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p = game.Players.LocalPlayer
char = p.Character
torso = char.Torso
neck = char.Torso.Neck
hum = char.Humanoid
dot = false
des = false
local ChatService = game:GetService("Chat")
local player = game.Players.LocalPlayer
char = player.Character
hum = char.Humanoid
torso = hum.Torso
lig = Instance.new("PointLight",player.Character.Torso)
lig.Color=Color3.new(0,0,255)
m=player:GetMouse()
bb = Instance.new("BillboardGui",player.Character.Head)
bb.Enabled = true
bb.AlwaysOnTop = true
bb.Size = UDim2.new(0,200,0,50)
bb.StudsOffset = Vector3.new(0,1,0)
gui=Instance.new("TextBox",bb)
gui.Text = "Wanderer"
gui.Size = UDim2.new(0,133,0,45)
gui.Position=UDim2.new(0,57,0,-40)
gui.TextColor3 = Color3.new(0/255,0/255,255/255)
gui.BackgroundColor3=Color3.new(0/255,0/255,255/255)
gui.TextWrapped = true
gui.TextScaled = true
gui.TextXAlignment = "Left"
gui.TextYAlignment = "Top"
gui.Visible = false
gui.BorderColor3 = Color3.new(0,0,255)
gui1=Instance.new("TextButton",bb)
gui1.Position=UDim2.new(0,5,0,-43)
gui1.Size = UDim2.new(0,190,0,51)
gui1.TextColor3 = Color3.new(0/255,0/255,255/255)
gui1.BackgroundColor3=Color3.new(0/255,0/255,255/255)
Debounces = {
["IsSpeech"]=false;
}
Speeches = {
"rbxassetid://316403916",
"rbxassetid://316403844",
"rbxassetid://316403787",
"rbxassetid://316403490"
};
function swait(num)
if num==0 or num==nil then
game:service'RunService'.Stepped:wait(0)
else
for i=0,num do
game:service'RunService'.Stepped:wait(0)
end
end
end
game:GetService("ContentProvider"):Preload(v)
end
so = function(id,par,vol,pit)
coroutine.resume(coroutine.create(function()
local sou = Instance.new("Sound",par or workspace)
sou.Volume=vol
sou.Pitch=pit or 1
sou.SoundId=id
swait()
sou:play()
game:GetService("Debris"):AddItem(sou,sou.TimeLength)
end))
end
function speech()
if Debounces.IsSpeech then return end
Debounces.IsSpeech = true
so(""..Speeches[math.random(1,#Speeches)].."",torso,1,1)
swait()
Debounces.IsSpeech = false
end
gui1.Visible = false
img = Instance.new("ImageLabel",bb)
img.Size = UDim2.new(0,46,0,47)
img.Position = UDim2.new(0,10,0,-41)
img.Image = "rbxassetid://698463405"
img.BorderColor3 = Color3.new(0,0,0)
img.Visible = false
asd = Instance.new("Sound",player.Character.Torso)
asd.SoundId = "http://www.roblox.com/asset/?id = 565939471"
asd1 = Instance.new("Sound",player.Character.Torso)
asd1.SoundId = "http://www.roblox.com/asset/?id = 565939471"
asd2 = Instance.new("Sound",player.Character.Torso)
asd2.SoundId = "http://www.roblox.com/asset/?id = 565939471"
asd2.Looped = true
asd3 = Instance.new("Sound",player.Character.Torso)
asd3.SoundId = "http://www.roblox.com/asset/?id = 565939471"
asd3.Looped = true
asd4 = Instance.new("Sound",player.Character.Torso)
asd4.SoundId = "http://www.roblox.com/asset/?id = 565939471"
asd4.Looped = false
asd5 = Instance.new("Sound",player.Character.Torso)
asd5.SoundId = "http://www.roblox.com/asset/?id = 0"
asd5.Looped = true
dunkd = Instance.new("Sound",player.Character.Torso)
dunkd.SoundId = "http://www.roblox.com/asset/?id = 565939471"
dunkd.Looped = false
function play(play)
asd:Play()
asd1:Play()
end
eye = Instance.new("Part",player.Character)
eye.BrickColor = BrickColor.new("Toothpaste")
eye.Material = "Neon"
eye.FormFactor = 3
eye.Shape = "Ball"
eye.Size = Vector3.new(0.37,0.37,0.1)
weld = Instance.new("Weld",eye)
weld.Part0 = eye
weld.Part1 = player.Character.Head
weld.C0 = CFrame.new(0.1,-0.2,0.45)
eye.Transparency = 1
-- listen for their chatting
player.Chatted:connect(function(message)
a = string.len(message)
gui.Text = "* "
gui.Visible = true
gui1.Visible = true
des = false
img.Visible = true
print(a)
if dot == false then
for i = 1,string.len(message) do wait(0.07)
gui.Text =gui.Text..message:sub(i,i)
play()
end
end
des = true
end)
m.KeyDown:connect(function(k)
if k == "" then
asd2:Play()
eye.Transparency = 0
img.Image = "rbxassetid://46829824"
end
end)
m.KeyDown:connect(function(k)
if k == "k" then
img.Image = "rbxassetid://296125372"
end
end)
m.KeyDown:connect(function(k)
if k == "j" then
img.Image = "rbxassetid://383104729"
end
end)
m.KeyDown:connect(function(k)
if k == "" then
img.Image = "rbxassetid://388167154"
print("You take your very last breath...")
asdd = Instance.new("Sound",player.Character.Torso)
asdd.SoundId = "http://www.roblox.com/asset/?id = 357417055"
asdd.Looped = false
spawn(function()
wait()
asdd:Play()
end)
wait(2)
asddd = Instance.new("Sound",player.Character.Torso)
asddd.SoundId = "http://www.roblox.com/asset/?id = 387183672"
asddd.Looped = false
spawn(function()
wait()
asddd:Play()
end)
wait(2)
asdded = Instance.new("Sound",player.Character.Torso)
asdded.SoundId = "http://www.roblox.com/asset/?id = 387187707"
asdded.Looped = false
spawn(function()
wait()
asdded:Play()
end)
char:BreakJoints()
end
end)
m.KeyDown:connect(function(k)
if k == "x" then
if des == true then
gui.Visible = false
gui.Text = "* "
gui1.Visible = false
img.Visible = false
end
end
end)
m.KeyDown:connect(function(k)
if k == "f" then
asd3:Stop()
asd2:Stop()
asd4:Stop()
dunkd:Stop()
eye.Transparency = 1
asd5:Stop()
end
end)
m.KeyDown:connect(function(k)
if k == "" then
dunkd = Instance.new("Sound",player.Character.Torso)
dunkd.SoundId = "http://www.roblox.com/asset/?id = 333078694"
dunkd.Looped = false
dunkd:Play()
end
end)
m.KeyDown:connect(function(k)
if k == "" then
img.Image = "rbxassetid://378198656"
end
end)
--
--
plr = game.Players.LocalPlayer
char = plr.Character
hum = game.Players.LocalPlayer.Character.Humanoid
to = game.Players.LocalPlayer.Character.Torso
he = game.Players.LocalPlayer.Character.Head
neck = char.Torso.Neck
rar = game.Players.LocalPlayer.Character["Right Arm"]
lar = game.Players.LocalPlayer.Character["Left Arm"]
rla = game.Players.LocalPlayer.Character["Right Leg"]
lla = game.Players.LocalPlayer.Character["Left Leg"]
local maincolor = Color3.new(255/255,85/255,0/255)
local blu = Color3.new(0/255,0/255,255/255)
local gree = Color3.new(0/255,255/255,0/255)
local red = Color3.new(255/255,0/255,0/255)
local dred = Color3.new(0/255,0/255,255/255)
local purp = Color3.new(100/255,0/255,255/255)
local pt1 = NumberSequenceKeypoint.new(0,50,0)
local pt2 = NumberSequenceKeypoint.new(1,0,0)
local pt1a = NumberSequenceKeypoint.new(0,7,0)
local pt2a = NumberSequenceKeypoint.new(1,0,0)
local bigg1 = NumberSequenceKeypoint.new(0,10,0)
local bigg2 = NumberSequenceKeypoint.new(1,0,0)
vt = Vector3.new
bc = BrickColor.new
hum.WalkSpeed = 0
hum.JumpPower = 100
aura = Instance.new("Sound",to)
aura.SoundId = "rbxassetid://260567626"
aura.Looped = false
aura.Volume = 10
lol = Instance.new("Sound",to)
lol.SoundId = "rbxassetid://137473066"
lol.Looped = false
lol.Volume = 10
beyond = Instance.new("Sound",to)
beyond.SoundId = "rbxassetid://256643436"
beyond.Looped = false
beyond.Volume = 10
hum.WalkSpeed = 50
t = Instance.new("ParticleEmitter",to)
t.Rate = 0
t.Size = NumberSequence.new({pt1a,pt2a})
t.Lifetime = NumberRange.new(1)
t.RotSpeed = NumberRange.new(1000000)
t.Texture = "rbxassetid://666724084"
t.VelocitySpread= 50
t.LightEmission = 1
h = Instance.new("ParticleEmitter",he)
h.Rate = 0
h.Size = NumberSequence.new({pt1a,pt2a})
h.Lifetime = NumberRange.new(1)
h.RotSpeed = NumberRange.new(1000000)
h.Texture = "rbxassetid://666724084"
h.VelocitySpread = 90
h.LightEmission = 1
rl = Instance.new("ParticleEmitter",rla)
rl.Rate = 0
rl.Size = NumberSequence.new({pt1a,pt2a})
rl.Lifetime = NumberRange.new(1)
rl.RotSpeed = NumberRange.new(1000000)
rl.Texture = "rbxassetid://666724084"
rl.VelocitySpread = 50
rl.LightEmission = 1
ll = Instance.new("ParticleEmitter",lla)
ll.Rate = 0
ll.Size = NumberSequence.new({pt1a,pt2a})
ll.Lifetime = NumberRange.new(1)
ll.RotSpeed = NumberRange.new(1000000)
ll.Texture = "rbxassetid://666724084"
ll.VelocitySpread = 50
ll.LightEmission = 1
ra = Instance.new("ParticleEmitter",rar)
ra.Rate = 0
ra.Size = NumberSequence.new({pt1a,pt2a})
ra.Lifetime = NumberRange.new(1)
ra.RotSpeed = NumberRange.new(1000000)
ra.Texture = "rbxassetid://666724084"
ra.VelocitySpread = 50
ra.LightEmission = 1
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
if msg == "boost" then
aura:Play()
h.Rate = 100
t.Rate = 100
rl.Rate = 100
ll.Rate = 100
h.Color = ColorSequence.new(blu)
h.Transparency = NumberSequence.new(0.4)
t.Color = ColorSequence.new(blu)
t.Transparency = NumberSequence.new(0.4)
rl.Color = ColorSequence.new(blu)
rl.Transparency = NumberSequence.new(0.4)
ll.Color = ColorSequence.new(blu)
ll.Transparency = NumberSequence.new(0.4)
ra.Color = ColorSequence.new(blu)
ra.Transparency = NumberSequence.new(0.4)
la.Color = ColorSequence.new(blu)
la.Transparency = NumberSequence.new(0.4)
h.Texture = "rbxassetid://666724084"
t.Texture = "rbxassetid://666724084"
rl.Texture = "rbxassetid://666724084"
ll.Texture = "rbxassetid://666724084"
ra.Texture = "rbxassetid://666724084"
la.Texture = "rbxassetid://666724084"
hum.WalkSpeed = 100
end
end)
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
if msg == "calm" then
lol:Play()
h.Rate = 0
t.Rate = 0
rl.Rate = 0
ll.Rate = 0
ra.Rate = 0
la.Rate = 0
hum.WalkSpeed = 100
end
end)
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
if msg == "ultimate" then
beyond:Play()
t.Size = NumberSequence.new(10)
t.Lifetime = NumberRange.new(5)
t.Texture = "rbxassetid://243098098"
t.Color = ColorSequence.new(dred)
t.VelocitySpread = 360
t.ZOffset = 10
t.Rate = 30
bonus1 = Instance.new("ParticleEmitter",rar)
bonus1.Texture = "rbxassetid://257173628"
bonus1.VelocitySpread = 360
bonus1.Rate = 20
bonus1.Lifetime = NumberRange.new(5)
bonus1.Size = NumberSequence.new(10)
bonus1.Color = ColorSequence.new(dred)
bonus1.LightEmission = 1
bonus1.RotSpeed = NumberRange.new(1000000)
bonus1.LockedToPart = true
bonus2 = Instance.new("ParticleEmitter",lar)
bonus2.Texture = "rbxassetid://257173628"
bonus2.VelocitySpread = 360
bonus2.Rate = 10
bonus2.Lifetime = NumberRange.new(5)
bonus2.Size = NumberSequence.new(10)
bonus2.Color = ColorSequence.new(dred)
bonus2.LightEmission = 1
bonus2.RotSpeed = NumberRange.new(1000000)
bonus2.LockedToPart = true
wait(1)
hum.WalkSpeed = 200
hum.JumpPower = 150
end
end)
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
if msg == "summon" then
p1 = Instance.new("Part",workspace)
p1.Size = Vector3.new(0,0,0)
p1.TopSurface = "Smooth"
p1.BottomSurface = "Smooth"
p1.CFrame = CFrame.new(to.Position + Vector3.new(0,-3,0))
p1.Parent = game.Players.LocalPlayer.Character.Humanoid
p1.Anchored = true
p1.BrickColor = BrickColor.new("Cyan")
p1.Transparency = 0.6
p1.Material = "Neon"
p1.CanCollide = false
p1.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p2 = Instance.new("Part",workspace)
p2.Size = Vector3.new(1,25,30)
p2.TopSurface = "Smooth"
p2.BottomSurface = "Smooth"
p2.CFrame = CFrame.new(p1.Position + Vector3.new(15,p2.Size.Y/2,0))
p2.Parent = game.Players.LocalPlayer.Character.Humanoid
p2.Anchored = true
p2.BrickColor = BrickColor.new("Cyan")
p2.Transparency = 0.6
p2.Material = "Neon"
p2.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p3 = Instance.new("Part",workspace)
p3.Size = Vector3.new(1,25,30)
p3.TopSurface = "Smooth"
p3.BottomSurface = "Smooth"
p3.CFrame = CFrame.new(p1.Position + Vector3.new(-15,p2.Size.Y/2,0))
p3.Parent = game.Players.LocalPlayer.Character.Humanoid
p3.Anchored = true
p3.BrickColor = BrickColor.new("Cyan")
