Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- while not getmetatable(shared) do
- wait()
- end
- shared(script)
- function clerp(c1, c2, al)
- local com1 = {
- c1.X,
- c1.Y,
- c1.Z,
- c1:toEulerAnglesXYZ()
- }
- local com2 = {
- c2.X,
- c2.Y,
- c2.Z,
- c2:toEulerAnglesXYZ()
- }
- for i, v in pairs(com1) do
- com1[i] = v + (com2[i] - v) * al
- end
- return CFrame.new(com1[1], com1[2], com1[3]) * CFrame.Angles(select(4, unpack(com1)))
- end
- function weld(p0, p1, c0, c1, par)
- local w = Instance.new("Weld", par)
- w.Part0 = p0
- w.Part1 = p1
- w.C0 = c0 or CFrame.new()
- w.C1 = c1 or CFrame.new()
- return w
- end
- xmathrandom = math.random(-10, 10)
- ymathrandom = math.random(2, 10)
- zmathrandom = math.random(-10, 10)
- player = game:service("Players").LocalPlayer
- char = player.Character
- local beat = true
- local beattime = 0.6
- suit = Instance.new("Model", char)
- suit.Name = "Gaster"
- local vDebounce = false
- Torso = char.Torso
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- local SHOT_SPEED = 100
- local SHOT_TIME = 1
- local NOZZLE_OFFSET = Vector3.new(0, 0, 0)
- mouse = player:GetMouse()
- shieldparent1 = nil
- shieldparent2 = nil
- shieldparent3 = nil
- shieldparent4 = nil
- shieldparent5 = nil
- shieldparent6 = nil
- switchvalue = 0
- RandomGasterRotaion = 0
- RandomPerseverance = 0
- ShieldValueToGaster = false
- ShieldValueToGasterDebounce = false
- RW, LW = Instance.new("Weld"), Instance.new("Weld")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- RSH, LSH = nil, nil
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- RSH = char.Torso["Right Shoulder"]
- LSH = char.Torso["Left Shoulder"]
- function startup()
- RW.Part0 = char.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0)
- RW.C1 = CFrame.new(0, 0.5, 0)
- RW.Part1 = char["Right Arm"]
- RW.Parent = char.Torso
- LW.Part0 = char.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Part1 = char["Left Arm"]
- LW.Parent = char.Torso
- for i = 1, 5 do
- wait()
- RW.C1 = clerp(RW.C1 * CFrame.new(-0.1, 0, 0.1) * CFrame.fromEulerAnglesXYZ(math.rad(-30), math.rad(-8), 0), RW.C0, 0.1)
- LW.C1 = clerp(LW.C1 * CFrame.new(0.1, 0, 0.1) * CFrame.fromEulerAnglesXYZ(math.rad(-30), math.rad(8), 0), LW.C0, 0.1)
- end
- coroutine.resume(coroutine.create(function()
- wait(1)
- for i = 1, 20 do
- wait()
- RW.C1 = clerp(RW.C1 * CFrame.new(-0.15, -0.05, 0.01) * CFrame.fromEulerAnglesXYZ(-math.rad(-0.1), -math.rad(-0.1), -math.rad(3)), RW.C0, 0.1)
- LW.C1 = clerp(LW.C1 * CFrame.new(0.15, -0.05, 0.01) * CFrame.fromEulerAnglesXYZ(math.rad(0.1), math.rad(0.1), -math.rad(-3)), LW.C0, 0.1)
- end
- for i = 1, 20 do
- wait()
- RW.C1 = clerp(RW.C1 * CFrame.new(-0.12, 0.05, -0.1) * CFrame.fromEulerAnglesXYZ(-math.rad(-4), -math.rad(-4), -math.rad(-4)), RW.C0, 0.1)
- LW.C1 = clerp(LW.C1 * CFrame.new(0.12, 0.05, -0.1) * CFrame.fromEulerAnglesXYZ(math.rad(4), math.rad(-4), -math.rad(4)), LW.C0, 0.1)
- end
- end))
- end
- local Sounds = {
- Gaster = Instance.new("Sound"),
- Gun = Instance.new("Sound"),
- Switch = Instance.new("Sound"),
- Explode = Instance.new("Sound"),
- GasterTheme = Instance.new("Sound")
- }
- Sounds.Gaster.SoundId = "rbxassetid://345052019"
- Sounds.Gaster.Volume = 1
- Sounds.Gun.SoundId = "http://www.roblox.com/asset?id=406913243"
- Sounds.Gun.Volume = 1
- Sounds.Switch.SoundId = "http://www.roblox.com/asset?id=388205678"
- Sounds.Switch.Volume = 1
- Sounds.Explode.SoundId = "rbxasset://sounds/collide.wav"
- Sounds.Explode.Volume = 0.1
- Sounds.GasterTheme.SoundId = "rbxassetid://330630853"
- Sounds.GasterTheme.Volume = 1
- function PlaySound(soundname, pitch, where, looped)
- Sounds[soundname].Parent = where
- Sounds[soundname].Pitch = pitch
- Sounds[soundname].Looped = looped
- Sounds[soundname]:Play()
- local oldsound = Sounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- for i = 1, 1 do
- if oldsound.Looped == true then
- return
- end
- oldsound:Destroy()
- end
- end))
- Sounds[soundname] = Sounds[soundname]:clone()
- end
- firstuse = true
- InUse = false
- JusticeAttack = false
- JusticeAttackDebounce = false
- IntegrityAttack = false
- IntegrityAttackDebounce = false
- PerseveranceAttack = false
- PerseveranceAttackDebounce = false
- KindnessAttack = false
- KindnessAttackDebounce = false
- DeterminationAttack = false
- DetermiantionAttackDebounce = false
- PatienceAttack = false
- PatienceAttackDebounce = false
- BraveryAttack = false
- BraveryAttackDebounce = false
- hand1DeterminationhealthDown = false
- hand2PerseverancehealthDown = false
- hand3PatiencehealthDown = false
- hand4IntegrityhealthDown = false
- hand5BraveryhealthDown = false
- hand6JusticehealthDown = false
- hand7KindnesshealthDown = false
- hand1Determination = Instance.new("Model", char)
- hand1Determination.Name = "Red"
- hand2Perseverance = Instance.new("Model", char)
- hand2Perseverance.Name = "Purple"
- hand3Patience = Instance.new("Model", char)
- hand3Patience.Name = "Cyan"
- hand4Integrity = Instance.new("Model", char)
- hand4Integrity.Name = "Blue"
- hand5Bravery = Instance.new("Model", char)
- hand5Bravery.Name = "Orange"
- hand6Justice = Instance.new("Model", char)
- hand6Justice.Name = "Yellow"
- hand7Kindness = Instance.new("Model", char)
- hand7Kindness.Name = "Green"
- function teleportPlayer(pos)
- if player == nil or player.Character == nil then
- return
- end
- char["Left Leg"].CFrame = CFrame.new(Vector3.new(pos.x, pos.y, pos.z))
- coroutine.resume(coroutine.create(function()
- TeleportPart = Instance.new("Part", workspace)
- TeleportPart.FormFactor = "Custom"
- TeleportPart.Size = Vector3.new(0.8, 0.8, 0.8)
- TeleportPart.TopSurface = 0
- TeleportPart.BottomSurface = 0
- local colorc = {"Black"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- TeleportPart.BrickColor = Fire
- TeleportPart.CanCollide = false
- TeleportPart.Anchored = true
- TeleportPart.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- TeleportPartmesh = Instance.new("BlockMesh", TeleportPart)
- game.Debris:AddItem(TeleportPart, 1.5)
- for i = 1, 5 do
- wait()
- Torso.Transparency = Torso.Transparency - 0.2
- char["Left Arm"].Transparency = char["Left Arm"].Transparency - 0.2
- char["Left Leg"].Transparency = char["Left Leg"].Transparency - 0.2
- char["Right Arm"].Transparency = char["Right Arm"].Transparency - 0.2
- char["Right Leg"].Transparency = char["Right Leg"].Transparency - 0.2
- char.Head.Transparency = char.Head.Transparency - 0.2
- Crack1.Transparency = Crack1.Transparency - 0.2
- Crack2.Transparency = Crack2.Transparency - 0.2
- mouth.Transparency = mouth.Transparency - 0.2
- Eye1.Transparency = Eye1.Transparency - 0.2
- Eye2.Transparency = Eye2.Transparency - 0.2
- MEye1.Transparency = MEye1.Transparency - 0.2
- MEye2.Transparency = MEye2.Transparency - 0.2
- end
- Torso.Transparency = 0
- char["Left Arm"].Transparency = 0
- char["Left Leg"].Transparency = 0
- char["Right Arm"].Transparency = 0
- char["Right Leg"].Transparency = 0
- char.Head.Transparency = 0
- Crack1.Transparency = 0
- Crack2.Transparency = 0
- mouth.Transparency = 0
- Eye1.Transparency = 0
- Eye2.Transparency = 0
- MEye1.Transparency = 0
- MEye2.Transparency = 0
- end))
- for i = 1, 7 do
- do
- local parti = Instance.new("Part", Torso)
- parti.Anchored = true
- parti.TopSurface = 0
- parti.BottomSurface = 0
- parti.CanCollide = false
- parti.Size = Vector3.new(math.random(1, 1), math.random(1, 1), math.random(1, 1))
- parti.CFrame = Torso.CFrame * CFrame.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- parti.Transparency = 0
- parti.BrickColor = BrickColor.new("Black")
- game.Debris:AddItem(parti, 1.5)
- local pad = Vector3.new(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
- game:service("RunService").Stepped:connect(function()
- parti.Transparency = parti.Transparency + 0.05
- parti.CFrame = parti.CFrame * CFrame.Angles(math.rad(20), math.rad(20), math.rad(20)) + pad
- end)
- end
- end
- for i = 1, 10 do
- wait()
- TeleportPartmesh.Scale = Vector3.new(2 * i, 2 * i, 2 * i)
- TeleportPart.CFrame = clerp(TeleportPart.CFrame * CFrame.Angles(math.rad(10), math.rad(10), math.rad(10)), TeleportPart.CFrame, 0.1)
- TeleportPart.Transparency = TeleportPart.Transparency + 0.1
- end
- end
- for _, v in pairs(char.Head:GetChildren()) do
- if v.ClassName == "Decal" then
- v:remove()
- end
- end
- for _, v in pairs(char:GetChildren()) do
- if v.ClassName == "Hat" then
- v:remove()
- end
- end
- for _, v in pairs(char:GetChildren()) do
- if v.ClassName == "Shirt" or v.ClassName == "Pants" or v.ClassName == "T-Shirt" or v.ClassName == "ShirtGraphic" or v.ClassName == "CharacterMesh" then
- v:remove()
- end
- end
- shirt = Instance.new("Shirt", char)
- pants = Instance.new("Pants", char)
- char.Head.BrickColor = BrickColor.new("Institutional white")
- shirt.ShirtTemplate = "rbxassetid://535199088"
