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- function clerp(c1, c2, al)
- local com1 = {
- c1.X,
- c1.Y,
- c1.Z,
- c1:toEulerAnglesXYZ()
- }
- local com2 = {
- c2.X,
- c2.Y,
- c2.Z,
- c2:toEulerAnglesXYZ()
- }
- for i, v in pairs(com1) do
- com1[i] = v + (com2[i] - v) * al
- end
- return CFrame.new(com1[1], com1[2], com1[3]) * CFrame.Angles(select(4, unpack(com1)))
- end
- function weld(p0, p1, c0, c1, par)
- local w = Instance.new("Weld", par)
- w.Part0 = p0
- w.Part1 = p1
- w.C0 = c0 or CFrame.new()
- w.C1 = c1 or CFrame.new()
- return w
- end
- xmathrandom = math.random(-10, 10)
- ymathrandom = math.random(2, 10)
- zmathrandom = math.random(-10, 10)
- player = game:service("Players").LocalPlayer
- char = player.Character
- local beat = true
- local beattime = 0.6
- suit = Instance.new("Model", char)
- suit.Name = "Gaster"
- local vDebounce = false
- Torso = char.Torso
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- local SHOT_SPEED = 100
- local SHOT_TIME = 1
- local NOZZLE_OFFSET = Vector3.new(0, 0, 0)
- mouse = player:GetMouse()
- shieldparent1 = nil
- shieldparent2 = nil
- shieldparent3 = nil
- shieldparent4 = nil
- shieldparent5 = nil
- shieldparent6 = nil
- switchvalue = 0
- RandomGasterRotaion = 0
- RandomPerseverance = 0
- ShieldValueToGaster = false
- ShieldValueToGasterDebounce = false
- RW, LW = Instance.new("Weld"), Instance.new("Weld")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- RSH, LSH = nil, nil
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- RSH = char.Torso["Right Shoulder"]
- LSH = char.Torso["Left Shoulder"]
- function startup()
- RW.Part0 = char.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0)
- RW.C1 = CFrame.new(0, 0.5, 0)
- RW.Part1 = char["Right Arm"]
- RW.Parent = char.Torso
- LW.Part0 = char.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Part1 = char["Left Arm"]
- LW.Parent = char.Torso
- for i = 1, 5 do
- wait()
- RW.C1 = clerp(RW.C1 * CFrame.new(-0.1, 0, 0.1) * CFrame.fromEulerAnglesXYZ(math.rad(-30), math.rad(-8), 0), RW.C0, 0.1)
- LW.C1 = clerp(LW.C1 * CFrame.new(0.1, 0, 0.1) * CFrame.fromEulerAnglesXYZ(math.rad(-30), math.rad(8), 0), LW.C0, 0.1)
- end
- coroutine.resume(coroutine.create(function()
- wait(1)
- for i = 1, 20 do
- wait()
- RW.C1 = clerp(RW.C1 * CFrame.new(-0.15, -0.05, 0.01) * CFrame.fromEulerAnglesXYZ(-math.rad(-0.1), -math.rad(-0.1), -math.rad(3)), RW.C0, 0.1)
- LW.C1 = clerp(LW.C1 * CFrame.new(0.15, -0.05, 0.01) * CFrame.fromEulerAnglesXYZ(math.rad(0.1), math.rad(0.1), -math.rad(-3)), LW.C0, 0.1)
- end
- for i = 1, 20 do
- wait()
- RW.C1 = clerp(RW.C1 * CFrame.new(-0.12, 0.05, -0.1) * CFrame.fromEulerAnglesXYZ(-math.rad(-4), -math.rad(-4), -math.rad(-4)), RW.C0, 0.1)
- LW.C1 = clerp(LW.C1 * CFrame.new(0.12, 0.05, -0.1) * CFrame.fromEulerAnglesXYZ(math.rad(4), math.rad(-4), -math.rad(4)), LW.C0, 0.1)
- end
- end))
- end
- local Sounds = {
- Gaster = Instance.new("Sound"),
- Gun = Instance.new("Sound"),
- Switch = Instance.new("Sound"),
- Explode = Instance.new("Sound"),
- GasterTheme = Instance.new("Sound")
- }
- Sounds.Gaster.SoundId = "rbxassetid://345052019"
- Sounds.Gaster.Volume = 1
- Sounds.Gun.SoundId = "http://www.roblox.com/asset?id=406913243"
- Sounds.Gun.Volume = 1
- Sounds.Switch.SoundId = "http://www.roblox.com/asset?id=388205678"
- Sounds.Switch.Volume = 1
- Sounds.Explode.SoundId = "rbxasset://sounds/collide.wav"
- Sounds.Explode.Volume = 0.1
- Sounds.GasterTheme.SoundId = "rbxassetid://330630853"
- Sounds.GasterTheme.Volume = 5
- function PlaySound(soundname, pitch, where, looped)
