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- --[[
- Made by Fenrier.
- ]]
- ---Halfy Fixed by basstracker1970
- damagefunc = Instance.new("Script",game.Workspace)
- damagefunc.Name = "damageFunc"
- thing = Instance.new("LocalScript",game.Players.LocalPlayer.PlayerGui)
- thing.Name = "Pacemaker"
- heartbeat = Instance.new("BindableEvent",thing)
- heartbeat.Name = "Heartbeat"
- value = Instance.new("NumberValue",thing)
- value.Name = "Framerate"
- value = Instance.new("NumberValue",heartbeat)
- value.Name = "Event"
- wait(1)
- wait(2)
- bin = Instance.new("HopperBin",game.Players.LocalPlayer.Backpack)
- Player=game:GetService("Players").LocalPlayer
- Character=Player.Character
- PlayerGui=Player.PlayerGui
- Backpack=Player.Backpack
- Torso=Character.Torso
- Head=Character.Head
- Humanoid=Character.Humanoid
- Face=Head.face
- LeftArm=Character["Left Arm"]
- LeftLeg=Character["Left Leg"]
- RightArm=Character["Right Arm"]
- RightLeg=Character["Right Leg"]
- LS=Torso["Left Shoulder"]
- LH=Torso["Left Hip"]
- RS=Torso["Right Shoulder"]
- RH=Torso["Right Hip"]
- Neck=Torso.Neck
- it=Instance.new
- vt=Vector3.new
- cf=CFrame.new
- euler=CFrame.fromEulerAnglesXYZ
- angles=CFrame.Angles
- necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
- LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
- RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
- RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
- RootPart=Character.HumanoidRootPart
- RootJoint=RootPart.RootJoint
- RootCF=euler(-1.57,0,3.14)
- attack = false
- attackdebounce = false
- MMouse=nil
- combo=0
- local hitfloor,posfloor=nil,nil
- local idle=0
- local Anim="Idle"
- local Effects={}
- local decreaseatk=0
- local decreasedef=0
- local decreasemvmt=0
- local equipped=false
- local manainc=9
- local triangparent=workspace
- local dynamomove=true
- local Mode="Classic"
- local overload=0
- local defending=false
- local choosemode=false
- local move1="(Z)\
- [MORPH SHIELD]\
- Vital Stab"
- local move2="(X)\
- [DYNAMIC BLADE]\
- Kinetic Strike"
- local move3="(C)\
- [ENERGY REACTOR]\
- Laser Barrage"
- local move4="(V)\
- "
- local cooldowns={}
- local cooldown1=0 table.insert(cooldowns,cooldown1)
- local cooldown2=0 table.insert(cooldowns,cooldown2)
- local cooldown3=0 table.insert(cooldowns,cooldown3)
- local cooldown4=0 table.insert(cooldowns,cooldown4)
- local cooldownsadd={}
- local cooldownadd1=.48 table.insert(cooldownsadd,cooldownadd1)
- local cooldownadd2=.34 table.insert(cooldownsadd,cooldownadd2)
- local cooldownadd3=.45 table.insert(cooldownsadd,cooldownadd3)
- local cooldownadd4=.1 table.insert(cooldownsadd,cooldownadd4)
- local cooldownmax=100
- local damageFunc=workspace.damageFunc
- --player
- player=nil
- --save shoulders
- RSH, LSH=nil, nil
- --welds
- RW, LW=Instance.new("Motor"), Instance.new("Motor")
- RW.Name="Right Shoulder" LW.Name="Left Shoulder"
- LH=Torso["Left Hip"]
- RH=Torso["Right Hip"]
- TorsoColor=Torso.BrickColor
- TorsoRed=TorsoColor.Color.r
- TorsoGreen=TorsoColor.Color.g
- TorsoBlue=TorsoColor.Color.b
- NewCol=BrickColor.new("Dark green").Color
- NewCol2=BrickColor.new("Bright blue").Color
- NewCol3=BrickColor.new("Bright blue").Color
- if Player:findFirstChild("Color1")~=nil then
- NewCol=Player.Color1.Value
- end
- if Player:findFirstChild("Color2")~=nil then
- NewCol2=Player.Color2.Value
- end
- print(BrickColor.new(NewCol))
- local mdec=Instance.new("NumberValue",Decrease)
- mdec.Name="DecreaseDef"
- mdec.Value=.4
- local mdec2=Instance.new("NumberValue",Decrease)
- mdec2.Name="DecreaseMvmt"
- mdec2.Value=.1
- local Animate=Humanoid.Animator
- --[[local animation=Instance.new("Animation")
- animation.AnimationId="http://www.roblox.com/Asset?ID=180435571"
- local animTrack=Humanoid:LoadAnimation(animation)]]
- local canjump=true
- function swait(num)
- if num==0 or num==nil then
- --if Stagger.Value==false or Stun.Value<=100 then
- Player.PlayerGui.Pacemaker.Heartbeat.Event:wait()
- --end
- else
- for i=0,num do
- Player.PlayerGui.Pacemaker.Heartbeat.Event:wait()
- --[[if Stagger.Value==true or Stun.Value>=StunT.Value then
- break
- end]]
- end
- end
- end
- if Character:findFirstChild("Permanence",true) ~= nil then
- Character:findFirstChild("Permanence",true).Parent = nil
- end
- if Character:findFirstChild("Dynamo",true) ~= nil then
- Character:findFirstChild("Dynamo",true).Parent = nil
- end
- if Player.PlayerGui:findFirstChild("WeaponGUI",true) ~= nil then
- Player.PlayerGui:findFirstChild("WeaponGUI",true).Parent = nil
- end
- if Character:findFirstChild("Stats",true) ~= nil then
- Character:findFirstChild("Stats",true).Parent = nil
- end
- local Stats=Instance.new("BoolValue")
- Stats.Name="Stats"
- Stats.Parent=Character
- local Atk=Instance.new("NumberValue")
- Atk.Name="Damage"
- Atk.Parent=Stats
- Atk.Value=1
- local Def=Instance.new("NumberValue")
- Def.Name="Defense"
- Def.Parent=Stats
- Def.Value=1
- local Mvmt=Instance.new("NumberValue")
- Mvmt.Name="Movement"
- Mvmt.Parent=Stats
- Mvmt.Value=1
- local Block=Instance.new("BoolValue")
- Block.Name="Block"
- Block.Parent=Stats
- Block.Value=false
- local Stun=Instance.new("NumberValue")
- Stun.Name="Stun"
- Stun.Parent=Stats
- Stun.Value=0
- local StunT=Instance.new("NumberValue")
- StunT.Name="StunThreshold"
- StunT.Parent=Stats
- StunT.Value=100
- local Rooted=Instance.new("BoolValue")
- Rooted.Name="Rooted"
- Rooted.Parent=Stats
- Rooted.Value=false
- local Stunned=Instance.new("BoolValue")
- Stunned.Name="Stunned"
- Stunned.Parent=Stats
- Stunned.Value=false
- local Stagger=Instance.new("BoolValue")
- Stagger.Name="Stagger"
- Stagger.Parent=Stats
- Stagger.Value=false
- local StaggerHit=Instance.new("BoolValue")
- StaggerHit.Name="StaggerHit"
- StaggerHit.Parent=Stats
- StaggerHit.Value=false
- local RecentEnemy=Instance.new("ObjectValue")
- RecentEnemy.Name="RecentEnemy"
- RecentEnemy.Parent=Stats
- RecentEnemy.Value=nil
- local Decrease=Instance.new("BoolValue")
- Decrease.Name="Decrease"
- Decrease.Parent=Stats
- Decrease.Value=false
- local mana=Instance.new("NumberValue")
- mana.Name="Mana"
- mana.Parent=Stats
- mana.Value=0
- local passive1=Instance.new("NumberValue",Decrease)
- passive1.Name="DecreaseAtk"
- passive1.Value=0
- local passive2=Instance.new("NumberValue",Decrease)
- passive2.Name="DecreaseDef"
- passive2.Value=0
- local passive3=Instance.new("NumberValue",Decrease)
- passive3.Name="DecreaseMvmt"
- passive3.Value=0
- passive1.Value=.1
- passive2.Value=-.05
- passive3.Value=-.1
- local passive4=Instance.new("NumberValue",nil)
- passive4.Name="DecreaseDef"
- passive4.Value=-.4
