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Untitled

Dec 22nd, 2018
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  1.  
  2. wait(1 / 60)
  3.  
  4. wait(1)
  5. jump = false
  6. local Effects2 = {}
  7. basicmusic = "rbxassetid://699991043"
  8. abyssmusic = "rbxassetid://700037500"
  9. Player = game:GetService("Players").LocalPlayer
  10. PlayerGui = Player.PlayerGui
  11. Cam = workspace.CurrentCamera
  12. Backpack = Player.Backpack
  13. Character = Player.Character
  14. Humanoid = Character.Humanoid
  15. Mouse = Player:GetMouse()
  16. RootPart = Character["HumanoidRootPart"]
  17. Torso = Character["Torso"]
  18. Head = Character["Head"]
  19. RightArm = Character["Right Arm"]
  20. LeftArm = Character["Left Arm"]
  21. RightLeg = Character["Right Leg"]
  22. LeftLeg = Character["Left Leg"]
  23. RootJoint = RootPart["RootJoint"]
  24. Neck = Torso["Neck"]
  25. RightShoulder = Torso["Right Shoulder"]
  26. LeftShoulder = Torso["Left Shoulder"]
  27. RightHip = Torso["Right Hip"]
  28. LeftHip = Torso["Left Hip"]
  29. local sick = Instance.new("Sound",Character)
  30. sick.SoundId = basicmusic
  31. sick.Looped = true
  32. sick.Pitch = 1
  33. sick.Volume = 1
  34. sick:Play()
  35. Humanoid.MaxHealth = 5000
  36. Humanoid.Health = 5000
  37. local wingholder = Instance.new("Model")
  38. wingholder.Parent = Character
  39. ABYSSFORM = false
  40. Face = Head.face
  41. FaceID = Face.Texture
  42. AFaceID = "http://www.roblox.com/asset/?id=1015774318"
  43. char = Character
  44. root = RootPart
  45. HeadColor = Head.BrickColor
  46. TorsoColor = Torso.BrickColor
  47. RLColor = RightLeg.BrickColor
  48. RAColor = RightArm.BrickColor
  49. LLColor = LeftLeg.BrickColor
  50. LAColor = LeftArm.BrickColor
  51. if Character:FindFirstChildOfClass("Shirt") then
  52. shirtclone = Character.Shirt:Clone()
  53. end
  54. if Character:FindFirstChildOfClass("Pants") then
  55. pantsclone = Character.Shirt:Clone()
  56. end
  57. Character:FindFirstChild("Body Colors"):remove()
  58. Taunts = {907332997,907332856,907330011,907332525,907333406}
  59. local attacksound1 = Instance.new("Sound",Head)
  60. attacksound1.SoundId = "rbxassetid://159972643"
  61. attacksound1.Pitch = 1
  62. attacksound1.Volume = 3
  63. local attacksound2 = Instance.new("Sound",Head)
  64. attacksound2.SoundId = "rbxassetid://159972627"
  65. attacksound2.Pitch = 1
  66. attacksound2.Volume = 3
  67. local attacksound3 = Instance.new("Sound",Head)
  68. attacksound3.SoundId = "rbxassetid://159882477"
  69. attacksound3.Pitch = 1
  70. attacksound3.Volume = 3
  71. local attacksound4 = Instance.new("Sound",Head)
  72. attacksound4.SoundId = "rbxassetid://159882584"
  73. attacksound4.Pitch = 1
  74. attacksound4.Volume = 3
  75. local shriek = Instance.new("Sound",Head)
  76. shriek.SoundId = "rbxassetid://199978176"
  77. shriek.Pitch = 1.5
  78. shriek.Volume = 3
  79. local laugh = Instance.new("Sound",Character)
  80. laugh.SoundId = "rbxassetid://861942173"
  81. laugh.Pitch = 1
  82. laugh.Volume = 10
  83. local fade = Instance.new("Sound",Character)
  84. fade.SoundId = "rbxassetid://3264923"
  85. fade.Pitch = 1
  86. fade.Volume = 3
  87. Abysstimer = 700
  88. wait(0.01)
  89. Humanoid.MaxHealth = 5000
  90. Humanoid.Health = 5000
  91.  
  92.  
  93. function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
  94. local fp=Instance.new("Part")
  95. fp.formFactor=formfactor
  96. fp.Parent=parent
  97. fp.Reflectance=reflectance
  98. fp.Transparency=transparency
  99. fp.CanCollide=false
  100. fp.Locked=true
  101. fp.BrickColor=BrickColor.new(tostring(brickcolor))
  102. fp.Name=name
  103. fp.Size=size
  104. fp.Position=Character.Torso.Position
  105. fp.Material=material
  106. fp:BreakJoints()
  107. return fp
  108. end
  109.  
  110. function particles(art,enabled)
  111. local EyeSizes={
  112. NumberSequenceKeypoint.new(0,.8,0),
  113. NumberSequenceKeypoint.new(1,0,0)
  114. }
  115. local EyeTrans={
  116. NumberSequenceKeypoint.new(0,0,0),
  117. NumberSequenceKeypoint.new(1,1,0)
  118. }
  119. local PE=Instance.new("ParticleEmitter",art)
  120. PE.LightEmission=.4
  121. PE.Size=NumberSequence.new(EyeSizes)
  122. PE.Transparency=NumberSequence.new(EyeTrans)
  123. PE.Lifetime=NumberRange.new(0.5,0.5,0.5)
  124. PE.Rate=360
  125. PE.Speed = NumberRange.new(0,0,0)
  126. PE.Texture="rbxassetid://24419398"
  127. PE.ZOffset = 0
  128. PE.Name = "PE"
  129. PE.Enabled = enabled
  130. end
  131.  
  132. particles(RightArm,false)
  133. particles(LeftArm,false)
  134. particles(RightLeg,false)
  135. particles(LeftLeg,false)
  136. particles(Torso,false)
  137. particles(Head,false)
  138.  
  139.  
  140. IT = Instance.new
  141. CF = CFrame.new
  142. VT = Vector3.new
  143. RAD = math.rad
  144. C3 = Color3.new
  145. UD2 = UDim2.new
  146. BRICKC = BrickColor.new
  147. ANGLES = CFrame.Angles
  148. EULER = CFrame.fromEulerAnglesXYZ
  149. COS = math.cos
  150. ACOS = math.acos
  151. SIN = math.sin
  152. ASIN = math.asin
  153. ABS = math.abs
  154. MRANDOM = math.random
  155. FLOOR = math.floor
  156.  
  157.  
  158.  
  159.  
  160. --//=================================\\
  161. --|| CUSTOMIZATION
  162. --\\=================================//
  163.  
  164. Class_Name = "ABYSS"
  165. Weapon_Name = "Abyssal sword"
  166.  
  167. Custom_Colors = {
  168. Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon.
  169. Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon.
  170.  
  171. Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities.
  172. Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar.
  173. Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar.
  174. Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar.
  175. Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar.
  176.  
  177. Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar.
  178. Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar.
  179. Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar.
  180. Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar.
  181. Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities.
  182. }
  183.  
  184. Mana_Bar_Background_Transparency = 0 --Transparency for the background of the mana bar.
  185. Secondary_Mana_Bar_Background_Transparency = 0 --Transparency for the background of the secondary mana bar.
  186. Health_Bar_Background_Transparency = 0 --Transparency for the background of the health bar.
  187. Stun_Bar_Background_Transparency = 0 --Transparency for the background of the stun bar.
  188. Ability_Background_Transparency = 0 --Transparency for the background of the abilities.
  189. Stat_Background_Transparency = 0 --Transparency for the background of the stats.
  190.  
  191. Player_Size = 1 --Size of the player.
  192. Animation_Speed = 2
  193. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  194.  
  195. Enable_Gui = false --Enables or disables the Weapon Gui. Also functions as hiding or showing the Gui.
  196. Enable_Stats = false --Enables or disables stats.
  197. Put_Stats_In_Character = false --Places stats in Character.
  198. Enable_Stagger_Hit = false --Enables or disables staggering when hitting a hitbox of some sort.
  199. Play_Hitbox_Hit_Sound = true --Plays a hit sound when hitting a hitbox of some sort.
  200. Enable_Stagger = false --Enables or disables staggering.
  201. Enable_Stun = false --Enables or disables the stun mechanic.
  202. Enable_Abilities = false --Enables abilites with cooldowns and mana costs.
  203. Enable_Secondary_Bar = false --Enables the secondary mana bar, if true.
  204.  
  205. Start_Equipped = false --Starts the player equipped with their weapon.
  206. Start_Equipped_With_Equipped_Animation = false --Used in conjunction with the above option. Starts your equip animation.
  207. Can_Equip_Or_Unequip = true --Enables or disables the ability to unequip or equip your weapon.
  208. Disable_Animator = true --Disables the Animator in the humanoid.
  209. Disable_Animate = true --Disables the Animate script in the character.
  210. Disable_Moving_Arms = false --Keeps the arms from moving around.
  211. Use_Motors_Instead_Of_Welds = false --Uses motors instead of welds to disable moving arms.
  212. Walkspeed_Depends_On_Movement_Value = false --Walkspeed depends on movement value. Self-explanatory.
  213. Disable_Jump = false --Disables jumping.
  214. Use_HopperBin = true --Uses a hopperbin to do things.
  215.  
  216. Cooldown_1 = 0 --Cooldowns for abilites.
  217. Cooldown_2 = 0
  218. Cooldown_3 = 0
  219. Cooldown_4 = 0
  220. HOLDCHARGE = false
  221. Skill_1_Mana_Cost = 0 --How much mana is required to use the skill.
  222. Skill_2_Mana_Cost = 0
  223. Skill_3_Mana_Cost = 0
  224. Skill_4_Mana_Cost = 0
  225. Max_Mana = 0 --Maximum amount of mana you can have.
  226. Max_Secondary_Mana = 0 --Maximum amount of secondary mana you can have.
  227. Mana_Name = "Mana" --Name for the mana bar.
  228. Secondary_Mana_Name = "Block" --Name for the secondary mana bar.
  229. Max_Stun = 1 --Maximum amount of stun you can have.
  230. Recover_Mana = 0 --How much mana you gain.
  231. Mana_Regen_Mode = "1" --Basically switches from one mana regen system to another.
  232. Secondary_Mana_Regen_Mode = "1" --Basically switches from one secondary mana regen system to another.
  233. Stun_Lose_Mode = "1" --Basically switches from one secondary stun loss system to another.
  234. Recover_Secondary_Mana = 0 --How much secondary mana you gain.
  235. Lose_Stun = 0 --How much stun you lose.
  236. Stun_Wait = 0 --Delay between losing stun.
  237. Mana_Wait = 0 --Delay between gaining mana.
  238. Secondary_Mana_Wait = 0 --Delay between gaining secondary mana.
  239. Menu_Update_Speed = 0 --How fast the Weapon Gui will update.
  240. Constant_Update = false --Removes the delay between updating the Weapon GUI.
  241. Show_Stats = false --Hides or shows stats.
  242. Stat_Offset = 0.74 --For cosmetic purposes. {0.74, 0.78}
  243.  
  244. --//=================================\\
  245. --|| END OF CUSTOMIZATION
  246. --\\=================================//
  247.  
  248.  
  249.  
  250.  
  251.  
  252. --//=================================\\
  253. --|| USEFUL VALUES
  254. --\\=================================//
  255.  
  256. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  257. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  258. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  259. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  260. local CO1 = 0
  261. local CO2 = 0
  262. local CO3 = 0
  263. local CO4 = 0
  264. local CHANGEDEFENSE = 0
  265. local CHANGEDAMAGE = 0
  266. local CHANGEMOVEMENT = 0
  267. local ANIM = "Idle"
  268. local ATTACK = false
  269. local EQUIPPED = false
  270. local HOLD = false
  271. local COMBO = 1
  272. local LASTPOINT = nil
  273. local BLCF = nil
  274. local SCFR = nil
  275. local STAGGERHITANIM = false
  276. local STAGGERANIM = false
  277. local STUNANIM = false
  278. local CRITCHANCENUMBER = 0
  279. local IDLENUMBER = 0
  280. local DONUMBER = 0
  281. local HANDIDLE = false
  282. local SINE = 0
  283. local CHANGE = 2 / Animation_Speed
  284. local WALKINGANIM = false
  285. local WALK = 0
  286. local DISABLEJUMPING = false
  287. local HASBEENBLOCKED = false
  288. local STUNDELAYNUMBER = 0
  289. local MANADELAYNUMBER = 0
  290. local SECONDARYMANADELAYNUMBER = 0
  291. local ROBLOXIDLEANIMATION = IT("Animation")
  292. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  293. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  294. --ROBLOXIDLEANIMATION.Parent = Humanoid
  295. local WEAPONGUI = IT("ScreenGui", nil)
  296. WEAPONGUI.Name = "Weapon GUI"
  297. local WEAPONTOOL = IT("HopperBin", nil)
  298. WEAPONTOOL.Name = Weapon_Name
  299. local Weapon = IT("Model")
  300. Weapon.Name = Weapon_Name
  301. local Effects = IT("Folder", Weapon)
  302. Effects.Name = "Effects"
  303. local ANIMATOR = Humanoid.Animator
  304. local ANIMATE = Character.Animate
  305. local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
  306. local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
  307. local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
  308. local HITBLOCKSOUNDS = {"199148933", "199148947"}
  309.  
  310. --//=================================\\
  311. --\\=================================//
  312.  
  313.  
  314.  
  315.  
  316.  
  317. --//=================================\\
  318. --|| STATS
  319. --\\=================================//
  320.  
  321. if Character:FindFirstChild("Stats") ~= nil then
  322. Character:FindFirstChild("Stats").Parent = nil
  323. end
  324.  
  325. local Stats = IT("Folder", nil)
  326. Stats.Name = "Stats"
  327. local ChangeStat = IT("Folder", Stats)
  328. ChangeStat.Name = "ChangeStat"
  329. local Defense = IT("NumberValue", Stats)
  330. Defense.Name = "Defense"
  331. Defense.Value = 1
  332. local Movement = IT("NumberValue", Stats)
  333. Movement.Name = "Movement"
  334. Movement.Value = 1
  335. local Damage = IT("NumberValue", Stats)
  336. Damage.Name = "Damage"
  337. Damage.Value = 1
  338. local Mana = IT("NumberValue", Stats)
  339. Mana.Name = "Mana"
  340. Mana.Value = 0
  341. local SecondaryMana = IT("NumberValue", Stats)
  342. SecondaryMana.Name = "SecondaryMana"
  343. SecondaryMana.Value = 0
  344. local CanCrit = IT("BoolValue", Stats)
  345. CanCrit.Name = "CanCrit"
  346. CanCrit.Value = false
  347. local CritChance = IT("NumberValue", Stats)
  348. CritChance.Name = "CritChance"
  349. CritChance.Value = 20
  350. local CanPenetrateArmor = IT("BoolValue", Stats)
  351. CanPenetrateArmor.Name = "CanPenetrateArmor"
  352. CanPenetrateArmor.Value = false
  353. local AntiTeamKill = IT("BoolValue", Stats)
  354. AntiTeamKill.Name = "AntiTeamKill"
  355. AntiTeamKill.Value = false
  356. local Rooted = IT("BoolValue", Stats)
  357. Rooted.Name = "Rooted"
  358. Rooted.Value = false
  359. local Block = IT("BoolValue", Stats)
  360. Block.Name = "Block"
  361. Block.Value = false
  362. local RecentEnemy = IT("ObjectValue", Stats)
  363. RecentEnemy.Name = "RecentEnemy"
  364. RecentEnemy.Value = nil
  365. local StaggerHit = IT("BoolValue", Stats)
  366. StaggerHit.Name = "StaggerHit"
  367. StaggerHit.Value = false
  368. local Stagger = IT("BoolValue", Stats)
  369. Stagger.Name = "Stagger"
  370. Stagger.Value = false
  371. local Stun = IT("BoolValue", Stats)
  372. Stun.Name = "Stun"
  373. Stun.Value = false
  374. local StunValue = IT("NumberValue", Stats)
  375. StunValue.Name = "StunValue"
  376. StunValue.Value = 0
  377.  
  378. if Enable_Stats == true and Put_Stats_In_Character == true then
  379. Stats.Parent = Character
  380. end
  381.  
  382. --//=================================\\
  383. --\\=================================//
  384.  
  385.  
  386.  
  387.  
  388.  
  389. --//=================================\\
  390. --|| DEBUFFS / BUFFS
  391. --\\=================================//
  392.  
  393. local DEFENSECHANGE1 = IT("NumberValue", ChangeStat)
  394. DEFENSECHANGE1.Name = "ChangeDefense"
  395. DEFENSECHANGE1.Value = 0
  396.  
  397. local MOVEMENTCHANGE1 = IT("NumberValue", nil)
  398. MOVEMENTCHANGE1.Name = "ChangeMovement"
  399. MOVEMENTCHANGE1.Value = 0
  400.  
  401. --//=================================\\
  402. --\\=================================//
  403.  
  404.  
  405.  
  406.  
  407.  
  408. --//=================================\\
  409. --|| SAZERENOS' ARTIFICIAL HEARTBEAT
  410. --\\=================================//
  411.  
  412. ArtificialHB = Instance.new("BindableEvent", script)
  413. ArtificialHB.Name = "ArtificialHB"
  414.  
  415. script:WaitForChild("ArtificialHB")
  416.  
  417. frame = Frame_Speed
  418. tf = 0
  419. allowframeloss = false
  420. tossremainder = false
  421. lastframe = tick()
  422. script.ArtificialHB:Fire()
  423.  
  424. game:GetService("RunService").Heartbeat:connect(function(s, p)
  425. tf = tf + s
  426. if tf >= frame then
  427. if allowframeloss then
  428. script.ArtificialHB:Fire()
  429. lastframe = tick()
  430. else
  431. for i = 1, math.floor(tf / frame) do
  432. script.ArtificialHB:Fire()
  433. end
  434. lastframe = tick()
  435. end
  436. if tossremainder then
  437. tf = 0
  438. else
  439. tf = tf - frame * math.floor(tf / frame)
  440. end
  441. end
  442. end)
  443.  
  444. --//=================================\\
  445. --\\=================================//
  446.  
  447.  
  448.  
  449.  
  450.  
  451. --//=================================\\
  452. --|| SOME FUNCTIONS
  453. --\\=================================//
  454.  
  455. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  456. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  457. end
  458.  
  459. function PositiveAngle(NUMBER)
  460. if NUMBER >= 0 then
  461. NUMBER = 0
  462. end
  463. return NUMBER
  464. end
  465.  
  466. function NegativeAngle(NUMBER)
  467. if NUMBER <= 0 then
  468. NUMBER = 0
  469. end
  470. return NUMBER
  471. end
  472.  
  473. function Swait(NUMBER)
  474. if NUMBER == 0 or NUMBER == nil then
  475. ArtificialHB.Event:wait()
  476. else
  477. for i = 1, NUMBER do
  478. ArtificialHB.Event:wait()
  479. end
  480. end
  481. end
  482.  
