budderawsomeness2
#170748714Tuesday, August 11, 2015 10:01 AM GMT

I hope the fire realm is in v2.0, I joined the group for free access. Please tell which version will have the fire realm.
SinLix
#170754256Tuesday, August 11, 2015 11:55 AM GMT

It Begins! On a completely unrelated note... and haven't given a second thought to. Part 1. "The greatest pain in the world that no one can claim immunity to is both pain and loneliness." Hit 'em with both and drop the subject. The comment was completely irrelevant to the purpose of the creation of this Thread anyway. Apologies! Part 2. And continuing... Aside from that I managed to see a few new ideas out there. Congrats. • [@georgetteprincess] - Agreed. That would be a nice addition to the game to be able to have prey- varying betwixt inhabitants of different areas. • [@littlestpetshoper] - Being able to turn the PVP On/Off would become a problem after a while. If someone were to confront another in some type of duel they could just as easily rapidly click the On/Off button to utilize it as a shield throughout the fight. Unless there was some way that would make it impossible to do so. • [@adeel2004] - Yes. The ability to allow only specific members into a home freely without having to ask permission of the one owning the home constantly. I don't think I've seen a gender feature either? I thought the mane was as clear as ever without announcing the gender of the lion, but other significations would make it more clear for other species of large cats that don't use thick manes as symbolism for gender. • [@RodeoPiggy] - Ooh...The ability to live in locations that would be impossible for the default lions. I just wonder where you would go if you could live as a lion in the lava? Sounds interesting. • [@starscope5] - Agreed. ;D A castle would be something impressive... it'd have it's own background but would get those claimed literates a red head. Maybe. It could be based off elements in accordance with different realms that will be added earlier on though. :o Additional items, armor. I think I can recall someone requesting the same thing before. Armor would definitely branch off possibilities based on what can be done as something to look forward to for more items in the shops, etc, etc. • [@redrose27] - Definitely. The option to modify colorization for markings. That would allow for more differentiation amongst characters(F-HQ). I think that's about it from all the new ones I've seen. And. A suggestion I've managed to brew... Nothing special. ***When moving the camera from behind a character-- the characters head will look in the direction that the camera is and follow the line of sight(IT/FH). :P It Ends!
Equinoxile
#170767011Tuesday, August 11, 2015 3:10 PM GMT

Hmm... some sort of cave claiming system
Bigmanjd7
#170770018Tuesday, August 11, 2015 3:43 PM GMT

you should totally let the tigers in the fire realm or born in the fire realm be immune to fire and the packs ad prides should be like custom prides make your own and let people join i the new map there shuld be like the whole muffasa and death alley the big ditch where he died should be there and the pride rock where simba was announcet
Edjones05
#170774353Tuesday, August 11, 2015 4:27 PM GMT

I think you should add a secret den which you have to have a gamepass for
imogen910
#170776799Tuesday, August 11, 2015 4:51 PM GMT

well i sort of have a lot of suggesttions: 1. it would be cool if you added seasons that would make it really realistic and it would look cool expecially if the seasons were the same as the seasons in real life 2.make it like if you go into a cave on that server only people who the cave owner allows in should come in so basically private caves because if you go to a cave and its taken there like: GET OUT OF MY TERRITORY and it gets annoying 3.make sort of emotes i think there called like eating and drinking like add a bar that shows health like hunger, energy, thirst. and add more fighting stuff, you have claw, what about bite? 4.its unfair if you dont have robux and you want to go somewhere (coughcoughicerealmcough) especially if your like an ice lion make a group where if you join it you'll get free access to the ice realm, like the fire group. 5. make it so its easier to colour the muzzle, underfur as a cub its really hard and it looks weird when you have like everything black and then a yellow/orange muzzle. Thats all i dont expect you to do them all (it would be amazing if you did) but try do Some of them? Please. c:
epicbruinssis
#170781959Tuesday, August 11, 2015 5:41 PM GMT

you really should make it so u can hunt animals and drink water. you should make it more like the real lion savanna life, make it more....adventure role-play.... if u get what i mean
longb123
#170783836Tuesday, August 11, 2015 5:57 PM GMT

Game Bad game Horrible Game is for people who cant RP ############:Sorry that'# my evil twin,GOod work!
jaden123453
#170791749Tuesday, August 11, 2015 7:11 PM GMT

why... just why... you can make robux and tix somewhere else dont take the whole map away from us thats just BS
EntitySF
#170817419Tuesday, August 11, 2015 10:36 PM GMT

