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- --//====================================================\\--
- --|| CREATED BY SHACKLUSTER
- --\\====================================================//--
- wait(0.2)
- Instance.new("ForceField",game.Players.LocalPlayer.Character)
- Forcefield.Visible = false
- Player = game:GetService("Players").LocalPlayer
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = Player.Character
- Humanoid = Character.Humanoid
- Mouse = Player:GetMouse()
- RootPart = Character["HumanoidRootPart"]
- Torso = Character["Torso"]
- Head = Character["Head"]
- RightArm = Character["Right Arm"]
- LeftArm = Character["Left Arm"]
- RightLeg = Character["Right Leg"]
- LeftLeg = Character["Left Leg"]
- RootJoint = RootPart["RootJoint"]
- Neck = Torso["Neck"]
- RightShoulder = Torso["Right Shoulder"]
- LeftShoulder = Torso["Left Shoulder"]
- RightHip = Torso["Right Hip"]
- LeftHip = Torso["Left Hip"]
- local sick = Instance.new("Sound",Character)
- sick.SoundId = "rbxassetid://1167151479"
- sick.Looped = true
- sick.Pitch = 1
- sick.Volume = 1
- sick:Play()
- local naeeym2 = Instance.new("BillboardGui",Character)
- naeeym2.AlwaysOnTop = true
- naeeym2.Size = UDim2.new(5,35,2,35)
- naeeym2.StudsOffset = Vector3.new(0,3,0)
- naeeym2.Adornee = Character.Head
- naeeym2.Name = "Name"
- --naeeym2.PlayerToHideFrom = Player
- naeeym2.MaxDistance = 200
- local tecks2 = Instance.new("TextLabel",naeeym2)
- tecks2.BackgroundTransparency = 1
- tecks2.TextScaled = true
- tecks2.BorderSizePixel = 0
- tecks2.Text = "₱Ɽł₴₥"
- tecks2.Font = "SciFi"
- tecks2.TextSize = 30
- tecks2.TextStrokeTransparency = 1
- tecks2.TextColor3 = Color3.new(255,255,255)
- tecks2.TextStrokeColor3 = Color3.new(0,0,0)
- tecks2.Size = UDim2.new(1,0,0.5,0)
- tecks2.Parent = naeeym2
- IT = Instance.new
- CF = CFrame.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- SIN = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
- local NEWMESH = IT(MESH)
- if MESH == "SpecialMesh" then
- NEWMESH.MeshType = MESHTYPE
- if MESHID ~= "nil" and MESHID ~= "" then
- NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
- end
- if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
- NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
- end
- end
- NEWMESH.Offset = OFFSET or VT(0, 0, 0)
- NEWMESH.Scale = SCALE
- NEWMESH.Parent = PARENT
- return NEWMESH
- end
- function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
- local NEWPART = IT("Part")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
- NEWPART.Name = NAME
- NEWPART.Size = SIZE
- NEWPART.Position = Torso.Position
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- --//=================================\\
- --|| CUSTOMIZATION
- --\\=================================//
- Class_Name = "₱Ɽł₴₥.exe"
- Weapon_Name = "Add-ons"
- Custom_Colors = {
- Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon.
- Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon.
- Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities.
- Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar.
- Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar.
- Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar.
- Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar.
- Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar.
- Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar.
- Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar.
- Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar.
- Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities.
- }
- Player_Size = 1 --Size of the player.
- Animation_Speed = 3
- Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
- local Speed = 16
- local Effects2 = {}
- --//=================================\\
- --|| END OF CUSTOMIZATION
- --\\=================================//
- local function weldBetween(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- function createaccessory(attachmentpart,mesh,texture,scale,offset,color)
- local acs = Instance.new("Part")
- acs.CanCollide = false
- acs.Anchored = false
- acs.Size = Vector3.new(0,0,0)
- acs.CFrame = attachmentpart.CFrame
- acs.Parent = Character
- acs.BrickColor = color
- local meshs = Instance.new("SpecialMesh")
- meshs.MeshId = mesh
- meshs.TextureId = texture
- meshs.Parent = acs
- meshs.Scale = scale
- meshs.Offset = offset
- weldBetween(attachmentpart,acs)
- end
- function createbodypart(TYPE,COLOR,PART,OFFSET,SIZE)
- if TYPE == "Gem" then
- local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0,0,0))
- acs.Anchored = false
- acs.CanCollide = false
- acs.CFrame = PART.CFrame
- local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "9756362", "", SIZE, OFFSET)
- weldBetween(PART,acs)
- elseif TYPE == "Skull" then
- local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0,0,0))
- acs.Anchored = false
- acs.CanCollide = false
- acs.CFrame = PART.CFrame
- local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "4770583", "", SIZE, OFFSET)
- weldBetween(PART,acs)
- elseif TYPE == "Eye" then
- local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0,0,0))
- acs.Anchored = false
- acs.CanCollide = false
- acs.CFrame = PART.CFrame
- local acs2 = CreateMesh("SpecialMesh", acs, "Sphere", "", "", SIZE, OFFSET)
- weldBetween(PART,acs)
- end
- end
- --//=================================\\
- --|| USEFUL VALUES
- --\\=================================//
- local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
- local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
- local CO1 = 0
- local CO2 = 0
- local CO3 = 0
- local CO4 = 0
- local CHANGEDEFENSE = 0
- local CHANGEDAMAGE = 0
- local CHANGEMOVEMENT = 0
- local ANIM = "Idle"
- local ATTACK = false
- local EQUIPPED = false
- local HOLD = false
- local COMBO = 1
- local LASTPOINT = nil
- local BLCF = nil
- local SCFR = nil
