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Fechip

The document is a Lua script for a Roblox game that manages character death and respawn mechanics. It includes functions for aligning character parts, cloning characters, and handling animations, as well as ensuring that the character remains functional after death. The script also sets up a system to prevent collisions and manage character properties during gameplay.

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arthurpadilha304
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© © All Rights Reserved
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0% found this document useful (0 votes)
5 views39 pages

Fechip

The document is a Lua script for a Roblox game that manages character death and respawn mechanics. It includes functions for aligning character parts, cloning characters, and handling animations, as well as ensuring that the character remains functional after death. The script also sets up a system to prevent collisions and manage character properties during gameplay.

Uploaded by

arthurpadilha304
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
You are on page 1/ 39

HumanDied = false

local CountSCIFIMOVIELOL = 1
function SCIFIMOVIELOL(Part0,Part1,Position,Angle)
local AlignPos = Instance.new('AlignPosition', Part1); AlignPos.Name =
"AliP_"..CountSCIFIMOVIELOL
AlignPos.ApplyAtCenterOfMass = true;
AlignPos.MaxForce = 5772000--67752;
AlignPos.MaxVelocity = math.huge/9e110;
AlignPos.ReactionForceEnabled = false;
AlignPos.Responsiveness = 200;
AlignPos.RigidityEnabled = false;
local AlignOri = Instance.new('AlignOrientation', Part1); AlignOri.Name =
"AliO_"..CountSCIFIMOVIELOL
AlignOri.MaxAngularVelocity = math.huge/9e110;
AlignOri.MaxTorque = 5772000
AlignOri.PrimaryAxisOnly = false;
AlignOri.ReactionTorqueEnabled = false;
AlignOri.Responsiveness = 200;
AlignOri.RigidityEnabled = false;
local AttachmentA=Instance.new('Attachment',Part1); AttachmentA.Name =
"Ath_"..CountSCIFIMOVIELOL
local AttachmentB=Instance.new('Attachment',Part0); AttachmentB.Name =
"Ath_"..CountSCIFIMOVIELOL
AttachmentA.Orientation = Angle or Vector3.new(0,0,0)
AttachmentA.Position = Position or Vector3.new(0,0,0)
AlignPos.Attachment1 = AttachmentA;
AlignPos.Attachment0 = AttachmentB;
AlignOri.Attachment1 = AttachmentA;
AlignOri.Attachment0 = AttachmentB;
CountSCIFIMOVIELOL = CountSCIFIMOVIELOL + 1
return {AlignPos,AlignOri,AttachmentA,AttachmentB}
end

if _G.netted ~= true then


_G.netted = true
coroutine.wrap(function()
settings().Physics.PhysicsEnvironmentalThrottle =
Enum.EnviromentalPhysicsThrottle.Disabled
settings().Physics.AllowSleep = false
game:GetService("RunService").RenderStepped:Connect(function()

game:FindFirstChildOfClass("Players").LocalPlayer.MaximumSimulationRadius=math.pow(
math.huge,math.huge)

sethiddenproperty(game:FindFirstChildOfClass("Players").LocalPlayer,"SimulationRadi
us",math.huge*math.huge)
end)
end)()
end

game:FindFirstChildOfClass("Players").LocalPlayer["Character"].Archivable = true
local hatnameclone = {}
for _,v in next,
game:FindFirstChildOfClass("Players").LocalPlayer["Character"]:GetChildren() do
if v:IsA("Accessory") then
if hatnameclone[v.Name] then
if hatnameclone[v.Name] == "s" then
hatnameclone[v.Name] = {}
end
table.insert(hatnameclone[v.Name],v)
else
hatnameclone[v.Name] = "s"
end
end
end
for _,v in pairs(hatnameclone) do
if type(v) == "table" then
local num = 1
for _,w in pairs(v) do
w.Name = w.Name..num
num = num + 1
end
end
end
hatnameclone = nil

local DeadChar = game:FindFirstChildOfClass("Players").LocalPlayer.Character

local fldr =
Instance.new("Folder",game:FindFirstChildOfClass("Players").LocalPlayer["Character"
])
fldr.Name = "DMYF"
local CloneChar = DeadChar:Clone()
local ANIMATIONHERE
if CloneChar:FindFirstChild("Animate") then
ANIMATIONHERE = CloneChar:FindFirstChild("Animate"):Clone()
CloneChar:FindFirstChild("Animate"):Destroy()
end
if CloneChar:FindFirstChildOfClass("Folder") then
CloneChar:FindFirstChildOfClass("Folder"):Destroy() end
if CloneChar.Torso:FindFirstChild("Neck") then
local Clonessss = CloneChar.Torso:FindFirstChild("Neck"):Clone()
Clonessss.Part0 = nil
Clonessss.Part1 = DeadChar.Head
Clonessss.Parent = DeadChar.Torso
end
CloneChar.Parent = fldr
CloneChar.HumanoidRootPart.CFrame = DeadChar.HumanoidRootPart.CFrame
CloneChar.Humanoid.BreakJointsOnDeath = false
CloneChar.Name = "non"
CloneChar.Humanoid.DisplayDistanceType = "None"

for _,v in next, DeadChar:GetChildren() do


if v:IsA("Accessory") then
local topacc = false
if v.Handle:FindFirstChildOfClass("Weld") then
v.Handle:FindFirstChildOfClass("Weld"):Destroy() end
v.Handle.Massless = true
v.Handle.CanCollide = false
if v.Handle:FindFirstChildOfClass("Attachment") then
local ath__ = v.Handle:FindFirstChildOfClass("Attachment")
if ath__.Name == "HatAttachment" or ath__.Name ==
"HairAttachment" or ath__.Name == "FaceFrontAttachment" or ath__.Name ==
"FaceCenterAttachment" then
topacc = ath__.Name
end
end
local bv = Instance.new("BodyVelocity",v.Handle)
bv.Velocity = Vector3.new(0,0,0)
coroutine.wrap(function()
if topacc then
local allthings =
SCIFIMOVIELOL(v.Handle,DeadChar.Torso,Vector3.new(0,1.5,0)+
(DeadChar.Head[topacc].Position + (v.Handle[topacc].Position*-
1)),Vector3.new(0,0,0))
local normaltop = allthings[1].Attachment1
local alipos = allthings[1]
local alirot = allthings[2]
local p0 = v.Handle
local p1 = DeadChar.Head
alipos.Parent = CloneChar:FindFirstChild(v.Name).Handle
alirot.Parent = CloneChar:FindFirstChild(v.Name).Handle
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
coroutine.wrap(function()
if alipos.Attachment1 == normaltop then
p0.CFrame =
p0.CFrame:lerp((((DeadChar.Torso.CFrame * CFrame.new(0,1.5,0)) * p1[topacc].CFrame)
* p0[topacc].CFrame:inverse()),1)
else
v.Handle.CFrame =
v.Handle.CFrame:lerp(alipos.Attachment1.Parent.CFrame *
CFrame.new(alipos.Attachment1.Position) *
CFrame.Angles(math.rad(alipos.Attachment1.Rotation.X),math.rad(alipos.Attachment1.R
otation.Y),math.rad(alipos.Attachment1.Rotation.Z)),1)
end
end)()
end
else

