Roblox Character Customization Script
Roblox Character Customization Script
wait(0.2)
Player = game:GetService("Players").LocalPlayer
PlayerGui = [Link]
Cam = [Link]
Backpack = [Link]
Character = [Link]
Humanoid = [Link]
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 = [Link]("Sound",Character)
[Link] = "rbxassetid://434297181"
[Link] = true
[Link] = 1
[Link] = 1
sick:Play()
local FF = [Link]("ForceField",Character)
[Link] = false
IT = [Link]
CF = [Link]
VT = [Link]
RAD = [Link]
C3 = [Link]
UD2 = [Link]
BRICKC = [Link]
ANGLES = [Link]
EULER = [Link]
COS = [Link]
ACOS = [Link]
SIN = [Link]
ASIN = [Link]
ABS = [Link]
MRANDOM = [Link]
FLOOR = [Link]
--//=================================\\
--|| CUSTOMIZATION
--\\=================================//
Class_Name = "Template"
Weapon_Name = "Add-ons"
Custom_Colors = {
Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon.
Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon.
local Speed = 16
local Effects2 = {}
--//=================================\\
--|| END OF CUSTOMIZATION
--\\=================================//
function createaccessory(attachmentpart,mesh,texture,scale,offset,color)
local acs = [Link]("Part")
[Link] = false
[Link] = false
[Link] = [Link](0,0,0)
[Link] = [Link]
[Link] = Character
[Link] = color
local meshs = [Link]("SpecialMesh")
[Link] = mesh
[Link] = texture
[Link] = acs
[Link] = scale
[Link] = offset
weldBetween(attachmentpart,acs)
end
function createbodypart(TYPE,COLOR,PART,OFFSET,SIZE)
if TYPE == "Gem" then
local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part",
VT(0,0,0))
[Link] = false
[Link] = false
[Link] = [Link]
local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "9756362", "",
SIZE, OFFSET)
weldBetween(PART,acs)
elseif TYPE == "Skull" then
local acs = CreatePart(3, Character, "Plastic", 0, 0, COLOR, "Part",
VT(0,0,0))
[Link] = false
[Link] = false
[Link] = [Link]
local acs2 = CreateMesh("SpecialMesh", acs, "FileMesh", "4770583", "",
SIZE, OFFSET)
weldBetween(PART,acs)
elseif TYPE == "Eye" then
local acs = CreatePart(3, Character, "Neon", 0, 0, COLOR, "Part",
VT(0,0,0))
[Link] = false
[Link] = false
[Link] = [Link]
local acs2 = CreateMesh("SpecialMesh", acs, "Sphere", "", "", SIZE,
OFFSET)
weldBetween(PART,acs)
end
end
--//=================================\\
--|| USEFUL VALUES
--\\=================================//
--//=================================\\
--\\=================================//
--//=================================\\
--|| STATS
--\\=================================//
--//=================================\\
--\\=================================//
--//=================================\\
--|| DEBUFFS / BUFFS
--\\=================================//
--//=================================\\
--\\=================================//
--//=================================\\
--|| SAZERENOS' ARTIFICIAL HEARTBEAT
--\\=================================//
script:WaitForChild("ArtificialHB")
frame = Frame_Speed
tf = 0
allowframeloss = false
tossremainder = false
lastframe = tick()
[Link]:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
[Link]:Fire()
lastframe = tick()
else
for i = 1, [Link](tf / frame) do
[Link]:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * [Link](tf / frame)
end
end
end)
--//=================================\\
--\\=================================//
--//=================================\\
--|| SOME FUNCTIONS
--\\=================================//
function PositiveAngle(NUMBER)
if NUMBER >= 0 then
NUMBER = 0
end
return NUMBER
end
function NegativeAngle(NUMBER)
if NUMBER <= 0 then
NUMBER = 0
end
return NUMBER
end
function Swait(NUMBER)
if NUMBER == 0 or NUMBER == nil then
[Link]:wait()
else
for i = 1, NUMBER do
[Link]:wait()
end
end
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 =
cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = [Link](1 + trace)
local recip = 0.5 / s
return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s
