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1 | --Natsu Dragon Slayer Script, by Vegetathesayajin. | |
2 | --Put your name on line 6 where it says "PutYaNaimHere". | |
3 | --You can use this for your game, My script no use. | |
4 | ||
5 | local Shared = nil | |
6 | - | if not Shared or game.Players.LocalPlayer.Vegetathesayajin == Shared then |
6 | + | if not Shared or game.Players.LocalPlayer.gyropromainia456 == Shared then |
7 | wait(1/30) | |
8 | pcall(function() | |
9 | game.Players.LocalPlayer.Character.Animate.Disabled = true | |
10 | end) | |
11 | local active = true | |
12 | local player = game.Players.LocalPlayer | |
13 | local mouse = player:GetMouse() | |
14 | local stats = { | |
15 | ["Power"] = 100, | |
16 | ["HP"] = 999999999999, | |
17 | ["HPRegen"] = 999999999, | |
18 | ["MP"] = 999999999, | |
19 | ["MPRegen"] = 999999999, | |
20 | ["MPCharge"] = 999999999, | |
21 | ["WalkSpeed"] = 35 | |
22 | } | |
23 | local state = {} | |
24 | local c0 = { | |
25 | ["Neck"] = {Vector3.new(0,1.5,0),CFrame.Angles(math.pi/-2,0,0)}, | |
26 | ["Right Shoulder"] = {Vector3.new(1.5,0.5,0),CFrame.Angles(0,math.pi/2,0)}, | |
27 | ["Left Shoulder"] = {Vector3.new(-1.5,0.5,0),CFrame.Angles(0,math.pi/-2,0)}, | |
28 | ["Right Hip"] = {Vector3.new(0.5,-1,0),CFrame.Angles(0,math.pi/2,0)}, | |
29 | ["Left Hip"] = {Vector3.new(-0.5,-1,0),CFrame.Angles(0,math.pi/-2,0)} | |
30 | } | |
31 | local c1 = { | |
32 | ["Neck"] = CFrame.Angles(math.pi/-2,0,0), | |
33 | ["Right Shoulder"] = CFrame.new(0,0.5,0)*CFrame.Angles(0,math.pi/2,0), | |
34 | ["Left Shoulder"] = CFrame.new(0,0.5,0)*CFrame.Angles(0,math.pi/-2,0), | |
35 | ["Right Hip"] = CFrame.new(0,1,0)*CFrame.Angles(0,math.pi/2,0), | |
36 | ["Left Hip"] = CFrame.new(0,1,0)*CFrame.Angles(0,math.pi/-2,0) | |
37 | } | |
38 | local bodyPart = {} | |
39 | local limb = {} | |
40 | local humanoidState = {} | |
41 | local humanoidCurrentState = "Standing" | |
42 | for _,v in pairs({"Climbing","FallingDown","FreeFalling","GettingUp","Jumping","Ragdoll","Running","Seated","Strafing","Swimming"}) do | |
43 | local number = {"Running","Strafing","Climbing","Swimming"} | |
44 | for _,p in pairs(number) do number[p] = true end | |
45 | humanoidState[v] = { | |
46 | ["Connection"] = nil, | |
47 | ["Value"] = number[v] and 0 or false} | |
48 | end | |
49 | local humanoid | |
50 | local bpos | |
51 | local gyro | |
52 | local bvel | |
53 | local ui | |
54 | local skillName = { | |
55 | ["z"] = "Iron Fist", | |
56 | ["x"] = "Crushing Fang", | |
57 | ["c"] = "Flame Elbow", | |
58 | ["v"] = "Claw", | |
59 | ["g"] = "FireBreath", | |
60 | ["f"] = "Eagle", | |
61 | ["b"] = "Roar", | |
62 | ["n"] = "Wing Attack", | |
63 | ["m"] = "Sword Horn" | |
64 | } | |
65 | local skillFunc = { | |
66 | ["Iron Fist"] = function() | |
67 | local cam = workspace.CurrentCamera | |
68 | local target = CFrame.new(bodyPart.Torso.Position,mouse.Hit.p) | |
69 | local strength = state.MPCharge*stats.Power | |
70 | for i=1,5 do | |
71 | wait(1/30) | |
72 | gyro.cframe = target*CFrame.Angles(-math.pi/3,-math.pi/4,0) | |
73 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+target.lookVector*2 | |
74 | bodyPart.Torso.Velocity = Vector3.new() | |
75 | translateLimb("Neck",Vector3.new(math.pi/6,0,0),Vector3.new(),0.75) | |
76 | translateLimb("Right Shoulder",Vector3.new(0,-math.pi/3,math.pi/2),Vector3.new(),0.75) | |
77 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/8,-math.pi/1.5),Vector3.new(0.25,0,-0.25),0.75) | |
78 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,-math.pi/6),Vector3.new(0,0.75,-0.75),0.75) | |
79 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,-math.pi/12),Vector3.new(),0.75) | |
80 | flame(CFrame.new((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),state.MP,math.min(5,state.MPCharge)) | |
81 | end | |
82 | for i=1,5 do | |
83 | wait(1/30) | |
84 | local ratio = i/5 | |
85 | gyro.cframe = target*CFrame.Angles(-math.pi/3,math.pi/2,0) | |
86 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+target.lookVector*2*(1-ratio) | |
87 | bodyPart.Torso.Velocity = Vector3.new() | |
88 | translateLimb("Neck",Vector3.new(),Vector3.new(),0.75) | |
89 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/5,math.pi/1.5),Vector3.new(-0.5,0,-0.5),0.75) | |
90 | translateLimb("Left Shoulder",Vector3.new(-math.pi/6,0,math.pi/24),Vector3.new(),0.75) | |
91 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,-math.pi/6),Vector3.new(0,0.5,-0.5),0.75) | |
92 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,math.pi/12),Vector3.new(),0.75) | |
93 | AoE((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p,math.max(2,math.min(5,state.MPCharge)),strength/10,target.lookVector*strength/10,true) | |
94 | flame(CFrame.new((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),state.MP,math.min(5,state.MPCharge)) | |
95 | end | |
96 | end, | |
97 | ["Crushing Fang"] = function() | |
98 | local cam = workspace.CurrentCamera | |
99 | local target = CFrame.new(bodyPart.Torso.Position,mouse.Hit.p) | |
100 | local strength = state.MPCharge*stats.Power | |
101 | for i=1,5 do | |
102 | wait(1/30) | |
103 | local ratio = math.min(1,i/3) | |
104 | gyro.cframe = target*CFrame.Angles(math.pi/6*ratio,0,math.pi/3*ratio) | |
105 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+target.lookVector | |
106 | bodyPart.Torso.Velocity = Vector3.new() | |
107 | translateLimb("Right Shoulder",Vector3.new(0,-math.pi/3,math.pi/2),Vector3.new(),0.75) | |
