
KeylessUniversal

print("Febywhoupload")
game:GetService("TextChatService").TextChannels.RBXGeneral:SendAsync("-gh 9350274205, 5803107414, 4753437569, 9350274205, 5803107414, 4753437569, 9350274205, 5803107414, 4753437569")
wait(3.2)
if not game:GetService("ReplicatedStorage"):FindFirstChild("01_server") then local a=game:GetService("CollectionService")local b={}b["ScreenGui_1"]=Instance.new("ScreenGui",game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui"))b["ScreenGui_1"].IgnoreGuiInset=true b["ScreenGui_1"].ScreenInsets=Enum.ScreenInsets.DeviceSafeInsets b["ScreenGui_1"].ZIndexBehavior=Enum.ZIndexBehavior.Sibling a:AddTag(b["ScreenGui_1"],"main")b["Frame_2"]=Instance.new("Frame",b["ScreenGui_1"])b["Frame_2"].BorderSizePixel=0 b["Frame_2"].BackgroundColor3=Color3.fromRGB(0,0,0)b["Frame_2"].AnchorPoint=Vector2.new(.5,.5)b["Frame_2"].Size=UDim2.new(.36316,0,.46667,0)b["Frame_2"].Position=UDim2.new(.5,0,.5,0)b["Frame_2"].BackgroundTransparency=.5 b["UICorner_3"]=Instance.new("UICorner",b["Frame_2"])b["UICorner_3"].CornerRadius=UDim.new(.04,0)b["TextLabel_4"]=Instance.new("TextLabel",b["Frame_2"])b["TextLabel_4"].TextWrapped=true b["TextLabel_4"].BorderSizePixel=0 b["TextLabel_4"].TextScaled=true b["TextLabel_4"].BackgroundColor3=Color3.fromRGB(255,255,255)b["TextLabel_4"].TextColor3=Color3.fromRGB(255,255,255)b["TextLabel_4"].BackgroundTransparency=1 b["TextLabel_4"].Size=UDim2.new(.81159,0,.32143,0)b["TextLabel_4"].Text="You are in the wrong game, please copy the link below and enter the game. (game: Just a baseplate., game creator: dreammazestudio)"b["TextLabel_4"].Position=UDim2.new(.0942,0,.13095,0)b["TextBox_5"]=Instance.new("TextBox",b["Frame_2"])b["TextBox_5"].CursorPosition=-1 b["TextBox_5"].BorderSizePixel=0 b["TextBox_5"].BackgroundColor3=Color3.fromRGB(255,255,255)b["TextBox_5"].ClearTextOnFocus=false b["TextBox_5"].Size=UDim2.new(.81159,0,.29762,0)b["TextBox_5"].Position=UDim2.new(.1087,0,.5119,0)b["TextBox_5"].Text="https://www.roblox.com/games/17574618959/Just-a-baseplate"b["TextBox_5"].TextScaled=true b["UIAspectRatioConstraint_6"]=Instance.new("UIAspectRatioConstraint",b["Frame_2"])b["UIAspectRatioConstraint_6"].AspectRatio=1.64286 game:GetService("TeleportService"):Teleport(17574618959,game:GetService("Players").LocalPlayer)return b["ScreenGui_1"],require end
local TextChatService = game:GetService("TextChatService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local function SendChatMessage(message)
if TextChatService.ChatVersion == Enum.ChatVersion.TextChatService then
local textChannel = TextChatService.TextChannels:FindFirstChild("RBXGeneral")
if textChannel then
textChannel:SendAsync(message)
else
warn("RBXGeneral channel not found!")
end
else
local sayMessageRequest = ReplicatedStorage:FindFirstChild("DefaultChatSystemChatEvents"):FindFirstChild("SayMessageRequest")
if sayMessageRequest then
sayMessageRequest:FireServer(message, "All")
else
warn("Legacy chat system not found!")
end
end
end
local customMessage = "-gh 10775031176, 12103236257, 9867481700, 9867487176, 9350274205, 2493590711, 9350274205, 9402600266, 2309346267"
local netMessage = "-net"
SendChatMessage(customMessage)
wait(2.1)
local player = game:GetService("Players").LocalPlayer
game:GetService("RunService").RenderStepped:Connect(function()
if player.Character then
for i,v in pairs(player.Character:GetDescendants()) do
if v:IsA("BasePart") then
v.CanCollide = false
end
end
end
end)
wait(1.5)
task.delay(5.6, function()
SendChatMessage(netMessage)
end)
--main fe satan script
for _,v in pairs(game.Players.LocalPlayer.Character:GetDescendants()) do
if v:IsA("SpecialMesh") or v:IsA("Mesh") then
v:Destroy()
end
end
local c = game.Players.LocalPlayer.Character
c['VANS_Umbrella'].Name="yourecoolguy"
for i, v in pairs({"Right Arm", "Left Arm"}) do
local arm = c[v]
arm.Parent = nil
arm.Transparency = 1
arm.Parent = c
end
local c = game.Players.LocalPlayer.Character
for i, v in pairs({"Right Leg", "Left Leg"}) do
local Leg = c[v]
Leg.Parent = nil
Leg.Transparency = 1
Leg.Parent = c
end
local v3_net, v3_808 = Vector3.new(20000, 25.1, 0), Vector3.new(8, 0, 8)
local function getNetlessVelocity(realPartVelocity)
local mag = realPartVelocity.Magnitude
if mag > 1 then
local unit = realPartVelocity.Unit
if (unit.Y > 0.25) or (unit.Y < -0.75) then
return unit * (25.1 / unit.Y)
end
end
return v3_net + realPartVelocity * v3_808
end
local simradius = "shp" --simulation radius (net bypass) method
--simulation radius (net bypass) method
--"shp" - sethiddenproperty
--"ssr" - setsimulationradius
--false - disable
local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character
local newanimate = false --disables the animate script and enables after reanimation
local discharscripts = true --disables all localScripts parented to your character before reanimation
local R15toR6 = true --tries to convert your character to r6 if its r15
local hatcollide = true --makes hats cancollide (only method 0)
local humState16 = true --enables collisions for limbs before the humanoid dies (using hum:ChangeState)
local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation
local hedafterneck = false --disable aligns for head and enable after neck is removed
local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
local method = 0 --reanimation method
--methods:
--0 - breakJoints (takes [loadtime] seconds to laod)
--1 - limbs
--2 - limbs + anti respawn
--3 - limbs + breakJoints after [loadtime] seconds
--4 - remove humanoid + breakJoints
--5 - remove humanoid + limbs
local alignmode = 3 --AlignPosition mode
--modes:
--1 - AlignPosition rigidity enabled true
--2 - 2 AlignPositions rigidity enabled both true and false
--3 - AlignPosition rigidity enabled false
healthHide = healthHide and ((method == 0) or (method == 2) or (method == 000)) and gp(c, "Head", "BasePart")
local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = rs.Stepped
local heartbeat = rs.Heartbeat
local renderstepped = rs.RenderStepped
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = CFrame.new
local v3 = Vector3.new
local v3_0 = v3(0, 0, 0)
local inf = math.huge
local c = lp.Character
if not (c and c.Parent) then
return
end
c.Destroying:Connect(function()
c = nil
end)
local function gp(parent, name, className)
if typeof(parent) == "Instance" then
for i, v in pairs(parent:GetChildren()) do
if (v.Name == name) and v:IsA(className) then
return v
end
end
end
return nil
end
local function align(Part0, Part1)
Part0.CustomPhysicalProperties = PhysicalProperties.new(0.0001, 0.0001, 0.0001, 0.0001, 0.0001)
local att0 = Instance.new("Attachment", Part0)
att0.Orientation = v3_0
att0.Position = v3_0
att0.Name = "att0_" .. Part0.Name
local att1 = Instance.new("Attachment", Part1)
att1.Orientation = v3_0
att1.Position = v3_0
att1.Name = "att1_" .. Part1.Name
if (alignmode == 1) or (alignmode == 2) then
local ape = Instance.new("AlignPosition", att0)
ape.ApplyAtCenterOfMass = false
ape.MaxForce = inf
ape.MaxVelocity = inf
ape.ReactionForceEnabled = false
ape.Responsiveness = 200
ape.Attachment1 = att1
ape.Attachment0 = att0
ape.Name = "AlignPositionRtrue"
ape.RigidityEnabled = true
end
if (alignmode == 2) or (alignmode == 3) then
local apd = Instance.new("AlignPosition", att0)
apd.ApplyAtCenterOfMass = false
apd.MaxForce = inf
apd.MaxVelocity = inf
apd.ReactionForceEnabled = false
apd.Responsiveness = 200
apd.Attachment1 = att1
apd.Attachment0 = att0
apd.Name = "AlignPositionRfalse"
apd.RigidityEnabled = false
end
local ao = Instance.new("AlignOrientation", att0)
ao.MaxAngularVelocity = inf
ao.MaxTorque = inf
ao.PrimaryAxisOnly = false
ao.ReactionTorqueEnabled = false
ao.Responsiveness = 200
ao.Attachment1 = att1
ao.Attachment0 = att0
ao.RigidityEnabled = false
if type(getNetlessVelocity) == "function" then
local realVelocity = v3_0
local steppedcon = stepped:Connect(function()
Part0.Velocity = realVelocity
end)
local heartbeatcon = heartbeat:Connect(function()
realVelocity = Part0.Velocity
Part0.Velocity = getNetlessVelocity(realVelocity)
end)
Part0.Destroying:Connect(function()
Part0 = nil
steppedcon:Disconnect()
heartbeatcon:Disconnect()
end)
end
end
local function respawnrequest()
local ccfr = ws.CurrentCamera.CFrame
local c = lp.Character
lp.Character = nil
lp.Character = c
local con = nil
con = ws.CurrentCamera.Changed:Connect(function(prop)
if (prop ~= "Parent") and (prop ~= "CFrame") then
return
end
ws.CurrentCamera.CFrame = ccfr
con:Disconnect()
end)
end
local destroyhum = (method == 4) or (method == 5)
local breakjoints = (method == 0) or (method == 4)
local antirespawn = (method == 0) or (method == 2) or (method == 3)
hatcollide = hatcollide and (method == 0)
addtools = addtools and gp(lp, "Backpack", "Backpack")
local fenv = getfenv()
local shp = fenv.sethiddenproperty or fenv.set_hidden_property or fenv.set_hidden_prop or fenv.sethiddenprop
local ssr = fenv.setsimulationradius or fenv.set_simulation_radius or fenv.set_sim_radius or fenv.setsimradius or fenv.set_simulation_rad or fenv.setsimulationrad
if shp and (simradius == "shp") then
spawn(function()
while c and heartbeat:Wait() do
shp(lp, "SimulationRadius", inf)
end
end)
elseif ssr and (simradius == "ssr") then
spawn(function()
while c and heartbeat:Wait() do
ssr(inf)
end
end)
end
antiragdoll = antiragdoll and function(v)
if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then
v.Parent = nil
end
end
if antiragdoll then
for i, v in pairs(c:GetDescendants()) do
antiragdoll(v)
end
c.DescendantAdded:Connect(antiragdoll)
end
if antirespawn then
respawnrequest()
end
if method == 0 then
wait(loadtime)
if not c then
return
end
end
if discharscripts then
for i, v in pairs(c:GetChildren()) do
if v:IsA("LocalScript") then
v.Disabled = true
end
end
elseif newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate and (not animate.Disabled) then
animate.Disabled = true
else
newanimate = false
end
end
if addtools then
for i, v in pairs(addtools:GetChildren()) do
if v:IsA("Tool") then
v.Parent = c
end
end
end
pcall(function()
settings().Physics.AllowSleep = false
settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
end)
local OLDscripts = {}
for i, v in pairs(c:GetDescendants()) do
if v.ClassName == "Script" then
table.insert(OLDscripts, v)
end
end
local scriptNames = {}
for i, v in pairs(c:GetDescendants()) do
if v:IsA("BasePart") then
local newName = tostring(i)
local exists = true
