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- player = game:GetService("Players").LocalPlayer
- char = player.Character
- mouse = player:GetMouse()
- idleq = false
- local skl = false
- parts = {}
- poses = {}
- local obj3
- local TARG10
- local TARG11
- -------------------------GENERATION OF WEAPON
- Player=game:GetService('Players').LocalPlayer
- Character=Player.Character
- Mouse=Player:GetMouse()
- m=Instance.new('Model',Character)
- local function weldBetween(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- it=Instance.new
- function nooutline(part)
- part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10
- end
- function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
- local fp=it("Part")
- fp.formFactor=formfactor
- fp.Parent=parent
- fp.Reflectance=reflectance
- fp.Transparency=transparency
- fp.CanCollide=false
- fp.Locked=true
- fp.BrickColor=BrickColor.new(tostring(brickcolor))
- fp.Name=name
- fp.Size=size
- fp.Position=Character.Torso.Position
- nooutline(fp)
- fp.Material=material
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh=it(Mesh)
- mesh.Parent=part
- if Mesh=="SpecialMesh" then
- mesh.MeshType=meshtype
- mesh.MeshId=meshid
- end
- mesh.Offset=offset
- mesh.Scale=scale
- return mesh
- end
- function weld(parent,part0,part1,c0,c1)
- local weld=it("Weld")
- weld.Parent=parent
- weld.Part0=part0
- weld.Part1=part1
- weld.C0=c0
- weld.C1=c1
- return weld
- end
- --------------------------------------TURN ON AND OFF
- local edit = function(name,mat,col)
- name.Material = mat
- name.BrickColor = BrickColor.new(col)
- end
- local tog = function()
- edit(TR1,"Neon","Royal purple")
- edit(TR2,"Neon","Royal purple")
- edit(TR3,"Neon","Royal purple")
- edit(TR4,"Neon","Royal purple")
- edit(TR5,"Neon","Royal purple")
- edit(TR6,"Neon","Royal purple")
- edit(TR7,"Neon","Royal purple")
- --
- edit(TN1,"Neon","Royal purple")
- edit(TN2,"Neon","Royal purple")
- edit(TN3,"Neon","Royal purple")
- end
- local tofg = function()
- edit(TR1,"SmoothPlastic","Eggplant")
- edit(TR2,"SmoothPlastic","Eggplant")
- edit(TR3,"SmoothPlastic","Eggplant")
- edit(TR4,"SmoothPlastic","Eggplant")
- edit(TR5,"SmoothPlastic","Eggplant")
- edit(TR6,"SmoothPlastic","Eggplant")
- edit(TR7,"SmoothPlastic","Eggplant")
- --
- edit(TN1,"SmoothPlastic","Eggplant")
- edit(TN2,"SmoothPlastic","Eggplant")
- edit(TN3,"SmoothPlastic","Eggplant")
- end
- ----------------------------------------------------------------
- stun = Instance.new("BoolValue",char)
- stun.Name = "Stunned"
- stun.Value = false
- atk = Instance.new("NumberValue",char)
- atk.Name = "Attack"
- atk.Value = .9
- def = Instance.new("NumberValue",char)
- def.Name = "Defense"
- def.Value = .8
- spd = Instance.new("NumberValue",char)
- spd.Name = "Speed"
- spd.Value = 1.1
- deft = Instance.new("NumberValue",char)
- deft.Name = "DefenseTime"
- deft.Value = 0
- atkt = Instance.new("NumberValue",char)
- atkt.Name = "AttackTime"
- atkt.Value = 0
- spdt = Instance.new("NumberValue",char)
- spdt.Name = "SpeedTime"
- spdt.Value = 0
- bl = Instance.new("BoolValue",char)
- bl.Name = "Blocking"
- bl.Value = false
- bll = Instance.new("BoolValue",char)
- bll.Name = "BlockingLabel"
- bll.Value = false
- blt = Instance.new("NumberValue",char)
- blt.Name = "BlockingLeft"
- blt.Value = 50
- pb = Instance.new("BoolValue",char)
- pb.Name = "PauseBlock"
- pb.Value = false
- blm = 100
- gd = Instance.new("BoolValue",char)
- gd.Name = "Ground"
- local TARG7
- local obj
- local TARG8
- local obj2
- for i,v in pairs (char:GetChildren())do
- if v.ClassName == "Weld" then
- v:destroy()
- end
- end
- ----OPEN
- local tr = char:WaitForChild("Torso")
- local lr = char:WaitForChild("Left Arm")
- local ra = char:WaitForChild("Right Arm")
- local s1 = Instance.new("Sound",char.Head)
- s1.Volume = 1
- s1.SoundId = "rbxassetid://419372077"
- s1.Pitch = 1.0
- local s2 = Instance.new("Sound",char.Head)
- s2.Volume = 1
- s2.SoundId = "rbxassetid://419378177"
- local s3 = Instance.new("Sound",char.Head)
- s3.Volume = 1
- s3.SoundId = "rbxassetid://"
- local s4 = Instance.new("Sound",char.Head)
- s4.Volume = 1
- s4.SoundId = "rbxassetid://"
- local s5 = Instance.new("Sound",char.Head)
- s5.Volume = 1
- s5.SoundId = "rbxassetid://"
- --WELDS --
- local w3 = Instance.new("Weld",char)
- run = game:GetService("RunService")
- w3.Part0 = lr
- w3.Part1 = tr
- w3.C0 = CFrame.new(1.5,0,0)
- local w4= Instance.new("Weld",char)
- w4.Part0 = ra
- w4.Part1 = tr
- w4.C0 = CFrame.new(-1.5,0,0)
- local nc = Instance.new("Weld",char)
- nc.Part0 = char.Torso
- nc.Part1 = char.Head
- nc.C0 = CFrame.new(0,1.5,0)
- local ll = Instance.new("Weld",char)
- ll.Part0 = char.Torso
- ll.Part1 = char["Left Leg"]
- ll.C0 = CFrame.new(-.5,-2,0)
- local rl = Instance.new("Weld",char)
- rl.Part0 = char.Torso
- rl.Part1 = char["Right Leg"]
- rl.C0 = CFrame.new(.5,-2,0)
- local ts = Instance.new("Weld",char)
- ts.Part0 = char.HumanoidRootPart
- ts.Part1 = char.Torso
- ts.C0 = CFrame.new(0,0,0)* CFrame.Angles(0,0,0)
- --MAKE AND UNDO WELDS
- turnonwelds = function()
- w3.Part1 = tr
- w4.Part1 = tr
- nc.Part1 = char.Head
- ll.Part1 = char["Left Leg"]
- rl.Part1 = char["Right Leg"]
- end
- turnoffwelds = function()
- w3.Part1 = nil
- w4.Part1 = nil
- nc.Part1 = nil
- ll.Part1 = nil
- rl.Part1 = nil
- end
- turnoffwelds()
- ----LERP POSES
- ------- CFRAMES FOR LERP
- local walk = {
- --Left
- ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(25),math.rad(0),math.rad(0)), -- LEFT LEG
- rl.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-25),math.rad(0),math.rad(0)), -- RIGHT LEG
- --Right
- ll.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-25),math.rad(0),math.rad(0)), -- LEFT LEG
- rl.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(35),math.rad(0),math.rad(0)), -- RIGHT LEG
- -----------------------------------------------------------------------------------------------
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-15),0,0) , -- Torso Tilt
- nc.C0 * CFrame.Angles(math.rad(10),math.rad(0),0), -- HEAD TILT UP
- w4.C0 * CFrame.new(0,.5,.2) * CFrame.Angles(math.rad(30),math.rad(10),math.rad(-20)), -- ARM MOVEMENT
- w3.C0 * CFrame.new(0,.5,.2) * CFrame.Angles(math.rad(30),math.rad(-10),math.rad(20)) -- ARM MOVEMENT
- }
- local equip = {
- nc.C0 * CFrame.Angles(math.rad(-10),math.rad(0),0), -- HEAD BOB EQUIP
- w3.C0 * CFrame.new(-1.1,-.1,-1.2) * CFrame.Angles(math.rad(-160),0,math.rad(90)), -- LEFT ARM FOLD
- w4.C0 * CFrame.new(1.1,-.2,-1.2) * CFrame.Angles(math.rad(-160),0,math.rad(-90)) -- RIGHT ARM FOLD
- }
- local idle = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0), -- TORSO TILT
- nc.C0 * CFrame.Angles(0,math.rad(0),0), -- HEAD BOB EQUIP
