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- --https://github.com/Mokiros/roblox-FE-compatibility
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code V2 by Mokiros")
- local RealPlayer = RealPlayer
- script.Parent = RealPlayer.Character
- --Fake event to make stuff like Mouse.KeyDown work
- local Disconnect_Function = function(this)
- this[1].Functions[this[2]] = nil
- end
- local Disconnect_Metatable = {__index={disconnect=Disconnect_Function,Disconnect=Disconnect_Function}}
- local FakeEvent_Metatable = {__index={
- Connect = function(this,f)
- local i = tostring(math.random(0,10000))
- while this.Functions[i] do
- i = tostring(math.random(0,10000))
- end
- this.Functions[i] = f
- return setmetatable({this,i},Disconnect_Metatable)
- end
- }}
- FakeEvent_Metatable.__index.connect = FakeEvent_Metatable.__index.Connect
- local function fakeEvent()
- return setmetatable({Functions={}},FakeEvent_Metatable)
- end
- --Creating fake input objects with fake variables
- local FakeMouse = {Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent(),Button2Up=fakeEvent(),Button2Down=fakeEvent()}
- FakeMouse.keyUp = FakeMouse.KeyUp
- FakeMouse.keyDown = FakeMouse.KeyDown
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function TriggerEvent(self,ev,...)
- for _,f in pairs(self[ev].Functions) do
- f(...)
- end
- end
- FakeMouse.TriggerEvent = TriggerEvent
- UIS.TriggerEvent = TriggerEvent
- --Client communication
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=RealPlayer then return end
- FakeMouse.Target = io.Target
- FakeMouse.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return FakeMouse:TriggerEvent(b and "Button1Down" or "Button1Up")
- end
- if io.UserInputType == Enum.UserInputType.MouseButton2 then
- return FakeMouse:TriggerEvent(b and "Button2Down" or "Button2Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- FakeMouse:TriggerEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TriggerEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[local Event = script:WaitForChild("UserInput_Event")
- local Mouse = owner:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,RobloxHandled)
- if RobloxHandled then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data every second frame, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- local HB = game:GetService("RunService").Heartbeat
- while true do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- --Wait 2 frames
- for i=1,2 do
- HB:Wait()
- end
- end]==],script)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local RealGame = game
- --Metatable for fake service
- local FakeService_Metatable = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then
- return typeof(s[k])=="function"
- and function(_,...)return s[k](s,...)end or s[k]
- end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and RealGame:GetService(RealService) or RealService
- return setmetatable(t,FakeService_Metatable)
- end
- --Fake game object
- local FakeGame = {
- GetService = function(self,s)
- return rawget(self,s) or RealGame:GetService(s)
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return FakeMouse end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- RunService = FakeService({
- _btrs = {},
- RenderStepped = RealGame:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- }
- rawset(FakeGame.Players,"localPlayer",FakeGame.Players.LocalPlayer)
- FakeGame.service = FakeGame.GetService
- FakeService(FakeGame,game)
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = FakeGame,FakeGame.Players.LocalPlayer
- end
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Neck = Torso.Neck
- it = Instance.new
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- mr = math.rad
- mr2 = math.random
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- attackdebounce = false
- MMouse = Player:GetMouse()
- combo = 0
- local hitfloor, posfloor = nil, nil
- local idle = 0
- local Anim = "Idle"
- local Effects = {}
- local Weapon = {}
- local Welds = {}
- local Saber = {}
- local Buster = {}
- local decreaseatk = 0
- local decreasedef = 0
- local decreasemvmt = 0
- local manainc = 16
- local handle = nil
- local floating = false
- local testpart = it("Part")
- testpart.Anchored = true
- local Mode = "Normal"
- local cbuster = false
- local cshoot = false
- local cdebounce = false
- local sbreaker = false
- local shockshoot = false
- local shockdebounce = false
- local TehM = nil
- local sblazing = false
- local starshoot = false
- local stardebounce = false
- local busterlaser = false
- local sbreakerII = false
- local galacblazing = false
- local prising = false
- local move1 = "(Z)\nChaos Buster"
- local move2 = "(X)\nShocker Breaker"
- local move3 = "(C)\nStar Blazing"
- local move4 = "(V)\n"
- local cooldowns = {}
- local cooldown1 = 100
- table.insert(cooldowns, cooldown1)
- local cooldown2 = 100
- table.insert(cooldowns, cooldown2)
- local cooldown3 = 100
- table.insert(cooldowns, cooldown3)
- local cooldown4 = 100
- table.insert(cooldowns, cooldown4)
- local cooldownsadd = {}
- local cooldownadd1 = 0.16
- table.insert(cooldownsadd, cooldownadd1)
- local cooldownadd2 = 0.14
- table.insert(cooldownsadd, cooldownadd2)
- local cooldownadd3 = 0.12
- table.insert(cooldownsadd, cooldownadd3)
- local cooldownadd4 = 0.1
- table.insert(cooldownsadd, cooldownadd4)
- local cooldownmax = 100
- player = nil
- RSH = nil
- LSH = nil
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- TorsoColor = Torso.BrickColor
- NewCol = BrickColor.new("Ghost grey").Color
- NewCol2 = BrickColor.new("Smoky grey").Color
- NewCol3 = BrickColor.new("Pearl").Color
- local mdec = Instance.new("NumberValue", Decrease)
- mdec.Name = "DecreaseDef"
- mdec.Value = 0.4
- local mdec2 = Instance.new("NumberValue", Decrease)
- mdec2.Name = "DecreaseMvmt"
- mdec2.Value = 0.1
- local Neons = {BrickColor.new("Bright red"), BrickColor.new("Bright orange"), BrickColor.new("Bright yellow"), BrickColor.new("Bright green"), BrickColor.new("Bright blue"), BrickColor.new("Royal purple"), BrickColor.new("Bright violet")}
- local Animate = Humanoid.Animator
- local canjump = true
- removeControl = function()
- canjump = false
- end
- resumeControl = function()
- canjump = true
- end
- Player.Character.Humanoid.Changed:connect(function()
- if canjump == false then
- Player.Character.Humanoid.Jump = false
- end
- end
- )
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 40
- tf = 0
- allowframeloss = true
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- createpassgui = function(parent)
- print("makegui111")
- local g = Instance.new("ScreenGui", parent)
- local f = Instance.new("Frame", g)
- f.Position = UDim2.new(0.3, 0, 0.25, 0)
- f.Size = UDim2.new(0.4, 0, 0.4, 0)
- f.Style = "DropShadow"
- local t = Instance.new("TextBox", f)
- t.BackgroundColor3 = Color3.new(0, 0, 0)
- t.BackgroundTransparency = 0.5
- t.BorderSizePixel = 0
- t.Position = UDim2.new(0.15, 0, 0.2, 0)
- t.Size = UDim2.new(0.7, 0, 0.2, 0)
- t.Font = "SourceSansLight"
- t.Text = "Enter Access Code."
- t.TextScaled = true
- t.TextColor3 = Color3.new(1, 1, 1)
- t.TextStrokeTransparency = 0
- local t2 = Instance.new("TextButton", f)
- t2.BackgroundColor3 = Color3.new(0, 0, 0)
- t2.BackgroundTransparency = 0.5
- t2.BorderSizePixel = 0
- t2.Position = UDim2.new(0.3, 0, 0.5, 0)
- t2.Size = UDim2.new(0.4, 0, 0.15, 0)
- t2.TextScaled = true
- t2.Font = "SourceSansLight"
- t2.Text = "Submit"
- t2.TextColor3 = Color3.new(1, 1, 1)
- t2.TextStrokeTransparency = 0
- print("done1")
- return t2
- end
- if Character:findFirstChild("Handles", true) ~= nil then
- Character:findFirstChild("Handles", true).Parent = nil
- end
- if Character:findFirstChild("Chaos Saber", true) ~= nil then
- Character:findFirstChild("Chaos Saber", true).Parent = nil
- end
- if Character:findFirstChild("Chaos Buster", true) ~= nil then
- Character:findFirstChild("Chaos Buster", true).Parent = nil
- end
- if Character:findFirstChild("Chaos Buster Rainbow", true) ~= nil then
- Character:findFirstChild("Chaos Buster Rainbow", true).Parent = nil
- end
- if Character:findFirstChild("Effects", true) ~= nil then
- Character:findFirstChild("Effects", true).Parent = nil
- end
- if Player.PlayerGui:findFirstChild("WeaponGUI", true) ~= nil then
- Player.PlayerGui:findFirstChild("WeaponGUI", true).Parent = nil
- end
- if Character:findFirstChild("Stats", true) ~= nil then
- Character:findFirstChild("Stats", true).Parent = nil
- end
- local Stats = Instance.new("BoolValue")
- Stats.Name = "Stats"
- Stats.Parent = Character
- local Atk = Instance.new("NumberValue")
- Atk.Name = "Damage"
- Atk.Parent = Stats
- Atk.Value = 1
- local Def = Instance.new("NumberValue")
- Def.Name = "Defense"
- Def.Parent = Stats
- Def.Value = 1
- local Mvmt = Instance.new("NumberValue")
- Mvmt.Name = "Movement"
- Mvmt.Parent = Stats
- Mvmt.Value = 1
- local Block = Instance.new("BoolValue")
- Block.Name = "Block"
- Block.Parent = Stats
- Block.Value = false
- local Stun = Instance.new("NumberValue")
- Stun.Name = "Stun"
- Stun.Parent = Stats
- Stun.Value = 0
- local StunT = Instance.new("NumberValue")
- StunT.Name = "StunThreshold"
- StunT.Parent = Stats
- StunT.Value = 80
- local Rooted = Instance.new("BoolValue")
- Rooted.Name = "Rooted"
- Rooted.Parent = Stats
- Rooted.Value = false
- local Stunned = Instance.new("BoolValue")
- Stunned.Name = "Stunned"
- Stunned.Parent = Stats
- Stunned.Value = false
- local Stagger = Instance.new("BoolValue")
- Stagger.Name = "Stagger"
- Stagger.Parent = Stats
- Stagger.Value = false
- local StaggerHit = Instance.new("BoolValue")
- StaggerHit.Name = "StaggerHit"
- StaggerHit.Parent = Stats
- StaggerHit.Value = false
- local RecentEnemy = Instance.new("ObjectValue")
- RecentEnemy.Name = "RecentEnemy"
- RecentEnemy.Parent = Stats
- RecentEnemy.Value = nil
- local Decrease = Instance.new("BoolValue")
- Decrease.Name = "Decrease"
- Decrease.Parent = Stats
- Decrease.Value = false
- local mana = Instance.new("NumberValue")
- mana.Name = "Mana"
- mana.Parent = Stats
- mana.Value = 0
- local passive1 = Instance.new("NumberValue", Decrease)
- passive1.Name = "DecreaseMvmt"
- passive1.Value = -0.1
- local passive2 = Instance.new("NumberValue", Decrease)
- passive2.Name = "DecreaseDef"
- passive2.Value = 0
- NoOutline = function(Part)
- Part.TopSurface = 10
- end
- part = function(formfactor, parent, 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
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- weld = function(parent, part0, part1, c0)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- gui = function(GuiType, parent, text, backtrans, backcol, pos, size)
- local gui = it(GuiType)
- gui.Parent = parent
- gui.Text = text
- gui.BackgroundTransparency = backtrans
- gui.BackgroundColor3 = backcol
- gui.SizeConstraint = "RelativeXY"
- gui.TextXAlignment = "Center"
- gui.TextYAlignment = "Center"
- gui.Position = pos
- gui.Size = size
- gui.Font = "SourceSans"
- gui.FontSize = "Size14"
- gui.TextWrapped = false
- gui.TextStrokeTransparency = 0
- gui.TextColor = BrickColor.new("White")
- return gui
- end
- AesthPart = function(model, wldpar, reflec, trans, col, name, neon, meshh, mshtype, mshtxt, x1, y1, z1, ceef)
- prt = part(3, model, reflec, trans, BrickColor.new(col), name, vt())
- prt.Material = neon
- msh = mesh(meshh, prt, mshtype, mshtxt, vt(0, 0, 0), vt(x1, y1, z1))
- wld = weld(handle, prt, wldpar, ceef)
- v = it("NumberValue", prt)
- v.Value = trans
- v.Name = "MainTransparency"
- return prt, msh, wld
- end
- local nr = NumberRange.new
- local ns = NumberSequence.new
- local cs = ColorSequence.new
- local nsk = NumberSequenceKeypoint.new
- particle = function(parent, col1, col2, lightemis, size, texture, transparency, zoffset, accel, drag, ltp, velinher, emisdir, enabled, lifetime, rate, rotation, rotspeed, speed, velspread)
- local fp = it("ParticleEmitter")
- fp.Parent = parent
- fp.Color = cs(col1, col2)
- fp.LightEmission = lightemis
- fp.Size = size
- fp.Texture = texture
- fp.Transparency = transparency
- fp.ZOffset = zoffset
- fp.Acceleration = accel
- fp.Drag = drag
- fp.LockedToPart = ltp
- fp.VelocityInheritance = velinher
- fp.EmissionDirection = emisdir
- fp.Enabled = enabled
- fp.Lifetime = lifetime
- fp.Rate = rate
- fp.Rotation = rotation
- fp.RotSpeed = rotspeed
- fp.Speed = speed
- fp.VelocitySpread = velspread
- return fp
- end
- local Color1 = Torso.BrickColor
- local fengui = it("GuiMain")
- fengui.Parent = Player.PlayerGui
- fengui.Name = "WeaponGUI"
- local fenframe = it("Frame")
- fenframe.Parent = fengui
- fenframe.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe.BackgroundTransparency = 1
- fenframe.BorderColor3 = Color3.new(17, 17, 17)
- fenframe.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe.Position = UDim2.new(0.95, 0, 0.7, 0)
- local fenframe2 = it("Frame")
- fenframe2.Parent = fengui
- fenframe2.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe2.BackgroundTransparency = 1
- fenframe2.BorderColor3 = Color3.new(17, 17, 17)
- fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0)
- fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0)
- local fenframe3 = it("Frame")
- fenframe3.Parent = fengui
- fenframe3.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe3.BackgroundTransparency = 1
- fenframe3.BorderColor3 = Color3.new(17, 17, 17)
- fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0)
- fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0)
- local fenframe4 = it("Frame")
- fenframe4.Parent = fengui
- fenframe4.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe4.BackgroundTransparency = 1
- fenframe4.BorderColor3 = Color3.new(17, 17, 17)
- fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe4.Position = UDim2.new(0, 0, 0.7, 0)
- local pressedf = false
- local fenframe5 = it("Frame")
- fenframe5.Parent = fengui
- fenframe5.Parent = nil
- fenframe5.BackgroundColor3 = Color3.new(0, 0, 0)
- fenframe5.BackgroundTransparency = 1
- fenframe5.BorderColor3 = Color3.new(0, 0, 0)
- fenframe5.Size = UDim2.new(1, 0, 1, 0)
- fenframe5.Position = UDim2.new(0, 0, 0, 0)
- fenframe5.ZIndex = 2
- local tellbar = gui("TextLabel", fenframe5, "Press \'F\' to equip your weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0))
- tellbar.Font = "Arial"
- tellbar.TextScaled = true
- tellbar.TextTransparency = 1
- tellbar.TextStrokeTransparency = 1
- tellbar.ZIndex = 2
- local fnumb = 0
- local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0))
- local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove1.ZIndex = 2
- local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove2.ZIndex = 2
- local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove3.ZIndex = 2
- local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove4.ZIndex = 2
- local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local handles = Instance.new("Model")
- handles.Parent = Character
- handles.Name = "Handles"
- local modelzorz = Instance.new("Model")
- modelzorz.Parent = Character
- modelzorz.Name = "Chaos Saber"
- local model2 = Instance.new("Model")
- model2.Parent = Character
- model2.Name = "Chaos Buster"
- local model3 = Instance.new("Model")
- model3.Parent = Character
- model3.Name = "Chaos Buster Rainbow"
- handle = part(3, handles, 0, 1, BrickColor.new(NewCol), "Handle", vt())
- local handle2 = part(3, handles, 0, 1, BrickColor.new(NewCol), "Handle2", vt())
- local handle3 = part(3, handles, 0, 1, BrickColor.new(NewCol3), "Handle3", vt())
- local handle3a = part(3, handles, 0, 1, BrickColor.new(NewCol3), "Handle3a", vt())
- local handle4 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle4", vt())
- local handle5 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle5", vt())
- local handle6 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle6", vt())
- local handle7 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle7", vt())
- local handle8 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle8", vt())
- local handle9 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle9", vt())
- local handle10 = part(3, model2, 0, 1, BrickColor.new(NewCol3), "Handle10", vt())
- hmsh3 = mesh("BlockMesh", handle3, "", "", vt(0, 0, 0), vt(25, 3, 1))
- hmsh4 = mesh("BlockMesh", handle4, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
- hmsh5 = mesh("BlockMesh", handle5, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
- hmsh6 = mesh("BlockMesh", handle6, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
- hmsh7 = mesh("BlockMesh", handle7, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
- hmsh8 = mesh("BlockMesh", handle8, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
- hmsh9 = mesh("BlockMesh", handle9, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
- hmsh10 = mesh("BlockMesh", handle10, "nil", "nil", vt(0, 0, 0), vt(0, 0, 0))
- local handlewld = weld(handle, handle, Torso, euler(0, 3.14, -2.6) * cf(0, 0, -0.6))
- local handlewld2 = weld(handle2, handle2, Torso, euler(0, 3.14, -2.6) * euler(0, 3.14, 0) * cf(0, 0, -0.6))
- local handlewld3 = weld(handle3, handle3, Torso, euler(1.57, 0, 0) * cf(-0.5, 0, 0) * euler(0, 0, -0.5) * cf(0, 0, -0.8))
- local handlewld3a = weld(handle3a, handle3a, handle3, cf(0, 0, 0))
- local handlewld4 = weld(handle4, handle4, handle3a, euler(0, 0, 0) * cf(0, 0, 0))
- local handlewld5 = weld(handle5, handle5, handle3a, euler(0, 0, 0) * cf(0, 0, 0))
- local handlewld6 = weld(handle6, handle6, handle5, cf(3.35, 0, -0.075))
