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The document is a script for a Roblox game that initializes various player and character components, including sounds and visual elements. It includes functions for creating meshes, parts, and animations, as well as handling game mechanics like raycasting and quaternion calculations. Additionally, it sets up a custom heartbeat system for smoother animations and interactions within the game environment.
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0% found this document useful (0 votes)
31 views50 pages

Message

The document is a script for a Roblox game that initializes various player and character components, including sounds and visual elements. It includes functions for creating meshes, parts, and animations, as well as handling game mechanics like raycasting and quaternion calculations. Additionally, it sets up a custom heartbeat system for smoother animations and interactions within 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
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--//====================================================\\--

--|| CREATED BY SHACKLUSTER


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

wait(0.2)

Player = game:GetService("Players").LocalPlayer
PlayerGui = Player.PlayerGui
Cam = workspace.CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:GetMouse()
RootPart = Character["HumanoidRootPart"]
Torso = Character["Torso"]
Head = Character["Head"]
RightArm = Character["Right Arm"]
LeftArm = Character["Left Arm"]
RightLeg = Character["Right Leg"]
LeftLeg = Character["Left Leg"]
RootJoint = RootPart["RootJoint"]
Neck = Torso["Neck"]
RightShoulder = Torso["Right Shoulder"]
LeftShoulder = Torso["Left Shoulder"]
RightHip = Torso["Right Hip"]
LeftHip = Torso["Left Hip"]
local sick = Instance.new("Sound",Character)
sick.SoundId = "rbxassetid://183142252"
sick.Looped = true
sick.Pitch = 1
sick.Volume = 5
sick:Play()
Humanoid.DisplayDistanceType = "None"

local naeeym2 = Instance.new("BillboardGui",Character)


naeeym2.AlwaysOnTop = true
naeeym2.Size = UDim2.new(5,35,2,35)
naeeym2.StudsOffset = Vector3.new(0,3,0)
naeeym2.Adornee = Character.Head
naeeym2.Name = "Name"
naeeym2.PlayerToHideFrom = Player
local tecks2 = Instance.new("TextLabel",naeeym2)
tecks2.BackgroundTransparency = 1
tecks2.TextScaled = true
tecks2.BorderSizePixel = 0
tecks2.Text = "Ali"
tecks2.Font = "SourceSansBold"
tecks2.TextSize = 30
tecks2.TextStrokeTransparency = 0
tecks2.TextColor3 = BrickColor.new("Really red").Color
tecks2.TextStrokeColor3 = BrickColor.new("Really Red").Color
tecks2.Size = UDim2.new(1,0,0.5,0)
tecks2.Parent = naeeym2

IT = Instance.new
CF = CFrame.new
VT = Vector3.new
RAD = math.rad
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
ANGLES = CFrame.Angles
EULER = CFrame.fromEulerAnglesXYZ
COS = math.cos
ACOS = math.acos
SIN = math.sin
ASIN = math.asin
ABS = math.abs
MRANDOM = math.random
FLOOR = math.floor

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


local NEWMESH = IT(MESH)
if MESH == "SpecialMesh" then
NEWMESH.MeshType = MESHTYPE
if MESHID ~= "nil" and MESHID ~= "" then
NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
end
if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
end
end
NEWMESH.Offset = OFFSET or VT(0, 0, 0)
NEWMESH.Scale = SCALE
NEWMESH.Parent = PARENT
return NEWMESH
end

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


BRICKCOLOR, NAME, SIZE, ANCHOR)
local NEWPART = IT("Part")
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide = false
NEWPART.Locked = true
NEWPART.Anchored = true
if ANCHOR == false then
NEWPART.Anchored = false
end
NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:BreakJoints()
NEWPART.Parent = PARENT
return NEWPART
end

--//=================================\\
--|| CUSTOMIZATION
--\\=================================//
Player_Size = 1 --Size of the player.
Animation_Speed = 3
Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)

local Speed = 16
local Effects2 = {}

--//=================================\\
--|| END OF CUSTOMIZATION
--\\=================================//

local function weldBetween(a, b)


local weldd = Instance.new("ManualWeld")
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = CFrame.new()
weldd.C1 = b.CFrame:inverse() * a.CFrame
weldd.Parent = a
return weldd
end

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

local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))


local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
local CHANGEDEFENSE = 0
local CHANGEDAMAGE = 0
local CHANGEMOVEMENT = 0
local ANIM = "Idle"
local ATTACK = false
local EQUIPPED = false
local HOLD = false
local COMBO = 1
local Rooted = false
local SINE = 0
local KEYHOLD = false
local CHANGE = 2 / Animation_Speed
local WALKINGANIM = false
local WALK = 0
local VALUE1 = false
local VALUE2 = false
local POWERLEVEL = 1
local DEATH = false
local ROBLOXIDLEANIMATION = IT("Animation")
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
--ROBLOXIDLEANIMATION.Parent = Humanoid
local WEAPONGUI = IT("ScreenGui", PlayerGui)
WEAPONGUI.Name = "Weapon GUI"
local Weapon = IT("Model")
Weapon.Name = "Adds"
local Effects = IT("Folder", Weapon)
Effects.Name = "Effects"
local ANIMATOR = Humanoid.Animator
local ANIMATE = Character.Animate
local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235",
"199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221",
"263032252", "263033191"}
local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409",
"199149452"}
local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109",
"199149119"}
local HITBLOCKSOUNDS = {"199148933", "199148947"}
local UNANCHOR = true
local LIMITBROKEN = false
local HITFLOOR, HITPOS = nil
local FLIGHT = false

local SKILLTEXTCOLOR = BRICKC("Really red").Color

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

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

ArtificialHB = Instance.new("BindableEvent", script)


ArtificialHB.Name = "ArtificialHB"

script:WaitForChild("ArtificialHB")

frame = Frame_Speed
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
script.ArtificialHB:Fire()

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

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

function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)


return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE),
IGNOREDECENDANTS)
end

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

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

function Swait(NUMBER)
if NUMBER == 0 or NUMBER == nil then
ArtificialHB.Event:wait()
else
for i = 1, NUMBER do
ArtificialHB.Event:wait()
end
end
end

function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 =
cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = 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 m11 > m00 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 >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = ACOS(cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((1 - t) * theta) * invSinTheta
finishInterp = SIN(t * theta) * invSinTheta
else
startInterp = 1 - t
finishInterp = t
end
else
if (1 + cosTheta) > 0.0001 then
local theta = ACOS(-cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((t - 1) * theta) * invSinTheta
finishInterp = SIN(t * theta) * invSinTheta
else
startInterp = t - 1
finishInterp = t
end
end
return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] *
finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] *
finishInterp
end

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

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


BORDERCOLOR, NAME)
local frame = IT("Frame")
frame.BackgroundTransparency = TRANSPARENCY
frame.BorderSizePixel = BORDERSIZEPIXEL
frame.Position = POSITION
frame.Size = SIZE
frame.BackgroundColor3 = COLOR
frame.BorderColor3 = BORDERCOLOR
frame.Name = NAME
frame.Parent = PARENT
return frame
end

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


BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
local label = IT("TextLabel")
label.BackgroundTransparency = 1
label.Size = UD2(1, 0, 1, 0)
label.Position = UD2(0, 0, 0, 0)
label.TextColor3 = TEXTCOLOR
label.TextStrokeTransparency = STROKETRANSPARENCY
label.TextTransparency = TRANSPARENCY
label.FontSize = TEXTFONTSIZE
label.Font = TEXTFONT
label.BorderSizePixel = BORDERSIZEPIXEL
label.TextScaled = false
label.Text = TEXT
label.Name = NAME
label.Parent = PARENT
return label
end

function NoOutlines(PART)
PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface,
PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
end

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


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

local SOUND = IT("Sound")

function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)


local NEWSOUND = nil
coroutine.resume(coroutine.create(function()
NEWSOUND = SOUND:Clone()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
--Swait()
NEWSOUND:play()
if DOESLOOP == false then
repeat Swait() until NEWSOUND.Playing == false
NEWSOUND:remove()
elseif DOESLOOP == true then
NEWSOUND.Looped = true
end
end))
return NEWSOUND
end

function CFrameFromTopBack(at, top, back)