p3.Transparency = 0.6
p3.Material = "Neon"
p3.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p4 = Instance.new("Part",workspace)
p4.Size = Vector3.new(30,25,1)
p4.TopSurface = "Smooth"
p4.BottomSurface = "Smooth"
p4.CFrame = CFrame.new(p1.Position + Vector3.new(0,p2.Size.Y/2,15))
p4.Parent = game.Players.LocalPlayer.Character.Humanoid
p4.Anchored = true
p4.BrickColor = BrickColor.new("Cyan")
p4.Transparency = 0.6
p4.Material = "Neon"
p4.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p5 = Instance.new("Part",workspace)
p5.Size = Vector3.new(30,25,1)
p5.TopSurface = "Smooth"
p5.BottomSurface = "Smooth"
p5.CFrame = CFrame.new(p1.Position + Vector3.new(0,p2.Size.Y/2,-15))
p5.Parent = game.Players.LocalPlayer.Character.Humanoid
p5.Anchored = true
p5.BrickColor = BrickColor.new("Cyan")
p5.Transparency = 0.6
p5.Material = "Neon"
p5.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p6 = Instance.new("Part",workspace)
p6.Size = Vector3.new(30,1,30)
p6.TopSurface = "Smooth"
p6.BottomSurface = "Smooth"
p6.Position = workspace.LocalPlayer.Torso.Position + Vector3.new(0,23,0)
p6.Parent = game.Players.LocalPlayer.Character.Humanoid
p6.Anchored = true
p6.BrickColor = BrickColor.new("Cyan")
p6.Transparency = 0.6
p6.Material = "Neon"
p6.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
for i=1,4 do
wait(.05)
p1.Transparency = 1-(i/10)
p2.Transparency = 1-(i/10)
p3.Transparency = 1-(i/10)
p4.Transparency = 1-(i/10)
p5.Transparency = 1-(i/10)
p6.Transparency = 1-(i/10)
end
p1p = Instance.new("ParticleEmitter",p1)
p1p.Rate = 200
p1p.VelocitySpread = 360
p1p.Texture = "rbxassetid://199910011"
p1p.Color = ColorSequence.new(blu)
p1p.Size = NumberSequence.new({pt1a,pt2a})
p1p.LightEmission = 1
p1p.ZOffset = 10
p1p.RotSpeed = NumberRange.new(10)
p2p = Instance.new("ParticleEmitter",p2)
p2p.Rate = 200
p2p.VelocitySpread = 360
p2p.Texture = "rbxassetid://199910011"
p2p.Color = ColorSequence.new(blu)
p2p.Size = NumberSequence.new({pt1a,pt2a})
p2p.LightEmission = 1
p2p.ZOffset = 10
p2p.RotSpeed = NumberRange.new(10)
p3p = Instance.new("ParticleEmitter",p3)
p3p.Rate = 200
p3p.VelocitySpread = 360
p3p.Texture = "rbxassetid://199910011"
p3p.Color = ColorSequence.new(blu)
p3p.Size = NumberSequence.new({pt1a,pt2a})
p3p.LightEmission = 1
p3p.ZOffset = 10
p3p.RotSpeed = NumberRange.new(10)
p4p = Instance.new("ParticleEmitter",p4)
p4p.Rate = 200
p4p.VelocitySpread = 360
p4p.Texture = "rbxassetid://199910011"
p4p.Color = ColorSequence.new(blu)
p4p.Size = NumberSequence.new({pt1a,pt2a})
p4p.LightEmission = 1
p4p.ZOffset = 10
p4p.RotSpeed = NumberRange.new(10)
p5p = Instance.new("ParticleEmitter",p5)
p5p.Rate = 200
p5p.VelocitySpread = 360
p5p.Texture = "rbxassetid://199910011"
p5p.Color = ColorSequence.new(blu)
p5p.Size = NumberSequence.new({pt1a,pt2a})
p5p.LightEmission = 1
p5p.ZOffset = 10
p5p.RotSpeed = NumberRange.new(10)
p6p = Instance.new("ParticleEmitter",p6)
p6p.Rate = 200
p6p.VelocitySpread = 360
p6p.Texture = "rbxassetid://199910011"
p6p.Color = ColorSequence.new(blu)
p6p.Size = NumberSequence.new({pt1a,pt2a})
p6p.LightEmission = 10
p6p.ZOffset = 1
p6p.RotSpeed = NumberRange.new(10)
end
end)
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
if msg == "destroy" then
p1p.Enabled = false
p2p.Enabled = false
p3p.Enabled = false
p4p.Enabled = false
p5p.Enabled = false
p6p.Enabled = false
for i=1,10 do
wait(.05)
p1.Transparency = i/10
p2.Transparency = i/10
p3.Transparency = i/10
p4.Transparency = i/10
p5.Transparency = i/10
p6.Transparency = i/10
end
wait(10)
p1:Destroy()
p2:Destroy()
p3:Destroy()
p4:Destroy()
p5:Destroy()
p6:Destroy()
end
end)
--------
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
if msg == "shelter" then
p1 = Instance.new("Part",workspace)
p1.Size = Vector3.new(0,0,0)
p1.TopSurface = "Smooth"
p1.BottomSurface = "Smooth"
p1.CFrame = CFrame.new(to.Position + Vector3.new(0,-3,0))
p1.Parent = game.Players.LocalPlayer.Character.Humanoid
p1.Anchored = true
p1.BrickColor = BrickColor.new("Dark blue")
p1.Transparency = 0.6
p1.Material = "Neon"
p1.CanCollide = false
p1.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p2 = Instance.new("Part",workspace)
p2.Size = Vector3.new(1,100,100)
p2.TopSurface = "Smooth"
p2.BottomSurface = "Smooth"
p2.CFrame = CFrame.new(p1.Position + Vector3.new(50,p2.Size.Y/2,0))
p2.Parent = game.Players.LocalPlayer.Character.Humanoid
p2.Anchored = true
p2.BrickColor = BrickColor.new("Dark blue")
p2.Transparency = 0.6
p2.Material = "Neon"
p2.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p3 = Instance.new("Part",workspace)
p3.Size = Vector3.new(1,100,100)
p3.TopSurface = "Smooth"
p3.BottomSurface = "Smooth"
p3.CFrame = CFrame.new(p1.Position + Vector3.new(-50,p2.Size.Y/2,0))
p3.Parent = game.Players.LocalPlayer.Character.Humanoid
p3.Anchored = true
p3.BrickColor = BrickColor.new("Dark blue")
p3.Transparency = 0.6
p3.Material = "Neon"
p3.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p4 = Instance.new("Part",workspace)
p4.Size = Vector3.new(100,100,1)
p4.TopSurface = "Smooth"
p4.BottomSurface = "Smooth"
p4.CFrame = CFrame.new(p1.Position + Vector3.new(0,p2.Size.Y/2,50))
p4.Parent = game.Players.LocalPlayer.Character.Humanoid
p4.Anchored = true
p4.BrickColor = BrickColor.new("Dark blue")
p4.Transparency = 0.6
p4.Material = "Neon"
p4.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p5 = Instance.new("Part",workspace)
p5.Size = Vector3.new(100,100,1)
p5.TopSurface = "Smooth"
p5.BottomSurface = "Smooth"
p5.CFrame = CFrame.new(p1.Position + Vector3.new(0,p2.Size.Y/2,-50))
p5.Parent = game.Players.LocalPlayer.Character.Humanoid
p5.Anchored = true
p5.BrickColor = BrickColor.new("Dark blue")
p5.Transparency = 0.6
p5.Material = "Neon"
p5.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
p6 = Instance.new("Part",workspace)
p6.Size = Vector3.new(100,1,100)
p6.TopSurface = "Smooth"
p6.BottomSurface = "Smooth"
p6.Position = workspace.LocalPlayer.Torso.Position + Vector3.new(0,23,0)
p6.Parent = game.Players.LocalPlayer.Character.Humanoid
p6.Anchored = true
p6.BrickColor = BrickColor.new("Dark blue")
p6.Transparency = 0.6
p6.Material = "Neon"
p6.Touched:connect(function(h) if
h.Parent ~= game.Players.LocalPlayer.Character and h.Name ~= "Base" then
h:Destroy() end end)
for i=1,4 do
wait(.05)
p1.Transparency = 1-(i/10)
p2.Transparency = 1-(i/10)
p3.Transparency = 1-(i/10)
p4.Transparency = 1-(i/10)
p5.Transparency = 1-(i/10)
p6.Transparency = 1-(i/10)
end
p1p = Instance.new("ParticleEmitter",p1)
p1p.Rate = 200
p1p.VelocitySpread = 360
p1p.Texture = "rbxassetid://199910011"
p1p.Color = ColorSequence.new(blu)
p1p.Size = NumberSequence.new({pt1a,pt2a})
p1p.LightEmission = 1
p1p.ZOffset = 10
p1p.RotSpeed = NumberRange.new(10)
p2p = Instance.new("ParticleEmitter",p2)
p2p.Rate = 200
p2p.VelocitySpread = 360
p2p.Texture = "rbxassetid://199910011"
p2p.Color = ColorSequence.new(blu)
p2p.Size = NumberSequence.new({pt1a,pt2a})
p2p.LightEmission = 1
p2p.ZOffset = 10
p2p.RotSpeed = NumberRange.new(10)
p3p = Instance.new("ParticleEmitter",p3)
p3p.Rate = 200
p3p.VelocitySpread = 360
p3p.Texture = "rbxassetid://199910011"
p3p.Color = ColorSequence.new(blu)
p3p.Size = NumberSequence.new({pt1a,pt2a})
p3p.LightEmission = 1
p3p.ZOffset = 10
p3p.RotSpeed = NumberRange.new(10)
p4p = Instance.new("ParticleEmitter",p4)
p4p.Rate = 200
p4p.VelocitySpread = 360
p4p.Texture = "rbxassetid://199910011"
p4p.Color = ColorSequence.new(blu)
p4p.Size = NumberSequence.new({pt1a,pt2a})
p4p.LightEmission = 1
p4p.ZOffset = 10
p4p.RotSpeed = NumberRange.new(10)
p5p = Instance.new("ParticleEmitter",p5)
p5p.Rate = 200
p5p.VelocitySpread = 360
p5p.Texture = "rbxassetid://199910011"
p5p.Color = ColorSequence.new(blu)
p5p.Size = NumberSequence.new({pt1a,pt2a})
p5p.LightEmission = 1
p5p.ZOffset = 10
p5p.RotSpeed = NumberRange.new(10)
p6p = Instance.new("ParticleEmitter",p6)
p6p.Rate = 200
p6p.VelocitySpread = 360
p6p.Texture = "rbxassetid://199910011"
p6p.Color = ColorSequence.new(blu)
p6p.Size = NumberSequence.new({pt1a,pt2a})
p6p.LightEmission = 10
p6p.ZOffset = 1
p6p.RotSpeed = NumberRange.new(10)
end
end)
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
if msg == "off" then
p1p.Enabled = false
p2p.Enabled = false
p3p.Enabled = false
p4p.Enabled = false
p5p.Enabled = false
p6p.Enabled = false
for i=1,10 do
wait(.05)
p1.Transparency = i/10
p2.Transparency = i/10
p3.Transparency = i/10
p4.Transparency = i/10
p5.Transparency = i/10
p6.Transparency = i/10
end
wait(10)
p1:Destroy()
p2:Destroy()
p3:Destroy()
p4:Destroy()
p5:Destroy()
p6:Destroy()
end
end)
--------
wait(1/60)
Player=game:GetService("Players").LocalPlayer
Character=Player.Character
PlayerGui=Player.PlayerGui
Backpack=Player.Backpack
Torso=Character.Torso
Head=Character.Head
Humanoid=Character.Humanoid
LeftArm=Character["Left Arm"]
LeftLeg=Character["Left Leg"]
RightArm=Character["Right Arm"]
RightLeg=Character["Right Leg"]
LS=Torso["Left Shoulder"]
LH=Torso["Left Hip"]
RS=Torso["Right Shoulder"]
RH=Torso["Right Hip"]
Face=Head.face
Neck=Torso.Neck
it=Instance.new
attacktype=1
vt=Vector3.new
cf=CFrame.new
euler=CFrame.fromEulerAnglesXYZ
angles=CFrame.Angles
necko=cf(0,1,0,-1,-0,-0,0,0,1,0,1,0)
RootCF=angles(math.rad(-90),0,math.rad(180))
--necko2=cf(0,-0.5,0,-1,-0,-0,0,0,1,0,1,0)
--LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
--RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
RootPart=Character.HumanoidRootPart
RootJoint=RootPart.RootJoint
attack=false
equipped=false
Mouse=Player:GetMouse()
local idle=0
local Anim="Idle"
local ShotTarget=RootPart
player=nil
ArtificialHB=Instance.new("BindableEvent",script)
ArtificialHB.Name="ArtificialHB"
script:WaitForChild("ArtificialHB")
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)
----------------------------------------
--[[HB wait]]--
local animationspeed=2 --The speed the script goes and stuff.
function hbwait(number)
if number==0 or number==nil then
game:GetService("RunService").Stepped:wait()
--ArtificialHB.Event:wait()
else
for i=0,number do
game:GetService("RunService").Stepped:wait()
--ArtificialHB.Event:wait()
end
end
end
----------------------------------------
--[[Gui Stuff]]--
local cooldown1=0
local cooldown2=0
local cooldown3=0
local cooldown4=0
local scrn=Instance.new('ScreenGui',PlayerGui)
local ud=UDim2.new
local c3=Color3.new
local skillcolorscheme=c3(1,1,1)
function subtractmana(k)
if Mana.Value>=k then
Mana.Value=Mana.Value-k
end
end
----------------------------------------
--[[Gui Settings]]--
local co1=0 --How long it takes for the skill to cool down.
local co2=0
local co3=0
local co4=0
local maxmana=0 --Maximum amount of mana you can have.
local maxstun=1 --Maximum amount of stun you can have.
local recovermana=0 --Amount of mana you gain.
local losestun=0 --Amount of stun you lose.
local stunwait=0 --Delay between losing stun.
local manawait=0 --Delay between gaining mana.
local skill1mana=0 --How much mana is required to use the skill.
local skill2mana=0
local skill3mana=0
local skill4mana=0
local menuupdatespeed=0 --The speed the guis go to update to their size and
position.
local constantupdate=false --If true, then the bars will constantly update.
local showstats=false --If true, then the menu will show your movement, defense,
damage, and stun.
local allowstunbar=false --If true, then shows the stun bar.
