local Player = owner
local lplr = owner
local Mouse = CFrame.new()
do
function BaseWait(NUMBER)
if NUMBER == 0 or NUMBER == nil then
game:service'RunService'.Heartbeat:wait''
else
for i = 1, NUMBER do
game:service'RunService'.Heartbeat:wait''
end
end
end
swait = BaseWait
Swait = BaseWait
game:service'RunService'.Heartbeat:Connect(function()
if Swait ~= BaseWait then
Swait = BaseWait
end
if swait ~= BaseWait then
swait = BaseWait
end
end)
end
-- Stuff for thing
--[[
Cam = workspace.CurrentCamera
if lplr == Player then
Cam.CameraSubject = Character:FindFirstChildOfClass("Humanoid")
end
if lplr == Player then
game:GetService("RunService").RenderStepped:Connect(function()
Player.Character = Character
Cam.CameraSubject = Character:FindFirstChildOfClass("Humanoid")
end)
end
Character.Parent = workspace
local ActualVelocity = Vector3.new(0,0,0)
if lplr == Player then
spawn(function()
while true do
local Positions = {}
local Speeds = {}
for i = 1,10 do
table.insert(Positions, RootPart.CFrame)
table.insert(Speeds, RootPart.Velocity)
script.ArtificialHB2.Event:wait()
end
Movement:FireServer(Positions, Speeds)
end
end)
spawn(function()
while true do
game:GetService("RunService").RenderStepped:wait()
RealRoot = workspace.Terrain:WaitForChild(Player.Name.." tracker")
RealRoot.CFrame = RootPart.CFrame
end
end)
Movement.OnClientEvent:Connect(function()
end)
end
if lplr ~= Player then
local Last = RootPart.Position
Movement.OnClientEvent:Connect(function(v, Speed)
for i,v2 in pairs(v) do
ActualVelocity = Speed[i]
if v[i].p ~= Last then
if MoveType.Value == "Remote" then
RootPart.CFrame = v[i]
end
Last = v[i].p
script.ArtificialHB2.Event:wait()
end
end
end)
spawn(function()
while true do
game:GetService("RunService").RenderStepped:wait()
RealRoot = workspace.Terrain:WaitForChild(Player.Name.." tracker")
if MoveType.Value == "Smooth" then
RootPart.CFrame = RealRoot.CFrame
end
end
end)
end
local TORSOVELOCITY = (ActualVelocity * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = ActualVelocity.y
if lplr == Player then
TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
TORSOVERTICALVELOCITY = RootPart.Velocity.y
end
]]
-- You must remove any Variables that reference a LocalPlayer. Example: Player = game.Players.LocalPlayer
-- You must remove any Variables that reference :GetMouse(). Example: Mouse = Player:GetMouse()
-- You must remove anything that sets the script's parent. Example: script.Parent = OBJECT
-- Make sure to change the name at the top of the script named "CRTemplate" to your name! --]]
-- You can use ctrl + f keys to search for the keywords above (LocalPlayer, GetMouse, script.Parent =)
-- PASTE SCRIPT BELOW THIS LINE!
--------------------------------
warn[[.
--//==============================================================\\--
--|| "MURDER" BY SHACKLUSTER
--|| EDITED BY ROBLOXGT25
--||
--|| The player has risen.
--|| And he wants to avenge everyone.
--|| REALITY WILL BE CORRUPTED IF YOU LET THAT HAPPEN MORE.
--\\==============================================================//--]]
local S = setmetatable({},{__index = function(s,i) return game:service(i) end})
local CF = {N=CFrame.new,A=CFrame.Angles,fEA=CFrame.fromEulerAnglesXYZ}
local C3 = {N=Color3.new,RGB=Color3.fromRGB,HSV=Color3.fromHSV,tHSV=Color3.toHSV}
local V3 = {N=Vector3.new,FNI=Vector3.FromNormalId,A=Vector3.FromAxis}
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}
local R3 = {N=Region3.new}
local De = S.Debris
local WS = workspace
local Lght = S.Lighting
local RepS = S.ReplicatedStorage
local IN = Instance.new
local Plrs = S.Players
Player = owner
Character = Player.Character
Humanoid = Character.Humanoid
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"]
IT = Instance.new
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
vt = Vector3.new
cf = CFrame.new
--//=================================\\
--|| USEFUL VALUES
--\\=================================//
local SONG1 = 13692112563
local SONG2 = 13692112563
local BanishMode = 1
local KeepPlayersOutfit = false
local SIZE = 1
local Player_Size = 1
local Jump = 50
local Animation_Speed = 3
local lastbeat = 0
local lastloud = 0
local AntiBullet = true
local PlaybackSound = 0
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 faceShadingFolder = IT("Model", Character)
faceShadingFolder.Name = "Face Shading Folder"
local Weapon = IT("Model")
Weapon.Name = "Finding Lost"
local Karma = IT("Model")
Weapon.Name = "Finding Lost"
local KarmaWeapon = IT("Model")
Weapon.Name = "Finding Lost"
local KarmaWeapon2 = IT("Model")
Weapon.Name = "Finding Lost"
--[[local HornFolder = IT("Model", Character)
HornFolder.Name = "Horns"]]--
local BannedSkids = {}
local TOBANISH = {}
local qui = Enum.EasingStyle.Quint
local io = Enum.EasingDirection.InOut
local char = Player.Character
local t = char:FindFirstChild("Torso")
local ls = t:FindFirstChild("Left Shoulder")
local rh = t:FindFirstChild("Right Hip")
local lh = t:FindFirstChild("Left Hip")
local hum = char:FindFirstChildOfClass("Humanoid")
local tweens = game:GetService("TweenService")
local rs = t:FindFirstChild("Right Shoulder")
local rut = char.HumanoidRootPart
local rutj = rut.RootJoint
local t = char:FindFirstChild("Torso")
local nec = t.Neck
local MAINRUINCOLOR = BrickColor.Black()
local DAMAGEMULTIPLIER = 1
local ANIM = "Idle"
local ATTACK = false
local targetted = nil
local EQUIPPED = false
local HOLD = false
local furmode = false
local sitting = false
local COMBO = 1
local Rooted = false
local SINE = 0
local rad = math.rad
local KEYHOLD = false
local CHANGE = 2 / Animation_Speed
local WALKINGANIM = false
local VALUE1 = false
local VALUE2 = false
local RunService = game:GetService("RunService")
local ROBLOXIDLEANIMATION = IT("Animation")
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
--ROBLOXIDLEANIMATION.Parent = Humanoid
local Effects = IT("Folder", Character)
Effects.Name = "Effects"
local UNANCHOR = true
function Rainbowify(Part)
while Part:IsDescendantOf(workspace) do
Part.Color = Color3.fromHSV(tick() % 1, 1, 1)
Swait()
end
end
function RainbowifyGun(Part)
while Part do
Part.Color = Color3.fromHSV(tick() % 1, 1, 1)
Swait()
end
end
function RainbowifyTable(table)
for i, v in pairs(table) do
coroutine.wrap(function() Rainbowify(v) end)()
end
end
function RainbowifyText(name)
while name:IsDescendantOf(workspace) do
name.TextColor3 = Color3.fromHSV(tick() % 1, 1, 1)
name.TextStrokeColor3 = Color3.fromHSV(tick() % 1, 1, 1)
Swait()
end
end
local FONTS = {
Enum.Font.Antique,
Enum.Font.Arcade,
Enum.Font.Arial,
Enum.Font.ArialBold,
Enum.Font.Bodoni,
Enum.Font.Cartoon,
Enum.Font.Code,
Enum.Font.Fantasy,
Enum.Font.Garamond,
Enum.Font.Highway,
Enum.Font.Legacy,
Enum.Font.SciFi,
Enum.Font.SourceSans,
Enum.Font.SourceSansBold,
Enum.Font.SourceSansItalic,
Enum.Font.SourceSansLight,
Enum.Font.SourceSansSemibold
}
local char = owner.Character
local hum = char.Humanoid
local hed = char.Head
local root = char.HumanoidRootPart
local rootj1 = root.RootJoint
local tors = char.Torso
local ra = char["Right Arm"]
local la = char["Left Arm"]
local rl = char["Right Leg"]
local ll = char["Left Leg"]
local neck1 = tors["Neck"]
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)
RSH, LSH, RHI, LHI, RJO, NEC = nil, nil, nil, nil, nil, nil
RightShoulder = Instance.new("Weld")
LeftShoulder = Instance.new("Weld")
RightHip = Instance.new("Weld")
LeftHip = Instance.new("Weld")
RootJoint = Instance.new("Weld")
Neck = Instance.new("Weld")
RSH = tors["Right Shoulder"]
LSH = tors["Left Shoulder"]
RHI = tors["Right Hip"]
LHI = tors["Left Hip"]
RJO = root["RootJoint"]
NEC = tors["Neck"]
RSH.Parent = nil
LSH.Parent = nil
RHI.Parent = nil
LHI.Parent = nil
RJO.Parent = nil
NEC.Parent = nil
RightShoulder.Name = "Right Shoulder"
RightShoulder.Part0 = tors
RightShoulder.C0 = CFrame.new(1.5, 0.5, 0)
RightShoulder.C1 = CFrame.new(0, 0.5, 0)
RightShoulder.Part1 = ra
RightShoulder.Parent = tors
LeftShoulder.Name = "Left Shoulder"
LeftShoulder.Part0 = tors
LeftShoulder.C0 = CFrame.new(-1.5, 0.5, 0)
LeftShoulder.C1 = CFrame.new(0, 0.5, 0)
LeftShoulder.Part1 = la
LeftShoulder.Parent = tors
RightHip.Name = "Right Hip"
RightHip.Part0 = tors
RightHip.C0 = CFrame.new(0.5, -1, 0)
RightHip.C1 = CFrame.new(0, 1, 0)
RightHip.Part1 = rl
RightHip.Parent = tors
LeftHip.Name = "Left Hip"
LeftHip.Part0 = tors
LeftHip.C0 = CFrame.new(-0.5, -1, 0)
LeftHip.C1 = CFrame.new(0, 1, 0)
LeftHip.Part1 = ll
LeftHip.Parent = tors
Neck.Name = "Neck"
Neck.Part0 = tors
Neck.C0 = CFrame.new(0, 1, 0)
Neck.C1 = CFrame.new(0, -1/2, 0)
Neck.Part1 = hed
Neck.Parent = tors
RootJoint.Name = "RootJoint"
RootJoint.Part0 = root
RootJoint.C0 = CFrame.new(0, 0, 0)
RootJoint.C1 = CFrame.new(0, 0, 0)
RootJoint.Part1 = tors
RootJoint.Parent = root
local naeeym2 = Instance.new("BillboardGui",Character)
naeeym2.AlwaysOnTop = true
naeeym2.Size = UDim2.new(7,35,3,15)
naeeym2.StudsOffset = Vector3.new(0,2,0)
naeeym2.MaxDistance = 10000
naeeym2.Adornee = Head
naeeym2.Name = "Name2"
local tecks2 = Instance.new("TextBox",naeeym2)
tecks2.BackgroundTransparency = 1
tecks2.TextScaled = true
tecks2.BorderSizePixel = 0
tecks2.Text = "Rainbow Infinite"
tecks2.Font = "Arcade"
tecks2.TextSize = 35
tecks2.TextStrokeTransparency = 0
tecks2.Size = UDim2.new(1,0,0.5,0)
tecks2.Parent = naeeym2
tecks2.TextColor3 = Color3.fromRGB()
coroutine.resume(coroutine.create(function()
while true do
Swait()
tecks2.Font = FONTS[MRANDOM(1, #FONTS)]
tecks2.Position = UDim2.new(math.random(-.4,.4),math.random(-5,5),.05,math.random(-5,5))
end
end))
spawn(function() RainbowifyText(tecks2) end)
--//=================================\\
--\\=================================//
--//=================================\\
--|| SAZERENOS' ARTIFICIAL HEARTBEAT
--\\=================================//
Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
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)
--//=================================\\
--\\=================================//
--//=================================\\
--|| SOME FUNCTIONS
--\\=================================//
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
local tlerp = function(part,tablee,leinght,easingstyle,easingdirec)
pcall(function()
local info = TweenInfo.new(
leinght,
easingstyle,
easingdirec,
0,
false,
0
)
local lerp = tweens:Create(part,info,tablee)
lerp:Play()
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 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 function weldBetween(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 m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00 - m11 - m22 + 1)
local recip = 0.5 / s
return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
elseif i == 1 then
local s = math.sqrt(m11 - m22 - m00 + 1)
local recip = 0.5 / s
return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
elseif i == 2 then
local s = math.sqrt(m22 - m00 - m11 + 1)
local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
end
end
end
function turnto(position)
RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
end
function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, COLOR, "Effect", VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
mesh.MeshType = "FileMesh"
mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
mesh.Scale = SIZE
mesh.Offset = VT(0,0,-SIZE.X/8)
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale + GROW
mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
wave.Color = C3(0,0,0)
