spinywind
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| Joined: 26 Jan 2012 |
| Total Posts: 3580 |
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| 11 Jun 2016 02:59 PM |
--[[ Variables ]]-- local Player = game.Players.LocalPlayer local Character = game.Workspace:WaitForChild(Player.Name) local Hold = false local AttackMode = false local Waves = true local AirWaves = true local CircleSizeSpeed = 1000 local Mouse = Player:GetMouse() local MagicParts = { script.MagicCircle1, script.MagicCircle2, script.MagicCircle3, script.MagicCircle4, script.MagicCircle5, script.MagicCircle6, script.MagicCircle7, script.MagicCircle8, script.MagicCircle9, script.MagicCircle10, script.MagicCircle11, script.Beam, script.BeamBall, script.Wave, script.BlastTip, script.AirWave;
} --[[ Functions ]]-- Mouse.KeyDown:connect(function(Key) if Key:lower() == "x" then Hold = true AttackMode = true Character.Torso.Anchored = true Character.Head.Anchored = true Character["Right Arm"].Anchored = true Character["Left Arm"].Anchored = true Character["Right Leg"].Anchored = true Character["Left Leg"].Anchored = true game.Workspace["Lunar Beam Music"]:Play() local MagicCircle1 = MagicParts[1]:Clone() MagicCircle1.Parent = Character MagicCircle1.CFrame = Character.Torso.CFrame * CFrame.new(0,30,0) MagicCircle1.Rotation = Vector3.new(180,0,90) Character.MagicCircle1.CircleSet1:Play() delay(0,function() while Hold do for i = 1,1 do MagicCircle1.Size = MagicCircle1.Size + Vector3.new(0,2,2) wait() end; if MagicCircle1.Size.magnitude > Vector3.new(0,100,100).magnitude then Hold = false end; end; if MagicCircle1.Size.magnitude > Vector3.new(0,100,100).magnitude or Hold == false then wait(.1) local MagicCircle2 = MagicParts[2]:Clone() MagicCircle2.Parent = Character MagicCircle2.CFrame = Character.Torso.CFrame * CFrame.new(0,40,27) MagicCircle2.Rotation = Vector3.new(180,0,90) Character.MagicCircle2.CircleSet2:Play() wait(.1) local MagicCircle3 = MagicParts[3]:Clone() MagicCircle3.Parent = Character MagicCircle3.CFrame = Character.Torso.CFrame * CFrame.new(0,40,-27) MagicCircle3.Rotation = Vector3.new(180,0,90) Character.MagicCircle3.CircleSet2:Play() wait(.1) local MagicCircle4 = MagicParts[4]:Clone() MagicCircle4.Parent = Character MagicCircle4.CFrame = Character.Torso.CFrame * CFrame.new(27,40,0) MagicCircle4.Rotation = Vector3.new(180,0,90) Character.MagicCircle4.CircleSet2:Play() wait(.1) local MagicCircle5 = MagicParts[5]:Clone() MagicCircle5.Parent = Character MagicCircle5.CFrame = Character.Torso.CFrame * CFrame.new(-27,40,0) MagicCircle5.Rotation = Vector3.new(180,0,90) Character.MagicCircle5.CircleSet2:Play() for i = 1,40 do MagicCircle2.Size = MagicCircle2.Size + Vector3.new(0,0.25,0.25) MagicCircle3.Size = MagicCircle2.Size + Vector3.new(0,0.25,0.25) MagicCircle4.Size = MagicCircle2.Size + Vector3.new(0,0.25,0.25) MagicCircle5.Size = MagicCircle2.Size + Vector3.new(0,0.25,0.25) wait() end; wait(.1) Character.MagicCircle5.CircleSet2:Stop() local