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- ply = game.Players.LegendOfAwesomeness3
- char = ply.Character
- torso = char.Torso
- rs = torso["Right Shoulder"]
- rarm = char["Right Arm"]
- rw = Instance.new("Weld")
- attacking = false
- function lock(a)
- if a == 1 then
- rw.Parent = torso
- rw.C0,rw.C1 = rs.C0,rs.C1
- rw.Part0,rw.Part1 = rs.Part0,rs.Part1
- rs.Parent = nil
- elseif a == 0 then
- rs.Parent = torso
- rw.Parent = nil
- end
- end
- function infect(hit)
- for i,v in pairs(hit.Parent:GetChildren()) do
- if v:IsA("Humanoid") then
- if v:FindFirstChild("poison") == nil then
- Instance.new("BoolValue",v).Name = "poison"
- coroutine.resume(coroutine.create(function()
- for i = 1,30 do
- wait()
- v.Health = v.Health - 1
- local c = p1:Clone()
- c.Parent = m
- c.Size = Vector3.new(0.5,0.5,0.5)
- c.CFrame = v.Torso.CFrame + Vector3.new(math.random(-3,3),math.random(-3,3),math.random(-3,3))
- c.Anchored = true
- c.Transparency = 0.5
- c.Color = Color3.new(0,0.3,0)
- delay(0.1,function()
- for i = 0.5,1,0.05 do
- wait()
- c.Transparency = i
- end
- c:Remove()
- end)
- end
- v:FindFirstChild("poison"):Remove()
- end))
- end
- end
- end
- end
- m = Instance.new("Model",char)
- hdl = Instance.new("Part",m)
- hdl.TopSurface,hdl.BottomSurface = 0,0
- hdl.formFactor = "Custom"
- hdl.CanCollide = false
- hdl.Size = Vector3.new(0.3,1.5,0.3)
- hdl.Color = Color3.new(0,5,0)
- p1 = hdl:Clone()
- p1.Parent = m
- p1.Size = Vector3.new(1,4,0.2)
- p1.Color = Color3.new(0,0,0)
- p1.CanCollide = True
- w = Instance.new("Weld",m)
- w.Part0,w.Part1 = p1,hdl
- w.C1 = CFrame.new(0,hdl.Size.y/2+p1.Size.y/2-0.05,0)
- for i = -p1.Size.y/2,p1.Size.y/2,0.25 do
- c = Instance.new("WedgePart",m)
- c.TopSurface,c.BottomSurface = 0,0
- c.formFactor = "Custom"
- c.Parent = m
- c.Size = Vector3.new(0.1,0.1,0.2)
- c.BrickColor = BrickColor.new("Royal purple")
- c.CanCollide = True
- w = Instance.new("Weld",m)
- w.Part0,w.Part1 = c,p1
- w.C1 = CFrame.new(-p1.Size.x/2-c.Size.x/2+0.05,i*0.95,0) * CFrame.Angles(0,math.pi/2,0)
- end
- p2 = Instance.new("WedgePart",m)
- p2.TopSurface,p2.BottomSurface = 0,0
- p2.formFactor = "Custom"
- p2.Size = Vector3.new(0.2,1,2)
- p2.Color = p1.Color
- p2.CanCollide = True
- w = Instance.new("Weld",m)
- w.Part0,w.Part1 = p2,p1
- w.C1 = CFrame.new(0,p1.Size.y/2+p2.Size.z/2-0.05,0) * CFrame.Angles(math.pi/2,0,math.pi/2)
- for i = -p2.Size.z/2+0.25,p2.Size.z/2-0.25,0.2 do
- if i ~= 2 then
- c = Instance.new("WedgePart",m)
- c.TopSurface,c.BottomSurface = 0,0
- c.formFactor = "Custom"
- c.Parent = m
- c.Size = Vector3.new(0.2,0.1,0.2)
- c.BrickColor = BrickColor.new("Royal purple")
- c.CanCollide = True
- w = Instance.new("Weld",m)
- w.Part0,w.Part1 = c,p2
- w.C1 = CFrame.new(0,i/2+0.2,i+0.18) * CFrame.Angles(math.pi/2-math.rad(22),0,0)
- end
- end
- hw = Instance.new("Weld",m)
- hw.Part0,hw.Part1 = hdl,rarm
- hw.Name = "hw"
- hw.C1 = CFrame.new(0,-rarm.Size.y/2-0.15,0) * CFrame.Angles(math.pi/2,-math.pi/2,math.pi)
- for i,v in pairs(m:GetChildren()) do
- if v:IsA("BasePart") and v ~= hdl then
- v.Touched:connect(damage)
- v.Touched:connect(infect)
- end
- end
- hdl.Name = "Handle"
