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- --[[================================================================================================================]]--
- script.Parent = nil local plr=game.Players.LocalPlayer
- script:ClearAllChildren() new=Instance.new; vnew=Vector3.new; fnew=CFrame.new; bcn=BrickColor.new; cnew=Color3.new;
- local id = 0 plrb=plr.Backpack; plrc=plr.Character; plrg=plr.PlayerGui;
- function shw(n,t) l=new('Hint' ,workspace) l.Text=t wait(n) l:Destroy(); end --Its in black forgot to fix
- function prt(siz,cf,t,f,tra,re,n,na, col) n=new('Part' ,workspace) n.Size=siz n.CFrame=cf n.Locked=t n.Anchored=f n.Transparency=tra n.Reflectance=re n.Name=na n.BrickColor=bcn(col) end
- function stls(plrs) for i,v in pairs(plrs.Backpack:GetChildren()) do if v:IsA('Tool') or v:IsA('HopperBin') then v:clone().Parent=plrs.StarterGear end end end
- function tele(id) game:service'TeleportService':Teleport(id);end new=new;
- local nam = 'AQ'
- local hoppa = new('HopperBin',plrb)
- hoppa.Name = nam
- local mouse = nil
- local kd = '' active=true
- local char = plr.Character
- local RA,LA = char['Right Arm'],char['Left Arm']
- local torso = char.Torso
- local RS,LS = torso['Right Shoulder'], torso['Left Shoulder']
- local rs,ls = RS:Clone(),LS:Clone()
- rs.Part0 = nil rs.Part1 = nil ls.Part0 = nil
- ls.Part1 = nil ls.Parent = torso
- rs.Parent = torso rs.DesiredAngle = 0
- ls.DesiredAngle = 0
- rs.CurrentAngle = 0
- ls.CurrentAngle = 0
- local bv = new('BodyVelocity')
- function weld(p0,p1)
- local w = new('Weld',p0)
- w.Part0 = p0
- w.Part1 = p1
- return w
- end
- plr.Chatted:connect(function(msg)
- if msg=='kanwto' then
- tele(id)
- end
- if msg=='save' then
- stls(plr);
- end
- if msg=='ff' then
- p=new('ForceField' ,plr.Character);
- end
- end)
- plr:GetMouse().KeyDown:connect(function(a)
- if(a=='g') then
- plr.Character:MoveTo(mouse.Hit.p)
- shw(2,'lool teleported!')
- end
- end)
- if char:findFirstChild('Stuff') then char.Stuff:Destroy() end
- local m = new('Model',char)
- m.Name = 'Stuff'
- local lm = new('Model',m)
- lm.Name = 'Left Dagger'
- local han1 = new('Part',lm)
- han1.FormFactor = 'Custom'
- han1.CanCollide = false
- han1.Size = vnew(.4,1,.2)
- han1.TopSurface = 'Smooth'
- han1.BottomSurface = 'Smooth'
- han1.BrickColor = BrickColor.new('Really black')
- local dec1 = han1:Clone()
- dec1.Parent = lm
- dec1.Size = vnew(.6,.2,.4)
- new('BlockMesh',dec1).Scale = vnew(1,.5,1)
- local de1 = dec1:Clone()
- de1.Parent = lm
- de1.Size = vnew(.2,.2,.2)
- de1.Mesh.Scale = vnew(1,.5,.5)
- local de2 = de1:Clone()
- de2.Parent = lm
- local de3 = de1:Clone()
- de3.Parent = lm
- de3.Mesh.Scale = vnew(.5,.5,1)
- local de4 = de3:Clone()
- de4.Parent = lm
- local de5 = de1:Clone()
- de5.Parent = lm
- de5.Size = vnew(.8,.2,.2)
- local de6 = de5:Clone()
- de6.Parent = lm
- local de7 = de3:Clone()
- de7.Parent = lm
- de7.Size = vnew(.2,.2,.5)
- local de8 = de7:Clone()
- de8.Parent = lm
- for i,v in pairs(lm:GetChildren()) do
- if v ~= han1 then v.BrickColor = BrickColor.new('Really black') v.Reflectance = .1 end
- end
- local bladepar = han1
- local bl1 = han1:Clone()
- bl1.Parent = lm
