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- -- This script has been converted to FE by iPxter
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- do
- print("FE Compatibility code by Mokiros | Translated to FE by iPxter")
- script.Parent = Player.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent 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
- else
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local Mouse = Player:GetMouse()
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
- wait(0.2)
- Player=owner
- Character=Player.Character
- PlayerGui=Player.PlayerGui
- Backpack=Player.Backpack
- Torso=Character.Torso
- Head=Character.Head
- Humanoid=Character.Humanoid
- LeftArm=Character["Left Arm"]
- LeftLeg=Character["Left Leg"]
- RightArm=Character["Right Arm"]
- RightLeg=Character["Right Leg"]
- LS=Torso["Left Shoulder"]
- LH=Torso["Left Hip"]
- RS=Torso["Right Shoulder"]
- RH=Torso["Right Hip"]
- Face = Head.face
- Neck=Torso.Neck
- it=Instance.new
- attacktype=1
- attacktype2=1
- vt=Vector3.new
- cf=CFrame.new
- cn=CFrame.new
- euler=CFrame.fromEulerAnglesXYZ
- angles=CFrame.Angles
- necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
- LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
- RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
- RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
- RootPart=Character.HumanoidRootPart
- RootJoint=RootPart.RootJoint
- RootCF=euler(-1.57,0,3.14)
- attack = false
- attackdebounce = false
- trispeed=.2
- attackmode='none'
- local idle=0
- local Anim="Idle"
- stance = false
- local ff = 2
- noleg = false
- evadecooldown = false
- Humanoid.Animator.Parent = nil
- equip = false
- local Effects = {}
- attackspeed = 0.14
- df = false
- Swing = 1
- local sine = 0
- local change = 1
- local val = 0
- magic = false
- cam = workspace.CurrentCamera
- deb = game:GetService("Debris")
- RbxUtility = LoadLibrary("RbxUtility")
- Create = RbxUtility.Create
- Humanoid.WalkSpeed = 32
- Humanoid.JumpPower = 76
- local g ="Lime green"
- local r ="Dark indigo"
- music = Instance.new("Sound",Torso) -- change to Character for global music --Change to Torso for non-global music. You may wanna leave this at torso tho...
- music.Volume = 0.5
- music.TimePosition = 0
- music.Pitch = 1
- if Player.Name == "TheSatanicAngel" then
- music.SoundId = "rbxassetid://512289595"--576413172 --music2 = 1117522463 --music3 = 903651242 --music4 = 611389938 -- 541377118 490561591
- else
- music.SoundId = "rbxassetid://803364705"--576413172 --music2 = 1117522463 --music3 = 903651242 --music4 = 611389938 -- 541377118 490561591
- end
- music.Looped = true
- music:Play()
- local handee = Instance.new("Part")
- handee.Parent = Character
- handee.Size = Vector3.new(.2,.2,.2)
- handee.Archivable = true
- handee.Transparency = 1
- handee.CanCollide = false
- handee.BrickColor = BrickColor.new("Cyan")
- handee.Material = "Neon"
- local handeeweld = Instance.new("Weld")
- handeeweld.Parent = handee
- handeeweld.Part0 = RightArm
- handeeweld.Part1 = handee
- handeeweld.C1 = CFrame.new(0, 0.97, 0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
- handeeweld.Part0 = RightArm
- so = function(id,par,vol,pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId=id
- swait()
- sou:play()
- game:GetService("Debris"):AddItem(sou,8)
- end))
- end
- --save shoulders
- RSH, LSH=nil, nil
- --welds
- RW, LW=Instance.new("Weld"), Instance.new("Weld")
- RW.Name="Right Shoulder" LW.Name="Left Shoulder"
- LH=Torso["Left Hip"]
- RH=Torso["Right Hip"]
- TorsoColor=Torso.BrickColor
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- player=Player
- ch=Character
- RSH=ch.Torso["Right Shoulder"]
- LSH=ch.Torso["Left Shoulder"]
- --
- RSH.Parent=nil
- LSH.Parent=nil
- --
- RW.Name="Right Shoulder"
- RW.Part0=ch.Torso
- RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1=cf(0, 0.5, 0)
- RW.Part1=ch["Right Arm"]
- RW.Parent=ch.Torso
- --
- LW.Name="Left Shoulder"
- LW.Part0=ch.Torso
- LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1=cf(0, 0.5, 0)
- LW.Part1=ch["Left Arm"]
- LW.Parent=ch.Torso
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- end
- newWeld(RootPart, Torso, 0, -1, 0)
- Torso.Weld.C1 = CFrame.new(0, -1, 0)
- newWeld(Torso, LeftLeg, -0.5, -1, 0)
- LeftLeg.Weld.C1 = CFrame.new(0, 1, 0)
- newWeld(Torso, RightLeg, 0.5, -1, 0)
- RightLeg.Weld.C1 = CFrame.new(0, 1, 0)
- Player=owner
- Character=Player.Character
- m=Instance.new('Model',Character)
- local function weldBetween(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat: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 = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- part = function(formfactor, parent, 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
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- if fp.BrickColor == BrickColor.new("Dark indigo") then
- fp.Material = "Neon"
- else
- if fp.BrickColor == BrickColor.new("Fossil") then
- fp.BrickColor = BrickColor.new("Dark indigo")
- fp.Material = "Neon"
- else
- fp.Material = "Neon"
- end
- end
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- weld = function(parent, part0, part1, c0)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- F1 = Instance.new("Folder", Character)
- F1.Name = "Effects Folder"
- F2 = Instance.new("Folder", F1)
- F2.Name = "Effects"
- Triangle = function(a, b, c)
- end
- MagicBlock4 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CanCollide = false
- prt.CFrame = cframe
- prt.Name = "prt"
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Block1", delay, x3, y3, z3})
- end
