Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- LocalPlayer = game.Players.LocalPlayer
- LocalPlayer.Character.Humanoid.MaxHealth = math.huge
- Activated = false
- Equipped = false
- Regening = false
- FireBall = false
- Spikes = false
- Destiny = false
- Explosion = false
- Tornado = false
- Wall = false
- Armor = false
- shooting = false
- Mode = "Shoot"
- Energy = 10000
- mouse = LocalPlayer:GetMouse()
- t = Instance.new("Tool",LocalPlayer.Backpack)
- t.Name = 'LOLs Phantom Scythe'
- t.GripPos = Vector3.new(0,0,0)
- p = Instance.new("Part",t)
- p.FormFactor = 'Custom'
- p.Name = 'Handle'
- p.Transparency = 0.3
- p.Reflectance = 0.3
- p.CanCollide = false
- p.BrickColor = BrickColor.new("Really black")
- m = Instance.new("SpecialMesh",p)
- m.MeshId = 'http://www.roblox.com/asset/?id=95891318'
- m.TextureId = 'http://www.roblox.com/asset/?id='
- m.Scale = Vector3.new(1,1,1)
- char = LocalPlayer.Character
- mouse = LocalPlayer:GetMouse()
- humanoid = char:findFirstChild("Humanoid")
- torso = char:findFirstChild("Torso")
- head = char.Head
- local Colors = {"Royal Purple","Really black"}
- ra = char:findFirstChild("Right Arm")
- la = char:findFirstChild("Left Arm")
- rl = char:findFirstChild("Right Leg")
- ll = char:findFirstChild("Left Leg")
- rs = torso:findFirstChild("Right Shoulder")
- ls = torso:findFirstChild("Left Shoulder")
- rh = torso:findFirstChild("Right Hip")
- lh = torso:findFirstChild("Left Hip")
- neck = torso:findFirstChild("Neck")
- rj = char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
- anim = char:findFirstChild("Animate")
- rootpart = char:findFirstChild("HumanoidRootPart")
- camera = workspace.CurrentCamera
- if anim then
- anim:Destroy()
- end
- rm = Instance.new("Motor", torso)
- rm.C0 = CFrame.new(1.5, 0.5, 0) *CFrame.Angles(0, 0, 0)
- rm.C1 = CFrame.new(0, 0.5, 0)
- rm.Part0 = torso
- rm.Part1 = ra
- lm = Instance.new("Motor", torso)
- lm.C0 = CFrame.new(-1.5, 0.5, 0) *CFrame.Angles(0, 0, 0)
- lm.C1 = CFrame.new(0, 0.5, 0)
- lm.Part0 = torso
- lm.Part1 = la
- rlegm = Instance.new("Motor", torso)
- rlegm.C0 = CFrame.new(0.5, -1, 0) *CFrame.Angles(0, 0, 0)
- rlegm.C1 = CFrame.new(0, 1, 0)
- rlegm.Part0 = torso
- rlegm.Part1 = rl
- llegm = Instance.new("Motor", torso)
- llegm.C0 = CFrame.new(-0.5, -1, 0) *CFrame.Angles(0, 0, 0)
- llegm.C1 = CFrame.new(0, 1, 0)
- llegm.Part0 = torso
- llegm.Part1 = ll
- rsc0 = rm.C0
- lsc0 = lm.C0
- llc0 = llegm.C0
- rlc0 = rlegm.C0
- neckc0 = neck.C0
- rootc0 = rj.C0
- PLAYERGUI = LocalPlayer.PlayerGui
- GUI = Instance.new("ScreenGui",PLAYERGUI)
- FRAME = Instance.new("Frame",GUI)
- FRAME.Size = UDim2.new(0.5,0,0.05,0)
- FRAME.BackgroundColor3 = BrickColor.new("Bright bluish green").Color
- FRAME.BorderSizePixel = 0
- FRAME.BackgroundTransparency = 0.8
- TEXTLABEL = Instance.new("TextLabel",FRAME)
- TEXTLABEL.Size = UDim2.new(1,0,1,0)
- TEXTLABEL.BackgroundTransparency = 1
- TEXTLABEL.Text = "Power: "..tostring(Energy)
- TEXTLABEL.TextColor3 = BrickColor.new("Bright bluish green").Color
- TEXTLABEL.TextStrokeColor3 = BrickColor.new("Bright blue").Color
- TEXTLABEL.BorderSizePixel = 0
- TEXTLABEL.Font = 'SourceSansBold'
- TEXTLABEL.FontSize = 'Size36'
- TEXTLABEL.TextStrokeTransparency = 0
- FRAME2 = Instance.new("Frame",GUI)
- FRAME2.Size = UDim2.new(0.5,0,0.05,0)
- FRAME2.BackgroundColor3 = BrickColor.new("Bright red").Color
