Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- --[[
- This Script is created by:
- Fenrier: Everything
- xSoulStealerx: Model of the bot
- If you're gonna steal this, then please I ask you. Please don't forum,free model, give
- away, or anything like that to this script. Thank you very much :)
- ]]
- Player = game:GetService("Players").WinslowMau
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- necko=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- mode=1
- color="Navy blue"
- damage=15
- canshoot=false
- shooting1=false
- shooting2=false
- cframe=CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- weld=false
- local main = Instance.new("Part")
- local mod = Instance.new("Model",Character)
- local pip2 = Instance.new("Part")
- local pip1 = Instance.new("Part")
- local mainp = Instance.new("Part")
- local mainweld = Instance.new("Weld")
- local p1 = Instance.new("Part")
- local p2 = Instance.new("Part")
- local p3 = Instance.new("Part")
- local p4 = Instance.new("Part")
- local p5 = Instance.new("Part")
- local p6 = Instance.new("Part")
- local p7 = Instance.new("Part")
- local p8 = Instance.new("Part")
- local p9 = Instance.new("Seat")
- p6.BrickColor=BrickColor.new("Black")
- local Type=Instance.new("StringValue")
- local CanShoot=Instance.new("BoolValue")
- local MienMouse=Instance.new("ObjectValue")
- MMouse = nil
- sitting=false
- --player
- player = nil
- --save shoulders
- RSH, LSH = nil, nil
- --welds
- RW, LW = Instance.new("Weld"), Instance.new("Weld")
- --what anim
- anim = "none"
- if Player.PlayerGui:findFirstChild("Fen's GUI") ~= nil then
- Player.PlayerGui:findFirstChild("Fen's GUI").Parent = nil
- end
- local fengui = Instance.new("GuiMain")
- fengui.Parent = Player.PlayerGui
- fengui.Name = "Fen's GUI"
- local fenframe = Instance.new("Frame")
- fenframe.Parent = fengui
- fenframe.BackgroundColor3 = Color3.new(255,255,255)
- fenframe.BackgroundTransparency = 1
- fenframe.BorderColor3 = Color3.new(17,17,17)
- fenframe.Size = UDim2.new(0.0500000007, 0, 0.100000001, 0)
- fenframe.Position = UDim2.new(0,0,0,0)
- local fentext2 = Instance.new("TextLabel")
- fentext2.Parent = fenframe
- fentext2.Text = " "
- fentext2.BackgroundTransparency = 0
- fentext2.BackgroundColor3 = Color3.new(0,0,1)
- fentext2.SizeConstraint = "RelativeXY"
- fentext2.TextXAlignment = "Center"
- fentext2.TextYAlignment = "Center"
- fentext2.Position = UDim2.new(0,10,1,170)
- fentext2.Size = UDim2.new(2.79999995,0,0.210000306,0)
- local fentext3 = Instance.new("TextLabel")
- fentext3.Parent = fenframe
- fentext3.Text = "Shoot: "..tostring(canshoot).." | Mode: "..mode..""
- fentext3.BackgroundTransparency = 0
- fentext3.BackgroundColor3 = Color3.new(1,1,1)
- fentext3.SizeConstraint = "RelativeXY"
- fentext3.TextXAlignment = "Center"
- fentext3.TextYAlignment = "Center"
- fentext3.Position = UDim2.new(0,10,1,170)
- fentext3.Size = UDim2.new(400*0.007,0,0.400000006,0)
- 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:BreakJoints()
- end
- function weld(w, p, p0, p1, a, b, c, x, y, z)
- w.Parent = p
- w.Part0 = p0
- 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 findNearestTorso(pos)
- local list = game.Workspace:children()
- local torso = nil
- local dist = 50
- local temp = nil
- local human = nil
- local temp2 = nil
- for x = 1, #list do
- temp2 = list[x]
- if (temp2.className == "Model") and (temp2 ~= Character) and (temp2.Name ~= "WinslowMau") then
- temp = temp2:findFirstChild("Torso")
- human = temp2:findFirstChild("Humanoid")
- if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
- if (temp.Position - pos).magnitude < dist then
- torso = temp
- dist = (temp.Position - pos).magnitude
- end
- end
- end
- end
- return torso
- end
- if Character:findFirstChild("Controller Model") ~= nil then
- Character:findFirstChild("Controller Model").Parent = nil
- end
- CModel=Instance.new("Model")
- CModel.Parent=Character
- CModel.Name="Controller Model"
- function makerob()
- coroutine.resume(coroutine.create(function()
- if Character:findFirstChild("Fen's Bot",true) ~= nil then
- Character:findFirstChild("Fen's Bot",true).Parent = nil
- end
- mod.Parent=Character
- mod.Name = "Fen's Bot"
- -- local main = Instance.new("Part")
- prop(main,mod,true,0,0,2.4,1.3,4,color,false,"Custom")
