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- --[[NIGHTOWLACE_WEAPONRY]]--
- maincolor = game.Players.LocalPlayer.Character.Torso.BrickColor.Name
- secondcolor = "Cyan"
- Character = game.Players.LocalPlayer.Character
- Head = Character.Head
- CV="Blue"
- p = game.Players.LocalPlayer
- char = p.Character
- local txt = Instance.new("BillboardGui", char)
- txt.Adornee = char .Head
- txt.Name = "_status"
- txt.Size = UDim2.new(2, 0, 1.2, 0)
- txt.StudsOffset = Vector3.new(-9, 8, 0)
- local text = Instance.new("TextLabel", txt)
- text.Size = UDim2.new(10, 0, 7, 0)
- text.FontSize = "[Size24]"
- text.TextScaled = true
- text.TextTransparency = 0
- text.BackgroundTransparency = 1
- text.TextTransparency = 0
- text.TextStrokeTransparency = 0
- text.Font = "[Smooth]"
- text.TextStrokeColor3 = Color3.new(0,0,.50)
- v=Instance.new("Part")
- v.Name = "ColorBrick"
- v.Parent=p.Character
- v.FormFactor="Symmetric"
- v.Anchored=true
- v.CanCollide=false
- v.BottomSurface="Smooth"
- v.TopSurface="Smooth"
- v.Size=Vector3.new(10,5,3)
- v.Transparency=1
- v.CFrame=char.Torso.CFrame
- v.BrickColor=BrickColor.new(CV)
- v.Transparency=1
- text.TextColor3 = Color3.new(.50,0,.50)
- v.Shape="Block"
- text.Text = "[Zap Zap laser pew]"
- wait(1 / 60)
- Effects = { }
- local Player = game.Players.localPlayer
- local Character = Player.Character
- local Humanoid = Character.Humanoid
- local mouse = Player:GetMouse()
- local LeftArm = Character["Left Arm"]
- local RightArm = Character["Right Arm"]
- local LeftLeg = Character["Left Leg"]
- local RightLeg = Character["Right Leg"]
- local Head = Character.Head
- local Torso = Character.Torso
- local cam = game.Workspace.CurrentCamera
- local RootPart = Character.HumanoidRootPart
- local RootJoint = RootPart.RootJoint
- local equipped = true
- local attack = false
- local Anim = 'Idle'
- local idle = 0
- local attacktype = 1
- local Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velocity = RootPart.Velocity.y
- local sine = 0
- local change = 1
- local grabbed = false
- local cn = CFrame.new
- local mr = math.rad
- local angles = CFrame.Angles
- local ud = UDim2.new
- local c3 = Color3.new
- local dir = {w = 0, s = 0, a = 0, d = 0}
- Runkey=false
- firemode = false
- local Services = {
- SoundService = game:GetService("SoundService");
- Players = game:GetService("Players");
- Debris = game:GetService("Debris");
- Workspace = game:GetService("Workspace");
- Lighting = game:GetService("Lighting");
- HttpService = game:GetService("HttpService");
- InsertService = game:GetService("InsertService");
- }
- local NeckCF = cn(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Humanoid.Animator:Destroy()
- Character.Animate:Destroy()
- local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
- local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
- RSH, LSH = nil, nil
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = Torso["Right Hip"]
- LH = Torso["Left Hip"]
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "RW"
- RW.Part0 = Torso
- RW.C0 = cn(1.5, 0.5, 0)
- RW.C1 = cn(0, 0.5, 0)
- RW.Part1 = RightArm
- RW.Parent = Torso
- LW.Name = "LW"
- LW.Part0 = Torso
- LW.C0 = cn(-1.5, 0.5, 0)
- LW.C1 = cn(0, 0.5, 0)
- LW.Part1 = LeftArm
- LW.Parent = Torso
- 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 swait(num)
- if num == 0 or num == nil then
- game:service'RunService'.RenderStepped:wait(0)
- else
- for i = 0, num do
- game:service'RunService'.RenderStepped:wait(0)
- end
- end
- end
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part"){
- formFactor = FormFactor,
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material,
- }
- RemoveOutlines(Part)
- return Part
- end
- function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh){
- Parent = Part,
- Offset = OffSet,
- Scale = Scale,
- }
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- function CreateWeld(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld"){
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1,
- }
- return Weld
- end
- function rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- function CreateSound(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
- wait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end))
- end
- function CreateSong(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- sou2 = Instance.new("Sound", par or workspace)
- sou2.Volume = vol
- sou2.Pitch = 1
- sou2.SoundId = id
- wait()
- sou2:play()
- sou2.Looped = true
- end))
- end
- CreateSong("http://www.roblox.com/asset/?id=532798812", Character, 2) -- 907812025 -- 871929646 -- 887451428 -- 532798812 --
- local function getclosest(obj, distance)
- local last, lastx = distance + 1
- for i, v in pairs(workspace:GetChildren()) do
- if v:IsA'Model' and v ~= Character and v:findFirstChild('Humanoid') and v:findFirstChild('Torso') and v:findFirstChild('Humanoid').Health > 0 then
- local t = v.Torso
- local dist = (t.Position - obj.Position).magnitude
- if dist <= distance then
- if dist < last then
- last = dist
- lastx = v
- end
- end
- end
- end
- return lastx
- end
- function Damage(hit, damage, cooldown, Color1, Color2, HSound, HPitch)
- for i, v in pairs(hit:GetChildren()) do
- if v:IsA("Humanoid") and hit.Name ~= Character.Name then
- local find = v:FindFirstChild("Hitz")
- if not find then
- if v.Parent:findFirstChild("Head") then
- local BillG = Create("BillboardGui"){
- Parent = v.Parent.Head,
- Size = UDim2.new(1, 0, 1, 0),
