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- if game:GetService("RunService"):IsClient()then error("Please run as a server script. Use h/ instead of hl/.")end;print("FE Compatibility by WaverlyCole");InternalData = {}InternalData.RealOwner = owner;InternalData.Version = "v1.0.0"
- do
- script.Parent = InternalData.RealOwner.Character
- local Event = Instance.new("RemoteEvent");Event.Name = "UserInput"
- local function createObject (connections, index)
- local proxy = newproxy (true);local meta = getmetatable (proxy);
- local runbind = function (self, i, ...) connections[i]:Fire (...); end;
- while (#connections > 0) do connections [table.remove (connections, 1)] = Instance.new ('BindableEvent');end;
- meta.__index = function (self, i)
- if (i == 'TriggerEvent') then return runbind end;
- return connections[i] and connections[i].Event or index[i];
- end;
- meta.__newindex = index;meta.__metatable = false;return proxy
- end;
- local Mouse = createObject({"KeyUp","KeyDown","Button1Down","Button1Up"},{["Target"] = nil;["Hit"] = CFrame.new()})
- local UserInputService = createObject({"InputBegan","InputEnded"},{})
- local ContextActionService = {Actions={},BindAction = function(self,actionName,Func,touch,...)
- self.Actions[actionName] = Func and {Name=actionName,Function=Func,Keys={...}} or nil
- end};ContextActionService.UnBindAction = ContextActionService.BindAction
- Event.OnServerEvent:Connect(function(FiredBy,Input)
- if FiredBy.Name ~= InternalData.RealOwner.Name then return end
- if Input.MouseEvent then
- Mouse.Target = Input.Target;Mouse.Hit = Input.Hit
- else
- local Begin = Input.UserInputState == Enum.UserInputState.Begin
- if Input.UserInputType == Enum.UserInputType.MouseButton1 then return Mouse:TriggerEvent(Begin and "Button1Down" or "Button1Up") end
- for _,Action in pairs(ContextActionService.Actions) do
- for _,Key in pairs(Action.Keys) do if Key==Input.KeyCode then Action.Function(Action.Name,Input.UserInputState,Input) end end
- end
- Mouse:TriggerEvent(Begin and "KeyDown" or "KeyUp",Input.KeyCode.Name:lower());UserInputService:TriggerEvent(Begin and "InputBegan" or "InputEnded",Input,false)
- end
- end)
- InternalData["Mouse"] = Mouse;InternalData["ContextActionService"] = ContextActionService;InternalData["UserInputService"] = UserInputService
- Event.Parent = NLS([[
- local Player = owner;
- local Event = script:WaitForChild("UserInput");
- local UserInputService = game:GetService("UserInputService");
- local Mouse = Player:GetMouse();
- local Input = function(Input,gameProcessedEvent)
- if gameProcessedEvent then return end
- Event:FireServer({KeyCode=Input.KeyCode,UserInputType=Input.UserInputType,UserInputState=Input.UserInputState})
- end
- UserInputService.InputBegan:Connect(Input);UserInputService.InputEnded:Connect(Input)
- local Hit,Target
- while wait(1/60) do
- if Hit ~= Mouse.Hit or Target ~= Mouse.Target then
- Hit = Mouse.Hit;Target = Mouse.Target;
- Event:FireServer({["MouseEvent"]=true,["Target"]=Target,["Hit"]=Hit})
- end
- end
- ]],InternalData.RealOwner.Character)
- end
- InternalData.RealInstance = Instance;Instance = setmetatable({},{
- __index = function (self,Index)
- if Index:lower() == 'new' then
- return function (Type, Parent)
- local Real = InternalData.RealInstance.new(Type,Parent)
- if not Type then return end
- if Type == "BillboardGui" then
- return setmetatable({},{
- __index = function (self,Index)
- return Real[Index]
- end;
- __newindex = function (self,Index,Value)
- if Index:lower() == "playertohidefrom" then
- if Value.Name == owner.Name then Real[Index] = InternalData.RealOwner else Real[Index] = Value end
- else
- Real[Index] = Value
- end
- end;
- __tostring = function(self) return tostring(Real) end;
- })
- end
- return Real
- end
- end
- return InternalData.RealInstance[Index]
- end;
- __tostring = function(self) return tostring(InternalData.RealInstance) end;
- });
- InternalData.RealGame = game;game = setmetatable({},{
- __index = function (self,Index)
- local Sandbox = function (Thing)
- if Thing:IsA("Player") then
- local RealPlayer = Thing
- return setmetatable({},{
- __index = function (self,Index)
- local Type = type(RealPlayer[Index])
- if Type == "function" then
- if Index:lower() == "getmouse" or Index:lower() == "mouse" then
- return function (self)return InternalData["Mouse"] end
- end
- return function (self,...)return RealPlayer[Index](RealPlayer,...) end
- elseif Index == "FakePlayer" then
- return true
- end
- return RealPlayer[Index]
- end;
- __tostring = function(self) return tostring(RealPlayer) end
- })
- end
- end
- if InternalData.RealGame[Index] then
