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Copy the script and paste it into your executor.
Player=:().LocalPlayer
Character=Player.Character
PlayerGui=Player.PlayerGui
Backpack=Player.Backpack
Torso=Character.Torso
Head=Character.Head
Humanoid=Character.Humanoid
LeftArm=Character[]
LeftLeg=Character[]
RightArm=Character[]
RightLeg=Character[]
cam=.Workspace.CurrentCamera
LS=Torso[]
LH=Torso[]
RS=Torso[]
RH=Torso[]
Face = Head.face
Neck=Torso.Neck
it=.new
attacktype=
vt=.new
cf=.new
.Name =
euler=.fromEulerAnglesXYZ
angles=.Angles
cloaked=
necko=(, , , -, -, -, , , , , , )
necko2=(, -, , -, -, -, , , , , , )
LHC0=(-,-,,-,-,-,,,,,,)
LHC1=(-,,,-,-,-,,,,,,)
RHC0=(,-,,,,,,,,-,-,-)
RHC1=(,,,,,,,,,-,-,-)
RootPart=Character.HumanoidRootPart
RootJoint=RootPart.RootJoint
RootCF=(-,,)
attack =
bounce=
cooldown=
deeznuts=
attackdebounce =
deb=
equipped=
hand=
MMouse=
combo=
mana=
trispeed=
attackmode=
idle=
Anim=
Effects={}
gun=
shoot=
player=
mana=
cam = .CurrentCamera
ZTarget =
RocketTarget =
m = .(,Character)
m.Name =
SHEZ = .(,Character.HumanoidRootPart)SHEZ.SoundId = SHEZ.Looped = SHEZ.Volume = SHEZ:()
mouse=Player:()
RSH, LSH=,
RW, LW=.(), .()
RW.Name= LW.Name=
LH=Torso[]
RH=Torso[]
TorsoColor=Torso.BrickColor
(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = ,,,,,
player=Player
ch=Character
RSH=ch.Torso[]
LSH=ch.Torso[]
RSH.Parent=
LSH.Parent=
RW.Name=
RW.Part0=ch.Torso
RW.C0=(, , )
RW.C1=(, , )
RW.Part1=ch[]
RW.Parent=ch.Torso
LW.Name=
LW.Part0=ch.Torso
LW.C0=(-, , )
LW.C1=(, , )
LW.Part1=ch[]
LW.Parent=ch.Torso
(num)
num== num==
:.Heartbeat:()
i=,num
:.Heartbeat:()
(part)
part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = ,,,,,
(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
fp=()
fp.formFactor=formfactor
fp.Parent=parent
fp.Reflectance=reflectance
fp.Transparency=transparency
fp.CanCollide=
fp.Locked=
fp.BrickColor=BrickColor.((brickcolor))
fp.Name=name
fp.Size=size
fp.Position=Character.Torso.Position
(fp)
fp.Material=material
fp:()
fp
(formfactor,parent,reflectance,transparency,brickcolor,name,size)
fp = ()
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide =
fp.Locked=
fp.BrickColor = brickcolor
fp.Name = name
fp.Size = size
fp.Position = EffectPart.Position
(fp)
fp.Material=
fp:()
fp
(parent,part0,part1,c0)
weld=()
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld
(Mesh,part,meshtype,meshid,offset,scale)
mesh=(Mesh)
mesh.Parent=part
Mesh==
mesh.MeshType=meshtype
mesh.MeshId=meshid
mesh.Offset=offset
mesh.Scale=scale
mesh
(part,face,texture,transparency,shiny,specular,name)
d=(,part)
d.Shiny=shiny
d.Face=face
d.Specular=specular
d.Transparency=transparency
d.Texture=texture
d.Name=name
d
(parent,part0,part1,c0,c1)
weld=()
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld.C1=c1
weld
Humanoid.Name =
SH = .()
list = {}
so = (id,par,vol,pit)
.(.(()
sou = SH:() sou.Parent = par
sou.Volume=vol
sou.Pitch=pit
sou.SoundId=id
sou:()
:():(sou,)
))
(a,b,t)
qa = {(a)}
qb = {(b)}
ax, ay, az = a.x, a.y, a.z
bx, by, bz = b.x, b.y, b.z
_t = -t
(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,(qa, qb, t))
(cf)
mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:()
trace = m00 + m11 + m22
trace >
s = .( + trace)
recip = /s
(m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*
i =
m11 > m00
i =
m22 > (i == m00 m11)
i =
i ==
s = .(m00-m11-m22+)
recip = /s
*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
i ==
s = .(m11-m22-m00+)
recip = /s
(m01+m10)*recip, *s, (m21+m12)*recip, (m02-m20)*recip
i ==
s = .(m22-m00-m11+)
recip = /s (m02+m20)*recip, (m12+m21)*recip, *s, (m10-m01)*recip
(px, py, pz, x, y, z, w)
xs, ys, zs = x + x, y + y, z + z
wx, wy, wz = w*xs, w*ys, w*zs
xx = x*xs
xy = x*ys
xz = x*zs
yy = y*ys
yz = y*zs
zz = z*zs
.(px, py, pz,-(yy+zz), xy - wz, xz + wy,xy + wz, -(xx+zz), yz - wx, xz - wy, yz + wx, -(xx+yy))
(a, b, t)
cosTheta = a[]*b[] + a[]*b[] + a[]*b[] + a[]*b[]
startInterp, finishInterp;
cosTheta >=
( - cosTheta) >
theta = .(cosTheta)
invSinTheta = /.(theta)
startInterp = .((-t)*theta)*invSinTheta
finishInterp = .(t*theta)*invSinTheta
startInterp = -t
finishInterp = t
(+cosTheta) >
theta = .(-cosTheta)
invSinTheta = /.(theta)
startInterp = .((t-)*theta)*invSinTheta
finishInterp = .(t*theta)*invSinTheta
startInterp = t-
finishInterp = t
a[]*startInterp + b[]*finishInterp, a[]*startInterp + b[]*finishInterp, a[]*startInterp + b[]*finishInterp, a[]*startInterp + b[]*finishInterp
(Pos, Dir, Max, Ignore)
:():(Ray.(Pos, Dir.unit * (Max )), Ignore)
Damagefunc=(Part,hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock)
hit.Parent==
h=hit.Parent:()
_,v (hit.Parent:())
v:()
h=v
hit.Parent.Parent:()~=
h=hit.Parent.Parent:()
hit.Parent.className==
hit=hit.Parent.Parent:()
h~= hit.Parent.Name~=Character.Name hit.Parent:()~=
hit.Parent:()~= hit.Parent.DebounceHit.Value==
c=.()
c.Name=
c.Value=:().LocalPlayer
c.Parent=h
:():(c,)
Damage=.(minim,maxim)
blocked=
block=hit.Parent:()
block~=
(block.className)
block.className==
block.Value>
blocked=
decreaseblock==
block.Value=block.Value-
block.className==
block.Value>
blocked=
decreaseblock~=
block.Value=block.Value-
blocked==
h.Health=h.Health-Damage
((Part.CFrame * .(.(-,), .(-,), .(-,)+ (Part.Size.Z / )).p + .(, , )), -Damage, , Part.BrickColor.Color)
h.Health=h.Health-(Damage/)
((Part.CFrame * .(, , (Part.Size.Z / )).p + .(, , )), -Damage, , BrickColor.().Color)
Type==
hum=hit.Parent.Humanoid
hum.PlatformStand=
.(.((HHumanoid)
()
HHumanoid.PlatformStand=
),hum)
angle=(hit.Position-(Property.Position+.(,,))).unit
bodvol=.()
bodvol.velocity=angle*knockback
bodvol.P=
bodvol.maxForce=.(, , )
bodvol.Parent=hit
rl=.()
rl.P=
rl.maxTorque=.(,,)*
rl.angularvelocity=.(.(-,),.(-,),.(-,))
rl.Parent=hit
:():(bodvol,)
:():(rl,)
Type==
vp=.()
vp.P=
vp.maxForce=.(.huge,,.huge)
KnockbackType==
vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/
KnockbackType==
vp.velocity=Property.CFrame.lookVector*knockback
knockback>
vp.Parent=hit.Parent.Torso
:():(vp,)
Type==
bodyVelocity=.()
bodyVelocity.velocity=(,,)
bodyVelocity.P=
bodyVelocity.maxForce=.(, , )
bodyVelocity.Parent=hit
:():(bodyVelocity,)
rl=.()
rl.P=
rl.maxTorque=.(,,)*
rl.angularvelocity=.(.(-,),.(-,),.(-,))
rl.Parent=hit
:():(rl,)
Type==
bp=.()
bp.P=
bp.D=
bp.maxForce=.(.huge,.huge,.huge)
bp.position=hit.Parent.Torso.Position
bp.Parent=hit.Parent.Torso
:():(bp,)
Type==
Targetting =
Targetting==
ZTarget=hit.Parent.Torso
.(.((Part)
(,Part,,)
()
(,Part,,)
),ZTarget)
TargHum=ZTarget.Parent:()
targetgui=.()
targetgui.Parent=ZTarget
targetgui.Size=.(,,,)
targ=.()
targ.Parent=targetgui
targ.BackgroundTransparency=
targ.Image=
targ.Size=.(,,,)
cam.CameraType=
cam.CoordinateFrame=.(Head.CFrame.p,ZTarget.Position)
dir=.(cam.CoordinateFrame.lookVector.x,,cam.CoordinateFrame.lookVector.z)
.CurrentCamera.CoordinateFrame=.(Head.CFrame.p,ZTarget.Position)
Targetting=
RocketTarget=ZTarget
i=,Property
Humanoid.Health> Character.Parent~= TargHum.Health> TargHum.Parent~= Targetting==
()
cam.CoordinateFrame=.(Head.CFrame.p,ZTarget.Position)
dir=.(cam.CoordinateFrame.lookVector.x,,cam.CoordinateFrame.lookVector.z)
cam.CoordinateFrame=.(Head.CFrame.p,ZTarget.Position)*(,,)*(-,,)
Targetting=
RocketTarget=
targetgui.Parent=
cam.CameraType=
c=.()
c.Name=
c.Value=Player
c.Parent=h
:():(c,)
(Pos, Text, Time, Color)
Rate = ( / )
Pos = (Pos .(, , ))
Text = (Text )
Time = (Time )
Color = (Color .(, , ))
EffectPart = (,,,,,BrickColor.(Color),,(,,))
EffectPart.Anchored =
BillboardGui = .()
BillboardGui.Size = .(, , , )
BillboardGui.Adornee = EffectPart
TextLabel = .()
TextLabel.BackgroundTransparency =
TextLabel.Size = .(, , , )
TextLabel.Text = Text
TextLabel.TextColor3 = Color
TextLabel.TextScaled =
TextLabel.Font = .Font.ArialBold
TextLabel.Parent = BillboardGui
BillboardGui.Parent = EffectPart
.Debris:(EffectPart, (Time + ))
EffectPart.Parent = :()
(, ()
Frames = (Time / Rate)
Frame = , Frames
(Rate)
Percent = (Frame / Frames)
EffectPart.CFrame = .(Pos) + .(, Percent, )
TextLabel.TextTransparency = Percent
EffectPart EffectPart.Parent
EffectPart:()
)
handle=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
handleweld=(m,Character[],handle,.(, , , , , , , , , , , ),.(, -, , -, , -, -, -, -, -, -, ))
handleweld.Name =
(,handle,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , -, -, , -, -, -, , -, -))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(, , , -, -, -, -, -, , -, , ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(, , -, -, -, -, -, -, , -, , ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , -, -, , , , , -, , -))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , -, -, , -, , , -, -, -))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , , , , -, , , -, -, ))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Brick,m,.Material.SmoothPlastic,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(, -, , , , -, , , , , -, ))
(,Part,.MeshType.Head,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(, , , , , -, , -, , -, -, -))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , , , , -, -, , , -, ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , , , , -, -, , , -, ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , -, -, , -, , -, -, -, -))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(, -, -, , , -, -, , -, , , ))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, , -, , , -, -, -, -, -, , -))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , , -, , -, -, , -, -, -))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , , , , -, -, , , -, -))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, , , , , -, -, , , -, ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, -, , , , -, -, , , -, ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, -, -, , -, -, -, , , , ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, -, -, , -, -, -, , , , ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, -, , , -, , -, , -, -, -))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(, -, , , , -, -, -, -, -, , -))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(, , , , , -, -, , -, , , ))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, , -, -, -, , -, , -, -, -, -))
(,Part,.MeshType.Wedge,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(, -, , , , , -, -, , , -, ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.Neon,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(, -, , , , , -, -, , , -, ))
(,Part,,,.(, , ),.(, , ))
Part=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
Partweld=(m,handle,Part,.(, , , , , , , , , , , ),.(-, -, -, , -, -, , , -, , , ))
(,Part,,,.(, , ),.(, , ))
Hitbox=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
Hitboxweld=(m,handle,Hitbox,.(, , , , , , , , , , , ),.(-, -, , , -, , , , -, -, , ))
EffectPart=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
EffectPartweld=(m,handle,EffectPart,.(, , , , , , , , , , , ),.(, , , -, -, -, , -, -, -, -, ))
(,EffectPart,,,.(, , ),.(, , ))
EffectPart2=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , ))
EffectPart2weld=(m,Character[],EffectPart2,.(, , , , , , , , , , , ),.(, , -, -, , -, -, -, -, -, -, ))
ColorsArray = {ColorSequenceKeypoint.(, .(/,/,/)),ColorSequenceKeypoint.(, .(/,/,/))}
Atch1 = .(,Hitbox)Atch1.Position = .(,,)
Atch2 = .(,Hitbox)Atch2.Position = .(,-,)
Trail = .(,Hitbox)Trail.Attachment0 = Atch1 Trail.Attachment1 = Atch2
Trail.Texture = Trail.Lifetime = Trail.Transparency = NumberSequence.({NumberSequenceKeypoint.(,,),NumberSequenceKeypoint.(,,)})
Trail.Color = ColorSequence.(ColorsArray) Trail.LightEmission =
DarkRiftF=(par)
lol ==
()
PWN={}
_,v (.Workspace:())
v.className== v:()~=
v.Humanoid.Health> v:()~=
.(PWN,v.Torso)
_,t (PWN)
targ=par.Position-t.Position
Mag=targ.magnitude
t:(Character) t~= Mag<=
Mag<=
t.Parent.Humanoid:()
rl=.()
rl.P=
rl.maxTorque=.(,,)*
rl.angularvelocity=.(.(-,),.(-,),.(-,))/
rl.Parent=t
:():(rl,)
Mag<=
t.Parent.Humanoid:()
vl=.()
vl.P=
vl.maxForce=.(,,)
vl.velocity=(t.Position-par.Position).unit*-(/(Mag))
vl.Parent=t
:():(vl,)
()
(part,x1,y1,z1,x2,y2,z2,color)
msh1 = .()
msh1.Scale = .(,,)
S=.()
S.Name=
S.Material=
S.formFactor=
S.Size=.(x1,y1,z1)
S.BrickColor=color
S.Reflectance =
S.TopSurface=
S.BottomSurface=
S.Transparency=
S.Anchored=
S.CanCollide=
S.CFrame=part.CFrame
S.Parent=.Workspace
msh1.Parent = S
W=.()
W.Parent=S
W.Part0=S
W.Part1=part
W.C0=.(x2,y2,z2) * .(.(-,),.(-,),.(-,))
W.Parent=
S.Anchored=
.(.((Part,Weld) i=, Part.Mesh.Scale = Part.Mesh.Scale + .(,,) Part.Transparency=i* () Part.Parent= Weld.Parent= ),S,W)
(parent,cframe)
effectsmsh = .()
effectsmsh.MeshId =
effectsmsh.Scale = .(,,)
effectsg = .()
effectsg.formFactor =
effectsg.CanCollide =
effectsg.Name =
effectsg.Locked =
effectsg.Transparency =
effectsg.Size = .(,,)
effectsg.Parent = parent
effectsg.BrickColor = BrickColor.()
effectsg.Material=
.(.((Part,Mesh)
Mesh = .()
Mesh.Scale = .(,,)
Mesh.MeshType =
Part=.()
Part.Name=
Part.formFactor=
Part.Size=.(,,)
Part.BrickColor=BrickColor.()
Part.Material=
Part.Reflectance =
Part.TopSurface=
Part.BottomSurface=
Part.Transparency=
Part.Anchored=
(Part)
Part.CanCollide=
Part.CFrame=cframe
Part.Parent=parent
Mesh.Parent = Part
lol=
.(.(()
(Part)
))
i=,
()
(Part,,i/,,,i/,,BrickColor.())
Mesh.Scale=Mesh.Scale-.(,,)
Part.CFrame=cframe*.(.(-,),.(-,),.(-,))
fff=
i=,
()
(Part,,fff/,,,fff/,,BrickColor.())
Part.CFrame=cframe*.(.(-,),.(-,),.(-,))
i=,,
()
Part.Transparency=Part.Transparency+
Mesh.Scale=Mesh.Scale+.(,,)
lol=
Part.Parent=
),,)
(height,color,speed,range,pulse)
range = range
p = .()
p.Anchored =
p.CanCollide =
p.FormFactor =
p.BrickColor = color
p.Parent =
m = .(,p)
m.MeshId =
estimateSurvival = .(range/speed) *
:():(p,estimateSurvival)
( ()
i = ,range,speed
p.Transparency = -.(,-(i/))
m.Scale = .(i,i,i*height)
p.CFrame = .(Torso.Position) * .(.(),,)
()
p:()
)
(brickcolor,cframe,x1,y1,z1,x3,y3,z3,)
prt=(,.Workspace,,,brickcolor,,(,,))
prt.Anchored=
prt.CFrame=cframe
msh=(,prt,,,(,,),(,,))
:():(prt,)
.(.((Part,Mesh)
i=,,
()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+(x3,y3,z3)
Part.Parent=
),prt,msh)
(brickcolor,cframe,x1,y1,z1,x3,y3,z3,)
prt=(,.Workspace,,,brickcolor,,(,,))
prt.Anchored=
prt.CFrame=cframe
msh=(,prt,,,(,,),(x1,y1,z1))
:():(prt,)
.(.((Part,Mesh)
i=,,
()
Part.CFrame=Part.CFrame*(.(-,),.(-,),.(-,))
Part.Transparency=i
Mesh.Scale=Mesh.Scale+(x3,y3,z3)
Part.Parent=
),prt,msh)
(brickcolor,cframe,x1,y1,z1,x3,y3,z3,,Type,parent)
prt=(,.Workspace,,,brickcolor,,())
Type~=
prt.Anchored=
prt.CFrame=cframe
msh=(,prt,,,(,,),(x1,y1,z1))
:():(prt,)
.(.((Part,Mesh,dur)
wld=
dur==
wld=(Part,Part,parent,(,,)*(,,))
i=,,
()
dur==
Part.CFrame=Part.CFrame
dur==
wld.C0=cframe
Part.Transparency=i
Mesh.Scale=Mesh.Scale+(x3,y3,z3)
Part.Parent=
),prt,msh,Type)
(brickcolor,cframe,x1,y1,z1,x3,y3,z3,)
prt=(,.Workspace,,,brickcolor,,(,,))
prt.Anchored=
prt.CFrame=cframe
msh=(,prt,,,(,,),(x1,y1,z1))
:():(prt,)
.(.((Part,Mesh)
i=,,
()
Part.CFrame=Part.CFrame*(,,)
Part.Transparency=i
Mesh.Scale=Mesh.Scale+(x3,y3,z3)
Part.Parent=
),prt,msh)
(brickcolor,cframe,x1,y1,z1,x3,y3,z3,)
prt=(,,,,brickcolor,,(,,))
prt.Anchored=
prt.CFrame=cframe
msh=(,prt,,,(,,),(x1,y1,z1))
:():(prt,)
.(.((Part,Mesh)
i=,,
()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+(x3,y3,z3)
Part.Parent=
),prt,msh)
(brickcolor,cframe,x1,y1,z1,x3,y3,z3,)
prt=(,,,,brickcolor,,())
prt.Anchored=
prt.CFrame=cframe
msh=(,prt,,,(,,),(x1,y1,z1))
:():(prt,)
.(Effects,{prt,,,x3,y3,z3})
(parent)
(BrickColor.(),parent.CFrame,,,,,,,)
(BrickColor.(),parent.CFrame,,,,,,,)
(parent,t)
counter=
size=
i=,t,
()
counter=counter+
counter%==
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
counter%==
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
(parent,t)
counter=
size=
i=,t,
()
counter=counter+
counter%==
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
counter%==
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
(BrickColor.(),(Torso.Position)*(,-,)*(,.(-,),),,,,,,,)
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
(BrickColor.(),(Torso.Position)*(,-,)*(,.(-,),),,,,,,,)
size==
(BrickColor.(),parent.CFrame,,,,,,,,,parent)
(BrickColor.(),(Torso.Position)*(,-,)*(,.(-,),),,,,,,,)
(Part,dis,mind,maxd,force,knock)
_,c (:())
hum=c:()
hum~=
head=c:()
head~=
targ=head.Position-Part.Position
mag=targ.magnitude
mag<=dis c.Name~=Character.Name
(Part,hum.Parent.Torso,mind,maxd,force,knock,RootPart,,)
(vec)
lenSquared = vec.magnitude * vec.magnitude
invSqrt = / .(lenSquared)
.(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
()
attack =
hitsounds={,,,,,}
con=Hitbox.Touched:((hit) (Hitbox,hit,,,.(,),,RootPart,,) )
fx=Hitbox.Touched:((part)
human=part.Parent:()
human~= bounce==
bounce=
rndm=.(,#hitsounds)
r=rndm
(..hitsounds[r],part.Parent,,)
)
i = ,,
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.(-)),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.()),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(),.()),)
(,handle,,)
i = ,,
()
blcf = Hitbox.CFrame*.(,,)
scfr (Hitbox.Position-scfr.p).magnitude >
h =
scfr = blcf
scfr
scfr = blcf
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.()),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(-),.(-)),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.()),)
handleweld.C0=(handleweld.C0,(,,)*(.(-),.(),.()),)
attack =
bounce=
scfr=
fx:()
con:()
()
attack=
hitsounds={,,,,,}
con=Hitbox.Touched:((hit) (Hitbox,hit,,,.(,),,RootPart,,) )
fx=Hitbox.Touched:((part)
human=part.Parent:()
human~= bounce==
bounce=
rndm=.(,#hitsounds)
r=rndm
(..hitsounds[r],part.Parent,,)
)
i=,,
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.()),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(-),.(-)),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.(-)),)
handleweld.C0=(handleweld.C0,(,,)*(.(-),.(),.()),)
(,handle,,)
i = ,,
()
blcf = Hitbox.CFrame*.(,,)
scfr (Hitbox.Position-scfr.p).magnitude >
h =
scfr = blcf
scfr
scfr = blcf
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.(-)),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.()),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.(-)),)
handleweld.C0=(handleweld.C0,(,,)*(.(),.(),.()),)
scfr=
attack=
bounce=
con:()
fx:()
()
attack=
hitsounds={,,,,,}
con=Hitbox.Touched:((hit) (Hitbox,hit,,,.(,),,RootPart,,) )
fx=Hitbox.Touched:((part)
human=part.Parent:()
human~= bounce==
bounce=
rndm=.(,#hitsounds)
r=rndm
(..hitsounds[r],part.Parent,,)
)
i=,,
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.(-)),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.()),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.(-)),)
handleweld.C0=(handleweld.C0,(,,)*(.(),.(),.()),)
(,handle,,)
i = ,,
()
blcf = Hitbox.CFrame*.(,,)
scfr (Hitbox.Position-scfr.p).magnitude >
h =
scfr = blcf
scfr
scfr = blcf
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.()),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.(-)),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .(-)),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.(-)),)
handleweld.C0=(handleweld.C0,(,,)*(.(-),.(),.()),)
attack=
bounce=
scfr=
con:()
fx:()
()
attack =
hitsounds={,,,,,}
con=Hitbox.Touched:((hit) (Hitbox,hit,,,.(,),,RootPart,,) )
fx=Hitbox.Touched:((part)
human=part.Parent:()
human~= bounce==
bounce=
rndm=.(,#hitsounds)
r=rndm
(..hitsounds[r],part.Parent,,)
)
i = ,,
()
RootJoint.C0=(RootJoint.C0,RootCF*(,,)* (.(),.(-),.(-)),)
Torso.Neck.C0=(Torso.Neck.C0,necko *(.(-),.(),.()),)
RW.C0=(RW.C0,(, , ) * (.(), .(-), .()), )
LW.C0=(LW.C0,(-, , ) * (.(), .(), .(-)), )
RH.C0=(RH.C0,(,-,)*(.(-),.(),.(-)),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.()),)
handleweld.C0=(handleweld.C0,(,-,)*(.(),.(-),.()),)
(,Hitbox,,)
v=(,Torso)
v.maxForce=.(,,)*
v.velocity=RootPart.CFrame.lookVector*
i = ,,
()
blcf = Hitbox.CFrame*(,,)
scfr (Hitbox.Position-scfr.p).magnitude >
h =
scfr = blcf
scfr
scfr = blcf
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.()),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.(-)),)
RW.C0 = (RW.C0, .(, , ) * (.(-), .(), .()), )
LW.C0 = (LW.C0, .(-, , ) * (.(-), .(), .(-)), )
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.()),)
handleweld.C0=(handleweld.C0,(,-,-)*(.(-),.(),.()),)
v.Parent=
scfr=
attack =
bounce=
con:()
fx:()
(CFramez, Rangez)
Shock = .(,.Workspace)Shock.Transparency = Shock.Size = .(,,) Shock.Anchored =
Shock.CanCollide = Shock.BrickColor = BrickColor.() SM = .(,Shock)
SM.MeshId = Shock.CFrame = CFramez SM.Scale = .(,,)
( ()
i = ,
SM.Scale = SM.Scale + .(+Rangez/,+Rangez/,+Rangez/)
Shock.CFrame = Shock.CFrame* .(,,)*.(,.(-/Rangez),)
()
i = ,.huge
Shock.Transparency >=
Shock.Transparency = Shock.Transparency + Shock.CFrame = Shock.CFrame* .(,,)*.(,.(-/Rangez),)
SM.Scale = SM.Scale + .(,,)
()
Shock:()
)
()
attack=
hitsounds={,,,,,}
(,handle,,)
(Character.HumanoidRootPart,,,,,,Character.HumanoidRootPart)
BV = .(,Character.HumanoidRootPart)BV.Velocity = .(,,).Debris:(BV,)
BV.maxForce = .(,.huge,)
i2 = ,
(Character.HumanoidRootPart.CFrame*.(,-,)*.(,.(-),), i2)
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.(-(i2*))),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.()),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(),.()),)
()
attack =
bounce=
scfr=
attack =
()
attack=
hitsounds={,,,,,}
(,handle,,)
BV = .(,Character.HumanoidRootPart)BV.Velocity = .(,,).Debris:(BV,)
BV.maxForce = .(,.huge,)
i2 = ,
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(.(-,)/),.(.(-,)/),.(-(i2*))),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.()),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(),.()),)
(Character.HumanoidRootPart,,,,,,Character.HumanoidRootPart)
()
attack =
bounce=
scfr=
attack =
()
attack=
i=,,
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.(-)),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.()),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.(-)),)
handleweld.C0=(handleweld.C0,(,,)*(.(),.(),.()),)
Wave=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , )) Wave.Parent = .Workspace
Atch3 = .(,Wave)Atch3.Position = .(,,)
Atch4 = .(,Wave)Atch4.Position = .(,-,)
Trail2 = .(,Wave)Trail2.Attachment0 = Atch3 Trail2.Attachment1 = Atch4
Trail2.Texture = Trail2.Lifetime = Trail2.Transparency = NumberSequence.({NumberSequenceKeypoint.(,,),NumberSequenceKeypoint.(,,)})
Trail2.Color = ColorSequence.(ColorsArray) Trail2.LightEmission =
Wave.CFrame = Character.HumanoidRootPart.CFrame*.(,,-)*.(,,.(.(-,)))
BV = .(,Wave)BV.maxForce = .(.huge,.huge,.huge)BV.velocity = Character.HumanoidRootPart.CFrame.lookVector*
(,handle,,)
con=Wave.Touched:((hit) (Wave,hit,,,,,RootPart,,) )
i = ,,
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.()),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.(-)),)
RW.C0 = (RW.C0, .(, , ) * (.(.(-,)), .(), .(-)),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.(-)),)
handleweld.C0=(handleweld.C0,(,,)*(.(-),.(),.()),)
attack=
bounce=
scfr=
con:()
()
attack=
i=,,
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.(-)),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.()),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.(-)),)
handleweld.C0=(handleweld.C0,(,,)*(.(),.(),.()),)
Wave=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , )) Wave.Parent = .Workspace
Atch3 = .(,Wave)Atch3.Position = .(,,-)
Atch4 = .(,Wave)Atch4.Position = .(,-,-)
Trail2 = .(,Wave)Trail2.Attachment0 = Atch3 Trail2.Attachment1 = Atch4 Trail2.MinLength =
Trail2.Texture = Trail2.Lifetime = Trail2.Transparency = NumberSequence.({NumberSequenceKeypoint.(,,),NumberSequenceKeypoint.(,,)})
Trail2.Color = ColorSequence.(ColorsArray) Trail2.LightEmission =
Soond = SH:()Soond.SoundId = Soond.Volume = Soond.Looped = Soond.Parent = Wave Soond:()
Wave.CFrame = Character.HumanoidRootPart.CFrame*.(,,.(-))*.(,,-)
.Debris:(Wave,)
BV = .(,Wave)BV.maxForce = .(.huge,.huge,.huge)BV.velocity = Character.HumanoidRootPart.CFrame.lookVector*
Wave.Touched:((hit)
hit.Anchored == hit.Parent ~= Character hit.Parent.Parent ~= Character
hit:()
)
(,handle,,)
i = ,,
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.()),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.(-)),)
RW.C0 = (RW.C0, .(, , ) * (.(.(-,)), .(), .(-)),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.(-)),)
handleweld.C0=(handleweld.C0,(,,)*(.(-),.(),.()),)
attack=
bounce=
scfr=
()
attack=
i=,,
()
RootJoint.C0 = (RootJoint.C0,RootCF*(,,)* (.(),.(),.(-)),)
Torso.Neck.C0 = (Torso.Neck.C0,necko *(.(),.(),.()),)
RW.C0 = (RW.C0, .(, , ) * (.(), .(), .()),)
LW.C0 = (LW.C0, .(-, , ) * (.(), .(), .(-)),)
RH.C0=(RH.C0,(,-,)*(.(),.(),.()),)
LH.C0=(LH.C0,(-,-,)*(.(),.(-),.(-)),)
handleweld.C0=(handleweld.C0,(,,)*(.(),.(),.()),)
i2 = ,
i = ,
Wave=(.FormFactor.Custom,m,.Material.SmoothPlastic,,,,,.(, , *i2)) Wave.Parent = .Workspace
.Debris:(Wave,)
Atch3 = .(,Wave)Atch3.Position = .(,,)
Atch4 = .(,Wave)Atch4.Position = .(,-,)
Trail2 = .(,Wave)Trail2.Attachment0 = Atch3 Trail2.Attachment1 = Atch4 Trail2.MinLength =
Trail2.Texture = Trail2.Lifetime = Trail2.Transparency = NumberSequence.({NumberSequenceKeypoint.new(0,0,0),NumberSequenceKeypoint.new(1,1,0)})
Trail2.Color = ColorSequence.new(ColorsArray) Trail2.LightEmission = 1
local Soond = SH:clone()Soond.SoundId = "rbxassetid://666736107" Soond.Volume = 0.05 Soond.Looped = true Soond.Parent = Wave Soond:Play()
Wave.CFrame = Character.HumanoidRootPart.CFrame*CFrame.Angles(0,0,math.rad(30*i))
Wave.CFrame = Wave.CFrame*CFrame.new(-5*i2,0,4*i2)
local BV = Instance.new("BodyVelocity",Wave)BV.maxForce = Vector3.new(math.huge,math.huge,math.huge)BV.velocity = Character.HumanoidRootPart.CFrame.lookVector*300
Wave.Touched:connect(function(hit)
if hit.Anchored == false and hit.Parent ~= Character and hit.Parent.Parent ~= Character then
hit:remove()
end
end)
end
end
so("http://www.roblox.com/asset/?id=517249876",handle,1,.9)
for i = 0,1,0.1 do
swait()
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(50)),0.5)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(-50)),.5)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(math.random(-20,20)), math.rad(0), math.rad(-10)),0.5)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)),0.5)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(80),math.rad(0)),0.5)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-100),math.rad(-10)),0.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-40),math.rad(0),math.rad(0)),.5)
end
attack=false
bounce=false
scfr=nil
end
function ShockSpin(Partz,SM)
Spawn(function()
for i = 1,math.huge do
if Partz.Transparency >= 1 then break end
Partz.Transparency = Partz.Transparency + 0.025 Partz.CFrame = Partz.CFrame* CFrame.new(0,0,0)*CFrame.Angles(0,math.rad(-50),0)
SM.Scale = SM.Scale + Vector3.new(1,0.25,1)
wait()
end
Partz:remove()
end)
end
function Shockwave2(Partz)
local W = 0
Spawn(function()
for i = 1,math.huge do
W = W + 1
local Shock = Instance.new("Part",game.Workspace)Shock.Transparency = 0.75 Shock.Size = Vector3.new(0.2,0.2,0.2) Shock.Anchored = true
Shock.CanCollide = false Shock.BrickColor = BrickColor.new("Medium stone grey") local SM = Instance.new("SpecialMesh",Shock)
SM.MeshId = "rbxassetid://20329976" Shock.CFrame = Partz.CFrame*CFrame.Angles(math.rad(90),math.rad(W*10),0) SM.Scale = Vector3.new(0,0,0)
ShockSpin(Shock,SM)
wait()
end
end)
end
function SuperProjectile2()
attack=true
for i=0,1,.25 do
swait()
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(-30)),0.5)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(30)),.5)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(170), math.rad(0), math.rad(20)),0.5)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(25), math.rad(0), math.rad(-30)),0.5)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(105),math.rad(0)),0.5)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-75),math.rad(-10)),0.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.5)
end
local Wave2 = Instance.new("Part",game.Workspace)Wave2.Size = Vector3.new(20,20,20)Wave2.CanCollide = false Wave2.Anchored = false Wave2.Transparency = 1
local Soond = SH:clone()Soond.SoundId = "rbxassetid://666736107" Soond.Volume = 0.05 Soond.Looped = true Soond.Parent = Wave2 Soond:Play() Wave2.CFrame = Character.HumanoidRootPart.CFrame
local BV = Instance.new("BodyVelocity",Wave2)BV.maxForce = Vector3.new(math.huge,math.huge,math.huge)BV.velocity = Character.HumanoidRootPart.CFrame.lookVector*150
Wave2.Touched:connect(function(hit) Damagefunc(Wave2,hit,24,46,0,"Normal",RootPart,.2,1) end)
Shockwave2(Wave2) game.Debris:addItem(Wave2,5)
so("http://www.roblox.com/asset/?id=517249876",handle,1,.9)
for i = 0,1,0.1 do
swait()
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(50)),0.5)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(-50)),.5)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(math.random(-20,20)), math.rad(0), math.rad(-10)),0.5)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)),0.5)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(80),math.rad(0)),0.5)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-100),math.rad(-10)),0.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-40),math.rad(0),math.rad(0)),.5)
end
attack=false
bounce=false
scfr=nil
end
function Warp()
for i=0,1,.25 do
swait()
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(-30)),0.5)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(30)),.5)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(170), math.rad(0), math.rad(20)),0.5)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(25), math.rad(0), math.rad(-30)),0.5)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(105),math.rad(0)),0.5)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-75),math.rad(-10)),0.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.5)
end
local WarpS = m:clone() WarpS:FindFirstChild("MagicWeld"):remove() WarpS.Name = "WarpSword"
WarpS.Parent = Character local Partzs = Instance.new("Part",WarpS)Partzs.Size = Vector3.new(0.2,0.2,0.2)Partzs.CanCollide = false Partzs.Anchored = false Partzs.Transparency = 1
local WeldS = Instance.new("Weld",WarpS.Hitbox)WeldS.Part0 = WarpS.Hitbox WeldS.Part1 = Partzs
Partzs.CFrame = CFrame.new(Character.HumanoidRootPart.CFrame:toWorldSpace(CFrame.new(0,0,0)).p,mouse.hit.p)
local BV = Instance.new("BodyVelocity",Partzs)BV.maxForce = Vector3.new(math.huge,math.huge,math.huge)BV.velocity = Partzs.CFrame.lookVector*750
Partzs.CFrame = Partzs.CFrame*CFrame.Angles(math.rad(90),math.rad(90),0)
local Soond = SH:clone()Soond.SoundId = "rbxassetid://181004943" Soond.Volume = 10 Soond.Parent = Partzs Soond.PlaybackSpeed = 3 Soond:Play()
local SE = Instance.new("PitchShiftSoundEffect",Soond)SE.Octave = 0.5
Trail.Enabled = false
for i, v in pairs(m:children()) do
if v.ClassName == "Part" then
if v.Transparency ~= 1 then
v.Transparency = 0.99
end
end
end
for i = 0,1,0.1 do
swait()
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(50)),0.5)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(-50)),.5)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(math.random(-20,20)), math.rad(0), math.rad(-10)),0.5)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)),0.5)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(80),math.rad(0)),0.5)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-100),math.rad(-10)),0.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-40),math.rad(0),math.rad(0)),.5)
end
wait(0.05)
local Soond2 = SH:clone()Soond2.SoundId = "rbxassetid://181004957" Soond2.Volume = 5 Soond2.Parent = Character.HumanoidRootPart Soond2:Play()
Character.HumanoidRootPart.CFrame = Partzs.CFrame
Humanoid.Jump = true
WarpS:remove()
Trail.Enabled = true
for i, v in pairs(m:children()) do
if v.ClassName == "Part" then
if v.Transparency ~= 1 then
v.Transparency = 0
end
end
end
end
function NukeShockwaves(Size, CFramez)
local Shock = Instance.new("Part",game.Workspace)Shock.Transparency = 0.5 Shock.Size = Vector3.new(0.2,0.2,0.2) Shock.Anchored = true
Shock.CanCollide = false Shock.BrickColor = BrickColor.new("Medium stone grey") local SM = Instance.new("SpecialMesh",Shock)
SM.MeshId = "rbxassetid://20329976" SM.Scale = Vector3.new(Size,5,Size) Shock.CFrame = CFramez*CFrame.new(0,1,0)*CFrame.Angles(0,math.rad(math.random(-360,360)),0)
Spawn(function()
for i = 1,math.huge do
if Shock.Transparency >= 1 then break end
Shock.Transparency = Shock.Transparency + 0.025
wait()
end
end)
end
function NukeBlade()
for i=0,1,.25 do
swait()
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(-30)),0.5)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(0),math.rad(0),math.rad(30)),.5)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(170), math.rad(0), math.rad(20)),0.5)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(25), math.rad(0), math.rad(-30)),0.5)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(105),math.rad(0)),0.5)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-75),math.rad(-10)),0.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.5)
end
local WarpS = m:clone() WarpS:FindFirstChild("MagicWeld"):remove() WarpS.Name = "WarpSword"
WarpS.Parent = Character local Partzs = Instance.new("Part",WarpS)Partzs.Size = Vector3.new(0.2,0.2,0.2)Partzs.CanCollide = false Partzs.Anchored = false Partzs.Transparency = 1
local WeldS = Instance.new("Weld",WarpS.Hitbox)WeldS.Part0 = WarpS.Hitbox WeldS.Part1 = Partzs
Partzs.CFrame = CFrame.new(Character.HumanoidRootPart.CFrame:toWorldSpace(CFrame.new(0,0,0)).p,mouse.hit.p)
local BV = Instance.new("BodyVelocity",Partzs)BV.maxForce = Vector3.new(math.huge,math.huge,math.huge)BV.velocity = Partzs.CFrame.lookVector*750
Partzs.CFrame = Partzs.CFrame*CFrame.Angles(math.rad(90),math.rad(90),0)
local Soond = SH:clone()Soond.SoundId = "rbxassetid://181004943" Soond.Volume = 10 Soond.Parent = Partzs Soond.PlaybackSpeed = 2 Soond:Play()
local SE = Instance.new("PitchShiftSoundEffect",Soond)SE.Octave = 0.5
Trail.Enabled = false
for i, v in pairs(m:children()) do
if v.ClassName == "Part" then
if v.Transparency ~= 1 then
v.Transparency = 0.99
end
end
end
wait(0.02)
local Hit = false
Partzs.Touched:connect(function(Hit)
if Hit == true then return end
Hit = true
Partzs.Anchored = true
local Shock = Instance.new("Part",game.Workspace)Shock.Transparency = 0 Shock.Size = Vector3.new(1,1,1) Shock.Anchored = true
Shock.CanCollide = false Shock.BrickColor = BrickColor.new("Cyan") Shock.Material = "Neon" local SM = Instance.new("SpecialMesh",Shock)
Shock.CFrame = CFrame.new(Partzs.Position) SM.MeshType = "Sphere"
local Pos = Shock.Position
for i = 1,3 do
local Sound = SH:clone()Sound.SoundId = "rbxassetid://258057783" Sound.Volume = 10 Sound.Parent = Shock Sound.PlaybackSpeed = 0.4 Sound:Play()
end
for i = 1,200 do
SM.Scale = SM.Scale + Vector3.new(i*0.025,i*0.025,i*0.025)
NukeShockwaves(i*1.5,CFrame.new(Shock.Position))
MagniDamage(Shock,i*1,10,30,0,"Normal",Character.HumanoidRootPart)
wait()
end
for i = 1,30 do
Shock.Transparency = Shock.Transparency + 1/30
SM.Scale = SM.Scale + Vector3.new(i*0.0,i*0.025,i*0.025)
wait()
end
end)
game.Debris:AddItem(WarpS,10)
for i = 0,1,0.1 do
swait()
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(0),math.rad(0),math.rad(50)),0.5)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10),math.rad(0),math.rad(-50)),.5)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(math.random(-20,20)), math.rad(0), math.rad(-10)),0.5)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-10)),0.5)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(80),math.rad(0)),0.5)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-100),math.rad(-10)),0.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-40),math.rad(0),math.rad(0)),.5)
