Run it
Copy the script and paste it into your executor.
= :()[].GKB
TweenService = :()
FELOADLIBRARY = {}
(:()[].Source)()
RbxUtility = FELOADLIBRARY
Create = RbxUtility.Create
(, :())
sound = .()
sound.SoundId = ()
sound.Volume =
sound.Looped =
sound.Parent = .Players.LocalPlayer.Character:()
sound:()
Player = .Players.LocalPlayer
EffectPack = .Extras:()
.Extras:()
ZTfade=
ZT=
OverClocking =
Jets =
MHIT = .()
Character = Player.Character
Torso = Character.Torso
Head = Character.Head
Humanoid = Character.Humanoid
LeftArm = Character[]
LeftLeg = Character[]
RightArm = Character[]
RightLeg = Character[]
RootPart = Character[]
Hold =
weps =
Anim=
inairvel=
WalkAnimStep =
sine =
change =
Animstep =
WalkAnimMove=
Combo =
attack=
RJ = Character.HumanoidRootPart:()
Neck = Character.Torso:()
visn =
RootCF = .(-, , )
NeckCF = .(, , , -, -, -, , , , , , )
IsXray =
spin =
spinto =
spinrad =
forWFB =
forWRL =
FF = .(,Character)
FF.Visible =
FF.Name =
Effects=.(,Character)
Effects.Name=
it=.new
vt=.new
cf=.new
euler=.fromEulerAnglesXYZ
angles=.Angles
cn = .new
mr=.rad
mememode=
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
lastid=
s2=(,Torso)
CurId =
s2.EmitterSize =
s2c=s2:()
playsong =
s2.SoundId = lastid
playsong ==
s2:()
playsong ==
s2:()
lastsongpos=
crosshair = .(,Character)
crosshair.Size = .(,,,)
crosshair.Enabled =
imgl = .(,crosshair)
imgl.Position = .(,,,)
imgl.Size = .(,,,)
imgl.Image =
imgl.BackgroundTransparency =
imgl.ImageTransparency =
imgl.ImageColor3 = .(,,)
crosshair.StudsOffset = .(,,-)
GROWL =
ROAR =
ECHOBLAST =
CAST =
ALCHEMY =
BUILDUP =
BIGBUILDUP =
IMPACT =
LARGE_EXPLOSION =
TURNUP =
Character:()
Character.Animate:()
(part)
part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = , , , , ,
CFuncs = {
Part = {Create = (Parent, Material, Reflectance, Transparency, BColor, Name, Size)
Part = ()({Parent = Parent, Reflectance = Reflectance, Transparency = Transparency, CanCollide = , Locked = , BrickColor = BrickColor.((BColor)), Name = Name, Size = Size, Material = Material})
(Part)
Part
}
,
Mesh = {Create = (Mesh, Part, MeshType, MeshId, OffSet, Scale)
Msh = (Mesh)({Parent = Part, Offset = OffSet, Scale = Scale})
Mesh ==
Msh.MeshType = MeshType
Msh.MeshId = MeshId
Msh
}
,
Mesh = {Create = (Mesh, Part, MeshType, MeshId, OffSet, Scale)
Msh = (Mesh)({Parent = Part, Offset = OffSet, Scale = Scale})
Mesh ==
Msh.MeshType = MeshType
Msh.MeshId = MeshId
Msh
}
,
Weld = {Create = (Parent, Part0, Part1, C0, C1)
Weld = ()({Parent = Parent, Part0 = Part0, Part1 = Part1, C0 = C0, C1 = C1})
Weld
}
,
Sound = {Create = (id, par, vol, pit)
.(.(()
S = ()({Volume = vol, Pitch = pit , SoundId = ..id, Parent = par })
()
S:()
:():(S, )
))
}
,
ParticleEmitter = {Create = (Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
fp = ()({Parent = Parent, Color = ColorSequence.(Color1, Color2), LightEmission = LightEmission, Size = Size, Texture = Texture, Transparency = Transparency, ZOffset = ZOffset, Acceleration = Accel, Drag = Drag, LockedToPart = LockedToPart, VelocityInheritance = VelocityInheritance, EmissionDirection = EmissionDirection, Enabled = Enabled, Lifetime = LifeTime, Rate = Rate, Rotation = Rotation, RotSpeed = RotSpeed, Speed = Speed, VelocitySpread = VelocitySpread})
fp
}
}
.(.(()
Head:()
face = Head:()
face:()
))
i, v (Character:())
v:() v:()
v:()
.(.(()
Character:():()
))
Frame_Speed = /
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)
)
(NUMBER)
NUMBER == NUMBER ==
ArtificialHB.Event:()
i = , NUMBER
ArtificialHB.Event:()
so = (id, par, vol, pit)
CFuncs.Sound.(id, par, vol, pit)
(parent,part0,part1,c0)
weld=()
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld
(parent,part0,part1,c0)
weld=()
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld
(parent,part0,part1,c0)
weld=()
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld
ArmorParts = {}
(Part1,Part2,scan,Extra)
EXCF = Part2.CFrame * Extra
i, v3 (scan:())
v3:()
STW=(v3,v3,Part1,EXCF:(v3.CFrame):() )
v3.Anchored=
v3.Massless =
v3.CanCollide=
v3.Parent = Part1
v3.Locked =
v3:()
.(ArmorParts,{Part = v3,Par = v3.Parent,Col = v3.Color,Mat=v3.Material.Name })
v3:()
Part1.Transparency=
(Part1,Part2,scan,Extra)
EXCF = Part2.CFrame * Extra
i, v3 (scan:())
v3:()
STW=(v3,v3,Part1,EXCF:(v3.CFrame):() )
v3.Anchored=
v3.Massless =
v3.CanCollide=
v3.Parent = Part1
v3.Locked =
v3:()
v3:()
Part1.Transparency=
ChestPart = EffectPack.Part:()
ChestPart.Parent = Character
ChestPart.Name =
H1a=(Torso,Torso,ChestPart,(,,-))
MissileBox = EffectPack.Part:()
MissileBox.Parent = Character
MissileBox.Name =
MX1w=(Torso,Torso,MissileBox,(,-,-))
MiniGun = EffectPack.Part:()
MiniGun.Parent = Character
MiniGun.Name =
FlameW=(RightArm,RightArm,MiniGun,(,,))
SpinnyThingy = EffectPack.Part:()
SpinnyThingy.Parent = Character
SpinnyThingy.Name =
SpinnyThingyWeld=(.Armor.MiniGun.SpinPos,.Armor.MiniGun.SpinPos,SpinnyThingy,(,,))
Finger1 = EffectPack.Part:()
Finger1.Parent = Character
Finger1.Name =
Fg1=(RightArm,RightArm,Finger1,(,,))
Finger2 = EffectPack.Part:()
Finger2.Parent = Character
Finger2.Name =
Fg2=(RightArm,RightArm,Finger2,(,,))
Finger3 = EffectPack.Part:()
Finger3.Parent = Character
Finger3.Name =
Fg3=(RightArm,RightArm,Finger3,(,,))
Finger4 = EffectPack.Part:()
Finger4.Parent = Character
Finger4.Name =
Fg4=(RightArm,RightArm,Finger4,(,,))
Boot1 = EffectPack.Part:()
Boot1.Parent = Character
Boot1.Name =
RB1=(RightLeg,RightLeg,Boot1,(,,))
Boot2 = EffectPack.Part:()
Boot2.Parent = Character
Boot2.Name =
RB2=(RightLeg,RightLeg,Boot2,(,,))
Boot3 = EffectPack.Part:()
Boot3.Parent = Character
Boot3.Name =
LB1=(LeftLeg,LeftLeg,Boot3,(,,))
Boot4 = EffectPack.Part:()
Boot4.Parent = Character
Boot4.Name =
LB2=(LeftLeg,LeftLeg,Boot4,(,,))
LHP = EffectPack.Part:()
LHP.Parent = Character
LHP.Name =
LHP2=(LeftArm,LeftArm,LHP,(,,))
_,v (.Armor:())
v:()
Character:(..v.Name)
Part1=Character:(..v.Name)
Part2=v.Handle
(Part1,Part2,v,.(,,))
rayCast = (Pos, Dir, Max, Ignore)
:():(Ray.(Pos, Dir.unit * (Max )), Ignore)
(SPart,CFr,MoveStyle2,outorin2,AnimTime)
MoveStyle = .EasingStyle[MoveStyle2]
outorin = .EasingDirection[outorin2]
dahspeed=
attack == mememode ==
dahspeed=
SPart.Name==
dahspeed=
tweeningInformation = TweenInfo.(
AnimTime/dahspeed,
MoveStyle,
outorin,
,
,
)
MoveCF = CFr
tweenanim = TweenService:(SPart,tweeningInformation,MoveCF)
tweenanim:()
(Parent,ig)
Instances = {}
Ignore=
ig ~=
Ignore = ig
(Parent,Ignore)
i, v (Parent:())
v ~= Ignore
(v,Ignore)
.(Instances, v)
(Parent,Ignore)
Instances
(Part1,Part2,Extra)
EXCF = Part2.CFrame * Extra
i, v3 ((Part2))
v3:()
STW=(v3,v3,Part1,EXCF:(v3.CFrame):() )
v3.Anchored=
v3.CanCollide=
v3.Parent = Part1
Part2:()
SToneTexture = ()({
Texture = ,
= .(/, /, /),
})
(part)
.(.(()
i = ,,
Tx = SToneTexture:()
Tx.Face = i
Tx.Parent=part
))
New = (Object, Parent, Name, Data)
Object = .(Object)
Index, Value (Data {})
Object[Index] = Value
Object.Parent = Parent
Object.Name = Name
Object
(Num)
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
Num ==
GivenLeter =
GivenLeter
(Mode,Extra)
ReturningValue =
Mode ==
GivenText =
msg = Extra
Txt =
FoundTime=
LastFound =
((),()
v3 = , #msg
.(msg,+v3,v3) ==
TheN = .(msg,LastFound,v3-)
NumTranslate = (.(msg,LastFound,v3-))
FoundTime = FoundTime +
GivenText = GivenText..NumTranslate
LastFound=v3+
Txt=
Txt=.(msg,,v3)
()
;
ReturningValue=GivenText
v3 = , #Txt
Txt=.(msg,-,v3)
;
)
Mode ==
()
ReturningValue == ()
ReturningValue
(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
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
(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, , , , SIZE, (,,))
TYPE ==
MSH = (,EFFECT)
MSH.Scale = (SIZE.X,SIZE.X,SIZE.X)
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, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
MSH ~=
MOVESPEED =
MOVEDIRECTION ~=
MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME
GROWTH = SIZE - ENDSIZE
TRANS = TRANSPARENCY - ENDTRANSPARENCY
TYPE ==
(EFFECT,{ = CFRAME*(((,)),((,)),((,)))},,,TIME/)
(EFFECT,{ = CFRAME},,,)
()
(EFFECT,{Transparency = EFFECT.Transparency - TRANS},,,TIME/)
TYPE ==
(EFFECT,{ = CFRAME*(((,)),((,)),((,)))},,,)
(EFFECT,{ = EFFECT.CFrame*((ROTATION1),(ROTATION2),(ROTATION3))},,,)
MOVEDIRECTION ~=
ORI = EFFECT.Orientation
(EFFECT,{=(MOVEDIRECTION)},,,TIME/)
(EFFECT,{Orientation=ORI},,,TIME/)
MSH.Scale = MSH.Scale - GROWTH/TIME
(MSH,{Scale=ENDSIZE},,,TIME/)
TYPE ==
(MSH,{Offset=(,,-MSH.Scale.X/)},,,TIME/)
LOOP = , TIME+
()
TYPE ==
MOVEDIRECTION ~=
ORI = EFFECT.Orientation
:():(EFFECT, )
PLAYSSOUND ==
EFFECT:()
SOUND.Stopped:(()
EFFECT:()
)
PLAYSSOUND ==
EFFECT:()
() SOUND.Playing ==
EFFECT:()
))
( Parent, Material, Reflectance, Transparency, BColor, Name, Size)
Part = (){
Parent = Parent,
Reflectance = Reflectance,
Transparency = Transparency,
CanCollide = ,
Locked = ,
BrickColor = BrickColor.((BColor)),
Name = Name,
Size = Size,
Material = Material,
}
(Part)
Part
Particle2_1 = (){
Color = ColorSequence.(. (,,), . (/, /, /)),
Transparency = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)}),
Size = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)}),
Texture = ,
Lifetime = NumberRange.(,),
Rate = ,
VelocitySpread = ,
Rotation = NumberRange.(),
RotSpeed = NumberRange.(-,),
Speed = NumberRange.(),
LightEmission = ,
LockedToPart = ,
Acceleration = .(, , ),
EmissionDirection = ,
Drag = ,
Enabled =
}
BEGONE_Particle = (){
Color = ColorSequence.(. (,,), . (, , )),
Transparency = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)}),
Size = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)}),
Texture = ,
Lifetime = NumberRange.(),
Rate = ,
VelocitySpread = ,
Rotation = NumberRange.(),
RotSpeed = NumberRange.(-,),
Speed = NumberRange.(),
LightEmission = ,
LockedToPart = ,
Acceleration = .(, -, ),
EmissionDirection = ,
Drag = ,
ZOffset = ,
Enabled =
}
(Part0,Part1,Times,Offset,Color,Thickness,Trans,SizeAdd,Time,Dely)
.(.(()
magz = (Part0 - Part1).magnitude
curpos = Part0
trz = {-Offset,Offset}
Time2 =
Time ~=
Time2 = Time
i=,Times
li = .(, Torso)
li.Name =
li.TopSurface =
li.Material =
li.BottomSurface =
li.Anchored =
li.Locked =
li.Transparency = Trans
li.BrickColor = Color
li.formFactor =
li.CanCollide =
li.Size = .(,,magz/Times)
Offzet = .(trz[(.(,)*)/],trz[(.(,)*)/],trz[(.(,)*)/])
trolpos = .(curpos,Part1)*.(,,magz/Times).p+Offzet
Times == i
magz2 = (curpos - Part1).magnitude
li.Size = .(,,magz2)
(li,{Size = (Thickness*(-(i/Times+)),Thickness*(-(i/Times+)),magz2),Transparency=},,,Time)
li.CFrame = .(curpos,Part1)*.(,,-magz2/)
li.CFrame = .(curpos,trolpos)*.(,,magz/Times/)
(li,{Size = (Thickness*(-(i/Times)),Thickness*(-(i/Times)),magz/Times),Transparency=},,,Time)
curpos = li.CFrame*.(,,magz/Times/).p
.(.(()
(Time)
li:()
))
Dely ~=
(Dely)
))
(PART,TYPE)
TYPE ==
MSH = (,PART)
TYPE ==
MSH = (,PART)
MSH.MeshType =
TYPE ==
MSH = (,PART)
MSH.MeshType =
(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
:(Ray.(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
(StartPos, EndPos, Distance, Ignore)
DIRECTION = (StartPos,EndPos).lookVector
(StartPos, DIRECTION, Distance, Ignore)
Debris = :()
Damagefunc = (Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
hit.Parent ==
h = hit.Parent:()
_,v (hit.Parent:())
v:()
h.Health >
h = v
h ==
h ~= h.Health <
h ~= h.Parent:()
.(.(()
h.Health > minim < Type~= (h.Parent:() h.Parent:()) h.Parent:()
FATag = .(,h.Parent)
FATag.Name =
:():(FATag, )
_,v (h.Parent:())
v:() v.Parent:()
v.Anchored=
()
h.Parent:()
h.Parent:():()
FoundTorso = h.Parent:() h.Parent:()
.(.(()
YourGone = .()
YourGone.Reflectance =
YourGone.Transparency =
YourGone.CanCollide =
YourGone.Locked =
YourGone.Anchored=
YourGone.BrickColor = BrickColor.()
YourGone.Name =
YourGone.Size = .()
YourGone.Material =
YourGone:()
YourGone.Parent = FoundTorso
YourGone.CFrame = FoundTorso.CFrame
NewParticle = .()
NewParticle.Parent = YourGone
NewParticle.Acceleration = .(,,)
NewParticle.Size = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)})
NewParticle.Color = ColorSequence.(. (,,), . (, , ))
NewParticle.Lifetime = NumberRange.(,)
NewParticle.Transparency=NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)})
NewParticle.Speed = NumberRange.(,)
NewParticle.ZOffset =
NewParticle.Texture =
NewParticle.RotSpeed = NumberRange.(-,)
NewParticle.Rotation = NumberRange.(-,)
NewParticle.Enabled =
:():(YourGone, )
i = ,,
NewParticle:()
(, FoundTorso,, )
h.Parent:()
YourGone.CFrame = FoundTorso.CFrame
