa9.Material = "Fabric"
- aa10.Material = "Glass"
- aa11.Material = "Neon"
- aa12.Material = "Glass"
- aa13.Material = "Neon"
- aa14.Material = "Fabric"
- Hair2.Material = "Fabric"
- Hair2.BrickColor = BrickColor.new("Really black")
- aa.BrickColor = BrickColor.new("Really black")
- aa3.BrickColor = BrickColor.new("Really black")
- aa4.BrickColor = BrickColor.new("Really black")
- aa6.BrickColor = BrickColor.new("Really black")
- aa7.BrickColor = BrickColor.new("Really black")
- aa9.BrickColor = BrickColor.new("Really black")
- aa10.BrickColor = BrickColor.new("Really black")
- aa12.BrickColor = BrickColor.new("Really black")
- aa14.BrickColor = BrickColor.new("Really black")
- Hair2.BrickColor = BrickColor.new("Really black")
- tecks2.TextStrokeColor3 = maincolor.Color
- tecks2.Text = "Infused"
- tecks2.Font = "SourceSansBold"
- tecks2.Rotation= 0 - 5 * math.cos(sine / 24)
- end
- if Mode == 5 then
- aa2.BrickColor = BrickColor.random()
- aa8.BrickColor = BrickColor.random()
- aa11.BrickColor = BrickColor.random()
- aa13.BrickColor = BrickColor.random()
- aa5.BrickColor = BrickColor.random()
- maincolor = BrickColor.random()
- hum.JumpPower = math.random(50,200)
- aa.Material = "Glass"
- aa2.Material = "Neon"
- aa3.Material = "Fabric"
- aa4.Material = "Glass"
- aa5.Material = "Neon"
- aa6.Material = "Fabric"
- aa7.Material = "Glass"
- aa8.Material = "Neon"
- aa9.Material = "Fabric"
- aa10.Material = "Glass"
- aa11.Material = "Neon"
- aa12.Material = "Glass"
- aa13.Material = "Neon"
- aa14.Material = "Fabric"
- Hair2.Material = "Fabric"
- Hair2.BrickColor = BrickColor.new("Really black")
- aa.BrickColor = BrickColor.new("Really black")
- aa3.BrickColor = BrickColor.new("Really black")
- aa4.BrickColor = BrickColor.new("Really black")
- aa6.BrickColor = BrickColor.new("Really black")
- aa7.BrickColor = BrickColor.new("Really black")
- aa9.BrickColor = BrickColor.new("Really black")
- aa10.BrickColor = BrickColor.new("Really black")
- aa12.BrickColor = BrickColor.new("Really black")
- aa14.BrickColor = BrickColor.new("Really black")
- Hair2.BrickColor = BrickColor.new("Really black")
- tecks2.TextStrokeColor3 = maincolor.Color
- tecks2.Text = "InSaNItY"
- tecks2.Font = "Code"
- tecks2.Rotation= 0 - 20 * math.cos(sine / 2)
- end
- if Mode == 7 then
- aa2.BrickColor = BrickColor.random()
- aa8.BrickColor = BrickColor.random()
- aa11.BrickColor = BrickColor.random()
- aa13.BrickColor = BrickColor.random()
- aa5.BrickColor = BrickColor.random()
- maincolor = BrickColor.random()
- hum.JumpPower = math.random(1,250)
- aa.Material = ""..ow[math.random(1,#ow)]
- aa2.Material = ""..ow[math.random(1,#ow)]
- aa3.Material = ""..ow[math.random(1,#ow)]
- aa4.Material = ""..ow[math.random(1,#ow)]
- aa5.Material = ""..ow[math.random(1,#ow)]
- aa6.Material = ""..ow[math.random(1,#ow)]
- aa7.Material = ""..ow[math.random(1,#ow)]
- aa8.Material = ""..ow[math.random(1,#ow)]
- aa9.Material = ""..ow[math.random(1,#ow)]
- aa10.Material = ""..ow[math.random(1,#ow)]
- aa11.Material = ""..ow[math.random(1,#ow)]
- aa12.Material = ""..ow[math.random(1,#ow)]
- aa13.Material = ""..ow[math.random(1,#ow)]
- aa14.Material = ""..ow[math.random(1,#ow)]
- Hair2.Material = ""..ow[math.random(1,#ow)]
- Hair2.BrickColor = BrickColor.random()
- aa.BrickColor = BrickColor.random()
- aa3.BrickColor = BrickColor.random()
- aa4.BrickColor = BrickColor.random()
- aa6.BrickColor = BrickColor.random()
- aa7.BrickColor = BrickColor.random()
- aa9.BrickColor = BrickColor.random()
- aa10.BrickColor = BrickColor.random()
- aa12.BrickColor = BrickColor.random()
- aa14.BrickColor = BrickColor.random()
- Hair2.BrickColor = BrickColor.random()
- tecks2.TextStrokeColor3 = maincolor.Color
- tecks2.Text = ""..ow2[math.random(1,#ow2)]
- tecks2.Font = ""..ow3[math.random(1,#ow3)]
- tecks2.Rotation= 0 - math.random(1,360)
- end
- if Mode == 1 then
- aa2.BrickColor = BrickColor.new("Pastel brown")
- aa5.BrickColor = BrickColor.new("Pastel brown")
- aa8.BrickColor = BrickColor.new("Pastel brown")
- aa11.BrickColor = BrickColor.new("Pastel brown")
- aa13.BrickColor = BrickColor.new("Pastel brown")
- aa.Material = "Glass"
- aa2.Material = "Neon"
- aa3.Material = "Fabric"
- aa4.Material = "Glass"
- aa5.Material = "Neon"
- aa6.Material = "Fabric"
- aa7.Material = "Glass"
- aa8.Material = "Neon"
- aa9.Material = "Fabric"
- aa10.Material = "Glass"
- aa11.Material = "Neon"
- aa12.Material = "Glass"
- aa13.Material = "Neon"
- aa14.Material = "Fabric"
- Hair2.Material = "Fabric"
