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- --usage
- local FEService = loadstring(game:HttpGetAsync("https://raw.githubusercontent.com/WhyGitHubb/FEService/main/main.lua"))()
- FEService:FullNetwork()
- print(game.Players.LocalPlayer.SimulationRadius)
- --reanimate by MyWorld#4430 discord.gg/pYVHtSJmEY
- local v3_net, v3_808 = Vector3.new(5000, 25.1, 0), Vector3.new(8, 0, 8)
- local function getNetlessVelocity(realPartVelocity)
- local mag = realPartVelocity.Magnitude
- if mag > 1 then
- local unit = realPartVelocity.Unit
- if (unit.Y > 0.25) or (unit.Y < -0.75) then
- return unit * (25.1 / unit.Y)
- end
- end
- return v3_net + realPartVelocity * v3_808
- end
- local simradius = "shp" --simulation radius (net bypass) method
- --"shp" - sethiddenproperty
- --"ssr" - setsimulationradius
- --false - disable
- local simrad = 1000 --simulation radius value
- local healthHide = true --moves your head away every 3 seconds so players dont see your health bar (alignmode 4 only)
- local reclaim = true --if you lost control over a part this will move your primary part to the part so you get it back (alignmode 4)
- local novoid = true --prevents parts from going under workspace.FallenPartsDestroyHeight if you control them (alignmode 4 only)
- local physp = nil --PhysicalProperties.new(0.01, 0, 1, 0, 0) --sets .CustomPhysicalProperties to this for each part
- local noclipAllParts = false --set it to true if you want noclip
- local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character
- local newanimate = true --disables the animate script and enables after reanimation
- local discharscripts = true --disables all localScripts parented to your character before reanimation
- local R15toR6 = true --tries to convert your character to r6 if its r15
- local hatcollide = false --makes hats cancollide (credit to ShownApe) (works only with reanimate method 0)
- local humState16 = true --enables collisions for limbs before the humanoid dies (using hum:ChangeState)
- local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation
- local hedafterneck = true --disable aligns for head and enable after neck or torso is removed
- local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
- local method = 3 --reanimation method
- --methods:
- --0 - breakJoints (takes [loadtime] seconds to load)
- --1 - limbs
- --2 - limbs + anti respawn
- --3 - limbs + breakJoints after [loadtime] seconds
- --4 - remove humanoid + breakJoints
- --5 - remove humanoid + limbst
- local alignmode = 3 --AlignPosition mode
- --modes:
- --1 - AlignPosition rigidity enabled true
- --2 - 2 AlignPositions rigidity enabled both true and false
- --3 - AlignPosition rigidity enabled false
- --4 - CFrame
- local flingpart = "HumanoidRootPart" --name of the part or the hat used for flinging
- --the fling function
- --usage: fling(target, duration, velocity)
- --target can be set to: basePart, CFrame, Vector3, character model or humanoid (flings at mouse.Hit if argument not provided))
- --duration (fling time in seconds) can be set to a number or a string convertable to the number (0.5s if not provided),
- --velocity (fling part rotation velocity) can be set to a vector3 value (Vector3.new(20000, 20000, 20000) if not provided)
- local lp = game:GetService("Players").LocalPlayer
- local rs, ws, sg = game:GetService("RunService"), game:GetService("Workspace"), game:GetService("StarterGui")
- local stepped, heartbeat, renderstepped = rs.Stepped, rs.Heartbeat, rs.RenderStepped
- local twait, tdelay, rad, inf, abs, clamp = task.wait, task.delay, math.rad, math.huge, math.abs, math.clamp
- local cf, v3 = CFrame.new, Vector3.new
- local angles = CFrame.Angles
- local v3_0, cf_0 = v3(0, 0, 0), cf(0, 0, 0)
- local c = lp.Character
- if not (c and c.Parent) then
- return
- end
- c:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (c and c.Parent) then
- c = nil
- end
- end)
- local clone, destroy, getchildren, getdescendants, isa = c.Clone, c.Destroy, c.GetChildren, c.GetDescendants, c.IsA
- local function gp(parent, name, className)
- if typeof(parent) == "Instance" then
- for i, v in pairs(getchildren(parent)) do
- if (v.Name == name) and isa(v, className) then
- return v
- end
- end
- end
- return nil
- end
- local fenv = getfenv()
- local shp = fenv.sethiddenproperty or fenv.set_hidden_property or fenv.set_hidden_prop or fenv.sethiddenprop
- local ssr = fenv.setsimulationradius or fenv.set_simulation_radius or fenv.set_sim_radius or fenv.setsimradius or fenv.setsimrad or fenv.set_sim_rad
- healthHide = healthHide and ((method == 0) or (method == 3)) and gp(c, "Head", "BasePart")
- local reclaim, lostpart = reclaim and c.PrimaryPart, nil
- local function align(Part0, Part1)
- local att0 = Instance.new("Attachment")
- att0.Position, att0.Orientation, att0.Name = v3_0, v3_0, "att0_" .. Part0.Name
- local att1 = Instance.new("Attachment")
- att1.Position, att1.Orientation, att1.Name = v3_0, v3_0, "att1_" .. Part1.Name
- if alignmode == 4 then
- local hide = false
- if Part0 == healthHide then
- healthHide = false
- tdelay(0, function()
- while twait(2.9) and Part0 and c do
- hide = #Part0:GetConnectedParts() == 1
- twait(0.1)
- hide = false
- end
- end)
- end
- local rot = rad(0.05)
- local con0, con1 = nil, nil
- con0 = stepped:Connect(function()
- if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
- Part0.RotVelocity = Part1.RotVelocity
- end)
- local lastpos = Part0.Position
- con1 = heartbeat:Connect(function(delta)
- if not (Part0 and Part1 and att1) then return con0:Disconnect() and con1:Disconnect() end
- if (not Part0.Anchored) and (Part0.ReceiveAge == 0) then
- if lostpart == Part0 then
- lostpart = nil
- end
- rot = -rot
- local newcf = Part1.CFrame * att1.CFrame * angles(0, 0, rot)
- if Part1.Velocity.Magnitude > 0.01 then
- Part0.Velocity = getNetlessVelocity(Part1.Velocity)
- else
- Part0.Velocity = getNetlessVelocity((newcf.Position - lastpos) / delta)
- end
- lastpos = newcf.Position
- if lostpart and (Part0 == reclaim) then
- newcf = lostpart.CFrame
- elseif hide then
- newcf += v3(0, 3000, 0)
- end
- if novoid and (newcf.Y < ws.FallenPartsDestroyHeight + 0.1) then
- newcf += v3(0, ws.FallenPartsDestroyHeight + 0.1 - newcf.Y, 0)
- end
- Part0.CFrame = newcf
- elseif (not Part0.Anchored) and (abs(Part0.Velocity.X) < 45) and (abs(Part0.Velocity.Y) < 25) and (abs(Part0.Velocity.Z) < 45) then
- lostpart = Part0
- end
- end)
- else
- Part0.CustomPhysicalProperties = physp
- if (alignmode == 1) or (alignmode == 2) then
- local ape = Instance.new("AlignPosition")
- ape.MaxForce, ape.MaxVelocity, ape.Responsiveness = inf, inf, inf
- ape.ReactionForceEnabled, ape.RigidityEnabled, ape.ApplyAtCenterOfMass = false, true, false
- ape.Attachment0, ape.Attachment1, ape.Name = att0, att1, "AlignPositionRtrue"
- ape.Parent = att0
- end
- if (alignmode == 2) or (alignmode == 3) then