- local handlewld7 = weld(handle7, handle7, handle4, cf(3.35, 0, 0.075))
- local handlewld8 = weld(handle8, handle8, handle6, cf(0.291, 0, 0))
- local handlewld9 = weld(handle9, handle9, handle7, cf(0.291, 0, 0))
- local handlewld10 = weld(handle10, handle10, handle3a, euler(0, mr(-90), 0) * cf(3.141, 0, 0))
- local main1, mmsh1, mwld1 = AesthPart(modelzorz, handle, 0, 0, NewCol, "Main1", "Neon", "BlockMesh", "nil", "nil", 0.8, 7, 0.65, cf(0, 0, 0))
- local main2, mmsh2, mwld2 = AesthPart(modelzorz, handle2, 0, 0, NewCol, "Main2", "Neon", "BlockMesh", "nil", "nil", 0.8, 7, 0.65, cf(0, 0, 0))
- local core1, cmsh1, cwld1 = AesthPart(modelzorz, main1, 0, 0, NewCol2, "Core1", "Neon", "SpecialMesh", "Sphere", "nil", 1.25, 0.75, 1, euler(0, 0, 0) * cf(0, -0.8, 0))
- local core2, cmsh2, cwld2 = AesthPart(modelzorz, main2, 0, 0, NewCol2, "Core2", "Neon", "SpecialMesh", "Sphere", "nil", 1.25, 0.75, 1, euler(0, 0, 0) * cf(0, -0.8, 0))
- local upper1, umsh1, uwld1 = AesthPart(modelzorz, core1, 0, 0, NewCol, "Upper1", "Neon", "SpecialMesh", "Sphere", "nil", 1.75, 0.9, 0.55, euler(0, 0, 0) * cf(0, -0.05, 0))
- local upper2, umsh2, uwld2 = AesthPart(modelzorz, core2, 0, 0, NewCol, "Upper1", "Neon", "SpecialMesh", "Sphere", "nil", 1.75, 0.9, 0.55, euler(0, 0, 0) * cf(0, -0.05, 0))
- RainbowVals = function(parent, sval, bval)
- d = it("NumberValue", parent)
- d.Name = "Size"
- d.Value = sval
- b = it("NumberValue", parent)
- b.Name = "Weld"
- b.Value = bval
- return d, b
- end
- rmain1, rmrmsh1, rmwld1 = AesthPart(model3, handle4, 1, 0, NewCol, "RainbowMain", "Neon", "BlockMesh", "nil", "nil", 0, 0, 0, euler(0, 0, 0) * cf(0, 0, 0))
- rmain1a, rmrmsh1a, rmwld1a = AesthPart(model3, handle5, 1, 0, NewCol, "RainbowMaina", "Neon", "BlockMesh", "nil", "nil", 0, 0, 0, euler(0, 0, 0) * cf(0, 0, 0))
- rainbow1, rmsh1, rwld1 = AesthPart(model3, rmain1, 0, 0, Neons[7].Color, "Rainbow1", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3, euler(0, mr(90), 0) * cf(-1.55, 0, 0.1))
- rainbow1a, rmsh1a, rwld1a = AesthPart(model3, rmain1a, 0, 0, Neons[7].Color, "Rainbow1a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3, euler(0, mr(90), 0) * cf(-1.55, 0, -0.1))
- rainbow2, rmsh2, rwld2 = AesthPart(model3, rmain1, 0, 0, Neons[6].Color, "Rainbow2", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(-0.875, 0, 0.1))
- rainbow2a, rmsh2a, rwld2a = AesthPart(model3, rmain1a, 0, 0, Neons[6].Color, "Rainbow2a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(-0.875, 0, -0.1))
- rainbow3, rmsh3, rwld3 = AesthPart(model3, rmain1, 0, 0, Neons[5].Color, "Rainbow3", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(-0.125, 0, 0.1))
- rainbow3a, rmsh3a, rwld3a = AesthPart(model3, rmain1a, 0, 0, Neons[5].Color, "Rainbow3a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(-0.125, 0, -0.1))
- rainbow4, rmsh4, rwld4 = AesthPart(model3, rmain1, 0, 0, Neons[4].Color, "Rainbow4", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 4, euler(0, mr(90), 0) * cf(0.65, 0, 0.1))
- rainbow4a, rmsh4a, rwld4a = AesthPart(model3, rmain1a, 0, 0, Neons[4].Color, "Rainbow4a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 4, euler(0, mr(90), 0) * cf(0.65, 0, -0.1))
- rainbow5, rmsh5, rwld5 = AesthPart(model3, rmain1, 0, 0, Neons[3].Color, "Rainbow5", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(1.425, 0, 0.1))
- rainbow5a, rmsh5a, rwld5a = AesthPart(model3, rmain1a, 0, 0, Neons[3].Color, "Rainbow5a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(1.425, 0, -0.1))
- rainbow6, rmsh6, rwld6 = AesthPart(model3, rmain1, 0, 0, Neons[2].Color, "Rainbow6", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(2.175, 0, 0.1))
- rainbow6a, rmsh6a, rwld6a = AesthPart(model3, rmain1a, 0, 0, Neons[2].Color, "Rainbow6a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 3.75, euler(0, mr(90), 0) * cf(2.175, 0, -0.1))
- rainbow7, rmsh7, rwld7 = AesthPart(model3, rmain1, 0, 0, Neons[1].Color, "Rainbow7", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 2.99, euler(0, mr(90), 0) * cf(2.85, 0, 0.1))
- rainbow7a, rmsh7a, rwld7a = AesthPart(model3, rmain1a, 0, 0, Neons[1].Color, "Rainbow7a", "Neon", "BlockMesh", "nil", "nil", 2.5, 2.25, 2.99, euler(0, mr(90), 0) * cf(2.85, 0, -0.1))
- local rw1 = 0.32
- local rw2 = 0.395
- local rw3 = 0.295
- local rs1 = 3
- local rs2 = 3.75
- local rs3 = 4
- local rs4 = 2.99
- rmsh1.Scale = vt(2.5, 2.25, rs1 - rs1)
- rmsh1a.Scale = vt(2.5, 2.25, rs1 - rs1)
- rwld1.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1, 0, 0.1)
- rwld1a.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1, 0, -0.1)
- rmsh2.Scale = vt(2.5, 2.25, rs2 - rs2)
- rmsh2a.Scale = vt(2.5, 2.25, rs2 - rs2)
- rwld2.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2, 0, 0.1)
- rwld2a.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2, 0, -0.1)
- rmsh3.Scale = vt(2.5, 2.25, rs2 - rs2)
- rmsh3a.Scale = vt(2.5, 2.25, rs2 - rs2)
- rwld3.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2, 0, 0.1)
- rwld3a.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2, 0, -0.1)
- rmsh4.Scale = vt(2.5, 2.25, rs3 - rs3)
- rmsh4a.Scale = vt(2.5, 2.25, rs3 - rs3)
- rwld4.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2, 0, 0.1)
- rwld4a.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2, 0, -0.1)
- rmsh5.Scale = vt(2.5, 2.25, rs2 - rs2)
- rmsh5a.Scale = vt(2.5, 2.25, rs2 - rs2)
- rwld5.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2, 0, 0.1)
- rwld5a.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2, 0, -0.1)
- rmsh6.Scale = vt(2.5, 2.25, rs2 - rs2)
- rmsh6a.Scale = vt(2.5, 2.25, rs2 - rs2)
- rwld6.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2, 0, 0.1)
- rwld6a.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2, 0, -0.1)
- rmsh7.Scale = vt(2.5, 2.25, rs4 - rs4)
- rmsh7a.Scale = vt(2.5, 2.25, rs4 - rs4)
- rwld7.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3, 0, 0.1)
- rwld7a.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3, 0, -0.1)
- mwld1.C0 = cf(0, 2, 0)
- mwld2.C0 = cf(0, 2, 0)
- for i = -1, 1, 2 do
- thprt = main1
- thprt2 = core1
- thprt3 = upper1
- thprt4 = handle4
- thprt5 = handle6
- thprt6 = handle8
- if i == 1 then
- thprt = main2
- thprt2 = core2
- thprt3 = upper2
- thprt4 = handle5
- thprt5 = handle7
- thprt6 = handle9
- end
- prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part01", "Neon", "BlockMesh", "nil", "nil", 0.8, 7, 0.65, cf(0, 0, 0))
- prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part02", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 1.05, 0.5, euler(mr(90), mr(-90), 0) * cf(-0.025, 0.75, 0))
- prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part03", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 1.2, 0.25, euler(mr(-90), mr(-90), 0) * cf(-0.2, 0.675, 0))
- prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part04", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 0.95, 0.5, euler(mr(90), mr(90), 0) * cf(-0.225, 0.75, 0))
- for d = -1, 1, 2 do
- prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part05", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 2, 0.25, euler(mr(180.04), mr(90) * d, 0) * cf(0.075 * d, -0.5, 0))
- prt = AesthPart(modelzorz, thprt, 0, 0, NewCol, "Part06", "Neon", "SpecialMesh", "Wedge", "nil", 0.65, 1, 0.25, euler(mr(73), mr(-90) * d, 0) * cf(0.149 * d, -0.688, 0))
- end
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol2, "Part07", "Neon", "SpecialMesh", "Sphere", "nil", 2, 1, 0.65, euler(0, 0, 0) * cf(0, -0.025, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part08", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.5, 0.75, euler(0, 0, 0) * cf(0, 0.025, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part09", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.25, 0.75, euler(0, 0, 0) * cf(0, -0.05, 0))
- for d = -1, 1, 2 do
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part10", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1, euler(0, mr(90) * d, 0) * cf(-0.15 * d, -0.05, 0))
- end
- for d = -1, 1, 2 do
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part11", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 0.75, euler(mr(180), mr(90) * d, 0) * cf(0.125 * d, 0.05, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part12", "Neon", "BlockMesh", "nil", "nil", 0.75, 0.25, 0.75, euler(mr(0), mr(90) * d, 0) * cf(0.125 * d, 0, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part13", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 0.5, euler(mr(180), mr(90) * d, 0) * cf(0.25 * d, 0, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part14", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.25, 0.75, euler(mr(0), mr(0) * d, 0) * cf(0.25 * d, -0.05, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part15", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.5, 0.5, euler(mr(180), mr(90) * d, 0) * cf(0.35 * d, -0.075, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part16", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.75, 0.25, euler(mr(180), mr(90) * d, 0) * cf(0.425 * d, -0.2, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part17", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.75, 0.25, euler(mr(0), mr(-90) * d, 0) * cf(0.425 * d, -0.35, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part18", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.5, 0.75, euler(mr(0), mr(0) * d, 0) * cf(0.35 * d, -0.175, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part19", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.5, 0.25, euler(mr(0), mr(-90) * d, 0) * cf(0.375 * d, -0.475, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part20", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.375, 0.5, euler(mr(180), mr(-90) * d, 0) * cf(0.3 * d, -0.462, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part21", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.125, 0.5, euler(mr(0), mr(90) * d, 0) * cf(0.3 * d, -0.512, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part22", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1.5, euler(mr(90), mr(90) * d, 0) * cf(0.375 * d, -0.275, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part23", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 1, 0.5, euler(mr(0), mr(90) * d, 0) * cf(0.35 * d, -0.325, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part24", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.75, 0.5, euler(mr(0), mr(90) * d, 0) * cf(0.25 * d, -0.15, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part25", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1, euler(mr(0), mr(90) * d, 0) * cf(0.1 * d, -0.05, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part26", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1, euler(mr(65), mr(-90) * d, 0) * cf(0.294 * d, 0.035, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part27", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 0.5, euler(mr(115), mr(90) * d, 0) * cf(0.217 * d, -0.012, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part28", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1.25, euler(mr(155), mr(90) * d, 0) * cf(0.431 * d, -0.205, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part29", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 1.25, euler(mr(25), mr(-90) * d, 0) * cf(0.498 * d, -0.229, 0))
- prt = AesthPart(modelzorz, thprt2, 0, 0, NewCol, "Part30", "Neon", "SpecialMesh", "Wedge", "nil", 0.75, 0.25, 0.75, euler(mr(195), mr(90) * d, 0) * cf(0.434 * d, -0.387, 0))
- end
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part31", "Neon", "SpecialMesh", "Torso", "nil", 1, 3, 0.35, euler(mr(180), 0, 0) * cf(0, -0.35, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part32", "Neon", "BlockMesh", "nil", "nil", 2, 7, 0.35, euler(0, 0, 0) * cf(0.1, -1.35, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part33", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(180), mr(90), 0) * cf(0.15, -0.625, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part34", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(0), mr(90), 0) * cf(0.05, -2.075, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part35", "Neon", "BlockMesh", "nil", "nil", 1, 2, 0.35, euler(0, 0, 0) * cf(0.2, -2.25, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part36", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 2, euler(mr(-90), mr(90), 0) * cf(0.275, -2.65, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part37", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(-90), mr(90), 0) * cf(0.225, -3, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part38", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 1.5, euler(mr(-90), mr(90), 0) * cf(0.15, -3.3, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part39", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 1, euler(mr(-90), mr(90), 0) * cf(0.05, -3.55, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part40", "Neon", "BlockMesh", "nil", "nil", 0.25, 2, 0.35, euler(0, 0, 0) * cf(0.225, -2.65, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part41", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 0.35, euler(0, 0, 0) * cf(0.175, -3, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part42", "Neon", "BlockMesh", "nil", "nil", 0.25, 0.75, 0.35, euler(0, 0, 0) * cf(0.075, -3.375, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part43", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 1, euler(mr(-90), mr(-90), 0) * cf(0.15, -2.55, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part44", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 2, euler(mr(90), mr(90), 0) * cf(0.175, -2.65, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part45", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(90), mr(90), 0) * cf(0.125, -3, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part46", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 0.75, euler(mr(90), mr(90), 0) * cf(0.075, -3.225, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part47", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 0.75, euler(mr(90), mr(90), 0) * cf(0.025, -3.375, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part48", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 1, euler(mr(-90), mr(-90), 0) * cf(-0.025, -3.475, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part49", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1, euler(mr(-90), mr(-90), 0) * cf(-0.1, -3.275, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part50", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1.5, euler(mr(-90), mr(-90), 0) * cf(-0.15, -3.025, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part51", "Neon", "BlockMesh", "nil", "nil", 0.25, 1, 0.35, euler(0, mr(0), 0) * cf(-0.15, -2.775, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part52", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 0.75, euler(mr(90), mr(90), 0) * cf(-0.125, -2.6, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part53", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 1.25, 1, euler(mr(90), mr(90), 0) * cf(0.05, -2.425, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part54", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.5, 0.35, euler(0, mr(0), 0) * cf(-0.025, -2.575, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part55", "Neon", "BlockMesh", "nil", "nil", 0.25, 0.75, 0.35, euler(0, mr(0), 0) * cf(-0.1, -3.1, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part56", "Neon", "BlockMesh", "nil", "nil", 0.25, 0.75, 0.35, euler(0, mr(0), 0) * cf(-0.05, -3.3, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part57", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 1.25, 0.5, euler(mr(-90), mr(90), 0) * cf(0.15, -2.575, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part58", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 0.25, euler(mr(-90), mr(90), 0) * cf(-0.025, -2.65, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part59", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.5, 2, euler(mr(-90), mr(90), 0) * cf(-0.075, -2.85, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part60", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 2, euler(mr(90), mr(-90), 0) * cf(-0.1, -2.825, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part61", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 1, euler(mr(90), mr(-90), 0) * cf(-0.05, -3.125, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part62", "Neon", "SpecialMesh", "Wedge", "nil", 0.35, 0.25, 0.75, euler(mr(90), mr(-90), 0) * cf(0, -3.3, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part63", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.75, 0.25, euler(0, mr(0), mr(90)) * cf(0.05, -2.75, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part64", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.75, 0.25, euler(0, mr(0), mr(90)) * cf(0.05, -2.925, 0))