- Adornee = v.Parent.Head,
- StudsOffset = Vector3.new(math.random(-3, 3), math.random(3, 5), math.random(-3, 3)),
- }
- local TL = Create("TextLabel"){
- Parent = BillG,
- Size = UDim2.new(3, 3, 3, 3),
- BackgroundTransparency = 1,
- Text = tostring(damage).."-",
- TextColor3 = Color1.Color,
- TextStrokeColor3 = Color2.Color,
- TextStrokeTransparency = 0,
- TextXAlignment = Enum.TextXAlignment.Center,
- TextYAlignment = Enum.TextYAlignment.Center,
- FontSize = Enum.FontSize.Size18,
- Font = "ArialBold",
- }
- coroutine.resume(coroutine.create(function()
- wait(1)
- for i = 0, 1, .1 do
- wait(.1)
- BillG.StudsOffset = BillG.StudsOffset + Vector3.new(0, .1, 0)
- end
- BillG:Destroy()
- end))
- end
- v.Health = v.Health - damage
- local bool = Create("BoolValue"){
- Parent = v,
- Name = 'Hitz',
- }
- if HSound ~= nil and HPitch ~= nil then
- CreateSound(HSound, hit, 1, HPitch)
- end
- game:GetService("Debris"):AddItem(bool, cooldown)
- end
- end
- end
- end
- function BlockEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 3 then
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- function SphereEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("SpecialMesh", prt, "Sphere", "nil", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function RingEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.new(x1, y1, z1)
- local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function CylinderEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function WaveEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace,"", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "20329976", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function SpecialEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "24388358", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function BreakEffect(brickcolor, cframe, x1, y1, z1)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = CreateMesh("SpecialMesh", prt, "Sphere", "nil", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Shatter",
- num,
- prt.CFrame,
- math.random() - math.random(),
- 0,
- math.random(50, 100) / 100
- })
- end
- for i = 0, 1, 0.05 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(5), math.rad(0), math.rad(5)), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.3)
- if Torsovelocity > 2 then
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-50 * math.cos(sine / 4)), math.rad(0), math.rad(4 * math.cos(sine / 4))), .2)
- RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * math.cos(sine / 5), 0) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * math.cos(sine / 5), 0) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 4))), .3)
- elseif Torsovelocity < 1 then
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(5), math.rad(0), math.rad(5)), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, 0) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- end
- end
- attack = false
- game:GetService'RunService'.Stepped:connect(function()
- Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- velocity = RootPart.Velocity.y
- sine = sine + change
- local hit, pos = rayCast(RootPart.Position, (CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0))).lookVector, 4, Character)
- if equipped == true or equipped == false then
- if RootPart.Velocity.y > 1 and hit == nil then
- Anim = "Jump"
- if attack == false then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(-9), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.4, -.1) * angles(math.rad(45), math.rad(0), math.rad(70)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.4, -.1) * angles(math.rad(45), math.rad(0), math.rad(-70)), .1)
- RH.C0 = clerp(RH.C0, cn(1, -0.5, -.5) * RHCF * angles(math.rad(3), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -1, -.1) * LHCF * angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
- if change == 1.4 then
- BlockEffect(BrickColor.new("Really blue"), RightArm.CFrame, 21, 21, 21, -2, -2, -2, 0.09,2)
- BlockEffect(BrickColor.new("Really blue"), LeftArm.CFrame, 21, 21, 21, -2, -2, -2, 0.09,2)
- end
- end
- elseif RootPart.Velocity.y < -1 and hit == nil then
- Anim = "Fall"
- if attack == false then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(50)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.3, 0) * angles(math.rad(-20), math.rad(0), math.rad(-50)), .1)
- RH.C0 = clerp(RH.C0, cn(1, -1, -.3) * RHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.8, -.3) * LHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- if change == 1.4 then
- BlockEffect(BrickColor.new("Really blue"), RightArm.CFrame, 21, 21, 21, -2, -2, -2, 0.09,2)
- BlockEffect(BrickColor.new("Really blue"), LeftArm.CFrame, 21, 21, 21, -2, -2, -2, 0.09,2)
- end
- end
- elseif Torsovelocity < 1 and hit ~= nil then
- Anim = "Idle"
- if attack == false then
- change = 0.8
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0.05 * math.cos(sine / 7), 0, -0.1 + 0.1 * math.cos(sine / 8)) * angles(math.rad(9), math.rad(1), math.rad(15)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-9 - 1 * math.cos(sine / 25)), math.rad(0), math.rad(-15)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.4, -.2) * angles(math.rad(110 - 8 * math.cos(sine / 8)), math.rad(0), math.rad(-26 + 4 * math.cos(sine / 12))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.1, 0.4, -.15) * angles(math.rad(60 - 8 * math.cos(sine / 8)), math.rad(0), math.rad(30 - 4 * math.cos(sine / 12))), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -1 - 0.1 * math.cos(sine / 8), 0) * RHCF * angles(math.rad(-6-2.5 * math.cos(sine / 7)), math.rad(-15), math.rad(19 + .1 * math.cos(sine / 25))), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1 - 0.1 * math.cos(sine / 8), -.1) * LHCF * angles(math.rad(-4+2.5 * math.cos(sine / 7)), math.rad(-15), math.rad(9 + .1 * math.cos(sine / 25))), .1)
