Arkus (Ark)
Arkus (Ark)
Made by Fenrier.
]]
Player = game:GetService("Players").LocalPlayer
Character = [Link]
PlayerGui = [Link]
Backpack = [Link]
Torso = [Link]
Head = [Link]
Humanoid = [Link]
LeftArm = Character["Left Arm"]
LeftLeg = Character["Left Leg"]
RightArm = Character["Right Arm"]
RightLeg = Character["Right Leg"]
LS = Torso["Left Shoulder"]
LH = Torso["Left Hip"]
RS = Torso["Right Shoulder"]
RH = Torso["Right Hip"]
Neck = [Link]
it=[Link]
vt=[Link]
cf=[Link]
euler=[Link]
angles=[Link]
necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
RootPart=[Link]
RootJoint=[Link]
RootCF=euler(-1.57,0,3.14)
attack=false
MMouse=nil
combo=0
blocked=false
local EffectParts={}
local Clone={}
Mode="Obelisk"
Weapon="None"
--player
player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = [Link]("Weld"), [Link]("Weld")
[Link]="Right Shoulder" [Link]="Left Shoulder"
LH=Torso["Left Hip"]
RH=Torso["Right Hip"]
Asset="[Link]
function swait(num)
if num==0 or num==nil then
game:service'RunService'.RenderStepped:wait()
else
for i=0,num do
game:service'RunService'.RenderStepped:wait()
end
end
end
function NoOutline(Part)
[Link],[Link],[Link],[Link],[Link]
face,[Link] = 10,10,10,10,10,10
end
function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
local fp = it("Part")
[Link] = formfactor
[Link] = parent
[Link] = reflectance
[Link] = transparency
[Link] = false
[Link]=true
[Link] = brickcolor
[Link] = name
[Link] = size
[Link] = [Link]
NoOutline(fp)
[Link]="SmoothPlastic"
fp:BreakJoints()
return fp
end
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh = it(Mesh)
[Link] = part
if Mesh=="SpecialMesh" then
[Link] = meshtype
if meshtype=="FileMesh" then
[Link] = "[Link]
end
end
[Link]=offset
[Link]=scale
return mesh
end
function weld(parent,part0,part1,c0)
local weld = it("Weld")
[Link] = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
return weld
end
local prt1=part(1,modelzorz,0,0.9,[Link]("Black"),"Part1",vt(1,1,1))
local prt2=part(1,modelzorz,0,0,[Link]("White"),"Part2",vt(1,1,1))
local prt37=part(1,modelzorz,0,0,[Link]("Medium stone
grey"),"Part37",vt(1,1,1))
local prt38=part(1,modelzorz,0,0,[Link]("White"),"Part38",vt(1,1,1))
local prt39=part(1,modelzorz,0,0,[Link]("White"),"Part39",vt(1,1,1))
local prt40=part(1,modelzorz,0,0,[Link]("White"),"Part40",vt(1,1,1))
local prt41=part(1,modelzorz,0,0.5,[Link]("Bright red"),"Part41",vt(1,1,1))
local prt42=part(1,modelzorz,0,0,[Link]("Bright red"),"Part42",vt(1,1,1))
local prt43=part(1,modelzorz,0,0,[Link]("Bright red"),"Part43",vt(1,1,1))
local msh1=mesh("BlockMesh",prt1,"","",vt(0,0,0),vt(1.51,1,1.51))
local msh2=mesh("BlockMesh",prt2,"","",vt(0,0,0),vt(1.5,6,1.5))
local msh37=mesh("SpecialMesh",prt37,"Head","",vt(0,0,0),vt(2.3,1.3,2.3))
local msh38=mesh("SpecialMesh",prt38,"FileMesh","9756362",vt(0,0,0),vt(1,1.5,1))
local msh39=mesh("SpecialMesh",prt39,"FileMesh","9756362",vt(0,0,0),vt(0.8,2,0.8))
local msh40=mesh("BlockMesh",prt40,"","",vt(0,0,0),vt(0.5,0.5,0.5))
local msh41=mesh("BlockMesh",prt41,"","",vt(0,0,0),vt(0.8,0.8,0.8))
local msh42=mesh("SpecialMesh",prt42,"FileMesh","3270017",vt(0,0,0),vt(4,4,3))
local msh43=mesh("SpecialMesh",prt43,"FileMesh","3270017",vt(0,0,0),vt(4,4,3))
local wld1=weld(prt1,prt1,Torso,euler(0,0,1.3)*cf(0,0,-1))
local wld2=weld(prt2,prt2,prt1,euler(0,0,0)*cf(0,0.5,0))
local wld37=weld(prt37,prt37,prt2,euler(0,0,0)*cf(0,3.2,0))
local wld38=weld(prt38,prt38,prt37,euler(0,0,0)*cf(0,0.7,0))
local wld39=weld(prt39,prt39,prt2,euler(0,0,0)*cf(0,-3.7,0))
local wld40=weld(prt40,prt40,prt2,euler(0,1.57,0)*cf(0,-6,0))
local wld41=weld(prt41,prt41,prt40,euler(0,0,0)*cf(0,0,0))
local wld42=weld(prt42,prt42,prt40,euler(0,0,0)*cf(0,0,0))
local wld43=weld(prt43,prt43,prt40,euler(0,1.57,0)*cf(0,0,0))
local hitbox=part(1,nil,0,1,[Link]("Black"),"Hitbox",vt(1,1,1))
[Link]=false
numb=0.785
for i=1,7 do
local prt41=part(1,modelzorz,0,0,[Link]("White"),"Part41",vt(1,1,1))
local msh41=mesh("SpecialMesh",prt41,"FileMesh","9756362",vt(0,0,0),vt(0.3,1,0.3))
local wld41=weld(prt41,prt41,prt40,cf(0,2.4,0)*euler(0,0,numb))
numb=numb+0.785
end
numb=0.785
for i=1,7 do
local prt41=part(1,modelzorz,0,0,[Link]("White"),"Part41",vt(1,1,1))
local msh41=mesh("SpecialMesh",prt41,"FileMesh","9756362",vt(0,0,0),vt(0.3,1,0.3))
local wld41=weld(prt41,prt41,prt43,cf(0,2.4,0)*euler(0,0,numb))
numb=numb+0.785
end
[Link]([Link](function(Part)
while true do
for i=0.5,1,0.01 do
swait()
[Link]=1
[Link]=i
end
for i=1,0.5,-0.01 do
swait()
[Link]=1
[Link]=i
end
end
end),prt41)
local SwordWelds={}
local sprt1=part(1,modelzorz2,0,0,[Link]("White"),"Sword Part1",vt(1,1,1))
local sprt2=part(1,modelzorz2,0,0,[Link]("Bright red"),"Sword
Part2",vt(1,1,1))
local sprt3=part(1,modelzorz2,0,0,[Link]("Bright red"),"Sword
Part3",vt(1,1,1))
local sprt4=part(1,modelzorz2,0,0,[Link]("Bright red"),"Sword
Part4",vt(1,1,1))
local sprt5=part(1,modelzorz2,0,0,[Link]("Bright red"),"Sword
Part5",vt(1,1,1))
local sprt6=part(1,modelzorz2,0,0,[Link]("Light stone grey"),"Sword
Part6",vt(1,1,1))
local sprt7=part(1,modelzorz2,0,0,[Link]("Light stone grey"),"Sword
Part7",vt(1,1,1))
local sprt8=part(1,modelzorz2,0,0,[Link]("Dark stone grey"),"Sword
Part8",vt(1,1,1))
local sprt9=part(1,modelzorz2,0,0,[Link]("Medium stone grey"),"Sword
Part9",vt(1,1,1))
local sprt10=part(1,modelzorz2,0.2,0,[Link]("Institutional white"),"Sword
Part10",vt(1,1,1))
local sprt11=part(1,modelzorz2,0,0,[Link]("White"),"Sword
Part11",vt(1,1,1))
local sprt12=part(1,modelzorz2,0,0,[Link]("Black"),"Sword
Part12",vt(1,1,1))
local sprt13=part(1,modelzorz2,0,0.5,[Link]("Really red"),"Sword
Part13",vt(1,1,1))
local sprt14=part(1,modelzorz2,0,0.5,[Link]("Really red"),"Sword
Part14",vt(1,1,1))
local smsh1=mesh("CylinderMesh",sprt1,"","",vt(0,0,0),vt(0.4,1.5,0.4))
local smsh2=mesh("CylinderMesh",sprt2,"","",vt(0,0,0),vt(0.41,0.2,0.41))
local smsh3=mesh("CylinderMesh",sprt3,"","",vt(0,0,0),vt(0.41,0.2,0.41))
local smsh4=mesh("CylinderMesh",sprt4,"","",vt(0,0,0),vt(0.41,0.2,0.41))
local smsh5=mesh("SpecialMesh",sprt5,"Sphere","",vt(0,0,0),vt(0.4,0.6,0.4))
local smsh6=mesh("BlockMesh",sprt6,"","",vt(0,0,0),vt(0.6,0.4,0.8))
local smsh7=mesh("BlockMesh",sprt7,"","",vt(0,0,0),vt(0.6,0.2,0.4))
local smsh8=mesh("SpecialMesh",sprt8,"Wedge","",vt(0,0,0),vt(0.4,0.5,1))
local smsh9=mesh("CylinderMesh",sprt9,"","",vt(0,0,0),vt(0.4,0.4,0.4))
local smsh10=mesh("BlockMesh",sprt10,"","",vt(0,0,0),vt(0.1,2.5,0.3))
local smsh11=mesh("CylinderMesh",sprt11,"","",vt(0,0,0),vt(0.4,0.2,0.4))
