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- wait(0.016666666666667)
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Face = Head.face
- Neck = Torso.Neck
- it = Instance.new
- attacktype = 1
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- cloaked = false
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- attackdebounce = false
- deb = false
- equipped = false
- hand = false
- MMouse = nil
- combo = 0
- mana = 0
- trispeed = 0.2
- attackmode = "none"
- local idle = 0
- local Anim = "Idle"
- local gun = false
- local shoot = false
- player = nil
- mana = 0
- mouse = Player:GetMouse()
- RSH = nil
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- TorsoColor = Torso.BrickColor
- NoOutline = function(Part)
- Part.TopSurface = 10
- end
- player = Player
- ch = Character
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- RSH.Parent = Player.Character.Torso
- LSH.Parent = Player.Character.Torso
- RW.Name = "Right Shoulder"
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = nil
- LW.Name = "Left Shoulder"
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = nil
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- Mouse = Player:GetMouse()
- m = Instance.new("Model", Character)
- local Player = game.Players.localPlayer
- local Character = Player.Character
- local Humanoid = Character.Humanoid
- local mouse = Player:GetMouse()
- local LeftArm = Character["Left Arm"]
- local RightArm = Character["Right Arm"]
- local LeftLeg = Character["Left Leg"]
- local RightLeg = Character["Right Leg"]
- local Head = Character.Head
- local Torso = Character.Torso
- local cam = game.Workspace.CurrentCamera
- local RootPart = Character.HumanoidRootPart
- local equipped = false
- local attack = false
- local Anim = "Idle"
- local idle = 0
- local sprint = false
- local battlestance = false
- local attacktype = 1
- local state = "none"
- local torsovelocity = RootPart.Velocity * Vector3.new(1, 0, 1).magnitude
- local velocity = RootPart.Velocity.y
- local sine = 0
- local change = 1
- local on = false
- local grabbed = false
- local skill1 = false
- local skill2 = false
- local skill3 = false
- local skill4 = false
- local cooldown1 = 0
- local cooldown2 = 0
- local cooldown3 = 0
- local cooldown4 = 0
- local co1 = 0
- local co2 = 0
- local co3 = 0
- local co4 = 0
- local inputserv = game:GetService("UserInputService")
- local typing = false
- local crit = false
- local critchance = 2
- local critdamageaddmin = 3
- local critdamageaddmax = 7
- local maxstamina = 100
- local stamina = 0
- local skill1stam = 0
- local skill2stam = 0
- local skill3stam = 0
- local skill4stam = 0
- local recovermana = 3
- local mindamage = 5
- local maxdamage = 10
- local cf = CFrame.new
- local mr = math.rad
- local angles = CFrame.Angles
- local ud = UDim2.new
- local c3 = Color3.new
- local skillcolorscheme = c3(1, 1, 1)
- local defensevalue = 1
- local speedvalue = 1
- local damagevalue = 1
- local cf = CFrame.new
- local mr = math.rad
- local angles = CFrame.Angles
- local ud = UDim2.new
- local c3 = Color3.new
- local skillcolorscheme = c3(1, 1, 1)
- local scrn = Instance.new("ScreenGui", Player.PlayerGui)
- makeframe = function(par, trans, pos, size, color)
- local frame = Instance.new("Frame", par)
- frame.BackgroundTransparency = trans
- frame.BorderSizePixel = 0
- frame.Position = pos
- frame.Size = size
- frame.BackgroundColor3 = color
- return frame
- end
- makelabel = function(par, text)
- local label = Instance.new("TextLabel", par)
- label.BackgroundTransparency = 1
- label.Size = ud(1, 0, 1, 0)
- label.Position = ud(0, 0, 0, 0)
- label.TextColor3 = c3(255, 255, 255)
- label.TextStrokeTransparency = 0
- label.FontSize = Enum.FontSize.Size32
- label.Font = Enum.Font.SourceSansBold
- label.BorderSizePixel = 0
- label.TextScaled = true
- label.Text = text
- end
- local stats = Instance.new("Folder", Character)
- stats.Name = "Stats"
- local block = Instance.new("BoolValue", stats)
- block.Name = "Block"
- block.Value = false
- local stun = Instance.new("BoolValue", stats)
- stun.Name = "Stun"
- stun.Value = false
- local defense = Instance.new("NumberValue", stats)
- defense.Name = "Defence"
- defense.Value = defensevalue
- local speed = Instance.new("NumberValue", stats)
- speed.Name = "Speed"
- speed.Value = speedvalue
- local damagea = Instance.new("NumberValue", stats)
- damagea.Name = "Damage"
- damagea.Value = damagevalue
- framesk1 = makeframe(scrn, 0.5, ud(0.13, 0, 0.56, 0), ud(0.08, 0, 0.06, 0), c3(1, 1, 0.5))
- bar1 = makeframe(framesk1, 0.5, ud(0, 0, 0, 0), ud(1, 0, 1, 0), c3(1, 1, 0.5))
- ammolabel = Instance.new("TextLabel", framesk1)
- ammolabel.BackgroundTransparency = 1
- ammolabel.Size = ud(1, 0, 1, 0)
- ammolabel.Position = ud(0, 0, 0, 0)
- ammolabel.TextColor3 = c3(255, 255, 255)
- ammolabel.TextStrokeTransparency = 0
- ammolabel.FontSize = Enum.FontSize.Size8
- ammolabel.Font = Enum.Font.SourceSans
- ammolabel.BorderSizePixel = 0
- ammolabel.TextScaled = true
- ammolabel.Text = "Speed [" .. speed.Value .. "]"
- framesk2 = makeframe(scrn, 0.5, ud(0.13, 0, 0.63, 0), ud(0.08, 0, 0.06, 0), c3(1, 0.5, 1))
- bar2 = makeframe(framesk2, 0.5, ud(0, 0, 0, 0), ud(1, 0, 1, 0), c3(0.5, 0.25, 0.25))
- ammolabel2 = Instance.new("TextLabel", framesk2)
- ammolabel2.BackgroundTransparency = 1
- ammolabel2.Size = ud(1, 0, 1, 0)
- ammolabel2.Position = ud(0, 0, 0, 0)
- ammolabel2.TextColor3 = c3(255, 255, 255)
- ammolabel2.TextStrokeTransparency = 0
- ammolabel2.FontSize = Enum.FontSize.Size8
- ammolabel2.Font = Enum.Font.SourceSans
- ammolabel2.BorderSizePixel = 0
- ammolabel2.TextScaled = true
- ammolabel2.Text = "Damage [" .. damagea.Value .. "]"
- framesk3 = makeframe(scrn, 0.5, ud(0.13, 0, 0.7, 0), ud(0.08, 0, 0.06, 0), c3(1, 0.5, 1))
- bar3 = makeframe(framesk3, 0.5, ud(0, 0, 0, 0), ud(1, 0, 1, 0), c3(0.25, 0.25, 0.5))
- ammolabel3 = Instance.new("TextLabel", framesk3)
- ammolabel3.BackgroundTransparency = 1
- ammolabel3.Size = ud(1, 0, 1, 0)
- ammolabel3.Position = ud(0, 0, 0, 0)
- ammolabel3.TextColor3 = c3(255, 255, 255)
- ammolabel3.TextStrokeTransparency = 0
- ammolabel3.FontSize = Enum.FontSize.Size8
- ammolabel3.Font = Enum.Font.SourceSans
- ammolabel3.BorderSizePixel = 0
- ammolabel3.TextScaled = true
- ammolabel3.Text = "Defense [" .. defense.Value .. "]"
- animate = Character:findFirstChild("Animate")
- animate.Disabled = false
- CustomColor = BrickColor.new("Cool yellow")
- Colorpart1 = Torso.BrickColor.r
- Colorpart2 = Torso.BrickColor.g
- Colorpart3 = Torso.BrickColor.b
- local weldBetween = function(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- swait = function(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
- nooutline = function(part)
- part.TopSurface = 10
- end
- part = function(formfactor, parent, material, 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.new(tostring(brickcolor))
- fp.Name = name
- fp.Size = size
- fp.Position = Character.Torso.Position
- nooutline(fp)
