if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
local Player,game,owner = owner,game
local RealPlayer = Player
do
local rp = RealPlayer
script.Parent = rp.Character
--RemoteEvent for communicating
local Event = Instance.new("RemoteEvent")
Event.Name = "UserInput_Event"
--Fake event to make stuff like Mouse.KeyDown work
local function fakeEvent()
local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
t.connect = t.Connect
return t
end
--Creating fake input objects with fake variables
local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
end}
--Merged 2 functions into one by checking amount of arguments
CAS.UnbindAction = CAS.BindAction
--This function will trigger the events that have been :Connect()'ed
local function te(self,ev,...)
local t = m[ev]
if t and t._fakeEvent then
for _,f in pairs(t.Functions) do
f(...)
end
end
end
m.TrigEvent = te
UIS.TrigEvent = te
Event.OnServerEvent:Connect(function(plr,io)
if plr~=rp then return end
m.Target = io.Target
m.Hit = io.Hit
if not io.isMouse then
local b = io.UserInputState == Enum.UserInputState.Begin
if io.UserInputType == Enum.UserInputType.MouseButton1 then
return m:TrigEvent(b and "Button1Down" or "Button1Up")
end
for _,t in pairs(CAS.Actions) do
for _,k in pairs(t.Keys) do
if k==io.KeyCode then
t.Function(t.Name,io.UserInputState,io)
end
end
end
m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
end
end)
Event.Parent = NLS([==[
local Player = game:GetService("Players").LocalPlayer
local Event = script:WaitForChild("UserInput_Event")
local Mouse = Player:GetMouse()
local UIS = game:GetService("UserInputService")
local input = function(io,a)
if a then return end
--Since InputObject is a client-side instance, we create and pass table instead
Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
end
UIS.InputBegan:Connect(input)
UIS.InputEnded:Connect(input)
local h,t
--Give the server mouse data 30 times every second, but only if the values changed
--If player is not moving their mouse, client won't fire events
while wait(1/30) do
if h~=Mouse.Hit or t~=Mouse.Target then
h,t=Mouse.Hit,Mouse.Target
Event:FireServer({isMouse=true,Target=t,Hit=h})
end
end]==],Player.Character)
----Sandboxed game object that allows the usage of client-side methods and services
--Real game object
local _rg = game
--Metatable for fake service
local fsmt = {
__index = function(self,k)
local s = rawget(self,"_RealService")
if s then return s[k] end
end,
__newindex = function(self,k,v)
local s = rawget(self,"_RealService")
if s then s[k]=v end
end,
__call = function(self,...)
local s = rawget(self,"_RealService")
if s then return s(...) end
end
}
local function FakeService(t,RealService)
t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
return setmetatable(t,fsmt)
end
--Fake game object
local g = {
GetService = function(self,s)
return self[s]
end,
Players = FakeService({
LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
},"Players"),
UserInputService = FakeService(UIS,"UserInputService"),
ContextActionService = FakeService(CAS,"ContextActionService"),
}
rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
g.service = g.GetService
g.RunService = FakeService({
RenderStepped = _rg:GetService("RunService").Heartbeat,
BindToRenderStep = function(self,name,_,fun)
self._btrs[name] = self.Heartbeat:Connect(fun)
end,
UnbindFromRenderStep = function(self,name)
self._btrs[name]:Disconnect()
end,
},"RunService")
setmetatable(g,{
__index=function(self,s)
return _rg:GetService(s) or typeof(_rg[s])=="function"
and function(_,...)return _rg[s](_rg,...)end or _rg[s]
end,
__newindex = fsmt.__newindex,
__call = fsmt.__call
})
--Changing owner to fake player object to support owner:GetMouse()
game,owner = g,g.Players.LocalPlayer
end
-----------------------
--WhAT ANOTHER ONE????????!--
-------------------------------------------------------
--A script By makhail07
--This edit by 2003boobear
--Discord Creterisk#2958
--https://cdn.discordapp.com/attachments/424766294303309844/424769047436197888/e41a6cbd-23cb-4553-bd39-1338429743a7.png
-------------------------------------------------------
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
1402748531, --The Earth Is Counting On You!
595230126 --Robot Language
}
--The reality of my life isn't real but a Universe -makhail07
wait()
local Player = game.Players.localPlayer
local Character = Player.Character
local plr = game:service'Players'.LocalPlayer
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 LeftArm = Character["Left Arm"]
local RightArm = Character["Right Arm"]
local LeftLeg = Character["Left Leg"]
local RightLeg = Character["Right Leg"]
local Head = Character.Head
local Torso = Character.Torso
local cam = game.Workspace.CurrentCamera
local RootPart = Character.HumanoidRootPart
local RootJoint = RootPart.RootJoint
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 EdgyMode = false
local Divinity = false
local Fighter = false
local Purity = false
local Destruction = false
local helpme = false
local Planetary = false
local Solar = false
local Lunar = false
local Frost = false
local Ashes = false
local notmenacing = true
local maincolor = BrickColor.new("Institutional white")
--do a die
-------------------------------------------------------
--Start Good Stuff--
-------------------------------------------------------
CF = CFrame.new
VT = Vector3.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
local cn = CFrame.new
local mr = math.rad
local angles = CFrame.Angles
local ud = UDim2.new
local c3 = Color3.new
-------------------------------------------------------
--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--
-------------------------------------------------------
local cHaOs={"hELPmE","cHaOs","cHaOs","CHaaaaOOOSss","cHaOsSSSS","cHaOs","Insane","rUN","sCATTER","bEGoNE","cRAZY","mAD wIth pOWeR","hAHAAA","SanItyyYYYyYy","cHaOs","cHaOs","cHaOs","cHaOs","hELP","cHaOs","cHaOs","dREaD","nIgHTFAll","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs","cHaOs"} --why
local NOUSE={"nOUsE","dONT TrYYYYYY","DiE FOr MEEEEE","HAAHHHHHA","BeGONE","UnSTOpPAbLE","WRYYyY","rUN","NoUsE","nO HOPe FOr tHE HoPELEsS","cRAZY","mAD wIth pOWeR","hAHAAA","SanItyyYYYyYy","S o U L S","fEED","hUNgEr","HAHAAAAAAAAHHAHAAHA","aAAAaAAAAaA","bEGoNE sINnERRRR"} --aaaaaaa
local cHaOsface={"843367143","280233855","148988280","859779193","163713156","313921371","304942859","315792941","1684367763","335761015"}
-------------------------------------------------------
--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
local RbxUtility = LoadLibrary("RbxUtility")
local Create = RbxUtility.Create
warn("I'ma just call dis WhAT ANOTHER ONE V1.5")
warn("Please support the original creator, makhail07.")
warn("Also, 2003boobear made this edit.")
-------------------------------------------------------
--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
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, maincolor.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, maincolor.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--
-------------------------------------------------------
local DColorsArray ={ColorSequenceKeypoint.new(0, Color3.new(1,0,0)),
ColorSequenceKeypoint.new(0.16, Color3.new(1,0,0)),
ColorSequenceKeypoint.new(0.32, Color3.new(1,0,0)),
ColorSequenceKeypoint.new(0.48, Color3.new(1,0,0)),
ColorSequenceKeypoint.new(0.64, Color3.new(1,0,0)),
ColorSequenceKeypoint.new(0.80, Color3.new(0,0,0)),
ColorSequenceKeypoint.new(0.96, Color3.new(0,0,0)),
ColorSequenceKeypoint.new(1, Color3.new(0,0,0))}
local DAtch3 = Instance.new("Attachment",ll)DAtch3.Position = Vector3.new(0,1.1,0)
local DAtch4 = Instance.new("Attachment",ll)DAtch4.Position = Vector3.new(0,-0.6,0)
local DTrail2 = Instance.new("Trail",ll)DTrail2.Attachment0 = DAtch3 DTrail2.Attachment1 = DAtch4
DTrail2.Texture = "rbxassetid://22636887" DTrail2.Lifetime = 0.2 DTrail2.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,0,0),NumberSequenceKeypoint.new(1,0,0)})
DTrail2.Color = ColorSequence.new(DColorsArray) DTrail2.LightEmission = 1
DTrail2.Enabled = false
local DAtch5 = Instance.new("Attachment",rl)DAtch5.Position = Vector3.new(0,1.1,0)
local DAtch6 = Instance.new("Attachment",rl)DAtch6.Position = Vector3.new(0,-0.6,0)
local DTrail3 = Instance.new("Trail",rl)DTrail3.Attachment0 = DAtch5 DTrail3.Attachment1 = DAtch6
DTrail3.Texture = "rbxassetid://22636887" DTrail3.Lifetime = 0.2 DTrail3.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,0,0),NumberSequenceKeypoint.new(1,0,0)})
DTrail3.Color = ColorSequence.new(DColorsArray) DTrail3.LightEmission = 1
DTrail3.Enabled = false
local DAtch7 = Instance.new("Attachment",ra)DAtch7.Position = Vector3.new(0,1.1,0)
local DAtch8 = Instance.new("Attachment",ra)DAtch8.Position = Vector3.new(0,-0.6,0)
local DTrail4 = Instance.new("Trail",ra)DTrail4.Attachment0 = DAtch7 DTrail4.Attachment1 = DAtch8
DTrail4.Texture = "rbxassetid://22636887" DTrail4.Lifetime = 0.2 DTrail4.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,0,0),NumberSequenceKeypoint.new(1,0,0)})
DTrail4.Color = ColorSequence.new(DColorsArray) DTrail4.LightEmission = 1
DTrail4.Enabled = false
local DAtch9 = Instance.new("Attachment",la)DAtch9.Position = Vector3.new(0,1.1,0)
local DAtch10 = Instance.new("Attachment",la)DAtch10.Position = Vector3.new(0,-0.6,0)
local DTrail5 = Instance.new("Trail",la)DTrail5.Attachment0 = DAtch9 DTrail5.Attachment1 = DAtch10
DTrail5.Texture = "rbxassetid://22636887" DTrail5.Lifetime = 0.2 DTrail5.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,0,0),NumberSequenceKeypoint.new(1,0,0)})
DTrail5.Color = ColorSequence.new(DColorsArray) DTrail5.LightEmission = 1
DTrail5.Enabled = false
local DAtch1 = Instance.new("Attachment",Torso)DAtch1.Position = Vector3.new(0,1.1,0)
local DAtch2 = Instance.new("Attachment",Torso)DAtch2.Position = Vector3.new(0,-2.5,0)
local DTrail = Instance.new("Trail",Torso)DTrail.Attachment0 = DAtch1 DTrail.Attachment1 = DAtch2
DTrail.Texture = "rbxassetid://22636887" DTrail.Lifetime = 0.2 DTrail.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,0,0),NumberSequenceKeypoint.new(1,0,0)})
DTrail.Color = ColorSequence.new(DColorsArray) DTrail.LightEmission = 1
DTrail.Enabled = false
-------------------------------------------------------
--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,
TextStrokeColor3 = Color3.fromRGB(0,0,0),
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=0", 1.2)
end
end
end
end
end
function PlayAnimationFromTable(table, speed, bool) --i didn't make this you fattie
RootJoint.C0 = clerp(RootJoint.C0, table[1], speed)
Torso.Neck.C0 = clerp(Torso.Neck.C0, table[2], speed)
RW.C0 = clerp(RW.C0, table[3], speed)
LW.C0 = clerp(LW.C0, table[4], speed)
RH.C0 = clerp(RH.C0, table[5], speed)
LH.C0 = clerp(LH.C0, table[6], speed)
if bool == true then
if resetc1 == false then
resetc1 = true
RootJoint.C1 = RootJoint.C1
Torso.Neck.C1 = Torso.Neck.C1
RW.C1 = rarmc1
LW.C1 = larmc1
RH.C1 = rlegc1
LH.C1 = llegc1
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--
-------------------------------------------------------
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
function BlockEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CreateMesh("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
})
elseif Type == 3 then
table.insert(Effects, {
prt,
"Block3",
delay,
x3,
y3,
z3,
msh
})
end
end
function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
local fp=Instance.new("Part")
fp.formFactor=formfactor
fp.Parent=parent
fp.Reflectance=reflectance
fp.Transparency=transparency
fp.CanCollide=false
fp.Locked=true
fp.BrickColor=brickcolor
fp.Name=name
fp.Size=size
fp.Position=tors.Position
RemoveOutlines(fp)
fp.Material="SmoothPlastic"
fp:BreakJoints()
return fp
end
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh=Instance.new(Mesh)
mesh.Parent=part
if Mesh=="SpecialMesh" then
mesh.MeshType=meshtype
if meshid~="nil" then
mesh.MeshId="http://www.roblox.com/asset/?id="..meshid
end
end
mesh.Offset=offset
mesh.Scale=scale
return mesh
end
function MagicShockTrailAlt2(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, rottype)
local prt = part(3, char, 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
prt.Anchored = true
prt.Material = "Neon"
prt.CFrame = cframe
local msh = mesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 5)
coroutine.resume(coroutine.create(function(Part, Mesh)
local rtype = rottype
for i = 0, 1, delay do
swait()
if rtype == 1 then
prt.CFrame = prt.CFrame * CFrame.Angles(0, 0, 0.1)
elseif rtype == 2 then
prt.CFrame = prt.CFrame * CFrame.Angles(0, 0, -0.1)
end
prt.Transparency = i
Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
end
Part.Parent = nil
end), prt, msh)
end
function MagicBlock(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, char, 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
prt.Anchored = true
prt.Material = "Neon"
prt.CFrame = cframe
prt.CFrame = prt.CFrame * Euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
local msh = mesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 5)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
swait()
Part.CFrame = Part.CFrame * Euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
Part.Transparency = i
Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, z3)
end
Part.Parent = nil
end), prt, msh)
end
function MagicShockAlt(brickcolor, cframe, x1, y1, x3, y3, delay, rottype)
local prt = part(3, char, 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
prt.Anchored = true
prt.Material = "Neon"
prt.CFrame = cframe
local msh = mesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, 0.01))
game:GetService("Debris"):AddItem(prt, 5)
coroutine.resume(coroutine.create(function(Part, Mesh)
local rtype = rottype
for i = 0, 1, delay do
swait()
if rtype == 1 then
prt.CFrame = prt.CFrame * CFrame.Angles(0, 0, 0.1)
elseif rtype == 2 then
prt.CFrame = prt.CFrame * CFrame.Angles(0, 0, -0.1)
end
prt.Transparency = i
Mesh.Scale = Mesh.Scale + Vector3.new(x3, y3, 0)
end
Part.Parent = nil
end), prt, msh)
end
