local naeeym2 = Instance.new("BillboardGui",char)
naeeym2.AlwaysOnTop = true
naeeym2.Size = UDim2.new(2, 0, 1, 0)
naeeym2.StudsOffset = Vector3.new(-4, 4, 0)
naeeym2.Adornee = hed
naeeym2.Name = "Name"
local tecks2 = Instance.new("TextLabel",naeeym2)
tecks2.BackgroundTransparency = 1
tecks2.TextScaled = true
tecks2.BorderSizePixel = 0
tecks2.Text = "GLITCH"
tecks2.Font = 15
tecks2.TextSize = 24
tecks2.TextStrokeTransparency = 0
tecks2.TextColor3 = Color3.fromRGB(0,80,0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0,150,0)
tecks2.Size = UDim2.new(5, 0, 2.5, 0)
tecks2.Parent = naeeym2
VALUE1 = false
------------------------------------------------
local plr = game:service'Players'.LocalPlayer
local char = plr.Character
local hum = char.Humanoid
local hed = char.Head
Character = char
Torso = Character["Torso"]
Head = Character["Head"]
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
local BC = Character["Body Colors"]
BC.HeadColor = BrickColor.new("Lime green")
BC.LeftArmColor = BrickColor.new("Lime green")
BC.LeftLegColor = BrickColor.new("Really black")
BC.RightArmColor = BrickColor.new("Really black")
BC.RightLegColor = BrickColor.new("Lime green")
BC.TorsoColor = BrickColor.new("Really black")
for i,v in pairs(Character:children()) do
if v:IsA("Shirt") then
v:Destroy()
end
end
for i,v in pairs(Character:children()) do
if v:IsA("Pants") then
v:Destroy()
end
end
for i,v in pairs(Character:children()) do
if v:IsA("Accessory") then
v:Destroy()
end
end
shirt = Instance.new("Shirt", Character)--Cloths--
shirt.Name = "Shirt"
pants = Instance.new("Pants", Character)
pants.Name = "Pants"
Character.Shirt.ShirtTemplate = "http://www.roblox.com/asset/?id=691135228"
Character.Pants.PantsTemplate = "http://www.roblox.com/asset/?id=691102036"
local particleemitter = Instance.new('ParticleEmitter', LeftArm)
particleemitter.VelocitySpread = 350
particleemitter.Lifetime = NumberRange.new(1)
particleemitter.Speed = NumberRange.new(0)
cringememe= {}
for i=0, 19 do
cringememe[#cringememe + 1] = NumberSequenceKeypoint.new(i/19, math.random(0.5, 0.9))
end
particleemitter.Size = NumberSequence.new(cringememe)
particleemitter.Rate = 20
particleemitter.LockedToPart = true
particleemitter.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.8, 0), NumberSequenceKeypoint.new(1, 1)})
particleemitter.LightEmission = 1
particleemitter.Texture = "rbxassetid://241685484"
particleemitter.Color = ColorSequence.new(BrickColor.new("Lime green").Color)
local particleemitter = Instance.new('ParticleEmitter', Torso)
particleemitter.VelocitySpread = 250
particleemitter.Lifetime = NumberRange.new(3)
particleemitter.Speed = NumberRange.new(1.5)
youAreATHOT = {}
for i=0, 19 do
youAreATHOT[#youAreATHOT + 1] = NumberSequenceKeypoint.new(i/19, math.random(0.5, 0.9))
end
particleemitter.Size = NumberSequence.new(youAreATHOT)
particleemitter.Rate = 10
particleemitter.LockedToPart = false
particleemitter.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.8, 0), NumberSequenceKeypoint.new(1, 1)})
particleemitter.LightEmission = 1
particleemitter.Texture = "rbxassetid://241685484"
particleemitter.Color = ColorSequence.new(BrickColor.new("Lime green").Color)
local particleemitter = Instance.new('ParticleEmitter', RightArm)
particleemitter.VelocitySpread = 350
particleemitter.Lifetime = NumberRange.new(1)
particleemitter.Speed = NumberRange.new(0)
cringememe2= {}
for i=0, 19 do
cringememe2[#cringememe2 + 1] = NumberSequenceKeypoint.new(i/19, math.random(0.5, 0.9))
end
particleemitter.Size = NumberSequence.new(cringememe2)
particleemitter.Rate = 20
particleemitter.LockedToPart = true
particleemitter.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.8, 0), NumberSequenceKeypoint.new(1, 1)})
particleemitter.LightEmission = 1
particleemitter.Texture = "rbxassetid://241685484"
particleemitter.Color = ColorSequence.new(BrickColor.new("Lime green").Color)
local particleemitter = Instance.new('ParticleEmitter', RightLeg)
particleemitter.VelocitySpread = 350
particleemitter.Lifetime = NumberRange.new(1)
particleemitter.Speed = NumberRange.new(0)
cringememe3= {}
for i=0, 19 do
cringememe3[#cringememe3 + 1] = NumberSequenceKeypoint.new(i/19, math.random(0.5, 0.9))
end
particleemitter.Size = NumberSequence.new(cringememe3)
particleemitter.Rate = 30
particleemitter.LockedToPart = true
particleemitter.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.8, 0), NumberSequenceKeypoint.new(1, 1)})
particleemitter.LightEmission = 1
particleemitter.Texture = "rbxassetid://241685484"
particleemitter.Color = ColorSequence.new(BrickColor.new("Lime green").Color)
local particleemitter = Instance.new('ParticleEmitter', LeftLeg)
particleemitter.VelocitySpread = 350
particleemitter.Lifetime = NumberRange.new(1)
particleemitter.Speed = NumberRange.new(0)
cringememe4= {}
for i=0, 19 do
cringememe4[#cringememe4 + 1] = NumberSequenceKeypoint.new(i/19, math.random(0.5, 0.9))
end
particleemitter.Size = NumberSequence.new(cringememe4)
particleemitter.Rate = 30
particleemitter.LockedToPart = true
particleemitter.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.8, 0), NumberSequenceKeypoint.new(1, 1)})
particleemitter.LightEmission = 1
particleemitter.Texture = "rbxassetid://241685484"
particleemitter.Color = ColorSequence.new(BrickColor.new("Lime green").Color)
hed.face.Texture = "http://www.roblox.com/asset/?id=596786919"
-----
local FavIDs = {
340106355, --Nefl Crystals
927529620, --Dimension
876981900, --Fantasy
398987889, --Ordinary Days
1117396305, --Oh wait, it's you.
