Banisher
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Banisher

Universal Scriptthisaccountisinactivthisaccountisinactiv 3.4K views 427 executesUpdated Jun 9, 2025
5.0/ 5(1 votes)
10100% Positive
Lua Script•1445 lines (60773 chars)
wait(0.2)
Player = game:GetService("Players").LocalPlayer
PlayerGui = Player.PlayerGui
Cam = workspace.CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:GetMouse()
RootPart = Character.HumanoidRootPart
Torso = Character.Torso
Head = Character.Head
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
RootJoint = RootPart.RootJoint
Neck = Torso.Neck
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]
local LastBolt
local LightningBolts = {}
local GunPoint
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
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
Player_Size = 1
Animation_Speed = 3
Frame_Speed = 0.016666666666666666
local Speed = 16
local Effects2 = {}
local weldBetween = function(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 createaccessory(attachmentpart, mesh, texture, scale, offset, color)
	local acs = Instance.new("Part")
	acs.CanCollide = false
	acs.Anchored = false
	acs.Size = Vector3.new(0, 0, 0)
	acs.CFrame = attachmentpart.CFrame
	acs.Parent = Character
	acs.BrickColor = color
	local meshs = Instance.new("SpecialMesh")
	meshs.MeshId = mesh
	meshs.TextureId = texture
	meshs.Parent = acs
	meshs.Scale = scale
	meshs.Offset = offset
	weldBetween(attachmentpart, acs)
end
function createbodypart(TYPE, COLOR, PART, OFFSET, SIZE)
	if TYPE == "Gem" then
		local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part", VT(0, 0, 0))
		acs.Anchored = false
		acs.CanCollide = false
		acs.CFrame = PART.CFrame
		local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "9756362", "", SIZE, OFFSET)
		weldBetween(PART, acs)
	elseif TYPE == "Skull" then
		local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part", VT(0, 0, 0))
		acs.Anchored = false
		acs.CanCollide = false
		acs.CFrame = PART.CFrame
		local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "4770583", "", SIZE, OFFSET)
		weldBetween(PART, acs)
	elseif TYPE == "Eye" then
		local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part", VT(0, 0, 0))
		acs.Anchored = false
		acs.CanCollide = false
		acs.CFrame = PART.CFrame
		local acs2 = CreateMesh("SpecialMesh", acs, "Sphere", "", "", SIZE, OFFSET)
		weldBetween(PART, acs)
	end
end
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 CHANGEDEFENSE = 0
local CHANGEDAMAGE = 0
local CHANGEMOVEMENT = 0
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 WALK = 0
local VALUE1 = false
local VALUE2 = false
local ROBLOXIDLEANIMATION = IT("Animation")
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
local WEAPONGUI = IT("ScreenGui", PlayerGui)
WEAPONGUI.Name = "Weapon GUI"
local Weapon = IT("Model")
Weapon.Name = "Adds"
local Delete = IT("Model", Character)
Delete.Name = "Those who must be banished."
local Effects = IT("Folder", Weapon)
Effects.Name = "Effects"
local ANIMATOR = Humanoid.Animator
local ANIMATE = Character.Animate
local HITPLAYERSOUNDS = {
	"263032172",
	"263032182",
	"263032200",
	"263032221",
	"263032252",
	"263033191"
}
local HITARMORSOUNDS = {
	"199149321",
	"199149338",
	"199149367",
	"199149409",
	"199149452"
}
local HITWEAPONSOUNDS = {
	"199148971",
	"199149025",
	"199149072",
	"199149109",
	"199149119"
}
local HITBLOCKSOUNDS = {"199148933", "199148947"}
local UNANCHOR = true
local SKILLTEXTCOLOR = C3(0, 1, 1)
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)
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 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 m00 < m11 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 >= 1.0E-4 then
		if 1 - cosTheta > 1.0E-4 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
	elseif 1 + cosTheta > 1.0E-4 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
	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 SOUND = IT("Sound", nil)
function CreateSound(ID, PARENT, VOLUME, PITCH)
	local NEWSOUND
	coroutine.resume(coroutine.create(function()
		NEWSOUND = SOUND:Clone()
		NEWSOUND.Parent = PARENT
		NEWSOUND.Volume = VOLUME
		NEWSOUND.Pitch = PITCH
		NEWSOUND.SoundId = "http://www.roblox.com/asset/?id=" .. ID
		NEWSOUND:play()
		repeat
			Swait()
		until NEWSOUND.Playing == false
		NEWSOUND:remove()
	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
function CreateWave(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
	local mesh = IT("SpecialMesh", wave)
	mesh.MeshType = "FileMesh"
	mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
	mesh.Scale = SIZE
	mesh.Offset = VT(0, 0, -SIZE.X / 8)
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
			if DOESROT == true then
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
			end