- bl1.BrickColor = BrickColor.new('Really black')
- bl1.Reflectance = .2
- bl1.Size = vnew(.2,1.5,.2)
- new('BlockMesh',bl1).Scale = vnew(.5,1,.5)
- local bl2 = bl1:Clone()
- bl2.Parent = bl1.Parent
- local bl3 = bl1:Clone()
- bl3.Parent = bl1.Parent
- bl3.Size = vnew(.3,.2,.2)
- bl3.Mesh.Scale = vnew(1,.5,.5)
- local bl4 = bl3:Clone()
- bl4.Parent = bl1.Parent
- local bl5 = bl1:Clone()
- bl5.Parent = bl1.Parent
- bl5.Size = vnew(.3,.8,.2)
- bl5.Mesh.Scale = vnew(1,1,.1)
- bl5.Transparency = .02
- bl5.BrickColor = dec1.BrickColor
- bl5.Name = 'hitter'
- bl5.Reflectance = .5
- local bl6 = new('WedgePart')
- bl6.Parent = bl1.Parent
- bl6.CanCollide = false
- bl6.FormFactor = 'Custom'
- bl6.Size = vnew(.2,.5,.5)
- bl6.TopSurface = 'Smooth'
- bl6.BottomSurface = 'Smooth'
- bl6.Reflectance = bl1.Reflectance
- bl6.BrickColor = bl1.BrickColor
- new('SpecialMesh',bl6).MeshType = 'Wedge'
- bl6.Mesh.Scale = vnew(.5,1,1)
- ------- LEFT DAGGER WELDING ------
- lm:BreakJoints()
- local w1 = weld(torso,han1)
- w1.C0 = fnew(-1,-.7,.6) * CFrame.Angles(math.rad(180),math.rad(0),math.rad(90))
- weld(han1,dec1).C0 = fnew(0,.1,0)
- weld(dec1,de1).C0 = fnew(.4,0,.15)
- weld(dec1,de2).C0 = fnew(-.4,0,-.15)
- weld(dec1,de3).C0 = fnew(.25,0,-.25)
- weld(dec1,de4).C0 = fnew(-.25,0,.25)
- weld(dec1,de5).C0 = fnew(.1,0,.3)
- weld(dec1,de6).C0 = fnew(-.1,0,-.3)
- weld(dec1,de7).C0 = fnew(-.45,0,.1)
- weld(dec1,de8).C0 = fnew(.45,0,-.1)
- weld(bladepar,bl1).C0 = fnew(.2,-.7,0)
- weld(bladepar,bl2).C0 = fnew(-.2,-.7,0)
- weld(bladepar,bl3).C0 = fnew(0,-.5,0)
- weld(bladepar,bl4).C0 = fnew(0,-1.4,0)
- weld(bladepar,bl5).C0 = fnew(0,-.95,0)
- weld(bladepar,bl6).C0 = fnew(0,-1.7,0) * CFrame.Angles(math.rad(0),math.rad(-90),math.rad(180))
- ------- RIGHT DAGGER CREATION ------
- local rm = new('Model',m)
- rm.Name = 'Right Dagger'
- local han2 = han1:Clone()
- han2.Parent = rm
- han2.BrickColor = BrickColor.new('Really black')
- local dec1 = dec1:Clone()
- dec1.Parent = rm
- local de1 = de1:Clone()
- de1.Parent = rm
- local de2 = de2:Clone()
- de2.Parent = rm
- local de3 = de3:Clone()
- de3.Parent = rm
- local de4 = de4:Clone()
- de4.Parent = rm
- local de5 = de5:Clone()
- de5.Parent = rm
- local de6 = de6:Clone()
- de6.Parent = rm
- local de7 = de7:Clone()
- de7.Parent = rm
- local de8 = de8:Clone()
- de8.Parent = rm
- for i,v in pairs(rm:GetChildren()) do
- if v ~= han2 then v.BrickColor = BrickColor.new('Really black') v.Reflectance = .1 end
- end
- local bladepar = han2
- local bl1 = han2:Clone()
- bl1.Parent = rm
- bl1.BrickColor = BrickColor.new('Really black')
- bl1.Reflectance = .2
- bl1.Size = vnew(.2,1.5,.2)
- new('BlockMesh',bl1).Scale = vnew(.5,1,.5)
- local bl2 = bl1:Clone()
- bl2.Parent = bl1.Parent
- local bl3 = bl1:Clone()
- bl3.Parent = bl1.Parent
- bl3.Size = vnew(.3,.2,.2)
- bl3.Mesh.Scale = vnew(1,.5,.5)
- local bl4 = bl3:Clone()
- bl4.Parent = bl1.Parent
- local bl5 = bl1:Clone()
- bl5.Parent = bl1.Parent
- bl5.Size = vnew(.3,.8,.2)
- bl5.Mesh.Scale = vnew(1,1,.1)
- bl5.Transparency = .02
- bl5.BrickColor = dec1.BrickColor
- bl5.Name = 'hitter'
- bl5.Reflectance = .5
- local bl6 = new('WedgePart')
- bl6.Parent = bl1.Parent
- bl6.FormFactor = 'Custom'