- local STAGGERHITANIM = false
- local STAGGERANIM = false
- local STUNANIM = false
- local CRITCHANCENUMBER = 0
- local IDLENUMBER = 0
- local DONUMBER = 0
- local HANDIDLE = false
- local SINE = 0
- local CHANGE = 2 / Animation_Speed
- local WALKINGANIM = false
- local WALK = 0
- local KEYHOLD = false
- local DISABLEJUMPING = false
- local HASBEENBLOCKED = false
- local STUNDELAYNUMBER = 0
- local MANADELAYNUMBER = 0
- local SECONDARYMANADELAYNUMBER = 0
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- --ROBLOXIDLEANIMATION.Parent = Humanoid
- local WEAPONGUI = IT("ScreenGui", nil)
- WEAPONGUI.Name = "Weapon GUI"
- local WEAPONTOOL = IT("HopperBin", nil)
- WEAPONTOOL.Name = Weapon_Name
- local Weapon = IT("Model")
- Weapon.Name = Weapon_Name
- local Effects = IT("Folder", Weapon)
- Effects.Name = "Effects"
- local ANIMATOR = Humanoid.Animator
- local ANIMATE = Character.Animate
- local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
- local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
- local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
- local HITBLOCKSOUNDS = {"199148933", "199148947"}
- local CUTSOUNDS = {"645750958","645747150"}
- local VICIOUSWOOSH = "658941933"
- local RELEASESOUND = "565538688"
- local CHARGESOUND = "565538601"
- local UNANCHOR = true
- local MAGICPARTICLE = "1229782954"
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| STATS
- --\\=================================//
- if Character:FindFirstChild("Stats") ~= nil then
- Character:FindFirstChild("Stats").Parent = nil
- end
- local Stats = IT("Folder", nil)
- Stats.Name = "Stats"
- local ChangeStat = IT("Folder", Stats)
- ChangeStat.Name = "ChangeStat"
- local Defense = IT("NumberValue", Stats)
- Defense.Name = "Defense"
- Defense.Value = 1
- local Movement = IT("NumberValue", Stats)
- Movement.Name = "Movement"
- Movement.Value = 1
- local Damage = IT("NumberValue", Stats)
- Damage.Name = "Damage"
- Damage.Value = 1
- local Mana = IT("NumberValue", Stats)
- Mana.Name = "Mana"
- Mana.Value = 0
- local SecondaryMana = IT("NumberValue", Stats)
- SecondaryMana.Name = "SecondaryMana"
- SecondaryMana.Value = 0
- local CanCrit = IT("BoolValue", Stats)
- CanCrit.Name = "CanCrit"
- CanCrit.Value = false
- local CritChance = IT("NumberValue", Stats)
- CritChance.Name = "CritChance"
- CritChance.Value = 20
- local CanPenetrateArmor = IT("BoolValue", Stats)
- CanPenetrateArmor.Name = "CanPenetrateArmor"
- CanPenetrateArmor.Value = false
- local AntiTeamKill = IT("BoolValue", Stats)
- AntiTeamKill.Name = "AntiTeamKill"
- AntiTeamKill.Value = false
- local Rooted = IT("BoolValue", Stats)
- Rooted.Name = "Rooted"
- Rooted.Value = false
- local Block = IT("BoolValue", Stats)
- Block.Name = "Block"
- Block.Value = false
- local RecentEnemy = IT("ObjectValue", Stats)
- RecentEnemy.Name = "RecentEnemy"
- RecentEnemy.Value = nil
- local StaggerHit = IT("BoolValue", Stats)
- StaggerHit.Name = "StaggerHit"
- StaggerHit.Value = false
- local Stagger = IT("BoolValue", Stats)
- Stagger.Name = "Stagger"
- Stagger.Value = false
- local Stun = IT("BoolValue", Stats)
- Stun.Name = "Stun"
- Stun.Value = false
- local StunValue = IT("NumberValue", Stats)
- StunValue.Name = "StunValue"
- StunValue.Value = 0
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| DEBUFFS / BUFFS
- --\\=================================//
- local DEFENSECHANGE1 = IT("NumberValue", ChangeStat)
- DEFENSECHANGE1.Name = "ChangeDefense"
- DEFENSECHANGE1.Value = 0
- local MOVEMENTCHANGE1 = IT("NumberValue", nil)
- MOVEMENTCHANGE1.Name = "ChangeMovement"
- MOVEMENTCHANGE1.Value = 0
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SAZERENOS' ARTIFICIAL HEARTBEAT
- --\\=================================//
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- frame = Frame_Speed
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SOME FUNCTIONS
- --\\=================================//
- function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
- return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
- end
- function PositiveAngle(NUMBER)
- if NUMBER >= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function NegativeAngle(NUMBER)
- if NUMBER <= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function Swait(NUMBER)
- if NUMBER == 0 or NUMBER == nil then
- ArtificialHB.Event:wait()
- else
- for i = 1, NUMBER do
- ArtificialHB.Event:wait()
- end
- end
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = ACOS(cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((1 - t) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- else
- if (1 + cosTheta) > 0.0001 then
- local theta = ACOS(-cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((t - 1) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function Clerp(a, b, t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
- local frame = IT("Frame")
- frame.BackgroundTransparency = TRANSPARENCY
- frame.BorderSizePixel = BORDERSIZEPIXEL
- frame.Position = POSITION
- frame.Size = SIZE
- frame.BackgroundColor3 = COLOR
- frame.BorderColor3 = BORDERCOLOR
- frame.Name = NAME
- frame.Parent = PARENT
- return frame
- end
- function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
- local label = IT("TextLabel")
- label.BackgroundTransparency = 1
- label.Size = UD2(1, 0, 1, 0)
- label.Position = UD2(0, 0, 0, 0)
- label.TextColor3 = C3(255, 255, 255)
- label.TextStrokeTransparency = STROKETRANSPARENCY
- label.TextTransparency = TRANSPARENCY
- label.FontSize = TEXTFONTSIZE
- label.Font = TEXTFONT
- label.BorderSizePixel = BORDERSIZEPIXEL
- label.TextScaled = true
- label.Text = TEXT
- label.Name = NAME
- label.Parent = PARENT
- return label
- end
- function NoOutlines(PART)
- PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
- local NEWWELD = IT(TYPE)
- NEWWELD.Part0 = PART0
- NEWWELD.Part1 = PART1