  483. function QuaternionFromCFrame(cf)
  484. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  485. local trace = m00 + m11 + m22
  486. if trace > 0 then
  487. local s = math.sqrt(1 + trace)
  488. local recip = 0.5 / s
  489. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  490. else
  491. local i = 0
  492. if m11 > m00 then
  493. i = 1
  494. end
  495. if m22 > (i == 0 and m00 or m11) then
  496. i = 2
  497. end
  498. if i == 0 then
  499. local s = math.sqrt(m00 - m11 - m22 + 1)
  500. local recip = 0.5 / s
  501. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  502. elseif i == 1 then
  503. local s = math.sqrt(m11 - m22 - m00 + 1)
  504. local recip = 0.5 / s
  505. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  506. elseif i == 2 then
  507. local s = math.sqrt(m22 - m00 - m11 + 1)
  508. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  509. end
  510. end
  511. end
  512.  
  513. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  514. local xs, ys, zs = x + x, y + y, z + z
  515. local wx, wy, wz = w * xs, w * ys, w * zs
  516. local xx = x * xs
  517. local xy = x * ys
  518. local xz = x * zs
  519. local yy = y * ys
  520. local yz = y * zs
  521. local zz = z * zs
  522. 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))
  523. end
  524.  
  525. function QuaternionSlerp(a, b, t)
  526. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  527. local startInterp, finishInterp;
  528. if cosTheta >= 0.0001 then
  529. if (1 - cosTheta) > 0.0001 then
  530. local theta = ACOS(cosTheta)
  531. local invSinTheta = 1 / SIN(theta)
  532. startInterp = SIN((1 - t) * theta) * invSinTheta
  533. finishInterp = SIN(t * theta) * invSinTheta
  534. else
  535. startInterp = 1 - t
  536. finishInterp = t
  537. end
  538. else
  539. if (1 + cosTheta) > 0.0001 then
  540. local theta = ACOS(-cosTheta)
  541. local invSinTheta = 1 / SIN(theta)
  542. startInterp = SIN((t - 1) * theta) * invSinTheta
  543. finishInterp = SIN(t * theta) * invSinTheta
  544. else
  545. startInterp = t - 1
  546. finishInterp = t
  547. end
  548. end
  549. 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
  550. end
  551.  
  552. function Clerp(a, b, t)
  553. local qa = {QuaternionFromCFrame(a)}
  554. local qb = {QuaternionFromCFrame(b)}
  555. local ax, ay, az = a.x, a.y, a.z
  556. local bx, by, bz = b.x, b.y, b.z
  557. local _t = 1 - t
  558. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  559. end
  560.  
  561. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  562. local frame = IT("Frame")
  563. frame.BackgroundTransparency = TRANSPARENCY
  564. frame.BorderSizePixel = BORDERSIZEPIXEL
  565. frame.Position = POSITION
  566. frame.Size = SIZE
  567. frame.BackgroundColor3 = COLOR
  568. frame.BorderColor3 = BORDERCOLOR
  569. frame.Name = NAME
  570. frame.Parent = PARENT
  571. return frame
  572. end
  573.  
  574. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  575. local label = IT("TextLabel")
  576. label.BackgroundTransparency = 1
  577. label.Size = UD2(1, 0, 1, 0)
  578. label.Position = UD2(0, 0, 0, 0)
  579. label.TextColor3 = C3(255, 255, 255)
  580. label.TextStrokeTransparency = STROKETRANSPARENCY
  581. label.TextTransparency = TRANSPARENCY
  582. label.FontSize = TEXTFONTSIZE
  583. label.Font = TEXTFONT
  584. label.BorderSizePixel = BORDERSIZEPIXEL
  585. label.TextScaled = true
  586. label.Text = TEXT
  587. label.Name = NAME
  588. label.Parent = PARENT
  589. return label
  590. end
  591.  
  592. function NoOutlines(PART)
  593. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  594. end
  595.  
  596. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
  597. local NEWPART = IT("Part")
  598. NEWPART.formFactor = FORMFACTOR
  599. NEWPART.Reflectance = REFLECTANCE
  600. NEWPART.Transparency = TRANSPARENCY
  601. NEWPART.CanCollide = false
  602. NEWPART.Locked = true
  603. NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  604. NEWPART.Name = NAME
  605. NEWPART.Size = SIZE
  606. NEWPART.Position = Torso.Position
  607. NoOutlines(NEWPART)
  608. NEWPART.Material = MATERIAL
  609. NEWPART:BreakJoints()
  610. NEWPART.Parent = PARENT
  611. return NEWPART
  612. end
  613.  
  614. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  615. local NEWMESH = IT(MESH)
  616. if MESH == "SpecialMesh" then
  617. NEWMESH.MeshType = MESHTYPE
  618. if MESHID ~= "nil" and MESHID ~= "" then
  619. NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  620. end
  621. if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  622. NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  623. end
  624. end
  625. NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  626. NEWMESH.Scale = SCALE
  627. NEWMESH.Parent = PARENT
  628. return NEWMESH
  629. end
  630.  
  631. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  632. local NEWWELD = IT(TYPE)
  633. NEWWELD.Part0 = PART0
  634. NEWWELD.Part1 = PART1
  635. NEWWELD.C0 = C0
  636. NEWWELD.C1 = C1
  637. NEWWELD.Parent = PARENT
  638. return NEWWELD
  639. end
  640.  
  641. function CreateSound(ID, PARENT, VOLUME, PITCH)
  642. coroutine.resume(coroutine.create(function()
  643. local NEWSOUND = IT("Sound", PARENT)
  644. NEWSOUND.Volume = VOLUME
  645. NEWSOUND.Pitch = PITCH
  646. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  647. Swait()
  648. NEWSOUND:play()
  649. game:GetService("Debris"):AddItem(NEWSOUND, 10)
  650. end))
  651. end
  652.  
  653. function CFrameFromTopBack(at, top, back)
  654. local right = top:Cross(back)
  655. return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  656. end
  657.  
  658. function Lightning(POSITION1, POSITION2, MULTIPLIERTIME, LIGHTNINGDELAY, OFFSET, BRICKCOLOR, MATERIAL, SIZE, TRANSPARENCY, LASTINGTIME)
  659. local MAGNITUDE = (POSITION1 - POSITION2).magnitude
  660. local CURRENTPOSITION = POSITION1
  661. local LIGHTNINGOFFSET = {-OFFSET, OFFSET}
  662. coroutine.resume(coroutine.create(function()
  663. for i = 1, MULTIPLIERTIME do
  664. local LIGHTNINGPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR,"Effect", VT(SIZE * Player_Size, SIZE * Player_Size, MAGNITUDE / MULTIPLIERTIME))
  665. LIGHTNINGPART.Anchored = true
  666. local LIGHTNINGOFFSET2 = VT(LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)])
  667. local LIGHTNINGPOSITION1 = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME).p + LIGHTNINGOFFSET2
  668. if MULTIPLIERTIME == i then
  669. local LIGHTNINGMAGNITUDE1 = (CURRENTPOSITION - POSITION2).magnitude
  670. LIGHTNINGPART.Size = VT(SIZE * Player_Size, SIZE * Player_Size, LIGHTNINGMAGNITUDE1)
  671. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, -LIGHTNINGMAGNITUDE1 / 2)
  672. else
  673. LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, LIGHTNINGPOSITION1) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2)
  674. end
  675. CURRENTPOSITION=LIGHTNINGPART.CFrame * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2).p
  676. game.Debris:AddItem(LIGHTNINGPART, LASTINGTIME)
  677. coroutine.resume(coroutine.create(function()
  678. while LIGHTNINGPART.Transparency ~= 1 do
  679. --local StartTransparency = tra
  680. for i=0, 1, LASTINGTIME do
  681. Swait()
  682. LIGHTNINGPART.Transparency = LIGHTNINGPART.Transparency + (0.1 / LASTINGTIME)
  683. end
  684. end
  685. end))
  686. Swait(LIGHTNINGDELAY / Animation_Speed)
  687. end
  688. end))
  689. end
  690.  
  691. function MagicBlock(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  692. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  693. EFFECTPART.Anchored = true
  694. EFFECTPART.CFrame = CFRAME
  695. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  696. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  697. coroutine.resume(coroutine.create(function(PART, MESH)
  698. for i = 0, 1, delay do
  699. Swait()
  700. PART.CFrame = PART.CFrame * ROTATION
  701. PART.Transparency = i
  702. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  703. end
  704. PART.Parent = nil
  705. end), EFFECTPART, EFFECTMESH)
  706. end
  707.  
  708. function MagicSphere(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  709. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  710. EFFECTPART.Anchored = true
  711. EFFECTPART.CFrame = CFRAME
  712. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Sphere", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  713. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  714. coroutine.resume(coroutine.create(function(PART, MESH)
  715. for i = 0, 1, delay do
  716. Swait()
  717. PART.CFrame = PART.CFrame * ROTATION
  718. PART.Transparency = i
  719. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  720. end
  721. PART.Parent = nil
  722. end), EFFECTPART, EFFECTMESH)
  723. end
  724.  
  725. function MagicCylinder(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  726. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  727. EFFECTPART.Anchored = true
  728. EFFECTPART.CFrame = CFRAME
  729. local EFFECTMESH = CreateMesh("CylinderMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  730. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  731. coroutine.resume(coroutine.create(function(PART, MESH)
  732. for i = 0, 1, delay do
  733. Swait()
  734. PART.CFrame = PART.CFrame * ROTATION
  735. PART.Transparency = i
  736. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  737. end
  738. PART.Parent = nil
  739. end), EFFECTPART, EFFECTMESH)
  740. end
  741.  
  742. function MagicHead(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  743. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  744. EFFECTPART.Anchored = true
  745. EFFECTPART.CFrame = CFRAME
  746. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Head", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  747. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  748. coroutine.resume(coroutine.create(function(PART, MESH)
  749. for i = 0, 1, delay do
  750. Swait()
  751. PART.CFrame = PART.CFrame * ROTATION
  752. PART.Transparency = i
  753. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  754. end
  755. PART.Parent = nil
  756. end), EFFECTPART, EFFECTMESH)
  757. end
  758.  
  759. function MagicRing(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  760. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  761. EFFECTPART.Anchored = true
  762. EFFECTPART.CFrame = CFRAME
  763. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "3270017", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  764. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  765. coroutine.resume(coroutine.create(function(PART, MESH)
  766. for i = 0, 1, delay do
  767. Swait()
  768. PART.CFrame = PART.CFrame * ROTATION
  769. PART.Transparency = i
  770. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  771. end
  772. PART.Parent = nil
  773. end), EFFECTPART, EFFECTMESH)
  774. end
  775.  
  776. function MagicWave(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  777. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  778. EFFECTPART.Anchored = true
  779. EFFECTPART.CFrame = CFRAME
  780. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "20329976", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), VT(0, 0, (-0.1 * Z1)) + (OFFSET * Player_Size))
  781. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  782. coroutine.resume(coroutine.create(function(PART, MESH)
  783. for i = 0, 1, delay do
  784. Swait()
  785. PART.CFrame = PART.CFrame * ROTATION
  786. PART.Transparency = i
  787. MESH.Offset = VT(0, 0, (-0.1 * MESH.Scale.Z))
  788. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  789. end
  790. PART.Parent = nil
  791. end), EFFECTPART, EFFECTMESH)
  792. end
  793.  
  794. function MagicCrystal(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  795. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  796. EFFECTPART.Anchored = true
  797. EFFECTPART.CFrame = CFRAME
  798. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "9756362", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  799. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  800. coroutine.resume(coroutine.create(function(PART, MESH)
  801. for i = 0, 1, delay do
  802. Swait()
  803. PART.CFrame = PART.CFrame * ROTATION
  804. PART.Transparency = i
  805. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  806. end
  807. PART.Parent = nil
  808. end), EFFECTPART, EFFECTMESH)
  809. end
  810.  
  811. function MagicSwirl(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  812. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  813. EFFECTPART.Anchored = true
  814. EFFECTPART.CFrame = CFRAME
  815. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1051557", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  816. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  817. coroutine.resume(coroutine.create(function(PART, MESH)
  818. for i = 0, 1, delay do
  819. Swait()
  820. PART.CFrame = PART.CFrame * ROTATION
  821. PART.Transparency = i
  822. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  823. end
  824. PART.Parent = nil
  825. end), EFFECTPART, EFFECTMESH)
  826. end
  827.  
  828. function MagicSharpCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  829. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  830. EFFECTPART.Anchored = true
  831. EFFECTPART.CFrame = CFRAME
  832. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1778999", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  833. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  834. coroutine.resume(coroutine.create(function(PART, MESH)
  835. for i = 0, 1, delay do
  836. Swait()
  837. PART.CFrame = PART.CFrame * ROTATION
  838. PART.Transparency = i
  839. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  840. end
  841. PART.Parent = nil
  842. end), EFFECTPART, EFFECTMESH)
  843. end
  844.  
  845. function MagicFlatCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  846. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  847. EFFECTPART.Anchored = true
  848. EFFECTPART.CFrame = CFRAME
  849. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1033714", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  850. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  851. coroutine.resume(coroutine.create(function(PART, MESH)
  852. for i = 0, 1, delay do
  853. Swait()
  854. PART.CFrame = PART.CFrame * ROTATION
  855. PART.Transparency = i
  856. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  857. end
  858. PART.Parent = nil
  859. end), EFFECTPART, EFFECTMESH)
  860. end
  861.  
  862. function MagicSpikedCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  863. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  864. EFFECTPART.Anchored = true
  865. EFFECTPART.CFrame = CFRAME
  866. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1323306", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  867. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  868. coroutine.resume(coroutine.create(function(PART, MESH)
  869. for i = 0, 1, delay do
  870. Swait()
  871. PART.CFrame = PART.CFrame * ROTATION
  872. PART.Transparency = i
  873. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  874. end
  875. PART.Parent = nil
  876. end), EFFECTPART, EFFECTMESH)
  877. end
  878.  
  879. function MagicFlatCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  880. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  881. EFFECTPART.Anchored = true
  882. EFFECTPART.CFrame = CFRAME
  883. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1078075", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  884. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  885. coroutine.resume(coroutine.create(function(PART, MESH)
  886. for i = 0, 1, delay do
  887. Swait()
  888. PART.CFrame = PART.CFrame * ROTATION
  889. PART.Transparency = i
  890. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  891. end
  892. PART.Parent = nil
  893. end), EFFECTPART, EFFECTMESH)
  894. end
  895.  
  896. function MagicSkull(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
  897. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  898. EFFECTPART.Anchored = true
  899. EFFECTPART.CFrame = CFRAME
  900. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
  901. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  902. coroutine.resume(coroutine.create(function(PART, MESH)
  903. for i = 0, 1, delay do
  904. Swait()
  905. PART.CFrame = PART.CFrame * ROTATION
  906. PART.Transparency = i
  907. MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
  908. end
  909. PART.Parent = nil
  910. end), EFFECTPART, EFFECTMESH)
  911. end
  912.  
  913. function ElectricEffect(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X, Y, Z, delay)
  914. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
  915. EFFECTPART.Anchored = true
  916. EFFECTPART.CFrame = CFRAME
  917. local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X * Player_Size, Y * Player_Size, Z * Player_Size), OFFSET * Player_Size)
  918. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  919. local XVALUE = MRANDOM()
  920. local YVALUE = MRANDOM()
  921. local ZVALUE = MRANDOM()
  922. coroutine.resume(coroutine.create(function(PART, MESH, THEXVALUE, THEYVALUE, THEZVALUE)
  923. for i = 0, 1, delay do
  924. Swait()
  925. PART.CFrame = PART.CFrame * ROTATION
  926. PART.Transparency = i
  927. THEXVALUE = THEXVALUE - 0.1 * (delay * 10)
  928. THEYVALUE = THEYVALUE - 0.1 * (delay * 10)
  929. THEZVALUE = THEZVALUE - 0.1 * (delay * 10)
  930. MESH.Scale = MESH.Scale + VT(THEXVALUE * Player_Size, THEYVALUE * Player_Size, THEZVALUE * Player_Size)
  931. end
  932. PART.Parent = nil
  933. end), EFFECTPART, EFFECTMESH, XVALUE, YVALUE, ZVALUE)
  934. end
  935.  
  936. function TrailEffect(BRICKCOLOR, MATERIAL, CURRENTCFRAME, OLDCFRAME, MESHTYPE, REFLECTANCE, SIZE, ROTATION, X, Y, Z, delay)
  937. local MAGNITUDECFRAME = (CURRENTCFRAME.p - OLDCFRAME.p).magnitude
  938. if MAGNITUDECFRAME > (1 / 100) then
  939. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(1, MAGNITUDECFRAME, 1))
  940. EFFECTPART.Anchored = true
  941. EFFECTPART.CFrame = CF((CURRENTCFRAME.p + OLDCFRAME.p) / 2, OLDCFRAME.p) * ANGLES(RAD(90), 0, 0)
  942. local THEMESHTYPE = "BlockMesh"
  943. if MESHTYPE == "Cylinder" then
  944. THEMESHTYPE = "CylinderMesh"
  945. end
  946. local EFFECTMESH = CreateMesh(THEMESHTYPE, EFFECTPART, "", "", "", VT(0 + SIZE * Player_Size, 1, 0 + SIZE * Player_Size), VT(0, 0, 0))
  947. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  948. coroutine.resume(coroutine.create(function(PART, MESH)
  949. for i = 0, 1, delay do
  950. Swait()
  951. PART.CFrame = PART.CFrame * ROTATION
  952. PART.Transparency = i
  953. MESH.Scale = MESH.Scale + VT(X * Player_Size, Y * Player_Size, Z * Player_Size)
  954. end
  955. PART.Parent = nil
  956. end), EFFECTPART, EFFECTMESH)
  957. end
  958. end
  959.  
  960. function ClangEffect(BRICKCOLOR, MATERIAL, CFRAME, ANGLE, DURATION, SIZE, POWER, REFLECTANCE, X, Y, Z, delay)
  961. local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 1, BRICKCOLOR, "Effect", VT())
  962. EFFECTPART.Anchored = true
  963. EFFECTPART.CFrame = CFRAME
  964. local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(0, 0, 0), VT(0, 0, 0))
  965. game:GetService("Debris"):AddItem(EFFECTPART, 10)
  966. local THELASTPOINT = CFRAME
  967. coroutine.resume(coroutine.create(function(PART)
  968. for i = 1, DURATION do
  969. Swait()
  970. PART.CFrame = PART.CFrame * ANGLES(RAD(ANGLE), 0, 0) * CF(0, POWER * Player_Size, 0)
  971. TrailEffect(BRICKCOLOR, MATERIAL, PART.CFrame, THELASTPOINT, "Cylinder", REFLECTANCE, SIZE * Player_Size, ANGLES(0, 0, 0), X * Player_Size, Y * Player_Size, Z * Player_Size, delay)
  972. THELASTPOINT = PART.CFrame
  973. end
  974. PART.Parent = nil
  975. end), EFFECTPART)
  976. end
  977.  