function Eviscerate(dude)
if dude.Name ~= char then
local bgf = IT("BodyGyro", dude.Head)
bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
local val = IT("BoolValue", dude)
val.Name = "IsHit"
local ds = coroutine.wrap(function()
dude:WaitForChild("Head"):BreakJoints()
wait(0.5)
target = nil
coroutine.resume(coroutine.create(function()
for i, v in pairs(dude:GetChildren()) do
if v:IsA("Accessory") then
v:Destroy()
end
if v:IsA("Humanoid") then
v:Destroy()
end
if v:IsA("CharacterMesh") then
v:Destroy()
end
if v:IsA("Model") then
v:Destroy()
end
if v:IsA("Part") or v:IsA("MeshPart") then
for x, o in pairs(v:GetChildren()) do
if o:IsA("Decal") then
o:Destroy()
end
end
coroutine.resume(coroutine.create(function()
v.Material = "Neon"
v.CanCollide = false
local PartEmmit1 = IT("ParticleEmitter", v)
PartEmmit1.LightEmission = 1
PartEmmit1.Texture = "rbxassetid://284205403"
PartEmmit1.Color = ColorSequence.new(maincolor.Color)
PartEmmit1.Rate = 150
PartEmmit1.Lifetime = NumberRange.new(1)
PartEmmit1.Size = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0.75, 0),
NumberSequenceKeypoint.new(1, 0, 0)
})
PartEmmit1.Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0, 0),
NumberSequenceKeypoint.new(1, 1, 0)
})
PartEmmit1.Speed = NumberRange.new(0, 0)
PartEmmit1.VelocitySpread = 30000
PartEmmit1.Rotation = NumberRange.new(-500, 500)
PartEmmit1.RotSpeed = NumberRange.new(-500, 500)
local BodPoss = IT("BodyPosition", v)
BodPoss.P = 3000
BodPoss.D = 1000
BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
BodPoss.position = v.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
v.Color = maincolor.Color
coroutine.resume(coroutine.create(function()
for i = 0, 49 do
swait(1)
v.Transparency = v.Transparency + 0.08
end
wait(0.5)
PartEmmit1.Enabled = false
wait(3)
v:Destroy()
dude:Destroy()
end))
end))
end
end
end))
end)
ds()
end
end
function FindNearestHead(Position, Distance, SinglePlayer)
if SinglePlayer then
return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude
end
local List = {}
for i, v in pairs(workspace:GetChildren()) do
if v:IsA("Model") and v:findFirstChild("Head") and v ~= char and Distance >= (v.Head.Position - Position).magnitude then
table.insert(List, v)
end
end
return List
end
function sphereMK(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos)
local type = type
local rng = Instance.new("Part", char)
rng.Anchored = true
rng.BrickColor = color
rng.CanCollide = false
rng.FormFactor = 3
rng.Name = "Ring"
rng.Material = "Neon"
rng.Size = Vector3.new(1, 1, 1)
rng.Transparency = 0
rng.TopSurface = 0
rng.BottomSurface = 0
rng.CFrame = pos
rng.CFrame = rng.CFrame + rng.CFrame.lookVector * outerpos
local rngm = Instance.new("SpecialMesh", rng)
rngm.MeshType = "Sphere"
rngm.Scale = Vector3.new(x1, y1, z1)
local scaler2 = 1
local speeder = FastSpeed
if type == "Add" then
scaler2 = 1 * value
elseif type == "Divide" then
scaler2 = 1 / value
end
coroutine.resume(coroutine.create(function()
for i = 0, 10 / bonuspeed, 0.1 do
swait()
if type == "Add" then
scaler2 = scaler2 - 0.01 * value / bonuspeed
elseif type == "Divide" then
scaler2 = scaler2 - 0.01 / value * bonuspeed
end
speeder = speeder - 0.01 * FastSpeed * bonuspeed
rng.CFrame = rng.CFrame + rng.CFrame.lookVector * speeder * bonuspeed
rng.Transparency = rng.Transparency + 0.01 * bonuspeed
rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, 0)
end
rng:Destroy()
end))
end
-------------------------------------------------------
--End Important Functions--
-------------------------------------------------------
--[[
Thanks for using Build-To-Lua by jarredbcv.
]]--
New = function(Object, Parent, Name, Data)
local Object = Instance.new(Object)
for Index, Value in pairs(Data or {}) do
Object[Index] = Value
end
Object.Parent = Parent
Object.Name = Name
return Object
end
NewInstance = function(instance,parent,properties)
local inst = Instance.new(instance,parent)
if(properties)then
for i,v in next, properties do
pcall(function() inst[i] = v end)
end
end
return inst;
end
Gunty = New("Model",char,"Gunty",{})
Handle = New("Part",Gunty,"Handle",{BrickColor = BrickColor.new("Black"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.799999952, 0.980000019, 1),CFrame = CFrame.new(-6.17461252, 2.89117765, -81.6553421, 0.999894261, 0.010924357, 0.00963267777, -0.0110270018, 0.999882579, 0.0106679145, -0.00951499958, -0.0107729975, 0.999897003),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.105882, 0.164706, 0.207843),})
Mesh = New("BlockMesh",Handle,"Mesh",{Scale = Vector3.new(1.03999996, 1, 1.03999996),})
Neon_Part = New("Part",Gunty,"Neon_Part",{BrickColor = BrickColor.new("Institutional white"),Material = Enum.Material.Neon,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.449999958, 0.300000012, 1.00999999),CFrame = CFrame.new(-5.79491472, 3.31696463, -81.668541, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.972549, 0.972549, 0.972549),})
Mesh = New("BlockMesh",Neon_Part,"Mesh",{Scale = Vector3.new(1.14999998, 0.699999988, 1.04999995),})
mot = New("Motor",Neon_Part,"mot",{Part0 = Neon_Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(0.375087738, 0.43002677, -0.00499725342, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Fossil"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.400000006, 0.800000012, 1.43999994),CFrame = CFrame.new(-5.77552652, 2.79678607, -81.6581802, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.623529, 0.631373, 0.67451),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(0.400111198, -0.089990139, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Smoky grey"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.50999999, 1.00999999, 1.38),CFrame = CFrame.new(-5.79167271, 2.89196372, -81.6569061, 0.999894142, 0.0109243561, 0.00963267591, -0.0110270008, 0.99988246, 0.0106679127, -0.00951499958, -0.0107729975, 0.999896884),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.356863, 0.364706, 0.411765),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(0.382905483, 0.00498604774, 0.00213623047, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Smoky grey"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.340000033, 0.179999962, 1.27999997),CFrame = CFrame.new(-6.43716383, 3.22691417, -81.656456, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.356863, 0.364706, 0.411765),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(-0.266214848, 0.332840681, -6.10351563e-05, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Smoky grey"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.340000033, 0.239999965, 1.27999997),CFrame = CFrame.new(-6.43716383, 2.87691402, -81.6564636, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.356863, 0.364706, 0.411765),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(-0.262355328, -0.0171182156, -0.00379943848, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Smoky grey"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.380000025, 0.239999965, 1.27999997),CFrame = CFrame.new(-6.41705704, 2.5166924, -81.6567535, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.356863, 0.364706, 0.411765),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(-0.238276005, -0.37707448, -0.00774383545, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Neon_Part = New("Part",Gunty,"Neon_Part",{BrickColor = BrickColor.new("Institutional white"),Material = Enum.Material.Neon,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.080000028, 0.829999983, 1.24000001),CFrame = CFrame.new(-6.28731203, 2.83357024, -81.6548691, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.972549, 0.972549, 0.972549),})
Mesh = New("BlockMesh",Neon_Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Neon_Part,"mot",{Part0 = Neon_Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(-0.112056732, -0.058836937, -0.00122833252, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Neon_Part = New("Part",Gunty,"Neon_Part",{BrickColor = BrickColor.new("Institutional white"),Material = Enum.Material.Neon,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.580000043, 0.209999949, 1.24000001),CFrame = CFrame.new(-6.30723286, 3.2204814, -81.6576462, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.972549, 0.972549, 0.972549),})
Mesh = New("BlockMesh",Neon_Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Neon_Part,"mot",{Part0 = Neon_Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(-0.136215687, 0.327841043, -6.86645508e-05, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Neon_Part = New("Part",Gunty,"Neon_Part",{BrickColor = BrickColor.new("Institutional white"),Material = Enum.Material.Neon,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.580000043, 0.269999951, 1.24000001),CFrame = CFrame.new(-6.30756044, 2.87048483, -81.6573257, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.972549, 0.972549, 0.972549),})
Mesh = New("BlockMesh",Neon_Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Neon_Part,"mot",{Part0 = Neon_Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(-0.132686615, -0.0221214294, -0.0034866333, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Neon_Part = New("Part",Gunty,"Neon_Part",{BrickColor = BrickColor.new("Institutional white"),Material = Enum.Material.Neon,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.580000043, 0.249999955, 1.25),CFrame = CFrame.new(-6.30751181, 2.53053808, -81.6523285, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.972549, 0.972549, 0.972549),})
Mesh = New("BlockMesh",Neon_Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Neon_Part,"mot",{Part0 = Neon_Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(-0.128937244, -0.362081289, -0.00211334229, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Black"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.200000003, 0.600000024, 0.200000003),CFrame = CFrame.new(-5.71910667, 3.10924911, -81.0621643, 0.968651533, -0.24823907, 0.00961919595, 0.248137087, 0.968666732, 0.0106559293, -0.0119630033, -0.007934995, 0.999897361),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.105882, 0.164706, 0.207843),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(0.5, 0.899999976, 0.400000006),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.968651116, 0.248137027, -0.0119630015, -0.248238936, 0.968666434, -0.007934995, 0.00961919129, 0.0106559228, 0.999897003),C1 = CFrame.new(0.447408676, 0.216631651, 0.599830627, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Black"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.200000003, 0.600000024, 0.200000003),CFrame = CFrame.new(-5.74061537, 3.09643626, -82.2620392, 0.968651533, -0.24823907, 0.00961919595, 0.248137087, 0.968666732, 0.0106559293, -0.0119630033, -0.007934995, 0.999897361),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.105882, 0.164706, 0.207843),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(0.5, 0.899999976, 0.400000006),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.968651116, 0.248137027, -0.0119630015, -0.248238936, 0.968666434, -0.007934995, 0.00961919129, 0.0106559228, 0.999897003),C1 = CFrame.new(0.437460423, 0.216511488, -0.600265503, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Fossil"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.200000003, 0.200000003, 1.4000001),CFrame = CFrame.new(-5.66842175, 2.87551188, -81.6588593, 0.699307382, 0.714757025, 0.00962753966, -0.714821219, 0.699226558, 0.0106663266, 0.000891998934, -0.0143409977, 0.999897063),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.623529, 0.631373, 0.67451),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(0.200000003, 0.200000003, 0.930000007),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.699307024, -0.714820981, 0.000891999982, 0.714756727, 0.69922626, -0.0143409977, 0.00962753501, 0.010666322, 0.999896765),C1 = CFrame.new(0.506342888, -0.0100963116, 0.00119018555, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Smoky grey"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.320000023, 0.919999957, 1.27999997),CFrame = CFrame.new(-6.08716917, 2.84636235, -81.6569443, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.356863, 0.364706, 0.411765),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(0.0879435539, -0.0438375473, -0.00123596191, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Neon_Part = New("Part",Gunty,"Neon_Part",{BrickColor = BrickColor.new("Institutional white"),Material = Enum.Material.Neon,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.329999983, 0.269999981, 0.860000074),CFrame = CFrame.new(-5.68526602, 2.76024342, -81.6548996, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.972549, 0.972549, 0.972549),})
Mesh = New("BlockMesh",Neon_Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Neon_Part,"mot",{Part0 = Neon_Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(0.4907341, -0.125577688, 0.0037612915, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Fossil"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.279999971, 0.389999986, 1.05000007),CFrame = CFrame.new(-5.67011929, 2.75067925, -81.6596603, 0.999894381, 0.0109243579, 0.00963267963, -0.0110270027, 0.999882698, 0.0106679164, -0.00951499958, -0.0107729975, 0.999897122),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.623529, 0.631373, 0.67451),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(1, 1, 0.850000024),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),C1 = CFrame.new(0.506030083, -0.134924173, -0.000953674316, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Credits = New("Part",Gunty,"Credits",{BrickColor = BrickColor.new("Fossil"),Material = Enum.Material.Metal,Size = Vector3.new(0.249999985, 0.230000019, 0.0599999875),CFrame = CFrame.new(-5.65182352, 3.14374733, -82.1123657, 1.00000036, -2.32830644e-10, 1.86264515e-09, 2.76486389e-10, 0.945462108, -0.325733244, 2.79396772e-09, 0.325733304, 0.945462048),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.623529, 0.631373, 0.67451),})