- FRAME2.BorderSizePixel = 0
- FRAME2.Position = UDim2.new(0.5,0,0,0)
- FRAME2.BackgroundTransparency = 0.8
- TEXTLABEL2 = Instance.new("TextLabel",FRAME2)
- TEXTLABEL2.Size = UDim2.new(1,0,1,0)
- TEXTLABEL2.BackgroundTransparency = 1
- TEXTLABEL2.Text = "Current Health: "..tostring(humanoid.Health)
- TEXTLABEL2.TextColor3 = BrickColor.new("Really red").Color
- TEXTLABEL2.TextStrokeColor3 = BrickColor.new("Bright red").Color
- TEXTLABEL2.BorderSizePixel = 0
- TEXTLABEL2.BorderSizePixel = 0
- TEXTLABEL2.Font = 'SourceSansBold'
- TEXTLABEL2.FontSize = 'Size36'
- FRAME3 = Instance.new("Frame",GUI)
- FRAME3.Size = UDim2.new(0.5,0,0.05,0)
- FRAME3.BackgroundColor3 = BrickColor.new("Lime green").Color
- FRAME3.BorderSizePixel = 0
- FRAME3.Position = UDim2.new(0.5,0,0.05,0)
- FRAME3.BackgroundTransparency = 0.8
- TEXTLABEL3 = Instance.new("TextLabel",FRAME3)
- TEXTLABEL3.Size = UDim2.new(1,0,1,0)
- TEXTLABEL3.BackgroundTransparency = 1
- TEXTLABEL3.Text = "Strength: Dark Wyvern"
- TEXTLABEL3.BorderSizePixel = 0
- TEXTLABEL3.Font = 'SourceSansBold'
- TEXTLABEL3.FontSize = 'Size24'
- function __getVelocity(p1,p2,speed)
- local dis=(p1-p2).magnitude
- if speed=="dis" then
- if dis*6>100 then
- speed=dis*6
- else
- speed=100
- end
- end
- local x=(p1.x-p2.x)/dis*speed
- local y=(p1.y-p2.y)/dis*speed
- local z=(p1.z-p2.z)/dis*speed
- return Vector3.new(-x,-y+10,-z)
- end
- function __onActivated()
- Activated = true
- end
- function __onDeactivated()
- Activated = false
- end
- function __onEquipped(mouse)
- Equipped = true
- pcall(function()
- local a = Instance.new("Explosion",LocalPlayer.Character)
- a.Position = LocalPlayer.Character['Right Arm'].Position
- a.BlastPressure = 0
- a.BlastRadius = 50
- local l = Instance.new("PointLight", LocalPlayer.Character.Torso)
- l.Brightness = 20
- l.Color = Color3.new(1,1,1)
- l.Enabled = true
- l.Range = 20
- l.Shadows = true
- end)
- local b = Instance.new("Fire",p)
- b.Size = 1
- b.Color = Color3.new(255, 255, 255)
- b.SecondaryColor = Color3.new(0, 255, 255)
- local l = Instance.new("PointLight", p)
- l.Brightness = 20
- l.Color = Color3.new(1,1,1)
- l.Enabled = true
- l.Range = 20
- l.Shadows = true
- local w = Instance.new("Motor",char['Right Arm'])
- w.Name = 'phantom scythe weld'
- w.Part0 = char['Right Arm']
- w.Part1 = p
- w.C1 = CFrame.new(0,-1.5,0.5) * CFrame.Angles(math.rad(90),0,0)
- end
- function __onUnequipped(mouse)
- Equipped = false
- pcall(function()
- p.Fire:Destroy()
- end)
- pcall(function()
- char['Right Arm']['phantom scythe weld']:Destroy()
- end)
- end
- function __Shoot()
- if Regening == true then return end
- if Energy < 50 then return end
- shooting = true
- game:GetService("Chat"):Chat(head,"[ Dark Wyvern! ]",2)
- Energy = Energy - 150
- humanoid.WalkSpeed = 30
- local speed = math.random(400,500)
- local bullet = Instance.new("Part",workspace)
- bullet.Name = 'Bullet'
- bullet.TopSurface = 0
- bullet.BottomSurface = 0
- bullet.Size = Vector3.new(30,30,30)
- bullet.FormFactor = 'Custom'
- bullet.CFrame = p.CFrame
- bullet.CanCollide = false
- bullet.BrickColor = BrickColor.new("Really black")
- bullet.Velocity = __getVelocity(bullet.Position, mouse.Hit.p, speed)
- bullet.FrontSurface = "Smooth"
- bullet.BottomSurface = "Smooth"
- local pie = Instance.new("PointLight", bullet)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Really red").Color
- pie.Range = 60
