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Roblox Anti-Ragdoll Reanimation Script

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m16374138
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
25 views68 pages

Roblox Anti-Ragdoll Reanimation Script

Uploaded by

m16374138
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

--main fe satan script

for _,v in pairs([Link]:GetDescendants()) do


if v:IsA("SpecialMesh") or v:IsA("Mesh") then
v:Destroy()
end
end

local c = [Link]

c['VANS_Umbrella'].Name="yourecoolguy"
for i, v in pairs({"Right Arm", "Left Arm"}) do
local arm = c[v]
[Link] = nil
[Link] = 1
[Link] = c
end

local c = [Link]
for i, v in pairs({"Right Leg", "Left Leg"}) do
local Leg = c[v]
[Link] = nil
[Link] = 1
[Link] = c
end

local v3_net, v3_808 = [Link](20000, 25.1, 0), [Link](8, 0, 8)


local function getNetlessVelocity(realPartVelocity)
local mag = [Link]
if mag > 1 then
local unit = [Link]
if (unit.Y > 0.25) or (unit.Y < -0.75) then
return unit * (25.1 / unit.Y)
end
end
return v3_net + realPartVelocity * v3_808
end
local simradius = "shp" --simulation radius (net bypass) method
--simulation radius (net bypass) method
--"shp" - sethiddenproperty
--"ssr" - setsimulationradius
--false - disable
local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from
your character
local newanimate = false --disables the animate script and enables after
reanimation
local discharscripts = true --disables all localScripts parented to your character
before reanimation
local R15toR6 = true --tries to convert your character to r6 if its r15
local hatcollide = true --makes hats cancollide (only method 0)
local humState16 = true --enables collisions for limbs before the humanoid dies
(using hum:ChangeState)
local addtools = false --puts all tools from backpack to character and lets you
hold them after reanimation
local hedafterneck = false --disable aligns for head and enable after neck is
removed
local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
local method = 0 --reanimation method
--methods:
--0 - breakJoints (takes [loadtime] seconds to laod)
--1 - limbs
--2 - limbs + anti respawn
--3 - limbs + breakJoints after [loadtime] seconds
--4 - remove humanoid + breakJoints
--5 - remove humanoid + limbs
local alignmode = 3 --AlignPosition mode
--modes:
--1 - AlignPosition rigidity enabled true
--2 - 2 AlignPositions rigidity enabled both true and false
--3 - AlignPosition rigidity enabled false

healthHide = healthHide and ((method == 0) or (method == 2) or (method == 000)) and


gp(c, "Head", "BasePart")

local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = [Link]
local heartbeat = [Link]
local renderstepped = [Link]
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = [Link]
local v3 = [Link]
local v3_0 = v3(0, 0, 0)
local inf = [Link]

local c = [Link]

if not (c and [Link]) then


return
end

[Link]:Connect(function()
c = nil
end)

local function gp(parent, name, className)


if typeof(parent) == "Instance" then
for i, v in pairs(parent:GetChildren()) do
if ([Link] == name) and v:IsA(className) then
return v
end
end
end
return nil
end

local function align(Part0, Part1)


[Link] = [Link](0.0001, 0.0001,
0.0001, 0.0001, 0.0001)

local att0 = [Link]("Attachment", Part0)


[Link] = v3_0
[Link] = v3_0
[Link] = "att0_" .. [Link]
local att1 = [Link]("Attachment", Part1)
[Link] = v3_0
[Link] = v3_0
[Link] = "att1_" .. [Link]

if (alignmode == 1) or (alignmode == 2) then


local ape = [Link]("AlignPosition", att0)
[Link] = false
[Link] = inf
[Link] = inf
[Link] = false
[Link] = 200
ape.Attachment1 = att1
ape.Attachment0 = att0
[Link] = "AlignPositionRtrue"
[Link] = true
end

if (alignmode == 2) or (alignmode == 3) then


local apd = [Link]("AlignPosition", att0)
[Link] = false
[Link] = inf
[Link] = inf
[Link] = false
[Link] = 200
apd.Attachment1 = att1
apd.Attachment0 = att0
[Link] = "AlignPositionRfalse"
[Link] = false
end

local ao = [Link]("AlignOrientation", att0)


[Link] = inf
[Link] = inf
[Link] = false
[Link] = false
[Link] = 200
ao.Attachment1 = att1
ao.Attachment0 = att0
[Link] = false

if type(getNetlessVelocity) == "function" then


local realVelocity = v3_0
local steppedcon = stepped:Connect(function()
[Link] = realVelocity
end)
local heartbeatcon = heartbeat:Connect(function()
realVelocity = [Link]
[Link] = getNetlessVelocity(realVelocity)
end)
[Link]:Connect(function()
Part0 = nil
steppedcon:Disconnect()
heartbeatcon:Disconnect()
end)
end
end

local function respawnrequest()


local ccfr = [Link]
local c = [Link]
[Link] = nil
[Link] = c
local con = nil
con = [Link]:Connect(function(prop)
if (prop ~= "Parent") and (prop ~= "CFrame") then
return
end
[Link] = ccfr
con:Disconnect()
end)
end

local destroyhum = (method == 4) or (method == 5)


local breakjoints = (method == 0) or (method == 4)
local antirespawn = (method == 0) or (method == 2) or (method == 3)

hatcollide = hatcollide and (method == 0)

addtools = addtools and gp(lp, "Backpack", "Backpack")

local fenv = getfenv()


local shp = [Link] or fenv.set_hidden_property or
fenv.set_hidden_prop or [Link]
local ssr = [Link] or fenv.set_simulation_radius or
fenv.set_sim_radius or [Link] or fenv.set_simulation_rad or
[Link]

if shp and (simradius == "shp") then


spawn(function()
while c and heartbeat:Wait() do
shp(lp, "SimulationRadius", inf)
end
end)
elseif ssr and (simradius == "ssr") then
spawn(function()
while c and heartbeat:Wait() do
ssr(inf)
end
end)
end

antiragdoll = antiragdoll and function(v)


if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then
[Link] = nil
end
end

if antiragdoll then
for i, v in pairs(c:GetDescendants()) do
antiragdoll(v)
end
[Link]:Connect(antiragdoll)
end

if antirespawn then
respawnrequest()
end

if method == 0 then
wait(loadtime)
if not c then
return
end
end

if discharscripts then
for i, v in pairs(c:GetChildren()) do
if v:IsA("LocalScript") then
[Link] = true
end
end
elseif newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate and (not [Link]) then
[Link] = true
else
newanimate = false
end
end

if addtools then
for i, v in pairs(addtools:GetChildren()) do
if v:IsA("Tool") then
[Link] = c
end
end
end

pcall(function()
settings().[Link] = false
settings().[Link] =
[Link]
end)

local OLDscripts = {}

for i, v in pairs(c:GetDescendants()) do
if [Link] == "Script" then
[Link](OLDscripts, v)
end
end

local scriptNames = {}

for i, v in pairs(c:GetDescendants()) do
if v:IsA("BasePart") then
local newName = tostring(i)
local exists = true
while exists do
exists = false
for i, v in pairs(OLDscripts) do
if [Link] == newName then
exists = true
end
end
if exists then
newName = newName .. "_"
end
end
[Link](scriptNames, newName)
[Link]("Script", v).Name = newName
end
end

[Link] = true
local hum = c:FindFirstChildOfClass("Humanoid")
if hum then
for i, v in pairs(hum:GetPlayingAnimationTracks()) do
v:Stop()
end
end
local cl = c:Clone()
if hum and humState16 then
hum:ChangeState([Link])
if destroyhum then
wait(1.6)
end
end
if hum and [Link] and destroyhum then
hum:Destroy()
end

if not c then
return
end

local head = gp(c, "Head", "BasePart")


local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart")
local root = gp(c, "HumanoidRootPart", "BasePart")
if hatcollide and c:FindFirstChildOfClass("Accessory") then
local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health",
"Script")
if not (torso and root and anything) then
return
end
torso:Destroy()
root:Destroy()
if shp then
for i,v in pairs(c:GetChildren()) do
if v:IsA("Accessory") then
shp(v, "BackendAccoutrementState", 0)
end
end
end
anything:Destroy()
if head then

end
end

for i, v in pairs(cl:GetDescendants()) do
if v:IsA("BasePart") then
[Link] = 1
[Link] = false
end
end
local model = [Link]("Model", c)
[Link] = [Link]

[Link]:Connect(function()
model = nil
end)

for i, v in pairs(c:GetChildren()) do
if v ~= model then
if addtools and v:IsA("Tool") then
for i1, v1 in pairs(v:GetDescendants()) do
if v1 and [Link] and v1:IsA("BasePart") then
local bv = [Link]("BodyVelocity", v1)
[Link] = v3_0
[Link] = v3(1000, 1000, 1000)
bv.P = 1250
[Link] = "bv_" .. [Link]
end
end
end
[Link] = model
end
end

if breakjoints then
model:BreakJoints()
else
if head and torso then
for i, v in pairs(model:GetDescendants()) do
if v:IsA("Weld") or v:IsA("Snap") or v:IsA("Glue") or
v:IsA("Motor") or v:IsA("Motor6D") then
local save = false
if (v.Part0 == torso) and (v.Part1 == head) then
save = true
end
if (v.Part0 == head) and (v.Part1 == torso) then
save = true
end
if save then
if hedafterneck then
hedafterneck = v
end
else
v:Destroy()
end
end
end
end
if method == 3 then
spawn(function()
wait(loadtime)
if model then
model:BreakJoints()
end
end)
end
end

[Link] = c
for i, v in pairs(cl:GetChildren()) do
[Link] = c
end
cl:Destroy()

local modelDes = {}
for i, v in pairs(model:GetDescendants()) do
if v:IsA("BasePart") then
i = tostring(i)
[Link]:Connect(function()
modelDes[i] = nil
end)
modelDes[i] = v
end
end
local modelcolcon = nil
local function modelcolf()
if model then
for i, v in pairs(modelDes) do
[Link] = false
end
else
modelcolcon:Disconnect()
end
end
modelcolcon = stepped:Connect(modelcolf)
modelcolf()

for i, scr in pairs(model:GetDescendants()) do


if ([Link] == "Script") and [Link](scriptNames, [Link]) then
local Part0 = [Link]
if Part0:IsA("BasePart") then
for i1, scr1 in pairs(c:GetDescendants()) do
if ([Link] == "Script") and ([Link] == [Link])
and (not scr1:IsDescendantOf(model)) then
local Part1 = [Link]
if ([Link] == [Link]) and
([Link] == [Link]) then
align(Part0, Part1)
break
end
end
end
end
end
end

if (typeof(hedafterneck) == "Instance") and head then


local aligns = {}
local con = nil
con = [Link]:Connect(function(prop)
if (prop == "Parent") and not [Link] then
con:Disconnect()
for i, v in pairs(aligns) do
[Link] = true
end
end
end)
for i, v in pairs(head:GetDescendants()) do
if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then
i = tostring(i)
aligns[i] = v
[Link]:Connect(function()
aligns[i] = nil
end)
[Link] = false
end
end
end

for i, v in pairs(c:GetDescendants()) do
if v and [Link] then
if [Link] == "Script" then
if [Link](scriptNames, [Link]) then
v:Destroy()
end
elseif not v:IsDescendantOf(model) then
if v:IsA("Decal") then
[Link] = 1
elseif v:IsA("ForceField") then
[Link] = false
elseif v:IsA("Sound") then
[Link] = false
elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or
v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles")
then
[Link] = false
end
end
end
end

if newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate then
[Link] = false
end
end

if addtools then
for i, v in pairs(c:GetChildren()) do
if v:IsA("Tool") then
[Link] = addtools
end
end
end

local hum0 = model:FindFirstChildOfClass("Humanoid")


if hum0 then
[Link]:Connect(function()
hum0 = nil
end)
end

local hum1 = c:FindFirstChildOfClass("Humanoid")


if hum1 then
[Link]:Connect(function()
hum1 = nil
end)
end

if hum1 then
[Link] = hum1
local camSubCon = nil
local function camSubFunc()
camSubCon:Disconnect()
if c and hum1 then
[Link] = hum1
end
end
camSubCon = renderstepped:Connect(camSubFunc)
if hum0 then
[Link]:Connect(function(prop)
if hum1 and (prop == "Jump") then
[Link] = [Link]
end
end)
else
respawnrequest()
end
end

local rb = [Link]("BindableEvent", c)
[Link]:Connect(function()
rb:Destroy()
sg:SetCore("ResetButtonCallback", true)
if destroyhum then
c:BreakJoints()
return
end
if hum0 and ([Link] > 0) then
model:BreakJoints()
[Link] = 0
end
if antirespawn then
respawnrequest()
end
end)
sg:SetCore("ResetButtonCallback", rb)

spawn(function()
while c do
if hum0 and hum1 then
[Link] = [Link]
end
wait()
end
sg:SetCore("ResetButtonCallback", true)
end)