- Hair2.BrickColor = BrickColor.new("Really black")
- aa.BrickColor = BrickColor.new("Really black")
- aa3.BrickColor = BrickColor.new("Really black")
- aa4.BrickColor = BrickColor.new("Really black")
- aa6.BrickColor = BrickColor.new("Really black")
- aa7.BrickColor = BrickColor.new("Really black")
- aa9.BrickColor = BrickColor.new("Really black")
- aa10.BrickColor = BrickColor.new("Really black")
- aa12.BrickColor = BrickColor.new("Really black")
- aa14.BrickColor = BrickColor.new("Really black")
- Hair2.BrickColor = BrickColor.new("Really black")
- hum.JumpPower = 70
- tecks2.TextStrokeColor3 = maincolor.Color
- tecks2.Text = "Existiance"
- tecks2.Font = "Arcade"
- tecks2.Rotation= 0 - 5 * math.cos(sine / 24)
- end
- if Mode == 4 then
- aa2.BrickColor = BrickColor.new("Really red")
- aa8.BrickColor = BrickColor.new("Really red")
- aa11.BrickColor = BrickColor.new("Really red")
- aa13.BrickColor = BrickColor.new("Really red")
- aa5.BrickColor = BrickColor.new("Really red")
- maincolor = BrickColor.new("Really red")
- aa.Material = "Glass"
- aa2.Material = "Neon"
- aa3.Material = "Fabric"
- aa4.Material = "Glass"
- aa5.Material = "Neon"
- aa6.Material = "Fabric"
- aa7.Material = "Glass"
- aa8.Material = "Neon"
- aa9.Material = "Fabric"
- aa10.Material = "Glass"
- aa11.Material = "Neon"
- aa12.Material = "Glass"
- aa13.Material = "Neon"
- aa14.Material = "Fabric"
- Hair2.Material = "Fabric"
- Hair2.BrickColor = BrickColor.new("Really black")
- aa.BrickColor = BrickColor.new("Really black")
- aa3.BrickColor = BrickColor.new("Really black")
- aa4.BrickColor = BrickColor.new("Really black")
- aa6.BrickColor = BrickColor.new("Really black")
- aa7.BrickColor = BrickColor.new("Really black")
- aa9.BrickColor = BrickColor.new("Really black")
- aa10.BrickColor = BrickColor.new("Really black")
- aa12.BrickColor = BrickColor.new("Really black")
- aa14.BrickColor = BrickColor.new("Really black")
- Hair2.BrickColor = BrickColor.new("Really black")
- hum.JumpPower = 70
- tecks2.TextStrokeColor3 = maincolor.Color
- tecks2.Text = "Anitillased"
- tecks2.Font = "Antique"
- tecks2.Rotation= 0 - 5 * math.cos(sine / 24)
- local A = math.random(1,15)
- if A == 1 then
- Aura(5, 0.15, "Add", root.CFrame * CFrame.new(math.random(-5, 5), -10, math.random(-5, 5)) * CFrame.Angles(math.rad(90), 0, 0), 1.5, 1.5, 10, -0.015, maincolor, 0, "Sphere")
- if A == 2 then
- Aura(5, 0.15, "Add", root.CFrame * CFrame.new(math.random(-5, 5), -10, math.random(-5, 5)) * CFrame.Angles(math.rad(90), 0, 0), 1.5, 1.5, 10, -0.015, maincolor, 0, "Brick")
- end
- end
- end
- if 1 < root.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- if Mode == 7 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 0) * angles(Rad(-15 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0) * angles(Rad(-30 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.3)
- RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-15 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-15 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(15 + Mrandom(-65,65))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(-15 + Mrandom(-65,65))), 0.1)
- elseif Mode == 5 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 0) * angles(Rad(-15 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0) * angles(Rad(-30 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.3)
- RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-15 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-15 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(15 + Mrandom(-35,35))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(-15 + Mrandom(-35,35))), 0.1)
- elseif Mode ~= 5 or Mode ~= 7 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 0) * angles(Rad(-15), Rad(0), Rad(0)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0) * angles(Rad(-30), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-15), Rad(0), Rad(0)), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-15), Rad(0), Rad(0)), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0), Rad(0), Rad(15)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0), Rad(0), Rad(-15)), 0.1)
- end
- end
- elseif -1 > root.Velocity.y and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- if Mode == 7 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 0) * angles(Rad(15 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0) * angles(Rad(30 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.3)
- RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-15 + Mrandom(-65,65)), Rad(20 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-15 + Mrandom(-65,65)), Rad(20 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(15 + Mrandom(-65,65))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(-15 + Mrandom(-65,65))), 0.1)
- elseif Mode == 5 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 0) * angles(Rad(15 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0) * angles(Rad(30 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.3)
- RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-15 + Mrandom(-35,35)), Rad(20 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-15 + Mrandom(-35,35)), Rad(20 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(15 + Mrandom(-35,35))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(-15 + Mrandom(-35,35))), 0.1)
- elseif Mode ~= 5 or Mode ~= 7 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 0) * angles(Rad(15), Rad(0), Rad(0)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0) * angles(Rad(30), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-15), Rad(0), Rad(0)), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-15), Rad(0), Rad(0)), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0), Rad(0), Rad(15)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0), Rad(0), Rad(-15)), 0.1)
- end
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- change = 1
- if attack == false then
- if Mode == 1 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Sin(sine / 30)) * angles(Rad(0), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(1 + 4.5 * Cos(sine / 30)), Rad(0), Rad(0 + 4.5 * Cos(sine / 30))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Sin(sine / 30)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(80), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(0)), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Sin(sine / 30)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-80), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(0)), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 30)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-0 + 4.5 * Sin(sine / 30)), Rad(5 + 4.5 * Sin(sine / 30))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 30)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 - 4.5 * Sin(sine / 30)), Rad(-5 - 4.5 * Sin(sine / 30))), 0.08)
- elseif Mode == 2 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -1 + 0.1* Player_Size * Sin(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 4.5 * Cos(sine / 20)), Rad(0), Rad(0)), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.1 - 0.1 * Sin(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(80), Rad(0)) * angles(Rad(-6.5), Rad(0), Rad(0)), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.1 - 0.1 * Sin(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(0), Rad(-80), Rad(0)) * angles(Rad(-6.5), Rad(0), Rad(0)), 0.08)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.5 + 0.01 * Cos(sine / 20)* Player_Size, -0.4* Player_Size) * angles(Rad(90 + 2 * Cos(sine / 2)), Rad(-.6), Rad(-76)), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.5 + 0.01 * Cos(sine / 20)* Player_Size, -0.4* Player_Size) * angles(Rad(90 + 2 * Cos(sine / 2)), Rad(-.6), Rad(56)), 0.1)
- elseif Mode == 3 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.8 + 0.2* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(15 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.3 - 0.1 * Cos(sine / 20)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, .6* Player_Size) * angles(Rad(-20 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(-43 + 4.5 * Sin(sine / 30))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1 * Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, .6* Player_Size) * angles(Rad(-20 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(43 + 4.5 * Sin(sine / 30))), 0.08)
- elseif Mode == 4 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(20), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(46 - 2.5 * Sin(sine / 30)), Rad(-4.5 * Sin(sine / .5)), Rad(-4.5 * Sin(sine / .5))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(80), Rad(0)) * angles(Rad(-10.5), Rad(0), Rad(20)), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-80), Rad(0)) * angles(Rad(-10.5), Rad(0), Rad(-20)), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(5 + 4.5 * Sin(sine / 30))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25 - 4.5 * Sin(sine / 30)), Rad(0 - 4.5 * Sin(sine / 30)), Rad(-5 - 4.5 * Sin(sine / 30))), 0.08)