885996042, --Action Winter Journey
919231299, --Sprawling Idiot Effigy
743466274, --Good Day Sunshine
727411183 --Knife Fight
}
--The reality of my life isn't real but a Universe -makhail07
wait()
local plr = game:service'Players'.LocalPlayer
print('Local User is '..plr.Name)
local char = plr.Character
local hum = char.Humanoid
local ra = char["Right Arm"]
local la= char["Left Arm"]
local rl= char["Right Leg"]
local ll = char["Left Leg"]
local hed = char.Head
local root = char.HumanoidRootPart
local rootj = root.RootJoint
local tors = char.Torso
local mouse = plr:GetMouse()
local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
local RbxUtility = LoadLibrary("RbxUtility")
local Create = RbxUtility.Create
local CanUse = true
-------------------------------------------------------
--Start Good Stuff--
-------------------------------------------------------
CF = CFrame.new
angles = CFrame.Angles
attack = false
Euler = CFrame.fromEulerAnglesXYZ
Rad = math.rad
IT = Instance.new
BrickC = BrickColor.new
Cos = math.cos
Acos = math.acos
Sin = math.sin
Asin = math.asin
Abs = math.abs
Mrandom = math.random
Floor = math.floor
-------------------------------------------------------
--End Good Stuff--
-------------------------------------------------------
necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
RSH, LSH = nil, nil
RW = Instance.new("Weld")
LW = Instance.new("Weld")
RH = tors["Right Hip"]
LH = tors["Left Hip"]
RSH = tors["Right Shoulder"]
LSH = tors["Left Shoulder"]
RSH.Parent = nil
LSH.Parent = nil
RW.Name = "RW"
RW.Part0 = tors
RW.C0 = CF(1.5, 0.5, 0)
RW.C1 = CF(0, 0.5, 0)
RW.Part1 = ra
RW.Parent = tors
LW.Name = "LW"
LW.Part0 = tors
LW.C0 = CF(-1.5, 0.5, 0)
LW.C1 = CF(0, 0.5, 0)
LW.Part1 = la
LW.Parent = tors
Effects = {}
-------------------------------------------------------
--Start HeartBeat--
-------------------------------------------------------
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "Heartbeat"
script:WaitForChild("Heartbeat")
frame = 1 / 60
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
script.Heartbeat:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
script.Heartbeat:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.Heartbeat:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
-------------------------------------------------------
--End HeartBeat--
-------------------------------------------------------
-------------------------------------------------------
--Start Important Functions--
-------------------------------------------------------
function swait(num)
if num == 0 or num == nil then
game:service("RunService").Stepped:wait(0)
else
for i = 0, num do
game:service("RunService").Stepped:wait(0)
end
end
end
function thread(f)
coroutine.resume(coroutine.create(f))
end
function clerp(a, b, t)
local qa = {
QuaternionFromCFrame(a)
}
local qb = {
QuaternionFromCFrame(b)
}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1 - t
return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
end
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 m00 < m11 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 >= 1.0E-4 then
if 1 - cosTheta > 1.0E-4 then
local theta = math.acos(cosTheta)
local invSinTheta = 1 / Sin(theta)
startInterp = Sin((1 - t) * theta) * invSinTheta
finishInterp = Sin(t * theta) * invSinTheta
else
startInterp = 1 - t
finishInterp = t
end
elseif 1 + cosTheta > 1.0E-4 then
local theta = math.acos(-cosTheta)
local invSinTheta = 1 / Sin(theta)
startInterp = Sin((t - 1) * theta) * invSinTheta
finishInterp = Sin(t * theta) * invSinTheta
else
startInterp = t - 1
finishInterp = t
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(Position, Direction, Range, Ignore)
return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
end
-------------------------------------------------------
--Start Damage Function--
-------------------------------------------------------
function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
if hit.Parent == nil then
return
end
local h = hit.Parent:FindFirstChildOfClass("Humanoid")
for _, v in pairs(hit.Parent:children()) do
if v:IsA("Humanoid") then
h = v
end
end
if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("UpperTorso") ~= nil then
warn'No R15 allowed'
hit.Parent:FindFirstChild("Head"):BreakJoints()
end
if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
if hit.Parent:findFirstChild("DebounceHit") ~= nil then
if hit.Parent.DebounceHit.Value == true then
return
end
end
if insta == true then
hit.Parent:FindFirstChild("Head"):BreakJoints()
end
local c = Create("ObjectValue"){
Name = "creator",
Value = game:service("Players").LocalPlayer,
Parent = h,
}
game:GetService("Debris"):AddItem(c, .5)
if HitSound ~= nil and HitPitch ~= nil then
CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
end
local Damage = math.random(minim, maxim)
local blocked = false
local block = hit.Parent:findFirstChild("Block")
if block ~= nil then
if block.className == "IntValue" then
if block.Value > 0 then
blocked = true
block.Value = block.Value - 1
print(block.Value)
end
end
end
if blocked == false then
h.Health = h.Health - Damage
ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
else
h.Health = h.Health - (Damage / 2)
ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
