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- local Player = game:GetService("Players").LocalPlayer --<=== Replace With Your Name
- local scripts = game:GetObjects("rbxassetid://5653035111")[1]
- local Mouse,mouse,UserInputService,ContextActionService
- do
- local CAS = {Actions={}}
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- Event.Parent = Player.Character
- local fakeEvent = function()
- local t = {_fakeEvent=true}
- t.Connect = function(self,f)self.Function=f end
- t.connect = t.Connect
- return t
- end
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- function CAS:BindAction(name,fun,touch,...)
- CAS.Actions[name] = {Name=name,Function=fun,Keys={...}}
- end
- function CAS:UnbindAction(name)
- CAS.Actions[name] = nil
- end
- 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
- ---------Replace All "LocalPlayer" With Your Name.
- --Remove "Mouse =" or "local mouse =" at the start.
- --Replace Kermat161 At The Top Of The Script With You Name.
- -----------------------------Script In The Line's.
- -- Synapse Decompiler
- -- Purchase Here: https://brack4712.xyz/synapse/purchase/
- wait(0.2)
- game.Players:GetPlayerFromCharacter(script.Parent)
- 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"]
- local sick = Instance.new("Sound", Character)
- 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
- Animation_Speed = 3
- Frame_Speed = 0.016666666666666666
- local Speed = 16
- 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 DAMAGEMULTIPLIER = 1
- local ANIM = "Idle"
- local ATTACK = false
- local MELEE = false
- local EQUIPPED = false
- local HOLD = false
- local COMBO = 1
- local Rooted = false
- local SINE = 0
- local KEYHOLD = false
- local CHANGE = 2 / Animation_Speed
- local WALKINGANIM = false
- local VALUE1 = false
- local VALUE2 = false
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- local WEAPONGUI = IT("ScreenGui", PlayerGui)
- WEAPONGUI.Name = "Weapon GUI"
- local Effects = IT("Folder", Character)
- Effects.Name = "Effects"
- local ANIMATOR = Humanoid.Animator
- local ANIMATE = Character.Animate
- local UNANCHOR = true
- local HITPLAYERSOUNDS = {
- "263032172",
- "263032182",
- "263032200",
- "263032221",
- "263032252",
- "263033191"
- }
- local EXTRATRANS = 0
- local DASHING = false
- 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)
- 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 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, ANCHOR)
- local NEWPART = IT("Part")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.Anchored = true
- if ANCHOR == false then
- NEWPART.Anchored = false
- end
- 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
- local weldBetween = function(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 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 m00 < m11 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 >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 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
- elseif 1 + cosTheta > 1.0E-4 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
- 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 = TEXTCOLOR
- label.TextStrokeTransparency = STROKETRANSPARENCY
- label.TextTransparency = TRANSPARENCY
- label.FontSize = TEXTFONTSIZE
- label.Font = TEXTFONT
- label.BorderSizePixel = BORDERSIZEPIXEL
- label.TextScaled = false
- 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
- local S = IT("Sound")
- function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
- local NEWSOUND
- coroutine.resume(coroutine.create(function()
- NEWSOUND = S:Clone()
- NEWSOUND.Parent = PARENT
- NEWSOUND.Volume = VOLUME
- NEWSOUND.Pitch = PITCH
- NEWSOUND.SoundId = "http://www.roblox.com/asset/?id=" .. ID
- NEWSOUND:play()
- if DOESLOOP == true then
- NEWSOUND.Looped = true
- else
- repeat
- wait(1)
- until NEWSOUND.Playing == false or NEWSOUND.Parent ~= PARENT
- NEWSOUND.Playing = false
- NEWSOUND:remove()
- end
- end))
- return NEWSOUND
- 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 WACKYEFFECT(Table)
- local TYPE = Table.EffectType or "Sphere"
- local SIZE = Table.Size or VT(1, 1, 1)
- local ENDSIZE = Table.Size2 or VT(0, 0, 0)
- local TRANSPARENCY = Table.Transparency or 0
- local ENDTRANSPARENCY = Table.Transparency2 or 1
- local CFRAME = Table.CFrame or Torso.CFrame
- local MOVEDIRECTION = Table.MoveToPos or nil
- local ROTATION1 = Table.RotationX or 0
- local ROTATION2 = Table.RotationY or 0
- local ROTATION3 = Table.RotationZ or 0
- local MATERIAL = Table.Material or "Neon"
- local COLOR = Table.Color or C3(1, 1, 1)
- local TIME = Table.Time or 45
- local SOUNDID = Table.SoundID or nil
- local SOUNDPITCH = Table.SoundPitch or nil
- local SOUNDVOLUME = Table.SoundVolume or nil
- coroutine.resume(coroutine.create(function()
- local PLAYSSOUND = false
- local SOUND
- local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY, BRICKC("Pearl"), "Effect", VT(1, 1, 1), true)
- if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then
- PLAYSSOUND = true
- SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false)
- end
- EFFECT.Color = COLOR
- local MSH
- if TYPE == "Sphere" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0, 0, 0))
- elseif TYPE == "Block" then
- MSH = IT("BlockMesh", EFFECT)
- MSH.Scale = VT(SIZE.X, SIZE.X, SIZE.X)
- elseif TYPE == "Wave" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT(0, 0, -SIZE.X / 8))
- elseif TYPE == "Ring" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844", "", VT(SIZE.X, SIZE.X, 0.1), VT(0, 0, 0))
- elseif TYPE == "Slash" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858", "", VT(SIZE.X / 10, 0, SIZE.X / 10), VT(0, 0, 0))
- elseif TYPE == "Round Slash" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058", "", VT(SIZE.X / 10, 0, SIZE.X / 10), VT(0, 0, 0))
- elseif TYPE == "Swirl" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "1051557", "", SIZE, VT(0, 0, 0))
- elseif TYPE == "Skull" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583", "", SIZE, VT(0, 0, 0))
- elseif TYPE == "Crystal" then
- MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362", "", SIZE, VT(0, 0, 0))
- end
- if MSH ~= nil then
- local MOVESPEED
- if MOVEDIRECTION ~= nil then
- MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude / TIME
- end