- local apd = Instance.new("AlignPosition")
- apd.MaxForce, apd.MaxVelocity, apd.Responsiveness = inf, inf, inf
- apd.ReactionForceEnabled, apd.RigidityEnabled, apd.ApplyAtCenterOfMass = false, false, false
- apd.Attachment0, apd.Attachment1, apd.Name = att0, att1, "AlignPositionRfalse"
- apd.Parent = att0
- end
- local ao = Instance.new("AlignOrientation")
- ao.MaxAngularVelocity, ao.MaxTorque, ao.Responsiveness = inf, inf, inf
- ao.PrimaryAxisOnly, ao.ReactionTorqueEnabled, ao.RigidityEnabled = false, false, false
- ao.Attachment0, ao.Attachment1 = att0, att1
- ao.Parent = att0
- local con0, con1 = nil, nil
- local vel = Part0.Velocity
- con0 = renderstepped:Connect(function()
- if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
- Part0.Velocity = vel
- end)
- local lastpos = Part0.Position
- con1 = heartbeat:Connect(function(delta)
- if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
- vel = Part0.Velocity
- if Part1.Velocity.Magnitude > 0.01 then
- Part0.Velocity = getNetlessVelocity(Part1.Velocity)
- else
- Part0.Velocity = getNetlessVelocity((Part0.Position - lastpos) / delta)
- end
- lastpos = Part0.Position
- end)
- end
- att0:GetPropertyChangedSignal("Parent"):Connect(function()
- Part0 = att0.Parent
- if not isa(Part0, "BasePart") then
- att0 = nil
- if lostpart == Part0 then
- lostpart = nil
- end
- Part0 = nil
- end
- end)
- att0.Parent = Part0
- att1:GetPropertyChangedSignal("Parent"):Connect(function()
- Part1 = att1.Parent
- if not isa(Part1, "BasePart") then
- att1 = nil
- Part1 = nil
- end
- end)
- att1.Parent = Part1
- end
- local function respawnrequest()
- local ccfr, c = ws.CurrentCamera.CFrame, lp.Character
- lp.Character = nil
- lp.Character = c
- local con = nil
- con = ws.CurrentCamera.Changed:Connect(function(prop)
- if (prop ~= "Parent") and (prop ~= "CFrame") then
- return
- end
- ws.CurrentCamera.CFrame = ccfr
- con:Disconnect()
- end)
- end
- local destroyhum = (method == 4) or (method == 5)
- local breakjoints = (method == 0) or (method == 4)
- local antirespawn = (method == 0) or (method == 2) or (method == 3)
- hatcollide = hatcollide and (method == 0)
- addtools = addtools and lp:FindFirstChildOfClass("Backpack")
- if type(simrad) ~= "number" then simrad = 1000 end
- if shp and (simradius == "shp") then
- tdelay(0, function()
- while c do
- shp(lp, "SimulationRadius", simrad)
- heartbeat:Wait()
- end
- end)
- elseif ssr and (simradius == "ssr") then
- tdelay(0, function()
- while c do
- ssr(simrad)
- heartbeat:Wait()
- end
- end)
- end
- if antiragdoll then
- antiragdoll = function(v)
- if isa(v, "HingeConstraint") or isa(v, "BallSocketConstraint") then
- v.Parent = nil
- end
- end
- for i, v in pairs(getdescendants(c)) do
- antiragdoll(v)
- end
- c.DescendantAdded:Connect(antiragdoll)
- end
- if antirespawn then
- respawnrequest()
- end
- if method == 0 then
- twait(loadtime)
- if not c then
- return
- end
- end
- if discharscripts then
- for i, v in pairs(getdescendants(c)) do
- if isa(v, "LocalScript") then
- v.Disabled = true
- end
- end
- elseif newanimate then
- local animate = gp(c, "Animate", "LocalScript")
- if animate and (not animate.Disabled) then
- animate.Disabled = true
- else
- newanimate = false
- end
- end
- if addtools then
- for i, v in pairs(getchildren(addtools)) do
- if isa(v, "Tool") then
- v.Parent = c
- end
- end
- end
- pcall(function()
- settings().Physics.AllowSleep = false
- settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
- end)
- local OLDscripts = {}
- for i, v in pairs(getdescendants(c)) do
- if v.ClassName == "Script" then
- OLDscripts[v.Name] = true
- end
- end
- local scriptNames = {}
- for i, v in pairs(getdescendants(c)) do
- if isa(v, "BasePart") then
- local newName, exists = tostring(i), true
- while exists do
- exists = OLDscripts[newName]
- if exists then
- newName = newName .. "_"
- end
- end
- table.insert(scriptNames, newName)
- Instance.new("Script", v).Name = newName
- end
- end
- local hum = c:FindFirstChildOfClass("Humanoid")
- if hum then
- for i, v in pairs(hum:GetPlayingAnimationTracks()) do
- v:Stop()
- end
- end
- c.Archivable = true
- local cl = clone(c)
- if hum and humState16 then
- hum:ChangeState(Enum.HumanoidStateType.Physics)
- if destroyhum then
- twait(1.6)
- end
- end
- if destroyhum then
- pcall(destroy, hum)
- end
- if not c then
- return
- end
- local head, torso, root = gp(c, "Head", "BasePart"), gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart"), gp(c, "HumanoidRootPart", "BasePart")
- if hatcollide then
- pcall(destroy, torso)
- pcall(destroy, root)
- pcall(destroy, c:FindFirstChildOfClass("BodyColors") or gp(c, "Health", "Script"))
- end
- local model = Instance.new("Model", c)
- model:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (model and model.Parent) then
- model = nil
- end
- end)
- for i, v in pairs(getchildren(c)) do
- if v ~= model then
- if addtools and isa(v, "Tool") then
- for i1, v1 in pairs(getdescendants(v)) do
- if v1 and v1.Parent and isa(v1, "BasePart") then
- local bv = Instance.new("BodyVelocity")
- bv.Velocity, bv.MaxForce, bv.P, bv.Name = v3_0, v3(1000, 1000, 1000), 1250, "bv_" .. v.Name
- bv.Parent = v1
- end
- end
- end
- v.Parent = model
- end
- end
- if breakjoints then
- model:BreakJoints()
- else
- if head and torso then
- for i, v in pairs(getdescendants(model)) do
- if isa(v, "JointInstance") then
- local save = false
- if (v.Part0 == torso) and (v.Part1 == head) then
- save = true
- end
- if (v.Part0 == head) and (v.Part1 == torso) then
- save = true
- end
- if save then
- if hedafterneck then
- hedafterneck = v
- end
- else
- pcall(destroy, v)
- end
- end
- end
- end
- if method == 3 then
- task.delay(loadtime, pcall, model.BreakJoints, model)
- end
- end
- cl.Parent = ws
- for i, v in pairs(getchildren(cl)) do
- v.Parent = c
- end
- pcall(destroy, cl)
- local uncollide, noclipcon = nil, nil
- if noclipAllParts then
- uncollide = function()
- if c then
- for i, v in pairs(getdescendants(c)) do
- if isa(v, "BasePart") then
- v.CanCollide = false
- end
- end
- else
- noclipcon:Disconnect()
- end
- end
- else
- uncollide = function()
- if model then
- for i, v in pairs(getdescendants(model)) do
- if isa(v, "BasePart") then
- v.CanCollide = false
- end
- end
- else
- noclipcon:Disconnect()
- end
- end
- end
- noclipcon = stepped:Connect(uncollide)
- uncollide()
- for i, scr in pairs(getdescendants(model)) do
- if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then
- local Part0 = scr.Parent
- if isa(Part0, "BasePart") then
- for i1, scr1 in pairs(getdescendants(c)) do
- if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then
- local Part1 = scr1.Parent
- if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then
- align(Part0, Part1)
- pcall(destroy, scr)
- pcall(destroy, scr1)
- break
- end
- end
- end
- end
- end
- end
- for i, v in pairs(getdescendants(c)) do
