0% found this document useful (0 votes)
52 views13 pages

Lightning Powers

The document contains code for a script that controls player character animation and combat mechanics in a game. It includes functions for detecting movement state, damaging enemies, playing sounds, and animating the character and their weapons using CFrames and joints.

Uploaded by

lilmello399
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
52 views13 pages

Lightning Powers

The document contains code for a script that controls player character animation and combat mechanics in a game. It includes functions for detecting movement state, damaging enemies, playing sounds, and animating the character and their weapons using CFrames and joints.

Uploaded by

lilmello399
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 13

--Scripted By coolallball

wait()
if game.Players.LocalPlayer.Character.Animate.Disabled==false then
game.Players.LocalPlayer.Character.Animate.Disabled=true
end
if game.Players.LocalPlayer.Character.Humanoid.Animator then
game.Players.LocalPlayer.Character.Humanoid.Animator:Destroy()
end
wait()
local Player=game.Players.LocalPlayer
repeat wait()
until Player
local Char=Player.Character
repeat wait()
until Char
local CurrentEffects={}
local CurrentDamages={}
local Human=Char.Humanoid
local LArm=Char["Left Arm"]
local RArm=Char["Right Arm"]
local LLeg=Char["Left Leg"]
local RLeg=Char["Right Leg"]
local Torso=Char.Torso
local RS=Torso["Right Shoulder"]
local LS=Torso["Left Shoulder"]
local RH=Torso["Right Hip"]
local LH=Torso["Left Hip"]
local Head=Char.Head
local Neck=Torso.Neck
local RootPart=Char.HumanoidRootPart
local RootJoint=RootPart.RootJoint
local equipped=false
local Debounce=false
local Anim="Idle"
local chat = game:GetService("Chat")
local Mouse=Player:GetMouse()
local Lighting=game.Lighting
local cam=workspace.CurrentCamera
local cf=CFrame.new
local v3=Vector3.new
local c3=Color3.new
local it=Instance.new
local angles=CFrame.Angles
local rad=math.rad
local ran=math.random
local huge=math.huge
local attacking=false
local attacktype=1
local Sheathed=true
Tool=script.Parent
Equipped=false
op=false
necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
LSC0=cf(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
RSC0=cf(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
ROOTC0 = cf(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
RHC01=cf(1, -1, 0, 0, -0.087155737, 0.99619472, 0, 0.99619472, 0.087155737, -1, 0,
0)
LHC01=cf(-1, -1, 0, 0, 0.087155737, -0.99619472, 0, 0.99619472, 0.087155737, 1, 0,
0)
RSC01=cf(1, 0.5, 0, 0, -0.173648179, 0.98480773, 0, 0.98480773, 0.173648179, -1, 0,
0)
LSC01=cf(-1, 0.5, 0, 0, 0.173648179, -0.98480773, 0, 0.98480773, 0.173648179, 1, 0,
0)
ROOTC01=cf(0, 0, 0, -0.939692616, 0.342020124, 0, 0, 0, 1, 0.342020124,
0.939692616, 0)
NECKC01=cf(0, 1, 0, -0.939692616, -0.342020124, 0, -0.0593911707, 0.163175911,
0.98480773, -0.336824059, 0.925416529, -0.173648179)
Joints={RH.C0,LH.C0,RS.C0,LS.C0,RootJoint.C0,Neck.C0}
--why do people label stuff with comments, y.
r=game:service'RunService'.RenderStepped
clerp=function(a,b,t)
return a:lerp(b,t)
end
Combo=0
TotalDamage=0
Damage=0
ComboMoves={}
Inputs={}
CurrentTarget=""
Inp=Player:GetChildren()
LastAnim=""

print(cam.CameraType)
Human.WalkSpeed=30
Human.JumpPower=50

for i=1,#Inp do
if Inp[i]:IsA('Sound') then Inp[i]:Remove() end
end

--Functions

function FindDist(a,b)
return math.sqrt((b.p.x-a.p.x)^2+(b.p.y-a.p.y)^2+(b.p.z-a.p.z)^2)
end

Round=function(Num)
local mid=math.ceil(Num)
mid=mid-.5
if Num>=mid then
return math.ceil(Num)
else return math.floor(Num)
end
end