end
if Type == "Knockdown" then
local hum = hit.Parent.Humanoid
hum.PlatformStand = true
coroutine.resume(coroutine.create(function(HHumanoid)
swait(1)
HHumanoid.PlatformStand = false
end), hum)
local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
local bodvol = Create("BodyVelocity"){
velocity = angle * knockback,
P = 5000,
maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
Parent = hit,
}
local rl = Create("BodyAngularVelocity"){
P = 3000,
maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
Parent = hit,
}
game:GetService("Debris"):AddItem(bodvol, .5)
game:GetService("Debris"):AddItem(rl, .5)
elseif Type == "Normal" then
local vp = Create("BodyVelocity"){
P = 500,
maxForce = Vector3.new(math.huge, 0, math.huge),
velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
}
if knockback > 0 then
vp.Parent = hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp, .5)
elseif Type == "Up" then
local bodyVelocity = Create("BodyVelocity"){
velocity = Vector3.new(0, 20, 0),
P = 5000,
maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
Parent = hit,
}
game:GetService("Debris"):AddItem(bodyVelocity, .5)
elseif Type == "DarkUp" then
coroutine.resume(coroutine.create(function()
for i = 0, 1, 0.1 do
swait()
Effects.Block.Create(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
end
end))
local bodyVelocity = Create("BodyVelocity"){
velocity = Vector3.new(0, 20, 0),
P = 5000,
maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
Parent = hit,
}
game:GetService("Debris"):AddItem(bodyVelocity, 1)
elseif Type == "Snare" then
local bp = Create("BodyPosition"){
P = 2000,
D = 100,
maxForce = Vector3.new(math.huge, math.huge, math.huge),
position = hit.Parent.Torso.Position,
Parent = hit.Parent.Torso,
}
game:GetService("Debris"):AddItem(bp, 1)
elseif Type == "Freeze" then
local BodPos = Create("BodyPosition"){
P = 50000,
D = 1000,
maxForce = Vector3.new(math.huge, math.huge, math.huge),
position = hit.Parent.Torso.Position,
Parent = hit.Parent.Torso,
}
local BodGy = Create("BodyGyro") {
maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
P = 20e+003,
Parent = hit.Parent.Torso,
cframe = hit.Parent.Torso.CFrame,
}
hit.Parent.Torso.Anchored = true
coroutine.resume(coroutine.create(function(Part)
swait(1.5)
Part.Anchored = false
end), hit.Parent.Torso)
game:GetService("Debris"):AddItem(BodPos, 3)
game:GetService("Debris"):AddItem(BodGy, 3)
end
local debounce = Create("BoolValue"){
Name = "DebounceHit",
Parent = hit.Parent,
Value = true,
}
game:GetService("Debris"):AddItem(debounce, Delay)
c = Create("ObjectValue"){
Name = "creator",
Value = Player,
Parent = h,
}
game:GetService("Debris"):AddItem(c, .5)
end
end
-------------------------------------------------------
--End Damage Function--
-------------------------------------------------------
-------------------------------------------------------
--Start Damage Function Customization--
-------------------------------------------------------
function ShowDamage(Pos, Text, Time, Color)
local Rate = (1 / 30)
local Pos = (Pos or Vector3.new(0, 0, 0))
local Text = (Text or "")
local Time = (Time or 2)
local Color = (Color or Color3.new(1, 0, 1))
local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0))
EffectPart.Anchored = true
local BillboardGui = Create("BillboardGui"){
Size = UDim2.new(3, 0, 3, 0),
Adornee = EffectPart,
Parent = EffectPart,
}
local TextLabel = Create("TextLabel"){
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 1, 0),
Text = Text,
Font = "Highway",
TextColor3 = Color,
TextScaled = true,
Parent = BillboardGui,
}
game.Debris:AddItem(EffectPart, (Time))
EffectPart.Parent = game:GetService("Workspace")
delay(0, function()
local Frames = (Time / Rate)
for Frame = 1, Frames do
wait(Rate)
local Percent = (Frame / Frames)
EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
TextLabel.TextTransparency = Percent
end
if EffectPart and EffectPart.Parent then
EffectPart:Destroy()
end
end)
end
-------------------------------------------------------
--End Damage Function Customization--
-------------------------------------------------------
function MagniDamage(Part, magni, mindam, maxdam, knock, Type)
for _, c in pairs(workspace:children()) do
local hum = c:findFirstChild("Humanoid")
if hum ~= nil then
local head = c:findFirstChild("Head")
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if magni >= mag and c.Name ~= plr.Name then
Damage(head, head, mindam, maxdam, knock, Type, root, 0.1, "http://www.roblox.com/asset/?id=", 1.2)
end
end
end
end
end
CFuncs = {
Part = {
Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
local Part = Create("Part")({
Parent = Parent,
Reflectance = Reflectance,
Transparency = Transparency,
CanCollide = false,
Locked = true,
BrickColor = BrickColor.new(tostring(BColor)),
Name = Name,
Size = Size,
Material = Material
})
RemoveOutlines(Part)
return Part
end
},
Mesh = {
Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
local Msh = Create(Mesh)({
Parent = Part,
Offset = OffSet,
Scale = Scale
})
if Mesh == "SpecialMesh" then
Msh.MeshType = MeshType
Msh.MeshId = MeshId
end
return Msh
end
},
Mesh = {
Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
local Msh = Create(Mesh)({
Parent = Part,
Offset = OffSet,
Scale = Scale
