wait(0.25) if owner.PlayerGui:FindFirstChild("FakeCam") == nil then warn("Be sure that FakeCam is running WITH FakeChar.") warn("The FakeCam local script puts the camera on the fake character's head.") end local L = owner.PlayerGui:WaitForChild("FakeCam") local ScriptTag = Instance.new("ObjectValue",L) ScriptTag.Name = "ServerScript" script.Parent = game.Workspace local HC = Instance.new("Part") HC.Name = "HitboxCheck" HC.Anchored = true HC.Locked = true HC.Size = Vector3.new(1,1,10) HC.Transparency = 1 HC.CanCollide = false HC.Touched:Connect(function() end) local CamFocus = owner:FindFirstChild("CamFocus") if CamFocus == nil then CamFocus = Instance.new("ObjectValue",owner) CamFocus.Name = "CamFocus" end CamFocus.Value = nil local Humanoid = owner.Character:FindFirstChildWhichIsA("Humanoid") Humanoid:SetStateEnabled("Dead",false) local D = owner.Character:GetDescendants() for i = 1,#D do if D[i]:IsA("BasePart") then D[i]:Destroy() end end local S = Instance.new("Sound",script) S.SoundId = "rbxasset://sounds/bass.mp3" S.Volume = 0.35 local PartA = Instance.new("Part") PartA.Transparency = 1 PartA.CanCollide = false local SA = Instance.new("Sound",PartA) SA.SoundId = "rbxasset://sounds/bass.mp3" SA.Volume = 2.4 SA.PlayOnRemove = true SA.TimePosition = 0.2 local PartB = Instance.new("Part") PartB.Transparency = 1 PartB.CanCollide = false local SB = Instance.new("Sound",PartB) SB.SoundId = "rbxasset://sounds/electronicpingshort.wav" SB.Volume = 2.4 SB.PlayOnRemove = true SB.TimePosition = 0.2 local PartC = Instance.new("Part") PartC.Transparency = 1 PartC.CanCollide = false local SC = Instance.new("Sound",PartC) SC.SoundId = "rbxasset://sounds/snap.mp3" SC.Volume = 2.4 SC.PlayOnRemove = true SC.TimePosition = 0.2 PartA.Anchored = true PartB.Anchored = true PartC.Anchored = true function DeathSound(pos) for i = 1,17 do if SB and SB.Parent then local P = 1.55+i*0.05 if i%2 == 0 then P = (P-0.05)/2 end SB.PlaybackSpeed = P end if PartB then PartB.Position = pos PartB.Parent = script PartB.Parent = nil end wait(0.06) end for i = 1,20 do if SC and SC.Parent then SC.PlaybackSpeed = i * 0.1 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.02) end for i = 1,20 do if SC and SC.Parent then SC.PlaybackSpeed = 2.1 - i * 0.1 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.02) end end function HitSound(pos) local Choice = math.random(1,3) if Choice == 1 then for i = 1,10 do if SC and SC.Parent then SC.PlaybackSpeed = 1.5 - i * 0.1 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.04) end elseif Choice == 2 then for i = 1,2 do if SC and SC.Parent then SC.PlaybackSpeed = 0.6 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.04) end for i = 1,2 do if SC and SC.Parent then SC.PlaybackSpeed = 1.2 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.04) end elseif Choice == 3 then for i = 1,5 do if SC and SC.Parent then SC.PlaybackSpeed = i * 0.25 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.04) end end end function BANG(pos) local M = math.random(100,140)/100 for i = 1,2 do if SC and SC.Parent then SC.PlaybackSpeed = 0.8*M end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.04) end for i = 1,10 do if SC and SC.Parent then SC.PlaybackSpeed = 0.325*M - i * 0.02 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.04) end end function ZAP(pos) for i = 1,6 do if SA and SA.Parent then SA.PlaybackSpeed = 2.3 * math.random(1,2) end if PartA then PartA.Position = pos PartA.Parent = script PartA.Parent = nil end wait(0.04) end for i = 1,6 do if SA and SA.Parent then SA.PlaybackSpeed = 1.15 * math.random(1,2) end if PartA then PartA.Position = pos PartA.Parent = script PartA.Parent = nil end wait(0.04) end end function Shatter(pos) for i = 1,20 do if SB and SB.Parent then SB.PlaybackSpeed = math.random(160,420) / 100 end if PartB then PartB.Position = pos PartB.Parent = script PartB.Parent = nil end if SC and SC.Parent then SC.PlaybackSpeed = math.random(150,250) / 100 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(math.random(1,i)/100) end end function Kaboom(pos) local Choice = math.random(1,3) if Choice == 1 then for i = 1,30 do if SC and SC.Parent then SC.PlaybackSpeed = 0.6 - i * 0.015 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.06) end elseif Choice == 2 then for i = 1,20 do if SC and SC.Parent then SC.PlaybackSpeed = (2/i)+0.2 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.02) end elseif Choice == 3 then for i = 1,3 do if SC and SC.Parent then SC.PlaybackSpeed = 3.4 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.03) end for i = 1,20 do if SC and SC.Parent then SC.PlaybackSpeed = 1.4 - i * 0.06 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.03) end end end function FallSound(pos) for i = 1,30 do if SB and SB.Parent then SB.PlaybackSpeed = 4 - i * 0.06 end if PartB then PartB.Position = pos PartB.Parent = script PartB.Parent = nil end wait(0.06) end end function LaunchSound(pos) for i = 1,20 do if SC and SC.Parent then SC.PlaybackSpeed = i * 0.1 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.02) end for i = 1,20 do if SA and SA.Parent then SA.PlaybackSpeed = 10 - i * 0.26 end if PartA then PartA.Position = pos PartA.Parent = script PartA.Parent = nil end if SC and SC.Parent then SC.PlaybackSpeed = 2.1 - i * 0.1 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.02) end end function Dong(pos) if SA and SA.Parent then SA.PlaybackSpeed = 9.2 end if PartA then PartA.Position = pos PartA.Parent = script PartA.Parent = nil end if SB and SB.Parent then SB.PlaybackSpeed = 2.64 end if PartB then PartB.Position = pos PartB.Parent = script PartB.Parent = nil end if SC and SC.Parent then SC.PlaybackSpeed = 2 end if PartC then PartC.Position = pos PartC.Parent = script PartC.Parent = nil end wait(0.06) for i = 1,4 do if SA and SA.Parent then SA.PlaybackSpeed = 12.6 end if PartA then PartA.Position = pos PartA.Parent = script PartA.Parent = nil end if SB and SB.Parent then SB.PlaybackSpeed = 3.6 end if PartB then PartB.Position = pos PartB.Parent = script PartB.Parent = nil end wait(0.06) end end function KillChar(Char,T,bc) delay(0,function() if T.Position.Y < workspace.FallenPartsDestroyHeight then FallSound(T.Position) delay(0,function() Shatter(T.Position) end) BANG(T.Position) else DeathSound(T.Position) end end) local D = Char:GetDescendants() for i = 1,#D do if D[i]:IsA("TouchTransmitter") then D[i]:Destroy() end end for i = 1,17 do local Color = bc if i % 2 == 0 then Color = BrickColor.new("Institutional white") end if Char and Char.Parent then local C = Char:GetChildren() for i = 1,#C do if C[i]:IsA("BasePart") then C[i].Material = Enum.Material.Neon C[i].BrickColor = Color C[i].Velocity = Vector3.new() C[i].CanCollide = false end end end wait(0.06) end for i = 1,33 do local Color = bc if i % 2 ~= 0 then Color = BrickColor.new("Institutional white") end if Char and Char.Parent then local C = Char:GetChildren() for i = 1,#C do if C[i]:IsA("BasePart") then C[i].Material = Enum.Material.Neon C[i].BrickColor = Color C[i].Transparency = C[i].Transparency + 0.03 end end end wait(0.06) end if Char and Char.Parent ~= nil then Char:Destroy() end end function Speech(a,b) for i = 1,string.len(a) do if S and string.sub(a,i,i) ~= " " then S.PlaybackSpeed = 1.6 S.TimePosition = 0.2 S:Play() elseif S then S:Stop() end wait(0.04) end if S then S:Stop() end wait(0.04) for i = 1,string.len(b) do if S and string.sub(b,i,i) ~= " " then S.PlaybackSpeed = 1.9 S.TimePosition = 0.2 S:Play() elseif S then S:Stop() end wait(0.04) end if S then S:Stop() end end function NearNumber(a,b) if a + 0.375 >= b and a - 0.375 <= b then return true else return false end end function NameMatch(a) local name = string.lower(a.Name) if name == "lava" or name == "hazard" or name == "spike" or name == "spikes" or name == "hurt" or name == "bomb" or name == "subspacetripmine" or name == "mine" or name == "damage" or name == "caltrop" or name == "acid" or name == "fire" or name == "ninjastickybomb" or name == "landmine" or name == "rocket" or name == "leftrocket" or name == "rightrocket" or name == "rocketclone" or name == "missile" or name == "hedgehog" or name == "blueblur" or name == "laser" or name == "kaboom" or name == "fusebomb" or name == "projectile" or name == "bullet" or name == "deadly" or name == "electric" or name == "electricity" or name == "flame" or name == "blade" or name == "sharp" or name == "explosion" or name == "zap" or name == "lightning" then return true else return false end end function Check(C,B,I,bc,a,U) HC.Parent = script HC.CFrame = C local LaserHit = false local Dist = 10 for i = 1,400 do if LaserHit == false then HC.CFrame = HC.CFrame * CFrame.new(0,0,-2) Dist = Dist + 2 local T = HC:GetTouchingParts() for i = 1,#T do if T[i] and T[i] ~= U and T[i].Parent then if T[i].CanCollide or T[i].Parent:FindFirstChildWhichIsA("Humanoid") then LaserHit = true end end end end if LaserHit == true then break end end HC.Parent = nil if HC then HC.CFrame = HC.CFrame * CFrame.new(0,0,-3.5) end if B.Size.X.Scale < 4 then B.StudsOffsetWorldSpace = HC.Position B.Size = UDim2.new(4,0,4,0) I.ImageColor3 = bc.Color end if a then a.Position = Vector3.new(0,0,-Dist) end end local RegHits = 0 function Shoot(C,bc,f,s,b,B,I,d,wr) local Bong = false local Confirm = false local function CountHit() if not Confirm then Confirm = true RegHits = RegHits + 1 delay(0,function() wr.PlaybackSpeed = 1 wr.TimePosition = 0.2 wr:Play() wait(0.06) wr.PlaybackSpeed = 1.75 wr.TimePosition = 0.2 wr:Play() end) end end local P = Instance.new("Part",script) P.Name = "Laser" P.Anchored = true P.Locked = true P.Size = Vector3.new(1,1,10) P.Material = Enum.Material.Neon P.CFrame = C local HitTag = Instance.new("StringValue",P) HitTag.Name = "HitTag" HitTag.Value = owner.Name local At = Instance.new("Attachment",P) At.Position = Vector3.new(0,0,5) local A0 = Instance.new("Attachment",P) A0.Position = Vector3.new(-0.5,0,5) local A1 = Instance.new("Attachment",P) A1.Position = Vector3.new(0.5,0,5) local Trail = Instance.new("Trail",P) Trail.Color = ColorSequence.new(bc.Color) Trail.Transparency = NumberSequence.new(0,1) Trail.MinLength = 0.02 Trail.Lifetime = 0.6 Trail.FaceCamera = true Trail.Attachment0 = A0 Trail.Attachment1 = A1 if b then b.Color = ColorSequence.new(bc.Color) b.Attachment1 = At delay(0.12,function() if b then b.Attachment1 = nil end end) end delay(10,function() if Trail and Trail.Parent then Trail:Destroy() end end) if f == true and s == true then P.CFrame = P.CFrame * CFrame.new(0,0,0,-0.05,0,0,1) end P.BrickColor = bc P.Velocity = P.CFrame.lookVector * 80 local Range = 16 if f == true then Range = 32 if not d then P.Name = "Kaboom" P.Velocity = P.CFrame.lookVector * 320 + Vector3.new(0,100,0) else P.Name = "Zap" P.Velocity = P.CFrame.lookVector * 160 + Vector3.new(0,50,0) end local e = Color3.new(1,1,1) local E = bc.Color local c = ColorSequenceKeypoint.new local CS = ColorSequence.new({c(0,e),c(0.1,E),c(0.2,e),c(0.3,E),c(0.4,e),c(0.5,E),c(0.6,e),c(0.7,E),c(0.8,e),c(0.9,E),c(1,e)}) Trail.Color = CS if b then b.Color = CS end end local Alternate = false local LaserHit = false local TouchConnection = P.Touched:Connect(function(hit) if hit == nil or (hit and hit.CanCollide) then LaserHit = true if hit and hit.Parent then if f and not d then delay(0.03,function() hit:BreakJoints() end) end local Humanoid = hit.Parent:FindFirstChildWhichIsA("Humanoid") if Humanoid and not (Humanoid:FindFirstChild("creator") and Humanoid:FindFirstChild("creator"):IsA("ObjectValue") and Humanoid.creator.Value == owner) then Humanoid:TakeDamage(35) if f == true then if not d then Humanoid:TakeDamage(2013) else Humanoid.Sit = not Humanoid.Sit Humanoid:TakeDamage(350) end delay(0,function() Dong(hit.Position) end) delay(0,function() Shatter(hit.Position) end) end local creator = Instance.new("ObjectValue",Humanoid) creator.Name = "creator" if owner and owner.Parent then creator.Value = owner end game:GetService("Debris"):AddItem(creator,0.14) delay(0,function() HitSound(hit.Position) end) if B.Size.X.Scale < 16 then B.StudsOffsetWorldSpace = hit.Position B.Size = UDim2.new(16,0,16,0) I.ImageColor3 = bc.Color end CountHit() end if hit.Parent then local Tag2 = hit.Parent:FindFirstChild("FakeHumanoid") if Tag2 and owner and owner.Parent then Tag2.Value = owner.Name CountHit() end end end end end) for i = 1,Range do if P and P.Parent then if f == true then if d then if SA and SA.Parent then SA.PlaybackSpeed = 18 - i * 0.06 end if PartA then PartA.Position = P.Position PartA.Parent = script PartA.Parent = nil end else if SB and SB.Parent then SB.PlaybackSpeed = 4 - i * 0.06 end if PartB then PartB.Position = P.Position PartB.Parent = script PartB.Parent = nil end end if SC and SC.Parent then SC.PlaybackSpeed = 2 - i * 0.05 end if PartC then PartC.Position = P.Position PartC.Parent = script PartC.Parent = nil end end if Alternate == true and f == true then P.BrickColor = BrickColor.new("Institutional white") else P.BrickColor = bc end Alternate = not Alternate for i = 1,40 do if LaserHit == false then P.CFrame = P.CFrame * CFrame.new(0,0,-2) local T = P:GetTouchingParts() for i = 1,#T do if T[i] and T[i].Parent then if f and not d then delay(0.03,function() T[i]:BreakJoints() end) end if T[i].CanCollide or T[i].Parent:FindFirstChildWhichIsA("Humanoid") then