Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ------>>Mallard/Vast<<---------
- ----
- ----------------------------------------------------------------
- print([[
- --Mallard & Vast Original OC by StarzoZero
- --FE code by Mokiros
- --Edited by XKxngSupremeX--
- --Discord: OofCopSupreme#1765 / starz0zer0#0778
- "He's the killer right? Who would ever want to help him..."
- --------------------------------
- T - Springlock Failure
- Y - Laugh
- Q - Deactivate
- Z - Lazer
- X - Self-destruct
- --------------------------------
- ]])
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- local rp = RealPlayer
- script.Parent = rp.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local Mouse = Player:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then return s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- __call = function(self,...)
- local s = rawget(self,"_RealService")
- if s then return s(...) end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- g.RunService = FakeService({
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- setmetatable(g,{
- __index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end,
- __newindex = fsmt.__newindex,
- __call = fsmt.__call
- })
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- Player = owner
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = Player.Character
- Humanoid = Character.Humanoid
- Mouse = Player:GetMouse()
- 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"]
- radian = math.rad
- random = math.random
- Vec3 = Vector3.new
- Inst = Instance.new
- cFrame = CFrame.new
- Euler = CFrame.fromEulerAnglesXYZ
- vt = Vector3.new
- bc = BrickColor.new
- br = BrickColor.random
- it = Instance.new
- cf = CFrame.new
- local eff = true
- local shielding = false
- KEYHOLD = false
- 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
- Character = Player.Character
- Humanoid = Character.Humanoid
- ---------
- plr = game.Players.LocalPlayer
- chara = plr.Character
- mouse = plr:GetMouse()
- Create = Instance.new
- Huge = math.huge
- Player = game:GetService("Players").LocalPlayer
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = Player.Character
- char = Player.Character
- Humanoid = Character.Humanoid
- Mouse = Player:GetMouse()
- 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"]
- function weld(a, b, acf)
- local w = Instance.new("Weld", a)
- w.Part0 = a
- w.Part1 = b
- w.C0 = acf
- end
- local righteyebrickcolor = "Really red"
- local reye = Instance.new("Part", char)
- reye.CanCollide = false
- reye.BrickColor = BrickColor.new(righteyebrickcolor)
- reye.Material = "Neon"
- reye.Size = Vector3.new(.25,.25,.15)
- weld(reye, char.Head, CFrame.new(-0.12,-0.2,0.56), CFrame.new(1,0,0))
- m1 = Instance.new("SpecialMesh", reye)
- m1.MeshType = "Sphere"
- m1.Scale = Vector3.new(0.9,0.9,0.9)
- reye.Locked = true
- reye.Name = "re"
- local reye2 = Instance.new("Part", char)
- reye2.CanCollide = false
- reye2.BrickColor = BrickColor.new(righteyebrickcolor)
- reye2.Material = "Neon"
- reye2.Size = Vector3.new(.25,.25,.15)
- weld(reye2, char.Head, CFrame.new(0.12,-0.2,0.56), CFrame.new(1,0,0))
- m1 = Instance.new("SpecialMesh", reye2)
- m1.MeshType = "Sphere"
- m1.Scale = Vector3.new(0.9,0.9,0.9)
- reye2.Locked = true
- reye2.Name = "re"
- local asscolor = "Royal purple"
- local ass = Instance.new("Part", Torso)
- ass.CanCollide = false
- ass.Material = "Neon"
- ass.Size = Vector3.new(1,1,1)
- weld(ass, char.Torso, CFrame.new(0,-1,0), CFrame.new(0,-1,0))
- ass1 = Instance.new("SpecialMesh", ass)
- ass1.MeshType = "Sphere"
- ass1.Scale = Vector3.new(1.1,0.1,1.1)
- ass1.Name = "corn"
- ass.Locked = true
- local ass2color = "Royal purple"
- local ass2 = Instance.new("Part", Torso)
- ass2.BrickColor = BrickColor.new(ass2color)
- ass2.CanCollide = false
- ass2.Material = "Neon"
- ass2.Size = Vector3.new(0.2,0.1,0.2)
- weld(ass2, char.Torso, CFrame.new(0,-1,0), CFrame.new(0,-1,0))
- ass22 = Instance.new("SpecialMesh", ass)
- ass22.MeshType = "Sphere"
- ass22.Scale = Vector3.new(0.2,0.1,0.2)
- ass22.Name = "analcare"
- ass2.Locked = true
- local neon1 = Instance.new("Part", RightArm)
- neon1.BrickColor = BrickColor.new(neoncolor)
- neon1.CanCollide = false
- neon1.Material = "Neon"
- neon1.Size = Vector3.new(0.5,0.05,0.5)
- weld(neon1, char["Right Arm"], CFrame.new(0,1.02,0), CFrame.new(0,-1,0))
- neonmesh = Instance.new("SpecialMesh", neonmesh)
- neonmesh.MeshType = "Sphere"
- neonmesh.Scale = Vector3.new(0.2,0.1,0.2)
- neonmesh.Name = "gaynigga1"
- neon1.Locked = true
- local neon2 = Instance.new("Part", LeftArm)
- neon2.BrickColor = BrickColor.new(neoncolor)
- neon2.CanCollide = false
- neon2.Material = "Neon"
- neon2.Size = Vector3.new(0.5,0.05,0.5)
- weld(neon2, char["Left Arm"], CFrame.new(0,1.02,0), CFrame.new(0,-1,0))
- neonmesh = Instance.new("SpecialMesh", neonmesh)
- neonmesh.MeshType = "Sphere"
- neonmesh.Scale = Vector3.new(0.2,0.1,0.2)
- neonmesh.Name = "gaynigga2"
- neon2.Locked = true
- local neon3 = Instance.new("Part", RightLeg)
- neon3.BrickColor = BrickColor.new(neoncolor)
- neon3.CanCollide = false
- neon3.Material = "Neon"
- neon3.Size = Vector3.new(0.5,0.05,0.5)
- weld(neon3, char["Right Leg"], CFrame.new(0,1,0), CFrame.new(0,-1,0))
- neonmesh = Instance.new("SpecialMesh", neonmesh)
- neonmesh.MeshType = "Sphere"
- neonmesh.Scale = Vector3.new(0.2,0.1,0.2)
- neonmesh.Name = "gaynigga3"
- neon3.Locked = true
- local neon4 = Instance.new("Part", LeftLeg)
- neon4.BrickColor = BrickColor.new(neoncolor)
- neon4.CanCollide = false
- neon4.Material = "Neon"
- neon4.Size = Vector3.new(0.5,0.05,0.5)
- weld(neon4, char["Left Leg"], CFrame.new(0,1,0), CFrame.new(0,-1,0))
- neonmesh = Instance.new("SpecialMesh", neonmesh)
- neonmesh.MeshType = "Sphere"
- neonmesh.Scale = Vector3.new(0.2,0.1,0.2)
- neonmesh.Name = "gaynigga4"
- neon4.Locked = true
- --------------------------------
- char.Head.face.Texture = "rbxassetid://176217464"
- --------------------------------
- -------------------------------------------------------
- local FavIDs = {
- 340106355, --Nefl Crystals
- 927529620, --Dimension
- 876981900, --Fantasy
- 398987889, --Ordinary Days
- 1117396305, --Oh wait, it's you.
- 885996042, --Action Winter Journey
- 919231299, --Sprawling Idiot Effigy
- 743466274, --Good Day Sunshine
- 727411183, --Knife Fight
- 1402748531, --The Earth Is Counting On You!