R15toR6 = R15toR6 and hum1 and ([Link] == [Link].R15)


if R15toR6 then
local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso",
"BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or
c:FindFirstChildWhichIsA("BasePart")
if part then
local cfr = [Link]
local R6parts = {
head = {
Name = "Head",
Size = v3(2, 1, 1),
R15 = {
Head = 0
}
},
torso = {
Name = "Torso",
Size = v3(2, 2, 1),
R15 = {
UpperTorso = 0.2,
LowerTorso = -0.7
}
},
root = {
Name = "HumanoidRootPart",
Size = v3(2, 2, 1),
R15 = {
HumanoidRootPart = 0
}
},
leftArm = {
Name = "Left Arm",
Size = v3(1, 2, 1),
R15 = {
LeftHand = -0.7,
LeftLowerArm = -0.2,
LeftUpperArm = 0.4
}
},
rightArm = {
Name = "Right Arm",
Size = v3(1, 2, 1),
R15 = {
RightHand = -0.7,
RightLowerArm = -0.2,
RightUpperArm = 0.4
}
},
leftLeg = {
Name = "Left Leg",
Size = v3(1, 2, 1),
R15 = {
LeftFoot = -0.7,
LeftLowerLeg = -0.15,
LeftUpperLeg = 0.6
}
},
rightLeg = {
Name = "Right Leg",
Size = v3(1, 2, 1),
R15 = {
RightFoot = -0.7,
RightLowerLeg = -0.15,
RightUpperLeg = 0.6
}
}
}
for i, v in pairs(c:GetChildren()) do
if v:IsA("BasePart") then
for i1, v1 in pairs(v:GetChildren()) do
if v1:IsA("Motor6D") then
v1.Part0 = nil
end
end
end
end
[Link] = true
for i, v in pairs(R6parts) do
local part = part:Clone()
[Link] = [Link]
[Link] = [Link]
[Link] = cfr
[Link] = false
[Link] = 1
[Link] = false
for i1, v1 in pairs(v.R15) do
local R15part = gp(c, i1, "BasePart")
local att = gp(R15part, "att1_" .. i1, "Attachment")
if R15part then
local weld = [Link]("Weld", R15part)
[Link] = "Weld_" .. i1
weld.Part0 = part
weld.Part1 = R15part
weld.C0 = cf(0, v1, 0)
weld.C1 = cf(0, 0, 0)
[Link] = true
[Link] = "R15_" .. i1
[Link] = part
if att then
[Link] = part
[Link] = v3(0, v1, 0)
end
end
end
[Link] = c
R6parts[i] = part
end
local R6joints = {
neck = {
Parent = [Link],
Name = "Neck",
Part0 = [Link],
Part1 = [Link],
C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rootJoint = {
Parent = [Link],
Name = "RootJoint" ,
Part0 = [Link],
Part1 = [Link],
C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rightShoulder = {
Parent = [Link],
Name = "Right Shoulder",
Part0 = [Link],
Part1 = [Link],
C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftShoulder = {
Parent = [Link],
Name = "Left Shoulder",
Part0 = [Link],
Part1 = [Link],
C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
},
rightHip = {
Parent = [Link],
Name = "Right Hip",
Part0 = [Link],
Part1 = [Link],
C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftHip = {
Parent = [Link],
Name = "Left Hip" ,
Part0 = [Link],
Part1 = [Link],
C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
}
}
for i, v in pairs(R6joints) do
local joint = [Link]("Motor6D")
for prop, val in pairs(v) do
joint[prop] = val
end
R6joints[i] = joint
end
[Link] = [Link].R6
[Link] = 0
end
end

--find rig joints

local function fakemotor()


return {C0=cf(), C1=cf()}
end

local torso = gp(c, "Torso", "BasePart")


local root = gp(c, "HumanoidRootPart", "BasePart")

local neck = gp(torso, "Neck", "Motor6D")


neck = neck or fakemotor()

local rootJoint = gp(root, "RootJoint", "Motor6D")


rootJoint = rootJoint or fakemotor()

local leftShoulder = gp(torso, "Left Shoulder", "Motor6D")


leftShoulder = leftShoulder or fakemotor()

local rightShoulder = gp(torso, "Right Shoulder", "Motor6D")


rightShoulder = rightShoulder or fakemotor()

local leftHip = gp(torso, "Left Hip", "Motor6D")


leftHip = leftHip or fakemotor()

local rightHip = gp(torso, "Right Hip", "Motor6D")


rightHip = rightHip or fakemotor()

--120 fps

local fps = 40
local event = [Link]("BindableEvent", c)
[Link] = "120 fps"
local floor = [Link]
fps = 1 / fps
local tf = 0
local con = nil
con = game:GetService("RunService").RenderStepped:Connect(function(s)
if not c then
con:Disconnect()
return
end
--tf += s
if tf >= fps then
for i=1, floor(tf / fps) do
event:Fire(c)
end
tf = 0
end
end)
local event = [Link]

local hedrot = v3(0, 5, 0)

local uis = game:GetService("UserInputService")


local function isPressed(key)
return (not uis:GetFocusedTextBox()) and uis:IsKeyDown([Link][key])
end

local biggesthandle = nil


for i, v in pairs(c:GetChildren()) do
if v:IsA("Accessory") then
local handle = gp(v, "Handle", "BasePart")
if biggesthandle then
if [Link] < [Link] then
biggesthandle = handle
end
else
biggesthandle = gp(v, "Handle", "BasePart")
end
end
end
if not biggesthandle then
return
end

local handle1 = gp(gp(model, [Link], "Accessory"), "Handle",


"BasePart")
if not handle1 then
return
end

[Link]:Connect(function()
handle1 = nil
end)
[Link]:Connect(function()
biggesthandle = nil
end)

biggesthandle:BreakJoints()
[Link] = true

for i, v in pairs(handle1:GetDescendants()) do
if v:IsA("AlignOrientation") then
[Link] = false
end
end

local mouse = lp:GetMouse()


local fling = false
mouse.Button1Down:Connect(function()
fling = true
end)
mouse.Button1Up:Connect(function()
fling = false
end)
local function doForSignal(signal, vel)
spawn(function()
while signal:Wait() and c and handle1 and biggesthandle do
if fling and [Link] then
[Link] = [Link]
end
[Link] = vel
end
end)
end
doForSignal(stepped, v3(100, 100, 100))
doForSignal(renderstepped, v3(100, 100, 100))
doForSignal(heartbeat, v3(2000000000000, 200000000000, 20000000000))

_G.loop = true
local player = [Link]
local char = [Link]
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = [Link]("AlignOrientation", Part0),
AlignPosition = [Link]("AlignPosition", Part0)
}

local Attachments = {
Attach0 = [Link]("Attachment", Part0),
Attach1 = [Link]("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true

[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link] = 999999999
spawn(function()
while _G.loop do
local mag = ([Link] -
([Link]*[Link]:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
[Link] = [Link]*[Link]:Inverse()
end
[Link] = [Link](0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}

end
local hat = Align(char['Lipstick_Bag_1.0'].Handle,char['Right Arm'],false)
local cf = char['Right Arm'].CFrame*[Link](0,-0,-
0)*[Link]([Link](0),[Link](0),0)
hat[1].CFrame = cf:Inverse() * char['Right Arm'].CFrame
spawn(function()
[Link]:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
[Link] = true
[Link] = [Link](0,0,0,0,0)
end
end

_G.loop = true
local player = [Link]
local char = [Link]
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = [Link]("AlignOrientation", Part0),
AlignPosition = [Link]("AlignPosition", Part0)
}

local Attachments = {
Attach0 = [Link]("Attachment", Part0),
Attach1 = [Link]("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true

[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link] = 999999999
spawn(function()
while _G.loop do
local mag = ([Link] -
([Link]*[Link]:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
[Link] = [Link]*[Link]:Inverse()
end
[Link] = [Link](0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}

end
local hat = Align(char['Wings'].Handle,char['Left Arm'],false)
local cf = char['Left Arm'].CFrame*[Link](-0,-1.5,-
0)*[Link]([Link](0),[Link](0),30)
hat[1].CFrame = cf:Inverse() * char['Left Arm'].CFrame
spawn(function()
[Link]:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
[Link] = true
[Link] = [Link](0,0,0,0,0)
end
end
_G.loop = true
local player = [Link]
local char = [Link]
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = [Link]("AlignOrientation", Part0),
AlignPosition = [Link]("AlignPosition", Part0)
}

local Attachments = {
Attach0 = [Link]("Attachment", Part0),
Attach1 = [Link]("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true

[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link] = 999999999
spawn(function()
while _G.loop do
local mag = ([Link] -
([Link]*[Link]:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
[Link] = [Link]*[Link]:Inverse()
end
[Link] = [Link](0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}

end
local hat = Align(char['PogoStick'].Handle,char['Torso'],false)
local cf = char['Torso'].CFrame*[Link](0,0,-
0)*[Link]([Link](0),[Link](0),0)
hat[1].CFrame = cf:Inverse() * char['Torso'].CFrame
spawn(function()
[Link]:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
[Link] = true
[Link] = [Link](0,0,0,0,0)
end
end

_G.loop = true
local player = [Link]
local char = [Link]
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = [Link]("AlignOrientation", Part0),
AlignPosition = [Link]("AlignPosition", Part0)
}

local Attachments = {
Attach0 = [Link]("Attachment", Part0),
Attach1 = [Link]("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true

[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link] = 999999999
spawn(function()
while _G.loop do
local mag = ([Link] -
([Link]*[Link]:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
[Link] = [Link]*[Link]:Inverse()
end
[Link] = [Link](0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}

end
local hat = Align(char['yourecoolguy'].Handle,char['Head'],false)
local cf = char['Head'].CFrame*[Link](0,1.3,-
0)*[Link]([Link](0),[Link](-0),0)
hat[1].CFrame = cf:Inverse() * char['Head'].CFrame
spawn(function()
[Link]:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
[Link] = true
[Link] = [Link](0,0,0,0,0)
end
end

_G.loop = true
local player = [Link]
local char = [Link]
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = [Link]("AlignOrientation", Part0),
AlignPosition = [Link]("AlignPosition", Part0)
}

local Attachments = {
Attach0 = [Link]("Attachment", Part0),
Attach1 = [Link]("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true

[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link] = 999999999
spawn(function()
while _G.loop do
local mag = ([Link] -
([Link]*[Link]:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
[Link] = [Link]*[Link]:Inverse()
end
[Link] = [Link](0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}

end
local hat = Align(char['Lipstick_Bag_3.0'].Handle,char['Right Leg'],false)
local cf = char['Right Leg'].CFrame*[Link](0.4,-2.2,-
0)*[Link]([Link](0),[Link](90),0)
hat[1].CFrame = cf:Inverse() * char['Right Leg'].CFrame
spawn(function()
[Link]:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
[Link] = true
[Link] = [Link](0,0,0,0,0)
end
end

_G.loop = true
local player = [Link]
local char = [Link]
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = [Link]("AlignOrientation", Part0),
AlignPosition = [Link]("AlignPosition", Part0)
}

local Attachments = {
Attach0 = [Link]("Attachment", Part0),
Attach1 = [Link]("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true

[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link] = 999999999
spawn(function()
while _G.loop do
local mag = ([Link] -
([Link]*[Link]:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
[Link] = [Link]*[Link]:Inverse()
end
[Link] = [Link](0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}

end
local hat = Align(char['VANS_Umbrella'].Handle,char['Left Leg'],false)
local cf = char['Left Leg'].CFrame*[Link](0,-
0.3,0)*[Link]([Link](90),[Link](-90),0)
hat[1].CFrame = cf:Inverse() * char['Left Leg'].CFrame
spawn(function()
[Link]:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
[Link] = true
[Link] = [Link](0,0,0,0,0)
end
end

_G.loop = true
local player = [Link]
local char = [Link]
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = [Link]("AlignOrientation", Part0),
AlignPosition = [Link]("AlignPosition", Part0)
}

local Attachments = {
Attach0 = [Link]("Attachment", Part0),
Attach1 = [Link]("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link] = 999999999
spawn(function()
while _G.loop do
local mag = ([Link] -
([Link]*[Link]:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
[Link] = [Link]*[Link]:Inverse()
end
[Link] = [Link](0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}

end
local hat = Align(char['LUAhEAD'].Handle,char['Right Leg'],false)
local cf = char['Right Leg'].CFrame*[Link](0.4,0.5,-
0)*[Link]([Link](0),[Link](0),0)
hat[1].CFrame = cf:Inverse() * char['Right Leg'].CFrame
spawn(function()
[Link]:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
[Link] = true
[Link] = [Link](0,0,0,0,0)
end
end

