repeat wait() until script:WaitForChild'Owner'.Value
local Player = script:WaitForChild'Owner'.Value
script.Owner:destroy()
local FakeMouse = script.FakeMouse:Clone();
FakeMouse.Parent = Player.Character;
script.FakeMouse:Destroy()
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)
end
end)
function swait(dur)
if(dur == 0 or typeof(dur) ~= 'number')then
AHB.Event:wait()
else
for i = 1, dur*FPS do
AHB.Event:wait()
end
end
end
local oPlayer = Player
local Player = oPlayer
local loudnesses={}
script.Parent = Player.Character
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={},Connected={}}
t.Connect = function(self,f)
local ft={}
ft={Disconnected=false;disconnect=function(s) if(self.Function==ft)then self.Function=nil end 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;
table.insert(self.Connected,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()}
local Run = {RenderStepped=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.Connected then
for i,v in next, t.Connected do
if(v.Func and not v.Disconnected)then
v.Func(...)
else
t.Connected[i]=nil
end
end
end
end
m.TrigEvent = te
UsIS.TrigEvent = te
Run.TrigEvent = te
Event.OnServerEvent:Connect(function(plr,io)
if plr~=Player then return end
--[[table.foreach(io,print)
print'---']]
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
m:TrigEvent("Button1Down")
else
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
local oldGame = game;
function GetFakePlayer()
local oldPlayer = Player;
local fakePlayer = newproxy(true)
getmetatable(fakePlayer).__index = function(s,i)
if(i == 'GetMouse')then
return function() return m; end
end
return Player[i]
end
getmetatable(fakePlayer).__newindex = function(s,i,v)
Player[i]=v
end
getmetatable(fakePlayer).__call=function(self,...)
if(self == fakePlayer)then self = Player end
local wh = {...}
local name = table.remove(wh,1)
for i,v in next, wh do
wh[i]=v
end
if(name == 'GetMouse')then
return m;
end
return self(name,unpack(wh))
end
getmetatable(fakePlayer).__namecall=function(self,...)
if(self == fakePlayer)then self = Player end
local tuple={...}
local name = table.remove(tuple,#tuple)
if(name == 'GetMouse')then
return m;
else
return self[name](self,unpack(tuple))
end
end
return fakePlayer
end
local oll = LoadLibrary;
function LoadLibrary(libtard)
local libtarddestroyed=oll(libtard)
if(libtard=='RbxUtility')then
local library={Create=function(obj)
local inst = Instance.new(obj)
return function(props)
for prop,valu in next, props do
inst[prop]=valu
end
return inst
end
end}
setmetatable(library,{__index=libtarddestroyed,__newindex=function(s,i,v) libtarddestroyed[i]=v end})
return library
else
return libtarddestroyed
end
end
fakePlayer = GetFakePlayer()
local function GetService(s,i)
local service = s:GetService(i)
if(i == 'Players')then
local oldService = service;
local fakeService = newproxy(true)
getmetatable(fakeService).__index = function(s,i)
if(s == fakeService)then s=oldService end
if(i == 'LocalPlayer' or i == 'localPlayer')then
return fakePlayer
elseif(i == 'oPlayer')then
return oPlayer
else
return s[i]
end
end
getmetatable(fakeService).__newindex = function(s,i,v)
if(s == fakeService)then s=oldService end
s[i]=v
end
getmetatable(fakeService).__call=function(self,...)
if(self == fakeService)then self = oldService end
local wh = {...}
local name = table.remove(wh,1)
for i,v in next, wh do
wh[i]=v
end
return self(name,unpack(wh))
end
getmetatable(fakeService).__namecall=function(self,...)
if(self == fakeService)then self = oldService end
local tuple={...}
local name = table.remove(tuple,#tuple)
return self[name](self,unpack(tuple))
end
getmetatable(fakeService).__metatable = 'gay'
return fakeService
elseif(i == 'RunService')then
local oldService = service;
local fakeService = newproxy(true)
getmetatable(fakeService).__index = function(s,i)
if(s == fakeService)then s=oldService end
return Run[i] or s[i]
end
getmetatable(fakeService).__newindex = function(s,i,v)
if(s == fakeService)then s=oldService end
s[i]=v
end
getmetatable(fakeService).__call=function(self,...)
if(self == fakeService)then self = oldService end
local wh = {...}
local name = table.remove(wh,1)
for i,v in next, wh do
wh[i]=v
end
return self(name,unpack(wh))
end
getmetatable(fakeService).__namecall=function(self,...)
if(self == fakeService)then self = oldService end
local tuple={...}
local name = table.remove(tuple,#tuple)
return self[name](self,unpack(tuple))
end
getmetatable(fakeService).__metatable = 'gay'
return fakeService
elseif(i == 'UserInputService')then
return UsIS
elseif(i == 'ContextActionService')then
return CoAS;
else
return service
end
end
local new = Instance.new;
Instance = {}
Instance.new = function(inst,obje)
local lp = GetService(oldGame,'Players').localPlayer
local instance = new(inst)
if(inst=='ObjectValue')then
local fake = newproxy(true)
getmetatable(fake).__index=function(self,index)
if(self==fake)then self=instance end
return self[index]
end
getmetatable(fake).__newindex=function(self,index,value)
if(self==fake)then self=instance end
if(index=='Value' and typeof(value)~='Instance' and value==fakePlayer)then
self[index]=oPlayer
else
self[index]=value
end
end
getmetatable(fake).__call=function(self,...)
if(self == fake)then self = instance end
local wh = {...}
local name = table.remove(wh,1)
for i,v in next, wh do
if(v == fake)then v = instance end
wh[i]=v
end
return self(name,unpack(wh))
end
getmetatable(fake). __namecall=function(self,...)
if(self == fake)then self = instance end
local tuple={...}
local name = table.remove(tuple,#tuple)
return self[name](self,unpack(tuple))
end
return fake
else
instance.Parent = obje
return instance;
end
end
local serviceFunctions={
service=true,
GetService=true,
}
local fakeGame = newproxy(true)
getmetatable(fakeGame).__index = function(s,i)
if(s == fakeGame)then s=oldGame end
local serv = GetService(oldGame,i)
if serviceFunctions[i] then
return GetService
elseif(serv)then
return serv
else
return s[i]
end
end
getmetatable(fakeGame).__newindex = function(s,i,v)
if(s == fakeGame)then s=oldGame end
s[i]=v
end
getmetatable(fakeGame).__call=function(self,...)
