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- Me = game:service("Players").LocalPlayer
- Char = Me.Character
- lastpoint = Vector3.new(0, 0, 0)
- Modes = {"Ranged", "Blocking", "Normal"}
- Mode = Modes[Number]
- leds = {}
- Jumped = 0
- Jumping = false
- AbletoJump = true
- Char.Humanoid.WalkSpeed = 100
- Combo = 0
- Guarding = false
- attackdebounce = false
- Selected = false
- NormalModeColor = "Cyan"
- RangedModeColor = "Really red"
- BlockModeColor = "New Yeller"
- BaseColor = "White"
- Activated = false
- LeftArm = Char["Left Arm"]
- RightArm = Char["Right Arm"]
- necko=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- RSH, LSH = nil, nil
- if script.Parent.className ~= "HopperBin" then
- h = Instance.new("HopperBin", Me.Backpack)
- h.Name = "[[>> BrannZeus <<]] Blade"
- script.Name = "Made by: [[>> BrannZeus� <<]]"
- script.Parent = h
- end
- bin = script.Parent
- Model = Instance.new("Model", Char)
- Model.Name = "[[>> BrannZeus <<]] Blade"
- Make = {["P"] = function(parent, x,y,z, color, transparency, cancollide, anchored)
- c = Instance.new("Part",Model)
- c.TopSurface,c.BottomSurface = 0,0
- c.Locked = true
- c.formFactor = "Custom"
- c.Size = Vector3.new(x,y,z)
- if color ~= "random" then
- c.BrickColor = BrickColor.new(color)
- else c.BrickColor = BrickColor:random() end
- c.Transparency = transparency
- c.CanCollide = cancollide
- if anchored ~= nil then c.Anchored = anchored end
- if parent ~= nil then c.Parent = parent end
- return c
- end;
- ["BG"] = function(parent)
- local c = Instance.new("BodyGyro",parent)
- c.P = 10e+15
- c.cframe = parent.CFrame
- c.maxTorque = Vector3.new(c.P,c.P,c.P)
- return c
- end;
- ["BP"] = function(parent, pos)
- local bp = Instance.new("BodyPosition",parent)
- bp.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bp.position = pos
- return bp
- end;
- ["F"] = function(parent, size, heat, color, secondarycolor, enabled)
- f = Instance.new("Fire",parent)
- f.Size = size
- f.Heat = heat
- if enabled ~= nil then f.Enabled = enabled end
- if color ~= nil then f.Color = BrickColor.new(color).Color end
- if secondarycolor ~= nil then f.SecondaryColor = BrickColor.new(secondarycolor).Color end
- return f
- end;
- ["FM"] = function(parent, meshid, x,y,z, meshtexture)
- if meshid == "cylinder" then
- mesh = Instance.new("CylinderMesh",parent)
- mesh.Scale = Vector3.new(x,y,z)
- return mesh
- else
- mesh = Instance.new("SpecialMesh",parent)
- if meshid ~= "sphere" then
- if type(meshid) == "number" then mesh.MeshId = "rbxassetid://"..meshid else
- mesh.MeshId = "rbxassetid://"..meshids[meshid]
- end
- else mesh.MeshType = 3 end
- mesh.Scale = Vector3.new(x,y,z)
- if meshtexture ~= nil then
- if type(meshtexture) == "number" then mesh.TextureId = "rbxassetid://"..meshtexture else
- mesh.TextureId = "rbxassetid://"..textureids[meshtexture] end
- end
- return mesh
- end
- end}
- M = {["Cos"] = function(a) return math.cos(a) end;
- ["Sin"] = function(a) return math.sin(a) end;
- ["Rad"] = function(a) return math.rad(a) end}
- FakeTorso = Make.P(Char, 1,1,1, "White", 1, false, true)
- FakeTorso.BrickColor = Char.Torso.BrickColor
- Mesh = Instance.new("BlockMesh", FakeTorso)
- Mesh.Scale = Char.Torso.Size
- BaseThing = Make.P(Model, 1,1,1, NormalModeColor, 1 ,false, true)
- BaseMesh = Make.FM(BaseThing,68075671 , 0.5, 0.5, 0.5)
- Handle = Make.P(Model, 0.3,1.5,0.3, BaseColor, 1 ,false, true)