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

function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect",
VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
mesh.MeshType = "FileMesh"
mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
mesh.Scale = SIZE
mesh.Offset = VT(0,0,-SIZE.X/8)
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale + GROW
mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
if DOESROT == true then
wave.CFrame = wave.CFrame *
CFrame.fromEulerAnglesXYZ(0,ROT,0)
end
wave.Transparency = wave.Transparency + (0.5/WAIT)
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end

function CreateRing(SIZE,DOESROT,ROT,WAIT,CFRAME,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect",
VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
mesh.MeshType = "FileMesh"
mesh.MeshId = "http://www.roblox.com/asset/?id=3270017"
mesh.Scale = SIZE
mesh.Offset = VT(0,0,0)
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale + GROW
if DOESROT == true then
wave.CFrame = wave.CFrame *
CFrame.fromEulerAnglesXYZ(0,ROT,0)
end
wave.Transparency = wave.Transparency + (0.5/WAIT)
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end

function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect",
VT(1,1,1), true)
local mesh = IT("SpecialMesh",wave)
mesh.MeshType = "Sphere"
mesh.Scale = SIZE
mesh.Offset = VT(0,0,0)
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale + GROW
wave.Transparency = wave.Transparency + (1/WAIT)
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end

function CreateDebreeRing(FLOOR,POSITION,SIZE,BLOCKSIZE,SWAIT)
if FLOOR ~= nil then
coroutine.resume(coroutine.create(function()
local PART = CreatePart(3, Effects, "Plastic", 0, 1, "Really
red", "DebreeCenter", VT(0,0,0))
PART.CFrame = CF(POSITION)
for i = 1, 45 do
local RingPiece = CreatePart(3, Effects, "Plastic", 0, 0,
"Really red", "DebreePart", BLOCKSIZE)
RingPiece.Material = FLOOR.Material
RingPiece.Color = FLOOR.Color
RingPiece.CFrame = PART.CFrame * ANGLES(RAD(0), RAD(i*8),
RAD(0)) * CF(SIZE*4, 0, 0) * ANGLES(RAD(MRANDOM(-360,360)),RAD(MRANDOM(-
360,360)),RAD(MRANDOM(-360,360)))
Debris:AddItem(RingPiece,SWAIT)
end
PART:remove()
end))
end
end

function Slice(SIZE,WAIT,CFRAME,COLOR,GROW)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect",
VT(1,1,1), true)
local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "",
VT(0,SIZE/10,SIZE/10), VT(0,0,0))
wave.CFrame = CFRAME
coroutine.resume(coroutine.create(function(PART)
for i = 1, WAIT do
Swait()
mesh.Scale = mesh.Scale * GROW
wave.Transparency = wave.Transparency + (0.5/WAIT)
if wave.Transparency > 0.99 then
wave:remove()
end
end
end))
end

function CreateFlyingDebree(FLOOR,POSITION,AMOUNT,BLOCKSIZE,SWAIT,STRENGTH)
if FLOOR ~= nil then
for i = 1, AMOUNT do
local DEBREE = CreatePart(3, Effects, "Neon", 0, 0, "Really red",
"Debree", BLOCKSIZE, false)
DEBREE.Material = FLOOR.Material
DEBREE.Color = FLOOR.Color
DEBREE.CFrame = POSITION * ANGLES(RAD(MRANDOM(-
360,360)),RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360)))
DEBREE.Velocity = VT(MRANDOM(-
STRENGTH,STRENGTH),STRENGTH,MRANDOM(-STRENGTH,STRENGTH))
coroutine.resume(coroutine.create(function()
Swait(15)
DEBREE.Parent = workspace
DEBREE.CanCollide = true
Debris:AddItem(DEBREE,SWAIT)
end))
end
end
end

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

function CheckTableForString(Table, String)


for i, v in pairs(Table) do
if string.find(string.lower(String), string.lower(v)) then
return true
end
end
return false
end

function CheckIntangible(Hit)
local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail",
"Lightning", "Bullet"}
if Hit and Hit.Parent then
if ((not Hit.CanCollide or CheckTableForString(ProjectileNames,
Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
return true
end
end
return false
end

Debris = game:GetService("Debris")

function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)


local Direction = CFrame.new(StartPos, Vec).lookVector
local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
local RayHit, RayPos, RayNormal =
game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos,
Direction * Length), Ignore)
if RayHit and CheckIntangible(RayHit) then
if DelayIfHit then
wait()
end
RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec,
(Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
end
return RayHit, RayPos, RayNormal
end

function turnto(position)

RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,posi
tion.Z)) * CFrame.new(0, 0, 0)
end

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

function particles(art)
local EyeSizes={
NumberSequenceKeypoint.new(0,1,0),
NumberSequenceKeypoint.new(1,1,0)
}
local EyeTrans={
NumberSequenceKeypoint.new(0,0.8,0),
NumberSequenceKeypoint.new(1,1,0)
}
local PE=Instance.new("ParticleEmitter",art)
PE.LightEmission=.8
PE.Color = ColorSequence.new(BRICKC("Really red").Color)
PE.Size=NumberSequence.new(EyeSizes)
PE.Transparency=NumberSequence.new(EyeTrans)
PE.Lifetime=NumberRange.new(0.35,0.35,0.35)
PE.Rotation=NumberRange.new(0,360)
PE.Rate=999
PE.VelocitySpread = 10000
PE.Acceleration = Vector3.new(0,75,0)
PE.Drag = 5
PE.Speed = NumberRange.new(0,0,0)
PE.Texture="http://www.roblox.com/asset/?id=341277531"
PE.ZOffset = -1.5
PE.Name = "PE"
end

Weapon.Parent = Character

Humanoid.Died:connect(function()
ATTACK = true
DEATH = true
end)

local SKILL1FRAME = CreateFrame(WEAPONGUI, 0.5, 2, UD2(0.13, 0, 0.80, 0), UD2(0.26,


0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 1 Frame")
local SKILL2FRAME = CreateFrame(WEAPONGUI, 0.5, 2, UD2(0.60, 0, 0.80, 0), UD2(0.26,
0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 2 Frame")
local SKILL3FRAME = CreateFrame(WEAPONGUI, 0.5, 2, UD2(0.23, 0, 0.93, 0), UD2(0.26,
0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 3 Frame")
local SKILL4FRAME = CreateFrame(WEAPONGUI, 0.5, 2, UD2(0.50, 0, 0.93, 0), UD2(0.26,
0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 4 Frame")
local SKILL5FRAME = CreateFrame(WEAPONGUI, 0.5, 2, UD2(0.365, 0, 0.7, 0), UD2(0.26,
0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 5 Frame")
local SKILL6FRAME = CreateFrame(WEAPONGUI, 0.5, 2, UD2(0.365, 0, 0.1, 0), UD2(0.26,
0, 0.07, 0), C3(0,0,0), C3(0, 0, 0), "Skill 6 Frame")

local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Warp", SKILLTEXTCOLOR, 7,


"Garamond", 0, 2, 1, "Text 1")
local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[B] Rival Smash", SKILLTEXTCOLOR, 7,
"Garamond", 0, 2, 1, "Text 2")
local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Chunk chuck", SKILLTEXTCOLOR, 7,
"Garamond", 0, 2, 1, "Text 3")
local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Boost", SKILLTEXTCOLOR, 7,
"Garamond", 0, 2, 1, "Text 4")
local SKILL5TEXT = CreateLabel(SKILL5FRAME, "[X] X-Event", SKILLTEXTCOLOR, 7,
"Garamond", 0, 2, 1, "Text 5")
local SKILL6TEXT = CreateLabel(SKILL6FRAME, "Power level: ["..POWERLEVEL.."]",
SKILLTEXTCOLOR, 7, "Garamond", 0, 2, 1, "Text 6")

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

function killnearest(position,range,maxstrength)
for i,v in ipairs(workspace:GetChildren()) do
if v.ClassName == "Model" then
local body = v:GetChildren()
for part = 1, #body do
if((body[part].ClassName == "Part" or body[part].ClassName
== "MeshPart") and v ~= Character) then
if(body[part].Position - position).Magnitude < range
then
if v.ClassName == "Model" then
v:BreakJoints()
end
--table.insert(Effects2,
{body[part],"Disappear",0.02,2,2,2,2})
body[part].Velocity =
CFrame.new(position,body[part].Position).lookVector*5*maxstrength
end
end
end
end
end
end

--//=================================\\
--|| ATTACK FUNCTIONS AND STUFF
--\\=================================//

Humanoid.HealthChanged:connect(function()
if DEATH == false then
if Humanoid.Health ~= "inf" then
Humanoid.Health = "inf"
CreateSound("907330011", Torso, 10, 1)
end
if Humanoid.MaxHealth ~= "inf" then
Humanoid.MaxHealth = "inf"
end
end
end)

function VanishPlayer()
tecks2.TextTransparency = 1
tecks2.TextStrokeTransparency = 1
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" then
c.Transparency = 1
if c:FindFirstChildOfClass("Decal") then
c:FindFirstChildOfClass("Decal").Transparency = 1
end
if c:FindFirstChildOfClass("ParticleEmitter") then
c:FindFirstChildOfClass("ParticleEmitter").Enabled = false
end
elseif c.ClassName == "Accessory" then
c.Handle.Transparency = 1
if c.Handle:FindFirstChildOfClass("ParticleEmitter") then
c.Handle:FindFirstChildOfClass("ParticleEmitter").Enabled =
false
end
end
end
end

function Reappear()
tecks2.TextTransparency = 0
tecks2.TextStrokeTransparency = 0
for _, c in pairs(Character:GetChildren()) do
if c.ClassName == "Part" and c.Name ~= "HumanoidRootPart" then
c.Transparency = 0
if c:FindFirstChildOfClass("Decal") then
c:FindFirstChildOfClass("Decal").Transparency = 0
end
if c:FindFirstChildOfClass("ParticleEmitter") then
c:FindFirstChildOfClass("ParticleEmitter").Enabled = true
end
elseif c.ClassName == "Accessory" then
c.Handle.Transparency = 0
if c.Handle:FindFirstChildOfClass("ParticleEmitter") then
c.Handle:FindFirstChildOfClass("ParticleEmitter").Enabled =
true
end
end
end
end

function Warp()
ATTACK = true
Rooted = true
for i = 1, 50 do
Swait()

CreateRing(VT(0,0,0),false,0,5,RootPart.CFrame*ANGLES(RAD(0),RAD(90),RAD(0)),"Insti
tutional white",VT(i/3,i/3,0))

