Rainbow King

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LanguageLua
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local Player = owner local Mouse,mouse,UserInputService,ContextActionService do local GUID = {} do GUID.IDs = {}; function GUID:new(len) local id; if(not len)then id = (tostring(function() end)) id = id:gsub("function: ","") else local function genID(len) local newID = "" for i = 1,len do newID = newID..string.char(math.random(48,90)) end return newID end repeat id = genID(len) until not GUID.IDs[id] local oid = id; id = {Trash=function() GUID.IDs[oid]=nil; end;Get=function() return oid; end} GUID.IDs[oid]=true; end return id end end local AHB = Instance.new("BindableEvent") local FPS = 30 local TimeFrame = 0 local LastFrame = tick() local Frame = 1/FPS game:service'RunService'.Heartbeat:connect(function(s,p) TimeFrame = TimeFrame + s if(TimeFrame >= Frame)then for i = 1,math.floor(TimeFrame/Frame) do AHB:Fire() end LastFrame=tick() TimeFrame=TimeFrame-Frame*math.floor(TimeFrame/Frame) task.wait() end end) function swait(dur) if NUMBER == 0 or dur == nil then game:GetService("RunService").Heartbeat:wait() else for i = 1, dur do game:GetService("RunService").Heartbeat:wait() end end end local loudnesses={} script.Parent = nil script.Disabled = true local CoAS = {Actions={}} local Event = Instance.new("RemoteEvent") Event.Name = "UserInputEvent" Event.Parent = Player.Character local Func = Instance.new("RemoteFunction") Func.Name = "GetClientProperty" Func.Parent = Player.Character local fakeEvent = function() local t = {_fakeEvent=true,Waited={}} t.Connect = function(self,f) local ft={Disconnected=false;disconnect=function(s) s.Disconnected=true end} ft.Disconnect=ft.disconnect ft.Func=function(...) for id,_ in next, t.Waited do t.Waited[id] = true end return f(...) end; self.Function=ft; return ft; end t.connect = t.Connect t.Wait = function() local guid = GUID:new(25) local waitingId = guid:Get() t.Waited[waitingId]=false repeat swait() until t.Waited[waitingId]==true t.Waited[waitingId]=nil; guid:Trash() end t.wait = t.Wait return t end local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()} local UsIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()} function CoAS:BindAction(name,fun,touch,...) CoAS.Actions[name] = {Name=name,Function=fun,Keys={...}} end function CoAS:UnbindAction(name) CoAS.Actions[name] = nil end local function te(self,ev,...) local t = self[ev] if t and t._fakeEvent and t.Function and t.Function.Func and not t.Function.Disconnected then t.Function.Func(...) elseif t and t._fakeEvent and t.Function and t.Function.Func and t.Function.Disconnected then self[ev].Function=nil end end m.TrigEvent = te UsIS.TrigEvent = te Event.OnServerEvent:Connect(function(plr,io) if plr~=Player then return end if io.Mouse then m.Target = io.Target m.Hit = io.Hit elseif io.KeyEvent then m:TrigEvent('Key'..io.KeyEvent,io.Key) elseif io.UserInputType == Enum.UserInputType.MouseButton1 then if io.UserInputState == Enum.UserInputState.Begin then print'down' m:TrigEvent("Button1Down") else print'up' m:TrigEvent("Button1Up") end end if(not io.KeyEvent and not io.Mouse)then for n,t in pairs(CoAS.Actions) do for _,k in pairs(t.Keys) do if k==io.KeyCode then t.Function(t.Name,io.UserInputState,io) end end end if io.UserInputState == Enum.UserInputState.Begin then UsIS:TrigEvent("InputBegan",io,false) else UsIS:TrigEvent("InputEnded",io,false) end end end) Func.OnServerInvoke = function(plr,inst,play) if plr~=Player then return end if(inst and typeof(inst) == 'Instance' and inst:IsA'Sound')then loudnesses[inst]=play end end function GetClientProperty(inst,prop) if(prop == 'PlaybackLoudness' and loudnesses[inst])then return loudnesses[inst] elseif(prop == 'PlaybackLoudness')then return Func:InvokeClient(Player,'RegSound',inst) end return Func:InvokeClient(Player,inst,prop) end Mouse, mouse, UserInputService, ContextActionService = m, m, UsIS, CoAS end local Client = NLS([==[local me = game:service'Players'.localPlayer; local mouse = me:GetMouse(); local UIS = game:service'UserInputService' local ch = workspace:WaitForChild(me.Name); local UserEvent = ch:WaitForChild('UserInputEvent',30) UIS.InputChanged:connect(function(io,gpe) if(io.UserInputType == Enum.UserInputType.MouseMovement)then UserEvent:FireServer{Mouse=true,Target=mouse.Target,Hit=mouse.Hit} end end) mouse.Changed:connect(function(o) if(o == 'Target' or o == 'Hit')then UserEvent:FireServer{Mouse=true,Target=mouse.Target,Hit=mouse.Hit} end end) UIS.InputBegan:connect(function(io,gpe) if(gpe)then return end UserEvent:FireServer{InputObject=true,KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState} end) UIS.InputEnded:connect(function(io,gpe) if(gpe)then return end UserEvent:FireServer{InputObject=true,KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState} end) mouse.KeyDown:connect(function(k) UserEvent:FireServer{KeyEvent='Down',Key=k} end) mouse.KeyUp:connect(function(k) UserEvent:FireServer{KeyEvent='Up',Key=k} end) local ClientProp = ch:WaitForChild('GetClientProperty',30) local sounds = {} function regSound(o) if(o:IsA'Sound')then local lastLoudness = o.PlaybackLoudness ClientProp:InvokeServer(o,lastLoudness) table.insert(sounds,{o,lastLoudness}) --ClientProp:InvokeServer(o,o.PlaybackLoudness) end end ClientProp.OnClientInvoke = function(inst,prop) if(inst == 'RegSound')then regSound(prop) for i = 1, #sounds do if(sounds[i][1] == prop)then return sounds[i][2] end end else return inst[prop] end end for _,v in next, workspace:GetDescendants() do regSound(v) end workspace.DescendantAdded:connect(regSound) me.Character.DescendantAdded:connect(regSound) game:service'RunService'.RenderStepped:connect(function() for i = 1, #sounds do local tab = sounds[i] local object,last=unpack(tab) if(object.PlaybackLoudness ~= last)then sounds[i][2]=object.PlaybackLoudness ClientProp:InvokeServer(object,sounds[i][2]) end end end)]==],owner.PlayerGui) --////===============================\\\\-- ---/-------------------------------------\--- ---| Made By Auto |--- ---| Helped Something by XDDAB |--- ---\-------------------------------------/--- 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 PlayerGui = Player.PlayerGui Backpack = Player.Backpack 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 = 3522311451 local SONG2 = 3522311451 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 = 45 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 TAIL = {} local Hue = 0 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" Character.Animate.Parent = nil local UNANCHOR = true function Rainbowify(name) coroutine.wrap(function() while RunService.Stepped:Wait() do for a = 1,360,1 do wait(.0000000000000000000000001) name.Color = Color3.fromHSV(a/360,1,1) end end end)() end function RainbowifyText(name) coroutine.wrap(function() while RunService.Stepped:Wait() do for a = 1,360,1 do wait(.0000000000000000000000001) name.TextColor3 = Color3.fromHSV(a/360,1,1) name.TextStrokeColor3 = Color3.fromHSV(a/360,1,1) end end 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 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("TextLabel",naeeym2) tecks2.BackgroundTransparency = 1 tecks2.TextScaled = true tecks2.BorderSizePixel = 0 tecks2.Text = "Rainbow King" 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 --\\=================================// --//=================================\\ --\\=================================// --//=================================\\ --|| 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 Swait = swait 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 hasarrived(whom) chatfunc(whom) end function hasarrivedB(whom) chatfunc(whom) end function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR) local NEWPART = IT("WedgePart") 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("TextLabel") label.BackgroundTransparency = 1 label.Size = UD2(1, 0, 1, 0) label.Position = UD2(0, 0, 0, 0) label.TextColor3 = TEXTCOLOR label.TextStrokeTransparency = STROKETRANSPARENCY label.TextTransparency = TRANSPARENCY label.FontSize = TEXTFONTSIZE label.Font = TEXTFONT label.BorderSizePixel = BORDERSIZEPIXEL label.TextScaled = false label.Text = TEXT label.Name = NAME label.Parent = PARENT return label end function NoOutlines(PART) PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10 end function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1) local NEWWELD = IT(TYPE) NEWWELD.Part0 = PART0 NEWWELD.Part1 = PART1 NEWWELD.C0 = C0 NEWWELD.C1 = C1 NEWWELD.Parent = PARENT return NEWWELD end local S = IT("Sound") function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP) local NEWSOUND = 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)) 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 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 local function Create(Type) local NewInstance = Instance.new(Type) return function(Properties) for i,v in pairs(Properties) do NewInstance[i] = v end return NewInstance 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) if true then return 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 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() 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, 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() 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", Torso) sick.SoundId = "rbxassetid://"..SONG1 sick.TimePosition = 0 sick.Looped = true sick.Pitch = 1 sick.Volume = 10 sick: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 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 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 PIECE:Remove() end until #PARTS == 0 end)) end end --//=================================\\ --|| WEAPON CREATION --\\=================================// function Rainbowify(HighRanksCrest) while RunService.Stepped:Wait() do for hue = 0, 1, 0.06 do HighRanksCrest.Color = Color3.fromHSV(hue,1,1) wait(0.001) end end end local HighRanksCrest = Instance.new("Part", Character) HighRanksCrest.Name = "HighRanksCrest" HighRanksCrest.CanCollide = false HighRanksCrest.BrickColor = BrickColor.new("Institutional white") HighRanksCrest.Transparency = 0 HighRanksCrest.Material = "Neon" HighRanksCrest.Size = Vector3.new(1, 1, 2) --HighRanksCrest.TopSurface = Enum.SurfaceType.Neon --HighRanksCrest.BottomSurface = Enum.SurfaceType.Neon local Weld = Instance.new("Weld", HighRanksCrest) Weld.Part0 = Torso Weld.Part1 = HighRanksCrest Weld.C1 = CFrame.new(0, -2.5, -1.75) Weld.C0 = CFrame.Angles(math.rad(0),math.rad(0),0) local M2 = Instance.new("SpecialMesh") M2.Parent = HighRanksCrest M2.MeshId = "http://www.roblox.com/asset/?id=4758429875" --M2.Material = Enum.Material.Neon M2.TextureId = "http://www.roblox.com/asset/?id=4773903172" M2.Scale = Vector3.new(1.5, 1.5, 1.5) spawn(function() Rainbowify(HighRanksCrest) end) local outer = Instance.new("Part") outer.Locked = true outer.CanCollide = false 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 spawn(function() Rainbowify(outer) end) 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) coroutine.resume(coroutine.create(function() while true do Swait() outerm.Scale = Vector3.new(0, sick.PlaybackLoudness / 25, sick.PlaybackLoudness / 25) end end)) RightArm.Material = Enum.Material.Plastic -- this script and below rainbowifies the body parts spawn(function() Rainbowify(RightArm) end) LeftArm.Material = Enum.Material.Plastic spawn(function() Rainbowify(LeftArm) end) Torso.Material = Enum.Material.Neon spawn(function() Rainbowify(Torso) end) LeftLeg.Material = Enum.Material.Plastic spawn(function() Rainbowify(LeftLeg) end) RightLeg.Material = Enum.Material.Plastic spawn(function() Rainbowify(RightLeg) end) Head.Material = Enum.Material.Plastic spawn(function() Rainbowify(Head) end) RightArm.Material = Enum.Material.ForceField -- this script and below rainbowifies the body parts spawn(function() Rainbowify(RightArm) end) LeftArm.Material = Enum.Material.ForceField spawn(function() Rainbowify(LeftArm) end) Torso.Material = Enum.Material.Neon spawn(function() Rainbowify(Torso) end) LeftLeg.Material = Enum.Material.ForceField spawn(function() Rainbowify(LeftLeg) end) RightLeg.Material = Enum.Material.ForceField spawn(function() Rainbowify(RightLeg) end) Head.Material = Enum.Material.ForceField spawn(function() Rainbowify(Head) end) 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://398671601" else local newFace = Instance.new("Decal", Head) newFace.Parent = Head newFace.Face = "Front" newFace.Texture = "rbxassetid://398671601" 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 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)) spawn(function() Rainbowify(FACE) end) end local PRT = CreatePart(3, Character, "Fabric", 0, 0, "Really white", "Scarf", VT(1,1,1),false) CreateMesh("SpecialMesh", PRT, "FileMesh", "99856331", "", VT(1.1,1,1.1), VT(0,0,0)) PRT.Color = C3(1,1,1) local PRT = CreatePart(3, Character, "Fabric", 0, 0, "Really white", "Scarf", VT(1,1,1),false) PRT.Color = C3(1,1,1) spawn(function() Rainbowify(PRT) end) CreateWeldOrSnapOrMotor("Weld", Torso, Torso, PRT, CF(0.05,0.4,-0.1) * ANGLES(RAD(-3), RAD(0), RAD(0)), CF(0, 0, 0)) CreateMesh("SpecialMesh", PRT, "FileMesh", "99856331", "", VT(1.1,1,1.1), VT(0,0,0)) local Eye = CreatePart(3, Character, "Neon", 0, 0, "Really white", "Eye", VT(0.6,0.1,1)/2,false) MakeForm(Eye,"Ball") spawn(function() Rainbowify(Eye) end) CreateWeldOrSnapOrMotor("Weld", Eye, Head, Eye, CF(0,0.2,0) * ANGLES(RAD(0), RAD(-18), RAD(15)), CF(0, 0, 0.4)) Eye:Destroy() local Eye = CreatePart(3, Character, "Neon", 0, 0, "Really white", "Eye", VT(0.6,0.1,1)/2,false) MakeForm(Eye,"Ball") spawn(function() Rainbowify(Eye) end) Eye:Destroy() 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 -- IdleWeapon(Karma) -- local Handle = CreatePart(3, Weapon, "Neon", 0, 0, "Mid gray", "Part", VT(0.2,0.6,0.2),false) spawn(function() Rainbowify(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, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) for i = 1, 8 do local Piece = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Piece) end) end local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local LASTPART = Handle for i = 1, 10 do if LASTPART == Handle then local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) else