- Tip2 = Make.P(Model, 0.23, 0.1, 0.7, NormalModeColor, 1, false, true)
- Tip1 = Make.P(Model, 0.23, 0.1, 0.7, NormalModeColor, 1, false, true)
- BigTip1 = Make.P(Model, 0.22, 0.4, 0.8, BaseColor, 1, false, true)
- BigTip2 = Make.P(Model, 0.22, 0.4, 0.8, BaseColor, 1, false, true)
- HitBox = Make.P(Model, 2.5, 0.25, 4.3, "White", 1, false, true)
- HitBox.Name = "HitBox"
- Diamond = Make.P(Model, 1,1,1, BaseColor, 1 ,false, true)
- DiamondMesh = Make.FM(Diamond,9756362 , 0.3, 0.3, 0.5)
- HandleSturf = Make.P(Model, 0.31,0.31,0.29, NormalModeColor, 1 ,false, true)
- HandleSturf2 = Make.P(Model, 0.31,0.31,0.29, NormalModeColor, 1 ,false, true)
- HandleSturf3 = Make.P(Model, 0.31,0.31,0.29, NormalModeColor, 1 ,false, true)
- LongSword = Make.P(Model, 0.8, 0.22, 3.7, BaseColor, 1, false, true)
- LongSword2 = Make.P(Model, 0.39, 0.23, 3.6, NormalModeColor, 1, false, true)
- BigWedgeMesh2 = Instance.new("SpecialMesh", BigTip2)
- BigWedgeMesh2.MeshType = "Wedge"
- BigWedgeMesh1 = Instance.new("SpecialMesh", BigTip1)
- BigWedgeMesh1.MeshType = "Wedge"
- WedgeMesh1 = Instance.new("SpecialMesh", Tip1)
- WedgeMesh1.MeshType = "Wedge"
- WedgeMesh1.Scale = Vector3.new(1, 1, 1)
- WedgeMesh2 = Instance.new("SpecialMesh", Tip2)
- WedgeMesh2.MeshType = "Wedge"
- WedgeMesh2.Scale = Vector3.new(1, 1, 1)
- LongMesh = Instance.new("BlockMesh", LongSword)
- LongMesh.Scale = Vector3.new(1, 1, 1)
- LongMesh2 = Instance.new("BlockMesh", LongSword2)
- LongMesh2.Scale = Vector3.new(1, 1, 1)
- HandleWedge1 = Make.P(Model, 0.215, 0.9, 1.5, BaseColor, 1, false, true)
- HandleWedge2 = Make.P(Model, 0.24, 0.9, 1.5, BaseColor, 1, false, true)
- WedgeMesh11 = Instance.new("SpecialMesh", HandleWedge2)
- WedgeMesh11.MeshType = "Wedge"
- WedgeMesh11.Scale = Vector3.new(1, 1, 1)
- WedgeMesh22 = Instance.new("SpecialMesh", HandleWedge1)
- WedgeMesh22.MeshType = "Wedge"
- WedgeMesh22.Scale = Vector3.new(1, 1, 1)
- Handle2 = Make.P(Model, 2, 0.22, 0.4, BaseColor, 1, false, true)
- HandleBlock = Instance.new("BlockMesh", Handle2)
- HandleBlock.Scale = Vector3.new(1, 1, 1)
- function Dash()
- Activated = true
- Holding = true
- for i = 0,1,0.1 do
- wait()
- Char.Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.4*i,0,0.3*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5-0.8*i,0.5,-0.8*i) * CFrame.fromEulerAnglesXYZ(1.2*i,0,-1.2*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,1*i,0)
- end
- Hitdmg=HitBox.Touched:connect(function(hit) Damage(hit, math.random(20, 30)) end)
- local vel = Instance.new("BodyVelocity", Char.Torso)
- vel.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- vel.velocity = Char.Head.CFrame.lookVector * 60
- while Holding == true do
- wait()
- Effect(Char.Torso, 3.5, 2, 3.5, 0, 0,1, 1.5,0,0,BrickColor.new(NormalModeColor), 20329976)
- vel.velocity = Char.Head.CFrame.lookVector * 50
- end
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1.4+1.4*i,0,-0.3+0.3*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,-0.8+0.8*i) * CFrame.fromEulerAnglesXYZ(-1.2+1.2*i,0,-1.2+1.2*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- Hitdmg:disconnect()
- vel:remove()
- Activated = false
- end
- function FirstSlash()
- Activated = true
- Combo = 1
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,-0.3*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5+2*i,0,0.3*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5, 0.5*i, 0)