- local GROWTH = SIZE - ENDSIZE
- local TRANS = TRANSPARENCY - ENDTRANSPARENCY
- if TYPE == "Block" then
- EFFECT.CFrame = CFRAME * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)))
- else
- EFFECT.CFrame = CFRAME
- end
- for LOOP = 1, TIME + 1 do
- Swait()
- MSH.Scale = MSH.Scale - GROWTH / TIME
- if TYPE == "Wave" then
- MSH.Offset = VT(0, 0, -MSH.Scale.X / 8)
- end
- EFFECT.Transparency = EFFECT.Transparency - TRANS / TIME
- if TYPE == "Block" then
- EFFECT.CFrame = CFRAME * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)))
- else
- EFFECT.CFrame = EFFECT.CFrame * ANGLES(RAD(ROTATION1), RAD(ROTATION2), RAD(ROTATION3))
- end
- if MOVEDIRECTION ~= nil then
- local ORI = EFFECT.Orientation
- EFFECT.CFrame = CF(EFFECT.Position, MOVEDIRECTION) * CF(0, 0, -MOVESPEED)
- EFFECT.Orientation = ORI
- end
- end
- if PLAYSSOUND == false then
- EFFECT:remove()
- else
- repeat
- Swait()
- until SOUND.Playing == false
- EFFECT:remove()
- end
- elseif PLAYSSOUND == false then
- EFFECT:remove()
- else
- repeat
- Swait()
- until SOUND.Playing == false
- EFFECT:remove()
- end
- end))
- end
- function MakeForm(PART, TYPE)
- if TYPE == "Cyl" then
- local MSH = IT("CylinderMesh", PART)
- elseif TYPE == "Ball" then
- local MSH = IT("SpecialMesh", PART)
- MSH.MeshType = "Sphere"
- elseif TYPE == "Wedge" then
- local MSH = IT("SpecialMesh", PART)
- MSH.MeshType = "Wedge"
- end
- end
- Debris = game:GetService("Debris")
- function CastProperRay(StartPos, EndPos, Distance, Ignore)
- local DIRECTION = CF(StartPos, EndPos).lookVector
- return Raycast(StartPos, DIRECTION, Distance, Ignore)
- end
- 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 WaveParticles(Position, Size, Color)
- local BASE = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Pearl"), "Shockwave", VT(0, 0, 0), true)
- BASE.CFrame = CF(Position)
- local A = IT("Attachment", BASE)
- local WAVE = script.Wave:Clone()
- WAVE.Parent = A
- WAVE.Size = NumberSequence.new(0, Size)
- WAVE.Color = ColorSequence.new(Color)
- Debris:AddItem(BASE, 0.5)
- WAVE:Emit(1)
- end
- for _, c in pairs(Character:GetChildren()) do
- if script:FindFirstChild(c.Name) then
- local Part = script[c.Name]
- Part.Parent = Character
- Part.Base.Anchored = false
- Part:SetPrimaryPartCFrame(c.CFrame)
- weldBetween(c, Part.Base)
- for _, e in pairs(Part:GetChildren()) do
- if e:IsA("BasePart") and e.Name ~= "Base" then
- e.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
- e.Locked = true
- e.Anchored = false
- e.Parent = Character
- weldBetween(c, e)
- end
- end
- Part:remove()
- end
- end
- --local WINGPART = script.Wing
- --WINGPART.Parent = nil
- local Weapon = scripts.Weapon
- Weapon.Parent = Character
- local Grip = CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, Weapon.Bostaff, CF(0, -1, 0) * ANGLES(RAD(-90), RAD(0), RAD(0)), CF(0, 0, 0))
- for _, c in pairs(Character:GetChildren()) do
- if c.ClassName == "Part" and c.Name ~= "Eye" then
- c.Material = "SmoothPlastic"
- if c:FindFirstChildOfClass("ParticleEmitter") then
- c:FindFirstChildOfClass("ParticleEmitter"):remove()
- end
- if c == LeftLeg or c == RightLeg then
- c.Color = C3(0.12, 0.12, 0.12)
- elseif c == Torso then
- c.Color = C3(0.15, 0.15, 0.15)
- else
- c.BrickColor = BRICKC("Bright yellow")
- end
- if c == Head and c:FindFirstChild("face") then
- c.face:remove()
- end
- elseif c.ClassName == "CharacterMesh" or c.ClassName == "Accessory" or c.Name == "Body Colors" then
- c:remove()
- elseif (c.ClassName == "Shirt" or c.ClassName == "Pants") and c.Name ~= "Cloth" then
- c:remove()
- end
- end
- local BODY = {}
- for _, c in pairs(Character:GetDescendants()) do
- if c:IsA("BasePart") and c.Name ~= "Handle" then
- if c ~= RootPart and c ~= Torso and c ~= Head and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then
- c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
- end
- table.insert(BODY, {
- c,
- c.Parent,
- c.Material,
- c.Color,
- c.Transparency
- })
- elseif c:IsA("JointInstance") then
- table.insert(BODY, {
- c,
- c.Parent,
- nil,
- nil,
- nil
- })
- end
- end
- for e = 1, #BODY do
- if BODY[e] ~= nil then
- do
- local STUFF = BODY[e]
- local PART = STUFF[1]
- local PARENT = STUFF[2]
- local MATERIAL = STUFF[3]
- local COLOR = STUFF[4]
- local TRANSPARENCY = STUFF[5]
- if PART.ClassName == "Part" and PART ~= RootPart then
- PART.Material = MATERIAL
- PART.Color = COLOR
- PART.Transparency = TRANSPARENCY
- end
- PART.AncestryChanged:Connect(function()
- PART.Parent = PARENT
- end)
- end
- end
- end
- function refit()
- Character.Parent = workspace
- for e = 1, #BODY do
- if BODY[e] ~= nil then
- local STUFF = BODY[e]
- local PART = STUFF[1]
- local PARENT = STUFF[2]
- local MATERIAL = STUFF[3]
- local COLOR = STUFF[4]
- local TRANSPARENCY = STUFF[5]
- if PART:IsA("BasePart") and PART ~= RootPart then
- PART.Material = MATERIAL
- PART.Color = COLOR
- PART.Transparency = TRANSPARENCY + EXTRATRANS
- end
- if PART.Parent ~= PARENT then
- Humanoid:remove()
- PART.Parent = PARENT
- Humanoid = IT("Humanoid", Character)
- end
- end
- end
- end
- Player.CharacterAdded:Connect(function()
- script:remove()
- Character:Destroy()
- end)
- Humanoid.Died:connect(function()
- refit()
- end)
- local SKILLTEXTCOLOR = C3(1, 1, 1)
- local SKILLFONT = "Fantasy"
- local SKILLTEXTSIZE = 5
- local MOBILITY = {
- "Z",
- "B",
- "C",
- "G",
- "H"
- }
- local ATTACKS = {
- "Mouse",
- "Q",
- "E",
- "V"
- }
- local MOBILITYFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.71, 0, 0.9, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill Frame")
- local TEXT = CreateLabel(MOBILITYFRAME, "[MOBILITY]", SKILLTEXTCOLOR, SKILLTEXTSIZE + 1, SKILLFONT, 0, 2, 0.5, "Skill text")
- local ATTACKSFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.9, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill Frame")
- local TEXT = CreateLabel(ATTACKSFRAME, "[ATTACKS]", SKILLTEXTCOLOR, SKILLTEXTSIZE + 1, SKILLFONT, 0, 2, 0.5, "Skill text")
- for i = 1, #MOBILITY do
- local SKILLFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.71, 0, 0.9 - 0.04 * i, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill Frame")
- local SKILLTEXT = CreateLabel(SKILLFRAME, "[" .. MOBILITY[i] .. "]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.5, "Skill text")
- end
- for i = 1, #ATTACKS do
