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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 --\\====================================================//--
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