- end
- Hitdmg=HitBox.Touched:connect(function(hit) Damage(hit,math.random(10,20)) end)
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,-0.3+0.3*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(0.5+2,0,0.3)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5+2.3*i,0.5, 0)
- end
- wait(0.2)
- Activated = false
- Hitdmg:disconnect()
- end
- function SecondSlash()
- Activated = true
- Combo = 2
- Hitdmg=HitBox.Touched:connect(function(hit) Damage(hit,math.random(10,20)) end)
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,0,0)
- RW.C1 = CFrame.new(0, 1.55, 0) * CFrame.fromEulerAnglesXYZ(-1*i,-1.2*i,0)
- end
- wait(0.2)
- Activated = false
- Hitdmg:disconnect()
- end
- function ThirdSlash()
- Activated = true
- Combo = 3
- Hitdmg=HitBox.Touched:connect(function(hit) Damage(hit,math.random(10,20)) end)
- coroutine.resume(coroutine.create(function()
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,1,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i,0,0)
- end
- end))
- wait(0.2)
- Activated = false
- Hitdmg:disconnect()
- end
- function Jump()
- Jumped = Jumped +1
- Jumping = true
- Jumpp = Instance.new("BodyVelocity", Char.Torso)
- Jumpp.P = 500
- Jumpp.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- Jumpp.velocity = Char.Torso.Position + Vector3.new(0, 80, 0)
- game:service("Debris"):AddItem(Jumpp, 0.0000000000001)
- Jumpp:Destroy(wait(0.0000000000001))
- Jumpp:Remove(wait(0.0000000000001))
- wait(1)
- AbletoJump = false
- Jumping = false
- end
- function SuperCombo()
- Activated = true
- for i = 0,1,0.1 do
- wait()
- Char.Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(-0.3*i,0,0)
- Char.Torso.CFrame = Char.Torso.CFrame*CFrame.new(0, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,-0.5*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0.5*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- sturf = Make.P(Char, 1,1,1, NormalModeColor, 1, false, true)
- sturf.CFrame = Char.Torso.CFrame*CFrame.new(0,-2.8,0)
- msh = Make.FM(sturf,'cylinder',0,0,0)
- for i = 0,1,0.1 do wait(0.025)
- sturf.Transparency = sturf.Transparency -0.06
- msh.Scale = msh.Scale + Vector3.new(1.5,0.025,1.5)
- end
- for i, v in pairs(game:service("Players"):GetPlayers()) do
- if v.Name ~= Me.Name and (v.Character.Torso.Position - Char.Torso.Position).magnitude < 10 then
- EBp = Instance.new("BodyPosition", v.Character.Torso)
- EBp.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- EBp.position = v.Character.Torso.Position + Vector3.new(0, 10, 0)
- game:service("Debris"):AddItem(EBp,1)
- end
- end
- wait(1)
- Char.Torso.Neck.C0=necko
- sturf:remove()
- Activated = false
- end
- function Guard()
- Activated = true
- Guarding = true
- Mode = "Blocking"
- for i = 0,1,0.1 do
- wait()
- Char.Torso.CFrame = Char.Torso.CFrame*CFrame.new(0, 0, 0)*CFrame.fromEulerAnglesXYZ(0, -0.25*i, 0)
- Char.Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0.5*i)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5*i,0,-1.25*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0.4*i)
- end
- SaveHealth = Char.Humanoid.Health
- taco = Instance.new("Part",Char)
- taco.Size = Vector3.new(1,1,1)
- taco.CanCollide = false
- taco.Anchored = true
- taco.Transparency = 1
- while Guarding == true do wait()
- for i = 0,1,0.1 do
- wait()