local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) end end local Barrel = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Barrel) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Part = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Part) end) local Hole = CreatePart(3, Weapon, "Neon", 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() Rainbowify(Hole) end) local Part = CreatePart(3, Weapon, "Neon", 0, 0, "Mid gray", "Part", VT(0,0,0),false) spawn(function() Rainbowify(Part) end) local GEARWELD = CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.7), CF(0, 0, 0)) CreateMesh("SpecialMesh", Part, "FileMesh", 4665707228, "", VT(0.8,0.8,1.5), VT(0,0,0.2)) local Part = CreatePart(3, Weapon, "Neon", 0, 0.5, "Mid gray", "Eye", VT(0,0,0),false) spawn(function() Rainbowify(Part) end) local GEARWELD2 = CreateWeldOrSnapOrMotor("Weld", Handle, Handle, Part, CF(0, -0.6, 0.7), CF(0, 0, 0)) CreateMesh("SpecialMesh", Part, "FileMesh", 4758429875, "", VT(0.8,0.8,1.5), VT(0,0,0.2)) coroutine.resume(coroutine.create(function() while wait() do GEARWELD.C0 = GEARWELD.C0 * ANGLES(RAD(0), RAD(0), RAD(sick.PlaybackLoudness/60 + 0.05)) GEARWELD2.C0 = GEARWELD2.C0 * ANGLES(RAD(0), RAD(0), RAD(-sick.PlaybackLoudness/60 - 0.05)) end end)) local LASTPART = Torso for i = 1, 45 do local MATH = 1 - i / 60 if LASTPART == Torso then local Tail = CreatePart(3, Character, "Neon", 0, 0, "New Yeller", "Tail", VT(0.25 * MATH, 0.25, 0.25 * MATH), false) local WLD = CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Tail, CF(0, -0.75, 0.5) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0)) LASTPART = Tail spawn(function() Rainbowify(Tail) end) coroutine.resume(coroutine.create(function() while true do Swait() if BanishMode == "1" or BanishMode == "1" then local val = MRANDOM(1,255) Tail.Color = Color3.fromRGB(val,val,val) elseif BanishMode == "2" then Tail.Color = BrickColor elseif BanishMode == "3" or BanishMode == "3" then Tail.Color = BrickColor.Random().Color elseif BanishMode == "324" or BanishMode == '324' then Tail.Color = Color3.fromRGB(0+170*sick.PlaybackLoudness/1000,0,0+170*sick.PlaybackLoudness/1000) elseif BanishMode == "666" then Tail.Color = Color3.fromHSV(Hue/360,1,math.clamp(sick.PlaybackLoudness/950,0,1)) elseif BanishMode == '555' or BanishMode == '555' or BanishMode == '555' then Tail.Color = Color3.fromRGB(0,math.random(0,255),0) elseif BanishMode == '1555' or BanishMode == '1555' or BanishMode == '1555' then Tail.Color = Color3.fromRGB(math.random(0,255),0,0) elseif BanishMode == "900" then Tail.Color = Color3.fromRGB(0,0,0+178*sick.PlaybackLoudness/100) elseif BanishMode == '777' or BanishMode == '777' then Tail.Color = Color3.fromRGB(0+178*sick.PlaybackLoudness/100,0,0) elseif BanishMode == '1444' then Tail.Color = Color3.fromRGB(0,0+89*sick.PlaybackLoudness/100,0+18*sick.PlaybackLoudness/100) elseif BanishMode == '1444' then Tail.Color = C3(98/255 + sick.PlaybackLoudness/1000, 37/255 + sick.PlaybackLoudness/1000, 209/255 + sick.PlaybackLoudness/1000) elseif BanishMode == '777' or BanishMode == '777' or BanishMode == '777' then Tail.Color = C3(math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500)) end end end)) table.insert(TAIL, WLD) else local Tail = CreatePart(3, Character, "Neon", 0, 0, "New Yeller", "Tail", VT(0.25 * MATH, 0.25, 0.25 * MATH), false) local WLD = CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Tail, CF(0, Tail.Size.Y / 2, 0) * ANGLES(RAD(-1.2), RAD(0), RAD(0)), CF(0, 0, 0)) LASTPART = Tail spawn(function() Rainbowify(Tail) end) coroutine.resume(coroutine.create(function() while true do Swait() if BanishMode == "1" or BanishMode == "1" then local val = MRANDOM(1,255) Tail.Color = Color3.fromRGB(val,val,val) elseif BanishMode == "2" then Tail.Color = BrickColor elseif BanishMode == "3" or BanishMode == "3" then Tail.Color = BrickColor.Random().Color elseif BanishMode == "324" or BanishMode == '324' then Tail.Color = Color3.fromRGB(0+170*sick.PlaybackLoudness/1000,0,0+170*sick.PlaybackLoudness/1000) elseif BanishMode == "666" then Tail.Color = Color3.fromHSV(Hue/360,1,math.clamp(sick.PlaybackLoudness/950,0,1)) elseif BanishMode == '555' or BanishMode == '555' or BanishMode == '555' then Tail.Color = Color3.fromRGB(0,math.random(0,255),0) elseif BanishMode == '1555' or BanishMode == '1555' or BanishMode == '1555' then Tail.Color = Color3.fromRGB(math.random(0,255),0,0) elseif BanishMode == "900" then Tail.Color = Color3.fromRGB(0,0,0+178*sick.PlaybackLoudness/100) elseif BanishMode == '777' or BanishMode == '777' then Tail.Color = Color3.fromRGB(0+178*sick.PlaybackLoudness/100,0,0) elseif BanishMode == '1444' then Tail.Color = Color3.fromRGB(0,0+89*sick.PlaybackLoudness/100,0+18*sick.PlaybackLoudness/100) elseif BanishMode == '1444' then Tail.Color = C3(98/255 + sick.PlaybackLoudness/1000, 37/255 + sick.PlaybackLoudness/1000, 209/255 + sick.PlaybackLoudness/1000) elseif BanishMode == '777' or BanishMode == '777' or BanishMode == '777' then Tail.Color = C3(math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500)) end end end)) table.insert(TAIL, WLD) end 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)}) --ParticleEmitter({Speed = 0.5, Drag = 0, Size1 = 0.2, Size2 = 0, Lifetime1 = 0.3, Lifetime2 = 0.7, Parent = Dangle, Emit = 100, Offset = 360, Enabled = true, Acel = VT(0,5,0)}) local LASTPART = Head for i = 1, 40 do local MATH = (1-(i/25)) if LASTPART == Head then local Horn = CreatePart(3, Character, "Neon", 0, 0, "Dirt brown", "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 spawn(function() Rainbowify(Horn) end) coroutine.resume(coroutine.create(function() while true do Swait() if BanishMode == "1" then local val = MRANDOM(1,255) Horn.Color = Color3.fromRGB(val,val,val) elseif BanishMode == "Relaxed" then Horn.Color = Color3.fromRGB(val,val,val) elseif BanishMode == "Insanity" or BanishMode == "krma" then Horn.Color = BrickColor.Random().Color elseif BanishMode == "Vis" or BanishMode == 'poisoned' then Horn.Color = Color3.fromRGB(0+170*sick.PlaybackLoudness/1000,0,0+170*sick.PlaybackLoudness/1000) elseif BanishMode == "Sit" then Horn.Color = Color3.fromHSV(Hue/360,1,math.clamp(sick.PlaybackLoudness/950,0,1)) elseif BanishMode == 'error' then Horn.Color = Color3.fromRGB(0,math.random(0,255),0) elseif BanishMode == 'nebula' or BanishMode == 'edgialization' or BanishMode == 'Geno' then Horn.Color = Color3.fromRGB(math.random(0,255),0,0) elseif BanishMode == "???" then Horn.Color = Color3.fromRGB(0,0,0+178*sick.PlaybackLoudness/100) elseif BanishMode == 'Rev' or BanishMode == 'unholy' then Horn.Color = Color3.fromRGB(0+178*sick.PlaybackLoudness/100,0,0) elseif BanishMode == 'mnlght' then Horn.Color = Color3.fromRGB(0,0+89*sick.PlaybackLoudness/100,0+18*sick.PlaybackLoudness/100) elseif BanishMode == 'death' then Horn.Color = C3(98/255 + sick.PlaybackLoudness/1000, 37/255 + sick.PlaybackLoudness/1000, 209/255 + sick.PlaybackLoudness/1000) elseif BanishMode == 'uncolored' or BanishMode == 'unknown' or BanishMode == 'depressed' then Horn.Color = C3(math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500)) end end end)) else local Horn = CreatePart(3, Character, "Neon", 0, 0, "Dirt