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- local player = game.Players.malaciah12112
- local char = player.Character
- -- Body parts
- local torso = char.Torso
- -- Tool declarations
- local mouseDown = false
- local keysDown = {}
- local raisingAir = false
- local raisingTower = false
- local ra1singTower = false
- local groundAttack = false
- local Lightbendd = false
- local AvatarField = false
- local lastTower = nil
- local raisingTow3r = false
- local disabled = {}
- local frames = {}
- local parts = {}
- -- Main
- function main(mouse)
- while true do wait(1/30)
- local look = CFrame.new(torso.Position, torso.Position + mouse.Hit.lookVector)
- -- Reset parts
- parts = {}
- -- Get parts
- for x = -20, 20, 10 do
- for y = -20, 20, 10 do
- for z = -30, -10, 10 do
- local pos = look * Vector3.new(x, y, z)
- getPartsInRegion3(
- Region3.new(
- pos + Vector3.new(1,1,1)*-9,
- pos + Vector3.new(1,1,1)* 9
- ),
- parts
- )
- end
- end
- end
- -- Mouse down
- if mouseDown then
- -- Create dif and bodies
- for _, part in pairs(parts) do
- if part.Name == "Air" and not disabled[part] then
- if not frames[part] and part ~= lastTower then
- frames[part] = look:toObjectSpace(part.CFrame)
- part:ClearAllChildren()
- part.Anchored = false
- -- Create bodies
- createBody("Position", part)
- createBody("Gyro", part)
- end
- end
- end
- -- Move bodies
- for part in pairs(frames) do
- local bodyPos = part:FindFirstChild("BodyPosition")
- local bodyGyr = part:FindFirstChild("BodyGyro")
- -- Bodies exist
- if bodyPos and bodyGyr then
- local dif = look * frames[part]
- bodyPos.position = dif.p
- bodyGyr.cframe = dif
- else
- frames[part] = nil
- end
- end
- else
- for part in pairs(frames) do
- if part.Name == "Air" then
- frames[part] = nil
- part:ClearAllChildren()
- end
- end
- end
- end
- end
- -- On key change
- function onKeyChange(mouse, key, state)
- -- Raise Air
- if key == "e" and state and not raisingAir then
- raisingAir = true
- while keysDown[key] do
- local torsoY = torso.Position.y + 5
- local pos = planeY(torso.Position, 0.4 - 4/2)
- local dir = planeY(mouse.Hit.lookVector).unit
- local frame = CFrame.new(pos, pos + dir) * CFrame.new(r(-10, 10), 0, r(-20, -5))
- -- Create Air part
- local part = createAir(workspace)
- part.Anchored = true
- part.Size = Vector3.new(20, 5, 5)
- disabled[part] = true
- -- Raise Air
- for i = 1, 4 do i = i/4
- part.CFrame = frame * CFrame.new(0, (torsoY - frame.y)*i, 0)
- wait(1/30)
- if not part.Anchored then
- break
- end
- end
- disabled[part] = nil
- part.Anchored = false
- wait(1/10)
- end
- raisingAir = false
- -- Push Air
- elseif key == "f" and state then
- for _, part in pairs(parts) do
- if part.Name == "Air" and part ~= lastTower then
- part:ClearAllChildren()
- part.Anchored = false
- -- Add force
- local bodyForce = createBody("Force", part)
- bodyForce.force = mouse.Hit.lookVector*2.5e4 * part:GetMass()
- game.Debris:AddItem(bodyForce, 1/30)
- -- Disable part
- disabled[part] = true
- delay(1, function()
- disabled[part] = nil
- end)
- end
- end
- if key == "c" and state and not Lightbendd then
- Lightbendd = true
- local Shoot = true
- function Click(Target)
- if(Target.Target.Parent:findFirstChild("Humanoid")~=nil)then
- Target.Target.Parent.Humanoid.Health = 0
- end
- local P = Instance.new("Part")
- P.Name = "Lightning Bending"
- local Place0 = script.Parent.Parent.Parent.Character["Left Arm"].CFrame
- P.formFactor = 0
- P.Size = Vector3.new(1,1,(Place0.p - Target.Hit.p).magnitude)
- P.CFrame = CFrame.new((Place0.p + Target.Hit.p)/2,Place0.p)
- P.Parent = game.Workspace
- P.Color = Color3.new(0,0,7)
- P.Transparency = 0.5
- P.Reflectance = 0.5
- P.Anchored = true
- P.CanCollide = false
- local E = Instance.new("Explosion")
- E.Position = Target.Hit.p