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- weld = function(parent, part0, part1, c0, c1)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- weld.C1 = c1
- return weld
- end
- fat = Instance.new("BindableEvent", script)
- fat.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 0.033333333333333
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if frame <= tf 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
- )
- if script.Parent.className ~= "HopperBin" then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Flying"
- script.Parent = Tool
- end
- Bin = script.Parent
- so = function(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = id
- swait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end
- ))
- end
- local CFrameFromTopBack = function(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- Triangle = function(a, b, c)
- local edg1 = c - a:Dot(b - a.unit)
- local edg2 = a - b:Dot(c - b.unit)
- local edg3 = b - c:Dot(a - c.unit)
- if edg1 <= b - a.magnitude and edg1 >= 0 then
- a = a
- else
- -- DECOMPILER ERROR at PC35: Overwrote pending register: R1 in 'AssignReg'
- if edg2 <= c - b.magnitude and edg2 >= 0 then
- a = b
- else
- -- DECOMPILER ERROR at PC46: Overwrote pending register: R2 in 'AssignReg'
- -- DECOMPILER ERROR at PC47: Overwrote pending register: R1 in 'AssignReg'
- if edg3 <= a - c.magnitude and edg3 >= 0 then
- a = c
- else
- assert(false, "unreachable")
- end
- end
- end
- local len1 = c - a:Dot(b - a.unit)
- local len2 = b - a.magnitude - len1
- local width = a + b - a.unit * len1 - c.magnitude
- local maincf = CFrameFromTopBack(a, b - a:Cross(c - b).unit, -b - a.unit)
- local list = {}
- local TrailColor = "Dark grey"
- if len1 > 0.01 then
- local w1 = Instance.new("WedgePart", m)
- game:GetService("Debris"):AddItem(w1, 5)
- w1.Material = "SmoothPlastic"
- w1.FormFactor = "Custom"
- w1.BrickColor = BrickColor.new(TrailColor)
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.Material = "SmoothPlastic"
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- local sp = Instance.new("SpecialMesh", w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Parent = workspace
- w1.Transparency = 0.7
- table.insert(Effects, {w1, "Disappear", 0.01})
- w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- table.insert(list, w1)
- end
- do
- if len2 > 0.01 then
- local w2 = Instance.new("WedgePart", m)
- game:GetService("Debris"):AddItem(w2, 5)
- w2.Material = "SmoothPlastic"
- w2.FormFactor = "Custom"
- w2.BrickColor = BrickColor.new(TrailColor)
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.Material = "SmoothPlastic"
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- local sp = Instance.new("SpecialMesh", w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Parent = workspace
- w2.Transparency = 0.7
- table.insert(Effects, {w2, "Disappear", 0.01})
- w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
- table.insert(list, w2)
- end
- do
- return unpack(list)
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- clerp = function(a, b, t)
- return a:lerp(b, t)
- end
- QuaternionFromCFrame = function(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
- do
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if i == 0 and m00 or m11 < m22 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
- else
- do
- if 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
- else
- do
- if 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
- end
- end
- end
- end
- end
- lerp = function(a, b, t)
- return a:lerp(b, t)
- end
- QuaternionSlerp = function(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp = nil, nil
- if cosTheta >= 0.0001 then
- if 1 - cosTheta > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- do
- startInterp = 1 - t
- finishInterp = t
- if 1 + cosTheta > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- do
- startInterp = t - 1
- finishInterp = t
- 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
- end
- end
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- makegui = function(cframe, text)
- local a = math.random(-10, 10) / 100
- local c = Instance.new("Part")
- c.Transparency = 1
- Instance.new("BodyGyro").Parent = c
- c.Parent = workspace
- c.CFrame = CFrame.new(cframe.p + Vector3.new(0, 1.5, 0))
- local f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- f.position = c.Position + Vector3.new(0, 3, 0)
- f.Parent = c
- game:GetService("Debris"):AddItem(c, 6.5)
- c.CanCollide = false
- c.Parent = workspace
- c.CanCollide = false
- local bg = Instance.new("BillboardGui", c)
- bg.Adornee = c
- bg.Size = UDim2.new(1, 0, 1, 0)
- bg.StudsOffset = Vector3.new(0, 0, 0)
- bg.AlwaysOnTop = false
- local tl = Instance.new("TextLabel", bg)
- tl.BackgroundTransparency = 1
- tl.Size = UDim2.new(1, 0, 1, 0)
- tl.Text = text
- tl.Font = "SourceSansBold"
- tl.FontSize = "Size42"
- if crit == true then
- tl.TextColor3 = Color3.new(0.70588235294118, 0, 0)
- else
- tl.TextColor3 = Color3.new(255, 0.70588235294118, 0.2)
- end
- tl.TextStrokeTransparency = 0
- tl.TextScaled = true
- tl.TextWrapped = true
- coroutine.wrap(function()
- wait(2)
- for i = 1, 10 do
- fat.Event:wait()
- c.Transparency = 1
- tl.TextTransparency = tl.TextTransparency + 0.1
- end
- end
- )()
- end
- Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, decreaseblock)
- if hit.Parent == nil then
- return
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
- h = hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className == "Hat" then
- hit = hit.Parent.Parent:findFirstChild("Head")
- end
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- blocked = false
- block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- print(block.className)
- if block.className == "NumberValue" and block.Value > 0 then
- blocked = true
- if decreaseblock == nil then
- block.Value = block.Value - 1
- end
- end
- if block.className == "IntValue" and block.Value > 0 then
- blocked = true
- if decreaseblock ~= nil then
- block.Value = block.Value - 1
- end
- end
- end
- if blocked == false then
- local D = math.random(minim, maxim) * damagea.Value
- if h.Parent:FindFirstChild("Stats") then
- D = D / h.Parent:FindFirstChild("Stats").Defence.Value
- else
- end
- if not h.Parent:FindFirstChild("Stats") then
- do
- h.Health = h.Health - D
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)))
- local D = math.random(minim, maxim) * damagea.Value
- if h.Parent:FindFirstChild("Stats") then
- D = D / h.Parent:FindFirstChild("Stats").Defence.Value
- else
- end
- if not h.Parent:FindFirstChild("Stats") then
- do
- h.Health = h.Health - D / 2
- makegui(hit.Parent.Head.CFrame, tostring(math.floor(D + 0.5)))
- if Type == "Knockdown" then
- humanoid = hit.Parent.Humanoid
- humanoid.PlatformStand = true
- coroutine.resume(coroutine.create(function(Humanoid)
- fat.Event:wait()
- Humanoid.PlatformStand = false
- end
- ), humanoid)
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- rl = Instance.new("BodyAngularVelocity")
- rl.P = 3000
- rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
- rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- rl.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- else
- do
- if Type == "Normal" then
- so("http://roblox.com/asset/?id=392592460", hit, 1, math.random(80, 120) / 100)
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- else
- if Type == "MovementDebuff" then
- coroutine.resume(coroutine.create(function()
- hit.Parent.Humanoid.WalkSpeed = hit.Parent.Humanoid.WalkSpeed - 0.2
- speed.Value = speed.Value + 0.2
- Humanoid.WalkSpeed = 16 * speed.Value
- wait(1)
- hit.Parent.Humanoid.WalkSpeed = hit.Parent.Humanoid.WalkSpeed + 0.2
- speed.Value = speed.Value - 0.2
- Humanoid.WalkSpeed = 16 * speed.Value
- end
- ))
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- else
- if Type == "CurseAura" then
- coroutine.resume(coroutine.create(function()
- savethewalkspeed = hit.Parent.Humanoid.WalkSpeed
- hit.Parent.Humanoid.WalkSpeed = 0
- wait(0.25)
- hit.Parent.Humanoid.WalkSpeed = savethewalkspeed
- end
- ))
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- else
- if Type == "SlashLifeSteal2" then
- so("http://www.roblox.com/asset/?id=344936315", hit, 1, math.random(100, 200) / 100)
- Humanoid.Health = Humanoid.Health + math.random(2, 3) / 2.5
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- else
- if Type == "BlackHoleDamage" then
- Humanoid.Health = Humanoid.Health + math.random(2, 4) / 5
- floatingvelocity = Instance.new("BodyVelocity")
- floatingvelocity.Parent = hit.Parent.Torso
- floatingvelocity.Velocity = Vector3.new(0, math.random(2.5, 5), 0)
- game:GetService("Debris"):AddItem(floatingvelocity, 1)
- else
- if Type == "BlackHoleDamage2" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- else
- if Type == "Up" then
- local bodyVelocity = Instance.new("BodyVelocity")
- bodyVelocity.velocity = vt(0, 60, 0)
- bodyVelocity.P = 5000
- bodyVelocity.maxForce = Vector3.new(8000, 8000, 8000)
- bodyVelocity.Parent = hit
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- rl = Instance.new("BodyAngularVelocity")
- rl.P = 3000
- rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
- rl.angularvelocity = Vector3.new(math.random(-30, 30), math.random(-30, 30), math.random(-30, 30))
- rl.Parent = hit
- game:GetService("Debris"):AddItem(rl, 0.5)
- else
- do
- if Type == "Snare" then
- wait()
- bp = Instance.new("BodyPosition")
- bp.P = 2000
- bp.D = 100
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.position = hit.Parent.Torso.Position
- bp.Parent = hit.Parent.Torso
- game:GetService("Debris"):AddItem(bp, 1)
- else
- if Type == "Target" then
- so("http://www.roblox.com/asset/?id=199144144", hit, 1, math.random(150, 200) / 100)
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- end
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- CRIT = false
- hitDeb = true
- AttackPos = 6
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- MagniDamage = function(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("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- Damagefunc(head, mindam, maxdam, knock, Type, RootPart, 0.2, 1, 3, 1)
- end
- end
- end
- end
- end
- Lightning = function(p0, p1, tym, ofs, brickcolor, th, tra, last)
- local magz = p0 - p1.magnitude
- local curpos = p0
- local trz = {-ofs, ofs}
- for i = 1, tym do
- local li = Instance.new("Part", workspace)
- do
- li.TopSurface = 0
- li.BottomSurface = 0
- li.Anchored = true
- li.Transparency = tra or 0.4
- li.BrickColor = brickcolor
- li.formFactor = "Custom"
- li.CanCollide = false
- li.Size = Vector3.new(th, th, magz / tym)
- local ofz = Vector3.new(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = CFrame.new(curpos, p1) * CFrame.new(0, 0, magz / tym).p + ofz
- if tym == i then
- local magz2 = curpos - p1.magnitude
- li.Size = Vector3.new(th, th, magz2)
- li.CFrame = CFrame.new(curpos, p1) * CFrame.new(0, 0, -magz2 / 2)
- else
- do
- do
- li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(0, 0, magz / tym / 2)
- curpos = li.CFrame * CFrame.new(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, last)
- coroutine.resume(coroutine.create(function()
- while li.Transparency ~= 1 do
- for i = 0, 1, last do
- fat.Event:wait()
- li.Transparency = li.Transparency + 0.1 / last
- end
- end
- end
- ))
- end
- -- DECOMPILER ERROR at PC134: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC134: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC134: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- end
- end
- end
- RainbowLightning = function(p0, p1, tym, ofs, th, tra, last)
- local rainbowcolor = BrickColor.new(0)
- local magz = p0.magnitude - p1.magnitude
- local curpos = p0
- local trz = {-ofs, ofs}
- for i = 1, tym do
- local li = Instance.new("Part", workspace)
- do
- li.TopSurface = 0
- li.BottomSurface = 0
- li.Anchored = true
- li.Transparency = tra or 0.4
- li.BrickColor = rainbowcolor
- li.Material = "Neon"
- li.formFactor = "Custom"
- li.CanCollide = false
- li.Size = Vector3.new(th, th, magz / tym)
- local ofz = Vector3.new(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = CFrame.new(curpos, p1) * CFrame.new(0, 0, magz / tym).p + ofz
- if tym == i then
- local magz2 = curpos.magnitude - p1.magnitude
- li.Size = Vector3.new(th, th, magz2)
- li.CFrame = CFrame.new(curpos, p1) * CFrame.new(-1.57, 0, -magz2 / 2)
- else
- do
- do
- li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(-1.57, 0, magz / tym / 2)
- curpos = li.CFrame * CFrame.new(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, last)
- coroutine.resume(coroutine.create(function()
- while li.Parent ~= nil do
- wait()
- rainbowcolor = BrickColor.new(23)
- wait()
- rainbowcolor = BrickColor.new(107)
- wait()
- rainbowcolor = BrickColor.new(37)
- wait()
- rainbowcolor = BrickColor.new(119)
- wait()
- rainbowcolor = BrickColor.new(24)
- wait()
- rainbowcolor = BrickColor.new(106)
- wait()
- rainbowcolor = BrickColor.new(21)
- wait()
- rainbowcolor = BrickColor.new(104)
- end
- end
- ))
- coroutine.resume(coroutine.create(function()
- while li.Transparency ~= 1 do
- for i = 0, 1, last do
- fat.Event:wait()
- li.Transparency = li.Transparency + 0.1 / last
- li.BrickColor = rainbowcolor
- end
- end
- do
- li.Parent = nil
- end
- end
- ))
- end
- -- DECOMPILER ERROR at PC149: LeaveBlock: unexpected jumping out IF_ELSE_STMT
- -- DECOMPILER ERROR at PC149: LeaveBlock: unexpected jumping out IF_STMT
- -- DECOMPILER ERROR at PC149: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- end
- end
- end
- JumpEffect = function(brickcolor, cframe, x1, y1, z1, x2, y2, z2, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CanCollide = false
- prt.CFrame = cframe * angles(math.rad(90), 0, 0)
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x2, y2, z2)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- Shockwave2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 4)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- OrbEffect = function(brickcolor, cframe, x1, y1, z1, x2, y2, z2, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CanCollide = false