if(self == fakeGame)then self = oldGame end
local wh = {...}
local name = table.remove(wh,1)
for i,v in next, wh do
if(v == fakeGame)then v = oldGame end
wh[i]=v
end
if serviceFunctions[name] then
return GetService(self,unpack(wh))
else
return self(name,unpack(wh))
end
end
getmetatable(fakeGame). __namecall=function(self,...)
if(self == fakeGame)then self = oldGame end
local tuple={...}
local name = table.remove(tuple,#tuple)
local funcToCall=self[name]
if serviceFunctions[name] then
return GetService(self,unpack(tuple))
else
return self[name](self,unpack(tuple))
end
end
getmetatable(fakeGame).__metatable = 'gay'
coroutine.wrap(function()
while true do
Run:TrigEvent('RenderStepped')
swait()
end
end)()
game=fakeGame
UserInputService,ContextActionService = UsIS,CoAS
end
--//====================================================\\--
--|| CREATED BY SHACKLUSTER
--\\====================================================//--
wait(0.2)
Player = game:GetService("Players").LocalPlayer
PlayerGui = Player.PlayerGui
Cam = workspace.CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:GetMouse()
RootPart = Character["HumanoidRootPart"]
Torso = Character["Torso"]
Head = Character["Head"]
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
RootJoint = RootPart["RootJoint"]
Neck = Torso["Neck"]
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]
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
--//=================================\\
--|| USEFUL VALUES
--\\=================================//
Animation_Speed = 3
Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
local Speed = 10
local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
local DAMAGEMULTIPLIER = 1
local ANIM = "Idle"
local ATTACK = false
local EQUIPPED = false
local HOLD = false
local COMBO = 1
local Rooted = false
local SINE = 0
local KEYHOLD = false
local CHANGE = 2 / Animation_Speed
local WALKINGANIM = false
local VALUE1 = false
local VALUE2 = false
local ROBLOXIDLEANIMATION = IT("Animation")
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
--ROBLOXIDLEANIMATION.Parent = Humanoid
local WEAPONGUI = IT("ScreenGui", PlayerGui)
WEAPONGUI.Name = "SB_Blind_Reaper"
local Effects = IT("Folder", Character)
Effects.Name = "Effects"
local ANIMATOR = Humanoid.Animator
local ANIMATE = Character.Animate
local UNANCHOR = true
local SWIPES = {28144268,28144277,28144291,28144295}
--//=================================\\
--\\=================================//
--//=================================\\
--|| SAZERENOS' ARTIFICIAL HEARTBEAT
--\\=================================//
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "ArtificialHB"
script:WaitForChild("ArtificialHB")
frame = Frame_Speed
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
script.ArtificialHB:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
ArtificialHB:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
ArtificialHB:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
--//=================================\\
--\\=================================//
--//=================================\\
--|| SOME FUNCTIONS
--\\=================================//
function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
end
function PositiveAngle(NUMBER)
if NUMBER >= 0 then
NUMBER = 0
end
return NUMBER
end
function NegativeAngle(NUMBER)
if NUMBER <= 0 then
NUMBER = 0
end
return NUMBER
end
function Swait(NUMBER)
if NUMBER == 0 or NUMBER == nil then
ArtificialHB.Event:wait()
else
for i = 1, NUMBER do
ArtificialHB.Event:wait()
end
end
end
function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
local NEWMESH = IT(MESH)
if MESH == "SpecialMesh" then
NEWMESH.MeshType = MESHTYPE
if MESHID ~= "nil" and MESHID ~= "" then
NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
end
if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
end
end
NEWMESH.Offset = OFFSET or VT(0, 0, 0)
NEWMESH.Scale = SCALE
NEWMESH.Parent = PARENT
return NEWMESH
end
function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
local NEWPART = IT("Part")
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide = false
NEWPART.Locked = true
NEWPART.Anchored = true
if ANCHOR == false then
NEWPART.Anchored = false
end
NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:BreakJoints()
NEWPART.Parent = PARENT
return NEWPART
end
local function weldBetween(a, b)
local weldd = Instance.new("ManualWeld")
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = CFrame.new()
weldd.C1 = b.CFrame:inverse() * a.CFrame
weldd.Parent = a
return weldd
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5 / s
return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00 - m11 - m22 + 1)
local recip = 0.5 / s
return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
elseif i == 1 then
local s = math.sqrt(m11 - m22 - m00 + 1)
local recip = 0.5 / s
return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
elseif i == 2 then
local s = math.sqrt(m22 - m00 - m11 + 1)
local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
end
end
end
function QuaternionToCFrame(px, py, pz, x, y, z, w)
local xs, ys, zs = x + x, y + y, z + z
local wx, wy, wz = w * xs, w * ys, w * zs
local xx = x * xs
local xy = x * ys
local xz = x * zs
local yy = y * ys
local yz = y * zs
local zz = z * zs
return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
local startInterp, finishInterp;
if cosTheta >= 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 = "rbxassetid://"..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, UseBoomerangMath = false, Boomerang = 0, SizeBoomerang = 0})
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)
local USEBOOMERANGMATH = (Table.UseBoomerangMath or false)
local BOOMERANG = (Table.Boomerang or 0)
local SIZEBOOMERANG = (Table.SizeBoomerang or 0)
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", "168892432", "", 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 BOOMR1 = 1+BOOMERANG/50
local BOOMR2 = 1+SIZEBOOMERANG/50
local MOVESPEED = nil
if MOVEDIRECTION ~= nil then
if USEBOOMERANGMATH == true then
MOVESPEED = ((CFRAME.p - MOVEDIRECTION).Magnitude/TIME)*BOOMR1
else
MOVESPEED = ((CFRAME.p - MOVEDIRECTION).Magnitude/TIME)
end
end
local GROWTH = nil
if USEBOOMERANGMATH == true then
GROWTH = (SIZE - ENDSIZE)*(BOOMR2+1)
else
GROWTH = (SIZE - ENDSIZE)
end
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
if USEBOOMERANGMATH == true then
for LOOP = 1, TIME+1 do
Swait()