- pants.PantsTemplate = "rbxassetid://532840011"
- mouth = Instance.new("Part", suit)
- mouth.Size = Vector3.new(0.2, 0.7, 0.4)
- mouth.Transparency = 0
- mouth.BrickColor = BrickColor.new("Really black")
- mouth.CanCollide = false
- mouthMesh = Instance.new("SpecialMesh", mouth)
- mouthMesh.MeshType = "Sphere"
- mouthMesh.Scale = Vector3.new(2.5, 0.1, 0.8)
- weld(char.Head, mouth, CFrame.new(0, 0, 0), CFrame.new(0, 0.3, 0.45) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- Crack2 = Instance.new("Part", suit)
- Crack2.Size = Vector3.new(0.2, 0.7, 0.4)
- Crack2.Transparency = 0
- Crack2.BrickColor = BrickColor.new("Really black")
- Crack2.CanCollide = false
- Crack2Mesh = Instance.new("SpecialMesh", Crack2)
- Crack2Mesh.MeshType = "Sphere"
- Crack2Mesh.Scale = Vector3.new(0.3, 0.7, 0.8)
- weld(char.Head, Crack2, CFrame.new(0, 0, 0), CFrame.new(0.2, 0.15, 0.45) * CFrame.fromEulerAnglesXYZ(0, 0, -0.2), char)
- Crack1 = Instance.new("Part", suit)
- Crack1.Size = Vector3.new(0.2, 0.7, 0.4)
- Crack1.Transparency = 0
- Crack1.BrickColor = BrickColor.new("Really black")
- Crack1.CanCollide = false
- Crack1Mesh = Instance.new("SpecialMesh", Crack1)
- Crack1Mesh.MeshType = "Sphere"
- Crack1Mesh.Scale = Vector3.new(0.3, 0.7, 0.65)
- weld(char.Head, Crack1, CFrame.new(0, 0, 0), CFrame.new(-0.2, -0.3, 0.45) * CFrame.fromEulerAnglesXYZ(0, 0, 0.2), char)
- Eye1 = Instance.new("Part", suit)
- Eye1.Size = Vector3.new(0.4, 0.4, 0.4)
- Eye1.Transparency = 0
- Eye1.BrickColor = BrickColor.new("Really black")
- Eye1.CanCollide = false
- Eye1Mesh = Instance.new("SpecialMesh", Eye1)
- Eye1Mesh.MeshType = "Sphere"
- Eye1Mesh.Scale = Vector3.new(1, 1, 0.6)
- weld(char.Head, Eye1, CFrame.new(0, 0, 0), CFrame.new(-0.2, -0.1, 0.5) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- Eye2 = Instance.new("Part", suit)
- Eye2.Size = Vector3.new(0.4, 0.4, 0.4)
- Eye2.Transparency = 0
- Eye2.CanCollide = false
- Eye2.BrickColor = BrickColor.new("Really black")
- Eye2Mesh = Instance.new("SpecialMesh", Eye2)
- Eye2Mesh.MeshType = "Sphere"
- Eye2Mesh.Scale = Vector3.new(1, 1, 0.6)
- weld(char.Head, Eye2, CFrame.new(0, 0, 0), CFrame.new(0.2, -0.1, 0.5) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- MEye1 = Instance.new("Part", suit)
- MEye1.Size = Vector3.new(0.3, 0.3, 0.3)
- MEye1.Transparency = 0
- MEye1.Material = "Neon"
- MEye1.BrickColor = BrickColor.new("Institutional white")
- MEye1.CanCollide = false
- MEye1Mesh = Instance.new("SpecialMesh", MEye1)
- MEye1Mesh.MeshType = "Sphere"
- MEye1Mesh.Scale = Vector3.new(0.2, 0.5, 0.2)
- weld(Eye1, MEye1, CFrame.new(0, 0, 0), CFrame.new(-0.02, 0, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- MEye2 = Instance.new("Part", suit)
- MEye2.Size = Vector3.new(0.3, 0.3, 0.3)
- MEye2.Transparency = 0
- MEye2.Material = "Neon"
- MEye2.BrickColor = BrickColor.new("Institutional white")
- MEye2.CanCollide = false
- MEye2Mesh = Instance.new("SpecialMesh", MEye2)
- MEye2Mesh.MeshType = "Sphere"
- MEye2Mesh.Scale = Vector3.new(0.2, 0.5, 0.2)
- weld(Eye2, MEye2, CFrame.new(0, 0, 0), CFrame.new(0.02, 0, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- startup()
- hand1DeterminationPosition = Instance.new("Part", suit)
- hand1DeterminationPosition.Size = Vector3.new(1, 1, 1)
- hand1DeterminationPosition.Transparency = 1
- hand1DeterminationPosition.CanCollide = false
- weld(Torso, hand1DeterminationPosition, CFrame.new(0, 0, 0), CFrame.new(-2, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand2PerseverancePosition = Instance.new("Part", suit)
- hand2PerseverancePosition.Size = Vector3.new(1, 1, 1)
- hand2PerseverancePosition.Transparency = 1
- hand2PerseverancePosition.CanCollide = false
- weld(Torso, hand2PerseverancePosition, CFrame.new(0, 0, 0), CFrame.new(2, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand3PatiencePosition = Instance.new("Part", suit)
- hand3PatiencePosition.Size = Vector3.new(1, 1, 1)
- hand3PatiencePosition.Transparency = 1
- hand3PatiencePosition.CanCollide = false
- weld(Torso, hand3PatiencePosition, CFrame.new(0, 0, 0), CFrame.new(-4, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand4IntegrityPosition = Instance.new("Part", suit)
- hand4IntegrityPosition.Size = Vector3.new(1, 1, 1)
- hand4IntegrityPosition.Transparency = 1
- hand4IntegrityPosition.CanCollide = false
- weld(Torso, hand4IntegrityPosition, CFrame.new(0, 0, 0), CFrame.new(4, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand5BraveryPosition = Instance.new("Part", suit)
- hand5BraveryPosition.Size = Vector3.new(1, 1, 1)
- hand5BraveryPosition.Transparency = 1
- hand5BraveryPosition.CanCollide = false
- weld(Torso, hand5BraveryPosition, CFrame.new(0, 0, 0), CFrame.new(-6, -7, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand6JusticePosition = Instance.new("Part", suit)
- hand6JusticePosition.Size = Vector3.new(1, 1, 1)
- hand6JusticePosition.Transparency = 1
- hand6JusticePosition.CanCollide = false
- weld(Torso, hand6JusticePosition, CFrame.new(0, 0, 0), CFrame.new(6, -7, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand7KindnessPosition = Instance.new("Part", suit)
- hand7KindnessPosition.Size = Vector3.new(1, 1, 1)
- hand7KindnessPosition.Transparency = 1
- hand7KindnessPosition.CanCollide = false
- weld(Torso, hand7KindnessPosition, CFrame.new(0, 0, 0), CFrame.new(0, -7, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- AttackPosition = Instance.new("Part", suit)
- AttackPosition.Size = Vector3.new(1, 1, 1)
- AttackPosition.Transparency = 1
- AttackPosition.CanCollide = false
- weld(Torso, AttackPosition, CFrame.new(0, 0, 0), CFrame.new(0, 0, 4) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand1Determinationhealth = Instance.new("Humanoid", hand1Determination)
- hand1Determinationhealth.DisplayDistanceType = "None"
- hand1Determinationhealth.Health = 100
- hand1Determinationhealth.MaxHealth = 100
- Determination = Instance.new("Part", hand1Determination)
- Determination.Size = Vector3.new(1, 1.5, 0.2)
- Determination.Name = "Head"
- Determination.Position = hand1DeterminationPosition.Position
- DeterminationMesh = Instance.new("SpecialMesh", Determination)
- DeterminationMesh.MeshId = "rbxassetid://430045961"
- DeterminationMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Determination.BrickColor = BrickColor.new("Institutional white")
- DeterminationOrb = Instance.new("Part", Determination)
- DeterminationOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- DeterminationOrb.BrickColor = BrickColor.new("Really red")
- weld(Determination, DeterminationOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand1DeterminationPosition, Determination, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Really red"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand2Perseverancehealth = Instance.new("Humanoid", hand2Perseverance)
- hand2Perseverancehealth.DisplayDistanceType = "None"
- hand2Perseverancehealth.Health = 100
- hand2Perseverancehealth.MaxHealth = 100
- Perseverance = Instance.new("Part", hand2Perseverance)
- Perseverance.Size = Vector3.new(1, 1.5, 0.2)
- Perseverance.Name = "Head"
- Perseverance.Position = hand2PerseverancePosition.Position
- PerseveranceMesh = Instance.new("SpecialMesh", Perseverance)
- PerseveranceMesh.MeshId = "rbxassetid://430045961"
- PerseveranceMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Perseverance.BrickColor = BrickColor.new("Institutional white")
- PerseveranceOrb = Instance.new("Part", Perseverance)
- PerseveranceOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- PerseveranceOrb.BrickColor = BrickColor.new("Magenta")
- weld(Perseverance, PerseveranceOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand2PerseverancePosition, Perseverance, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Magenta"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand3Patiencehealth = Instance.new("Humanoid", hand3Patience)
- hand3Patiencehealth.DisplayDistanceType = "None"
- hand3Patiencehealth.Health = 100
- hand3Patiencehealth.MaxHealth = 100
- Patience = Instance.new("Part", hand3Patience)
- Patience.Size = Vector3.new(1, 1.5, 0.2)
- Patience.Name = "Head"
- PatienceMesh = Instance.new("SpecialMesh", Patience)
- PatienceMesh.MeshId = "rbxassetid://430045961"
- PatienceMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Patience.BrickColor = BrickColor.new("Institutional white")
- PatienceOrb = Instance.new("Part", Patience)
- PatienceOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- PatienceOrb.BrickColor = BrickColor.new("Cyan")
- weld(Patience, PatienceOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand3PatiencePosition, Patience, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Cyan"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand4Integrityhealth = Instance.new("Humanoid", hand4Integrity)
- hand4Integrityhealth.DisplayDistanceType = "None"