- end
- elseif Torsovelocity > 1 and hit ~= nil then
- Anim = "Walk"
- if attack == false and Runkey == true then
- change = 1.4
- Humanoid.WalkSpeed = 33
- Humanoid.JumpPower = 70
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.1 + 0.15 * math.cos(sine / 3)) * angles(math.rad(15), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(10 * math.cos(sine / 4))), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(-8.5 * math.cos(sine / 4)) + RootPart.RotVelocity.Y / 9), .4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10+-75*math.cos(sine / 4)), math.rad(5+-35*math.cos(sine / 4)), math.rad(2+10*math.cos(sine / 4))), .4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(10+75*math.cos(sine / 4)), math.rad(5+-35*math.cos(sine / 4)), math.rad(-2+10*math.cos(sine / 4))), .4)
- RH.C0 = clerp(RH.C0, cn(1, -1.0 - -0.3 * math.cos(sine / 4), -.1 - 0.1 * math.cos(sine / 4)) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(-10 + 50 * math.cos(sine / 4))), .5)
- LH.C0 = clerp(LH.C0, cn(-1, -1.0 + -0.3 * math.cos(sine / 4), -.1 + 0.1 * math.cos(sine / 4)) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(10 +50 * math.cos(sine / 4))), .5)
- end
- if attack == false and Runkey == false then
- change = 0.7
- Humanoid.WalkSpeed = 14
- Humanoid.JumpPower = 60
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0 + 0.05 * math.cos(sine / 3)) * angles(math.rad(6.5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(5 * math.cos(sine / 5))), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(-5 * math.cos(sine / 5)) + RootPart.RotVelocity.Y / 9), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-65*math.cos(sine / 4)), math.rad(0), math.rad(10*math.cos(sine / 4))), .2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(65*math.cos(sine / 4)), math.rad(0), math.rad(10*math.cos(sine / 4))), .2)
- RH.C0 = clerp(RH.C0, cn(1, -1 + .2 * math.cos(sine / 4), 0) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * math.cos(sine / 4), 0) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3)
- end
- end
- end
- if #Effects > 0 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 * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame+Vector3.new(0,-.1,0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block3" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))+Vector3.new(0,.2,0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- local Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, .5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end)
- Humanoid.JumpPower = 60
- RemoveOutlines = function(part)
- part.TopSurface = 10
- end
- CreatePart = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({Parent = Parent, Reflectance = Reflectance, Transparency = Transparency, CanCollide = false, Locked = true, BrickColor = BrickColor.new(tostring(BColor)), Name = Name, Size = Size, Material = Material})
- RemoveOutlines(Part)
- return Part
- end
- CreateMesh = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({Parent = Part, Offset = OffSet, Scale = Scale})
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- CreateWeld = function(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({Parent = Parent, Part0 = Part0, Part1 = Part1, C0 = C0, C1 = C1})
- return Weld
- end
- WSHM = {'White',"Pastel light blue"}
- WSH = WSHM[math.random(1,#WSHM)]
- IcePartFunk = function(HPart,aria,Min,Max)
- IcePart = Instance.new("Part",HPart)
- IcePart.Size = Vector3.new(math.random(Min, Max),math.random(Min, Max),math.random(Min, Max))
- IcePart.CanCollide = false
- IuW = Instance.new("Weld")
- IuW.Name = "GuW"
- IuW.Part0 = HPart
- IuW.C0 = cn(math.random(-aria, aria),math.random(-aria, aria),math.random(-aria, aria))*angles( math.random(-180, 180),math.random(-180, 180),math.random(-180, 180))
- IuW.C1 = cn(0, math.random(-aria/2, aria/2), 0)
- IuW.Part1 = IcePart
- IuW.Parent = HPart
- IcePart.Transparency = .85
- IcePart.Material= "Neon"
- WSH = WSHM[math.random(1,#WSHM)]
- IcePart.BrickColor = BrickColor.new(""..WSH)
- RemoveOutlines(IcePart)
- game:GetService("Debris"):AddItem(IuW, 4)
- game:GetService("Debris"):AddItem(IcePart, 6)
- end
- SpikeMeshId = 1033714
- local CreateSpike = function(Parent, Name, Color, Size, Material, Transparency, Scale)
- local Part = Instance.new("Part", Parent)
- Part.Name = Name
- Part.BrickColor = BrickColor.new(Color)
- Part.Size = Size
- Part.Material = Material
- Part.Transparency = Transparency
- Part.CanCollide = false
- RemoveOutlines(Part)
- local Mesh = Instance.new("SpecialMesh", Part)
- Mesh.MeshType = "Sphere"
- Mesh.Scale = Scale
- return Mesh and Part
- end
- CFuncs = {
- Part = {Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({Parent = Parent, Reflectance = Reflectance, Transparency = Transparency, CanCollide = false, Locked = true, BrickColor = BrickColor.new(tostring(BColor)), Name = Name, Size = Size, Material = Material})
- RemoveOutlines(Part)
- return Part
- end
- }
- ,
- Mesh = {Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({Parent = Part, Offset = OffSet, Scale = Scale})
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- }