- NEWWELD.C0 = C0
- NEWWELD.C1 = C1
- NEWWELD.Parent = PARENT
- return NEWWELD
- end
- function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
- 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()
- if DOESLOOP == false then
- repeat Swait() until NEWSOUND.Playing == false
- NEWSOUND:remove()
- elseif DOESLOOP == true then
- NEWSOUND.Looped = true
- end
- end))
- return NEWSOUND
- end
- function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function CreateWave(inair,size,doesrotate,rotatedirection,waitt,part,offset,color)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect", VT(0,0,0))
- local mesh = IT("SpecialMesh",wave)
- mesh.MeshType = "FileMesh"
- wave.Anchored = true
- mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
- mesh.Scale = VT(size,size,size)
- mesh.Offset = VT(0,0,-size/8)
- wave.CFrame = CF(part.p) * CF(0,offset,0) * ANGLES(RAD(inair),RAD(0),RAD(0))
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, waitt do
- Swait()
- mesh.Scale = mesh.Scale + VT(size/5,0,size/5)
- mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
- if doesrotate == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, rotatedirection, 0)
- end
- wave.Transparency = wave.Transparency + (0.5/waitt)
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateSwirl(inair,size,doesrotate,rotatedirection,waitt,part,offset,color)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect", VT(0,0,0))
- local mesh = IT("SpecialMesh",wave)
- mesh.MeshType = "FileMesh"
- wave.Anchored = true
- mesh.MeshId = "http://www.roblox.com/asset/?id=1051557"
- mesh.Scale = VT(size,size,size)
- wave.CFrame = CF(part.Position) * CF(0,offset,0) * ANGLES(RAD(inair),RAD(0),RAD(0))
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, waitt do
- Swait()
- mesh.Scale = mesh.Scale + VT(size/5,size/5,size/5)
- if doesrotate == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, rotatedirection, 0)
- end
- wave.Transparency = wave.Transparency + (0.5/waitt)
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateTornado(inair,size,doesrotate,rotatedirection,waitt,part,offset,color)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect", VT(0,0,0))
- local mesh = IT("SpecialMesh",wave)
- mesh.MeshType = "FileMesh"
- wave.Anchored = true
- mesh.MeshId = "http://www.roblox.com/asset/?id=102638417"
- mesh.Scale = VT(size,size,size)
- wave.CFrame = CF(part.Position) * CF(0,offset,0) * ANGLES(RAD(inair),RAD(0),RAD(0))
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, waitt do
- Swait()
- mesh.Scale = mesh.Scale + VT(size/5,0,size/5)
- if doesrotate == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, rotatedirection, 0)
- end
- wave.Transparency = wave.Transparency + (0.5/waitt)
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function CreateRing(inair,size,doesrotate,rotatedirection,waitt,part,offset,spin1,spin2,color)
- local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect", VT(0,0,0))
- local mesh = IT("SpecialMesh",wave)
- mesh.MeshType = "FileMesh"
- mesh.MeshId = "http://www.roblox.com/asset/?id=3270017"
- mesh.Scale = VT(size,size,size)
- wave.Anchored = true
- mesh.Offset = VT(0,0,0)
- wave.CFrame = CF(part.Position) * CF(0,offset,0) * ANGLES(RAD(inair),RAD(0),RAD(0))
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, waitt do
- Swait()
- mesh.Scale = mesh.Scale + VT(size/5,size/5,size/5)
- if doesrotate == true then
- wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(spin2, rotatedirection, spin1)
- end
- wave.Transparency = wave.Transparency + (0.5/waitt)
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function MagicSphere(size,waitt,part,color)
- local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(color), "Effect", VT(0,0,0))
- local mesh = IT("SpecialMesh",wave)
- mesh.MeshType = "Sphere"
- wave.Anchored = true
- mesh.Scale = VT(size,size,size)
- mesh.Offset = VT(0,0,0)
- wave.CFrame = part * ANGLES(RAD(0),RAD(0),RAD(0))
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, waitt do
- Swait()
- mesh.Scale = mesh.Scale + VT(size/5,size/5,size/5)
- wave.Transparency = wave.Transparency + (1/waitt)
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- function MagicBlock(size,waitt,part,offset,color)
- local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(color), "Effect", VT(size,size,size))
- local mesh = IT("BlockMesh",wave)
- wave.Anchored = true
- wave.CFrame = CF(part.Position) * CF(0,offset,0) * ANGLES(RAD(0),RAD(0),RAD(0))
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, waitt do
- Swait()
- mesh.Scale = mesh.Scale + VT(size/5,size/5,size/5)
- wave.CFrame = CF(wave.Position) * ANGLES(RAD(math(-360,360)),RAD(math(-360,360)),RAD(math(-360,360)))
- wave.Transparency = wave.Transparency + (1/waitt)
- if wave.Transparency > 0.99 then
- wave:remove()
- end
- end
- end))
- end
- local EyeSizes={
- NumberSequenceKeypoint.new(0,0.5,0),
- NumberSequenceKeypoint.new(1,0.2,0)
- }
- local EyeTrans={
- NumberSequenceKeypoint.new(0,0,0),
- NumberSequenceKeypoint.new(1,1,0)
- }
- local PE=Instance.new("ParticleEmitter")
- PE.LightEmission=0.3
- PE.Size=NumberSequence.new(EyeSizes)
- PE.Transparency=NumberSequence.new(EyeTrans)
- PE.Rotation=NumberRange.new(0,360)
- PE.LockedToPart = false
- PE.Speed = NumberRange.new(0,0,0)
- PE.ZOffset = 0.3
- PE.Rate = 999
- PE.Name = "Particles"
- function CreateParticles(art,text,accel,drag,lifetime,type,isenabledbydefault,locked)
- local particle = nil
- coroutine.resume(coroutine.create(function(PART)
- particle = PE:Clone()
- Swait()
- particle.Rate = 999
- particle.Parent = art
- particle.Acceleration = accel
- if type == "Fire" then
- local EyeSizes={
- NumberSequenceKeypoint.new(0,0.5,0.3),
- NumberSequenceKeypoint.new(1,0.2,0.2)
- }
- particle.Size = NumberSequence.new(EyeSizes)
- elseif type == "Smoke" then
- local EyeSizes={