- elseif Mode == 5 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(10 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(15 - 2.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(-4.5 - 2.5 * Sin(sine / 7) - Mrandom(-35,35)), Rad(-4.5 - 25 * Sin(sine / 5) + Mrandom(-35,35))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(80), Rad(0)) * angles(Rad(-10.5 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(10 + Mrandom(-35,35))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-80), Rad(0)) * angles(Rad(-10.5 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(-10 + Mrandom(-35,35))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(170 + 4.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(0 + 4.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(-25 + 4.5 * Sin(sine / 5) + Mrandom(-35,35))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(170 - 4.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(0 - 4.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(25 - 4.5 * Sin(sine / 5) + Mrandom(-35,35))), 0.08)
- elseif Mode == 7 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -1.5 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(10 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(15 - 2.5 * Sin(sine / 5) + Mrandom(-65,65)), Rad(-4.5 - 2.5 * Sin(sine / 7) + Mrandom(-65,65)), Rad(-4.5 - 25 * Sin(sine / 5) + Mrandom(-65,65))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, 0.7 - 0.1 * Cos(sine / 20)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(80), Rad(0)) * angles(Rad(-10.5 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(10 + Mrandom(-65,65))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-80), Rad(0)) * angles(Rad(-10.5 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(70 + Mrandom(-65,65))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(170 + 4.5 * Sin(sine / 5) + Mrandom(-65,65)), Rad(0 + 4.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(-25 + 4.5 * Sin(sine / 5) + Mrandom(-65,65))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(170 - 4.5 * Sin(sine / 5) + Mrandom(-65,65)), Rad(0 - 4.5 * Sin(sine / 5) + Mrandom(-65,65)), Rad(25 - 4.5 * Sin(sine / 5) + Mrandom(-65,65))), 0.08)
- elseif Mode == 6 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(15 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(80), Rad(0)) * angles(Rad(-10.5), Rad(0), Rad(-25)), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-80), Rad(0)) * angles(Rad(-10.5), Rad(0), Rad(20)), 0.08)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, -0.35* Player_Size) * angles(Rad(90 - 2.5 * Cos(sine / 20)), Rad(0), Rad(-50)), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, -0.15* Player_Size) * angles(Rad(70 - 2.5 * Cos(sine / 20)), Rad(0), Rad(70)), 0.08)
- end
- end
- elseif tors.Velocity.magnitude < 50 and hitfloor ~= nil then
- Anim = "Walk"
- change = 1
- if attack == false then
- if Mode == 3 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.8 + 0.2* Player_Size * Cos(sine / 20)) * angles(Rad(20), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-15 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.3 - 0.1 * Cos(sine / 20)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30)), Rad(0 + 4.5 * Sin(sine / 30))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, .6* Player_Size) * angles(Rad(-20 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(-43 + 4.5 * Sin(sine / 30))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1 * Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, .6* Player_Size) * angles(Rad(-20 + 4.5 * Sin(sine / 30)), Rad(-.6 + 4.5 * Sin(sine / 30)), Rad(43 + 4.5 * Sin(sine / 30))), 0.08)
- elseif Mode == 5 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7) * angles(Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)),Rad(0 + Mrandom(-35,35))), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 2.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(-4.5 - 2.5 * Sin(sine / 7) - Mrandom(-35,35)), Rad(-4.5 - 25 * Sin(sine / 5) + Mrandom(-35,35))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1, -0.925 - 0.5 * Cos(sine / 7) / 2, 0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 - 5 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7) + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.5 * Cos(sine / 7) / 2, -0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 + 5 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7) + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(170 + 4.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(0 + 4.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(-25 + 4.5 * Sin(sine / 5) + Mrandom(-35,35))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(170 - 4.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(0 - 4.5 * Sin(sine / 5) + Mrandom(-35,35)), Rad(25 - 4.5 * Sin(sine / 5) + Mrandom(-35,35))), 0.08)