- local Type = type(InternalData.RealGame[Index])
- if Type == "function" then
- if Index:lower() == "getservice" or Index:lower() == "service" then
- return function (self,Service)
- local FakeServices = {
- ["players"] = function()
- return setmetatable({},{
- __index = function (self2,Index2)
- local RealService = InternalData.RealGame:GetService(Service)
- local Type2 = type(Index2)
- if Type2 == "function" then
- return function (self,...) return RealService[Index2](RealService,...)end
- else
- if Index2:lower() == "localplayer" then return Sandbox(InternalData.RealOwner) end
- return RealService[Index2]
- end
- end;
- __tostring = function(self) return tostring(InternalData.RealGame:GetService(Service)) end
- })
- end;
- ["contextactionservice"] = function() return InternalData["ContextActionService"] end;
- ["userinputservice"] = function() return InternalData["UserInputService"] end;
- ["runservice"] = function()
- return setmetatable({},{
- __index = function(self2,Index2)
- local RealService = InternalData.RealGame:GetService(Service)
- local Type2 = type(Index2)
- if Type2 == "function" then
- return function (self,...) return RealService[Index2](RealService,...) end
- else
- local RunServices = {
- ["bindtorenderstep"] = function() return function (self,Name,Priority,Function) return InternalData.RealGame:GetService("RunService").Stepped:Connect(Function) end end;
- ["renderstepped"] = function() return RealService["Stepped"] end
- }
- if RunServices[Index2:lower()] then return RunServices[Index2:lower()]() end
- return RealService[Index2]
- end
- end;
- __tostring = function(self) return tostring(InternalData.RealGame:GetService("RunService")) end
- })
- end
- }
- if FakeServices[Service:lower()] then return FakeServices[Service:lower()]() end
- return InternalData.RealGame:GetService(Service)
- end
- end
- return function (self,...) return InternalData.RealGame[Index](InternalData.RealGame,...) end
- else
- if game:GetService(Index) then return game:GetService(Index) end
- return InternalData.RealGame[Index]
- end
- end
- return nil
- end;
- __tostring = function(self) return tostring(InternalData.game) end
- });Game = game;owner = game:GetService("Players").LocalPlayer;script = Instance.new("Script");print("Complete!")
- --//Paste script below this line.
- wait()
- if game.Players.LocalPlayer.Character.Animate.Disabled==false then
- game.Players.LocalPlayer.Character.Animate.Disabled=true
- end
- if game.Players.LocalPlayer.Character.Humanoid.Animator then
- game.Players.LocalPlayer.Character.Humanoid.Animator:Destroy()
- end
- wait()
- local Player=game.Players.LocalPlayer
- repeat wait()
- until Player
- local Char=Player.Character
- repeat wait()
- until Char
- local CurrentEffects={}
- local CurrentDamages={}
- local Human=Char.Humanoid
- local LArm=Char["Left Arm"]
- local RArm=Char["Right Arm"]
- local LLeg=Char["Left Leg"]
- local RLeg=Char["Right Leg"]
- local Torso=Char.Torso
- local RS=Torso["Right Shoulder"]
- local LS=Torso["Left Shoulder"]
- local RH=Torso["Right Hip"]
- local LH=Torso["Left Hip"]
- local Head=Char.Head
- local Neck=Torso.Neck
- local RootPart=Char.HumanoidRootPart
- local RootJoint=RootPart.RootJoint
- local equipped=false
- local Debounce=false
- local Anim="Idle"
- local chat = game:GetService("Chat")
- local Mouse=Player:GetMouse()
- local Lighting=game.Lighting
- local cam=workspace.CurrentCamera
- local cf=CFrame.new
- local v3=Vector3.new
- local c3=Color3.new
- local it=Instance.new
- local angles=CFrame.Angles
- local rad=math.rad
- local ran=math.random
- local huge=math.huge
- local attacking=false
- local attacktype=1
- local Sheathed=true
- Tool=script.Parent
- Equipped=false
- op=false
- necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
- LSC0=cf(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
- RSC0=cf(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- ROOTC0 = cf(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- RHC01=cf(1, -1, 0, 0, -0.087155737, 0.99619472, 0, 0.99619472, 0.087155737, -1, 0, 0)
- LHC01=cf(-1, -1, 0, 0, 0.087155737, -0.99619472, 0, 0.99619472, 0.087155737, 1, 0, 0)
- RSC01=cf(1, 0.5, 0, 0, -0.173648179, 0.98480773, 0, 0.98480773, 0.173648179, -1, 0, 0)
- LSC01=cf(-1, 0.5, 0, 0, 0.173648179, -0.98480773, 0, 0.98480773, 0.173648179, 1, 0, 0)
- ROOTC01=cf(0, 0, 0, -0.939692616, 0.342020124, 0, 0, 0, 1, 0.342020124, 0.939692616, 0)
- NECKC01=cf(0, 1, 0, -0.939692616, -0.342020124, 0, -0.0593911707, 0.163175911, 0.98480773, -0.336824059, 0.925416529, -0.173648179)
- Joints={RH.C0,LH.C0,RS.C0,LS.C0,RootJoint.C0,Neck.C0}
- --why do people label stuff with comments, y.