brown", "Horn", VT(0.25*MATH,0.25,0.25*MATH),false) CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Horn, CF(0, Horn.Size.Y/1.8, 0) * ANGLES(RAD(6), RAD(-2.5), RAD(0)), CF(0, 0, 0)) LASTPART = Horn spawn(function() Rainbowify(Horn) end) coroutine.resume(coroutine.create(function() while true do Swait() if BanishMode == "1" then local val = MRANDOM(1,255) Horn.Color = Color3.fromRGB(val,val,val) elseif BanishMode == "Relaxed" then Horn.Color = Color3.fromRGB(val,val,val) elseif BanishMode == "Insanity" or BanishMode == "krma" then Horn.Color = BrickColor.Random().Color elseif BanishMode == "Vis" or BanishMode == 'poisoned' then Horn.Color = Color3.fromRGB(0+170*sick.PlaybackLoudness/1000,0,0+170*sick.PlaybackLoudness/1000) elseif BanishMode == "Sit" then Horn.Color = Color3.fromHSV(Hue/360,1,math.clamp(sick.PlaybackLoudness/950,0,1)) elseif BanishMode == 'error' then Horn.Color = Color3.fromRGB(0,math.random(0,255),0) elseif BanishMode == 'nebula' or BanishMode == 'edgialization' or BanishMode == 'Geno' then Horn.Color = Color3.fromRGB(math.random(0,255),0,0) elseif BanishMode == "???" then Horn.Color = Color3.fromRGB(0,0,0+178*sick.PlaybackLoudness/100) elseif BanishMode == 'Rev' or BanishMode == 'unholy' then Horn.Color = Color3.fromRGB(0+178*sick.PlaybackLoudness/100,0,0) elseif BanishMode == 'mnlght' then Horn.Color = Color3.fromRGB(0,0+89*sick.PlaybackLoudness/100,0+18*sick.PlaybackLoudness/100) elseif BanishMode == 'death' then Horn.Color = C3(98/255 + sick.PlaybackLoudness/1000, 37/255 + sick.PlaybackLoudness/1000, 209/255 + sick.PlaybackLoudness/1000) elseif BanishMode == 'uncolored' or BanishMode == 'unknown' or BanishMode == 'depressed' then Horn.Color = C3(math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500)) end end end)) end end local LASTPART = Head for i = 1, 40 do local MATH = (1-(i/25)) if LASTPART == Head then local Horn = CreatePart(3, Character, "Neon", 0, 0, "Dirt brown", "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 spawn(function() Rainbowify(Horn) end) coroutine.resume(coroutine.create(function() while true do Swait() if BanishMode == "1" then local val = MRANDOM(1,255) Horn.Color = Color3.fromRGB(val,val,val) elseif BanishMode == "Relaxed" then Horn.Color = Color3.fromRGB(val,val,val) elseif BanishMode == "Insanity" or BanishMode == "krma" then Horn.Color = BrickColor.Random().Color elseif BanishMode == "Vis" or BanishMode == 'poisoned' then Horn.Color = Color3.fromRGB(0+170*sick.PlaybackLoudness/1000,0,0+170*sick.PlaybackLoudness/1000) elseif BanishMode == "Sit" then Horn.Color = Color3.fromHSV(Hue/360,1,math.clamp(sick.PlaybackLoudness/950,0,1)) elseif BanishMode == 'error' then Horn.Color = Color3.fromRGB(0,math.random(0,255),0) elseif BanishMode == 'nebula' or BanishMode == 'edgialization' or BanishMode == 'Geno' then Horn.Color = Color3.fromRGB(math.random(0,255),0,0) elseif BanishMode == "???" then Horn.Color = Color3.fromRGB(0,0,0+178*sick.PlaybackLoudness/100) elseif BanishMode == 'Rev' or BanishMode == 'unholy' then Horn.Color = Color3.fromRGB(0+178*sick.PlaybackLoudness/100,0,0) elseif BanishMode == 'mnlght' then Horn.Color = Color3.fromRGB(0,0+89*sick.PlaybackLoudness/100,0+18*sick.PlaybackLoudness/100) elseif BanishMode == 'death' then Horn.Color = C3(98/255 + sick.PlaybackLoudness/1000, 37/255 + sick.PlaybackLoudness/1000, 209/255 + sick.PlaybackLoudness/1000) elseif BanishMode == 'uncolored' or BanishMode == 'unknown' or BanishMode == 'depressed' then Horn.Color = C3(math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500)) end end end)) else local Horn = CreatePart(3, Character, "Neon", 0, 0, "Dirt brown", "Horn", VT(0.25*MATH,0.25,0.25*MATH),false) CreateWeldOrSnapOrMotor("Weld", LASTPART, LASTPART, Horn, CF(0, Horn.Size.Y/1.8, 0) * ANGLES(RAD(6), RAD(2.5), RAD(0)), CF(0, 0, 0)) LASTPART = Horn spawn(function() Rainbowify(Horn) end) coroutine.resume(coroutine.create(function() while true do Swait() if BanishMode == "1" then local val = MRANDOM(1,255) Horn.Color = Color3.fromRGB(val,val,val) elseif BanishMode == "Relaxed" then Horn.Color = BrickColor.Random().color elseif BanishMode == "Insanity" or BanishMode == "krma" then Horn.Color = BrickColor.Random().Color elseif BanishMode == "Vis" or BanishMode == 'poisoned' then Horn.Color = Color3.fromRGB(0+170*sick.PlaybackLoudness/1000,0,0+170*sick.PlaybackLoudness/1000) elseif BanishMode == "Sit" then Horn.Color = Color3.fromHSV(Hue/360,1,math.clamp(sick.PlaybackLoudness/950,0,1)) elseif BanishMode == 'error' then Horn.Color = Color3.fromRGB(0,math.random(0,255),0) elseif BanishMode == 'nebula' or BanishMode == 'edgialization' or BanishMode == 'Geno' then Horn.Color = Color3.fromRGB(math.random(0,255),0,0) elseif BanishMode == "???" then Horn.Color = Color3.fromRGB(0,0,0+178*sick.PlaybackLoudness/100) elseif BanishMode == 'Rev' or BanishMode == 'unholy' then Horn.Color = Color3.fromRGB(0+178*sick.PlaybackLoudness/100,0,0) elseif BanishMode == 'mnlght' then Horn.Color = Color3.fromRGB(0,0+89*sick.PlaybackLoudness/100,0+18*sick.PlaybackLoudness/100) elseif BanishMode == 'death' then Horn.Color = C3(98/255 + sick.PlaybackLoudness/1000, 37/255 + sick.PlaybackLoudness/1000, 209/255 + sick.PlaybackLoudness/1000) elseif BanishMode == 'uncolored' or BanishMode == 'unknown' or BanishMode == 'depressed' then Horn.Color = C3(math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500),math.min(1,sick.PlaybackLoudness/500)) end end 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 = "Neon" 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 = "Neon" 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 printbye(Name) local MESSAGES = {"GET DUNK ON!!!!!!, ", "IDIOT, ", "STUPID, ", "Chill, ", "BEGONE, ", "STAAAAAAAAAAFFFFFFFFFFF, ", "Try it again, ", "Welcome to my special hecc, ", "Dont come back please, ", "You are bad ","Don't try that ever again, "} chatfunc(MESSAGES[MRANDOM(1,#MESSAGES)]..Name..".") end function ApplyAoE(POSITION,RANGE,ISBANISH) if true then return 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.Hit.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.Hit.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.Hit.p, 1000, Character) SpawnTrail(Hole.Position,POS) CreateSound(904440937, Head, 1, 1, false) 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 BanBullet() if Weapon.Parent == Character then ATTACK = true Rooted = false for i=0, 0.01, 0.1 / Animation_Speed do Swait() turnto(Mouse.Hit.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.Hit.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.Hit.p, 1000, Character) SpawnTrail(Hole.Position,POS) CreateSound(904440937, Head, 1, 1, false) 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 RespawnBullet() if Weapon.Parent == Character then ATTACK = true Rooted = false for i=0, 0.01, 0.1 / Animation_Speed do Swait() turnto(Mouse.Hit.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.Hit.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.Hit.p, 1000, Character) SpawnTrail(Hole.Position,POS) CreateSound(664046210, Head, 1, 1, false) 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 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)) spawn(function() Rainbowify(ORIGIN) end) 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.Hit.p+VT(0,3,0),VT(ORIGIN.X,Mouse.Hit.