- main.Name = "MainPart"
- main.Position = Head.Position+Vector3.new(0,10,0)
- for i=-1, 1, 2 do
- local fir = Instance.new("Part")
- prop(fir,mod,true,0,0,1,1.8,1,"Black",false,"Custom")
- local wel = Instance.new("Weld")
- weld(wel,main,main,fir,(0.4+math.pi),0,i/2.5,i,1,-1.7)
- local fira = Instance.new("Fire",fir)
- fira.Color = Color3.new(0.1,1,0.1)
- fira.SecondaryColor = fira.Color
- fira.Size = 1
- fira.Heat = 25
- end
- for i=-1, 1, 2 do
- local fir = Instance.new("Part")
- prop(fir,mod,true,0,0,1,1.8,1,"Black",false,"Custom")
- local wel = Instance.new("Weld")
- weld(wel,main,main,fir,(-0.4+math.pi),0,i/2.5,i,1,1.7)
- local fira = Instance.new("Fire",fir)
- fira.Color = Color3.new(0.1,1,0.1)
- fira.SecondaryColor = fira.Color
- fira.Size = 1
- fira.Heat = 25
- end
- prop(pip2,mod,true,0,0,0.6,2,0.6,"Black",false,"Custom")
- local mes = Instance.new("SpecialMesh")
- mesh(mes,pip2,1,1,1,"Head")
- local we = Instance.new("Weld")
- weld(we,main,main,pip2,1.57,0,1.57,0.6,-0.3,2.2)
- prop(pip1,mod,true,0,0,0.6,2,0.6,"Black",false,"Custom")
- local mes = Instance.new("SpecialMesh")
- mesh(mes,pip1,1,1,1,"Head")
- local we = Instance.new("Weld")
- weld(we,main,main,pip1,1.57,0,1.57,-0.6,-0.3,2.2)
- local bal = Instance.new("Part")
- prop(bal,mod,true,0,0,2.2,1,3.6,"Black",false,"Custom")
- local mf = Instance.new("SpecialMesh")
- mesh(mf,bal,1,1,1,"Sphere")
- local weg = Instance.new("Weld")
- weld(weg,main,main,bal,0,0,0,0,-0.6,0)
- local pos = Instance.new("BodyPosition",main)
- pos.position = Torso.Position + Vector3.new(0,25,0)
- pos.maxForce = Vector3.new(7500,7500,7500)
- pos.Name = "BP"
- local bg = Instance.new("BodyGyro",main)
- bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bg.P = 50000
- bg.cframe = CFrame.new(main.Position, Torso.Position)
- bg.Name = "BG"
- while true do
- wait()
- if mode==1 then
- if workspace.WinslowMau.Torso then
- local target = findNearestTorso(Character.Torso.Position)
- if target~=nil then
- bg.cframe = CFrame.new(main.Position, target.Position)
- if canshoot==true then
- coroutine.resume(coroutine.create(function()
- if target~=nil and shooting1==false then
- shooting1=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip1,damage/2)
- shooting1=false
- end
- end))
- coroutine.resume(coroutine.create(function()
- if target~=nil and shooting2==false then
- shooting2=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip2,damage*2)
- shooting2=false
- end
- end))
- end
- else
- bg.cframe = CFrame.new(main.Position, Torso.Position)
- end
- local heh = math.random(1,35)
- if heh == 1 then
- pos.position = Torso.Position + Vector3.new(math.random(-24,24),math.random(5,25),math.random(-24,24))
- end
- end
- elseif mode==2 then
- if workspace.WinslowMau.Torso then
- -- print(shooting)
- vel=main.Velocity.x
- if vel>=0.7 then
- vel=0.7
- end
- if vel<-0.7 then
- vel=-0.7
- end
- vel2=main.Velocity.z
- if vel2>=0.7 then
- vel2=0.7
- end
- if vel2<-0.7 then
- vel2=-0.7
- end
- p2.Weld.C0 = CFrame.new(0, -0.8, 0) * CFrame.fromEulerAnglesXYZ(-vel,0,vel2)
- LW.C0 = CFrame.new(-1.5+0.3,0.5,-0.3) * CFrame.fromEulerAnglesXYZ(1.5,0,0.5)
- LW.C1 = CFrame.new(vel2/3, 0.5-vel/2, 0) * CFrame.fromEulerAnglesXYZ(0,0,-vel2/2)
- if canshoot==true then
- coroutine.resume(coroutine.create(function()
- if target~=nil and shooting1==false then
- shooting1=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip1,damage/2)
- shooting1=false
- end
- end))
- coroutine.resume(coroutine.create(function()
- if target~=nil and shooting2==false then
- shooting2=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip2,damage*2)
- shooting2=false
- end
- end))
- end
- if MMouse.Hit.p~=nil then
- bg.cframe = CFrame.new(main.Position, MMouse.Hit.p)
- end
- local heh = math.random(1,35)
- if heh == 1 then
- if MMouse.Hit.p~=nil then
- pos.position = MMouse.Hit.p + Vector3.new(math.random(-24,24),math.random(5,25),math.random(-24,24))
- else
- pos.position = Torso.Position + Vector3.new(math.random(-24,24),math.random(5,25),math.random(-24,24))
- end
- end
- end
- elseif mode==3 then
- if workspace.WinslowMau.Torso then
- local target = findNearestTorso(Character.Torso.Position)
- if target~=nil then
- bg.cframe = CFrame.new(main.Position, target.Position)
- -- print(shooting)