local smsh12=mesh("CylinderMesh",sprt12,"","",vt(0,0,0),vt(0.6,0.1,0.6))
local smsh13=mesh("BlockMesh",sprt13,"","",vt(0,0,0),vt(0.2,2.7,0.49))
local smsh14=mesh("SpecialMesh",sprt14,"Wedge","",vt(0,0,0),vt(0.2,0.5,0.49))
local swld1=weld(sprt1,sprt1,LeftArm,euler(1.57,0,0)*cf(0,1,0))
local swld2=weld(sprt1,sprt2,sprt1,euler(0,0,0)*cf(0,0,0))
local swld3=weld(sprt1,sprt3,sprt1,euler(0,0,0)*cf(0,0.5,0))
local swld4=weld(sprt1,sprt4,sprt1,euler(0,0,0)*cf(0,-0.5,0))
local swld5=weld(sprt1,sprt5,sprt1,euler(0,0,0)*cf(0,0.9,0))
local swld6=weld(sprt1,sprt6,sprt1,euler(0,0,0)*cf(0,-0.9,0))
local swld7=weld(sprt1,sprt7,sprt6,euler(1.57,0,0)*cf(0,-0.4,0.275))
local swld8=weld(sprt1,sprt8,sprt6,euler(-1.57+0.1,0,0)*cf(0,-0.7,0.1))
local swld9=weld(sprt1,sprt9,sprt6,euler(-0.2,0,0)*cf(0,-0.5,-0.2))
local swld10=weld(sprt1,sprt10,sprt6,euler(0,0,0)*cf(0,-2,0))
local swld11=weld(sprt1,sprt11,sprt9,euler(0,0,1.57)*cf(0,-0.3,0))
local swld12=weld(sprt1,sprt12,sprt11,euler(0,0,0)*cf(0,0,0))
local swld13=weld(sprt1,sprt13,sprt10,euler(0,0,0)*cf(0,0,0))
local swld14=weld(sprt1,sprt14,sprt10,euler(0,3.14,0)*cf(0,-1.92,0))
numb=0.9
for i=1,3 do
local sprt13=part(1,modelzorz2,0,0,[Link]("Bright red"),"Sword
Part13",vt(1,1,1))
local
smsh13=mesh("SpecialMesh",sprt13,"FileMesh","9756362",vt(0,0,0),vt(0.2,0.4,0.2))
local swld13=weld(sprt1,sprt13,sprt11,cf(0,0.8,0)*euler(1.57,numb,0))
numb=numb-0.7
end
function SummonSword()
Weapon="ArkBlade"
[Link]=Character
for i=1,#SwordWelds do
SwordWelds[i].Parent=sprt1
end
end
function UnsummonSword()
Weapon="None"
[Link]=nil
end
--[[END OF ARKANTUS BLADE THINGS]]
BPos=[Link]("BodyPosition")
Gy=[Link]("BodyGyro")
function so(id,par,vol,pit)
[Link]([Link](function()
local sou = [Link]("Sound",par or workspace)
[Link]=vol
[Link]=pit or 1
[Link]=Sounds[id].Id
--[Link]=id
swait()
sou:play()
swait(6)
sou:Remove()
end))
end
Sounds={
Woosh1={Id=Asset..(169445092)},
Woosh2={Id=Asset..(169445073)},
Woosh3={Id=Asset..(169445121)},
AirWoosh={Id=Asset..(147722270)},
Smash={Id=Asset..(2760979)},
Hit1={Id=Asset..(169380525)},
Hit2={Id=Asset..(169380538)},
Hit3={Id=Asset..(169380528)},
Swing1={Id=Asset..(10209640)},
Appear={Id=Asset..(161006033)},
TeslaShot={Id=Asset..(169445602)},
Explosion1={Id=Asset..(153092334)},
Charge2={Id=Asset..(169380495)},
PileDrive={Id=Asset..(2974000)},
BeamLockon={Id=Asset..(169445683)},
Elec={Id=Asset..(169380505)},
DoctorOctogonapus={Id=Asset..(130781950)},
Activate={Id=Asset..(169445572)},
}
ContentProvider = game:GetService("ContentProvider")
for _,v in pairs(Sounds) do
ContentProvider:Preload([Link])
end
function hideanim()
equipped=false
Neck.C0=necko
RootJoint.C0=RootCF
if Mode=="Obelisk" then
wld1.C0=euler(0,0,1.3)*cf(0,0,-1)
wld1.C1=euler(0,0,0)
wld2.C0=euler(0,0,0)*cf(0,0.5,0)
elseif Mode=="Planted" then
wld2.C0=euler(0,0,0)*cf(0,-1,0)
end
end
function equipanim()
equipped=true
if Mode=="Obelisk" then
wld1.C0=euler(1.4,0,0)*cf(0.5,0.5,0)
wld1.C1=euler(0,0,-0.5)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(0,0,0.5)
RootJoint.C0=RootCF*euler(0,0,-0.5)
RW.C0=cf(1.5,0.5,0)*euler(2.8,0,0.5)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(0,0,0)
LH.C1=LHC1
RootJoint.C1=RootCF
elseif Mode=="Planted" then
wld1.C0=euler(1.57,0,0)*cf(1,1.5,0)
wld1.C1=euler(0,0,0.6)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(0,0,0.2)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(0,0,0)
LH.C1=LHC1
end
end
function lightattackone()
attack=true
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0.5+0.5*i)
RootJoint.C0=RootCF*euler(0,0,-0.5-0.5*i)
LW.C0=cf(-1.5+0.5*i,0.5,-0.5*i)*euler(1.57*i,0,-0.2+1.2*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
end
so("Woosh1",LeftArm,1,1)
con1=[Link]:connect(function(hit)
Damagefunc(hit,10,20,5,"Normal",hitbox,.5,"Hit1",1) end)
[Link]=modelzorz
[Link]=vt(1,2,1)
[Link]=[Link]
for i=0,1,0.2 do
swait()
Neck.C0=necko*euler(0,0,1)
RootJoint.C0=RootCF*euler(0,0,-1)
LW.C0=cf(-1-0.5*i,0.5,-0.5+0.5*i)*euler(1.57,0,1-2.3*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
[Link]=[Link]
end
numb=2
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,1)
RootJoint.C0=RootCF*euler(0,0,-1)
LW.C0=cf(-1.5,0.5,0)*euler(1.57,0,-1.3-0.27*(i*numb))
LW.C1=cf(0,0.5,0)*euler(0,0,0)
[Link]=[Link]
numb=numb-0.1
end
con1:disconnect()
[Link]=nil
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,1-0.5*i)
RootJoint.C0=RootCF*euler(0,0,-1+0.5*i)
LW.C0=cf(-1.5,0.5,0)*euler(1.57-1.57*i,0,-1.57+1.37*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
end
attack=false
end
function lightattacktwo()
attack=true
so("Woosh1",LeftLeg,1,1.4)
con1=[Link]:connect(function(hit)
Damagefunc(hit,10,20,[Link](10,20),"Normal",hitbox,.5,"Hit2",1.1) end)
[Link]=modelzorz
[Link]=vt(1,2,1)
[Link]=[Link]
for i=0,1,0.2 do
swait()
Neck.C0=necko*euler(0.2*i,0,0.5)
RootJoint.C0=RootCF*euler(0,0,-0.5)
LW.C0=cf(-1.5,0.5,0)*euler(-0.4*i,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0.1*i,0)*euler(-0.1*i,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(-0.8*i,0,0.8*i)*euler(0,0.6*i,1*i)
LH.C1=LHC1
[Link]=[Link]
end
con1:disconnect()
[Link]=nil
for i=0,1,0.05 do
swait()
Neck.C0=necko*euler(0.2-0.2*i,0,0.5)
RootJoint.C0=RootCF*euler(0,0,-0.5)
LW.C0=cf(-1.5,0.5,0)*euler(-0.4+0.4*i,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0.1-0.1*i,0)*euler(-0.1+0.1*i,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(-0.8+0.8*i,0,0.8-0.8*i)*euler(0,0.6-0.6*i,1-1*i)
LH.C1=LHC1
end
attack=false
end
function lightattackthree()
attack=true
so("Woosh1",LeftLeg,1,2)
con1=[Link]:connect(function(hit)
Damagefunc(hit,10,25,[Link](20,40),"Normal",hitbox,.5,"Hit2",1) end)
[Link]=modelzorz
[Link]=vt(1,2,1)
[Link]=[Link]
for i=0,1,0.2 do
swait()
Neck.C0=necko*euler(0.3*i,0,0.5)
RootJoint.C0=RootCF*euler(0,0,-0.5)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(0,0.5*i,-1.5*i)
LH.C1=LHC1
[Link]=[Link]
end
con1:disconnect()
[Link]=nil
for i=0,1,0.05 do
swait()
Neck.C0=necko*euler(0.3-0.3*i,0,0.5)
RootJoint.C0=RootCF*euler(0,0,-0.5)
RH.C0=RHC0*cf(0,0,0)*euler(0,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(0,0.5-0.5*i,-1.5+1.5*i)
LH.C1=LHC1
end
attack=false
end
function lightattackfour()
attack=true
so("Woosh2",LeftLeg,1,1)
con1=[Link]:connect(function(hit)
Damagefunc(hit,15,30,[Link](20,40),"Normal",hitbox,.8,"Hit3",1) end)
[Link]=modelzorz
[Link]=vt(2,2,2)
[Link]=[Link]
for i=0,1,0.2 do
swait()
wld1.C0=euler(1.4+0.5*i,-1*i,0)*cf(0.5,0.5,0)
