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OP Ban Hammer (FE)

This document contains a script for a game that requires server-side execution and includes functionality for user input handling and character animations. It features a remote event for communication between client and server, as well as various functions for manipulating character movements and interactions. Additionally, there are sections dedicated to damage handling and creating visual effects in the game environment.
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
0% found this document useful (0 votes)
283 views31 pages

OP Ban Hammer (FE)

This document contains a script for a game that requires server-side execution and includes functionality for user input handling and character animations. It features a remote event for communication between client and server, as well as various functions for manipulating character movements and interactions. Additionally, there are sections dedicated to damage handling and creating visual effects in the game environment.
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/ 31

-- This script has been edited by xXDa_BossXx

if game:GetService("RunService"):IsClient() then error("Script must be server-side


in order to work; use h/ and not hl/") end
local Player,Mouse,mouse,UserInputService,ContextActionService = owner
do
print("FE Compatibility by timlikekezenit")
script.Parent = Player.Character

--RemoteEvent for communicating


local Event = Instance.new("RemoteEvent")
Event.Name = "UserInput_Event"

--Fake event to make stuff like Mouse.KeyDown work


local function fakeEvent()
local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
t.connect = t.Connect
return t
end

--Creating fake input objects with fake variables


local m =
{Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEv
ent(),Button1Down=fakeEvent()}
local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
end}
--Merged 2 functions into one by checking amount of arguments
CAS.UnbindAction = CAS.BindAction

--This function will trigger the events that have been :Connect()'ed
local function te(self,ev,...)
local t = m[ev]
if t and t._fakeEvent and t.Function then
t.Function(...)
end
end
m.TrigEvent = te
UIS.TrigEvent = te

Event.OnServerEvent:Connect(function(plr,io)
if plr~=Player then return end
if io.isMouse then
m.Target = io.Target
m.Hit = io.Hit
else
local b = io.UserInputState == Enum.UserInputState.Begin
if io.UserInputType == Enum.UserInputType.MouseButton1 then
return m:TrigEvent(b and "Button1Down" or "Button1Up")
end
for _,t in pairs(CAS.Actions) do
for _,k in pairs(t.Keys) do
if k==io.KeyCode then
t.Function(t.Name,io.UserInputState,io)
end
end
end
m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
end
end)
Event.Parent = NLS([==[
local Player = game:GetService("Players").LocalPlayer
local Event = script:WaitForChild("UserInput_Event")

local UIS = game:GetService("UserInputService")


local input = function(io,a)
if a then return end
--Since InputObject is a client-side instance, we create and pass table
instead

Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=
io.UserInputState})
end
UIS.InputBegan:Connect(input)
UIS.InputEnded:Connect(input)

local Mouse = Player:GetMouse()


local h,t
--Give the server mouse data 30 times every second, but only if the values
changed
--If player is not moving their mouse, client won't fire events
while wait(1/30) do
if h~=Mouse.Hit or t~=Mouse.Target then
h,t=Mouse.Hit,Mouse.Target
Event:FireServer({isMouse=true,Target=t,Hit=h})
end
end]==],Player.Character)
Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
end

-----------------------
--[[ Name : God ]]--
-------------------------------------------------------
--A script By makhail07

--Discord Creterisk#2958

--NOTE THIS SCRIPT WAS PURELY MADE FROM MY FUCKING IMAGINATION


--IF IT HAPPENS TO LOOK LIKE ANOTHER SCRIPT
--DONT CALL IT A FUCKING BOOTLEG THANK YOU AND ENJOY THE SCRIPT
--YOU FUCKING SKIDS,
--For Those who log/decompile this, If you sell or trade this,
--and I find out who you are, i will take massive action.

