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- local plr = game.Players.LocalPlayer
- local char = game.Workspace:WaitForChild(plr.Name)
- local m = plr:GetMouse()
- local trans = false
- local realdeb = false
- local PGui = plr:WaitForChild("PlayerGui")
- local chat = game:GetService"Chat"
- local Head = char:WaitForChild"Head"
- local Torso = char:WaitForChild"Torso"
- local HRP = char:WaitForChild"HumanoidRootPart"
- local RArm = char:WaitForChild"Right Arm"
- local LArm = char:WaitForChild"Left Arm"
- local RLeg = char:WaitForChild"Right Leg"
- local LLeg = char:WaitForChild"Left Leg"
- local Hum = char:WaitForChild'Humanoid'
- local lastspeed = Hum.WalkSpeed
- msgz = Instance.new("Message", PGui)
- msgz.Text = "BONUS TRANSFORMATION! Press \'M\' TO TRANSFORM!"
- game.Debris:AddItem(msgz, 6.5)
- local part = Instance.new"Part"
- part.Name = "TransformationPart"
- part.FormFactor = "Custom"
- part.Size = Vector3.new(1,1,1)
- part.Material = "SmoothPlastic"
- part.TopSurface = "Smooth"
- part.BottomSurface = "Smooth"
- part.Anchored = true
- part.CanCollide = false
- local Joints = {Head = Torso.Neck, Torso = HRP.RootJoint, RArm = Torso["Right Shoulder"], LArm = Torso["Left Shoulder"], RLeg = Torso["Right Hip"], LLeg = Torso["Left Hip"]}
- local Refresh = function()
- Joints.Head.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- Joints.Torso.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- Joints.RArm.C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Joints.LArm.C0 = CFrame.new(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- Joints.RLeg.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Joints.LLeg.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- Joints.Head.C1 = CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- Joints.Torso.C1 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- Joints.RArm.C1 = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Joints.LArm.C1 = CFrame.new(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- Joints.RLeg.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Joints.LLeg.C1 = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- end
- local Anims = {Scrunch = function(active)
- if active then
- for i = 0, 10, 0.5 do
- wait(0.016666666666667)
- Joints.RArm.C0 = Joints.RArm.C0 * CFrame.Angles(math.rad(-30) / 10, 0, 0)
- Joints.LArm.C0 = Joints.LArm.C0 * CFrame.Angles(math.rad(-30) / 10, 0, 0)
- Joints.RLeg.C0 = Joints.RLeg.C0 * CFrame.Angles(-0.01, -0.02, 0.01)
- Joints.LLeg.C0 = Joints.LLeg.C0 * CFrame.Angles(-0.01, 0.02, 0.01)
- end
- else
- do
- for i = 0, 10, 0.5 do
- wait(0.016666666666667)
- Joints.RArm.C0 = Joints.RArm.C0 * CFrame.Angles(math.rad(-30) / 10, 0, 0):inverse()
- Joints.LArm.C0 = Joints.LArm.C0 * CFrame.Angles(math.rad(-30) / 10, 0, 0):inverse()
- Joints.RLeg.C0 = Joints.RLeg.C0 * CFrame.Angles(-0.01, -0.02, 0.01):inverse()
- Joints.LLeg.C0 = Joints.LLeg.C0 * CFrame.Angles(-0.01, 0.02, 0.01):inverse()
- end
- Refresh()
- end
- end
- end
- , Implode = function(active)
- if active then
- for i = 0, 10, 0.75 do
- wait(0.016666666666667)
- Joints.RArm.C0 = Joints.RArm.C0 * CFrame.Angles(-0.025, -0.055, 0.155)
- Joints.LArm.C0 = Joints.LArm.C0 * CFrame.Angles(-0.025, 0.055, -0.155)
- Joints.RLeg.C0 = Joints.RLeg.C0 * CFrame.Angles(-0.015, -0.025, -0.015)