- Sounds[soundname].Parent = where
- Sounds[soundname].Pitch = pitch
- Sounds[soundname].Looped = looped
- Sounds[soundname]:Play()
- local oldsound = Sounds[soundname]
- coroutine.resume(coroutine.create(function()
- wait(4)
- for i = 1, 1 do
- if oldsound.Looped == true then
- return
- end
- oldsound:Destroy()
- end
- end))
- Sounds[soundname] = Sounds[soundname]:clone()
- end
- CV="Maroon"
- local txt = Instance.new("BillboardGui", char)
- txt.Adornee = char .Head
- txt.Name = "_status"
- txt.Size = UDim2.new(2, 0, 1.2, 0)
- txt.StudsOffset = Vector3.new(-9, 8, 0)
- local text = Instance.new("TextLabel", txt)
- text.Size = UDim2.new(10, 0, 7, 0)
- text.FontSize = "Size36"
- text.TextScaled = true
- text.TextTransparency = 0
- text.BackgroundTransparency = 1
- text.TextTransparency = 0
- text.TextStrokeTransparency = 0
- text.Font = "Garamond"
- text.TextStrokeColor3 = Color3.new(255,0,0)
- v=Instance.new("Part")
- v.Name = "ColorBrick"
- v.Parent=player.Character
- v.FormFactor="Symmetric"
- v.Anchored=true
- v.CanCollide=false
- v.BottomSurface="Smooth"
- v.TopSurface="Smooth"
- v.Size=Vector3.new(10,5,3)
- v.Transparency=1
- v.CFrame=char.Torso.CFrame
- v.BrickColor=BrickColor.new(CV)
- v.Transparency=1
- text.TextColor3 = Color3.new(0,0,0)
- v.Shape="Block"
- text.Text = "Gaster"
- firstuse = true
- InUse = false
- JusticeAttack = false
- JusticeAttackDebounce = false
- IntegrityAttack = false
- IntegrityAttackDebounce = false
- PerseveranceAttack = false
- PerseveranceAttackDebounce = false
- KindnessAttack = false
- KindnessAttackDebounce = false
- DeterminationAttack = false
- DetermiantionAttackDebounce = false
- PatienceAttack = false
- PatienceAttackDebounce = false
- BraveryAttack = false
- BraveryAttackDebounce = false
- hand1DeterminationhealthDown = false
- hand2PerseverancehealthDown = false
- hand3PatiencehealthDown = false
- hand4IntegrityhealthDown = false
- hand5BraveryhealthDown = false
- hand6JusticehealthDown = false
- hand7KindnesshealthDown = false
- hand1Determination = Instance.new("Model", char)
- hand1Determination.Name = "Red"
- hand2Perseverance = Instance.new("Model", char)
- hand2Perseverance.Name = "Purple"
- hand3Patience = Instance.new("Model", char)
- hand3Patience.Name = "Cyan"
- hand4Integrity = Instance.new("Model", char)
- hand4Integrity.Name = "Blue"
- hand5Bravery = Instance.new("Model", char)
- hand5Bravery.Name = "Orange"
- hand6Justice = Instance.new("Model", char)
- hand6Justice.Name = "Yellow"
- hand7Kindness = Instance.new("Model", char)
- hand7Kindness.Name = "Green"
- function teleportPlayer(pos)
- if player == nil or player.Character == nil then
- return
- end
- char["Left Leg"].CFrame = CFrame.new(Vector3.new(pos.x, pos.y, pos.z))
- coroutine.resume(coroutine.create(function()
- TeleportPart = Instance.new("Part", workspace)
- TeleportPart.FormFactor = "Custom"
- TeleportPart.Size = Vector3.new(0.8, 0.8, 0.8)
- TeleportPart.TopSurface = 0
- TeleportPart.BottomSurface = 0
- local colorc = {"Black"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- TeleportPart.BrickColor = Fire
- TeleportPart.CanCollide = false
- TeleportPart.Anchored = true
- TeleportPart.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- TeleportPartmesh = Instance.new("BlockMesh", TeleportPart)
- game.Debris:AddItem(TeleportPart, 1.5)
- for i = 1, 5 do
- wait()
- Torso.Transparency = Torso.Transparency - 0.2
- char["Left Arm"].Transparency = char["Left Arm"].Transparency - 0.2
- char["Left Leg"].Transparency = char["Left Leg"].Transparency - 0.2