108 | translateLimb("Left Shoulder",Vector3.new(-math.pi/6,0,math.pi/12),Vector3.new(0.25,0,-0.25),0.75) | |
109 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,-math.pi/12),Vector3.new(0,0.5,-0.25),0.75) | |
110 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,-math.pi/12),Vector3.new(),0.75) | |
111 | flame(CFrame.new((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),state.MP,math.min(5,state.MPCharge)) | |
112 | end | |
113 | for i=1,5 do | |
114 | wait(1/30) | |
115 | local ratio = math.min(1,i/3) | |
116 | gyro.cframe = target*CFrame.Angles(math.pi/6-(math.pi+math.pi/6)*ratio,0,math.pi/3) | |
117 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+target.lookVector*(1-ratio) | |
118 | bodyPart.Torso.Velocity = Vector3.new() | |
119 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/8,math.pi/2),Vector3.new(),0.75) | |
120 | translateLimb("Left Shoulder",Vector3.new(-math.pi/6,0,math.pi/12),Vector3.new(0.25,0,-0.25),0.75) | |
121 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,-math.pi/12),Vector3.new(0,0.5,-0.25),0.75) | |
122 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,-math.pi/12),Vector3.new(),0.75) | |
123 | AoE((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p,math.max(2,math.min(5,state.MPCharge)),strength/50,target.lookVector*strength/500,true) | |
124 | flame(CFrame.new((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),state.MP,math.min(5,state.MPCharge)) | |
125 | end | |
126 | end, | |
127 | ["Flame Elbow"] = function() | |
128 | local cam = workspace.CurrentCamera | |
129 | local cf = bodyPart.Torso.CFrame | |
130 | local lookXZ = CFrame.new(cf.p,mouse.Hit.p*Vector3.new(1,0,1)+Vector3.new(0,cf.p.y,0)) | |
131 | local strength = state.MPCharge*stats.Power | |
132 | function booster(size) | |
133 | local dir = bodyPart["Right Arm"].CFrame | |
134 | local maxSize = math.min(10,math.ceil(size/2)) | |
135 | for i=1,maxSize do | |
136 | wait(1/30) | |
137 | local ratio = i/maxSize | |
138 | local pos = (dir*CFrame.new(0,1+i*math.min(30,math.max(2,size*ratio))/4,0)).p | |
139 | flame(CFrame.new(pos)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),9,size*ratio) | |
140 | AoE(pos,math.max(2,size*ratio),strength/100,(dir*CFrame.Angles(math.pi/2,0,0)).lookVector*strength/1000) | |
141 | end | |
142 | end | |
143 | for i=1,30 do | |
144 | wait(1/30) | |
145 | gyro.cframe = lookXZ*CFrame.Angles(0,-math.pi/3,0) | |
146 | bodyPart.Torso.CFrame = (bodyPart.Torso.CFrame-bodyPart.Torso.CFrame.p)+cf.p | |
147 | bodyPart.Torso.Velocity = Vector3.new() | |
148 | translateLimb("Neck",Vector3.new(0,0,math.pi/4),Vector3.new(),0.75) | |
149 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/3,math.pi/2),Vector3.new(-0.25,0,-0.5),0.75) | |
150 | translateLimb("Left Shoulder",Vector3.new(-math.pi/6,0,math.pi/12),Vector3.new(),0.75) | |
151 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,0),Vector3.new(),0.75) | |
152 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,0),Vector3.new(),0.75) | |
153 | if i > 3 then | |
154 | coroutine.wrap(booster)(i) | |
155 | end | |
156 | end | |
157 | for i=1,5 do | |
158 | wait(0.01) | |
159 | gyro.cframe = lookXZ*CFrame.Angles(0,math.pi/2,0) | |
160 | bodyPart.Torso.CFrame = lookXZ*CFrame.new(0,0,-5*i)*CFrame.Angles(0,math.pi/2,0) | |
161 | bodyPart.Torso.Velocity = Vector3.new() | |
162 | translateLimb("Neck",Vector3.new(),Vector3.new(),0.9) | |
163 | translateLimb("Right Shoulder",Vector3.new(0,-math.pi/2,math.pi/2),Vector3.new(),0.9) | |
164 | translateLimb("Left Shoulder",Vector3.new(-math.pi/6,0,math.pi/12),Vector3.new(),0.9) | |
165 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,0),Vector3.new(),0.75) | |
166 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,0),Vector3.new(),0.75) | |
167 | AoE((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p,2,strength*10,lookXZ.lookVector*strength*100,true) | |
168 | end | |
169 | end, | |
170 | ["Eagle"] = function() | |
171 | local cam = workspace.CurrentCamera | |
172 | local target = CFrame.new(bodyPart.Torso.Position,mouse.Hit.p) | |
173 | local strength = state.MPCharge*stats.Power | |
174 | for i=1,5 do | |
175 | wait(1/30) | |
176 | gyro.cframe = target*CFrame.Angles(-math.pi/3,-math.pi/4,0) | |
177 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+target.lookVector*2 | |
178 | bodyPart.Torso.Velocity = Vector3.new() | |
179 | translateLimb("Neck",Vector3.new(math.pi/6,0,0),Vector3.new(),0.75) | |
180 | translateLimb("Right Shoulder",Vector3.new(0,-math.pi/3,math.pi/2),Vector3.new(),0.75) | |
181 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/8,-math.pi/1.5),Vector3.new(0.25,0,-0.25),0.75) | |
182 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,-math.pi/6),Vector3.new(0,0.75,-0.75),0.75) | |
183 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,-math.pi/12),Vector3.new(),0.75) | |
184 | flame(CFrame.new((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),state.MP,math.min(5,state.MPCharge)) | |
185 | end | |
186 | for i=1,5 do | |
187 | wait(1/30) | |
188 | gyro.cframe = target*CFrame.Angles(-math.pi/3,-math.pi/4,0) | |
189 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+target.lookVector*2 | |
190 | bodyPart.Torso.Velocity = Vector3.new() | |
191 | translateLimb("Neck",Vector3.new(math.pi/6,0,0),Vector3.new(),0.75) | |
192 | translateLimb("Right Shoulder",Vector3.new(0,-math.pi/7,math.pi/1),Vector3.new(),0.75) | |
