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
wait(0.2)
local S = setmetatable({},{__index = function(s,i) return game:service(i) end})
Player = game:GetService("Players").LocalPlayer
PlayerGui = Player.PlayerGui
Cam = workspace.CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:GetMouse()
RootPart = Character.HumanoidRootPart
Torso = Character.Torso
Head = Character.Head
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
RootJoint = RootPart.RootJoint
Neck = Torso.Neck
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]
local sick = Instance.new("Sound", Torso)
sick.SoundId = "rbxassetid://1101310498"
sick.Looped = true
sick.Pitch = 1
sick.Volume = 5
IT = Instance.new
CF = CFrame.new
VT = Vector3.new
RAD = math.rad
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
ANGLES = CFrame.Angles
EULER = CFrame.fromEulerAnglesXYZ
COS = math.cos
ACOS = math.acos
SIN = math.sin
ASIN = math.asin
ABS = math.abs
MRANDOM = math.random
FLOOR = math.floor
local M = {C=math.cos,R=math.rad,S=math.sin,P=math.pi,RNG=math.random,MRS=math.randomseed,H=math.huge,RRNG = function(min,max,div) return math.rad(math.random(min,max)/(div or 1)) end}
Animation_Speed = 3
Frame_Speed = 0.016666666666666666
local Speed = 16
local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
local DAMAGEMULTIPLIER = 1
local ANIM = "Idle"
local ATTACK = false
local EQUIPPED = false
local HOLD = false
local COMBO = 1
local Rooted = false
local SINE = 0
local KEYHOLD = false
local CHANGE = 2 / Animation_Speed
local WALKINGANIM = false
local VALUE1 = false
local VALUE2 = false
local ROBLOXIDLEANIMATION = IT("Animation")
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
local WEAPONGUI = IT("ScreenGui", PlayerGui)
WEAPONGUI.Name = "Weapon GUI"
local Weapon = IT("Model")
Weapon.Name = "Adds"
local Effects = IT("Folder", Weapon)
Effects.Name = "Effects"
local ANIMATOR = Humanoid.Animator
local ANIMATE = Character.Animate
local UNANCHOR = true
local RWINGS = {}
local LWINGS = {}
local EYE, PUPIL
local BLINKLOOP = 0
local FINISHEDINTRO = false
local INTROING = false
local INSTANT = false
local EYES = {}
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "ArtificialHB"
script:WaitForChild("ArtificialHB")
frame = Frame_Speed
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
script.ArtificialHB:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
script.ArtificialHB:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.ArtificialHB:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
end
function PositiveAngle(NUMBER)
if NUMBER >= 0 then
NUMBER = 0
end
return NUMBER
end
function NegativeAngle(NUMBER)
if NUMBER <= 0 then
NUMBER = 0
end
return NUMBER
end
function Swait(NUMBER)
if NUMBER == 0 or NUMBER == nil then
ArtificialHB.Event:wait()
else
for i = 1, NUMBER do
ArtificialHB.Event:wait()
end
end
end
function swait(num)
if num == 0 or num == nil then
ArtificialHB.Event:wait()
else
for i = 0, num do
ArtificialHB.Event:wait()
end
end
end
function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
local NEWMESH = IT(MESH)
if MESH == "SpecialMesh" then
NEWMESH.MeshType = MESHTYPE
if MESHID ~= "nil" and MESHID ~= "" then
NEWMESH.MeshId = "http://www.roblox.com/asset/?id=" .. MESHID
end
if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
NEWMESH.TextureId = "http://www.roblox.com/asset/?id=" .. TEXTUREID
end
end
NEWMESH.Offset = OFFSET or VT(0, 0, 0)
NEWMESH.Scale = SCALE
NEWMESH.Parent = PARENT
return NEWMESH
end
function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
local NEWPART = IT("Part")
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide = false
NEWPART.Locked = true
NEWPART.Anchored = true
if ANCHOR == false then
NEWPART.Anchored = false
end
NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:BreakJoints()
NEWPART.Parent = PARENT
return NEWPART
end
local weldBetween = function(a, b)
local weldd = Instance.new("ManualWeld")
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = CFrame.new()
weldd.C1 = b.CFrame:inverse() * a.CFrame
weldd.Parent = a
return weldd
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 = 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 = 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 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 CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
local frame = IT("Frame")
frame.BackgroundTransparency = TRANSPARENCY
frame.BorderSizePixel = BORDERSIZEPIXEL
frame.Position = POSITION
frame.Size = SIZE
frame.BackgroundColor3 = COLOR
frame.BorderColor3 = BORDERCOLOR
frame.Name = NAME
frame.Parent = PARENT
return frame
end
function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
local label = IT("TextLabel")
label.BackgroundTransparency = 1
label.Size = UD2(1, 0, 1, 0)
label.Position = UD2(0, 0, 0, 0)
label.TextColor3 = TEXTCOLOR
label.TextStrokeTransparency = STROKETRANSPARENCY
label.TextTransparency = TRANSPARENCY
label.FontSize = TEXTFONTSIZE
label.Font = TEXTFONT
label.BorderSizePixel = BORDERSIZEPIXEL
label.TextScaled = false
label.Text = TEXT
label.Name = NAME
label.Parent = PARENT
return label
end
function NoOutlines(PART)
PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
end
function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
local NEWWELD = IT(TYPE)
NEWWELD.Part0 = PART0
NEWWELD.Part1 = PART1
NEWWELD.C0 = C0
NEWWELD.C1 = C1
NEWWELD.Parent = PARENT
return NEWWELD
end
local S = IT("Sound")
function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
local NEWSOUND
coroutine.resume(coroutine.create(function()
NEWSOUND = S:Clone()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = "http://www.roblox.com/asset/?id=" .. ID
NEWSOUND:play()
if DOESLOOP == true then
NEWSOUND.Looped = true
else
repeat
Swait()
until NEWSOUND.Playing == false
NEWSOUND:remove()
end
end))
return NEWSOUND
end
function CFrameFromTopBack(at, top, back)
local right = top:Cross(back)
return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
end
function WACKYEFFECT(Table)
local TYPE = Table.EffectType or "Sphere"
local SIZE = Table.Size or VT(1, 1, 1)
local ENDSIZE = Table.Size2 or VT(0, 0, 0)
local TRANSPARENCY = Table.Transparency or 0
local ENDTRANSPARENCY = Table.Transparency2 or 1
local CFRAME = Table.CFrame or Torso.CFrame
local MOVEDIRECTION = Table.MoveToPos or nil
local ROTATION1 = Table.RotationX or 0
local ROTATION2 = Table.RotationY or 0
local ROTATION3 = Table.RotationZ or 0
local MATERIAL = Table.Material or "Neon"
local COLOR = Table.Color or C3(1, 1, 1)
local TIME = Table.Time or 45
local SOUNDID = Table.SoundID or nil
local SOUNDPITCH = Table.SoundPitch or nil
local SOUNDVOLUME = Table.SoundVolume or nil
coroutine.resume(coroutine.create(function()
local PLAYSSOUND = false
local SOUND
local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY, BRICKC("Pearl"), "Effect", VT(1, 1, 1), true)
if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then
PLAYSSOUND = true
SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false)
end
EFFECT.Color = COLOR
local MSH
if TYPE == "Sphere" then
MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0, 0, 0))
elseif TYPE == "Block" then
MSH = IT("BlockMesh", EFFECT)
MSH.Scale = VT(SIZE.X, SIZE.X, SIZE.X)
elseif TYPE == "Wave" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT(0, 0, -SIZE.X / 8))
elseif TYPE == "Ring" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844", "", VT(SIZE.X, SIZE.X, 0.1), VT(0, 0, 0))
elseif TYPE == "Slash" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858", "", VT(SIZE.X / 10, 0, SIZE.X / 10), VT(0, 0, 0))
elseif TYPE == "Round Slash" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058", "", VT(SIZE.X / 10, 0, SIZE.X / 10), VT(0, 0, 0))
elseif TYPE == "Swirl" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "1051557", "", SIZE, VT(0, 0, 0))
elseif TYPE == "Skull" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583", "", SIZE, VT(0, 0, 0))
elseif TYPE == "Crystal" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362", "", SIZE, VT(0, 0, 0))
end
if MSH ~= nil then
local MOVESPEED
if MOVEDIRECTION ~= nil then
MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude / TIME
end
local GROWTH = SIZE - ENDSIZE
local TRANS = TRANSPARENCY - ENDTRANSPARENCY
if TYPE == "Block" then
EFFECT.CFrame = CFRAME * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)))
else
EFFECT.CFrame = CFRAME
end
for LOOP = 1, TIME do
Swait()
MSH.Scale = MSH.Scale - GROWTH / TIME
if TYPE == "Wave" then
MSH.Offset = VT(0, 0, -MSH.Scale.X / 8)
end
EFFECT.Transparency = EFFECT.Transparency - TRANS / TIME
if TYPE == "Block" then
EFFECT.CFrame = CFRAME * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)))
else
EFFECT.CFrame = EFFECT.CFrame * ANGLES(RAD(ROTATION1), RAD(ROTATION2), RAD(ROTATION3))
end
if MOVEDIRECTION ~= nil then
local ORI = EFFECT.Orientation
EFFECT.CFrame = CF(EFFECT.Position, MOVEDIRECTION) * CF(0, 0, -MOVESPEED)
EFFECT.Orientation = ORI
end
end
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat
Swait()
until SOUND.Playing == false
EFFECT:remove()
end
elseif PLAYSSOUND == false then
EFFECT:remove()
else
repeat
Swait()
until SOUND.Playing == false
EFFECT:remove()
end
end))
end
function CreateDebreeRing(FLOOR, POSITION, SIZE, BLOCKSIZE, Swait)
if FLOOR ~= nil then
coroutine.resume(coroutine.create(function()
local PART = CreatePart(3, Effects, "Plastic", 0, 1, "Pearl", "DebreeCenter", VT(0, 0, 0))
PART.CFrame = CF(POSITION)
for i = 1, 45 do
local RingPiece = CreatePart(3, Effects, "Plastic", 0, 0, "Pearl", "DebreePart", BLOCKSIZE)
RingPiece.Material = FLOOR.Material
RingPiece.Color = FLOOR.Color
RingPiece.CFrame = PART.CFrame * ANGLES(RAD(0), RAD(i * 8), RAD(0)) * CF(SIZE * 4, 0, 0) * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)))
Debris:AddItem(RingPiece, Swait)
end
PART:remove()
end))
end
end
function CreateFlyingDebree(FLOOR, POSITION, AMOUNT, BLOCKSIZE, Swait, STRENGTH)
if FLOOR ~= nil then
for i = 1, AMOUNT do
do
local DEBREE = CreatePart(3, Effects, "Neon", FLOOR.Reflectance, 0, "Peal", "Debree", BLOCKSIZE, false)
DEBREE.Material = FLOOR.Material
DEBREE.Color = FLOOR.Color
DEBREE.CFrame = POSITION * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)))
DEBREE.Velocity = VT(MRANDOM(-STRENGTH, STRENGTH), STRENGTH, MRANDOM(-STRENGTH, STRENGTH))
coroutine.resume(coroutine.create(function()
Swait(15)
DEBREE.Parent = workspace
DEBREE.CanCollide = true
Debris:AddItem(DEBREE, Swait)
end))
end
end
end
end
function MakeForm(PART, TYPE)
if TYPE == "Cyl" then
local MSH = IT("CylinderMesh", PART)
elseif TYPE == "Ball" then
local MSH = IT("SpecialMesh", PART)
MSH.MeshType = "Sphere"
elseif TYPE == "Wedge" then
local MSH = IT("SpecialMesh", PART)
MSH.MeshType = "Wedge"
end
end
function CheckTableForString(Table, String)
for i, v in pairs(Table) do
if string.find(string.lower(String), string.lower(v)) then
return true
end
end
return false
end
function CheckIntangible(Hit)
local ProjectileNames = {
"Water",
"Arrow",
"Projectile",
"Effect",
"Rail",
"Lightning",
"Bullet"
}
if Hit and Hit.Parent and (not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid") then
return true
end
return false
end
Debris = game:GetService("Debris")
function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
local Ignore = type(Ignore) == "table" and Ignore or {Ignore}
local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
if RayHit and CheckIntangible(RayHit) then
if DelayIfHit then
wait()
end
RayHit, RayPos, RayNormal = CastZapRay(RayPos + Vec * 0.01, Vec, Length - (StartPos - RayPos).magnitude, Ignore, DelayIfHit)
end
return RayHit, RayPos, RayNormal
end
function CastProperRay(StartPos, EndPos, Distance, Ignore)
local DIRECTION = CF(StartPos, EndPos).lookVector
return Raycast(StartPos, DIRECTION, Distance, Ignore)
end
function turnto(position)
RootPart.CFrame = CFrame.new(RootPart.CFrame.p, VT(position.X, RootPart.Position.Y, position.Z)) * CFrame.new(0, 0, 0)
end
BaseLightning = IT("Part")
BaseLightning.Anchored = true
BaseLightning.CanCollide = false
BaseLightning.Material = "Neon"
local LightningBolts = {}
function Zap(Table)
local StartPos, TargetPos, Character, Color = Table.StartPosition, Table.TargetPosition, Table.Character, Table.Color
local Duration = Table.Duration or 2
local Offset = Table.Offset or 2
local Individualize = Table.Individualize or false
local MaxRange = Table.MaxRange or 200
local SegmentLength = Table.SegmentLength or 5
local Transparency = Table.Transparency or 0
local Ignore = Table.Ignore or {}
local SIZE = Table.SIZE or 0.3
if not (StartPos and TargetPos) or not Character then
return
end
local LightningModel = IT("Folder", Effects)
LightningModel.Name = "ZAPP"
for i, v in pairs({Character, LightningModel}) do
table.insert(Ignore, v)
end
local LastPos = StartPos
local Direction = CFrame.new(StartPos, TargetPos).lookVector
local RayHit, RayPos, RayNormal = CastZapRay(StartPos, Direction, MaxRange, Ignore, false)
local RayLength = (StartPos - RayPos).Magnitude
local Struck = false
local TotalSegments = math.ceil(RayLength / SegmentLength)
Direction = CFrame.new(StartPos, RayPos).lookVector
local LightningBolt = IT("Model", Effects)
LightningBolt.Name = "Lightning"
LastBolt = LightningBolt
Debris:AddItem(LightningBolt, Duration)
LightningBolt.Parent = LightningModel
for i = 1, TotalSegments do
if not Struck then
local Entropy = Vector3.new(math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset)
local NewPos = StartPos + Direction * (RayLength * (i / TotalSegments)) + Entropy
local SegmentVec = NewPos - LastPos
local RayHit, RayPos, RayNormal = CastZapRay(LastPos, SegmentVec.Unit, SegmentVec.Magnitude, {Character, LightningModel}, false)
local RayVec = LastPos - RayPos
local LightningPart = BaseLightning:Clone()
LightningPart.BrickColor = BrickColor.new(Color)
LightningPart.Transparency = Transparency
LightningPart.Size = Vector3.new(SIZE, SIZE, RayVec.Magnitude)
LightningPart.CFrame = CFrame.new(LastPos, RayPos) * CFrame.new(0, 0, -(RayVec.Magnitude / 2))
local CylinderMesh = IT("CylinderMesh", LightningPart)
local OrigCF = LightningPart.CFrame