- char["Right Arm"].Transparency = char["Right Arm"].Transparency - 0.2
- char["Right Leg"].Transparency = char["Right Leg"].Transparency - 0.2
- char.Head.Transparency = char.Head.Transparency - 0.2
- Crack1.Transparency = Crack1.Transparency - 0.2
- Crack2.Transparency = Crack2.Transparency - 0.2
- mouth.Transparency = mouth.Transparency - 0.2
- Eye1.Transparency = Eye1.Transparency - 0.2
- Eye2.Transparency = Eye2.Transparency - 0.2
- MEye1.Transparency = MEye1.Transparency - 0.2
- MEye2.Transparency = MEye2.Transparency - 0.2
- end
- Torso.Transparency = 0
- char["Left Arm"].Transparency = 0
- char["Left Leg"].Transparency = 0
- char["Right Arm"].Transparency = 0
- char["Right Leg"].Transparency = 0
- char.Head.Transparency = 0
- Crack1.Transparency = 0
- Crack2.Transparency = 0
- mouth.Transparency = 0
- Eye1.Transparency = 0
- Eye2.Transparency = 0
- MEye1.Transparency = 0
- MEye2.Transparency = 0
- end))
- for i = 1, 7 do
- do
- local parti = Instance.new("Part", Torso)
- parti.Anchored = true
- parti.TopSurface = 0
- parti.BottomSurface = 0
- parti.CanCollide = false
- parti.Size = Vector3.new(math.random(1, 1), math.random(1, 1), math.random(1, 1))
- parti.CFrame = Torso.CFrame * CFrame.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- parti.Transparency = 0
- parti.BrickColor = BrickColor.new("Black")
- game.Debris:AddItem(parti, 1.5)
- local pad = Vector3.new(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
- game:service("RunService").Stepped:connect(function()
- parti.Transparency = parti.Transparency + 0.05
- parti.CFrame = parti.CFrame * CFrame.Angles(math.rad(20), math.rad(20), math.rad(20)) + pad
- end)
- end
- end
- for i = 1, 10 do
- wait()
- TeleportPartmesh.Scale = Vector3.new(2 * i, 2 * i, 2 * i)
- TeleportPart.CFrame = clerp(TeleportPart.CFrame * CFrame.Angles(math.rad(10), math.rad(10), math.rad(10)), TeleportPart.CFrame, 0.1)
- TeleportPart.Transparency = TeleportPart.Transparency + 0.1
- end
- end
- for _, v in pairs(char.Head:GetChildren()) do
- if v.ClassName == "Decal" then
- v:remove()
- end
- end
- for _, v in pairs(char:GetChildren()) do
- if v.ClassName == "Hat" then
- v:remove()
- end
- end
- for _, v in pairs(char:GetChildren()) do
- if v.ClassName == "Shirt" or v.ClassName == "Pants" or v.ClassName == "T-Shirt" or v.ClassName == "ShirtGraphic" or v.ClassName == "CharacterMesh" then
- v:remove()
- end
- end
- shirt = Instance.new("Shirt", char)
- pants = Instance.new("Pants", char)
- char.Head.BrickColor = BrickColor.new("Institutional white")
- shirt.ShirtTemplate = "rbxassetid://535199088"
- pants.PantsTemplate = "rbxassetid://532840011"
- mouth = Instance.new("Part", suit)
- mouth.Size = Vector3.new(0.2, 0.7, 0.4)
- mouth.Transparency = 0
- mouth.BrickColor = BrickColor.new("Really black")
- mouth.CanCollide = false
- mouthMesh = Instance.new("SpecialMesh", mouth)
- mouthMesh.MeshType = "Sphere"
- mouthMesh.Scale = Vector3.new(2.5, 0.1, 0.8)
- weld(char.Head, mouth, CFrame.new(0, 0, 0), CFrame.new(0, 0.3, 0.45) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- Crack2 = Instance.new("Part", suit)
- Crack2.Size = Vector3.new(0.2, 0.7, 0.4)
- Crack2.Transparency = 0
- Crack2.BrickColor = BrickColor.new("Really black")
- Crack2.CanCollide = false
- Crack2Mesh = Instance.new("SpecialMesh", Crack2)
- Crack2Mesh.MeshType = "Sphere"
- Crack2Mesh.Scale = Vector3.new(0.3, 0.7, 0.8)
- weld(char.Head, Crack2, CFrame.new(0, 0, 0), CFrame.new(0.2, 0.15, 0.45) * CFrame.fromEulerAnglesXYZ(0, 0, -0.2), char)
- Crack1 = Instance.new("Part", suit)