wld1.C1=euler(0,0,-0.5-0.2*i)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(0,0,0.5-0.9*i)
RootJoint.C0=RootCF*euler(0,0,-0.5+0.9*i)
RW.C0=cf(1.5,0.5,0)*euler(2.8-0.5*i,0,0.5)
RW.C1=cf(0,0.5,0)*euler(0,1*i,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
[Link]=[Link]
end
numb=2
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,-0.4-0.1*(i*numb))
RootJoint.C0=RootCF*euler(0,0,0.4+0.1*(i*numb))
RW.C0=cf(1.5,0.5,0)*euler(2.3-0.1*(i*numb),0,0.5)
RW.C1=cf(0,0.5,0)*euler(0,1,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
[Link]=[Link]
numb=numb-0.1
end
con1:disconnect()
[Link]=nil
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.9-0.5*i,-1+1*i,0)*cf(0.5,0.5,0)
wld1.C1=euler(0,0,-0.7+0.2*i)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(0,0,-0.5+1*i)
RootJoint.C0=RootCF*euler(0,0,0.5-1*i)
RW.C0=cf(1.5,0.5,0)*euler(2.2+0.6*i,0,0.5)
RW.C1=cf(0,0.5,0)*euler(0,1-1*i,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
end
attack=false
end
function heavyattackone()
attack=true
for i=0,1,0.05 do
swait()
wld1.C0=euler(1.4,0,0)*cf(0.5,0.5,0)
wld1.C1=euler(0,0,-0.5)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(-0.2*i,0,0.5+0.3*i)
RootJoint.C0=RootCF*euler(0,0,-0.5-0.3*i)
RW.C0=cf(1.5,0.5,0)*euler(2.8+0.2*i,0,0.5+0.2*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5+1*i,0.5,-0.5*i)*euler(2.8*i,0,-0.2+1*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
end
so("Woosh2",prt2,1,0.9)
con1=[Link]:connect(function(hit)
Damagefunc(hit,15,20,[Link](20,40),"Normal",hitbox,1,"Hit3",1) end)
[Link]=modelzorz
[Link]=vt(2.5,10,2.5)
[Link]=[Link]*cf(0,2,0)
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.4+0.1*i,0,0)*cf(0.5+0.5*i,0.5-0.5*i,0)
wld1.C1=euler(0.5*i,0,-0.5+1*i)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(-0.2+0.3*i,0,0.8-2*i)
RootJoint.C0=RootCF*euler(0,0,-0.8+2*i)
RW.C0=cf(1.5,0.5,0)*euler(3-2.5*i,0,0.7-1*i)
RW.C1=cf(0,0.5,0)*euler(0,1.57*i,0)
LW.C0=cf(-0.5,0.5,-0.5)*euler(2.8-1.5*i,0,0.8)
LW.C1=cf(0,0.5,0)*euler(0.5*i,0,0.5*i)
[Link]=[Link]*cf(0,2,0)
end
numb=2
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.5,0,0)*cf(1,0,0)
wld1.C1=euler(0.5-0.2*i*numb,0,0.5)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(0.1,0,-1.2)
RootJoint.C0=RootCF*euler(0,0,1.2)
RW.C0=cf(1.5,0.5,0)*euler(0.5-0.1*i*numb,0,-0.3-0.1*i*numb)
RW.C1=cf(0,0.5,0)*euler(0,1.57,0)
LW.C0=cf(-0.5,0.5,-0.5)*euler(1.3+0.7*i*numb,0,0.8)
LW.C1=cf(0,0.5,0)*euler(0.5,0,0.5)
[Link]=[Link]*cf(0,2,0)
numb=numb-0.1
end
con1:disconnect()
[Link]=nil
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.5-0.1*i,0,0)*cf(1-0.5*i,0.5*i,0)
wld1.C1=euler(0.3-0.3*i,0,0.5-1*i)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(0.1,0,-1.2+1.7*i)
RootJoint.C0=RootCF*euler(0,0,1.2-1.7*i)
RW.C0=cf(1.5,0.5,0)*euler(0.4+2.4*i,0,-0.4+0.9*i)
RW.C1=cf(0,0.5,0)*euler(0,1.57-1.57*i,0)
LW.C0=cf(-0.5-1*i,0.5,-0.5+0.5*i)*euler(2-2*i,0,0.8-1*i)
LW.C1=cf(0,0.5,0)*euler(0.5-0.5*i,0,0.5-0.5*i)
end
attack=false
end
function heavyattackthree()
attack=true
for i=0,1,0.05 do
swait()
wld1.C0=euler(1.4+0.5*i,0,0)*cf(0.5,0.5,0)
wld1.C1=euler(0,0,-0.5+0.5*i)
wld2.C0=euler(0,0,0)*cf(0,-1+0.5*i,0)
Neck.C0=necko*euler(0,0,0.5+1*i)
RootJoint.C0=RootCF*euler(0,0,-0.5-1*i)
RW.C0=cf(1.5,0.5,0)*euler(2.8-2.8*i,0,0.5)
RW.C1=cf(0,0.5,0)*euler(0,1.57*i,0)
LW.C0=cf(-1.5+1.5*i,0.5,-0.5*i)*euler(0.6*i,0,-0.2+1*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
end
so("Woosh2",prt2,1,0.7)
con1=[Link]:connect(function(hit)
Damagefunc(hit,10,15,[Link](20,40),"Normal",hitbox,.6,"Hit2",1) end)
[Link]=modelzorz
[Link]=vt(2.5,10,2.5)
[Link]=[Link]*cf(0,2,0)
for i=0,1,0.05 do
swait()
Neck.C0=necko*euler(0,0,1.5-2.9*i)
RootJoint.C0=RootCF*euler(0,0,-1.5+2.9*i)
RootJoint.C1=RootCF*euler(0,0,-6.28*i)
[Link]=[Link]*cf(0,2,0)
end
numb=2
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,1.5-2.9-0.1*i*numb)
RootJoint.C0=RootCF*euler(0,0,-1.5+2.9+0.1*i*numb)
RootJoint.C1=RootCF
RW.C0=cf(1.5,0.5,0)*euler(0,0,0.5)
RW.C1=cf(0,0.5,0)*euler(0,1.57,0)
LW.C0=cf(0,0.5,-0.5)*euler(0.6-0.2*i*numb,0,0.8-0.2*i*numb)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
[Link]=[Link]*cf(0,2,0)
numb=numb-0.1
end
con1:disconnect()
[Link]=nil
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.9-0.5*i,0,0)*cf(0.5,0.5,0)
wld1.C1=euler(0,0,-0.5*i)
wld2.C0=euler(0,0,0)*cf(0,-0.5-0.5*i,0)
Neck.C0=necko*euler(0,0,-1.5+2*i)
RootJoint.C0=RootCF*euler(0,0,1.5-2*i)
RW.C0=cf(1.5,0.5,0)*euler(2.8*i,0,0.5)
RW.C1=cf(0,0.5,0)*euler(0,1.57-1.57*i,0)
LW.C0=cf(-1.5*i,0.5,-0.5+0.5*i)*euler(0.4-0.4*i,0,0.6-0.8*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
end
attack=false
end
function heavyattackfour()
attack=true
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.4+0.17*i,0,0)*cf(0.5+0.5*i,0.5+1*i,0)
wld1.C1=euler(0,0,-0.5+0.9*i)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(-0.4*i,0,0.5-0.5*i)
RootJoint.C0=RootCF*euler(0,0,-0.5+0.5*i)
RW.C0=cf(1.5-0.2*i,0.5+0.4*i,0)*euler(2.8+0.3*i,0,0.5-0.9*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5+0.2*i,0.5+0.4*i,0)*euler(3.1*i,0,-0.2+0.6*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(0,0,0)
LH.C1=LHC1
end
[Link]=0
so("Woosh3",prt2,1,1)
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.57+0.43*i,0,0)*cf(1,1.5,0)
wld1.C1=euler(0,0,0.4)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(-0.4+0.8*i,0,0)
RootJoint.C0=RootCF*cf(0,0,-1*i)
RW.C0=cf(1.5-0.2-0.2*i,0.5+0.4-0.4*i,0)*euler(3.1-2.7*i,0,-0.4)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5+0.2-0.2*i,0.5+0.4-0.4*i,0)*euler(3.1-2.7*i,0,0.4)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0.5*i,0.3*i)*euler(0,0,-0.5*i)
RH.C1=RHC1
LH.C0=LHC0*cf(-0.5*i,0.8*i,0.5*i)*euler(0,0,0.2*i)
LH.C1=LHC1
end
hitfloor=false
while hitfloor==false do
swait()
hit,pos = rayCast([Link], ([Link]([Link],[Link] -
[Link](0,2,0))).lookVector, 2, Character)
if hit ~= nil then
hitfloor = true
end
end
local paint=part(1,workspace,0,1,[Link]("Black"),"BreakEffect",vt(5,1,5))
[Link]=[Link]*euler(0,0,-1.57)*cf(0,-1,0)
[Link]=true
decc=[Link]("Decal")
[Link]=paint
[Link]=0
[Link]=0
[Link]="[Link]
[Link]="Top"
so("Smash",paint,1,0.3)
--so("Smash",paint,1,0.1)
MagicCircle([Link]("White"),[Link],0,0,0,0.5,0.5,0.5,0.01)
--MagicCircle([Link]("Really red"),[Link],0,0,0,2,2,2,0.01)
WaveEffect2([Link]("White"),[Link]*euler(0,0,-
1.57),0,0,0,0.3,0.3,0.3,0.02)
[Link]([Link](function()
con1=[Link]:connect(function(hit)
Damagefunc(hit,20,30,[Link](20,40),"Knockdown",RootPart,2,"Hit3",0.8) end)
--con1=[Link]:connect(function(hit)
