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- --//Evelyn\\Script//Made\\By//Zalgo_exe\\--
- --\\Evelyn Character Originally Made By Gargeodd//--
- wait(0.2)
- local Player = game:GetService("Players").eliteslayer816--<=== Replace With Your Name
- local Mouse,mouse,UserInputService,ContextActionService
- do
- script.Parent = Player.Character
- local CAS = {Actions={}}
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- Event.Parent = Player.Character
- local fakeEvent = function()
- local t = {_fakeEvent=true}
- t.Connect = function(self,f)self.Function=f end
- t.connect = t.Connect
- return t
- end
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- function CAS:BindAction(name,fun,touch,...)
- CAS.Actions[name] = {Name=name,Function=fun,Keys={...}}
- end
- function CAS:UnbindAction(name)
- CAS.Actions[name] = nil
- end
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.isMouse then
- m.Target = io.Target
- m.Hit = io.Hit
- elseif io.UserInputType == Enum.UserInputType.MouseButton1 then
- if io.UserInputState == Enum.UserInputState.Begin then
- m:TrigEvent("Button1Down")
- else
- m:TrigEvent("Button1Up")
- end
- else
- for n,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
- if io.UserInputState == Enum.UserInputState.Begin then
- m:TrigEvent("KeyDown",io.KeyCode.Name:lower())
- UIS:TrigEvent("InputBegan",io,false)
- else
- m:TrigEvent("KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent("InputEnded",io,false)
- end
- end
- end)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
- wait(0.2)
- local Player, Character = game:service("Players").eliteslayer816, game:GetService("Players").eliteslayer816.Character;
- local Torso = Character:FindFirstChild("Torso")
- local rootPart = Character:FindFirstChild("HumanoidRootPart")
- local Humanoid = Character:FindFirstChild("Humanoid")
- local Head = Character:FindFirstChild("Head")
- local Right_Arm = Character:FindFirstChild("Right Arm")
- local Left_Arm = Character:FindFirstChild("Left Arm")
- local Right_Leg = Character:FindFirstChild("Right Leg")
- local Left_Leg = Character:FindFirstChild("Left Leg")
- local Right_Shoulder = Torso:FindFirstChild("Right Shoulder")
- local Left_Shoulder = Torso:FindFirstChild("Left Shoulder")
- local Right_Hip = Torso:FindFirstChild("Right Hip")
- local Left_Hip = Torso:FindFirstChild("Left Hip")
- local Neck = Torso:FindFirstChild("Neck")
- local rootPart = Character:FindFirstChild("HumanoidRootPart")
- local rootJoint = rootPart:FindFirstChild("RootJoint")
- local CurrentIdle = "Idling1"
- local Degree = 0.0175438596491228
- local canremove = false
- local debounce = false
- local UIService=game:GetService'UserInputService'
- Character.Sound:Destroy()
- _G.SongName = math.random(1,9025232)
- sin = math.sin
- Right_Leg.FormFactor = "Custom";
- Left_Leg.FormFactor = "Custom";
- rootPart.Archivable = true;
- rootJoint.Archivable = true;
- c_new = CFrame.new;
- c_angles = CFrame.Angles;
- i_new = Instance.new
- Humanoid:ClearAllChildren();
- local isAttacking = false
- local isSprinting = false
- local Animations = false
- local Angle = 0
- local Axis = 0
- local angleSpeed = 1
- local axisSpeed = angleSpeed
- local currentAnim
- local levetatingheight = 3
- idly = 0
- idle = idly
- local Effects = Instance.new("Folder",Character)
- Effects.Name = "Effects"
- local SansAnim = false
- V="Really black"
- local txt = Instance.new("BillboardGui", Character)
- txt.Adornee = Head
- txt.Name = "_status"
- txt.Size = UDim2.new(2, 0, 2, 0)
- txt.StudsOffset = Vector3.new(-6.1, 6, 0)
- local text = Instance.new("TextLabel", txt)
- text.Size = UDim2.new(7, 0, 3, 0)
- text.FontSize = "Size24"
- text.TextScaled = true
- text.TextTransparency = 0
- text.BackgroundTransparency = 1
- text.TextTransparency = 0
- text.TextStrokeTransparency = 0
- text.Font = "Garamond"
- text.TextStrokeColor3 = Color3.new(0,0,0)
- text.TextColor3 = Color3.new(1,1,1)
- text.Text = "Evelyn"
- for i,v in pairs(Character:GetChildren()) do
- if v:IsA('Shirt') or v:IsA('Pants') then
- v:Destroy()
- end
- end
- for i,v in pairs(Character:GetChildren()) do
- if v:IsA('CharacterMesh') then
- v:Destroy()
- end
- end
- Humanoid.MaxHealth = 200
- Humanoid.Health = 200
- function Trace()
- local ch = Character:GetChildren()
- for i = 1, #ch do
- if ch[i].ClassName == "Part" and ch[i].Name ~= "HumanoidRootPart" then
- local trace = Instance.new("Part",game.Workspace)
- trace.Size = ch[i].Size
- trace.Material = "Neon"
- trace.Color = Color3.new(0,0,0)
- trace.Transparency = 0.3
- trace.CanCollide = false
- trace.Anchored = true
- trace.CFrame = ch[i].CFrame
- if ch[i].Name == "Head" then
- mehs = Instance.new("BlockMesh",trace)
- mehs.Scale = Vector3.new(0.5,1.25,1.25)
- end
- tracedisappear = coroutine.wrap(function()
- for i = 1, 7 do
- wait()
- trace.Transparency = trace.Transparency + .1
- end
- trace:Destroy()
- end)
- tracedisappear()
- end
- end
- end
- local Theme = Instance.new('Sound',Character.Torso)
- Theme.Looped = true
- Theme.Volume = 10
- Theme.MaxDistance=1000
- Theme.EmitterSize=20
- Theme.SoundId = 'rbxassetid://1825836370'
- Theme:Play()
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- return wld
- end
- it=Instance.new
- function nooutline(part)
- part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10
- end
- function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
- local fp=it("Part")
- fp.formFactor=formfactor
- fp.Parent=parent
- fp.Reflectance=reflectance
- fp.Transparency=transparency
- fp.CanCollide=false
- fp.Locked=true
- fp.BrickColor=BrickColor.new(tostring(brickcolor))
- fp.Name=name
- fp.Size=size
- fp.Position=Character.Torso.Position
- nooutline(fp)
- fp.Material=material
- fp:BreakJoints()
- return fp
- end
- function weld(parent, part0, part1, c0, c1)
- local Weld = Instance.new("Weld")
- Weld.Parent = parent
- Weld.Part0 = part0
- Weld.Part1 = part1
- Weld.C0 = c0
- Weld.C1 = c1
- return Weld
- end
- function noOutline(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- local function Part(Name,Color, Material, Transparency,Shape, Size, CFrame,CanCollide,Anchored,parent)
- local partie = i_new("Part",parent)
- partie.Name=Name
- partie.BrickColor = BrickColor.new(Color)
- partie.Material = Material
- partie.Shape = Shape
- partie.Transparency = Transparency
- partie.Size = Size
- partie.CFrame = CFrame
- partie.CanCollide = CanCollide
- partie.Anchored = Anchored
- return partie
- end
- Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
- --//=================================\\
- --|| 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)
- --//=================================\\
- --\\=================================//
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 1, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = i_new(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- Head.Transparency = 1
- local _Face = Instance.new("Part",Head)
- _Face.Name = "_Face"
- _Face.Shape = Enum.PartType.Block
- _Face.CanCollide = false
- _Face.Color = Color3.new(0,0,0)
- _Face.Transparency = 1
- _Face.Material = "SmoothPlastic"
- _Face.Size = Vector3.new(1.95, 1.85, 1.85)
- _Face.TopSurface = Enum.SurfaceType.Smooth
- _Face.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", _Face)
- Weld.Part0 = Head
- Weld.Part1 = _Face
- Weld.C1 = CFrame.new(0,-0.3,-0.186)
- _FaceMesh = Instance.new("SpecialMesh",_Face)
- _FaceMesh.MeshType = "Sphere"
- _FaceMesh.Scale = Vector3.new(1,1,1)
- Eyes = Instance.new("Decal",_Face)
- Eyes.Texture = "rbxassetid://1572409210"
- Mouth = Instance.new("Decal",_Face)
- Mouth.Texture = "rbxassetid://1572409375"
- attack = false
- attack2 = false
- function FindNearestTorso(Position, Distance, SinglePlayer)
- if SinglePlayer then
- return (SinglePlayer.Torso.CFrame.p - Position).magnitude < Distance
- end
- local List = {}
- for i, v in pairs(workspace:GetChildren()) do
- if v:IsA("Model") then
- if v:findFirstChild("Torso") then
- if v ~= Character then
- if (v.Torso.Position - Position).magnitude <= Distance then
- table.insert(List, v)
- end
- end
- end
- end
- end
- return List
- end
- function Normal_Face()
- if Transformed == false then
- Eyes.Texture = "rbxassetid://1572409210"
- Mouth.Texture = "rbxassetid://1572409375"
- else
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- end
- end
- function Charm()
- attack = true
- attack2 = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409670"
- Mouth.Texture = "rbxassetid://1572411867"
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://875978120"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- for i = 0,0.8,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-15),math.rad(0),math.rad(-30)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-15),math.rad(0),math.rad(30)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-45),math.rad(0) + math.sin(sine/7.5)/5,math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0),math.rad(0) - math.sin(sine/7.5)/5,math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0) + math.sin(sine/7.5)/5,math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0),math.rad(0) - math.sin(sine/7.5)/5, math.rad(-25)), 0.15)
- swait()
- end
- Normal_Face()
- Animations = false
- attack = false
- attack2 = false
- end
- function Laugh()
- attack = true
- Animations = true
- Lauhg = Instance.new("Sound")
- Lauhg.Parent = Character.Torso
- Lauhg.SoundId = "rbxassetid://1098076461"
- Lauhg.Volume = 8
- Lauhg.Looped = false
- Lauhg.Pitch = 1
- Lauhg.TimePosition = 0.55
- Lauhg:Play()
- Eyes.Texture = "rbxassetid://1572408983"
- Mouth.Texture = "rbxassetid://1572411867"
- for i = 0,1,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.1, 0.5 + math.sin(sine/7.5)/10, 0) * c_angles(math.rad(-20),math.rad(-20),math.rad(0)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1, 0.5 + math.sin(sine/7.5)/10, 0) * c_angles(math.rad(-20),math.rad(20),math.rad(0)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-30),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-35),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/1)/4, -0.25) * c_angles(math.rad(30),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- Normal_Face()
- Animations = false
- attack = false
- end
- local target = nil
- function Attackone()
- attack = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- for i = 0,0.15,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(130),math.rad(0),math.rad(20)), 0.2)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(90),math.rad(0),math.rad(-35)), 0.2)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.2)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.2)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(-60),math.rad(0)), 0.2)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(0),math.rad(60), math.rad(0)), 0.2)
- swait()
- end
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://417624771"
- S.Volume = 8
- S.Looped = false
- S.Pitch = 1
- S:Play()
- coroutine.wrap(function()
- con1=Right_Arm.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")and hit.Parent ~= nil and hit.Parent.Name ~= Player.Character.Name and hit.Parent.Name ~= target then
- target = hit.Parent.Name
- hit.Parent.Humanoid:TakeDamage(math.random(10,20))
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1907654067"
- S.Volume = 8
- S.Looped = false
- S.Pitch = 1
- S:Play()
- end
- end)
- wait(0.1)
- con1:disconnect()
- end)()
- for i = 0,0.12,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(75),math.rad(-30),math.rad(25)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(20),math.rad(0),math.rad(-15)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(5),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-5),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(-20), math.rad(80),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(-20),math.rad(-80), math.rad(0)), 0.15)
- swait()
- end
- Normal_Face()
- target = nil
- Animations = false
- attack = false
- end
- function Attacktwo()
- attack = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- for i = 0,0.15,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(90),math.rad(0),math.rad(20)), 0.2)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(130),math.rad(0),math.rad(-35)), 0.2)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.2)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.2)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(60),math.rad(0)), 0.2)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(0),math.rad(-60), math.rad(0)), 0.2)
- swait()
- end
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://417624771"
- S.Volume = 8
- S.Looped = false
- S.Pitch = 1
- S:Play()
- coroutine.wrap(function()
- con1=Left_Arm.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")and hit.Parent ~= nil and hit.Parent.Name ~= Player.Character.Name and hit.Parent.Name ~= target then
- target = hit.Parent.Name
- hit.Parent.Humanoid:TakeDamage(math.random(10,20))
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1907654067"
- S.Volume = 8
- S.Looped = false
- S.Pitch = 1
- S:Play()
- end
- end)
- wait(0.1)
- con1:disconnect()
- end)()
- for i = 0,0.12,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(20),math.rad(0),math.rad(15)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(75),math.rad(30),math.rad(-25)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(-5),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(5),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(-20), math.rad(-80),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(-20),math.rad(80), math.rad(0)), 0.15)
- swait()
- end
- Normal_Face()
- target = nil
- Animations = false
- attack = false
- end
- function Attackthree()
- attack = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1031614266"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- coroutine.wrap(function()
- for i, v in pairs(FindNearestTorso(rootPart.CFrame.p, 5)) do
- if v:FindFirstChild('HumanoidRootPart') then
- wait(0.25)
- v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(15,25)
- S = Instance.new("Sound")
- S.Parent = v:FindFirstChild('HumanoidRootPart')
- S.SoundId = "rbxassetid://884538090"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- end
- end
- end)()
- for i = 0,0.3,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(-90) - i * 14,math.rad(0),math.rad(20)), 0.2)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(-90) - i * 14,math.rad(0),math.rad(-20)), 0.2)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.7, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.2)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.8, 0) * c_angles(math.rad(45),math.rad(0),math.rad(0)), 0.2)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, 0.2, -1.5 + i * 2) * c_angles(math.rad(45) + i * 20, math.rad(0),math.rad(0)), 0.2)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(-45),math.rad(0), math.rad(0)), 0.2)
- swait()
- end
- Normal_Face()
- target = nil
- Animations = false
- attack = false
- end
- function Attackfour()
- attack = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572408983"
- Mouth.Texture = "rbxassetid://1572410439"
- for i = 0,0.01,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(0),math.rad(0), math.rad(0)), 0.15)
- end