- local SKILLFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.9 - 0.04 * i, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill Frame")
- local SKILLTEXT = CreateLabel(SKILLFRAME, "[" .. ATTACKS[i] .. "]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.5, "Skill text")
- end
- function ApplyDamage(Humanoid, Damage)
- Damage = Damage * DAMAGEMULTIPLIER
- if Humanoid.Health < 2000 then
- if Humanoid.Health - Damage > 0 then
- Humanoid.Health = Humanoid.Health - Damage
- else
- Humanoid.Parent:BreakJoints()
- end
- else
- Humanoid.Parent:BreakJoints()
- end
- end
- function ApplyAoE(POSITION, RANGE, MINDMG, MAXDMG, FLING, INSTAKILL, STUN)
- local CHILDREN = workspace:GetDescendants()
- for index, CHILD in pairs(CHILDREN) do
- if CHILD.ClassName == "Model" and CHILD ~= Character then
- local HUM = CHILD:FindFirstChildOfClass("Humanoid")
- if HUM then
- local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
- if TORSO and RANGE >= (TORSO.Position - POSITION).Magnitude then
- if INSTAKILL == true then
- CHILD:BreakJoints()
- else
- local DMG = MRANDOM(MINDMG, MAXDMG)
- ApplyDamage(HUM, DMG)
- end
- if STUN == true then
- TORSO.CFrame = TORSO.CFrame * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)))
- end
- if FLING ~= 0 then
- for _, c in pairs(CHILD:GetChildren()) do
- if c:IsA("BasePart") then
- local bv = Instance.new("BodyVelocity")
- bv.maxForce = Vector3.new(1000000000, 1000000000, 1000000000)
- bv.velocity = CF(POSITION, TORSO.Position).lookVector * FLING
- bv.Parent = c
- Debris:AddItem(bv, 0.05)
- end
- end
- end
- end
- end
- end
- end
- end
- function APPLYMELEE(PART, MINDMG, MAXDMG, CANSTUN)
- local HITS = {}
- local TOUCH = PART.Touched:Connect(function(hit)
- if hit.Parent:FindFirstChildOfClass("Humanoid") then
- local HUM = hit.Parent:FindFirstChildOfClass("Humanoid")
- local TORSO = hit.Parent:FindFirstChild("Torso") or hit.Parent:FindFirstChild("UpperTorso")
- if TORSO and HUM.Health > 0 then
- local PASS = true
- for i = 1, #HITS do
- if HITS[i] == hit.Parent then
- PASS = false
- end
- end
- table.insert(HITS, hit.Parent)
- if PASS == true then
- for i = 1, 3 do
- WACKYEFFECT({
- Time = 15,
- EffectType = "Sphere",
- Size = VT(0.3, 0.3, 0.3),
- Size2 = VT(0, 25, 0),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(TORSO.Position) * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = MRANDOM(-35, 35),
- RotationZ = 0,
- Material = "Glass",
- Color = C3(0.3, 0, 0),
- SoundID = nil,
- SoundPitch = MRANDOM(7, 15) / 10,
- SoundVolume = 10
- })
- end
- ApplyDamage(HUM, MRANDOM(MINDMG, MAXDMG), TORSO, CANSTUN)
- CreateSound(HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], TORSO, 2, MRANDOM(8, 12) / 10, false)
- end
- end
- end
- end)
- return TOUCH
- end
- function Mobility(CFR)
- Weapon.TrailBlade.Trail.Enabled = false
- local POS = RootPart.Position
- EXTRATRANS = 1
- DASHING = true
- WACKYEFFECT({
- Time = 35,
- EffectType = "Sphere",
- Size = VT(5, 5, 5),
- Size2 = VT(12, 12, 12),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(POS),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = 182765513,
- SoundPitch = 1,
- SoundVolume = 3
- })
- repeat
- RootPart.CFrame = RootPart.CFrame * CFR
- for i = 1, 5 do
- WACKYEFFECT({
- Time = MRANDOM(10, 40),
- EffectType = "Sphere",
- Size = VT(2, 2, 0.7),
- Size2 = VT(0, 0, 10),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(CF(POS) * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))) * CF(0, 0, 2).p, RootPart.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- end
- WACKYEFFECT({
- Time = 15,
- EffectType = "Wave",
- Size = VT(6, 8, 6),
- Size2 = VT(0, 4, 0),
- Transparency = 1,
- Transparency2 = 0.8,
- CFrame = CF(RootPart.Position, POS) * ANGLES(RAD(-90), RAD(0), RAD(0)),
- MoveToPos = CF(RootPart.Position, POS) * CF(0, 0, -35).p,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- POS = RootPart.Position
- RootPart.Velocity = VT(0, 0, 0)
- Swait()
- until KEYHOLD == false or ATTACK == true or MELEE == true
- EXTRATRANS = 0
- DASHING = false
- WACKYEFFECT({
- Time = 35,
- EffectType = "Sphere",
- Size = VT(5, 5, 5),
- Size2 = VT(12, 12, 12),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(POS),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = 182765513,
- SoundPitch = 1,
- SoundVolume = 3
- })
- RootPart.Velocity = VT(0, 0, 0)
- Weapon.TrailBlade.Trail.Enabled = true
- end
- function Clicks()
- MELEE = true
- Weapon.MainBlade.CanCollide = true
- repeat
- if COMBO == 1 and ATTACK == false then
- COMBO = 2
- for i = 0, 0.15, 0.1 / Animation_Speed do
- Swait()
- if ATTACK == true then
- break
- end
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-45)), 2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(40)), 2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, -0.5) * ANGLES(RAD(90), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-60), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 2 / Animation_Speed)
- end
- CreateSound(143501853, Weapon.TrailBlade, 2, MRANDOM(8, 13) / 10, false)
- local DMGER = APPLYMELEE(Weapon.MainBlade, 8, 12, false)
- for i = 0, 0.4, 0.1 / Animation_Speed do
- Swait()
- if ATTACK == true then
- break
- end
- Grip.C1 = Clerp(Grip.C1, CF(0, -1, 0.35) * ANGLES(RAD(80), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(80)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(20), RAD(0), RAD(-50)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- DMGER:Disconnect()
- elseif COMBO == 2 and ATTACK == false then
- COMBO = 3
- local DMGER = APPLYMELEE(Weapon.MainBlade, 25, 35, false)
- CreateSound(134012322, Weapon.TrailBlade, 4, MRANDOM(8, 13) / 10, false)
- for i = 1, 15 do
- Swait()
- if ATTACK == true then
- break
- end
- RootPart.CFrame = RootPart.CFrame * CF(0, 0, -0.02)
- Grip.C1 = Clerp(Grip.C1, CF(0, 1, 0) * ANGLES(RAD(-25), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(80 - i * 24)), 2.5 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(0), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.25, -0.6) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- DMGER:Disconnect()
- elseif COMBO == 3 and ATTACK == false then
- COMBO = 1
- for i = 0, 0.5, 0.1 / Animation_Speed do
- Swait()
- if ATTACK == true then
- break
- end