- local passive5=Instance.new("NumberValue",nil)
- passive5.Name="DecreaseMvmt"
- passive5.Value=.6
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
- local fp=it("Part")
- fp.formFactor=formfactor
- fp.Parent=parent
- fp.Reflectance=reflectance
- fp.Transparency=transparency
- fp.CanCollide=false
- fp.Locked=true
- fp.BrickColor=brickcolor
- fp.Name=name
- fp.Size=size
- fp.Position=Torso.Position
- NoOutline(fp)
- fp.Material="SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh=it(Mesh)
- mesh.Parent=part
- if Mesh=="SpecialMesh" then
- mesh.MeshType=meshtype
- if meshid~="nil" then
- mesh.MeshId="http://www.roblox.com/asset/?id="..meshid
- end
- end
- mesh.Offset=offset
- mesh.Scale=scale
- return mesh
- end
- function weld(parent,part0,part1,c0)
- local weld=it("Motor")
- weld.Parent=parent
- weld.Part0=part0
- weld.Part1=part1
- weld.C0=c0
- return weld
- end
- function gui(GuiType,parent,text,backtrans,backcol,pos,size)
- local gui=it(GuiType)
- gui.Parent=parent
- gui.Text=text
- gui.BackgroundTransparency=backtrans
- gui.BackgroundColor3=backcol
- gui.SizeConstraint="RelativeXY"
- gui.TextXAlignment="Center"
- gui.TextYAlignment="Center"
- gui.Position=pos
- gui.Size=size
- gui.Font="SourceSans"
- gui.FontSize="Size14"
- gui.TextWrapped=false
- gui.TextStrokeTransparency=0
- gui.TextColor=BrickColor.new("White")
- return gui
- end
- local Color1=Torso.BrickColor
- local fengui=it("GuiMain")
- fengui.Parent=Player.PlayerGui
- fengui.Name="WeaponGUI"
- local fenframe=it("Frame")
- fenframe.Parent=fengui
- fenframe.BackgroundColor3=Color3.new(255,255,255)
- fenframe.BackgroundTransparency=1
- fenframe.BorderColor3=Color3.new(17,17,17)
- fenframe.Size=UDim2.new(0.1,0,0.1,0)
- fenframe.Position=UDim2.new(0.95,0,0.7,0)
- local fenframe2=it("Frame")
- fenframe2.Parent=fengui
- fenframe2.BackgroundColor3=Color3.new(255,255,255)
- fenframe2.BackgroundTransparency=1
- fenframe2.BorderColor3=Color3.new(17,17,17)
- fenframe2.Size=UDim2.new(0.2,0,0.1,0)
- fenframe2.Position=UDim2.new(0.4,0,0.85,0)
- local fenframe3=it("Frame")
- fenframe3.Parent=fengui
- fenframe3.BackgroundColor3=Color3.new(255,255,255)
- fenframe3.BackgroundTransparency=1
- fenframe3.BorderColor3=Color3.new(17,17,17)
- fenframe3.Size=UDim2.new(0.2,0,0.2,0)
- fenframe3.Position=UDim2.new(0.8,0,0.8,0)
- fenframe3.Name="MoveFrame"
- local fenframe4=it("Frame")
- fenframe4.Parent=fengui
- fenframe4.BackgroundColor3=Color3.new(255,255,255)
- fenframe4.BackgroundTransparency=1
- fenframe4.BorderColor3=Color3.new(17,17,17)
- fenframe4.Size=UDim2.new(0.1,0,0.1,0)
- fenframe4.Position=UDim2.new(0,0,0.7,0)
- local pressedf=false
- local fenframe5=it("Frame")
- fenframe5.Parent=fengui
- --fenframe5.Parent=nil
- fenframe5.BackgroundColor3=Color3.new(0,0,0)
- fenframe5.BackgroundTransparency=1
- fenframe5.BorderColor3=Color3.new(0,0,0)
- fenframe5.Size=UDim2.new(1,0,1,0)
- fenframe5.Position=UDim2.new(0,0,0,0)
- fenframe5.ZIndex=2
- local tellbar=gui("TextLabel",fenframe5,"Press 'F' to equip your weapon.",1,Color3.new(0,0,0),UDim2.new(.25,0,.25,0),UDim2.new(.5,0,.5,0))
- tellbar.Font="Arial"
- tellbar.TextScaled=true
- tellbar.TextTransparency=1
- tellbar.TextStrokeTransparency=1
- tellbar.ZIndex=2
- local fnumb=0
- local fenbarmana1=gui("TextLabel",fenframe,"",0,Color3.new(0,0,0),UDim2.new(0,0,0,0),UDim2.new(.4,0,-4,0))
- local fenbarmana2=gui("TextLabel",fenframe,"",0,BrickColor.new(NewCol3).Color,UDim2.new(0,0,0,0),UDim2.new(.4,0,0,0))
- local fenbarmana4=gui("TextLabel",fenframe,"Mana("..mana.Value..")",1,Color3.new(0,0,0),UDim2.new(0,0,.2,0),UDim2.new(.4,0,.2,0))
- local fenbarblock1=gui("TextLabel",fenframe,"",0,Color3.new(0,0,0),UDim2.new(-.7,0,0,0),UDim2.new(.4,0,-4,0))
- local fenbarblock2=gui("TextLabel",fenframe,"",0,BrickColor.new("White").Color,UDim2.new(-.7,0,0,0),UDim2.new(.4,0,0,0))
- local fenbarblock3=gui("TextLabel",fenframe,"Overload("..overload..")",1,Color3.new(0,0,0),UDim2.new(-.7,0,.2,0),UDim2.new(.4,0,.2,0))
- local fenbardamage=gui("TextLabel",fenframe2,"Damage",.55,Color3.new(155/255,0,0),UDim2.new(-.23,0,0,0),UDim2.new(.2,0,1,0))
- local fenbardef=gui("TextLabel",fenframe2,"Defense",0.55,Color3.new(0,0,155/255),UDim2.new(-.46,0,0,0),UDim2.new(.2,0,1,0))
- local fenbarmove=gui("TextLabel",fenframe2,"Walkspeed",0.55,Color3.new(0,155/255,0),UDim2.new(1.03,0,0,0),UDim2.new(.2,0,1,0))
- local fenbarhp1=gui("TextLabel",fenframe2,"",0,Color3.new(0,0,0),UDim2.new(-.46,0,1,0),UDim2.new(1.92,0,.4,0))
- local fenbarhp2=gui("TextLabel",fenbarhp1,"",0,Color3.new(1,0,0),UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local fenbarhp3=gui("TextLabel",fenbarhp1,"(100)",1,Color3.new(0,0,0),UDim2.new(0,0,0,0),UDim2.new(1,0,1,0))
- local fenbarstun1=gui("TextLabel",fenframe4,"",0,Color3.new(0,0,0),UDim2.new(.2,0,0,0),UDim2.new(.4,0,-4,0))
- local fenbarstun2=gui("TextLabel",fenframe4,"",0,Color3.new(0.960784,0.803922,0.188235),UDim2.new(.2,0,0,0),UDim2.new(.4,0,0,0))
- local fenbarstun3=gui("TextLabel",fenframe4,"Stun("..Stun.Value..")",1,Color3.new(0.960784,0.803922,0.188235),UDim2.new(.2,0,.2,0),UDim2.new(.4,0,.2,0))
- local fenbarmove1=gui("TextButton",fenframe3,move1,.55,Color3.new(.5,.5,.5),UDim2.new(0.1,0,0.1,0),UDim2.new(.4,0,.4,0))
- fenbarmove1.ZIndex=2
- local fenbarmove1b=gui("TextLabel",fenbarmove1,"",.55,BrickColor.new(NewCol3).Color,UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local fenbarmove2=gui("TextButton",fenframe3,move2,.55,Color3.new(.5,.5,.5),UDim2.new(0.6,0,0.1,0),UDim2.new(.4,0,.4,0))
- fenbarmove2.ZIndex=2
- local fenbarmove2b=gui("TextLabel",fenbarmove2,"",.55,BrickColor.new(NewCol3).Color,UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local fenbarmove3=gui("TextButton",fenframe3,move3,.55,Color3.new(.5,.5,.5),UDim2.new(0.1,0,0.6,0),UDim2.new(.4,0,.4,0))
- fenbarmove3.ZIndex=2
- local fenbarmove3b=gui("TextLabel",fenbarmove3,"",.55,BrickColor.new(NewCol3).Color,UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local fenbarmove4=gui("TextButton",fenframe3,move4,.55,Color3.new(.5,.5,.5),UDim2.new(0.6,0,0.6,0),UDim2.new(.4,0,.4,0))
- fenbarmove4.ZIndex=2
- local fenbarmove4b=gui("TextLabel",fenbarmove4,"",.55,BrickColor.new(NewCol3).Color,UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local modelzorz=Instance.new("Model")
- modelzorz.Parent=Character
- modelzorz.Name="Permanence"
- local modelzorz2=Instance.new("Model")
- modelzorz2.Parent=Character
- modelzorz2.Name="Dynamo"
- prt1=part(3,modelzorz,0,0,BrickColor.new("Medium stone grey"),"Part01",vt(0.2,0.2,0.2))
- prt2=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part02",vt(0.2,0.2,0.2))