mot = New("Motor",Credits,"mot",{Part0 = Credits,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 0.94546175, 0.325733155, 0, -0.325733155, 0.94546175),C1 = CFrame.new(0.524296761, 0.263174534, -0.449249268, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Credits = New("Part",Gunty,"Credits",{BrickColor = BrickColor.new("Fossil"),Material = Enum.Material.Metal,Size = Vector3.new(0.249999985, 0.150000021, 0.0599999875),CFrame = CFrame.new(-5.651824, 3.16514564, -82.0512466, 1.00000036, -1.28056854e-09, 1.86264515e-09, 2.76486389e-10, 0.990724444, 0.135888785, 2.79396772e-09, -0.13588877, 0.990724444),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.623529, 0.631373, 0.67451),})
mot = New("Motor",Credits,"mot",{Part0 = Credits,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 0.990724087, -0.135888726, 0, 0.135888726, 0.990724087),C1 = CFrame.new(0.523478985, 0.283911943, -0.387901306, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Credits = New("Part",Gunty,"Credits",{BrickColor = BrickColor.new("Fossil"),Material = Enum.Material.Metal,Size = Vector3.new(0.249999985, 0.170000017, 0.0599999875),CFrame = CFrame.new(-5.651824, 3.15523815, -81.9898987, 1.00000036, -9.31322575e-10, 1.86264515e-09, 2.76486389e-10, 0.841228187, -0.540680885, 2.79396772e-09, 0.540680885, 0.841228247),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.623529, 0.631373, 0.67451),})
mot = New("Motor",Credits,"mot",{Part0 = Credits,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 0.841227949, 0.540680707, 0, -0.540680707, 0.841227949),C1 = CFrame.new(0.523004532, 0.273344755, -0.326667786, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Credits = New("Part",Gunty,"Credits",{BrickColor = BrickColor.new("Fossil"),Material = Enum.Material.Metal,Size = Vector3.new(0.249999985, 0.230000019, 0.0599999875),CFrame = CFrame.new(-5.65182352, 3.12556744, -81.9521408, 1.00000036, -5.82076609e-10, 9.31322575e-10, 2.76486389e-10, 0.99409467, -0.10851986, 2.79396772e-09, 0.108519867, 0.99409461),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.623529, 0.631373, 0.67451),})
mot = New("Motor",Credits,"mot",{Part0 = Credits,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 0.994094312, 0.10851983, 0, -0.10851983, 0.994094312),C1 = CFrame.new(0.522972584, 0.243270636, -0.289230347, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
Part = New("Part",Gunty,"Part",{BrickColor = BrickColor.new("Fossil"),Material = Enum.Material.Metal,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.200000003, 0.200000003, 1.18000007),CFrame = CFrame.new(-6.06842232, 2.94551158, -81.6588593, 0.699307382, 0.714757025, 0.00962753966, -0.714821219, 0.699226558, 0.0106663266, 0.000891998934, -0.0143409977, 0.999897063),BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.623529, 0.631373, 0.67451),})
Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(0.200000003, 0.200000003, 0.930000007),})
mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.699307024, -0.714820981, 0.000891999982, 0.714756727, 0.69922626, -0.0143409977, 0.00962753501, 0.010666322, 0.999896765),C1 = CFrame.new(0.105613232, 0.0555255413, -0.00191497803, 0.999894023, -0.0110269999, -0.00951499958, 0.0109243551, 0.99988234, -0.0107729975, 0.00963267405, 0.0106679108, 0.999896765),})
local HW = NewInstance('Motor', char, {Part0 = ra, Part1 = Handle, C0 = CF(-.1,-.51,0)})
for _,v in next, Gunty:children() do
v.CanCollide = false
end
local all, last = {}, nil
ArmourParts = {}
ArmourParts2 = {}
NeonParts = {}
function scan(p)
for _, v in pairs(p:GetChildren()) do
if v:IsA("BasePart") then
if v.BrickColor == BrickColor.new("Smoky grey") then
table.insert(ArmourParts, v)
end
if v.BrickColor == BrickColor.new("Fossil") then
table.insert(ArmourParts2, v)
end
if v.BrickColor == BrickColor.new("Institutional white") then
table.insert(NeonParts, v)
end
if last then
local w = Instance.new("Weld")
w.Part0, w.Part1 = last, v
w.C0 = v.CFrame:toObjectSpace(last.CFrame):inverse()
w.Parent = last
end
table.insert(all, v)
last = v
end
scan(v)
end
end
scan(Gunty)
for _, v in pairs(all) do
v.Anchored = false
v.CanCollide = false
end
function resetmode()
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Smoky grey")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("Fossil")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Institutional white")
end
maincolor = BrickColor.new("Institutional white")
end
-------------------------------------------------------
--Start Music Option--
-------------------------------------------------------
local Music = Instance.new("Sound",tors)
Music.Volume = 7.5
Music.SoundId = "rbxassetid://1082655719"
Music.Looped = true
Music.Pitch = 1 --Pitcher
Music:Play()
-------------------------------------------------------
--End Music Option--
-------------------------------------------------------
local naeeym2 = Instance.new("BillboardGui",char)
naeeym2.AlwaysOnTop = true
naeeym2.Size = UDim2.new(5,35,2,35)
naeeym2.StudsOffset = Vector3.new(0,2,0)
naeeym2.Adornee = hed
naeeym2.Name = "Name"
local tecks2 = Instance.new("TextLabel",naeeym2)
tecks2.BackgroundTransparency = 1
tecks2.TextScaled = true
tecks2.BorderSizePixel = 0
tecks2.Text = "Normal"
tecks2.Font = "Code"
tecks2.TextSize = 30
tecks2.TextStrokeTransparency = 0
tecks2.TextColor3 = Color3.new(0,0,0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
tecks2.Size = UDim2.new(1,0,0.5,0)
tecks2.Rotation = 0
tecks2.Parent = naeeym2
-------------------------------------------------------
--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
CreateSound("138097048", ra, 3, .8)
HitboxFunction(ra.CFrame, 0.01, 1, 1, 1, 7, 6, 9, 3, "Normal")
for i = 0, 1.2, 0.1 do
swait()
BlockEffect(maincolor, Handle.CFrame, 21, 41, 21, -2, -3, -2, 0.08, 2)
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(-17)), 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
CreateSound("138097048", rl, 3, 1)
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
CreateSound("138097048", ra, 3, .8)
HitboxFunction(ra.CFrame, 0.01, 1, 1, 1, 7, 24, 36, 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(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
Effects.Sphere.Create(maincolor, ra.CFrame * CFrame.new(0,-2,0) , 85, 85, 85, 0.1, 0.1, 0.1, 0.03)
Effects.Ring.Create(maincolor, ra.CFrame * CFrame.new(0,-2,0) , 2, 2, 2, 0.1, 0.1, 0.1, 0.03)
HitboxFunction(ra.CFrame, 0.01, 1, 1, 1, 7, 24, 36, 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(-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
combo = 1
end
hum.WalkSpeed = 8
wait2 = false
attack = false
end
end)
function Decapitate()
local target = nil
local targettorso = nil
if mouse.Target.Parent ~= char and mouse.Target.Parent.Parent ~= char and mouse.Target.Parent:FindFirstChild("Humanoid") ~= nil then
if mouse.Target.Parent.Humanoid.PlatformStand == false then
target = mouse.Target.Parent.Humanoid
targettorso = mouse.Target.Parent:FindFirstChild("Torso") or mouse.Target.Parent:FindFirstChild("UpperTorso")
targethead = mouse.Target.Parent:FindFirstChild("Head")
end
end
if target ~= nil then
targettorso.Anchored = true
attack = true
hum.WalkSpeed = 0
root.CFrame = targettorso.CFrame * CF(0,0,2.6)
for i = 0,4.2,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-40)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(40)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-9), Rad(0), Rad(-10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.6 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-8), 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(115), Rad(0), Rad(35)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(-15)), 0.1)
end
local ModelHead01 = New("Model", char, "", {})
local Humanoid01 = New("Humanoid", ModelHead01, "Humanoid", {})
local Head01 = targethead:Clone()
targethead.Transparency = 1
Head01.Parent = ModelHead01
local weldHead01 = Instance.new("Weld")
weldHead01.Parent = Head01
weldHead01.Part0 = targethead
weldHead01.Part1 = Head01
weldHead01.C1 = CFrame.new(0, 0, 0)
targethead.face:Remove()
weldHead01.Part0 = ra
weldHead01.C1 = CFrame.new(0, 0, 1.2) * angles(math.rad(90), math.rad(0), math.rad(0))
targettorso:BreakJoints()
CreateSound("314390675", targettorso, 5, .7)
for i = 0,3.2,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(90)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(-90)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(50)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(115), Rad(20), Rad(90)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(-15)), 0.1)
end
for i = 0,4.2,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-40)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(40)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(-0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.4, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(185), 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(45), Rad(0), Rad(-15)), 0.1)
end
CreateSound("541909763", targettorso, 5, .8)
weldHead01:Destroy()
Head01.CanCollide = true
local bodyVelocity2 = Create("BodyVelocity")({
velocity = Vector3.new(0, 10, 0) + root.CFrame.lookVector * 50,
P = 5000,
maxForce = Vector3.new(8000, 8000, 8000),
Parent = Head01
})
game:GetService("Debris"):AddItem(bodyVelocity2, 0.05)
for i = 0,6.2,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(40)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(-40)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(-0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.4, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(65), 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(45), Rad(0), Rad(-15)), 0.1)
end
targettorso.Anchored = false
attack = false
hum.WalkSpeed = 8
root.CFrame = targettorso.CFrame * CF(0,0,3.4)
end
end
function Laugh()
attack = true
hum.WalkSpeed = 0
CreateSound("300208779", hed, 10, 1)
for i = 0,9,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 2)) * angles(Rad(-30), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-30 - 2.5 * Sin(sine / 2)), 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, -1 - 0.1 * Cos(sine / 2), 0.025 * Cos(sine / 2)) * RHCF * angles(Rad(-4.5 - 7.5 * Sin(sine / 2)), Rad(0), Rad(-30)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -1 - 0.1 * Cos(sine / 2), 0.025 * Cos(sine / 2)) * LHCF * angles(Rad(-6.5 - 7.5 * Sin(sine / 2)), Rad(0), Rad(30)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 2), 0.025 * Cos(sine / 2)) * angles(Rad(-35 - 7.5 * Sin(sine / 2)), Rad(0), Rad(15 - 7.5 * Sin(sine / 2))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 2), 0.025 * Cos(sine / 2)) * angles(Rad(-35 - 7.5 * Sin(sine / 2)), Rad(0), Rad(-15 - 7.5 * Sin(sine / 2))), 0.1)
end
attack = false
hum.WalkSpeed = 10
end
function Flying_Kick()
attack = true
hum.WalkSpeed = 0
for i = 0,2.7,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -.7 + 0.1 * Cos(sine / 20)) * angles(Rad(20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.3 - 0.1 * Cos(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(30)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-20), 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(-20), Rad(0), Rad(-15)), 0.1)
end
local bodyVelocity = Create("BodyVelocity")({
velocity = Vector3.new(0, 0, 0) + root.CFrame.lookVector * 250,
P = 5000,
maxForce = Vector3.new(9e99, 9e99, 9e99),
Parent = root
})
game:GetService("Debris"):AddItem(bodyVelocity, 0.05)
CreateSound("138097048", rl, 3, 1)
for i = 0,2.1,0.1 do
swait()
HitboxFunction(rl.CFrame, 0.01, 1, 1, 1, 7, 6, 8, 3, "Knockdown")
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, .6 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(20), Rad(90)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(-90)), 0.3)
RH.C0 = clerp(RH.C0, CF(.4, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-125), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1.3, -1.3 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(35), Rad(0), Rad(0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(90)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.9, 0.8 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-215)), 0.1)
end
attack = false
hum.WalkSpeed = 8
end
function UpperCut()
attack = true
hum.WalkSpeed = 0
for i = 0,2.3,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -.7 + 0.1 * Cos(sine / 20)) * angles(Rad(20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.3 - 0.1 * Cos(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(30)), 0.15)
RW.C0 = clerp(RW.C0, CF(.8, 0.5 + 0.05 * Sin(sine / 30), -.8 + 0.025 * Cos(sine / 20)) * angles(Rad(165), Rad(0), Rad(0)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1, 0.5 + 0.05 * Sin(sine / 30), -1 + 0.025 * Cos(sine / 20)) * angles(Rad(90), Rad(0), Rad(75)), 0.1)
end
CreateSound("138097048", ra, 3, .8)
HitboxFunction(ra.CFrame, 0.01, 1, 1, 1, 7, 6, 8, 3, "Knockdown")
for i = 0,2.8,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-35), Rad(0), Rad(10)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -1.2 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(-55)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -1.2 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(35)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.3, .8 + 0.05 * Sin(sine / 30), -.6 + 0.025 * Cos(sine / 20)) * angles(Rad(125), Rad(0), Rad(0)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-40), Rad(0), Rad(-10)), 0.1)
end
attack = false
hum.WalkSpeed = 8
end
function Spinning_Kick()
attack = true
hum.WalkSpeed = 3.01
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
for i = 0, 4.6, 0.1 do
swait()
CreateSound("138097048", rl, 3, 1)
HitboxFunction(ll.CFrame, 0.01, 1, 1, 1, 7, 5, 10, 3, "Normal")
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(47)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-34), math.rad(0), math.rad(-47)), 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(30)), 0.3)
end
attack = false
hum.WalkSpeed = 8
end
function Beam_Of_Light()
end
function Blast_Of_God()
attack = true
hum.WalkSpeed = 3.01
for i = 0,6.3,0.1 do
swait()