* 0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = [Link](m00 - m11 - m22 + 1)
local recip = 0.5 / s
return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 -
m12) * recip
elseif i == 1 then
local s = [Link](m11 - m22 - m00 + 1)
local recip = 0.5 / s
return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 -
m20) * recip
elseif i == 2 then
local s = [Link](m22 - m00 - m11 + 1)
local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) *
recip, 0.5 * s, (m10 - m01) * recip
end
end
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = ACOS(cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((1 - t) * theta) * invSinTheta
finishInterp = SIN(t * theta) * invSinTheta
else
startInterp = 1 - t
finishInterp = t
end
else
if (1 + cosTheta) > 0.0001 then
local theta = ACOS(-cosTheta)
local invSinTheta = 1 / SIN(theta)
startInterp = SIN((t - 1) * theta) * invSinTheta
finishInterp = SIN(t * theta) * invSinTheta
else
startInterp = t - 1
finishInterp = t
end
end
return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] *
finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] *
finishInterp
end
function Clerp(a, b, t)
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1 - t
return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t *
bz, QuaternionSlerp(qa, qb, t))
end
function NoOutlines(PART)
[Link], [Link], [Link], [Link],
[Link], [Link] = 10, 10, 10, 10, 10, 10
end
function CreateWave(inair,size,doesrotate,rotatedirection,waitt,part,offset,color)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect",
VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
[Link] = "FileMesh"
[Link] = "[Link]
[Link] = VT(size,size,size)
[Link] = VT(0,0,-size/8)
[Link] = CF([Link]) * CF(0,offset,0) *
ANGLES(RAD(inair),RAD(0),RAD(0))
[Link]([Link](function(PART)
for i = 1, waitt do
Swait()
[Link] = [Link] + VT(size/5,0,size/5)
[Link] = VT(0,0,-([Link].X/8))
if doesrotate == true then
[Link] = [Link] * [Link](0,
rotatedirection, 0)
end
[Link] = [Link] + (0.5/waitt)
if [Link] > 0.99 then
wave:remove()
end
end
end))
end
function CreateSwirl(inair,size,doesrotate,rotatedirection,waitt,part,offset,color)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect",
VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
[Link] = "FileMesh"
[Link] = "[Link]
[Link] = VT(size,size,size)
[Link] = CF([Link]) * CF(0,offset,0) *
ANGLES(RAD(inair),RAD(0),RAD(0))
[Link]([Link](function(PART)
for i = 1, waitt do
Swait()
[Link] = [Link] + VT(size/5,0,size/5)
if doesrotate == true then
[Link] = [Link] * [Link](0,
rotatedirection, 0)
end
[Link] = [Link] + (0.5/waitt)
if [Link] > 0.99 then
wave:remove()
end
end
end))
end
function
CreateTornado(inair,size,doesrotate,rotatedirection,waitt,part,offset,color)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect",
VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
[Link] = "FileMesh"
[Link] = "[Link]
[Link] = VT(size,size,size)
[Link] = CF([Link]) * CF(0,offset,0) *
ANGLES(RAD(inair),RAD(0),RAD(0))
[Link]([Link](function(PART)
for i = 1, waitt do
Swait()
if doesrotate == true then
[Link] = [Link] * [Link](0,
rotatedirection, 0)
end
[Link] = [Link] + (0.5/waitt)
if [Link] > 0.99 then
[Link] = nil
end
end
end))
return wave
end
function
CreateRing(inair,size,doesrotate,rotatedirection,waitt,part,offset,spin1,spin2,colo
r)
local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(color), "Effect",
VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
[Link] = "FileMesh"
[Link] = "[Link]
[Link] = VT(size,size,size)
[Link] = VT(0,0,0)
[Link] = CF([Link]) * CF(0,offset,0) *
ANGLES(RAD(inair),RAD(0),RAD(0))
[Link]([Link](function(PART)
for i = 1, waitt do
Swait()
[Link] = [Link] + VT(size/5,size/5,size/5)
if doesrotate == true then
[Link] = [Link] *
[Link](spin2, rotatedirection, spin1)
end
[Link] = [Link] + (0.5/waitt)
if [Link] > 0.99 then
wave:remove()
end
end
end))
end
function MagicSphere(size,waitt,part,offset,color)
local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(color), "Effect",
