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DustyThomas

Warhammer Script

Apr 17th, 2016
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  1. me = game.Players.DustyThomas char = me.Character Modelname = "Warhammah" Toolname = "Warhammar" Surfaces = {"FrontSurface", "BackSurface", "TopSurface", "BottomSurface", "LeftSurface", "RightSurface"} necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) selected = false effectOn = false Hurt = false Leghurt = false Deb = true LegDeb = true Able = true Resting = false RestingAnim = false AbleG = true Prop = {Damage = 42, Legdmg = 34, AS = 28, ShockDMG = 50, Rage = 7000000, RageIncome = 7000, MaxRage = 7000000} Prop.AS = Prop.AS/300 Cam = workspace.CurrentCamera ToolIcon = "http://www.roblox.com/asset/?id=49192762" MouseIc = "http://www.roblox.com/asset/?id=49192792" MouseDo = "http://www.roblox.com/asset/?id=49192819" Add = { Sphere = function(P) local m = Instance.new("SpecialMesh",P) m.MeshType = "Sphere" return m end, BF = function(P) local bf = Instance.new("BodyForce",P) bf.force = Vector3.new(0, P:GetMass()*187, 0) return bf end, BP = function(P) local bp = Instance.new("BodyPosition",P) bp.maxForce = Vector3.new(math.huge, 0, math.huge) bp.P = 14000 return bp end, BG = function(P) local bg = Instance.new("BodyGyro",P) bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge) bg.P = 14000 return bg end, Mesh = function(P, ID, x, y, z) local m = Instance.new("SpecialMesh") m.MeshId = ID m.Scale = Vector3.new(x, y, z) m.Parent = P return m end, Sound = function(P, ID, vol, pitch) local s = Instance.new("Sound") s.SoundId = ID s.Volume = vol s.Pitch = pitch s.Parent = P return s end } function find(tab, arg) local ah = nil for i,v in pairs(tab) do if v == arg then ah = v end end return ah end function getAllParts(from) local t = {} function getParts(where) for i, v in pairs(where:children()) do if v:IsA("BasePart") then if v.Parent ~= char and v.Parent.Parent ~= char then table.insert(t, v) end end getParts(v) end end getParts(workspace) return t end function RayCast(pos1, pos2, maxDist, forward) local list = getAllParts(workspace) local pos0 = pos1 for dist = 1, maxDist, forward do pos0 = (CFrame.new(pos1, pos2) * CFrame.new(0, 0, -dist)).p for _, v in pairs(list) do local pos3 = v.CFrame:pointToObjectSpace(pos0) local s = v.Size if pos3.x > -(s.x/2) and pos3.x < (s.x/2) and pos3.y > -(s.y/2) and pos3.y < (s.y/2) and pos3.z > -(s.z/2) and pos3.x < (s.z/2) and v.CanCollide and v:GetMass() > 14 then return pos0, v end end end return pos0, nil end function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break) local p = Instance.new("Part") p.formFactor = "Custom" p.Anchored = Anchor p.CanCollide = Collide p.Transparency = Tran p.Reflectance = Ref p.BrickColor = BrickColor.new(Color) for _, Surf in pairs(Surfaces) do p[Surf] = "Smooth" end p.Size = Vector3.new(X, Y, Z) if Break then p:BreakJoints() else p:MakeJoints() end p.Parent = Parent p.Locked = true return p end function Weld(p0, p1, x, y, z, a, b, c) local w = Instance.new("Weld") w.Parent = p0 w.Part0 = p0 w.Part1 = p1 w.C1 = CFrame.new(x,y,z) * CFrame.Angles(a,b,c) return w end function ComputePos(pos1, pos2) local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z) return CFrame.new(pos1, pos3) end function getHumanoid(c) local h = nil for i,v in pairs(c:children()) do if v:IsA("Humanoid") and c ~= char then if v.Health > 0 then h = v end end end return h end for i,v in pairs(char:children()) do if v.Name == Modelname then v:remove() end end pcall(function() me.PlayerGui:findFirstChild("RaigMeter",true):remove() end) Sc = Instance.new("ScreenGui",me:findFirstChild("PlayerGui")) Sc.Name = "RaigMeter" Fr = Instance.new("Frame",Sc) Fr.Size = UDim2.new(0, 250, 0, 28) Fr.Position = UDim2.new(0.5, -125, 0, 5) Fr.BackgroundColor3 = Color3.new(0.8, 0.3, 0.1) Met = Instance.new("Frame", Fr) Met.Size = UDim2.new(1, -10, 1, -6) Met.Position = UDim2.new(0, 5, 0, 3) Met.BackgroundColor3 = Color3.new(0, 0, 0) Met.BorderSizePixel = 0 Meter = Instance.new("ImageLabel", Met) Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2) Meter.Position = UDim2.new(0, 0, 0, 1) Meter.Image = "http://www.roblox.com/asset/?id=48965808" Meter.BorderSizePixel = 0 Meter.BackgroundColor3 = Color3.new(1, 0.6, 0.1) Tx = Instance.new("TextLabel", Met) Tx.Size = UDim2.new(0, 0, 1, 0) Tx.Position = UDim2.new(0, 5, 0, 0) Tx.Text = Prop.Rage.." / "..Prop.MaxRage Tx.Font = "ArialBold" Tx.FontSize = "Size18" Tx.BackgroundTransparency = 1 Tx.TextColor3 = Color3.new(1, 0, 0) Tx.TextXAlignment = "Left" laast = Prop.Rage coroutine.resume(coroutine.create(function() while true do wait() if Prop.Rage > Prop.MaxRage then Prop.Rage = Prop.MaxRage end if laast ~= Prop.Rage then Meter.Size = UDim2.new(Prop.Rage/Prop.MaxRage, 0, 1, -2) laast = Prop.Rage Tx.Text = Prop.Rage.." / "..Prop.MaxRage end end end)) torso = char.Torso neck = torso.Neck hum = char.Humanoid Rarm = char["Right Arm"] Larm = char["Left Arm"] Rleg = char["Right Leg"] Lleg = char["Left Leg"] hc = Instance.new("Humanoid") hc.Health = 0 hc.MaxHealth = 0 slash = Add.Sound(nil, "rbxasset://sounds//swordslash.wav", 0.9, 0.8) hitsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2801263", 0.7, 0.6) charge = Add.Sound(nil, "http://www.roblox.com/asset/?id=2101137", 0.8, 0.65) boom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2691586", 0.8, 0.3) smashsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2692806", 0.8, 0.35) boomboom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2760979", 1, 0.18) equip = Add.Sound(nil, "rbxasset://sounds\\unsheath.wav", 0.6, 0.7) function PlaySound(sound, pitch) local s = sound:clone() if pitch ~= nil then if tonumber(pitch) then s.Pitch = tonumber(pitch) end end s.Parent = torso s.