- Crack1.Size = Vector3.new(0.2, 0.7, 0.4)
- Crack1.Transparency = 0
- Crack1.BrickColor = BrickColor.new("Really black")
- Crack1.CanCollide = false
- Crack1Mesh = Instance.new("SpecialMesh", Crack1)
- Crack1Mesh.MeshType = "Sphere"
- Crack1Mesh.Scale = Vector3.new(0.3, 0.7, 0.65)
- weld(char.Head, Crack1, CFrame.new(0, 0, 0), CFrame.new(-0.2, -0.3, 0.45) * CFrame.fromEulerAnglesXYZ(0, 0, 0.2), char)
- Eye1 = Instance.new("Part", suit)
- Eye1.Size = Vector3.new(0.4, 0.4, 0.4)
- Eye1.Transparency = 0
- Eye1.BrickColor = BrickColor.new("Really black")
- Eye1.CanCollide = false
- Eye1Mesh = Instance.new("SpecialMesh", Eye1)
- Eye1Mesh.MeshType = "Sphere"
- Eye1Mesh.Scale = Vector3.new(1, 1, 0.6)
- weld(char.Head, Eye1, CFrame.new(0, 0, 0), CFrame.new(-0.2, -0.1, 0.5) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- Eye2 = Instance.new("Part", suit)
- Eye2.Size = Vector3.new(0.4, 0.4, 0.4)
- Eye2.Transparency = 0
- Eye2.CanCollide = false
- Eye2.BrickColor = BrickColor.new("Really black")
- Eye2Mesh = Instance.new("SpecialMesh", Eye2)
- Eye2Mesh.MeshType = "Sphere"
- Eye2Mesh.Scale = Vector3.new(1, 1, 0.6)
- weld(char.Head, Eye2, CFrame.new(0, 0, 0), CFrame.new(0.2, -0.1, 0.5) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- MEye1 = Instance.new("Part", suit)
- MEye1.Size = Vector3.new(0.3, 0.3, 0.3)
- MEye1.Transparency = 0
- MEye1.Material = "Neon"
- MEye1.BrickColor = BrickColor.new("Institutional white")
- MEye1.CanCollide = false
- MEye1Mesh = Instance.new("SpecialMesh", MEye1)
- MEye1Mesh.MeshType = "Sphere"
- MEye1Mesh.Scale = Vector3.new(0.2, 0.5, 0.2)
- weld(Eye1, MEye1, CFrame.new(0, 0, 0), CFrame.new(-0.02, 0, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- MEye2 = Instance.new("Part", suit)
- MEye2.Size = Vector3.new(0.3, 0.3, 0.3)
- MEye2.Transparency = 0
- MEye2.Material = "Neon"
- MEye2.BrickColor = BrickColor.new("Institutional white")
- MEye2.CanCollide = false
- MEye2Mesh = Instance.new("SpecialMesh", MEye2)
- MEye2Mesh.MeshType = "Sphere"
- MEye2Mesh.Scale = Vector3.new(0.2, 0.5, 0.2)
- weld(Eye2, MEye2, CFrame.new(0, 0, 0), CFrame.new(0.02, 0, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- startup()
- hand1DeterminationPosition = Instance.new("Part", suit)
- hand1DeterminationPosition.Size = Vector3.new(1, 1, 1)
- hand1DeterminationPosition.Transparency = 1
- hand1DeterminationPosition.CanCollide = false
- weld(Torso, hand1DeterminationPosition, CFrame.new(0, 0, 0), CFrame.new(-2, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand2PerseverancePosition = Instance.new("Part", suit)
- hand2PerseverancePosition.Size = Vector3.new(1, 1, 1)
- hand2PerseverancePosition.Transparency = 1
- hand2PerseverancePosition.CanCollide = false
- weld(Torso, hand2PerseverancePosition, CFrame.new(0, 0, 0), CFrame.new(2, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand3PatiencePosition = Instance.new("Part", suit)
- hand3PatiencePosition.Size = Vector3.new(1, 1, 1)
- hand3PatiencePosition.Transparency = 1
- hand3PatiencePosition.CanCollide = false
- weld(Torso, hand3PatiencePosition, CFrame.new(0, 0, 0), CFrame.new(-4, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand4IntegrityPosition = Instance.new("Part", suit)
- hand4IntegrityPosition.Size = Vector3.new(1, 1, 1)
- hand4IntegrityPosition.Transparency = 1
- hand4IntegrityPosition.CanCollide = false
- weld(Torso, hand4IntegrityPosition, CFrame.new(0, 0, 0), CFrame.new(4, -5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand5BraveryPosition = Instance.new("Part", suit)
- hand5BraveryPosition.Size = Vector3.new(1, 1, 1)
