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- script.Parent=nil
- --- shortcuts
- v3 = Vector3.new
- cn = CFrame.new
- ca2 = CFrame.Angles
- mf = math.floor
- mran = math.random
- mrad = math.rad
- mdeg = math.deg
- ca = function(x,y,z) return ca2(mrad(x),mrad(y),mrad(z)) end
- mran2 = function(a,b) return mran(a*1000,b*1000)/1000 end
- ud=UDim2.new
- bn = BrickColor.new
- c3 = Color3.new
- -----
- --Player='Diitto'
- Players=game:service'Players'
- Player=Players.LocalPlayer --[SSKADFF23]
- PChar=Player.Character
- as,so={},{'metal','Block','Slash','Slash2','Hit','Kick'}
- as.corner='11294911'
- as.cone='1033714'
- as.ring="3270017"
- as.Chakram='47260990'
- as.ring2='18430887'
- as.blast='20329976'
- as.missile='10207677'
- as.fire='2693346'
- as.boom='3264793'
- as.slash='10209645'
- as.abscond='2767090'
- as.firelaser='13775494'
- as.diamond='9756362'
- as.metal='rbxasset://sounds\\unsheath.wav'
- as.Block = 'rbxasset://sounds\\metal.ogg'
- as.Slash = '10209645'
- as.Slash2 = '46760716'
- as.Hit='10209583'
- as.Kick='46153268'
- as.cast='2101137'
- as.rockhead= '21629626'
- as.rockheadt='21629620'
- for i,v in pairs(as) do
- if type(tonumber(v:sub(1,3)))=="number" then
- as[i]="http://www.roblox.com/asset/?id="..v
- end
- end
- LastMade=nil
- iNew=function(tab)
- local v=Instance.new(tab[1])
- for Ind,Val in pairs(tab) do
- if Ind~=1 and Ind~=2 then
- v[Ind] = Val
- end
- end
- v.Parent=tab[2]==0 and LastMade or tab[2]
- LastMade=v
- return v
- end
- iPart=function(tab)
- local v=Instance.new(tab.type or 'Part')
- if tab.type~='CornerWedgePart' then v.formFactor='Custom' end
- v.TopSurface=0 v.BottomSurface=0
- if tab.sc then
- v.Size=v3(tab[2]*tab.sc,tab[3]*tab.sc,tab[4]*tab.sc)
- else
- v.Size=v3(tab[2],tab[3],tab[4])
- end
- if tab.co then v.BrickColor=bn(tab.co) end
- if tab.tr then v.Transparency=tab.tr end
- if tab.rf then v.Reflectance=tab.rf end
- if tab.can then v.CanCollide=tab.can end
- if tab.cf then v.CFrame=tab.cf end
- if tab.an then v.Anchored=tab.an end
- if tab.na then v.Name=tab.na end
- if tab.ma then v.Material=tab.ma end
- v.Parent=tab[1]
- v:BreakJoints()
- LastMade=v
- return v
- end
- function getoutline(x,z,i)
- return math.sqrt(x^2+z^2)+(i or 0.05),mdeg(math.atan2(x,z))
- end
- function v32(cf)
- local x,y,z=cf:toEulerAnglesXYZ()
- return v3(mdeg(x),mdeg(y),mdeg(z))
- end
- WeldLib={}
- function GetWeld(weld,CO)
- if not WeldLib[weld] then
- local x0,y0,z0=weld.C0:toEulerAnglesXYZ()
- local x1,y1,z1=weld.C1:toEulerAnglesXYZ()
- WeldLib[weld]={[0]=v3(mdeg(x0),mdeg(y0),mdeg(z0)),[1]=v3(mdeg(x1),mdeg(y1),mdeg(z1))}
- end
- return weld['C'..CO].p,WeldLib[weld][CO]
- end
- function ClearWeld(weld)
- if WeldLib[weld] then WeldLib[weld]=nil end
- end
- function TweenNum(i,loops,i1,i2,smooth)
- smooth = smooth or 1
- local perc
- if smooth == 1 then perc = math.sin((math.pi/2)/loops*i) else perc = i/loops end
- local ton
- if i1 > i2 then
- ton = -math.abs(i1 - i2) *perc
- else
- ton = math.abs(i1 - i2) *perc
- end
- return i1+ton
- end
- function TweenV3(i,loops,v1,v2,smooth)
- smooth = smooth or 1
- local perc
- if smooth == 1 then perc = math.sin((math.pi/2)/loops*i) else perc = i/loops end
- local tox2,toy2,toz2 = 0,0,0
- if v1.x > v2.x then
- tox2 = -math.abs(v1.x - v2.x) *perc
- else
- tox2 = math.abs(v1.x - v2.x) *perc
- end
- if v1.y > v2.y then
- toy2 = -math.abs(v1.y - v2.y) *perc
- else
- toy2 = math.abs(v1.y - v2.y) *perc
- end
- if v1.z > v2.z then
- toz2 = -math.abs(v1.z - v2.z) *perc
- else
- toz2 = math.abs(v1.z - v2.z) *perc
- end
- return v3(v1.x + tox2,v1.y + toy2,v1.z + toz2)
- end
- function TweenCF(i,loops,origpos,origangle,nextpos,nextangle,smooth)
- smooth = smooth or 1
- local perc
- if smooth == 1 then perc = math.sin((math.pi/2)/loops*i) else perc = i/loops end
- local tox,toy,toz = 0,0,0
- if origangle.x > nextangle.x then tox = -math.abs(origangle.x - nextangle.x) *perc
- else tox = math.abs(origangle.x - nextangle.x) *perc end
- if origangle.y > nextangle.y then toy = -math.abs(origangle.y - nextangle.y) *perc
- else toy = math.abs(origangle.y - nextangle.y) *perc end
- if origangle.z > nextangle.z then toz = -math.abs(origangle.z - nextangle.z) *perc
- else toz = math.abs(origangle.z - nextangle.z) *perc end
- local tox2,toy2,toz2 = 0,0,0
- if origpos.x > nextpos.x then
- tox2 = -math.abs(origpos.x - nextpos.x) *perc
- else tox2 = math.abs(origpos.x - nextpos.x) *perc end
- if origpos.y > nextpos.y then
- toy2 = -math.abs(origpos.y - nextpos.y) *perc
- else toy2 = math.abs(origpos.y - nextpos.y) *perc end
- if origpos.z > nextpos.z then
- toz2 = -math.abs(origpos.z - nextpos.z) *perc
- else toz2 = math.abs(origpos.z - nextpos.z) *perc end
- return cn(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2)*ca(origangle.x + tox,origangle.y + toy,origangle.z + toz)
- end
- function SetWeld(weld,CO,i, loops, origpos,origangle, nextpos,nextangle,smooth)
- loops=math.floor(loops)
- smooth = smooth or 1
- if not WeldLib[weld] then
- local x0,y0,z0=weld.C0:toEulerAnglesXYZ()
- local x1,y1,z1=weld.C1:toEulerAnglesXYZ()
- WeldLib[weld]={[0]=v3(mdeg(x0),mdeg(y0),mdeg(z0)),[1]=v3(mdeg(x1),mdeg(y1),mdeg(z1))}
- end
- local perc =smooth==1 and math.sin((math.pi/2)/loops*i) or i/loops
- --print(weld.Part1)
- local tox,toy,toz = 0,0,0
- tox = origangle.x > nextangle.x and -math.abs(origangle.x - nextangle.x) *perc or math.abs(origangle.x - nextangle.x) *perc
- toy = origangle.y > nextangle.y and -math.abs(origangle.y - nextangle.y) *perc or math.abs(origangle.y - nextangle.y) *perc
- toz = origangle.z > nextangle.z and -math.abs(origangle.z - nextangle.z) *perc or math.abs(origangle.z - nextangle.z) *perc