BA DOOPS TSSSSSSSS Im a special type of stupid
NewbiePerson11
#170834590Wednesday, August 12, 2015 1:12 AM GMT

I have a few good ideas...What if Prides get their roar to be heard through out the map or be louder then others... (If roars come out) Also, remember that lion/tiger (what ever it is xD) in the cave that casts spells? Can you add them in the realms specifically to the elements, example, fire has a fire spell caster... Ice with theirs, etc and it costs at least a lot of shells so it'll be rare, maybe a gamepass. And make the guns/some ornaments in the secret shop and the normal one work, like if you see the wings on stand in the secret shop? If you can buy them could you script it to fly around for a lil while? Also if you're a pride and like an elemental too could you add particle effects on the lion/tiger (Or whatever you want it to be) and make a button to turn it off or on. #Don'twannabeignored
leafstorm678920
#170835894Wednesday, August 12, 2015 1:24 AM GMT

I have a couple requests, ( If I didn't, why would I be here? ) and I also find this game one of the few VERY well made animal-genre games. 1. It would be nice to lower the price of the gamepass. ( Note: People who have bought it already, please don't start randomly hating on this comment, I hate that. ) 2. I love the idea of "Private Caves" because everyone is going around saying, "This is MY cave! Get out!" 3. In the forest, there are two trees connected by vines, and I'm PRETTY sure you're gonna make a new one, but if/when you do, those vines were a cool addition, and if there was some sort of "city" in the trees, connected by those vines that would be cool. ( Note: I understand how hard this might be, this is only a suggestion. ) 4. Not that I have a problem with them, but "clams" are a kinda odd currency, seeing that there are no oceans. I understand that there COULD be oceans in this next map. All I'm saying is that this could be changed. 5. Continuing on from the last comment ( sorta ) is that, an ocean. It would be cool to have island dotting the map, with different environments. 6. Also there could be secret items hidden around the map, for example, a necklace that you can't buy but you can find, and the necklace could spawn in different places around the map. ( This might be hard to script, but seeing the clam spawn rate, you could build off of that. ) 7. As all of the other people before me have suggested, HUNTING. It would be amazing if you could have the prey get away, ( this would also be hard ) because every other game I've seen had your character ( wolf, cat, and animal really. ) have to walk over the prey and they would catch it. Also, drinking aswell as eating would be nice. 8. You could have seasons, which I also have another suggestion connecting to that. 9. ( Connecting to the suggestion above. ) If there WAS seasons, it would be cool if you would have to stay "warm" inside a cave. Adding to this, your character could get "dirty" and have to wash off. 10. It would be cool if you could add more character customization, for example, you could add scars to your character, or color stripes. ( I understand that you did not do that GUI. but it WOULD be cool if that could happen. 11. I found a couple NPCs scattered around the map, and with the magic one, I thought: Could, in later versions, this wolf sell spells? I understand PVP might not come out in V2, but that would be cool to add a bit more magic. ~ Leafy
ghjoshua87654
#170838758Wednesday, August 12, 2015 1:47 AM GMT

How about more dens then now. Everyone fights for one and my lion lives mainly in the volcano.
kongster03
#170843848Wednesday, August 12, 2015 2:28 AM GMT

more shops and mountains mabey a bigger savana
NewbiePerson11
#170844304Wednesday, August 12, 2015 2:32 AM GMT

I like the redo for #11 leafy #Don'twannabeignored
darklord22545
#170851595Wednesday, August 12, 2015 3:40 AM GMT

Hire someone better with guis. then go fire him. Im a special type of stupid
Zeriten
#170857291Wednesday, August 12, 2015 4:46 AM GMT

I am planning on adding more of those "connected" trees to the jungle, and you were dumb enough to not remove your signature ragingfoodwave, haha, classic.
darklord22545
#170857366Wednesday, August 12, 2015 4:47 AM GMT

yea i know i like to do allot of stuff. i got banned for posting a 800 lined script about atmospheres
darklord22545
#170857753Wednesday, August 12, 2015 4:52 AM GMT