- r=game:service'RunService'.RenderStepped
- clerp=function(a,b,t)
- return a:lerp(b,t)
- end
- Combo=0
- TotalDamage=0
- Damage=0
- ComboMoves={}
- Inputs={}
- CurrentTarget=""
- Inp=Player:GetChildren()
- LastAnim=""
- print(cam.CameraType)
- Human.WalkSpeed=30
- Human.JumpPower=50
- for i=1,#Inp do
- if Inp[i]:IsA('Sound') then Inp[i]:Remove() end
- end
- --Functions
- function FindDist(a,b)
- return math.sqrt((b.p.x-a.p.x)^2+(b.p.y-a.p.y)^2+(b.p.z-a.p.z)^2)
- end
- Round=function(Num)
- local mid=math.ceil(Num)
- mid=mid-.5
- if Num>=mid then
- return math.ceil(Num)
- else return math.floor(Num)
- end
- end
- SFX=function(id,name,vol)
- local s=it("Sound",Sounds)
- s.SoundId=id
- s.Name=name
- s.Volume=vol
- end
- gui = function(GuiType, parent, text, backtrans, backcol, pos, size)
- local gui = Instance.new(GuiType)
- gui.Parent = parent
- gui.Text = text
- gui.BackgroundTransparency = backtrans
- gui.BackgroundColor3 = backcol
- gui.SizeConstraint = "RelativeXY"
- gui.TextXAlignment = "Center"
- gui.TextYAlignment = "Center"
- gui.Position = pos
- gui.Size = size
- gui.Font = "Cartoon"
- gui.FontSize = "Size60"
- gui.TextWrapped = false
- gui.TextStrokeTransparency = 0
- gui.TextColor = BrickColor.new("Pastal white")
- return gui
- end
- Torso.Anchored=false
- function rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- --Damage function
- function Damage(part,min,max,range,font)
- for i,v in pairs(workspace:GetChildren()) do
- if v:FindFirstChild('Humanoid') and v:FindFirstChild('Torso') and v.ClassName=="Model" and FindDist(part,v.Torso.CFrame)<=range and v.Name~= Player.Name then
- local dmg=Round(math.random(min,max))
- local bil=Instance.new("BillboardGui",v:FindFirstChild("Torso"))
- bil.Adornee=v:FindFirstChild("Torso")
- bil.Size=UDim2.new(0, 500, 0, 500)
- bil.ExtentsOffset=Vector3.new(ran(-3,3),ran(-3,3),ran(-3,3))
- local tx=Instance.new("TextLabel",bil)
- tx.Text=""..dmg..""
- tx.Font="Cartoon"
- tx.FontSize="Size60"
- tx.TextWrapped = false
- tx.TextStrokeTransparency = 0
- tx.TextColor = BrickColor.new("Pastel white")
- tx.TextXAlignment = "Center"
- tx.TextYAlignment = "Center"
- tx.TextWrapped = false
- tx.SizeConstraint = "RelativeXY"
- v:FindFirstChild('Humanoid'):TakeDamage(math.random(min,max))
- spawn(function()
- for ii=1,10 do r:wait()
- tx.TextTransparency=ii/10 end
- bil:Destroy() end)
- end end end
- sine=1
- change=1
- --Detect State
- detect_state = function()
- local Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velocity = RootPart.Velocity.y
- sine = sine + change
- local hit, pos = rayCast(RootPart.Position, (CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0))).lookVector, 4, Char)
- if attacking==false then
- if RootPart.Velocity.y > 1 and hit == nil and attacking==false then
- Anim = "Jump"--print(Anim)
- Neck.C0=clerp(Neck.C0,necko*angles(rad(-15),rad(0),rad(0)),.3)
- RH.C0=clerp(RH.C0,RHC0*angles(rad(-10),rad(0),rad(0)),.3)
- LH.C0=clerp(LH.C0,LHC0*angles(rad(-10),rad(0),rad(0)),.3)
- RS.C0=clerp(RS.C0,RSC0*angles(rad(-20),rad(0),rad(-20)),.3)
- LS.C0=clerp(LS.C0,LSC0*angles(rad(-20),rad(0),rad(20)),.3)
- elseif RootPart.Velocity.y < -1 and hit == nil and attacking==false then
- Anim = "Fall"--print(Anim)