- MagicCircle4 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CanCollide = false
- prt.CFrame = cframe
- prt.Name = "prt"
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3})
- end
- MagicWave4 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3})
- end
- MagicCylinder4 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt(0.2, 0.2, 0.2))
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- Effects[#Effects + 1] = {prt, "Cylinder", delay, x3, y3, z3}
- end
- MagicCylinder5 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt(0.2, 0.2, 0.2))
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- Effects[#Effects + 1] = {prt, "Cylinder", delay, x3, y3, z3}
- end
- MagicBlood4 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Blood", delay, x3, y3, z3})
- end
- ElecEffect4 = function(cff, x, y, z)
- local prt = part(3, F2, 0, 0, BrickColor.new("Dark indigo"), "Part", vt(1, 1, 1))
- prt.Anchored = true
- prt.CFrame = cff * cf(math.random(-x, x), math.random(-y, y), math.random(-z, z))
- prt.CFrame = cf(prt.Position)
- game:GetService("Debris"):AddItem(prt, 2)
- xval = math.random() / 2
- yval = math.random() / 2
- zval = math.random() / 2
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(xval, yval, zval))
- Effects[#Effects + 1] = {prt, "Elec", 0.1, x, y, z, xval, yval, zval}
- end
- function SkullEffect(brickcolor,cframe,x1,y1,z1,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=4770583",vt(0,0,0),vt(x1,y1,z1))
- --http://www.roblox.com/asset/?id=4770560
- game:GetService("Debris"):AddItem(prt,2)
- CF=prt.CFrame
- coroutine.resume(coroutine.create(function(Part,Mesh,TehCF)
- for i=0,1,0.2 do
- wait()
- Part.CFrame=CF*cf(0,0,-0.4)
- end
- for i=0,1,delay do
- wait()
- --Part.CFrame=CF*cf((math.random(-1,0)+math.random())/5,(math.random(-1,0)+math.random())/5,(math.random(-1,0)+math.random())/5)
- Mesh.Scale=Mesh.Scale
- end
- for i=0,1,0.1 do
- wait()
- Part.Transparency=i
- end
- Part.Parent=nil
- end),prt,msh,CF)
- end
- function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.Material = "Neon"
- prt.CFrame=cframe
- prt.CFrame=prt.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- swait()
- Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicBlockSteady(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,rottype)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.Material = "Neon"
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- local rtype = rottype
- for i=0,1,delay do
- swait()
- if rtype == 1 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,0.1)
- elseif rtype == 2 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,-0.1)
- end
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicSphere(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- prt.CFrame=prt.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- swait()
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicBlockSteady(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,rottype)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.Material = "Neon"
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- local rtype = rottype
- for i=0,1,delay do
- swait()
- if rtype == 1 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,0.1)
- elseif rtype == 2 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,-0.1)
- end
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicShock(brickcolor,cframe,x1,y1,x3,y3,delay,rottype)
- local prt=part(3,Character,1,1,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.Material = "Neon"
- prt.CFrame=cframe
- local dec = decal(prt.Color,"http://www.roblox.com/asset/?id=874580939","Front",prt)
- local dec2 = decal(prt.Color,"http://www.roblox.com/asset/?id=874580939","Front",prt)
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,0.01))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- local rtype = rottype
- for i=0,1,delay do
- swait()
- if rtype == 1 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,0.1)
- elseif rtype == 2 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,-0.1)
- end
- dec.Transparency=i
- dec2.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,0)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicShockAlt(brickcolor,cframe,x1,y1,x3,y3,delay,rottype)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.Material = "Neon"
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,0.01))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- local rtype = rottype
- for i=0,1,delay do
- swait()
- if rtype == 1 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,0.1)
- elseif rtype == 2 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,-0.1)
- end
- prt.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,0)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicShockAltCircle(brickcolor,cframe,x1,z1,x3,z3,delay,rottype)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.Material = "Neon"
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- local rtype = rottype
- for i=0,1,delay do
- swait()
- if rtype == 1 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0.1,0)
- elseif rtype == 2 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,-0.1,0)
- end
- prt.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,0,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicShockTrailAlt(brickcolor,cframe,x1,y1,z1,x3,y3,delay,rottype)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.Material = "Neon"
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- local rtype = rottype
- for i=0,1,delay do
- swait()
- if rtype == 1 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,0.1)