SFX=function(id,name,vol)
local s=it("Sound",Sounds)
s.SoundId=id
s.Name=name
s.Volume=vol
end

gui = function(GuiType, parent, text, backtrans, backcol, pos, size)


local gui = Instance.new(GuiType)
gui.Parent = parent
gui.Text = text
gui.BackgroundTransparency = backtrans
gui.BackgroundColor3 = backcol
gui.SizeConstraint = "RelativeXY"
gui.TextXAlignment = "Center"
gui.TextYAlignment = "Center"
gui.Position = pos
gui.Size = size
gui.Font = "Cartoon"
gui.FontSize = "Size60"
gui.TextWrapped = false
gui.TextStrokeTransparency = 0
gui.TextColor = BrickColor.new("Pastal white")
return gui
end

Torso.Anchored=false

function rayCast(Position, Direction, Range, Ignore)


return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit
* (Range or 999.999)), Ignore)
end
--Damage function
function Damage(part,min,max,range,font)
for i,v in pairs(workspace:GetChildren()) do
if v:FindFirstChild('Humanoid') and v:FindFirstChild('Torso') and
v.ClassName=="Model" and FindDist(part,v.Torso.CFrame)<=range and v.Name~=
Player.Name then
local dmg=Round(math.random(min,max))
local bil=Instance.new("BillboardGui",v:FindFirstChild("Torso"))
bil.Adornee=v:FindFirstChild("Torso")
bil.Size=UDim2.new(0, 500, 0, 500)
bil.ExtentsOffset=Vector3.new(ran(-3,3),ran(-3,3),ran(-3,3))
local tx=Instance.new("TextLabel",bil)
tx.Text=""..dmg..""
tx.Font="Cartoon"
tx.FontSize="Size60"
tx.TextWrapped = false
tx.TextStrokeTransparency = 0
tx.TextColor = BrickColor.new("Pastel white")
tx.TextXAlignment = "Center"
tx.TextYAlignment = "Center"
tx.TextWrapped = false
tx.SizeConstraint = "RelativeXY"
v:FindFirstChild('Humanoid'):TakeDamage(math.random(min,max))
spawn(function()
for ii=1,10 do r:wait()
tx.TextTransparency=ii/10 end
bil:Destroy() end)
end end end

sine=1
change=1

--Detect State

detect_state = function()
local Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
local velocity = RootPart.Velocity.y
sine = sine + change
local hit, pos = rayCast(RootPart.Position, (CFrame.new(RootPart.Position,
RootPart.Position - Vector3.new(0, 1, 0))).lookVector, 4, Char)
if attacking==false then
if RootPart.Velocity.y > 1 and hit == nil and attacking==false then
Anim = "Jump"--print(Anim)
Neck.C0=clerp(Neck.C0,necko*angles(rad(-15),rad(0),rad(0)),.3)
RH.C0=clerp(RH.C0,RHC0*angles(rad(-10),rad(0),rad(0)),.3)
LH.C0=clerp(LH.C0,LHC0*angles(rad(-10),rad(0),rad(0)),.3)
RS.C0=clerp(RS.C0,RSC0*angles(rad(-20),rad(0),rad(-20)),.3)
LS.C0=clerp(LS.C0,LSC0*angles(rad(-20),rad(0),rad(20)),.3)
elseif RootPart.Velocity.y < -1 and hit == nil and attacking==false then
Anim = "Fall"--print(Anim)
Neck.C0=clerp(Neck.C0,necko*angles(rad(35),rad(0),rad(0)),.3)
RH.C0=clerp(RH.C0,RHC01*angles(rad(0),rad(0),rad(-5)),.3)
LH.C0=clerp(LH.C0,LHC01*angles(rad(0),rad(0),rad(20)),.3)
RS.C0=clerp(RS.C0,RSC0*angles(rad(-100),rad(0),rad(0)),.3)
LS.C0=clerp(LS.C0,LSC0*angles(rad(-100),rad(0),rad(0)),.3)
LastAnim="Fall"
elseif Torsovelocity < 1 and hit ~= nil and Equipped==false and attacking==false
then
Anim = "Idle"--print(Anim)
change=1
if LastAnim~="Idle" then LastAnim="Idle"
for i=1,16 do r:wait()
RS.C0=RS.C0:lerp(RSC01,.3)
LS.C0=LS.C0:lerp(LSC01,.3)
RH.C0=RH.C0:lerp(RHC01,.3)
LH.C0=LH.C0:lerp(LHC01,.3)
RootJoint.C0=RootJoint.C0:lerp(ROOTC01,.3)
Neck.C0=Neck.C0:lerp(NECKC01,.3)
end
end
r:wait() RS.C0=RS.C0*cf(0,(math.cos(sine/15))/200,0)*angles(0,(math.cos(sine/-
15))/-300,0)
LS.C0=LS.C0*cf(0,(math.cos(sine/15))/200,0)*angles(0,(math.cos(sine/15))/300,0)
Neck.C0=Neck.C0*angles((math.cos(sine/15))/300,0,0)
RH.C0=RH.C0*cf((math.cos(sine/-15))/500,0,0)
LH.C0=LH.C0*cf((math.cos(sine/-15))/500,0,0)
RootJoint.C0=RootJoint.C0*cf(0,0,(math.cos(sine/15))/500)
elseif Torsovelocity > 2 and hit ~= nil and attacking==false then
Anim = "Walk" --print(Anim)
r:wait()
change=3
Neck.C0=clerp(Neck.C0,necko*angles(rad(0),0,0),.3)
RootJoint.C0 = clerp(RootJoint.C0, ROOTC0 * cf(0, 0, 0) * angles(math.rad(10 + 1 *
math.cos(sine / 15)), math.rad(0), 0), .3)
RH.C0 = clerp(RH.C0, cf(0, 0, 0 - 0.5 * math.cos(sine / 10) / 2) * RHC0 *
angles(math.rad(-3), math.rad(10), math.rad(30 * math.cos(sine / 10))), .3)
LH.C0 = clerp(LH.C0, cf(0, 0, 0 + 0.5 * math.cos(sine / 10) / 2) * LHC0 *
angles(math.rad(-3), math.rad(10), math.rad(30 * math.cos(sine / 10))), .3)
RS.C0 = clerp(RS.C0, RSC0 * angles(math.rad(-10), math.rad(10), math.rad(-20)),.3)
LS.C0 = clerp(LS.C0, LSC0 * angles(math.rad(-10), math.rad(10), math.rad(20)),.3)
LastAnim="Walk"
end
end
end
--Folders+More functions