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() s:remove() end)) end Mo = Instance.new("Model") Mo.Name = Modelname RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0) LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0) RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0) LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0) RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0) LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0) RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0) LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0) HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) HBW = Weld(Rarm, HB, 0, 1, 0, 0, 0, 0) HW = Weld(HB, nil, 0, -1.3, 0, math.pi/2, 0, 0) TH = Weld(torso, nil, -0.8, 0.1, 0, 0, math.pi/2, math.rad(-140)) RAWStand, LAWStand, RLWStand, LLWStand, HWStand = nil handle = Part(Mo, false, false, 0, 0, "Navy blue", 0.4, 5, 0.4, true) handle.Name = "Handle" Instance.new("SpecialMesh",handle) maintip = Part(Mo, false, false, 1, 0, "Bright yellow", 0.6, 0.5, 0.6, true) Weld(handle, maintip, 0, -1.8, 0, 0, 0, 0) DMGParts = {} for i = 0, 135, 45 do local tip = Part(Mo, false, false, 0, 0, "Dark grey", 0.54, 1.3, 2.2, true) Instance.new("BlockMesh",tip) Weld(maintip, tip, 0, 0, 0, 0, 0, math.rad(i)) table.insert(DMGParts, tip) for a = -0.9, 0.9, 1.8 do for x = 0, math.pi, math.pi do local spike = Part(Mo, false, false, 0, 0, "Medium grey", 0.3, 0.5, 0.3, true) local w = Weld(tip, spike, 0, 0, 0, 0, 0, 0) w.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0) w.C1 = CFrame.new(0, -1, 0) Add.Mesh(spike, "http://www.roblox.com/asset/?id=1033714", 0.14, 1, 0.14) local trim = Part(Mo, false, false, 0, 0, "Really black", 0.67, 0.1, 0.5, true) local w2 = Weld(tip, trim, 0, 0, 0, 0, 0, 0) w2.C0 = CFrame.new(0, 0, a) * CFrame.Angles(x, 0, 0) w2.C1 = CFrame.new(0, -0.58, 0) end end end spiketip = Part(Mo, false, false, 0, 0.2, "Navy blue", 0.3, 0.8, 0.3, true) Weld(handle, spiketip, 0, -3.1, 0, 0, 0, 0) Add.Mesh(spiketip, "http://www.roblox.com/asset/?id=1033714", 0.17, 2, 0.17) table.insert(DMGParts, spiketip) local handletip1 = Part(Mo, false, false, 0, 0.2, "Really black", 0.5, 0.5, 0.5, true) local w1 = Weld(handle, handletip1, 0, 0, 0, 0, 0, 0) w1.C0 = CFrame.new(0, -2.6, 0) Add.Mesh(handletip1, "http://www.roblox.com/asset/?id=9756362", 0.85, 0.75, 0.85) local handletip2 = Part(Mo, false, false, 0, 0.2, "Dark grey", 0.5, 0.5, 0.5, true) Weld(handletip1, handletip2, 0, 0, 0, 0, math.rad(45), 0) Add.Mesh(handletip2, "http://www.roblox.com/asset/?id=9756362", 0.95, 0.5, 0.95) Mo.Parent = char TH.Part1 = handle function showdmg(dmg, p, pos) local mo = Instance.new("Model") mo.Name = dmg local pa = Part(mo, false, true, 0, 0, "Bright red", 0.8, 0.3, 0.8, true) pa.CFrame = CFrame.new(p.Position) * CFrame.new(0, pos, 0) pa.Name = "Head" local hah = hc:clone() hah.Parent = mo local bp = Add.BP(pa) bp.maxForce = Vector3.new(math.huge, math.huge, math.huge) bp.position = p.Position + Vector3.new(0, 3+pos, 0) Add.BG(pa) coroutine.resume(coroutine.create(function() wait() mo.Parent = workspace wait(1.4) mo:remove() end)) end function damage(hum, p, num, dm1, dm2) local dmg = math.random(dm1, dm2) hum.Health = hum.Health - dmg showdmg(dmg, p, num) return dmg end function brickdamage(hit) local h = getHumanoid(hit.Parent) if h ~= nil and Hurt and Deb then Deb = false local dmg = damage(h, maintip, 0, Prop.Damage/4, Prop.Damage) PlaySound(hitsound) Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome)) wait(0.3) Deb = true end end function legdamage(hit) local h = getHumanoid(hit.Parent) if h ~= nil and Leghurt and LegDeb then LegDeb = false local dmg = damage(h, Rleg, 0, Prop.Legdmg/2, Prop.Legdmg) PlaySound(hitsound) Prop.Rage = math.floor(Prop.Rage + (dmg*Prop.RageIncome)) coroutine.resume(coroutine.create(function() local haha = math.random(1,3) if haha == 1 then h.PlatformStand = true wait() local ps = getAllParts(h.Parent) for i, v in pairs(ps) do if v.Anchored == false then v.Velocity = CFrame.new(handle.Position, v.Position).lookVector * 40 v.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30)) end end wait(0.8) h.PlatformStand = false end end)) wait(0.2) LegDeb = true end end for i, v in pairs({Rleg, Lleg}) do v.Touched:connect(legdamage) end for i,v in pairs(DMGParts) do v.Touched:connect(brickdamage) end if script.Parent.className ~= "HopperBin" then h = Instance.new("HopperBin",me.Backpack) h.Name = Toolname h.TextureId = ToolIcon script.Parent = h end bin = script.Parent function StartEffect(part) effectOn = true local lastPoint = part.Position coroutine.resume(coroutine.create(function() while effectOn do wait() local point = CFrame.new(lastPoint, part.Position) * CFrame.Angles(-math.pi/2, 0, 0) local mag = (lastPoint - part.Position).magnitude local p = Part(workspace, true, false, 0.1, 0, "Institutional white", 1, 1, 1, true) local m = Instance.new("SpecialMesh",p) p.CFrame = point * CFrame.new(0, mag/2, 0) m.Scale = Vector3.new(1.2, mag+0.6, 1.2) lastPoint = part.Position coroutine.resume(coroutine.create(function() for i = 0.1, 1, 0.9/5 do wait() p.Transparency = i end p:remove() end)) end end)) end function EndEffect() effectOn = false end function detach(bool) LLW.C0 = CFrame.new(0, 0, 0) RLW.C0 = CFrame.new(0, 0, 0) LAW.C0 = CFrame.new(0,0,0) RAW.C0 = CFrame.new(0, 0, 0) if bool then LLW.Part1 = nil RLW.Part1 = nil RAW.Part1 = nil LAW.Part1 = nil end end function attach() RAW.Part1 = Rarm LAW.Part1 = Larm RLW.Part1 = Rleg LLW.Part1 = Lleg end function normal() neck.C0 = necko RAW.C0 = RAWStand LAW.C0 = LAWStand RLW.C0 = RLWStand LLW.C0 = LLWStand RAW.C1 = CFrame.new(0, 0.5, 0) LAW.C1 = CFrame.new(0, 0.5, 0) RLW.C1 = CFrame.new(0, 0.8, 0) LLW.C1 = CFrame.new(0, 0.8, 0) HW.C0 = HWStand end function idleanim() attach() for i = 0, 10, 10/22 do RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6)) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6)) neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0) if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end