- elseif rtype == 2 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,-0.1)
- end
- prt.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,0)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicShockTrailAlt2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,rottype)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.Material = "Neon"
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- local rtype = rottype
- for i=0,1,delay do
- swait()
- if rtype == 1 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,0.1)
- elseif rtype == 2 then
- prt.CFrame = prt.CFrame*CFrame.Angles(0,0,-0.1)
- end
- prt.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicBlock2(brickcolor,cframe,Parent,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=false
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- local wld=weld(prt,prt,Parent,cframe)
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh,Weld)
- for i=0,1,delay do
- swait()
- Weld.C0=euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))*cframe
- --Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh,wld)
- end
- function MagicBlock3(brickcolor,cframe,Parent,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=false
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- local wld=weld(prt,prt,Parent,euler(0,0,0)*cf(0,0,0))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh,Weld)
- for i=0,1,delay do
- swait()
- Weld.C0=euler(i*20,0,0)
- --Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh,wld)
- end
- function MagicCircle2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,2)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- swait()
- Part.CFrame=Part.CFrame
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- local prt2=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt2.Anchored=true
- prt2.CFrame=cframe*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- local msh2=mesh("SpecialMesh",prt2,"Sphere","",vt(0,0,0),vt(0.5,0.5,0.5))
- game:GetService("Debris"):AddItem(prt2,2)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,0.1 do
- swait()
- Part.CFrame=Part.CFrame*cf(0,0.5,0)
- end
- Part.Parent=nil
- end),prt2,msh2)
- end
- for i=0,1,delay*2 do
- swait()
- Part.CFrame=Part.CFrame
- Mesh.Scale=vt((x1+x3)-(x1+x3)*i,(y1+y3)-(y1+y3)*i,(z1+z3)-(z1+z3)*i)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,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+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function BreakEffect(brickcolor,cframe,x1,y1,z1)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,2)
- coroutine.resume(coroutine.create(function(Part,CF,Numbb,randnumb)
- CF=Part.CFrame
- Numbb=0
- randnumb=math.random()/10
- rand1=math.random()/10
- for i=0,1,rand1 do
- swait()
- CF=CF*cf(0,math.random()/2,0)
- --Part.CFrame=Part.CFrame*euler(0.5,0,0)*cf(0,1,0)
- Part.CFrame=CF*euler(Numbb,0,0)
- Part.Transparency=i
- Numbb=Numbb+randnumb
- end
- Part.Parent=nil
- end),prt,CF,Numbb,randnumb)
- end
- function MagicWaveThing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=1051557",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- swait()
- Part.CFrame=Part.CFrame*euler(0,0.7,0)
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function WaveEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,2)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- swait()
- Part.CFrame=Part.CFrame*cf(0,y3/2,0)
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function StravEffect(brickcolor,cframe,x,y,z,x1,y1,z1,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe*cf(x,y,z)
- msh=mesh("SpecialMesh",prt,"FileMesh","rbxassetid://168892363",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh,ex,why,zee)
- local num=math.random()
- local num2=math.random(-3,2)+math.random()
- local numm=0
- for i=0,1,delay*2 do
- swait()
- Part.CFrame=cframe*euler(0,numm*num*10,0)*cf(ex,why,zee)*cf(-i*10,num2,0)
- Part.Transparency=i
- numm=numm+0.01
- end
- Part.Parent=nil
- Mesh.Parent=nil
- end),prt,msh,x,y,z)
- end
- New = function(Object, Parent, Name, Data)
- local Object = Instance.new(Object)
- for Index, Value in pairs(Data or {}) do
- Object[Index] = Value
- end
- Object.Parent = Parent
- Object.Name = Name
- return Object
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function 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 weld5(part0, part1, c0, c1)
- weeld=Instance.new("Weld", part0)
- weeld.Part0=part0
- weeld.Part1=part1
- weeld.C0=c0
- weeld.C1=c1
- return weeld
- end
- --Example: Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.4)
- function rayCast(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 Dmgfunc(player,mindamage,maxdamage,waait)
- dodamage = coroutine.wrap(function()
- if player ~= Character and player:FindFirstChild("IsHit") == nil then
- Max = mindamage + math.random(-mindamage,maxdamage)
- player.Humanoid.Health = player.Humanoid.Health - Max
- local thiing = Instance.new("ObjectValue",player)
- thiing.Name = "IsHit"
- deb:AddItem(thiing,waait)
- --for nooby ;)
- local Damagetext = Instance.new("BillboardGui",player)
- Damagetext.Size = UDim2.new(0,100,0,40)
- Damagetext.StudsOffset = Vector3.new(0,3,0)
- Damagetext.Adornee = player.Head
- Damagetext.Name = "TalkingBillBoard"
- local Damagelabel = Instance.new("TextLabel",Damagetext)
- Damagelabel.BackgroundTransparency = 1
- Damagelabel.BorderSizePixel = 0
- Damagelabel.Text = ""..Max
- Damagelabel.Font = "Bodoni"
- Damagelabel.FontSize = "Size24"
- Damagelabel.TextStrokeTransparency = 0
- Damagelabel.TextColor3 = Color3.new(255,255,255)
- Damagelabel.TextStrokeColor3 = Color3.new(0,0,0)
- Damagelabel.Size = UDim2.new(1,0,1.5,0)