- local tox2,toy2,toz2 = 0,0,0
- tox2= origpos.x > nextpos.x and -math.abs(origpos.x - nextpos.x) *perc or math.abs(origpos.x - nextpos.x) *perc
- toy2= origpos.y > nextpos.y and -math.abs(origpos.y - nextpos.y) *perc or math.abs(origpos.y - nextpos.y) *perc
- toz2= origpos.z > nextpos.z and -math.abs(origpos.z - nextpos.z) *perc or math.abs(origpos.z - nextpos.z) *perc
- WeldLib[weld][CO] = v3(origangle.x + tox,origangle.y + toy,origangle.z + toz)
- weld['C'..CO] = cn(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2)*ca(origangle.x + tox,origangle.y + toy,origangle.z + toz)
- end
- function se(Key,Text)
- local Values = {}
- for value in (Text..Key):gmatch("(.-)"..Key) do
- table.insert(Values,value)
- end
- local Values2={}
- for i,v in pairs(Values) do Values2[i]=Values[i]:lower() end
- return Values,Values2
- end
- findplayer=function(nn)
- if not nn then return nil end
- local found
- for i,v in pairs(Players:GetPlayers()) do
- if string.find(v.Name:lower(),nn:lower()) and not found then found=v end
- end
- return found
- end
- LoopFunctions={}
- iLoopFunctions=-9000
- function DoLoop(times,func)
- iLoopFunctions=iLoopFunctions+1
- LoopFunctions[tonumber(iLoopFunctions)]={times,0,func}
- end
- function MeshEffect(times,cf1,cf2,scale1,scale2,tr1,tr2,col,type)
- local cf2=cf2 or cf1
- local v=iPart{Char,0.2,0.2,0.2,co=col,cf=cf1,na='Mesh',an=true,ca=false,tr=tr1}
- local mesh=iNew{'SpecialMesh',v,Scale=scale1}
- if type=='Brick' or type=='Sphere' then
- mesh.MeshType=type
- else
- mesh.MeshId=type
- end
- local x1,y1,z1 = cf1:toEulerAnglesXYZ()
- local x2,y2,z2 = cf2:toEulerAnglesXYZ()
- local count=0
- DoLoop(times,function(i) count=count+1
- mesh.Scale=TweenV3(count,times,scale1,scale2,1)*((type=='Brick' or type=='Sphere') and 5 or 1)
- v.Transparency=TweenNum(count,times,tr1,tr2,1)
- v.CFrame=TweenCF(count,times,cf1.p,v3(mdeg(x1),mdeg(y1),mdeg(z1)),cf2.p,v3(mdeg(x2),mdeg(y2),mdeg(z2)),1)
- if i==1 then v:Remove() end end)
- end
- Dmgv={8,16}
- HitDebounce={}
- Damage=function(Hum,Mult,Sound)
- if not Hum or Hum.Parent==Char then return end
- if not Hum.Parent:findFirstChild'Torso' then return end
- local HName=Hum.Parent.Name
- if HitDebounce[HName] and HitDebounce[HName]>tick() then return end
- HitDebounce[HName]=tick()+0.2
- local Mult=Mult or 1
- local Dealt=mran(Dmgv[1],Dmgv[2])*Mult
- local col=''
- if Hum.Parent:findFirstChild'Block' and Hum.Parent.Block.Value>0 then
- Hum.Parent.Block.Value=Hum.Parent.Block.Value-1
- col='Bright blue'
- else
- Hum.Health=Hum.Health-Dealt
- col='Bright red'
- end
- if Sound then so[col=='Bright blue' and 'Block' or 'Hit']:Play() end
- local DoH=iNew{'Model',Char,Name=col=='Bright blue' and 'Block' or Dealt}
- iNew{'Humanoid',DoH,MaxHealth=1/0,Health=1/0,Name=''}
- local Doh=iPart{DoH,0.6,0.2,0.6,co=col,an=true} Doh.Name='Head' iNew{'CylinderMesh',Doh}
- local dofs=Hum.Parent.Torso.CFrame*cn(mran2(-1.5,1.5),2.5,mran2(-1,1)) Doh.CFrame=dofs
- DoLoop(40,function(i) Doh.CFrame=dofs*cn(0,i*2,0) Doh.Transparency=i-0.5 if i==1 then DoH:Remove() end end)
- end
- AOEFind = function(pos,ra,f,f2) -- range get
- local p0,p1=pos-v3(ra/2,ra/2,ra/2),pos+v3(ra/2,ra/2,ra/2)
- pcall(function()
- for i,v in pairs(workspace:FindPartsInRegion3(Region3.new(p0,p1),nil,100)) do
- local Hum=v.Parent:findFirstChild'Humanoid'
- if v.Name=='Torso' and Hum and Hum.Health>0 and v.Parent~=Char then
- pcall(function() f(Hum,v) end)
- elseif f2 and not Hum then
- pcall(function() f2(v) end)
- end
- end
- end)
- end
- function FindSurface(part, position)
- local obj = part.CFrame:pointToObjectSpace(position)
- local siz = part.Size/2
- for i,v in pairs(Enum.NormalId:GetEnumItems()) do
- local vec = Vector3.FromNormalId(v)
- local wvec = part.CFrame:vectorToWorldSpace(vec)
- local vz = (obj)/(siz*vec)
- if (math.abs(vz.X-1) < 0.01 or math.abs(vz.Y-1) < 0.01 or math.abs(vz.Z-1) < 0.01) then
- return wvec,vec
- end
- end
- if part.className == "WedgePart" then
- return part.CFrame:vectorToWorldSpace(Vector3.new(0,0.707,-0.707)), Vector3.new(0,0.707,-0.707)
- end
- end
- function FaceBG(pos)
- BG.maxTorque=v3(1,1,1)/0
- BG.cframe=cn(Torso.Position,v3(pos.x,Torso.Position.y,pos.z))*cn(0,0,-1)
- end
- ray = function(Pos, Dir,tab,length) -- ray cast
- return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit *(length or 999)),tab)
- end
- function Projectile(ofs,speed,part,adj,fhit,fnohit)
- part.CFrame=ofs*adj
- local stop=false
- DoLoop(50,function(x)
- local i=x
- if not stop then
- local hit,pos=ray(ofs.p,ofs.p-ofs*cn(0,0,-1).p,Char,speed+1)
- if hit then
- --Hit
- if fhit then i=1 stop=true
- ----
- local cof=FindSurface(hit,pos)
- --iPart{workspace,2,2,0.2,cf=cn(pos,pos+cof),an=true,co='Black'}
- ----
- local x,y,z=ofs:toEulerAnglesXYZ()
- ofs=cn(pos)*ca(mdeg(x),mdeg(y),mdeg(z))*cn(0,0,-part.Size.y/2)
- part.CFrame=ofs*adj
- fhit(hit,pos) end
- else
- ofs=ofs*cn(0,0,speed)
- part.CFrame=ofs*adj
- end
- if i==1 then
- if fnohit then fnohit(ofs.p) else part:Remove() end
- end
- end
- end)
- end
- CC={'','Bright yellow','Flame reddish orange'}
- Scale=5
- Mat='Marble'
- SpawnPoint=PChar.Torso.CFrame*cn(0,1+Scale*3,-20-Scale*1.5)
- name='Brock'
- pcall(function() _G.OldMod00:Remove() end)
- ---------------
- UNDYING=function()
- pcall(function() fUNDYING:disconnect() end)
- pcall(function() local hum=Grabbing.Part1.Parent.Humanoid Grabbing:Remove() Grabbing=nil hum.PlatformStand=false end)
- Torso.Anchored=true Torso.Transparency=1 Torso.CanCollide=false
- Stand:Remove() Head:Remove()
- local RespawnPos=cn(Torso.CFrame.p+v3(0,Scale*5,0))*ca(0,mran(-360,360),0)
- wait(4)
- Anim='Reviving'
- local oldChar=Char
- local oldRootLimbs=RootLimbs