- prt3=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part03",vt(0.2,0.2,0.2))
- prt4=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part04",vt(0.2,0.2,0.2))
- prt5=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part05",vt(0.2,0.2,0.2))
- prt6=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part06",vt(0.2,0.2,0.2))
- prt7=part(3,modelzorz,0,0,BrickColor.new("Black"),"Part07",vt(0.2,0.2,0.2))
- prt8=part(3,modelzorz,0,0,BrickColor.new("Black"),"Part08",vt(0.2,0.2,0.2))
- prt9=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part09",vt(0.2,0.2,0.2))
- prt10=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part10",vt(0.2,0.2,0.2))
- prt11=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part11",vt(0.2,0.2,0.2))
- prt13=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part13",vt(0.2,0.2,0.2))
- prt14=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part14",vt(0.2,0.2,0.2))
- prt15=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part15",vt(0.2,0.2,0.2))
- prt16=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part16",vt(0.2,0.2,0.2))
- prt17=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part17",vt(0.2,0.2,0.2))
- prt18=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part18",vt(0.2,0.2,0.2))
- prt19=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part19",vt(0.2,0.2,0.2))
- prt20=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part20",vt(0.2,0.2,0.2))
- prt21=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part21",vt(0.2,0.2,0.2))
- prt23=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part23",vt(0.2,0.2,0.2))
- prt29=part(3,modelzorz,.3,.05,BrickColor.new(NewCol2),"Part29",vt(0.2,0.2,0.2))
- prt31=part(3,modelzorz,.2,.5,BrickColor.new(NewCol2),"Part31",vt(0.2,0.2,0.2))
- msh1=mesh("BlockMesh",prt1,"","",vt(0,0,0),vt(1,4.99,1))
- msh2=mesh("SpecialMesh",prt2,"Wedge","nil",vt(0,0,0),vt(1.1,2,1.1))
- msh3=mesh("BlockMesh",prt3,"","",vt(0,0,0),vt(1.1,1,1.1))
- msh4=mesh("SpecialMesh",prt4,"Wedge","nil",vt(0,0,0),vt(1.1,1,1.1))
- msh5=mesh("BlockMesh",prt5,"","",vt(0,0,0),vt(1.1,1,1.1))
- msh6=mesh("BlockMesh",prt6,"","",vt(0,0,0),vt(1.1,1,2))
- msh7=mesh("SpecialMesh",prt7,"Wedge","nil",vt(0,0,0),vt(.5,2,2))
- msh8=mesh("SpecialMesh",prt8,"Wedge","nil",vt(0,0,0),vt(.5,2,2))
- msh9=mesh("CylinderMesh",prt9,"","",vt(0,0,0),vt(3,2,3))
- msh10=mesh("BlockMesh",prt10,"","",vt(0,0,0),vt(2,4,2))
- msh11=mesh("CylinderMesh",prt11,"","",vt(0,0,0),vt(2,2,2))
- msh13=mesh("BlockMesh",prt13,"","",vt(0,0,0),vt(2,2,2))
- msh14=mesh("CylinderMesh",prt14,"","",vt(0,0,0),vt(2,1.99,2))
- msh15=mesh("BlockMesh",prt15,"","",vt(0,0,0),vt(.5,1,3))
- msh16=mesh("SpecialMesh",prt16,"Wedge","nil",vt(0,0,0),vt(.5,1,2))
- msh17=mesh("BlockMesh",prt17,"","",vt(0,0,0),vt(.5,1,3))
- msh18=mesh("SpecialMesh",prt18,"Wedge","nil",vt(0,0,0),vt(.5,1,2))
- msh19=mesh("BlockMesh",prt19,"","",vt(0,0,0),vt(1.5,2,1.5))
- msh20=mesh("SpecialMesh",prt20,"FileMesh","1778999",vt(0,0,0),vt(.3,.3,.3))
- msh21=mesh("CylinderMesh",prt21,"","",vt(0,0,0),vt(2.5,3,2.5))
- msh23=mesh("SpecialMesh",prt23,"FileMesh","1778999",vt(0,0,0),vt(.375,.4,.375))
- msh29=mesh("BlockMesh",prt29,"","",vt(0,0,0),vt(.5,15,2))
- msh31=mesh("BlockMesh",prt31,"","",vt(0,0,0),vt(.2,16,3))
- local wld1=weld(prt1,prt1,Torso,euler(-1.2,0,-.5)*euler(0,0,3.14)*cf(-.8,1,1.5))
- --local wld1=weld(prt1,prt1,LeftArm,euler(1.57,0,0)*cf(0,1,0))
- local wld2=weld(prt2,prt2,prt1,euler(0,0,0)*cf(0,.1,0))
- local wld3=weld(prt3,prt3,prt2,euler(0,0,0)*cf(0,.3,0))
- local wld4=weld(prt4,prt4,prt1,euler(0,0,3.14)*cf(0,-.2,0))
- local wld5=weld(prt5,prt5,prt4,euler(0,0,0)*cf(0,.2,0))
- local wld6=weld(prt6,prt6,prt1,euler(0,0,0)*cf(0,-.6,0))
- local wld7=weld(prt7,prt7,prt6,euler(1.1,0,0)*cf(0,.08,.2))
- local wld8=weld(prt8,prt8,prt6,euler(1.1,0,0)*cf(0,.08,.2)*euler(0,3.14,0))
- local wld9=weld(prt9,prt9,prt6,euler(0,0,1.57)*cf(0,-.3,0))
- --local wld10=weld(prt10,prt10,prt9,euler(0,0,1.57)*cf(.4,0,0))
- local wld10=weld(prt10,prt10,prt9,euler(0,0,1.57)*cf(.6,0,0)*euler(0,-1.6,0))
- local wld11=weld(prt11,prt11,prt10,euler(0,0,1.57)*cf(0,.4,0))
- local wld13=weld(prt13,prt13,prt9,euler(0,0,1.57)*cf(.4,0,0)*euler(0,2.4,0))
- local wld14=weld(prt14,prt14,prt13,euler(0,0,1.57)*cf(0,.2,0))
- --local wld15=weld(prt15,prt15,prt13,euler(0,.1,1.57)*cf(.1,.2,.2))
- local wld15=weld(prt15,prt15,prt14,euler(0,0,1.57)*cf(0,.1,.4)*euler(0,1,0))
- local wld16=weld(prt16,prt16,prt15,euler(0,0,0)*cf(0,0,.5))
- local wld17=weld(prt17,prt17,prt14,euler(0,0,1.57)*cf(0,-.1,.4)*euler(0,1,0))
- local wld18=weld(prt18,prt18,prt17,euler(0,0,0)*cf(0,0,.5))
- local wld19=weld(prt19,prt19,prt9,euler(0,0,1.57)*cf(.3,0,0))
- local wld20=weld(prt20,prt20,prt19,euler(0,0,0)*cf(0,0,0))
- local wld21=weld(prt21,prt21,prt19,euler(0,0,0)*cf(0,.5,0))
- local wld23=weld(prt23,prt23,prt21,euler(3.14,0,0)*cf(0,.62,0))
- local wld29=weld(prt29,prt29,prt23,euler(0,0,0)*cf(0,-1.2,0))
- local wld31=weld(prt31,prt31,prt23,euler(0,0,0)*cf(0,-1.3,0))
- for i=-.2,.2,.4 do
- local prt12=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Part12",vt(0.2,0.2,0.2))
- msh12=mesh("SpecialMesh",prt12,"Wedge","nil",vt(0,0,0),vt(1,1,1))
- local wld12=weld(prt12,prt12,prt10,euler(0,0,0)*cf(0,i,.3))
- end
- for i=1.57,6.28,1.57 do
- local prt22=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part22",vt(0.2,0.2,0.2))
- msh22=mesh("SpecialMesh",prt22,"Wedge","nil",vt(0,0,0),vt(.5,2,1))
- local wld22=weld(prt22,prt22,prt19,euler(.2,0,0)*cf(0,.1,.22)*euler(0,i,0))
- end
- for i=0,3.14,3.14 do
- local prt24=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part24",vt(0.2,0.2,0.2))
- local prt25=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part25",vt(0.2,0.2,0.2))
- local prt26=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part26",vt(0.2,0.2,0.2))
- local prt27=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part27",vt(0.2,0.2,0.2))
- local prt28=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part28",vt(0.2,0.2,0.2))
- msh24=mesh("BlockMesh",prt24,"","",vt(0,0,0),vt(1,2,.5))
- msh25=mesh("BlockMesh",prt25,"","",vt(0,0,0),vt(1,7,.5))
- msh26=mesh("SpecialMesh",prt26,"Wedge","nil",vt(0,0,0),vt(1,1,1))
- msh27=mesh("SpecialMesh",prt27,"Wedge","nil",vt(0,0,0),vt(1,1,.5))
- msh28=mesh("SpecialMesh",prt28,"Wedge","nil",vt(0,0,0),vt(1,1,.5))
- local wld24=weld(prt24,prt24,prt21,euler(0,0,0)*cf(0,.1,.25)*euler(0,i,0))
- local wld25=weld(prt25,prt25,prt24,euler(0,0,0)*cf(0,.5,.1))
- local wld26=weld(prt26,prt26,prt24,euler(0,0,0)*cf(0,-.3,.05))
- local wld27=weld(prt27,prt27,prt24,euler(3.14,0,0)*cf(0,.3,0))