- local bulletmesh = Instance.new("SpecialMesh",bullet)
- bulletmesh.MeshId = 'http://www.roblox.com/asset/?id=95891318'
- bulletmesh.VertexColor = Vector3.new(0,0,0)
- bullet.Touched:connect(function(toucher)
- if toucher.Parent:findFirstChild'Head' and toucher.Parent:findFirstChild'Torso' and toucher.Parent.Name ~= LocalPlayer.Name then
- for i,v in pairs(toucher.Parent:children()) do
- if v.ClassName == 'Humanoid' then
- if v.Health > 100 then
- v.Health = 0
- else
- v.Health = v.Health - speed/50
- end
- end
- end
- bullet:Destroy()
- end
- end)
- wait(1)
- shooting = false
- humanoid.WalkSpeed = 100
- end
- function __Armor()
- if Regening == true then return end
- if Energy < 1000 then return end
- if FireBall == true then return end
- Energy = Energy - 1000
- game:GetService("Chat"):Chat(head,"[ Armor of Constealing Light! ]",2)
- local a = Instance.new("Part",workspace)
- a.Anchored = true
- a.CanCollide = false
- a.CFrame = LocalPlayer.Character.Torso.CFrame * CFrame.new(0,0,-70)
- a.FormFactor = 'Custom'
- a.Size = Vector3.new(500,500,500)
- a.Transparency = 0.5
- a.BrickColor = BrickColor.new("Really black")
- a.FrontSurface = "Smooth"
- a.BottomSurface = "Smooth"
- local pie = Instance.new("PointLight", a)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Really blue").Color
- pie.Range = 60
- Instance.new("SpecialMesh", a).MeshType = 'Sphere'
- local con = a.Touched:connect(function(what)
- if what.Parent.Name ~= LocalPlayer.Name then
- if what:IsA("Part") then
- local ex2 = Instance.new("Explosion", workspace)
- ex2.Position = what.Position
- ex2.BlastPressure = 0
- ex2.BlastRadius = 50
- wait(1)
- what:Destroy()
- end
- end
- end)
- coroutine.wrap(function()
- Armor = true
- humanoid.WalkSpeed = 30
- for i = 0,1,0.05 do
- a.Mesh.Scale = Vector3.new(i,i,i)
- a.CFrame = LocalPlayer.Character.Torso.CFrame * CFrame.new(0,0,-70)
- wait()
- end
- Armor = false
- humanoid.WalkSpeed = 100
- end)()
- coroutine.wrap(function()
- wait(5)
- Instance.new("Explosion",workspace).Position = a.Position
- a:Destroy()
- end)()
- end
- function __FireBall()
- if Regening == true then return end
- if Energy < 150 then return end
- if FireBall == true then return end
- Energy = Energy - 150
- game:GetService("Chat"):Chat(head,"[ Dark Black-Fire! ]",2)
- local a = Instance.new("Part",workspace)
- a.Anchored = true
- a.CanCollide = false
- a.CFrame = LocalPlayer.Character.Torso.CFrame * CFrame.new(0,0,-70)
- a.FormFactor = 'Custom'
- a.Size = Vector3.new(100,100,100)
- a.Transparency = 0.5
- a.BrickColor = BrickColor.new("Really black")
- a.FrontSurface = "Smooth"
- a.BottomSurface = "Smooth"
- local pie = Instance.new("PointLight", a)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Really blue").Color
- pie.Range = 60
- Instance.new("SpecialMesh", a).MeshType = 'Sphere'
- local con = a.Touched:connect(function(what)
- if what.Parent.Name ~= LocalPlayer.Name then
- if what.Parent:findFirstChild'Torso' and what.Parent:findFirstChild'Head' then
- what:Destroy()
- end
- end
- end)
- coroutine.wrap(function()
- FireBall = true
- humanoid.WalkSpeed = 0
- for i = 0,1,0.05 do
- a.Mesh.Scale = Vector3.new(i,i,i)
- wait()
- end
- FireBall = false
- humanoid.WalkSpeed = 100
- while wait() do
- if a == nil or a.Parent ~= workspace then break end
- a.CFrame = a.CFrame * CFrame.new(0,0,-1)
- end
- con:disconnect()
- end)()