Effects.Sphere.Create(BrickC("New Yeller"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.2 + 0.3 * Cos(sine / 20)) * angles(Rad(5), Rad(0), Rad(90)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-4.5 * Sin(sine / 30)), Rad(0), Rad(-90)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.4 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-20 + 2.5 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(0 + 2.5 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-3 * Sin(sine / 20)), Rad(-10 * Sin(sine / 20)), Rad(90 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(4 * Sin(sine / 20)), Rad(10 * Sin(sine / 20)), Rad(-13 + 2.5 * Sin(sine / 20))), 0.1)
end
Effects.Block.Create(BrickC("New Yeller"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 11, 11, 11, 0.05)
Effects.Block.Create(BrickC("New Yeller"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 11, 11, 11, 0.03)
Effects.Block.Create(BrickC("New Yeller"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 11, 11, 11, 0.05)
Effects.Block.Create(BrickC("New Yeller"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 11, 11, 11, 0.05)
Effects.Block.Create(BrickC("New Yeller"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 10.5, 10.5, 10.5, 0.05)
Effects.Ring.Create(BrickC("New Yeller"), ra.CFrame * angles(Rad(90),0,0) * CF(0, -1, 0), 2, 2, 2, 7.6, 7.6, 7.6, 0.03)
CreateSound("142070127", tors, 10, 1)
MagniDamage(ra, 12, 40, 60, 10, "Normal")
for i = 0,2.6,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.2 + 0.3 * Cos(sine / 20)) * angles(Rad(-25), Rad(0), Rad(90)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-4.5 * Sin(sine / 30)), Rad(0), Rad(-90)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.4 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-16 + 3 * Sin(sine / 20)), Rad(0), Rad(20 + 2.5 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-25 + 3 * Sin(sine / 20)), Rad(0), Rad(0 + 2.5 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-3 * Sin(sine / 20)), Rad(-10 * Sin(sine / 20)), Rad(195 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(4 * Sin(sine / 20)), Rad(10 * Sin(sine / 20)), Rad(-35 + 2.5 * Sin(sine / 20))), 0.1)
end
attack = false
hum.WalkSpeed = 8
end
function Diablo_Explosion()
attack = true
hum.WalkSpeed = 3.01
for i = 0,6.3,0.1 do
swait()
Effects.Block.Create(BrickC("Really red"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
Effects.Block.Create(BrickC("Really red"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(20 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-10 * Cos(sine / 20)), Rad(90 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(-90 + 2.5 * Sin(sine / 20))), 0.1)
end
Effects.Sphere.Create(BrickC("Really red"), root.CFrame * CF(0, 1, -4), 2, 2, 2, 14, 14, 14, 0.05)
Effects.Sphere.Create(BrickC("Really red"), root.CFrame * CF(0, 1, -4), 2, 2, 2, 11, 11, 11, 0.03)
Effects.Sphere.Create(BrickC("Really red"), root.CFrame * CF(0, 1, -4), 2, 2, 2, 8, 8, 8, 0.05)
Effects.Sphere.Create(BrickC("Really red"), root.CFrame * CF(0, 1, -4), 2, 2, 2, 6, 6, 6, 0.05)
Effects.Sphere.Create(BrickC("Really red"), root.CFrame * CF(0, 1, -4), 2, 2, 2, 10.5, 10.5, 10.5, 0.05)
Effects.Ring.Create(BrickC("Really red"), root.CFrame * CF(0, 0, -4), 2, 2, 2, 3.6, 3.6, 3.6, 0.03)
CreateSound("142070127", tors, 10, 1)
MagniDamage(tors, 12, 34, 54, 10, "DarkUp")
for i = 0,4.6,0.1 do
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-10 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(90), Rad(-10 * Cos(sine / 20)), Rad(-35 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(90), Rad(10 * Cos(sine / 20)), Rad(35 + 2.5 * Sin(sine / 20))), 0.1)
end
wait(.6)
attack = false
hum.WalkSpeed = 8
end
function Multi_Bombs()
attack = true
hum.WalkSpeed = 3.01
for i = 0,3,0.1 do
swait()
Effects.Block.Create(BrickC("Dark indigo"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
Effects.Block.Create(BrickC("Dark indigo"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(20 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-10 * Cos(sine / 20)), Rad(90 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(-90 + 2.5 * Sin(sine / 20))), 0.1)
end
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 5, 5, 5, 18, 18, 18, 0.05)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 5, 5, 5, 14, 14, 14, 0.03)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 4.5, 4.5, 4.5, 10, 10, 10, 0.05)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 4.2, 4.2, 4.2, 8, 8, 8, 0.05)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 5, 5, 5, 11.5, 11.5, 11.5, 0.05)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 0, -4), 3, 3, 3, 3.6, 3.6, 3.6, 0.02)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 0, -4), 2, 2, 2, 3, 3, 3, 0.05)
CreateSound("142070127", tors, 10, 1)
MagniDamage(tors, 17, 15, 35, 10, "Normal")
for i = 0,1,0.1 do
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-10 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(90), Rad(-10 * Cos(sine / 20)), Rad(-35 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(90), Rad(10 * Cos(sine / 20)), Rad(35 + 2.5 * Sin(sine / 20))), 0.1)
end
for i = 0,2,0.1 do
swait()
Effects.Block.Create(BrickC("Dark indigo"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
Effects.Block.Create(BrickC("Dark indigo"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(20 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-10 * Cos(sine / 20)), Rad(90 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(-90 + 2.5 * Sin(sine / 20))), 0.1)
end
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 5, 5, 5, 18, 18, 18, 0.05)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 5, 5, 5, 14, 14, 14, 0.03)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 4.5, 4.5, 4.5, 10, 10, 10, 0.05)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 4.2, 4.2, 4.2, 8, 8, 8, 0.05)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 5, 5, 5, 11.5, 11.5, 11.5, 0.05)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 0, -4), 3, 3, 3, 3.6, 3.6, 3.6, 0.02)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 0, -4), 2, 2, 2, 3, 3, 3, 0.05)
CreateSound("142070127", tors, 10, 1)
MagniDamage(tors, 17, 15, 35, 10, "Normal")
for i = 0,1,0.1 do
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-10 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(90), Rad(-10 * Cos(sine / 20)), Rad(-35 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(90), Rad(10 * Cos(sine / 20)), Rad(35 + 2.5 * Sin(sine / 20))), 0.1)
end
for i = 0,2,0.1 do
swait()
Effects.Block.Create(BrickC("Dark indigo"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
Effects.Block.Create(BrickC("Dark indigo"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(20 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-10 * Cos(sine / 20)), Rad(90 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(-90 + 2.5 * Sin(sine / 20))), 0.1)
end
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 5, 5, 5, 18, 18, 18, 0.05)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 5, 5, 5, 14, 14, 14, 0.03)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 4.5, 4.5, 4.5, 10, 10, 10, 0.05)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 4.2, 4.2, 4.2, 8, 8, 8, 0.05)
Effects.Sphere.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 1, -4), 5, 5, 5, 11.5, 11.5, 11.5, 0.05)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 0, -4), 3, 3, 3, 3.6, 3.6, 3.6, 0.02)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, 0, -4), 2, 2, 2, 3, 3, 3, 0.05)
CreateSound("142070127", tors, 10, 1)
MagniDamage(tors, 17, 15, 35, 10, "Normal")
for i = 0,1,0.1 do
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-10 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(90), Rad(-10 * Cos(sine / 20)), Rad(-35 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(90), Rad(10 * Cos(sine / 20)), Rad(35 + 2.5 * Sin(sine / 20))), 0.1)
end
wait(.6)
attack = false
hum.WalkSpeed = 8
end
function Hell_From_Above()
local UhhhhThing = New("Part",EffectModel,"ref",{Transparency = 1,Size = Vector3.new(.2,.2,.2),CFrame = tors.CFrame,Anchored = true,CanCollide = false,BackSurface = Enum.SurfaceType.SmoothNoOutlines,BottomSurface = Enum.SurfaceType.SmoothNoOutlines,FrontSurface = Enum.SurfaceType.SmoothNoOutlines,LeftSurface = Enum.SurfaceType.SmoothNoOutlines,RightSurface = Enum.SurfaceType.SmoothNoOutlines,TopSurface = Enum.SurfaceType.SmoothNoOutlines,})
attack = true
hum.WalkSpeed = 3.01
for i = 0,6.3,0.1 do
swait()
Effects.Block.Create(BrickC("Really red"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-10 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(180), Rad(-10 * Cos(sine / 20)), Rad(15 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(-15 + 2.5 * Sin(sine / 20))), 0.1)
end
CreateSound("142070127", tors, 10, 1)
Effects.Sphere.Create(BrickC("Really red"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 6, 6, 6, 0.05)
Effects.Sphere.Create(BrickC("Really red"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 6, 6, 6, 0.05)
Effects.Sphere.Create(BrickC("Really red"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 6, 6, 6, 0.05)
Effects.Sphere.Create(BrickC("Really red"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 6, 6, 6, 0.05)
for i = 0,3.8,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-10 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, .2 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(180), Rad(-10 * Cos(sine / 20)), Rad(15 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(-15 + 2.5 * Sin(sine / 20))), 0.1)
end
CreateSound("224339201", tors, 10, 0.5)
for i = 1, 3 do
MagniDamage(UhhhhThing, 12, 34, 54, 10, "DarkUp")
UhhhhThing.CFrame = mouse.Hit
Effects.Cylinder.Create(BrickColor.new("Really red"), UhhhhThing.CFrame, .5, 9999, .5, 10, 0, 10, 0.05)
Effects.Block.Create(BrickColor.new("Really red"), UhhhhThing.CFrame, 1, 1, 1, 10, 10, 10, 0.05)
end
UhhhhThing:Destroy()
attack = false
hum.WalkSpeed = 8
end
function Spinning_Below()
attack = true
hum.WalkSpeed = 3.01
CreateSound("649634100", tors, 10, 0.5)
for i = 0,6.3,0.1 do
swait()
Effects.Block.Create(BrickC("Really red"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
Effects.Block.Create(BrickC("Really red"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0 + 255.45 * i)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.7 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-10 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-10 * Cos(sine / 20)), Rad(90 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(-90 + 2.5 * Sin(sine / 20))), 0.1)
end
attack = false
hum.WalkSpeed = 8
end
function Blizzard()
attack = true
hum.WalkSpeed = 2
hum.JumpPower = 0
for i = 0,70,0.1 do
MagniDamage(tors, 41, 1, 3, 1, "Normal")
Effects.Block.Create(BrickC("Institutional white"), tors.CFrame * CF(Mrandom(-40,40),Mrandom(-40,40),Mrandom(-40,40)), 2, 2, 2, 4, 4, 4, 0.03)
swait()
Effects.Block.Create(BrickC("Institutional white"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1) * angles(Rad(0), Rad(0), Rad(0-255.45*i)), 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, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(110)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-110)), 0.1)
end
hum.WalkSpeed = 16
hum.JumpPower = 50
attack = false
end
function Cryo_Freeze()
attack = true
for i = 0,5.2,0.03 do
swait()
Effects.Block.Create(BrickC("Cyan"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
Effects.Block.Create(BrickC("White"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
CreateSound("331666100", tors, 10, 1)
Effects.Ring.Create(BrickC("Cyan"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 14, 14, 14, 27, 27, 27, 0.01)
for i = 1,3,0.1 do
hum.WalkSpeed = 0.10
MagniDamage(tors, 400, 1, 10, 0, "Normal")
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -1.4 + 0.1 * Cos(sine / 20)) * angles(Rad(45), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(35), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, .4 - 0.1 * Cos(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(45)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.6 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(-0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.1 + 0.05 * Sin(sine / 30), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(65), Rad(0), Rad(25)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.1 + 0.05 * Sin(sine / 30), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(65), Rad(0), Rad(-25)), 0.1)
end
for i = 1,10,0.1 do
swait(10)
hum.WalkSpeed = 0.10
MagniDamage(tors, 400, 1, 1, 0, "Normal")
Effects.Ring.Create(BrickC("Cyan"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 14, 14, 14, 27, 27, 1, 0.02)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -1.4 + 0.1 * Cos(sine / 20)) * angles(Rad(45), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(35), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, .4 - 0.1 * Cos(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(45)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.6 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(-0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.1 + 0.05 * Sin(sine / 30), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(65), Rad(0), Rad(25)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.1 + 0.05 * Sin(sine / 30), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(65), Rad(0), Rad(-25)), 0.1)
end
wait(.6)
attack = false
end
function Menacing_Aura()
attack = true
notmenacing = false
for i = 0,2,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
CreateSound("331666100", tors, 10, 1)
coroutine.resume(coroutine.create(function()
for i = 0,25,0.1 do
swait(10)
MagniDamage(tors, 6.5, 1, 2, 0, "Normal")
Effects.Ring.Create(maincolor, root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 0.05, 0.05, 0.05, 0.20, 0.20, 0.05, 0.02)
end
notmenacing = true
end))
wait(.6)
attack = false
end
local alternatecooldownbecausewhynotdood = false
function Heat_Stroke()--This was NOT MADE BY ME! It's from Ruin II. Credit goes to When_kun, NoobyGames12, Injectioneer and Salvo_Starly!
