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- local p = game.Players.LocalPlayer
- local char = p.Character
- local mouse = p:GetMouse()
- local larm = char["Left Arm"]
- local rarm = char["Right Arm"]
- local lleg = char["Left Leg"]
- local rleg = char["Right Leg"]
- local hed = char.Head
- local torso = char.Torso
- local hum = char.Humanoid
- local cam = game.Workspace.CurrentCamera
- local root = char.HumanoidRootPart
- local deb = false
- local shot = 0
- local debris=game:service"Debris"
- local l = game:GetService("Lighting")
- local rs = game:GetService("RunService").RenderStepped
- ptz = {0.8, 0.85, 0.9, 0.95, 1, 1.05, 1.1}
- math.randomseed(os.time())
- for i,v in pairs(char:children()) do
- if v:IsA("Hat") then
- v:Destroy()
- end
- end
- for i,v in pairs (hed:GetChildren()) do
- if v:IsA("Sound") then
- v:Destroy()
- end
- end
- ----------------------------------------------------
- Debounces = {
- CanAttack = true;
- NoIdl = false;
- Slashing = false;
- Slashed = false;
- RPunch = false;
- RPunched = false;
- LPunch = false;
- LPunched = false;
- }
- local Touche = {char.Name, }
- ----------------------------------------------------
- hed.face.Texture = "rbxassetid://0"
- char["Body Colors"].HeadColor = BrickColor.new("White")
- -----------------------
- z = Instance.new("Sound", char)
- z.SoundId = "rbxassetid://437141803"--303570180
- z.Looped = true
- z.Pitch = 1
- z.Volume = 1
- wait(.1)
- z:Play()
- ------------------------------
- local verlet = {}
- verlet.step_time = 1 / 50
- verlet.gravity = Vector3.new(0, -10, 0)
- local char = game.Players.LocalPlayer.Character
- local torso = char:WaitForChild("Torso")
- local parts = {}
- local render = game:GetService("RunService").RenderStepped
- wait(2)
- local point = {}
- local link = {}
- local rope = {}
- local function ccw(A,B,C)
- return (C.y-A.y) * (B.x-A.x) > (B.y-A.y) * (C.x-A.x)
- end
- local function intersect(A,B,C,D)
- return ccw(A,C,D) ~= ccw(B,C,D) and ccw(A,B,C) ~= ccw(A,B,D)
- end
- local function vec2(v)
- return Vector2.new(v.x, v.z)
- end
- function point:step()
- if not self.fixed then
- local derivative = (self.position - self.last_position) * 0.95
- self.last_position = self.position
- self.position = self.position + derivative + (self.velocity * verlet.step_time ^ 2)
- --[[local torsoP = torso.CFrame * CFrame.new(-1, 0, 0.5)
- local torsoE = torso.CFrame * CFrame.new(1, 0, 0.5)
- local pointE = self.position + torso.CFrame.lookVector * 100
- local doIntersect = intersect(vec2(torsoP.p), vec2(torsoE.p), vec2(self.position), vec2(pointE))
- if not doIntersect then
- self.postition = self.position - torso.CFrame.lookVector * 10
- end]]
- end
- end
- function link:step()
- for i = 1, 1 do
- local distance = self.point1.position - self.point2.position
- local magnitude = distance.magnitude
- local differance = (self.length - magnitude) / magnitude
- local translation = ((self.point1.fixed or self.point2.fixed) and 1 or 0.6) * distance * differance
- if not self.point1.fixed then
- self.point1.position = self.point1.position + translation
- end
- if not self.point2.fixed then
- self.point2.position = self.point2.position - translation
- end
- end
- end
- function verlet.new(class, a, b, c)
- if class == "Point" then
- local new = {}
- setmetatable(new, {__index = point})
- new.class = class
- new.position = a or Vector3.new()
- new.last_position = new.position
- new.velocity = verlet.gravity
- new.fixed = false
- return new
- elseif class == "Link" then
- local new = {}
- setmetatable(new, {__index = link})
- new.class = class
- new.point1 = a
- new.point2 = b
- new.length = c or (a.position - b.position).magnitude
- return new
- elseif class == "Rope" then
- local new = {}
- setmetatable(new, {__index = link})
- new.class = class
- new.start_point = a
- new.finish_point = b
- new.points = {}
- new.links = {}
- local inc = (b - a) / 10
- for i = 0, 10 do
- table.insert(new.points, verlet.new("Point", a + (i * inc)))
- end
- for i = 2, #new.points do
- table.insert(new.links, verlet.new("Link", new.points[i - 1], new.points[i]))
- end
- return new
- end
- end
- local tris = {}
- local triParts = {}
- local function GetDiscoColor(hue)
- local section = hue % 1 * 3
- local secondary = 0.5 * math.pi * (section % 1)
- if section < 1 then
- return Color3.new(0, 0, 0)
- elseif section < 2 then
- return Color3.new(0, 0, 0)
- else
- return Color3.new(0, 0, 0)
- end
- end
- local function setupPart(part)
- part.Anchored = true
- part.FormFactor = 3
- part.CanCollide = false
- part.TopSurface = 10
- part.BottomSurface = 10
- part.LeftSurface = 10
- part.RightSurface = 10
- part.FrontSurface = 10
- part.BackSurface = 10
- part.Material = "Plastic"
- local m = Instance.new("SpecialMesh", part)
- m.MeshType = "Wedge"
- m.Scale = Vector3.new(0.2, 1, 1)
- return part
- end
- local function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- local function drawTri(parent, a, b, c)
- local this = {}