- NumberSequenceKeypoint.new(0,0.5,0),
- NumberSequenceKeypoint.new(1,5,0.5)
- }
- particle.Size = NumberSequence.new(EyeSizes)
- elseif type == "Solid" then
- local EyeSizes={
- NumberSequenceKeypoint.new(0,0.5,0),
- NumberSequenceKeypoint.new(1,0.5,0)
- }
- particle.Size = NumberSequence.new(EyeSizes)
- end
- particle.Lifetime=NumberRange.new(lifetime)
- particle.Drag = drag
- if locked == true then
- particle.LockedToPart = true
- end
- particle.Texture = "http://www.roblox.com/asset/?id="..text
- particle.Enabled = isenabledbydefault
- end))
- return particle
- end
- local EyeSizes={
- NumberSequenceKeypoint.new(0,0.5,0),
- NumberSequenceKeypoint.new(1,0.2,0)
- }
- local EyeTrans={
- NumberSequenceKeypoint.new(0,0,0),
- NumberSequenceKeypoint.new(1,1,0)
- }
- local PE2=Instance.new("ParticleEmitter")
- PE2.LightEmission=0.8
- PE2.Size=NumberSequence.new(EyeSizes)
- PE2.Transparency=NumberSequence.new(EyeTrans)
- PE2.Rotation=NumberRange.new(0,360)
- PE2.LockedToPart = false
- PE2.Speed = NumberRange.new(0,0,0)
- PE2.ZOffset = 0.3
- PE2.Rate = 999
- PE2.VelocitySpread = 90000
- PE2.Name = "Particles"
- function CreateParticles2(art,accel,drag,lifetime,type,isenabledbydefault,locked,size,speed)
- local particle = nil
- coroutine.resume(coroutine.create(function(PART)
- particle = PE2:Clone()
- Swait()
- particle.Rate = 999
- particle.Parent = art
- particle.Acceleration = accel
- if type == "Fire" then
- local EyeSizes={
- NumberSequenceKeypoint.new(0,size,size/2),
- NumberSequenceKeypoint.new(1,size/4,size/8)
- }
- particle.Size = NumberSequence.new(EyeSizes)
- elseif type == "Smoke" then
- local EyeSizes={
- NumberSequenceKeypoint.new(0,0.5,0),
- NumberSequenceKeypoint.new(1,5,0.5)
- }
- particle.Size = NumberSequence.new(EyeSizes)
- elseif type == "Solid" then
- local EyeSizes={
- NumberSequenceKeypoint.new(0,0.5,0),
- NumberSequenceKeypoint.new(1,0.5,0)
- }
- particle.Size = NumberSequence.new(EyeSizes)
- end
- particle.Lifetime=NumberRange.new(lifetime)
- particle.Drag = drag
- if locked == true then
- particle.LockedToPart = true
- end
- particle.Speed = NumberRange.new(speed,speed,speed)
- particle.Texture = "http://www.roblox.com/asset/?id="..MAGICPARTICLE
- particle.Enabled = isenabledbydefault
- --particle.Color = ColorSequence.new(Color3.new(255, 255, 255))
- end))
- return particle
- end
- local Decal = IT("Decal")
- function CreateMagicCircle(size,doesrotate,rotatedirection,waitt,cframe,alwaysfade)
- local sinkhole = IT("Part")
- sinkhole.Size = VT(size,0,size)
- sinkhole.CFrame = cframe
- --sinkhole.Orientation = VT(0,0,0)
- sinkhole.Parent = Effects
- sinkhole.Material = "Neon"
- sinkhole.Color = C3(255, 255, 255)
- sinkhole.Anchored = true
- sinkhole.CanCollide = false
- sinkhole.Transparency = 1
- local decal = Decal:Clone()
- decal.Parent = sinkhole
- decal.Face = "Top"
- decal.Texture = "http://www.roblox.com/asset/?id=1226241606"
- local decal2 = Decal:Clone()
- decal2.Parent = sinkhole
- decal2.Face = "Bottom"
- decal2.Texture = "http://www.roblox.com/asset/?id=1226241606"
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, waitt do
- Swait()
- if doesrotate == true then
- sinkhole.CFrame = sinkhole.CFrame * CFrame.fromEulerAnglesXYZ(0, rotatedirection, 0)
- end
- if alwaysfade == true then
- decal.Transparency = decal.Transparency + (1/waitt)
- decal2.Transparency = decal.Transparency + (1/waitt)
- end
- if i > waitt-11 and (alwaysfade ~= true) then
- decal.Transparency = decal.Transparency + 0.1
- decal2.Transparency = decal.Transparency + 0.1
- end
- end
- sinkhole.Parent = nil
- end))
- return sinkhole
- end
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| WEAPON CREATION
- --\\=================================//
- if Player_Size ~= 1 then
- for _, v in pairs (Weapon:GetChildren()) do
- if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then
- local p1 = v.Part1
- v.Part1 = nil
- local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components()
- v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12)
- v.Part1 = p1
- elseif v.ClassName == "Part" then
- for _, b in pairs (v:GetChildren()) do
- if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then
- b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size)
- end
- end
- end
- end
- end
- Swait()
- local Plate = IT("Part",Weapon)
- Plate.Size = VT(1,0.1,1)
- Plate.Transparency = 1
- Plate.CanCollide = false
- Plate.CFrame = LeftLeg.CFrame * CF(0,-1.1,0)
- CreateParticles(Plate,MAGICPARTICLE,VT(0,2,0),2,2,"Fire",true,true)
- weldBetween(LeftLeg,Plate)
- local Plate = IT("Part",Weapon)
- Plate.Size = VT(1,0.1,1)
- Plate.Transparency = 1
- Plate.CanCollide = false
- Plate.CFrame = RightLeg.CFrame * CF(0,-1.1,0)
- CreateParticles(Plate,MAGICPARTICLE,VT(0,2,0),2,2,"Fire",true,true)
- weldBetween(RightLeg,Plate)
- local Plate = IT("Part",Weapon)
- Plate.Size = VT(1,0.1,1)
- Plate.Transparency = 1
- Plate.CanCollide = false
- Plate.CFrame = RightArm.CFrame * CF(0,-1.1,0)
- CreateParticles(Plate,MAGICPARTICLE,VT(0,2,0),2,2,"Fire",true,true)
- weldBetween(RightArm,Plate)
- local Plate = IT("Part",Weapon)
- Plate.Size = VT(1,0.1,1)
- Plate.Transparency = 1
- Plate.CanCollide = false
- Plate.CFrame = LeftArm.CFrame * CF(0,-1.1,0)
- CreateParticles(Plate,MAGICPARTICLE,VT(0,2,0),2,2,"Fire",true,true)
- weldBetween(LeftArm,Plate)
- local eye = IT("Part",Weapon)
- eye.Size = VT(0.2,0.2,0.2)
- eye.Shape = "Ball"
- eye.CFrame = Head.CFrame * CF(0.125,0.2,-0.55)
- eye.Material = "Neon"
- eye.BrickColor = BRICKC("Institutional white")
- weldBetween(Head,eye)
- for _, c in pairs(Weapon:GetChildren()) do
- if c.ClassName == "Part" then
- c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
- end
- end
- Weapon.Parent = Character
- Humanoid.Died:connect(function()
- ATTACK = true
- end)
- print(Class_Name.." loaded.")
