leolion003

Lighting

Dec 16th, 2017
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Player = game.Players.LocalPlayer Character = Player.Character script.Parent = Character --[[ * Fire StickA * ]]-- pcall(function() Character.Staff:Remove() end) Staff = Instance.new("Model") Staff.Name = "Staff" Staff.Parent = Character Lightning = Instance.new("Model") Lightning.Name = "Lightning" Lightning.Parent = Staff --[[ * Arm Weld * ]]-- ArmWeld = Instance.new("Weld") ArmWeld.Parent = Character["Torso"] ArmWeld.Part0 = ArmWeld.Parent ArmWeld.Part1 = Character["Right Arm"] ArmWeld.C0 = CFrame.new(1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[ * Arm Weld * ]]-- ArmWeldR = Instance.new("Weld") ArmWeldR.Parent = Character["Torso"] ArmWeldR.Part0 = ArmWeldR.Parent ArmWeldR.Part1 = Character["Left Arm"] ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[ * Neck Weld * ]]-- Neck = Instance.new("Weld") Neck.Parent = Character["Torso"] Neck.Part0 = Neck.Parent Neck.Part1 = Character["Head"] Neck.C0 = CFrame.new(0,1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[ * StickA * ]]-- StickA = Instance.new("Part") StickA.formFactor = "Custom" StickA.Locked = true StickA.CanCollide = false StickA.BrickColor = BrickColor.new("Navy blue") StickA.Reflectance = 1 StickA.Anchored = false StickA.Size = Vector3.new(1,1,1) StickA.TopSurface = 0 StickA.BottomSurface = 0 StickA.Parent = Staff MeshA = Instance.new("SpecialMesh",StickA) MeshA.MeshType = "Sphere" WeldA = Instance.new("Weld") WeldA.Parent = StickA WeldA.Part0 = Character["Right Arm"] WeldA.Part1 = StickA WeldA.C0 = CFrame.new(0,-1,-0) * CFrame.Angles(-math.pi/2,0,0) GyroA = Instance.new("BodyGyro",Character.Torso) GyroA.maxTorque = Vector3.new(0,0,0) GyroA.P = GyroA.P*10 VelA = Instance.new("BodyVelocity",Character.Torso) VelA.P = VelA.P*2 VelA.maxForce = Vector3.new(0,0,0) SpaB = Instance.new("Sparkles",StickA) SpaB.Enabled = false --[[ * Spark * ]]-- function spark(A,B) Hit = A.CFrame local P = Instance.new("Part") P.Name = "Guideline" local Place0 = B.CFrame P.formFactor = 0 P.Size = Vector3.new(1,1,(Place0.p - Hit.p).magnitude) P.CFrame = CFrame.new((Place0.p + Hit.p)/2,Place0.p) P.Parent = Lightning P.BrickColor = BrickColor.Black() P.Anchored = true P.CanCollide = false P.Transparency = 1 m = Instance.new("BlockMesh") m.Scale = Vector3.new(0.1,0.1,1) m.Parent = P mh = A.CFrame for c1 = 1, 1 do oldHit = B.CFrame for count = 1, 10 do val1 = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1)) val2 = P.Size.z / 10 val3 = P.CFrame.lookVector * -1 val4 = count * val2 val5 = val4 * val3 val6 = B.CFrame.p Hit = CFrame.new(val5 + val1 + val6) local s = Instance.new("Part") s.Name = "Spark" local Place0 = oldHit s.formFactor = 0 s.Size = Vector3.new(1,1,(Place0.p - Hit.p).magnitude) s.CFrame = CFrame.new((Place0.p + Hit.p)/2,Place0.p) s.Parent = Lightning s.BrickColor = BrickColor.White() s.Anchored = true s.CanCollide = false m = Instance.new("BlockMesh") m.Scale = Vector3.new(0.1,0.1,1) m.Parent = s clone = s:clone() clone.Mesh.Scale = Vector3.new(0.3,0.3,1.1) clone.BrickColor = BrickColor.Blue() clone.Transparency = 0.8 clone.Parent = s.Parent oldHit = Hit end Hit = oldHit local s = Instance.new("Part") s.Name = "Spark" local Place0 = mh s.formFactor = 0 s.Size = Vector3.new(1,1,(Place0.p - Hit.p).magnitude) s.CFrame = CFrame.new((Place0.p + Hit.p)/2,Place0.p) s.Parent = Lightning s.BrickColor = BrickColor.White() s.Anchored = true s.CanCollide = false m = Instance.new("BlockMesh") m.Scale = Vector3.new(0.1,0.1,1) m.Parent = s