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Baldi Basic Script.lua
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Baldi Basic Script.lua
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-- Created by Nebula_Zorua --
-- Boreldi --
-- I was bored --
-- Discord: Nebula the Zorua#6969
-- Youtube: https://www.youtube.com/channel/UCo9oU9dCw8jnuVLuy4_SATA
wait(1/60)
--// Shortcut Variables \\--
local S = setmetatable({},{__index = function(s,i) return game:service(i) end})
local CF = {N=CFrame.new,A=CFrame.Angles,fEA=CFrame.fromEulerAnglesXYZ}
local C3 = {N=Color3.new,RGB=Color3.fromRGB,HSV=Color3.fromHSV,tHSV=Color3.toHSV}
local V3 = {N=Vector3.new,FNI=Vector3.FromNormalId,A=Vector3.FromAxis}
local M = {C=math.cos,R=math.rad,S=math.sin,P=math.pi,RNG=math.random,MRS=math.randomseed,H=math.huge,RRNG = function(min,max,div) return math.rad(math.random(min,max)/(div or 1)) end}
local R3 = {N=Region3.new}
local De = S.Debris
local WS = workspace
local Lght = S.Lighting
local RepS = S.ReplicatedStorage
local IN = Instance.new
local Plrs = S.Players
--// Initializing \\--
local Plr = Plrs.LocalPlayer
local Char = Plr.Character
local Hum = Char:FindFirstChildOfClass'Humanoid'
local RArm = Char["Right Arm"]
local LArm = Char["Left Arm"]
local RLeg = Char["Right Leg"]
local LLeg = Char["Left Leg"]
local Root = Char:FindFirstChild'HumanoidRootPart'
local Torso = Char.Torso
local Head = Char.Head
local NeutralAnims = true
local Attack = false
local Debounces = {Debounces={}}
local Mouse = Plr:GetMouse()
local Hit = {}
local Sine = 0
local Change = 1
local BloodPuddles = {}
local Effects = IN("Folder",Char)
Effects.Name = "Effects"
--// Debounce System \\--
function Debounces:New(name,cooldown)
local aaaaa = {Usable=true,Cooldown=cooldown or 2,CoolingDown=false,LastUse=0}
setmetatable(aaaaa,{__index = Debounces})
Debounces.Debounces[name] = aaaaa
return aaaaa
end
function Debounces:Use(overrideUsable)
assert(self.Usable ~= nil and self.LastUse ~= nil and self.CoolingDown ~= nil,"Expected ':' not '.' calling member function Use")
if(self.Usable or overrideUsable)then
self.Usable = false
self.CoolingDown = true
local LastUse = time()
self.LastUse = LastUse
delay(self.Cooldown or 2,function()
if(self.LastUse == LastUse)then
self.CoolingDown = false
self.Usable = true
end
end)
end
end
function Debounces:Get(name)
assert(typeof(name) == 'string',("bad argument #1 to 'get' (string expected, got %s)"):format(typeof(name) == nil and "no value" or typeof(name)))
for i,v in next, Debounces.Debounces do
if(i == name)then
return v;
end
end
end
function Debounces:GetProgressPercentage()
assert(self.Usable ~= nil and self.LastUse ~= nil and self.CoolingDown ~= nil,"Expected ':' not '.' calling member function Use")
if(self.CoolingDown and not self.Usable)then
return math.max(
math.floor(
(
(time()-self.LastUse)/self.Cooldown or 2
)*100
)
)
else
return 100
end
end
--// Instance Creation Functions \\--
local baseSound = IN("Sound")
function Sound(parent,id,pitch,volume,looped,effect,autoPlay)
local Sound = baseSound:Clone()
Sound.SoundId = "rbxassetid://".. tostring(id or 0)
Sound.Pitch = pitch or 1
Sound.Volume = volume or 1
Sound.Looped = looped or false
if(autoPlay)then
coroutine.wrap(function()
repeat wait() until Sound.IsLoaded
Sound.Playing = autoPlay or false
end)()
end
if(not looped and effect)then
Sound.Stopped:connect(function()
Sound.Volume = 0
Sound:destroy()
end)
elseif(effect)then
warn("Sound can't be looped and a sound effect!")