})
if Mesh == "SpecialMesh" then
Msh.MeshType = MeshType
Msh.MeshId = MeshId
end
return Msh
end
},
Weld = {
Create = function(Parent, Part0, Part1, C0, C1)
local Weld = Create("Weld")({
Parent = Parent,
Part0 = Part0,
Part1 = Part1,
C0 = C0,
C1 = C1
})
return Weld
end
},
Sound = {
Create = function(id, par, vol, pit)
coroutine.resume(coroutine.create(function()
local S = Create("Sound")({
Volume = vol,
Pitch = pit or 1,
SoundId = id,
Parent = par or workspace
})
wait()
S:play()
game:GetService("Debris"):AddItem(S, 6)
end))
end
},
ParticleEmitter = {
Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
local fp = Create("ParticleEmitter")({
Parent = Parent,
Color = ColorSequence.new(Color1, Color2),
LightEmission = LightEmission,
Size = Size,
Texture = Texture,
Transparency = Transparency,
ZOffset = ZOffset,
Acceleration = Accel,
Drag = Drag,
LockedToPart = LockedToPart,
VelocityInheritance = VelocityInheritance,
EmissionDirection = EmissionDirection,
Enabled = Enabled,
Lifetime = LifeTime,
Rate = Rate,
Rotation = Rotation,
RotSpeed = RotSpeed,
Speed = Speed,
VelocitySpread = VelocitySpread
})
return fp
end
}
}
function RemoveOutlines(part)
part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
end
function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size)
local Part = Create("Part")({
formFactor = FormFactor,
Parent = Parent,
Reflectance = Reflectance,
Transparency = Transparency,
CanCollide = false,
Locked = true,
BrickColor = BrickColor.new(tostring(BColor)),
Name = Name,
Size = Size,
Material = Material
})
RemoveOutlines(Part)
return Part
end
function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale)
local Msh = Create(Mesh)({
Parent = Part,
Offset = OffSet,
Scale = Scale
})
if Mesh == "SpecialMesh" then
Msh.MeshType = MeshType
Msh.MeshId = MeshId
end
return Msh
end
function CreateWeld(Parent, Part0, Part1, C0, C1)
local Weld = Create("Weld")({
Parent = Parent,
Part0 = Part0,
Part1 = Part1,
C0 = C0,
C1 = C1
})
return Weld
end
-------------------------------------------------------
--Start Effect Function--
-------------------------------------------------------
EffectModel = Instance.new("Model", char)
Effects = {
Block = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
if Type == 1 or Type == nil then
table.insert(Effects, {
prt,
"Block1",
delay,
x3,
y3,
z3,
msh
})
elseif Type == 2 then
table.insert(Effects, {
prt,
"Block2",
delay,
x3,
y3,
z3,
msh
})
else
table.insert(Effects, {
prt,
"Block3",
delay,
x3,
y3,
z3,
msh
})
end
end
},
Sphere = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Cylinder = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Wave = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1 / 60, y1 / 60, z1 / 60))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3 / 60,
y3 / 60,
z3 / 60,
msh
})
end
},
Ring = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Break = {
Create = function(brickcolor, cframe, x1, y1, z1)
local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
local num = math.random(10, 50) / 1000
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Shatter",
num,
prt.CFrame,
math.random() - math.random(),
0,
math.random(50, 100) / 100
})
end
},
Spiral = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://1051557", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Push = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "rbxassetid://437347603", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
}
}
-------------------------------------------------------
--End Effect Function--
-------------------------------------------------------
local asd = Instance.new("ParticleEmitter")
asd.Color = ColorSequence.new(Color3.new(1, 0, 0), Color3.new(.5, 0, 0))
asd.LightEmission = .1
asd.Size = NumberSequence.new(0.2)
asd.Texture = "http://www.roblox.com/asset/?ID=291880914"
aaa = NumberSequence.new({NumberSequenceKeypoint.new(0, 0.2),NumberSequenceKeypoint.new(1, 5)})
bbb = NumberSequence.new({NumberSequenceKeypoint.new(0, 1),NumberSequenceKeypoint.new(0.0636, 0), NumberSequenceKeypoint.new(1, 1)})
asd.Transparency = bbb
asd.Size = aaa
asd.ZOffset = .9
asd.Acceleration = Vector3.new(0, -5, 0)
asd.LockedToPart = false
asd.EmissionDirection = "Back"
asd.Lifetime = NumberRange.new(1, 2)
asd.Rotation = NumberRange.new(-100, 100)
asd.RotSpeed = NumberRange.new(-100, 100)
asd.Speed = NumberRange.new(2)
asd.Enabled = false
asd.VelocitySpread = 10000
function bleed(victim,amount)
local prtcl = asd:Clone()
prtcl.Parent = victim
prtcl:Emit(amount)
end
function CreateSound(ID, PARENT, VOLUME, PITCH)
local NSound = nil
coroutine.resume(coroutine.create(function()
NSound = Instance.new("Sound", PARENT)
NSound.Volume = VOLUME
NSound.Pitch = PITCH
NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
swait()
NSound:play()
game:GetService("Debris"):AddItem(NSound, 10)
end))
return NSound
end
local Weapon = Instance.new("Model")
function Kill(Target)
if Target.Parent ~= Weapon and Target:FindFirstChildOfClass("Humanoid") then
local DummyHead = nil
local q = Target:GetChildren()
for i = 1,#q do
if q[i].ClassName ~= "LocalScript" and q[i].ClassName ~= "Script" and q[i].ClassName ~= "Accessory" and q[i].ClassName ~= "Hat" and q[i].ClassName ~= "Gear" and q[i].ClassName ~= "Sound" then
if q[i].ClassName == "Humanoid" then