- for i = 0,0.08,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 1.2, 0) * c_angles(math.rad(180),math.rad(0),math.rad(0)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 1.2, 0) * c_angles(math.rad(180),math.rad(0),math.rad(0)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(-25),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-25),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(20),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://755646516"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- for i = 0,0.05,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.25) * c_angles(math.rad(200),math.rad(0),math.rad(-40)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.25) * c_angles(math.rad(200),math.rad(0),math.rad(40)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(20),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- for i, v in pairs(FindNearestTorso(Torso.CFrame.p, 4)) do
- if v:FindFirstChild('HumanoidRootPart') then
- v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(25,30)
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1907654067"
- S.Volume = 8
- S.Looped = false
- S.Pitch = 1
- S:Play()
- end
- end
- for i = 0,0.01,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.5) * c_angles(math.rad(80),math.rad(0),math.rad(-40)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.5) * c_angles(math.rad(80),math.rad(0),math.rad(40)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(20),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- for i = 0,0.04,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.2, -1) * c_angles(math.rad(0),math.rad(0),math.rad(-40)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.2, -1) * c_angles(math.rad(0),math.rad(0),math.rad(40)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(-20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(-20),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- wait(0.1)
- Normal_Face()
- Animations = false
- attack = false
- end
- function Attackfive()
- attack = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- Wh = Instance.new("Sound")
- Wh.Parent = Character.Torso
- Wh.SoundId = "rbxassetid://1152719084"
- Wh.Volume = 10
- Wh.Looped = false
- Wh.Pitch = 1.2
- Wh.TimePosition = 0.3
- Wh:Play()
- for i = 0,0.25,0.01 do
- Trace()
- Humanoid.WalkSpeed = 50
- rootPart.Velocity = rootPart.CFrame.lookVector * 200
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(20)), 0.2)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(-20)), 0.2)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.7, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.2)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.8, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.2)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, 0.2, 0) * c_angles(math.rad(90), math.rad(0) + i * 50,math.rad(0)), 0.2)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(0),math.rad(0) - i * 50, math.rad(0)), 0.2)
- coroutine.wrap(function()
- for i, v in pairs(FindNearestTorso(rootPart.CFrame.p, 6)) do
- if v:FindFirstChild('HumanoidRootPart') then
- v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - 1.5
- end
- end
- end)()
- swait()
- end
- Wh:Destroy()
- Normal_Face()
- target = nil
- Animations = false
- attack = false
- end
- function Rage()
- attack = true
- attack2 = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409830"
- Mouth.Texture = "rbxassetid://1572410763"
- S = Instance.new("Sound")
- S.Parent = Torso
- S.SoundId = "rbxassetid://298660207"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- for i = 0,0.6,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60),math.rad(0),math.rad(-60)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(80),math.rad(0),math.rad(60)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0 + math.sin(sine/0.2)/2, -2 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 + math.sin(sine/0.2)/2, 1.5 + math.sin(sine/7.5)/15, -0.8) * c_angles(math.rad(-80),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- Eyes.Texture = "rbxassetid://1572410332"
- Mouth.Texture = "rbxassetid://1572411867"
- local rng2 = Instance.new("Part",Character)
- rng2.Anchored = true
- rng2.Color = Color3.new(0,0,0)
- rng2.CanCollide = false
- rng2.Material = "Neon"
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Size = Vector3.new(1, 1, 1)
- rng2.Transparency = 0.35
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = rootPart.CFrame
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(1, 0, 1)
- rngm2.Offset = Vector3.new(0,0.5,0)
- rngm2.MeshType = "Sphere"
- local rng = Instance.new("Part",Character)
- rng.Anchored = true
- rng.Color = Color3.new(0,0,0)
- rng.CanCollide = false
- rng.Material = "Neon"
- rng.FormFactor = 3
- rng.Name = "Shockwave"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0.35
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = rootPart.CFrame
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.Scale = Vector3.new(0, 0, 0)
- rngm.Offset = Vector3.new(0,0.5,0)
- rngm.MeshType = "Sphere"
- local rng3 = Instance.new("Part",Character)
- rng3.Anchored = true
- rng3.Color = Color3.new(0,0,0)
- rng3.CanCollide = false
- rng3.Material = "Neon"
- rng3.FormFactor = 3
- rng3.Name = "Shockwave"
- rng3.Size = Vector3.new(1, 1, 1)
- rng3.Transparency = 0.35
- rng3.TopSurface = 0
- rng3.BottomSurface = 0
- rng3.CFrame = rootPart.CFrame
- local rngm3 = Instance.new("SpecialMesh", rng3)
- rngm3.Scale = Vector3.new(0, 0, 0)
- rngm3.Offset = Vector3.new(0,0.5,0)
- rngm3.MeshType = "Sphere"
- S = Instance.new("Sound")
- S.Parent = Torso
- S.SoundId = "rbxassetid://1913279584"
- S.Volume = 8
- S.Looped = false
- S.Pitch = 1
- S:Play()
- spawn(function()
- for i = 1, 60, 2 do
- rng2.Color = Color3.new(i/60,0,0)
- rngm2.Scale = Vector3.new(5 + i*0.5, 5 + i*0.5 ,5 + i*0.5)
- rng2.Transparency = i/60
- rngm.Scale = Vector3.new(2.5 + i*0.25, 2.5 + i*0.25 ,2.5 + i*0.25)
- rng.Transparency = i/60
- rngm3.Scale = Vector3.new(1.25 + i*0.125, 1.25 + i*0.125 ,1.25 + i*0.125)
- rng3.Transparency = i/60
- swait()
- end
- wait()
- rng3:Destroy()
- rng2:Destroy()
- rng:Destroy()
- end)
- coroutine.wrap(function()
- for i = 1,360 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.new(0,0,0)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = rootPart.CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,0,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fx.Color = Color3.new(i/30,0,0)
- fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083)
- fx.CFrame = fx.CFrame * CFrame.new(0,2.5,0)
- fx.Transparency = i/30
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- coroutine.wrap(function()
- for i, v in pairs(FindNearestTorso(Torso.CFrame.p, 15)) do
- if v:FindFirstChild('HumanoidRootPart') then
- v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(25,55)
- S = Instance.new("Sound")
- S.Parent = v:FindFirstChild('HumanoidRootPart')
- S.SoundId = "rbxassetid://884538090"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- coroutine.wrap(function()
- for i = 1,20 do
- v:FindFirstChild('Torso').Velocity=(v:FindFirstChild('Torso').CFrame.lookVector*150)+Vector3.new(0,1,0)*80
- swait()
- end
- end)()
- end
- end
- end)()
- for i = 0,0.7,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(60) - math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-60) + math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-10)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(10)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(30),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- Normal_Face()
- target = nil
- Animations = false
- attack2 = false
- attack = false
- end
- function nooutline(part)
- part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10
- end
- function perts(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
- local fp=it("Part")
- fp.formFactor=formfactor
- fp.Parent=parent
- fp.Reflectance=reflectance
- fp.Transparency=transparency
- fp.CanCollide=false
- fp.Locked=true
- fp.BrickColor=BrickColor.new(tostring(brickcolor))
- fp.Name=name
- fp.Size=size
- fp.Position=Character.Torso.Position
- nooutline(fp)
- fp.Material=material
- fp:BreakJoints()
- return fp
- end
- function mush(Mesh,part,meshtype,meshid,offset,scale)
- local mush=it(Mesh)
- mush.Parent=part
- if Mesh=="SpecialMesh" then
- mush.MeshType=meshtype
- mush.MeshId=meshid
- end
- mush.Offset=offset
- mush.Scale=scale
- return mush
- end
- function wald2(parent,part0,part1,c0,c1)
- local wald2=it("Weld")
- wald2.Parent=parent
- wald2.Part0=part0
- wald2.Part1=part1
- wald2.C0=c0
- wald2.C1=c1
- return wald2
- end
- Damagefunc2=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock)
- if hit.Parent==nil then
- return
- end
- h=hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h=v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
- h=hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className=="Hat" then
- hit=hit.Parent.Parent:findFirstChild("Head")
- end
- if h~=nil and hit.Parent.Name~=Character.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 game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- -- hs(hit,1.2)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game:service("Players").zXzGamePROzXz
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- Damage=math.random(minim,maxim)
- -- h:TakeDamage(Damage)
- blocked=false
- block=hit.Parent:findFirstChild("Block")
- if block~=nil then
- print(block.className)
- if block.className=="NumberValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock==nil then
- block.Value=block.Value-1
- end
- end
- end
- if block.className=="IntValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock~=nil then
- block.Value=block.Value-1
- end
- end
- end
- end
- if blocked==false then
- -- h:TakeDamage(Damage)
- h.Health=h.Health-Damage
- else
- h.Health=h.Health-(Damage/2)
- end
- if Type=="Knockdown" then
- 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
- --hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Normal" then
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- if KnockbackType==1 then
- vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
- elseif KnockbackType==2 then
- vp.velocity=Property.CFrame.lookVector*knockback
- end
- if knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,.5)
- elseif Type=="Up" then
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=vt(0,60,0)
- bodyVelocity.P=5000
- bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodyVelocity.Parent=hit
- game:GetService("Debris"):AddItem(bodyVelocity,1)
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Snare" then
- bp=Instance.new("BodyPosition")
- bp.P=2000
- bp.D=100
- bp.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- bp.position=hit.Parent.Torso.Position
- bp.Parent=hit.Parent.Torso
- game:GetService("Debris"):AddItem(bp,1)
- elseif Type=="Target" then
- if Targetting==false then
- ZTarget=hit.Parent.Torso
- coroutine.resume(coroutine.create(function(Part)
- so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)
- swait(5)
- so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)
- end),ZTarget)
- TargHum=ZTarget.Parent:findFirstChild("Humanoid")
- targetgui=Instance.new("BillboardGui")
- targetgui.Parent=ZTarget
- targetgui.Size=UDim2.new(10,100,10,100)
- targ=Instance.new("ImageLabel")
- targ.Parent=targetgui
- targ.BackgroundTransparency=1
- targ.Image="rbxassetid://4834067"
- targ.Size=UDim2.new(1,0,1,0)
- cam.CameraType="Scriptable"
- cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
- dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
- workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
- Targetting=true
- RocketTarget=ZTarget
- for i=1,Property do
- --while Targetting==true and Humanoid.Health>0 and Character.Parent~=nil do
- if Humanoid.Health>0 and Character.Parent~=nil and TargHum.Health>0 and TargHum.Parent~=nil and Targetting==true then
- swait()
- end
- --workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,Head.CFrame.p+rmdir*100)
- cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
- dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
- cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)*CFrame.new(0,5,10)*CFrame.fromEulerAnglesXYZ(-0.3,0,0)
- end
- Targetting=false
- RocketTarget=nil
- targetgui.Parent=nil
- cam.CameraType="Custom"
- end
- end
- debounce=Instance.new("BoolValue")
- debounce.Name="DebounceHit"
- debounce.Parent=hit.Parent
- debounce.Value=true
- game:GetService("Debris"):AddItem(debounce,Delay)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- CRIT=false
- hitDeb=true
- AttackPos=6
- end
- end
- function rayCast2(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function Laser(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local pat2 = perts(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- pat2.Anchored = true
- pat2.CFrame = cframe
- pat2.Material = "Neon"
- local mash2 = mush("CylinderMesh", pat2, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(pat2, 2)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- swait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
- end
- Part.Parent = nil
- end), pat2, mash2)
- end
- function Shockwave2(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local pat2 = perts(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- pat2.Anchored = true
- pat2.CFrame = cframe
- pat2.Material = "Neon"
- local mash2 = mush("SpecialMesh", pat2, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(pat2, 2)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- swait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i * 2
- Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
- end
- Part.Parent = nil
- end), pat2, mash2)
- end
- --brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay
- Firem = Instance.new("Part",Character)
- Firem.Anchored = false
- Firem.CanCollide = false
- Firem.Size = Vector3.new(0.1,0.1,0.1)
- Firem.Transparency = 1
- Weld = Instance.new("Weld",Firem)
- Weld.Part0 = Head
- Weld.Part1 = Firem
- Weld.C1 = CFrame.new(0,-1.5,0)
- Fire = Instance.new("Fire",Firem)
- Fire.Color = Color3.new(1,0,0)
- Fire.Size = 0
- Fire.SecondaryColor = Color3.new(1,0,0)
- Fire.Enabled = false
- atk = 1
- function LaserBlaster()
- attack = true
- Animations = true
- Point= Instance.new("BodyGyro")
- Point.Parent = rootPart
- Point.D = 175
- Point.P = 20000
- Point.MaxTorque = Vector3.new(0,4000000,0)
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572410439"
- if atk == 1 then
- for i = 0,0.08,0.01 do
- Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(60)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-25)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(60),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(-60), math.rad(0)), 0.15)
- swait()
- end
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1336753255"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- local MouseLook=CFrame.new((Right_Arm.Position+mouse.Hit.p)/2,mouse.Hit.p)
- local hit,pos = rayCast2(Right_Arm.Position,MouseLook.lookVector,999,rootPart.Parent)
- local mag=(Right_Arm.Position-pos).magnitude
- Laser(BrickColor.new("Really black"),CFrame.new((Right_Arm.Position+pos)/2,pos)*CFrame.Angles(1.57,0,0),1,mag*2,1,2.5,0,0.005,0.05)
- if hit~=nil then
- local refa=perts(3,workspace,"SmoothPlastic",0,1,BrickColor.new("Really black"),"Effect",Vector3.new())
- refa.Anchored=true
- refa.CFrame=CFrame.new(pos)
- game:GetService("Debris"):AddItem(refa,1)
- Shockwave2(BrickColor.new("Really black"),CFrame.new(pos),0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.01*2)
- Damagefunc2(hit,5,10,0,"Normal",rootPart,0)
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- for i = 0,0.1,0.01 do
- Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.8) * c_angles(math.rad(90),math.rad(0),math.rad(-45)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-25)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(-45),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-20),math.rad(45), math.rad(0)), 0.15)