193 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/8,-math.pi/3),Vector3.new(0.50,0,-0.30),0.90) | |
194 | translateLimb("Right Hip",Vector3.new(-math.pi/6,0,-math.pi/6),Vector3.new(0,0.75,-0.20),0.50) | |
195 | translateLimb("Left Hip",Vector3.new(-math.pi/6,0,-math.pi/12),Vector3.new(),0.50) | |
196 | AoE((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p,math.max(2,math.min(5,state.MPCharge)),strength/10,target.lookVector*strength/10,true) | |
197 | end | |
198 | for i=1,5 do | |
199 | wait(1/30) | |
200 | local ratio = i/5 | |
201 | gyro.cframe = target*CFrame.Angles(-math.pi/3,math.pi/2,0) | |
202 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+target.lookVector*2*(1-ratio) | |
203 | bodyPart.Torso.Velocity = Vector3.new() | |
204 | translateLimb("Neck",Vector3.new(),Vector3.new(),0.75) | |
205 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/5,math.pi/1.5),Vector3.new(-0.5,0,-0.5),0.75) | |
206 | translateLimb("Left Shoulder",Vector3.new(-math.pi/6,0,math.pi/24),Vector3.new(),0.75) | |
207 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,-math.pi/6),Vector3.new(0,0.5,-0.5),0.75) | |
208 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,math.pi/12),Vector3.new(),0.75) | |
209 | explosion((bodyPart["Right Arm"]),5,2,0) | |
210 | AoE((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p,math.max(2,math.min(5,state.MPCharge)),strength/10,target.lookVector*strength/10,true) | |
211 | flame(CFrame.new((bodyPart["Right Arm"].CFrame*CFrame.new(0,-1,0)).p)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),state.MP,math.min(5,state.MPCharge)) | |
212 | end | |
213 | end, | |
214 | ["Claw"] = function() | |
215 | local cam = workspace.CurrentCamera | |
216 | local target = CFrame.new(bodyPart.Torso.Position,mouse.Hit.p) | |
217 | local strength = state.MPCharge*stats.Power | |
218 | for i=1,10 do | |
219 | wait(1/30) | |
220 | local hit,pos = advRay(bodyPart.Torso.Position,target.lookVector*5,{player.Character}) | |
221 | gyro.cframe = target*CFrame.Angles(0,math.pi/2,math.pi/3) | |
222 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+target.lookVector*(bodyPart.Torso.Position-pos).magnitude | |
223 | bodyPart.Torso.Velocity = Vector3.new() | |
224 | translateLimb("Neck",Vector3.new(0,math.pi/12,-math.pi/3),Vector3.new(),0.75) | |
225 | translateLimb("Right Shoulder",Vector3.new(-math.pi/3,0,0),Vector3.new(),0.75) | |
226 | translateLimb("Left Shoulder",Vector3.new(-math.pi/3,0,0),Vector3.new(0.25,0,-0.25),0.75) | |
227 | translateLimb("Right Hip",Vector3.new(-math.pi/8,0,0),Vector3.new(),0.75) | |
228 | translateLimb("Left Hip",Vector3.new(math.pi/8,0,-math.pi/12),Vector3.new(-0.5,0.5,0),0.75) | |
229 | AoE((bodyPart["Right Leg"].CFrame*CFrame.new(0,-1,0)).p,math.max(2,math.min(5,state.MPCharge)),strength/10,target.lookVector*strength/10,true) | |
230 | flame(CFrame.new((bodyPart["Right Leg"].CFrame*CFrame.new(0,-1,0)).p)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),state.MP,math.min(5,state.MPCharge)) | |
231 | if hit then | |
232 | bodyPart.Torso.Velocity = bodyPart.Torso.Velocity+Vector3.new(0,60,0)-target.lookVector*20 | |
233 | break | |
234 | end | |
235 | end | |
236 | end, | |
237 | ["FireBreath"] = function() | |
238 | local cam = workspace.CurrentCamera | |
239 | local mouseHit = mouse.Hit.p | |
240 | local cf = bodyPart.Torso.CFrame | |
241 | local lookXZ = CFrame.new(cf.p,mouseHit*Vector3.new(1,0,1)+Vector3.new(0,cf.p.y,0)) | |
242 | local target = (mouseHit-cf.p).unit | |
243 | local dir = math.pi/2-math.acos(target.y) | |
244 | local strength = state.MPCharge*stats.Power | |
245 | for i=1,50 do | |
246 | wait(1/30) | |
247 | local ratio = math.sin(i/100*math.pi) | |
248 | local offset = math.sin(-ratio*math.pi/8) | |
249 | gyro.cframe = lookXZ*CFrame.Angles(math.pi/4*ratio,0,0) | |
250 | bodyPart.Torso.CFrame = lookXZ*CFrame.new(0,offset,-offset)*CFrame.Angles(math.pi/4*ratio,0,0) | |
251 | bodyPart.Torso.Velocity = Vector3.new() | |
252 | translateLimb("Neck",Vector3.new(math.pi/12*ratio,0,0),Vector3.new(),1) | |
253 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/12,-math.pi/12),Vector3.new(),0.5) | |
254 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/12,math.pi/12),Vector3.new(),0.5) | |
255 | translateLimb("Right Hip",Vector3.new(-math.pi/24,0,-math.pi/4*ratio),Vector3.new(),1) | |
256 | translateLimb("Left Hip",Vector3.new(-math.pi/24,0,math.pi/4*ratio),Vector3.new(),1) | |
257 | end | |
258 | for i=1,5 do | |
259 | wait(1/30) | |
260 | local ratio = 1-i/5 | |
261 | local offset = math.sin(i/5*dir)+math.sin(-ratio*math.pi/8) | |
262 | local rot = dir*i/5 | |
263 | gyro.cframe = lookXZ*CFrame.Angles(math.pi/4*ratio+rot,0,0) | |
264 | bodyPart.Torso.CFrame = lookXZ*CFrame.new(0,-math.abs(offset),offset)*CFrame.Angles(math.pi/4*ratio+rot,0,0) | |
265 | bodyPart.Torso.Velocity = Vector3.new() | |
266 | translateLimb("Neck",Vector3.new(math.pi/12*ratio,0,0),Vector3.new(),1) | |
267 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/3,math.pi/1.5),Vector3.new(-0.75,0,-0.5),0.5) | |
268 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/3.5,-math.pi/1.5),Vector3.new(0.75,0,-0.5),0.5) | |
269 | translateLimb("Right Hip",Vector3.new(-math.pi/24,0,-math.pi/4*ratio-rot),Vector3.new(),1) | |
270 | translateLimb("Left Hip",Vector3.new(-math.pi/24,0,math.pi/4*ratio+rot),Vector3.new(),1) | |
271 | end | |