MagicCircle6 = MagicParts[6]:Clone() MagicCircle6.Parent = Character MagicCircle6.CFrame = Character.Torso.CFrame * CFrame.new(0,50,0) MagicCircle6.Rotation = Vector3.new(180,0,90) Character.MagicCircle6.CircleSet1:Play() for i = 1,25 do wait(i/CircleSizeSpeed) MagicCircle6.Size = MagicCircle6.Size + Vector3.new(0,3,3) end; wait(.1) local MagicCircle7 = MagicParts[7]:Clone() MagicCircle7.Parent = Character MagicCircle7.CFrame = Character.Torso.CFrame * CFrame.new(-15,60,15) MagicCircle7.Rotation = Vector3.new(180,0,90) Character.MagicCircle7.CircleSet2:Play() wait(.1) local MagicCircle8 = MagicParts[8]:Clone() MagicCircle8.Parent = Character MagicCircle8.CFrame = Character.Torso.CFrame * CFrame.new(15,60,15) MagicCircle8.Rotation = Vector3.new(180,0,90) Character.MagicCircle8.CircleSet2:Play() wait(.1) local MagicCircle9 = MagicParts[9]:Clone() MagicCircle9.Parent = Character MagicCircle9.CFrame = Character.Torso.CFrame * CFrame.new(-15,60,-15) MagicCircle9.Rotation = Vector3.new(180,0,90) Character.MagicCircle9.CircleSet2:Play() wait(.1) local MagicCircle10 = MagicParts[10]:Clone() MagicCircle10.Parent = Character MagicCircle10.CFrame = Character.Torso.CFrame * CFrame.new(15,60,-15) MagicCircle10.Rotation = Vector3.new(180,0,90) Character.MagicCircle10.CircleSet2:Play() for i = 1,40 do MagicCircle7.Size = MagicCircle7.Size + Vector3.new(0,0.25,0.25) MagicCircle8.Size = MagicCircle8.Size + Vector3.new(0,0.25,0.25) MagicCircle9.Size = MagicCircle9.Size + Vector3.new(0,0.25,0.25) MagicCircle10.Size = MagicCircle10.Size + Vector3.new(0,0.25,0.25) wait() end; local MagicCircle11 = MagicParts[11]:Clone() MagicCircle11.Parent = Character MagicCircle11.CFrame = Character.Torso.CFrame * CFrame.new(0,70,0) MagicCircle11.Rotation = Vector3.new(180,0,90) Character.MagicCircle11.CircleSet1:Play() for i = 1,25 do wait(i/CircleSizeSpeed) MagicCircle11.Size = MagicCircle11.Size + Vector3.new(0,1.5,1.5) end; delay(0,function() delay(0,function() while Waves do local Wave = MagicParts[14]:Clone() Wave.Parent = Character Wave.CFrame = Character.Torso.CFrame * CFrame.new(0,-3,0) * CFrame.Angles(0,math.rad(math.random(-360,360)),0) Character.Wave.Shockwave:Play() game:GetService('Debris'):AddItem(Wave,1) wait(0.1) end; end); while wait() do MagicCircle1.CFrame = MagicCircle1.CFrame * CFrame.Angles(.1,0,0) MagicCircle2.CFrame = MagicCircle2.CFrame * CFrame.Angles(-0.1,0,0) MagicCircle3.CFrame = MagicCircle3.CFrame * CFrame.Angles(-0.1,0,0) MagicCircle4.CFrame = MagicCircle4.CFrame * CFrame.Angles(-0.1,0,0) MagicCircle5.CFrame = MagicCircle5.CFrame * CFrame.Angles(-0.1,0,0) MagicCircle6.CFrame = MagicCircle6.CFrame * CFrame.Angles(0.1,0,0) MagicCircle7.CFrame = MagicCircle7.CFrame * CFrame.Angles(-0.1,0,0) MagicCircle8.CFrame = MagicCircle8.CFrame * CFrame.Angles(-0.1,0,0) MagicCircle9.CFrame = MagicCircle9.CFrame * CFrame.Angles(-0.1,0,0) MagicCircle10.CFrame = MagicCircle10.CFrame * CFrame.Angles(-0.1,0,0) MagicCircle11.CFrame = MagicCircle11.CFrame * CFrame.Angles(0.1,0,0) end; end); local BeamBall = MagicParts[13]:Clone() BeamBall.Parent = Character BeamBall.CFrame = Character.Torso.CFrame * CFrame.new(0,90,0) Character.BeamBall.Charge:Play() local Beam = MagicParts[12]:Clone() Beam.Parent = Character Beam.CFrame = Character.Torso.CFrame * CFrame.new(0,90,0) Beam.Rotation = Vector3.new(180,0,90) Character.Beam.Blast:Play() local BlastTip = MagicParts[15]:Clone() BlastTip.Parent = Character BlastTip.CFrame = Character.Torso.CFrame * CFrame.new(0,90,0) BlastTip.Rotation = Vector3.new(180,0,90) wait(1) for i = 1,20 do BeamBall.Size = BeamBall.Size + Vector3.new(1,1,1) wait() end; wait(1) for i = 1,250 do Beam.Size = Beam.Size + Vector3.new(5,0,0) Beam.CFrame = Beam.CFrame + Vector3.new(0,2.5,0) BlastTip.CFrame = BlastTip.CFrame + Vector3.new(0,5,0) wait() end spawn(function() while AirWaves do local AirWave = MagicParts[16]:Clone() AirWave.Parent = Character AirWave.CFrame = Character.Torso.CFrame * CFrame.new(0, 1362.198, 18) AirWave.Rotation = Vector3.new(90,0,180) game:GetService('Debris'):AddItem(AirWave, 3) wait(0.3) end; end); wait(10) for i = 1,100 do Beam.Size = Beam.Size * Vector3.new(1,1.1,1.1) Beam.Transparency = i/50 wait() BeamBall.Size = BeamBall.Size - Vector3.new(1,1,1) end; spawn(function() if Beam.Transparency >= 0.9 then Beam:Destroy() end; end); AttackMode = false AirWaves = false if AttackMode == false then for i = 1,50 do MagicCircle1.Size = MagicCircle1.Size - Vector3.new(0,2,2) MagicCircle2.Size = MagicCircle2.Size - Vector3.new(0,0.25,0.25) MagicCircle2.Size = MagicCircle2.Size - Vector3.new(0,0.25,0.25) MagicCircle3.Size = MagicCircle2.Size - Vector3.new(0,0.25,0.25) MagicCircle4.Size = MagicCircle2.Size - Vector3.new(0,0.25,0.25) MagicCircle5.Size = MagicCircle2.Size - Vector3.new(0,0.25,0.25) MagicCircle6.Size = MagicCircle2.Size - Vector3.new(0,1.5,1.5) MagicCircle7.Size = MagicCircle2.Size - Vector3.new(0,0.25,0.25) MagicCircle8.Size = MagicCircle2.Size - Vector3.new(0,0.25,0.25) MagicCircle9.Size = MagicCircle2.Size - Vector3.new(0,0.25,0.25) MagicCircle10.Size = MagicCircle2.Size - Vector3.new(0,0.25,0.25) MagicCircle11.Size = MagicCircle2.Size - Vector3.new(0,0.75,0.75) wait() end; MagicCircle1:Destroy() MagicCircle2:Destroy() MagicCircle3:Destroy() MagicCircle4:Destroy() MagicCircle5:Destroy() MagicCircle6:Destroy() MagicCircle7:Destroy() MagicCircle8:Destroy() MagicCircle9:Destroy() MagicCircle10:Destroy() MagicCircle11:Destroy() Character.Torso.Anchored = false Character.Head.Anchored = false Character["Right Arm"].Anchored = false Character["Left Arm"].Anchored = false Character["Right Leg"].Anchored = false Character["Left Leg"].Anchored = false end; end; end); end; end); Mouse.KeyUp:connect(function(Key) if Key:lower() == "x" then Hold = false end; end)
print(#noobs) |
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