wait() end wait() for i = 10, 0, -10/29 do RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(i), 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-i), 0, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(i/8), 0, math.rad(-i/6)) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-i/8), 0, math.rad(i/6)) neck.C0 = necko * CFrame.Angles(math.rad(-i/2), 0, 0) if selected == false or torso.Velocity.magnitude > 2 or Able == false or RestingAnim == true then break end wait() end normal() end function runanim() RLW.Part1 = nil LLW.Part1 = nil end coroutine.resume(coroutine.create(function() while true do wait() if selected and Able == true and RestingAnim == false then if torso.Velocity.magnitude < 2 then idleanim() wait() else runanim() wait() end end end end)) function selectanim() if RestingAnim == false and Able == true then local ah = CFrame.Angles(0, 0, math.rad(90)) RAW.Part1 = Rarm for i = 0, 270, 270/5 do RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5)) wait() end HW.C0 = ah HW.Part1 = handle TH.Part1 = nil PlaySound(equip) for i = 270, 70, -200/13 do RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0) neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5)) wait() end attach() for i = 70, 120, 50/8 do local asd = i-70 RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4)) LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0) HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8)) neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5))) RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4)) LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4)) wait() end if RAWStand == nil then RAWStand = RAW.C0 LAWStand = LAW.C0 RLWStand = RLW.C0 LLWStand = LLW.C0 HWStand = HW.C0 end normal() end end function deselanim() if RestingAnim == false and Able == true then local ah = CFrame.Angles(0, 0, math.rad(90)) for i = 120, 70, -50/8 do local asd = i-70 RAW.C0 = CFrame.new(-(i-70)/240, 0, -i/500) * CFrame.Angles(math.rad(70), math.rad(70/4+(i-70)), math.rad(-(i-70)/4)) LAW.C0 = CFrame.Angles(math.rad(asd*1.5), 0, math.rad(asd/2)) * CFrame.new(asd/100, -asd/70, 0) HW.C0 = ah * CFrame.Angles(0, 0, math.rad(-asd*1.8)) neck.C0 = necko * CFrame.Angles(math.rad(-200/7+(asd/2)), 0, math.rad(-70/5+(asd/5))) RLW.C0 = CFrame.Angles(0, 0, math.rad(asd/4)) LLW.C0 = CFrame.Angles(0, 0, math.rad(-asd/4)) wait() end LLW.Part1 = nil RLW.Part1 = nil LAW.Part1 = nil for i = 70, 270, 200/13 do RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0) neck.C0 = necko * CFrame.Angles(math.rad((i-270)/7), 0, math.rad(-i/5)) wait() end HW.C0 = ah HW.Part1 = nil TH.Part1 = handle for i = 270, 0, -270/6 do RAW.C0 = CFrame.new(0, 0, -i/500) * CFrame.Angles(math.rad(i), math.rad(i/4), 0) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-i/5)) wait() end neck.C0 = necko detach(true) end end function smash(mouse) attach() local mouseHit = mouse local Orig = torso.CFrame local bg = Add.BG(torso) local bp = Add.BP(torso) bp.position = Orig.p local CF = ComputePos(Orig.p, mouseHit) local CF2 = CF bg.cframe = CF2 PlaySound(slash) for i = 0, 1, Prop.AS*1.1 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(80*i), 0, math.rad(45*i)) * CFrame.new(0, -0.4*i, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(75*i), 0, math.rad(40*i)) * CFrame.new(0, -0.5*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), math.rad(16*i), math.rad(-8*i)) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30*i), math.rad(-16*i), math.rad(8*i)) HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(30*i)) neck.C0 = necko * CFrame.Angles(math.rad(-35*i), 0, math.rad(-10*i)) wait() end bp.position = CF * CFrame.new(0, 0, -1.1).p StartEffect(maintip) Hurt = true for i = 0, 1, Prop.AS*1.5 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150*i), math.rad(-45*i), math.rad(45-140*i)) * CFrame.new(0, -0.4, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180*i), math.rad(80*i), math.rad(40-20*i)) * CFrame.new(0, -0.5, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50*i), math.rad(16-16*i), math.rad(-8+8*i)) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40*i), math.rad(-16+16*i), math.rad(8-8*i)) HW.C0 = HWStand * CFrame.Angles(math.rad(-48*i), 0, math.rad(30)) neck.C0 = necko * CFrame.Angles(math.rad(-35+75*i), 0, math.rad(-10+26*i)) wait() end Hurt = false EndEffect() PlaySound(smashsound) bp.position = CF * CFrame.new(0, 0, -1.9).p for i = 0, 1, Prop.AS do RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-150+80*i), math.rad(-45+45*i), math.rad(45-140+95*i)) * CFrame.new(0, -0.4+0.4*i, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(75-180+105*i), math.rad(80-80*i), math.rad(20-20*i)) * CFrame.new(0, -0.5+0.5*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-50+30*i), 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-30+40-10*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(math.rad(-48+48*i), 0, math.rad(30-30*i)) neck.C0 = necko * CFrame.Angles(math.rad(-35+75-40*i), 0, math.rad(-10+26-16*i)) wait() end normal() bg:remove() bp:remove() end function swing(mouse) attach() local mouseHit = mouse local Orig = torso.CFrame local bg = Add.BG(torso) local bp = Add.BP(torso) bp.position = Orig.p local CF = ComputePos(Orig.p, mouseHit) local CF2 = CF bg.cframe = CF2 PlaySound(slash) for i = 0, 1, Prop.AS*1.5 do RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(-140*i), 0) * CFrame.new(0, 0, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(25*i), 0, math.rad(20*i)) * CFrame.new(0, -0.4*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(20*i), 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(0, math.rad(-10*i), 0) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50*i)) bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40*i), 0) wait() end Hurt = true