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- --[[ Arkuni Script ]]--
- --[[ Declarations ]]--
- wait(.0000000000000000000001)
- local Player = game:GetService("Players").LocalPlayer
- local Character = Player.Character
- local Head = Character.Head
- local Torso = Character.Torso
- local Right_Arm = Character["Right Arm"]
- local Right_Leg = Character["Right Leg"]
- local Left_Arm = Character["Left Arm"]
- local Left_Leg = Character["Left Leg"]
- local Humanoid = Character.Humanoid
- local Animation = "Idle"
- local Mouse = Player:GetMouse()
- local LeftShoulder = Torso["Left Shoulder"]
- local Left_Hip = Torso["Left Hip"]
- local RightShoulder = Torso["Right Shoulder"]
- local Right_Hip = Torso["Right Hip"]
- local Root = Character.HumanoidRootPart
- local RootJoint = Root.RootJoint
- local Attacking = false
- local CanAttack = true
- local Anim = "Idle"
- local Combo = 1
- local Blocking = false
- local MaxArk = 100
- local Ark = 100
- local MaxBlock = 100
- local Effects = {}
- local Color = "Bright yellow"
- local Invert = false
- local Idle = 0
- local Equipped = false
- local Running = false
- local Unseathed = false
- Humanoid.MaxHealth = 5000
- Humanoid.Health = 5000
- Left_Shoulder = Instance.new("Weld", Torso)
- Left_Shoulder.Part0 = Torso
- Left_Shoulder.Part1 = Left_Arm
- Left_Shoulder.Name = "Left Shoulder"
- Left_Shoulder.C0 = CFrame.new(-1.5,0,0)
- Right_Shoulder = Instance.new("Weld", Torso)
- Right_Shoulder.Part0 = Torso
- Right_Shoulder.Part1 = Right_Arm
- Right_Shoulder.Name = "Right Shoulder"
- Right_Shoulder.C0 = CFrame.new(1.5,0,0)
- LeftShoulder.Parent = nil
- RightShoulder.Parent = nil
- Humanoid.WalkSpeed = 10
- local RootCFrame = CFrame.fromEulerAnglesXYZ(-1.57,0,3.14)
- Necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Necko2 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Right_Hip_C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Left_Hip_C1 = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- Movemment = 1
- Walk = 0
- Animator = Humanoid.Animator
- Animate = Character.Animate
- Animator.Parent = nil
- Animate.Parent = nil
- --[[for i,v in pairs(Head:children()) do
- if v:IsA("Sound") then
- v:Remove()
- end
- end
- ]]--
- local Services = {
- SoundService = game:GetService("SoundService");
- Players = game:GetService("Players");
- Debris = game:GetService("Debris");
- Workspace = game:GetService("Workspace");
- Lighting = game:GetService("Lighting");
- HttpService = game:GetService("HttpService");
- InsertService = game:GetService("InsertService");
- }
- local ArkuniGui = Instance.new("BillboardGui", Head)
- ArkuniGui.ExtentsOffset = Vector3.new(0,5,0)
- ArkuniGui.Adornee = Head
- ArkuniGui.AlwaysOnTop = true
- ArkuniGui.Enabled = true
- ArkuniGui.Size = UDim2.new(0, 200,0, 50)
- local ArkuniText = Instance.new("TextLabel", ArkuniGui)
- ArkuniText.BackgroundTransparency = 1
- ArkuniText.Font = "Code"
- ArkuniText.Size = UDim2.new(0, 200,0, 50)
- ArkuniText.TextStrokeColor3 = BrickColor.Gray().Color
- ArkuniText.TextStrokeTransparency = 0
- ArkuniText.TextColor3 = Color3.new(1,1,1)
- ArkuniText.TextScaled = true
- ArkuniText.Text = "Arkuni"
- --------[[ Mesh Ids ]]--------
- -- Eh... This is just my Stock of Meshes
- SpikeMeshId = 1033714
- SpikeBallId = 9982590
- StarMeshId = 45428961
- CrystalMeshId = 9756362
- --[[ Essential Functions ]]--
- function NoOutlines(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- local CreatePart = function(Parent, Name, Color, Size, Material, Transparency, Shape)
- local Part = Instance.new("Part", Parent)
- Part.Name = Name
- Part.BrickColor = BrickColor.new(Color)
- Part.Size = Size
- Part.Material = Material
- Part.Transparency = Transparency
- Part.Shape = Shape
- Part.CanCollide = false
- NoOutlines(Part)
- return Part
- end
- local CreateMesh = function(Parent, Scale, Shape)
- local Mesh = Instance.new("BlockMesh", Parent)
- Mesh.Scale = Scale