- 595230126 --Robot Language
- }
- --The reality of my life isn't real but a Universe -makhail07
- wait(0.2)
- local plr = game:service'Players'.LocalPlayer
- print('Local User is '..plr.Name)
- print('SCRIPTNAME Loaded')
- print('SCRIPT DESCRIPTION')
- local char = plr.Character
- local hum = char.Humanoid
- local hed = char.Head
- local root = char.HumanoidRootPart
- local rootj = root.RootJoint
- local tors = char.Torso
- local ra = char["Right Arm"]
- local la = char["Left Arm"]
- local rl = char["Right Leg"]
- local ll = char["Left Leg"]
- local neck = tors["Neck"]
- local mouse = plr:GetMouse()
- local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
- local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
- local maincolor = BrickColor.new("Really black")
- -------------------------------------------------------
- --Start Good Stuff--
- -------------------------------------------------------
- cam = game.Workspace.CurrentCamera
- CF = CFrame.new
- angles = CFrame.Angles
- attack = false
- Euler = CFrame.fromEulerAnglesXYZ
- Rad = math.rad
- IT = Instance.new
- BrickC = BrickColor.new
- Cos = math.cos
- Acos = math.acos
- Sin = math.sin
- Asin = math.asin
- Abs = math.abs
- Mrandom = math.random
- Floor = math.floor
- -------------------------------------------------------
- --End Good Stuff--
- -------------------------------------------------------
- necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- RSH, LSH = nil, nil
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = tors["Right Hip"]
- LH = tors["Left Hip"]
- RSH = tors["Right Shoulder"]
- LSH = tors["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "RW"
- RW.Part0 = tors
- RW.C0 = CF(1.5, 0.5, 0)
- RW.C1 = CF(0, 0.5, 0)
- RW.Part1 = ra
- RW.Parent = tors
- LW.Name = "LW"
- LW.Part0 = tors
- LW.C0 = CF(-1.5, 0.5, 0)
- LW.C1 = CF(0, 0.5, 0)
- LW.Part1 = la
- LW.Parent = tors
- Effects = {}
- -------------------------------------------------------
- --Start HeartBeat--
- -------------------------------------------------------
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- -------------------------------------------------------
- --End HeartBeat--
- -------------------------------------------------------
- local joyemoji = Instance.new('ParticleEmitter', tors)
- joyemoji.VelocitySpread = 2000
- joyemoji.Lifetime = NumberRange.new(1)
- joyemoji.Speed = NumberRange.new(40)
- joy= {}
- for i=0, 19 do
- joy[#joy+ 1] = NumberSequenceKeypoint.new(i/19, math.random(1, 1))
- end
- joyemoji.Size = NumberSequence.new(joy)
- joyemoji.Rate = 0
- joyemoji.LockedToPart = false
- joyemoji.LightEmission = 0
- joyemoji.Texture = "rbxassetid://73623723"
- joyemoji.Color = ColorSequence.new(BrickColor.new("Institutional white").Color)
- -------------------------------------------------------
- --Start Important Functions--
- -------------------------------------------------------
- function swait(num)
- if num == 0 or num == nil then
- game:service("RunService").Stepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Stepped:wait(0)
- end
- end
- end
- function thread(f)
- coroutine.resume(coroutine.create(f))
- 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 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 = math.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 = math.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 rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- function getRegion(point,range,ignore)
- return workspace:FindPartsInRegion3WithIgnoreList(Region3.new(point-Vector3.new(1,1,1)*range/2,point+Vector3.new(1,1,1)*range/2),ignore,100)
- end
- function GetTorso(char)
- return char:FindFirstChild'Torso' or char:FindFirstChild'UpperTorso' or char:FindFirstChild'LowerTorso' or char:FindFirstChild'HumanoidRootPart'
- end
- local M = {C=math.cos,R=math.rad,S=math.sin,P=math.pi,RNG=math.random,MRS=math.randomseed,H=math.huge,RRNG = function(min,max,div) return math.rad(math.random(min,max)/(div or 1)) end}
- -------------------------------------------------------
- --Start Damage Function--
- -------------------------------------------------------
- function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChildOfClass("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- if hit.Parent.DebounceHit.Value == true then
- return
- end
- end
- if insta == true then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- local c = Create("ObjectValue"){
- Name = "creator",
- Value = game:service("Players").LocalPlayer,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- if HitSound ~= nil and HitPitch ~= nil then
- CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
- end
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- if block.className == "IntValue" then
- if block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- end
- end
- if blocked == false then
- h.Health = h.Health - Damage
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- else
- h.Health = h.Health - (Damage / 2)
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- end
- if Type == "Knockdown" then
- local hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
- local bodvol = Create("BodyVelocity"){
- velocity = angle * knockback,
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- local rl = Create("BodyAngularVelocity"){
- P = 3000,
- maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
- angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodvol, .5)
- game:GetService("Debris"):AddItem(rl, .5)
- elseif Type == "Normal" then
- local vp = Create("BodyVelocity"){
- P = 500,
- maxForce = Vector3.new(math.huge, 0, math.huge),
- velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
- }
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, .5)
- elseif Type == "Up" then
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, .5)
- elseif Type == "DarkUp" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- Effects.Block.Create(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
- end
- end))
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- elseif Type == "Snare" then
- local bp = Create("BodyPosition"){
- P = 2000,
- D = 100,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- game:GetService("Debris"):AddItem(bp, 1)
- elseif Type == "Freeze" then
- local BodPos = Create("BodyPosition"){
- P = 50000,
- D = 1000,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- local BodGy = Create("BodyGyro") {
- maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
- P = 20e+003,
- Parent = hit.Parent.Torso,
- cframe = hit.Parent.Torso.CFrame,
- }
- hit.Parent.Torso.Anchored = true
- coroutine.resume(coroutine.create(function(Part)
- swait(1.5)
- Part.Anchored = false
- end), hit.Parent.Torso)
- game:GetService("Debris"):AddItem(BodPos, 3)
- game:GetService("Debris"):AddItem(BodGy, 3)
- end
- local debounce = Create("BoolValue"){
- Name = "DebounceHit",
- Parent = hit.Parent,
- Value = true,
- }
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- end
- end
- -------------------------------------------------------
- --End Damage Function--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Damage Function Customization--
- -------------------------------------------------------
- function ShowDamage(Pos, Text, Time, Color)
- local Rate = (1 / 30)
- local Pos = (Pos or Vector3.new(0, 0, 0))
- local Text = (Text or "")
- local Time = (Time or 2)
- local Color = (Color or Color3.new(255, 255, 1))
- local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0))
- EffectPart.Anchored = true
- local BillboardGui = Create("BillboardGui"){
- Size = UDim2.new(3, 0, 3, 0),
- Adornee = EffectPart,
- Parent = EffectPart,
- }
- local TextLabel = Create("TextLabel"){
- BackgroundTransparency = 1,
- Size = UDim2.new(1, 0, 1, 0),
- Text = Text,
- Font = "Bodoni",
- TextColor3 = Color,
- TextScaled = true,
- TextStrokeColor3 = Color3.fromRGB(0,0,0),
- Parent = BillboardGui,
- }
- game.Debris:AddItem(EffectPart, (Time))
- EffectPart.Parent = game:GetService("Workspace")
- delay(0, function()
- local Frames = (Time / Rate)
- for Frame = 1, Frames do
- wait(Rate)
- local Percent = (Frame / Frames)
- EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
- TextLabel.TextTransparency = Percent
- end
- if EffectPart and EffectPart.Parent then
- EffectPart:Destroy()
- end
- end)
- end
- -------------------------------------------------------
- --End Damage Function Customization--
- -------------------------------------------------------
- function MagniDamage(Part, magni, mindam, maxdam, knock, Type)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Head")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if magni >= mag and c.Name ~= plr.Name then
- Damage(head, head, mindam, maxdam, knock, Type, root, 0.1, "http://www.roblox.com/asset/?id=0", 1.2)
- end
- end
- end
- end
- end
- CFuncs = {
- Part = {
- Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- },
- Weld = {
- Create = function(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- },
- Sound = {
- Create = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local S = Create("Sound")({
- Volume = vol,
- Pitch = pit or 1,
- SoundId = id,
- Parent = par or workspace
- })
- wait()
- S:play()
- game:GetService("Debris"):AddItem(S, 6)
- end))
- end
- },
- ParticleEmitter = {
- Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
- local fp = Create("ParticleEmitter")({
- Parent = Parent,
- Color = ColorSequence.new(Color1, Color2),
- LightEmission = LightEmission,
- Size = Size,
- Texture = Texture,
- Transparency = Transparency,
- ZOffset = ZOffset,
- Acceleration = Accel,
- Drag = Drag,
- LockedToPart = LockedToPart,
- VelocityInheritance = VelocityInheritance,
- EmissionDirection = EmissionDirection,
- Enabled = Enabled,
- Lifetime = LifeTime,
- Rate = Rate,
- Rotation = Rotation,
- RotSpeed = RotSpeed,
- Speed = Speed,
- VelocitySpread = VelocitySpread
- })
- return fp
- end
- }
- }
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part")({
- formFactor = FormFactor,
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material
- })