- deb:AddItem(Damagetext,4.5)
- for i = 1, 70 do
- wait(0.00000000000000000000000001)
- Damagelabel.Position = Damagelabel.Position - UDim2.new(0,0,.06,0)
- Damagelabel.TextStrokeTransparency = Damagelabel.TextStrokeTransparency +.06
- Damagelabel.TextTransparency = Damagelabel.TextTransparency + .04
- end
- Damagetext:Destroy()
- end
- end)
- dodamage(player,mindamage,maxdamage,waait)
- end
- function Bullets(thinggy,size,color,velocity,damage,bounce,collide,rotation)
- swait()
- local Bullet = Instance.new("Part",Workspace)
- Bullet.Locked = true
- Bullet.Name = "Bullet"
- Bullet.Anchored = bounce
- Bullet.CanCollide = collide
- Bullet.Transparency = 0.24
- Bullet.Reflectance = 0
- Bullet.BottomSurface = 0
- Bullet.TopSurface = 0
- Bullet.Shape = 0
- Bullet.BrickColor = BrickColor.new(color)
- Bullet.Size = Vector3.new(size,size,size)
- Bullet.Material = "Neon"
- Bullet.Orientation = vt(-90,0,0)
- local Bulletthing = Instance.new("SpecialMesh",Bullet)
- Bulletthing.MeshId = "rbxassetid://1245215297"
- local Bulletforce = Instance.new("BodyForce")
- Bulletforce.force = Vector3.new(0,Bullet:GetMass()*166.2,0)
- Bulletforce.Parent = Bullet
- Bullet.CFrame = thinggy.CFrame*CFrame.new(0,0,0) + Vector3.new(math.random(-1,1),math.random(0,0.7),math.random(-1,1))
- local bv = Instance.new("BodyVelocity",Bullet)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- Bullet.CFrame = CFrame.new(Bullet.Position,mouse.Hit.p+Vector3.new(math.random(-7,7),math.random(-2,2),math.random(-6,6)))
- bv.velocity = Bullet.CFrame.lookVector*velocity
- so("http://roblox.com/asset/?id=925629856",Bullet,0.4,1)
- if bounce == false then
- Bullet.Touched:connect(function(hit)
- if (hit.Parent.Parent ~= Character and hit.Parent ~= Character and hit.Name ~= "Bullet" and hit.Name ~= "prt" and Bullet.Anchored == false) then
- local orbexplode = Instance.new("Sound", Bullet)
- orbexplode.Volume = 0.4
- orbexplode.PlayOnRemove = true
- orbexplode.SoundId = "http://roblox.com/asset/?id=929619479"
- orbexplode.Pitch = 1
- orbexplode:Destroy()
- deb:AddItem(orbexplode, 4)
- Bullet.Anchored = true
- local Explode = Instance.new("Explosion")
- Explode.Position = Bullet.Position
- Explode.Parent = Workspace
- Explode.BlastPressure = 0
- Explode.BlastRadius = Bullet.Size.X *3.6
- Explode.Visible = false
- Explode.Hit:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent:FindFirstChild("IsHit")==nil then
- Dmgfunc(hit.Parent,damage,0+damage,.01)
- end
- end)
- Bullet.Mesh.Scale = Vector3.new(0,0,0)
- MagicCircle4(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 2.2+size*1.4, 2.2+size*1.4, 2.2+size*1.4, 0.02)
- MagicCircle4(BrickColor.new("White"), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 4.2, 4.2, 4.2, 0.02)
- end
- end)
- elseif bounce == true then
- Bullet.Touched:connect(function(hit)
- if (hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~= Character) then
- Bullet.Anchored = true
- local Explode = Instance.new("Explosion")
- Explode.Position = Bullet.Position
- Explode.Parent = Workspace
- Explode.BlastPressure = 0
- Explode.BlastRadius = Bullet.Size.X
- Explode.Visible = false
- Explode.Hit:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent:FindFirstChild("IsHit")==nil then
- Dmgfunc(hit.Parent,damage,0+damage,.01)
- end
- end)
- Bullet.Mesh.Scale = Vector3.new(.1,.1,.1)
- MagicCircle4(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 2.2+size*1.4, 2.2+size*1.4, 2.2+size*1.4, 0.02)
- MagicCircle4(BrickColor.new("White"), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 4.2, 4.2, 4.2, 0.02)
- end
- end)
- end
- deb:AddItem(Bullet,5.3)
- return Bullet
- end
- function Rotbullet(thinggy,size,color,velocity,damage,bounce,collide)
- rotation = 0
- rotation2 = 0
- local Bullet = Instance.new("Part",Workspace)
- Bullet.Locked = true
- Bullet.Name = "Bullet"
- Bullet.Anchored = bounce
- Bullet.CanCollide = collide
- Bullet.Transparency = 0.24
- Bullet.Reflectance = 0
- Bullet.BottomSurface = 0
- Bullet.TopSurface = 0
- Bullet.Shape = 0
- Bullet.BrickColor = BrickColor.new(color)
- Bullet.Size = Vector3.new(size,size,size)
- Bullet.Material = "Neon"
- local Bulletthing = Instance.new("SpecialMesh",Bullet)
- Bulletthing.MeshType = "Sphere"
- local Bulletforce = Instance.new("BodyForce")
- Bulletforce.force = Vector3.new(0,Bullet:GetMass()*166.2,0)
- Bulletforce.Parent = Bullet
- Bullet.CFrame = thinggy.CFrame*CFrame.new(0,0,0) + Vector3.new(math.random(-1,1),math.random(0,0.7),math.random(-1,1))
- local bv = Instance.new("BodyVelocity",Bullet)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- Bullet.CFrame = CFrame.new(Bullet.Position,mouse.Hit.p+Vector3.new(math.random(-7,7),math.random(-2,2),math.random(-6,6)))
- bv.velocity = Bullet.CFrame.lookVector*velocity
- so("http://roblox.com/asset/?id=925629856",Bullet,0.4,1)
- if bounce == false then
- Bullet.Touched:connect(function(hit)
- if (hit.Parent.Parent ~= Character and hit.Parent ~= Character and hit.Name ~= "Bullet" and hit.Name ~= "prt" and Bullet.Anchored == false) then
- local orbexplode = Instance.new("Sound", Bullet)
- orbexplode.Volume = 0.4
- orbexplode.PlayOnRemove = true
- orbexplode.SoundId = "http://roblox.com/asset/?id=929619479"
- orbexplode.Pitch = 1
- orbexplode:Destroy()
- deb:AddItem(orbexplode, 4)
- Bullet.Anchored = true
- local Explode = Instance.new("Explosion")
- Explode.Position = Bullet.Position
- Explode.Parent = Workspace
- Explode.BlastPressure = 0
- Explode.BlastRadius = Bullet.Size.X *3.6
- Explode.Visible = false
- Explode.Hit:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent:FindFirstChild("IsHit")==nil then