- local wld28=weld(prt28,prt28,prt25,euler(3.14,3.14,0)*cf(0,.8,0))
- end
- local prt30=part(3,modelzorz,.3,.05,BrickColor.new(NewCol2),"Part30",vt(0.2,0.2,0.2))
- msh30=mesh("SpecialMesh",prt30,"Wedge","nil",vt(0,0,0),vt(.5,3,1))
- local wld30=weld(prt30,prt30,prt29,euler(0,0,0)*cf(0,-1.8,.1)*euler(0,0,0))
- local prt30b=part(3,modelzorz,.3,.05,BrickColor.new(NewCol2),"Part30B",vt(0.2,0.2,0.2))
- msh30b=mesh("SpecialMesh",prt30b,"Wedge","nil",vt(0,0,0),vt(.5,3,1))
- local wld30b=weld(prt30b,prt30b,prt29,euler(0,0,0)*cf(0,-1.8,.1)*euler(0,3.14,0))
- local prt32=part(3,modelzorz,.2,.5,BrickColor.new(NewCol2),"Part32",vt(0.2,0.2,0.2))
- msh32=mesh("SpecialMesh",prt32,"Wedge","nil",vt(0,0,0),vt(.5,5,1.5))
- local wld32=weld(prt32,prt32,prt31,euler(0,0,0)*cf(0,-2.1,.15)*euler(0,0,0))
- local prt32b=part(3,modelzorz,.2,.5,BrickColor.new(NewCol2),"Part32B",vt(0.2,0.2,0.2))
- msh32b=mesh("SpecialMesh",prt32b,"Wedge","nil",vt(0,0,0),vt(.5,5,1.5))
- local wld32b=weld(prt32b,prt32b,prt31,euler(0,0,0)*cf(0,-2.1,.15)*euler(0,3.14,0))
- local prt33=part(3,modelzorz,.3,1.1,BrickColor.new(NewCol2),"Part33",vt(0.2,0.2,0.2))
- local prt34=part(3,modelzorz,.3,1.1,BrickColor.new(NewCol2),"Part34",vt(0.2,0.2,0.2))
- local prt35=part(3,modelzorz,.3,1.1,BrickColor.new(NewCol2),"Part35",vt(0.2,0.2,0.2))
- local prt36=part(3,modelzorz,.5,1.5,BrickColor.new(NewCol2),"Part36",vt(0.2,0.2,0.2))
- local prt37=part(3,modelzorz,.5,1.5,BrickColor.new(NewCol2),"Part37",vt(0.2,0.2,0.2))
- local prt38=part(3,modelzorz,.5,1.5,BrickColor.new(NewCol2),"Part38",vt(0.2,0.2,0.2))
- local prt39=part(3,modelzorz,.5,1.5,BrickColor.new(NewCol2),"Part39",vt(0.2,0.2,0.2))
- msh33=mesh("BlockMesh",prt33,"","",vt(0,0,0),vt(.5,23,3))
- msh34=mesh("SpecialMesh",prt34,"Wedge","nil",vt(0,0,0),vt(.5,5,1.5))
- msh35=mesh("SpecialMesh",prt35,"Wedge","nil",vt(0,0,0),vt(.5,5,1.5))
- msh36=mesh("SpecialMesh",prt36,"Wedge","nil",vt(0,0,0),vt(.5,30,9))
- msh37=mesh("SpecialMesh",prt37,"Wedge","nil",vt(0,0,0),vt(.5,30,9))
- msh38=mesh("SpecialMesh",prt38,"Wedge","nil",vt(0,0,0),vt(.5,2,9))
- msh39=mesh("SpecialMesh",prt39,"Wedge","nil",vt(0,0,0),vt(.5,2,9))
- local wld33=weld(prt33,prt33,prt23,euler(0,0,0)*cf(0,-2,0))
- local wld34=weld(prt34,prt34,prt33,euler(0,0,0)*cf(0,-2.8,.15)*euler(0,0,0))
- local wld35=weld(prt35,prt35,prt33,euler(0,0,0)*cf(0,-2.8,.15)*euler(0,3.14,0))
- local wld36=weld(prt36,prt36,prt23,euler(0,0,0)*cf(0,-2.7,.9)*euler(0,0,0))
- local wld37=weld(prt37,prt37,prt23,euler(0,0,0)*cf(0,-2.7,.9)*euler(0,3.14,0))
- local wld38=weld(prt38,prt38,prt23,euler(0,0,3.14)*cf(0,.5,.9)*euler(0,0,0))
- local wld39=weld(prt39,prt39,prt23,euler(0,0,3.14)*cf(0,.5,.9)*euler(0,3.14,0))
- --prt 29,30,30b,31,32,32b
- --dprt 4,5,16,17,18,19,20,21,22
- --dprtb 4,5,16,17,18,19,20,21,22
- handle=part(3,modelzorz2,0,1,BrickColor.new("Black"),"Handle",vt(0.2,0.2,0.2))
- dprt1=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part01",vt(0.2,0.2,0.2)) --
- dprt2=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part02",vt(0.2,0.2,0.2))
- dprt3=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part03",vt(0.2,0.2,0.2))
- dprt4=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"Part04",vt(0.2,0.2,0.2))
- dprt5=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"Part05",vt(0.2,0.2,0.2))
- dprt6=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part06",vt(0.2,0.2,0.2)) --
- dprt7=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part07",vt(0.2,0.2,0.2))
- dprt8=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part08",vt(0.2,0.2,0.2))
- dprt9=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part09",vt(0.2,0.2,0.2))
- dprt10=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part10",vt(0.2,0.2,0.2)) --
- dprt11=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part11",vt(0.2,0.2,0.2))
- dprt12=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part12",vt(0.2,0.2,0.2))
- dprt13=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part13",vt(0.2,0.2,0.2))
- dprt14=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part14",vt(0.2,0.2,0.2))
- dprt15=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"Part15",vt(0.2,0.2,0.2))
- dprt16=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"Part16",vt(0.2,0.2,0.2))
- dprt17=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"Part17",vt(0.2,0.2,0.2))
- dprt18=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"Part18",vt(0.2,0.2,0.2))
- dprt19=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"Part19",vt(0.2,0.2,0.2))
- dprt20=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"Part20",vt(0.2,0.2,0.2))
- dprt21=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"Part21",vt(0.2,0.2,0.2))
- dprt22=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"Part22",vt(0.2,0.2,0.2))
- dprtb1=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB01",vt(0.2,0.2,0.2)) --
- dprtb2=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB02",vt(0.2,0.2,0.2))
- dprtb3=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB03",vt(0.2,0.2,0.2))
- dprtb4=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"PartB04",vt(0.2,0.2,0.2))
- dprtb5=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"PartB05",vt(0.2,0.2,0.2))
- dprtb6=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB06",vt(0.2,0.2,0.2)) --
- dprtb7=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB07",vt(0.2,0.2,0.2))
- dprtb8=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB08",vt(0.2,0.2,0.2))
- dprtb9=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB09",vt(0.2,0.2,0.2))
- dprtb10=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB10",vt(0.2,0.2,0.2)) --
- dprtb11=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB11",vt(0.2,0.2,0.2))
- dprtb12=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB12",vt(0.2,0.2,0.2))
- dprtb13=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB13",vt(0.2,0.2,0.2))
- dprtb14=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB14",vt(0.2,0.2,0.2))
- dprtb15=part(3,modelzorz2,0,0,BrickColor.new(NewCol),"PartB15",vt(0.2,0.2,0.2))
- dprtb16=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"PartB16",vt(0.2,0.2,0.2))
- dprtb17=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"PartB17",vt(0.2,0.2,0.2))
- dprtb18=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"PartB18",vt(0.2,0.2,0.2))
- dprtb19=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"PartB19",vt(0.2,0.2,0.2))
- dprtb20=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"PartB20",vt(0.2,0.2,0.2))
- dprtb21=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"PartB21",vt(0.2,0.2,0.2))