  978. --local list={}
  979. function Triangle(Color, Material, a, b, c, delay)
  980. local edge1 = (c - a):Dot((b - a).unit)
  981. local edge2 = (a - b):Dot((c - b).unit)
  982. local edge3 = (b - c):Dot((a - c).unit)
  983. if edge1 <= (b - a).magnitude and edge1 >= 0 then
  984. a, b, c=a, b, c
  985. elseif edge2 <= (c - b).magnitude and edge2 >= 0 then
  986. a, b, c=b, c, a
  987. elseif edge3 <= (a - c).magnitude and edge3 >= 0 then
  988. a, b, c=c, a, b
  989. else
  990. assert(false, "unreachable")
  991. end
  992. local len1 = (c - a):Dot((b - a).unit)
  993. local len2 = (b - a).magnitude - len1
  994. local width = (a + (b - a).unit * len1 - c).magnitude
  995. local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, - (b - a).unit)
  996. if len1 > 1 / 100 then
  997. local sz = VT(0.2, width, len1)
  998. local w1 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  999. local sp = CreateMesh("SpecialMesh", w1, "Wedge", "", "", VT(0, 1, 1) * sz / w1.Size, VT(0, 0, 0))
  1000. w1.Anchored = true
  1001. w1.CFrame = maincf * ANGLES(math.pi, 0, math.pi / 2) * CF(0, width / 2, len1 / 2)
  1002. coroutine.resume(coroutine.create(function()
  1003. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  1004. Swait()
  1005. w1.Transparency = i
  1006. end
  1007. w1.Parent = nil
  1008. end))
  1009. game:GetService("Debris"):AddItem(w1, 10)
  1010. --table.insert(list, w1)
  1011. end
  1012. if len2 > 1 / 100 then
  1013. local sz = VT(0.2, width, len2)
  1014. local w2 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
  1015. local sp = CreateMesh("SpecialMesh", w2, "Wedge", "", "", VT(0, 1, 1) * sz / w2.Size, VT(0, 0, 0))
  1016. w2.Anchored = true
  1017. w2.CFrame = maincf * ANGLES(math.pi, math.pi, -math.pi / 2) * CF(0, width / 2, -len1 - len2 / 2)
  1018. coroutine.resume(coroutine.create(function()
  1019. for i = 0.5, 1, delay * (2 / Animation_Speed) do
  1020. Swait()
  1021. w2.Transparency = i
  1022. end
  1023. w2.Parent = nil
  1024. end))
  1025. game:GetService("Debris"):AddItem(w2, 10)
  1026. --table.insert(list, w2)
  1027. end
  1028. --return unpack(list)
  1029. end
  1030.  
  1031. --[[Usage:
  1032. local Pos = Part
  1033. local Offset = Part.CFrame * CF(0, 0, 0)
  1034. local Color = "Institutional white"
  1035. local Material = "Neon"
  1036. local TheDelay = 0.01
  1037. local Height = 4
  1038. BLCF = Offset
  1039. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  1040. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  1041. if a then game:GetService("Debris"):AddItem(a, 1) end
  1042. if b then game:GetService("Debris"):AddItem(b, 1) end
  1043. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  1044. if a then game:GetService("Debris"):AddItem(a, 1) end
  1045. if b then game:GetService("Debris"):AddItem(b, 1) end
  1046. SCFR = BLCF
  1047. elseif not SCFR then
  1048. SCFR = BLCF
  1049. end
  1050. --
  1051. BLCF = nil
  1052. SCFR = nil
  1053. --]]
  1054.  
  1055. --//=================================\\
  1056. --\\=================================//
  1057.  
  1058.  
  1059.  
  1060.  
  1061.  
  1062. --//=================================\\
  1063. --|| RESIZE PLAYER
  1064. --\\=================================//
  1065.  
  1066. if Player_Size ~= 1 then
  1067. RootPart.Size = RootPart.Size * Player_Size
  1068. Torso.Size = Torso.Size * Player_Size
  1069. Head.Size = Head.Size * Player_Size
  1070. RightArm.Size = RightArm.Size * Player_Size
  1071. LeftArm.Size = LeftArm.Size * Player_Size
  1072. RightLeg.Size = RightLeg.Size * Player_Size
  1073. LeftLeg.Size = LeftLeg.Size * Player_Size
  1074. RootJoint.Parent = RootPart
  1075. Neck.Parent = Torso
  1076. RightShoulder.Parent = Torso
  1077. LeftShoulder.Parent = Torso
  1078. RightHip.Parent = Torso
  1079. LeftHip.Parent = Torso
  1080.  
  1081. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1082. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1083. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1084. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  1085. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  1086. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  1087. if Disable_Moving_Arms == false then
  1088. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1089. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1090. else
  1091. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1092. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1093. end
  1094. RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1095. LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1096. RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1097. LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1098. end
  1099.  
  1100.  
  1101. --//=================================\\
  1102. --\\=================================//
  1103.  
  1104.  
  1105.  
  1106.  
  1107.  
  1108. --//=================================\\
  1109. --|| WEAPON CREATION
  1110. --\\=================================//
  1111.  
  1112. local HandlePart = CreatePart(3, Weapon, "SmoothPlastic", 0, 0, "Really black", "Handle", VT(0, 0, 0))
  1113. local HandleMesh = CreateMesh("SpecialMesh", HandlePart, "FileMesh", "93117521", "1015990846", VT(0.7,0.8,0.7), VT(0, 3.1 * Player_Size, 0))
  1114. local HandleWeld = CreateWeldOrSnapOrMotor("Weld", HandlePart, Torso, HandlePart, CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135)), CF(0, 0, 0))
  1115.  
  1116. local HitboxPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Hitbox", VT(0, 0, 0))
  1117. local HitboxWeld = CreateWeldOrSnapOrMotor("Weld", HitboxPart, HandlePart, HitboxPart, CF(0 * Player_Size, 4 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1118.  
  1119. local EffectPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Effect Part", VT(0, 0, 0))
  1120. local EffectWeld = CreateWeldOrSnapOrMotor("Weld", EffectPart, HandlePart, EffectPart, CF(0 * Player_Size, 7 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
  1121.  
  1122. if Player_Size ~= 1 then
  1123. for _, v in pairs (Weapon:GetChildren()) do
  1124. if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then
  1125. local p1 = v.Part1
  1126. v.Part1 = nil
  1127. local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components()
  1128. v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12)
  1129. v.Part1 = p1
  1130. elseif v.ClassName == "Part" then
  1131. for _, b in pairs (v:GetChildren()) do
  1132. if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then
  1133. b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size)
  1134. end
  1135. end
  1136. end
  1137. end
  1138. end
  1139.  
  1140. for _, c in pairs(Weapon:GetChildren()) do
  1141. if c.ClassName == "Part" then
  1142. c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
  1143. end
  1144. end
  1145.  
  1146. if Start_Equipped == true and Start_Equipped_With_Equipped_Animation == false then
  1147. HandleWeld.Part0 = RightArm
  1148. HandleWeld.C0 = CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1149. end
  1150.  
  1151. Weapon.Parent = Character
  1152.  
  1153. Humanoid.Died:connect(function()
  1154. ATTACK = true
  1155. end)
  1156.  
  1157. print(Class_Name.." loaded.")
  1158.  
  1159. --//=================================\\
  1160. --\\=================================//
  1161.  
  1162.  
  1163.  
  1164.  
  1165.  
  1166. --//=================================\\
  1167. --|| DAMAGE FUNCTIONS
  1168. --\\=================================//
  1169.  
  1170. function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR)
  1171. local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  1172. STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0))
  1173. local BODYGYRO = IT("BodyGyro", STATPART)
  1174. local BODYPOSITION = IT("BodyPosition", STATPART)
  1175. BODYPOSITION.P = 2000
  1176. BODYPOSITION.D = 100
  1177. BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge)
  1178. if LABELTYPE == "Normal" then
  1179. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2))
  1180. elseif LABELTYPE == "Debuff" then
  1181. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2))
  1182. elseif LABELTYPE == "Interruption" then
  1183. BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2))
  1184. end
  1185. game:GetService("Debris"):AddItem(STATPART ,5)
  1186. local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
  1187. BILLBOARDGUI.Adornee = STATPART
  1188. BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0)
  1189. BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
  1190. BILLBOARDGUI.AlwaysOnTop = false
  1191. local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
  1192. TEXTLABEL.BackgroundTransparency = 1
  1193. TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
  1194. TEXTLABEL.Text = TEXT
  1195. TEXTLABEL.Font = "SourceSans"
  1196. TEXTLABEL.FontSize="Size42"
  1197. TEXTLABEL.TextColor3 = COLOR
  1198. TEXTLABEL.TextStrokeTransparency = 0
  1199. TEXTLABEL.TextScaled = true
  1200. TEXTLABEL.TextWrapped = true
  1201. coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
  1202. wait(0.2)
  1203. for i=1, 5 do
  1204. wait()
  1205. THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0)
  1206. end
  1207. wait(1.2)
  1208. for i=1, 5 do
  1209. wait()
  1210. THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2
  1211. THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2
  1212. THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0)
  1213. end
  1214. THEPART.Parent = nil
  1215. end),STATPART, BODYPOSITION, TEXTLABEL)
  1216. end
  1217.  
  1218. function IncreaseOrDecreaseStat(LOCATION, STAT, AMOUNT, DURATION, SHOWTHESTAT)
  1219. if LOCATION:FindFirstChild("Stats") ~= nil then
  1220. if LOCATION.Stats:FindFirstChild("Block") ~= nil then
  1221. if LOCATION.Stats:FindFirstChild("Block").Value == true then
  1222. return
  1223. end
  1224. end
  1225. if LOCATION.Stats:FindFirstChild("ChangeStat") ~= nil and LOCATION.Stats:FindFirstChild("Block").Value == false then
  1226. local NewStatChange = IT("NumberValue")
  1227. NewStatChange.Value = AMOUNT
  1228. if STAT == "Defense" then
  1229. NewStatChange.Name = "ChangeDefense"
  1230. elseif STAT == "Damage" then
  1231. NewStatChange.Name = "ChangeDamage"
  1232. elseif STAT == "Movement" then
  1233. NewStatChange.Name = "ChangeMovement"
  1234. end
  1235. if SHOWTHESTAT == true then
  1236. if AMOUNT < 0 then
  1237. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "-"..STAT, C3(1, 1, 1))
  1238. elseif AMOUNT > 0 then
  1239. StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "+"..STAT, C3(1, 1, 1))
  1240. end
  1241. end
  1242. if DURATION ~= nil and DURATION ~= 0 then
  1243. local StatDuration = IT("NumberValue")
  1244. StatDuration.Name = "Duration"
  1245. StatDuration.Value = DURATION
  1246. StatDuration.Parent = NewStatChange
  1247. end
  1248. NewStatChange.Parent = LOCATION.Stats:FindFirstChild("ChangeStat")
  1249. end
  1250. end
  1251. end
  1252.  
  1253. --Usage: DamageFunction(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, hit, false, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  1254. function DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HIT, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
  1255. if HIT.Parent == nil then
  1256. return
  1257. end
  1258. local HITHUMANOID = HIT.Parent:FindFirstChild("Humanoid")
  1259. for _, v in pairs(HIT.Parent:GetChildren()) do
  1260. if v:IsA("Humanoid") then
  1261. HITHUMANOID = v
  1262. HITHUMANOID.MaxHealth = 100
  1263. if HITHUMANOID.Health > 100 then
  1264. HITHUMANOID.Health = 100
  1265. end
  1266. end
  1267. end
  1268. if HIT.Name == "Hitbox" and RANGED ~= true and HIT.Parent ~= Weapon and Enable_Stagger_Hit == true then
  1269. StaggerHit.Value = true
  1270. if Play_Hitbox_Hit_Sound == true then
  1271. if HITWEAPONSOUND ~= "" and HITWEAPONSOUND ~= "nil" then
  1272. CreateSound(HITWEAPONSOUND, HIT, 1, HITWEAPONSOUNDPITCH)
  1273. end
  1274. end
  1275. return
  1276. end
  1277. if HIT.Parent.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent.Parent:FindFirstChild("UpperTorso") ~= nil then
  1278. HITHUMANOID = HIT.Parent.Parent:FindFirstChild("Humanoid")
  1279. end
  1280. if HIT.Parent.ClassName == "Hat" or HIT.ClassName == "Accessory" then
  1281. HIT = HIT.Parent.Parent:FindFirstChild("Head")
  1282. end
  1283. if HITHUMANOID ~= nil and HIT.Parent.Name ~= Character.Name and (HIT.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent:FindFirstChild("UpperTorso") ~= nil) then
  1284. if HIT.Parent:FindFirstChild("DebounceHit") ~= nil then
  1285. if HIT.Parent.DebounceHit.Value == true then
  1286. return
  1287. end
  1288. end
  1289. if AntiTeamKill.Value == true then
  1290. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(HIT.Parent) ~= nil then
  1291. if game.Players:GetPlayerFromCharacter(HIT.Parent).TeamColor == Player.TeamColor then
  1292. return
  1293. end
  1294. end
  1295. end
  1296. if HITEVENWHENDEAD == false then
  1297. if HIT.Parent:FindFirstChild("Humanoid") ~= nil then
  1298. if HIT.Parent:FindFirstChild("Humanoid").Health <= 0 then
  1299. return
  1300. end
  1301. end
  1302. end
  1303. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1304. if HIT.Parent.Stats:FindFirstChild("StunValue") ~= nil then
  1305. HIT.Parent.Stats:FindFirstChild("StunValue").Value = HIT.Parent.Stats:FindFirstChild("StunValue").Value + INCREASESTUN
  1306. end
  1307. end
  1308. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1309. if HIT.Parent.Stats:FindFirstChild("Stagger") ~= nil then
  1310. if STAGGER == true and Enable_Stagger == true then
  1311. HIT.Parent.Stats:FindFirstChild("Stagger").Value = true
  1312. end
  1313. end
  1314. end
  1315. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1316. if HIT.Parent.Stats:FindFirstChild("Block") ~= nil then
  1317. if HIT.Parent.Stats:FindFirstChild("Block").Value == true then
  1318. HASBEENBLOCKED = true
  1319. if HIT.Parent.Stats:FindFirstChild("Block"):FindFirstChild("BlockDebounce") == nil then
  1320. StatLabel("Interruption", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Blocked!", C3(0, 100 / 255, 255 / 255))
  1321. if RANGED ~= true then
  1322. if HITBLOCKSOUND ~= "" and HITBLOCKSOUND ~= "nil" then
  1323. CreateSound(HITBLOCKSOUND, HIT, 1, HITBLOCKSOUNDPITCH)
  1324. end
  1325. end
  1326. local BlockDebounce = IT("BoolValue", HIT.Parent.Stats:FindFirstChild("Block"))
  1327. BlockDebounce.Name = "BlockDebounce"
  1328. BlockDebounce.Value = true
  1329. if RANGED ~= true then
  1330. game:GetService("Debris"):AddItem(BlockDebounce, 0.5)
  1331. else
  1332. game:GetService("Debris"):AddItem(BlockDebounce, 0.1)
  1333. end
  1334. end
  1335. if RANGED ~= true and Enable_Stagger == true then
  1336. HIT.Parent.Stats:FindFirstChild("Block").Value = false
  1337. Stagger.Value = true
  1338. end
  1339. return
  1340. end
  1341. end
  1342. end
  1343. if DECREASETHESTAT ~= nil then
  1344. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1345. IncreaseOrDecreaseStat(HIT.Parent, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
  1346. end
  1347. end
  1348. local DAMAGE = MRANDOM(MINIMUMDAMAGE,MAXIMUMDAMAGE) * Damage.Value
  1349. if HIT.Parent:FindFirstChild("Stats") ~= nil then
  1350. if HIT.Parent.Stats:FindFirstChild("Defense") ~= nil then
  1351. if CanPenetrateArmor.Value == true then
  1352. DAMAGE = DAMAGE
  1353. else
  1354. DAMAGE = DAMAGE / HIT.Parent.Stats:FindFirstChild("Defense").Value
  1355. end
  1356. elseif HIT.Parent.Stats:FindFirstChild("Defense") == nil then
  1357. DAMAGE = DAMAGE
  1358. end
  1359. end
  1360. if CanCrit.Value == true then
  1361. CRITCHANCENUMBER = MRANDOM(1, CritChance.Value)
  1362. if CRITCHANCENUMBER == 1 then
  1363. DAMAGE = DAMAGE * 2
  1364. end
  1365. end
  1366. DAMAGE = math.floor(DAMAGE)
  1367. if HASBEENBLOCKED == false then
  1368. end
  1369. if DAMAGE <= 3 and HASBEENBLOCKED == false then
  1370. if STAGGERHIT == true and Enable_Stagger_Hit == true and RANGED ~= true then
  1371. StaggerHit.Value = true
  1372. end
  1373. if HITARMORSOUND ~= "" and HITARMORSOUND ~= "nil" then
  1374. CreateSound(HITARMORSOUND, HIT, 1, HITARMORSOUNDPITCH)
  1375. end
  1376. elseif DAMAGE == 100 then
  1377. HITHUMANOID.Health = 0
  1378. HIT.Parent.Torso.Anchored = false
  1379. elseif DAMAGE == 101 then
  1380. HIT.Parent.Torso.Anchored = true
  1381. elseif DAMAGE > 3 then
  1382. HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE
  1383. if HITPLAYERSOUND ~= "" and HITPLAYERSOUND ~= "nil" then
  1384. CreateSound(HITPLAYERSOUND, HIT, 1, HITPLAYERSOUNDPITCH)
  1385. end
  1386. end
  1387. if DAMAGE > 3 and DAMAGE < 20 and HASBEENBLOCKED == false then
  1388. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1389. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1390. CreateSound("296102734", HIT, 1, 1)
  1391. else
  1392. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 220/255, 0))
  1393. end
  1394. elseif DAMAGE >= 20 and HASBEENBLOCKED == false and DAMAGE < 100 then
  1395. HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE
  1396. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1397. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1398. CreateSound("296102734", HIT, 1, 1)
  1399. else
  1400. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(255/255, 0, 0))
  1401. end
  1402. elseif DAMAGE <= 3 and HASBEENBLOCKED == false then
  1403. HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE
  1404. if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
  1405. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE, C3(200/255, 0, 0))
  1406. CreateSound("296102734", HIT, 1, 1)
  1407. else
  1408. StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE, C3(225/255, 225/255, 225/255))
  1409. end
  1410. end
  1411. if TYPE == "Normal" then
  1412. local vp = IT("BodyVelocity")
  1413. vp.P=500
  1414. vp.maxForce = VT(math.huge, 0, math.huge)
  1415. if KNOCKBACKTYPE == 1 then
  1416. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK + PROPERTY.Velocity / 1.05
  1417. elseif KNOCKBACKTYPE == 2 then
  1418. vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK
  1419. end
  1420. if KNOCKBACK > 0 and HASBEENBLOCKED == false then
  1421. vp.Parent = HIT--.Parent.Torso
  1422. end
  1423. game:GetService("Debris"):AddItem(vp, 0.5)
  1424. end
  1425. HASBEENBLOCKED = false
  1426. RecentEnemy.Value = HIT.Parent
  1427. local DebounceHit = IT("BoolValue", HIT.Parent)
  1428. DebounceHit.Name = "DebounceHit"
  1429. DebounceHit.Value = true
  1430. game:GetService("Debris"):AddItem(DebounceHit, DELAY)
  1431. end
  1432. end
  1433.  