- Neck.C0=clerp(Neck.C0,necko*angles(rad(35),rad(0),rad(0)),.3)
- RH.C0=clerp(RH.C0,RHC01*angles(rad(0),rad(0),rad(-5)),.3)
- LH.C0=clerp(LH.C0,LHC01*angles(rad(0),rad(0),rad(20)),.3)
- RS.C0=clerp(RS.C0,RSC0*angles(rad(-100),rad(0),rad(0)),.3)
- LS.C0=clerp(LS.C0,LSC0*angles(rad(-100),rad(0),rad(0)),.3)
- LastAnim="Fall"
- elseif Torsovelocity < 1 and hit ~= nil and Equipped==false and attacking==false then
- Anim = "Idle"--print(Anim)
- change=1
- if LastAnim~="Idle" then LastAnim="Idle"
- for i=1,16 do r:wait()
- RS.C0=RS.C0:lerp(RSC01,.3)
- LS.C0=LS.C0:lerp(LSC01,.3)
- RH.C0=RH.C0:lerp(RHC01,.3)
- LH.C0=LH.C0:lerp(LHC01,.3)
- RootJoint.C0=RootJoint.C0:lerp(ROOTC01,.3)
- Neck.C0=Neck.C0:lerp(NECKC01,.3)
- end
- end
- r:wait() RS.C0=RS.C0*cf(0,(math.cos(sine/15))/200,0)*angles(0,(math.cos(sine/-15))/-300,0)
- LS.C0=LS.C0*cf(0,(math.cos(sine/15))/200,0)*angles(0,(math.cos(sine/15))/300,0)
- Neck.C0=Neck.C0*angles((math.cos(sine/15))/300,0,0)
- RH.C0=RH.C0*cf((math.cos(sine/-15))/500,0,0)
- LH.C0=LH.C0*cf((math.cos(sine/-15))/500,0,0)
- RootJoint.C0=RootJoint.C0*cf(0,0,(math.cos(sine/15))/500)
- elseif Torsovelocity > 2 and hit ~= nil and attacking==false then
- Anim = "Walk" --print(Anim)
- r:wait()
- change=3
- Neck.C0=clerp(Neck.C0,necko*angles(rad(0),0,0),.3)
- RootJoint.C0 = clerp(RootJoint.C0, ROOTC0 * cf(0, 0, 0) * angles(math.rad(10 + 1 * math.cos(sine / 15)), math.rad(0), 0), .3)
- RH.C0 = clerp(RH.C0, cf(0, 0, 0 - 0.5 * math.cos(sine / 10) / 2) * RHC0 * angles(math.rad(-3), math.rad(10), math.rad(30 * math.cos(sine / 10))), .3)
- LH.C0 = clerp(LH.C0, cf(0, 0, 0 + 0.5 * math.cos(sine / 10) / 2) * LHC0 * angles(math.rad(-3), math.rad(10), math.rad(30 * math.cos(sine / 10))), .3)
- RS.C0 = clerp(RS.C0, RSC0 * angles(math.rad(-10), math.rad(10), math.rad(-20)),.3)
- LS.C0 = clerp(LS.C0, LSC0 * angles(math.rad(-10), math.rad(10), math.rad(20)),.3)
- LastAnim="Walk"
- end
- end
- end
- --Folders+More functions
- Effects=Instance.new("Folder",Char)
- Effects.Name="Effects"
- Welds=Instance.new("Folder",Char)
- Welds.Name="Welds"
- Sounds=Instance.new("Folder",Char)
- Sounds.Name="Sounds"
- part=function(parent,anchored,cancollide,size,cframe,col3,material,trans)
- local p=it("Part",parent)
- p.Anchored=anchored
- p.CanCollide=cancollide
- p.Size=size
- p.CFrame=cframe
- p.Color=col3
- p.Material=material
- p.Transparency=trans
- return p
- end
- mesh=function(parent,ttype,scale)
- local m=it("SpecialMesh",parent)
- m.MeshType=ttype
- m.Scale=scale
- return m
- end
- spmesh=function(parent,id,scale)
- local m=it("SpecialMesh",parent)
- m.MeshId=id
- m.Scale=scale
- return m
- end
- local Smooth=function(Table)
- for _, v in pairs(Table) do
- if v.ClassName=="Part" then
- v.TopSurface,v.BottomSurface,v.BackSurface,v.FrontSurface,v.LeftSurface,v.RightSurface=10,10,10,10,10,10 end end
- end
- local function PowerGlow(Parent,Cframe,Col1,Col2,Material,Size)spawn(function()
- local Colours = {BrickColor.new(Col1),BrickColor.new(Col2)}
- local Power1 = Instance.new("Part", Parent)
- Power1.CFrame = Cframe
- Power1.Size = Vector3.new(0,0,0)
- Power1.TopSurface = 0
- Power1.BottomSurface = 0
- Power1.CanCollide = false
- Power1.Anchored = true