MSH.Scale = MSH.Scale - (VT((GROWTH.X)*((1 - (LOOP/TIME)*BOOMR2)),(GROWTH.Y)*((1 - (LOOP/TIME)*BOOMR2)),(GROWTH.Z)*((1 - (LOOP/TIME)*BOOMR2)))*BOOMR2)/TIME
if TYPE == "Wave" then
MSH.Offset = VT(0,0,-MSH.Scale.Z/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)*((1 - (LOOP/TIME)*BOOMR1)))
EFFECT.Orientation = ORI
end
end
else
for LOOP = 1, TIME+1 do
Swait()
MSH.Scale = MSH.Scale - GROWTH/TIME
if TYPE == "Wave" then
MSH.Offset = VT(0,0,-MSH.Scale.Z/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
end
EFFECT.Transparency = 1
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
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
Debris = game:GetService("Debris")
function CastProperRay(StartPos, EndPos, Distance, Ignore)
local DIRECTION = CF(StartPos,EndPos).lookVector
return Raycast(StartPos, DIRECTION, Distance, Ignore)
end
function AttackGyro()
local GYRO = IT("BodyGyro",RootPart)
GYRO.D = 25
GYRO.P = 20000
GYRO.MaxTorque = VT(0,4000000,0)
GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p)
coroutine.resume(coroutine.create(function()
repeat
Swait()
GYRO.CFrame = CF(RootPart.Position,Mouse.Hit.p)
until ATTACK == false
GYRO:Remove()
end))
end
function SHAKECAM(POSITION,RANGE,INTENSITY,TIME)
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" 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
local CAMSHAKER = script.CamShake:Clone()
CAMSHAKER.Shake.Value = INTENSITY
CAMSHAKER.Timer.Value = TIME
CAMSHAKER.Parent = CHILD
CAMSHAKER.Disabled = false
end
end
end
end
end
end
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 and c.Name ~= "FaceGradient" 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.CanCollide = false
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
--//=================================\\
--|| GUIS AND MISC
--\\=================================//
local BOOSTSOUND = 240429289
local BASECOLOR = C3(160/255, 56/255, 47/255)
local SKILLFONT = "Fantasy"
local SKILLTEXTSIZE = 5
local ATTACKS = {"Reap - CLICK","Unload - C","Tender Rain - V","Spirit Fire - B","Reaper's Ballad - X","Forced Speed - F"}
local BASE = CreateFrame(WEAPONGUI, 0.5, 2, UD2(0.83, 0, 0.85, 0), UD2(0.7, 0, 0.7, 0), BASECOLOR, C3(0, 0, 0), "Skill Gui")
local SKILLFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.74, 0, 0.94, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Name Frame")
BASE.Rotation = 35
CreateLabel(SKILLFRAME, "BLIND REAPER", BASECOLOR, 7, "Antique", 0, 2, 0, "Name text")
SKILLFRAME.Rotation = 5
for i = 1, #ATTACKS do
local SKILLFRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.74, 0, 0.97-(0.04*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].."]", BASECOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 0, "Skill text")
SKILLTEXT.TextXAlignment = "Right"
SKILLTEXT.Rotation = i*3
end
local BMUSIC = IT("Sound",RootPart)
local VOLUME = 2
local PITCH = 1
local SONGID = 1566197356
for i = 1, 10 do
local FACE = CreatePart(3, Head, "Fabric", 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", Head, Head, FACE, CF(0,0.25-(i-1)/40,0), CF(0, 0, 0))
end
local SCYTHE = script.Scythe
SCYTHE.Parent = Character
local BLADE = SCYTHE.Blade
for _, c in pairs(SCYTHE:GetChildren()) do
if c:IsA("BasePart") then
c.Anchored = false
c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
if c ~= SCYTHE.PrimaryPart then
weldBetween(SCYTHE.PrimaryPart,c)
end
c.Locked = true
end
end
local FIRE = SCYTHE.Neon.Fire
local ScytheJoint = CreateWeldOrSnapOrMotor("Weld", RightArm, RightArm, SCYTHE.PrimaryPart, CF(0,-1,0), CF(0, 0, 0))
local TRAIL = SCYTHE.Trail
local SHOTGUN = script.Shotgun
SHOTGUN.Parent = Character
for _, c in pairs(SHOTGUN:GetChildren()) do
if c:IsA("BasePart") then
c.Anchored = false
c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
if c ~= SHOTGUN.PrimaryPart then
weldBetween(SHOTGUN.PrimaryPart,c)
end
c.Locked = true
end
end
local GunJoint = CreateWeldOrSnapOrMotor("Weld", LeftArm, LeftArm, SHOTGUN.PrimaryPart, CF(0,-0.9,0.1), CF(0, 0, 0))
local TOPBARREL = SHOTGUN.TopHole
local LOWERBARREL = SHOTGUN.LowerHole
local GUNBARRELS = {TOPBARREL,LOWERBARREL}
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end
for _, c in pairs(Character:GetChildren()) do
if c and c.Parent then
if c.ClassName == "Accessory" then
local ACCESSORY = c
local HANDLE = c.Handle
HANDLE.Parent = Character
if c then
if HANDLE:FindFirstChild("HatAttachment") or HANDLE:FindFirstChild("FaceFrontAttachment") or HANDLE:FindFirstChild("HairAttachment") then
local WLD = weldBetween(Head,HANDLE)
else
local WLD = weldBetween(Torso,HANDLE)
end
end
HANDLE.Name = ACCESSORY.Name
ACCESSORY:remove()
end
end
end
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,c.Size,c.Name})
elseif c:IsA("JointInstance") then
table.insert(BODY,{c,c.Parent,nil,nil,nil,nil,nil})
end
end
function refit()
SCYTHE.Parent = Character
SHOTGUN.Parent = Character
Character.Parent = workspace
Effects.Parent = Character
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]
--local SIZE = STUFF[6]
local NAME = STUFF[7]
if PART.ClassName == "Part" and PART ~= RootPart then
PART.Material = MATERIAL
PART.Transparency = TRANSPARENCY
PART.Name = NAME
end
if PART.Parent ~= PARENT then
if PART.Name == "Head" or PART.Name == "Neck" or PART.Name == "Torso" then
Humanoid:remove()
end
PART.Parent = PARENT
if PART.Name == "Head" or PART.Name == "Neck" or PART.Name == "Torso" then
Humanoid = IT("Humanoid",Character)
end
end
end
end
end
Humanoid.Died:connect(function()
refit()
end)
--//=================================\\
--|| DAMAGING
--\\=================================//
function REAP(MODEL)
local HUM = MODEL:FindFirstChildOfClass("Humanoid")
if HUM then
for index, CHILD in pairs(MODEL:GetChildren()) do
if CHILD:IsA("BasePart") then
if CHILD.Name == "Head" then
WACKYEFFECT({Time = MRANDOM(10,30)*12, EffectType = "Skull", Size = VT(CHILD.Size.Z,CHILD.Size.Y,CHILD.Size.Z)*2, Size2 = (VT(CHILD.Size.Z,CHILD.Size.Y,CHILD.Size.Z)*2)*MRANDOM(7,14)/10, Transparency = CHILD.Transparency, Transparency2 = 1, CFrame = CHILD.CFrame, MoveToPos = CHILD.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(0,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true, SizeBoomerang = 0, Boomerang = 50})
elseif CHILD.Name ~= "HumanoidRootPart" then
WACKYEFFECT({Time = MRANDOM(10,30)*6, EffectType = "Box", Size = CHILD.Size, Size2 = CHILD.Size*MRANDOM(7,14)/10, Transparency = CHILD.Transparency, Transparency2 = 1, CFrame = CHILD.CFrame, MoveToPos = CHILD.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(0,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true, SizeBoomerang = 0, Boomerang = 35})