  1434. --Usage: MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Part, 5, true, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  1435. function MagnitudeDamage(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, PART, MAGNITUDE, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
  1436. for _, c in pairs(workspace:GetChildren()) do
  1437. local HUMANOID = c:FindFirstChild("Humanoid")
  1438. local HEAD = nil
  1439. if HUMANOID ~= nil then
  1440. for _, d in pairs(c:GetChildren()) do
  1441. if d.ClassName == "Model" and RANGED ~= true then
  1442. HEAD = d:FindFirstChild("Hitbox")
  1443. if HEAD ~= nil then
  1444. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1445. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1446. if Play_Hitbox_Hit_Sound == true then
  1447. local HitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  1448. HitRefpart.Anchored = true
  1449. HitRefpart.CFrame = CF(HEAD.Position)
  1450. CreateSound(HITWEAPONSOUND, HitRefpart, 1, HITWEAPONSOUNDPITCH)
  1451. end
  1452. if Enable_Stagger_Hit == true then
  1453. StaggerHit.Value = true
  1454. end
  1455. end
  1456. end
  1457. elseif d:IsA"BasePart" then
  1458. HEAD = d
  1459. if HEAD ~= nil then
  1460. local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
  1461. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1462. DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HEAD, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
  1463. end
  1464. end
  1465. end
  1466. end
  1467. end
  1468. end
  1469. end
  1470.  
  1471. --Usage: MagnitudeBuffOrDebuff(Part, 5, "Defense", -0.1, 3, true, true)
  1472. function MagnitudeBuffOrDebuff(PART, MAGNITUDE, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF, APPLYTOOTHERSINSTEAD)
  1473. if Player.Neutral == true then
  1474. IncreaseOrDecreaseStat(Character, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1475. end
  1476. for _, c in pairs(workspace:GetChildren()) do
  1477. local HUMANOID = c:FindFirstChild("Humanoid")
  1478. local THEHEAD = nil
  1479. if HUMANOID ~= nil then
  1480. if c:FindFirstChild("Torso") ~= nil then
  1481. THEHEAD = c:FindFirstChild("Torso")
  1482. elseif c:FindFirstChild("UpperTorso") ~= nil then
  1483. THEHEAD = c:FindFirstChild("UpperTorso")
  1484. end
  1485. if THEHEAD ~= nil then
  1486. local THEMAGNITUDE = (THEHEAD.Position - PART.Position).magnitude
  1487. print("yes 1")
  1488. if APPLYTOOTHERSINSTEAD == true then
  1489. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
  1490. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1491. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1492. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1493. end
  1494. end
  1495. end
  1496. elseif APPLYTOOTHERSINSTEAD == false then
  1497. if THEMAGNITUDE <= (MAGNITUDE * Player_Size) then
  1498. if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
  1499. if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
  1500. IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
  1501. end
  1502. end
  1503. end
  1504. end
  1505. end
  1506. end
  1507. end
  1508. end
  1509.  
  1510. --//=================================\\
  1511. --\\=================================//
  1512.  
  1513.  
  1514.  
  1515.  
  1516.  
  1517. --//=================================\\
  1518. --|| WEAPON GUI
  1519. --\\=================================//
  1520.  
  1521. local MANABAR = CreateFrame(WEAPONGUI, Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_8.r, Custom_Colors.Custom_Color_8.g, Custom_Colors.Custom_Color_8.b), C3(0, 0, 0),"Mana Bar")
  1522. local MANACOVER = CreateFrame(MANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_5.r, Custom_Colors.Custom_Color_5.g, Custom_Colors.Custom_Color_5.b), C3(0, 0, 0),"Mana Cover")
  1523. local MANATEXT = CreateLabel(MANABAR, Mana_Name.." ["..FLOOR(Mana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Mana Text")
  1524.  
  1525. local HEALTHBAR = CreateFrame(WEAPONGUI, Health_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_11.r, Custom_Colors.Custom_Color_11.g, Custom_Colors.Custom_Color_11.b), C3(0, 0, 0), "Health Bar")
  1526. local HEALTHCOVER = CreateFrame(HEALTHBAR, 0, 2,UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_6.r, Custom_Colors.Custom_Color_6.g, Custom_Colors.Custom_Color_6.b), C3(0, 0, 0), "Health Cover")
  1527. local HEALTHTEXT = CreateLabel(HEALTHBAR, "Health ["..FLOOR(Humanoid.Health).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Health Text")
  1528.  
  1529. local STUNFRAME = CreateFrame(nil, Stun_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.78, 0),UD2(0.26, 0, 0, 0),C3(Custom_Colors.Custom_Color_10.r, Custom_Colors.Custom_Color_10.g, Custom_Colors.Custom_Color_10.b), C3(0, 0, 0), "Stun Frame")
  1530. local STUNBAR = CreateFrame(STUNFRAME, 0, 2, UD2(0, 0, 0, 0),UD2(0, 0, 1, 0),C3(Custom_Colors.Custom_Color_7.r, Custom_Colors.Custom_Color_7.g, Custom_Colors.Custom_Color_7.b), C3(0, 0, 0), "Stun Bar")
  1531. local STUNTEXT = CreateLabel(STUNFRAME, "Stun ["..FLOOR(StunValue.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Stun Text")
  1532.  
  1533. local SECONDARYMANABAR = CreateFrame(nil, Secondary_Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.78, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_9.r, Custom_Colors.Custom_Color_9.g, Custom_Colors.Custom_Color_9.b), C3(0, 0, 0),"Secondary Mana Bar")
  1534. local SECONDARYMANACOVER = CreateFrame(SECONDARYMANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_4.r, Custom_Colors.Custom_Color_4.g, Custom_Colors.Custom_Color_4.b), C3(0, 0, 0),"Secondary Mana Cover")
  1535. local SECONDARYMANATEXT = CreateLabel(SECONDARYMANABAR, Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Secondary Mana Text")
  1536.  
  1537. local DEFENSEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.23, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 100 / 255, 255 / 255), C3(0, 0, 0),"Defense Frame")
  1538. local DEFENSETEXT = CreateLabel(DEFENSEFRAME, "Defense ["..(Defense.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Defense Text")
  1539.  
  1540. local DAMAGEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.456, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(255 / 255, 100 / 255, 100 / 255), C3(0, 0, 0),"Damage Frame")
  1541. local DAMAGETEXT = CreateLabel(DAMAGEFRAME, "Damage ["..(Damage.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Damage Text")
  1542.  
  1543. local MOVEMENTFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.685, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 255 / 255, 100 / 255), C3(0, 0, 0),"Movement Frame")
  1544. local MOVEMENTTEXT = CreateLabel(MOVEMENTFRAME, "Movement ["..(Movement.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Movement Text")
  1545.  
  1546. local SKILL1FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 1 Frame")
  1547. local SKILL2FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 2 Frame")
  1548. local SKILL3FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 3 Frame")
  1549. local SKILL4FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 4 Frame")
  1550.  
  1551. local SKILL1BAR = CreateFrame(SKILL1FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 1 Bar")
  1552. local SKILL2BAR = CreateFrame(SKILL2FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 2 Bar")
  1553. local SKILL3BAR = CreateFrame(SKILL3FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 3 Bar")
  1554. local SKILL4BAR = CreateFrame(SKILL4FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 4 Bar")
  1555.  
  1556. local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Ability 1", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 1")
  1557. local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[X] Ability 2", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 2")
  1558. local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Ability 3", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 3")
  1559. local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Ability 4", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 4")
  1560.  
  1561. if Enable_Gui == true then
  1562. WEAPONGUI.Parent = PlayerGui
  1563. end
  1564.  
  1565. if Enable_Stats == true and Show_Stats == true then
  1566. DEFENSEFRAME.Parent = WEAPONGUI
  1567. DAMAGEFRAME.Parent = WEAPONGUI
  1568. MOVEMENTFRAME.Parent = WEAPONGUI
  1569. end
  1570.  
  1571. if Enable_Secondary_Bar == true then
  1572. SECONDARYMANABAR.Parent = WEAPONGUI
  1573. end
  1574.  
  1575. if Enable_Abilities == true then
  1576. SKILL1FRAME.Parent = WEAPONGUI
  1577. SKILL2FRAME.Parent = WEAPONGUI
  1578. SKILL3FRAME.Parent = WEAPONGUI
  1579. SKILL4FRAME.Parent = WEAPONGUI
  1580. end
  1581.  
  1582. if Enable_Stun == true then
  1583. STUNFRAME.Parent = WEAPONGUI
  1584. end
  1585.  
  1586. function UpdateGUI()
  1587. MANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1588. MANACOVER:TweenSize(UD2(1 * (Mana.Value / Max_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1589. MANATEXT.Text = Mana_Name.." ["..FLOOR(Mana.Value).."]"
  1590. HEALTHBAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1591. HEALTHCOVER:TweenSize(UD2(1 * (Humanoid.Health / Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1592. HEALTHTEXT.Text = "Health ["..FLOOR(Humanoid.Health).."]"
  1593. if Enable_Abilities == true then
  1594. SKILL1FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1595. SKILL2FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1596. SKILL3FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1597. SKILL4FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1598. SKILL1BAR:TweenSize(UD2(1 * (CO1 / Cooldown_1), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1599. SKILL2BAR:TweenSize(UD2(1 * (CO2 / Cooldown_2), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1600. SKILL3BAR:TweenSize(UD2(1 * (CO3 / Cooldown_3), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1601. SKILL4BAR:TweenSize(UD2(1 * (CO4 / Cooldown_4), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1602. end
  1603. if Enable_Stats == true and Show_Stats == true then
  1604. DEFENSEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1605. DEFENSETEXT.Text = "Defense ["..(Defense.Value * 100).."%]"
  1606. DAMAGEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1607. DAMAGETEXT.Text = "Damage ["..(Damage.Value * 100).."%]"
  1608. MOVEMENTFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1609. MOVEMENTTEXT.Text = "Movement ["..(Movement.Value * 100).."%]"
  1610. end
  1611. if Enable_Stun == true then
  1612. STUNFRAME:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1613. STUNBAR:TweenSize(UD2(1 * (StunValue.Value / Max_Stun), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1614. STUNTEXT.Text = "Stun ["..FLOOR(StunValue.Value).."]"
  1615. end
  1616. if Enable_Secondary_Bar == true then
  1617. SECONDARYMANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1618. SECONDARYMANACOVER:TweenSize(UD2(1 * (SecondaryMana.Value / Max_Secondary_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
  1619. SECONDARYMANATEXT.Text = Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]"
  1620. end
  1621. end
  1622.  
  1623. if Enable_Gui == true then
  1624. UpdateGUI()
  1625. for _, v in pairs (WEAPONGUI:GetChildren()) do
  1626. if v.ClassName == "Frame" then
  1627. for _, b in pairs (v:GetChildren()) do
  1628. if b.ClassName == "TextLabel" then
  1629. coroutine.resume(coroutine.create(function(THETEXTLABEL)
  1630. wait(Menu_Update_Speed)
  1631. for i = 1, 0, -0.1 do
  1632. Swait()
  1633. THETEXTLABEL.TextTransparency = i
  1634. THETEXTLABEL.TextStrokeTransparency = i
  1635. end
  1636. THETEXTLABEL.TextTransparency = 0
  1637. THETEXTLABEL.TextStrokeTransparency = 0
  1638. end), b)
  1639. end
  1640. end
  1641. end
  1642. end
  1643. end
  1644.  
  1645. --//=================================\\
  1646. --|| ABYSSAL FUNCTIONS
  1647. --\\=================================//
  1648.  
  1649. function accessblack()
  1650. m = Character:GetChildren()
  1651. for i = 1, #m do
  1652. if m[i].ClassName == "Accessory" then
  1653. m[i].Handle.Transparency = 1
  1654. end
  1655. end
  1656. end
  1657.  
  1658. function accessnormal()
  1659. m = Character:GetChildren()
  1660. for i = 1, #m do
  1661. if m[i].ClassName == "Accessory" then
  1662. m[i].Handle.Transparency = 0
  1663. end
  1664. end
  1665. end
  1666.  
  1667. function cloak()
  1668. Face.Texture = AFaceID
  1669. accessblack()
  1670. m = Character:GetChildren()
  1671. for i = 1, #m do
  1672. if m[i].ClassName == "Part" then
  1673. if m[i]:FindFirstChildOfClass("ParticleEmitter") then
  1674. m[i].PE.Enabled = true
  1675. m[i].Transparency = 1
  1676. end
  1677. end
  1678. end
  1679. end
  1680.  
  1681. function decloak()
  1682. Face.Texture = FaceID
  1683. accessnormal()
  1684. m = Character:GetChildren()
  1685. for i = 1, #m do
  1686. if m[i].ClassName == "Part" then
  1687. if m[i]:FindFirstChildOfClass("ParticleEmitter") then
  1688. m[i].PE.Enabled = false
  1689. m[i].Transparency = 0
  1690. end
  1691. end
  1692. end
  1693. end
  1694.  
  1695. function warpdecloak()
  1696. Face.Texture = ""
  1697. HandlePart.Transparency = 1
  1698. HitboxPart.Transparency = 1
  1699. m = Character:GetChildren()
  1700. for i = 1, #m do
  1701. if m[i].ClassName == "Part" then
  1702. if m[i]:FindFirstChildOfClass("ParticleEmitter") then
  1703. m[i].PE.Enabled = false
  1704. end
  1705. end
  1706. end
  1707. end
  1708.  
  1709. --//=================================\\
  1710. --|| SKILL FUNCTIONS
  1711. --\\=================================//
  1712.  
  1713. function UpdateSkillsAndStuff()
  1714. if Mana_Regen_Mode == "1" then
  1715. if Mana.Value >= Max_Mana then
  1716. Mana.Value = Max_Mana
  1717. elseif Mana.Value < 0 then
  1718. Mana.Value = 0
  1719. else
  1720. if MANADELAYNUMBER <= Mana_Wait then
  1721. MANADELAYNUMBER = MANADELAYNUMBER + 1
  1722. else
  1723. MANADELAYNUMBER = 0
  1724. Mana.Value = Mana.Value + Recover_Mana
  1725. end
  1726. end
  1727. elseif Mana_Regen_Mode == "2" then
  1728. if Mana.Value <= Max_Mana then
  1729. Mana.Value = Mana.Value + (Recover_Mana / 30) / Animation_Speed
  1730. elseif Mana.Value >= Max_Mana then
  1731. Mana.Value = Max_Mana
  1732. elseif Mana.Value < 0 then
  1733. Mana.Value = 0
  1734. end
  1735. end
  1736. if Enable_Secondary_Bar == true then
  1737. if Secondary_Mana_Regen_Mode == "1" then
  1738. if SecondaryMana.Value >= Max_Secondary_Mana then
  1739. SecondaryMana.Value = Max_Secondary_Mana
  1740. elseif SecondaryMana.Value < 0 then
  1741. SecondaryMana.Value = 0
  1742. else
  1743. if SECONDARYMANADELAYNUMBER <= Secondary_Mana_Wait then
  1744. SECONDARYMANADELAYNUMBER = SECONDARYMANADELAYNUMBER + 1
  1745. else
  1746. SECONDARYMANADELAYNUMBER = 0
  1747. SecondaryMana.Value = SecondaryMana.Value + Recover_Secondary_Mana
  1748. end
  1749. end
  1750. elseif Secondary_Mana_Regen_Mode == "2" then
  1751. if SecondaryMana.Value <= Max_Secondary_Mana then
  1752. SecondaryMana.Value = SecondaryMana.Value + (Recover_Secondary_Mana / 30) / Animation_Speed
  1753. elseif SecondaryMana.Value >= Max_Secondary_Mana then
  1754. SecondaryMana.Value = Max_Secondary_Mana
  1755. elseif SecondaryMana.Value < 0 then
  1756. SecondaryMana.Value = 0
  1757. end
  1758. end
  1759. else
  1760. SecondaryMana.Value = 0
  1761. end
  1762. if Enable_Stun == true then
  1763. if Stun_Lose_Mode == "1" then
  1764. if StunValue.Value > Max_Stun then
  1765. StunValue.Value = Max_Stun
  1766. elseif StunValue.Value <= 0 then
  1767. StunValue.Value = 0
  1768. else
  1769. if STUNDELAYNUMBER <= Stun_Wait then
  1770. STUNDELAYNUMBER = STUNDELAYNUMBER + 1
  1771. else
  1772. STUNDELAYNUMBER = 0
  1773. StunValue.Value = StunValue.Value - Lose_Stun
  1774. end
  1775. end
  1776. elseif Stun_Lose_Mode == "2" then
  1777. if StunValue.Value <= Max_Stun and StunValue.Value > 0 then
  1778. StunValue.Value = StunValue.Value - (Lose_Stun / 30) / Animation_Speed
  1779. elseif StunValue.Value > Max_Stun then
  1780. StunValue.Value = Max_Stun
  1781. elseif StunValue.Value <= 0 then
  1782. StunValue.Value = 0
  1783. end
  1784. end
  1785. else
  1786. StunValue.Value = 0
  1787. end
  1788. if Enable_Abilities == true then
  1789. if CO1 <= Cooldown_1 then
  1790. CO1 = CO1 + (1 / 30) / Animation_Speed
  1791. elseif CO1 >= Cooldown_1 then
  1792. CO1 = Cooldown_1
  1793. end
  1794. if CO2 <= Cooldown_2 then
  1795. CO2 = CO2 + (1 / 30) / Animation_Speed
  1796. elseif CO2 >= Cooldown_2 then
  1797. CO2 = Cooldown_2
  1798. end
  1799. if CO3 <= Cooldown_3 then
  1800. CO3 = CO3 + (1 / 30) / Animation_Speed
  1801. elseif CO3 >= Cooldown_3 then
  1802. CO3 = Cooldown_3
  1803. end
  1804. if CO4 <= Cooldown_4 then
  1805. CO4 = CO4 + (1 / 30) / Animation_Speed
  1806. elseif CO4 >= Cooldown_4 then
  1807. CO4 = Cooldown_4
  1808. end
  1809. end
  1810. end
  1811.  
  1812. --//=================================\\
  1813. --\\=================================//
  1814.  
  1815.  
  1816.  
  1817.  
  1818.  
  1819. --//=================================\\
  1820. --|| ATTACK FUNCTIONS AND STUFF
  1821. --\\=================================//
  1822.  