SCIFIMOVIELOL(v.Handle,CloneChar[v.Name].Handle,Vector3.new(0,0,0),Vector3.new(0,0,
0))
end
end)()
end
end

local a = DeadChar.Torso
local b = DeadChar.HumanoidRootPart
local c = DeadChar.Humanoid
a.Parent = game:FindFirstChildOfClass("Workspace")
c.Parent = game:FindFirstChildOfClass("Workspace")
local told = a:Clone()
local told1 = c:Clone()
b["RootJoint"].Part0 = told
b["RootJoint"].Part1 = DeadChar.Head
a.Name = "torso"
a.Neck:Destroy()
c.Name = "Mizt Hub Best"
told.Parent = DeadChar
told1.Parent = DeadChar
DeadChar.PrimaryPart = told
told1.Health = 0
b:Destroy()
a.Parent = DeadChar
c.Parent = DeadChar
told:Destroy()
told1:Destroy()
a.Name = "Torso"

if CloneChar.Head:FindFirstChildOfClass("Decal") then
CloneChar.Head:FindFirstChildOfClass("Decal").Transparency = 1 end
if DeadChar:FindFirstChild("Animate") then
DeadChar:FindFirstChild("Animate"):Destroy() end

local Collider
function UnCollide()
if HumanDied then Collider:Disconnect(); return end
--[[for _,Parts in next, CloneChar:GetChildren() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end]]
for _,Parts in next, DeadChar:GetChildren() do
if Parts:IsA("BasePart") then
Parts.CanCollide = false
end
end
end
Collider = game:GetService("RunService").Stepped:Connect(UnCollide)

local resetBindable = Instance.new("BindableEvent")


resetBindable.Event:connect(function()
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
HumanDied = true
pcall(function()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = DeadChar
DeadChar.Head:Destroy()
DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
if DeadChar:FindFirstChildOfClass("Folder") then
DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
end)
end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", resetBindable)

coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if not CloneChar or not CloneChar:FindFirstChild("Head") or not
CloneChar:FindFirstChildOfClass("Humanoid") or
CloneChar:FindFirstChildOfClass("Humanoid").Health <= 0 and not DeadChar or not
DeadChar:FindFirstChild("Head") or not DeadChar:FindFirstChildOfClass("Humanoid")
or DeadChar:FindFirstChildOfClass("Humanoid").Health <= 0 then
HumanDied = true
pcall(function()
game:FindFirstChildOfClass("Players").LocalPlayer.Character
= DeadChar
DeadChar.Head:Destroy()
DeadChar:FindFirstChildOfClass("Humanoid"):Destroy()
game:FindFirstChildOfClass("Players").LocalPlayer.Character
= CloneChar
if DeadChar:FindFirstChildOfClass("Folder") then
DeadChar:FindFirstChildOfClass("Folder"):Destroy() end
end)
if resetBindable then
game:GetService("StarterGui"):SetCore("ResetButtonCallback", true)
resetBindable:Destroy()
end
break
end
end
end)()

SCIFIMOVIELOL(DeadChar["Head"],CloneChar["Head"])
SCIFIMOVIELOL(DeadChar["Torso"],CloneChar["Torso"])
SCIFIMOVIELOL(DeadChar["Left Arm"],CloneChar["Left Arm"])
SCIFIMOVIELOL(DeadChar["Right Arm"],CloneChar["Right Arm"])
SCIFIMOVIELOL(DeadChar["Left Leg"],CloneChar["Left Leg"])
SCIFIMOVIELOL(DeadChar["Right Leg"],CloneChar["Right Leg"])

for _,v in pairs(DeadChar:GetChildren()) do


if v:IsA("BasePart") and v.Name ~= "Head" then
--[[local bv = Instance.new("BodyVelocity",v)
bv.Velocity = Vector3.new(0,0,0)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
v.CFrame = CloneChar[v.Name].CFrame
end
end)()]]
elseif v:IsA("BasePart") and v.Name == "Head" then
local bv = Instance.new("BodyVelocity",v)
bv.Velocity = Vector3.new(0,0,0)
coroutine.wrap(function()
while true do
game:GetService("RunService").RenderStepped:wait()
if HumanDied then break end
v.CFrame = DeadChar.Torso.CFrame * CFrame.new(0,1.5,0)
end
end)()
end
end

for _,BodyParts in next, CloneChar:GetDescendants() do


if BodyParts:IsA("BasePart") or BodyParts:IsA("Part") then
BodyParts.Transparency = 1 end end
game:GetService("RunService").RenderStepped:wait()
game:FindFirstChildOfClass("Players").LocalPlayer.Character = CloneChar
game:FindFirstChildOfClass("Workspace"):FindFirstChildOfClass("Camera").CameraSubje
ct = CloneChar.Humanoid

for _,v in next, DeadChar:GetChildren() do


if v:IsA("Accessory") then
if v.Handle:FindFirstChildOfClass("Weld") then
v.Handle:FindFirstChildOfClass("Weld"):Destroy() end
end
end
if ANIMATIONHERE then ANIMATIONHERE.Parent = CloneChar end

-----------------------
--[[ Name : Chips ]]--
--[[ Description : I think I found my specialty in scripts ]]--
--[[ \ None / ]]--
-------------------------------------------------------
--A script By Creterisk/makhail07
--Discord Creterisk#2958
-------------------------------------------------------

--Everything is Meaningless.....

wait(1 / 60)

loadstring(game:GetObjects("rbxassetid://5425999987")[1].Source)()