- for i,v in pairs(oldRootLimbs) do v.Anchored=true end
- fMarble(Char,function(v) v.Anchored=true end)
- MakeAI(RespawnPos) Anim='Reviving'
- fMarble(Char,function(v) v.Transparency=1 end)
- for i,v in pairs(RootLimbs) do v.Transparency=1 end
- wait(0.1) Torso.Anchored=true
- local Reconstruct={}
- fMarble(oldChar,function(v)
- local x1,y1,z1=v.CFrame:toEulerAnglesXYZ()
- local x2,y2,z2=Char[v.Parent.Name][v.Name].CFrame:toEulerAnglesXYZ()
- Reconstruct[#Reconstruct+1]={v,Char[v.Parent.Name][v.Name],v.Position,v3(mdeg(x1),mdeg(y1),mdeg(z1)),v3(mdeg(x2),mdeg(y2),mdeg(z2))} end)
- for i,v in pairs(oldRootLimbs) do
- local x1,y1,z1=v.CFrame:toEulerAnglesXYZ()
- local x2,y2,z2=Char[v.Name].CFrame:toEulerAnglesXYZ()
- Reconstruct[#Reconstruct+1]={v,Char[v.Name],v.Position,v3(mdeg(x1),mdeg(y1),mdeg(z1)),v3(mdeg(x2),mdeg(y2),mdeg(z2))} end
- local tweens=100
- for tween=1,tweens do
- for i,v in pairs(Reconstruct) do v[1].CFrame=TweenCF(tween,tweens,v[3],v[4],v[2].Position,v[5],1)*ca(360*(tween/tweens),720*(tween/tweens),0) end
- wait()
- end
- oldChar:Remove()
- fMarble(Char,function(v) v.Transparency=0 end)
- for i,v in pairs(RootLimbs) do v.Transparency=0 end
- Torso.Anchored=false wait()
- BG.maxTorque=v3(1,1,1)/0 BG.cframe=Torso.CFrame
- ReturnAnim()
- wait(2)
- BG.maxTorque=nov3
- Anim,ArmAnim,LegAnim='None','None','None'
- end
- ------
- function MakeAI(SpawnPoint2)
- Char=iNew{'Model',workspace,Name=name,archivable=false} _G.OldMod00=Char
- Torso=iPart{Char,2,2,1,sc=Scale,co=CC[1],cf=SpawnPoint2,na='Torso'}
- pTorso=iPart{Char,2,2,1,sc=Scale,co=CC[1],cf=SpawnPoint2,na='pTorso'}
- Head=iPart{Char,1,1,1,sc=Scale,co=CC[1],na='Head'}
- pHead=iPart{Char,1,1,1,sc=Scale,co=CC[1],na='pHead'} iNew{'SpecialMesh',pHead,Scale=v3(1,1,1)*Scale/1.4,VertexColor=v3(1,1,1)/1.65,MeshId=as.rockhead,TextureId=as.rockheadt}
- Stand=iPart{Char,1.5,2.9,1.1,sc=Scale,co=CC[1],na='Stand'}
- for i,n in pairs(so) do
- local v=iNew{'Sound',Torso,Volume=1,Pitch=1,Looped=false,Name=v,SoundId=as[n]}
- so[n]=v
- end
- LSho=iPart{Char,1,1.5,1,sc=Scale,co=CC[1],na='LSho'}
- LArm=iPart{Char,1,1.5,1,sc=Scale,co=CC[1],na='LArm'}
- RSho=iPart{Char,1,1.5,1,sc=Scale,co=CC[1],na='RSho'}
- RArm=iPart{Char,1,1.5,1,sc=Scale,co=CC[1],na='RArm'}
- LThi=iPart{Char,1,1.5,1,sc=Scale,co=CC[1],na='LThi'}
- LLeg=iPart{Char,1,1.5,1,sc=Scale,co=CC[1],na='LLeg'}
- RThi=iPart{Char,1,1.5,1,sc=Scale,co=CC[1],na='RThi'}
- RLeg=iPart{Char,1,1.5,1,sc=Scale,co=CC[1],na='RLeg'}
- nov3=v3(0,0,0)
- Marble={}
- MarbleSpeed=0.2
- MarbleMax=12
- for i,v in pairs({pTorso,LSho,RSho,LArm,RArm,LThi,RThi,LLeg,RLeg}) do
- v.Material=Mat
- local VS=v.Size
- local va=1.2
- --v.Size=v.Size/1.5
- local vv=v:Clone()
- for x=-1,1,2 do
- for y=-1,1,2 do
- for z=-1,1,2 do
- local marb=vv:Clone() marb.Size=VS/mran2(1.8,2.2) marb.Parent=v marb.Name=x..y..z
- local wmarb=iNew{'Weld',marb,Part0=v,Part1=marb,C0=cn(VS.x/4*x/va,VS.y/4*y,VS.z/4*z/va)*ca(mran(-MarbleMax,MarbleMax),mran(-MarbleMax,MarbleMax),mran(-MarbleMax,MarbleMax))}
- Marble[#Marble+1]={wmarb,mran(-1,1),mran(-1,1),mran(-1,1)}
- end end end
- iNew{'BlockMesh',v,Scale=v3(1,1,1)/1.5}
- v.Transparency=0 --.995
- end
- for i,v in pairs(Char:children()) do if v:IsA'BasePart' and v.Name~='Torso' then v.CFrame=Torso.CFrame end end
- Head.Transparency=0.99
- Head.CanCollide=false
- Neck=iNew{'Weld',Torso,Part0=Torso,Part1=Head,C0=cn(0,0,0)}
- pNeck=iNew{'Weld',Torso,Part0=pTorso,Part1=pHead,C0=cn(0,1.5*Scale,0)}
- Hum=iNew{'Humanoid',Char}
- Torso.Transparency=1
- wTorso=iNew{'Weld',Torso,Part0=Torso,Part1=pTorso,C0=cn(0,-2.5*Scale,0)*ca(0,0,0)}
- oTorso=cn(0,0,0)
- Stand.Transparency=1
- wStand=iNew{'Weld',Torso,Part0=Torso,Part1=Stand,C0=cn(0,-2.5*Scale,0)}
- wLSho=iNew{'Weld',LSho,Part0=pTorso,Part1=LSho,C0=cn(-1.5*Scale,0.75*Scale,0),C1=cn(0,0.25*Scale,0)}
- wLArm=iNew{'Weld',LArm,Part0=LSho,Part1=LArm,C0=cn(0,-0.75*Scale,0),C1=cn(0,0.75*Scale,0)}
- wRSho=iNew{'Weld',RSho,Part0=pTorso,Part1=RSho,C0=cn(1.5*Scale,0.75*Scale,0),C1=cn(0,0.25*Scale,0)}
- wRArm=iNew{'Weld',RArm,Part0=RSho,Part1=RArm,C0=cn(0,-0.75*Scale,0),C1=cn(0,0.75*Scale,0)}
- wLThi=iNew{'Weld',LThi,Part0=pTorso,Part1=LThi,C0=cn(-0.5*Scale,-1*Scale,0),C1=cn(0,0.75*Scale,0)}
- wLLeg=iNew{'Weld',LLeg,Part0=LThi,Part1=LLeg,C0=cn(1,-0.75*Scale,0),C1=cn(0,0.75*Scale,0)}
- wRThi=iNew{'Weld',RThi,Part0=pTorso,Part1=RThi,C0=cn(0.5*Scale,-1*Scale,0),C1=cn(0,0.75*Scale,0)}
- wRLeg=iNew{'Weld',RLeg,Part0=RThi,Part1=RLeg,C0=cn(0,-0.75*Scale,0),C1=cn(0,0.75*Scale,0)}
- wLSho.C0=cn(-1.5*Scale,0.75*Scale,0)*ca(0,0,-135) --a,b
- wLArm.C0=cn(0,-0.75*Scale,0)*ca(0,0,0) --c,d
- wRSho.C0=cn(1.5*Scale,0.75*Scale,0)*ca(0,0,135) --e,f
- wRArm.C0=cn(0,-0.75*Scale,0)*ca(0,0,0) --g,h
- ----
- wLThi.C0=cn(-0.5*Scale,-1*Scale,0)*ca(0,0,-45) --i,j
- wLLeg.C0=cn(0,-0.75*Scale,0)*ca(0,0,0) --k,l
- wRThi.C0=cn(0.5*Scale,-1*Scale,0)*ca(0,0,45) --m,n
- wRLeg.C0=cn(0,-0.75*Scale,0)*ca(0,0,0) --o,p
- BG=iNew{'BodyGyro',Torso,maxTorque=nov3}
- BP=iNew{'BodyPosition',Torso,maxForce=nov3}
- fUNDYING=Hum.Died:connect(UNDYING)
- LimbNames={'LSho','RSho','LArm','RArm','RThi','LThi','RLeg','LLeg'}
- for i=1,8 do local v=LimbNames[i] LimbNames[v]=getfenv()["w"..v] end
- RootLimbs={pHead,pTorso,LSho,RSho,LArm,RArm,RThi,LThi,RLeg,LLeg}
- Anim,LegAnim,ArmAnim='Sit','Sit','Sit'
- local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p=GetPose()
- SetWeld(wLSho,0,1,1,a,b,v3(-1.5*Scale,0.5*Scale,0),v3(0,0,-10),1)
- SetWeld(wLArm,0,1,1,c,d,v3(0,-0.75*Scale,0),v3(10,0,10),1)
- SetWeld(wRSho,0,1,1,e,f,v3(1.5*Scale,0.5*Scale,0),v3(0,0,10),1)
- SetWeld(wRArm,0,1,1,g,h,v3(0,-0.75*Scale,0),v3(10,0,-10),1)
- SetWeld(wLThi,0,1,1,i,j,v3(-0.5*Scale,-1*Scale,0),v3(15,0,-5),1)