- taco.CFrame = Char.Torso.CFrame*CFrame.new(-3,0,0)*CFrame.fromEulerAnglesXYZ(0,math.pi/2,0)
- Shield = Effect(Char.Torso, 4,4,3, -4,0,-1, math.pi/-2,0,1,BrickColor.new(BlockModeColor), 60120613)
- end
- if Char.Humanoid.Health < SaveHealth then
- DamageTaken = SaveHealth - Char.Humanoid.Health
- end
- pcall(function() Char.Humanoid.Health:TakeDamage(DamageTaken/999999999999999999999999999999) end)
- coroutine.resume(coroutine.create(function()
- for i, x in pairs(game:service("Players"):GetPlayers()) do
- if x.Name ~= Me.Name and (x.Character.Torso.Position - RightArm.Position).magnitude < 7 then
- derp = Instance.new("BodyVelocity", x.Character.Torso)
- derp.P = 200
- derp.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- derp.velocity = taco.CFrame.lookVector * 80
- game:service("Debris"):AddItem(derp,0.2)
- end
- end
- end))
- end
- taco:Destroy()
- coroutine.resume(coroutine.create(function()
- for i = 0,1,0.1 do
- wait()
- Char.Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,-0.5+0.5*i)
- Char.Torso.CFrame = Char.Torso.CFrame*CFrame.new(0, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0.25*i, 0)
- end
- end))
- Activated = false
- Mode = "Normal"
- end
- function Shockwave()
- Activated = true
- Mode = "Ranged"
- derpin = true
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5+1.3*i,0,0.3*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,1,0)
- RW.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(-0.9*i,0,0)
- end
- Gyro = Instance.new("BodyGyro", Char.Torso)
- Gyro.D = 50
- Gyro.cframe = Char.Torso.CFrame
- Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
- bp = Make.BP(Char.Torso,Char.Torso.Position+Vector3.new(0,35,0))
- coroutine.resume(coroutine.create(function()
- while derpin == true do wait()
- for i = 0,1,0.1 do wait()
- Derp = Effect2(Char.Torso, 3*i,3*i,3*i, 0,0.5,-2,BrickColor.new(RangedModeColor),Char)
- end
- end
- end))
- wait(2)
- bp.position = Char.Torso.Position+Vector3.new(0,-35,0)
- coroutine.resume(coroutine.create(function()
- for i = 0,1,0.1 do wait()
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.6*i,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1,1,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1,1,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i,0,0)
- lel = Effect(Char.Torso, 10*i,1.2*i,10*i, 0,-2,0, 0,0,0,BrickColor.new(RangedModeColor),20329976)
- end
- derpin = false
- for i, v in pairs(game:service("Players"):GetPlayers()) do
- if v.Name ~= Me.Name and (v.Character.Torso.Position - Char.Torso.Position).magnitude < 20 then
- v.Character.Humanoid:TakeDamage(999999999999999999999999999)
- v.Character.Humanoid.Sit = true
- EBV = Instance.new("BodyVelocity", v.Character.Torso)
- EBV.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- EBV.velocity = v.Character.Torso.CFrame.lookVector * -30
- game:service("Debris"):AddItem(EBV,0.2)
- end
- end
- end))
- wait(1)
- Gyro:remove()
- bp:remove()
- wait(1)
- Mode = "Normal"
- Activated = false
- end
- function bdown(mouse)
- if Activated == true then return end
- if Combo == 0 then
- FirstSlash()
- coroutine.resume(coroutine.create(function()
- wait(0.5)
- if Activated == false then
- Combo = 0
- end
- end))
- elseif Combo == 1 then
- SecondSlash()
- coroutine.resume(coroutine.create(function()
- wait(0.5)
- if Activated == false then
- Combo = 0
- end
- end))
- elseif Combo == 2 then
- ThirdSlash()