Damagefunc(hit,2000,3000,[Link](9000,10000),"Knockdown",RootPart,2) end)
[Link]=workspace
[Link]=vt(5,5,5)
--[Link]=vt(100,100,100)
CF=[Link]
[Link]=[Link]
for i=0,1,0.1 do
swait()
[Link]=CF
end
con1:disconnect()
[Link]=nil
end))
game:GetService("Debris"):AddItem(paint,10)
wait(0.5)
[Link]=16
for i=0,1,0.05 do
swait()
wld1.C0=euler(2-0.6*i,0,0)*cf(1-0.5*i,1.5-1*i,0)
wld1.C1=euler(0,0,0.4-0.9*i)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(0.4-0.4*i,0,0.5*i)
RootJoint.C0=RootCF*cf(0,0,-1+1*i)*euler(0,0,-0.5*i)
RW.C0=cf(1.5,0.5,0)*euler(0.4+2.4*i,0,-0.4+0.9*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(0.4-0.4*i,0,0.4-0.6*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0.5-0.5*i,0.3-0.3*i)*euler(0,0,-0.5+0.5*i)
RH.C1=RHC1
LH.C0=LHC0*cf(-0.5+0.5*i,0.8-0.8*i,0.5-0.5*i)*euler(0,0,0.2-0.2*i)
LH.C1=LHC1
end
attack=false
end
function Plant()
attack=true
[Link]=0
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.4+0.17*i,0,0)*cf(0.5+0.5*i,0.5+1*i,0)
wld1.C1=euler(0,0,-0.5+1.1*i)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(-0.4*i,0,0.5-0.5*i)
RootJoint.C0=RootCF*euler(0,0,-0.5+0.5*i)
RW.C0=cf(1.5-0.2*i,0.5+0.4*i,0)*euler(2.8-0.3*i,0,0.5-1.1*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5+0.2*i,0.5+0.4*i,0)*euler(2.5*i,0,-0.2+0.8*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(0,0,0)
LH.C1=LHC1
end
so("Swing1",prt2,1,0.6)
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.57,0,0)*cf(1,1.5,0)
wld1.C1=euler(0,0,0.6)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(-0.4+0.4*i,0,0)
RootJoint.C0=RootCF*cf(0,0,-1*i)
RW.C0=cf(1.5-0.2+0.2*i,0.5+0.4-0.4*i,0)*euler(2.5-0.93*i,0,-0.6)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5+0.2-0.2*i,0.5+0.4-0.4*i,0)*euler(2.5-0.93*i,0,0.6)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0.5*i,0.1*i)*euler(0,0,-0.5*i)
RH.C1=RHC1
LH.C0=LHC0*cf(-0.5*i,0.8*i,0.1*i)*euler(0,0,0.2*i)
LH.C1=LHC1
end
hitfloor=false
while hitfloor==false do
swait()
hit,pos = rayCast([Link], ([Link]([Link],[Link] -
[Link](0,2,0))).lookVector, 2.5, Character)
if hit ~= nil then
hitfloor = true
end
end
for i=1,10 do
Col=[Link]("DarkGreen")
if hit~=nil then
Col=[Link]
end
local
groundpart=part(3,workspace,0,0,Col,"Ground",vt([Link](2,3)+[Link](),math
.random(2,3)+[Link](),[Link](2,3)+[Link]()))
print([Link])
[Link]=true
[Link]=true
[Link]=cf(pos)*cf([Link](-3,2)+[Link](),0,[Link](-
3,2)+[Link]())*euler([Link](-50,50),[Link](-50,50),[Link](-
50,50))
game:GetService("Debris"):AddItem(groundpart,10)
[Link]([Link](function(Part)
wait(5)
for i=0,1,0.05 do
wait(0)
[Link]=i
end
[Link]=nil
end),groundpart)
end
[Link]([Link](function()
con1=[Link]:connect(function(hit)
Damagefunc(hit,10,20,[Link](20,40),"Knockdown",RootPart,2) end)
[Link]=workspace
[Link]=vt(8,8,8)
CF=[Link]
[Link]=[Link]
for i=0,1,0.1 do
swait()
[Link]=CF
end
con1:disconnect()
[Link]=nil
end))
wld1.Part1=nil
BPos.P=50000
BPos.D=1000
[Link]=[Link]([Link],[Link],[Link])
[Link]=[Link]
[Link]=prt1
[Link] = vt([Link],[Link],[Link])
Gy.P = 20e+003
[Link]=[Link]
[Link]=prt1
[Link]=true
[Link]=true
MagicCircle([Link]("White"),[Link],0,0,0,2,2,2,0.05)
so("Smash",prt38,1,0.5)
Mode="Planted"
wait(0.5)
ArkActivate()
for i=0,1,0.1 do
swait()
wld1.C0=euler(1.57,0,0)*cf(1,1.5,0)
wld1.C1=euler(0,0,0.6)
wld2.C0=euler(0,0,0)*cf(0,-1,0)
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,-1+1*i)
RW.C0=cf(1.5,0.5,0)*euler(1.57-1.57*i,0,-0.6+0.8*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(1.57-1.57*i,0,0.6-0.8*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0.5-0.5*i,0.1-0.1*i)*euler(0,0,-0.5+0.5*i)
RH.C1=RHC1
LH.C0=LHC0*cf(-0.5+0.5*i,0.8-0.8*i,0.1-0.1*i)*euler(0,0,0.2-0.2*i)
LH.C1=LHC1
end
[Link]=16
hideanim()
attack=false
end
function GetArk()
attack=true
Disappear(modelzorz)
wait(0.5)
ArkUnactivate()
Mode="Obelisk"
[Link]=false
[Link]=false
[Link]=nil
[Link]=nil
wld1.Part1=RightArm
Reappear(modelzorz)
equipanim()
attack=false
end
function ObeliskHop()
attack=true
[Link]=0
--so("[Link] --boidzerg
so("AirWoosh",Torso,1,1.5)
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(-0.3*i,0,0)
RootJoint.C0=RootCF*cf(0,0,-1.9*i)*euler(0.7*i,0,0)
RW.C0=cf(1.5,0.5,0)*euler(0.7*i,0,0.2-0.2*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(-0.2*i,0,-0.2-0.2*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0.5*i,0.1*i)*euler(0,0,-0.5*i)
RH.C1=RHC1
LH.C0=LHC0*cf(-0.5*i,1.6*i,0.1*i)*euler(0,0,-0.2*i)
LH.C1=LHC1
end
Disappear(Character)
swait(5)
so("AirWoosh",Torso,1,1)
swait(5)
[Link]=[Link]*cf([Link](-5,5),[Link](1,5),[Link](-5,5))
Reappear(Character)
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,0)*euler(0.5,0,0)
RW.C0=cf(1.5,0.5,0)*euler(-0.8,0,0.4)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(-0.8,0,-0.4)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(-0.3,0,-0.3)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(-0.3,0,0.3)
LH.C1=LHC1
swait(2)
numb=2
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,-1.5*i*numb)*euler(0.5-0.2*i*numb,0,0)
RW.C0=cf(1.5,0.5,0)*euler(-0.8-0.2*i,0,0.4)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(-0.8-0.2*i,0,-0.4)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0.5*i,0.1*i)*euler(-0.3+0.3*i,0,-0.3-0.2*i)
RH.C1=RHC1
LH.C0=LHC0*cf(-0.5*i,1.2*i,0.1*i)*euler(-0.3+0.3*i,0,0.3-0.1*i)
LH.C1=LHC1
numb=numb-0.1
end
swait(5)
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,-1.5+1.5*i)*euler(0.3-0.3*i,0,0)
RW.C0=cf(1.5,0.5,0)*euler(-1+1*i,0,0.4-0.2*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(-1+1*i,0,-0.4+0.2*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0.5-0.5*i,0.1-0.1*i)*euler(0,0,-0.5+0.5*i)
RH.C1=RHC1
LH.C0=LHC0*cf(-0.5+0.5*i,1.2-1.2*i,0.1-0.1*i)*euler(0,0,0.2-0.2*i)
LH.C1=LHC1
end
[Link]=16
attack=false
end
function ObeliskSmash()
attack=true
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,0)
RW.C0=cf(1.5-0.5*i,0.5,-0.5*i)*euler(1.57*i,0,0.2-0.8*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5+0.5*i,0.5,-0.5*i)*euler(1.57*i,0,-0.2+0.8*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(0,0,0)
LH.C1=LHC1
end
swait(10)
so("Appear",RightArm,1,1)
MagicCircle([Link]("White"),[Link]*cf(0,-
1,0)*euler(0,0,0),0,0,0,1,0.2,0.2,0.05)
MagicCircle([Link]("White"),[Link]*cf(0,-
1,0)*euler(0,0,0),0,0,0,0.2,1,0.2,0.05)
MagicCircle([Link]("White"),[Link]*cf(0,-
1,0)*euler(0,0,0),0,0,0,0.2,0.2,1,0.05)
Disappear(modelzorz)
swait(20)
TehCF=[Link]
[Link]=[Link]+vt(0,80,0)
[Link]=cf([Link]+vt(0,80,0))
[Link]=TehCF*euler(([Link](-1,0)+[Link]())/3,([Link](-