- RemoveOutlines(Part)
- return Part
- end
- function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh)({
- Parent = Part,
- Offset = OffSet,
- Scale = Scale
- })
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- function CreateWeld(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld")({
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1
- })
- return Weld
- end
- -------------------------------------------------------
- --Start Effect Function--
- -------------------------------------------------------
- EffectModel = Instance.new("Model", char)
- Effects = {
- Block = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- else
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- },
- Sphere = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Cylinder = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Wave = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1 / 60, y1 / 60, z1 / 60))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3 / 60,
- y3 / 60,
- z3 / 60,
- msh
- })
- end
- },
- Ring = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Break = {
- Create = function(brickcolor, cframe, x1, y1, z1)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Shatter",
- num,
- prt.CFrame,
- math.random() - math.random(),
- 0,
- math.random(50, 100) / 100
- })
- end
- },
- Spiral = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://1051557", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- },
- Push = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://437347603", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- }
- }
- function part(formfactor ,parent, reflectance, transparency, brickcolor, name, size)
- local fp = IT("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = tors.Position
- RemoveOutlines(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh = IT(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id="..meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- function Magic(bonuspeed, type, pos, scale, value, color, MType)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = MType
- rngm.Scale = scale
- local scaler2 = 1
- if type == "Add" then
- scaler2 = 1 * value
- elseif type == "Divide" then
- scaler2 = 1 / value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / bonuspeed, 0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01 * value / bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01 / value * bonuspeed
- end
- rng.Transparency = rng.Transparency + 0.01 * bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, scaler2 * bonuspeed)
- end
- rng:Destroy()
- end))
- end
- function Eviscerate(dude)
- if dude.Name ~= char then
- local bgf = IT("BodyGyro", dude.Head)
- bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
- local val = IT("BoolValue", dude)
- val.Name = "IsHit"
- local ds = coroutine.wrap(function()
- dude:WaitForChild("Head"):BreakJoints()
- wait(0.5)
- target = nil
- coroutine.resume(coroutine.create(function()
- for i, v in pairs(dude:GetChildren()) do
- if v:IsA("Accessory") then
- v:Destroy()
- end
- if v:IsA("Humanoid") then
- v:Destroy()
- end
- if v:IsA("CharacterMesh") then
- v:Destroy()
- end
- if v:IsA("Model") then
- v:Destroy()
- end
- if v:IsA("Part") or v:IsA("MeshPart") then
- for x, o in pairs(v:GetChildren()) do
- if o:IsA("Decal") then
- o:Destroy()
- end
- end
- coroutine.resume(coroutine.create(function()
- v.Material = "Neon"
- v.CanCollide = false
- local PartEmmit1 = IT("ParticleEmitter", reye)
- PartEmmit1.LightEmission = 1
- PartEmmit1.Texture = "rbxassetid://284205403"
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- PartEmmit1.Rate = 150
- PartEmmit1.Lifetime = NumberRange.new(1)
- PartEmmit1.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0.75, 0),
- NumberSequenceKeypoint.new(1, 0, 0)
- })
- PartEmmit1.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0, 0),
- NumberSequenceKeypoint.new(1, 1, 0)
- })
- PartEmmit1.Speed = NumberRange.new(0, 0)
- PartEmmit1.VelocitySpread = 30000
- PartEmmit1.Rotation = NumberRange.new(-500, 500)
- PartEmmit1.RotSpeed = NumberRange.new(-500, 500)
- local BodPoss = IT("BodyPosition", v)
- BodPoss.P = 3000
- BodPoss.D = 1000
- BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
- BodPoss.position = v.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
- v.Color = maincolor.Color
- coroutine.resume(coroutine.create(function()
- for i = 0, 49 do
- swait(1)
- v.Transparency = v.Transparency + 0.08
- end
- wait(0.5)
- PartEmmit1.Enabled = false
- wait(3)
- v:Destroy()
- dude:Destroy()
- end))
- end))
- end
- end
- end))
- end)
- ds()
- end
- end
- function FindNearestHead(Position, Distance, SinglePlayer)
- if SinglePlayer then
- return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude
- end
- local List = {}
- for i, v in pairs(workspace:GetChildren()) do
- if v:IsA("Model") and v:findFirstChild("Head") and v ~= char and Distance >= (v.Head.Position - Position).magnitude then
- table.insert(List, v)
- end
- end
- return List
- end
- function Aura(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos, MType)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * outerpos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = MType
- rngm.Scale = Vector3.new(x1, y1, z1)
- local scaler2 = 1
- local speeder = FastSpeed
- if type == "Add" then
- scaler2 = 1 * value
- elseif type == "Divide" then
- scaler2 = 1 / value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, 10 / bonuspeed, 0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01 * value / bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01 / value * bonuspeed
- end
- speeder = speeder - 0.01 * FastSpeed * bonuspeed
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector * speeder * bonuspeed
- rng.Transparency = rng.Transparency + 0.01 * bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, 0)
- end
- rng:Destroy()
- end))
- end
- function SoulSteal(dude)
- if dude.Name ~= char then
- local bgf = IT("BodyGyro", dude.Head)
- bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
- local val = IT("BoolValue", dude)
- val.Name = "IsHit"
- local torso = (dude:FindFirstChild'Head' or dude:FindFirstChild'Torso' or dude:FindFirstChild'UpperTorso' or dude:FindFirstChild'LowerTorso' or dude:FindFirstChild'HumanoidRootPart')
- local soulst = coroutine.wrap(function()
- local soul = Instance.new("Part",dude)
- soul.Size = Vector3.new(1,1,1)
- soul.CanCollide = false
- soul.Anchored = false
- soul.Position = torso.Position
- soul.Transparency = 1
- local PartEmmit1 = IT("ParticleEmitter", soul)
- PartEmmit1.LightEmission = 1
- PartEmmit1.Texture = "rbxassetid://569507414"
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- PartEmmit1.Rate = 250
- PartEmmit1.Lifetime = NumberRange.new(1.6)
- PartEmmit1.Size = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 1, 0),
- NumberSequenceKeypoint.new(1, 0, 0)
- })
- PartEmmit1.Transparency = NumberSequence.new({
- NumberSequenceKeypoint.new(0, 0, 0),
- NumberSequenceKeypoint.new(1, 1, 0)
- })
- PartEmmit1.Speed = NumberRange.new(0, 0)
- PartEmmit1.VelocitySpread = 30000
- PartEmmit1.Rotation = NumberRange.new(-360, 360)
- PartEmmit1.RotSpeed = NumberRange.new(-360, 360)
- local BodPoss = IT("BodyPosition", soul)
- BodPoss.P = 3000
- BodPoss.D = 1000
- BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
- BodPoss.position = torso.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
- wait(1.6)
- soul.Touched:connect(function(hit)
- if hit.Parent == char then
- soul:Destroy()
- end
- end)
- wait(1.2)
- while soul do
- swait()
- PartEmmit1.Color = ColorSequence.new(maincolor.Color)
- BodPoss.Position = tors.Position
- end
- end)
- soulst()
- end
- end
- function FaceMouse()
- local Cam = workspace.CurrentCamera
- return {
- CFrame.new(char.Torso.Position, Vector3.new(mouse.Hit.p.x, char.Torso.Position.y, mouse.Hit.p.z)),
- Vector3.new(mouse.Hit.p.x, mouse.Hit.p.y, mouse.Hit.p.z)
- }
- end
- BTAUNT = Instance.new("Sound", char.Head)
- BTAUNT.SoundId = "http://www.roblox.com/asset/?id=1974441930"
- BTAUNT.Volume = 2
- BTAUNT.Pitch = 1
- BTAUNT.Looped = true
- BTAUNT2 = Instance.new("Sound", char.Torso)
- BTAUNT2.SoundId = "http://www.roblox.com/asset/?id=315170694"
- BTAUNT2.Volume = 5
- BTAUNT2.Pitch = 1
- BTAUNT2.Looped = true
- BTAUNT3 = Instance.new("Sound", char)
- BTAUNT3.SoundId = "http://www.roblox.com/asset/?id=1090127517"
- BTAUNT3.Volume = 2
- BTAUNT3.Pitch = 1
- BTAUNT3.Looped = true
- BTAUNT4 = Instance.new("Sound", char.Torso)
- BTAUNT4.SoundId = "http://www.roblox.com/asset/?id=1470848774"
- BTAUNT4.Volume = 5
- BTAUNT4.Pitch = 3
- BTAUNT4.Looped = true
- BTAUNT5 = Instance.new("Sound", char.Torso)
- BTAUNT5.SoundId = "http://www.roblox.com/asset/?id=1470848774"
- BTAUNT5.Volume = 5
- BTAUNT5.Pitch = 1
- BTAUNT5.Looped = true
- TEST = Instance.new("Sound", tors)
- TEST.SoundId = "http://www.roblox.com/asset/?id=636494529"
- TEST.Volume = 25
- TEST.Pitch = 1
- TEST.Looped = false
- -------------------------------------------------------
- --End Effect Function--
- -------------------------------------------------------
- function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
- local NEWMESH = IT(MESH)
- if MESH == "SpecialMesh" then
- NEWMESH.MeshType = MESHTYPE
- if MESHID ~= "nil" and MESHID ~= "" then
- NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
- end
- if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
- NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
- end
- end
- NEWMESH.Offset = OFFSET or VT(0, 0, 0)
- NEWMESH.Scale = SCALE
- NEWMESH.Parent = PARENT
- return NEWMESH
- end
- function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
- local NEWPART = IT("Part")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
- NEWPART.Name = NAME
- NEWPART.Size = SIZE
- NEWPART.Position = Torso.Position
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- function MakeForm(PART,TYPE)
- local MSH = nil
- if TYPE == "Cyl" then
- MSH = IT("CylinderMesh",PART)
- elseif TYPE == "Ball" then
- MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Sphere"