VT(0,0,0))
local mesh = IT("SpecialMesh",wave)
[Link] = "FileMesh"
[Link] = "[Link]
[Link] = VT(size,size,size)
[Link] = VT(0,0,0)
[Link] = CF([Link]) * CF(0,offset,0) *
ANGLES(RAD(0),RAD(0),RAD(0))
[Link]([Link](function(PART)
for i = 1, waitt do
Swait()
[Link] = [Link] + VT(size/5,size/5,size/5)
[Link] = [Link] + (1/waitt)
if [Link] > 0.99 then
wave:remove()
end
end
end))
end
function MagicBlock(size,waitt,part,offset,color)
local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(color), "Effect",
VT(size,size,size))
local mesh = IT("BlockMesh",wave)
[Link] = CF([Link]) * CF(0,offset,0) *
ANGLES(RAD(0),RAD(0),RAD(0))
[Link]([Link](function(PART)
for i = 1, waitt do
Swait()
[Link] = [Link] + VT(size/15,size/15,size/15)
[Link] = CF([Link]) * ANGLES(RAD(MRANDOM(-
360,360)),RAD(MRANDOM(-360,360)),RAD(MRANDOM(-360,360)))
[Link] = [Link] + (1/waitt)
if [Link] > 0.99 then
wave:remove()
end
end
end))
end
local EyeSizes={
[Link](0,0.5,0),
[Link](1,0.2,0)
}
local EyeTrans={
[Link](0,0,0),
[Link](1,1,0)
}
local PE=[Link]("ParticleEmitter")
[Link]=0.8
[Link]=[Link](EyeSizes)
[Link]=[Link](EyeTrans)
[Link]=[Link](0,360)
[Link] = false
[Link] = [Link](0,0,0)
[Link] = 0.3
[Link] = 999
[Link] = 90000
[Link] = "Particles"
function
CreateParticles(art,accel,drag,lifetime,type,isenabledbydefault,locked,size,speed)
local particle = nil
[Link]([Link](function(PART)
particle = PE:Clone()
Swait()
[Link] = 999
[Link] = art
[Link] = accel
if type == "Fire" then
local EyeSizes={
[Link](0,size,size/2),
[Link](1,size/4,size/8)
}
[Link] = [Link](EyeSizes)
elseif type == "Smoke" then
local EyeSizes={
[Link](0,0.5,0),
[Link](1,5,0.5)
}
[Link] = [Link](EyeSizes)
elseif type == "Solid" then
local EyeSizes={
[Link](0,0.5,0),
[Link](1,0.5,0)
}
[Link] = [Link](EyeSizes)
end
[Link]=[Link](lifetime)
[Link] = drag
if locked == true then
[Link] = true
end
[Link] = [Link](speed,speed,speed)
[Link] = "[Link]
[Link] = isenabledbydefault
[Link] = [Link]([Link](255/255, 176/255, 0))
end))
return particle
end
function CreateMagicCircle(size,doesrotate,rotatedirection,waitt,cframe,alwaysfade)
local sinkhole = IT("Part")
[Link] = VT(size,0,size)
[Link] = cframe
--[Link] = VT(0,0,0)
[Link] = Effects
[Link] = "Neon"
[Link] = C3(1,0,0)
[Link] = true
[Link] = false
[Link] = 1
local decal = Decal:Clone()
[Link] = sinkhole
[Link] = "Top"
[Link] = "[Link]
local decal2 = Decal:Clone()
[Link] = sinkhole
[Link] = "Bottom"
[Link] = "[Link]
[Link]([Link](function(PART)
for i = 1, waitt do
Swait()
if doesrotate == true then
[Link] = [Link] *
[Link](0, rotatedirection, 0)
end
if alwaysfade == true then
[Link] = [Link] + (1/waitt)
[Link] = [Link] + (1/waitt)
end
if i > waitt-11 and (alwaysfade ~= true) then
[Link] = [Link] + 0.1
[Link] = [Link] + 0.1
end
end
[Link] = nil
end))
return sinkhole
end
function CreateMagicRingTilSize(cframe,size,waitt)
for i = 1, size do
CreateMagicCircle(i/5,false,0,3,cframe,true)
Swait()
end
CreateMagicCircle(size/5,false,0,waitt,cframe,false)
end
--//=================================\\
--\\=================================//
--//=================================\\
--|| WEAPON CREATION
--\\=================================//
if Player_Size ~= 1 then
for _, v in pairs (Weapon:GetChildren()) do
if [Link] == "Motor" or [Link] == "Weld" or [Link] ==
"Snap" then
local p1 = v.Part1
v.Part1 = nil
local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11,
cf12 = v.C1:components()
v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 *
Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12)
v.Part1 = p1
elseif [Link] == "Part" then
for _, b in pairs (v:GetChildren()) do
if [Link] == "SpecialMesh" or [Link] ==
"BlockMesh" then
[Link] = VT([Link].x * Player_Size, [Link].y *
Player_Size, [Link].z * Player_Size)
end
end
end
end
end
for _, c in pairs(Weapon:GetChildren()) do
if [Link] == "Part" then
[Link] = [Link](0, 0, 0, 0, 0)
end
end
[Link] = Character
[Link]:connect(function()
ATTACK = true
end)
print(Class_Name.." loaded.")