CreateRing(VT(0,0,0),false,0,5,RootPart.CFrame*ANGLES(RAD(0),RAD(0),RAD(0)),"Instit
utional white",VT(i/3,i/3,0))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.3 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0 - 2.5 * SIN(SINE / 12))), 3 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0 + 2.5 * SIN(SINE / 12))), 3 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0, -0.5) *
ANGLES(RAD(140 + 2.5 * SIN(SINE / 12)), RAD(15), RAD(0)) * RIGHTSHOULDERC0, 3 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0, -0.5) *
ANGLES(RAD(140 + 2.5 * SIN(SINE / 12)), RAD(-15), RAD(0)) * LEFTSHOULDERC0, 3 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -
0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25 - 2.5 *
SIN(SINE / 12))), 3 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -
0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-45 - 2.5 *
SIN(SINE / 12))), 3 / Animation_Speed)
end
if VALUE2 == false then
VALUE2 = true
elseif VALUE2 == true then
VALUE2 = false
end
ATTACK = false
Rooted = false
end

function RivalingOverthrower()
if HITFLOOR ~= nil then
if Mouse.Target.Parent ~= Character and Mouse.Target.Parent.Parent ~=
Character and Mouse.Target.Parent:FindFirstChildOfClass("Humanoid") ~= nil then
local HITBODY = Mouse.Target.Parent
local TORS = HITBODY:FindFirstChild("Torso") or
HITBODY:FindFirstChild("UpperTorso")
local HUMAN =
Mouse.Target.Parent:FindFirstChildOfClass("Humanoid")
if TORS ~= nil and HUMAN ~= nil then
ATTACK = true
Rooted = true
TORS.Anchored = true
RootPart.CFrame = TORS.CFrame * CF(0,0,4)
HITFLOOR, HITPOS = Raycast(TORS.Position,
(CF(TORS.Position, TORS.Position + VT(0, -1, 0))).lookVector, 4 * TORS.Size.Y/2,
HITBODY)
local FLOOR = HITFLOOR
local POS = HITPOS
print(FLOOR)
UNANCHOR = false
RootPart.Anchored = true
CreateSound("1295446488", Torso, 10, 1)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0
+ 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 *
COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0),
RAD(0)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 *
COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0),
RAD(0)), 2 / Animation_Speed)
end
local TAUNTS = {"907329532","907333294","907329893"}
CreateSound(TAUNTS[MRANDOM(1,#TAUNTS)], Torso, 10, 1)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0
+ 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(45)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(90), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 *
COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0),
RAD(0)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 *
COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0),
RAD(0)), 2 / Animation_Speed)
end
RootPart.CFrame = TORS.CFrame * CF(0,0,2)
CreateSound("260411131", TORS, 10, 1)
TORS.Anchored = false
local WELD = CreateWeldOrSnapOrMotor("Weld", TORS,
RightArm, TORS, CF(0,-1,-0.5) * ANGLES(RAD(-90), RAD(0), RAD(0)), CF(0, 0, 0))
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0
+ 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(45)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(150), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 *
COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0),
RAD(0)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 *
COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0),
RAD(0)), 2 / Animation_Speed)
end
for i=0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0,
-1.2) * ANGLES(RAD(65), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -1) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.3, -1) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 /
Animation_Speed)
end
for i = 1, 15 do

CreateRing(VT(0,0,0),false,0,25,CF(TORS.Position+VT(0,-
3,0))*ANGLES(RAD(90),RAD(0),RAD(0)),"Institutional white",VT(i/5,i/5,0))
end
WELD:remove()
local grav = Instance.new("BodyPosition",TORS)
grav.P = 20000
grav.D = 100
grav.maxForce = Vector3.new(math.huge,math.huge,math.huge)
grav.position = TORS.Position + VT(0,50,0)
grav.Name = "GravityForce"
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0
+ 0.05 * COS(SINE / 12)) * ANGLES(RAD(-25), RAD(0), RAD(45)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) -
1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(150), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 *
COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0),
RAD(-25)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 *
COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0),
RAD(25)), 2 / Animation_Speed)
end
for i=0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0,
-1.2) * ANGLES(RAD(65), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -1) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.3, -1) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 /
Animation_Speed)
end
CreateSound("1295446488", Torso, 10, 1)
CreateWave(VT(0,0,0),15,CF(HITPOS),true,2,"Really
red",VT(1,0.1,1))
RootPart.CFrame = CF(TORS.Position)*CF(0,0,5)
for i=0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0,
0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1)
- 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 2 /
Animation_Speed)
end
VanishPlayer()
for i = 1, 50+(25*POWERLEVEL) do
Swait()

CreateRing(VT(0,0,0),false,0,25,TORS.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Institutional
white",VT(POWERLEVEL/3,POWERLEVEL/3,0))

CreateSound(HITWEAPONSOUNDS[MRANDOM(1,#HITWEAPONSOUNDS)], TORS, 10, 1)


local CFRAME = CF(TORS.Position)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)))
MagicSphere(VT(0,0,0),15,CFRAME,"Really
red",VT(0.1,0.1,POWERLEVEL*5))
MagicSphere(VT(0.1,0.1,0.1),15,CFRAME,"Really
red",VT(0.1,0.1,POWERLEVEL*5))
end
RootPart.CFrame = CF(TORS.Position)*CF(0,15,1)
Reappear()
for i=0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0,
-1.2) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5,
0.5, -0.5) * ANGLES(RAD(160), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.2 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, -0.5) * ANGLES(RAD(160), RAD(0), RAD(20)) * LEFTSHOULDERC0, 0.2 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
end
for i = 1, 15 do

CreateRing(VT(0,0,0),false,0,25,CF(TORS.Position+VT(0,3,0))*ANGLES(RAD(90),RAD(0),R
AD(0)),"Institutional white",VT(i/5,i/5,0))
end
RootPart.CFrame = CF(TORS.Position)*CF(0,5,1)
grav.Position = POS

CreateDebreeRing(FLOOR,POS,6*POWERLEVEL,VT(6,6,6)*POWERLEVEL,10)

CreateFlyingDebree(FLOOR,CF(POS),25,VT(4,4,4)*POWERLEVEL,10,50*POWERLEVEL)
CreateSound("289842971", TORS, 3, 1)
MagicSphere(VT(0,0,0),35,CF(POS),"Really
red",VT(POWERLEVEL/2,POWERLEVEL/2,POWERLEVEL/2))
MagicSphere(VT(0.1,0.1,0.1),35,CF(POS),"Really
red",VT(POWERLEVEL/2,POWERLEVEL/2,POWERLEVEL/2))
killnearest(POS,POWERLEVEL*10,5)
if POWERLEVEL > 3 then
MagicSphere(VT(0.1,500,0.1),15,CF(POS),"Institutional
white",VT(POWERLEVEL,0,POWERLEVEL))
end
CreateWave(VT(0,0,0),15,CF(POS),true,2,"Really
black",VT(POWERLEVEL*2,0.1,POWERLEVEL*2))
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0,
-1.2) * ANGLES(RAD(45), RAD(0), RAD(0)), 3 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 3 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5,
-1) * ANGLES(RAD(25), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 3 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5,
-1) * ANGLES(RAD(25), RAD(0), RAD(20)) * LEFTSHOULDERC0, 3 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 3 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 3 /
Animation_Speed)
end
HITBODY:BreakJoints()
grav:remove()
ATTACK = false
Rooted = false
UNANCHOR = true
RootPart.Anchored = false
if POWERLEVEL > 1 then
POWERLEVEL = POWERLEVEL - 1
end
end
end
end
end

function ChunkChuck()
if HITFLOOR ~= nil then
ATTACK = true
Rooted = true
CreateSound("305685800", Head, 10, 1)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)),
2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 /
Animation_Speed)
end
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, -0.75, -0.75 +
0.05 * COS(SINE / 12)) * ANGLES(RAD(65), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1, 0.5, -1) *
ANGLES(RAD(65), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1, 0.5, -1) *
ANGLES(RAD(65), RAD(0), RAD(0)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(65)), 2
/ Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-65)), 2 /
Animation_Speed)
end
CreateDebreeRing(HITFLOOR,HITPOS,3*POWERLEVEL,VT(2,2,2)*POWERLEVEL,3)

CreateFlyingDebree(HITFLOOR,CF(HITPOS),25,VT(2,2,2)*POWERLEVEL,3,50*POWERLEVEL)
local CHUNK = CreatePart(3, Effects, "Neon", 0, 0, "Peal", "Debree",
VT(5,5,5)*POWERLEVEL/1.5)
CHUNK.Color = HITFLOOR.Color
CHUNK.Material = HITFLOOR.Material
CHUNK.CFrame = Torso.CFrame*CF(0,0,-3*POWERLEVEL)
CreateSound("260411131", CHUNK, 10, 1)
CreateSound("289842971", Torso, 3, 1)
repeat
Swait()
CHUNK.CFrame = Torso.CFrame*CF(0,2+(2*POWERLEVEL),0)
turnto(Mouse.Hit.p)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(170), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(170), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)),
2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
until HOLD == true
for i=0, 1, 0.1 / Animation_Speed do
Swait()
CHUNK.CFrame = Torso.CFrame*CF(0,2+(2*POWERLEVEL),0)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(170), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(170), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)),
2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 /
Animation_Speed)
end
CHUNK.CanCollide = true
CHUNK.Anchored = false
CHUNK.CFrame = RootPart.CFrame*CF(0,0,-1*POWERLEVEL)
for i = 1, 25 do
CreateRing(VT(0,0,0),false,0,15,RootPart.CFrame*CF(0,0,-
3)*ANGLES(RAD(0),RAD(0),RAD(0)),"Really
red",VT((POWERLEVEL/3)/i,(POWERLEVEL/3)/i,0))
end
local bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
bv.velocity = RootPart.CFrame.lookVector*400
bv.Parent = CHUNK
local HIT = CHUNK.Touched:Connect(function(hit)
if hit.Parent ~= workspace and hit.Parent ~= Character and
hit.Parent.ClassName == "Model" then
hit.Parent:BreakJoints()
end
end)
CreateSound("138079201", CHUNK, 10, 1)
Debris:AddItem(CHUNK,5)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(115), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(115), RAD(0), RAD(0)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2
/ Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)), 2 /
Animation_Speed)
end
ATTACK = false
Rooted = false
if POWERLEVEL > 1 then
POWERLEVEL = POWERLEVEL - 1
end
end
end

function Boost()
ATTACK = true
Rooted = true
CreateSound("466493476", Torso, 10, MRANDOM(7, 12) / 10)
for i = 1, 50 do
Swait()