end
if CHILD.Name == "Torso" or CHILD.Name == "UpperTorso" then
WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(0.2,0.2,0.2)*CHILD.Size.Magnitude, Size2 = VT(5,5,5)*CHILD.Size.Magnitude, Transparency = 0.6, Transparency2 = 1, CFrame = CF(CHILD.Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 264486467, SoundPitch = MRANDOM(8,15)/10, SoundVolume = 4, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 35})
end
CHILD:Destroy()
end
end
HUM.Health = 0
end
MODEL:remove()
end
function ApplyAoE(POSITION,RANGE)
for index, CHILD in pairs(workspace:GetDescendants()) do
if CHILD.ClassName == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
if TORSO then
if (TORSO.Position - POSITION).Magnitude <= RANGE then
REAP(CHILD)
end
end
end
end
end
end
--//=================================\\
--|| ATTACK FUNCTIONS AND STUFF
--\\=================================//
function Reap()
ATTACK = true
Rooted = false
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(180), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.35, -0.4) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(-15)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
local HIT = BLADE.Touched:Connect(function(HIT)
if HIT.Parent ~= Character and HIT.Parent:FindFirstChildOfClass("Humanoid") then
SHAKECAM(BLADE.Position,12,5,12)
REAP(HIT.Parent)
end
end)
TRAIL.Enabled = true
CreateSound(211059653,BLADE,10,0.7,false)
CreateSound(SWIPES[MRANDOM(1,#SWIPES)],BLADE,10,0.6,false)
for i=0, 0.8, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(70), RAD(0), RAD(0)), 0.35 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(60)), 0.8 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(45), RAD(0), RAD(-60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.8, 0.5, -1) * ANGLES(RAD(0), RAD(0), RAD(-120)) * ANGLES(RAD(35), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(35), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 0.8 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-100), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.8 / Animation_Speed)
end
end
HIT:Disconnect()
TRAIL.Enabled = false
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * ANGLES(RAD(0), RAD(180), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
ATTACK = false
Rooted = false
end
function Unload()
ATTACK = true
Rooted = false
AttackGyro()
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(-10), RAD(0), RAD(0)), 1.5 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-40)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(40)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(100), RAD(5), RAD(-40)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(90), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(25)), 1 / Animation_Speed)
end
end
CreateSound(1498950813,LeftArm,5,0.8,false)
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(0), RAD(12), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-40)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(40)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(88), RAD(5), RAD(-40)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(90), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 2 / Animation_Speed)
end
end
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(-2), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-40)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(40)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(5), RAD(-40)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(90), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
local FIRING = false
local KEY = Mouse.KeyDown:connect(function(NEWKEY)
if NEWKEY == "c" then
FIRING = true
end
end)
repeat
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = CF(RootPart.Position,RootPart.CFrame*CF(0,0.35,2).p).lookVector*55
bv.Parent = RootPart
Debris:AddItem(bv,0.02)
FIRING = false
SHAKECAM(TOPBARREL.Position,16,8,8)
for E = 1, #GUNBARRELS do
WACKYEFFECT({Time = 25, EffectType = "Block", Size = VT(0,0,0), Size2 = VT(1.4,1.4,1.4), Transparency = 0, Transparency2 = 1, CFrame = CF(GUNBARRELS[E].Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = nil, SoundPitch = 1, SoundVolume = 4})
for A = 1, 3 do
local POS1 = CF(GUNBARRELS[E].Position,Mouse.Hit.p)*CF(0,0,-45).p
local AIMPOS = CF(GUNBARRELS[E].Position,POS1) * CF(0,0,-45) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)))*CF(0,0,MRANDOM(5,75)/10).p
local HIT,POS = CastProperRay(GUNBARRELS[E].Position,AIMPOS,1000,Character)
local DISTANCE = (POS - GUNBARRELS[E].Position).Magnitude
if HIT then
if HIT.Parent:FindFirstChildOfClass("Humanoid") then
REAP(HIT.Parent)
end
end
WACKYEFFECT({Time = 20, EffectType = "Box", Size = VT(0,0,DISTANCE), Size2 = VT(0.7,0.7,DISTANCE), Transparency = 0, Transparency2 = 1, CFrame = CF(GUNBARRELS[E].Position,POS)*CF(0,0,-DISTANCE/2), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = nil, SoundPitch = nil, SoundVolume = nil})
end
end
WACKYEFFECT({Time = 30, EffectType = "Wave", Size = VT(0,0,0), Size2 = VT(2,0,2), Transparency = 0.5, Transparency2 = 1, CFrame = TOPBARREL.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = 722989551, SoundPitch = MRANDOM(8,12)/13, SoundVolume = 5, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 0})
for E = 1, 30 do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(-30 + E), RAD(0), RAD(0)), 2 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-40)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(40)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(150 - (E*2)), RAD(5), RAD(-40)) * LEFTSHOULDERC0, 2 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(90), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(-2), RAD(0), RAD(0)), 2 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-40)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(40)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(90), RAD(5), RAD(-40)) * LEFTSHOULDERC0, 2 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(90), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
until FIRING == false
KEY:Disconnect()
ATTACK = false
Rooted = false
end
function TenderRain()
ATTACK = true
Rooted = true
CreateSound(1498950813,LeftArm,5,0.8,false)