- hand5BraveryPosition.Transparency = 1
- hand5BraveryPosition.CanCollide = false
- weld(Torso, hand5BraveryPosition, CFrame.new(0, 0, 0), CFrame.new(-6, -7, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand6JusticePosition = Instance.new("Part", suit)
- hand6JusticePosition.Size = Vector3.new(1, 1, 1)
- hand6JusticePosition.Transparency = 1
- hand6JusticePosition.CanCollide = false
- weld(Torso, hand6JusticePosition, CFrame.new(0, 0, 0), CFrame.new(6, -7, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand7KindnessPosition = Instance.new("Part", suit)
- hand7KindnessPosition.Size = Vector3.new(1, 1, 1)
- hand7KindnessPosition.Transparency = 1
- hand7KindnessPosition.CanCollide = false
- weld(Torso, hand7KindnessPosition, CFrame.new(0, 0, 0), CFrame.new(0, -7, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- AttackPosition = Instance.new("Part", suit)
- AttackPosition.Size = Vector3.new(1, 1, 1)
- AttackPosition.Transparency = 1
- AttackPosition.CanCollide = false
- weld(Torso, AttackPosition, CFrame.new(0, 0, 0), CFrame.new(0, 0, 4) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- hand1Determinationhealth = Instance.new("Humanoid", hand1Determination)
- hand1Determinationhealth.DisplayDistanceType = "None"
- hand1Determinationhealth.Health = 100
- hand1Determinationhealth.MaxHealth = 100
- Determination = Instance.new("Part", hand1Determination)
- Determination.Size = Vector3.new(1, 1.5, 0.2)
- Determination.Name = "Head"
- Determination.Position = hand1DeterminationPosition.Position
- DeterminationMesh = Instance.new("SpecialMesh", Determination)
- DeterminationMesh.MeshId = "rbxassetid://430045961"
- DeterminationMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Determination.BrickColor = BrickColor.new("Institutional white")
- DeterminationOrb = Instance.new("Part", Determination)
- DeterminationOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- DeterminationOrb.BrickColor = BrickColor.new("Really red")
- weld(Determination, DeterminationOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand1DeterminationPosition, Determination, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Really red"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Determination.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand2Perseverancehealth = Instance.new("Humanoid", hand2Perseverance)
- hand2Perseverancehealth.DisplayDistanceType = "None"
- hand2Perseverancehealth.Health = 100
- hand2Perseverancehealth.MaxHealth = 100
- Perseverance = Instance.new("Part", hand2Perseverance)
- Perseverance.Size = Vector3.new(1, 1.5, 0.2)
- Perseverance.Name = "Head"
- Perseverance.Position = hand2PerseverancePosition.Position
- PerseveranceMesh = Instance.new("SpecialMesh", Perseverance)
- PerseveranceMesh.MeshId = "rbxassetid://430045961"
- PerseveranceMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Perseverance.BrickColor = BrickColor.new("Institutional white")
- PerseveranceOrb = Instance.new("Part", Perseverance)
- PerseveranceOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- PerseveranceOrb.BrickColor = BrickColor.new("Magenta")
- weld(Perseverance, PerseveranceOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand2PerseverancePosition, Perseverance, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Magenta"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Perseverance.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand3Patiencehealth = Instance.new("Humanoid", hand3Patience)
- hand3Patiencehealth.DisplayDistanceType = "None"
- hand3Patiencehealth.Health = 100