- return Mesh
- end
- local CreateWedge = function(Parent, Name, Color, Size, Material, Transparency)
- local WedgePart = Instance.new("WedgePart", Parent)
- WedgePart.Name = Name
- WedgePart.BrickColor = BrickColor.new(Color)
- WedgePart.Size = Size
- WedgePart.Material = Material
- WedgePart.Transparency = Transparency
- WedgePart.CanCollide = false
- NoOutlines(WedgePart)
- return WedgePart
- end
- local CreateWeld = function(Parent, Cframe, P1 , P0)
- local Weld = Instance.new("Weld", Parent)
- Weld.Part0 = P0
- Weld.Part1 = P1
- Weld.Name = P0.Name .. "To" .. P1.Name
- Weld.C0 = Cframe
- return Weld
- end
- local CreateVelocity = function(Parent,Velocity,Force)
- local BodyVelocity = Instance.new("BodyVelocity", Parent)
- BodyVelocity.Velocity = Velocity
- BodyVelocity.MaxForce = Force
- return BodyVelocity
- end
- local CreateCrystal = function(Parent, Name, Color, Size, Material, Transparency, Scale)
- local Part = Instance.new("Part", Parent)
- Part.Name = Name
- Part.BrickColor = BrickColor.new(Color)
- Part.Size = Size
- Part.Material = Material
- Part.Transparency = Transparency
- Part.CanCollide = false
- NoOutlines(Part)
- local Mesh = Instance.new("SpecialMesh", Part)
- Mesh.MeshId = "http://www.roblox.com/asset?id=" .. CrystalMeshId
- Mesh.Scale = Scale
- return Mesh and Part
- end
- local MakeSFX = function(Parent, Id, Volume, Pitch)
- local SFX = Instance.new("Sound", Parent)
- SFX.SoundId = "http://www.roblox.com/asset?id=" .. Id
- SFX.Name = "SFX"
- SFX:Play()
- SFX.Volume = Volume
- SFX.Pitch = Pitch
- SFX.PlayOnRemove = true
- SFX:Remove()
- end
- CircleEffect = function(Position, Parent, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
- local Part = Instance.new("Part", Parent)
- Part.Transparency = Transparency
- Part.Name = "CircleEffect"
- Part.Size = Vector3.new()
- Part.Anchored = true
- Part.CanCollide = false
- Part.Position = Position
- Part.BrickColor = BrickColor.new(Brickcolor)
- Part.Material = Material
- NoOutlines(Part)
- local Mesh = Instance.new("SpecialMesh", Part)
- Mesh.MeshType = "Sphere"
- Mesh.Scale = Vector3.new(0,0,0)
- Services.Debris:AddItem(Part, Time)
- table.insert(Effects, {Part, "Circle", Time, SX, SY, SZ})
- end
- BlockEffect = function(Position, Parent, DSX, DSY, DSZ, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
- local Part = Instance.new("Part", Parent)
- Part.Transparency = Transparency
- Part.Name = "BlockEffect"
- Part.Size = Vector3.new()
- Part.Anchored = true
- Part.Position = Position
- Part.CanCollide = false
- Part.BrickColor = BrickColor.new(Brickcolor)
- Part.Material = Material
- NoOutlines(Part)
- local Mesh = Instance.new("BlockMesh", Part)
- Mesh.Scale = Vector3.new(DSX, DSY, DSZ)
- Services.Debris:AddItem(Part, Time)
- table.insert(Effects, {Part, "Block", Time, SX, SY, SZ})
- end
- --[[ Uniform ]]--
- Uniform = Instance.new("Model", Character)
- Uniform.Name = "Uniform"
- local Cloak = Instance.new("Part", Uniform)
- Cloak.Name = "Cloak"
- Cloak.CanCollide = false
- Cloak.BrickColor = BrickColor.new("Institutional white")
- local CloakMesh = Instance.new("SpecialMesh", Cloak)
- CloakMesh.MeshId = "http://www.roblox.com/asset?id=16952952"
- local CloakWeld = CreateWeld(Cloak, CFrame.new(0,-0.25,0) * CFrame.Angles(0,0,0), Head , Cloak, "ArkusToCharacter")
- Arm1Color = Right_Arm.BrickColor.Color
- Arm2Color = Left_Arm.BrickColor.Color
- local TorsoCloak = CreatePart(Uniform, "TorsoCloak", "White", Vector3.new(2, 2, 1), "SmoothPlastic", 0, "Block")
- local LeftArmCloak = CreatePart(Uniform, "LeftArmCloak", "White", Vector3.new(1, 1.7, 1), "SmoothPlastic", 0, "Block")
- local RightArmCloak = CreatePart(Uniform, "RightArmCloak", "White", Vector3.new(1, 1.7, 1), "SmoothPlastic", 0, "Block")
- local LeftArmCloak2 = CreatePart(Uniform, "LeftArmCloak2", "White", Vector3.new(0.6, 0.3, 1), "SmoothPlastic", 0, "Block")