LightningPart.Size = Vector3.new(LightningPart.Size.X, LightningPart.Size.Z, LightningPart.Size.Y)
LightningPart.CFrame = OrigCF * CFrame.Angles(math.pi / 2, 0, 0)
LightningPart.Parent = LightningBolt
LastPos = NewPos
end
end
return {
RayHit = RayHit,
RayPos = RayPos,
RayNormal = RayNormal,
LightningModel = LightningModel
}
end
local DownCharacters = {"̖","̗","̘","̙","̜","̝","̞","̟","̠","̤","̥","̦","̩","̪","̫","̬","̭","̮","̯","̰","̱","̲","̳","̹","̺","̻","̼","ͅ","͇","͈","͉","͍","͎","͓","͔","͕","͖","͙","͚","̣",}
local UpCharacters = {"̍","̎","̄","̅","̿","̑","̆","̐","͒","͗","͑","̇","̈","̊","͂","̓","̈́","͊","͋","͌","̃","̂","̌","͐","̀","́","̋","̏","̒","̓","̔","̽","̉","ͣ","ͤ","ͥ","ͦ","ͧ","ͨ","ͩ","ͪ","ͫ","ͬ","ͭ","ͮ","ͯ","̾","͛","͆","̚",}
local MidCharacters = {"̕","̛","̀","́","͘","̡","̢","̧","̨","̴","̵","̶","͏","͜","͝","͞","͟","͠","͢","̸","̷","͡","҉",}
function IsUnicode(c)
for i = 128, 255 do
if(string.char(i) == string.char(string.byte(c)))then
return true
end
end
return false
end
function IsZalgoChar(c)
for i = 1, #UpCharacters do
if(c == UpCharacters[i])then
return true
end
end
for i = 1, #DownCharacters do
if(c == DownCharacters[i])then
return true
end
end
for i = 1, #MidCharacters do
if(c == MidCharacters[i])then
return true
end
end
return false
end
function Zalgo(str,up,mid,down,streng)
local function rand(max)
return math.floor(M.RNG() * max);
end
local newTxt = "";
for i = 1, #str do
if(not IsZalgoChar(str:sub(i,i)))then
local upN,midN,downN = rand(8),rand(2),rand(8)
if(streng == 2)then
upN,midN,downN = rand(16)/2+1,rand(6)/2,rand(16)/2+1
elseif(streng == 3)then
upN,midN,downN = rand(64)/4+3,rand(16)/4+1,rand(64)/4+3
end
newTxt = newTxt..str:sub(i,i)
if(up)then
for j = 0, upN do
newTxt = newTxt..UpCharacters[M.RNG(1,#UpCharacters)]
end
end
if(mid)then
for j = 0, midN do
newTxt = newTxt..MidCharacters[M.RNG(1,#MidCharacters)]
end
end
if(down)then
for j = 0, downN do
newTxt = newTxt..DownCharacters[M.RNG(1,#DownCharacters)]
end
end
end
end
return newTxt
end
function RandomEnum(enum)
local t = enum:GetEnumItems()
if(#t < 1)then t = 1 end
local choice = M.RNG(1,#t)
return t[choice]
end
function Blink()
coroutine.resume(coroutine.create(function()
if EYE ~= nil and PUPIL ~= nil then
for i = 1, 5 do
Swait()
EYE.Mesh.Scale = EYE.Mesh.Scale - VT(0, 0.2, 0)
PUPIL.Mesh.Scale = PUPIL.Mesh.Scale - VT(0, 0.2, 0)
end
for i = 1, 7 do
Swait()
EYE.Mesh.Scale = EYE.Mesh.Scale + VT(0, 0.2, 0)
PUPIL.Mesh.Scale = PUPIL.Mesh.Scale + VT(0, 0.2, 0)
end
EYE.Mesh.Scale = VT(1, 1, 1)
PUPIL.Mesh.Scale = VT(1, 1, 1)
end
end))
end
local BODY = {}
function Face()
local FACE = CreatePart(3, Weapon, "Fabric", 0, 0, "Black metallic", "Face", VT(1.01, 0.725, 1.01), false)
FACE.Color = C3(0, 0, 0)
Head:FindFirstChildOfClass("SpecialMesh"):Clone().Parent = FACE
CreateWeldOrSnapOrMotor("Weld", Head, Head, FACE, CF(0, 0.225, 0), CF(0, 0, 0))
EYE = CreatePart(3, Weapon, "Neon", 0, 0, "Royal purple", "Eyeball", VT(0.15, 0.3, 0.15), false)
MakeForm(EYE, "Ball")
CreateWeldOrSnapOrMotor("Weld", Head, Head, EYE, CF(0.15, 0.26, -0.55), CF(0, 0, 0))
PUPIL = CreatePart(3, Weapon, "Neon", 0, 0, "Royal purple", "Eyeball", VT(0.05, 0.2, 0.05), false)
PUPIL.Color = C3(0, 0, 0)
MakeForm(PUPIL, "Ball")
CreateWeldOrSnapOrMotor("Weld", Head, Head, PUPIL, CF(0.15, 0.26, -0.6), CF(0, 0, 0))
local LASTPART = Head
for i = 1, 30 do
local MATH = 1 - i / 40
if LASTPART == Head then
local Horn = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Dirt brown", "Horn", VT(0.25 * MATH, 0.25, 0.25 * MATH), false)
CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Horn, CF(0.5, 0.35, -0.15) * ANGLES(RAD(-15), RAD(15), RAD(-15)), CF(0, 0, 0))
LASTPART = Horn
Horn.Color = C3((i * 2 - 2) / 255, (i * 2 - 2) / 255, (i * 2 - 2) / 255)
else
local Horn = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Dirt brown", "Horn", VT(0.25 * MATH, 0.25, 0.25 * MATH), false)
CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Horn, CF(0, Horn.Size.Y / 1.8, 0) * ANGLES(RAD(17), RAD(3), RAD(0)), CF(0, 0, 0))
LASTPART = Horn
Horn.Color = C3((i * 2 - 2) / 255, (i * 2 - 2) / 255, (i * 2 - 2) / 255)
end
end
local LASTPART = Head
for i = 1, 30 do
local MATH = 1 - i / 40
if LASTPART == Head then
local Horn = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Dirt brown", "Horn", VT(0.25 * MATH, 0.25, 0.25 * MATH), false)
CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Horn, CF(-0.5, 0.35, -0.15) * ANGLES(RAD(-15), RAD(-15), RAD(15)), CF(0, 0, 0))
LASTPART = Horn
Horn.Color = C3((i * 2 - 2) / 255, (i * 2 - 2) / 255, (i * 2 - 2) / 255)
else
local Horn = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Dirt brown", "Horn", VT(0.25 * MATH, 0.25, 0.25 * MATH), false)
CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Horn, CF(0, Horn.Size.Y / 1.8, 0) * ANGLES(RAD(17), RAD(-3), RAD(0)), CF(0, 0, 0))
LASTPART = Horn
Horn.Color = C3((i * 2 - 2) / 255, (i * 2 - 2) / 255, (i * 2 - 2) / 255)
end
end
BODY = {}
for _, c in pairs(Character:GetDescendants()) do
if c:IsA("BasePart") then
table.insert(BODY, {
c,
c.Parent,
c.Material,
c.Color
})
elseif c:IsA("JointInstance") then
table.insert(BODY, {
c,
c.Parent,
nil,
nil
})
end
end
end
function RightWing()
for i = 1, 2 do
local PART
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.5, 0.5, 0.5), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", Torso, Torso, Wing, CF(0.8, 0.75 - 0.25 * i, 1) * ANGLES(RAD(0), RAD(-15 * i), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-30 * i)), CF(0, 0, 0))
table.insert(RWINGS, WingWeld)
PART = Wing
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "LargeWing", VT(1, 1.7, 1), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.5, 0) * ANGLES(RAD(15), RAD(25), RAD(0)), CF(0, -0.8, 0))
PART = Wing
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.5, 0.5, 0.5), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.9, 0) * ANGLES(RAD(-8), RAD(0), RAD(0)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Marble", 0, 0, "Black metallic", "WingPart", VT(1, 0.2, 0.51), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(15)), CF(0, 0, 0))
PART = Wing
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.2, 0.5, 0.2), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.65, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.8, 0.15, 0.15), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0.7, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Cobblestone", 0, 0, "Dark orange", "WingPart", VT(0.25, 0.2, 0.25), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, 0, 0), CF(0, 0, 0))
PART = Wing
table.insert(RWINGS, WingWeld)
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.4, 0.5, 0.4), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.65, 0) * ANGLES(RAD(-5), RAD(0), RAD(15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Cobblestone", 0, 0, "Dark indigo", "WingPart", VT(0.45, 0.2, 0.45), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, 0, 0), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(1, 0.15, 0.15), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0.8, 0.1, 0) * ANGLES(RAD(0), RAD(0), RAD(15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(1, 0.1, 0.1), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(1, 0.1, 0) * ANGLES(RAD(0), RAD(0), RAD(25)), CF(-0.8, 0, 0))