-------------------------------------------------------

local FavIDs = {
340106355, --Nefl Crystals
927529620, --Dimension
876981900, --Fantasy
398987889, --Ordinary Days
1117396305, --Oh wait, it's you.
885996042, --Action Winter Journey
919231299, --Sprawling Idiot Effigy
743466274, --Good Day Sunshine
727411183, --Knife Fight
1402748531, --The Earth Is Counting On You!
595230126 --Robot Language
}

--The reality of my life isn't real but a Universe -makhail07


local plr = owner
print('Hello '..plr.Name)
print('Thanks for using my edit!')
print('Have a splendid time and day, or night!')
local char = plr.Character
local hum = char.Humanoid
local hed = char.Head
local root = char.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 = {}
-------------------------------------------------------
--Start HeartBeat--
-------------------------------------------------------
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "Heartbeat"
script:WaitForChild("Heartbeat")

frame = 1 / 60
tf = 0
allowframeloss = false
tossremainder = false

lastframe = tick()
script.Heartbeat:Fire()

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

-------------------------------------------------------
--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)
if hit.Parent == nil then
return
end
local h = hit.Parent:FindFirstChildOfClass("Humanoid")
for _, v in pairs(hit.Parent:children()) do
if v:IsA("Humanoid") then
h = v
end
end
if h ~= nil and hit.Parent.Name ~= char.Name and
hit.Parent:FindFirstChild("UpperTorso") ~= nil then
hit.Parent:FindFirstChild("Head"):BreakJoints()
end

if h ~= nil and hit.Parent.Name ~= char.Name and


hit.Parent:FindFirstChild("Torso") ~= nil then
if hit.Parent:findFirstChild("DebounceHit") ~= nil then
if hit.Parent.DebounceHit.Value == true then
return
end
end
if insta == true then
hit.Parent:FindFirstChild("Head"):BreakJoints()
end
local c = Create("ObjectValue"){
Name = "creator",
Value = owner,
Parent = h,
}
game:GetService("Debris"):AddItem(c, .5)
if HitSound ~= nil and HitPitch ~= nil then
CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
end
local Damage = math.random(minim, maxim)
local blocked = false
local block = hit.Parent:findFirstChild("Block")
if block ~= nil then
if block.className == "IntValue" then
if block.Value > 0 then
blocked = true
block.Value = block.Value - 1
print(block.Value)
end
end
end
if blocked == false then
h.Health = h.Health - Damage
ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p +
Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
else
h.Health = h.Health - (Damage / 2)
ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p +
Vector3.new(0, 1.5, 0)), -Damage, 1.5, tors.BrickColor.Color)
end
if Type == "Knockdown" then
local hum = hit.Parent.Humanoid
hum.PlatformStand = true
coroutine.resume(coroutine.create(function(HHumanoid)
swait(1)
HHumanoid.PlatformStand = false
end), hum)
local angle = (hit.Position - (Property.Position + Vector3.new(0, 0,
0))).unit
local bodvol = Create("BodyVelocity"){
velocity = angle * knockback,
P = 5000,
maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
Parent = hit,
}
local rl = Create("BodyAngularVelocity"){
P = 3000,
maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
angularvelocity = Vector3.new(math.random(-10, 10), math.random(-
10, 10), math.random(-10, 10)),
Parent = hit,
}
game:GetService("Debris"):AddItem(bodvol, .5)
game:GetService("Debris"):AddItem(rl, .5)
elseif Type == "Normal" then
local vp = Create("BodyVelocity"){
P = 500,
maxForce = Vector3.new(math.huge, 0, math.huge),
velocity = Property.CFrame.lookVector * knockback +
Property.Velocity / 1.05,
}
if knockback > 0 then
vp.Parent = hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp, .5)
elseif Type == "Up" then
local bodyVelocity = Create("BodyVelocity"){
velocity = Vector3.new(0, 20, 0),
P = 5000,
maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
Parent = hit,
}
game:GetService("Debris"):AddItem(bodyVelocity, .5)
elseif Type == "DarkUp" then
coroutine.resume(coroutine.create(function()
for i = 0, 1, 0.1 do
swait()
Effects.Block.Create(BrickColor.new("Black"),
hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
end
end))
local bodyVelocity = Create("BodyVelocity"){
velocity = Vector3.new(0, 20, 0),
P = 5000,
maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
Parent = hit,
}
game:GetService("Debris"):AddItem(bodyVelocity, 1)
elseif Type == "Snare" then
local bp = Create("BodyPosition"){
P = 2000,
D = 100,
maxForce = Vector3.new(math.huge, math.huge, math.huge),
position = hit.Parent.Torso.Position,
Parent = hit.Parent.Torso,
}
game:GetService("Debris"):AddItem(bp, 1)
elseif Type == "Freeze" then
local BodPos = Create("BodyPosition"){
P = 50000,
D = 1000,
maxForce = Vector3.new(math.huge, math.huge, math.huge),
position = hit.Parent.Torso.Position,
Parent = hit.Parent.Torso,
}
local BodGy = Create("BodyGyro") {
maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
P = 20e+003,
Parent = hit.Parent.Torso,
cframe = hit.Parent.Torso.CFrame,
}
hit.Parent.Torso.Anchored = true
coroutine.resume(coroutine.create(function(Part)
swait(1.5)
Part.Anchored = false
end), hit.Parent.Torso)
game:GetService("Debris"):AddItem(BodPos, 3)
game:GetService("Debris"):AddItem(BodGy, 3)
end
local debounce = Create("BoolValue"){
Name = "DebounceHit",
Parent = hit.Parent,
Value = true,
}
game:GetService("Debris"):AddItem(debounce, Delay)
c = Create("ObjectValue"){
Name = "creator",
Value = Player,
Parent = h,
}
game:GetService("Debris"):AddItem(c, .5)
end
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(10, 0, 10, 0),
Adornee = EffectPart,
Parent = EffectPart,
}
local TextLabel = Create("TextLabel"){
BackgroundTransparency = 1,
Size = UDim2.new(10, 0, 10, 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
})