- local RightArmCloak2 = CreatePart(Uniform, "RightArmCloak2", "White", Vector3.new(0.6, 0.3, 1), "SmoothPlastic", 0, "Block")
- local LeftArmCloak3 = CreateWedge(Uniform, "LeftArmCloak3", "White", Vector3.new(1.001, 0.3, 0.4), "SmoothPlastic", 0)
- local RightArmCloak3 = CreateWedge(Uniform, "RightArmCloak3", "White", Vector3.new(1.001, 0.3, 0.4), "SmoothPlastic", 0)
- local RightArmPart = CreatePart(Uniform, "RightArmPart",Arm1Color, Vector3.new(0.4, 0.3, 1), "SmoothPlastic", 0, "Block")
- local LeftArmPart = CreatePart(Uniform, "LeftArmPart", Arm2Color, Vector3.new(0.4, 0.3, 1), "SmoothPlastic", 0, "Block")
- local LeftLegCloak = CreatePart(Uniform, "LeftLegCloak", "White", Vector3.new(1, 1.8, 1), "SmoothPlastic", 0, "Block")
- local RightLegCloak = CreatePart(Uniform, "RightLegCloak", "White", Vector3.new(1, 1.8, 1), "SmoothPlastic", 0, "Block")
- local LeftLegCloak2 = CreatePart(Uniform, "LeftLegCloak2", "Dark stone grey", Vector3.new(1, 0.3, 1), "SmoothPlastic", 0, "Block")
- local RightLegCloak2 = CreatePart(Uniform, "RightLegCloak2", "Dark stone grey", Vector3.new(1, 0.3, 1), "SmoothPlastic", 0, "Block")
- local LeftLegCloak3 = CreatePart(Uniform, "LeftLegCloak3", "Fossil", Vector3.new(0.8, 0.43, 0.2), "SmoothPlastic", 0, "Block")
- local RightLegCloak3 = CreatePart(Uniform, "RightLegCloak3", "Fossil", Vector3.new(0.8, 0.43, 0.2), "SmoothPlastic", 0, "Block")
- local LeftLegCloak3Mesh = CreateMesh(LeftLegCloak3, Vector3.new(1, 1, 0.1), "Block")
- local RightLegCloak3Mesh = CreateMesh(RightLegCloak3, Vector3.new(1, 1, 0.1), "Block")
- local BeltPart1 = CreatePart(Uniform, "BeltPart1", "Institutional white", Vector3.new(2.1, 0.3, 1.1), "Granite", 0, "Block")
- local BeltPart2 = CreatePart(Uniform, "BeltPart2", "Dark stone grey", Vector3.new(2.11, 0.3, 1.11), "SmoothPlastic", 0, "Block")
- local BeltPart2Mesh = CreateMesh(BeltPart2, Vector3.new(1, 0.5, 1), "Block")
- local BeltPart3 = CreatePart(Uniform, "BeltPart3", "Dark stone grey", Vector3.new(2.11, 0.3, 1.11), "SmoothPlastic", 0, "Block")
- local BeltPart3Mesh = CreateMesh(BeltPart3, Vector3.new(1, 0.5, 1), "Block")
- local UltimateCrystalPocket = CreatePart(Uniform, "UltimateCrystalPocket", "Institutional white", Vector3.new(0.6, 0.2, 0.5), "SmoothPlastic", 0, "Block")
- UltimateCrystalPocketMesh = Instance.new("CylinderMesh", UltimateCrystalPocket)
- UltimateCrystalPocketMesh.Scale = Vector3.new(1,0.01,1)
- local EarthCrystal = CreateCrystal(Uniform, "Earth Crystal", "Burnt Sienna", Vector3.new(), "SmoothPlastic", 0.5,Vector3.new(0.1, 0.2, 0.1))
- local FireCrystal = CreateCrystal(Uniform, "Fire Crystal", "Bright red", Vector3.new(), "SmoothPlastic", 0.5,Vector3.new(0.1, 0.2, 0.1))
- local WaterCrystal = CreateCrystal(Uniform, "Fire Crystal", "Bright blue", Vector3.new(), "SmoothPlastic", 0.5,Vector3.new(0.1, 0.2, 0.1))
- local LightingCrystal = CreateCrystal(Uniform, "Lighting Crystal", "Bright yellow", Vector3.new(), "SmoothPlastic", 0.5,Vector3.new(0.1, 0.2, 0.1))
- local PlantCrystal = CreateCrystal(Uniform, "Plant Crystal", "Bright green", Vector3.new(), "SmoothPlastic", 0.5,Vector3.new(0.1, 0.2, 0.1))
- local DarknessCrystal = CreateCrystal(Uniform, "Darkness Crystal", "Black", Vector3.new(), "SmoothPlastic", 0.5,Vector3.new(0.1, 0.2, 0.1))
- local UltimateCrystal = CreateCrystal(Uniform, "Ultimate Crystal", "Medium stone grey", Vector3.new(), "SmoothPlastic", 0.5,Vector3.new(0.1, 0.2, 0.1))
- TorsoCloakWeld = CreateWeld(TorsoCloak, CFrame.new(0,0,0), Torso, TorsoCloak)
- LeftArmPartWeld = CreateWeld(LeftArmPart, CFrame.new(0.3,1,0), LeftArmCloak, LeftArmPart)
- RightArmPartWeld = CreateWeld(RightArmPart, CFrame.new(-0.3,1,0), RightArmCloak, RightArmPart)
- LeftArmCloakWeld = CreateWeld(LeftArmCloak, CFrame.new(0,-0,0), Right_Arm, LeftArmCloak)
- RightArmCloakWeld = CreateWeld(RightArmCloak, CFrame.new(0,-0,0), Left_Arm, RightArmCloak)
- LeftArmCloak2Weld = CreateWeld(LeftArmCloak2, CFrame.new(-0.2,1,0), LeftArmCloak, LeftArmCloak2)