while exists do
exists = false
for i, v in pairs(OLDscripts) do
if v.Name == newName then
exists = true
end
end
if exists then
newName = newName .. "_"
end
end
table.insert(scriptNames, newName)
Instance.new("Script", v).Name = newName
end
end
c.Archivable = true
local hum = c:FindFirstChildOfClass("Humanoid")
if hum then
for i, v in pairs(hum:GetPlayingAnimationTracks()) do
v:Stop()
end
end
local cl = c:Clone()
if hum and humState16 then
hum:ChangeState(Enum.HumanoidStateType.Physics)
if destroyhum then
wait(1.6)
end
end
if hum and hum.Parent and destroyhum then
hum:Destroy()
end
if not c then
return
end
local head = gp(c, "Head", "BasePart")
local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart")
local root = gp(c, "HumanoidRootPart", "BasePart")
if hatcollide and c:FindFirstChildOfClass("Accessory") then
local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health", "Script")
if not (torso and root and anything) then
return
end
torso:Destroy()
root:Destroy()
if shp then
for i,v in pairs(c:GetChildren()) do
if v:IsA("Accessory") then
shp(v, "BackendAccoutrementState", 0)
end
end
end
anything:Destroy()
if head then
end
end
for i, v in pairs(cl:GetDescendants()) do
if v:IsA("BasePart") then
v.Transparency = 1
v.Anchored = false
end
end
local model = Instance.new("Model", c)
model.Name = model.ClassName
model.Destroying:Connect(function()
model = nil
end)
for i, v in pairs(c:GetChildren()) do
if v ~= model then
if addtools and v:IsA("Tool") then
for i1, v1 in pairs(v:GetDescendants()) do
if v1 and v1.Parent and v1:IsA("BasePart") then
local bv = Instance.new("BodyVelocity", v1)
bv.Velocity = v3_0
bv.MaxForce = v3(1000, 1000, 1000)
bv.P = 1250
bv.Name = "bv_" .. v.Name
end
end
end
v.Parent = model
end
end
if breakjoints then
model:BreakJoints()
else
if head and torso then
for i, v in pairs(model:GetDescendants()) do
if v:IsA("Weld") or v:IsA("Snap") or v:IsA("Glue") or v:IsA("Motor") or v:IsA("Motor6D") then
local save = false
if (v.Part0 == torso) and (v.Part1 == head) then
save = true
end
if (v.Part0 == head) and (v.Part1 == torso) then
save = true
end
if save then
if hedafterneck then
hedafterneck = v
end
else
v:Destroy()
end
end
end
end
if method == 3 then
spawn(function()
wait(loadtime)
if model then
model:BreakJoints()
end
end)
end
end
cl.Parent = c
for i, v in pairs(cl:GetChildren()) do
v.Parent = c
end
cl:Destroy()
local modelDes = {}
for i, v in pairs(model:GetDescendants()) do
if v:IsA("BasePart") then
i = tostring(i)
v.Destroying:Connect(function()
modelDes[i] = nil
end)
modelDes[i] = v
end
end
local modelcolcon = nil
local function modelcolf()
if model then
for i, v in pairs(modelDes) do
v.CanCollide = false
end
else
modelcolcon:Disconnect()
end
end
modelcolcon = stepped:Connect(modelcolf)
modelcolf()
for i, scr in pairs(model:GetDescendants()) do
if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then
local Part0 = scr.Parent
if Part0:IsA("BasePart") then
for i1, scr1 in pairs(c:GetDescendants()) do
if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then
local Part1 = scr1.Parent
if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then
align(Part0, Part1)
break
end
end
end
end
end
end
if (typeof(hedafterneck) == "Instance") and head then
local aligns = {}
local con = nil
con = hedafterneck.Changed:Connect(function(prop)
if (prop == "Parent") and not hedafterneck.Parent then
con:Disconnect()
for i, v in pairs(aligns) do
v.Enabled = true
end
end
end)
for i, v in pairs(head:GetDescendants()) do
if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then
i = tostring(i)
aligns[i] = v
v.Destroying:Connect(function()
aligns[i] = nil
end)
v.Enabled = false
end
end
end
for i, v in pairs(c:GetDescendants()) do
if v and v.Parent then
if v.ClassName == "Script" then
if table.find(scriptNames, v.Name) then
v:Destroy()
end
elseif not v:IsDescendantOf(model) then
if v:IsA("Decal") then
v.Transparency = 1
elseif v:IsA("ForceField") then
v.Visible = false
elseif v:IsA("Sound") then
v.Playing = false
elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles") then
v.Enabled = false
end
end
end
end
if newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate then
animate.Disabled = false
end
end
if addtools then
for i, v in pairs(c:GetChildren()) do
if v:IsA("Tool") then
v.Parent = addtools
end
end
end
local hum0 = model:FindFirstChildOfClass("Humanoid")
if hum0 then
hum0.Destroying:Connect(function()
hum0 = nil
end)
end
local hum1 = c:FindFirstChildOfClass("Humanoid")
if hum1 then
hum1.Destroying:Connect(function()
hum1 = nil
end)
end
if hum1 then
ws.CurrentCamera.CameraSubject = hum1
local camSubCon = nil
local function camSubFunc()
camSubCon:Disconnect()
if c and hum1 then
ws.CurrentCamera.CameraSubject = hum1
end
end
camSubCon = renderstepped:Connect(camSubFunc)
if hum0 then
hum0.Changed:Connect(function(prop)
if hum1 and (prop == "Jump") then
hum1.Jump = hum0.Jump
end
end)
else
respawnrequest()
end
end
local rb = Instance.new("BindableEvent", c)
rb.Event:Connect(function()
rb:Destroy()
sg:SetCore("ResetButtonCallback", true)
if destroyhum then
c:BreakJoints()
return
end
if hum0 and (hum0.Health > 0) then
model:BreakJoints()
hum0.Health = 0
end
if antirespawn then
respawnrequest()
end
end)
sg:SetCore("ResetButtonCallback", rb)
spawn(function()
while c do
if hum0 and hum1 then
hum1.Jump = hum0.Jump
end
wait()
end
sg:SetCore("ResetButtonCallback", true)
end)
R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15)
if R15toR6 then
local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso", "BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or c:FindFirstChildWhichIsA("BasePart")
if part then
local cfr = part.CFrame
local R6parts = {
head = {
Name = "Head",
Size = v3(2, 1, 1),
R15 = {
Head = 0
}
},
torso = {
Name = "Torso",
Size = v3(2, 2, 1),
R15 = {
UpperTorso = 0.2,
LowerTorso = -0.7
}
},
root = {
Name = "HumanoidRootPart",
Size = v3(2, 2, 1),
R15 = {
HumanoidRootPart = 0
}
},
leftArm = {
Name = "Left Arm",
Size = v3(1, 2, 1),
R15 = {
LeftHand = -0.7,
LeftLowerArm = -0.2,
LeftUpperArm = 0.4
}
},
rightArm = {
Name = "Right Arm",
Size = v3(1, 2, 1),
R15 = {
RightHand = -0.7,
RightLowerArm = -0.2,
RightUpperArm = 0.4
}
},
leftLeg = {
Name = "Left Leg",
Size = v3(1, 2, 1),
R15 = {
LeftFoot = -0.7,
LeftLowerLeg = -0.15,
LeftUpperLeg = 0.6
}
},
rightLeg = {
Name = "Right Leg",
Size = v3(1, 2, 1),
R15 = {
RightFoot = -0.7,
RightLowerLeg = -0.15,
RightUpperLeg = 0.6
}
}
}
for i, v in pairs(c:GetChildren()) do
if v:IsA("BasePart") then
for i1, v1 in pairs(v:GetChildren()) do
if v1:IsA("Motor6D") then
v1.Part0 = nil
end
end
end
end
part.Archivable = true
for i, v in pairs(R6parts) do
local part = part:Clone()
part.Name = v.Name
part.Size = v.Size
part.CFrame = cfr
part.Anchored = false
part.Transparency = 1
part.CanCollide = false
for i1, v1 in pairs(v.R15) do
local R15part = gp(c, i1, "BasePart")
local att = gp(R15part, "att1_" .. i1, "Attachment")
if R15part then
local weld = Instance.new("Weld", R15part)
weld.Name = "Weld_" .. i1
weld.Part0 = part
weld.Part1 = R15part
weld.C0 = cf(0, v1, 0)
weld.C1 = cf(0, 0, 0)
R15part.Massless = true
R15part.Name = "R15_" .. i1
R15part.Parent = part
if att then
att.Parent = part
att.Position = v3(0, v1, 0)
end
end
end
part.Parent = c
R6parts[i] = part
end
local R6joints = {
neck = {
Parent = R6parts.torso,
Name = "Neck",
Part0 = R6parts.torso,
Part1 = R6parts.head,
C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rootJoint = {
Parent = R6parts.root,
Name = "RootJoint" ,
Part0 = R6parts.root,
Part1 = R6parts.torso,
C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rightShoulder = {
Parent = R6parts.torso,
Name = "Right Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.rightArm,
C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftShoulder = {
Parent = R6parts.torso,
Name = "Left Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.leftArm,
C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
},
rightHip = {
Parent = R6parts.torso,
Name = "Right Hip",
Part0 = R6parts.torso,
Part1 = R6parts.rightLeg,
C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftHip = {
Parent = R6parts.torso,
Name = "Left Hip" ,
Part0 = R6parts.torso,
Part1 = R6parts.leftLeg,
C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
}
}
for i, v in pairs(R6joints) do
local joint = Instance.new("Motor6D")
for prop, val in pairs(v) do
joint[prop] = val
end
R6joints[i] = joint
end
hum1.RigType = Enum.HumanoidRigType.R6
hum1.HipHeight = 0
end
end
--find rig joints
local function fakemotor()
return {C0=cf(), C1=cf()}
end
local torso = gp(c, "Torso", "BasePart")
local root = gp(c, "HumanoidRootPart", "BasePart")
local neck = gp(torso, "Neck", "Motor6D")
neck = neck or fakemotor()
local rootJoint = gp(root, "RootJoint", "Motor6D")
rootJoint = rootJoint or fakemotor()
local leftShoulder = gp(torso, "Left Shoulder", "Motor6D")
leftShoulder = leftShoulder or fakemotor()
local rightShoulder = gp(torso, "Right Shoulder", "Motor6D")
rightShoulder = rightShoulder or fakemotor()
local leftHip = gp(torso, "Left Hip", "Motor6D")
leftHip = leftHip or fakemotor()
local rightHip = gp(torso, "Right Hip", "Motor6D")
rightHip = rightHip or fakemotor()
--120 fps
local fps = 40
local event = Instance.new("BindableEvent", c)
event.Name = "120 fps"
local floor = math.floor
fps = 1 / fps
local tf = 0
local con = nil
con = game:GetService("RunService").RenderStepped:Connect(function(s)
if not c then
con:Disconnect()
return
end
--tf += s
if tf >= fps then
for i=1, floor(tf / fps) do
event:Fire(c)
end
tf = 0
end
end)
local event = event.Event
local hedrot = v3(0, 5, 0)
local uis = game:GetService("UserInputService")
local function isPressed(key)
return (not uis:GetFocusedTextBox()) and uis:IsKeyDown(Enum.KeyCode[key])
end
local biggesthandle = nil
for i, v in pairs(c:GetChildren()) do
if v:IsA("Accessory") then
local handle = gp(v, "Handle", "BasePart")
if biggesthandle then
if biggesthandle.Size.Magnitude < handle.Size.Magnitude then
biggesthandle = handle
end
else
biggesthandle = gp(v, "Handle", "BasePart")
end
end
end
if not biggesthandle then
return
end
local handle1 = gp(gp(model, biggesthandle.Parent.Name, "Accessory"), "Handle", "BasePart")
if not handle1 then
return
end
handle1.Destroying:Connect(function()
handle1 = nil
end)
biggesthandle.Destroying:Connect(function()
biggesthandle = nil
end)
biggesthandle:BreakJoints()
biggesthandle.Anchored = true