Effects=Instance.new("Folder",Char)
Effects.Name="Effects"
Welds=Instance.new("Folder",Char)
Welds.Name="Welds"
Sounds=Instance.new("Folder",Char)
Sounds.Name="Sounds"
part=function(parent,anchored,cancollide,size,cframe,col3,material,trans)
local p=it("Part",parent)
p.Anchored=anchored
p.CanCollide=cancollide
p.Size=size
p.CFrame=cframe
p.Color=col3
p.Material=material
p.Transparency=trans
return p
end

mesh=function(parent,ttype,scale)
local m=it("SpecialMesh",parent)
m.MeshType=ttype
m.Scale=scale
return m
end

spmesh=function(parent,id,scale)
local m=it("SpecialMesh",parent)
m.MeshId=id
m.Scale=scale
return m
end

local Smooth=function(Table)
for _, v in pairs(Table) do
if v.ClassName=="Part" then

v.TopSurface,v.BottomSurface,v.BackSurface,v.FrontSurface,v.LeftSurface,v.RightSurf
ace=10,10,10,10,10,10 end end
end

local function PowerGlow(Parent,Cframe,Col1,Col2,Material,Size)spawn(function()


local Colours = {BrickColor.new(Col1),BrickColor.new(Col2)}
local Power1 = Instance.new("Part", Parent)
Power1.CFrame = Cframe
Power1.Size = Vector3.new(0,0,0)
Power1.TopSurface = 0
Power1.BottomSurface = 0
Power1.CanCollide = false
Power1.Anchored = true
Power1.Material = Material
Power1.BrickColor = Colours[math.random(1,#Colours)]
local m = Instance.new("SpecialMesh", Power1)
m.MeshType = "Sphere"
m.Scale = Vector3.new(Size*.3,Size*.3,Size*.3)
local a = Size/30
local b = Size/30
local c = (Size/3)*13.25999999
Power1.CFrame = Power1.CFrame*CFrame.Angles(rad(90),0,0)
for i = 1,10 do
m.Scale = m.Scale+Vector3.new(a,b,c/2)
Power1.Transparency = i/10
game:service'RunService'.RenderStepped:wait()
end
m:Destroy()
Power1:Destroy()end)
end