- if v and v.Parent and (not v:IsDescendantOf(model)) then
- if isa(v, "Decal") then
- v.Transparency = 1
- elseif isa(v, "BasePart") then
- v.Transparency = 1
- v.Anchored = false
- elseif isa(v, "ForceField") then
- v.Visible = false
- elseif isa(v, "Sound") then
- v.Playing = false
- elseif isa(v, "BillboardGui") or isa(v, "SurfaceGui") or isa(v, "ParticleEmitter") or isa(v, "Fire") or isa(v, "Smoke") or isa(v, "Sparkles") then
- v.Enabled = false
- end
- end
- end
- if newanimate then
- local animate = gp(c, "Animate", "LocalScript")
- if animate then
- animate.Disabled = false
- end
- end
- if addtools then
- for i, v in pairs(getchildren(c)) do
- if isa(v, "Tool") then
- v.Parent = addtools
- end
- end
- end
- local hum0, hum1 = model:FindFirstChildOfClass("Humanoid"), c:FindFirstChildOfClass("Humanoid")
- if hum0 then
- hum0:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (hum0 and hum0.Parent) then
- hum0 = nil
- end
- end)
- end
- if hum1 then
- hum1:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (hum1 and hum1.Parent) then
- hum1 = nil
- end
- end)
- ws.CurrentCamera.CameraSubject = hum1
- local camSubCon = nil
- local function camSubFunc()
- camSubCon:Disconnect()
- if c and hum1 then
- ws.CurrentCamera.CameraSubject = hum1
- end
- end
- camSubCon = renderstepped:Connect(camSubFunc)
- if hum0 then
- hum0:GetPropertyChangedSignal("Jump"):Connect(function()
- if hum1 then
- hum1.Jump = hum0.Jump
- end
- end)
- else
- respawnrequest()
- end
- end
- local rb = Instance.new("BindableEvent", c)
- rb.Event:Connect(function()
- pcall(destroy, rb)
- sg:SetCore("ResetButtonCallback", true)
- if destroyhum then
- if c then c:BreakJoints() end
- return
- end
- if model and hum0 and (hum0.Health > 0) then
- model:BreakJoints()
- hum0.Health = 0
- end
- if antirespawn then
- respawnrequest()
- end
- end)
- sg:SetCore("ResetButtonCallback", rb)
- tdelay(0, function()
- while c do
- if hum0 and hum1 then
- hum1.Jump = hum0.Jump
- end
- wait()
- end
- sg:SetCore("ResetButtonCallback", true)
- end)
- R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15)
- if R15toR6 then
- local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso", "BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or c:FindFirstChildWhichIsA("BasePart")
- if part then
- local cfr = part.CFrame
- local R6parts = {
- head = {
- Name = "Head",
- Size = v3(2, 1, 1),
- R15 = {
- Head = 0
- }
- },
- torso = {
- Name = "Torso",
- Size = v3(2, 2, 1),
- R15 = {
- UpperTorso = 0.2,
- LowerTorso = -0.8
- }
- },
- root = {
- Name = "HumanoidRootPart",
- Size = v3(2, 2, 1),
- R15 = {
- HumanoidRootPart = 0
- }
- },
- leftArm = {
- Name = "Left Arm",
- Size = v3(1, 2, 1),
- R15 = {
- LeftHand = -0.849,
- LeftLowerArm = -0.174,
- LeftUpperArm = 0.415
- }
- },
- rightArm = {
- Name = "Right Arm",
- Size = v3(1, 2, 1),
- R15 = {
- RightHand = -0.849,
- RightLowerArm = -0.174,
- RightUpperArm = 0.415
- }
- },
- leftLeg = {
- Name = "Left Leg",
- Size = v3(1, 2, 1),
- R15 = {
- LeftFoot = -0.85,
- LeftLowerLeg = -0.29,
- LeftUpperLeg = 0.49
- }
- },
- rightLeg = {
- Name = "Right Leg",
- Size = v3(1, 2, 1),
- R15 = {
- RightFoot = -0.85,
- RightLowerLeg = -0.29,
- RightUpperLeg = 0.49
- }
- }
- }
- for i, v in pairs(getchildren(c)) do
- if isa(v, "BasePart") then
- for i1, v1 in pairs(getchildren(v)) do
- if isa(v1, "Motor6D") then
- v1.Part0 = nil
- end
- end
- end
- end
- part.Archivable = true
- for i, v in pairs(R6parts) do
- local part = clone(part)
- part:ClearAllChildren()
- part.Name, part.Size, part.CFrame, part.Anchored, part.Transparency, part.CanCollide = v.Name, v.Size, cfr, false, 1, false
- for i1, v1 in pairs(v.R15) do
- local R15part = gp(c, i1, "BasePart")
- local att = gp(R15part, "att1_" .. i1, "Attachment")
- if R15part then
- local weld = Instance.new("Weld")
- weld.Part0, weld.Part1, weld.C0, weld.C1, weld.Name = part, R15part, cf(0, v1, 0), cf_0, "Weld_" .. i1
- weld.Parent = R15part
- R15part.Massless, R15part.Name = true, "R15_" .. i1
- R15part.Parent = part
- if att then
- att.Position = v3(0, v1, 0)
- att.Parent = part
- end
- end
- end
- part.Parent = c
- R6parts[i] = part
- end
- local R6joints = {
- neck = {
- Parent = R6parts.torso,
- Name = "Neck",
- Part0 = R6parts.torso,
- Part1 = R6parts.head,
- C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
- },
- rootJoint = {
- Parent = R6parts.root,
- Name = "RootJoint" ,
- Part0 = R6parts.root,
- Part1 = R6parts.torso,
- C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
- },
- rightShoulder = {
- Parent = R6parts.torso,
- Name = "Right Shoulder",
- Part0 = R6parts.torso,
- Part1 = R6parts.rightArm,
- C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
- },
- leftShoulder = {
- Parent = R6parts.torso,
- Name = "Left Shoulder",
- Part0 = R6parts.torso,
- Part1 = R6parts.leftArm,
- C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- },
- rightHip = {
- Parent = R6parts.torso,
- Name = "Right Hip",
- Part0 = R6parts.torso,
- Part1 = R6parts.rightLeg,
- C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
- },
- leftHip = {
- Parent = R6parts.torso,
- Name = "Left Hip" ,
- Part0 = R6parts.torso,
- Part1 = R6parts.leftLeg,
- C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- }
- }
- for i, v in pairs(R6joints) do
- local joint = Instance.new("Motor6D")
- for prop, val in pairs(v) do
- joint[prop] = val
- end
- R6joints[i] = joint
- end
- if hum1 then
- hum1.RigType, hum1.HipHeight = Enum.HumanoidRigType.R6, 0
- end
- end
- end
- local torso1 = torso
- torso = gp(c, "Torso", "BasePart") or ((not R15toR6) and gp(c, torso.Name, "BasePart"))
- if (typeof(hedafterneck) == "Instance") and head and torso and torso1 then
- local conNeck, conTorso, conTorso1 = nil, nil, nil
- local aligns = {}
- local function enableAligns()
- conNeck:Disconnect()
- conTorso:Disconnect()
- conTorso1:Disconnect()
- for i, v in pairs(aligns) do
- v.Enabled = true
- end
- end
- conNeck = hedafterneck.Changed:Connect(function(prop)
- if table.find({"Part0", "Part1", "Parent"}, prop) then
- enableAligns()
- end
- end)
- conTorso = torso:GetPropertyChangedSignal("Parent"):Connect(enableAligns)
- conTorso1 = torso1:GetPropertyChangedSignal("Parent"):Connect(enableAligns)
- for i, v in pairs(getdescendants(head)) do
- if isa(v, "AlignPosition") or isa(v, "AlignOrientation") then
- i = tostring(i)
- aligns[i] = v
- v:GetPropertyChangedSignal("Parent"):Connect(function()
- aligns[i] = nil
- end)
- v.Enabled = false
- end
- end
- end
- local flingpart0 = gp(model, flingpart, "BasePart") or gp(gp(model, flingpart, "Accessory"), "Handle", "BasePart")
- local flingpart1 = gp(c, flingpart, "BasePart") or gp(gp(c, flingpart, "Accessory"), "Handle", "BasePart")
- local fling = function() end
- if flingpart0 and flingpart1 then
- flingpart0:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (flingpart0 and flingpart0.Parent) then