- ll.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(-5)), -- LEFT LEG idle
- rl.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(5)), -- RIGHT LEG Idle
- w3.C0 * CFrame.new(-.3,-.2,0) * CFrame.Angles(math.rad(30),math.rad(-20),math.rad(-10)), -- LEFT ARM Idle
- w4.C0 * CFrame.new(.3,0,0) * CFrame.Angles(math.rad(30),math.rad(20),math.rad(10)), -- RIGHT ARM Idle w4.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-100),math.rad(-30),math.rad(-30))
- }
- local PA1 = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-30),math.rad(40),math.rad(30)), -- TORSO TILT
- ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(20),math.rad(30),math.rad(-10)), -- LEFT LEG PUNCH1
- rl.C0 * CFrame.new(0,-.05,-.5) * CFrame.Angles(math.rad(20),math.rad(-30),math.rad(10)), -- RIGHT LEG PUNCH
- nc.C0 * CFrame.Angles(math.rad(-7),math.rad(20),0), -- HEAD BOB PUNCH
- w3.C0 * CFrame.new(0,.6,0) * CFrame.Angles(math.rad(30),0,math.rad(20)), -- LEFT ARM Idle
- w4.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-100),math.rad(-20),math.rad(-30)), -- RIGHT ARM
- }
- local PA2 = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(-35),0), -- TORSO TILT
- ll.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-5),math.rad(30),math.rad(-10)), -- LEFT LEG idle
- rl.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(5),math.rad(-30),math.rad(10)), -- RIGHT LEG Idle
- CFrame.new(0,1.5,0)* CFrame.Angles(math.rad(20),math.rad(20),0), -- HEAD BOB PUNCH
- w4.C0 * CFrame.new(0,1,0) * CFrame.Angles(math.rad(30),0,math.rad(-40)), -- LEFT ARM Idle
- w3.C0 * CFrame.new(-.5,1.5,-.3) * CFrame.Angles(math.rad(-150),0,math.rad(-10)), -- RIGHT ARM Idle
- }
- local PA3 = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(10),math.rad(15),0), -- TORSO TILT
- nc.C0 * CFrame.Angles(math.rad(-15),math.rad(-5),0), -- HEAD BOB PUNCH
- w4.C0 * CFrame.new(.4,1,.7) * CFrame.Angles(math.rad(40),math.rad(20),math.rad(-50)), -- LEFT ARM PUNCH 3
- w3.C0 * CFrame.new(-.3,1.5,0) * CFrame.Angles(math.rad(40),math.rad(20),math.rad(50)), -- RIGHT ARM PUNCH 3
- ll.C0 * CFrame.new(-.3,0,.3) * CFrame.Angles(math.rad(-20),math.rad(30),math.rad(-10)), -- LEFT LEG
- rl.C0 * CFrame.new(0,1,-.5) * CFrame.Angles(math.rad(-40),0,math.rad(0)), -- RIGHT LEG Idle
- }
- local PA4 = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(60),math.rad(-60),0), -- TORSO TILT
- nc.C0 * CFrame.Angles(math.rad(-25),math.rad(50),0), -- HEAD BOB PUNCH
- w4.C0 * CFrame.new(.4,1,.7) * CFrame.Angles(math.rad(50),0,math.rad(-70)), -- LEFT ARM PUNCH 3
- w3.C0 * CFrame.new(-1.2,-.2,1) * CFrame.Angles(math.rad(-40),math.rad(20),math.rad(-50)), -- RIGHT ARM PUNCH 3
- ll.C0 * CFrame.new(-1.0,.5,0) * CFrame.Angles(0,math.rad(0),math.rad(-30)), -- LEFT LEG
- rl.C0 * CFrame.new(1,.5,.5) * CFrame.Angles(0,math.rad(-20),math.rad(40)), -- RIGHT LEG Idle
- }
- local jump = {
- nc.C0 * CFrame.Angles(math.rad(20),0,0), -- HEAD BOB EQUIP
- w4.C0 * CFrame.new(0,.5,0) * CFrame.Angles(0,0,math.rad(-30)), -- LEFT ARM Idle
- w3.C0 * CFrame.new(0,.5,0) * CFrame.Angles(0,0,math.rad(30)), -- RIGHT ARM Idle
- ll.C0 * CFrame.new(-.3,0,0) * CFrame.Angles(0,0,math.rad(-20)), -- LEFT LEG idle
- rl.C0 * CFrame.new(.3,0,0) * CFrame.Angles(0,0,math.rad(20)), -- RIGHT LEG Idle
- }
- local stunned = {
- nc.C0 * CFrame.Angles(0,math.rad(90),0), -- HEAD BOB EQUIP
- w4.C0 * CFrame.new(0,1,0) * CFrame.Angles(0,0,math.rad(-50)), -- LEFT ARM Idle
- w3.C0 * CFrame.new(0,1,0) * CFrame.Angles(0,0,math.rad(50)), -- RIGHT ARM Idle
- ll.C0 * CFrame.new(-.3,0,0) * CFrame.Angles(0,0,math.rad(-20)), -- LEFT LEG idle
- rl.C0 * CFrame.new(.3,0,0) * CFrame.Angles(0,0,math.rad(20)), -- RIGHT LEG Idle
- ts.C0 * CFrame.new(0,-2.5,0) * CFrame.Angles(math.rad(90),0,0), -- TORSO TILT
- }
- local PA1C = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-30),math.rad(-40),math.rad(-30)), -- TORSO TILT
- ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(20),math.rad(30),math.rad(-10)), -- LEFT LEG PUNCH1
- rl.C0 * CFrame.new(0,-.05,-.5) * CFrame.Angles(math.rad(20),math.rad(-30),math.rad(10)), -- RIGHT LEG PUNCH
- nc.C0 * CFrame.Angles(math.rad(-7),math.rad(-20),0), -- HEAD BOB PUNCH
- w3.C0 * CFrame.new(0,.5,-.2) * CFrame.Angles(math.rad(-100),math.rad(40),math.rad(30)), -- RIGHT ARM
- w4.C0 * CFrame.new(0,.6,0) * CFrame.Angles(math.rad(30),0,math.rad(-20)), -- LEFT ARM Idle
- }
- local Stomp = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0), -- TORSO TILT ~ NONE REQUIRED
- nc.C0 * CFrame.Angles(math.rad(-13),math.rad(-20),0), -- HEAD BOB EQUIP
- ll.C0 * CFrame.new(-.05,0,0) * CFrame.new(math.rad(0),math.rad(0),math.rad(00)), -- LEFT LEG
- rl.C0 * CFrame.new(0,.6,-.6) * CFrame.Angles(math.rad(-0),0,math.rad(0)), -- RIGHT LEG Idle
- w3.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(30)), -- LEFT ARM Idle
- w4.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(-30)), -- RIGHT ARM Idle
- }
- local Stomp2 = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0), -- TORSO TILT ~ NONE REQUIRED
- nc.C0 * CFrame.Angles(math.rad(-25),math.rad(-20),0), -- HEAD BOB EQUIP
- ll.C0 * CFrame.new(-.05,0,0) * CFrame.new(math.rad(0),math.rad(0),math.rad(00)), -- LEFT LEG
- rl.C0 * CFrame.new(0,0,-.6) * CFrame.Angles(math.rad(-0),0,math.rad(0)), -- RIGHT LEG Idle
- w3.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(35)), -- LEFT ARM Idle
- w4.C0 * CFrame.new(0,.7,0) * CFrame.Angles(math.rad(-30),0,math.rad(-35)), -- RIGHT ARM Idle
- }
- local dropkick = {
- ts.C0 * CFrame.new(0,.8,0) * CFrame.Angles(math.rad(90),math.rad(45),0), -- TORSO TILT ~ NONE REQUIRED
- nc.C0 * CFrame.new(0,0,-.2) * CFrame.Angles(math.rad(-30),math.rad(-20),0), -- HEAD BOB EQUIP
- ll.C0 * CFrame.new(-.2,0,-.3) * CFrame.Angles(math.rad(-20),math.rad(0),math.rad(0)), -- LEFT LEG
- rl.C0 * CFrame.new(-.05,0,0) * CFrame.Angles(math.rad(00),math.rad(20),math.rad(0)), -- RIGHT LEG Idle
- w3.C0 * CFrame.new(-2.7,1.5,0) * CFrame.Angles(math.rad(0),0,math.rad(170)), -- LEFT ARM Idle
- w4.C0 * CFrame.new(2.7,1.5,0) * CFrame.Angles(math.rad(0),0,math.rad(-160)), -- RIGHT ARM Idle
- }
- local block = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0), -- TORSO TILT ~ NONE REQUIRED
- nc.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-9),math.rad(-0),0), -- HEAD BOB EQUIP
- ll.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0), -- LEFT LEG idle
- rl.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0), -- RIGHT LEG Idle
- w3.C0 * CFrame.new(-.8,1.3,-.6) * CFrame.Angles(math.rad(-160),math.rad(0),math.rad(0)), -- LEFT ARM Idle
- w4.C0 * CFrame.new(.8,1.3,-.6) * CFrame.Angles(math.rad(-160),math.rad(0),math.rad(0)), -- RIGHT ARM Idle
- }
- local sjump = {