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(60), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)), 2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(45)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- CreateSound(143501853, Weapon.TrailBlade, 2, MRANDOM(8, 13) / 10, false)
- local DMGER = APPLYMELEE(Weapon.MainBlade, 10, 15, false)
- for i = 0, 0.6, 0.1 / Animation_Speed do
- Swait()
- if ATTACK == true then
- break
- end
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(55), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(80)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(20), RAD(0), RAD(-40)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(120), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- DMGER:Disconnect()
- end
- until HOLD == false or ATTACK == true
- if COMBO == 2 and ATTACK == false then
- for i = 0, 0.5, 0.1 / Animation_Speed do
- Swait()
- if ATTACK == true then
- break
- end
- Grip.C1 = Clerp(Grip.C1, CF(0, -1, 0.35) * ANGLES(RAD(80), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(80)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(20), RAD(0), RAD(-50)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- end
- Weapon.MainBlade.CanCollide = false
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- Swait()
- if MELEE == true then
- break
- end
- end
- if MELEE == false then
- COMBO = 1
- end
- end))
- MELEE = false
- end
- function Aerial()
- ATTACK = true
- Rooted = false
- local DMGER = APPLYMELEE(Weapon.MainBlade, 35, 45, false)
- CreateSound(134012322, Weapon.TrailBlade, 4, MRANDOM(8, 13) / 10, false)
- for i = 1, 12 do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(-i * 36)), 2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(20), RAD(0), RAD(-65)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- DMGER:Disconnect()
- ATTACK = false
- Rooted = false
- end
- function ZenBullet()
- ATTACK = true
- Rooted = true
- if MELEE == true then
- do
- local POS = RootPart.CFrame * CF(0, 5, -1)
- UNANCHOR = false
- local BULLET = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Pearl"), "Bullet", VT(2, 2, 2), true)
- MakeForm(BULLET, "Ball")
- for i = 1, 15 do
- Swait()
- BULLET.CFrame = LeftArm.CFrame * CF(0, -1, 0)
- BULLET.Transparency = BULLET.Transparency - 0.06666666666666667
- RootPart.CFrame = Clerp(RootPart.CFrame, POS, 0.3)
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(15), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(165), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.1, -0.6) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- wait(0.5)
- BULLET.CFrame = CF(BULLET.Position, BULLET.Position - VT(0, 2, 0))
- BULLET.Size = VT(1.5, 1.5, 3)
- WACKYEFFECT({
- Time = 15,
- EffectType = "Wave",
- Size = VT(0, 1, 0),
- Size2 = VT(15, 1, 15),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Fabric",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- for i = 1, 50 do
- Swait()
- BULLET.CFrame = BULLET.CFrame * CF(0, 0, -2)
- local HIT, HITPOS = Raycast(BULLET.Position, BULLET.CFrame.lookVector, 2.5, Character)
- if HIT then
- break
- end
- end
- ApplyAoE(BULLET.Position, 20, 25, 25, 70, false)
- WACKYEFFECT({
- Time = 15,
- EffectType = "Wave",
- Size = VT(0, 1, 0),
- Size2 = VT(45, 2, 45),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 5,
- RotationZ = 0,
- Material = "Fabric",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- WACKYEFFECT({
- Time = 25,
- EffectType = "Sphere",
- Size = BULLET.Size,
- Size2 = VT(35, 35, 35),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = 424195952,
- SoundPitch = 1,
- SoundVolume = 5
- })
- BULLET:remove()
- end))
- for i = 0, 0.3, 0.1 / Animation_Speed do
- Swait()
- RootPart.CFrame = Clerp(RootPart.CFrame, POS, 0.3)
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(15), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.1, -0.6) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- UNANCHOR = true
- end
- else
- do
- local GYRO = IT("BodyGyro", RootPart)
- GYRO.D = 2
- GYRO.P = 2000
- GYRO.MaxTorque = VT(0, 4000000, 0)
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- GYRO.CFrame = CF(RootPart.Position, Mouse.Hit.p)
- until ATTACK == false
- GYRO:Remove()
- end))
- local BULLET = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Pearl"), "Bullet", VT(2, 2, 2), true)
- MakeForm(BULLET, "Ball")
- for i = 1, 15 do
- Swait()
- BULLET.CFrame = LeftArm.CFrame * CF(0, -1, 0)
- BULLET.Transparency = BULLET.Transparency - 0.06666666666666667
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(25)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(-25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(95), RAD(0), RAD(15)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0.2) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- BULLET.CFrame = CF(BULLET.Position, Mouse.Hit.p)
- wait(0.5)
- BULLET.Size = VT(1.5, 1.5, 3)
- WACKYEFFECT({
- Time = 15,
- EffectType = "Wave",
- Size = VT(0, 1, 0),
- Size2 = VT(15, 1, 15),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = BULLET.CFrame * ANGLES(RAD(90), RAD(0), RAD(0)),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Fabric",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- for i = 1, 170 do
- Swait()
- BULLET.CFrame = BULLET.CFrame * CF(0, 0, -2)
- local HIT, HITPOS = Raycast(BULLET.Position, BULLET.CFrame.lookVector, 2.5, Character)
- if HIT then
- break
- end
- end
- ApplyAoE(BULLET.Position, 30, 25, 25, 70, false)
- WACKYEFFECT({
- Time = 15,
- EffectType = "Wave",
- Size = VT(0, 1, 0),
- Size2 = VT(70, 2, 70),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 5,
- RotationZ = 0,
- Material = "Fabric",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- WACKYEFFECT({
- Time = 25,
- EffectType = "Sphere",
- Size = BULLET.Size,
- Size2 = VT(60, 60, 60),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = 424195952,
- SoundPitch = 1,
- SoundVolume = 5
- })
- for i = 1, 10 do
- WACKYEFFECT({
- Time = 25 + i * 3,
- EffectType = "Wave",
- Size = VT(0, 0, 0),
- Size2 = VT(150, 1, 150),
- Transparency = 0.8,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position) * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))),
- MoveToPos = nil,
- RotationX = 0.2,
- RotationY = 5,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = MRANDOM(9, 11) / 10,
- SoundVolume = MRANDOM(9, 11) / 2
