Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 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
- do
- print("FE Compatibility code by Mokiros")
- script.Parent = Player.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.isMouse then
- m.Target = io.Target
- m.Hit = io.Hit
- else
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local Mouse = Player:GetMouse()
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
- --//====================================================\\--
- --|| CREATED BY SHACKLUSTER
- --\\====================================================//--
- wait(0.2)
- Player = owner
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = Player.Character
- Humanoid = Character.Humanoid
- RootPart = Character["HumanoidRootPart"]
- Torso = Character["Torso"]
- Head = Character["Head"]
- RightArm = Character["Right Arm"]
- LeftArm = Character["Left Arm"]
- RightLeg = Character["Right Leg"]
- LeftLeg = Character["Left Leg"]
- RootJoint = RootPart["RootJoint"]
- Neck = Torso["Neck"]
- RightShoulder = Torso["Right Shoulder"]
- LeftShoulder = Torso["Left Shoulder"]
- RightHip = Torso["Right Hip"]
- LeftHip = Torso["Left Hip"]
- IT = Instance.new
- CF = CFrame.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- SIN = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
- local NEWMESH = IT(MESH)
- if MESH == "SpecialMesh" then
- NEWMESH.MeshType = MESHTYPE
- if MESHID ~= "nil" and MESHID ~= "" then
- NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
- end
- if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
- NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
- end
- end
- NEWMESH.Offset = OFFSET or VT(0, 0, 0)
- NEWMESH.Scale = SCALE
- NEWMESH.Parent = PARENT
- return NEWMESH
- end
- function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
- local NEWPART = IT("Part")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
- NEWPART.Name = NAME
- NEWPART.Size = SIZE
- NEWPART.Position = Torso.Position
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- --//=================================\\
- --|| CUSTOMIZATION
- --\\=================================//
- Class_Name = "Sharpshooter"
- Weapon_Name = "Add-ons"
- Custom_Color_1 = BRICKC("Dark indigo"); --1st color for the weapon.
- Custom_Color_2 = BRICKC("Dark indigo"); --2nd color for the weapon.
- Custom_Color_3 = BRICKC("Dark indigo"); --Color for the abilities.
- Custom_Color_4 = BRICKC("Dark indigo"); --Color for the secondary bar.
- Custom_Color_5 = BRICKC("Dark indigo"); --Color for the mana bar.
- Custom_Color_6 = BRICKC("Dark indigo"); --Color for the health bar.
- Custom_Color_7 = BRICKC("Dark indigo"); --Color for the stun bar.
- Custom_Color_8 = BRICKC("Dark indigo"); --Background for the mana bar.
- Custom_Color_9 = BRICKC("Dark indigo"); --Background for the secondary mana bar.
- Custom_Color_10 = BRICKC("Dark indigo"); --Background for the stun bar.
- Custom_Color_11 = BRICKC("Dark indigo"); --Background for the health bar.
- Custom_Color_12 = BRICKC("Dark indigo"); --Background for the abilities.
- Player_Size = 1 --Size of the player.
- Animation_Speed = 3
- Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
- local Speed = 16
- local Effects2 = {}
- --//=================================\\
- --|| END OF CUSTOMIZATION
- --\\=================================//
- local function weldBetween(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- function createaccessory(attachmentpart,mesh,texture,scale,offset,color)
- local acs = Instance.new("Part")
- acs.CanCollide = false
- acs.Anchored = false
- acs.Size = Vector3.new(0,0,0)
- acs.CFrame = attachmentpart.CFrame
- acs.Parent = Character
- acs.BrickColor = color
- local meshs = Instance.new("SpecialMesh")
- meshs.MeshId = mesh
- meshs.TextureId = texture
- meshs.Parent = acs
- meshs.Scale = scale
- meshs.Offset = offset
- weldBetween(attachmentpart,acs)
- end
- function createbodypart(TYPE,COLOR,PART,OFFSET,SIZE)
- if TYPE == "Gem" then
- local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part", VT(0,0,0))
- acs.Anchored = false
- acs.CanCollide = false
- acs.CFrame = PART.CFrame
- local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "9756362", "", SIZE, OFFSET)
- weldBetween(PART,acs)
- elseif TYPE == "Skull" then
- local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part", VT(0,0,0))
- acs.Anchored = false
- acs.CanCollide = false
- acs.CFrame = PART.CFrame
- local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "4770583", "", SIZE, OFFSET)
- weldBetween(PART,acs)
- elseif TYPE == "Eye" then
- local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0,0,0))
- acs.Anchored = false
- acs.CanCollide = false
- acs.CFrame = PART.CFrame
- local acs2 = CreateMesh("SpecialMesh", acs, "Sphere", "", "", SIZE, OFFSET)
- weldBetween(PART,acs)
- end
- end
- --//=================================\\
- --|| USEFUL VALUES
- --\\=================================//
- local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
- local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
- local CO1 = 0
- local CO2 = 0
- local CO3 = 0
- local CO4 = 0
- local CHANGEDEFENSE = 0
- local CHANGEDAMAGE = 0
- local CHANGEMOVEMENT = 0
- local ANIM = "Idle"
- local ATTACK = false
- local EQUIPPED = false
- local HOLD = false
- local COMBO = 1
- local LASTPOINT = nil
- local BLCF = nil
- local SCFR = nil
- local STAGGERHITANIM = false
- local STAGGERANIM = false
