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- --https://github.com/Mokiros/roblox-FE-compatibility
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- local RealPlayer = Player
- do print("FE Compatibility code by Mokiros")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("UserInput_Event")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end local Player = game.Players.LocalPlayer.Character
- local RightArm = Player["Right Arm"]
- local Mouse = game.Players.LocalPlayer:GetMouse()
- local zero = 0
- local dmg = 0
- local ldmg = 0
- local PunchDmg = 30
- local ComboDmg = 40
- local idleing = true
- Player.Humanoid.WalkSpeed = 0
- Player.Humanoid.PlatformStand = true
- Player.HumanoidRootPart.Anchored = true
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0.5,-1.3,0)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0.5,1.3,0)
- Player.HumanoidRootPart.RootJoint.C0 = Player.HumanoidRootPart.RootJoint.C0 * CFrame.Angles(0.1, 0, 0)
- wait(0.025)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1,-1,0)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1,1,0)
- Player.HumanoidRootPart.RootJoint.C0 = Player.HumanoidRootPart.RootJoint.C0 * CFrame.Angles(0.2, 0, 0)
- game:GetService("Chat"):Chat(Player.Head, "I have risen from the billions of rainbows..")
- wait(2)
- game:GetService("Chat"):Chat(Player.Head, "I shall decimate you with the jargon of the skies...")
- wait(2)
- game:GetService("Chat"):Chat(Player.Head, "You shall not live. Worthless being.", "Red")
- wait(1)
- local a = Instance.new("Part", Player)
- a.Size = Vector3.new(20, 150, 20)
- a.Transparency = 1
- a.Material = "Neon"
- a.Anchored = true
- a.CanCollide = false
- a.CFrame = Player.Torso.CFrame
- game:GetService("Chat"):Chat(Player.Head, "Grrr....")
- local flasher = Instance.new("ScreenGui", game.Players.LocalPlayer.PlayerGui)
- flasher.Name = "Flash"
- local flash = Instance.new("ImageLabel", flasher)
- flash.Image = "http://www.roblox.com/asset/?id=141065061"
- flash.Size = UDim2.new(0, 999, 0, 999)
- for i = 1, 20 do
- flash.BackgroundTransparency = flash.BackgroundTransparency + 0.05
- flash.ImageTransparency = flash.BackgroundTransparency
- a.CFrame = Player.Torso.CFrame
- a.BrickColor = BrickColor.Random()
- a.Size = a.Size - Vector3.new(1, 0, 1)
- a.Transparency = a.Transparency - 0.05
- wait()
- end
- a:Remove()
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0.5,-1.3,0)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0.5,1.3,0)
- wait(0.025)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- local eff2 = Instance.new("Part", Player)
- eff2.Size = Vector3.new(5, 5, 5)
- eff2.Transparency = 0
- eff2.Material = "Neon"
- eff2.Anchored = true
- eff2.CanCollide = false
- eff2.CFrame = Player.Torso.CFrame
- eff2eff = Instance.new("SelectionBox", eff2)
- eff2eff.Adornee = eff2
- game:GetService("Chat"):Chat(Player.Head, "GRAHH...RRR..", "Red")
- flash.BackgroundTransparency = 0
- for i = 1, 30 do
- flash.BackgroundTransparency = flash.BackgroundTransparency + 0.0300
- flash.ImageTransparency = flash.BackgroundTransparency
- eff2.CFrame = Player.Torso.CFrame * CFrame.Angles(math.random(), math.random(), math.random())
- eff2.BrickColor = BrickColor.new("Black")
- eff2eff.Color = BrickColor.Random()