- if canshoot==true then
- coroutine.resume(coroutine.create(function()
- if target~=nil and shooting1==false then
- shooting1=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip1,damage/2)
- shooting1=false
- end
- end))
- coroutine.resume(coroutine.create(function()
- if target~=nil and shooting2==false then
- shooting2=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip2,damage*2)
- shooting2=false
- end
- end))
- end
- else
- bg.cframe = CFrame.new(main.Position, Torso.Position)
- end
- local heh = 1
- if heh == 1 then
- pos.position = Torso.Position + Vector3.new(0,20,0)
- end
- end
- elseif mode==4 then
- if workspace.WinslowMau.Torso then
- vel=main.Velocity.x
- if vel>=0.7 then
- vel=0.7
- end
- if vel<-0.7 then
- vel=-0.7
- end
- vel2=main.Velocity.z
- if vel2>=0.7 then
- vel2=0.7
- end
- if vel2<-0.7 then
- vel2=-0.7
- end
- p2.Weld.C0 = CFrame.new(0, -0.8, 0) * CFrame.fromEulerAnglesXYZ(-vel,0,vel2)
- LW.C0 = CFrame.new(-1.5+0.3,0.5,-0.3) * CFrame.fromEulerAnglesXYZ(1.5,0,0.5)
- LW.C1 = CFrame.new(vel2/3, 0.5-vel/2, 0) * CFrame.fromEulerAnglesXYZ(0,0,-vel2/2)
- if canshoot==true then
- coroutine.resume(coroutine.create(function()
- if target~=nil and shooting1==false then
- shooting1=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip1,damage/2)
- shooting1=false
- end
- end))
- coroutine.resume(coroutine.create(function()
- if target~=nil and shooting2==false then
- shooting2=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip2,damage*2)
- shooting2=false
- end
- end))
- end
- if MMouse.Hit.p~=nil then
- bg.cframe = CFrame.new(main.Position, MMouse.Hit.p)
- end
- local heh = 1
- if heh == 1 then
- pos.position = Torso.Position + Vector3.new(0,20,0)
- end
- end
- elseif mode==5 then
- if workspace.WinslowMau.Torso then
- if sitting==false then
- coroutine.resume(coroutine.create(function()
- for i=0,1,0.1 do
- wait()
- print(p9.Parent)
- sitting=true
- p9.formFactor = 1
- p9.CanCollide = false
- p9.Name = "Dat Seat"
- p9.Locked = true
- p9.Size = Vector3.new(2,1,2)
- p9.BrickColor=BrickColor.new("Navy blue")
- p9.Parent = mod
- p9.CFrame=main.CFrame
- p9:BreakJoints()
- local seatweld = Instance.new("Weld")
- seatweld.Parent = p9
- seatweld.Part0 = p9
- seatweld.Part1 = main
- seatweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0, 0, 0)
- end
- end))
- end
- vel=main.Velocity.x
- if vel>=0.7 then
- vel=0.7
- end
- if vel<-0.7 then
- vel=-0.7
- end
- vel2=main.Velocity.z
- if vel2>=0.7 then
- vel2=0.7
- end
- if vel2<-0.7 then
- vel2=-0.7
- end
- p2.Weld.C0 = CFrame.new(0, -0.8, 0) * CFrame.fromEulerAnglesXYZ(-vel,0,vel2)
- LW.C0 = CFrame.new(-1.5+0.3,0.5,-0.3) * CFrame.fromEulerAnglesXYZ(1.5,0,0.5)
- LW.C1 = CFrame.new(vel2/3, 0.5-vel/2, 0) * CFrame.fromEulerAnglesXYZ(0,0,-vel2/2)
- -- print(shooting)
- if canshoot==true then
- coroutine.resume(coroutine.create(function()
- if shooting1==false then
- shooting1=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip1,25)
- shooting1=false
- end
- end))
- coroutine.resume(coroutine.create(function()
- if shooting2==false then
- shooting2=true
- wait(math.random())
- fire1(0.3)
- shoottrail2(pip2,15)
- shooting2=false
- end
- end))
- end
- if MMouse.Hit.p~=nil then
- bg.cframe = CFrame.new(main.Position, MMouse.Hit.p+Vector3.new(0,4,0))
- end
- local heh = 1
- if heh == 1 then
- if MMouse.Hit.p~=nil then
- pos.position = MMouse.Hit.p + Vector3.new(0,4,0)
- end
- end
- end
- end
- end
- end))
- end
- makerob()
- if (script.Parent.className ~= "HopperBin") then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "AI Bot"
- script.Parent = Tool
- end
- Bin = script.Parent
- function shoottrail2(pos1,Damage)
- coroutine.resume(coroutine.create(function()
- spread2 = 0
- range2 = 1000
- rangepower = 5
- local spreadvector = (Vector3.new(math.random(-spread2,spread2),math.random(-spread2,spread2),math.random(-spread2,spread2)) / 100) --* (pos1.Position).magnitude/100
- --local dir = Head.CFrame.lookVector+spreadvector
- local dir = main.CFrame.lookVector+spreadvector
- local ammount = 100
- local hit2,pos = rayCast(pos1.Position,dir,10,mod)
- local rangepos = range2
- local function drawtrail(From,To)
- local effectsmsh = Instance.new("SpecialMesh")
- local Damg = Damage*2
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.MeshType="Sphere"