- prt = AesthPart(modelzorz, thprt3, 0, 0, NewCol, "Part65", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 0.25, euler(0, mr(0), mr(90)) * cf(0.05, -3.1, 0))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part01", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(2.55, 0, -0.175 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part02", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(1.8, 0, -0.175 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part03", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(1.05, 0, -0.175 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part04", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(0.25, 0, -0.175 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part05", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(-0.5, 0, -0.175 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part06", "Neon", "BlockMesh", "nil", "nil", 1.75, 2.5, 0.25, euler(0, mr(90), 0) * cf(-1.25, 0, -0.175 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part07", "Neon", "BlockMesh", "nil", "nil", 25, 3, 1, euler(0, 0, 0) * cf(0.65, 0, -0.45 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part08", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.5, 5, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * cf(2.65, 0, -0.6 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part09", "Neon", "BlockMesh", "nil", "nil", 15, 3, 0.5, euler(0, 0, 0) * cf(0.65, 0, -0.6 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part10", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.5, 5, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-1.35, 0, -0.6 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part11", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.25, 5, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * cf(1.65, 0, -0.675 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part12", "Neon", "BlockMesh", "nil", "nil", 5, 3, 0.25, euler(0, 0, 0) * cf(0.65, 0, -0.675 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part13", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.25, 5, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-0.35, 0, -0.675 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part14", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.25, 5, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * cf(1.65, 0, -0.325 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part15", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.75, 5, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * cf(2.65, 0, -0.225 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part16", "Neon", "SpecialMesh", "Wedge", "nil", 3, 1.5, 2.5, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * cf(2.9, 0, -0.15 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part17", "Neon", "BlockMesh", "nil", "nil", 5, 3, 0.25, euler(0, 0, 0) * cf(2.65, 0, -0.325 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part18", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.75, 5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.35, 0, -0.225 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part19", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.25, 5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-0.35, 0, -0.325 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part20", "Neon", "SpecialMesh", "Wedge", "nil", 3, 1.5, 2.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.6, 0, -0.15 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part21", "Neon", "BlockMesh", "nil", "nil", 5, 3, 0.25, euler(0, 0, 0) * cf(-1.35, 0, -0.325 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part22", "Neon", "BlockMesh", "nil", "nil", 3, 1.05, 1.05, euler(mr(45), 0, mr(90)) * cf(3.15, 0, -0.15 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part23", "Neon", "CylinderMesh", "nil", "nil", 1.5, 3, 1.5, euler(0, 0, 0) * cf(3.05, 0, -0.5 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part24", "Neon", "BlockMesh", "nil", "nil", 1.25, 3, 1.25, euler(0, 0, 0) * cf(3.175, 0, -0.525 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part25", "Neon", "SpecialMesh", "Wedge", "nil", 3, 1.25, 1.25, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * cf(3.425, 0, -0.525 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part26", "Neon", "CylinderMesh", "nil", "nil", 5.5, 3, 0.5, euler(mr(90), 0, 0) * cf(2.925, 0, -0.8 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part27", "Neon", "CylinderMesh", "nil", "nil", 5.5, 0.5, 0.5, euler(mr(90), 0, 0) * euler(0, mr(-45) * i, 0) * cf(2.89, 0, -1.135 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part28", "Neon", "CylinderMesh", "nil", "nil", 5.5, 1.5, 0.5, euler(mr(90), 0, 0) * euler(0, mr(-90), 0) * cf(2.725, 0, -1.15 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part29", "Neon", "BlockMesh", "nil", "nil", 3, 1.75, 1, euler(mr(90), 0, mr(90)) * cf(-1.95, 0, -0.175 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part30", "Neon", "SpecialMesh", "Wedge", "nil", 3, 1, 1, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-1.95, 0, -0.45 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part31", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.25, 0.25, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.375, 0, -0.7 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part32", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 1.5, euler(0, mr(90), 0) * cf(-1.55, 0, -0.7 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part33", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 2.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(-90) * i, 0) * cf(-1.65, 0, -0.7 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part34", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 1.5, euler(0, mr(90), 0) * cf(-1.55, 0, -0.825 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part35", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.25, 0.25, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.375, 0, -0.825 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part36", "Neon", "BlockMesh", "nil", "nil", 0.25, 1.5, 1.5, euler(0, mr(90), 0) * cf(-1.65, 0, -0.95 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part37", "Neon", "SpecialMesh", "Torso", "nil", 2.5, 1, 1.5, euler(mr(90), mr(90), 0) * cf(-1.8, 0, -0.725 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part38", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.25, 0.25, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.475, 0, -0.95 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part39", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 0.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(-1.6, 0, -1.2 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part40", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 1.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(-90) * i, 0) * cf(-1.75, 0, -1.1 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part41", "Neon", "SpecialMesh", "Torso", "nil", 2.5, 1, 1.5, euler(mr(90), mr(90), 0) * cf(-1.9, 0, -1.05 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part42", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 1, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * euler(0, mr(-150) * i, 0) * cf(-2.034, 0, -1.221 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part43", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.25, 0.25, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * cf(-1.775, 0, -1.275 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part44", "Neon", "BlockMesh", "nil", "nil", 0.5, 0.75, 1.5, euler(mr(90), mr(90), 0) * cf(-1.725, 0, -1.2 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part45", "Neon", "SpecialMesh", "Wedge", "nil", 1.5, 0.5, 3, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * euler(0, mr(55) * i, 0) * cf(-2.387, 0, -0.631 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part46", "Neon", "BlockMesh", "nil", "nil", 1.5, 0.5, 2.5, euler(mr(90), 0, mr(90)) * cf(-2, 0, -0.4 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part47", "Neon", "BlockMesh", "nil", "nil", 3, 0.75, 1.25, euler(mr(90), 0, mr(90)) * cf(-2.175, 0, -0.225 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part48", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.75, 0.75, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-2.375, 0, -0.225 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part49", "Neon", "BlockMesh", "nil", "nil", 3, 0.5, 2.5, euler(mr(90), 0, mr(90)) * cf(-2.3, 0, -0.05 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part50", "Neon", "SpecialMesh", "Wedge", "nil", 3, 0.5, 0.5, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(-2.6, 0, -0.05 * i))
- prt = AesthPart(model2, thprt4, 0, 0, NewCol3, "Part51", "Neon", "BlockMesh", "nil", "nil", 3, 0.25, 0.5, euler(0, 0, mr(90)) * cf(-2.125, 0, -0.15 * i))
- prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part52", "Neon", "SpecialMesh", "Wedge", "nil", 1, 0.75, 0.75, euler(0, mr(90), 0) * euler(mr(-90) * i, 0, 0) * cf(0, 0, 0))
- prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part53", "Neon", "SpecialMesh", "Wedge", "nil", 1, 0.25, 0.25, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(-45) * i, 0) * cf(0.212, 0, 0.212 * i))
- prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part54", "Neon", "BlockMesh", "nil", "nil", 1, 0.255, 0.5, euler(0, 0, mr(90)) * euler(0, mr(-45) * i, 0) * cf(0.088, 0, 0.053 * i))
- prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part55", "Neon", "SpecialMesh", "Wedge", "nil", 1, 0.2, 0.2, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(45) * i, 0) * cf(0.141, 0, -0.038 * i))
- prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part56", "Neon", "SpecialMesh", "Wedge", "nil", 1, 0.5, 0.5, euler(0, mr(-90), 0) * euler(mr(-90) * i, 0, 0) * euler(0, mr(45) * i, 0) * cf(0.141, 0, 0))
- prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part57", "Neon", "CylinderMesh", "nil", "nil", 0.7, 1, 0.7, euler(0, 0, 0) * cf(0, 0, 0))
- prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part58", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.5, 0.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * euler(0, mr(45) * i, 0) * cf(-0.029, 0, 0.026 * i))
- prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part59", "Neon", "BlockMesh", "nil", "nil", 1, 1, 0.25, euler(0, mr(45) * i, 0) * cf(0.124, 0, 0.124 * i))
- prt = AesthPart(model2, thprt5, 0, 0, NewCol3, "Part60", "Neon", "BlockMesh", "nil", "nil", 1, 0.75, 0.2, euler(0, 0, mr(90)) * cf(0.216, 0, -0.05 * i))
- prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part61", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.5, 0.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(0, 0, 0.1 * i))
- prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part62", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.4, 0.4, euler(0, mr(90), 0) * euler(mr(90) * i, 0, 0) * cf(0.15, 0, 0))
- prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part63", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.4, 0.4, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(0.325, 0, 0))
- prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part64", "Neon", "SpecialMesh", "Wedge", "nil", 0.5, 0.225, 1.5, euler(0, mr(-90), 0) * euler(mr(90) * i, 0, 0) * cf(0.475, 0, -0.038 * i))
- prt = AesthPart(model2, thprt6, 0, 0, NewCol3, "Part65", "Neon", "BlockMesh", "nil", "nil", 0.5, 1.5, 0.1, euler(0, 0, mr(90)) * cf(0.175, 0, -0.05 * i))
- end
- for _,c in pairs(modelzorz:children()) do
- table.insert(Weapon, c)
- table.insert(Saber, c)
- end
- for _,c in pairs(model2:children()) do
- table.insert(Weapon, c)
- table.insert(Buster, c)
- end
- for _,c in pairs(model3:children()) do
- c.Transparency = 1
- end
- rmwld1.C0 = cf(0, 0, 0)
- rmwld1a.C0 = cf(0, 0, 0)
- for _,c in pairs(handle:children()) do
- if c.className == "Motor" then
- table.insert(Welds, c)
- end
- end
- local hitbox = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitbox", vt())
- hitbox.Anchored = true
- local hitboxCF = cf(0, 0, 0)
- sizeseq = ns({nsk(0, 0.3), nsk(0.25, 1), nsk(0.6, 0.2), nsk(1, 0)})
- transseq = ns({nsk(0, 0), nsk(0.8, 0.5), nsk(1, 1)})
- local starsparti = particle(Torso, Color3.new(1, 0, 0), Color3.new(0.3921568627451, 0.3921568627451, 1), 0.5, sizeseq, "http://www.roblox.com/asset/?id=146120327", transseq, 0, vt(0, 0, 0), 0, false, 0, "Top", false, nr(1, 1), 40, nr(-360, 360), nr(-200, 200), nr(8), 180)
- starsparti.Parent = Torso
- sizeseq = ns({nsk(0, 1), nsk(0.7, 6), nsk(1, 7)})
- transseq = ns({nsk(0, 0), nsk(1, 1)})
- local lparti1 = particle(Torso, Color3.new(1, 0, 0), Color3.new(0.3921568627451, 0.3921568627451, 1), 1, sizeseq, "http://www.roblox.com/asset/?id=243098098", transseq, 0, vt(0, 0, 0), 0, false, 0, "Top", false, nr(0.2, 0.2), 500, nr(-360, 360), nr(0, 0), nr(0), 0)
- lparti1.Parent = Torso
- sizeseq = ns({nsk(0, 0.5), nsk(1, 0.5)})
- transseq = ns({nsk(0, 0), nsk(1, 1)})
- local sparti = particle(Torso, Color3.new(1, 0, 0), Color3.new(0.3921568627451, 0.3921568627451, 1), 1, sizeseq, "http://www.roblox.com/asset/?id=82057200", transseq, 0, vt(0, 0, 0), 0, false, 0, "Top", false, nr(1, 1), 50, nr(-360, 360), nr(400, 500), nr(5), 180)
- sparti.Parent = Torso
- local effects = it("Model", modelzorz)
- effects.Name = "Effects"
- hboxpos = Instance.new("BodyPosition", nil)
- hboxpos.P = 2000
- hboxpos.D = 100
- hboxpos.maxForce = Vector3.new(545000, 545000, 545000)
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Dreamer"
- Bin = Tool
- local bodvel = Instance.new("BodyVelocity")
- local bg = Instance.new("BodyGyro")
- so = function(id, par, vol, pit)
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
- coroutine.resume(coroutine.create(function(Sound)
- swait()
- Sound:play()
- end
- ), sou)
- game:GetService("Debris"):AddItem(sou, 6)
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- hideanim = function()
- equipped = false
- if Mode == "Sabers" then
- UnSword()
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), 0.3)
- end
- mdec2.Parent = nil
- mdec.Parent = Decrease
- Humanoid.JumpPower = 50
- end
- mdec.Parent = Decrease
- equipanim = function()
- equipped = true
- floating = false
- Humanoid.JumpPower = 60
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- so("341336144", LeftArm, 1, 1)
- so("341336144", RightArm, 1, 1)
- rara = 4
- local col = 1
- local colnum = 0
- for i = 0, 1, 0.1 do
- swait()
- colnum = colnum + 1
- if #Neons - 1 < col and (colnum) % 2 == 0 then
- col = 1
- end
- if (colnum) % 2 == 0 then
- col = col + 1
- end
- MagicBlock2(Neons[col], LeftArm.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
- MagicBlock2(Neons[col], RightArm.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
- rara = rara + 1
- if rara % 6 == 0 then
- hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil then
- MagicWave(BrickColor.new("Institutional white"), cf(posfloor2), 1, 2, 1, 1, -0.1, 1, 0.1)
- end
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.3, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1) * euler(-0.05, 0, 0), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.2, 0, 0.4) * euler(0, -1.57, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2, 0, -0.4) * euler(0, 1.57, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.05, 0, -0.05), 0.3)
- end
- for i = 0, 1, 0.1 do
- swait()
- colnum = colnum + 1
- if #Neons - 1 < col and (colnum) % 2 == 0 then
- col = 1
- end
- if (colnum) % 2 == 0 then
- col = col + 1
- end
- MagicBlock2(Neons[col], LeftArm.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
- MagicBlock2(Neons[col], RightArm.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
- rara = rara + 1
- if rara % 6 == 0 then
- hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil then
- MagicWave(BrickColor.new("Institutional white"), cf(posfloor2), 1, 2, 1, 1, -0.1, 1, 0.1)
- end
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.4, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.2) * euler(-0.05, 0, 0), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.7, -0.4) * euler(2.9, 0, 0) * euler(0, 0, -0.5) * euler(0, 1.5, 0), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.7, -0.4) * euler(2.9, 0, 0) * euler(0, 0, 0.5) * euler(0, -1.5, 0), 0.25)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.05, 0, -0.05), 0.3)
- end
- mdec.Parent = nil
- mdec2.Parent = Decrease
- hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil then
- MagicWave(BrickColor.new("Institutional white"), cf(posfloor2), 4, 2, 4, 0.7, -0.08, 0.7, 0.05)
- end
- MagicCircle(Neons[col], LeftArm.CFrame * cf(0, -1, 0), 10, 10, 10, 4, 4, 4, 0.1, 1)
- MagicCircle(Neons[col], RightArm.CFrame * cf(0, -1, 0), 10, 10, 10, 4, 4, 4, 0.1, 1)
- so("341336138", LeftArm, 1, 1)
- so("341336138", RightArm, 1, 1)
- so("341336243", LeftArm, 1, 1)
- so("341336243", RightArm, 1, 1)
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.4) * euler(-0.05, 0, 0), 0.2)
- if i < 0.3 then
- RW.C0 = clerp(RW.C0, cf(1, 0.5, 0.3) * euler(-0.2, 0, 1) * euler(0, -1.5, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, 0.3) * euler(-0.2, 0, -1) * euler(0, 1.5, 0), 0.4)
- else
- RW.C0 = clerp(RW.C0, cf(1, 0.5, 0.3) * euler(0.4, 0, 0.4) * euler(0, -1.5, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, 0.3) * euler(0.4, 0, -0.4) * euler(0, 1.5, 0), 0.2)
- end
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.9, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.05), 0.4)
- end
- dec.Parent = nil
- floating = true
- end
- StaggerAnim = function()
- attack = true
- removeControl()
- local dosaber = false
- if Mode == "Sabers" then
- dosaber = true
- end
- Mode = "Stagger"
- for i = 1, math.random(2, 4) do
- ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
- end
- for i = 0, 1, 0.35 do
- swait()
- if dosaber == true then
- for d = 1, #Saber do
- Saber[d].Transparency = i
- end
- end
- do
- do
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- end
- end