272 | --rune(bodyPart.Head.CFrame*CFrame.new(0,0,-3)*CFrame.Angles(math.pi/2,0,0),5,13/3) | |
273 | for i=1,50 do | |
274 | wait(1/30) | |
275 | mouseHit = mouseHit:Lerp(mouse.Hit.p,0.1) | |
276 | lookXZ = CFrame.new(cf.p,mouseHit*Vector3.new(1,0,1)+Vector3.new(0,cf.p.y,0)) | |
277 | target = (mouseHit-cf.p).unit | |
278 | dir = math.pi/2-math.acos(target.y) | |
279 | local offset = math.sin(dir) | |
280 | gyro.cframe = lookXZ*CFrame.Angles(dir,0,0) | |
281 | bodyPart.Torso.CFrame = lookXZ*CFrame.new(0,-math.abs(offset),offset)*CFrame.Angles(dir,0,0) | |
282 | bodyPart.Torso.Velocity = Vector3.new() | |
283 | translateLimb("Neck",Vector3.new(),Vector3.new(),1) | |
284 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/3,math.pi/1.5),Vector3.new(-0.75,0,-0.5),0.5) | |
285 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/3.5,-math.pi/1.5),Vector3.new(0.75,0,-0.5),0.5) | |
286 | translateLimb("Right Hip",Vector3.new(-math.pi/24,0,-dir),Vector3.new(),0.5) | |
287 | translateLimb("Left Hip",Vector3.new(-math.pi/24,0,dir),Vector3.new(),0.5) | |
288 | coroutine.wrap(function() | |
289 | local direction = bodyPart.Head.CFrame | |
290 | for n=1,10 do | |
291 | wait(1/30) | |
292 | local scale = math.min(30,n*3) | |
293 | flame(CFrame.new((direction*CFrame.new(0,0,-5-n*scale/4)).p)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),9,scale) | |
294 | AoE((direction*CFrame.new(0,0,-5-n*scale/4)).p,scale,strength/100,target*strength/1000,false) | |
295 | end | |
296 | end)() | |
297 | end | |
298 | end, | |
299 | ["Roar"] = function() | |
300 | local cam = workspace.CurrentCamera | |
301 | local mouseHit = mouse.Hit.p | |
302 | local cf = bodyPart.Torso.CFrame | |
303 | local lookXZ = CFrame.new(cf.p,mouseHit*Vector3.new(1,0,1)+Vector3.new(0,cf.p.y,0)) | |
304 | local target = (mouseHit-cf.p).unit | |
305 | local dir = math.pi/2-math.acos(target.y) | |
306 | local strength = state.MPCharge*stats.Power | |
307 | for i=1,50 do | |
308 | wait(1/30) | |
309 | local ratio = math.sin(i/100*math.pi) | |
310 | local offset = math.sin(-ratio*math.pi/8) | |
311 | gyro.cframe = lookXZ*CFrame.Angles(math.pi/4*ratio,0,0) | |
312 | bodyPart.Torso.CFrame = lookXZ*CFrame.new(0,offset,-offset)*CFrame.Angles(math.pi/4*ratio,0,0) | |
313 | bodyPart.Torso.Velocity = Vector3.new() | |
314 | translateLimb("Neck",Vector3.new(math.pi/12*ratio,0,0),Vector3.new(),1) | |
315 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/12,-math.pi/12),Vector3.new(),0.5) | |
316 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/12,math.pi/12),Vector3.new(),0.5) | |
317 | translateLimb("Right Hip",Vector3.new(-math.pi/24,0,-math.pi/4*ratio),Vector3.new(),1) | |
318 | translateLimb("Left Hip",Vector3.new(-math.pi/24,0,math.pi/4*ratio),Vector3.new(),1) | |
319 | end | |
320 | for i=1,5 do | |
321 | wait(1/30) | |
322 | local ratio = 1-i/5 | |
323 | local offset = math.sin(i/5*dir)+math.sin(-ratio*math.pi/8) | |
324 | local rot = dir*i/5 | |
325 | gyro.cframe = lookXZ*CFrame.Angles(math.pi/4*ratio+rot,0,0) | |
326 | bodyPart.Torso.CFrame = lookXZ*CFrame.new(0,-math.abs(offset),offset)*CFrame.Angles(math.pi/4*ratio+rot,0,0) | |
327 | bodyPart.Torso.Velocity = Vector3.new() | |
328 | translateLimb("Neck",Vector3.new(math.pi/12*ratio,0,0),Vector3.new(),1) | |
329 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/3,math.pi/1.5),Vector3.new(-0.75,0,-0.5),0.5) | |
330 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/3.5,-math.pi/1.5),Vector3.new(0.75,0,-0.5),0.5) | |
331 | translateLimb("Right Hip",Vector3.new(-math.pi/24,0,-math.pi/4*ratio-rot),Vector3.new(),1) | |
332 | translateLimb("Left Hip",Vector3.new(-math.pi/24,0,math.pi/4*ratio+rot),Vector3.new(),1) | |
333 | end | |
334 | --rune(bodyPart.Head.CFrame*CFrame.new(0,0,-3)*CFrame.Angles(math.pi/2,0,0),5,13/3) | |
335 | for i=1,50 do | |
336 | wait(1/30) | |
337 | mouseHit = mouseHit:Lerp(mouse.Hit.p,0.1) | |
338 | lookXZ = CFrame.new(cf.p,mouseHit*Vector3.new(1,0,1)+Vector3.new(0,cf.p.y,0)) | |
339 | target = (mouseHit-cf.p).unit | |
340 | dir = math.pi/2-math.acos(target.y) | |
341 | local offset = math.sin(dir) | |
342 | gyro.cframe = lookXZ*CFrame.Angles(dir,0,0) | |
343 | bodyPart.Torso.CFrame = lookXZ*CFrame.new(0,-math.abs(offset),offset)*CFrame.Angles(dir,0,0) | |
344 | bodyPart.Torso.Velocity = Vector3.new() | |
345 | translateLimb("Neck",Vector3.new(),Vector3.new(),1) | |
346 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/3,math.pi/1.5),Vector3.new(-0.75,0,-0.5),0.5) | |
347 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/3.5,-math.pi/1.5),Vector3.new(0.75,0,-0.5),0.5) | |
348 | translateLimb("Right Hip",Vector3.new(-math.pi/24,0,-dir),Vector3.new(),0.5) | |
349 | translateLimb("Left Hip",Vector3.new(-math.pi/24,0,dir),Vector3.new(),0.5) | |
350 | coroutine.wrap(function() | |
351 | local direction = bodyPart.Head.CFrame | |
352 | for n=1,10 do | |
353 | wait(1/30) | |
354 | local scale = math.min(30,n*3) | |
355 | flame(CFrame.new((direction*CFrame.new(0,0,-5-n*scale/4)).p)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),9,scale) | |
356 | AoE((direction*CFrame.new(0,0,-5-n*scale/4)).p,scale,strength/100,target*strength/1000,false) | |
357 | end | |
358 | end)() | |
359 | end | |
360 | end, | |
361 | ["Wing Attack"] = function() | |
362 | local cam = workspace.CurrentCamera | |
363 | local cf = bodyPart.Torso.CFrame | |
364 | local lookXZ = CFrame.new(cf.p,mouse.Hit.p*Vector3.new(1,0,1)+Vector3.new(0,cf.p.y,0)) | |