- Dmgfunc(hit.Parent,damage,0+damage,.01)
- end
- end)
- Bullet.Mesh.Scale = Vector3.new(0,0,0)
- MagicCircle4(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 2.2+size*1.4, 2.2+size*1.4, 2.2+size*1.4, 0.02)
- MagicCircle4(BrickColor.new("White"), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 4.2, 4.2, 4.2, 0.02)
- for i = 1,10 do
- wait(0)
- rotation2 = rotation2 - 25
- local Bullet2 = Instance.new("Part")
- Bullet2.Parent = Workspace
- Bullet2.Material = "Neon"
- Bullet2.BrickColor = BrickColor.new(color)
- Bullet2.CanCollide = false
- Bullet2.Archivable = true
- Bullet2.Anchored = false
- Bullet2.Transparency = 0
- Bullet2.Size = vt(size/1.3,size/1.3,size/1.3)
- local B2mesh = Instance.new("SpecialMesh",Bullet2)
- B2mesh.MeshType = "Sphere"
- Bullet2.CFrame = Bullet.CFrame*CFrame.Angles(0,math.rad(rotation2),0)*CFrame.new(0,2,0)
- local bv2 = Instance.new("BodyVelocity",Bullet2)
- bv2.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv2.velocity = Bullet2.CFrame.lookVector*velocity
- Bullet2.Touched:connect(function(hit)
- if (hit.Parent.Parent ~= Character and hit.Parent ~= Character and hit.Name ~= "Bullet" and hit.Name ~= "prt" and Bullet.Anchored == true) then
- Bullet2.Anchored = true
- local Explode2 = Instance.new("Explosion")
- Explode2.Position = Bullet2.Position
- Explode2.Parent = Workspace
- Explode2.BlastPressure = 0
- Explode2.BlastRadius = Bullet2.Size.X *3.6
- Explode2.Visible = false
- Explode2.Hit:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent:FindFirstChild("IsHit")==nil then
- Dmgfunc(hit.Parent,damage,0+damage,.01)
- end
- end)
- Bullet2.Mesh.Scale = Vector3.new(0,0,0)
- MagicCircle4(BrickColor.new(color), Bullet2.CFrame * cf(0, 0, 0), 1, 1, 1, 2.2+size/1.4, 2.2+size/1.4, 2.2+size/1.4, 0.02)
- MagicCircle4(BrickColor.new("White"), Bullet2.CFrame * cf(0, 0, 0), 1, 1, 1, 4.2, 4.2, 4.2, 0.02)
- end
- end)
- end
- end
- end)
- elseif bounce == true then
- Bullet.Touched:connect(function(hit)
- if (hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~= Character) then
- Bullet.Anchored = true
- local Explode = Instance.new("Explosion")
- Explode.Position = Bullet.Position
- Explode.Parent = Workspace
- Explode.BlastPressure = 0
- Explode.BlastRadius = Bullet.Size.X
- Explode.Visible = false
- Explode.Hit:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent:FindFirstChild("IsHit")==nil then
- Dmgfunc(hit.Parent,damage,0+damage,.01)
- end
- end)
- Bullet.Mesh.Scale = Vector3.new(.1,.1,.1)
- MagicCircle4(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 2.2+size*1.4, 2.2+size*1.4, 2.2+size*1.4, 0.02)
- MagicCircle4(BrickColor.new("White"), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 4.2, 4.2, 4.2, 0.02)
- end
- end)
- end
- deb:AddItem(Bullet,3.3)
- deb:AddItem(Bullet2,3.3)
- return Bullet
- end
- function Bullets2(size,color,velocity,damage,bounce,collide)
- local Bullet = Instance.new("Part",Workspace)
- Bullet.Locked = true
- Bullet.Name = "Bullet"
- Bullet.Anchored = bounce
- Bullet.CanCollide = collide
- Bullet.Transparency = 0.24
- Bullet.Reflectance = 0
- Bullet.BottomSurface = 0
- Bullet.TopSurface = 0
- Bullet.Shape = 0
- Bullet.BrickColor = BrickColor.new(color)
- Bullet.Size = Vector3.new(size,size,size)
- Bullet.Material = "Neon"
- local Bulletthing = Instance.new("SpecialMesh",Bullet)
- Bulletthing.MeshType = "Sphere"
- Bullet.CFrame = handee.CFrame*CFrame.new(0,0,0) + Vector3.new(math.random(-180,180),math.random(-1.6,6.6),math.random(-180,180))
- local bv = Instance.new("BodyVelocity",Bullet)
- bv.maxForce = Vector3.new(99999,99999,99999)
- Bullet.CFrame = CFrame.new(Bullet.Position,mouse.Hit.p)
- bv.velocity = Bullet.CFrame.lookVector*velocity
- so("http://roblox.com/asset/?id=200633327",Bullet,1,1)
- spawn = coroutine.wrap(function()
- Bullet.Transparency = 0
- Bullet.Mesh.Scale = Vector3.new(3.5,3.5,3.5)
- wait()
- Bullet.Transparency = .25
- Bullet.Mesh.Scale = Vector3.new(2.5,2.5,2.5)
- wait()
- Bullet.Transparency = .5
- Bullet.Mesh.Scale = Vector3.new(1.5,1.5,1.5)
- wait()
- Bullet.Transparency = 0
- Bullet.Mesh.Scale = Vector3.new(1,1,1)
- end)
- if bounce == false then
- Bullet.Touched:connect(function(hit)
- if (hit.Parent.Parent ~= Character and hit.Parent ~= Character and hit.Name ~= "Bullet" and Bullet.Anchored == false) then
- Bullet.Anchored = true
- local Explode = Instance.new("Explosion")
- Explode.Position = Bullet.Position
- Explode.Parent = Workspace
- Explode.BlastPressure = 0
- Explode.BlastRadius = Bullet.Size.X
- Explode.Visible = false
- Explode.Hit:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent:FindFirstChild("IsHit")==nil then
- Dmgfunc(hit.Parent,damage,0.7,0)
- end
- end)
- Bullet.Mesh.Scale = Vector3.new(.1,.1,.1)
- MagicBlock(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 1.7, 1.7, 1.7, 0.04)
- MagicBlock(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 2.2, 2.2, 2.2, 0.04)
- for i = 0,2.3,0.1 do
- swait()
- Bullet.Transparency = Bullet.Transparency + 0.02
- Bullet.Mesh.Scale = Bullet.Mesh.Scale + Vector3.new(.3,.3,.3)
- end
- Bullet:Destroy()
- end
- end)
- elseif bounce == true then
- Bullet.Touched:connect(function(hit)
- if (hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent~= Character) then
- Bullet.Anchored = true
- local Explode = Instance.new("Explosion")
- Explode.Position = Bullet.Position
- Explode.Parent = Workspace
- Explode.BlastPressure = 0
- Explode.BlastRadius = Bullet.Size.X
- Explode.Visible = false
- Explode.Hit:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and hit.Parent:FindFirstChild("IsHit")==nil then