- swait()
- end
- for i = 0,0.25,0.01 do
- Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(0)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-25)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- end
- Point:Destroy()
- atk = atk + 1
- elseif atk == 2 then
- for i = 0,0.08,0.01 do
- Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(25)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(-60)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(-60),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(60), math.rad(0)), 0.15)
- swait()
- end
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1336753453"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- local MouseLook=CFrame.new((Left_Arm.Position+mouse.Hit.p)/2,mouse.Hit.p)
- local hit,pos = rayCast2(Left_Arm.Position,MouseLook.lookVector,999,rootPart.Parent)
- local mag=(Left_Arm.Position-pos).magnitude
- Laser(BrickColor.new("Really black"),CFrame.new((Left_Arm.Position+pos)/2,pos)*CFrame.Angles(1.57,0,0),1,mag*2,1,2.5,0,0.005,0.05)
- if hit~=nil then
- local refa=perts(3,workspace,"SmoothPlastic",0,1,BrickColor.new("Really black"),"Effect",Vector3.new())
- refa.Anchored=true
- refa.CFrame=CFrame.new(pos)
- game:GetService("Debris"):AddItem(refa,1)
- Shockwave2(BrickColor.new("Really black"),CFrame.new(pos),0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.01*2)
- Damagefunc2(hit,5,10,0,"Normal",rootPart,0)
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- for i = 0,0.1,0.01 do
- Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(25)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.8) * c_angles(math.rad(90),math.rad(0),math.rad(45)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(45),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-20),math.rad(-45), math.rad(0)), 0.15)
- swait()
- end
- for i = 0,0.25,0.01 do
- Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(25)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(0)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0), math.rad(5) + math.sin(sine/7.5)/15), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/15), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- end
- Point:Destroy()
- atk = 1
- end
- Normal_Face()
- Animations = false
- attack = false
- end
- function LaserBarrage()
- attack = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572410439"
- if atk == 1 then
- for i = 0,0.04,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(60)), 0.5)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-25)), 0.5)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.5)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.5)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(60),math.rad(0)), 0.5)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(-60), math.rad(0)), 0.5)
- swait()
- end
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1336753255"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- local MouseLook=CFrame.new((Right_Arm.Position+mouse.Hit.p)/2,mouse.Hit.p)
- local hit,pos = rayCast2(Right_Arm.Position,MouseLook.lookVector,999,rootPart.Parent)
- local mag=(Right_Arm.Position-pos).magnitude
- Laser(BrickColor.new("Really red"),CFrame.new((Right_Arm.Position+pos)/2,pos)*CFrame.Angles(1.57,0,0),1,mag*2,1,2.5,0,0.005,0.05)
- if hit~=nil then
- local refa=perts(3,workspace,"SmoothPlastic",0,1,BrickColor.new("Really red"),"Effect",Vector3.new())
- refa.Anchored=true
- refa.CFrame=CFrame.new(pos)
- game:GetService("Debris"):AddItem(refa,1)
- Shockwave2(BrickColor.new("Really red"),CFrame.new(pos),0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.01*2)
- coroutine.wrap(function()
- spawn(function()
- for i = 1, 60, 2 do
- swait()
- end
- wait()
- end)
- end)()
- Damagefunc2(hit,20,40,0,"Normal",rootPart,0)
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- end
- atk = atk + 1
- elseif atk == 2 then
- for i = 0,0.04,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(25)), 0.5)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(90),math.rad(0),math.rad(-60)), 0.5)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.5)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.5)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(-60),math.rad(0)), 0.5)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(60), math.rad(0)), 0.5)
- swait()
- end
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1336753453"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- local MouseLook=CFrame.new((Left_Arm.Position+mouse.Hit.p)/2,mouse.Hit.p)
- local hit,pos = rayCast2(Left_Arm.Position,MouseLook.lookVector,999,rootPart.Parent)
- local mag=(Left_Arm.Position-pos).magnitude
- Laser(BrickColor.new("Really red"),CFrame.new((Left_Arm.Position+pos)/2,pos)*CFrame.Angles(1.57,0,0),1,mag*2,1,2.5,0,0.005,0.05)
- if hit~=nil then
- local refa=perts(3,workspace,"SmoothPlastic",0,1,BrickColor.new("Really red"),"Effect",Vector3.new())
- refa.Anchored=true
- refa.CFrame=CFrame.new(pos)
- game:GetService("Debris"):AddItem(refa,1)
- Shockwave2(BrickColor.new("Really red"),CFrame.new(pos),0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.25*2,0.01*2)
- coroutine.wrap(function()
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,0,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fxm.Scale = Vector3.new(0.25 - i*0.00416,2.5 - i*0.0416 ,0.25 - i*0.00416)
- fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0)
- fx.Transparency = i/30
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end)()
- Damagefunc2(hit,20,40,0,"Normal",rootPart,0)
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- end
- atk = 1
- end
- Normal_Face()
- Animations = false
- attack = false
- end
- function Shrug()
- attack = true
- attack2 = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409670"
- Mouth.Texture = "rbxassetid://1572410439"
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(20) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(-20) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(2) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-2) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(-5)), 0.15)
- swait()
- end
- for i = 0,0.1,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(25) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(-25) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(2) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-2) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(-20)), 0.15)
- swait()
- end
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(20) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(-20) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(2) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-2) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(-5)), 0.15)
- swait()
- end
- Normal_Face()
- Animations = false
- attack2 = false
- attack = false
- end
- function Surprised()
- attack = true
- attack2 = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572411695"
- Mouth.Texture = "rbxassetid://1572410763"
- for i = 0,0.05,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(30) - math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-30) + math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(-20),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://2019251766"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- for i = 0,0.05,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(60) - math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-60) + math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-10)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(10)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0.1) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(-20),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- for i = 0,0.7,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(30) - math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-30) + math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(-20),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- Normal_Face()
- Animations = false
- attack2 = false
- attack = false
- end
- function No()
- attack = true
- attack2 = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409830"
- Mouth.Texture = "rbxassetid://1572410763"
- for i = 1,3 do
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(25), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(-25), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- end
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(25), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- Normal_Face()
- Animations = false
- attack2 = false
- attack = false
- end
- function Nuh_Uh()
- attack = true
- attack2 = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409830"
- Mouth.Texture = "rbxassetid://1572410439"
- for i = 1,3 do
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(25), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(-25), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- end
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20),math.rad(25), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- Normal_Face()
- Animations = false
- attack2 = false
- attack = false
- end
- function Wave()
- attack = true
- attack2 = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409210"
- Mouth.Texture = "rbxassetid://1572410439"
- for i = 1,2 do
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(150) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(20) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(10) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(100) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(20) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(10) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- end
- for i = 0,0.2,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(150) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(20) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(10) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- Normal_Face()
- Animations = false
- attack2 = false
- attack = false
- end
- function Nod()
- attack = true
- attack2 = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409210"
- Mouth.Texture = "rbxassetid://1572410439"
- for i = 0,0.15,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-10) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- for i = 0,0.15,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-20) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- for i = 0,0.15,0.01 do
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-10) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- Normal_Face()
- Animations = false
- attack2 = false
- attack = false
- end
- TimePerSpike = 2
- local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
- function Ink_Spikes()
- attack = true
- attack2 = true
- Animations = true
- Point= Instance.new("BodyGyro")
- Point.Parent = rootPart
- Point.D = 175
- Point.P = 20000
- Point.MaxTorque = Vector3.new(0,4000000,0)
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- for i = 0,0.15,0.01 do
- Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(60) - math.sin(sine/7.5)/15,math.rad(0),math.rad(40) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20), math.rad(0),math.rad(-10) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-10) - math.sin(sine/7.5)/15, math.rad(50), math.rad(-2) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-10), math.rad(50), math.rad(2) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(-50),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-10) + math.sin(sine/7.5)/15,math.rad(45), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- coroutine.wrap(function()
- getroot = rootPart.CFrame
- for i = 1,math.random(10,12) do
- TimePerSpike = TimePerSpike + math.random(4,6)
- local rng2 = Instance.new("Part",Character)
- rng2.Anchored = true
- rng2.Color = Color3.new(0,0,0)
- rng2.CanCollide = true
- rng2.Material = "Neon"
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Size = Vector3.new(0.5, 8, 0.5)
- rng2.Transparency = 0
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = getroot
- rng2.CFrame = rng2.CFrame * CFrame.new(math.random(-20,20)/10,-10,-TimePerSpike) * CFrame.Angles(math.rad(math.random(-20,20)/10),math.rad(math.random(-3600,3600)/10),math.rad(math.random(-200,200)/10))
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(1,5,1)
- rngm2.Offset = Vector3.new(0,0,0)
- rngm2.MeshType = "FileMesh"
- rngm2.MeshId = "rbxassetid://1873091214"
- local HIT = rng2.Touched:Connect(function(hit)
- if hit.Parent ~= Character then
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 2
- end
- end)
- S = Instance.new("Sound",rng2)
- S.Volume = 2
- S.SoundId = "rbxassetid://"..HITWEAPONSOUNDS[math.random(1,#HITWEAPONSOUNDS)]
- S:Play()
- spawn(function()
- for i = 1,5 do
- rng2.CFrame = rng2.CFrame * CFrame.new(0,2,0)
- swait()
- end
- HIT:disconnect()
- wait(0.05)
- for i = 1,15 do
- rng2.CFrame = rng2.CFrame * CFrame.new(0,-0.6,0)
- swait()
- end
- rng2:Destroy()
- end)
- wait(0.02)
- end
- TimePerSpike = 2
- end)()
- for i = 0,0.3,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(120) - math.sin(sine/7.5)/15,math.rad(0),math.rad(-10) + math.sin(sine/7.5)/15), 0.2)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0),math.rad(-20) - math.sin(sine/7.5)/15), 0.2)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0) - math.sin(sine/7.5)/15, math.rad(0), math.rad(-2) + math.sin(sine/7.5)/66), 0.2)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(2) - math.sin(sine/7.5)/66), 0.2)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(10),math.rad(0)), 0.2)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.2)
- swait()
- end
- Normal_Face()
- Point:Destroy()
- Animations = false
- attack2 = false
- attack = false
- end
- local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
- function Ink_Spikes2()
- attack = true
- attack2 = true
- Animations = true
- Point= Instance.new("BodyGyro")
- Point.Parent = rootPart
- Point.D = 175
- Point.P = 20000
- Point.MaxTorque = Vector3.new(0,4000000,0)
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- for i = 0,0.15,0.01 do
- Point.cframe = CFrame.new(rootPart.Position,mouse.Hit.Position)
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(60) - math.sin(sine/7.5)/15,math.rad(0),math.rad(40) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20), math.rad(0),math.rad(-10) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-10) - math.sin(sine/7.5)/15, math.rad(50), math.rad(-2) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-10), math.rad(50), math.rad(2) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(-50),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(-10) + math.sin(sine/7.5)/15,math.rad(45), math.rad(0) + math.sin(sine/15)/15), 0.15)
- swait()
- end
- coroutine.wrap(function()
- getroot = rootPart.CFrame
- for i = 1,math.random(10,12) do
- TimePerSpike = TimePerSpike + math.random(4,6)
- local rng2 = Instance.new("Part",Effects)
- rng2.Anchored = true
- rng2.Color = Color3.new(0,0,0)
- rng2.CanCollide = true
- rng2.Material = "Neon"
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Size = Vector3.new(0.5, 14, 0.5)
- rng2.Transparency = 0
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = getroot
- rng2.CFrame = rng2.CFrame * CFrame.new(math.random(-20,20)/10,-10,-TimePerSpike) * CFrame.Angles(math.rad(math.random(-20,20)/10),math.rad(math.random(-3600,3600)/10),math.rad(math.random(-200,200)/10))
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(1,8,1)