CreateRing(VT(0,0,0),false,0,5,RootPart.CFrame*ANGLES(RAD(0),RAD(90),RAD(0)),"Reall
y red",VT(i/5,i/5,0))

CreateRing(VT(0,0,0),false,0,5,RootPart.CFrame*ANGLES(RAD(0),RAD(0),RAD(0)),"Really
red",VT(i/5,i/5,0))
CreateRing(VT(0,0,0),false,0,25,RootPart.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Institutional
white",VT(i/3,i/3,0))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.3 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(25), RAD(0), RAD(0 - 2.5 * SIN(SINE / 12))), 3 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0 + 2.5 * SIN(SINE / 12))), 3 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0, -0.5) *
ANGLES(RAD(140 + 2.5 * SIN(SINE / 12)), RAD(15), RAD(0)) * RIGHTSHOULDERC0, 3 /
Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0, -0.5) *
ANGLES(RAD(140 + 2.5 * SIN(SINE / 12)), RAD(-15), RAD(0)) * LEFTSHOULDERC0, 3 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -
0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25 - 2.5 *
SIN(SINE / 12))), 3 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -
0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-45 - 2.5 *
SIN(SINE / 12))), 3 / Animation_Speed)
end
POWERLEVEL = POWERLEVEL + 1
ATTACK = false
Rooted = false
end

function XEvent()
if HITFLOOR ~= nil then
VALUE2 = false
CreateSound("907332670", Effects, 10, 1)
local POS = HITPOS
local FLOOR = HITFLOOR
local STARTPOS = RootPart.CFrame
ATTACK = true
Rooted = true
for i=0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.2) *
ANGLES(RAD(65), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -1) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.3, -1) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
end
UNANCHOR = false
RootPart.Anchored = true
CreateSound("1295446488", Effects, 10, 1)
RootPart.CFrame = RootPart.CFrame*CF(0,100+(150*POWERLEVEL),0)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(-25), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-45)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)),
2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 /
Animation_Speed)
end
CreateSound("289315275", Effects, 10, 1)
for i=0, 5, 0.1 / Animation_Speed do
Swait()
CreateRing(VT(0,0,0),false,0,25,RootPart.CFrame*CF(0,5,0)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL/1.2,POWERLEVEL/1.2,0))

CreateRing(VT(0,0,0),false,0,25,RootPart.CFrame*CF(0,5,0)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL,POWERLEVEL,0))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(-25), RAD(0), RAD(45)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(150), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)),
2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 /
Animation_Speed)
end
CreateSound("260411131", Effects, 3, 1)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/5,POWERLEVEL/5,0))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/4,POWERLEVEL/4,0))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.75, 0.5, -1) *
ANGLES(RAD(0), RAD(0), RAD(-90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)),
2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 /
Animation_Speed)
end
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/5,POWERLEVEL/5,0))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/4,POWERLEVEL/4,0))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 *
COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(-45 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(170), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)),
2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 /
Animation_Speed)
end
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/4,POWERLEVEL/4,0))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/3,POWERLEVEL/3,0))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(75), RAD(0), RAD(45)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(-15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-45)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, -1) *
ANGLES(RAD(90), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE /
12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)),
2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12),
-0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 /
Animation_Speed)
end
local BURNMARKS = {}
local DEATHRAY1 = CreatePart(3, Effects, "Neon", 0, 0.5, "Really red",
"RAY", VT(0,0,0))
MakeForm(DEATHRAY1,"Cyl")
local DEATHRAY2 = CreatePart(3, Effects, "Neon", 0, 0, "Really red",
"RAY", VT(0,0,0))
MakeForm(DEATHRAY2,"Cyl")
local loopsound = CreateSound("487214658", Effects, 4, 1, true)
local AMOUNT = POWERLEVEL * 25
for i = 1, POWERLEVEL * 50 do
Swait()

MagicSphere(VT(POWERLEVEL,POWERLEVEL,POWERLEVEL)*2,35,RightArm.CFrame*CF(0,-
2,0),"Really red",VT(0,0,0))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/4,POWERLEVEL/4,0))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/3,POWERLEVEL/3,0))
local MARK = CreatePart(3, Effects, "Neon", 0, 0, "Institutional
white", "BurnMark", VT(POWERLEVEL,0,POWERLEVEL)*2)
MARK.CFrame = CF(POS+VT(AMOUNT,0,AMOUNT))
table.insert(BURNMARKS,MARK)
MakeForm(MARK,"Cyl")

CreateRing(VT(0,0,0),false,0,25,CF(POS+VT(AMOUNT,0,AMOUNT))*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL/5,POWERLEVEL/5,0))

CreateRing(VT(0,0,0),false,0,25,CF(POS+VT(AMOUNT,0,AMOUNT))*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL/4,POWERLEVEL/4,0))
local distance = (RightArm.CFrame*CF(0,-2,0).p -
POS+VT(AMOUNT,0,AMOUNT)).magnitude
DEATHRAY1.Size = Vector3.new(POWERLEVEL, distance,
POWERLEVEL)
DEATHRAY1.CFrame = CFrame.new(RightArm.CFrame*CF(0,-
2,0).p,POS+VT(AMOUNT,0,AMOUNT)) * CFrame.new(0, 0, -distance/2) *
ANGLES(RAD(90),RAD(0),RAD(0))
DEATHRAY2.Size = Vector3.new(POWERLEVEL+0.1, distance,
POWERLEVEL+0.1)
DEATHRAY2.CFrame = CFrame.new(RightArm.CFrame*CF(0,-
2,0).p,POS+VT(AMOUNT,0,AMOUNT)) * CFrame.new(0, 0, -distance/2) *
ANGLES(RAD(90),RAD(0),RAD(0))
AMOUNT = AMOUNT - 1
end
local AMOUNT = POWERLEVEL * 25
for i = 1, POWERLEVEL * 50 do
Swait()

MagicSphere(VT(POWERLEVEL,POWERLEVEL,POWERLEVEL)*2,35,RightArm.CFrame*CF(0,-
2,0),"Institutional white",VT(0,0,0))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/4,POWERLEVEL/4,0))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Institutional red",VT(POWERLEVEL/3,POWERLEVEL/3,0))
local MARK = CreatePart(3, Effects, "Neon", 0, 0, "Institutional
white", "BurnMark", VT(POWERLEVEL,0,POWERLEVEL)*2)
MARK.CFrame = CF(POS+VT(AMOUNT,0,-AMOUNT))
table.insert(BURNMARKS,MARK)
MakeForm(MARK,"Cyl")
CreateRing(VT(0,0,0),false,0,25,CF(POS+VT(AMOUNT,0,-
AMOUNT))*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/5,POWERLEVEL/5,0))
CreateRing(VT(0,0,0),false,0,25,CF(POS+VT(AMOUNT,0,-
AMOUNT))*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/4,POWERLEVEL/4,0))
local distance = (RightArm.CFrame*CF(0,-2,0).p -
POS+VT(AMOUNT,0,-AMOUNT)).magnitude
DEATHRAY1.Size = Vector3.new(POWERLEVEL, distance,
POWERLEVEL)
DEATHRAY1.CFrame = CFrame.new(RightArm.CFrame*CF(0,-
2,0).p,POS+VT(AMOUNT,0,-AMOUNT)) * CFrame.new(0, 0, -distance/2) *
ANGLES(RAD(90),RAD(0),RAD(0))
DEATHRAY2.Size = Vector3.new(POWERLEVEL+0.1, distance,
POWERLEVEL+0.1)
DEATHRAY2.CFrame = CFrame.new(RightArm.CFrame*CF(0,-
2,0).p,POS+VT(AMOUNT,0,-AMOUNT)) * CFrame.new(0, 0, -distance/2) *
ANGLES(RAD(90),RAD(0),RAD(0))
AMOUNT = AMOUNT - 1
end
DEATHRAY1:remove()
DEATHRAY2:remove()
loopsound:remove()
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.2) *
ANGLES(RAD(-65), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
end
RootPart.CFrame = STARTPOS
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, -1.2) *
ANGLES(RAD(65), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.3, -1) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.3, -1) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 2 / Animation_Speed)
end
for i = 1, 10+(5*POWERLEVEL) do
Swait()
CreateRing(VT(0,0,0),false,0,5,CF(POS)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL*5,POWERLEVEL*5,0))
CreateRing(VT(0,0,0),false,0,5,CF(POS)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL*15,POWERLEVEL*15,0))
end
local SOUND = CreateSound("314970772", Effects, 10, 1)
CreateSound("414517163", Effects, 10, 1)
IT("EchoSoundEffect",SOUND)
MagicSphere(VT(0,0,0),35,CF(POS),"Institutional
white",VT(POWERLEVEL,POWERLEVEL,POWERLEVEL))
CreateDebreeRing(FLOOR,POS,25*POWERLEVEL,VT(25,25,25)*POWERLEVEL,3)