attack = true
alternatecooldownbecausewhynotdood = true
for i = 0,2,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
Effects.Block.Create(BrickColor.new("Bright red"), RightArm.CFrame * CFrame.new(0, -1.5, 0), 5, 5, 5, 4, 4, 4, .06)
ref = New("Part",m,"ref",{Anchored = true, CanCollide = false,Transparency = 1,Size = Vector3.new(0.200000018, 0.299999923, 0.2),Position = mouse.Hit.p,Color = Color3.new(1, 0, 0),})
coroutine.resume(coroutine.create(function()
for i = 1,150,0.1 do
swait()
MagniDamage(ref, 23.3, 3, 9, 0, "Normal")
Effects.Block.Create(BrickColor.new("Bright red"), ref.CFrame * CFrame.new(math.random(-20,20), math.random(-20,20), math.random(-20,20)), 5, 5, 5, 2, 2, 2, 0.05)
Effects.Block.Create(BrickColor.new("Black"), ref.CFrame * CFrame.new(math.random(-20,20), math.random(-20,20), math.random(-20,20)), 5, 5, 5, 2, 2, 2, 0.05)
Effects.Block.Create(BrickColor.new("Bright red"), ref.CFrame * CFrame.new(math.random(-20,20), math.random(-20,20), math.random(-20,20)), 5, 5, 5, 2, 2, 2, 0.05)
end
swait(50)
alternatecooldownbecausewhynotdood = false
ref:Remove() -- still lazy to use debris
end))
attack = false
end
function Eruption()
attack = true
hum.WalkSpeed = 2
hum.JumpPower = 0
for i = 0,7,0.1 do
HitboxFunction(tors.CFrame, 0.01, 1, 1, 1, 7, 5, 10, 1, "Normal")
swait()
Effects.Block.Create(BrickC("Deep orange"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
Effects.Block.Create(BrickC("New Yeller"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1) * angles(Rad(0), Rad(0), Rad(0-255.45*i)), 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, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(110)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-45)), 0.1)
end
CreateSound("144699494", tors, 10, 1)
Effects.Ring.Create(BrickC("Deep orange"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 1, 1, 1, 1.6, 1.6, 1.6, 0.02)
Effects.Ring.Create(BrickC("New Yeller"), root.CFrame * CF(0, -2.3, 0) * angles(Rad(90),Rad(0),Rad(0)), 1, 1, 1, 3.6, 3.6, 3.6, 0.02)
Effects.Ring.Create(BrickC("Deep orange"), root.CFrame * CF(0, -1.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 1, 1, 1, 5.6, 5.6, 5.6, 0.02)
Effects.Ring.Create(BrickC("New Yeller"), root.CFrame * CF(0, -1.3, 0) * angles(Rad(90),Rad(0),Rad(0)), 1, 1, 1, 8.6, 8, 8, 0.03)
MagniDamage(tors, 30, 40, 75, 7, "DarkUp")
coroutine.resume(coroutine.create(function()
for i = 0,1.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(Mrandom(-4,4),Mrandom(-4,4),Mrandom(-4,4))
end
for i = 0,1.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(0,0,0)
end
end))
local vel2 = Instance.new("BodyVelocity",tors)
vel2.Velocity = Vector3.new(0,55,0)
vel2.MaxForce = Vector3.new(10000000,10000000,10000000)
for i = 0,4,0.1 do
HitboxFunction(tors.CFrame, 0.01, 1, 1, 1, 7, 20, 35, 3, "Normal")
swait()
Effects.Block.Create(BrickC("Deep orange"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
Effects.Block.Create(BrickC("New Yeller"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1) * angles(Rad(0), Rad(0), Rad(0-255.45*i)), 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, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(110)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-45)), 0.1)
end
hum.WalkSpeed = 16
vel2:Destroy()
hum.JumpPower = 50
attack = false
end
function Solar_Flare()
attack = true
hum.WalkSpeed = 2
hum.JumpPower = 75
hum.Jump = true
wait(0.4)
CreateSound("144699494", tors, 10, 1)
hum.JumpPower = 0
Effects.Ring.Create(BrickC("Deep orange"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(0),Rad(0),Rad(0)), .2, .2, .2, .6, .6, .6, 0.02)
Effects.Ring.Create(BrickC("New Yeller"), root.CFrame * CF(0, -2.3, 0) * angles(Rad(0),Rad(0),Rad(0)), .2, .2, .2, 1.6, 1.6, 1.6, 0.02)
Effects.Ring.Create(BrickC("Deep orange"), root.CFrame * CF(0, -1.7, 0) * angles(Rad(0),Rad(0),Rad(0)), .2, .2, .2, 2.6, 2.6, 2.6, 0.02)
for i = 0,20,0.1 do
root.Velocity = root.CFrame.lookVector * 60
HitboxFunction(tors.CFrame, 0.01, 1, 1, 1, 14, 25, 35, 0, "Freeze")
swait()
Effects.Block.Create(BrickC("Deep orange"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 12, 12, 12, 0.05)
Effects.Block.Create(BrickC("New Yeller"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 12, 12, 12, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1) * angles(Rad(90), Rad(0), Rad(0-255.45*i)), 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, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(90)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-90)), 0.1)
end
hum.WalkSpeed = 16
hum.JumpPower = 50
attack = false
end
function ShadowWarp()
MagniDamage(tors, 5, 5, 10, 0, "Normal")
Effects.Ring.Create(BrickC("Dark blue"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 0.2, 0.2, 0.2, 0.6, 0.6, 0.6, 0.03)
Effects.Ring.Create(BrickC("Steel blue"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 0.1, 0.1, 0.1, 0.3, 0.3, 0.3, 0.02)
Effects.Block.Create(BrickC("Steel blue"), tors.CFrame * CF(0, 0, 0), 2, 2, 2, 6, 6, 6, 0.05)
local pos = root.Position
root.CFrame = CF(mouse.Hit.p+VT(0,3,0),pos)
CreateSound("769380905", tors, 10, 1)
MagniDamage(tors, 5, 15, 20, 0, "DarkUp")
Effects.Block.Create(BrickC("Dark blue"), tors.CFrame * CF(0, 0, 0), 2, 2, 2, 6, 6, 6, 0.05)
Effects.Ring.Create(BrickC("Dark blue"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 0.2, 0.2, 0.2, 0.6, 0.6, 0.6, 0.03)
Effects.Ring.Create(BrickC("Steel blue"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 0.1, 0.1, 0.1, 0.3, 0.3, 0.3, 0.02)
end
function Shade()
hum.WalkSpeed = 3
attack = true
for i = 0,2,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
hum.WalkSpeed = 3
CreateSound("588736969", tors, 10, 1)
Effects.Block.Create(BrickC("Deep blue"), tors.CFrame * CF(0, 0, 0), 80, 80, 80, 40, 40, 40, 0.05)
MagniDamage(tors, 27, 12, 24, 2, "Normal")
for i = 0,3,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
hum.WalkSpeed = 3
CreateSound("588736969", tors, 10, 1)
Effects.Block.Create(BrickC("Deep blue"), tors.CFrame * CF(0, 0, 0), 80, 80, 80, 40, 40, 40, 0.05)
MagniDamage(tors, 27, 12, 24, 2, "Normal")
for i = 0,3,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
CreateSound("588736969", tors, 10, 1)
Effects.Block.Create(BrickC("Deep blue"), tors.CFrame * CF(0, 0, 0), 80, 80, 80, 40, 40, 40, 0.05)
MagniDamage(tors, 27, 12, 24, 2, "Normal")
hum.WalkSpeed = 3
wait(.6)
hum.WalkSpeed = 16
attack = false
end
function Purity_Slam()
attack = true
for i = 0,5.2,0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
CreateSound("331666100", tors, 10, 1)
Effects.Ring.Create(BrickC("Toothpaste"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 2, 2, 2, 3.6, 3.6, 3.6, 0.03)
Effects.Ring.Create(BrickC("Toothpaste"), root.CFrame * CF(0, -2.3, 0) * angles(Rad(90),Rad(0),Rad(0)), 2, 2, 2, 5.6, 5.6, 5.6, 0.03)
Effects.Ring.Create(BrickC("Toothpaste"), root.CFrame * CF(0, -1.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 2, 2, 2, 8.6, 8.6, 8.6, 0.03)
Effects.Ring.Create(BrickC("Toothpaste"), root.CFrame * CF(0, -1.3, 0) * angles(Rad(90),Rad(0),Rad(0)), 2, 2, 2, 10.6, 10, 10, 0.03)
MagniDamage(tors, 12, 40, 60, 10, "Normal")
coroutine.resume(coroutine.create(function()
for i = 0,1.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(Mrandom(-3,3),Mrandom(-3,3),Mrandom(-3,3))
end
for i = 0,1.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(0,0,0)
end
end))
for i = 1,4.7,0.1 do
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -1.4 + 0.1 * Cos(sine / 20)) * angles(Rad(45), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(35), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, .4 - 0.1 * Cos(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(45)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.6 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(-0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.1 + 0.05 * Sin(sine / 30), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(65), Rad(0), Rad(25)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.1 + 0.05 * Sin(sine / 30), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(65), Rad(0), Rad(-25)), 0.1)
end
wait(.6)
attack = false
end
function Universal_Crush()
attack = true
for i = 0,5.2,0.05 do
swait()
Effects.Block.Create(BrickC("Dark indigo"), ra.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
Effects.Block.Create(BrickC("Dark indigo"), la.CFrame * CF(0, -1, 0), 2, 2, 2, 3, 3, 3, 0.05)
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(200), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
CreateSound("331666100", tors, 10, 1)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 14, 14, 14, 16.6, 16.6, 16.6, 0.01)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, -2.3, 0) * angles(Rad(90),Rad(0),Rad(0)), 16, 16, 16, 19.6, 19.6, 19.6, 0.01)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, -1.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 18, 18, 18, 22.6, 22.6, 22.6, 0.01)
Effects.Ring.Create(BrickC("Dark indigo"), root.CFrame * CF(0, -1.3, 0) * angles(Rad(90),Rad(0),Rad(0)), 20, 20, 20, 25.6, 25, 25, 0.01)
MagniDamage(tors, 170, 80, 175, 15, "DarkUp")
coroutine.resume(coroutine.create(function()
for i = 0,1.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(Mrandom(-3,3),Mrandom(-3,3),Mrandom(-3,3))
end
for i = 0,1.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(0,0,0)
end
end))
for i = 1,4.7,0.1 do
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -1.4 + 0.1 * Cos(sine / 20)) * angles(Rad(45), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(35), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, .4 - 0.1 * Cos(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-5), Rad(0), Rad(45)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.6 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-5), Rad(0), Rad(-0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.1 + 0.05 * Sin(sine / 30), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(65), Rad(0), Rad(25)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.1 + 0.05 * Sin(sine / 30), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(65), Rad(0), Rad(-25)), 0.1)
end
wait(.6)
attack = false
end
function Painful_Stomp()
attack = true
for i = 0,5.2,0.1 do
swait()
tecks2.Rotation = math.random(-20, 20)
tecks2.Text = ""..NOUSE[math.random(1,#NOUSE)]
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.3 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(135), Rad(0), Rad(-45 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(135), Rad(0), Rad(45 + 2.5 * Sin(sine / 20))), 0.1)
end
CreateSound("331666100", char, 10, 1)
Effects.Sphere.Create(BrickColor.Random(), root.CFrame * CF(0, -1, 0), 2, 2, 2, 10.6, 10.6, 10.6, 0.05)
Effects.Sphere.Create(BrickColor.Random(), root.CFrame * CF(0, -1, 0), 2, 2, 2, 10.6, 10.6, 10.6, 0.05)
Effects.Sphere.Create(BrickColor.Random(), root.CFrame * CF(0, -1, 0), 2, 2, 2, 10.6, 10.6, 10.6, 0.05)
Effects.Sphere.Create(BrickColor.Random(), root.CFrame * CF(0, -1, 0), 2, 2, 2, 10.6, 10.6, 10.6, 0.05)
Effects.Sphere.Create(BrickColor.Random(), root.CFrame * CF(0, -1, 0), 2, 2, 2, 10.6, 35.6, 10.6, 0.05)
Effects.Sphere.Create(BrickColor.Random(), root.CFrame * CF(0, -3, 0), 2, 2, 2, 150.6, .4, 150.6, 0.05)
Effects.Ring.Create(BrickColor.Random(), root.CFrame * CF(0, -1.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 2, 2, 2, 8.6, 8.6, 8.6, 0.03)
for i, v in pairs(FindNearestHead(tors.CFrame.p, 52.5)) do
if v:FindFirstChild("Head") then
Eviscerate(v)
end
end
coroutine.resume(coroutine.create(function()
for i = 0,2.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(Mrandom(-3,3),Mrandom(-3,3),Mrandom(-3,3))
end
for i = 0,1.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(0,0,0)
end
end))
for i = 0,3.7,0.1 do
tecks2.Rotation = math.random(-20, 20)
tecks2.Text = ""..NOUSE[math.random(1,#NOUSE)]
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(20), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(20)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(-25)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-40), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-40), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
wait(.6)
attack = false
end
function Ending()
local target = nil
local targettorso = nil
if mouse.Target.Parent ~= char and mouse.Target.Parent.Parent ~= char and mouse.Target.Parent:FindFirstChild("Humanoid") ~= nil then
if mouse.Target.Parent.Humanoid.PlatformStand == false then
targetT = mouse.Target.Parent
target = mouse.Target.Parent.Humanoid
targettorso = mouse.Target.Parent:FindFirstChild("Torso") or mouse.Target.Parent:FindFirstChild("UpperTorso")
targethead = mouse.Target.Parent:FindFirstChild("Head")
end
end
if target ~= nil then
targettorso.Anchored = true
attack = true
hum.WalkSpeed = 0
local originalpos = root.CFrame
root.CFrame = targettorso.CFrame * CF(0,0,2.6)
for i = 0,1.8,0.1 do
tecks2.Rotation = math.random(-20, 20)
swait()
tecks2.Text = ""..NOUSE[math.random(1,#NOUSE)]
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-65)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(65)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-9), Rad(0), Rad(-10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.2 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-8), 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(90), Rad(0), Rad(35)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(-15)), 0.1)