- prt.CFrame = cframe * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x2, y2, z2)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- BlockShockwave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- RainbowBlockShockwave = function(cframe, x1, y1, z1, x3, y3, z3, delay)
- local rainbowcolor = BrickColor.new(0)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, rainbowcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- prt.Material = "Neon"
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- coroutine.resume(coroutine.create(function()
- while prt.Parent ~= nil do
- wait()
- rainbowcolor = BrickColor.new(23)
- wait()
- rainbowcolor = BrickColor.new(107)
- wait()
- rainbowcolor = BrickColor.new(37)
- wait()
- rainbowcolor = BrickColor.new(119)
- wait()
- rainbowcolor = BrickColor.new(24)
- wait()
- rainbowcolor = BrickColor.new(106)
- wait()
- rainbowcolor = BrickColor.new(21)
- wait()
- rainbowcolor = BrickColor.new(104)
- end
- end
- ))
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- Part.Transparency = i
- Part.BrickColor = rainbowcolor
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- RainbowCylinderShockwave = function(cframe, x1, y1, z1, x3, y3, z3, delay)
- local rainbowcolor = BrickColor.new(0)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Material = "Neon"
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- coroutine.resume(coroutine.create(function()
- while prt.Parent ~= nil do
- wait()
- rainbowcolor = BrickColor.new(23)
- wait()
- rainbowcolor = BrickColor.new(107)
- wait()
- rainbowcolor = BrickColor.new(37)
- wait()
- rainbowcolor = BrickColor.new(119)
- wait()
- rainbowcolor = BrickColor.new(24)
- wait()
- rainbowcolor = BrickColor.new(106)
- wait()
- rainbowcolor = BrickColor.new(21)
- wait()
- rainbowcolor = BrickColor.new(104)
- end
- end
- ))
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.BrickColor = rainbowcolor
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- RainbowOrbEffect = function(cframe, x1, y1, z1, x2, y2, z2, delay)
- local rainbowcolor = BrickColor.new(0)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CanCollide = false
- prt.CFrame = cframe * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- coroutine.resume(coroutine.create(function()
- while prt.Parent ~= nil do
- wait()
- rainbowcolor = BrickColor.new(23)
- wait()
- rainbowcolor = BrickColor.new(107)
- wait()
- rainbowcolor = BrickColor.new(37)
- wait()
- rainbowcolor = BrickColor.new(119)
- wait()
- rainbowcolor = BrickColor.new(24)
- wait()
- rainbowcolor = BrickColor.new(106)
- wait()
- rainbowcolor = BrickColor.new(21)
- wait()
- rainbowcolor = BrickColor.new(104)
- end
- end
- ))
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.BrickColor = rainbowcolor
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x2, y2, z2)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- RainbowStar = function(cframe, x1, y1, z1, x2, y2, z2, delay)
- local rainbowcolor = BrickColor.new(23)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CanCollide = false
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=120647846", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- coroutine.resume(coroutine.create(function()
- while prt.Parent ~= nil do
- wait()
- rainbowcolor = BrickColor.new(23)
- wait()
- rainbowcolor = BrickColor.new(107)
- wait()
- rainbowcolor = BrickColor.new(37)
- wait()
- rainbowcolor = BrickColor.new(119)
- wait()
- rainbowcolor = BrickColor.new(24)
- wait()
- rainbowcolor = BrickColor.new(106)
- wait()
- rainbowcolor = BrickColor.new(21)
- wait()
- rainbowcolor = BrickColor.new(104)
- end
- end
- ))
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.BrickColor = rainbowcolor
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x2, y2, z2)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- RainbowSphereShockwave = function(cframe, x1, y1, z1, x3, y3, z3, delay)
- local rainbowcolor = BrickColor.new(0)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Material = "Neon"
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- coroutine.resume(coroutine.create(function()
- while prt.Parent ~= nil do
- wait()
- rainbowcolor = BrickColor.new(23)
- wait()
- rainbowcolor = BrickColor.new(107)
- wait()
- rainbowcolor = BrickColor.new(37)
- wait()
- rainbowcolor = BrickColor.new(119)
- wait()
- rainbowcolor = BrickColor.new(24)
- wait()
- rainbowcolor = BrickColor.new(106)
- wait()
- rainbowcolor = BrickColor.new(21)
- wait()
- rainbowcolor = BrickColor.new(104)
- end
- end
- ))
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.BrickColor = rainbowcolor
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- CylinderShockwave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- Laser = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Material = "Neon"
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- Laser2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Material = "Neon"
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- Laser3 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- prt.Material = "Neon"
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- SphereShockwave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- SphereShockwave2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)))
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- Shockwave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- coroutine.resume(coroutine.create(function(Part, Mesh)
- for i = 0, 1, delay do
- fat.Event:wait()
- Part.CFrame = Part.CFrame
- Part.Transparency = i
- Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
- end
- Part:Destroy()
- end
- ), prt, msh)
- end
- leftlegangle = 0
- leftlegcframe = 0
- leftlegcframe2 = 0
- leftlegcframe3 = 0
- rightlegangle = 0
- rightlegcframe = 0
- rightlegcframe2 = 0
- rightlegcframe3 = 0
- leftarmangle = 0
- rightarmangle = 0
- rightlegangle2 = 0
- leftlegangle2 = 0
- MMouse = mouse
- canidle = true
- canwalk = true
- holdz = false
- zshooting = false
- gyroenabled = false
- ShotTarget = RootPart
- runningsound = Head.Running
- local robloxidleanimation = Instance.new("Animation", Torso)
- robloxidleanimation.Name = "robloxidleanimation"
- robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- local floatingaura = Instance.new("Sound", Torso)
- floatingaura.SoundId = "http://www.roblox.com/asset/?id=343063967"
- floatingaura.Volume = 0.25
- floatingaura.Pitch = 0.75
- floatingaura.Looped = true
- gyro = Instance.new("BodyGyro")
- gyro.Parent = nil
- gyro.P = 10000000
- gyro.D = 1000
- gyro.MaxTorque = Vector3.new(0, 10000000, 0)
- Clone = function()
- for _,v in pairs(Torso.Parent:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- local rainbowcolor = BrickColor.new(0)
- do
- n = v:clone()
- n:BreakJoints()
- n.archivable = true
- n.Anchored = true
- n.CanCollide = false
- n.TopSurface = "SmoothNoOutlines"
- n.BottomSurface = "SmoothNoOutlines"
- n.LeftSurface = "SmoothNoOutlines"