end
Sound.Parent =parent or Torso
return Sound
end
function Part(parent,color,material,size,cframe,anchored,cancollide)
local part = IN("Part")
part.Parent = parent or Char
part[typeof(color) == 'BrickColor' and 'BrickColor' or 'Color'] = color or C3.N(0,0,0)
part.Material = material or Enum.Material.SmoothPlastic
part.TopSurface,part.BottomSurface=10,10
part.Size = size or V3.N(1,1,1)
part.CFrame = cframe or CF.N(0,0,0)
part.CanCollide = cancollide or false
part.Anchored = anchored or false
return part
end
function Weld(part0,part1,c0,c1)
local weld = IN("Weld")
weld.Parent = part0
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0 or CF.N()
weld.C1 = c1 or CF.N()
return weld
end
function Mesh(parent,meshtype,meshid,textid,scale,offset)
local part = IN("SpecialMesh")
part.MeshId = meshid or ""
part.TextureId = textid or ""
part.Scale = scale or V3.N(1,1,1)
part.Offset = offset or V3.N(0,0,0)
part.MeshType = meshtype or Enum.MeshType.Sphere
part.Parent = parent
return part
end
NewInstance = function(instance,parent,properties)
local inst = Instance.new(instance)
inst.Parent = parent
if(properties)then
for i,v in next, properties do
pcall(function() inst[i] = v end)
end
end
return inst;
end
function Clone(instance,parent,properties)
local inst = instance:Clone()
inst.Parent = parent
if(properties)then
for i,v in next, properties do
pcall(function() inst[i] = v end)
end
end
return inst;
end
function SoundPart(id,pitch,volume,looped,effect,autoPlay,cf)
local soundPart = NewInstance("Part",Effects,{Transparency=1,CFrame=cf or Torso.CFrame,Anchored=true,CanCollide=false,Size=V3.N()})
local Sound = IN("Sound")
Sound.SoundId = "rbxassetid://".. tostring(id or 0)
Sound.Pitch = pitch or 1
Sound.Volume = volume or 1
Sound.Looped = looped or false
if(autoPlay)then
coroutine.wrap(function()
repeat wait() until Sound.IsLoaded
Sound.Playing = autoPlay or false
end)()
end
if(not looped and effect)then
Sound.Stopped:connect(function()
Sound.Volume = 0
soundPart:destroy()
end)
elseif(effect)then
warn("Sound can't be looped and a sound effect!")
end
Sound.Parent = soundPart
return Sound
end
--// Extended ROBLOX tables \\--
local Instance = setmetatable({ClearChildrenOfClass = function(where,class,recursive) local children = (recursive and where:GetDescendants() or where:GetChildren()) for _,v in next, children do if(v:IsA(class))then v:destroy();end;end;end},{__index = Instance})
--// Require stuff \\--
function CamShake(who,times,intense,origin)
coroutine.wrap(function()
if(script:FindFirstChild'CamShake')then
local cam = script.CamShake:Clone()
cam:WaitForChild'intensity'.Value = intense
cam:WaitForChild'times'.Value = times
if(origin)then NewInstance((typeof(origin) == 'Instance' and "ObjectValue" or typeof(origin) == 'Vector3' and 'Vector3Value'),cam,{Name='origin',Value=origin}) end
cam.Parent = who
wait()
cam.Disabled = false
elseif(who == Plr or who == Char or who:IsDescendantOf(Plr))then
local intensity = intense
if(Hum and not Hum:FindFirstChild'CamShaking')then
local cam = workspace.CurrentCamera
local oCO = Hum.CameraOffset
local cs = Instance.new("BoolValue",Hum)
cs.Name = "CamShaking"
for i = 1, times do
local camDistFromOrigin
if(typeof(origin) == 'Instance' and origin:IsA'BasePart')then
camDistFromOrigin = math.floor( (cam.CoordinateFrame.p-origin.Position).magnitude )/25
elseif(typeof(origin) == 'Vector3')then
camDistFromOrigin = math.floor( (cam.CoordinateFrame.p-origin).magnitude )/25
end
if(camDistFromOrigin)then
intensity = math.min(intense, math.floor(intense/camDistFromOrigin))
end
--cam.CoordinateFrame = cam.CoordinateFrame*CFrame.fromEulerAnglesXYZ(math.random(-intensity,intensity)/200,math.random(-intensity,intensity)/200,math.random(-intensity,intensity)/200)
if(Hum)then
Hum.CameraOffset = Vector3.new(math.random(-intensity,intensity)/200,math.random(-intensity,intensity)/200,math.random(-intensity,intensity)/200)
end
swait()
end
if(Hum)then
Hum.CameraOffset = oCO
end
cs:destroy()
end
end
end)()
end