- bl6.CanCollide = false
- bl6.Size = vnew(.2,.5,.5)
- bl6.TopSurface = 'Smooth'
- bl6.BottomSurface = 'Smooth'
- bl6.Reflectance = bl1.Reflectance
- bl6.BrickColor = bl1.BrickColor
- new('SpecialMesh',bl6).MeshType = 'Wedge'
- bl6.Mesh.Scale = vnew(.5,1,1)
- ------- RIGHT DAGGER WELDING ------
- rm:BreakJoints()
- local w2 = weld(torso,han2)
- w2.C0 = fnew(1,-.7,.5) * CFrame.Angles(math.rad(0),0,math.rad(-90))
- weld(han2,dec1).C0 = fnew(0,.1,0)
- weld(dec1,de1).C0 = fnew(.4,0,.15)
- weld(dec1,de2).C0 = fnew(-.4,0,-.15)
- weld(dec1,de3).C0 = fnew(.25,0,-.25)
- weld(dec1,de4).C0 = fnew(-.25,0,.25)
- weld(dec1,de5).C0 = fnew(.1,0,.3)
- weld(dec1,de6).C0 = fnew(-.1,0,-.3)
- weld(dec1,de7).C0 = fnew(-.45,0,.1)
- weld(dec1,de8).C0 = fnew(.45,0,-.1)
- weld(bladepar,bl1).C0 = fnew(.2,-.7,0)
- weld(bladepar,bl2).C0 = fnew(-.2,-.7,0)
- weld(bladepar,bl3).C0 = fnew(0,-.5,0)
- weld(bladepar,bl4).C0 = fnew(0,-1.4,0)
- weld(bladepar,bl5).C0 = fnew(0,-.95,0)
- weld(bladepar,bl6).C0 = fnew(0,-1.7,0) * CFrame.Angles(math.rad(0),math.rad(90),math.rad(180))
- ----[[DAMAGE CONNECT TION BY 507]]----------
- bl6.Touched:connect(function(hit)
- if(hit.Parent:findFirstChild('Humanoid') ~= nil) then
- hit.Parent.Humanoid.Health=0
- end
- end)
- ---[[LOOOOOOOOOOOOOOOOOOOL]]---------------
- --[[
- local h1 = han1:Clone()
- h1.Parent = m
- h1.BrickColor = BrickColor.new('Brown')
- h1.Size = vnew(.6,1.5,.3)
- h1:BreakJoints()
- local hw1 = weld(torso,h1)
- hw1.C0 = w1.C0 * fnew(0,-.8,0) * CFrame.Angles(0,0,0)
- local h2 = h1:Clone()
- h2.Parent = m
- h2:BreakJoints()
- local hw2 = weld(torso,h2)
- hw2.C0 = w2.C0 * fnew(0,-.8,0) * CFrame.Angles(0,0,0)]]
- function cr()
- if rs.Part1 ~= nil then
- rs.Part0 = nil
- rs.Part1 = nil
- wait()
- rs.C0 = RS.C0
- rs.C1 = RS.C1
- rs.MaxVelocity = RS.MaxVelocity
- RS.CurrentAngle = rs.CurrentAngle
- rs.CurrentAngle = 0
- rs.DesiredAngle = 0
- RS.Part0 = torso
- RS.Part1 = RA
- else
- RS.Part0 = nil
- RS.Part1 = nil
- rs.Part0 = torso
- rs.Part1 = RA
- end end
- function cl()
- if ls.Part1 ~= nil then
- ls.Part0 = nil
- ls.Part1 = nil
- wait()
- ls.C0 = LS.C0
- ls.C1 = LS.C1
- ls.MaxVelocity = LS.MaxVelocity
- LS.CurrentAngle = ls.CurrentAngle
- ls.CurrentAngle = 0
- ls.DesiredAngle = 0
- LS.Part0 = torso
- LS.Part1 = LA
- else
- LS.Part0 = nil
- LS.Part1 = nil
- ls.Part0 = torso
- ls.Part1 = LA
- end end
- function resrs()
- rs.C0 = RS.C0
- rs.C1 = RS.C1
- rs.MaxVelocity = RS.MaxVelocity
- rs.DesiredAngle = 0
- rs.CurrentAngle = 0
- end
- function resls()
- ls.C0 = LS.C0
- ls.C1 = LS.C1
- ls.MaxVelocity = LS.MaxVelocity
- ls.DesiredAngle = 0
- ls.CurrentAngle = 0
- end
- function resg1()
- g1.C0 = fnew(0,-.6,0) * CFrame.Angles(math.rad(-100),math.rad(90),math.rad(190))
- g1.C1 = fnew(0,.8,0)
- end
- function resg2()
- g2.C0 = fnew(0,-.6,0) * CFrame.Angles(math.rad(-90),math.rad(90),0)
- g2.C1 = fnew(0,.8,0)
- end
- local eDb = false
- local eq1 = false
- local at1 = false
- local idcf1,idcf2
- function resumeIdle()
- local wavsped = 1
- local wavam = 15
- while eq1 and not eDb and not at1 do
- local wave = (math.abs(tick()%wavsped-(wavsped/2))*2-(wavsped/2)) * (wavam/wavsped) --Im not getting this.