This was the script if you did not believe me. 881 lines. --------Rage Skripts wait() math.randomseed(tick()); local Default = 'Terrain_Grass' -- The Default Footstep sound local function sleep(delta, expected) if delta < expected then delta = delta + wait(expected) - expected else delta = delta - expected end return delta end --UDim2 variables local PlayerGui = script.Parent; local UDim2_new = UDim2.new; local OriginalTween = UDim2_new(0,0,0,0) local NegativeTween = UDim2_new(-1.5,0,0,0); --Mathematical Variables local math_random = math.random; local math_abs = math.abs; local math_rad = math.rad; local math_cos = math.cos; local math_acos = math.acos; local math_sin = math.sin; local math_deg = math.deg; -- Coroutines local coroutine_create = coroutine.create; local coroutine_resume = coroutine.resume --Table Manipulation local table_concat = table.concat; local table_insert = table.insert; --Instancing local Instance_new = Instance.new; --Vector3 Variables local Vector3_new = Vector3.new; --Mathematical Variables local math_min = math.min; --CFrame Variables local CFrame_new = CFrame.new; --Rays local Ray_new = Ray.new; -- Bools local frozen = false; -- Heirarchical local Storage = game:GetService("ReplicatedStorage"); local Lighting = game:GetService("Lighting"); local StarterGui = game:GetService("StarterGui") local Debris = game:GetService('Debris'); local InsertService = game:GetService('InsertService'); local ContentProvider = game:GetService('ContentProvider'); local Players = game:GetService('Players'); local Player = Players.LocalPlayer; Player.CameraMode = 'LockFirstPerson' --Color local Color3_new = Color3.new; ------------------------------------------------Client Variables local Beat = Instance_new("Sound",PlayerGui) Beat.Name,Beat.SoundId,Beat.Pitch,Beat.Volume = 'HeartBeat', 'http://www.roblox.com/asset/?id=25641879',.1,.5; local Receiver = Instance.new("BoolValue",Player); Receiver.Name = "Receiver"; -------------------------------------- NULL/Boolean Variables local LanternWeld; local Lantern; local Scanner; local touching; local PreparedSound; local IsBeating = true; local BreathAnim; local in_dust_region; local DustAnimating; local OutUpdating; local mouse = Player:GetMouse(); local gui = script.Parent; local Cam = Workspace.CurrentCamera; local cam = Workspace.CurrentCamera; local char = Player.Character; local Torso,Head,LL,RL,RA,LA = char.Torso,char.Head,char['Left Leg'],char['Right Leg'],char['Right Arm'], char['Left Arm']; local LerpCameraValue = char:FindFirstChild('TweenCam') and char:WaitForChild('TweenCam') or Instance_new('ObjectValue',char); LerpCameraValue.Name = 'TweenCam'; if char:FindFirstChild('Sound') then char.Sound.Disabled = true end local Is_Adjusting = false; local human,torso,head = char:WaitForChild("Humanoid"),char:WaitForChild("Torso"),char:WaitForChild("Head"); local face = head.face; local LA = char["Left Arm"]; local rl = char['Right Leg']; for _,v in pairs(Storage.CharacterSounds:GetChildren()) do ContentProvider:Preload(v.SoundId); v:Clone().Parent = head; end ----------------------------------------------- String Variables local Extent_Slow_1 = .7; --.5,.7 local Extent_Slow_2 = .9; local Extent_Fast_1 = .17; local Extent_Fast_2 = .37; local Wait_For_Beat_1 = Extent_Slow_1; local Wait_For_Beat_2 = Extent_Slow_2; local pat = "(.