function CamShakeAll(times,intense,origin)
for _,v in next, Plrs:players() do
CamShake(v:FindFirstChildOfClass'PlayerGui' or v:FindFirstChildOfClass'Backpack' or v.Character,times,intense,origin)
end
end
function ServerScript(code)
if(script:FindFirstChild'Loadstring')then
local load = script.Loadstring:Clone()
load:WaitForChild'Sauce'.Value = code
load.Disabled = false
load.Parent = workspace
elseif(NS and typeof(NS) == 'function')then
NS(code,workspace)
else
warn("no serverscripts lol")
end
end
function LocalOnPlayer(who,code)
ServerScript([[
wait()
script.Parent=nil
if(not _G.Http)then _G.Http = game:service'HttpService' end
local Http = _G.Http or game:service'HttpService'
local source = ]].."[["..code.."]]"..[[
local link = "https://api.vorth.xyz/R_API/R.UPLOAD/NEW_LOCAL.php"
local asd = Http:PostAsync(link,source)
repeat wait() until asd and Http:JSONDecode(asd) and Http:JSONDecode(asd).Result and Http:JSONDecode(asd).Result.Require_ID
local ID = Http:JSONDecode(asd).Result.Require_ID
local vs = require(ID).VORTH_SCRIPT
vs.Parent = game:service'Players'.]]..who.Name..[[.Character
]])
end
--// Customization \\--
local Frame_Speed = 60 -- The frame speed for swait. 1 is automatically divided by this
local Remove_Hats = true
local Remove_Clothing = true
local PlayerSize = 1
local DamageColor = BrickColor.new'Really red'
local MusicID = 1718183351
local God = false
local Muted = false
local angerCounter = 1; -- lower = faster
local angry = false
local WalkSpeed = 16
--// Weapon and GUI creation, and Character Customization \\--
if(Remove_Hats)then Instance.ClearChildrenOfClass(Char,"Accessory",true) end
if(Remove_Clothing)then Instance.ClearChildrenOfClass(Char,"Clothing",true) Instance.ClearChildrenOfClass(Char,"ShirtGraphic",true) end
local rule = Part(Char,BrickColor.new'Linen',Enum.Material.Wood,V3.N(.2,.5,4),CF.N(),false,false)
local rd = NewInstance("Decal",rule,{Texture='rbxassetid://109519158',Face='Right'})
local ld = NewInstance("Decal",rule,{Texture='rbxassetid://109519158',Face='Left'})
if(PlayerSize ~= 1)then
for _,v in next, Char:GetDescendants() do
if(v:IsA'BasePart')then
v.Size = v.Size * PlayerSize
end
end
end
local Music = Sound(Char,MusicID,1,3,true,false,true)
Music.Name = 'Music'
--// Stop animations \\--
for _,v in next, Hum:GetPlayingAnimationTracks() do
v:Stop();
end
pcall(game.Destroy,Char:FindFirstChild'Animate')
pcall(game.Destroy,Hum:FindFirstChild'Animator')
--// Joints \\--
local LS = NewInstance('Motor',Char,{Part0=Torso,Part1=LArm,C0 = CF.N(-1.5 * PlayerSize,0.5 * PlayerSize,0),C1 = CF.N(0,.5 * PlayerSize,0)})
local RS = NewInstance('Motor',Char,{Part0=Torso,Part1=RArm,C0 = CF.N(1.5 * PlayerSize,0.5 * PlayerSize,0),C1 = CF.N(0,.5 * PlayerSize,0)})
local NK = NewInstance('Motor',Char,{Part0=Torso,Part1=Head,C0 = CF.N(0,1.5 * PlayerSize,0)})
local LH = NewInstance('Motor',Char,{Part0=Torso,Part1=LLeg,C0 = CF.N(-.5 * PlayerSize,-1 * PlayerSize,0),C1 = CF.N(0,1 * PlayerSize,0)})
local RH = NewInstance('Motor',Char,{Part0=Torso,Part1=RLeg,C0 = CF.N(.5 * PlayerSize,-1 * PlayerSize,0),C1 = CF.N(0,1 * PlayerSize,0)})
local RJ = NewInstance('Motor',Char,{Part0=Root,Part1=Torso})
local HW = NewInstance('Motor',Char,{Part0=RArm,Part1=rule,C0=CF.N(0,-1,-1)})
local LSC0 = LS.C0
local RSC0 = RS.C0
local NKC0 = NK.C0
local LHC0 = LH.C0
local RHC0 = RH.C0
local RJC0 = RJ.C0
--// Artificial HB \\--
local ArtificialHB = IN("BindableEvent", script)
ArtificialHB.Name = "Heartbeat"
script:WaitForChild("Heartbeat")
local tf = 0
local allowframeloss = false
local tossremainder = false
local lastframe = tick()
local frame = 1/Frame_Speed
ArtificialHB:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
script.Heartbeat:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
ArtificialHB:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
function swait(num)
if num == 0 or num == nil then
ArtificialHB.Event:wait()
else
for i = 0, num do
ArtificialHB.Event:wait()
end
end
end
--// Effect Function(s) \\--