- SetWeld(wLLeg,0,1,1,k,l,v3(0,-0.75*Scale,0),v3(-15,0,5),1)
- SetWeld(wRThi,0,1,1,m,n,v3(0.5*Scale,-1*Scale,0),v3(15,0,5),1)
- SetWeld(wRLeg,0,1,1,o,p,v3(0,-0.75*Scale,0),v3(-15,0,-5),1)
- Oa,Ob,Oc,Od,Oe,Of,Og,Oh,Oi,Oj,Ok,Ol,Om,On,Oo,Op=GetPose()
- SetWeld(wLSho,0,1,1,nov3,nov3,a,b,1)
- SetWeld(wLArm,0,1,1,nov3,nov3,c,d,1)
- SetWeld(wRSho,0,1,1,nov3,nov3,e,f,1)
- SetWeld(wRArm,0,1,1,nov3,nov3,g,h,1)
- SetWeld(wLThi,0,1,1,nov3,nov3,i,j,1)
- SetWeld(wLLeg,0,1,1,nov3,nov3,k,l,1)
- SetWeld(wRThi,0,1,1,nov3,nov3,m,n,1)
- SetWeld(wRLeg,0,1,1,nov3,nov3,o,p,1)
- end
- function GetPose()
- local a,b=GetWeld(wLSho,0)
- local c,d=GetWeld(wLArm,0)
- local e,f=GetWeld(wRSho,0)
- local g,h=GetWeld(wRArm,0)
- local i,j=GetWeld(wLThi,0)
- local k,l=GetWeld(wLLeg,0)
- local m,n=GetWeld(wRThi,0)
- local o,p=GetWeld(wRLeg,0)
- local q,r=GetWeld(wTorso,0)
- return a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r
- end
- MakeAI(SpawnPoint)
- ASpeed=28
- coroutine.resume(coroutine.create(function()
- SetWeld(wLSho,0,1,1,nov3,nov3,wLSho.C0.p,v3(45,0,-10),1)
- SetWeld(wLArm,0,1,1,nov3,nov3,wLArm.C0.p,v3(45,0,10),1)
- SetWeld(wRSho,0,1,1,nov3,nov3,wRSho.C0.p,v3(45,0,10),1)
- SetWeld(wRArm,0,1,1,nov3,nov3,wRArm.C0.p,v3(45,0,-10),1)
- SetWeld(wLThi,0,1,1,nov3,nov3,v3(-0.5*Scale,-0.6*Scale,-0.5*Scale),v3(125,0,-12),1)
- SetWeld(wLLeg,0,1,1,nov3,nov3,wLLeg.C0.p,v3(-70,0,12),1)
- SetWeld(wRThi,0,1,1,nov3,nov3,v3( 0.5*Scale,-0.6*Scale,-0.5*Scale),v3(125,0,12),1)
- SetWeld(wRLeg,0,1,1,nov3,nov3,wRLeg.C0.p,v3(-70,0,-12),1)
- SetWeld(wTorso,0,1,1,oTorso,nov3,v3(0,-3*Scale,0),nov3,1)
- wait(1)
- Anim='Standing'
- local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p=GetPose()
- for x=1,ASpeed do
- SetWeld(wTorso,0,x,ASpeed,wTorso.C0.p,nov3,oTorso,nov3,1)
- SetWeld(wLSho,0,x,ASpeed,a,b,v3(-1.5*Scale,0.5*Scale,0),v3(0,0,-10),1)
- SetWeld(wLArm,0,x,ASpeed,c,d,v3(0,-0.75*Scale,0),v3(10,0,10),1)
- SetWeld(wRSho,0,x,ASpeed,e,f,v3(1.5*Scale,0.5*Scale,0),v3(0,0,10),1)
- SetWeld(wRArm,0,x,ASpeed,g,h,v3(0,-0.75*Scale,0),v3(10,0,-10),1)
- SetWeld(wLThi,0,x,ASpeed,i,j,v3(-0.5*Scale,-1*Scale,0),v3(15,0,-5),1)
- SetWeld(wLLeg,0,x,ASpeed,k,l,v3(0,-0.75*Scale,0),v3(-15,0,5),1)
- SetWeld(wRThi,0,x,ASpeed,m,n,v3(0.5*Scale,-1*Scale,0),v3(15,0,5),1)
- SetWeld(wRLeg,0,x,ASpeed,o,p,v3(0,-0.75*Scale,0),v3(-15,0,-5),1)
- wait()
- end
- ArmAnim='None'
- LegAnim='None'
- Anim='None'
- end))
- --Target=PChar
- function Stay(bool,cff)
- BG.maxTorque=bool and v3(1,1,1)/0 or nov3 BG.cframe=cff or Torso.CFrame
- BP.maxForce=BG.maxTorque BP.position=Torso.Position
- end
- function fMarble(Ch,func)
- for i,v in pairs(Ch:children()) do
- for x=-1,1,2 do
- for y=-1,1,2 do
- for z=-1,1,2 do
- if v:findFirstChild(x..y..z) then func(v[x..y..z]) end
- end end end
- end
- end
- function ReturnAnim()
- local ne1,ne2=GetWeld(pNeck,0)
- local wt1,wt2=GetWeld(wTorso,0)
- local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p=GetPose()
- for x=1,ASpeed do
- SetWeld(wLSho,0,x,ASpeed,a,b,Oa,Ob,1)
- SetWeld(wLArm,0,x,ASpeed,c,d,Oc,Od,1)
- SetWeld(wRSho,0,x,ASpeed,e,f,Oe,Of,1)
- SetWeld(wRArm,0,x,ASpeed,g,h,Og,Oh,1)
- SetWeld(wLThi,0,x,ASpeed,i,j,Oi,Oj,1)
- SetWeld(wLLeg,0,x,ASpeed,k,l,Ok,Ol,1)
- SetWeld(wRThi,0,x,ASpeed,m,n,Om,On,1)
- SetWeld(wRLeg,0,x,ASpeed,o,p,Oo,Op,1)
- SetWeld(wTorso,0,x,ASpeed,wt1,wt2,oTorso,nov3,1)
- SetWeld(pNeck,0,x,ASpeed,ne1,ne2,v3(0,1.5,0)*Scale,nov3,1)
- wait()
- end
- end
- ChatConnection=Player.Chatted:connect(function(msg)
- coroutine.resume(coroutine.create(function()
- if not Char.Parent then return end
- local Sep,sep=se(';',msg)
- local p1,p2=findplayer(Sep[2]),findplayer(Sep[3])
- local cmd=sep[1]
- --print(Sep[1])
- --print(LimbNames[Sep[1]])
- Tt=(p1 and p1.Character and p1.Character:findFirstChild'Torso') and p1.Character.Torso or nil
- if cmd=='sit' and (Anim=='None' or Anim=='Follow') then
- Anim='Sitting'
- Hum:MoveTo(Torso.Position,Torso)
- LegAnim,ArmAnim='Sit','Sit'
- for x=1,ASpeed do
- SetWeld(wLSho,0,x,ASpeed,Oa,Ob,Oa,v3(45,0,-10),1)
- SetWeld(wLArm,0,x,ASpeed,Oc,Od,Oc,v3(45,0,10),1)
- SetWeld(wRSho,0,x,ASpeed,Oe,Of,Oe,v3(45,0,10),1)
- SetWeld(wRArm,0,x,ASpeed,Og,Oh,Og,v3(45,0,-10),1)
- SetWeld(wLThi,0,x,ASpeed,Oi,Oj,v3(-0.5*Scale,-0.6*Scale,-0.5*Scale),v3(125,0,-12),1)
- SetWeld(wLLeg,0,x,ASpeed,Ok,Ol,Ok,v3(-70,0,12),1)
- SetWeld(wRThi,0,x,ASpeed,Om,On,v3( 0.5*Scale,-0.6*Scale,-0.5*Scale),v3(125,0,12),1)
- SetWeld(wRLeg,0,x,ASpeed,Oo,Op,Oo,v3(-70,0,-12),1)
- SetWeld(wTorso,0,x,ASpeed,oTorso,nov3,v3(0,-3*Scale,0),nov3,1)
- wait()
- end
- Anim='Sit'
- elseif (cmd=='stand' or cmd=='stop') and (Anim=='Roll' or Anim=='Sit' or Anim=='Follow' or Anim=='Form' or Anim=='Dance' or Anim=='Grab') then
- if Anim=='Sit' or Anim=='Form' or Anim=='Dance' or Anim=='Roll' then
- Anim='Returning'
- ReturnAnim()
- else
- Target=nil
- wait(0.2)
- Hum:MoveTo(Torso.Position,Torso)
- end
- LegAnim,ArmAnim,Anim='None','None','None'
- elseif cmd=='follow' and Tt and Anim=='None' then
- Anim='Follow'
- Target=p1.Character
- elseif cmd=='shoot' and Tt and RArm['1-11'].Transparency~=1 and ArmAnim=='None' then
- Target=p1.Character
- ArmAnim='Shoot'
- FaceBG(Tt.Position)
- wait(0.1)
- local cff=cn(pTorso.CFrame.p,v3(Tt.Position.x,pTorso.Position.y,Tt.Position.z))
- local ofs=cff:toObjectSpace(cn(cff*cn(1.5*Scale,0.5*Scale,0).p,Tt.CFrame*cn(0,2,0).p)*ca(90,0,0)*cn(0,-0.25*Scale,0))
- local x,y,z=ofs:toEulerAnglesXYZ()
- local rot=v3(mdeg(x),mdeg(y),mdeg(z))
- for q=1,ASpeed do
- SetWeld(wRArm,0,q,ASpeed,Og,Oh,Og,nov3,1)
- SetWeld(wRSho,0,q,ASpeed,Oe,Of,ofs.p,rot,1)
- SetWeld(wRSho,1,q,ASpeed,v3(0,0.25*Scale,0),nov3,nov3,nov3,1)
- wait()
- end
- for y=-1,1,2 do for x=-1,1,2 do for z=-1,1,2 do