- local mPart1 = table.remove(triParts, 1) or setupPart(Instance.new("Part"))
- local mPart2 = table.remove(triParts, 1) or setupPart(Instance.new("Part"))
- function this:Set(a, b, c)
- local ab, bc, ca = b-a, c-b, a-c
- local abm, bcm, cam = ab.magnitude, bc.magnitude, ca.magnitude
- local edg1 = math.abs(0.5 + ca:Dot(ab)/(abm*abm))
- local edg2 = math.abs(0.5 + ab:Dot(bc)/(bcm*bcm))
- local edg3 = math.abs(0.5 + bc:Dot(ca)/(cam*cam))
- if edg1 < edg2 then
- if edg1 >= edg3 then
- a, b, c = c, a, b
- ab, bc, ca = ca, ab, bc
- abm = cam
- end
- else
- if edg2 < edg3 then
- a, b, c = b, c, a
- ab, bc, ca = bc, ca, ab
- abm = bcm
- else
- a, b, c = c, a, b
- ab, bc, ca = ca, ab, bc
- abm = cam
- end
- end
- local len1 = -ca:Dot(ab)/abm
- local len2 = abm - len1
- local width = (ca + ab.unit*len1).magnitude
- local maincf = CFrameFromTopBack(a, ab:Cross(bc).unit, -ab.unit)
- if len1 > 0.2 then
- mPart1.Parent = parent
- mPart1.Size = Vector3.new(0.2, width, len1)
- mPart1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
- else
- mPart1.Parent = nil
- end
- if len2 > 0.2 then
- mPart2.Parent = parent
- mPart2.Size = Vector3.new(0.2, width, len2)
- mPart2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
- else
- mPart2.Parent = nil
- end
- end
- function this:SetProperty(prop, value)
- mPart1[prop] = value
- mPart2[prop] = value
- end
- this:Set(a, b, c)
- function this:Destroy()
- mPart1:Destroy()
- mPart2:Destroy()
- end
- this.p1 = mPart1
- this.p2 = mPart2
- this.p1.BrickColor = BrickColor.new(GetDiscoColor(math.noise(0.5, 0.5, this.p1.CFrame.Y * 0.5 + time())))
- this.p2.BrickColor = BrickColor.new(GetDiscoColor(math.noise(0.5, 0.5, this.p2.CFrame.Y * 0.5 + time())))
- return this
- end
- function verlet.draw(object, id)
- if object.class == "Point" then
- local part = parts[id]
- part.BrickColor = BrickColor.new(107, 0, 107)
- part.Transparency = 0
- part.formFactor = 3
- part.Anchored = true
- part.CanCollide = false
- part.TopSurface = 0
- part.BottomSurface = 0
- part.Size = Vector3.new(0.35, 0.35, 0.35)
- part.Material = "Smooth plastic"
- part.CFrame = CFrame.new(object.position)
- part.Parent = torso
- return part
- elseif object.class == "Link" then
- local part = parts[id]
- local dist = (object.point1.position - object.point2.position).magnitude
- part.Size = Vector3.new(0.2, 0.2, dist)
- part.CFrame = CFrame.new(object.point1.position, object.point2.position) * CFrame.new(0, 0, dist * -0.5)
- part.Parent = torso
- return part
- end
- end
- function verlet.clear()
- for _, v in pairs(workspace:GetChildren()) do
- if v.Name == "Part" then
- v:Destroy()
- end
- end
- end
- local points = {}
- local links = {}
- for x = 0, 2 do
- points[x] = {}
- for y = 0, 3 do
- points[x][y] = verlet.new("Point", torso.Position + Vector3.new(x * 0.8 - 2, 2 - y * 0.8, 5 + y * 0.4))
- points[x][y].fixed = y == 0
- end
- end
- for x = 1, 2 do
- for y = 0, 3 do
- links[#links + 1] = verlet.new("Link", points[x][y], points[x - 1][y], 1 + y * 0.08)
- end
- end
- for x = 0, 2 do
- for y = 1, 3 do
- links[#links + 1] = verlet.new("Link", points[x][y], points[x][y - 1], 1.2 + y * 0.03)
- end
- end
- render:connect(function()
- for x = 0, 2 do
- for y = 0, 3 do
- if y == 0 then
- points[x][y].position = (torso.CFrame * CFrame.new(x * 1 - 1, 1, 0.5)).p
- else
- points[x][y]:step()
- end
- end
- end
- for i = 1, #links do
- links[i]:step()
- end
- for i = 1, #tris do
- triParts[#triParts + 1] = tris[i].p1
- triParts[#triParts + 1] = tris[i].p2
- end
- tris = {}
- for x = 1, 2 do
- for y = 1, 3 do
- tris[#tris + 1] = drawTri(torso, points[x - 1][y - 1].position, points[x - 1][y].position, points[x][y - 1].position)
- tris[#tris + 1] = drawTri(torso, points[x][y].position, points[x - 1][y].position, points[x][y - 1].position)
- end
- end
- end)
- ----------------------
- do --CFrame lerp (stravant, clerp by AntiBoomz0r)
- local function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- local function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- end
- plr = game:service'Players'.LocalPlayer
- char = plr.Character
- mouse = plr:GetMouse()
- humanoid = char:findFirstChild("Humanoid")
- torso = char:findFirstChild("Torso")
- head = char.Head
- ra = char:findFirstChild("Right Arm")
- la = char:findFirstChild("Left Arm")
- rl = char:findFirstChild("Right Leg")
- ll = char:findFirstChild("Left Leg")
- rs = torso:findFirstChild("Right Shoulder")
- ls = torso:findFirstChild("Left Shoulder")
- rh = torso:findFirstChild("Right Hip")
- lh = torso:findFirstChild("Left Hip")
- neck = torso:findFirstChild("Neck")
- rj = char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
- animate = char:findFirstChild("Animate")
- if animate then
- animate:Destroy()
- end
- rootpart = char:findFirstChild("HumanoidRootPart")
- camera = workspace.CurrentCamera
- gun = Instance.new("Model", char)
- gun.Name = "GunModel"
- local rm = Instance.new("Motor", torso)
- rm.C0 = CFrame.new(1.5, 0.5, 0)