PART = Wing
table.insert(RWINGS, WingWeld)
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.2, 0.5, 0.2), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(-0.18, 0.25, 0) * ANGLES(RAD(0), RAD(0), RAD(15)), CF(0, 0, 0))
PART = Wing
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.5, 0.5, 0.5), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.55, 0) * ANGLES(RAD(-15), RAD(15), RAD(15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(1, 0.3, 0.3), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0.8, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Dark orange", "WingPart", VT(1, 0.2, 0.2), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(1, 0.1, 0) * ANGLES(RAD(0), RAD(0), RAD(25)), CF(-0.8, 0.15, 0))
PART = Wing
table.insert(RWINGS, WingWeld)
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Dark indigo", "WingPart", VT(1, 1, 1), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0.4, 0.95, 0) * ANGLES(RAD(-5), RAD(0), RAD(15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Dark orange", "WingPart", VT(0.3, 0.3, 0.3), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, -0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.7, 0.7, 0.7), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, 0, -0.2) * ANGLES(RAD(0), RAD(0), RAD(25)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Neon", 0, 0, "Magenta", "WingPart", VT(0.45, 0.45, 0.45), false)
table.insert(EYES, Wing1)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, 0, -0.35) * ANGLES(RAD(0), RAD(0), RAD(-35)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(1, 0.1, 0.1), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0.8, -0.2, 0) * ANGLES(RAD(0), RAD(0), RAD(25)), CF(0, 0, 0))
PART = Wing
table.insert(RWINGS, WingWeld)
end
BODY = {}
for _, c in pairs(Character:GetDescendants()) do
if c:IsA("BasePart") then
table.insert(BODY, {
c,
c.Parent,
c.Material,
c.Color
})
elseif c:IsA("JointInstance") then
table.insert(BODY, {
c,
c.Parent,
nil,
nil
})
end
end
end
function LeftWing()
for i = 1, 2 do
local PART
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.5, 0.5, 0.5), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", Torso, Torso, Wing, CF(-0.8, 0.75 - 0.25 * i, 1) * ANGLES(RAD(0), RAD(15 * i), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(30 * i)), CF(0, 0, 0))
table.insert(LWINGS, WingWeld)
PART = Wing
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "LargeWing", VT(1, 1.7, 1), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.5, 0) * ANGLES(RAD(15), RAD(-25), RAD(0)), CF(0, -0.8, 0))
PART = Wing
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.5, 0.5, 0.5), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.9, 0) * ANGLES(RAD(-8), RAD(0), RAD(0)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Marble", 0, 0, "Black metallic", "WingPart", VT(1, 0.2, 0.51), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-15)), CF(0, 0, 0))
PART = Wing
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.2, 0.5, 0.2), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.65, 0) * ANGLES(RAD(-5), RAD(0), RAD(0)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.8, 0.15, 0.15), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(-0.7, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Cobblestone", 0, 0, "Dark orange", "WingPart", VT(0.25, 0.2, 0.25), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, 0, 0), CF(0, 0, 0))
PART = Wing
table.insert(LWINGS, WingWeld)
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.4, 0.5, 0.4), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.65, 0) * ANGLES(RAD(-5), RAD(0), RAD(-15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Cobblestone", 0, 0, "Dark indigo", "WingPart", VT(0.45, 0.2, 0.45), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, 0, 0), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(1, 0.15, 0.15), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(-0.8, 0.1, 0) * ANGLES(RAD(0), RAD(0), RAD(-15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(1, 0.1, 0.1), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(-1, 0.1, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)), CF(0.8, 0, 0))
PART = Wing
table.insert(LWINGS, WingWeld)
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.2, 0.5, 0.2), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0.18, 0.25, 0) * ANGLES(RAD(0), RAD(0), RAD(-15)), CF(0, 0, 0))
PART = Wing
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.5, 0.5, 0.5), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(0, 0.55, 0) * ANGLES(RAD(-15), RAD(-15), RAD(-15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(1, 0.3, 0.3), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(-0.8, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Dark orange", "WingPart", VT(1, 0.2, 0.2), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(-1, 0.1, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)), CF(0.8, 0.15, 0))
PART = Wing
table.insert(LWINGS, WingWeld)
local Wing = CreatePart(3, Weapon, "Granite", 0, 0, "Dark indigo", "WingPart", VT(1, 1, 1), false)
local WingWeld = CreateWeldOrSnapOrMotor("Weld", PART, PART, Wing, CF(-0.4, 0.95, 0) * ANGLES(RAD(-5), RAD(0), RAD(-15)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Dark orange", "WingPart", VT(0.3, 0.3, 0.3), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, -0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(0.7, 0.7, 0.7), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, 0, -0.2) * ANGLES(RAD(0), RAD(0), RAD(-25)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Neon", 0, 0, "Magenta", "WingPart", VT(0.45, 0.45, 0.45), false)
table.insert(EYES, Wing1)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(0, 0, -0.35) * ANGLES(RAD(0), RAD(0), RAD(35)), CF(0, 0, 0))
local Wing1 = CreatePart(3, Weapon, "Granite", 0, 0, "Black metallic", "WingPart", VT(1, 0.1, 0.1), false)
CreateWeldOrSnapOrMotor("Weld", Wing, Wing, Wing1, CF(-0.8, -0.2, 0) * ANGLES(RAD(0), RAD(0), RAD(-25)), CF(0, 0, 0))
PART = Wing
table.insert(LWINGS, WingWeld)
end
BODY = {}
for _, c in pairs(Character:GetDescendants()) do
if c:IsA("BasePart") then
table.insert(BODY, {
c,
c.Parent,
c.Material,
c.Color
})
elseif c:IsA("JointInstance") then
table.insert(BODY, {
c,
c.Parent,
nil,
nil
})
end
end
end
for _, c in pairs(Weapon:GetChildren()) do
if c.ClassName == "Part" then
c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
end
end
for _, c in pairs(Character:GetDescendants()) do
if c:IsA("BasePart") then
table.insert(BODY, {
c,
c.Parent,
c.Material,
c.Color
})
elseif c:IsA("JointInstance") then
table.insert(BODY, {
c,
c.Parent,
nil,
nil
})
end
end
for e = 1, #BODY do
if BODY[e] ~= nil then
do
local STUFF = BODY[e]
local PART = STUFF[1]
local PARENT = STUFF[2]
local MATERIAL = STUFF[3]
local COLOR = STUFF[4]
PART.AncestryChanged:Connect(function()