- coroutine.wrap(function()
- wait(5)
- Instance.new("Explosion",workspace).Position = a.Position
- a:Destroy()
- end)()
- end
- function __Wall()
- if Regening == true then return end
- if Energy < 200 then return end
- if Wall == true then return end
- Energy = Energy - 200
- game:GetService("Chat"):Chat(head,"[ Wall of Stealing Souls! ]",2)
- local a = Instance.new("Part",workspace)
- a.Anchored = true
- a.CanCollide = false
- a.CFrame = LocalPlayer.Character.Torso.CFrame * CFrame.new(0,0,-20)
- a.FormFactor = 'Custom'
- a.Size = Vector3.new(500,500,50)
- a.Transparency = 0.5
- a.BrickColor = BrickColor.new("Really black")
- a.FrontSurface = "Smooth"
- a.BottomSurface = "Smooth"
- local pie = Instance.new("PointLight", a)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Really red").Color
- pie.Range = 60
- local con = a.Touched:connect(function(what)
- if what.Parent.Name ~= LocalPlayer.Name then
- if what.Name == "Part" or "Sand" or "Blast" or "Ray" then
- what:Remove()
- elseif what.Name == "Base" or "Baseplate" then
- return
- end
- end
- end)
- coroutine.wrap(function()
- Wall = true
- humanoid.WalkSpeed = 0
- wait(2)
- Wall = false
- humanoid.WalkSpeed = 100
- con:disconnect()
- p:Remove()
- end)()
- coroutine.wrap(function()
- wait(5)
- Instance.new("Explosion",workspace).Position = a.Position
- a:Destroy()
- end)()
- end
- function __Tornado()
- if Regening == true then return end
- if Energy < 150 then return end
- if Tornado == true then return end
- Energy = Energy - 150
- game:GetService("Chat"):Chat(head,"[ Black Wind ]",2)
- local a = Instance.new("Part",workspace)
- a.Anchored = true
- a.CanCollide = false
- a.CFrame = LocalPlayer.Character.Torso.CFrame * CFrame.new(0,0,-50)
- a.FormFactor = 'Custom'
- a.Size = Vector3.new(100,100,100)
- a.Transparency = 0.5
- a.Reflectance = 0.5
- a.BrickColor = BrickColor.new("Really black")
- a.BottomSurface = "Smooth"
- a.TopSurface = "Smooth"
- local pie = Instance.new("PointLight", a)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Really blue").Color
- pie.Range = 10
- local b = Instance.new("SpecialMesh",a)
- b.MeshId = 'http://www.roblox.com/asset/?id=16606212'
- b.VertexColor = Vector3.new(1, 1, 1)
- b.Scale = Vector3.new(10, 10, 10)
- local con = a.Touched:connect(function(what)
- if what.Parent.Name ~= LocalPlayer.Name then
- if what.Parent:findFirstChild'Torso' and what.Parent:findFirstChild'Head' then
- what:Destroy()
- end
- end
- end)
- coroutine.wrap(function()
- Tornado = true
- humanoid.WalkSpeed = 0
- for i = 0,1,0.05 do
- a.Mesh.Scale = Vector3.new(10,10,10)
- wait()
- end
- Tornado = false
- humanoid.WalkSpeed = 100
- while wait() do
- if a == nil or a.Parent ~= workspace then break end
- a.CFrame = a.CFrame * CFrame.new(0,0,-1)
- end
- con:disconnect()
- end)()
- coroutine.wrap(function()
- wait(5)
- Instance.new("Explosion",workspace).Position = a.Position
- a:Destroy()
- end)()
- end
- function __Destiny()
- if Regening == true then return end
- if Energy < 200 then return end
- if Destiny == true then return end
- Energy = Energy - 200
- game:GetService("Chat"):Chat(head,"[ Scythe's Shadow ]",2)
- local a = Instance.new("Part",workspace)
- a.Anchored = true
- a.CanCollide = false
- a.CFrame = LocalPlayer.Character.Torso.CFrame * CFrame.new(0,0,-50)
- a.FormFactor = 'Custom'
- a.Size = Vector3.new(1000,0.2,50)
- a.BottomSurface = 'Smooth'