- ,
- Mesh = {Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({Parent = Part, Offset = OffSet, Scale = Scale})
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- }
- ,
- Weld = {Create = function(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({Parent = Parent, Part0 = Part0, Part1 = Part1, C0 = C0, C1 = C1})
- return Weld
- end
- }
- ,
- Sound = {Create = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local S = Create("Sound")({Volume = vol, Pitch = pit or 1, SoundId = id, Parent = par or workspace})
- wait()
- S:play()
- game:GetService("Debris"):AddItem(S, 6)
- end
- ))
- end
- }
- ,
- ParticleEmitter = {Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
- local fp = Create("ParticleEmitter")({Parent = Parent, Color = ColorSequence.new(Color1, Color2), LightEmission = LightEmission, Size = Size, Texture = Texture, Transparency = Transparency, ZOffset = ZOffset, Acceleration = Accel, Drag = Drag, LockedToPart = LockedToPart, VelocityInheritance = VelocityInheritance, EmissionDirection = EmissionDirection, Enabled = Enabled, Lifetime = LifeTime, Rate = Rate, Rotation = Rotation, RotSpeed = RotSpeed, Speed = Speed, VelocitySpread = VelocitySpread})
- return fp
- end
- }
- }
- Damagefunc = function(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- local c = Create("ObjectValue")({Name = "creator", Value = game:service("Players").LocalPlayer, Parent = h})
- game:GetService("Debris"):AddItem(c, 0.5)
- if HitSound ~= nil and HitPitch ~= nil then
- CreateSound(HitSound, hit, 1, HitPitch)
- end
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil and block.className == "IntValue" and block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- if blocked == false then
- h.Health = h.Health - Damage
- ShowDamage(Part.CFrame * CFrame.new(0, 0, Part.Size.Z / 2).p + Vector3.new(0, 1.5, 0), -Damage, 1.5, Part.BrickColor.Color)
- else
- h.Health = h.Health - Damage / 2
- ShowDamage(Part.CFrame * CFrame.new(0, 0, Part.Size.Z / 2).p + Vector3.new(0, 1.5, 0), -Damage, 1.5, Part.BrickColor.Color)
- end
- if Type == "Knockdown" then
- local hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end
- ), hum)
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Create("BodyVelocity")({velocity = angle * knockback, P = 5000, maxForce = Vector3.new(8000, 8000, 8000), Parent = hit})
- local rl = Create("BodyAngularVelocity")({P = 3000, maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000, angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)), Parent = hit})
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- elseif Type == "Normal" then
- local vp = Create("BodyVelocity")({P = 500, maxForce = Vector3.new(math.huge, 0, math.huge), velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05})
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- elseif Type == "Impale" then
- local Spike = CreateSpike(Services.Workspace, "Ice Spike", "Pastel light blue", Vector3.new(1,1,1), "Neon", .7, Vector3.new(1,25,1))
- Spike.Anchored = true
- Spike.Rotation = Vector3.new(math.random(-10,10), 0 , math.random(-10,10))
- Spike.Position = hit.Parent.Torso.Position
- for i = 1,5 do
- IcePartFunk(hit.Parent.Torso,.55,0.1,1)
- end
- Services.Debris:AddItem(Spike, 4)
- CFuncs.Sound.Create("http://www.roblox.com/asset/?id=268249319", Spike, .8, 2)
- hit.Parent.Humanoid.PlatformStand = true
- swait(1)
- hit.Parent.Humanoid.PlatformStand = false
- elseif Type == "Up" then
- local bodyVelocity = Create("BodyVelocity")({velocity = Vector3.new(0, 20, 0), P = 5000, maxForce = Vector3.new(8000, 8000, 8000), Parent = hit})
- game:GetService("Debris"):AddItem(bodyVelocity, 0.5)
- local bodyVelocity = Create("BodyVelocity")({velocity = Vector3.new(0, 20, 0), P = 5000, maxForce = Vector3.new(8000, 8000, 8000), Parent = hit})
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- elseif Type == "Snare" then
- local bp = Create("BodyPosition")({P = 900, D = 1000, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso})
- game:GetService("Debris"):AddItem(bp, 1)
- elseif Type == "Slowness" then
- local SpeedSave=hit.Parent.Humanoid.WalkSpeed
- for i = 1,25 do
- hit.Parent.Humanoid.WalkSpeed = 4
- IcePartFunk(hit.Parent.Torso,.55,0.1,1)
- end
- wait(4)
- hit.Parent.Humanoid.WalkSpeed = SpeedSave
- elseif Type == "FireDmg" then
- for i = 1,math.random(1, 10) do
- BlockEffect(BrickColor.new("Really blue"), hit.Parent.Torso.CFrame, 20, 20, 20, 1.5, 1.5, 1.5, 0.05,3)
- BlockEffect(BrickColor.new("Really blue"), hit.Parent.Torso.CFrame, 20, 20, 20, 2, 2, 2, 0.05,3)
- BlockEffect(BrickColor.new("Really black"), hit.Parent.Torso.CFrame, 0, 0, 0, 2, 2, 2, 0.035,3)
- wait()
- MagniKILL(hit.Parent.Torso, 15, 1, 80, 0, "Normal")
- end
- elseif Type == "Freeze" then
- local bp = Create("BodyPosition")({P = 900, D = 1000, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso})
- game:GetService("Debris"):AddItem(bp, 4)
- for i=1,25 do
- IcePartFunk(hit.Parent.Torso,1,1.5,2)
- end
- elseif Type == "Freeze2" then
- local BodPos = Create("BodyPosition")({P = 50000, D = 1000, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso})
- local BodGy = Create("BodyGyro")({maxTorque = Vector3.new(400000, 400000, 400000) * math.huge, P = 20000, Parent = hit.Parent.Torso, cframe = hit.Parent.Torso.CFrame})
- hit.Parent.Torso.Anchored = true
- coroutine.resume(coroutine.create(function(Part)
- swait(1.5)
- Part.Anchored = false
- end
- ), hit.Parent.Torso)