for i, v in pairs(handle1:GetDescendants()) do
if v:IsA("AlignOrientation") then
v.Enabled = false
end
end
local mouse = lp:GetMouse()
local fling = false
mouse.Button1Down:Connect(function()
fling = true
end)
mouse.Button1Up:Connect(function()
fling = false
end)
local function doForSignal(signal, vel)
spawn(function()
while signal:Wait() and c and handle1 and biggesthandle do
if fling and mouse.Target then
biggesthandle.Position = mouse.Hit.Position
end
handle1.RotVelocity = vel
end
end)
end
doForSignal(stepped, v3(100, 100, 100))
doForSignal(renderstepped, v3(100, 100, 100))
doForSignal(heartbeat, v3(2000000000000, 200000000000, 20000000000))
_G.loop = true
local player = game.Players.LocalPlayer
local char = player.Character
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = Instance.new("AlignOrientation", Part0),
AlignPosition = Instance.new("AlignPosition", Part0)
}
local Attachments = {
Attach0 = Instance.new("Attachment", Part0),
Attach1 = Instance.new("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
m:Destroy()
end
Part0:BreakJoints()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = math.huge
Aligns.AlignOrientation.RigidityEnabled = true
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = math.huge
Aligns.AlignPosition.RigidityEnabled = true
Aligns.AlignPosition.MaxForce = 999999999
spawn(function()
while _G.loop do
local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
if mag >= 5 then
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
end
Part0.Velocity = Vector3.new(0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
local hat = Align(char['Lipstick_Bag_1.0'].Handle,char['Right Arm'],false)
local cf = char['Right Arm'].CFrame*CFrame.new(0,-0,-0)*CFrame.Angles(math.rad(0),math.rad(0),0)
hat[1].CFrame = cf:Inverse() * char['Right Arm'].CFrame
spawn(function()
char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
v.Handle.Massless = true
v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
end
end
_G.loop = true
local player = game.Players.LocalPlayer
local char = player.Character
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = Instance.new("AlignOrientation", Part0),
AlignPosition = Instance.new("AlignPosition", Part0)
}
local Attachments = {
Attach0 = Instance.new("Attachment", Part0),
Attach1 = Instance.new("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
m:Destroy()
end
Part0:BreakJoints()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = math.huge
Aligns.AlignOrientation.RigidityEnabled = true
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = math.huge
Aligns.AlignPosition.RigidityEnabled = true
Aligns.AlignPosition.MaxForce = 999999999
spawn(function()
while _G.loop do
local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
if mag >= 5 then
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
end
Part0.Velocity = Vector3.new(0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
local hat = Align(char['Wings'].Handle,char['Left Arm'],false)
local cf = char['Left Arm'].CFrame*CFrame.new(-0,-1.5,-0)*CFrame.Angles(math.rad(0),math.rad(0),30)
hat[1].CFrame = cf:Inverse() * char['Left Arm'].CFrame
spawn(function()
char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
v.Handle.Massless = true
v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
end
end
_G.loop = true
local player = game.Players.LocalPlayer
local char = player.Character
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = Instance.new("AlignOrientation", Part0),
AlignPosition = Instance.new("AlignPosition", Part0)
}
local Attachments = {
Attach0 = Instance.new("Attachment", Part0),
Attach1 = Instance.new("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
m:Destroy()
end
Part0:BreakJoints()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = math.huge
Aligns.AlignOrientation.RigidityEnabled = true
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = math.huge
Aligns.AlignPosition.RigidityEnabled = true
Aligns.AlignPosition.MaxForce = 999999999
spawn(function()
while _G.loop do
local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
if mag >= 5 then
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
end
Part0.Velocity = Vector3.new(0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
local hat = Align(char['PogoStick'].Handle,char['Torso'],false)
local cf = char['Torso'].CFrame*CFrame.new(0,0,-0)*CFrame.Angles(math.rad(0),math.rad(0),0)
hat[1].CFrame = cf:Inverse() * char['Torso'].CFrame
spawn(function()
char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
v.Handle.Massless = true
v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
end
end
_G.loop = true
local player = game.Players.LocalPlayer
local char = player.Character
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = Instance.new("AlignOrientation", Part0),
AlignPosition = Instance.new("AlignPosition", Part0)
}
local Attachments = {
Attach0 = Instance.new("Attachment", Part0),
Attach1 = Instance.new("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
m:Destroy()
end
Part0:BreakJoints()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = math.huge
Aligns.AlignOrientation.RigidityEnabled = true
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = math.huge
Aligns.AlignPosition.RigidityEnabled = true
Aligns.AlignPosition.MaxForce = 999999999
spawn(function()
while _G.loop do
local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
if mag >= 5 then
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
end
Part0.Velocity = Vector3.new(0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
local hat = Align(char['yourecoolguy'].Handle,char['Head'],false)
local cf = char['Head'].CFrame*CFrame.new(0,1.3,-0)*CFrame.Angles(math.rad(0),math.rad(-0),0)
hat[1].CFrame = cf:Inverse() * char['Head'].CFrame
spawn(function()
char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
v.Handle.Massless = true
v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
end
end
_G.loop = true
local player = game.Players.LocalPlayer
local char = player.Character
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = Instance.new("AlignOrientation", Part0),
AlignPosition = Instance.new("AlignPosition", Part0)
}
local Attachments = {
Attach0 = Instance.new("Attachment", Part0),
Attach1 = Instance.new("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
m:Destroy()
end
Part0:BreakJoints()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = math.huge
Aligns.AlignOrientation.RigidityEnabled = true
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = math.huge
Aligns.AlignPosition.RigidityEnabled = true
Aligns.AlignPosition.MaxForce = 999999999
spawn(function()
while _G.loop do
local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
if mag >= 5 then
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
end
Part0.Velocity = Vector3.new(0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
local hat = Align(char['Lipstick_Bag_3.0'].Handle,char['Right Leg'],false)
local cf = char['Right Leg'].CFrame*CFrame.new(0.4,-2.2,-0)*CFrame.Angles(math.rad(0),math.rad(90),0)
hat[1].CFrame = cf:Inverse() * char['Right Leg'].CFrame
spawn(function()
char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
v.Handle.Massless = true
v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
end
end
_G.loop = true
local player = game.Players.LocalPlayer
local char = player.Character
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = Instance.new("AlignOrientation", Part0),
AlignPosition = Instance.new("AlignPosition", Part0)
}
local Attachments = {
Attach0 = Instance.new("Attachment", Part0),
Attach1 = Instance.new("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
m:Destroy()
end
Part0:BreakJoints()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = math.huge
Aligns.AlignOrientation.RigidityEnabled = true
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = math.huge
Aligns.AlignPosition.RigidityEnabled = true
Aligns.AlignPosition.MaxForce = 999999999
spawn(function()
while _G.loop do
local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
if mag >= 5 then
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
end
Part0.Velocity = Vector3.new(0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
local hat = Align(char['VANS_Umbrella'].Handle,char['Left Leg'],false)
local cf = char['Left Leg'].CFrame*CFrame.new(0,-0.3,0)*CFrame.Angles(math.rad(90),math.rad(-90),0)
hat[1].CFrame = cf:Inverse() * char['Left Leg'].CFrame
spawn(function()
char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
v.Handle.Massless = true
v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
end
end
_G.loop = true
local player = game.Players.LocalPlayer
local char = player.Character
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = Instance.new("AlignOrientation", Part0),
AlignPosition = Instance.new("AlignPosition", Part0)
}
local Attachments = {
Attach0 = Instance.new("Attachment", Part0),
Attach1 = Instance.new("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
m:Destroy()
end
Part0:BreakJoints()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = math.huge
Aligns.AlignOrientation.RigidityEnabled = true
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = math.huge
Aligns.AlignPosition.RigidityEnabled = true
Aligns.AlignPosition.MaxForce = 999999999
spawn(function()
while _G.loop do
local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
if mag >= 5 then
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
end
Part0.Velocity = Vector3.new(0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
local hat = Align(char['LUAhEAD'].Handle,char['Right Leg'],false)
local cf = char['Right Leg'].CFrame*CFrame.new(0.4,0.5,-0)*CFrame.Angles(math.rad(0),math.rad(0),0)
hat[1].CFrame = cf:Inverse() * char['Right Leg'].CFrame
spawn(function()
char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
v.Handle.Massless = true
v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
end
end
_G.loop = true
local player = game.Players.LocalPlayer
local char = player.Character
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = Instance.new("AlignOrientation", Part0),
AlignPosition = Instance.new("AlignPosition", Part0)
}
local Attachments = {
Attach0 = Instance.new("Attachment", Part0),
Attach1 = Instance.new("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it
m:Destroy()
end
Part0:BreakJoints()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = math.huge