- RightArmCloak2Weld = CreateWeld(RightArmCloak2, CFrame.new(0.2,1,0), RightArmCloak, RightArmCloak2)
- LeftArmCloak3Weld = CreateWeld(LeftArmCloak3,CFrame.new(0,-0.25,0.8) * CFrame.Angles(1.57,1.57,0), Left_Arm, LeftArmCloak3)
- RightArmCloak3Weld = CreateWeld(RightArmCloak3,CFrame.new(0,-0.25,0.8) * CFrame.Angles(1.57,-1.57,0), Right_Arm, RightArmCloak3)
- LeftLegCloakWeld = CreateWeld(LeftLegCloak, CFrame.new(0,-0.1,0), Left_Leg, LeftLegCloak)
- RightLegCloakWeld = CreateWeld(RightLegCloak, CFrame.new(0,-0.1,0), Right_Leg, RightLegCloak)
- LeftLegCloak2Weld = CreateWeld(LeftLegCloak2, CFrame.new(0,1.05,0), LeftLegCloak, LeftLegCloak2)
- RightLegCloak2Weld = CreateWeld(RightLegCloak2, CFrame.new(0,1.05,0), RightLegCloak, RightLegCloak2)
- LeftLegCloak3Weld = CreateWeld(LeftLegCloak3, CFrame.new(0,-0.1,0.5), LeftLegCloak2, LeftLegCloak3)
- RightLegCloak3Weld = CreateWeld(RightLegCloak3, CFrame.new(0,-0.1,0.5), RightLegCloak2, RightLegCloak3)
- BeltPart1Weld = CreateWeld(BeltPart1, CFrame.new(0,1,0), Torso, BeltPart1)
- BeltPart2Weld = CreateWeld(BeltPart2, CFrame.new(0,0.8,0), Torso, BeltPart2)
- BeltPart3Weld = CreateWeld(BeltPart3, CFrame.new(0,1.2,0), Torso, BeltPart3)
- UltimateCrystalPocketWeld = CreateWeld(UltimateCrystalPocket, CFrame.new(-0.5,-0.5,-0.5) * CFrame.Angles(1.57,0,0), Torso, UltimateCrystalPocket)
- UltimateCrystalWeld = CreateWeld(UltimateCrystal, CFrame.new(0,0,0) * CFrame.Angles(1.57,0,0), UltimateCrystalPocket, UltimateCrystal)
- EarthCrystalWeld = CreateWeld(EarthCrystal, CFrame.new(0,0.35,0) * CFrame.Angles(1.57,0,0), UltimateCrystalPocket, EarthCrystal)
- DarknessCrystalWeld = CreateWeld(DarknessCrystal, CFrame.new(0,-0.35,0) * CFrame.Angles(1.57,0,0), UltimateCrystalPocket, DarknessCrystal)
- FireCrystalWeld = CreateWeld(EarthCrystal, CFrame.new(0.3,0.25,0) * CFrame.Angles(1.57,-0.2,0), UltimateCrystalPocket, FireCrystal)
- LightingCrystalWeld = CreateWeld(DarknessCrystal, CFrame.new(0.3,0.25,0) * CFrame.Angles(-1.57,0.2,0), UltimateCrystalPocket, LightingCrystal)
- WaterCrystalWeld = CreateWeld(WaterCrystal, CFrame.new(-0.3,-0.25,0) * CFrame.Angles(-1.57,0.2,0), UltimateCrystalPocket, WaterCrystal)
- PlantCrystalWeld = CreateWeld(PlantCrystal, CFrame.new(-0.3,-0.25,0) * CFrame.Angles(1.57,-0.2,0), UltimateCrystalPocket, PlantCrystal)
- Torso.Transparency = 1
- Left_Arm.Transparency = 1
- Right_Arm.Transparency = 1
- Left_Leg.Transparency = 1
- Right_Leg.Transparency = 1
- --[[ Arkus ]]--
- local Arkus = Instance.new("Part", Character)
- Arkus.Name = "Arkus"
- Arkus.Size = Vector3.new()
- local Mesh = Instance.new("SpecialMesh", Arkus)
- Mesh.Scale = Vector3.new(1.8, 1.8, 2)
- Mesh.MeshId = "http://www.roblox.com/asset/?id=11442510"
- Mesh.TextureId = "http://www.roblox.com/asset/?id=12067965"
- local ArkusWeld = CreateWeld(Arkus, CFrame.new(0,-0.5,0) * CFrame.Angles(-1.57,0,0.6), Torso , Arkus)
- --[[ Damage function ]]--
- function DamageFunction(Hit, Part, Type, HitSFX, Knockback, Min, Max)
- local HitHumanoid = Hit.Parent.Humanoid
- local Damage = math.random(Min, Max)
- coroutine.resume(coroutine.create(function()
- HitHumanoid:TakeDamage(Damage)
- end))
- if Type == "Normal" then
- local Push = CreateVelocity(Hit.Parent.Torso, Torso.CFrame.lookVector * Knockback, Vector3.new(math.huge,math.huge,math.huge))
- Services.Debris:AddItem(Push, 0)
- DamageLabel(Hit.Parent, Damage, Hit)
- elseif Type == "Ranged" then
- local Push = CreateVelocity(Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, Vector3.new(math.huge,math.huge,math.huge))
- Services.Debris:AddItem(Push, 0)
- DamageLabel(Hit.Parent, Damage, Hit)
- elseif Type == "Knockdown" then
- local Push = CreateVelocity(Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, Vector3.new(math.huge,math.huge,math.huge))
- DamageLabel(Hit.Parent, Damage, Hit)
- Services.Debris:AddItem(Push, 0.3)
- coroutine.resume(coroutine.create(function()