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
-------------------------------------------------------
--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 CameraEnshaking(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
function chatfunc(text, color)
local chat = coroutine.wrap(function()
if char:FindFirstChild("TalkingBillBoard") ~= nil then
char:FindFirstChild("TalkingBillBoard"):destroy()
end
local naeeym2 = Instance.new("BillboardGui", char)
naeeym2.Size = UDim2.new(0, 100, 0, 40)
naeeym2.StudsOffset = Vector3.new(0, 5, 0)
naeeym2.Adornee = hed
naeeym2.Name = "TalkingBillBoard"
local tecks2 = Instance.new("TextLabel", naeeym2)
tecks2.BackgroundTransparency = 1
tecks2.BorderSizePixel = 0
tecks2.Text = ""
tecks2.Font = "SciFi"
tecks2.TextSize = 30
tecks2.TextStrokeTransparency = 0
tecks2.TextColor3 = color
tecks2.TextStrokeColor3 = Color3.new(0, 0, 0)
tecks2.Size = UDim2.new(1, 0, 0.5, 0)
coroutine.resume(coroutine.create(function()
while true do
swait(1)
tecks2.Position = UDim2.new(0, math.random(-5, 5), 0, math.random(-
5, 5))
tecks2.Rotation = math.random(-5, 5)
end
end))
for i = 1, string.len(text) do
CFuncs.Sound.Create("rbxassetid://274118116", hed, 5.25, 0.115)
tecks2.Text = string.sub(text, 1, i)
swait(1)
end
wait(1)
naeeym2:Destroy()
end)
chat()
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 = 1051512943
local SONG2 = 279207008
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
----------------------------------------------------------------------------------
hum.WalkSpeed = 750
hum.JumpPower = 1000
hum.Animator.Parent = nil
----------------------------------------------------------------------------------
local Blobby = Instance.new("Part", char)
Blobby.Name = "Blob"
Blobby.CanCollide = false
Blobby.BrickColor = BrickColor.new("Really black")
Blobby.Transparency = 0
Blobby.Material = "Plastic"
Blobby.Size = Vector3.new(1, 1, 2)
Blobby.TopSurface = Enum.SurfaceType.Smooth
Blobby.BottomSurface = Enum.SurfaceType.Smooth

local Weld = Instance.new("Weld", Blobby)