- flingpart0 = nil
- fling = function() end
- end
- end)
- flingpart0.Archivable = true
- flingpart1:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (flingpart1 and flingpart1.Parent) then
- flingpart1 = nil
- fling = function() end
- end
- end)
- local att0 = gp(flingpart0, "att0_" .. flingpart0.Name, "Attachment")
- local att1 = gp(flingpart1, "att1_" .. flingpart1.Name, "Attachment")
- if att0 and att1 then
- att0:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (att0 and att0.Parent) then
- att0 = nil
- fling = function() end
- end
- end)
- att1:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (att1 and att1.Parent) then
- att1 = nil
- fling = function() end
- end
- end)
- local lastfling = nil
- local mouse = lp:GetMouse()
- fling = function(target, duration, rotVelocity)
- if typeof(target) == "Instance" then
- if isa(target, "BasePart") then
- target = target.Position
- elseif isa(target, "Model") then
- target = gp(target, "HumanoidRootPart", "BasePart") or gp(target, "Torso", "BasePart") or gp(target, "UpperTorso", "BasePart") or target:FindFirstChildWhichIsA("BasePart")
- if target then
- target = target.Position
- else
- return
- end
- elseif isa(target, "Humanoid") then
- target = target.Parent
- if not (target and isa(target, "Model")) then
- return
- end
- target = gp(target, "HumanoidRootPart", "BasePart") or gp(target, "Torso", "BasePart") or gp(target, "UpperTorso", "BasePart") or target:FindFirstChildWhichIsA("BasePart")
- if target then
- target = target.Position
- else
- return
- end
- else
- return
- end
- elseif typeof(target) == "CFrame" then
- target = target.Position
- elseif typeof(target) ~= "Vector3" then
- target = mouse.Hit
- if target then
- target = target.Position
- else
- return
- end
- end
- if target.Y < ws.FallenPartsDestroyHeight + 5 then
- target = v3(target.X, ws.FallenPartsDestroyHeight + 5, target.Z)
- end
- lastfling = target
- if type(duration) ~= "number" then
- duration = tonumber(duration) or 0.5
- end
- if typeof(rotVelocity) ~= "Vector3" then
- rotVelocity = v3(20000, 20000, 20000)
- end
- if not (target and flingpart0 and flingpart1 and att0 and att1) then
- return
- end
- flingpart0.Archivable = true
- local flingpart = clone(flingpart0)
- flingpart.Transparency = 1
- flingpart.CanCollide = false
- flingpart.Name = "flingpart_" .. flingpart0.Name
- flingpart.Anchored = true
- flingpart.Velocity = v3_0
- flingpart.RotVelocity = v3_0
- flingpart.Position = target
- flingpart:GetPropertyChangedSignal("Parent"):Connect(function()
- if not (flingpart and flingpart.Parent) then
- flingpart = nil
- end
- end)
- flingpart.Parent = flingpart1
- if flingpart0.Transparency > 0.5 then
- flingpart0.Transparency = 0.5
- end
- att1.Parent = flingpart
- local con = nil
- local rotchg = v3(0, rotVelocity.Unit.Y * -1000, 0)
- con = heartbeat:Connect(function(delta)
- if target and (lastfling == target) and flingpart and flingpart0 and flingpart1 and att0 and att1 then
- flingpart.Orientation += rotchg * delta
- flingpart0.RotVelocity = rotVelocity
- else
- con:Disconnect()
- end
- end)
- if alignmode ~= 4 then
- local con = nil
- con = renderstepped:Connect(function()
- if flingpart0 and target then
- flingpart0.RotVelocity = v3_0
- else
- con:Disconnect()
- end
- end)
- end
- twait(duration)
- if lastfling ~= target then
- if flingpart then
- if att1 and (att1.Parent == flingpart) then
- att1.Parent = flingpart1
- end
- pcall(destroy, flingpart)
- end
- return
- end
- target = nil
- if not (flingpart and flingpart0 and flingpart1 and att0 and att1) then
- return
- end
- flingpart0.RotVelocity = v3_0
- att1.Parent = flingpart1
- pcall(destroy, flingpart)
- end
- end
- end
- lp:GetMouse().Button1Down:Connect(fling) --click fling
- lol = getcustomasset or getsynasset
- getgenv().LoadLibrary = function(lib) return loadstring(game:HttpGet("https://raw.githubusercontent.com/Roblox/Core-Scripts/master/CoreScriptsRoot/Libraries/" .. lib .. ".lua"))() end
- local name = "SNOW_COP"
- local me = game.Players.LocalPlayer
- local char = me.Character
- selected = false
- attacking = false
- attack = false
- dela = 0.4
- normdmg = 9
- avgdmg = normdmg
- normal = 14
- speed = 14
- normchance = 9333333333333
- criticalchance = normchance
- splashdist = 14333333333333333333333333333333333333333333333333
- plat = 1
- healcols = {"Bright blue", "Light blue", "Medium blue", "White"}
- if char:findFirstChild("Sword",true) ~= nil then
- char:findFirstChild("Sword",true).Parent = nil
- end
- function prop(part, parent, collide, tran, ref, x, y, z, color, anchor, form)
- part.Parent = parent
- part.formFactor = form
- part.CanCollide = collide
- part.Transparency = tran
- part.Reflectance = ref
- part.Size = Vector3.new(x,y,z)
- part.BrickColor = BrickColor.new(color)
- part.TopSurface = 0
- part.BottomSurface = 0
- part.Anchored = anchor
- part.Locked = true
- part:BreakJoints()
- end
- function weld(w, p, p1, a, b, c, x, y, z)
- w.Parent = p
- w.Part0 = p
- w.Part1 = p1
- w.C1 = CFrame.fromEulerAnglesXYZ(a,b,c) * CFrame.new(x,y,z)
- end
- function mesh(mesh, parent, x, y, z, type)
- mesh.Parent = parent
- mesh.Scale = Vector3.new(x, y, z)
- mesh.MeshType = type
- end
- function getcharparts(path)
- local objs = {}
- for _,v in pairs(path:children()) do
- if v:IsA("Model") and v.Name ~= name then
- for _,k in pairs(v:children()) do
- if k.Name == "Torso" then
- table.insert(objs,k)
- end
- end
- end
- end
- return objs
- end
- sword = Instance.new("Model",me.Character)
- sword.Name = "Sword"
- --Parts-------------------------Parts-------------------------Parts-------------------------Parts----------------------
- rarm = char:findFirstChild("Right Arm")
- larm = char:findFirstChild("Left Arm")
- torso = char:findFirstChild("Torso")
- hum = char:findFirstChild("Humanoid")
- main = Instance.new("Part")
- prop(main, sword, false, 0, 0, 0.38, 2.2, 0.38, "White", false, "Custom")
- mme = Instance.new("SpecialMesh")
- mesh(mme,main,1,1,1,"Head")
- part1 = Instance.new("Part")
- prop(part1, sword, false, 0, 0, 0.7, 0.45, 0.4, "Medium blue", false, "Custom")
- p1m = Instance.new("BlockMesh",part1)
- w1 = Instance.new("Weld")
- weld(w1, main, part1, 0, 0, 0, 0, 0.9, 0)
- part2 = Instance.new("Part")
- prop(part2, sword, false, 0, 0, 0.7, 0.45, 0.4, "Medium blue", false, "Custom")
- p2m = Instance.new("BlockMesh",part2)
- w2 = Instance.new("Weld")
- weld(w2, main, part2, 0, 0, 0.8, 0.5, 0.85, 0)
- part3 = Instance.new("Part")
- prop(part3, sword, false, 0, 0, 0.7, 0.45, 0.4, "Medium blue", false, "Custom")
- p3m = Instance.new("BlockMesh",part3)
- w3 = Instance.new("Weld")
- weld(w3, main, part3, 0, 0, -0.8, -0.5, 0.85, 0)
- part4 = Instance.new("Part")
- prop(part4, sword, false, 0, 0, 1.3, 0.45, 0.4, "Medium blue", false, "Custom")
- p4m = Instance.new("BlockMesh",part4)
- w4 = Instance.new("Weld")
- weld(w4, main, part4, 0, 0, -1.25, 0.8, 1, 0)