1,0)+[Link]())/3,([Link](-1,0)+[Link]())/3)
swait(40)
[Link]([Link](function()
Reappear(modelzorz)
[Link]=nil
local vel=[Link]("BodyVelocity")
[Link]=prt1
[Link]=vt(4e+005,4e+005,4e+005)*1
PrtCF=[Link]*euler(1.57,0,0)
[Link]=[Link]*-150
hitfloor=false
while hitfloor==false do
swait()
hit,pos = rayCast([Link], ([Link]([Link],[Link] -
[Link](0,2,0))).lookVector, 2, Character)
if hit ~= nil then
hitfloor = true
end
end
[Link]=nil
game:GetService("Debris"):AddItem(vel,0.1)
[Link]=true
[Link]([Link](function()
swait(50)
[Link]=false
print("underp")
end))
for i=1,10 do
Col=[Link]("DarkGreen")
if hit~=nil then
Col=[Link]
end
local
groundpart=part(3,workspace,0,0,Col,"Ground",vt([Link](2,3)+[Link](),math
.random(2,3)+[Link](),[Link](2,3)+[Link]()))
print([Link])
[Link]=true
[Link]=true
[Link]=cf(pos)*cf([Link](-3,2)+[Link](),0,[Link](-
3,2)+[Link]())*euler([Link](-50,50),[Link](-50,50),[Link](-
50,50))
game:GetService("Debris"):AddItem(groundpart,10)
[Link]([Link](function(Part)
wait(5)
for i=0,1,0.05 do
wait(0)
[Link]=i
end
[Link]=nil
end),groundpart)
end
[Link]([Link](function()
con1=[Link]:connect(function(hit)
Damagefunc(hit,10,15,[Link](10,20),"Knockdown",prt1,2) end)
[Link]=workspace
[Link]=vt(11,11,11)
CF=[Link]
[Link]=cf([Link])
for i=0,1,0.1 do
swait()
[Link]=CF
end
con1:disconnect()
[Link]=nil
end))
BPos.P=50000
BPos.D=1000
[Link]=[Link]([Link],[Link],[Link])
[Link]=[Link]
[Link]=prt1
MagicCircle([Link]("White"),[Link],0,0,0,3,3,3,0.05)
WaveEffect2([Link]("White"),[Link]*cf(0,4,0),0,0,0,0.3,0.3,0.3,0.02)
so("Smash",prt38,1,0.5)
end))
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,0)
RW.C0=cf(1+0.5*i,0.5,-0.5+0.5*i)*euler(1.57-1.57*i,0,-0.6+0.8*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5+0.5-0.5*i,0.5,-0.5+0.5*i)*euler(1.57-1.57*i,0,0.6-0.8*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0,0)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(0,0,0)
LH.C1=LHC1
end
attack=false
end
function LightningBlasts()
attack=true
[Link]=0
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(0,0,0.2+1.37*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.2-1.37*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
end
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(-0.4*i,0,-0.2*i)
RootJoint.C0=RootCF*cf(0,0,-1.5*i)*euler(0.8*i,0,0.5*i)
RW.C0=cf(1.5,0.5,0)*euler(1.4*i,0,1.57-1.07*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(-0.2*i,0,-1.57+1.17*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,-0.5*i,-0.5*i)
LH.C0=LHC0*cf(-0.5*i,1*i,0)*euler(0.5*i,0,-0.5*i)
end
con1=[Link]:connect(function(hit)
Damagefunc(hit,20,30,0,"Knockdown",hitbox,.4) end)
for i=1,2 do
MagicBlock([Link]("Bright
red"),cf([Link]+vt(0,750,0)),0.1,3000,0.1,0.05,0.05,0.05,0.01)
CF=[Link]*cf([Link](-15,15),-3.5,-[Link](0,15))
MagicBlock([Link]("Bright red"),CF,0.1,3000,0.1,0.05,0.05,0.05,0.01)
local efprt=part(1,workspace,0,0.5,[Link]("Black"),"Effect",vt(1,1,1))
[Link]=CF
[Link]=true
local efmsh=mesh("CylinderMesh",efprt,"","",vt(0,0,0),vt(20,1,20))
local efprt2=part(1,workspace,0,0.5,[Link]("White"),"Effect",vt(1,1,1))
[Link]=CF
[Link]=true
local efmsh2=mesh("CylinderMesh",efprt2,"","",vt(0,0,0),vt(0,1,0))
[Link]([Link](function(Part1,Part2,Mesh2)
--[[so("[Link]
so("[Link]
so("TeslaShot",Part1,1,1)
teh=[Link]()
WaveEffect2([Link]("Bright
red"),[Link]([Link]),5,1.5,5,0.7,0.7,0.7,0.02)
MagicCircle([Link]("White"),[Link]([Link]),20,20,20,1.6,1.6,1.6
,0.03)
--[[Lightning([Link],[Link]+vt([Link](-5,5),800,[Link](-
5,5)),20,1,"White",0.1,0.1,0.2)
for i=1,5 do
Lightning([Link]+vt([Link](-5,5),0,[Link](-
5,5)),[Link]+vt([Link](-5,5),800,[Link](-
5,5)),20,1,"White",0.1,0.1,0.2)
end]]
[Link]=1
[Link]=1
[Link]=workspace
[Link]=vt(17,17,17)
[Link]=[Link]
[Link]([Link](function(Part,tehCF)
for i=0,1,0.1 do
swait()
[Link]=tehCF*cf(0,2,0)
end
[Link]=nil
end),hitbox,[Link])
swait(20)
[Link]=nil
[Link]=nil
end),efprt,efprt2,efmsh2)
so("Appear",efprt,1,1.5)
game:GetService("Debris"):AddItem(efprt,5)
end
swait(30)
[Link]=16
for i=0,1,0.05 do
swait()
Neck.C0=necko*euler(-0.4+0.4*i,0,-0.2+0.2*i)
RootJoint.C0=RootCF*cf(0,0,-1.5+1.5*i)*euler(0.8-0.8*i,0,0.5-0.5*i)
RW.C0=cf(1.5,0.5,0)*euler(1.4-1.4*i,0,0.5-0.3*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(-0.2+0.2*i,0,-0.4+0.2*i)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,-0.5+0.5*i,-0.5+0.5*i)
LH.C0=LHC0*cf(-0.5+0.5*i,1-1*i,0)*euler(0.5-0.5*i,0,-0.5+0.5*i)
end
con1:disconnect()
attack=false
end
function PileDrive()
attack=true
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,1*i)
RootJoint.C0=RootCF*euler(0,0,-1*i)
RW.C0=cf(1.5,0.5,0)*euler(0,0,0.2+1.37*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(-0.5*i,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
end
local efprt=part(3,workspace,0,1,[Link]("Black"),"Effect",vt(1,1,1))
local efwld=weld(efprt,efprt,RightArm,cf(0,1,0))
game:GetService("Debris"):AddItem(efprt,10)
so("Explosion1",prt41,1,0.3)
so("Explosion1",efprt,1,0.5)
so("Charge2",efprt,1,1)
for i=0,30 do
swait()
Lightning([Link],[Link],5,0.5,"Bright red",0.1,0.1,0.1)
MagicBlock([Link]("Bright red"),[Link]*euler([Link](-
50,50),[Link](-50,50),[Link](-50,50)),0,0,0,0.3,0.3,0.3,0.05)
end
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,1-2.57*i)
RootJoint.C0=RootCF*euler(0,0,-1+2.57*i)
RW.C0=cf(1.5,0.5,0)*euler(0,0,1.57)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(-0.5,0,-0.2)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
Lightning([Link],[Link],5,0.5,"Bright red",0.1,0.1,0.1)
MagicBlock([Link]("Bright red"),[Link]*euler([Link](-
50,50),[Link](-50,50),[Link](-50,50)),0,0,0,0.3,0.3,0.3,0.05)
end
bodvel=it("BodyVelocity")
[Link]=RootPart
[Link]=vt(4e+005,4e+005,4e+005)*1
[Link]=[Link]*30
bg=it("BodyGyro")
[Link]=[Link](4e+005,4e+005,4e+005)*[Link]
bg.P=20e+003
[Link]=RootPart
[Link]=[Link]
game:GetService("Debris"):AddItem(bodvel,1)
game:GetService("Debris"):AddItem(bg,1)
efwld.C0=cf(0,4,0)
so("PileDrive",efprt,1,0.7)
MagicCircle([Link]("White"),[Link],0,0,0,0.7,0.7,0.7,0.01)
MagicRing([Link]("White"),[Link]*euler(-
1.57,0,0),0,0,0,0.5,0.5,0.5,0.01)
con1=[Link]:connect(function(hit)
Damagefunc(hit,30,40,50,"Knockdown",hitbox,1) end)
[Link]=modelzorz
[Link]=vt(5,10,5)
[Link]=[Link]
for i=1,30 do
swait()
MagicBlock([Link]("Bright red"),[Link]*euler([Link](-
50,50),[Link](-50,50),[Link](-50,50)),2,2,2,0.8,0.8,0.8,0.1)
[Link]=[Link]
end
con1:disconnect()
[Link]=nil
swait(30)
attack=false
end
function LaserBarrage()