- game:GetService("Debris"):AddItem(BodPos, 3)
- game:GetService("Debris"):AddItem(BodGy, 3)
- end
- local debounce = Create("BoolValue")({Name = "DebounceHit", Parent = hit.Parent, Value = true})
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- end
- end
- ShowDamage = function(Pos, Text, Time, Color)
- local Rate = 0.033333333333333
- if not Pos then
- local Pos = Vector3.new(0, 0, 0)
- end
- local Text = Text or ""
- local Time = Time or 2
- if not Color then
- local Color = Color3.new(1, 0, 1)
- end
- local EffectPart = CreatePart(workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0))
- EffectPart.Anchored = true
- local BillboardGui = Create("BillboardGui")({Size = UDim2.new(3, 0, 3, 0), Adornee = EffectPart, Parent = EffectPart})
- local TextLabel = Create("TextLabel")({BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), Text = Text, TextColor3 = Color, TextScaled = true, Font = Enum.Font.ArialBold, Parent = BillboardGui})
- game.Debris:AddItem(EffectPart, Time + 0.1)
- EffectPart.Parent = game:GetService("Workspace")
- delay(0, function()
- local Frames = Time / Rate
- for Frame = 1, Frames do
- wait(Rate)
- local Percent = Frame / Frames
- EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
- TextLabel.TextTransparency = Percent
- end
- if EffectPart and EffectPart.Parent then
- EffectPart:Destroy()
- end
- end
- )
- end
- MagniDamage = function(Part, magni, mindam, maxdam, knock, Type)
- for _,c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Head")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- Damagefunc(head, head, mindam, maxdam, knock, Type, RootPart, 0.1, "http://www.roblox.com/asset/?id=231917784", 1)
- end
- end
- end
- end
- end
- MagniKILL = function(Part, magni, knock, Type)
- for _,c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Head")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- hum.Health = 0
- end
- end
- end
- end
- end
- EffectModel = Instance.new("Model", Character)
- EffectModel.Name = "Effects"
- Effects = {
- Block = {Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
- else
- if Type == 2 then
- table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
- else
- table.insert(Effects, {prt, "Block3", delay, x3, y3, z3, msh})
- end
- end
- end
- }
- ,
- Sphere = {Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- }
- ,
- Cylinder = {Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- }
- ,
- Wave = {Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- }
- ,
- Ring = {Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- }
- ,
- Break = {Create = function(brickcolor, cframe, x1, y1, z1)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100})
- end
- }
- }
- BlockEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CreatePart(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
- else
- if Type == 2 then
- table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
- else
- if Type == 3 then
- table.insert(Effects, {prt, "Block3", delay, x3, y3, z3, msh})
- end
- end
- end
- end
- CreateSound = 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, 6)
- end
- ))
- end
- Laser = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Material = "Neon"
- local msh = CreateMesh("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 6, delay do
- swait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
- end
- Part.Parent = nil
- end
- ), prt, msh)
- end
- shoottraildd = function(mouse, partt, SpreadAmount, dmg)
- local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount))
- local MainPos = partt.Position
- local MainPos2 = mouse + SpreadVectors
- local MouseLook = CFrame.new((MainPos + MainPos2) / 2, MainPos2)
- local speed = 1000
- local num = 1
- coroutine.resume(coroutine.create(function()
- repeat
- swait()
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, RootPart.Parent)
- local mag = (MainPos - pos).magnitude
- Laser(BrickColor.new("Really blue"), CFrame.new((MainPos + pos) / 2, pos) * angles(1.57, 0, 0), 1, mag * (speed / (speed / 2)), 0, -1.5, 0, -1.5, 0.15)
- MainPos = MainPos + MouseLook.lookVector * speed
- num = num - 1
- MouseLook = MouseLook * angles(math.rad(-1), 0, 0)
- if hit ~= nil then
- num = 0
- local refpart = CreatePart(EffectModel, "Neon", 0, 1, BrickColor.new("Really black"), "Effect", Vector3.new())
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- end
- do
- if num <= 0 then
- local refpart = CreatePart(EffectModel, "Neon", 0, 1, BrickColor.new("Really black"), "Effect", Vector3.new())
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- if hit ~= nil then
- CreateSound("http://www.roblox.com/asset/?id=514867425", refpart, 2, 1)
- BlockEffect(BrickColor.new("Really black"), refpart.CFrame, 1, 1, 1, 6.5, 6.5, 6.5, 0.05)
- BlockEffect(BrickColor.new("Really blue"), refpart.CFrame, 1, 1, 1, 27, 27, 27, 0.05)
- BlockEffect(BrickColor.new("Really blue"), refpart.CFrame, 1, 1, 1, 27, 27, 27, 0.05)
- MagniDamage(refpart, 26, dmg, dmg, 0, "FireDmg")
- end
- game:GetService("Debris"):AddItem(refpart, 0)
- end
- end
- until num <= 0
- end
- ))
- end
- shoottraildd2 = function(mouse, partt, SpreadAmount)
- local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount))
- local MainPos = partt.Position
- local MainPos2 = mouse + SpreadVectors
- local MouseLook = CFrame.new((MainPos + MainPos2) / 2, MainPos2)
- local speed = 1000
- local num = 1
- coroutine.resume(coroutine.create(function()
- repeat
- swait()
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, RootPart.Parent)