- elseif TYPE == "Wedge" then
- MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Wedge"
- elseif TYPE == "Block" then
- MSH = IT("SpecialMesh",PART)
- MSH.MeshType = "Brick"
- end
- return MSH
- end
- function Cso(ID, PARENT, VOLUME, PITCH)
- local NSound = nil
- coroutine.resume(coroutine.create(function()
- NSound = IT("Sound", PARENT)
- NSound.Volume = VOLUME
- NSound.Pitch = PITCH
- NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
- swait()
- NSound:play()
- game:GetService("Debris"):AddItem(NSound, 50)
- end))
- return NSound
- end
- function CameraEnshaking(Length, Intensity)
- coroutine.resume(coroutine.create(function()
- local intensity = 1 * Intensity
- local rotM = 0.01 * Intensity
- for i = 0, Length, 0.1 do
- swait()
- intensity = intensity - 0.05 * Intensity / Length
- rotM = rotM - 5.0E-4 * Intensity / Length
- hum.CameraOffset = Vector3.new(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)))
- cam.CFrame = cam.CFrame * CF(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) * Euler(Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM)
- end
- hum.CameraOffset = Vector3.new(0, 0, 0)
- end))
- end
- function Sink(position,radius)
- for i,v in ipairs(workspace:GetChildren()) do
- if v:FindFirstChild("Hit2By"..plr.Name) == nil then
- local body = v:GetChildren()
- for part = 1, #body do
- if(v:FindFirstChild("Hit2By"..plr.Name) == nil and (body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= char) then
- if(body[part].Position - position).Magnitude < radius then
- if v.ClassName == "Model" then
- v:FindFirstChildOfClass("Humanoid").Name = "Humanoid"
- if v:FindFirstChild("Humanoid") then
- local defence = Instance.new("BoolValue",v)
- defence.Name = ("Hit2By"..plr.Name)
- if v.Humanoid.Health ~= 0 then
- local TORS = v:FindFirstChild("HumanoidRootPart") or v:FindFirstChild("Torso") or v:FindFirstChild("UpperTorso")
- if TORS ~= nil then
- local HITFLOOR2, HITPOS2 = Raycast(TORS.Position, (CF(TORS.Position, TORS.Position + Vector3.new(0, -1, 0))).lookVector, 25 * TORS.Size.Y/2, v)
- coroutine.resume(coroutine.create(function()
- if HITFLOOR2 ~= nil then
- TORS.Anchored = true
- local Hole2 = CreatePart(3, EffectModel, "Neon", 0, 0, "Really black", "Hole", Vector3.new(TORS.Size.X*4,0,TORS.Size.X*4))
- Hole2.Color = Color3.new(0,0,0)
- local MESH = MakeForm(Hole2,"Cyl")
- MESH.Scale = Vector3.new(0,1,0)
- Hole2.CFrame = CF(HITPOS2)
- for i = 1, 10 do
- swait()
- MESH.Scale = MESH.Scale + Vector3.new(0.1,0,0.1)
- end
- --Cso("160440683", v:FindFirstChild("Head"), 10, .8)
- Cso("154955269", v:FindFirstChild("Head"), 10, 1)
- repeat
- swait()
- TORS.CFrame = TORS.CFrame * CF(0,-0.1,0)
- --MESH.Scale = MESH.Scale + Vector3.new(0,1.6,0)
- until TORS.Position.Y<position.Y-4
- v:remove()
- for i = 1, 10 do
- swait()
- MESH.Scale = MESH.Scale - Vector3.new(0.1,0,0.1)
- end
- Hole2:remove()
- end
- end))
- end
- end
- end
- end
- --body[part].Velocity = CFrame.new(position,body[part].Position).lookVector*5*maxstrength
- end
- end
- end
- end
- end
- end
- function Trail(Part)
- local TRAIL = Part:Clone()
- TRAIL.CanCollide = false
- TRAIL.Anchored = true
- TRAIL.Parent = EffectModel
- TRAIL.Name = "Trail"
- local TRANS = Part.Transparency
- coroutine.resume(coroutine.create(function()
- for i = 1, 20 do
- swait()
- TRAIL.Transparency = TRAIL.Transparency + ((1-TRANS)/20)
- end
- TRAIL:remove()
- end))
- end
- function getRegion(point,range,ignore)
- return workspace:FindPartsInRegion3WithIgnoreList(Region3.new(point-Vector3.new(1,1,1)*range/2,point+Vector3.new(1,1,1)*range/2),ignore,100)
- end
- function GetTorso(char)
- return char:FindFirstChild'Torso' or char:FindFirstChild'UpperTorso' or char:FindFirstChild'LowerTorso' or char:FindFirstChild'HumanoidRootPart'
- end
- local M = {C=math.cos,R=math.rad,S=math.sin,P=math.pi,RNG=math.random,MRS=math.randomseed,H=math.huge,RRNG = function(min,max,div) return math.rad(math.random(min,max)/(div or 1)) end}
- function CreateSound(ID, PARENT, VOLUME, PITCH)
- local NSound = nil
- coroutine.resume(coroutine.create(function()
- NSound = Instance.new("Sound", PARENT)
- NSound.Volume = VOLUME
- NSound.Pitch = PITCH
- NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
- swait()
- NSound:play()
- game:GetService("Debris"):AddItem(NSound, 10)
- end))
- return NSound
- end
- -------------------------------------------------------
- --End Important Functions--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Customization--
- -------------------------------------------------------
- local Player_Size = 1
- if Player_Size ~= 1 then
- root.Size = root.Size * Player_Size
- tors.Size = tors.Size * Player_Size
- hed.Size = hed.Size * Player_Size
- ra.Size = ra.Size * Player_Size
- la.Size = la.Size * Player_Size
- rl.Size = rl.Size * Player_Size
- ll.Size = ll.Size * Player_Size
- ----------------------------------------------------------------------------------
- rootj.Parent = root
- neck.Parent = tors
- RW.Parent = tors
- LW.Parent = tors
- RH.Parent = tors
- LH.Parent = tors
- ----------------------------------------------------------------------------------
- rootj.C0 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- rootj.C1 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0))
- neck.C0 = necko * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0))
- neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * angles(Rad(-90), Rad(0), Rad(180))
- RW.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* RIGHTSHOULDERC0
- LW.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* LEFTSHOULDERC0
- ----------------------------------------------------------------------------------
- RH.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- LH.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- RH.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- LH.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
- --hat.Parent = Character
- end
- ----------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------
- local equipped = false
- local idle = 0
- local change = 1
- local val = 0
- local toim = 0
- local idleanim = 0.4
- local sine = 0
- local Sit = 1
- local VALUE1 = false
- local VALUE2 = false
- ----------------------------------------------------------------------------------
- hum.WalkSpeed = 18
- hum.JumpPower = 100
- hum.Animator.Parent = nil
- ----------------------------------------------------------------------------------
- function sphereMK(bonuspeed,FastSpeed,type,pos,x1,y1,z1,value,color,outerpos)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector*outerpos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = "Sphere"
- rngm.Scale = vt(x1,y1,z1)
- if rainbowmode == true then
- rng.Color = Color3.new(r/255,g/255,b/255)
- end
- local scaler2 = 1
- local speeder = FastSpeed
- if type == "Add" then
- scaler2 = 1*value
- elseif type == "Divide" then
- scaler2 = 1/value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0,10/bonuspeed,0.1 do
- swait()
- if rainbowmode == true then
- rng.Color = Color3.new(r/255,g/255,b/255)
- end
- if type == "Add" then
- scaler2 = scaler2 - 0.01*value/bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01/value*bonuspeed
- end
- if chaosmode == true then
- rng.BrickColor = BrickColor.random()
- end
- speeder = speeder - 0.01*FastSpeed*bonuspeed
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector*speeder*bonuspeed
- rng.Transparency = rng.Transparency + 0.01*bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2*bonuspeed, scaler2*bonuspeed, 0)
- end
- rng:Destroy()
- end))
- end
- function sphere(bonuspeed,type,pos,scale,value,color)
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = "Sphere"
- rngm.Scale = scale
- if rainbowmode == true then
- rng.Color = Color3.new(r/255,g/255,b/255)
- end
- local scaler2 = 1
- if type == "Add" then
- scaler2 = 1*value
- elseif type == "Divide" then
- scaler2 = 1/value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0,10/bonuspeed,0.1 do
- swait()
- if rainbowmode == true then
- rng.Color = Color3.new(r/255,g/255,b/255)
- end
- if type == "Add" then
- scaler2 = scaler2 - 0.01*value/bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01/value*bonuspeed
- end
- if chaosmode == true then
- rng.BrickColor = BrickColor.random()
- end
- rng.Transparency = rng.Transparency + 0.01*bonuspeed
- rngm.Scale = rngm.Scale + Vector3.new(scaler2*bonuspeed, scaler2*bonuspeed, scaler2*bonuspeed)
- end
- rng:Destroy()
- end))
- end
- -------------------------------------------------------
- --End Customization--
- -------------------------------------------------------
- local Blobby = Instance.new("Part", char)
- Blobby.Name = "Blob"
- Blobby.CanCollide = false
- Blobby.BrickColor = BrickColor.new("Deep orange")
- Blobby.Transparency = 0
- Blobby.Material = "Neon"
- Blobby.Size = Vector3.new(1, 1, 2)
- Blobby.TopSurface = Enum.SurfaceType.Smooth
- Blobby.BottomSurface = Enum.SurfaceType.Smooth
- local Weld = Instance.new("Weld", Blobby)
- Weld.Part0 = ra
- Weld.Part1 = Blobby
- Weld.C1 = CFrame.new(0, 1, 0.4)
- Weld.C0 = CFrame.Angles(Rad(0),0,0)
- local M2 = Instance.new("SpecialMesh")
- M2.Parent = Blobby
- M2.MeshId = "rbxassetid://0"
- M2.TextureId = "rbxassetid://749019427"
- M2.Scale = Vector3.new(0.08, 0.08, 0.08)
- --[[local naeeym2 = Instance.new("BillboardGui",char)
- naeeym2.AlwaysOnTop = true
- naeeym2.Size = UDim2.new(5,35,2,15)
- naeeym2.StudsOffset = Vector3.new(0, 3.5, 0)
- naeeym2.Adornee = hed
- naeeym2.Name = "Name"
- --naeeym2.PlayerToHideFrom = Player
- local tecks2 = Instance.new("TextLabel",naeeym2)
- tecks2.BackgroundTransparency = 1
- tecks2.TextScaled = true
- tecks2.BorderSizePixel = 0
- tecks2.Text = "Fight Me"
- tecks2.Font = Enum.Font.Bodoni
- tecks2.TextSize = 30
- tecks2.TextStrokeTransparency = 0
- tecks2.TextColor3 = Color3.new(0, 0, 0)
- tecks2.TextStrokeColor3 = Color3.new(1, 1, 1)
- tecks2.Size = UDim2.new(1,0,0.5,0)
- tecks2.Parent = naeeym2]]
- ----------------------------------------------------------------------------------
- local AddInstance = function(Object, ...)