- rm.C1 = CFrame.new(0, 0.5, 0)
- rm.Part0 = torso
- rm.Part1 = ra
- local lm = Instance.new("Motor", torso)
- lm.C0 = CFrame.new(-1.5, 0.5, 0)
- lm.C1 = CFrame.new(0, 0.5, 0)
- lm.Part0 = torso
- lm.Part1 = la
- local rlegm = Instance.new("Motor", torso)
- rlegm.C0 = CFrame.new(0.5, -1, 0)
- rlegm.C1 = CFrame.new(0, 1, 0)
- rlegm.Part0 = torso
- rlegm.Part1 = rl
- rlegm.Name = "Right Hip"
- local llegm = Instance.new("Motor", torso)
- llegm.C0 = CFrame.new(-0.5, -1, 0)
- llegm.C1 = CFrame.new(0, 1, 0)
- llegm.Part0 = torso
- llegm.Part1 = ll
- llegm.Name = "Left Hip"
- neck.C0 = CFrame.new(0, 1, 0)
- neck.C1 = CFrame.new(0, -0.5, 0)
- rj.C0 = CFrame.new(0, -1.5, 0)
- rj.C1 = CFrame.new(0, -1.5, 0)
- --[[local hydrotankbase = Instance.new("Part", gun)
- hydrotankbase.BrickColor = BrickColor.Black()
- hydrotankbase.FormFactor = 'Custom'
- hydrotankbase.CanCollide = false
- hydrotankbase.Material = 'SmoothPlastic'
- hydrotankbase.TopSurface = 'SmoothNoOutlines'
- hydrotankbase.BottomSurface = 'SmoothNoOutlines'
- hydrotankbase.LeftSurface = 'SmoothNoOutlines'
- hydrotankbase.RightSurface = 'SmoothNoOutlines'
- hydrotankbase.BackSurface = 'SmoothNoOutlines'
- hydrotankbase.FrontSurface = 'SmoothNoOutlines'
- hydrotankbase.Size = Vector3.new(1.2, .2, 1.2)
- Instance.new("CylinderMesh", hydrotankbase)
- local weld = Instance.new("Weld", hydrotankbase)
- weld.C0 = CFrame.new(torso.Size.x/2 - hydrotankbase.Size.x/2, .45, -torso.Size.z/2 - (hydrotankbase.Size.z/3))
- weld.Part0 = hydrotankbase
- weld.Part1 = torso
- local hydrotankbase2 = hydrotankbase:clone()
- hydrotankbase2.Parent = gun
- local weld = Instance.new("Weld", hydrotankbase)
- weld.C0 = CFrame.new(-torso.Size.x/2 + hydrotankbase2.Size.x/2, .45, -torso.Size.z/2 - (hydrotankbase2.Size.z/3))
- weld.Part0 = hydrotankbase2
- weld.Part1 = torso
- local hydroglass = hydrotankbase:clone()
- hydroglass.Parent = gun
- hydroglass.Size = Vector3.new(1.1, 1.5, 1.1)
- hydroglass.BrickColor = BrickColor.White()
- hydroglass.Transparency = .2
- local weld = Instance.new("Weld", hydroglass)
- weld.C0 = CFrame.new(0, -hydrotankbase.Size.y/2 - hydroglass.Size.y/2, 0)
- weld.Part0 = hydroglass
- weld.Part1 = hydrotankbase
- local hydroglass2 = hydroglass:clone()
- hydroglass2.Parent = gun
- local weld = Instance.new("Weld", hydrotankbase)
- weld.C0 = CFrame.new(0, -hydrotankbase.Size.y/2 - hydroglass2.Size.y/2, 0)
- weld.Part0 = hydroglass2
- weld.Part1 = hydrotankbase2
- local hydrotanktop = hydrotankbase:clone()
- hydrotanktop.Parent = gun
- local weld = Instance.new("Weld", hydrotankbase)
- weld.C0 = CFrame.new(0,- hydroglass2.Size.y/2 - hydrotanktop.Size.y/2,0)
- weld.Part0 = hydrotanktop
- weld.Part1 = hydroglass
- local hydrotanktop2 = hydrotankbase:clone()
- hydrotanktop2.Parent = gun
- local weld = Instance.new("Weld", hydrotankbase)
- weld.C0 = CFrame.new(0,- hydroglass2.Size.y/2 - hydrotanktop2.Size.y/2,0)
- weld.Part0 = hydrotanktop2
- weld.Part1 = hydroglass2
- local hydrogen = hydrotankbase:clone()
- hydrogen.Parent = gun
- hydrogen.Material = 'Pebble'
- hydrogen.Size = Vector3.new(1, 1.5, 1)
- hydrogen.BrickColor = BrickColor.Blue()
- local weld = Instance.new("Weld", hydrogen)
- weld.C0 = CFrame.new(0, -hydrotankbase.Size.y/2 - hydroglass.Size.y/2, 0)
- weld.Part0 = hydrogen
- weld.Part1 = hydrotankbase
- local hydrogen2 = hydrogen:clone()
- hydrogen2.Parent = gun
- local weld = Instance.new("Weld", hydrogen2)
- weld.C0 = CFrame.new(0, -hydrotankbase.Size.y/2 - hydroglass2.Size.y/2, 0)
- weld.Part0 = hydrogen2
- weld.Part1 = hydrotankbase2]]--
- rsc0 = rm.C0
- lsc0 = lm.C0
- neckc0 = neck.C0
- rootc0 = rj.C0
- llc0 = llegm.C0
- rlc0 = rlegm.C0
- speed = 0.25
- angle = 0
- mvmnt = 0
- anglespeed = 1
- humanoid.WalkSpeed = 8
- ctrl = false
- stopsprint = false
- action = false
- sprinting = false
- mouse.KeyDown:connect(function(k)
- repeat wait() until action == false
- if not action then
- if k:byte() == 48 then
- sprinting = true
- humanoid.WalkSpeed = 16
- end
- if k == '2' then
- ctrl = true
- humanoid.WalkSpeed = 5
- end
- end
- end)
- mouse.KeyUp:connect(function(k)
- repeat wait() until action == false
- if not action then
- repeat wait() until action == false
- if k:byte() == 48 then
- sprinting = false
- if Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude >= 10 and hitz then
- action = 'StopSprinting'
- end
- humanoid.WalkSpeed = 8
- if ctrl then
- humanoid.WalkSpeed = 5
- end
- end
- if k == '2' then
- ctrl = false
- humanoid.WalkSpeed = 8
- end
- end
- end)
- Controls = game:service'ControllerService':children()[1]
- local fakehead = head:clone()
- fakehead.Parent = head
- head.Transparency = 1
- for i,v in pairs(fakehead:children()) do
- if v:IsA'Sound' or v:IsA'Sound' then
- v:Destroy()
- end
- end
- waitingloop = false
- local fakeweld = Instance.new("Weld", head)
- fakeweld.Part0 = head
- fakeweld.Part1 = fakehead
- humanoid.Jumping:connect(function()
- if not action then