local plr = game.Players.LocalPlayer


local mouse = plr:GetMouse()
local char = plr.Character
local hum = char:FindFirstChildOfClass'Humanoid'
local hed = char.Head
local root = char:FindFirstChild'HumanoidRootPart'
local rootj = root.RootJoint
local tors = char.Torso
local ra = char["Right Arm"]
local la = char["Left Arm"]
local rl = char["Right Leg"]
local ll = char["Left Leg"]
local neck = tors["Neck"]
local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
local maincolor = BrickColor.new("Institutional white")
-------------------------------------------------------
--Start Good Stuff--
-------------------------------------------------------
cam = game.Workspace.CurrentCamera
CF = CFrame.new
angles = CFrame.Angles
attack = false
Euler = CFrame.fromEulerAnglesXYZ
Rad = math.rad
IT = Instance.new
BrickC = BrickColor.new
Cos = math.cos
Acos = math.acos
Sin = math.sin
Asin = math.asin
Abs = math.abs
Mrandom = math.random
Floor = math.floor
-------------------------------------------------------
--End Good Stuff--
-------------------------------------------------------
necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
RSH, LSH = nil, nil
RW = Instance.new("Weld")
LW = Instance.new("Weld")
RH = tors["Right Hip"]
LH = tors["Left Hip"]
RSH = tors["Right Shoulder"]
LSH = tors["Left Shoulder"]
RSH.Parent = nil
LSH.Parent = nil
RW.Name = "RW"
RW.Part0 = tors
RW.C0 = CF(1.5, 0.5, 0)
RW.C1 = CF(0, 0.5, 0)
RW.Part1 = ra
RW.Parent = tors
LW.Name = "LW"
LW.Part0 = tors
LW.C0 = CF(-1.5, 0.5, 0)
LW.C1 = CF(0, 0.5, 0)
LW.Part1 = la
LW.Parent = tors
Effects = {}
newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
local wld = Instance.new("Weld", wp1)
wld.Part0 = wp0
wld.Part1 = wp1
wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
end
newWeld(tors, ll, -0.5, -1, 0)
ll.Weld.C1 = CFrame.new(0, 1, 0)
newWeld(tors, rl, 0.5, -1, 0)
rl.Weld.C1 = CFrame.new(0, 1, 0)
-------------------------------------------------------
--Start Important Functions--
-------------------------------------------------------
function swait(num)
if num == 0 or num == nil then
game:service("RunService").Stepped:wait(0)
else
for i = 0, num do
game:service("RunService").Stepped:wait(0)
end
end
end
function thread(f)
coroutine.resume(coroutine.create(f))
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 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 = math.sqrt(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 m00 < m11 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(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 = math.sqrt(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 = math.sqrt(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 CFrame.new(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 >= 1.0E-4 then
if 1 - cosTheta > 1.0E-4 then
local theta = math.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
elseif 1 + cosTheta > 1.0E-4 then
local theta = math.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
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 rayCast(Position, Direction, Range, Ignore)
return game:service("Workspace"):FindPartOnRay(Ray.new(Position,
Direction.unit * (Range or 999.999)), Ignore)
end
local RbxUtility = LoadLibrary("RbxUtility")
local Create = RbxUtility.Create

-------------------------------------------------------
--Start Damage Function--
-------------------------------------------------------
function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay,
HitSound, HitPitch)
return true
end
-------------------------------------------------------
--End Damage Function--
-------------------------------------------------------

-------------------------------------------------------
--Start Damage Function Customization--
-------------------------------------------------------
function ShowDamage(Pos, Text, Time, Color)
local Rate = (1 / 30)
local Pos = (Pos or Vector3.new(0, 0, 0))
local Text = (Text or "")
local Time = (Time or 2)
local Color = (Color or Color3.new(1, 0, 1))
local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1,
BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0))
EffectPart.Anchored = true
local BillboardGui = Create("BillboardGui"){
Size = UDim2.new(3, 0, 3, 0),
Adornee = EffectPart,
Parent = EffectPart,
}
local TextLabel = Create("TextLabel"){
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 1, 0),
Text = Text,
Font = "Bodoni",
TextColor3 = Color,
TextScaled = true,
TextStrokeColor3 = Color3.fromRGB(0,0,0),
Parent = BillboardGui,
}
game.Debris:AddItem(EffectPart, (Time))
EffectPart.Parent = game:GetService("Workspace")
delay(0, function()
local Frames = (Time / Rate)
for Frame = 1, Frames do
wait(Rate)
local Percent = (Frame / Frames)
EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
TextLabel.TextTransparency = Percent
end
if EffectPart and EffectPart.Parent then
EffectPart:Destroy()
end
end)
end
-------------------------------------------------------
--End Damage Function Customization--
-------------------------------------------------------

function MagniDamage(Part, magni, mindam, maxdam, knock, Type)


for _, c in pairs(workspace:children()) do
local hum = c:findFirstChild("Humanoid")
if hum ~= nil then
local head = c:findFirstChild("Head")
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if magni >= mag and c.Name ~= plr.Name then
Damage(head, head, mindam, maxdam, knock, Type, root, 0.1,
"http://www.roblox.com/asset/?id=0", 1.2)
end
end
end
end
end

CFuncs = {
Part = {
Create = function(Parent, Material, Reflectance, Transparency, BColor,
Name, Size)
local Part = Create("Part")({
Parent = Parent,
Reflectance = Reflectance,
Transparency = Transparency,
CanCollide = false,
Locked = true,
BrickColor = BrickColor.new(tostring(BColor)),
Name = Name,
Size = Size,
Material = Material
})
RemoveOutlines(Part)
return Part
end
},
Mesh = {
Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
local Msh = Create(Mesh)({
Parent = Part,
Offset = OffSet,
Scale = Scale
})
if Mesh == "SpecialMesh" then
Msh.MeshType = MeshType
Msh.MeshId = MeshId
end
return Msh
end
},
Mesh = {
Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
local Msh = Create(Mesh)({
Parent = Part,
Offset = OffSet,
Scale = Scale
})
if Mesh == "SpecialMesh" then
Msh.MeshType = MeshType
Msh.MeshId = MeshId
end
return Msh
end
},
Weld = {
Create = function(Parent, Part0, Part1, C0, C1)
local Weld = Create("Weld")({
Parent = Parent,
Part0 = Part0,
Part1 = Part1,
C0 = C0,
C1 = C1
})
return Weld
end
},
Sound = {
Create = function(id, par, vol, pit)
coroutine.resume(coroutine.create(function()
local S = Create("Sound")({
Volume = vol,
Pitch = pit or 1,
SoundId = id,
Parent = par or workspace
})
wait()
S:play()
game:GetService("Debris"):AddItem(S, 6)
end))
end
},
ParticleEmitter = {
Create = function(Parent, Color1, Color2, LightEmission, Size, Texture,
Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance,
EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed,
VelocitySpread)
local fp = Create("ParticleEmitter")({
Parent = Parent,
Color = ColorSequence.new(Color1, Color2),
LightEmission = LightEmission,
Size = Size,
Texture = Texture,
Transparency = Transparency,
ZOffset = ZOffset,
Acceleration = Accel,
Drag = Drag,
LockedToPart = LockedToPart,
VelocityInheritance = VelocityInheritance,
EmissionDirection = EmissionDirection,
Enabled = Enabled,
Lifetime = LifeTime,
Rate = Rate,
Rotation = Rotation,
RotSpeed = RotSpeed,
Speed = Speed,
VelocitySpread = VelocitySpread
})
return fp
end
}
}
function RemoveOutlines(part)
part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface,
part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
end
function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency,
BColor, Name, Size)
local Part = Create("Part")({
formFactor = FormFactor,
Parent = Parent,
Reflectance = Reflectance,
Transparency = Transparency,
CanCollide = false,
Locked = true,
BrickColor = BrickColor.new(tostring(BColor)),
Name = Name,
Size = Size,
Material = Material
})
RemoveOutlines(Part)
return Part
end
function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale)
local Msh = Create(Mesh)({
Parent = Part,
Offset = OffSet,
Scale = Scale
})
if Mesh == "SpecialMesh" then
Msh.MeshType = MeshType
Msh.MeshId = MeshId
end
return Msh
end
function CreateWeld(Parent, Part0, Part1, C0, C1)
local Weld = Create("Weld")({
Parent = Parent,
Part0 = Part0,
Part1 = Part1,
C0 = C0,
C1 = C1
})
return Weld
end