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(5), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(190), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 2 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
for i=0, 0.4, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(180), RAD(5), RAD(5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
repeat
SHAKECAM(TOPBARREL.Position,16,8,8)
for E = 1, #GUNBARRELS do
WACKYEFFECT({Time = 25, EffectType = "Block", Size = VT(0,0,0), Size2 = VT(1.4,1.4,1.4), Transparency = 0, Transparency2 = 1, CFrame = CF(GUNBARRELS[E].Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = nil, SoundPitch = 1, SoundVolume = 4})
for A = 1, 3 do
local POS1 = CF(GUNBARRELS[E].Position,GUNBARRELS[E].CFrame * CF(0,15,0).p)*CF(0,0,-45).p
local AIMPOS = CF(GUNBARRELS[E].Position,POS1) * CF(0,0,-45) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)))*CF(0,0,MRANDOM(5,75)/10).p
local HIT,POS = CastProperRay(GUNBARRELS[E].Position,AIMPOS,1000,Character)
local DISTANCE = (POS - GUNBARRELS[E].Position).Magnitude
WACKYEFFECT({Time = 20, EffectType = "Box", Size = VT(0,0,DISTANCE), Size2 = VT(0.7,0.7,DISTANCE), Transparency = 0, Transparency2 = 1, CFrame = CF(GUNBARRELS[E].Position,POS)*CF(0,0,-DISTANCE/2), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = nil, SoundPitch = nil, SoundVolume = nil})
end
end
WACKYEFFECT({Time = 30, EffectType = "Wave", Size = VT(0,0,0), Size2 = VT(2,0,2), Transparency = 0.5, Transparency2 = 1, CFrame = TOPBARREL.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = 722989551, SoundPitch = MRANDOM(8,12)/13, SoundVolume = 5, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 0})
for E = 1, 15 do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(180), RAD(5), RAD(-20 - E)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
coroutine.resume(coroutine.create(function()
coroutine.resume(coroutine.create(function()
local POS = Mouse.Hit.p
for i = 1, 12 do
Swait()
local AIRPOS = POS+VT(0,250,0)
local MOUSE = POS+VT(MRANDOM(-25,25),0,MRANDOM(-25,25))/2
local HIT,POS = Raycast(AIRPOS, (CF(AIRPOS, MOUSE)).lookVector, 2000, Character)
local DISTANCE = (POS - AIRPOS).Magnitude
if HIT then
if HIT.Parent:FindFirstChildOfClass("Humanoid") then
REAP(HIT.Parent)
end
end
WACKYEFFECT({Time = 25, EffectType = "Wave", Size = VT(4,1,4), Size2 = VT(5,0,5), Transparency = 0.5, Transparency2 = 1, CFrame = CF(POS) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = nil, SoundPitch = MRANDOM(8,12)/8, SoundVolume = 2, UseBoomerangMath = false, Boomerang = 0, SizeBoomerang = 15})
WACKYEFFECT({Time = 20, EffectType = "Box", Size = VT(0,0,DISTANCE), Size2 = VT(0.7,0.7,DISTANCE), Transparency = 0, Transparency2 = 1, CFrame = CF(AIRPOS,POS)*CF(0,0,-DISTANCE/2), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = nil, SoundPitch = nil, SoundVolume = nil})
end
end))
local HIT,POS = Raycast(Mouse.Hit.p+VT(0,500,0), (CF(Mouse.Hit.p+VT(0,100,0), Mouse.Hit.p)).lookVector, 2000, Character)
WACKYEFFECT({Time = 30, EffectType = "Wave", Size = VT(0,25,0), Size2 = VT(35,0,35), Transparency = 0.5, Transparency2 = 1, CFrame = CF(POS) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = 130972023, SoundPitch = MRANDOM(8,12)/8, SoundVolume = 2, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 15})
WACKYEFFECT({Time = 30, EffectType = "Wave", Size = VT(4,15,4), Size2 = VT(25,0,25), Transparency = 0.5, Transparency2 = 1, CFrame = CF(POS) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = 130972023, SoundPitch = MRANDOM(8,12)/8, SoundVolume = 2, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 15})
SHAKECAM(POS,22,10,8)
ApplyAoE(POS,12)
end))
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(180), RAD(5), RAD(5)) * LEFTSHOULDERC0, 2.5 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
until KEYHOLD == false
ATTACK = false
Rooted = false
end
function SpiritFire()
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
if HITFLOOR then
ATTACK = true
Rooted = true
AttackGyro()
FIRE.Enabled = true
CreateSound(874376217,BLADE,7,1,false)
CreateSound(463598785,BLADE,10,1.2,false)
for i=0, 2, 0.1 / Animation_Speed do
Swait()
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
local POS = RootPart.CFrame*CF(MRANDOM(-30,30)/5,0,65).p
WACKYEFFECT({Time = 20, EffectType = "Wave", Size = VT(4,2,4), Size2 = VT(0,0,0), Transparency = 0.6, Transparency2 = 1, CFrame = CF(HITPOS) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)), MoveToPos = VT(POS.X,HITPOS.Y,POS.Z), RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Fabric", Color = BASECOLOR, SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 15})
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(4,1.4,4), Size2 = VT(0,0,0), Transparency = 0.6, Transparency2 = 1, CFrame = CF(HITPOS) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)), MoveToPos = VT(POS.X,HITPOS.Y,POS.Z), RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Fabric", Color = BASECOLOR, SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 15})
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(75)) * ANGLES(RAD(0), RAD(180), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.35, -0.4) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(-15)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
TRAIL.Enabled = true
CreateSound(211059653,BLADE,10,0.7,false)
CreateSound(SWIPES[MRANDOM(1,#SWIPES)],BLADE,10,0.8,false)
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(70), RAD(0), RAD(0)), 0.35 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(60)), 0.8 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(45), RAD(0), RAD(-60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.8, 0.5, -1) * ANGLES(RAD(0), RAD(0), RAD(-170)) * ANGLES(RAD(35), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(35), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 0.8 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-100), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.8 / Animation_Speed)
end
end
local CFRAME = RootPart.CFrame*CF(0,0,-4)
local AIM = CFRAME*CF(0,0,-50000)
local SPOTS = {}
local CRACKPARTS = {}
ApplyAoE(BLADE.Position,15)
SHAKECAM(BLADE.Position,25,5,13)
WACKYEFFECT({Time = 30, EffectType = "Sphere", Size = VT(4,4,4), Size2 = VT(25,25,25), Transparency = 0.2, Transparency2 = 1, CFrame = CF(BLADE.Position), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = 168513088, SoundPitch = MRANDOM(8,15)/7, SoundVolume = 4, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 25})