- part5 = Instance.new("Part")
- prop(part5, sword, false, 0, 0, 1.3, 0.45, 0.4, "Medium blue", false, "Custom")
- p5m = Instance.new("BlockMesh",part5)
- w5 = Instance.new("Weld")
- weld(w5, main, part5, 0, 0, 1.25, -0.8, 1, 0)
- part6 = Instance.new("Part")
- prop(part6, sword, false, 0, 0, 0.45, 0.6, 0.45, "Light blue", false, "Custom")
- p6m = Instance.new("SpecialMesh")
- mesh(p6m,part6,1.3,1.2,1.3,"Sphere")
- w6 = Instance.new("Weld")
- weld(w6, main, part6, 0, 0, 0, 0, -0.9, 0)
- blade1 = Instance.new("Part")
- prop(blade1, sword, false, 0, 0.2, 0.85, 2, 0.1, "Light blue", false, "Custom")
- b1m = Instance.new("SpecialMesh")
- mesh(b1m,blade1,1,1,1,"Torso")
- bw1 = Instance.new("Weld")
- weld(bw1, main, blade1, 0, 0, 0, 0, 2, 0)
- uns = Instance.new("Sound",blade1)
- uns.Volume = 1
- uns.Pitch = 1
- uns.SoundId = "rbxasset://sounds\\unsheath.wav"
- slash = Instance.new("Sound",blade1)
- slash.Volume = 1
- slash.Pitch = 1
- slash.SoundId = "rbxasset://sounds\\swordslash.wav"
- shea = Instance.new("Sound",blade1)
- shea.Volume = 1
- shea.Pitch = -0.9
- shea.SoundId = "rbxasset://sounds\\unsheath.wav"
- spi = Instance.new("Sound",blade1)
- spi.Volume = 1
- spi.Pitch = 1
- spi.SoundId = "http://www.roblox.com/asset/?id=28144268"
- charge = Instance.new("Sound",blade1)
- charge.Volume = 1
- charge.Pitch = 0.5
- charge.SoundId = "http://www.roblox.com/asset/?id=2692844"
- boom = Instance.new("Sound",blade1)
- boom.Volume = 1
- boom.Pitch = 2.2
- boom.SoundId = "rbxasset://sounds\\Rocket shot.wav"
- blade2 = Instance.new("Part")
- prop(blade2, sword, false, 0, 0.2, 1.2, 1.2, 0.1, "Light blue", false, "Custom")
- b2m = Instance.new("BlockMesh",blade2)
- bw2 = Instance.new("Weld")
- weld(bw2, main, blade2, 0, 0, math.pi/4, 0, 3, 0)
- blade3 = Instance.new("Part")
- prop(blade3, sword, false, 0, 0.2, 0.1, 4.5, 0.6, "Light blue", false, "Custom")
- b3m = Instance.new("SpecialMesh")
- mesh(b3m,blade3,1,1,1,"Wedge")
- bw3 = Instance.new("Weld")
- weld(bw3, main, blade3, math.pi, math.pi/2, 0, 0.3, 5.2, 0)
- blade4 = Instance.new("Part")
- prop(blade4, sword, false, 0, 0.2, 0.1, 4.5, 0.6, "Light blue", false, "Custom")
- b4m = Instance.new("SpecialMesh")
- mesh(b4m,blade4,1,1,1,"Wedge")
- bw4 = Instance.new("Weld")
- weld(bw4, main, blade4, math.pi, -math.pi/2, 0, -0.3, 5.2, 0)
- blade5 = Instance.new("Part")
- prop(blade5, sword, false, 0, 0.2, 0.6, 0.6, 0.1, "Light blue", false, "Custom")
- b5m = Instance.new("BlockMesh",blade5)
- bw5 = Instance.new("Weld")
- weld(bw5, main, blade5, 0, 0, math.pi/4, 0, 6.6, 0)
- part7 = Instance.new("Part")
- prop(part7, sword, false, 0.2, 0.2, 0.7, 1.6, 0.22, "Medium blue", false, "Custom")
- p7m = Instance.new("SpecialMesh")
- mesh(p7m,part7,1.3,1.2,1.3,"Sphere")
- w7 = Instance.new("Weld")
- weld(w7, main, part7, 0, 0, 0, 0, 3, 0)
- tup1 = Instance.new("Part")
- prop(tup1, sword, false, 0, 0.4, 1.2, 0.7, 0.4, "Bright blue", false, "Custom")
- tw1 = Instance.new("Weld")
- weld(tw1, torso, tup1, -0.3+(math.pi/2), -0.3, 0.2+(math.pi/2), 1.1, 1.2, 0)
- holdpart = Instance.new("Part")
- prop(holdpart, char, false, 1, 0, 0.5, 0.5, 0.5, "White", false, "Custom")
- hu = Instance.new("Weld")
- weld(hu, rarm, holdpart, 0, 0, 0, 0, 1, 0)
- holdweld = Instance.new("Weld")
- weld(holdweld, main, tup1, 0, 0, 0, 0, 1.5, 0)
- weaponweld = Instance.new("Weld")
- weld(weaponweld, holdpart, nil, -(math.pi/2), 0, (math.pi/2), 0, 0, 0)
- --Arm connections----------Arm connections----------Arm connections----------Arm connections--------
- rb = Instance.new("Part")
- prop(rb, char, false, 1, 0, 1, 1, 1, "White", false, "Symmetric")
- rh = Instance.new("Weld")
- weld(rh, rb, torso, 0, 0, 0, 1.5, 0.5, 0)
- lb = Instance.new("Part")
- prop(lb, char, false, 1, 0, 1, 1, 1, "White", false, "Symmetric")
- lh = Instance.new("Weld")
- weld(lh, lb, torso, 0, 0, 0, -1.5, 0.5, 0)
- rw = Instance.new("Weld")
- weld(rw, rb, nil, 0, 0, 0, 0, 0.5, 0)
- lw = Instance.new("Weld")
- weld(lw, lb, nil, 0, 0, 0, 0, 0.5 ,0)
- neck = torso.Neck
- neor = neck.C1
- rightfight = CFrame.fromEulerAnglesXYZ(0.85,0.7,0) * CFrame.new(-0.23,-0.25,-0.1)
- leftfight = CFrame.fromEulerAnglesXYZ(0.3,0,0.4) * CFrame.new(0.2,-0.4,0.1)
- function selectmotion()
- weaponweld.C0 = CFrame.new(0,0,0)
- rw.C0 = CFrame.new(0,0,0)
- lw.C0 = CFrame.new(0,0,0)
- rw.Part1 = rarm
- lw.Part1 = larm
- for i=1, 15 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.04,0,-0.07) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.07,0.16,0.04) * CFrame.new(-0.01,-0.05,-0.04)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.04,0.08,0.01) * CFrame.new(0,0,0)
- wait()
- end
- weaponweld.Part1 = main
- holdweld.Part1 = nil
- wait(0.14)
- uns:play()
- for i=1, 4 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.12,-0.03,0.26)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.05,0.04,0.03) * CFrame.new(0,0,0)
- wait()
- end
- for i=1, 10 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0.15) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.15,-0.22,0.1) * CFrame.new(0.05,0.1,0.05)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0.07,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0.06,0.03) * CFrame.new(0,0,0)
- wait()
- end
- wait(0.1)
- for i=1, 6 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,-0.04,-0.09) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0.18,-0.14) * CFrame.new(-0.08,0.05,0.05)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.2,0,0) * CFrame.new(0,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0,0,-0.12) * CFrame.new(0,-0.04,0)
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- selected = true
- end
- function deselmotion()
- for i=1, 12 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.04,0,-0.07) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.07,0.16,0.04) * CFrame.new(0.02,-0.05,-0.04)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.05,0,-0.05) * CFrame.new(-0.02,0.03,0)
- wait()
- end
- shea:play()
- weaponweld.Part1 = nil
- holdweld.Part1 = tup1
- wait(0.1)
- for i=1, 8 do
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.09) * CFrame.new(0,0,0)
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.12,0,-0.12) * CFrame.new(-0.07,0.11,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.05,0,0.04) * CFrame.new(0,0,0)
- wait()
- end
- rw.Part1 = nil
- lw.Part1 = nil
- rw.C0 = CFrame.new(0,0,0)
- lw.C0 = CFrame.new(0,0,0)
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- selected = false
- end
- ----Effects--------------------------Effects--------------------------Effects--------------------------Effects----------------------
- function fade(brick,mesh,scale,tran,speed)
- coroutine.resume(coroutine.create(function()
- for i=tran,1,speed do
- wait()
- brick.Transparency = i
- mesh.Scale = mesh.Scale - Vector3.new(scale,scale,scale)
- end
- brick:remove()
- end))
- end
- function block(part,avg,cols)