- elseif Mode == 7 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7) * angles(Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)),Rad(0 + Mrandom(-65,65))), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 2.5 * Sin(sine / 5) + Mrandom(-65,65)), Rad(-4.5 - 2.5 * Sin(sine / 7) + Mrandom(-65,65)), Rad(-4.5 - 25 * Sin(sine / 5) + Mrandom(-35,35))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1, -0.925 - 0.5 * Cos(sine / 7) / 2, 0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 - 5 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7) + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.5 * Cos(sine / 7) / 2, -0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 + 5 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7) + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(170 + 4.5 * Sin(sine / 5) + Mrandom(-65,65)), Rad(0 + 4.5 * Sin(sine / 5) + Mrandom(-65,65)), Rad(-25 + 4.5 * Sin(sine / 5) + Mrandom(-65,65))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(170 - 4.5 * Sin(sine / 5) + Mrandom(-65,65)), Rad(0 - 4.5 * Sin(sine / 5) + Mrandom(-65,65)), Rad(25 - 4.5 * Sin(sine / 5) + Mrandom(-65,65))), 0.08)
- elseif Mode == 1 or Mode == 4 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, -0.5 + 0.05 * Cos(sine / 10), -0.1 + 0.05 * Cos(sine / 10)) * angles(Rad(0 - 5 * Cos(sine / 20)), Rad(0), Rad(0) + root.RotVelocity.Y / 75), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0 + 6 * Cos(sine / 20)), Rad(0), Rad(0) + root.RotVelocity.Y / 75), 0.3)
- RH.C0 = clerp(RH.C0, CF(1, -0.8 - 0.5 * Cos(sine / 20) / 2, 0.6 * Cos(sine / 20) / 2) * angles(Rad(-15 - 2 * Cos(sine / 20)) - rl.RotVelocity.Y / 75 + -Sin(sine / 20) / 2.5, Rad(90 - 0.1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(0), Rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1, -0.8 + 0.5 * Cos(sine / 20) / 2, -0.6 * Cos(sine / 20) / 2) * angles(Rad(-15 + 2 * Cos(sine / 20)) + ll.RotVelocity.Y / 75 + Sin(sine / 20) / 2.5, Rad(-90 - 0.1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0 - 3 * Cos(sine / 20)), Rad(0), Rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5, 0 + 0.25 * Cos(sine / 20)) * angles(Rad(37) * Cos(sine / 20), Rad(0), Rad(5 - 2.5 * Cos(sine / 20))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5, 0 - 0.25 * Cos(sine / 20)) * angles(Rad(-37) * Cos(sine / 20), Rad(0), Rad(-5 + 2.5 * Cos(sine / 20))), 0.08)
- elseif Mode ~= 3 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.175 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7) * angles(Rad(0), Rad(0),Rad(0)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1, -0.925 - 0.5 * Cos(sine / 7) / 2, 0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 - 5 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.5 * Cos(sine / 7) / 2, -0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 + 5 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(37) * Cos(sine / 7) , Rad(0), Rad(5) - ra.RotVelocity.Y / 75), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(-37) * Cos(sine / 7) , Rad(0) , Rad(-5) + la.RotVelocity.Y / 75), 0.1)
- end
- end
- elseif torvel >= 25 and hitfloor ~= nil then
- Anim = "Sprint"
- change = 1.35
- if attack == false then
- if Mode == 3 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.8 + 0.2* Player_Size * Cos(sine / 7)) * angles(Rad(30), Rad(0), Rad(0)), 0.08)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-15 + 4.5 * Sin(sine / 7)), Rad(0 + 4.5 * Sin(sine / 7)), Rad(0 + 4.5 * Sin(sine / 7))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.3 - 0.1 * Cos(sine / 7)* Player_Size, -0.5* Player_Size) * angles(Rad(0), Rad(75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 7)), Rad(0 + 4.5 * Sin(sine / 7)), Rad(0 + 4.5 * Sin(sine / 7))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9 - 0.1 * Cos(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-75), Rad(0)) * angles(Rad(-6.5 + 4.5 * Sin(sine / 7)), Rad(0 + 4.5 * Sin(sine / 7)), Rad(0 + 4.5 * Sin(sine / 7))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 67)* Player_Size, 0* Player_Size) * angles(Rad(-60 + 4.5 * Sin(sine / 7)), Rad(-.6 + 4.5 * Sin(sine / 7)), Rad(15 + 4.5 * Sin(sine / 7))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0.02 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(-60 + 4.5 * Sin(sine / 7)), Rad(-.6 + 4.5 * Sin(sine / 7)), Rad(-15 + 4.5 * Sin(sine / 7))), 0.08)