- dprtb22=part(3,modelzorz2,.4,.5,BrickColor.new(NewCol2),"PartB22",vt(0.2,0.2,0.2))
- dmsh1=mesh("BlockMesh",dprt1,"","",vt(0,0,0),vt(1.5,6,1))
- dmsh2=mesh("SpecialMesh",dprt2,"Wedge","nil",vt(0,0,0),vt(1,1.5,1))
- dmsh3=mesh("SpecialMesh",dprt3,"Wedge","nil",vt(0,0,0),vt(1,1,1.5))
- dmsh4=mesh("SpecialMesh",dprt4,"Wedge","nil",vt(0,0,0),vt(.5,10,3))
- dmsh5=mesh("SpecialMesh",dprt5,"Wedge","nil",vt(0,0,0),vt(.5,1.5,1.5))
- dmsh6=mesh("BlockMesh",dprt6,"","",vt(0,0,0),vt(1.5,3,1))
- dmsh7=mesh("SpecialMesh",dprt7,"Wedge","nil",vt(0,0,0),vt(1,1,1.5))
- dmsh8=mesh("SpecialMesh",dprt8,"Wedge","nil",vt(0,0,0),vt(1,1,1.5))
- dmsh9=mesh("SpecialMesh",dprt9,"Torso","nil",vt(0,0,0),vt(7,1,1))
- dmsh10=mesh("BlockMesh",dprt10,"","",vt(0,0,0),vt(2,4,1))
- dmsh11=mesh("SpecialMesh",dprt11,"Wedge","nil",vt(0,0,0),vt(1,1,1.5))
- dmsh12=mesh("SpecialMesh",dprt12,"Wedge","nil",vt(0,0,0),vt(1,1,.5))
- dmsh13=mesh("BlockMesh",dprt13,"","",vt(0,0,0),vt(1,4,1))
- dmsh14=mesh("SpecialMesh",dprt14,"Wedge","nil",vt(0,0,0),vt(1,1,1))
- dmsh15=mesh("SpecialMesh",dprt15,"Wedge","nil",vt(0,0,0),vt(1,4,1))
- dmsh16=mesh("BlockMesh",dprt16,"","",vt(0,0,0),vt(.5,7,3))
- dmsh17=mesh("SpecialMesh",dprt17,"Wedge","nil",vt(0,0,0),vt(.5,2.5,3))
- dmsh18=mesh("SpecialMesh",dprt18,"Wedge","nil",vt(0,0,0),vt(.5,12,3))
- dmsh19=mesh("BlockMesh",dprt19,"","",vt(0,0,0),vt(.5,5,1))
- dmsh20=mesh("SpecialMesh",dprt20,"Wedge","nil",vt(0,0,0),vt(.5,3,1))
- dmsh21=mesh("SpecialMesh",dprt21,"Wedge","nil",vt(0,0,0),vt(.5,1.5,1))
- dmsh22=mesh("SpecialMesh",dprt22,"Wedge","nil",vt(0,0,0),vt(.5,11,3))
- dmshb1=mesh("BlockMesh",dprtb1,"","",vt(0,0,0),vt(1.5,6,1))
- dmshb2=mesh("SpecialMesh",dprtb2,"Wedge","nil",vt(0,0,0),vt(1,1.5,1))
- dmshb3=mesh("SpecialMesh",dprtb3,"Wedge","nil",vt(0,0,0),vt(1,1,1.5))
- dmshb4=mesh("SpecialMesh",dprtb4,"Wedge","nil",vt(0,0,0),vt(.5,10,3))
- dmshb5=mesh("SpecialMesh",dprtb5,"Wedge","nil",vt(0,0,0),vt(.5,1.5,1.5))
- dmshb6=mesh("BlockMesh",dprtb6,"","",vt(0,0,0),vt(1.5,3,1))
- dmshb7=mesh("SpecialMesh",dprtb7,"Wedge","nil",vt(0,0,0),vt(1,1,1.5))
- dmshb8=mesh("SpecialMesh",dprtb8,"Wedge","nil",vt(0,0,0),vt(1,1,1.5))
- dmshb9=mesh("SpecialMesh",dprtb9,"Torso","nil",vt(0,0,0),vt(7,1,1))
- dmshb10=mesh("BlockMesh",dprtb10,"","",vt(0,0,0),vt(2,4,1))
- dmshb11=mesh("SpecialMesh",dprtb11,"Wedge","nil",vt(0,0,0),vt(1,1,1.5))
- dmshb12=mesh("SpecialMesh",dprtb12,"Wedge","nil",vt(0,0,0),vt(1,1,.5))
- dmshb13=mesh("BlockMesh",dprtb13,"","",vt(0,0,0),vt(1,4,1))
- dmshb14=mesh("SpecialMesh",dprtb14,"Wedge","nil",vt(0,0,0),vt(1,1,1))
- dmshb15=mesh("SpecialMesh",dprtb15,"Wedge","nil",vt(0,0,0),vt(1,4,1))
- dmshb16=mesh("BlockMesh",dprtb16,"","",vt(0,0,0),vt(.5,7,3))
- dmshb17=mesh("SpecialMesh",dprtb17,"Wedge","nil",vt(0,0,0),vt(.5,2.5,3))
- dmshb18=mesh("SpecialMesh",dprtb18,"Wedge","nil",vt(0,0,0),vt(.5,12,3))
- dmshb19=mesh("BlockMesh",dprtb19,"","",vt(0,0,0),vt(.5,5,1))
- dmshb20=mesh("SpecialMesh",dprtb20,"Wedge","nil",vt(0,0,0),vt(.5,3,1))
- dmshb21=mesh("SpecialMesh",dprtb21,"Wedge","nil",vt(0,0,0),vt(.5,1.5,1))
- dmshb22=mesh("SpecialMesh",dprtb22,"Wedge","nil",vt(0,0,0),vt(.5,11,3))
- hwld=weld(handle,handle,RightArm,euler(0,0,0)*cf(0,0,0))
- dwld1=weld(dprt1,dprt1,handle,euler(0,1.57,0)*cf(-.6,-1.5,-.4))
- --dwld1=weld(dprt1,dprt1,handle,euler(0,1.57,0)*cf(-5,0,0))
- dwld2=weld(dprt2,dprt2,dprt1,euler(1.57,-1.57,0)*cf(0,.7,0))
- dwld3=weld(dprt3,dprt3,dprt1,euler(0,1.57,0)*cf(0,-.7,0))
- dwld4=weld(dprt4,dprt4,dprt1,euler(0,1.57,0)*cf(-.15,-.5,0))
- dwld5=weld(dprt5,dprt5,dprt1,euler(0,-1.57,3.14)*cf(-.3,.65,0))
- dwld6=weld(dprt6,dprt6,handle,euler(0,1.57,0)*cf(-.6,-.4,-.35))
- dwld7=weld(dprt7,dprt7,dprt6,euler(0,1.57,0)*cf(0,-.4,0))
- dwld8=weld(dprt8,dprt8,dprt6,euler(3.14,-1.57,0)*cf(0,.4,0))
- dwld9=weld(dprt9,dprt9,dprt6,euler(0,0,-1.57)*cf(.25,-.2,0))
- dwld10=weld(dprt10,dprt10,handle,euler(0,1.57,0)*cf(-.6,.5,-.45))
- dwld11=weld(dprt11,dprt11,dprt10,euler(0,-1.57,0)*cf(.05,-.5,0))
- dwld12=weld(dprt12,dprt12,dprt10,euler(0,1.57,0)*cf(-.15,-.5,0))
- dwld13=weld(dprt13,dprt13,dprt10,euler(0,0,0)*cf(.1,.8,0))
- dwld14=weld(dprt14,dprt14,dprt10,euler(3.14,-1.57,0)*cf(-.1,.5,0))
- dwld15=weld(dprt15,dprt15,dprt13,euler(3.14,-1.57,0)*cf(0,.8,0))
- dwld16=weld(dprt16,dprt16,dprt10,euler(0,1.57,0)*cf(-.1,-.3,0))
- dwld17=weld(dprt17,dprt17,dprt10,euler(0,-1.57,0)*cf(-.1,-1.25,0))
- dwld18=weld(dprt18,dprt18,dprt10,euler(0,-1.57,3.14)*cf(-.1,1.6,0))
- dwld19=weld(dprt19,dprt19,dprt16,euler(0,0,0)*cf(0,-.1,.4))
- dwld20=weld(dprt20,dprt20,dprt19,euler(0,0,0)*cf(0,-.8,0))
- dwld21=weld(dprt21,dprt21,dprt19,euler(0,0,3.14)*cf(0,.65,0))
- dwld22=weld(dprt22,dprt22,dprt9,euler(0,-1.57,1.57)*cf(-.4,-.2,0))
- dwldb1=weld(dprtb1,dprtb1,handle,euler(0,-1.57,0)*cf(-.6,-1.5,.4))
- dwldb2=weld(dprtb2,dprtb2,dprtb1,euler(1.57,-1.57,0)*cf(0,.7,0))
- dwldb3=weld(dprtb3,dprtb3,dprtb1,euler(0,1.57,0)*cf(0,-.7,0))
- dwldb4=weld(dprtb4,dprtb4,dprtb1,euler(0,1.57,0)*cf(-.15,-.5,0))
- dwldb5=weld(dprtb5,dprtb5,dprtb1,euler(0,-1.57,3.14)*cf(-.3,.65,0))
- dwldb6=weld(dprtb6,dprtb6,handle,euler(0,-1.57,0)*cf(-.6,-.4,.35))
- dwldb7=weld(dprtb7,dprtb7,dprtb6,euler(0,1.57,0)*cf(0,-.4,0))
- dwldb8=weld(dprtb8,dprtb8,dprtb6,euler(3.14,-1.57,0)*cf(0,.4,0))
- dwldb9=weld(dprtb9,dprtb9,dprtb6,euler(0,0,-1.57)*cf(.25,-.2,0))
- dwldb10=weld(dprtb10,dprtb10,handle,euler(0,-1.57,0)*cf(-.6,.5,.45))
- dwldb11=weld(dprtb11,dprtb11,dprtb10,euler(0,-1.57,0)*cf(.05,-.5,0))
- dwldb12=weld(dprtb12,dprtb12,dprtb10,euler(0,1.57,0)*cf(-.15,-.5,0))
- dwldb13=weld(dprtb13,dprtb13,dprtb10,euler(0,0,0)*cf(.1,.8,0))
- dwldb14=weld(dprtb14,dprtb14,dprtb10,euler(3.14,-1.57,0)*cf(-.1,.5,0))
- dwldb15=weld(dprtb15,dprtb15,dprtb13,euler(3.14,-1.57,0)*cf(0,.8,0))
- dwldb16=weld(dprtb16,dprtb16,dprtb10,euler(0,1.57,0)*cf(-.1,-.3,0))
- dwldb17=weld(dprtb17,dprtb17,dprtb10,euler(0,-1.57,0)*cf(-.1,-1.25,0))
- dwldb18=weld(dprtb18,dprtb18,dprtb10,euler(0,-1.57,3.14)*cf(-.1,1.6,0))
- dwldb19=weld(dprtb19,dprtb19,dprtb16,euler(0,0,0)*cf(0,-.1,.4))
- dwldb20=weld(dprtb20,dprtb20,dprtb19,euler(0,0,0)*cf(0,-.8,0))
- dwldb21=weld(dprtb21,dprtb21,dprtb19,euler(0,0,3.14)*cf(0,.65,0))
- dwldb22=weld(dprtb22,dprtb22,dprtb9,euler(0,-1.57,1.57)*cf(-.4,-.2,0))
- local hitbox=part(3,modelzorz,0,1,BrickColor.new("Black"),"Hitbox2",vt(0.2,0.2,0.2))
- hitbox.Anchored=false
- local hbwld=weld(hitbox,hitbox,RootPart,euler(0,0,0)*cf(0,0,0))
- local hitbox2=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1))
- hitbox2.Anchored=true
- local hitboxCF=cf(0,0,0)
- hboxpos=Instance.new("BodyPosition",nil)
- hboxpos.P=2000
- hboxpos.D=100
- hboxpos.maxForce=Vector3.new(545000,545000,545000)