- n.RightSurface = "SmoothNoOutlines"
- n.FrontSurface = "SmoothNoOutlines"
- n.BackSurface = "SmoothNoOutlines"
- n.Name = "Trail"
- n.BrickColor = rainbowcolor
- n.Parent = workspace
- n.CFrame = v.CFrame
- for _,v in pairs(n:children()) do
- if v.Name == "face" then
- v:Destroy()
- end
- end
- game:GetService("Debris"):AddItem(n, 2)
- coroutine.resume(coroutine.create(function()
- while n.Parent ~= nil do
- wait()
- rainbowcolor = BrickColor.new(23)
- wait()
- rainbowcolor = BrickColor.new(107)
- wait()
- rainbowcolor = BrickColor.new(37)
- wait()
- rainbowcolor = BrickColor.new(119)
- wait()
- rainbowcolor = BrickColor.new(24)
- wait()
- rainbowcolor = BrickColor.new(106)
- wait()
- rainbowcolor = BrickColor.new(21)
- wait()
- rainbowcolor = BrickColor.new(104)
- end
- end
- ))
- coroutine.resume(coroutine.create(function(ne)
- for i = 1, 80 do
- ne:BreakJoints()
- ne.Transparency = i / 80
- ne.BrickColor = rainbowcolor
- fat.Event:wait()
- end
- ne.Parent = nil
- end
- ), n)
- end
- end
- end
- end
- equipanim = function()
- attack = true
- so("http://roblox.com/asset/?id=367850772", Torso, 1, 0.75)
- speed.Value = speed.Value - 0.4
- Humanoid.WalkSpeed = 16 * speed.Value
- runningsound.Volume = 0
- for i = 0, 1, 0.12 do
- fat.Event:wait()
- Humanoid.CameraOffset = Vector3.new(0, 0 + 3 * i, 0)
- RainbowBlockShockwave(LeftLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(RightLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 0.5, 0.5, 0.5, 0.1)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 0.5, 0.5, 0.5, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(0 - 360 * i)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(135), math.rad(0), math.rad(45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(135), math.rad(0), math.rad(-45)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-20), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-20), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- end
- Humanoid.CameraOffset = Vector3.new(0, 3, 0)
- for i = 0, 1, 0.12 do
- fat.Event:wait()
- RainbowBlockShockwave(LeftLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(RightLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 0.5, 0.5, 0.5, 0.1)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 0.5, 0.5, 0.5, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(135 - 45 * i), math.rad(0), math.rad(45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(135 - 45 * i), math.rad(0), math.rad(-45)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-20), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-20), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- end
- for i = 0, 1, 0.18 do
- fat.Event:wait()
- RainbowBlockShockwave(LeftLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(RightLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(45)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-20), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-20), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- end
- so("http://roblox.com/asset/?id=340722848", Torso, 0.5, 2)
- so("http://roblox.com/asset/?id=367850840", Torso, 0.75, 1.75)
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 1, 1, 1, 0.05)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 1, 1, 1, 0.05)
- for i = 0, 1, 0.06 do
- fat.Event:wait()
- RainbowBlockShockwave(LeftLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(RightLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(90), math.rad(0), math.rad(45)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-20), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-20), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- end
- speed.Value = speed.Value + 0.3
- Humanoid.WalkSpeed = 16 * speed.Value
- floatingaura:Play()
- attack = false
- end
- unequipanim = function()
- attack = true
- gyro.Parent = nil
- gyroenabled = false
- so("http://roblox.com/asset/?id=367850772", Torso, 0.75, 1.25)
- speed.Value = speed.Value - 0.3
- Humanoid.WalkSpeed = 16 * speed.Value
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- RainbowBlockShockwave(LeftLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(RightLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 0.5, 0.5, 0.5, 0.1)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 0.5, 0.5, 0.5, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(90)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(-90)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-20), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-20), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- end
- so("http://roblox.com/asset/?id=367850840", Torso, 0.75, 0.75)
- for i = 0, 1, 0.06 do
- fat.Event:wait()
- Humanoid.CameraOffset = Vector3.new(0, 3 - 3 * i, 0)
- RainbowBlockShockwave(LeftLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(RightLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.01, 0.01, 0.01, 0.1)
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 0.5, 0.5, 0.5, 0.1)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 1.5, 1.5, 1.5, 0.5, 0.5, 0.5, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3 - 3 * i) * angles(math.rad(0), math.rad(0), math.rad(0 + 360 * i)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(90 - 70 * i)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(-90 + 70 * i)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-20), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-20), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- end
- floatingaura:Stop()
- Humanoid.CameraOffset = Vector3.new(0, 0, 0)
- for i = 0, 1, 0.06 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- end
- runningsound.Volume = 0.5
- speed.Value = speed.Value + 0.4
- Humanoid.WalkSpeed = 16 * speed.Value
- attack = false
- end
- attackone = function()
- attack = true
- so("http://roblox.com/asset/?id=367850840", Torso, 0.75, 1)
- for i = 0, 1, 0.2 do
- fat.Event:wait()
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-60)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.5) * angles(math.rad(135), math.rad(0), math.rad(-45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-20)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- so("http://roblox.com/asset/?id=340722848", Torso, 0.75, 1.75)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 5, 5, 5, 0.05, 0.05, 0.05, 0.05)
- local startingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- startingrefpart.Anchored = true
- startingrefpart.CFrame = RootPart.CFrame * cf(0, 3, -15)
- game:GetService("Debris"):AddItem(startingrefpart, 3)
- RainbowBlockShockwave(cf(startingrefpart.Position), 2, 2, 2, 2, 2, 2, 0.05)
- MagniDamage(startingrefpart, 20, 10, 15, 10, "Normal")
- for i = 1, math.random(2, 4) do
- RainbowOrbEffect(cf(startingrefpart.Position), 2, 2, 2, 2, 2, 2, 0.04)
- end
- for i = 0, 1, 0.2 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(15), math.rad(0), math.rad(45)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- attack = false
- end
- attacktwo = function()