- action = 'Jumping'
- end
- end)
- game:service'RunService'.RenderStepped:connect(function()
- if not loopedaction then
- local rscf = rsc0
- local lscf = lsc0
- local rlcf = rlc0
- local llcf = llc0
- local rjcf = rootc0
- local ncf = neckc0
- local rayz = Ray.new(rootpart.Position, Vector3.new(0, -4.1, 0))
- local hitz, enz = workspace:findPartOnRay(rayz, char)
- angle = (angle % 100) + anglespeed/10
- mvmnt = math.pi * math.sin(math.pi*2/100*(angle*10))
- if action ~= false then
- if action == 'StopSprinting' then
- Controls.Parent = nil
- local bodyvelocity = Instance.new("BodyVelocity", rootpart)
- bodyvelocity.maxForce = Vector3.new(1/0,0,1/0)
- bodyvelocity.velocity = rootpart.CFrame.lookVector * 16
- ncf = neckc0 * CFrame.Angles(math.rad(-15), -math.rad(65), 0)
- rscf = rsc0 * CFrame.Angles(math.rad(-22), 0, math.rad(20.5))
- lscf = lsc0 * CFrame.Angles(math.rad(-54.5), 0, -math.rad(18.5))
- rjcf = rootc0 * CFrame.new(0, -.35, 0) * CFrame.Angles(math.rad(35), math.rad(70), 0)
- llcf = llc0 * CFrame.new(0, .25, -.25) * CFrame.Angles(0, 0, -math.rad(58))
- rlcf = rlcf * CFrame.new(0, -.25, -.15) * CFrame.Angles(0, 0, math.rad(10))
- loopedaction = true
- for i = 0, 25 do
- bodyvelocity.velocity = rootpart.CFrame.lookVector * (16 - i/2)
- rm.C0 = clerp(rm.C0,rscf,speed)
- lm.C0 = clerp(lm.C0,lscf,speed)
- rj.C0 = clerp(rj.C0,rjcf,speed)
- rlegm.C0 = clerp(rlegm.C0,rlcf,speed)
- llegm.C0 = clerp(llegm.C0,llcf,speed)
- neck.C0 = clerp(neck.C0,ncf,speed)
- wait()
- end
- bodyvelocity:Destroy()
- loopedaction = false
- stopsprint = false
- action = false
- Controls.Parent = game:service'ControllerService'
- humanoid.WalkSpeed = 8
- if ctrl then
- humanoid.WalkSpeed = 5
- end
- end
- if action == 'Jumping' then
- loopedaction = true
- ncf = neckc0 * CFrame.Angles(-math.sin(angle)*0.07, 0, 0)
- rjcf = rootc0 * CFrame.Angles(math.sin(angle)*0.025, 0, 0)
- rscf = rsc0 * CFrame.Angles(-math.pi/16, -math.sin(angle)*0.08, 0)
- lscf = lsc0 * CFrame.Angles(-math.pi/17, math.sin(angle)*0.08, 0)
- rlcf = rlc0 * CFrame.Angles(-math.pi/16+-math.sin(angle)*0.125, -math.sin(angle)*0.08, math.rad(2.5))
- llcf = llc0 * CFrame.Angles(-math.pi/17+-math.sin(angle)*0.125, math.sin(angle)*0.08, -math.rad(2.5))
- for i = 0, 12 do
- rm.C0 = clerp(rm.C0,rscf,speed)
- lm.C0 = clerp(lm.C0,lscf,speed)
- rj.C0 = clerp(rj.C0,rjcf,speed)
- rlegm.C0 = clerp(rlegm.C0,rlcf,speed)
- llegm.C0 = clerp(llegm.C0,llcf,speed)
- neck.C0 = clerp(neck.C0,ncf,speed)
- wait()
- end
- loopedaction = false
- action = false
- end
- end
- if goinup and torso.Velocity.y <= 2 then
- goinup = false
- if ctrl then
- humanoid.WalkSpeed = 5
- elseif sprinting then
- humanoid.WalkSpeed = 16
- elseif not sprinting and not ctrl then
- humanoid.WalkSpeed = 8
- end
- end
- if not action then
- if not hitz then
- anglespeed = 1
- if Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude >= 15 then
- if not waitingloop then
- waitingloop = true
- coroutine.wrap(function()
- repeat wait() until hitz
- action = 'StopSprinting'
- end)()
- end
- end
- ncf = neckc0 * CFrame.Angles(-math.sin(angle)*0.07, 0, 0)
- rjcf = rootc0 * CFrame.Angles(math.sin(angle)*0.025, 0, 0)
- rscf = rsc0 * CFrame.Angles(-math.pi/19, -math.sin(angle)*0.08, math.rad(20.5))
- lscf = lsc0 * CFrame.Angles(-math.pi/24, math.sin(angle)*0.08, -math.rad(20.5))
- rlcf = rlc0 * CFrame.Angles(math.pi/24+-math.sin(angle)*0.025, -math.sin(angle)*0.08, math.rad(2.5))
- llcf = llc0 * CFrame.Angles(math.pi/24+-math.sin(angle)*0.025, math.sin(angle)*0.08, -math.rad(2.5))
- elseif torso.Velocity.y >= 2 and hitz then
- anglespeed = 1.75
- goinup = true
- humanoid.WalkSpeed = 5
- rjcf = rootc0 * CFrame.Angles(-math.pi/64, 0, 0)
- rscf = rsc0 * CFrame.new(0, 0, math.sin(angle)*0.125) * CFrame.Angles(math.pi/24+math.sin(angle)*.5, 0, -math.abs(mvmnt)*0.02)
- lscf = lsc0 * CFrame.new(0, 0, math.sin(angle)*0.125) * CFrame.Angles(math.pi/24+math.sin(-angle)*.5, 0, math.abs(mvmnt)*0.02)
- rlcf = rlc0 * CFrame.new(0, .45+math.abs(math.sin(angle))*.4, -.25+math.sin(angle)*0.2) * CFrame.Angles(math.sin(-angle)*.45, 0, math.rad(.5))
- llcf = llc0 * CFrame.new(0, .85-math.abs(math.sin(angle))*.4, -.25-math.sin(angle)*0.2) * CFrame.Angles(math.sin(angle)*.45, 0, -math.rad(.5))
- elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude <= 2 then
- if not goinup then
- if stopsprint then
- action = 'StopSprinting'
- end
- anglespeed = 0.15
- if ctrl then
- ncf = neckc0 * CFrame.Angles(-math.sin(angle)*0.07, 0, 0)
- rscf = rsc0 * CFrame.Angles(0, -math.sin(angle)*0.08, 0)
- lscf = lsc0 * CFrame.Angles(0, math.sin(angle)*0.08, 0)
- rjcf = rootc0 * CFrame.new(0, -1.25, 0)
- llcf = llc0 * CFrame.new(0, 0, -.45) * CFrame.Angles(-math.pi/2.2, 0, 0)
- rlcf = rlcf * CFrame.new(0, 1.25, -.85)
- elseif not ctrl then
- ncf = neckc0 * CFrame.Angles(-math.sin(angle)*0.07, 0, 0)
- rjcf = rootc0 * CFrame.Angles(math.sin(angle)*0.025, 0, 0)
- rscf = rsc0 * CFrame.Angles(0, -math.sin(angle)*0.08, 0)