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- local spar=Instance.new("Sparkles")
- spar.Parent=effectsg
- spar.SparkleColor=Color3.new(0, 0, 102)
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(1,0.4,1)
- effectsg.Parent = mod
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new("Cyan")
- effectsg.Reflectance = 0.25
- local LP = From
- local point1 = To
- local mg = (LP - point1).magnitude
- effectsmsh.Scale = Vector3.new(1,mg*5,1)
- effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- spar.Enabled=false
- Smok.Enabled=false
- end))
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.2 do
- wait()
- --effectsg.Transparency = 1*i
- effectsmsh.Scale = Vector3.new(1-1*i,mg*5,1-1*i)
- end
- effectsg.Transparency = 1
- wait()
- effectsg.Parent = nil
- end))
- end
- local newpos = pos1.Position
- local inc = rangepower
- local Damg = Damage*2
- local decr = 0
- repeat
- wait()
- rangepos = rangepos - 10
- dir = dir
- --dir = dir
- --print(Damg)
- hit2,pos = rayCast(newpos,dir,inc,mod)
- drawtrail(newpos,pos)
- newpos = newpos + (dir * inc)
- if alt==1 then
- inc = 10
- if inc >= 20 then
- inc = inc - 10
- end
- end
- if hit2 ~= nil then
- rangepos = 0
- end
- until rangepos <= 0
- EVENMOARMAGIX2(CFrame.new(newpos),2,2,2,0,0,0,0,0,0,BrickColor.new("Cyan"))
- if hit2 ~= nil then
- local effectsmsh = Instance.new("SpecialMesh")
- effectsmsh.MeshId = "http://www.roblox.com/asset/?id=15887356"
- --effectsmsh.Scale = Vector3.new(1,1,2.5)
- effectsmsh.Scale = Vector3.new(3,3,3)
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Arrow"
- effectsg.Locked = true
- effectsg.Transparency = 1
- effectsg.Size = Vector3.new(0.2,0.2,0.2)
- effectsg.Parent = mod
- effectsg.BrickColor = BrickColor.new("Cyan")
- effectsmsh.Parent = effectsg
- effectsg.CFrame = CFrame.new(newpos,pos) + CFrame.new(newpos,pos).lookVector*2.5*2
- coroutine.resume(coroutine.create(function()
- wait()
- effectsg.Parent = nil
- end))
- local efwel = Instance.new("Weld")
- efwel.Parent = effectsg
- efwel.Part0 = effectsg
- efwel.Part1 = hit2
- efwel.Parent = nil
- effectsg.Anchored = true
- local HitPos = effectsg.Position + CFrame.new(newpos,pos).lookVector*0.75
- --local HitPos = pppart.Position + CFrame.new(newpos,pos).lookVector*0.75
- --local HitPos = pppart.Position + (prt1.CFrame.lookVector * .5)
- local CJ = CFrame.new(HitPos)
- local C0 = effectsg.CFrame:inverse() * CJ
- local C1 = hit2.CFrame:inverse() * CJ
- --efwel.C0 = C0
- --efwel.C1 = C1
- --efwel.Parent = effectsg
- if hit2.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit2.Parent.Humanoid
- attackdebounce=false
- Damagefunc1(hit2,math.floor(Damg/4),5)
- elseif hit2.Parent.Parent ~= nil and hit2.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit2.Parent.Parent.Humanoid
- attackdebounce=false
- Damagefunc1(hit2,math.floor(Damg/4),5)
- end
- end
- end))
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , Ignore Descendants
- return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function MMMAGIC(part,x1,y1,z1,x2,y2,z2,color)
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(1,1,1)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(x1,y1,z1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- 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 = CFrame.new(Part.Position-Vector3.new(0,0.3,0))*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
- function UltimaMMMAGIC(part,x1,y1,z1,x2,y2,z2,color)
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(x1,y1,z1)
- S=Instance.new("Part")
- S.Name="Effect"
- 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
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- 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
- function MOREMAGIX(part,cframe,x,y,z,color)
- p2=Instance.new("Part")
- p2.Name="Blast"
- p2.TopSurface=0
- p2.BottomSurface=0
- p2.CanCollide=false
- p2.Anchored=true
- p2.BrickColor=color
- p2.Size=Vector3.new(x,y,z)
- p2.formFactor="Symmetric"
- p2.CFrame=part.CFrame*CFrame.new(0,cframe,0)
- p2.Parent=workspace
- m=Instance.new("BlockMesh")
- m.Parent=p2
- m.Name="BlastMesh"