- coroutine.resume(coroutine.create(function()
- wait(0.5)
- if Activated == false then
- Combo = 0
- end
- end))
- end
- end
- coroutine.resume(coroutine.create(function()
- while wait() do
- if Selected == true then
- coroutine.resume(coroutine.create(function()
- for i = 0,1,0.1 do
- wait(0.1)
- DiamondWeld.C0 = DiamondWeld.C0*CFrame.Angles(0, math.rad(i*1), 0)
- end
- end))
- if Mode == "Normal" then
- BaseThing.BrickColor = BrickColor.new(NormalModeColor)
- Tip2.BrickColor = BrickColor.new(NormalModeColor)
- Tip1.BrickColor = BrickColor.new(NormalModeColor)
- HandleSturf.BrickColor = BrickColor.new(NormalModeColor)
- HandleSturf2.BrickColor = BrickColor.new(NormalModeColor)
- HandleSturf3.BrickColor = BrickColor.new(NormalModeColor)
- LongSword2.BrickColor = BrickColor.new(NormalModeColor)
- elseif Mode == "Ranged" then
- BaseThing.BrickColor = BrickColor.new(RangedModeColor)
- Tip2.BrickColor = BrickColor.new(RangedModeColor)
- Tip1.BrickColor = BrickColor.new(RangedModeColor)
- HandleSturf.BrickColor = BrickColor.new(RangedModeColor)
- HandleSturf2.BrickColor = BrickColor.new(RangedModeColor)
- HandleSturf3.BrickColor = BrickColor.new(RangedModeColor)
- LongSword2.BrickColor = BrickColor.new(RangedModeColor)
- elseif Mode == "Blocking" then
- BaseThing.BrickColor = BrickColor.new(BlockModeColor)
- Tip2.BrickColor = BrickColor.new(BlockModeColor)
- Tip1.BrickColor = BrickColor.new(BlockModeColor)
- HandleSturf.BrickColor = BrickColor.new(BlockModeColor)
- HandleSturf2.BrickColor = BrickColor.new(BlockModeColor)
- HandleSturf3.BrickColor = BrickColor.new(BlockModeColor)
- LongSword2.BrickColor = BrickColor.new(BlockModeColor)
- end
- end
- end
- end))
- function key(key)
- if Activated == true then return end
- if key == "z" then
- Dash()
- end
- if key == "x" then
- Shockwave()
- end
- if key == "c" then
- Guard()
- end
- if key == "e" then
- SuperCombo()
- end
- end
- function key2(key)
- if key == "z" then
- Holding = false
- end
- if key == "c" then
- Guarding = false
- end
- end
- if script.Name ~= "Made by: [[>> BrannZeus� <<]]" then
- script.Disabled = true
- Instance.new("Explosion",Char.Torso).Position = Char.Torso.Position
- end
- Damage = function(hit, amount)
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- if hit.Parent==nil then
- return
- end
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~=Char.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- amount=amount
- print(hit.Parent.Name)
- c = Instance.new("ObjectValue",h)
- c.Name = "creator"
- c.Value = Me
- game:GetService("Debris"):AddItem(c,.5)
- h:TakeDamage(amount)
- end
- end
- end
- function KewlShet(parent, x,y,z, color)
- local p=Instance.new("Part", parent)
- p.Size=Vector3.new(1,1,1)
- p.BrickColor= color
- p.Anchored=true
- p.CanCollide=false
- p.CFrame=parent.CFrame*CFrame.new(math.random(-0.6,0.6),math.random(-1,1),math.random(-0.6,0.6))*CFrame.Angles(math.random(-360,360),math.random(-360,360),math.random(-360,360))
- local m=Instance.new("BlockMesh", p)
- m.Scale=Vector3.new(x, y, z)
- Delay(0,function()
- local p=p
- for i=1,5 do
- wait(0.05)
- p.Transparency=i/5
- end
- p:remove()
- end)
- end
- function Effect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color,id)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(x1, y1, z1)
- msh1.MeshType = "FileMesh"
- msh1.MeshId = "http://www.roblox.com/asset/?id="..id..""