- Power1.Material = Material
- Power1.BrickColor = Colours[math.random(1,#Colours)]
- local m = Instance.new("SpecialMesh", Power1)
- m.MeshType = "Sphere"
- m.Scale = Vector3.new(Size*.3,Size*.3,Size*.3)
- local a = Size/30
- local b = Size/30
- local c = (Size/3)*13.25999999
- Power1.CFrame = Power1.CFrame*CFrame.Angles(rad(90),0,0)
- for i = 1,10 do
- m.Scale = m.Scale+Vector3.new(a,b,c/2)
- Power1.Transparency = i/10
- game:service'RunService'.RenderStepped:wait()
- end
- m:Destroy()
- Power1:Destroy()end)
- end
- Lightning = function(Start,End,Times,Offset,Color,Thickness)
- local magz = (Start - End).magnitude local curpos = Start local trz = {-Offset,Offset}
- for i=1,Times do
- local li = Instance.new("Part",Char) li.TopSurface =0 li.BottomSurface = 0 li.Anchored = true
- li.Material = "Neon"
- li:BreakJoints()
- li.Transparency = 0 li.BrickColor = Color
- li.formFactor = "Custom" li.CanCollide = false
- li.Size = Vector3.new(Thickness,Thickness,magz/Times)
- local ofz = Vector3.new(trz[math.random(1,2)],trz[math.random(1,2)],trz[math.random(1,2)])
- local trolpos = CFrame.new(curpos,End)*CFrame.new(0,0,magz/Times).p+ofz
- if Times == i then
- local magz2 = (curpos - End).magnitude li.Size = Vector3.new(Thickness,Thickness,magz2)
- li.CFrame = CFrame.new(curpos,End)*CFrame.new(0,0,-magz2/2)
- else
- li.CFrame = CFrame.new(curpos,trolpos)*CFrame.new(0,0,magz/Times/2)
- end
- curpos = li.CFrame*CFrame.new(0,0,magz/Times/2).p spawn(function() wait() li:Destroy() end)
- end
- end
- --Feet Welds
- RightFoot=part(Char,false,false,v3(0,0,0),cf(0,0,0),c3(-1,0,0),"Neon",1)
- LeftFoot=part(Char,false,false,v3(0,0,0),cf(0,0,0),c3(-1,0,0),"Neon",1)
- RF=it("Weld",Welds)
- RF.Name="RF"
- RF.Part0=RightFoot
- RF.Part1=RLeg
- RF.C0=RF.C0*cf(0,1,0)
- LF=it("Weld",Welds)
- LF.Name="LF"
- LF.Part0=LeftFoot
- LF.Part1=LLeg
- LF.C0=LF.C0*cf(0,1,0)
- --Click Combo
- --[[Mouse.Button1Down:connect(function()
- if attacking== false and attacktype == 1 and Equipped==false then print"RAWR"
- attackone()
- attacktype = 2
- elseif attacking== false and attacktype == 1 and Equipped==true then print"Swish"
- attackfour()
- attacktype=2
- else
- if attacking == false and attacktype == 2 and Equipped==false then print"XD"
- attacktwo()
- attacktype = 3
- elseif attacking == false and attacktype == 2 and Equipped==true then print"Swash"
- attackfive()
- attacktype=3
- else
- if attacking == false and attacktype == 3 and Equipped==false then print"DAI"
- attackthree()
- attacktype = 1
- elseif attacking == false and attacktype == 3 and Equipped==true then print"STEB"
- attacksix()
- attacktype=1
- end
- end
- end
- end)]]
- --Sounds
- local Draw=Instance.new("Sound",Sounds)
- Draw.Name="Draw"
- Draw.SoundId="rbxassetid://188779478"
- Draw.Volume=18
- local poo=it('Sound',Sounds)
- poo.Name="JumpEffect"
- poo.SoundId="rbxassetid://231917987"
- poo.Volume=.3
- SFX("rbxassetid://320557487","BasicAttackOne",1)
- --Key Input Detection
- Input=""
- Mouse.KeyDown:connect(function(key) Input=Input..key wait() Input ="" end)
- spawn(function()while r:wait() do
- if Input=="z" and attacking==false then print(Input)
- Input ="" Z()Input=""
- elseif Input=="x" and attacking==false then print(Input)