Lightning = function(Start,End,Times,Offset,Color,Thickness)

local magz = (Start - End).magnitude local curpos = Start local trz = {-


Offset,Offset}

for i=1,Times do

local li = Instance.new("Part",Char) li.TopSurface =0 li.BottomSurface = 0


li.Anchored = true

li.Material = "Neon"

li:BreakJoints()

li.Transparency = 0 li.BrickColor = Color

li.formFactor = "Custom" li.CanCollide = false

li.Size = Vector3.new(Thickness,Thickness,magz/Times)

local ofz =
Vector3.new(trz[math.random(1,2)],trz[math.random(1,2)],trz[math.random(1,2)])

local trolpos = CFrame.new(curpos,End)*CFrame.new(0,0,magz/Times).p+ofz

if Times == i then

local magz2 = (curpos - End).magnitude li.Size =


Vector3.new(Thickness,Thickness,magz2)

li.CFrame = CFrame.new(curpos,End)*CFrame.new(0,0,-magz2/2)

else

li.CFrame = CFrame.new(curpos,trolpos)*CFrame.new(0,0,magz/Times/2)

end

curpos = li.CFrame*CFrame.new(0,0,magz/Times/2).p spawn(function() wait()


li:Destroy() end)

end

end
--Feet Welds

RightFoot=part(Char,false,false,v3(0,0,0),cf(0,0,0),c3(-1,0,0),"Neon",1)
LeftFoot=part(Char,false,false,v3(0,0,0),cf(0,0,0),c3(-1,0,0),"Neon",1)
RF=it("Weld",Welds)
RF.Name="RF"
RF.Part0=RightFoot
RF.Part1=RLeg
RF.C0=RF.C0*cf(0,1,0)
LF=it("Weld",Welds)
LF.Name="LF"
LF.Part0=LeftFoot
LF.Part1=LLeg
LF.C0=LF.C0*cf(0,1,0)

--Click Combo

--[[Mouse.Button1Down:connect(function()
if attacking== false and attacktype == 1 and Equipped==false then print"RAWR"
attackone()
attacktype = 2
elseif attacking== false and attacktype == 1 and Equipped==true then
print"Swish"
attackfour()
attacktype=2
else
if attacking == false and attacktype == 2 and Equipped==false then
print"XD"
attacktwo()
attacktype = 3
elseif attacking == false and attacktype == 2 and Equipped==true then
print"Swash"
attackfive()
attacktype=3
else
if attacking == false and attacktype == 3 and Equipped==false
then print"DAI"
attackthree()
attacktype = 1
elseif attacking == false and attacktype == 3 and Equipped==true
then print"STEB"
attacksix()
attacktype=1
end
end
end
end)]]

--Sounds

local Draw=Instance.new("Sound",Sounds)
Draw.Name="Draw"
Draw.SoundId="rbxassetid://608618332"
Draw.Volume=1.1
local poo=it('Sound',Sounds)
poo.Name="JumpEffect"
poo.SoundId="rbxassetid://231917987"
poo.Volume=.3
SFX("rbxassetid://320557487","BasicAttackOne",1)
--Key Input Detection

Input=""

Mouse.KeyDown:connect(function(key) Input=Input..key wait() Input ="" end)


spawn(function()while r:wait() do
if Input=="z" and attacking==false then print(Input)
Input ="" Z()Input=""
elseif Input=="x" and attacking==false then print(Input)
Input="" X()Input=""
elseif Input=="c" and attacking==false then print(Input)
Input=""C()Input=""
elseif Input=="v" and attacking==false then print(Input)
Input=""V()Input=""
end
end end)

--Moves

Z=function()
RH.C0=clerp(RH.C0,RHC0*angles(rad(-5),rad(0),rad(0)),1)
LH.C0=clerp(LH.C0,LHC0*angles(rad(-5),rad(0),rad(0)),1)
RS.C0=clerp(RS.C0,RSC0*angles(rad(-10),rad(0),rad(0)),1)
LS.C0=clerp(LS.C0,LSC0*angles(rad(-10),rad(0),rad(0)),1)
Neck.C0=clerp(Neck.C0,necko*angles(rad(10),rad(0),rad(-20)),1)
RootJoint.C0=RootJoint.C0:lerp(ROOTC0*angles(rad(0),rad(0),rad(20)),1)

print(RH.C0)
print(LH.C0)
print(RS.C0)
print(LS.C0)
print(RootJoint.C0)
print(Neck.C0)
end

X=function()
attacking=true
math.randomseed(tick())
math.random()
local ids={"rbxassetid://327264499","rbxassetid://327264897","rbxassetid://
331196652","rbxassetid://298947115"}
local Li = Instance.new("BillboardGui",Char)
Li.Size = UDim2.new(0,100,0,40)
Li.StudsOffset = Vector3.new(0,3,0)
Li.Adornee = Torso
Li.Size=UDim2.new(5,0,5,0)
local img=it("ImageLabel",Li)
img.Image=ids[math.random(1,#ids)]
img.BackgroundTransparency=1
img.Size=UDim2.new(1,0,1,0)
for i=1,200000000000000 do r:wait()
img.Image=ids[math.random(1,#ids)]
img.Rotation=math.random(1,360)
end
attacking=false
end
li=function()
local ids={"rbxassetid://327264499","rbxassetid://327264897","rbxassetid://
331196652","rbxassetid://298947115"}
local Li = Instance.new("BillboardGui",Torso)
Li.Size = UDim2.new(0,300,0,120)
Li.StudsOffset = Vector3.new(0,0,0)
Li.Adornee = Torso
Li.Size=UDim2.new(5,0,5,0)
local img=it("ImageLabel",Li)
img.Image=ids[math.random(1,#ids)]
img.BackgroundTransparency=1
img.Size=UDim2.new(1,0,1,0) spawn(function()
while op==true do r:wait()
img.Image=ids[math.random(1,#ids)]
img.Rotation=math.random(1,360)
end
Li:Destroy()
end)
end
C=function()
attacking=true
local bv=it("BodyVelocity")
bv.maxForce=v3(huge,huge,huge)

for i=1,40 do r:wait()


RootJoint.C0=clerp(RootJoint.C0,ROOTC0*angles(0,0,rad(-90)),.3)
Neck.C0=clerp(Neck.C0,necko*angles(0,0,rad(90)),.3)
RS.C0=clerp(RS.C0,RSC0*angles(rad(-90),0,0),.3)
end
bv.Velocity=((Head.CFrame*angles(0,0,rad(90)).p-
Head.CFrame*angles(0,0,rad(90))*cf(0,0,-1).p)*-1).unit*80
local ball=part(Effects,true,false,v3(.2,.2,.2),RArm.CFrame*cf(0,-
1.5,0),BrickColor.new('Cyan').Color,"Neon",0)
local bm=mesh(ball,"Sphere",v3(1,1,1))
ball.Shape="Ball"
for i=1,50 do r:wait()
bm.Scale=bm.Scale+v3(.1,.1,.1)
PowerGlow(Effects,RArm.CFrame*cf(0,-1.5,0)*angles(ran(-math.pi,math.pi),ran(-
math.pi,math.pi),ran(-math.pi,math.pi)),BrickColor.new('Cyan').Color,'Pastel
white',"Neon",i/20)
end
bv.Parent=Torso
spawn(function()
repeat r:wait()
ball.CFrame=RArm.CFrame*cf(0,-1.5,0)
until attacking==false
ball:Destroy()
end)
for i=1,30 do r:wait()

RootJoint.C0=clerp(RootJoint.C0,ROOTC0*angles(rad(45),0,0)*cf(0,0,-.6),.3)
Neck.C0=clerp(Neck.C0,necko*angles(rad(5),0,0),.3)
RS.C0=clerp(RS.C0,RSC0*angles(0,0,rad(90))*cf(.3,0,0),.3)
RH.C0=clerp(RH.C0,RHC0*angles(0,0,rad(-45)),.3)
LH.C0=clerp(LH.C0,LHC0*angles(0,0,rad(-45)),.3)
end
bv:Destroy()
wait(.455)
local fg=Ray.new(RArm.Position+v3(0,-1.5,0),v3(0,-5,0))
local
par,pos=workspace:FindPartOnRayWithIgnoreList(fg,Char:children(),false,true)
if par and pos then
local bem=part(Effects,true,false,v3(1,1,1),cf(pos)*angles(0,0,rad(-
90)),BrickColor.new("Cyan").Color,"Neon",0)
local beem=mesh(bem,"Cylinder",v3(400,2,400))
local cirs={}
for i=1,3 do r:wait()
local c=part(Effects,true,false,v3(0,0,0),cf(pos)*angles(rad(-
90),0,0),BrickColor.new("Cyan").Color,"Neon",0)
local cm=spmesh(c,"rbxassetid://3270017",v3((i*8)+5,(i*8)+5,(i*2)+18))
table.insert(cirs,c)

end
for i=1,60 do r:wait()
beem.Scale=beem.Scale+v3(.5,.5,.5)
bem.Transparency=i/180
for _,v in pairs(cirs) do
spawn(function()
v.Transparency=i/60
v.Mesh.Scale=v.Mesh.Scale+v3(.5,.5,.1)
end)
end
end
bem:Destroy()
for _,v in pairs(cirs) do
v:Destroy()
end
end
attacking=false
end
function mhands(cframe)
spawn(function()
l=BrickColor.new('Cyan')
local h=part(Effects,true,false,v3(0,0,0),cframe*angles(ran(-10,10),ran(-
10,10),ran(-10,10)),l.Color,"Neon",0)
local hm=mesh(h,"Brick",v3(7*3,7*3,7*3))
for i=1,40 do r:wait()
h.Transparency=i/40
end
h:Destroy()
end)
end
function circles(cfr)
spawn(function()
local
cir=part(Effects,true,false,v3(0,0,0),cfr,BrickColor.new('Cyan').Color,"Neon",0)
local cm=spmesh(cir,"rbxassetid://3270017",v3(4,4,2))
for i=1,180 do r:wait()
cm.Scale=cm.Scale+v3(2,2,2)
cir.Transparency=i/10
end
cir:Destroy()
end)
end
V=function()
attacking=true
Human.WalkSpeed=0
Human.JumpPower=0
li()
function sw(t) spawn(function()
local c=part(Effects,true,false,v3(0,0,0),Torso.CFrame*cf(0,-
1.3,0),l.Color,"Neon",.9)
local cm=spmesh(c,"rbxassetid://20329976",v3(6,2,6))
for i=1,100 do r:wait()
cm.Scale=cm.Scale:Lerp(cm.Scale+Vector3.new(4,-.021,4),1)
if t==true then
c.CFrame=c.CFrame*angles(0,rad(i),0)
elseif t==false then
c.CFrame=c.CFrame*angles(0,rad(i*-1),0)
end
c.Transparency=.9+i/100
end
c:Destroy() end)
end
for i=1,100 do r:wait()
if i%3==0 then
mhands(RArm.CFrame*cf(0,-1.5,0))
mhands(LArm.CFrame*cf(0,-1.5,0))
sw(true)
end
if i%4==0 then
Lightning(RArm.CFrame*cf(0,-1.5,0).p,RArm.CFrame*cf(0,-
30,0).p,7,3,BrickColor.new('Cyan'),.2)
Lightning(LArm.CFrame*cf(0,-1.5,0).p,LArm.CFrame*cf(0,-
30,0).p,7,3,BrickColor.new('Cyan'),.2)
circles(Torso.CFrame*cf(-30,0,0)*angles(0,math.pi/2,0))
circles(Torso.CFrame*cf(30,0,0)*angles(0,math.pi/2,0))
sw(false)
end
Damage(Torso.CFrame,.5,1,30)
PowerGlow(Effects,Torso.CFrame*cf(ran(-10,10),-1.3,ran(-
10,10)),BrickColor.new('Cyan').Color,'Pastel white',"Neon",3)
RH.C0=clerp(RH.C0,RHC0*angles(rad(0),rad(0),rad(0))*cf(0,0,0),.3)
LH.C0=clerp(LH.C0,LHC0*angles(rad(0),rad(0),rad(0))*cf(0,0,0),.3)
RS.C0=clerp(RS.C0,RSC0*angles(rad(-90),rad(0),rad(0))*cf(0,0,0),.3)
LS.C0=clerp(LS.C0,LSC0*angles(rad(-90),rad(0),rad(10)),.3)
Neck.C0=clerp(Neck.C0,necko*angles(rad(-15),rad(0),rad(0)),.3)
RootJoint.C0=RootJoint.C0:lerp(ROOTC0*angles(rad(0),rad(0),rad(0)),.3)
end
Lightning(Torso.Position,Torso.Position+v3(0,200,0),18,3,BrickColor.new('Cyan'),4)
local cc=it("ColorCorrectionEffect",game.Lighting)
cc.Brightness=1
local
p=part(Effects,true,false,v3(0,0,0),Torso.CFrame,BrickColor.new('Cyan').Color,"Neon
",0)
local pm=mesh(p,"Sphere",v3(1,1,1))
spawn(function()
for i=50,1,-1 do r:wait()
cc.Brightness=i/50
end
cc:Destroy()
end)
spawn(function()for c=1,25 do r:wait()
pm.Scale=pm.Scale+v3(3,3,3)
p.Transparency=c/25