--//=================================\\
--\\=================================//
--//=================================\\
--|| DAMAGE FUNCTIONS
--\\=================================//
--//=================================\\
--|| DAMAGING
--\\=================================//
function dealdamage(hit,min,max,maxstrength,beserk,critrate,critmultiplier)
if [Link]:FindFirstChildOfClass("Humanoid") and
[Link]:FindFirstChild("HitBy"..[Link]) == nil then
local humanoid = [Link]:FindFirstChildOfClass("Humanoid")
local dmg = [Link](min,max)
if [Link] > 0 then
if beserk == true then
[Link] = 0
else
CreateSound("260430060", hit, 1.2, MRANDOM(7, 12) / 10)
[Link] =
[Link]([Link],[Link]).lookVector*5*maxstrength
if [Link](1,100) < critrate+1 then
[Link] = [Link] -
dmg*critmultiplier
StatLabel("Normal", [Link] * CF(0, 0 +
([Link].z - 1), 0), "CRIT/"..dmg*critmultiplier, C3(255/255, 0, 0))
else
[Link] = [Link] - dmg
StatLabel("Normal", [Link] * CF(0, 0 +
([Link].z - 1), 0), dmg, C3(255/255, 0, 0))
end
local defence = [Link]("BoolValue",[Link])
[Link] = ("HitBy"..[Link])
game:GetService("Debris"):AddItem(defence, 0.5)
end
end
end
end
function killnearest(position,range,maxstrength)
for i,v in ipairs(workspace:GetChildren()) do
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 [Link] == "Model" then
v:BreakJoints()
end
--[Link](Effects2,
{body[part],"Disappear",0.02,2,2,2,2})
body[part].Velocity =
[Link](position,body[part].Position).lookVector*5*maxstrength
end
end
end
if [Link] == "Part" then
if [Link] == false and ([Link] - position).Magnitude <
range then
--[Link](Effects2,{v,"Disappear",0.02,2,2,2,2})
[Link] =
[Link](position,[Link]).lookVector*5*maxstrength
end
end
end
end
--//=================================\\
--|| ATTACK FUNCTIONS AND STUFF
--\\=================================//
function chatfunc(text,waitt)
local chat = [Link](function()
if Character:FindFirstChild("TalkingBillBoard")~= nil then
Character:FindFirstChild("TalkingBillBoard"):destroy()
end
local naeeym2 = [Link]("BillboardGui",Character)
[Link] = [Link](0,100,0,40)
[Link] = [Link](0,2,0)
[Link] = [Link]
[Link] = "TalkingBillBoard"
[Link] = true
local tecks2 = [Link]("TextLabel",naeeym2)
[Link] = 1
[Link] = 0
[Link] = ""
[Link] = "Fantasy"
[Link] = 30
[Link] = 1
tecks2.TextColor3 = [Link](255/255, 176/255, 0)
tecks2.TextStrokeColor3 = [Link](0,0,0)
[Link] = [Link](1,0,0.5,0)
local tecks3 = [Link]("TextLabel",naeeym2)
[Link] = 1
[Link] = 0
[Link] = ""
[Link] = "Fantasy"
[Link] = 30
[Link] = 1
tecks3.TextColor3 = [Link](255/255, 176/255, 0)
tecks3.TextStrokeColor3 = [Link](0,0,0)
[Link] = [Link](1,0,0.5,0)
for i = 1,[Link](text),1 do
[Link] = [Link](text,1,i)
[Link] = [Link](text,1,i)
wait(0.01)
end
wait(waitt)
naeeym2:Destroy()
end)
chat()
end
function turnto(pos,part)
[Link] = CF([Link],VT(pos.X,[Link].Y,pos.Z))
end
function createfireball(size,enabled)
local FIREBALL = IT("Part",Effects)
[Link] = "Ball"
[Link] = VT(size,size,size)
[Link] = "Neon"
[Link] = BRICKC("Deep orange")
local PARTICLES =
CreateParticles(FIREBALL,VT(0,0,0),2,1,"Fire",enabled,false,size*1.5,5)
return FIREBALL,PARTICLES
end
function Fireball()
ATTACK = true
chatfunc("Sun...",100)
for i=0, 1.5, 0.1 / Animation_Speed do
Swait()
turnto([Link].p,RootPart)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(90)), 0.4 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size,
0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(-75)), 0.2 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(100)) * RIGHTSHOULDERC0,
0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(25), RAD(-25)) * LEFTSHOULDERC0,
0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,
-0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -
0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.15 / Animation_Speed)
end
local aimpos = [Link].p
CreateSound(CIRCLESOUND, RightArm, 2, 1)
CreateMagicRingTilSize([Link]*CF(0,-1.2,0),35,25)
chatfunc("Comet!",2)
local FIRE,PARTICLES = createfireball(3,true)
CreateSound(FIREBALL, FIRE, 2, 1)
[Link] = [Link]*CF(0,-1.2,0)
local bv = [Link]("BodyVelocity")
[Link] = [Link](1e9, 1e9, 1e9)
[Link] = CF([Link],aimpos).lookVector*50
[Link] = FIRE
[Link] = "MOVE"
local HIT = false
local harm = [Link]:Connect(function(hit)
if HIT == false and [Link] ~= Character and [Link] ~= Weapon
and [Link] ~= Effects then
HIT = true
[Link]([Link](function()
[Link] = true
[Link] = false
[Link] = false
CreateSound(EXPLOSION, FIRE, 10, 1)
local BURST =
CreateParticles(FIRE,VT(0,0,0),2,4,"Fire",false,true,6,85)
BURST:Emit(750)
killnearest([Link],35,75)
for i = 1, 35 do
Swait()
[Link] = [Link] + VT(2,2,2)
[Link] = [Link] + (1/35)
end
Swait(250)
FIRE:remove()
end))
end
end)
ATTACK = false
end
function SolarPunch()
ATTACK = true
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 *
Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(0), RAD(0), RAD(-25)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size,
0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0),
RAD(15)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0,
0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) *
LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size
- 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0),
RAD(95), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size
- 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(-15), RAD(-
75), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
end
local GRAB = nil
local HIT = false
local hitting = [Link]:connect(function(hit)
if GRAB == nil then
if [Link]:FindFirstChild("Humanoid") then
if [Link] ~= 0 then