- })
- end
- BULLET:remove()
- end))
- for i = 1, 15 do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(45)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(95), RAD(0), RAD(15)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0.2) * ANGLES(RAD(45), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- end
- end
- ATTACK = false
- Rooted = false
- end
- function Jab()
- ATTACK = true
- Rooted = true
- local SLASHSOUNDS = {
- "28144268",
- "28144277",
- "28144291"
- }
- if MELEE == true then
- for i = 0, 0.8, 0.1 / Animation_Speed do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-75)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(75)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(100), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- for i = 1, 8 do
- for i = 1, 2 do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(-80), RAD(0), RAD(0)), 3 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-75)), 3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(75)), 3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(100), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 3 / Animation_Speed)
- end
- local OFFSET1 = MRANDOM(-35, 35) / 2
- local OFFSET2 = MRANDOM(-35, 35) / 2
- for i = 0, 0.1, 0.1 / Animation_Speed do
- Swait()
- RootPart.CFrame = RootPart.CFrame * CF(0, 0, -0.2)
- Grip.C1 = Clerp(Grip.C1, CF(0, -1, 0.35) * ANGLES(RAD(80), RAD(0), RAD(0)), 2.7 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 2.7 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 2.7 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(OFFSET2), RAD(0), RAD(90 + OFFSET1)) * RIGHTSHOULDERC0, 2.7 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2.7 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 2.7 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 2.7 / Animation_Speed)
- end
- for i = 1, 5 do
- ApplyAoE(CF(RootPart.Position, Weapon.TrailBlade.Position) * CF(0, 0, -i * 3).p, 5, 2, 7, 0, false, true)
- end
- WACKYEFFECT({
- Time = 20,
- EffectType = "Wave",
- Size = VT(1, 1, 1),
- Size2 = VT(15, 5, 15),
- Transparency = 0.4,
- Transparency2 = 1,
- CFrame = RootPart.CFrame * CF(0, 0, -5) * ANGLES(RAD(-90), RAD(0), RAD(0)),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 5,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- WACKYEFFECT({
- Time = 15,
- EffectType = "Sphere",
- Size = VT(1, 1, 15) / 1.1,
- Size2 = VT(2, 2, 25) / 1.1,
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(RootPart.Position, Weapon.TrailBlade.Position),
- MoveToPos = CF(RootPart.Position, Weapon.TrailBlade.Position) * CF(0, 0, -35).p,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- WACKYEFFECT({
- Time = 15,
- EffectType = "Sphere",
- Size = VT(1, 1, 15),
- Size2 = VT(2, 2, 25),
- Transparency = 0.7,
- Transparency2 = 1,
- CFrame = CF(RootPart.Position, Weapon.TrailBlade.Position),
- MoveToPos = CF(RootPart.Position, Weapon.TrailBlade.Position) * CF(0, 0, -35).p,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 0.9, 0.9),
- SoundID = SLASHSOUNDS[MRANDOM(1, #SLASHSOUNDS)],
- SoundPitch = 1,
- SoundVolume = 4
- })
- end
- else
- for i = 0, 1, 0.1 / Animation_Speed do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-75)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(75)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(100), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- for i = 1, 4 do
- for i = 1, 2 do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(-80), RAD(0), RAD(0)), 3 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-75)), 3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(75)), 3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(100), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 3 / Animation_Speed)
- end
- local OFFSET1 = MRANDOM(-35, 35) / 2
- local OFFSET2 = MRANDOM(-35, 35) / 2
- for i = 0, 0.1, 0.1 / Animation_Speed do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, -1, 0.35) * ANGLES(RAD(80), RAD(0), RAD(0)), 2.7 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 2.7 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 2.7 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(OFFSET2), RAD(0), RAD(90 + OFFSET1)) * RIGHTSHOULDERC0, 2.7 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2.7 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 2.7 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 2.7 / Animation_Speed)
- end
- for i = 1, 5 do
- ApplyAoE(CF(RootPart.Position, Weapon.TrailBlade.Position) * CF(0, 0, -i * 3).p, 5, 2, 7, 0, false, true)
- end
- WACKYEFFECT({
- Time = 20,
- EffectType = "Wave",
- Size = VT(1, 1, 1),
- Size2 = VT(15, 5, 15),
- Transparency = 0.4,
- Transparency2 = 1,
- CFrame = RootPart.CFrame * CF(0, 0, -5) * ANGLES(RAD(-90), RAD(0), RAD(0)),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 5,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- WACKYEFFECT({
- Time = 15,
- EffectType = "Sphere",
- Size = VT(1, 1, 15) / 1.1,
- Size2 = VT(2, 2, 25) / 1.1,
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(RootPart.Position, Weapon.TrailBlade.Position),
- MoveToPos = CF(RootPart.Position, Weapon.TrailBlade.Position) * CF(0, 0, -35).p,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- WACKYEFFECT({
- Time = 15,
- EffectType = "Sphere",
- Size = VT(1, 1, 15),
- Size2 = VT(2, 2, 25),
- Transparency = 0.7,
- Transparency2 = 1,
- CFrame = CF(RootPart.Position, Weapon.TrailBlade.Position),
- MoveToPos = CF(RootPart.Position, Weapon.TrailBlade.Position) * CF(0, 0, -35).p,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 0.9, 0.9),
- SoundID = SLASHSOUNDS[MRANDOM(1, #SLASHSOUNDS)],
- SoundPitch = 1,
- SoundVolume = 4
- })
- end
- for i = 1, 50 do
- Swait()
- WACKYEFFECT({
- Time = 10,
- EffectType = "Sphere",
- Size = VT(1, 1, 1),
- Size2 = VT(0, 0, 0),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(Weapon.TrailBlade.Position) * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))) * CF(0, 0, 5),
- MoveToPos = Weapon.TrailBlade.Position,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(-80), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-75)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(75)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(100), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- end
