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- --Name Needed--
- me = game.Players.GINGIEHD
- char = me.Character
- cube = nil
- size = 1
- full = 2
- upper = 13
- name = "Soul cube"
- parts = {}
- hold = false
- deb = true
- loldist = 10
- modes = {"bomb", "attack"}
- where = 1
- mode = modes[where]
- function getavg(m)
- local x = {}
- local y = {}
- local z = {}
- for _,v in pairs(m:children()) do
- if v:IsA("BasePart") then
- table.insert(x,v.Position.X)
- table.insert(y,v.Position.Y)
- table.insert(z,v.Position.Z)
- end
- end
- local x2 = 0
- local y2 = 0
- local z2 = 0
- for _,v in pairs(x) do
- x2 = x2 + v
- end
- for _,v in pairs(y) do
- y2 = y2 + v
- end
- for _,v in pairs(z) do
- z2 = z2 + v
- end
- local finalx = x2 / #x
- local finaly = y2 / #y
- local finalz = z2 / #z
- local vec = Vector3.new(finalx,finaly,finalz)
- return vec
- end
- function prop(part, parent, collide, tran, ref, x, y, z, color, anchor, form)
- part.Parent = parent
- part.formFactor = form
- part.CanCollide = collide
- part.Transparency = tran
- part.Reflectance = ref
- part.Size = Vector3.new(x,y,z)
- part.BrickColor = BrickColor.new(color)
- part.TopSurface = 0
- part.BottomSurface = 0
- part.Anchored = anchor
- part.Locked = true
- Instance.new("BlockMesh",part)
- part:BreakJoints()
- end
- function getnoobs(pos)
- local hums = {}
- for _,v in pairs(workspace:children()) do
- for _,k in pairs(v:children()) do
- local to = v:findFirstChild("Torso")
- if k:IsA("Humanoid") and to ~= nil then
- if (to.Position - pos).magnitude < loldist then
- table.insert(hums,k)
- end
- end
- end
- end
- return hums
- end
- function makecube(pos)
- parts = {}
- for _,v in pairs(workspace:children()) do
- if v.Name == name then
- v:remove()
- end
- end
- local mo = Instance.new("Model",workspace)
- mo.Name = name
- cube = mo
- local x, y, z = -full, -full, -full
- local center = CFrame.new(pos) * CFrame.new(0,upper,0)
- repeat
- local cu = Instance.new("Part")
- prop(cu,mo,false,0,0,size,size,size,"Really black",true,"Custom")
- cu.CFrame = center * CFrame.new(x,y,z)
- table.insert(parts,cu)
- x = x + size
- if x > full then
- x = -full
- y = y + size
- end
- if y > full then
- y = -full
- z = z + size
- end
- until z > full
- local lo = full+(size*0.1)
- for o=1,360, 90 do
- local p = Instance.new("Part")
- prop(p,mo,false,0,0.15,size,size,size,"Really black",true,"Custom")
- p.CFrame = center * CFrame.Angles(0,math.rad(o),0) * CFrame.new(lo,lo,lo)
- table.insert(parts,p)
- end
- for o=1,360, 90 do
- local p = Instance.new("Part")
- prop(p,mo,false,0,0.15,size,size,size,"Really black",true,"Custom")
- p.CFrame = center * CFrame.Angles(0,math.rad(o),0) * CFrame.new(lo,-lo,lo)
- table.insert(parts,p)
- end
- for o=1,360, 90 do
- local p = Instance.new("Part")
- prop(p,mo,false,0,0.15,size*1.5,size*1.5,size*1.5,"Really black",true,"Custom")
- p.CFrame = center * CFrame.Angles(0,math.rad(o),0) * CFrame.new(0,0,lo)
- table.insert(parts,p)
- end
- for o=-full,full,full*2 do
- local p = Instance.new("Part")
- prop(p,mo,false,0,0.15,size*1.5,size*1.5,size*1.5,"Really black",true,"Custom")
- p.CFrame = center * CFrame.Angles(0,0,0) * CFrame.new(0,o,0)
- table.insert(parts,p)
- end
- end
- makecube(me.Character.Torso.Position)
- function move(way)
- coroutine.resume(coroutine.create(function()
- for i,v in pairs(parts) do
- wait()
- if way == "fr" then
- v.CFrame = CFrame.new(v.Position) * CFrame.new(0,0,-3)
- elseif way == "ba" then
- v.CFrame = CFrame.new(v.Position) * CFrame.new(0,0,3)
- elseif way == "le" then
- v.CFrame = CFrame.new(v.Position) * CFrame.new(-3,0,0)
- elseif way == "ri" then
- v.CFrame = CFrame.new(v.Position) * CFrame.new(3,0,0)
- elseif way == "up" then
- v.CFrame = CFrame.new(v.Position) * CFrame.new(0,3,0)
- elseif way == "do" then
- v.CFrame = CFrame.new(v.Position) * CFrame.new(0,-3,0)
- end
- end
- end))
- end
- if script.Parent.className ~= "HopperBin" then