- lscf = lsc0 * CFrame.Angles(0, math.sin(angle)*0.08, 0)
- rlcf = rlc0 * CFrame.Angles(-math.sin(angle)*0.025, -math.sin(angle)*0.08, math.rad(2.5))
- llcf = llc0 * CFrame.Angles(-math.sin(angle)*0.025, math.sin(angle)*0.08, -math.rad(2.5))
- end
- end
- elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude <= 10 then
- if not goinup then
- if stopsprint then
- action = 'StopSprinting'
- end
- anglespeed = 1.5
- if ctrl then
- rscf = rsc0 * CFrame.new(0, 0, math.sin(angle)*0.125) * CFrame.Angles(math.pi/24+math.sin(angle)*.5, 0, -math.abs(mvmnt)*0.02)
- lscf = lsc0 * CFrame.new(0, 0, math.sin(angle)*0.125) * CFrame.Angles(math.pi/24+math.sin(-angle)*.5, 0, math.abs(mvmnt)*0.02)
- rjcf = rootc0 * CFrame.new(0, -.7, 0) * CFrame.Angles(-math.pi/32, 0, 0)
- llcf = llc0 * CFrame.new(0, .65, -.5 + (-.4+math.sin(angle)*0.25)) * CFrame.Angles(math.pi/18 + -math.pi/10 - math.sin(angle)*.45, 0, 0)
- rlcf = rlcf * CFrame.new(0, .65, -.5 + (-.25-math.sin(angle)*0.25)) * CFrame.Angles(math.pi/18 + -math.pi/10 + math.sin(angle)*.45, 0, 0)
- else
- rjcf = rootc0 * CFrame.Angles(-math.pi/64, 0, 0)
- rscf = rsc0 * CFrame.new(0, 0, math.sin(angle)*0.125) * CFrame.Angles(math.pi/24+math.sin(angle)*.5, 0, -math.abs(mvmnt)*0.02)
- lscf = lsc0 * CFrame.new(0, 0, math.sin(angle)*0.125) * CFrame.Angles(math.pi/24+math.sin(-angle)*.5, 0, math.abs(mvmnt)*0.02)
- rlcf = rlc0 * CFrame.new(0, 0, -.15+math.sin(angle)*0.1) * CFrame.Angles(math.sin(-angle)*.45, 0, math.rad(.5))
- llcf = llc0 * CFrame.new(0, 0, -.15-math.sin(angle)*0.1) * CFrame.Angles(math.sin(angle)*.45, 0, -math.rad(.5))
- end
- end
- elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude >= 15 then
- if not goinup then
- stopsprint = true --when released
- anglespeed = 2
- local RotVelocityZ = torso.RotVelocity.Y
- if RotVelocityZ >= 15 then
- RotVelocityZ = 15
- elseif RotVelocityZ <= -15 then
- RotVelocityZ = -15
- end
- ncf = neckc0 * CFrame.Angles(0, -math.sin(angle)*.1, 0)
- rscf = rsc0 * CFrame.new(0, 0, math.sin(angle)*0.125) * CFrame.Angles(math.pi/24+math.sin(angle)*1.1, 0, -math.abs(mvmnt)*0.02)
- lscf = lsc0 * CFrame.new(0, 0, math.sin(angle)*0.125) * CFrame.Angles(math.pi/24+math.sin(-angle)*1.1, 0, math.abs(mvmnt)*0.02)
- rjcf = rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.pi/18, math.sin(angle)*.1, math.sin(angle)*.045 + math.rad(RotVelocityZ)*2.5)
- rlcf = rlc0 * CFrame.new(0, 0, -.6+math.abs(mvmnt)*0.125) * CFrame.Angles(-math.pi/18+math.sin(-angle)*1.3, 0, math.rad(.5))
- llcf = llc0 * CFrame.new(0, 0, -math.abs(mvmnt)*0.125) * CFrame.Angles(-math.pi/18+math.sin(angle)*1.3, 0, -math.rad(.5))
- end
- end
- end
- rm.C0 = clerp(rm.C0,rscf,speed)
- lm.C0 = clerp(lm.C0,lscf,speed)
- rj.C0 = clerp(rj.C0,rjcf,speed)
- rlegm.C0 = clerp(rlegm.C0,rlcf,speed)
- llegm.C0 = clerp(llegm.C0,llcf,speed)
- neck.C0 = clerp(neck.C0,ncf,speed)
- end
- end)
- ------------------------------------
- ply = game.Players.LocalPlayer
- char = ply.Character
- torso = char.Torso
- attacking = false
- track = false
- curcam = Workspace.CurrentCamera
- name = 'KFM'
- pcall(function() char:FindFirstChild("legetony"):Remove() char:FindFirstChild("Belt"):Remove() end)
- m = Instance.new("Model",char) m.Name = "legetony"
- cfn,ang = CFrame.new,CFrame.Angles
- v3n = Vector3.new
- rs = torso["Right Shoulder"]
- ls = torso["Left Shoulder"]
- rh = torso["Right Hip"]
- lh = torso["Right Hip"]
- neck = torso["Neck"]
- rw,lw = nil,nil
- rhw,lhw = nil,nil
- local orgc1 = rs.C1
- rarm = char["Right Arm"]
- larm = char["Left Arm"]
- rleg = char["Right Leg"]
- lleg = char["Left Leg"]
- normposr = cfn(1.5,.5,0)
- normposl = cfn(-1.5,.5,0)
- normposr2 = cfn(-.5,-1.5,0)
- normposl2 = cfn(.5,-1.5,0)
- normposn = CFrame.new(0,1,0,-1,-0,-0,0,0,1,0,1,0)
- holdpos = normposr*ang(math.pi/2,0,0)
- holdpos2 = normposl*ang(math.pi/2,0,0)
- lock = {["R"] =
- function(a)
- if a == 1 then
- rabrick = T.P(1,1,1,"White",1,false,false)
- rw = T.W(rabrick,torso,1.5,.5,0,0,0,0)
- T.W(rarm,rabrick,0,-.5,0,0,0,0)
- elseif a == 2 then
- rlbrick = T.P(1,1,1,"White",1,false,false)
- rhw = T.W(rlbrick,torso,-.5,-1.5,0,0,0,0)
- T.W(rleg,rlbrick,0,-.5,0,0,0,0)
- elseif a == 0 then
- rs.Parent = torso
- rw.Parent = nil
- rabrick:Destroy() rabrick = nil
- elseif a == -1 then
- rhw.Parent = nil
- rh.Parent = torso
- rlbrick:Destroy() rlbrick = nil
- end
- end
- , ["L"] = function(a)
- if a == 1 then
- labrick = T.P(1,1,1,"White",1,false,false)
- lw = T.W(labrick,torso,-1.5,.5,0,0,0,0)
- T.W(larm,labrick,0,-.5,0,0,0,0)
- elseif a == 2 then
- llbrick = T.P(1,1,1,"White",1,false,false)
- lhw = T.W(llbrick,torso,.5,-1.5,0,0,0,0)
- T.W(lleg,llbrick,0,-.5,0,0,0,0)
- elseif a == 0 then
- ls.Parent = torso
- lw.Parent = nil
- labrick:Destroy() labrick = nil
- elseif a == -1 then
- lhw.Parent = nil
- lh.Parent = torso
- llbrick:Destroy() llbrick = nil
- end
- end}
- ------TOOOOOLS------
- T = {["P"] = function(x,y,z,color,transparency,cancollide,anchored,parent,typee)
- if typee ~= nil then