- local SPRINTING = false
- local STUNANIM = false
- local CRITCHANCENUMBER = 0
- local IDLENUMBER = 0
- local DONUMBER = 0
- local HANDIDLE = false
- local SINE = 0
- local CHANGE = 2 / Animation_Speed
- local WALKINGANIM = false
- local WALK = 0
- local DISABLEJUMPING = false
- local HASBEENBLOCKED = false
- local STUNDELAYNUMBER = 0
- local MANADELAYNUMBER = 0
- local SECONDARYMANADELAYNUMBER = 0
- local KEYHOLD = false
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- --ROBLOXIDLEANIMATION.Parent = Humanoid
- local WEAPONGUI = IT("ScreenGui", nil)
- WEAPONGUI.Name = "Weapon GUI"
- local WEAPONTOOL = IT("HopperBin", nil)
- WEAPONTOOL.Name = Weapon_Name
- local Weapon = IT("Model")
- Weapon.Name = Weapon_Name
- local Effects = IT("Folder", Weapon)
- Effects.Name = "Effects"
- local ANIMATOR = Humanoid.Animator
- local ANIMATE = Character.Animate
- local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
- local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
- local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
- local HITBLOCKSOUNDS = {"199148933", "199148947"}
- local UNANCHOR = true
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| DEBUFFS / BUFFS
- --\\=================================//
- local DEFENSECHANGE1 = IT("NumberValue", ChangeStat)
- DEFENSECHANGE1.Name = "ChangeDefense"
- DEFENSECHANGE1.Value = 0
- local MOVEMENTCHANGE1 = IT("NumberValue", nil)
- MOVEMENTCHANGE1.Name = "ChangeMovement"
- MOVEMENTCHANGE1.Value = 0
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SAZERENOS' ARTIFICIAL HEARTBEAT
- --\\=================================//
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- frame = Frame_Speed
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SOME FUNCTIONS
- --\\=================================//
- function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
- return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
- end
- function PositiveAngle(NUMBER)
- if NUMBER >= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function NegativeAngle(NUMBER)
- if NUMBER <= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function Swait(NUMBER)
- if NUMBER == 0 or NUMBER == nil then
- ArtificialHB.Event:wait()
- else
- for i = 1, NUMBER do
- ArtificialHB.Event:wait()
- end
- end
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = ACOS(cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((1 - t) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- else
- if (1 + cosTheta) > 0.0001 then
- local theta = ACOS(-cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((t - 1) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function Clerp(a, b, t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
- local frame = IT("Frame")
- frame.BackgroundTransparency = TRANSPARENCY
- frame.BorderSizePixel = BORDERSIZEPIXEL
- frame.Position = POSITION
- frame.Size = SIZE
- frame.BackgroundColor3 = COLOR
- frame.BorderColor3 = BORDERCOLOR
- frame.Name = NAME
- frame.Parent = PARENT
- return frame
- end
- function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
- local label = IT("TextLabel")
- label.BackgroundTransparency = 1
- label.Size = UD2(1, 0, 1, 0)
- label.Position = UD2(0, 0, 0, 0)
- label.TextColor3 = C3(255, 255, 255)
- label.TextStrokeTransparency = STROKETRANSPARENCY
- label.TextTransparency = TRANSPARENCY
- label.FontSize = TEXTFONTSIZE
- label.Font = TEXTFONT
- label.BorderSizePixel = BORDERSIZEPIXEL
- label.TextScaled = true
- label.Text = TEXT
- label.Name = NAME
- label.Parent = PARENT
- return label
- end
- function NoOutlines(PART)
- PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
- local NEWWELD = IT(TYPE)
- NEWWELD.Part0 = PART0
- NEWWELD.Part1 = PART1
- NEWWELD.C0 = C0
- NEWWELD.C1 = C1
- NEWWELD.Parent = PARENT
- return NEWWELD
- end
- function CreateSound(ID, PARENT, VOLUME, PITCH)
- coroutine.resume(coroutine.create(function()
- local NEWSOUND = IT("Sound", PARENT)
- NEWSOUND.Volume = VOLUME
- NEWSOUND.Pitch = PITCH
- NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
- Swait()
- NEWSOUND:play()
- game:GetService("Debris"):AddItem(NEWSOUND, 10)
- end))
- end
- function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function Lightning(POSITION1, POSITION2, MULTIPLIERTIME, LIGHTNINGDELAY, OFFSET, BRICKCOLOR, MATERIAL, SIZE, TRANSPARENCY, LASTINGTIME)
- local MAGNITUDE = (POSITION1 - POSITION2).magnitude
- local CURRENTPOSITION = POSITION1
- local LIGHTNINGOFFSET = {-OFFSET, OFFSET}
- coroutine.resume(coroutine.create(function()
- for i = 1, MULTIPLIERTIME do
- local LIGHTNINGPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR,"Effect", VT(SIZE * Player_Size, SIZE * Player_Size, MAGNITUDE / MULTIPLIERTIME))
- LIGHTNINGPART.Anchored = true
- local LIGHTNINGOFFSET2 = VT(LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)])
- local LIGHTNINGPOSITION1 = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME).p + LIGHTNINGOFFSET2
- if MULTIPLIERTIME == i then
- local LIGHTNINGMAGNITUDE1 = (CURRENTPOSITION - POSITION2).magnitude
- LIGHTNINGPART.Size = VT(SIZE * Player_Size, SIZE * Player_Size, LIGHTNINGMAGNITUDE1)
- LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, -LIGHTNINGMAGNITUDE1 / 2)
- else
- LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, LIGHTNINGPOSITION1) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2)
- end
- CURRENTPOSITION=LIGHTNINGPART.CFrame * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2).p