attack=true
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,-1*i)*euler(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(1.57*i,1.57*i,0.2-0.2*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5+1.5*i,0.5,-0.5*i)*euler(1.2*i,-1.2*i,-0.2+0.2*i)
LW.C1=cf(0,0.5,0)*euler(-1.4*i,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0.1*i,-1*i)
LH.C0=LHC0*cf(-0.5*i,1*i,0)*euler(-0.1*i,0,0)
end
--so("BeamLockon",prt41,1,1)
for i=1,10 do
local efprt=part(3,modelzorz,0,0.5,[Link]("Bright
red"),"Effect",vt(0.2,0.2,0.2))
[Link]=true
local efmsh=mesh("CylinderMesh",efprt,"","",vt(0,0,0),vt(1,1,1))
spread=vt(([Link](-1,0)+[Link]())*7,([Link](-1,0)+[Link]())*7,
([Link](-1,0)+[Link]())*7)*([Link].p).magnitude/100
--spread=vt(0,0,0)
[Link]([Link](function(Part,Mesh,Spreaded)
game:GetService("Debris"):AddItem(Part,6)
local TheHit=[Link].p
local MouseLook=cf(([Link]+TheHit)/2,TheHit+Spreaded)
local hit,pos = rayCast([Link],[Link],1000,modelzorz)
so("Elec",prt41,0.2,1)
local tefprt=part(3,workspace,0,1,[Link]("Black"),"Effect",vt(0.2,0.2,0.2))
[Link]=cf(pos)
MagicCircle([Link]("Really red"),cf(pos),0.5,0.5,0.5,0.5,0.5,0.5,0.04)
so("Elec",tefprt,0.3,1)
game:GetService("Debris"):AddItem(tefprt,3)
[Link]=[Link](([Link]+pos)/2,pos)*angles(1.57,0,0)
local mag=([Link]-pos).magnitude
if hit~=nil then
Damagefunc(hit,10,20,1,"Normal",RootPart,0,"TeslaShot",2)
end
MagicCylinder([Link]("Bright red"),[Link],1,mag*5,1,0.5,0,0.5,0.05)
[Link]=nil
end),efprt,efmsh,spread)
end
swait(20)
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,-1+1*i)*euler(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(1.57-1.57*i,1.57-1.57*i,0.2*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5*i,0.5,-0.5+0.5*i)*euler(1.2-1.2*i,-1.2+1.2*i,-0.2*i)
LW.C1=cf(0,0.5,0)*euler(-1.4+1.4*i,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0.1-0.1*i,-1+1*i)
LH.C0=LHC0*cf(-0.5+0.5*i,1-1*i,0)*euler(-0.1+0.1*i,0,0)
end
attack=false
end
function BLAAAAARGH()
attack=true
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,-1*i)*euler(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(1.57*i,1.57*i,0.2-0.2*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5+1.5*i,0.5,-0.5*i)*euler(1.2*i,-1.2*i,-0.2+0.2*i)
LW.C1=cf(0,0.5,0)*euler(-1.4*i,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0.1*i,-1*i)
LH.C0=LHC0*cf(-0.5*i,1*i,0)*euler(-0.1*i,0,0)
end
for i=1,3 do
so("DoctorOctogonapus",prt41,1,1)
end
for i=1,1 do
local efprt=part(3,modelzorz,0,0.5,[Link]("Bright
red"),"Effect",vt(0.6,0.2,0.6))
[Link]=true
local efmsh=mesh("CylinderMesh",efprt,"","",vt(0,0,0),vt(1,1,1))
--spread=vt(([Link](-1,0)+[Link]())*5,([Link](-
1,0)+[Link]())*5,([Link](-1,0)+[Link]())*5)
spread=vt(0,0,0)
[Link]([Link](function(Part,Mesh,Spreaded)
game:GetService("Debris"):AddItem(Part,6)
for i=1,70 do
swait()
local MouseLook=cf(([Link]+[Link].p)/2,[Link].p+Spreaded)
local hit,pos = rayCast([Link],[Link],1000,modelzorz)
[Link]=[Link](([Link]+pos)/2,pos)*angles(1.57,0,0)
local mag=([Link]-pos).magnitude
[Link]=vt(1,mag*5,1)
end
local MouseLook=cf(([Link]+[Link].p)/2,[Link].p+Spreaded)
local hit,pos = rayCast([Link],[Link],1000,modelzorz)
--so("[Link]
local tefprt=part(3,workspace,0,1,[Link]("Black"),"Effect",vt(0.2,0.2,0.2))
[Link]=cf(pos)
MagicCircle([Link]("Really red"),cf(pos),3,3,3,4,4,4,0.04)
--so("[Link]
game:GetService("Debris"):AddItem(tefprt,3)
[Link]=[Link](([Link]+pos)/2,pos)*angles(1.57,0,0)
local mag=([Link]-pos).magnitude
if hit~=nil and [Link]~="Base" then
Damagefunc(hit,9999,9999,1000,"Knockdown",prt41,0,"",2)
[Link]=false
hit:BreakJoints()
local angle=([Link]-([Link]+[Link](0,0,0))).unit
local bodvol=[Link]("BodyVelocity")
[Link]=angle*100000000
bodvol.P=5000
[Link]=[Link](8e+003, 8e+003, 8e+003)
[Link]=hit
game:GetService("Debris"):AddItem(bodvol,5)
end
MagicCylinder([Link]("Bright red"),[Link],20,mag*5,20,4,0,4,0.05)
[Link]=nil
end),efprt,efmsh,spread)
end
swait(100)
for i=0,1,0.1 do
swait()
Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*cf(0,0,-1+1*i)*euler(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(1.57-1.57*i,1.57-1.57*i,0.2*i)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5*i,0.5,-0.5+0.5*i)*euler(1.2-1.2*i,-1.2+1.2*i,-0.2*i)
LW.C1=cf(0,0.5,0)*euler(-1.4+1.4*i,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(0,0.1-0.1*i,-1+1*i)
LH.C0=LHC0*cf(-0.5+0.5*i,1-1*i,0)*euler(-0.1+0.1*i,0,0)
end
attack=false
end
function ALLCHILD()
local all={}
for _,v in pairs(workspace:children()) do
[Link](all,v)
end
return all
end
function Disappear(Mod)
for _,v in pairs(Mod:children()) do
if [Link]=="Hat" then
for _,i in pairs(v:children()) do
if [Link]=="Part" then
[Link]([Link](function(Part)
for i=0,1,0.1 do
swait()
[Link]=i
end
[Link]=1
end),i)
end
end
end
if [Link]=="Part" and [Link]~="HumanoidRootPart" then
[Link]([Link](function(Part)
for i=0,1,0.1 do
swait()
[Link]=i
end
[Link]=1
end),v)
end
end
end
function Reappear(Mod)
for _,v in pairs(Mod:children()) do
if [Link]=="Hat" then
for _,i in pairs(v:children()) do
if [Link]=="Part" then
[Link]([Link](function(Part)
for i=1,0,-0.1 do
swait()
[Link]=i
end
[Link]=0
end),i)
end
end
end
if [Link]=="Part" and [Link]~="HumanoidRootPart" then
[Link]([Link](function(Partt)
for i=1,0,-0.1 do
swait()
[Link]=i
end
[Link]=0
end),v)
end
end
end
function ArkActivate()
[Link]([Link](function()
clone=prt3:Clone()
[Link]=modelzorz
[Link]=[Link]("Bright red")
[Link]=[Link]+vt(0.01,0.005,0.01)
local awld3=weld(clone,clone,prt3,cf(0,0,0))
so("Activate",prt41,1,1)
[Link]([Link](function(Part)
for i=1,0,-0.01 do
swait()
[Link]=i
end
[Link]=0
end),clone)
[Link](Clone,clone)
for i=2,31 do
--prt22
clone=EffectParts[i]:Clone()
[Link]=modelzorz
[Link]=[Link]("Bright red")
if [Link]=="Part22" then
[Link]=[Link]+vt(0.01,0.005,0.01)
else
[Link]=[Link]+vt(0.01,0.01,0.01)
end
local awld3=weld(clone,clone,EffectParts[i],cf(0,0,0))
[Link]([Link](function(Part)
for i=1,0,-0.01 do
swait()
[Link]=i
end
[Link]=0
end),clone)
[Link](Clone,clone)
end
end))
[Link]([Link](function()
numb=0
numbderp=0.785*3
for i=1,3 do
for i=1,4 do
MagicShard([Link]("Bright
red"),[Link]*euler(0,numb,numbderp)*cf(0,5,0),0,0,0,0.03,0.07,0.03,0.02)
numb=numb+1.57
--local wld41=weld(prt41,prt41,prt43,cf(0,2.4,0)*euler(0,0,numb))
end
swait(10)
numbderp=numbderp-0.785
end
MagicShard([Link]("Bright
red"),[Link]*euler(0,0,0)*cf(0,5,0),0,0,0,0.03,0.07,0.03,0.02)
end))
[Link]([Link](function(Part)
while Mode=="Planted" do
swait([Link](5,10))
ElecEffect([Link],4,4,4)
end