_,v (h.Parent:())
v:() v.Parent:()
v.Anchored=
v:()
v:() v.Name ==
vp = ()({P = , maxForce = .(, , ), velocity = .(.(-,),,.(-,)) })
vp.Parent = v
:():(vp, .(,)/)
()
()
NewParticle:()
(, FoundTorso,, )
h.Parent:()
YourGone.CFrame = FoundTorso.CFrame
_,v (h.Parent:())
v:() v.Parent:()
v.Anchored=
v:()
v:() v.Name ==
vp = ()({P = , maxForce = .(, , ), velocity = .(.(-,),,.(-,)) })
vp.Parent = v
:():(vp, .(,)/)
))
()
))
h ~= hit.Parent ~= Character hit.Parent:() hit.Parent:() ~=
hit.Parent:() ~= hit.Parent.DebounceHit.Value ==
c = ()({Name = , Value = :().LocalPlayer, Parent = h})
:():(c, )
HitSound ~= HitPitch ~=
(HitSound, hit, , HitPitch)
Damage = .(minim, maxim)
blocked =
block = hit.Parent:()
block ~= block.className == block.Value >
blocked =
block.Value = block.Value -
(block.Value)
blocked ==
h.Health = h.Health - Damage
(Part.CFrame * .(, , Part.Size.Z / ).p + .(, , ), -Damage, , .(,,))
h.Health = h.Health - Damage /
(Part.CFrame * .(, , Part.Size.Z / ).p + .(, , ), -Damage, , .(,,))
Type ==
hum = h
hum.PlatformStand =
.(.((HHumanoid)
()
HHumanoid.PlatformStand =
), hum)
FoundTorso = h.Parent:() h.Parent:()
angle = hit.Position - (Property.Position + .(, , )).unit
bodvol = ()({P = , maxForce = .(.huge, , .huge), velocity = .(Part.Position,FoundTorso.Position).lookVector * knockback, Parent = hit})
rl = ()({P = , maxTorque = .(, , ) * , angularvelocity = .(.(-, ), .(-, ), .(-, )), Parent = hit})
:():(bodvol, )
:():(rl, )
Type ==
hum = h
hum.PlatformStand =
.(.((HHumanoid)
Combo = ()
HHumanoid.PlatformStand =
), hum)
angle = hit.Position - (Property.Position + .(, , )).unit
bodvol = ()({P = , maxForce = .(.huge, , .huge), velocity = .(Part.Position,Property.Position).lookVector * knockback})
rl = ()({P = , maxTorque = .(, , ) * , angularvelocity = .(.(-, ), .(-, ), .(-, )), Parent = hit})
:():(bodvol, )
:():(rl, )
bodyVelocity2 = ()({velocity = .(, , ), P = , maxForce = .(, , ), Parent = RootPart})
:():(bodyVelocity2, )
Type ==
FoundTorso = h.Parent:() h.Parent:()
angle = hit.Position - (Property.Position + .(, , )).unit
bodvol = ()({P = , maxForce = .(.huge, , .huge), velocity = .(Part.Position,FoundTorso.Position).lookVector * knockback, Parent = hit})
:():(bodvol, )
Type==
HTorso = hit.Parent:() hit.Parent:()
tags =
_,v2 , HTorso:()
v2:() v2.Name ==
tags=tags+
tags <
fireef = EffectPack.FireEffect:()
tag = .(,HTorso)
tag.Name =
:():(tag, )
_,v , fireef:() v:() v:() :():(v, ) v.Parent = HTorso
.(.(()
i = ,
.(.(()
v:() ))
.(.(()
(HTorso, HTorso, /, /, , , RootPart, , , .(,)/)
))
HTorso.Parent:() HTorso.Parent:().Health >
_,v2 , HTorso.Parent:() v2:() (v2,{Color=(,,)},,,)
()
))
fireef:()
Type==
.(.(()
(h.Parent:() h.Parent:()) h.Parent:()
FATag = .(,h.Parent)
FATag.Name =
:():(FATag, )
_,v (h.Parent:())
v:() v.Parent:()
v.Anchored=
()
h.Parent:()
h.Parent:():()
FoundTorso = h.Parent:() h.Parent:()
.(.(()
YourGone = .()
YourGone.Reflectance =
YourGone.Transparency =
YourGone.CanCollide =
YourGone.Locked =
YourGone.Anchored=
YourGone.BrickColor = BrickColor.()
YourGone.Name =
YourGone.Size = .()
YourGone.Material =
YourGone:()
YourGone.Parent = FoundTorso
YourGone.CFrame = FoundTorso.CFrame
NewParticle = .()
NewParticle.Parent = YourGone
NewParticle.Acceleration = .(,,)
NewParticle.Size = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)})
NewParticle.Color = ColorSequence.(. (,,), . (, , ))
NewParticle.Lifetime = NumberRange.(,)
NewParticle.Transparency=NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)})
NewParticle.Speed = NumberRange.(,)
NewParticle.ZOffset =
NewParticle.Texture =
NewParticle.RotSpeed = NumberRange.(-,)
NewParticle.Rotation = NumberRange.(-,)
NewParticle.Enabled =
:():(YourGone, )
i = ,,
NewParticle:()
(, FoundTorso,, )
h.Parent:()
YourGone.CFrame = FoundTorso.CFrame
_,v (h.Parent:())
v:() v.Parent:()
v.Anchored=
v:()
v:() v.Name ==
vp = ()({P = , maxForce = .(, , ), velocity = .(.(-,),,.(-,)) })
vp.Parent = v
:():(vp, .(,)/)
()
()
NewParticle:()
(, FoundTorso,, )
h.Parent:()
YourGone.CFrame = FoundTorso.CFrame
_,v (h.Parent:())
v:() v.Parent:()
v.Anchored=
v:()
v:() v.Name ==
vp = ()({P = , maxForce = .(, , ), velocity = .(.(-,),,.(-,)) })
vp.Parent = v
:():(vp, .(,)/)
))
()
))
Type ==
Humanoid.Health = Humanoid.Health + Damage
hum = h
hum.PlatformStand =
.(.((HHumanoid)
Combo = ()
HHumanoid.PlatformStand =
), hum)
angle = hit.Position - (Property.Position + .(, , )).unit
bodvol = ()({P = , maxForce = .(.huge, , .huge), velocity = .(Part.Position,Property.Position).lookVector * knockback})
rl = ()({P = , maxTorque = .(, , ) * , angularvelocity = .(.(-, ), .(-, ), .(-, )), Parent = hit})
:():(bodvol, )
:():(rl, )
bodyVelocity2 = ()({velocity = .(, , ), P = , maxForce = .(, , ), Parent = RootPart})
:():(bodyVelocity2, )
Type ==
CFuncs.Sound.(, Spike, , )
hit.Parent.Humanoid.PlatformStand =
()
hit.Parent.Humanoid.PlatformStand =
Type ==
Type ==
bodyVelocity = ()({velocity = .(, , ), P = , maxForce = .(, , ), Parent = hit})
:():(bodyVelocity, )
bodyVelocity = ()({velocity = .(, , ), P = , maxForce = .(, , ), Parent = hit})
:():(bodyVelocity, )
Type ==
bp = ()({P = , D = , maxForce = .(.huge, .huge, .huge), position = hit.Parent.Torso.Position, Parent = (h.Parent:() h.Parent:())})
:():(bp, )
Type ==
BodPos = ()({P = , D = , maxForce = .(.huge, .huge, .huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso})
BodGy = ()({maxTorque = .(, , ) * .huge, P = , Parent = hit.Parent.Torso, cframe = hit.Parent.Torso.CFrame})
hit.Parent.Torso.Anchored =
.(.((Part)
()
Part.Anchored =
), hit.Parent.Torso)
:():(BodPos, )
:():(BodGy, )
debounce = ()({Name = , Parent = hit.Parent, Value = })
:():(debounce, Delay)
c = .()
c.Name =
c.Value = Player
c.Parent = h
:():(c, )
ShowDamage = (Pos, Text, Time, Color)
Rate =
Pos
Pos = .(, , )
Text = Text
Time = Time
Color
Color = .(, , )
EffectPart = (, , , , BrickColor.(Color), , .(, , ))
EffectPart.Anchored =
BillboardGui = ()({Size = .(, , , ), Adornee = EffectPart, Parent = EffectPart})
TextLabel = ()({BackgroundTransparency = , Size = .(, , , ), Text = ..Text.., TextColor3 = Color, TextScaled = , Font = .Font.ArialBold, Parent = BillboardGui})
TextLabel.TextTransparency=
.Debris:(EffectPart, Time + )
EffectPart.Parent = :()
(, ()
Frames = Time / Rate
EffectPart.CFrame=.(Pos)
() TextLabel.TextTransparency=
(TextLabel,{TextTransparency=},,,Frames/)
(TextLabel,{Rotation=.(-,)},,,Frames/)
(TextLabel,{TextColor3=.(,,)},,,Frames/)
(EffectPart,{ = .(Pos) + .(.(-,), .(,), .(-,))},,,Frames/)
(Frames/)
EffectPart EffectPart.Parent
EffectPart:()
)
MagniDamage = (Part, magni, mindam, maxdam, knock, Type2)
Type=
mememode ==
Type=
Type=Type2
Type2 ==
Type=
_,c (:())
hum = c:()
_,v (c:())
v:()
hum = v
hum ~=
head = c:()
head ~=
targ = head.Position - Part.Position
mag = targ.magnitude
mag <= magni c.Name ~= Player.Name
(Part, head, mindam, maxdam, knock, Type, RootPart, , , )
(HTCF,magni, mindam, maxdam, knock, Type)
DGP = .()
DGP.Parent = Character
DGP.Size = .(, , )
DGP.Transparency =
DGP.CanCollide =
DGP.Anchored =
(DGP)
DGP.Position=DGP.Position + .(,-,)
DGP.CFrame = HTCF
.(.(()
(DGP, magni, mindam, maxdam, knock, Type)
))
:():(DGP, )
DGP.Archivable =
(pos,dist1)
list = .Workspace:()
torso =
dist = dist1
temp =
human =
temp2 =
x = , #list
temp2 = list[x]
(temp2.className == ) (temp2 ~= Character)
temp = (temp2:() temp2:())
human = temp2:()
(temp ~= ) (human ~= ) (human.Health > )
(temp.Position - pos).magnitude < dist
torso = temp
dist = (temp.Position - pos).magnitude
torso
(EffectCF,EffectName)
MainEffectHolder=.(,Effects)
MainEffectHolder.Reflectance =
MainEffectHolder.Transparency =
MainEffectHolder.CanCollide =
MainEffectHolder.Locked =
MainEffectHolder.Anchored=
MainEffectHolder.BrickColor = BrickColor.()
MainEffectHolder.Name =
MainEffectHolder.Size = .(,,)
MainEffectHolder.Material =
MainEffectHolder:()
MainEffectHolder.CFrame = EffectCF
EffectAttach=.(,MainEffectHolder)
:():(MainEffectHolder, )
EffectName ==
EffectAttach.Orientation = .(,,)
SpawnedParticle1 = EffectPack.Explode_Fire_Effect:()
SpawnedParticle1.Parent = MainEffectHolder
SpawnedParticle1:()
SpawnedParticle2 = EffectPack.Explode_Smoke2_Effect:()
SpawnedParticle2.Parent = MainEffectHolder
SpawnedParticle2:()
SpawnedParticle3 = EffectPack.Explode_Smoke_Effect:()
SpawnedParticle3.Parent = MainEffectHolder
SpawnedParticle3:()
:():(MainEffectHolder, )
EffectName ==
EffectAttach.Orientation = .(,,)
SpawnedParticle1 = EffectPack.Spark:()
SpawnedParticle1.Parent = MainEffectHolder
SpawnedParticle1:(.(,))
:():(MainEffectHolder, )
EffectName ==
(,MainEffectHolder,,)
EffectAttach.Orientation = .(,,)
EffectAttach2=.(,MainEffectHolder)
EffectAttach2.Orientation = .(,,)
SpawnedParticle1 = EffectPack.Nuke_Flash:()
SpawnedParticle1.Parent = EffectAttach
SpawnedParticle1:()
SpawnedParticle2 = EffectPack.Nuke_Smoke:()
SpawnedParticle2.Parent = EffectAttach2
SpawnedParticle2.Enabled =
.(.(()
i = ,,/
SpawnedParticle2.Transparency = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,+(i/)),NumberSequenceKeypoint.(,+(i/)),NumberSequenceKeypoint.(,)})
()
SpawnedParticle2.Transparency = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)})
SpawnedParticle2.Enabled =
))
SpawnedParticle3 = EffectPack.Nuke_Wave:()
SpawnedParticle3.Parent = EffectAttach
SpawnedParticle3:()
:():(EffectAttach, )
(MinDmg1,MaxDmg1,Lookpos1,Lookray1,Aura1,Type,Partf)
Lookray1 ~= Lookray1.Parent:()
.(.(()
(Partf, Lookray1, MinDmg1, MaxDmg1, MinDmg1, Type, RootPart, , , ) ))
((Lookpos1),Aura1, MinDmg1, MaxDmg1, MinDmg1, Type)
(SpawnCF)
GhostHolder = EffectPack.Missile:()
GhostHolder.Parent = Effects
GhostHolder.CFrame = SpawnCF
Missile = GhostHolder
i, v3 ((Missile))
v3:()
v3.Enabled =
.(.(()
Missile[]:()
))
(,Missile,,)
()
:():(GhostHolder, )
.(.(()
GhostHolder.Transparency =
))
GhostTarget=
.(.(()
lookdir=RootPart.CFrame.lookVector *
GhostHolder.Parent == Effects
GhostTarget = (GhostHolder.Position)
GhostTarget ~=
OverClocking ==
(GhostHolder,{ =.(GhostHolder.Position+GhostHolder.CFrame.lookVector*,(GhostTarget.Position+GhostHolder.CFrame.lookVector* )-(.(-,),.(-,),.(-,)))},,,)
(GhostHolder,{ =.(GhostHolder.Position+GhostHolder.CFrame.lookVector*,(GhostTarget.Position+GhostHolder.CFrame.lookVector* ))},,,)
OverClocking ==
(GhostHolder,{ =.(GhostHolder.Position+GhostHolder.CFrame.LookVector*,GhostHolder.Position+(,-,)+GhostHolder.CFrame.LookVector*)},,,)
(GhostHolder,{ =.(GhostHolder.Position+GhostHolder.CFrame.LookVector*,GhostHolder.Position+(,-,)+GhostHolder.CFrame.LookVector*)},,,)
Lookray,Lookpos,test1 = (GhostHolder.Position, GhostHolder.CFrame.lookVector, , Character)
Lookray ~=
(,GhostHolder,,)
((Lookpos,Lookpos+test1),)
(,,Lookpos,,,,GhostHolder)
.(.(()
GhostHolder[]:()
))
i, v3 ((GhostHolder))
v3:()
v3.Enabled =
(GhostHolder,{Transparency=},,,)
:():(GhostHolder, )
()
))
RJW=(RJ.Parent,RJ.Part0,RJ.Part1,RJ.C0)
RJW.C1 = RJ.C1
RJW.Name = RJ.Name
NeckW=(Neck.Parent,Neck.Part0,Neck.Part1,Neck.C0)
NeckW.C1 = Neck.C1
NeckW.Name = Neck.Name
RW=(Torso,Torso,RightArm,(,,))
LW=(Torso,Torso,LeftArm,(,,))
RH=(Torso,Torso,RightLeg,(,,))
LH=(Torso,Torso,LeftLeg,(,,))
RW.C1 = (, , )
LW.C1 = (, , )
RH.C1 = (, , ) *.(.(),.(),.())
LH.C1 = (, , ) *.(.(),.(),.())
(RJW,{C0=RootCF*.(,,)},,,)
(NeckW,{C0=NeckCF*.(,,)},,,)
(RW,{C0=.( , , -)},,,)
(LW,{C0=.(-, , -)},,,)
(RH,{C0=.(, -, )},,,)
(LH,{C0=.(-, -, )},,,)
Humanoid.MaxHealth =
Humanoid.Health =
GainCharge = ()
Humanoid.MaxHealth =
Humanoid.Health =
Humanoid.HealthChanged:(() (Humanoid) )
(SPCF)
.(.(()
DroneModel =
==
DroneModel = EffectPack.Toaster:()
DroneModel = EffectPack.Drone:()
Drone = EffectPack.Part:()
Drone.Parent = Effects
Drone.Name =
Drone.Anchored =
Part1=Drone
Part2=DroneModel.Handle
.(.(()
()
Drone:()
))
Drone.CFrame = SPCF*(,,)
(Part1,Part2,DroneModel,.(,,))
(Drone,{=SPCF*(.(-,)/,.(,),.(-,)/)},,,)
()
v2 = (Drone.Position,)
v2 ~=
(Drone,{=(Drone.CFrame.p,v2.CFrame.p)},,,)
(*)
i2 =,
i = ,,
v = (Drone.Position,)
v~=
(Drone,{=(Drone.CFrame.p,v2.CFrame.p)},,,)
lighth,lightp,test1 = (Drone[..i].CFrame.p, .(Drone[..i].CFrame.p, v.CFrame.p).lookVector, , Character)
DroneModel.Name ~=
(Drone[..i].CFrame.p,lightp , , , BrickColor.(), , ,-*,,)
((lightp,lightp+test1),)
.(.(()
(, Drone,, .(,)/)
(, Drone,, .(,)/)
((lightp),,,,,)
))(*)
(Drone[..i].CFrame.p,lightp , , , BrickColor.(), , ,-*,,)
((lightp,lightp+test1),)
.(.(()
(, Drone,, .(,)/)
((lightp),,,,-,)
))
(Drone,{=(Drone.CFrame.p,v2.CFrame.p)*(,/,-/)},,,)
