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- --[[
- Script shared by eletronix ]]
- me = game.Players.LocalPlayer
- char = me.Character
- bin = script.Parent
- selected = false
- attacking = false
- hurt = false
- deb = true
- normdmg = 100
- dmg = normdmg
- fly = false
- firecols = {"Bright violet", "Black", "Really black"}
- parts = {}
- if char:findFirstChild("Scythe",true) ~= nil then
- char:findFirstChild("Scythe",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 = "Scythe"
- --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, 0.45, 6.4, 0.45, "Really black", false, "Custom")
- mme = Instance.new("SpecialMesh")
- mesh(mme,main,1,1,1,"Head")
- table.insert(parts,main)
- part1 = Instance.new("Part")
- prop(part1, sword, false, 0, 0, 0.45, 1, 0.45, "Really black", false, "Custom")
- p1m = Instance.new("SpecialMesh")
- mesh(p1m,part1,1,1,1,"Head")
- w1 = Instance.new("Weld")
- weld(w1, main, part1, 0, 0, -1.1, -0.3, 3.3, 0)
- part2 = Instance.new("Part")
- prop(part2, sword, false, 0, 0, 0.45, 1, 0.45, "Really black", false, "Custom")
- p2m = Instance.new("SpecialMesh")
- mesh(p2m,part2,1,1,1,"Head")
- w2 = Instance.new("Weld")
- weld(w2, main, part2, 0, 0, -1.1, 0.3, -3.3, 0)
- blade1 = Instance.new("Part")
- prop(blade1, sword, false, 0, 0, 1.4, 0.8, 0.1, "Dark grey", false, "Custom")
- b1m = Instance.new("BlockMesh",blade1)
- w3 = Instance.new("Weld")
- weld(w3, main, blade1, 0, 0, -0.4, -0.45, -3.4, 0)
- table.insert(parts,blade1)
- blade2 = Instance.new("Part")
- prop(blade2, sword, false, 0, 0, 1.1, 0.8, 0.1, "Dark grey", false, "Custom")
- b2m = Instance.new("BlockMesh",blade2)
- w4 = Instance.new("Weld")
- weld(w4, main, blade2, 0, 0, 0, -1.5, -3.66, 0)
- table.insert(parts,blade2)
- blade3 = Instance.new("Part")
- prop(blade3, sword, false, 0, 0, 0.1, 0.8, 1.7, "Dark grey", false, "Custom")
- b3m = Instance.new("SpecialMesh")
- mesh(b3m,blade3,1,1,1,"Wedge")
- w5 = Instance.new("Weld")
- weld(w5, main, blade3, 0, math.pi/2, 0.4, -2.64, -3.38, 0)
- table.insert(parts,blade3)
- blade1b = Instance.new("Part")
- prop(blade1b, sword, false, 0, 0, 1.4, 0.8, 0.1, "Dark grey", false, "Custom")
- b1mb = Instance.new("BlockMesh",blade1b)
- w6 = Instance.new("Weld")
- weld(w6, main, blade1b, 0, 0, -0.4+math.pi, 0.45, 3.4, 0)
- table.insert(parts,blade1b)
- blade2b = Instance.new("Part")
- prop(blade2b, sword, false, 0, 0, 1.1, 0.8, 0.1, "Dark grey", false, "Custom")
- b2mb = Instance.new("BlockMesh",blade2b)
- w7 = Instance.new("Weld")
- weld(w7, main, blade2b, 0, 0, math.pi, 1.5, 3.66, 0)
- table.insert(parts,blade2b)
- blade3b = Instance.new("Part")
- prop(blade3b, sword, false, 0, 0, 0.1, 0.8, 1.7, "Dark grey", false, "Custom")
- b3mb = Instance.new("SpecialMesh")
- mesh(b3mb,blade3b,1,1,1,"Wedge")
- w8 = Instance.new("Weld")
- weld(w8, main, blade3b, 0, math.pi/2, 0.4+math.pi, 2.64, 3.38, 0)
- table.insert(parts,blade3b)
- for i=0.9, 1.6, 0.09 do
- hp1 = Instance.new("Part")
- prop(hp1, sword, false, 0, 0, 0.48, 0.09, 0.48, "White", false, "Custom")
- h1m = Instance.new("SpecialMesh")
- mesh(h1m,hp1,1,1,1,"Head")
- w9 = Instance.new("Weld")