- h = Instance.new("HopperBin",ply.Backpack)
- h.Name = "Genchei"
- s = 20
- function ang(x,y,z)
- return CFrame.Angles(math.rad(x)*s,math.rad(y)*s,math.rad(z)*s)
- end
- hold = false
- function lightning(mouse)
- attacking = true
- r = 4
- if mouse.Target ~= nil then
- c = Instance.new("Part",m)
- c.formFactor = "Custom"
- c.Size = Vector3.new(3,0.5,3)
- c.Anchored = true
- c.TopSurface,c.BottomSurface = 0,0
- c.CanCollide = false
- c.BrickColor = BrickColor.new("Royal purple")
- Instance.new("CylinderMesh",c)
- hold = true
- while hold == true do
- wait()
- c.CFrame = CFrame.new(mouse.hit.p)
- end
- for i = 1,90,s do
- wait()
- rw.C0 = rw.C0 * ang(0,0,1)
- end
- r = 5
- for i = 1,360,60 do
- wait()
- c2 = Instance.new("Part",c)
- c2.Size = Vector3.new(1,5,1)
- c2.CanCollide = false
- c2.Touched:connect(damage)
- c2.TopSurface,c2.BottomSurface = 0,0
- c2.Transparency = 1
- c2.Color = Color3.new(1,1,1)
- c2.CFrame = c.CFrame + Vector3.new(math.cos(math.rad(i))*r,0,math.sin(math.rad(i))*r)
- c2.CFrame = CFrame.new(c2.Position,c.Position)
- c2.Anchored = true
- Instance.new("FileMesh",c2).MeshId = "rbxasset://fonts/sword.mesh"
- for i = 1,0.5,-0.1 do
- wait()
- c2.Transparency = i
- end
- end
- for i = 1,50 do
- wait()
- local p = Instance.new("Part",m)
- p.Size = Vector3.new(1,50,1)
- p.Anchored = true
- p.CFrame = c.CFrame + Vector3.new(math.random(-r,r),p.Size.y/2-1,math.random(-r,r))
- p.CanCollide = false
- p.BrickColor = BrickColor.new("Royal purple")
- Instance.new("CylinderMesh",p)
- for i,v in pairs(Workspace:GetChildren()) do
- if v:IsA("Model") and v ~= char then
- for i,o in pairs(v:GetChildren()) do
- if o:IsA("Humanoid") then
- if (o.Torso.Position-(p.CFrame * CFrame.new(0,-p.Size.y/2,0)).p).magnitude <= 10 then
- o.Health = o.Health - 1.25
- end
- end
- end
- end
- end
- delay(0,function()
- for i = 0,1,0.1 do
- wait()
- p.Transparency = i
- end
- p:Remove()
- end)
- end
- for i = 1,90,s do
- wait()
- rw.C0 = rw.C0 * ang(0,0,-1)
- end
- c:Remove()
- end
- attacking = false
- end
- function wave()
- attacking = true
- s = 10
- for i = 1,140,s do
- wait()
- rw.C0 = rw.C0 * ang(0,0,-1)
- end
- s = 20
- for i = 1,220,s do
- wait()
- rw.C0 = rw.C0 * ang(0,0,1)
- end
- bp = Instance.new("BodyPosition",torso)
- bp.maxForce = Vector3.new() * math.huge
- bp.position = torso.Position + Vector3.new(0,50,0)
- while (torso.Position-bp.position).magnitude > 1 do wait() end
- bp.position = bp.position - Vector3.new(0,50,0)
- while (torso.Position-bp.position).magnitude > 10 do wait() end
- bp:Remove()
- for i = 1,(220-140)+80,s do
- wait()
- rw.C0 = rw.C0 * ang(0,0,-1)
- end
- r = 4
- coroutine.resume(coroutine.create(function()
- for o = 2,16,2 do
- for i = 1,360,10 do
- local c = p1:Clone()
- c.Parent = m
- c.Size = Vector3.new(1,o,1)
- c.Anchored = true
- c.CFrame = CFrame.new((p2.CFrame * CFrame.new(0,p2.Size.y/2,0)).p) + Vector3.new(math.cos(math.rad(i))*r,-c.Size.y,math.sin(math.rad(i))*r)
- coroutine.resume(coroutine.create(function()
- for i = 1,c.Size.y do
- wait()
- c.CFrame = c.CFrame + Vector3.new(0,1,0)
- end
- for i = 1,c.Size.y do
- wait()