_G.loop = true
local player = [Link]
local char = [Link]
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = [Link]("AlignOrientation", Part0),
AlignPosition = [Link]("AlignPosition", Part0)
}

local Attachments = {
Attach0 = [Link]("Attachment", Part0),
Attach1 = [Link]("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true

[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link] = 999999999
spawn(function()
while _G.loop do
local mag = ([Link] -
([Link]*[Link]:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
[Link] = [Link]*[Link]:Inverse()
end
[Link] = [Link](0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}

end
local hat = Align(char['Surfboard'].Handle,char['HumanoidRootPart'],false)
local cf =
char['HumanoidRootPart'].CFrame*[Link](0,2,7)*[Link]([Link](0),[Link]
d(0),0)
hat[1].CFrame = cf:Inverse() * char['HumanoidRootPart'].CFrame
spawn(function()
[Link]:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
for i,v in pairs (char:GetChildren()) do
if v:IsA("Accessory") then
[Link] = true
[Link] = [Link](0,0,0,0,0)
end
end

local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = [Link]
local heartbeat = [Link]
local renderstepped = [Link]
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = [Link]
local v3 = [Link]
local v3_0 = [Link]
local inf = [Link]

local cplayer = [Link]

local v3 = [Link]

local function gp(parent, name, className)


if typeof(parent) == "Instance" then
for i, v in pairs(parent:GetChildren()) do
if ([Link] == name) and v:IsA(className) then
return v
end
end
end
return nil
end

local hat2 = gp(cplayer, "RedcliffKnight_HelmetAccessory", "Accessory")


local handle2 = gp(hat2, "Handle", "BasePart")
local att2 = gp(handle2, "att1_Handle", "Attachment")
[Link] = cplayer["Right Arm"]
[Link] = [Link](0, -1.8, 0)
[Link] = [Link](-0, 0, 0)

--//====================================================\\--
--|| CREATED BY SHACKLUSTER
--\\====================================================//--

wait(0.2)

Player = game:GetService("Players").LocalPlayer
PlayerGui = [Link]
Cam = [Link]
Backpack = [Link]
Character = [Link]
Humanoid = Character:FindFirstChildOfClass("Humanoid")
Mouse = Player:GetMouse()
RootPart = Character["HumanoidRootPart"]
Torso = Character["Torso"]
Head = Character["Head"]
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
RootJoint = RootPart["RootJoint"]
Neck = Torso["Neck"]
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]

IT = [Link]
CF = [Link]
VT = [Link]
RAD = [Link]
C3 = [Link]
UD2 = [Link]
BRICKC = [Link]
ANGLES = [Link]
EULER = [Link]
COS = [Link]
ACOS = [Link]
SIN = [Link]
ASIN = [Link]
ABS = [Link]
MRANDOM = [Link]
FLOOR = [Link]

--//=================================\\
--|| USEFUL VALUES
--\\=================================//

Animation_Speed = 3
Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
local Speed = 25
local SIZE = 3
local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
local DAMAGEMULTIPLIER = 1
local ANIM = "Idle"
local ATTACK = false
local EQUIPPED = false
local HOLD = false
local COMBO = 1
local Rooted = false
local SINE = 0
local KEYHOLD = false
local CHANGE = 2 / Animation_Speed
local WALKINGANIM = false
local VALUE1 = false
local VALUE2 = false
local ROBLOXIDLEANIMATION = IT("Animation")
[Link] = "Roblox Idle Animation"
[Link] = "[Link]
--[Link] = Humanoid
local WEAPONGUI = IT("ScreenGui", PlayerGui)
[Link] = "Weapon GUI"
local Weapon = IT("Folder")
[Link] = "Adds"
local Effects = IT("Folder", Weapon)
[Link] = "Effects"
local ANIMATOR = [Link]
local ANIMATE = [Link]
local UNANCHOR = true
local VOCALS_BASIC = {468972244,468972378,468972711,468972944}
local VOCALS_TAUNT = {468973055,468973159}
local VOCAL_GROWL = 468971411
local VOCALS_ENRAGES = {528589078,528589175,528589274,528589382}
local CHARGE = 459523787
local ROUGHBLAST = 461105534
local WALLSOUND = 424195952
local FORCEIDLE = false
[Link] = true
[Link] = WEAPONGUI
local CLONE = Character:Clone()
[Link] = nil
[Link] = false
local sick = [Link]("Sound",Character)
local XATTACK = false
[Link] = 200

--//=================================\\
--\\=================================//

--//=================================\\
--|| SAZERENOS' ARTIFICIAL HEARTBEAT
--\\=================================//

ArtificialHB = [Link]("BindableEvent", script)


[Link] = "ArtificialHB"

script:WaitForChild("ArtificialHB")

frame = Frame_Speed
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
[Link]:Fire()

game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
[Link]:Fire()
lastframe = tick()
else
for i = 1, [Link](tf / frame) do
[Link]:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * [Link](tf / frame)
end
end
end)

--//=================================\\
--\\=================================//

--//=================================\\
--|| SOME FUNCTIONS
--\\=================================//

function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)


return workspace:FindPartOnRay([Link](POSITION, [Link] * RANGE),
IGNOREDECENDANTS)
end

function PositiveAngle(NUMBER)
if NUMBER >= 0 then
NUMBER = 0
end
return NUMBER
end

function NegativeAngle(NUMBER)
if NUMBER <= 0 then
NUMBER = 0
end
return NUMBER
end

function Swait(NUMBER)
if NUMBER == 0 or NUMBER == nil then
[Link]:wait()
else
for i = 1, NUMBER do
[Link]:wait()
end
end
end

function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)


local NEWMESH = IT(MESH)
if MESH == "SpecialMesh" then
[Link] = MESHTYPE
if MESHID ~= "nil" and MESHID ~= "" then
[Link] = "[Link]
end
if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
[Link] = "[Link]
end
end
[Link] = OFFSET or VT(0, 0, 0)
[Link] = SCALE
[Link] = PARENT
return NEWMESH
end

function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY,


BRICKCOLOR, NAME, SIZE, ANCHOR)
local NEWPART = IT("Part")
[Link] = FORMFACTOR
[Link] = REFLECTANCE
[Link] = TRANSPARENCY
[Link] = false
[Link] = true
[Link] = true
if ANCHOR == false then
[Link] = false
end
[Link] = BRICKC(tostring(BRICKCOLOR))
[Link] = NAME
[Link] = SIZE
[Link] = [Link]
[Link] = MATERIAL
NEWPART:BreakJoints()
[Link] = PARENT
return NEWPART
end

local function weldBetween(a, b)


local weldd = [Link]("ManualWeld")
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = [Link]()
weldd.C1 = [Link]:inverse() * [Link]
[Link] = a
return weldd
end

function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 =
cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = [Link](1 + trace)
local recip = 0.5 / s
return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s
* 0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = [Link](m00 - m11 - m22 + 1)
local recip = 0.5 / s
return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 -
m12) * recip
elseif i == 1 then
local s = [Link](m11 - m22 - m00 + 1)
local recip = 0.5 / s
return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 -
m20) * recip
elseif i == 2 then
local s = [Link](m22 - m00 - m11 + 1)
local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) *
recip, 0.5 * s, (m10 - m01) * recip
end
end
end

function QuaternionToCFrame(px, py, pz, x, y, z, w)


local xs, ys, zs = x + x, y + y, z + z
local wx, wy, wz = w * xs, w * ys, w * zs
local xx = x * xs
local xy = x * ys
local xz = x * zs
local yy = y * ys
local yz = y * zs
local zz = z * zs
return [Link](px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 -
(xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
end

function QuaternionSlerp(a, b, t)
local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = ACOS(cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((1 - t) * theta) * invSinTheta
finishInterp = SIN(t * theta) * invSinTheta
else
startInterp = 1 - t
finishInterp = t
end
else
if (1 + cosTheta) > 0.0001 then
local theta = ACOS(-cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((t - 1) * theta) * invSinTheta
finishInterp = SIN(t * theta) * invSinTheta
else
startInterp = t - 1
finishInterp = t
end
end
return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] *
finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] *
finishInterp
end

function Clerp(a, b, t)
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1 - t
return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t *
bz, QuaternionSlerp(qa, qb, t))
end

function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR,


BORDERCOLOR, NAME)
local frame = IT("Frame")
[Link] = TRANSPARENCY
[Link] = BORDERSIZEPIXEL
[Link] = POSITION
[Link] = SIZE
frame.BackgroundColor3 = COLOR
frame.BorderColor3 = BORDERCOLOR
[Link] = NAME
[Link] = PARENT
return frame
end

function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY,


BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
local label = IT("TextLabel")
[Link] = 1
[Link] = UD2(1, 0, 1, 0)
[Link] = UD2(0, 0, 0, 0)
label.TextColor3 = TEXTCOLOR
[Link] = STROKETRANSPARENCY
[Link] = TRANSPARENCY
[Link] = TEXTFONTSIZE
[Link] = TEXTFONT
[Link] = BORDERSIZEPIXEL
[Link] = false
[Link] = TEXT
[Link] = NAME
[Link] = PARENT
return label
end

function NoOutlines(PART)
[Link], [Link], [Link], [Link],
[Link], [Link] = 10, 10, 10, 10, 10, 10
end

function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)


local NEWWELD = IT(TYPE)
NEWWELD.Part0 = PART0
NEWWELD.Part1 = PART1
NEWWELD.C0 = C0
NEWWELD.C1 = C1
[Link] = PARENT
return NEWWELD
end

local S = IT("Sound")
function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
local NEWSOUND = nil
[Link]([Link](function()
NEWSOUND = S:Clone()
[Link] = PARENT
[Link] = VOLUME
[Link] = PITCH
[Link] = "[Link]
NEWSOUND:play()
if DOESLOOP == true then
[Link] = true
else
repeat wait(1) until [Link] == false
NEWSOUND:remove()
end
end))
return NEWSOUND
end

function CFrameFromTopBack(at, top, back)


local right = top:Cross(back)
return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y,
right.z, top.z, back.z)
end

--WACKYEFFECT({EffectType = "", Size = VT(1,1,1), Size2 = VT(0,0,0), Transparency =


0, Transparency2 = 1, CFrame = CF(), MoveToPos = nil, RotationX = 0, RotationY = 0,
RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch =
nil, SoundVolume = nil})
function WACKYEFFECT(Table)
local TYPE = ([Link] or "Sphere")
local SIZE = ([Link] or VT(1,1,1))
local ENDSIZE = (Table.Size2 or VT(0,0,0))
local TRANSPARENCY = ([Link] or 0)
local ENDTRANSPARENCY = (Table.Transparency2 or 1)
local CFRAME = ([Link] or [Link])
local MOVEDIRECTION = ([Link] or nil)
local ROTATION1 = ([Link] or 0)
local ROTATION2 = ([Link] or 0)
local ROTATION3 = ([Link] or 0)
local MATERIAL = ([Link] or "Neon")
local COLOR = ([Link] or C3(1,1,1))
local TIME = ([Link] or 45)
local SOUNDID = ([Link] or nil)
local SOUNDPITCH = ([Link] or nil)
local SOUNDVOLUME = ([Link] or nil)
[Link]([Link](function()
local PLAYSSOUND = false
local SOUND = nil
local EFFECT = CreatePart(3, Effects, MATERIAL, 0, TRANSPARENCY,
BRICKC("Pearl"), "Effect", VT(1,1,1), true)
if SOUNDID ~= nil and SOUNDPITCH ~= nil and SOUNDVOLUME ~= nil then
PLAYSSOUND = true
SOUND = CreateSound(SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH,
false)
end
[Link] = COLOR
local MSH = nil
if TYPE == "Sphere" then
MSH = CreateMesh("SpecialMesh", EFFECT, "Sphere", "", "", SIZE,
VT(0,0,0))
elseif TYPE == "Block" then
MSH = IT("BlockMesh",EFFECT)
[Link] = VT(SIZE.X,SIZE.X,SIZE.X)
elseif TYPE == "Wave" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "20329976",
"", SIZE, VT(0,0,-SIZE.X/8))
elseif TYPE == "Ring" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "559831844",
"", VT(SIZE.X,SIZE.X,0.1), VT(0,0,0))
elseif TYPE == "Slash" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662586858",
"", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0))
elseif TYPE == "Round Slash" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "662585058",
"", VT(SIZE.X/10,0,SIZE.X/10), VT(0,0,0))
elseif TYPE == "Swirl" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "1051557",
"", SIZE, VT(0,0,0))
elseif TYPE == "Skull" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "4770583",
"", SIZE, VT(0,0,0))
elseif TYPE == "Crystal" then
MSH = CreateMesh("SpecialMesh", EFFECT, "FileMesh", "9756362",
"", SIZE, VT(0,0,0))
end
if MSH ~= nil then
local MOVESPEED = nil
if MOVEDIRECTION ~= nil then
MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME
end
local GROWTH = SIZE - ENDSIZE
local TRANS = TRANSPARENCY - ENDTRANSPARENCY
if TYPE == "Block" then
[Link] =
CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
else
[Link] = CFRAME
end
for LOOP = 1, TIME+1 do
Swait()
[Link] = [Link] - GROWTH/TIME
if TYPE == "Wave" then
[Link] = VT(0,0,-[Link].X/8)
end
[Link] = [Link] - TRANS/TIME
if TYPE == "Block" then
[Link] =
CFRAME*ANGLES(RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)),RAD(MRANDOM(0,360)))
else
[Link] =
[Link]*ANGLES(RAD(ROTATION1),RAD(ROTATION2),RAD(ROTATION3))
end
if MOVEDIRECTION ~= nil then
local ORI = [Link]
[Link] =
CF([Link],MOVEDIRECTION)*CF(0,0,-MOVESPEED)
[Link] = ORI
end
end
[Link] = 1
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat Swait() until [Link] == false
EFFECT:remove()
end
else
if PLAYSSOUND == false then
EFFECT:remove()
else
repeat Swait() until [Link] == false
EFFECT:remove()
end
end
end))
end

function MakeForm(PART,TYPE)
if TYPE == "Cyl" then
local MSH = IT("CylinderMesh",PART)
elseif TYPE == "Ball" then
local MSH = IT("SpecialMesh",PART)
[Link] = "Sphere"
elseif TYPE == "Wedge" then
local MSH = IT("SpecialMesh",PART)
[Link] = "Wedge"
end
end