clone = s:clone() clone.Mesh.Scale = Vector3.new(0.3,0.3,1.1) clone.BrickColor = BrickColor.Blue() clone.Transparency = 0.8 clone.Parent = s.Parent wait(0.5) end P:remove() end function PlaceL(BB) coroutine.resume(coroutine.create(function() local PA = Instance.new("Part") PA.Anchored = true PA.Locked = true PA.CanCollide = false PA.Transparency = 1 PA.Size = Vector3.new(0.1,0.1,0.1) PA.Parent = Lightning PA.CFrame = CFrame.new(BB.x,BB.y,BB.z) spark(StickA,PA) for i = 1,10 do wait() for i,v in pairs(Lightning:GetChildren()) do if v:IsA("Part") then v.Transparency = v.Transparency + 0.1 end end end for i,v in pairs(Lightning:GetChildren()) do if v:IsA("Part") then v:Remove() end end end)) end --[[ * Tool * ]]-- if script.Parent.Name == Player.Name then Hopper = Instance.new("HopperBin") Hopper.Name = "Staff" Hopper.Parent = Player.Backpack end Blah = true StaffOn = false StaffStuff = false Flying = false Lighter = false function Clicked(Mouse) if Blah == true then Blah = false Blah = true end end VCZ = 1 Keys = {"/","0","f"} PGyro = nil Asin = false function onKeyDown(key,Mouse) if Blah == true then Blah = false if key == "f" then if Lighter == false then Keys[key] = true Lighter = true SpaB.Enabled = true while Keys[key] == true and Lighter == true do --PlaceL(Vector3.new(Character.Torso.Position.x,Character.Torso.Position.y+100,Character.Torso.Position.z)) if Mouse.Target ~= nil then PlaceL(Mouse.Hit.p) Mouse.Target:BreakJoints() end wait() end end end Blah = true return end end function onKeyUp(key,Mouse) if key == "f" then if Lighter == true and Keys[key] == true then Keys[key] = false Lighter = false SpaB.Enabled = false wait(1) SpaB.Enabled = false end end end function Selected(Mouse) Mouse.Icon = "rbxasset://textures\\GunCursor.png" Mouse.KeyDown:connect(function(key) onKeyDown(key, Mouse) end) Mouse.KeyUp:connect(function(key) onKeyUp(key, Mouse) end) Mouse.Button1Down:connect(function()Clicked(Mouse)end) for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,0.05) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,-0.05,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,0,0) WeldA.C0 = WeldA.C0 * CFrame.Angles(-math.pi/10/2/2,0,0) WeldA.C0 = WeldA.C0 + Vector3.new(0,-0.04,0) MeshA.Scale = MeshA.Scale + Vector3.new(0.05,0.05,0.05) end end function Deselected(Mouse) for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,0,0) WeldA.C0 = WeldA.C0 * CFrame.Angles(math.pi/10/2/2,0,0) WeldA.C0 = WeldA.C0 - Vector3.new(0,-0.04,0) MeshA.Scale = MeshA.Scale - Vector3.new(0.05,0.05,0.05) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,-0.05,0.05) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,-0.05,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10/2) end end function DeadGuy() --pcall(function() Character.Head.face:Remove() end) for i = 1,20 do for i,v in pairs(Character:GetChildren()) do if v:IsA("Part") then v.Anchored = true end end for i,v in pairs(Assassin:GetChildren()) do if v:IsA("Part") then v.Anchored = true end end for i,v in pairs(Staff:GetChildren()) do if v:IsA("Part") then v.Anchored = true end end for i,v in pairs(Lightning:GetChildren()) do if v:IsA("Part") then v.Anchored = true end end end wait(0.1) end Hopper.Selected:connect(Selected) Hopper.Deselected:connect(Deselected) Character.Humanoid.Died:connect(DeadGuy) --[[ for i = 1,20 do wait() WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10) WeldB.C0 = WeldB.C0 + Vector3.new(0,0.1,0) WeldC.C0 = WeldC.C0 - Vector3.new(0,0.1,0) end ]]
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