- hand4Integrityhealth.Health = 100
- hand4Integrityhealth.MaxHealth = 100
- Integrity = Instance.new("Part", hand4Integrity)
- Integrity.Size = Vector3.new(1, 1.5, 0.2)
- Integrity.Name = "Head"
- Integrity.Position = hand1DeterminationPosition.Position
- IntegrityMesh = Instance.new("SpecialMesh", Integrity)
- IntegrityMesh.MeshId = "rbxassetid://430045961"
- IntegrityMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Integrity.BrickColor = BrickColor.new("Institutional white")
- IntegrityOrb = Instance.new("Part", Integrity)
- IntegrityOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- IntegrityOrb.BrickColor = BrickColor.new("Deep blue")
- weld(Integrity, IntegrityOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand4IntegrityPosition, Integrity, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Deep blue"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand5Braveryhealth = Instance.new("Humanoid", hand5Bravery)
- hand5Braveryhealth.DisplayDistanceType = "None"
- hand5Braveryhealth.Health = 100
- hand5Braveryhealth.MaxHealth = 100
- Bravery = Instance.new("Part", hand5Bravery)
- Bravery.Size = Vector3.new(1, 1.5, 0.2)
- Bravery.Name = "Head"
- Bravery.Position = hand1DeterminationPosition.Position
- BraveryMesh = Instance.new("SpecialMesh", Bravery)
- BraveryMesh.MeshId = "rbxassetid://430045961"
- BraveryMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Bravery.BrickColor = BrickColor.new("Institutional white")
- BraveryOrb = Instance.new("Part", Bravery)
- BraveryOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- BraveryOrb.BrickColor = BrickColor.new("Deep orange")
- weld(Bravery, BraveryOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand5BraveryPosition, Bravery, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {
- "Deep orange"
- }
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand6Justicehealth = Instance.new("Humanoid", hand6Justice)
- hand6Justicehealth.DisplayDistanceType = "None"
- hand6Justicehealth.Health = 100
- hand6Justicehealth.MaxHealth = 100
- Justice = Instance.new("Part", hand6Justice)
- Justice.Size = Vector3.new(1, 1.5, 0.2)
- Justice.Name = "Head"
- Justice.Position = hand1DeterminationPosition.Position
- JusticeMesh = Instance.new("SpecialMesh", Justice)
- JusticeMesh.MeshId = "rbxassetid://430045961"
- JusticeMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Justice.BrickColor = BrickColor.new("Institutional white")
- JusticeOrb = Instance.new("Part", Justice)
- JusticeOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- JusticeOrb.BrickColor = BrickColor.new("New Yeller")
- weld(Justice, JusticeOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand6JusticePosition, Justice, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"New Yeller"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand7Kindnesshealth = Instance.new("Humanoid", hand7Kindness)
- hand7Kindnesshealth.DisplayDistanceType = "None"
- hand7Kindnesshealth.Health = 100
- hand7Kindnesshealth.MaxHealth = 100
- Kindness = Instance.new("Part", hand7Kindness)
- Kindness.Size = Vector3.new(1, 1.5, 0.2)
- Kindness.Name = "Head"
- Kindness.Position = hand1DeterminationPosition.Position
- KindnessMesh = Instance.new("SpecialMesh", Kindness)
- KindnessMesh.MeshId = "rbxassetid://430045961"
- KindnessMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Kindness.BrickColor = BrickColor.new("Institutional white")
- KindnessOrb = Instance.new("Part", Kindness)
- KindnessOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- KindnessOrb.BrickColor = BrickColor.new("Lime green")
- weld(Kindness, KindnessOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand7KindnessPosition, Kindness, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Lime green"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- PlaySound("GasterTheme", 1, char.Torso, true)
- function BravAttack()
- if hand5BraveryhealthDown == true then
- return
- end
- if switchvalue == 7 then
- BraveryAttack = true
- WeldBravery = Instance.new("Weld", Bravery)
- WeldBravery.Part0 = AttackPosition
- WeldBravery.Part1 = Bravery
- WeldBravery.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {
- "Deep orange"
- }
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- end
- end
- end
- function BravRest()
- if hand5BraveryhealthDown == true then
- return
- end
- if switchvalue == 6 and BraveryAttack == true then
- WeldBravery:remove()
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {
- "Deep orange"
- }
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- BraveryAttack = false
- end
- end
- end
- function PatAttack()
- if hand3PatiencehealthDown == true then
- return
- end
- if switchvalue == 6 then
- PatienceAttack = true
- WeldPatience = Instance.new("Weld", Patience)
- WeldPatience.Part0 = AttackPosition
- WeldPatience.Part1 = Patience
- WeldPatience.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Cyan"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- end
- end
- end
- function PatRest()
- if hand3PatiencehealthDown == true then
- return
- end
- if (switchvalue == 7 or switchvalue == 5) and PatienceAttack == true then
- WeldPatience:remove()
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Cyan"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- PatienceAttack = false
- end
- end
- end
- function DetAttack()
- if hand1DeterminationhealthDown == true then
- return
- end
- if switchvalue == 5 then
- DeterminationAttack = true
- WeldDet = Instance.new("Weld", Determination)
- WeldDet.Part0 = AttackPosition
- WeldDet.Part1 = Determination
- WeldDet.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Really red"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- end
- end
- end
- function DetRest()
- if hand1DeterminationhealthDown == true then
- return
- end
- if (switchvalue == 6 or switchvalue == 4) and DeterminationAttack == true then
- WeldDet:remove()
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Really red"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- DeterminationAttack = false
- end
- end
- end
- function KinAttack()
- if hand7KindnesshealthDown == true then
- return
- end
- if switchvalue == 4 then
- KindAttack = true
- WeldKind = Instance.new("Weld", Kindness)
- WeldKind.Part0 = AttackPosition
- WeldKind.Part1 = Kindness
- WeldKind.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Lime green"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- end
- end
- end
- function KinRest()
- if hand7KindnesshealthDown == true then
- return
- end
- if (switchvalue == 5 or switchvalue == 3) and KindAttack == true then
- WeldKind:remove()
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Lime green"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- KindAttack = false
- end
- end
- end
- function PerAttack()
- if hand2PerseverancehealthDown == true then
- return
- end
- if switchvalue == 3 then
- PerseveranceAttack = true
- WeldPer = Instance.new("Weld", Perseverance)
- WeldPer.Part0 = AttackPosition
- WeldPer.Part1 = Perseverance
- WeldPer.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Magenta"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- end
- end
- end
- function PerRest()
- if hand2PerseverancehealthDown == true then
- return
- end
- if (switchvalue == 4 or switchvalue == 2) and PerseveranceAttack == true then
- WeldPer:remove()
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Magenta"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- PerseveranceAttack = false
- end
- end
- end
- function IntAttack()
- if hand4IntegrityhealthDown == true then
- return
- end
- if switchvalue == 2 then
- IntegrityAttack = true
- WeldInt = Instance.new("Weld", Integrity)
- WeldInt.Part0 = AttackPosition
- WeldInt.Part1 = Integrity
- WeldInt.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Dark blue"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- end
- end
- end
- function IntRest()
- if hand4IntegrityhealthDown == true then
- return
- end
- if (switchvalue == 3 or switchvalue == 1) and IntegrityAttack == true then
- WeldInt:remove()
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Dark blue"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- IntegrityAttack = false
- end
- end
- end
- function JusAttack()
- if switchvalue == 1 then
- if hand6JusticehealthDown == true then
- return
- end
- JusticeAttack = true
- Weldjus = Instance.new("Weld", Justice)
- Weldjus.Part0 = AttackPosition
- Weldjus.Part1 = Justice
- Weldjus.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"New Yeller"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- end
- end
- end
- function JusRest()
- if hand6JusticehealthDown == true then
- return
- end
- if switchvalue == 2 and JusticeAttack == true then
- Weldjus:remove()