q[i].PlatformStand = true
q[i]:ClearAllChildren()
q[i].Name = "Corpse"
q[i].MaxHealth = "inf"
q[i].Health = "inf"
end
if q[i].Name == "Head" then
q[i]:ClearAllChildren()
q[i]:Remove()
end
else
q[i]:remove()
end
end
end
end
function CreateMagicCircle()
local sinkhole = IT("Part")
sinkhole.Size = Vector3.new(0,0,0)
sinkhole.Parent = EffectModel
sinkhole.Material = "Neon"
sinkhole.Color = Color3.new(0,0,0)
sinkhole.Anchored = true
sinkhole.CanCollide = false
sinkhole.Transparency = 1
local decal = IT("Decal",sinkhole)
decal.Face = "Top"
decal.Texture = "http://www.roblox.com/asset/?id=124339738"
local decal2 = IT("Decal",sinkhole)
decal2.Face = "Bottom"
decal2.Texture = "http://www.roblox.com/asset/?id=124339738"
return sinkhole
end
function AoEKill(position,radius)
for i,v in ipairs(workspace:GetChildren()) do
if v:FindFirstChild("HitBy"..plr.Name) == nil then
local body = v:GetChildren()
for part = 1, #body do
if(v:FindFirstChild("HitBy"..plr.Name) == nil and (body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= char) then
if(body[part].Position - position).Magnitude < radius then
if v.ClassName == "Model" then
if v:FindFirstChild("Humanoid") then
if v.Humanoid.Health ~= 0 then
if body[part].Position.Y < position.Y+12 then
print("Got "..v.Name)
local defence = Instance.new("BoolValue",v)
defence.Name = ("HitBy"..plr.Name)
game:GetService("Debris"):AddItem(defence, 0.01)
local TORSO = v:FindFirstChild("HumanoidRootPart") or v:FindFirstChild("Torso") or v:FindFirstChild("UpperTorso")
local HEAD = v:FindFirstChild("Head")
HEAD:Remove()
end
end
end
end
--body[part].Velocity = CFrame.new(position,body[part].Position).lookVector*5*maxstrength
end
end
end
end
end
end
-------------------------------------------------------
--End Important Functions--
-------------------------------------------------------
-------------------------------------------------------
--Start Music Option--
-------------------------------------------------------
local Music = Instance.new("Sound",tors)
Music.Volume = 5.5
Music.SoundId = "rbxassetid://1690471826"
Music.Looped = true
Music.Pitch = 1 --Pitcher
Music:Play()
-------------------------------------------------------
--End Music Option--
-------------------------------------------------------
-------------------------------------------------------
--This is new huh--
-------------------------------------------------------
local naeeym2 = Instance.new("BillboardGui",char)
naeeym2.AlwaysOnTop = true
naeeym2.Size = UDim2.new(2, 0, 1, 0)
naeeym2.StudsOffset = Vector3.new(-4, 4, 0)
naeeym2.Adornee = hed
naeeym2.Name = "Name"
local tecks2 = Instance.new("TextLabel",naeeym2)
tecks2.BackgroundTransparency = 1
tecks2.TextScaled = true
tecks2.BorderSizePixel = 0
tecks2.Text = "Entity Not Found"
tecks2.Font = 15
tecks2.TextSize = 24
tecks2.TextStrokeTransparency = 0
tecks2.TextColor3 = Color3.fromRGB(0,80,0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0,150,0)
tecks2.Size = UDim2.new(5, 0, 2.5, 0)
tecks2.Parent = naeeym2
coroutine.wrap(function()
while wait() do
wait(3)
tecks2.Text = "Fatal Error"
wait()
tecks2.Text = "Entity Not Found"
wait(2)
local str = ""
for i = 1, math.random(3,25) do
str = str..string.char(math.random(65,122))
end
tecks2.Text = str
wait()
str = ""
for i = 1, math.random(12,25) do
str = str..string.char(math.random(48,122))
end
wait()
tecks2.Text = str
wait()
tecks2.Text = "Data Corrupted"
wait(1)
tecks2.Text = "CCCCCCCC"
wait()
tecks2.Text = "No Escape"
wait(.1)
tecks2.Text = "Life form Not Found"
wait(2)
tecks2.Text = "VIIIIII"
wait(.1)
tecks2.Text = "ERROR"
wait(.1)
for i = 1, math.random(12,25) do
str = str..string.char(math.random(48,57))
end
tecks2.Text = str
wait()
tecks2.Text = "Entity Not Found"
wait(2)
end
end)()
-----------------------------------------------------
--End of name--
-----------------------------------------------------
local PlayerSize = 1
local FT,RA,LA,RL,LL = Instance.new("SpecialMesh"),Instance.new("SpecialMesh"),Instance.new("SpecialMesh"),Instance.new("SpecialMesh"),Instance.new("SpecialMesh")
FT.MeshId,FT.Scale = "rbxasset://fonts/torso.mesh",Vector3.new(PlayerSize,PlayerSize,PlayerSize)
RA.MeshId,RA.Scale = "rbxasset://fonts/rightarm.mesh",Vector3.new(PlayerSize,PlayerSize,PlayerSize)
LA.MeshId,LA.Scale = "rbxasset://fonts/leftarm.mesh",Vector3.new(PlayerSize,PlayerSize,PlayerSize)
RL.MeshId,RL.Scale = "rbxasset://fonts/rightleg.mesh",Vector3.new(PlayerSize,PlayerSize,PlayerSize)
LL.MeshId,LL.Scale = "rbxasset://fonts/leftleg.mesh",Vector3.new(PlayerSize,PlayerSize,PlayerSize)
-------------------------------------------------------
--Start Attacks N Stuff--
-------------------------------------------------------
local sine=0
function HitboxFunction(Pose, lifetime, siz1, siz2, siz3, Radie, Min, Max, kb, atype)
local Hitboxpart = Instance.new("Part", EffectModel)
RemoveOutlines(Hitboxpart)
Hitboxpart.Size = Vector3.new(siz1, siz2, siz3)
Hitboxpart.CanCollide = false
Hitboxpart.Transparency = 1
Hitboxpart.Anchored = true
Hitboxpart.CFrame = Pose
game:GetService("Debris"):AddItem(Hitboxpart, lifetime)
MagniDamage(Hitboxpart, Radie, Min, Max, kb, atype)
end
wait2 = false
combo = 1
mouse.Button1Down:connect(function(key)
if attack == false then
attack = true