Weld.Part0 = ra
Weld.Part1 = Blobby
Weld.C1 = CFrame.new(0, -2, 1.1)
Weld.C0 = CFrame.Angles(Rad(-86),0,0)

local M2 = Instance.new("SpecialMesh")
M2.Parent = Blobby
M2.MeshId = "http://www.roblox.com/asset/?id=10604848"
M2.TextureId = "http://www.roblox.com/asset/?id=10605252"
M2.Scale = Vector3.new(1, 1, 1)

--[[local naeeym2 = Instance.new("BillboardGui",char)


naeeym2.AlwaysOnTop = true
naeeym2.Size = UDim2.new(5,35,2,15)
naeeym2.StudsOffset = Vector3.new(0, 3.5, 0)
naeeym2.Adornee = hed
naeeym2.Name = "Name"
--naeeym2.PlayerToHideFrom = Player
local tecks2 = Instance.new("TextLabel",naeeym2)
tecks2.BackgroundTransparency = 1
tecks2.TextScaled = true
tecks2.BorderSizePixel = 0
tecks2.Text = "Fight Me"
tecks2.Font = Enum.Font.Bodoni
tecks2.TextSize = 30
tecks2.TextStrokeTransparency = 0
tecks2.TextColor3 = Color3.new(0, 0, 0)
tecks2.TextStrokeColor3 = Color3.new(1, 1, 1)
tecks2.Size = UDim2.new(1,0,0.5,0)
tecks2.Parent = naeeym2]]
-------------------------------------------------------
--End Customization--
-------------------------------------------------------