-------------------------------------------------------
--Start Effect Function--
-------------------------------------------------------
EffectModel = Instance.new("Model", char)
Effects = {
Block = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0,
0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
if Type == 1 or Type == nil then
table.insert(Effects, {
prt,
"Block1",
delay,
x3,
y3,
z3,
msh
})
elseif Type == 2 then
table.insert(Effects, {
prt,
"Block2",
delay,
x3,
y3,
z3,
msh
})
else
table.insert(Effects, {
prt,
"Block3",
delay,
x3,
y3,
z3,
msh
})
end
end
},
Sphere = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor,
"Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "",
Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Cylinder = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0,
0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Wave = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor,
"Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh",
"rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1 / 60, y1 / 60, z1 /
60))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3 / 60,
y3 / 60,
z3 / 60,
msh
})
end
},
Ring = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh",
"rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Break = {
Create = function(brickcolor, cframe, x1, y1, z1)
local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor,
"Effect", Vector3.new(0.5, 0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50),
math.random(-50, 50), math.random(-50, 50))
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "",
Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
local num = math.random(10, 50) / 1000
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Shatter",
num,
prt.CFrame,
math.random() - math.random(),
0,
math.random(50, 100) / 100
})
end
},
Spiral = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh",
"rbxassetid://1051557", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
},
Push = {
Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CFuncs.Part.Create(EffectModel, "SmoothPlastic", 0, 0,
brickcolor, "Effect", Vector3.new())
prt.Anchored = true
prt.CFrame = cframe
local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh",
"rbxassetid://437347603", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {
prt,
"Cylinder",
delay,
x3,
y3,
z3,
msh
})
end
}
}
function part(formfactor ,parent, reflectance, transparency, brickcolor, name,
size)
local fp = IT("Part")
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide = false
fp.Locked = true
fp.BrickColor = brickcolor
fp.Name = name
fp.Size = size
fp.Position = tors.Position
RemoveOutlines(fp)
fp.Material = "SmoothPlastic"
fp:BreakJoints()
return fp
end

function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh = IT(Mesh)
mesh.Parent = part
if Mesh == "SpecialMesh" then
mesh.MeshType = meshtype
if meshid ~= "nil" then
mesh.MeshId = "http://www.roblox.com/asset/?id="..meshid
end
end
mesh.Offset = offset
mesh.Scale = scale
return mesh
end

function Magic(bonuspeed, type, pos, scale, value, color, MType)


local type = type
local rng = Instance.new("Part", char)
rng.Anchored = true
rng.BrickColor = color
rng.CanCollide = false
rng.FormFactor = 3
rng.Name = "Ring"
rng.Material = "Neon"
rng.Size = Vector3.new(1, 1, 1)
rng.Transparency = 0
rng.TopSurface = 0
rng.BottomSurface = 0
rng.CFrame = pos
local rngm = Instance.new("SpecialMesh", rng)
rngm.MeshType = MType
rngm.Scale = scale
local scaler2 = 1
if type == "Add" then
scaler2 = 1 * value
elseif type == "Divide" then
scaler2 = 1 / value
end
coroutine.resume(coroutine.create(function()
for i = 0, 10 / bonuspeed, 0.1 do
swait()
if type == "Add" then
scaler2 = scaler2 - 0.01 * value / bonuspeed
elseif type == "Divide" then
scaler2 = scaler2 - 0.01 / value * bonuspeed
end
rng.Transparency = rng.Transparency + 0.01 * bonuspeed
rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed,
scaler2 * bonuspeed, scaler2 * bonuspeed)
end
rng:Destroy()
end))
end

function Eviscerate(dude)
if dude.Name ~= char then
local bgf = IT("BodyGyro", dude.Head)
bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
local val = IT("BoolValue", dude)
val.Name = "IsHit"
local ds = coroutine.wrap(function()
dude:WaitForChild("Head"):BreakJoints()
wait(0.5)
target = nil
coroutine.resume(coroutine.create(function()
for i, v in pairs(dude:GetChildren()) do
if v:IsA("Accessory") then
v:Destroy()
end
if v:IsA("Humanoid") then
v:Destroy()
end
if v:IsA("CharacterMesh") then
v:Destroy()
end
if v:IsA("Model") then
v:Destroy()
end
if v:IsA("Part") or v:IsA("MeshPart") then
for x, o in pairs(v:GetChildren()) do
if o:IsA("Decal") then
o:Destroy()
end
end
coroutine.resume(coroutine.create(function()
v.Material = "Neon"
v.CanCollide = false
local PartEmmit1 = IT("ParticleEmitter",
v)
PartEmmit1.LightEmission = 1
PartEmmit1.Texture =
"rbxassetid://284205403"
PartEmmit1.Color =
ColorSequence.new(maincolor.Color)
PartEmmit1.Rate = 150
PartEmmit1.Lifetime = NumberRange.new(1)
PartEmmit1.Size = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0.75,
0),
NumberSequenceKeypoint.new(1, 0, 0)
})
PartEmmit1.Transparency =
NumberSequence.new({
NumberSequenceKeypoint.new(0, 0,
0),
NumberSequenceKeypoint.new(1, 1, 0)
})
PartEmmit1.Speed = NumberRange.new(0, 0)
PartEmmit1.VelocitySpread = 30000
PartEmmit1.Rotation = NumberRange.new(-
500, 500)
PartEmmit1.RotSpeed = NumberRange.new(-
500, 500)
local BodPoss = IT("BodyPosition", v)
BodPoss.P = 3000
BodPoss.D = 1000
BodPoss.maxForce =
Vector3.new(50000000000, 50000000000, 50000000000)
BodPoss.position = v.Position +
Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15), Mrandom(-15, 15))
v.Color = maincolor.Color

coroutine.resume(coroutine.create(function()
for i = 0, 49 do
swait(1)
v.Transparency =
v.Transparency + 0.08
end
wait(0.5)
PartEmmit1.Enabled = false
wait(3)
v:Destroy()
dude:Destroy()
end))
end))
end
end
end))
end)
ds()
end
end

function FindNearestHead(Position, Distance, SinglePlayer)


if SinglePlayer then
return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude
end
local List = {}
for i, v in pairs(workspace:GetChildren()) do
if v:IsA("Model") and v:findFirstChild("Head") and v ~= char and
Distance >= (v.Head.Position - Position).magnitude then
table.insert(List, v)
end
end
return List
end