- local DemTable={}
- table.insert(DemTable,{prt29,.05})
- table.insert(DemTable,{prt30,.05})
- table.insert(DemTable,{prt30b,.05})
- table.insert(DemTable,{prt31,.5})
- table.insert(DemTable,{prt32,.5})
- table.insert(DemTable,{prt32b,.5})
- table.insert(DemTable,{dprt4,.5})
- table.insert(DemTable,{dprt5,.5})
- table.insert(DemTable,{dprt16,.5})
- table.insert(DemTable,{dprt17,.5})
- table.insert(DemTable,{dprt18,.5})
- table.insert(DemTable,{dprt19,.5})
- table.insert(DemTable,{dprt20,.5})
- table.insert(DemTable,{dprt21,.5})
- table.insert(DemTable,{dprt22,.5})
- table.insert(DemTable,{dprtb4,.5})
- table.insert(DemTable,{dprtb5,.5})
- table.insert(DemTable,{dprtb16,.5})
- table.insert(DemTable,{dprtb17,.5})
- table.insert(DemTable,{dprtb18,.5})
- table.insert(DemTable,{dprtb19,.5})
- table.insert(DemTable,{dprtb20,.5})
- table.insert(DemTable,{dprtb21,.5})
- table.insert(DemTable,{dprtb22,.5})
- local DynamPrt={}
- table.insert(DynamPrt,dprt1)
- table.insert(DynamPrt,dprt6)
- table.insert(DynamPrt,dprt10)
- table.insert(DynamPrt,dprtb1)
- table.insert(DynamPrt,dprtb6)
- table.insert(DynamPrt,dprtb10)
- function hitboxweld()
- hbwld.Parent=modelzorz
- hbwld.Part0=hitbox
- hbwld.Part1=prt6
- end
- if (script.Parent.className~="HopperBin") then
- Tool=Instance.new("HopperBin")
- Tool.Parent=Backpack
- Tool.Name="Dynamo & Permanence"
- script.Parent=Tool
- end
- Bin=script.Parent
- if Bin.Name=="Dynamence" then
- Bin.Name="Dynamo & Permanence"
- end
- local bodvel=Instance.new("BodyVelocity")
- local bg=Instance.new("BodyGyro")
- so = function(id,par,vol,pit)
- local sou = Instance.new("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId="http://www.roblox.com/asset/?id="..id
- coroutine.resume(coroutine.create(function(Sound)
- swait()
- Sound:play()
- end),sou)
- game:GetService("Debris"):AddItem(sou,6)
- end
- so2 = function(id,par,vol,pit)
- local sou = Instance.new("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId=id
- --swait()
- sou:play()
- game:GetService("Debris"):AddItem(sou,6)
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- function hideanim()
- equipped=false
- for i=0,1,0.2 do
- swait()
- if Mode=="Classic" then
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.4)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),.4)
- elseif Mode=="Dynamic Blade" then
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(.2,-2.5,-.4),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(.2,-1.4,-.35),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(.2,-.5,-.45),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(.2,-2.5,.4),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(.2,-1.4,.35),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(.2,-.5,.45),.4)
- elseif Mode=="Energy Reactor" then
- hwld.Part1=Torso
- hwld.C0=clerp(hwld.C0,euler(0,1.57,1)*cf(0,0,0),.4)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),.4)
- end
- wld1.C0=clerp(wld1.C0,euler(1.7,0,0)*cf(0,1,0),.5)
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,-.6),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.5)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,.2),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(0,0.2,-1)*euler(.2,0,.6)*euler(0,-3,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,RHC0,.4)
- RH.C1=clerp(RH.C1,RHC1,.4)
- LH.C0=clerp(LH.C0,LHC0,.4)
- LH.C1=clerp(LH.C1,LHC1,.4)
- end
- --wld1=weld(prt1,prt1,Torso,euler(-1.2,0,-.5)*euler(0,0,3.14)*cf(-.8,1,1.5))
- wld1.Part1=Torso
- wld1.C0=euler(-1.2,0,-.5)*euler(0,0,3.14)*cf(-.8,1,1.5)
- mdec2.Parent=nil
- mdec.Parent=Decrease
- for i=0,1,0.1 do
- swait()
- if Mode=="Classic" then
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),.4)
- elseif Mode=="Dynamic Blade" then
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(.2,-2.5,-.4),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(.2,-1.4,-.35),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(.2,-.5,-.45),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(.2,-2.5,.4),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(.2,-1.4,.35),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(.2,-.5,.45),.4)
- elseif Mode=="Energy Reactor" then
- hwld.C0=clerp(hwld.C0,euler(0,1.57,1)*cf(0,0,0),.4)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),.4)
- end
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- end
- end
- mdec.Parent=Decrease
- function equipanim()
- equipped=true
- mdec.Parent=nil
- for i=0,1,0.2 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,-.6),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.5)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,.2),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(0,0.2,-1)*euler(.2,0,.6)*euler(0,-3,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- end
- --local wld1=weld(prt1,prt1,LeftArm,euler(1.57,0,0)*cf(0,1,0))
- wld1.Part1=LeftArm
- wld1.C0=euler(1.7,0,0)*cf(0,1,0)
- mdec2.Parent=Decrease
- end
- function StaggerAnim()
- attack=true
- for i=1,math.random(2,4) do
- ClangEffect(BrickColor.new("New Yeller"),cf(hitbox.Position)*euler(math.random(-50,50)/100,math.random(-50,50),math.random(-50,50)/100),0,.1,.2,math.random(150,300)/1000)
- end
- for i=0,1,0.35 do
- swait()
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*-40 end
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5)*euler(.1,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,-.4),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.7)*euler(0,-.7,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4)*euler(0,.4,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.5,0,.6),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.2,.2),.3)
- if Stun.Value>=StunT.Value then
- break
- end
- end
- for i=0,1,0.2 do
- swait()
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*-40 end
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5)*euler(.1,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(-.5,0,-.4),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.7)*euler(0,-.7,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4)*euler(0,.4,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.5,0,.6),.4)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.2,.5),.4)
- if Stun.Value>=StunT.Value then
- break
- end
- end
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.4)*euler(.5,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.8)*euler(-.2,0,-.4),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.3,0,.4)*euler(0,-.4,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.3,0,-.2)*euler(0,.4,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.5,0,1.2),.3)