-------------------------------------------------------
--Start Attacks N Stuff--
-------------------------------------------------------
function Ban()
attack = true
for i = 0, 2.6, 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(-60)), 0.2)
tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-7.5 * Sin(sine / 30)), Rad(0), Rad(60)), 0.2)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9* Player_Size - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(0)), 0.2)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9* Player_Size - 0.1 * Cos(sine
/ 20)* Player_Size, -.6* Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(20)), 0.2)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(160), Rad(-.6), Rad(13)), 0.2)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(15), Rad(-6), Rad(-25 - 4.5 * Sin(sine /
20))), 0.2)
end
Cso("147722910", tors, 10, 1)
CameraEnshaking(2, 15)
Effects.Wave.Create(BrickColor.new("Really black"), tors.CFrame * CF(0, -6, 0)
* angles(math.rad(0), math.rad(math.random(0, 180)), math.rad(0)), 550.5, 100.5,
550.5, 200, 20, 200, 0.05)
Effects.Wave.Create(BrickColor.new("Really black"), tors.CFrame * CF(0, -6, 0)
* angles(math.rad(0), math.rad(math.random(0, 180)), math.rad(0)), 550.5, 100.5,
550.5, 200, 20, 200, 0.05)
Effects.Wave.Create(BrickColor.new("Really black"), tors.CFrame * CF(0, -6, 0)
* angles(math.rad(0), math.rad(math.random(0, 180)), math.rad(0)), 550.5, 100.5,
550.5, 200, 20, 200, 0.05)
for i, v in pairs(FindNearestHead(Blobby.CFrame.p, 9.5)) do
if v:FindFirstChild("Head") then
Eviscerate(v)
end
end
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 * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-15)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(25 - 7.5 * Sin(sine / 30)), Rad(0), Rad(15)), 0.3)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9* Player_Size - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(-20)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9* Player_Size - 0.1 * Cos(sine
/ 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.02 * Sin(sine / 20)*
Player_Size, -.6* Player_Size) * angles(Rad(5), Rad(-.6), Rad(-25)), 0.3)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(15), Rad(-6), Rad(-25 - 4.5 * Sin(sine /
20))), 0.3)
end
attack = false
end
function BigBan()
attack = true
Weld.C0 = CFrame.Angles(Rad(-90), Rad(-25), Rad(0))
for i = 0, 3.6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 1 +
0.1* Player_Size * Cos(sine / 20)) * angles(Rad(-20), Rad(0), Rad(0)), 0.2)
tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-45 - 7.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.2)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9* Player_Size - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(-45)), 0.2)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9* Player_Size - 0.1 * Cos(sine
/ 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(45)), 0.2)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, -.6* Player_Size) * angles(Rad(-225), Rad(-.6), Rad(-45)), 0.2)
LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, -.6* Player_Size) * angles(Rad(-225), Rad(-6), Rad(45)), 0.2)
end
Cso("147722910", tors, 10, 1)
CameraEnshaking(2, 15)
Effects.Wave.Create(BrickColor.new("Really black"), tors.CFrame * CF(0, -6, 0)
* angles(math.rad(0), math.rad(math.random(0, 180)), math.rad(0)), 550.5, 100.5,
550.5, 200, 20, 200, 0.05)
Effects.Wave.Create(BrickColor.new("Really black"), tors.CFrame * CF(0, -6, 0)
* angles(math.rad(0), math.rad(math.random(0, 180)), math.rad(0)), 550.5, 100.5,
550.5, 200, 20, 200, 0.05)
Effects.Wave.Create(BrickColor.new("Really black"), tors.CFrame * CF(0, -6, 0)
* angles(math.rad(0), math.rad(math.random(0, 180)), math.rad(0)), 550.5, 100.5,
550.5, 200, 20, 200, 0.05)
for i, v in pairs(FindNearestHead(Blobby.CFrame.p, 14.5)) do
if v:FindFirstChild("Head") then
Eviscerate(v)
end
end
for i = 0, 2.6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 1 +
0.1* Player_Size * Cos(sine / 20)) * angles(Rad(75), Rad(0), Rad(0)), 0.2)
tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(45 - 7.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.2)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9* Player_Size - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(-45)), 0.2)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9* Player_Size - 0.1 * Cos(sine
/ 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(45)), 0.2)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, -.6* Player_Size) * angles(Rad(-325), Rad(-.6), Rad(-45)), 0.2)