function Aura(bonuspeed, FastSpeed, type, pos, x1, y1, z1, value, color, outerpos,
MType)
local type = type
local rng = Instance.new("Part", char)
rng.Anchored = true
rng.BrickColor = color
rng.CanCollide = false
rng.FormFactor = 3
rng.Name = "Ring"
rng.Material = "Neon"
rng.Size = Vector3.new(1, 1, 1)
rng.Transparency = 0
rng.TopSurface = 0
rng.BottomSurface = 0
rng.CFrame = pos
rng.CFrame = rng.CFrame + rng.CFrame.lookVector * outerpos
local rngm = Instance.new("SpecialMesh", rng)
rngm.MeshType = MType
rngm.Scale = Vector3.new(x1, y1, z1)
local scaler2 = 1
local speeder = FastSpeed
if type == "Add" then
scaler2 = 1 * value
elseif type == "Divide" then
scaler2 = 1 / value
end
coroutine.resume(coroutine.create(function()
for i = 0, 10 / bonuspeed, 0.1 do
swait()
if type == "Add" then
scaler2 = scaler2 - 0.01 * value / bonuspeed
elseif type == "Divide" then
scaler2 = scaler2 - 0.01 / value * bonuspeed
end
speeder = speeder - 0.01 * FastSpeed * bonuspeed
rng.CFrame = rng.CFrame + rng.CFrame.lookVector * speeder *
bonuspeed
rng.Transparency = rng.Transparency + 0.01 * bonuspeed
rngm.Scale = rngm.Scale + Vector3.new(scaler2 * bonuspeed,
scaler2 * bonuspeed, 0)
end
rng:Destroy()
end))
end

function SoulSteal(dude)
if dude.Name ~= char then
local bgf = IT("BodyGyro", dude.Head)
bgf.CFrame = bgf.CFrame * CFrame.fromEulerAnglesXYZ(Rad(-90), 0, 0)
local val = IT("BoolValue", dude)
val.Name = "IsHit"
local torso = (dude:FindFirstChild'Head' or dude:FindFirstChild'Torso' or
dude:FindFirstChild'UpperTorso' or dude:FindFirstChild'LowerTorso' or
dude:FindFirstChild'HumanoidRootPart')
local soulst = coroutine.wrap(function()
local soul = Instance.new("Part",dude)
soul.Size = Vector3.new(1,1,1)
soul.CanCollide = false
soul.Anchored = false
soul.Position = torso.Position
soul.Transparency = 1
local PartEmmit1 = IT("ParticleEmitter", soul)
PartEmmit1.LightEmission = 1
PartEmmit1.Texture = "rbxassetid://569507414"
PartEmmit1.Color = ColorSequence.new(maincolor.Color)
PartEmmit1.Rate = 250
PartEmmit1.Lifetime = NumberRange.new(1.6)
PartEmmit1.Size = NumberSequence.new({
NumberSequenceKeypoint.new(0, 1, 0),
NumberSequenceKeypoint.new(1, 0, 0)
})
PartEmmit1.Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0, 0),
NumberSequenceKeypoint.new(1, 1, 0)
})
PartEmmit1.Speed = NumberRange.new(0, 0)
PartEmmit1.VelocitySpread = 30000
PartEmmit1.Rotation = NumberRange.new(-360, 360)
PartEmmit1.RotSpeed = NumberRange.new(-360, 360)
local BodPoss = IT("BodyPosition", soul)
BodPoss.P = 3000
BodPoss.D = 1000
BodPoss.maxForce = Vector3.new(50000000000, 50000000000, 50000000000)
BodPoss.position = torso.Position + Vector3.new(Mrandom(-15, 15), Mrandom(-15, 15),
Mrandom(-15, 15))
wait(1.6)
soul.Touched:connect(function(hit)
if hit.Parent == char then
soul:Destroy()
end
end)
wait(1.2)
while soul do
swait()
PartEmmit1.Color = ColorSequence.new(maincolor.Color)
BodPoss.Position = tors.Position
end
end)
soulst()
end
end
function FaceMouse()
local Cam = workspace.CurrentCamera
return {
CFrame.new(char.Torso.Position, Vector3.new(mouse.Hit.p.x,
char.Torso.Position.y, mouse.Hit.p.z)),
Vector3.new(mouse.Hit.p.x, mouse.Hit.p.y, mouse.Hit.p.z)
}
end
Effects = {
Block =
function(cf,partsize,meshstart,meshadd,matr,colour,spin,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = partsize
p.Anchored = true
p.CanCollide = false
p.Material = matr
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("BlockMesh",p)
m.Scale = meshstart
coroutine.wrap(function()
for i = 0, 1, factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
if spin == true then
p.CFrame = p.CFrame * CFrame.Angles(math.random(-
50,50),math.random(-50,50),math.random(-50,50))
end
end
p:Destroy()
end)()
return p
end,
Sphere = function(cf,partsize,meshstart,meshadd,matr,colour,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = partsize
p.Anchored = true
p.CanCollide = false
p.Material = matr
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshType = "Sphere"
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
end
p:Destroy()
end)()
return p
end,

Cylinder = function(cf,partsize,meshstart,meshadd,matr,colour,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = partsize
p.Anchored = true
p.CanCollide = false
p.Material = matr
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("CylinderMesh",p)
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
end
p:Destroy()
end)()
return p
end,

Wave = function(cf,meshstart,meshadd,colour,spin,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = Vector3.new()
p.Anchored = true
p.CanCollide = false
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshId = "rbxassetid://20329976"
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
p.CFrame = p.CFrame * CFrame.Angles(0,math.rad(spin),0)
end
p:Destroy()
end)()
return p
end,

Ring = function(cf,meshstart,meshadd,colour,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = Vector3.new()
p.Anchored = true
p.CanCollide = false
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshId = "rbxassetid://3270017"
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
end
p:Destroy()
end)()
return p
end,

Meshed = function(cf,meshstart,meshadd,colour,meshid,textid,spin,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = Vector3.new()
p.Anchored = true
p.CanCollide = false
p.CFrame = cf
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshId = meshid
m.TextureId = textid
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
p.CFrame = p.CFrame * CFrame.Angles(0,math.rad(spin),0)
end
p:Destroy()
end)()
return p
end,

Explode = function(cf,partsize,meshstart,meshadd,matr,colour,move,inverse,factor)
local p = Instance.new("Part",EffectModel)
p.BrickColor = BrickColor.new(colour)
p.Size = partsize
p.Anchored = true
p.CanCollide = false
p.Material = matr
p.CFrame = cf * CFrame.Angles(math.rad(math.random(-
360,360)),math.rad(math.random(-360,360)),math.rad(math.random(-360,360)))
if inverse == true then
p.Transparency = 1
else
p.Transparency = 0
end
local m = Instance.new("SpecialMesh",p)
m.MeshType = "Sphere"
m.Scale = meshstart
coroutine.wrap(function()
for i=0,1,factor do
swait()
if inverse == true then
p.Transparency = 1-i
else
p.Transparency = i
end
m.Scale = m.Scale + meshadd
p.CFrame = p.CFrame * CFrame.new(0,move,0)
end
p:Destroy()
end)()
return p
end,

