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Copy the script and paste it into your executor.
IsDead =
playerss = .Players.LocalPlayer.Character
Player=:().LocalPlayer
Character=Player.Character
hum = Character.Humanoid
LeftArm=Character[]
LeftLeg=Character[]
RightArm=Character[]
RightLeg=Character[]
Root=Character[]
Head=Character[]
Torso=Character[]
Neck=Torso[]
walking =
jumping =
allowgrassy =
zxc =
matte =
colori =
bigball =
attacking =
laughing =
running =
downpress =
taim =
change =
ws =
appi =
tauntdebounce =
position =
staybooming =
MseGuide =
levitate =
firsttime5 =
notallowedtransform =
settime =
firsttime2 =
sine =
t =
combo1 =
dgs =
combo2 =
firsttime3 =
combo3 =
bl = {,,}
colortable = {,}
colors = #colortable
blz = #bl
aces = {,,,}
ace = #aces
laughs = {,,,,,}
laugh = #laughs
mouse = Player:()
RunSrv = :()
RenderStepped = :().RenderStepped
removeuseless = :()
damageall={}
Repeater={}
Repeater2={}
magictable={}
nonmeshRepeater={}
nonmeshRepeater2={}
dmgii={}
DamageAll2={}
SlowlyFade={}
th1={}
lolzor={}
lolzor2={}
th2={}
keyYsize={}
blocktrail={}
keyYtransparency={}
th3={}
laughingtable={}
Extreme={}
ExtremeM={}
ExtremeM2={}
m3={}
th4={}
th5={}
UpMover={}
openshocktable={}
LessSize={}
ForwardMover={}
FadeIn={}
signtransparency={}
signmover={}
signrotator={}
FireBall = .(,LeftArm)
FireBall.SoundId =
FireBall.Volume =
FireBall.Pitch =
BigFireBall = .(,LeftArm)
BigFireBall.SoundId =
BigFireBall.Volume =
BigFireBall.Pitch =
HEADLERP = .()
HEADLERP.Parent = Head
HEADLERP.Part0 = Head
HEADLERP.Part1 = Head
HEADLERP.C0 = .(, -, -) * .(.(), .(), .())
TORSOLERP = .()
TORSOLERP.Parent = Root
TORSOLERP.Part0 = Torso
TORSOLERP.C0 = .(, , ) * .(.(), .(), .())
ROOTLERP = .()
ROOTLERP.Parent = Root
ROOTLERP.Part0 = Root
ROOTLERP.Part1 = Torso
ROOTLERP.C0 = .(, , ) * .(.(), .(), .())
RIGHTARMLERP = .()
RIGHTARMLERP.Parent = RightArm
RIGHTARMLERP.Part0 = RightArm
RIGHTARMLERP.Part1 = Torso
RIGHTARMLERP.C0 = .(-, , -) * .(.(), .(), .())
LEFTARMLERP = .()
LEFTARMLERP.Parent = LeftArm
LEFTARMLERP.Part0 = LeftArm
LEFTARMLERP.Part1 = Torso
LEFTARMLERP.C0 = .(, , -) * .(.(), .(), .())
RIGHTLEGLERP = .()
RIGHTLEGLERP.Parent = RightLeg
RIGHTLEGLERP.Part0 = RightLeg
RIGHTLEGLERP.Part1 = Torso
RIGHTLEGLERP.C0 = .(-, , ) * .(.(), .(), .())
LEFTLEGLERP = .()
LEFTLEGLERP.Parent = LeftLeg
LEFTLEGLERP.Part0 = LeftLeg
LEFTLEGLERP.Part1 = Torso
LEFTLEGLERP.C0 = .(, , ) * .(.(), .(), .())
(a, b)
weld = .(, a)
weld.Part0 = a
weld.Part1 = b
weld.C0 = a.CFrame:() * b.CFrame
weld
()
.(()
IsDead
i,v (blocktrail)
smke = .(,v)
smke.CFrame = v.CFrame * .(.(-,),.(-,),.(-,))
smke.Material =
smke.Anchored =
smke.CanCollide =
removeuseless:(smke,)
()
)()
(x, c, y, n)
so = .(, x)
so.SoundId = c
so.Volume = y
so.Looped = n
(PARENT,POSITION1,POSITION2,LIFETIME,COLOR)
A = .(, PARENT)
A.Position = POSITION1
A.Name =
B = .(, PARENT)
B.Position = POSITION2
B.Name =
tr1 = .(, PARENT)
tr1.Attachment0 = A
tr1.Attachment1 = B
tr1.Enabled =
tr1.Lifetime = LIFETIME
tr1.TextureMode =
tr1.LightInfluence =
tr1.Color = COLOR
tr1.Transparency = NumberSequence.(, )
()
damageall={}
Repeater={}
Repeater2={}
nonmeshRepeater={}
nonmeshRepeater2={}
dmgii={}
DamageAll2={}
SlowlyFade={}
th1={}
th2={}
th3={}
Extreme={}
ExtremeM={}
ExtremeM2={}
m3={}
th4={}
th5={}
UpMover={}
openshocktable={}
LessSize={}
ForwardMover={}
FadeIn={}
signtransparency={}
signmover={}
signrotator={}
(Radius,Position)
Returning = {}
_,v (:())
v~=Character v:() v:() v:()
v:()
Mag = (v.Torso.Position - Position).magnitude
Mag < Radius
.(Returning,v)
v:()
Mag = (v.UpperTorso.Position - Position).magnitude
Mag < Radius
.(Returning,v)
Returning
(num)
num == num ==
:().Stepped:()
i = , num
:().Stepped:()
doomtheme = .(, Torso)
doomtheme.Volume =
doomtheme.Name =
doomtheme.Looped =
doomtheme.SoundId =
doomtheme:()
Torso.ChildRemoved:((removed)
removed.Name ==
levitate
doomtheme = .(, Torso)
doomtheme.Volume =
doomtheme.Name =
doomtheme.Looped =
doomtheme.SoundId =
doomtheme:()
doomtheme.TimePosition =
doomtheme = .(, Torso)
doomtheme.Volume =
doomtheme.Name =
doomtheme.Looped =
doomtheme.SoundId =
doomtheme:()
)
leftlocation = .(,LeftArm)
leftlocation.Size = .(,,)
leftlocation.Transparency =
leftlocationweld = (leftlocation,LeftArm)
leftlocationweld.C0 = .(,,)
rightlocation = .(,RightArm)
rightlocation.Size = .(,,)
rightlocation.Transparency =
rightlocationweld = (rightlocation,RightArm)
rightlocationweld.C0 = .(,,)
(PARENT,ID,VOL,LOOP,REMOVE)
so = .()
so.Parent = PARENT
so.SoundId = ..ID
so.Volume = VOL
so.Looped = LOOP
so:()
removeuseless:(so,REMOVE)
mouse.KeyDown:((Press)
Press=Press:()
Press==
levitate
debounce
debounce =
attacking =
appi =
ws =
.(()
appi
IsDead
()
Root.Velocity.Magnitude < attacking ==
position =
)()
.(()
appi
IsDead
()
settime =
sine = sine + change
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(- + * .(sine/)),.(- + * .(sine/))), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,-),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, - + - * .(sine/), ) * .(.(),.(),.()),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/), ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, - * .(sine/), ) * .(.(), .(), .()), )
)()
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(, - + - * .(sine/), ) * .(.(),.(),.()),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/), ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, - * .(sine/), ) * .(.(), .(), .()), )
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,-),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,) * .(.(),.(),.()),)
()
(RightArm,,,,)
.(()
i = ,
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,-),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,) * .(.(),.(),.()),)
()
i = ,
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,-),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,) * .(.(),.(),.()),)
()
)()
shockwave = .(,Torso)
shockwave.Shape =
shockwave.Size = .(,,)
shockwave.BrickColor = BrickColor.()
shockwave.Material =
shockwave.CFrame = Torso.CFrame
shockwave.CanCollide =
shockwave.Anchored =
.(()
i = ,
shockwave.Size = shockwave.Size + .(,,)
shockwave.Transparency = shockwave.Transparency +
()
)()
(Torso,,,,)
.(()
i = ,
so.Volume = so.Volume +
()
)()
i = ,
wave = .(, Torso)
wave.Size = .(, , )
wave.Transparency =
wave.BrickColor = BrickColor.()
wave.Anchored =
wave.CanCollide =
wave.CFrame = Root.CFrame * .(, -, ) * .(.(), .(), .())
wavemesh = .(, wave)
wavemesh.MeshId =
wavemesh.Scale = .(, , )
.(th2,wave)
.(SlowlyFade,wave)
.(th5,wavemesh)
removeuseless:(wave,)
CardStorm = .(,Torso)
CardStorm.Size = .(,,)
CardStorm.CFrame = Root.CFrame * .(,,)
CardStorm.Anchored =
CardStormMesh = .(, CardStorm)
CardStormMesh.Scale = .(,,)
CardStormMesh.MeshId =
CardStormMesh.TextureId =
.(SlowlyFade,CardStorm)
.(m3,CardStormMesh)
.(th1,CardStorm)
removeuseless:(CardStorm,)
()
.(()
i = ,
so.Volume = so.Volume -
()
)()
()
ws =
()
attacking =
debounce =
appi =
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
levitate
debounce
attacking =
debounce =
damagedebounce =
clickdisallowance =
clickdebounce =
notallowed =
appi =
ws =
.(()
appi
IsDead
()
Root.Velocity.y > attacking ==
position =
Root.Velocity.y < - attacking ==
position =
Root.Velocity.Magnitude < attacking ==
position =
Root.Velocity.Magnitude > attacking ==
position =
)()
.(()
appi
IsDead
()
settime =
sine = sine + change
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,) * .(,,),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(.(), .(), .()), )
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.(),.()), )
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(-), .()), )
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-, , ) * .(.(), .(), .(-)), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.( - * .(sine/)),.( - * .(sine/))), )
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(-,,-),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, - + - * .(sine/), ) * .(.(),.(),.()),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.( - * .(sine/)),.( - * .(sine/))), )
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(-,,-),)
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(,,.() + Root.RotVelocity.Y/,.(*.(sine/))),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/)/, - .(sine/)/) * .(.() + -.(sine/)/, .()*.(sine/), .() + RightLeg.RotVelocity.Y / , .( * .(sine/))), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, + * .(sine/)/, + .(sine/)/) * .(.() - -.(sine/)/, .()*.(sine/), .() + LeftLeg.RotVelocity.Y / , .( * .(sine/))), )
)()
.(()
i = ,
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,) * .(.( - * .(sine/)),.( * .(sine/)),.(*.(sine/))), )
()
)()
haloh = .(, Torso)
haloh.Size = .(,,)
haloh.Anchored =
haloh.Transparency =
haloh.CanCollide =
halohweld = (haloh,Torso)
halohweld.C0 = .(,,)
n =
x =
tab={}
tab2={}
(Torso,,,,)
i = ,
n = n +
x = x +
halo = .(, Torso)
halo.Size = .(, , )
halo.Transparency =
halo.CanCollide =
halo.Material =
halo.BrickColor = BrickColor.()
halow = (halo,haloh)
halow.C0 = .(-,,) * .(.(),.(n),.())
.(FadeIn,halo)
.(tab,halow)
.(tab2,halo)
()
ws =
clickdisallowance =
.(()
g1 = .(, Root)
g1.D =
g1.P =
g1.MaxTorque = .(,,)
notallowed
IsDead
ROOTLERP.C0 = ROOTLERP.C0:(.(, -, ) * .(.(), .(), .()), )
g1.CFrame = g1.CFrame:(.(Root.Position,mouse.Hit.p),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .(), .()), )
()
)()
.(()
mouse.Button1Down:(()
clickdisallowance
clickdebounce
()
clickdebounce =
notallowed =
)
)()
notallowed
IsDead
i,v (tab)
v.C0 = v.C0 * .(.(),.( + ),.())
()
appi =
ws =
i = ,
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
ROOTLERP.C0 = ROOTLERP.C0:(.(, -, ) * .(.(), .(), .()), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .(), .()), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(-, , ) * .(,,),)
()
i,v (tab)
v:()
i,v (tab2)
removeuseless:(v,)
(v,.(,,),.(-,,),,ColorSequence.(BrickColor.().Color,BrickColor.().Color))
BodyGyro=.(,v)
BodyGyro.maxTorque=.(.huge,.huge,.huge)
BodyGyro.P=
removeuseless:(BodyGyro,)
PB2 = .(, v)
PB2.MaxForce = .(, , )
v.CFrame = .(v.Position,mouse.Hit.p)
PB2.Velocity = v.CFrame.lookVector *
(Torso,,,,)
i,v (tab2)
v.Touched:((hit)
hit.Parent:()
hit.Parent:()
hit.Parent.Name == .Players.LocalPlayer.Name
hit.Parent:()
damagedebounce ==
damagedebounce =
Slachtoffer = hit.Parent:()
tor = hit.Parent:() hit.Parent:()
(tor,,,,)
()
damagedebounce =
)
i = ,
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
ROOTLERP.C0 = ROOTLERP.C0:(.(, -, ) * .(.(), .(-), .()), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,) * .(,,),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .(-), .()), )
()
()
g1:()
haloh:()
attacking =
debounce =
damagedebounce =
clickdebounce =
appi =
ws =
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
levitate
debounce
clickdisallowance =
clickdebounce =
debounce =
attacking =
appi =
ws =
.(()
appi
IsDead
()
Root.Velocity.y > attacking ==
position =
Root.Velocity.y < - attacking ==
position =
Root.Velocity.Magnitude < attacking ==
position =
Root.Velocity.Magnitude > attacking ==
position =
)()
.(()
appi
IsDead
()
settime =
sine = sine + change
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,) * .(,,),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(.(), .(), .()), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(-),.(-)), )
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(-), .()), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(- + * .(sine/)),.(- + * .(sine/))), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,-),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, - + - * .(sine/), ) * .(.(),.(),.()),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/), ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, - * .(sine/), ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(- + * .(sine/)),.(- + * .(sine/))), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,-),)
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(,,.() + Root.RotVelocity.Y/,.(*.(sine/))),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/)/, - .(sine/)/) * .(.() + -.(sine/)/, .()*.(sine/), .() + RightLeg.RotVelocity.Y / , .( * .(sine/))), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, + * .(sine/)/, + .(sine/)/) * .(.() - -.(sine/)/, .()*.(sine/), .() + LeftLeg.RotVelocity.Y / , .( * .(sine/))), )
)()
bigcard = .(,Torso)
bigcard.Material =
bigcard.Transparency =
bigcard.BrickColor = BrickColor.()
bigcard.Size = .(, , )
bigcard.CFrame = Root.CFrame * .(,,)
bigcard.Anchored =
(bigcard,,,,)
ace = aces[.(,#aces)]
acer = .(,bigcard)
acer.Texture = ..ace
acer.Transparency =
acer.Face =
ace2 = acer:()
ace2.Parent = bigcard
ace2.Face =
.(FadeIn,acer)
.(FadeIn,ace2)
.(FadeIn,bigcard)
i = ,
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,-),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,) * .(.(),.(),.()),)
()
ws =
g1 = .(, Root)
g1.D =
g1.P =
g1.MaxTorque = .(,,)
clickdisallowance =
.(()
mouse.Button1Down:(()
clickdisallowance
clickdebounce
()
clickdebounce =
)
)()
clickdebounce
IsDead
g1.CFrame = g1.CFrame:(.(Root.Position,mouse.Hit.p),)
bigcard.CFrame = Root.CFrame * .(,,)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,) * .(.(),.( + *.(sine/)),.( - *.(sine/))),)
()
g1:()
ws =
i = ,
bigcard.CFrame = bigcard.CFrame:(Root.CFrame * .(,,) * .(.(),,),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,) * .(.(),.(),.()),)
()
locationpart = .(,bigcard)
locationpart.Size = .(,,)
locationpart.Transparency =
locationpart.CanCollide =
locationpart.Anchored =
locationpart.CFrame = Root.CFrame * .(,-,-)
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(locationpart.Position)
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
removeuseless:(shockwave,)
shockwave2 = .(, Torso)
shockwave2.Size = .(,,)
shockwave2.CanCollide =
shockwave2.Anchored =
shockwave2.Transparency =
shockwave2.BrickColor = BrickColor.()
shockwave2.CFrame = .(locationpart.Position)
shockwavemesh2 = .(, shockwave2)
shockwavemesh2.Scale = .(,,)
shockwavemesh2.MeshId =
removeuseless:(shockwave2,)
shockwave3 = .(, Torso)
shockwave3.Size = .(,,)
shockwave3.CanCollide =
shockwave3.Anchored =
shockwave3.Transparency =
shockwave3.BrickColor = BrickColor.()
shockwave3.CFrame = .(locationpart.Position)
shockwavemesh3 = .(, shockwave3)
shockwavemesh3.Scale = .(,,)
shockwavemesh3.MeshId =
removeuseless:(shockwave3,)
shockwave4 = .(, Torso)
shockwave4.Size = .(,,)
shockwave4.CanCollide =
shockwave4.Anchored =
shockwave4.Transparency =
shockwave4.BrickColor = BrickColor.()
shockwave4.CFrame = .(locationpart.Position)
shockwavemesh4 = .(, shockwave4)
shockwavemesh4.Scale = .(,,)
shockwavemesh4.MeshId =
removeuseless:(shockwave4,)
.(()
i = ,
shockwave.CFrame = shockwave.CFrame * .(,.(+),)
shockwavemesh.Scale = shockwavemesh.Scale + .(,,)
shockwave.Transparency = shockwave.Transparency +
shockwave2.CFrame = shockwave2.CFrame * .(,.(+),)
shockwavemesh2.Scale = shockwavemesh2.Scale + .(,,)
shockwave2.Transparency = shockwave2.Transparency +
shockwave3.CFrame = shockwave3.CFrame * .(,.(+),)
shockwavemesh3.Scale = shockwavemesh3.Scale + .(,,)
shockwave3.Transparency = shockwave3.Transparency +
shockwave4.CFrame = shockwave3.CFrame * .(,.(+),)
shockwavemesh4.Scale = shockwavemesh3.Scale + .(,,)
shockwave4.Transparency = shockwave3.Transparency +
()
)()
(locationpart,,,,)
i = ,
bigcard.CFrame = bigcard.CFrame:(Root.CFrame * .(,-,-) * .(.(),,),)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,) * .(,,),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-, , ) * .(.(-), .(), .()), )
()
i = ,
bigcard.Transparency = bigcard.Transparency +
acer.Transparency = acer.Transparency +
ace2.Transparency = ace2.Transparency +
()
attacking =
debounce =
appi =
clickdisallowance =
clickdebounce =
ws =
bigcard:()
()
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
levitate
mouse.Target ~=
debounce
debounce =
attacking =
appi =
ws =
appi =
.(()
appi
IsDead
()
Root.Velocity.y > attacking ==
position =
Root.Velocity.y < - attacking ==
position =
Root.Velocity.Magnitude < attacking ==
position =
Root.Velocity.Magnitude > attacking ==
position =
)()
.(()
appi
IsDead
()
settime =
sine = sine + change
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,) * .(,,),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(.(), .(), .()), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(-),.(-)), )
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(-), .()), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(- + * .(sine/)),.(- + * .(sine/))), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,-),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, - + - * .(sine/), ) * .(.(),.(),.()),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/), ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, - * .(sine/), ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(- + * .(sine/)),.(- + * .(sine/))), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,-),)
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(,,.() + Root.RotVelocity.Y/,.(*.(sine/))),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/)/, - .(sine/)/) * .(.() + -.(sine/)/, .()*.(sine/), .() + RightLeg.RotVelocity.Y / , .( * .(sine/))), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, + * .(sine/)/, + .(sine/)/) * .(.() - -.(sine/)/, .()*.(sine/), .() + LeftLeg.RotVelocity.Y / , .( * .(sine/))), )
)()
g1 = .(, Root)
g1.D =
g1.P =
g1.MaxTorque = .(,,)
g1.CFrame = .(Root.Position,mouse.Hit.p)
i = ,
g1.CFrame = g1.CFrame:(.(Root.Position,mouse.Hit.p),)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,-),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,) * .(.(),.(),.()),)
()
cardportal = .(, Torso)
cardportal.Size = .(, , )
cardportal.Material =
cardportal.BrickColor = BrickColor.()
cardportal.Transparency =
cardportal.Anchored =
cardportal.CanCollide =
cardportalMESH = .(, cardportal)
cardportalMESH.MeshType =
cardportalMESH.Scale = .(,,)
cardportal.CFrame = .(mouse.Hit.p) * .(.(),.(),.())
i = ,
cardportalMESH.Scale = cardportalMESH.Scale + .(,,)
()
bigzcard = .(,Torso)
bigzcard.Material =
bigzcard.Transparency =
bigzcard.BrickColor = BrickColor.()
bigzcard.Size = .(, , )
bigzcard.CFrame = cardportal.CFrame * .(-,,) * .(.(),.(),.())
bigzcard.Anchored =
(bigzcard,,,,)
acer = .(,bigzcard)
acer.Texture =
acer.Transparency =
acer.Face =
ace2 = acer:()
ace2.Parent = bigzcard
ace2.Face =
spinning =
.(()
spinning
IsDead
bigzcard.CFrame = bigzcard.CFrame * .(,.(+),)
()
)()
i = ,
bigzcard.CFrame = bigzcard.CFrame * .(,-,)
()
.(()
i = ,
cardportalMESH.Scale = cardportalMESH.Scale - .(,,)
()
cardportal:()
)()
()
ace3 = .(,bigzcard)
ace3.Texture =
ace3.Transparency =
ace3.Face =
ace4 = ace3:()
ace4.Parent = bigzcard
ace4.Face =
bigzcard2 = .(,Torso)
bigzcard2.Material =
bigzcard2.Transparency =
bigzcard2.BrickColor = BrickColor.()
bigzcard2.Size = .(, , )
bigzcard2.CFrame = bigzcard.CFrame
bigzcard2.CanCollide =
bigzcard2.Anchored =
.(()
spinning
IsDead
bigzcard2.CFrame = bigzcard2.CFrame * .(,.(+),)
()
)()
blz = bl[.(,#bl)]
woos = .(,Torso)
woos.SoundId = ..blz
woos.Volume =
woos:()
i = ,
bigzcard2.Transparency = bigzcard2.Transparency -
bigzcard.Transparency = bigzcard.Transparency +
ace3.Transparency = ace3.Transparency -
ace4.Transparency = ace4.Transparency -
acer.Transparency = acer.Transparency +
ace2.Transparency = ace2.Transparency +
()
ace3.Parent = bigzcard2
ace3.Face =
ace4.Parent = bigzcard2
ace4.Face =
bigzcard:()
spinning =
blackholeactive =
.(()
blackhole={}
orbzfade={}
i = ,
orbz = .(, Torso)
orbz.Shape =
orbz.Material =
orbz.BrickColor = BrickColor.()
orbz.Size = .(,,)
orbz.Anchored =
orbz.CanCollide =
removeuseless:(orbz,)
orbz.CFrame = bigzcard2.CFrame * .(.(-,),.(-,),.(-,)) * .(.(-,),.(-,),.(-,))
.(blackhole,orbz)
.(orbzfade,orbz)
i,v (blackhole)
v.CFrame = v.CFrame:(.(bigzcard2.Position),)
i,v (orbzfade)
v.Transparency = v.Transparency +
()
)()
.(()
blackholeactive
IsDead
Hit = (,bigzcard2.Position)
_,v (Hit)
.(()
()
blackholeactive ==
)()
torso = v:() v:()
torso.CFrame = torso.CFrame:(.(bigzcard2.Position),)
()
)()
i = ,
bigzcard2.CFrame = bigzcard2.CFrame * .(,.(+),)
cataclysmics = .(, Torso)
cataclysmics.Shape =
cataclysmics.Material =
cataclysmics.BrickColor = BrickColor.()
cataclysmics.Size = .(,,)
cataclysmics.Transparency =
cataclysmics.Anchored =
cataclysmics.CanCollide =
cataclysmics.CFrame = .(bigzcard2.Position)
.(LessSize,cataclysmics)
.(keyYtransparency,cataclysmics)
removeuseless:(cataclysmics,)
()
.(()
i = ,
i,v (orbzfade)
v.Transparency = v.Transparency +
()
)()
explosiontable={}
ringtable={}
ringtable2={}
soundboks = .(,Torso)
soundboks.CanCollide =
soundboks.Anchored =
soundboks.Transparency =
soundboks.CFrame = bigzcard2.CFrame
removeuseless:(soundboks,)
(soundboks,,,,)
blackholeactive =
bigzcard2:()
Hit = (,soundboks.Position)
.(()
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(soundboks.Position) * .(,-,)
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
shockwave2 = .(, Torso)
shockwave2.Size = .(,,)
shockwave2.CanCollide =
shockwave2.Anchored =
shockwave2.Transparency =
shockwave2.BrickColor = BrickColor.()
shockwave2.CFrame = .(soundboks.Position) * .(,-,)
shockwavemesh2 = .(, shockwave2)
shockwavemesh2.Scale = .(,,)
shockwavemesh2.MeshId =
i = ,
shockwave.CFrame = shockwave.CFrame * .(,.(+),)
shockwave2.CFrame = shockwave2.CFrame * .(,.(+),)
shockwave.Transparency = shockwave.Transparency +
shockwave2.Transparency = shockwave2.Transparency +
shockwavemesh.Scale = shockwavemesh.Scale + .(,,)
shockwavemesh2.Scale = shockwavemesh2.Scale + .(,,)
()
shockwave:()
shockwave2:()
)()
i = ,
explosion = .(, Torso)
explosion.Shape =
explosion.Size = .(,,)
explosion.Transparency =
explosion.CanCollide =
explosion.Anchored =
explosion.BrickColor = BrickColor.()
explosion.Material =
explosion.CFrame = .(bigzcard2.Position)
.(ExtremeM,explosion)
.(SlowlyFade,explosion)
removeuseless:(explosion,)
ring = .(, Torso)
ring.Size = .(, , )
ring.Transparency =
ring.BrickColor = BrickColor.()
ring.Anchored =
ring.CanCollide =
ring.CFrame = bigzcard2.CFrame * .(.(.(-,)), .(.(-,)), .(.(-,)))
ringh = .(, ring)
ringh.MeshId =
ringh.Scale = .(, , )
.(keyYsize,ringh)
.(keyYtransparency,ring)
removeuseless:(ring,)
()
()
()
keyYsize={}
keyYtransparency={}
blackholev =
appi =
g1:()
ws =
attacking =
debounce =
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
levitate
tauntdebounce
tauntdebounce =
laughing =
.(()
laughing
IsDead
b1 = .(,Head)
b1.Size = .(,,,)
b1.StudsOffset = .(,,)
b1.Name =
b1.AlwaysOnTop =
b1.Adornee = Head
removeuseless:(b1,)
b2 = .(,b1)
b2.BackgroundTransparency =
b2.Text =
b2.Font =
b2.TextSize =
b2.Name =
b2.TextStrokeTransparency =
b2.TextColor3 = BrickColor.().Color
b2.TextStrokeColor3 = .(,,)
b2.Size = .(,,,)
.(laughingtable,b2)
removeuseless:(b1,)
.(()
zxc
zxc =
IsDead
()
i,v (Head:())
v.Name ==
v.StudsOffset = v.StudsOffset + .(.(-,),,.(-,))
i,v (laughingtable)
v.TextTransparency = v.TextTransparency +
v.TextStrokeTransparency = v.TextStrokeTransparency +
v.TextSize = v.TextSize +
v.Rotation = v.Rotation +
)()
()
)()
laugh = laughs[.(,#laughs)]
laughy = .(,Head)
laughy.SoundId = ..laugh
laughy.Volume =
laughy:()
()
(laughy.TimeLength)
laughing =
laughy:()
tauntdebounce =
mouse.Target ~=
debounce
attacking =
tps = .(, Torso)
tps.Volume =
tps.SoundId =
tps:()
removeuseless:(tps,)
g1 = .(, Root)
g1.D =
g1.P =
g1.MaxTorque = .(,,)
g1.CFrame = .(Root.Position,mouse.Hit.p)
removeuseless:(g1,)
Root.CFrame = .(mouse.Hit.p) * .(,,)
()
attacking =
debounce =
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
levitate
mouse.Target ~= mouse.Target.Parent ~= Character mouse.Target.Parent.Parent ~= Character mouse.Target.Parent:() ~= mouse.Target.Parent:().Health ~=
debounce
debounce =
attacking =
appi =
ws =
.(()
appi
IsDead
()
Root.Velocity.y > attacking ==
position =
Root.Velocity.y < - attacking ==
position =
Root.Velocity.Magnitude < attacking ==
position =
Root.Velocity.Magnitude > attacking ==
position =
)()
.(()
appi
IsDead
()
settime =
sine = sine + change
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,) * .(,,),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(.(), .(), .()), )
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.(),.()), )
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(-), .()), )
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-, , ) * .(.(), .(), .(-)), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.( - * .(sine/)),.( - * .(sine/))), )
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(-,,-),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.( - * .(sine/)),.( - * .(sine/))), )
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(-,,-),)
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(,,.() + Root.RotVelocity.Y/,.(*.(sine/))),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/)/, - .(sine/)/) * .(.() + -.(sine/)/, .()*.(sine/), .() + RightLeg.RotVelocity.Y / , .( * .(sine/))), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, + * .(sine/)/, + .(sine/)/) * .(.() - -.(sine/)/, .()*.(sine/), .() + LeftLeg.RotVelocity.Y / , .( * .(sine/))), )
)()
enemyhum = mouse.Target.Parent:()
ETorso = enemyhum.Parent:() enemyhum.Parent:()
EHead = enemyhum.Parent:()
g1 = .(, Root)
g1.D =
g1.P =
g1.MaxTorque = .(,,)
brick = .(,Torso)
brick.Anchored =
brick.CanCollide =
brick.Material =
brick.Transparency =
brick.BrickColor = BrickColor.()
brick.Size = .(,,)
brick.CFrame = Root.CFrame * .(.(-,),-,.(-,))
(brick,,,,)
ace = aces[.(,#aces)]
acer = .(,brick)
acer.Texture =
acer.Transparency =
acer.Face =
.(()
i = ,
g1.CFrame = g1.CFrame:(.(Root.Position,ETorso.Position),)
brick.Transparency = brick.Transparency -
acer.Transparency = acer.Transparency -
()
)()
ETorso.Anchored =
EHead.Anchored =
i = ,
()
g1.CFrame = g1.CFrame:(.(Root.Position,ETorso.Position),)
ROOTLERP.C0 = ROOTLERP.C0:(.(,-,) * .(,,),)
LEFTARMLERP.C1 = .(,,) * .(,,)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .(), .()), )
brick.CFrame = brick.CFrame:(.(ETorso.Position) * .(,-,) * .(,.(+),),)
(brick,,,,)
.(()
i = ,
g1.CFrame = g1.CFrame:(.(Root.Position,ETorso.Position),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .(), .()), )
()
)()
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = .(brick.Position)
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
removeuseless:(shockwave,)
shockwave2 = .(, Torso)
shockwave2.Size = .(,,)
shockwave2.CanCollide =
shockwave2.Anchored =
shockwave2.Transparency =
shockwave2.BrickColor = BrickColor.()
shockwave2.CFrame = .(brick.Position)
shockwavemesh2 = .(, shockwave2)
shockwavemesh2.Scale = .(,,)
shockwavemesh2.MeshId =
removeuseless:(shockwave2,)
i = ,
()
shockwavemesh.Scale = shockwavemesh.Scale + .(,,)
shockwave.CFrame = shockwave.CFrame * .(,.(+),)
shockwave.Transparency = shockwave.Transparency +
shockwavemesh2.Scale = shockwavemesh2.Scale + .(,,)
shockwave2.CFrame = shockwave2.CFrame * .(,.(+),)
shockwave2.Transparency = shockwave2.Transparency +
EHead.CFrame = EHead.CFrame * .(,-,)
ETorso.CFrame = ETorso.CFrame * .(,-,)
i = ,
brick.Size = brick.Size + .(,,)
()
n =
(brick,,,,)
i = ,
n = n +
brick.Transparency = brick.Transparency +
acer.Transparency = acer.Transparency +
brick.CFrame = brick.CFrame * .(,.(n),)
brick.Size = brick.Size - .(,,)
()
ws =
brick:()
enemyhum.Parent:()
attacking =
removeuseless:(g1,)
debounce =
appi =
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
levitate
blocking
blockedoff
clickallowance =
appi =
attacking =
blocking =
throwing =
ws =
n =
blockcard.CanCollide =
i = ,
n = n +
blockcard.CFrame = Root.CFrame * .(,,-) * .(,.(n),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, -, ) * .(.(), .(), .()), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .(), .()), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(-, , ) * .(,,),)
()
blockcard.CFrame = Root.CFrame * .(,,- + -) * .(,,)
blockcard.CanCollide =
locater1 = .(,blockcard)
locater1.Size = .(,,)
locater1.CanCollide =
locater1.Anchored =
locater1.Transparency =
locater2 = .(,blockcard)
locater2.Size = .(,,)
locater2.CanCollide =
locater2.Transparency =
locater2.Anchored =
locater3 = .(,blockcard)
locater3.Size = .(,,)
locater3.Transparency =
locater3.CFrame = blockcard.CFrame * .(.(),,)
locater3.CanCollide =
locater3.Anchored =
fushfush = .(,blockcard)
fushfush.SoundId =
fushfush.Volume =
fushfush:()
boosh:()
.(()
n =
i = ,
n = n +
shockwave = .(, Torso)
shockwave.Size = .(,,)
shockwave.CanCollide =
shockwave.Anchored =
shockwave.Transparency =
shockwave.BrickColor = BrickColor.()
shockwave.CFrame = locater3.CFrame
shockwavemesh = .(, shockwave)
shockwavemesh.Scale = .(,,)
shockwavemesh.MeshId =
shockwave.CFrame = locater3.CFrame * .(.(),.(),)
removeuseless:(shockwave,)
.(lolzor2,shockwave)
i,v (lolzor2)
v.Transparency = v.Transparency +
v.CFrame = v.CFrame * .(.(),.(n),)
()
)()
i = ,
ROOTLERP.C0 = ROOTLERP.C0:(.(, -, ) * .(.(), .(-), .()), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,) * .(,,),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .(-), .()), )
fushfush.Volume = fushfush.Volume -
Hit = (,blockcard.Position)
locater1.CFrame = blockcard.CFrame * .(-,-,)
locater3.CFrame = blockcard.CFrame * .(,,-) * .(.(),,)
locater2.CFrame = blockcard.CFrame * .(,-,)
grassblocks = .(,Torso)
grassblocks.Size = .(,,)
grassblocks.Material =
grassblocks.Anchored =
grassblocks.BrickColor = BrickColor.()
grassblocks.CFrame = locater1.CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
removeuseless:(grassblocks,)
grassblocks2 = .(,Torso)
grassblocks2.Size = .(,,)
grassblocks2.Material =
grassblocks2.Anchored =
grassblocks2.BrickColor = BrickColor.()
grassblocks2.CFrame = locater2.CFrame * .(.(.(-,)),.(.(-,)),.(.(-,)))
removeuseless:(grassblocks2,)
blockcardshadow = .(,Torso)
blockcardshadow.Transparency =
blockcardshadow.Anchored =
blockcardshadow.Material =
blockcardshadow.BrickColor = BrickColor.()
blockcardshadow.Size = .(, , )
blockcardshadow.CanCollide =
blockcardshadow.CFrame = blockcard.CFrame
removeuseless:(blockcardshadow,)
.(lolzor,blockcardshadow)
i,v (lolzor)
v.Transparency = v.Transparency +
blockcard.CFrame = blockcard.CFrame * .(,,-)
()
blockcard.Name =
i = ,
blockcard.CFrame = blockcard.CFrame * .(,,-)
blockcard.Transparency = blockcard.Transparency +
acer.Transparency = blockcard.Transparency
ace2.Transparency = blockcard.Transparency
i,v (lolzor)
v.Transparency = v.Transparency +
i,v (lolzor2)
v.Transparency = v.Transparency +
()
lolzor={}
lolzor2={}
attacking =
debounce =
blocking =
throwing =
fushfush:()
clickallowance =
appi =
blockcard:()
g1:()
ws =
debounce
throwing
debounce =
ws =
attacking =
blocking =
boosh = .(,)
boosh.SoundId =
boosh.Volume =
appi =
.(()
appi
IsDead
()
Root.Velocity.y > attacking ==
position =
Root.Velocity.y < - attacking ==
position =
Root.Velocity.Magnitude < attacking ==
position =
Root.Velocity.Magnitude > attacking ==
position =
)()
.(()
appi
IsDead
()
settime =
sine = sine + change
position == attacking == appi ==
change =
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:(.(,,) * .(,,),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(.(), .(), .()), )
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.(),.()), )
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == "Falling2" and attacking == true and appi == true then
change = 1
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.1)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.4)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.5, 2, 0) * CFrame.Angles(math.rad(8), math.rad(4), math.rad(0)), 0.2)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 1.0, .9) * CFrame.Angles(math.rad(14), math.rad(-4), math.rad(0)), 0.2)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.6, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-20)), 0.2)
elseif position == "Idle2" and attacking == true and appi == true then
change = .4
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.1)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5,.6,-.5) * CFrame.Angles(math.rad(32),math.rad(5 - 1 * math.sin(sine/12)),math.rad(40 - 2 * math.sin(sine/12))), 0.3)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(-.2,1.2,-.3),.3)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.3, 2, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.3)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.3, 2.0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(10)), 0.3)
elseif position == "Walking2" and attacking == true and appi == true then
change = .8
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.1)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5,.6,-.5) * CFrame.Angles(math.rad(32),math.rad(5 - 1 * math.sin(sine/12)),math.rad(40 - 2 * math.sin(sine/12))), 0.3)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(-.2,1.2,-.3),.3)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,math.rad(0) + Root.RotVelocity.Y/30,math.cos(25*math.cos(sine/8))),.3)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.5, 1.92 - 0.35 * math.cos(sine/8)/2.8, 0.2 - math.sin(sine/8)/3.4) * CFrame.Angles(math.rad(10) + -math.sin(sine/8)/2.3, math.rad(0)*math.cos(sine/1), math.rad(0)), 0.3)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 1.92 + 0.35 * math.cos(sine/8)/2.8, 0.2 + math.sin(sine/8)/3.4) * CFrame.Angles(math.rad(10) - -math.sin(sine/8)/2.3, math.rad(0)*math.cos(sine/1), math.rad(0)), 0.3)
end
end
end)()
blockcard = Instance.new("Part",Torso)
blockcard.Material = "Neon"
blockcard.Transparency = 1
blockcard.BrickColor = BrickColor.new("White")
blockcard.Size = Vector3.new(8, 13, 0.3)
blockcard.CFrame = Root.CFrame * CFrame.new(0,2,-5)
blockcard.Anchored = true
boosh.Parent = blockcard
SOUND(blockcard,236989198,6,false,1)
ace = aces[math.random(1,#aces)]
acer = Instance.new("Decal",blockcard)
acer.Texture = "rbxassetid://"..ace
acer.Transparency = 1
acer.Face = "Front"
ace2 = acer:Clone()
ace2.Parent = blockcard
ace2.Face = "Back"
coroutine.wrap(function()
for i = 1, 20 do
blockcard.Transparency = blockcard.Transparency - 0.05
acer.Transparency = blockcard.Transparency
ace2.Transparency = blockcard.Transparency
swait()
end
clickallowance = true
end)()
g1 = Instance.new("BodyGyro", Root)
g1.D = 175
g1.P = 20000
g1.MaxTorque = Vector3.new(0,9000,0)
coroutine.wrap(function()
while blocking do
if IsDead then break end
if not blockedoff then
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,-.2, 0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)),.3)
blockcard.CFrame = Root.CFrame * CFrame.new(0,3,-5)
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.2)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(0,0,0)*CFrame.Angles(0,0,0),.3)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1, 1.35, 0.4) * CFrame.Angles(math.rad(-90 - 2 * math.sin(sine/12)), math.rad(3), math.rad(4)), 0.3)
end
swait()
end
end)()
wait(1)
mouse.Button1Down:connect(function()
if throwing then return end
if not clickallowance then return end
clickallowance = false
blockedoff = true
ws = 0
for i = 1, 15 do
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, -.2, 0) * CFrame.Angles(math.rad(0), math.rad(25), math.rad(0)), 0.3)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1, 1.35, 0.4) * CFrame.Angles(math.rad(-50 - 2 * math.sin(sine/12)), math.rad(12), math.rad(9)), 0.3)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(-.65, .6, 1) * CFrame.Angles(0,0,0),.3)
swait()
end
boosh:Play()
hitdebounce = false
blockcard.Touched:connect(function(hit)
if hit.Parent:IsA("Part") then
elseif hit.Parent:IsA("SpecialMesh") then
elseif hit.Parent.Name == game.Players.LocalPlayer.Name then
elseif hit.Parent:findFirstChildOfClass("Humanoid") then
for i,v in pairs(hit.Parent:GetChildren()) do
Slachtoffer = v.Parent:FindFirstChildOfClass("Humanoid")
if hitdebounce then return end
hitdebounce = true
end
end
end)
for i = 1, 10 do
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, -.2, 0) * CFrame.Angles(math.rad(0), math.rad(-20), math.rad(0)), 0.3)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.3)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1, 1.35, 0.4) * CFrame.Angles(math.rad(-90 - 2 * math.sin(sine/12)), math.rad(-20), math.rad(4)), 0.3)
blockcard.CFrame = blockcard.CFrame * CFrame.new(0,0,0-1)
swait()
end
for i = 1, 10 do
blockcard.CFrame = blockcard.CFrame * CFrame.new(0,0,0+1)
swait()
end
hitdebounce = true
ws = 10
clickallowance = true
blockedoff = false
end)
end
end
end)
mouse.KeyDown:connect(function(Press)
Press=Press:lower()
if Press=='f' then
if debounce then return end
if notallowedtransform then return end
debounce = true
if levitate then
levitate = false
blastwave = Instance.new("Part",Torso)
blastwave.CFrame = Torso.CFrame
blastwave.Anchored = true
blastwave.Material = "Neon"
blastwave.CanCollide = false
blastwave.Shape = "Ball"
blastwave.Size = Vector3.new(3,3,3)
coroutine.wrap(function()
for i = 1, 20 do
levitatewave.Transparency = levitatewave.Transparency + 0.05
levitatewave2.Transparency = levitatewave2.Transparency + 0.05
blastwave.Size = blastwave.Size + Vector3.new(2,2,2)
blastwave.Transparency = blastwave.Transparency + 0.05
swait()
end
blastwave:Remove()
levitatewave2:Remove()
levitatewave:Remove()
end)()
ws = 10
notallowedtransform = true
attacking = true
coroutine.wrap(function()
for i = 1, 10 do
for i,v in pairs(LeftArm:GetChildren()) do if v.Name == lmagic.Name then
v.Transparency = v.Transparency + 0.1
end
end
for i,v in pairs(RightArm:GetChildren()) do if v.Name == rmagic.Name then
v.Transparency = v.Transparency + 0.1
end
end
wait()
end
end)()
doomtheme.SoundId = "rbxassetid://1843358057"
hum.HipHeight = 0
ws = 10
debounce = false
attacking = false
coroutine.wrap(function()
wait(3)
notallowedtransform = false
end)()
else
ws = 50
notallowedtransform = true
levitate = true
ws = 50
mnb = 0
levitatewave = Instance.new("Part", Torso)
levitatewave.Size = Vector3.new(1,1,1)
levitatewave.CanCollide = false
levitatewave.Anchored = true
levitatewave.Transparency = .5
levitatewave.BrickColor = BrickColor.new("Really black")
levitatewave.CFrame = CFrame.new(Root.Position) * CFrame.new(0,-5,0)
levitatewavemesh = Instance.new("SpecialMesh", levitatewave)
levitatewavemesh.Scale = Vector3.new(2.5,.3,2.5)
levitatewavemesh.MeshId = "rbxassetid://20329976"
levitatewave2 = Instance.new("Part", Torso)
levitatewave2.Size = Vector3.new(1,1,1)
levitatewave2.CanCollide = false
levitatewave2.Anchored = true
levitatewave2.Transparency = .5
levitatewave2.BrickColor = BrickColor.new("Really red")
levitatewave2.CFrame = CFrame.new(Root.Position) * CFrame.new(0,-5,0)
levitatewavemesh2 = Instance.new("SpecialMesh", levitatewave2)
levitatewavemesh2.Scale = Vector3.new(2,.4,2)
levitatewavemesh2.MeshId = "rbxassetid://20329976"
blastwave = Instance.new("Part",Torso)
blastwave.CFrame = Torso.CFrame
blastwave.Anchored = true
blastwave.Material = "Neon"
blastwave.CanCollide = false
blastwave.Shape = "Ball"
blastwave.Size = Vector3.new(3,3,3)
coroutine.wrap(function()
for i = 1, 20 do
blastwave.Size = blastwave.Size + Vector3.new(2,2,2)
blastwave.Transparency = blastwave.Transparency + 0.05
swait()
end
blastwave:Remove()
end)()
coroutine.wrap(function()
while levitate do
if IsDead then break end
mnb = mnb + 15
levitatewave.CFrame = CFrame.new(Root.Position) * CFrame.new(0,-6 + .5 * math.sin(sine/9),0) * CFrame.Angles(0,math.rad(mnb),0)
levitatewave2.CFrame = CFrame.new(Root.Position) * CFrame.new(0,-6 + .5 * math.sin(sine/9),0) * CFrame.Angles(0,math.rad(mnb),0)
colors = colortable[math.random(1,#colortable)]
lmagic = Instance.new("Part",LeftArm)
lmagic.Material = "Neon"
lmagic.CanCollide = false
lmagic.Anchored = true
lmagic.BrickColor = BrickColor.new(colors)
lmagic.Size = Vector3.new(1,1,1)
lmagic.CFrame = leftlocation.CFrame * CFrame.Angles(math.random(-180,180),math.random(-180,180),math.random(-180,180))
removeuseless:AddItem(lmagic,2)
rmagic = Instance.new("Part",RightArm)
rmagic.Material = "Neon"
rmagic.CanCollide = false
rmagic.Anchored = true
rmagic.BrickColor = BrickColor.new(colors)
rmagic.Size = Vector3.new(1,1,1)
rmagic.CFrame = rightlocation.CFrame * CFrame.Angles(math.random(-180,180),math.random(-180,180),math.random(-180,180))
removeuseless:AddItem(rmagic,2)
for i,v in pairs(LeftArm:GetChildren()) do if v.Name == lmagic.Name then
v.Transparency = v.Transparency + 0.05
end
end
for i,v in pairs(RightArm:GetChildren()) do if v.Name == rmagic.Name then
v.Transparency = v.Transparency + 0.05
end
end
swait()
end
end)()
doomtheme.SoundId = "rbxassetid://1382488262"
doomtheme:Play()
doomtheme.Volume = 2
doomtheme.TimePosition = 20.7
coroutine.wrap(function()
while levitate do
if IsDead then break end
hum.HipHeight = 3 - .5 * math.sin(sine/9)
swait()
end
end)()
attacking = false
debounce = false
coroutine.wrap(function()
wait(3)
notallowedtransform = false
end)()
end
end
end)
mouse.KeyDown:connect(function(Press)
Press=Press:lower()
if Press=='.' then
hum.Parent:BreakJoints()
end
end)
checks1 = coroutine.wrap(function() -------Checks
while true do
if IsDead then break end
if Root.Velocity.y > 1 and levitate == false then
position = "Jump"
elseif Root.Velocity.y < -1 and levitate == false then
position = "Falling"
elseif Root.Velocity.Magnitude < 2 and running == false and not levitate then
position = "Idle"
elseif Root.Velocity.Magnitude < 2 and running == false then
position = "Idle2"
elseif Root.Velocity.Magnitude < 20 and running == false and levitate == false then
position = "Walking"
elseif Root.Velocity.Magnitude > 20 and running == false and levitate then
position = "Walking2"
elseif Root.Velocity.Magnitude > 20 and levitate == false then
position = "Running"
else
end
wait()
end
end)
checks1()
function ray(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
end
function ray2(StartPos, EndPos, Distance, Ignore)
local DIRECTION = CFrame.new(StartPos,EndPos).lookVector
return ray(StartPos, DIRECTION, Distance, Ignore)
end
OrgnC0 = Neck.C0
local movelimbs = coroutine.wrap(function()
while RunSrv.RenderStepped:wait() do
if IsDead then break end
TrsoLV = Torso.CFrame.lookVector
Dist = nil
Diff = nil
if not MseGuide then
print("Failed to recognize")
else
local _, Point = Workspace:FindPartOnRay(Ray.new(Head.CFrame.p, mouse.Hit.lookVector), Workspace, false, true)
Dist = (Head.CFrame.p-Point).magnitude
Diff = Head.CFrame.Y-Point.Y
local _, Point2 = Workspace:FindPartOnRay(Ray.new(LeftArm.CFrame.p, mouse.Hit.lookVector), Workspace, false, true)
Dist2 = (LeftArm.CFrame.p-Point).magnitude
Diff2 = LeftArm.CFrame.Y-Point.Y
HEADLERP.C0 = CFrame.new(0, -1.5, -0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
Neck.C0 = Neck.C0:lerp(OrgnC0*CFrame.Angles((math.tan(Diff/Dist)*1), 0, (((Head.CFrame.p-Point).Unit):Cross(Torso.CFrame.lookVector)).Y*1), .1)
end
end
end)
movelimbs()
coroutine.wrap(function()
while true do
if IsDead then break end
if hum.Health < .1 then
deadsound = Instance.new("Sound", Torso)
deadsound.Volume = 6
deadsound.SoundId = "rbxassetid://1411352723"
deadsound:Play()
end
wait()
end
end)()
mouse.KeyDown:connect(function(Press)
Press=Press:lower()
if Press=='g' then
if not levitate then return end
if debounce then return end
debounce = true
attacking = true
FireBall:Play()
ws = 15
g1 = Instance.new("BodyGyro", Root)
g1.D = 175
g1.P = 20000
g1.MaxTorque = Vector3.new(0,9000,0)
for i = 1, 15 do
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.2)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(-10),math.rad(-15),math.rad(0)),.5)
RIGHTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-0.5, 2, 0) * CFrame.Angles(math.rad(14), math.rad(20), math.rad(-90)), 0.3)
swait()
end
local swoosh = Instance.new("Part",Torso)
swoosh.Name = "swoosh"
swoosh.CFrame = rightlocation.CFrame * CFrame.new(0,0,0)
swoosh.Size = Vector3.new(1.7,1.7,1.7)
swoosh.Shape = "Ball"
swoosh.Material = "Neon"
swoosh.BrickColor = BrickColor.new("Really black")
swoosh.CanCollide = false
swoosh.Touched:connect(function(hit)
if hit.Parent:IsA("Part") then
elseif hit.Parent:IsA("SpecialMesh") then
elseif hit.Parent.Name == game.Players.LocalPlayer.Name then
elseif hit.Parent:findFirstChildOfClass("Humanoid") then
Slachtoffer = hit.Parent:findFirstChildOfClass("Humanoid")
if Slachtoffer.Health < 1 then return end
if damagedebounce == true then return end
damagedebounce = true
swoosh:Remove()
explosion = Instance.new("Part",LeftArm)
explosion.CFrame = hit.CFrame
explosion.Anchored = true
explosion.CanCollide = false
explosion.Name = "explo"
explosion.Shape = "Ball"
explosion.BrickColor = BrickColor.new("Really black")
explosion.Material = "Neon"
removeuseless:AddItem(explosion,1.5)
vel = Instance.new("BodyVelocity",hit.Parent:FindFirstChild("Torso") or hit.Parent:FindFirstChild("UpperTorso"))
vel.maxForce = Vector3.new(9999999999999,9999999999999,9999999999999)
torso = hit.Parent:FindFirstChild("Torso") or hit.Parent:FindFirstChild("UpperTorso")
vel.velocity = CFrame.new(swoosh.Position,torso.Position).lookVector*60
removeuseless:AddItem(vel,.1)
SOUND(explosion,472579737,6,false,3)
coroutine.wrap(function()
if firsttime2 then return end
firsttime2 = true
while true do
if IsDead then break end
for i,v in pairs(LeftArm:GetChildren()) do
if v.Name == "explo" then
v.Size = v.Size + Vector3.new(2.5,2.5,2.5)
v.Transparency = v.Transparency + .05
end
end
for i,v in pairs(LeftArm:GetChildren()) do
if v.Name == "shock" then
v.Transparency = v.Transparency + .05
end
end
for i,v in pairs(LeftArm:GetChildren()) do
if v.Name == "shock2" then
v.Transparency = v.Transparency + .05
end
end
swait()
end
end)()
wait(.1)
damagedebounce = false
end
end)
coroutine.wrap(function()
if firsttime then return end
firsttime = true
while wait() do
if IsDead then break end
for i,v in pairs(Torso:GetChildren()) do
if v.Name == "swoosh" then
magiccc = Instance.new("Part",RightArm)
magiccc.Material = "Neon"
magiccc.CanCollide = false
magiccc.Anchored = true
magiccc.BrickColor = BrickColor.new(colors)
magiccc.Size = Vector3.new(1.5,1.5,1.5)
magiccc.CFrame = v.CFrame * CFrame.Angles(math.random(-180,180),math.random(-180,180),math.random(-180,180))
removeuseless:AddItem(magiccc,2)
end
end
end
end)()
bov = Instance.new("BodyVelocity",swoosh)
bov.maxForce = Vector3.new(99999,99999,99999)
swoosh.CFrame = CFrame.new(swoosh.Position,mouse.Hit.p)
bov.velocity = swoosh.CFrame.lookVector*120
removeuseless:AddItem(swoosh,4)
for i = 1, 15 do
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(10),math.rad(15),math.rad(0)),.5)
RIGHTARMLERP.C1 = CFrame.new(0,0,0)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.2,1,.5) * CFrame.Angles(math.rad(-90),math.rad(-25),math.rad(0)), 0.5)
swait()
end
ws = 50
removeuseless:AddItem(g1,0.01)
debounce = false
attacking = false
end
end)
mouse.KeyDown:connect(function(Press)
Press=Press:lower()
if Press=='h' then
if not levitate then return end
if debounce then return end
debounce = true
attacking = true
ws = 0
appi = true
coroutine.wrap(function()
while appi do
if IsDead then break end
swait()
if Root.Velocity.Magnitude < 2 and attacking == true then
position = "Idle3"
end
end
end)()
coroutine.wrap(function()
while appi do
if IsDead then break end
swait()
settime = 0.05
sine = sine + change
if position == "Idle3" and attacking == true and appi == true then
change = .4
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(-.2,.2,0) * CFrame.Angles(0,0,0),.1)
LEFTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.6, 0.8 - .1 * math.sin(sine/9), 0) * CFrame.Angles(math.rad(0), math.rad(0 + 3 * math.sin(sine/9)), math.rad(35 - 5 * math.sin(sine/9))), 0.4)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.54, 1.4 + .1 * math.sin(sine/9), .4) * CFrame.Angles(math.rad(9 + 2 * math.cos(sine/9)), math.rad(0), math.rad(0)), 0.4)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 2.0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10 + 2 * math.sin(sine/9))), 0.4)
end
end
end)()
coroutine.wrap(function()
for i = 1, 20 do
RIGHTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, 0, 0) * CFrame.Angles(0,math.rad(50),0),.3)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.1,1.3,1.1) * CFrame.Angles(math.rad(180),math.rad(-50),math.rad(0)), 0.3)
swait()
end
end)()
SOUND(LeftArm,1982011510,8,false,15)
blackhole={}
orbzfade={}
xz = 0
for i = 1, 220 do
xz = xz + .009
bigrmagic = Instance.new("Part",RightArm)
bigrmagic.Material = "Neon"
bigrmagic.CanCollide = false
bigrmagic.Anchored = true
bigrmagic.BrickColor = BrickColor.new(colors)
bigrmagic.Size = Vector3.new(xz,xz,xz)
bigrmagic.CFrame = rightlocation.CFrame * CFrame.Angles(math.random(-180,180),math.random(-180,180),math.random(-180,180))
removeuseless:AddItem(bigrmagic,1)
orbz = Instance.new("Part", Torso)
orbz.Material = "Neon"
orbz.BrickColor = BrickColor.new(colors)
orbz.Size = Vector3.new(2,2,2)
orbz.Anchored = true
orbz.CanCollide = false
removeuseless:AddItem(orbz,1)
orbz.CFrame = rightlocation.CFrame * CFrame.new(math.random(-25,25),math.random(-25,25),math.random(-25,25)) * CFrame.Angles(math.rad(-180,180),math.rad(-180,180),math.rad(-180,180))
table.insert(blackhole,orbz)
table.insert(orbzfade,orbz)
for i,v in pairs(blackhole) do
v.Size = v.Size - Vector3.new(.1,.1,.1)
v.CFrame = v.CFrame:lerp(CFrame.new(rightlocation.Position),.09)
end
for i,v in pairs(orbzfade) do
v.Transparency = v.Transparency + 0.025
end
swait()
end
coroutine.wrap(function()
for i = 1, 10 do
for i,v in pairs(blackhole) do
v.Size = v.Size + Vector3.new(.5,.5,.5)
v.Transparency = v.Transparency + .1
end
swait()
end
for i,v in pairs(blackhole) do
v:Remove()
end
clean()
end)()
charging = true
coroutine.wrap(function()
while charging do
if IsDead then break end
bigrmagic = Instance.new("Part",RightArm)
bigrmagic.Material = "Neon"
bigrmagic.CanCollide = false
bigrmagic.Anchored = true
bigrmagic.BrickColor = BrickColor.new(colors)
bigrmagic.Size = Vector3.new(xz,xz,xz)
bigrmagic.CFrame = rightlocation.CFrame * CFrame.Angles(math.random(-180,180),math.random(-180,180),math.random(-180,180))
removeuseless:AddItem(bigrmagic,.2)
swait()
end
end)()
g1 = Instance.new("BodyGyro", Root)
g1.D = 175
g1.P = 20000
g1.MaxTorque = Vector3.new(0,9000,0)
BigFireBall:Play()
for i = 1, 15 do
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.2)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(-10),math.rad(-15),math.rad(0)),.5)
RIGHTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-0.5, 2, 0) * CFrame.Angles(math.rad(14), math.rad(20), math.rad(-90)), 0.3)
swait()
end
coroutine.wrap(function()
for i = 1, 15 do
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(10),math.rad(15),math.rad(0)),.5)
RIGHTARMLERP.C1 = CFrame.new(0,0,0)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.2,1,.5) * CFrame.Angles(math.rad(-90),math.rad(-25),math.rad(0)), 0.5)
swait()
end
end)()
charging = false
local ballzor = Instance.new("Part",Torso)
ballzor.Name = "ballzor"
ballzor.Material = "Neon"
ballzor.BrickColor = BrickColor.new("Really black")
ballzor.CanCollide = false
ballzor.Size = Vector3.new(xz,xz,xz)
ballzor.Anchored = false
ballzor.CFrame = Root.CFrame * CFrame.new(1,0,-5)
ballzor.Shape = "Ball"
removeuseless:AddItem(g1,.0001)
zx = xz + .05
coroutine.wrap(function()
if firsttime5 then return end
firsttime5 = true
while true do
if IsDead then break end
swait()
for i,v in pairs(Torso:GetChildren()) do
if v.Name == "ballzor" then
magicccc = Instance.new("Part",RightArm)
magicccc.Material = "Neon"
magicccc.CanCollide = false
magicccc.Name = "magicccc"
magicccc.Anchored = true
magicccc.Transparency = 0
magicccc.BrickColor = BrickColor.new(colors)
magicccc.Size = Vector3.new(zx,zx,zx)
magicccc.CFrame = v.CFrame * CFrame.Angles(math.random(-180,180),math.random(-180,180),math.random(-180,180))
removeuseless:AddItem(magicccc,2)
end
end
for i,v in pairs(RightArm:GetChildren()) do
if v.Name == "magicccc" then
v.Transparency = v.Transparency + 0.025
end
end
end
end)()
ballzor.Touched:connect(function(hit)
if hit.Name ~= "magicccc" then
if bigball then return end
bigball = true
local explosionwave = Instance.new("Part",Torso)
explosionwave.Shape = "Ball"
explosionwave.BrickColor = BrickColor.new("Really black")
explosionwave.Anchored = true
explosionwave.CanCollide = false
explosionwave.Transparency = .2
explosionwave.Material = "Neon"
explosionwave.Size = Vector3.new(1,1,1)
explosionwave.CFrame = ballzor.CFrame
render = Instance.new("Sound",explosionwave)
render.SoundId = "rbxassetid://2006635781"
render.Volume = 10 * 10
render:Play()
local explosionwave2 = Instance.new("Part",Torso)
explosionwave2.Shape = "Ball"
explosionwave2.BrickColor = BrickColor.new("Really red")
explosionwave2.Anchored = true
explosionwave2.CanCollide = false
explosionwave2.Material = "Neon"
explosionwave2.Size = Vector3.new(.8,.8,.8)
explosionwave2.CFrame = ballzor.CFrame
deadlywave = Instance.new("Part", explosionwave)
deadlywave.Size = Vector3.new(1,1,1)
deadlywave.CanCollide = false
deadlywave.Anchored = true
deadlywave.Transparency = .5
deadlywave.BrickColor = BrickColor.new("Really red")
deadlywave.CFrame = CFrame.new(explosionwave.Position)
deadlywavemesh = Instance.new("SpecialMesh", deadlywave)
deadlywavemesh.Scale = Vector3.new(1,2,1)
deadlywavemesh.MeshId = "rbxassetid://20329976"
deadlywave2 = Instance.new("Part", explosionwave)
deadlywave2.Size = Vector3.new(1,1,1)
deadlywave2.CanCollide = false
deadlywave2.Anchored = true
deadlywave2.Transparency = .5
deadlywave2.BrickColor = BrickColor.new("Really black")
deadlywave2.CFrame = CFrame.new(explosionwave.Position)
deadlywave2mesh = Instance.new("SpecialMesh", deadlywave2)
deadlywave2mesh.Scale = Vector3.new(3,2,3)
deadlywave2mesh.MeshId = "rbxassetid://20329976"
deadlyring = Instance.new("Part", Torso)
deadlyring.Size = Vector3.new(5, 5, 5)
deadlyring.Transparency = 0.5
deadlyring.BrickColor = BrickColor.new("Really black")
deadlyring.Anchored = true
deadlyring.CanCollide = false
deadlyring.CFrame = deadlywave.CFrame * CFrame.Angles(math.rad(math.random(-180,180)), math.rad(math.random(-180,180)), math.rad(math.random(-180,180)))
deadlyringh = Instance.new("SpecialMesh", deadlyring)
deadlyringh.MeshId = "http://www.roblox.com/asset/?id=3270017"
deadlyringh.Scale = Vector3.new(8, 8, .1)
deadlyring2 = Instance.new("Part", Torso)
deadlyring2.Size = Vector3.new(5, 5, 5)
deadlyring2.Transparency = 0.5
deadlyring2.BrickColor = BrickColor.new("Really black")
deadlyring2.Anchored = true
deadlyring2.CanCollide = false
deadlyring2.CFrame = deadlywave.CFrame * CFrame.Angles(math.rad(math.random(-180,180)), math.rad(math.random(-180,180)), math.rad(math.random(-180,180)))
deadlyringh2 = Instance.new("SpecialMesh", deadlyring2)
deadlyringh2.MeshId = "http://www.roblox.com/asset/?id=3270017"
deadlyringh2.Scale = Vector3.new(8, 8, .1)
ballzor:Remove()
bigball = false
staybooming = true
d = 5
coroutine.wrap(function()
while staybooming do
if IsDead then break end
wait(.1)
end
end)()
for i = 1, 70 do
d = d + 1
deadlyringh2.Scale = deadlyringh2.Scale + Vector3.new(.5, .5, .1)
deadlyringh.Scale = deadlyringh.Scale + Vector3.new(.5, .5, .1)
deadlyring.CFrame = deadlyring.CFrame * CFrame.Angles(math.rad(0+7),math.rad(0-7),math.rad(0+7))
deadlyring2.CFrame = deadlyring2.CFrame * CFrame.Angles(math.rad(0-7),math.rad(0+7),math.rad(0-7))
deadlywave.CFrame = deadlywave.CFrame * CFrame.Angles(0,math.rad(0+7),0)
deadlywave2.CFrame = deadlywave2.CFrame * CFrame.Angles(0,math.rad(0+4),0)
deadlywavemesh.Scale = deadlywavemesh.Scale + Vector3.new(.4,0,.4)
deadlywave2mesh.Scale = deadlywave2mesh.Scale + Vector3.new(.5,0,.5)
explosionwave.Size = explosionwave.Size + Vector3.new(.5,.5,.5)
explosionwave2.Size = explosionwave2.Size + Vector3.new(.5,.5,.5)
swait()
end
for i = 1, 80 do
d = d + 3
hum.CameraOffset = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1))
deadlyringh2.Scale = deadlyringh2.Scale + Vector3.new(4, 4, .2)
deadlyringh.Scale = deadlyringh.Scale + Vector3.new(4, 4, .2)
deadlyring.CFrame = deadlyring.CFrame * CFrame.Angles(math.rad(0+12),math.rad(0-12),math.rad(0+12))
deadlyring2.CFrame = deadlyring2.CFrame * CFrame.Angles(math.rad(0-12),math.rad(0+12),math.rad(0-12))
deadlywave.CFrame = deadlywave.CFrame * CFrame.Angles(0,math.rad(0+20),0)
deadlywave2.CFrame = deadlywave2.CFrame * CFrame.Angles(0,math.rad(0+14),0)
deadlywavemesh.Scale = deadlywavemesh.Scale + Vector3.new(3,2,3)
deadlywave2mesh.Scale = deadlywave2mesh.Scale + Vector3.new(4,1,4)
explosionwave.Size = explosionwave.Size + Vector3.new(4,4,4)
explosionwave2.Size = explosionwave2.Size + Vector3.new(4,4,4)
swait()
end
staybooming = false
for i = 1, 20 do
d = d + 3
hum.CameraOffset = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1))
deadlyringh2.Scale = deadlyringh2.Scale + Vector3.new(4, 4, .2)
deadlyringh.Scale = deadlyringh.Scale + Vector3.new(4, 4, .2)
deadlyring.CFrame = deadlyring.CFrame * CFrame.Angles(math.rad(0+12),math.rad(0-12),math.rad(0+12))
deadlyring2.CFrame = deadlyring2.CFrame * CFrame.Angles(math.rad(0-12),math.rad(0+12),math.rad(0-12))
deadlyring.Transparency = deadlyring.Transparency + .25
deadlyring2.Transparency = deadlyring2.Transparency + .25
deadlywave.CFrame = deadlywave.CFrame * CFrame.Angles(0,math.rad(0+20),0)
deadlywave2.CFrame = deadlywave2.CFrame * CFrame.Angles(0,math.rad(0+14),0)
deadlywavemesh.Scale = deadlywavemesh.Scale + Vector3.new(3,0,3)
deadlywave2mesh.Scale = deadlywave2mesh.Scale + Vector3.new(4,0,4)
deadlywave.Transparency = deadlywave.Transparency + .25
deadlywave2.Transparency = deadlywave2.Transparency + .25
explosionwave.Size = explosionwave.Size + Vector3.new(4,4,4)
explosionwave2.Size = explosionwave2.Size + Vector3.new(4,4,4)
explosionwave.Transparency = explosionwave.Transparency + 0.25
explosionwave2.Transparency = explosionwave2.Transparency + 0.05
swait()
end
hum.CameraOffset = Vector3.new(0,0,0)
explosionwave:Remove()
explosionwave2:Remove()
end
end)
bov = Instance.new("BodyVelocity",ballzor)
bov.maxForce = Vector3.new(99999,99999,99999)
ballzor.CFrame = CFrame.new(ballzor.Position,mouse.Hit.p)
bov.velocity = ballzor.CFrame.lookVector*200
removeuseless:AddItem(ballzor,4)
ws = 50
attacking = false
debounce = false
appi = false
end
end)
mouse.KeyDown:connect(function(Press)
Press=Press:lower()
if Press=='j' then
if not levitate then return end
if debounce then return end
debounce = true
charging = true
attacking = true
downpress = false
x = 1
ws = 0
g1 = Instance.new("BodyGyro", Root)
g1.D = 175
g1.P = 20000
g1.MaxTorque = Vector3.new(0,9000,0)
SOUND(RightArm,2014087015,8,false,3)
coroutine.wrap(function()
Charge = Instance.new("Sound",RightArm)
Charge.SoundId = "rbxassetid://101153932"
Charge.Looped = false
Charge.Volume = 8
Charge:Play()
end)()
appi = true
coroutine.wrap(function()
while appi do
if IsDead then break end
swait()
if Root.Velocity.Magnitude < 2 and attacking == true then
position = "Idle3"
end
end
end)()
coroutine.wrap(function()
while appi do
if IsDead then break end
swait()
settime = 0.05
sine = sine + change
if position == "Idle3" and attacking == true and appi == true then
change = .4
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(-.2,.2,0) * CFrame.Angles(0,0,0),.1)
LEFTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.6, 0.8 - .1 * math.sin(sine/9), 0) * CFrame.Angles(math.rad(0), math.rad(0 + 3 * math.sin(sine/9)), math.rad(35 - 5 * math.sin(sine/9))), 0.4)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.54, 1.4 + .1 * math.sin(sine/9), .4) * CFrame.Angles(math.rad(9 + 2 * math.cos(sine/9)), math.rad(0), math.rad(0)), 0.4)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 2.0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10 + 2 * math.sin(sine/9))), 0.4)
end
end
end)()
for i = 1, 15 do
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.2)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(-10),math.rad(-15),math.rad(0)),.5)
RIGHTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-0.5, 2, 0) * CFrame.Angles(math.rad(14), math.rad(20), math.rad(-90)), 0.3)
swait()
end
for i = 1, 3 do
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.4)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(-10),math.rad(-15),math.rad(0)),.5)
RIGHTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-0.5, 2, 0) * CFrame.Angles(math.rad(14), math.rad(20), math.rad(-90)), 0.3)
x = x + .1
blastborb = Instance.new("Part",Torso)
blastborb.CFrame = rightlocation.CFrame * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
blastborb.BrickColor = BrickColor.new(colors)
blastborb.Anchored = true
blastborb.Size = Vector3.new(10,10,10)
blastborb.CanCollide = false
blastborb.Material = "Neon"
for i = 1, 5 do
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.4)
blastborb.Size = blastborb.Size - Vector3.new(1,1,1)
swait()
end
blastborb:Remove()
swait()
end
downpress = true
while charging and x < 5 do
if IsDead then break end
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.4)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(-10),math.rad(-15),math.rad(0)),.5)
RIGHTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-0.5, 2, 0) * CFrame.Angles(math.rad(14), math.rad(20), math.rad(-90)), 0.3)
x = x + .1
blastborb = Instance.new("Part",Torso)
blastborb.CFrame = rightlocation.CFrame * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
blastborb.BrickColor = BrickColor.new(colors)
blastborb.Anchored = true
blastborb.Size = Vector3.new(10,10,10)
blastborb.CanCollide = false
blastborb.Material = "Neon"
for i = 1, 5 do
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.4)
blastborb.Size = blastborb.Size - Vector3.new(1,1,1)
swait()
end
blastborb:Remove()
swait()
end
coroutine.wrap(function()
for i = 1, 20 do
Charge.Volume = Charge.Volume - .5
swait()
end
end)()
local bigswoosh = Instance.new("Part",Torso)
bigswoosh.Name = "bigswoosh"
bigswoosh.CFrame = Root.CFrame * CFrame.new(1,0,-5)
bigswoosh.Size = Vector3.new(1,1,1)
bigswoosh.Material = "Neon"
bigswoosh.Anchored = true
bigswoosh.Transparency = 1
bigswoosh.BrickColor = BrickColor.new("Really red")
bigswoosh.CanCollide = false
SOUND(bigswoosh,842332424,10,false,6)
SOUND(bigswoosh,2017948224,10,false,6)
SOUND(bigswoosh,138677306,10,false,4)
coroutine.wrap(function()
local loc1 = Instance.new("Part",bigswoosh)
loc1.CFrame = bigswoosh.CFrame * CFrame.new(-3,0,0)
loc1.Size = Vector3.new(2,2,2)
loc1.Anchored = true
loc1.Transparency = 1
loc1.CanCollide = false
local loc2 = Instance.new("Part",bigswoosh)
loc2.CFrame = bigswoosh.CFrame * CFrame.new(3,0,0)
loc2.Size = Vector3.new(2,2,2)
loc2.Anchored = true
loc2.Transparency = 1
loc2.CanCollide = false
n = 0
nb = 0
for i = 1, 125 do
n = n + x
nb = nb - x
Hit = damagealll(n,bigswoosh.Position)
local bigtrail = Instance.new("Part",LeftArm)
bigtrail.Size = bigswoosh.Size
bigtrail.BrickColor = BrickColor.new(colors)
bigtrail.Anchored = true
bigtrail.Material = "Neon"
bigtrail.CFrame = bigswoosh.CFrame * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
bigtrail.CanCollide = false
removeuseless:AddItem(bigtrail,2)
local irritatedground = Instance.new("Part",Torso)
irritatedground.Size = Vector3.new(n*1.5,1,3*x)
irritatedground.BrickColor = BrickColor.new(colors)
irritatedground.Material = "Neon"
irritatedground.CFrame = bigswoosh.CFrame * CFrame.new(0,-6,0)
irritatedground.CanCollide = false
irritatedground.Anchored = true
removeuseless:AddItem(irritatedground,10)
local grassblocks = Instance.new("Part",Torso)
grassblocks.Size = Vector3.new(n/2,n/2,n/2)
grassblocks.Material = "Grass"
grassblocks.Anchored = true
grassblocks.Name = "grassblocks"
grassblocks.BrickColor = BrickColor.new("Bright green")
grassblocks.CFrame = loc1.CFrame * CFrame.new(0,-1,0) * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
removeuseless:AddItem(grassblocks,10)
local grassblocks2 = Instance.new("Part",Torso)
grassblocks2.Size = Vector3.new(n/2,n/2,n/2)
grassblocks2.Material = "Grass"
grassblocks2.Anchored = true
grassblocks2.Name = "grassblocks2"
grassblocks2.BrickColor = BrickColor.new("Bright green")
grassblocks2.CFrame = loc2.CFrame * CFrame.new(0,-1,0) * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
removeuseless:AddItem(grassblocks2,10)
bigswoosh.Size = bigswoosh.Size + Vector3.new(x,x,x)
loc1.CFrame = bigswoosh.CFrame * CFrame.new(n,-3,0)
loc2.CFrame = bigswoosh.CFrame * CFrame.new(nb,-3,0)
bigswoosh.CFrame = bigswoosh.CFrame * CFrame.new(0,0,-3 - x)
swait()
end
for i = 1, 20 do
bigswoosh.CFrame = bigswoosh.CFrame * CFrame.new(0,0,-3)
bigswoosh.Transparency = bigswoosh.Transparency + 0.05
swait()
end
bigswoosh:Remove()
end)()
for i = 1, 50 do
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(10),math.rad(15),math.rad(0)),.5)
RIGHTARMLERP.C1 = CFrame.new(0,0,0)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.2,1,.5) * CFrame.Angles(math.rad(-90),math.rad(-25),math.rad(0)), 0.5)
swait()
end
ws = 50
attacking = false
debounce = false
appi = false
g1:Remove()
end
end)
mouse.KeyDown:connect(function(Press)
Press=Press:lower()
if Press=='k' then
if not levitate then return end
if debounce then return end
debounce = true
attacking = true
charging = true
appi = true
coroutine.wrap(function()
while appi do
if IsDead then break end
swait()
if Root.Velocity.Magnitude < 2 and attacking == true then
position = "Idle3"
end
end
end)()
coroutine.wrap(function()
while appi do
if IsDead then break end
swait()
settime = 0.05
sine = sine + change
if position == "Idle3" and attacking == true and appi == true then
change = .4
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(-.2,.2,0) * CFrame.Angles(0,0,0),.1)
LEFTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.6, 0.8 - .1 * math.sin(sine/9), 0) * CFrame.Angles(math.rad(0), math.rad(0 + 3 * math.sin(sine/9)), math.rad(35 - 5 * math.sin(sine/9))), 0.4)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.54, 1.4 + .1 * math.sin(sine/9), .4) * CFrame.Angles(math.rad(9 + 2 * math.cos(sine/9)), math.rad(0), math.rad(0)), 0.4)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 2.0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10 + 2 * math.sin(sine/9))), 0.4)
end
end
end)()
ws = 0
g1 = Instance.new("BodyGyro", Root)
g1.D = 175
g1.P = 20000
g1.MaxTorque = Vector3.new(0,9000,0)
g1.CFrame = CFrame.new(Root.Position,mouse.Hit.p)
for i = 1, 15 do
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.3)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),.3)
RIGHTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-.5, 2, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3)
swait()
end
r = 0
for i = 1, 10 do
r = r + .1
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.3)
blass = Instance.new("Part",RightArm)
blass.Size = Vector3.new(r,r,r)
blass.Material = "Neon"
blass.CFrame = rightlocation.CFrame * CFrame.new(0,-r/1.5,0) * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
blass.Anchored = true
blass.CanCollide = false
blass.BrickColor = BrickColor.new(colors)
removeuseless:AddItem(blass,2)
swait()
end
while r < 16 and charging == true do
if IsDead then break end
r = r + .1
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.3)
blass = Instance.new("Part",RightArm)
blass.Size = Vector3.new(r,r,r)
blass.Material = "Neon"
blass.CFrame = rightlocation.CFrame * CFrame.new(0,-r/1.5,0) * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
blass.Anchored = true
blass.CanCollide = false
blass.BrickColor = BrickColor.new(colors)
removeuseless:AddItem(blass,2)
swait()
end
local TheBeam = Instance.new("Part",RightArm)
TheBeam.Name = "zebeam"
TheBeam.Size = Vector3.new(1,1,1)
TheBeam.Material = "Neon"
TheBeam.Shape = "Cylinder"
TheBeam.BrickColor = BrickColor.new("Really red")
TheBeam.Anchored = true
TheBeam.CanCollide = false
ws = 12
bemmo = Instance.new("Sound",RightArm)
bemmo.SoundId = "rbxassetid://1910988873"
bemmo.Volume = 8
bemmo.Looped = false
bemmo:Play()
bemmo.TimePosition = 2
for i = 1, 100 * r/3 do
if r > 15 then
hum.CameraOffset = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-0,0))
end
g1.CFrame = g1.CFrame:lerp(CFrame.new(Root.Position,mouse.Hit.p),.3)
local blass = Instance.new("Part",RightArm)
blass.Size = Vector3.new(r,r,r)
blass.Material = "Neon"
blass.CFrame = rightlocation.CFrame * CFrame.new(0,-r/1.5,0) * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
blass.Anchored = true
blass.CanCollide = false
blass.BrickColor = BrickColor.new(colors)
removeuseless:AddItem(blass,2)
local STARTPOS = blass.CFrame*CFrame.new(0,0,0).p
local ENDHIT,ENDPOS = ray2(STARTPOS,mouse.Hit.p,650,Character)
local DISTANCE = (STARTPOS - ENDPOS).magnitude
TheBeam.CFrame = CFrame.new(STARTPOS,ENDPOS)*CFrame.new(0,0,-DISTANCE/2) * CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))
TheBeam.Size = Vector3.new(DISTANCE,r/math.random(1,2),r/math.random(1,2))
boom = Instance.new("Part",RightArm)
boom.Size = Vector3.new(r,r,r)
boom.BrickColor = BrickColor.new(colors)
boom.Anchored = true
boom.CanCollide = false
boom.Material = "Neon"
boom.CFrame = CFrame.new(ENDPOS) * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
removeuseless:AddItem(boom,3)
boom.Touched:connect(function(getbase)
if hitdebounce then return end
hitdebounce = true
if getbase:IsA("Part") then
damagedground = Instance.new("Part",RightArm)
damagedground.Size = Vector3.new(.1,5+r,.1)
damagedground.Material = "Neon"
damagedground.CanCollide = false
damagedground.BrickColor = BrickColor.new(colors)
damagedground.Anchored = true
damagedground.CFrame = boom.CFrame * CFrame.Angles(math.rad(math.random(-180,180)),math.rad(math.random(-180,180)),math.rad(math.random(-180,180)))
removeuseless:AddItem(damagedground,2)
wait(.1)
hitdebounce = false
end
end)
swait()
end
removeuseless:AddItem(g1,.001)
coroutine.wrap(function()
for i = 1, 20 do
bemmo.Volume = bemmo.Volume - 0.5
blass.Transparency = blass.Transparency + 0.05
TheBeam.Transparency = TheBeam.Transparency + 0.05
swait()
end
bemmo:Remove()
if r > 15 then
hum.CameraOffset = Vector3.new(0,0,0)
end
blass:Remove()
TheBeam:Remove()
end)()
ws = 50
appi = false
attacking = false
debounce = false
end
end)
mouse.KeyUp:connect(function(Press)
Press=Press:lower()
if Press=='j' then
charging = false
end
end)
mouse.KeyUp:connect(function(Press)
Press=Press:lower()
if Press=='k' then
charging = false
end
end)
doit = coroutine.wrap(function()
while true do
if IsDead then break end
for _,v in pairs(Repeater) do
v.Scale = v.Scale + Vector3.new(1, 1, 1)
end
for _,v in pairs(openshocktable) do
v.Scale = v.Scale + Vector3.new(3, 3, 3)
end
for _,v in pairs(nonmeshRepeater) do
v.Size = v.Size + Vector3.new(2, 2, 2)
end
for _,v in pairs(Extreme) do
v.Size = v.Size + Vector3.new(6, 6, 6)
end
for _,v in pairs(LessSize) do
v.Size = v.Size - Vector3.new(1, 1, 1)
end
for _,v in pairs(nonmeshRepeater2) do
v.Transparency = v.Transparency + 0.05
end
for _,v in pairs(Repeater2) do
v.Transparency = v.Transparency - 0.05
end
for _,v in pairs(th1) do
v.CFrame = v.CFrame * CFrame.new(0,0+.3,0) * CFrame.Angles(0,math.rad(0+8),0)
end
for _,v in pairs(th2) do
v.CFrame = v.CFrame * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0+15),0)
end
for _,v in pairs(th3) do
v.Scale = v.Scale + Vector3.new(2, 2, 2)
end
for _,v in pairs(th5) do
v.Scale = v.Scale + Vector3.new(1, .1, 1)
end
for _,v in pairs(ExtremeM) do
v.Size = v.Size + Vector3.new(8, 8, 8)
end
for _,v in pairs(m3) do
v.Scale = v.Scale + Vector3.new(.2,.2,.2)
end
for _,v in pairs(ExtremeM2) do
v.Size = v.Size - Vector3.new(2,2,2)
end
for _,v in pairs(keyYsize) do
v.Scale = v.Scale + Vector3.new(8, 8, 1)
end
for _,v in pairs(th4) do
v.Transparency = v.Transparency + 0.009
v.Rotation = v.Rotation + Vector3.new(3,0,0)
end
for _,v in pairs(SlowlyFade) do
v.Transparency = v.Transparency + 0.05
end
for _,v in pairs(keyYtransparency) do
v.Transparency = v.Transparency + 0.05
end
for _,v in pairs(UpMover) do
v.Position = v.Position + Vector3.new(0, 3, 0)
end
for _,v in pairs(ForwardMover) do
v.CFrame = v.CFrame * CFrame.new(0, 0, 2.4 +(i/.1)) * CFrame.Angles(0, 0, math.rad(0))
end
for _,v in pairs(FadeIn) do
v.Transparency = v.Transparency - .05
end
for _,v in pairs(signtransparency) do
v.TextTransparency = v.TextTransparency + 0.025
end
for _,v in pairs(signmover) do
v.StudsOffset = v.StudsOffset + Vector3.new(math.random(-2,2),.3,math.random(-2,2))
end
for _,v in pairs(signrotator) do
v.Rotation = v.Rotation + 2
end
swait()
end
end)
doit()
t = 0
mouse.KeyDown:connect(function(Press)
Press=Press:lower()
if Press=='0' then
if levitate then return end
shoov = true
if debounce then return end
ws = 50
end
end)
mouse.KeyUp:connect(function(Press)
Press=Press:lower()
if Press=='0' then
if levitate then return end
shoov = false
if debounce then return end
ws = 10
end
end)
local anims = coroutine.wrap(function()
while true do
if IsDead then break end
settime = 0.05
sine = sine + change
if position == "Jump" and attacking == false then
change = 1
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.1)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.4)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.4)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.4)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.4,.1,-.2) * CFrame.Angles(math.rad(20),math.rad(-3),math.rad(-4)), 0.4)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.4,.1,-.2) * CFrame.Angles(math.rad(20),math.rad(3),math.rad(4)), 0.4)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.5, 2, 0) * CFrame.Angles(math.rad(10), math.rad(0), math.rad(0)), 0.4)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 1.0, .9) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), 0.4)
elseif position == "Jump2" and attacking == false and levitate then
change = 1
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-20 - 1 * math.sin(sine/9)), math.rad(0 + 0 * math.cos(sine/8)), math.rad(0) + Root.RotVelocity.Y / 30, math.cos(10 * math.cos(sine/10))), 0.3)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.3)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.3)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5,.6,-.5) * CFrame.Angles(math.rad(32),math.rad(5 - .1 * math.sin(sine/12)),math.rad(40 - .5 * math.sin(sine/12))), 0.3)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(-.2,1.2,-.3),.3)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.5,.6,-.5) * CFrame.Angles(math.rad(30),math.rad(-5 + .1 * math.sin(sine/12)),math.rad(-40 + .5 * math.sin(sine/12))), 0.3)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(.2,1.2,-.3),.3)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.54, 1.4 + .1 * math.sin(sine/9), .4) * CFrame.Angles(math.rad(9 + 2 * math.cos(sine/9)), math.rad(0), math.rad(0)), 0.3)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.54, 2.0 + .02 * math.sin(sine/9), 0.2 + .1 * math.sin(sine/9)) * CFrame.Angles(math.rad(25 + 5 * math.sin(sine/9)), math.rad(20), math.rad(0)), 0.3)
elseif position == "Falling" and attacking == false and levitate == false then
change = 1
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.1)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.4)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.4)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.5, 2, 0) * CFrame.Angles(math.rad(8), math.rad(4), math.rad(0)), 0.2)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 1.0, .9) * CFrame.Angles(math.rad(14), math.rad(-4), math.rad(0)), 0.2)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.6, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(20)), 0.2)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.6, 0.5, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-20)), 0.2)
elseif position == "Falling2" and attacking == false and levitate then
change = 1
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-20 - 1 * math.sin(sine/9)), math.rad(0 + 0 * math.cos(sine/8)), math.rad(0) + Root.RotVelocity.Y / 30, math.cos(10 * math.cos(sine/10))), 0.3)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.3)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.3)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5,.6,-.5) * CFrame.Angles(math.rad(32),math.rad(5 - .1 * math.sin(sine/12)),math.rad(40 - .5 * math.sin(sine/12))), 0.3)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(-.2,1.2,-.3),.3)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.5,.6,-.5) * CFrame.Angles(math.rad(30),math.rad(-5 + .1 * math.sin(sine/12)),math.rad(-40 + .5 * math.sin(sine/12))), 0.3)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(.2,1.2,-.3),.3)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.54, 1.4 + .1 * math.sin(sine/9), .4) * CFrame.Angles(math.rad(9 + 2 * math.cos(sine/9)), math.rad(0), math.rad(0)), 0.3)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.54, 2.0 + .02 * math.sin(sine/9), 0.2 + .1 * math.sin(sine/9)) * CFrame.Angles(math.rad(25 + 5 * math.sin(sine/9)), math.rad(20), math.rad(0)), 0.3)
elseif position == "Walking" and attacking == false and running == false then
change = 1
walking = true
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.1)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5,.6,-.5) * CFrame.Angles(math.rad(32),math.rad(5 - .1 * math.sin(sine/12)),math.rad(40 - .5 * math.sin(sine/12))), 0.3)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(-.2,1.2,-.3),.3)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.5,.6,-.5) * CFrame.Angles(math.rad(30),math.rad(-5 + .1 * math.sin(sine/12)),math.rad(-40 + .5 * math.sin(sine/12))), 0.3)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(.2,1.2,-.3),.3)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-10), math.rad(5 * math.cos(sine/7)), math.rad(0) + Root.RotVelocity.Y / 30, math.cos(25 * math.cos(sine/10))), 0.3)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.5, 1.92 - 0.35 * math.cos(sine/8)/2.8, 0.2 - math.sin(sine/8)/3.4) * CFrame.Angles(math.rad(10) + -math.sin(sine/8)/2.3, math.rad(0)*math.cos(sine/1), math.rad(0) + RightLeg.RotVelocity.Y / 30, math.cos(25 * math.cos(sine/8))), 0.3)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 1.92 + 0.35 * math.cos(sine/8)/2.8, 0.2 + math.sin(sine/8)/3.4) * CFrame.Angles(math.rad(10) - -math.sin(sine/8)/2.3, math.rad(0)*math.cos(sine/1), math.rad(0) + LeftLeg.RotVelocity.Y / 30, math.cos(25 * math.cos(sine/8))), 0.3)
elseif position == "Idle" and attacking == false and running == false and not levitate then
change = .5
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, -.2 + -.1 * math.sin(sine/12), 0) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0)),.1)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5,.6,-.5) * CFrame.Angles(math.rad(32),math.rad(5 - 1 * math.sin(sine/12)),math.rad(40 - 2 * math.sin(sine/12))), 0.1)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(-.2,1.2,-.3),.1)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.5,.6,-.5) * CFrame.Angles(math.rad(30),math.rad(-5 + 1 * math.sin(sine/12)),math.rad(-40 + 2 * math.sin(sine/12))), 0.1)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(.2,1.2,-.3),.1)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.3, 2 - .1 * math.sin(sine/12), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10)), 0.1)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.1)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.3, 2.0 - .1 * math.sin(sine/12), 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(10)), 0.1)
elseif position == "Idle2" and attacking == false and running == false then
change = .75
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0 - 3 * math.sin(sine/9)),0,0),.1)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.1)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(-.2,.2,0) * CFrame.Angles(0,0,0),.1)
LEFTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
RIGHTARMLERP.C1 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.6, 0.8 - .1 * math.sin(sine/9), 0) * CFrame.Angles(math.rad(0), math.rad(0 + 3 * math.sin(sine/9)), math.rad(35 - 5 * math.sin(sine/9))), 0.4)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.6, 0.8 - .1 * math.sin(sine/9), 0) * CFrame.Angles(math.rad(0), math.rad(0 - 3 * math.sin(sine/9)), math.rad(-35 + 5 * math.sin(sine/9))), 0.4)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.54, 1.4 + .1 * math.sin(sine/9), .4) * CFrame.Angles(math.rad(9 + 2 * math.cos(sine/9)), math.rad(0), math.rad(0)), 0.4)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 2.0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-10 + 2 * math.sin(sine/9))), 0.4)
elseif position == "Walking2" and attacking == false and running == false then
ws = 50
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-20 - 1 * math.sin(sine/9)), math.rad(0 + 0 * math.cos(sine/8)), math.rad(0) + Root.RotVelocity.Y / 30, math.cos(10 * math.cos(sine/10))), 0.3)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(0,0,0),.3)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),0,0),.3)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(-1.5,.6,-.5) * CFrame.Angles(math.rad(32),math.rad(5 - .1 * math.sin(sine/12)),math.rad(40 - .5 * math.sin(sine/12))), 0.3)
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(-.2,1.2,-.3),.3)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(1.5,.6,-.5) * CFrame.Angles(math.rad(30),math.rad(-5 + .1 * math.sin(sine/12)),math.rad(-40 + .5 * math.sin(sine/12))), 0.3)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(.2,1.2,-.3),.3)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.54, 1.4 + .1 * math.sin(sine/9), .4) * CFrame.Angles(math.rad(9 + 2 * math.cos(sine/9)), math.rad(0), math.rad(0)), 0.3)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.54, 2.0 + .02 * math.sin(sine/9), 0.2 + .1 * math.sin(sine/9)) * CFrame.Angles(math.rad(25 + 5 * math.sin(sine/9)), math.rad(20), math.rad(0)), 0.3)
elseif position == "Running" and attacking == false then
change = 1
RIGHTARMLERP.C1 = RIGHTARMLERP.C1:lerp(CFrame.new(1.24+.6*math.sin(sine/4)/1.4, 0.54, 0+0.8*math.sin(sine/4)) * CFrame.Angles(math.rad(6-140*math.sin(sine/4)/1.2), math.rad(0), math.rad(-20+70*math.sin(sine/4))), 0.3)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:lerp(CFrame.new(0, .5, 0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)), 0.3)
LEFTARMLERP.C1 = LEFTARMLERP.C1:lerp(CFrame.new(-1.24+.6*math.sin(sine/4)/1.4, 0.54, 0-0.8*math.sin(sine/4))*CFrame.Angles(math.rad(6+140*math.sin(sine/4)/1.2), math.rad(0), math.rad(20+70*math.sin(sine/4))), 0.3)
LEFTARMLERP.C0 = LEFTARMLERP.C0:lerp(CFrame.new(0,.5,0)*CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)),.3)
ROOTLERP.C0 = ROOTLERP.C0:lerp(CFrame.new(0, -.2, 0) * CFrame.Angles(math.rad(-20 - 0 * math.sin(sine/4)), math.rad(0 + 6 * math.sin(sine/4)), math.rad(0) + Root.RotVelocity.Y / 30, math.sin(10 * math.sin(sine/4))), 0.3)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:lerp(CFrame.new(0,0,-.2 + .5*-math.sin(sine/4)),.3)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:lerp(CFrame.new(-0.5, 1.6+0.1*math.sin(sine/4),.7*-math.sin(sine/4)) * CFrame.Angles(math.rad(15+ -50 * math.sin(sine/4)),0,0),.3)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:lerp(CFrame.new(0,0,-.2 + .5*math.sin(sine/4)),.3)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:lerp(CFrame.new(0.5, 1.6-0.1*math.sin(sine/4),.7*math.sin(sine/4)) * CFrame.Angles(math.rad(15 + 50 * math.sin(sine/4)),0,0),.3)
end
swait()
end
end)
anims()
warn("Prepare for a magic trick full of pain and regret. Made by Supr14")Old Xester made by Supr14. Attacks are not FE, you need a reanimate to make your anims FE.