- coroutine.resume(coroutine.create(function(part,dir) for loll=1, 15 do part.BlastMesh.Scale=part.BlastMesh.Scale-Vector3.new(.09,.09,.09) part.Transparency=loll/20 part.CFrame=part.CFrame*CFrame.new(dir)*CFrame.fromEulerAnglesXYZ(math.random(-100,100)/100, math.random(-100,100)/100, math.random(-100,100)/100) wait() end part.Parent=nil end),p2,Vector3.new(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10))
- end
- function EVENMOARMAGIX(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- msh1.MeshType = "Sphere"
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(x1,y1,z1)
- S.BrickColor=color
- if Style == "WingBlade" and element == "Dark" then
- S.BrickColor=BrickColor.new("Black")
- end
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
- S.Parent=Character
- msh1.Parent = S
- 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 WaveEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(x1,y1,z1)
- msh1.MeshId = "http://www.roblox.com/asset/?id=20329976"
- S=Instance.new("Part")
- S.Name="Effect"
- 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
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
- S.Parent=Character
- msh1.Parent = S
- 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 BlastEffect(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(x1,y1,z1)
- msh1.MeshId = "http://www.roblox.com/asset/?id=1323306"
- S=Instance.new("Part")
- S.Name="Effect"
- 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
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part.CFrame*CFrame.new(x2,y2,z2)*CFrame.fromEulerAnglesXYZ(x3,y3,z3)
- S.Parent=Character
- msh1.Parent = S
- 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 EVENMOARMAGIX2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- msh1.MeshType = "Sphere"
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(x1,y1,z1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part
- S.Parent=workspace
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 5 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.3,0.3,0.3) Part.Transparency=Part.Transparency+0.15 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- function ss(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
- SlashSound.Parent = main
- SlashSound.Volume = .7
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function critsound(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2801263"
- SlashSound.Parent = main
- SlashSound.Volume = .4
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function charge(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137"
- SlashSound.Parent = main
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function bewm(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2248511"
- SlashSound.Parent = main
- SlashSound.Volume = .7
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function abscond(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2767090"
- SlashSound.Parent = main
- game:service'Lighing'["Lolsound"].Value=SlashSound
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function distort(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2974249"
- SlashSound.Parent = main
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function thwack(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=46153268"
- SlashSound.Parent = main
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function fire1(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2697431"
- SlashSound.Parent = main
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function fire2(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=48618802 "
- SlashSound.Parent = main
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function grip(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds/swordslash.wav"
- SlashSound.Parent = main
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function reload(pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2697295"
- SlashSound.Parent = main
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- Damagefunc1=function(hit,Damage,Knockback)
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- if hit.Parent==nil then
- return
- end
- CPlayer=Bin
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- Damage=Damage
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- -- print(c.Value)
- if math.random(0,99)+math.random()<=5 then
- CRIT=true
- Damage=Damage*1.5
- --[[ Knockback=Knockback*2
- r=Instance.new("BodyAngularVelocity")