- local mag = (MainPos - pos).magnitude
- Laser(BrickColor.new("Gold"), CFrame.new((MainPos + pos) / 2, pos) * angles(1.57, 0, 0), 1, mag * (speed / (speed / 2)), 1, -8.175, 0, -8.175, 0.15)
- MainPos = MainPos + MouseLook.lookVector * speed
- num = num - 1
- MouseLook = MouseLook * angles(math.rad(-1), 0, 0)
- if hit ~= nil then
- num = 0
- local refpart = CreatePart(EffectModel, "Neon", 0, 1, BrickColor.new("Really black"), "Effect", Vector3.new())
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- end
- do
- if num <= 0 then
- local refpart = CreatePart(EffectModel, "Neon", 0, 1, BrickColor.new("Really black"), "Effect", Vector3.new())
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- if hit ~= nil then
- CreateSound("http://www.roblox.com/asset/?id=514867425", refpart, 2, 1)
- BlockEffect(BrickColor.new("Really red"), refpart.CFrame, 1, 1, 1, 86.5, 86.5, 86.5, 0.05)
- BlockEffect(BrickColor.new("Gold"), refpart.CFrame, 1, 1, 1, 87, 87, 87, 0.05)
- BlockEffect(BrickColor.new("Gold"), refpart.CFrame, 1, 1, 1, 87, 87, 87, 0.05)
- MagniKILL(refpart, 80, 0, "Normal")
- end
- game:GetService("Debris"):AddItem(refpart, 0)
- end
- end
- until num <= 0
- end
- ))
- end
- shoottraildd3 = function(mouse, partt, SpreadAmount, dmg)
- local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount))
- local MainPos = partt.Position
- local MainPos2 = mouse + SpreadVectors
- local MouseLook = CFrame.new((MainPos + MainPos2) / 2, MainPos2)
- local speed = 200
- local num = 0
- coroutine.resume(coroutine.create(function()
- repeat
- swait()
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, RootPart.Parent)
- local mag = (MainPos - pos).magnitude
- Laser(BrickColor.new("White"), CFrame.new((MainPos + pos) / 2, pos) * angles(1.57, 0, 0), 1, mag * (speed / (speed / 2)), 1, -0.375, 0, -0.375, 0.05)
- MainPos = MainPos + MouseLook.lookVector * speed
- num = num - 1
- MouseLook = MouseLook * angles(math.rad(-1), 0, 0)
- if hit ~= nil then
- num = 0
- local refpart = CreatePart(EffectModel, "Neon", 0, 1, BrickColor.new("Really black"), "Effect", Vector3.new())
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- BlockEffect(BrickColor.new("Pastel light blue"), refpart.CFrame, 1, 1, 1, 7, 7, 7, 0.05)
- game:GetService("Debris"):AddItem(refpart, 2)
- end
- do
- if num <= 0 then
- local refpart = CreatePart(EffectModel, "Neon", 0, 1, BrickColor.new("Really black"), "Effect", Vector3.new())
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- if hit ~= nil then
- CreateSound("http://www.roblox.com/asset/?id=514867425", refpart, 2, 1)
- BlockEffect(BrickColor.new("White"), refpart.CFrame, 1, 1, 1, 6.5, 6.5, 6.5, 0.05)
- BlockEffect(BrickColor.new("Pastel light blue"), refpart.CFrame, 1, 1, 1, 7, 7, 7, 0.05)
- MagniDamage(refpart, 6, dmg, dmg, 0, "Slowness")
- end
- game:GetService("Debris"):AddItem(refpart, 0)
- end
- end
- until num <= 0
- end
- ))
- end
- shoottraildd4 = function(mouse, partt, SpreadAmount, dmg)
- local SpreadVectors = Vector3.new(math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount), math.random(-SpreadAmount, SpreadAmount))
- local MainPos = partt.Position
- local MainPos2 = mouse + SpreadVectors
- local MouseLook = CFrame.new((MainPos + MainPos2) / 2, MainPos2)
- local speed = 150
- local num = 1
- coroutine.resume(coroutine.create(function()
- repeat
- swait()
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, RootPart.Parent)
- local mag = (MainPos - pos).magnitude
- Laser(BrickColor.new("Gold"), CFrame.new((MainPos + pos) / 2, pos) * angles(1.57, 0, 0), 1, mag * (speed / (speed / 2)), 1, -1.175, 0, -1.175, 0.15)
- MainPos = MainPos + MouseLook.lookVector * speed
- num = num - 1
- MouseLook = MouseLook * angles(math.rad(-1), 0, 0)
- if hit ~= nil then
- num = 0
- local refpart = CreatePart(EffectModel, "Neon", 0, 1, BrickColor.new("Really black"), "Effect", Vector3.new())
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- end
- do
- if num <= 0 then
- local refpart = CreatePart(EffectModel, "Neon", 0, 1, BrickColor.new("Really black"), "Effect", Vector3.new())
- refpart.Anchored = true
- refpart.CFrame = CFrame.new(pos)
- if hit ~= nil then
- CreateSound("http://www.roblox.com/asset/?id=514867425", refpart, 2, 1)
- BlockEffect(BrickColor.new("Really red"), refpart.CFrame, 1, 1, 1, 6.5, 6.5, 6.5, 0.05)
- BlockEffect(BrickColor.new("Gold"), refpart.CFrame, 1, 1, 1, 7, 7, 7, 0.05)
- BlockEffect(BrickColor.new("Gold"), refpart.CFrame, 1, 1, 1, 7, 7, 7, 0.05)
- MagniDamage(refpart, 6, dmg, dmg, 0, "Normal")
- end
- game:GetService("Debris"):AddItem(refpart, 0)
- end
- end
- until num <= 0
- end
- ))
- end
- HitpartFunk3 = function(HPart3,Xv,Yv,Zv)
- Hitpart3 = Instance.new("Part",HPart3)
- Hitpart3.Size = Vector3.new(1,1,1)
- Hitpart3.CanCollide = false
- HuW3 = Instance.new("Weld")
- HuW3.Name = "GuW"
- HuW3.Part0 = HPart3
- HuW3.C0 = cn(Xv, Yv, Zv)
- HuW3.C1 = cn(0, 0, 0)
- HuW3.Part1 = Hitpart3
- HuW3.Parent = HPart3
- Hitpart3.Transparency = 1
- game:GetService("Debris"):AddItem(Hitpart3, 20)
- end
- HitpartFunk2 = function(HPart2,Xv,Yv,Zv)
- Hitpart2 = Instance.new("Part",HPart2)
- Hitpart2.Size = Vector3.new(1,1,1)
- Hitpart2.CanCollide = false
- HuW2 = Instance.new("Weld")
- HuW2.Name = "GuW"
- HuW2.Part0 = HPart2
- HuW2.C0 = cn(Xv, Yv, Zv)
- HuW2.C1 = cn(0, 0, 0)
- HuW2.Part1 = Hitpart2
- HuW2.Parent = HPart2
- Hitpart2.Transparency = 1
- game:GetService("Debris"):AddItem(Hitpart2, 20)