			wave.Transparency = wave.Transparency + 0.5 / WAIT
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end
function CreateCrown(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
	local mesh = IT("SpecialMesh", wave)
	mesh.MeshType = "FileMesh"
	mesh.MeshId = "http://www.roblox.com/asset/?id=1078075"
	mesh.Scale = SIZE
	mesh.Offset = VT(0, 0, -SIZE.X / 8)
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
			if DOESROT == true then
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
			end
			wave.Transparency = wave.Transparency + 0.5 / WAIT
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end
function CreateIceCrown(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
	local mesh = IT("SpecialMesh", wave)
	mesh.MeshType = "FileMesh"
	mesh.MeshId = "http://www.roblox.com/asset/?id=1323306"
	mesh.Scale = SIZE
	mesh.Offset = VT(0, 0, -SIZE.X / 8)
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
			if DOESROT == true then
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
			end
			wave.Transparency = wave.Transparency + 0.5 / WAIT
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end
function CreateSpikeball(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
	local mesh = IT("SpecialMesh", wave)
	mesh.MeshType = "FileMesh"
	mesh.MeshId = "http://www.roblox.com/asset/?id=9982590"
	mesh.Scale = SIZE
	mesh.Offset = VT(0, 0, -SIZE.X / 8)
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
			if DOESROT == true then
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
			end
			wave.Transparency = wave.Transparency + 0.5 / WAIT
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end
function CreateSwirl(SIZE, WAIT, CFRAME, DOESROT, ROT, COLOR, GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
	local mesh = IT("SpecialMesh", wave)
	mesh.MeshType = "FileMesh"
	mesh.MeshId = "http://www.roblox.com/asset/?id=1051557"
	mesh.Scale = SIZE
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			mesh.Offset = VT(0, 0, -(mesh.Scale.X / 8))
			if DOESROT == true then
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
			end
			wave.Transparency = wave.Transparency + 0.5 / WAIT
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end
function CreateTornado(SIZE, DOESROT, ROT, WAIT, CFRAME, COLOR, GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
	local mesh = IT("SpecialMesh", wave)
	mesh.MeshType = "FileMesh"
	mesh.MeshId = "http://www.roblox.com/asset/?id=102638417"
	mesh.Scale = SIZE
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			if DOESROT == true then
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
			end
			wave.Transparency = wave.Transparency + 0.5 / WAIT
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end
function CreateRing(SIZE, DOESROT, ROT, WAIT, CFRAME, COLOR, GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0, 0, 0))
	local mesh = IT("SpecialMesh", wave)
	mesh.MeshType = "FileMesh"
	mesh.MeshId = "http://www.roblox.com/asset/?id=3270017"
	mesh.Scale = SIZE
	mesh.Offset = VT(0, 0, 0)
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			if DOESROT == true then
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0, ROT, 0)
			end
			wave.Transparency = wave.Transparency + 0.5 / WAIT
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end
function MagicSphere(SIZE, WAIT, CFRAME, COLOR, GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1, 1, 1), true)
	local mesh = IT("SpecialMesh", wave)
	mesh.MeshType = "Sphere"
	mesh.Scale = SIZE
	mesh.Offset = VT(0, 0, 0)
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			wave.Transparency = wave.Transparency + 1 / WAIT
			if wave.Transparency > 0.99 then
				wave:remove()
			end
		end
	end))
end
function MagicBlock(SIZE, WAIT, CFRAME, COLOR, GROW)
	local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(SIZE, SIZE, SIZE), true)
	local mesh = IT("BlockMesh", wave)
	wave.CFrame = CFRAME
	coroutine.resume(coroutine.create(function(PART)
		for i = 1, WAIT do
			Swait()
			mesh.Scale = mesh.Scale + GROW
			wave.CFrame = CFRAME * ANGLES(RAD(math.random(-360, 360)), RAD(math.random(-360, 360)), RAD(math.random(-360, 360)))
			wave.Transparency = wave.Transparency + 1 / WAIT
			if wave.Transparency > 0.99 then
				wave: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
function CheckTableForString(Table, String)
	for i, v in pairs(Table) do
		if string.find(string.lower(String), string.lower(v)) then
			return true
		end
	end
	return false
end
function CheckIntangible(Hit)
	local ProjectileNames = {
		"Water",
		"Arrow",
		"Projectile",
		"Effect",
		"Rail",
		"Lightning",
		"Bullet"
	}
	if Hit and Hit.Parent and (not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid") then
		return true
	end
	return false
end
Debris = game:GetService("Debris")
BaseLightning = IT("Part")