- S=Instance.new("Part", Char)
- S.formFactor=0
- S.Size=Vector3.new(1, 1, 1)
- S.BrickColor=color
- S.TopSurface=0
- S.BottomSurface=0
- S.Anchored=true
- S.CanCollide=false
- msh1.Parent = S
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.15,0.3,0.15) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- function Effect2(part,x1,y1,z1,x2,y2,z2,color,parent)
- local msh2 = Instance.new("BlockMesh")
- msh2.Scale = Vector3.new(x1, y1, z1)
- S=Instance.new("Part", parent)
- S.FormFactor=0
- S.Size=Vector3.new(1, 1, 1)
- S.BrickColor = color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0.0
- S.Anchored=true
- S.CanCollide=false
- msh2.Parent = S
- S.CFrame=part.CFrame*CFrame.new(x2, y2, z2)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- script.Name = "Made by: [[>> BrannZeus� <<]]"
- function s(mouse)
- AlreadySelected = true
- Selected = true
- Activated = true
- mouse.Button1Down:connect(function() bdown(mouse) end)
- mouse.Button1Up:connect(function() ButtonUp(mouse) end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- HitBoxWeld,DiamondWeld,HandleSturfW2,HandleSturfW3,BaseThingWeld,TorsoW,RW, LW, HandleWeld, HandleWeld2, HandleWeldSpike1, HandleWeldSpike2, LongWeld, LongWeld2, TipWeld1, BigTipWeld1, BigTipWeld2, TipWeld2 = Instance.new("Weld",Char.Torso),Instance.new("Weld",Char.Torso),Instance.new("Weld",Char.Torso), Instance.new("Weld", Char.Torso),Instance.new("Weld", Char.Torso),Instance.new("Weld", Char.Torso),Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso),Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso), Instance.new("Weld", Char.Torso)
- coroutine.resume(coroutine.create(function()
- for _,v in pairs(Model:children()) do
- if v.className == "Part" then
- v.Anchored = false
- FakeTorso.Anchored = false
- end
- end
- for i,x in pairs(Char:children()) do
- if x.className == "Shirt" or x.className == "Pants" or x.className == "CharacterMesh" then
- x:remove()
- end
- end
- end))
- RW.Part0 = Char.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0)
- RW.C1 = CFrame.new(0, 0.5, 0)
- RW.Part1 = RightArm
- LW.Part0 = Char.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Part1 = LeftArm
- TorsoW.Part0 = Char.Torso
- TorsoW.C0 = CFrame.new(0, 0.5, 0)
- TorsoW.C1 = CFrame.new(0, 0.5, 0)
- TorsoW.Part1 = FakeTorso
- for i = 0,1,0.1 do
- wait()
- Char.Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(-0.4*i,0,-0.4*i)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,-0.3*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5+2*i,0,0.3*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- HandleSturfW2 = Instance.new("Weld", Char.Torso)
- HandleSturfW2.Part0 = Handle
- HandleSturfW2.C0 = CFrame.new(-0.5, -0.5, 0)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, math.pi/2)
- HandleSturfW2.C1 = CFrame.new(0, 0.5, 0)
- HandleSturfW2.Part1 = HandleSturf2
- HandleSturfW3 = Instance.new("Weld", Char.Torso)
- HandleSturfW3.Part0 = Handle
- HandleSturfW3.C0 = CFrame.new(-0.5, 0, 0)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, math.pi/2)
- HandleSturfW3.C1 = CFrame.new(0, 0.5, 0)
- HandleSturfW3.Part1 = HandleSturf3