- Dmgfunc(hit.Parent,damage,0.7,0)
- end
- end)
- Bullet.Mesh.Scale = Vector3.new(.1,.1,.1)
- MagicBlock(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 1.7, 1.7, 1.7, 0.04)
- MagicBlock(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 2.2, 2.2, 2.2, 0.04)
- for i = 0,2.3,0.1 do
- swait()
- Bullet.Transparency = Bullet.Transparency + 0.02
- Bullet.Mesh.Scale = Bullet.Mesh.Scale + Vector3.new(.3,.3,.3)
- MagicSphere(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 6.2, 6.2, 6.2, 0.04)
- MagicSphere(BrickColor.new(color), Bullet.CFrame * cf(0, 0, 0), 1, 1, 1, 8.2, 8.2, 8.2, 0.04)
- end
- Bullet:Destroy()
- end
- end)
- end
- spawn()
- deb:AddItem(Bullet,10)
- return Bullet
- end
- local shooting = false
- function shoot()
- so("http://roblox.com/asset/?id=925333540",Torso,1.1,1)
- MagicBlock4(BrickColor.new("Lime green"), RootPart.CFrame * cf(0, 0, 0), 1, 1, 1, 16.2, 16.2, 16.2, 0.04)
- MagicCircle4(BrickColor.new("Dark indigo"), RootPart.CFrame * cf(0, 0, 0), 1, 1, 1, 19.2, 19.2, 19.2, 0.03)
- MagicWave4(BrickColor.new("Dark indigo"), cf(RootPart.Position) * cf(0, -1, 0) * euler(0, math.random(-50, 50), 0), 1, 1, 1, 0.5, 0.3, 0.5, 0.04)
- MagicWave4(BrickColor.new("Lime green"), RootPart.CFrame * cf(0, -1, 0) * euler(0, math.random(-50, 50), 0), 1, 1, 1, 1, 0.5, 1, 0.05)
- attack = true
- local thing = Instance.new("BodyGyro",RootPart)
- thing.D = 350
- thing.P = 6000
- thing.MaxTorque = vt(100000,math.huge,0)
- thing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p)
- for i = 0,2,0.16 do
- swait()
- Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(-80)),.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(90)),.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-30)),.2)
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.73, -1.0, 0) * CFrame.Angles(math.rad(-25), math.rad(-66), math.rad(-25)), 0.1)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.6, -1.0, 0) * CFrame.Angles(math.rad(0), math.rad(-83), math.rad(0)), 0.1)
- end
- shooting = true
- while shooting == true do
- swait(2.5)
- thing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p)
- Torso.Velocity = RootPart.CFrame.lookVector * -13
- if math.random(1,2) == 1 then
- Bullets(handee,math.random(1,2),g,math.random(220,520),5.5,false,false)
- MagicBlock(BrickColor.new("Lime green"), RightArm.CFrame * cf(math.random(-100, 100) / 100, -math.random(0, 700) / 100, math.random(-100, 100) / 100), math.random(30, 80) / 100, math.random(30, 80) / 100, math.random(30, 80) / 100, 0.5, 0.5, 0.5, 0.05)
- else
- Bullets(handee,math.random(1,2),r,math.random(200,520),6.3,false,false)
- MagicBlock(BrickColor.new("Dark indigo"), RightArm.CFrame * cf(math.random(-100, 100) / 100, -math.random(0, 700) / 100, math.random(-100, 100) / 100), math.random(30, 80) / 100, math.random(30, 80) / 100, math.random(30, 80) / 100, 0.5, 0.5, 0.5, 0.05)
- end
- end
- attack = false
- thing:Destroy()
- end
- local cardmax = 0
- local cardpos = 3
- local carding = false
- function SCB()
- print('Spell Card Barrage -> Debuff - 3.6 WalkSpeed.')
- Humanoid.WalkSpeed = Humanoid.WalkSpeed-3.6
- so("http://roblox.com/asset/?id=925333540",Torso,1.1,1)
- MagicBlock4(BrickColor.new("Lime green"), RootPart.CFrame * cf(0, 0, 0), 1, 1, 1, 16.2, 16.2, 16.2, 0.04)
- MagicCircle4(BrickColor.new("Dark indigo"), RootPart.CFrame * cf(0, 0, 0), 1, 1, 1, 19.2, 19.2, 19.2, 0.03)
- MagicWave4(BrickColor.new("Dark indigo"), cf(RootPart.Position) * cf(0, -1, 0) * euler(0, math.random(-50, 50), 0), 1, 1, 1, 0.5, 0.3, 0.5, 0.04)
- MagicWave4(BrickColor.new("Lime green"), RootPart.CFrame * cf(0, -1, 0) * euler(0, math.random(-50, 50), 0), 1, 1, 1, 1, 0.5, 1, 0.05)
- attack = true
- local Card = Instance.new('Part',Character)
- Card.Transparency = 0.5
- Card.Color = Color3.fromRGB(0,255,0)
- Card.Size = Vector3.new(0.65,0.2,1.2)
- Card.Material = "Neon"
- Card.CFrame = handee.CFrame + Vector3.new(0,3,0)
- CardMesh = Instance.new("BlockMesh",Card)
- local gyrothing = Instance.new("BodyGyro",Card)
- gyrothing.D = 100
- gyrothing.P = 2000
- gyrothing.MaxTorque = Vector3.new(4000000,4000000,4000000)
- gyrothing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p)
- local position = Instance.new("BodyPosition",Card)
- position.D = 2350
- position.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- cardmax = cardmax+1
- cardpos = cardpos+1
- for i = 0,2,0.16 do
- swait()
- gyrothing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p)
- position.Position = Torso.Position + Vector3.new(10,3,0)
- Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(-80)),.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(90)),.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-30)),.2)
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.73, -1.0, 0) * CFrame.Angles(math.rad(-25), math.rad(-66), math.rad(-25)), 0.1)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.6, -1.0, 0) * CFrame.Angles(math.rad(0), math.rad(-83), math.rad(0)), 0.1)
- end
- attack = false
- for i = 1,65 do
- position.Position = Torso.Position + Vector3.new(10-cardpos,cardpos,0)
- --position.Position = Torso.Position + Vector3.new(0,cardpos,0)
- swait(2.5)
- gyrothing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p)
- if math.random(1,2) == 1 then
- Bullets(Card,math.random(0.9,1.1),g,math.random(320,420),6.1,false,false)
- else
- Bullets(Card,math.random(0.9,1.1),r,math.random(320,420),8.2,false,false)
- end
- end
- Card:Destroy()
- cardmax = cardmax-1
- Humanoid.WalkSpeed = Humanoid.WalkSpeed+3.6
- cardpos = cardpos-1
- if Humanoid.WalkSpeed == 32 then
- print('WalkSpeed Regained.')