- HitHumanoid.PlatformStand = true
- wait(1)
- HitHumanoid.PlatformStand = false
- end))
- end
- if HitSFX == "Penetration" then
- MakeSFX(Hit, 199149269, 1 , 1)
- elseif HitSFX == "Punch" then
- MakeSFX(Hit, 278062209, 1 , 1)
- end
- end
- function DamageLabel(HitCharacter, DamageDealt, Hit)
- local DamageShowingPart = CreatePart(Services.Workspace, "ShowDamage", "Bright yellow", Vector3.new(0.8,0.8,0.8), "Neon", 1, "Block")
- DamageShowingPart.Position = HitCharacter.Head.Position
- local DamageGui = Instance.new("BillboardGui", DamageShowingPart)
- DamageGui.Name = "Damage"
- DamageGui.AlwaysOnTop = true
- DamageGui.Size = UDim2.new(5, 0, 5, 0)
- local DamageNumber = Instance.new("TextLabel", DamageGui)
- DamageNumber.Size = UDim2.new(1,0,1,0)
- if Hit.Parent:FindFirstChild("Head") then
- DamageNumber.TextStrokeColor3 = Hit.Parent.Head.BrickColor.Color
- DamageNumber.TextColor3 = Hit.BrickColor.Color
- end
- DamageNumber.TextStrokeTransparency = 0
- DamageNumber.BackgroundTransparency = 1
- DamageNumber.Font = "SourceSansBold"
- DamageNumber.TextScaled = true
- DamageNumber.Text = DamageDealt
- local BodyVelocity = Instance.new("BodyVelocity", DamageShowingPart)
- BodyVelocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- BodyVelocity.Velocity = Vector3.new(0,2,0)
- Services.Debris:AddItem(DamageShowingPart, 3)
- end
- function ValidateDamage(Part, Distance ,Min , Max, Type, HitSFX, Knockback)
- for _,WorkspaceChildren in pairs(workspace:children()) do
- local HitHumanoid = WorkspaceChildren:findFirstChild("Humanoid")
- if HitHumanoid ~= nil then
- local Hit = WorkspaceChildren:findFirstChild("Torso")
- if Hit ~= nil then
- local Target = Hit.Position - Part.Position
- local Magnitude = Target.magnitude
- if Magnitude <= Distance and WorkspaceChildren.Name ~= Player.Name then
- local HitBlock = Hit.Parent:FindFirstChild("Block")
- if HitBlock ~= nil and HitBlock:FindFirstChild("BlockDurability") and HitBlock.Value == true then
- local HitBlock2 = Hit.Parent.Block.BlockDurability
- if HitBlock2.Value > 15 then
- local HitN = math.random(1,5)
- HitBlock2.Value = HitBlock2.Value - 15
- if HitN == 1 then
- MakeSFX(Hit ,199148971, 0.5, 1)
- end
- if HitN == 2 then
- MakeSFX(Hit ,199149025, 0.5, 1)
- end
- if HitN == 3 then
- MakeSFX(Hit ,199149072, 0.5, 1)
- end
- if HitN == 4 then
- MakeSFX(Hit ,199149109, 0.5, 1)
- end
- if HitN == 5 then
- MakeSFX(Hit ,199149119, 0.5, 1)
- end
- return
- end
- end
- DamageFunction(Hit, Part, Type, HitSFX, Knockback, Min, Max)
- end
- end
- end
- end
- end
- --[[ Attacks ]]--
- function ArktizuAttack1()
- Attacking = true
- MakeSFX(Left_Arm, 320557563, 1, 1)
- for i = 1,6 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,-1.6),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0,0,1),0.2)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0,CFrame.new(1,0.3,-0.5) * CFrame.Angles(0.8,0,-1), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-2,0.5,-0.5) * CFrame.Angles(1.57,0,-1), 0.5)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- end
- ValidateDamage(Left_Arm, 3 ,10 , 14, "Normal", "Punch", 5)
- Attacking = false
- end
- function ArktizuAttack2()
- Attacking = true
- MakeSFX(Right_Arm, 320557563, 1, 1)
- for i = 1,6 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,1.6),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0,0,-1),0.2)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0,CFrame.new(2,0.5,-0.5) * CFrame.Angles(1.57,0,1), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1,0.3,-0.5) * CFrame.Angles(0.8,0,1), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- end
- ValidateDamage(Right_Arm, 3 ,10 , 14, "Normal", "Punch", 5)
- Attacking = false
- end
- function ArktizuAttack3()
- Attacking = true
- MakeSFX(Right_Leg, 320557563, 1, 1)