- r.P=3000
- r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
- r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- r.Parent=hit.Parent.Torso]]
- critsound(2)
- end
- Damage=Damage+math.random(0,10)
- -- Blood(hit.CFrame*CFrame.new(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2))
- h:TakeDamage(Damage)
- showDamage(hit.Parent,Damage,.5)
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- vp.velocity=Torso.CFrame.lookVector*Knockback+Torso.Velocity/1.05
- if Knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,.25)
- --[[ r=Instance.new("BodyAngularVelocity")
- r.P=3000
- r.maxTorque=Vector3.new(500000000,50000000000,500000000)*50000
- r.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- r.Parent=hit.Parent.Torso]]
- game:GetService("Debris"):AddItem(r,.5)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- CRIT=false
- hitDeb=true
- AttackPos=6
- end
- end
- end
- showDamage=function(Char,Dealt,du)
- m=Instance.new("Model")
- m.Name=tostring(Dealt)
- h=Instance.new("Humanoid")
- h.Health=0
- h.MaxHealth=0
- h.Parent=m
- c=Instance.new("Part")
- c.Transparency=0
- c.BrickColor=BrickColor:Red()
- if CRIT==true then
- c.BrickColor=BrickColor.new("Really red")
- end
- c.Name="Head"
- c.TopSurface=0
- c.BottomSurface=0
- c.formFactor="Plate"
- c.Size=Vector3.new(1,.4,1)
- ms=Instance.new("CylinderMesh")
- ms.Scale=Vector3.new(.8,.8,.8)
- if CRIT==true then
- ms.Scale=Vector3.new(1.25,1.5,1.25)
- end
- ms.Parent=c
- c.Reflectance=0
- Instance.new("BodyGyro").Parent=c
- c.Parent=m
- c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0))
- f=Instance.new("BodyPosition")
- f.P=2000
- f.D=100
- f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- f.position=c.Position+Vector3.new(0,3,0)
- f.Parent=c
- game:GetService("Debris"):AddItem(m,.5+du)
- c.CanCollide=false
- m.Parent=workspace
- c.CanCollide=false
- end
- hold = false
- function ob1d(mouse)
- if attack == true then return end
- if mouse.Target.Parent:findFirstChild("Humanoid")~=nil then
- player = Player
- ch = Character
- RW = ch.Torso["Right Shoulder"]
- LW = ch.Torso["Left Shoulder"]
- coroutine.resume(coroutine.create(function()
- DerpRainEffect(mouse.Target)
- end))
- hold = true
- --[[RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso ]]
- RW.C0 = CFrame.new(1,0.5,0,0,0,1,0,1,0,-1,-0,-0)
- LW.C0 = CFrame.new(-1,0.5,0,-0,-0,-1,0,1,0,1,0,0)
- end
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- function Key(key,mouse)
- if key == "q" then
- for i=0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-1.5+0.3-0.1*i,0.5,-0.3+0.1*i) * CFrame.fromEulerAnglesXYZ(1.5,0,0.5+0.4*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i=0,1,0.2 do
- wait()
- p5.Mesh.Scale = Vector3.new(0.3,0.3-0.09*i,0.3)
- LW.C0 = CFrame.new(-1.5+0.3-0.1,0.5,-0.3+0.1) * CFrame.fromEulerAnglesXYZ(1.5-0.2*i,0,0.5+0.4+0.1*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- if canshoot==false then
- canshoot=true
- p6.BrickColor=BrickColor.new("New Yeller")
- else
- canshoot=false
- p6.BrickColor=BrickColor.new("Black")
- end
- for i=0,1,0.2 do
- wait()
- p5.Mesh.Scale = Vector3.new(0.3,0.3-0.09+0.09*i,0.3)
- LW.C0 = CFrame.new(-1.5+0.3-0.1,0.5,-0.3+0.1) * CFrame.fromEulerAnglesXYZ(1.5-0.2+0.2*i,0,0.5+0.4+0.1-0.1*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i=0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-1.5+0.3-0.1+0.1*i,0.5,-0.3+0.1-0.1*i) * CFrame.fromEulerAnglesXYZ(1.5,0,0.5+0.4-0.4*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- if key=="e" then
- sitting=false
- p9.Parent=nil
- p2.Weld.C0 = CFrame.new(0, -0.8, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- for i=0,1,0.1 do
- wait()
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0.3-0.1*i,0,0)
- LW.C0 = CFrame.new(-1.5+0.3,0.5,-0.3-0.6*i) * CFrame.fromEulerAnglesXYZ(1.5,0,0.5-0.4*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i=0,1,0.2 do
- wait()
- p8.Mesh.Scale = Vector3.new(0.3,0.3-0.09*i,0.3)
- LW.C0 = CFrame.new(-1.5+0.3,0.5,-0.3-0.6) * CFrame.fromEulerAnglesXYZ(1.5-0.2*i,0,0.5-0.4)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- if mode==1 then
- mode=2
- elseif mode==2 then
- mode=3
- elseif mode==3 then
- mode=4
- elseif mode==4 then
- mode=5
- elseif mode==5 then
- mode=1
- end
- for i=0,1,0.2 do