BaseLightning.Anchored = true
BaseLightning.CanCollide = false
BaseLightning.Material = "Neon"
function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
	local Ignore = type(Ignore) == "table" and Ignore or {Ignore}
	local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
	if RayHit and CheckIntangible(RayHit) then
		if DelayIfHit then
			wait()
		end
		RayHit, RayPos, RayNormal = CastZapRay(RayPos + Vec * 0.01, Vec, Length - (StartPos - RayPos).magnitude, Ignore, DelayIfHit)
	end
	return RayHit, RayPos, RayNormal
end
function Zap(Table)
	local StartPos, TargetPos, Character, Color = Table.StartPosition, Table.TargetPosition, Table.Character, Table.Color
	local Duration = Table.Duration or 2
	local FadeRate = Table.FadeRate or 0.05
	local Offset = Table.Offset or 2
	local Individualize = Table.Individualize or false
	local MaxRange = Table.MaxRange or 200
	local SegmentLength = Table.SegmentLength or 5
	local TimeToFade = Table.TimeToFade or 0.5
	local Ignore = Table.Ignore or {}
	local SIZE = Table.Size or 0.3
	if not (StartPos and TargetPos) or not Character then
		return
	end
	local LightningModel = IT("Folder", Effects)
	LightningModel.Name = "ZAPP"
	for i, v in pairs({Character, LightningModel}) do
		table.insert(Ignore, v)
	end
	local LastPos = StartPos
	local Direction = CFrame.new(StartPos, TargetPos).lookVector
	local RayHit, RayPos, RayNormal = CastZapRay(StartPos, Direction, MaxRange, Ignore, false)
	local RayLength = (StartPos - RayPos).Magnitude
	local Struck = false
	local TotalSegments = math.ceil(RayLength / SegmentLength)
	Direction = CFrame.new(StartPos, RayPos).lookVector
	local LightningBolt = IT("Model", Effects)
	LightningBolt.Name = "Lightning"
	if not Individualize then
		table.insert(LightningBolts, LightningBolt)
	end
	LastBolt = LightningBolt
	Debris:AddItem(LightningBolt, Duration)
	LightningBolt.Parent = LightningModel
	for i = 1, TotalSegments do
		if not Struck then
			local Entropy = Vector3.new(math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset, math.random() * Offset * 2.5 - Offset)
			local NewPos = StartPos + Direction * (RayLength * (i / TotalSegments)) + Entropy
			local SegmentVec = NewPos - LastPos
			local RayHit, RayPos, RayNormal = CastZapRay(LastPos, SegmentVec.Unit, SegmentVec.Magnitude, {Character, LightningModel}, false)
			local RayVec = LastPos - RayPos
			local LightningPart = BaseLightning:Clone()
			LightningPart.BrickColor = BrickColor.new(Color)
			LightningPart.Size = Vector3.new(SIZE, SIZE, RayVec.Magnitude)
			LightningPart.CFrame = CFrame.new(LastPos, RayPos) * CFrame.new(0, 0, -(RayVec.Magnitude / 2))
			table.insert(Effects2, {
				LightningPart,
				"Disappear",
				0.025,
				1,
				1,
				1,
				2
			})
			local CylinderMesh = IT("CylinderMesh", LightningPart)
			local OrigCF = LightningPart.CFrame
			LightningPart.Size = Vector3.new(LightningPart.Size.X, LightningPart.Size.Z, LightningPart.Size.Y)
			LightningPart.CFrame = OrigCF * CFrame.Angles(math.pi / 2, 0, 0)
			LightningPart.Parent = LightningBolt
			LastPos = NewPos
		end
	end
	return {
		RayHit = RayHit,
		RayPos = RayPos,
		RayNormal = RayNormal,
		LightningModel = LightningModel
	}
end
function turnto(position)
	RootPart.CFrame = CFrame.new(RootPart.CFrame.p, VT(position.X, RootPart.Position.Y, position.Z)) * CFrame.new(0, 0, 0)
end
function chatfunc(text, waitt)
	local chat = coroutine.wrap(function()
		if Character:FindFirstChild("TalkingBillBoard") ~= nil then
			Character:FindFirstChild("TalkingBillBoard").Parent = nil
		end
		local naeeym2 = Instance.new("BillboardGui", Character)
		naeeym2.Size = UDim2.new(0, 100, 0, 40)
		naeeym2.StudsOffset = Vector3.new(0, 2, 0)
		naeeym2.Adornee = Character.Head
		naeeym2.Name = "TalkingBillBoard"
		naeeym2.AlwaysOnTop = true
		local tecks2 = Instance.new("TextLabel", naeeym2)
		tecks2.BackgroundTransparency = 1
		tecks2.BorderSizePixel = 0
		tecks2.Text = ""
		tecks2.Font = "Antique"
		tecks2.TextSize = 30
		tecks2.TextStrokeTransparency = 1
		tecks2.TextColor3 = SKILLTEXTCOLOR
		tecks2.TextStrokeColor3 = Color3.new(0, 0, 0)
		tecks2.Size = UDim2.new(1, 0, 0.5, 0)
		for i = 1, string.len(text) do
			if naeeym2.Parent ~= nil then
				CreateSound("928210219", Effects, 3, MRANDOM(8, 8) / 10)
			end
			tecks2.Text = string.sub(text, 1, i)
			Swait(3)
		end
		wait(waitt / 10)
		coroutine.resume(coroutine.create(function()
			for i = 1, 10 do
				tecks2.TextTransparency = tecks2.TextTransparency + 0.1
				Swait()
			end
			naeeym2:Destroy()
		end))
	end)
	chat()
end
for _, c in pairs(Weapon:GetChildren()) do
	if c.ClassName == "Part" then
		c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
	end
end
Weapon.Parent = Character
Humanoid.Died:connect(function()
	ATTACK = true
end)