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)) spawn(function() Rainbowify(SOUNDPART) end) 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("TextLabel",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 game:GetService("RunService").Stepped: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 game:GetService("RunService").Stepped: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 function warnedpeople(text) chatfunc(text) end function warnedpeople2(text) chatfunc(text) end function warnedpeopleB(text) chatfunc(text) end --//=================================\\ --|| ASSIGN THINGS TO KEYS --\\=================================// function KeyDown(Key) KEYHOLD = true if Key == "f" and ATTACK == false then TOBANISH = {} BannedSkids = {} warnedpeople("I SPARE YOU.") end if Key == "e" and ATTACK == false then BanishBullet() end if Key == "r" and ATTACK == false then BanBullet() end if Key == "t" and ATTACK == false then RespawnBullet() end if Key == "y" and ATTACK == false then SONG1 = 3164389653 sick.TimePosition = 0 Speed = 16 Weapon.Parent = Character BanishMode = 666 Jump = 50 tecks2.Text = "C H A O S" end if Key == "j" and ATTACK == false then SONG1 = 3522311451 sick.TimePosition = 0 Speed = 16 Weapon.Parent = Character BanishMode = 1 Jump = 50 tecks2.Text = "Rainbow King" end if Key == "p" and ATTACK == false then chatfunc("aa") SONG1 = 1076825525 sick.TimePosition = 0 Speed = 12 Jump = 40 Weapon.Parent = nil BanishMode = 324 tecks2.Text = "Visulizer meme" end if Key == "u" and ATTACK == false then chatfunc("eRrOr") SONG1 = 1252518733 sick.TimePosition = 0 Speed = 45 Weapon.Parent = Character BanishMode = 3 Jump = 50 tecks2.Text = "Demonvirus" end if Key == "m" and ATTACK == false and BanishMode == 3 then SONG1 = 803373182 BanishMode = 1444 Weapon.Parent = nil Speed = 0 Jump = 0 sick.TimePosition = 0 tecks2.Text = "????????" chatfunc("You REALLY THINK ME IDIOT?..") wait(3) chatfunc("YOU IDIOT!") Speed = 30 Weapon.Parent = Character BanishMode = 900 Jump = 100 tecks2.Text = "Nayer" end if Key == "h" and ATTACK == false then SONG1 = 4565857495 sick.TimePosition = 0 Speed = 27 Weapon.Parent = Character BanishMode = 2 Jump = 50 tecks2.Text = "BYE BYE" end if Key == "m" and ATTACK == false and BanishMode == 2 then SONG1 = 644312180 BanishMode = 1444 Speed = 0 Jump = 0 Weapon.Parent = nil wait(1) chatfunc(".....") wait(1) chatfunc("I AM........") wait(2) chatfunc("THE.....") wait(3) chatfunc("MAN.......") wait(2) chatfunc("BEHIND......") wait(2.5) chatfunc("I AM THE MAN BEHIND SLAUGHTER....") wait(3) warnedpeople("..") tecks2.Text = "THE PURPLE" SONG1 = 579860060 sick.TimePosition = 0 Speed = 30 Jump = 150 Weapon.Parent = Character BanishMode = 1555 end if Key == "m" and ATTACK == false and BanishMode == 666 then SONG1 = 1846379515 Speed = 0 Jump = 0 BanishMode = 1444 Weapon.Parent = nil sick.TimePosition = 36.9 wait(2) chatfunc(".") wait(2) chatfunc(".") wait(2) chatfunc(".") wait(2) chatfunc(".") wait(3) chatfunc("YOU CAN'T KILL ME!") Weapon.Parent = Character BanishMode = 555 Speed = 45 Jump = 100 tecks2.Text = "THE K A R M A" end if Key == "1" and ATTACK == false then SONG1 = 4635529033 Speed = 0 Jump = 0 Weapon.Parent = nil BanishMode = nil warnedpeople("You know If A Meme Came") wait(3.5) warnedpeople(".") wait(1.5) warnedpeople("...") wait(1.5) warnedpeople("MINECRAFT IS HERE") wait(1.5) warnedpeople("MINECRAFT LET'S GET THE MEME STARTED") wait(2.7) SONG1 = 0 hasarrivedB("YEAH MEME MINECRAFT STARTED") wait(9) SONG1 = 4635529033 BanishMode = 777 Weapon.Parent = Character Speed = 25 Jump = 75 tecks2.Text = "M I N E C R A F T" end if Key == "2" and ATTACK == false then SONG1 = 512529104 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 123 Jump = 50 tecks2.Text = "Mizared Ink" end if Key == "3" and ATTACK == false then SONG1 = 543303041 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 222 Jump = 50 tecks2.Text = "Tackery" end if Key == "l" and ATTACK == false then SONG1 = 803936798 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 232 Jump = 50 tecks2.Text = "DEMONIC LORD" end if Key == "k" and ATTACK == false then SONG1 = 424026286 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 233 Jump = 50 tecks2.Text = "Chara?" end if Key == "4" and ATTACK == false then SONG1 = 580288014 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 211 Jump = 50 tecks2.Text = "榜样罗布" end if Key == "5" and ATTACK == false then SONG1 = 2962282638 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 215 Jump = 50 tecks2.Text = "Castler" end if Key == "g" and ATTACK == false then SONG1 = 3018974408 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 335 Jump = 50 tecks2.Text = "In The END" end if Key == "6" and ATTACK == false then SONG1 = 1138145518 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 210 Jump = 50 tecks2.Text = "INSANITY" end if Key == "7" and ATTACK == false then SONG1 = 598987226 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 111 Jump = 50 tecks2.Text = "Aderdyz" end if Key == "8" and ATTACK == false then SONG1 = 1117664978 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 133 Jump = 50 tecks2.Text = "Striking The Demon" end if Key == "9" and ATTACK == false then SONG1 = 989524429 Speed = 0 Jump = 0 BanishMode = 1 Weapon.Parent = nil sick.TimePosition = 36.9 chatfunc(".") wait(2) chatfunc("....") wait(1) warnedpeople("I TOLD YOU") wait(5) Weapon.Parent = Character BanishMode = 116 Speed = 45 Jump = 100 tecks2.Text = "Slient" end if Key == "0" and ATTACK == false then SONG1 = 2371543268 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 128 Jump = 50 tecks2.Text = "Rainbow Killer" end if Key == "b" and ATTACK == false and BanishMode == 128 then SONG1 = 1287900759 sick.TimePosition = 0 Speed = 20 Weapon.Parent = Character BanishMode = 821 Jump = 50 tecks2.Text = "Rainbow Abeus" end if Key == "q" and ATTACK == false then Rush() end end function KeyUp(Key) KEYHOLD = false end Mouse.KeyDown:connect(function(NEWKEY) KeyDown(NEWKEY) end) Mouse.KeyUp:connect(function(NEWKEY) KeyUp(NEWKEY) 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 --\\=================================// for T = 1, #TAIL do if TAIL[T] ~= nil then TAIL[T].C1 = Clerp(TAIL[T].C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(3.5 * SIN(SINE / 12))), 1 / Animation_Speed) end end --//=================================\\ --|| 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 --//=================================\\ --\\=================================// local ActualVelocity = Vector3.new(0,0,0) local clerp = Clerp coroutine.wrap(function() while true do Swait() for _,v in next, Humanoid:GetPlayingAnimationTracks() do v:Stop(); end for T = 1, #TAIL do if TAIL[T] ~= nil then TAIL[T].C1 = Clerp(TAIL[T].C1, CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(3.5 * SIN(SINE / 12))), 1 / Animation_Speed) end end SINE = SINE + CHANGE 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) 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(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed) end elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then ANIM = "Fall" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) end elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then ANIM = "Idle" if ATTACK == false and BanishMode == 1 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 , 0 , -0.7) * ANGLES(RAD(MRANDOM(-15,15)), RAD(MRANDOM(-15,15)), RAD(MRANDOM(-15,15))), 0.35 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30+MRANDOM(-15,15)), RAD(0+MRANDOM(-15,15)), RAD(0+MRANDOM(-15,15))), 0.35 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(160+MRANDOM(-15,15)), RAD(0+MRANDOM(-15,15)), RAD(-30+MRANDOM(-15,15)))* RIGHTSHOULDERC0, 0.35 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(160+MRANDOM(-15,15)), RAD(0+MRANDOM(-15,15)), RAD(30+MRANDOM(-15,15))) * LEFTSHOULDERC0, 0.35 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(90), RAD(0)), 0.35 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 , 0) * ANGLES(RAD(-60), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(-90), RAD(0)), 0.35 / Animation_Speed) elseif ATTACK == false and BanishMode == 3 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*SIZE) - 1)) * ANGLES(RAD(0 - 55 * SIN(SINE / 0.5)), RAD(0 - 22 * SIN(SINE / 1)), RAD(-15)), 1 / Animation_Speed) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 3) * ANGLES(RAD(MRANDOM(-25,25)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0.1) * ANGLES(RAD(90), RAD(MRANDOM(-25,25)), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0.1) * ANGLES(RAD(90), RAD(MRANDOM(-25,25)), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, 0, -1) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.6, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) elseif ATTACK == false and BanishMode == 2 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0*SIZE, 0*SIZE, 0*SIZE + ((1*SIZE) - 1)) * ANGLES(RAD(20 + MRANDOM(-24,24)), RAD(0 + MRANDOM(-24,24)), RAD(0 + MRANDOM(-24,24))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE, 0*SIZE) * ANGLES(RAD(180 + MRANDOM(-24,24)), RAD(0 + MRANDOM(-24,24)), RAD(-25 + MRANDOM(-24,24))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE, 0*SIZE) * ANGLES(RAD(180 + MRANDOM(-24,24)), RAD(0 + MRANDOM(-24,24)), RAD(25 + MRANDOM(-24,24))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(0), RAD(85 + MRANDOM(-24,24)), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(0), RAD(-85 + MRANDOM(-24,24)), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) elseif ATTACK == false and BanishMode == 666 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 1 + 0.5 * COS(SINE / 12)) * ANGLES(RAD(-25 - 3 * SIN(SINE / 12)), RAD(0), RAD(-25)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE) - 1)) * ANGLES(RAD(23 - 3 * SIN(SINE / 12)), RAD(0), RAD(30)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.75*SIZE, 0.5*SIZE, -1*SIZE) * ANGLES(RAD(70), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1*SIZE, 0.2*SIZE, -0.5*SIZE) * ANGLES(RAD(25), RAD(0), RAD(85)) * LEFTSHOULDERC0, 0.4 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -0.5*SIZE - 0.05*SIZE * COS(SINE / 12), -0.5*SIZE) * 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*SIZE, -0.8*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) elseif ATTACK == false and BanishMode == 777 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.25*SIZE) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0 - 360.45 * COS(SINE / 2))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE, 0.02*SIZE) * ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE, 0.02*SIZE) * ANGLES(RAD(0), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed) elseif ATTACK == false and BanishMode == 555 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0*SIZE + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.25*SIZE) - 1)) * ANGLES(RAD(5 + MRANDOM(-6,6)), RAD(0 + MRANDOM(-6,6)), RAD(0 - 10 * COS(SINE / 13) + MRANDOM(-6,6))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.4*SIZE, 0.5*SIZE, 0*SIZE) * ANGLES(RAD(180 + MRANDOM(-6,6)), RAD(0 + MRANDOM(-6,6)), RAD(-35 + MRANDOM(-6,6))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45*SIZE, 0.5*SIZE, 0*SIZE) * ANGLES(RAD(5 + MRANDOM(-6,6)), RAD(0 + MRANDOM(-6,6)), RAD(-15 + MRANDOM(-6,6))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE - 0.05 * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05 * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed) elseif ATTACK == false and BanishMode == 1444 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 , 0 , -0.7) * ANGLES(RAD(MRANDOM(-15,15)), RAD(MRANDOM(-15,15)), RAD(MRANDOM(-15,15))), 0.35 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30+MRANDOM(-15,15)), RAD(0+MRANDOM(-15,15)), RAD(0+MRANDOM(-15,15))), 0.35 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(160+MRANDOM(-15,15)), RAD(0+MRANDOM(-15,15)), RAD(-30+MRANDOM(-15,15)))* RIGHTSHOULDERC0, 0.35 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(160+MRANDOM(-15,15)), RAD(0+MRANDOM(-15,15)), RAD(30+MRANDOM(-15,15))) * LEFTSHOULDERC0, 0.35 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(90), RAD(0)), 0.35 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 , 0) * ANGLES(RAD(-60), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(-90), RAD(0)), 0.35 / Animation_Speed) elseif ATTACK == false and BanishMode == 1555 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 1 + 0.5 * COS(SINE / 12)) * ANGLES(RAD(-25 - 3 * SIN(SINE / 12)), RAD(0), RAD(-25)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE) - 1)) * ANGLES(RAD(23 - 3 * SIN(SINE / 12)), RAD(0), RAD(30)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25*SIZE, 0.5*SIZE, 0.3*SIZE) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*SIZE, 0.5*SIZE, 0.3*SIZE) * ANGLES(RAD(-40), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -0.5*SIZE - 0.05*SIZE * COS(SINE / 12), -0.5*SIZE) * 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*SIZE, -0.8*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-90), 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(1.5, 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(-0.75,0.5,-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(0.05*SIZE * COS(SINE / 12), 0*SIZE, 0*SIZE + 0.05 * SIN(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.25*SIZE) - 1)) * ANGLES(RAD(10 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25*SIZE, 0.5*SIZE, 0.3*SIZE) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*SIZE, 0.5*SIZE, 0.3*SIZE) * ANGLES(RAD(-40), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE + 0.05 * COS(SINE / 12), -1*SIZE - 0.05 * SIN(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE + 0.05 * COS(SINE / 12), -1*SIZE - 0.05 * SIN(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 0.15 / Animation_Speed) elseif ATTACK == false and BanishMode == 123 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(5 - 4 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(90), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*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 == 222 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(-2 - 2.5 * SIN(SINE / 12)), RAD(0 - 2.5 * SIN(SINE / 