  1823. function EquipWeapon()
  1824. --ATTACK = true
  1825. DEFENSECHANGE1.Parent = nil
  1826. MOVEMENTCHANGE1.Parent = ChangeStat
  1827. for i=0, 1, 0.5 / Animation_Speed do
  1828. Swait()
  1829. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1830. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1831. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1832. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1833. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1834. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1835. end
  1836. for i=0, 1, 0.08 / Animation_Speed do
  1837. Swait()
  1838. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1839. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1840. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1841. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1842. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1843. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1844. end
  1845. HandleWeld.Part0 = RightArm
  1846. HandleWeld.C0 = CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0))
  1847. CreateSound("174884033", HitboxPart, 1, 1.5)
  1848. for i=0, 1, 0.5 / Animation_Speed do
  1849. Swait()
  1850. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1851. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1852. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(20), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1853. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1854. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1855. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1856. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-70), RAD(90), RAD(0)), 0.3 / Animation_Speed)
  1857. end
  1858. LASTPOINT = EffectPart.CFrame
  1859. for i=0, 1, 0.08 / Animation_Speed do
  1860. Swait()
  1861. TrailEffect("Institutional white", "Neon", EffectPart.CFrame, LASTPOINT, "Block", 0, 0.2, ANGLES(0, 0, 0), -0.01, 0, -0.01, 0.1)
  1862. LASTPOINT = EffectPart.CFrame
  1863. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  1864. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  1865. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(-60), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  1866. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  1867. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
  1868. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  1869. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-140), RAD(90), RAD(0)), 0.3 / Animation_Speed)
  1870. end
  1871. LASTPOINT = nil
  1872. --ATTACK = false
  1873. end
  1874.  
  1875. function UnequipWeapon()
  1876. --ATTACK = true
  1877. for i=0, 1, 0.5 / Animation_Speed do
  1878. Swait()
  1879. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1880. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1881. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1882. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1883. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1884. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1885. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
  1886. end
  1887. CreateSound("245542809", HitboxPart, 1, 1.2)
  1888. for i=0, 1, 0.08 / Animation_Speed do
  1889. Swait()
  1890. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1891. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1892. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1893. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1894. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1895. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1896. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
  1897. end
  1898. HandleWeld.Part0 = Torso
  1899. HandleWeld.C0 = CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135))
  1900. for i=0, 1, 0.5 / Animation_Speed do
  1901. Swait()
  1902. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1903. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1904. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1905. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1906. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
  1907. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
  1908. end
  1909. for i=0, 1, 0.08 / Animation_Speed do
  1910. Swait()
  1911. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1912. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1913. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1914. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)), 0.3 / Animation_Speed)
  1915. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1916. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1917. if Disable_Moving_Arms == false then
  1918. RightShoulder.C1 = Clerp(RightShoulder.C1, ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  1919. LeftShoulder.C1 = Clerp(LeftShoulder.C1, ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
  1920. else
  1921. RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  1922. LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
  1923. end
  1924. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1925. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1926. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1927. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1928. end
  1929. RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1930. RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
  1931. Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1932. Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
  1933. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
  1934. LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
  1935. if Disable_Moving_Arms == false then
  1936. RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1937. LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
  1938. else
  1939. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1940. LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  1941. end
  1942. RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1943. LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1944. RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1945. LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
  1946. --ATTACK = false
  1947. DEFENSECHANGE1.Parent = ChangeStat
  1948. MOVEMENTCHANGE1.Parent = nil
  1949. end
  1950.  
  1951. function StaggerHitAnimation()
  1952. ATTACK = true
  1953. if Weapon:FindFirstChild("Hitbox") ~= nil then
  1954. for i = 1, MRANDOM(2, 4) do
  1955. ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1956. end
  1957. end
  1958. for i = 0, 1, 0.1 / Animation_Speed do
  1959. Swait()
  1960. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
  1961. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  1962. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-30), RAD(0), RAD(60)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1963. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-20)) * ANGLES(RAD(0), RAD(20), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1964. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.9 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1965. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1.1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.3 / Animation_Speed)
  1966. if Stagger.Value == true or Stun.Value == true then
  1967. break
  1968. end
  1969. end
  1970. ATTACK = false
  1971. end
  1972.  
  1973. function StaggerAnimation()
  1974. ATTACK = true
  1975. if Weapon:FindFirstChild("Hitbox") ~= nil then
  1976. for i = 1, MRANDOM(2, 4) do
  1977. ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1978. end
  1979. end
  1980. DISABLEJUMPING = true
  1981. COMBO = 1
  1982. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Staggered!", C3(255 / 255, 255 / 255, 0))
  1983. local STAGGERVELOCITY = Instance.new("BodyVelocity",Torso)
  1984. STAGGERVELOCITY.P = 500
  1985. STAGGERVELOCITY.maxForce = VT(math.huge, 0, math.huge)
  1986. if Rooted.Value == false then
  1987. STAGGERVELOCITY.Velocity = RootPart.CFrame.lookVector * -40
  1988. end
  1989. for i = 0, 1, 0.35 / Animation_Speed do
  1990. Swait()
  1991. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  1992. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(20)), 0.3 / Animation_Speed)
  1993. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  1994. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  1995. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  1996. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(5)), 0.3 / Animation_Speed)
  1997. end
  1998. for i = 0, 1, 0.2 / Animation_Speed do
  1999. Swait()
  2000. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2001. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2002. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2003. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2004. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(50)), 0.4 / Animation_Speed)
  2005. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.4 / Animation_Speed)
  2006. end
  2007. STAGGERVELOCITY.Parent = nil
  2008. for i = 1, 50 * Animation_Speed do
  2009. Swait()
  2010. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.8 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-20)) * ANGLES(RAD(-5), RAD(-5), RAD(0)), 0.3 / Animation_Speed)
  2011. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(5), RAD(0)), 0.3 / Animation_Speed)
  2012. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(-20), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2013. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-10)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2014. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.4 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)), 0.3 / Animation_Speed)
  2015. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-10)), 0.3 / Animation_Speed)
  2016. end
  2017. DISABLEJUMPING = false
  2018. ATTACK = false
  2019. end
  2020.  
  2021. function StunAnimation()
  2022. ATTACK = true
  2023. DISABLEJUMPING = true
  2024. COMBO = 1
  2025. StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Stunned!", C3(255 / 255, 255 / 255, 0))
  2026. for i = 0, 1, 0.3 / Animation_Speed do
  2027. Swait()
  2028. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(15), RAD(0), RAD(-150)), 0.3 / Animation_Speed)
  2029. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
  2030. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2031. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2032. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(30)), 0.3 / Animation_Speed)
  2033. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.3 / Animation_Speed)
  2034. end
  2035. for i = 0, 1, 0.3 / Animation_Speed do
  2036. Swait()
  2037. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
  2038. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2039. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2040. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2041. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2042. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(50)), 0.4 / Animation_Speed)
  2043. end
  2044. for i = 0, 1, 0.3 / Animation_Speed do
  2045. Swait()
  2046. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(75), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
  2047. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  2048. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2049. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-80)) * ANGLES(RAD(0), RAD(-40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2050. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(10)), 0.4 / Animation_Speed)
  2051. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(80)), 0.4 / Animation_Speed)
  2052. end
  2053. for i = 1, 70 * Animation_Speed do
  2054. Swait()
  2055. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -2.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-180)), 0.3 / Animation_Speed)
  2056. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.3 / Animation_Speed)
  2057. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(-10), RAD(90)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
  2058. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
  2059. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2060. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
  2061. end
  2062. for i = 0, 1, 0.2 / Animation_Speed do
  2063. Swait()
  2064. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.5 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(100)), 0.4 / Animation_Speed)
  2065. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2066. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(-10), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2067. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(80), RAD(0), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2068. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(70)), 0.4 / Animation_Speed)
  2069. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.25 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2070. end
  2071. DISABLEJUMPING = false
  2072. ATTACK = false
  2073. end
  2074.  
  2075. function EAbility()
  2076. ATTACK = true
  2077. ATTACK = false
  2078. end
  2079.  
  2080. function AbyssAttack1()
  2081. ATTACK = true
  2082. for i=0, 1, 0.1 / Animation_Speed do
  2083. Swait()
  2084. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2085. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2086. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2087. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2088. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2089. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2090. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2091. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2092. break
  2093. end
  2094. end
  2095. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2096. attacksound1.Volume = 3
  2097. attacksound1:Play()
  2098. for i=0, 1, 0.1 / Animation_Speed do
  2099. Swait()
  2100. local Pos = HitboxPart
  2101. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2102. local Color = "Really black"
  2103. local Material = "Neon"
  2104. local TheDelay = 0.01
  2105. local Height = 6.2 * Player_Size
  2106. BLCF = Offset
  2107. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2108. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2109. if a then game:GetService("Debris"):AddItem(a, 1) end
  2110. if b then game:GetService("Debris"):AddItem(b, 1) end
  2111. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2112. if a then game:GetService("Debris"):AddItem(a, 1) end
  2113. if b then game:GetService("Debris"):AddItem(b, 1) end
  2114. SCFR = BLCF
  2115. elseif not SCFR then
  2116. SCFR = BLCF
  2117. end
  2118. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 10, 20, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2119. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2120. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2121. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2122. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2123. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2124. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2125. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2126. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2127. break
  2128. end
  2129. end
  2130. BLCF = nil
  2131. SCFR = nil
  2132. ATTACK = false
  2133. end
  2134.  
  2135. function AbyssAttack2()
  2136. ATTACK = true
  2137. for i=0, 1, 0.1 / Animation_Speed do
  2138. Swait()
  2139. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2140. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2141. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2142. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2143. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2144. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2145. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2146. break
  2147. end
  2148. end
  2149. CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10)
  2150. attacksound2.Volume = 3
  2151. attacksound2:Play()
  2152. local HASHITFLOOR = false
  2153. for i=0, 1, 0.1 / Animation_Speed do
  2154. Swait()
  2155. local Pos = HitboxPart
  2156. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2157. local Color = "Really black"
  2158. local Material = "Neon"
  2159. local TheDelay = 0.01
  2160. local Height = 6.2 * Player_Size
  2161. BLCF = Offset
  2162. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2163. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2164. if a then game:GetService("Debris"):AddItem(a, 1) end
  2165. if b then game:GetService("Debris"):AddItem(b, 1) end
  2166. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2167. if a then game:GetService("Debris"):AddItem(a, 1) end
  2168. if b then game:GetService("Debris"):AddItem(b, 1) end
  2169. SCFR = BLCF
  2170. elseif not SCFR then
  2171. SCFR = BLCF
  2172. end
  2173. local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character)
  2174. if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then
  2175. HASHITFLOOR = true
  2176. --print(SWORDHIT.Material)
  2177. if SWORDHIT.Material == Enum.Material.Grass or SWORDHIT.Material == Enum.Material.Ice or SWORDHIT.Material == Enum.Material.Fabric or SWORDHIT.Material == Enum.Material.SmoothPlastic or SWORDHIT.Material == Enum.Material.Sand or SWORDHIT.Material == Enum.Material.Plastic or SWORDHIT.Material == Enum.Material.Neon or SWORDHIT.Material == Enum.Material.Foil then
  2178. CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10)
  2179. elseif SWORDHIT.Material == Enum.Material.Metal or SWORDHIT.Material == Enum.Material.Concrete or SWORDHIT.Material == Enum.Material.Brick or SWORDHIT.Material == Enum.Material.CorrodedMetal or SWORDHIT.Material == Enum.Material.Slate or SWORDHIT.Material == Enum.Material.Marble or SWORDHIT.Material == Enum.Material.Granite or SWORDHIT.Material == Enum.Material.DiamondPlate or SWORDHIT.Material == Enum.Material.Pebble or SWORDHIT.Material == Enum.Material.Cobblestone then
  2180. CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2181. for i = 1, MRANDOM(2, 4) do
  2182. ClangEffect("Bright yellow", "Neon", CF(SWORDPOS) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 10, 3, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  2183. end
  2184. elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then
  2185. CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2186. end
  2187. end
  2188. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 20, 40, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2189. if HASHITFLOOR == true then
  2190. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2191. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2192. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(40), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2193. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2194. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2195. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-132.5), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2196. else
  2197. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2198. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2199. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2200. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2201. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2202. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-150), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2203. end
  2204. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2205. break
  2206. end
  2207. end
  2208. BLCF = nil
  2209. SCFR = nil
  2210. ATTACK = false
  2211. end
  2212.  
  2213. function AbyssAttack3()
  2214. ATTACK = true
  2215. for i=0, 1, 0.1 / Animation_Speed do
  2216. Swait()
  2217. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2218. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2219. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2220. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2221. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2222. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2223. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2224. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2225. break
  2226. end
  2227. end
  2228. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2229. attacksound3.Volume = 3
  2230. attacksound3:Play()
  2231. for i=0, 1, 0.1 / Animation_Speed do
  2232. Swait()
  2233. local Pos = HitboxPart
  2234. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2235. local Color = "Really black"
  2236. local Material = "Neon"
  2237. local TheDelay = 0.01
  2238. local Height = 6.2 * Player_Size
  2239. BLCF = Offset
  2240. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2241. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2242. if a then game:GetService("Debris"):AddItem(a, 1) end
  2243. if b then game:GetService("Debris"):AddItem(b, 1) end
  2244. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2245. if a then game:GetService("Debris"):AddItem(a, 1) end
  2246. if b then game:GetService("Debris"):AddItem(b, 1) end
  2247. SCFR = BLCF
  2248. elseif not SCFR then
  2249. SCFR = BLCF
  2250. end
  2251. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 30, 60, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2252. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2253. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2254. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2255. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2256. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2257. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2258. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2259. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2260. break
  2261. end
  2262. end
  2263. BLCF = nil
  2264. SCFR = nil
  2265. ATTACK = false
  2266. end
  2267.  
  2268. function AbyssAttack4()
  2269. ATTACK = true
  2270. for i=0, 1, 0.1 / Animation_Speed do
  2271. Swait()
  2272. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2273. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2274. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2275. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2276. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2277. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2278. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2279. break
  2280. end
  2281. end
  2282. CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10)
  2283. attacksound4.Volume = 3
  2284. attacksound4:Play()
  2285. local HASHITFLOOR = false
  2286. for i=0, 1, 0.1 / Animation_Speed do
  2287. Swait()
  2288. local Pos = HitboxPart
  2289. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2290. local Color = "Really black"
  2291. local Material = "Neon"
  2292. local TheDelay = 0.01
  2293. local Height = 6.2 * Player_Size
  2294. BLCF = Offset
  2295. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2296. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2297. if a then game:GetService("Debris"):AddItem(a, 1) end
  2298. if b then game:GetService("Debris"):AddItem(b, 1) end
  2299. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2300. if a then game:GetService("Debris"):AddItem(a, 1) end
  2301. if b then game:GetService("Debris"):AddItem(b, 1) end
  2302. SCFR = BLCF
  2303. elseif not SCFR then
  2304. SCFR = BLCF
  2305. end
  2306. local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character)
  2307. if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then
  2308. HASHITFLOOR = true
  2309. --print(SWORDHIT.Material)
  2310. if SWORDHIT.Material == Enum.Material.Grass or SWORDHIT.Material == Enum.Material.Ice or SWORDHIT.Material == Enum.Material.Fabric or SWORDHIT.Material == Enum.Material.SmoothPlastic or SWORDHIT.Material == Enum.Material.Sand or SWORDHIT.Material == Enum.Material.Plastic or SWORDHIT.Material == Enum.Material.Neon or SWORDHIT.Material == Enum.Material.Foil then
  2311. CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10)
  2312. elseif SWORDHIT.Material == Enum.Material.Metal or SWORDHIT.Material == Enum.Material.Concrete or SWORDHIT.Material == Enum.Material.Brick or SWORDHIT.Material == Enum.Material.CorrodedMetal or SWORDHIT.Material == Enum.Material.Slate or SWORDHIT.Material == Enum.Material.Marble or SWORDHIT.Material == Enum.Material.Granite or SWORDHIT.Material == Enum.Material.DiamondPlate or SWORDHIT.Material == Enum.Material.Pebble or SWORDHIT.Material == Enum.Material.Cobblestone then
  2313. CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2314. for i = 1, MRANDOM(2, 4) do
  2315. ClangEffect("Bright yellow", "Neon", CF(SWORDPOS) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 10, 3, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  2316. end
  2317. elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then
  2318. CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2319. end
  2320. end
  2321. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 50, 80, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2322. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2323. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2324. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2325. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2326. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2327. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2328. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2329. break
  2330. end
  2331. end
  2332. BLCF = nil
  2333. SCFR = nil
  2334. ATTACK = false
  2335. end
  2336.  
  2337. function Attack1()
  2338. ATTACK = true
  2339. for i=0, 1, 0.1 / Animation_Speed do
  2340. Swait()
  2341. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2342. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2343. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2344. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2345. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2346. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2347. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2348. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2349. break
  2350. end
  2351. end
  2352. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2353. attacksound1.Volume = 3
  2354. attacksound1:Play()
  2355. for i=0, 1, 0.1 / Animation_Speed do
  2356. Swait()
  2357. local Pos = HitboxPart
  2358. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2359. local Color = "Institutional white"
  2360. local Material = "Neon"
  2361. local TheDelay = 0.01
  2362. local Height = 6.2 * Player_Size
  2363. BLCF = Offset
  2364. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2365. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2366. if a then game:GetService("Debris"):AddItem(a, 1) end
  2367. if b then game:GetService("Debris"):AddItem(b, 1) end
  2368. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2369. if a then game:GetService("Debris"):AddItem(a, 1) end
  2370. if b then game:GetService("Debris"):AddItem(b, 1) end
  2371. SCFR = BLCF
  2372. elseif not SCFR then
  2373. SCFR = BLCF
  2374. end
  2375. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2376. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2377. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2378. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2379. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2380. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2381. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2382. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2383. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2384. break
  2385. end
  2386. end
  2387. BLCF = nil
  2388. SCFR = nil
  2389. ATTACK = false
  2390. end
  2391.  
  2392. function Attack2()
  2393. ATTACK = true
  2394. for i=0, 1, 0.1 / Animation_Speed do
  2395. Swait()
  2396. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2397. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2398. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2399. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2400. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2401. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2402. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2403. break
  2404. end
  2405. end
  2406. CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10)
  2407. attacksound2.Volume = 3
  2408. attacksound2:Play()
  2409. local HASHITFLOOR = false
  2410. for i=0, 1, 0.1 / Animation_Speed do
  2411. Swait()
  2412. local Pos = HitboxPart
  2413. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2414. local Color = "Institutional white"
  2415. local Material = "Neon"
  2416. local TheDelay = 0.01
  2417. local Height = 6.2 * Player_Size
  2418. BLCF = Offset
  2419. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2420. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2421. if a then game:GetService("Debris"):AddItem(a, 1) end
  2422. if b then game:GetService("Debris"):AddItem(b, 1) end
  2423. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2424. if a then game:GetService("Debris"):AddItem(a, 1) end
  2425. if b then game:GetService("Debris"):AddItem(b, 1) end
  2426. SCFR = BLCF
  2427. elseif not SCFR then
  2428. SCFR = BLCF
  2429. end
  2430. local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character)
  2431. if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then
  2432. HASHITFLOOR = true
  2433. --print(SWORDHIT.Material)
  2434. if SWORDHIT.Material == Enum.Material.Grass or SWORDHIT.Material == Enum.Material.Ice or SWORDHIT.Material == Enum.Material.Fabric or SWORDHIT.Material == Enum.Material.SmoothPlastic or SWORDHIT.Material == Enum.Material.Sand or SWORDHIT.Material == Enum.Material.Plastic or SWORDHIT.Material == Enum.Material.Neon or SWORDHIT.Material == Enum.Material.Foil then
  2435. CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10)
  2436. elseif SWORDHIT.Material == Enum.Material.Metal or SWORDHIT.Material == Enum.Material.Concrete or SWORDHIT.Material == Enum.Material.Brick or SWORDHIT.Material == Enum.Material.CorrodedMetal or SWORDHIT.Material == Enum.Material.Slate or SWORDHIT.Material == Enum.Material.Marble or SWORDHIT.Material == Enum.Material.Granite or SWORDHIT.Material == Enum.Material.DiamondPlate or SWORDHIT.Material == Enum.Material.Pebble or SWORDHIT.Material == Enum.Material.Cobblestone then
  2437. CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2438. for i = 1, MRANDOM(2, 4) do
  2439. ClangEffect("Bright yellow", "Neon", CF(SWORDPOS) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 10, 3, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  2440. end
  2441. elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then
  2442. CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2443. end
  2444. end
  2445. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 10, 20, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2446. if HASHITFLOOR == true then
  2447. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2448. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2449. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(40), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2450. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2451. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2452. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-132.5), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2453. else
  2454. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2455. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2456. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2457. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2458. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2459. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-150), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2460. end
  2461. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2462. break
  2463. end
  2464. end
  2465. BLCF = nil
  2466. SCFR = nil
  2467. ATTACK = false
  2468. end
  2469.  