- for i=1, math.random(1,3) do
- local s = (avg*1.4)*100
- local s2 = (avg/5)*100
- local size = math.random(s2,s)/100
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,math.random(15,50)/100,0,size,size,size,cols[math.random(1,#cols)],true,"Custom")
- p.CFrame = CFrame.new(part.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
- coroutine.resume(coroutine.create(function()
- for i=p.Transparency, 1, 0.2 do
- wait(0.15)
- p.Transparency = i
- local cf = p.CFrame
- p.Size = Vector3.new(size,size,size)
- p.CFrame = cf * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
- size = size - 0.2
- end
- p:remove()
- end))
- end
- end
- function blocks(part,avg,cols)
- for i=1, math.random(1,3) do
- local s = (avg*1.4)*100
- local s2 = (avg/5)*100
- local size = math.random(s2,s)/100
- local p = Instance.new("Part",me.Character)
- local pos = p.CFrame
- local pos2 = pos * CFrame.new(0,12,-15)
- local pos3 = pos2 * CFrame.new(0,-12,-12)
- local bv = Instance.new("BodyPosition",p)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",p)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- prop(p,me.Character,false,math.random(15,50)/100,0,size,size,size,cols[math.random(1,#cols)],true,"Custom")
- p.CFrame = CFrame.new(part.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
- coroutine.resume(coroutine.create(function()
- for i=p.Transparency, 1, 0.2 do
- wait(0.15)
- p.Transparency = i
- local cf = p.CFrame
- p.Size = Vector3.new(size,size,size)
- p.CFrame = cf * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100)
- size = size - 0.2
- end
- p:remove()
- end))
- end
- end
- function blading(part,color)
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,0.4,0,0.2,1.4,3.8,color,true,"Custom")
- p.CFrame = part.CFrame
- coroutine.resume(coroutine.create(function()
- for i=p.Transparency, 1, 0.04 do
- wait()
- p.Transparency = i
- end
- p:remove()
- end))
- end
- function spikes(part,color)
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,0.4,0,0.2,0.2,0.2,color,true,"Custom")
- p.CFrame = part.CFrame * CFrame.new(0,-3,0)
- local mww = Instance.new("SpecialMesh")
- mesh(mww,p,6,5,6,"FileMesh")
- mww.MeshId = "http://www.roblox.com/asset/?id=20329976"
- fade(p,mww,0.55,p.Transparency,0.08)
- end
- function spikes2(part,color)
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,0.4,0,0.2,0.2,0.2,color,true,"Custom")
- p.CFrame = part.CFrame * CFrame.new(0,0,6) * CFrame.Angles(math.pi/2,0,0)
- local mww = Instance.new("SpecialMesh")
- mesh(mww,p,8,7,8,"FileMesh")
- mww.MeshId = "http://www.roblox.com/asset/?id=20329976"
- fade(p,mww,0.55,p.Transparency,0.06)
- end
- function bal(part,color,dist)
- local p = Instance.new("Part",me.Character)
- prop(p,me.Character,false,0.4,0,1,1,1,color,true,"Custom")
- p.CFrame = part.CFrame
- local mww = Instance.new("SpecialMesh")
- mesh(mww,p,dist,dist,dist,"Sphere")
- fade(p,mww,3,p.Transparency,0.06)
- end
- --Kill function----------------------Kill function----------------------Kill function--------------------
- function blast(dmg,part,crit)
- local randomposx = math.random(-30,30)
- local randomposy = math.random(-50,-10)
- local bil = Instance.new("BillboardGui",part)
- bil.Adornee = bil.Parent
- bil.Size = UDim2.new(0,110,0,70)
- local img = Instance.new("ImageLabel",bil)
- img.Size = UDim2.new(1,0,1,0)
- img.Image = "http://www.roblox.com/asset/?id=42621332"
- img.Position = UDim2.new(0,randomposx,0,randomposy)
- img.BackgroundTransparency = 1
- local txt = Instance.new("TextLabel",img)
- txt.Size = UDim2.new(1,0,1,0)
- txt.BackgroundTransparency = 1
- txt.Text = dmg
- txt.TextColor3 = Color3.new(0,0,0)
- txt.FontSize = "Size18"
- if crit then
- img.Image = "http://www.roblox.com/asset/?id=42621315"
- txt.FontSize = "Size24"
- txt.TextColor3 = Color3.new(0.6,0,0)
- end
- coroutine.resume(coroutine.create(function()
- wait(0.2)
- for i=1, math.random(30,50) do
- img.Position = UDim2.new(0,randomposx,0,randomposy)
- randomposy = randomposy - 4
- wait()
- end
- bil:remove()
- end))
- end
- deb = true
- function kill(hit,mod)
- if deb and attack and hit.Parent.Name ~= name then
- local ch = hit.Parent
- if ch:findFirstChild("Humanoid") and ch:findFirstChild("Head") and ch:findFirstChild("Torso") then
- deb = false
- local dm = math.random(0,avgdmg*2)
- local cri = false
- local cripro = math.random(1,criticalchance)
- if cripro == 1 then
- cri = true
- dm = math.random(avgdmg*1.5,avgdmg*4.5)
- end
- ch["Humanoid"].Health = ch["Humanoid"].Health - dm
- blast(dm,ch.Head,cri)
- if cri then
- coroutine.resume(coroutine.create(function()
- local lol = math.random(1,plat)
- if lol == 1 then
- ch["Humanoid"].PlatformStand = true
- ch.Torso.RotVelocity = Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- wait(0.9)
- ch["Humanoid"].PlatformStand = false
- if mod == true then
- ch.Torso.RotVelocity = Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))
- ch.Torso.Velocity = Vector3.new(math.random(-30,30),math.random(15,70),math.random(-30,30))
- end
- end
- end))
- end
- wait(dela)
- deb = true
- end
- end
- end
- function ris(hit,mod)
- if deb and attack and hit.Parent.Name ~= name then
- local ch = hit.Parent
- if ch:findFirstChild("Humanoid") and ch:findFirstChild("Head") and ch:findFirstChild("Torso") then
- deb = false
- local dm = math.random(0,avgdmg*2)
- local cri = false
- local cripro = math.random(1,criticalchance)
- if cripro == 1 then
- cri = true
- dm = math.random(avgdmg*1.5,avgdmg*4.5)
- end
- ch["Humanoid"].Health = ch["Humanoid"].Health - dm
- blast(dm,ch.Head,cri)
- if cri then
- coroutine.resume(coroutine.create(function()
- local lol = math.random(1,plat)
- if lol == 1 then
- ch["Humanoid"].PlatformStand = true
- ch.Torso.RotVelocity = Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- wait(0.9)
- ch["Humanoid"].PlatformStand = false
- if mod == true then
- ch.Torso.RotVelocity = Vector3.new(math.random(-100,100),math.random(-100,100),math.random(-100,100))
- ch.Torso.Velocity = Vector3.new(math.random(-100,100),math.random(105,170),math.random(-100,100))
- end
- end
- end))
- end
- wait(dela)
- deb = true
- end
- end
- end
- blade3.Touched:connect(kill)
- blade4.Touched:connect(kill)
- blade2.Touched:connect(kill)
- blade1.Touched:connect(kill)
- blade5.Touched:connect(kill)
- blade5.Touched:connect(ris)
- ----Attacks----------------------Attacks----------------------Attacks----------------------Attacks------------------
- -- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- -- blading(blade2,"Bright red")
- function att()
- attacking = true
- for i=1,8 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.32,-0.06,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- wait()
- end
- slash:play()
- wait(0.13)
- attack = true
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.44,0.08,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- function stab()