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| DAMAGE FUNCTIONS
- --\\=================================//
- function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR)
- local STATPART = CreatePart(3, Effects, "Neon", 0, 1, "Institutional white", "Effect", VT())
- STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0))
- local BODYGYRO = IT("BodyGyro", STATPART)
- local BODYPOSITION = IT("BodyPosition", STATPART)
- BODYPOSITION.P = 2000
- BODYPOSITION.D = 100
- BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge)
- if LABELTYPE == "Normal" then
- BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2))
- elseif LABELTYPE == "Debuff" then
- BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2))
- elseif LABELTYPE == "Interruption" then
- BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2))
- end
- game:GetService("Debris"):AddItem(STATPART ,5)
- local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
- BILLBOARDGUI.Adornee = STATPART
- BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0)
- BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
- BILLBOARDGUI.AlwaysOnTop = false
- local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
- TEXTLABEL.BackgroundTransparency = 1
- TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
- TEXTLABEL.Text = TEXT
- TEXTLABEL.Font = "SciFi"
- TEXTLABEL.FontSize="Size42"
- TEXTLABEL.TextColor3 = COLOR
- TEXTLABEL.TextStrokeTransparency = 1
- TEXTLABEL.TextScaled = true
- TEXTLABEL.TextWrapped = true
- coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
- wait(0.2)
- for i=1, 5 do
- wait()
- THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0)
- end
- wait(1.2)
- for i=1, 5 do
- wait()
- THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2
- THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2
- THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0)
- end
- THEPART.Parent = nil
- end),STATPART, BODYPOSITION, TEXTLABEL)
- end
- --//=================================\\
- --|| DAMAGING
- --\\=================================//
- function dealdamage(hit,min,max,maxstrength,beserk,critrate,critmultiplier)
- if hit.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent:FindFirstChild("HitBy"..Player.Name) == nil then
- local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid")
- local dmg = math.random(min,max)
- if humanoid.Health > 0 then
- if beserk == true then
- humanoid.Health = 0
- else
- CreateSound("260430060", hit, 1.2, MRANDOM(7, 12) / 10)
- hit.Velocity = CFrame.new(Torso.Position,hit.Position).lookVector*5*maxstrength
- if math.random(1,100) < critrate+1 then
- humanoid.Health = humanoid.Health - dmg*critmultiplier
- StatLabel("Normal", hit.CFrame * CF(0, 0 + (hit.Size.z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0))
- else
- humanoid.Health = humanoid.Health - dmg
- StatLabel("Normal", hit.CFrame * CF(0, 0 + (hit.Size.z - 1), 0), dmg, C3(0, 0, 0))
- end
- local defence = Instance.new("BoolValue",hit.Parent)
- defence.Name = ("HitBy"..Player.Name)
- game:GetService("Debris"):AddItem(defence, 0.5)
- end
- end
- end
- end
- function AoEDamage(position,radius,min,max,maxstrength,beserk,critrate,critmultiplier,CanBeDodgedByJumping)
- local dmg = math.random(min,max)
- for i,v in ipairs(workspace:GetChildren()) do
- if v:FindFirstChild("HitBy"..Player.Name) == nil then
- local body = v:GetChildren()
- for part = 1, #body do
- if(v:FindFirstChild("HitBy"..Player.Name) == nil and (body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then
- if(body[part].Position - position).Magnitude < radius then
- if v.ClassName == "Model" then
- if v:FindFirstChild("Humanoid") then
- if v.Humanoid.Health ~= 0 then
- if CanBeDodgedByJumping == true then
- if body[part].Position.Y < position.Y+5 then
- if math.random(1,100) < critrate+1 then
- v.Humanoid.Health = v.Humanoid.Health - dmg*critmultiplier
- StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0))
- else
- v.Humanoid.Health = v.Humanoid.Health - dmg
- StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), dmg, C3(0, 0, 0))
- end
- local defence = Instance.new("BoolValue",v)
- defence.Name = ("HitBy"..Player.Name)
- game:GetService("Debris"):AddItem(defence, 0.5)
- end
- else
- if beserk == true then
- v.Humanoid.Health = 0
- end
- if math.random(1,100) < critrate+1 then
- v.Humanoid.Health = v.Humanoid.Health - dmg*critmultiplier
- StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0))
- else
- v.Humanoid.Health = v.Humanoid.Health - dmg
- StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), dmg, C3(0, 0, 0))
- end
- local defence = Instance.new("BoolValue",v)
- defence.Name = ("HitBy"..Player.Name)
- game:GetService("Debris"):AddItem(defence, 0.5)
- end
- end
- end
- end
- body[part].Velocity = CFrame.new(position,body[part].Position).lookVector*5*maxstrength
- end
- end
- end
- if v.ClassName == "Part" then
- if v.Anchored == false and (v.Position - position).Magnitude < radius then
- v.Velocity = CFrame.new(position,v.Position).lookVector*5*maxstrength
- end
- end
- end
- end
- end
- function attractnearest(postype,position,range,maxstrength,last)
- if postype == "Vector" then
- for i,v in ipairs(workspace:GetChildren()) do
- local body = v:GetChildren()
- for part = 1, #body do
- if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then
- if(body[part].Position - position).Magnitude < range then
- if body[part]:FindFirstChild("ATTRACT") == nil then
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(body[part].Position,position).lookVector*maxstrength
- bv.Parent = body[part]
- bv.Name = "ATTRACT"
- else
- coroutine.resume(coroutine.create(function()
- for i = 1, last/5 do
- Swait(5)
- body[part].ATTRACT.velocity = CF(body[part].Position,position).lookVector*maxstrength
- end
- body[part].ATTRACT:remove()
- end))
- end
- end
- end
- end
- if v.ClassName == "Part" then
- if v.Anchored == false and (v.Position - position).Magnitude < range then
- if v:FindFirstChild("ATTRACT") == nil then
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(v.Position,position).lookVector*maxstrength
- bv.Parent = v
- bv.Name = "ATTRACT"
- else
- coroutine.resume(coroutine.create(function()
- for i = 1, last/5 do
- Swait(5)
- v.ATTRACT.velocity = CF(v.Position,position).lookVector*maxstrength
- end
- v.ATTRACT:remove()
- end))
- end
- end
- end
- end
- elseif postype == "Part" then
- for i,v in ipairs(workspace:GetChildren()) do
- local body = v:GetChildren()
