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()