end
local
EyePart=part(Char,false,false,v3(.3,.3,.3),Torso.CFrame,BrickColor.new('Cyan').Colo
r,"Neon",0)
EyePart.Name="EyePart"
EyePart.Shape="Ball"
local EyePart2=EyePart:Clone()
EyePart2.Parent=Char
local EyeWeld=it("Weld",Char)
EyeWeld.Part0=EyePart
EyeWeld.Part1=Head
EyeWeld.C0=EyeWeld.C0*cf(.2,-.25,.578)
local EyeWeld2=it("Weld",Char)
EyeWeld2.Part0=EyePart2
EyeWeld2.Part1=Head
EyeWeld2.C0=EyeWeld2.C0*cf(-.2,-.25,.578)
local EyeSizes={
NumberSequenceKeypoint.new(0,.4,0),
NumberSequenceKeypoint.new(1,0,0)
}
local EyeTrans={
NumberSequenceKeypoint.new(0,0,0),
NumberSequenceKeypoint.new(1,1,0)
}
local PE=it("ParticleEmitter",EyePart)
PE.LightEmission=1
PE.LockedToPart=false
PE.Size=NumberSequence.new(EyeSizes)
PE.Transparency=NumberSequence.new(EyeTrans)
--PE.Acceleration=v3(2,0,0)
PE.Lifetime=NumberRange.new(2,2,2)
PE.Rate=34958349053045
PE.Speed=NumberRange.new(2,2,2)
PE.Texture="rbxassetid://253188606"
local PE2=PE:Clone()
PE2.Parent=EyePart2
while r:wait() do
PE.Acceleration=v3(math.sin(tick()),0,math.sin(tick()))
PE2.Acceleration=v3(math.cos(tick()),0,math.cos(tick()))
end
end)
for i=1,10 do r:wait() spawn(function()
local
c=part(Effects,true,false,v3(1,1,1),Head.CFrame,BrickColor.new("Cyan").Color,"Neon"
,.4)
local
c2=part(Effects,true,false,v3(1,1,1),Head.CFrame,BrickColor.new("Cyan").Color,"Neon
",.4)
local cm=spmesh(c,"rbxassetid://3270017",v3(1,1,.4))
local cm2=spmesh(c2,"rbxassetid://3270017",v3(1,1,.4))
for ii=1,60 do r:wait()
c.CFrame=c.CFrame*angles(ran(-math.pi,math.pi),ran(-
math.pi,math.pi),ran(-math.pi,math.pi))
c2.CFrame=c2.CFrame*angles(ran(-math.pi,math.pi),ran(-
math.pi,math.pi),ran(-math.pi,math.pi))
cm.Scale=cm.Scale+v3(4,4,0)
cm2.Scale=cm2.Scale+v3(4,4,0)
c.Transparency=.4+ii/50
c2.Transparency=.4+ii/50
Damage(Torso.CFrame,8,20,35)
end
end) wait()
end
wait(.75)
li()
p:Destroy()
Human.WalkSpeed=20
Human.JumpPower=50
attacking=false
op=true
for _,v in pairs(Effects:GetChildren()) do
v:Destroy()
end
for i=1,40 do r:wait()
if attacking==true then break end
RH.C0=clerp(RH.C0,RHC01,.3)
LH.C0=clerp(LH.C0,LHC01,.3)
RS.C0=clerp(RS.C0,RSC01,.3)
LS.C0=clerp(LS.C0,LSC01,.3)
Neck.C0=clerp(Neck.C0,NECKC01,.3)
RootJoint.C0=clerp(RootJoint.C0,ROOTC01,.3)
end
end

spawn(function()
for i=1,huge do r:wait()
if op==true then
if i%5 ==0 then
sw(true)
sw(false)
mhands(RArm.CFrame*cf(0,-1.5,0))
mhands(LArm.CFrame*cf(0,-1.5,0))
end
if i%40==0 then
Lightning(Torso.CFrame*cf(ran(-10,10),ran(-3,10),ran(-
10,10)).p,Torso.CFrame*cf(ran(-10,10),ran(-3,10),ran(-
10,10)).p,4,3,BrickColor.new('Cyan'),.2)
end
end
end
end)
while r:wait() do detect_state() end

You might also like