- c = Instance.new("WedgePart",m)
- else
- c = Instance.new("Part",m)
- end
- c.TopSurface,c.BottomSurface = 0,0
- c.formFactor = "Custom"
- c.Size = Vector3.new(x,y,z)
- if color ~= "random" then
- c.BrickColor = BrickColor.new(color)
- else c.BrickColor = BrickColor:random() end
- c.Transparency = transparency
- c.CanCollide = cancollide
- if anchored ~= nil then c.Anchored = anchored end
- if parent ~= nil then c.Parent = parent end
- return c
- end
- ,
- ["C"] = function(func) coroutine.resume(coroutine.create(func)) end
- ,
- ["W"] = function(part0,part1,x,y,z,rx,ry,rz,parent)
- w = Instance.new("Motor",m)
- if parent ~= nil then w.Parent = parent end
- w.Part0,w.Part1 = part0,part1
- w.C1 = CFrame.new(x,y,z) * CFrame.Angles(rx,ry,rz)
- return w
- end
- ,
- ["BG"] = function(parent)
- local c = Instance.new("BodyGyro",parent)
- c.P = 20e+003
- c.cframe = parent.CFrame
- c.maxTorque = Vector3.new(c.P,c.P,c.P)
- return c
- end
- ,
- ["BP"] = function(parent,position)
- local bp = Instance.new("BodyPosition",parent)
- bp.maxForce = Vector3.new()*math.huge
- bp.position = position
- return bp
- end
- ,
- ["F"] = function(parent,size,heat,color,secondcolor,enabled)
- f = Instance.new("Fire",parent)
- f.Size = size
- f.Heat = heat
- if enabled ~= nil then f.Enabled = enabled end
- if color ~= nil then f.Color = BrickColor.new(color).Color end
- if secondcolor ~= nil then f.SecondaryColor = BrickColor.new(secondcolor).Color end
- return f
- end
- ,
- ["FM"] = function(parent,meshid,x,y,z,meshtexture)
- if meshid == "cylinder" then
- mesh = Instance.new("CylinderMesh",parent)
- mesh.Scale = Vector3.new(x,y,z)
- return mesh
- else
- mesh = Instance.new("SpecialMesh",parent)
- if meshid ~= "sphere" then
- if type(meshid) == "number" then mesh.MeshId = "rbxassetid://"..meshid else
- mesh.MeshId = "rbxassetid://"..meshids[meshid]
- end
- else mesh.MeshType = 3 end
- mesh.Scale = Vector3.new(x,y,z)
- if meshtexture ~= nil then
- if type(meshtexture) == "number" then mesh.TextureId = "rbxassetid://"..meshtexture else
- mesh.TextureId = "rbxassetid://"..textureids[meshtexture] end
- end
- return mesh
- end
- end
- ,
- ["Track"] = function(obj,s,t,lt,color,fade)
- coroutine.resume(coroutine.create(function()
- while track do
- old = obj.Position
- wait()
- new = obj.Position
- mag = (old-new).magnitude
- dist = (old+new)/2
- local ray = T.P(s,mag+.2,s,obj.Color,t,false,true)
- Instance.new("CylinderMesh",ray)
- ray.CFrame = CFrame.new(dist,old)*ang(math.pi/2,0,0)
- if fade ~= nil then
- delay(lt,function()
- for i = t,1,fade do wait() ray.Transparency = i end ray:Remove() end)
- else
- game:GetService("Debris"):AddItem(ray,lt)
- end
- if color ~= nil then ray.BrickColor = BrickColor.new(color) end
- end
- end)) end
- }
- --------------------------------------------------
- ----------------DAMAGE FUNCTION--------------------
- function damage(hit,amount,show,del,poikkeus)
- for i,v in pairs(hit:GetChildren()) do
- if v:IsA("Humanoid") and v.Parent ~= char then
- amo = 0
- function showa(p)
- if show == true then
- for i,o in pairs(p:GetChildren()) do
- if o:IsA("BillboardGui") and o.Name == "satuttava" then
- amo = amo+1
- end end
- local bbg = Instance.new("BillboardGui",p)
- bbg.Adornee = p.Torso
- bbg.Name = "satuttava"
- bbg.Size = UDim2.new(2,0,2,0)
- bbg.StudsOffset = Vector3.new(0,6+amo*2,0)
- local box = Instance.new("TextLabel",bbg)
- box.Size = UDim2.new(1,0,1,0)
- box.BackgroundColor = BrickColor.new("White")
- box.Text = amount
- box.BackgroundTransparency = .5
- if amount == 0 then box.Text = "K.O" end
- box.Position = UDim2.new(0,0,0,0)
- box.TextScaled = true
- game:GetService("Debris"):AddItem(bbg,.5)
- end
- end
- function dame(q)
- if poikkeus ~= nil then
- for _,u in pairs(poikkeus) do
- if q.Parent.Name ~= u then
- showa(q)
- if amount == 0 then q.Parent:BreakJoints() end
- q.Health = q.Health - amount
- end
- end
- elseif poikkeus == nil then
- if amount == 0 then q.Parent:BreakJoints() end
- q.Health = q.Health - amount
- showa(q)
- end
- end
- if del ~= nil then
- local find = v.Parent:FindFirstChild("hitted")
- if find == nil then
- dame(v)
- val = Instance.new("BoolValue",v.Parent)val.Name="hitted"
- game:GetService("Debris"):AddItem(val,del)
- end
- elseif del == nil then
- dame(v)
- end
- end
- end
- end
- -----------------------------------------------------------------
- ------MESHIDS---
- meshids = {["penguin"] = 15853464, ["ring"] = 3270017,
- ["spike"] = 1033714,["cone"] = 1082802,["crown"] = 20329976,["crossbow"] = 15886761,
- ["cloud"] = 1095708,["mjolnir"] = 1279013,["diamond"] = 9756362, ["hand"] = 37241605,
- ["fist"] = 65322375,["skull"] = 36869983,["totem"] = 35624068,["spikeb"] = 9982590,["dragon"] = 58430372,["fish"] = 31221717, ["coffee"] = 15929962,["spiral"] = 1051557,
- ["ramen"] = 19380188}---some meshids
- textureids = {["cone"] = 1082804,["rainbow"] = 28488599,["fish"] = 31221733, ["coffee"] = 24181455,["monster"] = 33366441,["ramen"] = 19380153}