- h = Instance.new("HopperBin",me.Backpack)
- h.Name = "SoulCube"
- script.Parent = h
- end
- bin = script.Parent
- function sel(mouse)
- mouse.KeyDown:connect(function(key)
- key = key:lower()
- if key == "t" then
- hold = true
- while hold do
- move("fr")
- wait(0.1)
- end
- elseif key == "g" then
- hold = true
- while hold do
- move("ba")
- wait(0.1)
- end
- elseif key == "f" then
- hold = true
- while hold do
- move("le")
- wait(0.1)
- end
- elseif key == "h" then
- hold = true
- while hold do
- move("ri")
- wait(0.1)
- end
- elseif key == "u" then
- hold = true
- while hold do
- move("up")
- wait(0.1)
- end
- elseif key == "j" then
- hold = true
- while hold do
- move("do")
- wait(0.1)
- end
- elseif key == "q" then
- where = where - 1
- if where < 1 then
- where = #modes
- end
- mode = modes[where]
- elseif key == "e" then
- where = where + 1
- if where > #modes then
- where = 1
- end
- mode = modes[where]
- elseif key == string.char(9) then
- makecube(me.Character.Torso.Position)
- end
- end)
- mouse.KeyUp:connect(function(key)
- key = key:lower()
- if key == "t" or key == "g" or key == "f" or key == "h" or key == "u" or key == "j" then
- hold = false
- end
- end)
- mouse.Button1Down:connect(function()
- if deb then
- if mode == "attack" then
- deb = false
- local poz = mouse.Hit.p
- lol = false
- for _,v in pairs(cube:children()) do
- local lastpos = v.CFrame
- v.Anchored = false
- v.Velocity = Vector3.new(math.random(-40,40),math.random(-40,40),0)
- coroutine.resume(coroutine.create(function()
- local b = Instance.new("BodyPosition",v)
- b.P = 12000
- b.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- b.position = poz + Vector3.new(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10)
- wait(2.2)
- local cf = CFrame.new(poz,b.position) * CFrame.new(0,0,math.random(120,135)/10).p
- b.position = cf
- lol = true
- wait(1.8)
- b.position = lastpos.p
- repeat wait() until (v.Position - b.position).magnitude < 3
- b:remove()
- v.Anchored = true
- for i=1,2 do
- v.CFrame = lastpos
- wait()
- end
- end))
- end
- repeat wait() until lol == true
- local pwn = Instance.new("Part")
- prop(pwn,cube,false,1,0,1,1,1,"Black",true,"Brick")
- pwn.CFrame = CFrame.new(poz)
- local fi = Instance.new("Fire",pwn)
- fi.Size = 1
- fi.Heat = 0
- fi.Color = Color3.new(1,0.3,0)
- fi.SecondaryColor = fi.Color
- for i=1,40,1 do
- wait()
- fi.Size = i
- end
- local hus = getnoobs(pwn.Position)
- for _,v in pairs(hus) do
- coroutine.resume(coroutine.create(function()
- for i=1, 15 do
- v.Health = v.Health - 4
- wait()
- end
- end))
- end
- for i=40,1,-2 do
- wait()
- fi.Size = i
- end
- pwn:remove()
- wait(2.4)
- deb = true
- elseif mode == "bomb" then
- deb = false
- local avrg = getavg(cube)
- for _,v in pairs(cube:children()) do
- local lastpos = v.CFrame
- v.Anchored = false
- coroutine.resume(coroutine.create(function()
- local b = Instance.new("BodyPosition",v)
- b.P = 15000
- b.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- b.position = CFrame.new(v.Position, avrg) * CFrame.new(0,0,7).p
- wait(4)
- b.Parent = nil
- b.position = lastpos.p
- local hih = CFrame.new(v.Position, avrg)
- v.Velocity = hih.lookVector * 110
- wait(1.8)
- b.Parent = v
- repeat wait() until (v.Position - lastpos.p).magnitude < 4
- v.Anchored = true
- b:remove()
- v.CFrame = lastpos
- end))
- end
- local pwn = Instance.new("Part")
- prop(pwn,cube,false,1,0,1,1,1,"Black",true,"Brick")
- pwn.CFrame = CFrame.new(avrg)
- local fi = Instance.new("Fire",pwn)
- fi.Size = 1
- fi.Heat = 0
- fi.Color = Color3.new(1,0.2,0)
- fi.SecondaryColor = fi.Color
- for i=1,22,0.5 do
- wait()
- fi.Size = i
- end
- wait(2.4)
- pwn:remove()
- wait(1)
- loldist = 17
- local hus = getnoobs(pwn.Position)
- for _,v in pairs(hus) do
- v.Health = v.Health - math.random(90,110)
- end
- loldist = 10
- wait(1)
- deb = true
- end
- end
- end)
- end
- bin.Selected:connect(sel)
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