LaserHit = true local Humanoid = T[i].Parent:FindFirstChildWhichIsA("Humanoid") if Humanoid and not (Humanoid:FindFirstChild("creator") and Humanoid:FindFirstChild("creator"):IsA("ObjectValue") and Humanoid.creator.Value == owner) then Humanoid:TakeDamage(35) if f == true then if not d then Humanoid:TakeDamage(2013) else Humanoid.Sit = not Humanoid.Sit Humanoid:TakeDamage(350) end delay(0,function() Dong(T[i].Position) end) delay(0,function() Shatter(T[i].Position) end) end local creator = Instance.new("ObjectValue",Humanoid) creator.Name = "creator" if owner and owner.Parent then creator.Value = owner end game:GetService("Debris"):AddItem(creator,0.14) delay(0,function() HitSound(T[i].Position) end) if B.Size.X.Scale < 16 then B.StudsOffsetWorldSpace = T[i].Position B.Size = UDim2.new(16,0,16,0) I.ImageColor3 = bc.Color end CountHit() end if T[i].Parent then local Tag2 = T[i].Parent:FindFirstChild("FakeHumanoid") if Tag2 and owner and owner.Parent then Tag2.Value = owner.Name CountHit() end end end end end end end wait(0.02) if LaserHit == true then break end end end TouchConnection:Disconnect() if P and P.Parent then P.CFrame = P.CFrame * CFrame.new(0,0,-5) if f == true and s == true then P.CFrame = P.CFrame * CFrame.new(0,0,0,0.05,0,0,1) P.Velocity = P.CFrame.lookVector * 240 + Vector3.new(0,240,0) end P.Shape = Enum.PartType.Ball if f == true then P.BrickColor = bc if not d then P.Size = Vector3.new(42,42,42) local Explosion = Instance.new("Explosion") Explosion.Position = P.Position Explosion.BlastRadius = 21 Explosion.BlastPressure = 1000000 Explosion.Visible = false Explosion.Parent = game.Workspace local function Hit(part) if part and part.Parent:FindFirstChildWhichIsA("Humanoid") then part.Parent:FindFirstChildWhichIsA("Humanoid"):TakeDamage(2048) local creator = Instance.new("ObjectValue",part.Parent:FindFirstChildWhichIsA("Humanoid")) creator.Name = "creator" if owner and owner.Parent then creator.Value = owner end if not Bong then Bong = true delay(0,function() BANG(part.Position) end) end game:GetService("Debris"):AddItem(creator,0.14) CountHit() elseif part and part.Parent:FindFirstChild("FakeHumanoid") and part.Parent.FakeHumanoid:IsA("StringValue") and owner and owner.Parent then part.Parent.FakeHumanoid.Value = owner.Name CountHit() end end Explosion.Hit:Connect(Hit) delay(0,function() Kaboom(P.Position) end) delay(0,function() for i = 1,11 do if B.Size.X.Scale < 42 then B.StudsOffsetWorldSpace = P.Position B.Size = UDim2.new(42,0,42,0) if i%2 == 1 then I.ImageColor3 = bc.Color else I.ImageColor3 = Color3.new(1,1,1) end end wait(0.04) end end) else P.Size = Vector3.new(21,21,21) delay(0,function() BANG(P.Position) end) delay(0,function() ZAP(P.Position) end) delay(0,function() for i = 1,11 do if B.Size.X.Scale < 21 then B.StudsOffsetWorldSpace = P.Position B.Size = UDim2.new(21,0,21,0) if i < 11 then if i%2 == 1 then I.ImageColor3 = Color3.new(1,1,0) else I.ImageColor3 = Color3.new(0,0,1) end else I.ImageColor3 = bc.Color end end wait(0.04) end end) end local P1 = Instance.new("SurfaceLight",P) P1.Angle = 130 P1.Brightness = 40 if not d then P1.Range = 60 else P1.Range = 30 end P1.Shadows = true local P2 = P1:Clone() P2.Parent = P P2.Face = Enum.NormalId.Back local P3 = P1:Clone() P3.Parent = P P3.Face = Enum.NormalId.Left local P4 = P1:Clone() P4.Parent = P P4.Face = Enum.NormalId.Right local P5 = P1:Clone() P5.Parent = P P5.Face = Enum.NormalId.Top local P6 = P1:Clone() P6.Parent = P P6.Face = Enum.NormalId.Bottom else P.Size = Vector3.new(4,4,4) end if d == false then for i = 1,2 do local Part = Instance.new("Part",script) Part.Name = "Debris" Part.BrickColor = bc Part.Material = Enum.Material.Neon Part.Locked = true Part.Size = Vector3.new(0.5,0.5,0.5) Part.CFrame = P.CFrame + Vector3.new(math.random(-2,2),math.random(-2,2),math.random(-2,2)) Part.Velocity = Vector3.new(math.random(-24,24),math.random(-24,24),math.random(-24,24)) local A0 = Instance.new("Attachment",Part) A0.Position = Vector3.new(-0.25,0,0) local A1 = Instance.new("Attachment",Part) A1.Position = Vector3.new(0.25,0,0) local Trail = Instance.new("Trail",Part) Trail.Color = ColorSequence.new(bc.Color) Trail.Transparency = NumberSequence.new(0,1) Trail.MinLength = 0.02 Trail.Lifetime = 0.3 Trail.FaceCamera = true Trail.Attachment0 = A0 Trail.Attachment1 = A1 game:GetService("Debris"):AddItem(Part,5) end if f == true then for i = 1,7 do local Part = Instance.new("Part",script) Part.Name = "Debris" Part.BrickColor = P.BrickColor Part.Material = Enum.Material.Neon Part.Locked = true Part.Size = Vector3.new(0.5,0.5,0.5) Part.CFrame = P.CFrame + Vector3.new(math.random(-2,2),math.random(-2,2),math.random(-2,2)) Part.Velocity = Vector3.new(math.random(-24,24),math.random(-24,24),math.random(-24,24)) local A0 = Instance.new("Attachment",Part) A0.Position = Vector3.new(-0.25,0,0) local A1 = Instance.new("Attachment",Part) A1.Position = Vector3.new(0.25,0,0) local Trail = Instance.new("Trail",Part) Trail.Color = ColorSequence.new(bc.Color) Trail.Transparency = NumberSequence.new(0,1) Trail.MinLength = 0.02 Trail.Lifetime = 0.3 Trail.FaceCamera = true Trail.Attachment0 = A0 Trail.Attachment1 = A1 game:GetService("Debris"):AddItem(Part,5) end end end local T = P:GetTouchingParts() for i = 1,#T do if T[i] and T[i].Parent then local Humanoid = T[i].Parent:FindFirstChildWhichIsA("Humanoid") if Humanoid and not (Humanoid:FindFirstChild("creator") and Humanoid:FindFirstChild("creator"):IsA("ObjectValue") and Humanoid.creator.Value == owner) then Humanoid:TakeDamage(35) if f == true then if not d then Humanoid:TakeDamage(2013) else Humanoid.Sit = not Humanoid.Sit Humanoid:TakeDamage(350) end end local creator = Instance.new("ObjectValue",Humanoid) creator.Name = "creator" if owner and owner.Parent then creator.Value = owner end game:GetService("Debris"):AddItem(creator,0.14) delay(0,function() HitSound(T[i].Position) end) if B.Size.X.Scale < 16 then B.StudsOffsetWorldSpace = T[i].Position B.Size = UDim2.new(16,0,16,0) I.ImageColor3 = bc.Color end CountHit() end if T[i].Parent then local Tag2 = T[i].Parent:FindFirstChild("FakeHumanoid") if Tag2 and owner and owner.Parent then Tag2.Value = owner.Name CountHit() end end end end if f == true and not d then for i = 1,10 do if P and P.Parent then P.Transparency = P.Transparency + 0.1 local C = P:GetChildren() for a = 1,#C do if C[a]:IsA("SurfaceLight") then C[a].Brightness = C[a].Brightness - 4 if i > 3 then C[a].Color = bc.Color end end end end wait(0.12) end if P and P.Parent then P:Destroy() end else wait(0.08) if P and P.Parent then P:Destroy() end end end end local Spawned = 0 local Direction = "Idle" local Substitute = BrickColor.new("Really black") local Brightness = BrickColor.new("Medium stone grey") function Ready() Spawned = Spawned + 1 local FakeChar = Instance.new("Model",script) FakeChar.Name = "Char"..tostring(Spawned) print(FakeChar.Name) local Head = Instance.new("Part",FakeChar) Head.Name = "H" Head.Size = Vector3.new(1,1,1) Head.Anchored = true Head.Locked = true Head.Material = Enum.Material.Neon local Torso = Instance.new("Part",FakeChar) Torso.Name = "T" Torso.Size = Vector3.new(2,1,2) Torso.Anchored = true Torso.Locked = true Torso.Material = Enum.Material.Neon Torso.Orientation = Vector3.new(0,90,0) local LeftArm = Instance.new("Part",FakeChar) LeftArm.Name = "LA" LeftArm.Size = Vector3.new(1,1.5,1) LeftArm.Anchored = true LeftArm.Locked = true LeftArm.Material = Enum.Material.Neon local RightArm = Instance.new("Part",FakeChar) RightArm.Name = "RA" RightArm.Size = Vector3.new(1,1.5,1) RightArm.Anchored = true RightArm.Locked = true RightArm.Material = Enum.Material.Neon local LeftLeg = Instance.new("Part",FakeChar) LeftLeg.Name = "LL" LeftLeg.Size = Vector3.new(1,1.5,1) LeftLeg.Anchored = true LeftLeg.Locked = true LeftLeg.Material = Enum.Material.Neon local RightLeg = Instance.new("Part",FakeChar) RightLeg.Name = "RL" RightLeg.Size = Vector3.new(1,1.5,1) RightLeg.Anchored = true RightLeg.Locked = true RightLeg.Material = Enum.Material.Neon local Blast = Instance.new("Part",FakeChar) Blast.Name = "B" Blast.Size = Vector3.new(1,1,3) Blast.Anchored = true Blast.Locked = true Blast.Material = Enum.Material.Neon Blast.CanCollide = false Blast.Touched:Connect(function() end) local TouchInt = Blast:FindFirstChildWhichIsA("TouchTransmitter") if TouchInt then TouchInt:Destroy() end local PointLight = Instance.new("PointLight",Blast) PointLight.Range = 14 PointLight.Shadows = true PointLight.Brightness = 5 local SpotLight = Instance.new("SpotLight",Blast) SpotLight.Range = 60 SpotLight.Shadows = true SpotLight.Brightness = 5 local Left = Instance.new("Part",FakeChar) Left.Name = "L" Left.Size = Vector3.new(0.125,0.375,0.05) Left.Anchored = true Left.Locked = true Left.CanCollide = false Left.Transparency = 1 local LD = Instance.new("Decal",Left) LD.Texture = "rbxasset://textures/CollisionGroupsEditor/unchecked.png" local Right = Instance.new("Part",FakeChar) Right.Name = "R" Right.Size = Vector3.new(0.125,0.375,0.05) Right.Anchored = true Right.Locked = true Right.CanCollide = false Right.Transparency = 1 local RD = Instance.new("Decal",Right) RD.Texture = "rbxasset://textures/CollisionGroupsEditor/unchecked.png" local LeftEar1 = Instance.new("Part",FakeChar) LeftEar1.Name = "LE1" LeftEar1.Size = Vector3.new(0.125,0.375,0.125) LeftEar1.Anchored = true LeftEar1.Material = Enum.Material.Neon LeftEar1.Locked = true LeftEar1.CanCollide = false local LeftEar2 = Instance.new("Part",FakeChar) LeftEar2.Name = "LE2" LeftEar2.Size = Vector3.new(0.125,0.25,0.125) LeftEar2.Anchored = true LeftEar2.Material = Enum.Material.Neon LeftEar2.Locked = true LeftEar2.CanCollide = false local LeftEar3 = Instance.new("Part",FakeChar) LeftEar3.Name = "LE3" LeftEar3.Size = Vector3.new(0.125,0.125,0.125) LeftEar3.Anchored = true LeftEar3.Material = Enum.Material.Neon LeftEar3.Locked = true LeftEar3.CanCollide = false local RightEar1 = Instance.new("Part",FakeChar) RightEar1.Name = "RE1" RightEar1.Size = Vector3.new(0.125,0.375,0.125) RightEar1.Anchored = true RightEar1.Material = Enum.Material.Neon RightEar1.Locked = true RightEar1.CanCollide = false local RightEar2 = Instance.new("Part",FakeChar) RightEar2.Name = "RE2" RightEar2.Size = Vector3.new(0.125,0.25,0.125) RightEar2.Anchored = true RightEar2.Material = Enum.Material.Neon RightEar2.Locked = true RightEar2.CanCollide = false local RightEar3 = Instance.new("Part",FakeChar) RightEar3.Name = "RE3" RightEar3.Size = Vector3.new(0.125,0.125,0.125) RightEar3.Anchored = true RightEar3.Material = Enum.Material.Neon RightEar3.Locked = true RightEar3.CanCollide = false local Tail = Instance.new("Part",FakeChar) Tail.Name = "TA" Tail.Size = Vector3.new(0.5,0.5,2.5) Tail.Anchored = true Tail.Material = Enum.Material.Neon Tail.Locked = true Tail.CanCollide = false Torso.Position = Vector3.new(math.random(-200,200),150,math.random(-200,200)) local A = Instance.new("Attachment",Blast) A.Position = Vector3.new(0,0,-1.5) local BA0 = Instance.new("Attachment",Blast) BA0.Position = Vector3.new(-0.5,0,1.5) local BA1 = Instance.new("Attachment",Blast) BA1.Position = Vector3.new(0.5,0,1.5) local ShipTrail = Instance.new("Trail",script) ShipTrail.Color = ColorSequence.new(Blast.Color) ShipTrail.Transparency = NumberSequence.new(0,1) ShipTrail.MinLength = 0.02 ShipTrail.Lifetime = 0.3 ShipTrail.FaceCamera = true ShipTrail.Attachment0 = BA0 ShipTrail.Attachment1 = BA1 local Beam = Instance.new("Beam",script) Beam.Attachment0 = A Beam.FaceCamera = true CamFocus.Value = Head local BBG = Instance.new("BillboardGui",FakeChar) BBG.Size = UDim2.new(20,0,5,0) BBG.LightInfluence = 0.25 BBG.StudsOffsetWorldSpace = Vector3.new(0,3,0) BBG.Adornee = Head local CheckA = Instance.new("Attachment",Blast) local CheckBeam = Instance.new("Beam",script) CheckBeam.Attachment0 = A CheckBeam.Attachment1 = CheckA CheckBeam.Transparency = NumberSequence.new(1) CheckBeam.FaceCamera = true local TL = Instance.new("TextLabel",BBG) TL.AnchorPoint = Vector2.new(0.5,0.5) TL.Position = UDim2.new(0.5,0,0.5,0) TL.Size = UDim2.new(1.25,0,1.25,0) TL.BackgroundTransparency = 1 TL.TextStrokeTransparency = 1 TL.TextScaled = true TL.Font = Enum.Font.Code TL.TextColor3 = Color3.new(0,1,0) TL.TextStrokeColor3 = Color3.new(0,0,0) TL.TextTransparency = 1 TL.Text = "> "..owner.Name local Bill = Instance.new("BillboardGui",script) Bill.Size = UDim2.new(0,0,0,0) local Image = Instance.new("ImageLabel",Bill) Image.Image = "rbxasset://textures/DevConsole/Close.png" Image.Size = UDim2.new(1,0,1,0) Image.Position = UDim2.new(0.5,0,0.5,0) Image.AnchorPoint = Vector2.new(0.5,0.5) Image.BackgroundTransparency = 1 local Bill2 = Instance.new("BillboardGui",script) Bill2.Size = UDim2.new(0,0,0,0) local Image2 = Instance.new("ImageLabel",Bill2) Image2.Image = "rbxasset://textures/Cursors/Gamepad/PointerOver.png" Image2.Size = UDim2.new(1,0,1,0) Image2.Position = UDim2.new(0.5,0,0.5,0) Image2.AnchorPoint = Vector2.new(0.5,0.5) Image2.BackgroundTransparency = 1 local Bill3 = Instance.new("BillboardGui",script) Bill3.StudsOffsetWorldSpace = Torso.Position local Image3 = Instance.new("ImageLabel",Bill3) Image3.Image = "rbxasset://textures/DevConsole/Maximize.png" Image3.Size = UDim2.new(1,0,1,0) Image3.Position = UDim2.new(0.5,0,0.5,0) Image3.AnchorPoint = Vector2.new(0.5,0.5) Image3.BackgroundTransparency = 1 if owner.Neutral == false then local TeamColor = owner.TeamColor Image3.ImageColor3 = TeamColor.Color else Image3.ImageColor3 = Color3.new(1,0,1) end Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-1,0.2,-1.25,1.5,0.6,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(1,0.2,-1.25,1.5,-0.6,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.5,-1.1,0.5,0.3,0.2,0,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.5,-1,0.45,0.5,-0.2,0,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,1.5,1,-1,0,0,1) Blast.CFrame = Torso.CFrame * CFrame.new(1.125,1,-2.25,0,0,0,1) Left.CFrame = Head.CFrame * CFrame.new(-0.1875,0.1875,-0.5) Right.CFrame = Head.CFrame * CFrame.new(0.1875,0.1875,-0.5) LeftEar1.CFrame = Head.CFrame*CFrame.new(-0.4375,0.6875,-0.0625) LeftEar2.CFrame = Head.CFrame*CFrame.new(-0.315,0.625,-0.0625) LeftEar3.CFrame = Head.CFrame*CFrame.new(-0.1925,0.5625,-0.0625) RightEar1.CFrame = Head.CFrame*CFrame.new(0.4375,0.6875,-0.0625) RightEar2.CFrame = Head.CFrame*CFrame.new(0.315,0.625,-0.0625) RightEar3.CFrame = Head.CFrame*CFrame.new(0.1925,0.5625,-0.0625) delay(0,function() LaunchSound(Torso.Position) end) local Humanoid = owner.Character:FindFirstChildWhichIsA("Humanoid") for i = 1,8 do wait(0.05) Bill3.Size = Bill3.Size + UDim2.new(4,0,4,0) end TL.TextTransparency = 0 TL.TextStrokeTransparency = 0 Head.Material = Enum.Material.Metal Torso.Material = Enum.Material.DiamondPlate LeftArm.Material = Enum.Material.Metal RightArm.Material = Enum.Material.Metal Blast.Material = Enum.Material.Metal LeftLeg.Material = Enum.Material.DiamondPlate RightLeg.Material = Enum.Material.DiamondPlate LeftEar1.Material = Enum.Material.Metal LeftEar2.Material = Enum.Material.Metal LeftEar3.Material = Enum.Material.Metal RightEar1.Material = Enum.Material.Metal RightEar2.Material = Enum.Material.Metal RightEar3.Material = Enum.Material.Metal Tail.Material = Enum.Material.Metal local SoundA = Instance.new("Sound",Torso) SoundA.SoundId = "rbxasset://sounds/bass.mp3" SoundA.Volume = 1.4 local SoundB = Instance.new("Sound",Torso) SoundB.SoundId = "rbxasset://sounds/electronicpingshort.wav" SoundB.Volume = 1.4 local SoundC = Instance.new("Sound",Torso) SoundC.SoundId = "rbxasset://sounds/snap.mp3" SoundC.Volume = 1.4 local function ShootSound() for i = 1,6 do if SoundA and SoundA.Parent then SoundA.PlaybackSpeed = 10 - i * 0.8 SoundA.TimePosition = 0.2 SoundA:Play() end if i < 3 and SoundC and SoundC.Parent then SoundC.PlaybackSpeed = 2 SoundC.TimePosition = 0.2 SoundC:Play() elseif i == 3 and SoundC and SoundC.Parent then SoundC:Stop() end wait(0.02) end if SoundA and SoundA.Parent then SoundA:Stop() end end local function OW() for i = 1,3 do if SoundA then SoundA.PlaybackSpeed = 9 + i * 0.3 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.04) end for i = 1,4 do if SoundA then SoundA.PlaybackSpeed = 9.75 - i * 0.6 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.04) end if SoundA then SoundA:Stop() end end local function AOW() for i = 1,40 do local P = 2.5 + (i + 38) * 0.15 if i > 8 then P = 9 - (i - 4) * 0.15 end if SoundA then SoundA.PlaybackSpeed = P SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.04) end if SoundA then SoundA:Stop() end end local function Collide() local Choice = math.random(1,2) if Choice == 1 then for i = 1,3 do if SoundC and SoundC.Parent then SoundC.PlaybackSpeed = 1 SoundC.TimePosition = 0.2 SoundC:Play() end wait(0.04) end elseif Choice == 2 then for i = 1,2 do if SoundC and SoundC.Parent then SoundC.PlaybackSpeed = 0.9 SoundC.TimePosition = 0.2 SoundC:Play() end wait(0.04) if SoundC and SoundC.Parent then SoundC:Stop() end wait(0.04) end end if SoundC and SoundC.Parent then SoundC:Stop() end end local function RecoverSound() for i = 1,15 do if SoundB and SoundB.Parent then SoundB.PlaybackSpeed = i * 0.3 SoundB.TimePosition = 0.2 SoundB:Play() end wait(0.06) end if SoundB and SoundB.Parent then SoundB:Stop() end end local function SwingSound() for i = 1,5 do if SoundC and SoundC.Parent then SoundC.PlaybackSpeed = 1 + i * 0.1 SoundC.TimePosition = 0.2 SoundC:Play() end wait(0.04) end if SoundC and SoundC.Parent then SoundC:Stop() end end local function Swoosh() local M = math.random(80,140)/100 for i = 1,5 do if SoundC and SoundC.Parent then SoundC.PlaybackSpeed = 0.5*M + i * 0.12 SoundC.TimePosition = 0.2 SoundC:Play() end wait(0.04) end for i = 1,5 do if SoundC and SoundC.Parent then SoundC.PlaybackSpeed = 1.1*M - i * 0.12 SoundC.TimePosition = 0.2 SoundC:Play() end wait(0.04) end if SoundC and SoundC.Parent then SoundC:Stop() end end local function Ding() if SoundA and SoundA.Parent then SoundA.PlaybackSpeed = 12.5 SoundA.TimePosition = 0.1 SoundA:Play() end if SoundB and SoundB.Parent then SoundB.PlaybackSpeed = 3.6 SoundB.TimePosition = 0.1 SoundB:Play() end wait(0.06) for i = 1,4 do if SoundA and SoundA.Parent then SoundA.PlaybackSpeed = 19 SoundA.TimePosition = 0.1 SoundA:Play() end if SoundB and SoundB.Parent then SoundB.PlaybackSpeed = 5.3 SoundB.TimePosition = 0.1 SoundB:Play() end wait(0.06) end end local function Healboom() for i = 1,30 do if SoundC and SoundC.Parent then SoundC.PlaybackSpeed = 0.3 + i * 0.03 SoundC.TimePosition = 0.2 SoundC:Play() end wait(0.06) end if SoundC and SoundC.Parent then SoundC:Stop() end end local function AHAHA() for i = 1,6 do SoundA.PlaybackSpeed = 4+i*0.3 SoundA.TimePosition = 0.2 SoundA:Play() wait(0.03) end for e = 1,9 do for i = 1,4 do SoundA.PlaybackSpeed = 6-(e*0.4)+(i*0.6) SoundA.TimePosition = 0.2 SoundA:Play() wait(0.03) end end SoundA:Stop() end local function EHAHA() for i = 1,6 do SoundA.PlaybackSpeed = 3+i*0.175 SoundA.TimePosition = 0.2 SoundA:Play() wait(0.03) end for e = 1,9 do for i = 1,4 do SoundA.PlaybackSpeed = 4-(e*0.2)+(i*0.4) SoundA.TimePosition = 0.2 SoundA:Play() wait(0.03) end end SoundA:Stop() end local function YAH() for i = 1,3 do if SoundA then SoundA.PlaybackSpeed = i * 3 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.03) end for i = 1,2 do if SoundA then SoundA.PlaybackSpeed = 9 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.03) end for i = 1,8 do if SoundA then SoundA.PlaybackSpeed = 6 - i * 0.3 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.04) end if SoundA then SoundA:Stop() end end local function YO() for i = 1,3 do if SoundA then SoundA.PlaybackSpeed = i * 2 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.03) end for i = 1,2 do if SoundA then SoundA.PlaybackSpeed = 6 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.03) end for i = 1,5 do if SoundA then SoundA.PlaybackSpeed = 4 - i * 0.3 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.04) end if SoundA then SoundA:Stop() end end local function HealField() for i = 1,3 do if SoundC then SoundC.PlaybackSpeed = 0.5 SoundC.TimePosition = 0.2 SoundC:Play() end wait(0.02) end if SoundC then SoundC:Stop() end for i = 1,9 do if SoundA then SoundA.PlaybackSpeed = -0.12*(i-6)^2+9 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.04) end for i = 1,3 do if SoundC then SoundC.PlaybackSpeed = 0.8 SoundC.TimePosition = 0.2 SoundC:Play() end wait(0.02) end if SoundC then SoundC:Stop() end for i = 1,14 do if SoundA then SoundA.PlaybackSpeed = -0.03*(i-4)^2+7.5 SoundA.TimePosition = 0.2 SoundA:Play() end wait(0.04) end if SoundA then SoundA:Stop() end end local Mid = 0.7 local HP = 5 local Heal = 250 local Fire = -20 local LastSuper = false local Hurt = 2 local ChatTimer = 0 local LandTimer = 4 local FallTimer = 0 local EmoteTimer = 0 local FallLoop = 0 local Hit = false local ExtraHit = false local Bump = 0 local Down = 200 local Stuck = 25 local Stopped = false local AnimFrame = 0 local Normal = false local Up = false local Dn = false local Disable = false local Off = false local Hide = false local Bla = false local Aim = false local MoveMode = false local AimDirect = "Right" local Angle = Vector2.new() local TurnTimer = 0 local SightTimer = 0 local Text = "" local LastStep = BrickColor.new() local BlinkTimer = 125 local HealTimer = -1 local IdleTimer = 750 local GrabMode = false local GrabPart local GrabWeld local LaughTimer = 0 local Sliding = false local OhNo = false local function Grab(part) if part and part.Parent then GrabPart = part GrabWeld = Instance.new("Weld",Blast) GrabWeld.Name = "FakeCharGrab" GrabWeld.Part0 = Blast GrabWeld.Part1 = part GrabWeld.C0 = CFrame.new(0,0,-1.5) end end local function Release() GrabPart = nil if GrabWeld then GrabWeld:Destroy() GrabWeld = nil end end local function Chatted(text,recipient) if recipient == nil then if string.lower(text) == "normal" or string.lower(text) == "/e normal" then Normal = not Normal return elseif string.lower(text) == "aaaah" or string.lower(text) == "/e aaaah" then if IdleTimer > 0 or EmoteTimer < 25 then delay(0,function() AOW() end) end EmoteTimer = 35 if string.lower(text) == "/e aaaah" then return end elseif string.lower(text) == "up" or string.lower(text) == "/e up" then Up = not Up Dn = false Disable = false Aim = false Angle = Vector2.new() CheckBeam.Transparency = NumberSequence.new(1) CheckA.Position = Vector3.new(0,0,2) return elseif string.lower(text) == "down" or string.lower(text) == "/e down" then Dn = not Dn Up = false Disable = false Aim = false Angle = Vector2.new() CheckBeam.Transparency = NumberSequence.new(1) CheckA.Position = Vector3.new(0,0,2) return elseif string.lower(text) == "disable" or string.lower(text) == "/e disable" then Disable = not Disable Up = false Dn = false Aim = false Angle = Vector2.new() CheckBeam.Transparency = NumberSequence.new(1) CheckA.Position = Vector3.new(0,0,2) return elseif string.lower(text) == "off" or string.lower(text) == "/e off" then Off = not Off if Off then ShipTrail.Lifetime = 0 ShipTrail.Color = ColorSequence.new(Color3.new()) BBG.LightInfluence = 1 else ShipTrail.Lifetime = 0.3 BBG.LightInfluence = 0.25 end return elseif string.lower(text) == "damage" or string.lower(text) == "/e damage" then Hit = true ExtraHit = true return elseif string.lower(text) == "heal" or string.lower(text) == "/e heal" or string.lower(text) == "heal field!" then if HealTimer < 0 and HP > 0 then HealTimer = 500 if TL then Text = "HEAL FIELD!" TL.Text = "HEAL FIELD!" end ChatTimer = 75 + string.len("HEAL FIELD!") delay(0,function() Healboom() end) delay(0,function() HealField() end) local P = Instance.new("Part",script) P.Name = "Heal" P.Shape = Enum.PartType.Ball P.Size = Vector3.new(42,42,42) P.Transparency = 0.8 P.Material = Enum.Material.Neon P.Position = Torso.Position P.Anchored = true P.CanCollide = false P.BrickColor = Torso.BrickColor local function Touched(hit) if hit and hit.Parent then local Humanoid = hit.Parent:FindFirstChildWhichIsA("Humanoid") if Humanoid and Humanoid.Health < Humanoid.MaxHealth and Humanoid.Health > 0 then Humanoid.Health = Humanoid.MaxHealth Bill3.StudsOffsetWorldSpace = hit.Position Bill3.Size = UDim2.new(12,0,12,0) Image3.ImageColor3 = Torso.Color delay(0,function() RecoverSound() end) end end end P.Touched:Connect(Touched) local D = workspace:GetDescendants() for i = 1,#D do if D[i]:IsA("BasePart") and (D[i].Position - P.Position).Magnitude < 21 then Touched(D[i]) end end for i = 1,10 do wait(0.12) if P and P.Parent then P.Transparency = P.Transparency - 0.05 end end if P and P.Parent then P:Destroy() end else if TL then Text = "Not ready." TL.Text = "Not ready." end ChatTimer = 75 + string.len("Not ready.") end return elseif string.lower(text) == "hide" or string.lower(text) == "/e hide" then Hide = not Hide if TL then Text = "???" TL.Text = "???" end ChatTimer = 75 + string.len("???") return elseif string.lower(text) == "aim" or string.lower(text) == "/e aim" then if HP > 0 then Aim = not Aim Up = false Dn = false Disable = false if Aim then local Direction2 = Torso.CFrame.LookVector if NearNumber(Direction2.X,1) and NearNumber(Direction2.Z,0) then AimDirect = "Right" elseif NearNumber(Direction2.X,Mid) and NearNumber(Direction2.Z,Mid) then AimDirect = "DownRight" elseif NearNumber(Direction2.X,0) and NearNumber(Direction2.Z,1) then AimDirect = "Down" elseif NearNumber(Direction2.X,-Mid) and NearNumber(Direction2.Z,Mid) then AimDirect = "DownLeft" elseif NearNumber(Direction2.X,-1) and NearNumber(Direction2.Z,0) then AimDirect = "Left" elseif NearNumber(Direction2.X,-Mid) and NearNumber(Direction2.Z,-Mid) then AimDirect = "UpLeft" elseif NearNumber(Direction2.X,0) and NearNumber(Direction2.Z,-1) then AimDirect = "Up" elseif NearNumber(Direction2.X,Mid) and NearNumber(Direction2.Z,-Mid) then AimDirect = "UpRight" else AimDirect = "Right" end TurnTimer = 0 CheckBeam.Transparency = NumberSequence.new(0.85) else Angle = Vector2.new() CheckBeam.Transparency = NumberSequence.new(1) CheckA.Position = Vector3.new(0,0,2) end if AimDirect == "Right" then Torso.Orientation = Vector3.new(0,270,0) elseif AimDirect == "DownRight" then Torso.Orientation = Vector3.new(0,225,0) elseif AimDirect == "Down" then Torso.Orientation = Vector3.new(0,180,0) elseif AimDirect == "DownLeft" then Torso.Orientation = Vector3.new(0,135,0) elseif AimDirect == "Left" then Torso.Orientation = Vector3.new(0,90,0) elseif AimDirect == "UpLeft" then Torso.Orientation = Vector3.new(0,45,0) elseif AimDirect == "Up" then Torso.Orientation = Vector3.new(0,0,0) elseif