end),prt41)
end
function ArkUnactivate()
for i=1,#Clone do
--[[print(Clone[i])
print(i)]]
Clone[i].Parent=nil
end
for i=1,#Clone do
[Link](Clone,i)
end
end
--[[local LastPoint=[Link]*[Link](0,[Link].Y*2.5,0)
local Point=[Link]*[Link](0,[Link].Y*2.5,0)]]
function effect(Color,Ref,Size,LP,P1,returnn)
local effectsmsh = [Link]("BlockMesh")
[Link] = [Link](0.4,1,0.4)
[Link] = "Mesh"
local effectsg = [Link]("Part")
[Link] = 3
[Link] = false
[Link] = "Eff"
[Link] = true
[Link] = true
[Link] = [Link](0.2,1,0.2)
[Link] = workspace
[Link] = effectsg
[Link] = [Link](Color)
[Link] = Ref
local point1 = P1
local mg = (LP.p - point1.p).magnitude
[Link] = [Link](Size,mg,Size)
[Link] = [Link]((LP.p+point1.p)/2,point1.p) *
[Link]([Link](90),0,0)
if returnn then return effectsg end
[Link]([Link](function()
if not returnn then
for i = 0 , 1 , 0.1 do
swait()
[Link] = 1*i
[Link] = [Link](Size-Size*i,1,Size-Size*i)
end
swait()
[Link] = nil
end
end))
end
function ElecEffect(cff,x,y,z)
local prt=part(3,workspace,0,0,[Link]("White"),"Part",vt(1,1,1))
[Link]=true
game:GetService("Debris"):AddItem(prt,2)
xval=[Link]()
yval=[Link]()
zval=[Link]()
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(xval,yval,zval))
[Link]([Link](function(Part,Mesh,Frame,xvaal,yvaal,zvaal)
[Link]=cf(Frame)*cf([Link](-x,x),[Link](-y,y),[Link](-z,z))
for i=0,1,0.05 do
swait()
xvaal=xvaal-0.1
yvaal=yvaal-0.1
zvaal=zvaal-0.1
[Link]=vt(xvaal,yvaal,zvaal)
[Link]=i
end
[Link]=nil
end),prt,msh,cff,xval,yval,zval)
end
function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
[Link]([Link](function(Part,Mesh)
for i=0,1,delay do
swait()
[Link]=[Link]
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh)
end
function MagicBlock2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,decrease)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
CF=[Link]
num=[Link](5,20)
[Link]([Link](function(Part,Mesh,CF2,Num)
for i=0,1.05,0.05 do
swait()
[Link]=CF2*cf(0,i*Num,0)*euler([Link](-50,50),[Link](-
50,50),[Link](-50,50))
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
Num=Num-decrease
end
[Link]=nil
end),prt,msh,CF,num)
end
function MagicBlock3(brickcolor,cframe,x1,y1,z1,x3,y3,z3)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe*euler([Link](-50,50),[Link](-50,50),[Link](-
50,50))
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
[Link]([Link](function(Part,Mesh)
for i=0,1,0.1 do
swait()
TehCF=cframe
[Link]=TehCF*euler([Link](-50,50),[Link](-50,50),[Link](-
50,50))
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh)
end
function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
[Link]=true
[Link]=cframe
msh=mesh("SpecialMesh",prt,"Head","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
[Link]([Link](function(Part,Mesh)
for i=0,1,delay do
swait()
[Link]=[Link]
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh)
end
function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe
msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
[Link]([Link](function(Part,Mesh)
for i=0,1,delay do
swait()
[Link]=[Link]
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh)
end
function MagicRing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe
msh=mesh("SpecialMesh",prt,"FileMesh","[Link]
id=3270017",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
[Link]([Link](function(Part,Mesh,num)
for i=0,1,delay do
swait()
[Link]=[Link]*cf(0,0,-num)
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh,([Link](0,1)+[Link]())/5)
end
function MagicFire(brickcolor,cframe,x1,y1,z1)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe*euler([Link](-50,50),[Link](-50,50),[Link](-
50,50))
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
[Link]([Link](function(Part,Mesh)
for i=0,1,0.1 do
swait()
[Link]=cf([Link]+vt(0,0.5,0))*euler([Link](-50,50),[Link](-
50,50),[Link](-50,50))
[Link]=i
[Link]=[Link]+vt(0.1,0.1,0.1)
end
[Link]=nil
end),prt,msh)
end
function BlastEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe*euler([Link](-50,50),[Link](-50,50),[Link](-
50,50))
msh=mesh("SpecialMesh",prt,"FileMesh","[Link]
id=24388358",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
[Link]([Link](function(Part,Mesh)
for i=0,1,0.05 do
swait()
[Link]=[Link]
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh)
end
function WaveEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe
msh=mesh("SpecialMesh",prt,"FileMesh","1323306",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
[Link]([Link](function(Part,Mesh)
for i=0,1,0.1 do
swait()
[Link]=[Link]*cf(0,y3,0)
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh)
end
function WaveEffect2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe
msh=mesh("SpecialMesh",prt,"FileMesh","20329976",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
[Link]([Link](function(Part,Mesh)
for i=0,1,delay do
swait()
[Link]=[Link]
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh)
end
function MagicShard(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
[Link]=true
[Link]=cframe
msh=mesh("SpecialMesh",prt,"FileMesh","9756362",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
[Link]([Link](function(Part,Mesh)
for i=0,1,delay do
swait()
[Link]=[Link]
[Link]=i
[Link]=[Link]+vt(x3,y3,z3)
end
[Link]=nil
end),prt,msh)
end
function Lightning(p0,p1,tym,ofs,col,th,tra,last)
--[[p0=pos1
p1=pos2
tym=times
ofs=offset
col=color
th=size
tra=transparency
last=lastingtime]]
local magz = (p0 - p1).magnitude local curpos = p0 local trz = {-ofs,ofs}
for i=1,tym do
local li = [Link]("Part",workspace) [Link] =0 [Link] = 0
[Link] = true [Link] = tra or 0.4 [Link] =
[Link](col)
[Link] = "Custom" [Link] = false [Link] =
[Link](th,th,magz/tym) local ofz =
[Link](trz[[Link](1,2)],trz[[Link](1,2)],trz[[Link](1,2)])
light1=[Link]("PointLight")
[Link]=.8
[Link]=[Link](.2,255,.2)
[Link]=8
[Link]=li
local trolpos = [Link](curpos,p1)*[Link](0,0,magz/tym).p+ofz
if tym == i then
local magz2 = (curpos - p1).magnitude [Link] = [Link](th,th,magz2)
[Link] = [Link](curpos,p1)*[Link](0,0,-magz2/2)
else
[Link] = [Link](curpos,trolpos)*[Link](0,0,magz/tym/2)
end
curpos = [Link]*[Link](0,0,magz/tym/2).p [Link]:AddItem(li,last)
end
end
Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,HitSound,HitPitch
)
if [Link]==nil then
return
end
CPlayer=Bin
h=[Link]:FindFirstChild("Humanoid")
for _,v in pairs([Link]:children()) do
if v:IsA("Humanoid") then
h=v
end
end
if h~=nil and [Link]~=[Link] and
[Link]:FindFirstChild("Torso")~=nil then