365 | local target = CFrame.new(cf.p,mouse.Hit.p) | |
366 | local strength = state.MPCharge*stats.Power | |
367 | for i=1,5 do | |
368 | wait(1/30) | |
369 | gyro.cframe = lookXZ*CFrame.Angles(-math.pi/6,0,0) | |
370 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+(lookXZ*CFrame.Angles(math.pi/6,0,0)).lookVector*3 | |
371 | bodyPart.Torso.Velocity = Vector3.new() | |
372 | translateLimb("Neck",Vector3.new(math.pi/12,0,0),Vector3.new(),0.75) | |
373 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/3,math.pi/1.5),Vector3.new(),0.75) | |
374 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/4,-math.pi/1.5),Vector3.new(),0.75) | |
375 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,-math.pi/6),Vector3.new(0,0.75,-0.75),0.75) | |
376 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,-math.pi/12),Vector3.new(),0.75) | |
377 | end | |
378 | function wing() | |
379 | local dir1 = bodyPart["Right Arm"].CFrame | |
380 | local dir2 = bodyPart["Left Arm"].CFrame | |
381 | for n=1,10 do | |
382 | wait(1/30) | |
383 | if dir1 then | |
384 | local hit,pos = advRay(dir1.p,(dir1*CFrame.new(0,-1-n*5,0)).p-dir1.p,{player.Character}) | |
385 | flame(CFrame.new(pos)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),9,10,true) | |
386 | AoE(pos,hit and 20 or 10,strength/(hit and 1 or 10),(dir1*CFrame.Angles(-math.pi,0,0)).lookVector*strength/10,true) | |
387 | if hit then | |
388 | local x = Instance.new("Explosion",workspace) | |
389 | x.Position = pos | |
390 | x.BlastPressure = 0 | |
391 | x.BlastRadius = 3 | |
392 | dir1 = nil | |
393 | end | |
394 | end | |
395 | if dir2 then | |
396 | local hit,pos = advRay(dir2.p,(dir2*CFrame.new(0,-1-n*5,0)).p-dir2.p,{player.Character}) | |
397 | flame(CFrame.new(pos)*CFrame.Angles((math.random()-0.5)*math.pi/4,0,(math.random()-0.5)*math.pi/4),9,10,true) | |
398 | AoE(pos,hit and 20 or 10,strength/(hit and 1 or 10),(dir2*CFrame.Angles(-math.pi,0,0)).lookVector*strength/(hit and 1 or 10),true) | |
399 | if hit then | |
400 | local x = Instance.new("Explosion",workspace) | |
401 | x.Position = pos | |
402 | x.BlastPressure = 0 | |
403 | x.BlastRadius = 3 | |
404 | dir2 = nil | |
405 | end | |
406 | end | |
407 | if not dir1 and not dir2 then break end | |
408 | end | |
409 | end | |
410 | for i=1,10 do | |
411 | wait(1/30) | |
412 | local ratio = i/10 | |
413 | gyro.cframe = lookXZ*CFrame.Angles(-math.pi/6+math.pi/3*ratio,0,0) | |
414 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+(lookXZ*CFrame.Angles(math.pi/6,0,0)).lookVector*3 | |
415 | bodyPart.Torso.Velocity = Vector3.new() | |
416 | translateLimb("Neck",Vector3.new(-math.pi/12,0,0),Vector3.new(),0.75) | |
417 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/12,math.pi*1.25),Vector3.new(),0.5) | |
418 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/12,-math.pi*1.25),Vector3.new(),0.5) | |
419 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,-math.pi/12),Vector3.new(),0.75) | |
420 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,math.pi/12),Vector3.new(),0.75) | |
421 | if i > 3 then | |
422 | coroutine.wrap(wing)() | |
423 | end | |
424 | end | |
425 | for i=1,10 do | |
426 | wait(1/30) | |
427 | gyro.cframe = lookXZ*CFrame.Angles(math.pi/6-(math.pi/3+math.pi/6)*math.min(1,i/3),0,0) | |
428 | bodyPart.Torso.CFrame = bodyPart.Torso.CFrame+(lookXZ*CFrame.Angles(math.pi/6,0,0)).lookVector*3*(1-i/10) | |
429 | bodyPart.Torso.Velocity = Vector3.new() | |
430 | translateLimb("Neck",Vector3.new(math.pi/12,0,0),Vector3.new(),0.75) | |
431 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/12,-math.pi/6),Vector3.new(),0.25) | |
432 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/12,math.pi/6),Vector3.new(),0.25) | |
433 | translateLimb("Right Hip",Vector3.new(-math.pi/12,0,-math.pi/12),Vector3.new(),0.75) | |
434 | translateLimb("Left Hip",Vector3.new(-math.pi/12,0,math.pi/12),Vector3.new(),0.75) | |
435 | coroutine.wrap(wing)() | |
436 | end | |
437 | bodyPart.Torso.Velocity = lookXZ.lookVector*20 | |
438 | end | |
439 | } | |
440 | function getRegion(point,range,ignore) | |
441 | return workspace:FindPartsInRegion3WithIgnoreList(Region3.new(point-Vector3.new(1,1,1)*range/2,point+Vector3.new(1,1,1)*range/2),ignore,100) | |
442 | end | |
443 | function getHumanoid(v) | |
444 | if v and v.Parent then | |
445 | local h = v.Parent:findFirstChild("Humanoid") or v.Parent.Parent:findFirstChild("Humanoid") | |
446 | if not h then | |
447 | for _,p in ipairs(v.Parent:GetChildren()) do | |
448 | if p:isA("Humanoid") then | |
449 | h = p | |
450 | end | |
451 | end | |
452 | if not h and v.Parent.Parent and v.Parent.Parent ~= game and v.Parent.Parent ~= workspace then | |
453 | for _,p in ipairs(v.Parent.Parent:GetChildren()) do | |
454 | if p:isA("Humanoid") then | |
455 | h = p | |
456 | end | |
457 | end | |
458 | end | |
459 | end | |
460 | return h | |
461 | end | |
462 | end | |
463 | function advRay(start,point) | |
464 | local dis = (start-(start+point)).magnitude | |
465 | local dir = ((start+point)-start).unit | |
466 | if dis > 999 then | |
467 | dis = 999 | |
468 | end | |
469 | point = dis*dir | |
470 | hit,pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(start,point),{player.Character}) | |
471 | if hit and not hit.CanCollide and not getHumanoid(hit) then | |
472 | function persistentRay(list) | |