- weld(w9, main, hp1, math.random(-20,20)/100, 0, math.random(-20,20)/100, 0, i, 0)
- end
- for i=0.9, 1.6, 0.09 do
- hp2 = Instance.new("Part")
- prop(hp2, sword, false, 0, 0, 0.48, 0.09, 0.48, "White", false, "Custom")
- h2m = Instance.new("SpecialMesh")
- mesh(h2m,hp2,1,1,1,"Head")
- w10 = Instance.new("Weld")
- weld(w10, main, hp2, math.random(-20,20)/100, 0, math.random(-20,20)/100, 0, -i, 0)
- end
- --Arm joints-----------------------Arm joints-----------------------Arm joints---------------------
- righthold = Instance.new("Part")
- prop(righthold, sword, false, 1, 0, 0.1, 0.1, 0.1, "White", false, "Custom")
- w11 = Instance.new("Weld")
- weld(w11, rarm, righthold, 0, 0, 0, 0, 1, 0)
- lefthold = Instance.new("Part")
- prop(lefthold, sword, false, 1, 0, 0.1, 0.1, 0.1, "White", false, "Custom")
- w12 = Instance.new("Weld")
- weld(w12, larm, lefthold, 0, 0, 0, 0, 1, 0)
- rb = Instance.new("Part")
- prop(rb, sword, false, 1, 0, 0.1, 0.1, 0.1, "White", false, "Custom")
- w13 = Instance.new("Weld")
- weld(w13, torso, rb, 0, 0, 0, -1.5, -0.5, 0)
- lb = Instance.new("Part")
- prop(lb, sword, false, 1, 0, 0.1, 0.1, 0.1, "White", false, "Custom")
- w14 = Instance.new("Weld")
- weld(w14, torso, lb, 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)
- holdweld = Instance.new("Weld")
- weld(holdweld,torso,main,0,0,0.85,0,0,-0.64)
- rh = Instance.new("Weld")
- weld(rh,righthold,nil,math.pi/2,0,math.pi,0,0,1)
- lh = Instance.new("Weld")
- weld(lh,lefthold,nil,math.pi/2,0,0,0,0,0)
- rightbattle = nil
- leftbattle = nil
- if script.Parent.className ~= "HopperBin" then
- h = Instance.new("HopperBin",me.Backpack)
- h.Name = "Scythe"
- script.Parent = h
- end
- bin = script.Parent
- function selectmotion()
- rw.Part1 = rarm
- rh.C0 = CFrame.new(0,0,0)
- rw.C0 = CFrame.new(0,0,0)
- lw.C0 = CFrame.new(0,0,0)
- for i=1, 7 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(-0.25,0.13,-0.1)
- wait()
- end
- rh.Part1 = main
- holdweld.Part1 = nil
- for i=1, 5 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(-0.3,0,-0.1)
- rh.C0 = rh.C0 * CFrame.new(0,0,0.4) * CFrame.fromEulerAnglesXYZ(0,0,-(math.pi/2)/5)
- wait()
- end
- lw.Part1 = larm
- for i=1, 5 do
- rw.C0 = rw.C0 * CFrame.new(-0.03,0.05,0.08) * CFrame.fromEulerAnglesXYZ(-0.3,-0.2,0.13)
- lw.C0 = lw.C0 * CFrame.new(0.08,0,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0)
- wait()
- end
- rightbattle = rw.C0
- leftbattle = lw.C0
- rh.Part1 = main
- lw.Part1 = larm
- rw.C0 = rightbattle
- lw.C0 = leftbattle
- selected = true
- end
- function deselmotion()
- selected = false
- rightbattle = rw.C0
- leftbattle = lw.C0
- rh.Part1 = main
- lw.Part1 = larm
- rw.Part1 = rarm
- rw.C0 = rightbattle
- lw.C0 = leftbattle
- for i=1, 5 do
- rw.C0 = rw.C0 * CFrame.new(0.03,-0.05,-0.08) * CFrame.fromEulerAnglesXYZ(0.3,0.2,-0.13)
- lw.C0 = lw.C0 * CFrame.new(-0.08,0,0) * CFrame.fromEulerAnglesXYZ(-0.2,0,0)
- wait()
- end
- lw.Part1 = nil
- for i=1, 5 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0.3,0,0.1)
- rh.C0 = rh.C0 * CFrame.new(0,0,-0.4) * CFrame.fromEulerAnglesXYZ(0,0,(math.pi/2)/5)
- wait()
- end
- holdweld.Part1 = main