HIT = true
GRAB = [Link]:FindFirstChild("Torso") or
[Link]:FindFirstChild("UpperTorso")
MagicBlock(1.2,20,GRAB,0,BRICKC("Pearl").Color)
[Link] = true
CreateSound("131237241", GRAB, 3, 1)
end
end
end
end)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 *
Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(0), RAD(0), RAD(55)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size,
0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-
25)), 0.45 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 *
Player_Size, -1 * Player_Size) * ANGLES(RAD(60), RAD(0), RAD(-25)) *
RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) *
LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size
- 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0),
RAD(95), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size
- 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(-35), RAD(-
75), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
if HIT == true then
break
end
end
hitting:disconnect()
if GRAB ~= nil then
Rooted = true
local BURST =
CreateParticles(FIREHAND,VT(0,0,0),1,2,"Fire",true,false,1,2)
turnto([Link],GRAB)
[Link] = [Link] * CF(0,0,-4) *
ANGLES(RAD(0),RAD(180),RAD(0))
for i=0, 3, 0.1 / Animation_Speed*4 do
if GRAB ~= nil then
Swait()
turnto([Link],RootPart)
turnto([Link],GRAB)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 *
Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-45)),
0.2 / Animation_Speed*8)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(45)), 0.2 /
Animation_Speed*8)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 *
Player_Size, 0.5 * Player_Size, 0.5 * Player_Size) * ANGLES(RAD(90), RAD(0),
RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed*8)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1 *
Player_Size, 0.5 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-
30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed*8)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.2 / Animation_Speed*8)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.2 / Animation_Speed*8)
end
end
chatfunc("Solar...",100)
CreateSound(CIRCLESOUND, GRAB, 2, 1)
CreateMagicRingTilSize([Link] * CF(0,0,2) *
ANGLES(RAD(90),RAD(0),RAD(0)),45,75)
[Link] = false
local BURST =
CreateParticles(FIREHAND,VT(0,0,0),1,2,"Fire",false,false,6,25)
for i=0, 1, 0.1 / Animation_Speed*6 do
if GRAB ~= nil then
Swait()
turnto([Link],RootPart)
turnto([Link],GRAB)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 *
Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(45)),
0.2 / Animation_Speed*8)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-45)), 0.2 /
Animation_Speed*8)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1 *
Player_Size, 0.5 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(90), RAD(0),
RAD(30)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed*8)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 *
Player_Size, 0.5 * Player_Size, 0.5 * Player_Size) * ANGLES(RAD(90), RAD(0),
RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed*8)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.2 / Animation_Speed*3)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.2 / Animation_Speed*3)
end
end
chatfunc("Fist!",2)
if GRAB ~= nil then
CreateSound(EXPLOSION, GRAB, 10, 1)
BURST:Emit(300)
[Link]:BreakJoints()
Swait(150)
end
end
FIREHAND:ClearAllChildren()
GRAB = nil
Rooted = false
HIT = nil
ATTACK = false
end
function SunEruption()
ATTACK = true
Rooted = true
chatfunc("Sun...",100)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0.2 *
Player_Size, -0.1 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(-12.5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size,
0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0),
RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(5)) * RIGHTSHOULDERC0,
0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-5)) * LEFTSHOULDERC0,
0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,
-0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-
12.5)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.2 * Player_Size,
-1.2 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0),
RAD(12.5)), 0.15 / Animation_Speed)
end
CreateSound(CIRCLESOUND, LeftLeg, 2, 1)
CreateMagicRingTilSize([Link]*CF(0,-1.2,0),75,25)
chatfunc("Eruption!",2)
local Animation_Speed2 = Animation_Speed/8
for i=0, 1, 0.1 / Animation_Speed2 do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, -0.2 *
Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(25), RAD(0), RAD(0)), 0.15 / Animation_Speed2)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size,
0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0),
RAD(0)), 0.15 / Animation_Speed2)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(25)) * RIGHTSHOULDERC0,
0.15 / Animation_Speed2)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-25)) * LEFTSHOULDERC0,
0.15 / Animation_Speed2)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,
-0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0),
RAD(25)), 0.15 / Animation_Speed2)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.5 * Player_Size,
-1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(5), RAD(-
25)), 0.15 / Animation_Speed2)
end
[Link] = true
local FIRE,PARTICLES = createfireball(6,false)
[Link] = [Link]
PARTICLES:remove()
CreateMagicCircle(75,true,-0.01,75,CF([Link]) * CF(0,-1,0),false)
[Link]([Link](function()
[Link] = true
[Link] = false
CreateSound(EXPLOSION, FIRE, 10, 1)
local BURST =
CreateParticles(FIRE,VT(0,0,0),2,4,"Fire",false,true,6,75)
BURST:Emit(750)