- ts.C0 * CFrame.new(0,-1,0) * CFrame.Angles(math.rad(-10),0,0), -- TORSO TILT ~ NONE REQUIRED
- nc.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(-15),math.rad(-0),0), -- HEAD BOB EQUIP
- ll.C0 * CFrame.new(0,.4,.8) * CFrame.Angles(math.rad(-70),0,0), -- LEFT LEG idle
- rl.C0 * CFrame.new(0,.8,-.5) * CFrame.Angles(math.rad(-10),0,0), -- RIGHT LEG Idle
- w3.C0 * CFrame.new(0,.5,.5) * CFrame.Angles(math.rad(-50),math.rad(0),math.rad(0)), -- LEFT ARM Idle
- w4.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(0)), -- RIGHT ARM Idle
- }
- local UpSideDownPunch = {
- ts.C0 * CFrame.new(0,-.5,0) * CFrame.Angles(math.rad(180),0,0), -- TORSO TILT ~ NONE REQUIRED
- nc.C0 * CFrame.new(0,0,0) * CFrame.Angles(0,0,0), -- HEAD BOB EQUIP
- ll.C0 * CFrame.new(-.4,0,0) * CFrame.Angles(0,0,math.rad(-20)), -- LEFT LEG idle
- rl.C0 * CFrame.new(.4,0,0) * CFrame.Angles(0,0,math.rad(20)), -- RIGHT LEG Idle
- w3.C0 * CFrame.new(0,1.7,0) * CFrame.Angles(math.rad(180),math.rad(0),math.rad(0)), -- LEFT ARM Idle
- w4.C0 * CFrame.new(0,1.7,0) * CFrame.Angles(math.rad(180),math.rad(0),math.rad(0)), -- RIGHT ARM Idle
- }
- local BackBreaker = {
- ts.C0 * CFrame.new(0,0,0) * CFrame.Angles(math.rad(10),math.rad(15),0), -- TORSO TILT
- nc.C0 * CFrame.Angles(math.rad(-15),math.rad(-5),0), -- HEAD BOB PUNCH
- w4.C0 * CFrame.new(0,.1,.3) * CFrame.Angles(math.rad(-90),math.rad(-00),math.rad(0)), -- LEFT ARM PUNCH 3
- w3.C0 * CFrame.new(0,.5,.5) * CFrame.Angles(math.rad(-90),math.rad(20),math.rad(0)), -- LEFT ARM PUNCH 3
- ll.C0 * CFrame.new(-.3,0,.3) * CFrame.Angles(math.rad(-20),math.rad(30),math.rad(-10)), -- LEFT LEG
- rl.C0 * CFrame.new(-.2,1,-.5) * CFrame.Angles(math.rad(-40),0,math.rad(0)), -- RIGHT LEG Idle
- }
- local FrontFlipKick1 = {
- ts.C0 * CFrame.new(0,2,0) * CFrame.Angles(math.rad(-8),math.rad(0),0), -- TORSO TILT
- nc.C0 * CFrame.Angles(math.rad(-15),math.rad(-5),0), -- HEAD BOB PUNCH
- w4.C0 * CFrame.new(0,1,-.3) * CFrame.Angles(math.rad(140),math.rad(0),math.rad(0)), -- LEFT ARM PUNCH 3
- w3.C0 * CFrame.new(0,1,-.3) * CFrame.Angles(math.rad(140),math.rad(0),math.rad(0)), -- LEFT ARM PUNCH 3
- ll.C0 * CFrame.new(0,1,1) * CFrame.Angles(math.rad(-110),0,math.rad(0)), -- RIGHT LEG Idle
- rl.C0 * CFrame.new(0,1,-1) * CFrame.Angles(math.rad(110),0,math.rad(0)), -- RIGHT LEG Idle
- }
- --[[for i = 0,1,wait() do
- wait()
- ts.C0 = ts.C0:lerp(FrontFlipKick1[1],.4)
- nc.C0 = nc.C0:lerp(FrontFlipKick1[2],.4)
- ll.C0 = ll.C0:lerp(FrontFlipKick1[5],.4)
- rl.C0 = rl.C0:lerp(FrontFlipKick1[6],.4)
- w3.C0 = w3.C0:lerp(FrontFlipKick1[4],.4)
- w4.C0 = w4.C0:lerp(FrontFlipKick1[3],.4)
- end--]]
- --[[
- --END
- ts.C0 = ts.C0:lerp(UpSideDownPunch[1],.4)
- nc.C0 = nc.C0:lerp(UpSideDownPunch[2],.4)
- ll.C0 = ll.C0:lerp(UpSideDownPunch[3],.4)
- rl.C0 = rl.C0:lerp(UpSideDownPunch[4],.4)
- w3.C0 = w3.C0:lerp(UpSideDownPunch[5],.4)
- w4.C0 = w4.C0:lerp(UpSideDownPunch[6],.4)
- --START
- ts.C0 = ts.C0:lerp(sjump[1],.4)
- nc.C0 = nc.C0:lerp(sjump[2],.4)
- ll.C0 = ll.C0:lerp(sjump[3],.4)
- rl.C0 = rl.C0:lerp(sjump[4],.4)
- w3.C0 = w3.C0:lerp(sjump[5],.4)
- w4.C0 = w4.C0:lerp(sjump[6],.4)
- --]]
- -- CFrame.new(-.05,0,0) * CFrame.new(math.rad(0),math.rad(0),math.rad(00)), -- LEFT LEG
- ------------------------------------CLASS UI ------------------------------------
- f = Instance.new("ScreenGui",player.PlayerGui)
- f.Name = "UI"
- f1 = Instance.new("Frame",f)
- f1.BorderSizePixel = 0
- f1.BackgroundColor3 = Color3.new(0,0,0)
- f1.Size = UDim2.new(0.3,0,0.05,0)
- f1.Position = UDim2.new(0.2,0,0.84,0)
- f1f = Instance.new("Frame",f1)
- f1f.BorderSizePixel = 0
- f1f.BackgroundColor3 = Color3.new(255,255,255)
- f1f.Size = UDim2.new(1,0,1,0)
- f1l = Instance.new("TextLabel",f1)
- f1l.TextScaled = true
- f1l.TextStrokeTransparency = 0
- f1l.BackgroundTransparency = 1
- f1l.TextColor3 = Color3.new(255,255,255)
- f1l.BorderSizePixel = 0
- f1l.Size = UDim2.new(1,0,1,0)
- f1l.Text = "[Z] Front Blaster"
- f2 = Instance.new("Frame",f)
- f2.BorderSizePixel = 0
- f2.BackgroundColor3 = Color3.new(0,0,0)
- f2.Size = UDim2.new(0.3,0,0.05,0)
- f2.Position = UDim2.new(0.52, 0,0.84, 0)
- f2f = Instance.new("Frame",f2)
- f2f.BorderSizePixel = 0
- f2f.BackgroundColor3 = Color3.new(255,255,255)
- f2f.Size = UDim2.new(1,0,1,0)
- f2l = Instance.new("TextLabel",f2)
- f2l.TextScaled = true
- f2l.TextStrokeTransparency = 0
- f2l.BackgroundTransparency = 1
- f2l.TextColor3 = Color3.new(255,255,255)
- f2l.BorderSizePixel = 0
- f2l.Size = UDim2.new(1,0,1,0)
- f2l.Text = "[X] Automatic Relecution"
- f3 = Instance.new("Frame",f)
- f3.BorderSizePixel = 0
- f3.BackgroundColor3 = Color3.new(0,0,0)
- f3.Size = UDim2.new(0.3,0,0.05,0)
- f3.Position = UDim2.new(0.2,0,0.9,0)
- f3f = Instance.new("Frame",f3)
- f3f.BorderSizePixel = 0
- f3f.BackgroundColor3 = Color3.new(255,255,255)
- f3f.Size = UDim2.new(1,0,1,0)
- f3l = Instance.new("TextLabel",f3)
- f3l.TextScaled = true
- f3l.TextStrokeTransparency = 0
- f3l.BackgroundTransparency = 1
- f3l.TextColor3 = Color3.new(255,255,255)
- f3l.BorderSizePixel = 0
- f3l.Size = UDim2.new(1,0,1,0)
- f3l.Text = "[C] Mobile Shield"
- f4 = Instance.new("Frame",f)
- f4.BorderSizePixel = 0
- f4.BackgroundColor3 = Color3.new(0,0,0)
- f4.Size = UDim2.new(0.3,0,0.05,0)
- f4.Position = UDim2.new(.52,0,.9,0)
- f4f = Instance.new("Frame",f4)
- f4f.BorderSizePixel = 0
- f4f.BackgroundColor3 = Color3.new(255,255,255)
- f4f.Size = UDim2.new(1,0,1,0)
- f4l = Instance.new("TextLabel",f4)
- f4l.TextScaled = true
- f4l.TextStrokeTransparency = 0
- f4l.BackgroundTransparency = 1
- f4l.TextColor3 = Color3.new(255,255,255)
- f4l.BorderSizePixel = 0
- f4l.Size = UDim2.new(1,0,1,0)
- f4l.Text = "[V] Bone Extractor "
- ---HEALTH BAR
- f5 = Instance.new("Frame",f)
- f5.BorderSizePixel = 0
- f5.BackgroundColor3 = Color3.new(255,255,255)
- f5.Size = UDim2.new(0.3,0,0.03,0)
- f5.Position = UDim2.new(.52,0,.8,0)
- f5f = Instance.new("Frame",f5)
- f5f.BorderSizePixel = 0
- f5f.BackgroundColor3 = Color3.new(0,255,0)
- f5f.Size = UDim2.new(1,0,1,0)
- f5l = Instance.new("TextLabel",f5)
- f5l.TextScaled = true
- f5l.TextStrokeTransparency = 0
- f5l.BackgroundTransparency = 1
- f5l.TextColor3 = Color3.new(255,255,255)
- f5l.BorderSizePixel = 0
- f5l.Size = UDim2.new(1,0,1,0)
- f5l.Text = "Health"
- ---ENERGY BAR
- f6 = Instance.new("Frame",f)
- f6.BorderSizePixel = 0
- f6.BackgroundColor3 = Color3.new(255,255,255)
- f6.Size = UDim2.new(0.3,0,0.03,0)
- f6.Position = UDim2.new(.2,0,.8,0)
- f6f = Instance.new("Frame",f6)
- f6f.BorderSizePixel = 0
- f6f.BackgroundColor3 = BrickColor.new("Bright bluish green").Color
- f6f.Size = UDim2.new(1,0,1,0)
- f6l = Instance.new("TextLabel",f6)
- f6l.TextScaled = true
- f6l.TextStrokeTransparency = 0
- f6l.BackgroundTransparency = 1