coroutine.resume(coroutine.create(function()
local DONE = 0
for CRACKS = 1, 2 do
coroutine.resume(coroutine.create(function()
local HITFLOOR,HITPOS = Raycast(CFRAME.p, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
if HITFLOOR then
local AIM = VT(AIM.X,HITPOS.Y,AIM.Z)
local LASTPART = nil
for PARTS = 1, MRANDOM(6,15)+(CRACKS*8) do
Swait()
if LASTPART == nil then
local GETXZ = CFRAME*CF(MRANDOM(-3,3),0,-5)*CF(0,0,-2).p
local CRACK = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC("Really red"), "CrackPart", VT(0.2,0,8), true)
CRACK.CFrame = CF(HITPOS,VT(GETXZ.X,HITPOS.Y,GETXZ.Z))*CF(0,0,-4)
LASTPART = CRACK
else
local CRACK = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC("Really red"), "CrackPart", VT(0.2,0,8), true)
CRACK.CFrame = CF(LASTPART.CFrame*CF(0,0,-4).p,AIM) * ANGLES(RAD(0), RAD(MRANDOM(-65,65)), RAD(0))*CF(0,0,-4)
LASTPART = CRACK
end
table.insert(CRACKPARTS,LASTPART)
local HITFLOOR,HITPOS = Raycast(LASTPART.Position+VT(0,0.1,0), (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 0.5, Character)
if HITFLOOR == nil then
LASTPART:remove()
break
else
if MRANDOM(1,2) == 1 and PARTS > 1 then
table.insert(SPOTS,LASTPART.Position)
end
end
end
DONE = DONE + 1
end
end))
end
repeat wait() until DONE >= 2
wait(0.15)
for E = 1, #SPOTS do
Swait(5)
local SPOT = SPOTS[E]
ApplyAoE(SPOT,25)
SHAKECAM(SPOT,60,5,13)
local ANGLE = ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)) * ANGLES(RAD(MRANDOM(-25,25)), RAD(0), RAD(0))
WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(7,0,7), Size2 = VT(20,60,20), Transparency = 0.6, Transparency2 = 1, CFrame = CF(SPOT)*ANGLE, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = 168513088, SoundPitch = MRANDOM(8,15)/10, SoundVolume = 4, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 25})
WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(8,0,8), Size2 = VT(15,50,15), Transparency = 0.3, Transparency2 = 1, CFrame = CF(SPOT)*ANGLE, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 168513088, SoundPitch = MRANDOM(8,15)/10, SoundVolume = 4, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 25})
for i = 1, 3 do
WACKYEFFECT({Time = 65+(i*2), EffectType = "Wave", Size = VT(0,12,0), Size2 = VT(25+(i*2),0,25+(i*2)), Transparency = 0.8, Transparency2 = 1, CFrame = CF(SPOT) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)) * ANGLES(RAD(MRANDOM(-25,25)), RAD(MRANDOM(0,360)), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true, SizeBoomerang = 25})
end
end
wait(0.3)
for i = 1, 15 do
Swait()
for E = 1, #CRACKPARTS do
CRACKPARTS[E].Transparency = CRACKPARTS[E].Transparency + 0.5/15
end
end
for E = 1, #CRACKPARTS do
CRACKPARTS[E]:remove()
end
end))
FIRE.Enabled = false
for i=0, 0.6, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(70), RAD(0), RAD(0)), 0.35 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(60)), 0.8 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(45), RAD(0), RAD(-60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.8, 0.5, -1) * ANGLES(RAD(0), RAD(0), RAD(-170)) * ANGLES(RAD(35), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(35), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 0.8 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-100), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.8 / Animation_Speed)
end
end
TRAIL.Enabled = false
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(90)) * ANGLES(RAD(0), RAD(180), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
ATTACK = false
Rooted = false
end
end
function ReapersBallad()
ATTACK = true
Rooted = true
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(5), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-4.5), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(10), RAD(-70), RAD(0)) * ANGLES(RAD(-5.5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
CreateSound(435742675,Head,5,1,false)
local SHOUTING = true
coroutine.resume(coroutine.create(function()
repeat
Swait()
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
if HITFLOOR then
WACKYEFFECT({EffectType = "Wave", Size = VT(20,1,20), Size2 = VT(25+MRANDOM(0,8),7,25+MRANDOM(0,8)), Transparency = 0.98, Transparency2 = 1, CFrame = CF(HITPOS)*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
end
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,-0.05,0) * ANGLES(RAD(-150), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(-10), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(10)), 0.23 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(20), RAD(-10), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(10), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-25), RAD(80), RAD(0)) * ANGLES(RAD(-6), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-15), RAD(-70), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
end
until SHOUTING == false
end))
wait(3)
local CRACKPARTS = {}
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
if HITFLOOR then
CreateSound(765590102,RootPart,5,1,false)
for i = 1, 15 do
local AIM = CF(HITPOS) * ANGLES(RAD(0), RAD(MRANDOM((360/15)*i)), RAD(0))*CF(0,0,-500)
local AIM = VT(AIM.X,HITPOS.Y,AIM.Z)
local LASTPART = nil
for PARTS = 1, MRANDOM(3,5) do
if LASTPART == nil then
local CRACK = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC("Really red"), "CrackPart", VT(0.2,0,4), true)
CRACK.CFrame = CF(HITPOS,VT(AIM.X,HITPOS.Y,AIM.Z))*CF(0,0,-2)
LASTPART = CRACK
else
local CRACK = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC("Really red"), "CrackPart", VT(0.2,0,4), true)
CRACK.CFrame = CF(LASTPART.CFrame*CF(0,0,-2).p,AIM) * ANGLES(RAD(0), RAD(MRANDOM(-65,65)), RAD(0))*CF(0,0,-2)
LASTPART = CRACK
end
table.insert(CRACKPARTS,LASTPART)
local HITFLOOR,HITPOS = Raycast(LASTPART.Position+VT(0,0.1,0), (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 0.5, Character)
if HITFLOOR == nil then
LASTPART:remove()
break
end
end
end
wait(1.5)
SHOUTING = false
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = CF(RootPart.Position,RootPart.CFrame*CF(0,1,4).p).lookVector*125
bv.Parent = RootPart
local GYRO = IT("BodyGyro",RootPart)
GYRO.D = 2
GYRO.P = 20000
GYRO.MaxTorque = VT(0,4000000,0)
GYRO.CFrame = CF(RootPart.Position,RootPart.CFrame*CF(0,0,-5).p)
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(-65), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(55), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(20), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