local BURST =
CreateParticles(FIRE,VT(0,0,0),2,4,"Fire",false,true,6,55)
BURST:Emit(750)
killnearest([Link],45,75)
local mesh = IT("CylinderMesh",FIRE)
[Link] = VT(1,10000,1)
for i = 1, 35 do
Swait()
[Link] = [Link] + VT(1,1,1)
[Link] = [Link] + (1/35)
end
Swait(250)
FIRE:remove()
end))
[Link] = false
Rooted = false
ATTACK = false
end
function SolarImpact()
ATTACK = true
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 *
Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(0), RAD(0), RAD(-25)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size,
0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0),
RAD(15)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(90)) * RIGHTSHOULDERC0,
0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) *
LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size
- 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0),
RAD(95), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size
- 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(-15), RAD(-
75), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
end
local GRAB = nil
local HIT = false
local hitting = [Link]:connect(function(hit)
if GRAB == nil then
if [Link]:FindFirstChild("Humanoid") then
if [Link] ~= 0 then
HIT = true
GRAB = [Link]:FindFirstChild("Torso") or
[Link]:FindFirstChild("UpperTorso")
MagicBlock(1.2,20,GRAB,0,BRICKC("Pearl").Color)
[Link] = true
CreateSound("131237241", GRAB, 3, 1)
end
end
end
end)
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 *
Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(0), RAD(0), RAD(55)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size,
0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-
25)), 0.45 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 *
Player_Size, -1 * Player_Size) * ANGLES(RAD(60), RAD(0), RAD(-25)) *
RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) *
LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size
- 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0),
RAD(95), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size
- 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(-35), RAD(-
75), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
if HIT == true then
break
end
end
hitting:disconnect()
if GRAB ~= nil then
Rooted = true
turnto([Link],GRAB)
[Link] = [Link] * CF(0,0,-6) *
ANGLES(RAD(0),RAD(180),RAD(0))
for i=0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0
* Player_Size, -1.2 * Player_Size) * ANGLES(RAD(65), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) *
RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) *
LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 *
Player_Size, -1 * Player_Size) * 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 * Player_Size, -0.3 *
Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.2 / Animation_Speed)
end
CreateSound("2767090", Torso, 5, MRANDOM(7, 12) / 10)
CreateWave(0,1.5,true,0.02,150,RootPart,-2,"Deep orange")
CreateWave(0,3,true,-0.02,150,RootPart,-2,"Deep orange")
local bv = [Link]("BodyVelocity")
[Link] = [Link](1e9, 1e9, 1e9)
[Link] = [Link](0,300,0)
[Link] = Torso
[Link] = "DASH"
game:GetService("Debris"):AddItem(bv, 0.5)
[Link]([Link](function()
for i=0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 *
Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)),
0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 *
Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0),
RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 *
Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-
20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 *
Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-
5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 *
Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-
5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
end
end))
Swait(125)
UNANCHOR = false
[Link] = true
chatfunc("Solar...",100)
for i=0, 0.5, 0.1 / Animation_Speed do
Swait()
turnto([Link],RootPart)
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0
* Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(0)), 0.4 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) *
RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) *
LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 *
Player_Size, -1 * Player_Size) * 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 * Player_Size, -1 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(10)), 0.2 / Animation_Speed)
--HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 *
([Link] / 16) / Animation_Speed)
end
local TRAIL =
CreateParticles(Torso,VT(0,0,0),2,2,"Fire",true,true,6,15)
local A1 = IT("Attachment",Torso)
[Link] = [Link](0, 0.5, 0)
local A2 = IT("Attachment",Torso)
[Link] = [Link](0, -0.5, 0)
local Trail = IT("Trail",Torso)
[Link] = 1
[Link] = true
[Link] = "rbxassetid://945758042"
Trail.Attachment0 = A1
Trail.Attachment1 = A2
[Link] = 0.6
[Link] = 0
[Link] = [Link](0)
[Link] = [Link]([Link]("Deep orange").Color)
CreateMagicRingTilSize([Link] * CF(0,0,2) *
ANGLES(RAD(90),RAD(0),RAD(0)),45,75)
Swait(30)
[Link] = false
for i=0, 3, 0.1 / Animation_Speed do
turnto([Link],RootPart)
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0
* Player_Size, -1 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size,
0.5 * Player_Size, -1 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(-70)) *
ANGLES(RAD(20), RAD(25), RAD(-15)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1 * Player_Size, 0.2
* Player_Size, -0.5 * Player_Size) * ANGLES(RAD(25), RAD(0), RAD(55)) *