- rngm2.Offset = Vector3.new(0,0,0)
- rngm2.MeshType = "FileMesh"
- rngm2.MeshId = "rbxassetid://1873091214"
- local HIT = rng2.Touched:Connect(function(hit)
- if hit.Parent ~= Character then
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 4
- end
- end)
- S = Instance.new("Sound",rng2)
- S.Volume = 2
- S.SoundId = "rbxassetid://"..HITWEAPONSOUNDS[math.random(1,#HITWEAPONSOUNDS)]
- S:Play()
- spawn(function()
- for i = 1,5 do
- rng2.CFrame = rng2.CFrame * CFrame.new(0,2,0)
- swait()
- end
- HIT:disconnect()
- wait(1)
- for i = 1,15 do
- rng2.CFrame = rng2.CFrame * CFrame.new(0,-0.6,0)
- swait()
- end
- rng2:Destroy()
- end)
- wait(0.02)
- end
- TimePerSpike = 2
- end)
- coroutine.wrap(function()
- getroot = rootPart.CFrame
- for i = 1,math.random(10,25) do
- TimePerSpike2 = TimePerSpike2 + math.random(2,4)
- local rng2 = Instance.new("Part",Effects)
- rng2.Anchored = true
- rng2.Color = Color3.new(0,0,0)
- rng2.CanCollide = true
- rng2.Material = "Neon"
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Size = Vector3.new(0.5, 8, 0.5)
- rng2.Transparency = 0
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = getroot
- rng2.CFrame = rng2.CFrame * CFrame.new(math.random(-200,200)/10,-10,-TimePerSpike2) * CFrame.Angles(math.rad(math.random(-20,20)/10),math.rad(math.random(-3600,3600)/10),math.rad(math.random(-200,200)/10))
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(1,5,1)
- rngm2.Offset = Vector3.new(0,0,0)
- rngm2.MeshType = "FileMesh"
- rngm2.MeshId = "rbxassetid://1873091214"
- local HIT = rng2.Touched:Connect(function(hit)
- if hit.Parent ~= Character then
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 2
- end
- end)
- S = Instance.new("Sound",rng2)
- S.Volume = 2
- S.SoundId = "rbxassetid://"..HITWEAPONSOUNDS[math.random(1,#HITWEAPONSOUNDS)]
- S:Play()
- spawn(function()
- for i = 1,5 do
- rng2.CFrame = rng2.CFrame * CFrame.new(0,2,0)
- swait()
- end
- HIT:disconnect()
- swait()
- for i = 1,15 do
- rng2.CFrame = rng2.CFrame * CFrame.new(0,-0.6,0)
- swait()
- end
- rng2:Destroy()
- end)
- local rng2 = Instance.new("Part",Effects)
- rng2.Anchored = true
- rng2.Color = Color3.new(0,0,0)
- rng2.CanCollide = true
- rng2.Material = "Neon"
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Size = Vector3.new(0.5, 8, 0.5)
- rng2.Transparency = 0
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = getroot
- rng2.CFrame = rng2.CFrame * CFrame.new(math.random(-200,200)/10,-10,-TimePerSpike2) * CFrame.Angles(math.rad(math.random(-20,20)/10),math.rad(math.random(-3600,3600)/10),math.rad(math.random(-200,200)/10))
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(1,5,1)
- rngm2.Offset = Vector3.new(0,0,0)
- rngm2.MeshType = "FileMesh"
- rngm2.MeshId = "rbxassetid://1873091214"
- local HIT = rng2.Touched:Connect(function(hit)
- if hit.Parent ~= Character then
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 2
- end
- end)
- S = Instance.new("Sound",rng2)
- S.Volume = 2
- S.SoundId = "rbxassetid://"..HITWEAPONSOUNDS[math.random(1,#HITWEAPONSOUNDS)]
- S:Play()
- spawn(function()
- for i = 1,5 do
- rng2.CFrame = rng2.CFrame * CFrame.new(0,2,0)
- swait()
- end
- HIT:disconnect()
- swait()
- for i = 1,15 do
- rng2.CFrame = rng2.CFrame * CFrame.new(0,-0.6,0)
- swait()
- end
- rng2:Destroy()
- end)
- wait(math.random(10,20)/-100)
- end
- TimePerSpike2 = 2
- end)()
- for i = 0,0.3,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(120) - math.sin(sine/7.5)/15,math.rad(0),math.rad(-10) + math.sin(sine/7.5)/15), 0.2)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10), math.rad(0),math.rad(-20) - math.sin(sine/7.5)/15), 0.2)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0) - math.sin(sine/7.5)/15, math.rad(0), math.rad(-2) + math.sin(sine/7.5)/66), 0.2)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(2) - math.sin(sine/7.5)/66), 0.2)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(10),math.rad(0)), 0.2)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.2)
- swait()
- end
- Normal_Face()
- Point:Destroy()
- Animations = false
- attack2 = false
- attack = false
- end
- function Attacksix()
- attack = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572411867"
- sfx = Instance.new("Sound",Left_Arm)
- sfx.Volume = 2
- sfx.SoundId = "rbxassetid://1180449290"
- sfx:Play()
- for i = 0,0.4,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(90),math.rad(0),math.rad(20)), 0.2)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(130 + math.random(-50,50)),math.rad(0),math.rad(-35) + math.random(-10,10)/10), 0.2)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(20),math.rad(0),math.rad(0)), 0.2)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.2)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(60),math.rad(0)), 0.2)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(0),math.rad(-60), math.rad(0)), 0.2)
- coroutine.wrap(function()
- for i = 1,2 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.fromRGB(159, 243, 233)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = Left_Arm.CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,0,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083)
- fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0)
- fx.Transparency = i/15
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- swait()
- end
- for i, v in pairs(FindNearestTorso(Torso.CFrame.p, 7)) do
- if v:FindFirstChild('HumanoidRootPart') and v:FindFirstChild('Humanoid') then
- v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(25,52)
- v:FindFirstChild('Torso').Velocity=(v:FindFirstChild('Torso').CFrame.lookVector*150)+Vector3.new(0,1,0)*20
- coroutine.wrap(function()
- for i = 1,25 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.new(1,0,0)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = v:FindFirstChild('HumanoidRootPart').CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0)
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,-1,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fx.Color = Color3.new(i/15,0,0)
- fxm.Scale = Vector3.new(.25 + i/10,.25 + i/10,.25 + i/10)
- fx.CFrame = fx.CFrame * CFrame.new(0,math.random(-10,10)/10,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- fx.Transparency = i/15
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- else
- end
- end
- sfx:Destroy()
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1236459264"
- S.Volume = 8
- S.TimePosition = 0.2
- S.Looped = false
- S.Pitch = 1
- S:Play()
- coroutine.wrap(function()
- wait(0.1)
- for i = 1,25 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.new(1,0,0)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = Left_Arm.CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,0,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083)
- fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0)
- fx.Transparency = i/7.5
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- for i = 0,0.15,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(20),math.rad(0),math.rad(15)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(75),math.rad(30),math.rad(-25)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(-5),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(5),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(-20), math.rad(-90),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2, 1.5, 0) * c_angles(math.rad(-20),math.rad(90), math.rad(0)), 0.15)
- coroutine.wrap(function()
- for i = 1,2 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.new(0,0,0)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = Left_Arm.CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0)
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,-1,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fx.Color = Color3.new(i/15,0,0)
- fxm.Scale = Vector3.new(.25 + i/10,.25 + i/10,.25 + i/10)
- fx.CFrame = fx.CFrame * CFrame.new(0,math.random(-10,10)/10,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- fx.Transparency = i/15
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- swait()
- end
- Normal_Face()
- target = nil
- Animations = false
- attack = false
- end
- function ShadowBallBarrage()
- attack = true
- Animations = true
- local SB = Instance.new("Part",Effects)
- SB.Name = "ShadowBallz"
- SB.Shape = Enum.PartType.Block
- SB.CanCollide = false
- SB.BrickColor = BrickColor.new("Really red")
- SB.Transparency = 0
- SB.Material = "Neon"
- SB.Size = Vector3.new(0.25, 0.25, 0.25)
- SB.TopSurface = Enum.SurfaceType.Smooth
- SB.BottomSurface = Enum.SurfaceType.Smooth local SBWeld = Instance.new("Weld", SB)
- SBWeld.Part0 = Right_Arm
- SBWeld.Part1 = SB
- SBWeld.C1 = CFrame.new(0,1,0)
- boom = Instance.new("SpecialMesh",SB)
- boom.MeshType = "Sphere"
- boom.Scale = Vector3.new(3,3,3)
- S = Instance.new("Sound")
- S.Parent = SB
- S.SoundId = "rbxassetid://315746833"
- S.Volume = 5
- S.Looped = false
- S.Pitch = 2
- S:Play()
- S = Instance.new("Sound")
- S.Parent = SB
- S.SoundId = "rbxassetid://203691653"
- S.Volume = 8
- S.Looped = false
- S.Pitch = 1
- S.PlayOnRemove = true
- for i = 0,0.15,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(120),math.rad(0),math.rad(0)), 0.2)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-25)), 0.2)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(10),math.rad(0),math.rad(0)), 0.2)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.2)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(-50),math.rad(0)), 0.2)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(-15),math.rad(50), math.rad(0)), 0.2)
- coroutine.wrap(function()
- for i = 1,2 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.new(1,0,0)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = Right_Arm.CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,0,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fxm.Scale = Vector3.new(0.2 - i*0.0083,5 - i*0.083 ,0.2 - i*0.0083)
- fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0)
- fx.Transparency = i/15
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- swait()
- end
- for i = 0,0.05,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(75),math.rad(0),math.rad(20)), 0.6)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-25)), 0.6)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(10),math.rad(0),math.rad(0)), 0.6)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.6)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(55),math.rad(0)), 0.6)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(-20),math.rad(-55), math.rad(0)), 0.6)
- swait()
- end
- SBWeld:Destroy()
- SB.CanCollide = true
- local bodyVelocity2 = LoadLibrary("RbxUtility").Create("BodyVelocity")({
- velocity = (mouse.Hit.p - SB.CFrame.p).unit * 165,
- P = 5000,
- maxForce = Vector3.new(8000, 8000, 8000),
- Parent = SB
- })
- game:GetService("Debris"):AddItem(bodyVelocity2, 0.05)
- SB.Touched:connect(function(hit)
- if(not Character:IsAncestorOf(hit) or hit.Name == "ShadowBallz") then
- for i, v in pairs(FindNearestTorso(SB.CFrame.p, 7)) do
- if v:FindFirstChild('Humanoid') then
- v:FindFirstChild("Humanoid").Health = v:FindFirstChild("Humanoid").Health - math.random(255,666)/10
- end
- end
- coroutine.wrap(function()
- for i = 1,180 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.new(1,0,0)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = SB.CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,0,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083)
- fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0)
- fx.Transparency = i/60
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- local rng2 = Instance.new("Part",Effects)
- rng2.Anchored = true
- rng2.BrickColor = BrickColor.new("Really red")
- rng2.CanCollide = false
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Material = "Neon"
- rng2.Size = Vector3.new(1, 1, 1)
- rng2.Transparency = 0.35
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = SB.CFrame
- SB:Destroy()
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(1, 0, 1)
- rngm2.Offset = Vector3.new(0,0,0)
- rngm2.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- rngm2.Scale = Vector3.new(13 + i*0.3, 13 + i*0.3 ,13 + i*0.3)
- rng2.Transparency = i/60
- swait()
- end
- wait()
- rng2:Destroy()
- end)
- for i = 1,6 do
- local rng2 = Instance.new("Part",Character)
- rng2.Anchored = true
- rng2.BrickColor = BrickColor.new("Really red")
- rng2.CanCollide = false
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Size = Vector3.new(1, 1, 1)
- rng2.Transparency = 0.35
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = SB.CFrame * CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360)))
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.MeshId = "http://www.roblox.com/asset/?id=3270017"
- rngm2.Scale = Vector3.new(0, 0, 0)
- rngm2.Offset = Vector3.new(0,0,-0.5)
- spawn(function()
- for i = 1, 60, 2 do
- rngm2.Scale = Vector3.new(13 + i*1, 13 + i*1 ,2 + i*0.3)
- rng2.Transparency = i/30
- rng2.CFrame = rng2.CFrame - Vector3.new(0,0.2,0)
- swait()
- end
- wait()
- rng2:Destroy()
- end)
- local rng2 = Instance.new("Part",Character)
- rng2.Anchored = true
- rng2.BrickColor = BrickColor.new("Really red")
- rng2.CanCollide = false
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Size = Vector3.new(1, 1, 1)
- rng2.Transparency = 0.35
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = SB.CFrame * CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360)))
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.MeshId = "http://www.roblox.com/asset/?id=3270017"
- rngm2.Scale = Vector3.new(0, 0, 0)
- rngm2.Offset = Vector3.new(0,0,-0.5)
- spawn(function()
- for i = 1, 60, 2 do
- rngm2.Scale = Vector3.new(13 + i*1, 13 + i*1 ,2 + i*0.3)
- rng2.Transparency = i/30
- rng2.CFrame = rng2.CFrame - Vector3.new(0,0.2,0)
- swait()
- end
- wait()
- rng2:Destroy()
- end)
- end
- local rng2 = Instance.new("Part",Effects)
- rng2.Anchored = true
- rng2.BrickColor = BrickColor.new("Really black")
- rng2.CanCollide = false
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Material = "Neon"
- rng2.Size = Vector3.new(1, 1, 1)
- rng2.Transparency = 0.35
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = SB.CFrame
- SB:Destroy()
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(1, 0, 1)
- rngm2.Offset = Vector3.new(0,0,0)
- rngm2.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- rngm2.Scale = Vector3.new(5 + i*0.3, 5 + i*0.3 ,5 + i*0.3)
- rng2.Transparency = i/60
- swait()
- end
- wait()
- rng2:Destroy()
- end)
- end
- end)
- Animations = false
- attack = false
- end
- -- Moves --
- mouse.KeyDown:connect(function(key)
- if key == "y" and attack == false then
- if Transformed == false then
- Charm()
- else
- Laugh()
- end
- end
- sprint = false
- if key == "q" and sprint == false then
- Humanoid.WalkSpeed = 8
- Humanoid.JumpPower = 50
- sprint = true
- end
- if key == "q" and sprint == true then
- Humanoid.WalkSpeed = 25
- Humanoid.JumpPower = 100
- end
- if key == "z" and attack == false then
- idle = 2500
- end
- if key == "u" and attack == false then
- if Transformed == false then
- Shrug()
- end
- end
- if key == "g" and attack == false and Transformed == true then
- ShadowBallBarrage()
- end
- if key == "j" and attack == false then
- if Transformed == false then
- Surprised()
- end
- end
- if key == "k" and attack == false then
- if Transformed == false then
- Wave()
- end
- end
- --[[mouse.KeyDown:connect(function(key)
- if key == "k" and attack == false then
- if Transformed == false then
- Nod()
- end
- end end)]]--
- if key == "h" and attack == false then
- if Transformed == false then
- No()
- else
- Nuh_Uh()
- end
- end