hum.WalkSpeed = 3.01
if combo == 1 and wait2 == false then
wait2 = true
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(-5), math.rad(0), math.rad(-35)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.8) * angles(math.rad(90), math.rad(0), math.rad(20)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, -0.2) * RHCF * angles(math.rad(-2.5), math.rad(0), math.rad(-0)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(15), math.rad(-20)), 0.3)
end
for i = 0, .1, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(5), math.rad(0), math.rad(55)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.8) * angles(math.rad(95), math.rad(0), math.rad(40)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF * angles(math.rad(-2.5), math.rad(-25), math.rad(-65)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(-0), math.rad(0)), 0.3)
end
CreateSound("1209871551", hed, 5, 1)
for i = 1, 30 do
swait()
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-300,300)/100,math.random(-300,300)/100,math.random(-300,300)/100)
end
end
end
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
wait(1.5)
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(-5), math.rad(0), math.rad(-35)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.8) * angles(math.rad(90), math.rad(0), math.rad(20)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, -0.2) * RHCF * angles(math.rad(-2.5), math.rad(0), math.rad(-0)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(15), math.rad(-20)), 0.3)
end
HitboxFunction(ra.CFrame, 0.01, 1, 1, 1, 7, 6, 9, 3, "Normal")
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(5), math.rad(0), math.rad(55)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.8) * angles(math.rad(95), math.rad(0), math.rad(40)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF * angles(math.rad(-2.5), math.rad(-25), math.rad(-65)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(-0), math.rad(0)), 0.3)
end
combo = 2
end
if combo == 2 and wait2 == false then
wait2 = true
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(-25), math.rad(10), math.rad(-65)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF * angles(math.rad(-2.5), math.rad(-25), math.rad(-25)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(-0), math.rad(-20)), 0.3)
end
HitboxFunction(ll.CFrame, 0.01, 1, 1, 1, 7, 5, 10, 3, "Normal")
for i = 0, 1.6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(-15), math.rad(0), math.rad(65+255.45*i)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(54), math.rad(0), math.rad(35)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-34), math.rad(0), math.rad(-35)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF * angles(math.rad(-2.5), math.rad(-25), math.rad(95)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-4.5), math.rad(-30), math.rad(0)), 0.3)
end
combo = 3
end
if combo == 3 and wait2 == false then
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(-5), math.rad(0), math.rad(-35)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.8) * angles(math.rad(90), math.rad(0), math.rad(20)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, -0.2) * RHCF * angles(math.rad(-2.5), math.rad(0), math.rad(-0)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(15), math.rad(-20)), 0.3)
end
HitboxFunction(ra.CFrame, 0.01, 1, 1, 1, 7, 6, 9, 3, "Normal")
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(5), math.rad(0), math.rad(55)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.8) * angles(math.rad(95), math.rad(0), math.rad(40)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF * angles(math.rad(-2.5), math.rad(-25), math.rad(-65)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(-0), math.rad(0)), 0.3)
end
combo = 1
end
hum.WalkSpeed = 16
wait2 = false
attack = false
end
end)
function GlitchedTeleport()
CanUse = false
CreateSound("333430981", hed, 5, 1)
for i = 1, 25 do
swait()
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-500,500)/200,math.random(-500,500)/200,math.random(-500,500)/200)
end
end
end
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
wait(.5)
root.CFrame = CFrame.new(CFrame.new(mouse.Hit.p)*CFrame.new(0,2.8,0).p,root.Position)
CreateSound("289556450", hed, 10, 1)
for i = 1, 60 do
swait()
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-500,500)/200,math.random(-500,500)/200,math.random(-500,500)/200)
end
end
end
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
wait(1)
CanUse = true
end
function GlitchedHell()
if mouse.Target.Parent ~= char and mouse.Target.Parent.Parent ~= char and mouse.Target.Parent:FindFirstChildOfClass("Humanoid") ~= nil then
local HITBODY = mouse.Target.Parent
local TORS = HITBODY:FindFirstChild("Torso") or HITBODY:FindFirstChild("UpperTorso")
local HEAD = HITBODY:FindFirstChild("Head")
local HUMAN = mouse.Target.Parent:FindFirstChildOfClass("Humanoid")
if TORS ~= nil and HUMAN ~= nil then
attack = true
hum.WalkSpeed = 0
root.CFrame = TORS.CFrame * CFrame.new(-1,0,3)
TORS.Anchored = true
CreateSound("333430981", hed, 5, 1)
for i = 1, 25 do
swait()
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-500,500)/200,math.random(-500,500)/200,math.random(-500,500)/200)
end
end
end