- local new=RArm[x..y..z]:Clone() new.Parent=RArm game.Debris:AddItem(new,8) new.Touched:connect(function(hit) Damage(hit.Parent:findFirstChild'Humanoid') end)
- new.CFrame=RArm[x..y..z].CFrame*cn(0,-Scale*1.5,0) new.CanCollide=true new.Velocity=cn(new.Position,Target.Torso.Position).lookVector*((new.Position-Target.Torso.Position).magnitude*20+900)
- RArm[x..y..z].Transparency=1 so.Block:Play() wait(0.06)
- end end end
- RArm.Transparency=1
- delay(1,function()
- for x=-1,1,2 do for y=-1,1,2 do for z=-1,1,2 do local new=RArm[x..y..z]:Clone() new.Transparency=0 new.CanCollide=false new.Name='f'..new.Name new.Parent=RArm new.CFrame=RArm.CFrame*cn(Scale*x*2,Scale*-3,Scale*z*2)
- iNew{'BodyPosition',new,maxForce=v3(1,1,1)/0,position=RArm[x..y..z].Position} wait(0.14) end end end
- DoLoop(35,function(i) for x=-1,1,2 do for y=-1,1,2 do for z=-1,1,2 do RArm['f'..x..y..z].BodyPosition.position=RArm[x..y..z].Position if i==1 then RArm['f'..x..y..z]:Remove() RArm[x..y..z].Transparency=0 RArm.Transparency=0 end end end end end)
- end)
- for q=1,ASpeed do
- SetWeld(wRArm,0,q,ASpeed,Og,nov3,Og,Oh,1)
- SetWeld(wRSho,0,q,ASpeed,ofs.p,rot,Oe,Of,1)
- SetWeld(wRSho,1,q,ASpeed,nov3,nov3,v3(0,0.25*Scale,0),nov3,1)
- wait()
- end
- BG.maxTorque=nov3
- ArmAnim='None'
- elseif cmd=='slam' and (Anim=='None' or Anim=='Follow') and Tt then
- Target=p1
- local lTt=Tt
- Anim='Follow'
- repeat Hum:MoveTo(Tt.Position+v3(0.5,0.5,0.5),Tt) wait(0.2) until lTt~=Tt or (Tt.Position-pTorso.Position).magnitude<10+Scale*5.5 or Anim~='Follow'
- if Anim~='Follow' then BG.maxTorque=nov3 return end
- if lTt~=Tt then return end
- Anim,LegAnim,ArmAnim='Slam','',''
- Hum:MoveTo(Torso.Position,Torso)
- FaceBG(Tt.Position)
- Stay(true,BG.cframe)
- local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p=GetPose()
- ASpeed2=15
- for x=1,ASpeed2 do
- SetWeld(wLSho,0,x,ASpeed2,a,b,Oa,v3(180,0,0),1)
- SetWeld(wRSho,0,x,ASpeed2,e,f,Oe,v3(180,0,0),1)
- SetWeld(wTorso,0,x,ASpeed2,nov3,nov3,v3(0,3,0)*Scale,nov3,1)
- wait()
- end
- for x=1,ASpeed2 do
- SetWeld(wTorso,0,x,ASpeed2,v3(0,3,0)*Scale,nov3,v3(0,-3*Scale+2.5,-6*Scale),v3(-89,0,0),1)
- wait()
- end
- AOEFind(pTorso.Position,6.5*Scale,function(Hum) Damage(Hum,3,true) Hum.Sit=true end)
- MeshEffect(35,Torso.CFrame*cn(0,-3.5*Scale,-6*Scale)*ca(90,0,0),nil,v3(2,2,1)*Scale,v3(12,12,5)*Scale,0.2,1,'Light stone grey',as.ring)
- wait(0.5)
- for x=1,ASpeed do
- SetWeld(wTorso,0,x,ASpeed,v3(0,-3*Scale+2.5,-6*Scale),v3(-90,0,0),nov3,nov3,1)
- SetWeld(wLSho,0,x,ASpeed,Oa,v3(180,0,0),Oa,Ob,1)
- SetWeld(wRSho,0,x,ASpeed,Oe,v3(180,0,0),Oe,Of,1)
- wait()
- end
- Stay(false)
- Anim,LegAnim,ArmAnim='None','None','None'
- elseif cmd=='boulder' and Anim=='None' then
- Target=p1.Character
- Anim,LegAnim,ArmAnim='','',''
- Stay(true)
- FaceBG(Tt.Position)
- for x=1,ASpeed do
- SetWeld(wLSho,0,x,ASpeed,Oa,Ob,Oa,v3(135,0,0),1)
- SetWeld(wLArm,0,x,ASpeed,Oc,Od,Oc,v3(0,0,0),1)
- SetWeld(wRSho,0,x,ASpeed,Oe,Of,Oe,v3(135,0,0),1)
- SetWeld(wRArm,0,x,ASpeed,Og,Oh,Og,v3(0,0,-10),1)
- SetWeld(wLThi,0,x,ASpeed,Oi,Oj,v3(-0.5,-0.5,0.25)*Scale,v3(45,0,-15),1)
- SetWeld(wLLeg,0,x,ASpeed,Ok,Ol,Ok,v3(0,0,0),1)
- SetWeld(wRThi,0,x,ASpeed,Om,On,v3( 0.5,-0.5,0.25)*Scale,v3(45,0,15),1)
- SetWeld(wRLeg,0,x,ASpeed,Oo,Op,Oo,v3(0,0,0),1)
- SetWeld(wTorso,0,x,ASpeed,oTorso,nov3,v3(0,-1.5,-1.5)*Scale,v3(-90,0,0),1)
- wait()
- end
- wait(0.2)
- local boulder=iPart{Char,1,1,1,type='WedgePart'} boulder.Material=Mat
- local wm=iNew{'SpecialMesh',boulder,Scale=v3(4,3,4)*Scale,MeshType='Wedge'}
- local wb=iNew{'Weld',boulder,Part0=RArm,Part1=boulder,C0=cn(-1.5*Scale,-2.3*Scale,0)*ca(180,180,0)}
- local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r=GetPose()
- for x=1,ASpeed*2 do
- SetWeld(wLSho,0,x,ASpeed*2,a,b,a,v3(225,0,0),1)
- SetWeld(wLArm,0,x,ASpeed*2,c,d,c,v3(45,0,0),1)
- SetWeld(wRSho,0,x,ASpeed*2,e,f,e,v3(225,0,0),1)
- SetWeld(wRArm,0,x,ASpeed*2,g,h,g,v3(45,0,0),1)
- SetWeld(wLThi,0,x,ASpeed*2,i,j,Oi,v3(0,0,-15),1)
- SetWeld(wLLeg,0,x,ASpeed*2,k,l,k,v3(0,0,0),1)
- SetWeld(wRThi,0,x,ASpeed*2,m,n,Om,v3(0,0,15),1)
- SetWeld(wRLeg,0,x,ASpeed*2,o,p,o,v3(0,0,0),1)
- SetWeld(wTorso,0,x,ASpeed*2,q,r,nov3,nov3,1)
- wait()
- end
- FaceBG(Tt.Position)
- for x=1,ASpeed/2 do
- SetWeld(wLSho,0,x,math.floor(ASpeed/2),a,v3(225,0,0),a,v3(90,0,0),1)
- SetWeld(wLArm,0,x,math.floor(ASpeed/2),c,v3(45,0,0),c,v3(45,0,0),1)
- SetWeld(wRSho,0,x,math.floor(ASpeed/2),e,v3(225,0,0),e,v3(90,0,0),1)
- SetWeld(wRArm,0,x,math.floor(ASpeed/2),g,v3(45,0,0),g,v3(45,0,0),1)
- wait()
- end
- local bcf=boulder.CFrame
- wb:Remove()
- wm:Remove()
- boulder.Size=wm.Scale
- boulder.CFrame=cn(boulder.Position,Target.Torso.Position)*cn(0,3,-1)*ca(0,180,0)
- --boulder.Friction=0.1
- boulder.Elasticity=0
- boulder.Velocity=(boulder.CFrame*ca(0,180,0)).lookVector*((boulder.Position-Target.Torso.Position).magnitude*1+90)
- boulder.RotVelocity=nov3
- game.Debris:AddItem(boulder,8)
- Stay(false)
- ReturnAnim()
- Anim,LegAnim,ArmAnim='None','None','None'
- elseif cmd=='grab' and Tt and not Grabbing then
- Target=p1
- local lTt=Tt
- Anim='Follow'
- repeat Hum:MoveTo(Tt.Position+v3(0.5,0.5,0.5),Tt) wait(0.2) until lTt~=Tt or (Tt.Position-Stand.CFrame*cn(0,-Stand.Size.y/2+1,-2.8*Scale).p).magnitude<10 or Anim~='Follow'
- if Anim~='Follow' then BG.maxTorque=nov3 return end
- if lTt~=Tt then return end
- pcall(function() Tt.Parent.Humanoid.PlatformStand=true end)
- Hum:MoveTo(Torso.Position,Torso)
- Anim,LegAnim,ArmAnim='Grab','',''
- FaceBG(Tt.Position)
- for x=1,ASpeed do
- SetWeld(wLSho,0,x,ASpeed,Oa,Ob,Oa,v3(-30,0,-30),1)
- SetWeld(wLArm,0,x,ASpeed,Oc,Od,Oc,v3(0,0,0),1)
- SetWeld(wRSho,0,x,ASpeed,Oe,Of,Oe,v3(145,0,-30),1)
- SetWeld(wRArm,0,x,ASpeed,Og,Oh,Og,v3(0,0,0),1)