CreateFlyingDebree(FLOOR,CF(POS),25,VT(4,4,4)*POWERLEVEL,3,25*POWERLEVEL)
for i = 1, 25 do
Swait()
MagicSphere(VT(0,0,0),15,CF(POS),"Really
black",VT(POWERLEVEL,POWERLEVEL,POWERLEVEL))
CreateRing(VT(0,0,0.1),false,0,45,CF(HITPOS)*ANGLES(RAD(90),RAD(0),RAD(0)),"Institu
tional white",VT(POWERLEVEL*2,POWERLEVEL*2,0))
killnearest(POS,POWERLEVEL*100,500)
CreateRing(VT(0,0,0),false,0,15,CF(POS)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL*15,POWERLEVEL*15,0))
CreateRing(VT(0,0,0),false,0,15,CF(POS)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL*25,POWERLEVEL*25,0))
end
for i = 1, 50 do
Swait()
for e=1,#BURNMARKS do
if BURNMARKS[e]~=nil then
local Thing=BURNMARKS[e]
if Thing~=nil then
local Part=Thing
Part.Transparency = Part.Transparency + (1/50)
end
end
end
end
for e=1,#BURNMARKS do
if BURNMARKS[e]~=nil then
local Thing=BURNMARKS[e]
if Thing~=nil then
local Part=Thing
Part:remove()
end
end
end
ATTACK = false
Rooted = false
UNANCHOR = true
RootPart.Anchored = false
POWERLEVEL = 1
end
end

function Taunt()
ATTACK = true
Rooted = true
CreateSound("907330011", Head, 10, 1.1)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE
/ 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, -0.8) *
ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -
0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -
0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
end
for i=0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE
/ 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(75), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -
0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -
0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
end
ATTACK = false
Rooted = false
end

function BreakLimit()
ATTACK = true
Rooted = false
UNANCHOR = false
RootPart.Anchored = true
for i=0, 5, 0.1 / Animation_Speed do
Swait()
RootPart.CFrame = RootPart.CFrame * CF(0,0.2,0)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0 + ((1) - 1))
* ANGLES(RAD(-20), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-
90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 2 / Animation_Speed)
end
CreateSound("1368598393", Effects, 10, 1)
for i=0, 2, 0.1 / Animation_Speed do
Swait()
local CFRAME = CF(Torso.Position)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)))
MagicSphere(VT(0,0,0),15,CFRAME,"Really black",VT(0.1,0.1,5))
MagicSphere(VT(0.1,0.1,0.1),15,CFRAME,"Institutional
white",VT(0.1,0.1,5))
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0 + ((1) - 1))
* ANGLES(RAD(20), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, -1) *
ANGLES(RAD(90), RAD(0), RAD(-75)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.5, -1) *
ANGLES(RAD(90), RAD(0), RAD(75)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 2 / Animation_Speed)
end
CreateSound("1368583274", Effects, 10, 1)
for i=0, 6, 0.1 / Animation_Speed do
Swait()
CreateRing(VT(45,5,0)*2,false,0,45,Torso.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(-1,0,0))
CreateRing(VT(45,5,0)*3,false,0,45,Torso.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(-1,0,0)*3)
local CFRAME = CF(Torso.Position)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)))
MagicSphere(VT(0,0,0),15,CFRAME,"Really red",VT(0.1,0.1,55))
MagicSphere(VT(0,0,0),15,CFRAME,"Really red",VT(2,2,2))
MagicSphere(VT(0.1,0.1,0.1),15,CFRAME,"Really red",VT(0.1,0.1,55))
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0 + ((1) - 1))
* ANGLES(RAD(20), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0.5, -1) *
ANGLES(RAD(90), RAD(0), RAD(-75)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0.5, -1) *
ANGLES(RAD(90), RAD(0), RAD(75)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 2 / Animation_Speed)
end
CreateSound("907329532", Effects, 10, 1.1)
Swait(175)

CreateRing(VT(0,0,0),false,0,45,RootPart.CFrame*ANGLES(RAD(90),RAD(0),RAD(0)),"Real
ly red",VT(7,7,0))
CreateSound("1368605755", Effects, 10, 1)
CreateSound("1368637781", Effects, 10, 1)
MagicSphere(VT(0,0,0),45,Torso.CFrame,"Really red",VT(5,5,5))
LIMITBROKEN = true
for i=0, 1, 0.1 / Animation_Speed do
Swait()
CreateRing(VT(0,0,0),false,0,45,Torso.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(4,4,0))
CreateRing(VT(0,0,0),false,0,45,Torso.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(5,5,0))
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(-
25), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0 + ((1) - 1))
* ANGLES(RAD(-20), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(-60), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-60), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0),
RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-50)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-
90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(50)), 2 / Animation_Speed)
end
UNANCHOR = true
RootPart.Anchored = false
ATTACK = false
Rooted = false
end

-- LIMIT BROKEN

function RivalingOverthrower2()
if Mouse.Target.Parent ~= Character and Mouse.Target.Parent.Parent ~=
Character and Mouse.Target.Parent:FindFirstChildOfClass("Humanoid") ~= nil then
local HITBODY = Mouse.Target.Parent
local TORS = HITBODY:FindFirstChild("Torso") or
HITBODY:FindFirstChild("UpperTorso")
local HUMAN = Mouse.Target.Parent:FindFirstChildOfClass("Humanoid")
if TORS ~= nil and HUMAN ~= nil then
ATTACK = true
Rooted = false
VanishPlayer()
TORS.Anchored = true
RootPart.CFrame = TORS.CFrame*CF(0,5,0)
CreateSound("260411131", RootPart, 3, 1)
for i = 1, 75 do
Swait()

CreateRing(VT(0,0,0),false,0,25,TORS.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL/3,POWERLEVEL/3,0))
CreateSound(HITWEAPONSOUNDS[MRANDOM(1,#HITWEAPONSOUNDS)],
TORS, 10, 1)
local CFRAME = CF(TORS.Position)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)))
MagicSphere(VT(0,0,0),15,CFRAME,"Really
black",VT(0.1,0.1,POWERLEVEL*5))
MagicSphere(VT(0.1,0.1,0.1),15,CFRAME,"Institutional
white",VT(0.1,0.1,POWERLEVEL*5))
TORS.CFrame = TORS.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)))
end
RootPart.CFrame = CF(TORS.Position)*CF(MRANDOM(-
45,45),45,MRANDOM(-45,45))
Reappear()
CreateSound("1368583274", RightArm, 10, 1)
local ORB = CreatePart(3, Effects, "Neon", 0, 0, "Really red",
"Neon", VT(0,0,0))
MakeForm(ORB,"Ball")
ORB.Color = C3(0,0,0)
ORB.CFrame = RightArm.CFrame * CF(0,-2,0)
for i=0, 4, 0.1 / Animation_Speed do
Swait()
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
ORB.Size = ORB.Size + VT(0.03,0.03,0.03)

CreateRing(VT(25,25,0),false,0,25,ORB.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(-1,-1,0))
RootPart.CFrame = CF(RootPart.Position,TORS.Position)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(90)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-90)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0)
* ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
end
for i = 1, 5 do
Swait()
RootPart.CFrame = CF(RootPart.Position,TORS.Position)
ORB.Size = ORB.Size * 0.8
end
local BEAM = CreatePart(3, Effects, "Neon", 0, 0, "Really red",
"Neon", VT(0,25,0))
MakeForm(BEAM,"Ball")
local BEAM2 = CreatePart(3, Effects, "Neon", 0, 0, "Really red",
"Neon", VT(0,1000,0))
MakeForm(BEAM2,"Cyl")
BEAM.CFrame = ORB.CFrame * CF(0,0,10)
ORB.Color = BRICKC("Really red").Color
for i = 1, 5 do
Swait()
CreateRing(VT(0,0,0.1),false,0,10,RightArm.CFrame*CF(0,-
1,0)*ANGLES(RAD(90),RAD(0),RAD(0)),"Really red",VT(2,2,0))
BEAM.CFrame = ORB.CFrame * CF(0,-12.5,0)
BEAM.Size = BEAM.Size + VT(2,0,2)
BEAM2.CFrame = ORB.CFrame * CF(0,-512.5,0)
BEAM2.Size = BEAM2.Size + VT(2,0,2)
RootPart.CFrame = CF(RootPart.Position,TORS.Position)
ORB.Size = ORB.Size * 1.3
end
CreateSound("1368605755", Effects, 10, 1)
HITBODY:BreakJoints()
TORS.Anchored = false
local POS = TORS.Position
for i = 1, 25 do

CreateRing(VT(0,0,0),false,0,25,TORS.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL/3,POWERLEVEL/3,0))