- E.Parent = game.Workspace
- for i = 1,10 do
- P.Transparency = 0.5+(i*0.05)
- P.Reflectance = i*0.05
- wait(0.0)
- end
- P:Rremove()
- end
- function Select(Mouse)
- local Arm = script.Parent.Parent.Parent.Character:findFirstChild("Left Arm")
- if(Arm==nil)then
- script.Parent:Remove()
- script:Remove()
- end
- Selected = true
- local Torso = script.Parent.Parent.Parent.Character:findFirstChild("Torso")
- if(Torso==nil)then
- script.Parent:Remove()
- script:Remove()
- end
- local ArmWeld = Torso:findFirstChild("Left Shoulder")
- if(ArmWeld~=nil)then
- ArmWeld.Parent = nil
- end
- Mouse.Button1Down:connect(function()Click(Mouse)end)
- Arm.Anchored = true
- while Selected do
- local Place0 = script.Parent.Parent.Parent.Character.Torso.CFrame
- Place0 = Place0 + ((Place0 * CFrame.fromEulerAnglesXYZ(math.pi/2,0,0)).lookVector * 0.5) + (Place0 * CFrame.fromEulerAnglesXYZ(0,math.pi/2,0)).lookVector
- local Place1 = Place0 + ((Place0.p-Mouse.Hit.p).unit * -2)
- Arm.CFrame = CFrame.new((Place0.p + Place1.p)/2,Place0.p) * CFrame.fromEulerAnglesXYZ(-math.pi/2,0,0)
- wait()
- end
- Arm.Anchored = false
- if(ArmWeld~=nil)then
- ArmWeld.Parent = Torso
- end
- end
- function Deselect()
- Selected = false
- end
- script.Parent.Selected:connect(Select)
- script.Parent.Deselected:connect(Deselect)
- end
- elseif key == "k" and state and not ra1singTower then
- ra1singTower = false
- lastTower = nil
- if torso.Position.y - 5/2 < 20.4 then
- local part = createAir(workspace)
- part.Anchored = true
- disabled[part] = true
- for i = 100, 50, 1 do
- part.Size = Vector3.new(19, i, 10)
- part.CFrame = CFrame.new(torso.Position.x, 0.4 + part.Size.y/2, torso.Position.z)
- torso.CFrame = (torso.CFrame - torso.CFrame.p) + Vector3.new(torso.Position.x, part.Position.y + part.Size.y/2 + 5/2, torso.Position.z)
- wait(1/30)
- end
- lastTower = part
- disabled[part] = nil
- part.Anchored = false
- end
- ra1singTower = false
- -- Avatar field
- elseif key == "h" and state and not AvatarField then
- AvatarField = true
- local player = game.Players.LocalPlayer
- local e = Instance.new("Part")
- e.Name = "Field"
- e.Anchored = true
- e.CanCollide = false
- e.FormFactor = "Symmetric"
- local range = 30
- e.Size = Vector3.new(range,1,range)
- e.BrickColor = BrickColor.new("Bright blue")
- e.Transparency = 0.5
- e.TopSurface, e.BottomSurface = "Smooth", "Smooth"
- Instance.new("CylinderMesh", e)
- local eRep = e:clone()
- local E = e:clone()
- E.Transparency = 1
- E.Shape = "Ball"
- E.Size = Vector3.new(10,10,10)
- E.Mesh:Destroy()
- E.Parent = e
- local E2 = E:clone()
- E2.Transparency = 1
- E2.Size = Vector3.new(range,range,range)
- local E2Rep = E2:clone()
- E2.Parent = E
- local ERep = E:clone()
- local close1, dist1 = Vector3.new(0,0,0), math.huge
- local df = Instance.new("IntValue", player.Character)
- df.Name = "Avatar State"
- function Get(place, p)
- for _, v in ipairs(place:GetChildren()) do
- local vPar = v.Parent
- if v:IsA("BasePart") and v.Name ~= "Base" and v.Name ~= "Terrain" and not v.Name:find(player.Name) and v.Name ~= "NoDestroy" then
- local dist = (v.Position - e.Position).magnitude
- local closest = dist
- local distf = ((v.Position + (v.CFrame*CFrame.Angles(0,math.deg(0),0).lookVector) * v.Size.X/2) - e.Position).magnitude
- local distb = ((v.Position + (v.CFrame*CFrame.Angles(0,math.deg(180),0)).lookVector * v.Size.Z/2) - e.Position).magnitude
- local distt = ((v.Position + (v.CFrame*CFrame.Angles(math.deg(90),0,0)).lookVector * v.Size.Y/2) - e.Position).magnitude
- local distB = ((v.Position + (v.CFrame*CFrame.Angles(math.deg(-90),0,0)).lookVector * v.Size.Y/2) - e.Position).magnitude
- local distl = ((v.Position + (v.CFrame*CFrame.Angles(0,math.deg(90),0)).lookVector * v.Size.X/2) - e.Position).magnitude