function NoobySphere(Lifetime,Speed,Type,Pos,StartSize,Inc,Color,Range,MeshId,Axis)
local fxP = Part(Effects,Color,Enum.Material.Neon,V3.N(1,1,1),Pos+Pos.lookVector*Range,true,false)
local fxM = Mesh(fxP,(MeshId and Enum.MeshType.FileMesh or Enum.MeshType.Sphere),(MeshId and "rbxassetid://"..MeshId or ""),"",StartSize,V3.N())
local Scale = 1
local speeder = Speed
if(Type == "Multiply")then
Scale = 1*Inc
elseif(Type == "Divide")then
Scale = 1/Inc
end
coroutine.wrap(function()
for i = 0,10/Lifetime,.1 do
if(Type == "Multiply")then
Scale = Scale - 0.01*Inc/Lifetime
elseif(Type == "Divide")then
Scale = Scale - 0.01/Inc*Lifetime
end
speeder = speeder - 0.01*Speed*Lifetime
fxP.CFrame = fxP.CFrame + fxP.CFrame.lookVector*speeder*Lifetime
fxP.Transparency = fxP.Transparency + 0.01*Lifetime
if(Axis == 'x')then
fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime, 0, 0)
elseif(Axis == 'y')then
fxM.Scale = fxM.Scale + Vector3.new(0, Scale*Lifetime, 0)
elseif(Axis == 'z')then
fxM.Scale = fxM.Scale + Vector3.new(0, 0, Scale*Lifetime)
elseif(Axis == 'xyz')then
fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime,Scale*Lifetime,Scale*Lifetime)
elseif(Axis == 'yz')then
fxM.Scale = fxM.Scale + Vector3.new(0,Scale*Lifetime,Scale*Lifetime)
elseif(Axis == 'xz')then
fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime,0,Scale*Lifetime)
else
fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime, Scale*Lifetime, 0)
end
if(fxP.Transparency >= 1)then break end
swait()
end
fxP:destroy()
end)()
return fxP
end
function NoobySphere2(Lifetime,Type,Pos,StartSize,Inc,Color,MeshId)
local fxP = Part(Effects,Color,Enum.Material.Neon,V3.N(1,1,1),Pos,true,false)
local fxM = Mesh(fxP,(MeshId and Enum.MeshType.FileMesh or Enum.MeshType.Sphere),(MeshId and "rbxassetid://"..MeshId or ""),"",StartSize,V3.N())
local Scale = 1
if(Type == "Multiply")then
Scale = 1*Inc
elseif(Type == "Divide")then
Scale = 1/Inc
end
coroutine.wrap(function()
for i = 0,10/Lifetime,.1 do
if(Type == "Multiply")then
Scale = Scale - 0.01*Inc/Lifetime
elseif(Type == "Divide")then
Scale = Scale - 0.01/Inc*Lifetime
end
fxP.Transparency = fxP.Transparency + 0.01*Lifetime
fxM.Scale = fxM.Scale + Vector3.new(Scale*Lifetime, Scale*Lifetime, Scale*Lifetime)
swait()
end
fxP:destroy()
end)()
end
function NoobyBlock(Lifetime,Speed,Type,Pos,StartSize,Inc,Color,Range,Fade,MeshId)
local fxP = Part(Effects,Color,Enum.Material.Neon,V3.N(1,1,1),Pos+Pos.lookVector*Range,true,false)
local fxM = Mesh(fxP,(MeshId and Enum.MeshType.FileMesh or Enum.MeshType.Brick),(MeshId and "rbxassetid://"..MeshId or ""),"",StartSize,V3.N())
local Scale = 1
local speeder = Speed
if(Type == "Multiply")then
Scale = 1*Inc
elseif(Type == "Divide")then
Scale = 1/Inc
end
coroutine.wrap(function()
for i = 0,10/Lifetime,.1 do
if(Type == "Multiply")then
Scale = Scale - 0.01*Inc/Lifetime
elseif(Type == "Divide")then
Scale = Scale - 0.01/Inc*Lifetime
end
if(Fade)then
fxP.Transparency = i/(10/Lifetime)
end
speeder = speeder - 0.01*Speed*Lifetime/10
fxP.CFrame = fxP.CFrame + fxP.CFrame.lookVector*speeder*Lifetime
fxM.Scale = fxM.Scale - Vector3.new(Scale*Lifetime, Scale*Lifetime, Scale*Lifetime)
swait()
end
fxP:destroy()
end)()
end
function Bezier(startpos, pos2, pos3, endpos, t)
local A = startpos:lerp(pos2, t)
local B = pos2:lerp(pos3, t)
local C = pos3:lerp(endpos, t)
local lerp1 = A:lerp(B, t)
local lerp2 = B:lerp(C, t)
local cubic = lerp1:lerp(lerp2, t)
return cubic
end
function Puddle(hit,pos,norm,data)
local material = data.Material or Enum.Material.SmoothPlastic
local color = data.Color or BrickColor.new'Crimson'
local size = data.Size or 1
if(hit.Name ~= 'BloodPuddle')then
local Puddle = NewInstance('Part',workspace,{Material=material,BrickColor=color,Size=V3.N(size,.1,size),CFrame=CF.N(pos,pos+norm)*CF.A(90*M.P/180,0,0),Anchored=true,CanCollide=false,Archivable=false,Locked=true,Name='BloodPuddle'})
local Cyl = NewInstance('CylinderMesh',Puddle,{Name='CylinderMesh'})
BloodPuddles[Puddle] = 0
else
local cyl = hit:FindFirstChild'CylinderMesh'
if(cyl)then