- local Obj = Instance.new(Object)
- for i,v in next,(...) do
- Obj[i] = v
- end
- return Obj
- end
- ----------------------------------------------------
- godmode = coroutine.wrap(function()
- for i,v in pairs(Character:GetChildren()) do
- if v:IsA("BasePart") and v ~= Root then
- v.Anchored = false
- end
- end
- while true do
- hum.MaxHealth = math.huge
- wait(0.0000001)
- hum.Health = math.huge
- wait()
- end
- end)
- godmode()
- ff = Instance.new("ForceField", Character)
- ff.Visible = false
- local Blobby = Instance.new("Part", char)
- Blobby.Name = "Blob"
- Blobby.CanCollide = false
- Blobby.BrickColor = BrickColor.new("Crimson")
- Blobby.Transparency = 0
- Blobby.Material = "Neon"
- Blobby.Size = Vector3.new(1, 1, 2)
- Blobby.TopSurface = Enum.SurfaceType.Smooth
- Blobby.BottomSurface = Enum.SurfaceType.Smooth
- local Weld = Instance.new("Weld", Blobby)
- Weld.Part0 = tors
- Weld.Part1 = Blobby
- Weld.C1 = CFrame.new(0, -0.8, 0.7)
- Weld.C0 = CFrame.Angles(Rad(0),0,0)
- local M2 = Instance.new("SpecialMesh")
- M2.Parent = Blobby
- M2.MeshId = "rbxassetid://731633703"
- M2.Scale = Vector3.new(0.007, 0.007, 0.007)
- local Reaper2 = AddInstance("Part",{
- Parent = tors,
- CFrame = tors.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(0.462, 1.403, 2.495),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- })
- local Weld = AddInstance("Weld",{
- Parent = Reaper2,
- Part0 = hed,
- C0 = CFrame.new(0, 1.2, 0)*CFrame.Angles(0, 0, 0),
- Part1 = Reaper2,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = Reaper2,
- MeshId = "rbxassetid://2711178",
- TextureId = "rbxassetid://32935396",
- Scale = Vector3.new(1, 1, 1),
- VertexColor = Vector3.new(1, 0, 0),
- })
- local shirtpart = AddInstance("Part",{
- Parent = hed,
- CFrame = hed.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- })
- local Weld = AddInstance("Weld",{
- Parent = shirtpart,
- Part0 = ra,
- C0 = CFrame.new(0, 0.52, 0)*CFrame.Angles(0, 0, 0),
- Part1 = shirtpart,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = shirtpart,
- MeshId = "rbxassetid://2738507183",
- TextureId = "rbxassetid://3214871929",
- Scale = Vector3.new(1.05, 0.5, 1.05),
- VertexColor = Vector3.new(1, 1, 1),
- })
- local shirtpart = AddInstance("Part",{
- Parent = hed,
- CFrame = hed.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- })
- local Weld = AddInstance("Weld",{
- Parent = shirtpart,
- Part0 = la,
- C0 = CFrame.new(0, 0.52, 0)*CFrame.Angles(0, 0, 0),
- Part1 = shirtpart,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = shirtpart,
- MeshId = "rbxassetid://2738507183",
- TextureId = "rbxassetid://3214871929",
- Scale = Vector3.new(1.05, 0.5, 1.05),
- VertexColor = Vector3.new(1, 1, 1),
- })
- local shirtpart = AddInstance("Part",{
- Parent = hed,
- CFrame = hed.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- })
- local Weld = AddInstance("Weld",{
- Parent = shirtpart,
- Part0 = tors,
- C0 = CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0),
- Part1 = shirtpart,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = shirtpart,
- MeshId = "rbxassetid://2738507183",
- TextureId = "rbxassetid://3214871929",
- Scale = Vector3.new(2, 1, 1.1),
- VertexColor = Vector3.new(1, 1, 1),
- })
- local pantspart = AddInstance("Part",{
- Parent = hed,
- CFrame = hed.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- })
- local Weld = AddInstance("Weld",{
- Parent = pantspart,
- Part0 = rl,
- C0 = CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0),
- Part1 = pantspart,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = pantspart,
- MeshId = "rbxassetid://2738507183",
- TextureId = "rbxassetid://3214871929",
- Scale = Vector3.new(1, 1, 1),
- VertexColor = Vector3.new(1, 1, 1),
- })
- local pantspart = AddInstance("Part",{
- Parent = hed,
- CFrame = hed.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- })
- local Weld = AddInstance("Weld",{
- Parent = pantspart,
- Part0 = ll,
- C0 = CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0),
- Part1 = pantspart,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = pantspart,
- MeshId = "rbxassetid://2738507183",
- TextureId = "rbxassetid://3214871929",
- Scale = Vector3.new(1, 1, 1),
- VertexColor = Vector3.new(1, 1, 1),
- })
- local pantspart = AddInstance("Part",{
- Parent = hed,
- CFrame = hed.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- })
- local Weld = AddInstance("Weld",{
- Parent = pantspart,
- Part0 = rl,
- C0 = CFrame.new(0, -0.5, 0)*CFrame.Angles(0, 0, 0),
- Part1 = pantspart,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = pantspart,
- MeshId = "rbxassetid://2738507183",
- TextureId = "rbxassetid://3214871929",
- Scale = Vector3.new(1.1, 0.5, 1.1),
- VertexColor = Vector3.new(1, 1, 1),
- })
- local pantspart = AddInstance("Part",{
- Parent = hed,
- CFrame = hed.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- })
- local Weld = AddInstance("Weld",{
- Parent = pantspart,
- Part0 = ll,
- C0 = CFrame.new(0, -0.5, 0)*CFrame.Angles(0, 0, 0),
- Part1 = pantspart,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = pantspart,
- MeshId = "rbxassetid://2738507183",
- TextureId = "rbxassetid://3214871929",
- Scale = Vector3.new(1.1, 0.5, 1.1),
- VertexColor = Vector3.new(1, 1, 1),
- })
- LeftLeg.Transparency = 1
- RightLeg.Transparency = 1
- Torso.Transparency = 1
- head1 = Instance.new("SpecialMesh", Head)
- head1.MeshType = "FileMesh"
- head1.Scale = Vector3.new(5, 5, 5)
- head1.MeshId = 'http://www.roblox.com/asset/?id=746771554'
- -------------------------------------------------------
- plr = game.Players.LocalPlayer
- char = plr.Character
- mouse = plr:GetMouse()
- whitecolor = Color3.new(255,255,1)
- epicmode = false
- normal = true
- for i,v in pairs(char:GetChildren()) do
- if v.ClassName == "Shirt" or v.ClassName == "Pants" or v.ClassName == "ShirtGraphic" then
- v:Destroy()
- end
- end
- local shirt = Instance.new("Shirt",char)
- shirt.ShirtTemplate = "rbxassetid://0"
- local pants = Instance.new("Pants",char)
- pants.PantsTemplate = "rbxassetid://0"
- local bdycolors = char["Body Colors"]
- bdycolors.HeadColor3 = whitecolor
- bdycolors.LeftArmColor3 = whitecolor
- bdycolors.LeftLegColor3 = whitecolor
- bdycolors.RightArmColor3 = whitecolor
- bdycolors.RightLegColor3 = whitecolor
- bdycolors.TorsoColor3 = whitecolor
- for i,v in pairs(char:GetChildren()) do
- if v.ClassName == "Hat" or v.ClassName == "Accessory" then
- v:Destroy()
- end
- end
- local BC = Character["Body Colors"]
- BC.HeadColor = BrickColor.new("Yellow")
- BC.LeftArmColor = BrickColor.new("Yellow")
- BC.LeftLegColor = BrickColor.new("Yellow")
- BC.RightArmColor = BrickColor.new("Yellow")
- BC.RightLegColor = BrickColor.new("Yellow")
- BC.TorsoColor = BrickColor.new("Yellow")
- -------------------------------------------------------
- --Start Attacks N Stuff--
- -------------------------------------------------------
- BTAUNT2:Play()
- function boom()
- attack = true
- for i = 0,1,0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0* Player_Size,0* Player_Size,0* Player_Size)* angles(math.rad(0),math.rad(0),math.rad(80)),0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20), Rad(0), Rad(-80)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(90), math.rad(0), math.rad(80)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(10), math.rad(0), math.rad(-20)), 0.3)
- RH.C0=clerp(RH.C0,cf(1* Player_Size,-1* Player_Size - 0.05* Player_Size * math.cos(sine / 25),0* Player_Size)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-0.5),math.rad(0),math.rad(0)),.3)
- LH.C0=clerp(LH.C0,cf(-1* Player_Size,-1* Player_Size - 0.05* Player_Size * math.cos(sine / 25),0* Player_Size)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-2.5),math.rad(10),math.rad(0)),.3)
- end
- local distlook = 5
- for i = 0, 4 do
- swait(2)
- CameraEnshaking(2,3)
- local hite = Instance.new("Part", char)
- hite.Anchored = true
- hite.CanCollide = false
- hite.FormFactor = 3
- hite.Name = "Ring"
- hite.Material = "Neon"
- hite.Size = Vector3.new(1, 1, 1)
- hite.Transparency = 1
- hite.TopSurface = 0
- hite.BottomSurface = 0
- hite.CFrame = root.CFrame + root.CFrame.lookVector*distlook
- sphere(3,"Add",hite.CFrame,vt(0,0,0),0.15,maincolor)
- sphere(6,"Add",hite.CFrame,vt(0,0,0),0.3,maincolor)
- for i, v in pairs(FindNearestHead(hite.CFrame.p, 10)) do
- if v:FindFirstChild("Head") then
- Eviscerate(v)
- end
- end
- CFuncs["Sound"].Create("rbxassetid://1311235374", hite, 2.5, 1)
- CFuncs["Sound"].Create("rbxassetid://178452221", hite, 0.25, 0.6)
- game:GetService("Debris"):AddItem(hite, 5)
- distlook = distlook + 20
- end
- attack = false
- end
- function lasereyes()
- attack = true
- for i = 0,2,0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0* Player_Size,0* Player_Size,0* Player_Size)* angles(math.rad(-10),math.rad(0),math.rad(0)),0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-20), Rad(0), Rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(55), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(55), math.rad(0), math.rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.01 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-2 - 0 * Sin(sine / 24)), Rad(0), Rad(-20 - 0 * Sin(sine / 12))), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.01 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-2 + 0 * Sin(sine / 24)), Rad(0), Rad(20 + 0 * Sin(sine / 12))), 1)