- -----------------
- ---MATH SHORTENINGS---
- M = {["R"] = function(a,b) return math.random(a,b) end,
- ["Cos"] = function(a) return math.cos(a) end,
- ["Sin"] = function(a) return math.sin(a) end,
- ["D"] = function(a) return math.rad(a) end
- }
- for i,v in pairs(char:GetChildren()) do
- if v:IsA("Clothing") or v:IsA("Hat") then v:Remove()
- end end
- col = char:FindFirstChild("Body Colors")
- if col == nil then col = Instance.new("BodyColors",char) end
- collist = {
- {'LeftLegColor',"Institutional white"},
- {'RightLegColor',"Institutional white"},
- {'TorsoColor',"Institutional white"},
- {'LeftArmColor',"Institutional white"},
- {'RightArmColor',"Institutional white"},
- }
- for i,v in pairs(collist) do
- col[v[1]] = BrickColor.new(v[2])
- end
- bracs = Instance.new("Model",m)
- for i,v in pairs({rarm,larm}) do
- for i,v in pairs(bracs:children()) do if v.Name ~= 'a' then v.Material = 'Ice' end end
- end
- --------MAKING--------------------
- h1 = T.P(1.5,1.5,1.5,'Institutional white',0,false,false)
- T.FM(h1,'sphere',1,1,1)
- T.W(h1,char.Head,0,0,0,0,0,0)
- e1 = T.P(.5,.5,.5,'Really black',0,false,false) T.FM(e1,'sphere',1,1,1)
- e2 = T.P(.5,.5,.5,'Really black',0,false,false) T.FM(e2,'sphere',1,1,1)
- e1w=T.W(e1,h1,.35,0,-.55,0,0,0) T.W(e2,h1,-.35,0,-.55,0,0,0)
- dec = Instance.new("Decal")
- dec.Face = 'Front'
- dec.Texture = "http://www.roblox.com/asset/?id=0"
- char.Head.Transparency = 1
- -----------------------------------
- function colorslide(obj,prop,scol,ecol,timme,override)
- if scol == 'cur' then scol3 = obj.BrickColor.Color else
- scol3 = BrickColor.new(scol).Color
- end
- ecol3 = BrickColor.new(ecol).Color
- for i = 0,1,timme do
- wait()
- pos = v3n(scol3.r,scol3.g,scol3.b):Lerp(v3n(ecol3.r,ecol3.g,ecol3.b),i)
- obj[prop] = Color3.new(pos.x,pos.y,pos.z)
- end
- end
- function checkplayers(pos,radius,what)
- tab = {}
- for i,v in pairs(Workspace:GetChildren()) do
- if v:IsA("Model") and v ~= char then
- for _,q in pairs(v:GetChildren()) do
- if q:IsA("Humanoid") then
- if (q.Torso.Position-pos).magnitude <= radius then
- if what == 'char' then table.insert(tab,q.Parent)
- elseif what == 'humanoid' then table.insert(tab,q)
- end
- end end end end end
- return tab
- end
- function rage()
- tyu = cfn(0,.2,-.5)
- lock.R(1) lock.L(1)
- neck.C0 = normposn
- for i = 0,140,10 do
- wait()
- rw.C1 = (normposr*tyu)*ang(M.D(i),0,M.D(i/(140/-50)))
- lw.C1 = (normposl*tyu)*ang(M.D(i),0,M.D(i/(140/50)))
- neck.C0 = normposn*ang(M.D(i/(140/30)),0,0)
- end
- wait(1)
- for i = 140,50,-20 do
- wait()
- rw.C1 = (normposr)*ang(M.D(-i),0,M.D(i))
- lw.C1 = (normposl)*ang(M.D(-i),0,M.D(-i))
- end
- neck.C0 = normposn*ang(M.D(-30),0,0)
- fire = T.F(torso,30,30,'Bright red','Magenta')
- ef = T.P(1,1,1,'Really red',0,false,false)
- ew = T.W(ef,torso,0,0,0,0,0,0,ef)
- msh = T.FM(ef,'sphere',1,1,1)
- for i = 0,20 do wait() ef.Transparency = i/20 msh.Scale = v3n(i,i,i)
- T.C(function()
- tabb = checkplayers(ef.Position,20,'char')
- if #tabb > 0 then
- for i,v in pairs(tabb) do damage(v,10,true,.2) end
- end
- end)
- end
- msh:Remove()
- for i = 30,8,-1 do
- wait() fire.Size = i
- end
- colorslide(fire,'Color','Bright red','Deep blue',.05)
- lock.R(0) lock.L(0) neck.C0 = normposn
- end
- hop = Instance.new("HopperBin",ply.Backpack)
- hop.Name = name
- holdpos = normposr*ang(math.pi/2,0,0)
- port,port2,bol,boltime = nil,nil,false,1
- function hide()
- if char.Parent ~= curcam then
- char.Parent = curcam
- hop.Name = name..'(h)'
- else char.Parent = Workspace
- hop.Name = name
- end
- end
- function makeport1()
- if not port then --- Blue portal
- circle()
- port = Instance.new("Model",Workspace)
- port.Name = 'omakotikullankallis'
- ring = T.P(1,1,1,'Deep blue',0,false,true,port) T.FM(ring,'ring',4,4,1)
- ring.CFrame = torso.CFrame * cfn(0,0,-4)
- mir = T.P(3.5,.1,3.5,ring.BrickColor.Name,.5,false,true,port) T.FM(mir,'cylinder',1,1,1)
- mir.CFrame = ring.CFrame*ang(math.pi/2,0,0)
- mir.Touched:connect(function(hit) local hum = hit.Parent:FindFirstChild("Humanoid")
- if hum ~= nil and hum.Parent == char and port2 and not bol then bol = true
- hit.Parent:MoveTo(mir2.Position) wait(boltime) bol = false
- end end) ---- On touch event for blue portal
- elseif port then ring.CFrame = torso.CFrame * cfn(0,0,-4)
- mir.CFrame = ring.CFrame*ang(math.pi/2,0,0)
- end
- end
- function makeport2()
- if not port2 then
- circle()
- port2 = Instance.new("Model",Workspace)
- port2.Name = 'omakotikullankallis'
- ring2 = T.P(1,1,1,'Neon orange',0,false,true,port2) T.FM(ring2,'ring',4,4,1)
- ring2.CFrame = torso.CFrame * cfn(0,0,-4)
- mir2 = T.P(3.5,.1,3.5,ring2.BrickColor.Name,.5,false,true,port2) T.FM(mir2,'cylinder',1,1,1)
- mir2.CFrame = ring2.CFrame*ang(math.pi/2,0,0)
- mir2.Touched:connect(function(hit) local hum = hit.Parent:FindFirstChild("Humanoid")
- if hum ~= nil and hum.Parent == char and port and not bol then bol = true
- hit.Parent:MoveTo(mir.Position) wait(boltime) bol = false