  2470. function Attack3()
  2471. ATTACK = true
  2472. for i=0, 1, 0.1 / Animation_Speed do
  2473. Swait()
  2474. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
  2475. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2476. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2477. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2478. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2479. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2480. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2481. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2482. break
  2483. end
  2484. end
  2485. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2486. attacksound3.Volume = 3
  2487. attacksound3:Play()
  2488. for i=0, 1, 0.1 / Animation_Speed do
  2489. Swait()
  2490. local Pos = HitboxPart
  2491. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2492. local Color = "Institutional white"
  2493. local Material = "Neon"
  2494. local TheDelay = 0.01
  2495. local Height = 6.2 * Player_Size
  2496. BLCF = Offset
  2497. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2498. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2499. if a then game:GetService("Debris"):AddItem(a, 1) end
  2500. if b then game:GetService("Debris"):AddItem(b, 1) end
  2501. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2502. if a then game:GetService("Debris"):AddItem(a, 1) end
  2503. if b then game:GetService("Debris"):AddItem(b, 1) end
  2504. SCFR = BLCF
  2505. elseif not SCFR then
  2506. SCFR = BLCF
  2507. end
  2508. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 15, 30, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2509. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
  2510. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2511. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2512. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  2513. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
  2514. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2515. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2516. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2517. break
  2518. end
  2519. end
  2520. BLCF = nil
  2521. SCFR = nil
  2522. ATTACK = false
  2523. end
  2524.  
  2525. function Attack4()
  2526. ATTACK = true
  2527. for i=0, 1, 0.1 / Animation_Speed do
  2528. Swait()
  2529. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
  2530. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
  2531. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2532. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
  2533. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
  2534. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2535. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2536. break
  2537. end
  2538. end
  2539. CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10)
  2540. attacksound4.Volume = 3
  2541. attacksound4:Play()
  2542. local HASHITFLOOR = false
  2543. for i=0, 1, 0.1 / Animation_Speed do
  2544. Swait()
  2545. local Pos = HitboxPart
  2546. local Offset = HitboxPart.CFrame * CF(0, 0.1 * Player_Size, 0)
  2547. local Color = "Institutional white"
  2548. local Material = "Neon"
  2549. local TheDelay = 0.01
  2550. local Height = 6.2 * Player_Size
  2551. BLCF = Offset
  2552. if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
  2553. local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
  2554. if a then game:GetService("Debris"):AddItem(a, 1) end
  2555. if b then game:GetService("Debris"):AddItem(b, 1) end
  2556. local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
  2557. if a then game:GetService("Debris"):AddItem(a, 1) end
  2558. if b then game:GetService("Debris"):AddItem(b, 1) end
  2559. SCFR = BLCF
  2560. elseif not SCFR then
  2561. SCFR = BLCF
  2562. end
  2563. local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character)
  2564. if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then
  2565. HASHITFLOOR = true
  2566. --print(SWORDHIT.Material)
  2567. if SWORDHIT.Material == Enum.Material.Grass or SWORDHIT.Material == Enum.Material.Ice or SWORDHIT.Material == Enum.Material.Fabric or SWORDHIT.Material == Enum.Material.SmoothPlastic or SWORDHIT.Material == Enum.Material.Sand or SWORDHIT.Material == Enum.Material.Plastic or SWORDHIT.Material == Enum.Material.Neon or SWORDHIT.Material == Enum.Material.Foil then
  2568. CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10)
  2569. elseif SWORDHIT.Material == Enum.Material.Metal or SWORDHIT.Material == Enum.Material.Concrete or SWORDHIT.Material == Enum.Material.Brick or SWORDHIT.Material == Enum.Material.CorrodedMetal or SWORDHIT.Material == Enum.Material.Slate or SWORDHIT.Material == Enum.Material.Marble or SWORDHIT.Material == Enum.Material.Granite or SWORDHIT.Material == Enum.Material.DiamondPlate or SWORDHIT.Material == Enum.Material.Pebble or SWORDHIT.Material == Enum.Material.Cobblestone then
  2570. CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2571. for i = 1, MRANDOM(2, 4) do
  2572. ClangEffect("Bright yellow", "Neon", CF(SWORDPOS) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 10, 3, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  2573. end
  2574. elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then
  2575. CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10)
  2576. end
  2577. end
  2578. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 4, false, 25, 40, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2579. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2580. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2581. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2582. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2583. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2584. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2585. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2586. break
  2587. end
  2588. end
  2589. BLCF = nil
  2590. SCFR = nil
  2591. ATTACK = false
  2592. end
  2593.  
  2594. function part2(formfactor,parent,reflectance,transparency,brickcolor,name,size)
  2595. local fp=Instance.new("Part")
  2596. fp.formFactor=formfactor
  2597. fp.Parent=Effects
  2598. fp.Reflectance=reflectance
  2599. fp.Transparency=transparency
  2600. fp.CanCollide=false
  2601. fp.Locked=true
  2602. fp.BrickColor=brickcolor
  2603. fp.Name=name
  2604. fp.Size=size
  2605. fp.Position=Torso.Position
  2606. fp.Material="SmoothPlastic"
  2607. fp:BreakJoints()
  2608. return fp
  2609. end
  2610.  
  2611. function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
  2612. return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
  2613. end
  2614.  
  2615. euler=CFrame.fromEulerAnglesXYZ
  2616. vt=Vector3.new
  2617.  
  2618. function mesh(Mesh,part,meshtype,meshid,offset,scale)
  2619. local mesh=Instance.new(Mesh)
  2620. mesh.Parent=part
  2621. if Mesh=="SpecialMesh" then
  2622. mesh.MeshType=meshtype
  2623. mesh.MeshId=meshid
  2624. end
  2625. mesh.Offset=offset
  2626. mesh.Scale=scale
  2627. return mesh
  2628. end
  2629.  
  2630. function MagicBlock3(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
  2631. local prt=part2(3,char,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
  2632. prt.Anchored=true
  2633. prt.Material = "Neon"
  2634. prt.CFrame=cframe
  2635. prt.CFrame=prt.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
  2636. msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
  2637. game:GetService("Debris"):AddItem(prt,5)
  2638. coroutine.resume(coroutine.create(function(Part,Mesh)
  2639. for i=0,1,delay do
  2640. Swait()
  2641. Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
  2642. Part.Transparency=i
  2643. Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
  2644. end
  2645. Part.Parent=nil
  2646. end),prt,msh)
  2647. end
  2648.  
  2649. angles=CFrame.Angles
  2650.  
  2651. function Quickslashes()
  2652. ATTACK = true
  2653. Humanoid.WalkSpeed = 0
  2654. for i=0, 1, 0.1 / Animation_Speed do
  2655. Swait()
  2656. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2657. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2658. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2659. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2660. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2661. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2662. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2663. break
  2664. end
  2665. end
  2666. for i=0, 1, 0.1 / Animation_Speed do
  2667. Swait()
  2668. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2669. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2670. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2671. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2672. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2673. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-170), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2674. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2675. break
  2676. end
  2677. end
  2678. Humanoid.WalkSpeed = 16
  2679. RightArm.Transparency = 1
  2680. HandlePart.Transparency = 1
  2681. for i = 1, 15 do
  2682. local spread=vt((math.random(-1,0)+math.random())*16,(math.random(-1,0)+math.random())*16,(math.random(-1,0)+math.random())*16)*(HitboxPart.Position-(HitboxPart.Position+vt(0,-1,0))).magnitude/100
  2683. local TheHit=HitboxPart.Position+vt(0,-1,0)
  2684. local MouseLook=cf((HitboxPart.Position+TheHit)/2,TheHit+spread)
  2685. local hit,pos = rayCast(HitboxPart.Position,MouseLook.lookVector,999,Character)
  2686. local mag=(HitboxPart.Position-pos).magnitude
  2687. MagicCylinder2(BrickColor.new("Institutional white"),CFrame.new((HitboxPart.Position+pos)/2,pos)*angles(1.57,0,0) ,1,mag*1,1,0.5,0,0.5,0.05)
  2688. mat = math.random(1,3)
  2689. if mat ~= 2 then
  2690. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2691. end
  2692. for i= 1, 5 do
  2693. Swait()
  2694. end
  2695. MagnitudeDamage("", "", "", HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 7, false, 4, 5, MRANDOM(5, 10), "Normal", RootPart, 0.01, 0.1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2696. Swait(1)
  2697. end
  2698. RightArm.Transparency = 0
  2699. HandlePart.Transparency = 0
  2700. BLCF = nil
  2701. SCFR = nil
  2702. ATTACK = false
  2703. end
  2704.  
  2705. function Abyssslashes()
  2706. ATTACK = true
  2707. Humanoid.WalkSpeed = 0
  2708. for i=0, 1, 0.1 / Animation_Speed do
  2709. Swait()
  2710. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2711. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2712. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2713. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2714. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2715. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2716. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2717. break
  2718. end
  2719. end
  2720. for i=0, 1, 0.1 / Animation_Speed do
  2721. Swait()
  2722. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
  2723. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
  2724. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  2725. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  2726. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
  2727. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-170), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  2728. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2729. break
  2730. end
  2731. end
  2732. Humanoid.WalkSpeed = 25
  2733. RightArm.PE.Enabled = false
  2734. HandlePart.Transparency = 1
  2735. for i = 1, 15 do
  2736. local spread=vt((math.random(-1,0)+math.random())*16,(math.random(-1,0)+math.random())*16,(math.random(-1,0)+math.random())*16)*(HitboxPart.Position-(HitboxPart.Position+vt(0,-1,0))).magnitude/100
  2737. local TheHit=HitboxPart.Position+vt(0,-1,0)
  2738. local MouseLook=cf((HitboxPart.Position+TheHit)/2,TheHit+spread)
  2739. local hit,pos = rayCast(HitboxPart.Position,MouseLook.lookVector,999,Character)
  2740. local mag=(HitboxPart.Position-pos).magnitude
  2741. MagicCylinder2(BrickColor.new("Really black"),CFrame.new((HitboxPart.Position+pos)/2,pos)*angles(1.57,0,0) ,1,mag*1,1,0.5,0,0.5,0.05)
  2742. mat = math.random(1,3)
  2743. if mat ~= 2 then
  2744. CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
  2745. end
  2746. for i= 1, 5 do
  2747. Swait()
  2748. end
  2749. MagnitudeDamage("", "", "", HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, HitboxPart, 7, false, 10, 12, MRANDOM(5, 10), "Normal", RootPart, 0.02, 0.1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2750. Swait(1)
  2751. end
  2752. RightArm.PE.Enabled = true
  2753. HandlePart.Transparency = 0
  2754. BLCF = nil
  2755. SCFR = nil
  2756. ATTACK = false
  2757. end
  2758.  
  2759. function dash()
  2760. Humanoid.WalkSpeed = 0
  2761. ATTACK = true
  2762. cloak()
  2763. for i=0, 1, 0.1 / Animation_Speed do
  2764. Swait()
  2765. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(35), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2766. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2767. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2768. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2769. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  2770. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  2771. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  2772. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2773. break
  2774. end
  2775. end
  2776. CreateSound("444667824", root, 1, 1)
  2777. MagicBlock3(BrickColor.new("Really black"),root.CFrame,2,2,2,0.2,0.2,0.2,0.015)
  2778. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 20, false, 20, 60, 0, "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2779. Humanoid.WalkSpeed = 0
  2780. local bv = Instance.new("BodyVelocity")
  2781. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  2782. bv.velocity = RootPart.CFrame.lookVector*250
  2783. bv.Parent = RootPart
  2784. game:GetService("Debris"):AddItem(bv, 1)
  2785. local rng = Instance.new("Part", char)
  2786. rng.Anchored = true
  2787. rng.BrickColor = BrickColor.new("Really black")
  2788. rng.CanCollide = false
  2789. rng.FormFactor = 3
  2790. rng.Name = "Ring"
  2791. rng.Size = Vector3.new(1, 1, 1)
  2792. rng.Transparency = 0
  2793. rng.TopSurface = 0
  2794. rng.BottomSurface = 0
  2795. rng.CFrame = Torso.CFrame
  2796. local rngm = Instance.new("SpecialMesh", rng)
  2797. rngm.MeshId = "http://www.roblox.com/asset/?id=3270017"
  2798. local rng2 = rng:Clone()
  2799. rng2.Parent = char
  2800. rng2.CFrame = root.CFrame + root.CFrame.lookVector*10
  2801. local rng2m = rng2.Mesh
  2802. local rng3 = rng:Clone()
  2803. rng3.Parent = char
  2804. rng3.CFrame = root.CFrame + root.CFrame.lookVector*20
  2805. local rng3m = rng3.Mesh
  2806. local rng4 = rng:Clone()
  2807. rng4.Parent = char
  2808. rng4.CFrame = root.CFrame + root.CFrame.lookVector*30
  2809. local rng4m = rng4.Mesh
  2810. local rng5 = rng:Clone()
  2811. rng5.Parent = char
  2812. rng5.CFrame = root.CFrame + root.CFrame.lookVector*40
  2813. local rng5m = rng5.Mesh
  2814. wait()
  2815. local scaler = 5/5
  2816. local scaler2 = 5/5
  2817. local hit = Torso.Touched:connect(function(hit)
  2818. if bv then
  2819. bv:remove()
  2820. end
  2821. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 6,true, 60, 70, 25, "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2822. end)
  2823. for i = 0,10,0.1 do
  2824. Swait()
  2825. rng.Transparency = rng.Transparency + 0.01
  2826. rng2.Transparency = rng2.Transparency + 0.01
  2827. rng3.Transparency = rng3.Transparency + 0.01
  2828. rng4.Transparency = rng4.Transparency + 0.01
  2829. rng5.Transparency = rng5.Transparency + 0.01
  2830. scaler = scaler - 0.125/5
  2831. scaler2 = scaler2 - 0.1/5
  2832. rng2m.Scale = rng2m.Scale + Vector3.new(scaler2/1.25, scaler2/1.25, 0)
  2833. rng3m.Scale = rng3m.Scale + Vector3.new(scaler2/1.5, scaler2/1.5, 0)
  2834. rng4m.Scale = rng4m.Scale + Vector3.new(scaler2/1.75, scaler2/1.75, 0)
  2835. rng5m.Scale = rng5m.Scale + Vector3.new(scaler2/2, scaler2/2, 0)
  2836. rngm.Scale = rngm.Scale + Vector3.new(scaler2, scaler2, 0)
  2837. end
  2838. game:GetService("Debris"):AddItem(rng, 0.1)
  2839. game:GetService("Debris"):AddItem(rng2, 0.1)
  2840. game:GetService("Debris"):AddItem(rng3, 0.1)
  2841. game:GetService("Debris"):AddItem(rng4, 0.1)
  2842. game:GetService("Debris"):AddItem(rng5, 0.1)
  2843. hit:disconnect()
  2844. ATTACK = false
  2845. Humanoid.WalkSpeed = 16
  2846. decloak()
  2847. end
  2848.  
  2849. function abyssdash()
  2850. Humanoid.WalkSpeed = 0
  2851. ATTACK = true
  2852. for i=0, 1, 0.1 / Animation_Speed do
  2853. Swait()
  2854. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(35), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2855. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-35), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2856. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2857. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2858. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  2859. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  2860. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  2861. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2862. break
  2863. end
  2864. end
  2865. CreateSound("444667824", root, 1, 1)
  2866. MagicBlock3(BrickColor.new("Really black"),root.CFrame,2,2,2,0.2,0.2,0.2,0.015)
  2867. MagicBlock3(BrickColor.new("Really black"),root.CFrame,2,2,2,1,1,1,0.015)
  2868. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 20, false, 40, 80, 0, "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2869. Humanoid.WalkSpeed = 0
  2870. local bv = Instance.new("BodyVelocity")
  2871. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  2872. bv.velocity = RootPart.CFrame.lookVector*350
  2873. bv.Parent = RootPart
  2874. game:GetService("Debris"):AddItem(bv, 1)
  2875. local rng = Instance.new("Part", char)
  2876. rng.Anchored = true
  2877. rng.BrickColor = BrickColor.new("Really black")
  2878. rng.CanCollide = false
  2879. rng.FormFactor = 3
  2880. rng.Name = "Ring"
  2881. rng.Size = Vector3.new(1, 1, 1)
  2882. rng.Transparency = 0
  2883. rng.TopSurface = 0
  2884. rng.BottomSurface = 0
  2885. rng.CFrame = Torso.CFrame
  2886. local rngm = Instance.new("SpecialMesh", rng)
  2887. rngm.MeshId = "http://www.roblox.com/asset/?id=3270017"
  2888. local rng2 = rng:Clone()
  2889. rng2.Parent = char
  2890. rng2.CFrame = root.CFrame + root.CFrame.lookVector*10
  2891. local rng2m = rng2.Mesh
  2892. local rng3 = rng:Clone()
  2893. rng3.Parent = char
  2894. rng3.CFrame = root.CFrame + root.CFrame.lookVector*20
  2895. local rng3m = rng3.Mesh
  2896. local rng4 = rng:Clone()
  2897. rng4.Parent = char
  2898. rng4.CFrame = root.CFrame + root.CFrame.lookVector*30
  2899. local rng4m = rng4.Mesh
  2900. local rng5 = rng:Clone()
  2901. rng5.Parent = char
  2902. rng5.CFrame = root.CFrame + root.CFrame.lookVector*40
  2903. local rng5m = rng5.Mesh
  2904. wait()
  2905. local scaler = 10/5
  2906. local scaler2 = 10/5
  2907. local hit = Torso.Touched:connect(function(hit)
  2908. if bv then
  2909. bv:remove()
  2910. end
  2911. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 10,true, 60, 70, 25, "Normal", RootPart, 0, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2912. end)
  2913. for i = 0,10,0.1 do
  2914. Swait()
  2915. rng.Transparency = rng.Transparency + 0.01
  2916. rng2.Transparency = rng2.Transparency + 0.01
  2917. rng3.Transparency = rng3.Transparency + 0.01
  2918. rng4.Transparency = rng4.Transparency + 0.01
  2919. rng5.Transparency = rng5.Transparency + 0.01
  2920. scaler = scaler - 0.125/5
  2921. scaler2 = scaler2 - 0.1/5
  2922. rng2m.Scale = rng2m.Scale + Vector3.new(scaler2/1.25, scaler2/1.25, 0)
  2923. rng3m.Scale = rng3m.Scale + Vector3.new(scaler2/1.5, scaler2/1.5, 0)
  2924. rng4m.Scale = rng4m.Scale + Vector3.new(scaler2/1.75, scaler2/1.75, 0)
  2925. rng5m.Scale = rng5m.Scale + Vector3.new(scaler2/2, scaler2/2, 0)
  2926. rngm.Scale = rngm.Scale + Vector3.new(scaler2, scaler2, 0)
  2927. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 10, false, 10, 10, 0, "Normal", RootPart, 0.01, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  2928. end
  2929. game:GetService("Debris"):AddItem(rng, 0.1)
  2930. game:GetService("Debris"):AddItem(rng2, 0.1)
  2931. game:GetService("Debris"):AddItem(rng3, 0.1)
  2932. game:GetService("Debris"):AddItem(rng4, 0.1)
  2933. game:GetService("Debris"):AddItem(rng5, 0.1)
  2934. hit:disconnect()
  2935. ATTACK = false
  2936. Humanoid.WalkSpeed = 25
  2937. end
  2938.  
  2939.  
  2940. function MagicWave(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
  2941. local prt=part(3,workspace,"Neon",0,0,brickcolor,"Effect",vt())
  2942. prt.Anchored=true
  2943. prt.CFrame=cframe
  2944. local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1))
  2945. game:GetService("Debris"):AddItem(prt,5)
  2946. table.insert(Effects2,{prt,"Cylinder",delay,x3,y3,z3,msh})
  2947. end
  2948.  
  2949. function MagicBlock2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
  2950. local prt=part(3,workspace,"Neon",0,0,brickcolor,"Effect",vt())
  2951. prt.Anchored=true
  2952. prt.CFrame=cframe
  2953. msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
  2954. game:GetService("Debris"):AddItem(prt,2)
  2955. coroutine.resume(coroutine.create(function(Part,Mesh)
  2956. for i=0,1,delay do
  2957. wait()
  2958. Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
  2959. Part.Transparency=i
  2960. Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
  2961. end
  2962. Part.Parent=nil
  2963. end),prt,msh)
  2964. end
  2965.  
  2966. function MagicCylinder2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
  2967. local prt=part(3,workspace,"Neon",0,0,brickcolor,"Effect",vt(2.5,2.5,2.5))
  2968. prt.Anchored=true
  2969. prt.CFrame=cframe
  2970. msh=mesh("SpecialMesh",prt,"Head","",vt(0,0,0),vt(x1,y1,z1))
  2971. game:GetService("Debris"):AddItem(prt,5)
  2972. coroutine.resume(coroutine.create(function(Part,Mesh)
  2973. for i=0,1,delay do
  2974. wait()
  2975. Part.CFrame=Part.CFrame
  2976. Part.Transparency=i
  2977. Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
  2978. end
  2979. Part.Parent=nil
  2980. end),prt,msh)
  2981. end
  2982.  
  2983. cf=CFrame.new
  2984.  
  2985. function Shriek()
  2986. Humanoid.WalkSpeed = 0
  2987. ATTACK = true
  2988. cloak()
  2989. for i=0, 1, 0.1 / Animation_Speed do
  2990. Swait()
  2991. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 1 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2992. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-65), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2993. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2994. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2995. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  2996. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  2997. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  2998. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  2999. break
  3000. end
  3001. end
  3002. shriek.Volume = 3
  3003. shriek:Play()
  3004. siz = 0.06
  3005. for i = 1, 6 do
  3006. siz2 = siz*2
  3007. MagicCylinder2(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X + math.random(-5,5),Torso.Position.Y + math.random(10,12),Torso.Position.Z + math.random(-5,5))),0,0,0,siz,siz2,siz,0.05)
  3008. siz = siz + 0.06
  3009. end
  3010. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,0.3,0.2,.025)
  3011. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,2,5,2,0,2,.025)
  3012. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,1,0.2,.025)
  3013. for i = 1, 10 do
  3014. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, Torso, 25, false, 8, 18, MRANDOM(5, 10), "Normal", RootPart, 0.1, 0.1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3015. wait(0.1)
  3016. end
  3017. decloak()
  3018. ATTACK = false
  3019. Humanoid.WalkSpeed = 16
  3020. end
  3021.  
  3022. function AbyssShriek()
  3023. Humanoid.WalkSpeed = 0
  3024. ATTACK = true
  3025. for i=0, 1, 0.1 / Animation_Speed do
  3026. Swait()
  3027. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 1 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3028. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-65), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3029. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3030. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3031. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3032. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3033. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3034. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3035. break
  3036. end
  3037. end
  3038. shriek.Volume = 4
  3039. shriek:Play()
  3040. siz = 0.08
  3041. for i = 1, 10 do
  3042. siz2 = siz*2
  3043. MagicCylinder2(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X + math.random(-5,5),Torso.Position.Y + math.random(10,12),Torso.Position.Z + math.random(-5,5))),0,0,0,siz,siz2,siz,0.05)
  3044. siz = siz + 0.06
  3045. end
  3046. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,0.3,0.2,.025)
  3047. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,2,5,2,0,2,.025)
  3048. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,1,0.2,.025)
  3049. for i = 1, 10 do
  3050. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, Torso, 35, false, 12, 22, MRANDOM(5, 10), "Normal", RootPart, 0.1, 0.1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3051. wait(0.1)
  3052. end
  3053. ATTACK = false
  3054. Humanoid.WalkSpeed = 25
  3055. end
  3056.  
  3057. function AbyssBullet(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
  3058. local POS1 = POSITION1
  3059. local POS2 = POSITION2
  3060. local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
  3061. local FIREBALLSPEED = SPEED * Player_Size
  3062. local FIREBALLDURATION = DURATION
  3063. local FIREBALLCOLORS = {"Really black", "Black"}
  3064. local FIREBALLHITSOUNDS = {"971126018", "971125740"}
  3065. coroutine.resume(coroutine.create(function()
  3066. repeat
  3067. Swait()
  3068. local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
  3069. POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
  3070. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
  3071. if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
  3072. FIREBALLDURATION = 0
  3073. local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
  3074. FireballHitRefpart.Anchored = true
  3075. FireballHitRefpart.CFrame = CF(FIREBALLPOS)
  3076. game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
  3077. CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
  3078. for i = 1, MRANDOM(4, 8) do
  3079. MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 5, 5, 5, 0, 0, 0, MRANDOM(3, 5) / 100)
  3080. end
  3081. MagicBlock("Really black", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
  3082. MagicBlock("Really black", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.5, SIZE * 0.5, SIZE * 0.5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05)
  3083. MagicBlock("Black", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.25, SIZE * 0.25, SIZE * 0.25, SIZE / 5, SIZE / 5, SIZE / 5, 0.05)
  3084. MagnitudeDamage("", "", "", "", 1, 1, 1, 1, FireballHitRefpart, SIZE / 2, false, 25, 30, 15, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
  3085. else
  3086. FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
  3087. end
  3088. until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
  3089. end))
  3090. end
  3091.  
  3092. function AbyssRain()
  3093. Humanoid.WalkSpeed = 0
  3094. Humanoid.JumpPower = 0
  3095. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,0.3,0.2,.025)
  3096. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,2,5,2,0,2,.025)
  3097. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,1,0.2,.025)
  3098. ATTACK = true
  3099. CreateSound("160773067", root, 1, 1)
  3100. for i=0, 1, 0.1 / Animation_Speed do
  3101. wait()
  3102. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 35 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3103. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-65), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3104. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3105. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3106. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3107. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3108. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3109. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3110. break
  3111. end
  3112. end
  3113. laugh:Play()
  3114. for i=0, 1, 0.1 / Animation_Speed do
  3115. wait()
  3116. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 35 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3117. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3118. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3119. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3120. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3121. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3122. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3123. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3124. break
  3125. end
  3126. end
  3127. wait(2)
  3128. for i=0, 1, 0.1 / Animation_Speed do
  3129. wait()
  3130. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 35 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  3131. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  3132. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  3133. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  3134. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  3135. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  3136. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  3137. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3138. break
  3139. end
  3140. end
  3141. for i = 1, 40 do
  3142. RootPart.CFrame=CFrame.new(RootPart.CFrame.p,Vector3.new(Mouse.Hit.p.X,RootPart.Position.Y,Mouse.Hit.p.Z)) * CFrame.new(0, 0, 0)
  3143. AbyssBullet((CFrame.new(Mouse.Hit.p.X + math.random(-12,12),Mouse.Hit.p.Y + math.random(200,300),Mouse.Hit.p.Z + math.random(-12,12)) * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, Mouse.hit.p, 4, 100, 2.1, 5, 10)
  3144. wait(0.2)
  3145. end
  3146. for i=0, 1, 0.1 / Animation_Speed do
  3147. wait()
  3148. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 35 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  3149. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  3150. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  3151. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  3152. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  3153. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  3154. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  3155. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3156. break
  3157. end
  3158. end
  3159. wait(1)
  3160. for i=0, 1, 0.1 / Animation_Speed do
  3161. wait()
  3162. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3163. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3164. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  3165. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  3166. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  3167. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3168. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3169. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3170. break
  3171. end
  3172. end
  3173. ATTACK = false
  3174. Humanoid.JumpPower = 50
  3175. Humanoid.WalkSpeed = 25
  3176. end
  3177.  
  3178. function AbyssWarp()
  3179. RootPart.Anchored = true
  3180. Torso.CanCollide = false
  3181. warpdecloak()
  3182. for i=0, 1, 0.1 / Animation_Speed do
  3183. wait()
  3184. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -7 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3185. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3186. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3187. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3188. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3189. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3190. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3191. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3192. break
  3193. end
  3194. end
  3195. RootPart.CFrame = CFrame.new(Mouse.Hit.p.X,Mouse.Hit.p.Y + 2,Mouse.Hit.p.Z)
  3196. wait(0.2)
  3197. cloak()
  3198. HandlePart.Transparency = 0
  3199. HitboxPart.Transparency = 0
  3200. for i=0, 1, 0.1 / Animation_Speed do
  3201. wait()
  3202. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 1 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3203. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3204. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3205. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3206. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3207. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3208. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3209. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3210. break
  3211. end
  3212. end
  3213. Torso.CanCollide = true
  3214. RootPart.Anchored = false
  3215. end
  3216.  
  3217. function forceback()
  3218. ATTACK = true
  3219. ABYSSFORM = false
  3220. Humanoid.MaxHealth = 5000
  3221. Humanoid.Health = 5000
  3222. Humanoid.WalkSpeed = 0
  3223. Humanoid.JumpPower = 0
  3224. for i=0, 1, 0.1 / Animation_Speed do
  3225. Swait()
  3226. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-20)), 0.15 / Animation_Speed)
  3227. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
  3228. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3229. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3230. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
  3231. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
  3232. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.15 / Animation_Speed)
  3233. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3234. break
  3235. end
  3236. end
  3237. for i=0, 1, 0.1 / Animation_Speed do
  3238. Swait()
  3239. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3240. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3241. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(50 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3242. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(25), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3243. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3244. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.3 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(5), RAD(0)) * ANGLES(RAD(45), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3245. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-55), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3246. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3247. break
  3248. end
  3249. end
  3250. wait(1)
  3251. Humanoid.MaxHealth = 5000
  3252. Humanoid.Health = 5000
  3253. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 10,true, 20, 20, 0, "Normal", RootPart, 0, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3254. MagicBlock3(BrickColor.new("Really black"),Torso.CFrame,2,2,2,0.3,0.3,0.3,0.015)
  3255. MagicBlock3(BrickColor.new("Really black"),Torso.CFrame,2,2,2,0.2,0.2,0.2,0.015)
  3256. CreateSound("3264923", Torso, 2, 0.85)
  3257. decloak()
  3258. wingholder:ClearAllChildren()
  3259. sick.SoundId = basicmusic
  3260. wait(1)
  3261. ATTACK = false
  3262. Humanoid.WalkSpeed = 16
  3263. Humanoid.JumpPower = 50
  3264. end
  3265.  
  3266. function refuel()
  3267. ATTACK = true
  3268. Humanoid.WalkSpeed = 0
  3269. Humanoid.JumpPower = 0
  3270. for i=0, 1, 0.1 / Animation_Speed do
  3271. Swait()
  3272. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-20)), 0.15 / Animation_Speed)
  3273. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
  3274. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3275. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3276. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
  3277. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
  3278. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.15 / Animation_Speed)
  3279. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3280. break
  3281. end
  3282. end
  3283. for i=0, 1, 0.1 / Animation_Speed do
  3284. Swait()
  3285. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3286. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3287. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(50 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3288. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(25), RAD(45)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3289. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3290. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.3 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(5), RAD(0)) * ANGLES(RAD(45), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3291. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-55), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3292. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3293. break
  3294. end
  3295. end
  3296. while true do
  3297. wait(2)
  3298. if HOLDCHARGE == true and Abysstimer < 700 then
  3299. Humanoid.Health = Humanoid.Health - 500
  3300. MagicBlock3(BrickColor.new("Really black"),Torso.CFrame,1,1,1,0.3,0.3,0.3,0.015)
  3301. MagicBlock3(BrickColor.new("Really black"),Torso.CFrame,1,1,1,0.2,0.2,0.2,0.015)
  3302. CreateSound("3264923", Torso, 2, 0.85)
  3303. Abysstimer = Abysstimer + 100
  3304. elseif HOLDCHARGE == false or Abysstimer > 699 then
  3305. break
  3306. end
  3307. end
  3308. ATTACK = false
  3309. Humanoid.WalkSpeed = 16
  3310. Humanoid.JumpPower = 50
  3311. end
  3312.  
  3313. function ChangeForm()
  3314. Humanoid.WalkSpeed = 0
  3315. Humanoid.JumpPower = 0
  3316. ATTACK = true
  3317. for i=0, 1, 0.1 / Animation_Speed do
  3318. Swait()
  3319. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 1 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3320. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-65), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3321. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3322. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3323. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3324. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3325. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3326. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3327. break
  3328. end
  3329. end
  3330. for i = 1, 3 do
  3331. CreateSound("3264923", Torso, 2, 0.5)
  3332. MagicBlock3(BrickColor.new("Really black"),Torso.CFrame,15,15,15,-0.25,-0.25,-0.25,0.015)
  3333. wait(1)
  3334. end
  3335. cloak()
  3336. siz = 0.2
  3337. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,0.3,0.2,.025)
  3338. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,2,5,2,0,2,.025)
  3339. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,1,0.2,.025)
  3340. for i = 1, 5 do
  3341. MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 20,true, 50, 50, 0, "Normal", RootPart, 0, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3342. MagicBlock3(BrickColor.new("Really black"),Torso.CFrame,0,0,0,siz,siz,siz,0.015)
  3343. siz = siz + 0.3
  3344. end
  3345. wait(0.2)
  3346. warpdecloak()
  3347. wait(0.3)
  3348. cloak()
  3349. HandlePart.Transparency = 0
  3350. HitboxPart.Transparency = 0
  3351. ATTACK = false
  3352. Humanoid.WalkSpeed = 25
  3353. Humanoid.JumpPower = 50
  3354. sick.SoundId = abyssmusic
  3355. ABYSSFORM = true
  3356. end
  3357.  
  3358. function AbyssSlices()
  3359. Humanoid.WalkSpeed = 0
  3360. ATTACK = true
  3361. laugh:Play()
  3362. cloak()
  3363. for i=0, 1, 0.1 / Animation_Speed do
  3364. Swait()
  3365. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 1 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3366. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3367. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3368. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3369. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.3 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3370. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3371. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3372. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3373. break
  3374. end
  3375. end
  3376. wait(2)
  3377. MagnitudeDamage("0", "0", HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 45, false, 101, 101, 0, "Normal", RootPart, 0.5, 0.1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3378. fade:Play()
  3379. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,0.3,0.2,.025)
  3380. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,2,5,2,0,2,.025)
  3381. MagicWave(BrickColor.new("Really black"),cf(Vector3.new(Torso.Position.X,RootPart.Position.Y-3.2,Torso.Position.Z)),5,0.75,5,0.2,1,0.2,.025)
  3382. local color = Instance.new("ColorCorrectionEffect")
  3383. color.Parent = game.Lighting
  3384. for i = 1, 10 do
  3385. color.Brightness = color.Brightness - 0.1
  3386. wait(0.01)
  3387. end
  3388. for i = 1, 5 do
  3389. MagnitudeDamage("0", "0", HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 45, false, 101, 101, 0, "Normal", RootPart, 0.5, 0.1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3390. CreateSound(HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], Character, 2, 1)
  3391. wait(0.3)
  3392. end
  3393. MagnitudeDamage("0", "0", HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 1, 1, 1, 1, Torso, 45, false, 100, 100, 0, "Normal", RootPart, 0.5, 0.1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
  3394. wait(0.5)
  3395. for i = 1, 10 do
  3396. color.Brightness = color.Brightness + 0.1
  3397. wait(0.05)
  3398. end
  3399. color:remove()
  3400. wait(1)
  3401. decloak()
  3402. ATTACK = false
  3403. Humanoid.WalkSpeed = 16
  3404. end
  3405.  
  3406. --//=================================\\
  3407. --\\=================================//
  3408.  
  3409.  
  3410. function Taunt()
  3411. ATTACK = true
  3412. for i=0, 1, 0.1 / Animation_Speed do
  3413. Swait()
  3414. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
  3415. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
  3416. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
  3417. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
  3418. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
  3419. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
  3420. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
  3421. if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
  3422. break
  3423. end
  3424. end
  3425. CreateSound(Taunts[MRANDOM(1, #Taunts)], Head, 1.4, 1.2)
  3426. wait(2.5)
  3427. ATTACK = false
  3428. end
  3429.  
  3430.  
  3431.  
  3432. --//=================================\\
  3433. --|| SET THINGS UP
  3434. --\\=================================//
  3435.  
  3436. if Start_Equipped == true then
  3437. ATTACK = true
  3438. EQUIPPED = true
  3439. if Disable_Animate == true then
  3440. ANIMATE.Parent = nil
  3441. local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
  3442. IDLEANIMATION:Play()
  3443. end
  3444. if Disable_Animator == true then
  3445. ANIMATOR.Parent = nil
  3446. end
  3447. if Disable_Moving_Arms == true then
  3448. RSH = Torso["Right Shoulder"]
  3449. LSH = Torso["Left Shoulder"]
  3450. RSH.Parent = nil
  3451. LSH.Parent = nil
  3452. if Use_Motors_Instead_Of_Welds == true then
  3453. RightShoulder = IT("Motor")
  3454. LeftShoulder = IT("Motor")
  3455. else
  3456. RightShoulder = IT("Weld")
  3457. LeftShoulder = IT("Weld")
  3458. end
  3459. RightShoulder.Name = "Right Shoulder"
  3460. RightShoulder.Part0 = Torso
  3461. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3462. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3463. RightShoulder.Part1 = Character["Right Arm"]
  3464. RightShoulder.Parent = Torso
  3465. LeftShoulder.Name = "Left Shoulder"
  3466. LeftShoulder.Part0 = Torso
  3467. LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3468. LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3469. LeftShoulder.Part1 = Character["Left Arm"]
  3470. LeftShoulder.Parent = Torso
  3471. RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  3472. LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  3473. end
  3474. if Start_Equipped_With_Equipped_Animation == true then
  3475. Swait()
  3476. EquipWeapon()
  3477. end
  3478. ATTACK = false
  3479. end
  3480.  
  3481. --//=================================\\
  3482. --\\=================================//
  3483.  
  3484.  
  3485.  
  3486.  
  3487.  
  3488. --//=================================\\
  3489. --|| ASSIGN THINGS TO KEYS
  3490. --\\=================================//
  3491.  
  3492. Humanoid.Changed:connect(function(Jump)
  3493. if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
  3494. Humanoid.Jump = false
  3495. end
  3496. end)
  3497.  
  3498. function MouseDown(Mouse)
  3499. if ATTACK == true or EQUIPPED == false then
  3500. return
  3501. end
  3502. HOLD = true
  3503. if COMBO == 1 then
  3504. COMBO = 2
  3505. if ABYSSFORM == false then
  3506. Attack1()
  3507. elseif ABYSSFORM == true then
  3508. AbyssAttack1()
  3509. end
  3510. elseif COMBO == 2 then
  3511. COMBO = 3
  3512. if ABYSSFORM == false then
  3513. Attack2()
  3514. elseif ABYSSFORM == true then
  3515. AbyssAttack2()
  3516. end
  3517. elseif COMBO == 3 then
  3518. COMBO = 4
  3519. if ABYSSFORM == false then
  3520. Attack3()
  3521. elseif ABYSSFORM == true then
  3522. AbyssAttack3()
  3523. end
  3524. elseif COMBO == 4 then
  3525. COMBO = 1
  3526. if ABYSSFORM == false then
  3527. Attack4()
  3528. elseif ABYSSFORM == true then
  3529. AbyssAttack4()
  3530. end
  3531. end
  3532. coroutine.resume(coroutine.create(function()
  3533. for i=1, 50 do
  3534. if ATTACK == false then
  3535. Swait()
  3536. end
  3537. end
  3538. if ATTACK == false then
  3539. COMBO = 1
  3540. end
  3541. end))
  3542. end
  3543.  
  3544. function MouseUp(Mouse)
  3545. HOLD = false
  3546. end
  3547.  
  3548. function KeyDown(Key)
  3549. if Key == "f" and Can_Equip_Or_Unequip == true and ATTACK == false then
  3550. ATTACK = true
  3551. COMBO = 1
  3552. if EQUIPPED == false then
  3553. EQUIPPED = true
  3554. if Disable_Animate == true then
  3555. ANIMATE.Parent = nil
  3556. local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
  3557. IDLEANIMATION:Play()
  3558. end
  3559. if Disable_Animator == true then
  3560. ANIMATOR.Parent = nil
  3561. end
  3562. if Disable_Moving_Arms == true then
  3563. RSH = Torso["Right Shoulder"]
  3564. LSH = Torso["Left Shoulder"]
  3565. RSH.Parent = nil
  3566. LSH.Parent = nil
  3567. if Use_Motors_Instead_Of_Welds == true then
  3568. RightShoulder = IT("Motor")
  3569. LeftShoulder = IT("Motor")
  3570. else
  3571. RightShoulder = IT("Weld")
  3572. LeftShoulder = IT("Weld")
  3573. end
  3574. RightShoulder.Name = "Right Shoulder"
  3575. RightShoulder.Part0 = Torso
  3576. RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3577. RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3578. RightShoulder.Part1 = Character["Right Arm"]
  3579. RightShoulder.Parent = Torso
  3580. LeftShoulder.Name = "Left Shoulder"
  3581. LeftShoulder.Part0 = Torso
  3582. LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3583. LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
  3584. LeftShoulder.Part1 = Character["Left Arm"]
  3585. LeftShoulder.Parent = Torso
  3586. RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  3587. LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
  3588. end
  3589. Swait()
  3590. EquipWeapon()
  3591. elseif EQUIPPED == true and ABYSSFORM == false then
  3592. EQUIPPED = false
  3593. UnequipWeapon()
  3594. if Disable_Animator == true then
  3595. ANIMATOR.Parent = Humanoid
  3596. end
  3597. if Disable_Animate == true then
  3598. ANIMATE.Parent = Character
  3599. end
  3600. Swait()
  3601. if Disable_Moving_Arms == true then
  3602. RightShoulder.Parent = nil
  3603. LeftShoulder.Parent = nil
  3604. RSH.Parent = Torso
  3605. LSH.Parent = Torso
  3606. end
  3607. end
  3608. ATTACK = false
  3609. end
  3610. if Key == "t" and EQUIPPED == true and ATTACK == false then
  3611. Taunt()
  3612. end
  3613. if Key == "z" and EQUIPPED == true and ATTACK == false and ABYSSFORM == false and Abysstimer > 199 then
  3614. Abysstimer = Abysstimer - 200
  3615. Shriek()
  3616. end
  3617. if Key == "z" and EQUIPPED == true and ATTACK == false and ABYSSFORM == true then
  3618. AbyssShriek()
  3619. end
  3620. if Key == "x" and EQUIPPED == true and ATTACK == false and ABYSSFORM == false and Abysstimer > 499 then
  3621. Abysstimer = Abysstimer - 500
  3622. AbyssSlices()
  3623. end
  3624. if Key == "u" and EQUIPPED == true and ATTACK == false and ABYSSFORM == false and Abysstimer < 700 then
  3625. HOLDCHARGE = true
  3626. refuel()
  3627. end
  3628. if Key == "x" and EQUIPPED == true and ATTACK == false and ABYSSFORM == true then
  3629. Abysstimer = 0
  3630. AbyssRain()
  3631. end
  3632. if Key == "u" and EQUIPPED == true and ATTACK == false and ABYSSFORM == true then
  3633. forceback()
  3634. Humanoid.MaxHealth = 5000
  3635. Humanoid.Health = 5000
  3636. end
  3637. if Key == "c" and EQUIPPED == true and ATTACK == false and ABYSSFORM == false and Abysstimer > 399 then
  3638. Abysstimer = Abysstimer - 400
  3639. dash()
  3640. end
  3641. if Key == "c" and EQUIPPED == true and ATTACK == false and ABYSSFORM == true then
  3642. abyssdash()
  3643. end
  3644. if Key == "v" and EQUIPPED == true and ATTACK == false and ABYSSFORM == false and Abysstimer > 699 then
  3645. ChangeForm()
  3646. end
  3647. if Key == "y" and EQUIPPED == true and ATTACK == false and ABYSSFORM == true then
  3648. AbyssWarp()
  3649. end
  3650. if Key == "e" and EQUIPPED == true and ATTACK == false and ABYSSFORM == false then
  3651. Quickslashes()
  3652. end
  3653. if Key == "e" and EQUIPPED == true and ATTACK == false and ABYSSFORM == true then
  3654. Abyssslashes()
  3655. end
  3656. if Player.UserId == game.CreatorId or Player.Name == "Player1" or Player.Name == "Player2" or Player.Name == "Brannon1964802" then
  3657. if Key == "q" then
  3658. Mana.Value = Max_Mana
  3659. SecondaryMana.Value = Max_Secondary_Mana
  3660. CO1 = Cooldown_1
  3661. CO2 = Cooldown_2
  3662. CO3 = Cooldown_3
  3663. CO4 = Cooldown_4
  3664. end
  3665. if Key == "p" then
  3666. StaggerHit.Value = true
  3667. end
  3668. if Key == "[" then
  3669. Stagger.Value = true
  3670. end
  3671. if Key == "]" then
  3672. Stun.Value = true
  3673. end
  3674. end
  3675. end
  3676.  
  3677. function KeyUp(Key)
  3678. HOLDCHARGE = false
  3679. end
  3680.  
  3681. if Use_HopperBin == false then
  3682.  
  3683. Mouse.Button1Down:connect(function(NEWKEY)
  3684. MouseDown(NEWKEY)
  3685. end)
  3686. Mouse.Button1Up:connect(function(NEWKEY)
  3687. MouseUp(NEWKEY)
  3688. end)
  3689. Mouse.KeyDown:connect(function(NEWKEY)
  3690. KeyDown(NEWKEY)
  3691. end)
  3692. Mouse.KeyUp:connect(function(NEWKEY)
  3693. KeyUp(NEWKEY)
  3694. end)
  3695.  
  3696. elseif Use_HopperBin == true then
  3697. WEAPONTOOL.Parent = Backpack
  3698. script.Parent = WEAPONTOOL
  3699. function SelectTool(Mouse)
  3700. Mouse.Button1Down:connect(function()
  3701. MouseDown(Mouse)
  3702. end)
  3703. Mouse.Button1Up:connect(function()
  3704. MouseUp(Mouse)
  3705. end)
  3706. Mouse.KeyDown:connect(KeyDown)
  3707. Mouse.KeyUp:connect(KeyUp)
  3708. end
  3709. function DeselectTool(Mouse)
  3710. end
  3711. WEAPONTOOL.Selected:connect(SelectTool)
  3712. WEAPONTOOL.Deselected:connect(DeselectTool)
  3713. end
  3714.  
  3715. --//=================================\\
  3716. --\\=================================//
  3717.  
  3718.  
  3719.  
  3720.  
  3721.  
  3722. --//=================================\\
  3723. --|| WRAP THE WHOLE SCRIPT UP
  3724. --\\=================================//
  3725.  
  3726. while true do
  3727. Swait()
  3728. if HitboxPart ~= nil and ATTACK == false and StaggerHit.Value == false and Stagger.Value == false and Stun.Value == false then
  3729. HitboxPart.Name = "NilHitbox"
  3730. else
  3731. HitboxPart.Name = "Hitbox"
  3732. end
  3733. if Enable_Gui == true then
  3734. UpdateGUI()
  3735. end
  3736. UpdateSkillsAndStuff()
  3737. if Walkspeed_Depends_On_Movement_Value == true then
  3738. if Movement.Value < 0 or StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true or Rooted.Value == true then
  3739. Humanoid.WalkSpeed = 0
  3740. else
  3741. Humanoid.WalkSpeed = 16 * Movement.Value * Player_Size
  3742. end
  3743. end
  3744. if Enable_Stun == true and StunValue.Value >= Max_Stun then
  3745. StunValue.Value = 0
  3746. Stun.Value = true
  3747. end
  3748. if Enable_Stagger_Hit == true then
  3749. if StaggerHit.Value == true and STAGGERHITANIM == false then
  3750. coroutine.resume(coroutine.create(function()
  3751. STAGGERHITANIM = true
  3752. while ATTACK == true do
  3753. Swait()
  3754. end
  3755. StaggerHitAnimation()
  3756. StaggerHit.Value = false
  3757. STAGGERHITANIM = false
  3758. end))
  3759. end
  3760. else
  3761. StaggerHit.Value = false
  3762. end
  3763. if Enable_Stagger == true then
  3764. if Stagger.Value == true and STAGGERANIM == false then
  3765. coroutine.resume(coroutine.create(function()
  3766. STAGGERANIM = true
  3767. while ATTACK == true do
  3768. Swait()
  3769. end
  3770. StaggerAnimation()
  3771. Stagger.Value = false
  3772. STAGGERANIM = false
  3773. end))
  3774. end
  3775. else
  3776. Stagger.Value = false
  3777. end
  3778. if Enable_Stun == true then
  3779. if Stun.Value == true and STUNANIM == false then
  3780. coroutine.resume(coroutine.create(function()
  3781. StunValue.Value = 0
  3782. STUNANIM = true
  3783. while ATTACK == true do
  3784. Swait()
  3785. end
  3786. StunAnimation()
  3787. Stun.Value = false
  3788. STUNANIM = false
  3789. end))
  3790. end
  3791. else
  3792. StunValue.Value = 0
  3793. Stun.Value = false
  3794. end
  3795. if DONUMBER >= .5 then
  3796. HANDIDLE = true
  3797. elseif DONUMBER <= 0 then
  3798. HANDIDLE = false
  3799. end
  3800. if HANDIDLE == false then
  3801. DONUMBER = DONUMBER + 0.003 / Animation_Speed
  3802. else
  3803. DONUMBER = DONUMBER - 0.003 / Animation_Speed
  3804. end
  3805. if ATTACK == false then
  3806. IDLENUMBER = IDLENUMBER + 1
  3807. else
  3808. IDLENUMBER = 0
  3809. end
  3810. if Enable_Stats == true then
  3811. for _, v in pairs (ChangeStat:GetChildren()) do
  3812. if v:FindFirstChild("Duration") ~= nil then
  3813. v:FindFirstChild("Duration").Value = v:FindFirstChild("Duration").Value - (1 / 30) / Animation_Speed
  3814. if v:FindFirstChild("Duration").Value <= 0 then
  3815. v.Parent = nil
  3816. end
  3817. end
  3818. if v.Name == "ChangeDefense" then
  3819. CHANGEDEFENSE = CHANGEDEFENSE + v.Value
  3820. elseif v.Name == "ChangeDamage" then
  3821. CHANGEDAMAGE = CHANGEDAMAGE + v.Value
  3822. elseif v.Name == "ChangeMovement" then
  3823. CHANGEMOVEMENT = CHANGEMOVEMENT + v.Value
  3824. end
  3825. end
  3826. Defense.Value = 1 + (CHANGEDEFENSE)
  3827. if Defense.Value <= 0.01 then
  3828. Defense.Value = 0.01
  3829. end
  3830. Damage.Value = 1 + (CHANGEDAMAGE)
  3831. if Damage.Value <= 0 then
  3832. Damage.Value = 0
  3833. end
  3834. Movement.Value = 1 + (CHANGEMOVEMENT)
  3835. if Movement.Value <= 0 then
  3836. Movement.Value = 0
  3837. end
  3838. CHANGEDEFENSE = 0
  3839. CHANGEDAMAGE = 0
  3840. CHANGEMOVEMENT = 0
  3841. end
  3842. SINE = SINE + CHANGE
  3843. local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  3844. local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  3845. local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
  3846. local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
  3847. local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  3848. if ANIM == "Walk" and EQUIPPED == true and TORSOVELOCITY > 1 and ABYSSFORM == false then
  3849. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3850. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3851. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3852. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3853. elseif (ANIM ~= "Walk" and EQUIPPED == true) or (TORSOVELOCITY < 1) and ABYSSFORM == false then
  3854. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3855. Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3856. RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3857. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3858. end
  3859. if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  3860. ANIM = "Jump"
  3861. if EQUIPPED == true and ATTACK == false then
  3862. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3863. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3864. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  3865. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  3866. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3867. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  3868. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3869. end
  3870. elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  3871. ANIM = "Fall"
  3872. if EQUIPPED == true and ATTACK == false then
  3873. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3874. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3875. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  3876. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  3877. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  3878. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3879. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
  3880. end
  3881. elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  3882. ANIM = "Idle"
  3883. if EQUIPPED == true and ATTACK == false then
  3884. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-20)), 0.15 / Animation_Speed)
  3885. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
  3886. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3887. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3888. RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
  3889. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
  3890. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.15 / Animation_Speed)
  3891. end
  3892. elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  3893. ANIM = "Walk"
  3894. WALK = WALK + 1 / Animation_Speed
  3895. if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
  3896. WALK = 0
  3897. if WALKINGANIM == true then
  3898. WALKINGANIM = false
  3899. elseif WALKINGANIM == false then
  3900. WALKINGANIM = true
  3901. end
  3902. end
  3903. if EQUIPPED == true and ATTACK == false then
  3904. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * COS(SINE / WALKSPEEDVALUE) * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3905. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3906. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(45 + 2.5 * SIN(SINE / (WALKSPEEDVALUE / 2)))) * RIGHTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3907. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3908. RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3909. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3910. HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3911. end
  3912. end
  3913. if #Effects2>0 then
  3914. for e=1,#Effects2 do
  3915. if Effects2[e]~=nil then
  3916. local Thing=Effects2[e]
  3917. if Thing~=nil then
  3918. local Part=Thing[1]
  3919. local Mode=Thing[2]
  3920. local Delay=Thing[3]
  3921. local IncX=Thing[4]
  3922. local IncY=Thing[5]
  3923. local IncZ=Thing[6]
  3924. if Thing[1].Transparency<=1 then
  3925. if Thing[2]=="Block1" then
  3926. Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
  3927. Mesh=Thing[1].Mesh
  3928. Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
  3929. Thing[1].Transparency=Thing[1].Transparency+Thing[3]
  3930. elseif Thing[2]=="Cylinder" then
  3931. Mesh=Thing[1].Mesh
  3932. Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
  3933. Thing[1].Transparency=Thing[1].Transparency+Thing[3]
  3934. elseif Thing[2]=="Blood" then
  3935. Mesh=Thing[7]
  3936. Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)
  3937. Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
  3938. Thing[1].Transparency=Thing[1].Transparency+Thing[3]
  3939. elseif Thing[2]=="Elec" then
  3940. Mesh=Thing[1].Mesh
  3941. Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9])
  3942. Thing[1].Transparency=Thing[1].Transparency+Thing[3]
  3943. elseif Thing[2]=="Disappear" then
  3944. Thing[1].Transparency=Thing[1].Transparency+Thing[3]
  3945. end
  3946. else
  3947. Part.Parent=nil
  3948. table.remove(Effects2,e)
  3949. end
  3950. end
  3951. end
  3952. end
  3953. end
  3954. if ABYSSFORM == true then
  3955. Humanoid.MaxHealth = "inf"
  3956. Humanoid.Health = "inf"
  3957. Swait()
  3958. Abysstimer = Abysstimer - 0.8
  3959. if Abysstimer < 1 then
  3960. if ATTACK == false and ABYSSFORM == true then
  3961. forceback()
  3962. end
  3963. end
  3964. end
  3965. if ABYSSFORM == false and Abysstimer ~= 700 then
  3966. Swait()
  3967. Abysstimer = Abysstimer + 0.8
  3968. if Abysstimer > 699 then
  3969. Abysstimer = 700
  3970. if Abysstimer < 0 then
  3971. Abysstimer = 0
  3972. end
  3973. end
  3974. end
  3975. end
  3976.  
  3977. --//=================================\\
  3978. --\\=================================//
  3979.  
  3980.  
  3981.  
  3982.  
  3983.  
  3984. --//====================================================\\--
  3985. --|| END OF SCRIPT
  3986. --\\====================================================//--
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