- a.TopSurface = 'Smooth'
- a.Transparency = 0.5
- a.BrickColor = BrickColor.new("Really black")
- local pie = Instance.new("PointLight", a)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Really blue").Color
- pie.Range = 20
- Instance.new("SpecialMesh", a).MeshType = 'Sphere'
- local con = a.Touched:connect(function(what)
- if what.Parent.Name ~= LocalPlayer.Name then
- if what.Parent:findFirstChild'Torso' and what.Parent:findFirstChild'Head' then
- what:Destroy()
- end
- end
- end)
- coroutine.wrap(function()
- Destiny = true
- humanoid.WalkSpeed = 0
- for i = 0,1,0.05 do
- a.Mesh.Scale = Vector3.new(i,i,i)
- wait()
- end
- Destiny = false
- humanoid.WalkSpeed = 100
- while wait() do
- if a == nil or a.Parent ~= workspace then break end
- a.CFrame = a.CFrame * CFrame.new(0,0,-1)
- end
- con:disconnect()
- end)()
- coroutine.wrap(function()
- wait(5)
- Instance.new("Explosion",workspace).Position = a.Position
- a:Destroy()
- end)()
- end
- function __Spikes()
- if Regening == true then return end
- if Energy < 100 then return end
- if Spikes == true then return end
- Energy = Energy - 100
- Spikes = true
- game:GetService("Chat"):Chat(head,"[ Scythes of Hell! ]",2)
- humanoid.WalkSpeed = 0
- for z = 0,200 do
- local a = Instance.new("Part",workspace)
- a.FormFactor = 'Custom'
- a.Size = Vector3.new(30, 500, 30)
- a.Anchored = true
- a.CanCollide = false
- a.BrickColor = BrickColor.new("Really blue")
- a.Transparency = 0.5
- a.Reflectance = 0.5
- a.FrontSurface = "Smooth"
- a.BottomSurface = "Smooth"
- local pie = Instance.new("PointLight", a)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Royal purple").Color
- pie.Range = 20
- local b = Instance.new("SpecialMesh",a)
- b.MeshId = 'http://www.roblox.com/asset/?id=95891318'
- b.VertexColor = Vector3.new(1, 1, 1)
- b.Scale = Vector3.new(1,1,1)
- a.CFrame = LocalPlayer.Character.Torso.CFrame * CFrame.new(0,-0.5,-(z*4)-2)
- local con = a.Touched:connect(function(what)
- if what.Parent.Name ~= LocalPlayer.Name then
- if what.Parent:findFirstChild'Torso' and what.Parent:findFirstChild'Head' then
- for i,v in pairs(what.Parent:children()) do
- if v.ClassName == 'Humanoid' then
- if v.Health > 100 then v.Health = 100 end
- v.Health = v.Health - 100
- end
- end
- end
- end
- end)
- coroutine.wrap(function()
- wait(3)
- a:Destroy()
- con:disconnect()
- end)()
- wait()
- end
- humanoid.WalkSpeed = 100
- Spikes = false
- end
- function __Lightning()
- if Energy < 250 then return end
- if Lightning == true then return end
- if Regening == true then return end
- humanoid.WalkSpeed = 50
- Lightning = true
- game:GetService("Chat"):Chat(head,"[ Scythe's Judgement! ]",2)
- Energy = Energy - 250
- local function segment(pos1,pos2,color)
- local dis=(pos1-pos2).magnitude
- local p=Instance.new("Part")
- p.CanCollide=false
- p.FormFactor="Custom"
- p.Size=Vector3.new(50,50,dis)
- p.Anchored=true
- p.CFrame=CFrame.new(pos1,pos2)*CFrame.new(0,0,-dis/2)
- p.BrickColor=color
- p.Transparency = 0.5
- p.Reflectance = 0.5
- p.FrontSurface = "Smooth"
- p.BottomSurface = "Smooth"
- local pie = Instance.new("PointLight", p)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Really blue").Color
- pie.Range = 20
- local pie2 = Instance.new("SpecialMesh", p)
- pie2.MeshId = "http://www.roblox.com/asset/?id=95891318"
- pie2.Scale = Vector3.new(10,10,10)
- return p
- end