- if key == "f" and attack == false and Transformed == false then
- LaserBlaster()
- end
- if key == "f" and attack == false and Transformed == true then
- LaserBarrage()
- end
- if key == "r" and attack == false and Transformed == false then
- Ink_Spikes()
- end
- if key == "r" and attack == false and Transformed == true then
- Ink_Spikes2()
- end
- if key == "c" and attack == false and Transformed == true then
- Rage()
- end
- Sanim = 0.15
- if key == "nine" then
- if SansAnim == false then
- SansAnim = true
- else
- SansAnim = false
- end
- end
- tp = true
- if key == "t" and attack == false and Transformed == false then
- if tp == true then
- tp = false
- Trace()
- coroutine.wrap(function()
- for i = 1,50 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.new(0,0,0)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = rootPart.CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,0,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083)
- fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0)
- fx.Transparency = i/15
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- Character.Head.face.Parent = game.Lighting
- Character.HumanoidRootPart.CFrame = mouse.Hit * CFrame.new(0, 3.5, 0)
- game.Lighting.face.Parent = Character.Head
- coroutine.wrap(function()
- for i = 1,50 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.new(0,0,0)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = rootPart.CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,0,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083)
- fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0)
- fx.Transparency = i/15
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- tp = true
- end
- end
- if key == "one" and attack == false then
- Transform()
- end
- if key == "two" and Transformed == true then
- Revert()
- end
- if key == "p" then
- if Theme.MaxDistance == 0 then
- Theme.MaxDistance=1000
- else
- Theme.MaxDistance=0
- end
- end
- end)
- -- End of Moves --
- -- Clothes --
- Clothes = Instance.new("Model",Character)
- Clothes.Name = "Clothing"
- local _Head = Instance.new("Part",Head)
- _Head.Name = "_Head"
- _Head.Shape = Enum.PartType.Block
- _Head.CanCollide = false
- _Head.Color = Color3.new(0,0,0)
- _Head.Transparency = 0
- _Head.Material = "Metal"
- _Head.Size = Vector3.new(1.6, 1.5, 1.4)
- _Head.TopSurface = Enum.SurfaceType.Smooth
- _Head.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", _Head)
- Weld.Part0 = Head
- Weld.Part1 = _Head
- Weld.C1 = CFrame.new(0,-0.3,0)
- _HeadMesh = Instance.new("SpecialMesh",_Head)
- _HeadMesh.MeshType = "Sphere"
- _HeadMesh.Scale = Vector3.new(1,1,1)
- local _Head2 = Instance.new("Part",Head)
- _Head2.Name = "_Head2"
- _Head2.Shape = Enum.PartType.Block
- _Head2.CanCollide = false
- _Head2.Color = Color3.new(0,0,0)
- _Head2.Transparency = 0
- _Head2.Material = "Metal"
- _Head2.Size = Vector3.new(1.4, 1.2, 1)
- _Head2.TopSurface = Enum.SurfaceType.Smooth
- _Head2.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", _Head2)
- Weld.Part0 = Head
- Weld.Part1 = _Head2
- Weld.C1 = CFrame.new(0,-0.2,0.2)
- _HeadMesh = Instance.new("SpecialMesh",_Head2)
- _HeadMesh.MeshType = "Sphere"
- _HeadMesh.Scale = Vector3.new(1,1,1)
- local Horn = Instance.new("Part",Head)
- Horn.Name = "Horn"
- Horn.Shape = Enum.PartType.Ball
- Horn.CanCollide = false
- Horn.Color = Color3.new(0,0,0)
- Horn.Transparency = 0
- Horn.Material = "SmoothPlastic"
- Horn.Size = Vector3.new(0.1, 0.1, 0.1)
- Horn.TopSurface = Enum.SurfaceType.Smooth
- Horn.BottomSurface = Enum.SurfaceType.Smooth
- local Weld = Instance.new("Weld", Horn)
- Weld.Part0 = Head
- Weld.Part1 = Horn
- Weld.C1 = CFrame.new(-1.05,-0.6,0.1)*CFrame.fromEulerAnglesXYZ(math.rad(-5),math.rad(5),math.rad(-15))
- HornMesh = Instance.new("FileMesh",Horn)
- HornMesh.MeshId = "http://www.roblox.com/asset/?id=1474286922"
- HornMesh.Scale = Vector3.new(1,0.8,0.8)
- local Horn = Instance.new("Part",Head)
- Horn.Name = "Horn"
- Horn.Shape = Enum.PartType.Ball
- Horn.CanCollide = false
- Horn.Color = Color3.new(0,0,0)
- Horn.Transparency = 0
- Horn.Material = "SmoothPlastic"
- Horn.Size = Vector3.new(0.1, 0.1, 0.1)
- Horn.TopSurface = Enum.SurfaceType.Smooth
- Horn.BottomSurface = Enum.SurfaceType.Smooth
- local Weld = Instance.new("Weld", Horn)
- Weld.Part0 = Head
- Weld.Part1 = Horn
- Weld.C1 = CFrame.new(-1.05,-0.6,-0.1)*CFrame.fromEulerAnglesXYZ(math.rad(5),math.rad(175),math.rad(15))
- HornMesh = Instance.new("FileMesh",Horn)
- HornMesh.MeshId = "http://www.roblox.com/asset/?id=1474286922"
- HornMesh.Scale = Vector3.new(1,0.8,0.8)
- local Boob = Instance.new("Part",Torso)
- Boob.Name = "Boob"
- Boob.Shape = Enum.PartType.Block
- Boob.CanCollide = false
- Boob.Color = Color3.new(0,0,0)
- Boob.Transparency = 0
- Boob.Material = "Metal"
- Boob.Size = Vector3.new(1.34, 1.1, 1)
- Boob.TopSurface = Enum.SurfaceType.Smooth
- Boob.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boob)
- Weld.Part0 = Torso
- Weld.Part1 = Boob
- Weld.C1 = CFrame.new(0.4,-0.5,0.5)
- _HeadMesh = Instance.new("SpecialMesh",Boob)
- _HeadMesh.MeshType = "Sphere"
- _HeadMesh.Scale = Vector3.new(1,1,1)
- mec=Instance.new('CharacterMesh',Character)
- mec.BodyPart='Torso'
- mec.MeshId='48112070'
- Torso.Material = "Metal"
- local Boob2 = Instance.new("Part",Torso)
- Boob2.Name = "Boob2"
- Boob2.Shape = Enum.PartType.Block
- Boob2.CanCollide = false
- Boob2.Color = Color3.new(0,0,0)
- Boob2.Transparency = 0
- Boob2.Material = "Metal"
- Boob2.Size = Vector3.new(1.34, 1.1, 1)
- Boob2.TopSurface = Enum.SurfaceType.Smooth
- Boob2.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boob2)
- Weld.Part0 = Torso
- Weld.Part1 = Boob2
- Weld.C1 = CFrame.new(-0.4,-0.5,0.5)
- _HeadMesh = Instance.new("SpecialMesh",Boob2)
- _HeadMesh.MeshType = "Sphere"
- _HeadMesh.Scale = Vector3.new(1,1,1)
- local Jacket = Instance.new("WedgePart",Clothes)
- Jacket.Name = "Jacket"
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.01/4, 0.87/4, 0.45/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,0.6,0.92)*CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(90),math.rad(0))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Wedge"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("WedgePart",Clothes)
- Jacket.Name = "Jacket"
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.01/4, 0.87/4, 0.45/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,0.2,0.92)*CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(-90),math.rad(180))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Wedge"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("WedgePart",Clothes)
- Jacket.Name = "Jacket"
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.01/4, 0.87/4, 0.45/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,0.6,0.92)*CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(-90),math.rad(0))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Wedge"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("WedgePart",Clothes)
- Jacket.Name = "Jacket"
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.01/4, 0.87/4, 0.45/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,0.2,0.92)*CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(90),math.rad(180))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Wedge"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(2.3/4, 0.45/4, 1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,-0.8,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.4/4, 1.7/4, 0.51/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,0.21,-0.25)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(0.6/4, 1.7/4, 0.51/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0.45,0.21,0.26)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Medium stone grey")
- Jacket.Transparency = 0
- Jacket.Material = "DiamondPlate"
- Jacket.Size = Vector3.new(0.6/4, 1.7/4, 0.49/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0.4,0.21,0.255)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(0.6/4, 1.7/4, 0.51/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(-0.45,0.21,0.26)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Medium stone grey")
- Jacket.Transparency = 0
- Jacket.Material = "DiamondPlate"
- Jacket.Size = Vector3.new(0.6/4, 1.7/4, 0.49/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(-0.4,0.21,0.255)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Cocoa")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1/4, 0.15/4, 1.08/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0.65,1,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Cocoa")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(2.3/4, 0.15/4, 0.5/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,1,-0.3)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Cocoa")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1/4, 0.15/4, 1.08/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(-0.65,1,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.1/4, 1.1/4, 1.1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(-0.6,-0.5,0.5)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Sphere"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(0.05/4, 1.1/4, 1.1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(-0.5,-0.5,0.5)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Cylinder"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(0.05/4, 1.1/4, 1.1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(-0.3,-0.53,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(5))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Cylinder"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(0.01/4, 1.1/4, 1.1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(-0.23,-0.54,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(10))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Cylinder"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Medium stone grey")
- Jacket.Transparency = 0
- Jacket.Material = "DiamondPlate"
- Jacket.Size = Vector3.new(0.01, 1.08/4, 1.05/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(-0.12,-0.54,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(10))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Cylinder"
- _HeadMesh.Scale = Vector3.new(1,4,4)
- --
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.1/4, 1.1/4, 1.1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0.6,-0.5,0.5)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Sphere"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(0.05/4, 1.1/4, 1.1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0.5,-0.5,0.5)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Cylinder"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(0.05/4, 1.1/4, 1.1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0.3,-0.53,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(-5))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Cylinder"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(0.01/4, 1.1/4, 1.1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0.22,-0.54,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(-10))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Cylinder"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Medium stone grey")
- Jacket.Transparency = 0
- Jacket.Material = "DiamondPlate"
- Jacket.Size = Vector3.new(0.01, 1.08/4, 1.05/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Torso
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0.12,-0.54,0.5) *CFrame.fromEulerAnglesXYZ(math.rad(0),math.rad(0),math.rad(-10))
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Cylinder"
- _HeadMesh.Scale = Vector3.new(1,4,4)
- --Torso finished
- Right_Arm.Transparency = 1
- Left_Arm.Transparency = 1
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.054/4, 1.514/4, 0.94/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Left_Arm
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,-0.266,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Maroon")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.1/4, 0.244/4, 1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Left_Arm
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,0.4,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.Color = Color3.new(0,0,0)
- Jacket.Transparency = 0
- Jacket.Material = "Metal"
- Jacket.Size = Vector3.new(1.054/4, 0.1/4, 0.94/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Left_Arm
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,0.45,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.Color = Color3.new(0,0,0)
- Jacket.Transparency = 0
- Jacket.Material = "Metal"
- Jacket.Size = Vector3.new(1.054/4, 0.414/4, 0.94/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Left_Arm
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,1,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Crimson")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.054/4, 1.514/4, 0.94/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Right_Arm
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,-0.266,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.BrickColor = BrickColor.new("Maroon")
- Jacket.Transparency = 0
- Jacket.Material = "Sand"
- Jacket.Size = Vector3.new(1.1/4, 0.244/4, 1/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Right_Arm
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,0.4,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.Color = Color3.new(0,0,0)
- Jacket.Transparency = 0
- Jacket.Material = "Metal"
- Jacket.Size = Vector3.new(1.054/4, 0.1/4, 0.94/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Right_Arm
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,0.45,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jacket = Instance.new("Part",Clothes)
- Jacket.Name = "Jacket"
- Jacket.Shape = Enum.PartType.Block
- Jacket.CanCollide = false
- Jacket.Color = Color3.new(0,0,0)
- Jacket.Transparency = 0
- Jacket.Material = "Metal"
- Jacket.Size = Vector3.new(1.054/4, 0.414/4, 0.94/4)
- Jacket.TopSurface = Enum.SurfaceType.Smooth
- Jacket.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jacket)
- Weld.Part0 = Right_Arm
- Weld.Part1 = Jacket
- Weld.C1 = CFrame.new(0,1,0)
- _HeadMesh = Instance.new("SpecialMesh",Jacket)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Hoodie = Instance.new("Part",Clothes)
- Hoodie.Name = "Hoodie"
- Hoodie.Shape = Enum.PartType.Block
- Hoodie.CanCollide = false
- Hoodie.BrickColor = BrickColor.new("Maroon")
- Hoodie.Transparency = 0
- Hoodie.Material = "Slate"
- Hoodie.Size = Vector3.new(1.6, 0.05, 1.4)
- Hoodie.TopSurface = Enum.SurfaceType.Smooth
- Hoodie.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Hoodie)
- Weld.Part0 = Torso
- Weld.Part1 = Hoodie
- Weld.C1 = CFrame.new(0,-0.6,-0.4)
- HoodieMesh = Instance.new("SpecialMesh",Hoodie)
- HoodieMesh.MeshType = "Sphere"
- HoodieMesh.Scale = Vector3.new(1,1,1)
- local Hoodie = Instance.new("Part",Clothes)
- Hoodie.Name = "Hoodie"
- Hoodie.Shape = Enum.PartType.Block
- Hoodie.CanCollide = false
- Hoodie.Color = Color3.new(0,0,0)
- Hoodie.Transparency = 0
- Hoodie.Material = "Metal"
- Hoodie.Size = Vector3.new(1.5, 0.5, 1)
- Hoodie.TopSurface = Enum.SurfaceType.Smooth
- Hoodie.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Hoodie)
- Weld.Part0 = Torso
- Weld.Part1 = Hoodie
- Weld.C1 = CFrame.new(0,-0.9,0.2)
- HoodieMesh = Instance.new("SpecialMesh",Hoodie)
- HoodieMesh.MeshType = "Sphere"
- HoodieMesh.Scale = Vector3.new(1,1,1)
- handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2))
- handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.94452858, -1, -0.135944366, 0.866025388, 6.9388815e-018, 0.5, -1.36697535e-017, 0.999998212, 0, -0.5, 1.3877763e-017, 0.866025388))
- mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
- handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2))
- handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.09449005, -1, -0.229496002, 0.939692557, -6.9388815e-018, -0.342020363, -1.36697535e-017, 0.999998212, 0, 0.342020363, -1.3877763e-017, 0.939692557))
- mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
- handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2))
- handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.2899704, -1, 0.0504355431, -0.000345305598, -3.01991037e-007, -0.99999994, -5.21397127e-011, 0.999998212, -3.01991577e-007, 0.99999994, -5.21396225e-011, -0.000345305598))
- mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
- handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2))
- handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.950009823, -1, -0.0899963379, 1, -1.36697287e-017, 0, -1.36697535e-017, 0.999998212, 0, 0, 0, 1))
- mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
- handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2))
- handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.04999018, -1, -0.0899963379, 1, -1.36697287e-017, 0, -1.36697535e-017, 0.999998212, 0, 0, 0, 1))
- mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
- handle=part(Enum.FormFactor.Brick,Clothes,Enum.Material.Slate,0,0,"Maroon","Handle",Vector3.new(0.900000036, 1, 2))
- handleweld=weld(Clothes,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-1.02066422, -1, -0.317581177, 0.98480773, -6.9388815e-018, 0.173648179, -1.36697535e-017, 0.999998212, 0, -0.173648179, 1.3877763e-017, 0.98480773))
- mesh("SpecialMesh",handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
- -- Pants
- Right_Leg.Transparency = 1
- Left_Leg.Transparency = 1
- local Jeans = Instance.new("Part",Clothes)
- Jeans.Name = "Jeans"
- Jeans.Shape = Enum.PartType.Block
- Jeans.CanCollide = false
- Jeans.BrickColor = BrickColor.new("Smoky grey")
- Jeans.Transparency = 0
- Jeans.Material = "Sand"
- Jeans.Size = Vector3.new(2.1/4, 0.1/4, 0.995/4)
- Jeans.TopSurface = Enum.SurfaceType.Smooth
- Jeans.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jeans)
- Weld.Part0 = Torso
- Weld.Part1 = Jeans
- Weld.C1 = CFrame.new(0,1.05,0)
- _HeadMesh = Instance.new("SpecialMesh",Jeans)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jeans = Instance.new("Part",Clothes)
- Jeans.Name = "Jeans"
- Jeans.Shape = Enum.PartType.Block
- Jeans.CanCollide = false
- Jeans.BrickColor = BrickColor.new("Smoky grey")
- Jeans.Transparency = 0
- Jeans.Material = "Sand"
- Jeans.Size = Vector3.new(1.094/4, 1.114/4, 0.934/4)
- Jeans.TopSurface = Enum.SurfaceType.Smooth
- Jeans.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jeans)
- Weld.Part0 = Left_Leg
- Weld.Part1 = Jeans
- Weld.C1 = CFrame.new(0,-0.5,0)
- _HeadMesh = Instance.new("SpecialMesh",Jeans)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jeans = Instance.new("Part",Clothes)
- Jeans.Name = "Jeans"
- Jeans.Shape = Enum.PartType.Block
- Jeans.CanCollide = false
- Jeans.Color = Color3.fromRGB(113, 116, 131)
- Jeans.Transparency = 0
- Jeans.Material = "Sand"
- Jeans.Size = Vector3.new(1.1/4, 0.24/4, 0.95/4)
- Jeans.TopSurface = Enum.SurfaceType.Smooth
- Jeans.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jeans)
- Weld.Part0 = Left_Leg
- Weld.Part1 = Jeans
- Weld.C1 = CFrame.new(0,0,0)
- _HeadMesh = Instance.new("SpecialMesh",Jeans)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Boot = Instance.new("Part",Clothes)
- Boot.Name = "Boot"
- Boot.Shape = Enum.PartType.Block
- Boot.CanCollide = false
- Boot.BrickColor = BrickColor.new("Burnt Sienna")
- Boot.Transparency = 0
- Boot.Material = "Slate"
- Boot.Size = Vector3.new(1.1/4, 0.15/4, 0.95/4)
- Boot.TopSurface = Enum.SurfaceType.Smooth
- Boot.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boot)
- Weld.Part0 = Left_Leg
- Weld.Part1 = Boot
- Weld.C1 = CFrame.new(0,0.22,0)
- _HeadMesh = Instance.new("SpecialMesh",Boot)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Boot = Instance.new("Part",Clothes)
- Boot.Name = "Boot"
- Boot.Shape = Enum.PartType.Block
- Boot.CanCollide = false
- Boot.BrickColor = BrickColor.new("Rust")
- Boot.Transparency = 0
- Boot.Material = "Slate"
- Boot.Size = Vector3.new(1.064/4, 0.463/4, 0.94/4)
- Boot.TopSurface = Enum.SurfaceType.Smooth
- Boot.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boot)
- Weld.Part0 = Left_Leg
- Weld.Part1 = Boot
- Weld.C1 = CFrame.new(0,0.35,0)
- _HeadMesh = Instance.new("SpecialMesh",Boot)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Boot = Instance.new("Part",Clothes)
- Boot.Name = "Boot"
- Boot.Shape = Enum.PartType.Block
- Boot.CanCollide = false
- Boot.BrickColor = BrickColor.new("Rust")
- Boot.Transparency = 0
- Boot.Material = "Slate"
- Boot.Size = Vector3.new(1.064/4, 0.2/4, 0.98/4)
- Boot.TopSurface = Enum.SurfaceType.Smooth
- Boot.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boot)
- Weld.Part0 = Left_Leg
- Weld.Part1 = Boot
- Weld.C1 = CFrame.new(0,0.66,0.02)
- _HeadMesh = Instance.new("SpecialMesh",Boot)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Boot = Instance.new("Part",Clothes)
- Boot.Name = "Boot"
- Boot.Shape = Enum.PartType.Block
- Boot.CanCollide = false
- Boot.BrickColor = BrickColor.new("Burnt Sienna")
- Boot.Transparency = 0
- Boot.Material = "Slate"
- Boot.Size = Vector3.new(1.1/4, 0.25/4, 0.98/4)
- Boot.TopSurface = Enum.SurfaceType.Smooth
- Boot.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boot)
- Weld.Part0 = Left_Leg
- Weld.Part1 = Boot
- Weld.C1 = CFrame.new(0,0.86,0.02)
- _HeadMesh = Instance.new("SpecialMesh",Boot)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jeans = Instance.new("Part",Clothes)
- Jeans.Name = "Jeans"
- Jeans.Shape = Enum.PartType.Block
- Jeans.CanCollide = false
- Jeans.BrickColor = BrickColor.new("Smoky grey")
- Jeans.Transparency = 0
- Jeans.Material = "Sand"
- Jeans.Size = Vector3.new(1.094/4, 1.114/4, 0.934/4)
- Jeans.TopSurface = Enum.SurfaceType.Smooth
- Jeans.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jeans)
- Weld.Part0 = Right_Leg
- Weld.Part1 = Jeans
- Weld.C1 = CFrame.new(0,-0.5,0)
- _HeadMesh = Instance.new("SpecialMesh",Jeans)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Jeans = Instance.new("Part",Clothes)
- Jeans.Name = "Jeans"
- Jeans.Shape = Enum.PartType.Block
- Jeans.CanCollide = false
- Jeans.Color = Color3.fromRGB(113, 116, 131)
- Jeans.Transparency = 0
- Jeans.Material = "Sand"
- Jeans.Size = Vector3.new(1.1/4, 0.24/4, 0.95/4)
- Jeans.TopSurface = Enum.SurfaceType.Smooth
- Jeans.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Jeans)
- Weld.Part0 = Right_Leg
- Weld.Part1 = Jeans
- Weld.C1 = CFrame.new(0,0,0)
- _HeadMesh = Instance.new("SpecialMesh",Jeans)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Boot = Instance.new("Part",Clothes)
- Boot.Name = "Boot"
- Boot.Shape = Enum.PartType.Block
- Boot.CanCollide = false
- Boot.BrickColor = BrickColor.new("Burnt Sienna")
- Boot.Transparency = 0
- Boot.Material = "Slate"
- Boot.Size = Vector3.new(1.1/4, 0.15/4, 0.95/4)
- Boot.TopSurface = Enum.SurfaceType.Smooth
- Boot.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boot)
- Weld.Part0 = Right_Leg
- Weld.Part1 = Boot
- Weld.C1 = CFrame.new(0,0.22,0)
- _HeadMesh = Instance.new("SpecialMesh",Boot)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Boot = Instance.new("Part",Clothes)
- Boot.Name = "Boot"
- Boot.Shape = Enum.PartType.Block
- Boot.CanCollide = false
- Boot.BrickColor = BrickColor.new("Rust")
- Boot.Transparency = 0
- Boot.Material = "Slate"
- Boot.Size = Vector3.new(1.064/4, 0.463/4, 0.94/4)
- Boot.TopSurface = Enum.SurfaceType.Smooth
- Boot.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boot)
- Weld.Part0 = Right_Leg
- Weld.Part1 = Boot
- Weld.C1 = CFrame.new(0,0.35,0)
- _HeadMesh = Instance.new("SpecialMesh",Boot)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Boot = Instance.new("Part",Clothes)
- Boot.Name = "Boot"
- Boot.Shape = Enum.PartType.Block
- Boot.CanCollide = false
- Boot.BrickColor = BrickColor.new("Rust")
- Boot.Transparency = 0
- Boot.Material = "Slate"
- Boot.Size = Vector3.new(1.064/4, 0.2/4, 0.98/4)
- Boot.TopSurface = Enum.SurfaceType.Smooth
- Boot.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boot)
- Weld.Part0 = Right_Leg
- Weld.Part1 = Boot
- Weld.C1 = CFrame.new(0,0.66,0.02)
- _HeadMesh = Instance.new("SpecialMesh",Boot)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- local Boot = Instance.new("Part",Clothes)
- Boot.Name = "Boot"
- Boot.Shape = Enum.PartType.Block
- Boot.CanCollide = false
- Boot.BrickColor = BrickColor.new("Burnt Sienna")
- Boot.Transparency = 0
- Boot.Material = "Slate"
- Boot.Size = Vector3.new(1.1/4, 0.25/4, 0.98/4)
- Boot.TopSurface = Enum.SurfaceType.Smooth
- Boot.BottomSurface = Enum.SurfaceType.Smooth local Weld = Instance.new("Weld", Boot)
- Weld.Part0 = Right_Leg
- Weld.Part1 = Boot
- Weld.C1 = CFrame.new(0,0.86,0.02)
- _HeadMesh = Instance.new("SpecialMesh",Boot)
- _HeadMesh.MeshType = "Brick"
- _HeadMesh.Scale = Vector3.new(4,4,4)
- almostdead = false
- Transformed = false
- Shirt = Instance.new("Shirt",Character)
- Pants = Instance.new("Pants",Character)
- Shirt.ShirtTemplate = ""
- Pants.PantsTemplate = ""
- Deku = Instance.new("Decal",Boob)
- Deku.Face = "Front"
- Deku.Texture = "rbxassetid://7634756"
- Deku = Instance.new("Decal",Boob)
- Deku.Face = "Left"
- Deku.Texture = "rbxassetid://7634756"
- Deku = Instance.new("Decal",Boob2)
- Deku.Face = "Front"
- Deku.Texture = "rbxassetid://7634756"
- Deku = Instance.new("Decal",Boob2)
- Deku.Face = "Right"
- Deku.Texture = "rbxassetid://7634756"
- for i,v in pairs(Clothes:GetChildren()) do
- if v:IsA('Part') or v:IsA('WedgePart') then
- noOutline(v)
- end
- end
- for i,v in pairs(Boob:GetChildren()) do
- if v:IsA('Decal') then
- v.Texture = "rbxassetid://"
- end
- end
- for i,v in pairs(Boob2:GetChildren()) do
- if v:IsA('Decal') then
- v.Texture = "rbxassetid://"
- end
- end
- function Transform()
- Humanoid.MaxHealth = 500
- Humanoid.Health = 500
- attack = true
- attack2 = true
- Transformed = true
- Animations = true
- local rng2 = Instance.new("Part",Character)
- rng2.Anchored = true
- rng2.Color = Color3.new(0,0,0)
- rng2.CanCollide = false
- rng2.Material = "Neon"
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Size = Vector3.new(1, 1, 1)
- rng2.Transparency = 0
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = rootPart.CFrame
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(0,0,0)
- rngm2.Offset = Vector3.new(0,0.5,0)
- rngm2.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- rng2.Color = Color3.new(i/60,0,0)
- rngm2.Scale = rngm2.Scale + Vector3.new(0.4,0.4,0.4)
- swait()
- end
- wait(1)
- rng2.Transparency = 0.35
- coroutine.wrap(function()
- for i = 1,180 do
- local fx = Instance.new("Part",Effects)
- fx.Anchored = true
- fx.Color = Color3.new(1,0,0)
- fx.CanCollide = false
- fx.FormFactor = 3
- fx.Name = "Shockwave"
- fx.Material = "Neon"
- fx.Size = Vector3.new(1, 1, 1)
- fx.Transparency = 0.35
- fx.TopSurface = 0
- fx.BottomSurface = 0
- fx.CFrame = rootPart.CFrame
- fx.CFrame = fx.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(math.random(-3600,3600)/10),math.rad(math.random(-360,-360)/10),math.rad(math.random(-3600,3600)/10))
- local fxm = Instance.new("SpecialMesh", fx)
- fxm.Scale = Vector3.new(0,0,0)
- fxm.Offset = Vector3.new(0,0,0)
- fxm.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- fxm.Scale = Vector3.new(0.5 - i*0.0083,5 - i*0.083 ,0.5 - i*0.0083)
- fx.CFrame = fx.CFrame * CFrame.new(0,1.5,0)
- fx.Transparency = i/60
- swait()
- end
- wait()
- fx:Destroy()
- end)
- end
- end)()
- for i = 1, 60, 2 do
- rngm2.Scale = rngm2.Scale + Vector3.new(2,2,2)
- rng2.Transparency = i/30
- swait()
- end
- wait()
- rng2:Destroy()
- end)
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://268008984"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- Eyes.Texture = "rbxassetid://1572409968"
- Mouth.Texture = "rbxassetid://1572410763"
- Theme.SoundId = "rbxassetid://969583926"
- Theme:Play()
- for i = 0,1,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60),math.rad(0),math.rad(-60)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(80),math.rad(0),math.rad(60)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0 + math.sin(sine/0.2)/2, -2 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 + math.sin(sine/0.2)/2, 1.5 + math.sin(sine/7.5)/15, -0.8) * c_angles(math.rad(-80),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- text.TextColor3 = Color3.new(1,0,0)
- text.Text = "Evelyn\n ~Demon Form~"
- Fire.Enabled = true
- Eyes.Color3 = Color3.new(1,0,0)
- Mouth.Color3 = Color3.new(1,0,0)
- for i,v in pairs(Boob:GetChildren()) do
- if v:IsA('Decal') then
- v.Texture = "rbxassetid://7634756"
- end
- end
- for i,v in pairs(Boob2:GetChildren()) do
- if v:IsA('Decal') then
- v.Texture = "rbxassetid://7634756"
- end
- end
- Right_Arm.Transparency = 0
- Left_Arm.Transparency = 0
- Right_Leg.Transparency = 0
- Left_Leg.Transparency = 0
- for i,v in pairs (Clothes:GetChildren()) do
- if v:IsA('Part') or v:IsA('WedgePart') then
- v.Transparency = 1
- end
- end
- Shirt.ShirtTemplate = "rbxassetid://787990331"
- Pants.PantsTemplate = "rbxassetid://983141459"
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://178452221"
- S.Volume = 5
- S.Looped = false
- S.Pitch = 1
- S:Play()
- for i = 0,0.7,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(60) - math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-60) + math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-10)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(10)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(-25),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- Normal_Face()
- Animations = false
- attack2 = false
- attack = false
- end
- dedebounce = false
- function Revert()
- Humanoid.MaxHealth = 150
- Humanoid.Health = 150
- attack = true
- attack2 = true
- Animations = true
- Transformed = false
- Fire.Enabled = false
- for i = 0,0.15,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60),math.rad(0),math.rad(-60)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(80),math.rad(0),math.rad(60)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, 0 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.8) * c_angles(math.rad(-80),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- Theme.SoundId = "rbxassetid://1825836370"
- Theme:Play()
- local rng2 = Instance.new("Part",Character.Effects)
- rng2.Anchored = true
- rng2.Color = Color3.new(0,0,0)
- rng2.CanCollide = false
- rng2.Material = "Neon"
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Size = Vector3.new(1, 1, 1)
- rng2.Transparency = 0
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = rootPart.CFrame
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(0,0,0)
- rngm2.Offset = Vector3.new(0,0.5,0)
- rngm2.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 2 do
- rngm2.Scale = rngm2.Scale + Vector3.new(0.4,0.4,0.4)
- swait()
- end
- wait(0.5)
- rng2.Transparency = 0.35
- for i = 1, 60, 2 do
- rngm2.Scale = rngm2.Scale + Vector3.new(2,2,2)
- rng2.Transparency = i/60
- swait()
- end
- wait()
- rng2:Destroy()
- end)
- for i = 0,0.08,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60),math.rad(0),math.rad(-60)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(80),math.rad(0),math.rad(60)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(-5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(-20),math.rad(0),math.rad(5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, 0 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.1) * c_angles(math.rad(-80),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- text.TextColor3 = Color3.new(1,1,1)