Debris = game:GetService("Debris")
function CastProperRay(StartPos, EndPos, Distance, Ignore)
local DIRECTION = CF(StartPos,EndPos).lookVector
return Raycast(StartPos, DIRECTION, Distance, Ignore)
end

function turnto(position)

[Link]=[Link]([Link].p,VT(position.X,[Link].Y,posi
tion.Z)) * [Link](0, 0, 0)
end

local Particle = IT("ParticleEmitter",nil)


[Link] = false
[Link] = 0.2
[Link] = 150
[Link] = 1
[Link] = [Link](-180, 180)

--ParticleEmitter({Speed = 5, RotSpeed = [Link](-15, 15), Drag = 0, Size1


= 1, Size2 = 5, Lifetime1 = 1, Lifetime2 = 1.5, Parent = Torso, Emit = 100, Offset
= 360, Enabled = false, Color1 = C3(1,1,1), Color2 = C3(1,1,1), Texture = ""})
function ParticleEmitter(Table)
local PRTCL = Particle:Clone()
local Color1 = Table.Color1 or C3(1,1,1)
local Color2 = Table.Color2 or C3(1,1,1)
local Speed = [Link] or 5
local Drag = [Link] or 0
local Size1 = Table.Size1 or 1
local Size2 = Table.Size2 or 5
local Lifetime1 = Table.Lifetime1 or 1
local Lifetime2 = Table.Lifetime2 or 1.5
local Parent = [Link] or Torso
local Emit = [Link] or 100
local Offset = [Link] or 360
local Acel = [Link] or VT(0,0,0)
local Enabled = [Link] or false
local Texture = [Link] or "281983280"
local RotS = [Link] or [Link](-15, 15)
local Trans1 = Table.Transparency1 or 0
local Trans2 = Table.Transparency2 or 0
[Link] = Parent
[Link] = RotS
[Link] =
[Link]({[Link](0,Trans1),[Link]
(1,Trans2)})
[Link] = "[Link]
[Link] = [Link](Color1,Color2)
[Link] = [Link](Size1,Size2)
[Link] = [Link](Lifetime1,Lifetime2)
[Link] = [Link](Speed)
[Link] = Offset
[Link] = Drag
[Link] = Acel
if Enabled == false then
PRTCL:Emit(Emit)
Debris:AddItem(PRTCL,Lifetime2)
else
[Link] = true
end
return PRTCL
end

function AddChildrenToTable(FROM,PARENT,DIST,TABLE)
for _, c in pairs(PARENT:GetDescendants()) do
if [Link] == "Model" then
if c ~= Character and c:FindFirstChildOfClass("Humanoid") and
(c:FindFirstChild("Torso") or c:FindFirstChild("UpperTorso")) then
local HUMANOID = c:FindFirstChildOfClass("Humanoid")
local TORSO = (c:FindFirstChild("Torso") or
c:FindFirstChild("UpperTorso"))
if ([Link] - FROM).Magnitude < DIST then
[Link](TABLE,c)
end
end
end
end
end

--//=================================\\
--|| WEAPON CREATION
--\\=================================//

local DECAL = IT("Decal",nil)


[Link] = 1
[Link] = "[Link]
--Head:ClearAllChildren()

--[Link] = nil
[Link] = [Link]*SIZE
[Link] = [Link]*SIZE
[Link] = [Link]*SIZE
[Link] = [Link]*SIZE
[Link] = [Link]*SIZE
[Link] = [Link]*SIZE
RootJoint.C0 = ROOTC0 * CF(0 * SIZE, 0 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(0),
RAD(0))
RootJoint.C1 = ROOTC0 * CF(0 * SIZE, 0 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(0),
RAD(0))
Neck.C0 = NECKC0 * CF(0 * SIZE, 0 * SIZE, 0 + ((1 * SIZE) - 1)) * ANGLES(RAD(0),
RAD(0), RAD(0))
Neck.C1 = CF(0 * SIZE, -0.5 * SIZE, 0 * SIZE) * ANGLES(RAD(-90), RAD(0), RAD(180))
RightShoulder.C1 = CF(0 * SIZE, 0.5 * SIZE, -0.35 * SIZE)
LeftShoulder.C1 = CF(0 * SIZE, 0.5 * SIZE, -0.35 * SIZE)
RightHip.C0 = CF(1 * SIZE, -1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(0))
LeftHip.C0 = CF(-1 * SIZE, -1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0))
* ANGLES(RAD(0), RAD(0), RAD(0))
RightHip.C1 = CF(0.5 * SIZE, 1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(90), RAD(0))
* ANGLES(RAD(0), RAD(0), RAD(0))
LeftHip.C1 = CF(-0.5 * SIZE, 1 * SIZE, 0 * SIZE) * ANGLES(RAD(0), RAD(-90), RAD(0))
* ANGLES(RAD(0), RAD(0), RAD(0))
[Link] = VT([Link].Y,[Link].Y,[Link].Y)*SIZE
[Link] = RootPart
[Link] = Torso
[Link] = Torso
[Link] = Torso
[Link] = Torso
[Link] = Torso
CreateMesh("SpecialMesh", Head, "FileMesh", "0", "0", VT(1.75, 1.75, 1.7)*SIZE,
VT(0,0.4,0.1)*SIZE)
--CreateMesh("SpecialMesh", Head, "FileMesh", "62719736", "1566254101",
VT(0.85,0.85,0.85)*SIZE, VT(0,1,-0.4))
[Link] = "None"
local naeeym = IT("BillboardGui",Character)
[Link] = true
[Link] = [Link](5,35,2,15)
[Link] = [Link](0,5,0)
[Link] = 75
[Link] = [Link]
[Link] = "Name"
local tecks = IT("TextLabel",naeeym)
[Link] = 1
[Link] = true
[Link] = 0
[Link] = "///////////////////"
[Link] = "Fantasy"
[Link] = 30
[Link] = 0.5
[Link] = 0.5
tecks.TextColor3 = C3(0,0,0)
tecks.TextStrokeColor3 = C3(175/1275, 148/1275, 131/1275)
[Link] = [Link](1,0,0.5,0)
[Link] = naeeym
local naeeym2 = IT("BillboardGui",Character)
[Link] = true
[Link] = [Link](7,35,3,15)
[Link] = [Link](0,5,0)
[Link] = 75
[Link] = [Link]
[Link] = "Name2"
local tecks2 = IT("TextLabel",naeeym2)
[Link] = 1
[Link] = true
[Link] = 0
[Link] = "Satan"
[Link] = "Fantasy"
[Link] = 30
[Link] = 0
tecks2.TextColor3 = C3(0,0,0)
tecks2.TextStrokeColor3 = C3(175/575, 148/675, 131/675)
[Link] = [Link](1,0,0.5,0)
[Link] = naeeym2

local MSG = [Link]:FilterStringForBroadcast([Link],Player)


[Link] = MSG

local MSG = [Link]:FilterStringForBroadcast([Link],Player)


[Link] = MSG

local RINGFIRE = {}
local top = [Link]("Shirt")
[Link] = "rbxassetid://791994658"
[Link] = Character
[Link] = "Cloth"
local bottom = [Link]("Pants")
[Link] = "rbxassetid://1029442377"
[Link] = Character
[Link] = "Cloth"
local FIRE = IT("Model",Weapon)
[Link] = "RingOfFire"
local MAIN = CreatePart(3, FIRE, "Neon", 0, 1, "Lavender", "Center", VT(0,0,0))
[Link] = MAIN
for i = 1, 45 do
local PRT = CreatePart(3, FIRE, "Neon", 0, 1, "Lavender", "RingPart",
VT(1,1,1))
[Link] = [Link]*ANGLES(RAD(0),RAD((360/45)*i),RAD(0))*CF(0,0,8)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed =
0.2, Acel = VT(8,18,6), RotSpeed = [Link](-15, 15), Drag = 0, Size1 = 1,
Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 0.8, Parent = PRT, Emit = 100, Offset =
360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture =
"1523916715"})
[Link] = true
[Link] = 35
[Link](RINGFIRE,PRTCL)
end
local A = IT("Attachment",RightArm)
[Link] = VT(0,-1*SIZE,0.1*SIZE)
local B = IT("Attachment",LeftArm)
[Link] = VT(0,-1*SIZE,0.1*SIZE)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 1, Acel
= VT(0,-1,0), RotSpeed = [Link](-15, 15), Drag = 0, Size1 = 1, Size2 = 0,
Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = A, Emit = 100, Offset = 360, Enabled =
true, Color1 = C3(0,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"})
[Link] = true
[Link] = 85
[Link](RINGFIRE,PRTCL)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0,Speed = 1, Acel
= VT(0,-1,0), RotSpeed = [Link](-15, 15), Drag = 0, Size1 = 1, Size2 = 0,
Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = B, Emit = 100, Offset = 360, Enabled =
true, Color1 = C3(0,0,0), Color2 = C3(0.3,0,0), Texture = "1523916715"})
[Link] = true
[Link] = 85
[Link](RINGFIRE,PRTCL)

local EYE1 = IT("Attachment",Head)


[Link] = (VT(0.5, 0.900, -1.195)/2)*SIZE
local EYE2 = IT("Attachment",Head)
[Link] = (VT(-0.5, 0.900, -1.195)/2)*SIZE
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2,
Acel = VT(2,0.5,0.6), RotSpeed = [Link](-15, 15), Drag = 0, Size1 = 0.15,
Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = EYE1, Emit = 100, Offset =
360, Enabled = true, Color1 = C3(1,0,0), Color2 = C3(0.3,0,0), Texture =
"1523916715"})
[Link] = true
[Link] = 185
[Link] = 0.1
[Link](RINGFIRE,PRTCL)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 = 0, Speed = 0.2,
Acel = VT(-2,0.5,0.6), RotSpeed = [Link](-15, 15), Drag = 0, Size1 = 0.15,
Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1.4, Parent = EYE2, Emit = 100, Offset =
360, Enabled = true, Color1 = C3(1,0,0), Color2 = C3(0.3,0,0), Texture =
"1523916715"})
[Link] = true
[Link] = 185
[Link] = 0.1
local BODY = {}
[Link](RINGFIRE,PRTCL)
for _, c in pairs(Character:GetDescendants()) do
if c:IsA("BasePart") and [Link] ~= "Handle" then
if c ~= RootPart and c ~= Torso and c ~= Head and c ~= RightArm and c
~= LeftArm and c ~= RightLeg and c ~= LeftLeg then
[Link] = [Link](0, 0, 0, 0,
0)
end
[Link](BODY,
{c,[Link],[Link],[Link],[Link],[Link],[Link]})
elseif c:IsA("JointInstance") then
[Link](BODY,{c,[Link],nil,nil,nil,nil,nil})
end
end
function refit()
[Link] = workspace
for e = 1, #BODY do
if BODY[e] ~= nil then
local STUFF = BODY[e]
local PART = STUFF[1]
local PARENT = STUFF[2]
local MATERIAL = STUFF[3]
local COLOR = STUFF[4]
local TRANSPARENCY = STUFF[5]
--local SIZE = STUFF[6]
local NAME = STUFF[7]
if [Link] == "Part" and PART ~= RootPart then
[Link] = MATERIAL
[Link] = TRANSPARENCY
[Link] = NAME
end
if [Link] ~= PARENT then
Humanoid:remove()
[Link] = PARENT
Humanoid = IT("Humanoid",Character)
end
end
end
end

local SKILLTEXTCOLOR = C3(0,0,0)


local SKILLFONT = "Fantasy"
local SKILLTEXTSIZE = 6

[Link] = Character
[Link] = Character

[Link]:connect(function()
refit()
end)

local SKILL1FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.90, 0), UD2(0.26, 0,