local SKILL1FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.23, 0, 0.8, 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(0.5, 0, 0.8, 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(0.23, 0, 0.93, 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(0.5, 0, 0.93, 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(0.365, 0, 0.7, 0), UD2(0.26, 0, 0.07, 0), C3(0, 0, 0), C3(0, 0, 0), "Skill 5 Frame")
local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Banisher bullet", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 1")
local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B] Banishing rampage", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 2")
local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Warp vector", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 3")
local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Spectral banish", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 4")
local SKILL5TEXT = CreateLabel(SKILL5FRAME, "[X] De-banish", SKILLTEXTCOLOR, 8, "Antique", 0, 2, 1, "Text 5")
function CastWarpOutlines(TARGET)
	coroutine.resume(coroutine.create(function()
		local T = TARGET:GetChildren()
		for i = 1, #T do
			local child = T[i]
			if child.ClassName == "Part" or child.ClassName == "MeshPart" then
				do
					local clone = child:Clone()
					clone.Parent = Effects
					clone.Anchored = true
					clone.CanCollide = false
					clone:ClearAllChildren()
					clone.CFrame = child.CFrame
					if clone.Name == "Head" then
						clone.Size = VT(clone.Size.Y, clone.Size.Y, clone.Size.Y)
					end
					if clone.ClassName == "MeshPart" then
						clone.TextureID = ""
					end
					clone.Color = C3(0, 1, 1)
					clone.Material = "Neon"
					coroutine.resume(coroutine.create(function()
						for i = 1, 100 do
							Swait()
							clone.Transparency = clone.Transparency + 0.01
							clone.Size = clone.Size + VT(0.001, 0.001, 0.001)
						end
						clone:remove()
					end))
				end
			end
		end
	end))
end
function killnearest(position, range, maxstrength)
	for i, v in ipairs(workspace:GetChildren()) do
		local body = v:GetChildren()
		for part = 1, #body do
			if (body[part].ClassName == "Part" or body[part].ClassName == "MeshPart") and v ~= Character and range > (body[part].Position - position).Magnitude and v.ClassName == "Model" then
				CastWarpOutlines(v)
				v:remove()
				if game.Players:FindFirstChild(v.Name) then
					local Value = IT("BoolValue", Delete)
					Value.Name = v.Name
				end
			end
		end
	end
end
function CastProperRay(StartPos, Vec, Length, Ignore)
	local Direction = CFrame.new(StartPos, Vec).lookVector
	local Ignore = type(Ignore) == "table" and Ignore or {Ignore}
	local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
	return RayHit, RayPos, RayNormal
end
function Debree(POS, SWAIT)
	coroutine.resume(coroutine.create(function()
		local HOLDER = IT("Model", Effects)
		HOLDER.Name = "Debree"
		local HITFLOOR = Raycast(POS, CF(POS, POS + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
		MagicSphere(VT(15, 1, 15), SWAIT, CF(POS), "Eggplant", VT(0, 0, 0))
		MagicSphere(VT(13, 1, 13), SWAIT, CF(POS), "Eggplant", VT(0, 0, 0))
		MagicSphere(VT(12, 1, 12), SWAIT, CF(POS), "Eggplant", VT(0, 0, 0))
		repeat
			Swait()
		until HITFLOOR ~= nil
		local O = 0
		for i = 1, 18 do
			do
				local Part = CreatePart(3, HOLDER, HITFLOOR.Material, 0, 0, HITFLOOR.BrickColor, "Debree", VT(3, 3, 3))
				Part.CFrame = CF(CF(POS) * CF(10 - i, 0, O).p) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
				O = O - 2.25 + i / 4
				coroutine.resume(coroutine.create(function()
					Swait(SWAIT)
					for i = 1, 60 do
						Swait()
						local RayHit, Way = CastProperRay(Part.Position, POS, 0.1, workspace)
						Part.CFrame = CF(Way) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
					end
					for i = 1, 50 do
						Swait()
						Part.Size = Part.Size * 0.9
					end
				end))
			end
		end
		local O = 0
		for i = 1, 18 do
			do
				local Part = CreatePart(3, HOLDER, HITFLOOR.Material, 0, 0, HITFLOOR.BrickColor, "Debree", VT(3, 3, 3))
				Part.CFrame = CF(CF(POS) * CF(10 - i, 0, O).p) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
				O = O + 2.25 - i / 4
				coroutine.resume(coroutine.create(function()
					Swait(SWAIT)
					for i = 1, 60 do
						Swait()
						local RayHit, Way = CastProperRay(Part.Position, POS, 0.1, workspace)
						Part.CFrame = CF(Way) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
					end
					for i = 1, 50 do
						Swait()
						Part.Size = Part.Size * 0.9
					end
				end))
			end
		end
		Swait(SWAIT + 110)
		HOLDER:remove()
	end))
end
function Intro()
	coroutine.resume(coroutine.create(function()
		ATTACK = true
		Rooted = true
		for i = 0, 3, 0.1 / Animation_Speed do
			Swait()
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
		end