AimDirect == "UpRight" then Torso.Orientation = Vector3.new(0,315,0) end end return elseif string.lower(text) == "rest" or string.lower(text) == "/e rest" or string.lower(text) == "dance" or string.lower(text) == "/e dance" then Up = false Dn = false Aim = false GrabMode = false Release() Angle = Vector2.new() CheckBeam.Transparency = NumberSequence.new(1) CheckA.Position = Vector3.new(0,0,2) if IdleTimer > 33 then IdleTimer = 33 end return elseif string.lower(text) == "move" or string.lower(text) == "/e move" then MoveMode = not MoveMode return elseif string.lower(text) == "grab" or string.lower(text) == "/e grab" then GrabMode = not GrabMode if not GrabMode then Release() end return elseif string.lower(text) == "laugh" or string.lower(text) == "/e laugh" then if LaughTimer <= 10 then local Type = math.random(1,2) if Up then Type = 1 elseif Dn then Type = 2 end if Type == 1 then if TL then Text = "AHAHA" TL.Text = "AHAHA" end ChatTimer = 75 + string.len("AHAHA") delay(0,function() AHAHA() end) elseif Type == 2 then if TL then Text = "EHAHA" TL.Text = "EHAHA" end ChatTimer = 75 + string.len("EHAHA") delay(0,function() EHAHA() end) end end LaughTimer = 45 return elseif string.lower(text) == "ahaha" or string.lower(text) == "/e ahaha" then if LaughTimer <= 10 then delay(0,function() AHAHA() end) end LaughTimer = 45 if string.lower(text) == "/e ahaha" then return end elseif string.lower(text) == "ehaha" or string.lower(text) == "/e ehaha" then if LaughTimer <= 10 then delay(0,function() EHAHA() end) end LaughTimer = 45 if string.lower(text) == "/e ehaha" then return end elseif string.lower(text) == "yah" or string.lower(text) == "/e yah" then delay(0,function() YAH() end) if string.lower(text) == "/e yah" then return end elseif string.lower(text) == "yo" or string.lower(text) == "/e yo" then delay(0,function() YO() end) if string.lower(text) == "/e yo" then return end elseif string.lower(text) == "ow" or string.lower(text) == "/e ow" then delay(0,function() OW() end) if string.lower(text) == "/e ow" then return end end local newtext = game:GetService("Chat"):FilterStringForBroadcast(text,owner) if TL then Text = newtext TL.Text = newtext end ChatTimer = 75 + string.len(newtext) end end local ChatConnection = owner.Chatted:Connect(Chatted) local ScreenGui = Instance.new("ScreenGui",owner.PlayerGui) local B1 = Instance.new("TextButton",ScreenGui) B1.Size = UDim2.new(0.075,0,0.1,0) B1.Position = UDim2.new(0,0,0.3,0) B1.Font = Enum.Font.Code B1.TextScaled = true B1.TextStrokeTransparency = 0 B1.TextColor3 = Color3.new(0,0,0) B1.TextStrokeColor3 = Color3.new(1,1,1) B1.Text = "Normal" B1.MouseButton1Click:Connect(function() Chatted("Normal") end) local B2 = Instance.new("TextButton",ScreenGui) B2.Size = UDim2.new(0.075,0,0.1,0) B2.Position = UDim2.new(0,0,0.4,0) B2.Font = Enum.Font.Code B2.TextScaled = true B2.TextStrokeTransparency = 0 B2.TextColor3 = Color3.new(0,0,0) B2.TextStrokeColor3 = Color3.new(1,1,1) B2.Text = "AAAAH" B2.MouseButton1Click:Connect(function() Chatted("/e AAAAH") end) local B3 = Instance.new("TextButton",ScreenGui) B3.Size = UDim2.new(0.075,0,0.1,0) B3.Position = UDim2.new(1,0,0.3,0) B3.Font = Enum.Font.Code B3.TextScaled = true B3.TextStrokeTransparency = 0 B3.TextColor3 = Color3.new(0,0,0) B3.TextStrokeColor3 = Color3.new(1,1,1) B3.AnchorPoint = Vector2.new(1,0) B3.Text = "Up" B3.MouseButton1Click:Connect(function() Chatted("Up") end) local B4 = Instance.new("TextButton",ScreenGui) B4.Size = UDim2.new(0.075,0,0.1,0) B4.Position = UDim2.new(1,0,0.4,0) B4.Font = Enum.Font.Code B4.TextScaled = true B4.TextStrokeTransparency = 0 B4.TextColor3 = Color3.new(0,0,0) B4.TextStrokeColor3 = Color3.new(1,1,1) B4.AnchorPoint = Vector2.new(1,0) B4.Text = "Down" B4.MouseButton1Click:Connect(function() Chatted("Down") end) local B5 = Instance.new("TextButton",ScreenGui) B5.Size = UDim2.new(0.075,0,0.1,0) B5.Position = UDim2.new(1,0,0.5,0) B5.Font = Enum.Font.Code B5.TextScaled = true B5.TextStrokeTransparency = 0 B5.TextColor3 = Color3.new(0,0,0) B5.TextStrokeColor3 = Color3.new(1,1,1) B5.AnchorPoint = Vector2.new(1,0) B5.Text = "Disable" B5.MouseButton1Click:Connect(function() Chatted("Disable") end) local B6 = Instance.new("TextButton",ScreenGui) B6.Size = UDim2.new(0.075,0,0.1,0) B6.Position = UDim2.new(0,0,0.5,0) B6.Font = Enum.Font.Code B6.TextScaled = true B6.TextStrokeTransparency = 0 B6.TextColor3 = Color3.new(0,0,0) B6.TextStrokeColor3 = Color3.new(1,1,1) B6.Text = "Off" B6.MouseButton1Click:Connect(function() Chatted("Off") end) local B7 = Instance.new("TextButton",ScreenGui) B7.Size = UDim2.new(0.075,0,0.1,0) B7.Position = UDim2.new(0,0,0.6,0) B7.Font = Enum.Font.Code B7.TextScaled = true B7.TextStrokeTransparency = 0 B7.TextColor3 = Color3.new(0,0,0) B7.TextStrokeColor3 = Color3.new(1,1,1) B7.Text = "Damage" B7.MouseButton1Click:Connect(function() Chatted("Damage") end) local B8 = Instance.new("TextButton",ScreenGui) B8.Size = UDim2.new(0.075,0,0.1,0) B8.Position = UDim2.new(1,0,0.6,0) B8.Font = Enum.Font.Code B8.TextScaled = true B8.TextStrokeTransparency = 0 B8.TextColor3 = Color3.new(0,0,0) B8.TextStrokeColor3 = Color3.new(1,1,1) B8.AnchorPoint = Vector2.new(1,0) B8.Text = "Heal" B8.MouseButton1Click:Connect(function() Chatted("Heal") end) local B9 = Instance.new("TextButton",ScreenGui) B9.Size = UDim2.new(0.075,0,0.1,0) B9.Position = UDim2.new(1,0,0.2,0) B9.Font = Enum.Font.Code B9.TextScaled = true B9.TextStrokeTransparency = 0 B9.TextColor3 = Color3.new(0,0,0) B9.TextStrokeColor3 = Color3.new(1,1,1) B9.AnchorPoint = Vector2.new(1,0) B9.Text = "Hide" B9.MouseButton1Click:Connect(function() Chatted("Hide") end) local B10 = Instance.new("TextButton",ScreenGui) B10.Size = UDim2.new(0.075,0,0.1,0) B10.Position = UDim2.new(0.925,0,0.2,0) B10.Font = Enum.Font.Code B10.TextScaled = true B10.TextStrokeTransparency = 0 B10.TextColor3 = Color3.new(0,0,0) B10.TextStrokeColor3 = Color3.new(1,1,1) B10.AnchorPoint = Vector2.new(1,0) B10.Text = "Aim" B10.MouseButton1Click:Connect(function() Chatted("Aim") end) local B11 = Instance.new("TextButton",ScreenGui) B11.Size = UDim2.new(0.075,0,0.1,0) B11.Position = UDim2.new(0.075,0,0.3,0) B11.Font = Enum.Font.Code B11.TextScaled = true B11.TextStrokeTransparency = 0 B11.TextColor3 = Color3.new(0,0,0) B11.TextStrokeColor3 = Color3.new(1,1,1) B11.Text = "Move" B11.MouseButton1Click:Connect(function() Chatted("Move") end) local B12 = Instance.new("TextButton",ScreenGui) B12.Size = UDim2.new(0.075,0,0.1,0) B12.Position = UDim2.new(0.925,0,0.3,0) B12.Font = Enum.Font.Code B12.TextScaled = true B12.TextStrokeTransparency = 0 B12.TextColor3 = Color3.new(0,0,0) B12.TextStrokeColor3 = Color3.new(1,1,1) B12.AnchorPoint = Vector2.new(1,0) B12.Text = "Grab" B12.MouseButton1Click:Connect(function() Chatted("Grab") end) local B13 = Instance.new("TextButton",ScreenGui) B13.Size = UDim2.new(0.075,0,0.1,0) B13.Position = UDim2.new(0.075,0,0.4,0) B13.Font = Enum.Font.Code B13.TextScaled = true B13.TextStrokeTransparency = 0 B13.TextColor3 = Color3.new(0,0,0) B13.TextStrokeColor3 = Color3.new(1,1,1) B13.Text = "Rest" B13.MouseButton1Click:Connect(function() Chatted("Rest") end) local B14 = Instance.new("TextButton",ScreenGui) B14.Size = UDim2.new(0.075,0,0.1,0) B14.Position = UDim2.new(0.075,0,0.5,0) B14.Font = Enum.Font.Code B14.TextScaled = true B14.TextStrokeTransparency = 0 B14.TextColor3 = Color3.new(0,0,0) B14.TextStrokeColor3 = Color3.new(1,1,1) B14.Text = "Laugh" B14.MouseButton1Click:Connect(function() Chatted("Laugh") end) B1.NextSelectionDown = B2 B2.NextSelectionDown = B6 B3.NextSelectionDown = B4 B4.NextSelectionDown = B5 B5.NextSelectionDown = B8 B6.NextSelectionDown = B7 B7.NextSelectionDown = B1 B8.NextSelectionDown = B9 B9.NextSelectionDown = B3 B10.NextSelectionDown = B12 B11.NextSelectionDown = B13 B12.NextSelectionDown = B10 B13.NextSelectionDown = B14 B14.NextSelectionDown = B11 B2.NextSelectionUp = B1 B6.NextSelectionUp = B2 B4.NextSelectionUp = B3 B5.NextSelectionUp = B4 B8.NextSelectionUp = B5 B7.NextSelectionUp = B6 B1.NextSelectionUp = B7 B9.NextSelectionUp = B8 B3.NextSelectionUp = B9 B10.NextSelectionUp = B12 B11.NextSelectionUp = B14 B12.NextSelectionUp = B10 B13.NextSelectionUp = B11 B14.NextSelectionUp = B13 B1.NextSelectionRight = B11 B2.NextSelectionRight = B13 B3.NextSelectionRight = B1 B4.NextSelectionRight = B2 B5.NextSelectionRight = B6 B6.NextSelectionRight = B14 B7.NextSelectionRight = B8 B8.NextSelectionRight = B7 B9.NextSelectionRight = B10 B10.NextSelectionRight = B9 B11.NextSelectionRight = B12 B12.NextSelectionRight = B3 B13.NextSelectionRight = B4 B14.NextSelectionRight = B5 B1.NextSelectionLeft = B3 B2.NextSelectionLeft = B4 B3.NextSelectionLeft = B12 B4.NextSelectionLeft = B13 B5.NextSelectionLeft = B14 B6.NextSelectionLeft = B5 B7.NextSelectionLeft = B8 B8.NextSelectionLeft = B7 B9.NextSelectionLeft = B10 B10.NextSelectionLeft = B9 B11.NextSelectionLeft = B1 B12.NextSelectionLeft = B11 B13.NextSelectionLeft = B2 B14.NextSelectionLeft = B6 local Tag = Instance.new("StringValue",FakeChar) Tag.Name = "FakeHumanoid" local function Added(item) if item:IsA("Explosion") then local function ExplosionHit(part) if part == Torso then Hit = true ExtraHit = true Bump = math.max(35,Bump) local Directed = (Torso.Position - item.Position) if Directed.X ~= 0 or Directed.Y ~= 0 or Directed.Z ~= 0 then Torso.Velocity = Torso.Velocity + Directed.unit * 160 if LandTimer >= 0 and Torso.Velocity.Y < 0 then Torso.Velocity = Vector3.new(Torso.Velocity.X,-Torso.Velocity.Y,Torso.Velocity.Z) end end if HP > 0 then delay(0,function() OW() end) end end end item.Hit:Connect(ExplosionHit) end end game.Workspace.DescendantAdded:Connect(Added) Torso.Touched:Connect(function(hit) if hit and hit.Parent ~= FakeChar and (hit.CanCollide or NameMatch(hit) or hit:FindFirstChildWhichIsA("TouchTransmitter")) then if (hit.Velocity - Torso.Velocity).Magnitude > 32 then Bump = math.max(16,Bump) delay(0,function() Collide() end) if Bill2.Size.X.Scale < 8 then Bill2.StudsOffsetWorldSpace = Torso.Position Bill2.Size = UDim2.new(8,0,8,0) Image2.ImageColor3 = Torso.Color end if HP > 0 then delay(0,function() OW() end) end end if (hit.Velocity - Torso.Velocity).Magnitude > 160 or NameMatch(hit) then Hit = true end if (hit.Velocity - Torso.Velocity).Magnitude > 320 or string.lower(hit.Name) == "blade" or string.lower(hit.Name) == "kaboom" or string.lower(hit.Name) == "explosion" or string.lower(hit.Name) == "electric" or string.lower(hit.Name) == "electricity" or string.lower(hit.Name) == "zap" or string.lower(hit.Name) == "lightning" then ExtraHit = true if string.lower(hit.Name) == "electric" or string.lower(hit.Name) == "electricity" or string.lower(hit.Name) == "zap" or string.lower(hit.Name) == "lightning" then if Bump < 80 then delay(0,function() ZAP(Torso.Position) end) end Bump = 100 end end end end) local n = 0 local l = 1 local a = 0 local function Play() local pitch = 1 n = n + 1 a = a + 1 if n > 64 then n = 1 l = l + 1 if l > 4 then l = 1 end end if a > 4 then a = 1 end if l <= 2 then if n == 1 then pitch = 3.6 elseif (n >= 2 and n <= 9) or (n >= 14 and n <= 15) then pitch = 1.8 elseif n == 10 then pitch = 2.64 elseif n == 11 then pitch = 3.6 elseif n == 12 then pitch = 4.2 elseif n == 13 then pitch = 4.8 elseif n == 16 then pitch = 4.24 elseif n == 17 then pitch = 2.8 elseif (n >= 18 and n <= 25) or (n >= 30 and n <= 31) then pitch = 1.4 elseif n == 26 then pitch = 2.64 elseif n == 27 then pitch = 3.6 elseif n == 28 then pitch = 4.2 elseif n == 29 then pitch = 4.8 elseif n == 32 then pitch = 4.24 elseif n == 33 then pitch = 2.4 elseif (n >= 34 and n <= 41) or (n >= 46 and n <= 47) then pitch = 1.2 elseif n == 42 then pitch = 2.64 elseif n == 43 then pitch = 3.6 elseif n == 44 then pitch = 4.2 elseif n == 45 then pitch = 4.8 elseif n == 48 then pitch = 4.24 elseif n == 49 then pitch = 2.64 elseif (n >= 50 and n <= 57) or (n >= 62 and n <= 63) then pitch = 1.32 elseif n == 58 then pitch = 2.64 elseif n == 59 then pitch = 3.6 elseif n == 60 then pitch = 4.2 elseif n == 61 then pitch = 4.8 elseif n == 64 then pitch = 4.24 end else if n == 1 then pitch = 0.9 elseif n == 2 then pitch = 1.8 elseif n == 3 or n == 5 then pitch = 1.6 elseif n == 4 or n == 6 or n == 8 or n == 14 then pitch = 1.4 elseif n == 7 or n == 9 or n == 11 or n == 13 or n == 15 then pitch = 1.325 elseif n == 10 or n == 12 or n == 16 then pitch = 1.2 elseif n == 17 then pitch = 0.7 elseif n == 18 or n == 20 then pitch = 0.788 elseif n == 19 or n == 21 or n == 23 then pitch = 0.9 elseif n == 22 or n == 24 or n == 26 then pitch = 1 elseif n == 25 or n == 27 or n == 29 then pitch = 1.09 elseif n == 28 or n == 30 then pitch = 1.2 elseif n == 31 then pitch = 1.325 elseif n == 32 then pitch = 1.425 elseif n == 33 then pitch = 0.6 elseif n == 34 then pitch = 1.2 elseif n == 35 or n == 37 then pitch = 1.075 elseif n == 36 or n == 38 or n == 40 or n == 46 then pitch = 0.933 elseif n == 39 or n == 41 or n == 43 or n == 45 or n == 47 then pitch = 0.883 elseif n == 42 or n == 44 or n == 48 then pitch = 0.8 elseif n == 49 then pitch = 0.675 elseif n == 50 or n == 52 then pitch = 0.75 elseif n == 51 or n == 53 or n == 55 then pitch = 0.85 elseif n == 54 or n == 56 or n == 58 then pitch = 0.9 elseif n == 57 or n == 59 or n == 