-)%s" local status = "normal"; local playtimes = { ["Breathe"] = 11.5, ["Scared1"] = 11, ["Scared2"] = 14.5, ["Scared3"] = 10, ["Terrified1"] = 14, ["Terrified2"] = 14, ["Terrified3"] = 10 } local statuses = { ["normal"] = {"Breathe"}, ["scared"] = {"Scared1","Scared2","Scared3"}, ["terrified"] = {"Terrified1","Terrified2","Terrified3"} } local soundbase = { ['Terrain_Grass'] = {'http://www.roblox.com/asset/?id=131620285',1,.25}, ['Terrain_Wood'] = {'http://www.roblox.com/asset/?id=131245773',1,.25}, ['Terrain_Tile'] = {'http://www.roblox.com/asset/?id=131245773',1,.25}, ['Terrain_Carpet'] = {'http://www.roblox.com/asset/?id=16720281',1,.25}, ['Terrain_Metal'] = {'http://www.roblox.com/asset/?id=11450310',1,1} } local Notes = { [=["The boy began to hallucinate. The winds blew heavily and numbed his body with its icy touch. He grasped his lantern firmly as his mind failed to keep up with the beat of his heart."]=] } local SoundDatabase = { ["eat"] = 'http://roblox.com/asset?id=64447011 .4-.', ["inn"] = 'http://www.roblox.com/asset/?id=27697267 1-.', ["dog"] = 'http://roblox.com/asset?id=131719533 .8-.85-.9-.95-1-.', ["fire"] = 'http://www.roblox.com/asset/?id=31760113 .75-.8-.85-.', ["cricket"] = 'http://www.roblox.com/Asset?ID=86300687 .3-.35-.4-.45-.5-.55-.', ["chirp1"] = 'rbxasset://sounds/uuhhh.wav 9.5-.-10-.', ["darkforest"] = 'http://www.roblox.com/Asset?ID=86300687 .1-.', ["ogre"] = 'rbxasset://sounds/uuhhh.wav .15-.2-.25-.3-.', ["choir"] = 'http://www.roblox.com/asset/?id=1372258 .7-.-.75-.8', ["fightmusic"] = 'http://www.roblox.com/asset?id=58479849 .7-.', ["thememusic"] = 'http://www.roblox.com/asset/?id=5985787 1-.', ["tuba"] = 'http://www.roblox.com/asset/?id=47697530 1-.', ["flute"] = 'http://www.roblox.com/asset/?id=52155103 .6-.65-.7-.75-.8-.', ["crow"] = 'http://www.roblox.com/asset/?id=131682192 .9-.95-1-.' } local ids = { "http://roblox.com/asset?id=131063871", "http://roblox.com/asset?id=130976109", "http://roblox.com/asset?id=131489490", "http://roblox.com/asset?id=131489497", 'http://www.roblox.com/asset/?id=131620285', 'http://www.roblox.com/asset/?id=131245773', "http://www.roblox.com/asset/?id=11450310", "http://roblox.com/asset?id=131671747", "http://roblox.com/asset?id=130783038", 'http://roblox.com/asset?id=64447011', 'http://www.roblox.com/asset/?id=27697267 ', 'http://roblox.com/asset?id=131719533 ', 'http://www.roblox.com/asset/?id=31760113 ', 'http://www.roblox.com/Asset?ID=86300687 ', 'rbxasset://sounds/uuhhh.wav ', 'http://www.roblox.com/Asset?ID=86300687 ' , 'rbxasset://sounds/uuhhh.wav ', 'http://www.roblox.com/asset/?id=1372258 ', 'http://www.roblox.com/asset?id=58479849 ', 'http://www.roblox.com/asset/?id=5985787 ', 'http://www.roblox.com/asset/?id=47697530 ', 'http://www.roblox.com/asset/?id=52155103 ', 'http://www.roblox.com/asset/?id=131682192 ' } local scrgui = script:WaitForChild("ScreenGui"); local forest = script:WaitForChild("Forest"); local Unsettling = script:WaitForChild("Unsettling"); game.ContentProvider:Preload(forest.SoundId); wait() forest:Play(); local note = scrgui:WaitForChild('Note'); local function Calm() status = status == "terrified" and "scared" or "normal"; end local function TweenVolumeIn(soundsource) coroutine_resume(coroutine_create(function() local vol = soundsource.Volume; for i = vol,0.5,0.0025 do soundsource.Volume = i; sleep(0,0.03); end end)) end local function TweenVolumeOut(soundsource) coroutine_resume(coroutine_create(function() local vol = soundsource.Volume; for i = vol,0,-0.0025 do soundsource.Volume = i; sleep(0,0.03); end for i = 1, 3 do soundsource:Stop(); end soundsource.Volume = vol; end)) end function addids(tab) for _,v in pairs(tab) do if type(v) ~= 'table' then ids[#ids+1] = v:match("(.-)%s+") and v:match("(.-)%s+") or ''; elseif type(v) == 'table' then addids(v) end end end addids(SoundDatabase) local function CreateFake(...) local args = {...