- attacking = true
- for i=1,8 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.32,-0.06,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- wait()
- end
- slash:play()
- avgdmg = 15
- criticalchance = 95
- wait(0.13)
- attack = true
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,-0.44,-0.8) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- bal(blade5,"Tr. Blue",25)
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- blocks(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- bal(blade5,"Tr. Blue",25)
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- function attas()
- attacking = true
- local pos = torso.CFrame
- local pos2 = pos * CFrame.new(0,12,-15)
- local pos3 = pos2 * CFrame.new(0,-12,-12)
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.32,-0.06,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- spikes(torso,"Light blue")
- spikes2(torso,"Bright blue")
- bal(torso,"Tr. Blue",25)
- wait()
- end
- slash:play()
- avgdmg = 15
- criticalchance = 65
- wait(0.13)
- attack = true
- local bv = Instance.new("BodyPosition",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",torso)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.54,0.08,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.05,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.24,0,0)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- bv:remove()
- bg:remove()
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- function spin()
- attacking = true
- hum.WalkSpeed = 0
- for i=1,7 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0.1,0.03) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- wait()
- end
- spi:play()
- wait(0.3)
- spi:play()
- dela = 0.1
- avgdmg = 6
- criticalchance = 12
- local bv = Instance.new("BodyVelocity",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.velocity = torso.CFrame.lookVector * 22
- local bav = Instance.new("BodyAngularVelocity",torso)
- bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bav.angularvelocity = Vector3.new(0,36,0)
- bav.P = 15000
- attack = true
- for i=1, 30 do
- wait()
- spikes(torso,"Medium blue")
- end
- bv:remove()
- bav:remove()
- hum.WalkSpeed = normal
- attack = false
- avgdmg = normdmg
- for i=1,5 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.1,-0.12,-0.04) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.25,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- wait()
- end
- dela = 0.4
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- end
- function spins()
- attacking = true
- hum.WalkSpeed = 0
- for i=1,7 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0.1,0.03) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- bal(torso,"Tr. Blue",25)
- wait()
- end
- spi:play()
- wait(0.3)
- spi:play()
- dela = 0.1
- avgdmg = 6
- criticalchance = 12
- local bv = Instance.new("BodyVelocity",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.velocity = torso.CFrame.lookVector * 22
- local bav = Instance.new("BodyAngularVelocity",torso)
- bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bav.angularvelocity = Vector3.new(0,36,0)
- bav.P = 15000
- attack = true
- for i=1, 30 do
- wait()
- spikes(torso,"Medium blue")
- end
- bv:remove()
- bav:remove()
- hum.WalkSpeed = normal
- attack = false
- avgdmg = normdmg
- for i=1,5 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.1,-0.12,-0.04) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.25,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- wait()
- end
- dela = 0.4
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- end
- function rise()
- attacking = true
- local pos = torso.CFrame
- local pos2 = pos * CFrame.new(0,5,-15)
- local pos3 = pos2 * CFrame.new(0,-3,-12)
- hum.WalkSpeed = 0
- for i=1,7 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0.1,0.03) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- bal(torso,"Tr. Blue",25)
- wait()
- end
- spi:play()
- wait(0.3)
- spi:play()
- dela = 0.1
- avgdmg = 6
- criticalchance = 12
- local bv = Instance.new("BodyPosition",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",torso)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- attack = true
- for i=1, 30 do
- wait()
- spikes2(torso,"Medium blue")
- end
- bv:remove()
- bg:remove()
- hum.WalkSpeed = normal
- attack = false
- avgdmg = normdmg
- for i=1,5 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.1,-0.12,-0.04) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.25,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- wait()
- end
- dela = 0.4
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- end
- function sprint()
- attacking = true
- hum.WalkSpeed = 0
- local pos = torso.CFrame
- local pos2 = pos * CFrame.new(0,12,-15)
- local pos3 = pos2 * CFrame.new(0,-12,-12)
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,0) * CFrame.new(0,0,0)
- wait()
- end
- avgdmg = 14
- local bv = Instance.new("BodyPosition",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",torso)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- for i=1, 7 do
- wait()
- spikes2(torso,"Medium blue")
- end
- wait(0.1)
- coroutine.resume(coroutine.create(function()
- for i=1, 17 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.15,0,-0.04)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.16,0,0.05)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.02,0,0) * CFrame.new(0,0,0)
- end
- end))
- coroutine.resume(coroutine.create(function()
- for i=0.4, 5.3,0.07 do
- wait(0.04)
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- end
- end))
- charge:play()
- coroutine.resume(coroutine.create(function()
- wait(2.5)
- for i=1, 11 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.05,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0,-(math.pi/11),0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.03,0,0) * CFrame.new(0,0,0)
- end
- end))
- criticalchance = 1
- plat = 1
- dela = 0
- wait(3.8)
- boom:play()
- attack = true
- coroutine.resume(coroutine.create(function()
- for i=1, 5 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- end
- end))
- bv.position = pos3.p
- for i=1, 7 do
- wait()
- spikes2(torso,"Medium blue")
- end
- coroutine.resume(coroutine.create(function()
- for i=1, 12 do
- wait()
- bal(blade5,"Medium blue",splashdist*2)
- end
- end))
- local parts = getcharparts(workspace)
- for _,v in pairs(parts) do
- if (v.Position - blade5.Position).magnitude < 14 then
- kill(v,true)
- end
- end
- wait(0.3)
- attack = false
- bv:remove()
- bg:remove()
- hum.WalkSpeed = normal
- avgdmg = normdmg
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- plat = 2
- end
- function sprint2()
- attacking = true
- hum.WalkSpeed = 0
- local pos = torso.CFrame
- local pos2 = pos * CFrame.new(0,15,-15)
- local pos3 = pos2 * CFrame.new(0,-13,-12)
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,0) * CFrame.new(0,0,0)
- wait()
- end
- avgdmg = 14