}
-------------------------------------------------------
--End Effect Function--
-------------------------------------------------------
function Cso(ID, PARENT, VOLUME, PITCH)
local NSound = nil
coroutine.resume(coroutine.create(function()
NSound = IT("Sound", PARENT)
NSound.Volume = VOLUME
NSound.Pitch = PITCH
NSound.SoundId = "http://www.roblox.com/asset/?id="..ID
swait()
NSound:play()
game:GetService("Debris"):AddItem(NSound, 10)
end))
return NSound
end
function CamShake(Length, Intensity)
coroutine.resume(coroutine.create(function()
local intensity = 1 * Intensity
local rotM = 0.01 * Intensity
for i = 0, Length, 0.1 do
swait()
intensity = intensity - 0.05 * Intensity / Length
rotM = rotM - 5.0E-4 * Intensity / Length
hum.CameraOffset = Vector3.new(Rad(Mrandom(-intensity,
intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity,
intensity)))
cam.CFrame = cam.CFrame * CF(Rad(Mrandom(-intensity, intensity)),
Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) *
Euler(Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity,
intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM)
end
hum.CameraOffset = Vector3.new(0, 0, 0)
end))
end
NewInstance = function(instance,parent,properties)
local inst = Instance.new(instance)
inst.Parent = parent
if(properties)then
for i,v in next, properties do
pcall(function() inst[i] = v end)
end
end
return inst;
end
hum.MaxHealth = 1.0E298
hum.Health = 1.0E298
game:GetService("RunService"):BindToRenderStep("HOT", 0, function()
if hum.Health > 0.1 and hum.Health < 1.0E298 then
hum.MaxHealth = 1.0E298
hum.Health = 1.0E298
end
end)
-------------------------------------------------------
--End Important Functions--
-------------------------------------------------------

-------------------------------------------------------
--Start Customization--
-------------------------------------------------------
local Player_Size = 1
if Player_Size ~= 1 then
root.Size = root.Size * Player_Size
tors.Size = tors.Size * Player_Size
hed.Size = hed.Size * Player_Size
ra.Size = ra.Size * Player_Size
la.Size = la.Size * Player_Size
rl.Size = rl.Size * Player_Size
ll.Size = ll.Size * Player_Size
----------------------------------------------------------------------------------
rootj.Parent = root
neck.Parent = tors
RW.Parent = tors
LW.Parent = tors
RH.Parent = tors
LH.Parent = tors
----------------------------------------------------------------------------------
rootj.C0 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) *
angles(Rad(0), Rad(0), Rad(0))
rootj.C1 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) *
angles(Rad(0), Rad(0), Rad(0))
neck.C0 = necko * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1))
* angles(Rad(0), Rad(0), Rad(0))
neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * angles(Rad(-
90), Rad(0), Rad(180))
RW.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(0), Rad(0)) --* RIGHTSHOULDERC0
LW.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(0), Rad(0)) --* LEFTSHOULDERC0
----------------------------------------------------------------------------------
RH.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
LH.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
RH.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
LH.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0),
Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0))
--hat.Parent = Character
end
----------------------------------------------------------------------------------
local SONG = 525565668
local SONG2 = 0
local Music = Instance.new("Sound",tors)
Music.Volume = 2.5
Music.Looped = true
Music.Pitch = 1 --Pitcher
----------------------------------------------------------------------------------
local equipped = false
local idle = 0
local change = 1
local val = 0
local toim = 0
local idleanim = 0.4
local sine = 0
local Sit = 1
local WasAir = false
local InAir = false
local LandTick = 0
local movelegs = false
local FF = Instance.new("ForceField",char)
FF.Visible = false
local Speed = 56
local Chips = "onebearnakedwoman"
----------------------------------------------------------------------------------
hum.JumpPower = 55
hum.Animator.Parent = nil
----------------------------------------------------------------------------------
Chips = IT("Model")
Chips.Parent = char
Chips.Name = "Chips"
RHe = IT("Part")
RHe.Parent = Chips
RHe.BrickColor = BrickColor.new("Really black")
RHe.Locked = true
RHe.CanCollide = false
RHe.Transparency = 0
PMesh = IT("SpecialMesh")
RHe.formFactor = "Symmetric"
PMesh.MeshType = "FileMesh"
PMesh.MeshId = "rbxassetid://19106014"
PMesh.TextureId = "rbxassetid://342435650"
PMesh.Scale = Vector3.new(1, 1.4, 0.8)
PMesh.Parent = RHe
local RWeld = IT("Weld")
RWeld.Parent = RHe
RWeld.Part0 = RHe
RWeld.Part1 = ra
RWeld.C0 = CF(-1.2, -0.5, 0) * angles(Rad(90), Rad(0), Rad(90))
-------------------------------------------------------
--End Customization--
-------------------------------------------------------