if DOESROT == true then
wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
end
wave.Transparency = wave.Transparency + (0.5/WAIT)
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end
function CreateSwirl(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, COLOR, "Effect", VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
mesh.MeshType = "FileMesh"
mesh.MeshId = "http://www.roblox.com/asset/?id=1051557"
mesh.Scale = SIZE
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale + GROW
mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
wave.Color = C3(0,0,0)
if DOESROT == true then
wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
end
wave.Transparency = wave.Transparency + (0.5/WAIT)
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end
function killnearest(position,range,maxstrength,direction)
for i,v in ipairs(workspace:GetChildren()) do
local body = v:GetChildren()
for part = 1, #body do
if((body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character) then
if(body[part].Position - position).Magnitude < range then
if v.ClassName == "Model" then
--v:BreakJoints()
end
local POS = position
coroutine.resume(coroutine.create(function()
body[part].Anchored = true
body[part].Parent = Effects
body[part].CanCollide = true
local SIZE = body[part].Size
body[part].Material = "Neon"
CFuncs["Sound"].Create("rbxassetid://62339698", workspace, 10, 0.3)
for i = 1, 75 do
Swait()
body[part].Color = C3(255/255, 255/255, 255/255)
body[part].Size = VT(SIZE.X+MRANDOM(-2,2),SIZE.Y+MRANDOM(-2,2),SIZE.Z+MRANDOM(-2,2))
end
coroutine.resume(coroutine.create(function()
while true do
Swait()
body[part].Color = C3(255/255, 255/255, 255/255)
body[part].Size = VT(SIZE.X+MRANDOM(-2,2),SIZE.Y+MRANDOM(-2,2),SIZE.Z+MRANDOM(-2,2))
end
end))
body[part].Anchored = false
body[part].Velocity = direction.lookVector*maxstrength
end))
end
end
end
if v.ClassName == "Part" then
if v.Anchored == false and (v.Position - position).Magnitude < range then
local POS = position
coroutine.resume(coroutine.create(function()
v.Anchored = true
v.Parent = Effects
local SIZE = v.Size
v.Material = "Neon"
CreateSound("952306739", v, 2, MRANDOM(7, 12) / 10)
for i = 1, 75 do
Swait()
v.Color = C3(MRANDOM(0,100)/100,MRANDOM(0,100)/100,MRANDOM(0,100)/100)
v.Size = VT(SIZE.X+MRANDOM(-2,2),SIZE.Y+MRANDOM(-2,2),SIZE.Z+MRANDOM(-2,2))
end
coroutine.resume(coroutine.create(function()
while true do
Swait()
v.Color = C3(MRANDOM(0,100)/100,MRANDOM(0,100)/100,MRANDOM(0,100)/100)
v.Size = VT(SIZE.X+MRANDOM(-2,2),SIZE.Y+MRANDOM(-2,2),SIZE.Z+MRANDOM(-2,2))
end
end))
v.Anchored = false
v.Velocity = direction.lookVector*maxstrength
end))
end
end
end
end
function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0, COLOR, "Effect", VT(1,1,1), true)
local mesh = IT("SpecialMesh",wave)
mesh.MeshType = "Sphere"
mesh.Scale = SIZE
mesh.Offset = VT(0,0,0)
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale + GROW
wave.Color = C3(0,0,0)
wave.Transparency = wave.Transparency + (1/WAIT)
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end
function SpliceSlice(KIND, SIZE, WAIT, CFRAME, COLOR, GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1, 1, 1), true)
local mesh
if KIND == "Base" then
mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0, SIZE / 10, SIZE / 10), VT(0, 0, 0))
elseif KIND == "Thin" then
mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE / 10, 0, SIZE / 10), VT(0, 0, 0))
elseif KIND == "Round" then
mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE / 10, 0, SIZE / 10), VT(0, 0, 0))
end
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale + GROW / 10
wave.Color = C3(0,0,0)
wave.Transparency = wave.Transparency + 0.5 / WAIT
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end
function AddChildrenToTable(FROM, PARENT, DIST, TABLE)
for _, c in pairs(PARENT:GetChildren()) do
if c.ClassName == "Model" then
if c ~= Character and c:FindFirstChildOfClass("Humanoid") and (c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")) then
local HUMANOID = c:FindFirstChildOfClass("Humanoid")
local TORSO = c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")
if DIST > (TORSO.Position - FROM).Magnitude then
table.insert(TABLE, c)
end
AddChildrenToTable(FROM, c, DIST, TABLE)
elseif c.ClassName == "Folder" then
AddChildrenToTable(FROM, c, DIST, TABLE)
end
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 Slice(SIZE,WAIT,CFRAME,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, COLOR, "Effect", VT(1,1,1), true)
local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale * GROW
wave.Color = C3(0,0,0)
wave.Transparency = wave.Transparency + (0.5/WAIT)
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end
function CreateWave2(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, COLOR, "Effect", VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
mesh.MeshType = "FileMesh"
mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
mesh.Scale = SIZE
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale + GROW
wave.Color = C3(0,0,0)
if DOESROT == true then
wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
end
wave.Transparency = wave.Transparency + (0.5/WAIT)
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = 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
else
if (1 + cosTheta) > 0.0001 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
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("TextBox")
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 = nil
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 wait(1) 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
--WACKYEFFECT({EffectType = "", Size = VT(1,1,1), Size2 = VT(0,0,0), Transparency = 0, Transparency2 = 1, CFrame = CF(), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
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 = nil
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 = nil
if TYPE == "Sphere" then
MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0,0,0))
elseif TYPE == "Block" or TYPE == "Box" then
MSH = IT("BlockMesh",EFFECT)
MSH.Scale = SIZE
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 = nil
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+1 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 EFFECT:FindFirstChildOfClass("Sound") == nil
EFFECT:remove()
end
else
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat Swait() until EFFECT:FindFirstChildOfClass("Sound") == nil
EFFECT:remove()
end
end
end))
end
Debris = game:GetService("Debris")
function CharacterFade(COLOR,TIMER)
coroutine.resume(coroutine.create(function()
local FADE = IT("Model",Effects)
FADE.Name = "FadingEffect"
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" and c ~= RootPart then
local FADER = c:Clone()
FADER.Color = COLOR
FADER.CFrame = c.CFrame
FADER.Parent = FADE
FADER.Anchored = true
FADER.Transparency = 0.25+c.Transparency
FADER:BreakJoints()
FADER.Material = "Neon"
if FADER.Name == "Head" then
FADER:ClearAllChildren()
FADER.Size = VT(1,1,1)
end
FADER.CanCollide = false
end
end
local TRANS = 0.75/TIMER
for i = 1, TIMER do
Swait()
for _, c in pairs(FADE:GetChildren()) do
if c.ClassName == "Part" then
c.Transparency = c.Transparency + TRANS
end
end
end
FADE:remove()
end))
end
function Chunks(PART)
for i = 1, MRANDOM(3,5) do
coroutine.resume(coroutine.create(function()
local CHUNK = CreatePart(3, workspace, PART.Material, 0, PART.Transparency, PART.BrickColor, "Chunk", VT(0.3,0.3,0.3)*MRANDOM(7,13)/10, false)
CHUNK.CFrame = PART.CFrame*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
local CFRAME = PART.CFrame*CF(MRANDOM(-4,4)/2,MRANDOM(-4,4)/2,-6)
CHUNK.Velocity = CF(PART.Position,CFRAME.p).lookVector*MRANDOM(15,65)
wait(0.1)
CHUNK.CanCollide = true
wait(MRANDOM(15,25)/5)
for i = 1, 25 do
Swait()
CHUNK.Transparency = CHUNK.Transparency + 1/25
end
CHUNK:remove()
end))
end
end
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
local function ToMesh(Part)
local Mesh=Instance.new("SpecialMesh",Part)
if Part.Shape==Enum.PartType.Block then Mesh.MeshType="Brick"elseif Part.Shape==Enum.PartType.Ball then Mesh.MeshType="Sphere"elseif Part.Shape==Enum.PartType.Cylinder then Mesh.MeshType="Cylinder"end
Mesh.Scale=Part.Size*20 Part.Size=Vector3.new()
return Mesh
end
local function GHK(char)
local Players=game:service("Players")
local soidk=Players:FindFirstChild(tostring(char))
if soidk~=nil then if soidk.Character and soidk~=Player and tostring(soidk)~="CKBackup"then-- print("hit : "..tostring(soidk))
soidk.Character.Parent=workspace soidk.Character:BreakJoints()--soidk.Character:Destroy()
if soidk.Character:FindFirstChild("HumanoidRootPart")then
local p=Instance.new("Part")p.Size=Vector3.new(8,8,8)p.Material="Neon"p.Color=Color3.new(1)local m=ToMesh(p)p.Anchored=true p.CanCollide=false p.CFrame=soidk.Character.HumanoidRootPart.CFrame p.Parent=workspace m.MeshType="Sphere"
p.CFrame=p.CFrame*CFrame.Angles(math.rad(math.random(0,360)),math.rad(math.random(0,360)),0)spawn(function()for i=0,1,.05 do if p.Parent then m.Scale=m.Scale+Vector3.new(25,25,25)p.Transparency=i swait()end end p:Destroy()end)
for i=1,3 do local p=Instance.new("Part")p.Size=Vector3.new(8,8,8)p.Material="Neon"p.Color=Color3.new(1)local m=ToMesh(p)p.Anchored=true p.CanCollide=false p.CFrame=soidk.Character.HumanoidRootPart.CFrame p.Parent=workspace m.MeshType="Sphere"
p.CFrame=p.CFrame*CFrame.Angles(math.rad(math.random(0,360)),math.rad(math.random(0,360)),0)spawn(function()for i=0,1,.01 do if p.Parent then m.Scale=m.Scale+Vector3.new(25,-1,-1)p.Transparency=i swait()end end p:Destroy()end)
end
end spawn(function()swait(20)soidk.Character:Destroy()end)
end
end return soidk end
function dmg(dude,bloods,isfal)--(Position, Direction, Range, Ignore)
if dude.Name ~= Character then
dude:FindFirstChildOfClass("Humanoid").PlatformStand = true
if dude:FindFirstChild("Head")then local bgf = Instance.new("BodyGyro",dude.Head)
bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0)end
local val = Instance.new("BoolValue",dude)
val.Name = "IsHit"local spd=20 local spr=math.random(20,30)if not isfal then GHK(dude)end
if dude:FindFirstChild("Head")then
if bloods~=nil then spr=bloods end
for i = 1, spr do
--[[local blo = Instance.new("Part",workspace) --classic
blo.Size = Vector3.new(.6,.2,.6)
blo.Material = "SmoothPlastic"
blo.BrickColor = BrickColor.new("Crimson")
--blo.Position = dude.Head.Position
blo.CFrame = dude.Head.CFrame
game:GetService("Debris"):AddItem(blo,30)]]
local bs=Instance.new("Part")bs.CFrame=dude.Head.CFrame bs.Size=Vector3.new()bs.CanCollide=false bs.Shape="Ball"bs.BrickColor=BrickColor.new("Crimson")
local m=Instance.new("SpecialMesh",bs)m.MeshType="Sphere"m.Scale=Vector3.new(.5,.5,.5)*20
bs.Velocity=Vector3.new(math.random(-spd,spd),math.random(30,50),math.random(-spd,spd))bs.Parent=workspace
spawn(function()swait(3)local hit=nil bs.Name="Blood"
for i=1,100 do
if hit==nil then
swait()local h,p =workspace:FindPartOnRayWithIgnoreList(Ray.new(bs.CFrame.p,(bs.CFrame.p-bs.CFrame*CFrame.new(0,0,1).p).unit*2),{Character,dude,bs},false,true) --rayCast(bs.CFrame.p,bs.CFrame.lookVector,3,bs)
if h~=nil then hit=p end
end
end
if hit==nil then hit=bs.Position end
bs:Destroy()local bl=Instance.new("Part",workspace)bl.Anchored=true bl.CanCollide=false bl.CFrame=CFrame.new(hit)bl.Color=bs.Color bl.Material="Neon"
bl.Size=Vector3.new(1,.1,1)local sm=Instance.new("SpecialMesh",bl)sm.MeshType="Sphere"swait(250)for i=0,1,.05 do if bl.Parent then bl.Transparency=i swait()end end bl:Destroy()