if PART.ClassName == "Part" then
PART.Material = MATERIAL
PART.Color = COLOR
end
PART.Parent = PARENT
end)
end
end
end
function refit()
Weapon.Parent = Character
Character.Parent = workspace
for e = 1, #BODY do
if BODY[e] ~= nil then
local STUFF = BODY[e]
local PART = STUFF[1]
local PARENT = STUFF[2]
local MATERIAL = STUFF[3]
local COLOR = STUFF[4]
if PART.Parent ~= PARENT then
Humanoid:remove()
if PART.ClassName == "Part" then
PART.Material = MATERIAL
PART.Color = COLOR
end
PART.Parent = PARENT
Humanoid = IT("Humanoid", Character)
end
end
end
end
local SKILLTEXTCOLOR = C3(0, 0, 0)
local SKILLFONT = "SciFi"
local SKILLTEXTSIZE = 7
Weapon.Parent = Character
Humanoid.Died:connect(function()
refit()
end)
local SKILL1FRAME = CreateFrame(WEAPONGUI, 0.75, 2, UD2(0.23, 0, 0.8, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 1 Frame")
local SKILL2FRAME = CreateFrame(WEAPONGUI, 0.75, 2, UD2(0.5, 0, 0.8, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 2 Frame")
local SKILL3FRAME = CreateFrame(WEAPONGUI, 0.75, 2, UD2(0.365, 0, 0.9, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 3 Frame")
local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Neck Snap", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 1")
local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B] Imperfect Command", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 2")
local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Fire At Will", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 3")
function StatLabel(CFRAME, TEXT, COLOR)
local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
STATPART.CFrame = CF(CFRAME.p, CFRAME.p + VT(MRANDOM(-5, 5), MRANDOM(0, 5), MRANDOM(-5, 5)))
local BODYGYRO = IT("BodyGyro", STATPART)
game:GetService("Debris"):AddItem(STATPART, 5)
local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
BILLBOARDGUI.Adornee = STATPART
BILLBOARDGUI.Size = UD2(2.5, 0, 2.5, 0)
BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
BILLBOARDGUI.AlwaysOnTop = false
local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
TEXTLABEL.BackgroundTransparency = 1
TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
TEXTLABEL.Text = TEXT
TEXTLABEL.Font = SKILLFONT
TEXTLABEL.FontSize = "Size42"
TEXTLABEL.TextColor3 = COLOR
TEXTLABEL.TextStrokeTransparency = 0
TEXTLABEL.TextScaled = true
TEXTLABEL.TextWrapped = true
coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
for i = 1, 50 do
Swait()
STATPART.CFrame = STATPART.CFrame * CF(0, 0, -0.2)
TEXTLABEL.TextTransparency = TEXTLABEL.TextTransparency + 0.02
TEXTLABEL.TextStrokeTransparency = TEXTLABEL.TextTransparency
end
THEPART.Parent = nil
end), STATPART, TEXTLABEL)
end
function Ragdoll(Character2, CharTorso, Headless, Velocity)
local svch = Character2
Character2:BreakJoints()
local hum = Character2:findFirstChild("Humanoid")
local q = Character2:GetChildren()
local CLONE = IT("Model", Effects)
for i = 1, #q do
if q[i].ClassName == "Accessory" and Headless == true then
q[i]:remove()
elseif q[i].ClassName ~= "Humanoid" and q[i].ClassName ~= "LocalScript" and q[i].ClassName ~= "Script" and q[i].ClassName ~= "Gear" then
q[i].Parent = CLONE
elseif q[i].ClassName ~= "Humanoid" then
q[i]:remove()
end
end
local chrclone = CLONE
local ch = chrclone:GetChildren()
local i
for i = 1, #ch do
if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" or ch[i].ClassName == "Script" then
ch[i]:remove()
end
end
local function Scan(ch)
local e
for e = 1, #ch do
Scan(ch[e]:GetChildren())
if ch[e].ClassName == "Weld" or ch[e].ClassName == "Motor6D" then
ch[e]:remove()
end
end
end
Character2:remove()
local NEWHUM = IT("Humanoid")
NEWHUM.Name = "Corpse"
NEWHUM.Health = 0
NEWHUM.MaxHealth = 0
NEWHUM.PlatformStand = true
NEWHUM.Parent = CLONE
NEWHUM.DisplayDistanceType = "None"
Scan(chrclone:GetChildren())
local ch = Character2:GetChildren()
local i
for i = 1, #ch do
if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
ch[i]:remove()
end
end
local ch = Character2:GetChildren()
local i
for i = 1, #ch do
if ch[i].ClassName == "Part" or ch[i].ClassName == "Hat" or ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
ch[i]:remove()
end
end
Character2 = chrclone
local Torso2 = Character2.Torso
local movevector = Vector3.new()
if Torso2 then
movevector = CFrame.new(CharTorso.Position, Torso2.Position).lookVector
local Head = Character2:FindFirstChild("Head")
if Head then
local Neck = Instance.new("Weld")
Neck.Name = "Neck"
Neck.Part0 = Torso2
Neck.Part1 = Head
Neck.C0 = CFrame.new(0, 1.5, 0)
Neck.C1 = CFrame.new()
Neck.Parent = Torso2
if Headless == true then
Head.Transparency = 1
Head:ClearAllChildren()
end
end
local Limb = Character2:FindFirstChild("Right Arm")
if Limb then
Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)
local Joint = Instance.new("Glue")
Joint.Name = "RightShoulder"
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
Joint.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
Joint.Parent = Torso2
local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb
end
local Limb = Character2:FindFirstChild("Left Arm")
if Limb then
Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)
local Joint = Instance.new("Glue")
Joint.Name = "LeftShoulder"
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
Joint.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
Joint.Parent = Torso2
local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb
end
local Limb = Character2:FindFirstChild("Right Leg")
if Limb then
Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)
local Joint = Instance.new("Glue")
Joint.Name = "RightHip"
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
Joint.Parent = Torso2
local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb
end
local Limb = Character2:FindFirstChild("Left Leg")
if Limb then
Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)
local Joint = Instance.new("Glue")
Joint.Name = "LeftHip"
Joint.Part0 = Torso2
Joint.Part1 = Limb
Joint.C0 = CFrame.new(-0.5, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
Joint.C1 = CFrame.new(0, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
Joint.Parent = Torso2
local B = Instance.new("Part")
B.TopSurface = 0
B.BottomSurface = 0
B.formFactor = "Symmetric"
B.Size = Vector3.new(1, 1, 1)
B.Transparency = 1
B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
B.Parent = Character2
local W = Instance.new("Weld")
W.Part0 = Limb
W.Part1 = B
W.C0 = CFrame.new(0, -0.5, 0)
W.Parent = Limb
end
local Bar = Instance.new("Part")
Bar.TopSurface = 0
Bar.BottomSurface = 0
Bar.formFactor = "Symmetric"
Bar.Size = Vector3.new(1, 1, 1)
Bar.Transparency = 1
Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
Bar.Parent = Character2
local Weld = Instance.new("Weld")
Weld.Part0 = Torso2
Weld.Part1 = Bar
Weld.C0 = CFrame.new(0, 0.5, 0)
Weld.Parent = Torso2
end
Character2.Parent = Weapon
if movevector ~= Vector3.new() then
for i = 1, 10 do
Torso2.Velocity = movevector * Velocity
end
end
Character2.Name = "Corpse"
return Character2, Torso2
end
function PuddleOfBlood(Position, MaxDrop, Model, MaxSize)