end
Eviscerate(targetT)
CreateSound("331666100", ra, 4, 1)
CreateSound("180083286", targettorso, 10, 1)
coroutine.resume(coroutine.create(function()
for i = 0,1.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(Mrandom(-3,3),Mrandom(-3,3),Mrandom(-3,3))
end
for i = 0,1.8,0.1 do
swait()
hum.CameraOffset = Vector3.new(0,0,0)
end
end))
for i = 0,4.6,0.1 do
tecks2.Text = ""..NOUSE[math.random(1,#NOUSE)]
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(90)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(-90)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-9), Rad(0), Rad(-10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.6 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-8), 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(0), Rad(0), Rad(90)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(-15)), 0.1)
end
wait(.6)
root.CFrame = originalpos
attack = false
hum.WalkSpeed = 8
end
end
--[[I don't take ANY credit for this attack,
this was all nooby's hard work and the only reason i uhhh "used" it
is cause I i didn't have attack ideas at the time so yeah,
100% nooby's credit <3]]
function Ende_der_Weld()
attack = true
hum.WalkSpeed = 0
for i = 0,4.6,0.1 do
swait()
tecks2.Rotation = math.random(-20, 20)
tecks2.Text = ""..NOUSE[math.random(1,#NOUSE)]
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(90)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(0), Rad(0), Rad(-90)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-9), Rad(0), Rad(-10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.6 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-8), 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(0), Rad(0), Rad(90)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(-15)), 0.1)
end
local a = Instance.new("Part",char)
a.BrickColor = BrickColor.random()
a.Name = "Lazer"
a.Anchored = true
a.Material = "Neon"
a.Transparency = 1
a.CanCollide = false
local hitbox = Instance.new("Part",char)
hitbox.Size = Vector3.new(5,5,5)
hitbox.CFrame = mouse.hit
hitbox.Anchored = true
hitbox.Transparency = 1
hitbox.CanCollide = false
local ray = Ray.new(
ra.CFrame.p, -- origin
(mouse.Hit.p - ra.CFrame.p).unit * 500 -- direction
)
local ignore = char
local hit, position, normal = workspace:FindPartOnRay(ray, ignore)
if hit then
local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid")
if not humanoid then
humanoid = hit.Parent.Parent:FindFirstChildOfClass("Humanoid")
end
if humanoid then
if humanoid.Parent:IsA"Model" then
end
end
end
a.BottomSurface = 10
a.TopSurface = 10
local distance = (ra.CFrame.p - position).magnitude
a.Size = Vector3.new(0.1, 0.1, 0.1)
a.CFrame = CFrame.new(ra.CFrame.p, position) * CFrame.new(0, 0, 0)
game:GetService("Debris"):AddItem(a, 5)
game:GetService("Debris"):AddItem(hitbox, 1)
local newmesh = Instance.new("BlockMesh",a)
MagicBlock(BrickColor.Random(),ra.CFrame,5,5,5,0.25,0.25,0.25,0.025)
MagicShockAlt(BrickColor.Random(),a.CFrame,5,5,1.5,1.5,0.015,1)
MagicShockAlt(BrickColor.Random(),a.CFrame,5,5,1.25,1.25,0.015,2)
MagicShockAlt(BrickColor.Random(),a.CFrame,5,5,1,1,0.015,1)
local lbs = Instance.new("Part")
lbs.Parent = char
CreateSound("929619479", lbs, 10, 1)
lbs.Material = "Neon"
lbs.Color = BrickColor.Random().Color
lbs.CanCollide = false
lbs.Shape = "Ball"
lbs.Anchored = true
lbs.Transparency = 0
lbs.Size = Vector3.new(20,20,20)
lbs.CFrame = a.CFrame
local thing = Instance.new("SpecialMesh",lbs)
thing.MeshType = "Sphere"
lbs.Anchored = false
local bvs = Instance.new("BodyVelocity")
bvs.maxForce = Vector3.new(1e9, 1e9, 1e9)
bvs.velocity = a.CFrame.lookVector*75
bvs.Parent = lbs
lbs.Touched:connect(function(hit)
MagniDamage(hit, 12, 40, 60, 10, "Normal")
end)
attack = false
game:GetService("Debris"):AddItem(lbs, 10)
for x = 0, 4 do
local bulletgos = IT("Model",char)
local bulletgos2 = IT("Model",char)
for z = 0, 24 do
local lb = Instance.new("Part")
lb.Parent = bulletgos
lb.Material = "Neon"
lb.Color = BrickColor.Random().Color
lb.CanCollide = false
lb.Anchored = true
lb.Transparency = 0
lb.Size = Vector3.new(2,2,2)
local thing = Instance.new("SpecialMesh",lb)
thing.MeshType = "Sphere"
thing.Scale = Vector3.new(0.5,0.5,1.5)
lb.CFrame = lbs.CFrame*CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360)))
lb.CFrame = lb.CFrame + lb.CFrame.lookVector*15
local lb2 = Instance.new("Part")
lb2.Parent = bulletgos2
lb2.Material = "Neon"
lb2.Color = lb.Color
lb2.CanCollide = false
lb2.Anchored = true
lb2.Transparency = 0
lb2.Size = Vector3.new(2,2,2)
lb2.CFrame = lbs.CFrame*CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360)))
lb2.CFrame = lb2.CFrame + lb.CFrame.lookVector*15
local thing2 = Instance.new("SpecialMesh",lb2)
thing2.MeshType = "Sphere"
thing2.Scale = Vector3.new(0.5,0.5,1.5)
lb.Touched:connect(function(hit)
MagniDamage(hit, 12, 40, 60, 10, "Normal")
end)
lb2.Touched:connect(function(hit)
MagniDamage(hit, 12, 40, 60, 10, "Normal")
end)
end
MagicBlock(BrickColor.Random(),lbs.CFrame,25,25,25,-0.1,-0.1,-0.1,0.025)
MagicBlock(BrickColor.Random(),lbs.CFrame,25,25,25,-0.1,-0.1,-0.1,0.025)
MagicBlock(BrickColor.Random(),lbs.CFrame,25,25,25,0.5,0.5,0.5,0.025)
MagicBlock(BrickColor.Random(),lbs.CFrame,25,25,25,0.5,0.5,0.5,0.025)
CreateSound("925629856", lbs, 5, 1)
game:GetService("Debris"):AddItem(bulletgos, 7)
game:GetService("Debris"):AddItem(bulletgos2, 7)
for i,v in pairs(bulletgos:children()) do
if v:IsA("Part") then
v.Anchored = false
MagicBlock(v.BrickColor,v.CFrame,1,1,1,0.25,0.25,0.25,0.025)
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = v.CFrame.lookVector*25
bv.Parent = v
game:GetService("Debris"):AddItem(v, 5)
end
end
for i,v in pairs(bulletgos2:children()) do
if v:IsA("Part") then
v.Anchored = false
MagicBlock(v.BrickColor,v.CFrame,1,1,1,0.25,0.25,0.25,0.025)
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = v.CFrame.lookVector*-25
bv.Parent = v
game:GetService("Debris"):AddItem(v, 5)
end
end
wait(1)
end
attack = false
hum.WalkSpeed = 8
end
-------------------------------------------------------
--End Attacks N Stuff--
-------------------------------------------------------
mouse.KeyDown:connect(function(key)
if string.byte(key) == 48 then
Swing = 2
hum.WalkSpeed = 38.82
end
end)
mouse.KeyUp:connect(function(key)
if string.byte(key) == 48 then
Swing = 1
hum.WalkSpeed = 8
end
end)
mouse.KeyDown:connect(function(key)
if attack == false then
if key == 'q' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
EdgyMode = true
tecks2.Text = "Corruption"
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(98, 37, 209)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Black")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("Really black")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Royal purple")
end
Music.TimePosition = 0
Music.SoundId = "rbxassetid://547880537"
Music.Parent = tors
Music:Play()
elseif key == 'q' and EdgyMode == true and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
EdgyMode = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 'e' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Divinity = true
tecks2.Text = "Divinity"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(1, 1, 1)
tecks2.TextStrokeColor3 = Color3.fromRGB(255, 255, 0)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Institutional white")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("White")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("New Yeller")
end
maincolor = BrickColor.new("New Yeller")
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1612498086"
Music.Parent = tors
Music:Play()
elseif key == 'e' and EdgyMode == false and Divinity == true and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Divinity = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 'r' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Fighter = true
tecks2.Text = "Fighter"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(255, 255, 255)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Black")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("Really black")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Institutional white")
end
maincolor = BrickColor.new("Institutional white")
Music.SoundId = "rbxassetid://700981713"
Music.Parent = tors
Music.TimePosition = 8.3
Music:Play()
elseif key == 'r' and EdgyMode == false and Divinity == false and Fighter == true and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Fighter = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 't' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Purity = true
tecks2.Text = "Purity"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(1, 1, 1)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 255, 255)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Institutional white")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("Institutional white")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Toothpaste")
end
maincolor = BrickColor.new("Toothpaste")
Music.TimePosition = 0
Music.SoundId = "rbxassetid://661990096"
Music.Parent = tors
Music:Play()
elseif key == 't' and EdgyMode == false and Divinity == false and Fighter == false and Purity == true and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Purity = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 'p' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Solar = true
tecks2.Text = "Solar"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(1, 1, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(255, 170, 0)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("New Yeller")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("Bright yellow")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Deep orange")
end
maincolor = BrickColor.new("Deep orange")
Music.TimePosition = 5
Music.SoundId = "rbxassetid://1300043129"
Music.Parent = tors
Music:Play()
elseif key == 'p' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == true and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Solar = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 'g' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Lunar = true
tecks2.Text = "Lunar"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 1)
tecks2.TextStrokeColor3 = Color3.fromRGB(170, 255, 255)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Dark blue")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("Cyan")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Steel blue")
end
maincolor = BrickColor.new("Steel blue")
Music.TimePosition = 0.5
Music.SoundId = "rbxassetid://1400029883"
Music.Parent = tors
Music:Play()
elseif key == 'g' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == true and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Lunar = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 'y' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
Destruction = true
tecks2.Text = "Destruction"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(255, 0, 0)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Really black")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("Black")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Really red")
end
DTrail5.Enabled = true
DTrail4.Enabled = true
DTrail3.Enabled = true
DTrail2.Enabled = true
DTrail.Enabled = true
maincolor = BrickColor.new("Really red")
Music.TimePosition = 2
Music.SoundId = "rbxassetid://1257689487"
Music.Parent = tors
Music:Play()
elseif key == 'y' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == true and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Destruction = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 'u' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
helpme = true
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Music.TimePosition = 1
tecks2.Text = "cHaOs"
Music.SoundId = "rbxassetid://1009022619"
Music.Parent = tors
Music:Play()
elseif key == 'u' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == true and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
helpme = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 'h' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
Frost = true
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
tecks2.Text = "Frost"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(1, 1, 1)
tecks2.TextStrokeColor3 = Color3.fromRGB(170, 255, 255)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Cyan")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("White")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Teal")
end
maincolor = BrickColor.new("Teal")
Music.TimePosition = 1
Music.SoundId = "rbxassetid://1008205435"
Music.Parent = tors
Music:Play()
elseif key == 'h' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == true and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Frost = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 'j' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
Ashes = true
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
tecks2.Text = "Dust"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(91, 93, 105)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Smoky grey")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("Black")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Really black")
end
maincolor = BrickColor.new("Really black")