- rs.C0 = idcf1 * CFrame.Angles(math.rad(wave),0,math.rad(wave))
- ls.C0 = idcf2 * CFrame.Angles(-math.rad(wave),0,math.rad(wave))
- wait(1/16)
- end
- end
- local lastw,lastl = tick(),''
- local lastdir = vnew(0,0,0)
- local faston = false
- function kdown(k)
- print(k)
- kd = kd .. k
- if k == 'r' and not at1 and mouse ~= nil then
- torso.CFrame = fnew(torso.Position,vnew(mouse.Hit.X,torso.Position.Y,mouse.Hit.Z))
- at1 = true
- local bg = new('BodyGyro',torso)
- local bp = new('BodyPosition',torso)
- bp.position = torso.Position
- bp.maxForce = vnew(500000000,500000000,50000000)
- bp.P = 1000000
- local torcf = torso.CFrame
- bg.cframe = torcf
- bg.maxTorque = vnew(500000000,500000000,50000000)
- bg.P = 1000000
- resrs()
- resls()
- torso.Neck.DesiredAngle = -1.57
- rs.MaxVelocity = .2
- rs.DesiredAngle = math.pi-.2
- for i=1,10 do
- bg.cframe = bg.cframe * CFrame.Angles(0,math.rad(9),0)
- rs.C0 = rs.C0 * CFrame.Angles(0,math.rad(-9),0)
- g1.C0 = g1.C0 * CFrame.Angles(0,0,math.rad(-4.5))
- wait(1/60)
- end
- rs.DesiredAngle = rs.DesiredAngle +.1
- wait(.1)
- rs.MaxVelocity = .8
- rs.DesiredAngle = math.pi/2
- wait(.1)
- for i=1,5 do
- g1.C0 = g1.C0 * CFrame.Angles(0,0,math.rad(-9))
- wait(1/60)
- end
- g1.Part1 = nil
- for i,v in pairs(rm:GetChildren()) do
- v.Anchored = true
- end
- local spd = vnew(0,-4,0)
- local actar = nil
- for i=1,100/math.abs(spd.y) do
- local hit,ray = workspace:FindPartOnRay(Ray.new(han2.Position,han2.CFrame:vectorToWorldSpace(spd)),char)
- if hit then
- rm:TranslateBy(han2.CFrame:vectorToWorldSpace(spd.unit*(ray-han2.Position).magnitude/2))
- actar = hit
- break
- else
- rm:TranslateBy(han2.CFrame:vectorToWorldSpace(spd))
- end
- wait(1/60)
- end
- local bp2,hum = bp:Clone(),nil
- if actar then
- if actar.Anchored then
- actar = nil
- else
- hum = actar.Parent:findFirstChild('Humanoid')
- if hum == nil then hum = actar.Parent.Parent:FindFirstChild('Humanoid') end
- if hum ~= nil then hum.Sit = true end
- bp2.position = actar.Position
- bp2.P = 10000
- bp2.Parent = actar
- end
- end
- torso.Neck.DesiredAngle = math.pi/4
- wait(.1)
- for i=1,15 do
- bg.cframe = bg.cframe * CFrame.Angles(0,math.rad(-9),0)
- rs.C0 = rs.C0 * CFrame.Angles(0,math.rad(9),0)
- wait(1/60)
- end
- local dist = ((RA.CFrame*g1.C0).p-han2.Position).magnitude
- dist = math.floor(dist / (math.abs(spd.Y)*2))
- for i=1,dist do
- rm:TranslateBy(han2.CFrame:vectorToWorldSpace(-spd*2))
- bp2.position = han2.Position
- wait(1/60)
- end
- for i,v in pairs(rm:GetChildren()) do
- v.Anchored = false
- end
- torso.Neck.DesiredAngle = 0
- g1.Part0 = RA
- g1.Part1 = han2
- g1.C1 = fnew(0,.8,0)
- wait(.1)
- bp2:Destroy()
- if actar then
- actar.RotVelocity = vnew(math.random(-5,5),math.random(-5,5),math.random(-5,5))
- Delay(1,function() if hum then hum.Sit = false end end)
- end
- bg:Destroy()
- bp:Destroy()
- torso.CFrame = torcf
- at1 = false
- resrs()
- resls()
- resg1()
- resg2()
- resumeIdle()
- end
- if k == 'q' and not at1 and mouse ~= nil and mouse.Target ~= nil then
- at1 = true
- local bg = new('BodyGyro',torso)