-------------------------------------------------------
--Start Attacks N Stuff--
-------------------------------------------------------
function AttackTemplate()
attack = true
for i = 0, 2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 + 5 * Sin(sine / 20)), Rad(10 +
5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 - 5 * Sin(sine / 20)), Rad(-10
- 5 * Sin(sine / 20))), 0.1)
end
attack = false
end
function HitboxFunction(Pose, lifetime, siz1, siz2, siz3, Radie, Min, Max, kb,
atype)
local Hitboxpart = Instance.new("Part", EffectModel)
RemoveOutlines(Hitboxpart)
Hitboxpart.Size = Vector3.new(siz1, siz2, siz3)
Hitboxpart.CanCollide = false
Hitboxpart.Transparency = 1
Hitboxpart.Anchored = true
Hitboxpart.CFrame = Pose
game:GetService("Debris"):AddItem(Hitboxpart, lifetime)
MagniDamage(Hitboxpart, Radie, Min, Max, kb, atype)
end
wait2 = false
combo = 1
mouse.Button1Down:connect(function(key)
if attack == false then
attack = true
Speed = 3.01
if combo == 1 and wait2 == false then
wait2 = true
for i = 0, 1.6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0),
Rad(-45)), 0.2)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(45)), 0.2)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-45), Rad(0)) *
angles(Rad(0), Rad(0), Rad(15)), 0.2)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-15)), 0.2)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(180), Rad(0 + 5 * Sin(sine / 20)),
Rad(25 + 5 * Sin(sine / 20))), 0.2)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0 - 5 * Sin(sine / 20)),
Rad(-10 - 5 * Sin(sine / 20))), 0.2)
end
Cso("138097048", ra, 1.2, 0.8)
HitboxFunction(ra.CFrame, 0.01, 1, 1, 1, 7, 6, 9, 3, "Normal")
for i = 0, 1.2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(20), Rad(0), Rad(45)), 0.3)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(-45)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(15)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(45), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-15)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(85), Rad(0 + 5 * Sin(sine / 20)),
Rad(45 + 5 * Sin(sine / 20))), 0.3)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(-45), Rad(0 - 5 * Sin(sine / 20)),
Rad(-25 - 5 * Sin(sine / 20))), 0.3)
end
combo = 1
end
Speed = 56
wait2 = false
attack = false
end
end)
function Taunt()
attack = true
Speed = 3
if Chips == "onebearnakedwoman" then
local Munch = Cso("1575472350", hed, 5, 1)
swait(2)
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.2 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0),
Rad(0)), 0.3)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-35 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.3)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.1 + 0.1 * Sin(sine /
20)* Player_Size, -0.6* Player_Size) * angles(Rad(160), Rad(0), Rad(-35)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0 - 5 * Sin(sine / 20)),
Rad(-10 - 5 * Sin(sine / 20))), 0.3)
until Munch.Playing == false
elseif Chips == "layonme" then
for i = 0, 6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(0), Rad(0), Rad(0 - 255.45 * i)), 0.15)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(30 + 5 * Sin(sine / 20)),
Rad(45 + 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(10), Rad(-30 - 5 * Sin(sine / 20)),
Rad(-45 - 5 * Sin(sine / 20))), 0.1)
end
elseif Chips == "howitfeelstochew5gum" then
local Munch = Cso("1575472350", hed, 5, 1)
swait(2)
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.2 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0),
Rad(0)), 0.3)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-35 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.3)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.1 + 0.1 * Sin(sine /
20)* Player_Size, -0.6* Player_Size) * angles(Rad(160), Rad(0), Rad(-35)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(0 - 5 * Sin(sine / 20)),
Rad(-10 - 5 * Sin(sine / 20))), 0.3)
until Munch.Playing == false
Cso("172324194", hed, 5, 1)
for i = 0, 5, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.2 * Player_Size) * angles(Rad(-20), Rad(0), Rad(0)), 0.3)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-35), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 *
Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(-10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(5)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 *
Player_Size, 0* Player_Size) * angles(Rad(-20), Rad(10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(-5)), 0.3)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.1* Player_Size, -0.6*
Player_Size) * angles(Rad(160), Rad(0), Rad(-35)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(-20), Rad(0), Rad(-10)), 0.3)
end
local RUN = Cso("957655044", hed, 5, 1)
swait(2)
repeat
swait()
Speed = 56
local WALKSPEEDVALUE = 6 / (hum.WalkSpeed / 16)
root.Velocity = root.CFrame.lookVector * 75
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.3 - 0.65 * Cos(sine / ( WALKSPEEDVALUE / 2 ))) * angles(Rad(-25),
Rad(0), Rad(0 - 1.75 * Cos(sine / ( WALKSPEEDVALUE / 2))) + root.RotVelocity.Y /
75), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-20 + 5 * Sin(sine / (WALKSPEEDVALUE / 2))), Rad(0), Rad(0) +
root.RotVelocity.Y / 13), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 - 0.5 *
Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE) / 2*
Player_Size) * angles(Rad(-15 - 95 * Cos(sine / WALKSPEEDVALUE)) -
root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 *
Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2*
Player_Size) * angles(Rad(-15 + 95 * Cos(sine / WALKSPEEDVALUE)) +
root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
WALKSPEEDVALUE)* Player_Size, 0* Player_Size) * angles(Rad(215), Rad(0), Rad(45)),
0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
WALKSPEEDVALUE)* Player_Size, 0* Player_Size) * angles(Rad(215), Rad(0), Rad(-45)),
0.1)
until RUN.Playing == false
elseif Chips == "5gumdowngrade" then
Cso("1826625760", hed, 5, 1)
for i = 0, 5, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 + 5 * Sin(sine / 20)),
Rad(10 + 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine /
20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 - 5 * Sin(sine / 20)),
Rad(-10 - 5 * Sin(sine / 20))), 0.1)
end
end
Speed = 56
movelegs = false
attack = false
end
function Gum()
attack = true
Speed = 0
local Senses = Cso("605297168", hed, 6, 1)
swait(2)
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(20)), 0.2)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(-20)), 0.2)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.2)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.2)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 + 5 * Sin(sine / 20)), Rad(10 +
5 * Sin(sine / 20))), 0.2)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0), Rad(-90)), 0.2)
until Senses.TimePosition > 2.7
for i = 0, 3, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size) * angles(Rad(-30), Rad(0), Rad(0)), 0.5)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(0), Rad(0), Rad(0)), 0.5)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9* Player_Size,
0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0),
Rad(5)), 0.5)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9* Player_Size,
0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-
5)), 0.5)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(10)), 0.5)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(-90)), 0.5)
end
root.Anchored = true
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-2.7 + 0.1* Player_Size) * angles(Rad(90), Rad(0), Rad(0)), 0.5)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(0), Rad(0), Rad(0)), 0.5)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9* Player_Size,
0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0),
Rad(5)), 0.5)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9* Player_Size,
0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-
5)), 0.5)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(10)), 0.5)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(-90)), 0.5)
until Senses.Playing == false
Speed = 56
attack = false
root.Anchored = false
end
function OHHHHHHH()
attack = true
Speed = 0
Cso("663306786", tors, 3, 1)
for i = 0, 12, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0 + 1 * i *
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(47), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(75), Rad(0 + 5 * Sin(sine / 20)), Rad(10
+ 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(143), Rad(0 - 5 * Sin(sine / 20)), Rad(-
10 - 5 * Sin(sine / 20))), 0.1)
end
Cso("663307468", tors, 6, 1)
for i = 0, 6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 4500 *
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0),
Rad(0)), 0.15)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(47), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(75), Rad(0 + 5 * Sin(sine / 20)), Rad(10
+ 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(156), Rad(0 - 5 * Sin(sine / 20)), Rad(-
10 - 5 * Sin(sine / 20))), 0.1)
end
Speed = 56
attack = false
end
function WoodyGotWood()
attack = true
Speed = 0
local Woodlenny = Cso("1764642350", hed, 6, 1)
swait(2)
repeat
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.1 + 0.1* Player_Size * Cos(sine / 5)) * angles(Rad(20), Rad(0), Rad(5)), 0.2)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) *
angles(Rad(20), Rad(0), Rad(-5 - 15 * Sin(sine / 20))), 0.2)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 5)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(-10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(5)), 0.2)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 *
Cos(sine / 5)* Player_Size, 0* Player_Size) * angles(Rad(20), Rad(10), Rad(0)) *
angles(Rad(0), Rad(0), Rad(-5)), 0.2)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 5)*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0), Rad(10)), 0.2)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 5)*
Player_Size, 0* Player_Size) * angles(Rad(20), Rad(0), Rad(-10)), 0.2)
until Woodlenny.TimePosition > 3.6
root.Anchored = true
repeat
swait()
for i = 0, 2, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -2.7 + 0.1* Player_Size) * angles(Rad(-90), Rad(0), Rad(0)), 0.5)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(0), Rad(0), Rad(0)), 0.5)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(5)), 0.5)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(-5)), 0.5)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(90)), 0.5)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(-90)), 0.5)
end
for i = 0, 1.6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -2.4 + 0.1* Player_Size) * angles(Rad(-90), Rad(0), Rad(0)), 0.5)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(0), Rad(0), Rad(0)), 0.5)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(5)), 0.5)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9*
Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0),
Rad(0), Rad(-5)), 0.5)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(75)), 0.5)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5* Player_Size, 0*
Player_Size) * angles(Rad(0), Rad(0), Rad(-75)), 0.5)
end
until Woodlenny.Playing == false
Speed = 56
attack = false
root.Anchored = false
end
-------------------------------------------------------
--End Attacks N Stuff--
-------------------------------------------------------
mouse.KeyDown:connect(function(key)
if attack == false then
if key == "t" then
Taunt()
elseif key == "z" then
Gum()
elseif key == "x" then
OHHHHHHH()
elseif key == "c" then
WoodyGotWood()
elseif key == "f" then
SONG = 690663957
Music.TimePosition = 0
PMesh.TextureId = "rbxassetid://206977326"
Chips = "cheesexd"

elseif key == "m" then


SONG = 525565668
Music.TimePosition = 0
PMesh.TextureId = "rbxassetid://342435650"
Chips = "onebearnakedwoman"
elseif key == "n" then
SONG = 937445925
Music.TimePosition = 0
PMesh.TextureId = "rbxassetid://342436716"
Chips = "layonme"
elseif key == "b" then
SONG = 1386299751
Music.TimePosition = 0
PMesh.TextureId = "rbxassetid://341999291"
Chips = "howitfeelstochew5gum"
elseif key == "v" then
SONG = 554967156
Music.TimePosition = 0
PMesh.TextureId = "rbxassetid://341999245"
Chips = "5gumdowngrade"
end
end
end)