- game.Debris:AddItem(LIGHTNINGPART, LASTINGTIME)
- coroutine.resume(coroutine.create(function()
- while LIGHTNINGPART.Transparency ~= 1 do
- --local StartTransparency = tra
- for i=0, 1, LASTINGTIME do
- Swait()
- LIGHTNINGPART.Transparency = LIGHTNINGPART.Transparency + (0.1 / LASTINGTIME)
- end
- end
- end))
- Swait(LIGHTNINGDELAY / Animation_Speed)
- end
- end))
- end
- function MagicBlock(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSphere(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Sphere", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicCylinder(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("CylinderMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicHead(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Head", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicRing(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "3270017", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicWave(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "20329976", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), VT(0, 0, (-0.1 * Z1)) + (OFFSET * Player_Size))
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Offset = VT(0, 0, (-0.1 * MESH.Scale.Z))
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicCrystal(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "9756362", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSwirl(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1051557", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSharpCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1778999", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicFlatCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1033714", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSpikedCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1323306", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicFlatCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1078075", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSkull(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function ElectricEffect(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X, Y, Z, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X * Player_Size, Y * Player_Size, Z * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- local XVALUE = MRANDOM()
- local YVALUE = MRANDOM()
- local ZVALUE = MRANDOM()
- coroutine.resume(coroutine.create(function(PART, MESH, THEXVALUE, THEYVALUE, THEZVALUE)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- THEXVALUE = THEXVALUE - 0.1 * (delay * 10)
- THEYVALUE = THEYVALUE - 0.1 * (delay * 10)
- THEZVALUE = THEZVALUE - 0.1 * (delay * 10)
- MESH.Scale = MESH.Scale + VT(THEXVALUE * Player_Size, THEYVALUE * Player_Size, THEZVALUE * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH, XVALUE, YVALUE, ZVALUE)
- end
- function TrailEffect(BRICKCOLOR, MATERIAL, CURRENTCFRAME, OLDCFRAME, MESHTYPE, REFLECTANCE, SIZE, ROTATION, X, Y, Z, delay)
- local MAGNITUDECFRAME = (CURRENTCFRAME.p - OLDCFRAME.p).magnitude
- if MAGNITUDECFRAME > (1 / 100) then
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(1, MAGNITUDECFRAME, 1))
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CF((CURRENTCFRAME.p + OLDCFRAME.p) / 2, OLDCFRAME.p) * ANGLES(RAD(90), 0, 0)
- local THEMESHTYPE = "BlockMesh"
- if MESHTYPE == "Cylinder" then
- THEMESHTYPE = "CylinderMesh"
- end
- local EFFECTMESH = CreateMesh(THEMESHTYPE, EFFECTPART, "", "", "", VT(0 + SIZE * Player_Size, 1, 0 + SIZE * Player_Size), VT(0, 0, 0))
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X * Player_Size, Y * Player_Size, Z * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- end
- function ClangEffect(BRICKCOLOR, MATERIAL, CFRAME, ANGLE, DURATION, SIZE, POWER, REFLECTANCE, X, Y, Z, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 1, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(0, 0, 0), VT(0, 0, 0))
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- local THELASTPOINT = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, DURATION do
- Swait()
- PART.CFrame = PART.CFrame * ANGLES(RAD(ANGLE), 0, 0) * CF(0, POWER * Player_Size, 0)
- TrailEffect(BRICKCOLOR, MATERIAL, PART.CFrame, THELASTPOINT, "Cylinder", REFLECTANCE, SIZE * Player_Size, ANGLES(0, 0, 0), X * Player_Size, Y * Player_Size, Z * Player_Size, delay)
- THELASTPOINT = PART.CFrame
- end
- PART.Parent = nil
- end), EFFECTPART)
- end
- --local list={}
- function Triangle(Color, Material, a, b, c, delay)
- local edge1 = (c - a):Dot((b - a).unit)
- local edge2 = (a - b):Dot((c - b).unit)
- local edge3 = (b - c):Dot((a - c).unit)
- if edge1 <= (b - a).magnitude and edge1 >= 0 then
- a, b, c=a, b, c
- elseif edge2 <= (c - b).magnitude and edge2 >= 0 then
- a, b, c=b, c, a
- elseif edge3 <= (a - c).magnitude and edge3 >= 0 then
- a, b, c=c, a, b
- else
- assert(false, "unreachable")
- end
- local len1 = (c - a):Dot((b - a).unit)
- local len2 = (b - a).magnitude - len1
- local width = (a + (b - a).unit * len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, - (b - a).unit)
- if len1 > 1 / 100 then
- local sz = VT(0.2, width, len1)
- local w1 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
- local sp = CreateMesh("SpecialMesh", w1, "Wedge", "", "", VT(0, 1, 1) * sz / w1.Size, VT(0, 0, 0))
- w1.Anchored = true
- w1.CFrame = maincf * ANGLES(math.pi, 0, math.pi / 2) * CF(0, width / 2, len1 / 2)