- local bp = new('BodyPosition',torso)
- bp.position = torso.Position
- bp.maxForce = vnew(500000000,500000000,50000000)
- bp.P = 1000000
- local torcf = torso.CFrame
- bg.cframe = torcf
- bg.maxTorque = vnew(500000000,500000000,50000000)
- bg.P = 1000000
- wait(.05)
- resrs()
- resls()
- local curp = torso.Position
- local tarp = mouse.Hit.p + vnew(0,3,0)
- local dis = (tarp-curp).magnitude
- local un = (tarp-curp).unit
- local midy = curp.Y+30 + dis^0.5
- local bgcf = fnew(bg.cframe.p,vnew(tarp.X,bg.cframe.y,tarp.Z))
- local chngr = 15
- rs.DesiredAngle = 3
- ls.DesiredAngle = -3
- for i=0,1,1/chngr do
- bg.cframe = bgcf * CFrame.Angles(math.rad((i-.5)*30),0,0)
- local y = (1-i)*(1-i)*0 + 2*(1-i)*i*midy+i*i*0
- bp.position = curp+(un*dis*i) + vnew(0,y,0)
- wait(1/60)
- end
- bp.position = curp+(un*dis)
- wait(.1)
- bg:Destroy()
- bp:Destroy()
- rs.DesiredAngle = 0
- ls.DesiredAngle = 0
- wait(.2)
- at1 = false
- resrs()
- resls()
- resg1()
- resg2()
- resumeIdle()
- end
- if k == 'f' and not at1 and mouse ~= nil then
- at1 = true
- local tar = mouse.Hit.p
- local bg = new('BodyGyro',torso)
- local bp = new('BodyPosition',torso)
- bp.position = torso.Position
- bp.maxForce = vnew(500000000,500000000,50000000)
- bp.P = 1000000
- local torcf = torso.CFrame
- bg.cframe = fnew(torso.Position,vnew(tar.X,torcf.Y,tar.Z))
- bg.maxTorque = vnew(500000000,500000000,50000000)
- bg.P = 1000000
- wait(.05)
- resrs()
- resls()
- for i=1,15 do
- rs.C0 = rs.C0 * CFrame.Angles(math.rad(-2),0,0)
- ls.C0 = ls.C0 * CFrame.Angles(math.rad(-2),0,0)
- wait(1/60)
- end
- local t = tick()
- repeat
- local tab = workspace:FindPartsInRegion3(Region3.new(vnew(torso.Position.X-10,torso.Position.Y-10,torso.Position.Z-10),vnew(torso.Position.X+10,torso.Position.Y+10,torso.Position.Z+10)),char,100)
- for i,v in pairs(tab) do
- if not v.Anchored then
- v.CFrame = fnew(v.Position,(v.Position-v.Velocity))
- v.Velocity = (v.Position-(v.Position-v.Velocity)).unit*v.Velocity.magnitude*2
- end
- end
- wait(1/60)
- until tick()-t > 5
- for i=1,15 do
- rs.C0 = rs.C0 * CFrame.Angles(math.rad(2),0,0)
- ls.C0 = ls.C0 * CFrame.Angles(math.rad(2),0,0)
- wait(1/60)
- end
- bp:Destroy()
- bg:Destroy()
- at1 = false
- resrs()
- resls()
- resg1()
- resg2()
- resumeIdle()
- end
- if k == 'e' and not at1 and mouse ~= nil and mouse.Target ~= nil then
- local tar = mouse.Target.Parent
- if not tar:FindFirstChild('Torso') then tar = tar.Parent end
- if not tar:FindFirstChild('Torso') then return end
- local echar = tar
- if not echar:FindFirstChild('Torso') then return end
- local etor = echar.Torso
- at1 = true
- local bg = new('BodyGyro',torso)
- local bp = new('BodyPosition',torso)
- bp.position = torso.Position
- bp.maxForce = vnew(500000000,500000000,50000000)
- bp.P = 1000000
- local torcf = torso.CFrame
- bg.cframe = torcf
- bg.maxTorque = vnew(500000000,500000000,50000000)
- bg.P = 1000000
- wait(.05)
- resrs()
- resls()
- for i=1,5 do
- g1.C0 = g1.C0 * CFrame.Angles(0,0,math.rad(-36))
- g1.C1 = g1.C1 * CFrame.Angles(0,math.rad(36),0)
- wait(1/60)
- end
- local curp = torso.Position