- rh.Part1 = nil
- for i=1, 7 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0.25,-0.13,0.1)
- wait()
- end
- rw.Part1 = nil
- lw.Part1 = nil
- rh.C0 = CFrame.new(0,0,0)
- rw.C0 = CFrame.new(0,0,0)
- lw.C0 = CFrame.new(0,0,0)
- end
- --Effect------------------Effect------------------Effect------------------Effect------------------Effect----------------
- function effect()
- for _,v in pairs(parts) do
- local o = v:clone()
- o.Parent = workspace
- o.Transparency = 0.6
- o.BrickColor = BrickColor.new("Bright violet")
- o.Anchored = true
- o.CanCollide = false
- o.CFrame = v.CFrame
- coroutine.resume(coroutine.create(function()
- for i=o.Transparency, 1, 0.07 do
- wait()
- o.Transparency = i
- end
- o:remove()
- end))
- end
- end
- --KILL FUNCTION-------------KILL FUNCTION-------------KILL FUNCTION-------------KILL FUNCTION-----------
- function kill(h)
- if hurt and deb then
- local hu = h.Parent:findFirstChild("Humanoid")
- if hu ~= nil and h.Parent.Name ~= name then
- deb = false
- local dam = math.random(0,dmg)
- hu.Health = hu.Health - dam
- local p = Instance.new("Part")
- prop(p,nil,false,1,0,0.9,0.25,0.9,"Bright red",false,"Custom")
- p.CFrame = CFrame.new(blade3b.Position) * CFrame.new(0,2,0)
- local bil = Instance.new("BillboardGui",p)
- bil.Adornee = bil.Parent
- bil.Size = UDim2.new(0,60,0,60)
- local txt = Instance.new("TextLabel",bil)
- txt.Text = dam
- txt.BackgroundTransparency = 1
- txt.FontSize = "Size24"
- txt.Size = UDim2.new(0,60,0,60)
- local bp = Instance.new("BodyPosition",p)
- bp.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bp.P = 200000
- bp.position = p.Position
- local po = bp.position
- local cf = CFrame.Angles(0,0,0)
- if fly then
- local too = h.Parent:findFirstChild("Torso")
- if too ~= nil then
- coroutine.resume(coroutine.create(function()
- hu.PlatformStand = true
- wait(0.06)
- local c = CFrame.new(torso.Position, too.Position)
- too.Velocity = c.lookVector * math.random(30,70)
- wait(0.6)
- hu.PlatformStand = false
- end))
- end
- end
- coroutine.resume(coroutine.create(function()
- p.Parent = workspace
- for i=0, math.random(16,27), 0.35 do
- wait()
- cf = CFrame.Angles(0,i/1.3,0) * CFrame.new(0,i/1.7,i/3.2)
- bp.position = po + cf.p
- end
- p:remove()
- end))
- coroutine.resume(coroutine.create(function()
- wait(0.14)
- deb = true
- end))
- end
- end
- end
- for _,v in pairs(parts) do
- v.Touched:connect(kill)
- end
- --Attacks-----------Attacks----------------Attacks-----------Attacks----------------Attacks-----------Attacks--------------
- function att()
- attacking = true
- for i=1,7 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0.05,-0.2,-0.05)
- lw.C0 = lw.C0 * CFrame.new(0.07,-0.08,0) * CFrame.fromEulerAnglesXYZ(0,0,0.12)
- wait()
- end
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(-0.3,0,0.05)
- lw.C0 = lw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0.2,0,0.1)
- wait()
- end
- hurt = true
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0.5,-0.06,0.12)
- lw.C0 = lw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(-0.23,-0.07,0)
- effect()
- wait()
- end
- hurt = false