- attack = true
- so("http://roblox.com/asset/?id=367850840", Torso, 0.75, 1.25)
- for i = 0, 1, 0.2 do
- fat.Event:wait()
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(60)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(20)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.5) * angles(math.rad(135), math.rad(0), math.rad(45)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- so("http://roblox.com/asset/?id=340722848", Torso, 0.75, 1.5)
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 5, 5, 5, 0.05, 0.05, 0.05, 0.05)
- local startingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- startingrefpart.Anchored = true
- startingrefpart.CFrame = RootPart.CFrame * cf(0, 3, -15)
- game:GetService("Debris"):AddItem(startingrefpart, 3)
- RainbowBlockShockwave(cf(startingrefpart.Position), 2, 2, 2, 2, 2, 2, 0.05)
- MagniDamage(startingrefpart, 20, 10, 15, 10, "Normal")
- for i = 1, math.random(2, 4) do
- RainbowOrbEffect(cf(startingrefpart.Position), 2, 2, 2, 2, 2, 2, 0.04)
- end
- for i = 0, 1, 0.2 do
- fat.Event:wait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(30)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-30)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(15), math.rad(0), math.rad(-45)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- attack = false
- end
- attackthree = function()
- attack = true
- so("http://roblox.com/asset/?id=367850840", Torso, 0.75, 0.75)
- for i = 0, 1, 0.2 do
- fat.Event:wait()
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(15)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.25, 0.5, 0.25) * angles(math.rad(-45), math.rad(0), math.rad(45)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- for i = 0, 1, 0.2 do
- fat.Event:wait()
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(5)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.25, 0.5, 0.25) * angles(math.rad(-45), math.rad(0), math.rad(45)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- for i = 1, 2 do
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- local startingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- startingrefpart.Anchored = true
- startingrefpart.CFrame = RootPart.CFrame * cf(math.random(-10, 10), 400, -20 + math.random(-10, 10))
- game:GetService("Debris"):AddItem(startingrefpart, 3)
- local hit, pos = rayCast(startingrefpart.Position, CFrame.new(startingrefpart.Position, startingrefpart.Position - Vector3.new(0, 1, 0)).lookVector, 500, Character)
- if hit ~= nil then
- floor = true
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 3)
- MagniDamage(refpart, 10, 10, 15, 0, "Normal")
- so("http://roblox.com/asset/?id=367932544", refpart, 0.5, 1)
- RainbowCylinderShockwave(cf(refpart.Position), 0.1, 0.01, 0.1, 3, 0.01, 3, 0.05)
- for i = 1, math.random(5, 10) do
- RainbowLightning(startingrefpart.Position, refpart.Position, 5, math.random(5, 10), 0.5, 0.5, 2)
- end
- end
- do
- for i = 0, 1, 0.08 do
- fat.Event:wait()
- local lv = RootPart.CFrame:pointToObjectSpace(RootPart.Velocity + RootPart.Position)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(-lv.z / 1), math.rad(-lv.x / 1), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(5)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.25, 0.5, 0.25) * angles(math.rad(-45), math.rad(0), math.rad(45)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- -- DECOMPILER ERROR at PC846: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
- attack = false
- end
- ChangeMode = function()
- attack = true
- so("http://roblox.com/asset/?id=367850772", Torso, 0.75, math.random(80, 120) / 100)
- for i = 0, 1, 0.06 do
- fat.Event:wait()
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(15), math.rad(0), math.rad(75)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(15), math.rad(0), math.rad(-75)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- attack = false
- end
- canlaser = true
- canrainstar = true
- LaserShot = function()
- canlaser = false
- local theactualstartingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- theactualstartingrefpart.Anchored = true
- theactualstartingrefpart.CFrame = RootPart.CFrame * cf(0, 1000, 0)
- game:GetService("Debris"):AddItem(theactualstartingrefpart, 0.1)
- local spread = Vector3.new(math.random(-10, 10), 0, math.random(-10, 10))
- local MainPos = theactualstartingrefpart.Position
- local MainPos2 = MMouse.Hit.p + spread
- local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2)
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, 10000, ShotTarget.Parent)
- if hit ~= nil then
- local actualstartingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- actualstartingrefpart.Anchored = true
- actualstartingrefpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(actualstartingrefpart, 0.1)
- local startingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- startingrefpart.Anchored = true
- startingrefpart.CFrame = actualstartingrefpart.CFrame * cf(0, 400, 0)
- game:GetService("Debris"):AddItem(startingrefpart, 0.1)
- local hit, pos = rayCast(startingrefpart.Position, CFrame.new(startingrefpart.Position, startingrefpart.Position - Vector3.new(0, 1, 0)).lookVector, 500, Character)
- if hit ~= nil then
- floor = true
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 0.1)
- MagniDamage(refpart, 10, 20, 30, 0, "Normal")
- so("http://roblox.com/asset/?id=367932544", refpart, 0.5, math.random(80, 120) / 100)
- RainbowCylinderShockwave(cf(refpart.Position), 18, 0.01, 18, 1, 0.01, 1, 0.05)
- RainbowLightning(startingrefpart.Position, refpart.Position, 5, math.random(5, 10), 6, 0.5, 10)
- end
- end
- do
- wait(0.25)
- canlaser = true
- end
- end
- starcount = 0
- StarRain = function()
- canrainstar = false
- starcount = math.random(1, 8)
- if starcount == 1 or starcount == 2 or starcount == 3 or starcount == 4 or starcount == 5 or starcount == 6 or starcount == 7 then
- startingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- startingrefpart.Anchored = true
- startingrefpart.CFrame = RootPart.CFrame * cf(math.random(-20, 20), math.random(30, 40), math.random(-20, 20))
- game:GetService("Debris"):AddItem(startingrefpart, 2)
- so("http://roblox.com/asset/?id=367850840", startingrefpart, 0.75, math.random(75, 125) / 100)
- local spread = Vector3.new(math.random(-2, 2), math.random(-2, 2), math.random(-2, 2))
- do
- local MainPos = startingrefpart.Position
- local MainPos2 = MMouse.Hit.p + spread
- local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2)
- local speed = 0.01
- local num = 300
- local rotation = 0
- coroutine.resume(coroutine.create(function()
- repeat
- swait(1)
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, ShotTarget.Parent)
- --local mag = MainPos - pos.magnitude
- RainbowStar(CFrame.new((MainPos + pos) / 2, pos) * angles(1.57, math.rad(-90), math.rad(rotation)), 10, 10, 10, 0.01, 0.01, 0.01, 0.125)
- MainPos = MainPos + MouseLook.lookVector * speed
- num = num - 1
- rotation = rotation - 5
- coroutine.resume(coroutine.create(function()
- wait(0.25)