CreateRing(VT(0,0,0),false,0,25,TORS.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL/4,POWERLEVEL/4,0))
end
for i=0, 2, 0.1 / Animation_Speed do
Swait()
killnearest(POS,15,700)
CreateRing(VT(0,0,0.1),false,0,10,RightArm.CFrame*CF(0,-
1,0)*ANGLES(RAD(90),RAD(0),RAD(0)),"Really red",VT(2,2,0))
BEAM.CFrame = ORB.CFrame * CF(0,-12.5,0)
BEAM2.CFrame = ORB.CFrame * CF(0,-512.5,0)
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
RootPart.CFrame = CF(RootPart.Position,POS)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(90)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-90)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0)
* ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
end
for i = 1, 5 do
Swait()
BEAM.CFrame = ORB.CFrame * CF(0,-12.5,0)
BEAM.Size = BEAM.Size - VT(2,0,2)
BEAM2.CFrame = ORB.CFrame * CF(0,-512.5,0)
BEAM2.Size = BEAM2.Size - VT(2,0,2)
RootPart.CFrame = CF(RootPart.Position,TORS.Position)
ORB.Size = ORB.Size * 0.8
end
turnto(POS)
ORB:remove()
BEAM:remove()
BEAM2:remove()
ATTACK = false
Rooted = false
end
end
end

function ChunkChuck2()
if HITFLOOR ~= nil then
ATTACK = true
Rooted = false
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(-25), RAD(0), RAD(45)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(150), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 / Animation_Speed)
end
local DIST = (RootPart.Position - HITPOS).Magnitude
RootPart.CFrame = RootPart.CFrame * CF(0,-(DIST-3),0)
for i=0, 0.1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(90), RAD(0), RAD(90)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-90)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed)
end
CreateDebreeRing(HITFLOOR,HITPOS,15,VT(15,15,15))
CreateFlyingDebree(HITFLOOR,CF(HITPOS),25,VT(2,2,2),3,150)
local CHUNK = CreatePart(3, Effects, "Neon", 0, 0, "Peal", "Debree",
VT(25,25,25))
CHUNK.Color = HITFLOOR.Color
CHUNK.Material = HITFLOOR.Material
CHUNK.CFrame = RootPart.CFrame*CF(0,-25,-0.5)
CreateSound("260411131", CHUNK, 10, 1)
CreateSound("289842971", Torso, 3, 1)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(90), RAD(0), RAD(90)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-90)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed)
end
RootPart.CFrame = RootPart.CFrame * CF(0,(DIST-3),0)
CHUNK.CFrame = Torso.CFrame*CF(0.7,15,0)
repeat
Swait()
RootPart.CFrame = CF(RootPart.Position,Mouse.Hit.p)
CHUNK.CFrame = Torso.CFrame*CF(0.7,15,0)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(-25), RAD(0), RAD(45)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(150), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 / Animation_Speed)
until HOLD == true
for i=0, 1, 0.1 / Animation_Speed do
Swait()
CHUNK.CFrame = Torso.CFrame*CF(0.7,15,0)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(-35), RAD(0), RAD(45)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(180), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 / Animation_Speed)
end
coroutine.resume(coroutine.create(function()
local COLLISION = false
CHUNK.CFrame = RootPart.CFrame
for i = 1, 300 do
CHUNK.CFrame = CHUNK.CFrame * CF(0,0,-5)
killnearest(CHUNK.Position,CHUNK.Size.Z/1.8,15)
local TRAIL = CHUNK:Clone()
TRAIL.CanCollide = false
TRAIL.Transparency = 0.9
TRAIL.Parent = Effects
TRAIL.CFrame = CHUNK.CFrame
coroutine.resume(coroutine.create(function()
for i = 1, 10 do
Swait()
TRAIL.Transparency = TRAIL.Transparency +
(0.1/10)
end
TRAIL:remove()
end))
local HIT = Raycast(CHUNK.Position,
CHUNK.CFrame.lookVector, CHUNK.Size.Z/2, Character)
if HIT ~= nil then
COLLISION = true
break
end
end
CHUNK:remove()
if COLLISION == true then

CreateFlyingDebree(CHUNK,CF(CHUNK.Position),25,VT(10,10,10),3,MRANDOM(150,250))
killnearest(CHUNK.Position,CHUNK.Size.Z,45)
end
end))
turnto(CHUNK.Position)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(15), RAD(0), RAD(45)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-45)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(25), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-25)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(25)), 2 / Animation_Speed)
end
ATTACK = false
Rooted = false
end
end

function XEvent2()
local FLOOR,HITPOS = Raycast(RootPart.Position,
CF(RootPart.Position,RootPart.Position+VT(0,-1,0)).lookVector, 100000, Character)
if FLOOR then
local BURNMARKS = {}
local POS = HITPOS
ATTACK = true
Rooted = false
local AMOUNT = 200
for i=0, 3, 0.1 / Animation_Speed do
Swait()
RootPart.CFrame =
CF(RootPart.Position,POS+VT(AMOUNT,0,AMOUNT))*CF(0,0,2)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(45), RAD(0), RAD(12)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(45), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(45), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) *
ANGLES(RAD(45), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
end
CreateSound("1368583274", Effects, 10, 0.5)
local ORB = CreatePart(3, Effects, "Neon", 0, 0, "Really red", "Neon",
VT(0,0,0))
MakeForm(ORB,"Ball")
ORB.Color = C3(0,0,0)
ORB.CFrame = RightArm.CFrame * CF(0,-2,0)
for i=0, 12, 0.1 / Animation_Speed do
Swait()
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
ORB.Size = ORB.Size + VT(0.03,0.03,0.03)

CreateRing(VT(250,250,0),false,0,25,ORB.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(-10,-
10,0))

CreateRing(VT(250,250,0),false,0,25,ORB.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(-10,-
10,0))
RootPart.CFrame = CF(RootPart.Position,POS+VT(AMOUNT,0,AMOUNT))
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(90)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-90)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed)
end
for i = 1, 50 do
Swait()
ORB.Size = ORB.Size * 0.9
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
end
local BEAM = CreatePart(3, Effects, "Neon", 0, 0, "Really red", "Neon",
VT(0,100,0))
MakeForm(BEAM,"Ball")
local BEAM2 = CreatePart(3, Effects, "Neon", 0, 0, "Really red",
"Neon", VT(0,1000,0))
MakeForm(BEAM2,"Cyl")
BEAM.CFrame = ORB.CFrame * CF(0,0,10)
ORB.Color = BRICKC("Really red").Color
CreateSound("1368598393", Effects, 10, 0.3)
CreateSound("1368605755", Effects, 10, 0.3)
CreateSound("1368637781", Effects, 10, 0.3)
for i = 1, 10 do
local COLOR = C3(0,0,0)
ORB.Size = VT(10,10,10)
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
CreateRing(VT(0,0,0.1),false,0,10,RightArm.CFrame*CF(0,-
1,0)*ANGLES(RAD(90),RAD(0),RAD(0)),"Really red",VT(10,10,0))
CreateRing(VT(0,0,0.1),false,0,10,RightArm.CFrame*CF(0,-
1,0)*ANGLES(RAD(90),RAD(0),RAD(0)),"Really red",VT(20,20,0))
BEAM.CFrame = ORB.CFrame * CF(0,-50-(ORB.Size.Z/3),0)
BEAM.Size = BEAM.Size + VT(4,0,4)
BEAM2.CFrame = ORB.CFrame * CF(0,-550-(ORB.Size.Z/3),0)
BEAM2.Size = BEAM2.Size + VT(4,0,4)
BEAM.Color = COLOR
ORB.Color = COLOR
BEAM2.Color = COLOR
end
for i = 1, 400 do
Swait()
local COLOR = C3(1,1,1)
BEAM.Color = COLOR
ORB.Color = COLOR
BEAM2.Color = COLOR
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
BEAM.CFrame = ORB.CFrame * CF(0,-50-(ORB.Size.Z/3),0)
BEAM2.CFrame = ORB.CFrame * CF(0,-550-(ORB.Size.Z/3),0)
RootPart.CFrame = CF(RootPart.Position,POS+VT(AMOUNT,0,AMOUNT))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/40,POWERLEVEL/40,0))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/30,POWERLEVEL/30,0))
local MARK = CreatePart(3, Effects, "Neon", 0, 0, "Really red",
"BurnMark", VT(15,0,15)*2)
MARK.CFrame = CF(POS+VT(AMOUNT,0,AMOUNT))
table.insert(BURNMARKS,MARK)
MakeForm(MARK,"Cyl")

CreateRing(VT(0,0,0),false,0,25,CF(POS+VT(AMOUNT,0,AMOUNT))*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL/50,POWERLEVEL/50,0))