- local tarp,dis,un,lv,off = nil,nil,nil,nil,nil
- local midy = curp.Y+30
- --[[
- local Damage = function()
- repeat
- local hit,ray = workspace:FindPartOnRayWithIgnoreList(Ray.new(han1.Position+han1.CFrame:vectorToWorldSpace(vnew(0,1,0)),han1.CFrame:vectorToWorldSpace(vnew(0,-3,0))),list)
- if hit then
- table.insert(list,hit)
- hit:BreakJoints()
- if not hit.Anchored and hit.Name ~= 'Torso' then
- local w = weld(han1,hit)
- w.C0 = han1.CFrame:toObjectSpace(hit.CFrame)
- game.Debris:AddItem(w,3)
- end end
- until hit == nil
- repeat
- local hit,ray = workspace:FindPartOnRayWithIgnoreList(Ray.new(han2.Position+han2.CFrame:vectorToWorldSpace(vnew(0,1,0)),han2.CFrame:vectorToWorldSpace(vnew(0,-3,0))),list)
- if hit then
- table.insert(list,hit)
- hit:BreakJoints()
- if not hit.Anchored and hit.Name ~= 'Torso' then
- local w = weld(han2,hit)
- w.C0 = han2.CFrame:toObjectSpace(hit.CFrame)
- game.Debris:AddItem(w,3)
- end end
- until hit == nil
- end
- ]]
- local Damage = function(hit,han)
- local par = hit
- repeat
- par = par.Parent
- until par == workspace or par == nil or par:FindFirstChild('Torso')
- if par == workspace or par == nil then return end
- if par ~= char then
- if hit.Name == 'Torso' or hit.Name == 'Head' then
- hit:BreakJoints()
- end end
- end
- local hit1 = rm.hitter.Touched:connect(function(hit) Damage(hit,han2) end)
- local hit2 = lm.hitter.Touched:connect(function(hit) Damage(hit,han1) end)
- for i=0,1,1/15 do
- bg.cframe = fnew(bg.cframe.p,vnew(etor.Position.X,bg.cframe.Y,etor.Position.Z)) * CFrame.Angles(math.rad(i*15),0,0)
- lv = fnew(bg.cframe.p,vnew(etor.Position.X,bg.cframe.Y,etor.Position.Z)).lookVector
- off = lv*5 - vnew(0,4+(math.random()/2),0)
- tarp = etor.Position - off
- dis = (curp-tarp).magnitude
- un = (tarp-curp).unit
- midy = curp.Y+30 + dis^0.5
- local y = (1-i)*(1-i)*0 + 2*(1-i)*i*midy+i*i*0
- bp.position = curp+(un*dis*i) + vnew(0,y,0)
- rs.C0 = rs.C0 * fnew(0,0,-.01) * CFrame.Angles(math.rad(2),0,math.rad(13))
- ls.C0 = ls.C0 * fnew(0,0,-.01) * CFrame.Angles(math.rad(2),0,math.rad(-13))
- --Damage()
- wait(1/60)
- end
- for i=1,5 do
- bp.position = bp.position + lv*.7 - vnew(0,.7,0)
- bg.cframe = bg.cframe * CFrame.Angles(math.rad(-5),0,0)
- rs.C0 = rs.C0 * fnew(0,0,-.01) * CFrame.Angles(math.rad(-6),0,math.rad(-17))
- ls.C0 = ls.C0 * fnew(0,0,-.01) * CFrame.Angles(math.rad(-6),0,math.rad(17))
- --Damage()
- wait(1/60)
- end
- --Damage()
- bg:Destroy()
- bp:Destroy()
- for i=1,15 do
- g1.C0 = g1.C0 * CFrame.Angles(0,0,math.rad(180/15))
- g1.C1 = g1.C1 * CFrame.Angles(0,math.rad(-180/15),0)
- rs.C0 = rs.C0 * fnew(0,0,.2/15) * CFrame.Angles(0,0,math.rad(-110/15))
- ls.C0 = ls.C0 * fnew(0,0,.2/15) * CFrame.Angles(0,0,math.rad(110/15))
- wait(1/60)
- end
- hit1:disconnect()
- hit2:disconnect()
- at1 = false
- resrs()
- resls()
- resg1()
- resg2()
- resumeIdle()
- end
- if k == 't' and not at1 then
- at1 = true
- resrs()
- resg1()
- for i=1,15 do
- g1.C0 = g1.C0 * CFrame.Angles(0,0,math.rad(-90/15))
- wait(1/60)
- end
- wait(.5)
- for i=1,30 do
- g1.C1 = g1.C1 * fnew(0,0.05,0)
- wait(1/60)
- end