- c.CFrame = c.CFrame - Vector3.new(0,1,0)
- end
- c:Remove()
- end))
- end
- r = r+3
- end
- end))
- for i = 1,80,s do
- wait()
- rw.C0 = rw.C0 * ang(0,0,1)
- end
- attacking = false
- end
- function Guard()
- r = 20
- h = 30
- for o = h,100,10 do
- for i = 0,360,30 do
- local c = p1:Clone()
- c.Parent = Workspace
- c.Size = Vector3.new(8,o,8)
- c.Anchored = true
- c.Material = "Slate"
- c.CanCollide = true
- c.BrickColor = BrickColor.new("Royal purple")
- c.CFrame = torso.CFrame + Vector3.new(math.cos(math.rad(i))*r,0,math.sin(math.rad(i))*r) - Vector3.new(0,c.Size.y,0)
- coroutine.resume(coroutine.create(function()
- for i = 1,c.Size.y,2 do
- wait()
- c.CFrame = c.CFrame + Vector3.new(0,2,0)
- end
- delay(3,function()
- for i = 1,c.Size.y do
- wait()
- c.CFrame = c.CFrame - Vector3.new(0,1,0)
- end
- c:Remove()
- end)
- end))
- end
- r = r+10
- end
- end
- function Raise()
- local c = hdl:Clone()
- c.Parent = m
- c.CanCollide = true
- c.Material = "Slate"
- c.BrickColor = BrickColor.new("Royal purple")
- c.Size = Vector3.new(10,50,10)
- c.Anchored = true
- c.CFrame = torso.CFrame - Vector3.new(0,c.Size.y/2,0)
- for i = 1,c.Size.y-3 do
- wait()
- c.CFrame = c.CFrame + Vector3.new(0,1,0)
- end
- end
- function slash(a)
- attacking = true
- for i = 1,70,s do
- wait()
- rw.C0 = rw.C0 * ang(0,1,0)
- end
- for i = 1,90,s do
- wait()
- rw.C0 = rw.C0 * ang(0,0,-1)
- end
- for i = 1,90,s do
- wait()
- rw.C0 = rw.C0 * ang(0,0,1)
- end
- for i = 1,70,s do
- wait()
- rw.C0 = rw.C0 * ang(0,-1,0)
- end
- attacking = false
- end
- function wield(a)
- s = 17
- if a == 1 then
- for i = 1,85,s do
- wait()
- rw.C0 = rw.C0 * ang(-0.1,0,1)
- end
- elseif a == 0 then
- for i = 1,85,s do
- wait()
- rw.C0 = rw.C0 * ang(0.1,0,-1)
- end
- end
- s = 20
- end
- function freeze(m)
- local trg = m.Target
- if (trg==nil) then return end
- local phit = game.Players:findFirstChild(trg.Parent.Name)
- if (phit~=nil) then
- if (phit==p) then return end
- local char = trg.Parent
- if (char:findFirstChild("Torso")==nil) then return end
- if (char:findFirstChild("fr_block")==nil) then
- local pa = Instance.new("Part")
- local bl = Instance.new("BlockMesh")
- bl.Parent = pa
- pa.Anchored = true
- pa.Name = "fr_block"
- pa.Transparency = 1
- pa.BrickColor = BrickColor.New("Royal purple")
- pa.FormFactor = "Custom"
- pa.Size = Vector3.new(6,7,6)
- pa.CFrame = char["Torso"].CFrame
- pa.Parent = char
- char.Humanoid.WalkSpeed = 0
- if (char.Humanoid.Health<char.Humanoid.MaxHealth/4) then
- char.Humanoid.Health = 0
- else
- char.Humanoid.Health = char.Humanoid.Health - char.Humanoid.MaxHealth/4
- end
- local g = char:GetChildren()
- for i = 1,#g do
- if (g[i]:IsA("Part")) then
- g[i].Anchored = true
- g[i].Reflectance = .3
- end
- end
- for i = 1,10 do
- pa.Transparency = pa.Transparency - .06
- pa.Reflectance = pa.Reflectance + .01
- wait(.01)
- end
- else
- if (phit~=nil) then
- local fr = char["fr_block"]
- local char = trg.Parent
- for i = 1,10 do
- fr.Transparency = fr.Transparency + .06
- fr.Reflectance = fr.Reflectance - .01
- wait(.01)
- end
- local g = char:GetChildren()
- for i = 1,#g do
- if (g[i]:IsA("Part")) then
- g[i].Anchored = false