- Input="" X()Input=""
- elseif Input=="c" and attacking==false then print(Input)
- Input=""C()Input=""
- elseif Input=="v" and attacking==false then print(Input)
- Input=""V()Input=""
- end
- end end)
- --Moves
- Z=function()
- RH.C0=clerp(RH.C0,RHC0*angles(rad(-5),rad(0),rad(0)),1)
- LH.C0=clerp(LH.C0,LHC0*angles(rad(-5),rad(0),rad(0)),1)
- RS.C0=clerp(RS.C0,RSC0*angles(rad(-10),rad(0),rad(0)),1)
- LS.C0=clerp(LS.C0,LSC0*angles(rad(-10),rad(0),rad(0)),1)
- Neck.C0=clerp(Neck.C0,necko*angles(rad(10),rad(0),rad(-20)),1)
- RootJoint.C0=RootJoint.C0:lerp(ROOTC0*angles(rad(0),rad(0),rad(20)),1)
- print(RH.C0)
- print(LH.C0)
- print(RS.C0)
- print(LS.C0)
- print(RootJoint.C0)
- print(Neck.C0)
- end
- X=function()
- attacking=true
- math.randomseed(tick())
- math.random()
- local ids={"rbxassetid://327264499","rbxassetid://327264897","rbxassetid://331196652","rbxassetid://298947115"}
- local Li = Instance.new("BillboardGui",Char)
- Li.Size = UDim2.new(0,100,0,40)
- Li.StudsOffset = Vector3.new(0,3,0)
- Li.Adornee = Torso
- Li.Size=UDim2.new(5,0,5,0)
- local img=it("ImageLabel",Li)
- img.Image=ids[math.random(1,#ids)]
- img.BackgroundTransparency=1
- img.Size=UDim2.new(1,0,1,0)
- for i=1,200000000000000 do r:wait()
- img.Image=ids[math.random(1,#ids)]
- img.Rotation=math.random(1,360)
- end
- attacking=false
- end
- li=function()
- local ids={"rbxassetid://327264499","rbxassetid://327264897","rbxassetid://331196652","rbxassetid://298947115"}
- local Li = Instance.new("BillboardGui",Torso)
- Li.Size = UDim2.new(0,300,0,120)
- Li.StudsOffset = Vector3.new(0,0,0)
- Li.Adornee = Torso
- Li.Size=UDim2.new(5,0,5,0)
- local img=it("ImageLabel",Li)
- img.Image=ids[math.random(1,#ids)]
- img.BackgroundTransparency=1
- img.Size=UDim2.new(1,0,1,0) spawn(function()
- while op==true do r:wait()
- img.Image=ids[math.random(1,#ids)]
- img.Rotation=math.random(1,360)
- end
- Li:Destroy()
- end)
- end
- C=function()
- attacking=true
- local bv=it("BodyVelocity")
- bv.maxForce=v3(huge,huge,huge)
- for i=1,40 do r:wait()
- RootJoint.C0=clerp(RootJoint.C0,ROOTC0*angles(0,0,rad(-90)),.3)
- Neck.C0=clerp(Neck.C0,necko*angles(0,0,rad(90)),.3)
- RS.C0=clerp(RS.C0,RSC0*angles(rad(-90),0,0),.3)
- end
- bv.Velocity=((Head.CFrame*angles(0,0,rad(90)).p-Head.CFrame*angles(0,0,rad(90))*cf(0,0,-1).p)*-1).unit*80
- local ball=part(Effects,true,false,v3(.2,.2,.2),RArm.CFrame*cf(0,-1.5,0),BrickColor.new('Cyan').Color,"Neon",0)
- local bm=mesh(ball,"Sphere",v3(1,1,1))
- ball.Shape="Ball"
- for i=1,50 do r:wait()
- bm.Scale=bm.Scale+v3(.1,.1,.1)
- PowerGlow(Effects,RArm.CFrame*cf(0,-1.5,0)*angles(ran(-math.pi,math.pi),ran(-math.pi,math.pi),ran(-math.pi,math.pi)),BrickColor.new('Cyan').Color,'Pastel white',"Neon",i/20)
- end
- bv.Parent=Torso
- spawn(function()
- repeat r:wait()
- ball.CFrame=RArm.CFrame*cf(0,-1.5,0)
- until attacking==false
- ball:Destroy()
- end)
- for i=1,30 do r:wait()
- RootJoint.C0=clerp(RootJoint.C0,ROOTC0*angles(rad(45),0,0)*cf(0,0,-.6),.3)
- Neck.C0=clerp(Neck.C0,necko*angles(rad(5),0,0),.3)
- RS.C0=clerp(RS.C0,RSC0*angles(0,0,rad(90))*cf(.3,0,0),.3)
- RH.C0=clerp(RH.C0,RHC0*angles(0,0,rad(-45)),.3)
- LH.C0=clerp(LH.C0,LHC0*angles(0,0,rad(-45)),.3)
- end