(*)
v2 = (Drone.Position,)
v2~=
(Drone,{=((Drone.CFrame).p,v2.CFrame.p)},,,)
(Drone,{=Drone.CFrame*(,,)},,,)
()
Drone:()
))
()
attack =
Humanoid.JumpPower =
Humanoid.WalkSpeed =
.(.(()
(MX1w,{C0=(,,)*((),,)},,,/)
(*)
(MX1w,{C0=(,,)*((),,)},,,)
))
(, Torso,, )
(RJW,{C0=RootCF*.(,,-)*(.(),.(),.())},,,)
(NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())},,,)
(RW,{C0=.( , , -)*(.(),.(),.())},,,)
(LW,{C0=.(-, , -)*(.(),.(),.(-))},,,)
(RH,{C0=.(, -, -)*(.(),.(),.())},,,)
(LH,{C0=.(-, -, -)*(.(-),.(),.())},,,)
()
i2 = ,
i = ,
i2 = ,
.(.(()
((MissileBox[..i].CFrame.p,MissileBox[..i].CFrame.p+MissileBox[..i].CFrame.RightVector)*((.(-,)/),(.(-,)/),(.(-,)/) ) )
))
(MissileBox[..i],{Color=(,,)},,"InOut",.05)
SetTween(MX1w,{C0=CF(0,0,.15)*ANGLES(mr(40),0,0)},"Quad","Out",.1)
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,-.6)*angles(math.rad(0),math.rad(0),math.rad(0))},"Back","Out",0.1)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(30),math.rad(0),math.rad(0))},"Back","Out",0.1)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(35),math.rad(0),math.rad(20))},"Back","Out",0.1)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(10),math.rad(0),math.rad(-20))},"Back","Out",0.1)
SetTween(RH,{C0=CFrame.new(.5, -.7, -.2)*angles(math.rad(20),math.rad(0),math.rad(0))},"Back","Out",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -1.0, -.75)*angles(math.rad(-60),math.rad(0),math.rad(0))},"Back","Out",0.1)
Swait(1)
SetTween(MX1w,{C0=CF(0,.1,.30)*ANGLES(mr(20),0,0)},"Quad","Out",.1)
SetTween(MissileBox["MissileSlot"..i],{Color=C3(180/255, 128/255, 255/255)},"Quad","InOut",.25)
SetTween(RJW,{C0=RootCF*CFrame.new(0,-.25,-.55)*angles(math.rad(10),math.rad(0),math.rad(0))},"Back","Out",0.2)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(0))},"Back","Out",0.2)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(45),math.rad(0),math.rad(10))},"Back","Out",0.2)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(20),math.rad(0),math.rad(-10))},"Back","Out",0.2)
SetTween(RH,{C0=CFrame.new(.5, -.7, -.2)*angles(math.rad(30),math.rad(0),math.rad(0))},"Back","Out",0.2)
SetTween(LH,{C0=CFrame.new(-.5, -1.0, -.75)*angles(math.rad(-50),math.rad(0),math.rad(0))},"Back","Out",0.2)
Swait(1) end
end
coroutine.resume(coroutine.create(function()
SetTween(MX1w,{C0=CF(0,0,.15)*ANGLES(mr(90),0,0)},"Back","Out",1/2)
Swait(.25*30)
SetTween(MX1w,{C0=CF(0,-.7,-.25)},"Quad","InOut",.25)
end))
attack = false
end
eyehold=false
function Attack2()
attack = true
Humanoid.JumpPower = 0
Humanoid.WalkSpeed=0
local eyeffect1 = EffectPack.Light:Clone()
eyeffect1.Parent = Head.Eye.Attachment
eyeffect1.Enabled = true
so("1841310110",Head,3,1)
for i = 1,3.5,.1 do
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,-.3)*angles(math.rad(40),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(40),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
SetTween(RW,{C0=CFrame.new(1.2 , 0.5, -.2)*angles(math.rad(75+math.random(-5,5)),math.rad(0),math.rad(-40+math.random(-5,5)))},"Quad","Out",0.1)
SetTween(LW,{C0=CFrame.new(-1.2, 0.5, -.2)*angles(math.rad(75+math.random(-5,5)),math.rad(0),math.rad(40+math.random(-5,5)))},"Quad","Out",0.1)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(40),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(40),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
Swait() end
--local bodyVelocity = Create("BodyVelocity")({velocity = Vector3.new(0, 10, 0)+RootPart.CFrame.lookVector*30, P = 5000, maxForce = Vector3.new(800000, 800000 , 800000), Parent = RootPart})
so("197760420",Head,8,1)
--wait(.5)
eyehold= true
local Beam1 = Instance.new("Beam",Torso.TorsoLaser)
local WalkPart = Instance.new("Part",Effects)
WalkPart.Transparency = 1
WalkPart.CanCollide = false
WalkPart.Anchored = true
WalkPart.CFrame = CFrame.new(0,0,0)
WalkPart.Size = Vector3.new(.1,.1,.1)
local Attach2 = Instance.new("Attachment",WalkPart)
local NewParticle = Particle2_1:Clone()
NewParticle.Parent = Attach2
NewParticle.Acceleration = Vector3.new(0,0,0)
if OverClocking ==false then
NewParticle.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,2),NumberSequenceKeypoint.new(1,0)})
else
NewParticle.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,50),NumberSequenceKeypoint.new(1,0)})
end
NewParticle.Color = ColorSequence.new(Color3.new (180/255, 128/255, 255/255), Color3.new (180/255, 128/255, 255/255))
NewParticle.Lifetime = NumberRange.new(.2,.3)
NewParticle.Transparency=NumberSequence.new({NumberSequenceKeypoint.new(0,1),NumberSequenceKeypoint.new(.25,0),NumberSequenceKeypoint.new(1,1)})
NewParticle.Speed = NumberRange.new(0)
NewParticle.ZOffset = 6
NewParticle.RotSpeed = NumberRange.new(-40,40)
NewParticle.Rotation = NumberRange.new(-180,180)
NewParticle.Texture = "rbxassetid://217245118"
NewParticle.Rate = 50
--NewParticle.Enabled = true
local NewParticle2 = NewParticle:Clone()
NewParticle2.LockedToPart = true
NewParticle2.Parent = Attach2
NewParticle.Speed = NumberRange.new(10)
NewParticle.Transparency=NumberSequence.new({NumberSequenceKeypoint.new(0,1),NumberSequenceKeypoint.new(.25,.5),NumberSequenceKeypoint.new(1,1)})
NewParticle.Texture = "rbxassetid://445231898"
if OverClocking ==false then
NewParticle.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,1),NumberSequenceKeypoint.new(1,2)})
else
NewParticle.Size = NumberSequence.new({NumberSequenceKeypoint.new(0,5),NumberSequenceKeypoint.new(1,28)})
end
NewParticle.Lifetime = NumberRange.new(.3,.5)
NewParticle.ZOffset = 4
NewParticle.Speed = NumberRange.new(1)
--NewParticle:Emit(2)
coroutine.resume(coroutine.create(function()
if eyehold==true then
coroutine.resume(coroutine.create(function()
while eyehold==true do
wait(.5)
so("2162238374",Torso.TorsoLaser,4,2.0)
end
for i = 1,10 do
for _,v in pairs(Torso.TorsoLaser:children()) do
if v:isA("Sound") then
v.Volume = v.Volume - .4
end
end
Swait()
end
end))
while eyehold == true do
Swait()
Humanoid.JumpPower = 0
change = .6
Humanoid.WalkSpeed=2
coroutine.resume(coroutine.create(function()
local GunPart = Head.Eye
--so("610359515",Head,1.5,.8,4)
for i = 1,1 do
coroutine.resume(coroutine.create(function()
local Glow1 = Color3.new (180/255, 128/255, 255/255)
local Glow2 = Color3.new (180/255, 128/255, 255/255)
local hitray,pos,test1 = rayCast(GunPart.Position, GunPart.CFrame.lookVector, 500, Character)
local mag=(Torso.TorsoLaser.Position-pos).magnitude
Attach2.Position = pos
--Attach1.Position = Vector3.new(0,0,0)
NewParticle.Enabled = true
NewParticle2.Enabled = true
eyeffect1.Enabled = true
Beam1.Texture = "rbxassetid://1134824633"
Beam1.FaceCamera = true
Beam1.Color = ColorSequence.new(Glow1,Glow2)
Beam1.Transparency = NumberSequence.new(0,0)
Beam1.TextureLength = .1*(mag)
Beam1.Attachment0 = Head.Eye.Attachment
Beam1.Attachment1 = Attach2
Beam1.TextureSpeed = 15
Beam1.LightEmission = 1
Beam1.Width0 = 1
if OverClocking ==false then
Beam1.Width1 = 2
else
Beam1.Width1 = 20
end
if OverClocking ==false then
CFMagniDamage(CFrame.new(pos),5, 350, 500, 0, "Normal")
else
CFMagniDamage(CFrame.new(pos),30, 350, 500, 0, "Normal")
end
coroutine.resume(coroutine.create(function()
if hitray~=nil then
for i = 1, 1 do
local Color = hitray.BrickColor
local Materials = hitray.Material
local groundpart = CFuncs.Part.Create( Effects, "SmoothPlastic", 0, 0, Color, "Ground", Vector3.new(math.random(50, 200) / 200, math.random(50, 200) / 200, math.random(50, 200) / 200))
groundpart.Anchored = false
groundpart.Material = Materials
groundpart.CanCollide = true
groundpart.Friction = 2
groundpart.Velocity = Vector3.new(math.random(-50, 50), math.random(25, 50), math.random(-50, 50))
groundpart.CFrame = CF(pos,pos+test1) * cn(math.random(-250, 250) / 100, 0.5, math.random(-250, 250) / 100) * CFrame.Angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
groundpart:SetNetworkOwner(Player)
game:GetService("Debris"):AddItem(groundpart, 1.0)
SetTween(groundpart,{Size = VT(),Transparency=1},"Quad","In",1)
end
for i = 1, 0 do
local Color = hitray.BrickColor
local Materials = hitray.Material
local groundpart = CFuncs.Part.Create( Effects, "SmoothPlastic", 0, 0, Color, "Ground", Vector3.new(math.random(25, 150) / 200, math.random(25, 150) / 200, math.random(25, 150) / 200))
groundpart.Anchored = false
groundpart.Material = Materials
groundpart.CanCollide = true
groundpart.Friction = 2
groundpart.Velocity = Vector3.new(math.random(-50, 50), math.random(25, 50), math.random(-50, 50))
groundpart.CFrame = CF(pos,pos+test1) * cn(math.random(-250, 250) / 100, 0.5, math.random(-250, 250) / 100) * CFrame.Angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)),math.rad( math.random(-50, 50)))
groundpart:SetNetworkOwner(Player)
game:GetService("Debris"):AddItem(groundpart, 1.0)
SetTween(groundpart,{Size = VT(),Transparency=1},"Quad","In",1)
--game:GetService("Debris"):AddItem(WalkPart2, .4)
end
end
end))
coroutine.resume(coroutine.create(function()
if hitray ~= nil then
-- MakeBeamWaveEffect(Effects,Color3.new(1, 0, 0),HitEffectPart.Position- Vector3.new(0, 0, 0),2.0,0,0.06,15,0,10,CFrame.new(((RootPart.Velocity * Vector3.new(1, 0, 1))/40)+Vector3.new(0, 0, 0))*angles(math.rad(math.random(-6,6)),math.rad(math.random(-6,6)),math.rad(math.random(-6,6))))
else
--Beam1.Transparency = NumberSequence.new(0,1)
end
--GunPart.Transparency = i*1.5
--GunPart.Size = Vector3.new(0.85-i,.85-i,.05)
--game:GetService("Debris"):AddItem(WalkPart2, .4)
--game:GetService("Debris"):AddItem(WalkPart, .4)
--game:GetService("Debris"):AddItem(Attach1, .4)
--game:GetService("Debris"):AddItem(Attach2, .4)
end))
end))
end
end))
end
end
coroutine.resume(coroutine.create(function()
for i = 0,4,0.3 do Swait()
Beam1.Transparency = NumberSequence.new(i,(i)/2)
end
end))
NewParticle.Enabled = false
NewParticle2.Enabled = false
eyeffect1.Enabled = false
game:GetService("Debris"):AddItem(WalkPart, 1)
--game:GetService("Debris"):AddItem(Attach1, .4)
game:GetService("Debris"):AddItem(Attach2, 1)
game:GetService("Debris"):AddItem(Beam1, 1)
game:GetService("Debris"):AddItem(NewParticle, 1)
game:GetService("Debris"):AddItem(NewParticle2, 1)
game:GetService("Debris"):AddItem(eyeffect1, 1)
so("1229184354",Torso,5,2)
end))
for i = 1,3.25,.075 do
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Linear","InOut",0.1)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(60-20*i),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad((-20+20*i)+math.random(-5,5)),math.rad(0),math.rad(math.random(-5,5)+(45/5)*i ))},"Quad","Out",0.1)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad((-20+20*i)+math.random(-5,5)),math.rad(0),math.rad(math.random(-5,5)-(45/5)*i))},"Quad","Out",0.1)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
--bodyVelocity.velocity = Vector3.new(0, 1, 0)+Torso.CFrame.lookVector*-40
Swait() end
eyehold = false
Swait()
--bodyVelocity.velocity = Vector3.new(0, 0, 0)
--bodyVelocity.maxForce = Vector3.new(8000000, 0 , 8000000)
--game:GetService("Debris"):AddItem(bodyVelocity, 1)
attack = false
end
dancing = false
function Attack3()
attack = true
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,-0.9)*angles(math.rad(50),math.rad(0),math.rad(35))},"Quad","InOut",0.4)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(30),math.rad(0),math.rad(-35))},"Quad","InOut",0.4)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(65),math.rad(0),math.rad(35))},"Quad","Out",0.4)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(-30),math.rad(0),math.rad(0))},"Quad","Out",0.4)
SetTween(RH,{C0=CFrame.new(.5, -0, -.25)*angles(math.rad(60),math.rad(0),math.rad(30))},"Quad","InOut",0.4)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(-0),math.rad(0),math.rad(15))},"Quad","InOut",0.4)
so("3136984947", Head,5, .8)
-- LAP.Parent = Character
Swait(.4*30)
local portal =Instance.new("Part")
portal.Reflectance = 0
portal.Transparency = 1
portal.CanCollide = false
portal.Locked = true
portal.Anchored=true
portal.BrickColor = BrickColor.new("Really blue")
portal.Name = "portal"
portal.Size = Vector3.new()
portal.Material = "SmoothPlastic"
portal:BreakJoints()
portal.CFrame = RootPart.CFrame*cn(0,0,-0)
local Portalfloor,PortalPos = rayCast(portal.Position, CFrame.new(portal.Position, portal.Position - Vector3.new(0, 1, 0)).lookVector, 80, Character)
portal.CFrame = cn(PortalPos)
local max = 25
local min = 0
local light = min
if OverClocking == true then
min = 0
max = 50
light = 3
end