} for _,p in pairs(args) do local clone = p:Clone(); clone.Parent = Cam; clone.Name = 'Fake'..p.Name; clone.CFrame = p.CFrame; local w = Instance.new('Weld',Cam); w.Name = "Weld"..p.Name w.Part0 = p; w.Part1 = clone; if w.Name:match("Leg") or w.Name:match("Torso") then w.C0 = w.C0 * CFrame.new(0,0,1) end end end CreateFake(RA,LA,RL,LL,Torso) ------------------------------------------------ Integer variables local pitch = .7; local vol = .3; local O_W_S = '7'; local I_W_S = '12'; local Speed_Render = O_S_R; local laststep = 0; local maxchance = 3; local randombrightness = {1,5}; ----------------------------------------------- Instancing variables local Sound = Instance_new('Sound',gui); Sound.Volume = .3; Sound.Name = Player.Name..' Sound Animation'; local Last_Part = Workspace:WaitForChild("Terrain_Grass"); --------------------------------------------------MAIN FUNCTIONS -- UI related functions local function ChangeText(txt,duration) note.Visible = true; note.Text = txt; for i = 1.1,-0.1,-.05 do note.TextTransparency = i sleep(0,0.03) end wait(duration+(#txt:gsub("%s+","")/25)); for i = 0,1.1,.05 do note.TextTransparency = i sleep(0,0.03) end note.Visible = false; end -- Preload Sounds for i = 1,#ids do sleep(0,0.1) ContentProvider:Preload(ids[i]); end LoadingStop = nil human.WalkSpeed = O_W_S; -- World Space UI -- General atmosphere local UnsettleData = { {"http://roblox.com/asset?id=131063871",.8}, {"http://roblox.com/asset?id=130976109",.6}, {"http://roblox.com/asset?id=131489490",.8}, {"http://roblox.com/asset?id=131489497",.8} } local function Unsettle() Unsettling.SoundId,Unsettling.Pitch = unpack(UnsettleData[math_random(1,4)]); wait(.1) Unsettling:Play(); end local function Weld(Model) for i,v in pairs(Model:GetChildren()) do if v:IsA("BasePart") then if Last then local w = Instance_new("Weld",Last) w.Part0 = Last w.Part1 = v w.C0 = CFrame_new() w.C1 = v.CFrame:inverse() *Last.CFrame end local Parts = Model:GetChildren() local Part = Parts[math.random(1,#Parts)] if Part:IsA("BasePart") then local w = Instance_new("Weld",Part) w.Part0 = Part w.Part1 = v w.C0 = CFrame_new() w.C1 = v.CFrame:inverse() *Part.CFrame end Last = v elseif v:IsA("Model") then Weld(v) end end end local function UnAnchor(Model) for i,v in pairs(Model:GetChildren()) do if v:IsA("BasePart") then v.Anchored = false elseif v:IsA("Model") then UnAnchor(v) end end end local function DestroyLantern() if LanternWeld then LanternWeld:Destroy();end if Lantern then Lantern:Destroy(); end end local function GiveLantern() Lamp = Storage.Lantern:Clone() Lamp.Parent = Workspace; Weld(Lamp) UnAnchor(Lamp) LanternWeld = Instance_new("Weld",torso) LanternWeld.Part0 = torso LanternWeld.Part1 = LA LanternWeld.C0 = CFrame_new(-1.15,0.9,-0.6) *CFrame.Angles(math_rad(90),math_rad(-90),0) local W = Instance_new("Weld",LA) W.Part0 = LA W.Part1 = Lamp.Handle W.C0 = CFrame_new(0,-1,0)*CFrame.Angles(0,math_rad(90),0) *CFrame.Angles(math_rad(-90),0,0) Lamp.Name = 'Lantern'..Player.Name; Lantern = Lamp; Light = Lantern.Light.PointLight; coroutine.resume(coroutine.create(function() local count = 0; local countb = 0; local randomcount = 300 while sleep(0,0.1) do count = count + 1; countb = countb + 1; if count >= 200 then Calm() count = 0; elseif countb >= randomcount then Unsettle(); countb = 0; randomcount = math_random(200,700); end Light.Range = math_random(12,14) end end)) end function Check_Breath(var1,var2) if not PlayerGui:FindFirstChild('Breath_Anim') then return end; local Breath = PlayerGui:FindFirstChild('Breath_Anim') Breath:FindFirstChild('1').Value,Breath:FindFirstChild('2').Value = var1,var2; end function Beat_Adjust() Is_Adjusting = true; while Is_Adjusting == true do sleep(0,0.1) if torso.Velocity.Magnitude > 8 then Check_Breath(.1,.1) Wait_For_Beat_1 = Wait_For_Beat_1 > Extent_Fast_1 and Wait_For_Beat_1 - 0.005 or Wait_For_Beat_1; Wait_For_Beat_2 = Wait_For_Beat_2 > Extent_Fast_2 and Wait_For_Beat_2 - 0.005 or Wait_For_Beat_2; elseif torso.Velocity.Magnitude < 1 then Wait_For_Beat_1 = Wait_For_Beat_1 < Extent_Slow_1 and Wait_For_Beat_1 + 0.001 or Wait_For_Beat_1; Wait_For_Beat_2 = Wait_For_Beat_2 < Extent_Slow_2 and Wait_For_Beat_2 + 0.001 or Wait_For_Beat_2; if Wait_For_Beat_1 == Extent_Slow_1 then Check_Breath(5,8) Is_Adjusting = false; end end end end --- Character related functions local GetUnder = function() local underray = Ray_new(torso.Position,Vector3_new(0,-5,0)); local under,pos = Workspace:FindPartOnRayWithIgnoreList(underray,{char,Workspace.Regional}) if under and soundbase[under.Name] then FootStep = under.Name; return true else return true end end function Breath_Anim() coroutine_resume(coroutine_create(function() BreathAnim = true; while(BreathAnim) do sleep(0,0.1) wait(math_random(4,12)); if weld then weld:Destroy() smoke:Destroy(); Breath_Part:Destroy() end face.Texture = Face.Talking; local Breath_Part = head:Clone() Breath_Part.CanCollide = false; Breath_Part.Parent = Workspace; Breath_Part.Transparency = 1 Breath_Part.face:Destroy() local weld = Instance_new('Weld',Workspace) weld.Part0 = head weld.Part1 = Breath_Part Breath_Part.Name = 'BreathPart' weld.C0 = weld.C0 * CFrame_new(0,-.5,-1) local smoke = AtmospherePack.Breath:Clone() smoke.Parent = Breath_Part wait(.5) face.Texture = Face.Closed end end)) end local function WaitForDistance(part,radius) repeat sleep(0,0.1) until (torso.Position-part.Position).Magnitude <= radius; end local RegionEntrance = { ["Sound"] = function(partt) local running = true; local pos = torso.Position; local quitest,name,closest = 0,partt.Name,10000000 local freq = 0; local fr1,fr2 = nil, nil; local firebright,firerange = nil,nil; local a, b, c, d, e,f,g,h,i,j,k = name:match("^(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|?"); if i == 'day' and Day.Value == false or i == 'night' and Day.Value == true then return end local light = partt:FindFirstChild("Fire") and waitfor(partt.Fire.Value,'PointLight') or Instance_new('PointLight'); local anim = partt:FindFirstChild('Animation') and partt.Animation.Value or Instance_new('Part'); firebright,firerange = light.Brightness,light.Range; fr1 = firerange; fr2 = firerange + 2; if partt:FindFirstChild("Chicken") then local ChickenModel = partt.Chicken.Value; ChickenAnimating.Value = ChickenModel Chicken_Sounds = true; coroutine.resume(coroutine.create(function()RunChickenSounds()end)) end if gui:FindFirstChild(d) then return end local loudest,Radius,frequency,distancestop = tonumber(e),tonumber(f),tonumber(g),tonumber(h); local s = Instance_new("Sound",gui); s.Name = d; s.Volume = -1; local id = SoundDatabase[d:lower()]:lower() local pitch_data = {}; local remainder = id:gsub(pat,""); for w in remainder:gmatch("(%.?.-)%-") do table_insert(pitch_data,tonumber(w)); end local function setfrequency() local randompitch = pitch_data[math_random(1,#pitch_data)] local delimiter = math_min(unpack(pitch_data)); local increase = 0; for index,value in pairs(pitch_data) do increase = index > 1 and increase + .5 or 0; if value == randompitch then return frequency+increase; end end end s.SoundId = id:match(pat); s.Volume = 0; s.Pitch = pitch_data[math_random(1,#pitch_data)]; freq = setfrequency(); wait(.5) s:Play(); AnimFire.Value = anim; local clopart = nil; local part, hitpoint = Workspace:FindPartOnRay(Ray_new(pos, CFrame_new(pos, partt.Position).lookVector * (pos - partt.Position).magnitude),char) coroutine_resume(coroutine_create(function() while(running) do sleep(0,freq); s.Pitch = pitch_data[math_random(1,#pitch_data)]; freq = setfrequency(); AnimFire.Value = nil; wait() AnimFire.Value = anim; s:Play(); end end)) while(running) do sleep(0,0.05) --light.Brightness = randombrightness[math_random(1,#randombrightness)] light.Range = math_random(fr1,fr2); local pos = torso.Position local dist = (pos - partt.Position).magnitude if dist < closest then clopart = partt closest = dist end if partt then