StartEffect(maintip) for i = 0, 1, Prop.AS*1.3 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(70*i), math.rad(-140), 0) * CFrame.new(0, -0.9*i, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(25), 0, math.rad(20-100*i)) * CFrame.new(0, -0.4+0.6*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(20), 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10), 0, 0) HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), math.rad(-15), 0) * CFrame.new(0, 0, -0.9*i) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90*i)) bg.cframe = CF2 * CFrame.Angles(0, math.rad(-40+80*i), 0) wait() end EndEffect() Hurt = false for i = 0, 1, Prop.AS*0.8 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(70-70*i), math.rad(-140+140*i), 0) * CFrame.new(0, -0.9+0.9*i, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(25-25*i), 0, math.rad(20-100+80*i)) * CFrame.new(0, -0.4+0.6-0.2*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(20-20*i), 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10+10*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), math.rad(-15+15*i), 0) * CFrame.new(0, 0, -0.9+0.9*i) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(-50+90-40*i)) bg.cframe = CF2 * CFrame.Angles(0, math.rad(40-40*i), 0) wait() end normal() bg:remove() bp:remove() end function stab(mouse) attach() local mouseHit = mouse local Orig = torso.CFrame local bg = Add.BG(torso) local bp = Add.BP(torso) bp.position = Orig.p local CF = ComputePos(Orig.p, mouseHit) local CF2 = CF bg.cframe = CF2 PlaySound(slash) for i = 0, 1, Prop.AS do RAW.C0 = RAWStand * CFrame.new(0, 0.6*i, 0) * CFrame.Angles(math.rad(-60*i), math.rad(-40*i), math.rad(-30*i)) * CFrame.new(-0.45*i, 0, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50*i), 0, math.rad(40*i)) * CFrame.new(0, -0.6*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(3*i), math.rad(20*i), math.rad(-10*i)) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3*i), math.rad(-20*i), math.rad(10*i)) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1*i) neck.C0 = necko * CFrame.Angles(math.rad(25*i), 0, math.rad(-45*i)) bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30*i), 0) wait() end StartEffect(maintip) Hurt = true bp.position = CF * CFrame.new(0, 0, -0.6).p for i = 0, 1, Prop.AS*1.5 do RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8*i, 0) * CFrame.Angles(math.rad(-60+100*i), math.rad(-40), math.rad(-30+70*i)) * CFrame.new(-0.45, 0, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60*i), 0, math.rad(40-30*i)) * CFrame.new(0, -0.6-0.4*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18*i), math.rad(20-40*i), math.rad(-10+20*i)) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18*i), math.rad(-20+40*i), math.rad(10-20*i)) HW.C0 = HWStand * CFrame.Angles(math.rad(-70*i), 0, 0) * CFrame.new(0, 0, 1-1.4*i) neck.C0 = necko * CFrame.Angles(math.rad(25-20*i), 0, math.rad(-45+35*i)) bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45*i), 0) wait() end Hurt = false EndEffect() bp.position = CF.p for i = 0, 1, Prop.AS*1.1 do RAW.C0 = RAWStand * CFrame.new(0, 0.6-0.8+0.2*i, 0) * CFrame.Angles(math.rad(-60+100-40*i), math.rad(-40+40*i), math.rad(-30+70-40*i)) * CFrame.new(-0.45+0.45*i, 0, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-50+60-10*i), 0, math.rad(40-30-10*i)) * CFrame.new(0, -0.6-0.4+1*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(3-18+15*i), math.rad(20-40+20*i), math.rad(-10+20-10*i)) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-3+18-15*i), math.rad(-20+40-20*i), math.rad(10-20+10*i)) HW.C0 = HWStand * CFrame.Angles(math.rad(-70+70*i), 0, 0) * CFrame.new(0, 0, 1-1.4+0.4*i) neck.C0 = necko * CFrame.Angles(math.rad(5-5*i), 0, math.rad(-10+10*i)) bg.cframe = CF2 * CFrame.Angles(0, math.rad(-30+45-15*i), 0) wait() end normal() bg:remove() bp:remove() end function epicsmashfunc(hit) local ch = hit.Parent local h = getHumanoid(ch) local t, head = ch:findFirstChild("Torso"), ch:findFirstChild("Head") return h, t, head end function epicsmash(mouse) if Prop.Rage >= 50 then attach() local mouseHit = mouse local Orig = torso.CFrame local bg = Add.BG(torso) local bp = Add.BP(torso) bp.position = Orig.p local CF = ComputePos(Orig.p, mouseHit) bg.cframe = CF local hu, to, head = nil, nil, nil local Epic = true local conn = Lleg.Touched:connect(function(hit) if Epic then hu, to, head = epicsmashfunc(hit) if hu and to and head then Epic = false end end end) PlaySound(slash) for i = 0, 1, 0.12 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160*i), math.rad(-30*i), math.rad(-80*i)) * CFrame.new(0, 0, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80*i), 0, math.rad(-70*i)) * CFrame.new(0, -0.4*i, 0.6*i) RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20*i)) * CFrame.new(0, 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(115*i), 0, math.rad(-40*i)) * CFrame.new(0, -0.8*i, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2*i) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52*i)) bg.cframe = CF * CFrame.Angles(math.rad(10*i), math.rad(-45*i), math.rad(-15*i)) wait() end conn:disconnect() if hu and to and head then Prop.Rage = Prop.Rage - 50 hu.PlatformStand = true local bg2 = Add.BG(to) bg2.P = 6000 bg2.cframe = CF * CFrame.Angles(math.rad(90), math.rad(180), math.rad(90)) local bp2 = Add.BP(to) bp2.position = CF * CFrame.new(-1, -4, -4).p bp2.P = 5000 wait(0.1) for i = 0, 1, 0.045 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270*i), math.rad(-30+20*i), math.rad(-80+120*i)) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140*i), 0, math.rad(-70+120*i)) * CFrame.new(0, -0.4-0.1*i, 0.6-0.6*i) RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37*i)) bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+35*i), math.rad(-15+15*i)) wait() end PlaySound(slash) bp2:remove() bg2:remove() wait(0.2) StartEffect(maintip) for i = 0, 1, 0.1 