Aligns.AlignOrientation.RigidityEnabled = true
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = math.huge
Aligns.AlignPosition.RigidityEnabled = true
Aligns.AlignPosition.MaxForce = 999999999
spawn(function()
while _G.loop do
local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position
if mag >= 5 then
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
end
Part0.Velocity = Vector3.new(0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
local hat = Align(char['Surfboard'].Handle,char['HumanoidRootPart'],false)
local cf = char['HumanoidRootPart'].CFrame*CFrame.new(0,2,7)*CFrame.Angles(math.rad(0),math.rad(0),0)
hat[1].CFrame = cf:Inverse() * char['HumanoidRootPart'].CFrame
spawn(function()
char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
v.Handle.Massless = true
v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
end
end
local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = rs.Stepped
local heartbeat = rs.Heartbeat
local renderstepped = rs.RenderStepped
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = CFrame.new
local v3 = Vector3.new
local v3_0 = Vector3.zero
local inf = math.huge
local cplayer = lp.Character
local v3 = Vector3.new
local function gp(parent, name, className)
if typeof(parent) == "Instance" then
for i, v in pairs(parent:GetChildren()) do
if (v.Name == name) and v:IsA(className) then
return v
end
end
end
return nil
end
local hat2 = gp(cplayer, "RedcliffKnight_HelmetAccessory", "Accessory")
local handle2 = gp(hat2, "Handle", "BasePart")
local att2 = gp(handle2, "att1_Handle", "Attachment")
att2.Parent = cplayer["Right Arm"]
att2.Position = Vector3.new(0, -1.8, 0)
att2.Rotation = Vector3.new(-0, 0, 0)
--//====================================================\\--
--|| 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:FindFirstChildOfClass("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 = 25
local SIZE = 3
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 = "Weapon GUI"
local Weapon = IT("Folder")
Weapon.Name = "Adds"
local Effects = IT("Folder", Weapon)
Effects.Name = "Effects"
local ANIMATOR = Humanoid.Animator
local ANIMATE = Character.Animate
local UNANCHOR = true
local VOCALS_BASIC = {468972244,468972378,468972711,468972944}
local VOCALS_TAUNT = {468973055,468973159}
local VOCAL_GROWL = 468971411
local VOCALS_ENRAGES = {528589078,528589175,528589274,528589382}
local CHARGE = 459523787
local ROUGHBLAST = 461105534
local WALLSOUND = 424195952
local FORCEIDLE = false
Character.Archivable = true
script.Parent = WEAPONGUI
local CLONE = Character:Clone()
CLONE.Parent = nil
Character.Archivable = false
local sick = Instance.new("Sound",Character)
local XATTACK = false
Humanoid.JumpPower = 200
--//=================================\\
--\\=================================//
--//=================================\\
--|| 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
script.ArtificialHB:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.ArtificialHB:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
--//=================================\\
--\\=================================//
--//=================================\\
--|| SOME FUNCTIONS
--\\=================================//
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 = "http://www.roblox.com/asset/?id="..ID
NEWSOUND:play()
if DOESLOOP == true then
NEWSOUND.Looped = true
else
repeat wait(1) until NEWSOUND.Playing == false
NEWSOUND:remove()
end
end))
return NEWSOUND
end
function CFrameFromTopBack(at, top, back)
local right = top:Cross(back)
return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
end
--WACKYEFFECT({EffectType = "", Size = VT(1,1,1), Size2 = VT(0,0,0), Transparency = 0, Transparency2 = 1, CFrame = CF(), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
function WACKYEFFECT(Table)
local TYPE = (Table.EffectType or "Sphere")
local SIZE = (Table.Size or VT(1,1,1))
local ENDSIZE = (Table.Size2 or VT(0,0,0))
local TRANSPARENCY = (Table.Transparency or 0)
local ENDTRANSPARENCY = (Table.Transparency2 or 1)
local CFRAME = (Table.CFrame or Torso.CFrame)
local MOVEDIRECTION = (Table.MoveToPos or nil)
local ROTATION1 = (Table.RotationX or 0)
local ROTATION2 = (Table.RotationY or 0)
local ROTATION3 = (Table.RotationZ or 0)
local MATERIAL = (Table.Material or "Neon")
local COLOR = (Table.Color or C3(1,1,1))
local TIME = (Table.Time or 45)
local SOUNDID = (Table.SoundID or nil)
local SOUNDPITCH = (Table.SoundPitch or nil)
local SOUNDVOLUME = (Table.SoundVolume or nil)
coroutine.resume(coroutine.create(function()
local PLAYSSOUND = false
local SOUND = nil
local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY, BRICKC("Pearl"), "Effect", VT(1,1,1), true)
if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then
PLAYSSOUND = true
SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false)
end
EFFECT.Color = COLOR
local MSH = nil
if TYPE == "Sphere" then
MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0,0,0))
elseif TYPE == "Block" then
MSH = IT("BlockMesh",EFFECT)
MSH.Scale = VT(SIZE.X,SIZE.X,SIZE.X)
elseif TYPE == "Wave" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
elseif TYPE == "Ring" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844", "", VT(SIZE.X,SIZE.X,0.1), VT(0,0,0))
elseif TYPE == "Slash" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858", "", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0))
elseif TYPE == "Round Slash" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058", "", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0))
elseif TYPE == "Swirl" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "1051557", "", SIZE, VT(0,0,0))
elseif TYPE == "Skull" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583", "", SIZE, VT(0,0,0))
elseif TYPE == "Crystal" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362", "", SIZE, VT(0,0,0))
end
if MSH ~= nil then
local MOVESPEED = nil
if MOVEDIRECTION ~= nil then
MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME
end
local GROWTH = SIZE - ENDSIZE
local TRANS = TRANSPARENCY - ENDTRANSPARENCY
if TYPE == "Block" then
EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
else
EFFECT.CFrame = CFRAME
end
for LOOP = 1, TIME+1 do
Swait()
MSH.Scale = MSH.Scale - GROWTH/TIME
if TYPE == "Wave" then
MSH.Offset = VT(0,0,-MSH.Scale.X/8)
end
EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME
if TYPE == "Block" then
EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
else
EFFECT.CFrame = EFFECT.CFrame*ANGLES(RAD(ROTATION1),RAD(ROTATION2),RAD(ROTATION3))
end
if MOVEDIRECTION ~= nil then
local ORI = EFFECT.Orientation
EFFECT.CFrame = CF(EFFECT.Position,MOVEDIRECTION)*CF(0,0,-MOVESPEED)
EFFECT.Orientation = ORI
end
end
EFFECT.Transparency = 1
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat Swait() until SOUND.Playing == false
EFFECT:remove()
end
else
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat Swait() until SOUND.Playing == false
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 turnto(position)
RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
end
local Particle = IT("ParticleEmitter",nil)
Particle.Enabled = false
Particle.LightEmission = 0.2
Particle.Rate = 150
Particle.ZOffset = 1
Particle.Rotation = NumberRange.new(-180, 180)
--ParticleEmitter({Speed = 5, RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 5, Lifetime1 = 1, Lifetime2 = 1.5, Parent = Torso, Emit = 100, Offset = 360, Enabled = false, Color1 = C3(1,1,1), Color2 = C3(1,1,1), Texture = ""})
function ParticleEmitter(Table)
local PRTCL = Particle:Clone()
local Color1 = Table.Color1 or C3(1,1,1)
local Color2 = Table.Color2 or C3(1,1,1)
local Speed = Table.Speed or 5
local Drag = Table.Drag or 0
local Size1 = Table.Size1 or 1
local Size2 = Table.Size2 or 5
local Lifetime1 = Table.Lifetime1 or 1
local Lifetime2 = Table.Lifetime2 or 1.5
local Parent = Table.Parent or Torso
local Emit = Table.Emit or 100
local Offset = Table.Offset or 360
local Acel = Table.Acel or VT(0,0,0)
local Enabled = Table.Enabled or false
local Texture = Table.Texture or "281983280"
local RotS = Table.RotSpeed or NumberRange.new(-15, 15)
local Trans1 = Table.Transparency1 or 0
local Trans2 = Table.Transparency2 or 0
PRTCL.Parent = Parent
PRTCL.RotSpeed = RotS
PRTCL.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,Trans1),NumberSequenceKeypoint.new(1,Trans2)})
PRTCL.Texture = "http://www.roblox.com/asset/?id="..Texture
PRTCL.Color = ColorSequence.new(Color1,Color2)
PRTCL.Size = NumberSequence.new(Size1,Size2)
PRTCL.Lifetime = NumberRange.new(Lifetime1,Lifetime2)
PRTCL.Speed = NumberRange.new(Speed)
PRTCL.VelocitySpread = Offset
PRTCL.Drag = Drag
PRTCL.Acceleration = Acel
if Enabled == false then
PRTCL:Emit(Emit)
Debris:AddItem(PRTCL,Lifetime2)
else
PRTCL.Enabled = true
end
return PRTCL
end
function AddChildrenToTable(FROM,PARENT,DIST,TABLE)
for _, c in pairs(PARENT:GetDescendants()) do
if c.ClassName == "Model" then
if c ~= Character and c:FindFirstChildOfClass("Humanoid") and (c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")) then
local HUMANOID = c:FindFirstChildOfClass("Humanoid")
local TORSO = (c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso"))
if (TORSO.Position - FROM).Magnitude < DIST then
table.insert(TABLE,c)
end
end
end
end
end
--//=================================\\
--|| WEAPON CREATION
--\\=================================//
local DECAL = IT("Decal",nil)
DECAL.Transparency = 1
DECAL.Texture = "http://www.roblox.com/asset/?id=0"
--Head:ClearAllChildren()
--Humanoid.Parent = nil
RootPart.Size = RootPart.Size*SIZE
Torso.Size = Torso.Size*SIZE
RightArm.Size = RightArm.Size*SIZE
RightLeg.Size = RightLeg.Size*SIZE
LeftArm.Size = LeftArm.Size*SIZE
LeftLeg.Size = LeftLeg.Size*SIZE
RootJoint.C0 = ROOTC0 * CF(0 * SIZE, 0 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(0), RAD(0))
RootJoint.C1 = ROOTC0 * CF(0 * SIZE, 0 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(0), RAD(0))
Neck.C0 = NECKC0 * CF(0 * SIZE, 0 * SIZE, 0 + ((1 * SIZE) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
Neck.C1 = CF(0 * SIZE, -0.5 * SIZE, 0 * SIZE) * ANGLES(RAD(-90), RAD(0), RAD(180))
RightShoulder.C1 = CF(0 * SIZE, 0.5 * SIZE, -0.35 * SIZE)
LeftShoulder.C1 = CF(0 * SIZE, 0.5 * SIZE, -0.35 * SIZE)
RightHip.C0 = CF(1 * SIZE, -1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
LeftHip.C0 = CF(-1 * SIZE, -1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
RightHip.C1 = CF(0.5 * SIZE, 1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
LeftHip.C1 = CF(-0.5 * SIZE, 1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
Head.Size = VT(Head.Size.Y,Head.Size.Y,Head.Size.Y)*SIZE
RootJoint.Parent = RootPart
Neck.Parent = Torso
RightShoulder.Parent = Torso
LeftShoulder.Parent = Torso
RightHip.Parent = Torso
LeftHip.Parent = Torso
CreateMesh("SpecialMesh", Head, "FileMesh", "0", "0", VT(1.75, 1.75, 1.7)*SIZE, VT(0,0.4,0.1)*SIZE)
--CreateMesh("SpecialMesh", Head, "FileMesh", "62719736", "1566254101", VT(0.85,0.85,0.85)*SIZE, VT(0,1,-0.4))
Humanoid.DisplayDistanceType = "None"
local naeeym = IT("BillboardGui",Character)
naeeym.AlwaysOnTop = true
naeeym.Size = UDim2.new(5,35,2,15)
naeeym.StudsOffset = Vector3.new(0,5,0)
naeeym.MaxDistance = 75
naeeym.Adornee = Character.Head
naeeym.Name = "Name"
local tecks = IT("TextLabel",naeeym)
tecks.BackgroundTransparency = 1
tecks.TextScaled = true
tecks.BorderSizePixel = 0
tecks.Text = "///////////////////"
tecks.Font = "Fantasy"
tecks.TextSize = 30
tecks.TextTransparency = 0.5
tecks.TextStrokeTransparency = 0.5
tecks.TextColor3 = C3(0,0,0)
tecks.TextStrokeColor3 = C3(175/1275, 148/1275, 131/1275)
tecks.Size = UDim2.new(1,0,0.5,0)
tecks.Parent = naeeym
local naeeym2 = IT("BillboardGui",Character)
naeeym2.AlwaysOnTop = true
naeeym2.Size = UDim2.new(7,35,3,15)
naeeym2.StudsOffset = Vector3.new(0,5,0)
naeeym2.MaxDistance = 75
naeeym2.Adornee = Character.Head
naeeym2.Name = "Name2"
local tecks2 = IT("TextLabel",naeeym2)
tecks2.BackgroundTransparency = 1
tecks2.TextScaled = true
tecks2.BorderSizePixel = 0
tecks2.Text = "Satan"
tecks2.Font = "Fantasy"
tecks2.TextSize = 30
tecks2.TextStrokeTransparency = 0
tecks2.TextColor3 = C3(0,0,0)
tecks2.TextStrokeColor3 = C3(175/575, 148/675, 131/675)
tecks2.Size = UDim2.new(1,0,0.5,0)
tecks2.Parent = naeeym2
local MSG = game.Chat:FilterStringForBroadcast(tecks2.Text,Player)
tecks2.Text = MSG
local MSG = game.Chat:FilterStringForBroadcast(tecks.Text,Player)
tecks.Text = MSG
local RINGFIRE = {}
local top = Instance.new("Shirt")
top.ShirtTemplate = "rbxassetid://791994658"
top.Parent = Character
top.Name = "Cloth"
local bottom = Instance.new("Pants")
bottom.PantsTemplate = "rbxassetid://1029442377"
bottom.Parent = Character
bottom.Name = "Cloth"
local FIRE = IT("Model",Weapon)
FIRE.Name = "RingOfFire"
local MAIN = CreatePart(3, FIRE, "Neon", 0, 1, "Lavender", "Center", VT(0,0,0))
FIRE.PrimaryPart = MAIN
for i = 1, 45 do
local PRT = CreatePart(3, FIRE, "Neon", 0, 1, "Lavender", "RingPart", VT(1,1,1))
PRT.CFrame = MAIN.CFrame*ANGLES(RAD(0),RAD((360/45)*i),RAD(0))*CF(0,0,8)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 0.2, Acel = VT(8,18,6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 0.8, Parent = PRT, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"})
PRTCL.LockedToPart = true
PRTCL.Rate = 35
table.insert(RINGFIRE,PRTCL)
end
local A = IT("Attachment",RightArm)
A.Position = VT(0,-1*SIZE,0.1*SIZE)
local B = IT("Attachment",LeftArm)
B.Position = VT(0,-1*SIZE,0.1*SIZE)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 1, Acel = VT(0,-1,0), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = A, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"})
PRTCL.LockedToPart = true
PRTCL.Rate = 85
table.insert(RINGFIRE,PRTCL)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 1, Acel = VT(0,-1,0), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = B, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"})
PRTCL.LockedToPart = true
PRTCL.Rate = 85
table.insert(RINGFIRE,PRTCL)
local EYE1 = IT("Attachment",Head)
EYE1.Position = (VT(0.5, 0.900, -1.195)/2)*SIZE
local EYE2 = IT("Attachment",Head)
EYE2.Position = (VT(-0.5, 0.900, -1.195)/2)*SIZE
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2, Acel = VT(2,0.5,0.6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 0.15, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = EYE1, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(1,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"})
PRTCL.LockedToPart = true
PRTCL.Rate = 185
PRTCL.ZOffset = 0.1
table.insert(RINGFIRE,PRTCL)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2, Acel = VT(-2,0.5,0.6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 0.15, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = EYE2, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(1,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"})
PRTCL.LockedToPart = true
PRTCL.Rate = 185
PRTCL.ZOffset = 0.1
local BODY = {}
table.insert(RINGFIRE,PRTCL)
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()
Character.Parent = workspace
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
Humanoid:remove()
PART.Parent = PARENT
Humanoid = IT("Humanoid",Character)
end
end
end
end
local SKILLTEXTCOLOR = C3(0,0,0)
local SKILLFONT = "Fantasy"
local SKILLTEXTSIZE = 6
Weapon.Parent = Character
Humanoid.Parent = Character
Humanoid.Died:connect(function()
refit()
end)
local SKILL1FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.90, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 1 Frame")
local SKILL2FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.86, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 2 Frame")
local SKILL3FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.82, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 3 Frame")
local SKILL4FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.78, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 4 Frame")
local SKILL5FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.74, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 5 Frame")
local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 1")
local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 2")
local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 3")
local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 4")
local SKILL5TEXT = CreateLabel(SKILL5FRAME, "[X]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 5")
--//=================================\\
--|| DAMAGING
--\\=================================//
function ApplyDamage(Humanoid,Damage,TorsoPart)
local defence = Instance.new("BoolValue",Humanoid.Parent)
defence.Name = ("HitBy"..Player.Name)
game:GetService("Debris"):AddItem(defence, 0.001)
Damage = Damage * DAMAGEMULTIPLIER
if Humanoid.Health ~= 0 then
local CritChance = MRANDOM(0,0)
if Damage > Humanoid.Health then
Damage = math.ceil(Humanoid.Health)
if Damage == 0 then
Damage = 0.1
end
end
Humanoid.Health = Humanoid.Health - Damage
end
end
function ApplyAoE(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL)
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
if TORSO then
if (TORSO.Position - POSITION).Magnitude <= RANGE then
if CHILD.Parent == Effects and CHILD:FindFirstChild("RealBody") then
local BODY = CHILD.RealBody.Value
if BODY then
local HUM = BODY:FindFirstChildOfClass("Humanoid")
if HUM then
if INSTAKILL == true or (HUM.MaxHealth == math.huge and MAXDMG > 0) then
BODY:BreakJoints()
else
local TORSO = BODY:FindFirstChild("Torso") or BODY:FindFirstChild("UpperTorso")
if TORSO then
local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
local DMG = MRANDOM(MINDMG,MAXDMG)/2
WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(1,1,1), Size2 = VT(1,85,1), Transparency = 0, Transparency2 = 1, CFrame = CF(TORSO.Position) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-35,35), RotationZ = 0, Material = "Neon", Color = C3(0.3,0,0), SoundID = HITPLAYERSOUNDS[MRANDOM(1,#HITPLAYERSOUNDS)], SoundPitch = MRANDOM(7,15)/10, SoundVolume = 10})
ApplyDamage(HUM,DMG,TORSO)
end
end
end
end
else
if INSTAKILL == true or (HUM.MaxHealth == math.huge and MAXDMG > 0) then
CHILD:BreakJoints()
else
local DMG = MRANDOM(MINDMG,MAXDMG)
ApplyDamage(HUM,DMG,TORSO)
end
if FLING > 0 then
for _, c in pairs(CHILD:GetChildren()) do
if c:IsA("BasePart") then
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = CF(POSITION,TORSO.Position).lookVector*FLING
bv.Parent = c
Debris:AddItem(bv,0.05)
end
end
end
end
end
end
end
end
end
end
--//=================================\\
--|| ATTACK FUNCTIONS AND STUFF
--\\=================================//
function MissilesOfDespair()
ATTACK = true
Rooted = true
local MAKERING = true
local RINGGROW = false
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5, MRANDOM(9,11)/10, false)
coroutine.resume(coroutine.create(function()
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until MAKERING == false
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(43 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until RINGGROW == true
end))
local FIRERING = IT("Model",Effects)
FIRERING.Name = "RingOfFire"
local MAIN = CreatePart(3, FIRERING, "Neon", 0, 1, "Lavender", "Center", VT(0,0,0))
FIRERING.PrimaryPart = MAIN
local RINGS = {}
local EMITTERS = {}
for i = 1, 45 do
local PRT = CreatePart(3, FIRERING, "Neon", 0, 1, "Lavender", "RingPart", VT(1,1,1))
PRT.CFrame = MAIN.CFrame*ANGLES(RAD(0),RAD((360/45)*i),RAD(0))*CF(0,0,0)
table.insert(RINGS,PRT)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 0.2, Acel = VT(8,18,6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 0.8, Parent = PRT, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"})
PRTCL.LockedToPart = true
PRTCL.Rate = 35
table.insert(EMITTERS,PRTCL)
end
FIRERING:SetPrimaryPartCFrame(RootPart.CFrame*CF(0,3,-3)*ANGLES(RAD(-75),RAD(0),RAD(0)))
wait(0.5)
MAKERING = false
CreateSound(278641993, MAIN, 5, 1.2, false)
for e = 1, 45 do
Swait()
FIRERING:SetPrimaryPartCFrame(RootPart.CFrame*CF(0,3,-3)*ANGLES(RAD(-75),RAD(0),RAD(0)))
for i = 1, #RINGS do
RINGS[i].CFrame = MAIN.CFrame*ANGLES(RAD(0),RAD((360/45)*i),RAD(0))*CF(0,0,e/10)
end
end
RINGGROW = true
wait(0.2)
for i = 1, 15 do
wait(0.08)
coroutine.resume(coroutine.create(function()
local POS = Mouse.Hit.p
local MISSILE = CreatePart(3, Effects, "Neon", 0, 1, "Maroon", "Missile", VT(0.5,1,0.5))
MISSILE.Color = C3(0.2,0,0)
CreateSound(84005018, MISSILE, 0.2, 1.2, false)
MakeForm(MISSILE,"Ball")
MISSILE.CFrame = MAIN.CFrame*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0))*CF(0,0,MRANDOM(1,5))
for i = 1, 10 do
Swait()
MISSILE.Transparency = MISSILE.Transparency - 1/15
MISSILE.CFrame = MISSILE.CFrame * CF(0,0.7,0)
end
for i = 1, 5 do
Swait()
MISSILE.Transparency = MISSILE.Transparency - 1/15
MISSILE.CFrame = MISSILE.CFrame * CF(0,0.5,0)
end
MISSILE.Size = VT(0.2,0.2,1.5)