- for i = 1,6 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,1.6),0.5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0,0,-1),0.2)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(0.8, 0.5, -0.8) * CFrame.Angles(1.8,0,-1), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-0.8, 0.5, -0.8) * CFrame.Angles(1.8,0,1), 0.4)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(0.5,-1,0.5) * CFrame.Angles(0,0,1.6),0.3)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-0.5,-1,-0.5) * CFrame.Angles(0,-3.2,0),0.3)
- end
- ValidateDamage(Right_Leg, 3 ,10 , 14, "Normal", "Punch", 5)
- Attacking = false
- end
- function ArktizuAttack4()
- Attacking = true
- MakeSFX(Left_Leg, 320557563, 1, 1)
- for i = 1,6 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,-1.6),0.5)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0,0,1),0.2)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(0.8, 0.5, -0.8) * CFrame.Angles(1.8,0,-1), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-0.8, 0.5, -0.8) * CFrame.Angles(1.8,0,1), 0.4)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(0.5,-1,-0.5) * CFrame.Angles(0,3.2,0),0.3)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-0.5,-1,-0.5) * CFrame.Angles(0,0,-1.6),0.3)
- end
- ValidateDamage(Left_Leg, 3 ,10 , 14, "Normal", "Punch", 5)
- Attacking = false
- end
- function Unseath()
- Attacking = true
- Unseathed = true
- local Unseath = Instance.new("Sound", Arkus)
- Unseath.SoundId = "rbxasset://sounds\\unsheath.wav"
- Unseath.PlayOnRemove = true
- Unseath:Play()
- wait()
- Unseath:Remove()
- for i = 1,6 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,0.5),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.2,0,-0.3),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0,CFrame.new(1.3,1,0) * CFrame.Angles(3.8,0,0.8), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5,0.3,0) * CFrame.Angles(0,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- end
- ArkusWeld.Part1 = Right_Arm
- ArkusWeld.C0 = CFrame.new(1.1,0.3,-2.2)* CFrame.Angles(3.2,0.1,-1.6)
- for i = 1,6 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,0.5),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.2,0,-0.3),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0,CFrame.new(1.5,0.1,0) * CFrame.Angles(0,0,0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5,0.1,0) * CFrame.Angles(0,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- end
- Attacking = false
- end
- function Seath()
- Attacking = true
- Unseathed = false
- local Unseath = Instance.new("Sound", Arkus)
- Unseath.SoundId = "rbxasset://sounds\\unsheath.wav"
- Unseath.PlayOnRemove = true
- Unseath:Play()
- wait()
- Unseath:Remove()
- for i = 1,6 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,0.5),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.2,0,-0.3),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0,CFrame.new(1.3,1,0) * CFrame.Angles(3.8,0,-0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5,0.3,0) * CFrame.Angles(0,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- end
- ArkusWeld.Part1 = Torso
- ArkusWeld.C0 = CFrame.new(0,-0.5,0) * CFrame.Angles(-1.57,0,0.6)
- for i = 1,6 do
- wait()
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,0.5),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.2,0,-0.3),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0,CFrame.new(1.3,1,0) * CFrame.Angles(3.8,0,-0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5,0.3,0) * CFrame.Angles(0,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- end
- Attacking = false
- end
- --[[ Tool & Tool Functions ]]--
- local Tool = Instance.new("HopperBin", Player.Backpack)
- Tool.Name = "Arkus"
- Tool.Selected:connect(function(Mouse)
- Mouse.Button1Down:connect(function()
- if not Attacking and Equipped and not Unseathed then
- if Combo == 1 then
- ArktizuAttack1()
- Combo = 2
- elseif Combo == 2 then
- ArktizuAttack2()
- Combo = 3
- elseif Combo == 3 then
- ArktizuAttack3()
- Combo = 4
- elseif Combo == 4 then
- ArktizuAttack4()
- Combo = 1