coroutine.resume(coroutine.create(function()
--
WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(0,0,0), Size2 = (VT(max*2,.1,max*2)), Transparency = 0.25, Transparency2 = 1, CFrame = portal.CFrame*CF(0,.05,0) , MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = Color3.fromRGB(180, 128, 255), SoundID = 167191994, SoundPitch = 1, SoundVolume = 4,TweenNType="Quad",TweenOType="Out"})
-- WACKYEFFECT({Time = 240, EffectType = "Sphere", Size = VT(0,.1,0), Size2 = VT(light-.5,0.1,light-.5)*1.5, Transparency = 0, Transparency2 = 1, CFrame=portal.CFrame*cn(0,-0,0), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = 376976397, SoundPitch = 1, SoundVolume = 3,TweenNType="Back",TweenOType="Out"})
--Swait((120/60)*30)
coroutine.resume(coroutine.create(function()
wait(.1)
for _,c in pairs(workspace:children()) do
local h = c:FindFirstChild("Humanoid")
for _,v in pairs(c:children()) do
if v:IsA("Humanoid") then
if v.Health > 0.0001 then
h = v else h = nil end
end
end
local head = c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")
if h ~= nil and head ~= nil then
local targ = head.Position - portal.Position
local mag = targ.magnitude
if mag < max and mag > min and c ~= Character then
print("Kill")
coroutine.resume(coroutine.create(function()
local Shade =Instance.new("Model",Effects)
local hed =Instance.new("Part")
hed.Reflectance = 0
hed.Transparency = 1
hed.CanCollide = false
hed.Locked = true
hed.Anchored=false
hed.Material = "ForceField"
hed.BrickColor = BrickColor.new("Really black")
--head.Material = "ForceField"
local sTor=hed:Clone()
sTor.Name = "Torso2"
sTor.Size = Vector3.new(2,2,1)
--sTor.Material = "ForceField"
sTor:BreakJoints()
sTor.CFrame = portal.CFrame*cn(0,-10,0)
local sraor=hed:Clone()
sraor.Name = "RightArm"
sraor.Size = Vector3.new(1,2,1)
--sraor.Material = "ForceField"
sraor:BreakJoints()
sraor.CFrame = portal.CFrame*cn(0,-10,0)
local slaor=sraor:Clone()
slaor.Name = "LeftArm"
local srlor=sraor:Clone()
srlor.Name = "RightLeg"
local sllor=sraor:Clone()
sllor.Name = "LeftLeg"
hed.Name = "Head2"
hed.Size = Vector3.new(1,1,1)
--hed.Material = "ForceField"
hed:BreakJoints()
hed.CFrame = portal.CFrame*cn(0,-10,0)
-- local Mesh =Instance.new("SpecialMesh",hed)
--Mesh.Scale=Vector3.new(1.25,1.25,1.25)
sTor.Anchored = true
hed.Parent = Shade
sTor.Parent = Shade
sraor.Parent = Shade
slaor.Parent = Shade
srlor.Parent = Shade
sllor.Parent = Shade
Swait((math.random(1,400)/10))
head.Anchored = true
SetTween(sTor,{Transparency=0},"Quad","InOut",.24)
SetTween(hed,{Transparency=0},"Quad","InOut",.24)
SetTween(sraor,{Transparency=0},"Quad","InOut",.24)
SetTween(slaor,{Transparency=0},"Quad","InOut",.24)
SetTween(srlor,{Transparency=0},"Quad","InOut",.24)
SetTween(sllor,{Transparency=0},"Quad","InOut",.24)
local NeckW2=MakeJoint(sTor,sTor,hed,CFrame.new(0,0,0))
NeckW2.C1 = NeckW.C1
--print(WRJ.Parent.Name)
local RW2=MakeJoint(sTor,sTor,sraor,cf(0,0,0))
local LW2=MakeJoint(sTor,sTor,slaor,cf(0,0,0))
local RH2=MakeJoint(sTor,sTor,srlor,cf(0,0,0))
local LH2=MakeJoint(sTor,sTor,sllor,cf(0,0,0))
RW2.C1 = cn(0, 0.5, 0)
LW2.C1 = cn(0, 0.5, 0)
RH2.C1 = cn(0, 1, 0) *CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
LH2.C1 = cn(0, 1, 0) *CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
--------
--(#Torso)
SetTween(sTor,{CFrame=head.CFrame*CFrame.new(0,-2,4)*angles(math.rad(10),math.rad(0),math.rad(0))},"Quad","InOut",1/20)
--------
--(#Head)
SetTween(NeckW2,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(40),math.rad(0),math.rad(0))},"Quad","InOut",1/20)
--------
--(#Right Arm)
SetTween(RW2,{C0=CFrame.new(1.3 , 0.5, -.25)*angles(math.rad(90),math.rad(0),math.rad(-35))},"Quad","InOut",1/20)
--------
--(#Left Arm)
SetTween(LW2,{C0=CFrame.new(-1.3, 0.5, -.25)*angles(math.rad(90),math.rad(0),math.rad(35))},"Quad","InOut",1/20)
--------
--(#Right Leg)
SetTween(RH2,{C0=CFrame.new(.5, 0.25, -.25)*angles(math.rad(45),math.rad(0),math.rad(0))},"Quad","InOut",1/20)
--------
--(#Left Leg)
SetTween(LH2,{C0=CFrame.new(-.5, 0.25, -.25)*angles(math.rad(45),math.rad(0),math.rad(0))},"Quad","InOut",1/20)
Swait((1/5)*30)
--------
--(#Torso)
SetTween(sTor,{CFrame=head.CFrame*CFrame.new(0,0,1)},"Back","Out",1/3)
--------
--(#Head)
SetTween(NeckW2,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(40),math.rad(0),math.rad(0))},"Quad","InOut",1/30)
--------
--(#Right Arm)
SetTween(RW2,{C0=CFrame.new(1.3 , 0.5, -.25)*angles(math.rad(90),math.rad(0),math.rad(-35))},"Quad","InOut",1/30)
--------
--(#Left Arm)
SetTween(LW2,{C0=CFrame.new(-1.3, 0.5, -.25)*angles(math.rad(90),math.rad(0),math.rad(35))},"Quad","InOut",1/30)
--------
--(#Right Leg)
SetTween(RH2,{C0=CFrame.new(.5, 0.25, -.25)*angles(math.rad(45),math.rad(0),math.rad(0))},"Quad","InOut",1/30)
--------
--(#Left Leg)
SetTween(LH2,{C0=CFrame.new(-.5, 0.25, -.25)*angles(math.rad(45),math.rad(0),math.rad(0))},"Quad","InOut",1/30)
Lightning(Head.Eye.Position,sTor.Position, 4, .4, BrickColor.new("Alder"), .1, .9,1,.57,nil)
Swait(1)
--------
local Grab=MakeJoint(sTor,sTor,head,cf(0,0,-1))
head.Anchored = false
--(#Torso)
--------
--(#Head)
SetTween(NeckW2,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(30),math.rad(0))},"Back","Out",1/3)
--------
--(#Right Arm)
SetTween(RW2,{C0=CFrame.new(1.3 , 0.5, -.3)*angles(math.rad(90),math.rad(0),math.rad(-50))},"Back","Out",1/3)
--------
--(#Left Arm)
SetTween(LW2,{C0=CFrame.new(-1.3, 0.5, -.3)*angles(math.rad(90),math.rad(0),math.rad(50))},"Back","Out",1/3)
--------
--(#Right Leg)
SetTween(RH2,{C0=CFrame.new(.5, -0.90, 0)},"Back","Out",1/3)
--------
--(#Left Leg)
SetTween(LH2,{C0=CFrame.new(-.5, -0.90, 0)},"Back","Out",1/3)
Swait((math.random(1,400)/10))
SetTween(sTor,{Color = Color3.fromRGB(180, 128, 255)},"Quad","Out",1.5)
SetTween(hed,{Color = Color3.fromRGB(180, 128, 255)},"Quad","Out",1.5)
SetTween(sraor,{Color = Color3.fromRGB(180, 128, 255)},"Quad","Out",1.5)
SetTween(slaor,{Color = Color3.fromRGB(180, 128, 255)},"Quad","Out",1.5)
SetTween(srlor,{Color = Color3.fromRGB(180, 128, 255)},"Quad","Out",1.5)
SetTween(sllor,{Color = Color3.fromRGB(180, 128, 255)},"Quad","Out",1.5)
so("2924264089", sTor,6, 1)
Swait(1.4*30)
WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(0,0,0), Size2 = VT(25,25,25), Transparency = 0.8, Transparency2 = 1, CFrame = sTor.CFrame , MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon", Color = Color3.fromRGB(180, 128, 255), SoundID = 3398040717, SoundPitch = 1, SoundVolume = 2,TweenNType="Back",TweenOType="Out"})
BulletHitEffectSpawn(sTor.CFrame*ANGLES(mr(90),0,0),"Explode")
Lightning(sTor.Position,Head.Eye.Position, 10, 0.6, BrickColor.new("Alder"), 1.5, 0,1,.55,1)
CFMagniDamage(sTor.CFrame,10,60,85,100,"Knockdown")
Shade:Destroy()
end))
end
end
end
end))
--CFMagniDamage(portal.CFrame,60,10,20,0,"Normal")
portal:Destroy()
end))
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(-0),math.rad(0),math.rad(-30))},"Quad","Out",0.5)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(30))},"Quad","Out",0.5)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(150),math.rad(0),math.rad(55))},"Quad","Out",0.5)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Back","Out",0.7)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(-25),math.rad(-40),math.rad(0))},"Quad","Out",0.5)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(0),math.rad(40),math.rad(0))},"Quad","Out",0.5)
-- LAP.Parent = Character
Swait(0.5*30)
attack=false
end
function Tuant2()
attack = true
dancing = true
while dancing == true do
local dahspeed=.5+visn/100
change = (0.60*1)*dahspeed
Humanoid.JumpPower = 0
Humanoid.WalkSpeed=2
local speed = 1 + visn/1000
SetTween(RJW,{C0=RootCF*CFrame.new(0+(.75*math.cos(sine/8)),0+(.2*math.sin(sine/16)),-.25+(-.1*math.cos(sine/4)))*angles(math.rad(-10-10*math.sin(sine/16)),math.rad(0),math.rad(0+(20*math.sin(sine/8))))},"Quad","InOut",0.1/speed)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(20*math.sin(sine/16)),math.rad(0),math.rad(0-(20*math.sin(sine/32))))},"Quad","InOut",0.1/speed)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(120+(-20*math.cos(sine/8))+(-20*math.sin(sine/16))),math.rad(0),math.rad(25+(25*math.cos(sine/8)) ))},"Quad","Out",0.1/speed)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(120+(20*math.cos(sine/8))+(-20*math.sin(sine/16))),math.rad(0),math.rad(-25+(25*math.cos(sine/8))))},"Quad","Out",0.1/speed)
SetTween(RH,{C0=CFrame.new(.5, -.9+.1*math.cos(sine/4), -.1-.1*math.cos(sine/4))*angles(math.rad(-10-(10*math.sin(sine/16))-(5*math.sin(sine/8)) ),math.rad(-20+(-20*math.sin(sine/8))),math.rad(10+(20*math.cos(sine/8))))},"Quad","InOut",0.1/speed)
SetTween(LH,{C0=CFrame.new(-.5, -.9+.1*math.cos(sine/4), -.1-.1*math.cos(sine/4))*angles(math.rad(-10-(10*math.sin(sine/16))+(5*math.sin(sine/8)) ),math.rad(20+(-20*math.sin(sine/8))),math.rad(-10+(20*math.cos(sine/8))))},"Quad","InOut",0.1/speed)
Swait()
end
Humanoid.JumpPower = 60
Humanoid.WalkSpeed=16
attack = false
end
function UpdateJets()
if Jets == true then
-- Jets=true
SetTween(RB1,{C0=CF(0,.25,-.05)*ANGLES(mr(25),0,0)},"Back","Out",.5)
SetTween(RB2,{C0=CF(0,.25,.05)*ANGLES(mr(-25),0,0)},"Back","Out",.5)
SetTween(LB1,{C0=CF(0,.25,-.05)*ANGLES(mr(25),0,0)},"Back","Out",.5)
SetTween(LB2,{C0=CF(0,.25,.05)*ANGLES(mr(-25),0,0)},"Back","Out",.5)
for _,v in next, RightLeg:GetDescendants() do if v:IsA("ParticleEmitter") then v.Enabled = true end end
for _,v in next, LeftLeg:GetDescendants() do if v:IsA("ParticleEmitter") then v.Enabled = true end end
else
-- Jets=false
SetTween(RB1,{C0=CF(0,-0,0)*ANGLES(0,0,0)},"Back","Out",.5)
SetTween(RB2,{C0=CF(0,-0,0)*ANGLES(0,0,0)},"Back","Out",.5)
SetTween(LB1,{C0=CF(0,-0,0)*ANGLES(0,0,0)},"Back","Out",.5)
SetTween(LB2,{C0=CF(0,-0,0)*ANGLES(0,0,0)},"Back","Out",.5)
for _,v in next, RightLeg:GetDescendants() do if v:IsA("ParticleEmitter") then v.Enabled = false end end
for _,v in next, LeftLeg:GetDescendants() do if v:IsA("ParticleEmitter") then v.Enabled = false end end
end
end
function DroneSwarm()
attack = true
--[
local randomtuant = math.random(1,4)
if randomtuant == 1 then
so("159972582", Head,2, 1)
elseif randomtuant == 2 then
so("159882410", Head,2, 1)
elseif randomtuant == 3 then
so("159882578", Head,2, 1)
elseif randomtuant == 4 then
so("159882417", Head,2, 1)
end
for _,v in pairs(Head:children()) do
if v:isA("Sound") then
EffectPack.Echo2:Clone().Parent = v
EffectPack.PT:Clone().Parent = v
end
end
local fatsavecf = MHIT
coroutine.resume(coroutine.create(function()
for i = 1,math.random(2,4) do Swait(math.random(1,10)) SpawnDrone(fatsavecf)
end end))
--]]
for i = 0,1,0.1 do
change = (0.60*5)
Humanoid.JumpPower = 10
Humanoid.WalkSpeed=0
local speed = 1
if weps == false then
SetTween(RJW,{C0=RootCF*cn(0, 0, -0.1 + 0.05 * math.cos(sine / 8 )) * angles(math.rad(-5 - 0 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(-20))},"Quad","InOut",0.1/speed)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(20.5*1 - 4.5 * math.cos(sine / 8 )), math.rad(2.5-5.5 * math.cos(sine / 16))+math.rad(10+(math.random(-5,5)*1)), math.rad(20 - -0+(math.random(-5,5)*1) * math.cos(sine / 15 +.4* math.cos(sine / 20))))},"Linear","InOut",0.1/speed)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.55 + .05 * math.cos(sine / 8), 0) * angles(math.rad(0 - 2 * math.cos(sine / 8 )), math.rad(-5), math.rad(10 +( math.random(0,5)*1) * math.cos(sine / 8)))},"Linear","Out",0.1/speed)
else
SetTween(RJW,{C0=RootCF*cn(0, 0, -0.3 + 0.05 * math.cos(sine / 8 )) * angles(math.rad(-5 - 0 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(-20))},"Quad","InOut",0.1/speed)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(20.5*1 - 4.5 * math.cos(sine / 8 )), math.rad(2.5-5.5 * math.cos(sine / 16))+math.rad(10+(math.random(-5,5)*1)), math.rad(20 - 0+(math.random(-5,5)*1) * math.cos(sine / 15 +.4* math.cos(sine / 20))))},"Linear","InOut",0.1/speed)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.55 + .05 * math.cos(sine / 8), 0) * angles(math.rad(40 - 2 * math.cos(sine / 8 )), math.rad(-5), math.rad(30 +( math.random(0,5)*1) * math.cos(sine / 8)))},"Linear","Out",0.1/speed)
end
SetTween(LW,{C0=cf(-1.46 + .0 * math.cos(sine / 8), 0.5 + .05 * math.cos(sine / 8), 0) * angles(math.rad(170 - 2 * math.cos(sine / 8 )), math.rad(5), math.rad(18 - (math.random(0,5)*1) * math.cos(sine / 8 )))},"Linear","Out",0.1/speed)