- end
- HitpartFunk = function(HPart,Min,Max,Xv,Yv,Zv)
- Hitpart = Instance.new("Part",HPart)
- Hitpart.Size = Vector3.new(1,1,1)
- Hitpart.CanCollide = false
- HuW = Instance.new("Weld")
- HuW.Name = "GuW"
- HuW.Part0 = HPart
- HuW.C0 = cn(Xv, Yv, Zv)
- HuW.C1 = cn(0, 0, 0)
- HuW.Part1 = Hitpart
- HuW.Parent = HPart
- Hitpart.Transparency = 1
- MagniDamage(Hitpart, 2, 1, 1, 0, "FireDmg")
- MagniDamage(Hitpart, 5.5, 10, 50, 30, "Up")
- MagniDamage(Hitpart, 15.5, 10, 50, 30, "Normal")
- end
- wait2 = false
- combo = 1
- mouse.Button1Down:connect(function(key)
- if attack == false then
- attack = true
- Humanoid.WalkSpeed = 4.01
- if combo == 1 and wait2 == false then
- wait2 = true
- CFuncs.Sound.Create("http://www.roblox.com/asset/?id=287142895", LeftArm, 1, 2.2)
- for i = 0, 1, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(-5), math.rad(-90)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(90)), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, 0) * angles(math.rad(0), math.rad(0* math.cos(sine / 25)), math.rad(0* math.cos(sine / 25))), .2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3,.0) * angles(math.rad(90), math.rad(0), math.rad(0)), .3)
- RH.C0 = clerp(RH.C0, cn(.9, -1 - 0.1 * math.cos(sine / 25), -.6) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- LH.C0 = clerp(LH.C0, cn(-.9, -1 - 0.1 * math.cos(sine / 25), .4) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(20 + 2 * math.cos(sine / 25))), .2)
- end
- HitpartFunk(LeftArm,15,50, 0,-.5,0)
- for i = 0, .5, 0.1 do
- swait()
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 21, 21, 21, -2, -2, -2, 0.1,3)
- BlockEffect(BrickColor.new("Really black"), Hitpart.CFrame, 21, 41, 21, -2, -2, -2, 0.07,2)
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 21, 41, 21, -2.5, -2.5, -2.5, 0.1,2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(-5), math.rad(-90)), .4)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(90)), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, 0) * angles(math.rad(0), math.rad(0* math.cos(sine / 25)), math.rad(0* math.cos(sine / 25))), .2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3,-.2) * angles(math.rad(0+1* math.cos(sine / 25)), math.rad(0), math.rad(-90+1* math.cos(sine / 25))), .4)
- RH.C0 = clerp(RH.C0, cn(.9, -1 - 0.1 * math.cos(sine / 25), -.6) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .4)
- LH.C0 = clerp(LH.C0, cn(-.9, -1 - 0.1 * math.cos(sine / 25), .4) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(20 + 2 * math.cos(sine / 25))), .4)
- end
- combo = 2
- end
- if combo == 2 and wait2 == false then
- wait2 = true
- for i = 0, .5, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, -.5, -1) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-10), math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, .3, 0) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, .5, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, 0, -.5) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -1.5, -.6) * LHCF * angles(math.rad(0), math.rad(0), math.rad(90)), .3)
- end
- CFuncs.Sound.Create("http://www.roblox.com/asset/?id=287142895", RightArm, 1, 2.2)
- for i = 0, .5, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, -.5, -1) * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-10), math.rad(0), math.rad(0)), .3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, .3, 0) * angles(math.rad(35), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, .5, 0) * angles(math.rad(25), math.rad(0), math.rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, 0, -.5) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -1.5, -.6) * LHCF * angles(math.rad(0), math.rad(0), math.rad(90)), .3)
- end
- HitpartFunk(RightArm,15,50, 0,-.5,0)
- for i = 0, 1, 0.1 do
- swait()
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 21, 21, 21, -2, -2, -2, 0.1,3)
- BlockEffect(BrickColor.new("Really black"), Hitpart.CFrame, 21, 41, 21, -2, -2, -2, 0.07,2)
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 21, 41, 21, -2.5, -2.5, -2.5, 0.1,2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, -.5, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), .4)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-25)), .4)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, .7, -.8) * angles(math.rad(120), math.rad(0), math.rad(-35)), 0.4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, .5, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.4)
- RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(-45), math.rad(0)), .4)
- LH.C0 = clerp(LH.C0, cn(-1, -1, -.2) * LHCF * angles(math.rad(0), math.rad(-25), math.rad(10)), .4)
- end
- combo = 3
- end
- if combo == 3 and wait2 == false then
- wait2 = true
- CFuncs.Sound.Create("http://www.roblox.com/asset/?id=287142895", LeftArm, 1, 2.2)
- for i = 0, 1, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(5), math.rad(-90)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(90)), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, 0) * angles(math.rad(90+1* math.cos(sine / 25)), math.rad(0* math.cos(sine / 25)), math.rad(0+1* math.cos(sine / 25))), .3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.3,-.2) * angles(math.rad(90), math.rad(0), math.rad(45+1* math.cos(sine / 25))), .2)
- RH.C0 = clerp(RH.C0, cn(.9, -1 - 0.1 * math.cos(sine / 25), -.6) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- LH.C0 = clerp(LH.C0, cn(-.9, -1 - 0.1 * math.cos(sine / 25), .4) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(20 + 2 * math.cos(sine / 25))), .2)