bv:remove()
GYRO:remove()
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-35), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(80)) * ANGLES(RAD(0), RAD(180), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.35, -0.4) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(-15)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
local CONTROLLING = true
FIRE.Enabled = true
CreateSound(463598785,BLADE,10,1.2,false)
AttackGyro()
local LOC = CF(HITPOS)
SHAKECAM(HITPOS,45,5,13)
WACKYEFFECT({Time = 30, EffectType = "Sphere", Size = VT(4,4,4), Size2 = VT(35,35,35), Transparency = 0.2, Transparency2 = 1, CFrame = CF(HITPOS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = 168513088, SoundPitch = MRANDOM(8,15)/7, SoundVolume = 4, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 25})
coroutine.resume(coroutine.create(function()
coroutine.resume(coroutine.create(function()
for i = 1, 15 do
Swait()
for E = 1, #CRACKPARTS do
CRACKPARTS[E].Transparency = CRACKPARTS[E].Transparency + 0.5/15
end
end
for E = 1, #CRACKPARTS do
CRACKPARTS[E]:remove()
end
end))
wait(0.25)
coroutine.resume(coroutine.create(function()
repeat
local HITFLOOR,HITPOS = Raycast(Mouse.Hit.p+VT(0,1,0), (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 175, Character)
LOC = Clerp(LOC,CF(HITPOS),0.05)
Swait()
if MRANDOM(1,6) == 1 then
local SPOT = LOC.p
ApplyAoE(SPOT,45)
SHAKECAM(SPOT,160,7,22)
local ANGLE = ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)) * ANGLES(RAD(MRANDOM(-5,5)), RAD(0), RAD(0))
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size = VT(15-8 * SIN(SINE / 6),0,15-8 * SIN(SINE / 6)), Size2 = VT(50-8 * SIN(SINE / 6),260-35 * COS(SINE / 6),50-8 * SIN(SINE / 6)), Transparency = 0.6, Transparency2 = 1, CFrame = CF(SPOT)*ANGLE, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = 168513088, SoundPitch = MRANDOM(8,15)/10, SoundVolume = 4, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 25})
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size = VT(17-8 * SIN(SINE / 6),0,17-8 * SIN(SINE / 6)), Size2 = VT(45-8 * SIN(SINE / 6),250-35 * COS(SINE / 6),45-8 * SIN(SINE / 6)), Transparency = 0.3, Transparency2 = 1, CFrame = CF(SPOT)*ANGLE, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 168513088, SoundPitch = MRANDOM(8,15)/10, SoundVolume = 4, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 25})
end
for i = 1, 3 do
WACKYEFFECT({Time = 30, EffectType = "Sphere", Size = VT(0.5,0,0.5), Size2 = VT(0.6,35,0.6), Transparency = 0.3, Transparency2 = 1, CFrame = CF(LOC.p)*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0))*CF(0,0,MRANDOM(3,120)) * 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 = C3(0,0,0), UseBoomerangMath = true, SizeBoomerang = 50, SoundID = nil, SoundPitch = nil, SoundVolume = nil})
end
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(25,5,25), Size2 = VT(25+MRANDOM(0,8),25,25+MRANDOM(0,8)), Transparency = 0.8, Transparency2 = 1, CFrame = LOC*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true})
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(25,5,25), Size2 = VT(65+MRANDOM(0,8),7,65+MRANDOM(0,8)), Transparency = 0.8, Transparency2 = 1, CFrame = LOC*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(1,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true})
until CONTROLLING == false
end))
repeat
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(130), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(60)), 0.8 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(45), RAD(0), RAD(-60)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.35, 0.5, -0.5) * ANGLES(RAD(0), RAD(0), RAD(-180)) * ANGLES(RAD(70), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(-35), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(35), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 0.8 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-100), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.8 / Animation_Speed)
end
until CONTROLLING == false
FIRE.Enabled = false
end))
wait(7)
CONTROLLING = false
else
wait(1)
SHOUTING = false
end
ATTACK = false
Rooted = false
end
function ForcedSpeed()
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
if HITFLOOR then
ATTACK = true
Rooted = true
for i = 1, 5 do
WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(2,2,2), Size2 = VT(5+i,15+(i*5),5+i), Transparency = 0.6, Transparency2 = 1, CFrame = RootPart.CFrame*CF(0,-3.5,0) * ANGLES(RAD(-45), RAD(0), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = 466493476, SoundPitch = MRANDOM(8,15)/10, SoundVolume = 4, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 35})
WACKYEFFECT({Time = 25+(i*2), EffectType = "Wave", Size = VT(4,4,4), Size2 = VT(5+(i*5),i,5+(i*5)), Transparency = 0.6, Transparency2 = 1, CFrame = RootPart.CFrame*CF(0,-3.5,0) * ANGLES(RAD(-45), RAD(0), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASECOLOR, SoundID = nil, SoundPitch = nil, SoundVolume = nil, UseBoomerangMath = true})
end
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = CF(RootPart.Position,RootPart.CFrame*CF(0,1,-4).p).lookVector*125
bv.Parent = RootPart
local GYRO = IT("BodyGyro",RootPart)
GYRO.D = 2
GYRO.P = 20000
GYRO.MaxTorque = VT(0,4000000,0)
GYRO.CFrame = CF(RootPart.Position,RootPart.CFrame*CF(0,0,-5).p)
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(65), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(20), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
local LOOPED = 0
repeat
Swait()
LOOPED = LOOPED + 1
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(65), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(20), RAD(-25)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
until KEYHOLD == false or LOOPED > 50
bv:Remove()
local LANDED = nil
local POS = nil
coroutine.resume(coroutine.create(function()
repeat
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(40), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(-15), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
until LANDED ~= nil
end))
repeat
Swait()
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4.2, Character)
if HITFLOOR then
LANDED = HITFLOOR
POS = HITPOS
end
until LANDED ~= nil
SHAKECAM(POS,35,15,7)
for i = 1, 3 do
WACKYEFFECT({Time = 25, EffectType = "Wave", Size = VT(2+i,0,2+i), Size2 = VT(15+(i*8),15+(i*3),15+(i*8)), Transparency = 0.2, Transparency2 = 1, CFrame = CF(POS) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 765590102, SoundPitch = MRANDOM(7,13)/10, SoundVolume = 1.4, UseBoomerangMath = true})