- SetWeld(wLThi,0,x,ASpeed,Oi,Oj,v3(-0.5,-0.4,0.3)*Scale,v3(70,0,0),1)
- SetWeld(wLLeg,0,x,ASpeed,Ok,Ol,Ok,v3(-20,0,0),1)
- SetWeld(wRThi,0,x,ASpeed,Om,On,v3(0.5,-0.5,-0.3)*Scale,v3(135,0,0),1)
- SetWeld(wRLeg,0,x,ASpeed,Oo,Op,Oo,v3(-90,0,0),1)
- SetWeld(wTorso,0,x,ASpeed,oTorso,nov3,v3(0,-2,-1.5)*Scale,v3(-90,0,0),1)
- wait()
- end
- local ofs=RArm.CFrame:toObjectSpace(Tt.CFrame)
- Tt.Parent.Humanoid.PlatformStand=true
- Grabbing=iNew{'Weld',RArm,Part0=RArm,Part1=Tt,C0=ofs}
- local a,b=GetWeld(Grabbing,0)
- for x=1,ASpeed do
- SetWeld(Grabbing,0,x,ASpeed,a,b,v3(0,-0.75*Scale-1,0),v3(-90,0,0),1)
- wait()
- end
- Stay(false)
- ReturnAnim()
- Anim,LegAnim,ArmAnim='None','None','None'
- elseif cmd=='dance' and (Anim=='None' or Anim=='Follow') then
- Hum:MoveTo(pTorso.Position,pTorso)
- Anim,ArmAnim,LegAnim='Dance','Dance','Dance'
- local ASpeed=math.floor(ASpeed/2)
- repeat
- local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r=GetPose()
- for x=1,ASpeed do
- if Anim~='Dance' then break end
- SetWeld(wLSho,0,x,ASpeed,a,b,v3(-1.2,0.5,-0.25)*Scale,v3(35,0,30),1)
- SetWeld(wLArm,0,x,ASpeed,c,d,c,v3(25,0,0),1)
- SetWeld(wRSho,0,x,ASpeed,e,f,v3( 1.2,0.5,-0.25)*Scale,v3(45,0,-30),1)
- SetWeld(wRArm,0,x,ASpeed,g,h,g,v3(25,0,0),1)
- SetWeld(wLThi,0,x,ASpeed,i,j,i,v3(0,0,0),1)
- SetWeld(wLLeg,0,x,ASpeed,k,l,k,v3(0,0,0),1)
- SetWeld(wRThi,0,x,ASpeed,m,n,m,v3(45,0,20),1)
- SetWeld(wRLeg,0,x,ASpeed,o,p,o,v3(-45,0,-20),1)
- wait()
- end
- local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r=GetPose()
- for x=1,ASpeed do
- if Anim~='Dance' then break end
- SetWeld(wLSho,0,x,ASpeed,a,b,v3(-1.2,0.5,-0.25)*Scale,v3(95,0,30),1)
- SetWeld(wLArm,0,x,ASpeed,c,d,c,v3(-10,0,0),1)
- SetWeld(wRSho,0,x,ASpeed,e,f,v3( 1.2,0.5,-0.25)*Scale,v3(105,0,-30),1)
- SetWeld(wRArm,0,x,ASpeed,g,h,g,v3(-10,0,0),1)
- SetWeld(wLThi,0,x,ASpeed,i,j,i,v3(45,0,-20),1)
- SetWeld(wLLeg,0,x,ASpeed,k,l,k,v3(-45,0,20),1)
- SetWeld(wRThi,0,x,ASpeed,m,n,m,v3(0,0,0),1)
- SetWeld(wRLeg,0,x,ASpeed,o,p,o,v3(0,0,0),1)
- wait()
- end
- until Anim~='Dance'
- elseif cmd=='roll' and (Anim=='None' or Anim=='Follow') then
- Target=p1
- local lTt=Tt
- Anim,ArmAnim,LegAnim='Roll','',''
- local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r=GetPose()
- local n1,n2=GetWeld(pNeck,0)
- for x=1,ASpeed do
- SetWeld(wLSho,0,x,ASpeed,a,b,v3(-1.5,0.5,0)*Scale,v3(0,0,-45),1)
- SetWeld(wLArm,0,x,ASpeed,c,d,c,v3(0,0,90),1)
- SetWeld(wRSho,0,x,ASpeed,e,f,v3( 1.5,0.5,0)*Scale,v3(0,0,45),1)
- SetWeld(wRArm,0,x,ASpeed,g,h,g,v3(0,0,-90),1)
- SetWeld(wLThi,0,x,ASpeed,i,j,v3(0,1, 0.5)*Scale,v3(-30,0,0),1)
- SetWeld(wLLeg,0,x,ASpeed,k,l,k,v3(60,0,0),1)
- SetWeld(wRThi,0,x,ASpeed,m,n,v3(0,1,-0.5)*Scale,v3(30,0,0),1)
- SetWeld(wRLeg,0,x,ASpeed,o,p,o,v3(-60,0,0),1)
- SetWeld(pNeck,0,x,ASpeed,n1,n2,v3(0,0,0),n2,1)
- SetWeld(wTorso,0,x,ASpeed,oTorso,nov3,v3(0,-2,0)*Scale,nov3,1)
- wait()
- end
- tWS[2]=3
- repeat
- local cf=Torso.CFrame*cn(mran2(-1,1)*Scale,-4*Scale,0.5*Scale)*ca(90+mran(-20,20),mran(-30,30),0)
- MeshEffect(24,cf,cf*cn(0,4*Scale,0),v3(0.5,0.5,0.5)*Scale,v3(mran2(1,4),mran2(3,5),mran2(1,3))*Scale,0.1,1,'Dark stone grey','Brick')
- Hum:MoveTo(Tt.CFrame*cn(0,0,Scale).p,Tt) wTorso.C0=wTorso.C0*ca(-20,0,0) wait(0.035) until lTt~=Tt or (Tt.Position-Stand.CFrame*cn(0,-Stand.Size.y/2+1,-2.8*Scale).p).magnitude<6 or Anim~='Roll'
- tWS[2]=1
- ClearWeld(wTorso)
- if Anim~='Roll' then return end
- Hum:MoveTo(Torso.Position+v3(0,1,0),Torso)
- Torso.Anchored=true Torso.Velocity=nov3
- local cf=Stand.CFrame*cn(0,0,-1.5*Scale)*ca(-45,0,0) --iPart{Char,1,1,1,co='Black',cf=cf,an=true}
- MeshEffect(50,cf,nil,v3(3.5,3.5,2)*Scale,v3(11,11,6)*Scale,0.1,1,'White',as.ring)
- for i=1,16 do
- local cf=cf*ca(90,360*(i/16),0)*ca(45,0,0)
- MeshEffect(40,cf,cf*cn(0,10*Scale,0),v3(0.2,2,0.2)*Scale,v3(1,5,1)*Scale,0.1,1,'','Sphere')
- end
- AOEFind(cf.p,6.5*Scale,function(Hum,v) Damage(Hum,2,true) Hum.Sit=true v.Velocity=cn(pTorso.Position,v.Position).lookVector*50 end)
- wait(0.2)
- Torso.Anchored=false
- ReturnAnim()
- Hum:MoveTo(Torso.Position,Torso)
- Anim,LegAnim,ArmAnim='None','None','None'
- elseif cmd=='beam' and (Anim=='None' or Anim=='Follow') then
- Anim='beam'
- local che =iPart{Char,1,1,1,sc=Scale,co=CC[1],ma=Mat} local chew=iNew{'Weld',che ,Part0=pTorso,Part1=che}
- local che2=iPart{che ,0.8*Scale,0.2,0.8*Scale,co='Really black'} local che2w=iNew{'Weld',che2,Part0=che,Part1=che2}
- local chem=iNew{'CylinderMesh',che} iNew{'CylinderMesh',che2}
- local chest,chex,i={},0,0
- for x=-1,1,2 do for y=-1,1,2 do i=i+1 chest[i]={pTorso[x..y..'-1']} chest[i][2]=chest[i][1].Weld chest[i][3]=chest[i][2].C0
- local xx,yy,zz=chest[i][2].C0:toEulerAnglesXYZ() chest[i][4]=v3(mdeg(xx),mdeg(yy),mdeg(zz))
- chest[i][5]=cn(0.45*x*Scale,0,-0.5*Scale)*chest[i][3] chest[i][6]=chest[i][4]+v3(0,-105*x,0) end end
- local len=1.75
- local dochest=function(v,chexx,adj)
- local p=v/ASpeed
- chex=adj*p
- chem.Scale=v3(1,len*p,1)
- chew.C0=ca(chexx+chex,0,0)*cn(0,len/2*p*Scale,0)
- che2w.C0=cn(0,len/2*p*Scale,0)
- for i=1,4 do SetWeld(chest[i][2],0,v,ASpeed,chest[i][3],chest[i][4],chest[i][5],chest[i][6],1) end
- end
- for v=1,ASpeed do if Tt then FaceBG(Tt.Position) end dochest(v,-90,-45) wait() end
- local beam=iPart{Char,0.7*Scale,1,0.7*Scale,co='New Yeller',an=true,tr=0.3} beamm=iNew{'CylinderMesh',beam}
- for i=1,ASpeed*3 do
- local p=i/ASpeed*3
- chex=90*math.sin((math.pi/2)/(ASpeed*3)*i)
- chew.C0=ca(-135+chex,0,0)*cn(0,len/2*Scale,0)
- local hit,pos=ray(che2.Position,che2.Position-che2.CFrame*cn(0,-1,0).p,Char)
- local mag=(che2.Position-pos).magnitude local p1,p2=che2.Position+v3(mran2(-1,1),mran2(-1,1),mran2(-1,1))/3,pos+v3(mran2(-1,1),mran2(-1,1),mran2(-1,1))/3