- end
- end
- function rotball()
- so("http://roblox.com/asset/?id=925333540",Torso,1.1,1)
- MagicBlock4(BrickColor.new("Lime green"), RootPart.CFrame * cf(0, 0, 0), 1, 1, 1, 16.2, 16.2, 16.2, 0.04)
- MagicCircle4(BrickColor.new("Dark indigo"), RootPart.CFrame * cf(0, 0, 0), 1, 1, 1, 19.2, 19.2, 19.2, 0.03)
- MagicWave4(BrickColor.new("Dark indigo"), cf(RootPart.Position) * cf(0, -1, 0) * euler(0, math.random(-50, 50), 0), 1, 1, 1, 0.5, 0.3, 0.5, 0.04)
- MagicWave4(BrickColor.new("Lime green"), RootPart.CFrame * cf(0, -1, 0) * euler(0, math.random(-50, 50), 0), 1, 1, 1, 1, 0.5, 1, 0.05)
- attack = true
- local thing = Instance.new("BodyGyro",RootPart)
- thing.D = 350
- thing.P = 6000
- thing.MaxTorque = vt(100000,math.huge,0)
- thing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p)
- for i = 0,2,0.16 do
- swait()
- thing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p)
- Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)), 0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(-80)),.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(90)),.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-30)),.2)
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.73, -1.0, 0) * CFrame.Angles(math.rad(-25), math.rad(-66), math.rad(-25)), 0.1)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.6, -1.0, 0) * CFrame.Angles(math.rad(0), math.rad(-83), math.rad(0)), 0.1)
- end
- local beam = Instance.new("Part", workspace)
- beam.BrickColor = BrickColor.new(g)
- beam.FormFactor = "Custom"
- beam.Material = "Neon"
- beam.Transparency = 0.25
- beam.Anchored = true
- beam.Locked = false
- beam.CanCollide = false
- local Z = Instance.new("SpecialMesh",beam)
- Z.MeshType = "Sphere"
- local ray = Ray.new(handee.CFrame.p, (mouse.Hit.p - handee.CFrame.p).unit * 700)
- local part, position = workspace:FindPartOnRay(ray, player.Character, false, true)
- local distance = (handee.CFrame.p - position).magnitude
- beam.CFrame = CFrame.new(handee.CFrame.p, position) * CFrame.new(0, 0, -distance / 2)
- beam.Size = Vector3.new(1, 1, distance)
- for i = 1,6,0.1 do
- swait()
- thing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p)
- beam.CFrame = CFrame.new((beam.CFrame.p + position) / 2, beam.CFrame.p) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
- beam.Size = Vector3.new(1, 1, distance)
- MagicBlock4(BrickColor.new("Lime green"), beam.CFrame * cf(0, 0, 0), 1, 1, 1, 16.2, 16.2, 16.2, 0.04)
- MagicShockTrailAlt(BrickColor.new("Dark indigo"),beam.CFrame*CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360))),10,10,5,-0.05,-0.05,25,0.005,math.random(1,2))
- if math.random(1,2) == 1 then
- beam.BrickColor = BrickColor.new(g)
- else
- beam.BrickColor = BrickColor.new(r)
- end
- end
- attack = false
- thing:Destroy()
- beam:Destroy()
- end
- function Ldash()
- evadecooldown = true
- attack = true
- so("http://www.roblox.com/asset/?id=707957812", Torso, 2.5, 1)
- --+173.8*i
- for i = 0,2,0.064 do
- swait()
- RootPart.Velocity = RootPart.CFrame.rightVector * -54
- Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(32)), 0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(-9),math.rad(-14)),.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(77), math.rad(0), math.rad(70)),.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.0, 0.5, -0.55) * angles(math.rad(30), math.rad(0), math.rad(70)),.2)
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(12)), 0.2)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(8)), 0.2)
- end
- attack = false
- wait(0.13)
- evadecooldown = false
- end
- function Rdash()
- evadecooldown = true
- attack = true
- so("http://www.roblox.com/asset/?id=707957812", Torso, 2.5, 1)
- --+173.8*i
- for i = 0,2,0.064 do
- swait()
- RootPart.Velocity = RootPart.CFrame.rightVector * 54
- Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-32)), 0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(9),math.rad(14)),.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.0, 0.5, -0.55) * angles(math.rad(30), math.rad(0), math.rad(-70)),.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(77), math.rad(0), math.rad(-70)),.2)
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-8)), 0.2)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-12)), 0.2)
- end
- attack = false
- wait(0.13)
- evadecooldown = false
- end
- mouse.Button1Down:connect(function(key)
- if attack == false then
- shoot()
- end
- end)
- mouse.Button1Up:connect(function(key)
- if shooting == true then
- shooting = false
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == 'e' and attack == false and cardmax <= 5 then
- SCB()
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == 'f' and attack == false then
- Ldash()
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == 'g' and attack == false then
- Rdash()
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == 'r' and attack == false then
- rotball()
- end
- end)
- local idk = 0
- local f = 0
- game:GetService("RunService"):BindToRenderStep("W0tT", 0, function()
- Humanoid.MaxHealth = 250
- f = f+1
- if f >= 7 then
- MagicBlock4(BrickColor.new("Dark indigo"), LeftArm.CFrame * cf(0, -1, 0), 1, 1, 1, 0.7, 0.7, 0.7, 0.05)
- MagicCircle4(BrickColor.new("Dark indigo"), LeftArm.CFrame * cf(0, -1, 0), 1, 0.1, 1, 6, 0, 6, 0.1)
- end
- end)
- Humanoid.Health = 250
- while true do