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(-5), math.rad(0), math.rad(-35)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.8) * angles(math.rad(90), math.rad(0), math.rad(20)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, -0.2) * RHCF * angles(math.rad(-2.5), math.rad(0), math.rad(-0)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(15), math.rad(-20)), 0.3)
end
wait(.5)
for i = 0, 2.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(5), math.rad(0), math.rad(35)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.8) * angles(math.rad(96), math.rad(0), math.rad(10)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF * angles(math.rad(-2.5), math.rad(-25), math.rad(-0)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(-0), math.rad(0)), 0.3)
end
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CFrame.new(0, -0.5, 0) * angles(math.rad(5), math.rad(0), math.rad(-35)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.8) * angles(math.rad(25), math.rad(0), math.rad(10)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-25), math.rad(0), math.rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF * angles(math.rad(-2.5), math.rad(-25), math.rad(-0)), 0.3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF * angles(math.rad(-2.5), math.rad(-0), math.rad(0)), 0.3)
end
end
CreateSound("180083298", hed, 10, 1)
attack = false
HITBODY:BreakJoints()
TORS:Remove()
TORS.Anchored = false
attack = false
hum.WalkSpeed = 16
bleed(HEAD,25)
end
end
function DistortThem()
CanUse = false
local HIT = tors.Touched:Connect(function(hit)
Kill(hit.Parent)
end)
for i = 1, 350 do
swait()
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.8) * angles(math.rad(125), math.rad(0), math.rad(10)), 0.1)
CreateSound("333430981", hed, 1.5, 1)
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-50,50)/100,math.random(-50,50)/100,math.random(-50,50)/100)
end
end
end
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
HIT:Disconnect()
wait(3.5)
CanUse = true
end
function DistortHellItSelf()
attack = true
CreateSound("907329532", char, 10, 1)
for i = 1, 45 do
swait()
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(165), math.rad(0), math.rad(10)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-165), math.rad(0), math.rad(-10)), 0.3)
rootj.C0=clerp(rootj.C0,RootCF*CF(0,0,-1.25+0.45*i)*angles(math.rad(0),math.rad(0),math.rad(0)),0.15)
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-50,50)/100,math.random(-50,50)/100,math.random(-50,50)/100)
end
end
end
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
for i = 1, 15 do
swait()
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-0), math.rad(0), math.rad(-90)), 0.3)
end
local RING = CreateMagicCircle()
RING.CFrame = CF(root.Position)*CF(0,-2.8,0)
for i = 1, 200 do
swait()
RING.CFrame = RING.CFrame * angles(Rad(0),Rad(i/15),Rad(0))
RING.Size = RING.Size + Vector3.new(.6,0,.6)
end
AoEKill(RING.Position,RING.Size.X/2)
coroutine.resume(coroutine.create(function()
swait(75)
for i = 1, 50 do
swait()
RING.CFrame = RING.CFrame * angles(Rad(0),Rad(-i/2),Rad(0))
RING.Size = RING.Size - Vector3.new(4,0,4)
end
RING:remove()
end))
attack = false
end
function FearMe()
CreateSound("305685800", hed, 10, 1)
for i = 1, 250 do
swait()
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-50,50)/100,math.random(-50,50)/100,math.random(-50,50)/100)
end
end
end
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
end
function Glitchicide()
hum.WalkSpeed = 0
CreateSound("549075092", char, 10, 1)
CreateSound("549075092", char, 10, 1)
CreateSound("549075092", char, 10, 1)
for i = 1, 150 do
swait()
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-0), math.rad(0), math.rad(-90)), 0.3)
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-1000,1000)/100,math.random(-1000,1000)/100,math.random(-1000,1000)/100)
end
end
end
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
char:Remove()
end
-------------------------------------------------------
--End Attacks N Stuff--
-------------------------------------------------------
mouse.KeyDown:connect(function(key)
if attack == false then
if key == 'c' and CanUse == true then
GlitchedTeleport()
elseif key == 'q' then
GlitchedHell()
elseif key == 't' then
FearMe()
elseif key == 'e' then
CreateSound("907333294", hed, 10, 1)
elseif key == 'f' and CanUse == true then
DistortThem()
elseif key == 'x' then
DistortHellItSelf()
elseif key == 'p' then
Glitchicide()
end
end
end)
-------------------------------------------------------
--Start Whitelist and God Mode--
-------------------------------------------------------
ff = Instance.new("ForceField",char)
ff.Visible = false
hum.Name = "TTTTTThe Distorted"
hum.MaxHealth = 1.0E298
hum.Health = 1.0E298
game:GetService("RunService"):BindToRenderStep("hONK", 0, function()
if hum.Health > 0.1 and hum.Health < 1.0E298 then
hum.MaxHealth = 1.0E298
hum.Health = 1.0E298
end
end)
-------------------------------------------------------
--End Whitelist and God Mode--
-------------------------------------------------------
-------------------------------------------------------
--Start Animations--
-------------------------------------------------------
local VALUE1 = false
local equipped = false
local idle = 0
local change = 1
local val = 0
local toim = 0
local idleanim = 0.4