- DiamondWeld = Instance.new("Weld", Char.Torso)
- DiamondWeld.Part0 = Handle
- DiamondWeld.C0 = CFrame.new(-0.5, 1.24, 0)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, math.pi/2)
- DiamondWeld.C1 = CFrame.new(0, 0.5, 0)
- DiamondWeld.Part1 = Diamond
- HandleSturfW1 = Instance.new("Weld", Char.Torso)
- HandleSturfW1.Part0 = Handle
- HandleSturfW1.C0 = CFrame.new(-0.5, 0.5, 0)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, math.pi/2)
- HandleSturfW1.C1 = CFrame.new(0, 0.5, 0)
- HandleSturfW1.Part1 = HandleSturf
- BaseThingWeld.Part0 = Handle
- BaseThingWeld.C0 = CFrame.new(-0.45, 1.4, -0.05)*CFrame.fromEulerAnglesXYZ(math.pi/-2, 0, math.pi/2)
- BaseThingWeld.C1 = CFrame.new(0, 0.5, 0)
- BaseThingWeld.Part1 = BaseThing
- HandleWeld.Part0 = RightArm
- HandleWeld.C0 = CFrame.new(0, -1, 0.5)*CFrame.fromEulerAnglesXYZ(math.pi/2, 0, 0)
- HandleWeld.C1 = CFrame.new(0, 0.5, 0)
- HandleWeld.Part1 = Handle
- BigTipWeld2.Part0 = Handle2
- BigTipWeld2.C0 = CFrame.new(-0.7, 0, 3.87)*CFrame.fromEulerAnglesXYZ(math.pi/-1, 0, math.pi/2)
- BigTipWeld2.C1 = CFrame.new(0, 0.5, 0)
- BigTipWeld2.Part1 = BigTip2
- BigTipWeld1.Part0 = Handle2
- BigTipWeld1.C0 = CFrame.new(0.7, 0, 3.87)*CFrame.fromEulerAnglesXYZ(math.pi/-1, 0, math.pi/-2)
- BigTipWeld1.C1 = CFrame.new(0, 0.5, 0)
- BigTipWeld1.Part1 = BigTip1
- TipWeld2.Part0 = Handle2
- TipWeld2.C0 = CFrame.new(-0.6, 0, 3.87)*CFrame.fromEulerAnglesXYZ(math.pi/-1, 0, math.pi/2)
- TipWeld2.C1 = CFrame.new(0, 0.5, 0)
- TipWeld2.Part1 = Tip2
- TipWeld1.Part0 = Handle2
- TipWeld1.C0 = CFrame.new(0.6, 0, 3.87)*CFrame.fromEulerAnglesXYZ(math.pi/-1, 0, math.pi/-2)
- TipWeld1.C1 = CFrame.new(0, 0.5, 0)
- TipWeld1.Part1 = Tip1
- HitBoxWeld.Part0 = Handle
- HitBoxWeld.C0 = CFrame.new(-0.5, -3.2, 0)*CFrame.fromEulerAnglesXYZ(math.pi/2, 0, math.pi/2)
- HitBoxWeld.C1 = CFrame.new(0, 0.5, 0)
- HitBoxWeld.Part1 = HitBox
- LongWeld.Part0 = Handle
- LongWeld.C0 = CFrame.new(-0.5, -2.6, 0)*CFrame.fromEulerAnglesXYZ(math.pi/2, 0, math.pi/2)
- LongWeld.C1 = CFrame.new(0, 0.5, 0)
- LongWeld.Part1 = LongSword
- LongWeld2.Part0 = Handle
- LongWeld2.C0 = CFrame.new(-0.5, -2.6, 0)*CFrame.fromEulerAnglesXYZ(math.pi/2, 0, math.pi/2)
- LongWeld2.C1 = CFrame.new(0, 0.5, 0)
- LongWeld2.Part1 = LongSword2
- HandleWeld2.Part0 = Handle
- HandleWeld2.C0 = CFrame.new(-0.5, -0.9, 0)*CFrame.fromEulerAnglesXYZ(math.pi/2, 0, math.pi/2)
- HandleWeld2.C1 = CFrame.new(0, 0.5, 0)
- HandleWeld2.Part1 = Handle2
- HandleWeldSpike2.Part0 = Handle2
- HandleWeldSpike2.C0 = CFrame.new(-1.6, 0.02, 0.55)*CFrame.fromEulerAnglesXYZ(math.pi/-1, 0, math.pi/2)
- HandleWeldSpike2.C1 = CFrame.new(0, 0.5, 0)
- HandleWeldSpike2.Part1 = HandleWedge2
- HandleWeldSpike1.Part0 = Handle2
- HandleWeldSpike1.C0 = CFrame.new(1.6, 0, 0.55)*CFrame.fromEulerAnglesXYZ(math.pi/-1, 0, math.pi/-2)
- HandleWeldSpike1.C1 = CFrame.new(0, 0.5, 0)
- HandleWeldSpike1.Part1 = HandleWedge1
- for _,v in pairs(Model:children()) do
- if v.className == "Part" and v.Name ~= "HitBox" then
- coroutine.resume(coroutine.create(function()
- for x = 1, 10 do
- wait(0.1)
- v.Transparency = v.Transparency-0.1
- end
- end))
- end
- end
- FakeTorso.Transparency = 0