- for part = 1, #body do
- if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then
- if(body[part].Position - position.Position).Magnitude < range then
- if body[part]:FindFirstChild("ATTRACT") == nil then
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(body[part].Position,position.Position).lookVector*maxstrength
- bv.Parent = body[part]
- bv.Name = "ATTRACT"
- else
- coroutine.resume(coroutine.create(function()
- for i = 1, last/5 do
- Swait(5)
- body[part].ATTRACT.velocity = CF(body[part].Position,position.Position).lookVector*maxstrength
- end
- body[part].ATTRACT:remove()
- end))
- end
- end
- end
- end
- if v.ClassName == "Part" then
- if v.Anchored == false and (v.Position - position.Position).Magnitude < range then
- if v:FindFirstChild("ATTRACT") == nil then
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(v.Position,position.Position).lookVector*maxstrength
- bv.Parent = v
- bv.Name = "ATTRACT"
- else
- coroutine.resume(coroutine.create(function()
- for i = 1, last/5 do
- Swait(5)
- v.ATTRACT.velocity = CF(v.Position,position.Position).lookVector*maxstrength
- end
- v.ATTRACT:remove()
- end))
- end
- end
- end
- end
- end
- end
- function killnearest(position,range,maxstrength,candestroy)
- for i,v in ipairs(workspace:GetChildren()) do
- local body = v:GetChildren()
- for part = 1, #body do
- if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then
- if(body[part].Position - position).Magnitude < range then
- if v.ClassName == "Model" then
- v:BreakJoints()
- end
- if candestroy == true then
- table.insert(Effects2,{body[part],"Disappear",0.02,2,2,2,2})
- end
- body[part].Velocity = CFrame.new(position,body[part].Position).lookVector*5*maxstrength
- end
- end
- end
- if v.ClassName == "Part" then
- if v.Anchored == false and (v.Position - position).Magnitude < range then
- if candestroy == true then
- table.insert(Effects2,{v,"Disappear",0.02,2,2,2,2})
- end
- v.Velocity = CFrame.new(position,v.Position).lookVector*5*maxstrength
- end
- end
- end
- end
- --//=================================\\
- --|| ATTACK FUNCTIONS AND STUFF
- --\\=================================//
- function CheckTableForString(Table, String)
- for i, v in pairs(Table) do
- if string.find(string.lower(String), string.lower(v)) then
- return true
- end
- end
- return false
- end
- function CheckIntangible(Hit)
- local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
- if Hit and Hit.Parent then
- if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
- return true
- end
- end
- return false
- end
- Debris = game:GetService("Debris")
- function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
- local Direction = CFrame.new(StartPos, Vec).lookVector
- local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
- local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
- if RayHit and CheckIntangible(RayHit) then
- if DelayIfHit then
- wait()
- end
- RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
- end
- return RayHit, RayPos, RayNormal
- end
- function turnto(pos)
- RootPart.CFrame = CF(RootPart.Position,VT(pos.X,RootPart.Position.Y,pos.Z))
- end
- function GraviBomb()
- ATTACK = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- MagicSphere(25,25,LeftArm.CFrame*CF(0,-1,0),"Institutional white")
- MagicSphere(20,25,LeftArm.CFrame*CF(0,-1,0),"Institutional white")
- coroutine.resume(coroutine.create(function()
- local cframe = CF(Mouse.Hit.p)
- local circle = CreateMagicCircle(75,true,0.05,120,cframe,false)
- for i = 1, 5 do
- CreateSound(CUTSOUNDS[MRANDOM(1, #CUTSOUNDS)], Effects, 2, 1)
- local sphere = IT("Part",Effects)
- sphere.Shape = "Ball"
- sphere.Size = VT(50,50,50)
- sphere.Anchored = true
- sphere.CanCollide = false
- sphere.Material = "Neon"
- sphere.BrickColor = BRICKC("Institutional white")
- sphere.Transparency = 0
- sphere.CFrame = cframe
- for i = 1, 10 do
- Swait(2)
- attractnearest("Vector",cframe.p,75,50,10)
- sphere.CFrame = cframe
- sphere.Size = sphere.Size - VT(5,5,5)
- sphere.CFrame = cframe
- end
- sphere:remove()
- end
- local scale = 5
- coroutine.resume(coroutine.create(function()
- CreateSound(RELEASESOUND, Effects, 2, 1)
- MagicSphere(100,125,cframe,"Institutional white")
- MagicSphere(75,125,cframe,"Institutional white")
- CreateSwirl(180,6,true,0.3,225,circle,0,"Institutional white")
- CreateSwirl(180,4,true,0.3,225,circle,0,"Institutional white")
- CreateSwirl(180,2,true,0.3,225,circle,0,"Institutional white")
- for i = 1, 15 do
- Swait()
- killnearest(cframe.p,25,150)
- end
- end))
- end))
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- ATTACK = false
- end
- function GraviSpear()
- ATTACK = true
- for i=0, 1.5, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(75)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-75)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(25), RAD(-25)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- local spear = IT("Part",Effects)
- spear.Anchored = true
- spear.CanCollide = false
- spear.Shape = "Ball"
- spear.Size = VT(0,0,0)
- spear.Material = "Neon"
- spear.Transparency = 0.2
- spear.BrickColor = BRICKC("Institutional white")
- spear.CFrame = RightArm.CFrame * CF(0,-4,0)
- local inner = spear:Clone()
- inner.Parent = spear
- inner.Size = VT(0,0,0)
- inner.BrickColor = BRICKC("Institutional white")
- inner.CFrame = spear.CFrame
- for i = 1, 10 do
- Swait()
- turnto(Mouse.Hit.p)
- spear.CFrame = RightArm.CFrame * CF(0,-4,0)
- inner.CFrame = spear.CFrame
- spear.Size = spear.Size + VT(0.4,0.4,0.4)
- inner.Size = inner.Size + VT(0.35,0.35,0.35)
- end
- CreateParticles2(inner,VT(0,0,0),5,1,"Smoke",true,true,1,8)
- MagicSphere(25,25,RightArm.CFrame*CF(0,-1,0),"Institutional white")
- MagicSphere(20,25,RightArm.CFrame*CF(0,-1,0),"Institutional white")
- CreateSound(CUTSOUNDS[MRANDOM(1, #CUTSOUNDS)], RightArm, 6, 1)
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(spear.Position,Mouse.Hit.p).lookVector*65
- bv.Parent = spear
- bv.Name = "MOVE"
- weldBetween(spear,inner)
- spear.Anchored = false
- inner.Anchored = false
- local harm = spear.Touched:Connect(function(hit)
- if hit.Parent ~= Character and hit.Parent ~= Weapon and hit.Parent ~= Effects then
- local cframe = spear.CFrame
- coroutine.resume(coroutine.create(function()
- spear.Parent = nil
- coroutine.resume(coroutine.create(function()
- CreateSound(RELEASESOUND, Effects, 2, 1)
- MagicSphere(60,125,cframe,"Institutional white")
- MagicSphere(50,125,cframe,"Institutional white")