if [Link]:findFirstChild("DebounceHit")~=nil then if
[Link]==true then return end end
if [Link]>=[Link] then
hit:BreakJoints()
end
--[[ if [Link]:GetPlayerFromCharacter([Link])~=nil
then
return
end]]
-- hs(hit,1.2)
c=[Link]("ObjectValue")
[Link]="creator"
[Link]=game:service("Players").LocalPlayer
[Link]=h
game:GetService("Debris"):AddItem(c,.5)
if HitSound~=nil and HitPitch~=nil then
so(HitSound,hit,1,HitPitch)
end
Damage=[Link](minim,maxim)
-- h:TakeDamage(Damage)
blocked=false
block=[Link]:findFirstChild("Block")
if block~=nil then
if [Link]=="IntValue" then
if [Link]>0 then
blocked=true
[Link]=[Link]-1
print([Link])
end
end
end
if blocked==false then
-- h:TakeDamage(Damage)
[Link]=[Link]-Damage
showDamage([Link],Damage,.5,BrickColor:Red())
else
[Link]=[Link]-(Damage/2)
showDamage([Link],Damage/2,.5,[Link]("Bright blue"))
end
if Type=="Knockdown" then
hum=[Link]
[Link]=true
[Link]([Link](function(HHumanoid)
swait(1)
[Link]=false
end),hum)
local angle=([Link]-
([Link]+[Link](0,0,0))).unit
--
[Link]=[Link]([Link],[Link](angle.x,[Link].y,angle.z))*CFr
[Link]([Link]/4,0,0)
local bodvol=[Link]("BodyVelocity")
[Link]=angle*knockback
bodvol.P=5000
[Link]=[Link](8e+003, 8e+003, 8e+003)
[Link]=hit
rl=[Link]("BodyAngularVelocity")
rl.P=3000
[Link]=[Link](500000,500000,500000)*50000000000000
[Link]=[Link]([Link](-10,10),[Link](-
10,10),[Link](-10,10))
[Link]=hit
game:GetService("Debris"):AddItem(bodvol,.5)
game:GetService("Debris"):AddItem(rl,.5)
elseif Type=="Normal" then
vp=[Link]("BodyVelocity")
vp.P=500
[Link]=[Link]([Link],0,[Link])
-- [Link]=[Link]*Knockback
[Link]=[Link]*knockback+[Link]/1.05
if knockback>0 then
[Link]=[Link]
end
game:GetService("Debris"):AddItem(vp,.5)
elseif Type=="Up" then
local bodyVelocity=[Link]("BodyVelocity")
[Link]=vt(0,20,0)
bodyVelocity.P=5000
[Link]=[Link](8e+003, 8e+003, 8e+003)
[Link]=hit
game:GetService("Debris"):AddItem(bodyVelocity,.5)
elseif Type=="Snare" then
bp=[Link]("BodyPosition")
bp.P=2000
bp.D=100
[Link]=[Link]([Link],[Link],[Link])
[Link]=[Link]
[Link]=[Link]
game:GetService("Debris"):AddItem(bp,1)
elseif Type=="Freeze" then
BodPos=[Link]("BodyPosition")
BodPos.P=50000
BodPos.D=1000
[Link]=[Link]([Link],[Link],[Link])
[Link]=[Link]
[Link]=[Link]
BodGy = it("BodyGyro")
[Link] = [Link](4e+005,4e+005,4e+005)*[Link]
BodGy.P = 20e+003
[Link]=[Link]
[Link] = [Link]
[Link]=true
[Link]([Link](function(Part)
swait(1.5)
[Link]=false
end),[Link])
game:GetService("Debris"):AddItem(BodPos,3)
game:GetService("Debris"):AddItem(BodGy,3)
end
debounce=[Link]("BoolValue")
[Link]="DebounceHit"
[Link]=[Link]
[Link]=true
game:GetService("Debris"):AddItem(debounce,Delay)
c=[Link]("ObjectValue")
[Link]="creator"
[Link]=Player
[Link]=h
game:GetService("Debris"):AddItem(c,.5)
CRIT=false
hitDeb=true
AttackPos=6
end
end
showDamage=function(Char,Dealt,du,Color)
m=[Link]("Model")
[Link]=tostring(Dealt)
h=[Link]("Humanoid")
[Link]=0
[Link]=0
[Link]=m
c=[Link]("Part")
[Link]=0
[Link]=Color
[Link]="Head"
[Link]=0
[Link]=0
[Link]="Plate"
[Link]=[Link](1,.4,1)
ms=[Link]("CylinderMesh")
[Link]=[Link](.8,.8,.8)
if CRIT==true then
[Link]=[Link](1,1.25,1)
end
[Link]=c
[Link]=0
[Link]("BodyGyro").Parent=c
[Link]=m
[Link]=[Link](Char["Head"].CFrame.p+[Link](0,1.5,0))
f=[Link]("BodyPosition")
f.P=2000
f.D=100
[Link]=[Link]([Link],[Link],[Link])
[Link]=[Link]+[Link](0,3,0)
[Link]=c
game:GetService("Debris"):AddItem(m,.5+du)
[Link]=false
[Link]=workspace
[Link]=false
end
combo=0
num=0
function ob1d(mouse)
if attack==true then return end
hold=true
if combo==0 then
combo=1
if holdz==true then
heavyattackone()
else
lightattackone()
end
elseif combo==1 then
combo=2
if holdz==true then
lightattackfour()
else
lightattacktwo()
end
elseif combo==2 then
combo=3
if holdz==true then
heavyattackthree()
else
lightattackthree()
end
elseif combo==3 then
combo=4
if holdz==true then
heavyattackfour()
else
lightattackfour()
end
end
[Link]([Link](function()
swait(8)
if attack==false then
combo=0
equipanim()
end
end))
end
function ob1u(mouse)
hold = false
end
buttonhold = false
eul=0
holdq=false
holdz=false
function key(key)
if key=="q" then
holdq=true
end
if key=="z" then
holdz=true
end
if attack==true then return end
if Mode=="Planted" and holdq==true then
if key=="z" then
LightningBlasts()
end
if key=="x" then
PileDrive()
end
if key=="c" then
LaserBarrage()
end
if key=="v" then
BLAAAAARGH()
end
elseif holdq==false then
if key=="j" then
if Weapon=="None" then
SummonSword()
else
UnsummonSword()
end
end
end
--[[if key=="j" then
heavyattackfour()
end]]
if key=="f" then
if Mode=="Obelisk" then
Plant()
elseif Mode=="Planted" then
GetArk()
end
end
if key=="g" then
if Mode=="Planted" then
ObeliskHop()
end
end
if key=="h" then
if Mode=="Planted" then
ObeliskSmash()
end
end
equipanim()
--[[if key=="c" then
--so("[Link]
ArkActivate()
wld1.Part1=RootPart
wld1.C0=euler(-0.05,0,0)*cf(0,0,-1.3)
wld1.C1=euler(0,0,0)
wld2.C0=euler(0,0,0)*cf(0,0.5,0)
Neck.C0=necko*euler(0.4,0,0)
RootJoint.C0=RootCF*cf(0,0,-0.3)*euler(-0.05,0,0)
RW.C0=cf(1.5,0.5,0)*euler(-0.2,0,0.4)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(-0.1,0,0)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0*cf(0,0,0)*euler(-0.1,0,0.5)
RH.C1=RHC1
LH.C0=LHC0*cf(0,0,0)*euler(0,0,0.2)
LH.C1=LHC1
for i=1,100 do
swait()
MagicBlock([Link]("Bright red"),[Link]*cf(0,-
1,0)*euler([Link](-50,50),[Link](-50,50),[Link](-
50,50)),0,0,0,0.3,0.3,0.3,0.05)
end
end
if key=="v" then
ArkUnactivate()
wld1.Part1=RightArm
equipanim()
end]]
end
function key2(key)
if key=="q" then
holdq=false
end
if key=="z" then
holdz=false
end
end
function s(mouse)
mouse.Button1Down:connect(function() ob1d(mouse) end)
mouse.Button1Up:connect(function() ob1u(mouse) end)
[Link]:connect(key)
[Link]:connect(key2)
unsheathed = true
player = Player
ch = Character
MMouse = mouse
RSH = [Link]["Right Shoulder"]
LSH = [Link]["Left Shoulder"]
--
[Link] = nil
[Link] = nil
--
RW.Part0 = [Link]
RW.C0 = [Link](1.5, 0.5, 0) --* [Link](1.3, 0, -0.5)
RW.C1 = [Link](0, 0.5, 0)
RW.Part1 = ch["Right Arm"]
[Link] = [Link]
--_G.R = RW
--
LW.Part0 = [Link]
LW.C0 = [Link](-1.5, 0.5, 0) --* [Link](1.7, 0, 0.8)
LW.C1 = [Link](0, 0.5, 0)
LW.Part1 = ch["Left Arm"]
[Link] = [Link]
--_G.L = LW
--
if Mode=="Obelisk" then
wld1.Part1=RightArm
end
equipanim()
end
function ds(mouse)
if Mode=="Obelisk" then
wld1.Part1=Torso
end
hideanim()
swait(0)
[Link] = nil
[Link] = nil
[Link] = [Link]
[Link] = [Link]
end
[Link]:connect(s)
[Link]:connect(ds)
--[[
Copyrighted (C) Fenrier 2014
]]