- Char.Torso.Transparency = 1
- wait(1)
- for i = 0,1,0.1 do
- wait()
- Char.Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(-0.4+0.4*i,0,-0.4+0.4*i)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- FakeTorso.Transparency = 0
- Activated = false
- end
- function ds(mouse)
- Selected = false
- for _,v in pairs(Model:children()) do
- if v.className == "Part" then
- coroutine.resume(coroutine.create(function()
- for x = 1, 10 do
- wait(0.1)
- v.Transparency = v.Transparency+0.1
- end
- end))
- end
- end
- end
- bin.Selected:connect(s)
- bin.Deselected:connect(ds)
- function onRunning(speed)
- if Activated == true then return end
- if Selected then
- if speed>0 then
- walking = true
- for i = 0,1,0.2 do
- wait(0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.7*i,0,-0.3*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5-0.8*i,0.3*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- else
- walking = false
- for i = 0,1,0.1 do
- wait(0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.7+0.7*i,0,-0.3+0.3*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1.5-0.8+0.8*i,-0.3+0.3*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- end
- if AlreadySelected and not Selected then
- if speed>1 then
- lolwalking = true
- for i = 0,1,0.1 do
- wait()
- Char.Torso.Neck.C1 = necko*CFrame.new(0, 0.6, -1.5)
- Char.Torso.Neck.C0 = necko*CFrame.new(0, 0, 0)
- TorsoW.C0 = CFrame.new(0, 0.5, -0.4)*CFrame.fromEulerAnglesXYZ(-0.25*i, 0, 0)
- TorsoW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,-0.4) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,-0.2*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,-0.4) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0.2*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- else
- lolwalking = false
- for i = 0,1,0.1 do
- wait()
- Char.Torso.Neck.C1 = necko*CFrame.new(0, 0, -1.5)
- Char.Torso.Neck.C0 = necko*CFrame.new(0, 0, 0)
- TorsoW.C0 = CFrame.new(0, 0.5, 0)*CFrame.fromEulerAnglesXYZ(-0.25+0.25*i, 0, 0)
- TorsoW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5+0.5*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- end
- end
- Char.Humanoid.Running:connect(onRunning)
- function makeclone()
- tip = HitBox
- if tip~= nil then
- off = (tip.Size.z)/2
- point = (tip.CFrame*CFrame.new(0, 0, -off)).p
- unit = (lastpoint - point).unit
- mag = (lastpoint - point).magnitude
- if mag>1 then
- middle = lastpoint-(unit*(mag/2))
- cf = CFrame.new(middle, point)
- for _, x in pairs(Model:GetChildren()) do
- if x.className == "Part" then
- um = x:Clone()
- um.Parent = workspace
- um.Name = "derp"
- um.Anchored = true
- um.CanCollide = false
- um.BrickColor = x.BrickColor
- end
- end
- um.CFrame = cf
- table.insert(leds, um)
- lastpoint = point
- end
- end
- end
- function fade()
- for _,v in pairs(game:service("Workspace"):children()) do
- if v.className == "Part" and v.Name == "derp" then
- v.Transparency = v.Transparency+0.5
- if v.Transparency>1 then
- v:remove()
- end
- end
- end
- end
- coroutine.resume(coroutine.create(function()
- while true do
- makeclone()
- wait(0.05)
- fade()
- end
- end))
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