- text.Text = "Evelyn"
- Eyes.Color3 = Color3.new(1,1,1)
- Mouth.Color3 = Color3.new(1,1,1)
- Shirt.ShirtTemplate = ""
- Pants.PantsTemplate = ""
- for i,v in pairs(Boob:GetChildren()) do
- if v:IsA('Decal') then
- v.Texture = "rbxassetid://"
- end
- end
- for i,v in pairs(Boob2:GetChildren()) do
- if v:IsA('Decal') then
- v.Texture = "rbxassetid://"
- end
- end
- Right_Arm.Transparency = 1
- Left_Arm.Transparency = 1
- Right_Leg.Transparency = 1
- Left_Leg.Transparency = 1
- for i,v in pairs (Clothes:GetChildren()) do
- if v:IsA('Part') or v:IsA('WedgePart') then
- v.Transparency = 0
- end
- end
- Eyes.Texture = "rbxassetid://1572409210"
- Mouth.Texture = "rbxassetid://1572409375"
- for i = 0,0.7,0.01 do
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(60) - math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(60) + math.sin(sine/7.5)/15,math.rad(0) - math.sin(sine/7.5)/15,math.rad(-60) + math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-10)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(10)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, -0.1) * c_angles(math.rad(-5),math.rad(0), math.rad(0)), 0.15)
- swait()
- end
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://178452221"
- S.Volume = 8
- S.Looped = false
- S.Pitch = 1
- S:Play()
- Animations = false
- attack2 = false
- attack = false
- end
- local attk = 1
- mouse.Button1Down:Connect(function(key)
- if attack == false then
- if attk == 1 then
- attk = 2
- Attackone()
- elseif attk == 2 then
- attk = 3
- Attacktwo()
- elseif attk == 3 then
- attk = 4
- Attackthree()
- elseif attk == 4 then
- attk = 5
- Attackfour()
- elseif attk == 5 then
- attk = 6
- Attackfive()
- elseif attk == 6 then
- attk = 1
- Attacksix()
- end
- end
- end)
- function sound(id,position,vol,pitch,start,finish)
- coroutine.resume(coroutine.create(function()
- local part = Instance.new("Part",workspace)
- part.Position = position
- part.Size = Vector3.new(0,0,0)
- part.CanCollide = false
- part.Transparency = 1
- local sound = Instance.new("Sound",part)
- sound.SoundId = "rbxassetid://"..id
- repeat ArtificialHB.Event:wait() until sound.IsLoaded
- if vol ~= nil then
- sound.Volume = vol
- end
- if pitch ~= nil then
- sound.PlaybackSpeed = pitch
- end
- if start ~= nil then
- sound.TimePosition = start
- end
- if finish ~= nil then
- game:GetService("Debris"):AddItem(part,finish-start)
- else
- game:GetService("Debris"):AddItem(part,sound.TimeLength)
- end
- sound:Play()
- return sound
- end))
- end
- function Dead()
- attack = true
- attack2 = true
- Animations = true
- Eyes.Texture = "rbxassetid://1572410332"
- Mouth.Texture = "rbxassetid://1572410763"
- Dizz = Instance.new("Sound")
- Dizz.Parent = Character.Torso
- Dizz.SoundId = "rbxassetid://266278159"
- Dizz.Volume = 10
- Dizz.Looped = false
- Dizz.Pitch = 1
- Dizz:Play()
- text.Text = ""
- for i = 0,1,0.01 do
- Theme.Pitch = Theme.Pitch - 0.01
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.1, 0.5 + math.sin(sine/7.5)/10, 0) * c_angles(math.rad(-20),math.rad(-20),math.rad(0)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1, 0.5 + math.sin(sine/7.5)/10, 0) * c_angles(math.rad(-20),math.rad(20),math.rad(0)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/10, 0) * c_angles(math.rad(-20),math.rad(20),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/10, 0) * c_angles(math.rad(-20),math.rad(-20),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/10, 0) * c_angles(math.rad(20), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/15)/10, 0) * c_angles(math.rad(20),math.rad(0) + i*10, math.rad(0) + math.sin(sine/15)/5), 0.15)
- swait()
- end
- local Soul1 = Instance.new("Part", Character)
- Soul1.Name = "Soul"
- Soul1.Anchored = true
- Soul1.Shape = Enum.PartType.Block
- Soul1.CanCollide = false
- Soul1.BrickColor = BrickColor.new("Institutional white")
- Soul1.Transparency = 0
- Soul1.Material = "Neon"
- Soul1.Size = Vector3.new(0.26, 0.5, 0.21)
- Soul1.TopSurface = Enum.SurfaceType.Smooth
- Soul1.BottomSurface = Enum.SurfaceType.Smooth
- local M1 = Instance.new("SpecialMesh")
- M1.Parent = Soul1
- M1.MeshType = "Sphere"
- M1.Scale = Vector3.new(1,1,1)
- local Soul2 = Instance.new("Part", Character)
- Soul2.Name = "Soul"
- Soul2.Anchored = true
- Soul2.Shape = Enum.PartType.Block
- Soul2.CanCollide = false
- Soul2.BrickColor = BrickColor.new("Institutional white")
- Soul2.Transparency = 0
- Soul2.Material = "Neon"
- Soul2.Size = Vector3.new(0.26, 0.5, 0.21)
- Soul2.TopSurface = Enum.SurfaceType.Smooth
- Soul2.BottomSurface = Enum.SurfaceType.Smooth
- local M1 = Instance.new("SpecialMesh")
- M1.Parent = Soul2
- M1.MeshType = "Sphere"
- M1.Scale = Vector3.new(1,1,1)
- Dizz:Destroy()
- Torso.Transparency = 1
- Theme.Volume = 0
- Eyes.Texture = "rbxassetid://1572409830"
- Mouth.Texture = "rbxassetid://1572410763"
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://1292392651"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- Soul1.CFrame = rootPart.CFrame * CFrame.new(0.1, 1, -1)*CFrame.fromEulerAnglesXYZ(0,0,math.rad(30))
- Soul2.CFrame = rootPart.CFrame * CFrame.new(-0.1, 1, -1)*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-30))
- for i = 0,1.7,0.01 do
- Soul1.CFrame = rootPart.CFrame * CFrame.new(math.random(5,15)/100, math.random(95,105)/100, -1)*CFrame.fromEulerAnglesXYZ(0,0,math.rad(30))
- Soul2.CFrame = rootPart.CFrame * CFrame.new(math.random(-15,-5)/100, math.random(95,105)/100, -1)*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-30))
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(150),math.rad(-25),math.rad(66)), 0.2)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(150),math.rad(16),math.rad(-50)), 0.2)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(-20)), 0.2)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(20)), 0.2)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -2.5, 0) * c_angles(math.rad(-80), math.rad(0),math.rad(0)), 0.2)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 2, -0.3) * c_angles(math.rad(50),math.rad(0), math.rad(45)), 0.2)
- swait()
- end
- Soul1.CFrame = rootPart.CFrame * CFrame.new(0.1, 1, -1)*CFrame.fromEulerAnglesXYZ(0,0,math.rad(30))
- Soul2.CFrame = rootPart.CFrame * CFrame.new(-0.1, 1, -1)*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-30))
- wait(1)
- S = Instance.new("Sound")
- S.Parent = Character.Torso
- S.SoundId = "rbxassetid://973028066"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- Soul1.CFrame = rootPart.CFrame * CFrame.new(0.25, 1, -1)*CFrame.fromEulerAnglesXYZ(0,0,math.rad(30))
- Soul2.CFrame = rootPart.CFrame * CFrame.new(-0.25, 1, -1)*CFrame.fromEulerAnglesXYZ(0,0,math.rad(-30))
- wait(1)
- Soul1.Anchored = false
- Soul2.Anchored = false
- Soul1.Velocity = ((Soul1.CFrame*CFrame.new(5,0,math.random(-2,2))).p-Soul1.CFrame.p)*5
- Soul2.Velocity = ((Soul2.CFrame*CFrame.new(-5,0,math.random(-2,2))).p-Soul2.CFrame.p)*5
- for i = 1,60,2 do
- Soul1.Transparency = i/30
- Soul2.Transparency = i/30
- swait()
- end
- wait(2)
- Humanoid:SetStateEnabled("Dead",true)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, true)
- Character.Archivable = true
- Character.Head:ClearAllChildren()
- Character.Head.Size = Vector3.new(1,1,1)
- Character.Clothing:Destroy()
- Character.Torso.Boob:Destroy()
- Character.Torso.Boob2:Destroy()
- local clone = Character:Clone()
- clone.Parent = workspace
- clone.Name = "DED"
- local emitters={}
- for i,v in pairs(clone:GetChildren()) do
- if v:IsA("Accoutrement") then
- v:Destroy()
- end
- if v:IsA("Part") or v:IsA("MeshPart") or v:IsA("WedgePart") then
- v.Anchored = true
- v.CanCollide = false
- v.Color = Color3.new(1,1,1)
- v.Material = "Neon"
- local emitter = Instance.new("ParticleEmitter",v)
- emitter.LightEmission = 1
- emitter.Transparency = NumberSequence.new(0,1)
- emitter.Size = NumberSequence.new(0,0.2)
- emitter.SpreadAngle = Vector2.new(360,360)
- emitter.Speed = NumberRange.new(0.5)
- emitter.Lifetime = NumberRange.new(0.75)
- emitter.Texture = "rbxassetid://241812810"
- emitter.Rate = 1000
- emitter.Color = ColorSequence.new(Color3.new(1,1,1))
- emitter.LockedToPart = false
- table.insert(emitters,emitter)
- end
- end
- coroutine.wrap(function()
- for i,v in pairs(clone:GetChildren()) do
- if v:IsA("Part") or v:IsA("MeshPart") or v:IsA("WedgePart") or v:IsA("Decal") then
- coroutine.wrap(function()
- for i = 1,20 do
- v.Transparency = v.Transparency + 0.05
- wait()
- end
- end)()
- end
- end
- end)()
- delay(1, function()
- S = Instance.new("Sound")
- S.Parent = clone.Torso
- S.SoundId = "rbxassetid://427025525"
- S.Volume = 10
- S.Looped = false
- S.Pitch = 1
- S:Play()
- for i,v in pairs(emitters) do
- v.Speed = NumberRange.new(8)
- v.Acceleration = Vector3.new(0,10,0)
- delay(0.5, function()
- v.Enabled = false
- game:GetService("Debris"):AddItem(clone,0.75)
- end)
- end
- end)
- end
- Humanoid:SetStateEnabled("Dead",false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
- coroutine.wrap(function()
- while true do
- if dedebounce == false then
- if Humanoid.Health <= 0 and Transformed == false then
- dedebounce = true
- Humanoid.MaxHealth = 800
- Humanoid.Health = 800
- Dead()
- return
- end
- else
- swait()
- return
- end
- swait()
- end
- end)()
- coroutine.wrap(function()
- while true and wait() do
- if Humanoid.Health <= 20 and Transformed == true then
- Revert()
- end
- end
- end)()
- function findCloseHumanoid(centre, distance)
- local tab = {}
- for _, child in pairs(game.Workspace:GetChildren()) do
- if child:findFirstChild("Humanoid") and child:findFirstChild("Humanoid") ~= Humanoid and child:findFirstChild("Torso") then
- local vtors = child.Torso
- local mag = math.abs((vtors.Position - centre).magnitude)
- if distance >= mag then
- table.insert(tab, child.Humanoid)
- end
- end
- end
- return tab
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position, Direction, MaxDistance, IgnoreDescendants
- return game:GetService("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- 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 = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.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
- swait()
- LA_Weld = newWeld(Torso, Left_Arm, -1.5, 0.5, 0)
- Left_Arm.Weld.C1 = CFrame.new(0, 0.5, 0)
- RA_Weld = newWeld(Torso, Right_Arm, 1.5, 0.5, 0)
- Right_Arm.Weld.C1 = CFrame.new(0, 0.5, 0)
- LL_Weld = newWeld(Torso, Left_Leg, -0.5, -1, 0)
- Left_Leg.Weld.C1 = CFrame.new(0, 1, 0) -- Left_Leg.Weld.C1 = CFrame.new(0, 1, 0.15)
- RL_Weld = newWeld(Torso, Right_Leg, 0.5, -1, 0)
- Right_Leg.Weld.C1 = CFrame.new(0, 1, 0) -- Right_Leg.Weld.C1 = CFrame.new(0, 1, 0.15)
- Torso_Weld = newWeld(rootPart, Torso, 0, -1, 0)
- Torso.Weld.C1 = CFrame.new(0, -1, 0)
- Head_Weld = newWeld(Torso, Head, 0, 1.5, 0)
- for i,v in pairs(Character:GetChildren()) do
- if v:IsA('Accoutrement') then
- v:Destroy()
- elseif v:IsA('Part') and v.Name=='Head' then
- v.face.Transparency = 1
- end
- end
- Character['Body Colors'].HeadColor3=Color3.new(0,0,0)
- Character['Body Colors'].TorsoColor3=Color3.new(0,0,0)
- Character['Body Colors'].RightArmColor3=Color3.new(0,0,0)
- Character['Body Colors'].LeftArmColor3=Color3.new(0,0,0)
- Character['Body Colors'].RightLegColor3=Color3.new(0,0,0)
- Character['Body Colors'].LeftLegColor3=Color3.new(0,0,0)
- Humanoid.DisplayDistanceType='None'
- sine = 0
- change = 1
- sprint=false
- local punches={
- a=false,
- b=false,
- c=false
- }
- UIService.InputBegan:connect(function(Input,GUIProcessed)
- if not GUIProcessed and Input.UserInputType==Enum.UserInputType.MouseButton1 then
- if punches.a==false then
- punches.a=true wait(.4) punches.a=false
- else
- punches.a=true
- if punches.b==false then
- punches.b=true wait(.4) punches.b=false
- else
- punches.b=true
- if punches.c==false then
- punches.c=true wait(.4) punches.c=false
- else
- punches.c=true
- end
- end
- end
- elseif not GUIProcessed and Input.KeyCode==Enum.KeyCode.LeftShift then
- sprint=true
- end
- end)
- UIService.InputEnded:connect(function(Input,GUIProcessed)
- if not GUIProcessed and Input.KeyCode==Enum.KeyCode.LeftShift then
- sprint=false
- end
- end)
- --[[ Base Animation
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(0),math.rad(0), math.rad(0)), 0.15)
- --]]
- --[[ Idle Anim
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(-20) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(20) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.15)
- --]]
- coroutine.wrap(function()
- while true do
- if sprint == false then
- if attack2 == false then
- Humanoid.WalkSpeed = 8
- Humanoid.JumpPower = 50
- elseif attack2 == true then
- Humanoid.WalkSpeed = 0
- Humanoid.JumpPower = 0
- end
- elseif sprint == true then
- if attack2 == false then
- Humanoid.WalkSpeed = 25
- Humanoid.JumpPower = 100
- elseif attack2 == true then
- Humanoid.WalkSpeed = 0
- Humanoid.JumpPower = 0
- end
- end
- wait()
- end
- end)()
- coroutine.wrap(function()
- while true do
- if currentAnim == "Idling" and attack == false and attack2 == false then
- idle=idle+1
- swait()
- else
- idle=idly
- swait()
- end
- end
- end)()
- local Zzz = Instance.new("ParticleEmitter",Head)
- Zzz.EmissionDirection = "Left"
- Zzz.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,1),NumberSequenceKeypoint.new(0.3,0),NumberSequenceKeypoint.new(1,1)})
- Zzz.LightEmission = 1
- Zzz.Rate = 1
- Zzz.ZOffset = 1
- Zzz.Lifetime = NumberRange.new(2)
- Zzz.Speed = NumberRange.new(2)
- Zzz.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 0.6, 0.3), NumberSequenceKeypoint.new(1, 0.2, 0.1)})
- Zzz.Rotation = NumberRange.new(0, 0)
- Zzz.RotSpeed = NumberRange.new(30, 30)
- Zzz.Texture = "http://www.roblox.com/asset/?id=386098098"
- Zzz.Color = ColorSequence.new(Color3.new(1,1,1),Color3.new(1,1,1))
- Zzz.VelocitySpread = 360
- Zzz.LockedToPart = false
- Zzz.Acceleration = Vector3.new(0,5,0)
- Zzz.Enabled = false
- coroutine.wrap(function()
- while true and wait() do
- if Transformed == false and dedebounce == false and attack == false then
- if idle >= 2500 then
- Sanim = 0.01
- Theme.Volume = 0
- Zzz.Enabled = true
- Eyes.Texture = "rbxassetid://1572409830"
- Mouth.Texture = "rbxassetid://1572410763"
- elseif idle >= 1500 and idle < 2500 then
- Sanim = 0.025
- Eyes.Texture = "rbxassetid://1572408983"
- Mouth.Texture = "rbxassetid://1572410439"
- elseif idle == idly then
- Zzz.Enabled = false
- Sanim = 0.15
- Theme.Volume = 10
- Normal_Face()
- end
- end
- end
- end)()
- coroutine.wrap(function()
- while true and wait() do
- if Transformed == true and dedebounce == false and attack == false then
- if idle >= 2200 then
- Zzz.Enabled = true
- Theme.Volume = 0
- Eyes.Texture = "rbxassetid://1572409830"
- Mouth.Texture = "rbxassetid://1572410439"
- elseif idle >= 1500 and idle < 2000 then
- Eyes.Texture = "rbxassetid://1572408983"
- Mouth.Texture = "rbxassetid://1572409375"
- elseif idle == idly then
- Zzz.Enabled = false
- Theme.Volume = 10
- Normal_Face()
- end
- end
- end
- end)()
- NoClipCons = {}
- if #NoClipCons == 0 then
- local con = game:service("RunService").Stepped:connect(function()
- pcall(function()
- Player.Character.Head.CanCollide = false
- end)
- end)
- table.insert(NoClipCons, con)
- else
- for i, v in pairs(NoClipCons) do
- v:disconnect()
- table.remove(NoClipCons, i)
- end
- end
- game:GetService("RunService").Stepped:connect(function()