61 then pitch = 1 elseif n == 60 or n == 62 then pitch = 1.05 elseif n == 63 then pitch = 1.18 elseif n == 64 then pitch = 1.35 end pitch = pitch * 2 end if SoundA and SoundA.Parent and not Off then SoundA.PlaybackSpeed = pitch SoundA.TimePosition = 0.12 SoundA.Playing = true end end while owner and owner.Parent and FakeChar and FakeChar.Parent and Torso and Torso.Parent == FakeChar and Head and Head.Parent == FakeChar and Down > 0 and Torso.Position.Y > game.Workspace.FallenPartsDestroyHeight do Bill.Size = Bill.Size - UDim2.new(1,0,1,0) if Bill.Size.X.Scale <= 0 then Bill.Size = UDim2.new(0,0,0,0) end Bill2.Size = Bill2.Size - UDim2.new(1,0,1,0) if Bill2.Size.X.Scale <= 0 then Bill2.Size = UDim2.new(0,0,0,0) end Bill3.Size = Bill3.Size - UDim2.new(0.25,0,0.25,0) if Bill3.Size.X.Scale <= 0 then Bill3.Size = UDim2.new(0,0,0,0) end if Normal and Fire < 0 then Fire = 0 end local Direction2 = Humanoid.MoveDirection if NearNumber(Direction2.X,1) and NearNumber(Direction2.Z,0) then Direction = "Right" elseif NearNumber(Direction2.X,Mid) and NearNumber(Direction2.Z,Mid) then Direction = "DownRight" elseif NearNumber(Direction2.X,0) and NearNumber(Direction2.Z,1) then Direction = "Down" elseif NearNumber(Direction2.X,-Mid) and NearNumber(Direction2.Z,Mid) then Direction = "DownLeft" elseif NearNumber(Direction2.X,-1) and NearNumber(Direction2.Z,0) then Direction = "Left" elseif NearNumber(Direction2.X,-Mid) and NearNumber(Direction2.Z,-Mid) then Direction = "UpLeft" elseif NearNumber(Direction2.X,0) and NearNumber(Direction2.Z,-1) then Direction = "Up" elseif NearNumber(Direction2.X,Mid) and NearNumber(Direction2.Z,-Mid) then Direction = "UpRight" else Direction = "Idle" end if HP <= 0 then Direction = "Idle" end if Direction == "Idle" and Bump < 0 and Hurt < 0 and HP > 0 and LandTimer >= 0 and not (Up or Dn or Aim or GrabMode) then IdleTimer = IdleTimer - 1 else IdleTimer = 750 n = 0 l = 1 a = 0 end if LandTimer >= 0 and (Torso.Velocity*Vector3.new(1,0,1)).Magnitude > 55 and not Humanoid.Jump then OhNo = true else OhNo = false end local Mv = 0.75 local Movements = 10 if LandTimer < 0 then Mv = 0.97 Movements = 7 Sliding = false elseif Sliding then Mv = 0.93 Movements = 5 end if Disable == false and Humanoid.Jump and ((not Aim and Direction ~= "Idle") or Aim) then Bla = true end Torso.Velocity = Vector3.new(Torso.Velocity.X * Mv,Torso.Velocity.Y,Torso.Velocity.Z * Mv) if not Aim then if MoveMode then if Direction ~= "Idle" then Torso.CFrame = CFrame.new(Torso.Position,Torso.Position+Humanoid.MoveDirection) if Bla == false and Bump <= 0 then Torso.Velocity = Torso.Velocity + Torso.CFrame.LookVector * Movements end end else if Direction == "Right" then Torso.Orientation = Vector3.new(0,270,0) if Bla == false and Bump <= 0 then Torso.Velocity = Torso.Velocity + Vector3.new(1,0,0) * Movements end elseif Direction == "DownRight" then Torso.Orientation = Vector3.new(0,225,0) if Bla == false and Bump <= 0 then Torso.Velocity = Torso.Velocity + Vector3.new(Mid,0,Mid) * Movements end elseif Direction == "Down" then Torso.Orientation = Vector3.new(0,180,0) if Bla == false and Bump <= 0 then Torso.Velocity = Torso.Velocity + Vector3.new(0,0,1) * Movements end elseif Direction == "DownLeft" then Torso.Orientation = Vector3.new(0,135,0) if Bla == false and Bump <= 0 then Torso.Velocity = Torso.Velocity + Vector3.new(-Mid,0,Mid) * Movements end elseif Direction == "Left" then Torso.Orientation = Vector3.new(0,90,0) if Bla == false and Bump <= 0 then Torso.Velocity = Torso.Velocity + Vector3.new(-1,0,0) * Movements end elseif Direction == "UpLeft" then Torso.Orientation = Vector3.new(0,45,0) if Bla == false and Bump <= 0 then Torso.Velocity = Torso.Velocity + Vector3.new(-Mid,0,-Mid) * Movements end elseif Direction == "Up" then Torso.Orientation = Vector3.new(0,0,0) if Bla == false and Bump <= 0 then Torso.Velocity = Torso.Velocity + Vector3.new(0,0,-1) * Movements end elseif Direction == "UpRight" then Torso.Orientation = Vector3.new(0,315,0) if Bla == false and Bump <= 0 then Torso.Velocity = Torso.Velocity + Vector3.new(Mid,0,-Mid) * Movements end end end end if Aim then local D1 = Direction local D2 = AimDirect local AL = false local AU = false local AR = false local AD = false if (D1 == "Up" and (D2 == "UpLeft" or D2 == "Up" or D2 == "UpRight")) or (D1 == "UpRight" and (D2 == "Up" or D2 == "UpRight" or D2 == "Right")) or (D1 == "Right" and (D2 == "UpRight" or D2 == "Right" or D2 == "DownRight")) or (D1 == "DownRight" and (D2 == "Right" or D2 == "DownRight" or D2 == "Down")) or (D1 == "Down" and (D2 == "DownRight" or D2 == "Down" or D2 == "DownLeft")) or (D1 == "DownLeft" and (D2 == "Down" or D2 == "DownLeft" or D2 == "Left")) or (D1 == "Left" and (D2 == "DownLeft" or D2 == "Left" or D2 == "UpLeft")) or (D1 == "UpLeft" and (D2 == "Left" or D2 == "UpLeft" or D2 == "Up")) then AU = true end if (D1 == "UpRight" and (D2 == "UpLeft" or D2 == "Up" or D2 == "UpRight")) or (D1 == "Right" and (D2 == "Up" or D2 == "UpRight" or D2 == "Right")) or (D1 == "DownRight" and (D2 == "UpRight" or D2 == "Right" or D2 == "DownRight")) or (D1 == "Down" and (D2 == "Right" or D2 == "DownRight" or D2 == "Down")) or (D1 == "DownLeft" and (D2 == "DownRight" or D2 == "Down" or D2 == "DownLeft")) or (D1 == "Left" and (D2 == "Down" or D2 == "DownLeft" or D2 == "Left")) or (D1 == "UpLeft" and (D2 == "DownLeft" or D2 == "Left" or D2 == "UpLeft")) or (D1 == "Up" and (D2 == "Left" or D2 == "UpLeft" or D2 == "Up")) then AU = true AR = true end if (D1 == "Right" and (D2 == "UpLeft" or D2 == "Up" or D2 == "UpRight")) or (D1 == "DownRight" and (D2 == "Up" or D2 == "UpRight" or D2 == "Right")) or (D1 == "Down" and (D2 == "UpRight" or D2 == "Right" or D2 == "DownRight")) or (D1 == "DownLeft" and (D2 == "Right" or D2 == "DownRight" or D2 == "Down")) or (D1 == "Left" and (D2 == "DownRight" or D2 == "Down" or D2 == "DownLeft")) or (D1 == "UpLeft" and (D2 == "Down" or D2 == "DownLeft" or D2 == "Left")) or (D1 == "Up" and (D2 == "DownLeft" or D2 == "Left" or D2 == "UpLeft")) or (D1 == "UpRight" and (D2 == "Left" or D2 == "UpLeft" or D2 == "Up")) then AR = true end if (D1 == "DownRight" and (D2 == "UpLeft" or D2 == "Up" or D2 == "UpRight")) or (D1 == "Down" and (D2 == "Up" or D2 == "UpRight" or D2 == "Right")) or (D1 == "DownLeft" and (D2 == "UpRight" or D2 == "Right" or D2 == "DownRight")) or (D1 == "Left" and (D2 == "Right" or D2 == "DownRight" or D2 == "Down")) or (D1 == "UpLeft" and (D2 == "DownRight" or D2 == "Down" or D2 == "DownLeft")) or (D1 == "Up" and (D2 == "Down" or D2 == "DownLeft" or D2 == "Left")) or (D1 == "UpRight" and (D2 == "DownLeft" or D2 == "Left" or D2 == "UpLeft")) or (D1 == "Right" and (D2 == "Left" or D2 == "UpLeft" or D2 == "Up")) then AR = true AD = true end if (D1 == "Down" and (D2 == "UpLeft" or D2 == "Up" or D2 == "UpRight")) or (D1 == "DownLeft" and (D2 == "Up" or D2 == "UpRight" or D2 == "Right")) or (D1 == "Left" and (D2 == "UpRight" or D2 == "Right" or D2 == "DownRight")) or (D1 == "UpLeft" and (D2 == "Right" or D2 == "DownRight" or D2 == "Down")) or (D1 == "Up" and (D2 == "DownRight" or D2 == "Down" or D2 == "DownLeft")) or (D1 == "UpRight" and (D2 == "Down" or D2 == "DownLeft" or D2 == "Left")) or (D1 == "Right" and (D2 == "DownLeft" or D2 == "Left" or D2 == "UpLeft")) or (D1 == "DownRight" and (D2 == "Left" or D2 == "UpLeft" or D2 == "Up")) then AD = true end if (D1 == "DownLeft" and (D2 == "UpLeft" or D2 == "Up" or D2 == "UpRight")) or (D1 == "Left" and (D2 == "Up" or D2 == "UpRight" or D2 == "Right")) or (D1 == "UpLeft" and (D2 == "UpRight" or D2 == "Right" or D2 == "DownRight")) or (D1 == "Up" and (D2 == "Right" or D2 == "DownRight" or D2 == "Down")) or (D1 == "UpRight" and (D2 == "DownRight" or D2 == "Down" or D2 == "DownLeft")) or (D1 == "Right" and (D2 == "Down" or D2 == "DownLeft" or D2 == "Left")) or (D1 == "DownRight" and (D2 == "DownLeft" or D2 == "Left" or D2 == "UpLeft")) or (D1 == "Down" and (D2 == "Left" or D2 == "UpLeft" or D2 == "Up")) then AD = true AL = true end if (D1 == "Left" and (D2 == "UpLeft" or D2 == "Up" or D2 == "UpRight")) or (D1 == "UpLeft" and (D2 == "Up" or D2 == "UpRight" or D2 == "Right")) or (D1 == "Up" and (D2 == "UpRight" or D2 == "Right" or D2 == "DownRight")) or (D1 == "UpRight" and (D2 == "Right" or D2 == "DownRight" or D2 == "Down")) or (D1 == "Right" and (D2 == "DownRight" or D2 == "Down" or D2 == "DownLeft")) or (D1 == "DownRight" and (D2 == "Down" or D2 == "DownLeft" or D2 == "Left")) or (D1 == "Down" and (D2 == "DownLeft" or D2 == "Left" or D2 == "UpLeft")) or (D1 == "DownLeft" and (D2 == "Left" or D2 == "UpLeft" or D2 == "Up")) then AL = true end if (D1 == "UpLeft" and (D2 == "UpLeft" or D2 == "Up" or D2 == "UpRight")) or (D1 == "Up" and (D2 == "Up" or D2 == "UpRight" or D2 == "Right")) or (D1 == "UpRight" and (D2 == "UpRight" or D2 == "Right" or D2 == "DownRight")) or (D1 == "Right" and (D2 == "Right" or D2 == "DownRight" or D2 == "Down")) or (D1 == "DownRight" and (D2 == "DownRight" or D2 == "Down" or D2 == "DownLeft")) or (D1 == "Down" and (D2 == "Down" or D2 == "DownLeft" or D2 == "Left")) or (D1 == "DownLeft" and (D2 == "DownLeft" or D2 == "Left" or D2 == "UpLeft")) or (D1 == "Left" and (D2 == "Left" or D2 == "UpLeft" or D2 == "Up")) then AL = true AU = true end if AL or AU or AR or AD then if TurnTimer < 12 then TurnTimer = TurnTimer + 1 end elseif TurnTimer > 0 then TurnTimer = TurnTimer - 2 end for i = 1,TurnTimer*1.5 do if AL and Angle.X > -36 then Angle = Angle + Vector2.new(-0.2,0) end if AU and Angle.Y < 36 then Angle = Angle + Vector2.new(0,0.2) end if AR and Angle.X < 36 then Angle = Angle + Vector2.new(0.2,0) end if AD and Angle.Y > -36 then Angle = Angle + Vector2.new(0,-0.2) end end if GrabMode and Angle.Y < -24 then Angle = Vector2.new(Angle.X,-24) end end if IdleTimer == 31 then print("Spawns: "..tostring(Spawned).." / Landed: "..tostring(RegHits)) end if Bump > 35 then if Bump == 36 then if SoundA and SoundA.Parent then SoundA:Stop() end if SoundC and SoundC.Parent then SoundC:Stop() end else if SoundA and SoundA.Parent then SoundA.PlaybackSpeed = 2.3 * math.random(1,2) SoundA.TimePosition = 0.2 SoundA:Play() end if SoundC and SoundC.Parent then SoundC.PlaybackSpeed = 1.4 SoundC.TimePosition = 0.2 SoundC:Play() end end local randzap = math.random(1,2) if Bump % 2 == 0 then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-1,0.2,-1.25,1.5,0.6,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(1,0.2,-1.25,1.5,-0.6,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.5,-1.1,0.5,0.3,0.2,0,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.5,-1,0.45,0.5,-0.2,0,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,1.5,1,-1,0,0,1) if Bill.Size.X.Scale < 4 then Bill.StudsOffsetWorldSpace = Torso.Position Bill.Size = UDim2.new(4,0,4,0) if randzap == 1 then Image.ImageColor3 = Torso.Color else Image.ImageColor3 = Color3.new(1,1,0) end end else Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.8,-0.5,-1.5,1,0.2,-0.2,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.8,-0.5,-1.5,1,-0.2,0.2,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.6,-0.5,0.5,1,0.05,-0.05,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.6,-0.5,0.5,1,-0.05,0.05,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,-0.12,1.8,0.28,0,0,1) if Bill.Size.X.Scale < 4 then Bill.StudsOffsetWorldSpace = Torso.Position Bill.Size = UDim2.new(4,0,4,0) if randzap == 1 then Image.ImageColor3 = Color3.new(1,1,1) else Image.ImageColor3 = Color3.new(0,0,1) end end end elseif Bump > 13 or Hurt > 0 or (Hurt > -6 and HP <= 0) then if Hurt % 2 == 0 then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-1,0.2,-1.25,1.5,0.6,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(1,0.2,-1.25,1.5,-0.6,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.5,-1.1,0.5,0.3,0.2,0,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.5,-1,0.45,0.5,-0.2,0,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,1.5,1,-1,0,0,1) else Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-1,0.2,-1.25,1.9,0.6,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(1,0.2,-1.25,1.2,-0.6,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.5,-1,0.35,0.45,0.2,0,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.5,-1,0.45,0.3,-0.2,0,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,1.475,1.15,-0.85,0,0,1) end elseif HP > 0 then if FallTimer >= 38 or EmoteTimer > 0 then if IdleTimer <= 0 then Play() IdleTimer = 0 end if (FallTimer >= 38 and FallTimer % 2 == 0) or (FallTimer < 38 and EmoteTimer % 2 == 0) then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.5,-1,-1.25,0.1,0,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.5,-1,-1.25,0.15,0,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.5,-0.2,1.45,-1.5,0,0,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.5,-0.1,1.4,-2.6,0,0,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,1.475,0.85,-1.2,0,0,1) else Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.5,-1,-1.25,0.15,0,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.5,-1,-1.25,0.225,0,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.5,-0.2,1.45,-1.7,0,0,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.5,-0.1,1.4,-2.3,0,0,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,1.46,0.765,-1.3,0,0,1) end