LW.C0 = clerp(LW.C0, CF(-1* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, -.6* Player_Size) * angles(Rad(-325), Rad(-6), Rad(45)), 0.2)
end
Weld.C0 = CFrame.Angles(Rad(-86),0,0)
attack = false
end
function BANN()
attack = true
M2.Scale = Vector3.new(50, 50, 50)
for i = 0, 4.6, 0.1 do
swait()
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 1 +
0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(-60)), 0.2)
tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(-7.5 * Sin(sine / 30)), Rad(0), Rad(60)), 0.2)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9* Player_Size - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(84), Rad(0)) *
angles(Rad(-16.5), Rad(0), Rad(-20)), 0.2)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9* Player_Size - 0.1 * Cos(sine
/ 20)* Player_Size, -.6* Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) *
angles(Rad(-16.5), Rad(0), Rad(20)), 0.2)
RW.C0 = clerp(RW.C0, CF(.6* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, -.4* Player_Size) * angles(Rad(160), Rad(-.6), Rad(13)), 0.2)
LW.C0 = clerp(LW.C0, CF(-.8* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, -.4* Player_Size) * angles(Rad(156), Rad(-.6), Rad(45)), 0.2)
end
Cso("147722910", char, 100000000000000000000, 10000)
CameraEnshaking(1000, 2500)
Effects.Wave.Create(BrickColor.new("Gold"), tors.CFrame * CF(0, -5, 0) *
angles(math.rad(0), math.rad(math.random(0, 180)), math.rad(0)), 550.5, 100.5,
550.5, 200, 20, 200, 0.05)
Effects.Wave.Create(BrickColor.new("Gold"), tors.CFrame * CF(0, -5, 0) *
angles(math.rad(0), math.rad(math.random(0, 180)), math.rad(0)), 550.5, 100.5,
550.5, 200, 20, 200, 0.05)
Effects.Wave.Create(BrickColor.new("Gold"), tors.CFrame * CF(0, -5, 0) *
angles(math.rad(0), math.rad(math.random(0, 180)), math.rad(0)), 550.5, 100.5,
550.5, 200, 20, 200, 0.05)
Effects.Ring.Create(BrickColor.new("Gold"), root.CFrame * CF(0, -2, 0) *
angles(math.rad(90), math.rad(0), math.rad(0)), 0.5, 0.5, 0.1, 2, 2, 0, 0.04)
Effects.Sphere.Create(BrickColor.new("Gold"), root.CFrame * CF(0, -2, 0), 5, 7,
5, 15, -0.1, 15, 0.04)
Effects.Sphere.Create(BrickColor.new("Gold"), root.CFrame * CF(0, -2, 0), 5, 6,
5, 15, -0.1, 15, 0.02)
Effects.Sphere.Create(BrickColor.new("Gold"), root.CFrame * CF(0, -2, 0), 5, 4,
5, 15, -0.1, 15, 0.01)
for i, v in pairs(FindNearestHead(Blobby.CFrame.p, 19.5)) do
if v:FindFirstChild("Head") then
Eviscerate(v)
end
end
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(-15)), 0.3)
tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) -
1)) * angles(Rad(25 - 7.5 * Sin(sine / 30)), Rad(0), Rad(15)), 0.3)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9* Player_Size - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(-20)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9* Player_Size - 0.1 * Cos(sine
/ 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1* Player_Size, 0.3 + 0.02 * Sin(sine / 20)*
Player_Size, -.6* Player_Size) * angles(Rad(5), Rad(-.6), Rad(-25)), 0.3)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)*
Player_Size, 0* Player_Size) * angles(Rad(15), Rad(-6), Rad(-25 - 4.5 * Sin(sine /
20))), 0.3)
end
M2.Scale = Vector3.new(1, 1, 1)
attack = false
end
-------------------------------------------------------
--End Attacks N Stuff--
-------------------------------------------------------
mouse.KeyDown:connect(function(key)
if string.byte(key) == 48 then
Swing = 2
hum.WalkSpeed = 38.82
end
end)
mouse.KeyUp:connect(function(key)
if string.byte(key) == 48 then
Swing = 1
hum.WalkSpeed = 50
end
end)
mouse.KeyDown:connect(function(key)
if attack == false then
if key == 'e' then
BigBan()
elseif key == 'r' then
BANN()
elseif key == 't' then
Cso("1450018171", hed, 10, 1)
end
end
end)
mouse.Button1Down:connect(function(key)
if attack == false then
Ban()
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, char)
if equipped == true or equipped == false then
if attack == false then
idle = idle + 1
else
idle = 0
end
--Aura(5, 0.15, "Add", root.CFrame * CFrame.new(math.random(-5, 5), -10,
math.random(-5, 5)) * CFrame.Angles(math.rad(90), 0, 0), 1.5, 1.5, 10, -0.015,
maincolor, 0, "Sphere")
if 1 < root.Velocity.y and hitfloor == nil then
Anim = "Jump"
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)), 0.15)
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)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -.2 - 0.1 * Cos(sine / 20)*
Player_Size, -.3* Player_Size) * RHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -.9 - 0.1 * Cos(sine /
20), -.5* Player_Size) * LHCF * angles(Rad(-2.5), Rad(0), Rad(0)), 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(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 -1 > root.Velocity.y and hitfloor == nil then