- Angle = (Angle % 100) + angleSpeed/10
- Axis = (Axis % 100) + axisSpeed/10
- walkingMagnitude = Vector3.new(rootPart.Velocity.X, 0, rootPart.Velocity.Z).magnitude
- jumpVel = Torso.Velocity.Y
- sine = change + sine
- if Transformed == true then
- if not(idle >= 2000) then
- local rng2 = Instance.new("Part",Effects)
- rng2.Anchored = true
- rng2.Color = Color3.new(1,0,0)
- rng2.CanCollide = false
- rng2.FormFactor = 3
- rng2.Name = "Shockwave"
- rng2.Material = "Neon"
- rng2.Size = Vector3.new(1, 1, 1)
- rng2.Transparency = 0.35
- rng2.TopSurface = 0
- rng2.BottomSurface = 0
- rng2.CFrame = rootPart.CFrame
- rng2.CFrame = rng2.CFrame * CFrame.new(math.random(-80,80)/10,math.random(-90,80)/10,math.random(-80,80)/10) * CFrame.Angles(math.rad(math.random(-350,350)/10),math.rad(math.random(-350,-350)/10),math.rad(math.random(-350,350)/10))
- local rngm2 = Instance.new("SpecialMesh", rng2)
- rngm2.Scale = Vector3.new(0,0,0)
- rngm2.Offset = Vector3.new(0,0,0)
- rngm2.MeshType = "Sphere"
- spawn(function()
- for i = 1, 60, 1 do
- rngm2.Scale = Vector3.new(0.5 - i*0.0083,1 - i*0.016 ,0.5 - i*0.0083)
- rng2.CFrame = rng2.CFrame * CFrame.new(0,0.8,0) * CFrame.Angles(math.rad(math.random(-5,5)),math.rad(math.random(-5,5)),math.rad(math.random(-5,5)))
- rng2.Transparency = i/30
- swait()
- end
- wait()
- rng2:Destroy()
- end)
- twitch = math.random(1,25)
- if twitch == 20 then
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(math.random(-200,350)/10),math.rad(math.random(-200,200)/10), math.rad(math.random(-200,200)/10)), 1)
- end
- swait()
- end
- end
- if jumpVel > 1 then
- currentAnim = "Jumping"
- elseif Humanoid.Sit == true then
- currentAnim = "Seated"
- elseif jumpVel < -1 then
- currentAnim = "Falling"
- elseif walkingMagnitude < 2 then
- currentAnim = "Idling"
- elseif isSprinting == true then
- currentAnim = "Sprinting"
- elseif walkingMagnitude > 2 then
- currentAnim = "Walking"
- elseif isAttacking == true then
- currentAnim = "Attacking"
- end
- if currentAnim == "Jumping" and Animations == false then
- angleSpeed = 2
- axisSpeed = 2
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(15),math.rad(0),math.rad(20)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(-15),math.rad(0),math.rad(-20)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.5, -0.5) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(20),math.rad(0), math.rad(0)), 0.15)
- elseif currentAnim == "Falling" and Animations == false then
- angleSpeed = 2
- axisSpeed = 2
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5, 0) * c_angles(math.rad(20),math.rad(0),math.rad(80)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5, 0) * c_angles(math.rad(20),math.rad(0),math.rad(-80)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8, 0.2) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.8, -0.5) * c_angles(math.rad(15),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0.5) * c_angles(math.rad(-15), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, -0.3) * c_angles(math.rad(-20),math.rad(0), math.rad(0)), 0.15)
- elseif currentAnim == "Seated" and Animations == false then
- if Transformed == false then
- angleSpeed = 2
- axisSpeed = 2
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.65) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.65) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(60) - math.sin(sine/7.5)/30,math.rad(0) + math.sin(sine/7.5)/30,math.rad(30)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(50) - math.sin(sine/7.5)/30,math.rad(0),math.rad(-20)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0) + math.sin(sine/7.5)/30, math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(25) + math.sin(sine/7.5)/30), 0.15)
- elseif Transformed == true then
- angleSpeed = 2
- axisSpeed = 2
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(0.8, 0.5, -0.6) * c_angles(math.rad(50) + math.sin(sine/7.5)/25,math.rad(-5) + math.sin(sine/7.5)/30,math.rad(-76) + math.sin(sine/7.5)/35), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-0.8, 0.5, -0.6) * c_angles(math.rad(45) + math.sin(sine/7.5)/25,math.rad(-10) + math.sin(sine/7.5)/30,math.rad(76) + math.sin(sine/7.5)/35), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(60) - math.sin(sine/7.5)/30,math.rad(0) + math.sin(sine/7.5)/30,math.rad(30)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(50) - math.sin(sine/7.5)/30,math.rad(0),math.rad(-20)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1, 0) * c_angles(math.rad(0) + math.sin(sine/7.5)/30, math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5, 0) * c_angles(math.rad(-20) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0)), 0.15)
- elseif Transformed == true then
- end
- elseif currentAnim == "Idling" and Animations == false then
- if Transformed == false then
- if SansAnim == false then
- if idle >= 1200 and idle < 2650 then -- Resting
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.4, 0) * c_angles(math.rad(-20),math.rad(0) - math.sin(sine/7.5)/15,math.rad(-20)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1 + math.sin(sine/7.5)/15, 1 , -0.3) * c_angles(math.rad(190),math.rad(0),math.rad(45) - math.sin(sine/7.5)/30), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(5) - math.sin(sine/7.5)/30), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(20) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(-30) - math.sin(sine/7.5)/30), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(1, -2, 0) * c_angles(math.rad(0), math.rad(0),math.rad(80) + math.sin(sine/7.5)/30), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0.2 + math.sin(sine/7.5)/15 - math.sin(sine/7.5)/30, 2.5, -0.3) * c_angles(math.rad(0),math.rad(-15), math.rad(-45) + math.sin(sine/7.5)/30), 0.15)
- elseif idle >= 2650 then
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.4, 0) * c_angles(math.rad(-20),math.rad(0) - math.sin(sine/7.5)/15,math.rad(-20)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.1 + math.sin(sine/7.5)/15, 1 , -0.3) * c_angles(math.rad(190),math.rad(0),math.rad(-10) - math.sin(sine/7.5)/30), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1, 0) * c_angles(math.rad(0),math.rad(0),math.rad(5) - math.sin(sine/7.5)/30), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1, 0) * c_angles(math.rad(20) + math.sin(sine/7.5)/15,math.rad(0) + math.sin(sine/7.5)/15,math.rad(-30) - math.sin(sine/7.5)/30), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(1, -2, 0) * c_angles(math.rad(0), math.rad(0),math.rad(80) + math.sin(sine/7.5)/30), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(-1.3 + math.sin(sine/7.5)/5, 4, -0.3) * c_angles(math.rad(0),math.rad(-90), math.rad(0)), 0.15)
- elseif idle >= 500 and idle < 1200 then
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(20) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-150), math.rad(0),math.rad(20) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.625, -0.85 - math.sin(sine/7.5)/15, -0.3) * c_angles(math.rad(-20), math.rad(20) + math.sin(sine/7.5)/15, math.rad(5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(-0.2 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(20) + math.sin(sine/15)/15), 0.15)
- else -- Neutral Idle
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20) - math.sin(sine/7.5)/15,math.rad(0),math.rad(-20) + math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-5), math.rad(0),math.rad(20) - math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(10) - math.sin(sine/7.5)/15, math.rad(0), math.rad(5) + math.sin(sine/7.5)/66), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1 - math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0), math.rad(-5) - math.sin(sine/7.5)/66), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1.1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(0), math.rad(0) + math.sin(sine/15)/15), 0.15)
- end
- elseif SansAnim == true then
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(-15)), Sanim)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(15)), Sanim)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5 + math.sin(sine/15)/6, -1.05 - math.sin(sine/7.5)/5, 0) * c_angles(math.rad(0) - math.sin(sine/15)/5,math.rad(0),math.rad(-10)), Sanim)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5 + math.sin(sine/15)/6, -1.05 - math.sin(sine/7.5)/5 , 0) * c_angles(math.rad(0) - math.sin(sine/15)/5,math.rad(0),math.rad(10)), Sanim)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0 - math.sin(sine/15)/6, -0.95 + math.sin(sine/7.5)/5, 0) * c_angles(math.rad(0) + math.sin(sine/15)/5, math.rad(0),math.rad(0)), Sanim)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/6, 1.5, 0) * c_angles(math.rad(0) + math.sin(sine/7.5)/5,math.rad(0), math.rad(0) + math.sin(sine/15)/4), Sanim)
- end
- else
- if idle >= 1000 and idle < 2000 then -- Resting Demon
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(60) - math.sin(sine/15)/25,math.rad(-35) + math.sin(sine/15)/25,math.rad(-10)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0 + math.sin(sine/7.5)/15, 0.5) * c_angles(math.rad(-30),math.rad(0),math.rad(20)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(80) - math.sin(sine/7.5)/15,math.rad(20) + math.sin(sine/7.5)/15,math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.8, 0 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(40) - math.sin(sine/7.5)/15,math.rad(-20),math.rad(20)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -2.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-1) + math.sin(sine/7.5)/5, math.rad(80),math.rad(-1) - math.sin(sine/7.5)/5), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(30) + math.sin(sine/7.5)/15,math.rad(-70) + math.sin(sine/7.5)/15, math.rad(0)), 0.15)
- elseif idle >= 2000 then
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(40) - math.sin(sine/15)/25,math.rad(-35) + math.sin(sine/15)/25,math.rad(-10)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.4 + math.sin(sine/7.5)/15, 0.5) * c_angles(math.rad(0),math.rad(0),math.rad(0)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/7.5)/15, -0.25) * c_angles(math.rad(20) - math.sin(sine/7.5)/15,math.rad(20) + math.sin(sine/7.5)/15,math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.6, -0.5 - math.sin(sine/7.5)/15, -0.5) * c_angles(math.rad(40) - math.sin(sine/7.5)/15,math.rad(-20),math.rad(20)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/5, 0) * c_angles(math.rad(-1) + math.sin(sine/7.5)/5, math.rad(80),math.rad(-1) - math.sin(sine/7.5)/5), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.8 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(30) + math.sin(sine/7.5)/15,math.rad(-70) + math.sin(sine/7.5)/15, math.rad(0)), 0.15)
- else -- Demon Idle
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(30) - math.sin(sine/7.5)/15,math.rad(25) - math.sin(sine/7.5)/15), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0) + math.sin(sine/7.5)/15,math.rad(-30) + math.sin(sine/7.5)/15,math.rad(-25) + math.sin(sine/7.5)/15), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10) - math.sin(sine/7.5)/30,math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15) - math.sin(sine/7.5)/15,math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0) + math.sin(sine/7.5)/30, math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10) - math.sin(sine/7.5)/30,math.rad(0), math.rad(0) + math.sin(sine/7.5)/15), 0.15)
- end
- end
- elseif currentAnim == "Walking" and Animations == false then
- if sprint==false then
- if Transformed == false then
- angleSpeed = 1
- axisSpeed = 1
- Humanoid.WalkSpeed = 6
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + 0.5 * math.cos(sine/7.5)/15, 0) * c_angles(math.rad(0) +math.sin(sine/4)/3, math.rad(0), math.rad(10)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + 0.5 * math.cos(sine/7.5)/15, 0) * c_angles(math.rad(0) -math.sin(sine/4)/3,math.rad(0), math.rad(-10)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -1.15 + 0.5 * math.cos(sine/4)/3, -0.6 * math.cos(sine / 4) / 3) * c_angles(math.rad(-1 - 5 * math.cos(sine / 4)) + Left_Leg.RotVelocity.Y / 75 + math.sin(sine / 4) / 3, math.rad(0) - math.sin(sine/4)/6, math.rad(5)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -1.15 - 0.5 * math.cos(sine/4)/3, 0.6 * math.cos(sine / 4) / 3) * c_angles( math.rad(-1 + 5 * math.cos(sine / 4)) - Right_Leg.RotVelocity.Y / 75 + -math.sin(sine / 4) / 3, math.rad(0) - math.sin(sine/4)/6, math.rad(-5)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(0 - 2.5 * math.sin(sine / 8)), math.rad(0) + math.sin(sine/4)/6 , math.sin((rootPart.RotVelocity.Y/15))/4), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/7.5)/15) * c_angles(math.rad(0) - math.sin(sine/7.5)/15,math.sin((rootPart.RotVelocity.Y/2.5))/2, math.sin((rootPart.RotVelocity.Y/15))/2), 0.15)
- else
- Humanoid.WalkSpeed = 18
- angleSpeed = 1
- axisSpeed = 1
- change = 0.5
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(30),math.rad(25)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-25)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-20),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-25),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-10), math.rad(0),math.rad(0)), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(0),math.rad(0), math.rad(0)), 0.15)
- end
- else
- if Transformed == false then
- angleSpeed = 10
- axisSpeed = 10
- Humanoid.WalkSpeed = 18
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.5, 0.5 + math.sin(sine/15)/15, 0) * c_angles(math.sin(sine/3)/1, math.rad(0),math.rad(20) - math.sin(sine/1.5)/5), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.5, 0.5 + math.sin(sine/15)/15, 0) * c_angles(-math.sin(sine/3)/1, math.rad(0),math.rad(-20) + math.sin(sine/1.5)/5), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.9 + math.cos(sine/3)/1, -1 * math.cos(sine / 3) / 1) * c_angles(math.rad(-3)+math.sin(sine/3)/1, math.rad(0) + math.sin(sine/3)/15, math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.9 - math.cos(sine/3)/1, 1 * math.cos(sine / 3) / 1) * c_angles( math.rad(3)-math.sin(sine/3)/1, math.rad(0) + math.sin(sine/3)/15, math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -1 + math.sin(sine/1.5)/5, 0) * c_angles(math.rad(-20) + math.sin(sine/1.5)/5, math.rad(0) + math.sin(sine/3)/15, math.sin((rootPart.RotVelocity.Y/15))/2), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0 - math.sin(sine/15)/15, 1.5 + math.sin(sine/7.5)/15, 0 + math.sin(sine/15)/15) * c_angles(math.rad(20) + math.sin(sine/7.5)/15,math.sin((rootPart.RotVelocity.Y/2.5))/2, math.sin((rootPart.RotVelocity.Y/15))/2), 0.15)
- else
- Trace()
- angleSpeed = 10
- axisSpeed = 10
- Humanoid.WalkSpeed = 200
- RA_Weld.C0 = clerp(RA_Weld.C0, c_new(1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(30),math.rad(45)), 0.15)
- LA_Weld.C0 = clerp(LA_Weld.C0, c_new(-1.25, 0.5 + math.sin(sine/7.5)/15, 0.3) * c_angles(math.rad(0),math.rad(-30),math.rad(-45)), 0.15)
- LL_Weld.C0 = clerp(LL_Weld.C0, c_new(-0.5, -0.8 - math.sin(sine/15)/15, 0) * c_angles(math.rad(-10),math.rad(0),math.rad(0)), 0.15)
- RL_Weld.C0 = clerp(RL_Weld.C0, c_new(0.5, -0.4 - math.sin(sine/15)/15, -0.3) * c_angles(math.rad(-15),math.rad(0),math.rad(0)), 0.15)
- Torso_Weld.C0 = clerp(Torso_Weld.C0, c_new(0, -0.5 + math.sin(sine/7.5)/15, 0) * c_angles(math.rad(-45), math.rad(0),math.sin((rootPart.RotVelocity.Y/15))/2), 0.15)
- Head_Weld.C0 = clerp(Head_Weld.C0, c_new(0, 1.5 - math.sin(sine/15)/15, 0) * c_angles(math.rad(30),math.sin((rootPart.RotVelocity.Y/2.5))/2, math.sin((rootPart.RotVelocity.Y/15))/2), 0.15)
- end
- end
- end
- end)
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