- target = mouse.Hit
- height=1000
- prev=(target*CFrame.new(0,300,0)).p
- for i=height,30,-50 do
- cur=Vector3.new(math.random(15)+target.x,i,math.random(15)+target.z)
- p=segment(prev,cur,BrickColor.new("Really black"))
- p.Parent=workspace
- local pie = Instance.new("PointLight", p)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Really blue").Color
- pie.Range = 10
- game:service("Debris"):AddItem(p,3)
- prev=cur
- wait()
- end
- p=segment(prev,target.p,BrickColor.new("Really black"))
- p.Parent=workspace
- local pie = Instance.new("PointLight", p)
- pie.Brightness = 5000
- pie.Color = BrickColor.new("Really blue").Color
- pie.Range = 10
- game:service("Debris"):AddItem(p,3)
- local ex = Instance.new("Explosion",workspace)
- ex.Position=target.p
- ex.BlastRadius = 100
- wait(1)
- Lightning = false
- humanoid.WalkSpeed = 100
- end
- function __Explosion()
- if Energy < 1000 then return end
- if Explosion == true then return end
- if Regening == true then return end
- humanoid.WalkSpeed = 0
- Explosion = true
- Energy = Energy - 1000
- game:GetService("Chat"):Chat(head,"[ Scythe's Shattted Judgement of Hell! ]",2)
- Instance.new("ForceField", LocalPlayer.Character)
- local Fire = Instance.new("Fire",LocalPlayer.Character.Torso)
- Fire.Color = BrickColor.new("Really black").Color
- for i = 0,100 do
- game:GetService("Chat"):Chat(head,"[ Charging... ]",1)
- Fire.Size = i
- wait(0.1)
- end
- game:GetService("Chat"):Chat(head,"[ Scythe's Shattered Judgement of Hell! ]",2)
- Fire:remove()
- LocalPlayer.Character:FindFirstChild("ForceField"):Remove()
- local a = Instance.new("Explosion", LocalPlayer.Character)
- a.Position = LocalPlayer.Character.Torso.Position
- a.BlastPressure = 1e100
- a.BlastRadius = 100
- Explosion = false
- humanoid.WalkSpeed = 100
- end
- t.Activated:connect(__onActivated)
- t.Deactivated:connect(__onDeactivated)
- t.Equipped:connect(__onEquipped)
- t.Unequipped:connect(__onUnequipped)
- coroutine.wrap(function()
- while wait() do
- if Activated == true then
- if Mode == 'Shoot' then
- __Shoot()
- elseif Mode == 'FireBall' then
- __FireBall()
- elseif Mode == 'Spikes' then
- __Spikes()
- elseif Mode == 'Lightning' then
- __Lightning()
- elseif Mode == 'Explosion' then
- __Explosion()
- elseif Mode == 'Destiny' then
- __Destiny()
- elseif Mode == 'Tornado' then
- __Tornado()
- elseif Mode == 'Armor' then
- __Armor()
- elseif Mode == 'Wall' then
- __Wall()
- end
- end
- if Regening == true then
- game:GetService("Chat"):Chat(head,"[ Charging... ]",1)
- Energy = Energy + 5000
- Instance.new("ForceField", LocalPlayer.Character)
- wait(1)
- end
- end
- end)()
- mouse.KeyDown:connect(function(key)
- if key == 'e' then
- game:GetService("Chat"):Chat(head,"[ Charging... ]",1)
- humanoid.WalkSpeed = 75
- Regening = true
- end
- if key == 'q' then
- if Mode == 'Shoot' then
- Mode = 'FireBall'
- elseif Mode == 'FireBall' then
- Mode = 'Spikes'
- elseif Mode == 'Spikes' then
- Mode = 'Lightning'
- elseif Mode == 'Lightning' then
- Mode = 'Explosion'
- elseif Mode == 'Explosion' then
- Mode = 'Destiny'
- elseif Mode == 'Destiny' then
- Mode = 'Tornado'
- elseif Mode == 'Tornado' then
- Mode = 'Wall'
- elseif Mode == 'Wall' then
- Mode = 'Armor'
- else
- Mode = 'Shoot'
- end
- end
- end)
- mouse.KeyUp:connect(function(key)
- if key == 'e' then
- game:GetService("Chat"):Chat(head,"[ Lets see how you do now. ]",1)