- speed = 2
- end
- ))
- if hit ~= nil then
- num = 0
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- RainbowSphereShockwave(cf(refpart.Position), 50, 50, 50, 0.1, 0.1, 0.1, 0.075)
- MagniDamage(refpart, 15, 20, 30, 0, "Normal")
- so("http://roblox.com/asset/?id=367850772", refpart, 1, math.random(100, 150) / 100)
- so("http://roblox.com/asset/?id=340722848", refpart, 0.5, math.random(100, 150) / 100)
- end
- if num <= 0 then
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- RainbowSphereShockwave(cf(refpart.Position), 50, 50, 50, 0.1, 0.1, 0.1, 0.075)
- MagniDamage(refpart, 15, 20, 30, 0, "Normal")
- so("http://roblox.com/asset/?id=367850772", refpart, 1, math.random(100, 150) / 100)
- so("http://roblox.com/asset/?id=340722848", refpart, 0.5, math.random(100, 150) / 100)
- end
- until num <= 0
- end
- ))
- end
- else
- do
- if starcount == 8 then
- startingrefpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- startingrefpart.Anchored = true
- startingrefpart.CFrame = RootPart.CFrame * cf(math.random(-20, 20), math.random(30, 40), math.random(-20, 20))
- game:GetService("Debris"):AddItem(startingrefpart, 2)
- so("http://roblox.com/asset/?id=367850840", startingrefpart, 0.75, math.random(45, 55) / 100)
- local spread = Vector3.new(math.random(-2, 2), math.random(-2, 2), math.random(-2, 2))
- local MainPos = startingrefpart.Position
- local MainPos2 = MMouse.Hit.p + spread
- local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2)
- local speed = 0.01
- local num = 300
- local rotation = 0
- coroutine.resume(coroutine.create(function()
- repeat
- swait(1)
- local hit, pos = rayCast(MainPos, MouseLook.lookVector, speed, ShotTarget.Parent)
- local mag = MainPos - pos.magnitude
- RainbowStar(CFrame.new((MainPos + pos) / 2, pos) * angles(1.57, math.rad(-90), math.rad(rotation)), 20, 20, 20, 0.01, 0.01, 0.01, 0.125)
- MainPos = MainPos + MouseLook.lookVector * speed
- num = num - 1
- rotation = rotation - 5
- coroutine.resume(coroutine.create(function()
- wait(0.25)
- speed = 1
- end
- ))
- if hit ~= nil then
- num = 0
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- RainbowSphereShockwave(cf(refpart.Position), 100, 100, 100, 0.1, 0.1, 0.1, 0.075)
- MagniDamage(refpart, 27.5, 40, 60, 0, "Normal")
- so("http://roblox.com/asset/?id=367850772", refpart, 1, math.random(50, 100) / 100)
- so("http://roblox.com/asset/?id=340722848", refpart, 0.5, math.random(50, 100) / 100)
- end
- if num <= 0 then
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = cf(pos)
- game:GetService("Debris"):AddItem(refpart, 2)
- RainbowSphereShockwave(cf(refpart.Position), 100, 100, 100, 0.1, 0.1, 0.1, 0.075)
- MagniDamage(refpart, 27.5, 40, 60, 0, "Normal")
- so("http://roblox.com/asset/?id=367850772", refpart, 1, math.random(50, 100) / 100)
- so("http://roblox.com/asset/?id=340722848", refpart, 0.5, math.random(50, 100) / 100)
- end
- until num <= 0
- end
- ))
- end
- do
- wait(math.random(80, 140) / 100)
- canrainstar = true
- end
- end
- end
- end
- LasersandStars = function()
- holdz = true
- attack = true
- so("http://roblox.com/asset/?id=367850772", Torso, 0.75, math.random(80, 120) / 100)
- speed.Value = speed.Value - 0.5
- Humanoid.WalkSpeed = 16 * speed.Value
- for i = 0, 1, 0.06 do
- fat.Event:wait()
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(75)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-75)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- do
- while holdz == true do
- for i = 0, 1, 0.5 do
- fat.Event:wait()
- local lv = RootPart.CFrame:pointToObjectSpace(RootPart.Velocity + RootPart.Position)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5) * angles(math.rad(-lv.z / 1), math.rad(-lv.x / 1), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(75)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-75)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- if holdz == false then
- speed.Value = speed.Value + 0.5
- Humanoid.WalkSpeed = 16 * speed.Value
- break
- end
- end
- attack = false
- end
- end
- prepare = function()
- attack = true
- so("http://roblox.com/asset/?id=367850772", Torso, 0.75, math.random(80, 120) / 100)
- Humanoid.WalkSpeed = 16 * speed.Value
- for i = 0, 1, 0.06 do
- fat.Event:wait()
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 3, 3, 3, 0.01, 0.01, 0.01, 0.075)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(75)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-75)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3)
- end
- attack = false
- end
- Teleport = function()
- refpart = part(3, workspace, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
- refpart.Anchored = true
- refpart.CFrame = Torso.CFrame
- game:GetService("Debris"):AddItem(refpart, 1)
- so("http://roblox.com/asset/?id=367932544", refpart, 0.5, 0.75)
- RainbowBlockShockwave(refpart.CFrame, 2, 2, 2, 2, 2, 2, 0.1)
- Character:MoveTo(MMouse.Hit.p)
- wait()
- so("http://roblox.com/asset/?id=367932544", Torso, 0.5, 1.25)
- RainbowBlockShockwave(Torso.CFrame, 2, 2, 2, 2, 2, 2, 0.1)
- end
- hold = false
- holdx = false
- laserhold = false
- ob1d = function(mouse)
- if attack == false and equipped == true then
- if attack == false and attacktype == 1 then
- attacktype = 1
- StarRain()
- elseif attack == false and attacktype == 2 then
- attacktype = 2
- prepare()
- end
- end
- end
- if holdz == true and equipped == true and gyroenabled == true and canlaser == true then
- laserhold = true
- while laserhold == true do
- LaserShot()
- end
- end
- --end
- ob1u = function(mouse)
- if laserhold == true then
- laserhold = false
- end
- end
- k = function(k)
- if k == "f" and attack == false then
- if equipped == false then
- equipped = true
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Parent = ch.Torso
- LW.Parent = ch.Torso
- animate.Disabled = true
- local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
- idleanimation:Play()
- equipanim()
- coroutine.resume(coroutine.create(function()
- while equipped == true do
- wait(0.1)
- RainbowBlockShockwave(LeftLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.1, 0.1, 0.1, 0.1)
- RainbowBlockShockwave(RightLeg.CFrame * cf(0, -1, 0), 2, 2, 2, 0.1, 0.1, 0.1, 0.1)
- end
- end
- ))
- else
- do
- if equipped == true then
- equipped = false
- unequipanim()
- swait(0)
- animate.Disabled = false
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- end
- if k == "e" and attack == false and equipped == true then
- if gyro.Parent == RootPart then
- ChangeMode()
- gyro.Parent = nil
- gyroenabled = false
- else
- if gyro.Parent == nil then
- ChangeMode()
- gyro.Parent = RootPart
- gyroenabled = true
- coroutine.resume(coroutine.create(function()
- while gyroenabled == true do
- wait(0.1)
- RainbowBlockShockwave(LeftArm.CFrame * cf(0, -1, 0), 2, 2, 2, 0.1, 0.1, 0.1, 0.1)
- RainbowBlockShockwave(RightArm.CFrame * cf(0, -1, 0), 2, 2, 2, 0.1, 0.1, 0.1, 0.1)
- end
- end
- ))
- end
- end
- end
- if k == "z" and attack == false and gyroenabled == true then
- LasersandStars()
- end