- end
- HitpartFunk(RightArm,15,50, 0,-.5,0)
- for i = 0, 1, 0.1 do
- swait()
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 21, 21, 21, -2, -2, -2, 0.1,3)
- BlockEffect(BrickColor.new("Really black"), Hitpart.CFrame, 21, 41, 21, -2, -2, -2, 0.07,2)
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 21, 41, 21, -2.5, -2.5, -2.5, 0.1,2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(5), math.rad(45)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-45)), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, -.2) * angles(math.rad(0+1* math.cos(sine / 25)), math.rad(45+0* math.cos(sine / 25)), math.rad(90+1* math.cos(sine / 25))), .4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3,0) * angles(math.rad(45), math.rad(0), math.rad(20+1* math.cos(sine / 25))), .3)
- RH.C0 = clerp(RH.C0, cn(.9, -1 - 0.1 * math.cos(sine / 25), .4) * RHCF * angles(math.rad(5 + 1 * math.cos(sine / 25)), math.rad(-50), math.rad(8 + 1 * math.cos(sine / 25))), .2)
- LH.C0 = clerp(LH.C0, cn(-.9, -1 - 0.1 * math.cos(sine / 25), -.6) * LHCF * angles(math.rad(-5 + 1 * math.cos(sine / 25)), math.rad(-50), math.rad(20 + 1 * math.cos(sine / 25))), .2)
- end
- combo = 1
- end
- Humanoid.WalkSpeed = 16
- Hitpart:Destroy()
- wait2 = false
- attack = false
- end
- end)
- mouse.KeyDown:connect(function(k)
- if k == "0" and attack == false then
- Runkey = true
- end
- if k == "z" and attack == false then
- CFuncs.Sound.Create("http://www.roblox.com/asset/?id=379225925", RightArm, 5, 1.5)
- for i = 0, .5, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(5), math.rad(-90)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(90)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, 0) * angles(math.rad(140+1* math.cos(sine / 25)), math.rad(0* math.cos(sine / 25)), math.rad(0+1* math.cos(sine / 25))), .5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.3,-.2) * angles(math.rad(90), math.rad(0), math.rad(45+1* math.cos(sine / 25))), .5)
- RH.C0 = clerp(RH.C0, cn(.9, -1 - 0.1 * math.cos(sine / 25), -.6) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .5)
- LH.C0 = clerp(LH.C0, cn(-.9, -1 - 0.1 * math.cos(sine / 25), .4) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(20 + 2 * math.cos(sine / 25))), .5)
- end
- HitpartFunk(RightArm,5,10, 0,-.5,0)
- for i = 0, .2, 0.1 do
- swait()
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 41, 41, 41, -4, -4, -4, 0.1,3)
- BlockEffect(BrickColor.new("Really black"), Hitpart.CFrame, 71, 71, 71, -4, -4, -4, 0.17,2)
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 71, 71, 71, -4.5, -4.5, -4.5, 0.2,2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(5), math.rad(45)), .5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-45)), .5)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, -.2) * angles(math.rad(0+1* math.cos(sine / 25)), math.rad(45+0* math.cos(sine / 25)), math.rad(40+1* math.cos(sine / 25))), .5)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3,0) * angles(math.rad(45), math.rad(0), math.rad(20+1* math.cos(sine / 25))), .5)
- RH.C0 = clerp(RH.C0, cn(.9, -1 - 0.1 * math.cos(sine / 25), .4) * RHCF * angles(math.rad(5 + 1 * math.cos(sine / 25)), math.rad(-50), math.rad(8 + 1 * math.cos(sine / 25))), .5)
- LH.C0 = clerp(LH.C0, cn(-.9, -1 - 0.1 * math.cos(sine / 25), -.6) * LHCF * angles(math.rad(-5 + 1 * math.cos(sine / 25)), math.rad(-50), math.rad(20 + 1 * math.cos(sine / 25))), .5)
- end
- shoottraildd(mouse.Hit.p, RightArm, 0, 10)
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 41, 41, 41, -4, -4, -4, 0.1,3)
- BlockEffect(BrickColor.new("Really black"), Hitpart.CFrame, 71, 111, 71, -4, -4, -4, 0.07,2)
- BlockEffect(BrickColor.new("Really blue"), Hitpart.CFrame, 71, 111, 71, -4.5, -4.5, -4.5, 0.1,2)
- for i = 0, .5, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(5), math.rad(45)), .3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-45)), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, -.2) * angles(math.rad(0+1* math.cos(sine / 25)), math.rad(45+0* math.cos(sine / 25)), math.rad(40+1* math.cos(sine / 25))), .4)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3,0) * angles(math.rad(45), math.rad(0), math.rad(20+1* math.cos(sine / 25))), .3)
- RH.C0 = clerp(RH.C0, cn(.9, -1 - 0.1 * math.cos(sine / 25), .4) * RHCF * angles(math.rad(5 + 1 * math.cos(sine / 25)), math.rad(-50), math.rad(8 + 1 * math.cos(sine / 25))), .2)
- LH.C0 = clerp(LH.C0, cn(-.9, -1 - 0.1 * math.cos(sine / 25), -.6) * LHCF * angles(math.rad(-5 + 1 * math.cos(sine / 25)), math.rad(-50), math.rad(20 + 1 * math.cos(sine / 25))), .2)
- end
- attack = false
- end
- end)
- mouse.KeyUp:connect(function(k)
- if k == "0" and attack == false then
- Runkey = false
- end end)
- ff = Instance.new("ForceField", game.Players.LocalPlayer.Character)
- ff.Visible = false
- Character.Humanoid.MaxHealth = 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
- Character.Humanoid.Health = 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
- game:GetService("RunService"):BindToRenderStep("ew", 0, function()
- if Character.Humanoid.Health <=9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 then
- Character.Humanoid.MaxHealth = 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
- Character.Humanoid.Health = 9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
- end
- end)
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