SetTween(RH,{C0=CFrame.new(.5, -0.9- .1 * math.cos(sine / 8 ), 0) * CFrame.Angles(math.rad(-5.5 - 0 * math.cos(sine / 8)),math.rad(-5),math.rad(6.5- 0.0 * math.cos(sine / 8)))},"Quad","InOut",0.15/speed)
SetTween(LH,{C0=CFrame.new(-.5, -0.9- .1 * math.cos(sine / 8 ), 0) * CFrame.Angles(math.rad(-5.5 - 0 * math.cos(sine / 8)),math.rad(5),math.rad(-6.5- 0.0 * math.cos(sine / 8)))},"Quad","InOut",0.15/speed)
Swait()
end
for i = 0,3,0.1 do
change = (0.60*5)
Humanoid.JumpPower = 10
Humanoid.WalkSpeed=0
local speed = 1
if weps == false then
SetTween(RJW,{C0=RootCF*cn(0, 0, -0.1 + 0.05 * math.cos(sine / 8 )) * angles(math.rad(-5 - 0 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(20))},"Quad","InOut",0.1/speed)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(-5-20.5*1 - 4.5 * math.cos(sine / 8 )), math.rad(2.5-5.5 * math.cos(sine / 16))+math.rad((math.random(-5,5)*1)), math.rad(-20 - -0+(math.random(-5,5)*1) * math.cos(sine / 15 +.4* math.cos(sine / 20))))},"Linear","InOut",0.1/speed)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.55 + .05 * math.cos(sine / 8), 0) * angles(math.rad(90 - 2 * math.cos(sine / 8 )), math.rad(-5), math.rad(10 +( math.random(0,5)*1) * math.cos(sine / 8)))},"Linear","Out",0.1/speed)
else
SetTween(RJW,{C0=RootCF*cn(0, 0, -0.3 + 0.05 * math.cos(sine / 8 )) * angles(math.rad(-5 - 0 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(20))},"Quad","InOut",0.1/speed)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(-5+20.5*1 - 4.5 * math.cos(sine / 8 )), math.rad(2.5-5.5 * math.cos(sine / 16))+math.rad((math.random(-5,5)*1)), math.rad(-20 - 0+(math.random(-5,5)*1) * math.cos(sine / 15 +.4* math.cos(sine / 20))))},"Linear","InOut",0.1/speed)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.55 + .05 * math.cos(sine / 8), 0) * angles(math.rad(90 - 2 * math.cos(sine / 8 )), math.rad(-5), math.rad(30 +( math.random(0,5)*1) * math.cos(sine / 8)))},"Linear","Out",0.1/speed)
end
SetTween(LW,{C0=cf(-1.46 + .0 * math.cos(sine / 8), 0.5 + .05 * math.cos(sine / 8), 0) * angles(math.rad(170 - 2 * math.cos(sine / 8 )), math.rad(5), math.rad(18 - (math.random(0,5)*1) * math.cos(sine / 8 )))},"Linear","Out",0.1/speed)
SetTween(RH,{C0=CFrame.new(.5, -0.9- .1 * math.cos(sine / 8 ), 0) * CFrame.Angles(math.rad(-5.5 - 0 * math.cos(sine / 8)),math.rad(-5),math.rad(6.5- 0.0 * math.cos(sine / 8)))},"Quad","InOut",0.15/speed)
SetTween(LH,{C0=CFrame.new(-.5, -0.9- .1 * math.cos(sine / 8 ), 0) * CFrame.Angles(math.rad(-5.5 - 0 * math.cos(sine / 8)),math.rad(5),math.rad(-6.5- 0.0 * math.cos(sine / 8)))},"Quad","InOut",0.15/speed)
Swait()
end
attack = false
end
----------------------------------------------------------------------------------------------------
flying = false
function FlyMove()
attack = true
local NextAnimSpeed=0.1
local dahspeed=1
flying = true
so(2157448269,Torso,2,1)
Jets = true
UpdateJets()
local bg2 = Instance.new("BodyGyro", RootPart)
for i = 0,1,NextAnimSpeed do Swait()
local inairvel2 = 0
Humanoid.PlatformStand = false
change = (0.60*2)*dahspeed
Humanoid.JumpPower = 0
Humanoid.WalkSpeed=0
coroutine.resume(coroutine.create(function()
bg2.D = 300
bg2.P = 9999
bg2.maxTorque = Vector3.new(1e+005,1e+000,1e+005)*math.huge
bg2.CFrame = CFrame.new(RootPart.Position,Vector3.new(MHIT.p.x,RootPart.Position.y,MHIT.p.z))
end))
local ADNum = 0
SetTween(RJW,{C0=RootCF*cn(0, 0+ .25 * math.cos(sine / 8), 1.5 + .4 * math.sin(sine / 8 +ADNum* math.cos(sine / 8*2))) * angles(math.rad(45 - 2.5 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(20))},"Quad","InOut",0.1)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(23.5 - 1.5 * math.cos(sine / 8 +ADNum* math.cos(sine / 8*2))), math.rad(2.5-5.5 * math.cos(sine / 16)), math.rad(-20 - 0.5 * math.cos(sine / 15 +.4* math.cos(sine / 10))))},"Quad","InOut",0.1)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.5 + .05 * math.sin(sine / 8), .0) * angles(math.rad(-20 + 5 * math.cos(sine / 8 )), math.rad(-5), math.rad(10 + 4 * math.sin(sine / 8)))},"Quad","Out",0.1)
SetTween(LW,{C0=cf(-1.45 + .0 * math.cos(sine / 8), 0.5 + .05 * math.sin(sine / 8), .0) * angles(math.rad(-20 + 5 * math.cos(sine / 8 )), math.rad(5), math.rad(-18 - 4 * math.sin(sine / 8 )))},"Quad","Out",0.1)
SetTween(RH,{C0=CFrame.new(.5, -0.45+ .1 * math.sin(sine / 8 +ADNum* math.sin(sine / 8*2)), -0.3) * CFrame.Angles(math.rad(45.5+ 10 * math.sin(sine / 8)),math.rad(-25),math.rad(2.5- 0.0 * math.sin(sine / 8)))},"Quad","InOut",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -0.85+.1 * math.sin(sine / 8 +ADNum* math.sin(sine / 8*2)), -.1) * CFrame.Angles(math.rad(11.5 + 5 * math.sin(sine / 8)),math.rad(25),math.rad(-2.5- 0.0 * math.sin(sine / 8)))},"Quad","InOut",0.1)
--CGPT:Emit(1)
end
if flying==true then
coroutine.resume(coroutine.create(function()
while true do
so("169572883",Torso,3,1.0)
wait(.5)
if flying == false then
break
end
end
end)) end
if flying == true then
local bodyVelocity = Create("BodyVelocity")({velocity = Vector3.new(0, .1, 0)+RootPart.CFrame.lookVector*60, P = 5000, maxForce = Vector3.new(80000, 80000, 80000), Parent = RootPart})
for i = 1,40,.25 do if flying == true then Swait() end
local inairvel2 = 0
Humanoid.PlatformStand = true
change = (0.60*3)*dahspeed
Humanoid.JumpPower = 0
Humanoid.WalkSpeed=0
coroutine.resume(coroutine.create(function()
bg2.D = 300
bg2.P = 9999
bg2.maxTorque = Vector3.new(1e+005,1e+000,1e+005)*math.huge
bg2.CFrame = CFrame.new(RootPart.Position,MHIT.p)
end))
if OverClocking == false then
bodyVelocity.velocity=Vector3.new(0, .1, 0)+RootPart.CFrame.lookVector*100
else
bodyVelocity.velocity=Vector3.new(0, .1, 0)+RootPart.CFrame.lookVector*200
end
if OverClocking == true and flying == true then
Lightning((RootPart.CFrame*CF(math.random(-2,2),math.random(-1,1),-0)).p,(RootPart.CFrame*CF(math.random(-36,36),math.random(-36,36),70)).p, 10, 0.6, BrickColor.new("Alder"), 1.5, .9,-.25*2,.55,1)
end
local ADNum = 0
SetTween(RJW,{C0=RootCF*cn(0, 1, 0) * angles(math.rad(60 - 6.5 * math.cos(sine / 8)), math.rad(0), math.rad(0))},"Quad","InOut",0.08)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(-13.5 - 5.5 * math.cos(sine / 8 +ADNum* math.cos(sine / 8*2))), math.rad(2.5-5.5 * math.cos(sine / 16)), math.rad(0 - 0.5 * math.cos(sine / 15 +.4* math.cos(sine / 10))))},"Quad","InOut",0.1)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.5 + .05 * math.sin(sine / 8), .0) * angles(math.rad(-20 + 4 * math.cos(sine / 8 )), math.rad(-5), math.rad(28 + 4 * math.sin(sine / 8)))},"Quad","Out",0.2)
SetTween(LW,{C0=cf(-1.45 + .0 * math.cos(sine / 8), 0.5 + .05 * math.sin(sine / 8), .0) * angles(math.rad(-20 + 4 * math.cos(sine / 8 )), math.rad(5), math.rad(-28 - 4 * math.sin(sine / 8 )))},"Quad","Out",0.2)
SetTween(RH,{C0=CFrame.new(.5, -0.85+ .1 * math.sin(sine / 8 +ADNum* math.sin(sine / 8*2)), -0.1) * CFrame.Angles(math.rad(-11.5+ 5 * math.sin(sine / 8)),math.rad(-15),math.rad(12.5- 0.0 * math.sin(sine / 8)))},"Quad","InOut",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -0.85+.1 * math.sin(sine / 8 +ADNum* math.sin(sine / 8*2)), -.1) * CFrame.Angles(math.rad(-11.5 + 5 * math.sin(sine / 8)),math.rad(15),math.rad(-12.5- 0.0 * math.sin(sine / 8)))},"Quad","InOut",0.1)
--CGPT:Emit(1)
end coroutine.resume(coroutine.create(function()
game:GetService("Debris"):AddItem(bodyVelocity, 0.1) end))
end
so(1053625322,LeftLeg,2,0.5)
so(1053625322,RightLeg,2,0.5)
for i = 0,1.0,.15 do Swait()
Humanoid.PlatformStand = false
local inairvel2 = 0
change = (0.60*2)*dahspeed
Humanoid.JumpPower = 0
Humanoid.WalkSpeed=0
local ADNum = 0
SetTween(RJW,{C0=RootCF*cn(0, 0+ .25 * math.cos(sine / 8), 1.5 + .4 * math.sin(sine / 8 +ADNum* math.cos(sine / 8*2))) * angles(math.rad(-20 - 2.5 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(20))},"Quad","InOut",0.12)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(43.5 - 1.5 * math.cos(sine / 8 +ADNum* math.cos(sine / 8*2))), math.rad(2.5-5.5 * math.cos(sine / 16)), math.rad(-20 - 0.5 * math.cos(sine / 15 +.4* math.cos(sine / 10))))},"Quad","InOut",0.2)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.5 + .05 * math.sin(sine / 8), .0) * angles(math.rad(-20 + 5 * math.cos(sine / 8 )), math.rad(-5), math.rad(0 + 4 * math.sin(sine / 8)))},"Quad","Out",0.2)
SetTween(LW,{C0=cf(-1.45 + .0 * math.cos(sine / 8), 0.5 + .05 * math.sin(sine / 8), .0) * angles(math.rad(-20 + 5 * math.cos(sine / 8 )), math.rad(5), math.rad(-28 - 4 * math.sin(sine / 8 )))},"Quad","Out",0.2)
SetTween(RH,{C0=CFrame.new(.5, -0.45+ .1 * math.sin(sine / 8 +ADNum* math.sin(sine / 8*2)), -0.3) * CFrame.Angles(math.rad(21.5+ 10 * math.sin(sine / 8)),math.rad(-25),math.rad(2.5- 0.0 * math.sin(sine / 8)))},"Quad","InOut",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -0.85+.1 * math.sin(sine / 8 +ADNum* math.sin(sine / 8*2)), -.1) * CFrame.Angles(math.rad(11.5 + 5 * math.sin(sine / 8)),math.rad(25),math.rad(-2.5- 0.0 * math.sin(sine / 8)))},"Quad","InOut",0.1)
coroutine.resume(coroutine.create(function()
bg2.D = 300
bg2.P = 9999
bg2.maxTorque = Vector3.new(1e+005,1e+000,1e+005)*math.huge
bg2.CFrame = CFrame.new(RootPart.Position,Vector3.new(MHIT.p.x,RootPart.Position.y,MHIT.p.z))
end))
end
wait(.1)
coroutine.resume(coroutine.create(function()
bg2:Destroy()
end))
coroutine.resume(coroutine.create(function()
for i = 1,10 do
for _,v in pairs(Torso:children()) do
if v:isA("Sound") then
v.Volume = v.Volume - .2
end
end
Swait()
end
end))
flying = false
Jets = false
UpdateJets()
for i = 0,0.75,.10 do Swait()
Humanoid.PlatformStand = false
local inairvel2 = 0
change = (0.60*2)*dahspeed
Humanoid.JumpPower = 0
Humanoid.WalkSpeed=0
local ADNum = 0
SetTween(RJW,{C0=RootCF*cn(0, 0+ .25 * math.cos(sine / 8), -0.2 + .1 * math.sin(sine / 8 +ADNum* math.cos(sine / 8*2))) * angles(math.rad(-20 - 2.5 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(20))},"Quad","InOut",0.08)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(43.5 - 1.5 * math.cos(sine / 8 +ADNum* math.cos(sine / 8*2))), math.rad(2.5-5.5 * math.cos(sine / 16)), math.rad(-20 - 0.5 * math.cos(sine / 15 +.4* math.cos(sine / 10))))},"Quad","InOut",0.08)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.5 + .05 * math.sin(sine / 8), .0) * angles(math.rad(-20 + 5 * math.cos(sine / 8 )), math.rad(-5), math.rad(0 + 4 * math.sin(sine / 8)))},"Quad","Out",0.2)
SetTween(LW,{C0=cf(-1.45 + .0 * math.cos(sine / 8), 0.5 + .05 * math.sin(sine / 8), .0) * angles(math.rad(-20 + 5 * math.cos(sine / 8 )), math.rad(5), math.rad(-28 - 4 * math.sin(sine / 8 )))},"Quad","Out",0.2)
SetTween(RH,{C0=CFrame.new(.5, -0.45+ .1 * math.sin(sine / 8 +ADNum* math.sin(sine / 8*2)), -0.3) * CFrame.Angles(math.rad(-21.5+ 10 * math.sin(sine / 8)),math.rad(-25),math.rad(2.5- 0.0 * math.sin(sine / 8)))},"Quad","InOut",0.08)
SetTween(LH,{C0=CFrame.new(-.5, -0.85+.1 * math.sin(sine / 8 +ADNum* math.sin(sine / 8*2)), -.1) * CFrame.Angles(math.rad(-11.5 + 5 * math.sin(sine / 8)),math.rad(25),math.rad(-2.5- 0.0 * math.sin(sine / 8)))},"Quad","InOut",0.08)
end
Humanoid.JumpPower = 20
Humanoid.WalkSpeed=10
attack = false
end
function Tesla()
attack=true
local dahspeed=1
if attack == true and mememode == true then
dahspeed=3 --speedstuff --5
end --/dahspeed
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(50))},"Quad","InOut",.3/dahspeed)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-50))},"Quad","InOut",.3/dahspeed)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(0),math.rad(0),math.rad(-20))},"Quad","InOut",.3/dahspeed)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(-10),math.rad(0),math.rad(-20))},"Quad","InOut",.3/dahspeed)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",.3/dahspeed)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",.3/dahspeed)
--SetTween(SwordW,{C0=CFrame.new(0,-1,0)*angles(math.rad(-30+90),math.rad(-90),math.rad(0))},"Quad","InOut",.3)
SetTween(LHP2,{C0=CF(0,0,0)},"Quad","InOut",.1)
if OverClocking ==true then
SetTween(LHP.Glow,{Transparency = 1},"Quad","InOut",0.1)
end
wait(.3/dahspeed)
--DGT()
coroutine.resume(coroutine.create(function()
so("2924262751", RightArm,4, 1.2)
wait(.1/dahspeed)
CFMagniDamage(LeftArm.CFrame,5,40,60,math.random(500,1000)/10,"Knockdown")
end))
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,-.2)*angles(math.rad(0),math.rad(-0),math.rad(-20))},"Back","Out",.3/dahspeed)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(-30),math.rad(-0),math.rad(20))},"Back","Out",.3/dahspeed)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(-10),math.rad(0),math.rad(10))},"Back","Out",.3/dahspeed)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(150),math.rad(-0),math.rad(-5))},"Back","Out",.4/dahspeed)