- elseif Mode == 5 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.175 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7) * angles(Rad(10 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)),Rad(0 + Mrandom(-35,35))), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-15 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.925 - 0.5 * Cos(sine / 7) / 2* Player_Size, 0.7 * Cos(sine / 7) / 2* Player_Size) * angles(Rad(-15 - 55 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7) + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.925 + 0.5 * Cos(sine / 7) / 2* Player_Size, -0.7 * Cos(sine / 7) / 2* Player_Size) * angles(Rad(-15 + 55 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7) + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35)), Rad(0 + Mrandom(-35,35))), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(50 + Mrandom(-35,35)) * Cos(sine / 7) , Rad(0 + Mrandom(-35,35)) , Rad(15 + Mrandom(-35,35)) + ra.RotVelocity.Y / 75), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(-50 + Mrandom(-35,35)) * Cos(sine / 7) , Rad(0 + Mrandom(-35,35)) , Rad(-15 + Mrandom(-35,35)) + la.RotVelocity.Y / 75), 0.1)
- elseif Mode == 7 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.175 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7) * angles(Rad(10 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)),Rad(0 + Mrandom(-65,65))), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-15 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.925 - 0.5 * Cos(sine / 7) / 2* Player_Size, 0.7 * Cos(sine / 7) / 2* Player_Size) * angles(Rad(-15 - 55 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7) + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.925 + 0.5 * Cos(sine / 7) / 2* Player_Size, -0.7 * Cos(sine / 7) / 2* Player_Size) * angles(Rad(-15 + 55 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7) + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65)), Rad(0 + Mrandom(-65,65))), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(50 + Mrandom(-65,65)) * Cos(sine / 7) , Rad(0 + Mrandom(-65,65)) , Rad(15 + Mrandom(-65,65)) + ra.RotVelocity.Y / 75), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(-50 + Mrandom(-65,65)) * Cos(sine / 7) , Rad(0 + Mrandom(-65,65)) , Rad(-15 + Mrandom(-65,65)) + la.RotVelocity.Y / 75), 0.1)
- elseif Mode ~= 3 then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.175 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7) * angles(Rad(10), Rad(0),Rad(0)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-15), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.925 - 0.5 * Cos(sine / 7) / 2* Player_Size, 0.7 * Cos(sine / 7) / 2* Player_Size) * angles(Rad(-15 - 55 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.925 + 0.5 * Cos(sine / 7) / 2* Player_Size, -0.7 * Cos(sine / 7) / 2* Player_Size) * angles(Rad(-15 + 55 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(50) * Cos(sine / 7) , Rad(0) , Rad(15) + ra.RotVelocity.Y / 75), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0* Player_Size) * angles(Rad(-50) * Cos(sine / 7) , Rad(0) , Rad(-15) + la.RotVelocity.Y / 75), 0.1)
- end
- end
- end
- end
- if not Blur or Blur.Parent == nil then Blur = Instance.new("BlurEffect",cam) end
- local magnitude = (cam.CFrame.lookVector - Last).magnitude
- Blur.Size = math.abs(magnitude)*BlurAmount
- Last = cam.CFrame.lookVector
- if music.Parent ~= tors then
- music = Instance.new("Sound",tors)
- end
- if 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if 1 >= Thing[1].Transparency then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame + Vector3.new(0, 0, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block3" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) + Vector3.new(0, 0.15, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- local Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- -------------------------------------------------------
- --End Animations And Script--
- -------------------------------------------------------
- -------------------------------------------------
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement