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Copy the script and paste it into your executor.
()
Player = :().LocalPlayer
PlayerGui = Player.PlayerGui
Cam = .CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:()
RootPart = Character[]
Torso = Character[]
Head = Character[]
RightArm = Character[]
LeftArm = Character[]
RightLeg = Character[]
LeftLeg = Character[]
RootJoint = RootPart[]
Neck = Torso[]
RightShoulder = Torso[]
LeftShoulder = Torso[]
RightHip = Torso[]
LeftHip = Torso[]
Character.Archivable =
Player:()
IT = .new
CF = .new
VT = .new
RAD = .rad
C3 = .new
UD2 = .new
BRICKC = BrickColor.new
ANGLES = .Angles
EULER = .fromEulerAnglesXYZ
COS = .cos
ACOS = .acos
SIN = .sin
ASIN = .asin
ABS = .abs
MRANDOM = .random
FLOOR = .floor
Animation_Speed =
Frame_Speed = /
Speed =
SIZE =
ROOTC0 = (, , ) * ((-), (), ())
NECKC0 = (, , ) * ((-), (), ())
RIGHTSHOULDERC0 = (-, , ) * ((), (), ())
LEFTSHOULDERC0 = (, , ) * ((), (-), ())
DAMAGEMULTIPLIER =
ANIM =
ATTACK =
EQUIPPED =
HOLD =
COMBO =
Rooted =
SINE =
KEYHOLD =
CHANGE = / Animation_Speed
WALKINGANIM =
VALUE1 =
VALUE2 =
ROBLOXIDLEANIMATION = ()
ROBLOXIDLEANIMATION.Name =
ROBLOXIDLEANIMATION.AnimationId =
ATANIM = ()
ATANIM.Name =
ATANIM.AnimationId =
WEAPONGUI = (, PlayerGui)
WEAPONGUI.Name =
Weapon = ()
Weapon.Name =
Effects = (, Weapon)
Effects.Name =
ANIMATOR = Humanoid.Animator
ANIMATE = Character.Animate
UNANCHOR =
CLOCKLOOP =
SONG =
CLOCKTARGET =
CLOCKSPEED =
.Parent = WEAPONGUI
CLONE = Character:()
CLONE.Parent =
Character.Archivable =
sick = .(,Torso)
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = Frame_Speed
tf =
allowframeloss =
tossremainder =
lastframe = ()
.ArtificialHB:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.ArtificialHB:()
lastframe = ()
i = , .(tf / frame)
.ArtificialHB:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
:(Ray.(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
(NUMBER)
NUMBER >=
NUMBER =
NUMBER
(NUMBER)
NUMBER <=
NUMBER =
NUMBER
(NUMBER)
NUMBER == NUMBER ==
ArtificialHB.Event:()
i = , NUMBER
ArtificialHB.Event:()
(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
NEWMESH = (MESH)
MESH ==
NEWMESH.MeshType = MESHTYPE
MESHID ~= MESHID ~=
NEWMESH.MeshId = ..MESHID
TEXTUREID ~= TEXTUREID ~=
NEWMESH.TextureId = ..TEXTUREID
NEWMESH.Offset = OFFSET (, , )
NEWMESH.Scale = SCALE
NEWMESH.Parent = PARENT
NEWMESH
(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
NEWPART = ()
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide =
NEWPART.Locked =
NEWPART.Anchored =
ANCHOR ==
NEWPART.Anchored =
NEWPART.BrickColor = ((BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:()
NEWPART.Parent = PARENT
NEWPART
(a, b)
weldd = .()
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = .()
weldd.C1 = b.CFrame:() * a.CFrame
weldd.Parent = a
weldd
(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
(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))
(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
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
frame
(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
label = ()
label.BackgroundTransparency =
label.Size = (, , , )
label.Position = (, , , )
label.TextColor3 = TEXTCOLOR
label.TextStrokeTransparency = STROKETRANSPARENCY
label.TextTransparency = TRANSPARENCY
label.FontSize = TEXTFONTSIZE
label.Font = TEXTFONT
label.BorderSizePixel = BORDERSIZEPIXEL
label.TextStrokeColor3 = (,,)
label.TextScaled =
label.Text = TEXT
label.Name = NAME
label.Parent = PARENT
label
(PART)
PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = , , , , ,
(TYPE, PARENT, PART0, PART1, C0, C1)
NEWWELD = (TYPE)
NEWWELD.Part0 = PART0
NEWWELD.Part1 = PART1
NEWWELD.C0 = C0
NEWWELD.C1 = C1
NEWWELD.Parent = PARENT
NEWWELD
S = ()
(ID, PARENT, VOLUME, PITCH, DOESLOOP)
NEWSOUND =
.(.(()
NEWSOUND = S:()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = ..ID
NEWSOUND:()
DOESLOOP ==
NEWSOUND.Looped =
() NEWSOUND.Playing ==
NEWSOUND:()
))
NEWSOUND
(at, top, back)
right = top:(back)
(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
(Table)
TYPE = (Table.EffectType )
SIZE = (Table.Size (,,))
ENDSIZE = (Table.Size2 (,,))
TRANSPARENCY = (Table.Transparency )
ENDTRANSPARENCY = (Table.Transparency2 )
CFRAME = (Table.CFrame Torso.CFrame)
MOVEDIRECTION = (Table.MoveToPos )
ROTATION1 = (Table.RotationX )
ROTATION2 = (Table.RotationY )
ROTATION3 = (Table.RotationZ )
MATERIAL = (Table.Material )
COLOR = (Table.Color (,,))
TIME = (Table.Time )
SOUNDID = (Table.SoundID )
SOUNDPITCH = (Table.SoundPitch )
SOUNDVOLUME = (Table.SoundVolume )
.(.(()
PLAYSSOUND =
SOUND =
EFFECT = (, Effects, MATERIAL, , TRANSPARENCY, (), , (,,), )
SOUNDID ~= SOUNDPITCH ~= SOUNDVOLUME ~=
PLAYSSOUND =
SOUND = (SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, )
EFFECT.Color = COLOR
MSH =
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (,EFFECT)
MSH.Scale = (SIZE.X,SIZE.X,SIZE.X)
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,-SIZE.X/))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X,SIZE.X,), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
MSH ~=
MOVESPEED =
MOVEDIRECTION ~=
MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME
GROWTH = SIZE - ENDSIZE
TRANS = TRANSPARENCY - ENDTRANSPARENCY
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = CFRAME
LOOP = , TIME+
()
MSH.Scale = MSH.Scale - GROWTH/TIME
TYPE ==
MSH.Offset = (,,-MSH.Scale.X/)
EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = EFFECT.CFrame*((ROTATION1),(ROTATION2),(ROTATION3))
MOVEDIRECTION ~=
ORI = EFFECT.Orientation
EFFECT.CFrame = (EFFECT.Position,MOVEDIRECTION)*(,,-MOVESPEED)
EFFECT.Orientation = ORI
PLAYSSOUND ==
EFFECT:()
() SOUND.Playing ==
EFFECT:()
PLAYSSOUND ==
EFFECT:()
() SOUND.Playing ==
EFFECT:()
))
(PART,TYPE)
TYPE ==
MSH = (,PART)
TYPE ==
MSH = (,PART)
MSH.MeshType =
TYPE ==
MSH = (,PART)
MSH.MeshType =
Debris = :()
(StartPos, EndPos, Distance, Ignore)
DIRECTION = (StartPos,EndPos).lookVector
(StartPos, DIRECTION, Distance, Ignore)
(position)
RootPart.CFrame=.(RootPart.CFrame.p,(position.X,RootPart.Position.Y,position.Z)) * .(, , )
Humanoid.Parent =
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 * ( * SIZE, * SIZE, * SIZE) * ((), (), ())
RootJoint.C1 = ROOTC0 * ( * SIZE, * SIZE, * SIZE) * ((), (), ())
Neck.C0 = NECKC0 * ( * SIZE, * SIZE, + (( * SIZE) - )) * ((), (), ())
Neck.C1 = ( * SIZE, - * SIZE, * SIZE) * ((-), (), ())
RightShoulder.C1 = ( * SIZE, * SIZE, - * SIZE)
LeftShoulder.C1 = ( * SIZE, * SIZE, - * SIZE)
RightHip.C0 = ( * SIZE, - * SIZE, * SIZE) * ((), (), ()) * ((), (), ())
LeftHip.C0 = (- * SIZE, - * SIZE, * SIZE) * ((), (-), ()) * ((), (), ())
RightHip.C1 = ( * SIZE, * SIZE, * SIZE) * ((), (), ()) * ((), (), ())
LeftHip.C1 = (- * SIZE, * SIZE, * SIZE) * ((), (-), ()) * ((), (), ())
Head.Size = Head.Size*SIZE
RootJoint.Parent = RootPart
Neck.Parent = Torso
RightShoulder.Parent = Torso
LeftShoulder.Parent = Torso
RightHip.Parent = Torso
LeftHip.Parent = Torso
Humanoid.DisplayDistanceType =
naeeym2 = (,Character)
naeeym2.AlwaysOnTop =
naeeym2.Size = .(,,,)
naeeym2.StudsOffset = .(,,)
naeeym2.MaxDistance =
naeeym2.Adornee = Character.Head
naeeym2.Name =
tecks2 = (,naeeym2)
tecks2.BackgroundTransparency =
tecks2.TextScaled =
tecks2.BorderSizePixel =
tecks2.Text =
tecks2.Font =
tecks2.TextSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = (,,)
tecks2.TextStrokeColor3 = (/, /, /)
tecks2.Size = .(,,,)
tecks2.Parent = naeeym2
top = .()
top.ShirtTemplate =
top.Parent = Character
top.Name =
bottom = .()
bottom.PantsTemplate =
bottom.Parent = Character
bottom.Name =
PRT = (, Weapon, , , , , , (,,),)
PRT.Color = (,,)
(, Head, Head, PRT, (,*SIZE,) * ((), (), ()), (, , ))
(, PRT, , , , (,,)*SIZE, (,,))
PRT = (, Character, , , , , , (,,),)
PRT.Color = (,,)
(, Head, Head, PRT, (,,-*SIZE), (, , ))
(, PRT, , , , (,,)*SIZE, (,,))
PRT = (, Character, , , , , , (,,),)
PRT.Color = (/, /, /)
(PRT,)
(, Head, Head, PRT, (,,-*SIZE), (, , ))
PRT = (, Character, , , , , , (,,),)
PRT.Color = (/, /, /)
(PRT,)
(, Head, Head, PRT, (,-,-*SIZE), (, , ))
PRT = (, Character, , , , , , (,,),)
PRT.Color = (/, /, /)
(PRT,)
(, Head, Head, PRT, (,,-*SIZE), (, , ))
PRT = (, Character, , , , , , (,,),)
PRT.Color = (/, /, /)
(PRT,)
(, Head, Head, PRT, (-,,-*SIZE), (, , ))
PRT = (, Character, , , , , , (,,),)
PRT.Color = (/, /, /)
(PRT,)
(, Head, Head, PRT, (-,-,-*SIZE) * ((-), (), ()), (, , ))
PRT = (, Character, , , , , , (,,),)
PRT.Color = (/, /, /)
(PRT,)
(, Head, Head, PRT, (,-,-*SIZE) * ((-), (-), ()), (, , ))
LASTPART = Head
i = ,
MATH = (-(i/))
LASTPART == Head
Horn = (, Character, , , , , , (*MATH,,*MATH),)
(, LASTPART, LASTPART, Horn, (, , -) * ((-), (), ()), (, , ))
LASTPART = Horn
Horn.Color = (-((i*-)/),-((i*-)/),-((i*-)/))
Horn = (, Character, , , , , , (*MATH,,*MATH),)
(, LASTPART, LASTPART, Horn, (, Horn.Size.Y/, ) * ((), (), ()), (, -Horn.Size.Y/, ))
LASTPART = Horn
Horn.Color = (-((i*-)/),-((i*-)/),-((i*-)/))
LASTPART = Head
i = ,
MATH = (-(i/))
LASTPART == Head
Horn = (, Character, , , , , , (*MATH,,*MATH),)
(, LASTPART, LASTPART, Horn, (-, , -) * ((-), (-), (-)), (, , ))
LASTPART = Horn
Horn.Color = (-((i*-)/),-((i*-)/),-((i*-)/))
Horn = (, Character, , , , , , (*MATH,,*MATH),)
(, LASTPART, LASTPART, Horn, (, Horn.Size.Y/, ) * ((), (-), ()), (, -Horn.Size.Y/, ))
LASTPART = Horn
Horn.Color = (-((i*-)/),-((i*-)/),-((i*-)/))
LASTPART = Head
i = ,
MATH = (-(i/))
LASTPART == Head
Horn = (, Character, , , , , , (*MATH,,*MATH),)
(, LASTPART, LASTPART, Horn, (, -, -) * ((-), (), ()), (, , ))
LASTPART = Horn
Horn.Color = (-((i*-)/),-((i*-)/),-((i*-)/))
Horn = (, Character, , , , , , (*MATH,,*MATH),)
(, LASTPART, LASTPART, Horn, (, Horn.Size.Y/, ) * ((), (), ()), (, -Horn.Size.Y/, ))
LASTPART = Horn
Horn.Color = (-((i*-)/),-((i*-)/),-((i*-)/))
LASTPART = Head
i = ,
MATH = (-(i/))
LASTPART == Head
Horn = (, Character, , , , , , (*MATH,,*MATH),)
(, LASTPART, LASTPART, Horn, (-, -, -) * ((-), (-), (-)), (, , ))
LASTPART = Horn
Horn.Color = (-((i*-)/),-((i*-)/),-((i*-)/))
Horn = (, Character, , , , , , (*MATH,,*MATH),)
(, LASTPART, LASTPART, Horn, (, Horn.Size.Y/, ) * ((), (-), ()), (, -Horn.Size.Y/, ))
LASTPART = Horn
Horn.Color = (-((i*-)/),-((i*-)/),-((i*-)/))
PRT = (, Weapon, , , , , , (,,)*SIZE,)
(, RightArm, RightArm, PRT, (,-*SIZE,) * ((), (), ()), (, , ))
PRT = (, Weapon, , , , , , (,,)*SIZE,)
(, RightArm, RightArm, PRT, (,-*SIZE,) * ((), (), ()), (, -*SIZE, ))
(PRT,)
PRT = (, Weapon, , , , , , (,,)*SIZE,)
(, RightArm, RightArm, PRT, (,-*SIZE,) * ((), (), ()), (, -*SIZE, ))
(PRT,)
PRT.Color = (/, /, /)
RING = (, Weapon, , , , , , (,,)*SIZE,)
(, RightArm, RightArm, RING, (,-*SIZE,) * ((), (), ()), (, -*SIZE, ))
(RING,)
RING.Color = (,,)
i = ,
PRT = (, Weapon, , , , , , (,,)*SIZE,)
PRT.Color = (,,)
MSH = (,PRT)
MSH.Scale = (,,)
(, RightArm, RightArm, PRT, (,-*SIZE,) * ((), ((/)*i), ()), (, -*SIZE, ) * (, , -*SIZE))
PRT = (, Weapon, , , , , , (,,)*SIZE,)
PRT.Color = (,,)
MSH = (,PRT)
MSH.Scale = (,,)
WATCH1 = (, RightArm, RightArm, PRT, (,-*SIZE,) * ((), (), ()), (, -*SIZE, ) * (, , -*SIZE))
PRT = (, Weapon, , , , , , (,,/)*SIZE,)
PRT.Color = (,,)
MSH = (,PRT)
MSH.Scale = (,,)
WATCH2 = (, RightArm, RightArm, PRT, (,-*SIZE,) * ((), (), ()), (, -*SIZE, ) * (, , -(/)*SIZE))
.(.(()
()
CLOCKLOOP = CLOCKLOOP - *CLOCKSPEED
WATCH1.C0 = (WATCH1.C0, (,-*SIZE,) * ((), (CLOCKLOOP*), ()), / Animation_Speed)
WATCH2.C0 = (WATCH2.C0, (,-*SIZE,) * ((), (CLOCKLOOP*/), ()), / Animation_Speed)
CLOCKLOOP <= -
VALUE1 ==
CLOCKLOOP =
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = RING.CFrame, MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
HITFLOOR,HITPOS = (RootPart.Position, ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, *SIZE, Character)
(HITPOS,,,,,)
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = (HITPOS), MoveToPos = , RotationX = , RotationY = -, RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = (HITPOS), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
CLOCKTARGET ~=
CLOCKTARGET.Health = CLOCKTARGET.Health -
CLOCKTARGET.Torso ~=
CLOCKTARGET.Torso.CFrame = CLOCKTARGET.Torso.CFrame * (((,)), ((,)), ((,)))
CLOCKTARGET.Health ==
CLOCKTARGET =
))
_, c (Weapon:())
c.ClassName ==
c.CustomPhysicalProperties = PhysicalProperties.(, , , , )
Neck.Name =
RootJoint.Name =
RightShoulder.Name =
LeftShoulder.Name =
RightHip.Name =
LeftHip.Name =
SKILLTEXTCOLOR = (/, /, /)
SKILLFONT =
SKILLTEXTSIZE =
Weapon.Parent = Character
Humanoid.Parent = Character
Humanoid.Died:(()
ATTACK =
)
SKILL1FRAME = (WEAPONGUI, , , (-, , , ), (, , , ), (,,), (, , ), )
SKILL2FRAME = (WEAPONGUI, , , (+, , , ), (, , , ), (,,), (, , ), )
SKILL3FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL4FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL5FRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILL1TEXT = (SKILL1FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILL2TEXT = (SKILL2FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILL3TEXT = (SKILL3FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILL4TEXT = (SKILL4FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILL5TEXT = (SKILL5FRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
(Humanoid,Damage,TorsoPart)
defence = .(,Humanoid.Parent)
defence.Name = (..Player.Name)
:():(defence, )
Damage = Damage * DAMAGEMULTIPLIER
Humanoid.Health ~=
CritChance = (,)
Damage > Humanoid.Health
Damage = .(Humanoid.Health)
Damage ==
Damage =
Humanoid.Health = Humanoid.Health - Damage
(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL)
CHILDREN = :()
index, CHILD (CHILDREN)
CHILD.ClassName == CHILD ~= Character CHILD.Parent ~= Effects
HUM = CHILD:()
HUM
TORSO = CHILD:() CHILD:()
TORSO
(TORSO.Position - POSITION).Magnitude <= RANGE
INSTAKILL ==
CHILD:()
DMG = (MINDMG,MAXDMG)
(HUM,DMG,TORSO)
FLING >
_, c (CHILD:())
c:()
bv = .()
bv.maxForce = .(, , )
bv.velocity = (POSITION,TORSO.Position).lookVector*FLING
bv.Parent = c
Debris:(bv,)
()
ATTACK =
Rooted =
SELECTING =
SPOTS = {}
.(.(()
LOOP =
LOOP = LOOP +
()
LOOP >=
LOOP =
i = , #SPOTS
SPOTS[i] ~=
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = SPOTS[i], MoveToPos = , RotationX = , RotationY = -, RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = SPOTS[i], MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / )*SIZE, + * (SINE / )*SIZE, + *SIZE * (SINE / )) * (( - * (SINE / )), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + ((*SIZE) - )) * ((- - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, *SIZE) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((-), ( - * (SINE / )), ( - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE + * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-*SIZE, -*SIZE - * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
SELECTING ==
Rooted =
LOOP = LOOP +
()
LOOP >=
LOOP =
i = , #SPOTS
SPOTS[i] ~=
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = SPOTS[i], MoveToPos = , RotationX = , RotationY = -, RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = SPOTS[i], MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / )*SIZE, + * (SINE / )*SIZE, + *SIZE * (SINE / )) * (( - * (SINE / )), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + ((*SIZE) - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, *SIZE) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((-), ( - * (SINE / )), ( - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE + * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-*SIZE, -*SIZE - * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
ATTACK ==
))
() HOLD ==
DIST = (RootPart.Position - Mouse.Hit.p).Magnitude
DIST >
DIST =
RAY,RAYPOS = (RootPart.Position, ((RootPart.Position, Mouse.Hit.p)).lookVector, DIST, )
HITFLOOR,HITPOS,NORMAL = (RAYPOS+(,,), ((RAYPOS, RAYPOS + (, -, ))).lookVector, *SIZE, Character)
HITFLOOR ~=
.(SPOTS,(HITPOS,HITPOS+NORMAL) * ((), (), ()))
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = RightArm.CFrame*(,-,) * ((), (), ()), MoveToPos = , RotationX = , RotationY = -, RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = RightArm.CFrame*(,-,) * ((), (), ()), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
() HOLD ==
#SPOTS ==
SELECTING =
i = , #SPOTS
SPOTS[i] ~=
POS = SPOTS[i]
.(.(()
MISSILE = (,Effects)
MISSILE.Name =
BASEPART = (, MISSILE, , , , , , (,,))
(BASEPART,)
MISSILE.PrimaryPart = BASEPART
BASEPART.CFrame = POS*(,-*,)
HEAD = (, MISSILE, , , , , , (,,))
(HEAD,)
HEAD.CFrame = BASEPART.CFrame*(,,)
TAIL = (, MISSILE, , , , , , (,,))
(TAIL,)
TAIL.CFrame = BASEPART.CFrame*(,-,)
i = ,
()
_, c (MISSILE:())
c.ClassName ==
c.Transparency = c.Transparency - /
i = , *
()
MISSILE:(BASEPART.CFrame*(,*,))
(BASEPART.CFrame.p,,,,,)
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = BASEPART.CFrame, MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = BASEPART.CFrame, MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = (,)/, SoundVolume = })
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = POS * ((), (), ()), MoveToPos = , RotationX = , RotationY = -, RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = POS * ((), (), ()), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
MISSILE:()
))
()
ATTACK =
Rooted =
()
CLOCKTARGET =
Mouse.Target.Parent ~= Character Mouse.Target.Parent.Parent ~= Character Mouse.Target.Parent:() ~=
HUM = Mouse.Target.Parent:()
TORSO = HUM.Parent:() HUM.Parent:()
TORSO
ATTACK =
Rooted =
.(.(()
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / )*SIZE, + * (SINE / )*SIZE, + *SIZE * (SINE / )) * (( - * (SINE / )), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + ((*SIZE) - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, -*SIZE) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((-), ( - * (SINE / )), ( - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE + * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-*SIZE, -*SIZE - * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
ATTACK ==
))
Effects:()
() Effects:() ==
()
FAKECHARACTER = (,Effects)
FAKECHARACTER.Name =
TORS = (, FAKECHARACTER, , , , , , (,,),)
(, RING, RING, TORS, (,,), (,,))
LEG = (, FAKECHARACTER, , , , , , (,,),)
(, TORS, TORS, LEG, (/,-,) * ((), (), ()), (,,))
LEG = (, FAKECHARACTER, , , , , , (,,),)
(, TORS, TORS, LEG, (-/,-,) * ((), (), (-)), (,,))
ARM = (, FAKECHARACTER, , , , , , (,,),)
(, TORS, TORS, ARM, (,/,) * ((), (), ()), (,,))
ARM = (, FAKECHARACTER, , , , , , (,,),)
(, TORS, TORS, ARM, (-,/,) * ((), (), (-)), (,,))
HEAD = (, FAKECHARACTER, , , , , , (,,),)
(, TORS, TORS, HEAD, (,,), (,,))
(, TORS, , , )
i = ,
()
CLOCKSPEED =
_, c (FAKECHARACTER:())
c.ClassName ==
c.Transparency = c.Transparency - /
CLOCKTARGET = HUM
.(.(()
() CLOCKSPEED = CLOCKTARGET ==
i = ,
()
_, c (FAKECHARACTER:())
c.ClassName ==
c.Transparency = c.Transparency + /
CLOCKSPEED =
FAKECHARACTER:()
))
()
ATTACK =
Rooted =
()
ATTACK =
Rooted =
GYRO = (,RootPart)
GYRO.D =
GYRO.P =
GYRO.MaxTorque = (,,)
GYRO.cframe = (RootPart.Position,Mouse.Hit.p)
()
GYRO.cframe = (RootPart.Position,Mouse.Hit.p)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / )*SIZE, + * (SINE / )*SIZE, + *SIZE * (SINE / )) * (( - * (SINE / )), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + ((*SIZE) - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, *SIZE) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((-), ( - * (SINE / )), ( - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE + * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-*SIZE, -*SIZE - * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
HOLD ==
POS = Mouse.Hit.p
CHAINS =
CHAINLINKS = {}
A = (,RightArm)
A.Position = (,-,)*SIZE
A.Orientation = (-, -, )
B = (,RightArm)
B.Position = (-,-,)*SIZE
B.Orientation = (-, , )
C = (,RightArm)
C.Position = (,-,)*SIZE
C.Orientation = (-, -, )
D = (,RightArm)
D.Position = (-,-,)*SIZE
D.Orientation = (-, , )
LIGHT = (,RightArm)
LIGHT.Position = (,-,)*SIZE
LIGHT2 = (,LIGHT)
LIGHT2.Range =
LIGHT2.Brightness =
LIGHT2.Color = SKILLTEXTCOLOR
i = ,
TWIST = -
START = A
END = B
i ==
START = B
END = A
ChainLink = (,Torso)
ChainLink.Texture =
ChainLink.Color = ColorSequence.(SKILLTEXTCOLOR)
ChainLink.TextureSpeed =
ChainLink.Width0 =
ChainLink.Width1 =
ChainLink.TextureLength =
ChainLink.Attachment0 = START
ChainLink.Attachment1 = END
ChainLink.CurveSize0 = TWIST
ChainLink.CurveSize1 = TWIST
ChainLink.Segments =
ChainLink.Transparency = NumberSequence.()
.(CHAINLINKS,ChainLink)
i = ,
TWIST = -
START = C
END = D
i ==
START = D
END = C
ChainLink = (,Torso)
ChainLink.Texture =
ChainLink.Color = ColorSequence.(SKILLTEXTCOLOR)
ChainLink.TextureSpeed =
ChainLink.Width0 =
ChainLink.Width1 =
ChainLink.TextureLength =
ChainLink.Attachment0 = START
ChainLink.Attachment1 = END
ChainLink.CurveSize0 = TWIST
ChainLink.CurveSize1 = TWIST
ChainLink.Segments =
ChainLink.LightEmission =
ChainLink.Transparency = NumberSequence.()
.(CHAINLINKS,ChainLink)
.(.(()
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (*SIZE, *SIZE, *SIZE + *SIZE * (SINE / )) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + ((*SIZE) - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, *SIZE) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((-), ( - * (SINE / )), ( - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE - *SIZE * (SINE / ), -*SIZE) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-*SIZE, -*SIZE - *SIZE * (SINE / ), -*SIZE) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
CHAINS ==
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (*SIZE, *SIZE, *SIZE + *SIZE * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + ((*SIZE) - )) * (( - * (SINE / )), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, -*SIZE) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((-), ( - * (SINE / )), ( - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE - *SIZE * (SINE / ), -*SIZE) * ((), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-*SIZE, -*SIZE - *SIZE * (SINE / ), -*SIZE) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
ATTACK ==
e = ,
()
i = , #CHAINLINKS
CHAINLINKS[i].Transparency = NumberSequence.((e/))
A:()
B:()
C:()
D:()
))
(, RightArm, , , )
e = ,
()
i = , #CHAINLINKS
CHAINLINKS[i].Transparency = NumberSequence.(-(e/))
CHAINS =
Rooted =
()
FIST = (, Effects, , , , , , (,,))
FIST.Color = (, /, )
FIST.CFrame = (RightArm.CFrame*(,-*SIZE,).p,POS) * ((), (), ())
LIGHT3 = (,FIST)
LIGHT3.Range =
LIGHT3.Brightness =
LIGHT3.Color = SKILLTEXTCOLOR
(, FIST, , , , (,,), (,,))
FISTA = (,FIST)
FISTA.Position = (, , )
ChainLink = (,Torso)
ChainLink.Texture =
ChainLink.Color = ColorSequence.(SKILLTEXTCOLOR)
ChainLink.TextureSpeed =
ChainLink.Width0 =
ChainLink.Width1 =
ChainLink.TextureLength =
ChainLink.Attachment0 = LIGHT
ChainLink.Attachment1 = FISTA
ChainLink.FaceCamera =
ChainLink.Segments =
ChainLink.LightEmission =
ChainLink.Transparency = NumberSequence.()
FISTSOUND = (, FIST, , , )
i = ,
()
FIST.CFrame = FIST.CFrame*(,-,)
ChainLink.TextureLength = +(i*)
(FIST.Position,,,,,)
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = FIST.CFrame*(,-,) * ((), (i*), ()), MoveToPos = , RotationX = , RotationY = -, RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
HITFLOOR = (FIST.Position, ((FIST.Position, FIST.CFrame*(,-,).p)).lookVector, , Character)
HITFLOOR ~=
HITFLOOR:()
.(.(()
i = ,
()
FISTSOUND.Volume = FISTSOUND.Volume -
(FIST.Position,+(i*),,,,)
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,), Transparency = , Transparency2 = , = FIST.CFrame * (((,)), ((,)), ((,))), MoveToPos = , RotationX = , RotationY = -, RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
))
.(.(()
i = ,
()
FIST.Transparency = FIST.Transparency + /
LIGHT3.Range = LIGHT3.Range - /
FIST:()
))
LIGHT:()
GYRO:()
ATTACK =
Rooted =
()
DIST = (RootPart.Position - Mouse.Hit.p).Magnitude
DIST >
DIST =
RAY,RAYPOS = (RootPart.Position, ((RootPart.Position, Mouse.Hit.p)).lookVector, DIST, )
HITFLOOR,HITPOS,NORMAL = (RAYPOS+(,,), ((RAYPOS, RAYPOS + (, -, ))).lookVector, *SIZE, Character)
HITFLOOR
POS = HITPOS
ATTACK =
Rooted =
WARPED =
SMASHED =
HITFLOOR,HITPOS,NORMAL = (RootPart.Position+(,,), ((RAYPOS, RAYPOS + (, -, ))).lookVector, *SIZE, Character)
.(.(()
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / )*SIZE, + * (SINE / )*SIZE, + *SIZE * (SINE / )) * (( - * (SINE / )), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + ((*SIZE) - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, *SIZE) * ((-), (- + * (SINE / )), (- + * (SINE / ))) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((-), ( - * (SINE / )), ( - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE + * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-*SIZE, -*SIZE - * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
WARPED ==
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / )*SIZE, + * (SINE / )*SIZE, + *SIZE * (SINE / )) * (( - * (SINE / )), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + ((*SIZE) - )) * (( - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, *SIZE) * ((-), (- + * (SINE / )), (- + * (SINE / ))) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((-), ( - * (SINE / )), ( - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE + * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (), ()) * ((- - * (SINE / )), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-*SIZE, -*SIZE - * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (-), ()) * ((- + * (SINE / )), (), ()), / Animation_Speed)
SMASHED ==
()
RootJoint.C0 = (RootJoint.C0, ROOTC0 * (*SIZE, *SIZE, *SIZE) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (*SIZE, *SIZE, + ((*SIZE) - )) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, *SIZE) * ((), (-), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE, -*SIZE) * ((), (), ()) * ((-), (), (-)), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-*SIZE, -*SIZE, -*SIZE) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
ATTACK ==
))
VALUE1 =
(, Torso, , , )
i = ,
()
_, c (Character:())
c.ClassName ==
c.Transparency = c.Transparency + /
_, c (Weapon:())
c.ClassName ==
c.Transparency = c.Transparency + /
UNANCHOR =
RootPart.Anchored =
RootPart.Velocity = (,,)
ROOTPOS = RootPart.Position
RootPart.CFrame = (POS+(,,),(ROOTPOS.X,POS.Y+,ROOTPOS.Z))
WARPED =
i = ,
()
_, c (Character:())
c.ClassName ==
c.Transparency = c.Transparency - /
_, c (Weapon:())
c.ClassName ==
c.Transparency = c.Transparency - /
SHELL = (, Effects, , , , , , (,,))
SHELL.CFrame = RootPart.CFrame
(SHELL,)
(, SHELL, , , )
i = ,
()
SHELL.Transparency = SHELL.Transparency - /
SHELL.Size = SHELL.Size + (,,)*
i = , .(/)
()
RootPart.CFrame = RootPart.CFrame*(,-*,)
SHELL.CFrame = (RootPart.Position)
({Time = , EffectType = , Size = SHELL.Size, Size2 = (,,), Transparency = , Transparency2 = , = SHELL.CFrame, MoveToPos = SHELL.Position+(,,), RotationX = , RotationY = -, RotationZ = , Material = , Color = SHELL.Color, SoundID = , SoundPitch = , SoundVolume = })
RootPart.CFrame = (POS+(,,),(ROOTPOS.X,HITPOS.Y+,ROOTPOS.Z))
SHELL.CFrame = (RootPart.Position)
({Time = , EffectType = , Size = SHELL.Size, Size2 = (,,)*, Transparency = , Transparency2 = , = SHELL.CFrame, MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = SHELL.Color, SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (SHELL.Size.X,,SHELL.Size.Z), Size2 = (,,)*, Transparency = , Transparency2 = , = SHELL.CFrame, MoveToPos = , RotationX = , RotationY = -, RotationZ = , Material = , Color = SHELL.Color, SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (SHELL.Size.X,,SHELL.Size.Z), Size2 = (,,)*, Transparency = , Transparency2 = , = SHELL.CFrame, MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = SHELL.Color, SoundID = , SoundPitch = , SoundVolume = })
i = ,
({Time = , EffectType = , Size = (,,)*SIZE, Size2 = (,,)*, Transparency = , Transparency2 = , = RootPart.CFrame * (((,)), ((,)), ((,))), MoveToPos = , RotationX = , RotationY = -, RotationZ = , Material = , Color = (/, /, /), SoundID = , SoundPitch = , SoundVolume = })
SHELL:()
(RootPart.Position,,,,,)
SMASHED =
()
VALUE1 =
UNANCHOR =
ATTACK =
Rooted =
()
HITFLOOR,HITPOS = (RootPart.CFrame*(,,-).p, ((RootPart.Position, RootPart.Position + (, -, ))).lookVector, *SIZE, Character)
HITFLOOR ~=
ATTACK =
Rooted =
RINGSPIN =
CONSTRUCTING =
RING = (, Effects, , , , , , (,,))
RING.Color = (,,)
(RING,)
RING.CFrame = (HITPOS)
(, RING, , , )
.(.(()
()
RING.CFrame = RING.CFrame * ((), (), ())
RootJoint.C0 = (RootJoint.C0,ROOTC0 * ( - * (SINE / )*SIZE, + * (SINE / )*SIZE, + *SIZE * (SINE / )) * (( - * (SINE / )), ( - * (SINE / )), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + ((*SIZE) - )) * ((- - * (SINE / )), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (*SIZE, *SIZE, *SIZE) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-*SIZE, *SIZE, *SIZE) * ((-), ( - * (SINE / )), ( - * (SINE / ))) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (*SIZE, -*SIZE + * (SINE / ) - *SIZE * (SINE / ), -*SIZE) * (( - * (SINE / )), (), ()) * (RAD(-2 - 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-75), RAD(0)) * ANGLES(RAD(-2 + 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
until CONSTRUCTING == false
repeat
Swait()
RING.CFrame = RING.CFrame * ANGLES(RAD(0), RAD(5), RAD(0))
until RINGSPIN == false
for i = 1, 25 do
Swait()
RING.CFrame = RING.CFrame * ANGLES(RAD(0), RAD(5), RAD(0))
RING.Size = RING.Size - VT(0.15,0,0.15)
--DECAL.Transparency = DECAL.Transparency + 1/25
RING.Transparency = RING.Transparency + 1/25
end
RING:remove()
end))
for i = 1, 15 do
Swait()
RING.Size = RING.Size + VT(0.75,0,0.75)
RING.Transparency = RING.Transparency - 1/15
end
local BOXSPIN = true
local PANDORASBOX = IT("Model",Effects)
PANDORASBOX.Name = "Pandora's Box"
local BOX = IT("Model",PANDORASBOX)
BOX.Name = "Body"
local LID = IT("Model",PANDORASBOX)
LID.Name = "Lid"
--BUILDING THE BOX--
local BASE = CreatePart(3, BOX, "Neon", 0, 0, "Alder", "Black", VT(2,1.8,2))
BASE.Color = C3(0,0,0)
PANDORASBOX.PrimaryPart = BASE
BASE.CFrame = CF(HITPOS+VT(0,-8,0),VT(RootPart.Position.X,HITPOS.Y-8,RootPart.Position.Z))
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,1.9,0.2))
WOOD.CFrame = BASE.CFrame*CF(1,0,1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,1.9,0.2))
WOOD.CFrame = BASE.CFrame*CF(1,0,-1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,1.9,0.2))
WOOD.CFrame = BASE.CFrame*CF(-1,0,1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,1.9,0.2))
WOOD.CFrame = BASE.CFrame*CF(-1,0,-1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(2.1,0.2,0.2))
WOOD.CFrame = BASE.CFrame*CF(0,0.9,1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(2.1,0.2,0.2))
WOOD.CFrame = BASE.CFrame*CF(0,0.9,-1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,0.2,2.1))
WOOD.CFrame = BASE.CFrame*CF(1,0.9,0)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,0.2,2.1))
WOOD.CFrame = BASE.CFrame*CF(-1,0.9,0)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(2.1,0.2,0.2))
WOOD.CFrame = BASE.CFrame*CF(0,-0.9,1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(2.1,0.2,0.2))
WOOD.CFrame = BASE.CFrame*CF(0,-0.9,-1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,0.2,2.1))
WOOD.CFrame = BASE.CFrame*CF(1,-0.9,0)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,0.2,2.1))
WOOD.CFrame = BASE.CFrame*CF(-1,-0.9,0)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Daisy orange", "Marble", VT(2.1,1.9,0.1))
WOOD.CFrame = BASE.CFrame*CF(0,0,1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Daisy orange", "Marble", VT(2.1,1.9,0.1))
WOOD.CFrame = BASE.CFrame*CF(0,0,-1)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Daisy orange", "Marble", VT(0.1,1.9,2.1))
WOOD.CFrame = BASE.CFrame*CF(1,0,0)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Daisy orange", "Marble", VT(0.1,1.9,2.1))
WOOD.CFrame = BASE.CFrame*CF(-1,0,0)
local WOOD = CreatePart(3, BOX, "Marble", 0, 0, "Daisy orange", "Marble", VT(2.1,0.1,2.1))
WOOD.CFrame = BASE.CFrame*CF(0,-0.9,0)
-------------
local LIDPART = CreatePart(3, LID, "Marble", 0, 0, "Daisy orange", "Marble", VT(2.1,0.1,2.1))
LIDPART.CFrame = BASE.CFrame*CF(0,1,0)
LID.PrimaryPart = LIDPART
local WOOD = CreatePart(3, LID, "Marble", 0, 0, "Bright yellow", "Marble", VT(2.1,0.2,0.2))
WOOD.CFrame = LIDPART.CFrame*CF(0,0,-1)
local WOOD = CreatePart(3, LID, "Marble", 0, 0, "Bright yellow", "Marble", VT(2.1,0.2,0.2))
WOOD.CFrame = LIDPART.CFrame*CF(0,0,1)
local WOOD = CreatePart(3, LID, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,0.2,2.1))
WOOD.CFrame = LIDPART.CFrame*CF(1,0,0)
local WOOD = CreatePart(3, LID, "Marble", 0, 0, "Bright yellow", "Marble", VT(0.2,0.2,2.1))
WOOD.CFrame = LIDPART.CFrame*CF(-1,0,0)
local DECAL = IT("Decal",LIDPART)
DECAL.Face = "Top"
DECAL.Texture = "http://www.roblox.com/asset/?id=1501226061"
DECAL.Color3 = C3(0,0,0)
--BUILDING THE BOX--
coroutine.resume(coroutine.create(function()
repeat
Swait()
PANDORASBOX:SetPrimaryPartCFrame(BASE.CFrame * ANGLES(RAD(0), RAD(2.45), RAD(0)))
until BOXSPIN == false
end))
for i = 1, 25 do
Swait()
PANDORASBOX:SetPrimaryPartCFrame(BASE.CFrame * CF(0,1.5-(i/12.5),0))
end
wait(0.5)
BOXSPIN = false
CONSTRUCTING = false
coroutine.resume(coroutine.create(function()
WACKYEFFECT({Time = 45, EffectType = "Sphere", Size = LIDPART.Size, Size2 = VT(3,0,3)*4, Transparency = 0, Transparency2 = 1, CFrame = LIDPART.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = SKILLTEXTCOLOR, SoundID = 168586586, SoundPitch = 1.3, SoundVolume = 6})
--[[for i = 1, 45 do
Swait()
LID:SetPrimaryPartCFrame(LIDPART.CFrame * CF(0,1.5-(i/12.5),0.5) * ANGLES(RAD(0.7), RAD(0), RAD(0)))
end-
LID:remove()]]--
for _, c in pairs(LID:GetChildren()) do
if c.ClassName == "Part" then
c.Anchored = false
c.CanCollide = true
if c ~= LIDPART then
weldBetween(LIDPART,c)
end
end
end
LIDPART.Velocity = CF(LIDPART.Position,LIDPART.CFrame*CF(15,25,0).p).lookVector*65
Debris:AddItem(LID,15)
wait(0.5)
local RANDOMEFFECT = MRANDOM(1,4)
if RANDOMEFFECT == 1 then
for i = 1, 45 do
wait((2-(i/15))/15)
WACKYEFFECT({Time = 45, EffectType = "Sphere", Size = VT(0,0,0), Size2 = VT(1,1,1), Transparency = 0, Transparency2 = 1, CFrame = BASE.CFrame*CF(0,MRANDOM(12,15),0) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0))*CF(0,0,MRANDOM(1,5)), MoveToPos = BASE.Position, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = SKILLTEXTCOLOR, SoundID = nil, SoundPitch = 0.8, SoundVolume = 6})
end
wait(1)
WACKYEFFECT({Time = 45, EffectType = "Sphere", Size = VT(0,0,0), Size2 = VT(35,35,35)*12, Transparency = 0, Transparency2 = 1, CFrame = BASE.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASE.Color, SoundID = 165970126, SoundPitch = 0.75, SoundVolume = 6})
WACKYEFFECT({Time = 55, EffectType = "Wave", Size = VT(0,0,0), Size2 = VT(45,3,45)*10, Transparency = 0, Transparency2 = 1, CFrame = CF(HITPOS), MoveToPos = nil, RotationX = 0, RotationY = -5, RotationZ = 0, Material = "Neon", Color = BASE.Color, SoundID = 469345336, SoundPitch = 0.75, SoundVolume = 6})
WACKYEFFECT({Time = 55, EffectType = "Wave", Size = VT(0,0,0), Size2 = VT(45,3,45)*9, Transparency = 0, Transparency2 = 1, CFrame = CF(HITPOS), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material = "Neon", Color = BASE.Color, SoundID = nil, SoundPitch = 0.75, SoundVolume = 6})
for i = 1, 5 do
WACKYEFFECT({Time = 35, EffectType = "Wave", Size = VT(5,0,5)*SIZE, Size2 = VT(35,3,35)*12, Transparency = 0.5, Transparency2 = 1, CFrame = BASE.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(BASE.Position,50,1,200,375,false)
ApplyAoE(BASE.Position,250,35,75,175,false)
elseif RANDOMEFFECT == 2 then
local FIELD = CreatePart(3, Effects, "Neon", 0, 0, "Alder", "Field", VT(0.3,0.3,0.3))
FIELD.CFrame = BASE.CFrame
MakeForm(FIELD,"Ball")
for i = 1, 50 do
Swait()
FIELD.Size = FIELD.Size + VT(0.01,0.01,0.01)
FIELD.CFrame = FIELD.CFrame * CF(0,0.75-(i/45),0)
end
wait(0.2)
local LOOP = CreateSound(1393698948, FIELD, 0, 1.2, true)
coroutine.resume(coroutine.create(function()
for i = 1, 75 do
Swait()
LOOP.Volume = LOOP.Volume + 10/75
LOOP.Parent = FIELD
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character and CHILD.Parent ~= Effects then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
if TORSO then
if (TORSO.Position - FIELD.Position).Magnitude <= FIELD.Size.X/2 then
HUM.Health = HUM.Health - 0.1
TORSO.Velocity = VT(0,5,0)
HUM.PlatformStand = true
if TORSO.RotVelocity.Magnitude < 15 then
TORSO.RotVelocity = VT(MRANDOM(-45,45),MRANDOM(-45,45),MRANDOM(-45,45))
end
end
end
end
end
end
FIELD.Size = FIELD.Size + VT(3,3,3)
FIELD.Transparency = FIELD.Transparency + 0.8/75
end
for i = 1, 500 do
Swait()
LOOP.Parent = FIELD
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character and CHILD.Parent ~= Effects then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
if TORSO then
if (TORSO.Position - FIELD.Position).Magnitude <= FIELD.Size.X/2 then
TORSO.Velocity = VT(0,5,0)
HUM.Health = HUM.Health - 0.1
HUM.PlatformStand = true
if TORSO.RotVelocity.Magnitude < 15 then
TORSO.RotVelocity = VT(MRANDOM(-45,45),MRANDOM(-45,45),MRANDOM(-45,45))
end
end
end
end
end
end
end
for i = 1, 25 do
Swait()
LOOP.Volume = LOOP.Volume + 10/25
LOOP.Parent = FIELD
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character and CHILD.Parent ~= Effects then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
if TORSO then
if (TORSO.Position - FIELD.Position).Magnitude <= FIELD.Size.X/1.8 then
TORSO.Velocity = VT(0,5,0)
HUM.Health = HUM.Health - 0.1
HUM.PlatformStand = false
if TORSO.RotVelocity.Magnitude < 15 then
TORSO.RotVelocity = VT(MRANDOM(-45,45),MRANDOM(-45,45),MRANDOM(-45,45))
end
end
end
end
end
end
FIELD.Size = FIELD.Size - VT(3,3,3)
FIELD.Transparency = FIELD.Transparency + 0.2/25
end
FIELD:remove()
end))
elseif RANDOMEFFECT == 3 then
for i = 1, 10 do
wait(0.15)
WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(0,0,0), Size2 = VT(3,8,3), Transparency = 0, Transparency2 = 1, CFrame = BASE.CFrame*CF(0,0.3,0), MoveToPos = BASE.Position+VT(0,6,0), RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = 90655239, SoundPitch = 0.8, SoundVolume = 6})
coroutine.resume(coroutine.create(function()
local MINION = CLONE:Clone()
MINION.Parent = Effects
MINION.Name = "Shadow"
MINION.HumanoidRootPart.CFrame = BASE.CFrame*CF(0,5,0) * ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0))
MINION.HumanoidRootPart.Velocity = CF(MINION.HumanoidRootPart.Position,MINION.HumanoidRootPart.CFrame*CF(0,8,-15).p).lookVector*MRANDOM(55,100)
for _, c in pairs(MINION:GetChildren()) do
if c.ClassName == "Part" then
c.Material = "Neon"
c.Color = C3(0,0,0)
c.Transparency = 0.25
if c.Name == "Head" then
c:ClearAllChildren()
local MSH = IT("BlockMesh",c)
MSH.Scale = VT(0.5,1,1)
end
end
end
local TORSO = MINION.Torso
local HUMAN = MINION.Humanoid
HUMAN.WalkSpeed = 20
HUMAN.MaxHealth = math.huge
HUMAN.Health = math.huge
HUMAN.DisplayDistanceType = "None"
HUMAN.Died:connect(function()
MINION:remove()
--CreateSound(SHOUTS[MRANDOM(1,3)], TORSO, 3, 0.5, false)
end)
wait(1)
local findNearestTorso = function(POS)
local list = game.Workspace:GetDescendants()
local torso = nil
local dist = 500
local temp = nil
local human = nil
local temp2 = nil
for x = 1, #list do
temp2 = list[x]
if (temp2.className == "Model") and (temp2 ~= Character) and (temp2.Parent ~= Effects) then
temp = temp2:findFirstChild("Torso") or temp2:findFirstChild("UpperTorso")
human = temp2:findFirstChildOfClass("Humanoid")
if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
if (temp.Position - POS).magnitude < dist then
torso = temp
dist = (temp.Position - POS).magnitude
end
end
end
end
return torso, dist
end
for i = 1, 40 do
if HUMAN.Health == 0 then
break
end
wait(0.3)
local target,dist= findNearestTorso(TORSO.Position)
if target then
HUMAN:MoveTo(target.Position)
if dist < 25 then
CreateSound(348663022, TORSO, 10, 1, true)
wait(2)
--local ANIM = HUMAN:LoadAnimation(ATANIM)
--ANIM:Play()
--CreateSound(SHOUTS[MRANDOM(1,3)], TORSO, 1, 1, false)
ApplyAoE(TORSO.Position,10,0,0,85,true)
WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(5,5,5), Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame = TORSO.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = SKILLTEXTCOLOR, SoundID = 201858087, SoundPitch = 0.8, SoundVolume = 10})
for i = 1, 5 do
WACKYEFFECT({Time = 75, EffectType = "Wave", Size = VT(5,0,5)*SIZE, Size2 = VT(15,1,15), Transparency = 0.5, Transparency2 = 1, CFrame = TORSO.CFrame * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-15,15)/7.5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = 0.5, SoundVolume = 6})
end
break
end
end
end
MINION:remove()
end))
end
elseif RANDOMEFFECT == 4 then
local FIELD = CreatePart(3, Effects, "Neon", 0, 0, "Alder", "Field", VT(0.3,0.3,0.3))
FIELD.Color = C3(0,0,0)
FIELD.CFrame = BASE.CFrame
MakeForm(FIELD,"Ball")
FIELD.CanCollide = true
for i = 1, 50 do
Swait()
FIELD.Size = FIELD.Size + VT(0.01,0.01,0.01)
FIELD.CFrame = FIELD.CFrame * CF(0,0.75-(i/45),0)
end
wait(0.2)
local LOOP = CreateSound(487214658, FIELD, 0, 1, true)
coroutine.resume(coroutine.create(function()
local E = 0
for i = 1, 75 do
E = E + 1
Swait()
if E >= 35 then
E = 0
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size = FIELD.Size*30, Size2 = FIELD.Size, Transparency = 0.8, Transparency2 = 1, CFrame = FIELD.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASE.Color, SoundID = nil, SoundPitch = 1, SoundVolume = 6})
end
LOOP.Volume = LOOP.Volume + 10/75
LOOP.Parent = FIELD
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character and CHILD.Parent ~= Effects then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
if TORSO then
if (TORSO.Position - FIELD.Position).Magnitude <= FIELD.Size.X*30 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(FIELD.Position,c.Position).lookVector*-50
bv.Parent = c
Debris:AddItem(bv,0.05)
end
end
HUM.Health = HUM.Health - 0.3
end
end
end
end
end
FIELD.Size = FIELD.Size + VT(0.3,0.3,0.3)/5
end
for i = 1, 180 do
E = E + 1
Swait()
if E >= 35 then
E = 0
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size = FIELD.Size*30, Size2 = FIELD.Size, Transparency = 0.8, Transparency2 = 1, CFrame = FIELD.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASE.Color, SoundID = nil, SoundPitch = 1, SoundVolume = 6})
end
LOOP.Parent = FIELD
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if CHILD.ClassName == "Model" and CHILD ~= Character and CHILD.Parent ~= Effects then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or CHILD:FindFirstChild("UpperTorso")
if TORSO then
if (TORSO.Position - FIELD.Position).Magnitude <= FIELD.Size.X*30 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(FIELD.Position,c.Position).lookVector*-50
bv.Parent = c
Debris:AddItem(bv,0.05)
end
end
HUM.Health = HUM.Health - 0.3
end
end
end
end
end
end
ApplyAoE(FIELD.Position,40,15,20,375,false)
WACKYEFFECT({Time = 45, EffectType = "Sphere", Size = FIELD.Size, Size2 = VT(35,35,35), Transparency = 0, Transparency2 = 1, CFrame = FIELD.CFrame, MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = BASE.Color, SoundID = 231917744, SoundPitch = 1, SoundVolume = 6})
for i = 1, 5 do
WACKYEFFECT({Time = 35, EffectType = "Wave", Size = VT(5,0,5)*SIZE, Size2 = VT(35,3,35), Transparency = 0.5, Transparency2 = 1, CFrame = FIELD.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
FIELD:remove()
end))
elseif RANDOMEFFECT == 5 then
end
wait(0.5)
for i = 1, 25 do
Swait()
PANDORASBOX:SetPrimaryPartCFrame(BASE.CFrame * CF(0,-0.3,0))
end
PANDORASBOX:remove()
RINGSPIN = false
end))
ATTACK = false
Rooted = false
end
end
function Taunt()
ATTACK = true
local LAUGH = nil
coroutine.resume(coroutine.create(function()
repeat
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * SIN(SINE / 24)*SIZE, 0 + 0.04 * SIN(SINE / 12)*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0 - 2.5 * SIN(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25*SIZE, 0.15*SIZE, -0.5*SIZE) * ANGLES(RAD(170), RAD(-25), RAD(-15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*SIZE, 0.5*SIZE, 0.5*SIZE) * ANGLES(RAD(-35), RAD(25 - 2.5 * SIN(SINE / 12)), RAD(55 - 2.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE + 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-2 - 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-75), RAD(0)) * ANGLES(RAD(-2 + 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
until LAUGH ~= nil
repeat
Swait()
LAUGH.Parent = Head
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * SIN(SINE / 24)*SIZE, 0 + 0.04 * SIN(SINE / 12)*SIZE, 0+(0.1*LAUGH.PlaybackLoudness/75) + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0 - 2.5 * SIN(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE+(0.1*LAUGH.PlaybackLoudness/75)) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-45)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25*SIZE, 0.15*SIZE+(0.1*LAUGH.PlaybackLoudness/75), -0.5*SIZE) * ANGLES(RAD(170), RAD(-25), RAD(-15)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*SIZE, 0.5*SIZE+(0.1*LAUGH.PlaybackLoudness/75), 0.5*SIZE) * ANGLES(RAD(-35), RAD(25 - 2.5 * SIN(SINE / 12)), RAD(55 - 2.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE-(0.1*LAUGH.PlaybackLoudness/75) + 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-2 - 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE-(0.1*LAUGH.PlaybackLoudness/75) - 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-75), RAD(0)) * ANGLES(RAD(-2 + 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
until LAUGH.Playing == false
ATTACK = false
end))
wait(0.1)
sick:Pause()
LAUGH = CreateSound(525166232, Head, 10, 1, false)
wait(1)
sick:Resume()
end
--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//
function MouseDown(Mouse)
HOLD = true
if ATTACK == false then
end
end
function MouseUp(Mouse)
HOLD = false
end
function KeyDown(Key)
KEYHOLD = true
if Key == "z" and ATTACK == false then
MagicMissiles()
end
if Key == "b" and ATTACK == false then
TimesUp()
end
if Key == "c" and ATTACK == false then
ChainPunch()
end
if Key == "v" and ATTACK == false then
WarpMeteor()
end
if Key == "x" and ATTACK == false then
PandorasBox()
end
if Key == "t" and ATTACK == false then
Taunt()
end
end
function KeyUp(Key)
KEYHOLD = false
end
Mouse.Button1Down:connect(function(NEWKEY)
MouseDown(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
MouseUp(NEWKEY)
end)
Mouse.KeyDown:connect(function(NEWKEY)
KeyDown(NEWKEY)
end)
Mouse.KeyUp:connect(function(NEWKEY)
KeyUp(NEWKEY)
end)
--//=================================\\
--\\=================================//
function unanchor()
if UNANCHOR == true then
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
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end
ANIMATE.Parent = nil
SINE = SINE + CHANGE*1.5
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 WALKSPEEDVALUE = 10 / (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 +0.5+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(25+80 * 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 +0.5+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(-25+80 * 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 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 + ((1.1*SIZE) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE, 0*SIZE) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE, 0*SIZE) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, -0.3*SIZE) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.3*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 then
ANIM = "Fall"
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 + ((1.1*SIZE) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, 0*SIZE) * ANGLES(RAD(0), 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(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
ANIM = "Idle"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 - 0.04 * SIN(SINE / 24)*SIZE, 0 + 0.04 * SIN(SINE / 12)*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0 - 2.5 * SIN(SINE / 24)), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE) - 1)) * ANGLES(RAD(25 - 4 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25*SIZE, 0.5*SIZE, 0.5*SIZE) * ANGLES(RAD(-35), RAD(-25 + 2.5 * SIN(SINE / 12)), RAD(-55 + 2.5 * SIN(SINE / 12))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*SIZE, 0.5*SIZE, 0.5*SIZE) * ANGLES(RAD(-35), RAD(25 - 2.5 * SIN(SINE / 12)), RAD(55 - 2.5 * SIN(SINE / 12))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE + 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(75), RAD(0)) * ANGLES(RAD(-2 - 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.06 * SIN(SINE / 24) - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(-75), RAD(0)) * ANGLES(RAD(-2 + 2.5 * SIN(SINE / 24)), RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
ANIM = "Walk"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -0.1*SIZE) * ANGLES(RAD(5), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1.1*SIZE) - 1)) * ANGLES(RAD(15 - 1 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)), 1/ Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25*SIZE, 0.5*SIZE, 0.5*SIZE) * ANGLES(RAD(-35), RAD(-25 + 2.5 * SIN(SINE / WALKSPEEDVALUE)), RAD(-55 + 2.5 * SIN(SINE / WALKSPEEDVALUE))) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25*SIZE, 0.5*SIZE, 0.5*SIZE) * ANGLES(RAD(-35), RAD(25 - 2.5 * SIN(SINE / WALKSPEEDVALUE)), RAD(55 - 2.5 * SIN(SINE / WALKSPEEDVALUE))) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE , -1*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 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 ~= "Detail" then
c.Material = "Fabric"
if c:FindFirstChildOfClass("ParticleEmitter") then
c:FindFirstChildOfClass("ParticleEmitter"):remove()
end
if c ~= Head then
c.Color = C3(0,0,0)
else
c.Color = C3(1,1,1)
end
if c == Head then
if c:FindFirstChild("face") then
c.face:remove()
end
end
elseif c.ClassName == "CharacterMesh" or c.ClassName == "Accessory" or c.Name == "Body Colors" then
c:remove()
elseif (c.ClassName == "Shirt" or c.ClassName == "Pants") and c.Name ~= "Cloth" then
c:remove()
end
end
sick.SoundId = "rbxassetid://"..SONG
sick.Looped = true
sick.Pitch = 1
sick.Volume = 5
sick.Parent = Torso
sick:Resume()
--sick.Playing = false
Humanoid.Name = "Pandora = "..Player.Name
endpandora FE

Universal