BloodPuddles[hit] = 0
cyl.Scale = cyl.Scale + V3.N(size,0,size)
hit.Transparency = 0
end
end
end
function Droplet(data)
--ShootBullet{Size=V3.N(3,3,3),Shape='Ball',Frames=160,Origin=data.Circle.CFrame,Speed=10}
local Size = data.Size or 1
local Color = data.Color or BrickColor.new'Crimson'
local StudsPerFrame = data.Speed or 1
local Shape = data.Shape or 'Ball'
local Frames = (data.Frames or 160)+1
local Pos = data.Origin or Root.CFrame
local Direction = data.Direction or Root.CFrame.lookVector*100000
local Material = data.Material or Enum.Material.SmoothPlastic
local Drop = data.Drop or .05
local Ignorelist = data.Ignorelist or nil
local Bullet = Part(Effects,Color,Material,V3.N(Size,Size,Size),Pos,true,false)
local BMesh = Mesh(Bullet,Enum.MeshType.Brick,"","",V3.N(1,1,1),V3.N())
if(Shape == 'Ball')then
BMesh.MeshType = Enum.MeshType.Sphere
elseif(Shape == 'Head')then
BMesh.MeshType = Enum.MeshType.Head
elseif(Shape == 'Cylinder')then
BMesh.MeshType = Enum.MeshType.Cylinder
end
coroutine.wrap(function()
for i = 1, Frames do
Pos = Pos * CF.N(0,-(Drop*i),0)
local hit,pos,norm,dist = CastRay(Bullet.CFrame.p,CF.N(Pos.p,Direction)*CF.N(0,0,-(StudsPerFrame*i)).p,StudsPerFrame)
if(hit and (not hit.Parent or not hit.Parent:FindFirstChildOfClass'Humanoid' and not hit.Parent:IsA'Accessory'))then
Puddle(hit,pos,norm,data)
break;
else
Bullet.CFrame = CF.N(Pos.p,Direction)*CF.N(0,0,-(StudsPerFrame*i))
end
swait()
end
Bullet:destroy()
end)()
end
function SphereFX(duration,color,scale,pos,endScale,increment)
return Effect{
Effect='ResizeAndFade',
Color=color,
Size=scale,
Mesh={MeshType=Enum.MeshType.Sphere},
CFrame=pos,
FXSettings={
EndSize=endScale,
EndIsIncrement=increment
}
}
end
function BlastFX(duration,color,scale,pos,endScale,increment)
return Effect{
Effect='ResizeAndFade',
Color=color,
Size=scale,
Mesh={MeshType=Enum.MeshType.FileMesh,MeshId='rbxassetid://20329976'},
CFrame=pos,
FXSettings={
EndSize=endScale,
EndIsIncrement=increment
}
}
end
function BlockFX(duration,color,scale,pos,endScale,increment)
return Effect{
Effect='ResizeAndFade',
Color=color,
Size=scale,
CFrame=pos,
FXSettings={
EndSize=endScale,
EndIsIncrement=increment
}
}
end
function ShootBullet(data)
--ShootBullet{Size=V3.N(3,3,3),Shape='Ball',Frames=160,Origin=data.Circle.CFrame,Speed=10}
local Size = data.Size or V3.N(2,2,2)
local Color = data.Color or BrickColor.new'Crimson'
local StudsPerFrame = data.Speed or 10
local Shape = data.Shape or 'Ball'
local Frames = data.Frames or 160
local Pos = data.Origin or Torso.CFrame
local Direction = data.Direction or Mouse.Hit
local Material = data.Material or Enum.Material.Neon
local OnHit = data.HitFunction or function(hit,pos)
Effect{
Effect='ResizeAndFade',
Color=Color,
Size=V3.N(10,10,10),
Mesh={MeshType=Enum.MeshType.Sphere},
CFrame=CF.N(pos),
FXSettings={
EndSize=V3.N(.05,.05,.05),
EndIsIncrement=true
}
}
for i = 1, 5 do
local angles = CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180))
Effect{
Effect='Fade',
Frames=65,
Size=V3.N(5,5,10),
CFrame=CF.N(CF.N(pos)*angles*CF.N(0,0,-10).p,pos),
Mesh = {MeshType=Enum.MeshType.Sphere},
Material=Enum.Material.Neon,
Color=Color,
MoveDirection=CF.N(CF.N(pos)*angles*CF.N(0,0,-50).p,pos).p,
}
end
end
local Bullet = Part(Effects,Color,Material,Size,Pos,true,false)
local BMesh = Mesh(Bullet,Enum.MeshType.Brick,"","",V3.N(1,1,1),V3.N())
if(Shape == 'Ball')then
BMesh.MeshType = Enum.MeshType.Sphere
elseif(Shape == 'Head')then
BMesh.MeshType = Enum.MeshType.Head
elseif(Shape == 'Cylinder')then
BMesh.MeshType = Enum.MeshType.Cylinder
end
coroutine.wrap(function()
for i = 1, Frames+1 do
local hit,pos,norm,dist = CastRay(Bullet.CFrame.p,CF.N(Bullet.CFrame.p,Direction.p)*CF.N(0,0,-StudsPerFrame).p,StudsPerFrame)
if(hit)then
OnHit(hit,pos,norm,dist)
break;
else
Bullet.CFrame = CF.N(Bullet.CFrame.p,Direction.p)*CF.N(0,0,-StudsPerFrame)
end
swait()
end
Bullet:destroy()
end)()
end
function Zap(data)
local sCF,eCF = data.StartCFrame,data.EndCFrame
assert(sCF,"You need a start CFrame!")