Music.TimePosition = 2
Music.SoundId = "rbxassetid://942002434"
Music.Parent = tors
Music:Play()
elseif key == 'j' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == true then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Ashes = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
elseif key == 'n' and tecks2.TextTransparency == 1 and tecks2.TextStrokeTransparency == 1 then
tecks2.TextTransparency = 0
tecks2.TextStrokeTransparency = 0
elseif key == 'n' and tecks2.TextTransparency == 0 and tecks2.TextStrokeTransparency == 0 then
tecks2.TextTransparency = 1
tecks2.TextStrokeTransparency = 1
elseif key == 'f' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false and Ashes == false then
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
Planetary = true
tecks2.Text = "Eater of Worlds"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.fromRGB(61, 21, 133)
tecks2.TextStrokeColor3 = Color3.fromRGB(61, 21, 133)
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Dark indigo")
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.new("Dark indigo")
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.new("Dark indigo")
end
maincolor = BrickColor.new("Dark indigo")
Music.TimePosition = 0
Music.SoundId = "rbxassetid://208994065"
Music.Parent = tors
Music:Play()
elseif key == 'f' and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == true and Solar == false and Lunar == false and Frost == false and Ashes == false then
Planetary = false
DTrail5.Enabled = false
DTrail4.Enabled = false
DTrail3.Enabled = false
DTrail2.Enabled = false
DTrail.Enabled = false
tecks2.Text = "Normal"
tecks2.Rotation = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
resetmode()
Music.TimePosition = 0
Music.SoundId = "rbxassetid://1082655719"
Music.Parent = tors
Music:Play()
end
end
end)
mouse.KeyDown:connect(function(key)
if attack == false then
if EdgyMode == true then
if key == 'r' then
Decapitate()
elseif key == 'e' then
Laugh()
end
end
if Divinity == true then
if key == 'r' then
Beam_Of_Light()
elseif key == 'f' then
Blast_Of_God()
end
end
if Fighter == true then
if key == 'e' then
Flying_Kick()
elseif key == 'f' then
UpperCut()
elseif key == 't' then
Spinning_Kick()
end
end
if Purity == true then
if key == 'r' then
Purity_Slam()
end
end
if Solar == true then
if key == 'r' then
Eruption()
elseif key == 't' then
Solar_Flare()
end
end
if Frost == true then
if key == 'r' then
Blizzard()
elseif key == 't' then
Cryo_Freeze()
end
end
if Ashes == true then
if key == 't' and notmenacing then
Menacing_Aura()
elseif key == 'r' and alternatecooldownbecausewhynotdood == false then
Heat_Stroke()
end
end
if Lunar == true then
if key == 't' then
ShadowWarp()
elseif key == 'r' then
Shade()
end
end
if Destruction == true then
if key == 'r' then
Diablo_Explosion()
elseif key == 'f' then
Hell_From_Above()
elseif key == 't' then
Spinning_Below()
end
end
if Planetary == true then
if key == 'r' then
Multi_Bombs()
elseif key == 't' then
Universal_Crush()
end
end
if helpme == true then
if key == 'r' then
Painful_Stomp()
elseif key == 'f' then
Ending()
elseif key == 't' then
Ende_der_Weld()
end
end
end
end)
coroutine.resume(coroutine.create(function()
while true do
swait(8)
if Solar == true then
sphereMK(5, 0.12, "Add", root.CFrame * CFrame.new(math.random(-6, 6), -10, math.random(-6, 6)) * CFrame.Angles(math.rad(90 + math.random(-15, 15)), math.rad(math.random(-15, 15)), 0), 1, 1, 15, -0.01, maincolor, 0)
end
end
end))
coroutine.resume(coroutine.create(function()
while true do
swait(4)
if Frost == true then
Effects.Block.Create(BrickC("Institutional white"), tors.CFrame * CF(Mrandom(-3,3),Mrandom(-3,3),Mrandom(-3,3)), 2, 2, 2, 0.5, 0.5, 0.5, 0.03)
Effects.Ring.Create(BrickC("Teal"), root.CFrame * CF(0, -2.7, 0) * angles(Rad(90),Rad(0),Rad(0)), 0.05, 0.05, 0.05, 0.15, 0.15, 0.15, 0.02)
end
end
end))
coroutine.resume(coroutine.create(function()
while true do
swait(4)
if Lunar == true then
Effects.Block.Create(BrickC("Dark blue"), tors.CFrame * CF(Mrandom(-4,4),Mrandom(-4,4),Mrandom(-4,4)), 2, 2, 2, 0.5, 0.5, 0.5, 0.03)
end
end
end))
-------------------------------------------------------
--Start Animations--
-------------------------------------------------------
local equipped = false
local idle = 0
local change = 1
local val = 0
local toim = 0
local idleanim = 0.4
hum.WalkSpeed = 8
hum.Animator.Parent = nil
while true do
swait()
Music.Parent = tors
if helpme == true then
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.random()
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.random()
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.random()
end
maincolor = BrickColor.random()
tecks2.Text = ""..cHaOs[math.random(1,#cHaOs)]
tecks2.TextColor3 = maincolor.Color
tecks2.TextStrokeColor3 = maincolor.Color
tecks2.Rotation = math.random(-11, 11)
MagicShockTrailAlt2(maincolor, root.CFrame * CF(Mrandom(-15,15),-3,Mrandom(-15,15)) * angles(Rad(90 + Mrandom(-25, 25)),Rad(0),Rad(0)),1,.5,.5,-0.01,-0.01,7,0.1,Mrandom(1,2))
end
if EdgyMode == true then
tecks2.Rotation = math.random(-2, 2)
end
if Planetary == true then
MagicShockTrailAlt2(maincolor, root.CFrame * CF(Mrandom(-25,25),-3,Mrandom(-25,25)) * angles(Rad(90 + Mrandom(-15, 15)),Rad(0),Rad(0)),1,.5,.5,-0.01,-0.01,7,0.1,2)
tecks2.Rotation = math.random(-4, 4)
end
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"
change = 1
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,0),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(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,Rad(15)),0.3)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5, 0) * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,Rad(-15)),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,-1-0.1 * Cos(sine / 20), -.3) * angles(Rad(0), Rad(90), Rad(0)), .3)
end
elseif -1 > root.Velocity.y and hitfloor == nil then
Anim = "Fall"
change = 1
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,0),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(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,Rad(90)),0.3)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5, 0) * angles(math.min(math.max(root.Velocity.Y/100,-Rad(65)),Rad(65)),0,Rad(-90)),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,-1-0.1 * Cos(sine / 20), -.3) * angles(Rad(0), Rad(90), Rad(0)), .3)
end
elseif torvel < 1 and hitfloor ~= nil then
Anim = "Idle"
change = 1
if attack == false and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(0), Rad(0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-10 * Cos(sine / 20)), Rad(5 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(-5 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == true and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Frost == 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)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(30 - 2.5 * Sin(sine / 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(-4.5), Rad(0), Rad(10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.2 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(0), Rad(-10)), 0.15)
RW.C0 = clerp(RW.C0, CF(.8, 0.5 + 0.05 * Sin(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-20), Rad(215)), 0.1)
LW.C0 = clerp(LW.C0, CF(-.8, 0.5 + 0.05 * Sin(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(20), Rad(-215)), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == true and Frost == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(0), Rad(0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.1, 0.4 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-30), Rad(-0), Rad(-30)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.1, 0.4 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-30), Rad(0), Rad(30)), 0.1)
elseif attack == false and EdgyMode == false and Divinity == true and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.2 + 0.3 * Cos(sine / 20)) * angles(Rad(5), Rad(0), Rad(10)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-4.5 * Sin(sine / 30)), Rad(0), Rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.4 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-20 + 2.5 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(0 + 2.5 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-3 * Sin(sine / 20)), Rad(-10 * Sin(sine / 20)), Rad(13 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(4 * Sin(sine / 20)), Rad(10 * Sin(sine / 20)), Rad(-13 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Fighter == true and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Frost == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.4 + 0.1 * Cos(sine / 20)) * angles(Rad(10), Rad(0), Rad(85)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-7.5 * Sin(sine / 20)), Rad(0), Rad(-85)), 0.3)
RH.C0 = clerp(RH.C0, CF(.6, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-70), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.7 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-16.5), Rad(0), Rad(0)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(90 + 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1, 0.3 + 0.05 * Sin(sine / 20), .4 + 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(35 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Fighter == false and Purity == true and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(10)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(6)), 0.15)
RW.C0 = clerp(RW.C0, CF(.8, 0.5 + 0.05 * Sin(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * angles(Rad(21), Rad(11), Rad(-90 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-.8, 0.3 + 0.05 * Sin(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * angles(Rad(8), Rad(5), Rad(90 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == true then
rootj.C0 = clerp(rootj.C0, RootCF * cn(0, 0, -0.5 + 0.02 * Cos(sine / 2)) * angles(Rad(-2), Rad(1), Rad(15)), 0.1)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(19 + 1 * Cos(sine / 25)), Rad(0), Rad(-15)), 0.1)
RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -0.35) * angles(Rad(90 - 2 * Cos(sine / 1)), Rad(0), Rad(-50)), 0.1)
LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -0.15) * angles(Rad(70 + 2 * Cos(sine / 1)), Rad(-7), Rad(70)), 0.1)
RH.C0 = clerp(RH.C0, cn(1, -0.5 - 0.02 * Cos(sine / 2), -0.2) * RHCF * angles(Rad(-4), Rad(0), Rad(-10 + 0.05 * math.cos(sine / 25))), 0.1)
LH.C0 = clerp(LH.C0, cn(-1, -0.5 - 0.02 * Cos(sine / 2), -0.2) * LHCF * angles(Rad(-4), Rad(0), Rad(10 + 0.05 * Cos(sine / 25))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == true and Lunar == false and Frost == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(10)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5), Rad(0), Rad(-10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5), Rad(5 * Cos(sine / 20)), Rad(6)), 0.15)
RW.C0 = clerp(RW.C0, CF(.8, 0.5 + 0.05 * Sin(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * angles(Rad(21), Rad(11), Rad(-90 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-.8, 0.3 + 0.05 * Sin(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * angles(Rad(8), Rad(5), Rad(90 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == true and helpme == false and Planetary == false and Solar == false and Lunar == false and Frost == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(25)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 2.5 * Sin(sine / 20)), Rad(20), Rad(-15)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-10 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-10 * Cos(sine / 20)), Rad(65 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(10 * Cos(sine / 20)), Rad(-15 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == true and Planetary == false and Solar == false and Lunar == false and Frost == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.2 + 0.1 * Cos(sine / 7)) * angles(Rad(10), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(45), Rad(0), Rad(-20)), 0.3)
if math.random(1,1) == 1 then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 7)) * angles(Rad(10 + Mrandom(-6,6)), Rad(0), Rad(Mrandom(-6,6))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0 + ((1) - 1)) * angles(Rad(45 + Mrandom(-4,4)), Rad(Mrandom(-4,4)), Rad(-20 + Mrandom(-4,4))), 1)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 7), 0.025 * Cos(sine / 7)) * angles(Rad(180 + Mrandom(-35,35)), Rad(35 + Mrandom(-35,35)), Rad(-50 - 2.5 * Sin(sine / 20) + Mrandom(-35,35))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 7), 0.025 * Cos(sine / 7)) * angles(Rad(15 + Mrandom(-35,35)), Rad(Mrandom(-35,35)), Rad(-15 + 2.5 * Sin(sine / 20) + Mrandom(-35,35))), 0.1)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 7), -.2 + 0.025 * Cos(sine / 7)) * RHCF * angles(Rad(-5 + Mrandom(-6,6)), Rad(0), Rad(10 + Mrandom(-6,6))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 7), 0.025 * Cos(sine / 7)) * LHCF * angles(Rad(-5 + Mrandom(-6,6)), Rad(0), Rad(-10 + Mrandom(-6,6))), 0.15)
end
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.random()
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.random()
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.random()
end
maincolor = BrickColor.random()
tecks2.TextColor3 = maincolor.Color
tecks2.TextStrokeColor3 = maincolor.Color
