local Player = game.Players.LocalPlayer local User = Player.Character local Mouse = Player:GetMouse()
local function MercuryLightningMeteor()
local Projectile = Instance.new("Part",game.ServerStorage) Projectile.Shape = 0 Projectile.Material = 288 Projectile.Size = Vector3.new(50,50,50) Projectile.Anchored = true Projectile.CanCollide = false local Particles = Instance.new("ParticleEmitter",Projectile) Particles.Texture = "rbxassetid://567502351" Particles.Rate = 40 Particles.Lifetime = NumberRange.new(1) Particles.Rotation = NumberRange.new(1) Particles.RotSpeed = NumberRange.new(100,200) Particles.Size = NumberSequence.new(50) Particles.Speed = NumberRange.new(0) Particles.LockedToPart = true local MoveSpeed = Instance.new("BodyVelocity",Projectile) MoveSpeed.MaxForce = Vector3.new(math.huge,math.huge,math.huge) MoveSpeed.Velocity = Projectile.CFrame.lookVector*100 local ThunderClap = Instance.new("Sound",Projectile) ThunderClap.Looped = false ThunderClap.Volume = 10 ThunderClap.MaxDistance = 10000 ThunderClap.SoundId = "rbxassetid://357559831" User.Humanoid.JumpPower = 200 User.Humanoid.Jump = true wait(1) User.UpperTorso.Anchored = true Projectile.Parent = workspace Projectile.CFrame = CFrame.new(User.UpperTorso.Position,Mouse.hit.p) Projectile.Position = User.UpperTorso.Position + Vector3.new(0,30,0) wait(0.5) Projectile.Anchored = false Projectile.CanCollide = true User.Humanoid.Jump = false ThunderClap.Playing = true wait(0.5) User.UpperTorso.Anchored = false wait(10) Projectile:Destroy()
end User.Humanoid.JumpPower = 50
UIS = game:GetService("UserInputService") UIS.InputBegan:connect(function(Input) if UIS:GetFocusedTextBox() then return end if Input.UserInputType == Enum.UserInputType.Keyboard then if Input.KeyCode == Enum.KeyCode.Q then MercuryLightningMeteor()
end end end)
damage script
local debounce = true Projectile.Touched:connect(function(hit) if debounce == true then debounce = false local x = hit.Parent:FindFirstChild("Humanoid") if x then x.Health = x.Health-10 wait(0.7) end debounce = true end end)
knock back simply give the the torso a bodyposition set it t the moving bullet and wait as long as you want then remove it