- humanoid.WalkSpeed = 100
- Regening = false
- if LocalPlayer.Character:FindFirstChild("ForceField") then
- LocalPlayer.Character:FindFirstChild("ForceField"):Remove()
- end
- end
- end)
- count = 0
- countspeed = 0.70
- coroutine.wrap(function()
- while wait() do
- if Energy > 10000 then Energy = 10000 end
- if Energy < 0 then Energy = 0 end
- TEXTLABEL.Text = "Power: "..tostring(Energy)
- TEXTLABEL2.Text = "Current Health: "..tostring(math.floor(humanoid.Health))
- if Mode == 'Shoot' then
- TEXTLABEL3.Text = 'Strength: Dark Wyvern (50 Power)'
- elseif Mode == 'FireBall' then
- TEXTLABEL3.Text = 'Strength: Dark-Black Fire (150 Power)'
- elseif Mode == 'Spikes' then
- TEXTLABEL3.Text = 'Strength: Scythes of Hell (100 Power)'
- elseif Mode == 'Lightning' then
- TEXTLABEL3.Text = 'Strength: Scythes Judgement (250 Power)'
- elseif Mode == 'Explosion' then
- TEXTLABEL3.Text = 'Strength: Scythes Shattted Judgement of Hell (1000 Power)'
- elseif Mode == 'Destiny' then
- TEXTLABEL3.Text = 'Strength: Scythes Shadow (200 Power)'
- elseif Mode == 'Tornado' then
- TEXTLABEL3.Text = 'Strength: Black Wind (150 Power)'
- elseif Mode == 'Armor' then
- TEXTLABEL3.Text = 'Strength: Armor of Constealing Light (1000 Power)'
- elseif Mode == 'Wall' then
- TEXTLABEL3.Text = 'Strength: Wall of Stealing Souls (200 Power)'
- end
- count = (count % 100) + countspeed
- angle = math.pi * math.sin(math.pi*2/100*count)
- if Vector3.new(0, torso.Velocity.y, 0).magnitude > 2 then
- countspeed = 8
- if Equipped == false then
- rm.C0 = rsc0 * CFrame.Angles(math.rad(150), 0, math.rad(0))
- else
- rm.C0 = rsc0 * CFrame.Angles(math.rad(90),0,0)
- end
- lm.C0 = lsc0 * CFrame.Angles(math.rad(150), 0, math.rad(0))
- rlegm.C0 = rlc0 * CFrame.Angles(math.rad(-10) + (-angle*0.05), 0, 0)
- llegm.C0 = llc0 * CFrame.Angles(math.rad(-10) + (-angle*0.05), 0, 0)
- neck.C0 = neckc0 * CFrame.Angles(math.rad(-10) + (-angle*0.05),0,0)
- rootpart.RootJoint.C0 = rootc0 * CFrame.Angles(0,0,0)
- wait()
- elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude < 2 then --stand
- if shooting then
- countspeed = 8
- rj.C0 = rootc0 * CFrame.Angles(0,0,math.rad(25))
- rlegm.C0 = rlc0 * CFrame.Angles(math.rad(5), -math.rad(25), 0) --right leg
- llegm.C0 = llc0 * CFrame.Angles(-math.rad(5), -math.rad(25), -0) --left leg
- lm.C0 = lsc0 * CFrame.Angles(-math.rad(30), 0, -math.rad(25)) --left arm
- rm.C0 = rsc0 * CFrame.Angles(math.rad(90)+angle*0.050, 0, 0) --right arm
- elseif Regening == true then
- if Energy == 10000 then Regening = false end
- rj.C0 = rootc0 * CFrame.Angles(0,0,0)
- llegm.C0 = llc0 * CFrame.Angles(0,0,math.rad(-15))
- rlegm.C0 = rlc0 * CFrame.Angles(0,0,math.rad(15))
- lm.C0 = lsc0 * CFrame.new(0.5,0,0) * CFrame.Angles(math.rad(90),0,math.rad(20))
- rm.C0 = rsc0 * CFrame.new(-0.5,0,0) * CFrame.Angles(math.rad(90),0,math.rad(-20))
- neck.C0 = neckc0 * CFrame.Angles(math.rad(15),0,0)
- elseif FireBall == true then
- rj.C0 = rootc0 * CFrame.Angles(0,0,0)
- llegm.C0 = llc0 * CFrame.Angles(0,0,math.rad(-15))
- rlegm.C0 = rlc0 * CFrame.Angles(0,0,math.rad(15))
- lm.C0 = lsc0 * CFrame.new(0.5,0,0) * CFrame.Angles(math.rad(90),0,math.rad(10))
- rm.C0 = rsc0 * CFrame.new(-0.5,0,0) * CFrame.Angles(math.rad(90),0,math.rad(-10))
- neck.C0 = neckc0 * CFrame.Angles(math.rad(15),0,0)
- elseif Spikes == true then
- rj.C0 = rootc0 * CFrame.Angles(0,0,0)