- coroutine.resume(coroutine.create(function()
- for i = 0.5, 1, delay * (2 / Animation_Speed) do
- Swait()
- w1.Transparency = i
- end
- w1.Parent = nil
- end))
- game:GetService("Debris"):AddItem(w1, 10)
- --table.insert(list, w1)
- end
- if len2 > 1 / 100 then
- local sz = VT(0.2, width, len2)
- local w2 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
- local sp = CreateMesh("SpecialMesh", w2, "Wedge", "", "", VT(0, 1, 1) * sz / w2.Size, VT(0, 0, 0))
- w2.Anchored = true
- w2.CFrame = maincf * ANGLES(math.pi, math.pi, -math.pi / 2) * CF(0, width / 2, -len1 - len2 / 2)
- coroutine.resume(coroutine.create(function()
- for i = 0.5, 1, delay * (2 / Animation_Speed) do
- Swait()
- w2.Transparency = i
- end
- w2.Parent = nil
- end))
- game:GetService("Debris"):AddItem(w2, 10)
- --table.insert(list, w2)
- end
- --return unpack(list)
- end
- --[[Usage:
- local Pos = Part
- local Offset = Part.CFrame * CF(0, 0, 0)
- local Color = "Institutional white"
- local Material = "Neon"
- local TheDelay = 0.01
- local Height = 4
- BLCF = Offset
- if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
- local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
- if a then game:GetService("Debris"):AddItem(a, 1) end
- if b then game:GetService("Debris"):AddItem(b, 1) end
- local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
- if a then game:GetService("Debris"):AddItem(a, 1) end
- if b then game:GetService("Debris"):AddItem(b, 1) end
- SCFR = BLCF
- elseif not SCFR then
- SCFR = BLCF
- end
- --
- BLCF = nil
- SCFR = nil
- --]]
- --//=================================\\
- --\\=================================//
- ------------------------------------------
- local SONG = 1338552084
- local SONG2 = 2157789451
- local Music = Instance.new("Sound",Torso)
- Music.Volume = 2.5
- Music.Looped = true
- Music.Pitch = 1.0 --Pitcher
- ------------------------------------------
- --//=================================\\
- --|| WEAPON CREATION
- --\\=================================//
- local StartPart = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(0.8,0.5,0.8),false)
- CreateWeldOrSnapOrMotor("Weld", Torso, Torso, StartPart, CF(-0.7, 0.7, 0.5) * ANGLES(RAD(50), RAD(0), RAD(15)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0.5, "Stone grey", "Glass", VT(0.7,1.4,0.7),false)
- CreateWeldOrSnapOrMotor("Weld", StartPart, StartPart, Part, CF(0, 0.7, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Acid", VT(0.65,1.4,0.65),false)
- CreateWeldOrSnapOrMotor("Weld", StartPart, StartPart, Part, CF(0, 0.7, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(0.8,0.5,0.8),false)
- CreateWeldOrSnapOrMotor("Weld", StartPart, StartPart, Part, CF(0, 1.4, 0) * ANGLES(RAD(0), RAD(180), RAD(0)), CF(0, 0, 0))
- local StartPart = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(0.6,0.5,0.6),false)
- CreateWeldOrSnapOrMotor("Weld", Torso, Torso, StartPart, CF(-0.6, 0, 0.5) * ANGLES(RAD(80), RAD(0), RAD(15)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0.5, "Stone grey", "Glass", VT(0.5,1.4,0.5),false)
- CreateWeldOrSnapOrMotor("Weld", StartPart, StartPart, Part, CF(0, 0.7, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Acid", VT(0.45,1.4,0.45),false)
- CreateWeldOrSnapOrMotor("Weld", StartPart, StartPart, Part, CF(0, 0.7, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(0.6,0.5,0.6),false)
- CreateWeldOrSnapOrMotor("Weld", StartPart, StartPart, Part, CF(0, 1.4, 0) * ANGLES(RAD(0), RAD(180), RAD(0)), CF(0, 0, 0))
- local StartPart = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(0.5,0.5,0.5),false)
- CreateWeldOrSnapOrMotor("Weld", Torso, Torso, StartPart, CF(-0.5, -0.5, 0.45) * ANGLES(RAD(110), RAD(0), RAD(15)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0.5, "Stone grey", "Glass", VT(0.4,1.4,0.4),false)
- CreateWeldOrSnapOrMotor("Weld", StartPart, StartPart, Part, CF(0, 0.7, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Acid", VT(0.35,1.4,0.35),false)
- CreateWeldOrSnapOrMotor("Weld", StartPart, StartPart, Part, CF(0, 0.7, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(0.5,0.5,0.5),false)
- CreateWeldOrSnapOrMotor("Weld", StartPart, StartPart, Part, CF(0, 1.4, 0) * ANGLES(RAD(0), RAD(180), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(1.1,0.7,1.1),false)
- CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, Part, CF(0, 0.7, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(0.55,0.7,1.1),false)
- CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, Part, CF(0.25, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(1.1,0.7,0.525),false)
- CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, Part, CF(-0.28, 0, 0) * ANGLES(RAD(180), RAD(90), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(1.1,1,0.525),false)
- CreateWeldOrSnapOrMotor("Weld", Torso, Torso, Part, CF(-0.75, 0.51, 0) * ANGLES(RAD(180), RAD(-90), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(1,1,1.2),false)
- CreateWeldOrSnapOrMotor("Weld", Torso, Torso, Part, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(0.3,1.7,1.15),false)
- CreateWeldOrSnapOrMotor("Weld", Torso, Torso, Part, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(45)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Stone grey", "Metal", VT(0.3,1.7,1.15),false)
- CreateWeldOrSnapOrMotor("Weld", Torso, Torso, Part, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-45)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "DiamondPlate", 0, 0, "Dark stone grey", "Metal", VT(0.8,0.8,1.225),false)