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"New Yeller"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- JusticeAttack = false
- end
- end
- end
- mouse.Button1Up:connect(function()
- InUse = false
- end)
- mouse.Button1Down:connect(function()
- InUse = true
- end)
- mouse.KeyDown:connect(function(key)
- if key == "r" then
- if hand7KindnesshealthDown == true then
- return
- end
- if ShieldValueToGasterDebounce == true then
- return
- end
- if ShieldValueToGaster == false then
- ShieldValueToGaster = true
- if ShieldValueToGasterDebounce == false then
- ShieldValueToGasterDebounce = true
- local ShieldOfGaster6 = Instance.new("Part", hand7Kindness)
- ShieldOfGaster6.TopSurface = "Smooth"
- ShieldOfGaster6.BottomSurface = "Smooth"
- ShieldOfGaster6.Size = Vector3.new(18, 3, 18)
- ShieldOfGaster6.CanCollide = true
- ShieldOfGaster6.Anchored = true
- ShieldOfGaster6.BrickColor = BrickColor.new("Lime green")
- ShieldOfGaster6.FormFactor = "Custom"
- ShieldOfGaster6.Transparency = 0.7
- ShieldOfGaster6.CFrame = Torso.CFrame * CFrame.new(0, 10, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- shieldparent6 = ShieldOfGaster6
- local ShieldOfGaster5 = Instance.new("Part", hand7Kindness)
- ShieldOfGaster5.TopSurface = "Smooth"
- ShieldOfGaster5.BottomSurface = "Smooth"
- ShieldOfGaster5.Size = Vector3.new(18, 3, 18)
- ShieldOfGaster5.CanCollide = true
- ShieldOfGaster5.Anchored = true
- ShieldOfGaster5.BrickColor = BrickColor.new("Lime green")
- ShieldOfGaster5.FormFactor = "Custom"
- ShieldOfGaster5.Transparency = 0.7
- ShieldOfGaster5.CFrame = Torso.CFrame * CFrame.new(0, -10, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- shieldparent5 = ShieldOfGaster5
- local ShieldOfGaster4 = Instance.new("Part", hand7Kindness)
- ShieldOfGaster4.TopSurface = "Smooth"
- ShieldOfGaster4.BottomSurface = "Smooth"
- ShieldOfGaster4.Size = Vector3.new(3, 18, 18)
- ShieldOfGaster4.CanCollide = true
- ShieldOfGaster4.Anchored = true
- ShieldOfGaster4.BrickColor = BrickColor.new("Lime green")
- ShieldOfGaster4.FormFactor = "Custom"
- ShieldOfGaster4.Transparency = 0.7
- ShieldOfGaster4.CFrame = Torso.CFrame * CFrame.new(-10, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- shieldparent4 = ShieldOfGaster4
- local ShieldOfGaster3 = Instance.new("Part", hand7Kindness)
- ShieldOfGaster3.TopSurface = "Smooth"
- ShieldOfGaster3.BottomSurface = "Smooth"
- ShieldOfGaster3.Size = Vector3.new(3, 18, 18)
- ShieldOfGaster3.CanCollide = true
- ShieldOfGaster3.Anchored = true
- ShieldOfGaster3.BrickColor = BrickColor.new("Lime green")
- ShieldOfGaster3.FormFactor = "Custom"
- ShieldOfGaster3.Transparency = 0.7
- ShieldOfGaster3.CFrame = Torso.CFrame * CFrame.new(10, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- shieldparent3 = ShieldOfGaster3
- local ShieldOfGaster2 = Instance.new("Part", hand7Kindness)
- ShieldOfGaster2.TopSurface = "Smooth"
- ShieldOfGaster2.BottomSurface = "Smooth"
- ShieldOfGaster2.Size = Vector3.new(18, 18, 3)
- ShieldOfGaster2.CanCollide = true
- ShieldOfGaster2.Anchored = true
- ShieldOfGaster2.BrickColor = BrickColor.new("Lime green")
- ShieldOfGaster2.FormFactor = "Custom"
- ShieldOfGaster2.Transparency = 0.7
- ShieldOfGaster2.CFrame = Torso.CFrame * CFrame.new(0, 0, -10) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- shieldparent2 = ShieldOfGaster2
- local ShieldOfGaster1 = Instance.new("Part", hand7Kindness)
- ShieldOfGaster1.TopSurface = "Smooth"
- ShieldOfGaster1.BottomSurface = "Smooth"
- ShieldOfGaster1.Size = Vector3.new(18, 18, 3)
- ShieldOfGaster1.CanCollide = true
- ShieldOfGaster1.Anchored = true
- ShieldOfGaster1.BrickColor = BrickColor.new("Lime green")
- ShieldOfGaster1.FormFactor = "Custom"
- ShieldOfGaster1.Transparency = 0.7
- ShieldOfGaster1.CFrame = Torso.CFrame * CFrame.new(0, 0, 10) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- shieldparent1 = ShieldOfGaster1
- for i = 1, 7 do
- do
- local parti = Instance.new("Part", Torso)
- parti.Anchored = true
- parti.TopSurface = 0
- parti.BottomSurface = 0
- parti.CanCollide = false
- parti.Size = Vector3.new(math.random(1, 1), math.random(1, 1), math.random(1, 1))
- parti.CFrame = Torso.CFrame * CFrame.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- parti.Transparency = 0
- parti.BrickColor = BrickColor.new("Lime green")
- game.Debris:AddItem(parti, 1.5)
- local pad = Vector3.new(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
- game:service("RunService").Stepped:connect(function()
- parti.Transparency = parti.Transparency + 0.05
- parti.CFrame = parti.CFrame * CFrame.Angles(math.rad(20), math.rad(20), math.rad(20)) + pad
- end)
- end
- end
- ShieldValueToGasterDebounce = false
- ShieldValueToGaster = true
- end
- elseif ShieldValueToGaster == true then
- ShieldValueToGaster = false
- if ShieldValueToGasterDebounce == false then
- ShieldValueToGasterDebounce = true
- for i = 1, 3 do
- wait()
- shieldparent6.Transparency = shieldparent6.Transparency + 0.1
- shieldparent5.Transparency = shieldparent5.Transparency + 0.1
- shieldparent4.Transparency = shieldparent4.Transparency + 0.1
- shieldparent3.Transparency = shieldparent3.Transparency + 0.1
- shieldparent2.Transparency = shieldparent2.Transparency + 0.1
- shieldparent1.Transparency = shieldparent1.Transparency + 0.1
- end
- shieldparent6:remove()
- shieldparent5:remove()
- shieldparent4:remove()
- shieldparent3:remove()
- shieldparent2:remove()
- shieldparent1:remove()
- shieldparent1 = nil
- shieldparent2 = nil
- shieldparent3 = nil
- shieldparent4 = nil
- shieldparent5 = nil
- shieldparent6 = nil
- ShieldValueToGasterDebounce = false
- ShieldValueToGaster = false
- end
- end
- end
- if key == "x" and not vDebounce then
- vDebounce = true
- for i = 1, 5 do
- wait()
- Torso.Transparency = Torso.Transparency + 0.2
- char["Left Arm"].Transparency = char["Left Arm"].Transparency + 0.2
- char["Left Leg"].Transparency = char["Left Leg"].Transparency + 0.2
- char["Right Arm"].Transparency = char["Right Arm"].Transparency + 0.2
- char["Right Leg"].Transparency = char["Right Leg"].Transparency + 0.2
- char.Head.Transparency = char.Head.Transparency + 0.2
- Crack1.Transparency = Crack1.Transparency + 0.2
- Crack2.Transparency = Crack2.Transparency + 0.2
- mouth.Transparency = mouth.Transparency + 0.2
- Eye1.Transparency = Eye1.Transparency + 0.2
- Eye2.Transparency = Eye2.Transparency + 0.2
- MEye1.Transparency = MEye1.Transparency + 0.2
- MEye2.Transparency = MEye2.Transparency + 0.2
- end
- teleportPlayer(mouse.hit.p)
- char.Humanoid.PlatformStand = false
- vDebounce = false
- end
- if key == "q" then
- if switchvalue == 1 then
- return
- end
- switchvalue = switchvalue - 1
- print(switchvalue)
- JusAttack()
- JusRest()
- IntAttack()
- IntRest()
- PerAttack()
- PerRest()
- KinAttack()
- KinRest()
- DetAttack()
- DetRest()
- PatAttack()
- PatRest()
- BravAttack()
- BravRest()
- end
- if key == "e" then
- if switchvalue == 7 then
- return
- end
- switchvalue = switchvalue + 1
- print(switchvalue)
- JusAttack()
- JusRest()
- IntAttack()
- IntRest()
- PerAttack()
- PerRest()
- KinAttack()
- KinRest()
- DetAttack()
- DetRest()
- PatAttack()
- PatRest()
- BravAttack()
- BravRest()
- end
- end)
- game:service("RunService").Stepped:connect(function()
- wait(0.5)
- if hand1DeterminationhealthDown == true and hand2PerseverancehealthDown == true and hand3PatiencehealthDown == true and hand4IntegrityhealthDown == true and hand5BraveryhealthDown == true and hand6JusticehealthDown == true and hand7KindnesshealthDown == true then
- char.Humanoid.Health = 0
- end
- if InUse == false then
- return
- end
- if JusticeAttack == true then
- if InUse == false then
- return
- end
- if InUse == true then
- if JusticeAttackDebounce == true then
- return
- end
- if JusticeAttackDebounce == false then
- JusticeAttackDebounce = true
- wait(0.2)
- do
- local PewJustice = Instance.new("Part", suit)
- PewJustice.Size = Vector3.new(2, 1, 4)
- PewJustice.BrickColor = BrickColor.new("New Yeller")
- PewJustice.Position = Justice.Position
- PewJustice.CanCollide = false
- for i = 1, 7 do
- do
- local parti = Instance.new("Part", Torso)
- parti.Anchored = true
- parti.TopSurface = 0
- parti.BottomSurface = 0
- parti.CanCollide = false
- parti.Size = Vector3.new(math.random(0.5, 0.5), math.random(0.5, 0.5), math.random(0.5, 0.5))
- parti.CFrame = Justice.CFrame * CFrame.new(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1))
- parti.Transparency = 0
- parti.BrickColor = BrickColor.new("New Yeller")
- game.Debris:AddItem(parti, 1.5)
- local pad = Vector3.new(math.random(-2, 2) / 100, math.random(-2, 2) / 100, math.random(-2, 2) / 100)
- game:service("RunService").Stepped:connect(function()
- parti.Transparency = parti.Transparency + 0.05
- parti.CFrame = parti.CFrame * CFrame.Angles(math.rad(20), math.rad(20), math.rad(20)) + pad
- end)
- end