-------------------------------------------------------
--Start Animations--
-------------------------------------------------------
while true do
swait()
sine = sine + change
local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude
local velderp = root.Velocity.y
hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position,
root.Position - Vector3.new(0, 1, 0)).lookVector, 4* Player_Size,
workspace[plr.Name])
if equipped == true or equipped == false then
if attack == false then
idle = idle + 1
else
idle = 0
end
local Landed = false
if(hitfloor)then
WasAir = false
else
WasAir = true
end
if(WasAir == false)then
if(InAir == true)then
LandTick = time()
Landed = true
end
end
if(time()-LandTick < .3)then
Landed = true
end
if(hitfloor)then
InAir = false
else
InAir = true
end
local WALKSPEEDVALUE = 6 / (hum.WalkSpeed / 16)
local Walking = (math.abs(root.Velocity.x) > 1 or
math.abs(root.Velocity.z) > 1)
local State = (hum.PlatformStand and 'Paralyzed' or hum.Sit and 'Sit'
or Landed and 'Land' or not hitfloor and root.Velocity.y < -1 and "Fall" or not
hitfloor and root.Velocity.y > 1 and "Jump" or hitfloor and Walking and "Walk" or
hitfloor and "Idle")
if(State == 'Jump')then
hum.JumpPower = 55
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(-16), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -.2 -
0.1 * Cos(sine / 20), -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) *
angles(Rad(-2.5), Rad(0), Rad(0)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.9 -
0.1 * Cos(sine / 20), -.5* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) *
angles(Rad(-2.5), Rad(0), Rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(13 +
4.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(-13 -
4.5 * Sin(sine / 20))), 0.1)
end
elseif(State == 'Fall')then
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(25), Rad(0),
Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -1 -
0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10),
Rad(0)) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.8 -
0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10),
Rad(0)) * angles(Rad(25), Rad(0), Rad(0)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(165), Rad(-.6), Rad(45 +
4.5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(165), Rad(-.6), Rad(-45 -
4.5 * Sin(sine / 20))), 0.1)
end
elseif(State == 'Land')then
hum.JumpPower = 0
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(10), Rad(0),
Rad(0)), 0.15)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(35 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, 0.1 -
0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10),
Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(5)), 0.15)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, 0.1 -
0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10),
Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(-5)), 0.15)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(0), Rad(25 + 4.5
* Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(55), Rad(0), Rad(-25 -
4.5 * Sin(sine / 20))), 0.1)
end
elseif(State == 'Idle')then
change = 1
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 - 5 *
Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 -
0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 - 5 * Sin(sine /
20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 -
0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 - 5 * Sin(sine /
20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 15 * Sin(sine / 20)),
Rad(0 + 5 * Sin(sine / 20)), Rad(10 + 5 * Sin(sine / 20))), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 *
Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 15 * Sin(sine / 20)),
Rad(0 - 5 * Sin(sine / 20)), Rad(-10 - 5 * Sin(sine / 20))), 0.1)
end
elseif(State == 'Walk')then
change = 0.55
hum.JumpPower = 55
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.3 - 0.65 * Cos(sine / ( WALKSPEEDVALUE / 2 ))) * angles(Rad(-25),
Rad(0), Rad(0 - 1.75 * Cos(sine / ( WALKSPEEDVALUE / 2))) + root.RotVelocity.Y /
75), 0.1)
neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(-20 + 5 * Sin(sine / (WALKSPEEDVALUE / 2))),
Rad(0), Rad(0) + root.RotVelocity.Y / 13), 0.1)
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 -
0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE)
/ 2* Player_Size) * angles(Rad(-15 - 95 * Cos(sine / WALKSPEEDVALUE)) -
root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 *
Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2*
Player_Size) * angles(Rad(-15 + 95 * Cos(sine / WALKSPEEDVALUE)) +
root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 *
Sin(sine / WALKSPEEDVALUE)* Player_Size, 0* Player_Size) * angles(Rad(215), Rad(0),
Rad(45)), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 *
Sin(sine / WALKSPEEDVALUE)* Player_Size, 0* Player_Size) * angles(Rad(215), Rad(0),
Rad(-45)), 0.1)
elseif attack == true and movelegs == true then
rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 -
0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE)
/ 2* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / WALKSPEEDVALUE)) -
root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 *
Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2*
Player_Size) * angles(Rad(-10 + 25 * Cos(sine / WALKSPEEDVALUE)) +
root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 *
Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine /
WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3)
end
end
end
hum.Name = "HUM"
hum.WalkSpeed = Speed
Music.SoundId = "rbxassetid://"..SONG
Music.Looped = true
Music.Pitch = 1
Music.Volume = 1.5
Music.Parent = tors
Music.Playing = true
if 0 < #Effects then
for e = 1, #Effects do
if Effects[e] ~= nil then
local Thing = Effects[e]
if Thing ~= nil then
local Part = Thing[1]
local Mode = Thing[2]
local Delay = Thing[3]
local IncX = Thing[4]
local IncY = Thing[5]
local IncZ = Thing[6]
if 1 >= Thing[1].Transparency then
if Thing[2] == "Block1" then
Thing[1].CFrame = Thing[1].CFrame *
CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-
50, 50))
local Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Block2" then
Thing[1].CFrame = Thing[1].CFrame +
Vector3.new(0, 0, 0)
local Mesh = Thing[7]
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Block3" then
Thing[1].CFrame = Thing[1].CFrame *
CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-
50, 50)) + Vector3.new(0, 0.15, 0)
local Mesh = Thing[7]
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Cylinder" then
local Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Blood" then
local Mesh = Thing[7]
Thing[1].CFrame = Thing[1].CFrame *
Vector3.new(0, 0.5, 0)
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Elec" then
local Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[7], Thing[8], Thing[9])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Disappear" then
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Shatter" then
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
Thing[4] = Thing[4] * CFrame.new(0,
Thing[7], 0)
Thing[1].CFrame = Thing[4] *
CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
Thing[6] = Thing[6] + Thing[5]
end
else
Part.Parent = nil
table.remove(Effects, e)
end
end
end
end
end
end
-------------------------------------------------------
--End Animations And Script--
-------------------------------------------------------

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