- llegm.C0 = llc0 * CFrame.Angles(0,0,math.rad(-15))
- rlegm.C0 = rlc0 * CFrame.Angles(0,0,math.rad(15))
- lm.C0 = lsc0 * CFrame.new(0.5,0,0) * CFrame.Angles(math.rad(90),0,math.rad(10))
- rm.C0 = rsc0 * CFrame.new(-0.5,0,0) * CFrame.Angles(math.rad(90),0,math.rad(-10))
- neck.C0 = neckc0 * CFrame.Angles(math.rad(15),0,0)
- elseif Lightning == true then
- rj.C0 = rootc0 * CFrame.Angles(0,0,0)
- llegm.C0 = llc0 * CFrame.Angles(0,0,math.rad(-15))
- rlegm.C0 = rlc0 * CFrame.Angles(0,0,math.rad(15))
- lm.C0 = lsc0 * CFrame.new(0.5,0,0) * CFrame.Angles(math.rad(120),0,math.rad(10))
- rm.C0 = rsc0 * CFrame.new(-0.5,0,0) * CFrame.Angles(math.rad(120),0,math.rad(-10))
- neck.C0 = neckc0 * CFrame.Angles(math.rad(-15),0,0)
- elseif Explosion == true then
- coroutine.wrap(function()
- for i = 0,360 do
- rj.C0 = rootc0 * CFrame.Angles(0,0,0)
- wait()
- end
- end)()
- llegm.C0 = llc0 * CFrame.Angles(0,0,math.rad(-15))
- rlegm.C0 = rlc0 * CFrame.Angles(0,0,math.rad(15))
- lm.C0 = lsc0 * CFrame.new(0.5,0,0) * CFrame.Angles(math.rad(120),0,math.rad(10))
- rm.C0 = rsc0 * CFrame.new(-0.5,0,0) * CFrame.Angles(math.rad(120),0,math.rad(-10))
- neck.C0 = neckc0 * CFrame.Angles(math.rad(-15),0,0)
- else
- countspeed = 0.70-- this judges how fast idle animation goes
- rlegm.C0 = rlc0 * CFrame.Angles(0, 0, 0) --right leg
- llegm.C0 = llc0 * CFrame.Angles(0, 0, -0) --left leg
- lm.C0 = lsc0 * CFrame.Angles(-angle*0.050, 0, 0) --left arm
- if Equipped == false then
- rm.C0 = rsc0 * CFrame.Angles(angle*0.050, 0, 0) --right arm
- else
- rm.C0 = rsc0 * CFrame.Angles(math.rad(90),0,0)
- end
- neck.C0 = neckc0 * CFrame.Angles(-angle*0.025, 0, 0) --head
- rj.C0 = rootc0 * CFrame.Angles(-math.rad(1), 0, 0) --torso
- end
- elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude > 2 then-- walk
- countspeed = 8-- this judges how fast the walk animation goes
- rlegm.C0 = rlc0 * CFrame.Angles(-angle*0.100, 0, 0)
- llegm.C0 = llc0 * CFrame.Angles(angle*0.100, 0, 0)
- neck.C0 = neckc0 * CFrame.Angles(0, 0, 0)
- lm.C0 = lsc0 * CFrame.Angles(-angle*0.100, 0, 0)
- if Equipped == false then
- rm.C0 = rsc0 * CFrame.Angles(angle*0.100, 0, 0)
- else
- rm.C0 = rsc0 * CFrame.Angles(math.rad(90),0,0)
- end
- rj.C0 = rootc0 * CFrame.Angles(0, 0, 0)
- end
- end
- end)()
- humanoid.Died:connect(function()
- for cframe_parts = 0, 50 do
- local p = Instance.new("Part")
- p.FormFactor = "Custom"
- p.BrickColor = BrickColor.new(Colors[math.random(1, #Colors)])
- p.Size = Vector3.new(1, 1, 1)
- Instance.new("BlockMesh", p).Scale = Vector3.new(0.05, 0.05, 0.05)
- p.Locked = true
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = torso.CFrame * CFrame.Angles(math.random(-50, 50),math.random(-50, 50),math.random(-50, 50))
- p.Parent = workspace
- local box = Instance.new("SelectionBox", p)
- box.Color = BrickColor.new(Colors[math.random(1, #Colors)])
- box.Adornee = p
- box.Transparency = 0.5
- box.Visible = true
- game:service'Debris':AddItem(p, 5)
- coroutine.wrap(function()
- while wait() do
- if p ~= nil then
- p.CFrame = p.CFrame * CFrame.new(0, 0.085, 0)
- p.Mesh.Scale = p.Mesh.Scale - Vector3.new(0.005, 0, 0.005) + Vector3.new(0, 0.01, 0)
- p.Transparency = p.Transparency + 0.015
- else
- break
- end
- end
- end)()
- end
- for _,v in pairs(char:children()) do
- if v:IsA("Part") then
- v:Destroy()
- end
- end
- end)
Add Comment
Please, Sign In to add comment