- local p = new('Part',m)
- p.Anchored = true
- p.FormFactor = 'Custom'
- p.BrickColor = BrickColor.new('Deep blue')
- p.Transparency = 0
- p.Size = vnew(1,.2,1)
- new('CylinderMesh',p).Scale = vnew(1,.0001,1)
- p:BreakJoints()
- p.CFrame = han2.CFrame * fnew(0,.15,0)
- for i=1,50 do
- p.Mesh.Scale = p.Mesh.Scale + vnew(.2,0,.2)
- p.Transparency = i/50
- wait(1/60)
- end
- p.Mesh.Scale = vnew(1,.0001,1)
- for i=1,75 do
- p.Mesh.Scale = p.Mesh.Scale + vnew(.2,0,.2)
- p.Transparency = i/75
- wait(1/60)
- end
- p.Mesh.Scale = vnew(1,.0001,1)
- local wtrs = {}
- for i=1,200 do
- p.Mesh.Scale = p.Mesh.Scale + vnew(.4,0,.4)
- p.Transparency = i/200
- local rad = p.Mesh.Scale.X/2
- for i,v in pairs(game.Players:GetPlayers()) do
- if v ~= plr then
- local dis = v:DistanceFromCharacter(p.Position)
- if dis < rad then
- pcall(function()
- local pos = v.Character.Torso.Position
- local terpos = workspace.Terrain:WorldToCell(pos)
- for i=0,4 do
- if workspace.Terrain:GetCell(terpos.X,terpos.Y+i,terpos.Z) == Enum.CellMaterial.Empty then
- workspace.Terrain:SetWaterCell(terpos.X,terpos.Y+i,terpos.Z,3,4)
- table.insert(wtrs,vnew(terpos.X,terpos.Y+i,terpos.Z))
- end
- end
- end)
- end
- end
- end
- wait(1/60)
- end
- p:Destroy()
- wait(.5)
- for i=1,30 do
- g1.C1 = g1.C1 * fnew(0,-0.05,0)
- wait(1/60)
- end
- for i=1,15 do
- g1.C0 = g1.C0 * CFrame.Angles(0,0,math.rad(90/15))
- wait(1/60)
- end
- coroutine.resume(coroutine.create(function()
- wait(2)
- for i,v in pairs(wtrs) do
- pcall(function()
- if workspace.Terrain:GetCell(v.X,v.Y,v.Z) == Enum.CellMaterial.Water then
- workspace.Terrain:SetCell(v.X,v.Y,v.Z,0,0,0)
- wait(1/10)
- end end) end end))
- at1 = false
- resrs()
- resg1()
- resumeIdle()
- end
- if (k == 'w' or k == 's' or k == ' ' or k == 'd' or k == 'a' or k == '0') and tick()-lastw < .2 and lastl == k and not faston then
- faston = true
- bv.Parent = torso
- bv.maxForce = vnew(1000000,1000000,1000000)
- local t = tick()
- local lasts = {0,0,0,0,0,0}
- while tick()-t < 2 do
- local lv = workspace.CurrentCamera.CoordinateFrame.lookVector
- torso.CFrame = fnew(torso.Position,torso.Position+vnew(lv.X,0,lv.Z))
- local dir = vnew(0,0,0)
- local doit = false
- if kd:find('w') and tick()-lasts[1]>0.2 then lasts[1] = tick() doit = true end
- if kd:find('s') and tick()-lasts[2]>0.2 then lasts[2] = tick() doit = true end
- if kd:find(' ') and tick()-lasts[3]>0.2 then lasts[3] = tick() doit = true end
- if kd:find('0') and tick()-lasts[4]>0.2 then lasts[4] = tick() doit = true end
- if kd:find('d') and tick()-lasts[5]>0.2 then lasts[5] = tick() doit = true end
- if kd:find('a') and tick()-lasts[6]>0.2 then lasts[6] = tick() doit = true end
- if tick()-lasts[1]<.2 then dir = dir + torso.CFrame.lookVector * 250 end
- if tick()-lasts[2]<.2 then dir = dir - torso.CFrame.lookVector * 150 end
- if tick()-lasts[3]<.2 then dir = dir + vnew(0,150,0) end
- if tick()-lasts[4]<.2 then dir = dir - vnew(0,150,0) end
- if tick()-lasts[5]<.2 then dir = dir + torso.CFrame:vectorToWorldSpace(vnew(200,0,0)) end
- if tick()-lasts[6]<.2 then dir = dir + torso.CFrame:vectorToWorldSpace(vnew(-200,0,0)) end