- wait()
- p2.Weld.C0 = CFrame.new(0, -0.8, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- p8.Mesh.Scale = Vector3.new(0.3,0.3-0.09+0.09*i,0.3)
- LW.C0 = CFrame.new(-1.5+0.3,0.5,-0.3-0.6) * CFrame.fromEulerAnglesXYZ(1.5-0.2+0.2*i,0,0.5-0.4)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i=0,1,0.1 do
- wait()
- p2.Weld.C0 = CFrame.new(0, -0.8, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0.3-0.1+0.1*i,0,0)
- LW.C0 = CFrame.new(-1.5+0.3,0.5,-0.3-0.6+0.6*i) * CFrame.fromEulerAnglesXYZ(1.5,0,0.5-0.4+0.4*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- sitting=false
- p9.Parent=nil
- end
- end
- function Key2(key,mouse)
- end
- function s(mouse)
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(function(key) Key(key,mouse) end)
- mouse.KeyUp:connect(function(key) Key2(key,mouse) end)
- MMouse = mouse
- --mouse.KeyDown:connect(key,mouse)
- --mouse.KeyUp:connect(key2,mouse)
- MienMouse.Parent=mod
- MienMouse.Value=MMouse
- MienMouse.Name="MouseValue"
- equipped = true
- player = Player
- ch = Character
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- --
- RW.Part0 = ch.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1 = CFrame.new(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- --_G.R = RW
- --
- LW.Part0 = ch.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- --_G.L = LW
- for i=0,1,0.1 do
- wait()
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3*i,3.14,0.3*i) * CFrame.new(0,0,-0.5)
- 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*i,0.5,0.5*i) * CFrame.fromEulerAnglesXYZ(-0.3*i,0,-0.5*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- CModel.Parent=Character
- --local mainp = Instance.new("Part")
- mainp.formFactor = 1
- mainp.CanCollide = false
- mainp.Name = "MainPart"
- mainp.Locked = true
- mainp.Size = Vector3.new(2,1,2)
- mainp.BrickColor=BrickColor.new(color)
- mainp.Parent = CModel
- local mainmesh = Instance.new("BlockMesh")
- mainmesh.Parent = mainp
- mainmesh.Scale = Vector3.new(1,0.5,1)
- --local mainweld = Instance.new("Weld")
- mainweld.Parent = mainp
- mainweld.Part0 = mainp
- mainweld.Part1 = RightArm
- mainweld.C0 = CFrame.fromEulerAnglesXYZ(1.57,0,0) * CFrame.new(0, 1.9, 0)
- --local p1 = Instance.new("Part")
- p1.formFactor = 1
- p1.CanCollide = false
- p1.Name = "Part1"
- p1.Locked = true
- p1.Size = Vector3.new(1,1,1)
- p1.BrickColor=BrickColor.new(color)
- p1.Parent = CModel
- local m1 = Instance.new("SpecialMesh")
- m1.Parent = p1
- m1.MeshType="Sphere"
- m1.Scale = Vector3.new(1.2,0.5,1.2)
- local w1 = Instance.new("Weld")
- w1.Parent = p1
- w1.Part0 = p1
- w1.Part1 = mainp
- w1.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0, -0.2, 0)
- --local p2 = Instance.new("Part")
- p2.formFactor = 1
- p2.CanCollide = false
- p2.Name = "Part2"
- p2.Locked = true
- p2.Size = Vector3.new(1,1,1)
- p2.BrickColor=BrickColor.new("Black")
- p2.Parent = CModel
- local m2 = Instance.new("CylinderMesh")
- m2.Parent = p2
- m2.Scale = Vector3.new(0.3,1,0.3)
- local w2 = Instance.new("Weld")
- w2.Parent = p2
- w2.Part0 = p2
- w2.Part1 = p1
- w2.C0 = CFrame.new(0, -0.8, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --local p3 = Instance.new("Part")
- p3.formFactor = 1
- p3.CanCollide = false
- p3.Name = "Part3"
- p3.Locked = true
- p3.Size = Vector3.new(1,1,1)
- p3.BrickColor=BrickColor.new("Really black")
- p3.Parent = CModel
- local m3 = Instance.new("SpecialMesh")
- m3.Parent = p3
- m3.MeshType="Sphere"
- m3.Scale = Vector3.new(0.5,0.5,0.5)
- local w3 = Instance.new("Weld")
- w3.Parent = p3
- w3.Part0 = p3
- w3.Part1 = p2
- w3.C0 = CFrame.new(0, -0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --local p4 = Instance.new("Part")
- p4.formFactor = 1
- p4.CanCollide = false
- p4.Name = "Part4"
- p4.Locked = true
- p4.Size = Vector3.new(1,1,1)
- p4.BrickColor=BrickColor.new("Black")
- p4.Parent = CModel
- local m4 = Instance.new("CylinderMesh")
- m4.Parent = p4
- m4.Scale = Vector3.new(0.4,0.2,0.4)
- local w4 = Instance.new("Weld")
- w4.Parent = p4
- w4.Part0 = p4
- w4.Part1 = p1
- w4.C0 = CFrame.new(-0.1, 0, -0.8) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --local p5 = Instance.new("Part")
- p5.formFactor = 1
- p5.CanCollide = false
- p5.Name = "Part5"
- p5.Locked = true
- p5.Size = Vector3.new(1,1,1)
