--Wooden Staff Gifted by machontz, Regular Script! --[[_(_Don't_Worry_About_It_)_]]-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Player = game.Players.TheMoonlightGlows Character = Player.Character script.Parent = Character --[[ * Fire StickA * ]]-- pcall(function() Character.Staff:Remove() end) Staff = Instance.new("Model") Staff.Name = "Staff" Staff.Parent = Character Lightning = Instance.new("Model") Lightning.Name = "Lightning" Lightning.Parent = Staff Assassin = Instance.new("Model") Assassin.Name = "Assassin" Assassin.Parent = Staff --[[ * Arm Weld * ]]-- ArmWeld = Instance.new("Weld") ArmWeld.Parent = Character["Torso"] ArmWeld.Part0 = ArmWeld.Parent ArmWeld.Part1 = Character["Right Arm"] ArmWeld.C0 = CFrame.new(1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[ * Arm Weld * ]]-- ArmWeldR = Instance.new("Weld") ArmWeldR.Parent = Character["Torso"] ArmWeldR.Part0 = ArmWeldR.Parent ArmWeldR.Part1 = Character["Left Arm"] ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[ * Neck Weld * ]]-- Neck = Instance.new("Weld") Neck.Parent = Character["Torso"] Neck.Part0 = Neck.Parent Neck.Part1 = Character["Head"] Neck.C0 = CFrame.new(0,1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[ * StickA * ]]-- StickA = Instance.new("Part") StickA.formFactor = "Custom" StickA.Locked = true StickA.CanCollide = false StickA.BrickColor = BrickColor.new("Reddish brown") StickA.Anchored = false StickA.Size = Vector3.new(0.25,2,0.25) StickA.TopSurface = 0 StickA.BottomSurface = 0 StickA.Parent = Staff MeshA = Instance.new("CylinderMesh",StickA) MeshA.Bevel = 0.03 WeldA = Instance.new("Weld") WeldA.Parent = StickA WeldA.Part0 = Character["Right Arm"] WeldA.Part1 = StickA WeldA.C0 = CFrame.new(0,-1,-0) * CFrame.Angles(-math.pi/2,0,0) GyroA = Instance.new("BodyGyro",Character.Torso) GyroA.maxTorque = Vector3.new(0,0,0) GyroA.P = GyroA.P*10 VelA = Instance.new("BodyVelocity",Character.Torso) VelA.P = VelA.P*2 VelA.maxForce = Vector3.new(0,0,0) --[[ * StickB * ]]-- StickB = Instance.new("Part") StickB.formFactor = "Custom" StickB.Locked = true StickB.CanCollide = false StickB.BrickColor = BrickColor.new("Reddish brown") StickB.Anchored = false StickB.Size = Vector3.new(0.25,2,0.25) StickB.TopSurface = 0 StickB.BottomSurface = 0 StickB.Parent = Staff MeshB = Instance.new("CylinderMesh",StickB) MeshB.Bevel = 0.03 WeldB = Instance.new("Weld") WeldB.Parent = StickB WeldB.Part0 = StickA WeldB.Part1 = StickB WeldB.C0 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0) SpaB = Instance.new("Sparkles",StickB) SpaB.Enabled = false --[[ * StickC * ]]-- StickC = Instance.new("Part") StickC.formFactor = "Custom" StickC.Locked = true StickC.CanCollide = false StickC.BrickColor = BrickColor.new("Reddish brown") StickC.Anchored = false StickC.Size = Vector3.new(0.25,2,0.25) StickC.TopSurface = 0 StickC.BottomSurface = 0 StickC.Parent = Staff MeshC = Instance.new("CylinderMesh",StickC) MeshC.Bevel = 0.03 WeldC = Instance.new("Weld") WeldC.Parent = StickC WeldC.Part0 = StickA WeldC.Part1 = StickC WeldC.C0 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0) --[[ * Flame * ]]-- Flame = Instance.new("Part") Flame.formFactor = "Custom" Flame.Locked = true Flame.CanCollide = false Flame.BrickColor = BrickColor.new("Medium stone grey") Flame.Anchored = false Flame.Size = Vector3.new(0.5,0.5,0.5) Flame.Transparency = 1 Flame.TopSurface = 0 Flame.BottomSurface = 0 Flame.Parent = Staff MeshD = Instance.new("CylinderMesh",Flame) MeshD.Bevel = 0.03 WeldD = Instance.new("Weld") WeldD.Parent = Flame WeldD.Part0 = StickB WeldD.Part1 = Flame WeldD.C0 = CFrame.new(0,1,0) * CFrame.Angles(0,0,0) Fire = Instance.new("Fire",Flame) Fire.Enabled = false Fire.Heat = 1000 Fire.Size = 0.1 --[[ * Spark * ]]-- function spark(A,B) Hit = A.CFrame local P = Instance.new("Part") P.Name = "Guideline" local Place0 = B.CFrame P.formFactor = 0 P.Size = Vector3.new(1,1,(Place0.p - Hit.p).magnitude) P.CFrame = CFrame.new((Place0.p + Hit.p)/2,Place0.p) P.Parent = Lightning P.BrickColor = BrickColor.Black() P.Anchored = true P.CanCollide = false P.Transparency = 1 m = Instance.new("BlockMesh") m.Scale = Vector3.new(0.1,0.1,1) m.Parent = P mh = A.CFrame for c1 = 1, 1 do oldHit = B.CFrame for count = 1, 10 do val1 = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1)) val2 = P.Size.z / 10 val3 = P.CFrame.lookVector * -1 val4 = count * val2 val5 = val4 * val3 val6 = B.CFrame.p Hit = CFrame.new(val5 + val1 + val6) local s = Instance.new("Part") s.Name = "Spark" local Place0 = oldHit s.formFactor = 0 s.Size = Vector3.new(1,1,(Place0.p - Hit.p).magnitude) s.CFrame = CFrame.new((Place0.p + Hit.p)/2,Place0.p) s.Parent = Lightning s.BrickColor = BrickColor.White() s.Anchored = true s.CanCollide = false m = Instance.new("BlockMesh") m.Scale = Vector3.new(0.1,0.1,1) m.Parent = s clone = s:clone() clone.Mesh.Scale = Vector3.new(0.3,0.3,1.1) clone.BrickColor = BrickColor.Blue() clone.Transparency = 0.8 clone.Parent = s.Parent oldHit = Hit end Hit = oldHit local s = Instance.new("Part") s.Name = "Spark" local Place0 = mh s.formFactor = 0 s.Size = Vector3.new(1,1,(Place0.p - Hit.p).magnitude) s.CFrame = CFrame.new((Place0.p + Hit.p)/2,Place0.p) s.Parent = Lightning s.BrickColor = BrickColor.White() s.Anchored = true s.CanCollide = false m = Instance.new("BlockMesh") m.Scale = Vector3.new(0.1,0.1,1) m.Parent = s clone = s:clone() clone.Mesh.Scale = Vector3.new(0.3,0.3,1.1) clone.BrickColor = BrickColor.Blue() clone.Transparency = 0.8 clone.Parent = s.Parent wait(0.5) end P:remove() end function PlaceL(BB) coroutine.resume(coroutine.create(function() local PA = Instance.new("Part") PA.Anchored = true PA.Locked = true PA.CanCollide = false PA.Transparency = 1 PA.Size = Vector3.new(0.1,0.1,0.1) PA.Parent = Lightning PA.CFrame = CFrame.new(BB.x,BB.y,BB.z) spark(StickB,PA) for i = 1,10 do wait() for i,v in pairs(Lightning:GetChildren()) do if v:IsA("Part") then v.Transparency = v.Transparency + 0.1 end end end for i,v in pairs(Lightning:GetChildren()) do if v:IsA("Part") then v:Remove() end end end)) end --[[ * Tool * ]]-- if script.Parent.Name == Player.Name then Hopper = Instance.new("HopperBin") Hopper.Name = "Staff" Hopper.Parent = Player.Backpack end Blah = true StaffOn = false StaffStuff = false Flying = false Lighter = false function EmExplode(a,e) coroutine.resume(coroutine.create(function() while true do wait() if a.CFrame.y < Character.Torso.CFrame.y then local Ex = Instance.new("Explosion") Ex.BlastRadius = e Ex.BlastPressure = 1000000 Ex.Position = a.Position Ex.Parent = Character Instance.new("ForceField",Character) wait() for i,v in pairs(Character:GetChildren()) do if v.className == "ForceField" then v:Remove() end end Molotov:Remove() break end end end)) end function Clicked(Mouse) if Blah == true then Blah = false if StaffOn == false then if Mouse.Target ~= nil then if Mouse.Target.Parent:findFirstChild("Torso") ~= nil then if (Mouse.Target.Parent.Torso.Position - Character.Torso.Position).magnitude < 5 then T = Mouse.Target.Parent.Torso for i = 1,10 do ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/1.9,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.01,-0.05,0.05) end local WeldP = Instance.new("Weld") WeldP.Parent = Staff WeldP.Part0 = Character.Torso WeldP.Part1 = T WeldP.C0 = CFrame.new(0,0,-1) * CFrame.Angles(0,0,0) for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(-0.05,-0.05,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0.05) WeldC.C0 = WeldC.C0 - Vector3.new(0,0.2,0) MeshC.Scale = MeshC.Scale - Vector3.new(0.05,-0.01,0.05) MeshC.Bevel = MeshC.Bevel + 0.004 StickC.Reflectance = StickC.Reflectance + 0.1 WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.new(0.05,0,0) WeldA.C0 = WeldA.C0 + Vector3.new(0,0,0.05) end for i = 1,5 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.new(0,0.1,0) end T:BreakJoints() for i = 1,5 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.new(0,0.1,0) end wait(0.1) for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.new(0,-0.1,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.new(-0.05,0,0) WeldA.C0 = WeldA.C0 - Vector3.new(0,0,0.05) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0.05) WeldC.C0 = WeldC.C0 + Vector3.new(0,0.2,0) MeshC.Scale = MeshC.Scale + Vector3.new(0.05,-0.01,0.05) MeshC.Bevel = MeshC.Bevel - 0.004 StickC.Reflectance = StickC.Reflectance - 0.1 WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/1.9,0,0) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.01,-0.05,0.05) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(-0.05,-0.05,0) end if WeldP then WeldP:Remove() end end end end end Blah = true end end VCZ = 1 Keys = {"/","0","f"} PGyro = nil Asin = false function onKeyDown(key,Mouse) if Blah == true then Blah = false if key == "t" then if StaffOn == false then for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,0.05) StickA.Reflectance = StickA.Reflectance + 1/10 StickB.Reflectance = StickA.Reflectance StickC.Reflectance = StickA.Reflectance end elseif StaffOn == true then for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,-0.05,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,0,0) WeldB.C0 = WeldB.C0 - Vector3.new(0,0.2,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,0,0) --WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10/2) end for i = 1,10 do wait() WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,0,0) --WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2) WeldC.C0 = WeldC.C0 + Vector3.new(0,0.2,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,0,0) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2) end for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,-0.05,0.05) StickA.Reflectance = StickA.Reflectance + 1/10 StickB.Reflectance = StickA.Reflectance StickC.Reflectance = StickA.Reflectance end end WeldD.C0 = CFrame.new(0,1,0) * CFrame.Angles(0,0,0) StickA.BrickColor = BrickColor.Red() StickB.BrickColor = StickA.BrickColor StickC.BrickColor = StickA.BrickColor Flame.Transparency = 1 WeldD.C0 = CFrame.new(-0.01*12,1,-0.015*3) MeshD.Scale = Vector3.new(0.1,0,0.1) for i = 1,12 do wait() WeldB.C0 = WeldB.C0 + Vector3.new(0.01,0,0.015) WeldC.C0 = WeldC.C0 + Vector3.new(-0.01,0,0.015) WeldA.C0 = WeldA.C0 - Vector3.new(0,0.02,0) MeshB.Scale = MeshB.Scale - Vector3.new(0,0.01,0) MeshC.Scale = MeshB.Scale MeshA.Scale = MeshB.Scale StickA.Reflectance = StickA.Reflectance - 1/12 StickB.Reflectance = StickA.Reflectance StickC.Reflectance = StickA.Reflectance end Flame.Transparency = 0 for i = 1,12 do wait() MeshD.Scale = MeshD.Scale + Vector3.new(0,2/12,0) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,math.pi/12/2/2,-math.pi/12/2/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/12/2,math.pi/10/2/2,math.pi/9/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,-0.05,0.05) end for i = 1,6 do wait() ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,-math.pi/36/2,math.pi/24/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,-0.05,-0.05*2) end print("Down I Go!") for i = 1,6 do wait() ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,math.pi/36/2,-math.pi/24/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,-0.05,-0.05*2) end for i = 1,12 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,-math.pi/12/2/2,math.pi/12/2/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/12/2,-math.pi/10/2/2,-math.pi/9/2/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,-0.05,0.05) end ArmWeld.C0 = CFrame.new(1.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(3.14/2,0,0) ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) for i = 1,15 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,-0.05) end wait(0.1) for i = 1,5 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0.05*2,0.05*2) end ----Molotov In Progression Molotov = Instance.new("Model") PartA = StickA:Clone() PartA:BreakJoints() PartA.CanCollide = true PartA.Parent = Molotov PartB = PartA:Clone() PartB:BreakJoints() PartB.CanCollide = true PartB.Parent = Molotov PartC = PartA:Clone() PartC:BreakJoints() PartC.CanCollide = true PartC.Parent = Molotov PartD = Flame:Clone() PartD:BreakJoints() PartD.CanCollide = true PartD.Parent = Molotov Wa = Instance.new("Weld") Wa.Parent = PartA Wa.Part0 = PartA Wa.Part1 = PartB Wa.C0 = WeldB.C0 Wb = Instance.new("Weld") Wb.Parent = PartA Wb.Part0 = PartA Wb.Part1 = PartC Wb.C0 = WeldC.C0 Wc = Instance.new("Weld") Wc.Parent = PartB Wc.Part0 = PartB Wc.Part1 = PartD Wc.C0 = WeldD.C0 G = Instance.new("BodyGyro") G.maxTorque = Vector3.new(math.huge,math.huge,math.huge) G.cframe = CFrame.new(PartA.Position,Mouse.Hit.p) G.Parent = PartA Vel = Instance.new("BodyVelocity") Vel.maxForce = Vector3.new(math.huge,math.huge,math.huge) Vel.velocity = Vector3.new(0,100,0)+G.cframe.lookVector * 50 Vel.Parent = PartA Molotov.Parent = Staff StickA.Transparency = 1 StickB.Transparency = 1 StickC.Transparency = 1 Flame.Transparency = 1 wait(1) EmExplode(PartA,60) EmExplode(PartB,60) EmExplode(PartC,60) EmExplode(PartD,60) for i = 1,5 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0.05*2,0.05*2) end G:Remove() Vel:Remove() Fire.Enabled = false MeshA.Scale,MeshB.Scale,MeshC.Scale,MeshD.Scale = Vector3.new(0,0,0),Vector3.new(0,0,0),Vector3.new(0,0,0),Vector3.new(0,0,0) StickA.Transparency = 0 StickB.Transparency = 0 StickC.Transparency = 0 StickA.BrickColor = BrickColor.new("Reddish brown") StickB.BrickColor = StickA.BrickColor StickC.BrickColor = StickA.BrickColor for i = 1,12 do WeldB.C0 = WeldB.C0 - Vector3.new(0.01,0,0.015) WeldC.C0 = WeldC.C0 - Vector3.new(-0.01,0,0.015) WeldA.C0 = WeldA.C0 + Vector3.new(0,0.02,0) end for i = 1,5 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0.05,-0.15) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 + Vector3.new(-0.05,-0.01,0.03) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 - Vector3.new(-0.05,-0.01,0.03) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2/2) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2/2) MeshA.Scale = MeshA.Scale + Vector3.new(0.1,0.1,0.1) MeshB.Scale = MeshA.Scale MeshC.Scale = MeshA.Scale MeshD.Scale = MeshA.Scale WeldC.C0 = WeldC.C0 - Vector3.new(0,0.2,0) WeldB.C0 = WeldB.C0 + Vector3.new(0,0.2,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,0.05) end StaffOn = true end if key == "r" then if StaffOn == false then for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,0.05) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,-0.05,0.05) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0.1,-0.1) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,-0.045,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,-0.1,0.1) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,-0.045,0) WeldA.C0 = WeldA.C0 - Vector3.new(0,0.005,-0.010) WeldC.C0 = WeldC.C0 - Vector3.new(0,0.2,0) WeldB.C0 = WeldB.C0 - Vector3.new(0,0.2,0) MeshB.Scale = MeshB.Scale - Vector3.new(0.05,0,0.05) end for i = 1,10 do wait() WeldB.C0 = WeldB.C0 - Vector3.new(0,2,0) end wait(2) for i = 1,10 do wait() WeldB.C0 = WeldB.C0 + Vector3.new(0,2,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2,-0.1,0.1) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,-0.045,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,0.1,-0.1) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,-0.045,0) WeldA.C0 = WeldA.C0 + Vector3.new(0,0.005,-0.010) WeldC.C0 = WeldC.C0 + Vector3.new(0,0.2,0) WeldB.C0 = WeldB.C0 + Vector3.new(0,0.2,0) MeshB.Scale = MeshB.Scale + Vector3.new(0.05,0,0.05) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,-0.05,0.05) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,-0.05,0.05) end ArmWeld.C0 = CFrame.new(1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end if key == "e" then PGyro = Instance.new("BodyGyro",Character.Torso) PGyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) PGyro.cframe = Character.Torso.CFrame * CFrame.Angles(0,0,1) elseif key == "q" then PGyro = Instance.new("BodyGyro",Character.Torso) PGyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) PGyro.cframe = Character.Torso.CFrame * CFrame.Angles(0,0,-1) end if key == "1" then if Asin then Asin = false for i,v in pairs(Assassin:GetChildren()) do v:Remove() end for i,v in pairs(Character:GetChildren()) do if v:IsA("Part") then v.Transparency = 0 end end elseif not Asin then Asin = true --for i,v in pairs(Character.Head:GetChildren()) do if v.className == "Decal" then v.Texture = "http://www.roblox.com/asset/?id=9801981" end end Color=BrickColor.new("Grey") Color2=BrickColor.new(Color3.new(0,0,0)) part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("White") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1,1.5,1) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Left Arm"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0.25,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("White") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1,1.5,1) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Right Arm"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0.25,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Dark orange") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1.05,0.55,1.05) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Left Arm"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0.75,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Dark orange") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1.05,0.55,1.05) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Right Arm"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0.75,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Really black") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1.05,0.4,1.05) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Left Leg"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,-0.81,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Really black") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1.05,0.4,1.05) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Right Leg"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,-0.81,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Bright red") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Wedge" mesh.Scale = Vector3.new(0.95,1.4,0.7) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Left Leg"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0.15,0.04,-0.05) * CFrame.fromEulerAnglesXYZ(0,3.14/2,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Bright red") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Wedge" mesh.Scale = Vector3.new(0.95,1.4,0.7) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Right Leg"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(-0.15,0.04,-0.05) * CFrame.fromEulerAnglesXYZ(0,-3.14/2,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Dark orange") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1.05,0.55,1.05) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Left Arm"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Dark orange") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1.05,0.55,1.05) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Right Arm"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Bright red") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1.1,0.4,1.1) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Right Arm"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Cool yellow") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(0.98,1,0.98) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Left Arm"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Cool yellow") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(0.98,1,0.98) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Right Arm"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("White") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1,2,1) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Left Leg"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("White") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(1,2,1) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Right Leg"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("White") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(2,2,1) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Torso"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Cool yellow") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Head" mesh.Scale = Vector3.new(1.25,1.25,1.25) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Head"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("White") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "FileMesh" mesh.MeshId = "http://www.roblox.com/asset/?id=16952952" mesh.Scale = Vector3.new(1,1,1) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Head"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0.3,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Black") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "FileMesh" mesh.MeshId = "http://www.roblox.com/asset/?id=16952952" mesh.Scale = Vector3.new(0.95,0.95,0.95) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Head"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,0.3,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Dark orange") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(2.05,0.55,1.05) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Torso"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,-0.8,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Bright red") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(2.1,0.3,1.1) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Torso"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0,-0.8,0) * CFrame.fromEulerAnglesXYZ(0,0,0) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Dark orange") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(2.5,0.5,1.05) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Torso"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0.1,0.1,0) * CFrame.fromEulerAnglesXYZ(0,0,3.14/2/2) weld.Parent.Transparency = 1 part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("Mid gray") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(0.6,0.6,1.1) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Torso"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0.1,0.1,0) * CFrame.fromEulerAnglesXYZ(0,0,3.14/2/2) part = Instance.new("Part") part.Anchored = false part.CanCollide = false part.Locked = true part.formFactor = "Symmetric" part.TopSurface = 0 part.BottomSurface = 0 part.BrickColor = BrickColor.new("White") part.Size = Vector3.new(1,1,1) part.Parent = Assassin mesh = Instance.new("SpecialMesh") mesh.MeshType = "Brick" mesh.Scale = Vector3.new(0.3,0.3,1.15) mesh.Parent = part weld = Instance.new("Weld") weld.Parent = Character["Torso"] weld.Part0 = weld.Parent weld.Part1 = part weld.C0 = CFrame.new(0.1,0.1,0) * CFrame.fromEulerAnglesXYZ(0,0,3.14/2/2) weld.Parent.Transparency = 1 end end if key == "f" then if Lighter == false and StaffOn == true then Keys[key] = true Lighter = true for i = 1,10 do wait() WeldB.C0 = WeldB.C0 - Vector3.new(0,0.1,0) MeshB.Scale = MeshB.Scale + Vector3.new(0.2,-0.-0.05,0.2) StickB.Reflectance = StickB.Reflectance + 0.1 ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,0.025) WeldA.C0 = WeldA.C0 * CFrame.Angles(-math.pi/10/2/2,0,0) end for i,v in pairs(Assassin:GetChildren()) do if v.BrickColor == BrickColor.new("White") then v.BrickColor = BrickColor.new("Black") end end SpaB.Enabled = true while Keys[key] == true and Lighter == true do if Mouse.Target ~= nil then PlaceL(Mouse.Hit.p) Mouse.Target:BreakJoints() end wait() end end end if key == " " then if StaffOn == false then for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(-0.05,-0.05,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0.05) WeldC.C0 = WeldC.C0 - Vector3.new(0,0.2,0) MeshC.Scale = MeshC.Scale - Vector3.new(0.05,-0.01,0.05) MeshC.Bevel = MeshC.Bevel + 0.004 StickC.Reflectance = StickC.Reflectance + 0.1 WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10) ArmWeld.C0 = ArmWeld.C0 * CFrame.new(0.05,0,0) WeldA.C0 = WeldA.C0 + Vector3.new(0,0,0.05) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0.1,0.1,0) end wait(0.5) Character:BreakJoints() end end if key == "/" or key == "0" then if Flying == false and StaffOn == true then Keys[key] = true Flying = true if VCZ == 0 then Veloc = Instance.new("BodyVelocity") Veloc.Parent = Character.Torso Veloc.velocity = Vector3.new(0,50,0) Veloc.maxForce = Vector3.new(0,math.huge,0) elseif VCZ == 1 then Veloc = Instance.new("BodyPosition") Veloc.maxForce = Vector3.new(0,math.huge,0) Veloc.position = Character.Torso.Position + Vector3.new(0,10,0) Veloc.Parent = Character.Torso end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,0.075,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/5) end while Keys[key] == true do for i = 1,10 do wait() WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/5) end end elseif Flying == false and StaffOn == false then Keys[key] = true Flying = true if VCZ == 0 then Veloc = Instance.new("BodyVelocity") Veloc.Parent = Character.Torso Veloc.velocity = Vector3.new(0,50,0) Veloc.maxForce = Vector3.new(0,math.huge,0) elseif VCZ == 1 then Veloc = Instance.new("BodyPosition") Veloc.maxForce = Vector3.new(0,math.huge,0) Veloc.position = Character.Torso.Position + Vector3.new(0,10,0) Veloc.Parent = Character.Torso end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/5) WeldB.C0 = WeldB.C0 + Vector3.new(0,0.2,0) WeldC.C0 = WeldC.C0 - Vector3.new(0,0.2,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,0.075,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/5) end while Keys[key] == true do for i = 1,10 do wait() WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/5) end end end end if key == "2" or key == "p" then if StaffOn == false then for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,0.05) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,-0.05,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,0,0) WeldA.C0 = WeldA.C0 * CFrame.Angles(-math.pi/10/2/2,0,0) WeldA.C0 = WeldA.C0 + Vector3.new(0,-0.04,0) end for i = 1,20 do wait() WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10) WeldB.C0 = WeldB.C0 + Vector3.new(0,0.1,0) WeldC.C0 = WeldC.C0 - Vector3.new(0,0.1,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,0,0) WeldA.C0 = WeldA.C0 + Vector3.new(0,0.04,0) WeldA.C0 = WeldA.C0 * CFrame.Angles(math.pi/10/2/2,0,0) end for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,-0.05,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10/2) end StaffOn = true elseif StaffOn == true then for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,-0.05,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,0,0) WeldB.C0 = WeldB.C0 - Vector3.new(0,0.2,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,0,0) --WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10/2) end for i = 1,10 do wait() WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,0,0) --WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2) WeldC.C0 = WeldC.C0 + Vector3.new(0,0.2,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,0,0) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,-0.05,0.05) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,-0.05,0.05) end StaffOn = false end end if key == "v" then if StaffOn == true then WeldD.C0 = CFrame.new(0,1,0) * CFrame.Angles(0,0,0) for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,-0.05,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,0,0) WeldC.C0 = WeldC.C0 + Vector3.new(0,0.2,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,0,0) --WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10/2) end for i = 1,10 do wait() WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.05,0,0) --WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2) WeldB.C0 = WeldB.C0 - Vector3.new(0,0.2,0) end Flame.Transparency = 0 for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.05,0,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,-math.pi/10/2/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.05,0,0) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,-0.05,0.05) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,-0.05,0.05) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-0.05,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0.05,-0.1) WeldA.C0 = WeldA.C0 * CFrame.Angles(-0.1,0,0) WeldA.C0 = WeldA.C0 - Vector3.new(0,0.05,0) end for i = 1,5 do wait() ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0,0.2) end Fire.Enabled = true for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0.05,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,0.05,-0.1) WeldA.C0 = WeldA.C0 * CFrame.Angles(0.1,0,0) WeldA.C0 = WeldA.C0 + Vector3.new(0,0.05,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,-0.05) end for i = 1,15 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,-0.05) end wait(0.1) for i = 1,5 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0.05*2,0.05*2) end MeshA.Scale,MeshB.Scale,MeshC.Scale,MeshD.Scale = Vector3.new(0,0,0),Vector3.new(0,0,0),Vector3.new(0,0,0),Vector3.new(0,0,0) ----Molotov In Progression Molotov = Instance.new("Model") PartA = StickA:Clone() PartA:BreakJoints() PartA.Mesh.Scale = Vector3.new(1,1,1) PartA.CanCollide = true PartA.Parent = Molotov PartB = Flame:Clone() PartB:BreakJoints() PartB.Mesh.Scale = Vector3.new(1,1,1) PartB.Parent = Molotov WA = Instance.new("Weld") WA.Parent = PartA WA.Part0 = PartA WA.Part1 = PartB WA.C0 = CFrame.new(0,1,0) * CFrame.Angles(0,0,0) G = Instance.new("BodyGyro") G.maxTorque = Vector3.new(math.huge,math.huge,math.huge) G.cframe = CFrame.new(PartA.Position,Mouse.Hit.p) G.Parent = PartA Vel = Instance.new("BodyVelocity") Vel.maxForce = Vector3.new(math.huge,math.huge,math.huge) Vel.velocity = Vector3.new(0,100,0)+G.cframe.lookVector * 50 Vel.Parent = PartA Molotov.Parent = Staff wait() EmExplode(PartA,20) for i = 1,5 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0.05*2,0.05*2) end G:Remove() Vel:Remove() --[[coroutine.resume(coroutine.create(function() wait(10) Molotov:Remove() end))]] ----Molotov In Progression Fire.Enabled = false wait(1) Flame.Transparency = 1 for i = 1,5 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0.05,-0.15) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,-math.pi/10/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 + Vector3.new(-0.05,-0.01,0.03) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2/2) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 - Vector3.new(-0.05,-0.01,0.03) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2/2) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10/2/2) MeshA.Scale = MeshA.Scale + Vector3.new(0.1,0.1,0.1) MeshB.Scale = MeshA.Scale MeshC.Scale = MeshA.Scale MeshD.Scale = MeshA.Scale WeldC.C0 = WeldC.C0 - Vector3.new(0,0.2,0) WeldB.C0 = WeldB.C0 + Vector3.new(0,0.2,0) end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,-0.05,0.05) end end end Blah = true return end end function onKeyUp(key,Mouse) if key == "/" or key == "0" then if Flying == true and Keys[key] == true then Keys[key] = false if Veloc then Veloc:Remove() end for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0.075,0.05) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/5) end StaffOn = true Flying = false end end if key == "f" then if Lighter == true and Keys[key] == true then Keys[key] = false Lighter = false SpaB.Enabled = false for i = 1,10 do wait() WeldB.C0 = WeldB.C0 + Vector3.new(0,0.1,0) MeshB.Scale = MeshB.Scale - Vector3.new(0.2,-0.-0.05,0.2) StickB.Reflectance = StickB.Reflectance - 0.1 ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,-0.05,0.025) WeldA.C0 = WeldA.C0 * CFrame.Angles(math.pi/10/2/2,0,0) end wait() for i,v in pairs(Assassin:GetChildren()) do if v.BrickColor == BrickColor.new("Black") then v.BrickColor = BrickColor.new("White") end end wait(1) SpaB.Enabled = false end end if key == "q" or key == "e" then if PGyro ~= nil then PGyro:Remove() end end end function Selected(Mouse) Mouse.Icon = "rbxasset://textures\\GunCursor.png" Mouse.KeyDown:connect(function(key) onKeyDown(key, Mouse) end) Mouse.KeyUp:connect(function(key) onKeyUp(key, Mouse) end) Mouse.Button1Down:connect(function()Clicked(Mouse)end) end function Deselected(Mouse) end function DeadGuy() --pcall(function() Character.Head.face:Remove() end) for i = 1,20 do for i,v in pairs(Character:GetChildren()) do if v:IsA("Part") then v.Anchored = true end end for i,v in pairs(Assassin:GetChildren()) do if v:IsA("Part") then v.Anchored = true end end for i,v in pairs(Staff:GetChildren()) do if v:IsA("Part") then v.Anchored = true end end for i,v in pairs(Lightning:GetChildren()) do if v:IsA("Part") then v.Anchored = true end end end wait(0.1) end Hopper.Selected:connect(Selected) Hopper.Deselected:connect(Deselected) Character.Humanoid.Died:connect(DeadGuy) --[[ for i = 1,20 do wait() WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0,math.pi/10) WeldB.C0 = WeldB.C0 + Vector3.new(0,0.1,0) WeldC.C0 = WeldC.C0 - Vector3.new(0,0.1,0) end ]]