0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 1 Frame")
local SKILL2FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.86, 0), UD2(0.26, 0,
0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 2 Frame")
local SKILL3FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.82, 0), UD2(0.26, 0,
0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 3 Frame")
local SKILL4FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.78, 0), UD2(0.26, 0,
0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 4 Frame")
local SKILL5FRAME = CreateFrame(WEAPONGUI, 1, 2, UD2(0.8, 0, 0.74, 0), UD2(0.26, 0,
0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 5 Frame")

local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z]", SKILLTEXTCOLOR, SKILLTEXTSIZE,


SKILLFONT, 0, 2, 1, "Text 1")
local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B]", SKILLTEXTCOLOR, SKILLTEXTSIZE,
SKILLFONT, 0, 2, 1, "Text 2")
local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C]", SKILLTEXTCOLOR, SKILLTEXTSIZE,
SKILLFONT, 0, 2, 1, "Text 3")
local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V]", SKILLTEXTCOLOR, SKILLTEXTSIZE,
SKILLFONT, 0, 2, 1, "Text 4")
local SKILL5TEXT = CreateLabel(SKILL5FRAME, "[X]", SKILLTEXTCOLOR, SKILLTEXTSIZE,
SKILLFONT, 0, 2, 1, "Text 5")

--//=================================\\
--|| DAMAGING
--\\=================================//

function ApplyDamage(Humanoid,Damage,TorsoPart)
local defence = [Link]("BoolValue",[Link])
[Link] = ("HitBy"..[Link])
game:GetService("Debris"):AddItem(defence, 0.001)
Damage = Damage * DAMAGEMULTIPLIER
if [Link] ~= 0 then
local CritChance = MRANDOM(0,0)
if Damage > [Link] then
Damage = [Link]([Link])
if Damage == 0 then
Damage = 0.1
end
end
[Link] = [Link] - Damage
end
end

function ApplyAoE(POSITION,RANGE,MINDMG,MAXDMG,FLING,INSTAKILL)
local CHILDREN = workspace:GetDescendants()
for index, CHILD in pairs(CHILDREN) do
if [Link] == "Model" and CHILD ~= Character then
local HUM = CHILD:FindFirstChildOfClass("Humanoid")
if HUM then
local TORSO = CHILD:FindFirstChild("Torso") or
CHILD:FindFirstChild("UpperTorso")
if TORSO then
if ([Link] - POSITION).Magnitude <= RANGE
then
if [Link] == Effects and
CHILD:FindFirstChild("RealBody") then
local BODY = [Link]
if BODY then
local HUM =
BODY:FindFirstChildOfClass("Humanoid")
if HUM then
if INSTAKILL == true or
([Link] == [Link] and MAXDMG > 0) then
BODY:BreakJoints()
else
local TORSO =
BODY:FindFirstChild("Torso") or BODY:FindFirstChild("UpperTorso")
if TORSO then
local
HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235",
"199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221",
"263032252", "263033191"}
local DMG =
MRANDOM(MINDMG,MAXDMG)/2
WACKYEFFECT({Time
= 15, EffectType = "Sphere", Size = VT(1,1,1), Size2 = VT(1,85,1), Transparency =
0, Transparency2 = 1, CFrame = CF([Link]) * ANGLES(RAD(MRANDOM(0,360)),
RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0,
RotationY = MRANDOM(-35,35), RotationZ = 0, Material = "Neon", Color = C3(0.3,0,0),
SoundID = HITPLAYERSOUNDS[MRANDOM(1,#HITPLAYERSOUNDS)], SoundPitch =
MRANDOM(7,15)/10, SoundVolume = 10})

ApplyDamage(HUM,DMG,TORSO)
end
end
end
end
else
if INSTAKILL == true or ([Link] ==
[Link] and MAXDMG > 0) then
CHILD:BreakJoints()
else
local DMG = MRANDOM(MINDMG,MAXDMG)
ApplyDamage(HUM,DMG,TORSO)
end
if FLING > 0 then
for _, c in
pairs(CHILD:GetChildren()) do
if c:IsA("BasePart") then
local bv =
[Link]("BodyVelocity")
[Link] =
[Link](1e9, 1e9, 1e9)
[Link] =
CF(POSITION,[Link]).lookVector*FLING
[Link] = c
Debris:AddItem(bv,0.05)
end
end
end
end
end
end
end
end
end
end

--//=================================\\
--|| ATTACK FUNCTIONS AND STUFF
--\\=================================//
function MissilesOfDespair()
ATTACK = true
Rooted = true
local MAKERING = true
local RINGGROW = false
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5,
MRANDOM(9,11)/10, false)
[Link]([Link](function()
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
until MAKERING == false
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(43 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
until RINGGROW == true
end))
local FIRERING = IT("Model",Effects)
[Link] = "RingOfFire"
local MAIN = CreatePart(3, FIRERING, "Neon", 0, 1, "Lavender", "Center",
VT(0,0,0))
[Link] = MAIN
local RINGS = {}
local EMITTERS = {}
for i = 1, 45 do
local PRT = CreatePart(3, FIRERING, "Neon", 0, 1, "Lavender",
"RingPart", VT(1,1,1))
[Link] =
[Link]*ANGLES(RAD(0),RAD((360/45)*i),RAD(0))*CF(0,0,0)
[Link](RINGS,PRT)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 =
0,Speed = 0.2, Acel = VT(8,18,6), RotSpeed = [Link](-15, 15), Drag = 0,
Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 0.8, Parent = PRT, Emit = 100,
Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0), Texture =
"1523916715"})
[Link] = true
[Link] = 35
[Link](EMITTERS,PRTCL)
end
FIRERING:SetPrimaryPartCFrame([Link]*CF(0,3,-3)*ANGLES(RAD(-
75),RAD(0),RAD(0)))
wait(0.5)
MAKERING = false
CreateSound(278641993, MAIN, 5, 1.2, false)
for e = 1, 45 do
Swait()
FIRERING:SetPrimaryPartCFrame([Link]*CF(0,3,-3)*ANGLES(RAD(-
75),RAD(0),RAD(0)))
for i = 1, #RINGS do
RINGS[i].CFrame =
[Link]*ANGLES(RAD(0),RAD((360/45)*i),RAD(0))*CF(0,0,e/10)
end
end
RINGGROW = true
wait(0.2)
for i = 1, 15 do
wait(0.08)
[Link]([Link](function()
local POS = [Link].p
local MISSILE = CreatePart(3, Effects, "Neon", 0, 1, "Maroon",
"Missile", VT(0.5,1,0.5))
[Link] = C3(0.2,0,0)
CreateSound(84005018, MISSILE, 0.2, 1.2, false)
MakeForm(MISSILE,"Ball")
[Link] =
[Link]*ANGLES(RAD(0),RAD(MRANDOM(0,360)),RAD(0))*CF(0,0,MRANDOM(1,5))
for i = 1, 10 do
Swait()
[Link] = [Link] - 1/15
[Link] = [Link] * CF(0,0.7,0)
end
for i = 1, 5 do
Swait()
[Link] = [Link] - 1/15
[Link] = [Link] * CF(0,0.5,0)
end
[Link] = VT(0.2,0.2,1.5)
[Link] = CF([Link],POS)
for i = 1, 150 do
Swait()
[Link] = [Link]*CF(0,0,-3)
local HIT = Raycast([Link],
[Link], 4, Character)
if HIT ~= nil then
WACKYEFFECT({Time = 35, EffectType = "Sphere", Size =
[Link], Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame =
[Link], MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0,
Material = "Neon", Color = [Link], SoundID = nil, SoundPitch = 1.3,
SoundVolume = 3})
WACKYEFFECT({Time = 25, EffectType = "Sphere", Size =
[Link], Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame =
[Link], MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0,
Material = "Neon", Color = [Link], SoundID = nil, SoundPitch = 1.3,
SoundVolume = 3})
WACKYEFFECT({Time = 15, EffectType = "Sphere", Size =
[Link], Size2 = VT(25,25,25), Transparency = 0, Transparency2 = 1, CFrame =
[Link], MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0,
Material = "Neon", Color = [Link], SoundID = 165970126, SoundPitch =
MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10})
for i = 1, 5 do
WACKYEFFECT({Time = 25, EffectType = "Wave",
Size = VT(0,0,0), Size2 = VT(35,2,35), Transparency = 0.8, Transparency2 = 1,
CFrame = [Link] * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)),
RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0, RotationY = -5, RotationZ =
0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = 0.5,
SoundVolume = 6})
end
ApplyAoE([Link],15,15,25,35,false)
break
end
end
MISSILE:remove()
end))
end
for i = 1, #EMITTERS do
EMITTERS[i].Enabled = false
end
Debris:AddItem(FIRERING,3)
ATTACK = false
Rooted = false
end