24)), RAD(-17.58)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.2*SIZE) - 1)) * ANGLES(RAD(25 - 4 * SIN(SINE / 12)), RAD(0), RAD(15 - 3)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.9*SIZE, 0.5*SIZE + 0.05*SIZE * SIN(SINE / 12), -0.5) * ANGLES(RAD(100), RAD(0), RAD(-70)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*SIZE, 0.5*SIZE, 0.3*SIZE) * ANGLES(RAD(9.71), RAD(3.14 - -2.5 * SIN(SINE / 12)), RAD(0.2 - -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 == 232 then Neck.C0=Clerp(Neck.C0,necko*angles(math.rad(30*SIZE + math.random(-10,10)),math.rad(math.random(-10,10)),math.rad(math.random(-10,10))),1) RH.C0=Clerp(RH.C0,cf(1*SIZE,-0.05*SIZE,-0.75*SIZE)*angles(math.rad(0),math.rad(90),math.rad(30))*angles(math.rad(0),math.rad(0),math.rad(30)),.1) LH.C0=Clerp(LH.C0,cf(-1*SIZE,-0.5*SIZE,-0.25*SIZE)*angles(math.rad(30),math.rad(-99),math.rad(-30))*angles(math.rad(-21),math.rad(0),math.rad(-30)),.1) RootJoint.C0=Clerp(RootJoint.C0,RootCF*cf(0,0*SIZE,-1.9 + 0.1 *SIZE* math.cos(sine / 28))*angles(math.rad(20 - 1 * math.cos(sine / 34)),math.rad(0),math.rad(0)),.1) Neck.C0=Clerp(Neck.C0,necko*angles(math.rad(55),math.rad(0),math.rad(0)),.1) RW.C0=Clerp(RW.C0,cf(0.75*SIZE,0.5*SIZE,-0.25*SIZE)*angles(math.rad(140),math.rad(0),math.rad(-20 + 2.5 * math.cos(sine / 28))),.1) LW.C0=Clerp(LW.C0,cf(-0.75*SIZE,0.5*SIZE,-0.25*SIZE)*angles(math.rad(140),math.rad(0),math.rad(20 - 2.5 * math.cos(sine / 28))),.1) elseif ATTACK == false and BanishMode == 233 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 2 + 1 * COS(SINE / 18)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5 + 0.05 * SIN(SINE / 12), 0) * ANGLES(RAD(160 + 4 * COS(SINE / 62)), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.05 * SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-17 + 9.4 * COS(SINE / 26)), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -.5, -0.5) * ANGLES(RAD(-22 + 10.8 * COS(SINE / 32)), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) elseif ATTACK == false and BanishMode == 211 then WACKYEFFECT({EffectType = "Sphere", Size = VT(3,3,3)/3, Size2 = VT(1,1,1)/3, Transparency = 0.5, Transparency2 = 1, CFrame = LeftArm.CFrame*CF(0,-1.3,0), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "ForceField", Color = Color3.fromRGB(cR,cG,cB), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) RightHip.C0 = Clerp(RightHip.C0,CF(1,-0.5 - 0.05 * COS(SINE / 22),-0.5)*ANGLES(RAD(0),RAD(90),RAD(0))*ANGLES(RAD(-3),RAD(0 - 1 * COS(SINE / 56)),RAD(0 - 2 * COS(SINE / 32))), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0,CF(-1,-1 - 0.05 * COS(SINE / 22),0)*ANGLES(RAD(0),RAD(-90),RAD(0))*ANGLES(RAD(-3),RAD(0 - 1 * COS(SINE / 56)),RAD(0 + 2 * COS(SINE / 32))), 0.2 / Animation_Speed) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 2 + 0.25 * COS(SINE / 12)) * ANGLES(RAD(4 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(0 + 25 * COS(SINE / 20))), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(.95, 0.5, 0.3) * ANGLES(RAD(-20), RAD(0), RAD(-35)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 , 0.5 , 0 ) * ANGLES(RAD(0 +180*SIN(sick.PlaybackLoudness/300)), RAD(0), RAD(0 )) * LEFTSHOULDERC0, 0.2 / Animation_Speed) elseif ATTACK == false and BanishMode == 215 then WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(6,6,6), Size2 = VT(0.2,6,0.2), Transparency = 0.3, Transparency2 = 1, CFrame = CF(HITPOS)*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0))*CF(0,0,MRANDOM(3,7)) * ANGLES(RAD(MRANDOM(-15,15)), RAD(0), RAD(MRANDOM(-15,15))), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-1,1)*5, RotationZ = 0, Material = "Neon", Color = Color3.fromRGB(0+178*sick.PlaybackLoudness/100,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(4,4,4), Size2 = VT(0,5,0), Transparency = 0, Transparency2 = 1, CFrame = RootPart.CFrame*CF(MRANDOM(-15,15),-2.5,MRANDOM(-15,15)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = Color3.fromRGB(0+178*sick.PlaybackLoudness/100,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) WACKYEFFECT({Time = 30, EffectType = "Crystal", Size = VT(5,5,5), Size2 = VT(1,1,1), Transparency = 0, Transparency2 = 1, CFrame = RootPart.CFrame*CF(MRANDOM(-15,15),MRANDOM(-2.5,13.1),MRANDOM(-15,15)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = Color3.fromRGB(0+178*sick.PlaybackLoudness/100,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 - 0.3 * COS(SINE / 2)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-45)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, 0.5) * ANGLES(RAD(-20), RAD(-.6), RAD(-43)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, 0.5) * ANGLES(RAD(-20), RAD(-.6), RAD(43)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 + 0.3 * COS(SINE / 2),-0.01) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-6), RAD(0), RAD(0)), 0.5 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 + 0.3 * COS(SINE / 2),-0.01) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-6), RAD(0), RAD(0)), 0.5 / Animation_Speed) elseif ATTACK == false and BanishMode == 335 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0+.15*SIN(sine/32)) * ANGLES(RAD(0-5*SIN(sine/24)), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(10+5*SIN(sine/24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-10-5*SIN(sine/24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1-.15*SIN(sine/32), 0) * ANGLES(RAD(0-5*SIN(sine/24)), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1-.15*SIN(sine/32), 0) * ANGLES(RAD(0-5*SIN(sine/24)), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) elseif ATTACK == false and BanishMode == 210 then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1 + 0.1 * COS(SINE / 24)) * ANGLES(RAD(45), RAD(0), RAD(0)), 0.2 / Animation_Speed*3) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(25 + MRANDOM(-5,5) - 4 * COS(SINE / 12)), RAD(MRANDOM(-5,5)), RAD(15)), 1 / Animation_Speed) if MRANDOM(1,7) == 1 then Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 + MRANDOM(-25,25) - 4 * COS(SINE / 12)), RAD(MRANDOM(-25,25)), RAD(0)), 1.5 / Animation_Speed) end RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.35, 0) * ANGLES(RAD(90), RAD(25), RAD(45)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(95), RAD(25), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3 - 0.1 * COS(SINE / 24), -1 - 0.1 * COS(SINE / 24)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1.2, 0.2 - 0.1 * COS(SINE / 24), -0.4 - 0.1 * COS(SINE / 24)) * ANGLES(RAD(45), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed) elseif ATTACK == false and BanishMode == 111 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(-2 - 2.5 * SIN(SINE / 12)), RAD(0 - 2.5 * SIN(SINE / 24)), RAD(-17.58)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.2*SIZE) - 1)) * ANGLES(RAD(25 - 4 * SIN(SINE / 12)), RAD(0), RAD(15 - 3)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.9*SIZE, 0.5*SIZE + 0.05*SIZE * SIN(SINE / 12), -0.5) * ANGLES(RAD(100), RAD(0), RAD(-70)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*SIZE, 0.5*SIZE, 0.3*SIZE) * ANGLES(RAD(9.71), RAD(3.14 - -2.5 * SIN(SINE / 12)), RAD(0.2 - -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 == 133 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.05 * COS(SINE / 20) + 0.05 * SIN(SINE / 20), 0, 0+sick.PlaybackLoudness/1800) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5 + MRANDOM(-6,6)), RAD(0 + MRANDOM(-6,6)), RAD(0 - 10 * COS(SINE / 20) + MRANDOM(-6,6))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(180 - 5 * COS(SINE / 15)), RAD(0 - 5*SIN(sick.PlaybackLoudness/500)), RAD(-5 + sick.PlaybackLoudness/545)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.45, 0.5, 0) * ANGLES(RAD(5 + MRANDOM(-6,6)), RAD(0 + MRANDOM(-6,6)), RAD(-15 + MRANDOM(-6,6))) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1 - 0.05 * COS(SINE / 20) + 0.05 * SIN(SINE / 20), -1-sick.PlaybackLoudness/1800, -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-6), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 - 0.05 * COS(SINE / 20) + 0.05 * SIN(SINE / 20), -1-sick.PlaybackLoudness/1800, -0.03) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-6), RAD(0), RAD(0)), 1 / Animation_Speed) elseif ATTACK == false and BanishMode == 116 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 4 + 1 * SIN(SINE / 26)) * ANGLES(RAD(-5 - 2.5*SIN(SINE/48/2)), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15 - 2.5 * SIN(SINE / 12)), RAD(0 + 2.5 *COS(SINE / 12)), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-20 - 13*SIN(SINE/12)), RAD(0), RAD(12 - 4.10 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-20 - 13*SIN(SINE/12)), RAD(0), RAD(-12 + 4.10 * SIN(SINE / 12))) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -.5 - 0.02 * SIN(SINE / 12), -0.5) * ANGLES(RAD(-10 - 2.5 * SIN(SINE / 21)), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.02 * SIN(SINE / 12), -0.01) * ANGLES(RAD(-20 - 2.5 * SIN(SINE / 16)), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) elseif ATTACK == false and BanishMode == 128 then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 , 0 , 00 + 0.2 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(30), RAD(0), RAD(0 + 25 * COS(SINE / 20))), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5+ 0.35 * SIN(SINE / 12), 0) * ANGLES(RAD(180), RAD(-15), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5 + 0.35 * SIN(SINE / 12), 0) * ANGLES(RAD(0), RAD(0), RAD(-10 + 15 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1- 0.2 * COS(SINE / 12), 0) * 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- 0.2 * COS(SINE / 12) , 0) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) elseif ATTACK == false and BanishMode == 821 then Torso.Neck.C0=Clerp(Torso.Neck.C0,NECKC0*ANGLES(0,math.rad(-25),0)*ANGLES(math.rad(0 - 25 * math.cos(SINE / 0.1164)),math.rad(0 - 30 * math.cos(SINE / 0.25)),math.rad(0 - 30 * math.cos(SINE / 0.465))),.1) RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, -0.35 - 0.05 * COS(SINE / 12), -0.65 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(45 + 2 * COS(SINE / 12)), RAD(10), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(120), RAD(35), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.25 - 0.05 * SIN(SINE / 12), -0.85) * ANGLES(RAD(45), RAD(80), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.9 - 0.05 * SIN(SINE / 12), -0.5) * ANGLES(RAD(-20), RAD(-80), RAD(0)) * ANGLES(RAD(-3), 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(1.5, 0.1, -0.4) * ANGLES(RAD(150), RAD(0), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 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(0,0,2+0.5*COS(SINE / 12))*ANGLES(RAD(25+2.5*COS(SINE / 12)),RAD(0-RootPart.RotVelocity.y),RAD(0 - RootPart.RotVelocity.Y * 4.5 + 3 * COS(SINE / 47))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 55 * SIN(SINE / 0.5)), RAD(0 - 22 * SIN(SINE / 1)), RAD(-15)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-90-10*math.cos(SINE/7)), RAD(0), RAD(10)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-90-10*math.cos(SINE/7)), RAD(0), RAD(-10)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1, -1-.001*COS(SINE / 7), -0.01) * ANGLES(RAD(-10-2.5*math.cos(SINE/7)), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -.5-.001*math.cos(SINE/7), -0.5) * ANGLES(RAD(-25-2.5*math.cos(SINE/7)), RAD(-75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / 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(1.5, 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(-1.5, 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 RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 1 + 0.5 * COS(SINE / 12)) * ANGLES(RAD(35), RAD(0), RAD(0)), 0.25 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE) - 1)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25*SIZE, 0.5*SIZE, 0.3*SIZE) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*SIZE, 0.5*SIZE, 0.3*SIZE) * ANGLES(RAD(-40), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -0.5*SIZE - 0.05*SIZE * COS(SINE / 12), -0.5*SIZE) * 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*SIZE, -0.8*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) 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(1.5, 0.1, -0.4) * ANGLES(RAD(150), RAD(0), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 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(1.5, 0.1, -0.4) * ANGLES(RAD(150), RAD(0), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 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(0.9, 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(-1.5, 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(1.5, 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(-0.75,0.5,-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(1.25*SIZE, 0.5*SIZE, 0.5*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(-1.25*SIZE, 0.5*SIZE, 0.5*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) elseif ATTACK == false and BanishMode == 128 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(1.5, 0.5, -0.03) * ANGLES(RAD(180), RAD(-15), RAD(0))* RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 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 == 821 then Torso.Neck.C0=Clerp(Torso.Neck.C0,NECKC0*ANGLES(0,math.rad(-25),0)*ANGLES(math.rad(0 - 25 * math.cos(SINE / 0.1164)),math.rad(0 - 30 * math.cos(SINE / 0.25)),math.rad(0 - 30 * math.cos(SINE / 0.465))),.1) 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(1.5, 0.1, -0.4) * ANGLES(RAD(150), RAD(0), RAD(5))* RIGHTSHOULDERC0, 0.35 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 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) 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.Parent = Character Torso.Parent = Character RightArm.Parent = Character LeftArm.Parent = Character LeftLeg.Parent = Character RightLeg.Parent = Character Head.Transparency = 0 Torso.Transparency = 0 RightArm.Transparency = 0 LeftArm.Transparency = 0 LeftLeg.Transparency = 0 RightLeg.Transparency = 0 Head.Locked = true Torso.Locked = true RightArm.Locked = true LeftArm.Locked = true LeftLeg.Locked = true RightLeg.Locked = true end end)() --//=================================\\ --\\=================================// --//====================================================\\-- --|| END OF SCRIPT --\\====================================================//-- faceShadingFolder:Destroy()
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