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- local handleCFrame = PewJustice.CFrame
- local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET)
- local shotCFrame = CFrame.new(firingPoint, mouse.Hit.p)
- local laserShotClone = PewJustice:Clone()
- PewJustice:remove()
- laserShotClone.CFrame = shotCFrame + shotCFrame.lookVector * (PewJustice.Size.Z / 2)
- local bodyVelocity = Instance.new("BodyVelocity")
- bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED
- bodyVelocity.Parent = laserShotClone
- bodyVelocity.Name = "Magic"
- bodyVelocity.MaxForce = Vector3.new(1000000, 1000000, 1000000)
- laserShotClone.Parent = suit
- function touch(hit)
- if hit.Parent:findFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == char.Name then
- return
- end
- if hit.Parent.Name == hand1Determination.Name then
- return
- end
- if hit.Parent.Name == hand2Perseverance.Name then
- return
- end
- if hit.Parent.Name == hand3Patience.Name then
- return
- end
- if hit.Parent.Name == hand4Integrity.Name then
- return
- end
- if hit.Parent.Name == hand5Bravery.Name then
- return
- end
- if hit.Parent.Name == hand6Justice.Name then
- return
- end
- if hit.Parent.Name == hand7Kindness.Name then
- return
- end
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 3
- do
- local HitSounds = {
- Hurt = Instance.new("Sound")
- }
- HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063"
- HitSounds.Hurt.Volume = 1
- function PlayHitSound(soundname, pitch)
- HitSounds[soundname].Parent = hit.Parent.Torso
- HitSounds[soundname].Pitch = pitch
- HitSounds[soundname]:Play()
- local oldsound = HitSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- HitSounds[soundname] = HitSounds[soundname]:clone()
- end
- PlayHitSound("Hurt", 1)
- coroutine.resume(coroutine.create(function()
- laserShotClone.Magic:remove()
- wait(3)
- laserShotClone:remove()
- end))
- end
- end
- end
- laserShotClone.Touched:connect(touch)
- game.Debris:AddItem(laserShotClone, 10)
- JusticeAttackDebounce = false
- end
- end
- end
- end
- if IntegrityAttack == true then
- if InUse == false then
- return
- end
- if InUse == true then
- if IntegrityAttackDebounce == true then
- return
- end
- if IntegrityAttackDebounce == false then
- IntegrityAttackDebounce = true
- wait(0.5)
- for i = 1, 2 do
- wait(1)
- do
- local PewIntegrity = Instance.new("Part", suit)
- PewIntegrity.Size = Vector3.new(5, 1, 5)
- PewIntegrity.BrickColor = BrickColor.new("Dark blue")
- PewIntegrity.Position = Integrity.Position
- PewIntegrity.CanCollide = false
- PewIntegrity.Transparency = 0.4
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Dark blue"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- local handleCFrame = PewIntegrity.CFrame
- local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET)
- local shotCFrame = CFrame.new(firingPoint, mouse.Hit.p)
- local laserShotClone = PewIntegrity:Clone()
- PewIntegrity:remove()
- laserShotClone.CFrame = shotCFrame + shotCFrame.lookVector * (PewIntegrity.Size.Z / 2)
- local bodyVelocity = Instance.new("BodyVelocity")
- bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED
- negativevelocity = bodyVelocity.velocity * -1
- bodyVelocity.Parent = laserShotClone
- bodyVelocity.Name = "Magic"
- bodyVelocity.MaxForce = Vector3.new(1000000, 1000000, 1000000)
- laserShotClone.Parent = suit
- function touch(hit)
- if hit.Parent:findFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == char.Name then
- return
- end
- if hit.Parent.Name == hand1Determination.Name then
- return
- end
- if hit.Parent.Name == hand2Perseverance.Name then
- return
- end
- if hit.Parent.Name == hand3Patience.Name then
- return
- end
- if hit.Parent.Name == hand4Integrity.Name then
- return
- end
- if hit.Parent.Name == hand5Bravery.Name then
- return
- end
- if hit.Parent.Name == hand6Justice.Name then
- return
- end
- if hit.Parent.Name == hand7Kindness.Name then
- return
- end
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 7
- do
- local HitSounds = {
- Hurt = Instance.new("Sound")
- }
- HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063"
- HitSounds.Hurt.Volume = 1
- function PlayHitSound(soundname, pitch)
- HitSounds[soundname].Parent = hit.Parent.Torso
- HitSounds[soundname].Pitch = pitch
- HitSounds[soundname]:Play()
- local oldsound = HitSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- HitSounds[soundname] = HitSounds[soundname]:clone()
- end
- PlayHitSound("Hurt", 1)
- end
- end
- end
- laserShotClone.Touched:connect(touch)
- game.Debris:AddItem(laserShotClone, 10)
- coroutine.resume(coroutine.create(function()
- for i = 1, 25 do
- wait()
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(5, 1, 5)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Dark blue"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.Transparency = 0.7
- p.CFrame = laserShotClone.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0.3 * i, 0)
- game.Debris:AddItem(p, 0.2)
- end
- bodyVelocity.velocity = negativevelocity
- for i = 1, 25 do
- wait()
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(5, 1, 5)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Dark blue"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.Transparency = 0.7
- game.Debris:AddItem(p, 0.2)
- p.CFrame = laserShotClone.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0.3 * i, 0)
- end
- end))
- end
- end
- wait(1)
- IntegrityAttackDebounce = false
- end
- end
- end
- if PerseveranceAttack == true then
- if InUse == false then
- return
- end
- if InUse == true then
- if PerseveranceAttackDebounce == true then
- return
- end
- if PerseveranceAttackDebounce == false then
- PerseveranceAttackDebounce = true
- RandomPerseverance = math.random(1, 2)
- if RandomPerseverance == 2 then
- do
- local randomnumber = math.random(1, 2)
- wait(0.3)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Magenta"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 5 do
- wait()
- p.Size = Vector3.new(0.5 * i, 0.5 * i, 0.5 * i)
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- local throwbone1 = Instance.new("Part", suit)
- throwbone1.TopSurface = "Smooth"
- throwbone1.BottomSurface = "Smooth"
- throwbone1.Size = Vector3.new(0.2, 0.2, 3)
- throwbone1.CanCollide = true
- throwbone1.BrickColor = BrickColor.new("Magenta")
- throwbone1.FormFactor = "Custom"
- local Weldbonepart2 = Instance.new("Weld", throwbone1)
- Weldbonepart2.Part0 = throwbone1
- Weldbonepart2.Part1 = Perseverance
- Weldbonepart2.Name = "WBP22"
- local throwbone1weld2 = Instance.new("Part", throwbone1)
- throwbone1weld2.TopSurface = "Smooth"
- throwbone1weld2.BottomSurface = "Smooth"
- throwbone1weld2.Size = Vector3.new(0.4, 0.4, 0.4)
- throwbone1weld2.CanCollide = true
- throwbone1weld2.BrickColor = BrickColor.new("Magenta")
- throwbone1weld2.FormFactor = "Custom"
- local Weldbonepart2weld2 = Instance.new("Weld", throwbone1)
- Weldbonepart2weld2.Part0 = throwbone1weld2
- Weldbonepart2weld2.Part1 = throwbone1
- Weldbonepart2weld2.Name = "WBP2W2"
- Weldbonepart2weld2.C1 = CFrame.new(0, 0, -1.3) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- local throwbone1weld1 = Instance.new("Part", throwbone1)
- throwbone1weld1.TopSurface = "Smooth"
- throwbone1weld1.BottomSurface = "Smooth"
- throwbone1weld1.Size = Vector3.new(0.4, 0.4, 0.4)
- throwbone1weld1.CanCollide = true
- throwbone1weld1.BrickColor = BrickColor.new("Magenta")
- throwbone1weld1.FormFactor = "Custom"
- local Weldbonepart2weld1 = Instance.new("Weld", throwbone1)
- Weldbonepart2weld1.Part0 = throwbone1weld1
- Weldbonepart2weld1.Part1 = throwbone1
- Weldbonepart2weld1.Name = "WBP2W1"
- Weldbonepart2weld1.C1 = CFrame.new(0, 0, 1.3) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- if randomnumber == 1 then
- for i = 1, 10 do
- wait()
- Weldbonepart2.C1 = CFrame.new(-3, 0, 0) * CFrame.fromEulerAnglesXYZ(0.7 * i, 0, 0)
- end
- end
- if randomnumber == 2 then
- for i = 1, 10 do
- wait()
- Weldbonepart2.C1 = CFrame.new(3, 0, 0) * CFrame.fromEulerAnglesXYZ(0.7 * i, 0, 0)
- end
- end
- local handleCFrame = throwbone1.CFrame
- local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET)
- local shotCFrame = CFrame.new(firingPoint, mouse.Hit.p)
- local laserShotClone = throwbone1:Clone()
- laserShotClone.WBP22:remove()
- laserShotClone.CFrame = shotCFrame + shotCFrame.lookVector * (throwbone1.Size.Z / 2)
- local bodyVelocity = Instance.new("BodyVelocity")
- bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED
- bodyVelocity.Parent = laserShotClone
- bodyVelocity.Name = "Magic"
- bodyVelocity.MaxForce = Vector3.new(1000000, 1000000, 1000000)
- laserShotClone.Parent = suit
- throwbone1:remove()
- function touch(hit)
- if hit.Parent:findFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == char.Name then
- return
- end
- if hit.Parent.Name == hand1Determination.Name then
- return
- end
- if hit.Parent.Name == hand2Perseverance.Name then
- return
- end
- if hit.Parent.Name == hand3Patience.Name then
- return
- end
- if hit.Parent.Name == hand4Integrity.Name then
- return
- end
- if hit.Parent.Name == hand5Bravery.Name then
- return
- end
- if hit.Parent.Name == hand6Justice.Name then
- return
- end
- if hit.Parent.Name == hand7Kindness.Name then
- return
- end
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 5
- do
- local HitSounds = {
- Hurt = Instance.new("Sound")
- }
- HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063"
- HitSounds.Hurt.Volume = 1
- function PlayHitSound(soundname, pitch)
- HitSounds[soundname].Parent = hit.Parent.Torso
- HitSounds[soundname].Pitch = pitch
- HitSounds[soundname]:Play()
- local oldsound = HitSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- HitSounds[soundname] = HitSounds[soundname]:clone()
- end
- PlayHitSound("Hurt", 1)
- coroutine.resume(coroutine.create(function()
- laserShotClone.Magic:remove()
- wait(3)
- laserShotClone:remove()
- end))
- end
- end
- end
- laserShotClone.Touched:connect(touch)
- game.Debris:AddItem(laserShotClone, 10)
- end
- elseif RandomPerseverance == 1 then
- PlaySound("Gaster", 1, PerseveranceOrb, false)
- wait(1)
- do
- local ray = Ray.new(PerseveranceOrb.CFrame.p, mouse.Hit.p - PerseveranceOrb.CFrame.p.unit * 1000)
- local hit, position = game.Workspace:FindPartOnRay(ray, char)
- local ray = Ray.new(PerseveranceOrb.CFrame.p, mouse.Hit.p - PerseveranceOrb.CFrame.p.unit * 300)
- local position = mouse.Hit.p
- local distance = position - PerseveranceOrb.CFrame.p.magnitude
- local rp = Instance.new("Part", workspace)
- rp.Anchored = true
- rp.TopSurface = "Smooth"
- rp.BottomSurface = "Smooth"
- rp.Transparency = 0
- rp.BrickColor = BrickColor.new("Bright purple")
- rp.FormFactor = "Custom"
- rp.CanCollide = false
- rp.Size = Vector3.new(0.8, 0.1, distance)
- rp.Material = "Neon"
- rp.CFrame = CFrame.new(position, PerseveranceOrb.CFrame.p) * CFrame.new(0, 0, -distance / 2)
- local cy = Instance.new("BlockMesh", rp)
- coroutine.resume(coroutine.create(function()
- wait(1)
- for i = 1, 10 do
- wait()
- rp.Transparency = rp.Transparency + 0.1
- end
- rp:remove()
- end))
- function touch(hit)
- if hit.Parent:findFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == char.Name then
- return
- end
- if hit.Parent.Name == hand1Determination.Name then
- return
- end
- if hit.Parent.Name == hand2Perseverance.Name then
- return
- end
- if hit.Parent.Name == hand3Patience.Name then
- return
- end
- if hit.Parent.Name == hand4Integrity.Name then
- return
- end
- if hit.Parent.Name == hand5Bravery.Name then
- return
- end
- if hit.Parent.Name == hand6Justice.Name then
- return
- end
- if hit.Parent.Name == hand7Kindness.Name then
- return
- end
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 20
- do
- local HitSounds = {
- Hurt = Instance.new("Sound")
- }
- HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063"
- HitSounds.Hurt.Volume = 1
- function PlayHitSound(soundname, pitch)
- HitSounds[soundname].Parent = hit.Parent.Torso
- HitSounds[soundname].Pitch = pitch
- HitSounds[soundname]:Play()
- local oldsound = HitSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- HitSounds[soundname] = HitSounds[soundname]:clone()
- end
- PlayHitSound("Hurt", 1)
- end
- end
- end
- rp.Touched:connect(touch)
- end
- end
- RandomPerseverance = 0
- PerseveranceAttackDebounce = false
- end
- end
- end
- if KindAttack == true then
- if InUse == false then
- return
- end
- if InUse == true then
- if KindnessAttackDebounce == true then
- return
- end
- if KindnessAttackDebounce == false then
- KindnessAttackDebounce = true
- do
- local ray = Ray.new(Kindness.CFrame.p, mouse.Hit.p - Kindness.CFrame.p.unit * 300)
- local position = mouse.Hit.p
- local distance = position - Kindness.CFrame.p.magnitude
- local rp = Instance.new("Part", workspace)
- rp.Anchored = true
- rp.TopSurface = "Smooth"
- rp.BottomSurface = "Smooth"
- rp.Transparency = 1
- rp.BrickColor = BrickColor.new("Deep orange")
- rp.FormFactor = "Custom"
- rp.CanCollide = false
- rp.Size = Vector3.new(0.6, 0.6, distance)
- rp.Material = "Neon"
- rp.CFrame = CFrame.new(position, Kindness.CFrame.p) * CFrame.new(0, 0, -distance / 2)
- local cy = Instance.new("BlockMesh", rp)
- rp:Destroy()
- local ps = Instance.new("Part", suit)
- ps.Name = "MagicPart"
- ps.TopSurface = "Smooth"
- ps.BottomSurface = "Smooth"
- ps.BrickColor = BrickColor.new("Toothpaste")
- ps.FormFactor = "Custom"
- ps.Transparency = 1
- ps.Size = Vector3.new(0.2, 3, 3)
- ps.Anchored = true
- ps.CanCollide = false
- ps.CFrame = CFrame.new(position) * CFrame.new(0, 3, 0)
- local cy = Instance.new("SpecialMesh", ps)
- cy.MeshType = "Cylinder"
- coroutine.resume(coroutine.create(function()
- local SpawnSounds = {
- Spike = Instance.new("Sound")
- }
- SpawnSounds.Spike.SoundId = "http://www.roblox.com/asset?id=486286230"
- SpawnSounds.Spike.Volume = 0.5
- function PlaySpawnSound(soundname, pitch)
- SpawnSounds[soundname].Parent = ps
- SpawnSounds[soundname].Pitch = pitch
- SpawnSounds[soundname]:Play()
- local oldsound = SpawnSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- SpawnSounds[soundname] = SpawnSounds[soundname]:clone()
- end
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Lime green"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- PlaySpawnSound("Spike", 1)
- wait(0.5)
- end))
- local Shield6 = Instance.new("Part", hand7Kindness)
- Shield6.TopSurface = "Smooth"
- Shield6.BottomSurface = "Smooth"
- Shield6.Size = Vector3.new(18, 3, 18)
- Shield6.CanCollide = true
- Shield6.Anchored = true
- Shield6.BrickColor = BrickColor.new("Lime green")
- Shield6.FormFactor = "Custom"
- Shield6.Transparency = 0.7
- Shield6.CFrame = ps.CFrame * CFrame.new(0, 10, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- local Shield5 = Instance.new("Part", hand7Kindness)
- Shield5.TopSurface = "Smooth"
- Shield5.BottomSurface = "Smooth"
- Shield5.Size = Vector3.new(18, 3, 18)
- Shield5.CanCollide = true
- Shield5.Anchored = true
- Shield5.BrickColor = BrickColor.new("Lime green")
- Shield5.FormFactor = "Custom"
- Shield5.Transparency = 0.7
- Shield5.CFrame = ps.CFrame * CFrame.new(0, -10, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- local Shield4 = Instance.new("Part", hand7Kindness)
- Shield4.TopSurface = "Smooth"
- Shield4.BottomSurface = "Smooth"
- Shield4.Size = Vector3.new(3, 18, 18)
- Shield4.CanCollide = true
- Shield4.Anchored = true
- Shield4.BrickColor = BrickColor.new("Lime green")
- Shield4.FormFactor = "Custom"
- Shield4.Transparency = 0.7
- Shield4.CFrame = ps.CFrame * CFrame.new(-10, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- local Shield3 = Instance.new("Part", hand7Kindness)
- Shield3.TopSurface = "Smooth"
- Shield3.BottomSurface = "Smooth"
- Shield3.Size = Vector3.new(3, 18, 18)
- Shield3.CanCollide = true
- Shield3.Anchored = true
- Shield3.BrickColor = BrickColor.new("Lime green")
- Shield3.FormFactor = "Custom"
- Shield3.Transparency = 0.7
- Shield3.CFrame = ps.CFrame * CFrame.new(10, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- local Shield2 = Instance.new("Part", hand7Kindness)
- Shield2.TopSurface = "Smooth"
- Shield2.BottomSurface = "Smooth"
- Shield2.Size = Vector3.new(18, 18, 3)
- Shield2.CanCollide = true
- Shield2.Anchored = true
- Shield2.BrickColor = BrickColor.new("Lime green")
- Shield2.FormFactor = "Custom"
- Shield2.Transparency = 0.7
- Shield2.CFrame = ps.CFrame * CFrame.new(0, 0, -10) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- local Shield1 = Instance.new("Part", hand7Kindness)
- Shield1.TopSurface = "Smooth"
- Shield1.BottomSurface = "Smooth"
- Shield1.Size = Vector3.new(18, 18, 3)
- Shield1.CanCollide = true
- Shield1.Anchored = true
- Shield1.BrickColor = BrickColor.new("Lime green")
- Shield1.FormFactor = "Custom"
- Shield1.Transparency = 0.7
- Shield1.CFrame = ps.CFrame * CFrame.new(0, 0, 10) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- for i = 1, 7 do
- do
- local parti = Instance.new("Part", Torso)
- parti.Anchored = true
- parti.TopSurface = 0
- parti.BottomSurface = 0
- parti.CanCollide = false
- parti.Size = Vector3.new(math.random(1, 1), math.random(1, 1), math.random(1, 1))
- parti.CFrame = ps.CFrame * CFrame.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- parti.Transparency = 0
- parti.BrickColor = BrickColor.new("Lime green")
- game.Debris:AddItem(parti, 1.5)
- local pad = Vector3.new(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
- game:service("RunService").Stepped:connect(function()
- parti.Transparency = parti.Transparency + 0.05
- parti.CFrame = parti.CFrame * CFrame.Angles(math.rad(20), math.rad(20), math.rad(20)) + pad
- end)
- end
- end
- wait(3)
- function squeeze(hit)
- if hit.Parent:findFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == char.Name then