- for i=1,6 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(-0.13,0.23,-0.2)
- lw.C0 = lw.C0 * CFrame.new(-0.08,0.09,0.03) * CFrame.fromEulerAnglesXYZ(-0.1,0.15,-0.15)
- effect()
- wait()
- end
- rw.C0 = rightbattle
- lw.C0 = leftbattle
- attacking = false
- end
- function throw()
- attacking = true
- for i=1,7 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(-0.08,-0.14,-0.2)
- wait()
- end
- for i=1,3 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(-0.2,-0,0)
- effect()
- wait()
- end
- for i=1,4 do
- rw.C0 = rw.C0 * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0.45,-0,0)
- effect()
- wait()
- end
- rh.Part1 = nil
- local bv = Instance.new("BodyVelocity",main)
- bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- bv.velocity = torso.CFrame.lookVector * 70
- local bav = Instance.new("BodyAngularVelocity",main)
- bav.P = 10000
- bav.angularvelocity = torso.CFrame.lookVector * 40
- local lolpos = torso.CFrame
- wait(0.4)
- hurt = true
- dmg = 65
- coroutine.resume(coroutine.create(function()
- repeat wait() effect() until (main.Position - torso.Position).magnitude < 11
- rh.Part1 = main
- bv:remove()
- bav:remove()
- rw.C0 = rightbattle
- lw.C0 = leftbattle
- attacking = false
- hurt = false
- dmg = normdmg
- end))
- wait(3)
- bv.velocity = lolpos.lookVector * -180
- end
- function spin()
- attacking = true
- wait(0.1)
- local bg = Instance.new("BodyGyro",torso)
- bg.P = 13000
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- local cf = CFrame.Angles(0,0,0)
- local xd = torso.CFrame
- bg.cframe = CFrame.new(torso.Position, xd * cf * CFrame.new(0,0,-90).p)
- for i=1,4 do
- rw.C0 = rw.C0 * CFrame.new(0,0.1,0) * CFrame.fromEulerAnglesXYZ(0.35,0,-0.07)
- lw.C0 = lw.C0 * CFrame.new(0,0.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wait()
- end
- hurt = true
- fly = true
- for i=0,math.pi*4,math.pi/6 do
- wait()
- cf = CFrame.Angles(0,-i,0)
- bg.cframe = CFrame.new(torso.Position, xd * cf * CFrame.new(0,0,-90).p)
- effect()
- end
- hurt = false
- fly = false
- bg:remove()
- for i=1,4 do
- rw.C0 = rw.C0 * CFrame.new(0,-0.1,0) * CFrame.fromEulerAnglesXYZ(-0.35,0,0.07)
- lw.C0 = lw.C0 * CFrame.new(0,-0.1,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wait()
- end
- rw.C0 = rightbattle
- lw.C0 = leftbattle
- wait(0.2)
- attacking = false
- end
- function select(mouse)
- repeat wait() until selected == false and attacking == false
- if selected == false then
- selectmotion()
- end
- coroutine.resume(coroutine.create(function()
- while selected do
- wait(0.25)
- if torso.RotVelocity.Y < -14 and attacking == false then
- spin()
- end
- end
- end))
- mouse.Button1Down:connect(function()
- if selected and attacking == false then
- att()
- end
- end)
- mouse.KeyDown:connect(function(kai)
- if attacking == false then
- omg = kai:lower()
- if omg == "r" then
- throw()
- end
- end
- end)
- end
- function desel()
- repeat wait() until selected and attacking == false
- if selected then
- deselmotion()
- end
- end
- bin.Selected:connect(select)
- bin.Deselected:connect(desel)
- --mediafire
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