- if dosaber == true then
- for d = 1, #Saber do
- Saber[d].Transparency = 1
- end
- handlewld.Part1 = Torso
- handlewld2.Part1 = Torso
- handlewld.C0 = euler(0, 3.14, -2.6) * cf(0, 0, -0.6)
- handlewld2.C0 = euler(0, 3.14, -2.6) * euler(0, 3.14, 0) * cf(0, 0, -0.6)
- mwld1.C0 = cf(0, 2, 0)
- mwld2.C0 = cf(0, 2, 0)
- floating = true
- end
- for i = 1, 0, -0.2 do
- swait()
- if dosaber == true then
- for d = 1, #Saber do
- Saber[d].Transparency = i
- end
- end
- do
- do
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.5, 0, -0.4), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.5), 0.4)
- end
- end
- end
- for d = 1, #Saber do
- Saber[d].Transparency = 0
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.5, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, -0.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.3, 0, 0.4) * euler(0, -0.4, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.2) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 1.2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, 0, -1) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- for i = 1, 40 do
- swait()
- if StunT.Value <= Stun.Value then
- break
- end
- end
- do
- Mode = "Normal"
- resumeControl()
- combo = 0
- attack = false
- end
- end
- StaggerHitt = function()
- attack = true
- for i = 1, math.random(2, 4) do
- ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.7) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.6), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.9) * euler(0, -0.7, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- attack = false
- end
- StunAnim = function()
- attack = true
- removeControl()
- Stunned.Value = true
- showDamage(Character, "Stunned", "Interrupt")
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25)
- end
- local gairost = Instance.new("BodyGyro")
- gairost.Parent = RootPart
- gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge
- gairost.P = 20000
- gairost.cframe = cf(0, 0, 0)
- for i = 0, 1, 0.1 do
- swait()
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3)
- end
- for i = 1, 70 do
- swait()
- gairost.cframe = RootPart.CFrame
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- end
- for i = 0, 1, 0.2 do
- swait()
- Stun.Value = 0
- gairost.cframe = RootPart.CFrame
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3)
- end
- resumeControl()
- gairost.Parent = nil
- dec.Parent = nil
- Stun.Value = 0
- combo = 0
- Stunned.Value = false
- attack = false
- for i = 1, 10 do
- swait()
- Stun.Value = 0
- end
- end
- UnSword = function()
- combo = 0
- for i = 0, 1, 0.1 do
- swait()
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.1, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, -0.4) * euler(0.2, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.4, -0.1) * euler(1.4, 0, 0.7) * euler(0, 1.3, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.8, 0, -0.8) * euler(0, -1.5, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -0.7, -0.3) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.1), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1.1, -0.7, -0.2) * euler(0, -1.57, 0) * euler(0, 0.4, 0) * euler(-0.05, 0, -0.15), 0.5)
- for d = 1, #Saber do
- Saber[d].Transparency = i
- end
- end
- for d = 1, #Saber do
- Saber[d].Transparency = 1
- end
- handlewld.Part1 = Torso
- handlewld2.Part1 = Torso
- handlewld.C0 = euler(0, 3.14, -2.6) * cf(0, 0, -0.6)
- handlewld2.C0 = euler(0, 3.14, -2.6) * euler(0, 3.14, 0) * cf(0, 0, -0.6)
- mwld1.C0 = cf(0, 2, 0)
- mwld2.C0 = cf(0, 2, 0)
- floating = true
- Mode = "Normal"
- for i = 1, 0, -0.2 do
- swait()
- for d = 1, #Saber do
- Saber[d].Transparency = i
- end
- end
- for d = 1, #Saber do
- Saber[d].Transparency = 0
- end
- end
- attackone = function()
- floating = false
- Mode = "Sabers"
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6) * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, 0.6), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 1.2) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, 0.1) * euler(0.4, 0, -1.6) * euler(0, 2, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(0, -0.6, 0) * euler(0, 0, 0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- for d = 1, #Saber do
- Saber[d].Transparency = i
- end
- end
- for d = 1, #Saber do
- Saber[d].Transparency = 1
- end
- handlewld.Part1 = LeftArm
- handlewld2.Part1 = RightArm
- handlewld.C0 = euler(0, 0, -1.57) * euler(0, 1.57, 0) * cf(0, 1, 0)
- handlewld2.C0 = euler(0, 0, -1.57) * euler(0, 1.57, 0) * cf(0, 1, 0)
- mwld1.C0 = cf(0, 0, 0)
- mwld2.C0 = cf(0, 0, 0)
- so("341336274", main1, 0.6, 1.2)
- so("341336274", main2, 0.6, 1.2)
- for i = 1, 0, -0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6) * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, 0.6), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 1.2) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, 0.1) * euler(0.4, 0, -1.6) * euler(0, 2, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(0, -0.6, 0) * euler(0, 0, 0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- for d = 1, #Saber do
- Saber[d].Transparency = i
- end
- end
- for d = 1, #Saber do
- Saber[d].Transparency = 0
- end
- hitbox.Parent = modelzorz
- hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
- teh = math.random(-30, 30) / 100
- so("341336307", main1, 0.6, 1.4 + teh)
- so("341336485", main1, 0.6, 1 + teh)
- for i = 0, 1, 0.12 do
- swait()
- hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
- MagniDamage(hitbox, 3, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0.2, 0) * euler(0, 0, -1), 0.4)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0.5), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, -0.8), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(2.5, 0, 0.6) * euler(0, -1, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(0.4, 0, -1.6) * euler(0, 2.5, 0) * euler(-2.5, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.1, 0, -0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0.1) * euler(0, -1.57, 0) * euler(0, 0.8, 0) * euler(-0.1, 0, 0.05), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- teh = math.random(-30, 30) / 100
- so("341336307", main2, 0.6, 1.4 + teh)
- so("341336485", main2, 0.6, 1 + teh)
- for i = 0, 1, 0.12 do
- swait()
- hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
- MagniDamage(hitbox, 3, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0.3, 0) * euler(0, 0, -0.5), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.6) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0.1, 0, 0) * euler(0, 0, 0.6), 0.4)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(2.5, 0, 0.6) * euler(0, 0.2, 0) * euler(-2, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.6) * euler(0, 0.4, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(0, -0.6, 0) * euler(0, 0, 0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- hitbox.Parent = nil
- end
- end
- attacktwo = function()
- for i = 0, 1, 0.15 do
- swait()
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, -0.6) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 0.6) * euler(0.2, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.4, -0.1) * euler(0.6, 0, 0.7) * euler(0, 1, 0) * euler(0.4, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -0.8) * euler(0, 2, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.9, -0.7, 0.2) * euler(0, 1.57, 0) * euler(0, -0.6, 0) * euler(0, 0, 0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.7, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.2, 0, 0.15), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- hitbox.Parent = modelzorz
- hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
- teh = math.random(-30, 30) / 100
- so("341336307", main1, 0.6, 1.4 + teh)
- so("341336485", main1, 0.6, 1 + teh)
- for i = 0, 1, 0.12 do
- swait()
- hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
- MagniDamage(hitbox, 2, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0.3, 0) * euler(0, 0, -0.4), 0.4)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, -0.8) * euler(0.2, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(0, -1, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(1, 0, -0.8) * euler(0, 2.5, 0) * euler(-2, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, -0.4) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.3), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1.1, -0.7, 0.2) * euler(0, -1.57, 0) * euler(0, 0.8, 0) * euler(0.1, 0, -0.15), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- teh = math.random(-30, 30) / 100
- so("341336307", main2, 0.6, 1.4 + teh)
- so("341336485", main2, 0.6, 1 + teh)
- for i = 0, 1, 0.12 do
- swait()
- hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
- MagniDamage(hitbox, 2, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.4)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0.3, 0) * euler(0, 0, -0.4), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 1) * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.57, 0, 1.57) * euler(0, -1.5, 0) * euler(-2, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.6, 0, -0.8) * euler(0, -0.2, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -0.7, 0.3) * euler(0, 1.57, 0) * euler(0, -1, 0) * euler(0, 0, 0.1), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -0.7, -0.4) * euler(0, -1.57, 0) * euler(0, -0.6, 0) * euler(-0.2, 0, 0.3), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- hitbox.Parent = nil
- end
- end
- end
- attackthree = function()
- for i = 0, 1, 0.15 do
- swait()
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0.1, 0) * euler(0, 0, 0.4), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.1) * euler(0.5, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0.8) * euler(0, 0, 0.1) * euler(-0.2, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, -0.1, 0) * euler(2.8, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.6, 0, -0.7) * euler(0, 0.5, 0) * euler(0, 0, 0.6), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.7, -0.2) * euler(0, 1.57, 0) * euler(0, -0.1, 0) * euler(-0.05, 0, 0.15), 0.5)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.7, -0.1) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.1), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- hitbox.Parent = modelzorz
- hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
- teh = math.random(-30, 30) / 100
- so("341336307", main2, 0.6, 1.4 + teh)
- so("341336485", main2, 0.6, 1 + teh)
- for i = 0, 1, 0.12 do
- swait()
- hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
- MagniDamage(hitbox, 2, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0.2, 0) * euler(0, 0, -0.4), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.1) * euler(0.2, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1.5, -0.8) * euler(0, 0, 0.1) * euler(0.2, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, -0.1, 0) * euler(0.3, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57) * euler(0, 1.7, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.2, -0.2) * euler(0, 1.57, 0) * euler(0, -0.1, 0) * euler(-0.05, 0, -0.1), 0.5)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.5, -0.6) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- teh = math.random(-30, 30) / 100
- so("341336307", main1, 0.6, 1.4 + teh)
- so("341336485", main1, 0.6, 1 + teh)
- for i = 0, 1, 0.12 do
- swait()
- hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
- MagniDamage(hitbox, 2, 6, 8, math.random(6, 8), "Normal", RootPart, 0.3, 2, (math.random(4, 6)), nil, true)
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0.1, 0) * euler(0, 0, -0.4), 0.5)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.1) * euler(0.2, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1.5, -0.8) * euler(0, 0, -0.4) * euler(0.2, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, -0.1, 0) * euler(-0.3, 0, 0.6), 0.5)
- LW.C0 = clerp(LW.C0, cf(-0.6, 0.5, -0.5) * euler(1.57, 0, -1.57) * euler(0, 1.7, 0) * euler(-2.8, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.1, -0.2, -0.2) * euler(0, 1.57, 0) * euler(0, 0.4, 0) * euler(-0.05, 0, -0.1), 0.5)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.5, -0.6) * euler(0, -1.57, 0) * euler(0, 0.4, 0) * euler(-0.2, 0, 0.4), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- hitbox.Parent = nil
- end
- end
- end
- attackfour = function()
- so("341336200", main1, 0.6, 1)
- so("341336200", main2, 0.6, 1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.6, 0, 0) * euler(0, 0, 2) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.6, 0, 0) * euler(0, 0, -2) * euler(0, 0, 0), 0.3)
- local tehn = math.random(1, 7)
- local rara = 0
- for i = 0, 1, 0.05 do
- swait()
- rara = rara + 1
- if (rara) % 2 == 0 then
- if tehn > 6 then
- tehn = 1
- else
- tehn = tehn + 1
- end
- end
- da1 = math.random(150, 250) / 100
- da2 = math.random(700, 900) / 100
- MagicCircle(Neons[tehn], main1.CFrame * cf(0, 3, 0), 5, 10, 5, da1, da2, da1, 0.2)
- MagicCircle(Neons[tehn], main2.CFrame * cf(0, 3, 0), 5, 10, 5, da1, da2, da1, 0.2)
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 0) * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.6, 0, 0) * euler(0, 0, 2) * euler(0, -1.5, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.6, 0, 0) * euler(0, 0, -2) * euler(0, 1.5, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1.05, -0.95, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1.05, -0.95, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, 0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- hitbox.Parent = modelzorz
- hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
- so("341336307", main1, 1, 1.2)
- so("341336307", main2, 1, 1.2)
- for i = 0, 1, 0.2 do
- swait()
- hitbox.CFrame = main1.CFrame * cf(0, 2, 0)
- MagniDamage(hitbox, 2, 8, 10, math.random(6, 8), "Normal", RootPart, 0.2, 2, (math.random(4, 6)), nil, true)
- hitbox.CFrame = main2.CFrame * cf(0, 2, 0)
- MagniDamage(hitbox, 2, 8, 10, math.random(6, 8), "Normal", RootPart, 0.2, 2, (math.random(4, 6)), nil, true)
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, -1.4), 0.8)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, -1.4), 0.8)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.8)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.2) * euler(0, 0, 0) * euler(0, 0, 0), 0.8)
- RW.C0 = clerp(RW.C0, cf(0.8, 0.5, -0.5) * euler(1.6, 0, 0) * euler(0, 0, 2) * euler(0, -1.5, 0) * euler(-2.2, 0, 0), 0.8)
- LW.C0 = clerp(LW.C0, cf(-0.8, 0.5, -0.5) * euler(1.6, 0, 0) * euler(0, 0, -2) * euler(0, 1.5, 0) * euler(-2.2, 0, 0), 0.8)
- RH.C0 = clerp(RH.C0, cf(1.05, -0.95, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, -0.1), 0.8)
- LH.C0 = clerp(LH.C0, cf(-1.05, -0.95, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, 0.1), 0.8)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- for i = 1, 3 do
- Star(main2, 50)
- Star(main1, 50)
- end
- hitbox.Parent = nil
- local ref1 = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref1.Anchored = true
- ref1.CFrame = cf(main1.Position)
- game:GetService("Debris"):AddItem(ref1, 1)
- so("341336243", ref1, 1, 1)
- local ref2 = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref2.Anchored = true
- ref2.CFrame = cf(main2.Position)
- game:GetService("Debris"):AddItem(ref2, 1)
- so("341336243", ref1, 1, 1)
- for i = 0, 1, 0.2 do
- swait()
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, -1.4), 0.5)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, -1.4), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.2) * euler(0, 0, 0) * euler(0, 0, 0), 0.5)
- RW.C0 = clerp(RW.C0, cf(0.8, 0.5, -0.5) * euler(1.6, 0, 0) * euler(0, 0, 2) * euler(0, -1.5, 0) * euler(-2.2, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-0.8, 0.5, -0.5) * euler(1.6, 0, 0) * euler(0, 0, -2) * euler(0, 1.5, 0) * euler(-2.2, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(1.05, -0.95, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, -0.1), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1.05, -0.95, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.05, 0, 0.1), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- for i = 0, 1, 0.3 do
- swait()
- for d = 1, #Saber do
- Saber[d].Transparency = i
- end
- end
- for d = 1, #Saber do
- Saber[d].Transparency = 1
- end
- handlewld.Part1 = Torso
- handlewld2.Part1 = Torso
- handlewld.C0 = euler(0, 3.14, -2.6) * cf(0, 0, -0.6)
- handlewld2.C0 = euler(0, 3.14, -2.6) * euler(0, 3.14, 0) * cf(0, 0, -0.6)
- mwld1.C0 = cf(0, 2, 0)
- mwld2.C0 = cf(0, 2, 0)
- floating = true
- Mode = "Normal"
- for i = 1, 0, -0.2 do
- swait()
- for d = 1, #Saber do
- Saber[d].Transparency = i
- end
- end
- for d = 1, #Saber do
- Saber[d].Transparency = 0
- end
- end
- end
- end
- PowerRising = function()
- attack = true
- if Mode == "Sabers" then
- UnSword()
- end
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- manainc = 12
- local col = 1
- local colnum = 0
- local dopart = 0
- cooldownsadd[1] = 0.18
- cooldownsadd[2] = 0.16
- cooldownsadd[3] = 0.14
- prising = true
- local prref = part(3, nil, 0, 1, BrickColor.new("Black"), "Reference", vt())
- prref.Anchored = true
- while prising == true do
- swait()
- dopart = dopart + 1
- if (dopart) % 4 == 0 then
- colnum = colnum + 1
- if (colnum) % 2 == 0 then
- col = math.random(1, 7)
- end
- MagicBlock2(Neons[col], LeftArm.CFrame * cf(0, -1, 0), 4, 4, 4, 0.6, 0.6, 0.6, 0.05, 1)
- MagicBlock2(Neons[col], RightArm.CFrame * cf(0, -1, 0), 4, 4, 4, 0.6, 0.6, 0.6, 0.05, 1)