		CreateSound("300208779", Head, 10, 1)
		for i = 0, 1, 0.1 / Animation_Speed do
			Swait()
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.5) * ANGLES(RAD(0), RAD(5), RAD(0)), 0.5 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 1, -0.3) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.5, -0.75) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.5 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.4) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(5), RAD(0), RAD(90)), 0.5 / Animation_Speed)
		end
		local HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
		repeat
			Swait()
			HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
		until HITFLOOR ~= nil
		for i = 0, 0.5, 0.1 / Animation_Speed do
			Swait()
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.5) * ANGLES(RAD(0), RAD(-5), RAD(0)), 0.5 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0, -0.3) * ANGLES(RAD(0), RAD(0), RAD(8)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.5, -0.75) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.5 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.4) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(90)), 0.5 / Animation_Speed)
		end
		CreateSound("289842971", RightArm, 10, 1)
		Debree(CF(RightArm.Position) * CF(0, -0.75, 0).p, 200)
		Swait(45)
		local Gun = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Gun", VT(0, 0, 0), false)
		local HandleMesh = CreateMesh("SpecialMesh", Gun, "FileMesh", "868997239", "153921018", VT(-0.005, 0.005, -0.005), VT(0, 0, 0))
		local Weld = CreateWeldOrSnapOrMotor("Weld", Gun, RightArm, Gun, CF(0, -1.7, -0.2) * ANGLES(RAD(0), RAD(90), RAD(-90)), CF(0, 0, 0))
		GunPoint = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Point blank", VT(0, 0, 0), false)
		local HandleWeld = CreateWeldOrSnapOrMotor("Weld", GunPoint, RightArm, GunPoint, CF(0, -3.1, -0.8) * ANGLES(RAD(0), RAD(0), RAD(135)), CF(0, 0, 0))
		local sick = Instance.new("Sound", Character)
		sick.SoundId = "rbxassetid://1504604335"
		sick.Looped = true
		sick.Pitch = 1
		sick.Volume = 2
		sick:Play()
		Swait(5)
		for i = 0, 1, 0.1 / Animation_Speed do
			Swait()
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.5) * ANGLES(RAD(0), RAD(5), RAD(0)), 0.5 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 1.25, -0.3) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.5, -0.75) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.5 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.4) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(5), RAD(0), RAD(90)), 0.5 / Animation_Speed)
		end
		VALUE1 = true
		Swait(10)
		ATTACK = false
		Rooted = false
	end))
end
function BanishingBullet()
	ATTACK = true
	Rooted = false
	for i = 0, 0.4, 0.1 / Animation_Speed do
		Swait()
		turnto(Mouse.Hit.p)
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
	end
	repeat
		for i = 0, 0.2, 0.1 / Animation_Speed do
			Swait()
			turnto(Mouse.Hit.p)
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.5 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		end
		CreateSound("131205975", GunPoint, 5, MRANDOM(9, 11) / 10)
		MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Eggplant", VT(0.1, 0.1, 0.1))
		MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Eggplant", VT(0.05, 0.05, 0.05))
		local RayHit, Way = CastProperRay(GunPoint.Position, Mouse.Hit.p, 1500, Character)
		local distance = (GunPoint.Position - Way).magnitude
		for i = 1, 5 do
			local laser = Instance.new("Part", Effects)
			laser.Transparency = 0
			laser.CanCollide = false
			laser.Anchored = true
			laser.Color = C3(0, 1, 1)
			laser.Material = "Neon"
			laser.formFactor = Enum.FormFactor.Custom
			laser.Size = Vector3.new(0.15, 0.15, distance)
			laser.CFrame = CFrame.new(GunPoint.Position, Way) * CFrame.new(0, 0, -distance / 2)
			MagicSphere(VT(0.1, 0.1, 0.1), 45, CF(Way), "Eggplant", VT(0.05, 0.05, 0.05))
			for i = 1, 5 do
				MagicSphere(VT(0.2, 0.2, 1), 65, CF(CF(Way) * CF(MRANDOM(-1, 1), MRANDOM(-1, 1), MRANDOM(-1, 1)).p, Way), "Eggplant", VT(0.001, 0.001, 0), 0.5)
			end
			table.insert(Effects2, {
				laser,
				"Disappear",
				0.1,
				1,
				1,
				1,
				2
			})
			if RayHit ~= nil then
				local v = RayHit.Parent
				if v ~= nil and v.ClassName == "Model" then
					CastWarpOutlines(v)
					v.Parent = nil
					if game.Players:FindFirstChild(v.Name) then
						local Value = IT("BoolValue", Delete)
						Value.Name = v.Name
					end
				end
			end
		end
		for i = 0, 0.3, 0.1 / Animation_Speed do
			Swait()
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.25 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(90), RAD(15), RAD(90)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		end
	until KEYHOLD == false
	ATTACK = false
	Rooted = false
end
function WarpVector()
	ATTACK = true