- beam.CFrame=cn(p1,p2)*cn(0,0,-mag/2)*ca(90,0,0) beamm.Scale=v3(1,mag+(Scale/3),1)
- AOEFind(pos,Scale*2,function(Hum) Damage(Hum,2.5) end)
- if i%2==0 then for i=1,5 do local cf=cn(pos)*ca(0,mran(-180,180),mran(-95,95)) MeshEffect(8,cf,cf*cn(0,Scale*2.2,0),v3(0.1,0.4,0.1)*Scale,v3(0.4,3,0.4)*Scale,0.2,1,CC[mran(2,3)],as.cone) end
- MeshEffect(8,cn(pos),nil,v3(0.8,0.8,0.8)*Scale,v3(4,4,4)*Scale,0.2,1,CC[mran(2,3)],'Sphere') end
- if Tt then FaceBG(Tt.Position) end
- wait()
- end
- DoLoop(12,function(i) beam.Transparency=0.3+i*0.7 if i==1 then beam:Remove() end end)
- for v=ASpeed,0,-1 do dochest(v,-90,45) wait() end
- Stay(false)
- che:Remove()
- Anim='None'
- ---------------------------------------------------------------------------=---WWWWWWWWWWWWWWWWWW
- elseif cmd=='box' and (Anim=='None' or Anim=='Follow') then
- Anim,ArmAnim='cart','cart'
- for x=1,ASpeed do
- SetWeld(wLSho,0,x,ASpeed,Oa,Ob,Oa,v3(90,0,10),1)
- SetWeld(wLArm,0,x,ASpeed,Oc,Od,Oc,v3(0,0,25),1)
- SetWeld(wRSho,0,x,ASpeed,Oe,Of,Oe,v3(90,0,-10),1)
- SetWeld(wRArm,0,x,ASpeed,Og,Oh,Og,v3(0,0,-25),1)
- wait()
- end
- Stay(true)
- local spawn=RArm.CFrame*cn(0,-0.75*Scale-2,0)*ca(-90,0,0)
- local des=iPart{Char,1,1,1,an=true,ma=Mat,cf=spawn,ca=false}
- for i=1,6,0.2 do des.Size=v3(i,i,i) des.CFrame=spawn*cn(0,0,-i/2) wait() end
- local cart=iNew{'Model',workspace,Name='Cart'}
- local base=iPart{cart,4,1,5,ma=Mat,cf=des.CFrame} iNew{'BodyGyro',base}
- for x=-1,1,2 do
- local new=iPart{cart,0.5,4,5,ma=Mat,cf=base.CFrame} iNew{'Weld',new,Part0=base,Part1=new,C0=cn(1.75*x,2.5,0)}
- local new=iPart{cart,3.5,4,0.5,ma=Mat,cf=base.CFrame} iNew{'Weld',new,Part0=base,Part1=new,C0=cn(0,2.5,2.25*x)}
- end
- for i=6,0.8,-0.2 do des.Size=v3(i,i,i) des.CFrame=spawn*cn(0,0,-i/2) wait() end des:Remove()
- Stay(false)
- ReturnAnim()
- Anim,ArmAnim='None','None'
- elseif cmd=='crush' and Grabbing and (Anim=='None' or Anim=='Follow') then
- Anim,ArmAnim='crush','crush'
- for x=1,ASpeed do
- SetWeld(wLSho,0,x,ASpeed,Oa,Ob,Oa,v3(80,0,-160),1)
- SetWeld(wLArm,0,x,ASpeed,Oc,Od,Oc,v3(0,0,80),1)
- SetWeld(wRSho,0,x,ASpeed,Oe,Of,Oe,v3(80,0,160),1)
- SetWeld(wRArm,0,x,ASpeed,Og,Oh,Og,v3(0,0,-80),1)
- wait()
- end
- local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r=GetPose()
- wait(0.2)
- for x=1,ASpeed/2 do
- SetWeld(wLSho,0,x,ASpeed/2,a,b,Oa,v3(80,0,-14),1)
- SetWeld(wLArm,0,x,ASpeed/2,c,d,Oc,v3(0,0,80),1)
- SetWeld(wRSho,0,x,ASpeed/2,e,f,Oe,v3(80,0,14),1)
- SetWeld(wRArm,0,x,ASpeed/2,g,h,Og,v3(0,0,-80),1)
- wait()
- end
- MeshEffect(35,Grabbing.Part1.CFrame,nil,v3(2,2,1)*Scale,v3(7,7,3)*Scale,0.3,1,'Light stone grey',as.ring)
- local crushjo=60
- pcall(function() for i,v in pairs({'Neck','Left Shoulder','Right Shoulder','Left Hip','Right Hip'}) do local w=Grabbing.Part1.Parent.Torso[v] w.C1=w.C1*ca(mran(-crushjo,crushjo),mran(-crushjo,crushjo),mran(-crushjo,crushjo)) end end)
- local hit=Grabbing.Part1
- Grabbing:Remove() Grabbing=nil
- wait(2)
- pcall(function() hit.Parent.Humanoid.PlatformStand=false end)
- ReturnAnim()
- Anim,ArmAnim='None','None'
- elseif cmd=='eat' and Grabbing and (Anim=='None' or Anim=='Follow') then
- Anim,ArmAnim='Eat','Eat'
- for x=1,ASpeed*2 do
- SetWeld(wRSho,0,x,ASpeed*2,Oe,Of,Oe,v3(135,0,15),1)
- SetWeld(wRArm,0,x,ASpeed*2,Og,Oh,Og,v3(45,-10,-100),1)
- wait()
- end
- wait(1)
- for x=1,40 do
- SetWeld(wRSho,0,1,1,Oe,Of,Oe,v3(135+mran(-3,3),0,15+mran(-3,3)),1)
- SetWeld(wRArm,0,1,1,Og,Oh,Og,v3(45,-10+mran(-12,12),-100+mran(-3,3)),1)
- wait(0.05)
- if x%2==0 then
- local cf=Grabbing.Part1.CFrame*ca(180,mran(-180,180),mran(-40,40))*cn(0,1.5,0)
- MeshEffect(24,cf,cf*cn(0,10,0),v3(0.2,2,0.2),v3(0.4,5,0.4),0.1,1,'Really red','Sphere')
- end
- end
- Grabbing.Part1:BreakJoints()
- pcall(function() Grabbing.Part1.Parent.Head:Remove() end)
- Grabbing:Remove() Grabbing=nil
- wait(2)
- ReturnAnim()
- Anim,ArmAnim='None','None'
- elseif cmd=='drop' and Grabbing then
- local hum=Grabbing.Part1.Parent.Humanoid Grabbing:Remove() Grabbing=nil hum.PlatformStand=false
- elseif LimbNames[Sep[1]] and (Anim=='None' or Anim=='Form') then
- Anim,ArmAnim,LegAnim='Form','Form','Form'
- local v1,v2=GetWeld(LimbNames[Sep[1]],0)
- local sepx=se(',',Sep[2])
- for x=1,ASpeed*2 do
- SetWeld(LimbNames[Sep[1]],0,x,ASpeed*2,v1,v2,v1,v3(tonumber(sepx[1]),tonumber(sepx[2]),tonumber(sepx[3])),1)
- wait()
- end
- elseif cmd=='plode' then
- Char:BreakJoints() wait()
- local Pressure=tonumber(sep[2]) or 50
- fMarble(Char,function(v) v.Velocity=cn(Torso.Position,v.Position).lookVector*Pressure end)
- for i,v in pairs(RootLimbs) do v.Velocity=cn(Torso.Position,v.Position).lookVector*Pressure end
- elseif cmd=='explode' then
- iNew{'Explosion',pTorso,Position=pTorso.Position,BlastRadius=Scale*20}
- elseif cmd=='goto' then
- pcall(function()
- Hum:MoveTo(Player:GetMouse().Hit.p,Player:GetMouse().Target) end)
- elseif cmd=='newscale' and tonumber(sep[2]) then
- Char:BreakJoints()
- Scale=tonumber(sep[2])
- if Scale<0.5 then Scale=0.5 end
- if Scale>=100 then Scale=100 end
- elseif cmd=='nobox' then
- for i,v in pairs(workspace:children()) do if v.Name=='Cart' then v:Remove() end end
- elseif cmd=='die' then
- Char:BreakJoints()
- elseif cmd=='brick' then
- iPart{workspace,12,30,30,cf=Player.Character.Torso.CFrame*cn(0,10,-20),tr=0.5,an=true}
- elseif cmd=='test' then
- local pt=Player.Character.Torso.CFrame
- MeshEffect(35,pt*cn(0,5,0)*ca(90,0,0),nil,v3(2,2,1)*Scale,v3(7,7,3)*Scale,0.2,1,'Light stone grey',as.ring)
- else
- end
- end))
- end)
- keys={}
- NewAnim={}
- Player:GetMouse().KeyDown:connect(function(k)
- coroutine.resume(coroutine.create(function() keys[k]=true