- f6l.TextColor3 = Color3.new(255,255,255)
- f6l.BorderSizePixel = 0
- f6l.Size = UDim2.new(1,0,1,0)
- f6l.Text = "Tech"
- ------------ATK
- fa = Instance.new("TextLabel",f)
- fa.TextScaled = true
- fa.TextStrokeTransparency = 0
- fa.BackgroundTransparency = .5
- fa.BackgroundColor3 = Color3.new(0,0,0)
- fa.TextColor3 = Color3.new(255,0,0)
- fa.BorderSizePixel = 0
- fa.Size = UDim2.new(.2,0,0.05,0)
- fa.Position = UDim2.new(0.2,0,0.74,0)
- fa.Text = "Attack : 1"
- ------------SPD
- fa2 = Instance.new("TextLabel",f)
- fa2.TextScaled = true
- fa2.TextStrokeTransparency = 0
- fa2.BackgroundTransparency = .5
- fa2.BackgroundColor3 = Color3.new(0,0,0)
- fa2.TextColor3 = Color3.new(0,255,0)
- fa2.BorderSizePixel = 0
- fa2.Size = UDim2.new(.2,0,0.05,0)
- fa2.Position = UDim2.new(0.41,0,0.74,0)
- fa2.Text = "Speed : 1"
- ------------DEF
- fa3 = Instance.new("TextLabel",f)
- fa3.TextScaled = true
- fa3.TextStrokeTransparency = 0
- fa3.BackgroundTransparency = .5
- fa3.BackgroundColor3 = Color3.new(0,0,0)
- fa3.TextColor3 = Color3.new(0,0,255)
- fa3.BorderSizePixel = 0
- fa3.Size = UDim2.new(.2,0,0.05,0)
- fa3.Position = UDim2.new(0.62,0,0.74,0)
- fa3.Text = "Defense : 1"
- -------------------CLASS VARS--------------------------
- S1 = true
- S1T = 0
- S1TF = 7
- S2 = true
- S2T = 0
- S2TF = 15
- S3 = true
- S3T = 0
- S3TF = 12
- S4 = true
- S4T = 0
- S4TF = 30
- energy = 0
- ------------------------------------EXTRA WELDS AREA ------------------------------------
- ----EQUIP FUNCTION
- local Close1 = CFrame.new(1.5,0,0)
- local Close2 = CFrame.new(-1.5,0,0)
- local Speed = 0.3
- local Open4 = w4.C0 * CFrame.new(0,.5,0) * CFrame.Angles(0,0,math.rad(-30))
- local h1 = nc.C0 * CFrame.Angles(math.rad(20),math.rad(-30),0)
- local h2 = CFrame.new(0,1.5,0)
- local h3 = nc.C0 * CFrame.Angles(math.rad(-20),math.rad(30),0)
- --leg anims
- local opend = false
- local current = true
- turnonwelds()
- tog()
- opend = true
- ---------------------------------------------------------------------------------------
- ----DAMAGE UI N DMG
- local DGU = function(p,txt)
- s2:Play()
- local par = Instance.new("Part",game.Workspace)
- par.Transparency = 1
- par.Anchored = true
- par.CFrame = p.CFrame
- par.CanCollide = false
- game.Debris:AddItem(par,10)
- local f = Instance.new("BillboardGui",par)
- f.Size = UDim2.new(1.2,0,1.2,0)
- f.AlwaysOnTop = true
- f.StudsOffset = Vector3.new(0,2,0)
- local fr = Instance.new("Frame",f)
- fr.BackgroundTransparency = 1
- fr.Size = UDim2.new(1,0,1,0)
- fr.ClipsDescendants = true
- local fe = Instance.new("TextLabel",fr)
- fe.Size = UDim2.new(1,0,1,0)
- fe.BackgroundTransparency = 1
- fe.TextColor3 = BrickColor.new("Bright yellow").Color
- fe.TextStrokeTransparency = 0
- fe.Text = txt
- fe.TextScaled = true
- fe.Font = "Legacy"
- fe.Position = UDim2.new(0,0,1,0)
- fe:TweenPosition(UDim2.new(0,0,0,0),"In","Linear",.5)
- wait(2)
- fe:TweenPosition(UDim2.new(0,0,-1,0),"In","Linear",.4)
- for i = 0,10 do
- wait()
- fe.TextTransparency = fe.TextTransparency + .1
- end
- end
- makeui = function(color,txt)
- local par = Instance.new("Part",game.Workspace)
- par.Transparency = 1
- par.Anchored = true
- par.CFrame = char.Head.CFrame
- par.CanCollide = false
- game.Debris:AddItem(par,10)
- local f = Instance.new("BillboardGui",par)
- f.Size = UDim2.new(1.2,0,1.2,0)
- f.AlwaysOnTop = true
- f.StudsOffset = Vector3.new(0,4,0)
- local fr = Instance.new("Frame",f)
- fr.BackgroundTransparency = 1
- fr.Size = UDim2.new(2,0,2,0)
- fr.ClipsDescendants = true
- local fe = Instance.new("TextLabel",fr)
- fe.Size = UDim2.new(1,0,1,0)
- fe.BackgroundTransparency = 1
- fe.TextColor3 = Color3.new(255,255,255)
- fe.TextStrokeTransparency = 0
- fe.Text = txt
- fe.TextScaled = true
- fe.Font = "SourceSansBold"
- game.Debris:AddItem(f,4)
- fe.Position = UDim2.new(0,0,1,0)
- fe:TweenPosition(UDim2.new(0,0,0,0),"In","Linear",.5)
- wait(2)
- fe:TweenPosition(UDim2.new(0,0,-1,0),"In","Linear",.4)
- for i = 0,10 do
- wait()
- fe.TextTransparency = fe.TextTransparency + .1
- end
- end
- ----TARG
- local TARG1
- local TARG2
- local TARG3
- local TARG4
- local TARG5
- local TARG6
- local IdleAndWalk = false
- --------------SKILL/KEY EVENTS
- --------------MOUSE EVENTS , ATTACKS
- local wpb = true
- local num = 1
- mouse.Button1Down:connect(function()
- if current == true and idleq == false and opend == true and wpb == true and stun.Value == false and bl.Value == false then
- local fs
- if num == 1 then
- wpb = false
- current = false
- fr = true
- char["Right Arm"].Touched:connect(function(hit)
- if not fr then return end
- if hit.Parent:FindFirstChild("Defense")then
- fs = math.floor(math.random(5,11) * atk.Value / hit.Parent:FindFirstChild("Defense").Value)
- else
- fs = math.floor(math.random(5,11) * atk.Value)
- end
- if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then
- fr = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() wait() hit.Parent.BlockingLeft.Value = 5 wait() wait() hit.Parent.PauseBlock.Value = false
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- --
- end
- end)
- s1.Pitch = 1
- s1:Play()
- wait(.1)
- TARG1 = PA1[5]
- TARG2 = PA1[6]
- TARG3 = PA1[4]
- TARG4 = PA1[3]
- TARG5 = PA1[2]
- TARG6 = PA1[1]
- wait(.1)
- TARG1 = PA1[5]
- TARG2 = PA1[6]
- TARG3 = PA1[4]
- TARG4 = PA1[3]
- TARG5 = PA1[2]
- TARG6 = PA1[1]
- wait(.1)
- TARG1 = PA1[5]
- TARG2 = PA1[6]
- TARG3 = PA1[4]
- TARG4 = PA1[3]
- TARG5 = PA1[2]
- TARG6 = PA1[1]
- wait(.1)
- TARG1 = PA1[5]
- TARG2 = PA1[6]
- TARG3 = PA1[4]
- TARG4 = PA1[3]
- TARG5 = PA1[2]
- TARG6 = PA1[1]
- wait(.2)
- current = true
- fr = false
- wait(.1)
- wpb = true
- num = num +1
- return
- end
- if num == 2 then
- wpb = false
- current = false
- fr = true
- char["Left Arm"].Touched:connect(function(hit)
- if not fr then return end
- if hit.Parent:FindFirstChild("Defense")then
- fs = math.floor(math.random(5,11) * atk.Value / hit.Parent:FindFirstChild("Defense").Value)
- else
- fs = math.floor(math.random(5,11) * atk.Value)
- end
- if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then
- fr = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- end
- end)
- s1.Pitch = 1.2
- s1:Play()
- wait(.1)
- TARG1 = PA2[6]
- TARG2 = PA2[5]
- TARG3 = PA2[4]
- TARG4 = PA2[3]
- TARG5 = PA2[2]
- TARG6 = PA2[1]
- wait(.1)
- TARG1 = PA2[6]
- TARG2 = PA2[5]
- TARG3 = PA2[4]
- TARG4 = PA2[3]
- TARG5 = PA2[2]
- TARG6 = PA2[1]
- wait(.1)
- TARG1 = PA2[6]
- TARG2 = PA2[5]
- TARG3 = PA2[4]
- TARG4 = PA2[3]
- TARG5 = PA2[2]
- TARG6 = PA2[1]
- wait(.1)
- TARG1 = PA2[6]
- TARG2 = PA2[5]
- TARG3 = PA2[4]
- TARG4 = PA2[3]
- TARG5 = PA2[2]
- TARG6 = PA2[1]
- wait(.2)
- current = true
- fr = false
- wait(.1)
- wpb = true
- num = num + 1