- prref.CFrame = cf(RootPart.Position) * cf(math.random(-500, 500) / 100, 0, math.random(-500, 500) / 100)
- local phitfloor, pposfloor = rayCast(prref.Position, CFrame.new(prref.Position, prref.Position - Vector3.new(0, 1, 0)).lookVector, 50, Character)
- if phitfloor ~= nil then
- MagicCircle(Neons[col], cf(pposfloor), 1, 1, 1, 1, 5, 1, 0.1)
- end
- end
- do
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.3, 0, 0), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(1, 0, 1.3) * euler(0, -1.57, 0), 0.1)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(1, 0, -1.3) * euler(0, 1.57, 0), 0.1)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.1)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.1)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- end
- cooldownsadd[1] = 0.16
- cooldownsadd[2] = 0.14
- cooldownsadd[3] = 0.12
- manainc = 16
- dec.Parent = nil
- attack = false
- end
- Star = function(mainpart, rand)
- local stref = part(3, effects, 0, 0, BrickColor.new("Black"), "Reference", vt())
- stref.Anchored = true
- stref.Material = "Neon"
- stref.CFrame = cf(mainpart.Position)
- local strmsh = mesh("SpecialMesh", stref, "FileMesh", "45428961", vt(0, 0, 0), vt(3, 3, 3))
- hitbox.CFrame = mainpart.CFrame * cf(math.random(-100, 100) / 100, 2 + math.random(-200, 200) / 100, math.random(-100, 100) / 100)
- table.insert(Effects, {RootPart.CFrame.lookVector + vt(math.random(-rand, rand) / 100, math.random(-rand, rand) / 100, math.random(-rand, rand) / 100), "Shoot", 80, hitbox.Position, 7, 9, 0, math.random(1, 7), stref, euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0})
- end
- do1 = function()
- if attack == true then
- return
- end
- attack = true
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldowns[1] >= 50 then
- if Mode == "Sabers" then
- UnSword()
- end
- cbuster = true
- Humanoid.AutoRotate = false
- for i = 0, 1, 0.1 do
- swait()
- LeftArm.Transparency = i
- for d = 1, #Buster do
- Buster[d].Transparency = i
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.4) * euler(0, -1.5, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1, 0.5, 0.5) * euler(1.3, 0, -1) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- local rara1 = Instance.new("NumberValue", Decrease)
- rara1.Name = "DecreaseMvmt"
- rara1.Value = 0.4
- local rara2 = Instance.new("NumberValue", Decrease)
- rara2.Name = "DecreaseDef"
- rara2.Value = -0.1
- handlewld3.Part1 = LeftArm
- handlewld3.C0 = euler(0, 0, mr(-90)) * euler(0, mr(40), 0) * cf(0, 0, 0)
- LeftArm.Transparency = 1
- for d = 1, #Buster do
- Buster[d].Transparency = 1
- end
- for i = 1, 0, -0.2 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.5)
- for d = 1, #Buster do
- Buster[d].Transparency = i
- end
- end
- for d = 1, #Buster do
- Buster[d].Transparency = 0
- end
- cshoot = false
- cdebounce = false
- local dashoot = 0
- local laser1 = part(3, nil, 0, 0.5, BrickColor.new("Really red"), "Effect", vt())
- laser1.Material = "Neon"
- laser1.Anchored = true
- local laser2 = laser1:Clone()
- local laser3 = laser1:Clone()
- local laser4 = laser1:Clone()
- local lmsh1 = mesh("CylinderMesh", laser1, "", "", vt(0, 0, 0), vt(1, 1, 1))
- local lmsh2 = mesh("CylinderMesh", laser2, "", "", vt(0, 0, 0), vt(1, 1, 1))
- local lmsh3 = mesh("CylinderMesh", laser3, "", "", vt(0, 0, 0), vt(1, 1, 1))
- local lmsh4 = (mesh("CylinderMesh", laser4, "", "", vt(0, 0, 0), vt(1, 1, 1)))
- local l2cf, l3cf, l4cf = nil, nil, nil
- while cbuster == true and cooldowns[1] > 10 do
- swait()
- if MMouse ~= nil then
- local mpos = handle3.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, MMouse.Hit.p) * CFrame.Angles(math.pi / 2, 0, 0)
- local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- handlewld3a.Part0 = handle3
- handlewld3a.Part1 = handle3a
- handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0), 0.3)
- end
- if busterlaser == true then
- busterlaser = false
- so("306247678", Torso, 1, 0.5)
- for _,c in pairs(model3:children()) do
- c.Transparency = 0
- end
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 0
- for d = 1, 7 do
- for i = 1, 0, -0.25 do
- swait()
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, 0, 0), 0.3)
- do
- do
- if d == 1 then
- rmsh7.Scale = vt(2.5, 2.25, rs4 - rs4 * i)
- rmsh7a.Scale = vt(2.5, 2.25, rs4 - rs4 * i)
- rwld7.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3 * i, 0, 0.1)
- rwld7a.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3 * i, 0, -0.1)
- else
- if d == 2 then
- rmsh6.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rmsh6a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rwld6.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2 * i, 0, 0.1)
- rwld6a.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2 * i, 0, -0.1)
- else
- if d == 3 then
- rmsh5.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rmsh5a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rwld5.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2 * i, 0, 0.1)
- rwld5a.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2 * i, 0, -0.1)
- else
- if d == 4 then
- rmsh4.Scale = vt(2.5, 2.25, rs3 - rs3 * i)
- rmsh4a.Scale = vt(2.5, 2.25, rs3 - rs3 * i)
- rwld4.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2 * i, 0, 0.1)
- rwld4a.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2 * i, 0, -0.1)
- else
- if d == 5 then
- rmsh3.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rmsh3a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rwld3.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2 * i, 0, 0.1)
- rwld3a.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2 * i, 0, -0.1)
- else
- if d == 6 then
- rmsh2.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rmsh2a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rwld2.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2 * i, 0, 0.1)
- rwld2a.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2 * i, 0, -0.1)
- else
- if d == 7 then
- rmsh1.Scale = vt(2.5, 2.25, rs1 - rs1 * i)
- rmsh1a.Scale = vt(2.5, 2.25, rs1 - rs1 * i)
- rwld1.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1 * i, 0, 0.1)
- rwld1a.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1 * i, 0, -0.1)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- local mainpos = MMouse.Hit.p
- for i = 0, 3, 0.2 do
- swait()
- if mainpos ~= nil then
- local mpos = handle3.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, mainpos) * CFrame.Angles(math.pi / 2, 0, 0)
- local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- handlewld3a.Part0 = handle3
- handlewld3a.Part1 = handle3a
- handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0), 0.8)
- end
- do
- do
- if i < 1 then
- handlewld4.C0 = clerp(handlewld4.C0, cf(0, 0, 0.1), 0.4)
- handlewld5.C0 = clerp(handlewld5.C0, cf(0, 0, -0.1), 0.4)
- handlewld6.C0 = euler(0, mr(-45) * i, 0) * cf(3.35, 0, -0.075 - 0.065 * i)
- handlewld7.C0 = euler(0, mr(45) * i, 0) * cf(3.35, 0, 0.075 + 0.065 * i)
- end
- end
- end
- end
- mana.Value = mana.Value - 15
- cooldowns[1] = cooldowns[1] - 30
- for i = 1, 3 do
- so("341336476", handle10, 10, 1)
- end
- local refl = part(3, nil, 0, 1, BrickColor.new("Black"), "Reference", vt())
- refl.Anchored = true
- for d = 1, 7 do
- for i = 0, 1, 0.25 do
- swait()
- if mainpos ~= nil then
- local mpos = handle3.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, mainpos) * CFrame.Angles(math.pi / 2, 0, 0)
- local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- handlewld3a.Part0 = handle3
- handlewld3a.Part1 = handle3a
- handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0) * cf(math.random(-50, 50) / 100, math.random(-50, 50) / 100, math.random(-50, 50) / 100), 0.5)
- for i = 1, 5 do
- tehcf = cf(0, 0, -1.5)
- if i == 2 then
- tehcf = cf(0, 3, -1.5)
- else
- if i == 3 then
- tehcf = cf(0, -3, -1.5)
- else
- if i == 4 then
- tehcf = cf(3, 0, -1.5)
- else
- if i == 5 then
- tehcf = cf(-3, 0, -1.5)
- end
- end
- end
- end
- refl.CFrame = handle10.CFrame * tehcf
- local mainpos = refl.Position
- local dist = 500
- raa = math.random(1, 7)
- if i == 1 then
- MagicCircle(Neons[raa], refl.CFrame, 30, 30, 10, 0, 0, 0, 0.3)
- end
- local bounce = 10
- repeat
- bounce = bounce - 1
- local hit, pos = rayCast(mainpos, refl.CFrame.lookVector, dist, Character)
- local targl = mainpos - pos
- local magl = targl.magnitude
- dist = dist - magl
- local mag = (mainpos - pos).magnitude
- if i == 1 then
- MagicCylinder(Neons[raa], CFrame.new((mainpos + pos) / 2, pos) * angles(1.57, 0, 0), 30, mag * 5, 30, 0, 0, 0, 0.3)
- end
- mainpos = pos
- if hit ~= nil then
- Damagefunc(hit, 8, 10, 0, "Normal", RootPart, 0.2, 1, (math.random(8, 10)), nil, nil, true)
- end
- until dist <= 0 or hit == nil or bounce < 1
- end
- end
- do
- do
- if d == 7 then
- rainbow6.Transparency = 1
- rainbow6a.Transparency = 1
- rmsh7.Scale = vt(2.5, 2.25, rs4 - rs4 * i)
- rmsh7a.Scale = vt(2.5, 2.25, rs4 - rs4 * i)
- rwld7.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3 * i, 0, 0.1)
- rwld7a.C0 = euler(0, mr(90), 0) * cf(2.85 + rw3 * i, 0, -0.1)
- else
- if d == 6 then
- rainbow5.Transparency = 1
- rainbow5a.Transparency = 1
- rmsh6.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rmsh6a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rwld6.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2 * i, 0, 0.1)
- rwld6a.C0 = euler(0, mr(90), 0) * cf(2.175 + rw2 * i, 0, -0.1)
- else
- if d == 5 then
- rainbow4.Transparency = 1
- rainbow4a.Transparency = 1
- rmsh5.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rmsh5a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rwld5.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2 * i, 0, 0.1)
- rwld5a.C0 = euler(0, mr(90), 0) * cf(1.425 + rw2 * i, 0, -0.1)
- else
- if d == 4 then
- rainbow3.Transparency = 1
- rainbow3a.Transparency = 1
- rmsh4.Scale = vt(2.5, 2.25, rs3 - rs3 * i)
- rmsh4a.Scale = vt(2.5, 2.25, rs3 - rs3 * i)
- rwld4.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2 * i, 0, 0.1)
- rwld4a.C0 = euler(0, mr(90), 0) * cf(0.65 + rw2 * i, 0, -0.1)
- else
- if d == 3 then
- rainbow2.Transparency = 1
- rainbow2a.Transparency = 1
- rmsh3.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rmsh3a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rwld3.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2 * i, 0, 0.1)
- rwld3a.C0 = euler(0, mr(90), 0) * cf(-0.125 + rw2 * i, 0, -0.1)
- else
- if d == 2 then
- rainbow1.Transparency = 1
- rainbow1a.Transparency = 1
- rmsh2.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rmsh2a.Scale = vt(2.5, 2.25, rs2 - rs2 * i)
- rwld2.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2 * i, 0, 0.1)
- rwld2a.C0 = euler(0, mr(90), 0) * cf(-0.875 + rw2 * i, 0, -0.1)
- else
- if d == 1 then
- rmsh1.Scale = vt(2.5, 2.25, rs1 - rs1 * i)
- rmsh1a.Scale = vt(2.5, 2.25, rs1 - rs1 * i)
- rwld1.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1 * i, 0, 0.1)
- rwld1a.C0 = euler(0, mr(90), 0) * cf(-1.55 + rw1 * i, 0, -0.1)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- for _,c in pairs(model3:children()) do
- c.Transparency = 1
- end
- for i = 0, 1, 0.1 do
- swait()
- if mainpos ~= nil then
- local mpos = handle3.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, mainpos) * CFrame.Angles(math.pi / 2, 0, 0)
- local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- handlewld3a.Part0 = handle3
- handlewld3a.Part1 = handle3a
- handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0), 0.5)
- end
- do
- do
- if i < 1 then
- handlewld4.C0 = clerp(handlewld4.C0, cf(0, 0, 0), 0.4)
- handlewld5.C0 = clerp(handlewld5.C0, cf(0, 0, 0), 0.4)
- handlewld6.C0 = clerp(handlewld6.C0, cf(3.35, 0, -0.075), 0.4)
- handlewld7.C0 = clerp(handlewld7.C0, cf(3.35, 0, 0.075), 0.4)
- end
- end
- end
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 1)
- RootJoint.C1 = clerp(RootJoint.C1, RootCF, 1)
- dec.Parent = nil
- handlewld4.C0 = cf(0, 0, 0)
- handlewld5.C0 = cf(0, 0, 0)
- handlewld6.C0 = clerp(handlewld6.C0, cf(3.35, 0, -0.075), 1)
- handlewld7.C0 = clerp(handlewld7.C0, cf(3.35, 0, 0.075), 1)
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- if StaggerHit.Value ~= true and cshoot == true then
- cdebounce = true
- cshoot = false
- while cdebounce do
- swait()
- if cdebounce == true and dashoot < 27 then
- if dashoot == 0 then
- l2cf = vt(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
- l3cf = vt(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
- l4cf = vt(math.random(-10, 10) / 100, math.random(-10, 10) / 100, math.random(-10, 10) / 100)
- end
- dashoot = dashoot + 1
- local hit, pos = rayCast(handle10.Position, handle10.CFrame.lookVector, 500, Character)
- local hit2, pos2 = rayCast(handle10.Position, handle10.CFrame.lookVector + l2cf, 500, Character)
- local hit3, pos3 = rayCast(handle10.Position, handle10.CFrame.lookVector + l3cf, 500, Character)
- local hit4, pos4 = rayCast(handle10.Position, handle10.CFrame.lookVector + l4cf, 500, Character)
- if (dashoot) % 3 == 0 and dashoot < 20 then
- so("341336333", handle10, 1, 1)
- end
- if dashoot == 20 or dashoot == 22 or dashoot == 24 or dashoot == 26 then
- cooldowns[1] = cooldowns[1] - 4
- handlewld8.C0 = euler(0, mr(-20), 0) * cf(0.291, 0, 0)
- handlewld9.C0 = euler(0, mr(20), 0) * cf(0.291, 0, 0)
- so("341336385", handle10, 1, 1)
- table.insert(Effects, {handle10.CFrame.lookVector, "Shoot2", 50, handle10.Position, 6, 8, 0, math.random(1, 7)})
- table.insert(Effects, {handle10.CFrame.lookVector + l2cf, "Shoot2", 50, handle10.Position, 6, 8, 0, math.random(1, 7)})
- table.insert(Effects, {handle10.CFrame.lookVector + l3cf, "Shoot2", 50, handle10.Position, 6, 8, 0, math.random(1, 7)})
- table.insert(Effects, {handle10.CFrame.lookVector + l4cf, "Shoot2", 50, handle10.Position, 6, 8, 0, math.random(1, 7)})
- else
- handlewld8.C0 = euler(0, 0, 0) * cf(0.291, 0, 0)
- handlewld9.C0 = euler(0, 0, 0) * cf(0.291, 0, 0)
- end
- local mag = (handle10.Position - pos).magnitude
- laser1.Parent = effects
- laser1.CFrame = cf((handle10.Position + pos) / 2, pos) * angles(1.57, 0, 0)
- lmsh1.Scale = vt(0.5, mag * 5, 0.5)
- local mag2 = (handle10.Position - pos2).magnitude
- laser2.Parent = effects
- laser2.CFrame = cf((handle10.Position + pos2) / 2, pos2) * angles(1.57, 0, 0)
- lmsh2.Scale = vt(0.5, mag2 * 5, 0.5)
- local mag3 = (handle10.Position - pos3).magnitude
- laser3.Parent = effects
- laser3.CFrame = cf((handle10.Position + pos3) / 2, pos3) * angles(1.57, 0, 0)
- lmsh3.Scale = vt(0.5, mag3 * 5, 0.5)
- local mag4 = (handle10.Position - pos4).magnitude
- laser4.Parent = effects
- laser4.CFrame = cf((handle10.Position + pos4) / 2, pos4) * angles(1.57, 0, 0)
- lmsh4.Scale = vt(0.5, mag4 * 5, 0.5)
- else
- do
- laser1.Parent = nil
- laser2.Parent = nil
- laser3.Parent = nil
- laser4.Parent = nil
- cdebounce = false
- dashoot = 0
- if MMouse ~= nil then
- local mpos = handle3.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, MMouse.Hit.p) * CFrame.Angles(math.pi / 2, 0, 0)
- local x, y, z = handle3.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- handlewld3a.Part0 = handle3
- handlewld3a.Part1 = handle3a
- handlewld3a.C0 = clerp(handlewld3a.C0, CFrame.Angles(x, y, z) * euler(0, -mr(45), 1.57) * cf(-1, 0, 0), 0.3)
- end
- end
- end
- end
- end
- end
- if Anim == "Idle" then
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.4) * euler(0, -1.5, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- end
- if Anim == "Walk" or Anim == "Run" then
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(-0.2, 0, 0.4) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.5), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.5), 0.3)
- end
- if Anim == "Jump" then
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.8) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- end
- if Anim == "Fall" then
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8) * euler(0, -1.5, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- end
- end
- Humanoid.AutoRotate = true
- cbuster = false
- rara1.Parent = nil
- rara2.Parent = nil
- handlewld8.C0 = euler(0, 0, 0) * cf(0.291, 0, 0)
- handlewld9.C0 = euler(0, 0, 0) * cf(0.291, 0, 0)
- laser1.Parent = nil
- laser2.Parent = nil
- laser3.Parent = nil
- laser4.Parent = nil
- LW.Part0 = ch.Torso
- LW.Part1 = ch["Left Arm"]
- handlewld3.Part0 = handle3
- handlewld3.Part1 = LeftArm
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.2, 0, 0), 0.3)
- for d = 1, #Buster do
- Buster[d].Transparency = i
- end
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- handlewld3a.C0 = clerp(handlewld3a.C0, cf(0, 0, 0), 1)
- handlewld3.Part1 = Torso
- handlewld3.C0 = euler(1.57, 0, 0) * cf(-0.5, 0, 0) * euler(0, 0, -0.5) * cf(0, 0, -0.8)
- for i = 1, 0, -0.1 do
- swait()
- LeftArm.Transparency = i
- for d = 1, #Buster do
- Buster[d].Transparency = i
- end
- end
- LeftArm.Transparency = 0
- for d = 1, #Buster do
- Buster[d].Transparency = 0
- end
- end
- attack = false
- end
- do2 = function()
- if sbreaker == true then
- sbreaker = false
- end
- if attack == true then
- return
- end
- attack = true
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldowns[2] >= 70 then
- if Mode == "Sabers" then
- UnSword()
- end
- local rara1 = Instance.new("NumberValue", Decrease)
- rara1.Name = "DecreaseMvmt"
- rara1.Value = -0.05
- local rara2 = Instance.new("NumberValue", Decrease)
- rara2.Name = "DecreaseDef"
- rara2.Value = 0.1
- so("341336144", LeftArm, 1, 1)
