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- --Water bending
- local player=game.Players.LocalPlayer
- local character=player.Character
- local head=character["Head"]
- local torso=character["Torso"]
- local humanoid=character["Humanoid"]
- local arm={left=character["Left Arm"], right=character["Right Arm"]}
- local add={
- part=function(parent,anchored,cancollide,color,shape,t,size,cframe)
- local p=Instance.new("Part")
- p.Parent=parent
- p.TopSurface="Smooth"
- p.BottomSurface="Smooth"
- p.FormFactor="Custom"
- p.Anchored=anchored
- p.CanCollide=cancollide
- p.BrickColor=BrickColor.new(color)
- p.Shape=shape
- p.Transparency=t
- p.Size=size
- p.CFrame=cframe
- return p
- end,
- weld=function(parent,part1,cframe)
- local w=Instance.new("Weld")
- w.Parent=parent
- w.Part0=parent
- w.Part1=part1
- w.C1=cframe
- return w
- end,
- mesh=function(ins,parent,scale)
- local m=Instance.new(ins)
- m.Parent=parent
- m.Scale=scale
- return m
- end,
- sound=function(parent,volume,id)
- local s=Instance.new("Sound")
- s.Parent=parent
- s.Volume=volume
- s.SoundId=id
- return s
- end,
- model=function(parent,name)
- local m=Instance.new("Model")
- m.Parent=parent
- m.Name=name
- return m
- end,
- bg=function(parent,cframe)
- local g=Instance.new("BodyGyro")
- g.Parent=parent
- g.maxTorque=Vector3.new(math.huge,math.huge,math.huge)
- g.cframe=cframe
- return g
- end,
- bav=function(parent,angular)
- local av=Instance.new("BodyAngularVelocity")
- av.maxTorque=Vector3.new(math.huge,math.huge,math.huge)
- av.Parent=parent
- av.angularvelocity=angular
- return av
- end,
- bp=function(parent,pos)
- local p=Instance.new("BodyPosition")
- p.Parent=parent
- p.maxForce=Vector3.new(0,math.huge,0)
- p.position=pos
- return p
- end,
- bf=function(parent,force)
- local f=Instance.new("BodyForce")
- f.Parent=parent
- f.force=force
- return f
- end,
- humanoid=function(parent,maxhealth)
- local h=Instance.new("Humanoid")
- h.Parent=parent
- h.MaxHealth=maxhealth
- return h
- end
- }
- local c=function(f)coroutine.resume(coroutine.create(f))end
- local trailDeb=false
- local things=add.model(character,"Water Bending")
- function computePos(pos1,pos2)
- local pos3=Vector3.new(pos2.x,pos1.y,pos2.z)
- return CFrame.new(pos1,pos3)
- end
- local touchDeb=false
- function touch(hit)
- local human=hit.Parent:findFirstChild("Humanoid")
- local torso=hit.Parent:findFirstChild("Torso")
- if human and torso and human~=humanoid then
- local damage=math.random(5,10)
- c(function()
- human:TakeDamage(damage)
- human.PlatformStand=true
- torso.Velocity=torso.CFrame.lookVector*-150
- torso.RotVelocity=Vector3.new(math.random(-25,25),math.random(-25,25),math.random(-25,25))
- wait(1)
- human.PlatformStand=false
- torso.Velocity=Vector3.new(0,0,0)
- torso.RotVelocity=Vector3.new(0,0,0)
- end)
- end
- end
- function trail(pos)
- trailDeb=true
- old=pos.Position
- c(function()
- while trailDeb==true do
- wait()
- new=pos.Position
- local magnitude=(old-new).magnitude
- local line=add.part(things,true,false,"Bright blue","Block",0,Vector3.new(8,8,8) ,CFrame.new(old,new)*CFrame.Angles(0,0,-magnitude/2))
- old=new
- c(function()
- for i=.2,1,.2 do
- wait()
- line.Transparency=i
- end
- line:remove()
- end)
- line.Touched:connect(touch)
- end
- end)
- end
- local pathDeb=false
- local pathPart=nil
- local bPosition=10
- function path()
- pathDeb=true
- pathPart=add.part(things,true,true,"Bright blue","Block",0,Vector3.new(6,1,6),CFrame.new())
- local bp=add.bp(torso,torso.Position+Vector3.new(0,bPosition,0))
- while pathDeb==true do
- wait()
- pathPart.CFrame=torso.CFrame*CFrame.new(0,-4,0)
- end
- end
- --Armz
- local fakeArm={left=add.part(things,false,false,"White","Block",1,Vector3.new(1,1,1),CFrame.new()), right=add.part(things,false,false,"White","Block",1,Vector3.new(1,1,1),CFrame.new())}
- local water={left=add.part(things,false,false,"Bright blue","Ball",1,Vector3.new(1,1,1),CFrame.new()), right=add.part(things,false,false,"Bright blue","Ball",1,Vector3.new(1,1,1),CFrame.new())}