- if k == "z" and holdz == true and gyroenabled == true then
- holdz = false
- end
- if k == "x" and canrainstar == true and holdz == true and canrainstar == true then
- holdx = true
- while holdx == true do
- StarRain()
- end
- end
- if k == "c" and attack == false and gyroenabled == true and holdz == false then
- Teleport()
- end
- end
- end
- end
- end
- k2 = function(k)
- if k == "x" and equipped == true then
- holdx = false
- end
- end
- k4 = function(k)
- if k == "q" and equipped == true and attacktype == 1 then
- attacktype=2
- elseif k == "q" and equipped == true and attacktype == 2 then
- attacktype=1
- end
- end
- teleportkey = function(k)
- if k == "c" and equipped == true then
- Teleport()
- end
- end
- ztog1 = function(k)
- if k == "z" and equipped == true and attack == false then
- LasersandStars()
- end
- end
- ztog2 = function(k)
- if k == "z" and equipped == true and attack == false and holdz == true then
- holdz = false
- end
- end
- lazer = function(k)
- if k == "x" and equipped == true and attack == false then --and canlaser == true then
- LaserShot()
- end
- end
- s = function(mouse)
- mouse.Button1Down:connect(function()
- ob1d(mouse)
- end
- )
- mouse.Button1Up:connect(function()
- ob1u(mouse)
- end
- )
- mouse.KeyDown:connect(lazer)
- mouse.KeyDown:connect(ztog1)
- mouse.KeyDown:connect(ztog2)
- mouse.KeyDown:connect(teleportkey)
- mouse.KeyDown:connect(k4)
- mouse.KeyDown:connect(k)
- mouse.KeyUp:connect(k2)
- player = Player
- ch = Character
- MMouse = mouse
- end
- ds = function(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- local donum = 0
- local sine = 0
- local change = 1
- local val = 0
- fat.Event:connect(function()
- ammolabel.Text = "Speed [" .. speed.Value .. "]"
- ammolabel2.Text = "Damage [" .. damagea.Value .. "]"
- ammolabel3.Text = "Defense [" .. defense.Value .. "]"
- gyro.CFrame = CFrame.new(Vector3.new(1, 0, 1), cam.CoordinateFrame.p - RootPart.CFrame.p.unit * -100)
- sine = sine + change
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if donum >= 0.5 then
- handidle = true
- else
- if donum <= 0 then
- handidle = false
- end
- end
- if handidle == false then
- donum = donum + 0.003
- else
- donum = donum - 0.003
- end
- if equipped == true or equipped == false then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if ((idle >= 500 and attack ~= false) or RootPart.Velocity.y > 1) and hitfloor == nil then
- Anim = "Jump"
- if attack == false and equipped == true and gyroenabled == false then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- else
- if attack == false and equipped == true and gyroenabled == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- end
- end
- else
- if RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false and equipped == true and gyroenabled == false then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- else
- if attack == false and equipped == true and gyroenabled == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- end
- end
- else
- if torvel<1 and hitfloor~=nil then --torvel.x < 1 and torvel.z < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false and equipped == true and gyroenabled == false then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3 - 0.25 * math.cos(sine / 20) + -math.sin(sine / 20) / 5) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5 * math.cos(sine / 20)), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(0.75, 0.5 - 0.1 * math.cos(sine / 20), -0.35) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(70), math.rad(80)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5 - 0.1 * math.cos(sine / 20), -0.45) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(-60), math.rad(-90)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5 - 2.5 * math.cos(sine / 20)), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5 - 2.5 * math.cos(sine / 20)), math.rad(0), math.rad(0)), 0.3)
- else
- if attack == false and equipped == true and gyroenabled == true then
- fat.Event:wait()
- Humanoid.WalkSpeed = 16 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3 - 0.25 * math.cos(sine / 20) + -math.sin(sine / 20) / 5) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5 * math.cos(sine / 20)), math.rad(0), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(15 + 5 * math.cos(sine / 20)), math.rad(-15), math.rad(30 + 5 * math.cos(sine / 20))), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(15 + 5 * math.cos(sine / 20)), math.rad(15), math.rad(-30 - 5 * math.cos(sine / 20))), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-5), math.rad(90), math.rad(0)) * angles(math.rad(-5 - 2.5 * math.cos(sine / 20)), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-5), math.rad(-90), math.rad(0)) * angles(math.rad(-5 - 2.5 * math.cos(sine / 20)), math.rad(0), math.rad(0)), 0.3)
- end
- end
- else
- if torvel>2 and torvel<22 and hitfloor~=nil then --torvel.x < 2 and torvel.z < 2 and hitfloor ~= nil then --RootPart.Velocity.y < 2 or RootPart.Velocity.z > 2 and hitfloor ~= nil then
- Anim = "Walk"
- if attack == false and equipped == true and gyroenabled == false then
- fat.Event:wait()
- local lv = RootPart.CFrame:pointToObjectSpace(RootPart.Velocity + RootPart.Position)
- Humanoid.WalkSpeed = 16 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3 - 0.25 * math.cos(sine / 20) + -math.sin(sine / 20) / 5) * angles(math.rad(20 * speed.Value), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0) + Head.RotVelocity.Y / 15), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20 * speed.Value), math.rad(0), math.rad(20)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20 * speed.Value), math.rad(0), math.rad(-20)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(-20 * speed.Value), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(-20 * speed.Value), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
- else
- do
- if attack == false and equipped == true and gyroenabled == true then
- fat.Event:wait()
- local lv = RootPart.CFrame:pointToObjectSpace(RootPart.Velocity + RootPart.Position)
- Humanoid.WalkSpeed = 16 * speed.Value
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 3 - 0.25 * math.cos(sine / 20) + -math.sin(sine / 20) / 5) * angles(math.rad(-lv.z / 1), math.rad(-lv.x / 1), math.rad(0)), 0.3)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(lv.z / 1), math.rad(lv.x / 1), math.rad(0)), 0.3)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(lv.z / 1), math.rad(0), math.rad(10 + -lv.x / 1)), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(lv.z / 1), math.rad(0), math.rad(-10 + -lv.x / 1)), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(lv.z / 1), math.rad(90), math.rad(0)) * angles(math.rad(-5 + lv.x / 1), math.rad(0), math.rad(0)), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(lv.z / 1), math.rad(-90), math.rad(0)) * angles(math.rad(-5 + -lv.x / 1), math.rad(0), math.rad(0)), 0.3)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- )
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