end)
end
end
local ds = coroutine.wrap(function()
wait(.2)
if dude:FindFirstChild("Torso")then dude.Torso:BreakJoints()end dude:BreakJoints()
end)
ds()
end
end
function mdmg(Part, Magnitude,Spread)--, MinimumDamage, MaximumDamage, KnockBack, Type, HitSound, HitPitch)
--local buddy
for _, c in pairs(workspace:children()) do
local hum = c:FindFirstChildOfClass("Humanoid")
if hum ~= nil then
local head = c:findFirstChild("HumanoidRootPart")
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if mag <= Magnitude and c.Name ~= Player.Name then
if c.Name ~= Character then
if c.Name ~= "tomonaoboys" then
local asd = Instance.new("ParticleEmitter",c.HumanoidRootPart)
asd.Color = ColorSequence.new(Color3.new(1, 0, 0), Color3.new(.5, 0, 0))
asd.LightEmission = .1
asd.Size = NumberSequence.new(0.2)
asd.Texture = "http://www.roblox.com/asset/?ID=771221224"
asd.ZOffset = .9
asd.Acceleration = Vector3.new(0, -5, 0)
asd.LockedToPart = false
asd.EmissionDirection = "Back"
asd.Lifetime = NumberRange.new(1, 2)
asd.Rate = 1000
asd.Rotation = NumberRange.new(-10000, 10000)
asd.RotSpeed = NumberRange.new(-100, 100)
asd.Speed = NumberRange.new(6)
asd.VelocitySpread = 1000000
asd.Enabled=true
--Damage(head, head, MinimumDamage, MaximumDamage, KnockBack, Type, RootPart, .1, "rbxassetid://" .. HitSound, HitPitch)
if Spread==nil then Spread=1 end
dmg(c,Spread)
coroutine.wrap(function()
wait(.2)
asd.Enabled = false
wait(2)
asd:Remove()
end)()
else
Effects.Sphere.Create(BrickColor.new("Bright red"), c.HumanoidRootPart.CFrame, 30, 30, 30, .5, .5, .5, 0.04)
end
end
end
end
end
if c:FindFirstChild("Torso")then
if (Part.Position-c.Torso.Position).magnitude<=Magnitude then
GHK(c)
end
end
end
end
function sphereMK(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos)
local chaosmode = true
hum = char.Humanoid
local storehumanoidWS = 16
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 = vt(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
if chaosmode == true then
rng.BrickColor = BrickColor.Black()
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
function sphere(bonuspeed, type, pos, scale, value, color)
local chaosmode = true
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
local rngm = Instance.new("SpecialMesh", rng)
rngm.MeshType = "Sphere"
rngm.Scale = scale
local scaler2 = 1
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
if chaosmode == true then
rng.BrickColor = BrickColor.Black()
end
rng.Transparency = rng.Transparency + 0.01 * bonuspeed
rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed, scaler2 * bonuspeed, scaler2 * bonuspeed)
end
rng:Destroy()
end))
end
function RemoveOutlines(part)
part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
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,
Name = "EffectSoundo",
Pitch = pit or 1,
SoundId = id,
Parent = par or workspace,
}
wait()
S:play()
game:GetService("Debris"):AddItem(S, 10)
end))
end;
};
["TimeSound"] = {
Create = function(id, par, vol, pit, timepos)
coroutine.resume(coroutine.create(function()
local S = Create("Sound"){
Volume = vol,
Name = "EffectSoundo",
Pitch = pit or 1,
SoundId = id,
TimePosition = timepos,
Parent = par or workspace,
}
wait()
S:play()
game:GetService("Debris"):AddItem(S, 10)
end))
end;
};
["EchoSound"] = {
Create = function(id, par, vol, pit, timepos,delays,echodelay,fedb,dryl)
coroutine.resume(coroutine.create(function()
local Sas = Create("Sound"){
Volume = vol,
Name = "EffectSoundo",
Pitch = pit or 1,
SoundId = id,
TimePosition = timepos,
Parent = par or workspace,
}
local E = Create("EchoSoundEffect"){
Delay = echodelay,
Name = "Echo",
Feedback = fedb,
DryLevel = dryl,
Parent = Sas,
}
wait()
Sas:play()
game:GetService("Debris"):AddItem(Sas, delays)
end))
end;
};
["LongSound"] = {
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, 60)
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;
};
CreateTemplate = {
};
}
function slash(bonuspeed,rotspeed,rotatingop,typeofshape,type,typeoftrans,pos,scale,value,color)
local type = type
local rotenable = rotatingop
local rng = Instance.new("Part", Effects)
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
if typeoftrans == "In" then
rng.Transparency = 1
end
rng.TopSurface = 0
rng.BottomSurface = 0
rng.CFrame = pos
local rngm = Instance.new("SpecialMesh", rng)
rngm.MeshType = "FileMesh"
if typeofshape == "Normal" then
rngm.MeshId = "rbxassetid://662586858"
elseif typeofshape == "Round" then
rngm.MeshId = "rbxassetid://662585058"
end
rngm.Scale = scale
local scaler2 = 1/10
if type == "Add" then
scaler2 = 1*value/10
elseif type == "Divide" then
scaler2 = 1/value/10
end
local randomrot = MRANDOM(1,2)
coroutine.resume(coroutine.create(function()
for i = 0,10/bonuspeed,0.1 do
Swait()
if type == "Add" then
scaler2 = scaler2 - 0.01*value/bonuspeed/10
elseif type == "Divide" then
scaler2 = scaler2 - 0.01/value*bonuspeed/10
end
if rotenable == true then
if randomrot == 1 then
rng.CFrame = rng.CFrame*CFrame.Angles(0,RAD(rotspeed*bonuspeed/2),0)
elseif randomrot == 2 then
rng.CFrame = rng.CFrame*CFrame.Angles(0,RAD(-rotspeed*bonuspeed/2),0)
end
end
if typeoftrans == "Out" then
rng.Transparency = rng.Transparency + 0.01*bonuspeed
elseif typeoftrans == "In" then
rng.Transparency = rng.Transparency - 0.01*bonuspeed
end
rngm.Scale = rngm.Scale + Vector3.new(scaler2*bonuspeed/10, 0, scaler2*bonuspeed/10)
end
rng:Destroy()
end))
end
function block(bonuspeed,type,pos,scale,value,value2,value3,color,color3)
local type = type
local rng = Instance.new("Part", Effects)
rng.Anchored = true
rng.BrickColor = color
rng.Color = color3
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
local rngm = Instance.new("SpecialMesh", rng)
rngm.MeshType = "Brick"
rngm.Scale = scale
local scaler2 = 1
local scaler2b = 1
local scaler2c = 1
if type == "Add" then
scaler2 = 1*value
scaler2b = 1*value2
scaler2c = 1*value3
elseif type == "Divide" then
scaler2 = 1/value
scaler2b = 1/value2
scaler2c = 1/value3
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
scaler2b = scaler2b - 0.01*value/bonuspeed
scaler2c = scaler2c - 0.01*value/bonuspeed
elseif type == "Divide" then
scaler2 = scaler2 - 0.01/value*bonuspeed
scaler2b = scaler2b - 0.01/value*bonuspeed
scaler2c = scaler2c - 0.01/value*bonuspeed
end
rng.CFrame = rng.CFrame*CFrame.Angles(RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360)))
rng.Transparency = rng.Transparency + 0.01*bonuspeed
rngm.Scale = rngm.Scale + Vector3.new(scaler2*bonuspeed, scaler2b*bonuspeed, scaler2c*bonuspeed)
end
rng:Destroy()
end))
end
function sphere2(bonuspeed,type,pos,scale,value,value2,value3,color)
local type = type
local rng = Instance.new("Part", Effects)
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
local rngm = Instance.new("SpecialMesh", rng)
rngm.MeshType = "Sphere"
rngm.Scale = scale
local scaler2 = 1
local scaler2b = 1
local scaler2c = 1
if type == "Add" then
scaler2 = 1*value
scaler2b = 1*value2
scaler2c = 1*value3
elseif type == "Divide" then
scaler2 = 1/value
scaler2b = 1/value2
scaler2c = 1/value3
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
scaler2b = scaler2b - 0.01*value/bonuspeed
scaler2c = scaler2c - 0.01*value/bonuspeed
elseif type == "Divide" then
scaler2 = scaler2 - 0.01/value*bonuspeed
scaler2b = scaler2b - 0.01/value*bonuspeed
scaler2c = scaler2c - 0.01/value*bonuspeed
end
rng.Transparency = rng.Transparency + 0.01*bonuspeed
rngm.Scale = rngm.Scale + Vector3.new(scaler2*bonuspeed, scaler2b*bonuspeed, scaler2c*bonuspeed)
end
rng:Destroy()
end))
end
function ManualDamage(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
end
end
function ManualAoE(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL)
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character and CHILD.Parent ~= Effects then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
if TORSO then
if (TORSO.Position - POSITION).Magnitude <= RANGE then
if INSTAKILL == true then
CHILD:BreakJoints()
else
local DMG = MRANDOM(MINDMG,MAXDMG)
ManualDamage(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(1e9, 1e9, 1e9)
bv.velocity = CF(POSITION,TORSO.Position).lookVector*FLING
bv.Parent = c
Debris:AddItem(bv,0.05)
end
end
end
end
end
end
end
end
end
function dmj(dude)
local targetted
if dude.Name ~= Character then
local bgf = Instance.new("BodyGyro",dude.Head)
bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0)
--[[local val = Instance.new("BoolValue",dude)
val.Name = "IsHit"]]--
local ds = coroutine.wrap(function()
dude:WaitForChild("Head"):BreakJoints()
for i, v in pairs(dude:GetChildren()) do
if v:IsA("Part") or v:IsA("MeshPart") then
v.Name = "DEMINISHED"
CFuncs["Sound"].Create("rbxassetid://763718160", v, 0.75, 0.6)
CFuncs["Sound"].Create("rbxassetid://782353443", v, 1, 0.5)
for i = 0, 1 do
sphere2(1,"Add",v.CFrame*CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360))),vt(1,1,1),-0.01,10,-0.01,BrickColor.new("Really black"),BrickColor.new("Really black").Color)
end
end
end
wait(0.5)
targetted = nil
CFuncs["Sound"].Create("rbxassetid://62339698", char, 0.25, 0.215)
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
v.Anchored = false
local bld = Instance.new("ParticleEmitter",v)
bld.LightEmission = 1
bld.Texture = "rbxassetid://363275192" ---284205403
bld.Color = ColorSequence.new(BrickColor.new("Really black").Color)
bld.Rate = 500
bld.Lifetime = NumberRange.new(1)
bld.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,2,0),NumberSequenceKeypoint.new(0.8,2.25,0),NumberSequenceKeypoint.new(1,0,0)})
bld.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,0.5,0),NumberSequenceKeypoint.new(0.8,0.75,0),NumberSequenceKeypoint.new(1,1,0)})
bld.Speed = NumberRange.new(2,5)
bld.VelocitySpread = 50000
bld.Rotation = NumberRange.new(-500,500)
bld.RotSpeed = NumberRange.new(-500,500)
local sbs = Instance.new("BodyPosition", v)
sbs.P = 3000
sbs.D = 1000
sbs.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
sbs.position = v.Position + Vector3.new(math.random(-2,2),10 + math.random(-2,2),math.random(-2,2))
v.Color = BrickColor.new("Really black").Color
coroutine.resume(coroutine.create(function()
for i = 0, 49 do
swait(1)
v:BreakJoints()
v.Transparency = v.Transparency + 0.02
end
v:BreakJoints()
for i = 0, 4 do
slash(math.random(10,50)/10,3,true,"Round","Add","Out",v.CFrame*CFrame.Angles(math.rad(math.random(-360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360))),vt(0.01,0.0025,0.01),math.random(10,100)/2500,BrickColor.new("White"))
end
block(1,"Add",v.CFrame,vt(0,0,0),0.1,0.1,0.1,BrickColor.new("Really black"),BrickColor.new("Really black").Color)
CFuncs["Sound"].Create("rbxassetid://782353117", v, 0.25, 0.7)
CFuncs["Sound"].Create("rbxassetid://1192402877", workspace, 3, 0.25)
bld.Speed = NumberRange.new(10,25)
bld.Drag = 5
bld.Acceleration = vt(0,2,0)
wait(0.5)
bld.Enabled = false
wait(4)
coroutine.resume(coroutine.create(function()
for i = 0, 99 do
swait()
v:Destroy()
dude:Destroy()
end
end))
end))
end))
end
end
end))
end)
ds()
end
end
local function FindHumanoid(Part)local humanoid=nil if Part.Parent then if Part.Parent~=Player.Character and Part.Parent:FindFirstChildOfClass("Humanoid")~=nil then humanoid=Part.Parent:FindFirstChildOfClass("Humanoid")else if Part.Parent.Parent then if Part.Parent.Parent:FindFirstChildOfClass("Humanoid")and Part.Parent.Parent~=Player.Character then humanoid=Part.Parent.Parent:FindFirstChildOfClass("Humanoid")end end end end if humanoid==Humanoid then humanoid=nil end return humanoid end
function CreateBeam(Parent,isReversed)local p=Instance.new("Beam",Parent)local a0=Instance.new("Attachment",Parent)local a1=Instance.new("Attachment",Parent)if isReversed then p.Attachment0=a1 p.Attachment1=a0 else p.Attachment0=a0 p.Attachment1=a1 end return a0,a1,p end
function CTE(Part)Part.Size=Vector3.new()Part.Transparency=1 Part.CanCollide=false Part.Anchored=true local j=Instance.new("BodyVelocity",Part)j.MaxForce=Vector3.new(1/0,1/0,1/0)j.Velocity=Vector3.new(0,0,0)end
function RingE(pos,siz,tim,dsiz,seg,wid,z,col,w)local IDK=.7
local p=Instance.new("Part",workspace)if col==nil then col=ColorSequence.new(Color3.new())end if z==nil then z=0 end
CTE(p)p.CFrame=pos
local a0,a1,b=CreateBeam(p)a0.Position=Vector3.new(0,0,-dsiz)a1.Position=-a0.Position b.Texture="rbxassetid://1251856844"b.Color=col
local b2=Instance.new("Beam",b.Parent)b2.Attachment0=a1 b2.Attachment1=a0 b2.Texture="rbxassetid://1251856844"b2.Color=col
b.CurveSize0=math.abs(a0.Position.Z)*2 *IDK b.CurveSize1=math.abs(a0.Position.Z)*2 *IDK b2.CurveSize0=-math.abs(a0.Position.Z)*2 *IDK b2.CurveSize1=math.abs(a0.Position.Z)*2 *IDK
b.Segments=seg b2.Segments=seg b.ZOffset=z b2.ZOffset=z b.Width0=wid b.Width1=wid b2.Width0=wid b2.Width1=wid spawn(function()
for i=1,tim do if p.Parent then
a0.Position=a0.Position-Vector3.new(0,0,siz)a1.Position=a1.Position+Vector3.new(0,0,siz)b.CurveSize0=(a1.Position.Z*2)*IDK b.CurveSize1=-(a1.Position.Z*2)*IDK
b2.CurveSize0=-(a1.Position.Z*2)*IDK b2.CurveSize1=(a1.Position.Z*2)*IDK
if w~=nil then b.Width0=b.Width0+w b.Width1=b.Width0 b2.Width0=b.Width0 b2.Width1=b.Width0 end b.Transparency=NumberSequence.new(i/tim)b2.Transparency=NumberSequence.new(i/tim)swait()
end end p:Destroy()
end)
end
function CreateFlyingDebree(FLOOR,POSITION,AMOUNT,BLOCKSIZE,SWAIT,STRENGTH)
if FLOOR ~= nil then
for i = 1, AMOUNT do
local DEBREE = CreatePart(3, Effects, "Neon", FLOOR.Reflectance, FLOOR.Transparency, "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),MRANDOM(-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
--//=================================\\
--|| GUIS AND MISC
--\\=================================//
local SKILLTEXTCOLOR = C3(1,0,0)
local SKILLFONT = "Antique"
local SKILLTEXTSIZE = 7
local ATTACKS = {"Z - Neckless","C - Brave Speed","G - Slashed","V - Dirtface"}
local GUIS = {}
local WEAPONGUI = IT("ScreenGui")
WEAPONGUI.Name = "[M U R D E R]"
for i = 1, #ATTACKS do
local SKILLFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.74, 0, 0.97-(0.02*i), 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill Frame")
local SKILLTEXT = CreateLabel(SKILLFRAME, "["..ATTACKS[i].."]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0.7, "Skill text")
SKILLTEXT.TextXAlignment = "Right"
table.insert(GUIS,SKILLTEXT)
end
local sick = IT("Sound", owner.Character.HumanoidRootPart)
sick.SoundId = "rbxassetid://"..SONG1
sick.TimePosition = 0
sick.Name = "Song"
sick.Looped = true
sick.Pitch = 0.8
sick.Volume = 2
sick:Play()
local visualsick = IT("Sound", owner.Character.HumanoidRootPart)
visualsick.SoundId = "rbxassetid://"..SONG1
visualsick.TimePosition = 0
visualsick.Name = "VisualSong"
visualsick.Looped = true
visualsick.Pitch = 0.8
visualsick.Volume = 0
visualsick:Play()
local BODY = {}
for _, c in pairs(Character:GetDescendants()) do
if c:IsA("BasePart") and c.Name ~= "Handle" then
if c ~= RootPart and c ~= Torso and c ~= Head and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then
c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
end
table.insert(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency})
elseif c:IsA("JointInstance") then
table.insert(BODY,{c,c.Parent,nil,nil,nil})
end
end
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]
local TRANSPARENCY = STUFF[5]
if PART.ClassName == "Part" and PART ~= RootPart then
PART.Material = MATERIAL
PART.Color = COLOR
PART.Transparency = TRANSPARENCY
end
PART.AncestryChanged:Connect(function()
PART.Parent = PARENT
end)
end
end
warn("All your friends are dead.")
warn("You're the only one left...")
warn("YOU NEED TO AVENGE THEM =)")
--//=================================\\
--|| DAMAGING
--\\=================================//
function ApplyDamage(Humanoid,Damage,OneShot)
Damage = Damage * DAMAGEMULTIPLIER
local DEAD = false
if Humanoid.Health < 2000 and OneShot == false then
if Humanoid.Health - Damage > 0 then
Humanoid.Health = Humanoid.Health - Damage
else
if lplr == Player then
DamageRemote:FireServer("BreakJoints", Humanoid.Parent)
end
DEAD = true
end
else
DEAD = true
if lplr == Player then
DamageRemote:FireServer("BreakJoints", Humanoid.Parent)
end
end
if DEAD == true then
local PARTS = {}
for index, CHILD in pairs(Humanoid.Parent:GetChildren()) do
if CHILD:IsA("BasePart") then
table.insert(PARTS,CHILD)
end
end
coroutine.resume(coroutine.create(function()
wait(2)
repeat
Swait()
local PIECE = nil
if MRANDOM(1,5) == 1 then
for E = 1, #PARTS do
if MRANDOM(1,5) == 1 then
PIECE = PARTS[E]
table.remove(PARTS,E)
break
end
end
end
if PIECE ~= nil then
if PIECE.Name == "Head" then
WACKYEFFECT({Time = MRANDOM(10,30)*5, EffectType = "Box", Size = VT(PIECE.Size.Z,PIECE.Size.Y,PIECE.Size.Z), Size2 = (VT(PIECE.Size.Z,PIECE.Size.Y,PIECE.Size.Z))*MRANDOM(7,14)/10, Transparency = PIECE.Transparency, Transparency2 = 1, CFrame = PIECE.CFrame, MoveToPos = PIECE.Position+VT(0,MRANDOM(5,8)/1.5,0), RotationX = MRANDOM(-25,25)/35, RotationY = MRANDOM(-25,25)/35, RotationZ = MRANDOM(-25,25)/35, Material = "Neon", Color = C3(0.4,0,0), SoundID = 3264923, SoundPitch = MRANDOM(12,16)/10, SoundVolume = 2})
else
WACKYEFFECT({Time = MRANDOM(10,30)*5, EffectType = "Box", Size = PIECE.Size, Size2 = PIECE.Size*MRANDOM(7,14)/10, Transparency = PIECE.Transparency, Transparency2 = 1, CFrame = PIECE.CFrame, MoveToPos = PIECE.Position+VT(0,MRANDOM(5,8)/1.5,0), MRANDOM(-25,25)/35, RotationY = MRANDOM(-25,25)/35, RotationZ = MRANDOM(-25,25)/35, Material = "Neon", Color = C3(0.4,0,0), SoundID = 3264923, SoundPitch = MRANDOM(12,16)/10, SoundVolume = 2})
end
if lplr == Player then
DamageRemote:FireServer("Remove", PIECE)
end
PIECE:Remove()
end
until #PARTS == 0
end))
end
end
--//=================================\\
--|| WEAPON CREATION
--\\=================================//
local Shield = IT("MeshPart", workspace)
Shield.Name = Player.Name.."'s Shield Anti Bullets"
Shield.CanCollide = false
Shield.Transparency = 1
Shield.Material = "Neon"
Shield.BrickColor = BrickColor.new("fat")
Shield.Size = Vector3.new(5.3,6.3,5.3)
Shield.CFrame = Torso.CFrame
local Wed = Instance.new("Weld", Shield)
Wed.Part0 = Shield
Wed.Part1 = Torso
local outer = Instance.new("Part")
outer.Locked = true
outer.CanCollide = false
outer.Massless = true
outer.Shape = Enum.PartType.Cylinder
outer.Size = Vector3.new(0.05, 1, 1)
outer.Material = Enum.Material.Neon
outer.Color = Color3.new(0, 0, 0)
outer.Parent = Character
outer.Transparency = 0.75
local outerm = Instance.new("SpecialMesh")
outerm.MeshType = Enum.MeshType.Cylinder
outerm.Parent = outer
local weld1 = Instance.new("Weld")
weld1.Part0 = outer
weld1.Part1 = Character["HumanoidRootPart"]
weld1.Parent = outer
weld1.C0 = CFrame.new(-2.95, 0, 0) * CFrame.Angles(0, 0, 1.571)
local Event = Instance.new("RemoteEvent",NLS([[local Event = script:FindFirstChildWhichIsA("RemoteEvent")
function Step()
local Loudest = 0
local D = owner.Character.HumanoidRootPart:GetDescendants()
for i = 1,#D do
if D[i]:IsA("Sound") and D[i].Name == "VisualSong" then
if D[i].PlaybackLoudness > Loudest then
Loudest = D[i].PlaybackLoudness
end
end
end
Event:FireServer(Loudest)
end
while true do
game:service'RunService'.RenderStepped:wait''
Step()
end
]],owner.Character))
local gearspin = 0
function Tween(object,goal,info)
T = game:GetService("TweenService"):Create(object,info,goal)
T:Play()
end
pcall(function()
sick.TimePosition = visualsick.TimePosition - 0.2
end)
function Trigger(p,a)
gearspin = a/60
visualsick.SoundId = sick.SoundId
Tween(outer,{Size = Vector3.new(0.01,a/25,a/25)},TweenInfo.new(0.2,Enum.EasingStyle.Circular))
end
Event.OnServerEvent:Connect(Trigger)
RightArm.Material = Enum.Material.ForceField
function Weld(part0,part1,c0,c1)
local weld = IT("Weld")
weld.Parent = part0
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0 or CF()
weld.C1 = c1 or CF()
return weld
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
if Head:FindFirstChildOfClass("Decal") then
Head:FindFirstChildOfClass("Decal").Texture = "rbxassetid://176217464"
else
local newFace = Instance.new("Decal", Head)
newFace.Parent = Head
newFace.Face = "Front"
newFace.Texture = "rbxassetid://176217464"
end
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
local all, last = {}, nil
ArmourParts = {}
NeonParts = {}
function scan(p)
for _, v in pairs(p:GetChildren()) do
if v:IsA("BasePart") then
if v.BrickColor == BrickColor.new("Black") then
table.insert(ArmourParts, 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
for i, v in pairs(ArmourParts) do
v.BrickColor = BrickColor.new("Black")
v.Material = Enum.Material.Neon
end
for i, v in pairs(NeonParts) do
v.BrickColor = BrickColor.Black()
end
local FaceGradient = IT("Folder", Character)
FaceGradient.Name = "FaceGradient"
local Eyes = IT("Folder", Character)
Eyes.Name = "Eyes"
for i = 1, 10 do
local FACE = CreatePart(3, faceShadingFolder, "Neon", 0, 0+(i-1)/10.2, "Dark stone grey", "FaceGradient", VT(1.01,0.65,1.01),false)
FACE.Color = C3(0,0,0)
Head:FindFirstChildOfClass("SpecialMesh"):Clone().Parent = FACE
CreateWeldOrSnapOrMotor("Weld", FACE, Head, FACE, CF(0,0.28-(i-1)/30,0), CF(0, 0, 0))
end
local Eye = CreatePart(3, Eyes, "Neon", 0, 0, "Lily white", "Eye", VT(0.1,1,1)/2,false)
MakeForm(Eye,"Ball")
CreateWeldOrSnapOrMotor("Weld", Eye, Head, Eye, CF(0,0.15,0) * ANGLES(RAD(0), RAD(-18), RAD(0)), CF(0, 0, 0.4))
local Eye = CreatePart(3, Eyes, "Neon", 0, 0, "Lily white", "Eye", VT(0.1,1,1)/2,false)
MakeForm(Eye,"Ball")
CreateWeldOrSnapOrMotor("Weld", Eye, Head, Eye, CF(0,0.15,0) * ANGLES(RAD(0), RAD(18), RAD(0)), CF(0, 0, 0.4))
local Particle = IT("ParticleEmitter",nil)
Particle.Enabled = false
Particle.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,0.3),NumberSequenceKeypoint.new(0.3,0),NumberSequenceKeypoint.new(1,1)})
Particle.LightEmission = 0.5
Particle.Rate = 150
Particle.ZOffset = 0.2
Particle.Rotation = NumberRange.new(-180, 180)
Particle.RotSpeed = NumberRange.new(-180, 180)
Particle.Texture = "http://www.roblox.com/asset/?id=304437537"
Particle.Color = ColorSequence.new(C3(1,0,0),C3(0.4,0,0))
--ParticleEmitter({Speed = 5, Drag = 0, Size1 = 1, Size2 = 5, Lifetime1 = 1, Lifetime2 = 1.5, Parent = Torso, Emit = 100, Offset = 360, Enabled = false})
function ParticleEmitter(Table)
local PRTCL = Particle:Clone()
local Speed = Table.Speed or 5
local Drag = Table.Drag or 0
local Size1 = Table.Size1 or 1
local Size2 = Table.Size2 or 5
local Lifetime1 = Table.Lifetime1 or 1
local Lifetime2 = Table.Lifetime2 or 1.5
local Parent = Table.Parent or Torso
local Emit = Table.Emit or 100
local Offset = Table.Offset or 360
local Acel = Table.Acel or VT(0,0,0)
local Enabled = Table.Enabled or false
PRTCL.Parent = Parent
PRTCL.Size = NumberSequence.new(Size1,Size2)
PRTCL.Lifetime = NumberRange.new(Lifetime1,Lifetime2)
PRTCL.Speed = NumberRange.new(Speed)
PRTCL.VelocitySpread = Offset
PRTCL.Drag = Drag
PRTCL.Acceleration = Acel
if Enabled == false then
PRTCL:Emit(Emit)
Debris:AddItem(PRTCL,Lifetime2)
else
PRTCL.Enabled = true
end
return PRTCL
end
local Handle = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.2,0.6,0.2),false)
spawn(function() RainbowifyGun(Handle) end)
local RightArmGrasp = CreateWeldOrSnapOrMotor("Weld", Handle, RightArm, Handle, CF(0,-1, 0) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0.21, 0))
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.2,0.5,0.2),false)
MakeForm(Part,"Wedge")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.3, 0.2) * ANGLES(RAD(0), RAD(180), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.2,0.3,0.2),false)
MakeForm(Part,"Wedge")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.4, 0) * ANGLES(RAD(0), RAD(0), RAD(180)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.3,0.3,0.3),false)
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.5, 0.2) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.3,0.5,0.5),false)
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.5) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.4,0.4,0.4),false)
MakeForm(Part,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.5) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
for i = 1, 8 do
local Piece = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Eye", VT(0,0.35,0.41),false)
CreateWeldOrSnapOrMotor("Weld", Handle, Part, Piece, CF(0, 0, 0) * ANGLES(RAD(0), RAD((360/8)*i), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Piece) end)
end
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Eye", VT(0.38,0.41,0.38),false)
MakeForm(Part,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.5) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.37,0.5,0.37),false)
MakeForm(Part,"Ball")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.3) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.2,0.7,0.4),false)
MakeForm(Part,"Wedge")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.7, 0.5) * ANGLES(RAD(90), RAD(180), RAD(180)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.3,0.4,0.2),false)
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.7) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.35,0.35,0.35),false)
MakeForm(Part,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.7) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.5,0.1,0.5),false)
MakeForm(Part,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 1) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.5,0.1,0.45),false)
MakeForm(Part,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 1.1) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.2,0.5,0.2),false)
MakeForm(Part,"Wedge")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.55, 0.2) * ANGLES(RAD(-135), RAD(0), RAD(0)), CF(0, -0.3, 0))
spawn(function() RainbowifyGun(Part) end)
local LASTPART = Handle
for i = 1, 10 do
if LASTPART == Handle then
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.1,0.2,0),false)
LASTPART = Part
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.1, 0.2) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
else
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.1,0.05,0),false)
CreateWeldOrSnapOrMotor("Weld", Handle, LASTPART, Part, CF(0, 0.025, 0) * ANGLES(RAD(8), RAD(0), RAD(0)), CF(0, -0.025, 0))
LASTPART = Part
spawn(function() RainbowifyGun(Part) end)
end
end
local Barrel = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.15,4,0.15),false)
MakeForm(Barrel,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Barrel, CF(0, -0.6, 1.85) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Barrel) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0.25,2,0.25),false)
MakeForm(Part,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Handle, Barrel, Part, CF(0, -0.2, 0), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0,0.1,0.2),false)
MakeForm(Part,"Wedge")
CreateWeldOrSnapOrMotor("Weld", Handle, Barrel, Part, CF(0, 0.945, 0.1) * ANGLES(RAD(180), RAD(0), RAD(0)), CF(0, 0, 0))
spawn(function() RainbowifyGun(Part) end)
local Hole = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Eye", VT(0.125,0,0.125),false)
MakeForm(Hole,"Cyl")
CreateWeldOrSnapOrMotor("Weld", Handle, Barrel, Hole, CF(0, 2, 0), CF(0, 0, 0))
spawn(function() RainbowifyGun(Hole) end)
local Part = CreatePart(3, Weapon, "ForceField", 0, 0, "Mid gray", "Part", VT(0,0,0),false)
spawn(function() RainbowifyGun(Part) end)
local GEARWELD = CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.7), CF(0, 0, 0))
CreateMesh("SpecialMesh", Part, "FileMesh", 156292343, "", VT(0.8,0.8,1.5), VT(0,0,0.2))
local Part = CreatePart(3, Weapon, "ForceField", 0, 0.5, "Mid gray", "Eye", VT(0,0,0),false)
spawn(function() RainbowifyGun(Part) end)
local GEARWELD2 = CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.7), CF(0, 0, 0))
CreateMesh("SpecialMesh", Part, "FileMesh", 156292343, "", VT(0.9,0.9,0.3), VT(0,0,0.2))
ParticleEmitter({Speed = 0.2, Drag = 0, Size1 = 0.1, Size2 = 0, Lifetime1 = 0.3, Lifetime2 = 0.5, Parent = Hole, Emit = 100, Offset = 360, Enabled = true, Acel = VT(0,5,0)})
gearturn = 0
coroutine.resume(coroutine.create(function()
while game:service'RunService'.Heartbeat:wait'' do
GEARWELD.C0 = GEARWELD.C0 * ANGLES(RAD(0), RAD(0), RAD(gearspin))
GEARWELD2.C0 = GEARWELD2.C0 * ANGLES(RAD(0), RAD(0), RAD(-gearspin))
end
end))
rainbowparts = {}
local ownerdescendants = Character:GetDescendants()
D = Weapon:GetDescendants()
for _,v in pairs(D) do
if v:IsA("BasePart") then
v.Massless = true
table.insert(rainbowparts,D[i])
end
end
D2 = Eyes:GetDescendants()
for _,v in pairs(D2) do
if v:IsA("BasePart") then
v.Massless = true
table.insert(rainbowparts,v)
end
end
table.insert(rainbowparts,outer)
table.insert(rainbowparts,RightArm)
coroutine.wrap(function() RainbowifyTable(rainbowparts) end)()
ParticleEmitter({Speed = 0.2, Drag = 0, Size1 = 0.1, Size2 = 0, Lifetime1 = 0.3, Lifetime2 = 0.5, Parent = Hole, Emit = 100, Offset = 360, Enabled = true, Acel = VT(0,5,0)})
--[[local LASTPART = Head
for i = 1, 20 do
local MATH = (1-(i/25))
if LASTPART == Head then
local Horn = CreatePart(3, Character, "ForceField", 0, 0, "Really black", "Horn", VT(0.25*MATH,0.25,0.25*MATH),false)
CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Horn, CF(0.3, 0.7, -0.35) * ANGLES(RAD(-55), RAD(15), RAD(-15)), CF(0, 0, 0))
LASTPART = Horn
Horn.Color = C3((i*3-3)/.5,0,.5)
spawn(function() Rainbowify(Horn) end)
else
local Horn = CreatePart(3, Character, "ForceField", 0, 0, "Really black", "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(6), RAD(-0.3), RAD(0)), CF(0, 0, 0))
LASTPART = Horn
Horn.Color = C3((i*3-3)/.5,0,.5)
spawn(function() Rainbowify(Horn) end)
end
end
local LASTPART = Head
for i = 1, 20 do
local MATH = (1-(i/25))
if LASTPART == Head then
local Horn = CreatePart(3, Character, "ForceField", 0, 0, "Really black", "Horn", VT(0.25*MATH,0.25,0.25*MATH),false)
CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Horn, CF(-0.3, 0.7, -0.35) * ANGLES(RAD(-55), RAD(-15), RAD(15)), CF(0, 0, 0))
LASTPART = Horn
Horn.Color = C3((i*3-3)/.5,0,.5)
spawn(function() Rainbowify(Horn) end)
else
local Horn = CreatePart(3, Character, "ForceField", 0, 0, "Really black", "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(6), RAD(0.3), RAD(0)), CF(0, 0, 0))
LASTPART = Horn
Horn.Color = C3((i*3-3)/.5,0,.5)
spawn(function() Rainbowify(Horn) end)
end
end]]--
for _, b in pairs(Karma:GetChildren()) do
if b.ClassName == "Part" then
b.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
end
end
for _, b in pairs(Weapon:GetChildren()) do
if b.ClassName == "Part" then
b.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
end
end
coroutine.resume(coroutine.create(function()
while true do
Swait()
for _, c in pairs(KarmaWeapon2:GetDescendants()) do
if c.ClassName == "Part" and c.Name ~= "Eye" and c.Parent ~= Effects and c.Parent.Parent ~= Effects then
c.Material = "Glass"
c.Color = BrickColor.Black().Color
elseif c.ClassName == "Part" and c.Name == "Eye" then
c.Material = "Neon"
c.Color = C3(0,0,0)
spawn(function() Rainbowify(c) end)
end
end
for _, c in pairs(KarmaWeapon:GetDescendants()) do
if c.ClassName == "Part" and c.Name ~= "Eye" and c.Parent ~= Effects and c.Parent.Parent ~= Effects then
c.Material = "Glass"
c.Color = BrickColor.Black().Color
elseif c.ClassName == "Part" and c.Name == "Eye" then
c.Material = "Neon"
c.Color = C3(0,0,0)
spawn(function() Rainbowify(c) end)
end
end
end
end))
Weapon.Parent = Character
--//=================================\\
--|| ATTACK FUNCTIONS AND STUFF
--\\=================================//
abss = Instance.new("BillboardGui",Character)
abss.Size = UDim2.new(10,0,10,0)
abss.Enabled = false
imgl = Instance.new("ImageLabel",abss)
imgl.Position = UDim2.new(0,0,0,0)
imgl.Size = UDim2.new(1,0,1,0)
imgl.Image = "rbxassetid://342199418"
imgl.BackgroundTransparency = 1
imgl.ImageColor3 = Color3.new(.9,0,0)
img2 = Instance.new("ImageLabel",abss)
img2.Position = UDim2.new(0,0,0,0)
img2.Size = UDim2.new(1,0,1,0)
img2.Image = "rbxassetid://342199418"
img2.BackgroundTransparency = 1
img2.ImageColor3 = Color3.new(.9,0,0)
function CreatePartC(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, COLOR3, 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.Color = COLOR3
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:BreakJoints()
NEWPART.Parent = PARENT
return NEWPART
end
function CastProperRay(StartPos, EndPos, Distance, Ignore)
local DIRECTION = CF(StartPos,EndPos).lookVector
return Raycast(StartPos, DIRECTION, Distance, Ignore)
end
function SpawnTrail(FROM,TO,BIG)
local TRAIL = CreatePart(3, Effects, "Neon", 0, 0.5, "Really red", "Trail", VT(0,0,0))
spawn(function() Rainbowify(TRAIL) end)
MakeForm(TRAIL,"Cyl")
local DIST = (FROM - TO).Magnitude
if BIG == true then
TRAIL.Size = VT(0.5,DIST,0.5)
else
TRAIL.Size = VT(0.25,DIST,0.25)
end
TRAIL.CFrame = CF(FROM, TO) * CF(0, 0, -DIST/2) * ANGLES(RAD(90),RAD(0),RAD(0))
coroutine.resume(coroutine.create(function()
for i = 1, 5 do
Swait()
TRAIL.Transparency = TRAIL.Transparency + 0.01
end
wait(4.2)
TRAIL:remove()
end))
end
function chatfunc(text)
local chat = coroutine.wrap(function()
if Character:FindFirstChild("TalkingBillBoard")~= nil then
Character:FindFirstChild("TalkingBillBoard"):destroy()
end
local Bill = Instance.new("BillboardGui",Character)
Bill.Size = UDim2.new(0,100,0,40)
Bill.StudsOffset = VT(0,3,0)
Bill.Adornee = Character.Head
Bill.Name = "TalkingBillBoard"
local Hehe = Instance.new("TextBox",Bill)
Hehe.BackgroundTransparency = 1
Hehe.BorderSizePixel = 0
Hehe.Text = ""
Hehe.Font = "Bodoni"
Hehe.TextSize = 40
Hehe.TextStrokeTransparency = 0
Hehe.Size = UDim2.new(1,0,0.5,0)
coroutine.resume(coroutine.create(function()
while Hehe ~= nil do
Swait()
Hehe.Font = FONTS[MRANDOM(1, #FONTS)]
Hehe.Position = UDim2.new(0, 0, .05, 0)
Hehe.TextColor3 = BrickColor.Black().Color
Hehe.TextStrokeColor3 = BrickColor.Black().Color
end
end))
for i = 1,string.len(text),1 do
Swait()
Hehe.Text = string.sub(text,1,i)
end
Swait(90)
for i = 0, 1, .025 do
Swait()
Hehe.TextStrokeTransparency = i
Hehe.TextTransparency = i
end
Bill:Destroy()
end)
chat()
end
function printbye(Name)
local MESSAGES = {"You re a bad boi, ", "Go away, ", "YO GO AWAY PLS, ", "Chill, ", "BEGONE THOOOOT, ", "STAAAAAAAAAAFFFFFFFFFFF, ", "Try it again, ", "Welcome to my special hell, ", "Dont come back please, ", "You are a bad doggy, ","Don't try that ever again, "}
chatfunc(MESSAGES[MRANDOM(1,#MESSAGES)]..Name..".")
end
Player.Chatted:connect(function(msg)
if BanishMode == 324 then
if msg:sub(1, 5):lower()=='play/' then
sick:Stop()
SONG1 = msg:sub(6)
sick:Play()
sick.Looped = true
chatfunc("Now playing "..msg:sub(6))
pcall(function()
sick.TimePosition = visualsick.TimePosition - 0.2
end)
elseif msg:sub(1, 8):lower()=='/e play/' then
sick:Stop()
SONG1 = msg:sub(9)
sick:Play()
sick.Looped = true
chatfunc("Now playing "..msg:sub(9))
pcall(function()
sick.TimePosition = visualsick.TimePosition - 0.2
end)
elseif msg:sub(1, 6):lower()=='pitch/' then
local Pitch = msg:sub(7)
sick.Pitch = Pitch
chatfunc("Now pitch is "..msg:sub(7))
elseif msg:sub(1, 4):lower()=='vol/' then
local Volume = msg:sub(5)
sick.Volume = Volume
chatfunc("Now volume is "..msg:sub(5))
elseif msg:sub(1, 5):lower()=='stop/' then
sick:Stop()
visualsick:Stop()
chatfunc("Music Stopped")
elseif msg:sub(1, 7):lower()=='parent/' then
local Parent = msg:sub(7)
sick.Parent = Parent
chatfunc("Music Parent Changed to "..msg:sub(7))
end
end
end)
function Respawn(Foe)
if Foe then
coroutine.resume(coroutine.create(function()
local plr = game:service'Players':GetPlayerFromCharacter(Foe)
if plr then
plr:LoadCharacter()
end
end))
end
end
function Banish(Foe)
if Foe then
coroutine.resume(coroutine.create(function()
table.insert(TOBANISH,Foe.Name)
printbye(Foe.Name)
Foe.Archivable = true
local CLONE = Foe:Clone()
Foe:Destroy()
CLONE.Parent = Effects
CLONE:BreakJoints()
local MATERIALS = {"ForceField","Neon"}
for _, c in pairs(CLONE:GetDescendants()) do
if c:IsA("BasePart") then
if c.Name == "Torso" or c.Name == "UpperTorso" or c == CLONE.PrimaryPart then
CreateSound(340722848, c, 10, 1, false)
end
c.Anchored = true
c.Transparency = c.Transparency + 0.2
c.Material = MATERIALS[MRANDOM(1,2)]
c.Color = C3(1,0,0)
spawn(function() Rainbowify(c) end)
if c.ClassName == "MeshPart" then
c.TextureID = ""
end
if c:FindFirstChildOfClass("SpecialMesh") then
c:FindFirstChildOfClass("SpecialMesh").TextureId = ""
end
if c:FindFirstChildOfClass("Decal") then
c:FindFirstChildOfClass("Decal"):remove()
end
c.Name = "Banished"
c.CanCollide = false
else
c:remove()
end
end
local A = false
for i = 1, 35 do
if A == false then
A = true
elseif A == true then
A = false
end
for _, c in pairs(CLONE:GetDescendants()) do
if c:IsA("BasePart") then
c.Anchored = true
c.Material = MATERIALS[MRANDOM(1,2)]
c.Transparency = c.Transparency + 0.8/35
if A == false then
c.CFrame = c.CFrame*CF(MRANDOM(-45,45)/45,MRANDOM(-45,45)/45,MRANDOM(-45,45)/45)
elseif A == true then
c.CFrame = c.CFrame*CF(MRANDOM(-45,45)/45,MRANDOM(-45,45)/45,MRANDOM(-45,45)/45)
end
end
end
Swait()
end
CLONE:remove()
end))
end
end
function ApplyAoE(POSITION,RANGE,ISBANISH)
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 then
if (TORSO.Position - POSITION).Magnitude <= RANGE then
if ISBANISH == true then
Banish(CHILD)
else
if ISBANISH == "Gravity" then
HUM.PlatformStand = true
if TORSO:FindFirstChild("BanishForceV5"..Player.Name) then
local grav = Instance.new("BodyPosition",TORSO)
grav.D = 15
grav.P = 20000
grav.maxForce = Vector3.new(math.huge,math.huge,math.huge)
grav.position = TORSO.Position
grav.Name = "BanishForceV5"..Player.Name
else
TORSO:FindFirstChild("BanishForceV5"..Player.Name).position = TORSO.Position+VT(0,0.3,0)
TORSO.RotVelocity = VT(MRANDOM(-25,25),MRANDOM(-25,25),MRANDOM(-25,25))
end
else
HUM.PlatformStand = false
end
end
elseif ISBANISH == "Gravity" then
if TORSO:FindFirstChild("BanishForceV5"..Player.Name) then
TORSO:FindFirstChild("BanishForceV5"..Player.Name):remove()
HUM.PlatformStand = false
end
end
end
end
end
end
end
workspace.ChildAdded:connect(function(instance)
for BANISH = 1, #TOBANISH do
if TOBANISH[BANISH] ~= nil then
if instance.Name == TOBANISH[BANISH] then
coroutine.resume(coroutine.create(function()
printbye(instance.Name)
instance:ClearAllChildren()
Debris:AddItem(instance,0.0005)
end))
end
end
end
end)
function BanishBullet()
if Weapon.Parent == Character then
ATTACK = true
Rooted = false
for i=0, 0.01, 0.1 / Animation_Speed do
Swait()
turnto(Mouse.p)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * 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) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
repeat
for i=0, 0.01, 0.1 / Animation_Speed do
Swait()
turnto(Mouse.p)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * 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) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
local HIT,POS = CastProperRay(Hole.Position, Mouse.p, 1000, Character)
SpawnTrail(Hole.Position,POS)
CreateSound(904440937, Hole, 1, 1, false)
if HIT ~= nil then
if HIT.Parent ~= workspace and HIT ~= ownerdescendants and HIT.Name ~= "Base" then
Banish(HIT.Parent)
end
end
for i=0, 0.01, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.25 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(15), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * 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) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
until KEYHOLD == false
ATTACK = false
Rooted = false
end
end
function DeleteBullet()
if Weapon.Parent == Character then
for i=0, 0.01, 0.1 / Animation_Speed do
Swait()
turnto(Mouse.p)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * 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) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
for i=0, 0.01, 0.1 / Animation_Speed do
Swait()
turnto(Mouse.p)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * 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) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
local HIT,POS = CastProperRay(Hole.Position, Mouse.p, 1000, Character)
SpawnTrail(Hole.Position,POS)
CreateSound(904440937, Hole, 1, 1, false)
if HIT ~= nil then
if HIT.Parent ~= workspace and HIT ~= ownerdescendants and HIT.Name ~= "Base" then
HIT:Destroy()
end
end
for i=0, 0.01, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.25 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(15), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * 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) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
end
end
function RespawnBullet()
if Weapon.Parent == Character then
for i=0, 0.01, 0.1 / Animation_Speed do
Swait()
turnto(Mouse.p)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * 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) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
for i=0, 0.01, 0.1 / Animation_Speed do
Swait()
turnto(Mouse.p)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * 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) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
local HIT,POS = CastProperRay(Hole.Position, Mouse.p, 1000, Character)
SpawnTrail(Hole.Position,POS)
CreateSound(664046210, Hole, 1, 1, false)
if HIT ~= nil then
if HIT.Parent ~= workspace and HIT ~= ownerdescendants and HIT.Name ~= "Base" then
Respawn(HIT.Parent)
end
end
for i=0, 0.01, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.25 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(15), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * 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) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
end
end
end
function Rush()
local ORIGIN = RootPart.Position
CreateWave2(VT(1,1,1),65,CF(RootPart.Position)*CF(0,-3,0),false,2,"Pearl",VT(0.2,1,0.2))
CreateWave2(VT(1,1,1),65,CF(RootPart.Position)*CF(0,-3,0),false,2,"Pearl",VT(0.2,1,0.2))
local SOUNDPART = CreatePart(3, Effects, "Neon", 0, 1, "Pearl", "Sound", VT(0,0,0))
SOUNDPART.CFrame = RootPart.CFrame
Debris:AddItem(SOUNDPART,5)
CreateSound("1295446488", SOUNDPART, 2, 1)
RootPart.CFrame = CF(Mouse.p+VT(0,3,0),VT(ORIGIN.X,Mouse.p.Y,ORIGIN.Z))
Swait()
CreateWave2(VT(1,1,1),65,CF(RootPart.Position)*CF(0,-3,0),false,2,"Pearl",VT(0.2,1,0.2))
CreateWave2(VT(1,1,1),65,CF(RootPart.Position)*CF(0,-3,0),false,2,"Pearl",VT(0.2,1,0.2))
local SOUNDPART = CreatePart(3, Effects, "Neon", 0, 1, "Pearl", "Sound", VT(0,0,0))
SOUNDPART.CFrame = RootPart.CFrame
Debris:AddItem(SOUNDPART,5)
CreateSound("1295446488", SOUNDPART, 2, 1)
if MRANDOM(1,8) == 1 then
ATTACK = true
Rooted = true
local FRUITSTABLE = {
{MeshId = "16190555", TextureId = "16190577", Color = BrickColor.Black()},
{MeshId = "119574562", TextureId = "64374853", Color = BrickColor.Black()},
{MeshId = "24394186", TextureId = "24394178", Color = BrickColor.Black()}
}
local FRUIT = FRUITSTABLE[MRANDOM(1, #FRUITSTABLE)]
local FRUITMODEL = CreatePart(3, Effects, "Neon", 0, 0, FRUIT.Color, "Fruit", VT(0,0,0),false)
CreateMesh("SpecialMesh", FRUITMODEL, "FileMesh", FRUIT.MeshId, FRUIT.TextureId, VT(2,2,2), VT(0,0,0))
FRUITMODEL.CFrame = RightArm.CFrame * CF(0,-1.5,0)
weldBetween(RightArm,FRUITMODEL)
for i=0, 4, 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)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(190), RAD(-145)) * 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 - 0.05 * COS(SINE / 12), -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 / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
end
CreateSound("414517163", RightArm, 10, MRANDOM(7, 12) / 10)
FRUITMODEL:remove()
for i = 1, 15 do
Slice(0.1,15,RightArm.CFrame*CF(0,-1,0) * ANGLES(RAD(MRANDOM(-180,180)), RAD(MRANDOM(-180,180)), RAD(MRANDOM(-180,180))),FRUIT.Color, 1 + MRANDOM(1,10)/15)
end
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)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(190), RAD(-175)) * 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 - 0.05 * COS(SINE / 12), -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 / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
end
ATTACK = false
Rooted = false
end
end
function CreateParta(parent,transparency,reflectance,material,brickcolor)
local p = Instance.new("Part")
p.TopSurface = 0
p.BottomSurface = 0
p.Parent = parent
p.Size = Vector3.new(0.1,0.1,0.1)
p.Transparency = transparency
p.Reflectance = reflectance
p.CanCollide = false
p.Locked = true
p.BrickColor = brickcolor
p.Material = material
return p
end
function FireArc(Part, ToLocation, AmountOfTime, Height, DoesCourontine)
if DoesCourontine == false then
local Direction = CF(Part.Position, ToLocation)
local Distance = (Part.Position - ToLocation).magnitude
for i = 1, AmountOfTime do
Swait()
Part.CFrame = Direction * CF(0, AmountOfTime / 200 + (AmountOfTime / Height - i * 2 / Height), -Distance / AmountOfTime)
Direction = Part.CFrame
end
Part:remove()
elseif DoesCourontine == true then
coroutine.resume(coroutine.create(function()
local Direction = CF(Part.Position, ToLocation)
local Distance = (Part.Position - ToLocation).magnitude
for i = 1, AmountOfTime do
Swait()
Part.CFrame = Direction * CF(0, AmountOfTime / 200 + (AmountOfTime / Height - i * 2 / Height), -Distance / AmountOfTime)
Direction = Part.CFrame
end
Part:remove()
end))
end
end
function chatfunc(text)
local chat = coroutine.wrap(function()
if Character:FindFirstChild("TalkingBillBoard")~= nil then
Character:FindFirstChild("TalkingBillBoard"):destroy()
end
local Bill = Instance.new("BillboardGui",Character)
Bill.Size = UDim2.new(0,35,0,18)
Bill.StudsOffset = Vector3.new(0,4.5,0)
Bill.Adornee = Character.Head
Bill.Name = "TalkingBillBoard"
local Hehe = Instance.new("TextBox",Bill)
Hehe.BackgroundTransparency = 1
Hehe.BorderSizePixel = 0
Hehe.Text = ""
Hehe.Font = "Arcade"
Hehe.TextSize = 45
Hehe.TextStrokeTransparency = 0
Hehe.Size = UDim2.new(1,0,0.5,0)
coroutine.resume(coroutine.create(function()
while Hehe ~= nil do
wait()
Hehe.Position = UDim2.new(math.random(-.4,.4),math.random(-5,5),.05,math.random(-5,5))
end
end))
spawn(function() RainbowifyText(Hehe) end)
for i = 1,string.len(text),1 do
wait()
Hehe.Text = string.sub(text,1,i)
end
wait(3)
for i = 0, 5, .025 do
wait()
Bill.ExtentsOffset = Vector3.new(math.random(-i, i), math.random(-i, i), math.random(-i, i))
Hehe.TextStrokeTransparency = i
Hehe.TextTransparency = i
end
Bill:Destroy()
end)
chat()
end
Player.Chatted:Connect(function(aa)
chatfunc(aa)
end)
--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//
local Event = Instance.new("RemoteEvent",NLS([[local Event = script:FindFirstChildWhichIsA("RemoteEvent")
local Mouse = owner:GetMouse()
Mouse.Button1Down:connect(function()
Event:FireServer("mouselook",Mouse.Hit)
end)
Mouse.KeyDown:connect(function(key)
Event:FireServer("mouselook",Mouse.Hit)
Event:FireServer(key,Mouse.Hit,"press")
end)
Mouse.KeyUp:connect(function(key)
Event:FireServer(key,Mouse.Hit,"release")
end)
while true do
game:service'RunService'.RenderStepped:wait''
Event:FireServer("mouselook",Mouse.Hit)
end]],owner.Character))
local deleteshooting = false
local banishshooting = false
local respawnshooting = false
function ControlInput(plr,key,aim,type)
if key == "mouselook" then
Mouse = aim
elseif key == "f" and type == "press" and ATTACK == false then
TOBANISH = {}
BannedSkids = {}
chatfunc("I spare you.")
elseif key == "y" and type == "press" and ATTACK == false then
SONG1 = 846573741
sick.TimePosition = 0
Speed = 16
Weapon.Parent = Character
BanishMode = 666
Jump = 50
tecks2.Text = "Rainbow Infinite"
elseif key == "j" and type == "press" and ATTACK == false then
SONG1 = 2371543268
sick.TimePosition = 0
Speed = 16
Weapon.Parent = Character
BanishMode = 1
Jump = 50
tecks2.Text = "Rainbow Infinite"
elseif key == "p" and type == "press" and ATTACK == false then
chatfunc("Lets Hear Some Music!")
SONG1 = 2664096416
sick.TimePosition = 0
Speed = 12
Jump = 40
Weapon.Parent = nil
BanishMode = 324
tecks2.Text = "Rainbow Musical"
elseif key == "u" and type == "press" and ATTACK == false then
SONG1 = 2969432275
sick.TimePosition = 0
Speed = 45
Weapon.Parent = Character
BanishMode = 3
Jump = 50
tecks2.Text = "Rainbow Infinite"
elseif key == "m" and type == "press" and ATTACK == false and BanishMode == 3 then
SONG1 = 580288014
BanishMode = 1444
Weapon.Parent = nil
Speed = 0
Jump = 0
sick.TimePosition = 0
tecks2.Text = "????????"
chatfunc("Si si lo que digas..")
wait(3)
chatfunc("De todos modos.")
wait(2)
chatfunc("No creas que esto quedara tan facil ;)")
wait(6)
BanishMode = 555
chatfunc("WELCOME TO THE MIND ????")
wait(1.7)
Speed = 30
Weapon.Parent = Character
BanishMode = 900
Jump = 100
tecks2.Text = "JustJean"
elseif key == "h" and type == "press" and ATTACK == false then
SONG1 = 4131795111
sick.TimePosition = 0
Speed = 27
Weapon.Parent = Character
BanishMode = 2
Jump = 50
tecks2.Text = "Rainbow Infinite"
elseif key == "m" and type == "press" and ATTACK == false and BanishMode == 2 then
SONG1 = 644312180
BanishMode = 1444
Speed = 0
Jump = 0
Weapon.Parent = nil
wait(1)
chatfunc("He")
wait(1)
chatfunc("Hehe..")
wait(2)
chatfunc("Hehehe...")
wait(3)
chatfunc("HEHEHEHEHEHE!")
wait(2)
chatfunc("REALLY U THINK YOU WIN?")
wait(2.5)
chatfunc("WELL...")
wait(3)
chatfunc("YOU GONNA HAVE A VERY BAD TIME")
tecks2.Text = "Rainbow GT Inferno"
SONG1 = 3154204326
sick.TimePosition = 0
Speed = 27
Jump = 150
Weapon.Parent = Character
BanishMode = 1555
elseif key == "m" and type == "press" and ATTACK == false and BanishMode == 666 then
SONG1 = 2787753799
Speed = 0
Jump = 0
BanishMode = 1444
Weapon.Parent = nil
sick.TimePosition = 36.9
wait(0.85)
chatfunc("I Love Everything...")
wait(2.8)
chatfunc("Fire's Spreading All Around My Room..")
wait(3.5)
chatfunc("My World's So Bright...")
wait(1.9)
chatfunc("It's Hard To Breathe But That's Alright")
wait(2.6)
chatfunc("Hush..")
Weapon.Parent = Character
BanishMode = 555
Speed = 45
Jump = 100
tecks2.Text = "Rainbow Fire"
elseif key == "l" and type == "press" and ATTACK == false then
SONG1 = 644312180
Speed = 0
Jump = 0
Weapon.Parent = nil
BanishMode = nil
chatfunc("Its a beautiful day outside..")
wait(3.5)
chatfunc("Birds are singing...")
wait(1.5)
chatfunc("Flowers are blooming...")
wait(1.5)
chatfunc("In this days..")
wait(1.5)
chatfunc("Skids like you...")
wait(2.7)
SONG1 = 0
chatfunc("Should be burning in hell.")
wait(9)
SONG1 = 1571343272
BanishMode = 777
Weapon.Parent = Character
Speed = 25
Jump = 75
tecks2.Text = "Rainbow Infinite"
elseif key == "q" and ATTACK == false then
Rush()
elseif key == "t" and type == "press" and respawnshooting == false and banishshooting == false and deleteshooting == false then
respawnshooting = true
elseif key == "t" and type == "release" and respawnshooting == true then
respawnshooting = false
elseif key == "e" and type == "press" and banishshooting == false and respawnshooting == false and deleteshooting == false then
banishshooting = true
elseif key == "e" and type == "release" and banishshooting == true then
banishshooting = false
elseif key == "r" and type == "press" and deleteshooting == false and respawnshooting == false and banishshooting == false then
deleteshooting = true
elseif key == "r" and type == "release" and deleteshooting == true then
deleteshooting = false
end
end
Event.OnServerEvent:Connect(ControlInput)
coroutine.wrap(function()
while true do
if respawnshooting then
RespawnBullet(Mouse.p)
elseif banishshooting then
BanishBullet(Mouse.p)
elseif deleteshooting then
DeleteBullet(Mouse.p)
end
swait()
end
end)()
--//=================================\\
--\\=================================//
--[[function unanchor()
for _, c in pairs(Character:GetChildren()) do
if c:IsA("BasePart") and c ~= RootPart then
c.Anchored = false
end
end
if UNANCHOR == true then
RootPart.Anchored = false
else
RootPart.Anchored = true
end
end]]
--//=================================\\
--|| WRAP THE WHOLE SCRIPT UP
--\\=================================//
--//=================================\\
--|| Compatibility
--\\=================================//
local sine = SINE
local Sine = SINE
local angles = ANGLES
local RH = RightHip
local LH = LeftHip
local LW = LeftShoulder
local RW = RightShoulder
local head = Head
local RootCF = ROOTC0
local necko = NECKC0
local NK = Neck
local RJ = RootJoint
local LS = LeftShoulder
local RS = RightShoulder
local clerp = Clerp
local LSC0 = LS.C0
local RSC0 = RS.C0
local NKC0 = NK.C0
local LHC0 = LH.C0
local RHC0 = RH.C0
local RJC0 = RJ.C0
local CFA = CFrame.Angles
local CFN = CFrame.new
--//=================================\\
--\\=================================//
Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
Humanoid.Jump = false
end
end)
local clerp = Clerp
function unanchor()
for i,v in next, RootPart.Parent:GetDescendants() do
task.spawn(pcall, function() v.Anchored = false end)
end
end
while true do
Swait()
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end
SINE = SINE + CHANGE
local POS = RootPart.CFrame
RootPart.CFrame = POS
TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
TORSOVERTICALVELOCITY = RootPart.Velocity.y
Player_Size = 1
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0, 0.5, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) , 0.2 / Animation_Speed)
LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0, 0.5, 0) * ANGLES(RAD(0), RAD(90), RAD(0)), 0.2 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
end
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 * Player_Size, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 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 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 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 and BanishMode == 1 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.5, 0) * ANGLES(RAD(145), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(3), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.75, 0.5, 0.5) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(75), 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 / 12), -0.01) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
elseif ATTACK == false and BanishMode == 3 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0 - 0.15 * COS(SINE / 12), 0 + 0.1 * COS(SINE / 6)) * ANGLES(RAD(3.5 * COS(SINE / 12)), RAD(0), RAD(-35)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(2.5 * SIN(SINE / 12)), RAD(-25 + 4 * COS(SINE / 6)), RAD(35)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, -0.25 + 0.15 * SIN(SINE / 5), 0.2) * ANGLES(RAD(170 - 2.5 * COS(SINE / 5)), RAD(15), RAD(5)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 0.5 - 0.15 * COS(SINE / 6), 0 + 0.1 * COS(SINE / 12)) * ANGLES(RAD(-5 * SIN(SINE / 12)), RAD(15 * SIN(SINE / 12)), RAD(-15 - 7.5 * SIN(SINE / 12) - 1.5 * COS(SINE / 6))) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.1 * COS(SINE / 6), -0.01) * ANGLES(RAD(0), RAD(100), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.1 * COS(SINE / 6), -0.01) * ANGLES(RAD(3.5 + 3.5 * COS(SINE / 12)), RAD(-55), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ATTACK == false and BanishMode == 2 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0.1, -0.1 + 0.05 * SIN(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(20)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(21 + 2.5 * SIN(SINE / 12))), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.5 + 0.05 * SIN(SINE / 12), 0) * ANGLES(RAD(100 + 2 * COS(SINE / 12)), RAD(0), RAD(15 + 3 * COS(SINE / 12) - 3 * SIN(SINE / 12))) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 0.5 + 0.05 * SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(-3.5), RAD(-25 + 5 * COS(SINE / 12))) * ANGLES(RAD(20), RAD(0), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * SIN(SINE / 12), -.3) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ATTACK == false and BanishMode == 666 then
RightHip.C0=Clerp(RightHip.C0,cf(1,-1 - 0.1 * math.cos(SINE / 32),0)*ANGLES(math.rad(0),math.rad(90),math.rad(0))*ANGLES(math.rad(-10 - 2.5 * math.cos(SINE / 32)),math.rad(-20),math.rad(0)),.1)
LeftHip.C0=Clerp(LeftHip.C0,cf(-1,-1 - 0.1 * math.cos(SINE / 32),0)*ANGLES(math.rad(0),math.rad(-90),math.rad(0))*ANGLES(math.rad(0),math.rad(0),math.rad(-10 + 2.5 * math.cos(SINE / 32))),.1)
RootJoint.C0=Clerp(RootJoint.C0,ROOTC0*cf(0,0,0 + 0.1 * math.cos(SINE / 32))*ANGLES(math.rad(10 - 2 * math.cos(SINE / 32)),math.rad(0),math.rad(20)),.1)
Torso.Neck.C0=Clerp(Torso.Neck.C0,NECKC0*ANGLES(math.rad(55),math.rad(0),math.rad(0)),.1)
RightShoulder.C0=Clerp(RightShoulder.C0,cf(1.25,0.5,-0.25)*ANGLES(math.rad(140),math.rad(0),math.rad(-20 + 2.5 * math.cos(SINE / 28))),.1)
LeftShoulder.C0=Clerp(LeftShoulder.C0,cf(-1.25,0.5,-0.25)*ANGLES(math.rad(140),math.rad(0),math.rad(20 - 2.5 * math.cos(SINE / 28))),.1)
RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) , 0.2 / Animation_Speed)
LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
elseif ATTACK == false and BanishMode == 777 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * SIN(SINE / 24)*SIZE, 0 + 0.04 * SIN(SINE / 12)*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0 - 2.5 * SIN(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE) - 1)) * ANGLES(RAD(25 - 4 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.05 * SIN(SINE / 12), -0.5) * ANGLES(RAD(0), RAD(0), RAD(-100)) * ANGLES(RAD(20), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.75*SIZE, 0.5*SIZE, 0.5*SIZE) * ANGLES(RAD(-35), RAD(25 - 2.5 * SIN(SINE / 12)), RAD(55 - 2.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE + 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-2 - 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-75), RAD(0)) * ANGLES(RAD(-2 + 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
elseif ATTACK == false and BanishMode == 555 then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0* Player_Size, 0* Player_Size, 2 + 0.25* Player_Size * COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0)), 0.1)
Neck.C0 = Clerp(Neck.C0, NECKC0* CF(0, 0, 0 + ((1* Player_Size) - 1)) * ANGLES(RAD(15 - 6.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.05)
RightHip.C0 = Clerp(RightHip.C0, CF(1* Player_Size, -1 - 0.15 * COS(SINE / 20)* Player_Size, -0.1* Player_Size) * ANGLES(RAD(0), RAD(76), RAD(0)) * ANGLES(RAD(-8.5 - 6.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.1)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1.1* Player_Size, -0.6 - 0.15 * COS(SINE / 20)* Player_Size, -0.3* Player_Size) * ANGLES(RAD(0), RAD(-76), RAD(0)) * ANGLES(RAD(-8.5 - 6.5 * SIN(SINE / 12)), RAD(15), RAD(25)), 0.1)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.4* Player_Size, 0.4 + 0.08 * SIN(SINE / 12)* Player_Size, 0* Player_Size) * ANGLES(RAD(25 - 6.5 * COS(SINE / 12)), RAD(-.6), RAD(13 + 6.5 * SIN(SINE / 12))), 0.1)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.4* Player_Size, 0.4 + 0.08 * SIN(SINE / 12)* Player_Size, 0* Player_Size) * ANGLES(RAD(25 - 6.5 * COS(SINE / 12)), RAD(-.6), RAD(-13 - 6.5 * SIN(SINE / 12))), 0.1)
RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0, 0.5, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) , 0.2 / Animation_Speed)
LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0, 0.5, 0) * ANGLES(RAD(0), RAD(90), RAD(0)), 0.2 / Animation_Speed)
elseif ATTACK == false and BanishMode == 1444 then
RightHip.C0= Clerp(RightHip.C0,CF(1,0.35 - 0.05 * math.cos(SINE / 32),-0.7)*ANGLES(math.rad(-20),math.rad(75),math.rad(0))*ANGLES(math.rad(-3),math.rad(0 - 1 * math.cos(SINE / 56)),math.rad(25 - 2 * math.cos(SINE / 32))),.1)
LeftHip.C0= Clerp(LeftHip.C0,CF(-1,-1.125 - 0.05 * math.cos(SINE / 32),-0.6)*ANGLES(math.rad(-105),math.rad(-75),math.rad(0))*ANGLES(math.rad(-3),math.rad(0 - 1 * math.cos(SINE / 56)),math.rad(-25 + 2 * math.cos(SINE / 32))),.1)
RootJoint.C0= Clerp(RootJoint.C0,ROOTC0*CF(0,0,-1.3 + 0.05 * math.cos(SINE / 32))*ANGLES(math.rad(7.5 - 2 * math.cos(SINE / 32)),math.rad(0),math.rad(0)),.1)
Neck.C0= Clerp(Neck.C0,NECKC0*ANGLES(math.rad(25 - 2 * math.cos(SINE / 37)),math.rad(0 + 1 * math.cos(SINE / 58)),math.rad(0 + 2 * math.cos(SINE / 53))),.1)
RightShoulder.C0= Clerp(RightShoulder.C0,CF(1.35,0.5 + 0.025 * math.cos(SINE / 45),0)*ANGLES(math.rad(165 + 5 * math.cos(SINE / 74)),math.rad(1 - 3 * math.cos(SINE / 53)),math.rad(-15 + 3 * math.cos(SINE / 45))),.1)
LeftShoulder.C0= Clerp(LeftShoulder.C0,CF(-1.35,0.5 + 0.025 * math.cos(SINE / 45),0)*ANGLES(math.rad(165 - 3 * math.cos(SINE / 73)),math.rad(2 - 1 * math.cos(SINE / 55)),math.rad(15 - 3 * math.cos(SINE / 45))),.1)
elseif ATTACK == false and BanishMode == 1555 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(45)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5 - 2.5 * COS(SINE / 12)), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.4, 0.5 + 0.05 * SIN(SINE / 12), -0.5) * ANGLES(RAD(100), RAD(0), RAD(-70)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 0.5, 0) * ANGLES(RAD(0), RAD(15), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(75), 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 / 12), -0.01) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
elseif ATTACK == false and BanishMode == 900 then
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15 - 2.5 * SIN(SINE / 15)), RAD(0), RAD(20)), 3 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0- 0.1 * COS(SINE / 30), 0 + 0.1 * COS(SINE / 15)) * ANGLES(RAD(0+ 5 * COS(SINE / 30)), RAD(0), RAD(-20)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.5, 0) * ANGLES(RAD(145), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(3), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
LeftShoulder.C0= Clerp(LeftShoulder.C0,cf(-1.25,0.5,-0.25)*ANGLES(math.rad(140),math.rad(0),math.rad(20 - 2.5 * math.cos(SINE / 28))),.1)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.1 * COS(SINE / 15), -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-4+2.5 * COS(SINE / 30)), RAD(0), RAD(0+ 5 * COS(SINE / 30))), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.1 * COS(SINE / 15), -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-4-2.5 * COS(SINE / 30)), RAD(0), RAD(0- 5 * COS(SINE / 30))), 1 / Animation_Speed)
elseif ATTACK == false and BanishMode == 324 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * SIN(SINE / 24)*SIZE, 0 + 0.04 * SIN(SINE / 12)*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0 - 2.5 * SIN(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE) - 1)) * ANGLES(RAD(25 - 4 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.75*SIZE, 0.5*SIZE, 1*SIZE) * ANGLES(RAD(-35), RAD(-25 + 2.5 * SIN(SINE / 12)), RAD(-55 + 2.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.75*SIZE, 0.5*SIZE, 1*SIZE) * ANGLES(RAD(-35), RAD(25 - 2.5 * SIN(SINE / 12)), RAD(55 - 2.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE + 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-2 - 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-75), RAD(0)) * ANGLES(RAD(-2 + 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil and Rooted == false then
ANIM = "Walk"
if ATTACK == false and BanishMode == 1 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 8 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.1, -0.4) * ANGLES(RAD(150), RAD(0), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 0.5, 0) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0.35 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 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(15)), 2 / Animation_Speed)
elseif ATTACK == false and BanishMode == 3 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5 + 2.5 * COS(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(-15)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 2 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(-15 + 3 * COS(SINE / (WALKSPEEDVALUE / 2))), RAD(15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, -0.25, 0.2) * ANGLES(RAD(170), RAD(15), RAD(5)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 0.5 - 0.15 * COS(SINE / (WALKSPEEDVALUE / 2)), 0 + 0.1 * COS(SINE / (WALKSPEEDVALUE))) * ANGLES(RAD(-5 * SIN(SINE / 12)), RAD(15 * SIN(SINE / (WALKSPEEDVALUE))), RAD(-25 - 5.5 * SIN(SINE / (WALKSPEEDVALUE)))) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
elseif ATTACK == false and BanishMode == 2 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.05) * ANGLES(RAD(0), RAD(0), RAD(-15 * COS(SINE / (WALKSPEEDVALUE)))), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 1 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(10 * COS(SINE / (WALKSPEEDVALUE)))), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.5, 0) * ANGLES(RAD(100 + 2 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(15)) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 0.5, 0) * ANGLES(RAD(70 * SIN(SINE / WALKSPEEDVALUE)), RAD(5), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-10)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 2 / Animation_Speed)
elseif ATTACK == false and BanishMode == 666 then
RightHip.C0=Clerp(RightHip.C0,cf(1,-0.85,-0.15 - 0.15 * math.cos(SINE / 8))*ANGLES(math.rad(0),math.rad(90),math.rad(0))*ANGLES(math.rad(0),math.rad(0 + 5 * math.cos(SINE / 12)),math.rad(5 + 25 * math.cos(SINE / 12))),.1)
LeftHip.C0=Clerp(LeftHip.C0,cf(-1,-0.85,-0.15 + 0.15 * math.cos(SINE / 8))*ANGLES(math.rad(0),math.rad(-90),math.rad(0))*ANGLES(math.rad(0),math.rad(0 + 5 * math.cos(SINE / 12)),math.rad(-5 + 25 * math.cos(SINE / 12))),.1)
RootJoint.C0=Clerp(RootJoint.C0,ROOTC0*cf(0,0,-0.15 - 0.1 * math.cos(SINE / 8))*ANGLES(math.rad(12.5),math.rad(0),math.rad(0 - 5 * math.cos(SINE / 12))),.1)
Torso.Neck.C0=Clerp(Torso.Neck.C0,NECKC0*ANGLES(math.rad(30 - 5 * math.cos(SINE / 0.5265)),math.rad(0 - 5 * math.cos(SINE / 0.25)),math.rad(0 - 5 * math.cos(SINE / 0.465))),.1)
RightShoulder.C0=Clerp(RightShoulder.C0,cf(1.25,0.5,-0.25)*ANGLES(math.rad(140),math.rad(0),math.rad(-20 + 2.5 * math.cos(SINE / 28))),.1)
LeftShoulder.C0=Clerp(LeftShoulder.C0,cf(-1.25,0.5,-0.25)*ANGLES(math.rad(140),math.rad(0),math.rad(20 - 2.5 * math.cos(SINE / 28))),.1)
elseif ATTACK == false and BanishMode == 777 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 8 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.1, -0.4) * ANGLES(RAD(150), RAD(0), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 0.5, 0) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0.35 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 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(15)), 2 / Animation_Speed)
elseif ATTACK == false and BanishMode == 555 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 8 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.1, -0.4) * ANGLES(RAD(150), RAD(0), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 0.5, 0) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0.35 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 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(15)), 2 / Animation_Speed)
elseif ATTACK == false and BanishMode == 1555 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0), RAD(10 * COS(SINE / WALKSPEEDVALUE))), 0.5 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 - 0.1 * COS(SINE / 3) + ((1) - 1)) * ANGLES(RAD(30 - 2.5 * SIN(SINE / 12)), RAD(7 * COS(SINE / 24)), RAD(0)), 0.5 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.4, 0.5 + 0.05 * SIN(SINE / 12), -0.5) * ANGLES(RAD(100), RAD(0), RAD(-70)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2, 0.5, -0.5 * SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.8 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
elseif ATTACK == false and BanishMode == 900 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 - 8 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(2, 0.5, 0) * ANGLES(RAD(145), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(3), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
LeftShoulder.C0=Clerp(LeftShoulder.C0,cf(-1.25,0.5,-0.25)*ANGLES(math.rad(140),math.rad(0),math.rad(20 - 2.5 * math.cos(SINE / 28))),.1)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1 - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
elseif ATTACK == false and BanishMode == 324 then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -0.1*SIZE) * ANGLES(RAD(5), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE) - 1)) * ANGLES(RAD(15 - 1 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 1/ Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.75*SIZE, 0.5*SIZE, 1*SIZE) * ANGLES(RAD(-35), RAD(-25 + 2.5 * SIN(SINE / WALKSPEEDVALUE)), RAD(-55 + 2.5 * SIN(SINE / WALKSPEEDVALUE))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.75*SIZE, 0.5*SIZE, 1*SIZE) * ANGLES(RAD(-35), RAD(25 - 2.5 * SIN(SINE / WALKSPEEDVALUE)), RAD(55 - 2.5 * SIN(SINE / WALKSPEEDVALUE))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE , -1*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
end
end
unanchor()
--[[for _, c in pairs(HornFolder:GetChildren()) do
c.Color = C3(0,0,0)
end]]--
for _, c in pairs(faceShadingFolder:GetChildren()) do
c.Color = C3(0,0,0)
end
for i, v in pairs(NeonParts) do
v.Color = BrickColor.Black().Color
end
for i, v in pairs(ArmourParts) do
v.Color = C3(0,0,0)
end
for _, c in pairs(Character:GetChildren()) do
if c:IsA('CharacterMesh') then
c:Destroy()
end
end
Humanoid.MaxHealth = math.huge
Humanoid.Health = math.huge
if Rooted == false then
Disable_Jump = false
Humanoid.WalkSpeed = Speed
elseif Rooted == true then
Disable_Jump = true
Humanoid.WalkSpeed = 0
end
sick.SoundId = "rbxassetid://"..SONG1
sick.Looped = true
Humanoid.JumpPower = Jump
Humanoid.UseJumpPower = true
Head.Transparency = 0
Torso.Transparency = 0
RightArm.Transparency = 0
LeftArm.Transparency = 0
LeftLeg.Transparency = 0
RightLeg.Transparency = 0
Shield.Locked = true
end
--//=================================\\
--\\=================================//
BrickColor.new("Green")
--//====================================================\\--
--|| END OF SCRIPT
--\\====================================================//--