- hand3Patiencehealth.MaxHealth = 100
- Patience = Instance.new("Part", hand3Patience)
- Patience.Size = Vector3.new(1, 1.5, 0.2)
- Patience.Name = "Head"
- PatienceMesh = Instance.new("SpecialMesh", Patience)
- PatienceMesh.MeshId = "rbxassetid://430045961"
- PatienceMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Patience.BrickColor = BrickColor.new("Institutional white")
- PatienceOrb = Instance.new("Part", Patience)
- PatienceOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- PatienceOrb.BrickColor = BrickColor.new("Cyan")
- weld(Patience, PatienceOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand3PatiencePosition, Patience, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Cyan"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand4Integrityhealth = Instance.new("Humanoid", hand4Integrity)
- hand4Integrityhealth.DisplayDistanceType = "None"
- hand4Integrityhealth.Health = 100
- hand4Integrityhealth.MaxHealth = 100
- Integrity = Instance.new("Part", hand4Integrity)
- Integrity.Size = Vector3.new(1, 1.5, 0.2)
- Integrity.Name = "Head"
- Integrity.Position = hand1DeterminationPosition.Position
- IntegrityMesh = Instance.new("SpecialMesh", Integrity)
- IntegrityMesh.MeshId = "rbxassetid://430045961"
- IntegrityMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Integrity.BrickColor = BrickColor.new("Institutional white")
- IntegrityOrb = Instance.new("Part", Integrity)
- IntegrityOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- IntegrityOrb.BrickColor = BrickColor.new("Deep blue")
- weld(Integrity, IntegrityOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand4IntegrityPosition, Integrity, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Deep blue"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Integrity.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand5Braveryhealth = Instance.new("Humanoid", hand5Bravery)
- hand5Braveryhealth.DisplayDistanceType = "None"
- hand5Braveryhealth.Health = 100
- hand5Braveryhealth.MaxHealth = 100
- Bravery = Instance.new("Part", hand5Bravery)
- Bravery.Size = Vector3.new(1, 1.5, 0.2)
- Bravery.Name = "Head"
- Bravery.Position = hand1DeterminationPosition.Position
- BraveryMesh = Instance.new("SpecialMesh", Bravery)
- BraveryMesh.MeshId = "rbxassetid://430045961"
- BraveryMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Bravery.BrickColor = BrickColor.new("Institutional white")
- BraveryOrb = Instance.new("Part", Bravery)
- BraveryOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- BraveryOrb.BrickColor = BrickColor.new("Deep orange")
- weld(Bravery, BraveryOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand5BraveryPosition, Bravery, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {
- "Deep orange"
- }
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand6Justicehealth = Instance.new("Humanoid", hand6Justice)
- hand6Justicehealth.DisplayDistanceType = "None"
- hand6Justicehealth.Health = 100
- hand6Justicehealth.MaxHealth = 100
- Justice = Instance.new("Part", hand6Justice)
- Justice.Size = Vector3.new(1, 1.5, 0.2)
- Justice.Name = "Head"
- Justice.Position = hand1DeterminationPosition.Position
- JusticeMesh = Instance.new("SpecialMesh", Justice)
- JusticeMesh.MeshId = "rbxassetid://430045961"
- JusticeMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Justice.BrickColor = BrickColor.new("Institutional white")
- JusticeOrb = Instance.new("Part", Justice)
- JusticeOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- JusticeOrb.BrickColor = BrickColor.new("New Yeller")