- wait()
- end
- flash.BackgroundTransparency = 1
- flash.ImageTransparency = flash.BackgroundTransparency
- eff2:Remove()
- local eff3 = Instance.new("Part", Player)
- eff3.Size = Vector3.new(20, 20, 20)
- eff3.Transparency = 0
- eff3.Material = "Neon"
- eff3.Anchored = true
- eff3.CanCollide = false
- eff3.Shape = "Ball"
- eff3.CFrame = Player.Torso.CFrame
- game:GetService("Chat"):Chat(Player.Head, "GRRRRRRR...!", "Red")
- flash.BackgroundTransparency = 0
- flash.ImageTransparency = flash.BackgroundTransparency
- for i = 1, 40 do
- flash.BackgroundTransparency = flash.BackgroundTransparency + 0.025
- flash.ImageTransparency = flash.BackgroundTransparency
- eff3.Size = eff3.Size - Vector3.new(0.5, 0.5, 0.5)
- eff3.CFrame = Player.Torso.CFrame * CFrame.Angles(math.random(), math.random(), math.random())
- eff3.BrickColor = BrickColor.Random()
- wait()
- end
- eff3:Remove()
- local Hair = Instance.new("Part", Player)
- Hair.Name = "Hair"
- Hair.Material = "Neon"
- Hair.Size = Vector3.new(2, 0.8, 2.4)
- Hold = Instance.new("Weld", Player.Head)
- Hold.Part0 = Player.Head
- Hold.Part1 = Hair
- Hold.C0 = CFrame.new(-0.1, 0.8, 0)
- local Mesh = Instance.new("SpecialMesh", Hair)
- Mesh.MeshType = "FileMesh"
- Mesh.Scale = Vector3.new(1.2, 1, 1)
- Mesh.MeshId = ("http://www.roblox.com/asset/?id=145283773 ")
- Mesh.TextureId = ("http://www.roblox.com/asset/?id=151460207")
- local explosion1 = Instance.new("Part", Player)
- explosion1.Size = Vector3.new(20, 20, 20)
- explosion1.Transparency = 0
- explosion1.Material = "Neon"
- explosion1.Anchored = true
- explosion1.CanCollide = false
- explosion1.Shape = "Ball"
- explosion1.CFrame = Player.Torso.CFrame
- for I,f in pairs (Player:GetChildren()) do
- if f:IsA("Hat") then f.Handle.Transparency = 1
- end
- end
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-0,-1.3,0)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-0.5,1.3,0)
- Player.HumanoidRootPart.RootJoint.C0 = Player.HumanoidRootPart.RootJoint.C0 * CFrame.Angles(-0.5, 0, 0)
- wait(0.025)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1.2,-2,0)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1.2,2,0)
- Player.HumanoidRootPart.RootJoint.C0 = Player.HumanoidRootPart.RootJoint.C0 * CFrame.Angles(-0.1, 0, 0)
- game:GetService("Chat"):Chat(Player.Head, "GRAAAAAAAAAAHHHH!", "Red")
- flash.BackgroundTransparency = 0
- flash.ImageTransparency = flash.BackgroundTransparency
- for i = 1, 40 do
- flash.BackgroundTransparency = flash.BackgroundTransparency + 0.025
- flash.ImageTransparency = flash.BackgroundTransparency
- explosion1.BrickColor = BrickColor.Random()
- explosion1.Size = explosion1.Size + Vector3.new(1, 1, 1)
- explosion1.Transparency = explosion1.Transparency + 0.025
- wait()
- end
- explosion1:Remove()
- Player.Humanoid.WalkSpeed = 30
- Player.Humanoid.MaxHealth = 99e99
- wait()
- Player.Humanoid.Health = 99e99
- Player.HumanoidRootPart.Anchored = false
- Player.HumanoidRootPart.RootJoint.C0 = Player.HumanoidRootPart.RootJoint.C0 * CFrame.Angles(0, 0, 0)
- wait(0.025)
- Player.HumanoidRootPart.RootJoint.C0 = Player.HumanoidRootPart.RootJoint.C0 * CFrame.Angles(0.3, 0, 0)
- game:GetService("Chat"):Chat(Player.Head, "Learn to respect an legendary being.")