473 | hit,pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(start,point),{player.Character,unpack(list)}) | |
474 | if hit and not hit.CanCollide and not getHumanoid(hit) then | |
475 | hit,pos = persistentRay({hit,unpack(list)}) | |
476 | end | |
477 | return hit,pos | |
478 | end | |
479 | hit,pos = persistentRay({hit}) | |
480 | end | |
481 | return hit,pos | |
482 | end | |
483 | function AoE(point,radius,damage,push,trip) | |
484 | ypcall(function() | |
485 | local push = push or Vector3.new() | |
486 | local hit = getRegion(point,radius,{player.Character}) | |
487 | local humanoidList = {} | |
488 | for _,v in pairs(hit) do | |
489 | local h = getHumanoid(v) | |
490 | if not v.Anchored then | |
491 | if h then | |
492 | if not humanoidList[h] then | |
493 | humanoidList[h] = true | |
494 | h:TakeDamage(damage) | |
495 | if h.Parent:findFirstChild("Torso") and h.Parent.Torso:isA("BasePart") then | |
496 | if push.magnitude > 0 then | |
497 | local v = Instance.new("BodyVelocity",h.Parent.Torso) | |
498 | v.maxForce = Vector3.new(1,1,1)*10000000000 | |
499 | v.velocity = push/0.1 | |
500 | game.Debris:AddItem(v,0.1) | |
501 | end | |
502 | if trip then | |
503 | local v = Instance.new("BodyAngularVelocity",h.Parent.Torso) | |
504 | v.maxTorque = Vector3.new(1,1,1)*10000000000 | |
505 | v.angularvelocity = Vector3.new(math.pi,0,math.pi)/0.1 | |
506 | game.Debris:AddItem(v,0.1) | |
507 | end | |
508 | end | |
509 | end | |
510 | else v:BreakJoints() | |
511 | v.Velocity = v.Velocity+push/v:GetMass() | |
512 | end | |
513 | end | |
514 | end | |
515 | end) | |
516 | end | |
517 | function preloadCharacter() | |
518 | humanoid = player.Character.Humanoid | |
519 | state = { | |
520 | ["Move"] = "Iron Fist", | |
521 | ["CD"] = 0, | |
522 | ["MP"] = 0, | |
523 | ["MPCharge"] = 0, | |
524 | ["LastCharge"] = 0, | |
525 | ["Falling"] = false, | |
526 | ["W"] = 0, | |
527 | ["A"] = 0, | |
528 | ["S"] = 0, | |
529 | ["D"] = 0, | |
530 | ["J"] = 0, | |
531 | ["Sprint"] = false, | |
532 | ["Charge"] = false, | |
533 | ["Skill"] = false | |
534 | } | |
535 | for _,v in pairs({"Head","Torso","Right Arm","Left Arm","Right Leg","Left Leg"}) do | |
536 | bodyPart[v] = player.Character:findFirstChild(v) | |
537 | end | |
538 | for _,v in pairs({"Neck","Right Shoulder","Left Shoulder","Right Hip","Left Hip"}) do | |
539 | if bodyPart.Torso:findFirstChild(v) then | |
540 | limb[v] = { | |
541 | ["Weld"] = bodyPart.Torso[v], | |
542 | ["Rotation"] = Vector3.new(), | |
543 | ["Offset"] = Vector3.new(), | |
544 | ["C0"] = c0[v], | |
545 | ["C1"] = c1[v] | |
546 | } | |
547 | bodyPart.Torso[v].DesiredAngle = 0 | |
548 | end | |
549 | end | |
550 | for n,v in pairs(humanoidState) do | |
551 | pcall(function() v.Connection:disconnect() end) | |
552 | v.Connection = humanoid[n]:connect(function(p) | |
553 | local running = nil | |
554 | if string.match("RunningStrafingClimbingSwimming",n) then | |
555 | if p > 0.1 then | |
556 | running = n == "Climbing" and n or "Running" | |
557 | else running = "Standing" | |
558 | end | |
559 | end | |
560 | local falling = string.match("JumpingGettingUpFreeFallingFallingDown",n) and "Falling" | |
561 | humanoidCurrentState = running or falling or n | |
562 | v.Value = p | |
563 | end) | |
564 | end | |
565 | bpos = Instance.new("BodyPosition",bodyPart.Torso) | |
566 | bpos.D = 200 | |
567 | bpos.maxForce = Vector3.new(0,99999,0) | |
568 | bpos.position = bodyPart.Torso.Position | |
569 | gyro = Instance.new("BodyGyro",bodyPart.Torso) | |
570 | gyro.D = 100 | |
571 | gyro.maxTorque = Vector3.new(1,1,1)*99999 | |
572 | gyro.cframe = bodyPart.Torso.CFrame | |
573 | bvel = Instance.new("BodyVelocity",bodyPart.Torso) | |
574 | bvel.maxForce = Vector3.new(1,0,1)*9999 | |
575 | bvel.velocity = Vector3.new() | |
576 | ui = Instance.new("ScreenGui",player.PlayerGui) | |
577 | local txt = Instance.new("TextLabel",ui) | |
578 | txt.Name = "MP" | |
579 | txt.BackgroundTransparency = 1 | |
580 | txt.Position = UDim2.new(0,210,1,-60) | |
581 | txt.Font = "ArialBold" | |
582 | txt.FontSize = "Size18" | |
583 | txt.Text = "Magic Power: 0" | |
584 | txt.TextColor3 = Color3.new(1,1,1) | |
585 | txt.TextStrokeTransparency = 0.9 | |
586 | txt.TextXAlignment = "Left" | |
587 | txt.TextYAlignment = "Bottom" | |
588 | local txt = txt:Clone() | |
589 | txt.Name = "Charge" | |
590 | txt.Text = "Charge: 0" | |
591 | txt.Position = UDim2.new(0,210,1,-80) | |
592 | txt.Parent = ui | |
593 | local txt = txt:Clone() | |
594 | txt.Name = "Move" | |
595 | txt.Text = "Move: Iron Fist" | |
596 | txt.Position = UDim2.new(0,210,1,-100) | |
597 | txt.Parent = ui | |
598 | end | |
599 | preloadCharacter() | |
600 | function translateLimb(v,rot,pos,alpha) | |
601 | rot = rot or limb[v].Rotation | |
602 | pos = pos or limb[v].Offset | |
603 | limb[v].Rotation = limb[v].Rotation:Lerp(rot,alpha) | |
604 | limb[v].Offset = limb[v].Offset:Lerp(pos,alpha) | |
605 | end | |
606 | function rune(cf,size,lifespan) | |
607 | coroutine.wrap(function() | |
608 | local p = Instance.new("Part") | |
609 | plight = Instance.new("PointLight",p) | |
610 | plight.Color = BrickColor.new("Bright red").Color | |
611 | p.formFactor = 0 | |
612 | p.Size = Vector3.new() | |
613 | p.BrickColor = BrickColor.new("Bright red") | |
614 | p.Anchored = true | |
615 | p.Locked = true | |
616 | p.CanCollide = false | |
617 | p.CFrame = cf*CFrame.Angles(math.pi/2,0,0) | |
618 | p.TopSurface = 0 | |
619 | p.BottomSurface = 0 | |