function ShadowRoam()
local HITFLOOR,HITPOS = Raycast([Link], (CF([Link],
[Link] + VT(0, -1, 0))).lookVector, 4*SIZE, Character)
if HITFLOOR then
ATTACK = true
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head,
MRANDOM(9,11)/1.5, MRANDOM(9,11)/10, false)
local BUSY = false
Rooted = true
local CLOAKING = false
local UNCLOAKED = true
local LOOP = nil
local FAKESHADOW = IT("Model",Effects)
[Link] = "Shadow"
local POS = [Link]
local MOUSEHIT = nil
--
local TORS = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon",
"Spike", [Link])
[Link] = C3(0,0,0)
[Link] = [Link]*CF(0,-6.85,-0.8) * ANGLES(RAD(90),
RAD(180), RAD(0))
local HED = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon",
"Spike", VT([Link].Y,[Link].Y,[Link].Y))
[Link] = C3(0,0,0)
[Link] = [Link]*CF(0,-[Link].Y/[Link].Y/2,0)
local RARM = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon",
"Spike", [Link])
[Link] = C3(0,0,0)
[Link] = [Link]*CF([Link].X/2+[Link].X/1.9,-
0.3,0) * ANGLES(RAD(0), RAD(0), RAD(-15))
local LARM = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon",
"Spike", [Link])
[Link] = C3(0,0,0)
[Link] = [Link]*CF(-[Link].X/[Link].X/1.9,-
0.3,0) * ANGLES(RAD(0), RAD(0), RAD(15))
local RLEG = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon",
"Spike", [Link])
[Link] = C3(0,0,0)
[Link] = [Link]*CF([Link].X/2.8,[Link].Y,0) *
ANGLES(RAD(0), RAD(0), RAD(-15))
local LLEG = CreatePart(3, FAKESHADOW, "Neon", 0, 1, "Maroon",
"Spike", [Link])
[Link] = C3(0,0,0)
[Link] = [Link]*CF(-[Link].X/2.8,[Link].Y,0) *
ANGLES(RAD(0), RAD(0), RAD(15))
--
[Link]([Link](function()
[Link]([Link](function()
while wait() do
if [Link].Y > POS.Y then
BUSY = true
if MOUSEHIT then
MOUSEHIT:disconnect()
end
for _, c in pairs(Character:GetChildren()) do
if [Link] == "Part" and c ~=
RootPart then
[Link] = 0
for _, q in pairs(c:GetChildren())
do
if [Link] == "Decal"
then
[Link] = 0
end
end
end
end
for i=0, 1.5, 0.1 / Animation_Speed do
Swait()
[Link] = true
UNCLOAKED = false
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0
* CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0,
0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 /
Animation_Speed)
RightShoulder.C0 =
Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0),
RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0,
1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0,
CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE /
12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0,
CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0),
RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-
1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-
74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
[Link]([Link](function()
for i = 1, 15 do
Swait()
if FAKESHADOW then
for _, q in
pairs(FAKESHADOW:GetChildren()) do
if [Link] == "Part"
then
[Link] =
[Link] + 1/15
end
end
end
end
if FAKESHADOW then
FAKESHADOW:remove()
end
FAKESHADOW = nil
end))
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
[Link] = true
UNCLOAKED = true
if LOOP then
[Link] = [Link] - 0.2
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0
* CF(0*SIZE, 0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0,
0, 0 + ((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 /
Animation_Speed)
RightShoulder.C0 =
Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0),
RAD(15 - 3 * COS(SINE / 12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0,
1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0,
CF(-1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE /
12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0,
CF(1*SIZE, -1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0),
RAD(74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-
1*SIZE, -1*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-
74), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
LOOP:remove()
LOOP = nil
for i = 1, 35 do
Swait()
for _, c in
pairs(Character:GetChildren()) do
if [Link] == "Part" then
for _, q in
pairs(c:GetChildren()) do
if [Link] ==
"Decal" then
[Link] =
[Link] + 1/35
end
end
end
end
end
UNANCHOR = true
ATTACK = false
Rooted = false
end
if FAKESHADOW then
[Link] = [Link]*CF(0,-6.85,-0.8)
* ANGLES(RAD(90), RAD(180), RAD(0))
[Link] = [Link]*CF(0,-[Link].Y/2-
[Link].Y/2,0)
[Link] =
[Link]*CF([Link].X/2+[Link].X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(-
15))
[Link] = [Link]*CF(-[Link].X/2-
[Link].X/1.9,-0.3,0) * ANGLES(RAD(0), RAD(0), RAD(15))
[Link] =
[Link]*CF([Link].X/2.8,[Link].Y,0) * ANGLES(RAD(0), RAD(0), RAD(-15))
[Link] =
[Link]*CF(-[Link].X/2.8,[Link].Y,0) * ANGLES(RAD(0), RAD(0), RAD(15))
end
if LOOP ~= nil then
[Link] = TORS
end
[Link] = UNCLOAKED
[Link] = UNCLOAKED
for c = 1, #RINGFIRE do
RINGFIRE[c].Enabled = UNCLOAKED
end
if ATTACK == false then
break
end
end
end))
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE,
0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) -
1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until CLOAKING == true
end))
wait(0.3)
for i = 1, 35 do
Swait()
for _, c in pairs(Character:GetChildren()) do
if [Link] == "Part" then
for _, q in pairs(c:GetChildren()) do
if [Link] == "Decal" then
[Link] = [Link] - 1/35
end
end
end
end
end
UNANCHOR = false
[Link] = true
CLOAKING = true
[Link]([Link](function()
for i = 1, 15 do
Swait()
for _, q in pairs(FAKESHADOW:GetChildren()) do
if [Link] == "Part" then
[Link] = [Link] - 1/15
end
end
end
end))
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
[Link] = true
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -
2*SIZE) * ANGLES(RAD(10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
end
LOOP = CreateSound(487214658, TORS, 0, 1, true)
for i=0, 0.6, 0.1 / Animation_Speed do
Swait()
[Link] = true
UNCLOAKED = false
if LOOP then
[Link] = [Link] + 0.1
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -
7*SIZE) * ANGLES(RAD(90), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
end
for _, c in pairs(Character:GetChildren()) do
if [Link] == "Part" then
[Link] = 1
for _, q in pairs(c:GetChildren()) do
if [Link] == "Decal" then
[Link] = 1
end
end
end
end
MOUSEHIT = Mouse.Button1Down:connect(function(NEWKEY)
local HITFLOOR,HITPOS = Raycast([Link]-
VT(0,2.1*SIZE,0), (CF([Link], [Link] + VT(0, -1,
0))).lookVector, 4*SIZE, Character)
if HITFLOOR then
local POS = HITPOS
local WORKING = true
[Link]([Link](function()
repeat
Swait()
WACKYEFFECT({Time = 25, EffectType = "Sphere",
Size = VT(10,0.2,10), Size2 = VT(0,0.5,0), Transparency = 1, Transparency2 = 0,
CFrame = CF(POS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0,
Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(7,15)/10,
SoundVolume = MRANDOM(15,30)/10})
until WORKING == false
end))
wait(0.3)
local SPIKE = CreatePart(3, Effects, "Fabric", 0, 0,
"Maroon", "Spike", VT(2,32,2))
[Link] = C3(0,0,0)
local MSH = IT("SpecialMesh",SPIKE)
[Link] = "FileMesh"
[Link] = "[Link]
[Link] = [Link]/50
[Link] = CF(POS+VT(0,15,0))
ApplyAoE([Link],15,35,55,35,false)
WACKYEFFECT({Time = 25, EffectType = "Wave", Size =
VT(0,5,0), Size2 = VT(5,1,5), Transparency = 0, Transparency2 = 1, CFrame =
CF(POS), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0, Material =
"Neon", Color = C3(0,0,0), SoundID = 178452241, SoundPitch = MRANDOM(7,15)/10,
SoundVolume = MRANDOM(15,30)/10})
wait(0.2)
for i = 1, 16 do
Swait()
[Link] = [Link]*CF(0,-2,0)
end
SPIKE:remove()
WORKING = false
end
end)
[Link]:connect(function(NEWKEY)
if NEWKEY == "b" and BUSY == false then
BUSY = true
if MOUSEHIT then
MOUSEHIT:disconnect()
end
for _, c in pairs(Character:GetChildren()) do
if [Link] == "Part" and c ~= RootPart then
[Link] = 0
for _, q in pairs(c:GetChildren()) do
if [Link] == "Decal" then
[Link] = 0
end
end
end
end
for i=0, 1.5, 0.1 / Animation_Speed do
Swait()
[Link] = true
UNCLOAKED = false
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE,
0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 +
((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0,
CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE /
12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-
1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE /
12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -
1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74),
RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
[Link]([Link](function()
for i = 1, 15 do
Swait()
for _, q in pairs(FAKESHADOW:GetChildren()) do
if [Link] == "Part" then
[Link] = [Link] +
1/15
end
end
end
FAKESHADOW:remove()
FAKESHADOW = nil
end))
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
[Link] = true
UNCLOAKED = true
[Link] = [Link] - 0.2
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE,
0*SIZE, 0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 +
((1*SIZE) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0,
CF(1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(15 - 3 * COS(SINE /
12))) * ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-
1.5*SIZE, 0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(-15 + 3 * COS(SINE /
12))) * ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -
1.02*SIZE - 0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74),
RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
LOOP:remove()
LOOP = nil
for i = 1, 35 do
Swait()
for _, c in pairs(Character:GetChildren()) do
if [Link] == "Part" then
for _, q in pairs(c:GetChildren()) do
if [Link] == "Decal" then
[Link] =
[Link] + 1/35
end
end
end
end
end
UNANCHOR = true
ATTACK = false
Rooted = false
elseif NEWKEY == "w" and BUSY == false then
repeat
Swait()
local HITFLOOR = Raycast(CF([Link]*CF(0,-
2.1*SIZE,0).p,VT([Link].p.X,[Link].Y,[Link].p.Z))*CF(0,0,-3).p,
(CF([Link], [Link] + VT(0, -1, 0))).lookVector, 5*SIZE,
Character)
local FLOOR,HITPOS = Raycast([Link]-VT(0,-
2.1*SIZE,0), (CF([Link], [Link] + VT(0, -1, 0))).lookVector,
5*SIZE, Character)
if HITFLOOR then
WACKYEFFECT({Time = 35, EffectType = "Sphere",
Size = VT(4,0.2,4), Size2 = VT(2,0.5,2), Transparency = 0, Transparency2 = 1,
CFrame = CF(HITPOS), MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0,
Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(7,15)/10,
SoundVolume = MRANDOM(15,30)/10})
[Link] =
CF([Link],VT([Link].p.X,[Link].Y,[Link].p.Z))*CF(0,0,-
1)
end
until KEYHOLD == false or BUSY == true
end
end)
end
end

function PillarOfDespair()
ATTACK = true
Rooted = true
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/2.5,
MRANDOM(9,11)/10, false)
FORCEIDLE = true
for i = 1, 5 do
Swait()
for _, c in pairs(Character:GetChildren()) do
if [Link] == "Part" then
for _, q in pairs(c:GetChildren()) do
if [Link] == "Decal" then
[Link] = [Link] - 1/5
end
end
end
end
end
local ORIGINPOS = [Link]
CreateSound(1447872444, Torso, 10, 1.2, false)
for c = 1, #RINGFIRE do
RINGFIRE[c].Enabled = false
end
for i = 1, 25 do
Swait()
[Link]([Link](function()
local POS = [Link]
WACKYEFFECT({Time = 15, EffectType = "Sphere", Size = VT(0,50,0),
Size2 = VT(15+i,45,15+i), Transparency = 0, Transparency2 = 1, CFrame =
CF([Link]-VT(0,2.2*SIZE,0)), MoveToPos = nil, RotationX = 0, RotationY =
5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch =
nil, SoundVolume = nil})
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(0,25,0),
Size2 = VT(25+i,0,25+i), Transparency = 0, Transparency2 = 1, CFrame =
CF([Link]-VT(0,2.2*SIZE,0)), MoveToPos = nil, RotationX = 0, RotationY =
5, RotationZ = 0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch =
nil, SoundVolume = nil})
wait(0.3)
ApplyAoE(POS,25+i,15,25,25,false)
end))
[Link] = [Link]*CF(0,0,5)
end
for c = 1, #RINGFIRE do
RINGFIRE[c].Enabled = true
end
FORCEIDLE = false
local BUILDUP = true
[Link]([Link](function()
for i = 1, 35 do
Swait()
for _, c in pairs(Character:GetChildren()) do
if [Link] == "Part" then
for _, q in pairs(c:GetChildren()) do
if [Link] == "Decal" then
[Link] = [Link] + 1/35
end
end
end
end
end
end))
[Link]([Link](function()
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 0.2 / Animation_Speed)
until BUILDUP == false
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(43 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
until ATTACK == false
end))
wait(0.5)
BUILDUP = false
[Link]([Link](function()
WACKYEFFECT({Time = 50, EffectType = "Sphere", Size = VT(15,15,15),
Size2 = VT(0,0,0), Transparency = 1, Transparency2 = 0, CFrame = CF(ORIGINPOS),
MoveToPos = nil, RotationX = 0, RotationY = 0, RotationZ = 0, Material = "Neon",
Color = C3(0,0,0), SoundID = CHARGE, SoundPitch = MRANDOM(9,11)/10, SoundVolume =
MRANDOM(9,11)/1.2})
for i = 1, 5 do
WACKYEFFECT({Time = 55, EffectType = "Wave", Size = VT(25,2,25),
Size2 = VT(0,0,0), Transparency = 1, Transparency2 = 0.7, CFrame = CF(ORIGINPOS) *
ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360))), MoveToPos =
nil, RotationX = 1, RotationY = 5, RotationZ = 0, Material = "Neon", Color =
C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(9,11)/10, SoundVolume =
MRANDOM(9,11)/2})
end
wait(1.3)
for i = 1, 6 do
WACKYEFFECT({Time = 60, EffectType = "Sphere", Size =
VT(25,25,25), Size2 = VT(85+(i*3),85+(i*3),85+(i*3)), Transparency = 0,
Transparency2 = 1, CFrame = CF(ORIGINPOS-VT(0,2,0)) * ANGLES(RAD(MRANDOM(0,360)),
RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)))*CF(0,25,0), MoveToPos = nil, RotationX =
0, RotationY = MRANDOM(-15,15), RotationZ = 0, Material = "Neon", Color =
C3(i/120,0,0), SoundID = ROUGHBLAST, SoundPitch = MRANDOM(9,11)/10, SoundVolume =
10})
end
for i = 1, 25 do
WACKYEFFECT({Time = 55, EffectType = "Wave", Size = VT(0,0,0),
Size2 = VT(325,1,325), Transparency = 0.8, Transparency2 = 1, CFrame =
CF(ORIGINPOS-VT(0,2,0)) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)),
RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 1, RotationY = 5, RotationZ = 0,
Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch = MRANDOM(9,11)/10,
SoundVolume = MRANDOM(9,11)/2})
end
ApplyAoE(ORIGINPOS,85,35,85,125,false)
end))
wait(0.4)
ATTACK = false
Rooted = false
end