local HITFLOOR, HITPOS, NORMAL = Raycast(Position, CF(Position, Position + VT(0, -1, 0)).lookVector, MaxDrop, Model)
if HITFLOOR ~= nil and HITFLOOR.Parent ~= Weapon and HITFLOOR.Parent ~= Character then
if HITFLOOR.Name == "BloodPuddle" then
local DIST = (Position - HITFLOOR.Position).Magnitude
if HITFLOOR.Size.Z <= 5 and MaxSize > HITFLOOR.Size.Z or HITFLOOR.Size.Z > 5 and MaxSize > HITFLOOR.Size.Z and DIST < HITFLOOR.Size.Z / 3 then
HITFLOOR.Size = HITFLOOR.Size + VT(0.1, 0, 0.1)
end
elseif HITFLOOR.Anchored == true then
do
local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Black metallic", "BloodPuddle", VT(2, 0, 2))
BLOOD.CFrame = CF(HITPOS, HITPOS + NORMAL) * ANGLES(RAD(90), RAD(0), RAD(0))
MakeForm(BLOOD, "Cyl")
coroutine.resume(coroutine.create(function()
Swait(75)
while true do
Swait()
BLOOD.Size = BLOOD.Size - VT(0.02, 0, 0.02)
if BLOOD.Size.Z < 0.051 then
BLOOD:remove()
break
end
end
end))
end
end
end
end
function SprayBlood(POSITION, DIRECTION, BloodSize)
local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Black metallic", "BloodPuddle", VT(1, 1, 1), false)
BLOOD.CFrame = CF(POSITION)
MakeForm(BLOOD, "Ball")
local bv = Instance.new("BodyVelocity", BLOOD)
bv.maxForce = Vector3.new(1000000000, 1000000000, 1000000000)
bv.velocity = CF(POSITION, DIRECTION + VT(MRANDOM(-3, 3) / 30, MRANDOM(-3, 3) / 30, MRANDOM(-3, 3) / 30)).lookVector * 25
bv.Name = "MOVE"
Debris:AddItem(bv, 0.05)
coroutine.resume(coroutine.create(function()
local HASTOUCHEDGROUND = false
local HIT = BLOOD.Touched:Connect(function(hit)
if hit.Anchored == true then
HASTOUCHEDGROUND = true
PuddleOfBlood(BLOOD.Position + VT(0, 1, 0), 2, BLOOD, BloodSize)
end
end)
wait(5)
if HASTOUCHEDGROUND == false then
BLOOD:remove()
end
end))
end
function ApplyDamage(Humanoid, Damage, TorsoPart)
local defence = Instance.new("BoolValue", Humanoid.Parent)
defence.Name = "HitBy" .. Player.Name
game:GetService("Debris"):AddItem(defence, 0.001)
Damage = Damage * DAMAGEMULTIPLIER
if Humanoid.Health ~= 0 then
local CritChance = MRANDOM(1, 100)
if Damage > Humanoid.Health then
Damage = math.ceil(Humanoid.Health)
if Damage == 0 then
Damage = 0.1
end
end
Humanoid.Health = Humanoid.Health - Damage
StatLabel(TorsoPart.CFrame * CF(0, 0 + (TorsoPart.Size.z - 1), 0), Damage, C3(0, 0, 0))
end
end
function ApplyAoE(POSITION, RANGE, MINDMG, MAXDMG, FLING, INSTAKILL)
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
if TORSO and RANGE >= (TORSO.Position - POSITION).Magnitude then
if INSTAKILL == true then
Petrify(CHILD)
else
local DMG = MRANDOM(MINDMG, MAXDMG)
ApplyDamage(HUM, DMG, TORSO)
end
if FLING > 0 then
for _, c in pairs(CHILD:GetChildren()) do
if c:IsA("BasePart") then
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1000000000, 1000000000, 1000000000)
bv.velocity = CF(POSITION, TORSO.Position).lookVector * FLING
bv.Parent = c
Debris:AddItem(bv, 0.05)
end
end
end
end
end
end
end
end
function Petrify(Foe)
local STONEMODEL = IT("Model", Effects)
local CHILDREN = Foe:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD:IsA("BasePart") and CHILD.Parent.ClassName ~= "Folder" then
CHILD.Parent = STONEMODEL
CHILD.Material = "Slate"
CHILD.Color = C3(0.5, 0.5, 0.5)
if CHILD:FindFirstChildOfClass("SpecialMesh") then
local mesh = CHILD:FindFirstChildOfClass("SpecialMesh")
mesh.TextureId = ""
end
if CHILD:FindFirstChildOfClass("Decal") then
local mesh = CHILD:FindFirstChildOfClass("Decal")
mesh:remove()
end
if CHILD.ClassName == "MeshPart" then
CHILD.TextureID = ""
end
if CHILD.ClassName == "UnionOperation" then
CHILD.UsePartColor = true
end
CHILD.CanCollide = true
end
end
Debris:AddItem(STONEMODEL, 5)
end
function Intro()
coroutine.resume(coroutine.create(function()
INTROING = true
Rooted = true
sick:Play()
FINISHEDINTRO = true
Head.Transparency = 1
Torso.Transparency = 1
LeftArm.Transparency = 1
RightArm.Transparency = 1
LeftLeg.Transparency = 1
RightLeg.Transparency = 1
repeat
Swait()
until sick.TimePosition > 3.2
for i = 1, 5 do
WACKYEFFECT({
EffectType = "Sphere",
Size = VT(3, 3, 3),
Size2 = VT(0, 5, 0),
Transparency = 0.5,
Transparency2 = 1,
CFrame = Torso.CFrame,
MoveToPos = Torso.CFrame * CF(15, -5 + i * 3, 1).p,
RotationX = MRANDOM(-5, 5),
RotationY = MRANDOM(-5, 5),
RotationZ = MRANDOM(-5, 5),
Material = "Neon",
Color = C3(.3, 0, 1),
SoundID = nil,
SoundPitch = nil,
SoundVolume = nil
})
end
RightWing()
repeat
Swait()
until sick.TimePosition > 6.2
for i = 1, 5 do
WACKYEFFECT({
EffectType = "Sphere",
Size = VT(3, 3, 3),
Size2 = VT(0, 5, 0),
Transparency = 0.5,
Transparency2 = 1,
CFrame = Torso.CFrame,
MoveToPos = Torso.CFrame * CF(-15, -5 + i * 3, 1).p,
RotationX = MRANDOM(-5, 5),
RotationY = MRANDOM(-5, 5),
RotationZ = MRANDOM(-5, 5),
Material = "Neon",
Color = C3(.3, 0, 1),
SoundID = nil,
SoundPitch = nil,
SoundVolume = nil
})
end
LeftWing()
repeat
Swait()
until sick.TimePosition > 16
for i = 1, 6 do
WACKYEFFECT({
EffectType = "Sphere",
Size = VT(1.5, 1.5, 1.5),
Size2 = VT(4, 4, 4) * i,
Transparency = 0,
Transparency2 = 1,
CFrame = Head.CFrame,
MoveToPos = nil,
RotationX = 0,
RotationY = 0,
RotationZ = 0,
Material = "Neon",
Color = C3(.3, 0, 1),
SoundID = nil,
SoundPitch = nil,
SoundVolume = nil
})
end
Head.Transparency = 0
Face()
wait(1)
for i = 1, 100 do
Swait()
Torso.Transparency = 1 - i / 100
LeftArm.Transparency = 1 - i / 100
RightArm.Transparency = 1 - i / 100
LeftLeg.Transparency = 1 - i / 100
RightLeg.Transparency = 1 - i / 100
end
FINISHEDINTRO = true
Rooted = false
end))
end
function Neck_Snap()
ATTACK = true
Rooted = false
local TARGET, HUM, WLD
local HIT = RightArm.Touched:Connect(function(hit)
if hit.Parent ~= nil and hit.Parent:FindFirstChildOfClass("Humanoid") then
local H = hit.Parent:FindFirstChildOfClass("Humanoid")
if H.Health > 0 then
local TORSO = hit.Parent:FindFirstChild("Torso") or hit.Parent:FindFirstChild("UpperTorso")
if TORSO then
HUM = H
TARGET = TORSO
H.PlatformStand = true
CreateSound("260411131", TORSO, 10, 1)
WLD = CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, TORSO, CF(0, -1, -0.25) * ANGLES(RAD(-90), RAD(0), RAD(0)), CF(0, 0, 0))
end
end
end
end)
for i = 0, 1, 0.1 / Animation_Speed do
Swait()
if TARGET ~= nil then
break
end
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.45, -0.3) * ANGLES(RAD(90), RAD(0), RAD(-12)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
HIT:disconnect()
if TARGET ~= nil then
if TARGET.Name == "Torso" then
for i = 0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.5) * ANGLES(RAD(65), RAD(25), RAD(-45)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(120), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
WLD:remove()
local HEAD = TARGET.Parent:FindFirstChild("Head")
if HEAD then
UNANCHOR = false
RootPart.Anchored = true
local HD = HEAD:Clone()
HD.Name = "FakeHead"
for i = 1, 7 do
SprayBlood(TARGET.CFrame * CF(0, TARGET.Size.Y / 2, 0).p, TARGET.CFrame * CF(MRANDOM(25, 55), MRANDOM(-25, 25), MRANDOM(25, 55)).p, 15)
end
local RAGDOLL, RAGTORSO = Ragdoll(TARGET.Parent, Torso, true, 0)