620 | p.Parent = player.Character | |
621 | local m = Instance.new("SpecialMesh",p) | |
622 | local wave = p:Clone() | |
623 | wave.CFrame = cf | |
624 | wave.Parent = player.Character | |
625 | wave.Mesh.MeshType = Enum.MeshType.Sphere | |
626 | wave.Mesh.Scale = Vector3.new(0,size/10,0) | |
627 | m.MeshId = "http://www.roblox.com/asset/?id=47260990" | |
628 | m.Scale = Vector3.new(size,size,size/10) | |
629 | p.Transparency = 1 | |
630 | game.Debris:AddItem(p) | |
631 | game.Debris:AddItem(wave) | |
632 | for i=1,5 do | |
633 | p.Transparency = 1-math.sin(i/10*math.pi)*0.75 | |
634 | p.CFrame = p.CFrame*CFrame.Angles(0,0,(i/5)*math.pi/12) | |
635 | wave.Mesh.Scale = Vector3.new(size*i,size/10,size*i)/2 | |
636 | wave.Transparency = i/5 | |
637 | wait(1/30) | |
638 | end | |
639 | wave:Remove() | |
640 | delay(lifespan,function() | |
641 | for i=1,20 do | |
642 | local ratio = math.sin(i/40*math.pi)*0.75 | |
643 | p.Transparency = 0.25+ratio | |
644 | wait(1/30) | |
645 | end | |
646 | p:Remove() | |
647 | end) | |
648 | end)() | |
649 | end | |
650 | function explosion(where,heat,size,pres) | |
651 | a = Instance.new("Explosion",Workspace) | |
652 | a.BlastRadius = size | |
653 | a.BlastPressure = pres | |
654 | a.Position = where.Position | |
655 | local f = Instance.new("Fire",p) | |
656 | f.Size = size | |
657 | f.Heat = heat | |
658 | f:Remove() | |
659 | end | |
660 | function flame(cf,heat,size,instant) | |
661 | local p = Instance.new("Part") | |
662 | p.formFactor = 3 | |
663 | p.Anchored = true | |
664 | p.CanCollide = false | |
665 | p.Locked = true | |
666 | p.Transparency = 1 | |
667 | p.Size = Vector3.new() | |
668 | p.CFrame = cf | |
669 | p.Parent = player.Character | |
670 | local f = Instance.new("Fire",p) | |
671 | f.Size = size | |
672 | f.Heat = heat | |
673 | game.Debris:AddItem(p,1.1) | |
674 | delay(0.1,function() | |
675 | f.Enabled = false | |
676 | if instant then | |
677 | p:Destroy() | |
678 | end | |
679 | end) | |
680 | end | |
681 | mouse.KeyDown:connect(function(key) | |
682 | state.W = key == "w" and 1 or state.W | |
683 | state.A = key == "a" and 1 or state.A | |
684 | state.S = key == "s" and 1 or state.S | |
685 | state.D = key == "d" and 1 or state.D | |
686 | state.J = key == " " and 1 or state.J | |
687 | state.Sprint = key == "q" or state.Sprint | |
688 | if skillName[key] and not state.Skill then | |
689 | state.Move = skillName[key] | |
690 | ui.Move.Text = "Move: "..skillName[key] | |
691 | if state.CD > 0 and not state.Charge and state.MP > 0 then | |
692 | state.MPCharge = math.min(state.MP,state.LastCharge) | |
693 | ui.Charge.Text = "Charge: "..state.MPCharge | |
694 | state.Skill = true | |
695 | ypcall(function() | |
696 | skillFunc[state.Move]() | |
697 | end) | |
698 | state.Skill = false | |
699 | state.CD = state.MP > 0 and 0.2 or 0 | |
700 | state.MP = math.max(0,state.MP-state.MPCharge) | |
701 | state.LastCharge = state.MPCharge | |
702 | state.MPCharge = 0 | |
703 | ui.Charge.Text = "Charge: 0" | |
704 | end | |
705 | end | |
706 | end) | |
707 | mouse.KeyUp:connect(function(key) | |
708 | state.W = key == "w" and 0 or state.W | |
709 | state.A = key == "a" and 0 or state.A | |
710 | state.S = key == "s" and 0 or state.S | |
711 | state.D = key == "d" and 0 or state.D | |
712 | state.J = key == " " and 0 or state.J | |
713 | if key == "q" then | |
714 | state.Sprint = false | |
715 | end | |
716 | end) | |
717 | mouse.Button1Down:connect(function() | |
718 | if not state.Skill then | |
719 | state.Charge = true | |
720 | end | |
721 | end) | |
722 | mouse.Button1Up:connect(function() | |
723 | if not state.Skill and state.Charge then | |
724 | state.Charge = false | |
725 | state.Skill = true | |
726 | delay(1/30,function() | |
727 | rune(bodyPart.Torso.CFrame-Vector3.new(0,2.5,0),20,1) | |
728 | end) | |
729 | local pos = bodyPart.Torso.Position | |
730 | for i=1,10 do | |
731 | wait(1/30) | |
732 | bodyPart.Torso.CFrame = CFrame.new(pos,pos+bodyPart.Torso.CFrame.lookVector) | |
733 | bodyPart.Torso.Velocity = Vector3.new() | |
734 | translateLimb("Right Shoulder",Vector3.new(0,math.pi/2.5+(math.random()-0.5)*math.pi/48,math.pi/2+(math.random()-0.5)*math.pi/48),Vector3.new(-0.25,0,-0.75),0.9) | |
735 | translateLimb("Left Shoulder",Vector3.new(0,-math.pi/2.5+(math.random()-0.5)*math.pi/48,-math.pi/2+(math.random()-0.5)*math.pi/48),Vector3.new(0.25,0,-0.75),0.9) | |
736 | translateLimb("Right Hip",Vector3.new(-math.pi/48,0,0),Vector3.new(),0.75) | |
737 | translateLimb("Left Hip",Vector3.new(-math.pi/48,0,0),Vector3.new(),0.75) | |
738 | end | |
739 | ypcall(function() | |
740 | skillFunc[state.Move]() | |
741 | end) | |
742 | state.Skill = false | |
743 | state.CD = 0.2 | |
744 | state.MP = math.max(0,state.MP-state.MPCharge) | |
745 | state.LastCharge = state.MPCharge | |
746 | state.MPCharge = 0 | |
747 | ui.Charge.Text = "Charge: 0" | |
748 | end | |
749 | end) | |
750 | while active do | |
751 | local t = wait(1/30) | |
752 | state.CD = math.max(0,state.CD-t) | |
753 | humanoid.PlatformStand = true | |
754 | local cam = workspace.CurrentCamera | |
755 | local pos = bodyPart.Torso.Position | |
756 | local camXZ = CFrame.new(pos,pos+cam.CoordinateFrame.lookVector*Vector3.new(1,0,1)) | |
757 | local platform,pos = advRay(bodyPart.Torso.Position,Vector3.new(0,state.Falling and ((bodyPart.Torso.Velocity.y*t))-4.5 or -4.5,0)) | |