- Grip.C1 = CF(0, -1, 0.35) * ANGLES(RAD(80), RAD(0), RAD(0))
- RootJoint.C0 = ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90))
- Neck.C0 = NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90))
- RightShoulder.C0 = CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0
- LeftShoulder.C0 = CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0
- RightHip.C0 = CF(1, -1, 0) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0))
- LeftHip.C0 = CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0))
- do
- local OFFSET = -8
- local HITS = {}
- for i = 1, 5 do
- WACKYEFFECT({
- Time = 35,
- EffectType = "Wave",
- Size = VT(1, 1, 1),
- Size2 = VT(35 - i * 3, 5, 35 - i * 3),
- Transparency = 0.4,
- Transparency2 = 1,
- CFrame = RootPart.CFrame * CF(0, 0, -5) * ANGLES(RAD(-90), RAD(0), RAD(0)),
- MoveToPos = RootPart.CFrame * CF(0, 0, -5 - i * 6).p,
- RotationX = 0,
- RotationY = 5,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- end
- WACKYEFFECT({
- Time = 25,
- EffectType = "Sphere",
- Size = VT(1, 1, 15) / 1.1,
- Size2 = VT(8, 8, 45) / 1.1,
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(RootPart.Position, Weapon.TrailBlade.Position),
- MoveToPos = CF(RootPart.Position, Weapon.TrailBlade.Position) * CF(0, 0, -35).p,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- WACKYEFFECT({
- Time = 25,
- EffectType = "Sphere",
- Size = VT(1, 1, 15),
- Size2 = VT(8, 8, 45),
- Transparency = 0.7,
- Transparency2 = 1,
- CFrame = CF(RootPart.Position, Weapon.TrailBlade.Position),
- MoveToPos = CF(RootPart.Position, Weapon.TrailBlade.Position) * CF(0, 0, -35).p,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 0.9, 0.9),
- SoundID = SLASHSOUNDS[MRANDOM(1, #SLASHSOUNDS)],
- SoundPitch = 1,
- SoundVolume = 4
- })
- for _, c in pairs(workspace:GetDescendants()) do
- if c.ClassName == "Model" and c ~= Character and c:FindFirstChildOfClass("Humanoid") and (c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")) then
- local HUMANOID = c:FindFirstChildOfClass("Humanoid")
- local TORSO = c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")
- if 15 > (TORSO.Position - RootPart.CFrame * CF(0, 0, -7).p).Magnitude then
- table.insert(HITS, {
- c,
- TORSO,
- HUMANOID
- })
- end
- end
- end
- local DONE = false
- if #HITS > 0 then
- coroutine.resume(coroutine.create(function()
- local POS = RootPart.CFrame * CF(0, 0, -7).p
- for i = 1, #HITS do
- local ITEMS = HITS[i]
- local BODY = ITEMS[1]
- local TORSO = ITEMS[2]
- local HUMAN = ITEMS[3]
- HUMAN.PlatformStand = true
- --script.BodyForce:Clone().Parent = TORSO
- end
- repeat
- wait()
- until DONE == true
- for i = 1, 10 do
- WACKYEFFECT({
- Time = 55 + i * 3,
- EffectType = "Wave",
- Size = VT(0, 0, 0),
- Size2 = VT(250, 1, 250),
- Transparency = 0.6,
- Transparency2 = 1,
- CFrame = CF(POS) * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))),
- MoveToPos = nil,
- RotationX = 0.2,
- RotationY = 5,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 0.9, 0.9),
- SoundID = nil,
- SoundPitch = MRANDOM(9, 11) / 10,
- SoundVolume = MRANDOM(9, 11) / 2
- })
- end
- for i = 1, 5 do
- WACKYEFFECT({
- Time = 70,
- EffectType = "Sphere",
- Size = VT(70 - i * 3, 0, 70 - i * 3),
- Size2 = VT(100 - i * 5, 2, 100 - i * 5),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(POS - VT(0, 5.3 - i * 2, 0)),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 0.95, 0.95),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- end
- WACKYEFFECT({
- Time = 70,
- EffectType = "Sphere",
- Size = VT(45, 45, 45),
- Size2 = VT(60, 60, 60),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(POS),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(1, 1, 1),
- SoundID = 461105534,
- SoundPitch = 1,
- SoundVolume = 10
- })
- for i = 1, #HITS do
- local ITEMS = HITS[i]
- local BODY = ITEMS[1]
- local TORSO = ITEMS[2]
- TORSO:ClearAllChildren()
- BODY:BreakJoints()
- end
- ApplyAoE(POS, 40, 60, 85, 250, false, false)
- end))
- end
- for i = 1, 100 do
- Swait()
- OFFSET = OFFSET + 0.15
- if OFFSET >= 0 then
- OFFSET = 0
- end
- RootPart.CFrame = RootPart.CFrame * CF(0, 0, OFFSET)
- Grip.C1 = Clerp(Grip.C1, CF(0, -1, 0.35) * ANGLES(RAD(80), RAD(0), RAD(0)), 2.7 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 2.7 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 2.7 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2.7 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 2.7 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 2.7 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 2.7 / Animation_Speed)
- end
- if #HITS > 0 then
- for i = 1, 65 do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-i * 25)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(40), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(160), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- for i = 0, 0.2, 0.1 / Animation_Speed do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(45), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-15)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(15)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- DONE = true
- for i = 0, 0.7, 0.1 / Animation_Speed do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(45), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-15)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(15)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- end
- end
- end
- ATTACK = false
- Rooted = false
- end
- function CorruptBullet()
- ATTACK = true
- Rooted = true
- if MELEE == true then
- do
- local POS = RootPart.CFrame * CF(0, 45, -1)
- UNANCHOR = false
- local BULLET = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Pearl"), "Bullet", VT(2, 2, 2), true)
- BULLET.Color = C3(0, 0, 0)
- MakeForm(BULLET, "Ball")
- for i = 1, 15 do
- Swait()
- BULLET.CFrame = LeftArm.CFrame * CF(0, -1, 0)
- BULLET.Transparency = BULLET.Transparency - 0.06666666666666667
- RootPart.CFrame = Clerp(RootPart.CFrame, POS, 0.3)
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(15), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(165), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.1, -0.6) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- BULLET.CFrame = CF(BULLET.Position, BULLET.Position - VT(0, 2, 0))
- BULLET.Size = VT(1.5, 1.5, 3)