- swait()
- sine = sine + change
- local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude
- local velderp=RootPart.Velocity.y
- hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- if attack==true or attack==false then
- if attack==false then
- idle=idle+1
- else
- idle=0
- end
- if idle>=500 then
- if attack==false then
- end
- end
- if RootPart.Velocity.y > 1 and hitfloor==nil then
- Anim="Jump"
- if attack==false then
- change = 1
- Humanoid.CameraOffset = Vector3.new(0,0,0)
- Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, -.15) * CFrame.Angles(math.rad(-13), math.rad(0), math.rad(0)), 0.1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-30+2.05*math.cos(sine/5)),math.rad(0),math.rad(0)),.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-30+2.05*math.cos(sine/5)), math.rad(0), math.rad(50-2.05*math.cos(sine/5))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30+2.05*math.cos(sine/5)), math.rad(0), math.rad(-50+2.05*math.cos(sine/5))), 0.1)
- end
- if attack==false then
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-25+3.05*math.cos(sine/5)), math.rad(0), math.rad(0)), 0.1)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -.47, -0.7) * CFrame.Angles(math.rad(-12+3.05*math.cos(sine/5)), math.rad(-3), math.rad(0)), 0.1)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor==nil then
- Anim="Fall"
- change = 1
- if attack==false then
- Humanoid.CameraOffset = Vector3.new(0,0,0)
- Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0.2) * CFrame.Angles(math.rad(-10), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(20), math.rad(90)), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(-20), math.rad(-90)), 0.1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(40),math.rad(0),math.rad(0)),.1)
- end
- if attack==false or attack == true then
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(-8), math.rad(3), math.rad(0)), 0.1)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -.67, -0.4) * CFrame.Angles(math.rad(25), math.rad(0), math.rad(0)), 0.1)
- end
- elseif torvel<1 and hitfloor~=nil then
- Anim="Idle"
- change = 1.73
- if attack==false and equip == false then
- Humanoid.CameraOffset = Vector3.new(0,0,0)
- Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.10*math.cos(sine/40), -0) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0+4*math.sin(sine/40)),math.rad(0),math.rad(-30)),0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5+0.07*math.sin(sine/40), 0) * angles(math.rad(-3+2*math.cos(sine/40)), math.rad(0+7*math.cos(sine/40)), math.rad(3+3.2*math.cos(sine/40))),0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5+0.07*math.sin(sine/40), 0) * angles(math.rad(-3+2*math.cos(sine/40)), math.rad(0-7*math.cos(sine/40)), math.rad(-3-3.2*math.cos(sine/40))),0.1)
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1+0.10*math.cos(sine/40), 0) * CFrame.Angles(math.rad(0), math.rad(2), math.rad(-3)), 0.1)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.10*math.cos(sine/40), 0) * CFrame.Angles(math.rad(0), math.rad(-2), math.rad(3)), 0.1)
- end
- elseif torvel>2 and torvel<4205 and hitfloor~=nil then
- Anim="Walk"
- change = 1 + Character.Humanoid.WalkSpeed/113
- if attack==false and equip == false then
- Humanoid.CameraOffset = Vector3.new(0,0,0)
- Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.42*math.cos(sine/2.5), -.8) * angles(math.rad(-23), math.rad(0), math.rad(0)+ RootPart.RotVelocity.Y / 26), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-7+20*math.sin(sine/2.5)),math.rad(0),math.rad(0+5*math.sin(sine/5)) + RootPart.RotVelocity.Y / 13),.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0+0.34*math.sin(sine/5)) * angles(math.rad(0-80*math.sin(sine/5))+ RootPart.RotVelocity.Y / -34, math.rad(0), math.rad(6+18*math.sin(sine/5))- RootPart.RotVelocity.Y / 34),.15)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0-0.34*math.sin(sine/5))*angles(math.rad(0+80*math.sin(sine/5))+ RootPart.RotVelocity.Y / 34,math.rad(0),math.rad(-6+18*math.sin(sine/5))+ RootPart.RotVelocity.Y / -34),.15)
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.24*math.cos(sine/5), 0.+0.21*math.cos(sine/5)) * CFrame.Angles(math.rad(-5-60*math.sin(sine/5)), math.rad(0)+ RootPart.RotVelocity.Y / 42, math.rad(0)+ RootPart.RotVelocity.Y / -54), 0.8)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.24*math.cos(sine/5),0.-0.21*math.cos(sine/5)) * CFrame.Angles(math.rad(-5+60*math.sin(sine/5)), math.rad(0)+ RootPart.RotVelocity.Y / 42, math.rad(0)- RootPart.RotVelocity.Y / 54), 0.8)
- end
- if attack==true and noleg == false then
- LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.24*math.cos(sine/5), 0+0.32*math.sin(sine/5)) * CFrame.Angles(math.rad(0-65*math.sin(sine/5)), math.rad(3), math.rad(0)), 0.2)
- RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.24*math.cos(sine/5), 0-0.32*math.sin(sine/5)) * CFrame.Angles(math.rad(0+65*math.sin(sine/5)), math.rad(-3), math.rad(0)), 0.2)
- end
- end
- end
- if 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-80, 80), math.random(-80, 80), math.random(-80, 80))
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- else
- Part.Parent = nil
- Part:Destroy()
- --game:GetService("Debris"):AddItem(Part, 0)
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
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