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190*i), math.rad(-30+20-35*i), math.rad(-80+120-135*i)) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150*i), math.rad(60*i), math.rad(-70+120-40*i)) * CFrame.new(0, -0.4-0.1, 0) RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0) LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0) HW.C0 = HWStand * CFrame.Angles(math.rad(-55*i), 0, math.rad(30*i)) * CFrame.new(0, 0, -1*i) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-37+30*i)) bg.cframe = CF * CFrame.Angles(math.rad(10-10), math.rad(-45+35-30*i), math.rad(-15+15)) wait() end coroutine.resume(coroutine.create(function() local frr = Cam.CoordinateFrame for i = 1, math.random(3,6) do wait() Cam.CoordinateFrame = frr * CFrame.new(math.random(-6,6)/10, math.random(-6,6)/10, math.random(-6,6)/10) end end)) PlaySound(smashsound) EndEffect() local pos = head.Position if (pos - maintip.Position).magnitude < 2 then damage(hu, head, 0.3, hu.Health, hu.Health) head:remove() PlaySound(hitsound) for i = 1, math.random(7, 17) do local hmm = math.random(1,6) if hmm < 6 then local cols = {"Bright red", "Really red"} local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(2,10)/10, 0.2, math.random(2,10)/10) p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10) p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15)) p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25)) else local cols = {"Institutional white", "White"} local p = Part(workspace, false, false, 0, 0, cols[math.random(1,#cols)], math.random(4,13)/10, 0.3, math.random(2,3)/10) p.CFrame = CFrame.new(pos) * CFrame.new(math.random(-6,6)/10, math.random(-4,2)/10, math.random(-6, 6)/10) p.Velocity = Vector3.new(math.random(-15, 15), math.random(5, 40), math.random(-15, 15)) p.RotVelocity = Vector3.new(math.random(-25,25), math.random(-25,25), math.random(-25,25)) end end end for i = 0, 1, 0.06 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+270-190+80*i), math.rad(-30+20-35+45*i), math.rad(-80+120-135+95*i)) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+140-150+90*i), math.rad(60-60*i), math.rad(10-10*i)) * CFrame.new(0, -0.4-0.1+0.5*i, 0) RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0) LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0) HW.C0 = HWStand * CFrame.Angles(math.rad(-55+55*i), 0, math.rad(30-30*i)) * CFrame.new(0, 0, -1+1*i) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(45-45*i)) bg.cframe = CF * CFrame.Angles(0, math.rad(-45+35-20+30*i), 0) wait() end else for i = 0, 1, 0.08 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-160+160*i), math.rad(-30+30*i), math.rad(-80+80*i)) * CFrame.new(0, 0, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-80+80*i), 0, math.rad(-70+70*i)) * CFrame.new(0, -0.4+0.4*i, 0.6-0.6*i) RLW.C0 = RLWStand * CFrame.Angles(0, 0, math.rad(20-20*i)) * CFrame.new(0, 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(115-115*i), 0, math.rad(-40+40*i)) * CFrame.new(0, -0.8+0.8*i, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 2-2*i) neck.C0 = necko * CFrame.Angles(0, 0, math.rad(52-52*i)) bg.cframe = CF * CFrame.Angles(math.rad(10-10*i), math.rad(-45+45*i), math.rad(-15+15*i)) wait() end bg:remove() bp:remove() normal() end normal() bg:remove() bp:remove() end end function shockwave(mouse) local p, t = RayCast(torso.Position, torso.CFrame * CFrame.new(0, -5, 0).p, 5, 1) if Prop.Rage >= 80 and t then Prop.Rage = Prop.Rage - 80 attach() local mouseHit = mouse local Orig = torso.CFrame local bg = Add.BG(torso) local bp = Add.BP(torso) bp.position = Orig.p bp.maxForce = Vector3.new(math.huge, math.huge, math.huge) bp.P = 5000 local CF = ComputePos(Orig.p, mouseHit) bg.cframe = CF PlaySound(charge) for i = 0, 1, 0.07 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110*i), math.rad(-40*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i) RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -0.8*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0.2*i) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i) neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0) bg.cframe = CF * CFrame.Angles(0, 0, 0) bp.position = Orig.p + Vector3.new(0, -1.9*i, 0) wait() end for i = 0, 1, 0.04 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-110+220*i), math.rad(-40+50*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100+185*i), 0, math.rad(-40+75*i)) * CFrame.new(-0.2-0.2*i, -0.4-0.05*i, 0.5-0.5*i) RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-25*i), 0, math.rad(-10+6*i)) * CFrame.new(0, 0.7-0.7*i, -0.8+0.8*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+65*i), 0, math.rad(10-6*i)) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i) HW.C0 = HWStand * CFrame.Angles(math.rad(-15*i), 0, 0) * CFrame.new(0, 0, 1.6-2.1*i) neck.C0 = necko * CFrame.Angles(math.rad(30-70*i), 0, 0) bg.cframe = CF * CFrame.Angles(0, 0, 0) bp.position = Orig.p + Vector3.new(0, -1.9+17*i, 0) wait() end bp.P = 12001 wait(0.1) StartEffect(maintip) PlaySound(slash) for i = 0, 1, 0.1 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-30*i), math.rad(40-90*i)) * CFrame.new(0, -0.85+0.85*i, -0.8*i) LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125*i), 0, math.rad(35)) * CFrame.new(0, -0.45+0.1, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25*i), 0, math.rad(-4+4*i)) * CFrame.new(0, 0.5*i, -0.8*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35*i), 0, math.rad(4-4*i)) * CFrame.new(0, 0.4*i, 0.2*i) HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7*i) neck.C0 = necko * CFrame.Angles(math.rad(-40+75*i), 0, math.rad(-20*i)) bg.cframe = CF * CFrame.Angles(0, math.rad(380*i), 0) bp.position = Orig.p + Vector3.new(0, 15.1-16.7*i, 0) wait() end coroutine.resume(coroutine.create(function() local frr = Cam.CoordinateFrame for i = 1, math.random(10,16) do wait() Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10) end