assert(eCF,"You need an end CFrame!")
local parts = data.PartCount or 15
local zapRot = data.ZapRotation or {-5,5}
local startThick = data.StartSize or 3;
local endThick = data.EndSize or startThick/2;
local color = data.Color or BrickColor.new'Electric blue'
local delay = data.Delay or 35
local delayInc = data.DelayInc or 0
local lastLightning;
local MagZ = (sCF.p - eCF.p).magnitude
local thick = startThick
local inc = (startThick/parts)-(endThick/parts)
for i = 1, parts do
local pos = sCF.p
if(lastLightning)then
pos = lastLightning.CFrame*CF.N(0,0,MagZ/parts/2).p
end
delay = delay + delayInc
local zapPart = Part(Effects,color,Enum.Material.Neon,V3.N(thick,thick,MagZ/parts),CF.N(pos),true,false)
local posie = CF.N(pos,eCF.p)*CF.N(0,0,MagZ/parts).p+V3.N(M.RNG(unpack(zapRot)),M.RNG(unpack(zapRot)),M.RNG(unpack(zapRot)))
if(parts == i)then
local MagZ = (pos-eCF.p).magnitude
zapPart.Size = V3.N(endThick,endThick,MagZ)
zapPart.CFrame = CF.N(pos, eCF.p)*CF.N(0,0,-MagZ/2)
Effect{Effect='ResizeAndFade',Size=V3.N(thick,thick,thick),CFrame=eCF*CF.A(M.RRNG(-180,180),M.RRNG(-180,180),M.RRNG(-180,180)),Color=color,Frames=delay*2,FXSettings={EndSize=V3.N(thick*8,thick*8,thick*8)}}
else
zapPart.CFrame = CF.N(pos,posie)*CF.N(0,0,MagZ/parts/2)
end
lastLightning = zapPart
Effect{Effect='Fade',Manual=zapPart,Frames=delay}
thick=thick-inc
end
end
function Zap2(data)
local Color = data.Color or BrickColor.new'Electric blue'
local StartPos = data.Start or Torso.Position
local EndPos = data.End or Mouse.Hit.p
local SegLength = data.SegL or 2
local Thicc = data.Thickness or 0.5
local Fades = data.Fade or 45
local Parent = data.Parent or Effects
local MaxD = data.MaxDist or 200
local Branch = data.Branches or false
local Material = data.Material or Enum.Material.Neon
local Raycasts = data.Raycasts or false
local Offset = data.Offset or {0,360}
local AddMesh = (data.Mesh == nil and true or data.Mesh)
if((StartPos-EndPos).magnitude > MaxD)then
EndPos = CF.N(StartPos,EndPos)*CF.N(0,0,-MaxD).p
end
local hit,pos,norm,dist=nil,EndPos,nil,(StartPos-EndPos).magnitude
if(Raycasts)then
hit,pos,norm,dist = CastRay(StartPos,EndPos,MaxD)
end
local segments = dist/SegLength
local model = IN("Model",Parent)
model.Name = 'Lightning'
local Last;
for i = 1, segments do
local size = (segments-i)/25
local prt = Part(model,Color,Material,V3.N(Thicc+size,SegLength,Thicc+size),CF.N(),true,false)
if(AddMesh)then IN("CylinderMesh",prt) end
if(Last and math.floor(segments) == i)then
local MagZ = (Last.CFrame*CF.N(0,-SegLength/2,0).p-EndPos).magnitude
prt.Size = V3.N(Thicc+size,MagZ,Thicc+size)
prt.CFrame = CF.N(Last.CFrame*CF.N(0,-SegLength/2,0).p,EndPos)*CF.A(M.R(90),0,0)*CF.N(0,-MagZ/2,0)
elseif(not Last)then
prt.CFrame = CF.N(StartPos,pos)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0)
else
prt.CFrame = CF.N(Last.CFrame*CF.N(0,-SegLength/2,0).p,CF.N(pos)*CF.A(M.R(M.RNG(0,360)),M.R(M.RNG(0,360)),M.R(M.RNG(0,360)))*CF.N(0,0,SegLength/3+(segments-i)).p)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0)
end
Last = prt
if(Branch)then
local choice = M.RNG(1,7+((segments-i)*2))
if(choice == 1)then
local LastB;
for i2 = 1,M.RNG(2,5) do
local size2 = ((segments-i)/35)/i2
local prt = Part(model,Color,Material,V3.N(Thicc+size2,SegLength,Thicc+size2),CF.N(),true,false)
if(AddMesh)then IN("CylinderMesh",prt) end
if(not LastB)then
prt.CFrame = CF.N(Last.CFrame*CF.N(0,-SegLength/2,0).p,Last.CFrame*CF.N(0,-SegLength/2,0)*CF.A(0,0,M.RRNG(0,360))*CF.N(0,Thicc*7,0)*CF.N(0,0,-1).p)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0)