- return
- end
- if num == 3 then
- wpb = false
- current = false
- fr = true
- char["Right Leg"].Touched:connect(function(hit)
- if not fr then return end
- if hit.Parent:FindFirstChild("Defense")then
- fs = math.floor(math.random(5,11) * atk.Value / hit.Parent:FindFirstChild("Defense").Value)
- else
- fs = math.floor(math.random(5,11) * atk.Value)
- end
- if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then
- fr = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- --
- end
- end)
- s1.Pitch = 1.35
- s1:Play()
- wait(.1)
- TARG1 = PA3[3]
- TARG2 = PA3[4]
- TARG3 = PA3[2]
- TARG4 = PA3[6]
- TARG5 = PA3[5]
- TARG6 = PA3[1]
- wait(.1)
- TARG1 = PA3[3]
- TARG2 = PA3[4]
- TARG3 = PA3[2]
- TARG4 = PA3[6]
- TARG5 = PA3[5]
- TARG6 = PA3[1]
- wait(.1)
- TARG1 = PA3[3]
- TARG2 = PA3[4]
- TARG3 = PA3[2]
- TARG4 = PA3[6]
- TARG5 = PA3[5]
- TARG6 = PA3[1]
- wait(.1)
- TARG1 = PA3[3]
- TARG2 = PA3[4]
- TARG3 = PA3[2]
- TARG4 = PA3[6]
- TARG5 = PA3[5]
- TARG6 = PA3[1]
- wait(.2)
- current = true
- fr = false
- wait(.1)
- wpb = true
- num = num +1
- return
- end
- if num == 4 then
- wpb = false
- current = false
- fr = true
- char["Left Leg"].Touched:connect(function(hit)
- if not fr then return end
- if hit.Parent:FindFirstChild("Defense")then
- fs = math.floor(math.random(7,15) * atk.Value / hit.Parent:FindFirstChild("Defense").Value)
- else
- fs = math.floor(math.random(7,15) * atk.Value)
- end
- if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then
- fr = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- --
- end
- end)
- s1.Pitch = .8
- s1:Play()
- wait(.1)
- TARG1 = PA4[4]
- TARG2 = PA4[3]
- TARG3 = PA4[2]
- TARG4 = PA4[6]
- TARG5 = PA4[5]
- TARG6 = PA4[1]
- wait(.1)
- TARG1 = PA4[4]
- TARG2 = PA4[3]
- TARG3 = PA4[2]
- TARG4 = PA4[6]
- TARG5 = PA4[5]
- TARG6 = PA4[1]
- wait(.1)
- TARG1 = PA4[4]
- TARG2 = PA4[3]
- TARG3 = PA4[2]
- TARG4 = PA4[6]
- TARG5 = PA4[5]
- TARG6 = PA4[1]
- wait(.1)
- TARG1 = PA4[4]
- TARG2 = PA4[3]
- TARG3 = PA4[2]
- TARG4 = PA4[6]
- TARG5 = PA4[5]
- TARG6 = PA4[1]
- wait(.2)
- current = true
- fr = false
- wait(.1)
- wpb = true
- num = 1
- return
- end
- end
- end)
- local rtb = true
- mouse.KeyDown:connect(function(key)key = key:lower()
- if key == "e" then
- if current == true and opend == true and stun.Value == false and blt.Value > 20 and rtb == true then
- local sub
- if bl.Value == false then
- rtb = false
- bl.Value = true
- skl = true
- TARG1 = block[5]
- TARG2 = block[6]
- TARG3 = block[2]
- TARG4 = block[4]
- TARG5 = block[3]
- TARG6 = block[1]
- wait(.05)
- TARG1 = block[5]
- TARG2 = block[6]
- TARG3 = block[2]
- TARG4 = block[4]
- TARG5 = block[3]
- TARG6 = block[1]
- wait(.05)
- TARG1 = block[5]
- TARG2 = block[6]
- TARG3 = block[2]
- TARG4 = block[4]
- TARG5 = block[3]
- TARG6 = block[1]
- wait(.05)
- TARG1 = block[5]
- TARG2 = block[6]
- TARG3 = block[2]
- TARG4 = block[4]
- TARG5 = block[3]
- TARG6 = block[1]
- wait(.05)
- bl.Value = true
- skl = true
- char.Humanoid.WalkSpeed = 5
- wait(1)
- rtb = true
- else
- rtb = false
- skl = false
- bl.Value = false
- current = true
- wait(1)
- rtb = true
- end
- end
- end
- end)
- mouse.KeyDown:connect(function(key)key = key:lower()
- if key == "z" then
- if current == true and opend == true and stun.Value == false and energy > 19 and S1 == true then
- energy = energy - 20
- S1T = 0
- current = false
- local num = 0
- repeat
- fr = true
- local fs
- s1.Pitch = 1.2
- s1:Play()
- char["Right Arm"].Touched:connect(function(hit)
- if not fr then return end
- if hit.Parent.Name == player.Name then return end
- if hit.Parent:FindFirstChild("Defense") and hit.Parent.Name ~= player.Name then
- hit.Parent:FindFirstChild("Defense").Value = hit.Parent:FindFirstChild("Defense").Value -.02
- fs = math.floor(4 * atk.Value / hit.Parent:FindFirstChild("Defense").Value)
- else
- fs = math.floor(4 * atk.Value)
- end
- if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then
- fr = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- --
- end
- end)
- TARG1 = PA1[5]
- TARG2 = PA1[6]
- TARG3 = PA1[4]
- TARG4 = PA1[3]
- TARG5 = PA1[2]
- TARG6 = PA1[1]
- wait(.11)
- fr = false
- wait(.11)
- fr = true
- local fs
- s1.Pitch = 1.2
- s1:Play()
- char["Left Arm"].Touched:connect(function(hit)
- if not fr then return end
- if hit.Parent.Name == player.Name then return end
- if hit.Parent:FindFirstChild("Defense")and hit.Parent.Name ~= player.Name then
- hit.Parent:FindFirstChild("Defense").Value = hit.Parent:FindFirstChild("Defense").Value -.02
- fs = math.floor(4 * atk.Value / hit.Parent:FindFirstChild("Defense").Value)
- else
- fs = math.floor(4 * atk.Value)
- end
- if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then
- fr = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fs
- DGU(hit,fs)
- fr = false
- end
- --
- end
- end)
- TARG1 = PA1C[5]
- TARG2 = PA1C[6]
- TARG3 = PA1C[4]
- TARG4 = PA1C[3]
- TARG5 = PA1C[2]
- TARG6 = PA1C[1]
- wait(.11)
- fr = false
- wait(.11)
- num = num + 2
- until num == 10
- current = true
- wait(3)
- end
- end
- end)
- --- KEYDOWN 2
- mouse.KeyDown:connect(function(key)key = key:lower()
- if key == "x" then
- if current == true and opend == true and stun.Value == false and energy > 24 and S2 == true then
- energy = energy - 25
- S2T = 0
- skl = true
- char.Humanoid.WalkSpeed = 0
- f = Instance.new("Part",game.Workspace)
- f.Position = char.Torso.Position + Vector3.new(0, -2, -12)
- f.CanCollide = false
- f.Transparency = 1
- local asdf
- local cf
- f.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid") then
- else
- cf = f.CFrame
- asdf = hit.BrickColor
- end
- end)
- current = false
- TARG1 = Stomp[5]
- TARG2 = Stomp[6]
- TARG3 = Stomp[2]
- TARG4 = Stomp[4]
- TARG5 = Stomp[3]
- TARG6 = Stomp[1]
- wait(.05)
- TARG1 = Stomp[5]
- TARG2 = Stomp[6]
- TARG3 = Stomp[2]
- TARG4 = Stomp[4]
- TARG5 = Stomp[3]
- TARG6 = Stomp[1]
- wait(.05)
- TARG1 = Stomp[5]
- TARG2 = Stomp[6]
- TARG3 = Stomp[2]
- TARG4 = Stomp[4]
- TARG5 = Stomp[3]
- TARG6 = Stomp[1]
- wait(.05)
- TARG1 = Stomp[5]
- TARG2 = Stomp[6]
- TARG3 = Stomp[2]
- TARG4 = Stomp[4]
- TARG5 = Stomp[3]
- TARG6 = Stomp[1]
- wait(.05)
- TARG1 = Stomp[5]
- TARG2 = Stomp[6]
- TARG3 = Stomp[2]
- TARG4 = Stomp[4]
- TARG5 = Stomp[3]
- TARG6 = Stomp[1]
- wait(.05)
- TARG1 = Stomp2[5]
- TARG2 = Stomp2[6]
- TARG3 = Stomp2[2]
- TARG4 = Stomp2[4]
- TARG5 = Stomp2[3]
- TARG6 = Stomp2[1]
- wait(.05)
- TARG1 = Stomp2[5]
- TARG2 = Stomp2[6]
- TARG3 = Stomp2[2]
- TARG4 = Stomp2[4]
- TARG5 = Stomp2[3]
- TARG6 = Stomp2[1]
- wait(.05)
- TARG1 = Stomp2[5]
- TARG2 = Stomp2[6]
- TARG3 = Stomp2[2]
- TARG4 = Stomp2[4]
- TARG5 = Stomp2[3]
- TARG6 = Stomp2[1]
- wait(.05)
- TARG1 = Stomp2[5]
- TARG2 = Stomp2[6]
- TARG3 = Stomp2[2]