- so("341336144", RightArm, 1, 1)
- sbreaker = true
- local sbref1 = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- local sbrwld1 = weld(sbref1, sbref1, LeftArm, cf(0, 1, 0))
- local sbref2 = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- local sbrwld2 = weld(sbref2, sbref2, RightArm, cf(0, 1, 0))
- local da1 = lparti1:Clone()
- da1.Parent = sbref1
- local da2 = lparti1:Clone()
- da2.Parent = sbref2
- da1.Enabled = true
- da2.Enabled = true
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.5, 0, 1) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.5, 0, -1) * euler(0, 0, 0), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- shockshoot = false
- shockdebounce = false
- local dashoot = 3
- local sref = part(3, nil, 0, 1, BrickColor.new("Black"), "Reference", vt())
- sref.Anchored = true
- TehM = nil
- while sbreaker == true and cooldowns[2] > 20 do
- swait()
- if sbreakerII == true then
- sbreakerII = false
- for i = 0, 1, 0.1 do
- swait()
- da1.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
- da2.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.3, 0, -0.2) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.3, 0, 0.2) * euler(0, 0, 0), 0.3)
- end
- cooldowns[2] = cooldowns[2] - 30
- mana.Value = mana.Value - 10
- for i = 1, 3 do
- MouseLook = cf((RootPart.Position + MMouse.Hit.p) / 2, MMouse.Hit.p)
- local hit, pos = rayCast(RootPart.Position, MouseLook.lookVector, 200, Character)
- rand = cf(math.random(-1500, 1500) / 100, 10, math.random(-1500, 1500) / 100)
- sref.CFrame = cf(pos) * rand
- local hit2, pos2 = rayCast(sref.Position, CFrame.new(sref.Position, sref.Position - Vector3.new(0, 1, 0)).lookVector, 999, Character)
- local d1 = part(3, effects, 0, 0.5, BrickColor.new("White"), "Effect", vt())
- d1.Anchored = true
- d1.CFrame = cf(pos2)
- d1.Material = "Neon"
- msh = mesh("CylinderMesh", d1, "nil", "nil", vt(0, 0, 0), vt(100, 5, 100))
- d2 = d1:Clone()
- d2.Transparency = 1
- d2.Parent = d1
- d2.CFrame = cf(d1.Position)
- d2.BrickColor = BrickColor.new("New Yeller")
- table.insert(Effects, {d1, "SatelliteStrike2", d2, d2.Mesh, 0, 0})
- end
- end
- do
- if shockshoot == true then
- shockshoot = false
- shockdebounce = true
- end
- if shockdebounce == true and dashoot < 25 then
- dashoot = dashoot + 1
- if (dashoot) % 4 == 0 and dashoot < 20 then
- cooldowns[2] = cooldowns[2] - 3
- MouseLook = cf((RootPart.Position + TehM) / 2, TehM)
- local hit, pos = rayCast(RootPart.Position, MouseLook.lookVector, 200, Character)
- rand = cf(math.random(-1500, 1500) / 100, 10, math.random(-1500, 1500) / 100)
- if dashoot == 4 then
- rand = cf(0, 10, 0)
- end
- sref.CFrame = cf(pos) * rand
- local hit2, pos2 = rayCast(sref.Position, CFrame.new(sref.Position, sref.Position - Vector3.new(0, 1, 0)).lookVector, 999, Character)
- local d1 = part(3, effects, 0, 0.5, BrickColor.new("White"), "Effect", vt())
- d1.Anchored = true
- d1.CFrame = cf(pos2)
- d1.Material = "Neon"
- msh = mesh("CylinderMesh", d1, "nil", "nil", vt(0, 0, 0), vt(50, 5, 50))
- d2 = d1:Clone()
- d2.Transparency = 1
- d2.Parent = d1
- d2.CFrame = cf(d1.Position)
- d2.BrickColor = BrickColor.new("New Yeller")
- table.insert(Effects, {d1, "SatelliteStrike", d2, d2.Mesh, 0, 0})
- end
- else
- do
- shockdebounce = false
- dashoot = 3
- da1.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
- da2.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(2.5, 0, 1) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(2.5, 0, -1) * euler(0, 0, 0), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
- break
- end
- end
- end
- end
- if Anim == "Idle" then
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- end
- if Anim == "Walk" or Anim == "Run" then
- RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.5), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.5), 0.3)
- end
- if Anim == "Jump" then
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- end
- if Anim == "Fall" then
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- end
- end
- sbreaker = false
- rara1.Parent = nil
- rara2.Parent = nil
- sbrwld1.Parent = nil
- sbrwld2.Parent = nil
- sbref1.Anchored = true
- sbref2.Anchored = true
- da1.Enabled = false
- da2.Enabled = false
- game:GetService("Debris"):AddItem(sbref1, 5)
- game:GetService("Debris"):AddItem(sbref2, 5)
- end
- attack = false
- end
- do3 = function()
- if attack == true then
- return
- end
- attack = true
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldowns[3] >= 80 then
- if Mode == "Sabers" then
- UnSword()
- end
- local rara1 = Instance.new("NumberValue", Decrease)
- rara1.Name = "DecreaseMvmt"
- rara1.Value = 0.1
- local rara2 = Instance.new("NumberValue", Decrease)
- rara2.Name = "DecreaseDef"
- rara2.Value = 0.05
- so("341336144", LeftArm, 1, 1)
- so("341336144", RightArm, 1, 1)
- sblazing = true
- local sbref1 = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt(1, 1, 1))
- local sbrwld1 = weld(sbref1, sbref1, LeftArm, cf(0, 1, 0))
- local sbref2 = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt(1, 1, 1))
- local sbrwld2 = weld(sbref2, sbref2, RightArm, cf(0, 1, 0))
- local da1 = sparti:Clone()
- da1.Parent = sbref1
- local da2 = sparti:Clone()
- da2.Parent = sbref2
- da1.Enabled = true
- da2.Enabled = true
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2.5, 0, 1) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(2.5, 0, -1) * euler(0, 0, 0), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- starshoot = false
- stardebounce = false
- local dashoot = 0
- local sref = part(3, nil, 0, 0.5, BrickColor.new("Black"), "Reference", vt())
- sref.Anchored = true
- TehM = nil
- while sblazing == true and cooldowns[3] > 20 do
- swait()
- if galacblazing == true then
- galacblazing = false
- for i = 0, 1, 0.1 do
- swait()
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, 0) * euler(2.8, 0, 0.4) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(2.8, 0, -0.4) * euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.6, 0, 0), 0.3)
- da1.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
- da2.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
- if math.random(1, 2) == 1 then
- da1.RotSpeed = nr(400, 500)
- else
- da1.RotSpeed = nr(-500, -400)
- end
- if math.random(1, 2) == 1 then
- da2.RotSpeed = nr(400, 500)
- else
- da2.RotSpeed = nr(-500, -400)
- end
- end
- cooldowns[3] = cooldowns[3] - 20
- mana.Value = mana.Value - 20
- sref.CFrame = cf(RootPart.Position) * cf(0, 50, 0)
- sref.CFrame = cf(sref.Position, MMouse.Hit.p)
- local stref = part(3, effects, 0, 0, BrickColor.new("Black"), "Reference", vt())
- stref.Anchored = true
- stref.Material = "Neon"
- stref.CFrame = sref.CFrame
- local strmsh = mesh("SpecialMesh", stref, "FileMesh", "45428961", vt(0, 0, 0), vt(90, 90, 90))
- so("341336159", stref, 1, 0.4)
- table.insert(Effects, {stref.CFrame.lookVector, "Shoot4", 150, sref.Position, 7, 9, 0, math.random(1, 7), stref, math.random(-50, 50), 0})
- end
- do
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- if StaggerHit.Value ~= true or starshoot == true then
- starshoot = false
- stardebounce = true
- cooldowns[3] = cooldowns[3] - 10
- sref.CFrame = cf(RootPart.Position) * cf(math.random(-3000, 3000) / 100, math.random(500, 5000) / 100, math.random(-3000, 3000) / 100)
- sref.CFrame = cf(sref.Position, MMouse.Hit.p)
- local stref = part(3, effects, 0, 0, BrickColor.new("Black"), "Reference", vt())
- stref.Anchored = true
- stref.Material = "Neon"
- stref.CFrame = sref.CFrame
- local strmsh = mesh("SpecialMesh", stref, "FileMesh", "45428961", vt(0, 0, 0), vt(30, 30, 30))
- so("341336159", stref, 1, 1)
- table.insert(Effects, {stref.CFrame.lookVector, "Shoot3", 150, sref.Position, 7, 9, 0, math.random(1, 7), stref, math.random(-50, 50), 0})
- end
- do
- if stardebounce == true and dashoot < 10 then
- dashoot = dashoot + 1
- else
- stardebounce = false
- dashoot = 0
- end
- da1.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
- da2.Color = cs(Neons[math.random(1, 7)].Color, Neons[math.random(1, 7)].Color)
- if math.random(1, 2) == 1 then
- da1.RotSpeed = nr(400, 500)
- else
- da1.RotSpeed = nr(-500, -400)
- end
- if math.random(1, 2) == 1 then
- da2.RotSpeed = nr(400, 500)
- else
- da2.RotSpeed = nr(-500, -400)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(2.5, 0, 1) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(2.5, 0, -1) * euler(0, 0, 0), 0.3)
- if Anim == "Idle" then
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- end
- end
- if Anim == "Walk" or Anim == "Run" then
- RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.5), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.5), 0.3)
- end
- end
- if Anim == "Jump" then
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.1), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.05), 0.3)
- end
- end
- if Anim == "Fall" then
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- end
- end
- sblazing = false
- rara1.Parent = nil
- rara2.Parent = nil
- sref.Parent = nil
- sbrwld1.Parent = nil
- sbrwld2.Parent = nil
- sbref1.Anchored = true
- sbref2.Anchored = true
- da1.Enabled = false
- da2.Enabled = false
- game:GetService("Debris"):AddItem(sbref1, 5)
- game:GetService("Debris"):AddItem(sbref2, 5)
- end
- attack = false
- end
- do4 = function()
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- cooldowns[4] = 0
- end
- findNearestTorso = function(pos, distance)
- local list = (game.Workspace:children())
- local torso = nil
- local dist = distance
- local temp, human, temp2 = nil, nil, nil
- for x = 1, #list do
- temp2 = list[x]
- canfind = true
- if game.Players:GetPlayerFromCharacter(temp2) ~= nil and game.Players:GetPlayerFromCharacter(temp2).TeamColor == Player.TeamColor and Player.Neutral == false then
- canfind = false
- end
- canfind = true
- if temp2.className == "Model" and temp2 ~= Character and canfind == true then
- temp = temp2:findFirstChild("Torso")
- human = temp2:findFirstChild("Humanoid")
- if temp ~= nil and human ~= nil and human.Health > 0 and (temp.Position - pos).magnitude < dist then
- torso = temp
- dist = (temp.Position - pos).magnitude
- end
- end
- end
- return torso, dist
- end
- DecreaseStat = function(Model, Stat, Amount, Duration)
- if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then
- Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
- d = Instance.new("NumberValue", Model.Stats.Decrease)
- dur = Instance.new("NumberValue", d)
- dur.Name = "Duration"
- dur.Value = Duration
- game:GetService("Debris"):AddItem(d, 20)
- if Stat == "Damage" then
- d.Name = "DecreaseAtk"
- else
- if Stat == "Defense" then
- d.Name = "DecreaseDef"
- else
- if Stat == "Movement" then
- d.Name = "DecreaseMvmt"
- end
- end
- end
- if Model:findFirstChild("Torso") ~= nil then
- display = ""
- if Stat == "Damage" then
- if Amount > 0 then
- display = "-Damage"
- else
- display = "+Damage"
- end
- else
- if Stat == "Defense" then
- if Amount > 0 then
- display = "-Defense"
- else
- display = "+Defense"
- end
- else
- if Stat == "Movement" then
- if Amount > 0 then
- display = "-Movement"
- else
- display = "+Movement"
- end
- end
- end
- end
- showDamage(Model, display, "Debuff")
- end
- d.Value = Amount
- end
- end
- GetDist = function(Part1, Part2, magni)
- local targ = Part1.Position - Part2.Position
- local mag = targ.magnitude
- if mag <= magni then
- return true
- else
- return false
- end
- end
- MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- for _,c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = nil
- for _,d in pairs(c:children()) do
- if d.className == "Model" and ranged ~= true then
- head = d:findFirstChild("Hitbox")
- if d.Parent == Character then
- break
- end
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- ref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(head.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- else
- if hitnum == 2 then
- so("199149025", ref, 1, 1)
- else
- if hitnum == 3 then
- so("199149072", ref, 1, 1)
- else
- if hitnum == 4 then
- so("199149109", ref, 1, 1)
- else
- if hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- end
- end
- end
- end
- StaggerHit.Value = true
- end
- end
- end
- do
- if d.className == "Part" then
- head = d
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- if stun == nil then
- stun = math.random(5, 10)
- end
- local Rang = nil
- if Ranged == false then
- Rang = true
- end
- local stag = nil
- if shbash == true then
- stag = true
- end
- Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- end
- end
- end
- end
- end
- end
- end
- end
- MagniBuff = function(Part, magni, Dec, DecAm, Dur)
- DecreaseStat(Character, Dec, DecAm, Dur)
- for _,c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- cando = true
- if mag <= magni then
- if Player.Neutral == false then
- if game.Players:GetPlayerFromCharacter(head.Parent) ~= nil then
- if game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
- cando = true
- else
- cando = false
- end
- else
- cando = false
- end
- if head.Parent:findFirstChild("Alignment") ~= nil and head.Parent.Alignment.Value == Player.TeamColor.Color then
- cando = true
- end
- else
- cando = false
- end
- if cando == true then
- DecreaseStat(head.Parent, Dec, DecAm, Dur)
- end
- end
- end
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
- LastPoint = Point
- effect = function(Color, Ref, LP, P1, returnn, size, thing1)
- if LP == nil or P1 == nil then
- return
- end
- local effectsmsh = Instance.new("SpecialMesh")
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- effectsmsh.MeshType = "Head"
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- NoOutline(effectsg)
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.5, 1, 0.5)
- effectsg.Parent = workspace
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(0.5, mg, 0.5)
- effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
- effectsmsh.Scale = Vector3.new(size, 1, size)
- game:GetService("Debris"):AddItem(effectsg, 2)
- if returnn then
- return effectsg
- end
- if not returnn then
- if thing1 == 1 then
- table.insert(Effects, {effectsg, "Cylinder", 0.05, 0.2, 0, 0.2, effectsmsh})
- else
- if thing1 == 2 then
- table.insert(Effects, {effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh})
- else
- if thing1 == 3 then
- table.insert(Effects, {effectsg, "Cylinder", 0, 0, 0, 0.1, effectsmsh})
- end
- end
- end
- end
- end
- effect2 = function(Color, Ref, LP, P1, returnn, size, raa)
- if LP == nil or P1 == nil then
- return
- end
- MshTypee = "CylinderMesh"
- if raa == 2 then
- MshTypee = "BlockMesh"
- end
- local effectsmsh = Instance.new(MshTypee)
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- NoOutline(effectsg)
- if raa == 2 then
- effectsg.Material = "Neon"
- end
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.5, 1, 0.5)
- effectsg.Parent = workspace
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(0.5, mg, 0.5)
- effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
- effectsmsh.Scale = Vector3.new(size, 1, size)
- game:GetService("Debris"):AddItem(effectsg, 5)
- if returnn then
- return effectsg
- end
- if not returnn then
- if raa == 2 then
- table.insert(Effects, {effectsg, "Cylinder", 0.05, -0.05, 0, -0.05, effectsmsh})
- else
- table.insert(Effects, {effectsg, "Cylinder", 0.1, -0.2, 0, -0.2, effectsmsh})
- end
- end
- end
- local CFrameFromTopBack = function(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- Triangle = function(a, b, c)
- local edg1 = c - a:Dot(b - a.unit)
- local edg2 = a - b:Dot(c - b.unit)
- local edg3 = b - c:Dot(a - c.unit)
- if edg1 <= b - a.magnitude and edg1 >= 0 then
- a = a
- else
- if edg2 <= c - b.magnitude and edg2 >= 0 then
- a = b
- else
- if edg3 <= a - c.magnitude and edg3 >= 0 then
- a = c
- else
- assert(false, "unreachable")
- end
- end
- end
- local len1 = (c-a):Dot((b-a).unit)
- local len2 = (b-a).magnitude - len1
- local width = (a + (b-a).unit*len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
- local list = {}
- if len1 > 0.01 then
- local w1 = Instance.new("WedgePart", m)
- w1.Name = "Triangle"
- game:GetService("Debris"):AddItem(w1, 5)
- w1.Material = "SmoothPlastic"
- w1.FormFactor = "Custom"
- w1.BrickColor = BrickColor.new("Medium blue")
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.Material = "SmoothPlastic"
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- local sp = Instance.new("SpecialMesh", w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Parent = workspace
- w1.Transparency = 0.7
- table.insert(Effects, {w1, "Disappear", 0.05})
- w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- table.insert(list, w1)
- end
- do
- if len2 > 0.01 then
- local w2 = Instance.new("WedgePart", m)
- w2.Name = "Triangle"
- game:GetService("Debris"):AddItem(w2, 5)
- w2.Material = "SmoothPlastic"
- w2.FormFactor = "Custom"
- w2.BrickColor = BrickColor.new("Medium blue")
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.Material = "SmoothPlastic"
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- local sp = Instance.new("SpecialMesh", w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Parent = workspace
- w2.Transparency = 0.7
- table.insert(Effects, {w2, "Disappear", 0.05})
- w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
- table.insert(list, w2)
- end
- do
- return unpack(list)
- end
- end
- end
- MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
- else
- if Type == 2 then