elseif Bump > 0 then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.8,-0.5,-1.5,1,0.2,-0.2,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.8,-0.5,-1.5,1,-0.2,0.2,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.6,-0.5,0.5,1,0.05,-0.05,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.6,-0.5,0.5,1,-0.05,0.05,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,-0.12,1.8,0.28,0,0,1) elseif LandTimer < 0 then if Angle.X > 16 then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5,0,-0.3,0,1) elseif Angle.X < -16 then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5,0,0.3,0,1) elseif Up or Angle.Y > 16 then Head.CFrame = Torso.CFrame * CFrame.new(0,0.9,-0.3,0.3,0,0,1) elseif Dn or Angle.Y < -16 then Head.CFrame = Torso.CFrame * CFrame.new(0,0.8,-0.9,-0.4,0,0,1) else Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) end LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.5,-0.6,-1.6,0.7,0,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.5,-0.6,-1.6,0.8,0,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.7,-0.5,1.3,-0.8,-0.2,0,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.7,-0.5,1.3,-0.9,0.2,0,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,1.05,1.95,-0.3,0,0,1) elseif IdleTimer < 0 then if IdleTimer < -3 then Play() IdleTimer = 0 end Head.CFrame = Torso.CFrame * CFrame.new(0.02,0.4,-1.4,-0.5,-0.05,0,1) LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.8,-0.5,-1.5,1,0.2,-0.2,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.8,-0.5,-1.5,1,-0.2,0.2,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.6,-0.5,0.5,1,0.05,-0.05,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.6,-0.5,0.5,1,-0.05,0.05,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,-0.12,1.8,0.28,0,0,1) elseif IdleTimer < 32 then Head.CFrame = Torso.CFrame * CFrame.new(0,1.5,-0.25,-0.2,-0.2,0,1) if IdleTimer < 20 then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5,0,-0.3,0,1) LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.8,-0.5,-1.5,1,0.2,-0.2,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.8,-0.5,-1.5,1,-0.2,0.2,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.6,-0.5,0.5,1,0.05,-0.05,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.6,-0.5,0.5,1,-0.05,0.05,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,-0.12,1.8,0.28,0,0,1) elseif IdleTimer < 26 then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.8,-0.5,-1.5,1,0.2,-0.2,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.8,-0.5,-1.5,1,-0.2,0.2,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.6,-0.5,0.5,1,0.05,-0.05,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.6,-0.5,0.5,1,-0.05,0.05,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,-0.12,1.8,0.28,0,0,1) else Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.5,-0.8,-1.5,0.6,0.05,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.5,-0.8,-1.5,0.6,-0.05,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.5,-0.8,0.2,0.6,0.2,0,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.5,-0.8,0.2,0.6,-0.2,0,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,0.5,2,0,0,0,1) end else if LaughTimer <= 0 and Angle.X > 16 then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5,0,-0.3,0,1) elseif LaughTimer <= 0 and Angle.X < -16 then Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5,0,0.3,0,1) elseif not (LaughTimer > 0 and LaughTimer % 5 > 1) and ((LaughTimer > 0 and LaughTimer % 5 < 2) or Up or Angle.Y > 16) then Head.CFrame = Torso.CFrame * CFrame.new(0,0.9,-0.3,0.3,0,0,1) elseif LaughTimer <= 0 and Dn or Angle.Y < -16 then Head.CFrame = Torso.CFrame * CFrame.new(0,0.8,-0.9,-0.4,0,0,1) else Head.CFrame = Torso.CFrame * CFrame.new(0,1,-0.5) end if OhNo then LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.65,-0.6,-1.6,0.8,0.15,-0.15,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.65,-0.6,-1.6,0.8,-0.15,0.15,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.8,-0.5,1.5,-0.8,-0.3,-0.3,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.8,-0.5,1.5,-0.8,0.3,0.3,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,1.05,1.95,-0.3,0,0,1) elseif AnimFrame == 0 then LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.5,-1.25,-1,0,0.05,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.5,-1.25,-1,0,-0.05,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.65,-1.2,1,0,0,-0.05,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.65,-1.2,1,0,0,0.05,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,1.465,1.2,1.25,0,0,1) elseif AnimFrame == 1 then LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.55,-1,-1.3,0.35,0.03,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.55,-1,-1.3,0.35,-0.03,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.65,-1.1,1.1,-0.35,0.15,-0.16,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.65,-1.1,1.1,-0.35,-0.15,0.16,1) Tail.CFrame = Torso.CFrame * CFrame.new(-0.04,0.15,1.95,0.15,-0.03,0,1) elseif AnimFrame == 2 then LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.5,-1.2,-0.7,-0.2,0.2,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.5,-1.2,-0.7,-0.2,-0.2,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.7,-0.9,0.3,0.5,0.2,-0.2,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.7,-0.9,0.3,0.5,-0.2,0.2,1) Tail.CFrame = Torso.CFrame * CFrame.new(0.175,0.35,2,0.05,0.07,0,1) elseif AnimFrame == 3 then LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.55,-0.8,-0.9,-0.175,0.1,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.55,-0.8,-0.9,-0.175,-0.1,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.55,-1.2,0.8,0.1,0.15,-0.12,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.55,-1.2,0.8,0.1,-0.15,0.12,1) Tail.CFrame = Torso.CFrame * CFrame.new(0.08,0.6,2,-0.12,0.02,0,1) elseif AnimFrame == 4 then LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.525,-0.75,-1.5,0.8,0.05,0,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.525,-0.75,-1.5,0.8,-0.05,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.5,-0.9,1.4,-0.45,0.07,-0.07,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.5,-0.9,1.4,-0.45,-0.07,0.07,1) Tail.CFrame = Torso.CFrame * CFrame.new(-0.08,0.3,2,0.06,-0.06,0,1) end if Fire > 0 then Tail.CFrame = Torso.CFrame * CFrame.new(0,1.35,1.6,1.9,0,0,1) end end else Head.CFrame = Torso.CFrame * CFrame.new(0,0.4,-1.4,-0.65,0,0,1) LeftArm.CFrame = Torso.CFrame * CFrame.new(-0.8,-0.5,-1.5,1,0.2,-0.2,1) RightArm.CFrame = Torso.CFrame * CFrame.new(0.8,-0.5,-1.5,1,-0.2,0.2,1) Blast.CFrame = Torso.CFrame * CFrame.new(1.125,1,-2.25,0,0,0,1) LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.6,-0.5,1.5,-1,0.05,-0.05,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.6,-0.5,1.5,-1,-0.05,0.05,1) Tail.CFrame = Torso.CFrame * CFrame.new(0,0.25,2,0.1,0,0,1) end if HP > 0 and (Up or Dn or Aim) then if Up then Blast.CFrame = Torso.CFrame * CFrame.new(1.125,2,-1.25,1,0,0,1) elseif Dn then Blast.CFrame = Torso.CFrame * CFrame.new(1.125,-1,-1.25,-1,0,0,1) elseif Aim then local Offset = math.abs(Angle.X)+math.abs(Angle.Y) Blast.CFrame = Torso.CFrame * CFrame.new(1.125,1,-2.25,0,0,0,1) local LV = Blast.CFrame.LookVector local RV = Blast.CFrame.RightVector local UV = Blast.CFrame.UpVector local CF = Blast.CFrame * CFrame.new(Angle.X*4,Angle.Y*4,-160+Offset*2) Blast.CFrame = Blast.CFrame * CFrame.new(Angle.X/40,Angle.Y/40,Offset/40) Blast.CFrame = CFrame.new(Blast.Position,Vector3.new(CF.X,CF.Y,CF.Z)) if SightTimer <= 0 then Check((Blast.CFrame * CFrame.new(0,0,-6)),Bill,Image,Blast.BrickColor,CheckA,GrabPart) SightTimer = 3 end end else Blast.CFrame = Torso.CFrame * CFrame.new(1.125,1,-2.25,0,0,0,1) end LeftEar1.CFrame = Head.CFrame*CFrame.new(-0.4375,0.6875,-0.0625) LeftEar2.CFrame = Head.CFrame*CFrame.new(-0.315,0.625,-0.0625) LeftEar3.CFrame = Head.CFrame*CFrame.new(-0.1925,0.5625,-0.0625) RightEar1.CFrame = Head.CFrame*CFrame.new(0.4375,0.6875,-0.0625) RightEar2.CFrame = Head.CFrame*CFrame.new(0.315,0.625,-0.0625) RightEar3.CFrame = Head.CFrame*CFrame.new(0.1925,0.5625,-0.0625) if Direction ~= "Idle" and not Aim and Bla == false then AnimFrame = AnimFrame + 1 if AnimFrame > 4 then AnimFrame = 1 end else AnimFrame = 0 end if LandTimer < 0 and HP > 0 and FallTimer < 80 then FallTimer = FallTimer + 1 local P = 2.5 + FallTimer * 0.15 if FallTimer == 38 then Text = "AAAAH" TL.Text = "AAAAH" ChatTimer = 75 + string.len("AAAAH") end if FallTimer > 46 then P = 9 - (FallTimer - 42) * 0.15 end if FallTimer > 50 and FallLoop < 2 then FallTimer = 38 FallLoop = FallLoop + 1 end if FallTimer > 14 and SoundA then SoundA.PlaybackSpeed = P SoundA.TimePosition = 0.2 SoundA:Play() end elseif FallTimer >= 80 then FallTimer = FallTimer + 1 if FallTimer == 81 and SoundA then SoundA:Stop() end end if LandTimer >= 0 or HP <= 0 then FallTimer = 0 FallLoop = 0 end if (Fire > 0 or Fire < -30) and not (Fire < -35 and Off) then Blast.Material = Enum.Material.Neon else Blast.Material = Enum.Material.Metal end LandTimer = LandTimer - 1 EmoteTimer = EmoteTimer - 1 LaughTimer = LaughTimer - 1 SightTimer = SightTimer - 1 local AlreadyCollided = false local HeadCollided = false local TorsoTouched = false local Col = false local AH = false for i = 1,20 do local Bam = false Torso.Velocity = Vector3.new(Torso.Velocity.X,Torso.Velocity.Y - game.Workspace.Gravity * 0.002,Torso.Velocity.Z) local T = Torso:GetTouchingParts() for i = 1,#T do if T[i] and T[i].Parent and T[i].Parent ~= FakeChar then local HitTag = T[i]:FindFirstChild("HitTag") if HitTag and HitTag:IsA("StringValue") then Tag.Value = HitTag.Value end end if T[i] and string.lower(T[i].Name) == "heal" and HP < 5 and HP > 0 then HP = 5 Bill3.StudsOffsetWorldSpace = Torso.Position Bill3.Size = UDim2.new(12,0,12,0) Image3.ImageColor3 = Torso.Color delay(0,function() RecoverSound() end) end if T[i] and T[i].Parent ~= FakeChar and ((T[i].CanCollide or NameMatch(T[i])) or (T[i].Size.Magnitude < 10 and T[i]:FindFirstChildWhichIsA("TouchTransmitter") and T[i].Name ~= "T")) then if T[i].CanCollide then TorsoTouched = true end if T[i].CanCollide and (T[i].Velocity - Torso.Velocity).Magnitude > 32 then Bump = math.max(16,Bump) Col = true if Bill2.Size.X.Scale < 8 then Bill2.StudsOffsetWorldSpace = Torso.Position Bill2.Size = UDim2.new(8,0,8,0) Image2.ImageColor3 = Torso.Color end AH = true end if NameMatch(T[i]) or (T[i].Size.Magnitude < 10 and T[i]:FindFirstChildWhichIsA("TouchTransmitter") and T[i].Name ~= "T") or (T[i].Velocity - Torso.Velocity).Magnitude > 160 then Hit = true if T[i].CanCollide and (T[i].Velocity - Torso.Velocity).Magnitude > 160 then Bump = math.max(35,Bump) end end if T[i].CanCollide and (T[i].Velocity - Torso.Velocity).Magnitude > 320 or string.lower(T[i].Name) == "blade" or string.lower(T[i].Name) == "kaboom" or string.lower(T[i].Name) == "explosion" or string.lower(T[i].Name) == "electric" or string.lower(T[i].Name) == "electricity" or string.lower(T[i].Name) == "zap" or string.lower(T[i].Name) == "lightning" then ExtraHit = true if string.lower(T[i].Name) == "electric" or string.lower(T[i].Name) == "electricity" or string.lower(T[i].Name) == "zap" or string.lower(T[i].Name) == "lightning" then if Bump < 80 then delay(0,function() ZAP(Torso.Position) end) end Bump = 100 end end if T[i].CanCollide and AlreadyCollided == false then Torso.Velocity = T[i].Velocity - Torso.Velocity * 0.5 if Stuck <= 19 then local MOV = (Torso.Position - T[i].Position) local mov = Vector3.new(MOV.X,0,MOV.Z).unit if MOV.Y > 0 then mov = mov + Vector3.new(0,0.5,0) end FakeChar:TranslateBy(Vector3.new(mov.X,mov.Y,mov.Z)) end AlreadyCollided = true end end end local HeadTouch = Head:GetTouchingParts() for i = 1,#HeadTouch do if HeadTouch[i] and HeadTouch[i].CanCollide == true and HeadTouch[i].Parent ~= FakeChar then HeadCollided = true if (HeadTouch[i].Velocity - Torso.Velocity).Magnitude > 16 then Col = true if Bill2.Size.X.Scale < 8 then Bill2.StudsOffsetWorldSpace = Head.Position Bill2.Size = UDim2.new(8,0,8,0) Image2.ImageColor3 = Torso.Color end Torso.Velocity = Vector3.new(Torso.Velocity.X,-Torso.Velocity.Y,Torso.Velocity.Z) end if (HeadTouch[i].Velocity - Torso.Velocity).Magnitude > 32 then Bump = math.max(16,Bump) AH = true end end end if HeadCollided and not (Bump > 0 or Hurt > 0 or HP <= 0 or FallTimer > 38 or EmoteTimer > 0) then LeftLeg.CFrame = Torso.CFrame * CFrame.new(-0.5,-1.25,1) RightLeg.CFrame = Torso.CFrame * CFrame.new(0.5,-1.25,1) end local LT = LeftLeg:GetTouchingParts() local LAT = LeftArm:GetTouchingParts() for i = 1,#LAT do table.insert(LT,LAT[i]) end for i = 1,#LT do if LT[i] and LT[i].Parent and LT[i].Parent ~= FakeChar then local HitTag = LT[i]:FindFirstChild("HitTag") if HitTag and HitTag:IsA("StringValue") then Tag.Value = HitTag.Value end end if LT[i] and string.lower(LT[i].Name) == "heal" and HP < 5 and HP > 0 then HP = 5 Bill3.StudsOffsetWorldSpace = Torso.Position Bill3.Size = UDim2.new(12,0,12,0) Image3.ImageColor3 = Torso.Color delay(0,function() RecoverSound() end) end if LT[i] and LT[i].Parent ~= FakeChar and ((LT[i].CanCollide or NameMatch(LT[i])) or (LT[i].Size.Magnitude < 10 and LT[i]:FindFirstChildWhichIsA("TouchTransmitter") and LT[i].Name ~= "T")) then if LT[i].CanCollide and (LT[i].Velocity - Torso.Velocity).Magnitude > 320 or string.lower(LT[i].Name) == "blade" or