- TARG4 = Stomp2[4]
- TARG5 = Stomp2[3]
- TARG6 = Stomp2[1]
- wait(.05)
- local fs = Instance.new("Part",char)
- fs.BrickColor = asdf
- fs.Size = Vector3.new(1,1,1)
- fs.CanCollide = false
- fs.Anchored = true
- fs.Transparency = 1
- fs.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0)
- local fr = Instance.new("Part",char)
- fr.BrickColor = asdf
- fr.Size = Vector3.new(1,1,1)
- fr.CanCollide = false
- fr.Anchored = true
- fr.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0) * CFrame.Angles(math.rad(90),0,0)
- local fms = Instance.new("SpecialMesh",fr)
- fms.MeshId = "http://www.roblox.com/asset/?id=3270017"
- fms.Scale = Vector3.new(1,1,6)
- TARG7 = Vector3.new(40,40,10)
- obj = fms
- obj2 = fs
- TARG8 = Vector3.new(50,5,50)
- local dmg = true
- fs.Touched:connect(function(hit)
- if dmg == true and hit.Parent:FindFirstChild("Humanoid") then
- if hit.Parent:FindFirstChild("Humanoid").Health ~= 0 and hit.Parent.Name ~= player.Name then
- if hit.Parent:FindFirstChild("Speed")then
- hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.1
- hit.Parent:FindFirstChild("Speed").Value = hit.Parent:FindFirstChild("Speed").Value -.1
- --- I made it do that so this would stick for 12 Seconds ~ Thats how the stats work
- local fx = math.floor(22 * atk.Value / hit.Parent:FindFirstChild("Defense").Value)
- dmg = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- local fx = math.floor(22 * atk.Value)
- dmg = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- end
- end
- end
- end)--]]
- wait(.3)
- game.Debris:AddItem(fr,8)
- game.Debris:AddItem(fs,8)
- skl = false
- current = true
- for i = 1,10 do
- wait()
- fr.Transparency = fr.Transparency + .1
- end
- wait(.4)
- dmg = false
- wait(3)
- end
- end
- end)
- mouse.KeyDown:connect(function(key)key = key:lower()
- if key == "c" then
- if current == true and opend == true and stun.Value == false and energy > 34 and S3 == true then
- energy = energy - 35
- S3T = 0
- current = false
- TARG1 = dropkick[5]
- TARG2 = dropkick[6]
- TARG3 = dropkick[2]
- TARG4 = dropkick[4]
- TARG5 = dropkick[3]
- TARG6 = dropkick[1]
- wait(.05)
- TARG1 = dropkick[5]
- TARG2 = dropkick[6]
- TARG3 = dropkick[2]
- TARG4 = dropkick[4]
- TARG5 = dropkick[3]
- TARG6 = dropkick[1]
- wait(.05)
- TARG1 = dropkick[5]
- TARG2 = dropkick[6]
- TARG3 = dropkick[2]
- TARG4 = dropkick[4]
- TARG5 = dropkick[3]
- TARG6 = dropkick[1]
- wait(.05)
- TARG1 = dropkick[5]
- TARG2 = dropkick[6]
- TARG3 = dropkick[2]
- TARG4 = dropkick[4]
- TARG5 = dropkick[3]
- TARG6 = dropkick[1]
- wait(.05)
- local dmg = true
- char["Right Leg"].Touched:connect(function(hit)
- if dmg == true and hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= player.Name then
- local fn = Instance.new("Part",char)
- fn.BrickColor = BrickColor.new("Medium stone grey")
- fn.Size = Vector3.new(1,1,1)
- fn.CanCollide = false
- fn.Anchored = true
- s2.Pitch = .9
- s2:Play()
- game.Debris:AddItem(fn,8)
- fn.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0)
- local fms = Instance.new("SpecialMesh",fn)
- fms.MeshId = "http://www.roblox.com/asset/?id=20329976"
- fms.Scale = Vector3.new(1,1,6)
- TARG7 = Vector3.new(10,5,10)
- obj = fms
- if hit.Parent:FindFirstChild("Humanoid").Health ~= 0 and hit.Parent.Name ~= player.Name then
- if hit.Parent:FindFirstChild("Stunned")then
- hit.Parent:FindFirstChild("Stunned").Value = true
- --- I made it do that so this would stick for 12 Seconds ~ Thats how the stats work
- local fx = math.floor(13 * atk.Value / hit.Parent:FindFirstChild("Defense").Value)
- dmg = false
- --[[
- if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then
- fr = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- --
- end
- --]]
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- local fx = math.floor(13 * atk.Value)
- dmg = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- end
- end
- for i = 1,10 do
- wait()
- fn.Transparency = fn.Transparency + .1
- end
- end
- end)--]]
- wait(.1)
- skl = false
- current = true
- wait(.2)
- dmg = false
- wait(3)
- end
- end
- end)
- mouse.KeyDown:connect(function(key)key = key:lower()
- if key == "v" then
- if current == true and opend == true and stun.Value == false and energy > 49 and S4 == true then
- current = false
- wait(0.05)
- S4T = 0
- energy = energy - 59
- wait()
- TARG1 = FrontFlipKick1[4] -- LEFT ARM
- TARG2 = FrontFlipKick1[3]-- RIGHT ARM
- TARG3 = FrontFlipKick1[2] -- NECK
- TARG4 = FrontFlipKick1[6] -- RIGHT LEG
- TARG5 = FrontFlipKick1[5] -- LEFT LEG
- TARG6 = FrontFlipKick1[1] -- TORSO
- wait(0.05)
- TARG1 = FrontFlipKick1[4] -- LEFT ARM
- TARG2 = FrontFlipKick1[3]-- RIGHT ARM
- TARG3 = FrontFlipKick1[2] -- NECK
- TARG4 = FrontFlipKick1[6] -- RIGHT LEG
- TARG5 = FrontFlipKick1[5] -- LEFT LEG
- TARG6 = FrontFlipKick1[1] -- TORSO
- wait(0.05)
- TARG1 = FrontFlipKick1[4] -- LEFT ARM
- TARG2 = FrontFlipKick1[3]-- RIGHT ARM
- TARG3 = FrontFlipKick1[2] -- NECK
- TARG4 = FrontFlipKick1[6] -- RIGHT LEG
- TARG5 = FrontFlipKick1[5] -- LEFT LEG
- TARG6 = FrontFlipKick1[1] -- TORSO
- wait(0.05)
- TARG1 = FrontFlipKick1[4] -- LEFT ARM
- TARG2 = FrontFlipKick1[3]-- RIGHT ARM
- TARG3 = FrontFlipKick1[2] -- NECK
- TARG4 = FrontFlipKick1[6] -- RIGHT LEG
- TARG5 = FrontFlipKick1[5] -- LEFT LEG
- TARG6 = FrontFlipKick1[1] -- TORSO
- wait(0.05)
- local dmg = true
- char["Right Leg"].Touched:connect(function(hit)
- if dmg == true and hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= player.Name then
- dmg = false
- TARG1 = FrontFlipKick1[4] -- LEFT ARM
- TARG2 = FrontFlipKick1[3]-- RIGHT ARM
- TARG3 = FrontFlipKick1[2] -- NECK
- TARG4 = FrontFlipKick1[6] -- RIGHT LEG
- TARG5 = FrontFlipKick1[5] -- LEFT LEG
- TARG6 = FrontFlipKick1[1] -- TORSO
- local fn = Instance.new("Part",char)
- fn.BrickColor = BrickColor.new("Medium stone grey")
- fn.Size = Vector3.new(1,1,1)
- fn.CanCollide = false
- fn.Anchored = true
- local fn = Instance.new("Part",char)
- fn.BrickColor = BrickColor.new("Medium stone grey")
- fn.Size = Vector3.new(1,1,1)
- fn.CanCollide = false
- fn.Anchored = true
- s2.Pitch = .9
- s2:Play()
- game.Debris:AddItem(fn,8)
- fn.CFrame = char["Right Leg"].CFrame
- local fms = Instance.new("SpecialMesh",fn)
- fms.MeshId = "http://www.roblox.com/asset/?id=20329976"
- fms.Scale = Vector3.new(1,1,6)
- TARG7 = Vector3.new(5,1,5)
- obj = fms
- if hit.Parent:FindFirstChild("Humanoid").Health ~= 0 and hit.Parent.Name ~= player.Name then
- if hit.Parent:FindFirstChild("Stunned")then
- hit.Parent:FindFirstChild("Stunned").Value = true
- --- I made it do that so this would stick for 12 Seconds ~ Thats how the stats work
- local fx = math.floor(13 * atk.Value / hit.Parent:FindFirstChild("Defense").Value)
- dmg = false