CreateRing(VT(0,0,0),false,0,25,CF(POS+VT(AMOUNT,0,AMOUNT))*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really
red",VT(POWERLEVEL/40,POWERLEVEL/40,0))
local distance = (RightArm.CFrame*CF(0,-2,0).p -
POS+VT(AMOUNT,0,AMOUNT)).magnitude
AMOUNT = AMOUNT - 1
--
CreateFlyingDebree(FLOOR,CF(POS+VT(AMOUNT,0,AMOUNT)),1,VT(5,5,5),1,150)
end
local AMOUNT = 200
for i = 1, 400 do
Swait()
local COLOR = C3(1,1,1)
BEAM.Color = COLOR
ORB.Color = COLOR
BEAM2.Color = COLOR
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
BEAM.CFrame = ORB.CFrame * CF(0,-50-(ORB.Size.Z/3),0)
BEAM2.CFrame = ORB.CFrame * CF(0,-550-(ORB.Size.Z/3),0)
RootPart.CFrame = CF(RootPart.Position,POS+VT(AMOUNT,0,-AMOUNT))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/40,POWERLEVEL/40,0))
CreateRing(VT(0,0,0),false,0,25,RightArm.CFrame*CF(0,-
1.5,0)*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/30,POWERLEVEL/30,0))
local MARK = CreatePart(3, Effects, "Neon", 0, 0, "Really red",
"BurnMark", VT(15,0,15)*2)
MARK.CFrame = CF(POS+VT(AMOUNT,0,-AMOUNT))
table.insert(BURNMARKS,MARK)
MakeForm(MARK,"Cyl")
CreateRing(VT(0,0,0),false,0,25,CF(POS+VT(AMOUNT,0,-
AMOUNT))*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/50,POWERLEVEL/50,0))
CreateRing(VT(0,0,0),false,0,25,CF(POS+VT(AMOUNT,0,-
AMOUNT))*ANGLES(RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-
180,180))),"Really red",VT(POWERLEVEL/40,POWERLEVEL/40,0))
local distance = (RightArm.CFrame*CF(0,-2,0).p -
POS+VT(AMOUNT,0,-AMOUNT)).magnitude
AMOUNT = AMOUNT - 1
--CreateFlyingDebree(FLOOR,CF(POS+VT(AMOUNT,0,-
AMOUNT)),1,VT(5,5,5),1,150)
end
for i = 1, 40 do
Swait()
local COLOR = C3(0,0,0)
BEAM.CFrame = ORB.CFrame * CF(0,-50-(ORB.Size.Z/3),0)
BEAM.Size = BEAM.Size - VT(2,0,2)
BEAM2.CFrame = ORB.CFrame * CF(0,-550-(ORB.Size.Z/3),0)
BEAM2.Size = BEAM2.Size - VT(2,0,2)
ORB.Size = ORB.Size * 0.9
BEAM.Color = COLOR
ORB.Color = COLOR
BEAM2.Color = COLOR
end
ORB:remove()
BEAM:remove()
BEAM2:remove()
CreateSound("1368583274", Effects, 10, 0.375)
local ORB = CreatePart(3, Effects, "Neon", 0, 0, "Really red", "Neon",
VT(0,0,0))
MakeForm(ORB,"Ball")
ORB.Color = C3(0,0,0)
ORB.CFrame = RightArm.CFrame * CF(0,-2,0)
for i=0, 18, 0.1 / Animation_Speed do
Swait()
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
ORB.Size = ORB.Size + VT(0.03,0.03,0.03)

CreateRing(VT(450,450,0),false,0,45,ORB.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(-10,-
10,0))

CreateRing(VT(450,450,0),false,0,45,ORB.CFrame*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(-10,-
10,0))
RootPart.CFrame = CF(RootPart.Position,POS)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(90)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0), RAD(0), RAD(-90)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(90)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0),
RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 2 / Animation_Speed)
end
for i = 1, 50 do
Swait()
ORB.Size = ORB.Size * 0.9
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
end
local BEAM = CreatePart(3, Effects, "Neon", 0, 0, "Really red", "Neon",
VT(0,100,0))
MakeForm(BEAM,"Ball")
local BEAM2 = CreatePart(3, Effects, "Neon", 0, 0, "Really red",
"Neon", VT(0,1000,0))
MakeForm(BEAM2,"Cyl")
BEAM.CFrame = ORB.CFrame * CF(0,0,10)
ORB.Color = BRICKC("Institutional white").Color
CreateSound("1368598393", Effects, 10, 1)
CreateSound("1368605755", Effects, 10, 1)
CreateSound("1368637781", Effects, 10, 1)
CreateSound("314970772", Effects, 10, 1)
for i = 1, 60 do
Swait()
MagicSphere(VT(0,0,0),25,CF(POS),"Really red",VT(15,15,15))
local COLOR = C3(0,0,0)
ORB.Size = VT(10,10,10)
ORB.CFrame = RightArm.CFrame * CF(0,-2-(ORB.Size.Z/2),0)
CreateRing(VT(0,0,0.1),false,0,10,RightArm.CFrame*CF(0,-
1,0)*ANGLES(RAD(90),RAD(0),RAD(0)),"Really red",VT(10,10,0))
CreateRing(VT(0,0,0.1),false,0,10,RightArm.CFrame*CF(0,-
1,0)*ANGLES(RAD(90),RAD(0),RAD(0)),"Really red",VT(20,20,0))
BEAM.CFrame = ORB.CFrame * CF(0,-50-(ORB.Size.Z/3),0)
BEAM.Size = BEAM.Size + VT(6,0,6)
BEAM2.CFrame = ORB.CFrame * CF(0,-550-(ORB.Size.Z/3),0)
BEAM2.Size = BEAM2.Size + VT(6,0,6)
BEAM.Color = COLOR
ORB.Color = COLOR
BEAM2.Color = COLOR
end
for _, c in pairs(workspace:GetChildren()) do
if c ~= Character then
if c.ClassName == "Model" then
c:BreakJoints()
for _, g in pairs(c:GetChildren()) do
if g ~= Character then
if g.ClassName == "Part" then
g.Anchored = false
g.Velocity = VT(MRANDOM(-
150,150),MRANDOM(-150,150),MRANDOM(-150,150))
end
end
end
elseif c.ClassName == "Folder" then
for _, g in pairs(c:GetChildren()) do
if g ~= Character then
if g.ClassName == "Part" then
g.Anchored = false
g.Velocity = VT(MRANDOM(-
150,150),MRANDOM(-150,150),MRANDOM(-150,150))
end
end
end
elseif c.ClassName == "Part" then
c.Anchored = false
c.Velocity = VT(MRANDOM(-150,150),MRANDOM(-
150,150),MRANDOM(-150,150))
end
end
end
for e=1,#BURNMARKS do
if BURNMARKS[e]~=nil then
local Thing=BURNMARKS[e]
if Thing~=nil then
local Part=Thing
Part:remove()
end
end
end
ORB:remove()
BEAM:remove()
BEAM2:remove()
Swait(100)
for i = 1, 60 do
Swait()
end
ATTACK = false
Rooted = false
end
end

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

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

function CastProperRay(StartPos, Vec, Length, Ignore)


local Direction = CFrame.new(StartPos, Vec).lookVector
local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
local RayHit, RayPos, RayNormal =
game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos,
Direction * Length), Ignore)
return RayHit, RayPos, RayNormal
end

function MouseUp(Mouse)
HOLD = false
end

function KeyDown(Key)
KEYHOLD = true
if LIMITBROKEN == false then
if Key == "t" and ATTACK == false then
Taunt()
end

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


Warp()
end

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


RivalingOverthrower()
end

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


ChunkChuck()
end

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


if POWERLEVEL < 5 then
Boost()
end
end

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


BreakLimit()
end

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


XEvent()
end
else
if Key == "b" and ATTACK == false then
RivalingOverthrower2()
end

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


ChunkChuck2()
end

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


XEvent2()
end

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


LIMITBROKEN = false
POWERLEVEL = 1
end

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


FLIGHT = true
repeat
local RayHit, RayPos = CastProperRay(RootPart.Position,
Mouse.Hit.p, 5, {workspace})
RootPart.CFrame =
CFrame.new(RayPos,VT(Mouse.Hit.p.X,RootPart.Position.Y,Mouse.Hit.p.Z)) *
CFrame.new(0, 0, 0)
Swait()
until KEYHOLD == false
FLIGHT = false
end
if Key == "s" and ATTACK == false then
FLIGHT = true
repeat
local RayHit1, RayPos1 = CastProperRay(Mouse.Hit.p,
RootPart.Position, 10000, {workspace})
local RayHit, RayPos = CastProperRay(RootPart.Position,
RayPos1, 1, {workspace})
RootPart.CFrame =
CFrame.new(RayPos,VT(Mouse.Hit.p.X,RootPart.Position.Y,Mouse.Hit.p.Z)) *
CFrame.new(0, 0, 0)
Swait()
until KEYHOLD == false
FLIGHT = false
end
if Key == "a" and ATTACK == false then
FLIGHT = true
repeat
local RayHit, RayPos = CastProperRay(RootPart.Position,
RootPart.CFrame*CF(-1,0,0).p, 1, {workspace})
RootPart.CFrame =
CFrame.new(RayPos,VT(Mouse.Hit.p.X,RootPart.Position.Y,Mouse.Hit.p.Z)) *
CFrame.new(0, 0, 0)
Swait()
until KEYHOLD == false
FLIGHT = false
end
if Key == "d" and ATTACK == false then
FLIGHT = true
repeat
local RayHit, RayPos = CastProperRay(RootPart.Position,
RootPart.CFrame*CF(1,0,0).p, 1, {workspace})
RootPart.CFrame =
CFrame.new(RayPos,VT(Mouse.Hit.p.X,RootPart.Position.Y,Mouse.Hit.p.Z)) *
CFrame.new(0, 0, 0)
Swait()
until KEYHOLD == false
FLIGHT = false
end
end
end

function KeyUp(Key)
KEYHOLD = false
end

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

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

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

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

Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
Humanoid.Jump = false
end
end)