- CreateWeldOrSnapOrMotor("Weld", Torso, Torso, Part, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "Neon", 0, 0, "Dark indigo", "Eon", VT(0.5,0.5,1.25),false)
- CreateWeldOrSnapOrMotor("Weld", Torso, Torso, Part, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "Neon", 0, 0, "Dark indigo", "Eon", VT(0.1,0.2,0.1),false)
- CreateWeldOrSnapOrMotor("Weld", Head, Head, Part, CF(-0.2, 0.2, -0.55) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local Part = CreatePart(3, Weapon, "Neon", 0, 0, "Dark indigo", "Eon", VT(0.1,0.2,0.1),false)
- CreateWeldOrSnapOrMotor("Weld", Head, Head, Part, CF(0.2, 0.2, -0.55) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local beampart = CreatePart(3, Weapon, "Neon", 0, 0, "Dark indigo", "Handle", VT(0.6*Player_Size,0.1*Player_Size,0.6*Player_Size))
- local beampart = CreatePart(3, Weapon, "Neon", 0, 0, "Dark indigo", "Handle", VT(0.6*Player_Size,0.1*Player_Size,0.6*Player_Size))
- local weld = CreateWeldOrSnapOrMotor("Weld", beampart, RightArm, beampart, CF(0 * Player_Size, -1.02 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
- local mesh = IT("CylinderMesh",beampart)
- for _, c in pairs(Weapon:GetChildren()) do
- if c.ClassName == "Part" then
- c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
- end
- end
- Character.Head.face.Texture = "rbxassetid://176217905"
- Weapon.Parent = Character
- Humanoid.Died:connect(function()
- ATTACK = true
- end)
- print(Class_Name.." loaded.")
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| DAMAGE FUNCTIONS
- --\\=================================//
- function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR)
- local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
- STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0))
- local BODYGYRO = IT("BodyGyro", STATPART)
- local BODYPOSITION = IT("BodyPosition", STATPART)
- BODYPOSITION.P = 2000
- BODYPOSITION.D = 100
- BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge)
- if LABELTYPE == "Normal" then
- BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2))
- elseif LABELTYPE == "Debuff" then
- BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2))
- elseif LABELTYPE == "Interruption" then
- BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2))
- end
- game:GetService("Debris"):AddItem(STATPART ,5)
- local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
- BILLBOARDGUI.Adornee = STATPART
- BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0)
- BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
- BILLBOARDGUI.AlwaysOnTop = false
- local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
- TEXTLABEL.BackgroundTransparency = 1
- TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
- TEXTLABEL.Text = TEXT
- TEXTLABEL.Font = "SciFi"
- TEXTLABEL.FontSize="Size42"
- TEXTLABEL.TextColor3 = COLOR
- TEXTLABEL.TextStrokeTransparency = 1
- TEXTLABEL.TextScaled = true
- TEXTLABEL.TextWrapped = true
- coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
- wait(0.2)
- for i=1, 5 do
- wait()
- THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0)
- end
- wait(1.2)
- for i=1, 5 do
- wait()
- THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2
- THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2
- THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0)
- end
- THEPART.Parent = nil
- end),STATPART, BODYPOSITION, TEXTLABEL)
- end
- function dealdamage(hit,min,max,maxstrength,beserk,critrate,critmultiplier)
- if hit.Parent ~= Character and hit.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent:FindFirstChild("HitBy"..Player.Name) == nil then
- local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid")
- local dmg = math.random(min,max)
- if humanoid.Health > 0 then
- if beserk == true then
- humanoid.Health = 0
- humanoid.Parent:BreakJoints()
- StatLabel("Normal", hit.CFrame * CF(0, 0 + (hit.Size.z - 1), 0), "BESERK/inf", C3(255/255, 0, 0))
- else
- CreateSound("260430060", hit, 1.2, MRANDOM(7, 12) / 10)
- hit.Velocity = CFrame.new(Torso.Position,hit.Position).lookVector*5*maxstrength
- if math.random(1,100) < critrate+1 then
- humanoid.Health = humanoid.Health - dmg*critmultiplier
- StatLabel("Normal", hit.CFrame * CF(0, 0 + (hit.Size.z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0))
- else
- humanoid.Health = humanoid.Health - dmg
- StatLabel("Normal", hit.CFrame * CF(0, 0 + (hit.Size.z - 1), 0), dmg, C3(0, 0, 0))
- end
- local defence = Instance.new("BoolValue",hit.Parent)
- defence.Name = ("HitBy"..Player.Name)
- game:GetService("Debris"):AddItem(defence, 0.5)
- end
- end
- end
- end
- function AoEDamage(position,radius,min,max,maxstrength,beserk,critrate,critmultiplier,CanBeDodgedByJumping)
- local dmg = (math.random(min,max)/5)
- for i,v in ipairs(workspace:GetChildren()) do
- local body = v:GetChildren()
- for part = 1, #body do
- if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then
- if(body[part].Position - position).Magnitude < radius then
- if v.ClassName == "Model" then
- if v:FindFirstChild("Humanoid") and v:FindFirstChild("HitBy"..Player.Name) == nil then
- if CanBeDodgedByJumping == true then
- if v.Humanoid.Jump == false then
- if math.random(1,100) < critrate+1 then
- v.Humanoid.Health = v.Humanoid.Health - dmg*critmultiplier
- --StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0))
- else