hum.Animator.Parent = nil
while true do
swait()
sine = sine + change
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, char)
if equipped == true or equipped == false then
if attack == false then
idle = idle + 1
else
idle = 0
end
if 1 < root.Velocity.y and hitfloor == nil then
Anim = "Jump"
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(10), Rad(0), Rad(0)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-10), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5, 0) * angles(Rad(30), Rad(0), Rad(20)), 0.3)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5, 0) * angles(Rad(-20), Rad(0), Rad(-30)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -0.3) * LHCF * angles(Rad(-5), Rad(0), Rad(20)), 0.15)
RH.C0 = clerp(RH.C0, CF(1, -1, 0.3) * angles(Rad(0), Rad(90), Rad(-20)), 0.3)
end
elseif -1 > root.Velocity.y and hitfloor == nil then
Anim = "Fall"
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-5), Rad(0), Rad(0)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(10), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5, 0) * angles(Rad(30), Rad(0), Rad(20)), 0.3)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5, 0) * angles(Rad(-20), Rad(0), Rad(-30)), 0.3)
LH.C0=clerp(LH.C0, CF(-1,-.4-0.1 * Cos(sine / 20), -.6) * LHCF * angles(Rad(-5), Rad(-0), Rad(20)), 0.15)
RH.C0=clerp(RH.C0, CF(1,-.3-0.1 * Cos(sine / 20), -.6) * angles(Rad(0), Rad(90), Rad(-20)), .3)
end
elseif torvel < 1 and hitfloor ~= nil then
Anim = "Idle"
change = 1.6
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(4), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20), Rad(0), Rad(0)), 0.3)
if Mrandom(1,15) == 1 then
tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0 + ((1) - 1)) * angles(Rad(Mrandom(-15,15)), Rad(Mrandom(-15,15)), Rad(Mrandom(-15,15))), 1)
end
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-1.5), Rad(0), Rad(10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-1.5), Rad(0), Rad(10)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(15 - 4 * Cos(sine / 20)), Rad(0), Rad(5)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(15 - 4 * Cos(sine / 20)), Rad(0), Rad(-5)), 0.1)
end
if VALUE1 == false and math.random(1,55) == 1 then
coroutine.resume(coroutine.create(function()
VALUE1 = true
for i = 1, 25 do
swait()
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-50,50)/100,math.random(-50,50)/100,math.random(-50,50)/100)
end
end
end
VALUE1 = false
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
end))
end
elseif tors.Velocity.magnitude < 50 and hitfloor ~= nil then
Anim = "Walk"
change = 1
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.175 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7) * angles(Rad(7-2.5 * Cos(sine / 3.5)), Rad(0), Rad(10 * Cos(sine / 7))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.925 - 0.1 * Cos(sine / 3.5), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-1.5), Rad(0), Rad(70) * Cos(sine / 7) ), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.1 * Cos(sine / 3.5), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-1.5), Rad(0), Rad(70) * Cos(sine / 7) ), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(70) * Cos(sine / 7) , Rad(0), Rad(15)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-70) * Cos(sine / 7) , Rad(0), Rad(-15)), 0.1)
end
if VALUE1 == false and math.random(1,55) == 1 then
coroutine.resume(coroutine.create(function()
VALUE1 = true
for i = 1, 25 do
swait()
RA.Parent = ra
LA.Parent = la
FT.Parent = tors
RL.Parent = rl
LL.Parent = ll
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(math.random(-50,50)/100,math.random(-50,50)/100,math.random(-50,50)/100)
end
end
end
VALUE1 = false
FT.Parent = nil
RA.Parent = nil
LA.Parent = nil
RL.Parent = nil
LL.Parent = nil
for _,v in next, char:GetDescendants() do
if(v:IsA'DataModelMesh')then
v.Offset = Vector3.new(0,0,0)
end
end
end))
end
end
end
if 0 < #Effects then
for e = 1, #Effects do
if Effects[e] ~= nil then
local Thing = Effects[e]
if Thing ~= nil then
local Part = Thing[1]
local Mode = Thing[2]
local Delay = Thing[3]
local IncX = Thing[4]
local IncY = Thing[5]
local IncZ = Thing[6]
if 1 >= Thing[1].Transparency then
if Thing[2] == "Block1" then
Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
local Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Block2" then
Thing[1].CFrame = Thing[1].CFrame + Vector3.new(0, 0, 0)
local Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Block3" then
Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) + Vector3.new(0, 0.15, 0)
local Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Cylinder" then
local Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Blood" then
local Mesh = Thing[7]
Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0)
Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Elec" then
local Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Disappear" then
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Shatter" then
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
Thing[6] = Thing[6] + Thing[5]
end
else
Part.Parent = nil
table.remove(Effects, e)
end
end
end
end
end
end
-------------------------------------------------------
--End Animations And Script--
-------------------------------------------------------