- LH.C0=clerp(LH.C0,cf(-1,0,-1)*euler(0,-1.57,0)*euler(0,.2,.2),.3)
- if Stun.Value>=StunT.Value then
- break
- end
- end
- for i=1,50 do
- swait()
- if Stun.Value>=StunT.Value then
- break
- end
- end
- combo=0
- attack=false
- end
- function StaggerHitt() end
- function StunAnim()
- attack=true
- Stunned.Value=true
- showDamage(Character,"Stunned","Interrupt")
- local dec=Instance.new("NumberValue",Decrease)
- dec.Name="DecreaseMvmt"
- dec.Value=10
- for i=0,1,0.3 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,-.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(.2,0,-3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,1.3),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1,0,.4)*euler(0,-.1,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.3),.25)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,0),.25)
- end
- for i=0,1,0.3 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(.8,0,-3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1.2,0,.8)*euler(0,-.1,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.6),.25)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(.1,0,.7),.25)
- end
- for i=0,1,0.3 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-1),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1.57,0,-3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,-.8)*euler(0,-.1,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.2,0,.6),.25)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.1,0,.3),.25)
- end
- local gairost=Instance.new("BodyGyro")
- gairost.Parent=RootPart
- gairost.maxTorque=Vector3.new(2000,0,2000)
- gairost.P=2000
- gairost.cframe=cf(0,0,0)
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1.57),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2.5)*euler(1.57,0,-3.14),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1.5)*euler(.2,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5,0,-1.57)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(-.1,.2,0),.3)
- end
- for i=1,70 do
- swait()
- gairost.cframe=RootPart.CFrame
- end
- for i=0,1,0.2 do
- swait()
- Stun.Value=0
- gairost.cframe=RootPart.CFrame
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1,0,-4),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1)*euler(.2,-1,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,.2)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,-1)*euler(0,-1.57,0)*euler(-.1,.2,1),.3)
- end
- dynamove=true
- gairost.Parent=nil
- dec.Parent=nil
- Stun.Value=0
- combo=0
- Stunned.Value=false
- attack=false
- for i=1,10 do
- swait()
- Stun.Value=0
- end
- end
- function attackone()
- attack=true
- for i=0,1,0.15 do
- swait()
- if Mode=="Classic" then
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.5)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),.5)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),.5)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),.5)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),.5)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),.5)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),.5)
- end
- if Mode=="Dynamic Blade" then
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.6)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-6.5,-.15),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-5,-.4),.6)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*cf(0,-4,-.5),.6)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-6.5,.15),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-5,.4),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*cf(0,-4,.5),.6)
- end
- wld1.C0=clerp(wld1.C0,euler(1,0,0)*cf(0,1,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(2,0,1)*euler(0,-1,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- num=1
- dam1=6
- dam2=8
- knock=math.random(5,10)
- stun=math.random(5,7)
- typ="Normal"
- if Mode=="Dynamic Blade" then
- num=2
- dam1=7
- dam2=9
- knock=math.random(10,15)
- stun=math.random(6,8)
- typ="Normal"
- end
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,dam1,dam2,knock,typ,RootPart,.5,num,stun,nil,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,5.4,1)
- local size=5
- if Mode=="Dynamic Blade" then
- hitbox.Size=vt(1,8,2)
- size=7
- end
- hitboxCF=prt31.CFrame*cf(0,0,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- so("200633281",prt31,1,.9)
- for i=0,1,0.1 do
- swait()
- --[[local blcf = prt31.CFrame*cf(0,0,0)
- if scfr and (prt31.Position-scfr.p).magnitude > .1 then
- local h = 5
- if Mode=="Dynamic Blade" then
- h=8
- blcf = prt31.CFrame*cf(0,1,0)
- end
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end]]
- hitboxCF=prt31.CFrame*cf(0,0,0)
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,size,dam1,dam2,knock,typ,RootPart,.5,num,stun,nil,true)
- wld1.C0=clerp(wld1.C0,euler(2.5,0,0)*cf(0,1,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.8)*euler(.2,0,0),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.8),.5)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.6,0,.4),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.5,0,-1)*euler(0,-.6,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.5,0),.5)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.5,0),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- attack=false
- end
- function attacktwo()
- attack=true
- --[[Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0)*euler(0,0,.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-.5),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2,0,.4)*euler(0,0,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.6,0,-.2)*euler(0,-.5,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0)*euler(0,0,-.4),.2)
- LH.C0=clerp(LH.C0,cf(-.9,-.8,-.1)*euler(0,-1.57,0)*euler(0,.5,0)*euler(0,0,.1),.2)]]
- if Mode=="Classic" then
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0)*euler(0,0,-.8),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-.7),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,1.4)*euler(0,0,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.3,0,-.4)*euler(0,0,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.7,0)*euler(0,0,-.4),.2)
- LH.C0=clerp(LH.C0,cf(-.9,-.8,-.1)*euler(0,-1.57,0)*euler(0,.7,0)*euler(0,0,.1),.2)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(.24,3.14,0)*cf(-.6,0,.3),.3)
- dwld6.C0=clerp(dwld6.C0,euler(3.14,1.57,0)*euler(-.24,0,0)*cf(-.6,1.4,.3),.3)