- if dir.magnitude > 0 and doit then
- local p = new('Part',workspace)
- p.Size = vnew(1,1,1)
- p:BreakJoints()
- p.Anchored = true
- new('SpecialMesh',p).MeshId = 'http://www.roblox.com/asset/?id=9756362'
- p.BrickColor = BrickColor.new('Whíte')
- p.Mesh.Scale = vnew(5,5,5)
- p.Transparency = .5
- p.CanCollide = false
- p.CFrame = fnew(torso.Position-dir.unit*5,torso.Position) * CFrame.Angles(math.rad(90),0,0)
- game.Debris:AddItem(p,2)
- t = tick()
- end
- lastdir = dir
- bv.velocity = dir
- wait(1/60)
- end
- bv.Parent = nil
- faston = false
- elseif (k == 'w' or k == 's' or k == ' ' or k == 'd' or k == 'a' or k == '0') and not faston then
- lastw = tick()
- lastl = k
- end
- end
- function kup(k)
- kd = kd:gsub(k,'')
- end
- hoppa.Selected:connect(function(m)
- if eDb or eq1 or at1 then repeat wait() until not eDb and not eq1 and not at1 end
- mouse = m
- mouse.KeyDown:connect(kdown)
- mouse.KeyUp:connect(kup)
- eq1 = true
- eDb = true
- cr()
- cl()
- ls.DesiredAngle = -0.2
- rs.DesiredAngle = 0.2
- for i=1,5 do
- ls.C0 = ls.C0 * CFrame.Angles(0,math.rad(15),0)
- rs.C0 = rs.C0 * CFrame.Angles(0,math.rad(-15),0)
- wait(1/60)
- end
- wait(.1)
- w1.Part0 = nil
- w1.Part1 = nil
- w2.Part0 = nil
- w2.Part1 = nil
- local pos1,pos2 = han2.CFrame,han1.CFrame
- g1 = weld(RA,han2)
- g2 = weld(LA,han1)
- --g1.C0 = RA.CFrame:toObjectSpace(pos1)
- --g2.C0 = LA.CFrame:toObjectSpace(pos2)
- g1.C0 = fnew(0,-.6,0) * CFrame.Angles(math.rad(-100),math.rad(90),0)
- g2.C0 = fnew(0,-.6,0) * CFrame.Angles(math.rad(-90),math.rad(90),0)
- g1.C1 = fnew(0,.8,0)
- g2.C1 = fnew(0,.8,0)
- ls.DesiredAngle = -1.4
- rs.DesiredAngle = 1.4
- wait(.1)
- ls.DesiredAngle = 0
- rs.DesiredAngle = 0
- for i=1,10 do
- ls.C0 = ls.C0 * CFrame.Angles(0,math.rad(-7.5),math.rad(-1))
- rs.C0 = rs.C0 * CFrame.Angles(0,math.rad(7.5),math.rad(1))
- g1.C0 = g1.C0 * CFrame.Angles(0,0,math.rad(19))
- wait(1/60)
- end
- ls.CurrentAngle = 0
- rs.CurrentAngle = 0
- eDb = false
- idcf1 = rs.C0
- idcf2 = ls.C0
- resumeIdle()
- end)
- hoppa.Deselected:connect(function()
- if eDb or not eq1 or at1 then repeat wait() until not eDb and eq1 and not at1 end
- eDb = true
- eq1 = false
- ls.DesiredAngle = -0.8
- rs.DesiredAngle = 0.8
- wait(.1)
- for i=1,10 do
- ls.C0 = ls.C0 * CFrame.Angles(0,math.rad(7.5),math.rad(1))
- rs.C0 = rs.C0 * CFrame.Angles(0,math.rad(-7.5),math.rad(-1))
- g1.C0 = g1.C0 * CFrame.Angles(0,0,math.rad(-19))
- g2.C0 = g2.C0 * fnew(-.05,0,0)
- wait(1/60)
- end
- g1:Destroy()
- g2:Destroy()
- w1.Part0 = torso
- w1.Part1 = han1
- w2.Part0 = torso
- w2.Part1 = han2
- ls.DesiredAngle = 0
- rs.DesiredAngle = 0
- for i=1,5 do
- ls.C0 = ls.C0 * CFrame.Angles(0,math.rad(-15),0)
- rs.C0 = rs.C0 * CFrame.Angles(0,math.rad(15),0)
- wait(1/60)
- end
- cr()
- cl()
- eDb = false
- end)
- print'YoZamiKekodashi SwordDaggers loaded';
- if active==true then
- shw(5 , 'Kodashi daggers are active!')
- else
- shw(5 , 'Kodashi daggers are not active!')
- end
- Game.Workspace.kash5.Animate:remove()
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