function InfernoWall()
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5,
MRANDOM(9,11)/10, false)
ATTACK = true
Rooted = true
local BUILDUP = true
local WALL = IT("Model",Effects)
[Link] = "Wall of Fire"
local BASE = CreatePart(3, WALL, "Fabric", 0, 1, "Maroon", "FirePart",
VT(0,0,0))
[Link] = [Link]*CF(0,-2.8*SIZE,8)
local FIRES = {}
local BODIES = {}
local REPEATREMOVE = true
[Link] = BASE
[Link]([Link](function()
repeat
Swait()
if ATTACK == false then
break
end
turnto([Link].p)
WALL:SetPrimaryPartCFrame([Link]*CF(0,-2.8*SIZE,8))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 0.2 / Animation_Speed)
until BUILDUP == false
repeat
Swait()
if ATTACK == false then
break
end
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(43 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
until ATTACK == false
end))
CreateSound(278641993, BASE, 10, 0.8, false)
[Link]([Link](function()
for i = 1, 45 do
Swait()
local PART = CreatePart(3, WALL, "Fabric", 0, 1, "Maroon",
"FirePart", VT(2,0,2))
[Link] = [Link] * ANGLES(RAD(0), RAD(90+i),
RAD(0))*CF(32,0,0)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 =
0, Speed = 0.2, Acel = VT(0,28+(i/5),6), RotSpeed = [Link](-15, 15), Drag
= 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 2+(i/25), Parent = PART,
Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0),
Texture = "1523916715"})
[Link] = true
[Link] = 35
[Link](FIRES,PRTCL)
end
end))
[Link]([Link](function()
for i = 1, 45 do
Swait()
local PART = CreatePart(3, WALL, "Fabric", 0, 1, "Maroon",
"FirePart", VT(2,0,2))
[Link] = [Link] * ANGLES(RAD(0), RAD(-90-i),
RAD(0))*CF(-32,0,0)
local PRTCL = ParticleEmitter({Transparency1 = 1, Transparency2 =
0, Speed = 0.2, Acel = VT(0,28+(i/5),6), RotSpeed = [Link](-15, 15), Drag
= 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 2+(i/25), Parent = PART,
Emit = 100, Offset = 360, Enabled = true, Color1 = C3(0,0,0), Color2 = C3(0.5,0,0),
Texture = "1523916715"})
[Link] = true
[Link] = 35
[Link](FIRES,PRTCL)
end
end))
repeat wait() until #WALL:GetChildren() == 91
wait(0.3)
BUILDUP = false
[Link]([Link](function()
[Link]([Link](function()
repeat
wait(1)
for e = 1, #BODIES do
if BODIES[e] ~= nil and REPEATREMOVE == true then
local BOD = BODIES[e]
local TORSO = BOD:FindFirstChild("Torso") or
BOD:FindFirstChild("UpperTorso")
if TORSO then
local HITFLOOR,HITPOS = Raycast([Link],
(CF([Link], [Link] + VT(0, -1, 0))).lookVector,
4*([Link].Y/2), workspace)
WACKYEFFECT({Time = 15, EffectType =
"Wave", Size = VT(5,0,5), Size2 = VT(5,5,5), Transparency = 0, Transparency2 = 1,
CFrame = CF(HITPOS), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-35,35),
RotationZ = 0, Material = "Neon", Color = C3(0.2,0,0), SoundID = nil, SoundPitch =
MRANDOM(7,15)/10, SoundVolume = MRANDOM(15,30)/10})
end
for i = 1, 10 do
for i = 1, #BODIES do
if (BODIES[i] == BOD and i ~= e)
then
[Link](BODIES,i)
end
end
end
end
end
until REPEATREMOVE == false
end))
CreateSound(WALLSOUND, BASE, 10, 0.8, false)
for i = 1, 70 do
Swait()
AddChildrenToTable([Link],workspace,32,BODIES)
WALL:SetPrimaryPartCFrame([Link]*CF(0,0,-4))
end
for i = 1, #FIRES do
FIRES[i].Enabled = false
end
Debris:AddItem(WALL,5)
wait(1)
REPEATREMOVE = false
for e = 1, #BODIES do
if BODIES[e] ~= nil then
Swait()
local BOD = BODIES[e]
local TORSO = BOD:FindFirstChild("Torso") or
BOD:FindFirstChild("UpperTorso")
if TORSO then
local HUM = BOD:FindFirstChildOfClass("Humanoid")
if HUM then
if [Link] > 0 then
local HITFLOOR,HITPOS =
Raycast([Link], (CF([Link], [Link] + VT(0, -1,
0))).lookVector, 4*([Link].Y/2), BOD)
if HITFLOOR then
ApplyDamage(HUM,MRANDOM(0,0),TORSO)
CreateSound(ROUGHBLAST, TORSO, 10,
1.2, false)
ParticleEmitter({Transparency1 = 1,
Transparency2 = 0, Speed = 5, Acel = VT(0,12,0), RotSpeed = [Link](-150,
150), Drag = 0, Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 0.7, Parent =
TORSO, Emit = 300, Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 =
C3(0.5,0,0), Texture = "1523916715"})
end
end
end
end
end
end
end))
wait(1)
ATTACK = false
Rooted = false
end

function FormerShadow()
CreateSound(VOCALS_BASIC[MRANDOM(1,#VOCALS_BASIC)], Head, MRANDOM(9,11)/1.5,
MRANDOM(9,11)/10, false)
XATTACK = true
ATTACK = true
Rooted = true
local BODIES = {}
local SHADOWS = {}
local BUILDUP = true
local DONE = false
[Link]([Link](function()
repeat
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(-10), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15*SIZE,
0.65*SIZE, -0.75*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-90)) * ANGLES(RAD(0), RAD(-
70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15*SIZE, 0.1*SIZE,
-0.75*SIZE) * ANGLES(RAD(-15), RAD(0), RAD(90)) * ANGLES(RAD(25), RAD(70), RAD(0))
* LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
until DONE == true
end))
local MOUSEHIT = Mouse.Button1Down:connect(function(NEWKEY)
if [Link] ~= Character and [Link] ~=
Character and [Link]:FindFirstChildOfClass("Humanoid") ~= nil then
local HUM = [Link]:FindFirstChildOfClass("Humanoid")
local TORSO = [Link]:FindFirstChild("Torso") or
[Link]:FindFirstChild("UpperTorso")
if TORSO and HUM then
local PASS = true
for e = 1, #BODIES do
if BODIES[e] ~= nil then
if BODIES[e] == [Link] then
PASS = false
end
end
end
if PASS == true then
[Link](BODIES,[Link])
end
end
end
end)
local KEYDOWN = [Link]:connect(function(NEWKEY)
if NEWKEY == "x" then
DONE = true
end
end)
repeat wait() until DONE == true or #BODIES == 3
DONE = true
MOUSEHIT:disconnect()
KEYDOWN:disconnect()
if #BODIES > 0 then
[Link]([Link](function()
repeat
Swait()
if ATTACK == false then
break
end
ParticleEmitter({Transparency1 = 1, Transparency2 = 0,
Speed = 5, Acel = VT(0,12,0), RotSpeed = [Link](-150, 150), Drag = 0,
Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = RightArm, Emit = 25,
Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture =
"1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0,
Speed = 5, Acel = VT(0,12,0), RotSpeed = [Link](-150, 150), Drag = 0,
Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = LeftArm, Emit = 25,
Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture =
"1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0,
Speed = 5, Acel = VT(0,12,0), RotSpeed = [Link](-150, 150), Drag = 0,
Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = RightLeg, Emit = 25,
Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture =
"1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0,
Speed = 5, Acel = VT(0,12,0), RotSpeed = [Link](-150, 150), Drag = 0,
Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = LeftLeg, Emit = 25,
Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture =
"1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0,
Speed = 5, Acel = VT(0,12,0), RotSpeed = [Link](-150, 150), Drag = 0,
Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = Torso, Emit = 25,
Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture =
"1523916715"})
ParticleEmitter({Transparency1 = 1, Transparency2 = 0,
Speed = 5, Acel = VT(0,12,0), RotSpeed = [Link](-150, 150), Drag = 0,
Size1 = 1, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = Head, Emit = 25,
Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture =
"1523916715"})
local HITFLOOR,HITPOS = Raycast([Link],
(CF([Link], [Link] + VT(0, -1, 0))).lookVector, 4*SIZE,
Character)
WACKYEFFECT({Time = 35, EffectType = "Wave", Size =
VT(0,2,0), Size2 = VT(35,12,35), Transparency = 0.2, Transparency2 = 1, CFrame =
CF(HITPOS) * ANGLES(RAD(MRANDOM(-15,15)), RAD(MRANDOM(0,360)), RAD(MRANDOM(-
15,15))), MoveToPos = nil, RotationX = 0, RotationY = MRANDOM(-15,15), RotationZ =
0, Material = "Neon", Color = C3(0,0,0), SoundID = nil, SoundPitch =
MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2})
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE,
0*SIZE, 0 + 0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) -
1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-15 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(15 + 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(0), RAD(-74), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
until BUILDUP == false
end))
CreateSound(WALLSOUND, Torso, 10, 0.8, false)
CreateSound(ROUGHBLAST, Torso, 10, 0.8, false)
for i = 1, #BODIES do
if BODIES[i] ~= nil then
local TORSO = BODIES[i]:FindFirstChild("HumanoidRootPart")
or BODIES[i]:FindFirstChild("Torso") or BODIES[i]:FindFirstChild("UpperTorso")
if TORSO then
CreateSound(WALLSOUND, TORSO, 10, 1, false)
ParticleEmitter({Transparency1 = 1, Transparency2 =
0, Speed = 5, Acel = VT(0,12,0), RotSpeed = [Link](-150, 150), Drag = 0,
Size1 = 3, Size2 = 0, Lifetime1 = 0.4, Lifetime2 = 1, Parent = TORSO, Emit = 300,
Offset = 360, Enabled = false, Color1 = C3(0,0,0), Color2 = C3(0,0,0), Texture =
"1523916715"})
end
end
end
wait(1)
local SHADOWFADE = false
for i = 1, #BODIES do
if BODIES[i] ~= nil then
local TORSO = BODIES[i]:FindFirstChild("HumanoidRootPart")
or BODIES[i]:FindFirstChild("Torso") or BODIES[i]:FindFirstChild("UpperTorso")
if TORSO then
local SHADOW = CLONE:Clone()
[Link] = Effects
[Link] =
[Link]*CF(0,6,0)
--[Link] = [Link] *
ANGLES(RAD(0), RAD((360/#SHADOWS)*i), RAD(0))*CF(0,0,15)
[Link] = 35
[Link] = 1
[Link] = 1
[Link] = BODIES[i].Name
for i = 1, 3 do
for _, c in pairs(SHADOW:GetChildren()) do
if [Link] == "Part" then
[Link] = "Neon"
[Link] = C3(0,0,0)
[Link] = 1
if [Link] == "Head" then
c:ClearAllChildren()
local MSH = IT("BlockMesh",c)
[Link] = VT(0.5,1,1)
end
elseif [Link] ~= "Part" and
[Link] ~= "Humanoid" and [Link] ~= "Animate" then
c:remove()
end
end
end
local BODY = IT("ObjectValue",SHADOW)
[Link] = "RealBody"
[Link] = BODIES[i]
[Link](SHADOWS,SHADOW)
end
end
end
[Link]([Link](function()
local LOOP = 0
for i = 1, 25 do
Swait()
for i = 1, #SHADOWS do
if SHADOWS[i] ~= nil then
for _, c in pairs(SHADOWS[i]:GetChildren()) do
if [Link] == "Part" and [Link] ~=
"HumanoidRootPart" then
[Link] = C3(0,0,0)
[Link] = [Link] -
1/25
end
end
end
end
end
local KEYDOWN = [Link]:connect(function(NEWKEY)
if NEWKEY == "x" then
SHADOWFADE = true
end
end)
repeat
LOOP = LOOP + 2
local JUMPIES = {}
for i = 1, #SHADOWS do
if SHADOWS[i] ~= nil then

SHADOWS[i].Humanoid:MoveTo(CF([Link]) * ANGLES(RAD(0),
RAD(((360/#SHADOWS)*i)+LOOP), RAD(0))*CF(0,0,25).p)
local BODY = SHADOWS[i].[Link]
if BODY then
local HUM =
BODY:FindFirstChildOfClass("Humanoid")
if HUM then
local TRIGGER =
[Link]:connect(function(Jump)
if [Link] == true then

SHADOWS[i].[Link] = [Link]
SHADOWS[i].[Link]
= true
end
end)
[Link](JUMPIES,TRIGGER)
if [Link] == 0 then
SHADOWS[i].[Link] =
0
end
end
end
if SHADOWS[i].[Link] == 0 then
if BODY then
BODY:BreakJoints()
end
SHADOWS[i]:remove()
[Link](SHADOWS,i)
end
end
end
Swait()
for i = 1, #JUMPIES do
if JUMPIES[i] ~= nil then
JUMPIES[i]:disconnect()
end
end
until SHADOWFADE == true or #SHADOWS == 0
KEYDOWN:disconnect()
if #SHADOWS > 0 then
for i = 1, 45 do
Swait()
for i = 1, #SHADOWS do
if SHADOWS[i] ~= nil then
for _, c in
pairs(SHADOWS[i]:GetChildren()) do
if [Link] == "Part" then
[Link] =
[Link] + 1/45
end
end
SHADOWS[i].[Link] = 12