- CreateSwirl(0,6,true,0.3,125,spear,0,"Institutional white")
- CreateSwirl(0,4,true,0.3,125,spear,0,"Institutional white")
- CreateSwirl(0,2,true,0.3,125,spear,0,"Institutional white")
- for i = 1, 15 do
- Swait()
- killnearest(cframe.p,15,150)
- end
- end))
- end))
- end
- end)
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- CreateSwirl(0,2,true,0.3,25,spear,0,"Institutional white")
- attractnearest("Part",spear,65,70,5)
- until spear.Parent == nil
- end))
- ATTACK = false
- end
- function WarpSpear()
- ATTACK = true
- for i=0, 1.5, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(75)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-75)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(25), RAD(-25)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- local spear = IT("Part",Effects)
- spear.Anchored = true
- spear.CanCollide = false
- spear.Shape = "Ball"
- spear.Size = VT(0,0,0)
- spear.Material = "Neon"
- spear.Transparency = 0.2
- spear.BrickColor = BRICKC("Institutional white")
- spear.CFrame = RightArm.CFrame * CF(0,-4,0)
- local inner = spear:Clone()
- inner.Parent = spear
- inner.Size = VT(0,0,0)
- inner.BrickColor = BRICKC("Institutional white")
- inner.CFrame = spear.CFrame
- for i = 1, 5 do
- Swait()
- turnto(Mouse.Hit.p)
- spear.CFrame = RightArm.CFrame * CF(0,-4,0)
- inner.CFrame = spear.CFrame
- spear.Size = spear.Size + VT(0.4,0.4,0.4)
- inner.Size = inner.Size + VT(0.35,0.35,0.35)
- end
- MagicSphere(25,25,RightArm.CFrame*CF(0,-1,0),"Institutional white")
- MagicSphere(20,25,RightArm.CFrame*CF(0,-1,0),"Institutional white")
- CreateSound(CUTSOUNDS[MRANDOM(1, #CUTSOUNDS)], RightArm, 6, 1)
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
- bv.velocity = CF(spear.Position,Mouse.Hit.p).lookVector*100
- bv.Parent = spear
- bv.Name = "MOVE"
- weldBetween(spear,inner)
- spear.Anchored = false
- inner.Anchored = false
- local HIT = false
- local harm = spear.Touched:Connect(function(hit)
- if HIT == false and hit.Parent ~= Character and hit.Parent ~= Weapon and hit.Parent ~= Effects then
- local cframe = spear.CFrame
- HIT = true
- coroutine.resume(coroutine.create(function()
- spear.Parent = nil
- RootPart.CFrame = CF(spear.Position,Mouse.Hit.p)
- coroutine.resume(coroutine.create(function()
- CreateSound(RELEASESOUND, Effects, 2, 1.5)
- MagicSphere(30,105,cframe,"Institutional white")
- MagicSphere(25,105,cframe,"Institutional white")
- for i = 1, 15 do
- Swait()
- killnearest(cframe.p,7.5,150)
- end
- end))
- end))
- end
- end)
- coroutine.resume(coroutine.create(function()
- Swait(75)
- if HIT == false then
- local cframe = spear.CFrame
- HIT = true
- coroutine.resume(coroutine.create(function()
- spear.Parent = nil
- RootPart.CFrame = CF(spear.Position,Mouse.Hit.p)
- coroutine.resume(coroutine.create(function()
- CreateSound(RELEASESOUND, Effects, 2, 1.5)
- MagicSphere(30,105,cframe,"Institutional white")
- MagicSphere(25,105,cframe,"Institutional white")
- for i = 1, 15 do
- Swait()
- killnearest(cframe.p,7.5,150)
- end
- end))
- end))
- end
- end))
- coroutine.resume(coroutine.create(function()
- local loop = 0
- repeat
- Swait()
- loop = loop + 1
- if loop == 4 then
- MagicSphere(25,15,spear.CFrame,"Institutional white")
- end
- if loop == 7 then
- loop = 0
- MagicSphere(25,15,spear.CFrame,"Institutional white")
- end
- attractnearest("Part",spear,12.5,50,5)
- until spear.Parent == nil
- end))
- ATTACK = false
- end
- function GravityGlobe()
- ATTACK = true
- Rooted = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- CreateMagicCircle(100,true,0.02,50,CF(RootPart.Position) * CF(0,-2.8,0),true)
- local cframe = RootPart.CFrame
- CreateSound(RELEASESOUND, Effects, 2, 1)
- local sphere = IT("Part",Effects)
- sphere.Shape = "Ball"
- sphere.Size = VT(0,0,0)
- sphere.Anchored = true
- sphere.CanCollide = false
- sphere.Material = "Neon"
- sphere.Transparency = 0.5
- sphere.BrickColor = BRICKC("Institutional white")
- sphere.CFrame = cframe
- local sphere2 = IT("Part",Effects)
- sphere2.Shape = "Ball"
- sphere2.Size = VT(0,0,0)
- sphere2.Anchored = true
- sphere2.CanCollide = false
- sphere2.Material = "Neon"
- sphere2.Transparency = 0.3
- sphere2.BrickColor = BRICKC("Institutional white")
- sphere2.CFrame = cframe
- for i = 1, 10 do
- Swait(2)
- attractnearest("Vector",cframe.p,50,50,10)
- sphere.CFrame = cframe
- sphere.Size = sphere.Size + VT(4,4,4)
- sphere2.CFrame = cframe
- sphere2.Size = sphere2.Size + VT(3.5,3.5,3.5)
- killnearest(cframe.p,15,0)
- end
- local scale = 0.2
- local mode = "shrink"
- for i = 1, 350 do
- Swait()
- if mode == "shrink" then
- scale = scale + scale
- if scale >= - 65 then
- mode = "grow"
- end
- elseif mode == "grow" then
- scale = scale + -scale*2
- if scale <= - 65 then
- mode = "shrink"
- end
- end
- CreateRing(180,5,true,0,50,sphere,0,scale,scale,"Institutional white")
- sphere.Size = sphere.Size + VT(scale,scale,scale)
- attractnearest("Vector",cframe.p,50,50,5)
- killnearest(cframe.p,15,0)
- end
- for i = 1, 10 do
- Swait(2)
- sphere.CFrame = cframe
- sphere.Size = sphere.Size - VT(5,5,5)
- sphere.CFrame = cframe
- sphere2.CFrame = cframe
- sphere2.Size = sphere2.Size - VT(3.5,3.5,3.5)
- end
- sphere:remove()
- sphere2:remove()
- end))
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- Rooted = false
- ATTACK = false
- end
- function GravityBeam()
- ATTACK = true
- Rooted = true
- for i=0, 1.5, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(75)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-75)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(25), RAD(-25)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- local startpos = RightArm.CFrame*CF(0,-1.5,0).p
- local loop = 0
- local loopsound = CreateSound(CHARGESOUND, RightArm, 10, 1, true)
- local loopsound2 = CreateSound("487214658", Effects, 1, 0, true)
- local pos = nil
- repeat
- if loop < 150 then
- Swait()
- loop = loop + 1
- turnto(Mouse.Hit.p)
- MagicSphere(15,25,RightArm.CFrame*CF(0,-1,0),"Institutional white")
- MagicSphere(12,25,RightArm.CFrame*CF(0,-1,0),"Institutional white")
- else
- loopsound2.Pitch = 1
- loopsound:Stop()
- startpos = RightArm.CFrame*CF(0,-1.5,0).p
- turnto(Mouse.Hit.p)
- MagicSphere(35,25,CF(startpos),"Institutional white")
- MagicSphere(32,25,CF(startpos),"Institutional white")
- local RayHit, RayPos, RayNormal = CastZapRay(startpos, Mouse.Hit.p, 150, Character, false)
- local distance = (startpos - RayPos).magnitude