- --[[
- if hit.Parent.Name ~= player.Name and hit.Parent:FindFirstChild("Humanoid") and fr == true then
- fr = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- --
- end
- --]]
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- local fx = math.floor(13 * atk.Value)
- dmg = false
- if hit.Parent:FindFirstChild("Blocking")then
- if hit.Parent:FindFirstChild("Blocking").Value == true then
- hit.Parent.PauseBlock.Value = true wait() hit.Parent.BlockingLeft.Value = 5 wait() hit.Parent.PauseBlock.Value = true
- hit.Parent.BlockingLabel.Value = true
- stun.Value = true
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- else
- hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - fx
- DGU(hit,fx)
- fr = false
- end
- end
- end
- for i = 0,10 do
- wait()
- fn.Transparency = fn.Transparency + .1
- end
- end
- end)
- --[[
- ts.C0 = ts.C0:lerp(FrontFlipKick1[1],.4)
- nc.C0 = nc.C0:lerp(FrontFlipKick1[2],.4)
- ll.C0 = ll.C0:lerp(FrontFlipKick1[5],.4)
- rl.C0 = rl.C0:lerp(FrontFlipKick1[6],.4)
- w3.C0 = w3.C0:lerp(FrontFlipKick1[4],.4)
- w4.C0 = w4.C0:lerp(FrontFlipKick1[3],.4)
- --]]
- wait(.1)
- dmg = false
- current = true
- end
- end
- end)
- --[[
- --END
- ts.C0 = ts.C0:lerp(UpSideDownPunch[1],.4)
- nc.C0 = nc.C0:lerp(UpSideDownPunch[2],.4)
- ll.C0 = ll.C0:lerp(UpSideDownPunch[3],.4)
- rl.C0 = rl.C0:lerp(UpSideDownPunch[4],.4)
- w3.C0 = w3.C0:lerp(UpSideDownPunch[5],.4)
- w4.C0 = w4.C0:lerp(UpSideDownPunch[6],.4)
- --START
- ts.C0 = ts.C0:lerp(sjump[1],.4)
- nc.C0 = nc.C0:lerp(sjump[2],.4)
- ll.C0 = ll.C0:lerp(sjump[3],.4)
- rl.C0 = rl.C0:lerp(sjump[4],.4)
- w3.C0 = w3.C0:lerp(sjump[5],.4)
- w4.C0 = w4.C0:lerp(sjump[6],.4)
- --OTHER
- TARG1 = walk[8] -- LEFT ARM
- TARG2 = walk[7]-- RIGHT ARM
- TARG3 = walk[6] -- NECK
- TARG4 = walk[] -- RIGHT LEG
- TARG5 = walk[] -- LEFT LEG
- TARG6 = walk[5] -- TORSO
- --]]
- local Speed = .4
- local lspeed = .2
- game:GetService("RunService").RenderStepped:connect(function()
- if Vector3.new(char.Torso.Velocity.X,0,char.Torso.Velocity.Z).magnitude > 2 then
- IdleAndWalk = true
- else
- IdleAndWalk = false
- end
- if TARG4 ~= nil then
- rl.C0 = rl.C0:lerp(TARG4,lspeed)
- end
- if TARG5 ~= nil then
- ll.C0 = ll.C0:lerp(TARG5,lspeed)
- end
- if TARG3 ~= nil then
- nc.C0 = nc.C0:lerp(TARG3,lspeed)
- end
- if TARG1 ~= nil then
- w3.C0 = w3.C0:lerp(TARG1,Speed)
- end
- if TARG2 ~= nil then
- w4.C0 = w4.C0:lerp(TARG2,Speed)
- end
- if TARG6 ~= nil then
- ts.C0 = ts.C0:lerp(TARG6,Speed)
- end
- if TARG7 ~= nil and obj ~= nil then
- obj.Scale = obj.Scale:lerp(TARG7,.05)
- end
- if TARG8 ~= nil and obj2 ~= nil then
- obj2.Size = obj2.Size:lerp(TARG8,.05)
- obj2.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0)
- end
- if TARG10 ~= nil and obj3 ~= nil and TARG11 ~= nil then
- obj3.Size = obj3.Size:lerp(TARG10,.05)
- obj3.CFrame = char.Torso.CFrame * CFrame.new(0,-2.5,0) * TARG11
- end
- if TARG10 ~= nil and obj3 ~= nil and obj3.Transparency ~= 1 then
- obj2.Transparency = obj2.Transparency + .05
- obj3.Transparency = obj3.Transparency + .05
- wait(.1)
- end
- if char.Humanoid.Jump == true then
- gd.Value = true
- else
- gd.Value = false
- end
- if energy < 100 and current == true then
- energy = energy + .05
- end
- for i=1,#parts do
- local Part = parts[i]
- Part.Size = Part.Size:lerp(Vector3.new(6, 32, 7),.05)
- for x=1,#poses do
- Part.CFrame = poses[i]
- end
- end
- if atkt.Value > 0 then
- atkt.Value = atkt.Value - .02
- else
- atk.Value = .9
- end
- if deft.Value > 0 then
- deft.Value = deft.Value - .02
- else
- def.Value = .8
- end
- if spdt.Value > 0 then
- spdt.Value = spdt.Value - .02
- else
- wait()
- if spdt.Value < 1 then
- spd.Value = 1.1
- end
- end
- --Skill 1
- local DV2 = S1T / S1TF
- local initX6 = f1.Size.X.Scale
- f1f:TweenSize( UDim2.new( initX6*DV2* 1.665, 0, 1, 0),"In","Linear",1 )
- if S1T < 14 then
- S1T = S1T + .02
- S1 = false
- else
- S1 = true
- end
- if S1T == 14 then
- S1 = true
- end
- --Skill 2
- local DV2 = S2T / S2TF
- local initX6 = f2.Size.X.Scale
- f2f:TweenSize( UDim2.new( initX6*DV2* 3.566, 0, 1, 0),"In","Linear",1 )
- if S2T < 14 then
- S2T = S2T + .01
- S2 = false
- else
- S2 = true
- end
- if S2T == 15 then
- S2 = true
- end
- --Skill 3
- local DV2 = S3T / S3TF
- local initX6 = f3.Size.X.Scale
- f3f:TweenSize( UDim2.new( initX6*DV2* 2.855, 0, 1, 0),"In","Linear",1 )
- if S3T < 14 then
- S3T = S3T + .01
- S3 = false
- else
- S3 = true
- end
- if S3T == 15 then
- S3 = true
- end
- --Skill 4
- local DV2 = S4T / S4TF
- local initX6 = f4.Size.X.Scale
- f4f:TweenSize( UDim2.new( initX6*DV2*3.45, 0, 1, 0),"In","Linear",1 )
- if S4T < 29 then
- S4T = S4T + .01
- S4 = false
- else
- S4= true
- end
- if S4T == 30 then
- S4 = true
- end
- end)
- --SEC HANDLER
- --[[
- S1 = true
- S1T = 7
- S1TF = 7
- S2 = true
- S2T = 15
- S2TF = 15
- S3 = true
- S3T = 12
- S3TF = 12
- S4 = true
- S4T = 30
- S4TF = 30
- energy = 0
- --]]
- --makeui(Color3.new(0,255,0),"+Speed")
- --makeui(Color3.new(255,0,0),"+Damage")
- --makeui(Color3.new(0,0,255),"+Defense")
- ---VALUE CHANGERS
- satk = atk.Value
- sdef = def.Value
- sspd = spd.Value
- atk.Changed:connect(function()
- if satk > atk.Value then
- atkt.Value = atkt.Value + 4
- makeui(Color3.new(255,0,0),"-Damage")
- satk = atk.Value
- else
- atkt.Value = atkt.Value + 4
- makeui(Color3.new(255,0,0),"+Damage")
- satk = atk.Value
- end
- end)
- def.Changed:connect(function()
- if sdef > def.Value then
- deft.Value = deft.Value + 4
- makeui(Color3.new(0,0,255),"-Defense")
- sdef = def.Value
- else
- deft.Value = deft.Value + 4
- makeui(Color3.new(0,0,255),"+Defense")
- sdef = def.Value
- end
- end)
- spd.Changed:connect(function()
- if sspd > spd.Value then
- spdt.Value = spdt.Value + 4
- makeui(Color3.new(0,255,0),"-Speed")
- sspd = spd.Value
- else
- spdt.Value = spdt.Value + 4
- makeui(Color3.new(0,255,0),"+Speed")
- sspd = spd.Value
- end
- end)
- bll.Changed:connect(function()
- if bll.Value == true then
- local c = Instance.new("Part",game.Workspace)
- c.Anchored = true
- c.CanCollide = false
- c.BrickColor = BrickColor.new("Medium stone grey")
- c.Shape = "Ball"
- c.Size = Vector3.new(1,1,1)
- c.CFrame = char.Torso.CFrame
- c.TopSurface = "Smooth"
- c.BottomSurface = "Smooth"
- c.Transparency = .1
- local v = Instance.new("Part",game.Workspace)
- v.Anchored = true
- v.CanCollide = false
- v.BrickColor = BrickColor.new("Medium stone grey")
- v.Size = Vector3.new(1,1,1)
- v.CFrame = char.Torso.CFrame
- v.TopSurface = "Smooth"
- v.BottomSurface = "Smooth"
- v.Transparency = .1
- obj2 = c
- TARG8 = Vector3.new(30,30,30)
- obj3 = v
- TARG10 = Vector3.new(15,21,15)
- TARG11 = CFrame.new(0,0,0)
- makeui(BrickColor.new("Bright bluish green").Color,"Blocked!")