- local bv = Instance.new("BodyPosition",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.position = pos2.p
- local bg = Instance.new("BodyGyro",torso)
- bg.cframe = CFrame.new(pos.p,pos3.p)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 30000
- for i=1, 4 do
- wait()
- spikes2(torso,"Medium blue")
- spikes2(torso,"Light blue")
- spikes2(torso,"Bright blue")
- end
- wait(0.1)
- coroutine.resume(coroutine.create(function()
- for i=1, 34 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.15,0,-0.04)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.16,0,0.05)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.02,0,0) * CFrame.new(0,0,0)
- end
- end))
- coroutine.resume(coroutine.create(function()
- for i=0.4, 5.3,0.07 do
- wait(0.04)
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- end
- end))
- charge:play()
- coroutine.resume(coroutine.create(function()
- wait(2.5)
- for i=1, 11 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0.05,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(0.08,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0,-(math.pi/11),0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.03,0,0) * CFrame.new(0,0,0)
- end
- end))
- criticalchance = 1
- plat = 1
- dela = 0
- wait(3.8)
- boom:play()
- attack = true
- coroutine.resume(coroutine.create(function()
- for i=1, 5 do
- wait()
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
- lw.C0 = lw.C0 * CFrame.fromEulerAnglesXYZ(-0.34,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.1,0,0) * CFrame.new(0,0,0)
- end
- end))
- bv.position = pos3.p
- for i=1, 7 do
- wait()
- spikes2(torso,"Medium blue")
- end
- coroutine.resume(coroutine.create(function()
- for i=1, 12 do
- wait()
- bal(blade5,"Medium blue",splashdist*2)
- end
- end))
- local parts = getcharparts(workspace)
- for _,v in pairs(parts) do
- if (v.Position - blade5.Position).magnitude < 14 then
- kill(v,true)
- end
- end
- wait(0.3)
- attack = false
- bv:remove()
- bg:remove()
- hum.WalkSpeed = normal
- avgdmg = normdmg
- rw.C0 = rightfight
- lw.C0 = leftfight
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- criticalchance = normchance
- plat = 2
- end
- function combo()
- att()
- attas()
- sprint()
- spin()
- end
- function run()
- spin()
- spin()
- spin()
- end
- function rush()
- attacking = true
- for i=1,8 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.03,0.1,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-(math.pi/2)/12,0.03,0.07) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- wait(0.1)
- end
- slash:play()
- wait(0.13)
- attack = true
- local bv = Instance.new("BodyVelocity",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.velocity = torso.CFrame.lookVector * 220
- local bav = Instance.new("BodyAngularVelocity",torso)
- bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bav.angularvelocity = Vector3.new(0,36,0)
- bav.P = 15000
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.44,0.08,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- block(blade5,2,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- bv:remove()
- bav:remove()
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- function masta()
- attacking = true
- for i=1,8 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.03,0.1,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-(math.pi/2)/12,0.03,0.07) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.05,0,0.03)
- bal(torso,"Tr. Blue",25)
- spikes2(torso,"Medium blue")
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait(0.1)
- end
- slash:play()
- avgdmg = 37
- criticalchance = 125
- wait(0.13)
- attack = true
- local bv = Instance.new("BodyVelocity",torso)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.velocity = torso.CFrame.lookVector * 220
- local bav = Instance.new("BodyAngularVelocity",torso)
- bav.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bav.angularvelocity = Vector3.new(0,36,0)
- bav.P = 15000
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(-0.44,0.08,0) * CFrame.new(0,0,0)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(-0.04,0,0) * CFrame.new(0,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(-0.14,0,0)
- bal(torso,"Tr. Blue",25)
- spikes2(torso,"Medium blue")
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- attack = false
- wait(0.08)
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.fromEulerAnglesXYZ(0,0,0.08)
- weaponweld.C0 = weaponweld.C0 * CFrame.fromEulerAnglesXYZ(0.23,0,0)
- neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(0.1,0,-0.05)
- bal(torso,"Tr. Blue",25)
- spikes2(torso,"Medium blue")
- block(blade5,i,{"Medium blue", "Light blue", "White", "Tr. Blue"})
- wait()
- end
- rw.C0 = rightfight
- lw.C0 = leftfight
- bv:remove()
- bav:remove()
- neck.C1 = neor
- weaponweld.C0 = CFrame.new(0,0,0)
- attacking = false
- end
- if script.Parent.className ~= "HopperBin" then
- local h = Instance.new("HopperBin",me.Backpack)
- h.Name = "SoulSword"
- script.Parent = h
- end
- local bin = script.Parent
- function sel(mouse)
- neck.C1 = neor
- if (selected == false) then
- selectmotion()
- end
- mouse.Button1Down:connect(function()
- if (attacking == false) then
- att()
- end
- end)
- mouse.KeyDown:connect(function(kuu)
- local kai = kuu:lower()
- if attacking == false then
- if (kai == "q") then
- spin()
- elseif (kai == "e") then
- att()
- elseif (kai == "r") then
- sprint()
- elseif (kai == "l") then
- stab()
- elseif (kai == "t") then
- attas()
- elseif (kai == "z") then
- masta()
- elseif (kai == "y") then
- spins()
- elseif (kai == "g") then
- combo()
- elseif (kai == "p") then
- rise()
- elseif (kai == "j") then
- sprint2()
- elseif (kai == "h") then
- run()
- elseif (kai == "f") then
- rush()
- end
- end
- end)
- while selected do
- wait(0.8)
- local k = math.random(1,5)
- if k == 1 then
- if hum.Health < 50 then
- for i=1, math.random(4,24) do
- wait(0.1)
- local col = healcols[math.random(1,#healcols)]
- local sa = math.random(30,90)/100
- local p = Instance.new("Part")
- prop(p,me.Character,false,0.1,0.05,1,1,1,col,false,"Symmetric")
- p.CFrame = CFrame.new(torso.Position) * CFrame.Angles(math.random(-320,320)/100,math.random(-320,320)/100,math.random(-320,320)/100) * CFrame.new(0,0,math.random(4,12))
- local mes = Instance.new("SpecialMesh")
- mesh(mes,p,sa,sa,sa,"Sphere")
- local bg = Instance.new("BodyPosition",p)
- bg.maxForce = Vector3.new(1000000,1000000,1000000)
- bg.P = 100000
- bg.position = torso.Position
- coroutine.resume(coroutine.create(function()
- repeat
- bg.position = torso.Position
- wait()
- until (p.Position - torso.Position).magnitude < 1.8
- hum.Health = hum.Health + 1.2
- p:remove()
- end))
- end
- end
- end
- end
- end
- function desel()
- neck.C1 = neor
- if selected then
- deselmotion()
- end
- end
- bin.Selected:connect(sel)
- bin.Deselected:connect(desel)
- --FireBenderRoblox
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