- WACKYEFFECT({
- Time = 15,
- EffectType = "Wave",
- Size = VT(0, 1, 0),
- Size2 = VT(15, 1, 15),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Fabric",
- Color = C3(0, 0, 0),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- for i = 1, 50 do
- Swait()
- BULLET.CFrame = BULLET.CFrame * CF(0, 0, -2)
- local HIT, HITPOS = Raycast(BULLET.Position, BULLET.CFrame.lookVector, 2.5, Character)
- if HIT then
- break
- end
- end
- BULLET:remove()
- for i = 1, 5 do
- WACKYEFFECT({
- Time = 15,
- EffectType = "Sphere",
- Size = VT(80, 80, 80),
- Size2 = VT(35, 35, 35),
- Transparency = 0.9,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 5,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(0, 0, 0),
- SoundID = 84005018,
- SoundPitch = 1,
- SoundVolume = 4
- })
- ApplyAoE(BULLET.Position, 40, 0, 0, -75, false, false)
- for i = 1, 30 do
- WACKYEFFECT({
- Time = 15,
- EffectType = "Sphere",
- Size = VT(42, 42, 42) / (1 + 0.3 * SIN(i / 6)),
- Size2 = VT(35, 35, 35) / (1 + 0.3 * SIN(i / 3)),
- Transparency = 0.8,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 5,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(0, 0, 0),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- Swait()
- ApplyAoE(BULLET.Position, 10, 3, 3, 0, false, false)
- end
- end
- end))
- for i = 0, 0.3, 0.1 / Animation_Speed do
- Swait()
- RootPart.CFrame = Clerp(RootPart.CFrame, POS, 0.3)
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(15), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.1, -0.6) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- UNANCHOR = true
- end
- else
- do
- local GYRO = IT("BodyGyro", RootPart)
- GYRO.D = 2
- GYRO.P = 2000
- GYRO.MaxTorque = VT(0, 4000000, 0)
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- GYRO.CFrame = CF(RootPart.Position, Mouse.Hit.p)
- until ATTACK == false
- GYRO:Remove()
- end))
- local BULLET = CreatePart(3, Effects, "Neon", 0, 1, BRICKC("Pearl"), "Bullet", VT(2, 2, 2), true)
- BULLET.Color = C3(0, 0, 0)
- MakeForm(BULLET, "Ball")
- for i = 1, 15 do
- Swait()
- BULLET.CFrame = LeftArm.CFrame * CF(0, -1, 0)
- BULLET.Transparency = BULLET.Transparency - 0.06666666666666667
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(25)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(-25)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(95), RAD(0), RAD(15)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0.2) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- coroutine.resume(coroutine.create(function()
- BULLET.CFrame = CF(BULLET.Position, Mouse.Hit.p)
- BULLET.Size = VT(1.5, 1.5, 3)
- WACKYEFFECT({
- Time = 15,
- EffectType = "Wave",
- Size = VT(0, 1, 0),
- Size2 = VT(15, 1, 15),
- Transparency = 0,
- Transparency2 = 1,
- CFrame = BULLET.CFrame * ANGLES(RAD(90), RAD(0), RAD(0)),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 0,
- RotationZ = 0,
- Material = "Fabric",
- Color = C3(0, 0, 0),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- for i = 1, 170 do
- Swait()
- BULLET.CFrame = BULLET.CFrame * CF(0, 0, -2)
- local HIT, HITPOS = Raycast(BULLET.Position, BULLET.CFrame.lookVector, 2.5, Character)
- if HIT then
- break
- end
- end
- BULLET:remove()
- for i = 1, 25 do
- WACKYEFFECT({
- Time = 15,
- EffectType = "Sphere",
- Size = VT(80, 80, 80),
- Size2 = VT(35, 35, 35),
- Transparency = 0.9,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 5,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(0, 0, 0),
- SoundID = 84005018,
- SoundPitch = 1,
- SoundVolume = 4
- })
- ApplyAoE(BULLET.Position, 40, 0, 0, -35, false, false)
- for i = 1, 30 do
- WACKYEFFECT({
- Time = 15,
- EffectType = "Sphere",
- Size = VT(42, 42, 42) / (1 + 0.3 * SIN(i / 6)),
- Size2 = VT(35, 35, 35) / (1 + 0.3 * SIN(i / 3)),
- Transparency = 0.8,
- Transparency2 = 1,
- CFrame = CF(BULLET.Position),
- MoveToPos = nil,
- RotationX = 0,
- RotationY = 5,
- RotationZ = 0,
- Material = "Neon",
- Color = C3(0, 0, 0),
- SoundID = nil,
- SoundPitch = nil,
- SoundVolume = nil
- })
- Swait()
- ApplyAoE(BULLET.Position, 10, 3, 3, 0, false, false)
- end
- end
- end))
- for i = 1, 15 do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-45)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(45)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(95), RAD(0), RAD(15)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0.2) * ANGLES(RAD(45), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- end
- end
- ATTACK = false
- Rooted = false
- end
- function AttackTemplate()
- ATTACK = true
- Rooted = false
- for i = 0, 1, 0.1 / Animation_Speed do
- Swait()
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(95), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- ATTACK = false
- Rooted = false
- end
- function MouseDown(Mouse)
- HOLD = true
- local HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4, Character)
- if HITFLOOR then
- if ATTACK == false and MELEE == false then
- Clicks()
- end
- elseif ATTACK == false then
- Aerial()
- end
- end
- function MouseUp(Mouse)
- HOLD = false
- end
- local DOUBLE = false
- function KeyDown(Key)
- KEYHOLD = true
- if DASHING == false and MELEE == false then
- if Key == "z" and ATTACK == false then
- Mobility(CF(0, 5, 0))
- end
- if Key == "b" and ATTACK == false then
- Mobility(CF(0, 0, -5))
- end
- if Key == "c" and ATTACK == false then
- Mobility(CF(0, 0, 5))
- end
- if Key == "g" and ATTACK == false then
- Mobility(CF(5, 0, 0))
- end
- if Key == "h" and ATTACK == false then
- Mobility(CF(-5, 0, 0))
- end
- end
- if Key == "q" and ATTACK == false then
- ZenBullet()
- end
- if Key == "e" and ATTACK == false then
- Jab()
- end
- if Key == "v" and ATTACK == false then
- CorruptBullet()
- end
- if Key ~= "x" or ATTACK == false then
- end
- if Key ~= "m" or ATTACK == false then
- end
- if string.byte(Key) == 32 and MELEE == false and ATTACK == false and Humanoid.Jump == true then
- local HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 6, Character)
- if HITFLOOR == nil and DOUBLE == false then
- DOUBLE = true
- RootPart.Velocity = VT(RootPart.Velocity.X, 160, RootPart.Velocity.Z)
- coroutine.resume(coroutine.create(function()
- --local RWING = WINGPART:Clone()
- --local LWING = WINGPART:Clone()
- --RWING.Parent = Effects
- --LWING.Parent = Effects