- Player.Humanoid.PlatformStand = false
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-0.5,-1.3,0)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-0.5,1.3,0)
- wait(0.025)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- local fire = Instance.new("Fire", Player.Torso)
- local light = Instance.new("SpotLight", Player.Torso)
- light.Angle = 180
- light.Brightness = 50
- light.Face = "Bottom"
- flasher:Remove()
- Mouse.KeyDown:connect(function(key)
- if key == "q" then
- if not idleing then
- return
- end
- dmg = PunchDmg
- idleing = false
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- wait(0.025)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- wait(0.025)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- wait(0.3)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- idleing = true
- dmg = zero
- end
- if key == "e" then
- if not idleing then
- return
- end
- ldmg = PunchDmg
- idleing = false
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.025)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.025)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.3)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- idleing = true
- ldmg = zero
- end
- if key == "r" then
- if not idleing then
- return
- end
- game:GetService("Chat"):Chat(Player.Head, "I shall destroy you and leave no trace of your pity. I have been trained for years to earn this form and you just walk up to me like a worthless maggot.", "Red")
- ldmg = ComboDmg
- idleing = false
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.1)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.1)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.1)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- ldmg = ComboDmg
- dmg = ComboDmg
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.1)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.1)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.1)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- ldmg = zero
- game:GetService("Chat"):Chat(Player.Head, "I've been destroying every enemies. Nothing could stand on my path. And you are a pathetic being to be in my grasp.", "Red")
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- dmg = zero
- ldmg = ComboDmg
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- ldmg = ComboDmg
- dmg = ComboDmg
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- game:GetService("Chat"):Chat(Player.Head, "I shall tear you limb from limb and you shall drown in your blood.", "Red")
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- ldmg = ComboDmg
- dmg = zero
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- dmg = ComboDmg
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- ldmg = ComboDmg
- dmg = zero
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- game:GetService("Chat"):Chat(Player.Head, "You shall suffer from the race of the rainbows. You shall never be forgiven from your actions.", "Red")
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- dmg = ComboDmg
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.025)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- ldmg = ComboDmg
- dmg = zero
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- dmg = ComboDmg
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.025)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- ldmg = ComboDmg
- dmg = zero
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- dmg = ComboDmg
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.025)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- ldmg = ComboDmg
- dmg = zero
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- dmg = ComboDmg
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.025)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- ldmg = ComboDmg
- dmg = zero
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- dmg = ComboDmg
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.025)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- ldmg = ComboDmg
- dmg = zero
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- wait(0.05)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- dmg = ComboDmg
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(-1,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(-1,-1.57,0)
- wait(0.05)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- wait(0.025)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(1.5,1.57,0)
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(1.5,-1.57,0)
- dmg = zero
- ldmg = zero
- game:GetService("Chat"):Chat(Player.Head, "You're done for. Kiddo. You're done for.",
- "Red")
- Player.Torso["Left Shoulder"].C0 = CFrame.new(-1.018,0.5,-0) * CFrame.Angles(0,-1.57,0)
- Player.Torso["Right Shoulder"].C0 = CFrame.new(1,0.5,-0) * CFrame.Angles(0,1.57,0)
- idleing = true
- end
- end)
- function rhurt(part)
- local humanoid = part.Parent:FindFirstChild("Humanoid")
- if (humanoid ~= nil and humanoid ~= Player.Humanoid) then
- humanoid:TakeDamage(dmg) -- damage the humanoid
- end
- end
- function lhurt(part)
- local humanoid = part.Parent:FindFirstChild("Humanoid")
- if (humanoid ~= nil and humanoid ~= Player.Humanoid) then
- humanoid:TakeDamage(ldmg) -- damage the humanoid
- end
- end
- RightArm.Touched:connect(rhurt)
- Player["Left Arm"].Touched:connect(lhurt)
- while wait() do
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- Mesh.VertexColor = Vector3.new(1,0,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.9,0.1,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.8,0.2,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.7,0.3,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.6,0.4,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.5,0.5,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.4,0.6,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.3,0.7,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.2,0.8,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.1,0.9,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,1,0)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0.9,0.1)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0.8,0.2)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0.7,0.3)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0.6,0.4)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0.5,0.5)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0.4,0.6)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0.3,0.7)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0.2,0.8)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0.1,0.9)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0,0,1)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.1,0,0.9)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.2,0,0.8)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.3,0,0.7)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.4,0,0.6)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.5,0,0.5)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.6,0,0.4)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.7,0,0.3)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.8,0,0.2)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- wait()
- Mesh.VertexColor = Vector3.new(0.9,0,0.1)
- fire.Color = Color3.new(math.random(), math.random(), math.random())
- fire.SecondaryColor = fire.Color
- light.Color = fire.Color
- end
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