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 7), -.2 + 0.025 * Cos(sine / 7)) * RHCF * angles(Rad(-5), Rad(0), Rad(10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 7), 0.025 * Cos(sine / 7)) * LHCF * angles(Rad(-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(180), Rad(20), Rad(-50)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(-15)), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == true and Solar == false and Lunar == false and Frost == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 2 + 0.3 * Cos(sine / 20)) * angles(Rad(5), Rad(0), Rad(10)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 4.5 * Sin(sine / 30)), Rad(0), Rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.4 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-20 + 2.5 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(20 + 2.5 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(.8, 0.5 + 0.05 * Sin(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * angles(Rad(-21), Rad(0), Rad(-90 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-.8, 0.3 + 0.05 * Sin(sine / 20), -.6 + 0.025 * Cos(sine / 20)) * angles(Rad(8), Rad(0), Rad(90 + 2.5 * Sin(sine / 20))), 0.1)
end
elseif torvel > 2 and torvel < 25 and hitfloor ~= nil then
Anim = "Walk"
change = .6
if attack == false and EdgyMode == false and Divinity == false and Destruction == false and helpme == false and Planetary == false and Lunar == 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(4-2.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(5 * Cos(sine / 7))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-2.5 * Sin(sine / 20)), Rad(0), Rad(0) - hed.RotVelocity.Y / 15), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.925 - 0.5 * Cos(sine / 7) / 2, 0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 - 5 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.5 * Cos(sine / 7) / 2, -0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 + 5 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 7), 0.15 * Cos(sine / 7)) * angles(Rad(45) * Cos(sine / 7) , Rad(0), Rad(5) - ra.RotVelocity.Y / 75), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 7), -0.15 * Cos(sine / 7)) * angles(Rad(-45) * Cos(sine / 7) , Rad(0) , Rad(-5) + la.RotVelocity.Y / 75), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Fighter == false and Purity == false and Destruction == false and helpme == false and Planetary == false and Solar == false and Lunar == true 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(4-2.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(5 * Cos(sine / 7))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-2.5 * Sin(sine / 20)), Rad(0), Rad(0) - hed.RotVelocity.Y / 15), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.925 - 0.5 * Cos(sine / 7) / 2, 0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 - 5 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.5 * Cos(sine / 7) / 2, -0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 + 5 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.1, 0.4 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-30), Rad(-0), Rad(-30)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.1, 0.4 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-30), Rad(0), Rad(30)), 0.1)
elseif attack == false and EdgyMode == false and Divinity == true and Destruction == false and helpme == false and Planetary == false and Lunar == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.2 + 0.3 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-5 - 4.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.4 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-20 + 2.5 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(20 + 2.5 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-25 - 3 * Sin(sine / 20)), Rad(-10 * Sin(sine / 20)), Rad(14 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-25 + 4 * Sin(sine / 20)), Rad(10 * Sin(sine / 20)), Rad(-14 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Destruction == true and helpme == false and Planetary == false and Lunar == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(30), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-4.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-10 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-6.5 + 3 * Sin(sine / 20)), Rad(0), Rad(10 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-17), Rad(-10 * Cos(sine / 20)), Rad(15 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-17), Rad(10 * Cos(sine / 20)), Rad(-15 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Destruction == false and helpme == true and Planetary == false and Lunar == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.2 + 0.1 * Cos(sine / 7)) * angles(Rad(10), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(45), Rad(0), Rad(-20)), 0.3)
if math.random(1,1) == 1 then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 7)) * angles(Rad(10 + Mrandom(-6,6)), Rad(0), Rad(Mrandom(-6,6))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0 + ((1) - 1)) * angles(Rad(45 + Mrandom(-4,4)), Rad(Mrandom(-4,4)), Rad(-20 + Mrandom(-4,4))), 1)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 7), 0.025 * Cos(sine / 7)) * angles(Rad(180 + Mrandom(-35,35)), Rad(35 + Mrandom(-35,35)), Rad(-50 - 2.5 * Sin(sine / 20) + Mrandom(-35,35))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 7), 0.025 * Cos(sine / 7)) * angles(Rad(15 + Mrandom(-35,35)), Rad(Mrandom(-35,35)), Rad(-15 + 2.5 * Sin(sine / 20) + Mrandom(-35,35))), 0.1)
RH.C0 = clerp(RH.C0, CF(1, -0.925 - 0.5 * Cos(sine / 7) / 2, 0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 - 5 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.5 * Cos(sine / 7) / 2, -0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 + 5 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
end
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.random()
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.random()
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.random()
end
maincolor = BrickColor.random()
tecks2.TextColor3 = maincolor.Color
tecks2.TextStrokeColor3 = maincolor.Color
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 7), -.2 + 0.025 * Cos(sine / 7)) * RHCF * angles(Rad(-5), Rad(0), Rad(10)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 7), 0.025 * Cos(sine / 7)) * LHCF * angles(Rad(-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(180), Rad(20), Rad(-50)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(25), Rad(0), Rad(-15)), 0.1)
elseif attack == false and EdgyMode == true and Divinity == false and Destruction == false and helpme == false and Planetary == 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(4-2.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(5 * Cos(sine / 7))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(30 - 2.5 * Sin(sine / 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, -0.925 - 0.5 * Cos(sine / 7) / 2, 0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 - 5 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.5 * Cos(sine / 7) / 2, -0.5 * Cos(sine / 7) / 2) * angles(Rad(-15 + 5 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(.8, 0.5 + 0.05 * Sin(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(-20), Rad(215)), 0.1)
LW.C0 = clerp(LW.C0, CF(-.8, 0.5 + 0.05 * Sin(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * angles(Rad(0), Rad(20), Rad(-215)), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Destruction == false and helpme == false and Planetary == true and Lunar == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 2 + 0.3 * Cos(sine / 20)) * angles(Rad(35), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-20 - 4.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.4 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-20 + 2.5 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(20 + 2.5 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-21), Rad(0), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-21), Rad(0), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
end
elseif torvel >= 25 and hitfloor ~= nil then
Anim = "Sprint"
change = 1.35
if attack == false and Divinity == false and Destruction == false and helpme == false and Planetary == 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(26 - 4.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(15 * Cos(sine / 7))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-2.5 * Sin(sine / 20)), Rad(0), Rad(0) - hed.RotVelocity.Y / 15), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.925 - 0.5 * Cos(sine / 7) / 2, 0.7 * Cos(sine / 7) / 2) * angles(Rad(-15 - 35 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) / 2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1, -0.925 + 0.5 * Cos(sine / 7) / 2, -0.7 * Cos(sine / 7) / 2) * angles(Rad(-15 + 35 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 * Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.34 * Cos(sine / 7)) * angles(Rad(110) * Cos(sine / 7) , Rad(0), Rad(13) - ra.RotVelocity.Y / 75), 0.15)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), -0.34 * Cos(sine / 7)) * angles(Rad(-110) * Cos(sine / 7) , Rad(0) , Rad(-13) + la.RotVelocity.Y / 75), 0.15)
elseif attack == false and EdgyMode == false and Divinity == true and Destruction == false and helpme == false and Planetary == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.2 + 0.3 * Cos(sine / 20)) * angles(Rad(45), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-5 - 4.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.4 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-34 + 2.5 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(34 + 2.5 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-55 - 3 * Sin(sine / 20)), Rad(-10 * Sin(sine / 20)), Rad(14 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(-55 + 4 * Sin(sine / 20)), Rad(10 * Sin(sine / 20)), Rad(-14 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Destruction == true and helpme == false and Planetary == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 1.3 + 0.6 * Cos(sine / 20)) * angles(Rad(65), Rad(0), Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-25 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.5 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-14.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-35 + 3 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-16.5 + 3 * Sin(sine / 20)), Rad(0), Rad(35 + 3 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-35), Rad(-10 * Cos(sine / 20)), Rad(25 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-35), Rad(10 * Cos(sine / 20)), Rad(-25 + 2.5 * Sin(sine / 20))), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Destruction == false and helpme == true and Planetary == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(10)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(25), Rad(0), Rad(0)), 0.3)
if math.random(1,1) == 1 then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(Mrandom(-90,90)), Rad(0), Rad(Mrandom(-90,90))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * CF(0, 0, 0 + ((1) - 1)) * angles(Rad(Mrandom(-25,25)), Rad(Mrandom(-25,25)), Rad(Mrandom(-25,25))), 1)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(Mrandom(-90,90)), Rad(0), Rad(Mrandom(-90,90))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(Mrandom(-90,90)), Rad(0), Rad(Mrandom(-90,90))), 0.1)
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(Mrandom(-90,90)), Rad(0), Rad(Mrandom(-90,90))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(Mrandom(-90,90)), Rad(0), Rad(Mrandom(-90,90))), 0.15)
end
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.random()
end
for i, v in pairs(ArmourParts2) do
v.BrickColor = BrickColor.random()
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.random()
end
maincolor = BrickColor.random()
tecks2.TextColor3 = maincolor.Color
tecks2.TextStrokeColor3 = maincolor.Color
RH.C0 = clerp(RH.C0, CF(1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-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(-5), Rad(0), Rad(16)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 30), 0.025 * Cos(sine / 20)) * angles(Rad(10), Rad(10), 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(-10), Rad(0), Rad(-15)), 0.1)
elseif attack == false and EdgyMode == false and Divinity == false and Destruction == false and helpme == false and Planetary == true then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 2 + 0.3 * Cos(sine / 20)) * angles(Rad(75), Rad(0), Rad(10)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(-40 - 4.5 * Sin(sine / 30)), Rad(0), Rad(-10)), 0.3)
RH.C0 = clerp(RH.C0, CF(1, -0.4 - 0.1 * Cos(sine / 20), -.4 + 0.025 * Cos(sine / 20)) * RHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(-20 + 2.5 * Sin(sine / 20))), 0.15)
LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.1 * Cos(sine / 20), 0.025 * Cos(sine / 20)) * LHCF * angles(Rad(-2.5 + 3 * Sin(sine / 20)), Rad(0), Rad(20 + 2.5 * Sin(sine / 20))), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-21), Rad(0), Rad(-15 - 2.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / 20), 0.025 * Cos(sine / 20)) * angles(Rad(-21), Rad(0), Rad(-35 + 2.5 * Sin(sine / 20))), 0.1)
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--
-------------------------------------------------------