- elseif not Attacking and Equipped and Unseathed then
- end
- end
- end)
- Mouse.KeyDown:connect(function(Key)
- if Key == "y" and not Attacking then
- if Running == false then
- Running = true
- Humanoid.WalkSpeed = 50
- Humanoid.JumpPower = 150
- elseif Running == true then
- Running = false
- Humanoid.WalkSpeed = 10
- Humanoid.JumpPower = 50
- end
- end
- if Key == "q" and Equipped and not Attacking then
- if not Unseathed then
- Unseath()
- Combo = 1
- elseif Unseathed then
- Seath()
- Combo = 1
- end
- end
- if Key == "e" then
- if Equipped == false then
- Equipped = true
- elseif Equipped == true and not Unseathed then
- Equipped = false
- elseif Unseathed and Equipped == true then
- Seath()
- Equipped = false
- end
- end
- end)
- Mouse.KeyUp:connect(function(Key)
- end)
- end)
- --[[ CLerp Declarations ]]--
- 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
- 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
- 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 RayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- --[[ CLerp Animations ]]--
- Change1 = 0
- Change2 = 0
- Change3 = 0
- Change4 = 0
- coroutine.resume(coroutine.create(function()
- while true do
- local Torvel = (Root.Velocity*Vector3.new(1,0,1)).magnitude
- local Velderp = Root.Velocity.y
- HitFloor,PosFloor = RayCast(Root.Position,(CFrame.new(Root.Position,Root.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- wait()
- if 30 <= Torvel and HitFloor ~= nil then
- Anim = "Running"
- WalkForward = true
- Walk = Walk + 1
- if 15 - 5 * Movemment <= Walk then
- Walk = 0
- if WalkForward == true then
- WalkForward = false
- else
- if WalkForward == false then
- WalkForward = true
- end
- end
- end
- if Attacking == false then
- if Invert == false then
- Change2 = Change2 + 2
- elseif Invert == true then
- Change2 = Change2 - 2
- end
- if Change2 > 0.1 then
- Invert = true
- elseif Change2 < -0.1 then
- Invert = false
- end
- end
- end
- end
- end))
- while true do
- wait()
- local Torvel = (Root.Velocity*Vector3.new(1,0,1)).magnitude
- local Velderp = Root.Velocity.y
- HitFloor,PosFloor = RayCast(Root.Position,(CFrame.new(Root.Position,Root.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- if Torvel < 1 and HitFloor ~= nil and Attacking == false then
- Anim = "Idle"
- Jump = false
- if Equipped == false then
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.2,0,-0.3),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(0.21,0.5, -1) * CFrame.Angles(1.6,0,-1.3), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-0.21,0.5,-1) * CFrame.Angles(1.6,0,1.3), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- elseif Equipped and Unseathed then
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,0.5),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.2,0,-0.3),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0,CFrame.new(1.5,0.2,0) * CFrame.Angles(0,0,0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5,0.2,0) * CFrame.Angles(0,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- elseif Equipped == true then
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,0.5),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.2,0,-0.3),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0,CFrame.new(1.3,1,0) * CFrame.Angles(3.8,0,-0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5,0.3,0) * CFrame.Angles(0,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- end
- end
- if 2 < Torvel and Torvel < 22 and HitFloor ~= nil and Attacking == false then
- Anim = "Walking"
- WalkForward = true
- Walk = Walk + 1
- if 15 - 5 * Movemment <= Walk then
- Walk = 0
- if WalkForward == true then
- WalkForward = false
- else
- if WalkForward == false then
- WalkForward = true
- end
- end
- end
- if Invert == false then
- Change1 = Change1 + 0.1
- elseif Invert == true then
- Change1 = Change1 - 0.1
- end
- if Change1 > 0.5 then
- Invert = true
- elseif Change1 < -0.5 then