758 | --local platform,pos = advRay(bodyPart.Torso.Position,Vector3.new(0,-4.5,0)) | |
759 | local moveZ = (not state.Charge and not state.Skill) and state.W-state.S or 0 | |
760 | local moveX = (not state.Charge and not state.Skill) and state.A-state.D or 0 | |
761 | local jump = (not state.Charge and not state.Skill) and state.J or 0 | |
762 | state.Falling = not platform | |
763 | bpos.maxForce = Vector3.new(0,(state.Falling and 0 or 1)*(1-jump),0)*99999*(state.Skill and 0 or 1) | |
764 | bpos.position = Vector3.new(0,pos.y+3,0) | |
765 | bvel.maxForce = Vector3.new(1,state.J*10,1)*9999*(state.Falling and 0 or 1) | |
766 | bvel.velocity = ((moveZ == 0 and moveX == 0) and Vector3.new() or (camXZ.lookVector*moveZ+(camXZ*CFrame.Angles(0,math.pi/2,0)).lookVector*moveX).unit*stats.WalkSpeed)+Vector3.new(0,jump*40,0) | |
767 | local pos = bodyPart.Torso.Position | |
768 | if not state.Skill then | |
769 | gyro.cframe = camXZ | |
770 | if state.CD <= 0 then | |
771 | state.MP = math.min(stats.MP,state.MP+stats.MPRegen*t) | |
772 | end | |
773 | if state.Charge then | |
774 | state.MPCharge = math.min(state.MP,state.MPCharge+stats.MPCharge*t) | |
775 | ui.Charge.Text = "Charge: "..state.MPCharge | |
776 | translateLimb("Right Shoulder",Vector3.new(0,-math.pi/4+(math.random()-0.5)*math.pi/48,math.pi/2+(math.random()-0.5)*math.pi/48),Vector3.new(),0.5) | |
777 | translateLimb("Left Shoulder",Vector3.new(0,math.pi/4+(math.random()-0.5)*math.pi/48,-math.pi/2+(math.random()-0.5)*math.pi/48),Vector3.new(),0.5) | |
778 | translateLimb("Right Hip",Vector3.new(-math.pi/48,0,0),Vector3.new(),0.5) | |
779 | translateLimb("Left Hip",Vector3.new(-math.pi/48,0,0),Vector3.new(),0.5) | |
780 | else translateLimb("Neck",Vector3.new(),Vector3.new(),0.25) | |
781 | if state.Falling then | |
782 | translateLimb("Right Shoulder",Vector3.new(-math.pi/12,0,0),Vector3.new(),0.5) | |
783 | translateLimb("Left Shoulder",Vector3.new(-math.pi/12,0,0),Vector3.new(),0.5) | |
784 | translateLimb("Right Hip",Vector3.new(0,0,math.pi/24),Vector3.new(0,0.25,-0.25),0.5) | |
785 | translateLimb("Left Hip",Vector3.new(0,0,math.pi/24),Vector3.new(),0.5) | |
786 | elseif moveZ > 0 then | |
787 | if state.Sprint then | |
788 | bvel.velocity = bvel.velocity*Vector3.new(3,1,3) | |
789 | local ratio = math.sin(tick()*math.pi*5) | |
790 | local swing = math.pi/2 | |
791 | gyro.cframe = gyro.cframe*CFrame.Angles(-math.pi/3,ratio*swing/4,0) | |
792 | translateLimb("Right Shoulder",Vector3.new(0,math.max(0,ratio*swing/1.5),math.pi/6+ratio*swing*2),Vector3.new(),0.25) | |
793 | translateLimb("Left Shoulder",Vector3.new(0,math.min(0,ratio*swing/1.5),-math.pi/6+ratio*swing*2),Vector3.new(),0.25) | |
794 | translateLimb("Right Hip",Vector3.new(0,0,math.pi/6-ratio*swing*1.5),Vector3.new(),0.25) | |
795 | translateLimb("Left Hip",Vector3.new(0,0,-math.pi/6-ratio*swing*1.5),Vector3.new(),0.25) | |
796 | else local ratio = math.sin(tick()*math.pi*3) | |
797 | local swing = math.pi/4 | |
798 | gyro.cframe = gyro.cframe*CFrame.Angles(0,ratio*swing/12,0) | |
799 | translateLimb("Right Shoulder",Vector3.new(0,math.max(0,ratio*swing/3),ratio*swing),Vector3.new(),0.25) | |
800 | translateLimb("Left Shoulder",Vector3.new(0,math.min(0,ratio*swing/3),ratio*swing),Vector3.new(),0.25) | |
801 | translateLimb("Right Hip",Vector3.new(0,0,-ratio*swing),Vector3.new(),0.25) | |
802 | translateLimb("Left Hip",Vector3.new(0,0,-ratio*swing),Vector3.new(),0.25) | |
803 | end | |
804 | elseif moveZ < 0 then | |
805 | local ratio = math.sin(-tick()*math.pi*3) | |
806 | local swing = math.pi/4 | |
807 | gyro.cframe = gyro.cframe*CFrame.Angles(math.pi/24,ratio*swing/12,0) | |
808 | translateLimb("Right Shoulder",Vector3.new(0,math.max(0,ratio*swing/3),ratio*swing),Vector3.new(),0.25) | |
809 | translateLimb("Left Shoulder",Vector3.new(0,math.min(0,ratio*swing/3),ratio*swing),Vector3.new(),0.25) | |
810 | translateLimb("Right Hip",Vector3.new(0,0,-ratio*swing),Vector3.new(),0.25) | |
811 | translateLimb("Left Hip",Vector3.new(0,0,-ratio*swing),Vector3.new(),0.25) | |
812 | elseif moveX ~= 0 then | |
813 | local ratio = math.sin(tick()*math.pi*3)*moveX | |
814 | local swing = math.pi/6 | |
815 | gyro.cframe = gyro.cframe*CFrame.Angles(0,ratio*swing/12,0) | |
816 | translateLimb("Right Shoulder",Vector3.new(-math.pi/12,0,0),Vector3.new(),0.25) | |
817 | translateLimb("Left Shoulder",Vector3.new(-math.pi/12,0,0),Vector3.new(),0.25) | |
818 | translateLimb("Right Hip",Vector3.new(ratio*swing,0,math.max(0,ratio*swing/2)),Vector3.new(),0.25) | |
819 | translateLimb("Left Hip",Vector3.new(ratio*swing,0,math.max(0,ratio*swing/2)),Vector3.new(),0.25) | |
820 | else local ratio = math.sin(tick()*math.pi/2) | |
821 | local swing = math.pi/48 | |
822 | translateLimb("Right Shoulder",Vector3.new(-swing+ratio*swing,0,0),Vector3.new(),0.125) | |
823 | translateLimb("Left Shoulder",Vector3.new(-swing+ratio*swing,0,0),Vector3.new(),0.125) | |
824 | translateLimb("Right Hip",Vector3.new(),Vector3.new(),0.125) | |
825 | translateLimb("Left Hip",Vector3.new(),Vector3.new(),0.125) | |
826 | end | |
827 | end | |
828 | end | |
829 | ui.MP.Text = "Magic Power: "..state.MP | |
830 | for _,v in pairs(limb) do | |
831 | v.Weld.C0 = CFrame.new(v.C0[1]+v.Offset)*v.C0[2]*CFrame.Angles(v.Rotation.x,v.Rotation.y,v.Rotation.z) | |
832 | v.Weld.C1 = v.C1 | |
833 | end | |
834 | end | |
835 | else script:Clone().Parent = game.Players[Shared].Character | |
836 | end |