string.lower(LT[i].Name) == "kaboom" or string.lower(LT[i].Name) == "explosion" or string.lower(LT[i].Name) == "electric" or string.lower(LT[i].Name) == "electricity" or string.lower(LT[i].Name) == "zap" or string.lower(LT[i].Name) == "lightning" then ExtraHit = true if string.lower(LT[i].Name) == "electric" or string.lower(LT[i].Name) == "electricity" or string.lower(LT[i].Name) == "zap" or string.lower(LT[i].Name) == "lightning" then if Bump < 80 then delay(0,function() ZAP(Torso.Position) end) end Bump = 100 end end if NameMatch(LT[i]) then Hit = true end if (LT[i].Velocity - Torso.Velocity).Magnitude > 160 then Hit = true if LT[i].CanCollide and AlreadyCollided == false then Torso.Velocity = LT[i].Velocity - Torso.Velocity * 0.5 + Vector3.new(0,10,0) Bump = math.max(35,Bump) AH = true AlreadyCollided = true end elseif LT[i].CanCollide and AlreadyCollided == false then Torso.Velocity = Vector3.new(Torso.Velocity.X,Torso.Velocity.Y * 0.12,Torso.Velocity.Z) + LT[i].Velocity + Vector3.new(0,10,0) AlreadyCollided = true end if LT[i].CanCollide then LastStep = LT[i].BrickColor if LT[i].Material == Enum.Material.Ice or LT[i].Material == Enum.Material.ForceField or LT[i]:FindFirstChild("Slippery") then Sliding = true else Sliding = false end if LandTimer < 0 then Col = true if Bill2.Size.X.Scale < 8 then Bill2.StudsOffsetWorldSpace = Torso.Position + Vector3.new(0,-1.8,0) Bill2.Size = UDim2.new(8,0,8,0) Image2.ImageColor3 = LastStep.Color end end LandTimer = 4 end end end local RT = RightLeg:GetTouchingParts() local RAT = RightArm:GetTouchingParts() for i = 1,#RAT do table.insert(RT,RAT[i]) end for i = 1,#RT do if RT[i] and RT[i].Parent and RT[i].Parent ~= FakeChar then local HitTag = RT[i]:FindFirstChild("HitTag") if HitTag and HitTag:IsA("StringValue") then Tag.Value = HitTag.Value end end if RT[i] and string.lower(RT[i].Name) == "heal" and HP < 5 and HP > 0 then HP = 5 Bill3.StudsOffsetWorldSpace = Torso.Position Bill3.Size = UDim2.new(12,0,12,0) Image3.ImageColor3 = Torso.Color delay(0,function() RecoverSound() end) end if RT[i] and RT[i].Parent ~= FakeChar and ((RT[i].CanCollide or NameMatch(RT[i])) or (RT[i].Size.Magnitude < 10 and RT[i]:FindFirstChildWhichIsA("TouchTransmitter") and RT[i].Name ~= "T")) then if RT[i].CanCollide and (RT[i].Velocity - Torso.Velocity).Magnitude > 320 or string.lower(RT[i].Name) == "blade" or string.lower(RT[i].Name) == "kaboom" or string.lower(RT[i].Name) == "explosion" or string.lower(RT[i].Name) == "electric" or string.lower(RT[i].Name) == "electricity" or string.lower(RT[i].Name) == "zap" or string.lower(RT[i].Name) == "lightning" then ExtraHit = true if string.lower(RT[i].Name) == "electric" or string.lower(RT[i].Name) == "electricity" or string.lower(RT[i].Name) == "zap" or string.lower(RT[i].Name) == "lightning" then if Bump < 80 then delay(0,function() ZAP(Torso.Position) end) end Bump = 100 end end if NameMatch(RT[i]) then Hit = true end if (RT[i].Velocity - Torso.Velocity).Magnitude > 160 then Hit = true if RT[i].CanCollide and AlreadyCollided == false then Torso.Velocity = RT[i].Velocity - Torso.Velocity * 0.5 + Vector3.new(0,10,0) Bump = math.max(35,Bump) AH = true AlreadyCollided = true end elseif RT[i].CanCollide and AlreadyCollided == false then Torso.Velocity = Vector3.new(Torso.Velocity.X,Torso.Velocity.Y * 0.12,Torso.Velocity.Z) + RT[i].Velocity + Vector3.new(0,10,0) AlreadyCollided = true end if RT[i].CanCollide then LastStep = RT[i].BrickColor if RT[i].Material == Enum.Material.Ice or RT[i].Material == Enum.Material.ForceField or RT[i]:FindFirstChild("Slippery") then Sliding = true else Sliding = false end if LandTimer < 0 then Col = true if Bill2.Size.X.Scale < 8 then Bill2.StudsOffsetWorldSpace = Torso.Position + Vector3.new(0,-1.8,0) Bill2.Size = UDim2.new(8,0,8,0) Image2.ImageColor3 = LastStep.Color end end LandTimer = 4 end end end FakeChar:TranslateBy(Vector3.new(Torso.Velocity.X * 0.002,Torso.Velocity.Y * 0.002,Torso.Velocity.Z * 0.002)) if GrabMode then if Bump < 0 and Hurt < 0 and not Dn and not Disable and Stuck > 19 and GrabPart and GrabPart.Parent and GrabWeld and GrabWeld.Parent then local ZOff = -1.5 if GrabPart.ClassName ~= "CornerWedgePart" and GrabPart.ClassName ~= "UnionOperation" and GrabPart.ClassName ~= "MeshPart" then ZOff = -1.5-GrabPart.Size.Z/3 end GrabWeld.C0 = CFrame.new(0,0,ZOff) if not GrabPart.Parent:IsA("Workspace") and GrabPart.Parent:FindFirstChild("FakeHumanoid") or GrabPart.Parent:FindFirstChildWhichIsA("Humanoid") then local Pos = (Blast.CFrame * CFrame.new(0,0,-1.5)).p local Dif = Pos - GrabPart.Position local Parts = {} local GoFrom = {} local D = GrabPart.Parent:GetDescendants() for i = 1,#D do if D[i]:IsA("BasePart") and D[i].Anchored then table.insert(Parts,D[i]) table.insert(GoFrom,D[i].CFrame) end end for i = 1,#Parts do Parts[i].Velocity = Blast.Velocity Parts[i].CFrame = GoFrom[i] + Dif end else if GrabPart.Anchored then GrabPart.Velocity = Blast.Velocity GrabPart.CFrame = Blast.CFrame * CFrame.new(0,0,ZOff) end end else Release() end end end if Col then delay(0,function() Collide() end) end if AH and HP > 0 then delay(0,function() OW() end) end if Down == 150 and Humanoid.Jump == true then HP = 3 Bump = 0 Heal = 200 Bill3.StudsOffsetWorldSpace = Torso.Position Bill3.Size = UDim2.new(12,0,12,0) Image3.ImageColor3 = Torso.Color local LastName = Tag.Value Tag.Value = "" Fire = -20 delay(0,function() RecoverSound() end) delay(1.6,function() if HP > 0 then local Self = true local a = "I'm not going down this time" local Mess = math.random(1,3) if Mess == 1 then a = "Not just yet" elseif Mess == 2 then a = "Go for it again" end if LastName == owner.Name then LastName = "" end if LastName ~= "" then a = a..", "..LastName.."!" Self = false else a = a.."!" end if not Self or math.random(1,3) == 1 then if owner and owner.Parent then Text = a TL.Text = a ChatTimer = 75 + string.len(a) end end end end) end if TorsoTouched == true then Stuck = Stuck - 1 if Stuck <= 0 then Hit = true end else Stuck = 25 end if HP > 0 then Down = 200 else Down = Down - 1 end if OhNo then SoundC.PlaybackSpeed = (Torso.Velocity*Vector3.new(1,0,1)).Magnitude/95 SoundC.TimePosition = 0.2 SoundC:Play() Stopped = false if Bill2.Size.X.Scale < 6 then Bill2.StudsOffsetWorldSpace = Torso.Position + Vector3.new(0,-0.8,0) Bill2.Size = UDim2.new(8,0,8,0) Image2.ImageColor3 = LastStep.Color end elseif AnimFrame == 3 and LandTimer > 0 and Bump <= 0 then if Sliding then SoundC.PlaybackSpeed = 2.5 else SoundC.PlaybackSpeed = 1.2 end SoundC.TimePosition = 0.2 SoundC:Play() Stopped = false if Bill2.Size.X.Scale <= 4 then Bill2.StudsOffsetWorldSpace = Torso.Position + Vector3.new(0,-1.8,0) + Torso.CFrame.LookVector*0.5 Bill2.Size = UDim2.new(4,0,4,0) Image2.ImageColor3 = LastStep.Color end elseif AnimFrame == 4 and LandTimer > 0 and Bump <= 0 then if Sliding then SoundC.PlaybackSpeed = 1.5 else SoundC.PlaybackSpeed = 0.8 end SoundC.TimePosition = 0.2 SoundC:Play() Stopped = false if Bill2.Size.X.Scale <= 4 then Bill2.StudsOffsetWorldSpace = Torso.Position + Vector3.new(0,-1.8,0) + Torso.CFrame.LookVector*-1 Bill2.Size = UDim2.new(4,0,4,0) Image2.ImageColor3 = LastStep.Color end elseif Stopped == false then SoundC:Stop() Stopped = true end if Hit and Hurt <= 0 then HP = HP - 1 if Bill.Size.X.Scale < 16 then Bill.StudsOffsetWorldSpace = Torso.Position Bill.Size = UDim2.new(16,0,16,0) Image.ImageColor3 = Torso.Color end if ExtraHit then HP = HP - 1 if Bill.Size.X.Scale < 24 then Bill.StudsOffsetWorldSpace = Torso.Position Bill.Size = UDim2.new(24,0,24,0) Image.ImageColor3 = Torso.Color end if Bill2.Size.X.Scale < 16 then Bill2.StudsOffsetWorldSpace = Torso.Position Bill2.Size = UDim2.new(16,0,16,0) Image2.ImageColor3 = Torso.Color end delay(0,function() BANG(Torso.Position) end) delay(0,function() Ding() end) delay(0,function() Shatter(Torso.Position) end) end Hurt = 2 Heal = 250 delay(0,function() HitSound(Torso.Position) end) if HP <= 0 and Down >= 200 then Head.Material = Enum.Material.CorrodedMetal RightArm.Material = Enum.Material.CorrodedMetal LeftLeg.Material = Enum.Material.CorrodedMetal RightEar1.Material = Enum.Material.CorrodedMetal RightEar2.Material = Enum.Material.CorrodedMetal RightEar3.Material = Enum.Material.CorrodedMetal Tail.Material = Enum.Material.CorrodedMetal delay(0,function() AOW() end) if Aim then Aim = false Angle = Vector2.new() if AimDirect == "Right" then Torso.Orientation = Vector3.new(0,270,0) elseif AimDirect == "DownRight" then Torso.Orientation = Vector3.new(0,225,0) elseif AimDirect == "Down" then Torso.Orientation = Vector3.new(0,180,0) elseif AimDirect == "DownLeft" then Torso.Orientation = Vector3.new(0,135,0) elseif AimDirect == "Left" then Torso.Orientation = Vector3.new(0,90,0) elseif AimDirect == "UpLeft" then Torso.Orientation = Vector3.new(0,45,0) elseif AimDirect == "Up" then Torso.Orientation = Vector3.new(0,0,0) elseif AimDirect == "UpRight" then Torso.Orientation = Vector3.new(0,315,0) end CheckBeam.Transparency = NumberSequence.new(1) CheckA.Position = Vector3.new(0,0,2) end local a = "OW" if Tag.Value ~= "" and Tag.Value ~= owner.Name then a = Tag.Value.." had me..." end Text = a TL.Text = a print(a.." / "..owner.Name) ChatTimer = 75 + string.len(a) end else Hurt = Hurt - 1 end if HP >= 5 then Heal = 250 else Heal = Heal - 1 if Heal <= 0 then HP = HP + 1 Heal = 250 Bill3.StudsOffsetWorldSpace = Torso.Position Bill3.Size = UDim2.new(6,0,6,0) Image3.ImageColor3 = Torso.Color end end if Disable == false and Bla and HP > 0 then if Fire <= 0 and Blast then if Up then Blast.CFrame = Torso.CFrame * CFrame.new(1.125,2,-1.25,1,0,0,1) end local ExplodingShot = (Fire <= -30) LastSuper = ExplodingShot local StraightShot = (Up == false and Dn == false and LandTimer < 0 and not Aim) Blast.BrickColor = Torso.BrickColor local HitTag = Instance.new("StringValue",Blast) HitTag.Name = "HitTag" HitTag.Value = owner.Name local T = Blast:GetTouchingParts() local Ping = false local Block = false local Grabbing = GrabPart ~= nil local Select local Prefer = false local Confirm = false local function CountHit() if not Confirm then Confirm = true RegHits = RegHits + 1 delay(0,function() SoundB.PlaybackSpeed = 1 SoundB.TimePosition = 0.2 SoundB:Play() wait(0.06) SoundB.PlaybackSpeed = 1.75 SoundB.TimePosition = 0.2 SoundB:Play() end) end end for i = 1,#T do if T[i] and T[i].Parent and T[i].Parent ~= FakeChar then Ping = true if T[i].CanCollide or GrabMode then Block = true end if Bill.Size.X.Scale < 16 then Bill.StudsOffsetWorldSpace = T[i].Position Bill.Size = UDim2.new(16,0,16,0) Image.ImageColor3 = Blast.Color end if Bump < 0 and Hurt < 0 and Stuck > 19 and GrabMode and not Grabbing then local H = T[i].Parent:FindFirstChildWhichIsA("Humanoid") local h = T[i].Parent:FindFirstChild("FakeHumanoid") local Tors = T[i].Parent:FindFirstChild("Torso") or T[i].Parent:FindFirstChild("UpperTorso") local Get = false local Yes = false if h then if T[i].Parent.Name ~= "Target" and (not T[i].Parent:FindFirstChild("T") or T[i].Name == "T") then Get = true Yes = true end elseif H then if not Tors or T[i] == Tors then Get = true Yes = true end elseif not T[i]:IsGrounded() then Get = true if T[i].CanCollide then Yes = true end end local JointCheck = true local J = T[i]:GetJoints() for n = 1,#J do if J[n] and J[n].Name == "FakeCharGrab" then JointCheck = false end end if Get and (Yes or not Prefer) and T[i].Size.Magnitude < 12 and JointCheck then Select = T[i] if Yes then Prefer = true end end else if Grabbing then Release() end local zapsize = 16 if ExplodingShot then if not Off then zapsize = 48 delay(0.03,function() T[i]:BreakJoints() end) delay(0,function() HitSound(T[i].Position) end) end delay(0,function() for a = 1,11 do if Bill.Size.X.Scale < zapsize then Bill.StudsOffsetWorldSpace = T[i].Position Bill.Size = UDim2.new(zapsize,0,zapsize,0) if a < 11 then if a%2 == 1 then Image.ImageColor3 = Color3.new(1,1,0) else Image.ImageColor3 = Color3.new(0,0,1) end else Image.ImageColor3 = Blast.Color end end wait(0.04) end end) end local Humanoid = T[i].Parent:FindFirstChildWhichIsA("Humanoid") if Humanoid and not (Humanoid:FindFirstChild("creator") and Humanoid:FindFirstChild("creator"):IsA("ObjectValue") and Humanoid.creator.Value == owner) then Humanoid:TakeDamage(70) if ExplodingShot == true then if not Off then Humanoid:TakeDamage(4026) else Humanoid:TakeDamage(700) end delay(0,function() BANG(T[i].Position) end) delay(0,function() ZAP(T[i].Position) end) delay(0,function() Shatter(T[i].Position) end) end local creator = Instance.new("ObjectValue",Humanoid) creator.Name = "creator" if owner and owner.Parent then creator.Value = owner end if Dn or ExplodingShot then Humanoid.Sit = not Humanoid.Sit end game:GetService("Debris"):AddItem(creator,0.14) delay(0,function() HitSound(T[i].Position) end) CountHit() elseif Humanoid == nil and T[i]:GetMass() < 120 and not Off then delay(0.03,function() T[i]:BreakJoints() end) delay(0,function() HitSound(T[i].Position) end) end if T[i].Parent and (not GrabMode or Grabbing) then local Tag2 = T[i].Parent:FindFirstChild("FakeHumanoid") if Tag2 and owner and owner.Parent then Tag2.Value = owner.Name CountHit() end end end end end if Select then Grab(Select) Dn = false end if Ping == true then delay(0,function() Dong(Blast.Position) end) if