	Rooted = true
	for i = 0, 1, 0.1 / Animation_Speed do
		Swait()
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
	end
	Debree(CF(RootPart.Position) * CF(0, -2.8, 0).p, 75)
	UNANCHOR = false
	RootPart.Anchored = true
	for i = 0, 2, 0.1 / Animation_Speed do
		Swait()
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -10 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
	end
	local POS = RootPart.Position
	RootPart.CFrame = CF(CF(Mouse.Hit.p) * CF(0, 2.8, 0).p, POS)
	Debree(CF(RootPart.Position) * CF(0, -2.5, 0).p, 150)
	for i = 0, 2, 0.1 / Animation_Speed do
		Swait()
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
	end
	ATTACK = false
	Rooted = false
end
function BanishingRampage()
	ATTACK = true
	Rooted = false
	chatfunc("Be gone...", 3)
	for i = 0, 2, 0.1 / Animation_Speed do
		Swait()
		turnto(Mouse.Hit.p)
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.5) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.5 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 1, -0.3) * ANGLES(RAD(25), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.5, -0.75) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.4) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
	end
	local HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
	repeat
		Swait()
		HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
	until HITFLOOR ~= nil
	CreateSound("131205975", GunPoint, 10, MRANDOM(9, 11) / 10)
	local SOUND = CreateSound("415700134", Effects, 10, 1.6)
	CreateSound("138677306", Effects, 7, 1.2)
	coroutine.resume(coroutine.create(function()
		local CFRAME = RootPart.CFrame * CF(0, -1.2, -3)
		local SIZE = 1
		while true do
			Swait()
			for i = 1, 2 do
				MagicSphere(VT(SIZE / 5, SIZE / 5, SIZE * 2), 65, CF(CFRAME * CF(MRANDOM(-5, 5), MRANDOM(-5, 5), MRANDOM(-5, 5)).p, CFRAME.p), "Eggplant", VT(0.001, 0.001, 0), 0.5)
			end
			do
				local Part = CreatePart(3, Effects, HITFLOOR.Material, 0, 0, HITFLOOR.BrickColor, "Debree", VT(SIZE / 5, SIZE / 5, SIZE / 5))
				Part.CFrame = CFRAME * CF(SIZE / 1.5, -0.7, 0) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
				coroutine.resume(coroutine.create(function()
					Swait(200)
					Part.Anchored = false
				end))
				local Part = CreatePart(3, Effects, HITFLOOR.Material, 0, 0, HITFLOOR.BrickColor, "Debree", VT(SIZE / 5, SIZE / 5, SIZE / 5))
				Part.CFrame = CFRAME * CF(-SIZE / 1.5, -0.7, 0) * ANGLES(RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)), RAD(MRANDOM(-180, 180)))
				coroutine.resume(coroutine.create(function()
					Swait(200)
					Part.Anchored = false
				end))
				MagicSphere(VT(SIZE, SIZE, SIZE), 75, CFRAME, "Eggplant", VT(-SIZE / 75, -SIZE / 75, -SIZE / 75))
				killnearest(CFRAME.p, SIZE, 0)
				SIZE = SIZE + 2
				CFRAME = CFRAME * CF(0, 0, -2)
				if SOUND.Playing == false then
					break
				end
			end
		end
	end))
	MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Eggplant", VT(0.1, 0.1, 0.1))
	MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Eggplant", VT(0.05, 0.05, 0.05))
	for i = 0, 3, 0.1 / Animation_Speed do
		Swait()
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.5) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.5 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(10), RAD(0), RAD(-45)), 0.15 / Animation_Speed)
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 1, -0.3) * ANGLES(RAD(55), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.5, -0.75) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.4) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.5 / Animation_Speed)
	end
	ATTACK = false
	Rooted = false
end
function SpectralBanishing()
	ATTACK = true
	Rooted = false
	chatfunc("If you desire to be a ghost...", 20)
	for i = 0, 5, 0.1 / Animation_Speed do
		Swait()
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.25 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-45 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 0.25 / Animation_Speed)
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(180), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.25 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.25 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.25 / Animation_Speed)
	end
	chatfunc("Then move on to the afterlife!", 6)
	CreateSound("131205975", GunPoint, 10, MRANDOM(9, 11) / 10)
	MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Eggplant", VT(0.1, 0.1, 0.1))
	MagicSphere(VT(0.1, 0.1, 0.1), 45, GunPoint.CFrame, "Eggplant", VT(0.05, 0.05, 0.05))
	local RayHit, Way = CastProperRay(GunPoint.Position, CF(GunPoint.Position) * CF(0, 1500, 0).p, 1500, Character)
	local distance = (GunPoint.Position - Way).magnitude
	for i = 1, 5 do
		local laser = Instance.new("Part", Effects)
		laser.Transparency = 0
		laser.CanCollide = false