----------------------------------------
--[[Gui Functions]]--
function makeframe(par,trans,pos,size,color,name)
local frame=Instance.new('Frame')
frame.Parent=par
frame.BackgroundTransparency=trans
frame.BorderSizePixel=0
frame.Position=pos
frame.Size=size
frame.BackgroundColor3=color
frame.Name=name
return frame
end
function makelabel(par,text,trans,stroketrans,name)
local label=Instance.new('TextLabel')
label.Parent=par
label.BackgroundTransparency=1
label.Size=ud(1,0,1,0)
label.Position=ud(0,0,0,0)
label.TextColor3=c3(255,255,255)
label.TextStrokeTransparency=stroketrans
label.TextTransparency=trans
label.FontSize=Enum.FontSize.Size32
label.Font=Enum.Font.Legacy
label.BorderSizePixel=0
label.TextScaled=true
label.Text=text
label.Name=name
return label
end
----------------------------------------
--[[The Gui]]--
framesk1=makeframe(scrn,0.5,ud(0.23,0,0.93,0),ud(0.26,0,0,0),c3(Colorpart1,Colorpar
t2,Colorpart3),"Frame 1")
framesk2=makeframe(scrn,0.5,ud(0.5,0,0.93,0),ud(0.26,0,0,0),c3(Colorpart1,Colorpart
2,Colorpart3),"Frame 2")
framesk3=makeframe(scrn,0.5,ud(0.5,0,0.86,0),ud(0.26,0,0,0),c3(Colorpart1,Colorpart
2,Colorpart3),"Frame 3")
framesk4=makeframe(scrn,0.5,ud(0.23,0,0.86,0),ud(0.26,0,0,0),c3(Colorpart1,Colorpar
t2,Colorpart3),"Frame 4")
bar1=makeframe(framesk1,0,ud(0,0,0,0),ud(0,0,1,0),c3(Colorpart1,Colorpart2,Colorpar
t3),"Bar 1")
bar2=makeframe(framesk2,0,ud(0,0,0,0),ud(0,0,1,0),c3(Colorpart1,Colorpart2,Colorpar
t3),"Bar 2")
bar3=makeframe(framesk3,0,ud(0,0,0,0),ud(0,0,1,0),c3(Colorpart1,Colorpart2,Colorpar
t3),"Bar 3")
bar4=makeframe(framesk4,0,ud(0,0,0,0),ud(0,0,1,0),c3(Colorpart1,Colorpart2,Colorpar
t3),"Bar 4")
text1=makelabel(framesk1,"[C] Ability 3",1,1,"Text 1")
text2=makelabel(framesk2,"[V] Ability 4",1,1,"Text 2")
text3=makelabel(framesk3,"[X] Ability 2",1,1,"Text 3")
text4=makelabel(framesk4,"[Z] Ability 1",1,1,"Text 4")
manabar=makeframe(scrn,0.5,ud(0.23,0,0.82,0),ud(0.26,0,0,0),c3(Colorpart1,Colorpart
2,Colorpart3),"Mana Bar")
manacover=makeframe(manabar,0,ud(0,0,0,0),ud(0,0,1,0),c3(Colorpart1,Colorpart2,Colo
rpart3),"Mana Cover")
manatext=makelabel(manabar,"Mana",1,1,"Mana Text")
healthbar=makeframe(scrn,0.5,ud(0.5,0,0.82,0),ud(0.26,0,0,0),c3(255/255,50/255,50/2
55),"Health Bar")
healthcover=makeframe(healthbar,0,ud(0,0,0,0),ud(0,0,1,0),c3(255/255,50/255,50/255)
,"Health Cover")
healthtext=makelabel(healthbar,"Health",1,1,"Health Text")
if allowstunbar==true then
stunframe=makeframe(scrn,0.5,ud(0.5,0,0.78,0),ud(0.26,0,0,0),c3(255/255,255/255,50/
255),"Stun Frame")
stunbar=makeframe(stunframe,0,ud(0,0,0,0),ud(0,0,1,0),c3(255/255,255/255,50/255),"S
tun Bar")
stuntext=makelabel(stunframe,"Stun",1,1,"Stun Text")
end
if showstats==true then
defenseframe=makeframe(scrn,0.5,ud(0.23,0,0.78,0),ud(0.075,0,0,0),c3(100/255,100/25
5,255/255),"Defense Frame")
damageframe=makeframe(scrn,0.5,ud(0.3225,0,0.78,0),ud(0.075,0,0,0),c3(255/255,100/2
55,100/255),"Damage Frame")
movementframe=makeframe(scrn,0.5,ud(0.415,0,0.78,0),ud(0.075,0,0,0),c3(100/255,255/
255,100/255),"Movement Frame")
--[[
defensecover=makeframe(defenseframe,0,ud(0,0,0,0),ud(1,0,1,0),c3(100/255,100/255,25
5/255),"Defense Cover")
damagecover=makeframe(damageframe,0,ud(0,0,0,0),ud(1,0,1,0),c3(255/255,100/255,100/
255),"Damage Cover")
movementcover=makeframe(movementframe,0,ud(0,0,0,0),ud(1,0,1,0),c3(100/255,255/255,
100/255),"Movement Cover")
--]]
defensetext=makelabel(defenseframe,"Defense: "..Defense.Value,1,1,"Defense Text")
damagetext=makelabel(damageframe,"Damage: "..Damage.Value,1,1,"Damage Text")
movementtext=makelabel(movementframe,"Movement: "..Movement.Value,1,1,"Movement
Text")
end
----------------------------------------
function NoOutline(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSur
face,Part.BackSurface = 10,10,10,10,10,10
end
function nooutline(part)
part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSur
face,part.BackSurface = 10,10,10,10,10,10
end
function
part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
local fp=it("Part")
fp.formFactor=formfactor
fp.Parent=parent
fp.Reflectance=reflectance
fp.Transparency=transparency
fp.CanCollide=false
fp.Locked=true
fp.BrickColor=BrickColor.new(tostring(brickcolor))
fp.Name=name
fp.Size=size
fp.Position=Character.Torso.Position
nooutline(fp)
fp.Material=material
fp:BreakJoints()
return fp
end
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh=it(Mesh)
mesh.Parent=part
if Mesh=="SpecialMesh" then
mesh.MeshType=meshtype
mesh.MeshId=meshid
end
mesh.Offset=offset
mesh.Scale=scale
return mesh
end
function weld(parent,part0,part1,c0,c1)
local weld=it("Motor")
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld.C1=c1
return weld
end
m=Instance.new("Model",Character)
m.Name="Orinthion Sword and Shield"
--workspace.CurrentCamera.CameraSubject=Head
Effects=Instance.new("Folder",m)
Effects.Name="Effects"
Humanoid.Died:connect(function()
attack=true
for _,v in pairs (Character:GetChildren()) do
if v:IsA"Model" then
m:Destroy()
end
end
end)
function so(id,par,vol,pit)
coroutine.resume(coroutine.create(function()
local sou=Instance.new("Sound",par or workspace)
sou.Volume=vol
sou.Pitch=pit or 1
sou.SoundId="http://roblox.com/asset/?id="..id
hbwait()
sou:play()
game:GetService("Debris"):AddItem(sou,10)
end))
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 QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5/s
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00-m11-m22+1)
local recip = 0.5/s
return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
elseif i == 1 then
local s = math.sqrt(m11-m22-m00+1)
local recip = 0.5/s
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
elseif i == 2 then
local s = math.sqrt(m22-m00-m11+1)
local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
end
end
end
function 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 DamageStatLabel(labeltype,cframe,text,color)
local c=part(3,Effects,"SmoothPlastic",0,1,"Really black","Effect",vt(0,0,0))
c.CFrame=cf(cframe.p+vt(0,1.5,0))
game:GetService("Debris"):AddItem(c,5)
Instance.new("BodyGyro",c)
local f=Instance.new("BodyPosition",c)
f.P=2000
f.D=100
f.maxForce=vt(math.huge,math.huge,math.huge)
if labeltype=="Normal" then
f.position=c.Position+vt(math.random(-2,2),6,math.random(-2,2))
elseif labeltype=="Debuff" then
f.position=c.Position+vt(math.random(-2,2),8,math.random(-2,2))
elseif labeltype=="Interruption" then
f.position=c.Position+vt(math.random(-2,2),8,math.random(-2,2))
end
game:GetService("Debris"):AddItem(c,5)
local bg=Instance.new('BillboardGui',c)
bg.Adornee=c
bg.Size=UDim2.new(2.5,0,2.5,0)
bg.StudsOffset=vt(-2,2,0)
bg.AlwaysOnTop=false
local tl=Instance.new('TextLabel',bg)
tl.BackgroundTransparency=1
tl.Size=UDim2.new(2.5,0,2.5,0)
tl.Text=text
tl.Font=Enum.Font.SourceSans
tl.FontSize=Enum.FontSize.Size42
tl.TextColor3=color
tl.TextScaled=false
tl.TextStrokeTransparency=0
tl.TextScaled=true
tl.TextWrapped=true
f.Parent=c
coroutine.resume(coroutine.create(function(Part,BodyPosition,TextLabel)
wait(0.25)
for i=1,5 do
wait()
BodyPosition.position=Part.Position-vt(0,0.5,0)
end
wait(1.25)
for i=1,5 do
wait()
TextLabel.TextTransparency=TextLabel.TextTransparency+0.2
TextLabel.TextStrokeTransparency=TextLabel.TextStrokeTransparency+0.2
BodyPosition.position=Part.Position+vt(0,0.5,0)
end
Part.Parent=nil
end),c,f,tl)
end
function IncreaseStat(Location,Stat,Amount,Duration,ShowTheStat)
if Location:FindFirstChild("Stats")~=nil then
if Location.Stats:FindFirstChild("BlockValue")~=nil then
if Location.Stats:FindFirstChild("BlockValue").Value~=true then
if Location.Stats[Stat]~=nil then
Location.Stats[Stat].Value=Location.Stats[Stat].Value+Amount
if ShowTheStat==true then
if Stat=="Defense" then
DamageStatLabel("Debuff",Location.Head.CFrame,"+Defense",c3(0,0,255))
elseif Stat=="Damage" then
DamageStatLabel("Debuff",Location.Head.CFrame,"+Damage",c3(0,0,255))
elseif Stat=="Movement" then
DamageStatLabel("Debuff",Location.Head.CFrame,"+Movement",c3(0,0,255))
end
end
coroutine.resume(coroutine.create(function(CurrentDecrease)
wait(Duration)
CurrentDecrease.Value=CurrentDecrease.Value-Amount
end),Location.Stats[Stat])
end
else
DamageStatLabel("Interruption",Location.Head.CFrame,"Blocked!",Color3.new(0,0,255))
end
end
end
end
function DecreaseStat(Location,Stat,Amount,Duration,ShowTheStat)
if Location:FindFirstChild("Stats")~=nil then
if Location.Stats:FindFirstChild("BlockValue")~=nil then
if Location.Stats:FindFirstChild("BlockValue").Value~=true then
if Location.Stats[Stat]~=nil then
Location.Stats[Stat].Value=Location.Stats[Stat].Value-Amount
if ShowTheStat==true then
if Stat=="Defense" then
DamageStatLabel("Debuff",Location.Head.CFrame,"-Defense",c3(0,0,255))
elseif Stat=="Damage" then
DamageStatLabel("Debuff",Location.Head.CFrame,"-Damage",c3(0,0,255))
elseif Stat=="Movement" then
DamageStatLabel("Debuff",Location.Head.CFrame,"-Movement",c3(0,0,255))
end
end
coroutine.resume(coroutine.create(function(CurrentDecrease)
wait(Duration)
CurrentDecrease.Value=CurrentDecrease.Value+Amount
end),Location.Stats[Stat])
end
else
DamageStatLabel("Interruption",Location.Head.CFrame,"Blocked!",Color3.new(0,0,255))
end
end
end
end
function GetDistance(Part1,Part2,magnitude)
local target=Part1.Position-Part2.Position
local mag=target.magnitude
if mag<=magnitude then
return true
else
return false
end
end
--Usage:
Damagefunc(hit,5,10,math.random(5,10),"Normal",Part,0.5,1,math.random(5,10),nil,tru
e,false,nil,0,0,false)
Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,inc
stun,stagger,staggerhit,ranged,DecreaseTheStat,DecreaseAmount,DecreaseDuration,Show
DecreasedStat)
if hit.Parent==nil then
return
end
h=hit.Parent:FindFirstChild("Humanoid")
for _,v in pairs(hit.Parent:GetChildren()) do
if v:IsA("Humanoid") then
h=v
end
end
if hit.Name=="Hitbox" and ranged~=true and hit.Parent~=m then
StaggerHitAnim.Value=true
so(HitWeaponSounds[math.random(1,#HitWeaponSounds)],hit,1,1)
return
end
if AntiTeamKill.Value==true then
if game.Players:FindFirstChild(hit.Parent.Name)~=nil then
opponent=game.Players:FindFirstChild(hit.Parent.Name)
end
if opponent~=nil then
if opponent.TeamColor==Player.TeamColor then
return
end
end
end
if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
h=hit.Parent.Parent:FindFirstChild("Humanoid")
end
if hit.Parent.className=="Hat" then
hit=hit.Parent.Parent:FindFirstChild("Head")
end
if h~=nil and hit.Parent.Name~=Character.Name and
hit.Parent:FindFirstChild("Torso")~=nil then
if hit.Parent:FindFirstChild("DebounceHit")~=nil then
if hit.Parent.DebounceHit.Value==true then
return
end
end
if hit.Parent:FindFirstChild("Humanoid")~=nil then
if hit.Parent:FindFirstChild("Humanoid").Health<=0 then
return
end
end
if hit.Parent:FindFirstChild("Stats")~=nil then
if hit.Parent.Stats:FindFirstChild("StunValue")~=nil then
hit.Parent.Stats:FindFirstChild("StunValue").Value=hit.Parent.Stats:FindFirstChild(
"StunValue").Value+incstun
end
end
if hit.Parent:FindFirstChild("Stats")~=nil then
if hit.Parent.Stats:FindFirstChild("StaggerAnim")~=nil then
if stagger==true then
hit.Parent.Stats:FindFirstChild("StaggerAnim").Value=true
end
end
end
if hit.Parent:FindFirstChild("Stats")~=nil then
if hit.Parent.Stats:FindFirstChild("BlockValue")~=nil then
if hit.Parent.Stats:FindFirstChild("BlockValue").Value==true then
if hit.Parent.Stats:FindFirstChild("BlockDebounce")==nil then
DamageStatLabel("Interruption",hit.Parent.Head.CFrame,"Blocked!",Color3.new(0,0,255
))
local BlockDebounce=Instance.new("BoolValue",hit.Parent.Stats)
BlockDebounce.Name="BlockDebounce"
BlockDebounce.Value=true
game:GetService("Debris"):AddItem(BlockDebounce,0.1)
end
if ranged~=true then
if hit.Parent.Stats:FindFirstChild("BlockDebounce2")==nil then
local BlockDebounce2=Instance.new("BoolValue",hit.Parent.Stats)
BlockDebounce2.Name="BlockDebounce2"
BlockDebounce2.Value=true
game:GetService("Debris"):AddItem(BlockDebounce2,0.1)
so(HitBlockSounds[math.random(1,#HitBlockSounds)],hit,1,1)
end
hit.Parent.Stats:FindFirstChild("BlockValue").Value=false
StaggerAnim.Value=true
end
return
end
end
end
if DecreaseTheStat~=nil then
if hit.Parent:FindFirstChild("Stats")~=nil then
if DecreaseTheStat=="Defense" then
DecreaseStat(hit.Parent,"Defense",DecreaseAmount,DecreaseDuration,ShowDecreasedStat
)
elseif DecreaseTheStat=="Damage" then
DecreaseStat(hit.Parent,"Damage",DecreaseAmount,DecreaseDuration,ShowDecreasedStat)
elseif DecreaseTheStat=="Movement" then
DecreaseStat(hit.Parent,"Movement",DecreaseAmount,DecreaseDuration,ShowDecreasedSta
t)
end
end
end
local D=math.random(minim,maxim)*Damage.Value
if hit.Parent:FindFirstChild("Stats")~=nil then
if hit.Parent.Stats:FindFirstChild("Defense") then
if CanPenetrateArmor.Value==true then
D=D
else
D=D/hit.Parent.Stats:FindFirstChild("Defense").Value
end
elseif hit.Parent.Stats:FindFirstChild("Defense")==nil then
D=D
end
end
if CanCrit.Value==true then
CritChanceNumber=math.random(70,CritChance.Value)
if CritChanceNumber==CritChance.Value then
D=D*2
end
end
D=math.floor(D)
h.Health=h.Health-D
if D<=3 and staggerhit==true then
if ranged~=true then
StaggerHitAnim.Value=true
end
if ranged~=true then
so(HitArmorSounds[math.random(1,#HitArmorSounds)],hit,1,1)
end
elseif D>3 and ranged~=true then
so(HitPlayerSounds[math.random(1,#HitPlayerSounds)],hit,1,1)
end
if D>3 and D<20 then
if CanCrit.Value==true and CritChanceNumber==CritChance.Value then
DamageStatLabel("Normal",hit.Parent.Head.CFrame,"Crit! "..D,Color3.new(0,0,255))
so("296102734",hit,1,1)
else
DamageStatLabel("Normal",hit.Parent.Head.CFrame,D,Color3.new(0,0,255))
end
elseif D>=20 then
if CanCrit.Value==true and CritChanceNumber==CritChance.Value then
DamageStatLabel("Normal",hit.Parent.Head.CFrame,"Crit!
"..D,Color3.new(200/255,0,0))
so("296102734",hit,1,1)
else
DamageStatLabel("Normal",hit.Parent.Head.CFrame,D,Color3.new(0,0,255))
end
elseif D<=3 then
if CanCrit.Value==true and CritChanceNumber==CritChance.Value then
DamageStatLabel("Normal",hit.Parent.Head.CFrame,"Crit!
"..D,Color3.new(200/255,0,0))
so("296102734",hit,1,1)
else
DamageStatLabel("Normal",hit.Parent.Head.CFrame,D,Color3.new(0,0,255))
end
else
end
if Type=="Normal" then
local vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=vt(math.huge,0,math.huge)
if KnockbackType==1 then
vp.Velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
elseif KnockbackType==2 then
vp.Velocity=Property.CFrame.lookVector*knockback
end
if knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,0.5)
elseif Type=="ShieldBlast" then
local vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=vt(10000,10000,10000)
vp.Velocity=((hit.Position-Property.Position).unit+vt(0,1,0))*knockback
if knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,0.5)
elseif Type=="ElectricGroundSmash" then
local vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=vt(0,math.huge,0)
vp.Velocity=vt(0,1,0)*knockback
if knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,0.5)
elseif Type=="ElectricBlast" then
local vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=vt(10000,0,10000)
vp.Velocity=(hit.Position-Property.Position).unit*knockback
if knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,0.5)
end
local DebounceHit=Instance.new("BoolValue",hit.Parent)
DebounceHit.Name="DebounceHit"
DebounceHit.Value=true
game:GetService("Debris"):AddItem(DebounceHit,Delay)
end
end
--Usage:
MagniDamage(Part,5,50,70,math.random(5,10),"Normal",Part,0.5,1,math.random(5,10),ni
l,true,false,nil,0,0,false)
function
MagniDamage(Part,magni,mindam,maxdam,knock,Type,Property,Delay,KnockbackType,incstu
n,stagger,staggerhit,ranged,MagicDecreaseTheStat,MagicDecreaseAmount,MagicDecreaseD
uration,MagicShowDecreasedStat)
for _,c in pairs(workspace:GetChildren()) do
local hum=c:FindFirstChild("Humanoid")
local head=nil
if hum~=nil then
head=c:FindFirstChild("Torso")
if head~=nil then
local targ=head.Position-Part.Position
local mag=targ.magnitude
if mag<=magni and c.Name~=Player.Name then
Damagefunc(head,mindam,maxdam,knock,Type,Property,Delay,KnockbackType,incstun,stagg
er,staggerhit,ranged,MagicDecreaseTheStat,MagicDecreaseAmount,MagicDecreaseDuration
,MagicShowDecreasedStat)
end
end
for _,d in pairs(c:GetChildren()) do
if d.ClassName=="Model" and ranged~=true then
head=d:FindFirstChild("Hitbox")
if head~=nil then
local targ=head.Position-Part.Position
local mag=targ.magnitude
if mag<=magni and c.Name~=Player.Name then
local hitrefpart=part(3,Effects,"SmoothPlastic",0,1,"Really black","Effect",vt())
hitrefpart.Anchored=true
hitrefpart.CFrame=cf(head.Position)
so(HitWeaponSounds[math.random(1,#HitWeaponSounds)],hitrefpart,1,1)
StaggerHitAnim.Value=true
end
end
end
end
end
end
end
--[[Effects]]--
function Lightning(p0,p1,tym,ofs,brickcolor,material,th,tra,last)
--[[p0=pos1
p1=pos2
tym=times
ofs=offset
col=color
th=size
tra=transparency
last=lastingtime]]
local magz=(p0-p1).magnitude
local curpos=p0
local trz={-ofs,ofs}
for i=1,tym do
local li=part(3,Effects,material,0,0,brickcolor,"Effect",vt(th,th,magz/tym))
li.Anchored=true
local ofz=vt(trz[math.random(1,2)],trz[math.random(1,2)],trz[math.random(1,2)])
local trolpos=cf(curpos,p1)*cf(0,0,magz/tym).p+ofz
if tym==i then
local magz2=(curpos-p1).magnitude
li.Size=vt(th,th,magz2)
li.CFrame=cf(curpos,p1)*cf(0,0,-magz2/2)
else
li.CFrame=cf(curpos,trolpos)*cf(0,0,magz/tym/2)
end
curpos=li.CFrame*cf(0,0,magz/tym/2).p
game.Debris:AddItem(li,last)
coroutine.resume(coroutine.create(function()
while li.Transparency~=1 do
--local StartTransparency=tra
for i=0,1,last do
hbwait()
li.Transparency=li.Transparency+(0.1/last)
end
end
end))
end
end
function MagicRing(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?
id=3270017",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicWave(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?
id=20329976",vt(0,0,(-0.1*z1)),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicBlock(brickcolor,material,rotate,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe*angles(math.random(-50,50),math.random(-50,50),math.random(-
50,50))
local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
if rotate==true then
Part.CFrame=Part.CFrame*angles(math.random(-50,50),math.random(-
50,50),math.random(-50,50))
else
end
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent = nil
end),prt,msh)
end
function MagicBlock2(brickcolor,material,rotate,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe*angles(math.random(-50,50),math.random(-50,50),math.random(-
50,50))
local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
CF=prt.CFrame
num=math.random(5,20)
coroutine.resume(coroutine.create(function(Part,Mesh,CF2,Num)
for i=0,1,delay do
hbwait()
if rotate==true then
Part.CFrame=CF2*cf(0,i*Num,0)*angles(math.random(-50,50),math.random(-
50,50),math.random(-50,50))
else
Part.CFrame=CF2*cf(0,i*Num,0)
end
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh,CF,num)
end
function MagicCylinder(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicCircle(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicHead(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"Head","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function BreakEffect(brickcolor,material,rotate,cframe,x1,y1,z1,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe*angles(math.random(-50,50),math.random(-50,50),math.random(-
50,50))
local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,CF,Numbb,randnumb)
CF=Part.CFrame
Numbb=0
randnumb=math.random()-math.random()
for i=0,1,delay do
hbwait()
CF=CF*cf(0,1,0)
if rotate==true then
Part.CFrame=CF*angles(Numbb,0,0)
elseif rotate==false then
Part.CFrame=CF
end
Part.Transparency=i
Numbb=Numbb+randnumb
end
Part.Parent=nil
end),prt,CF,Numbb,randnumb)
end
function ElecEffect(brickcolor,material,cf,x,y,z,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cf
xval=math.random()
yval=math.random()
zval=math.random()
local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x,y,z))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh,xvaal,yvaal,zvaal)
for i=0,1,delay do
hbwait()
Part.CFrame=Part.CFrame
xvaal=xvaal-0.1*(delay*10)
yvaal=yvaal-0.1*(delay*10)
zvaal=zvaal-0.1*(delay*10)
Mesh.Scale=Mesh.Scale+vt(xvaal,yvaal,zvaal)
Part.Transparency=i
end
Part.Parent=nil
end),prt,msh,xval,yval,zval)
end
function
TrailEffect(brickcolor,material,currentcf,oldcf,meshtype,reflectance,size,x,y,z,del
ay)
local magnitudecframe=(currentcf.p-oldcf.p).magnitude
local
prt=part(3,Effects,material,reflectance,0,brickcolor,"Effect",vt(1,magnitudecframe,
1))
prt.Anchored=true
prt.CFrame=cf((currentcf.p+oldcf.p)/2,oldcf.p)*angles(math.rad(90),0,0)
local TheMeshType="BlockMesh"
if meshtype=="Cylinder" then
TheMeshType="CylinderMesh"
end
local msh=mesh(TheMeshType,prt,"","",vt(0,0,0),vt(0+size,1,0+size))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh,TheCurrentCFrame,TheLastCFrame
)
for i=0,1,delay do
hbwait()
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x,y,z)
end
Part.Parent=nil
end),prt,msh,currentcf,oldcf)
end
function
ClangEffect(brickcolor,material,cframe,angle,duration,size,power,reflectance,x,y,z,
delay)
local prt=part(3,Effects,material,0,1,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(0,0,0))
game:GetService("Debris"):AddItem(prt,10)
local TheLastPoint=cframe
coroutine.resume(coroutine.create(function(Part)
for i=1,duration do
hbwait()
Part.CFrame=Part.CFrame*angles(math.rad(angle),0,0)*cf(0,power,0)
TrailEffect(brickcolor,material,Part.CFrame,TheLastPoint,"Cylinder",reflectance,siz
e,x,y,z,delay)
TheLastPoint=Part.CFrame
end
Part.Parent=nil
end),prt)
end
function MagicCone(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?
id=1778999",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicFlatCone(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?
id=1033714",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicSpikedCrown(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?
id=1323306",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicCrown(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?
id=1078075",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicSkull(brickcolor,material,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Effects,material,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?
id=4770583",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,10)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
hbwait()
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
----------------------------------------
--[[Laser]]--
--[[
local spread=vt(0,0,0) --How much spread the laser has. Set all to 0 for no spread.
local range=999
local MainPos=Part.Position --The Part the laser starts at.
local MainPos2=Mouse.Hit.p+spread --Where the laser will go to.
local MouseLook=cf((MainPos+MainPos2)/2,MainPos2) --Ignore this.
local hit,pos=rayCast(MainPos,MouseLook.lookVector,range,ShotTarget.Parent) --Also
ignore this.
local mag=(MainPos-pos).magnitude
MagicCylinder(CustomColor,cf((MainPos+pos)/2,pos)*angles(math.rad(90),0,0),1,mag*5,
1,0,0,0,0.1)
if hit~=nil then
local refpart=part(3,workspace,"SmoothPlastic",0,1,BrickColor.new("Really
black"),"Effect",vt())
refpart.Anchored=true
refpart.CFrame=cf(pos)
game:GetService("Debris"):AddItem(refpart,0.1)
end
]]--
--------------------------------
--[[Customization]]--
--[[Only choose one of these options or conflict will occur.]]--
local startequipped=true --Makes the Player start with their weapon equipped.
local startequippedwithequipanimation=false --Makes the Player start with their
weapon equipped and plays the equip animation.
----------------------------------------
--[[Only choose one of these options or conflict will occur.]]--
local disableanimator=true --Disables the animator script and the Player will NOT
have their idle animation playing.
local disableanimate=false --Disables the animate script, but the Player will still
have their idle animation playing.
----------------------------------------
--[[Set this to true if you want an alternate walk.]]--
local alternatewalk=false --If true, then the walking function uses a different
walking animation. If false, then it will use the default walking animation.
----------------------------------------
--[[Gui stuff]]--
local hidemenu=false --Hides the menus on your screen, but does NOT disable it
(Unless if it's already disabled).
local allowmenutofunction=false --Allows the menu to run, but only shows the mana
and health bars.
local allowabilitiestofunction=false --Allows abilities with cooldowns. Doesn't
work if "allowmenutofunction" is set to false.
----------------------------------------
--[[Other Customization]]--
local canunequiporequip=true --Allows or restricts the Player to equip or unequip
their weapon.
local allowidle=false --Allows the idle animation to run while the Player has their
weapon equipped. Most noticable with the animator disabled.
local allowwalking=false --Allows the walking animation to run while the Player
walks. Noticable with either the animate or animator disabled.
local disablemovingarms=false --Allows or restricts the arms from moving. Most
noticable when both the animate and animator are not disabled.
local usemotorsinsteadofwelds=false --If true, then uses motors instead of welds.
Pretty self-explanatory.
local leftarm=false --Allows the left arm to move around while you walk.
local rightarm=false --Allows the right arm to move around while you walk.
local allowhopperbin=true --If true, then creates a tool in the Player's inventory,
which they must select to use the weapon.
local showstunbar=false --If true, then a stun mechanic will be put in place.
Requires "allowstunbar" to be set to true.
local walkspeeddependsonmovementvalue=false --If true, then walkspeed will depend
on the movement's value.
local alternatemanaregensystem=false --If true, then uses an alternate mana regen
that adds the desired mana after a desired delay.
local showhealthmanaandstunnumbers=true --If true, then shows how much mana and
health you have in a number box.
local changebarcolorsifnotenoughmana=false --If true, then if you do not have
enough mana for an ability the bar will turn grey.
local disablejump=false --If true, then disables jumping.
----------------------------------------
--[[End of Customization]]--
if hidemenu==true then
for _,v in pairs (scrn:GetChildren()) do
if v.ClassName=="Frame" or v.ClassName=="TextLabel" then
v.Visible=false
end
end
end
Humanoid.Changed:connect(function(Jump)
if Jump=="Jump" and disablejump==true then
Humanoid.Jump=false
end
end)
if allowmenutofunction==true then
for _,v in pairs (scrn:GetChildren()) do
if v.ClassName=="Frame" then
for _,b in pairs (v:GetChildren()) do
if b.ClassName=="TextLabel" then
coroutine.resume(coroutine.create(function(TheTextLabel)
wait(menuupdatespeed)
for i=1,0,-0.1 do
hbwait()
TheTextLabel.TextTransparency=i
TheTextLabel.TextStrokeTransparency=i
end
TheTextLabel.TextTransparency=0
TheTextLabel.TextStrokeTransparency=0
end),b)
if showstats==true then
coroutine.resume(coroutine.create(function(TheTextLabel)
wait(menuupdatespeed)
for i=1,0,-0.1 do
hbwait()
TheTextLabel.TextTransparency=i
TheTextLabel.TextStrokeTransparency=i
end
TheTextLabel.TextTransparency=0
TheTextLabel.TextStrokeTransparency=0
end),b)
end
if showstunbar==true then
coroutine.resume(coroutine.create(function(TheTextLabel)
wait(menuupdatespeed)
for i=1,0,-0.1 do
hbwait()
TheTextLabel.TextTransparency=i
TheTextLabel.TextStrokeTransparency=i
end
TheTextLabel.TextTransparency=0
TheTextLabel.TextStrokeTransparency=0
end),b)
end
if allowabilitiestofunction==true then
coroutine.resume(coroutine.create(function(TheTextLabel)
wait(menuupdatespeed)
for i=1,0,-0.1 do
hbwait()
TheTextLabel.TextTransparency=i
TheTextLabel.TextStrokeTransparency=i
end
TheTextLabel.TextTransparency=0
TheTextLabel.TextStrokeTransparency=0
end),b)
end
end
end
end
end
end
if allowhopperbin==true then
if (script.Parent.className~="HopperBin") then
Tool=Instance.new("HopperBin")
Tool.Parent=Backpack
Tool.Name="Wanderer"
script.Parent=Tool
end
Bin=script.Parent
end
if disablemovingarms==true then
RWC0=cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0))
LWC0=cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0))
RSH, LSH=nil, nil
if usemotorsinsteadofwelds==true then
RW=Instance.new("Motor")
LW=Instance.new("Motor")
else
RW=Instance.new("Weld")
LW=Instance.new("Weld")
end
RW.Name="Right Shoulder"
LW.Name="Left Shoulder"
RSH=Torso["Right Shoulder"]
LSH=Torso["Left Shoulder"]
--
RSH.Parent=Torso
LSH.Parent=Torso
--
RW.Name="Right Shoulder"
RW.Part0=Torso
RW.C0=cf(1.5,0.5,0)
RW.C1=cf(0,0.5,0)
RW.Part1=Character["Right Arm"]
RW.Parent=nil
--
LW.Name="Left Shoulder"
LW.Part0=Torso
LW.C0=cf(-1.5, 0.5, 0)
LW.C1=cf(0, 0.5, 0)
LW.Part1=Character["Left Arm"]
LW.Parent=nil
--
else
RW=Torso["Right Shoulder"]
LW=Torso["Left Shoulder"]
RWC0=cf(-0.5,0,0)*angles(math.rad(0),math.rad(90),math.rad(0))
LWC0=cf(0.5,0,0)*angles(math.rad(0),math.rad(-90),math.rad(0))
end
if allowidle==true then
coroutine.resume(coroutine.create(function()
while true do
for i=0,1,0.08 do
wait()
idleangle=idleangle+0.005*idlen
idlen=idlen-1/10
end
idlen=0
for i=0,1,0.08 do
wait()
idleangle=idleangle-0.005*idlen
idlen=idlen-1/10
end
idlen=0
idleangle=0
end
end))
end
if startequipped==true then
for _,v in pairs (m:GetChildren()) do
if v.ClassName=="Part" and v.Name~="Hitbox" and v.Name~="Handle" then
v.Transparency=0
end
end
elseif startequippedwithequipanimation==true then
for _,v in pairs (m:GetChildren()) do
if v.ClassName=="Part" and v.Name~="Hitbox" and v.Name~="Handle" then
coroutine.resume(coroutine.create(function(Part)
for i=1,0,-0.1 do
hbwait()
Part.Transparency=i
end
Part.Transparency=0
end),v)
end
end
end
function equipanim()
attack=true
Movement.Value=Movement.Value-0.1
Defense.Value=Defense.Value+0.4
for i=0,1,0.08/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),mat
h.rad(0)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0
.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*RWC0,0.
3/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-
1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),ma
th.rad(0)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
end
attack=false
end
function unequipanim()
attack=true
for i=0,1,0.08/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),mat
h.rad(0)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0
.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*RWC0,0.
3/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*LWC0,0.3/animationspeed)
RW.C1=clerp(RW.C1,cf(0,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*RWC0,0.3/
animationspeed)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*LWC0,0.3/
animationspeed)
RH.C0=clerp(RH.C0,cf(1,-
1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),ma
th.rad(0)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
end
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),mat
h.rad(0)),1)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),1
)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*RWC0,1)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*LWC0,1)
RW.C1=clerp(RW.C1,cf(0,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*RWC0,1)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(0))*LWC0,1)
RH.C0=clerp(RH.C0,cf(1,-
1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),ma
th.rad(0)),1)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),1)
RH.C1=clerp(RH.C1,RHC1*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0))*angles
(math.rad(0),math.rad(0),math.rad(0)),1)
LH.C1=clerp(LH.C1,LHC1*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0))*angles
(math.rad(0),math.rad(0),math.rad(0)),1)
Movement.Value=Movement.Value+0.1
Defense.Value=Defense.Value-0.4
attack=false
end
if startequipped==true then
equipped=true
if disableanimate==true then
Animate.Disabled=true
local idleanimation=Humanoid:LoadAnimation(Torso.robloxidleanimation)
idleanimation:Play()
end
if disableanimator==true then
Animator.Parent=nil
end
if disablemovingarms==true then
RW.Parent=Torso
LW.Parent=Torso
RSH.Parent=nil
LSH.Parent=nil
end
Movement.Value=Movement.Value-0.1
Defense.Value=Defense.Value+0.4
elseif startequippedwithequipanimation==true then
equipped=true
if disableanimate==true then
Animate.Disabled=true
local idleanimation=Humanoid:LoadAnimation(Torso.robloxidleanimation)
idleanimation:Play()
end
if disableanimator==true then
Animator.Parent=nil
end
if disablemovingarms==true then
RW.Parent=Torso
LW.Parent=Torso
RSH.Parent=nil
LSH.Parent=nil
end
coroutine.resume(coroutine.create(function()
hbwait()
equipanim()
end))
end
function StaggerHit()
attack=true
if Hitbox~=nil then
for i=1,math.random(2,4) do
ClangEffect("Cyan","Neon",cf(Hitbox.Position)*angles(math.rad(math.random(-
50,50)),math.rad(math.random(-50,50)),math.rad(math.random(-
50,50))),20,5,0.2,math.random(5,15)/10,0,-0.02,0,-0.02,0.1)
end
end
for i=0,1,0.1/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0+idleangle)*angles(math.rad(-
10),math.rad(0),math.rad(-30)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(30))*
angles(math.rad(5),math.rad(0),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(-
30),math.rad(0),math.rad(60))*angles(math.rad(0),math.rad(-
30),math.rad(0))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.5,0.5+idleangle,0)*angles(math.rad(-
20),math.rad(0),math.rad(-
20))*angles(math.rad(0),math.rad(20),math.rad(0))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.9-
idleangle,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
10),math.rad(0),math.rad(-20)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
70),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(10)),0.3/animationspeed)
if StaggerAnim.Value==true or StunAnim.Value==true then
break
end
end
attack=false
end
function Stagger()
attack=true
disablejump=true
if Hitbox~=nil then
for i=1,math.random(2,4) do
ClangEffect("Cyan","Neon",cf(Hitbox.Position)*angles(math.rad(math.random(-
50,50)),math.rad(math.random(-50,50)),math.rad(math.random(-
50,50))),20,5,0.2,math.random(5,15)/10,0,-0.02,0,-0.02,0.1)
end
end
attacktype=1
local staggervelocity=Instance.new("BodyVelocity",Torso)
staggervelocity.P=500
staggervelocity.maxForce=vt(math.huge,0,math.huge)
if Rooted.Value==false then
staggervelocity.Velocity=RootPart.CFrame.lookVector*-25
end
for i=0,1,0.35/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.1+idleangle)*angles(math.rad(-
20),math.rad(0),math.rad(-30)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(35))*
angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(20),math.rad(-
30),math.rad(40))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(10),math.rad(5),math.rad(-
20))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.75-idleangle,-
0.25)*angles(math.rad(0),math.rad(100),math.rad(0))*angles(math.rad(-
20),math.rad(0),math.rad(40)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0.25)*angles(math.rad(0),math.rad(-
60),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(10)),0.3/animationspeed)
end
for i=0,1,0.2/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.2+idleangle)*angles(math.rad(-
30),math.rad(0),math.rad(-30)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(35))*
angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(20),math.rad(-
30),math.rad(40))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(10),math.rad(5),math.rad(-
20))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.75-idleangle,-
0.25)*angles(math.rad(0),math.rad(100),math.rad(0))*angles(math.rad(-
20),math.rad(0),math.rad(40)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.9-idleangle,0.25)*angles(math.rad(0),math.rad(-
60),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(30)),0.3/animationspeed)
end
staggervelocity:Destroy()
for i=0,1,0.015/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
1.8+idleangle)*angles(math.rad(0),math.rad(0),math.rad(-20))*angles(math.rad(-
5),math.rad(-5),math.rad(0)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(20))
*angles(math.rad(0),math.rad(5),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(0),math.rad(0),math.rad(2
0))*angles(math.rad(0),math.rad(-20),math.rad(0))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.5,0.5+idleangle,0)*angles(math.rad(-
15),math.rad(0),math.rad(-
10))*angles(math.rad(0),math.rad(20),math.rad(0))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.5-idleangle,-
0.5)*angles(math.rad(0),math.rad(80),math.rad(0))*angles(math.rad(0),math.rad(0),ma
th.rad(70))*angles(math.rad(0),math.rad(30),math.rad(0)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,0.4-idleangle,-0.5)*angles(math.rad(0),math.rad(-
80),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(-
10)),0.3/animationspeed)
if StunAnim.Value==true then
break
end
end
attacktype=1
disablejump=false
attack=false
end
function Stun()
attack=true
disablejump=true
attacktype=1
DamageStatLabel("Interruption",Head.CFrame,"Stunned!",Color3.new(0,0,255))
for i=0,1,0.4/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0+idleangle)*angles(math.rad(15),math
.rad(0),math.rad(-160)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0))*
angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(70),math.rad(0),math.rad(
15))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(70),math.rad(0),math.rad(-
15))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
5),math.rad(0),math.rad(-20)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-20)),0.3/animationspeed)
end
for i=0,1,0.4/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
0.5+idleangle)*angles(math.rad(45),math.rad(0),math.rad(-170)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(-
30))*angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(80),math.rad(0),math.rad(
45))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(80),math.rad(0),math.rad(-
45))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
5),math.rad(0),math.rad(-40)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-20)),0.3/animationspeed)
end
for i=0,1,0.4/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
1+idleangle)*angles(math.rad(75),math.rad(0),math.rad(-180)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(-
60))*angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(90),math.rad(0),math.rad(
75))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.5,0.5+idleangle,0)*angles(math.rad(-
45),math.rad(0),math.rad(-75))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
5),math.rad(0),math.rad(-40)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-30)),0.3/animationspeed)
end
gyro=Instance.new("BodyGyro")
gyro.Parent=nil
gyro.P=1e7
gyro.D=1e3
gyro.MaxTorque=vt(1e7,1e7,1e7)
gyro.cframe=RootPart.CFrame
for i=1,70*animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
2.5+idleangle)*angles(math.rad(90),math.rad(0),math.rad(-180)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-
90))*angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(90),math.rad(-
10),math.rad(90))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.5,0.5+idleangle,0)*angles(math.rad(-
90),math.rad(0),math.rad(-90))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0.2)*angles(math.rad(0),math.rad(70),math.rad(0))*angles(math.rad(-
10),math.rad(0),math.rad(0)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
100),math.rad(0))*angles(math.rad(-10),math.rad(0),math.rad(0)),0.3/animationspeed)
end
for i=0,1,0.5/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
1+idleangle)*angles(math.rad(90),math.rad(0),math.rad(-180)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-
90))*angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(90),math.rad(-
10),math.rad(120))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.5,0.5+idleangle,0)*angles(math.rad(-
90),math.rad(0),math.rad(-120))*LWC0,0.3/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0.2)*angles(math.rad(0),math.rad(70),math.rad(0))*angles(math.rad(-
10),math.rad(0),math.rad(-30)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
100),math.rad(0))*angles(math.rad(-
10),math.rad(0),math.rad(30)),0.3/animationspeed)
end
for i=0,1,0.15/animationspeed do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
1.5+idleangle)*angles(math.rad(30),math.rad(0),math.rad(120)),0.3/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-
30))*angles(math.rad(0),math.rad(0),math.rad(0)),0.3/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(-
40),math.rad(0),math.rad(30))*RWC0,0.3/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(80),math.rad(0),math.rad(20))*LWC0,0.3/animati
onspeed)
RH.C0=clerp(RH.C0,cf(1,-0.5-
idleangle,0)*angles(math.rad(0),math.rad(60),math.rad(0))*angles(math.rad(-
15),math.rad(0),math.rad(70)),0.3/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.25-idleangle,-1)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(5),math.rad(0),math.rad(30)),0.3/animationspeed)
end
gyro.Parent=nil
attacktype=1
disablejump=false
attack=false
end
function EAbility()
attack=true
attack=false
end
function Attack1()
attack=true
--so("341336274",Hitbox,0.5,1)
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0.5,0+idleangle)*angles(math.rad(0),mat
h.rad(0),math.rad(-50)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(7.5),math.rad(0),math.rad(50)
),0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(100),math.rad(0),math.rad
(50))*angles(math.rad(0),math.rad(-80),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.25,0.5+idleangle,-
0.25)*angles(math.rad(70),math.rad(0),math.rad(40))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0)*angles(math.rad(0),math.rad(80),math.rad(0))*angles(math.rad(-
12.5),math.rad(0),math.rad(-2.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
40),math.rad(0))*angles(math.rad(-10),math.rad(0),math.rad(-
2.5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
--so("200633029",Hitbox,0.5,1)
so("200633077",Hitbox,0.5,2)
--so("341336307",Hitbox,0.5,1)
so("341336485",Hitbox,0.5,1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
for i=0,1,0.12/2 do
hbwait()
TrailEffect("Cyan","Neon",Hitbox.CFrame*cf(0,2.1,0),LastPoint,"Block",0,0.1,-
0.01,0,-0.01,0.1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
MagniDamage(Hitbox,5,50,70,math.random(5,10),"Normal",RootPart,0.5,1,math.random(5,
10),nil,true,false,nil,0,0,false)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-1,-
0.5+idleangle)*angles(math.rad(20),math.rad(0),math.rad(40)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(7.5),math.rad(0),math.rad(-
30))*angles(math.rad(-15),math.rad(0),math.rad(0)),0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(0.75,0.5+idleangle,-
0.75)*angles(math.rad(80),math.rad(0),math.rad(-60))*angles(math.rad(0),math.rad(-
60),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(50),math.rad(0),math.rad(-
10))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.35-
idleangle,0)*angles(math.rad(0),math.rad(50),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(22.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.8-idleangle,0)*angles(math.rad(0),math.rad(-
80),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
LastPoint=nil
attack=false
end
function Attack2()
attack=true
--so("341336274",Hitbox,0.5,1)
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-1,1+idleangle)*angles(math.rad(-
10),math.rad(0),math.rad(0)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(15),math.rad(0),math.rad(0)),
0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(170),math.rad(0),math.rad
(5))*angles(math.rad(0),math.rad(-10),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.25,0.5+idleangle,-
0.25)*angles(math.rad(80),math.rad(0),math.rad(20))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.5-idleangle,-
0.25)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(17.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.75-idleangle,-0.25)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(30)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
--so("200633029",Hitbox,0.5,1)
so("200633077",Hitbox,0.5,3)
--so("341336307",Hitbox,0.5,1)
so("341336485",Hitbox,0.5,1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
for i=0,1,0.12/2 do
hbwait()
TrailEffect("Cyan","Neon",Hitbox.CFrame*cf(0,2.1,0),LastPoint,"Block",0,0.1,-
0.01,0,-0.01,0.1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
MagniDamage(Hitbox,5,50,70,math.random(5,10),"Normal",RootPart,0.5,1,math.random(5,
10),nil,true,false,nil,0,0,false)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-2,-
0.75+idleangle)*angles(math.rad(15),math.rad(0),math.rad(0)),0.6/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(0)),0
.6/animationspeed)
RW.C0=clerp(RW.C0,cf(1.25,0.5+idleangle,-
0.25)*angles(math.rad(10),math.rad(0),math.rad(-
5))*angles(math.rad(0),math.rad(20),math.rad(0))*RWC0,0.6/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(40),math.rad(0),math.rad(-
10))*LWC0,0.6/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.2-idleangle,-
0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(10)),0.6/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,-0.5)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(50)),0.6/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.6/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
LastPoint=nil
attack=false
end
function Attack3()
attack=true
--so("341336274",Hitbox,0.5,1)
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0+idleangle)*angles(math.rad(0),math.
rad(0),math.rad(40)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(-10),math.rad(0),math.rad(-
20)),0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(0.5,0.5+idleangle,-
0.75)*angles(math.rad(130),math.rad(0),math.rad(-
60))*angles(math.rad(0),math.rad(40),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(30),math.rad(0),math.rad(-
5))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0)*angles(math.rad(0),math.rad(50),math.rad(0))*angles(math.rad(-
7.5),math.rad(0),math.rad(-2.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
80),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-
7.5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
--so("200633029",Hitbox,0.5,1)
so("200633077",Hitbox,0.5,1.5)
--so("341336307",Hitbox,0.5,1)
so("341336485",Hitbox,0.5,1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
for i=0,1,0.12/2 do
hbwait()
TrailEffect("Cyan","Neon",Hitbox.CFrame*cf(0,2.1,0),LastPoint,"Block",0,0.1,-
0.01,0,-0.01,0.1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
MagniDamage(Hitbox,5,50,70,math.random(5,10),"Normal",RootPart,0.5,1,math.random(5,
10),nil,true,false,nil,0,0,false)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-2,-
0.5+idleangle)*angles(math.rad(5),math.rad(0),math.rad(-30)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(20)),
0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(30),math.rad(0),math.rad(
70))*angles(math.rad(0),math.rad(40),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(50),math.rad(0),math.rad(-
45))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.75-
idleangle,0)*angles(math.rad(0),math.rad(70),math.rad(0))*angles(math.rad(-
30),math.rad(0),math.rad(-15)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.5-idleangle,0)*angles(math.rad(0),math.rad(-
60),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(-
7.5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
LastPoint=nil
attack=false
end
function Attack4()
attack=true
local shieldangle=math.random(-2,2)
for i=0,1,0.12/2 do
hbwait()
MagicBlock("Cyan","Neon",true,swordhandle.CFrame,1,1,1,1,1,1,0.1)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0+idleangle)*angles(math.rad(0),math.
rad(0),math.rad(-40)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(40)),
0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1,0.5+idleangle,-
0.5)*angles(math.rad(88+shieldangle),math.rad(0),math.rad(-
30))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1,0.5+idleangle,-
0.5)*angles(math.rad(88+shieldangle),math.rad(0),math.rad(50))*LWC0,0.45/animations
peed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0)*angles(math.rad(0),math.rad(70),math.rad(0))*angles(math.rad(-
7.5),math.rad(0),math.rad(-2.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
50),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(-
2.5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
so("341336274",swordhandle,0.5,2)
so("341336307",swordhandle,0.5,2)
local Pos1=swordhandle.Position
local MousePos=Mouse.hit.p
local MouseLook=cf((Pos1+MousePos)/2,MousePos)
local blasthit,blastpos=rayCast(Pos1,MouseLook.lookVector,999,Character)
local Mag=(Pos1-blastpos).magnitude
MagicCylinder("Cyan","Neon",cf((Pos1+blastpos)/2,blastpos)*angles(math.rad(90),0,0)
,5,Mag*5,5,0.1,0,0.1,0.05)
if blasthit~=nil and blasthit.Name~="Effect" then
local refpart=part(3,Effects,"SmoothPlastic",0,1,"Really black","Effect",vt())
refpart.Anchored=true
refpart.CFrame=cf(blastpos)
game:GetService("Debris"):AddItem(refpart,5)
so("341336499",refpart,0.5,3)
MagicCircle("Cyan","Neon",refpart.CFrame,10,10,10,1,1,1,0.05)
MagicBlock("Cyan","Neon",true,refpart.CFrame,5,5,5,0.5,0.5,0.5,0.05)
MagniDamage(refpart,5,50,70,0,"Normal",RootPart,0.5,1,math.random(5,10),nil,true,tr
ue,nil,0,0,false)
end
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0.2,-0.15+idleangle)*angles(math.rad(-
10),math.rad(0),math.rad(-40)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(40))
,0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1,0.5+idleangle,-
0.5)*angles(math.rad(98+shieldangle),math.rad(0),math.rad(-
30))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1,0.5+idleangle,-
0.5)*angles(math.rad(98+shieldangle),math.rad(0),math.rad(50))*LWC0,0.45/animations
peed)
RH.C0=clerp(RH.C0,cf(1,-0.7-
idleangle,0)*angles(math.rad(0),math.rad(70),math.rad(0))*angles(math.rad(-
17.5),math.rad(0),math.rad(-2.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
50),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(7.5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
attack=false
end
function Move1()
attack=true
--so("341336274",Hitbox,0.5,1)
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-1,1+idleangle)*angles(math.rad(-
10),math.rad(0),math.rad(0)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(-
10),math.rad(0),math.rad(0)),0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(170),math.rad(0),math.rad
(5))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.25,0.5+idleangle,-
0.25)*angles(math.rad(70),math.rad(0),math.rad(40))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
5),math.rad(0),math.rad(-20)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.5-idleangle,-0.5)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
--so("200633029",Hitbox,0.5,1)
so("200633077",Hitbox,0.5,1.7)
--so("341336307",Hitbox,0.5,1)
so("341336485",Hitbox,0.5,1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
for i=0,1,0.24/2 do
hbwait()
TrailEffect("Cyan","Neon",Hitbox.CFrame*cf(0,2.1,0),LastPoint,"Block",0,0.1,-
0.01,0,-0.01,0.1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
MagniDamage(Hitbox,5,50,70,math.random(5,10),"Normal",RootPart,0.5,1,math.random(5,
10),nil,true,false,nil,0,0,false)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-2,-
1+idleangle)*angles(math.rad(10),math.rad(0),math.rad(0)),0.6/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),
0.6/animationspeed)
RW.C0=clerp(RW.C0,cf(1.25,0.5+idleangle,-
0.25)*angles(math.rad(0),math.rad(0),math.rad(5))*RWC0,0.6/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(5),math.rad(0),math.rad(-
15))*LWC0,0.6/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-idleangle,-
0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
5),math.rad(0),math.rad(-60)),0.6/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,0-idleangle,-0.5)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(5)),0.6/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.6/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
if StaggerHitAnim.Value~=true and StaggerAnim.Value~=true and StunAnim.Value~=true
then
local
swordhit,swordpos=rayCast(RootPart.Position,cf(RootPart.Position,RootPart.Position+
vt(0,-1,0)).lookVector,4,Character)
if swordhit~=nil and swordhit.Name~="Effect" then
local refpart=part(3,Effects,"SmoothPlastic",0,1,"Really black","Effect",vt())
refpart.Anchored=true
refpart.CFrame=RootPart.CFrame*cf(1.1,0,0)
game:GetService("Debris"):AddItem(refpart,5)
coroutine.resume(coroutine.create(function(Origin)
local increment=-10.1
for i=1,4 do
local refpart2=part(3,Effects,"SmoothPlastic",0,1,"Really black","Effect",vt())
refpart2.Anchored=true
refpart2.CFrame=refpart.CFrame*cf(0,0,increment)
game:GetService("Debris"):AddItem(refpart,5)
local
refpart2hit,refpart2pos=rayCast(refpart2.Position,cf(refpart2.Position,refpart2.Pos
ition+vt(0,-1,0)).lookVector,999,Character)
if refpart2hit~=nil then
local refpart3=part(3,Effects,"SmoothPlastic",0,1,"Really black","Effect",vt())
refpart3.Anchored=true
refpart3.CFrame=cf(refpart2pos)
game:GetService("Debris"):AddItem(refpart3,5)
so("341336499",refpart3,0.5,2)
MagicWave("Cyan","Neon",refpart3.CFrame,20,0.1,20,0.5,0.01,0.5,0.05)
MagicSpikedCrown("Cyan","Neon",refpart3.CFrame,20,20,20,0.5,0.5,0.5,0.05)
MagniDamage(refpart3,15,50,70,math.random(10,20),"ElectricGroundSmash",refpart3,0,1
,math.random(5,10),nil,true,true,"Damage",0.1,3,true)
end
increment=increment-10
wait(0.25)
end
end),refpart)
end
end
for i=0,1,0.24/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-2,-
1+idleangle)*angles(math.rad(10),math.rad(0),math.rad(0)),0.6/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),
0.6/animationspeed)
RW.C0=clerp(RW.C0,cf(1.25,0.5+idleangle,-
0.25)*angles(math.rad(0),math.rad(0),math.rad(5))*RWC0,0.6/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(5),math.rad(0),math.rad(-
15))*LWC0,0.6/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-idleangle,-
0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
5),math.rad(0),math.rad(-60)),0.6/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,0-idleangle,-0.5)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(5)),0.6/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.6/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
LastPoint=nil
attack=false
end
--[[
local testpart=Instance.new("Part",workspace.CurrentCamera)
testpart.Anchored=true
testpart.CFrame=cf(0,0,-50)
testpart.Size=Vector3.new(50,50,50)
--]]
function Move3()
attack=true
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
0.25+idleangle)*angles(math.rad(0),math.rad(-5),math.rad(-10)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(5)),
0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(50),math.rad(0),math.rad(
20))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.25+idleangle,0)*angles(math.rad(130),math.rad(0),math.rad(5))*LWC0,0.45/anima
tionspeed)
RH.C0=clerp(RH.C0,cf(1,-0.75-
idleangle,0)*angles(math.rad(0),math.rad(70),math.rad(0))*angles(math.rad(-
10),math.rad(0),math.rad(-10)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.8-idleangle,-0.25)*angles(math.rad(0),math.rad(-
80),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(-5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
55),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
0.1+idleangle)*angles(math.rad(0),math.rad(5),math.rad(10)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(-5),math.rad(0),math.rad(-
15)),0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(150),math.rad(0),math.rad
(10))*angles(math.rad(0),math.rad(10),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(20),math.rad(0),math.rad(-
10))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0)*angles(math.rad(0),math.rad(80),math.rad(0))*angles(math.rad(-
5),math.rad(0),math.rad(-2.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.9-idleangle,-0.25)*angles(math.rad(0),math.rad(-
100),math.rad(0))*angles(math.rad(-10),math.rad(0),math.rad(-
5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
140),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
so("306247678",Hitbox,0.5,0.75)
--so("341336159",Hitbox,0.5,0.75)
--
MagicRing("Cyan","Neon",cf(Hitbox.Position)*cf(0,2.1,0)*angles(math.rad(90),0,0),1,
1,1,1,1,0,0.01)
for i=0,1,0.04/2 do
hbwait()
--Lightning(Hitbox.Position+vt(0,2,0),Hitbox.Position+vt(math.random(-
20,20),20,math.random(-20,20)),1,1,"Cyan","Neon",1/10,5/10,2)
--MagicCylinder("Cyan","Neon",Hitbox.CFrame*cf(0,2.1+149,-23.6)*angles(math.rad(-
9),0,0),0.5,1500,0.5,1,0,1,0.1)
--MagicBlock("Cyan","Neon",true,Hitbox.CFrame--[[*cf(0,2.1,0)--]],1,1,1,1,1,1,0.05)
MagicCircle("Cyan","Neon",Hitbox.CFrame,5,25,5,math.random(5,10)/10,math.random(5,1
0)/10,math.random(5,10)/10,0.1)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
0.1+idleangle)*angles(math.rad(0),math.rad(5),math.rad(10)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(-5),math.rad(0),math.rad(-
15)),0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(150),math.rad(0),math.rad
(10))*angles(math.rad(0),math.rad(10),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(20),math.rad(0),math.rad(-
10))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0)*angles(math.rad(0),math.rad(80),math.rad(0))*angles(math.rad(-
5),math.rad(0),math.rad(-2.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.9-idleangle,-0.25)*angles(math.rad(0),math.rad(-
100),math.rad(0))*angles(math.rad(-10),math.rad(0),math.rad(-
5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
140),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
for i=0,1,0.12/2 do
hbwait()
MagicCircle("Cyan","Neon",Hitbox.CFrame,5,25,5,math.random(5,10)/10,math.random(5,1
0)/10,math.random(5,10)/10,0.1)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0+idleangle)*angles(math.rad(0),math.
rad(0),math.rad(50)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(-
50)),0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1,0.5+idleangle,-
0.5)*angles(math.rad(110),math.rad(0),math.rad(-
50))*angles(math.rad(0),math.rad(60),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.5,0.5+idleangle,0)*angles(math.rad(-
15),math.rad(0),math.rad(-10))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-1-
idleangle,0.25)*angles(math.rad(0),math.rad(40),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(2.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-1-idleangle,0)*angles(math.rad(0),math.rad(-
70),math.rad(0))*angles(math.rad(-
7.5),math.rad(0),math.rad(5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
--so("200633029",Hitbox,0.5,1)
so("200633077",Hitbox,0.5,2.9)
--so("341336307",Hitbox,0.5,1)
so("341336485",Hitbox,0.5,1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
local energywavepart=part(3,Effects,"Neon",0,1,"Cyan","Effect",vt())
energywavepart.Anchored=true
energywavepart.CFrame=RootPart.CFrame*cf(0,0,-6.5)--
*angles(math.rad(90),math.rad(80),0)
--local
energywavemesh=mesh("SpecialMesh",energywavepart,"FileMesh","http://www.roblox.com/
asset/?id=448386996",vt(0,0,0),vt(1/1000,1/20,1/15))
game:GetService("Debris"):AddItem(energywavepart,1)
coroutine.resume(coroutine.create(function(Wave)
local number=500
so("341336274",Wave,0.75,0.75)
repeat
hbwait()
wavecframe=Wave.CFrame
--Wave.CFrame=wavecframe*cf(0,-1,0)
Wave.CFrame=wavecframe*cf(0,0,-1)
MagicBlock("Cyan","Neon",true,Wave.CFrame,100,100,100,-1,-1,-1,0.05)
MagniDamage(Wave,15,70,100,math.random(10,20),"ElectricBlast",Wave,1,1,math.random(
5,10),nil,true,true,"Movement",0.1,10,true)
number=number-1
until number<=0
end),energywavepart)
for i=0,1,0.12/2 do
hbwait()
TrailEffect("Cyan","Neon",Hitbox.CFrame*cf(0,2.1,0),LastPoint,"Block",0,0.1,-
0.01,0,-0.01,0.1)
LastPoint=Hitbox.CFrame*cf(0,2.1,0)
MagniDamage(Hitbox,5,50,70,math.random(5,10),"Normal",RootPart,0.5,1,math.random(5,
10),nil,true,false,nil,0,0,false)
--
MagicCircle("Cyan","Neon",Hitbox.CFrame,5,25,5,math.random(5,10)/10,math.random(5,1
0)/10,math.random(5,10)/10,0.1)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-1.5,-
0.5+idleangle)*angles(math.rad(5),math.rad(0),math.rad(-40)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(40)),
0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(50),math.rad(0),math.rad(
70))*angles(math.rad(0),math.rad(60),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.5,0.5+idleangle,0)*angles(math.rad(-
10),math.rad(0),math.rad(-60))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.6-
idleangle,0)*angles(math.rad(0),math.rad(80),math.rad(0))*angles(math.rad(-
12.5),math.rad(0),math.rad(-5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1.1,-0.5-idleangle,0.15)*angles(math.rad(0),math.rad(-
50),math.rad(0))*angles(math.rad(-7.5),math.rad(0),math.rad(-
7.5)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
150),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
LastPoint=nil
attack=false
end
function Move4()
attack=true
--[[
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
1+idleangle)*angles(math.rad(10),math.rad(0),math.rad(0)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),
0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(0),math.rad(0),math.rad(4
0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-
1.5,0.5+idleangle,0)*angles(math.rad(0),math.rad(0),math.rad(-
30))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0-idleangle,-
0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(7.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.5-idleangle,-0.5)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(25)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
MagicWave("Institutional white","SmoothPlastic",RootPart.CFrame*cf(0,-
3,0),5,1,5,0.2,-0.01,0.2,0.025)
Humanoid.Jump=true
Torso.Velocity=Vector3.new(0,50,0)+RootPart.CFrame.lookVector*50
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0+idleangle)*angles(math.rad(-
5),math.rad(0),math.rad(0)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(-
5),math.rad(0),math.rad(0)),0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1.5,0.5+idleangle,0)*angles(math.rad(-
15),math.rad(0),math.rad(15))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1.5,0.5+idleangle,0)*angles(math.rad(-
5),math.rad(0),math.rad(-10))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0.9-idleangle,-
0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(1.25),math.rad(0)
,math.rad(-35)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.8-idleangle,-0.25)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(15)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
]]--
for i=0,1,0.12/2 do
hbwait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
1+idleangle)*angles(math.rad(10),math.rad(0),math.rad(0)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),
0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1,0.5+idleangle,-
0.5)*angles(math.rad(110),math.rad(0),math.rad(-45))*angles(math.rad(0),math.rad(-
180),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1,0.5+idleangle,-
0.5)*angles(math.rad(110),math.rad(0),math.rad(45))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0-idleangle,-
0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(7.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.5-idleangle,-0.5)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(25)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0)*angles(0,math.rad(-45),0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
local move4num=0
for i=0,1,0.04/2 do
hbwait()
if move4num>=5 then
move4num=0
MagicWave("Cyan","Neon",RootPart.CFrame*cf(0,-3,0),1,1,1,1,0.1,1,0.05)
else
move4num=move4num+1
end
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-
1+idleangle)*angles(math.rad(10),math.rad(0),math.rad(0)),0.45/animationspeed)
Neck.C0=clerp(Neck.C0,necko*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),
0.45/animationspeed)
RW.C0=clerp(RW.C0,cf(1,0.5+idleangle,-
0.5)*angles(math.rad(110),math.rad(0),math.rad(-45))*angles(math.rad(0),math.rad(-
180),math.rad(0))*RWC0,0.45/animationspeed)
LW.C0=clerp(LW.C0,cf(-1,0.5+idleangle,-
0.5)*angles(math.rad(110),math.rad(0),math.rad(45))*LWC0,0.45/animationspeed)
RH.C0=clerp(RH.C0,cf(1,-0-idleangle,-
0.5)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-
2.5),math.rad(0),math.rad(7.5)),0.45/animationspeed)
LH.C0=clerp(LH.C0,cf(-1,-0.5-idleangle,-0.5)*angles(math.rad(0),math.rad(-
90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(25)),0.45/animationspeed)
swordhandleweld.C0=clerp(swordhandleweld.C0,cf(0,-1,0)*angles(math.rad(-
90),0,0)*angles(0,math.rad(-45),0),0.45/animationspeed)
if StaggerHitAnim.Value==true or StaggerAnim.Value==true or StunAnim.Value==true
then
break
end
end
attack=false
end
hold=false
Mouse.Button1Down:connect(function()
--function ob1d(Mouse)
if attack==true or equipped==false then return end
hold=true
if attacktype==1 then
attacktype=2
Attack1()
elseif attacktype==2 then
attacktype=3
Attack2()
elseif attacktype==3 then
attacktype=4
Attack3()
elseif attacktype==4 then
attacktype=1
Attack4()
end
coroutine.resume(coroutine.create(function()
for i=1,50 do
if attack==false then
hbwait()
end
end
if attack==false then
attacktype=1
end
end))
--end
end)
if allowhopperbin==true then
function ob1u(Mouse)
hold=false
end
end
Mouse.KeyDown:connect(function(key)
--function key(key)
if key=="f" and canunequiporequip==true and attack==false then
if equipped==false then
equipped=true
if disableanimate==true then
Animate.Disabled=true
local idleanimation=Humanoid:LoadAnimation(Torso.robloxidleanimation)
idleanimation:Play()
end
if disableanimator==true then
Animator.Parent=nil
end
if disablemovingarms==true then
RW.Parent=Torso
LW.Parent=Torso
RSH.Parent=nil
LSH.Parent=nil
end
equipanim()
elseif equipped==true then
equipped=false
unequipanim()
hbwait()
if disablemovingarms==true then
RW.Parent=nil
LW.Parent=nil
RSH.Parent=Torso
LSH.Parent=Torso
end
if disableanimator==true then
Animator.Parent=Humanoid
end
if disableanimate==true then
Animate.Disabled=false
end
end
end
if key=="e" and attack==false and equipped==true then
EAbility()
end
if key=="z" and attack==false and equipped==true and cooldown1>=co1 and
Mana.Value>=skill1mana then
subtractmana(skill1mana)
cooldown1=0
Move1()
end
if key=="x" and attack==false and equipped==true and cooldown2>=co2 and
Mana.Value>=skill2mana then
subtractmana(skill2mana)
cooldown2=0
Move2()
end
if key=="c" and attack==false and equipped==true and cooldown3>=co3 and
Mana.Value>=skill3mana then
subtractmana(skill3mana)
cooldown3=0
Move3()
end
if key=="v" and attack==false and equipped==true and cooldown4>=co4 and
Mana.Value>=skill4mana then
subtractmana(skill4mana)
cooldown4=0
Move4()
end
if key=="q" then
Mana.Value=100
cooldown1=co1
cooldown2=co2
cooldown3=co3
cooldown4=co4
end
if key=="p" then
StaggerHitAnim.Value=true
end
if key=="[" then
StaggerAnim.Value=true
end
if key=="]" then
StunAnim.Value=true
end
--end
end)
Mouse.KeyUp:connect(function(key2)
--function key2(key)
--end
end)
----
Me = game.Players.LocalPlayer
player = Me
char = Me.Character
chara = char
Mouse = player:GetMouse()
s = Instance.new("Sound",game.Players.LocalPlayer.Character.Torso)
s.SoundId = "rbxassetid://144260525"
s.Volume = 1
s.Pitch = 1
s.Looped = true
wait()
s:Play()
s = Instance.new("Sound",game.Players.LocalPlayer.Character.Torso)
s.SoundId = "rbxassetid://530138502"
s.Volume = 3
s.Pitch = 0.83
s.Looped = false
wait()
s:Play()
wait(15)
Character:WaitForChild("Animate"):Remove()
Humanoid.MaxHealth = 2000
Humanoid.Health = 1980
wait()
function SmoothAllSides(Part)
local Sides = {
"TopSurface",
"BottomSurface",
"LeftSurface",
"RightSurface",
"FrontSurface",
"BackSurface"
for i, v in pairs(Sides) do
Part[v] = "SmoothNoOutlines"
end
end
StaffM.Parent = Character
Staff.Parent = StaffM
Staff.Shape = Enum.PartType.Cylinder
Staff.Size = Vector3.new(0, 0, 0)
Staff.CanCollide = false
Ring0.Parent = StaffM
Ring0.CanCollide = false
Ring0.Material = Enum.Material.SmoothPlastic
Ring.Parent = Ring0
Ring.MeshType = Enum.MeshType.FileMesh
Ring.Scale = Vector3.new(0, 0, 0)
Ring.MeshId = "rbxassetid://"
local Ring1 = Ring0:Clone()
Ring1.Parent = StaffM
Weld1.Parent = StaffM
Weld1.Part0 = Staff
Weld1.Part1 = Ring0
Weld1.C1 = CFrame.new(0, 0, 0)
Weld2.Parent = StaffM
Weld2.Part0 = Staff
Weld2.Part1 = Ring1
Weld2.C1 = CFrame.new(0, 0, 0)
Weld3.Parent = StaffM
Weld3.Part1 = Staff
SmoothAllSides(Staff)
local bools = {
Idle = true,
Moving = false,
OffenseDefense = false,
MovingUp = false,
MovingDown = false,
Blocking = false
local joints = {
["Head"] = Character.Torso.Neck,
["Torso"] = Character.HumanoidRootPart.RootJoint,
local Animations = {
idle = {
},
running = {
}
}
Humanoid:ClearAllChildren()
TruthBall.Material = Enum.Material.Neon
TruthBall.Shape = Enum.PartType.Ball
TruthBall.Size = Vector3.new(0, 0, 0)
TruthBall.Anchored = true
TruthBall.Locked = true
TruthBall.CanCollide = false
TruthBall.BrickColor = BrickColor.new("Cyan")
SmoothAllSides(TruthBall)
for i = 1, 6 do
TruthSeekBalls.Parent = Character
end
TruthTable = {}
table.insert(TruthTable, var)
end
end
RunService.RenderStepped:connect(function()
for i, v in ipairs(TruthTable) do
end
end)
local BodyParts = {
Character.Head,
Character.Torso,
Character["Left Arm"],
Character["Right Arm"],
Character["Left Leg"],
Character["Right Leg"]
Input.InputBegan:connect(function(Key, GPE)
Humanoid.WalkSpeed = 0
Humanoid.JumpPower = 0
bools.Blocking = true
Block.Transparency = 1
Defense.Parent = Character
Defense.Shape = Enum.PartType.Block
RunService.RenderStepped:connect(function()
end)
Defense.CanCollide = true
Block.Transparency = 1
Copy.Parent = Character
Copy.Anchored = false
Copy.CFrame = Block.CFrame
CopyV.Parent = Copy
else
wait()
end
end
end
end)
Input.InputEnded:connect(function(Key, GPE)
Humanoid.WalkSpeed = 60
Humanoid.JumpPower = 200
bools.Blocking = false
Defense.CanCollide = false
Defense.Shape = Enum.PartType.Ball
Defense.Size = Vector3.new(0, 0, 0)
RunService.RenderStepped:connect(function()
end)
Defense:Remove()
Block.Transparency = 0
BlockCF = Block.CFrame
end
end)
RunService.RenderStepped:connect(function()
CurrentAnimation = "Walking"
CurrentAnimation = "Idle"
end
joints.Head.C0 = joints.Head.C0:lerp(Animations.idle.HeadC0 *
CFrame.Angles(math.rad(2 * math.sin(-tick() * 2)), 0, 0), 0.35)
end
end)
name = game.Players.LocalPlayer.Name
player = game.Players:WaitForChild(name)
chara = player.Character
debby = game:GetService("Debris")
chara.Humanoid.MaxHealth = 2000
chara.Humanoid.Health = 2000
chara.Humanoid.WalkSpeed = 50
chara.Humanoid.JumpPower = 200
color3colour = {
BrickColor.new("Cyan").Color,
BrickColor.new("Cyan").Color,
BrickColor.new("Cyan").Color,
BrickColor.new("Cyan").Color,
BrickColor.new("Cyan").Color,
BrickColor.new("Cyan").Color
}
breekcolour = {
BrickColor.new("Cyan"),
BrickColor.new("Cyan"),
BrickColor.new("Cyan"),
BrickColor.new("Cyan"),
BrickColor.new("Cyan"),
BrickColor.new("Cyan")
}
firecolour = {
ColorSequenceKeypoint.new(0, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(0.05, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(0.1, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(0.15, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(0.2, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(0.25, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(1, BrickColor.new("Cyan").Color)
}
barcolour = {
ColorSequenceKeypoint.new(0, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(0.2, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(0.4, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(0.6, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(0.8, BrickColor.new("Cyan").Color),
ColorSequenceKeypoint.new(1, BrickColor.new("Cyan").Color)
}
normallife = {
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(1, 1)
}
extendlife = {
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(0.8, 0),
NumberSequenceKeypoint.new(1, 1)
}
function createrainbow(color, part, texture, size, trans, life, face, speed, accel,
velsp, lock, name)
local fira = Instance.new("ParticleEmitter", part)
fira.Name = name
fira.Color = ColorSequence.new(color)
fira.Size = size
fira.Texture = texture
fira.Transparency = trans
fira.Lifetime = life
fira.EmissionDirection = face
fira.Rate = 100000000
fira.RotSpeed = NumberRange.new(10000)
fira.Speed = speed
fira.VelocitySpread = velsp
fira.Acceleration = accel
fira.LightEmission = 1
fira.LockedToPart = lock
end
handfire1 = createrainbow(firecolour, hand1,
"rbxasset://textures/particles/smoke_main.dds", NumberSequence.new({
NumberSequenceKeypoint.new(0, 0.4),
NumberSequenceKeypoint.new(1, 0)
}), NumberSequence.new(extendlife), NumberRange.new(1), "Left", NumberRange.new(1),
Vector3.new(0, 2, 0), 0, false, "FireEffect")
handfire2 = createrainbow(firecolour, hand2,
"rbxasset://textures/particles/smoke_main.dds", NumberSequence.new({
NumberSequenceKeypoint.new(0, 0.4),
NumberSequenceKeypoint.new(1, 0)
}), NumberSequence.new(extendlife), NumberRange.new(1), "Right",
NumberRange.new(1), Vector3.new(0, 2, 0), 0, false, "FireEffect")
createrainbow(barcolour, orbuur, "rbxasset://textures/particles/smoke_main.dds",
NumberSequence.new({
NumberSequenceKeypoint.new(0, 1),
NumberSequenceKeypoint.new(0.8, 1),
NumberSequenceKeypoint.new(1, 0)
}), NumberSequence.new(extendlife), NumberRange.new(1), "Front",
NumberRange.new(0), Vector3.new(0, 0, 0), 0, false, "OrbEffect")
local spelleffect = Instance.new("ParticleEmitter", chara.Torso)
spelleffect.Texture = "http://www.roblox.com/asset/?id=679657454"
spelleffect.Speed = NumberRange.new(0)
spelleffect.LightEmission = 1
spelleffect.Transparency = NumberSequence.new(normallife)
spelleffect.Size = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(1, 10)
})
spelleffect.Rate = 0.001
spelleffect.Rotation = NumberRange.new(0, 359)
spelleffect.RotSpeed = NumberRange.new(1000)
spelleffect.Lifetime = NumberRange.new(1)
createrainbow(barcolour, hand2, "rbxasset://textures/particles/smoke_main.dds",
NumberSequence.new({
NumberSequenceKeypoint.new(0, 1),
NumberSequenceKeypoint.new(1, 0)
}), NumberSequence.new(normallife), NumberRange.new(1), "Front",
NumberRange.new(10), Vector3.new(0, 0, 0), 1000, true, "PowerEffect")
powereffect = hand2.PowerEffect
powereffect.Enabled = false
local naeeym = Instance.new("BillboardGui", chara)
naeeym.Size = UDim2.new(0, 100, 0, 40)
naeeym.StudsOffset = Vector3.new(0, 2, 0)
naeeym.Adornee = chara.Head
local tecks = Instance.new("TextLabel", naeeym)
tecks.BackgroundTransparency = 1
tecks.BorderSizePixel = 0
tecks.Text = ""
tecks.Font = "Fantasy"
tecks.FontSize = "Size24"
tecks.TextStrokeTransparency = 0
tecks.TextColor3 = Color3.new(1, 1, 1)
tecks.TextStrokeColor3 = BrickColor.new("Really red").Color
tecks.Size = UDim2.new(1, 0, 0.5, 0)
Void = nil
VoidParts = {}
Equipped = false
Counter = 1
function RayCast(Position, Direction, MaxDistance, IgnoreList)
return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position,
Direction.unit * (MaxDistance or 999.999)), IgnoreList)
end
Player = player
Character = chara
Humanoid = Character:FindFirstChild("Humanoid")
Torso = Character:FindFirstChild("Torso")
if not Player or not Humanoid or Humanoid.Health == 0 or not chara.Torso then
return
end
Equipped = true
Void = Instance.new("Model")
Void.Name = "Void"
Angle = 0
for i = 1, 1 do
local VoidPart = Instance.new("Part")
VoidPart.Name = "VoidPart"
VoidPart.Transparency = 1
VoidPart.BrickColor = BrickColor.new("Cyan")
VoidPart.Material = Enum.Material.Plastic
VoidPart.Shape = Enum.PartType.Block
VoidPart.FormFactor = Enum.FormFactor.Custom
VoidPart.TopSurface = Enum.SurfaceType.Smooth
VoidPart.BottomSurface = Enum.SurfaceType.Smooth
VoidPart.Anchored = true
VoidPart.CanCollide = false
VoidPart.Locked = true
VoidPart.Size = Vector3.new(1, 0.2, 1)
fiyer = createrainbow(firecolour, VoidPart, "http://www.roblox.com/asset/?
id=224413104", NumberSequence.new({
NumberSequenceKeypoint.new(0, 0.4),
NumberSequenceKeypoint.new(1, 0)
}), NumberSequence.new({
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(0.99, 0),
NumberSequenceKeypoint.new(1, 1)
}), NumberRange.new(3), "Top", NumberRange.new(2), Vector3.new(0, 2, 0), 0,
false, "FireEffect")
VoidPart.FireEffect.Rate = 10
local BlockMesh = Instance.new("BlockMesh")
BlockMesh.Scale = Vector3.new(10, 2, 10)
BlockMesh.Parent = VoidPart
VoidPart.Parent = Void
local Star = Instance.new("Decal", VoidPart)
Star.Texture = "http://www.roblox.com/asset/?id=199910011"
Star.Face = "Top"
local Light = Instance.new("PointLight", VoidPart)
Light.Color = Color3.new(0, 0, 0)
Light.Brightness = 10
Light.Range = 10
table.insert(VoidParts, VoidPart)
end
Spawn(function()
while Equipped and Humanoid.Parent and Humanoid.Health > 0 and chara do
if Angle == 360 then
Angle = 0
end
Angle = Angle + 0.05
chara.Humanoid.MaxHealth = 2000
chara.Humanoid.Health = 1700
Counter = Counter + 1
if Counter == 7 then
Counter = 1
end
tecks.TextStrokeColor3 = color3colour[Counter]
fakehead.face.Color3 = color3colour[Counter]
Void.VoidPart.Decal.Color3 = color3colour[Counter]
Void.VoidPart.PointLight.Color = color3colour[Counter]
local parentPos = chara.Torso.CFrame
p = game.Players.LocalPlayer
char = p.Character
torso = char.Torso
neck = char.Torso.Neck
hum = char.Humanoid
CV="Maroon"
v=Instance.new("Part")
v.Name = "ColorBrick"
v.Parent=p.Character
v.FormFactor="Symmetric"
v.Anchored=true
v.CanCollide=false
v.BottomSurface="Smooth"
v.TopSurface="Smooth"
v.Size=Vector3.new(10,5,3)
v.Transparency=1
v.CFrame=char.Torso.CFrame
v.BrickColor=BrickColor.new(CV)
v.Transparency=1
text.TextColor3 = BrickColor.new("Bright blue").Color
v.Shape="Block"
text.Text = "Wanderer"
wait()
Workspace["Head_"].Parent = game.Players.LocalPlayer.Character
w = Instance.new("Weld", game.Players.LocalPlayer.Character["Head"])
w.Part0 = game.Players.LocalPlayer.Character["Head"]
w.Part1 = o2
w.C0 = CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0)
game.Players.LocalPlayer.Character["Head"].Transparency = 0
wait()
Workspace["Torso_"].Parent = game.Players.LocalPlayer.Character
w = Instance.new("Weld", game.Players.LocalPlayer.Character["Torso"])
w.Part0 = game.Players.LocalPlayer.Character["Torso"]
w.Part1 = o2
w.C0 = CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0)
game.Players.LocalPlayer.Character["Torso"].Transparency = 0
wait()
Workspace["LeftArm"].Parent = game.Players.LocalPlayer.Character
wait()
Workspace["LeftLeg"].Parent = game.Players.LocalPlayer.Character
wait()
Workspace["RightLeg"].Parent = game.Players.LocalPlayer.Character
wait()
Workspace["RightArm"].Parent = game.Players.LocalPlayer.Character
wait()
Workspace["Blade"].Parent = game.Players.LocalPlayer.Character
game.Players.LocalPlayer.Character["Blade"].Name = "Blade"
w = Instance.new("Weld", game.Players.LocalPlayer.Character["Torso"])
w.Part0 = game.Players.LocalPlayer.Character["Torso"]
w.Part1 = o32
w.C0 = CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0)
game.Players.LocalPlayer.Character["Torso"].Transparency = 0
CFuncs = {
["Sound"] = {
Create = function(id, par, vol, pit)
coroutine.resume(coroutine.create(function()
local S = Create("Sound"){
Volume = vol,
Pitch = pit or 1,
SoundId = id,
Parent = par or workspace,
}
wait()
S:play()
game:GetService("Debris"):AddItem(S, 6)
end))
end;
};
CreateTemplate = {
};
}
abss = Instance.new("BillboardGui",Character)
abss.Size = UDim2.new(50,0,50,0)
abss.Enabled = false
imgl = Instance.new("ImageLabel",abss)
imgl.Position = UDim2.new(0,0,0,0)
imgl.Size = UDim2.new(1,0,1,0)
imgl.Image = "rbxassetid://103028201"
imgl.BackgroundTransparency = 1
imgl.ImageColor3 = Color3.new(0,0,255)
img2 = Instance.new("ImageLabel",abss)
img2.Position = UDim2.new(0,0,0,0)
img2.Size = UDim2.new(1,0,1,0)
img2.Image = "rbxassetid://103028201"
img2.BackgroundTransparency = 1
img2.ImageColor3 = Color3.new(0,0,255)
function TargetSelect(person)
local dd=coroutine.wrap(function()
if targetted ~= person then
targetted = person
img2.Size = UDim2.new(1,0,1,0)
img2.ImageTransparency = 0
img2.Position = UDim2.new(0,0,0,0)
for i = 0, 2, 0.1 do
swait()
img2.Size = img2.Size + UDim2.new(5,0,5,0)
img2.Position = img2.Position + UDim2.new(-.025,0,-.025,0)
img2.ImageTransparency = img2.ImageTransparency + 0.05
end
end
end)
dd()
end
function LockOn()
if Mouse.Target.Parent ~= Character and Mouse.Target.Parent.Parent ~= Character and
Mouse.Target.Parent:FindFirstChild("Humanoid") ~= nil then
TargetSelect(Mouse.Target.Parent)
CFuncs["Sound"].Create("http://www.roblox.com/asset/?id=147722098", Character, 1, .
8)
end
end
function ofmoosic() -- 2 lazi hoh
delays = true
while wait() and kkk and kkk.Volume >= 0.02 do
kkk.Volume = kkk.Volume - 0.05
end
wait(0.1)
kkk.Pitch = 0
kkk.PlaybackSpeed = 0
play = false
delays = false
end
function onmoosic()
delays = true
kkk.Pitch = .6
kkk.PlaybackSpeed = .6
while wait() and kkk and kkk.Volume <= 1.5 do
kkk.Volume = kkk.Volume + 0.05
end
wait(0.1)
play = true
delays = false
end
Mouse.KeyDown:connect(function(k)
k = k:lower()
if attack == false and k == 'q' then
LockOn()
end
end)
kkk = Instance.new("Sound",Character)
kkk.Volume = 1.5
kkk.PlaybackSpeed = 1
kkk.Pitch = .6
kkk.SoundId = "rbxassetid://"
kkk:Play()
kkk.Name = "a"
kkk.Looped = true
while true do
swait()
for i, v in pairs(Character:GetChildren()) do
if v:IsA("Part") then
v.Material = "SmoothPlastic"
elseif v:IsA("Accessory") then
v:WaitForChild("Handle").Material = "SmoothPlastic"
end
end
while true do
swait()
imgl.Rotation = imgl.Rotation + 3
img2.Rotation = img2.Rotation + 3
if targetted ~= nil then
abss.Adornee = targetted:FindFirstChild("Torso") or
targetted:FindFirstChild("UpperTorso")
abss.Enabled = true
elseif targetted == nil then
abss.Adornee = nil
abss.Enabled = false
end
while true and imgl.Rotation >= 360 do
imgl.Rotation = 0
img2.Rotation = 0
end
game:GetService("Debris"):AddItem(ref, 0.2)
Effects["Block"].Create(Torso.BrickColor, CFrame.new(ref.Position) *
CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-
50, 50)), 1, 1, 1, 10, 10, 10, 0.1, 2)
Effects["Ring"].Create(BrickColor.new("Bright yellow"),
CFrame.new(ref.Position) * CFrame.fromEulerAnglesXYZ(math.random(-50, 50),
math.random(-50, 50), math.random(-50, 50)), 1, 1, 0.1, 4, 4, 0.1, 0.1)
MagnitudeDamage(ref, 15,
Thing[5] / 1.5, Thing[6] / 1.5, 0, "Normal", "", 1)
end
end
end
ref = CFuncs.Part.Create(workspace,
"Neon", 0, 1, BrickColor.new("Really red"), "Reference", Vector3.new())
ref.Anchored = true
ref.CFrame = CFrame.new(pos)
Effects["Sphere"].Create(Torso.BrickColor, CFrame.new(pos), 5, 5, 5, 1, 1, 1,
0.07)
game:GetService("Debris"):AddItem(ref, 1)
end
if Thing[3] <= 0 then
table.remove(Effects, e)
end
end
do
do
if Thing[2] == "FireWave" then
if Thing[3] <= Thing[4] then
Thing[1].CFrame =
Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(0, 1, 0)
Thing[3] = Thing[3] + 1
Thing[6].Scale =
Thing[6].Scale + Vector3.new(Thing[5], 0, Thing[5])
else
Part.Parent = nil
table.remove(Effects, e)
end
end
if Thing[2] ~= "Shoot" and Thing[2] ~=
"Wave" and Thing[2] ~= "FireWave" then
if Thing[1].Transparency <= 1 then
if Thing[2] == "Block1" then
Thing[1].CFrame =
Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50,
50), math.random(-50, 50))
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale
+ Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Block2"
then
Thing[1].CFrame =
Thing[1].CFrame
Mesh = Thing[7]
Mesh.Scale =
Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
Mesh = Thing[7]
Mesh = Thing[10]
else
if Thing[2] == "Disappear" then
else
end
end
end
end
end
end
end
end
else
table.remove(Ilaoi, e)
end
end
end
end
end
end
end
end
end
end