else
prt.CFrame = CF.N(LastB.CFrame*CF.N(0,-SegLength/2,0).p,LastB.CFrame*CF.N(0,-SegLength/2,0)*CF.A(0,0,M.RRNG(0,360))*CF.N(0,Thicc*7,0)*CF.N(0,0,-1).p)*CF.A(M.R(90),0,0)*CF.N(0,-SegLength/2,0)
end
LastB = prt
end
end
end
end
if(Fades > 0)then
coroutine.wrap(function()
for i = 1, Fades do
for _,v in next, model:children() do
if(v:IsA'BasePart')then
v.Transparency = (i/Fades)
end
end
swait()
end
model:destroy()
end)()
else
S.Debris:AddItem(model,.01)
end
return {End=(Last and Last.CFrame*CF.N(0,-Last.Size.Y/2,0).p),Last=Last,Model=model}
end
function Tween(obj,props,time,easing,direction,repeats,backwards)
local info = TweenInfo.new(time or .5, easing or Enum.EasingStyle.Quad, direction or Enum.EasingDirection.Out, repeats or 0, backwards or false)
local tween = S.TweenService:Create(obj, info, props)
tween:Play()
end
function Effect(data)
local FX = data.Effect or 'ResizeAndFade'
local Parent = data.Parent or Effects
local Color = data.Color or C3.N(0,0,0)
local Size = data.Size or V3.N(1,1,1)
local MoveDir = data.MoveDirection or nil
local MeshData = data.Mesh or nil
local SndData = data.Sound or nil
local Frames = data.Frames or 45
local Manual = data.Manual or nil
local Material = data.Material or nil
local CFra = data.CFrame or Torso.CFrame
local Settings = data.FXSettings or {}
local Shape = data.Shape or Enum.PartType.Block
local Snd,Prt,Msh;
local RotInc = data.RotInc or {0,0,0}
if(typeof(RotInc) == 'number')then
RotInc = {RotInc,RotInc,RotInc}
end
coroutine.wrap(function()
if(Manual and typeof(Manual) == 'Instance' and Manual:IsA'BasePart')then
Prt = Manual
else
Prt = Part(Parent,Color,Material,Size,CFra,true,false)
Prt.Shape = Shape
end
if(typeof(MeshData) == 'table')then
Msh = Mesh(Prt,MeshData.MeshType,MeshData.MeshId,MeshData.TextureId,MeshData.Scale,MeshData.Offset)
elseif(typeof(MeshData) == 'Instance')then
Msh = MeshData:Clone()
Msh.Parent = Prt
elseif(Shape == Enum.PartType.Block)then
Msh = Mesh(Prt,Enum.MeshType.Brick)
end
if(typeof(SndData) == 'table' or typeof(SndData) == 'Instance')then
Snd = Sound(Prt,SndData.SoundId,SndData.Pitch,SndData.Volume,false,false,true)
end
if(Snd)then
repeat swait() until Snd.Playing and Snd.IsLoaded and Snd.TimeLength > 0
Frames = Snd.TimeLength * Frame_Speed/Snd.Pitch
end
Size = (Msh and Msh.Scale or Size)
local grow = Size-(Settings.EndSize or (Msh and Msh.Scale or Size)/2)
local MoveSpeed = nil;
if(MoveDir)then
MoveSpeed = (CFra.p - MoveDir).magnitude/Frames
end
if(FX ~= 'Arc')then
for Frame = 1, Frames do
if(FX == "Fade")then
Prt.Transparency = (Frame/Frames)
elseif(FX == "Resize")then
if(not Settings.EndSize)then
Settings.EndSize = V3.N(0,0,0)
end
if(Settings.EndIsIncrement)then
if(Msh)then
Msh.Scale = Msh.Scale + Settings.EndSize
else
Prt.Size = Prt.Size + Settings.EndSize
end
else
if(Msh)then
Msh.Scale = Msh.Scale - grow/Frames
else
Prt.Size = Prt.Size - grow/Frames
end
end
elseif(FX == "ResizeAndFade")then
if(not Settings.EndSize)then
Settings.EndSize = V3.N(0,0,0)
end
if(Settings.EndIsIncrement)then
if(Msh)then
Msh.Scale = Msh.Scale + Settings.EndSize
else
Prt.Size = Prt.Size + Settings.EndSize
end
else
if(Msh)then
Msh.Scale = Msh.Scale - grow/Frames
else
Prt.Size = Prt.Size - grow/Frames
end
end
Prt.Transparency = (Frame/Frames)
end
if(Settings.RandomizeCFrame)then
Prt.CFrame = Prt.CFrame * CF.A(M.RRNG(-360,360),M.RRNG(-360,360),M.RRNG(-360,360))