local RAGWELD = CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, RAGTORSO, CF(0, -1, -0.25) * ANGLES(RAD(-90), RAD(0), RAD(0)), CF(0, 0, 0))
HD.Parent = RAGDOLL
CreateSound("264486467", RAGTORSO, 10, 1)
local HEADWELD = CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, HD, CF(0, -1, -0.25) * ANGLES(RAD(-90), RAD(0), RAD(0)), CF(0, 0, 0))
for i = 0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.5) * ANGLES(RAD(90), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(150), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
HEADWELD:remove()
for i = 0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.5) * ANGLES(RAD(90), RAD(0), RAD(-65)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
CreateSound("907333406", Torso, 10, 1)
for i = 0, 0.25, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.5) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
RAGWELD:remove()
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1000000000, 1000000000, 1000000000)
bv.velocity = CF(Torso.Position, RAGTORSO.Position).lookVector * 75
bv.Parent = RAGTORSO
Debris:AddItem(bv, 0.05)
Debris:AddItem(RAGDOLL, 5)
for i = 0, 0.15, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.5) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
UNANCHOR = true
RootPart.Anchored = false
end
else
UNANCHOR = false
RootPart.Anchored = true
for i = 0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.5) * ANGLES(RAD(90), RAD(0), RAD(-65)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
for i = 0, 0.25, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.5) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
WLD:remove()
TARGET.Parent:BreakJoints()
for _, c in pairs(TARGET.Parent:GetChildren()) do
if c:IsA("BasePart") then
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1000000000, 1000000000, 1000000000)
bv.velocity = CF(Torso.Position, c.Position).lookVector * 75
bv.Parent = c
Debris:AddItem(bv, 0.05)
end
end
for i = 0, 0.15, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -0.5) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
UNANCHOR = true
RootPart.Anchored = false
end
end
ATTACK = false
Rooted = false
end
function Imperfect_Command()
ATTACK = true
Rooted = true
if Mouse.Target.Parent ~= Character and Mouse.Target.Parent.Parent ~= Character and Mouse.Target.Parent:FindFirstChildOfClass("Humanoid") ~= nil then
local HUM = Mouse.Target.Parent:FindFirstChildOfClass("Humanoid")
local TORSO = HUM.Parent:FindFirstChild("Torso") or HUM.Parent:FindFirstChild("UpperTorso")
if TORSO then
local GYRO = IT("BodyGyro", RootPart)
GYRO.D = 750
GYRO.P = 2000
GYRO.MaxTorque = VT(0, 40000, 0)
CreateSound("907330103", Torso, 10, 1)
for i = 0, 1.6, 0.1 / Animation_Speed do
Swait()
WACKYEFFECT({
Time = 5,
EffectType = "Round Slash",
Size = VT(0, 0, 0),
Size2 = VT(0.01, 0, 0.01),
Transparency = 0.5,
Transparency2 = 1,
CFrame = CF(EYE.Position) * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))),
MoveToPos = nil,
RotationX = MRANDOM(-50, 50) / 10,
RotationY = MRANDOM(-50, 50) / 10,
RotationZ = MRANDOM(-50, 50) / 10,
Material = "Neon",
Color = C3(.3, 0, 1),
SoundID = nil,
SoundPitch = nil,
SoundVolume = nil
})
GYRO.cframe = CF(RootPart.Position, TORSO.Position)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5 + 0.025 * COS(SINE / 22), -1) * ANGLES(RAD(120), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-45)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0 + 0.025 * COS(SINE / 22), -1) * ANGLES(RAD(0), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
GYRO:remove()
for i = 1, 15 do
WACKYEFFECT({
Time = MRANDOM(15, 85),
EffectType = "Round Slash",
Size = VT(0, 0, 0),
Size2 = VT(0.3, 0, 0.3),
Transparency = 0.5,
Transparency2 = 1,
CFrame = CF(TORSO.Position) * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))),
MoveToPos = nil,
RotationX = MRANDOM(-50, 50) / 10,
RotationY = MRANDOM(-50, 50) / 10,
RotationZ = MRANDOM(-50, 50) / 10,
Material = "Neon",
Color = C3(.3, 0, 1),
SoundID = nil,
SoundPitch = nil,
SoundVolume = nil
})
end
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1000000000, 1000000000, 1000000000)
bv.velocity = CF(Torso.Position, TORSO.Position).lookVector * 5
bv.Parent = TORSO
Debris:AddItem(bv, 0.05)
CreateSound("1222405264", TORSO, 10, 1)
Petrify(HUM.Parent)
for i = 0, 0.5, 0.1 / Animation_Speed do
Swait()
WACKYEFFECT({
Time = 5,
EffectType = "Round Slash",
Size = VT(0, 0, 0),
Size2 = VT(0.01, 0, 0.01),
Transparency = 0.5,
Transparency2 = 1,
CFrame = CF(EYE.Position) * ANGLES(RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360)), RAD(MRANDOM(0, 360))),
MoveToPos = nil,
RotationX = MRANDOM(-50, 50) / 10,
RotationY = MRANDOM(-50, 50) / 10,
RotationZ = MRANDOM(-50, 50) / 10,
Material = "Neon",
Color = C3(.3, 0, 1),
SoundID = nil,
SoundPitch = nil,
SoundVolume = nil
})
GYRO.cframe = CF(RootPart.Position, TORSO.Position)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-25)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(25)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.025 * COS(SINE / 22), 0) * ANGLES(RAD(0), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0 + 0.025 * COS(SINE / 22), -1) * ANGLES(RAD(0), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
end
end
ATTACK = false
Rooted = false
end
function Fire_At_Will()
ATTACK = true
Rooted = false
local GYRO = IT("BodyGyro", RootPart)
GYRO.D = 750
GYRO.P = 2000
GYRO.MaxTorque = VT(0, 40000, 0)
for i = 0, 0.2, 0.1 / Animation_Speed do
Swait()
GYRO.cframe = CF(RootPart.Position, Mouse.Hit.p)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.48, -0.5) * ANGLES(RAD(90), RAD(0), RAD(-12)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
local BOMB = CreatePart(3, Effects, "Neon", 0, 0, "Magenta", "Sphere", VT(1, 1, 1), false)
MakeForm(BOMB, "Ball")
BOMB.Mesh.Scale = VT(0.5, 0.5, 0.5)
local WELD = CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, BOMB, CF(0, -2, 0), CF(0, 0, 0))
for i = 0, 1.5, 0.1 / Animation_Speed do
Swait()
if MRANDOM(1, 2) == 1 then
for E = 1, #EYES do
if EYES[E] ~= nil then
local EY = EYES[E]
local LIGHTNING = Zap({
StartPosition = EY.Position,
TargetPosition = BOMB.Position,
Character = Character,
Color = "Magenta",
Individual = false,
MaxRange = 7,
SegmentLength = 1,
Offset = 0.3,
SIZE = 0.05
})
Debris:AddItem(LIGHTNING.LightningModel, 0.05)
end
end
end
BOMB.Mesh.Scale = BOMB.Mesh.Scale + VT(0.1, 0.1, 0.1)
GYRO.cframe = CF(RootPart.Position, Mouse.Hit.p)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.48, -0.5) * ANGLES(RAD(90), RAD(0), RAD(-12)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
WACKYEFFECT({
Time = 25,
EffectType = "Ring",
Size = VT(0, 0, 0),
Size2 = VT(3.75, 3.75, 0),
Transparency = 0.7,
Transparency2 = 1,
CFrame = RootPart.CFrame * CF(0, -0.25, -1.3),
MoveToPos = nil,
RotationX = 0,
RotationY = 0,
RotationZ = 0,
Material = "Neon",
Color = BOMB.Color,
SoundID = nil,
SoundPitch = nil,
SoundVolume = nil
})
WACKYEFFECT({
Time = 50,
EffectType = "Ring",
Size = VT(0, 0, 0),
Size2 = VT(15, 15, 0),
Transparency = 0.7,
Transparency2 = 1,
CFrame = RootPart.CFrame * CF(0, -0.25, -1.3),