end)) PlaySound(smashsound) local pos = CF * CFrame.new(-2, -3, -3).p EndEffect() local p = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true) p.CFrame = CFrame.new(pos) local p2 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true) p2.CFrame = CFrame.new(pos) local p3 = Part(workspace, true, false, 0, 0, "Black", 1, 1, 1, true) p3.CFrame = CFrame.new(pos) local m3 = Instance.new("SpecialMesh",p3) m3.MeshType = "Sphere" PlaySound(boom) local m2 = Instance.new("CylinderMesh",p2) local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", 1, 1.2, 1) local tab = {} coroutine.resume(coroutine.create(function() for x = 0, 1.04, 0.04 do wait() local thing = 33*x m.Scale = Vector3.new(21*x, 5*x, 21*x) m2.Scale = Vector3.new(thing, 1, thing) m3.Scale = Vector3.new(thing*0.93, thing*0.7, thing*0.93) p.Transparency = x p2.Transparency = x p3.Transparency = x for i, v in pairs(workspace:children()) do local h = getHumanoid(v) local to = v:findFirstChild("Torso") if h ~= nil and to ~= nil and find(tab, v) == nil then if (to.Position - pos).magnitude < (thing/2) then damage(h, to, 0.5, Prop.ShockDMG/2, Prop.ShockDMG) to.Velocity = CFrame.new(pos, to.Position).lookVector * 60 to.RotVelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30)) h.PlatformStand = true table.insert(tab, v) coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end)) end end end end p:remove() p2:remove() p3:remove() end)) wait(0.8) for i = 0, 1, Prop.AS*0.8 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-30+20*i), math.rad(40-90+50*i)) * CFrame.new(0, 0, -0.8+0.8*i) LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-125+40*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.45+0.1+0.35*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(-10+25-15*i), 0, 0) * CFrame.new(0, 0.5-0.5*i, -0.8+0.8*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-10-35+45*i), 0, 0) * CFrame.new(0, 0.4-0.4*i, 0.2-0.2*i) HW.C0 = HWStand * CFrame.Angles(math.rad(-15-10+25*i), 0, 0) * CFrame.new(0, 0, -0.5+0.7-0.2*i) neck.C0 = necko * CFrame.Angles(math.rad(-40+75-35*i), 0, math.rad(-20+20*i)) bg.cframe = CF * CFrame.Angles(0, 0, 0) bp.position = Orig.p + Vector3.new(0, 15.1-16.7+1.6*i, 0) wait() end normal() bg:remove() bp:remove() end end function flipsmash(mouse) local Orig = torso.CFrame local mouseHit = mouse local CF = ComputePos(Orig.p, mouseHit) local p, t = RayCast(torso.Position, torso.Position + Vector3.new(0, -5, 0), 5, 0.5) local ahp = (CF * CFrame.new(0, 0, -14.5)) local p2, t2 = RayCast(ahp.p, (ahp * CFrame.new(0, -5, 0)).p, 5, 0.5) if t and t2 and Prop.Rage >= 90 then Prop.Rage = Prop.Rage - 90 attach() local bg = Add.BG(torso) local bp = Add.BP(torso) bp.position = Orig.p bp.maxForce = Vector3.new(math.huge, math.huge, math.huge) bg.cframe = CF local cen = CF * CFrame.new(0, -1.2, -1.5-6.5) for i = 0, 1, 0.08 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100*i), math.rad(-50*i), math.rad(-50*i)) * CFrame.new(0.2*i, 0, 0.2*i) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100*i), 0, math.rad(-40*i)) * CFrame.new(-0.2*i, -0.4*i, 0.5*i) RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, math.rad(-10*i)) * CFrame.new(0, 0.7*i, -1*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75*i), 0, math.rad(10*i)) * CFrame.new(0, 0.4*i, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6*i) neck.C0 = necko * CFrame.Angles(math.rad(30*i), 0, 0) bg.cframe = CF * CFrame.Angles(0, 0, 0) bp.position = CF * CFrame.new(0, -1.2*i, -1.5*i).p wait() end wait(0.15) hum.PlatformStand = true for i = 0, 1, 0.13 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70*i), math.rad(-50), math.rad(-50)) * CFrame.new(0.2, 0, 0.2) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50*i), 0, math.rad(-40+30*i)) * CFrame.new(-0.2, -0.4, 0.5) RLW.C0 = RLWStand * CFrame.Angles(math.rad(15-10*i), 0, math.rad(-10)) * CFrame.new(0, 0.7-0.7*i, -1+1*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-75+70*i), 0, math.rad(10)) * CFrame.new(0, 0.4-0.4*i, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6) neck.C0 = necko * CFrame.Angles(math.rad(30-40*i), 0, 0) bg.cframe = CF * CFrame.Angles(math.rad(-90*i), 0, 0) bp.position = cen * CFrame.Angles(math.rad(180-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p wait() end PlaySound(slash) for i = 0, 1, 0.13 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-100-70-80*i), math.rad(-50+60*i), math.rad(-50+90*i)) * CFrame.new(0.2-0.2*i, -0.85*i, 0.2-0.2*i) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-100-50-125*i), 0, math.rad(-40+30+45*i)) * CFrame.new(-0.2+0.2*i, -0.4-0.5*i, 0.5-0.5*i) RLW.C0 = RLWStand * CFrame.Angles(math.rad(5), 0, math.rad(-10)) * CFrame.new(0, 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5), 0, math.rad(10)) * CFrame.new(0, 0, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 1.6-2.6*i) neck.C0 = necko * CFrame.Angles(math.rad(-10), 0, 0) bg.cframe = CF * CFrame.Angles(math.rad(-90-90*i), 0, 0) bp.position = cen * CFrame.Angles(math.rad(180-45-45*i), 0, 0) * CFrame.new(0, 0, -6.5).p wait() end StartEffect(maintip) PlaySound(slash) for i = 0, 1, 0.06 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150*i), math.rad(10-50*i), math.rad(40-85*i)) * CFrame.new(0, -0.85+0.45*i, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130*i), 0, math.rad(35)) * CFrame.new(0, -0.9+0.3*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80*i), 0, math.rad(-10)) * CFrame.new(0, 0.4*i, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20*i), 0, math.rad(10)) * CFrame.new(0, 0.7*i, -1*i) HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6) neck.C0 = necko * CFrame.Angles(math.rad(-10+50*i), 0, 0) bg.cframe = CF * CFrame.Angles(math.rad(-180-190*i), 0, 0) bp.position = cen * CFrame.Angles(math.rad(90-90*i), 0, 0) * CFrame.new(0, 0, -6.5).p wait() end coroutine.resume(coroutine.create(function() local frr = Cam.CoordinateFrame for i = 1, math.random(13,20) do wait() Cam.CoordinateFrame = frr * CFrame.new(math.random(-15,15)/10, math.random(-15,15)/10, math.random(-15,15)/10) end end)) PlaySound(smashsound) PlaySound(boomboom) EndEffect() local poo = Vector3.new(maintip.Position.x, t2.Position.y + t2.Size.y/2, maintip.Position.z) local siz = math.random(65,115)/10 local partie = Part(workspace, true, false, 1, 0, "White", siz, 0.2, siz, true) partie.CFrame = CFrame.new(poo) * CFrame.Angles(0, math.rad(math.random(0, 360)), 0) local decc = Instance.new("Decal",partie) decc.Shiny = 0 decc.Specular = 0 decc.Texture = "http://www.roblox.com/asset/?id=49173398" decc.Face = "Top" local count = 0 for i, v in pairs(workspace:children()) do local h = getHumanoid(v) local to = v:findFirstChild("Torso") if h ~= nil and to ~= nil then if (to.Position - poo).magnitude < 15 then count = count + 1 local Maxhp = h.MaxHealth if Maxhp > 5000 then Maxhp = 5000 end damage(h, to, 0.5, 0, Maxhp+5) to.Velocity = CFrame.new(poo, to.Position).lookVector * 30 to.Velocity = to.Velocity + Vector3.new(0, 60, 0) to.RotVelocity = Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) h.PlatformStand = true coroutine.resume(coroutine.create(function() wait(1.2) h.PlatformStand = false end)) if count >= 2 then break end end end end coroutine.resume(coroutine.create(function() wait(math.random(7,14)) partie:remove() end)) wait(0.6) for i = 0, 1, 0.06 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(110-150+40*i), math.rad(10-50+40*i), math.rad(40-85+45*i)) * CFrame.new(0, -0.85+0.45+0.4*i, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(85-130+45*i), 0, math.rad(35-35*i)) * CFrame.new(0, -0.9+0.3+0.6*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(5-80+75*i), 0, math.rad(-10+10*i)) * CFrame.new(0, 0.4-0.4*i, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-5+20-15*i), 0, math.rad(10-10*i)) * CFrame.new(0, 0.7-0.7*i, -1+1*i) HW.C0 = HWStand * CFrame.Angles(math.rad(-35+10+25*i), 0, 0) * CFrame.new(0, 0, 1.6-2.6+1*i) neck.C0 = necko * CFrame.Angles(math.rad(-10+50-40*i), 0, 0) bg.cframe = CF * CFrame.Angles(0, 0, 0) bp.position = cen * CFrame.new(0, 1.2*i, -6.5).p wait() end hum.PlatformStand = false normal() bg:remove() bp:remove() end end function spin(mouse) attach() local mouseHit = mouse local Orig = torso.CFrame local CF = ComputePos(Orig.p, mouseHit) local p, t = RayCast(torso.Position, CF * CFrame.new(0, -7, -1.5).p, 5, 0.5) if t then local bg = Add.BG(torso) local bp = Add.BP(torso) bp.maxForce = Vector3.new(math.huge, math.huge, math.huge) bp.position = Orig.p bg.cframe = CF PlaySound(slash) for i = 0, 1, 0.11 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(20*i), math.rad(120*i), math.rad(20*i)) * CFrame.new(0, 0, 0) RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100*i), 0, math.rad(20*i)) LAW.C0 = LAWStand * CFrame.Angles(math.rad(60*i), 0, math.rad(40*i)) * CFrame.new(0, -0.8*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(10*i), 0, 0) * CFrame.new(0, 0.3*i, -0.2*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) neck.C0 = necko * CFrame.Angles(math.rad(-15*i), 0, math.rad(-30*i)) bg.cframe = CF * CFrame.Angles(0, 0, 0) wait() end local posg = CF * CFrame.new(0, -0.6, -4) PlaySound(hitsound, 0.9) for i = 0, 1, 0.13 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(20-20*i), math.rad(120+10*i), math.rad(20)) * CFrame.new(0, -0.8*i, 0.4*i) RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60*i), 0, math.rad(20-20*i)) LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40*i), 0, math.rad(40-50*i)) * CFrame.new(0, -0.8+0.3*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(10-10*i), 0, 0) * CFrame.new(0, 0.3-0.3*i, -0.2+0.2*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-25+25*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35*i)) * CFrame.new(0, 0, -0.6*i) neck.C0 = necko * CFrame.Angles(math.rad(-15+25*i), 0, math.rad(-30+30*i)) bg.cframe = CF * CFrame.Angles(0, 0, 0) bp.position = CF * CFrame.new(0, 1*i, -2*i).p wait() end hum.PlatformStand = true bg.Parent = handle bg.cframe = CF * CFrame.Angles(math.pi, math.pi, 0) bp.Parent = handle bp.position = posg.p StartEffect(Lleg) Leghurt = true PlaySound(slash) for i = 0, 1, 0.09 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90*i), math.rad(130-40*i), math.rad(20-40*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i) RAW.C1 = CFrame.new(0, 0.5+0.5*i, 0) * CFrame.Angles(math.rad(100-60+60*i), 0, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-40-20+60*i), 0, math.rad(40-50+10*i)) * CFrame.new(0, -0.8+0.3-0.5*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(15*i), 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1*i) neck.C0 = necko * CFrame.Angles(math.rad(10-35*i), 0, 0) bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90*i), 0) wait() end for i = 0, 1, 0.055 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90), math.rad(90), math.rad(-20)) * CFrame.new(0, 0, 0) RAW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(100), 0, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(60), 0, 0) * CFrame.new(0, -1, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10*i), 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1) neck.C0 = necko * CFrame.Angles(math.rad(-25), 0, 0) bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(90+270*i), 0) wait() end EndEffect() Leghurt = false for i = 0, 1, 0.12 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(-90+90*i), math.rad(90+40*i), math.rad(-20+40*i)) * CFrame.new(0, -0.8*i, 0.4*i) RAW.C1 = CFrame.new(0, 1-0.5*i, 0) * CFrame.Angles(math.rad(100-60*i), 0, 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(60-60*i), 0, 0) * CFrame.new(0, -1+0.5*i, 0) RLW.C0 = RLWStand * CFrame.Angles(math.rad(15+10-25*i), 0, 0) LLW.C0 = LLWStand * CFrame.Angles(math.rad(-20-5+25*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35)) * CFrame.new(0, 