- end
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- char.Head.face.Texture = "rbxassetid://176217464"
- local maincolor = BrickColor.new("Really red")
- for i = 0,1,0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0* Player_Size,0* Player_Size,0* Player_Size)* angles(math.rad(10),math.rad(0),math.rad(0)),0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(-55), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(-55), math.rad(0), math.rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.01 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-2 - 0 * Sin(sine / 24)), Rad(0), Rad(10 - 0 * Sin(sine / 12))), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.01 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-2 + 0 * Sin(sine / 24)), Rad(0), Rad(-10 + 0 * Sin(sine / 12))), 1)
- end
- local distlook = 5
- for i = 0, 4 do
- swait(2)
- CameraEnshaking(2,3)
- local hite = Instance.new("Part", char)
- hite.Anchored = true
- hite.CanCollide = false
- hite.FormFactor = 3
- hite.Name = "Ring"
- hite.Material = "Neon"
- hite.Size = Vector3.new(0.2, 0, 3)
- hite.Transparency = 1
- hite.TopSurface = 0
- hite.BottomSurface = 0
- hite.CFrame = hed.CFrame + hed.CFrame.lookVector*distlook
- sphere(9,"Add",hite.CFrame,vt(2,0,10),0.01,maincolor)
- sphere(9,"Add",hite.CFrame,vt(2,0,10),0.01,maincolor)
- for i, v in pairs(FindNearestHead(hite.CFrame.p, 6)) do
- if v:FindFirstChild("Head") then
- Eviscerate(v)
- end
- end
- CFuncs["Sound"].Create("rbxassetid://2854651061", hite, 8.5, 1)
- CFuncs["Sound"].Create("rbxassetid://2854651458", hite, 7, 1)
- game:GetService("Debris"):AddItem(hite, 5)
- distlook = distlook + 10
- end
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- char.Head.face.Texture = "rbxassetid://176217464"
- attack = false
- end
- function death()
- attack = true
- hum.WalkSpeed = 0
- CreateSound("0", Head, 10, 1)
- BTAUNT2:Stop()
- CreateSound("588738949", Head, 10, 1)
- for i = 0, 0.2, 0.1 do
- swait()
- hum.WalkSpeed = 0
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- char.Head.face.Texture = "rbxassetid://176217464"
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- wait(0.5)
- for i = 0, 0.2, 0.1 do
- swait()
- hum.WalkSpeed = 0
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- CreateSound("588738949", Head, 10, 1)
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- char.Head.face.Texture = "rbxassetid://176217464"
- wait(0.5)
- for i = 0, 0.2, 0.1 do
- swait()
- hum.WalkSpeed = 0
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- CreateSound("588738949", Head, 10, 1)
- char.Head.face.Texture = "rbxassetid://176217464"
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- wait(0.5)
- CreateSound("299058146", Head, 10, 1)
- for i = 0, 10, 0.1 do
- swait()
- hum.WalkSpeed = 0
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- for i = 0, 2, 0.1 do
- swait()
- hum.WalkSpeed = 0
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- wait(1)
- local explo = Instance.new("Explosion", Workspace)
- explo.Position=hed.Position
- explo.BlastPressure = 700000
- explo.BlastRadius=30
- CreateSound("610359590", Head, 10, 1)
- wait(0.5)
- local explo = Instance.new("Explosion", Workspace)
- explo.Position=tors.Position
- explo.BlastPressure = 700000
- explo.BlastRadius=30
- CreateSound("610359590", Torso, 10, 1)
- wait(0.5)
- local explo = Instance.new("Explosion", Workspace)
- explo.Position=ra.Position
- explo.BlastPressure = 700000
- explo.BlastRadius=30
- CreateSound("610359590", RightArm, 10, 1)
- for i = 0, 0.1, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0.04 + 0 * Sin(sine / 12) * Player_Size, 0 + 0.1 * Player_Size * Cos(sine / 2)) * angles(Rad(-30), Rad(0 - 0 * Sin(sine / 24)), Rad(0)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-30), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-2 - 0 * Sin(sine / 24)), Rad(0), Rad(-30)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-2 + 0 * Sin(sine / 24)), Rad(0), Rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-30), Rad(0 + 0 * Sin(sine / 20)), Rad(15 + 0 * Sin(sine / 25))), 0.12)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-30), Rad(0 + 0 * Sin(sine / 20)), Rad(-15 + 0 * Sin(sine / 25))), 0.12)
- end
- wait(0.5)
- for i = 0, 0.1, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0.04 + 0 * Sin(sine / 12) * Player_Size, 0 + 0.1 * Player_Size * Cos(sine / 2)) * angles(Rad(-30), Rad(0 - 0 * Sin(sine / 24)), Rad(0)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-30), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-2 - 0 * Sin(sine / 24)), Rad(0), Rad(-30)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-2 + 0 * Sin(sine / 24)), Rad(0), Rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-30), Rad(0 + 0 * Sin(sine / 20)), Rad(15 + 0 * Sin(sine / 25))), 0.12)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-30), Rad(0 + 0 * Sin(sine / 20)), Rad(-15 + 0 * Sin(sine / 25))), 0.12)
- end
- local explo = Instance.new("Explosion", Workspace)
- explo.Position=la.Position
- explo.BlastPressure = 700000
- explo.BlastRadius=30
- CreateSound("610359590", LeftArm, 10, 1)
- wait(0.5)
- for i = 0, 0.1, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0.04 + 0 * Sin(sine / 12) * Player_Size, 0 + 0.1 * Player_Size * Cos(sine / 2)) * angles(Rad(-30), Rad(0 - 0 * Sin(sine / 24)), Rad(0)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-30), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-2 - 0 * Sin(sine / 24)), Rad(0), Rad(-30)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-2 + 0 * Sin(sine / 24)), Rad(0), Rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-30), Rad(0 + 0 * Sin(sine / 20)), Rad(15 + 0 * Sin(sine / 25))), 0.12)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-30), Rad(0 + 0 * Sin(sine / 20)), Rad(-15 + 0 * Sin(sine / 25))), 0.12)
- end
- local explo = Instance.new("Explosion", Workspace)
- explo.Position=ll.Position
- explo.BlastPressure = 700000
- explo.BlastRadius=30
- CreateSound("610359590", LeftLeg, 10, 1)
- wait(0.5)
- for i = 0, 0.1, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0.04 + 0 * Sin(sine / 12) * Player_Size, 0 + 0.1 * Player_Size * Cos(sine / 2)) * angles(Rad(-30), Rad(0 - 0 * Sin(sine / 24)), Rad(0)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-30), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-2 - 0 * Sin(sine / 24)), Rad(0), Rad(-30)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-2 + 0 * Sin(sine / 24)), Rad(0), Rad(30)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-30), Rad(0 + 0 * Sin(sine / 20)), Rad(15 + 0 * Sin(sine / 25))), 0.12)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-30), Rad(0 + 0 * Sin(sine / 20)), Rad(-15 + 0 * Sin(sine / 25))), 0.12)
- end
- local explo = Instance.new("Explosion", Workspace)
- explo.Position=rl.Position
- explo.BlastPressure = 700000
- explo.BlastRadius=30
- CreateSound("610359590", RightLeg, 10, 1)
- wait(0.5)
- local explo = Instance.new("Explosion", Workspace)
- explo.Position=root.Position
- explo.BlastPressure = 700000
- explo.BlastRadius=30
- CreateSound("610359590", root, 10, 0.6)
- CreateSound("2351004036", Head, 10, 1)
- Torso:Destroy()
- attack = false
- hum.WalkSpeed = 18
- end
- function off()
- attack = true
- Cso("1843027458", hed, 10, 1)
- hum.WalkSpeed = 0
- for i = 0, 10, 0.1 do
- swait()
- hum.WalkSpeed = 0
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- VALUE2 = true
- repeat
- ---Pose1
- for i = 0, 1.6, 0.1 do
- swait()
- hum.WalkSpeed = 0
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(25), Rad(0), Rad(0)), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(20), Rad(0), Rad(0)), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-5 - 0 * Sin(sine / 20)), Rad(0), Rad(20 - 0 * Sin(sine / 20))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-5 + 0 * Sin(sine / 20)), Rad(0), Rad(-20 + 0 * Sin(sine / 20))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(30), Rad(0)), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(-30), Rad(0)), 0.35)
- end
- until VALUE2 == false
- attack = false
- hum.WalkSpeed = 18
- end
- function copythat()
- hum.WalkSpeed = 0
- Cso("238876757", hed, 10, 1)
- attack = true
- for i = 0, 25, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0.04 + 0 * Sin(sine / 12) * Player_Size, 0 + 0.1 * Player_Size * Cos(sine / 2)) * angles(Rad(10), Rad(0 - 0 * Sin(sine / 24)), Rad(0)), 0.15)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-0 - 0 * Sin(sine / 24)), Rad(0), Rad(10)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0.1 * Player_Size * Cos(sine / 2), -0.01 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-0 + 0 * Sin(sine / 24)), Rad(0), Rad(-10)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(0 + 0 * Sin(sine / 10)), Rad(0 + 0 * Sin(sine / 20)), Rad(-15 + 0 * Sin(sine / 25))), 0.12)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(0 + 0 * Sin(sine / 10)), Rad(0 + 0 * Sin(sine / 20)), Rad(15 + 0 * Sin(sine / 25))), 0.12)
- end
- for i = 0, 20, 0.1 do
- swait()
- change = 1
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- -- Defining RenderStepped?