- bll.Value = false
- end
- end)
- stun.Changed:connect(function()
- if stun.Value == true then
- makeui(Color3.new(255,255,0),"+Stunned")
- wait(4)
- if opend == true then
- stun.Value = false
- end
- end
- if stun.Value == false then
- makeui(Color3.new(255,255,0),"-Stunned")
- end
- end)
- -------------------
- while wait() do
- wait()
- fa.Text = "Attack : "..atk.Value
- fa2.Text = "Speed : "..spd.Value
- fa3.Text = "Defense : "..def.Value
- ----HP
- local initX5 = f5.Size.X.Scale
- local maxhp = char.Humanoid.MaxHealth
- local hp = char.Humanoid.Health
- local Pie = (hp / maxhp)
- f5f:TweenSize( UDim2.new( initX5*Pie*3.33, 0, 1, 0),"In","Linear",1 )
- ---Energy
- local DV1 = energy / 100
- local initX6 = f6.Size.X.Scale
- f6f:TweenSize( UDim2.new( initX6*DV1*3.33, 0, 1, 0),"In","Linear",1 )
- if opend == true and current == true and idleq == false then
- if stun.Value == true then
- TARG1 = stunned[3] -- LEFT ARM
- TARG2 = stunned[2]-- RIGHT ARM
- TARG3 = stunned[1] -- NECK
- TARG4 = stunned[5] -- RIGHT LEG
- TARG5 = stunned[4] -- LEFT LEG
- TARG6 = stunned[6] -- TORSO TILT
- char.Humanoid.WalkSpeed = 0
- end
- if stun.Value == false and skl == false then
- char.Humanoid.WalkSpeed = 16 * spd.Value
- end
- if char.Humanoid.Jump == true and stun.Value == false and bl.Value == false then
- TARG1 = jump[3] -- LEFT ARM
- TARG2 = jump[2]-- RIGHT ARM
- TARG3 = jump[1] -- NECK
- TARG4 = jump[5] -- RIGHT LEG
- TARG5 = jump[4] -- LEFT LEG
- TARG6 = CFrame.new(0,0,0)
- end
- --ts.C0 = ts.C0:lerp(stunned[6],.4)
- --nc.C0 = nc.C0:lerp(stunned[1],.4)
- --ll.C0 = ll.C0:lerp(stunned[4],.4)
- --rl.C0 = rl.C0:lerp(stunned[5],.4)
- --w3.C0 = w3.C0:lerp(stunned[3],.4)
- --w4.C0 = w4.C0:lerp(stunned[2],.4)
- local lilwl = ll.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(30),math.rad(0),math.rad(0))
- local lirwl = rl.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-30),math.rad(0),math.rad(0))
- --RIGHT
- local lilwr = ll.C0 * CFrame.new(0,0,.5) * CFrame.Angles(math.rad(-30),math.rad(0),math.rad(0))
- local lirwr = rl.C0 * CFrame.new(0,0,-.5) * CFrame.Angles(math.rad(30),math.rad(0),math.rad(0))
- --
- if bl.Value == false then
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false then
- TARG1 = walk[8] -- LEFT ARM
- TARG2 = walk[7]-- RIGHT ARM
- TARG3 = walk[6] -- NECK
- TARG4 = walk[4] -- RIGHT LEG
- TARG5 = walk[3] -- LEFT LEG
- TARG6 = walk[5] -- TORSO
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- wait(.05)
- end
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- wait(.05)
- end
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- wait(.05)
- end
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- wait(.05)
- end
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- TARG1 = walk[8] -- LEFT ARM
- TARG2 = walk[7]-- RIGHT ARM
- TARG3 = walk[6] -- NECK
- TARG4 = walk[2] -- RIGHT LEG
- TARG5 = walk[1] -- LEFT LEG
- TARG6 = walk[5] -- TORSO
- end
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- wait(.05)
- end
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- wait(.05)
- end
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- wait(.05)
- end
- if IdleAndWalk == true and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- wait(.05)
- end
- else
- if IdleAndWalk == false and char.Humanoid.Jump == false and stun.Value == false and bl.Value == false then
- TARG1 = idle[5]
- TARG2 = idle[6]
- TARG3 = idle[2]
- TARG4 = idle[4]
- TARG5 = idle[3]
- TARG6 = idle[1]
- end
- end
- end
- --
- end
- end
- --[[
- ts.C0 = ts.C0:lerp(idle[1],.4)
- nc.C0 = nc.C0:lerp(idle[2],.4)
- ll.C0 = ll.C0:lerp(idle[3],.4)
- rl.C0 = rl.C0:lerp(idle[4],.4)
- w3.C0 = w3.C0:lerp(idle[5],.4)
- w4.C0 = w4.C0:lerp(idle[6],.4)
- TARG1 = idle[5]
- TARG2 = idle[6]
- TARG3 = idle[2]
- TARG4 = idle[5]
- TARG5 = idle[3]
- TARG6 = idle[2]
- if TARG4 ~= nil then
- rl.C0 = rl.C0:lerp(TARG4,lspeed)
- end
- if TARG5 ~= nil then
- ll.C0 = ll.C0:lerp(TARG5,lspeed)
- end
- if TARG3 ~= nil then
- nc.C0 = nc.C0:lerp(TARG3,lspeed)
- end
- if TARG1 ~= nil then
- w3.C0 = w3.C0:lerp(TARG1,Speed)
- end
- if TARG2 ~= nil then
- w4.C0 = w4.C0:lerp(TARG2,Speed)
- end
- ll.C0 = ll.C0:lerp(walk[3],.4)
- rl.C0 = rl.C0:lerp(walk[4],.4)
- ---OTHER ANIMS
- ts.C0 = ts.C0:lerp(walk[5],.4)
- nc.C0 = nc.C0:lerp(walk[6],.4)
- w4.C0 = w4.C0:lerp(walk[7],.4)
- w3.C0 = w3.C0:lerp(walk[8],.4)
- TARG1 = walk[8] -- LEFT ARM
- TARG2 = walk[7]-- RIGHT ARM
- TARG3 = walk[6] -- NECK
- TARG4 = walk[] -- RIGHT LEG
- TARG5 = walk[] -- LEFT LEG
- TARG6 = walk[5] -- TORSO
- for i = 0,1,wait() do
- wait()
- ll.C0 = ll.C0:lerp(walk[3],.4)
- rl.C0 = rl.C0:lerp(walk[4],.4)
- ---OTHER ANIMS
- ts.C0 = ts.C0:lerp(walk[5],.4)
- nc.C0 = nc.C0:lerp(walk[6],.4)
- w4.C0 = w4.C0:lerp(walk[7],.4)
- w3.C0 = w3.C0:lerp(walk[8],.4)
- end--]]
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