end
ApplyAoE(POS,17)
WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(2,0.2,2), Size2 = VT(45,0,45), Transparency = 0.6, Transparency2 = 0.2, CFrame = CF(POS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 3264923, SoundPitch = MRANDOM(8,15)/10, SoundVolume = 4, UseBoomerangMath = true, Boomerang = 0, SizeBoomerang = 50})
GYRO:Remove()
ATTACK = false
Rooted = false
wait(0.2)
ApplyAoE(POS,23)
end
end
function AttackTemplate()
ATTACK = true
Rooted = false
for i=0, 1, 0.1 / Animation_Speed do
Swait()
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-20), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
if ANIM == "Fall" or ANIM == "Jump" then
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
else
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
ATTACK = false
Rooted = false
end
--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//
function MouseDown(Mouse)
if ATTACK == false then
Reap()
end
end
function MouseUp(Mouse)
HOLD = false
end
function KeyDown(Key)
KEYHOLD = true
if Key == "c" and ATTACK == false then
Unload()
end
if Key == "v" and ATTACK == false then
TenderRain()
end
if Key == "b" and ATTACK == false then
SpiritFire()
end
if Key == "x" and ATTACK == false then
ReapersBallad()
end
if Key == "f" and ATTACK == false then
ForcedSpeed()
end
end
function KeyUp(Key)
KEYHOLD = false
end
Mouse.Button1Down:connect(function(NEWKEY)
MouseDown(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
MouseUp(NEWKEY)
end)
Mouse.KeyDown:connect(function(NEWKEY)
KeyDown(NEWKEY)
end)
Mouse.KeyUp:connect(function(NEWKEY)
KeyUp(NEWKEY)
end)
--//=================================\\
--\\=================================//
function unanchor()
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
--\\=================================//
Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
Humanoid.Jump = false
end
end)
while true do
Swait()
ANIMATE.Parent = nil
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end
SINE = SINE + CHANGE
local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = RootPart.Velocity.y
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
local WALKSPEEDVALUE = 8 / (Humanoid.WalkSpeed / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0.1 + 0.05 * COS(SINE / (WALKSPEEDVALUE/2))) * ANGLES(RAD(0), RAD(0), 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(0), 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), 0.25 * SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10+50 * COS(SINE / WALKSPEEDVALUE))), 0.6 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.25 * SIN(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-10+50 * COS(SINE / WALKSPEEDVALUE))), 0.6 / 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)), 0.7 / 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)), 0.7 / Animation_Speed)
end
if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
ANIM = "Jump"
if ATTACK == false then
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-120), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(40), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50), RAD(-25), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-35), RAD(0), RAD(-25 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.4, -0.6) * ANGLES(RAD(1), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
ANIM = "Fall"
if ATTACK == false then
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(40), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(45 + 10 * COS(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(35 - 4 * COS(SINE / 6)), RAD(0), RAD(-45 - 10 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -0.7) * ANGLES(RAD(-25 + 5 * SIN(SINE / 12)), RAD(90), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.8, -0.3) * ANGLES(RAD(-10), RAD(-80), RAD(0)) * ANGLES(RAD(-1 * SIN(SINE / 6)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
ANIM = "Idle"
WACKYEFFECT({Time = 30, EffectType = "Sphere", Size = VT(0.5,0,0.5), 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 = BASECOLOR, UseBoomerangMath = true, SizeBoomerang = 50, SoundID = nil, SoundPitch = nil, SoundVolume = nil})
if ATTACK == false then
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-140 - 2.5 * COS(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(110), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-10)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15 - 2.5 * COS(SINE / 12)), RAD(0), RAD(10)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(50 - 4 * COS(SINE / 12)), RAD(-20 - 4 * COS(SINE / 12)), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(15), RAD(5), RAD(-5 - 2.5 * COS(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(-5), RAD(80), RAD(0)) * ANGLES(RAD(-4), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), 0) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
ANIM = "Walk"
if ATTACK == false then
ScytheJoint.C1 = Clerp(ScytheJoint.C1, CF(0,0,0) * ANGLES(RAD(-150), RAD(0), RAD(0)), 1 / Animation_Speed)
GunJoint.C1 = Clerp(GunJoint.C1, CF(0,0,0) * ANGLES(RAD(90 - 16 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 1 / Animation_Speed)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.05) * ANGLES(RAD(5), RAD(0), RAD(-7 * 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(7 * COS(SINE / (WALKSPEEDVALUE)))), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(35 + 8 * COS(SINE / (WALKSPEEDVALUE))), RAD(-15+7 * COS(SINE / (WALKSPEEDVALUE))), RAD(25)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-20 * COS(SINE / WALKSPEEDVALUE)), RAD(5+7 * COS(SINE / (WALKSPEEDVALUE))), RAD(-5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
end
end
unanchor()
Humanoid.MaxHealth = "inf"
Humanoid.Health = "inf"
if Rooted == false then
Disable_Jump = false
Humanoid.WalkSpeed = Speed
elseif Rooted == true then
Disable_Jump = true
Humanoid.WalkSpeed = 0
end
BMUSIC.SoundId = "rbxassetid://"..SONGID
BMUSIC.Looped = true
BMUSIC.Pitch = PITCH
BMUSIC.Volume = VOLUME
BMUSIC.Playing = true
if BMUSIC.Parent ~= RootPart then
BMUSIC = IT("Sound",RootPart)
end
Humanoid.Name = "NONHUM"
refit()
end
--//=================================\\
--\\=================================//
--//====================================================\\--
--|| END OF SCRIPT
--\\====================================================//--