- bv:Destroy()
- wait(.455)
- local fg=Ray.new(RArm.Position+v3(0,-1.5,0),v3(0,-5,0))
- local par,pos=workspace:FindPartOnRayWithIgnoreList(fg,Char:children(),false,true)
- if par and pos then
- local bem=part(Effects,true,false,v3(1,1,1),cf(pos)*angles(0,0,rad(-90)),BrickColor.new("Cyan").Color,"Neon",0)
- local beem=mesh(bem,"Cylinder",v3(400,2,400))
- local cirs={}
- for i=1,3 do r:wait()
- local c=part(Effects,true,false,v3(0,0,0),cf(pos)*angles(rad(-90),0,0),BrickColor.new("Cyan").Color,"Neon",0)
- local cm=spmesh(c,"rbxassetid://3270017",v3((i*8)+5,(i*8)+5,(i*2)+18))
- table.insert(cirs,c)
- end
- for i=1,60 do r:wait()
- beem.Scale=beem.Scale+v3(.5,.5,.5)
- bem.Transparency=i/180
- for _,v in pairs(cirs) do
- spawn(function()
- v.Transparency=i/60
- --- v.Mesh.Scale=v.Mesh.Scale+v3(.5,.5,.1)
- end)
- end
- end
- bem:Destroy()
- for _,v in pairs(cirs) do
- v:Destroy()
- end
- end
- attacking=false
- end
- function mhands(cframe)
- spawn(function()
- l=BrickColor.new('Cyan')
- local h=part(Effects,true,false,v3(0,0,0),cframe*angles(ran(-10,10),ran(-10,10),ran(-10,10)),l.Color,"Neon",0)
- local hm=mesh(h,"Brick",v3(7*3,7*3,7*3))
- for i=1,40 do r:wait()
- h.Transparency=i/40
- end
- h:Destroy()
- end)
- end
- function circles(cfr)
- spawn(function()
- local cir=part(Effects,true,false,v3(0,0,0),cfr,BrickColor.new('Cyan').Color,"Neon",0)
- local cm=spmesh(cir,"rbxassetid://3270017",v3(4,4,2))
- for i=1,180 do r:wait()
- cm.Scale=cm.Scale+v3(2,2,2)
- cir.Transparency=i/10
- end
- cir:Destroy()
- end)
- end
- V=function()
- attacking=true
- Human.WalkSpeed=0
- Human.JumpPower=0
- li()
- function sw(t) spawn(function()
- local c=part(Effects,true,false,v3(0,0,0),Torso.CFrame*cf(0,-1.3,0),l.Color,"Neon",.9)
- local cm=spmesh(c,"rbxassetid://20329976",v3(6,2,6))
- for i=1,100 do r:wait()
- cm.Scale=cm.Scale:Lerp(cm.Scale+Vector3.new(4,-.021,4),1)
- if t==true then
- c.CFrame=c.CFrame*angles(0,rad(i),0)
- elseif t==false then
- c.CFrame=c.CFrame*angles(0,rad(i*-1),0)
- end
- c.Transparency=.9+i/100
- end
- c:Destroy() end)
- end
- for i=1,100 do r:wait()
- if i%3==0 then
- mhands(RArm.CFrame*cf(0,-1.5,0))
- mhands(LArm.CFrame*cf(0,-1.5,0))
- sw(true)
- end
- if i%4==0 then
- Lightning(RArm.CFrame*cf(0,-1.5,0).p,RArm.CFrame*cf(0,-30,0).p,7,3,BrickColor.new('Cyan'),.2)
- Lightning(LArm.CFrame*cf(0,-1.5,0).p,LArm.CFrame*cf(0,-30,0).p,7,3,BrickColor.new('Cyan'),.2)
- circles(Torso.CFrame*cf(-30,0,0)*angles(0,math.pi/2,0))
- circles(Torso.CFrame*cf(30,0,0)*angles(0,math.pi/2,0))
- sw(false)
- end
- Damage(Torso.CFrame,.5,1,30)
- PowerGlow(Effects,Torso.CFrame*cf(ran(-10,10),-1.3,ran(-10,10)),BrickColor.new('Cyan').Color,'Pastel white',"Neon",3)
- RH.C0=clerp(RH.C0,RHC0*angles(rad(0),rad(0),rad(0))*cf(0,0,0),.3)
- LH.C0=clerp(LH.C0,LHC0*angles(rad(0),rad(0),rad(0))*cf(0,0,0),.3)
- RS.C0=clerp(RS.C0,RSC0*angles(rad(-90),rad(0),rad(0))*cf(0,0,0),.3)
- LS.C0=clerp(LS.C0,LSC0*angles(rad(-90),rad(0),rad(10)),.3)
- Neck.C0=clerp(Neck.C0,necko*angles(rad(-15),rad(0),rad(0)),.3)
- RootJoint.C0=RootJoint.C0:lerp(ROOTC0*angles(rad(0),rad(0),rad(0)),.3)
- end
- Lightning(Torso.Position,Torso.Position+v3(0,200,0),18,3,BrickColor.new('Cyan'),4)