local percentile = (dist/Radius) - .3 if Radius - dist < distancestop then Chicken_Sounds = nil s:Stop() wait() s:Destroy() light.Brightness = randombrightness[math_random(1,#randombrightness)] light.Range = math_random(23,25); running = false; else s.Volume = 1-percentile >= loudest and s.Volume or 1-percentile; end end end end, ["RandomEvent"] = function(partt) local name = partt.Name; local a, b, c, d, e,f,g,h,i,j,k = name:match("^(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|?"); local perpetrator = loadstring([=[return ]=]..d)(); if perpetrator == nil then return end local chance,radius = tonumber(g),tonumber(f); if (math_random(chance,maxchance)) ~= chance then return end WaitForDistance(partt,radius); print(perpetrator); PlayDialog(radius,c,perpetrator); end, ["DustAnimation"] = function(partt) if DustAnimating then return end; DustAnimating = true; local name = partt.Name; local a,b,c,d,e,f,g,h,i,j,k = name:match("(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|(.-)|"); local p,partcount,x,xx,y,yy,z,zz = loadstring('return '..d)(),tonumber(e), tonumber(f),tonumber(g),tonumber(h),tonumber(i),tonumber(j),tonumber(k); in_dust_region = true local centerpoint = p.Position; local Power = 100; local MaxPower = Power; local parts = {}; for i = 1, partcount do local newpart = Dust:clone() newpart.Position = centerpoint newpart.Anchored = false; newpart.Parent = Workspace; newpart.Name = 'NewDust' DustFloat:Clone().Parent = newpart; DustFloat.P = Power; parts[#parts+1] = newpart; end while(in_dust_region) do for _,v in pairs(parts) do bf = v.DustFloat; bf.P = Power; bf.position = centerpoint + Vector3_new(math_random(x,xx),math_random(y,yy),math_random(z,zz)); end wait(1) Power = 10; end for _,v in pairs(parts) do v:Destroy() end DustAnimating = nil; end } local function WalkPlay() if Is_Adjusting == false then coroutine.resume(coroutine.create(Beat_Adjust)) end WalkPlaying = true; Walking = true; while Walking do if not GetUnder() then print('Falling') WalkPlaying = nil Walking = nil return end GetUnder(); local speed = torso.Velocity.magnitude; local waittime = 3/speed; if speed < 1 then Walking = nil WalkPlaying = nil print'Idle' return end local tab = soundbase[FootStep]; if not tab then Walking = nil WalkPlaying = nil return end local id,pitch,vol = unpack(tab); Sound.SoundId,Sound.Pitch,Sound.Volume = id,pitch,vol; Sound:Play(); wait(waittime); end WalkPlaying = nil end -- Camera related functions local function IsVisible(point,cf,ratio) if cf.lookVector:Dot((point-cf.p).unit) > 0 then local r = cf:toObjectSpace(CFrame.new(point)) local q = -1/r.z local p = Vector3.new(r.x*q,r.y*q,-1) local y = 0.577 local x = ratio*y if p.x > -x and p.x < x and p.y > -y and p.y < y then return true end end return false end local function Scope(man) Scoping = true; local head = man:WaitForChild("Head"); local oldstatus = status; while Scoping do sleep(0,0.03) if IsVisible(head.Position,cam.CoordinateFrame,3.5) == true then status = oldstatus == "normal" and "scared" or "terrified" end end end local function LerpCamera(Part1, Part2) local charfacing = Part2.Parent; local charfacingtorso = charfacing:WaitForChild("Torso"); Brick.CFrame = CFrame_new(Brick.Position,brickToFace.Position) Chatting = true cam.CameraType="Scriptable" local camPart=Instance_new("Part", game.Workspace) camPart.Name, camPart.Anchored, camPart.Transparency,camPart.CanCollide="StartPart", true, 1,false camPart.CFrame= CFrame_new(Part1.Position + (Part1.CFrame.lookVector * 2)) local dist=(camPart.Position-Part2.Position).magnitude for i=0.5, dist, 0.5 do local pos=camPart.Position:Lerp(Part2.Position, i/dist) cam.CoordinateFrame=CFrame_new(camPart.Position, pos) Wait(0.03) end game.Debris:AddItem(camPart,1) end LerpCameraValue.Changed:connect(function() if