- g[i].Reflectance = 0
- end
- end
- char.Humanoid.WalkSpeed = 16
- fr:remove()
- end
- end
- end
- end
- function explode(m)
- local t = m.Hit.p
- local trg = m.Target
- if (trg==nil) then return end
- local e = Instance.new("Explosion")
- e.BlastRadius = 20
- e.BlastPressure = 20
- e.Position = t
- e.Parent = game.Workspace
- end
- function fire(m)
- local trg = m.Target
- if (trg==nil) then return end
- local phit = game.Players:findFirstChild(trg.Parent.Name)
- if (phit~=nil) then
- local char = trg.Parent
- if (char:findFirstChild("Torso")==nil) then return end
- local f = Instance.new("Fire")
- f.Color = Color3.new(0,0,0)
- f.SecondaryColor = Color3.new(0,5,0)
- f.Parent = char.Torso
- f.Name = "BurnFire"
- coroutine.resume(coroutine.create(function()
- while (char.Humanoid.Health>0) do
- if (char.Humanoid.Health<2) then
- char.Humanoid.Health = 0
- char:BreakJoints()
- else
- char.Humanoid.Health = char.Humanoid.Health - 2
- end
- wait(.05)
- end
- end))
- end
- end
- local rls = {nil, nil}
- doArms=function(Com)
- if Com==true then
- Torso=p.Character.Torso
- RA=Torso:FindFirstChild("Right Shoulder")
- if RA==nil then
- return
- end
- LA=Torso:FindFirstChild("Left Shoulder")
- if LA==nil then
- return
- end
- rls[1]=Instance.new("Motor")
- local RightS = rls[1]
- RightS.Name="Right_Shoulder"
- RightS.C0=RA.C0
- RightS.C1=RA.C1
- RightS.Part0=RA.Part0
- RightS.Part1=RA.Part1
- RightS.MaxVelocity=.35
- RightS.Parent=Torso
- rls[2]=Instance.new("Motor")
- local LeftS = rls[2]
- LeftS.Name="Left_Shoulder"
- LeftS.C0=LA.C0
- LeftS.C1=LA.C1
- LeftS.Part0=LA.Part0
- LeftS.Part1=LA.Part1
- LeftS.MaxVelocity=.35
- LeftS.Parent=Torso
- RA.Parent=nil
- LA.Parent=nil
- RA.Part1=nil
- LA.Part1=nil
- else
- if (rls[1]==nil) or (rls[2]==nil) then return end
- local RightS = rls[1]
- local LeftS = rls[2]
- RightS.Part1=nil
- LeftS.Part1=nil
- RightS.Parent=nil
- LeftS.Parent=nil
- Torso=p.Character.Torso
- RA.Parent=Torso
- LA.Parent=Torso
- RA.Part1=nil
- LA.Part1=nil
- RA.Part1=p.Character["Right Arm"]
- LA.Part1=p.Character["Left Arm"]
- wait(.2)
- RA.Part0=Torso
- LA.Part0=Torso
- RA.Part1=p.Character["Right Arm"]
- LA.Part1=p.Character["Left Arm"]
- end
- end
- function ReturnAngles()
- local RightS = rls[1]
- local LeftS = rls[2]
- RightS.DesiredAngle = 0
- LeftS.DesiredAngle = 0
- wait(1)
- doArms(false)
- end
- function kd(key,mouse)
- if attacking == false then
- if key == "f" then lightning(mouse)
- elseif key == "g" then wave()
- elseif key == "r" then Guard()
- elseif key == "t" then Raise()
- elseif key == "z" then freeze(mouse)
- elseif key == "x" then explode(mouse)
- elseif key == "c" then fire(mouse)
- end
- end
- end
- klist = {"f"}
- function select(mouse)
- lock(1)
- wield(1)
- mouse.KeyUp:connect(function(hit) for i,v in pairs(klist) do if hit == v then hold = false end end end)
- mouse.KeyDown:connect(function(key) kd(key,mouse) end)
- mouse.Button1Down:connect(function() if attacking == false then slash() end end)
- end
- h.Selected:connect(select)
- h.Deselected:connect(function() wield(0) lock(0) end)
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