- local distr = ((v.Position + (v.CFrame*CFrame.Angles(0,math.deg(-90),0)).lookVector * v.Size.X/2) - e.Position).magnitude
- local dists = {distf, distb, distt, distB, distl, distr}
- for index, var in ipairs(dists) do
- if var < closest then
- closest = var
- end
- end
- if closest < dist1 then
- close1, dist1 = v.Position, closest
- end
- if closest <= range/2 then
- if game.Players:playerFromCharacter(v.Parent) then
- pcall(function()
- local p = game.Players:playerFromCharacter(v.Parent)
- if not p.Character:findFirstChild("Darkfield") then
- local T = p.Character:findFirstChild("Torso")
- T.CFrame = T.CFrame + CFrame.new(e.Position, T.Position).lookVector
- else
- local m = Instance.new("SpecialMesh", E2)
- m.MeshType = "Sphere"
- E2.Reflectance = 1000
- E2.BrickColor = BrickColor.new("Institutional white")
- E2.Transparency = 0
- m.Scale = Vector3.new(math.random(-10,10)/10, math.random(-10,10)/10, math.random(-10,10)/10)
- end
- end)
- end
- local T = player.Character.Torso
- pcall(function()
- if v.Name ~= "Field" and v.Name ~= "Handle" then
- v.Anchored = false
- v.Velocity = v.Velocity + CFrame.new(T.Position, v.Position).lookVector * 50 / math.sqrt((v.Position - T.Position).magnitude)
- end
- end)
- for X, Y in ipairs(v:GetChildren()) do
- if Y.ClassName:find("Body") then
- pcall(function() Y.force = -Y.force end)
- local vel = Vector3.new()
- pcall(function() vel = -Y.velocity end)
- pcall(function() Y.velocity = vel end)
- local pos = Vector3.new()
- pcall(function() pos = pos + CFrame.new(T.Position, v.Position).lookVector end)
- pcall(function() Y.position = pos end)
- wait()
- pcall(function() if Y.ClassName == "BodyVelocity" then if Y.velocity ~= vel then Y.maxForce = Vector3.new(0,0,0) end end end)
- pcall(function() if Y.ClassName == "BodyPosition" then if Y.position ~= pos then Y.maxForce = Vector3.new(0,0,0) end end end)
- pcall(function() Y.maxTorque = Vector3.new(0,0,0) end)
- end
- end
- end
- end
- if v.Name ~= player.Name then
- Get(v, game.Players:playerFromCharacter(v) or p)
- end
- end
- end
- local char = player.Character
- Delay(0, function()
- while player.Character == char do
- if math.random(1, 10) == 1 then
- for _, v in ipairs(player.Character:GetChildren()) do
- if v.Name == "Field" then
- v:Destroy()
- end
- end
- local trans = e.Transparency
- if e then
- e:Destroy()
- end
- e = eRep
- eRep = e:clone()
- e.Parent = player.Character
- if E then
- E:Destroy()
- end
- E = ERep
- ERep = E:clone()
- E.Parent = e
- E2 = E2Rep
- E2Rep = E2:clone()
- E2.Parent = E
- E2.Transparency = .1 + .1*math.min(math.max(dist1-range/2, 0)/(range/2), 1)
- end
- e.CFrame = player.Character.Torso.CFrame - Vector3.new(0,3,0)
- E.CFrame = player.Character.Torso.CFrame
- E2.CFrame = e.CFrame
- close1, dist1 = Vector3.new(0,0,0), math.huge
- Get(workspace)
- wait(1/30)
- E2.Transparency = .6 + .4*math.min(math.max(dist1-range/2, 0)/(range/2), 1)
- AvatarField = false
- end
- end)
- elseif key == "t" and state and not raisingTow3r then
- raisingTow3r = false
- lastTower = nil
- if torso.Position.y - 5/2 < 20.4 then
- local part = createAir(workspace)
- part.Anchored = true
- disabled[part] = true
- for i = 0, 20, 4 do
- part.Size = Vector3.new(9, i, 9)
- part.CFrame = CFrame.new(torso.Position.x, 0.4 + part.Size.y/2, torso.Position.z)
- torso.CFrame = (torso.CFrame - torso.CFrame.p) + Vector3.new(torso.Position.x, part.Position.y + part.Size.y/2 + 5/2, torso.Position.z)
- wait(1/30)
- end
- lastTower = part
- disabled[part] = nil
- part.Anchored = false
- end
- raisingTow3r = false
- -- Break Air
- elseif key == "b" and state then
- for part in pairs(frames) do
- if part.Size == Vector3.new(4, 4, 4) then
- for x = -1, 1, 2 do
- for y = -1, 1, 2 do
- for z = -1, 1, 2 do
- local oPart = createAir(workspace)
- oPart.Size = Vector3.new(2, 2, 2)