MoveToPos = nil,
RotationX = 0,
RotationY = 0,
RotationZ = 0,
Material = "Neon",
Color = BOMB.Color,
SoundID = nil,
SoundPitch = nil,
SoundVolume = nil
})
BOMB.Anchored = true
WELD:remove()
GYRO:remove()
coroutine.resume(coroutine.create(function()
BOMB.CFrame = CF(BOMB.Position, Mouse.Hit.p)
for i = 1, 500 do
Swait()
BOMB.CFrame = BOMB.CFrame * CF(0, 0, -2)
local HITFLOOR, HITPOS = Raycast(BOMB.Position, BOMB.CFrame.lookVector, 2.2, Character)
if HITFLOOR ~= nil then
break
end
end
ApplyAoE(BOMB.Position, 75, 0, 0, 0, true)
for i = 1, 3 do
WACKYEFFECT({
Time = 35,
EffectType = "Swirl",
Size = VT(0, 0, 0),
Size2 = VT(150, 225, 150) + VT(5, 15, 5) * i,
Transparency = 0,
Transparency2 = 1,
CFrame = BOMB.CFrame,
MoveToPos = nil,
RotationX = 0,
RotationY = 5 * i,
RotationZ = 0,
Material = "Neon",
Color = BOMB.Color,
SoundID = nil,
SoundPitch = nil,
SoundVolume = nil
})
end
for i = 1, 5 do
WACKYEFFECT({
Time = 75,
EffectType = "Sphere",
Size = BOMB.Mesh.Scale,
Size2 = VT(25, 25, 25) * i,
Transparency = 0.5,
Transparency2 = 1,
CFrame = BOMB.CFrame,
MoveToPos = nil,
RotationX = 0,
RotationY = 0,
RotationZ = 0,
Material = "Neon",
Color = BOMB.Color,
SoundID = 1222405264,
SoundPitch = 1,
SoundVolume = 10
})
end
local HITFLOOR, HITPOS = Raycast(BOMB.Position, CF(BOMB.Position + VT(0, 1, 0), BOMB.Position - VT(0, 1, 0)).lookVector, 15, Character)
if HITFLOOR then
CreateDebreeRing(HITFLOOR, HITPOS, 15, VT(8, 8, 8), 5)
end
BOMB.Transparency = 1
for i = 1, 35 do
Swait()
CreateFlyingDebree(BOMB, CF(BOMB.Position), 1, VT(0.5, 0.5, 0.5), 5, 150)
end
BOMB:remove()
end))
ATTACK = false
Rooted = false
end
function Imperfect_Storm()
ATTACK = true
Rooted = false
for i = 0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
if ANIM == "Idle" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
elseif ANIM == "Walk" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ANIM == "Jump" or ANIM == "Fall" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
end
ATTACK = false
Rooted = false
end
function MouseDown(Mouse)
if ATTACK == false then
end
end
function MouseUp(Mouse)
HOLD = false
end
function KeyDown(Key)
KEYHOLD = true
if FINISHEDINTRO == true then
if Key == "z" and ATTACK == false then
Neck_Snap()
end
if Key == "b" and ATTACK == false then
Imperfect_Command()
end
if Key == "c" and ATTACK == false then
Fire_At_Will()
end
if Key == "t" and ATTACK == false then
CreateSound("226815475", Torso, 10, .8)--Taunt
end
if Key ~= "v" and ATTACK == false then
end
if Key ~= "x" and ATTACK == false then
end
end
end
function KeyUp(Key)
KEYHOLD = false
end
Mouse.Button1Down:connect(function(NEWKEY)
MouseDown(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
MouseUp(NEWKEY)
end)
Mouse.KeyDown:connect(function(NEWKEY)
KeyDown(NEWKEY)
end)
Mouse.KeyUp:connect(function(NEWKEY)
KeyUp(NEWKEY)
end)
function unanchor()
if UNANCHOR == true then
RootPart.Anchored = false
end
local CHILDREN = Character:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD:IsA("BasePart") and CHILD ~= RootPart and CHILD.Parent ~= Effects and CHILD.Parent.Parent ~= Effects then
CHILD.Anchored = false
end
end
end
Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and Disable_Jump == true then
Humanoid.Jump = false
end
end)
while true do
Swait()
script.Parent = WEAPONGUI
ANIMATE.Parent = nil
if Humanoid then
local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
IDLEANIMATION:Play()
end
for RW = 1, #RWINGS do
if RWINGS[RW] ~= nil then
RWINGS[RW].C1 = Clerp(RWINGS[RW].C1, CF(-0.25 + 0.25 * COS(SINE / 22), 0, 0 + 0.15 * COS(SINE / 22)) * ANGLES(RAD(2.5 * SIN(SINE / 22)), RAD(0), RAD(0 + 5 * SIN(SINE / 22))), 1 / Animation_Speed)
end
end
for LW = 1, #LWINGS do
if LWINGS[LW] ~= nil then
LWINGS[LW].C1 = Clerp(LWINGS[LW].C1, CF(0.25 - 0.25 * COS(SINE / 22), 0, 0 + 0.15 * COS(SINE / 22)) * ANGLES(RAD(2.5 * SIN(SINE / 22)), RAD(0), RAD(0 - 5 * SIN(SINE / 22))), 1 / Animation_Speed)
end
end
SINE = SINE + CHANGE
local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = RootPart.Velocity.y
local HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4 + Humanoid.HipHeight, Character)
local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
if FINISHEDINTRO == true then
if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
ANIM = "Jump"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
end
elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
ANIM = "Fall"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
ANIM = "Idle"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 22)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15 - 2.5 * SIN(SINE / 22)), RAD(15), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5 + 0.025 * COS(SINE / 22), -1) * ANGLES(RAD(0), RAD(0 - 7.5 * SIN(SINE / 12)), RAD(-90 + 7.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0 + 0.025 * COS(SINE / 22), -1) * ANGLES(RAD(0), RAD(0 + 7.5 * SIN(SINE / 12)), RAD(90 - 7.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 22), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 22), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
ANIM = "Walk"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.25 * COS(SINE / 22)) * ANGLES(RAD(25 + 2.5 * SIN(SINE / 22)), RAD(0), RAD(5 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-25 + 4.5 * SIN(SINE / 22)), RAD(0), RAD(-5 - 2.5 * SIN(SINE / 22))), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.25 * COS(SINE / 22), 0) * ANGLES(RAD(-25), RAD(0 - 2.5 * SIN(SINE / 22)), RAD(15 + 7.5 * SIN(SINE / 22))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.25 * COS(SINE / 22), 0) * ANGLES(RAD(-25), RAD(0 + 2.5 * SIN(SINE / 22)), RAD(-15 - 7.5 * SIN(SINE / 22))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(-25 - 2.5 * SIN(SINE / 22)), RAD(75), RAD(0)) * ANGLES(RAD(-8 - 5.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(-2.5 * SIN(SINE / 22)), RAD(-90), RAD(0)) * ANGLES(RAD(-8 - 2.5 * SIN(SINE / 22)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
if TORSOVELOCITY > 1 then
Humanoid.HipHeight = 1
else
Humanoid.HipHeight = 0
end
elseif FINISHEDINTRO == false then
Humanoid.HipHeight = 0
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(25), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
end
unanchor()
Humanoid.MaxHealth = "inf"
Humanoid.Health = "inf"
if Rooted == false then
Disable_Jump = false
Humanoid.WalkSpeed = Speed
elseif Rooted == true then
Disable_Jump = true
Humanoid.WalkSpeed = 0
end
sick.Parent = Torso
sick.Playing = true
sick.Volume = 5
sick.Pitch = 1
BLINKLOOP = BLINKLOOP + 1
if BLINKLOOP >= 650 then
BLINKLOOP = 0
Blink()
end
if Character:FindFirstChildOfClass("Accessory") then
Character:FindFirstChildOfClass("Accessory"):remove()
end
if Head:FindFirstChildOfClass("Sound") then
Head:FindFirstChildOfClass("Sound"):remove()
end
if INTROING == false and FINISHEDINTRO == false then
if INSTANT == false then
Intro()
else
FINISHEDINTRO = true
Face()
RightWing()
LeftWing()
end
end
if Head:FindFirstChild("face") then
Head.face:remove()
end
refit()
Humanoid.PlatformStand = false
end