- Invert = false
- end
- Jump = false
- if Attacking == false then
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0.2,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.1,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(1.5, 0.2, -Change1) * CFrame.Angles(Change1,0,0), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5, 0.2, Change1) * CFrame.Angles(-Change1,0,0), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,-Change1 / 4)*CFrame.Angles(Change1 + 0.1,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,Change1 / 4)*CFrame.Angles(-Change1 + 0.1,-1.6,0),0.2)
- end
- end
- if Root.Velocity.y > 1 and HitFloor == nil and Attacking == false then
- Anim = "Jump"
- Jump = false
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(-0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(1.5, 0.2, 0.2) * CFrame.Angles(-0.4,0,0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5, 0.2, 0.2) * CFrame.Angles(-0.4,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,-0.2)*CFrame.Angles(-0.2,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- end
- if Root.Velocity.y < -1 and HitFloor == nil and Attacking == false then
- Anim = "Falling"
- Jump = true
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,0)* CFrame.Angles(0,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(1.5, 0.2, -0.2) * CFrame.Angles(0.4,0,0.2), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5, 0.2, -0.2) * CFrame.Angles(0.4,0,-0.2), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,-0.2)*CFrame.Angles(-0.2,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,0),0.2)
- end
- if 30 <= Torvel and HitFloor ~= nil then
- Jump = false
- Anim = "Running"
- WalkForward = true
- Walk = Walk + 1
- if 15 - 5 * Movemment <= Walk then
- Walk = 0
- if WalkForward == true then
- WalkForward = false
- else
- if WalkForward == false then
- WalkForward = true
- end
- end
- end
- if Attacking == false then
- RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,-0.2,0)* CFrame.Angles(1,0,0),0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(-0.5,0,0),0.3)
- Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(1.5, 0.3, 0.5) * CFrame.Angles(-1,0,0), 0.3)
- Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5, 0.3, 0.5) * CFrame.Angles(-1,0,0), 0.3)
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,-Change2 / 4)*CFrame.Angles(Change2 + 0.5,1.6,0),0.5)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,Change2 / 4)*CFrame.Angles(-Change2 + 0.5,-1.6,0),0.5)
- end
- Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0) * CFrame.Angles(0,1.6,0),0.2)
- Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0) * CFrame.Angles(0,-1.6,0),0.2)
- end
- for i,v in pairs(Character:children()) do
- if v:IsA("Shirt") then
- v:Remove()
- elseif v:IsA("Pants") then
- v:Remove()
- elseif v:IsA("Hat") then
- v:Remove()
- elseif v:IsA("ShirtGraphic") then
- v:Remove()
- for a,x in pairs(v:children()) do
- if x:IsA("Decal") then
- x:Remove()
- end
- end
- end
- end
- if #Effects > 0 then
- for E = 1, #Effects do
- if Effects[E]~=nil then
- local Effect = Effects[E]
- if Effect ~= nil then
- local Part = Effect[1]
- local Mode = Effect[2]
- local Time = Effect[3]
- local SizeX = Effect[4]
- local SizeY = Effect[5]
- local SizeZ = Effect[6]
- if Effect[1].Transparency <= 1 then
- if Effect[2] == "Block" then
- Effect[1].CFrame = Effect[1].CFrame * CFrame.Angles(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Mesh = Effect[1]:FindFirstChild("Mesh")
- if Mesh ~= nil then
- Mesh.Scale = Mesh.Scale + Vector3.new(Effect[4],Effect[5],Effect[6])
- end
- elseif Effect[2] == "Circle" then
- if Effect[1]:FindFirstChild("Mesh") ~= nil then
- Mesh=Effect[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Effect[4],Effect[5],Effect[6])
- end
- else
- Part.Parent=nil
- table.remove(Effects, E)
- end
- end
- end
- end
- end
- end
- end
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