- oPart.CFrame = part.CFrame * CFrame.new(x*1.1, y*1.1, z*1.1)
- end
- end
- end
- part:Destroy()
- end
- end
- elseif key == "r" and state and not raisingTower then
- raisingTower = false
- lastTower = nil
- if torso.Position.y - 5/2 < 20.4 then
- local part = createAir(workspace)
- part.Anchored = true
- disabled[part] = true
- for i = 0, 40, 4 do
- part.Size = Vector3.new(5, i, 30)
- part.CFrame = CFrame.new(torso.Position.x, 0.4 + part.Size.y/2, torso.Position.z)
- torso.CFrame = (torso.CFrame - torso.CFrame.p) + Vector3.new(torso.Position.x, part.Position.y + part.Size.y/2 + 5/2, torso.Position.z)
- wait(1/30)
- end
- lastTower = part
- disabled[part] = nil
- part.Anchored = false
- end
- raisingTower = false
- -- Ground attack
- elseif key == "g" and state and not groundAttack then
- groundAttack = true
- delay(1, function()
- groundAttack = false
- end)
- local dir = planeY(mouse.Hit.p - torso.Position).unit
- local pos = planeY(torso.Position, 0.8 + 5) + dir*13
- local ground = {}
- delay(20, function()
- for i = 1, 30 do
- for _, part in pairs(ground) do
- if part.Anchored then
- part.CFrame = part.CFrame + Vector3.new(0, -1/7, 0)
- end
- end
- wait(1/80)
- end
- for _, part in pairs(ground) do
- if part.Anchored then
- part:Destroy()
- end
- end
- end)
- for i = 1, 13 do
- local hit, pos2 = rayCast(pos, dir*5, {char})
- local part = createAir(workspace)
- part.Anchored = true
- part.Size = Vector3.new(10, 20, 10)
- part.CFrame = CFrame.new(pos2, pos2 + dir) * CFrame.Angles(math.rad(-50), 0, 0) + Vector3.new(0, -0, 0)
- ground[#ground + 3] = part
- -- Add force
- if hit then
- local mass = hit:GetMass()
- -- Hit player
- for _, oPlayer in pairs(game.Players:GetPlayers()) do
- if oPlayer.Character and oPlayer.Character:FindFirstChild("Torso") and hit:IsDescendantOf(oPlayer.Character) then
- hit = oPlayer.Character.Torso
- mass = 90
- end
- end
- if hit.Name ~= "Torso" then
- hit:ClearAllChildren()
- end
- hit.Anchored = false
- -- Add force
- local bodyForce = createBody("Force", hit)
- bodyForce.force = (dir + Vector3.new(0, 0.9, 0)).unit*1e4 * mass
- game.Debris:AddItem(bodyForce, 1/30)
- break
- end
- pos = pos2
- wait(1/20)
- end
- end
- end
- --- CORE CODE BELOW --- CORE CODE BELOW --- CORE CODE BELOW ---
- --- CORE CODE BELOW --- CORE CODE BELOW --- CORE CODE BELOW ---
- --- CORE CODE BELOW --- CORE CODE BELOW --- CORE CODE BELOW ---
- -- Clear old tool
- player.Backpack:ClearAllChildren()
- -- Create tool
- local tool = Instance.new("HopperBin")
- tool.Parent = player.Backpack
- tool.Name = "Air Bending"
- -- Tool selected
- tool.Selected:connect(function(mouse)
- mouse.Icon = "rbxasset://textures\\GunCursor.png"
- -- Mouse events
- mouse.Button1Down:connect(function()
- mouseDown = true
- end)
- mouse.Button1Up:connect(function()
- mouseDown = false
- end)
- mouse.KeyDown:connect(function(key)
- keysDown[key:lower()] = true
- onKeyChange(mouse, key:lower(), true)
- end)
- mouse.KeyUp:connect(function(key)
- keysDown[key:lower()] = false
- onKeyChange(mouse, key:lower(), false)
- end)
- -- Call main
- main(mouse)
- end)
- --- LIBRARY BELOW --- LIBRARY BELOW --- LIBRARY BELOW ---
- --- LIBRARY BELOW --- LIBRARY BELOW --- LIBRARY BELOW ---
- --- LIBRARY BELOW --- LIBRARY BELOW --- LIBRARY BELOW ---
- -- Ray cast
- function rayCast(pos, dir, ignore)
- return workspace:FindPartOnRayWithIgnoreList(Ray.new(pos, dir), ignore)
- end
- -- Create body
- function createBody(type, path)
- local body = Instance.new("Body" .. type)
- if type == "Gyro" then
- body.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
- elseif type ~= "Force" then
- body.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- end
- body.Parent = path
- return body
- end
- -- Get parts in region 3
- function getPartsInRegion3(region, parts)