- if (k=='q' or k=='e') and (Anim=='None' or Anim=='Laser') and (ArmAnim=='None' or ArmAnim=='Laser') and not NewAnim[k] then
- NewAnim[k]=true
- local w1,w2=k=='q' and wLSho or wRSho,k=='q' and wLArm or wRArm
- local x=k=='q' and -1 or 1
- local aa,bb=GetWeld(w1,0)
- local cc,dd=GetWeld(w2,0)
- local targ=w1.Part1.CFrame*cn(0,-333,0)
- local tips={}
- local co=0
- local sho1=iPart{Char,0.35,RArm.Size.y/Scale+0.15 ,0.35,sc=Scale,co=CC[1]} iNew{'Weld',sho1,Part0=k=='q' and LArm or RArm,Part1=sho1} iNew{'CylinderMesh',sho1}
- local sho2=iPart{Char,0.3,RArm.Size.y/Scale+0.16,0.3,sc=Scale,co='Really black'} iNew{'Weld',sho2,Part0=sho1,Part1=sho2} iNew{'CylinderMesh',sho2}
- for x=-1,1,2 do for z=-1,1,2 do tips[#tips+1]={(k=='q' and LArm or RArm)[x..'-1'..z].Weld}
- co=co+0.25
- local asd=tips[#tips]
- asd[2],asd[3]=GetWeld(asd[1],0)
- local cf=ca(0,360*co,0)*cn(0,asd[2].y*1.8,-0.75*Scale)*ca(-20,0,0)
- asd[4]=cf.p
- local a,b,c=cf:toEulerAnglesXYZ()
- asd[5]=v3(mdeg(a),mdeg(b),mdeg(c))
- end end
- for u=1,ASpeed/2 do
- for i=1,4 do local asd=tips[i]
- SetWeld(asd[1],0,u,ASpeed/2,asd[2],asd[3],asd[4],asd[5],1)
- end wait()
- end
- repeat Anim,ArmAnim,LaserOn='Laser','Laser',true wait()
- for i=1,4 do tips[i][1].C0=ca(0,15*x,0)*tips[i][1].C0 end
- targ=TweenV3(1,12,targ,Player:GetMouse().Hit.p)
- w1.C0=pTorso.CFrame:toObjectSpace(cn(pTorso.CFrame*cn(1.5*Scale*x,0.5*Scale,0).p,targ))*ca(90,0,0)
- w2.C0=cn(0,-0.75*Scale,0)
- until not keys[k]
- ClearWeld(w1) ClearWeld(w2) for i=1,4 do ClearWeld(tips[i][1]) tips[i][6],tips[i][7]=GetWeld(tips[i][1],0) end
- local a,b=GetWeld(w1,0)
- local c,d=GetWeld(w2,0)
- for z=1,ASpeed/2 do
- for i=1,4 do SetWeld(tips[i][1],0,z,ASpeed/2,tips[i][6],tips[i][7],tips[i][2],tips[i][3],1) end
- SetWeld(w1,0,z,ASpeed/2,a,b,aa,bb,1)
- SetWeld(w2,0,z,ASpeed/2,c,d,cc,dd,1)
- wait()
- end
- sho1:Remove() sho2:Remove()
- NewAnim[k]=false
- Anim,ArmAnim,LaserOn='None','None',false
- end
- end)) end)
- Player:GetMouse().KeyUp:connect(function(k) keys[k]=false end)
- Player:GetMouse().Button1Down:connect(function()
- Button=true
- if keys.f and Player:GetMouse().Target and Anim=='None' then
- Hum:MoveTo(Player:GetMouse().Hit.p,Player:GetMouse().Target)
- elseif (keys.q or keys.e) and LaserOn then
- local pick=keys.q and 'q' or 'e'
- repeat
- local ofs=(pick=='q' and LArm or RArm).CFrame*ca(90,0,0)
- if pick=='q' and keys.e then pick='e'
- elseif pick=='e' and keys.q then pick='q' end
- local part=iPart{Char,0.2,0.5,0.2,sc=Scale,co=CC[mran(2,3)],an=true,ma=Mat} iNew{'CylinderMesh',part}
- Projectile(ofs,2*Scale,part,ca(-90,0,0),function(hit,pos)
- AOEFind(pos,Scale*2,function(Hum,v) Damage(Hum) end)
- end,
- function(pos)
- for i=1,5 do local cf=cn(pos)*ca(0,mran(-180,180),mran(-95,95)) MeshEffect(8,cf,cf*cn(0,Scale*2.2,0),v3(0.07,0.3,0.07)*Scale,v3(0.4,3,0.4)*Scale,0.2,1,CC[mran(2,3)],as.cone) end
- MeshEffect(8,cn(pos),nil,v3(0.1,0.1,0.1)*Scale,v3(3,3,3)*Scale,0.2,1,CC[mran(2,3)],'Sphere') part:Remove() end)
- wait((keys.q and keys.e) and 0.2 or 0.4)
- until not Button or (not keys.q and not keys.e)
- elseif 'swag'=='sweg' then
- end
- end)
- Player:GetMouse().Button1Up:connect(function()
- Button=false
- end)
- WalkAnim=0
- Walking=false
- WalkMulp=1
- WalkMax=16
- Hum.WalkSpeed=18
- tWS={1,1,1,1,1,1,1}
- Marbler=0
- local cou=0
- while Char.Parent do
- cou=cou+1
- --if cou%2==0 then print(cou) end
- if Hum.Health>0 then
- if Torso.Velocity.y>5 then Torso.Velocity=v3(Torso.Velocity.x,5,Torso.Velocity.z) end
- Walking=v3(Torso.Velocity.x,0,Torso.Velocity.z).magnitude>Hum.WalkSpeed-2 and true or false
- if Walking and LegAnim=='None' then
- WalkAnim=WalkAnim+WalkMulp
- end
- if WalkAnim>0 and not Walking then
- WalkAnim=WalkAnim-1
- elseif WalkAnim<0 and not Walking then
- WalkAnim=WalkAnim+1
- end
- if math.abs(WalkAnim)>=WalkMax then WalkMulp=WalkMulp*-1 end
- local WalkAdj=26
- Neck.C0=Torso.CFrame:toObjectSpace(pHead.CFrame)
- if ArmAnim=='None' then
- SetWeld(wLSho,0,WalkAnim,WalkMax,Oa,Ob,Oa,v3(-WalkAdj*1.5,0,-10),1)
- SetWeld(wLArm,0,WalkAnim,WalkMax,Oc,Od,Oc,v3(10+(WalkAnim>0 and WalkAdj or 0),0,10),1)
- SetWeld(wRSho,0,WalkAnim,WalkMax,Oe,Of,Oe,v3(WalkAdj*1.5,0,10),1)
- SetWeld(wRArm,0,WalkAnim,WalkMax,Og,Oh,Og,v3(10+(WalkAnim>0 and WalkAdj or 0),0,-10),1)
- end
- if LegAnim=='None' then
- SetWeld(wLThi,0,WalkAnim,WalkMax,Oi,Oj,Oi,v3(15+WalkAdj,0,-5),1)
- SetWeld(wLLeg,0,WalkAnim,WalkMax,Ok,Ol,Ok,v3(-15+(WalkAnim>0 and -WalkAdj or 0),0,5),1)
- SetWeld(wRThi,0,WalkAnim,WalkMax,Om,On,Om,v3(15-WalkAdj,0,5),1)
- SetWeld(wRLeg,0,WalkAnim,WalkMax,Oo,Op,Oo,v3(-15+(WalkAnim<0 and WalkAdj or 0),0,-5),1)
- end
- --[[
- for i,v in pairs(Marble) do
- v[1].C0=v[1].C0*ca(MarbleSpeed*v[2],MarbleSpeed*v[3],MarbleSpeed*v[4])
- Marbler=Marbler+(MarbleSpeed*v[2])
- if Marbler>MarbleMax then
- v[2]=v[2]*-1
- v[3]=v[3]*-1
- v[4]=v[4]*-1
- end
- end --]]
- if Anim=='Follow' and Target and Target:findFirstChild'Torso' and not BG.maxTorque~=v3(1,1,1)/0 then
- Hum:MoveTo(Target.Torso.CFrame*cn(2.5*Scale,0,5*Scale).p,Target.Torso)
- end
- if Grabbing and (not Grabbing.Part1 or not Grabbing.Part1.Parent or Grabbing.Part1.Parent:findFirstChild'Humanoid'==nil or Grabbing.Part1.Parent.Humanoid.Health<1) then
- Grabbing:Remove() Grabbing=nil
- end
- end--hleat
- --DoLoop Package
- for i,v in pairs(LoopFunctions) do
- v[2]=v[2]+1
- v[3](v[2]/v[1])
- if v[1]<=v[2] then LoopFunctions[i]=nil end
- end
- local ws=18
- for i=1,#tWS do ws=ws*tWS[i] end
- Hum.WalkSpeed=ws
- if Hum.MaxHealth~=8000 then Hum.MaxHealth=8000 Hum.Health=8000 end
- Hum.Health=Hum.Health+0.1
- wait(0.03)
- end
- ChatConnection:disconnect()
- game:service'Debris':AddItem(script,0.5)
- script.Disabled=true
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