LEFTSHOULDERC0, 0.4 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 *
Player_Size, -1 * Player_Size) * 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 * Player_Size, -0.3 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(5), RAD(0)) * ANGLES(RAD(45),
RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
[Link] = [Link] * CF(0,0,4) *
ANGLES(RAD(0),RAD(180),RAD(0))
chatfunc("Impact!",2)
CreateSound(EXPLOSION, Torso, 10, 1)
killnearest([Link],5,0)
local BURST =
CreateParticles(Torso,VT(0,0,0),2,2,"Fire",false,true,6,25)
BURST:Emit(750)
Swait(150)
Trail:remove()
BURST:remove()
UNANCHOR = true
TRAIL:remove()
end
FIREHAND:ClearAllChildren()
GRAB = nil
Rooted = false
HIT = nil
ATTACK = false
end
function SolarDemise()
Rooted = true
for i=0, 2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 *
Player_Size, -1.2 * Player_Size) * ANGLES(RAD(65), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size,
0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) *
RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) *
LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 *
Player_Size, -1 * Player_Size) * 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 * Player_Size, -0.3 * Player_Size,
-1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0),
RAD(0)), 0.2 / Animation_Speed)
end
CreateSound("2767090", Torso, 5, MRANDOM(7, 12) / 10)
CreateWave(0,3.5,true,0.02,150,RootPart,-2,"Deep orange")
CreateWave(0,5,true,-0.02,150,RootPart,-2,"Deep orange")
local bv = [Link]("BodyVelocity")
[Link] = [Link](1e9, 1e9, 1e9)
[Link] = [Link](0,300,0)
[Link] = Torso
[Link] = "DASH"
game:GetService("Debris"):AddItem(bv, 0.5)
Swait(125)
ATTACK = true
UNANCHOR = false
[Link] = true
for i=0, 1, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0.2 *
Player_Size, -0.1 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(-12.5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size,
0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0),
RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(5)) * RIGHTSHOULDERC0,
0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-5)) * LEFTSHOULDERC0,
0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,
-0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-
12.5)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.2 * Player_Size,
-1.2 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0),
RAD(12.5)), 0.15 / Animation_Speed)
end
chatfunc("SOLAR...",500)
CreateSound(CIRCLESOUND, Effects, 10, 0.5)
local Animation_Speed2 = Animation_Speed/8
CreateMagicRingTilSize([Link]*CF(0,-4,0),350,750)
chatfunc("FLARES!",5)
for i = 1, 35 do
for i=0, 1, 0.1 / Animation_Speed2 do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size,
0.2 * Player_Size, -0.1 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(-12.5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)),
RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(5)) *
RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-5)) *
LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 *
Player_Size, -0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(-12.5)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.2 *
Player_Size, -1.2 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) *
ANGLES(RAD(0), RAD(0), RAD(12.5)), 0.15 / Animation_Speed)
end
local FIRE,PARTICLES = createfireball(7,true)
CreateSound(FIREBALL, FIRE, 2, 1)
[Link] = [Link]*CF(0,-7,0)
local bv = [Link]("BodyVelocity")
[Link] = [Link](1e9, 1e9, 1e9)
[Link] = CF([Link],[Link].p).lookVector*350
[Link] = FIRE
[Link] = "MOVE"
local HIT = false
local harm = [Link]:Connect(function(hit)
if HIT == false and [Link] ~= Character and [Link] ~=
Weapon and [Link] ~= Effects then
HIT = true
[Link]([Link](function()
[Link] = true
[Link] = false
[Link] = false
CreateSound(EXPLOSION, FIRE, 10, 1)
local BURST =
CreateParticles(FIRE,VT(0,0,0),2,4,"Fire",false,true,6,145)
BURST:Emit(750)
killnearest([Link],65,75)
for i = 1, 35 do
Swait()
[Link] = [Link] + VT(3,3,3)
[Link] = [Link] + (1/35)
end
Swait(250)
FIRE:remove()
end))
end
end)
for i=0, 1, 0.1 / Animation_Speed2 do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, -
0.2 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(25), RAD(0), RAD(0)), 0.15 / Animation_Speed2)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)),
RAD(0), RAD(0)), 0.15 / Animation_Speed2)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(25)) *
RIGHTSHOULDERC0, 0.15 / Animation_Speed2)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-25)) *
LEFTSHOULDERC0, 0.15 / Animation_Speed2)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 *
Player_Size, -0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(25)), 0.15 / Animation_Speed2)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.5 *
Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0),
RAD(5), RAD(-25)), 0.15 / Animation_Speed2)
end
end
UNANCHOR = true
ATTACK = false
Rooted = false
--ATTACK = false
end
--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//
[Link]:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
[Link] = false
end
end)
function MouseDown(Mouse)
if ATTACK == false then
end
end
function MouseUp(Mouse)
HOLD = false
end
function KeyDown(Key)
if Rooted == false then
if Key == "q" and ATTACK == false then
Fireball()
end
function KeyUp(Key)
end
Mouse.Button1Down:connect(function(NEWKEY)
MouseDown(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
MouseUp(NEWKEY)
end)
[Link]:connect(function(NEWKEY)
KeyDown(NEWKEY)
end)
[Link]:connect(function(NEWKEY)
KeyUp(NEWKEY)
end)
--//=================================\\