- Joints.LLeg.C0 = Joints.LLeg.C0 * CFrame.Angles(-0.015, 0.025, -0.015)
- end
- else
- do
- for i = 0, 10, 0.75 do
- wait(0.016666666666667)
- Joints.RArm.C0 = Joints.RArm.C0 * CFrame.Angles(-0.025, -0.055, 0.155):inverse()
- Joints.LArm.C0 = Joints.LArm.C0 * CFrame.Angles(-0.025, 0.055, -0.155):inverse()
- Joints.RLeg.C0 = Joints.RLeg.C0 * CFrame.Angles(-0.015, -0.025, -0.015):inverse()
- Joints.LLeg.C0 = Joints.LLeg.C0 * CFrame.Angles(-0.015, 0.025, -0.015):inverse()
- end
- end
- end
- end
- }
- local transform = function()
- if (trans == false and realdeb == false) then
- trans = true
- Hum.WalkSpeed = 0
- local area = part:Clone()
- area.CFrame = Torso.CFrame
- area.Parent = workspace
- Torso.Anchored = true
- for i=1,10 do
- area.CFrame = area.CFrame * CFrame.new(0,1,0)
- Torso.CFrame = area.CFrame
- wait()
- end
- local weld2 = Instance.new("Weld", area)
- weld2.Part0 = area
- weld2.Part1 = Torso
- weld2.C0 = CFrame.new()
- Torso.Anchored = false
- delay(0,function()
- end)
- delay(0,function()
- chat:Chat(char["Head"],"You... Mortals.. Dare to defie a KING!","Red")
- wait(1.4)
- chat:Chat(char["Head"],"AAAAAAAGH, You're a pathetic weakling who needs to face an immortal being....","Red")
- wait(1.4)
- chat:Chat(char["Head"],"This is the ancient arcs true form... Phoenix Transformation!!!","Red")
- end)
- delay(0,function()
- for i=1,5 do
- wait()
- delay(0,function()
- local dzI = 100
- while dzI > 10 do
- dzI = dzI - 1
- local p = Instance.new("Part", char.Head)
- p.Anchored = false
- p.CanCollide = false
- p.Size = Vector3.new(math.random(1,4),math.random(1,4),math.random(1,4))
- p.Material = "Neon"
- local kekz2 = math.random(1,2)
- if kekz2 == 2 then
- p.BrickColor = BrickColor.new("Really red")
- else
- p.BrickColor = BrickColor.new("Dark red")
- end
- p.CFrame = char.Torso.CFrame*CFrame.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))
- local t = Instance.new("BodyPosition", p)
- t.P = 20000
- t.Position = char.Torso.Position
- game:service("Debris"):AddItem(p, 0.4)
- wait()
- delay(0,function()
- for i=1,10 do
- p.Transparency = i/10
- p.CFrame = p.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-20,20),0,math.random(-20,20))
- wait()
- end
- p:Remove()
- end)
- end
- end)
- end
- end)
- delay(0,function()
- for q=1,120 do
- local xz = Instance.new("Part",plr.Character)
- xz.CFrame = plr.Character.Torso.CFrame*CFrame.new(math.random(-450,450),math.random(-450,450),math.random(-450,450))
- xz.Anchored = true
- xz.Transparency = 1
- xz.CanCollide = false
- wait(0.04)
- local pos2 = xz.Position
- local pos = plr.Character.Torso.Position
- local radius = math.random(1,1.5)
- local numParts = math.random(5,15)
- local model = plr.Character.Torso
- local lv = CFrame.new(pos,pos2).lookVector
- local dist = (pos-pos2).magnitude
- local dbp = dist/numParts
- local last = pos
- for i = 1,numParts do
- local p = Instance.new("Part",model)
- p.FormFactor = "Symmetric"
- p.Size = Vector3.new(1,1,1)
- p.CanCollide = false
- p.Anchored = true
- p.Material = "Neon"
- local kekz2 = math.random(1,2)
- if kekz2 == 2 then
- p.BrickColor = BrickColor.new("Really red")
- else
- p.BrickColor = BrickColor.new("Dark red")
- end
- p.Transparency = 0.5
- local x = math.random(-2,2)/2*dbp/4
- local y = math.random(-2,2)/2*dbp/4
- local p2 = CFrame.new(pos+lv*(i*dbp),pos2+lv)*CFrame.new(x,y,0)