- v.Humanoid.Health = v.Humanoid.Health - dmg
- --StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), dmg, C3(0, 0, 0))
- end
- local defence = Instance.new("BoolValue",v.Parent)
- defence.Name = ("HitBy"..Player.Name)
- game:GetService("Debris"):AddItem(defence, 0.5)
- end
- else
- if beserk == true then
- v.Humanoid.Health = 0
- end
- if math.random(1,100) < critrate+1 then
- v.Humanoid.Health = v.Humanoid.Health - dmg*critmultiplier
- --StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0))
- else
- v.Humanoid.Health = v.Humanoid.Health - dmg
- --StatLabel("Normal", body[part].CFrame * CF(0, 0 + (body[part].Size.z - 1), 0), dmg, C3(0, 0, 0))
- end
- local defence = Instance.new("BoolValue",v.Parent)
- defence.Name = ("HitBy"..Player.Name)
- game:GetService("Debris"):AddItem(defence, 0.5)
- end
- end
- end
- body[part].Velocity = CFrame.new(position,body[part].Position).lookVector*5*maxstrength
- end
- end
- end
- if v.ClassName == "Part" then
- if v.Anchored == false and (v.Position - position).Magnitude < radius then
- v.Velocity = CFrame.new(position,v.Position).lookVector*5*maxstrength
- end
- end
- end
- end
- --//=================================\\
- --|| ATTACK FUNCTIONS AND STUFF
- --\\=================================//
- function turnto(position)
- RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
- end
- function CastRay(StartPos, Vec, Length, Ignore)
- local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
- local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
- return RayHit, RayPos
- end
- function Shoot()
- Rooted = true
- ATTACK = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed/5)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-1.25), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- end
- --local RayHit, RayPos = CastRay(beampart.Position,Mouse.Hit.p,100,Character)
- MagicBlock("Dark indigo", "Neon", beampart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, 1.5, 1.5, 1.5, 0.05)
- CreateSound("379225925", beampart, 3, 1.1)
- local laser = IT("Part",Effects)
- laser.CanCollide = false
- laser.Anchored = true
- local distance = (beampart.Position - Mouse.Hit.p).magnitude
- laser.Size = Vector3.new(0.2, 0.2, distance)
- laser.CFrame = CFrame.new(beampart.Position,Mouse.Hit.p) * CFrame.new(0, 0, -distance/2)
- laser.Material = "Neon"
- laser.BrickColor = BRICKC("Dark indigo")
- table.insert(Effects2,{laser,"Disappear",0.05,2,2,2,2})
- AoEDamage(Mouse.Hit.p,5,25,35,12,false,10,2)
- MagicSphere("Dark indigo", "Neon", CF(Mouse.Hit.p) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, 7.5, 7.5, 7.5, 0.05)
- MagicBlock("Dark indigo", "Neon", CF(Mouse.Hit.p) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, 7.5, 7.5, 7.5, 0.05)
- for i=0, 0.25, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(50)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-50)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(160), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-1.25), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-100), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- end
- ATTACK = false
- Rooted = false
- end
- function ChargeShot()
- Rooted = true
- ATTACK = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed/5)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-1.25), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- end
- local SIZE = 1
- repeat
- turnto(Mouse.Hit.p)
- MagicSphere("Dark indigo", "Neon", beampart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, SIZE, SIZE, SIZE, 0.05)
- Swait()
- SIZE = SIZE + 0.01
- until KEYHOLD == false
- --local RayHit, RayPos = CastRay(beampart.Position,Mouse.Hit.p,100,Character)
- MagicBlock("Dark indigo", "Neon", beampart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, SIZE*1.5, SIZE*1.5, SIZE*1.5, 0.05)
- CreateSound("379225925", beampart, 3, 1.1)
- local laser = IT("Part",Effects)
- laser.CanCollide = false
- laser.Anchored = true
- local distance = (beampart.Position - Mouse.Hit.p).magnitude
- laser.Size = Vector3.new(SIZE * 0.2, SIZE * 0.2, distance)
- laser.CFrame = CFrame.new(beampart.Position,Mouse.Hit.p) * CFrame.new(0, 0, -distance/2)
- laser.Material = "Neon"
- laser.BrickColor = BRICKC("Dark indigo")
- table.insert(Effects2,{laser,"Disappear",0.05,2,2,2,2})
- AoEDamage(Mouse.Hit.p,SIZE * 5,SIZE*10,SIZE*15,SIZE*5,false,10,2)
- MagicSphere("Dark indigo", "Neon", CF(Mouse.Hit.p) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, SIZE * 7.5, SIZE * 7.5, SIZE * 7.5, 0.05)
- MagicBlock("Dark indigo", "Neon", CF(Mouse.Hit.p) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, SIZE * 7.5, SIZE * 7.5, SIZE * 7.5, 0.05)
- for i=0, 0.25, 0.1 / Animation_Speed do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(50)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-50)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(160), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-1.25), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-100), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- end
- Rooted = false
- ATTACK = false
- end
- function RayCast(Position, Direction, MaxDistance, IgnoreList)
- return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position, Direction.unit * (MaxDistance or 999.999)), IgnoreList)
- end
- function GroundUp()
- local RayHit, RayPos = RayCast(Mouse.Hit.p, Vector3.new(0, -1, 0), (1), {Character})
- local SpawnPosition = RayPos