--\\=================================//
function unanchor()
if UNANCHOR == true then
g = Character:GetChildren()
for i = 1, #g do
if g[i].ClassName == "Part" then
g[i].Anchored = false
end
end
end
end
--//=================================\\
--|| WRAP THE WHOLE SCRIPT UP
--\\=================================//
[Link]:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
[Link] = false
end
end)
[Link] = nil
local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
IDLEANIMATION:Play()
Rooted = false
while true do
Swait()
SINE = SINE + CHANGE
local TORSOVELOCITY = ([Link] * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = [Link].y
local LV = [Link]:pointToObjectSpace([Link] - [Link])
local HITFLOOR = Raycast([Link], (CF([Link],
[Link] + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
local WALKSPEEDVALUE = 6 / ([Link] / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE /
(WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) -
[Link].Y / 75, RAD(0)), 0.2 * ([Link] / 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) - [Link].Y / 30), 0.2 *
([Link] / 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) -
[Link].Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 *
([Link] / 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) +
[Link].Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 *
([Link] / 16) / Animation_Speed)
elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0 * 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 * Player_Size, 0
* Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) *
RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) *
LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 *
Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-
5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 *
Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-
5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
end
elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
ANIM = "Fall"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0
* Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 /
Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) *
RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) *
LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 *
Player_Size, 0 * Player_Size) * 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 * Player_Size, -1 *
Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
ANIM = "Idle"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0
* Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)),
RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(12)) *
RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-12)) *
LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 *
Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.01 * Player_Size) *
ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 /
Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 *
Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.01 * Player_Size) *
ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.15 /
Animation_Speed)
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
ANIM = "Walk"
WALK = WALK + 1 / Animation_Speed
if WALK >= 15 - (5 * ([Link] / 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) -
[Link].Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 *
([Link] / 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) +
[Link].Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 *
([Link] / 16) / Animation_Speed)
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0
* Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) *
ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 *
Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)),
RAD(0), RAD(0)), 0.15 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(60 * COS(SINE / WALKSPEEDVALUE)),
RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size,
0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-60 * COS(SINE / WALKSPEEDVALUE)),
RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 *
Player_Size, -0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 *
Player_Size, -0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0),
RAD(0), RAD(0)), 0.15 / Animation_Speed)
end
end
if #Effects2>0 then
for e=1,#Effects2 do
if Effects2[e]~=nil then
local Thing=Effects2[e]
if Thing~=nil then
local Part=Thing[1]
local Mode=Thing[2]
local Delay=Thing[3]
local IncX=Thing[4]
local IncY=Thing[5]
local IncZ=Thing[6]
local Part2=Thing[8]
if Thing[1].Transparency<=1 then
if Thing[2]=="Block1" then
Thing[1].CFrame=Thing[1].CFrame
Mesh=Thing[1].Mesh
[Link]=[Link]+VT(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Cylinder" then
Mesh=Thing[1].Mesh
[Link]=[Link]+VT(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Blood" then
Mesh=Thing[7]
Thing[1].CFrame=Thing[1].CFrame*CF(0,.5,0)
[Link]=[Link]+VT(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Elec" then
Mesh=Thing[1].Mesh
[Link]=[Link]+VT(Thing[7],Thing[8],Thing[9])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Disappear" then
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
end
else
[Link]=nil
[Link](Effects2,e)
end
end
end
end
end
unanchor()
[Link] = "inf"
[Link] = "inf"
if Rooted == false then
Disable_Jump = false
[Link] = Speed
elseif Rooted == true then
Disable_Jump = true
[Link] = 0
end
if Head:FindFirstChild("face") then
[Link]:remove()
end
end
--//=================================\\
--\\=================================//
--//====================================================\\--
--|| END OF SCRIPT
--\\====================================================//--