Roblox Anti-Ragdoll Reanimation Script
Roblox Anti-Ragdoll Reanimation Script
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 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]
[Link]:Connect(function()
c = nil
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
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, 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
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)
--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]
[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
_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 v3 = [Link]
--//====================================================\\--
--|| 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
--\\=================================//
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 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 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 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 NoOutlines(PART)
[Link], [Link], [Link], [Link],
[Link], [Link] = 10, 10, 10, 10, 10, 10
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 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
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
--\\=================================//
--[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 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)
[Link] = Character
[Link] = Character
[Link]:connect(function()
refit()
end)
--//=================================\\
--|| 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
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
--//===============sound 9048378262==================\\
--\\=================================//
--//====================================================\\--
--|| END OF SCRIPT
--\\====================================================//--