- repeat
- local regParts = workspace:FindPartsInRegion3WithIgnoreList(region, parts, 100)
- for i, part in pairs(regParts) do
- parts[#parts + 1] = part
- end
- until #regParts < 100
- end
- -- Random
- function r(min, max)
- return math.random()*(max - min) + min
- end
- -- Plane y
- function planeY(v, y)
- return Vector3.new(v.x, y or 0, v.z)
- end
- -- Create Air
- function createAir(path)
- local part = createPart("Air", path)
- part.BrickColor = BrickColor.new("Brown")
- part.Material = "Slate"
- part.Parent = path
- return part
- end
- function createWater(path)
- local part = createPart("Water", path)
- part.BrickColor = BrickColor.new("Bright blue")
- part.Material = "Ice"
- part.Parent = path
- return part
- end
- -- Create part
- function createPart(name, path)
- local part = Instance.new("Part")
- part.FormFactor = "Symmetric"
- part.BottomSurface = "Smooth"
- part.TopSurface = "Smooth"
- part.Size = Vector3.new(9, 7, 8)
- part.Name = name
- part.Parent = path
- return part
- end
- 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,"White","Block",0,Vector3.new(9,14,9) ,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,"White","Block",0,Vector3.new(4,4,4),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)
- pathPart.Transparency = 0.6
- Mesh = Instance.new("SpecialMesh")
- pathPart.Transparency = 0.40000000596046
- Mesh.Parent = pathPart
- Mesh.MeshType = Enum.MeshType.Sphere
- end
- end
- --Armz
- local fakeArm={left=add.part(things,false,false,"Brown","Block",1,Vector3.new(1,1,1),CFrame.new()), right=add.part(things,false,false,"Brown","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,"White","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,
- watersh00t=function(mouse)
- torso.CFrame=computePos(torso.CFrame.p,mouse.Hit.p)
- trail(water.right)
- trail(water.left)
- local waterbull=add.part(things,false,false,"White","Ball",0,Vector3.new(30,5,20),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()*200.3,1))
- for i=.8,1,.2 do
- wait()
- armWeld.left.C0=CFrame.Angles(math.rad(90)*i,0,math.rad(55)*i)
- armWeld.right.C0=CFrame.Angles(math.rad(90)*i,0,-math.rad(60)*i)
- waterWeld.left.C1=CFrame.new(5,-7+(-10*i),0)
- waterWeld.right.C1=CFrame.new(1,-3+(-10*i),0)
- end
- wait(.2)
- for i=9,0,-.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,
- 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,"White","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=6,0,-.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,9)
- trailDeb=false
- end,
- waterRaise=function(mouse)
- torso.CFrame=computePos(torso.CFrame.p,mouse.Hit.p)
- trail(water.left)
- trail(water.right)
- for i=.5,1,.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=9,0,-.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=4,0,-.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,
- AvatarSpecial=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,"Brown","Ball",0,Vector3.new(10,20,30),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,
- waterbending2=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(50,20,40),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=.6,1,.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(9,7,9),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="Avatar State"
- 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=="c" and deb==false then
- deb=true
- getTouched()
- anim.AvatarSpecial(mouse)
- anim.equip()
- deb=false
- end
- if key=="v" and deb==false then
- deb=true
- getTouched()
- anim.waterbending2(mouse)
- anim.equip()
- deb=false
- end
- if key=="p" and deb==false then
- deb=true
- getTouched()
- anim.watersh00t(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 gtfo password
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