
Key RequiredUniversal

wait(.0000000000000000000001)
local Player = game:GetService("Players").LocalPlayer
local Character = Player.Character
local Head = Character.Head
local Torso = Character.Torso
local Right_Arm = Character["Right Arm"]
local Right_Leg = Character["Right Leg"]
local Left_Arm = Character["Left Arm"]
local Left_Leg = Character["Left Leg"]
local Humanoid = Character.Humanoid
local Animation = "Idle"
local Mouse = Player:GetMouse()
local LeftShoulder = Torso["Left Shoulder"]
local Left_Hip = Torso["Left Hip"]
local RightShoulder = Torso["Right Shoulder"]
local Right_Hip = Torso["Right Hip"]
local Root = Character.HumanoidRootPart
local RootJoint = Root.RootJoint
local CanDamage = false
local Attacking = false
local CanAttack = true
local Anim = "Idle"
local Domination = 0
local Invert = false
local Invert2 = false
local Dominating = false
local MaxDomination = 500
local Effects = {}
local HoldingClick = false
local WarningCylinder = Instance.new("Part")
WarningCylinder.Name = "Warn"
WarningCylinder.BrickColor = BrickColor.new("Medium blue")
WarningCylinder.Size = Vector3.new(0.2,25,25)
WarningCylinder.Rotation = Vector3.new(0, 0, 90)
WarningCylinder.Anchored = true
WarningCylinder.CanCollide = false
WarningCylinder.Transparency = 0.8
WarningCylinder.Shape = "Cylinder"
WarningCylinder.Material = "Neon"
local WarningCylinderD = Instance.new("Part")
WarningCylinderD.Name = "Warn"
WarningCylinderD.BrickColor = BrickColor.new("Navy blue")
WarningCylinderD.Size = Vector3.new(0.2,20,20)
WarningCylinderD.Rotation = Vector3.new(0, 0, 90)
WarningCylinderD.Anchored = true
WarningCylinderD.CanCollide = false
WarningCylinderD.Transparency = 0.5
WarningCylinderD.Shape = "Cylinder"
WarningCylinderD.Material = "Neon"
local Services = {
SoundService = game:GetService("SoundService");
Players = game:GetService("Players");
Debris = game:GetService("Debris");
Workspace = game:GetService("Workspace");
Lighting = game:GetService("Lighting");
HttpService = game:GetService("HttpService");
InsertService = game:GetService("InsertService");
}
cf = CFrame.new
local RootCFrame = CFrame.fromEulerAnglesXYZ(-1.57,0,3.14)
Necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
Necko2 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
Right_Hip_C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
Left_Hip_C1 = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
Left_Shoulder = Instance.new("Weld", Torso)
Left_Shoulder.Part0 = Torso
Left_Shoulder.Part1 = Left_Arm
Left_Shoulder.Name = "Left Shoulder"
Left_Shoulder.C0 = CFrame.new(-1.5,0,0)
Right_Shoulder = Instance.new("Weld", Torso)
Right_Shoulder.Part0 = Torso
Right_Shoulder.Part1 = Right_Arm
Right_Shoulder.Name = "Right Shoulder"
Right_Shoulder.C0 = CFrame.new(1.5,0,0)
LeftShoulder.Parent = nil
RightShoulder.Parent = nil
Animator = Humanoid.Animator
Animate = Character.Animate
Animator.Parent = nil
Animate.Parent = nil
local ManaBarGUI = Instance.new("ScreenGui", Player.PlayerGui)
ManaBarGUI.Name = "ManaBarGUI"
local ManaBarP1 = Instance.new("Frame", ManaBarGUI)
ManaBarP1.Name = "ManaBarPart1"
ManaBarP1.Size = UDim2.new(0,300,0,20)
ManaBarP1.Position = UDim2.new(0,350,0.1,0)
ManaBarP1.BackgroundColor3 = BrickColor.Black().Color
local ManaBarP2 = Instance.new("Frame", ManaBarP1)
ManaBarP2.Name = "ManaBarPart2"
ManaBarP2.Size = UDim2.new(0,300,0,20)
ManaBarP2.Position = UDim2.new(0,0,0,0)
ManaBarP2.BackgroundColor3 = BrickColor.new("Bright blue").Color
local ManaBarText = Instance.new("TextLabel", ManaBarP1)
ManaBarText.Name = "ManaBarText"
ManaBarText.Size = UDim2.new(0,300,0,20)
ManaBarText.Position = UDim2.new(0,0,-1.5,0)
ManaBarText.TextScaled = true
ManaBarText.Text = "<{[ Domination ]}> 0 <{[ Domination ]}>"
ManaBarText.BackgroundTransparency = 1
ManaBarText.TextStrokeTransparency = 0
ManaBarText.TextStrokeColor3 = Color3.new(1,1,1)
ManaBarText.TextColor3 = Color3.new(0,0,0)
ManaBarText.Font = "Garamond"
local DominatorGui = Instance.new("BillboardGui", Head)
DominatorGui.ExtentsOffset = Vector3.new(0,5,0)
DominatorGui.Adornee = Head
DominatorGui.AlwaysOnTop = true
DominatorGui.Enabled = true
DominatorGui.Size = UDim2.new(0, 200,0, 50)
local DominatorText = Instance.new("TextLabel", DominatorGui)
DominatorText.BackgroundTransparency = 1
DominatorText.Font = "Code"
DominatorText.Size = UDim2.new(0, 200,0, 50)
DominatorText.TextStrokeColor3 = BrickColor.new("Medium blue").Color
DominatorText.TextStrokeTransparency = 0
DominatorText.TextColor3 = Color3.new(1,1,1)
DominatorText.TextScaled = true
DominatorText.Text = "Dominator"
--------[[ Mesh Ids ]]--------
-- Eh... This is just my Stock of Meshes
SpikeMeshId = 1033714
SpikeBallId = 9982590
StarMeshId = 45428961
CrystalMeshId = 9756362
--[[ Essential Functions ]]--
function NoOutlines(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
end
local CreatePart = function(Parent, Name, Color, Size, Material, Transparency, Shape)
local Part = Instance.new("Part", Parent)
Part.Name = Name
Part.BrickColor = BrickColor.new(Color)
Part.Size = Size
Part.Material = Material
Part.Transparency = Transparency
Part.Shape = Shape
Part.CanCollide = false
NoOutlines(Part)
return Part
end
local CreateMesh = function(Parent, Scale, Shape)
local Mesh = Instance.new("BlockMesh", Parent)
Mesh.Scale = Scale
return Mesh
end
local CreateWedge = function(Parent, Name, Color, Size, Material, Transparency)
local WedgePart = Instance.new("WedgePart", Parent)
WedgePart.Name = Name
WedgePart.BrickColor = BrickColor.new(Color)
WedgePart.Size = Size
WedgePart.Material = Material
WedgePart.Transparency = Transparency
WedgePart.CanCollide = false
NoOutlines(WedgePart)
return WedgePart
end
local CreateWeld = function(Parent, Cframe, P1 , P0)
local Weld = Instance.new("Weld", Parent)
Weld.Part0 = P0
Weld.Part1 = P1
Weld.Name = P0.Name .. "To" .. P1.Name
Weld.C0 = Cframe
return Weld
end
local CreateVelocity = function(Parent,Velocity,Force)
local BodyVelocity = Instance.new("BodyVelocity", Parent)
BodyVelocity.Velocity = Velocity
BodyVelocity.MaxForce = Force
return BodyVelocity
end
local CreateCrystal = function(Parent, Name, Color, Size, Material, Transparency, Scale)
local Part = Instance.new("Part", Parent)
Part.Name = Name
Part.BrickColor = BrickColor.new(Color)
Part.Size = Size
Part.Material = Material
Part.Transparency = Transparency
Part.CanCollide = false
NoOutlines(Part)
local Mesh = Instance.new("SpecialMesh", Part)
Mesh.MeshId = "http://www.roblox.com/asset?id=" .. CrystalMeshId
Mesh.Scale = Scale
return Mesh and Part
end
local MakeSFX = function(Parent, Id, Volume, Pitch, Type)
local SFX = Instance.new("Sound", Parent)
SFX.SoundId = "http://www.roblox.com/asset?id=" .. Id
SFX.Name = "SFX"
SFX:Play()
SFX.Volume = Volume
SFX.Pitch = Pitch
SFX.PlayOnRemove = true
SFX:Remove()
if Type == "Echo" then
Instance.new("EchoSoundEffect", SFX)
end
end
CircleEffect = function(Position, Parent, DSX, DSY, DSZ, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
local Part = Instance.new("Part", Parent)
Part.Transparency = Transparency
Part.Name = "CircleEffect"
Part.Size = Vector3.new()
Part.Anchored = true
Part.CanCollide = false
Part.Position = Position
Part.BrickColor = BrickColor.new(Brickcolor)
Part.Material = Material
NoOutlines(Part)
local Mesh = Instance.new("SpecialMesh", Part)
Mesh.MeshType = "Sphere"
Mesh.Scale = Vector3.new(DSX, DSY, DSZ)
Services.Debris:AddItem(Part, Time)
table.insert(Effects, {Part, "Circle", Time, SX, SY, SZ})
end
BlockEffect = function(Position, Parent, DSX, DSY, DSZ, SX, SY, SZ, Time, Brickcolor, Material, Transparency)
local Part = Instance.new("Part", Parent)
Part.Transparency = Transparency
Part.Name = "BlockEffect"
Part.Size = Vector3.new()
Part.Anchored = true
Part.Position = Position
Part.CanCollide = false
Part.BrickColor = BrickColor.new(Brickcolor)
Part.Material = Material
NoOutlines(Part)
local Mesh = Instance.new("BlockMesh", Part)
Mesh.Scale = Vector3.new(DSX, DSY, DSZ)
Services.Debris:AddItem(Part, Time)
table.insert(Effects, {Part, "Block", Time, SX, SY, SZ})
end
--[[ Damage function ]]--
function DamageFunction(Hit, Part, Type, HitSFX, Knockback, Min, Max)
local HitHumanoid = Hit.Parent.Humanoid
local Damage = math.random(Min, Max)
coroutine.resume(coroutine.create(function()
HitHumanoid:TakeDamage(Damage)
end))
if Type == "Normal" then
local Push = CreateVelocity(Hit.Parent.Torso, Torso.CFrame.lookVector * Knockback, Vector3.new(math.huge,math.huge,math.huge))
Services.Debris:AddItem(Push, 0)
DamageLabel(Hit.Parent, Damage, Hit)
elseif Type == "Ranged" then
local Push = CreateVelocity(Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, Vector3.new(math.huge,math.huge,math.huge))
Services.Debris:AddItem(Push, 0)
DamageLabel(Hit.Parent, Damage, Hit)
elseif Type == "Knockdown" then
local Push = CreateVelocity(Hit.Parent.Torso, Part.CFrame.lookVector * Knockback, Vector3.new(math.huge,math.huge,math.huge))
DamageLabel(Hit.Parent, Damage, Hit)
Services.Debris:AddItem(Push, 0.3)
coroutine.resume(coroutine.create(function()
HitHumanoid.PlatformStand = true
wait(1)
HitHumanoid.PlatformStand = false
end))
end
if HitSFX == "Penetration" then
MakeSFX(Hit, 199149269, 1 , 1)
elseif HitSFX == "Punch" then
MakeSFX(Hit, 278062209, 1 , 1)
end
end
function DamageLabel(HitCharacter, DamageDealt, Hit)
local DamageShowingPart = CreatePart(Services.Workspace, "ShowDamage", "Bright yellow", Vector3.new(0.8,0.8,0.8), "Neon", 1, "Block")
DamageShowingPart.Position = HitCharacter.Head.Position
local DamageGui = Instance.new("BillboardGui", DamageShowingPart)
DamageGui.Name = "Damage"
DamageGui.AlwaysOnTop = true
DamageGui.Size = UDim2.new(5, 0, 5, 0)
local DamageNumber = Instance.new("TextLabel", DamageGui)
DamageNumber.Size = UDim2.new(1,0,1,0)
if Hit.Parent:FindFirstChild("Head") then
DamageNumber.TextStrokeColor3 = Hit.Parent.Head.BrickColor.Color
DamageNumber.TextColor3 = Hit.BrickColor.Color
end
DamageNumber.TextStrokeTransparency = 0
DamageNumber.BackgroundTransparency = 1
DamageNumber.Font = "SourceSansBold"
DamageNumber.TextScaled = true
DamageNumber.Text = DamageDealt
local BodyVelocity = Instance.new("BodyVelocity", DamageShowingPart)
BodyVelocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
BodyVelocity.Velocity = Vector3.new(0,2,0)
Services.Debris:AddItem(DamageShowingPart, 3)
end
function ValidateDamage(Part, Distance ,Min , Max, Type, HitSFX, Knockback)
for _,WorkspaceChildren in pairs(workspace:children()) do
local HitHumanoid = WorkspaceChildren:findFirstChild("Humanoid")
if HitHumanoid ~= nil then
local Hit = WorkspaceChildren:findFirstChild("Torso")
if Hit ~= nil then
local Target = Hit.Position - Part.Position
local Magnitude = Target.magnitude
if Magnitude <= Distance and WorkspaceChildren.Name ~= Player.Name then
local HitBlock = Hit.Parent:FindFirstChild("Block")
if HitBlock ~= nil and HitBlock:FindFirstChild("BlockDurability") and HitBlock.Value == true then
local HitBlock2 = Hit.Parent.Block.BlockDurability
if HitBlock2.Value > 15 then
local HitN = math.random(1,5)
HitBlock2.Value = HitBlock2.Value - 15
if HitN == 1 then
MakeSFX(Hit ,199148971, 0.5, 1)
end
if HitN == 2 then
MakeSFX(Hit ,199149025, 0.5, 1)
end
if HitN == 3 then
MakeSFX(Hit ,199149072, 0.5, 1)
end
if HitN == 4 then
MakeSFX(Hit ,199149109, 0.5, 1)
end
if HitN == 5 then
MakeSFX(Hit ,199149119, 0.5, 1)
end
return
end
end
DamageFunction(Hit, Part, Type, HitSFX, Knockback, Min, Max)
end
end
end
end
end
--[[ CLerp Declarations ]]--
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 QuaternionFromCFrame(cf) -- dis one
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5/s
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00-m11-m22+1)
local recip = 0.5/s
return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
elseif i == 1 then
local s = math.sqrt(m11-m22-m00+1)
local recip = 0.5/s
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
elseif i == 2 then
local s = math.sqrt(m22-m00-m11+1)
local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
end
end
end
function QuaternionToCFrame(px, py, pz, x, y, z, w)
local xs, ys, zs = x + x, y + y, z + z
local wx, wy, wz = w*xs, w*ys, w*zs
local xx = x*xs
local xy = x*ys
local xz = x*zs
local yy = y*ys
local yz = y*zs
local zz = z*zs
return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = math.acos(cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((1-t)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = 1-t
finishInterp = t
end
else
if (1+cosTheta) > 0.0001 then
local theta = math.acos(-cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((t-1)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = t-1
finishInterp = t
end
end
return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
end
function RayCast(Pos, Dir, Max, Ignore)
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
end
function Bars()
--[[ Mana Bar ]]--
if not Dominating then
if Domination ~= MaxDomination then
Domination = Domination + 1
end
if Domination >= MaxDomination then
Domination = MaxDomination
end
end
ManaBarText.Text = "<{[ Domination ]}> <|"..Domination.."|> <{[ Domination ]}>"
ManaBarP2.Size = UDim2.new(Domination / MaxDomination,0,0,20)
end
--[[ Attacks & Attack Function ]]--
function HoldAttack()
Attacking = true
local RefDamage = Instance.new("Part", workspace)
RefDamage.Shape = "Ball"
RefDamage.Material = "Neon"
RefDamage.BrickColor = BrickColor.new("Medium blue")
RefDamage.Size = Vector3.new(3,3,3)
RefDamage.Transparency = 0.5
RefDamage.CanCollide = false
RefDamage.Name = "Reference"
RefDamage.Position = WarningCylinder.Position + Vector3.new(math.random(-15,15), math.random(20,40),math.random(-15,15))
RefDamage.CFrame = CFrame.new(RefDamage.Position, WarningCylinderD.Position)
CircleEffect(RefDamage.Position, workspace, 10, 10, 10, 5, 5, 5, 0.3, "White", "Neon", 0.5)
local MeteorVelocity = CreateVelocity(RefDamage, RefDamage.CFrame.lookVector * 50,Vector3.new(10000,10000,10000))
wait(0.2)
Connection = RefDamage.Touched:connect(function(Hit)
ValidateDamage(RefDamage, 10 ,25 , 50, "Knockdown", "Penetration", 10)
CircleEffect(RefDamage.Position, workspace, 10, 10, 10, 10, 10, 10, 0.3, "White", "Neon", 0.5)
MakeSFX(RefDamage, 183763487,1, 1, "Echo")
RefDamage:Remove()
Connection:disconnect()
end)
end
function Dominate()
wait()
Attacking = true
while Dominating do
wait()
if Domination > 0 then
Domination = Domination - 1
DominateCylinder.Size = DominateCylinder.Size + Vector3.new(0,0.1,0.1)
DominateCylinderD.Size = DominateCylinderD.Size + Vector3.new(0,0.1,0.1)
BlockEffect(Left_Arm.Position - Vector3.new(0,-1,0), Services.Workspace, 1,1,1, 1,1,1, 1, "Medium blue", "SmoothPlastic", 0)
BlockEffect(Right_Arm.Position - Vector3.new(0,-1,0), Services.Workspace, 1,1,1, 1,1,1, 1, "Medium blue", "SmoothPlastic", 0)
RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,2 + Change)* CFrame.Angles(0,0,0),0.2)
Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0,0,0),0.3)
Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(1.5, 0.8, 0) * CFrame.Angles(0,0,2.8), 0.3)
Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5, 0.8, 0) * CFrame.Angles(0,0,-2.8), 0.3)
DominateCylinder.Touched:connect(function(Hit)
wait()
if Hit.Name ~= "Reference" and Hit.Parent:FindFirstChild("Humanoid") and Hit.Parent ~= Character then
if Hit.Parent:FindFirstChild("Shirt") then
Hit.Parent.Shirt:Remove()
end
if Hit.Parent:FindFirstChild("Pants") then
Hit.Parent.Pants:Remove()
end
Hit.Parent.Torso.BrickColor = BrickColor.new("Medium blue")
Hit.Parent.Torso.Transparency = 0.5
Hit.Parent.Torso.Material = "Neon"
Hit.Parent.Torso.Anchored = true
Hit.Parent.Head.BrickColor = BrickColor.new("Medium blue")
Hit.Parent.Head.Transparency = 0.5
Hit.Parent.Head.Material = "Neon"
Hit.Parent.Head.Anchored = true
Hit.Parent["Right Arm"].BrickColor = BrickColor.new("Medium blue")
Hit.Parent["Right Arm"].Transparency = 0.5
Hit.Parent["Right Arm"].Material = "Neon"
Hit.Parent["Right Arm"].Anchored = true
Hit.Parent["Left Arm"].BrickColor = BrickColor.new("Medium blue")
Hit.Parent["Left Arm"].Transparency = 0.5
Hit.Parent["Left Arm"].Material = "Neon"
Hit.Parent["Left Arm"].Anchored = true
Hit.Parent["Right Leg"].BrickColor = BrickColor.new("Medium blue")
Hit.Parent["Right Leg"].Transparency = 0.5
Hit.Parent["Right Leg"].Material = "Neon"
Hit.Parent["Right Leg"].Anchored = true
Hit.Parent["Left Leg"].BrickColor = BrickColor.new("Medium blue")
Hit.Parent["Left Leg"].Transparency = 0.5
Hit.Parent["Left Leg"].Material = "Neon"
Hit.Parent["Left Leg"].Anchored = true
wait()
Hit.Parent.Humanoid.Health = 0
end
end)
else
Dominating = false
end
end
end
Mouse.KeyDown:connect(function(Key)
if not Attacking then
if Key == "q" and Domination > 0 then
Dominating = true
if Character:FindFirstChild("Dominating") then
Character.Dominating:Remove()
Character.DominatingDetail:Remove()
end
DominateCylinder = Instance.new("Part", Character)
DominateCylinder.Name = "Dominating"
DominateCylinder.BrickColor = BrickColor.new("Medium blue")
DominateCylinder.Size = Vector3.new(0.2,1,1)
DominateCylinder.Rotation = Vector3.new(0, 0, 90)
DominateCylinder.Anchored = true
DominateCylinder.CanCollide = false
DominateCylinder.Transparency = 0.8
DominateCylinder.Material = "Neon"
DominateCylinder.Shape = "Cylinder"
DominateCylinder.Position = Mouse.Hit.p
DominateCylinderD = Instance.new("Part", Character)
DominateCylinderD.Name = "DominatingDetail"
DominateCylinderD.BrickColor = BrickColor.new("Navy blue")
DominateCylinderD.Size = Vector3.new(0.2,0.5,0.5)
DominateCylinderD.Rotation = Vector3.new(0, 0, 90)
DominateCylinderD.Anchored = true
DominateCylinderD.CanCollide = false
DominateCylinderD.Transparency = 0.5
DominateCylinderD.Material = "Neon"
DominateCylinderD.Shape = "Cylinder"
DominateCylinderD.Position = DominateCylinder.Position
Dominate()
end
end
end)
Mouse.KeyUp:connect(function(Key)
if Key == "q" then
Dominating = false
Attacking = false
end
end)
Mouse.Button1Down:connect(function()
if not Attacking and not Dominating then
HoldingClick = true
WarningCylinder.Parent = Character
WarningCylinderD.Parent = Character
MakeSFX(Torso, 137463716,1, 1, "Echo")
end
end)
Mouse.Button1Up:connect(function()
WarningCylinder.Parent = nil
WarningCylinderD.Parent = nil
HoldingClick = false
wait(0.5)
Attacking = false
end)
--[[ Click Attack Loop ]]--
coroutine.resume(coroutine.create(function()
while true do
wait(0.5)
if HoldingClick then
HoldAttack()
Humanoid.WalkSpeed = 0
Humanoid.JumpPower = 0
elseif not Dominating and not HoldingClick then
Humanoid.WalkSpeed = 16
Humanoid.JumpPower = 50
end
if Dominating then
Humanoid.WalkSpeed = 0
Humanoid.JumpPower = 0
elseif not Dominating and not HoldingClick then
Humanoid.WalkSpeed = 16
Humanoid.JumpPower = 50
end
end
end))
--[[ Animations ]]--
Change = 0
while true do
wait()
if Invert == false then
Change = Change + 0.01
elseif Invert == true then
Change = Change - 0.01
end
if Change > 0.5 then
Invert = true
elseif Change < -0.5 then
Invert = false
end
Bars()
local Torvel = (Root.Velocity*Vector3.new(1,0,1)).magnitude
local Velderp = Root.Velocity.y
HitFloor,PosFloor = RayCast(Root.Position,(CFrame.new(Root.Position,Root.Position - Vector3.new(0,1,0))).lookVector,4,Character)
WarningCylinder.Position = Mouse.Hit.p
WarningCylinderD.Position = WarningCylinder.Position
if HoldingClick then
BlockEffect(Left_Arm.Position - Vector3.new(0,-1,0), Services.Workspace, 1,1,1, 1,1,1, 1, "Medium blue", "SmoothPlastic", 0)
BlockEffect(Right_Arm.Position - Vector3.new(0,-1,0), Services.Workspace, 1,1,1, 1,1,1, 1, "Medium blue", "SmoothPlastic", 0)
RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,2 + Change)* CFrame.Angles(0,0,0),0.2)
Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0,0,0),0.3)
Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(1.5, 0.8, 0) * CFrame.Angles(0,0,2.8), 0.3)
Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(-1.5, 0.8, 0) * CFrame.Angles(0,0,-2.8), 0.3)
end
if Torvel < 1 and HitFloor ~= nil and Attacking == false then
Anim = "Idle"
RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*CFrame.new(0,0,2 + Change)* CFrame.Angles(0,0,0),0.2)
Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.2,0,0),0.3)
Right_Shoulder.C0 = clerp(Right_Shoulder.C0, CFrame.new(-0, 0.5, -1) * CFrame.Angles(1.6,0,-1.3), 0.3)
Left_Shoulder.C0 = clerp(Left_Shoulder.C0, CFrame.new(0, 0.5,-1) * CFrame.Angles(1.6,0,1.3), 0.3)
Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0)*CFrame.Angles(0,1.6,0.2 - Change / 2),0.2)
Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0)*CFrame.Angles(0,-1.6,-0.2 + Change / 2),0.2)
end
if 2 < Torvel and Torvel < 22 and HitFloor ~= nil and Attacking == false then
Anim = "Walking"
if Attacking == false then
RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,2 + Change)* CFrame.Angles(0.5,0,0),0.2)
Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(-0.2,0,0),0.3)
Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.5,0.1, 0.3) * CFrame.Angles(-0.4,0,0.2), 0.3)
Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.5, 0.1, 0.3) * CFrame.Angles(-0.4,0,-0.2), 0.3)
Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0)*CFrame.Angles(0.3,1.6,-0.8),0.2)
Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0)*CFrame.Angles(0.3,-1.6,0.8),0.2)
end
Right_Hip.C0=clerp(Right_Hip.C0,CFrame.new(1,-1,0) * CFrame.Angles(0,1.6,0),0.2)
Left_Hip.C0=clerp(Left_Hip.C0,CFrame.new(-1,-1,0) * CFrame.Angles(0,-1.6,0),0.2)
end
if Root.Velocity.y > 1 and HitFloor == nil and Attacking == false then
Anim = "Jump"
RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,5 + Change)* CFrame.Angles(0,0,0),0.2)
Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(-0.5,0,0),0.3)
Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.5,0.1, 0) * CFrame.Angles(0,0,0.2), 0.3)
Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.5, 0.1, 0) * CFrame.Angles(0,0,-0.2), 0.3)
Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0)*CFrame.Angles(0,1.6,-0.3),0.2)
Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0)*CFrame.Angles(0,-1.6,0.5),0.2)
BlockEffect(Right_Leg.Position - Vector3.new(0,1,0), Services.Workspace, 1,1,1, 1,1,1, 1, "Medium blue", "SmoothPlastic", 0)
BlockEffect(Left_Leg.Position - Vector3.new(0,1,0), Services.Workspace, 1,1,1, 1,1,1, 1, "Medium blue", "SmoothPlastic", 0)
end
if Root.Velocity.y < -1 and HitFloor == nil and Attacking == false then
Anim = "Fall"
RootJoint.C0 = clerp(RootJoint.C0,RootCFrame*cf(0,0,5 + Change)* CFrame.Angles(0,0,0),0.2)
Torso.Neck.C0 = clerp(Torso.Neck.C0,Necko * CFrame.Angles(0.5,0,0),0.3)
Right_Shoulder.C0 = clerp(Right_Shoulder.C0, cf(1.5,0.1, 0) * CFrame.Angles(0,0,0.2), 0.3)
Left_Shoulder.C0 = clerp(Left_Shoulder.C0, cf(-1.5, 0.1, 0) * CFrame.Angles(0,0,-0.2), 0.3)
Right_Hip.C0=clerp(Right_Hip.C0,cf(1,-1,0)*CFrame.Angles(0,1.6,-0.3),0.2)
Left_Hip.C0=clerp(Left_Hip.C0,cf(-1,-1,0)*CFrame.Angles(0,-1.6,0.5),0.2)
end
if #Effects > 0 then
for E = 1, #Effects do
if Effects[E]~=nil then
local Effect = Effects[E]
if Effect ~= nil then
local Part = Effect[1]
local Mode = Effect[2]
local Time = Effect[3]
local SizeX = Effect[4]
local SizeY = Effect[5]
local SizeZ = Effect[6]
if Effect[1].Transparency <= 1 then
if Effect[2] == "Block" then
Effect[1].CFrame = Effect[1].CFrame * CFrame.Angles(math.random(-50,50),math.random(-50,50),math.random(-50,50))
Effect[1].Transparency = Effect[1].Transparency + 0.1
Mesh = Effect[1]:FindFirstChild("Mesh")
if Mesh ~= nil then
Mesh.Scale = Mesh.Scale + Vector3.new(Effect[4],Effect[5],Effect[6])
end
elseif Effect[2] == "Circle" then
Effect[1].Transparency = Effect[1].Transparency + 0.1
if Effect[1]:FindFirstChild("Mesh") ~= nil then
Mesh=Effect[1].Mesh
Mesh.Scale = Mesh.Scale + Vector3.new(Effect[4],Effect[5],Effect[6])
end
else
Part.Parent=nil
table.remove(Effects, E)
end
end
end
end
end
end
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