end
wait(0.05)
Trail.Enabled = true
for i, v in pairs(m:children()) do
if v.ClassName == "Part" then
if v.Transparency ~= 1 then
v.Transparency = 0
end
end
end
end
attacktype=1
mouse.Button1Down:connect(function()
if attacktype==1 and attack==false then
attacktype=2
attackone()
elseif attacktype==2 and attack==false then
attacktype=3
attacktwo()
elseif attacktype==3 and attack==false then
attacktype=4
attackthree()
elseif attacktype==4 and attack==false then
attacktype=1
attackfour()
end
end)
mouse.KeyDown:connect(function(k)
k=k:lower()
if attack == false and k == 'e' then
Spin()
end
if attack == false and k == 'q' then
ProjectileStrike()
end
if attack == false and k == 'z' then
SuperProjectile()
end
if attack == false and k == 'x' then
SuperProjectile2()
end
if attack == false and k == 'c' then
NukeBlade()
end
if attack == false and k == 'v' then
Warp()
end
if attack == false and k == 'f'then
WorldBreaker()
end
if attack == false and k == 'r'then
PortalStorm()
end
end)
local sine = 0
local change = 1
local val = 0
while true do
swait()
for i, v in pairs(m:children()) do
if v.ClassName == "Part" then
v.Anchored = false
v.CanCollide = false
end
end
for i,v in pairs (Character:children()) do
if v.ClassName == "Part" then
v.Anchored = false
end
if v.ClassName == "Accessory" then
for i,v2 in pairs (v:children()) do
if v2.ClassName == "Part" then
v2.Anchored = false
end
end
end
end
sine = sine + change
local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude
local velderp=RootPart.Velocity.y
hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
if equipped==true or equipped==false then
if attack==false then
idle=idle+1
else
idle=0
end
if idle>=500 then
if attack==false then
end
end
if RootPart.Velocity.y > 1 and hitfloor==nil then
Anim="Jump"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-10),math.rad(0),math.rad(0)),.3)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-10), math.rad(0), math.rad(15)), 0.3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-10), math.rad(0), math.rad(-15)), 0.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-30),math.rad(90),math.rad(20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-30),math.rad(-90),math.rad(-20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
end
elseif RootPart.Velocity.y < -1 and hitfloor==nil then
Anim="Fall"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(13),math.rad(0),math.rad(0)),.3)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10), math.rad(0), math.rad(20)), 0.3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(10), math.rad(0), math.rad(-20)), 0.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(-20))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-15),math.rad(0),math.rad(0)),.3)
end
elseif torvel<1 and hitfloor~=nil then
Anim="Idle"
if attack==false then
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(-2),math.rad(0),math.rad(15)),.3)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(2),math.rad(0),math.rad(-15)),.3)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(15), math.rad(0), math.rad(0)), 0.3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(-2),math.rad(85),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(-4),math.rad(-95),math.rad(0)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(-10),math.rad(-2),math.rad(0)),.2)
end
elseif torvel>2 and hitfloor~=nil then
Anim="Walk"
if attack==false then
change=3
RootJoint.C0 = clerp(RootJoint.C0,RootCF*cf(0,0,0)* angles(math.rad(10),math.rad(0),math.rad(-20)),.3)
Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-10),math.rad(-5),math.rad(25)),.3)
RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-30), math.rad(-25), math.rad(5)), 0.3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(30)*math.cos(sine/10), math.rad(5), math.rad(0)), 0.3)
RH.C0=clerp(RH.C0,cf(1.1,-.9,0)*angles(math.rad(0),math.rad(110),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1.1,-.9,0)*angles(math.rad(0),math.rad(-70),math.rad(0)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,.3)*angles(math.rad(10),math.rad(0),math.rad(0)),.3)
end
end
end
if #Effects>0 then
for e=1,#Effects do
if Effects[e]~=nil then
local Thing=Effects[e]
if Thing~=nil then
local Part=Thing[1]
local Mode=Thing[2]
local Delay=Thing[3]
local IncX=Thing[4]
local IncY=Thing[5]
local IncZ=Thing[6]
if Thing[1].Transparency<=1 then
if Thing[2]=="Block1" then
Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Cylinder" then
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Blood" then
Mesh=Thing[7]
Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Elec" then
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Disappear" then
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
end
else
Part.Parent=nil
table.remove(Effects,e)
end
end
end
end
end
end