- p5.BrickColor=BrickColor.new("Bright red")
- p5.Parent = CModel
- local m5 = Instance.new("CylinderMesh")
- m5.Parent = p5
- m5.Scale = Vector3.new(0.3,0.3,0.3)
- local w5 = Instance.new("Weld")
- w5.Parent = p5
- w5.Part0 = p5
- w5.Part1 = p4
- w5.C0 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --local p6 = Instance.new("Part")
- p6.formFactor = 1
- p6.CanCollide = false
- p6.Name = "Part6"
- p6.Locked = true
- p6.Size = Vector3.new(1,1,1)
- p6.Parent = CModel
- local m6 = Instance.new("SpecialMesh")
- m6.Parent = p6
- m6.MeshType="Sphere"
- m6.Scale = Vector3.new(0.3,0.4,0.3)
- local w6 = Instance.new("Weld")
- w6.Parent = p6
- w6.Part0 = p6
- w6.Part1 = p1
- w6.C0 = CFrame.new(-0.8, 0, 0.8) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --local p7 = Instance.new("Part")
- p7.formFactor = 1
- p7.CanCollide = false
- p7.Name = "Part7"
- p7.Locked = true
- p7.Size = Vector3.new(1,1,1)
- p7.BrickColor=BrickColor.new("Black")
- p7.Parent = CModel
- local m7 = Instance.new("CylinderMesh")
- m7.Parent = p7
- m7.Scale = Vector3.new(0.4,0.2,0.4)
- local w7 = Instance.new("Weld")
- w7.Parent = p7
- w7.Part0 = p7
- w7.Part1 = p1
- w7.C0 = CFrame.new(0.8, 0, 0.8) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --local p8 = Instance.new("Part")
- p8.formFactor = 1
- p8.CanCollide = false
- p8.Name = "Part8"
- p8.Locked = true
- p8.Size = Vector3.new(1,1,1)
- p8.BrickColor=BrickColor.new("Bright red")
- p8.Parent = CModel
- local m8 = Instance.new("CylinderMesh")
- m8.Parent = p8
- m8.Scale = Vector3.new(0.3,0.3,0.3)
- local w8 = Instance.new("Weld")
- w8.Parent = p8
- w8.Part0 = p8
- w8.Part1 = p7
- w8.C0 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- for i=0,1,0.1 do
- wait()
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3-0.3*i,3.14,0.3-0.3*i) * CFrame.new(0,0,-0.5)
- 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+0.5*i,0.5,0.5-0.5*i) * CFrame.fromEulerAnglesXYZ(-0.3+0.3*i,0,-0.5+0.5*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i=0,1,0.1 do
- wait()
- mainweld.C0 = CFrame.fromEulerAnglesXYZ(1.57-0.57*i,0,-0.5*i) * CFrame.new(0.5*i, 1.9-0.3*i, 0)
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0.3*i,0,0)
- LW.C0 = CFrame.new(-1.5+0.3*i,0.5,-0.3*i) * CFrame.fromEulerAnglesXYZ(1.5*i,0,0.5*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5-0.3*i,0.5,-0.3*i) * CFrame.fromEulerAnglesXYZ(1*i,0,-0.5*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- function ds(mouse)
- for i=0,1,0.1 do
- wait()
- mainweld.C0 = CFrame.fromEulerAnglesXYZ(1.57-0.57,0,-0.5) * CFrame.new(0.5, 1.9-0.3, 0)
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0.3-0.3*i,0,0)
- LW.C0 = CFrame.new(-1.5+0.3,0.5,-0.3) * CFrame.fromEulerAnglesXYZ(1.5,0,0.5)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5-0.3,0.5,-0.3) * CFrame.fromEulerAnglesXYZ(1,0,-0.5)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait(0.3)
- for i=0,1,0.1 do
- wait()
- mainweld.C0 = CFrame.fromEulerAnglesXYZ(1.57-0.57+0.57*i,0,-0.5+0.5*i) * CFrame.new(0.5-0.5*i, 1.9-0.3+0.3*i, 0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3*i,3.14,0.3*i) * CFrame.new(0,0,-0.5)
- LW.C0 = CFrame.new(-1.5+0.3-0.3*i,0.5,-0.3+0.3*i) * CFrame.fromEulerAnglesXYZ(1.5-1.5*i,0,0.5-0.5*i)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5-0.3-0.2*i,0.5,-0.3+0.8*i) * CFrame.fromEulerAnglesXYZ(1-1.3*i,0,-0.5)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- CModel.Parent=nil
- mainp.Parent=nil
- p1.Parent=nil
- p2.Parent=nil
- for i=0,1,0.1 do
- wait()
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57+0.3-0.3*i*i,3.14,0.3-0.3*i*i) * CFrame.new(0,0,-0.5)
- RW.C0 = CFrame.new(1.5-0.5+0.5*i,0.5,0.5-0.5*i) * CFrame.fromEulerAnglesXYZ(-0.3+0.3*i,0,-0.5+0.5*i)
- end
- equipped = false
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- Torso.Neck.C0=necko*CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- while true do
- wait(0)
- fentext3.Text = "Shoot: "..tostring(canshoot).." | Mode: "..mode..""
- end
- -- lego This acts as a chat filter. Don't ask why I do it. I just do >.>
- --[[
- Copyrighted (C) Fenrier 2011
- This script is copyrighted for Fenrier. Any use of this script is breaking
- this copyright.
- All Rights Reserved.
- ]]
- -- mediafire
Add Comment
Please, Sign In to add comment