LerpCameraValue.Value ~= nil then LerpCamera(head,LerpCameraValue.Value) end end) --------------------------------------------------------- EVENT HANDLING local walking = human.Running:connect(function() print("Run"); if WalkPlaying then return end WalkPlay(); end) local key_down = mouse.KeyDown:connect(function(key) local time = 100; if key == "\48" and frozen == false and torso.Velocity.magnitude > 5 then IsSprinting = true; human.WalkSpeed = I_W_S; repeat wait(.1) time = time - 1; until IsSprinting == false or time <=0 human.WalkSpeed = O_W_S end end) local key_up = mouse.KeyUp:connect(function(key) if key == "\48" and frozen == false then IsSprinting = false end end) local scanner = Torso.Touched:connect(function(hit) local UpdateOut; if touching or frozen == true then return end touching = true local passed = hit.Name; print(passed); if(passed:match(".+|.+|(%w+)|.+|.+|.+|.+|.+|.+|.+|.+|?")) then local passmatch = passed:match(".+|.+|(.+)|.+|.+|.+|.+|.+|.+|.+|.+|?"); coroutine_resume(coroutine_create(function() RegionEntrance[passmatch](hit) end)) elseif passed:match('Note/.+') then local notee = passed:match('.-/(.+)'); ChangeText(notee); end touching = false; end) local receiverchanged = Receiver.Changed:connect(function() if Receiver.Value == true then local Man = Workspace:FindFirstChild("Man"); if not Man then return end Scope(Man); else Scoping = nil; end end) coroutine.resume(coroutine.create(function() wait(1) ChangeText(Notes[1],12); StatusPlaying = true; while StatusPlaying do if playing then playing:Stop(); end local laststatus = status; local tab = statuses[status]; if tab == nil then return end local sound = tab[math_random(1,#tab)]; local playtime = playtimes[sound]; local soundobject = head[sound]; playing = soundobject; playing:Play(); local count = 0; repeat wait(1) count = count + 1 until count >= playtime or status ~= laststatus; if status == "scared" and laststatus == "normal" then Wait_For_Beat_1 = Extent_Fast_1; Wait_For_Beat_2 = Extent_Fast_2; elseif status == "normal" and laststatus ~= "normal" then Wait_For_Beat_1 = Extent_Slow_1; Wait_For_Beat_2 = Extent_Slow_2; end end end)) GiveLantern(); Player.Chatted:connect(function(msg) if msg:match(".-/.+") then local statuss = msg:match(".-/(.+)") if statuses[statuss:lower()] then status = statuss:lower() end end end) local count = 0; while IsBeating do Beat.Pitch = .05 Beat:Play() wait(Wait_For_Beat_1) Beat.Pitch = .1 Beat:Play() wait(Wait_For_Beat_2) end
darklord22545
#170858180Wednesday, August 12, 2015 4:58 AM GMT

i wonder if your analyzing my script or just skimming down extremely slow
darklord22545
#170859354Wednesday, August 12, 2015 5:13 AM GMT

i also like how you and ite have simalar personalitys. just ite is a bit more fun to talk with.
darklord22545
#170860549Wednesday, August 12, 2015 5:30 AM GMT

dbsiszero trinket69 im bored just gonna keep putting my t3rminated accounts usernames and p@ss down
darklord22545
#170864880Wednesday, August 12, 2015 6:43 AM GMT

Oh yea im my 881 lined script. got to my game kholat on my ragingfoodwave account. i used various audio clips of me breathing. and some hearts pumps. if you were to strip parts off my script off and edit it you could make realistic animal sounds.
darklord22545
#170864963Wednesday, August 12, 2015 6:45 AM GMT

Dou your not gonna do it because of. "originality" but pretty sure ite scripting skills can go make something like that
AlphaBuzz
#170876820Wednesday, August 12, 2015 11:22 AM GMT

I am suggesting for seasons,pets,weathers,real lion life,a pack gui or it is a group of lions,make the water more realistic,add more ornaments,marrying or having a baby,make secret caves,add hunger-health-thirst-life-stamina bar, and make more stuffs, etc. That is all thank you. :)