- weld(Justice, JusticeOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand6JusticePosition, Justice, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"New Yeller"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Justice.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- hand7Kindnesshealth = Instance.new("Humanoid", hand7Kindness)
- hand7Kindnesshealth.DisplayDistanceType = "None"
- hand7Kindnesshealth.Health = 100
- hand7Kindnesshealth.MaxHealth = 100
- Kindness = Instance.new("Part", hand7Kindness)
- Kindness.Size = Vector3.new(1, 1.5, 0.2)
- Kindness.Name = "Head"
- Kindness.Position = hand1DeterminationPosition.Position
- KindnessMesh = Instance.new("SpecialMesh", Kindness)
- KindnessMesh.MeshId = "rbxassetid://430045961"
- KindnessMesh.Offset = Vector3.new(0.09, 0.1, 0)
- Kindness.BrickColor = BrickColor.new("Institutional white")
- KindnessOrb = Instance.new("Part", Kindness)
- KindnessOrb.Size = Vector3.new(0.3, 0.3, 0.2)
- KindnessOrb.BrickColor = BrickColor.new("Lime green")
- weld(Kindness, KindnessOrb, CFrame.new(0, 0, 0), CFrame.new(0, 0.2, 0.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- weld(hand7KindnessPosition, Kindness, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0), char)
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Lime green"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Kindness.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- PlaySound("GasterTheme", 1, char.Torso, true)
- function BravAttack()
- if hand5BraveryhealthDown == true then
- return
- end
- if switchvalue == 7 then
- BraveryAttack = true
- WeldBravery = Instance.new("Weld", Bravery)
- WeldBravery.Part0 = AttackPosition
- WeldBravery.Part1 = Bravery
- WeldBravery.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {
- "Deep orange"
- }
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- end
- end
- end
- function BravRest()
- if hand5BraveryhealthDown == true then
- return
- end
- end
- if switchvalue == 6 and BraveryAttack == true then
- WeldBravery:remove()
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {
- "Deep orange"
- }
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Bravery.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- BraveryAttack = false
- end
- end
- end
- function PatAttack()
- if hand3PatiencehealthDown == true then
- return
- end
- if switchvalue == 6 then
- PatienceAttack = true
- WeldPatience = Instance.new("Weld", Patience)
- WeldPatience.Part0 = AttackPosition
- WeldPatience.Part1 = Patience
- WeldPatience.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- do
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Cyan"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
- coroutine.resume(coroutine.create(function()
- for i = 1, 8 do
- wait()
- p.Size = Vector3.new(0.8 * i, 0.8 * i, 0.8 * i)
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0)
- end
- p:remove()
- end))
- end
- end
- end
- function PatRest()
- if hand3PatiencehealthDown == true then
- return
- end
- if (switchvalue == 7 or switchvalue == 5) and PatienceAttack == true then
- WeldPatience:remove()
- do end
- local p = Instance.new("Part", workspace)
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.8, 0.8, 0.8)
- p.TopSurface = 0
- p.BottomSurface = 0
- local colorc = {"Cyan"}
- local Fire = BrickColor.new(colorc[math.random(1, #colorc)])
- p.BrickColor = Fire
- p.CanCollide = false
- p.Anchored = true
- p.CFrame = Patience.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.rando)
- end
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