- renders = game:GetService("RunService").RenderStepped
- local Part0 = Instance.new("Part")
- Part0.Name = "bl00d"
- Part0.CanCollide = false
- Part0.Anchored = true
- Part0.Parent = char
- Part0.BrickColor = BrickColor.new("Crimson")
- Part0.Rotation = Vector3.new(0, 0, 90)
- Part0.Shape = Enum.PartType.Cylinder
- Part0.Size = Vector3.new(0.310000002, 1.77000022, 2)
- Part0.CFrame = CFrame.new(10.5427914, 1.28072846, 11.4908791, 4.47034836e-07, -1.00000215, 0, 1.00000215, 4.47034836e-07, 0, 0, 0, 1)
- Part0.Color = Color3.new(0.458824, 0, 0)
- Part0.Position = Vector3.new(10.5427914, 1.28072846, 11.4908791)
- Part0.Orientation = Vector3.new(0, 0, 90)
- Part0.Color = Color3.new(0.458824, 0, 0)
- for i = 0, 10, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -2.5 + 0 * Player_Size * Cos(sine / 12)) * angles(Rad(-90 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0 - 0 * Cos(sine / 12))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(0 - 0 * Sin(sine / 12))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(0 + 0 * Sin(sine / 12))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0 - 0 * Sin(sine / 12)), Rad(-15 + 0 * Sin(sine / 12)), Rad(91 + 0 * Sin(sine / 12))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0 - 0 * Sin(sine / 12)), Rad(15 - 0 * Sin(sine / 12)), Rad(-98 + 0 * Sin(sine / 12))), 0.08)
- end
- for i = 0, 2, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -1.5 + 0 * Player_Size * Cos(sine / 12)) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.35)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(50 - 0 * Cos(sine / 12)), Rad(10), Rad(0 - 0 * Cos(sine / 12))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1.2 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(-100 - 0 * Sin(sine / 12))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1.2 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(100 + 0 * Sin(sine / 12))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(-15 + 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(15 - 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 0.35)
- end
- for i = 0, 15, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -1.5 + 0 * Player_Size * Cos(sine / 12)) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.35)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-20 - 0 * Cos(sine / 12)), Rad(Mrandom(-3, 3)), Rad(0 - 0 * Cos(sine / 12))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1.2 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(-100 - 0 * Sin(sine / 12))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1.2 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(100 + 0 * Sin(sine / 12))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(-15 + 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(15 - 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 0.35)
- end
- for i = 0, 10, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -2.5 + 0 * Player_Size * Cos(sine / 12)) * angles(Rad(90 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0 - 0 * Cos(sine / 12))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(0 - 0 * Sin(sine / 12))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(0 + 0 * Sin(sine / 12))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0 - 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12)), Rad(91 + 0 * Sin(sine / 12))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(0 - 0 * Sin(sine / 12)), Rad(0 - 0 * Sin(sine / 12)), Rad(-98 + 0 * Sin(sine / 12))), 0.08)
- end
- for i = 0, 8, 0.1 do
- swait()
- change = 1
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-20), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(20), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(20)), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(-20)), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(110), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- for i = 0, 10, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -1.5 + 0 * Player_Size * Cos(sine / 12)) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.35)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-20 - 0 * Cos(sine / 12)), Rad(Mrandom(-3, 3)), Rad(0 - 0 * Cos(sine / 12))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1.2 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(-100 - 0 * Sin(sine / 12))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1.2 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(100 + 0 * Sin(sine / 12))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(-15 + 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(15 - 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 0.35)
- end
- for i = 0, 20, 0.1 do
- swait()
- change = 1
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -1.5 + 0 * Player_Size * Cos(sine / 12)) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1.2 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(-100 - 0 * Sin(sine / 12))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1.2 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(100 + 0 * Sin(sine / 12))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- for i = 0, 40, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -1.5 + 0 * Player_Size * Cos(sine / 12)) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.35)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-20 - 0 * Cos(sine / 12)), Rad(Mrandom(-3, 3)), Rad(0 - 0 * Cos(sine / 12))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1.2 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(-100 - 0 * Sin(sine / 12))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1.2 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(100 + 0 * Sin(sine / 12))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(-15 + 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(15 - 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 0.35)
- end
- for i = 0, 40, 0.1 do
- swait()
- change = 1
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -2.5 + 0 * Player_Size * Cos(sine / 12)) * angles(Rad(-90 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 0 * Cos(sine / 12)), Rad(0), Rad(0 - 0 * Cos(sine / 12))), 0.08)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(0 - 0 * Sin(sine / 12))), 0.08)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(0 + 0 * Sin(sine / 12))), 0.08)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(-15 + 0 * Sin(sine / 12)), Rad(91 + 0 * Sin(sine / 12))), 0.08)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(15 - 0 * Sin(sine / 12)), Rad(-98 + 0 * Sin(sine / 12))), 0.08)
- end
- attack = false
- hum.WalkSpeed = 24
- end
- function laugh()
- hum.WalkSpeed = 0
- Cso("984785433", hed, 10, 0.9)
- attack = true
- for i = 0, 9, 0.1 do
- swait()
- change = 0.6
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -1.5 + 0.05 * Player_Size * Cos(sine / 1)) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1.2 * Player_Size + 0 * Sin(sine / 24) - 0.05 * Player_Size * Cos(sine / 1), -0.6 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(-100 - 0 * Sin(sine / 12))), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1.2 * Player_Size - 0 * Sin(sine / 24) - 0.05 * Player_Size * Cos(sine / 1), -0.6 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(100 + 0 * Sin(sine / 12))), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 - 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-10 + 0 * Sin(sine / 10)), Rad(0 + 0 * Sin(sine / 20)), Rad(0 + 0 * Sin(sine / 25))), 0.12)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 - 0.05 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(-10 + 0 * Sin(sine / 10)), Rad(0 + 0 * Sin(sine / 20)), Rad(0 + 0 * Sin(sine / 25))), 0.12)
- end
- attack = false
- hum.WalkSpeed = 24
- end
- --Jumpscare--
- function jumpscare()
- attack = true
- for i = 0,1,0.1 do
- swait()
- hum.WalkSpeed = 0
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0* Player_Size,0* Player_Size,-1* Player_Size)* angles(math.rad(10),math.rad(0),math.rad(0)),0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20), Rad(0), Rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- RH.C0=clerp(RH.C0,cf(1* Player_Size,-0.3* Player_Size - 0.05* Player_Size * math.cos(sine / 25),-0.5* Player_Size)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-0.5),math.rad(0),math.rad(10)),.3)
- LH.C0=clerp(LH.C0,cf(-1* Player_Size,-0.3* Player_Size - 0.05* Player_Size * math.cos(sine / 25),-0.5* Player_Size)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-2.5),math.rad(10),math.rad(-10)),.3)
- end
- CFuncs["Sound"].Create("rbxassetid://2966138621", hed, 2.5, 1)
- for i, v in pairs(FindNearestHead(hed.CFrame.p, 10)) do
- if v:FindFirstChild("Head") then
- Eviscerate(v)
- end
- end
- for i = 0,3,0.1 do
- root.CFrame = root.CFrame + root.CFrame.lookVector*1.2
- swait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0* Player_Size,-1* Player_Size,0* Player_Size)* angles(math.rad(30),math.rad(0),math.rad(0)),0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-20, 20)), Rad(Mrandom(-20, 20)), Rad(Mrandom(-20, 20))), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- RH.C0=clerp(RH.C0,cf(1* Player_Size,-1* Player_Size - 0.05* Player_Size * math.cos(sine / 25),0* Player_Size)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-0.5),math.rad(0),math.rad(-30)),.3)
- LH.C0=clerp(LH.C0,cf(-1* Player_Size,-1* Player_Size - 0.05* Player_Size * math.cos(sine / 25),0* Player_Size)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-2.5),math.rad(10),math.rad(30)),.3)
- end
- for i = 0,5,0.1 do
- RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0* Player_Size,-2* Player_Size,-1* Player_Size)* angles(math.rad(10),math.rad(0),math.rad(0)),0.3)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(30 + 0 * math.cos(sine / 2)), Rad(0 + 10 * math.cos(sine / 2)), Rad(0 + 10 * math.cos(sine / 2))), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5* Player_Size, 0.5* Player_Size, 0* Player_Size) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3)
- RH.C0=clerp(RH.C0,cf(1* Player_Size,-0.3* Player_Size - 0.05* Player_Size * math.cos(sine / 25),-0.5* Player_Size)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-0.5),math.rad(0),math.rad(10)),.3)
- LH.C0=clerp(LH.C0,cf(-1* Player_Size,-0.3* Player_Size - 0.05* Player_Size * math.cos(sine / 25),-0.5* Player_Size)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-2.5),math.rad(10),math.rad(-10)),.3)
- end
- hum.WalkSpeed = 18
- attack = false
- end
- -------------------------------------------------------
- --End Attacks N Stuff--
- -------------------------------------------------------
- mouse.KeyDown:connect(function(key)
- if (VALUE1 == false and attack == false) or VALUE2 == true then
- if key == "e" then
- jumpscare()
- end
- if key == "q" then
- if VALUE2 == false then
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- char.Head.face.Texture = "rbxassetid://176217464"
- BTAUNT2:Stop()
- off()
- elseif VALUE2 == true then
- for i = 0, 10, 0.1 do
- swait()
- hum.WalkSpeed = 0
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0* Player_Size * Cos(sine / 20)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1 * Player_Size - 0 * Player_Size * Cos(sine / 20), -0.05 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- LW.C0 = clerp(LW.C0, CF(-1.5 * Player_Size, 0.5 + 0 * Sin(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2)), Rad(Mrandom(-2, 2))), 0.35)
- end
- CreateSound("299058146", Head, 10, 1)
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- VALUE2 = false
- BTAUNT2:Play()
- char.Head.face.Texture = "rbxassetid://176217464"
- end
- end
- end
- if attack == false then
- if key == "z" then
- lasereyes()
- elseif key == 't' then
- copythat()
- elseif key == 'y' then
- laugh()
- elseif key == 'r' then
- death()
- elseif key == 'x' then
- CreateSound("588738949", Head, 10, 1)
- char.Head.face.Texture = "rbxassetid://176217464"
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- wait(0.5)
- CreateSound("588738949", Head, 10, 1)
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- char.Head.face.Texture = "rbxassetid://176217464"
- wait(0.3)
- local explo = Instance.new("Explosion", Workspace)
- explo.Position=root.Position
- explo.BlastPressure = 700000
- explo.BlastRadius=10
- CreateSound("610359590", char, 10, 1)
- neon1.BrickColor = BrickColor.new("Really red")
- neon2.BrickColor = BrickColor.new("Really red")
- neon3.BrickColor = BrickColor.new("Really red")
- neon4.BrickColor = BrickColor.new("Really red")
- char.Head.face.Texture = "rbxassetid://176217464"
- end
- end
- end)
- mouse.Button1Down:connect(function(key)
- if attack == false then
- boom()
- end
- end)
- -------------------------------------------------------
- --Start Damage Function--
- -------------------------------------------------------
- function PixelBlock(bonuspeed,FastSpeed,type,pos,x1,y1,z1,value,color,outerpos) --Thanks, Star Glitcher!