- if RayPos then
- Rooted = true
- ATTACK = true
- CreateSound("588697034", RightArm, 2, 0.8)
- for i=0, 1, 0.1 / Animation_Speed/6 do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(0)), 0.2 / Animation_Speed/8)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 1 * Player_Size, 1 * Player_Size) * ANGLES(RAD(30), RAD(-690), RAD(2 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed/8)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(25), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed/8)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed/8)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.3 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(5), RAD(0)) * ANGLES(RAD(45), RAD(0), RAD(10)), 0.2 / Animation_Speed/8)
- end
- for i=0, 1, 0.1 / Animation_Speed*2 do
- Swait()
- RootPart.Anchored = true
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(0)), 0.2 / Animation_Speed*3)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 1 * Player_Size, -1.4 * Player_Size) * ANGLES(RAD(30), RAD(-690), RAD(2 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed*5)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(25), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.3 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(5), RAD(0)) * ANGLES(RAD(45), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- CreateSound("186772924", beampart, 5, 1)
- local floor = IT("Part",Effects)
- floor.Anchored = true
- floor.Size = VT(15,0.2,15)
- floor.Material = "Neon"
- floor.BrickColor = BRICKC("Dark indigo")
- floor.CanCollide = false
- local cyl = Instance.new("CylinderMesh",floor)
- floor.CFrame = CF(beampart.Position.X,beampart.Position.Y-0.2,beampart.Position.Z)
- AoEDamage(floor.Position,25,10,25,15,false,10,5,true)
- local scale = 25
- table.insert(Effects2,{floor,"Block1",0.05,1,0,1,2})
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- scale = scale + 5
- AoEDamage(floor.Position,scale,1,2,5,false,10,5,true)
- until floor.Parent == nil
- end))
- end
- ATTACK = false
- Rooted = false
- end
- function GET_OVER_HERE()
- CreateSound("131228548", beampart, 5, 1)
- end
- function fromabove()
- Rooted = true
- ATTACK = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-20)), 0.15 / Animation_Speed/5)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.75 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
- end
- CreateSound("132392101", Head, 10, 1.1)
- Swait(175)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1 * Player_Size, 0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(180), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1 * Player_Size, 0.2 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(25), RAD(25), RAD(90)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-1.25), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- end
- local SIZE = 1
- for i = 1, 70 do
- MagicSphere("Dark indigo", "Neon", beampart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, SIZE, SIZE, SIZE, 0.05)
- Swait()
- SIZE = SIZE + 0.06
- end
- local laser = IT("Part",Effects)
- laser.CanCollide = false
- laser.Anchored = true
- local distance = (beampart.Position - VT(beampart.Position.X,beampart.Position.Y+1000,beampart.Position.Z)).magnitude
- laser.Size = Vector3.new(0.2, 0.2, distance)
- laser.CFrame = CFrame.new(beampart.Position,VT(beampart.Position.X,beampart.Position.Y+1000,beampart.Position.Z)) * CFrame.new(0, 0, -distance/2)
- laser.Material = "Neon"
- laser.BrickColor = BRICKC("Dark indigo")
- table.insert(Effects2,{laser,"Disappear",0.05,2,2,2,2})
- ATTACK = false
- Rooted = false
- local pos = Mouse.Hit.p
- Swait(10)
- for i = 1, 85 do
- coroutine.resume(coroutine.create(function()
- Swait(math.random(1,100))
- local pos = VT(pos.X+math.random(-15,15),pos.Y,pos.Z+math.random(-15,15))
- local laser = IT("Part",Effects)
- laser.CanCollide = false
- laser.Anchored = true
- local distance = (pos - VT(pos.X,pos.Y+1000,pos.Z)).magnitude
- laser.Size = Vector3.new(0.2, 0.2, distance)
- laser.CFrame = CFrame.new(pos,VT(pos.X,pos.Y+1000,pos.Z)) * CFrame.new(0, 0, -distance/2)
- laser.Material = "Neon"
- laser.BrickColor = BRICKC("Dark indigo")
- MagicSphere("Dark indigo", "Neon", CF(pos) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, 7.5, 7.5, 7.5, 0.05)
- MagicBlock("Dark indigo", "Neon", CF(pos) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), 0.25, 0.25, 0.25, 7.5, 7.5, 7.5, 0.05)
- table.insert(Effects2,{laser,"Disappear",0.05,2,2,2,2})
- AoEDamage(pos,5,15,25,12,false,10,2)
- end))
- end
- end
- --//=================================\\
- --|| ASSIGN THINGS TO KEYS
- --\\=================================//
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
- Humanoid.Jump = false
- end
- end)
- function MouseDown(Mouse)
- if ATTACK == false then
- --HOLD = true
- Shoot()
- end
- end
- function MouseUp(Mouse)
- HOLD = false
- end
- function KeyDown(Key)
- KEYHOLD = true
- if Key == "e" and ATTACK == false then
- ChargeShot()
- end
- if Key == "g" and ATTACK == false then
- GroundUp()
- end
- if Key == "p" then
- if SPRINTING == false then
- SPRINTING = true
- elseif SPRINTING == true then
- SPRINTING = false
- end
- end
- if Key == "x" and ATTACK == false then
- fromabove()
- end
- if Key == "t" and ATTACK == false then
- CreateSound("132392118", Head, 10, 1.1)
- end
- if Key == "g" then
- CreateSound("907332525", Head, 10, 1.1)
- if Key == "v" then