- return
- end
- if hit.Parent.Name == hand1Determination.Name then
- return
- end
- if hit.Parent.Name == hand2Perseverance.Name then
- return
- end
- if hit.Parent.Name == hand3Patience.Name then
- return
- end
- if hit.Parent.Name == hand4Integrity.Name then
- return
- end
- if hit.Parent.Name == hand5Bravery.Name then
- return
- end
- if hit.Parent.Name == hand6Justice.Name then
- return
- end
- if hit.Parent.Name == hand7Kindness.Name then
- return
- end
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 50
- do
- local HitSounds = {
- Hurt = Instance.new("Sound")
- }
- HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063"
- HitSounds.Hurt.Volume = 1
- function PlayHitSound(soundname, pitch)
- HitSounds[soundname].Parent = hit.Parent.Torso
- HitSounds[soundname].Pitch = pitch
- HitSounds[soundname]:Play()
- local oldsound = HitSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- HitSounds[soundname] = HitSounds[soundname]:clone()
- end
- PlayHitSound("Hurt", 1)
- end
- end
- end
- Shield6.Touched:connect(squeeze)
- Shield5.Touched:connect(squeeze)
- Shield4.Touched:connect(squeeze)
- Shield3.Touched:connect(squeeze)
- Shield2.Touched:connect(squeeze)
- Shield1.Touched:connect(squeeze)
- for i = 1, 30 do
- wait()
- Shield6.CFrame = clerp(Shield6.CFrame * CFrame.new(0, -0.01 * i, 0), ps.CFrame, 0.1)
- Shield5.CFrame = clerp(Shield5.CFrame * CFrame.new(0, 0.01 * i, 0), ps.CFrame, 0.1)
- Shield4.CFrame = clerp(Shield4.CFrame * CFrame.new(0.01 * i, 0, 0), ps.CFrame, 0.1)
- Shield3.CFrame = clerp(Shield3.CFrame * CFrame.new(-0.01 * i, 0, 0), ps.CFrame, 0.1)
- Shield2.CFrame = clerp(Shield2.CFrame * CFrame.new(0, 0, 0.01 * i), ps.CFrame, 0.1)
- Shield1.CFrame = clerp(Shield1.CFrame * CFrame.new(0, 0, -0.01 * i), ps.CFrame, 0.1)
- end
- for i = 1, 30 do
- wait()
- Shield6.CFrame = clerp(Shield6.CFrame * CFrame.new(0, -0.01 * i, 0), ps.CFrame, 0.1)
- Shield5.CFrame = clerp(Shield5.CFrame * CFrame.new(0, 0.01 * i, 0), ps.CFrame, 0.1)
- Shield4.CFrame = clerp(Shield4.CFrame * CFrame.new(0.01 * i, 0, 0), ps.CFrame, 0.1)
- Shield3.CFrame = clerp(Shield3.CFrame * CFrame.new(-0.01 * i, 0, 0), ps.CFrame, 0.1)
- Shield2.CFrame = clerp(Shield2.CFrame * CFrame.new(0, 0, 0.01 * i), ps.CFrame, 0.1)
- Shield1.CFrame = clerp(Shield1.CFrame * CFrame.new(0, 0, -0.01 * i), ps.CFrame, 0.1)
- end
- ps:remove()
- wait(3)
- Shield1:Remove()
- Shield2:Remove()
- Shield3:Remove()
- Shield4:Remove()
- Shield5:Remove()
- Shield6:Remove()
- KindnessAttackDebounce = false
- end
- end
- end
- end
- if DeterminationAttack == true then
- if InUse == false then
- return
- end
- if InUse == true then
- if DetermiantionAttackDebounce == true then
- return
- end
- if DetermiantionAttackDebounce == false then
- DetermiantionAttackDebounce = true
- for i = 1, 3 do
- do
- local head = Instance.new("Part", char)
- head.Size = Vector3.new(18, 0.2, 18)
- head.CanCollide = false
- head.Anchored = true
- head.CFrame = CFrame.new(char.HumanoidRootPart.CFrame:toWorldSpace(CFrame.new(0, 0, 0)).p, mouse.hit.p)
- head.Transparency = 1
- for i = 1, 2 do
- decal = Instance.new("Decal", head)
- decal.Texture = "rbxassetid://333659534"
- if i == 1 then
- decal.Face = Enum.NormalId.Top
- else
- decal.Face = Enum.NormalId.Bottom
- end
- end
- local bg = Instance.new("BodyGyro")
- bg.Parent = head
- bg.maxTorque = Vector3.new(0, 0, 0)
- bg.maxTorque = Vector3.new(0, 0, 0)
- RandomGasterRotaion = math.random(-10, 10)
- for i = 1, 5 do
- wait()
- print(" test")
- head.CFrame = clerp(head.CFrame * CFrame.new(RandomGasterRotaion, 1 * i, 1 * i), head.CFrame, 0.1)
- end
- RandomGasterRotaion = 0
- local ray = Ray.new(head.CFrame.p, mouse.Hit.p - head.CFrame.p.unit * 1000)
- local hit, position = game.Workspace:FindPartOnRay(ray, char)
- local ray = Ray.new(head.CFrame.p, mouse.Hit.p - head.CFrame.p.unit * 300)
- local position = mouse.Hit.p
- local distance = position - head.CFrame.p.magnitude
- local rp = Instance.new("Part", workspace)
- rp.Anchored = true
- rp.TopSurface = "Smooth"
- rp.BottomSurface = "Smooth"
- rp.Transparency = 0
- rp.BrickColor = BrickColor.new("Institutional white")
- rp.FormFactor = "Custom"
- rp.CanCollide = false
- rp.Size = Vector3.new(10, 0, distance)
- rp.Material = "Neon"
- rp.CFrame = CFrame.new(position, head.CFrame.p) * CFrame.new(0, 0, -distance / 2)
- local cy = Instance.new("BlockMesh", rp)
- head.CFrame = CFrame.new(head.CFrame:toWorldSpace(CFrame.new(0, 0, 0)).p, mouse.hit.p)
- function touch(hit)
- if hit.Parent:findFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == char.Name then
- return
- end
- if hit.Parent.Name == hand1Determination.Name then
- return
- end
- if hit.Parent.Name == hand2Perseverance.Name then
- return
- end
- if hit.Parent.Name == hand3Patience.Name then
- return
- end
- if hit.Parent.Name == hand4Integrity.Name then
- return
- end
- if hit.Parent.Name == hand5Bravery.Name then
- return
- end
- if hit.Parent.Name == hand6Justice.Name then
- return
- end
- if hit.Parent.Name == hand7Kindness.Name then
- return
- end
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 7
- do
- local HitSounds = {
- Hurt = Instance.new("Sound")
- }
- HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063"
- HitSounds.Hurt.Volume = 1
- function PlayHitSound(soundname, pitch)
- HitSounds[soundname].Parent = hit.Parent.Torso
- HitSounds[soundname].Pitch = pitch
- HitSounds[soundname]:Play()
- local oldsound = HitSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- HitSounds[soundname] = HitSounds[soundname]:clone()
- end
- PlayHitSound("Hurt", 1)
- end
- end
- end
- rp.Touched:connect(touch)
- coroutine.resume(coroutine.create(function()
- PlaySound("Gaster", 1, head, false)
- for i = 1, 10 do
- wait()
- cy.Scale = cy.Scale + Vector3.new(0, 0, 0.01 * i)
- head.CFrame = head.CFrame * CFrame.new(0, 0, 1 * i) * CFrame.Angles(0, 0, 0)
- end
- for i = 1, 10 do
- wait()
- decal.Transparency = decal.Transparency + 0.1
- rp.Transparency = rp.Transparency + 0.1
- end
- wait(1)
- head:Destroy()
- rp:Destroy()
- end))
- end
- end
- wait(0.1)
- DetermiantionAttackDebounce = false
- end
- end
- end
- if PatienceAttack == true then
- if InUse == false then
- return
- end
- if InUse == true then
- if PatienceAttackDebounce == true then
- return
- end
- if PatienceAttackDebounce == false then
- PatienceAttackDebounce = true
- do
- local ray = Ray.new(PatienceOrb.CFrame.p, mouse.Hit.p - PatienceOrb.CFrame.p.unit * 1000)
- local hit, position = game.Workspace:FindPartOnRay(ray, char)
- local ray = Ray.new(PatienceOrb.CFrame.p, mouse.Hit.p - PatienceOrb.CFrame.p.unit * 300)
- local position = mouse.Hit.p
- local distance = position - PatienceOrb.CFrame.p.magnitude
- local rp = Instance.new("Part", workspace)
- rp.Anchored = true
- rp.TopSurface = "Smooth"
- rp.BottomSurface = "Smooth"
- rp.Transparency = 0
- rp.BrickColor = BrickColor.new("Cyan")
- rp.FormFactor = "Custom"
- rp.CanCollide = false
- rp.Size = Vector3.new(0.5, 0.5, distance)
- rp.Material = "Neon"
- rp.CFrame = CFrame.new(position, PatienceOrb.CFrame.p) * CFrame.new(0, 0, -distance / 2)
- local cy = Instance.new("BlockMesh", rp)
- coroutine.resume(coroutine.create(function()
- for i = 1, 13 do
- wait()
- cy.Scale = cy.Scale - Vector3.new(0.01 * i, 0.01 * i, 0)
- end
- end))
- function touch(hit)
- if hit.Parent:findFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == char.Name then
- return
- end
- if hit.Parent.Name == hand1Determination.Name then
- return
- end
- if hit.Parent.Name == hand2Perseverance.Name then
- return
- end
- if hit.Parent.Name == hand3Patience.Name then
- return
- end
- if hit.Parent.Name == hand4Integrity.Name then
- return
- end
- if hit.Parent.Name == hand5Bravery.Name then
- return
- end
- if hit.Parent.Name == hand6Justice.Name then
- return
- end
- if hit.Parent.Name == hand7Kindness.Name then
- return
- end
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 7
- do
- local hittorso = hit.Parent.Torso
- local HitSounds = {
- Hurt = Instance.new("Sound")
- }
- HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063"
- HitSounds.Hurt.Volume = 1
- function PlayHitSound(soundname, pitch)
- HitSounds[soundname].Parent = hit.Parent.Torso
- HitSounds[soundname].Pitch = pitch
- HitSounds[soundname]:Play()
- local oldsound = HitSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- HitSounds[soundname] = HitSounds[soundname]:clone()
- end
- PlayHitSound("Hurt", 1)
- local Tied = Instance.new("Part", hittorso)
- Tied.Size = Vector3.new(4, 2, 1.5)
- Tied.Name = "Rope"
- Tied.CanCollide = false
- Tied.Transparency = 0.1
- Tied.BrickColor = BrickColor.new("Cyan")
- Tied.CFrame = hittorso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- local Weld = Instance.new("Weld", hittorso)
- Weld.Part0 = hittorso
- Weld.Part1 = Tied