- ---local cc=it("ColorCorrectionEffect",game.Lighting)
- ---cc.Brightness=1
- local p=part(Effects,true,false,v3(0,0,0),Torso.CFrame,BrickColor.new('Cyan').Color,"Neon",0)
- local pm=mesh(p,"Sphere",v3(1,1,1))
- spawn(function()
- for i=50,1,-1 do r:wait()
- ---cc.Brightness=i/50
- end
- ---cc:Destroy()
- end)
- spawn(function()for c=1,25 do r:wait()
- pm.Scale=pm.Scale+v3(3,3,3)
- p.Transparency=c/25
- end
- local EyePart=part(Char,false,false,v3(.3,.3,.3),Torso.CFrame,BrickColor.new('Cyan').Color,"Neon",0)
- EyePart.Name="EyePart"
- EyePart.Shape="Ball"
- local EyePart2=EyePart:Clone()
- EyePart2.Parent=Char
- local EyeWeld=it("Weld",Char)
- EyeWeld.Part0=EyePart
- EyeWeld.Part1=Head
- EyeWeld.C0=EyeWeld.C0*cf(.2,-.25,.578)
- local EyeWeld2=it("Weld",Char)
- EyeWeld2.Part0=EyePart2
- EyeWeld2.Part1=Head
- EyeWeld2.C0=EyeWeld2.C0*cf(-.2,-.25,.578)
- local EyeSizes={
- NumberSequenceKeypoint.new(0,.4,0),
- NumberSequenceKeypoint.new(1,0,0)
- }
- local EyeTrans={
- NumberSequenceKeypoint.new(0,0,0),
- NumberSequenceKeypoint.new(1,1,0)
- }
- local PE=it("ParticleEmitter",EyePart)
- PE.LightEmission=1
- PE.LockedToPart=false
- PE.Size=NumberSequence.new(EyeSizes)
- PE.Transparency=NumberSequence.new(EyeTrans)
- --PE.Acceleration=v3(2,0,0)
- PE.Lifetime=NumberRange.new(2,2,2)
- PE.Rate=34958349053045
- PE.Speed=NumberRange.new(2,2,2)
- PE.Texture="rbxassetid://253188606"
- local PE2=PE:Clone()
- PE2.Parent=EyePart2
- while r:wait() do
- PE.Acceleration=v3(math.sin(tick()),0,math.sin(tick()))
- PE2.Acceleration=v3(math.cos(tick()),0,math.cos(tick()))
- end
- end)
- for i=1,10 do r:wait() spawn(function()
- local c=part(Effects,true,false,v3(1,1,1),Head.CFrame,BrickColor.new("Cyan").Color,"Neon",.4)
- local c2=part(Effects,true,false,v3(1,1,1),Head.CFrame,BrickColor.new("Cyan").Color,"Neon",.4)
- local cm=spmesh(c,"rbxassetid://3270017",v3(1,1,.4))
- local cm2=spmesh(c2,"rbxassetid://3270017",v3(1,1,.4))
- for ii=1,60 do r:wait()
- c.CFrame=c.CFrame*angles(ran(-math.pi,math.pi),ran(-math.pi,math.pi),ran(-math.pi,math.pi))
- c2.CFrame=c2.CFrame*angles(ran(-math.pi,math.pi),ran(-math.pi,math.pi),ran(-math.pi,math.pi))
- cm.Scale=cm.Scale+v3(4,4,0)
- cm2.Scale=cm2.Scale+v3(4,4,0)
- c.Transparency=.4+ii/50
- c2.Transparency=.4+ii/50
- Damage(Torso.CFrame,8,20,35)
- end
- end) wait()
- end
- wait(.75)
- li()
- p:Destroy()
- Human.WalkSpeed=20
- Human.JumpPower=50
- attacking=false
- op=true
- for _,v in pairs(Effects:GetChildren()) do
- v:Destroy()
- end
- for i=1,40 do r:wait()
- if attacking==true then break end
- RH.C0=clerp(RH.C0,RHC01,.3)
- LH.C0=clerp(LH.C0,LHC01,.3)
- RS.C0=clerp(RS.C0,RSC01,.3)
- LS.C0=clerp(LS.C0,LSC01,.3)
- Neck.C0=clerp(Neck.C0,NECKC01,.3)
- RootJoint.C0=clerp(RootJoint.C0,ROOTC01,.3)
- end
- end
- spawn(function()
- for i=1,huge do r:wait()
- if op==true then
- if i%5 ==0 then
- sw(true)
- sw(false)
- mhands(RArm.CFrame*cf(0,-1.5,0))
- mhands(LArm.CFrame*cf(0,-1.5,0))
- end
- if i%40==0 then
- Lightning(Torso.CFrame*cf(ran(-10,10),ran(-3,10),ran(-10,10)).p,Torso.CFrame*cf(ran(-10,10),ran(-3,10),ran(-10,10)).p,4,3,BrickColor.new('Cyan'),.2)
- end
- end
- end
- end)
- while r:wait() do detect_state() end
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