0, 1) neck.C0 = necko * CFrame.Angles(math.rad(-25+25*i), 0, 0) bg.cframe = CF * CFrame.Angles(math.pi, math.pi+math.rad(360), 0) wait() end bg.Parent = torso bp.Parent = torso bg.cframe = CF for i = 0, 1, 0.14 do RAW.C0 = RAWStand * CFrame.Angles(0, math.rad(90+40-130*i), math.rad(-20+40-20*i)) * CFrame.new(0, -0.8+0.8*i, 0.4-0.4*i) RAW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(100-60-40*i), 0, 0) LAW.C0 = LAWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, -1+0.5+0.5*i, 0) RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0) LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, math.rad(-35+35*i)) * CFrame.new(0, 0, 1-1*i) neck.C0 = necko * CFrame.Angles(0, 0, 0) bp.position = CF * CFrame.new(0, 0, -2+1*i).p bg.cframe = CF wait() end hum.PlatformStand = false normal() bg:remove() bp:remove() end end function rest() local Orig = torso.CFrame local CF = ComputePos(Orig.p, Orig * CFrame.new(0, 0, -5).p) local p, t = RayCast(CF.p, CF * CFrame.new(0, -6, 0.5).p, 6, 0.5) if t then attach() local bg = Add.BG(torso) local bp = Add.BP(torso) bp.maxForce = Vector3.new(math.huge, math.huge, math.huge) bp.position = CF.p bg.cframe = CF local cen = CF * CFrame.new(0, -2.5, 0) RestingAnim = true hum.PlatformStand = true local standup = function() Resting = false bp.Parent = torso cen = ComputePos(torso.CFrame.p, torso.CFrame * CFrame.new(0, 0, -5).p) * CFrame.new(0, 0, -2.5) for i = 1, 0, -0.12 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i)) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i) RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, 0, -0.4) LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, 0, -0.4) neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i) bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0) bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p wait() end for i = 1, 0, -0.17 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i) RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, -0.4*i, -0.4*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, -0.4*i, -0.4*i) neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i) bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0) bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p wait() end hum.PlatformStand = false bg:remove() bp:remove() normal() Able = true RestingAnim = false end local connec = hum.Changed:connect(function() if hum.PlatformStand == false then coroutine.resume(coroutine.create(function() standup() end)) standup = nil connec:disconnect() end end) local lasthp = hum.Health local conn = hum.HealthChanged:connect(function(hp) if lasthp - hp > 0.8 then hum.PlatformStand = false conn:disconnect() end lasthp = hp end) coroutine.resume(coroutine.create(function() repeat wait() until Resting while Resting do wait() if torso.Velocity.magnitude > 4 then hum.PlatformStand = false break end end end)) for i = 0, 1, 0.1 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(50*i), math.rad(-20*i), 0) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40*i), 0, math.rad(-30*i)) * CFrame.new(0, 0, 0.4*i) RLW.C0 = RLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(15*i)) * CFrame.new(0, 0, -0.4*i) LLW.C0 = LLWStand * CFrame.Angles(math.rad(55*i), 0, math.rad(-15*i)) * CFrame.new(0, 0, -0.4*i) neck.C0 = necko * CFrame.Angles(math.rad(10*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(0, 0, 0) * CFrame.new(0, 0, 0.2*i) bg.cframe = CF * CFrame.Angles(math.rad(-10*i), 0, 0) bp.position = cen * CFrame.Angles(math.rad(180+45*i), 0, 0) * CFrame.new(0, -2.5, 0).p wait() end for i = 0, 1, 0.07 do RAW.C0 = RAWStand * CFrame.Angles(math.rad(50), math.rad(-20-20*i), math.rad(60*i)) LAW.C0 = LAWStand * CFrame.Angles(math.rad(-40-70*i), 0, math.rad(-30-10*i)) * CFrame.new(0, -0.6*i, 0.4+0.2*i) RLW.C0 = RLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(15)) * CFrame.new(0, -0.4*i, -0.4) LLW.C0 = LLWStand * CFrame.Angles(math.rad(55+25*i), 0, math.rad(-15)) * CFrame.new(0, -0.4*i, -0.4) neck.C0 = necko * CFrame.Angles(math.rad(10-15*i), 0, 0) HW.C0 = HWStand * CFrame.Angles(math.rad(40*i), 0, 0) * CFrame.new(0, 0, 0.2+0.8*i) bg.cframe = CF * CFrame.Angles(math.rad(-10+20*i), 0, 0) bp.position = cen * CFrame.Angles(math.rad(180+45+45*i), 0, 0) * CFrame.new(0, -2.5, 0.4*i).p wait() end Resting = true coroutine.resume(coroutine.create(function() wait(0.4) bp.Parent = nil end)) coroutine.resume(coroutine.create(function() while Resting and selected do wait(math.random(350,800)/1000) hum.Health = hum.Health + math.random(1,2) Prop.Rage = Prop.Rage + 1 end hum.PlatformStand = false end)) end end function select(mouse) mouse.Icon = MouseIc selectanim() selected = true mouse.Button1Down:connect(function() if Able and RestingAnim == false and hum.Sit == false then Able = false swing(mouse.Hit.p) Able = true end end) mouse.Button1Down:connect(function() mouse.Icon = MouseDo mouse.Button1Up:wait() mouse.Icon = MouseIc end) mouse.KeyDown:connect(function(key) key = key:lower() if Able and RestingAnim == false and hum.Sit == false then if key == "q" then Able = false smash(mouse.Hit.p) Able = true elseif key == "e" then Able = false swing(mouse.Hit.p) Able = true elseif key == "r" then Able = false stab(mouse.Hit.p) Able = true elseif key == "f" then Able = false epicsmash(mouse.Hit.p) Able = true elseif key == "z" then Able = false shockwave(mouse.Hit.p) Able = true elseif key == "x" then Able = false flipsmash(mouse.Hit.p) Able = true elseif key == "t" then Able = false spin(mouse.Hit.p) Able = true end end if Able then if key == "g" and AbleG then AbleG = false if Resting == true then Resting = false else rest() end wait(0.8) AbleG = true end end end) end function deselect(mouse) selected = false deselanim() end bin.Selected:connect(select) bin.Deselected:connect(deselect)
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