- --Weldz
- local connectArmWeld={left=add.weld(torso,fakeArm.left,CFrame.new(1.5,-.5,0)), right=add.weld(torso,fakeArm.right,CFrame.new(-1.5,-.5,0))}
- local armWeld={left=add.weld(fakeArm.left,arm.left,CFrame.new(0,0.5,0)), right=add.weld(fakeArm.right,arm.right,CFrame.new(0,0.5,0))}
- local waterWeld={left=add.weld(water.left,arm.left,CFrame.new(0,-2,0)), right=add.weld(water.right,arm.right,CFrame.new(0,-2,0))}
- local anim={
- equip=function()
- for i=.2,1,.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(45)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(135)*i,0,0)
- end
- end,
- watershoot=function(mouse)
- torso.CFrame=computePos(torso.CFrame.p,mouse.Hit.p)
- trail(water.left)
- trail(water.right)
- local waterbull=add.part(things,false,false,"Bright blue","Ball",0,Vector3.new(6,6,6),CFrame.new((torso.CFrame+torso.CFrame.lookVector*5).p,mouse.hit.p))
- waterbull.Touched:connect(touch)
- waterbull.Velocity=waterbull.CFrame.lookVector*150
- trail(waterbull)
- local bf=add.bf(waterbull,Vector3.new(0,waterbull:GetMass()*196.2,0))
- for i=.2,1,.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(45)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,-math.rad(45)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-10*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-10*i),0)
- end
- wait(.2)
- for i=1,0,-.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(45)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,-math.rad(45)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-10*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-10*i),0)
- end
- game.Debris:AddItem(waterbull,5)
- trailDeb=false
- end,
- waterRaise=function(mouse)
- torso.CFrame=computePos(torso.CFrame.p,mouse.Hit.p)
- trail(water.left)
- trail(water.right)
- for i=.2,1,.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(135)*i,0,-math.rad(5)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(135)*i,0,math.rad(5)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-10*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-10*i),0)
- end
- wait(.2)
- for i=1,0,-.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(135)*i,0,-math.rad(5)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(135)*i,0,math.rad(5)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-math.random(10,12)*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-math.random(10,12)*i),0)
- end
- trailDeb=false
- end,
- waterSpin=function()
- trail(water.left)
- trail(water.right)
- local bg=add.bg(torso,torso.CFrame)
- for i=.2,1,.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,-math.rad(90)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(90)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-math.random(5,8)*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-math.random(5,8)*i),0)
- end
- local bav=add.bav(torso,Vector3.new(0,75,0))
- wait(3)
- for i=1,0,-.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,-math.rad(90)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(90)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-5*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-5*i),0)
- end
- bg:remove()
- bav:remove()
- trailDeb=false
- end,
- bend=function(mouse)
- torso.CFrame=computePos(torso.CFrame.p,mouse.Hit.p)
- trail(water.left)
- trail(water.right)
- for i=.2,1,.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(90)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,-math.rad(90)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-10*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-10*i),0)
- end
- wait(.2)
- for i=1,0,-.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(45)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,-math.rad(45)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-15*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-15*i),0)
- end
- trailDeb=false
- end,