- --local RWELD = CreateWeldOrSnapOrMotor("Weld", Torso, Torso, RWING, CF(-1, 1, 0.75) * ANGLES(RAD(0), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(25), RAD(0)), CF(1.5, -0.5, 0))
- --local LWELD = CreateWeldOrSnapOrMotor("Weld", Torso, Torso, LWING, CF(1, 1, 0.75) * ANGLES(RAD(0), RAD(180), RAD(0)) * ANGLES(RAD(0), RAD(-25), RAD(0)), CF(1.5, -0.5, 0))
- Speed = 50
- CreateSound(462676772, Torso, 3, 1, false)
- --local FEATHERS = script.Feathers:Clone()
- --FEATHERS.Parent = RWING
- --FEATHERS:Emit(10)
- -- local FEATHERS = script.Feathers:Clone()
- --FEATHERS.Parent = LWING
- --FEATHERS:Emit(10)
- for i = 1, 45 do
- Swait()
- --RWELD.C1 = Clerp(RWELD.C1, CF(1.5, -0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-35)), 0.3)
- --LWELD.C1 = Clerp(LWELD.C1, CF(1.5, -0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-35)), 0.3)
- --RWING.Transparency = RWING.Transparency + 0.022222222222222223
- --LWING.Transparency = RWING.Transparency
- end
- Speed = 16
- DOUBLE = false
- --Debris:AddItem(RWING, 3)
- --Debris:AddItem(LWING, 3)
- end))
- 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()
- for _, c in pairs(Character:GetChildren()) do
- if c:IsA("BasePart") and c ~= RootPart then
- c.Anchored = false
- end
- end
- if UNANCHOR == true then
- RootPart.Anchored = false
- else
- RootPart.Anchored = true
- end
- end
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and Disable_Jump == true then
- Humanoid.Jump = false
- end
- end)
- while true do
- Swait()
- --script.Parent = WEAPONGUI
- ANIMATE.Parent = nil
- for _, v in next, Humanoid:GetPlayingAnimationTracks() do
- v:Stop()
- end
- if Character:FindFirstChildOfClass("Humanoid") == nil then
- Humanoid = IT("Humanoid", Character)
- end
- SINE = SINE + CHANGE
- local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4, Character)
- local WALKSPEEDVALUE = 4
- if ANIM == "Walk" and TORSOVELOCITY > 1 and Rooted == false then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.05 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * 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, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE * 2), -0.125 * COS(SINE / WALKSPEEDVALUE) + 0.2 - 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE * 2), 0.125 * COS(SINE / WALKSPEEDVALUE) + 0.2 + 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- elseif ANIM ~= "Walk" or TORSOVELOCITY < 1 or Rooted == true 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, -0.5, 0) * 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, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
- ANIM = "Jump"
- if ATTACK == false and MELEE == false then
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-35), RAD(0), RAD(25 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-35), RAD(0), RAD(-25 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
- ANIM = "Fall"
- if ATTACK == false and MELEE == false then
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
- ANIM = "Idle"
- if ATTACK == false and MELEE == false then
- Grip.C1 = Clerp(Grip.C1, CF(0, 0.2 + 0.1 * SIN(SINE / 12), 0) * ANGLES(RAD(5), RAD(2 * COS(SINE / 12)), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.1 * SIN(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12) + 0) * ANGLES(RAD(10), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.4) * ANGLES(RAD(95), RAD(0), RAD(15 + 1 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.4) * ANGLES(RAD(-45 - 2 * COS(SINE / 12)), RAD(0), RAD(45 + 2 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.1 * SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.1 * SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 1 / Animation_Speed)
- end
- elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
- ANIM = "Walk"
- if ATTACK == false and MELEE == false then
- Grip.C1 = Clerp(Grip.C1, CF(0, 0, 0) * ANGLES(RAD(5), RAD(0), RAD(0)), 1 / Animation_Speed)
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -0.05) * ANGLES(RAD(5), RAD(0), RAD(0)), 1 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(5 - 1 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 1 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-5), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(25), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-30 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-5), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
- end
- end
- unanchor()
- Humanoid.MaxHealth = 15000000000000000
- Humanoid.Health = 15000000000000000
- if Rooted == false then
- Disable_Jump = false
- Humanoid.WalkSpeed = Speed
- elseif Rooted == true then
- Disable_Jump = true
- Humanoid.WalkSpeed = 0
- end
- refit()
- Effects.Parent = Character
- for _, c in pairs(Character:GetChildren()) do
- if c.ClassName == "Part" and c.Name ~= "Eye" then
- c.Material = "SmoothPlastic"
- if c:FindFirstChildOfClass("ParticleEmitter") then
- c:FindFirstChildOfClass("ParticleEmitter"):remove()
- end
- if c == LeftLeg or c == RightLeg then
- c.Color = C3(0.12, 0.12, 0.12)
- if c:FindFirstChildOfClass("BlockMesh") == nil then
- IT("BlockMesh", c)
- end
- elseif c == Torso then
- c.Color = C3(0.15, 0.15, 0.15)
- if c:FindFirstChildOfClass("BlockMesh") == nil then
- IT("BlockMesh", c)
- end
- else
- c.BrickColor = BRICKC("Bright yellow")
- end
- if c == Head and c:FindFirstChild("face") then
- c.face:remove()
- end
- elseif c.ClassName == "CharacterMesh" or c.ClassName == "Accessory" or c.Name == "Body Colors" then
- c:remove()
- elseif (c.ClassName == "Shirt" or c.ClassName == "Pants") and c.Name ~= "Cloth" then
- c:remove()
- end
- end
- sick.SoundId = "rbxassetid://601021377"
- sick.Looped = true
- sick.Pitch = 1
- sick.Volume = 1
- sick.Parent = Character
- sick.Playing = true
- Humanoid.Name = "ZenMan"
- Effects.Parent = Character
- for _, c in pairs(Character:GetChildren()) do
- if c:IsA("BasePart") and ATTACK == false then
- for _, e in pairs(c:GetChildren()) do
- if (e:IsA("ParticleEmitter") or e:IsA("BodyPosition") or e:IsA("BodyGyro")) and e:FindFirstChild("ZenKeeper") == nil then
- e:remove()
- end
- end
- end
- end
- if Head:FindFirstChild("face") then
- Head.face:remove()
- elseif Head:FindFirstChildOfClass("Sound") then
- Head:FindFirstChildOfClass("Sound"):remove()
- end
- end
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