- local laser = Instance.new("Part",Effects)
- laser.Transparency = 0.5
- laser.CanCollide = false
- laser.Anchored = true
- laser.BrickColor = BrickColor.new("Institutional white")
- laser.Material = "Neon"
- laser.formFactor = Enum.FormFactor.Custom
- laser.Size = Vector3.new(2.5, 2.5, distance)
- laser.CFrame = CFrame.new(startpos, RayPos) * CFrame.new(0, 0, -distance/2)
- local laser2 = Instance.new("Part",Effects)
- laser2.Transparency = 0
- laser2.CanCollide = false
- laser2.Anchored = true
- laser2.BrickColor = BrickColor.new("Institutional white")
- laser2.Material = "Neon"
- laser2.formFactor = Enum.FormFactor.Custom
- laser2.Size = Vector3.new(2, 2, distance)
- laser2.CFrame = CFrame.new(startpos, RayPos) * CFrame.new(0, 0, -distance/2)
- killnearest(RayPos,5,150,true)
- MagicSphere(350,2,CF(RayPos),"Institutional white")
- MagicSphere(320,2,CF(RayPos),"Institutional white")
- if RayHit ~= nil then
- CreateWave(0,5,false,0,25,CF(RayPos),0,"Institutional white")
- end
- attractnearest("Vector",RayPos,40,50,10)
- pos = RayPos
- Swait()
- laser2:remove()
- laser:remove()
- end
- until KEYHOLD == false
- if loop == 150 then
- local cframe = CF(pos)
- coroutine.resume(coroutine.create(function()
- coroutine.resume(coroutine.create(function()
- CreateSound(RELEASESOUND, Effects, 2, 1)
- MagicSphere(500,55,cframe,"Institutional white")
- MagicSphere(450,55,cframe,"Institutional white")
- for i = 1, 15 do
- Swait()
- killnearest(cframe.p,75,150)
- end
- end))
- end))
- end
- loopsound2:remove()
- loopsound:remove()
- Rooted = false
- ATTACK = false
- end
- --//=================================\\
- --|| ASSIGN THINGS TO KEYS
- --\\=================================//
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
- Humanoid.Jump = false
- end
- end)
- function MouseDown(Mouse)
- if ATTACK == false then
- end
- end
- function MouseUp(Mouse)
- HOLD = false
- end
- function KeyDown(Key)
- KEYHOLD = true
- if Key == "q" and ATTACK == false then
- GraviBomb()
- end
- if Key == "e" and ATTACK == false then
- GraviSpear()
- end
- if Key == "r" and ATTACK == false then
- GravityGlobe()
- end
- if Key == "g" and ATTACK == false then
- GravityBeam()
- end
- if Key == "x" and ATTACK == false then
- end
- if Key == "c" and ATTACK == false then
- WarpSpear()
- end
- if Key == "t" and ATTACK == false then
- CreateSound("305685800", Head, 10, 1 ,false)
- end
- end
- function KeyUp(Key)
- KEYHOLD = false
- end
- Mouse.Button1Down:connect(function(NEWKEY)
- MouseDown(NEWKEY)
- end)
- Mouse.Button1Up:connect(function(NEWKEY)
- MouseUp(NEWKEY)
- end)
- Mouse.KeyDown:connect(function(NEWKEY)
- KeyDown(NEWKEY)
- end)
- Mouse.KeyUp:connect(function(NEWKEY)
- KeyUp(NEWKEY)
- end)
- --//=================================\\
- --\\=================================//
- function unanchor()
- if UNANCHOR == true then
- g = Character:GetChildren()
- for i = 1, #g do
- if g[i].ClassName == "Part" then
- g[i].Anchored = false
- end
- end
- end
- end
- --//=================================\\
- --|| WRAP THE WHOLE SCRIPT UP
- --\\=================================//
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
- Humanoid.Jump = false
- end
- end)
- ANIMATE.Parent = nil
- local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
- IDLEANIMATION:Play()
- while true do
- Swait()
- SINE = SINE + CHANGE
- local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
- local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
- local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
- if ANIM == "Walk" and TORSOVELOCITY > 1 then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- --RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- --LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- --RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- ----LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- end
- if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
- ANIM = "Jump"
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
- end
- elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
- ANIM = "Fall"
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
- ANIM = "Idle"
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size - 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.2 * COS(SINE / 12) * Player_Size, -0.01 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
- ANIM = "Walk"
- WALK = WALK + 1 / Animation_Speed
- if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
- WALK = 0
- if WALKINGANIM == true then
- WALKINGANIM = false
- elseif WALKINGANIM == false then
- WALKINGANIM = true
- end
- end
- --RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- --LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0.7 * Player_Size) * ANGLES(RAD(25), RAD(0), RAD(0)), 0.15 / Animation_Speed*3)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size - 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.2 * COS(SINE / 12) * Player_Size, -0.01 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- end
- if #Effects2>0 then
- for e=1,#Effects2 do
- if Effects2[e]~=nil then
- local Thing=Effects2[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]
- local Part2=Thing[8]
- if Thing[1].Transparency<=1 then
- if Thing[2]=="Block1" then
- Thing[1].CFrame=Thing[1].CFrame
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+VT(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Cylinder" then
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+VT(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Blood" then
- Mesh=Thing[7]
- Thing[1].CFrame=Thing[1].CFrame*CF(0,.5,0)
- Mesh.Scale=Mesh.Scale+VT(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Elec" then
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+VT(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]
- end
- else
- Part.Parent=nil
- table.remove(Effects2,e)
- end
- end
- end
- end
- end
- unanchor()
- Humanoid.MaxHealth = "inf"
- Humanoid.Health = "inf"
- if Rooted == false then
- Disable_Jump = false
- Humanoid.WalkSpeed = Speed
- elseif Rooted == true then
- Disable_Jump = true
- Humanoid.WalkSpeed = 0
- end
- --CreateMagicCircle(2 ,false,0,3,LeftLeg.CFrame * CF(0,-1.2,0),true)
- end
- --//=================================\\
- --\\=================================//
- --//====================================================\\--
- --|| END OF SCRIPT
- --\\====================================================//--
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