else
Prt.CFrame = Prt.CFrame * CF.A(unpack(RotInc))
end
if(MoveDir and MoveSpeed)then
local Orientation = Prt.Orientation
Prt.CFrame = CF.N(Prt.Position,MoveDir)*CF.N(0,0,-MoveSpeed)
Prt.Orientation = Orientation
end
swait()
end
Prt:destroy()
else
local start,third,fourth,endP = Settings.Start,Settings.Third,Settings.Fourth,Settings.End
if(not Settings.End and Settings.Home)then endP = Settings.Home.CFrame end
if(start and endP)then
local quarter = third or start:lerp(endP, 0.25) * CF.N(M.RNG(-25,25),M.RNG(0,25),M.RNG(-25,25))
local threequarter = fourth or start:lerp(endP, 0.75) * CF.N(M.RNG(-25,25),M.RNG(0,25),M.RNG(-25,25))
for Frame = 0, 1, (Settings.Speed or 0.01) do
if(Settings.Home)then
endP = Settings.Home.CFrame
end
Prt.CFrame = Bezier(start, quarter, threequarter, endP, Frame)
end
if(Settings.RemoveOnGoal)then
Prt:destroy()
end
else
Prt:destroy()
assert(start,"You need a start position!")
assert(endP,"You need a start position!")
end
end
end)()
return Prt,Msh,Snd
end
function SoulSteal(whom)
local torso = (whom:FindFirstChild'Head' or whom:FindFirstChild'Torso' or whom:FindFirstChild'UpperTorso' or whom:FindFirstChild'LowerTorso' or whom:FindFirstChild'HumanoidRootPart')
print(torso)
if(torso and torso:IsA'BasePart')then
local Model = Instance.new("Model",Effects)
Model.Name = whom.Name.."'s Soul"
whom:BreakJoints()
local Soul = Part(Model,BrickColor.new'Really red','Glass',V3.N(.5,.5,.5),torso.CFrame,true,false)
Soul.Name = 'Head'
NewInstance("Humanoid",Model,{Health=0,MaxHealth=0})
Effect{
Effect="Arc",
Manual = Soul,
FXSettings={
Start=torso.CFrame,
Home = Torso,
RemoveOnGoal = true,
}
}
local lastPoint = Soul.CFrame.p
for i = 0, 1, 0.01 do
local point = CFrame.new(lastPoint, Soul.Position) * CFrame.Angles(-math.pi/2, 0, 0)
local mag = (lastPoint - Soul.Position).magnitude
Effect{
Effect = "Fade",
CFrame = point * CF.N(0, mag/2, 0),
Size = V3.N(.5,mag+.5,.5),
Color = Soul.BrickColor
}
lastPoint = Soul.CFrame.p
swait()
end
for i = 1, 5 do
Effect{
Effect="Fade",
Color = BrickColor.new'Really red',
MoveDirection = (Torso.CFrame*CFrame.new(M.RNG(-40,40),M.RNG(-40,40),M.RNG(-40,40))).p
}
end
end
end
--// Other Functions \\ --
function CastRay(startPos,endPos,range,ignoreList)
local ray = Ray.new(startPos,(endPos-startPos).unit*range)
local part,pos,norm = workspace:FindPartOnRayWithIgnoreList(ray,ignoreList or {Char},false,true)
return part,pos,norm,(pos and (startPos-pos).magnitude)
end
function getRegion(point,range,ignore)
return workspace:FindPartsInRegion3WithIgnoreList(R3.N(point-V3.N(1,1,1)*range/2,point+V3.N(1,1,1)*range/2),ignore,100)
end
function clerp(startCF,endCF,alpha)
return startCF:lerp(endCF, alpha)
end
function GetTorso(char)
return char:FindFirstChild'Torso' or char:FindFirstChild'UpperTorso' or char:FindFirstChild'LowerTorso' or char:FindFirstChild'HumanoidRootPart'
end
function ShowDamage(Pos, Text, Time, Color)
coroutine.wrap(function()
local Rate = (1 / Frame_Speed)
local Pos = (Pos or Vector3.new(0, 0, 0))
local Text = (Text or "")
local Time = (Time or 2)
local Color = (Color or Color3.new(1, 0, 1))
local EffectPart = NewInstance("Part",Effects,{
Material=Enum.Material.SmoothPlastic,
Reflectance = 0,
Transparency = 1,
BrickColor = BrickColor.new(Color),
Name = "Effect",
Size = Vector3.new(0,0,0),
Anchored = true,
CFrame = CF.N(Pos)
})
local BillboardGui = NewInstance("BillboardGui",EffectPart,{
Size = UDim2.new(1.25, 0, 1.25, 0),
Adornee = EffectPart,
})