- local dist2 = (p2.p-last).magnitude
- local mid = (p2.p+last)/2
- local m = Instance.new("BlockMesh",p)
- m.Scale = Vector3.new(radius,radius,dist2)
- p.CFrame = CFrame.new(mid,p2.p)
- last = p2.p
- game:GetService("Debris"):AddItem(p,0.2)
- end
- wait()
- xz:remove()
- end
- kekd = false
- end)
- Anims.Scrunch(true)
- for i = 1, 8 do
- wait(0.9)
- for i = 1, math.random(4, 6) do
- local p = part:Clone()
- p.Parent = Torso
- p.Anchored = false
- p.CFrame = Torso.CFrame
- p.CanCollide = false
- -- game:service("Debris"):AddItem(p, 0.2)
- local kekz2 = math.random(1,2)
- if kekz2 == 2 then
- p.BrickColor = BrickColor.new("Really red")
- else
- p.BrickColor = BrickColor.new("Dark red")
- end
- local w = Instance.new("Weld", p)
- w.Part0 = p
- w.Part1 = Torso
- w.C0 = w.C0 * CFrame.Angles(math.random() * 6.28, math.random() * 6.28, math.random() * 6.28)
- local m = Instance.new("CylinderMesh", p)
- m.Scale = Vector3.new(math.random() * 3, 320, math.random() * 3)
- coroutine.resume(coroutine.create(function()
- for i = 1, 25 do
- wait(0.071428571428571)
- w.C0 = w.C0 * CFrame.Angles(0.05, 0.05, 0.05)
- p.Transparency = i / 25
- end
- pcall(game.Destroy, p)
- end
- ))
- end
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 6 do
- wait(0.9)
- --Player.Character.Torso.Anchored = true
- coroutine.resume(coroutine.create(function()
- local p = part:Clone()
- p.Parent = Torso
- p.Anchored = false
- p.CanCollide = false
- p.CFrame = Torso.CFrame
- local kekz2 = math.random(1,2)
- if kekz2 == 2 then
- p.BrickColor = BrickColor.new("Really red")
- else
- p.BrickColor = BrickColor.new("Dark red")
- end
- --game:service("Debris"):AddItem(p, 0.2)
- local w = Instance.new("Weld", p)
- w.Part0 = p
- w.Part1 = Torso
- w.C0 = w.C0 * CFrame.Angles(0, math.rad(90), 0)
- local m = Instance.new("SpecialMesh", p)
- m.MeshId = "rbxassetid://3270017"
- m.Scale = Vector3.new(10, 10, 5)
- coroutine.resume(coroutine.create(function()
- for i = 1, 25 do
- wait(0.071428571428571)
- w.C0 = w.C0 * CFrame.Angles(-0.05, 0.05 * math.random(), 0.05 * math.random())
- m.Scale = m.Scale + Vector3.new(3, 3, 1.5)
- p.Transparency = i / 25
- end
- pcall(game.Destroy, p)
- end
- ))
- end
- ))
- local p = part:Clone()
- do
- p.Parent = Torso
- p.Anchored = false
- p.CFrame = Torso.CFrame
- p.CanCollide = false
- -- game:service("Debris"):AddItem(p, 0.2)
- local kekz2 = math.random(1,2)
- if kekz2 == 2 then
- p.BrickColor = BrickColor.new("Really red")
- else
- p.BrickColor = BrickColor.new("Dark red")
- end
- local w = Instance.new("Weld", p)
- w.Part0 = p
- w.Part1 = Torso
- local m = Instance.new("SpecialMesh", p)
- m.MeshId = "rbxassetid://3270017"
- m.Scale = Vector3.new(10, 10, 5)
- coroutine.resume(coroutine.create(function()
- for i = 1, 25 do
- wait(0.071428571428571)
- w.C0 = w.C0 * CFrame.Angles(0.05 * math.random(), -0.05 * math.random(), -0.05 * math.random())
- m.Scale = m.Scale + Vector3.new(3, 3, 1.5)
- p.Transparency = i / 25
- end
- pcall(game.Destroy, p)
- end
- ))
- end
- end
- end
- ))
- for i=1, 6 do
- wait(0.9)
- for i = 1, math.random(4, 6) do
- local p = part:Clone()
- p.Parent = Torso
- p.Anchored = false
- p.CFrame = Torso.CFrame
- local kekz2 = math.random(1,2)
- if kekz2 == 2 then
- p.BrickColor = BrickColor.new("Really red")
- else
- p.BrickColor = BrickColor.new("Dark red")
- end
- local me = Instance.new("SpecialMesh",p)