- table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
- else
- if Type == 3 then
- table.insert(Effects, {prt, "Block3", delay, x3, y3, z3, msh, prt.CFrame})
- else
- if Type == 4 then
- table.insert(Effects, {prt, "Block4", delay, x3, y3, z3, msh, 1})
- end
- end
- end
- end
- end
- MagicBlock2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Material = "Neon"
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
- else
- if Type == 2 then
- table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
- else
- if Type == 3 then
- table.insert(Effects, {prt, "Block3", delay, x3, y3, z3, msh, prt.CFrame})
- end
- end
- end
- end
- MagicCircle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Material = "Neon"
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicCircle2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, push)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Blood", delay, x3, y3, z3, msh, push})
- end
- MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Material = "Neon"
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicHead = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- ClangEffect = function(brickcolor, cframe, duration, decrease, size, power)
- local prt = part(3, effects, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil})
- end
- MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicSpecial = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "24388358", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- BreakEffect = function(brickcolor, cframe, x1, y1, z1)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(prt, 10)
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- table.insert(Effects, {prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100})
- end
- MagicStar = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, effects, 0, 0, brickcolor, "Effect", vt())
- prt.Material = "Neon"
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "45428961", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- Lightning = function(p0, p1, tym, ofs, col, th, tra, last)
- local magz = (p0 - p1).magnitude
- local curpos = p0
- local trz = {-ofs, ofs}
- for i = 1, tym do
- local li = Instance.new("Part", effects)
- li.TopSurface = 0
- li.BottomSurface = 0
- li.Anchored = true
- li.Transparency = tra or 0.4
- li.BrickColor = BrickColor.new(col)
- li.formFactor = "Custom"
- li.CanCollide = false
- li.Size = Vector3.new(th, th, magz / tym)
- local ofz = Vector3.new(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
- local trolpos = CFrame.new(curpos, p1) * CFrame.new(0, 0, magz / tym).p + ofz
- li.Material = "Neon"
- if tym == i then
- local magz2 = (curpos - p1).magnitude
- li.Size = Vector3.new(th, th, magz2)
- li.CFrame = CFrame.new(curpos, p1) * CFrame.new(0, 0, -magz2 / 2)
- table.insert(Effects, {li, "Disappear", last})
- else
- do
- do
- li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(0, 0, magz / tym / 2)
- curpos = li.CFrame * CFrame.new(0, 0, magz / tym / 2).p
- game.Debris:AddItem(li, 10)
- table.insert(Effects, {li, "Disappear", last})
- end
- end
- end
- end
- end
- Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- if hit.Parent == nil then
- return
- end
- if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then
- ref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(hit.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- else
- if hitnum == 2 then
- so("199149025", ref, 1, 1)
- else
- if hitnum == 3 then
- so("199149072", ref, 1, 1)
- else
- if hitnum == 4 then
- so("199149109", ref, 1, 1)
- else
- if hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- end
- end
- end
- end
- StaggerHit.Value = true
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- return
- end
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = game:service("Players").LocalPlayer
- c.Parent = h
- RecentEnemy.Value = hit.Parent
- game:GetService("Debris"):AddItem(c, 0.5)
- minim = minim * Atk.Value
- maxim = maxim * Atk.Value
- Damage = 0
- if minim == maxim then
- Damage = maxim
- else
- Damage = math.random(minim, maxim)
- end
- blocked = false
- enblock = nil
- local EStats = hit.Parent:findFirstChild("Stats")
- if EStats ~= nil then
- invis = EStats:findFirstChild("Invisibility")
- isinvis = EStats:findFirstChild("IsInvisible")
- if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true then
- invis.Value = 0
- end
- enblock = EStats:findFirstChild("Block")
- if enblock ~= nil and enblock.Value == true then
- blocked = true
- end
- if EStats:findFirstChild("Defense") ~= nil then
- Damage = Damage / EStats.Defense.Value
- if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199149321", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199149338", hit, 1, 1)
- else
- if hitnum == 3 then
- so("199149367", hit, 1, 1)
- else
- if hitnum == 4 then
- so("199149409", hit, 1, 1)
- else
- if hitnum == 5 then
- so("199149452", hit, 1, 1)
- end
- end
- end
- end
- end
- else
- if ranged == false or ranged == nil and blocked ~= true then
- hitnum = math.random(1, 6)
- if hitnum == 1 then
- so("199149137", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199149186", hit, 1, 1)
- else
- if hitnum == 3 then
- so("199149221", hit, 1, 1)
- else
- if hitnum == 4 then
- so("199149235", hit, 1, 1)
- else
- if hitnum == 5 then
- so("199149269", hit, 1, 1)
- else
- if hitnum == 6 then
- so("199149297", hit, 1, 1)
- end
- end
- end
- end
- end
- end
- end
- end
- if Damage <= 3 and staghit == true and ranged ~= true then
- StaggerHit.Value = true
- end
- end
- if EStats:findFirstChild("Stun") ~= nil then
- if blocked == true then
- incstun = incstun / 2
- end
- if EStats.Stun.Value < EStats.StunThreshold.Value then
- EStats.Stun.Value = EStats.Stun.Value + incstun
- end
- end
- if EStats:findFirstChild("Stagger") ~= nil and stagger == true then
- EStats.Stagger.Value = true
- end
- end
- if blocked == true then
- showDamage(hit.Parent, "Block", "Damage")
- if ranged ~= true then
- enblock.Value = false
- Stagger.Value = true
- hitnum = math.random(1, 2)
- if hitnum == 1 then
- so("199148933", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199148947", hit, 1, 1)
- end
- end
- end
- else
- Damage = math.floor(Damage)
- coroutine.resume(coroutine.create(function(Hum, Dam)
- hit.Parent.Humanoid:TakeDamage(Damage)
- end
- ), h, Damage)
- showDamage(hit.Parent, Damage, "Damage")
- if DecreaseState ~= nil then
- if DecreaseState == "Temporal" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
- DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration)
- else
- if DecreaseState == "Temporal2" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
- DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration)
- else
- DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
- end
- end
- end
- if Type == "NormalDecreaseMvmt1" then
- DecreaseStat(hit.Parent, "Movement", 0.1, 200)
- end
- if Type == "Knockdown" then
- hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end
- ), hum)
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- rl = Instance.new("BodyAngularVelocity")
- rl.P = 3000
- rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
- rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
- rl.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- else
- do
- if Type == "Knockdown2" then
- hum = hit.Parent.Humanoid
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- else
- do
- if Type == "Normal" or Type == "NormalDecreaseMvmt1" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- CRIT = false
- end
- end
- end
- end
- end
- end
- end
- showDamage = function(Char, Dealt, Type)
- m = Instance.new("Model")
- m.Name = "Effect"
- c = Instance.new("Part")
- c.Transparency = 1
- c.Name = "Head"
- c.TopSurface = 0
- c.BottomSurface = 0
- c.formFactor = "Plate"
- c.Size = Vector3.new(1, 0.4, 1)
- b = Instance.new("BillboardGui", c)
- b.Size = UDim2.new(5, 0, 5, 0)
- b.AlwaysOnTop = true
- damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- if Type == "Damage" then
- damgui.Font = "SourceSans"
- if Dealt == "Block" then
- damgui.TextColor3 = BrickColor.new("Bright blue").Color
- else
- if Dealt < 3 then
- damgui.TextColor3 = BrickColor.new("White").Color
- else
- if Dealt >= 3 and Dealt < 20 then
- damgui.TextColor3 = BrickColor.new("Bright yellow").Color
- else
- damgui.TextColor3 = BrickColor.new("Really red").Color
- damgui.Font = "SourceSansBold"
- end
- end
- end
- else
- if Type == "Debuff" then
- damgui.TextColor3 = BrickColor.new("White").Color
- else
- if Type == "Interrupt" then
- damgui.TextColor3 = BrickColor.new("New Yeller").Color
- end
- end
- end
- damgui.TextScaled = true
- ms = Instance.new("CylinderMesh")
- ms.Scale = Vector3.new(0.8, 0.8, 0.8)
- ms.Parent = c
- c.Reflectance = 0
- Instance.new("BodyGyro").Parent = c
- c.Parent = m
- if Char:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- else
- if Char.Parent:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- end
- end
- f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(545000, 545000, 545000)
- if Type == "Damage" then
- f.position = c.Position + Vector3.new(0, 3, 0)
- else
- if Type == "Debuff" or Type == "Interrupt" then
- f.position = c.Position + Vector3.new(0, 5, 0)
- end
- end
- f.Parent = c
- game:GetService("Debris"):AddItem(m, 5)
- table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100})
- c.CanCollide = false
- m.Parent = workspace
- c.CanCollide = false
- end
- combo = 0
- ob1d = function(mouse)
- if cshoot == false and cdebounce == false then
- cshoot = true
- end
- if shockshoot == false and shockdebounce == false then
- shockshoot = true
- TehM = MMouse.Hit.p
- end
- if starshoot == false and stardebounce == false then
- starshoot = true
- TehM = MMouse.Hit.p
- end
- if attack == true or equipped == false then
- return
- end
- attack = true
- hold = true
- if combo == 0 then
- combo = 1
- attackone()
- else
- if combo == 1 then
- combo = 2
- attacktwo()
- else
- if combo == 2 then
- combo = 3
- attackthree()
- else
- if combo == 3 then
- combo = 0
- attackfour()
- end
- end
- end
- end
- attack = false
- end
- ob1u = function(mouse)
- hold = false
- end
- buttonhold = false
- fenbarmove1.MouseButton1Click:connect(do1)
- fenbarmove2.MouseButton1Click:connect(do2)
- fenbarmove3.MouseButton1Click:connect(do3)
- fenbarmove4.MouseButton1Click:connect(do4)
- eul = 0
- equipped = false
- key = function(key)
- if key == "q" and Player.Name == "Fenrier" then
- cooldowns[1] = 100
- cooldowns[2] = 100
- cooldowns[3] = 100
- cooldowns[4] = 100
- end
- if key == "z" and cbuster == true then
- cbuster = false
- return
- end
- if key == "x" and sbreaker == true then
- sbreaker = false
- return
- end
- if key == "c" and sblazing == true then
- sblazing = false
- return
- end
- if key == "e" then
- if prising == true then
- prising = false
- return
- end
- if cbuster == true and mana.Value > 15 then
- busterlaser = true
- return
- end
- if sbreaker == true and mana.Value > 10 then
- sbreakerII = true
- return
- end
- if sblazing == true and mana.Value > 20 then
- galacblazing = true
- return
- end
- end
- if attack == true then
- return
- end
- if key == "f" then
- attack = true
- pressedf = true
- fnumb = 0
- repeat swait() until effects:FindFirstChild("Effect") == nil
- if equipped == false then
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- Animate.Parent = nil
- equipanim()
- equipped = true
- else
- equipped = false
- hideanim()
- LH.C1 = LHC1
- RH.C1 = RHC1
- Animate.Parent = Humanoid
- swait(0)
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- end
- attack = false
- end
- if equipped == false then
- return
- end
- if key == "e" then
- PowerRising()
- end
- if key == "q" then
- mana.Value = 100
- end
- if key == "z" then
- do1()
- end
- if key == "x" then
- do2()
- end
- if key == "c" then
- do3()
- end
- if key == "v" then
- do4()
- end
- end
- key2 = function(key)
- end
- s = function(mouse)
- mouse.Button1Down:connect(function()
- ob1d(mouse)
- end
- )
- mouse.Button1Up:connect(function()
- ob1u(mouse)
- end
- )
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- player = Player
- ch = Character
- end
- ds = function(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Dreamer loaded.")
- local mananum = 0
- local donum = 0
- local stunnum = 0
- local staggeranim = false
- local stunanim = false
- local walk = 0
- local walkforw = true
- local fnum = 0
- local domodel = false
- local gef = 10
- local col = 1
- local colnum = 0
- while true do
- swait()
- for _,c in pairs(model3:children()) do
- if c.className == "Part" then
- if c.BrickColor == Neons[1] then
- c.BrickColor = Neons[2]
- else
- if c.BrickColor == Neons[2] then
- c.BrickColor = Neons[3]
- else
- if c.BrickColor == Neons[3] then
- c.BrickColor = Neons[4]
- else
- if c.BrickColor == Neons[4] then
- c.BrickColor = Neons[5]
- else
- if c.BrickColor == Neons[5] then
- c.BrickColor = Neons[6]
- else
- if c.BrickColor == Neons[6] then
- c.BrickColor = Neons[7]
- else
- if c.BrickColor == Neons[7] then
- c.BrickColor = Neons[1]
- end
- end
- end
- end
- end
- end
- end
- end
- end
- starsparti.Color = cs(Neons[math.random(1, 7)].Color, Color3.new(1, 1, 1))
- if Mode == "Sabers" then
- passive1.Value = 0
- passive2.Value = -0.1
- else
- passive1.Value = -0.1
- passive2.Value = 0
- end
- if (Head:findFirstChild("Running")) ~= nil then
- if floating == true then
- Head.Running.Volume = 0
- Humanoid.JumpPower = 60
- else
- Head.Running.Volume = 0.5
- Humanoid.JumpPower = 50
- end
- end
- colnum = colnum + 1
- if #Neons - 1 < col and (colnum) % 2 == 0 then
- col = 1
- end
- if (colnum) % 2 == 0 then
- col = col + 1
- end
- gef = gef + 1
- if (gef) % 10 == 0 and 0 < Humanoid.Health then
- hitfloor2, posfloor2 = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 20, Character)
- if hitfloor2 ~= nil and equipped == true and floating == true and Mode == "Normal" then
- MagicWave(BrickColor.new("Institutional white"), cf(posfloor2) * euler(0, math.random(-50, 50), 0), 1, 2, 1, 0.7, -0.05, 0.7, 0.15)
- end
- end
- if Humanoid.Health <= 0 then
- attack = true
- resumeControl()
- modelzorz.Parent = workspace
- model2.Parent = workspace
- game:GetService("Debris"):AddItem(modelzorz, 30)
- game:GetService("Debris"):AddItem(model2, 30)
- if domodel == false then
- domodel = true
- for i = 1, #Weapon do
- Weapon[i].Parent = modelzorz
- Weapon[i].CanCollide = true
- end
- for i = 1, #Welds do
- Welds[i].Parent = main1
- end
- end
- end
- do
- if fnumb < 21 then
- fnumb = fnumb + 1
- if pressedf == false then
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
- tellbar.TextTransparency = tellbar.TextTransparency - 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
- else
- if fnumb == 20 then
- fenframe5.Parent = nil
- print("daigui")
- end
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
- tellbar.TextTransparency = tellbar.TextTransparency + 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
- end
- end
- if Stagger.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- while attack == true do
- swait()
- end
- StaggerAnim()
- StaggerHit.Value = false
- Stagger.Value = false
- staggeranim = false
- end
- ))
- end
- if StaggerHit.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- while attack == true do
- swait()
- end
- StaggerHitt()
- StaggerHit.Value = false
- Stagger.Value = false
- staggeranim = false
- end
- ))
- end
- if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Mvmt.Value
- end
- if StunT.Value <= Stun.Value and stunanim == false then
- coroutine.resume(coroutine.create(function()
- stunanim = true
- while attack == true do
- swait()
- end
- StunAnim()
- Stun.Value = 0
- stunanim = false
- end
- ))
- end
- local stunnum2 = 40
- if stunnum2 <= stunnum then
- if 0 < Stun.Value then
- Stun.Value = Stun.Value - 1
- end
- stunnum = 0
- end
- stunnum = stunnum + 1
- if 0.5 <= donum then
- handidle = true
- else
- if donum <= 0 then
- handidle = false
- end
- end
- if handidle == false then
- donum = donum + 0.003
- else
- donum = donum - 0.003
- end
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor, posfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if equipped == true then
- if Anim == "Walk" and floating == false then
- if walkforw == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- end
- else
- RH.C1 = clerp(RH.C1, RHC1, 0.2)
- LH.C1 = clerp(LH.C1, LHC1, 0.2)
- end
- if 1 < RootPart.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- if Mode == "Normal" and floating == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.5 - (donum)) * euler(-0.1, 0, 0), 0.3)
- end
- if attack == false then
- if Mode == "Normal" then
- MagicBlock2(Neons[col], LeftLeg.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
- MagicBlock2(Neons[col], RightLeg.CFrame * cf(0, -1, 0), 4, 4, 4, 2, 2, 2, 0.2, 1)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.4 - (donum) / 2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.8 + (donum) / 4) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, 0.1) * euler(0.4, 0, -0.8 - (donum) / 4) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2 - (donum) / 4, 0, -0.1 + (donum) / 7), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1 - (donum) / 4, 0, 0.05 - (donum) / 7), 0.3)
- else
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2, 0, 0), 0.25)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.25)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.8) * euler(0, -0.6, 0) * euler(0, 0, -0.2), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.8) * euler(0, 0.6, 0) * euler(0, 0, 0.2), 0.25)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
- end
- end
- else
- if RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- if Mode == "Normal" and floating == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- end
- if attack == false then
- if Mode == "Normal" then
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
- Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8) * euler(0, -1.5, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- else
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
- Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.4) * euler(0, -1, 0) * euler(0, 0, 0.6), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.8, 0, -0.4) * euler(0, 1, 0) * euler(0, 0, -0.6), 0.25)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- end
- end
- else
- if torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if Mode == "Normal" and floating == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.5 - (donum)) * euler(-0.05, 0, 0), 0.3)
- end
- if attack == false then
- if Mode == "Normal" then
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2 - (donum) / 8, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.3, 0.5, 0.1) * euler(0.4, 0, 0.4 + (donum) / 4) * euler(0, -1.5, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, 0.1) * euler(0.4, 0, -0.4 - (donum) / 4) * euler(0, 1.5, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.9, 0) * euler(0, 1.57, 0) * euler(-0.2 - (donum) / 4, 0, -0.1 + (donum) / 7), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, -0.1) * euler(0, -1.57, 0) * euler(-0.1 - (donum) / 4, 0, 0.05 - (donum) / 7), 0.3)
- else
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.1, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, -0.4) * euler(0.2 + (donum) / 4, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.4, -0.1) * euler(1, 0, 0.7 - (donum) / 3) * euler(0, 1, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.4, 0, -0.8 + (donum) / 3) * euler(0, -1, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.7, -0.3) * euler(0, 1.57, 0) * euler(-0.1, 0, -0.1 + (donum) / 4), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1.1, -0.7, -0.2) * euler(0, -1.57, 0) * euler(0, 0.4, 0) * euler(-0.05, 0, -0.15 - (donum) / 4), 0.2)
- end
- end
- else
- if 2 < torvel and torvel < 30 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 1
- if 15 - 5 * Mvmt.Value <= walk then
- walk = 0
- if walkforw == true then
- walkforw = false
- else
- if walkforw == false then
- walkforw = true
- end
- end
- end
- testpart.CFrame = cf(RootPart.Position - RootPart.Velocity) * cf(0, 6, 0)
- newpos = vt(RootPart.Position.X, RootPart.Position.Y, RootPart.Position.Z)
- MoveCF = cf(testpart.Position, newpos)
- local mpos = testpart.CFrame * euler(0, 0, 0)
- local cff = CFrame.new(mpos.p, newpos) * CFrame.Angles(math.pi / 2, 0, 0)
- local x, y, z = RootPart.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
- if Mode == "Normal" and floating == true then
- RootJoint.C0 = clerp(RootJoint.C0, cf(0, 1.4 - (donum), 0) * CFrame.Angles(x, y, 0) * euler(0, 3.14, 0), 0.3)
- end
- if attack == false then
- if Mode == "Normal" then
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2 + (donum) / 2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(-0.2, 0, 0.4 + (donum) / 4) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(-0.2, 0, -0.4 - (donum) / 4) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2 - (donum) / 2) * euler(0, 1.57, 0) * euler(-0.2 - (donum) / 4, 0, -0.5 - (donum) / 2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2 - (donum) / 2) * euler(0, -1.57, 0) * euler(-0.1 - (donum) / 4, 0, 0.5 + (donum) / 2), 0.3)
- else
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.25)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 0) * euler(0.1, 0, 0), 0.25)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.8) * euler(0, -1, 0), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.8) * euler(0, 1, 0), 0.25)
- RH.C0 = clerp(RH.C0, cf(1.05, -0.9, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.02, 0, 0.2), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1.05, -0.9, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.02, 0, -0.2), 0.25)
- end
- end
- else
- do
- if 30 <= torvel and hitfloor ~= nil then
- Anim = "Run"
- if Mode == "Normal" and floating == true then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 1.4 - (donum)) * euler(0.4, 0, 0), 0.3)
- end
- if attack == false then
- if Mode == "Normal" then
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(-0.2 + (donum) / 2, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.5, 0.1) * euler(-0.2, 0, 0.4 + (donum) / 4) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.4, 0.5, 0.1) * euler(-0.2, 0, -0.4 - (donum) / 4) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.95, -0.8, -0.2 - (donum) / 2) * euler(0, 1.57, 0) * euler(-0.2 - (donum) / 4, 0, -0.5 - (donum) / 2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.95, -0.8, -0.2 - (donum) / 2) * euler(0, -1.57, 0) * euler(-0.1 - (donum) / 4, 0, 0.5 + (donum) / 2), 0.3)
- else
- mwld1.C0 = clerp(mwld1.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- mwld2.C0 = clerp(mwld2.C0, cf(0, 0, 0) * euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.25)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3) * euler(0, 0, 0) * euler(0.1, 0, 0), 0.25)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.8) * euler(0, -1, 0), 0.25)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.8) * euler(0, 1, 0), 0.25)
- RH.C0 = clerp(RH.C0, cf(1.05, -0.9, -0.1) * euler(0, 1.57, 0) * euler(0, 0, 0) * euler(-0.02, 0, 0.2), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1.05, -0.9, -0.1) * euler(0, -1.57, 0) * euler(0, 0, 0) * euler(-0.02, 0, -0.2), 0.25)
- end
- end
- end
- end
- end
- end
- end
- end
- fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true)
- fenbarmana4.Text = "Mana(" .. mana.Value .. ")"
- fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0)
- fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")"
- fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- for _,c in pairs(Decrease:children()) do
- if (c:findFirstChild("Duration")) ~= nil then
- c.Duration.Value = c.Duration.Value - 1
- if c.Duration.Value <= 0 then
- c.Parent = nil
- end
- end
- if c.Name == "DecreaseAtk" then
- decreaseatk = decreaseatk + c.Value
- else
- if c.Name == "DecreaseDef" then
- decreasedef = decreasedef + c.Value
- else
- if c.Name == "DecreaseMvmt" then
- decreasemvmt = decreasemvmt + c.Value
- end
- end
- end
- end
- Atk.Value = 1 - (decreaseatk)
- if Atk.Value <= 0 then
- Atk.Value = 0
- end
- Def.Value = 1 - (decreasedef)
- if Def.Value <= 0 then
- Def.Value = 0.01
- end
- Mvmt.Value = 1 - (decreasemvmt)
- if Mvmt.Value <= 0 then
- Mvmt.Value = 0
- end
- decreaseatk = 0
- decreasedef = 0
- decreasemvmt = 0
- AtkVal = Atk.Value * 100
- AtkVal = math.floor(AtkVal)
- AtkVal = AtkVal / 100
- fenbardamage.Text = "Damage\n(" .. AtkVal .. ")"
- DefVal = Def.Value * 100
- DefVal = math.floor(DefVal)
- DefVal = DefVal / 100
- fenbardef.Text = "Defense\n(" .. DefVal .. ")"
- MvmtVal = Mvmt.Value * 100
- MvmtVal = math.floor(MvmtVal)
- MvmtVal = MvmtVal / 100
- if Rooted.Value == true then
- MvmtVal = 0
- end
- fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")"
- if StunT.Value <= Stun.Value then
- fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true)
- else
- fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true)
- end
- fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
- if 100 <= mana.Value then
- mana.Value = 100
- else
- if mananum <= manainc then
- mananum = mananum + 1
- else
- mananum = 0
- mana.Value = mana.Value + 1
- end
- end
- for i = 1, #cooldowns do
- if cooldownmax <= cooldowns[i] then
- cooldowns[i] = cooldownmax
- else
- cooldowns[i] = cooldowns[i] + cooldownsadd[i]
- end
- end
- end
- if #Effects>0 then
- for e=1,#Effects do
- if Effects[e]~=nil then
- local Thing=Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[2] == "CylinderClang" then
- if Thing[3] <= 1 then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[7] = Thing[1].CFrame
- effect("New Yeller", 0, Thing[8], Thing[7], nil, 0.1, 2)
- Thing[8] = Thing[7]
- Thing[3] = Thing[3] + Thing[4]
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "showDamage" then
- if Thing[6] < Thing[5] then
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[7] then
- Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[8] then
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[9] then
- Thing[6] = Thing[6] + 1
- Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
- Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
- Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- if Thing[2] == "CloneEf" then
- if Thing[3] <= 500 then
- Thing[3] = Thing[3] + 1
- if 10 <= Thing[4] then
- Thing[4] = 0
- end
- Thing[4] = Thing[4] + 1
- else
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "SatelliteStrike" then
- if Thing[5] < 100 then
- Thing[5] = Thing[5] + 2
- Thing[6] = Thing[6] + 1
- if 2 < Thing[6] then
- Thing[6] = 0
- if Thing[3].BrickColor == BrickColor.new("New Yeller") then
- Thing[3].Transparency = 0.8
- Thing[3].BrickColor = BrickColor.new("Really red")
- else
- Thing[3].Transparency = 0.8
- Thing[3].BrickColor = BrickColor.new("New Yeller")
- end
- end
- else
- refda = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- refda.Anchored = true
- refda.CFrame = cf(Thing[1].Position) * cf(0, 500, 0)
- game:GetService("Debris"):AddItem(refda, 1)
- local mag = (refda.Position - Thing[1].Position).magnitude
- MagicCylinder(BrickColor.new("White"), CFrame.new((refda.Position + Thing[1].Position) / 2, Thing[1].Position) * angles(1.57, 0, 0), 40, mag * 5, 40, 0, 0, 0, 0.3)
- Lightning(refda.Position, Thing[1].Position, 15, 5, "Bright yellow", 3.5, 0.2, 0.05)
- MagicBlock2(BrickColor.new("Bright yellow"), cf(Thing[1].Position), 40, 40, 40, -1, -1, -1, 0.08, 1)
- refda.CFrame = cf(Thing[1].Position)
- MagniDamage(refda, 5, 10, 12, 0, "Knockdown2", refda, 0.1, 1, (math.random(10, 12)), nil, nil, true)
- refda.CFrame = cf(Thing[1].Position) * cf(0, 3, 0)
- MagniDamage(refda, 5, 10, 12, 0, "Knockdown2", refda, 0.1, 1, (math.random(10, 12)), nil, nil, true)
- refda.CFrame = cf(Thing[1].Position)
- so("341336446", refda, 1, math.random(100, 120) / 100)
- so("341336459", refda, 1, math.random(100, 120) / 100)
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "SatelliteStrike2" then
- if Thing[5] < 100 then
- Thing[5] = Thing[5] + 2
- Thing[6] = Thing[6] + 1
- if 2 < Thing[6] then
- Thing[6] = 0
- if Thing[3].BrickColor == BrickColor.new("New Yeller") then
- Thing[3].Transparency = 0.8
- Thing[3].BrickColor = BrickColor.new("Really red")
- else
- Thing[3].Transparency = 0.8
- Thing[3].BrickColor = BrickColor.new("New Yeller")
- end
- end
- else
- refda = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- refda.Anchored = true
- refda.CFrame = cf(Thing[1].Position) * cf(0, 500, 0)
- game:GetService("Debris"):AddItem(refda, 1)
- local mag = (refda.Position - Thing[1].Position).magnitude
- MagicCylinder(BrickColor.new("White"), CFrame.new((refda.Position + Thing[1].Position) / 2, Thing[1].Position) * angles(1.57, 0, 0), 60, mag * 5, 60, 0, 0, 0, 0.1)
- Lightning(refda.Position, Thing[1].Position, 25, 5, "Bright yellow", 5, 0.2, 0.03)
- MagicBlock2(BrickColor.new("Bright yellow"), cf(Thing[1].Position), 80, 80, 80, -1, -1, -1, 0.06, 1)
- refda.CFrame = cf(Thing[1].Position)
- MagniDamage(refda, 10, 14, 16, 0, "Knockdown2", refda, 0.1, 1, (math.random(14, 18)), nil, nil, true)
- refda.CFrame = cf(Thing[1].Position) * cf(0, 3, 0)
- MagniDamage(refda, 10, 14, 16, 0, "Knockdown2", refda, 0.1, 1, (math.random(14, 18)), nil, nil, true)
- refda.CFrame = cf(Thing[1].Position)
- so("341336446", refda, 1, math.random(70, 90) / 100)
- so("341336459", refda, 1, math.random(50, 80) / 100)
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "Shoot" then
- Thing[11] = Thing[11] + 0.02
- local Look = Thing[1]
- local hit, pos = rayCast(Thing[4], Look, Thing[11], modelzorz)
- local mag = (Thing[4] - pos).magnitude
- if 6 < Thing[8] then
- Thing[8] = 1
- else
- Thing[8] = Thing[8] + 1
- end
- MagicCylinder(Neons[Thing[8]], CFrame.new((Thing[4] + pos) / 2, pos) * angles(1.57, 0, 0), 1, mag * 5, 1, 0.5, 0, 0.5, 0.2)
- Thing[9].BrickColor = Neons[Thing[8]]
- Thing[9].CFrame = CFrame.new((Thing[4] + pos) / 2, pos) * cf(0, 0, -1) * Thing[10]
- Thing[4] = Thing[4] + Look * Thing[11]
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Damagefunc(hit, Thing[5], Thing[6], Thing[7], "Normal", RootPart, 0.1, 2, (math.random(1, 3)), nil, nil, true)
- end
- if Thing[3] <= 0 then
- Thing[9].Parent = nil
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "Shoot2" then
- local Look = Thing[1]
- local hit, pos = rayCast(Thing[4], Look, 4, Character)
- local mag = (Thing[4] - pos).magnitude
- if 6 < Thing[8] then
- Thing[8] = 1
- else
- Thing[8] = Thing[8] + 1
- end
- MagicCircle(BrickColor.new(NewCol3), CFrame.new((Thing[4] + pos) / 2, pos) * angles(1.57, 0, 0), 4, 4, 4, -0.5, -0.5, -0.5, 0.5)
- Thing[4] = Thing[4] + Look * 4
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Thing[3] = 0
- Damagefunc(hit, Thing[5], Thing[6], Thing[7], "Normal", RootPart, 0.1, 2, (math.random(1, 5)), nil, nil, true)
- end
- if Thing[3] <= 0 then
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "Shoot3" then
- local Look = Thing[1]
- local hit, pos = rayCast(Thing[4], Look, 1.5, modelzorz)
- local mag = (Thing[4] - pos).magnitude
- if 6 < Thing[8] then
- Thing[8] = 1
- else
- Thing[8] = Thing[8] + 1
- end
- Thing[11] = Thing[11] + 0.05
- Thing[9].BrickColor = Neons[Thing[8]]
- Thing[9].CFrame = CFrame.new((Thing[4] + pos) / 2, pos) * euler(0, mr(90), 0) * euler(Thing[10], 0, 0) * euler(0, Thing[11], 0)
- MagicStar(Thing[9].BrickColor, Thing[9].CFrame, 25, 25, 25, 2, 2, 2, 0.25)
- Thing[4] = Thing[4] + Look * 1.5
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Thing[3] = 0
- end
- if Thing[3] <= 0 then
- MagicStar(Thing[9].BrickColor, Thing[9].CFrame, 30, 30, 30, 4, 4, 4, 0.1)
- MagicCircle(Thing[9].BrickColor, Thing[9].CFrame, 100, 100, 100, 0, 0, 0, 0.05)
- local staaaaref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- staaaaref.Anchored = true
- staaaaref.CFrame = cf(Thing[9].Position)
- game:GetService("Debris"):AddItem(staaaaref, 1)
- so("341336499", staaaaref, 0.8, 2)
- MagniDamage(staaaaref, 10, 10, 12, math.random(10, 20), "Knockdown2", staaaaref, 0.1, 1, (math.random(4, 6)), nil, nil, true, "Damage", 0.1, 200)
- Thing[9].Parent = nil
- table.remove(Effects, e)
- end
- end
- do
- if Thing[2] == "Shoot4" then
- local Look = Thing[1]
- local hit, pos = rayCast(Thing[4], Look, 1.5, modelzorz)
- local mag = (Thing[4] - pos).magnitude
- if 6 < Thing[8] then
- Thing[8] = 1
- else
- Thing[8] = Thing[8] + 1
- end
- Thing[11] = Thing[11] + 0.05
- Thing[9].BrickColor = Neons[Thing[8]]
- Thing[9].CFrame = CFrame.new((Thing[4] + pos) / 2, pos) * euler(0, mr(90), 0) * euler(Thing[10], 0, 0) * euler(0, Thing[11], 0)
- MagicStar(Thing[9].BrickColor, Thing[9].CFrame, 80, 80, 80, 2, 2, 2, 0.25)
- Thing[4] = Thing[4] + Look * 1.5
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Thing[3] = 0
- end
- if Thing[3] <= 0 then
- MagicStar(Thing[9].BrickColor, Thing[9].CFrame, 90, 90, 90, 4, 4, 4, 0.1)
- MagicCircle(Thing[9].BrickColor, Thing[9].CFrame, 200, 200, 200, 0, 0, 0, 0.1)
- MagicCircle(Thing[9].BrickColor, Thing[9].CFrame, 150, 150, 150, 10, 10, 10, 0.08)
- MagicCircle(Thing[9].BrickColor, Thing[9].CFrame, 100, 100, 100, 15, 15, 15, 0.06)
- local staaaaref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
- staaaaref.Anchored = true
- staaaaref.CFrame = cf(Thing[9].Position)
- game:GetService("Debris"):AddItem(staaaaref, 1)
- so("341336499", staaaaref, 0.8, 1)
- MagniDamage(staaaaref, 20, 15, 18, math.random(30, 50), "Knockdown2", staaaaref, 0.1, 1, (math.random(8, 10)), nil, nil, true, "Damage", 0.1, 400)
- Thing[9].Parent = nil
- table.remove(Effects, e)
- end
- end
- do
- do
- if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" and Thing[2] ~= "CloneEf" and Thing[2] ~= "Blink" and Thing[2] ~= "ShootIce" and Thing[2] ~= "Freeze" and Thing[2] ~= "Shoot" and Thing[2] ~= "Shoot2" and Thing[2] ~= "Shoot3" and Thing[2] ~= "Shoot4" and Thing[2] ~= "SatelliteStrike" and Thing[2] ~= "SatelliteStrike2" then
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Block3" then
- Thing[8] = Thing[8] * cf(0, 1, 0)
- Thing[1].CFrame = Thing[8] * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Block4" then
- if #Neons - 1 < Thing[8] then
- Thing[8] = 1
- else
- Thing[8] = Thing[8] + 1
- end
- Thing[1].BrickColor = Neons[Thing[8]]
- Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Cylinder" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * cf(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * euler(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- else
- if Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8], 0)
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Elec" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- end
- end
- end
- end
- end
- end
- end
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
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