MISSILE.CFrame = CF(MISSILE.Position,POS)
for i = 1, 150 do
Swait()
MISSILE.CFrame = MISSILE.CFrame*CF(0,0,-3)
local HIT = Raycast(MISSILE.Position, MISSILE.CFrame.lookVector, 4, Character)
if HIT ~= nil then
WACKYEFFECT({Time = 35, EffectType = "Sphere", Size = MISSILE.Size, Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame = MISSILE.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = MISSILE.Color, SoundID = nil, SoundPitch = 1.3, SoundVolume = 3})
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size = MISSILE.Size, Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame = MISSILE.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = MISSILE.Color, SoundID = nil, SoundPitch = 1.3, SoundVolume = 3})
WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = MISSILE.Size, Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame = MISSILE.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = MISSILE.Color, SoundID = 165970126, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10})
for i = 1, 5 do
WACKYEFFECT({Time = 25, EffectType = "Wave", Size = VT(0,0,0), Size2 = VT(35,2,35), Transparency = 0.8, Transparency2 = 1, CFrame = MISSILE.CFrame * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0, RotationY = -5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = 0.5, SoundVolume = 6})
end
ApplyAoE(MISSILE.Position,15,15,25,35,false)
break
end
end
MISSILE:remove()
end))
end
for i = 1, #EMITTERS do
EMITTERS[i].Enabled = false
end
Debris:AddItem(FIRERING,3)
ATTACK = false
Rooted = false
end
function ShadowRoam()
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character)
if HITFLOOR then
ATTACK = true
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5, MRANDOM(9,11)/10, false)
local BUSY = false
Rooted = true
local CLOAKING = false
local UNCLOAKED = true
local LOOP = nil
local FAKESHADOW = IT("Model",Effects)
FAKESHADOW.Name = "Shadow"
local POS = RootPart.Position
local MOUSEHIT = nil
--
local TORS = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", Torso.Size)
TORS.Color = C3(0,0,0)
TORS.CFrame = RootPart.CFrame*CF(0,-6.85,-0.8) * ANGLES(RAD(90), RAD(180), RAD(0))
local HED = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", VT(Head.Size.Y,Head.Size.Y,Head.Size.Y))
HED.Color = C3(0,0,0)
HED.CFrame = TORS.CFrame*CF(0,-TORS.Size.Y/2-HED.Size.Y/2,0)
local RARM = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", RightArm.Size)
RARM.Color = C3(0,0,0)
RARM.CFrame = TORS.CFrame*CF(TORS.Size.X/2+RARM.Size.X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(-15))
local LARM = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", RightArm.Size)
LARM.Color = C3(0,0,0)
LARM.CFrame = TORS.CFrame*CF(-TORS.Size.X/2-RARM.Size.X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(15))
local RLEG = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", RightLeg.Size)
RLEG.Color = C3(0,0,0)
RLEG.CFrame = TORS.CFrame*CF(TORS.Size.X/2.8,TORS.Size.Y,0) * ANGLES(RAD(0), RAD(0), RAD(-15))
local LLEG = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", RightLeg.Size)
LLEG.Color = C3(0,0,0)
LLEG.CFrame = TORS.CFrame*CF(-TORS.Size.X/2.8,TORS.Size.Y,0) * ANGLES(RAD(0), RAD(0), RAD(15))
--
coroutine.resume(coroutine.create(function()
coroutine.resume(coroutine.create(function()
while wait() do
if RootPart.Position.Y > POS.Y then
BUSY = true
if MOUSEHIT then
MOUSEHIT:disconnect()
end
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" and c ~= RootPart then
c.Transparency = 0
for _, q in pairs(c:GetChildren()) do
if q.ClassName == "Decal" then
q.Transparency = 0
end
end
end
end
for i=0, 1.5, 0.1 / Animation_Speed do
Swait()
RootPart.Anchored = true
UNCLOAKED = false
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
coroutine.resume(coroutine.create(function()
for i = 1, 15 do
Swait()
if FAKESHADOW then
for _, q in pairs(FAKESHADOW:GetChildren()) do
if q.ClassName == "Part" then
q.Transparency = q.Transparency + 1/15
end
end
end
end
if FAKESHADOW then
FAKESHADOW:remove()
end
FAKESHADOW = nil
end))
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootPart.Anchored = true
UNCLOAKED = true
if LOOP then
LOOP.Pitch = LOOP.Pitch - 0.2
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
LOOP:remove()
LOOP = nil
for i = 1, 35 do
Swait()
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" then
for _, q in pairs(c:GetChildren()) do
if q.ClassName == "Decal" then
q.Transparency = q.Transparency + 1/35
end
end
end
end
end
UNANCHOR = true
ATTACK = false
Rooted = false
end
if FAKESHADOW then
TORS.CFrame = RootPart.CFrame*CF(0,-6.85,-0.8) * ANGLES(RAD(90), RAD(180), RAD(0))
HED.CFrame = TORS.CFrame*CF(0,-TORS.Size.Y/2-HED.Size.Y/2,0)
RARM.CFrame = TORS.CFrame*CF(TORS.Size.X/2+RARM.Size.X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(-15))
LARM.CFrame = TORS.CFrame*CF(-TORS.Size.X/2-RARM.Size.X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(15))
RLEG.CFrame = TORS.CFrame*CF(TORS.Size.X/2.8,TORS.Size.Y,0) * ANGLES(RAD(0), RAD(0), RAD(-15))
LLEG.CFrame = TORS.CFrame*CF(-TORS.Size.X/2.8,TORS.Size.Y,0) * ANGLES(RAD(0), RAD(0), RAD(15))
end
if LOOP ~= nil then
LOOP.Parent = TORS
end
naeeym.Enabled = UNCLOAKED
naeeym2.Enabled = UNCLOAKED
for c = 1, #RINGFIRE do
RINGFIRE[c].Enabled = UNCLOAKED
end
if ATTACK == false then
break
end
end
end))
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until CLOAKING == true
end))
wait(0.3)
for i = 1, 35 do
Swait()
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" then
for _, q in pairs(c:GetChildren()) do
if q.ClassName == "Decal" then
q.Transparency = q.Transparency - 1/35
end
end
end
end
end
UNANCHOR = false
RootPart.Anchored = true
CLOAKING = true
coroutine.resume(coroutine.create(function()
for i = 1, 15 do
Swait()
for _, q in pairs(FAKESHADOW:GetChildren()) do
if q.ClassName == "Part" then
q.Transparency = q.Transparency - 1/15
end
end
end
end))
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
RootPart.Anchored = true
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -2*SIZE) * ANGLES(RAD(10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
LOOP = CreateSound(487214658, TORS, 0, 1, true)
for i=0, 0.6, 0.1 / Animation_Speed do
Swait()
RootPart.Anchored = true
UNCLOAKED = false
if LOOP then
LOOP.Volume = LOOP.Volume + 0.1
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -7*SIZE) * ANGLES(RAD(90), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" then
c.Transparency = 1
for _, q in pairs(c:GetChildren()) do
if q.ClassName == "Decal" then
q.Transparency = 1
end
end
end
end
MOUSEHIT = Mouse.Button1Down:connect(function(NEWKEY)
local HITFLOOR,HITPOS = Raycast(RootPart.Position-VT(0,2.1*SIZE,0), (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character)
if HITFLOOR then
local POS = HITPOS
local WORKING = true
coroutine.resume(coroutine.create(function()
repeat
Swait()
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size = VT(10,0.2,10), Size2 = VT(0,0.5,0), Transparency = 1, Transparency2 = 0, CFrame = CF(POS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10})
until WORKING == false
end))
wait(0.3)
local SPIKE = CreatePart(3, Effects, "Fabric", 0, 0, "Maroon", "Spike", VT(2,32,2))
SPIKE.Color = C3(0,0,0)
local MSH = IT("SpecialMesh",SPIKE)
MSH.MeshType = "FileMesh"
MSH.MeshId = "http://www.roblox.com/asset/?id=785967755"
MSH.Scale = SPIKE.Size/50
SPIKE.CFrame = CF(POS+VT(0,15,0))
ApplyAoE(SPIKE.Position,15,35,55,35,false)
WACKYEFFECT({Time = 25, EffectType = "Wave", Size = VT(0,5,0), Size2 = VT(5,1,5), Transparency = 0, Transparency2 = 1, CFrame = CF(POS), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 178452241, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10})
wait(0.2)
for i = 1, 16 do
Swait()
SPIKE.CFrame = SPIKE.CFrame*CF(0,-2,0)
end
SPIKE:remove()
WORKING = false
end
end)
Mouse.KeyDown:connect(function(NEWKEY)
if NEWKEY == "b" and BUSY == false then
BUSY = true
if MOUSEHIT then
MOUSEHIT:disconnect()
end
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" and c ~= RootPart then
c.Transparency = 0
for _, q in pairs(c:GetChildren()) do
if q.ClassName == "Decal" then
q.Transparency = 0
end
end
end
end
for i=0, 1.5, 0.1 / Animation_Speed do
Swait()
RootPart.Anchored = true
UNCLOAKED = false
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
coroutine.resume(coroutine.create(function()
for i = 1, 15 do
Swait()
for _, q in pairs(FAKESHADOW:GetChildren()) do
if q.ClassName == "Part" then
q.Transparency = q.Transparency + 1/15
end
end
end
FAKESHADOW:remove()
FAKESHADOW = nil
end))
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootPart.Anchored = true
UNCLOAKED = true
LOOP.Pitch = LOOP.Pitch - 0.2
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
LOOP:remove()
LOOP = nil
for i = 1, 35 do
Swait()
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" then
for _, q in pairs(c:GetChildren()) do
if q.ClassName == "Decal" then
q.Transparency = q.Transparency + 1/35
end
end
end
end
end
UNANCHOR = true
ATTACK = false
Rooted = false
elseif NEWKEY == "w" and BUSY == false then
repeat
Swait()
local HITFLOOR = Raycast(CF(RootPart.CFrame*CF(0,-2.1*SIZE,0).p,VT(Mouse.Hit.p.X,RootPart.Position.Y,Mouse.Hit.p.Z))*CF(0,0,-3).p, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 5*SIZE, Character)
local FLOOR,HITPOS = Raycast(RootPart.Position-VT(0,-2.1*SIZE,0), (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 5*SIZE, Character)
if HITFLOOR then
WACKYEFFECT({Time = 35, EffectType = "Sphere", Size = VT(4,0.2,4), Size2 = VT(2,0.5,2), Transparency = 0, Transparency2 = 1, CFrame = CF(HITPOS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10})
RootPart.CFrame = CF(RootPart.Position,VT(Mouse.Hit.p.X,RootPart.Position.Y,Mouse.Hit.p.Z))*CF(0,0,-1)
end
until KEYHOLD == false or BUSY == true
end
end)
end
end
function PillarOfDespair()
ATTACK = true
Rooted = true
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/2.5, MRANDOM(9,11)/10, false)
FORCEIDLE = true
for i = 1, 5 do
Swait()
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" then
for _, q in pairs(c:GetChildren()) do
if q.ClassName == "Decal" then
q.Transparency = q.Transparency - 1/5
end
end
end
end
end
local ORIGINPOS = RootPart.Position
CreateSound(1447872444, Torso, 10, 1.2, false)
for c = 1, #RINGFIRE do
RINGFIRE[c].Enabled = false
end
for i = 1, 25 do
Swait()
coroutine.resume(coroutine.create(function()
local POS = RootPart.Position
WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(0,50,0), Size2 = VT(15+i,45,15+i), Transparency = 0, Transparency2 = 1, CFrame = CF(RootPart.Position-VT(0,2.2*SIZE,0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(0,25,0), Size2 = VT(25+i,0,25+i), Transparency = 0, Transparency2 = 1, CFrame = CF(RootPart.Position-VT(0,2.2*SIZE,0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil})
wait(0.3)
ApplyAoE(POS,25+i,15,25,25,false)
end))
RootPart.CFrame = RootPart.CFrame*CF(0,0,5)
end
for c = 1, #RINGFIRE do
RINGFIRE[c].Enabled = true
end
FORCEIDLE = false
local BUILDUP = true
coroutine.resume(coroutine.create(function()
for i = 1, 35 do
Swait()
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" then
for _, q in pairs(c:GetChildren()) do
if q.ClassName == "Decal" then
q.Transparency = q.Transparency + 1/35
end
end
end
end
end
end))
coroutine.resume(coroutine.create(function()
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed)
until BUILDUP == false
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(43 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until ATTACK == false
end))
wait(0.5)
BUILDUP = false
coroutine.resume(coroutine.create(function()
WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(15,15,15), Size2 = VT(0,0,0), Transparency = 1, Transparency2 = 0, CFrame = CF(ORIGINPOS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = CHARGE, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/1.2})
for i = 1, 5 do
WACKYEFFECT({Time = 55, EffectType = "Wave", Size = VT(25,2,25), Size2 = VT(0,0,0), Transparency = 1, Transparency2 = 0.7, CFrame = CF(ORIGINPOS) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 1, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2})
end
wait(1.3)
for i = 1, 6 do
WACKYEFFECT({Time = 60, EffectType = "Sphere", Size = VT(25,25,25), Size2 = VT(85+(i*3),85+(i*3),85+(i*3)), Transparency = 0, Transparency2 = 1, CFrame = CF(ORIGINPOS-VT(0,2,0)) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)))*CF(0,25,0), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-15,15), RotationZ = 0, Material = "Neon", Color = C3(i/120,0,0), SoundID = ROUGHBLAST, SoundPitch = MRANDOM(9,11)/10, SoundVolume = 10})
end
for i = 1, 25 do
WACKYEFFECT({Time = 55, EffectType = "Wave", Size = VT(0,0,0), Size2 = VT(325,1,325), Transparency = 0.8, Transparency2 = 1, CFrame = CF(ORIGINPOS-VT(0,2,0)) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 1, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2})
end
ApplyAoE(ORIGINPOS,85,35,85,125,false)
end))
wait(0.4)
ATTACK = false
Rooted = false
end
function InfernoWall()
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5, MRANDOM(9,11)/10, false)
ATTACK = true
Rooted = true
local BUILDUP = true
local WALL = IT("Model",Effects)
WALL.Name = "Wall of Fire"
local BASE = CreatePart(3, WALL, "Fabric", 0, 1, "Maroon", "FirePart", VT(0,0,0))
BASE.CFrame = RootPart.CFrame*CF(0,-2.8*SIZE,8)
local FIRES = {}
local BODIES = {}
local REPEATREMOVE = true
WALL.PrimaryPart = BASE
coroutine.resume(coroutine.create(function()
repeat
Swait()
if ATTACK == false then
break
end
turnto(Mouse.Hit.p)
WALL:SetPrimaryPartCFrame(RootPart.CFrame*CF(0,-2.8*SIZE,8))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed)
until BUILDUP == false
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(43 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until ATTACK == false
end))
CreateSound(278641993, BASE, 10, 0.8, false)
coroutine.resume(coroutine.create(function()
for i = 1, 45 do
Swait()
local PART = CreatePart(3, WALL, "Fabric", 0, 1, "Maroon", "FirePart", VT(2,0,2))
PART.CFrame = BASE.CFrame * ANGLES(RAD(0), RAD(90+i), RAD(0))*CF(32,0,0)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2, Acel = VT(0,28+(i/5),6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 2+(i/25), Parent = PART, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"})
PRTCL.LockedToPart = true
PRTCL.Rate = 35
table.insert(FIRES,PRTCL)
end
end))
coroutine.resume(coroutine.create(function()
for i = 1, 45 do
Swait()
local PART = CreatePart(3, WALL, "Fabric", 0, 1, "Maroon", "FirePart", VT(2,0,2))
PART.CFrame = BASE.CFrame * ANGLES(RAD(0), RAD(-90-i), RAD(0))*CF(-32,0,0)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2, Acel = VT(0,28+(i/5),6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 2+(i/25), Parent = PART, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"})
PRTCL.LockedToPart = true
PRTCL.Rate = 35
table.insert(FIRES,PRTCL)
end
end))
repeat wait() until #WALL:GetChildren() == 91
wait(0.3)
BUILDUP = false
coroutine.resume(coroutine.create(function()
coroutine.resume(coroutine.create(function()
repeat
wait(1)
for e = 1, #BODIES do
if BODIES[e] ~= nil and REPEATREMOVE == true then
local BOD = BODIES[e]
local TORSO = BOD:FindFirstChild("Torso") or BOD:FindFirstChild("UpperTorso")
if TORSO then
local HITFLOOR,HITPOS = Raycast(TORSO.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*(TORSO.Size.Y/2), workspace)
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(5,5,5), Transparency = 0, Transparency2 = 1, CFrame = CF(HITPOS), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-35,35), RotationZ = 0, Material = "Neon", Color = C3(0.2,0,0), SoundID = nil, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10})
end
for i = 1, 10 do
for i = 1, #BODIES do
if (BODIES[i] == BOD and i ~= e) then
table.remove(BODIES,i)
end
end
end
end
end
until REPEATREMOVE == false
end))
CreateSound(WALLSOUND, BASE, 10, 0.8, false)
for i = 1, 70 do
Swait()
AddChildrenToTable(BASE.Position,workspace,32,BODIES)
WALL:SetPrimaryPartCFrame(BASE.CFrame*CF(0,0,-4))
end
for i = 1, #FIRES do
FIRES[i].Enabled = false
end
Debris:AddItem(WALL,5)
wait(1)
REPEATREMOVE = false
for e = 1, #BODIES do
if BODIES[e] ~= nil then
Swait()
local BOD = BODIES[e]
local TORSO = BOD:FindFirstChild("Torso") or BOD:FindFirstChild("UpperTorso")
if TORSO then
local HUM = BOD:FindFirstChildOfClass("Humanoid")
if HUM then
if HUM.Health > 0 then
local HITFLOOR,HITPOS = Raycast(TORSO.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*(TORSO.Size.Y/2), BOD)
if HITFLOOR then
ApplyDamage(HUM,MRANDOM(0,0),TORSO)
CreateSound(ROUGHBLAST, TORSO, 10, 1.2, false)
ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 0.7, Parent = TORSO, Emit = 300, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"})
end
end
end
end
end
end
end))
wait(1)
ATTACK = false
Rooted = false
end
function FormerShadow()
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5, MRANDOM(9,11)/10, false)
XATTACK = true
ATTACK = true
Rooted = true
local BODIES = {}
local SHADOWS = {}
local BUILDUP = true
local DONE = false
coroutine.resume(coroutine.create(function()
repeat
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15*SIZE, 0.65*SIZE, -0.75*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-90)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15*SIZE, 0.1*SIZE, -0.75*SIZE) * ANGLES(RAD(-15), RAD(0), RAD(90)) * ANGLES(RAD(25), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until DONE == true
end))
local MOUSEHIT = Mouse.Button1Down:connect(function(NEWKEY)
if Mouse.Target.Parent ~= Character and Mouse.Target.Parent.Parent ~= Character and Mouse.Target.Parent:FindFirstChildOfClass("Humanoid") ~= nil then
local HUM = Mouse.Target.Parent:FindFirstChildOfClass("Humanoid")
local TORSO = HUM.Parent:FindFirstChild("Torso") or HUM.Parent:FindFirstChild("UpperTorso")
if TORSO and HUM then
local PASS = true
for e = 1, #BODIES do
if BODIES[e] ~= nil then
if BODIES[e] == Mouse.Target.Parent then
PASS = false
end
end
end
if PASS == true then
table.insert(BODIES,Mouse.Target.Parent)
end
end
end
end)
local KEYDOWN = Mouse.KeyDown:connect(function(NEWKEY)
if NEWKEY == "x" then
DONE = true
end
end)
repeat wait() until DONE == true or #BODIES == 3
DONE = true
MOUSEHIT:disconnect()
KEYDOWN:disconnect()
if #BODIES > 0 then
coroutine.resume(coroutine.create(function()
repeat
Swait()
if ATTACK == false then
break
end
ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = RightArm, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = LeftArm, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = RightLeg, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = LeftLeg, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = Torso, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = Head, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"})
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character)
WACKYEFFECT({Time = 35, EffectType = "Wave", Size = VT(0,2,0), Size2 = VT(35,12,35), Transparency = 0.2, Transparency2 = 1, CFrame = CF(HITPOS) * ANGLES(RAD(MRANDOM(-15,15)), RAD(MRANDOM(0,360)), RAD(MRANDOM(-15,15))), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-15,15), RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2})
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until BUILDUP == false
end))
CreateSound(WALLSOUND, Torso, 10, 0.8, false)
CreateSound(ROUGHBLAST, Torso, 10, 0.8, false)
for i = 1, #BODIES do
if BODIES[i] ~= nil then
local TORSO = BODIES[i]:FindFirstChild("HumanoidRootPart") or BODIES[i]:FindFirstChild("Torso") or BODIES[i]:FindFirstChild("UpperTorso")
if TORSO then
CreateSound(WALLSOUND, TORSO, 10, 1, false)
ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = TORSO, Emit = 300, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"})
end
end
end
wait(1)
local SHADOWFADE = false
for i = 1, #BODIES do
if BODIES[i] ~= nil then
local TORSO = BODIES[i]:FindFirstChild("HumanoidRootPart") or BODIES[i]:FindFirstChild("Torso") or BODIES[i]:FindFirstChild("UpperTorso")
if TORSO then
local SHADOW = CLONE:Clone()
SHADOW.Parent = Effects
SHADOW.HumanoidRootPart.CFrame = TORSO.CFrame*CF(0,6,0)
--SHADOW.HumanoidRootPart.CFrame = RootPart.CFrame * ANGLES(RAD(0), RAD((360/#SHADOWS)*i), RAD(0))*CF(0,0,15)
SHADOW.Humanoid.WalkSpeed = 35
SHADOW.Humanoid.Health = 1
SHADOW.Humanoid.MaxHealth = 1
SHADOW.Name = BODIES[i].Name
for i = 1, 3 do
for _, c in pairs(SHADOW:GetChildren()) do
if c.ClassName == "Part" then
c.Material = "Neon"
c.Color = C3(0,0,0)
c.Transparency = 1
if c.Name == "Head" then
c:ClearAllChildren()
local MSH = IT("BlockMesh",c)
MSH.Scale = VT(0.5,1,1)
end
elseif c.ClassName ~= "Part" and c.ClassName ~= "Humanoid" and c.Name ~= "Animate" then
c:remove()
end
end
end
local BODY = IT("ObjectValue",SHADOW)
BODY.Name = "RealBody"
BODY.Value = BODIES[i]
table.insert(SHADOWS,SHADOW)
end
end
end
coroutine.resume(coroutine.create(function()
local LOOP = 0
for i = 1, 25 do
Swait()
for i = 1, #SHADOWS do
if SHADOWS[i] ~= nil then
for _, c in pairs(SHADOWS[i]:GetChildren()) do
if c.ClassName == "Part" and c.Name ~= "HumanoidRootPart" then
c.Color = C3(0,0,0)
c.Transparency = c.Transparency - 1/25
end
end
end
end
end
local KEYDOWN = Mouse.KeyDown:connect(function(NEWKEY)
if NEWKEY == "x" then
SHADOWFADE = true
end
end)
repeat
LOOP = LOOP + 2
local JUMPIES = {}
for i = 1, #SHADOWS do
if SHADOWS[i] ~= nil then
SHADOWS[i].Humanoid:MoveTo(CF(RootPart.Position) * ANGLES(RAD(0), RAD(((360/#SHADOWS)*i)+LOOP), RAD(0))*CF(0,0,25).p)
local BODY = SHADOWS[i].RealBody.Value
if BODY then
local HUM = BODY:FindFirstChildOfClass("Humanoid")
if HUM then
local TRIGGER = HUM.Changed:connect(function(Jump)
if HUM.Jump == true then
SHADOWS[i].Humanoid.JumpPower = HUM.JumpPower
SHADOWS[i].Humanoid.Jump = true
end
end)
table.insert(JUMPIES,TRIGGER)
if HUM.Health == 0 then
SHADOWS[i].Humanoid.Health = 0
end
end
end
if SHADOWS[i].Humanoid.Health == 0 then
if BODY then
BODY:BreakJoints()
end
SHADOWS[i]:remove()
table.remove(SHADOWS,i)
end
end
end
Swait()
for i = 1, #JUMPIES do
if JUMPIES[i] ~= nil then
JUMPIES[i]:disconnect()
end
end
until SHADOWFADE == true or #SHADOWS == 0
KEYDOWN:disconnect()
if #SHADOWS > 0 then
for i = 1, 45 do
Swait()
for i = 1, #SHADOWS do
if SHADOWS[i] ~= nil then
for _, c in pairs(SHADOWS[i]:GetChildren()) do
if c.ClassName == "Part" then
c.Transparency = c.Transparency + 1/45
end
end
SHADOWS[i].Humanoid.WalkSpeed = 12
SHADOWS[i].Humanoid:MoveTo(CF(RootPart.Position,SHADOWS[i].HumanoidRootPart.Position+VT(0,2,0))*CF(0,0,-5).p)
end
end
end
for i = 1, #SHADOWS do
if SHADOWS[i] ~= nil then
SHADOWS[i]:remove()
end
end
end
XATTACK = false
end))
else
XATTACK = false
end
ATTACK = false
Rooted = false
end
function Taunt()
ATTACK = true
Rooted = true
local VIOLENCE = 1
FORCEIDLE = true
repeat Swait() VIOLENCE = VIOLENCE + 1 until KEYHOLD == false
FORCEIDLE = false
if VIOLENCE <= 10 then
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15*SIZE, 0.65*SIZE, -0.75*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-90)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15*SIZE, 0.1*SIZE, -0.75*SIZE) * ANGLES(RAD(-15), RAD(0), RAD(90)) * ANGLES(RAD(25), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
local TAUNT = CreateSound(VOCALS_TAUNT[MRANDOM(1,#VOCALS_TAUNT)], Head, 10, 1, false)
repeat
Swait()
TAUNT.Parent = Head
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-10-(TAUNT.PlaybackLoudness/55)), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15*SIZE, 0.65*SIZE, -0.75*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-90)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15*SIZE, 0.1*SIZE, -0.75*SIZE) * ANGLES(RAD(-15), RAD(0), RAD(90)) * ANGLES(RAD(25), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until TAUNT.Playing == false
else
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(22)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-22)) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
end
local TAUNT = CreateSound(VOCALS_ENRAGES[MRANDOM(1,#VOCALS_ENRAGES)], Head, 10, 1, false)
repeat Swait() until TAUNT.TimeLength > 0
repeat
Swait()
ApplyAoE(Head.Position,15,0,0,200,false)
local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character)
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(0,2,0), Size2 = VT(15,0,15), Transparency = 1-(TAUNT.PlaybackLoudness/1250), Transparency2 = 1, CFrame = CF(Head.Position) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2})
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(0,2,0), Size2 = VT(35,0,35), Transparency = 0.2, 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 = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2})
TAUNT.Parent = Head
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, -0.2*SIZE, -0.1*SIZE) * ANGLES(RAD(35), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-25+MRANDOM(-(TAUNT.PlaybackLoudness/25),(TAUNT.PlaybackLoudness/25))), RAD(MRANDOM(-(TAUNT.PlaybackLoudness/15),(TAUNT.PlaybackLoudness/15))), RAD(MRANDOM(-(TAUNT.PlaybackLoudness/25),(TAUNT.PlaybackLoudness/25)))), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE, 0.1*SIZE) * ANGLES(RAD(-35), RAD(0), RAD(42)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE, 0.1*SIZE) * ANGLES(RAD(-35), RAD(0), RAD(-42)) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(25), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(45), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed)
until TAUNT.TimePosition > TAUNT.TimeLength - 2
end
ATTACK = false
Rooted = false
end
--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//
function MouseDown(Mouse)
if ATTACK == false then
end
end
function MouseUp(Mouse)
HOLD = false
end
function KeyDown(Key)
KEYHOLD = true
if Key == "no" and ATTACK == false then
Taunt()
end
if Key == "z" and ATTACK == false then
MissilesOfDespair()
end
if Key == "b" and ATTACK == false and XATTACK == false then
ShadowRoam()
end
if Key == "c" and ATTACK == false then
PillarOfDespair()
end
if Key == "v" and ATTACK == false then
InfernoWall()
end
if Key == "x" and ATTACK == false and XATTACK == false then
FormerShadow()
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()
if UNANCHOR == true then
RootPart.Anchored = false
end
g = Character:GetChildren()
for i = 1, #g do
if g[i].ClassName == "Part" and g[i] ~= RootPart then
g[i].Anchored = false
end
end
g = Weapon:GetChildren()
for i = 1, #g do
if g[i].ClassName == "Part" then
g[i].Anchored = false
end
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()
script.Parent = WEAPONGUI
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 = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character)
local FLOOR1,HITPOS,NORMAL = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 8*SIZE, Character)
local FLOOR2,HITPOS2 = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 8*SIZE, Character)
local WALKSPEEDVALUE = 8 / (Humanoid.WalkSpeed / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5*SIZE, 0.875*SIZE - 0.125 * SIN(SINE / WALKSPEEDVALUE)*SIZE - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.7+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5*SIZE, 0.875*SIZE + 0.125 * SIN(SINE / WALKSPEEDVALUE)*SIZE - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.7+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5*SIZE, 1*SIZE, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5*SIZE, 1*SIZE, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil and FORCEIDLE == false then
ANIM = "Jump"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0*SIZE, 0*SIZE, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.55*SIZE, 0*SIZE) * ANGLES(RAD(15), RAD(0), RAD(12)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.55*SIZE, 0*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-12)) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -0.3*SIZE, -0.5*SIZE) * ANGLES(RAD(15), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.1*SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 1 / Animation_Speed)
end
elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil and FORCEIDLE == false then
ANIM = "Fall"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(-25), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0*SIZE, 0*SIZE, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(35), RAD(0), RAD(42)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(35), RAD(0), RAD(-42)) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -0.5*SIZE, -0.5*SIZE) * ANGLES(RAD(15), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, 0*SIZE) * ANGLES(RAD(-25), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 1 / Animation_Speed)
end
elseif (TORSOVELOCITY < 1 and HITFLOOR ~= nil) or FORCEIDLE == true then
ANIM = "Idle"
if ATTACK == false or FORCEIDLE == true then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(52 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(35), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil and FORCEIDLE == false then
ANIM = "Walk"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -0.1*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-8*SIN(SINE/WALKSPEEDVALUE))), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(5), RAD(-2*SIN(SINE/WALKSPEEDVALUE)), RAD(8*SIN(SINE/WALKSPEEDVALUE))), 1/ Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE + 0.15 * COS(SINE/WALKSPEEDVALUE*2), 0.1*SIZE-0.3*SIN(SINE/WALKSPEEDVALUE)) * ANGLES(RAD(35), RAD(0), RAD(22 + 3* SIN(SINE/WALKSPEEDVALUE))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE + 0.15 * COS(SINE/WALKSPEEDVALUE*2), 0.1*SIZE+0.3*SIN(SINE/WALKSPEEDVALUE)) * ANGLES(RAD(35), RAD(0), RAD(-22 - 3* SIN(SINE/WALKSPEEDVALUE))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE , -1*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 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
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" and c.Name ~= "Eye" then
c.Material = "Granite"
if c ~= Head and c ~= Torso and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then
c.Color = C3(175/575, 148/675, 131/675)
else
c.Color = C3(0,0,0)
end
if c == Head then
if c:FindFirstChild("face") then
c.face:remove()
end
end
elseif (c.ClassName == "CharacterMesh" or c.ClassName == "ShirtGraphic" or c.ClassName == "Accessory" or c.Name == "Body Colors") and c.Name ~= "Pressimus" then
elseif (c.ClassName == "Shirt" or c.ClassName == "Pants") and c.Name ~= "Cloth" then
c:remove()
end
end
sick.Parent = Character
sick.SoundId = "rbxassetid://9048378262"
sick.Looped = true
sick.Pitch = 0.95
sick.Volume = 1
sick.Playing = true
if FLOOR1 ~= nil then
FIRE:SetPrimaryPartCFrame(CF(HITPOS,HITPOS+NORMAL) * ANGLES(RAD(-90), RAD(0), RAD(0)))
else
FIRE:SetPrimaryPartCFrame(CF(HITPOS2))
end
SKILL1FRAME.Rotation = MRANDOM(-25,25)/2
SKILL2FRAME.Rotation = MRANDOM(-25,25)/2
SKILL3FRAME.Rotation = MRANDOM(-25,25)/2
SKILL4FRAME.Rotation = MRANDOM(-25,25)/2
SKILL5FRAME.Rotation = MRANDOM(-25,25)/2
tecks2.Rotation = MRANDOM(-25,25)/8
tecks.Rotation = MRANDOM(-25,25)/8
Humanoid.Name = MRANDOM(1000000,99999999)
FIRE.Parent = Weapon
refit()
end
--//===============sound 9048378262==================\\
--\\=================================//
--//====================================================\\--
--|| END OF SCRIPT
--\\====================================================//--No comments yet for this script.