- local type = type
- local rng = Instance.new("Part", char)
- rng.Anchored = true
- rng.BrickColor = color
- rng.CanCollide = false
- rng.FormFactor = 3
- rng.Name = "Ring"
- rng.Material = "Neon"
- rng.Size = Vector3.new(1, 1, 1)
- rng.Transparency = 0
- rng.TopSurface = 0
- rng.BottomSurface = 0
- rng.CFrame = pos
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector*outerpos
- local rngm = Instance.new("SpecialMesh", rng)
- rngm.MeshType = "Brick"
- if rainbowmode == true then
- rng.Color = Color3.new(r/255,g/255,b/255)
- end
- local scaler2 = 1
- local speeder = FastSpeed/10
- if type == "Add" then
- scaler2 = 1*value
- elseif type == "Divide" then
- scaler2 = 1/value
- end
- coroutine.resume(coroutine.create(function()
- for i = 0,10/bonuspeed,0.1 do
- swait()
- if type == "Add" then
- scaler2 = scaler2 - 0.01*value/bonuspeed
- elseif type == "Divide" then
- scaler2 = scaler2 - 0.01/value*bonuspeed
- end
- speeder = speeder - 0.01*FastSpeed*bonuspeed/10
- rng.CFrame = rng.CFrame + rng.CFrame.lookVector*speeder*bonuspeed
- rng.Transparency = rng.Transparency + 0.01*bonuspeed
- end
- rng:Destroy()
- end))
- end
- function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChildOfClass("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- if hit.Parent.DebounceHit.Value == true then
- return
- end
- end
- if insta == true then
- hit.Parent:FindFirstChild("Head"):BreakJoints()
- end
- local c = Create("ObjectValue"){
- Name = "creator",
- Value = game:service("Players").LocalPlayer,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- if HitSound ~= nil and HitPitch ~= nil then
- CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
- end
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- if block.className == "IntValue" then
- if block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- end
- end
- if blocked == false then
- h.Health = h.Health - Damage
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- else
- h.Health = h.Health - (Damage / 2)
- ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
- end
- if Type == "Knockdown" then
- local hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
- local bodvol = Create("BodyVelocity"){
- velocity = angle * knockback,
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- local rl = Create("BodyAngularVelocity"){
- P = 3000,
- maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
- angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodvol, .5)
- game:GetService("Debris"):AddItem(rl, .5)
- elseif Type == "Normal" then
- local vp = Create("BodyVelocity"){
- P = 500,
- maxForce = Vector3.new(math.huge, 0, math.huge),
- velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
- }
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, .5)
- elseif Type == "Up" then
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, .5)
- elseif Type == "DarkUp" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- Effects.Block.Create(BrickColor.new("Royal purple"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
- end
- end))
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- elseif Type == "Snare" then
- local bp = Create("BodyPosition"){
- P = 2000,
- D = 100,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- game:GetService("Debris"):AddItem(bp, 1)
- elseif Type == "Freeze" then
- local BodPos = Create("BodyPosition"){
- P = 50000,
- D = 1000,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- local BodGy = Create("BodyGyro") {
- maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
- P = 20e+003,
- Parent = hit.Parent.Torso,
- cframe = hit.Parent.Torso.CFrame,
- }
- hit.Parent.Torso.Anchored = true
- coroutine.resume(coroutine.create(function(Part)
- swait(1.5)
- Part.Anchored = false
- end), hit.Parent.Torso)
- game:GetService("Debris"):AddItem(BodPos, 3)
- game:GetService("Debris"):AddItem(BodGy, 3)
- end
- local debounce = Create("BoolValue"){
- Name = "DebounceHit",
- Parent = hit.Parent,
- Value = true,
- }
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- end
- end
- function damage(range,mindam,maxdam,pos)
- for i,v in ipairs(workspace:GetChildren()) do
- if v:IsA("Model") then
- if v.Name ~= Player.Name then
- if v:FindFirstChildOfClass("Humanoid") then
- if v:FindFirstChild("Head") then
- if (v:FindFirstChild("Head").Position - pos).magnitude < 10 then
- if v:FindFirstChildOfClass("Humanoid").Health > 5000 then v:FindFirstChildOfClass("Humanoid").Health = 0 else
- v:FindFirstChildOfClass("Humanoid").Health = v:FindFirstChildOfClass("Humanoid").Health - math.random(mindam,maxdam)
- end
- end
- end
- end
- end
- end
- end
- end
- -------------------------------------------------------
- --End Damage Function--
- -------------------------------------------------------
- -------------------------------------------------------
- --Start Animations--
- -------------------------------------------------------
- print("By Makhail07")
- while true do
- swait()
- sine = sine + change
- local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = root.Velocity.y
- hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 4* Player_Size, char)
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if 1 < root.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 0.9 + 0.5* Player_Size * Cos(sine / -15)) * angles(Rad(0), Rad(0), Rad(0)), 0.17)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -.2 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * RHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -.9 - 0.1 * Cos(sine / 20), -.5* Player_Size) * LHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(13 + 4.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(-13 - 4.5 * Sin(sine / 20))), 0.1)
- end
- elseif -1 > root.Velocity.y and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(24), Rad(0), Rad(0)), 0.15)
- neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * RHCF * angles(Rad(-3.5), Rad(0), Rad(0)), 0.15)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -.8 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * LHCF * angles(Rad(-3.5), Rad(0), Rad(0)), 0.15)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(-.6), Rad(45 + 4.5 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(55), Rad(-.6), Rad(-45 - 4.5 * Sin(sine / 20))), 0.1)
- end
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- change = 0.3
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0 - 0 * Sin(sine / 24) * Player_Size, 0 + 0 * Sin(sine / 12) * Player_Size, -1.5 + 0 * Player_Size * Cos(sine / 12)) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(0), Rad(0)), 0.5)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(50 - 0 * Cos(sine / 12)), Rad(10), Rad(0 - 0 * Cos(sine / 12))), 1)
- RH.C0 = clerp(RH.C0, CF(1 * Player_Size, -1.2 * Player_Size + 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(84), Rad(0)) * angles(Rad(-1 - 0 * Sin(sine / 24)), Rad(0), Rad(-100 - 0 * Sin(sine / 12))), 1)
- LH.C0 = clerp(LH.C0, CF(-1 * Player_Size, -1.2 * Player_Size - 0 * Sin(sine / 24) - 0 * Player_Size * Cos(sine / 12), -0.6 * Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) * angles(Rad(-1 + 0 * Sin(sine / 24)), Rad(0), Rad(100 + 0 * Sin(sine / 12))), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(-15 + 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(-10 - 0 * Sin(sine / 12)), Rad(15 - 0 * Sin(sine / 12)), Rad(0 + 0 * Sin(sine / 12))), 1)
- end
- elseif torvel > 2 and torvel < 25 and hitfloor ~= nil then
- Anim = "Walk"
- change = 0.7
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.175 + 0.5 * Cos(sine / 3.5) / 20 + -Sin(sine / 3.5) / 20 * Player_Size) * angles(Rad(20 - 0 * Cos(sine / 3.5)), Rad(0), Rad(-3 * Cos(sine / 7))), 1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0* Player_Size, 0* Player_Size, 0* Player_Size + ((1* Player_Size) - 1)) * angles(Rad(30), Rad(0), Rad(3 * Cos(sine / 7))), 1)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.8* Player_Size - 0.5 * Cos(sine / 7) / 2.5* Player_Size, 0.6 * Cos(sine / 7) / 1.3* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / 7)), Rad(0), Rad(20)), 1)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.8* Player_Size + 0.5 * Cos(sine / 7) / 2.5* Player_Size, -0.6 * Cos(sine / 7) / 1.3* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / 7)), Rad(0), Rad(-20)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(20 - 2.5 * Sin(sine / 12)), Rad(-15 + 2.5 * Sin(sine / 12)), Rad(0 + -2.5 * Sin(sine / 12))), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.55 + 0.05 * Cos(sine / 12)* Player_Size, 0* Player_Size) * angles(Rad(20 - 2.5 * Sin(sine / 12)), Rad(15 - 2.5 * Sin(sine / 12)), Rad(0 + 2.5 * Sin(sine / 12))), 1)
- end
- elseif torvel >= 25 and hitfloor ~= nil then
- Anim = "Sprint"
- change = 1.35
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.175 + 0.5 * Cos(sine / 3.5) / 20 + -Sin(sine / 3.5) / 20 * Player_Size) * angles(Rad(20 - 0 * Cos(sine / 3.5)), Rad(0), Rad(-3 * Cos(sine / 7))), 1)
- tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0* Player_Size, 0* Player_Size, 0* Player_Size + ((1* Player_Size) - 1)) * angles(Rad(10), Rad(0), Rad(3 * Cos(sine / 7))), 1)
- RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.8* Player_Size - 0.5 * Cos(sine / 7) / 2.5* Player_Size, 0.6 * Cos(sine / 7) / 1.3* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / 7)), Rad(0), Rad(20)), 1)
- LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.8* Player_Size + 0.5 * Cos(sine / 7) / 2.5* Player_Size, -0.6 * Cos(sine / 7) / 1.3* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / 7)), Rad(0), Rad(-20)), 1)
- RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0 + 0.1* Player_Size * Sin(sine / 7)) * angles(Rad(0), Rad(15), Rad(0) - ra.RotVelocity.Y / 75) * angles(Rad(57 * Cos(sine / 7)), Rad(0), Rad(0)), 1)
- LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 7)* Player_Size, 0 - 0.1* Player_Size * Sin(sine / 7)) * angles(Rad(0), Rad(-15) , Rad(0) + la.RotVelocity.Y / 75) * angles(Rad(-57 * Cos(sine / 7)), Rad(0), Rad(0)), 1)
- end
- end
- end
- if 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if 1 >= Thing[1].Transparency then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame + Vector3.new(0, 0, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block3" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) + Vector3.new(0, 0.15, 0)
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- local Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- -----------------------------------------------------
- for _, c in pairs(char:GetChildren()) do
- if c.ClassName == "Part" and c.Name ~= "Detail" and c.Name ~= "Add-ons" then
- c.Material = "Rust"
- if c:FindFirstChildOfClass("ParticleEmitter") then
- c:FindFirstChildOfClass("ParticleEmitter"):remove()
- end
- if c ~= hed then
- c.Color = Color3.new(0, 0, 0)
- else
- c.Color = Color3.new(0, 0, 0)
- 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
- for i,v in pairs(owner.Character:GetDescendants()) do
- if v.ClassName == "Part" then
- v.Material = "Rust"
- end
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement