print("Febywhoupload") game:GetService("TextChatService").TextChannels.RBXGeneral:SendAsync("-gh 9350274205, 5803107414, 4753437569, 9350274205, 5803107414, 4753437569, 9350274205, 5803107414, 4753437569") wait(3.2) if not game:GetService("ReplicatedStorage"):FindFirstChild("01_server") then local a=game:GetService("CollectionService")local b={}b["ScreenGui_1"]=Instance.new("ScreenGui",game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui"))b["ScreenGui_1"].IgnoreGuiInset=true b["ScreenGui_1"].ScreenInsets=Enum.ScreenInsets.DeviceSafeInsets b["ScreenGui_1"].ZIndexBehavior=Enum.ZIndexBehavior.Sibling a:AddTag(b["ScreenGui_1"],"main")b["Frame_2"]=Instance.new("Frame",b["ScreenGui_1"])b["Frame_2"].BorderSizePixel=0 b["Frame_2"].BackgroundColor3=Color3.fromRGB(0,0,0)b["Frame_2"].AnchorPoint=Vector2.new(.5,.5)b["Frame_2"].Size=UDim2.new(.36316,0,.46667,0)b["Frame_2"].Position=UDim2.new(.5,0,.5,0)b["Frame_2"].BackgroundTransparency=.5 b["UICorner_3"]=Instance.new("UICorner",b["Frame_2"])b["UICorner_3"].CornerRadius=UDim.new(.04,0)b["TextLabel_4"]=Instance.new("TextLabel",b["Frame_2"])b["TextLabel_4"].TextWrapped=true b["TextLabel_4"].BorderSizePixel=0 b["TextLabel_4"].TextScaled=true b["TextLabel_4"].BackgroundColor3=Color3.fromRGB(255,255,255)b["TextLabel_4"].TextColor3=Color3.fromRGB(255,255,255)b["TextLabel_4"].BackgroundTransparency=1 b["TextLabel_4"].Size=UDim2.new(.81159,0,.32143,0)b["TextLabel_4"].Text="You are in the wrong game, please copy the link below and enter the game. (game: Just a baseplate., game creator: dreammazestudio)"b["TextLabel_4"].Position=UDim2.new(.0942,0,.13095,0)b["TextBox_5"]=Instance.new("TextBox",b["Frame_2"])b["TextBox_5"].CursorPosition=-1 b["TextBox_5"].BorderSizePixel=0 b["TextBox_5"].BackgroundColor3=Color3.fromRGB(255,255,255)b["TextBox_5"].ClearTextOnFocus=false b["TextBox_5"].Size=UDim2.new(.81159,0,.29762,0)b["TextBox_5"].Position=UDim2.new(.1087,0,.5119,0)b["TextBox_5"].Text="https://www.roblox.com/games/17574618959/Just-a-baseplate"b["TextBox_5"].TextScaled=true b["UIAspectRatioConstraint_6"]=Instance.new("UIAspectRatioConstraint",b["Frame_2"])b["UIAspectRatioConstraint_6"].AspectRatio=1.64286 game:GetService("TeleportService"):Teleport(17574618959,game:GetService("Players").LocalPlayer)return b["ScreenGui_1"],require end local TextChatService = game:GetService("TextChatService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local function SendChatMessage(message) if TextChatService.ChatVersion == Enum.ChatVersion.TextChatService then local textChannel = TextChatService.TextChannels:FindFirstChild("RBXGeneral") if textChannel then textChannel:SendAsync(message) else warn("RBXGeneral channel not found!") end else local sayMessageRequest = ReplicatedStorage:FindFirstChild("DefaultChatSystemChatEvents"):FindFirstChild("SayMessageRequest") if sayMessageRequest then sayMessageRequest:FireServer(message, "All") else warn("Legacy chat system not found!") end end end local customMessage = "-gh 10775031176, 12103236257, 9867481700, 9867487176, 9350274205, 2493590711, 9350274205, 9402600266, 2309346267" local netMessage = "-net" SendChatMessage(customMessage) wait(2.1) local player = game:GetService("Players").LocalPlayer game:GetService("RunService").RenderStepped:Connect(function() if player.Character then for i,v in pairs(player.Character:GetDescendants()) do if v:IsA("BasePart") then v.CanCollide = false end end end end) wait(1.5) task.delay(5.6, function() SendChatMessage(netMessage) end) --main fe satan script for _,v in pairs(game.Players.LocalPlayer.Character:GetDescendants()) do if v:IsA("SpecialMesh") or v:IsA("Mesh") then v:Destroy() end end local c = game.Players.LocalPlayer.Character c['VANS_Umbrella'].Name="yourecoolguy" for i, v in pairs({"Right Arm", "Left Arm"}) do local arm = c[v] arm.Parent = nil arm.Transparency = 1 arm.Parent = c end local c = game.Players.LocalPlayer.Character for i, v in pairs({"Right Leg", "Left Leg"}) do local Leg = c[v] Leg.Parent = nil Leg.Transparency = 1 Leg.Parent = c end local v3_net, v3_808 = Vector3.new(20000, 25.1, 0), Vector3.new(8, 0, 8) local function getNetlessVelocity(realPartVelocity) local mag = realPartVelocity.Magnitude if mag > 1 then local unit = realPartVelocity.Unit if (unit.Y > 0.25) or (unit.Y < -0.75) then return unit * (25.1 / unit.Y) end end return v3_net + realPartVelocity * v3_808 end local simradius = "shp" --simulation radius (net bypass) method --simulation radius (net bypass) method --"shp" - sethiddenproperty --"ssr" - setsimulationradius --false - disable local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character local newanimate = false --disables the animate script and enables after reanimation local discharscripts = true --disables all localScripts parented to your character before reanimation local R15toR6 = true --tries to convert your character to r6 if its r15 local hatcollide = true --makes hats cancollide (only method 0) local humState16 = true --enables collisions for limbs before the humanoid dies (using hum:ChangeState) local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation local hedafterneck = false --disable aligns for head and enable after neck is removed local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay local method = 0 --reanimation method --methods: --0 - breakJoints (takes [loadtime] seconds to laod) --1 - limbs --2 - limbs + anti respawn --3 - limbs + breakJoints after [loadtime] seconds --4 - remove humanoid + breakJoints --5 - remove humanoid + limbs local alignmode = 3 --AlignPosition mode --modes: --1 - AlignPosition rigidity enabled true --2 - 2 AlignPositions rigidity enabled both true and false --3 - AlignPosition rigidity enabled false healthHide = healthHide and ((method == 0) or (method == 2) or (method == 000)) and gp(c, "Head", "BasePart") local lp = game:GetService("Players").LocalPlayer local rs = game:GetService("RunService") local stepped = rs.Stepped local heartbeat = rs.Heartbeat local renderstepped = rs.RenderStepped local sg = game:GetService("StarterGui") local ws = game:GetService("Workspace") local cf = CFrame.new local v3 = Vector3.new local v3_0 = v3(0, 0, 0) local inf = math.huge local c = lp.Character if not (c and c.Parent) then return end c.Destroying:Connect(function() c = nil end) local function gp(parent, name, className) if typeof(parent) == "Instance" then for i, v in pairs(parent:GetChildren()) do if (v.Name == name) and v:IsA(className) then return v end end end return nil end local function align(Part0, Part1) Part0.CustomPhysicalProperties = PhysicalProperties.new(0.0001, 0.0001, 0.0001, 0.0001, 0.0001) local att0 = Instance.new("Attachment", Part0) att0.Orientation = v3_0 att0.Position = v3_0 att0.Name = "att0_" .. Part0.Name local att1 = Instance.new("Attachment", Part1) att1.Orientation = v3_0 att1.Position = v3_0 att1.Name = "att1_" .. Part1.Name if (alignmode == 1) or (alignmode == 2) then local ape = Instance.new("AlignPosition", att0) ape.ApplyAtCenterOfMass = false ape.MaxForce = inf ape.MaxVelocity = inf ape.ReactionForceEnabled = false ape.Responsiveness = 200 ape.Attachment1 = att1 ape.Attachment0 = att0 ape.Name = "AlignPositionRtrue" ape.RigidityEnabled = true end if (alignmode == 2) or (alignmode == 3) then local apd = Instance.new("AlignPosition", att0) apd.ApplyAtCenterOfMass = false apd.MaxForce = inf apd.MaxVelocity = inf apd.ReactionForceEnabled = false apd.Responsiveness = 200 apd.Attachment1 = att1 apd.Attachment0 = att0 apd.Name = "AlignPositionRfalse" apd.RigidityEnabled = false end local ao = Instance.new("AlignOrientation", att0) ao.MaxAngularVelocity = inf ao.MaxTorque = inf ao.PrimaryAxisOnly = false ao.ReactionTorqueEnabled = false ao.Responsiveness = 200 ao.Attachment1 = att1 ao.Attachment0 = att0 ao.RigidityEnabled = false if type(getNetlessVelocity) == "function" then local realVelocity = v3_0 local steppedcon = stepped:Connect(function() Part0.Velocity = realVelocity end) local heartbeatcon = heartbeat:Connect(function() realVelocity = Part0.Velocity Part0.Velocity = getNetlessVelocity(realVelocity) end) Part0.Destroying:Connect(function() Part0 = nil steppedcon:Disconnect() heartbeatcon:Disconnect() end) end end local function respawnrequest() local ccfr = ws.CurrentCamera.CFrame local c = lp.Character lp.Character = nil lp.Character = c local con = nil con = ws.CurrentCamera.Changed:Connect(function(prop) if (prop ~= "Parent") and (prop ~= "CFrame") then return end ws.CurrentCamera.CFrame = ccfr con:Disconnect() end) end local destroyhum = (method == 4) or (method == 5) local breakjoints = (method == 0) or (method == 4) local antirespawn = (method == 0) or (method == 2) or (method == 3) hatcollide = hatcollide and (method == 0) addtools = addtools and gp(lp, "Backpack", "Backpack") local fenv = getfenv() local shp = fenv.sethiddenproperty or fenv.set_hidden_property or fenv.set_hidden_prop or fenv.sethiddenprop local ssr = fenv.setsimulationradius or fenv.set_simulation_radius or fenv.set_sim_radius or fenv.setsimradius or fenv.set_simulation_rad or fenv.setsimulationrad if shp and (simradius == "shp") then spawn(function() while c and heartbeat:Wait() do shp(lp, "SimulationRadius", inf) end end) elseif ssr and (simradius == "ssr") then spawn(function() while c and heartbeat:Wait() do ssr(inf) end end) end antiragdoll = antiragdoll and function(v) if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then v.Parent = nil end end if antiragdoll then for i, v in pairs(c:GetDescendants()) do antiragdoll(v) end c.DescendantAdded:Connect(antiragdoll) end if antirespawn then respawnrequest() end if method == 0 then wait(loadtime) if not c then return end end if discharscripts then for i, v in pairs(c:GetChildren()) do if v:IsA("LocalScript") then v.Disabled = true end end elseif newanimate then local animate = gp(c, "Animate", "LocalScript") if animate and (not animate.Disabled) then animate.Disabled = true else newanimate = false end end if addtools then for i, v in pairs(addtools:GetChildren()) do if v:IsA("Tool") then v.Parent = c end end end pcall(function() settings().Physics.AllowSleep = false settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled end) local OLDscripts = {} for i, v in pairs(c:GetDescendants()) do if v.ClassName == "Script" then table.insert(OLDscripts, v) end end local scriptNames = {} for i, v in pairs(c:GetDescendants()) do if v:IsA("BasePart") then local newName = tostring(i) local exists = true while exists do exists = false for i, v in pairs(OLDscripts) do if v.Name == newName then exists = true end end if exists then newName = newName .. "_" end end table.insert(scriptNames, newName) Instance.new("Script", v).Name = newName end end c.Archivable = true local hum = c:FindFirstChildOfClass("Humanoid") if hum then for i, v in pairs(hum:GetPlayingAnimationTracks()) do v:Stop() end end local cl = c:Clone() if hum and humState16 then hum:ChangeState(Enum.HumanoidStateType.Physics) if destroyhum then wait(1.6) end end if hum and hum.Parent and destroyhum then hum:Destroy() end if not c then return end local head = gp(c, "Head", "BasePart") local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart") local root = gp(c, "HumanoidRootPart", "BasePart") if hatcollide and c:FindFirstChildOfClass("Accessory") then local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health", "Script") if not (torso and root and anything) then return end torso:Destroy() root:Destroy() if shp then for i,v in pairs(c:GetChildren()) do if v:IsA("Accessory") then shp(v, "BackendAccoutrementState", 0) end end end anything:Destroy() if head then end end for i, v in pairs(cl:GetDescendants()) do if v:IsA("BasePart") then v.Transparency = 1 v.Anchored = false end end local model = Instance.new("Model", c) model.Name = model.ClassName model.Destroying:Connect(function() model = nil end) for i, v in pairs(c:GetChildren()) do if v ~= model then if addtools and v:IsA("Tool") then for i1, v1 in pairs(v:GetDescendants()) do if v1 and v1.Parent and v1:IsA("BasePart") then local bv = Instance.new("BodyVelocity", v1) bv.Velocity = v3_0 bv.MaxForce = v3(1000, 1000, 1000) bv.P = 1250 bv.Name = "bv_" .. v.Name end end end v.Parent = model end end if breakjoints then model:BreakJoints() else if head and torso then for i, v in pairs(model:GetDescendants()) do if v:IsA("Weld") or v:IsA("Snap") or v:IsA("Glue") or v:IsA("Motor") or v:IsA("Motor6D") then local save = false if (v.Part0 == torso) and (v.Part1 == head) then save = true end if (v.Part0 == head) and (v.Part1 == torso) then save = true end if save then if hedafterneck then hedafterneck = v end else v:Destroy() end end end end if method == 3 then spawn(function() wait(loadtime) if model then model:BreakJoints() end end) end end cl.Parent = c for i, v in pairs(cl:GetChildren()) do v.Parent = c end cl:Destroy() local modelDes = {} for i, v in pairs(model:GetDescendants()) do if v:IsA("BasePart") then i = tostring(i) v.Destroying:Connect(function() modelDes[i] = nil end) modelDes[i] = v end end local modelcolcon = nil local function modelcolf() if model then for i, v in pairs(modelDes) do v.CanCollide = false end else modelcolcon:Disconnect() end end modelcolcon = stepped:Connect(modelcolf) modelcolf() for i, scr in pairs(model:GetDescendants()) do if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then local Part0 = scr.Parent if Part0:IsA("BasePart") then for i1, scr1 in pairs(c:GetDescendants()) do if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then local Part1 = scr1.Parent if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then align(Part0, Part1) break end end end end end end if (typeof(hedafterneck) == "Instance") and head then local aligns = {} local con = nil con = hedafterneck.Changed:Connect(function(prop) if (prop == "Parent") and not hedafterneck.Parent then con:Disconnect() for i, v in pairs(aligns) do v.Enabled = true end end end) for i, v in pairs(head:GetDescendants()) do if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then i = tostring(i) aligns[i] = v v.Destroying:Connect(function() aligns[i] = nil end) v.Enabled = false end end end for i, v in pairs(c:GetDescendants()) do if v and v.Parent then if v.ClassName == "Script" then if table.find(scriptNames, v.Name) then v:Destroy() end elseif not v:IsDescendantOf(model) then if v:IsA("Decal") then v.Transparency = 1 elseif v:IsA("ForceField") then v.Visible = false elseif v:IsA("Sound") then v.Playing = false elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles") then v.Enabled = false end end end end if newanimate then local animate = gp(c, "Animate", "LocalScript") if animate then animate.Disabled = false end end if addtools then for i, v in pairs(c:GetChildren()) do if v:IsA("Tool") then v.Parent = addtools end end end local hum0 = model:FindFirstChildOfClass("Humanoid") if hum0 then hum0.Destroying:Connect(function() hum0 = nil end) end local hum1 = c:FindFirstChildOfClass("Humanoid") if hum1 then hum1.Destroying:Connect(function() hum1 = nil end) end if hum1 then ws.CurrentCamera.CameraSubject = hum1 local camSubCon = nil local function camSubFunc() camSubCon:Disconnect() if c and hum1 then ws.CurrentCamera.CameraSubject = hum1 end end camSubCon = renderstepped:Connect(camSubFunc) if hum0 then hum0.Changed:Connect(function(prop) if hum1 and (prop == "Jump") then hum1.Jump = hum0.Jump end end) else respawnrequest() end end local rb = Instance.new("BindableEvent", c) rb.Event:Connect(function() rb:Destroy() sg:SetCore("ResetButtonCallback", true) if destroyhum then c:BreakJoints() return end if hum0 and (hum0.Health > 0) then model:BreakJoints() hum0.Health = 0 end if antirespawn then respawnrequest() end end) sg:SetCore("ResetButtonCallback", rb) spawn(function() while c do if hum0 and hum1 then hum1.Jump = hum0.Jump end wait() end sg:SetCore("ResetButtonCallback", true) end) R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15) if R15toR6 then local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso", "BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or c:FindFirstChildWhichIsA("BasePart") if part then local cfr = part.CFrame local R6parts = { head = { Name = "Head", Size = v3(2, 1, 1), R15 = { Head = 0 } }, torso = { Name = "Torso", Size = v3(2, 2, 1), R15 = { UpperTorso = 0.2, LowerTorso = -0.7 } }, root = { Name = "HumanoidRootPart", Size = v3(2, 2, 1), R15 = { HumanoidRootPart = 0 } }, leftArm = { Name = "Left Arm", Size = v3(1, 2, 1), R15 = { LeftHand = -0.7, LeftLowerArm = -0.2, LeftUpperArm = 0.4 } }, rightArm = { Name = "Right Arm", Size = v3(1, 2, 1), R15 = { RightHand = -0.7, RightLowerArm = -0.2, RightUpperArm = 0.4 } }, leftLeg = { Name = "Left Leg", Size = v3(1, 2, 1), R15 = { LeftFoot = -0.7, LeftLowerLeg = -0.15, LeftUpperLeg = 0.6 } }, rightLeg = { Name = "Right Leg", Size = v3(1, 2, 1), R15 = { RightFoot = -0.7, RightLowerLeg = -0.15, RightUpperLeg = 0.6 } } } for i, v in pairs(c:GetChildren()) do if v:IsA("BasePart") then for i1, v1 in pairs(v:GetChildren()) do if v1:IsA("Motor6D") then v1.Part0 = nil end end end end part.Archivable = true for i, v in pairs(R6parts) do local part = part:Clone() part.Name = v.Name part.Size = v.Size part.CFrame = cfr part.Anchored = false part.Transparency = 1 part.CanCollide = false for i1, v1 in pairs(v.R15) do local R15part = gp(c, i1, "BasePart") local att = gp(R15part, "att1_" .. i1, "Attachment") if R15part then local weld = Instance.new("Weld", R15part) weld.Name = "Weld_" .. i1 weld.Part0 = part weld.Part1 = R15part weld.C0 = cf(0, v1, 0) weld.C1 = cf(0, 0, 0) R15part.Massless = true R15part.Name = "R15_" .. i1 R15part.Parent = part if att then att.Parent = part att.Position = v3(0, v1, 0) end end end part.Parent = c R6parts[i] = part end local R6joints = { neck = { Parent = R6parts.torso, Name = "Neck", Part0 = R6parts.torso, Part1 = R6parts.head, C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) }, rootJoint = { Parent = R6parts.root, Name = "RootJoint" , Part0 = R6parts.root, Part1 = R6parts.torso, C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) }, rightShoulder = { Parent = R6parts.torso, Name = "Right Shoulder", Part0 = R6parts.torso, Part1 = R6parts.rightArm, C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) }, leftShoulder = { Parent = R6parts.torso, Name = "Left Shoulder", Part0 = R6parts.torso, Part1 = R6parts.leftArm, C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) }, rightHip = { Parent = R6parts.torso, Name = "Right Hip", Part0 = R6parts.torso, Part1 = R6parts.rightLeg, C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) }, leftHip = { Parent = R6parts.torso, Name = "Left Hip" , Part0 = R6parts.torso, Part1 = R6parts.leftLeg, C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) } } for i, v in pairs(R6joints) do local joint = Instance.new("Motor6D") for prop, val in pairs(v) do joint[prop] = val end R6joints[i] = joint end hum1.RigType = Enum.HumanoidRigType.R6 hum1.HipHeight = 0 end end --find rig joints local function fakemotor() return {C0=cf(), C1=cf()} end local torso = gp(c, "Torso", "BasePart") local root = gp(c, "HumanoidRootPart", "BasePart") local neck = gp(torso, "Neck", "Motor6D") neck = neck or fakemotor() local rootJoint = gp(root, "RootJoint", "Motor6D") rootJoint = rootJoint or fakemotor() local leftShoulder = gp(torso, "Left Shoulder", "Motor6D") leftShoulder = leftShoulder or fakemotor() local rightShoulder = gp(torso, "Right Shoulder", "Motor6D") rightShoulder = rightShoulder or fakemotor() local leftHip = gp(torso, "Left Hip", "Motor6D") leftHip = leftHip or fakemotor() local rightHip = gp(torso, "Right Hip", "Motor6D") rightHip = rightHip or fakemotor() --120 fps local fps = 40 local event = Instance.new("BindableEvent", c) event.Name = "120 fps" local floor = math.floor fps = 1 / fps local tf = 0 local con = nil con = game:GetService("RunService").RenderStepped:Connect(function(s) if not c then con:Disconnect() return end --tf += s if tf >= fps then for i=1, floor(tf / fps) do event:Fire(c) end tf = 0 end end) local event = event.Event local hedrot = v3(0, 5, 0) local uis = game:GetService("UserInputService") local function isPressed(key) return (not uis:GetFocusedTextBox()) and uis:IsKeyDown(Enum.KeyCode[key]) end local biggesthandle = nil for i, v in pairs(c:GetChildren()) do if v:IsA("Accessory") then local handle = gp(v, "Handle", "BasePart") if biggesthandle then if biggesthandle.Size.Magnitude < handle.Size.Magnitude then biggesthandle = handle end else biggesthandle = gp(v, "Handle", "BasePart") end end end if not biggesthandle then return end local handle1 = gp(gp(model, biggesthandle.Parent.Name, "Accessory"), "Handle", "BasePart") if not handle1 then return end handle1.Destroying:Connect(function() handle1 = nil end) biggesthandle.Destroying:Connect(function() biggesthandle = nil end) biggesthandle:BreakJoints() biggesthandle.Anchored = true for i, v in pairs(handle1:GetDescendants()) do if v:IsA("AlignOrientation") then v.Enabled = false end end local mouse = lp:GetMouse() local fling = false mouse.Button1Down:Connect(function() fling = true end) mouse.Button1Up:Connect(function() fling = false end) local function doForSignal(signal, vel) spawn(function() while signal:Wait() and c and handle1 and biggesthandle do if fling and mouse.Target then biggesthandle.Position = mouse.Hit.Position end handle1.RotVelocity = vel end end) end doForSignal(stepped, v3(100, 100, 100)) doForSignal(renderstepped, v3(100, 100, 100)) doForSignal(heartbeat, v3(2000000000000, 200000000000, 20000000000)) _G.loop = true local player = game.Players.LocalPlayer local char = player.Character local Align = function(Part0, Part1,Mesh) local Aligns = { AlignOrientation = Instance.new("AlignOrientation", Part0), AlignPosition = Instance.new("AlignPosition", Part0) } local Attachments = { Attach0 = Instance.new("Attachment", Part0), Attach1 = Instance.new("Attachment", Part1) } local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it m:Destroy() end Part0:BreakJoints() Aligns.AlignOrientation.Attachment0 = Attachments.Attach0 Aligns.AlignOrientation.Attachment1 = Attachments.Attach1 Aligns.AlignOrientation.Responsiveness = math.huge Aligns.AlignOrientation.RigidityEnabled = true Aligns.AlignPosition.Attachment0 = Attachments.Attach0 Aligns.AlignPosition.Attachment1 = Attachments.Attach1 Aligns.AlignPosition.Responsiveness = math.huge Aligns.AlignPosition.RigidityEnabled = true Aligns.AlignPosition.MaxForce = 999999999 spawn(function() while _G.loop do local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position if mag >= 5 then Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse() end Part0.Velocity = Vector3.new(0,35,0) game['Run Service'].Heartbeat:wait() end end) return {Attachments.Attach0, Attachments, Aligns} end local hat = Align(char['Lipstick_Bag_1.0'].Handle,char['Right Arm'],false) local cf = char['Right Arm'].CFrame*CFrame.new(0,-0,-0)*CFrame.Angles(math.rad(0),math.rad(0),0) hat[1].CFrame = cf:Inverse() * char['Right Arm'].CFrame spawn(function() char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over _G.loop = false end) for i,v in pairs (char:GetChildren()) do if v:IsA("Accessory") then v.Handle.Massless = true v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) end end _G.loop = true local player = game.Players.LocalPlayer local char = player.Character local Align = function(Part0, Part1,Mesh) local Aligns = { AlignOrientation = Instance.new("AlignOrientation", Part0), AlignPosition = Instance.new("AlignPosition", Part0) } local Attachments = { Attach0 = Instance.new("Attachment", Part0), Attach1 = Instance.new("Attachment", Part1) } local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it m:Destroy() end Part0:BreakJoints() Aligns.AlignOrientation.Attachment0 = Attachments.Attach0 Aligns.AlignOrientation.Attachment1 = Attachments.Attach1 Aligns.AlignOrientation.Responsiveness = math.huge Aligns.AlignOrientation.RigidityEnabled = true Aligns.AlignPosition.Attachment0 = Attachments.Attach0 Aligns.AlignPosition.Attachment1 = Attachments.Attach1 Aligns.AlignPosition.Responsiveness = math.huge Aligns.AlignPosition.RigidityEnabled = true Aligns.AlignPosition.MaxForce = 999999999 spawn(function() while _G.loop do local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position if mag >= 5 then Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse() end Part0.Velocity = Vector3.new(0,35,0) game['Run Service'].Heartbeat:wait() end end) return {Attachments.Attach0, Attachments, Aligns} end local hat = Align(char['Wings'].Handle,char['Left Arm'],false) local cf = char['Left Arm'].CFrame*CFrame.new(-0,-1.5,-0)*CFrame.Angles(math.rad(0),math.rad(0),30) hat[1].CFrame = cf:Inverse() * char['Left Arm'].CFrame spawn(function() char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over _G.loop = false end) for i,v in pairs (char:GetChildren()) do if v:IsA("Accessory") then v.Handle.Massless = true v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) end end _G.loop = true local player = game.Players.LocalPlayer local char = player.Character local Align = function(Part0, Part1,Mesh) local Aligns = { AlignOrientation = Instance.new("AlignOrientation", Part0), AlignPosition = Instance.new("AlignPosition", Part0) } local Attachments = { Attach0 = Instance.new("Attachment", Part0), Attach1 = Instance.new("Attachment", Part1) } local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it m:Destroy() end Part0:BreakJoints() Aligns.AlignOrientation.Attachment0 = Attachments.Attach0 Aligns.AlignOrientation.Attachment1 = Attachments.Attach1 Aligns.AlignOrientation.Responsiveness = math.huge Aligns.AlignOrientation.RigidityEnabled = true Aligns.AlignPosition.Attachment0 = Attachments.Attach0 Aligns.AlignPosition.Attachment1 = Attachments.Attach1 Aligns.AlignPosition.Responsiveness = math.huge Aligns.AlignPosition.RigidityEnabled = true Aligns.AlignPosition.MaxForce = 999999999 spawn(function() while _G.loop do local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position if mag >= 5 then Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse() end Part0.Velocity = Vector3.new(0,35,0) game['Run Service'].Heartbeat:wait() end end) return {Attachments.Attach0, Attachments, Aligns} end local hat = Align(char['PogoStick'].Handle,char['Torso'],false) local cf = char['Torso'].CFrame*CFrame.new(0,0,-0)*CFrame.Angles(math.rad(0),math.rad(0),0) hat[1].CFrame = cf:Inverse() * char['Torso'].CFrame spawn(function() char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over _G.loop = false end) for i,v in pairs (char:GetChildren()) do if v:IsA("Accessory") then v.Handle.Massless = true v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) end end _G.loop = true local player = game.Players.LocalPlayer local char = player.Character local Align = function(Part0, Part1,Mesh) local Aligns = { AlignOrientation = Instance.new("AlignOrientation", Part0), AlignPosition = Instance.new("AlignPosition", Part0) } local Attachments = { Attach0 = Instance.new("Attachment", Part0), Attach1 = Instance.new("Attachment", Part1) } local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it m:Destroy() end Part0:BreakJoints() Aligns.AlignOrientation.Attachment0 = Attachments.Attach0 Aligns.AlignOrientation.Attachment1 = Attachments.Attach1 Aligns.AlignOrientation.Responsiveness = math.huge Aligns.AlignOrientation.RigidityEnabled = true Aligns.AlignPosition.Attachment0 = Attachments.Attach0 Aligns.AlignPosition.Attachment1 = Attachments.Attach1 Aligns.AlignPosition.Responsiveness = math.huge Aligns.AlignPosition.RigidityEnabled = true Aligns.AlignPosition.MaxForce = 999999999 spawn(function() while _G.loop do local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position if mag >= 5 then Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse() end Part0.Velocity = Vector3.new(0,35,0) game['Run Service'].Heartbeat:wait() end end) return {Attachments.Attach0, Attachments, Aligns} end local hat = Align(char['yourecoolguy'].Handle,char['Head'],false) local cf = char['Head'].CFrame*CFrame.new(0,1.3,-0)*CFrame.Angles(math.rad(0),math.rad(-0),0) hat[1].CFrame = cf:Inverse() * char['Head'].CFrame spawn(function() char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over _G.loop = false end) for i,v in pairs (char:GetChildren()) do if v:IsA("Accessory") then v.Handle.Massless = true v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) end end _G.loop = true local player = game.Players.LocalPlayer local char = player.Character local Align = function(Part0, Part1,Mesh) local Aligns = { AlignOrientation = Instance.new("AlignOrientation", Part0), AlignPosition = Instance.new("AlignPosition", Part0) } local Attachments = { Attach0 = Instance.new("Attachment", Part0), Attach1 = Instance.new("Attachment", Part1) } local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it m:Destroy() end Part0:BreakJoints() Aligns.AlignOrientation.Attachment0 = Attachments.Attach0 Aligns.AlignOrientation.Attachment1 = Attachments.Attach1 Aligns.AlignOrientation.Responsiveness = math.huge Aligns.AlignOrientation.RigidityEnabled = true Aligns.AlignPosition.Attachment0 = Attachments.Attach0 Aligns.AlignPosition.Attachment1 = Attachments.Attach1 Aligns.AlignPosition.Responsiveness = math.huge Aligns.AlignPosition.RigidityEnabled = true Aligns.AlignPosition.MaxForce = 999999999 spawn(function() while _G.loop do local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position if mag >= 5 then Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse() end Part0.Velocity = Vector3.new(0,35,0) game['Run Service'].Heartbeat:wait() end end) return {Attachments.Attach0, Attachments, Aligns} end local hat = Align(char['Lipstick_Bag_3.0'].Handle,char['Right Leg'],false) local cf = char['Right Leg'].CFrame*CFrame.new(0.4,-2.2,-0)*CFrame.Angles(math.rad(0),math.rad(90),0) hat[1].CFrame = cf:Inverse() * char['Right Leg'].CFrame spawn(function() char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over _G.loop = false end) for i,v in pairs (char:GetChildren()) do if v:IsA("Accessory") then v.Handle.Massless = true v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) end end _G.loop = true local player = game.Players.LocalPlayer local char = player.Character local Align = function(Part0, Part1,Mesh) local Aligns = { AlignOrientation = Instance.new("AlignOrientation", Part0), AlignPosition = Instance.new("AlignPosition", Part0) } local Attachments = { Attach0 = Instance.new("Attachment", Part0), Attach1 = Instance.new("Attachment", Part1) } local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it m:Destroy() end Part0:BreakJoints() Aligns.AlignOrientation.Attachment0 = Attachments.Attach0 Aligns.AlignOrientation.Attachment1 = Attachments.Attach1 Aligns.AlignOrientation.Responsiveness = math.huge Aligns.AlignOrientation.RigidityEnabled = true Aligns.AlignPosition.Attachment0 = Attachments.Attach0 Aligns.AlignPosition.Attachment1 = Attachments.Attach1 Aligns.AlignPosition.Responsiveness = math.huge Aligns.AlignPosition.RigidityEnabled = true Aligns.AlignPosition.MaxForce = 999999999 spawn(function() while _G.loop do local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position if mag >= 5 then Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse() end Part0.Velocity = Vector3.new(0,35,0) game['Run Service'].Heartbeat:wait() end end) return {Attachments.Attach0, Attachments, Aligns} end local hat = Align(char['VANS_Umbrella'].Handle,char['Left Leg'],false) local cf = char['Left Leg'].CFrame*CFrame.new(0,-0.3,0)*CFrame.Angles(math.rad(90),math.rad(-90),0) hat[1].CFrame = cf:Inverse() * char['Left Leg'].CFrame spawn(function() char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over _G.loop = false end) for i,v in pairs (char:GetChildren()) do if v:IsA("Accessory") then v.Handle.Massless = true v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) end end _G.loop = true local player = game.Players.LocalPlayer local char = player.Character local Align = function(Part0, Part1,Mesh) local Aligns = { AlignOrientation = Instance.new("AlignOrientation", Part0), AlignPosition = Instance.new("AlignPosition", Part0) } local Attachments = { Attach0 = Instance.new("Attachment", Part0), Attach1 = Instance.new("Attachment", Part1) } local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it m:Destroy() end Part0:BreakJoints() Aligns.AlignOrientation.Attachment0 = Attachments.Attach0 Aligns.AlignOrientation.Attachment1 = Attachments.Attach1 Aligns.AlignOrientation.Responsiveness = math.huge Aligns.AlignOrientation.RigidityEnabled = true Aligns.AlignPosition.Attachment0 = Attachments.Attach0 Aligns.AlignPosition.Attachment1 = Attachments.Attach1 Aligns.AlignPosition.Responsiveness = math.huge Aligns.AlignPosition.RigidityEnabled = true Aligns.AlignPosition.MaxForce = 999999999 spawn(function() while _G.loop do local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position if mag >= 5 then Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse() end Part0.Velocity = Vector3.new(0,35,0) game['Run Service'].Heartbeat:wait() end end) return {Attachments.Attach0, Attachments, Aligns} end local hat = Align(char['LUAhEAD'].Handle,char['Right Leg'],false) local cf = char['Right Leg'].CFrame*CFrame.new(0.4,0.5,-0)*CFrame.Angles(math.rad(0),math.rad(0),0) hat[1].CFrame = cf:Inverse() * char['Right Leg'].CFrame spawn(function() char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over _G.loop = false end) for i,v in pairs (char:GetChildren()) do if v:IsA("Accessory") then v.Handle.Massless = true v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) end end _G.loop = true local player = game.Players.LocalPlayer local char = player.Character local Align = function(Part0, Part1,Mesh) local Aligns = { AlignOrientation = Instance.new("AlignOrientation", Part0), AlignPosition = Instance.new("AlignPosition", Part0) } local Attachments = { Attach0 = Instance.new("Attachment", Part0), Attach1 = Instance.new("Attachment", Part1) } local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first "SpecialMesh" it finds if it does not find any, then it will return nil if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy it m:Destroy() end Part0:BreakJoints() Aligns.AlignOrientation.Attachment0 = Attachments.Attach0 Aligns.AlignOrientation.Attachment1 = Attachments.Attach1 Aligns.AlignOrientation.Responsiveness = math.huge Aligns.AlignOrientation.RigidityEnabled = true Aligns.AlignPosition.Attachment0 = Attachments.Attach0 Aligns.AlignPosition.Attachment1 = Attachments.Attach1 Aligns.AlignPosition.Responsiveness = math.huge Aligns.AlignPosition.RigidityEnabled = true Aligns.AlignPosition.MaxForce = 999999999 spawn(function() while _G.loop do local mag = (Part0.Position - (Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get the distance between two cframe or position if mag >= 5 then Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse() end Part0.Velocity = Vector3.new(0,35,0) game['Run Service'].Heartbeat:wait() end end) return {Attachments.Attach0, Attachments, Aligns} end local hat = Align(char['Surfboard'].Handle,char['HumanoidRootPart'],false) local cf = char['HumanoidRootPart'].CFrame*CFrame.new(0,2,7)*CFrame.Angles(math.rad(0),math.rad(0),0) hat[1].CFrame = cf:Inverse() * char['HumanoidRootPart'].CFrame spawn(function() char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid lag of using it over and over _G.loop = false end) for i,v in pairs (char:GetChildren()) do if v:IsA("Accessory") then v.Handle.Massless = true v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0) end end local lp = game:GetService("Players").LocalPlayer local rs = game:GetService("RunService") local stepped = rs.Stepped local heartbeat = rs.Heartbeat local renderstepped = rs.RenderStepped local sg = game:GetService("StarterGui") local ws = game:GetService("Workspace") local cf = CFrame.new local v3 = Vector3.new local v3_0 = Vector3.zero local inf = math.huge local cplayer = lp.Character local v3 = Vector3.new local function gp(parent, name, className) if typeof(parent) == "Instance" then for i, v in pairs(parent:GetChildren()) do if (v.Name == name) and v:IsA(className) then return v end end end return nil end local hat2 = gp(cplayer, "RedcliffKnight_HelmetAccessory", "Accessory") local handle2 = gp(hat2, "Handle", "BasePart") local att2 = gp(handle2, "att1_Handle", "Attachment") att2.Parent = cplayer["Right Arm"] att2.Position = Vector3.new(0, -1.8, 0) att2.Rotation = Vector3.new(-0, 0, 0) --//====================================================\\-- --|| CREATED BY SHACKLUSTER --\\====================================================//-- wait(0.2) Player = game:GetService("Players").LocalPlayer PlayerGui = Player.PlayerGui Cam = workspace.CurrentCamera Backpack = Player.Backpack Character = Player.Character Humanoid = Character:FindFirstChildOfClass("Humanoid") Mouse = Player:GetMouse() RootPart = Character["HumanoidRootPart"] Torso = Character["Torso"] Head = Character["Head"] RightArm = Character["Right Arm"] LeftArm = Character["Left Arm"] RightLeg = Character["Right Leg"] LeftLeg = Character["Left Leg"] RootJoint = RootPart["RootJoint"] Neck = Torso["Neck"] RightShoulder = Torso["Right Shoulder"] LeftShoulder = Torso["Left Shoulder"] RightHip = Torso["Right Hip"] LeftHip = Torso["Left Hip"] IT = Instance.new CF = CFrame.new VT = Vector3.new RAD = math.rad C3 = Color3.new UD2 = UDim2.new BRICKC = BrickColor.new ANGLES = CFrame.Angles EULER = CFrame.fromEulerAnglesXYZ COS = math.cos ACOS = math.acos SIN = math.sin ASIN = math.asin ABS = math.abs MRANDOM = math.random FLOOR = math.floor --//=================================\\ --|| USEFUL VALUES --\\=================================// Animation_Speed = 3 Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60) local Speed = 25 local SIZE = 3 local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) local DAMAGEMULTIPLIER = 1 local ANIM = "Idle" local ATTACK = false local EQUIPPED = false local HOLD = false local COMBO = 1 local Rooted = false local SINE = 0 local KEYHOLD = false local CHANGE = 2 / Animation_Speed local WALKINGANIM = false local VALUE1 = false local VALUE2 = false local ROBLOXIDLEANIMATION = IT("Animation") ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation" ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571" --ROBLOXIDLEANIMATION.Parent = Humanoid local WEAPONGUI = IT("ScreenGui", PlayerGui) WEAPONGUI.Name = "Weapon GUI" local Weapon = IT("Folder") Weapon.Name = "Adds" local Effects = IT("Folder", Weapon) Effects.Name = "Effects" local ANIMATOR = Humanoid.Animator local ANIMATE = Character.Animate local UNANCHOR = true local VOCALS_BASIC = {468972244,468972378,468972711,468972944} local VOCALS_TAUNT = {468973055,468973159} local VOCAL_GROWL = 468971411 local VOCALS_ENRAGES = {528589078,528589175,528589274,528589382} local CHARGE = 459523787 local ROUGHBLAST = 461105534 local WALLSOUND = 424195952 local FORCEIDLE = false Character.Archivable = true script.Parent = WEAPONGUI local CLONE = Character:Clone() CLONE.Parent = nil Character.Archivable = false local sick = Instance.new("Sound",Character) local XATTACK = false Humanoid.JumpPower = 200 --//=================================\\ --\\=================================// --//=================================\\ --|| SAZERENOS' ARTIFICIAL HEARTBEAT --\\=================================// ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = Frame_Speed tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) --//=================================\\ --\\=================================// --//=================================\\ --|| SOME FUNCTIONS --\\=================================// function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS) return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS) end function PositiveAngle(NUMBER) if NUMBER >= 0 then NUMBER = 0 end return NUMBER end function NegativeAngle(NUMBER) if NUMBER <= 0 then NUMBER = 0 end return NUMBER end function Swait(NUMBER) if NUMBER == 0 or NUMBER == nil then ArtificialHB.Event:wait() else for i = 1, NUMBER do ArtificialHB.Event:wait() end end end function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET) local NEWMESH = IT(MESH) if MESH == "SpecialMesh" then NEWMESH.MeshType = MESHTYPE if MESHID ~= "nil" and MESHID ~= "" then NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID end if TEXTUREID ~= "nil" and TEXTUREID ~= "" then NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID end end NEWMESH.Offset = OFFSET or VT(0, 0, 0) NEWMESH.Scale = SCALE NEWMESH.Parent = PARENT return NEWMESH end function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR) local NEWPART = IT("Part") NEWPART.formFactor = FORMFACTOR NEWPART.Reflectance = REFLECTANCE NEWPART.Transparency = TRANSPARENCY NEWPART.CanCollide = false NEWPART.Locked = true NEWPART.Anchored = true if ANCHOR == false then NEWPART.Anchored = false end NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR)) NEWPART.Name = NAME NEWPART.Size = SIZE NEWPART.Position = Torso.Position NEWPART.Material = MATERIAL NEWPART:BreakJoints() NEWPART.Parent = PARENT return NEWPART end local function weldBetween(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5 / s return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00 - m11 - m22 + 1) local recip = 0.5 / s return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip elseif i == 1 then local s = math.sqrt(m11 - m22 - m00 + 1) local recip = 0.5 / s return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip elseif i == 2 then local s = math.sqrt(m22 - m00 - m11 + 1) local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w * xs, w * ys, w * zs local xx = x * xs local xy = x * ys local xz = x * zs local yy = y * ys local yz = y * zs local zz = z * zs return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = ACOS(cosTheta) local invSinTheta = 1 / SIN(theta) startInterp = SIN((1 - t) * theta) * invSinTheta finishInterp = SIN(t * theta) * invSinTheta else startInterp = 1 - t finishInterp = t end else if (1 + cosTheta) > 0.0001 then local theta = ACOS(-cosTheta) local invSinTheta = 1 / SIN(theta) startInterp = SIN((t - 1) * theta) * invSinTheta finishInterp = SIN(t * theta) * invSinTheta else startInterp = t - 1 finishInterp = t end end return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp end function Clerp(a, b, t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1 - t return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t)) end function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME) local frame = IT("Frame") frame.BackgroundTransparency = TRANSPARENCY frame.BorderSizePixel = BORDERSIZEPIXEL frame.Position = POSITION frame.Size = SIZE frame.BackgroundColor3 = COLOR frame.BorderColor3 = BORDERCOLOR frame.Name = NAME frame.Parent = PARENT return frame end function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME) local label = IT("TextLabel") label.BackgroundTransparency = 1 label.Size = UD2(1, 0, 1, 0) label.Position = UD2(0, 0, 0, 0) label.TextColor3 = TEXTCOLOR label.TextStrokeTransparency = STROKETRANSPARENCY label.TextTransparency = TRANSPARENCY label.FontSize = TEXTFONTSIZE label.Font = TEXTFONT label.BorderSizePixel = BORDERSIZEPIXEL label.TextScaled = false label.Text = TEXT label.Name = NAME label.Parent = PARENT return label end function NoOutlines(PART) PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10 end function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1) local NEWWELD = IT(TYPE) NEWWELD.Part0 = PART0 NEWWELD.Part1 = PART1 NEWWELD.C0 = C0 NEWWELD.C1 = C1 NEWWELD.Parent = PARENT return NEWWELD end local S = IT("Sound") function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP) local NEWSOUND = nil coroutine.resume(coroutine.create(function() NEWSOUND = S:Clone() NEWSOUND.Parent = PARENT NEWSOUND.Volume = VOLUME NEWSOUND.Pitch = PITCH NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID NEWSOUND:play() if DOESLOOP == true then NEWSOUND.Looped = true else repeat wait(1) until NEWSOUND.Playing == false NEWSOUND:remove() end end)) return NEWSOUND end function CFrameFromTopBack(at, top, back) local right = top:Cross(back) return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end --WACKYEFFECT({EffectType = "", Size = VT(1,1,1), Size2 = VT(0,0,0), Transparency = 0, Transparency2 = 1, CFrame = CF(), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) function WACKYEFFECT(Table) local TYPE = (Table.EffectType or "Sphere") local SIZE = (Table.Size or VT(1,1,1)) local ENDSIZE = (Table.Size2 or VT(0,0,0)) local TRANSPARENCY = (Table.Transparency or 0) local ENDTRANSPARENCY = (Table.Transparency2 or 1) local CFRAME = (Table.CFrame or Torso.CFrame) local MOVEDIRECTION = (Table.MoveToPos or nil) local ROTATION1 = (Table.RotationX or 0) local ROTATION2 = (Table.RotationY or 0) local ROTATION3 = (Table.RotationZ or 0) local MATERIAL = (Table.Material or "Neon") local COLOR = (Table.Color or C3(1,1,1)) local TIME = (Table.Time or 45) local SOUNDID = (Table.SoundID or nil) local SOUNDPITCH = (Table.SoundPitch or nil) local SOUNDVOLUME = (Table.SoundVolume or nil) coroutine.resume(coroutine.create(function() local PLAYSSOUND = false local SOUND = nil local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY, BRICKC("Pearl"), "Effect", VT(1,1,1), true) if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then PLAYSSOUND = true SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, false) end EFFECT.Color = COLOR local MSH = nil if TYPE == "Sphere" then MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE, VT(0,0,0)) elseif TYPE == "Block" then MSH = IT("BlockMesh",EFFECT) MSH.Scale = VT(SIZE.X,SIZE.X,SIZE.X) elseif TYPE == "Wave" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8)) elseif TYPE == "Ring" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844", "", VT(SIZE.X,SIZE.X,0.1), VT(0,0,0)) elseif TYPE == "Slash" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858", "", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0)) elseif TYPE == "Round Slash" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058", "", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0)) elseif TYPE == "Swirl" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "1051557", "", SIZE, VT(0,0,0)) elseif TYPE == "Skull" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583", "", SIZE, VT(0,0,0)) elseif TYPE == "Crystal" then MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362", "", SIZE, VT(0,0,0)) end if MSH ~= nil then local MOVESPEED = nil if MOVEDIRECTION ~= nil then MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME end local GROWTH = SIZE - ENDSIZE local TRANS = TRANSPARENCY - ENDTRANSPARENCY if TYPE == "Block" then EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) else EFFECT.CFrame = CFRAME end for LOOP = 1, TIME+1 do Swait() MSH.Scale = MSH.Scale - GROWTH/TIME if TYPE == "Wave" then MSH.Offset = VT(0,0,-MSH.Scale.X/8) end EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME if TYPE == "Block" then EFFECT.CFrame = CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360))) else EFFECT.CFrame = EFFECT.CFrame*ANGLES(RAD(ROTATION1),RAD(ROTATION2),RAD(ROTATION3)) end if MOVEDIRECTION ~= nil then local ORI = EFFECT.Orientation EFFECT.CFrame = CF(EFFECT.Position,MOVEDIRECTION)*CF(0,0,-MOVESPEED) EFFECT.Orientation = ORI end end EFFECT.Transparency = 1 if PLAYSSOUND == false then EFFECT:remove() else repeat Swait() until SOUND.Playing == false EFFECT:remove() end else if PLAYSSOUND == false then EFFECT:remove() else repeat Swait() until SOUND.Playing == false EFFECT:remove() end end end)) end function MakeForm(PART,TYPE) if TYPE == "Cyl" then local MSH = IT("CylinderMesh",PART) elseif TYPE == "Ball" then local MSH = IT("SpecialMesh",PART) MSH.MeshType = "Sphere" elseif TYPE == "Wedge" then local MSH = IT("SpecialMesh",PART) MSH.MeshType = "Wedge" end end Debris = game:GetService("Debris") function CastProperRay(StartPos, EndPos, Distance, Ignore) local DIRECTION = CF(StartPos,EndPos).lookVector return Raycast(StartPos, DIRECTION, Distance, Ignore) end function turnto(position) RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0) end local Particle = IT("ParticleEmitter",nil) Particle.Enabled = false Particle.LightEmission = 0.2 Particle.Rate = 150 Particle.ZOffset = 1 Particle.Rotation = NumberRange.new(-180, 180) --ParticleEmitter({Speed = 5, RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 5, Lifetime1 = 1, Lifetime2 = 1.5, Parent = Torso, Emit = 100, Offset = 360, Enabled = false, Color1 = C3(1,1,1), Color2 = C3(1,1,1), Texture = ""}) function ParticleEmitter(Table) local PRTCL = Particle:Clone() local Color1 = Table.Color1 or C3(1,1,1) local Color2 = Table.Color2 or C3(1,1,1) local Speed = Table.Speed or 5 local Drag = Table.Drag or 0 local Size1 = Table.Size1 or 1 local Size2 = Table.Size2 or 5 local Lifetime1 = Table.Lifetime1 or 1 local Lifetime2 = Table.Lifetime2 or 1.5 local Parent = Table.Parent or Torso local Emit = Table.Emit or 100 local Offset = Table.Offset or 360 local Acel = Table.Acel or VT(0,0,0) local Enabled = Table.Enabled or false local Texture = Table.Texture or "281983280" local RotS = Table.RotSpeed or NumberRange.new(-15, 15) local Trans1 = Table.Transparency1 or 0 local Trans2 = Table.Transparency2 or 0 PRTCL.Parent = Parent PRTCL.RotSpeed = RotS PRTCL.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,Trans1),NumberSequenceKeypoint.new(1,Trans2)}) PRTCL.Texture = "http://www.roblox.com/asset/?id="..Texture PRTCL.Color = ColorSequence.new(Color1,Color2) PRTCL.Size = NumberSequence.new(Size1,Size2) PRTCL.Lifetime = NumberRange.new(Lifetime1,Lifetime2) PRTCL.Speed = NumberRange.new(Speed) PRTCL.VelocitySpread = Offset PRTCL.Drag = Drag PRTCL.Acceleration = Acel if Enabled == false then PRTCL:Emit(Emit) Debris:AddItem(PRTCL,Lifetime2) else PRTCL.Enabled = true end return PRTCL end function AddChildrenToTable(FROM,PARENT,DIST,TABLE) for _, c in pairs(PARENT:GetDescendants()) do if c.ClassName == "Model" then if c ~= Character and c:FindFirstChildOfClass("Humanoid") and (c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")) then local HUMANOID = c:FindFirstChildOfClass("Humanoid") local TORSO = (c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")) if (TORSO.Position - FROM).Magnitude < DIST then table.insert(TABLE,c) end end end end end --//=================================\\ --|| WEAPON CREATION --\\=================================// local DECAL = IT("Decal",nil) DECAL.Transparency = 1 DECAL.Texture = "http://www.roblox.com/asset/?id=0" --Head:ClearAllChildren() --Humanoid.Parent = nil RootPart.Size = RootPart.Size*SIZE Torso.Size = Torso.Size*SIZE RightArm.Size = RightArm.Size*SIZE RightLeg.Size = RightLeg.Size*SIZE LeftArm.Size = LeftArm.Size*SIZE LeftLeg.Size = LeftLeg.Size*SIZE RootJoint.C0 = ROOTC0 * CF(0 * SIZE, 0 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)) RootJoint.C1 = ROOTC0 * CF(0 * SIZE, 0 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)) Neck.C0 = NECKC0 * CF(0 * SIZE, 0 * SIZE, 0 + ((1 * SIZE) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)) Neck.C1 = CF(0 * SIZE, -0.5 * SIZE, 0 * SIZE) * ANGLES(RAD(-90), RAD(0), RAD(180)) RightShoulder.C1 = CF(0 * SIZE, 0.5 * SIZE, -0.35 * SIZE) LeftShoulder.C1 = CF(0 * SIZE, 0.5 * SIZE, -0.35 * SIZE) RightHip.C0 = CF(1 * SIZE, -1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) LeftHip.C0 = CF(-1 * SIZE, -1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) RightHip.C1 = CF(0.5 * SIZE, 1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) LeftHip.C1 = CF(-0.5 * SIZE, 1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) Head.Size = VT(Head.Size.Y,Head.Size.Y,Head.Size.Y)*SIZE RootJoint.Parent = RootPart Neck.Parent = Torso RightShoulder.Parent = Torso LeftShoulder.Parent = Torso RightHip.Parent = Torso LeftHip.Parent = Torso CreateMesh("SpecialMesh", Head, "FileMesh", "0", "0", VT(1.75, 1.75, 1.7)*SIZE, VT(0,0.4,0.1)*SIZE) --CreateMesh("SpecialMesh", Head, "FileMesh", "62719736", "1566254101", VT(0.85,0.85,0.85)*SIZE, VT(0,1,-0.4)) Humanoid.DisplayDistanceType = "None" local naeeym = IT("BillboardGui",Character) naeeym.AlwaysOnTop = true naeeym.Size = UDim2.new(5,35,2,15) naeeym.StudsOffset = Vector3.new(0,5,0) naeeym.MaxDistance = 75 naeeym.Adornee = Character.Head naeeym.Name = "Name" local tecks = IT("TextLabel",naeeym) tecks.BackgroundTransparency = 1 tecks.TextScaled = true tecks.BorderSizePixel = 0 tecks.Text = "///////////////////" tecks.Font = "Fantasy" tecks.TextSize = 30 tecks.TextTransparency = 0.5 tecks.TextStrokeTransparency = 0.5 tecks.TextColor3 = C3(0,0,0) tecks.TextStrokeColor3 = C3(175/1275, 148/1275, 131/1275) tecks.Size = UDim2.new(1,0,0.5,0) tecks.Parent = naeeym local naeeym2 = IT("BillboardGui",Character) naeeym2.AlwaysOnTop = true naeeym2.Size = UDim2.new(7,35,3,15) naeeym2.StudsOffset = Vector3.new(0,5,0) naeeym2.MaxDistance = 75 naeeym2.Adornee = Character.Head naeeym2.Name = "Name2" local tecks2 = IT("TextLabel",naeeym2) tecks2.BackgroundTransparency = 1 tecks2.TextScaled = true tecks2.BorderSizePixel = 0 tecks2.Text = "Satan" tecks2.Font = "Fantasy" tecks2.TextSize = 30 tecks2.TextStrokeTransparency = 0 tecks2.TextColor3 = C3(0,0,0) tecks2.TextStrokeColor3 = C3(175/575, 148/675, 131/675) tecks2.Size = UDim2.new(1,0,0.5,0) tecks2.Parent = naeeym2 local MSG = game.Chat:FilterStringForBroadcast(tecks2.Text,Player) tecks2.Text = MSG local MSG = game.Chat:FilterStringForBroadcast(tecks.Text,Player) tecks.Text = MSG local RINGFIRE = {} local top = Instance.new("Shirt") top.ShirtTemplate = "rbxassetid://791994658" top.Parent = Character top.Name = "Cloth" local bottom = Instance.new("Pants") bottom.PantsTemplate = "rbxassetid://1029442377" bottom.Parent = Character bottom.Name = "Cloth" local FIRE = IT("Model",Weapon) FIRE.Name = "RingOfFire" local MAIN = CreatePart(3, FIRE, "Neon", 0, 1, "Lavender", "Center", VT(0,0,0)) FIRE.PrimaryPart = MAIN for i = 1, 45 do local PRT = CreatePart(3, FIRE, "Neon", 0, 1, "Lavender", "RingPart", VT(1,1,1)) PRT.CFrame = MAIN.CFrame*ANGLES(RAD(0),RAD((360/45)*i),RAD(0))*CF(0,0,8) local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 0.2, Acel = VT(8,18,6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 0.8, Parent = PRT, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"}) PRTCL.LockedToPart = true PRTCL.Rate = 35 table.insert(RINGFIRE,PRTCL) end local A = IT("Attachment",RightArm) A.Position = VT(0,-1*SIZE,0.1*SIZE) local B = IT("Attachment",LeftArm) B.Position = VT(0,-1*SIZE,0.1*SIZE) local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 1, Acel = VT(0,-1,0), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = A, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"}) PRTCL.LockedToPart = true PRTCL.Rate = 85 table.insert(RINGFIRE,PRTCL) local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 1, Acel = VT(0,-1,0), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = B, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"}) PRTCL.LockedToPart = true PRTCL.Rate = 85 table.insert(RINGFIRE,PRTCL) local EYE1 = IT("Attachment",Head) EYE1.Position = (VT(0.5, 0.900, -1.195)/2)*SIZE local EYE2 = IT("Attachment",Head) EYE2.Position = (VT(-0.5, 0.900, -1.195)/2)*SIZE local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2, Acel = VT(2,0.5,0.6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 0.15, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = EYE1, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(1,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"}) PRTCL.LockedToPart = true PRTCL.Rate = 185 PRTCL.ZOffset = 0.1 table.insert(RINGFIRE,PRTCL) local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2, Acel = VT(-2,0.5,0.6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 0.15, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = EYE2, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(1,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"}) PRTCL.LockedToPart = true PRTCL.Rate = 185 PRTCL.ZOffset = 0.1 local BODY = {} table.insert(RINGFIRE,PRTCL) for _, c in pairs(Character:GetDescendants()) do if c:IsA("BasePart") and c.Name ~= "Handle" then if c ~= RootPart and c ~= Torso and c ~= Head and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0) end table.insert(BODY,{c,c.Parent,c.Material,c.Color,c.Transparency,c.Size,c.Name}) elseif c:IsA("JointInstance") then table.insert(BODY,{c,c.Parent,nil,nil,nil,nil,nil}) end end function refit() Character.Parent = workspace for e = 1, #BODY do if BODY[e] ~= nil then local STUFF = BODY[e] local PART = STUFF[1] local PARENT = STUFF[2] local MATERIAL = STUFF[3] local COLOR = STUFF[4] local TRANSPARENCY = STUFF[5] --local SIZE = STUFF[6] local NAME = STUFF[7] if PART.ClassName == "Part" and PART ~= RootPart then PART.Material = MATERIAL PART.Transparency = TRANSPARENCY PART.Name = NAME end if PART.Parent ~= PARENT then Humanoid:remove() PART.Parent = PARENT Humanoid = IT("Humanoid",Character) end end end end local SKILLTEXTCOLOR = C3(0,0,0) local SKILLFONT = "Fantasy" local SKILLTEXTSIZE = 6 Weapon.Parent = Character Humanoid.Parent = Character Humanoid.Died:connect(function() refit() end) local SKILL1FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.90, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 1 Frame") local SKILL2FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.86, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 2 Frame") local SKILL3FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.82, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 3 Frame") local SKILL4FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.78, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 4 Frame") local SKILL5FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.74, 0), UD2(0.26, 0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 5 Frame") local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 1") local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 2") local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 3") local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 4") local SKILL5TEXT = CreateLabel(SKILL5FRAME, "[X]", SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, 0, 2, 1, "Text 5") --//=================================\\ --|| DAMAGING --\\=================================// function ApplyDamage(Humanoid,Damage,TorsoPart) local defence = Instance.new("BoolValue",Humanoid.Parent) defence.Name = ("HitBy"..Player.Name) game:GetService("Debris"):AddItem(defence, 0.001) Damage = Damage * DAMAGEMULTIPLIER if Humanoid.Health ~= 0 then local CritChance = MRANDOM(0,0) if Damage > Humanoid.Health then Damage = math.ceil(Humanoid.Health) if Damage == 0 then Damage = 0.1 end end Humanoid.Health = Humanoid.Health - Damage end end function ApplyAoE(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL) local CHILDREN = workspace:GetDescendants() for index, CHILD in pairs(CHILDREN) do if CHILD.ClassName == "Model" and CHILD ~= Character then local HUM = CHILD:FindFirstChildOfClass("Humanoid") if HUM then local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso") if TORSO then if (TORSO.Position - POSITION).Magnitude <= RANGE then if CHILD.Parent == Effects and CHILD:FindFirstChild("RealBody") then local BODY = CHILD.RealBody.Value if BODY then local HUM = BODY:FindFirstChildOfClass("Humanoid") if HUM then if INSTAKILL == true or (HUM.MaxHealth == math.huge and MAXDMG > 0) then BODY:BreakJoints() else local TORSO = BODY:FindFirstChild("Torso") or BODY:FindFirstChild("UpperTorso") if TORSO then local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"} local DMG = MRANDOM(MINDMG,MAXDMG)/2 WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(1,1,1), Size2 = VT(1,85,1), Transparency = 0, Transparency2 = 1, CFrame = CF(TORSO.Position) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-35,35), RotationZ = 0, Material = "Neon", Color = C3(0.3,0,0), SoundID = HITPLAYERSOUNDS[MRANDOM(1,#HITPLAYERSOUNDS)], SoundPitch = MRANDOM(7,15)/10, SoundVolume = 10}) ApplyDamage(HUM,DMG,TORSO) end end end end else if INSTAKILL == true or (HUM.MaxHealth == math.huge and MAXDMG > 0) then CHILD:BreakJoints() else local DMG = MRANDOM(MINDMG,MAXDMG) ApplyDamage(HUM,DMG,TORSO) end if FLING > 0 then for _, c in pairs(CHILD:GetChildren()) do if c:IsA("BasePart") then local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = CF(POSITION,TORSO.Position).lookVector*FLING bv.Parent = c Debris:AddItem(bv,0.05) end end end end end end end end end end --//=================================\\ --|| ATTACK FUNCTIONS AND STUFF --\\=================================// function MissilesOfDespair() ATTACK = true Rooted = true local MAKERING = true local RINGGROW = false CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5, MRANDOM(9,11)/10, false) coroutine.resume(coroutine.create(function() repeat Swait() if ATTACK == false then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) until MAKERING == false repeat Swait() if ATTACK == false then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(43 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) until RINGGROW == true end)) local FIRERING = IT("Model",Effects) FIRERING.Name = "RingOfFire" local MAIN = CreatePart(3, FIRERING, "Neon", 0, 1, "Lavender", "Center", VT(0,0,0)) FIRERING.PrimaryPart = MAIN local RINGS = {} local EMITTERS = {} for i = 1, 45 do local PRT = CreatePart(3, FIRERING, "Neon", 0, 1, "Lavender", "RingPart", VT(1,1,1)) PRT.CFrame = MAIN.CFrame*ANGLES(RAD(0),RAD((360/45)*i),RAD(0))*CF(0,0,0) table.insert(RINGS,PRT) local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 0.2, Acel = VT(8,18,6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 0.8, Parent = PRT, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"}) PRTCL.LockedToPart = true PRTCL.Rate = 35 table.insert(EMITTERS,PRTCL) end FIRERING:SetPrimaryPartCFrame(RootPart.CFrame*CF(0,3,-3)*ANGLES(RAD(-75),RAD(0),RAD(0))) wait(0.5) MAKERING = false CreateSound(278641993, MAIN, 5, 1.2, false) for e = 1, 45 do Swait() FIRERING:SetPrimaryPartCFrame(RootPart.CFrame*CF(0,3,-3)*ANGLES(RAD(-75),RAD(0),RAD(0))) for i = 1, #RINGS do RINGS[i].CFrame = MAIN.CFrame*ANGLES(RAD(0),RAD((360/45)*i),RAD(0))*CF(0,0,e/10) end end RINGGROW = true wait(0.2) for i = 1, 15 do wait(0.08) coroutine.resume(coroutine.create(function() local POS = Mouse.Hit.p local MISSILE = CreatePart(3, Effects, "Neon", 0, 1, "Maroon", "Missile", VT(0.5,1,0.5)) MISSILE.Color = C3(0.2,0,0) CreateSound(84005018, MISSILE, 0.2, 1.2, false) MakeForm(MISSILE,"Ball") MISSILE.CFrame = MAIN.CFrame*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0))*CF(0,0,MRANDOM(1,5)) for i = 1, 10 do Swait() MISSILE.Transparency = MISSILE.Transparency - 1/15 MISSILE.CFrame = MISSILE.CFrame * CF(0,0.7,0) end for i = 1, 5 do Swait() MISSILE.Transparency = MISSILE.Transparency - 1/15 MISSILE.CFrame = MISSILE.CFrame * CF(0,0.5,0) end MISSILE.Size = VT(0.2,0.2,1.5) MISSILE.CFrame = CF(MISSILE.Position,POS) for i = 1, 150 do Swait() MISSILE.CFrame = MISSILE.CFrame*CF(0,0,-3) local HIT = Raycast(MISSILE.Position, MISSILE.CFrame.lookVector, 4, Character) if HIT ~= nil then WACKYEFFECT({Time = 35, EffectType = "Sphere", Size = MISSILE.Size, Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame = MISSILE.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = MISSILE.Color, SoundID = nil, SoundPitch = 1.3, SoundVolume = 3}) WACKYEFFECT({Time = 25, EffectType = "Sphere", Size = MISSILE.Size, Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame = MISSILE.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = MISSILE.Color, SoundID = nil, SoundPitch = 1.3, SoundVolume = 3}) WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = MISSILE.Size, Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame = MISSILE.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = MISSILE.Color, SoundID = 165970126, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10}) for i = 1, 5 do WACKYEFFECT({Time = 25, EffectType = "Wave", Size = VT(0,0,0), Size2 = VT(35,2,35), Transparency = 0.8, Transparency2 = 1, CFrame = MISSILE.CFrame * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0, RotationY = -5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = 0.5, SoundVolume = 6}) end ApplyAoE(MISSILE.Position,15,15,25,35,false) break end end MISSILE:remove() end)) end for i = 1, #EMITTERS do EMITTERS[i].Enabled = false end Debris:AddItem(FIRERING,3) ATTACK = false Rooted = false end function ShadowRoam() local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character) if HITFLOOR then ATTACK = true CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5, MRANDOM(9,11)/10, false) local BUSY = false Rooted = true local CLOAKING = false local UNCLOAKED = true local LOOP = nil local FAKESHADOW = IT("Model",Effects) FAKESHADOW.Name = "Shadow" local POS = RootPart.Position local MOUSEHIT = nil -- local TORS = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", Torso.Size) TORS.Color = C3(0,0,0) TORS.CFrame = RootPart.CFrame*CF(0,-6.85,-0.8) * ANGLES(RAD(90), RAD(180), RAD(0)) local HED = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", VT(Head.Size.Y,Head.Size.Y,Head.Size.Y)) HED.Color = C3(0,0,0) HED.CFrame = TORS.CFrame*CF(0,-TORS.Size.Y/2-HED.Size.Y/2,0) local RARM = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", RightArm.Size) RARM.Color = C3(0,0,0) RARM.CFrame = TORS.CFrame*CF(TORS.Size.X/2+RARM.Size.X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(-15)) local LARM = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", RightArm.Size) LARM.Color = C3(0,0,0) LARM.CFrame = TORS.CFrame*CF(-TORS.Size.X/2-RARM.Size.X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(15)) local RLEG = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", RightLeg.Size) RLEG.Color = C3(0,0,0) RLEG.CFrame = TORS.CFrame*CF(TORS.Size.X/2.8,TORS.Size.Y,0) * ANGLES(RAD(0), RAD(0), RAD(-15)) local LLEG = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon", "Spike", RightLeg.Size) LLEG.Color = C3(0,0,0) LLEG.CFrame = TORS.CFrame*CF(-TORS.Size.X/2.8,TORS.Size.Y,0) * ANGLES(RAD(0), RAD(0), RAD(15)) -- coroutine.resume(coroutine.create(function() coroutine.resume(coroutine.create(function() while wait() do if RootPart.Position.Y > POS.Y then BUSY = true if MOUSEHIT then MOUSEHIT:disconnect() end for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" and c ~= RootPart then c.Transparency = 0 for _, q in pairs(c:GetChildren()) do if q.ClassName == "Decal" then q.Transparency = 0 end end end end for i=0, 1.5, 0.1 / Animation_Speed do Swait() RootPart.Anchored = true UNCLOAKED = false RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) end coroutine.resume(coroutine.create(function() for i = 1, 15 do Swait() if FAKESHADOW then for _, q in pairs(FAKESHADOW:GetChildren()) do if q.ClassName == "Part" then q.Transparency = q.Transparency + 1/15 end end end end if FAKESHADOW then FAKESHADOW:remove() end FAKESHADOW = nil end)) for i=0, 0.5, 0.1 / Animation_Speed do Swait() RootPart.Anchored = true UNCLOAKED = true if LOOP then LOOP.Pitch = LOOP.Pitch - 0.2 end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) end LOOP:remove() LOOP = nil for i = 1, 35 do Swait() for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" then for _, q in pairs(c:GetChildren()) do if q.ClassName == "Decal" then q.Transparency = q.Transparency + 1/35 end end end end end UNANCHOR = true ATTACK = false Rooted = false end if FAKESHADOW then TORS.CFrame = RootPart.CFrame*CF(0,-6.85,-0.8) * ANGLES(RAD(90), RAD(180), RAD(0)) HED.CFrame = TORS.CFrame*CF(0,-TORS.Size.Y/2-HED.Size.Y/2,0) RARM.CFrame = TORS.CFrame*CF(TORS.Size.X/2+RARM.Size.X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(-15)) LARM.CFrame = TORS.CFrame*CF(-TORS.Size.X/2-RARM.Size.X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(15)) RLEG.CFrame = TORS.CFrame*CF(TORS.Size.X/2.8,TORS.Size.Y,0) * ANGLES(RAD(0), RAD(0), RAD(-15)) LLEG.CFrame = TORS.CFrame*CF(-TORS.Size.X/2.8,TORS.Size.Y,0) * ANGLES(RAD(0), RAD(0), RAD(15)) end if LOOP ~= nil then LOOP.Parent = TORS end naeeym.Enabled = UNCLOAKED naeeym2.Enabled = UNCLOAKED for c = 1, #RINGFIRE do RINGFIRE[c].Enabled = UNCLOAKED end if ATTACK == false then break end end end)) repeat Swait() if ATTACK == false then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) until CLOAKING == true end)) wait(0.3) for i = 1, 35 do Swait() for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" then for _, q in pairs(c:GetChildren()) do if q.ClassName == "Decal" then q.Transparency = q.Transparency - 1/35 end end end end end UNANCHOR = false RootPart.Anchored = true CLOAKING = true coroutine.resume(coroutine.create(function() for i = 1, 15 do Swait() for _, q in pairs(FAKESHADOW:GetChildren()) do if q.ClassName == "Part" then q.Transparency = q.Transparency - 1/15 end end end end)) for i=0, 0.2, 0.1 / Animation_Speed do Swait() RootPart.Anchored = true RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -2*SIZE) * ANGLES(RAD(10), RAD(0), RAD(0)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) end LOOP = CreateSound(487214658, TORS, 0, 1, true) for i=0, 0.6, 0.1 / Animation_Speed do Swait() RootPart.Anchored = true UNCLOAKED = false if LOOP then LOOP.Volume = LOOP.Volume + 0.1 end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -7*SIZE) * ANGLES(RAD(90), RAD(0), RAD(0)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) end for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" then c.Transparency = 1 for _, q in pairs(c:GetChildren()) do if q.ClassName == "Decal" then q.Transparency = 1 end end end end MOUSEHIT = Mouse.Button1Down:connect(function(NEWKEY) local HITFLOOR,HITPOS = Raycast(RootPart.Position-VT(0,2.1*SIZE,0), (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character) if HITFLOOR then local POS = HITPOS local WORKING = true coroutine.resume(coroutine.create(function() repeat Swait() WACKYEFFECT({Time = 25, EffectType = "Sphere", Size = VT(10,0.2,10), Size2 = VT(0,0.5,0), Transparency = 1, Transparency2 = 0, CFrame = CF(POS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10}) until WORKING == false end)) wait(0.3) local SPIKE = CreatePart(3, Effects, "Fabric", 0, 0, "Maroon", "Spike", VT(2,32,2)) SPIKE.Color = C3(0,0,0) local MSH = IT("SpecialMesh",SPIKE) MSH.MeshType = "FileMesh" MSH.MeshId = "http://www.roblox.com/asset/?id=785967755" MSH.Scale = SPIKE.Size/50 SPIKE.CFrame = CF(POS+VT(0,15,0)) ApplyAoE(SPIKE.Position,15,35,55,35,false) WACKYEFFECT({Time = 25, EffectType = "Wave", Size = VT(0,5,0), Size2 = VT(5,1,5), Transparency = 0, Transparency2 = 1, CFrame = CF(POS), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 178452241, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10}) wait(0.2) for i = 1, 16 do Swait() SPIKE.CFrame = SPIKE.CFrame*CF(0,-2,0) end SPIKE:remove() WORKING = false end end) Mouse.KeyDown:connect(function(NEWKEY) if NEWKEY == "b" and BUSY == false then BUSY = true if MOUSEHIT then MOUSEHIT:disconnect() end for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" and c ~= RootPart then c.Transparency = 0 for _, q in pairs(c:GetChildren()) do if q.ClassName == "Decal" then q.Transparency = 0 end end end end for i=0, 1.5, 0.1 / Animation_Speed do Swait() RootPart.Anchored = true UNCLOAKED = false RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) end coroutine.resume(coroutine.create(function() for i = 1, 15 do Swait() for _, q in pairs(FAKESHADOW:GetChildren()) do if q.ClassName == "Part" then q.Transparency = q.Transparency + 1/15 end end end FAKESHADOW:remove() FAKESHADOW = nil end)) for i=0, 0.5, 0.1 / Animation_Speed do Swait() RootPart.Anchored = true UNCLOAKED = true LOOP.Pitch = LOOP.Pitch - 0.2 RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) end LOOP:remove() LOOP = nil for i = 1, 35 do Swait() for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" then for _, q in pairs(c:GetChildren()) do if q.ClassName == "Decal" then q.Transparency = q.Transparency + 1/35 end end end end end UNANCHOR = true ATTACK = false Rooted = false elseif NEWKEY == "w" and BUSY == false then repeat Swait() local HITFLOOR = Raycast(CF(RootPart.CFrame*CF(0,-2.1*SIZE,0).p,VT(Mouse.Hit.p.X,RootPart.Position.Y,Mouse.Hit.p.Z))*CF(0,0,-3).p, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 5*SIZE, Character) local FLOOR,HITPOS = Raycast(RootPart.Position-VT(0,-2.1*SIZE,0), (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 5*SIZE, Character) if HITFLOOR then WACKYEFFECT({Time = 35, EffectType = "Sphere", Size = VT(4,0.2,4), Size2 = VT(2,0.5,2), Transparency = 0, Transparency2 = 1, CFrame = CF(HITPOS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10}) RootPart.CFrame = CF(RootPart.Position,VT(Mouse.Hit.p.X,RootPart.Position.Y,Mouse.Hit.p.Z))*CF(0,0,-1) end until KEYHOLD == false or BUSY == true end end) end end function PillarOfDespair() ATTACK = true Rooted = true CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/2.5, MRANDOM(9,11)/10, false) FORCEIDLE = true for i = 1, 5 do Swait() for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" then for _, q in pairs(c:GetChildren()) do if q.ClassName == "Decal" then q.Transparency = q.Transparency - 1/5 end end end end end local ORIGINPOS = RootPart.Position CreateSound(1447872444, Torso, 10, 1.2, false) for c = 1, #RINGFIRE do RINGFIRE[c].Enabled = false end for i = 1, 25 do Swait() coroutine.resume(coroutine.create(function() local POS = RootPart.Position WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(0,50,0), Size2 = VT(15+i,45,15+i), Transparency = 0, Transparency2 = 1, CFrame = CF(RootPart.Position-VT(0,2.2*SIZE,0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(0,25,0), Size2 = VT(25+i,0,25+i), Transparency = 0, Transparency2 = 1, CFrame = CF(RootPart.Position-VT(0,2.2*SIZE,0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = nil, SoundVolume = nil}) wait(0.3) ApplyAoE(POS,25+i,15,25,25,false) end)) RootPart.CFrame = RootPart.CFrame*CF(0,0,5) end for c = 1, #RINGFIRE do RINGFIRE[c].Enabled = true end FORCEIDLE = false local BUILDUP = true coroutine.resume(coroutine.create(function() for i = 1, 35 do Swait() for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" then for _, q in pairs(c:GetChildren()) do if q.ClassName == "Decal" then q.Transparency = q.Transparency + 1/35 end end end end end end)) coroutine.resume(coroutine.create(function() repeat Swait() if ATTACK == false then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed) until BUILDUP == false repeat Swait() if ATTACK == false then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(43 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false end)) wait(0.5) BUILDUP = false coroutine.resume(coroutine.create(function() WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(15,15,15), Size2 = VT(0,0,0), Transparency = 1, Transparency2 = 0, CFrame = CF(ORIGINPOS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = CHARGE, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/1.2}) for i = 1, 5 do WACKYEFFECT({Time = 55, EffectType = "Wave", Size = VT(25,2,25), Size2 = VT(0,0,0), Transparency = 1, Transparency2 = 0.7, CFrame = CF(ORIGINPOS) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 1, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2}) end wait(1.3) for i = 1, 6 do WACKYEFFECT({Time = 60, EffectType = "Sphere", Size = VT(25,25,25), Size2 = VT(85+(i*3),85+(i*3),85+(i*3)), Transparency = 0, Transparency2 = 1, CFrame = CF(ORIGINPOS-VT(0,2,0)) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)))*CF(0,25,0), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-15,15), RotationZ = 0, Material = "Neon", Color = C3(i/120,0,0), SoundID = ROUGHBLAST, SoundPitch = MRANDOM(9,11)/10, SoundVolume = 10}) end for i = 1, 25 do WACKYEFFECT({Time = 55, EffectType = "Wave", Size = VT(0,0,0), Size2 = VT(325,1,325), Transparency = 0.8, Transparency2 = 1, CFrame = CF(ORIGINPOS-VT(0,2,0)) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 1, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2}) end ApplyAoE(ORIGINPOS,85,35,85,125,false) end)) wait(0.4) ATTACK = false Rooted = false end function InfernoWall() CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5, MRANDOM(9,11)/10, false) ATTACK = true Rooted = true local BUILDUP = true local WALL = IT("Model",Effects) WALL.Name = "Wall of Fire" local BASE = CreatePart(3, WALL, "Fabric", 0, 1, "Maroon", "FirePart", VT(0,0,0)) BASE.CFrame = RootPart.CFrame*CF(0,-2.8*SIZE,8) local FIRES = {} local BODIES = {} local REPEATREMOVE = true WALL.PrimaryPart = BASE coroutine.resume(coroutine.create(function() repeat Swait() if ATTACK == false then break end turnto(Mouse.Hit.p) WALL:SetPrimaryPartCFrame(RootPart.CFrame*CF(0,-2.8*SIZE,8)) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 0.2 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed) until BUILDUP == false repeat Swait() if ATTACK == false then break end RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(43 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) until ATTACK == false end)) CreateSound(278641993, BASE, 10, 0.8, false) coroutine.resume(coroutine.create(function() for i = 1, 45 do Swait() local PART = CreatePart(3, WALL, "Fabric", 0, 1, "Maroon", "FirePart", VT(2,0,2)) PART.CFrame = BASE.CFrame * ANGLES(RAD(0), RAD(90+i), RAD(0))*CF(32,0,0) local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2, Acel = VT(0,28+(i/5),6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 2+(i/25), Parent = PART, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"}) PRTCL.LockedToPart = true PRTCL.Rate = 35 table.insert(FIRES,PRTCL) end end)) coroutine.resume(coroutine.create(function() for i = 1, 45 do Swait() local PART = CreatePart(3, WALL, "Fabric", 0, 1, "Maroon", "FirePart", VT(2,0,2)) PART.CFrame = BASE.CFrame * ANGLES(RAD(0), RAD(-90-i), RAD(0))*CF(-32,0,0) local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2, Acel = VT(0,28+(i/5),6), RotSpeed = NumberRange.new(-15, 15), Drag = 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 2+(i/25), Parent = PART, Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"}) PRTCL.LockedToPart = true PRTCL.Rate = 35 table.insert(FIRES,PRTCL) end end)) repeat wait() until #WALL:GetChildren() == 91 wait(0.3) BUILDUP = false coroutine.resume(coroutine.create(function() coroutine.resume(coroutine.create(function() repeat wait(1) for e = 1, #BODIES do if BODIES[e] ~= nil and REPEATREMOVE == true then local BOD = BODIES[e] local TORSO = BOD:FindFirstChild("Torso") or BOD:FindFirstChild("UpperTorso") if TORSO then local HITFLOOR,HITPOS = Raycast(TORSO.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*(TORSO.Size.Y/2), workspace) WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(5,0,5), Size2 = VT(5,5,5), Transparency = 0, Transparency2 = 1, CFrame = CF(HITPOS), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-35,35), RotationZ = 0, Material = "Neon", Color = C3(0.2,0,0), SoundID = nil, SoundPitch = MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10}) end for i = 1, 10 do for i = 1, #BODIES do if (BODIES[i] == BOD and i ~= e) then table.remove(BODIES,i) end end end end end until REPEATREMOVE == false end)) CreateSound(WALLSOUND, BASE, 10, 0.8, false) for i = 1, 70 do Swait() AddChildrenToTable(BASE.Position,workspace,32,BODIES) WALL:SetPrimaryPartCFrame(BASE.CFrame*CF(0,0,-4)) end for i = 1, #FIRES do FIRES[i].Enabled = false end Debris:AddItem(WALL,5) wait(1) REPEATREMOVE = false for e = 1, #BODIES do if BODIES[e] ~= nil then Swait() local BOD = BODIES[e] local TORSO = BOD:FindFirstChild("Torso") or BOD:FindFirstChild("UpperTorso") if TORSO then local HUM = BOD:FindFirstChildOfClass("Humanoid") if HUM then if HUM.Health > 0 then local HITFLOOR,HITPOS = Raycast(TORSO.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*(TORSO.Size.Y/2), BOD) if HITFLOOR then ApplyDamage(HUM,MRANDOM(0,0),TORSO) CreateSound(ROUGHBLAST, TORSO, 10, 1.2, false) ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 0.7, Parent = TORSO, Emit = 300, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture = "1523916715"}) end end end end end end end)) wait(1) ATTACK = false Rooted = false end function FormerShadow() CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5, MRANDOM(9,11)/10, false) XATTACK = true ATTACK = true Rooted = true local BODIES = {} local SHADOWS = {} local BUILDUP = true local DONE = false coroutine.resume(coroutine.create(function() repeat Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15*SIZE, 0.65*SIZE, -0.75*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-90)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15*SIZE, 0.1*SIZE, -0.75*SIZE) * ANGLES(RAD(-15), RAD(0), RAD(90)) * ANGLES(RAD(25), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) until DONE == true end)) local MOUSEHIT = Mouse.Button1Down:connect(function(NEWKEY) if Mouse.Target.Parent ~= Character and Mouse.Target.Parent.Parent ~= Character and Mouse.Target.Parent:FindFirstChildOfClass("Humanoid") ~= nil then local HUM = Mouse.Target.Parent:FindFirstChildOfClass("Humanoid") local TORSO = HUM.Parent:FindFirstChild("Torso") or HUM.Parent:FindFirstChild("UpperTorso") if TORSO and HUM then local PASS = true for e = 1, #BODIES do if BODIES[e] ~= nil then if BODIES[e] == Mouse.Target.Parent then PASS = false end end end if PASS == true then table.insert(BODIES,Mouse.Target.Parent) end end end end) local KEYDOWN = Mouse.KeyDown:connect(function(NEWKEY) if NEWKEY == "x" then DONE = true end end) repeat wait() until DONE == true or #BODIES == 3 DONE = true MOUSEHIT:disconnect() KEYDOWN:disconnect() if #BODIES > 0 then coroutine.resume(coroutine.create(function() repeat Swait() if ATTACK == false then break end ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = RightArm, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"}) ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = LeftArm, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"}) ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = RightLeg, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"}) ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = LeftLeg, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"}) ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = Torso, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"}) ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = Head, Emit = 25, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"}) local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character) WACKYEFFECT({Time = 35, EffectType = "Wave", Size = VT(0,2,0), Size2 = VT(35,12,35), Transparency = 0.2, Transparency2 = 1, CFrame = CF(HITPOS) * ANGLES(RAD(MRANDOM(-15,15)), RAD(MRANDOM(0,360)), RAD(MRANDOM(-15,15))), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-15,15), RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2}) RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) until BUILDUP == false end)) CreateSound(WALLSOUND, Torso, 10, 0.8, false) CreateSound(ROUGHBLAST, Torso, 10, 0.8, false) for i = 1, #BODIES do if BODIES[i] ~= nil then local TORSO = BODIES[i]:FindFirstChild("HumanoidRootPart") or BODIES[i]:FindFirstChild("Torso") or BODIES[i]:FindFirstChild("UpperTorso") if TORSO then CreateSound(WALLSOUND, TORSO, 10, 1, false) ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = NumberRange.new(-150, 150), Drag = 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = TORSO, Emit = 300, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture = "1523916715"}) end end end wait(1) local SHADOWFADE = false for i = 1, #BODIES do if BODIES[i] ~= nil then local TORSO = BODIES[i]:FindFirstChild("HumanoidRootPart") or BODIES[i]:FindFirstChild("Torso") or BODIES[i]:FindFirstChild("UpperTorso") if TORSO then local SHADOW = CLONE:Clone() SHADOW.Parent = Effects SHADOW.HumanoidRootPart.CFrame = TORSO.CFrame*CF(0,6,0) --SHADOW.HumanoidRootPart.CFrame = RootPart.CFrame * ANGLES(RAD(0), RAD((360/#SHADOWS)*i), RAD(0))*CF(0,0,15) SHADOW.Humanoid.WalkSpeed = 35 SHADOW.Humanoid.Health = 1 SHADOW.Humanoid.MaxHealth = 1 SHADOW.Name = BODIES[i].Name for i = 1, 3 do for _, c in pairs(SHADOW:GetChildren()) do if c.ClassName == "Part" then c.Material = "Neon" c.Color = C3(0,0,0) c.Transparency = 1 if c.Name == "Head" then c:ClearAllChildren() local MSH = IT("BlockMesh",c) MSH.Scale = VT(0.5,1,1) end elseif c.ClassName ~= "Part" and c.ClassName ~= "Humanoid" and c.Name ~= "Animate" then c:remove() end end end local BODY = IT("ObjectValue",SHADOW) BODY.Name = "RealBody" BODY.Value = BODIES[i] table.insert(SHADOWS,SHADOW) end end end coroutine.resume(coroutine.create(function() local LOOP = 0 for i = 1, 25 do Swait() for i = 1, #SHADOWS do if SHADOWS[i] ~= nil then for _, c in pairs(SHADOWS[i]:GetChildren()) do if c.ClassName == "Part" and c.Name ~= "HumanoidRootPart" then c.Color = C3(0,0,0) c.Transparency = c.Transparency - 1/25 end end end end end local KEYDOWN = Mouse.KeyDown:connect(function(NEWKEY) if NEWKEY == "x" then SHADOWFADE = true end end) repeat LOOP = LOOP + 2 local JUMPIES = {} for i = 1, #SHADOWS do if SHADOWS[i] ~= nil then SHADOWS[i].Humanoid:MoveTo(CF(RootPart.Position) * ANGLES(RAD(0), RAD(((360/#SHADOWS)*i)+LOOP), RAD(0))*CF(0,0,25).p) local BODY = SHADOWS[i].RealBody.Value if BODY then local HUM = BODY:FindFirstChildOfClass("Humanoid") if HUM then local TRIGGER = HUM.Changed:connect(function(Jump) if HUM.Jump == true then SHADOWS[i].Humanoid.JumpPower = HUM.JumpPower SHADOWS[i].Humanoid.Jump = true end end) table.insert(JUMPIES,TRIGGER) if HUM.Health == 0 then SHADOWS[i].Humanoid.Health = 0 end end end if SHADOWS[i].Humanoid.Health == 0 then if BODY then BODY:BreakJoints() end SHADOWS[i]:remove() table.remove(SHADOWS,i) end end end Swait() for i = 1, #JUMPIES do if JUMPIES[i] ~= nil then JUMPIES[i]:disconnect() end end until SHADOWFADE == true or #SHADOWS == 0 KEYDOWN:disconnect() if #SHADOWS > 0 then for i = 1, 45 do Swait() for i = 1, #SHADOWS do if SHADOWS[i] ~= nil then for _, c in pairs(SHADOWS[i]:GetChildren()) do if c.ClassName == "Part" then c.Transparency = c.Transparency + 1/45 end end SHADOWS[i].Humanoid.WalkSpeed = 12 SHADOWS[i].Humanoid:MoveTo(CF(RootPart.Position,SHADOWS[i].HumanoidRootPart.Position+VT(0,2,0))*CF(0,0,-5).p) end end end for i = 1, #SHADOWS do if SHADOWS[i] ~= nil then SHADOWS[i]:remove() end end end XATTACK = false end)) else XATTACK = false end ATTACK = false Rooted = false end function Taunt() ATTACK = true Rooted = true local VIOLENCE = 1 FORCEIDLE = true repeat Swait() VIOLENCE = VIOLENCE + 1 until KEYHOLD == false FORCEIDLE = false if VIOLENCE <= 10 then for i=0, 0.2, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15*SIZE, 0.65*SIZE, -0.75*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-90)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15*SIZE, 0.1*SIZE, -0.75*SIZE) * ANGLES(RAD(-15), RAD(0), RAD(90)) * ANGLES(RAD(25), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) end local TAUNT = CreateSound(VOCALS_TAUNT[MRANDOM(1,#VOCALS_TAUNT)], Head, 10, 1, false) repeat Swait() TAUNT.Parent = Head RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-10-(TAUNT.PlaybackLoudness/55)), RAD(0), RAD(-15)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15*SIZE, 0.65*SIZE, -0.75*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-90)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15*SIZE, 0.1*SIZE, -0.75*SIZE) * ANGLES(RAD(-15), RAD(0), RAD(90)) * ANGLES(RAD(25), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) until TAUNT.Playing == false else for i=0, 1, 0.1 / Animation_Speed do Swait() RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(22)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-22)) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 / Animation_Speed) end local TAUNT = CreateSound(VOCALS_ENRAGES[MRANDOM(1,#VOCALS_ENRAGES)], Head, 10, 1, false) repeat Swait() until TAUNT.TimeLength > 0 repeat Swait() ApplyAoE(Head.Position,15,0,0,200,false) local HITFLOOR,HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character) WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(0,2,0), Size2 = VT(15,0,15), Transparency = 1-(TAUNT.PlaybackLoudness/1250), Transparency2 = 1, CFrame = CF(Head.Position) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2}) WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(0,2,0), Size2 = VT(35,0,35), Transparency = 0.2, Transparency2 = 1, CFrame = CF(HITPOS) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2}) TAUNT.Parent = Head RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, -0.2*SIZE, -0.1*SIZE) * ANGLES(RAD(35), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-25+MRANDOM(-(TAUNT.PlaybackLoudness/25),(TAUNT.PlaybackLoudness/25))), RAD(MRANDOM(-(TAUNT.PlaybackLoudness/15),(TAUNT.PlaybackLoudness/15))), RAD(MRANDOM(-(TAUNT.PlaybackLoudness/25),(TAUNT.PlaybackLoudness/25)))), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE, 0.1*SIZE) * ANGLES(RAD(-35), RAD(0), RAD(42)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE, 0.1*SIZE) * ANGLES(RAD(-35), RAD(0), RAD(-42)) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(25), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.01*SIZE) * ANGLES(RAD(45), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 / Animation_Speed) until TAUNT.TimePosition > TAUNT.TimeLength - 2 end ATTACK = false Rooted = false end --//=================================\\ --|| ASSIGN THINGS TO KEYS --\\=================================// function MouseDown(Mouse) if ATTACK == false then end end function MouseUp(Mouse) HOLD = false end function KeyDown(Key) KEYHOLD = true if Key == "no" and ATTACK == false then Taunt() end if Key == "z" and ATTACK == false then MissilesOfDespair() end if Key == "b" and ATTACK == false and XATTACK == false then ShadowRoam() end if Key == "c" and ATTACK == false then PillarOfDespair() end if Key == "v" and ATTACK == false then InfernoWall() end if Key == "x" and ATTACK == false and XATTACK == false then FormerShadow() end end function KeyUp(Key) KEYHOLD = false end Mouse.Button1Down:connect(function(NEWKEY) MouseDown(NEWKEY) end) Mouse.Button1Up:connect(function(NEWKEY) MouseUp(NEWKEY) end) Mouse.KeyDown:connect(function(NEWKEY) KeyDown(NEWKEY) end) Mouse.KeyUp:connect(function(NEWKEY) KeyUp(NEWKEY) end) --//=================================\\ --\\=================================// function unanchor() if UNANCHOR == true then RootPart.Anchored = false end g = Character:GetChildren() for i = 1, #g do if g[i].ClassName == "Part" and g[i] ~= RootPart then g[i].Anchored = false end end g = Weapon:GetChildren() for i = 1, #g do if g[i].ClassName == "Part" then g[i].Anchored = false end end end --//=================================\\ --|| WRAP THE WHOLE SCRIPT UP --\\=================================// Humanoid.Changed:connect(function(Jump) if Jump == "Jump" and (Disable_Jump == true) then Humanoid.Jump = false end end) while true do Swait() script.Parent = WEAPONGUI ANIMATE.Parent = nil for _,v in next, Humanoid:GetPlayingAnimationTracks() do v:Stop(); end SINE = SINE + CHANGE local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude local TORSOVERTICALVELOCITY = RootPart.Velocity.y local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4*SIZE, Character) local FLOOR1,HITPOS,NORMAL = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 8*SIZE, Character) local FLOOR2,HITPOS2 = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 8*SIZE, Character) local WALKSPEEDVALUE = 8 / (Humanoid.WalkSpeed / 16) if ANIM == "Walk" and TORSOVELOCITY > 1 then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) RightHip.C1 = Clerp(RightHip.C1, CF(0.5*SIZE, 0.875*SIZE - 0.125 * SIN(SINE / WALKSPEEDVALUE)*SIZE - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.7+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5*SIZE, 0.875*SIZE + 0.125 * SIN(SINE / WALKSPEEDVALUE)*SIZE - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.7+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed) elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed) Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) RightHip.C1 = Clerp(RightHip.C1, CF(0.5*SIZE, 1*SIZE, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5*SIZE, 1*SIZE, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) end if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil and FORCEIDLE == false then ANIM = "Jump" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0*SIZE, 0*SIZE, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.55*SIZE, 0*SIZE) * ANGLES(RAD(15), RAD(0), RAD(12)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.55*SIZE, 0*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-12)) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -0.3*SIZE, -0.5*SIZE) * ANGLES(RAD(15), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.1*SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 1 / Animation_Speed) end elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil and FORCEIDLE == false then ANIM = "Fall" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(-25), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0*SIZE, 0*SIZE, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(35), RAD(0), RAD(42)) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(35), RAD(0), RAD(-42)) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -0.5*SIZE, -0.5*SIZE) * ANGLES(RAD(15), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, 0*SIZE) * ANGLES(RAD(-25), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 1 / Animation_Speed) end elseif (TORSOVELOCITY < 1 and HITFLOOR ~= nil) or FORCEIDLE == true then ANIM = "Idle" if ATTACK == false or FORCEIDLE == true then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15), RAD(0), RAD(0)), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-15)), 1 / Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(52 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(35), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed) end elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil and FORCEIDLE == false then ANIM = "Walk" if ATTACK == false then RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -0.1*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-8*SIN(SINE/WALKSPEEDVALUE))), 1 / Animation_Speed) Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(5), RAD(-2*SIN(SINE/WALKSPEEDVALUE)), RAD(8*SIN(SINE/WALKSPEEDVALUE))), 1/ Animation_Speed) RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE + 0.15 * COS(SINE/WALKSPEEDVALUE*2), 0.1*SIZE-0.3*SIN(SINE/WALKSPEEDVALUE)) * ANGLES(RAD(35), RAD(0), RAD(22 + 3* SIN(SINE/WALKSPEEDVALUE))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed) LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE + 0.15 * COS(SINE/WALKSPEEDVALUE*2), 0.1*SIZE+0.3*SIN(SINE/WALKSPEEDVALUE)) * ANGLES(RAD(35), RAD(0), RAD(-22 - 3* SIN(SINE/WALKSPEEDVALUE))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed) RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE , -1*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed) LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed) end end unanchor() Humanoid.MaxHealth = "inf" Humanoid.Health = "inf" if Rooted == false then Disable_Jump = false Humanoid.WalkSpeed = Speed elseif Rooted == true then Disable_Jump = true Humanoid.WalkSpeed = 0 end for _, c in pairs(Character:GetChildren()) do if c.ClassName == "Part" and c.Name ~= "Eye" then c.Material = "Granite" if c ~= Head and c ~= Torso and c ~= RightArm and c ~= LeftArm and c ~= RightLeg and c ~= LeftLeg then c.Color = C3(175/575, 148/675, 131/675) else c.Color = C3(0,0,0) end if c == Head then if c:FindFirstChild("face") then c.face:remove() end end elseif (c.ClassName == "CharacterMesh" or c.ClassName == "ShirtGraphic" or c.ClassName == "Accessory" or c.Name == "Body Colors") and c.Name ~= "Pressimus" then elseif (c.ClassName == "Shirt" or c.ClassName == "Pants") and c.Name ~= "Cloth" then c:remove() end end sick.Parent = Character sick.SoundId = "rbxassetid://9048378262" sick.Looped = true sick.Pitch = 0.95 sick.Volume = 1 sick.Playing = true if FLOOR1 ~= nil then FIRE:SetPrimaryPartCFrame(CF(HITPOS,HITPOS+NORMAL) * ANGLES(RAD(-90), RAD(0), RAD(0))) else FIRE:SetPrimaryPartCFrame(CF(HITPOS2)) end SKILL1FRAME.Rotation = MRANDOM(-25,25)/2 SKILL2FRAME.Rotation = MRANDOM(-25,25)/2 SKILL3FRAME.Rotation = MRANDOM(-25,25)/2 SKILL4FRAME.Rotation = MRANDOM(-25,25)/2 SKILL5FRAME.Rotation = MRANDOM(-25,25)/2 tecks2.Rotation = MRANDOM(-25,25)/8 tecks.Rotation = MRANDOM(-25,25)/8 Humanoid.Name = MRANDOM(1000000,99999999) FIRE.Parent = Weapon refit() end --//===============sound 9048378262==================\\ --\\=================================// --//====================================================\\-- --|| END OF SCRIPT --\\====================================================//--