ExplodingShot and (not GrabMode or Grabbing) then if math.random(1,2) == 1 then if TL then Text = "YAH" TL.Text = "YAH" end ChatTimer = 75 + string.len("YAH") delay(0,function() YAH() end) else if TL then Text = "YO" TL.Text = "YO" end ChatTimer = 75 + string.len("YO") delay(0,function() YO() end) end end end if Block == false then delay(0,function() ShootSound() end) end if ExplodingShot then delay(0,function() Swoosh() end) end delay(0,function() if Up then Blast.CFrame = Torso.CFrame * CFrame.new(1.125,2,-1.25,1,0,0,1) elseif Dn then Blast.CFrame = Torso.CFrame * CFrame.new(1.125,-1,-1.25,-1,0,0,1) elseif not Aim then Blast.CFrame = Torso.CFrame * CFrame.new(1.125,1,-2.25,0,0,0,1) end if Block == false then if Bill2.Size.X.Scale < 4 then Bill2.StudsOffsetWorldSpace = Blast.Position + Blast.CFrame.LookVector * 1.5 Bill2.Size = UDim2.new(4,0,4,0) Image2.ImageColor3 = Blast.Color end if ExplodingShot and Dn and LandTimer < 0 then FallTimer = 80 Torso.Velocity = Torso.Velocity + Vector3.new(0,320,0) FakeChar:TranslateBy(Vector3.new(0,21,0)) delay(0,function() BANG(Blast.Position) end) delay(0,function() OW() end) end Shoot(Blast.CFrame * CFrame.new(0,0,-6),Blast.BrickColor,ExplodingShot,StraightShot,Beam,Bill2,Image2,Off,SoundB) end end) Fire = 3 end end if not Aim and HP > 0 and Humanoid.Jump and LandTimer > 0 and Bump <= 0 and (Direction == "Idle" or Disable == true) then Torso.Velocity = Vector3.new(Torso.Velocity.X,Torso.Velocity.Y + 50,Torso.Velocity.Z) LandTimer = 1 FakeChar:TranslateBy(Vector3.new(0,0.2,0)) local TouchLeg = false local LT = LeftLeg:GetTouchingParts() local LAT = LeftArm:GetTouchingParts() for i = 1,#LAT do table.insert(LT,LAT[i]) end for i = 1,#LT do if LT[i] and LT[i].Parent ~= FakeChar and LT[i].CanCollide then TouchLeg = true end end local RT = RightLeg:GetTouchingParts() local RAT = RightArm:GetTouchingParts() for i = 1,#RAT do table.insert(RT,RAT[i]) end for i = 1,#RT do if RT[i] and RT[i].Parent ~= FakeChar and RT[i].CanCollide then TouchLeg = true end end if TouchLeg == false then delay(0,function() SwingSound() end) end end Fire = Fire - 1 HealTimer = HealTimer - 1 if not Off then if Fire == -30 and math.random(1,6) == 1 and HP > 0 then Text = "Ready to blast!" TL.Text = "Ready to blast!" ChatTimer = 75 + string.len("Ready to blast!") end if HealTimer == 0 and HP > 0 then Text = "Heal ready!" TL.Text = "Heal ready!" ChatTimer = 75 + string.len("Heal ready!") end end Bump = Bump - 1 local C = FakeChar:GetChildren() for i = 1,#C do if C[i]:IsA("BasePart") then C[i].Anchored = true C[i].Velocity = Torso.Velocity if HP == 5 then C[i].BrickColor = BrickColor.new("Toothpaste") elseif HP == 4 then C[i].BrickColor = BrickColor.new("Lime green") elseif HP == 3 then C[i].BrickColor = BrickColor.new("New Yeller") elseif HP == 2 then C[i].BrickColor = BrickColor.new("Hot pink") elseif HP == 1 then C[i].BrickColor = BrickColor.new("Really red") else C[i].BrickColor = BrickColor.new("Really blue") end end end if Fire > 1 and not GrabPart then Blast.Name = "Blade" Blast.CanCollide = true if LastSuper then Blast.Name = "Zap" if not GrabMode then if not Off then Blast.Velocity = Blast.CFrame.lookVector * 800 + Vector3.new(0,400,0) else Blast.Velocity = Blast.CFrame.lookVector * 400 + Vector3.new(0,200,0) end else if not Off then Blast.Velocity = Blast.CFrame.lookVector * 850 + Vector3.new(0,25,0) else Blast.Velocity = Blast.CFrame.lookVector * 425 + Vector3.new(0,25,0) end end else Blast.Velocity = Blast.CFrame.lookVector * 100 + Vector3.new(0,25,0) end else local HitTag = Blast:FindFirstChild("HitTag") if HitTag and HitTag:IsA("StringValue") then HitTag:Destroy() end Blast.Name = "B" Blast.CanCollide = false end Head.BrickColor = Brightness LeftArm.BrickColor = Brightness RightArm.BrickColor = Brightness LeftEar1.BrickColor = Brightness LeftEar2.BrickColor = Brightness LeftEar3.BrickColor = Brightness RightEar1.BrickColor = Brightness RightEar2.BrickColor = Brightness RightEar3.BrickColor = Brightness Tail.BrickColor = Brightness if ShipTrail then if HP == 5 then ShipTrail.Color = ColorSequence.new(Color3.new(0,1,1)) elseif HP == 4 then ShipTrail.Color = ColorSequence.new(Color3.new(0,1,0)) elseif HP == 3 then ShipTrail.Color = ColorSequence.new(Color3.new(1,1,0)) elseif HP == 2 then ShipTrail.Color = ColorSequence.new(Color3.new(1,0,1)) elseif HP == 1 then ShipTrail.Color = ColorSequence.new(Color3.new(1,0,0)) else ShipTrail.Color = ColorSequence.new(Color3.new(0,0,1)) end end if TL then if HP == 5 then TL.TextStrokeColor3 = Color3.new(0,1,1) B7.BackgroundColor3 = Color3.new(0,1,1) elseif HP == 4 then TL.TextStrokeColor3 = Color3.new(0,1,0) B7.BackgroundColor3 = Color3.new(0,1,0) elseif HP == 3 then TL.TextStrokeColor3 = Color3.new(1,1,0) B7.BackgroundColor3 = Color3.new(1,1,0) elseif HP == 2 then TL.TextStrokeColor3 = Color3.new(1,0,1) B7.BackgroundColor3 = Color3.new(1,0,1) elseif HP == 1 then TL.TextStrokeColor3 = Color3.new(1,0,0) B7.BackgroundColor3 = Color3.new(1,0,0) else TL.TextStrokeColor3 = Color3.new(0,0,1) B7.BackgroundColor3 = Color3.new(0,0,1) end end local I = -(ChatTimer - 75) if SoundB and ChatTimer > 75 and string.sub(Text,I,I) ~= " " then SoundB.PlaybackSpeed = 1.8 SoundB.TimePosition = 0.2 SoundB:Play() elseif SoundB and (ChatTimer == 75 or string.sub(Text,I,I) == " ") then SoundB:Stop() end ChatTimer = ChatTimer - 1 if ChatTimer < 40 and Off then BBG.LightInfluence = 1 else BBG.LightInfluence = 0.25 end if ChatTimer == 0 then if Hide then TL.Text = "" else TL.Text = "> "..owner.Name end end if owner and owner.Parent and owner.Neutral == false then local TeamColor = owner.TeamColor Torso.BrickColor = TeamColor if Blast then Blast.BrickColor = TeamColor end TL.TextColor3 = TeamColor.Color else Torso.BrickColor = Substitute if Blast then Blast.BrickColor = Substitute end TL.TextColor3 = Substitute.Color end if Blast and PointLight then PointLight.Color = Blast.Color end if Blast and SpotLight then if HP <= 2 then if SpotLight.Brightness == 5 then SpotLight.Brightness = 3.5 elseif SpotLight.Brightness == 3.5 then SpotLight.Brightness = 1.5 elseif SpotLight.Brightness == 1.5 then SpotLight.Brightness = 1 elseif SpotLight.Brightness == 1 then SpotLight.Brightness = 2.5 elseif SpotLight.Brightness == 2.5 then SpotLight.Brightness = 4.5 else SpotLight.Brightness = 5 end else SpotLight.Brightness = 5 end end LD.Color3 = Color3.new(0,0,0) RD.Color3 = Color3.new(0,0,0) if Fire < -30 and Fire % 2 == 0 then Blast.BrickColor = BrickColor.new("White") end BlinkTimer = BlinkTimer - 1 if HP > 0 and BlinkTimer > 1 and Bump <= 0 then if not (LaughTimer > 0 and LaughTimer % 5 < 2) and ((LaughTimer > 0 and LaughTimer % 5 > 1) or Up or Angle.Y > 16) then Left.CFrame = Head.CFrame * CFrame.new(-0.1875,0.25,-0.5) Right.CFrame = Head.CFrame * CFrame.new(0.1875,0.25,-0.5) Left.Size = Vector3.new(0.125,0.25,0.05) Right.Size = Vector3.new(0.125,0.25,0.05) elseif (LaughTimer > 0 and LaughTimer % 5 < 2) or Dn or Angle.Y < -16 then Left.CFrame = Head.CFrame * CFrame.new(-0.25,0.0625,-0.5) Right.CFrame = Head.CFrame * CFrame.new(0.25,0.0625,-0.5) Left.Size = Vector3.new(0.25,0.125,0.05) Right.Size = Vector3.new(0.25,0.125,0.05) else Left.CFrame = Head.CFrame * CFrame.new(-0.1875,0.1875,-0.5) Right.CFrame = Head.CFrame * CFrame.new(0.1875,0.1875,-0.5) Left.Size = Vector3.new(0.125,0.375,0.05) Right.Size = Vector3.new(0.125,0.375,0.05) end if HealTimer > 0 then RD.Color3 = Torso.Color end if Fire > 0 then LD.Color3 = Torso.Color RD.Color3 = Torso.Color elseif Fire < -30 and Fire % 2 == 0 and Disable == false then LD.Color3 = Torso.Color elseif Fire < -30 and Disable == false then LD.Color3 = Color3.new(1,1,1) end if FallTimer >= 38 or EmoteTimer > 0 or OhNo then LD.Color3 = Color3.new(1,1,1) RD.Color3 = Color3.new(1,1,1) end else if BlinkTimer <= 0 then BlinkTimer = 125 end if Down >= 130 and HP <= 0 then if Down >= 150 or Down % 2 == 0 then LD.Color3 = Torso.Color RD.Color3 = Torso.Color end end if Down >= 150 and Down % 2 == 0 and Humanoid.Jump and HP <= 0 then LD.Color3 = Color3.new(1,1,1) RD.Color3 = Color3.new(1,1,1) end Left.CFrame = Head.CFrame * CFrame.new(-0.25,0.0625,-0.5) Right.CFrame = Head.CFrame * CFrame.new(0.25,0.0625,-0.5) Left.Size = Vector3.new(0.25,0.125,0.05) Right.Size = Vector3.new(0.25,0.125,0.05) end if Hurt == 2 or Hurt == 0 then local Color = Substitute.Color if ExtraHit then Color = Color3.new() elseif not owner.Neutral then Color = owner.TeamColor.Color end Color = Color3.new(1-Color.r,1-Color.g,1-Color.b) B1.BackgroundColor3 = Color B2.BackgroundColor3 = Color B3.BackgroundColor3 = Color B4.BackgroundColor3 = Color B5.BackgroundColor3 = Color B6.BackgroundColor3 = Color B7.BackgroundColor3 = Color B8.BackgroundColor3 = Color B9.BackgroundColor3 = Color B10.BackgroundColor3 = Color B11.BackgroundColor3 = Color B12.BackgroundColor3 = Color B13.BackgroundColor3 = Color B14.BackgroundColor3 = Color elseif Bump > 35 and Bump%2 == 0 then local Color = Color3.new(1,1,0) if math.random(1,2) == 1 then Color = Color3.new(0,0,1) end B1.BackgroundColor3 = Color B2.BackgroundColor3 = Color B3.BackgroundColor3 = Color B4.BackgroundColor3 = Color B5.BackgroundColor3 = Color B6.BackgroundColor3 = Color B7.BackgroundColor3 = Color B8.BackgroundColor3 = Color B9.BackgroundColor3 = Color B10.BackgroundColor3 = Color B11.BackgroundColor3 = Color B12.BackgroundColor3 = Color B13.BackgroundColor3 = Color B14.BackgroundColor3 = Color else if Normal then B1.BackgroundColor3 = Color3.new(0,1,0) else if Fire <= -30 then B1.BackgroundColor3 = Color3.new(0,1,1) else B1.BackgroundColor3 = Color3.new(1,0,1) end end if owner.Neutral == false then B2.BackgroundColor3 = owner.TeamColor.Color else B2.BackgroundColor3 = Substitute.Color end if Up then B3.BackgroundColor3 = Color3.new(0,1,0) else B3.BackgroundColor3 = Color3.new(1,0,0) end if Dn then B4.BackgroundColor3 = Color3.new(0,1,0) else B4.BackgroundColor3 = Color3.new(1,0,0) end if Disable then B5.BackgroundColor3 = Color3.new(0,1,0) else B5.BackgroundColor3 = Color3.new(1,0,0) end if Off then B6.BackgroundColor3 = Color3.new(0,1,0) else B6.BackgroundColor3 = Color3.new(1,0,0) end if HealTimer < 0 then B8.BackgroundColor3 = Color3.new(0,1,1) else B8.BackgroundColor3 = Color3.new(1,0,1) end if Hide then B9.BackgroundColor3 = Color3.new(0,1,0) else B9.BackgroundColor3 = Color3.new(1,0,0) end if Aim then B10.BackgroundColor3 = Color3.new(0,1,0) else B10.BackgroundColor3 = Color3.new(1,0,0) end if MoveMode then B11.BackgroundColor3 = Color3.new(0,1,0) else B11.BackgroundColor3 = Color3.new(1,0,0) end if GrabMode then if GrabPart then B12.BackgroundColor3 = Color3.new(1,1,0) else B12.BackgroundColor3 = Color3.new(0,1,0) end else B12.BackgroundColor3 = Color3.new(1,0,0) end B13.BackgroundColor3 = Substitute.Color B14.BackgroundColor3 = Brightness.Color end Hit = false ExtraHit = false Bla = false if Off then ShipTrail.Color = ColorSequence.new(Color3.new()) if PointLight then PointLight.Color = Color3.new() end if SpotLight then SpotLight.Brightness = 0 end end if CheckBeam then CheckBeam.Color = ColorSequence.new(Blast.Color) end wait(0.04) end LD.Color3 = Torso.Color RD.Color3 = Torso.Color if ScreenGui and ScreenGui.Parent then ScreenGui:Destroy() end ChatConnection:Disconnect() BBG.LightInfluence = 0.25 Release() local a = "That really hit!" if Tag.Value ~= "" then a = Tag.Value.." landed a good hit!" end if a ~= "That really hit!" or math.random(1,8) == 1 then if BBG and TL then if owner and owner.Parent and owner.Neutral == false then TL.TextColor3 = owner.TeamColor.Color else TL.TextColor3 = Substitute.Color end TL.TextStrokeColor3 = Color3.new(0,0,0) print(a.." "..owner.Name.." is down!") TL.Text = a.." "..owner.Name.." is down!" end if owner and owner.Parent then delay(0,function() Speech(a,owner.Name.." is down!") end) end end print("Landed: "..tostring(RegHits)) Beam.Parent = nil CheckBeam.Parent = nil ShipTrail.Parent = nil KillChar(FakeChar,Torso,Torso.BrickColor) if Bill and Bill.Parent then Bill:Destroy() end if Bill2 and Bill2.Parent then Bill2:Destroy() end if Bill3 and Bill3.Parent then Bill3:Destroy() end end local Firsts = false while true do delay(0,function() local BC = game:GetService("Players"):GetCharacterAppearanceAsync(owner.UserId):FindFirstChildWhichIsA("BodyColors") Substitute = BC.TorsoColor local C = BC.HeadColor3 local Color = C.r*0.299+C.g*0.587+C.b*0.114 local a = "Go get 'em," local Mess = math.random(1,4) if Mess == 1 then a = "Be prepared," elseif Mess == 2 then a = "Get ready," elseif Mess == 3 then a = "Here comes" end local b = "Lon!" if Color < 0.2 then Brightness = BrickColor.new("Black") b = "Don!" elseif Color < 0.4 then Brightness = BrickColor.new("Dark stone grey") b = "Zon!" elseif Color < 0.65 then Brightness = BrickColor.new("Medium stone grey") b = "John!" elseif Color < 0.85 then Brightness = BrickColor.new("Mid gray") b = "Ron!" else Brightness = BrickColor.new("White") end if not Firsts then Firsts = true print(a.." "..b.." / "..owner.Name) Speech(a,b) end end) wait(1.2) if owner and owner.Parent and L and L.Parent then Ready() else if math.random(1,2) == 1 then print("He's going down!") Speech("He's going down!","") else print("This doesn't look good!") Speech("","This doesn't look good!") end break end end script:Destroy()