- end end) ---- On touch event for orange portal
- elseif port2 then ring2.CFrame = torso.CFrame * cfn(0,0,-4)
- mir2.CFrame = ring2.CFrame*ang(math.pi/2,0,0)
- end
- end
- holdpos2 = normposl*ang(math.pi/2,0,0)
- function punch()
- fires = {}
- lock.R(1) lock.L(1)
- for i,v in pairs(bracs:children()) do
- if v.Name ~= 'a' then table.insert(fires,T.F(v,.5,.5,'White','Black')) end
- end
- sticks = Instance.new("Model",m)
- rr = .5
- for _,v in pairs({rarm,larm}) do
- for _,pos in pairs({ {0,-rr}, {0,rr}, {rr,0}, {-rr,0} }) do
- stick = T.P(.3,.3,2.5,'Really blue',.5,false,false,sticks)
- stick.Touched:connect(function(hit) damage(hit.Parent,10000,true,.05) end)
- T.W(stick,v,pos[1],-.6,pos[2],-math.pi/2,0,0)
- end end
- for i = 1,10 do
- rw.C1 = holdpos*cfn(0,.5,0)
- lw.C1 = (holdpos2*cfn(0,-.5,0))*ang(0,0,M.D(30))
- wait(.05)
- rw.C1 = (holdpos*cfn(0,-.5,0))*ang(0,0,M.D(-30))
- lw.C1 = holdpos2*cfn(0,.5,0)
- wait(.05)
- end
- sticks:Remove() for _,v in pairs(fires) do v:Remove() end
- lock.R(0) lock.L(0)
- end
- Workspace.ChildRemoved:connect(function(child)
- if child == port then port = nil
- elseif child == port2 then port2 = nil
- end end)
- function removeports()
- if port then port:Remove() port = nil end
- if port2 then port2:Remove() port2 = nil end
- for i,v in pairs(Workspace:GetChildren()) do if v.Name == 'omakotikullankallis' then v:Remove() end end
- end
- function circle()
- r = .5
- lock.R(1)
- for i = 0,90,10 do wait() rw.C1 = normposr*ang(M.D(i),0,0) end
- for i = 0,360,25 do
- wait()
- rw.C1 = holdpos*ang(M.Cos(M.D(-i))*r,0,M.Sin(M.D(-i))*r)
- end
- for i = 90,0,-10 do wait() rw.C1 = normposr*ang(M.D(i),0,0) end
- lock.R(0)
- end
- Workspace.ChildRemoved:connect(function(child) if child == port then port = nil elseif child == port2 then port2 = nil end end) --- Nill's portals if they dont exist
- function bowl(mouse)
- colorslide(e1,'Color','cur','Royal purple',.05)
- dec.Parent = e1
- light = T.P(1,2,1,'Royal purple',.8,false,false)
- light.Touched:connect(function(hit) damage(hit.Parent,10000,false,1) end)
- T.FM(light,'spike',.5,2,.5)
- T.W(light,e1,0,0,-1,math.pi/2,0,0)
- holding = true
- posa = e1.Position
- while holding do
- wait()
- lv = char.Head.CFrame.lookVector
- pos3 = ((posa-mouse.hit.p).unit):Cross(lv)
- e1w.C1 = cfn(.35,0,-.55)*ang(0,pos3.Y,0)
- end
- light:Remove()
- colorslide(e1,'Color','cur','Really black',.05) e1w.C1 = cfn(.35,0,-.55)
- dec.Parent = nil
- end
- sitbp = nil
- function sit()
- if sitbp == nil then
- lock.R(2) lock.L(2)
- sitbp = T.BP(torso,torso.Position)
- for i = 1,90,5 do
- wait()
- rhw.C1 = normposr2*ang(M.D(i),0,M.D(i/(90/-30)))
- lhw.C1 = normposl2*ang(M.D(i),0,M.D(i/(90/30)))
- sitbp.position = torso.Position - v3n(0,i/(90),0)
- end
- elseif sitbp ~= nil then
- for i = 90,1,-5 do
- wait()
- rhw.C1 = normposr2*ang(M.D(i),0,M.D(i/(90/-30)))
- lhw.C1 = normposl2*ang(M.D(i),0,M.D(i/(90/30)))
- sitbp.position = torso.Position + v3n(0,i/(90),0)
- end
- lock.R(-1) lock.L(-1)
- sitbp:Remove() sitbp = nil
- end
- end
- function freemyself()
- for i,v in pairs(char:GetChildren()) do
- for _,o in pairs(v:GetChildren()) do
- for _,q in pairs({'BodyPosition','BodyForce','BodyVelocity','BodyGyro'}) do
- if o:IsA(q) then o:Remove() end
- end
- if o:IsA("Part") then
- o.Anchored = false end
- end
- end
- sk = T.P(1,1,1,'Royal purple',0,false,false)
- T.W(sk,torso,0,0,0,0,0,0,sk)
- msh = T.FM(sk,'skull',3,3,3)
- for i = 0,1,.05 do wait() sk.Transparency = i end sk:Remove()
- end
- function breake()
- welds = {}
- bps = {}
- possa = torso.Position
- for i,v in pairs(torso:children()) do
- if v:IsA("Motor6D") then table.insert(welds,v) v.Parent = nil
- end
- end
- for _,v in pairs(char:children()) do
- if v:IsA("BasePart") then v.CanCollide = true end
- end
- local hum = char.Humanoid
- hum.Parent = nil
- holding = true
- while holding do wait() end
- for i,v in pairs(welds) do
- v.Parent = torso
- v.Part1 = v.Part1
- end
- hum.Parent = char
- end
- klist = {
- {'fa',function() rage() end},
- {'qa',function() makeport1() end},
- {'ea',function() makeport2() end},
- {'ra',function() removeports() end},
- {'ca',function(a) punch(a) end},
- {'xa',function() sit() end},
- {'z',function() freemyself() end},
- {'va',function() hide() end},
- {'ga',function() breake() end,''}
- }
- hop.Deselected:connect(function() lock.R(0) lock.L(0) end)
- hop.Selected:connect(function(mouse)
- mouse.Button1Up:connect(function() holding = false end)
- mouse.KeyUp:connect(function(a) for i,v in pairs(klist) do if a == v[1] and v[3] ~= nil then holding = false end end end)
- mouse.KeyDown:connect(function(key) if attacking then return end
- for i,v in pairs(klist) do
- if key == v[1] then attacking = true v[2](mouse) attacking = false end
- end
- end)
- mouse.Button1Down:connect(function() if attacking then return end attacking = true bowl(mouse) attacking = false end)
- end)
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