SetTween(RH,{C0=CFrame.new(.5, -.8, -.1)*angles(math.rad(-5),math.rad(0),math.rad(5))},"Back","Out",.3/dahspeed)
SetTween(LH,{C0=CFrame.new(-.5, -.8, -.1)*angles(math.rad(10),math.rad(40),math.rad(-5))},"Back","Out",.3/dahspeed)
--SetTween(SwordW,{C0=CFrame.new(0,-1,0)*angles(math.rad(120),math.rad(-90),math.rad(0))},"Back","Out",.15)
SetTween(LHP2,{C0=CF(0,-.85,0)},"Quad","InOut",0.05)
if OverClocking ==true then
SetTween(LHP.Glow,{Transparency = .15},"Quad","InOut",0.05)
end
for i = 1,25 do
local v = findNearestTorso(LHP.Glow.Position,150)
if v ~= nil then
Swait(1)
local lighth2,lightp2,test12 = rayCast(LHP.Glow.CFrame.p, CF(LHP.Glow.CFrame.p,v.Position).lookVector, 150, Character)
Lightning(LHP.Glow.CFrame.p,lightp2 , 5, 2.6, BrickColor.new("Alder"), 2, .5,-.25*2,.5,nil)
BulletHitEffectSpawn(CF(lightp2,lightp2+test12),"Spark")
CFMagniDamage(CF(lightp2),10,45,80,50,"Knockdown")
else
Swait(.3*30)
break
end
end
SetTween(LHP2,{C0=CF(0,0,0)},"Quad","InOut",.25)
SetTween(LHP.Glow,{Transparency = 1},"Quad","InOut",0.25)
attack = false
end
--[[
function AT1()
attack=true
local dahspeed=1
if attack == true and mememode == true then
dahspeed=3 --speedstuff --5
end --/dahspeed
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(50))},"Quad","InOut",.3/dahspeed)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-50))},"Quad","InOut",.3/dahspeed)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(30),math.rad(0),math.rad(-20))},"Quad","InOut",.3/dahspeed)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(60),math.rad(0),math.rad(-0))},"Quad","InOut",.3/dahspeed)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",.3/dahspeed)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",.3/dahspeed)
--SetTween(SwordW,{C0=CFrame.new(0,-1,0)*angles(math.rad(-30+90),math.rad(-90),math.rad(0))},"Quad","InOut",.3)
SetTween(LHP2,{C0=CF(0,0,0)},"Quad","InOut",.1)
if OverClocking ==true then
SetTween(LHP.Glow,{Transparency = 1},"Quad","InOut",0.1)
end
wait(.3/dahspeed)
--DGT()
coroutine.resume(coroutine.create(function()
so("1428541279", RightArm,1.6, math.random(120,220)/100)
wait(.1/dahspeed)
if OverClocking ==false then
CFMagniDamage(LeftArm.CFrame,5,40,60,math.random(500,1000)/10,"Knockdown")
else
local v = findNearestTorso(LHP.Glow.Position,20)
if v ~= nil then
Lightning(LHP.Glow.CFrame.p,v.Position, 10, 0.6, BrickColor.new("Alder"), .5, .5,-.25*2,.5,nil)
Lightning(LHP.Glow.CFrame.p,v.Position, 10, 0.6, BrickColor.new("Alder"), .5, .5,-.25*2,.5,nil)
CFMagniDamage(LHP.Glow.CFrame,20,45,80,math.random(320,520)/10,"Knockdown")
end
end
end))
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,-.4)*angles(math.rad(0),math.rad(-40),math.rad(-60))},"Back","Out",.1/dahspeed)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(30),math.rad(60))},"Back","Out",.1/dahspeed)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(90),math.rad(0),math.rad(-40))},"Back","Out",.1/dahspeed)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(90),math.rad(-45),math.rad(-30))},"Back","Out",.1/dahspeed)
SetTween(RH,{C0=CFrame.new(.5, -.8, -.6)*angles(math.rad(-20),math.rad(0),math.rad(40))},"Back","Out",.1/dahspeed)
SetTween(LH,{C0=CFrame.new(-.5, -.8, -.5)*angles(math.rad(30),math.rad(0),math.rad(20))},"Back","Out",.1/dahspeed)
--SetTween(SwordW,{C0=CFrame.new(0,-1,0)*angles(math.rad(120),math.rad(-90),math.rad(0))},"Back","Out",.15)
SetTween(LHP2,{C0=CF(0,-.85,0)},"Quad","InOut",0.05)
if OverClocking ==true then
SetTween(LHP.Glow,{Transparency = .75},"Quad","InOut",0.05)
end
wait(.15/dahspeed)
SetTween(LHP2,{C0=CF(0,0,0)},"Quad","InOut",.25)
SetTween(LHP.Glow,{Transparency = 1},"Quad","InOut",0.25)
attack = false
end
--]]
function AT1()
attack=true
local dahspeed=1
if attack == true and mememode == true then
dahspeed=3 --speedstuff --5
end --/dahspeed
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(50))},"Quad","InOut",.3/dahspeed)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-50))},"Quad","InOut",.3/dahspeed)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(30),math.rad(0),math.rad(-20))},"Quad","InOut",.3/dahspeed)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(60),math.rad(0),math.rad(-0))},"Quad","InOut",.3/dahspeed)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",.3/dahspeed)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",.3/dahspeed)
--SetTween(SwordW,{C0=CFrame.new(0,-1,0)*angles(math.rad(-30+90),math.rad(-90),math.rad(0))},"Quad","InOut",.3)
SetTween(LHP2,{C0=CF(0,0,0)},"Quad","InOut",.1)
if OverClocking ==true then
SetTween(LHP.Glow,{Transparency = 1},"Quad","InOut",0.1)
end
wait(.3/dahspeed)
--DGT()
coroutine.resume(coroutine.create(function()
so("1428541279", RightArm,1.6, math.random(120,220)/100)
wait(.1/dahspeed)
if OverClocking ==false then
CFMagniDamage(LeftArm.CFrame,5,40,60,math.random(500,1000)/10,"Knockdown")
else
local v = findNearestTorso(LHP.Glow.Position,20)
if v ~= nil then
Lightning(LHP.Glow.CFrame.p,v.Position, 10, 0.6, BrickColor.new("Alder"), .5, .5,-.25*2,.5,nil)
Lightning(LHP.Glow.CFrame.p,v.Position, 10, 0.6, BrickColor.new("Alder"), .5, .5,-.25*2,.5,nil)
CFMagniDamage(LHP.Glow.CFrame,20,45,80,math.random(320,520)/10,"Knockdown")
end
end
end))
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,-.4)*angles(math.rad(0),math.rad(-40),math.rad(-60))},"Back","Out",.1/dahspeed)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(30),math.rad(60))},"Back","Out",.1/dahspeed)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(90),math.rad(0),math.rad(-40))},"Back","Out",.1/dahspeed)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(90),math.rad(-45),math.rad(-30))},"Back","Out",.1/dahspeed)
SetTween(RH,{C0=CFrame.new(.5, -.8, -.6)*angles(math.rad(-20),math.rad(0),math.rad(40))},"Back","Out",.1/dahspeed)
SetTween(LH,{C0=CFrame.new(-.5, -.8, -.5)*angles(math.rad(30),math.rad(0),math.rad(20))},"Back","Out",.1/dahspeed)
--SetTween(SwordW,{C0=CFrame.new(0,-1,0)*angles(math.rad(120),math.rad(-90),math.rad(0))},"Back","Out",.15)
SetTween(LHP2,{C0=CF(0,-.85,0)},"Quad","InOut",0.05)
if OverClocking ==true then
SetTween(LHP.Glow,{Transparency = .75},"Quad","InOut",0.05)
end
wait(.15/dahspeed)
SetTween(LHP2,{C0=CF(0,0,0)},"Quad","InOut",.25)
SetTween(LHP.Glow,{Transparency = 1},"Quad","InOut",0.25)
attack = false
end
function AT2()
attack=true
local dahspeed=1
Humanoid.WalkSpeed=5
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(-5),math.rad(0),math.rad(60))},"Quad","InOut",0.15)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(-60))},"Quad","InOut",0.15)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",0.15)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(90),math.rad(0),math.rad(0))},"Quad","InOut",0.15)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(-20),math.rad(-30),math.rad(0))},"Quad","InOut",0.15)
SetTween(LH,{C0=CFrame.new(-.5, -.95, -.4)*angles(math.rad(-20),math.rad(-30),math.rad(0))},"Quad","InOut",0.15)
if OverClocking == false then
Swait((0.15/dahspeed)*30)
else Swait()
end so("1428541279", RightArm,1.6, math.random(120,220)/100)
local RootAndMouse = CF(RootPart.Position ,RootPart.Position+CF(RootPart.Position*VT(1,0,1),MHIT.p*VT(1,0,1)).LookVector)
SetTween(RootPart,{CFrame=RootAndMouse*CF(0,0,-1)},"Back","Out",0.1)
CFMagniDamage(LeftArm.CFrame*CF(0,-1,-0),7,10,15,4,"Normal")
Humanoid.WalkSpeed=16
SetTween(RJW,{C0=RootCF*CFrame.new(0,-1,0)*angles(math.rad(5),math.rad(0),math.rad(-50))},"Back","Out",0.1)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(50))},"Back","Out",0.15)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(90),math.rad(0),math.rad(0))},"Back","Out",0.1)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(90),math.rad(math.random(-20,20)),math.rad(-50))},"Back","Out",0.1)
SetTween(RH,{C0=CFrame.new(.5, -1, -0)*angles(math.rad(-20),math.rad(20),math.rad(10))},"Back","Out",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(10),math.rad(40),math.rad(-10))},"Back","Out",0.1)
if OverClocking == false then
Swait((0.1/dahspeed)*30)
else Swait()
end
attack = false
end
function AT3()
attack=true
local dahspeed=1
--/dahspeed
Humanoid.WalkSpeed=5
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(-5),math.rad(0),math.rad(-60))},"Quad","InOut",0.15)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(60))},"Quad","InOut",0.15)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(90),math.rad(0),math.rad(0))},"Quad","InOut",0.15)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",0.15)
SetTween(RH,{C0=CFrame.new(.5, -.95, -.4)*angles(math.rad(-20),math.rad(-30),math.rad(0))},"Quad","InOut",0.15)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(-20),math.rad(-30),math.rad(0))},"Quad","InOut",0.15)
if OverClocking == false then
Swait((0.15/dahspeed)*30)
else Swait()
end so("1428541279", RightArm,1.6, math.random(120,220)/100)
local RootAndMouse = CF(RootPart.Position ,RootPart.Position+CF(RootPart.Position*VT(1,0,1),MHIT.p*VT(1,0,1)).LookVector)
SetTween(RootPart,{CFrame=RootAndMouse*CF(0,0,-1)},"Back","Out",0.1)
CFMagniDamage(RightArm.CFrame*CF(0,-1,-0),7,10,15,4,"Normal")
Humanoid.WalkSpeed=16
SetTween(RJW,{C0=RootCF*CFrame.new(0,-1,0)*angles(math.rad(5),math.rad(0),math.rad(50))},"Back","Out",0.1)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(-50))},"Back","Out",0.1)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(90),math.rad(math.random(-20,20)),math.rad(50))},"Back","Out",0.1)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(90),math.rad(0),math.rad(0))},"Back","Out",0.1)
SetTween(RH,{C0=CFrame.new(.5, -1, -0)*angles(math.rad(10),math.rad(-40),math.rad(10))},"Back","Out",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(-20),math.rad(-20),math.rad(-10))},"Back","Out",0.1)
if OverClocking == false then
Swait((0.1/dahspeed)*30)
else Swait()
end
attack = false
end
gui = Instance.new("ScreenGui",Player.PlayerGui)
gui.Name = "Xgui"
guifat = Instance.new("Frame",gui)
guifat.Size = UDim2.new(1, 0, 1, 36)
guifat.Position = UDim2.new(0, 0, 0, -36)
guifat.Name = "FAT"
guifat.BackgroundTransparency = 1
viewport = Instance.new("ViewportFrame",guifat)
viewport.Size = UDim2.new(1, 0, 1, 0)
viewport.BackgroundTransparency = 1
viewport.BackgroundColor3 = C3(1,1,1)
function AddstuffinXray()
for _,v in next, workspace:GetDescendants() do if v:IsA("Humanoid")and v~=Humanoid then
print(""..v.Parent.Name)
for _,v2 in next, v.Parent:GetDescendants() do
if v2:IsA("BasePart") then
-- print(""..v2.Name)
local Xpart = EffectPack.Part:Clone()
Xpart.Parent = viewport
Xpart.Name = "Xray"
Xpart.Size = v2.Size+VT(0.05,0.05,0.05)
Xpart.Material = "ForceField"
Xpart.Transparency = 0
Xpart.CFrame = v2.CFrame
if v2:FindFirstChildOfClass("SpecialMesh") then
coroutine.resume(coroutine.create(function()
v2:FindFirstChildOfClass("SpecialMesh").Archivable = false
local clone = v2:FindFirstChildOfClass("SpecialMesh").Clone()
clone.Parent = Xpart end))
end
local value = Instance.new("ObjectValue",Xpart)
value.Value = v2
value.Name = "val"
Xpart.BrickColor = BrickColor.new("Alder")
--local Xweld=weld(Xpart,v2,Xpart,cf(0,0,0))
end
end
end end
end
function Attack6()
SetTween(viewport,{BackgroundTransparency=.15,BackgroundColor3 = C3(0,0,0)},"Bounce","InOut",.25)
IsXray = true
print("ran")
AddstuffinXray()
local updatetimer = 0
while IsXray == true do Swait(5) print("E")
updatetimer=updatetimer+1
if updatetimer > 10 then
updatetimer=0
for _,v in next, viewport:GetDescendants() do
v:Destroy()
end
AddstuffinXray()
end
end
SetTween(viewport,{BackgroundTransparency=1,BackgroundColor3 = C3(1,1,1)},"Bounce","InOut",.5)
for _,v in next, viewport:GetDescendants() do
v:Destroy()
end
end
function ClickCombo()
if Anim == "Fall" or Anim == "Jump" then
if Combo == 0 then
--DownAT()
end
else
if Combo == 4 then
AT1()
Combo = 1
elseif Combo == 0 then
AT2()
Combo = 1
elseif Combo == 1 then
AT3()
Combo = 0
end
end
end
Button1DownF=function()
Hold = true
if weps and attack == false then
for _,v in next, SpinnyThingy:GetDescendants() do if v:IsA("ParticleEmitter") or v:IsA("SpotLight") then v.Enabled = true end end
Swait(.25*30)
spinto = 35
if Hold == true then
while Hold == true do coroutine.resume(coroutine.create(function()
local pipe = SpinnyThingy["Hole"..math.random(1,4)]
if OverClocking == false then