		laser.Anchored = true
		laser.Color = C3(0, 1, 1)
		laser.Material = "Neon"
		laser.formFactor = Enum.FormFactor.Custom
		laser.Size = Vector3.new(0.15, 0.15, distance)
		laser.CFrame = CFrame.new(GunPoint.Position, Way) * CFrame.new(0, 0, -distance / 2)
		table.insert(Effects2, {
			laser,
			"Disappear",
			0.1,
			1,
			1,
			1,
			2
		})
	end
	coroutine.resume(coroutine.create(function()
		Swait(15)
		local FILTER = IT("ColorCorrectionEffect", game.Lighting)
		for i = 1, 25 do
			Swait()
			FILTER.TintColor = C3(1, 1 - i / 50, 1 - i / 50)
		end
		local GAME = game.Players:GetChildren()
		for PLAYER = 1, #GAME do
			do
				local PLAY = GAME[PLAYER]
				if PLAY.Character ~= nil and PLAY.Character.Parent ~= workspace then
					PLAY.Character.Parent = nil
					coroutine.resume(coroutine.create(function()
						if PLAY.Character:FindFirstChild("HumanoidRootPart") then
							PLAY.Character.Parent = workspace
							local Value = IT("BoolValue", Delete)
							Value.Name = PLAY.Name
						end
					end))
				end
			end
		end
		for i = 1, 25 do
			Swait()
			FILTER.TintColor = C3(1, 0.4980392156862745 + i / 50, 0.4980392156862745 + i / 50)
		end
	end))
	for i = 0, 2, 0.1 / Animation_Speed do
		Swait()
		RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.25 / Animation_Speed)
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(-45 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 0.25 / Animation_Speed)
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(195), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.25 / Animation_Speed)
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.25 / Animation_Speed)
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.25 / Animation_Speed)
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.25 / Animation_Speed)
	end
	ATTACK = false
	Rooted = false
end
function Taunt()
	ATTACK = true
	Rooted = true
	CreateSound("649634100", Head, 10, 0.5)
	for i = 1, 3 do
		for i = 0, 0.7, 0.1 / Animation_Speed do
			Swait()
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.25 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.5 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(145)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.5)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-145)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * LEFTSHOULDERC0, 0.5)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.25 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.25 / Animation_Speed)
		end
		for i = 0, 0.7, 0.1 / Animation_Speed do
			Swait()
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.25 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-15)), 0.5 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(145)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.5)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-145)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * LEFTSHOULDERC0, 0.5)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.25 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.25 / Animation_Speed)
		end
	end
	ATTACK = false
	Rooted = false
end
function MouseDown(Mouse)
	if ATTACK == false then
	end
end
function MouseUp(Mouse)
	HOLD = false
end
function KeyDown(Key)
	KEYHOLD = true
	if Key == "z" and ATTACK == false then
		BanishingBullet()
	end
	if Key == "b" and ATTACK == false then
		BanishingRampage()
	end
	if Key == "c" and ATTACK == false then
		WarpVector()
	end
	if Key == "v" and ATTACK == false then
		SpectralBanishing()
	end
	if Key == "x" and ATTACK == false then
		chatfunc("I will show you mercy.", 2)
		Delete:ClearAllChildren()
	end
	if Key == "t" and ATTACK == false then
		Taunt()
	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
		g = Character:GetChildren()
		for i = 1, #g do
			if g[i].ClassName == "Part" then
				g[i].Anchored = false
			end
		end
	end
end
Humanoid.Changed:connect(function(Jump)
	if Jump == "Jump" and Disable_Jump == true then
		Humanoid.Jump = false
	end
end)
local BOLT
local FF = IT("ForceField", Character)
FF.Visible = false
while true do
	Swait()
	if BOLT ~= nil then
		BOLT:remove()
	end
	ANIMATE.Parent = nil
	local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
	IDLEANIMATION:Play()
	SINE = SINE + CHANGE
	local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
	local TORSOVERTICALVELOCITY = RootPart.Velocity.y
	local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
	local HITFLOOR = Raycast(RootPart.Position, CF(RootPart.Position, RootPart.Position + VT(0, -1, 0)).lookVector, 4 * Player_Size, Character)
	local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
	if ANIM == "Walk" and TORSOVELOCITY > 1 then
		RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
		Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
		RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
		LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(60 * 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 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
		RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
		LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
	end
	if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
		ANIM = "Jump"
		if ATTACK == false then
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(25), RAD(0), RAD(25)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
		end
	elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
		ANIM = "Fall"
		if ATTACK == false then
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(55), RAD(0), RAD(55)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
		end
	elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
		ANIM = "Idle"
		if ATTACK == false then
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed)
		end
	elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
		ANIM = "Walk"
		WALK = WALK + 1 / Animation_Speed
		if WALK >= 15 - 5 * (Humanoid.WalkSpeed / 16 / Player_Size) then
			WALK = 0
			if WALKINGANIM == true then
				WALKINGANIM = false
			elseif WALKINGANIM == false then
				WALKINGANIM = true
			end
		end
		if ATTACK == false then
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(45), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.6, 0) * ANGLES(RAD(-45), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
			RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
			LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
		end
	end
	if #Effects2 > 0 then
		for e = 1, #Effects2 do
			if Effects2[e] ~= nil then
				local Thing = Effects2[e]
				if Thing ~= nil then
					local Part = Thing[1]
					local Mode = Thing[2]
					local Delay = Thing[3]
					local IncX = Thing[4]
					local IncY = Thing[5]
					local IncZ = Thing[6]
					local Part2 = Thing[8]
					if Thing[1].Transparency <= 1 then
						if Thing[2] == "Block1" then
							Thing[1].CFrame = Thing[1].CFrame
							Mesh = Thing[1].Mesh
							Mesh.Scale = Mesh.Scale + VT(Thing[4], Thing[5], Thing[6])
							Thing[1].Transparency = Thing[1].Transparency + Thing[3]
						elseif Thing[2] == "Cylinder" then
							Mesh = Thing[1].Mesh
							Mesh.Scale = Mesh.Scale + VT(Thing[4], Thing[5], Thing[6])
							Thing[1].Transparency = Thing[1].Transparency + Thing[3]
						elseif Thing[2] == "Blood" then
							Mesh = Thing[7]
							Thing[1].CFrame = Thing[1].CFrame * CF(0, 0.5, 0)
							Mesh.Scale = Mesh.Scale + VT(Thing[4], Thing[5], Thing[6])
							Thing[1].Transparency = Thing[1].Transparency + Thing[3]
						elseif Thing[2] == "Elec" then
							Mesh = Thing[1].Mesh
							Mesh.Scale = Mesh.Scale + VT(Thing[7], Thing[8], Thing[9])
							Thing[1].Transparency = Thing[1].Transparency + Thing[3]
						elseif Thing[2] == "Disappear" then
							Thing[1].Transparency = Thing[1].Transparency + Thing[3]
						end
					else
						Part.Parent = nil
						table.remove(Effects2, e)
					end
				end
			end
		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
	if VALUE1 == true then
		local RayData = Zap({
			SegmentLength = 0.6,
			Offset = 0.3,
			Size = 0.05,
			MaxRange = 1.5,
			StartPosition = GunPoint.Position,
			TargetPosition = RightArm.Position,
			Character = workspace,
			Color = "Eggplant",
			Individual = true
		})
		BOLT = RayData.LightningModel
		MagicSphere(VT(0.5, 0.5, 0.5), 15, GunPoint.CFrame, "Eggplant", VT(-0.03333333333333333, -0.03333333333333333, -0.03333333333333333))
		SKILL1TEXT.TextTransparency = 0
		SKILL2TEXT.TextTransparency = 0
		SKILL3TEXT.TextTransparency = 0
		SKILL4TEXT.TextTransparency = 0
		SKILL5TEXT.TextTransparency = 0
	elseif VALUE1 == false then
		if ATTACK == false then
			Intro()
		end
		SKILL1TEXT.TextTransparency = 1
		SKILL2TEXT.TextTransparency = 1
		SKILL3TEXT.TextTransparency = 1
		SKILL4TEXT.TextTransparency = 1
		SKILL5TEXT.TextTransparency = 1
	end
	local MATHS = {"0", "1"}
	Humanoid.Name = MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)] .. MATHS[MRANDOM(1, #MATHS)]
	Humanoid.PlatformStand = false
	local GAME = game.Players:GetChildren()
	for PLAYER = 1, #GAME do
		local PLAY = GAME[PLAYER]
		if PLAY.Character ~= nil and Delete:FindFirstChild(PLAY.Name) then
			PLAY.Character:remove()
		end
	end
end

Features & Information

It's epic man also you need r6

Community Comments (4)

jordan81313jordan81313Jun 10, 2025(edited)

VERY COOL/WORKSS

Golden_GamblerGolden_GamblerJun 10, 2025

This only works in some games for me.

Screaming_sonicScreaming_sonicJul 4, 2025

Would be cool if the weapon was like the og Banisher gun, but the script is good and works

Pedro06Pedro06Feb 24, 2026

Esse script e fe

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