- me.MeshId = "rbxassetid://9982590"
- me.Scale = Vector3.new(4,4,4)
- delay(0,function()
- for i=1,10 do
- p.Transparency = i/10
- p.CFrame = p.CFrame * CFrame.Angles(math.rad(math.random(-20,20)/50),math.rad(math.random(-20,20)/50),0)
- me.Scale = me.Scale + Vector3.new(4,4,4)
- wait()
- end
- p:Destroy()
- end)
- wait()
- end
- end
- Torso.Anchored = true
- for i=1,10 do
- Torso.CFrame = Torso.CFrame * CFrame.new(0,-1,0)
- area.CFrame = Torso.CFrame
- wait()
- end
- realdeb = true
- Hum.WalkSpeed = 16
- Anims.Scrunch(false)
- Torso.Anchored = false
- area:Destroy()
- end
- end
- local off = function()
- if (realdeb == true and trans == true) then
- trans = false
- Hum.WalkSpeed = 0
- delay(0,function()
- for q=1,120 do
- local xz = Instance.new("Part",plr.Character)
- xz.CFrame = plr.Character.Torso.CFrame*CFrame.new(math.random(-450,450),math.random(-450,450),math.random(-450,450))
- xz.Anchored = true
- xz.Transparency = 1
- xz.CanCollide = false
- wait(0.04)
- local pos2 = xz.Position
- local pos = plr.Character.Torso.Position
- local radius = math.random(1,1.5)
- local numParts = math.random(5,15)
- local model = plr.Character.Torso
- local lv = CFrame.new(pos,pos2).lookVector
- local dist = (pos-pos2).magnitude
- local dbp = dist/numParts
- local last = pos
- for i = 1,numParts do
- local p = Instance.new("Part",model)
- p.FormFactor = "Symmetric"
- p.Size = Vector3.new(1,1,1)
- p.CanCollide = false
- p.Anchored = true
- p.Material = "Neon"
- local kekz2 = math.random(1,2)
- if kekz2 == 2 then
- p.BrickColor = BrickColor.new("Really red")
- else
- p.BrickColor = BrickColor.new("Dark red")
- end
- p.Transparency = 0.5
- local x = math.random(-2,2)/2*dbp/4
- local y = math.random(-2,2)/2*dbp/4
- local p2 = CFrame.new(pos+lv*(i*dbp),pos2+lv)*CFrame.new(x,y,0)
- local dist2 = (p2.p-last).magnitude
- local mid = (p2.p+last)/2
- local m = Instance.new("BlockMesh",p)
- m.Scale = Vector3.new(radius,radius,dist2)
- p.CFrame = CFrame.new(mid,p2.p)
- last = p2.p
- game:GetService("Debris"):AddItem(p,0.2)
- end
- wait()
- xz:remove()
- end
- end)
- Anims.Scrunch(true)
- for i = 1, 8 do
- wait(0.9)
- for i = 1, math.random(4, 6) do
- local p = part:Clone()
- p.Parent = Torso
- p.Anchored = false
- p.CFrame = Torso.CFrame
- p.CanCollide = false
- -- game:service("Debris"):AddItem(p, 0.2)
- local kekz2 = math.random(1,2)
- if kekz2 == 2 then
- p.BrickColor = BrickColor.new("Really red")
- else
- p.BrickColor = BrickColor.new("Dark red")
- end
- local w = Instance.new("Weld", p)
- w.Part0 = p
- w.Part1 = Torso
- w.C0 = w.C0 * CFrame.Angles(math.random() * 6.28, math.random() * 6.28, math.random() * 6.28)
- local m = Instance.new("CylinderMesh", p)
- m.Scale = Vector3.new(math.random() * 3, 320, math.random() * 3)
- coroutine.resume(coroutine.create(function()
- for i = 1, 25 do
- wait(0.071428571428571)
- w.C0 = w.C0 * CFrame.Angles(0.05, 0.05, 0.05)
- p.Transparency = i / 25
- end
- pcall(game.Destroy, p)
- end
- ))
- end
- end
- Anims.Scrunch(false)
- Hum.WalkSpeed = 16
- realdeb = false
- end
- end
- m.KeyDown:connect(function(key)
- local k = key:lower()
- if key == "m" then
- if (trans == false and realdeb == false) then
- transform()
- elseif (trans == true and realdeb == true) then
- off()
- end
- end
- end)
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