local lighth,lightp,test1 = rayCast(pipe.CFrame.p, CFrame.new(pipe.CFrame.p, MHIT.p).lookVector, 70, Character)
so("419268760", pipe,2, 1.2)
Lightning(pipe.CFrame.p,lightp , 5, .5, BrickColor.new("Alder"), .15, 0,-.25*2,.5,nil)
BulletHitEffectSpawn(CF(lightp,lightp+test1),"Spark")
CFMagniDamage(CF(lightp),10,5,10,10,"Knockdown")
else
local lighth,lightp,test1 = rayCast(pipe.CFrame.p, CFrame.new(pipe.CFrame.p, MHIT.p).lookVector, 570, Character)
so("419268760", pipe,2, 1)
Lightning(pipe.CFrame.p,lightp , 5, 1.5, BrickColor.new("Alder"), .5, 0,-.25*2,.5,nil)
BulletHitEffectSpawn(CF(lightp,lightp+test1),"Spark")
CFMagniDamage(CF(lightp-(CFrame.new(pipe.CFrame.p, lightp).lookVector*5)),10,50,75,50,"Knockdown")
end
end))-- so("1273118342", RightArm,2, math.random(10,20)/10)
local mathstuff = spin
if mathstuff<0.05 then
mathstuff = .5
end
if mathstuff > spinto then
mathstuff = spinto
end
local mathEEEE = 6*(1.35-(mathstuff/spinto))
--print(mathEEEE)
Swait(mathEEEE) end
end
end
if Hold == true then
if weps == false and attack == false then
while Hold == true do
if attack == false then
ClickCombo()
else
Swait()
end
end
end
end
end
Button1UpF=function()
if Hold==true then
Hold = false
spinto = 1
for _,v in next, SpinnyThingy:GetDescendants() do if v:IsA("ParticleEmitter") or v:IsA("SpotLight") then v.Enabled = false end end
end
end
so("420194643", Head,1, 1)
KeyUpF=function(key)
if key == "e" then
if flying == true then
flying=false
end
end
end
KeyDownF=function(key)
if key == "f" and attack == false and (weps == false or Hold == false) then
if weps == false then
weps = true else weps = false
end
if weps == true then
so("420194643", Head.Handle,1, .8)
so("420997245", Head.Handle,5, 0.7)
for _,v in pairs(Head.Handle:children()) do
if v:isA("Sound") then
EffectPack.Echo:Clone().Parent = v
end
end
coroutine.resume(coroutine.create(function()
MiniGun.Lighter.Fire.Enabled = true end))
SetTween(FlameW,{C0=CF(0,-.5,0)},"Back","Out",1)
--SetTween(H1a,{C0=CF(0,.85,-.85)*ANGLES(mr(90),0,0)},"Quad","In",1)
--SetTween(RightArm.Lower,{Transparency = 1},"Quad","Out",0.8)
SetTween(Fg1,{C0=CF(-.0,.25,-.0)*ANGLES(mr(25),mr(0),mr(-15))},"Back","Out",.5)
SetTween(Fg2,{C0=CF(.0,.25,-.0)*ANGLES(mr(25),mr(0),mr(15))},"Back","Out",.5)
SetTween(Fg3,{C0=CF(.0,.25,.0)*ANGLES(mr(-25),mr(0),mr(15))},"Back","Out",.5)
SetTween(Fg4,{C0=CF(-.0,.25,.0)*ANGLES(mr(-25),mr(0),mr(-15))},"Back","Out",.5)
else
so("420194643", Head.Handle,1, 1)
so("332757260", Head.Handle,3, 1.75)
for _,v in pairs(Head.Handle:children()) do
if v:isA("Sound") then
EffectPack.Echo:Clone().Parent = v
end
end
coroutine.resume(coroutine.create(function()
MiniGun.Lighter.Fire.Enabled = false end))
SetTween(FlameW,{C0=CF(0,0,0)*ANGLES(0,0,0)},"Quad","Out",.5)
SetTween(H1a,{C0=CF(0,.5,-.4)},"Quad","InOut",.5)
--SetTween(RightArm.Lower,{Transparency = 0},"Quad","In",1)
SetTween(Fg1,{C0=CF(0,-0,0)},"Quad","In",.5)
SetTween(Fg2,{C0=CF(0,-0,0)},"Quad","In",.5)
SetTween(Fg3,{C0=CF(0,-0,0)},"Quad","In",.5)
SetTween(Fg4,{C0=CF(0,-0,0)},"Quad","In",.5)
--SetTween(MX1w,{C0=CF(0,0,.15)*ANGLES(mr(90),0,0)},"Back","Out",1/2)
wait(.25)
SetTween(MX1w,{C0=CF(0,-.7,-.25)},"Quad","InOut",.25)
end
end
if key == "z" and attack == false and weps == true then
Attack1()
end
if key == "x" and attack == false and weps == false and OverClocking == true then
Tesla()
end
if key == "x" and attack == false and weps == true then
Attack2()
end
if key == "c" and attack == false and weps == false then
Attack3()
end
if key == "e" and attack == false then
FlyMove()
end
if key == "y" then
if dancing == false and attack == false then
Tuant2()
elseif dancing == true and attack == true then
dancing = false
end
end
if key == "v" and attack == false and weps == true then
DroneSwarm()
end
if key == "q" and attack == false then
if OverClocking == false then
CurId=CurId-1
OverClocking = true
for i = 1,4 do
for _,v in next, Character:GetDescendants() do if v:IsA("ParticleEmitter") and v.Name == "OverClock"..i then v.Enabled = true end end
end
lastid= "http://www.roblox.com/asset/?id=3608582022"--281702063 281702063
lastsongpos = 0
s2.TimePosition = lastsongpos
so(254873067,Torso,2,1)
so(1567217295,Torso,3,.8)
so(147060085,Torso,5,1)
else
OverClocking = false
for i = 1,4 do
for _,v in next, Character:GetDescendants() do if v:IsA("ParticleEmitter") and v.Name == "OverClock"..i then v.Enabled = false end end
end
end
KeyDownF("n")
end
if key == "k" and attack == false then
--Attack5()
end
if key == "g" and attack == false then
if IsXray == false then
Attack6()
else
IsXray = false
end
end
if key == "t" and attack == false then
--Tuant()
attack = true
so("3319136635", Head,2, 1.2)
for _,v in pairs(Head:children()) do
if v:isA("Sound") then
EffectPack.Echo2:Clone().Parent = v
EffectPack.PT:Clone().Parent = v
end
end
local animtime = .25
Humanoid.JumpPower = 10
Humanoid.WalkSpeed=0
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(-20))},"Quad","InOut",animtime)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(20))},"Quad","InOut",animtime)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","Out",animtime)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","Out",animtime)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(20),math.rad(-40),math.rad(0))},"Quad","InOut",animtime)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(20),math.rad(40),math.rad(0))},"Quad","InOut",animtime)
Swait(animtime*30)
change = (0.60*3)
animtime = .75
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(20))},"Back","Out",animtime)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(-20),math.rad(0),math.rad(-20))},"Back","Out",animtime)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(120),math.rad(0),math.rad(45))},"Back","Out",animtime)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(120),math.rad(0),math.rad(-45))},"Back","Out",animtime)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Back","Out",animtime)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Back","Out",animtime)
Swait(animtime*30)
animtime = .75
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-0))},"Back","Out",animtime)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(0))},"Back","Out",animtime)
SetTween(RW,{C0=CFrame.new(1.35 , 0.5, -.30)*angles(math.rad(95),math.rad(15),math.rad(-45))},"Back","Out",animtime)
SetTween(LW,{C0=CFrame.new(-1.35, 0.5, -.30)*angles(math.rad(95),math.rad(-15),math.rad(45))},"Back","Out",animtime)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(0),math.rad(-0),math.rad(0))},"Back","Out",animtime)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(0),math.rad(20),math.rad(0))},"Back","Out",animtime)
Swait(animtime*30)
animtime = .55
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-0))},"Back","Out",animtime)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Back","Out",animtime)
SetTween(RW,{C0=CFrame.new(1.35 , 0.5, -.30)*angles(math.rad(100),math.rad(0),math.rad(-45))},"Back","Out",animtime)
SetTween(LW,{C0=CFrame.new(-1.35, 0.5, -.30)*angles(math.rad(100),math.rad(-0),math.rad(45))},"Back","Out",animtime)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(0),math.rad(-0),math.rad(0))},"Back","Out",animtime)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(0),math.rad(20),math.rad(0))},"Back","Out",animtime)
Swait(animtime*30)
CurId = CurId + 1
if CurId > 18 then
CurId = 1
end
warn("now playing song Nr"..CurId)
if CurId == 1 then
lastid= "http://www.roblox.com/asset/?id=2984992418"
elseif CurId == 2 then
lastid= "http://www.roblox.com/asset/?id=553963314"
elseif CurId == 3 then
lastid= "http://www.roblox.com/asset/?id=3208408844"
elseif CurId == 4 then
lastid= "http://www.roblox.com/asset/?id=3596306003"
elseif CurId == 5 then
lastid= "http://www.roblox.com/asset/?id=3603658387"
elseif CurId == 6 then
lastid= "http://www.roblox.com/asset/?id=3603697639"
elseif CurId == 7 then
lastid= "http://www.roblox.com/asset/?id=571227431"
elseif CurId == 8 then
lastid= "http://www.roblox.com/asset/?id=172576479"
elseif CurId == 9 then
lastid= "http://www.roblox.com/asset/?id=2808524036"
elseif CurId == 10 then
lastid= "http://www.roblox.com/asset/?id=1646375621"
elseif CurId == 11 then
lastid= "http://www.roblox.com/asset/?id=1349958157"
elseif CurId == 12 then
lastid= "http://www.roblox.com/asset/?id=1755770760"
elseif CurId == 13 then
lastid= "http://www.roblox.com/asset/?id=2577867501"
elseif CurId == 14 then
lastid= "http://www.roblox.com/asset/?id=340265439"
elseif CurId == 15 then
lastid= "http://www.roblox.com/asset/?id=2441582257"
elseif CurId == 16 then
lastid= "http://www.roblox.com/asset/?id=2496523226"
elseif CurId == 17 then
lastid= "http://www.roblox.com/asset/?id=283208073"
elseif CurId == 18 then
lastid= "http://www.roblox.com/asset/?id=2279798034"
end
lastsongpos = 0
s2.TimePosition = lastsongpos
end
end
local OverClockEffect1 = EffectPack.OverClock1:Clone()
OverClockEffect1.Parent = Torso
OverClockEffect1.Enabled = false
local OverClockEffect2 = EffectPack.OverClock2:Clone()
OverClockEffect2.Parent = Torso
OverClockEffect2.Enabled = false
local OverClockEffect3 = EffectPack.OverClock3:Clone()
OverClockEffect3.Parent = Torso
OverClockEffect3.Enabled = false
coroutine.resume(coroutine.create(function()
local OverClockEffect4 = EffectPack.OverClock4:Clone()
OverClockEffect4.Enabled = false
OverClockEffect4.Parent = Torso
OverClockEffect4:Clone().Parent = Head
OverClockEffect4:Clone().Parent = RightArm
OverClockEffect4:Clone().Parent = LeftArm
OverClockEffect4:Clone().Parent = RightLeg
OverClockEffect4:Clone().Parent = LeftLeg
end))
coroutine.resume(coroutine.create(function()
while Humanoid.Health>0.001 do
sine = sine + change
hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
local torvel = (Humanoid.MoveDirection * Vector3.new(1, 0, 1)).magnitude
local velderp = RootPart.Velocity.y
if RootPart.Velocity.y > 1 and hitfloor == nil then
Anim = "Jump"
elseif RootPart.Velocity.y < -1 and hitfloor == nil then
Anim = "Fall"
elseif Humanoid.Sit == true then
Anim = "Sit"
elseif torvel < .5 and hitfloor ~= nil then
Anim = "Idle"
elseif torvel > .5 and hitfloor ~= nil then
Anim = "Walk"
else
Anim = ""
end
local Ccf=Torso.CFrame
--warn(Humanoid.MoveDirection*RootPart.CFrame.lookVector)
local Walktest1 = Humanoid.MoveDirection*Ccf.LookVector
local Walktest2 = Humanoid.MoveDirection*Ccf.RightVector
--warn(Walktest1.Z.."/"..Walktest1.X)
--warn(Walktest2.Z.."/"..Walktest2.X)
forWFB = Walktest1.X+Walktest1.Z
forWRL = Walktest2.X+Walktest2.Z
--print(Humanoid.MoveDirection)
--warn(Torso.CFrame.lookVector)
spin = (vt(0,spin,0):Lerp(vt(0,spinto,0),.05)).Y
spinrad = spinrad + spin
coroutine.resume(coroutine.create(function()
if s2.Parent == nil or s2 == nil then
s2 = s2c:Clone()
s2.Parent = Torso
s2.Name = "BGMusic"
-- s2.SoundId = lastid
s2.Pitch = 1
s2.Volume = 1.5
s2.Looped = true
s2.archivable = false
s2.TimePosition = lastsongpos
if playsong == true then
s2:play()
elseif playsong == false then
s2:stop()
end
else
lastsongpos=s2.TimePosition
s2.Pitch = 1
s2.Volume = 1.5
s2.Name = "BGMusic"
s2.Looped = true
s2.SoundId = lastid
s2.EmitterSize = 30
end
end))
inairvel=torvel*1
--forWRL
if inairvel > 30 then
inairvel=30
end
inairvel=inairvel/50*2
SetTween(SpinnyThingyWeld,{C0=ANGLES(mr(spinrad),0,0)},"Quad","Out",0.055)
if attack == false then
if Anim == "Jump" then
change = 0.60*2
SetTween(RJW,{C0=RootCF* cn(0, 0 + (0.0395/2) * math.cos(sine / 8), -0.1 + 0.0395 * math.cos(sine / 8)) * angles(math.rad(-6.5 - 1.5 * math.cos(sine / 8))+(inairvel*forWFB)/2, math.rad(0)-(inairvel*forWRL)/2, math.rad(0))},"Quad","Out",0.25)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(-26.5 + 2.5 * math.cos(sine / 8)), math.rad(0), math.rad(-0))},"Quad","Out",0.25)
SetTween(RW,{C0=cf(1.4 + .05 * math.cos(sine / 8) , 0.5 + .05 * math.cos(sine / 8), .0) * angles(math.rad(140 - 2 * math.cos(sine / 8 )), math.rad(-5), math.rad(8 + 4 * math.cos(sine / 8)))},"Quad","Out",0.2)
SetTween(LW,{C0=cf(-1.4 + .05 * math.cos(sine / 8), 0.5 + .05 * math.cos(sine / 8), .0) * angles(math.rad(140 - 2 * math.cos(sine / 8 )), math.rad(5), math.rad(-8 - 4 * math.cos(sine / 8 )))},"Quad","Out",0.2)
SetTween(RH,{C0=CFrame.new(.5, -0.85+ .05 * math.cos(sine / 15), -.2) * CFrame.Angles(math.rad(-15 -1* math.cos(sine / 10)),math.rad(0),math.rad(0))},"Quad","InOut",0.075)