- Weld.C1 = hittorso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- hit.Parent.Torso.Anchored = true
- hit.Parent["Left Arm"].Anchored = true
- hit.Parent["Right Arm"].Anchored = true
- wait(3)
- for i = 1, 10 do
- wait(0.1)
- Tied.Transparency = Tied.Transparency + 0.1
- end
- hit.Parent.Torso.Anchored = false
- hit.Parent["Left Arm"].Anchored = false
- hit.Parent["Right Arm"].Anchored = false
- end
- end
- end
- rp.Touched:connect(touch)
- coroutine.resume(coroutine.create(function()
- wait(1)
- rp:Destroy()
- end))
- end
- end
- wait(1)
- PatienceAttackDebounce = false
- end
- end
- if BraveryAttack == true then
- if InUse == false then
- return
- end
- if InUse == true then
- if BraveryAttackDebounce == true then
- return
- end
- if BraveryAttackDebounce == false then
- BraveryAttackDebounce = true
- do
- local ray = Ray.new(Bravery.CFrame.p, mouse.Hit.p - Bravery.CFrame.p.unit * 300)
- local position = mouse.Hit.p
- local distance = position - Bravery.CFrame.p.magnitude
- local rp = Instance.new("Part", workspace)
- rp.Anchored = true
- rp.TopSurface = "Smooth"
- rp.BottomSurface = "Smooth"
- rp.Transparency = 1
- rp.BrickColor = BrickColor.new("Deep orange")
- rp.FormFactor = "Custom"
- rp.CanCollide = false
- rp.Size = Vector3.new(0.6, 0.6, distance)
- rp.Material = "Neon"
- rp.CFrame = CFrame.new(position, Kindness.CFrame.p) * CFrame.new(0, 0, -distance / 2)
- local cy = Instance.new("BlockMesh", rp)
- rp:Destroy()
- local ps = Instance.new("Part", suit)
- ps.Name = "MagicPart"
- ps.TopSurface = "Smooth"
- ps.BottomSurface = "Smooth"
- ps.BrickColor = BrickColor.new("Toothpaste")
- ps.FormFactor = "Custom"
- ps.Transparency = 1
- ps.Size = Vector3.new(0.5, 0.5, 0.5)
- ps.Anchored = true
- ps.CanCollide = false
- ps.CFrame = CFrame.new(position) * CFrame.new(0, 3, 0)
- local cy = Instance.new("SpecialMesh", ps)
- cy.MeshType = "Cylinder"
- for i = 1, 5 do
- coroutine.resume(coroutine.create(function()
- coroutine.resume(coroutine.create(function()
- local SpawnSounds = {
- Spike = Instance.new("Sound")
- }
- SpawnSounds.Spike.SoundId = "http://www.roblox.com/asset?id=486286230"
- SpawnSounds.Spike.Volume = 0.1
- function PlaySpawnSound(soundname, pitch)
- SpawnSounds[soundname].Parent = ps
- SpawnSounds[soundname].Pitch = pitch
- SpawnSounds[soundname]:Play()
- local oldsound = SpawnSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- SpawnSounds[soundname] = SpawnSounds[soundname]:clone()
- end
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.3, 0.3, 0.3)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {
- "Deep orange"
- }
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.3 * i, 0.3 * i, 0.3 * i)
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- PlaySpawnSound("Spike", 1)
- wait(0.5)
- end))
- xmathrandom = math.random(-10, 10)
- ymathrandom = math.random(2, 10)
- zmathrandom = math.random(-10, 10)
- local Bomb = Instance.new("Part", hand5Bravery)
- Bomb.TopSurface = "Smooth"
- Bomb.BottomSurface = "Smooth"
- Bomb.Size = Vector3.new(0.1, 0.1, 0.1)
- Bomb.CanCollide = true
- Bomb.Anchored = true
- Bomb.BrickColor = BrickColor.new("Mid gray")
- Bomb.Shape = "Ball"
- Bomb.Material = "Neon"
- Bomb.Transparency = 0
- Bomb.CFrame = ps.CFrame * CFrame.new(xmathrandom, ymathrandom, zmathrandom) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- xmathrandom = 0
- ymathrandom = 0
- zmathrandom = 0
- wait(1)
- Bomb.BrickColor = BrickColor.new("Deep orange")
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.1, 0.1, 0.1)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {
- "Deep orange"
- }
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Bomb.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 2 do
- wait()
- p.Size = Vector3.new(0.1 * i, 0.1 * i, 0.1 * i)
- p.CFrame = Bomb.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- wait(1)
- local explosion = Instance.new("Part", workspace)
- explosion.FormFactor = "Custom"
- explosion.Size = Vector3.new(0.8, 0.8, 0.8)
- explosion.TopSurface = 0
- explosion.BottomSurface = 0
- local colorc = {
- "Deep orange"
- }
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- explosion.BrickColor = Fire
- explosion.CanCollide = false
- explosion.Anchored = true
- explosion.CFrame = Bomb.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- PlaySound("Explode", 1, explosion, false)
- function touch(hit)
- if hit.Parent:findFirstChild("Humanoid") ~= nil then
- if hit.Parent.Name == char.Name then
- return
- end
- if hit.Parent.Name == hand1Determination.Name then
- return
- end
- if hit.Parent.Name == hand2Perseverance.Name then
- return
- end
- if hit.Parent.Name == hand3Patience.Name then
- return
- end
- if hit.Parent.Name == hand4Integrity.Name then
- return
- end
- if hit.Parent.Name == hand5Bravery.Name then
- return
- end
- if hit.Parent.Name == hand6Justice.Name then
- return
- end
- if hit.Parent.Name == hand7Kindness.Name then
- return
- end
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 50
- do
- local HitSounds = {
- Hurt = Instance.new("Sound")
- }
- HitSounds.Hurt.SoundId = "http://www.roblox.com/asset?id=410625063"
- HitSounds.Hurt.Volume = 1
- function PlayHitSound(soundname, pitch)
- HitSounds[soundname].Parent = hit.Parent.Torso
- HitSounds[soundname].Pitch = pitch
- HitSounds[soundname]:Play()
- local oldsound = HitSounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- oldsound:Destroy()
- end))
- HitSounds[soundname] = HitSounds[soundname]:clone()
- end
- PlayHitSound("Hurt", 1)
- end
- end
- end
- explosion.Touched:connect(touch)
- coroutine.resume(coroutine.create(function()
- for i = 1, 10 do
- wait()
- explosion.Position = Bomb.Position
- explosion.CFrame = Bomb.CFrame
- explosion.Size = Vector3.new(3 * i, 3 * i, 3 * i)
- explosion.Position = Bomb.Position
- explosion.CFrame = Bomb.CFrame
- explosion.Transparency = explosion.Transparency + 0.1
- explosion.Position = Bomb.Position
- explosion.CFrame = Bomb.CFrame
- end
- explosion:remove()
- Bomb:remove()
- end))
- ps:remove()
- end))
- end
- wait(2)
- BraveryAttackDebounce = false
- end
- end
- end
- end
- end)
- game:service("RunService").Stepped:connect(function()
- if hand1Determinationhealth.Health == 0 and hand1DeterminationhealthDown == false then
- hand1DeterminationhealthDown = true
- Determination:remove()
- DeterminationAttack = false
- DetermiantionAttackDebounce = false
- end
- end)
- game:service("RunService").Stepped:connect(function()
- if hand2Perseverancehealth.Health == 0 and hand2PerseverancehealthDown == false then
- hand2PerseverancehealthDown = true
- Perseverance:remove()
- PerseveranceAttack = false
- PerseveranceAttackDebounce = false
- end
- end)
- game:service("RunService").Stepped:connect(function()
- if hand3Patiencehealth.Health == 0 and hand3PatiencehealthDown == false then
- hand3PatiencehealthDown = true
- Patience:remove()
- PatienceAttack = false
- PatienceAttackDebounce = false
- end
- end)
- game:service("RunService").Stepped:connect(function()
- if hand4Integrityhealth.Health == 0 and hand4IntegrityhealthDown == false then
- hand4IntegrityhealthDown = true
- Integrity:remove()
- IntegrityAttack = false
- IntegrityAttackDebounce = false
- end
- end)
- game:service("RunService").Stepped:connect(function()
- if hand5Braveryhealth.Health == 0 and hand5BraveryhealthDown == false then
- hand5BraveryhealthDown = true
- Bravery:remove()
- BraveryAttack = false
- BraveryAttackDebounce = false
- end
- end)
- game:service("RunService").Stepped:connect(function()
- if hand6Justicehealth.Health == 0 and hand6JusticehealthDown == false then
- hand6JusticehealthDown = true
- Justice:remove()
- JusticeAttack = false
- JusticeAttackDebounce = false
- end
- end)
- game:service("RunService").Stepped:connect(function()
- if hand7Kindnesshealth.Health == 0 and hand7KindnesshealthDown == false then
- hand7KindnesshealthDown = true
- Kindness:remove()
- KindnessAttack = false
- KindnessAttackDebounce = false
- if ShieldValueToGasterDebounce == false then
- ShieldValueToGasterDebounce = true
- for i = 1, 3 do
- wait()
- shieldparent6.Transparency = shieldparent6.Transparency + 0.1
- shieldparent5.Transparency = shieldparent5.Transparency + 0.1
- shieldparent4.Transparency = shieldparent4.Transparency + 0.1
- shieldparent3.Transparency = shieldparent3.Transparency + 0.1
- shieldparent2.Transparency = shieldparent2.Transparency + 0.1
- shieldparent1.Transparency = shieldparent1.Transparency + 0.1
- end
- shieldparent6:remove()
- shieldparent5:remove()
- shieldparent4:remove()
- shieldparent3:remove()
- shieldparent2:remove()
- shieldparent1:remove()
- shieldparent1 = nil
- shieldparent2 = nil
- shieldparent3 = nil
- shieldparent4 = nil
- shieldparent5 = nil
- shieldparent6 = nil
- end
- end
- end)
- char.Humanoid.MaxHealth = 666666666
- wait()
- char.Humanoid.Health = 666666666
Add Comment
Please, Sign In to add comment