Anim = "Fall"
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(24), Rad(0),
Rad(0)), 0.15)
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)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -1 - 0.1 * Cos(sine / 20)*
Player_Size, -.3* Player_Size) * RHCF * angles(Rad(-3.5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -.8 - 0.1 * Cos(sine /
20)* Player_Size, -.3* Player_Size) * LHCF * angles(Rad(-3.5), Rad(0), Rad(0)),
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(-.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(55), Rad(-.6), Rad(-45 - 4.5 *
Sin(sine / 20))), 0.1)
end
elseif torvel < 1 and hitfloor ~= nil then
Anim = "Idle"
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), Rad(0),
Rad(0)), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(-7.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.9* Player_Size - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(0)), 0.15)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.9* Player_Size - 0.1 *
Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-84), Rad(0)) *
angles(Rad(-6.5), Rad(0), Rad(0)), 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(190), Rad(-.6), Rad(13)), 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(15), Rad(-6), Rad(-25 - 4.5 *
Sin(sine / 20))), 0.1)
end
elseif torvel > 2 and torvel < 25 and hitfloor ~= nil then
Anim = "Walk"
change = 1
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0*
Player_Size, -0.175 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7* Player_Size)
* angles(Rad(3 - 2.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(8 *
Cos(sine / 7))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(6 - 6.5 * Sin(sine / 7)), Rad(0), Rad(0) -
hed.RotVelocity.Y / 15), 0.3)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.8* Player_Size - 0.5 *
Cos(sine / 7) / 2* Player_Size, 0.6 * Cos(sine / 7) / 2* Player_Size) *
angles(Rad(-10 - 25 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) /
2.5, Rad(90 - 10 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / 7)),
Rad(0), Rad(0)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.8* Player_Size + 0.5 *
Cos(sine / 7) / 2* Player_Size, -0.6 * Cos(sine / 7) / 2* Player_Size) *
angles(Rad(-10 + 25 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 + Sin(sine / 7) / 2.5,
Rad(-90 - 10 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / 7)), Rad(0),
Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.05 * Sin(sine /
7)* Player_Size, 0* Player_Size) * angles(Rad(190) , Rad(8 * Cos(sine / 7)),
Rad(13) - ra.RotVelocity.Y / 75), 0.1)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine /
7)* Player_Size, 0* Player_Size) * angles(Rad(-37) * Cos(sine / 7) , Rad(8 *
Cos(sine / 7)) , Rad(-6) + la.RotVelocity.Y / 75), 0.1)
end
elseif torvel >= 25 and hitfloor ~= nil then
Anim = "Sprint"
change = 1.35
if attack == false then
rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size,
-0.175 + 0.025 * Cos(sine / 3.5) + -Sin(sine / 3.5) / 7* Player_Size) *
angles(Rad(26 - 4.5 * Cos(sine / 3.5)), Rad(0) - root.RotVelocity.Y / 75, Rad(15 *
Cos(sine / 7))), 0.15)
tors.Neck.C0 = clerp(tors.Neck.C0, necko* CF(0, 0, 0 + ((1*
Player_Size) - 1)) * angles(Rad(-45 - 2.5 * Sin(sine / 20)), Rad(0), Rad(0) -
hed.RotVelocity.Y / 15), 0.3)
RH.C0 = clerp(RH.C0, CF(1* Player_Size, -0.925* Player_Size - 0.5*
Player_Size * Cos(sine / 7) / 2* Player_Size, 0.7 * Cos(sine / 7) / 2* Player_Size)
* angles(Rad(-15 - 55 * Cos(sine / 7)) - rl.RotVelocity.Y / 75 + -Sin(sine / 7) /
2.5, Rad(90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 + 0.1 * Cos(sine / 7)),
Rad(0), Rad(0)), 0.3)
LH.C0 = clerp(LH.C0, CF(-1* Player_Size, -0.925* Player_Size + 0.5*
Player_Size * Cos(sine / 7) / 2* Player_Size, -0.7 * Cos(sine / 7) / 2*
Player_Size) * angles(Rad(-15 + 55 * Cos(sine / 7)) + ll.RotVelocity.Y / 75 +
Sin(sine / 7) / 2.5, Rad(-90 - 0.1 * Cos(sine / 7)), Rad(0)) * angles(Rad(0 - 0.1 *
Cos(sine / 7)), Rad(0), Rad(0)), 0.3)
RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 30)*
Player_Size, 0.34 * Cos(sine / 7* Player_Size)) * angles(Rad(215) , Rad(8 *
Cos(sine / 7)), Rad(13) - ra.RotVelocity.Y / 75), 0.15)
LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.05 * Sin(sine / 30)*
Player_Size, -0.34 * Cos(sine / 7* Player_Size)) * angles(Rad(-75) , Rad(8 *
Cos(sine / 7)) , Rad(-13) + la.RotVelocity.Y / 75), 0.15)
end
end
end
Music.SoundId = "rbxassetid://"..SONG
Music.Looped = true
Music.Pitch = 1
Music.Volume = 1.5
Music.Parent = tors
Music:Resume()
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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