SetTween(LH,{C0=CFrame.new(-.5, -0.35+ .05 * math.cos(sine / 15), -.4) * CFrame.Angles(math.rad(-25 +1* math.cos(sine / 10)),math.rad(0),math.rad(0))},"Quad","InOut",0.075)
elseif Anim == "Fall" then
change = 0.60*2
SetTween(RJW,{C0=RootCF*cn(0, 0 + (0.0395/2) * math.cos(sine / 8), -0.5 + 0.0395 * math.cos(sine / 8)) * angles(math.rad(5.5 - 1.5 * math.cos(sine / 8))-(inairvel*forWFB)/2, math.rad(0)+(inairvel*forWRL)/2, math.rad(0))},"Quad","Out",0.35)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(26.5 + 2.5 * math.cos(sine / 8)), math.rad(0), math.rad(-0))},"Quad","Out",0.25)
SetTween(RW,{C0=cf(1.4 + .05 * math.cos(sine / 8) , 0.5 + .05 * math.cos(sine / 8), .0) * angles(math.rad(105 - 2 * math.cos(sine / 8 )), math.rad(-15), math.rad(80 + 4 * math.cos(sine / 8)))},"Quad","Out",0.2)
SetTween(LW,{C0=cf(-1.4 + .05 * math.cos(sine / 8), 0.5 + .05 * math.cos(sine / 8), .0) * angles(math.rad(105 - 2 * math.cos(sine / 8 )), math.rad(15), math.rad(-80 - 4 * math.cos(sine / 8 )))},"Quad","Out",0.2)
SetTween(RH,{C0=CFrame.new(.5, -0.15+ .05 * math.cos(sine / 15), -.4) * CFrame.Angles(math.rad(-15 -1* math.cos(sine / 10)),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -0.55+ .05 * math.cos(sine / 15), -.4) * CFrame.Angles(math.rad(-0 +1* math.cos(sine / 10)),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
elseif Hold == true and weps == true then
change = (0.60*1)*1
Humanoid.JumpPower = 0
Humanoid.WalkSpeed=0
local speed = .85
local ADNum = 1
SetTween(RJW,{C0=RootCF*cn(0, 0, -0.1 + 0.0395 * math.cos(sine / 8 )) * angles(math.rad(0 - 0 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(70))},"Quad","InOut",0.1/speed)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(-5+40.5*(visn/1000) - 4.5 * math.cos(sine / 8 )), math.rad(2.5-5.5 * math.cos(sine / 16)), math.rad(0 - 60+(15*(visn/1000)) * math.cos(sine / 15 +.4* math.cos(sine / 20))))},"Linear","InOut",0.075/speed)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.55 + .05 * math.cos(sine / 8), 0) * angles(math.rad(90 - 2 * math.cos(sine / 8 ))+mr(math.random(-5,5)), math.rad(0)+mr(math.random(-5,5)), math.rad(70 +( math.random(0,15)*(visn/1000)) * math.cos(sine / 8)))},"Linear","Out",0.1/speed)
SetTween(LW,{C0=cf(-1.46 + .0 * math.cos(sine / 8), 0.5 + .05 * math.cos(sine / 8), 0) * angles(math.rad(0 - 2 * math.cos(sine / 8 )), math.rad(5), math.rad(-18 - (math.random(0,15)*(visn/1000)) * math.cos(sine / 8 )))},"Linear","Out",0.1/speed)
SetTween(RH,{C0=CFrame.new(.5, -0.95- .04 * math.cos(sine / 8 ), 0) * CFrame.Angles(math.rad(0 - 0 * math.cos(sine / 8)),math.rad(-20),math.rad(6.5- 0.0 * math.cos(sine / 8)))},"Quad","InOut",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -0.95- .04 * math.cos(sine / 8 ), 0) * CFrame.Angles(math.rad(0 - 0 * math.cos(sine / 8)),math.rad(20),math.rad(-6.5- 0.0 * math.cos(sine / 8)))},"Quad","InOut",0.1)
if hitfloor ~= nil then
SetTween(RootPart ,{CFrame = CF(RootPart.Position ,RootPart.Position+CF(RootPart.Position*VT(1,0,1),MHIT.p*VT(1,0,1)).LookVector) },"Quad","Out",0.1)
end
elseif Anim == "Idle" then
local dahspeed=0+visn/100
change = (0.60*1)*dahspeed
Humanoid.JumpPower = 60
Humanoid.WalkSpeed=16
local speed = .5 + visn/1000
local ADNum = 1
if weps == false then
SetTween(RJW,{C0=RootCF*cn(0, 0, -0.1 + 0.0395 * math.cos(sine / 8 )) * angles(math.rad(0 - 0 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(-0))},"Quad","InOut",0.1/speed)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(-0+40.5*(visn/1000) - 4.5 * math.cos(sine / 8 )), math.rad(2.5-5.5 * math.cos(sine / 16))+math.rad(0), math.rad(0))},"Linear","InOut",0.1/speed)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.55 + .05 * math.cos(sine / 8), 0) * angles(math.rad(0 - 2 * math.cos(sine / 8 )), math.rad(-5), math.rad(10 +( math.random(0,15)*(visn/1000)) * math.cos(sine / 8)))},"Linear","Out",0.1/speed)
else
SetTween(RJW,{C0=RootCF*cn(0, 0, -0.1 + 0.0395 * math.cos(sine / 8 )) * angles(math.rad(0 - 0 * math.cos(sine / 8)), math.rad((0 + 0* math.cos(sine / 8)/20)), math.rad(-60))},"Quad","InOut",0.1/speed)
SetTween(NeckW,{C0=NeckCF*angles(math.rad(-5+40.5*(visn/1000) - 4.5 * math.cos(sine / 8 )), math.rad(2.5-5.5 * math.cos(sine / 16)), math.rad(0 - -60+(25*(visn/1000)) * math.cos(sine / 15 +.4* math.cos(sine / 20))))},"Linear","InOut",0.075/speed)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.55 + .05 * math.cos(sine / 8), 0) * angles(math.rad(150 - 2 * math.cos(sine / 8 )), math.rad(-5), math.rad(10 +( math.random(0,15)*(visn/1000)) * math.cos(sine / 8)))},"Linear","Out",0.1/speed)
end
SetTween(LW,{C0=cf(-1.46 + .0 * math.cos(sine / 8), 0.55 + .05 * math.cos(sine / 8), 0) * angles(math.rad(0 - 2 * math.cos(sine / 8 )), math.rad(5), math.rad(-10 - (math.random(0,15)*(visn/1000)) * math.cos(sine / 8 )))},"Linear","Out",0.1/speed)
SetTween(RH,{C0=CFrame.new(.5, -0.95- .04 * math.cos(sine / 8 ), 0) * CFrame.Angles(math.rad(0 - 0 * math.cos(sine / 8)),math.rad(-20),math.rad(6.5- 0.0 * math.cos(sine / 8)))},"Quad","InOut",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -0.95- .04 * math.cos(sine / 8 ), 0) * CFrame.Angles(math.rad(0 - 0 * math.cos(sine / 8)),math.rad(20),math.rad(-6.5- 0.0 * math.cos(sine / 8)))},"Quad","InOut",0.1)
--SetTween(FlameW,{C0=CF(0,0,0)*ANGLES(mr(20),0,0)},"Quad","InOut",0.1)
--SetTween(H1a,{C0=CF(0,.5,-.4)},"Quad","InOut",0.1)
-- SetTween(MX1w,{C0=CF(0,-.7,-.25)},"Quad","InOut",0.1)
--SetTween(FlameW,{C0=CF(0,-.5,0)},"Quad","InOut",0.1)
--SetTween(H1a,{C0=CF(0,-.5,-.4)},"Quad","InOut",0.1)
--SetTween(MX1w,{C0=CF(0,.1,.30)*ANGLES(mr(20),0,0)},"Quad","InOut",0.1)
elseif Anim == "Walk" then
local speed=.75
if OverClocking ==false then
speed = speed+0.75*(visn/1000)
else
speed = speed+1.75*(visn/1000)
end
if mememode == true then
speed=4
end
change = 2.6*speed
Humanoid.JumpPower = 60*speed
Humanoid.WalkSpeed=16*speed
local RH2 = cf(-forWRL/7 * math.cos(sine / 8 ),0,forWFB/7 * math.cos(sine / 8 ))*angles(math.sin(-forWFB) * math.cos(sine / 8 ),0,math.sin(-forWRL) * math.cos(sine / 8 ))
local LH2 = cf(forWRL/7 * math.cos(sine / 8 ),0,-forWFB/7 * math.cos(sine / 8 ))*angles(math.sin(forWFB) * math.cos(sine / 8 ),0,math.sin(forWRL) * math.cos(sine / 8 ))
if weps == false then
SetTween(RJW,{C0=RootCF*CFrame.new(0, 0 , -0.185 + 0.055 * math.cos(sine / 4) + -math.sin(sine / 4) / 8) * angles(math.rad((forWFB*2 - forWFB * math.cos(sine / 4))*10), math.rad((-forWRL - -forWRL * math.cos(sine / 4))*5) , math.rad(25*forWRL+8 * math.cos(sine / 8)))},"Linear","InOut",WalkAnimMove/speed)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0, 0, 0 + 0.025 * math.cos(sine / 4)) * angles((math.rad(20+(-forWFB*2 - -forWFB * math.cos(sine / 4))*8))+math.rad(45*(visn/1000)), math.rad((forWRL - forWRL * math.cos(sine / 4))*5)+math.rad(0), math.rad(-45*forWRL-8 * math.cos(sine / 8)))},"Linear","InOut",WalkAnimMove/speed)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.5 + forWRL/50* math.cos(sine / 8), 0) * angles(math.rad(160-45*(visn/1000) ), math.rad(15), math.rad(-10 + forWRL))},"Quad","Out",WalkAnimMove/speed)
else
SetTween(RJW,{C0=RootCF*CFrame.new(0, 0 , -0.185 + 0.055 * math.cos(sine / 4) + -math.sin(sine / 4) / 8) * angles(math.rad((forWFB*1.5 - forWFB * math.cos(sine / 4))*10), math.rad((-forWRL - -forWRL * math.cos(sine / 4))*5) , math.rad(10+8 * math.cos(sine / 8)))},"Linear","InOut",WalkAnimMove/speed)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0, 0, 0 + 0.025 * math.cos(sine / 4)) * angles((math.rad((-forWFB*2 - -forWFB * math.cos(sine / 4))*8))+math.rad(20*(visn/500)), math.rad((forWRL - forWRL * math.cos(sine / 4))*5)+math.rad(0*(visn/500)), math.rad(-0-forWRL*50+-8 * math.cos(sine / 8)))},"Linear","InOut",WalkAnimMove/speed)
SetTween(RW,{C0=cf(1.45 + .0 * math.cos(sine / 8) , 0.55 + .05 * math.cos(sine / 8), 0) * angles(math.rad(85 - 2 * math.cos(sine / 8 )), math.rad(-5), math.rad(10 +( math.random(0,15)*(visn/1000)) * math.cos(sine / 8)))},"Linear","Out",0.1/speed)
end
SetTween(LW,{C0=cf(-1.45 + .0 * math.cos(sine / 8), 0.5 + forWRL/50 * math.cos(sine / 8), 0) * angles(math.rad(0 - forWFB*25 * math.cos(sine / 8 )), math.rad(0), math.rad(-8 - forWRL*5 * math.cos(sine / 8 )))},"Quad","Out",WalkAnimMove/speed)
SetTween(RH,{C0=CFrame.new(.5, -0.75+ .35 * math.sin(sine / 8 ), -.25+.15* math.cos(sine / 8 ))*RH2 * CFrame.Angles(math.rad(0 - 5 * math.cos(sine / 8)),math.rad(0),math.rad(2.5- 0.0 * math.cos(sine / 8)))},"Linear","InOut",WalkAnimMove/speed)
SetTween(LH,{C0=CFrame.new(-.5, -0.75- .35 * math.sin(sine / 8 ), -.25-.15* math.cos(sine / 8 ))*LH2 * CFrame.Angles(math.rad(0 + 5 * math.cos(sine / 8)),math.rad(0),math.rad(-2.5- 0.0 * math.cos(sine / 8)))},"Linear","InOut",WalkAnimMove/speed)
elseif Anim == "Sit" then
SetTween(RJW,{C0=RootCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
SetTween(NeckW,{C0=NeckCF*CFrame.new(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
SetTween(RW,{C0=CFrame.new(1.5 , 0.5, -.0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","Out",0.1)
SetTween(LW,{C0=CFrame.new(-1.5, 0.5, -.0)*angles(math.rad(0),math.rad(0),math.rad(0))},"Quad","Out",0.1)
SetTween(RH,{C0=CFrame.new(.5, -1, 0)*angles(math.rad(90),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
SetTween(LH,{C0=CFrame.new(-.5, -1, 0)*angles(math.rad(90),math.rad(0),math.rad(0))},"Quad","InOut",0.1)
Humanoid.JumpPower = 60
end
end
Swait(Animstep)
end
end))
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
local mouse = player:GetMouse()
local Xgui = playerGui:FindFirstChild("Xgui")
if not Xgui then
warn("Xgui dont Exist")
return
end
local FAT = Xgui:FindFirstChild("FAT")
if not FAT then
warn("frame dont Exist")
return
end
local viewport = FAT:FindFirstChildOfClass("ViewportFrame") or FAT:FindFirstChild("ViewportFrame")
if not viewport then
warn("ViewportFrame dont Exist")
return
end
pcall(function()
FAT.Active = false
FAT.Selectable = false
viewport.Active = false
viewport.Selectable = false
end)
local function updateMouseVars()
local okHit, hit = pcall(function() return mouse.Hit end)
local okTarget, target = pcall(function() return mouse.Target end)
if okHit and hit then MHIT = hit end
if okTarget and target then Target = target end
if okHit and hit and hit.p then _G.XguiMousePos = hit.p end
_G.XguiMouseHit = (okHit and hit) and hit or _G.XguiMouseHit
_G.XguiMouseTarget = (okTarget and target) and target or _G.XguiMouseTarget
end
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
updateMouseVars()
Hold = true
if type(ClickCombo) == "function" then
pcall(ClickCombo)
elseif type(Button1DownF) == "function" then
pcall(Button1DownF)
elseif type(KeyDownF) == "function" then
pcall(function() KeyDownF("mouse1") end)
end
end
end)
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
updateMouseVars()
Hold = false
if type(Button1UpF) == "function" then
pcall(Button1UpF)
elseif type(KeyUpF) == "function" then
pcall(function() KeyUpF("mouse1") end)
end
end
end)
mouse.Move:Connect(function()
updateMouseVars()
end)
local UserInputService = game:GetService("UserInputService")
local function keyToString(input)
-- se for TextInput (teclas de letra) prefere .KeyCode.Name, depois pega primeira letra
local name = tostring(input.KeyCode) -- exemplo: "Enum.KeyCode.F"
name = name:gsub("Enum.KeyCode.", "") -- fica "F"
name = name:lower()
return name
end
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end -- não intercepta digitação em GUIs
if input.UserInputType ~= Enum.UserInputType.Keyboard then return end
local k = keyToString(input)
if type(KeyDownF) == "function" then
local ok, err = pcall(function() KeyDownF(k) end)
if not ok then
warn("Erro em KeyDownF:", err)
end
else
if type(KeyDown) == "function" then
local ok, err = pcall(function() KeyDown(k) end)
if not ok then warn("Erro em KeyDown:", err) end
end
end
end)
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.UserInputType ~= Enum.UserInputType.Keyboard then return end
local k = keyToString(input)
if type(KeyUpF) == "function" then
local ok, err = pcall(function() KeyUpF(k) end)
if not ok then warn("Erro em KeyUpF:", err) end
else
if type(KeyUp) == "function" then
local ok, err = pcall(function() KeyUp(k) end)
if not ok then warn("Erro em KeyUp:", err) end
end
end
end)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: github.com, www.roblox.com.
This is a Convert Made By Kanujinho (me) i just converted the gentleman killbot. this its NOT FE. but this is fun. the music not working... soo... probally i will fix Enjoy!

Universal