- GET_OVER_HERE()
- end
- end
- end
- function KeyUp(Key)
- KEYHOLD = false
- end
- Mouse.Button1Down:connect(function(NEWKEY)
- MouseDown(NEWKEY)
- end)
- Mouse.Button1Up:connect(function(NEWKEY)
- MouseUp(NEWKEY)
- end)
- Mouse.KeyDown:connect(function(NEWKEY)
- KeyDown(NEWKEY)
- end)
- Mouse.KeyUp:connect(function(NEWKEY)
- KeyUp(NEWKEY)
- end)
- --//=================================\\
- --\\=================================//
- function unanchor()
- if UNANCHOR == true then
- g = Character:GetChildren()
- for i = 1, #g do
- if g[i].ClassName == "Part" then
- g[i].Anchored = false
- end
- end
- end
- end
- --//=================================\\
- --|| WRAP THE WHOLE SCRIPT UP
- --\\=================================//
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
- Humanoid.Jump = false
- end
- end)
- Rooted = true
- ANIMATE.Parent = nil
- local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
- IDLEANIMATION:Play()
- Swait(15)
- Rooted = false
- while true do
- Swait()
- SINE = SINE + CHANGE
- local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
- local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
- local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
- if ANIM == "Walk" and TORSOVELOCITY > 1 then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- end
- if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
- ANIM = "Jump"
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
- end
- elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
- ANIM = "Fall"
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- end
- elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
- ANIM = "Idle"
- if ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(0 - 4 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5 + 0.025 * COS(SINE / 12), -1) * ANGLES(RAD(0), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-90 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0 + 0.025 * COS(SINE / 12), -1) * ANGLES(RAD(25), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-7.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
- ANIM = "Walk"
- WALK = WALK + 1 / Animation_Speed
- if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
- WALK = 0
- if WALKINGANIM == true then
- WALKINGANIM = false
- elseif WALKINGANIM == false then
- WALKINGANIM = true
- end
- end
- --RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- --LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- if ATTACK == false and SPRINTING == false then
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(2.5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-10 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-2.5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5 + 0.025 * COS(SINE / 12), -1) * ANGLES(RAD(0), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-90 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0 + 0.025 * COS(SINE / 12), -1) * ANGLES(RAD(25), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- elseif ATTACK == false and SPRINTING == true then
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(15 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(2.5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-10 + 4.5 * SIN(SINE / 12)), RAD(0), RAD(-2.5 - 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5 + 0.025 * COS(SINE / 12), -1) * ANGLES(RAD(0), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-90 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0 + 0.025 * COS(SINE / 12), -1) * ANGLES(RAD(25), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25-2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 12)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- end
- if #Effects2>0 then
- for e=1,#Effects2 do
- if Effects2[e]~=nil then
- local Thing=Effects2[e]
- if Thing~=nil then
- local Part=Thing[1]
- local Mode=Thing[2]
- local Delay=Thing[3]
- local IncX=Thing[4]
- local IncY=Thing[5]
- local IncZ=Thing[6]
- local Part2=Thing[8]
- if Thing[1].Transparency<=1 then
- if Thing[2]=="Block1" then
- Thing[1].CFrame=Thing[1].CFrame
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+VT(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Cylinder" then
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+VT(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Blood" then
- Mesh=Thing[7]
- Thing[1].CFrame=Thing[1].CFrame*CF(0,.5,0)
- Mesh.Scale=Mesh.Scale+VT(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Elec" then
- Mesh=Thing[1].Mesh
- Mesh.Scale=Mesh.Scale+VT(Thing[7],Thing[8],Thing[9])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Disappear" then
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- end
- else
- Part.Parent=nil
- table.remove(Effects2,e)
- end
- end
- end
- end
- end
- unanchor()
- Humanoid.MaxHealth = "inf"
- Humanoid.Health = "inf"
- if Rooted == false then
- Disable_Jump = false
- Humanoid.WalkSpeed = Speed
- elseif Rooted == true then
- Disable_Jump = true
- Humanoid.WalkSpeed = 0
- end
- if SPRINTING == true then
- Speed = 45
- Humanoid.JumpPower = 100
- elseif SPRINTING == false then
- Speed = 16
- Humanoid.JumpPower = 50
- end
- end
- --//=================================\\
- --\\=================================//
- --//====================================================\\--
- --|| END OF SCRIPT
- --\\====================================================//--
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement