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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 --\\====================================================//--
Editor Settings
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