Speed = 12
Humanoid.JumpPower = 200

local FF = IT("ForceField",Character)
FF.Visible = false

while true do
Swait()
ANIMATE.Parent = nil
local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
IDLEANIMATION:Play()
SINE = SINE + CHANGE
local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = RootPart.Velocity.y
local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
if LIMITBROKEN == false then
HITFLOOR, HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position,
RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
if HITFLOOR ~= nil then
if HITFLOOR.CanCollide == false then
HITFLOOR = nil
end
end
local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 *
COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) -
RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) /
Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size,
0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE /
(WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 *
(Humanoid.WalkSpeed / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 *
Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE /
WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) -
RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 *
(Humanoid.WalkSpeed / 16) / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 *
Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE /
WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) +
LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.2 *
(Humanoid.WalkSpeed / 16) / Animation_Speed)
elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size,
0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.2 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.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)), 0.2 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.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)), 0.2 / Animation_Speed)
end
if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
ANIM = "Jump"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 * Player_Size, 0
+ ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0)
* ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 2 /
Animation_Speed)
end
elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
ANIM = "Fall"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) *
ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1))
* ANGLES(RAD(20), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0)
* ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 2 /
Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
if ANIM == "Fall" then
Rooted = true
CreateSound("289842971", Torso, 3, 1)
Humanoid.WalkSpeed = 0
CreateFlyingDebree(HITFLOOR,CF(RootPart.Position+VT(0,-
3,0)),5,VT(1.5,1.5,1.5),45,50)
CreateWave(VT(0,0,0),15,CF(HITPOS),true,2,"Really
black",VT(1,0.1,1))
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -
1.5) * ANGLES(RAD(0), RAD(-5), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) *
ANGLES(RAD(15), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0,
-0.3) * ANGLES(RAD(0), RAD(0), RAD(8)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.5, -0.75) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.4) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(90)), 2 /
Animation_Speed)
end
Rooted = false
end
ANIM = "Idle"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.2 +
0.05 * COS(SINE / 12)) * ANGLES(RAD(15), RAD(0), RAD(0 - 2.5 * SIN(SINE / 12))),
2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0 + 2.5 * SIN(SINE / 12))), 2 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.15, 0, -
0.5) * ANGLES(RAD(140 + 2.5 * SIN(SINE / 12)), RAD(15), RAD(0)) * RIGHTSHOULDERC0,
2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.15, 0, -0.5)
* ANGLES(RAD(140 + 2.5 * SIN(SINE / 12)), RAD(-15), RAD(0)) * LEFTSHOULDERC0, 2 /
Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE
/ 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(-15 -
2.5 * SIN(SINE / 12))), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 *
COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0),
RAD(-35 - 2.5 * SIN(SINE / 12))), 2 / Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
if ANIM == "Fall" then
Rooted = true
CreateSound("289842971", Torso, 3, 1)
Humanoid.WalkSpeed = 0
CreateFlyingDebree(HITFLOOR,CF(RootPart.Position+VT(0,-
3,0)),5,VT(1.5,1.5,1.5),45,50)
CreateWave(VT(0,0,0),15,CF(HITPOS),true,2,"Really
black",VT(1,0.1,1))
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -
1.5) * ANGLES(RAD(0), RAD(-5), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) *
ANGLES(RAD(15), RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0,
-0.3) * ANGLES(RAD(0), RAD(0), RAD(8)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5,
0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-12)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, 0.5, -0.75) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.4) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(90)), 2 /
Animation_Speed)
end
Rooted = false
end
ANIM = "Walk"
WALK = WALK + 1 / Animation_Speed
if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size))
then
WALK = 0
if WALKINGANIM == true then
WALKINGANIM = false
elseif WALKINGANIM == false then
WALKINGANIM = true
end
end
--RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 *
Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE /
WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) -
RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 *
(Humanoid.WalkSpeed / 16) / Animation_Speed)
--LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 *
Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE /
WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) +
LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 *
(Humanoid.WalkSpeed / 16) / Animation_Speed)
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) *
ANGLES(RAD(5), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) *
ANGLES(RAD(5 - 8 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(2 - 1 * SIN(SINE /
(WALKSPEEDVALUE / 2))), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0)
* ANGLES(RAD(30 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(5)) * RIGHTSHOULDERC0, 2
/ Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-30 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0,
2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1 - 0.15 *
COS(SINE / WALKSPEEDVALUE*2), -0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.15 *
COS(SINE / WALKSPEEDVALUE*2), -0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 /
Animation_Speed)
end
end
if ATTACK == false and POWERLEVEL > 2 then
killnearest(Torso.Position,POWERLEVEL*2,15)
end
if sick.SoundId ~= "rbxassetid://1057854857" then
sick.SoundId = "rbxassetid://1057854857"
sick.Volume = 5
sick:Play()
end
sick.Pitch = (1-((POWERLEVEL-1))/15)
SKILL6TEXT.Text = "Power level: ["..POWERLEVEL.."]"
else
VALUE2 = false
if ATTACK == false and POWERLEVEL > 2 then
killnearest(Torso.Position,15,15)
end
local RANDOM = MRANDOM(1,4)
if MRANDOM(1,5) == 1 then

CreateRing(VT(15,15,0)*RANDOM,false,0,15,CF(Torso.Position)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(-1,-
1,0)*RANDOM)
end
if MRANDOM(1,5) == 1 then

CreateRing(VT(15,15,0)*RANDOM,false,0,15,CF(Torso.Position)*ANGLES(RAD(MRANDOM(-
180,180)),RAD(MRANDOM(-180,180)),RAD(MRANDOM(-180,180))),"Really red",VT(-1,-
1,0)*RANDOM)
end
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 *
Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)),
0.2 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.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)), 0.2 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.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)), 0.2 / Animation_Speed)
POWERLEVEL = 100
RootPart.Anchored = true
if FLIGHT == false then
ANIM = "Levitate"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) *
ANGLES(RAD(0), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1))
* ANGLES(RAD(20), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0)
* ANGLES(RAD(0), RAD(0), RAD(25)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(0), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-
25), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 2 / Animation_Speed)
end
else
ANIM = "Fly"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) *
ANGLES(RAD(25), RAD(0), RAD(0)), 2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1))
* ANGLES(RAD(-10), RAD(0), RAD(0)), 2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0)
* ANGLES(RAD(-15), RAD(0), RAD(15)) * RIGHTSHOULDERC0, 2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) *
ANGLES(RAD(-15), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.5) *
ANGLES(RAD(-10), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 2 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(-
35), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 2 / Animation_Speed)
end
end
SKILL6TEXT.Text = "Power level:
["..MRANDOM(1,9)..MRANDOM(1,9)..MRANDOM(1,9)..MRANDOM(1,9)..MRANDOM(1,9).."]"
HITFLOOR, HITPOS = Raycast(RootPart.Position, (CF(RootPart.Position,
RootPart.Position + VT(0, -1, 0))).lookVector, 75, Character)
if sick.SoundId ~= "rbxassetid://1100698694" then
sick.SoundId = "rbxassetid://1100698694"
sick.Volume = 5
sick:Play()
sick.Pitch = 1
end
end
unanchor()
Humanoid.MaxHealth = "inf"
Humanoid.Health = "inf"
if Rooted == false then
Disable_Jump = false
if ANIM == "Jump" or ANIM == "Fall" then
Humanoid.WalkSpeed = Speed*3
else
Humanoid.WalkSpeed = Speed
end
elseif Rooted == true then
Disable_Jump = true
Humanoid.WalkSpeed = 0
end
q = Character:GetChildren()
for u = 1, #q do
if q[u].ClassName == "Accessory" or q[u].ClassName == "Hat" then
if q[u].Handle:FindFirstChild("PE") == nil then
particles(q[u].Handle)
elseif q[u].Handle:FindFirstChild("PE") then
if LIMITBROKEN == false then
local EyeSizes={
NumberSequenceKeypoint.new(0,POWERLEVEL/2,0),
NumberSequenceKeypoint.new(1,0,0)
}
q[u].Handle.PE.Acceleration =
Vector3.new(0,75*POWERLEVEL/2,0)
q[u].Handle.PE.Speed = NumberRange.new(POWERLEVEL)
q[u].Handle.PE.Size=NumberSequence.new(EyeSizes)
else
local EyeSizes={
NumberSequenceKeypoint.new(0,4,0),
NumberSequenceKeypoint.new(1,0,0)
}
q[u].Handle.PE.Acceleration = Vector3.new(0,100,0)
q[u].Handle.PE.Speed = NumberRange.new(25)
q[u].Handle.PE.Size=NumberSequence.new(EyeSizes)
end
end
elseif q[u].ClassName == "Part" and q[u].Name ~= "HumanoidRootPart"
then
if q[u]:FindFirstChild("PE") == nil then
particles(q[u])
elseif q[u]:FindFirstChild("PE") then
if LIMITBROKEN == false then
local EyeSizes={
NumberSequenceKeypoint.new(0,POWERLEVEL/2,0),
NumberSequenceKeypoint.new(1,0,0)
}
q[u].PE.Acceleration =
Vector3.new(0,75*POWERLEVEL/2,0)
q[u].PE.Speed = NumberRange.new(POWERLEVEL)
q[u].PE.Size=NumberSequence.new(EyeSizes)
else
local EyeSizes={
NumberSequenceKeypoint.new(0,4,0),
NumberSequenceKeypoint.new(1,0,0)
}
q[u].PE.Acceleration = Vector3.new(0,100,0)
q[u].PE.Speed = NumberRange.new(25)
q[u].PE.Size=NumberSequence.new(EyeSizes)
end
end
end
end
script.Parent = PlayerGui
if VALUE2 == false then
if HITFLOOR ~= nil then

CreateRing(VT(0,0,0.1),false,0,15,CF(HITPOS)*ANGLES(RAD(90),RAD(0),RAD(0)),"Really
red",VT(POWERLEVEL/3,POWERLEVEL/3,0))
end
Speed = 12
Character.Parent = workspace
Weapon.Parent = Character
elseif VALUE2 == true then
Speed = 45
Character.Parent = Cam
Weapon.Parent = workspace
end
Effects.Parent = Weapon
FF.Parent = Character
local MATHS = {"0","1"}
Humanoid.Name =
MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS
[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRAN
DOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1
,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MAT
HS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)].
.MATHS[MRANDOM(1,#MATHS)]..MATHS[MRANDOM(1,#MATHS)]
Humanoid.PlatformStand = false
sick.Parent = Character
end

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

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