SHADOWS[i].Humanoid:MoveTo(CF([Link],SHADOWS[i].[Link]
n+VT(0,2,0))*CF(0,0,-5).p)
end
end
end
for i = 1, #SHADOWS do
if SHADOWS[i] ~= nil then
SHADOWS[i]:remove()
end
end
end
XATTACK = false
end))
else
XATTACK = false
end
ATTACK = false
Rooted = false
end

function Taunt()
ATTACK = true
Rooted = true
local VIOLENCE = 1
FORCEIDLE = true
repeat Swait() VIOLENCE = VIOLENCE + 1 until KEYHOLD == false
FORCEIDLE = false
if VIOLENCE <= 10 then
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(-10), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15*SIZE,
0.65*SIZE, -0.75*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-90)) * ANGLES(RAD(0), RAD(-
70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15*SIZE, 0.1*SIZE,
-0.75*SIZE) * ANGLES(RAD(-15), RAD(0), RAD(90)) * ANGLES(RAD(25), RAD(70), RAD(0))
* LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
end
local TAUNT = CreateSound(VOCALS_TAUNT[MRANDOM(1,#VOCALS_TAUNT)], Head,
10, 1, false)
repeat
Swait()
[Link] = Head
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(-10-([Link]/55)), RAD(0), RAD(-15)), 1 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15*SIZE,
0.65*SIZE, -0.75*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-90)) * ANGLES(RAD(0), RAD(-
70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15*SIZE, 0.1*SIZE,
-0.75*SIZE) * ANGLES(RAD(-15), RAD(0), RAD(90)) * ANGLES(RAD(25), RAD(70), RAD(0))
* LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
until [Link] == false
else
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE,
0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(22)) * ANGLES(RAD(0), RAD(-70),
RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(135), RAD(0), RAD(-22)) * ANGLES(RAD(0), RAD(70), RAD(0)) *
LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, -0.01*SIZE)
* ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.01*SIZE) *
ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 /
Animation_Speed)
end
local TAUNT = CreateSound(VOCALS_ENRAGES[MRANDOM(1,#VOCALS_ENRAGES)],
Head, 10, 1, false)
repeat Swait() until [Link] > 0
repeat
Swait()
ApplyAoE([Link],15,0,0,200,false)
local HITFLOOR,HITPOS = Raycast([Link],
(CF([Link], [Link] + VT(0, -1, 0))).lookVector, 4*SIZE,
Character)
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(0,2,0),
Size2 = VT(15,0,15), Transparency = 1-([Link]/1250), Transparency2
= 1, CFrame = CF([Link]) * ANGLES(RAD(MRANDOM(0,360)), RAD(MRANDOM(0,360)),
RAD(MRANDOM(0,360))), MoveToPos = nil, RotationX = 0, RotationY = 5, RotationZ = 0,
Material = "Neon", Color = C3(1,1,1), SoundID = nil, SoundPitch = MRANDOM(9,11)/10,
SoundVolume = MRANDOM(9,11)/2})
WACKYEFFECT({Time = 15, EffectType = "Wave", Size = VT(0,2,0),
Size2 = VT(35,0,35), Transparency = 0.2, Transparency2 = 1, CFrame = CF(HITPOS) *
ANGLES(RAD(0), RAD(MRANDOM(0,360)), RAD(0)), MoveToPos = nil, RotationX = 0,
RotationY = 5, RotationZ = 0, Material = "Neon", Color = C3(1,1,1), SoundID = nil,
SoundPitch = MRANDOM(9,11)/10, SoundVolume = MRANDOM(9,11)/2})
[Link] = Head
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, -0.2*SIZE,
-0.1*SIZE) * ANGLES(RAD(35), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(-25+MRANDOM(-([Link]/25),([Link]/25))),
RAD(MRANDOM(-([Link]/15),([Link]/15))),
RAD(MRANDOM(-([Link]/25),([Link]/25)))), 1 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE,
0.1*SIZE) * ANGLES(RAD(-35), RAD(0), RAD(42)) * ANGLES(RAD(0), RAD(-70), RAD(0)) *
RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE,
0.1*SIZE) * ANGLES(RAD(-35), RAD(0), RAD(-42)) * ANGLES(RAD(0), RAD(70), RAD(0)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1*SIZE, -0.01*SIZE)
* ANGLES(RAD(25), RAD(75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.01*SIZE) *
ANGLES(RAD(45), RAD(-75), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 1 /
Animation_Speed)
until [Link] > [Link] - 2
end
ATTACK = false
Rooted = false
end

--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//

function MouseDown(Mouse)
if ATTACK == false then
end
end

function MouseUp(Mouse)
HOLD = false
end

function KeyDown(Key)
KEYHOLD = true
if Key == "no" and ATTACK == false then
Taunt()
end

if Key == "z" and ATTACK == false then


MissilesOfDespair()
end

if Key == "b" and ATTACK == false and XATTACK == false then


ShadowRoam()
end

if Key == "c" and ATTACK == false then


PillarOfDespair()
end

if Key == "v" and ATTACK == false then


InfernoWall()
end

if Key == "x" and ATTACK == false and XATTACK == false then


FormerShadow()
end
end

function KeyUp(Key)
KEYHOLD = false
end

Mouse.Button1Down:connect(function(NEWKEY)
MouseDown(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
MouseUp(NEWKEY)
end)
[Link]:connect(function(NEWKEY)
KeyDown(NEWKEY)
end)
[Link]:connect(function(NEWKEY)
KeyUp(NEWKEY)
end)

--//=================================\\
--\\=================================//

function unanchor()
if UNANCHOR == true then
[Link] = false
end
g = Character:GetChildren()
for i = 1, #g do
if g[i].ClassName == "Part" and g[i] ~= RootPart then
g[i].Anchored = false
end
end
g = Weapon:GetChildren()
for i = 1, #g do
if g[i].ClassName == "Part" then
g[i].Anchored = false
end
end
end

--//=================================\\
--|| WRAP THE WHOLE SCRIPT UP
--\\=================================//

[Link]:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
[Link] = false
end
end)

while true do
Swait()
[Link] = WEAPONGUI
[Link] = nil
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end
SINE = SINE + CHANGE
local TORSOVELOCITY = ([Link] * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = [Link].y
local HITFLOOR = Raycast([Link], (CF([Link],
[Link] + VT(0, -1, 0))).lookVector, 4*SIZE, Character)
local FLOOR1,HITPOS,NORMAL = Raycast([Link],
(CF([Link], [Link] + VT(0, -1, 0))).lookVector, 8*SIZE,
Character)
local FLOOR2,HITPOS2 = Raycast([Link], (CF([Link],
[Link] + VT(0, -1, 0))).lookVector, 8*SIZE, Character)
local WALKSPEEDVALUE = 8 / ([Link] / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE /
(WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - [Link].Y / 75,
RAD(0)), 2 * ([Link] / 16) / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0),
RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) -
[Link].Y / 30), 0.2 * ([Link] / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5*SIZE, 0.875*SIZE - 0.125 *
SIN(SINE / WALKSPEEDVALUE)*SIZE - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 *
COS(SINE / WALKSPEEDVALUE) +0.7+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(0) - [Link].Y / 75, RAD(0), RAD(76 *
COS(SINE / WALKSPEEDVALUE))), 0.2 * ([Link] / 16) / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5*SIZE, 0.875*SIZE + 0.125 *
SIN(SINE / WALKSPEEDVALUE)*SIZE - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 *
COS(SINE / WALKSPEEDVALUE) +0.7+ -0.2 * COS(SINE / WALKSPEEDVALUE)) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + [Link].Y / 75,
RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 * ([Link] / 16) /
Animation_Speed)
elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0),
RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5*SIZE, 1*SIZE, 0) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5*SIZE, 1*SIZE, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 /
Animation_Speed)
end
if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil and FORCEIDLE == false then
ANIM = "Jump"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0*SIZE, 0*SIZE,
0*SIZE) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0*SIZE, 0*SIZE, 0 +
((1*SIZE) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.55*SIZE, 0*SIZE) * ANGLES(RAD(15), RAD(0), RAD(12)) * ANGLES(RAD(0), RAD(-70),
RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.55*SIZE,
0*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-12)) * ANGLES(RAD(0), RAD(70), RAD(0)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -0.3*SIZE, -0.5*SIZE)
* ANGLES(RAD(15), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, -0.1*SIZE) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 1 /
Animation_Speed)
end
elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil and FORCEIDLE == false
then
ANIM = "Fall"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0*SIZE, 0*SIZE,
0*SIZE) * ANGLES(RAD(-25), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0*SIZE, 0*SIZE, 0 +
((1*SIZE) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(35), RAD(0), RAD(42)) * ANGLES(RAD(0), RAD(-70),
RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(35), RAD(0), RAD(-42)) * ANGLES(RAD(0), RAD(70), RAD(0)) *
LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -0.5*SIZE, -0.5*SIZE)
* ANGLES(RAD(15), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 1 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, 0*SIZE) *
ANGLES(RAD(-25), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 1 /
Animation_Speed)
end
elseif (TORSOVELOCITY < 1 and HITFLOOR ~= nil) or FORCEIDLE == true then
ANIM = "Idle"
if ATTACK == false or FORCEIDLE == true then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, 0 +
0.05*SIZE * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(15)) * ANGLES(RAD(15),
RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE,
0.65*SIZE, 0*SIZE) * ANGLES(RAD(45), RAD(0), RAD(52 - 3 * COS(SINE / 12))) *
ANGLES(RAD(0), RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.65*SIZE,
0*SIZE) * ANGLES(RAD(35), RAD(0), RAD(-42 + 3 * COS(SINE / 12))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE, -1.02*SIZE -
0.05*SIZE * COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(20), RAD(55), RAD(0)) *
ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE - 0.05*SIZE *
COS(SINE / 12), -0.01*SIZE) * ANGLES(RAD(10), RAD(-74), RAD(0)) * ANGLES(RAD(-3),
RAD(0), RAD(0)), 1 / Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil and FORCEIDLE == false then
ANIM = "Walk"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0*SIZE, 0*SIZE, -
0.1*SIZE) * ANGLES(RAD(15), RAD(0), RAD(-8*SIN(SINE/WALKSPEEDVALUE))), 1 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1*SIZE) - 1)) *
ANGLES(RAD(5), RAD(-2*SIN(SINE/WALKSPEEDVALUE)), RAD(8*SIN(SINE/WALKSPEEDVALUE))),
1/ Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5*SIZE, 0.5*SIZE
+ 0.15 * COS(SINE/WALKSPEEDVALUE*2), 0.1*SIZE-0.3*SIN(SINE/WALKSPEEDVALUE)) *
ANGLES(RAD(35), RAD(0), RAD(22 + 3* SIN(SINE/WALKSPEEDVALUE))) * ANGLES(RAD(0),
RAD(-70), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5*SIZE, 0.5*SIZE +
0.15 * COS(SINE/WALKSPEEDVALUE*2), 0.1*SIZE+0.3*SIN(SINE/WALKSPEEDVALUE)) *
ANGLES(RAD(35), RAD(0), RAD(-22 - 3* SIN(SINE/WALKSPEEDVALUE))) * ANGLES(RAD(0),
RAD(70), RAD(0)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1*SIZE , -1*SIZE, 0*SIZE) *
ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1*SIZE, -1*SIZE, 0*SIZE) *
ANGLES(RAD(0), RAD(-75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 /
Animation_Speed)
end
end
unanchor()
[Link] = "inf"
[Link] = "inf"
if Rooted == false then
Disable_Jump = false
[Link] = Speed
elseif Rooted == true then
Disable_Jump = true
[Link] = 0
end
for _, c in pairs(Character:GetChildren()) do
if [Link] == "Part" and [Link] ~= "Eye" then
[Link] = "Granite"
if c ~= Head and c ~= Torso and c ~= RightArm and c ~= LeftArm
and c ~= RightLeg and c ~= LeftLeg then
[Link] = C3(175/575, 148/675, 131/675)
else
[Link] = C3(0,0,0)
end
if c == Head then
if c:FindFirstChild("face") then
[Link]:remove()
end
end
elseif ([Link] == "CharacterMesh" or [Link] == "ShirtGraphic"
or [Link] == "Accessory" or [Link] == "Body Colors") and [Link] ~= "Pressimus"
then

elseif ([Link] == "Shirt" or [Link] == "Pants") and [Link] ~=


"Cloth" then
c:remove()
end
end
[Link] = Character
[Link] = "rbxassetid://9048378262"
[Link] = true
[Link] = 0.95
[Link] = 1
[Link] = true
if FLOOR1 ~= nil then
FIRE:SetPrimaryPartCFrame(CF(HITPOS,HITPOS+NORMAL) * ANGLES(RAD(-90),
RAD(0), RAD(0)))
else
FIRE:SetPrimaryPartCFrame(CF(HITPOS2))
end
[Link] = MRANDOM(-25,25)/2
[Link] = MRANDOM(-25,25)/2
[Link] = MRANDOM(-25,25)/2
[Link] = MRANDOM(-25,25)/2
[Link] = MRANDOM(-25,25)/2
[Link] = MRANDOM(-25,25)/8
[Link] = MRANDOM(-25,25)/8
[Link] = MRANDOM(1000000,99999999)
[Link] = Weapon
refit()
end

--//===============sound 9048378262==================\\
--\\=================================//

--//====================================================\\--
--|| END OF SCRIPT
--\\====================================================//--

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