- watershoot2=function(mouse)
- torso.CFrame=computePos(torso.CFrame.p,mouse.Hit.p)
- trail(water.left)
- trail(water.right)
- for i=1,40 do
- local waterbull=add.part(things,false,false,"Bright blue","Ball",0,Vector3.new(8,8,8),torso.CFrame*CFrame.Angles(0,math.rad(9)*i,0))
- waterbull.Velocity=waterbull.CFrame.lookVector*100
- trail(waterbull)
- local bf=add.bf(waterbull,Vector3.new(0,waterbull:GetMass()*196.2,0))
- game.Debris:AddItem(waterbull,5)
- waterbull.Touched:connect(touch)
- end
- for i=.2,1,.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(90)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,-math.rad(90)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-10*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-10*i),0)
- end
- wait(.2)
- for i=1,0,-.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(90)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,-math.rad(90)*i)
- waterWeld.left.C1=CFrame.new(0,-2+(-10*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-10*i),0)
- end
- trailDeb=false
- end,
- waterBack=function(mouse)
- torso.CFrame=computePos(torso.CFrame.p,mouse.Hit.p)
- trail(water.left)
- trail(water.right)
- for i=.2,1,.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,0)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,0)
- waterWeld.left.C1=CFrame.new(0,-2+(-20*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-20*i),0)
- end
- wait(.2)
- for i=1,0,-.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,0)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,0)
- waterWeld.left.C1=CFrame.new(0,-2+(-20*i),0)
- waterWeld.right.C1=CFrame.new(0,-2+(-20*i),0)
- end
- trailDeb=false
- end,
- waterForward=function(mouse)
- torso.CFrame=computePos(torso.CFrame.p,mouse.Hit.p)
- torso.Anchored=true
- for i=.2,1,.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(135)*i,0,-math.rad(5)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(135)*i,0,math.rad(5)*i)
- end
- for i=1,20 do
- wait()
- local waterblock=add.part(things,false,false,"Bright blue","Block",0,Vector3.new(4,4,4),torso.CFrame*CFrame.new(0,0,0)*CFrame.Angles(math.rad(45),0,0)+torso.CFrame.lookVector*2*i)
- trail(waterblock)
- game.Debris:AddItem(waterblock,1)
- waterblock.Touched:connect(touch)
- end
- wait(.2)
- torso.Anchored=false
- for i=1,0,-.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(135)*i,0,-math.rad(5)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(135)*i,0,math.rad(5)*i)
- end
- trailDeb=false
- end
- }
- function getTouched()
- for i,v in pairs(things:GetChildren()) do
- v.Touched:connect(touch)
- end
- end
- local deb=false
- local buttonDeb=false
- local bin=Instance.new("HopperBin")
- bin.Parent=player.Backpack
- bin.Name="Water Bending"
- bin.Selected:connect(function(mouse)
- bin:remove()
- anim.equip()
- mouse.Button1Down:connect(function()
- if deb==false then
- deb=true
- getTouched()
- anim.watershoot(mouse)
- anim.equip()
- deb=false
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key=="q" and deb==false then
- deb=true
- getTouched()
- anim.waterRaise(mouse)
- anim.equip()
- deb=false
- end
- if key=="e" and deb==false then
- deb=true
- getTouched()
- anim.waterSpin()
- anim.equip()
- deb=false
- end
- if key=="r" and deb==false then
- deb=true
- getTouched()
- anim.bend(mouse)
- anim.equip()
- deb=false
- end
- if key=="f" and deb==false then
- deb=true
- getTouched()
- anim.watershoot2(mouse)
- anim.equip()
- deb=false
- end
- if key=="g" and deb==false then
- deb=true
- getTouched()
- anim.waterBack(mouse)
- anim.equip()
- deb=false
- end
- if key=="h" and deb==false then
- deb=true
- getTouched()
- anim.waterForward(mouse)
- anim.equip()
- deb=false
- end
- if key=="z" and buttonDeb==false then
- buttonDeb=true
- getTouched()
- path()
- end
- if key=="z" and buttonDeb==true then
- buttonDeb=false
- pathPart:remove() torso["BodyPosition"]:remove()
- end
- end)
- end) --mediafire
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