
Keyless VerifiedUniversal

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



VERY COOL/WORKSS
This only works in some games for me.
Would be cool if the weapon was like the og Banisher gun, but the script is good and works
Esse script e fe