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- plyr = game.Players.LocalPlayer
- char = plyr.Character
- char.Humanoid.WalkSpeed = 90
- char.Animate.Disabled = true
- hop = Instance.new('HopperBin', plyr.Backpack)
- hop.Name = 'BallNub'
- hop.Selected:connect(function()
- ball = Instance.new('Part', char)
- ball.BrickColor = BrickColor.new('Really black')
- ball.Size = Vector3.new(2,2,2)
- ball.CanCollide = false
- ball.Shape = "Ball"
- wel = Instance.new('Weld')
- wel.Part0 = char['Right Arm']
- wel.Part1 = ball
- wel.C0 = CFrame.new(0,-2,0)
- wel.Parent = char['Right Arm']
- ball.RightSurface = "Smooth"
- ball.LeftSurface = "Smooth"
- ball.FrontSurface = "Smooth"
- ball.LeftSurface = "Smooth"
- ball.TopSurface = "Smooth"
- ball.BottomSurface = "Smooth"
- char.Torso["Right Shoulder"].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(1.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.3,1.4,-0.5)*CFrame.Angles(1.5,0,0.5)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.3,3,0)
- game:GetService('Chat'):chat(char.Head, "Ball is in nuetral", Enum.ChatColor.Green)
- end)
- mode = Instance.new('StringValue', char)
- mode.Name = "mode"
- mode.Value = "Nuetral"
- hop.Selected:connect(function(mouse)
- mouse.KeyDown:connect(function(key)
- key:lower()
- if key == "j" then
- game:GetService('Chat'):chat(char.Head, "Swtiching to electric element", Enum.ChatColor.Red)
- ball.Reflectance = 0.5
- wait(0.03)
- ball.Reflectance = 0.10
- wait(0.03)
- ball.Reflectance = 0.20
- wait(0.03)
- ball.Reflectance = 0.30
- wait(0.03)
- ball.Reflectance = 0.40
- wait(0.03)
- ball.Reflectance = 0.50
- wait(0.03)
- ball.Reflectance = 0.60
- wait(0.03)
- ball.Reflectance = 0.70
- wait(0.03)
- ball.Reflectance = 0.80
- wait(0.03)
- ball.Reflectance = 0.90
- wait(0.03)
- ball.Reflectance = 1
- mode.Value = "Electric"
- end
- end)
- end)
- nerp = true
- hop.Selected:connect(function(mouse)
- mouse.Button1Down:connect(function()
- if mode.Value == "Nuetral" then
- derpa = ball.Touched:connect(function(hit)
- hum = hit.Parent:findFirstChild('Humanoid')
- if hum and nerp == true then
- nerp = true
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health -5
- hit.Parent.Humanoid.Sit = true
- nurb = hit.Parent.Torso.Velocity
- hit.Parent.Torso.Velocity = hit.Parent.Torso.Velocity+Vector3.new(900,900,900)
- wait(1)
- hit.Parent.Torso.Velocity = Vector3.new(nurb)
- nerp.Value = false
- wait(0.93)
- nerp.Value = true
- else
- wait()
- end
- end)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(1.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(1.5,0,0.5)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.3,3,0)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(2,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(2,0,0.5)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.6,3,0)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(2.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(2.5,0,0.5)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.9,3,0)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(3,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(3,0,0.5)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(2.2,3,0)
- char.Humanoid.Jump = true
- wait(0.5)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(3,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(3,0,0.5)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.9,3,0)
- char.Humanoid.Jump = true
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(2.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(2.5,0,0.5)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.6,3,0)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(2,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(2,0,0.5)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.3,3,0)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(1.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(1.5,0,0.5)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(1,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(1,0,0.5)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(0.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(0.5,0,0.5)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(1,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(1,0,0.5)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(1.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(1.5,0,0.5)
- derpa:disconnect()
- end
- end)
- mouse.Button1Down:connect(function()
- if mode.Value == "Electric" then
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(1.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(1,0,0.4)
- sparkles = Instance.new('Sparkles', ball)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(2,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(0.5,0,0.3)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(2.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,0.7,-0.5)*CFrame.Angles(0,0,0.2)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.6,3,0)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(3.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,0.5,-0.5)*CFrame.Angles(0,0,0.0)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.9,3,0)
- wait(3)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(3.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(1,0,0.4)
- sparkles = Instance.new('Sparkles', ball)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(2.5,0,-0.5)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,1,-0.5)*CFrame.Angles(0.5,0,0.3)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(2,0,-0.3)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,0.7,-0.5)*CFrame.Angles(0,0,0.2)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.6,3,0)
- wait(0.03)
- char.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(1.5,0,-0)
- char.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,0.5,-0.5)*CFrame.Angles(0,0,0.0)
- char.Torso.Neck.C0 = CFrame.new(0,1,0)*CFrame.Angles(1.3,3,0)
- ball2 = ball:Clone()
- ball.Transparency = 1
- ball2.Parent = game.Workspace
- ball2.Touched:connect(function(hit)
- print('1')
- if hit and hit.Parent.Name ~= char.Name then
- print('2')
- c = hit.Parent:findFirstChild('Humanoid')
- print('3')
- if c then
- print('4')
- nerp = true
- print('5')
- hit.Parent.Humanoid.WalkSpeed = 0
- print('6')
- hit.Parent.Animate.Disabled = false
- hit.Parent.Torso.Anchored = true
- ball2.Anchored = true
- hit.Parent.Torso['Right Shoulder'].C0 = CFrame.new(1.5,1,0)*CFrame.Angles(3,0,0.5)
- hit.Parent.Torso["Left Shoulder"].C0 = CFrame.new(-1.5,0.5,0)*CFrame.Angles(3,0,-0.5)
- hit.Parent.Torso['Right Hip'].C0 = CFrame.new(0.5,-1,0.5)*CFrame.Angles(1,1,0)
- hit.Parent.Torso['Left Hip'].C0 = CFrame.new(0.5,-1,-0.5)*CFrame.Angles(-1,1,0)
- naerb = Instance.new('Part', char)
- narb.Position = hit.Parent.Torso.Position*CFrame.new(0,10,0)
- for i=1, 5 do
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health -5
- wait(0.03)
- end
- else
- wait()
- end
- end
- end)
- floatForce = Instance.new("BodyForce")
- floatForce.force = Vector3.new(0, ball2:GetMass() * 196.1,0.0)
- floatForce.Parent = ball2
- ball2.Velocity = char.Torso.CFrame.lookVector*9
- wait(5)
- ball.Transparency = 0
- hit.Parent.Torso.Anchored = false
- hit.Parent.Humanoid.WalkSpeed = 16
- ball2:Destroy()
- end
- nerp = false
- nerp = true
- end)
- end)
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