- dwld10.C0=clerp(dwld10.C0,euler(0,-1.57,0)*euler(2.9,0,0)*cf(-.6,.6,-.1),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,0)*euler(.24,3.14,0)*cf(-.9,0,.3),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(3.14,1.57,0)*euler(-.24,0,0)*cf(-.9,1.4,.3),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*euler(2.9,0,0)*cf(-.9,.6,-.1),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,5,6,math.random(5,10),"Normal",RootPart,.5,1,math.random(10,12),nil,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.8,5.4,1.3)
- size=5
- hitboxCF=handle.CFrame*euler(.14,0,0)*cf(.75,-1,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- so("200633108",handle,1,1.1)
- so("200633148",handle,1,1.1)
- for i=0,1,0.1 do
- swait()
- --[[local blcf = handle.CFrame*euler(.14,0,0)*cf(.75,-1,0)
- if scfr and (prt31.Position-scfr.p).magnitude > .1 then
- local h = 6
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end]]
- hitboxCF=handle.CFrame*euler(.14,0,0)*cf(.75,-1,0)
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,size,5,6,math.random(5,10),"Normal",RootPart,.5,1,math.random(10,12),nil,true)
- wld1.C0=clerp(wld1.C0,euler(1,0,0)*cf(0,1,0),.4)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0)*euler(0,0,-.7),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*euler(0,0,.7),.4)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.4,0,-.6)*euler(0,1.6,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.6,0,-.6)*euler(0,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.7,0)*euler(0,0,0),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,-.7,0)*euler(0,0,.2),.4)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(.24,3.14,0)*cf(-.6,.4,.3),.6)
- dwld6.C0=clerp(dwld6.C0,euler(3.14,1.57,0)*euler(-.24,0,0)*cf(-.6,1.8,.3),.6)
- dwld10.C0=clerp(dwld10.C0,euler(0,-1.57,0)*euler(2.9,0,0)*cf(-.6,1,-.1),.6)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,0)*euler(.24,3.14,0)*cf(-.9,.4,.3),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(3.14,1.57,0)*euler(-.24,0,0)*cf(-.9,1.8,.3),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*euler(2.9,0,0)*cf(-.9,1,-.1),.6)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- else
- for i=0,1,0.15 do
- swait()
- if Mode=="Dynamic Blade" then
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.6)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(0,-5.5,-.2),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*euler(-.5-3.14,0,0)*cf(0,-3.4,-.7),.6)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*euler(.2,0,0)*cf(0,-5,-.8),.6)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(0,-5.5,.2),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*euler(.5+3.14,0,0)*cf(0,-3.4,.7),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*euler(-.2,0,0)*cf(0,-5,.8),.6)
- end
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.3),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.8),.4)
- RW.C0=clerp(RW.C0,cf(-.5,0.7,-.5)*euler(2.2,0,-1),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(2,0,-.4)*euler(0,1,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(.9,-1,.2)*euler(0,1.57,0)*euler(0,-.8,0),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.2)*euler(0,-1.57,0)*euler(0,-.8,0),.4)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --swait(100)
- num=1
- dam1=6
- dam2=8
- knock=math.random(5,10)
- stun=math.random(5,7)
- typ="Normal"
- if Mode=="Dynamic Blade" then
- num=2
- dam1=7
- dam2=9
- knock=math.random(15,20)
- stun=math.random(6,8)
- typ="Normal"
- end
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,dam1,dam2,knock,typ,RootPart,.5,num,stun,nil,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,5.4,1)
- size=5
- so("200633148",prt31,1,.9)
- if Mode=="Dynamic Blade" then
- hitbox.Size=vt(1,8,2)
- size=7
- end
- hitboxCF=prt31.CFrame*cf(0,0,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- for i=0,1,0.1 do
- swait()
- --[[local blcf = prt31.CFrame*cf(0,0,0)
- if scfr and (prt31.Position-scfr.p).magnitude > .1 then
- local h = 5
- if Mode=="Dynamic Blade" then
- h=6
- blcf = prt31.CFrame*cf(0,1,0)
- end
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end]]
- hitboxCF=prt31.CFrame*cf(0,0,0)
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,size,dam1,dam2,knock,typ,RootPart,.5,num,stun,nil,true)
- wld1.C0=clerp(wld1.C0,euler(2,0,0)*cf(0,1,0),.4)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.3)*euler(.2,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.8),.4)
- RW.C0=clerp(RW.C0,cf(0.5,0.3,-0.2)*euler(.2,0,-.3),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-0.8,0.5,-0.2)*euler(.3,0,.5)*euler(0,.5,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(.9,-1,-.3)*euler(0,1.57,0)*euler(0,.8,0),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,.3)*euler(0,-1.57,0)*euler(0,.8,0),.4)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- end
- attack=false
- end
- --[[dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(.1,0,0)*cf(0,-5.5,-.3),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-4,-.65),.6)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*cf(0,-3,-.5),.6)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(-.1,0,0)*cf(0,-5.5,.3),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-4,.65),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*cf(0,-3,.5),.6)]]
- function attackthree()
- attack=true
- if Mode=="Energy Reactor" then
- dynamomove=false
- for i=0,1,0.15 do
- swait()
- hwld.Part1=RootPart
- wld1.C0=clerp(wld1.C0,euler(1.4,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.2,0,-.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.3)
- RW.C0=clerp(RW.C0,cf(1.2,0.5,-.3)*euler(1.5,0,.5)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.6)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(0,-.3,0)*euler(0,0,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,-.3,0)*euler(0,0,.4),.3)
- hwld.C0=clerp(hwld.C0,euler(0,0,-2.5)*cf(0,0,2),.6)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,.5)*cf(2,-1,0)*euler(0,1.046*0,0)*euler(1.57,0,0),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14+1.57,.5)*cf(2,-1,0)*euler(0,1.046*1,0)*euler(1.57,0,0),.6)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,.5)*cf(2,-1,0)*euler(0,1.046*2,0)*euler(1.57,0,0),.6)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,.5)*cf(2,-1,0)*euler(0,1.046*3,0)*euler(1.57,0,0),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14+1.57,.5)*cf(2,-1,0)*euler(0,1.046*4,0)*euler(1.57,0,0),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,1.57,.5)*cf(2,-1,0)*euler(0,1.046*5,0)*euler(1.57,0,0),.6)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- eulmov=0
- damov=-2
- ai=4
- for i=0,1,0.1 do
- swait()
- CF=handle.CFrame*cf(0,0,damov)
- damov=damov-3
- if ai%4==0 then
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=CF
- game:GetService("Debris"):AddItem(ref,1)
- so("300916105",ref,1,2)
- MagicCircle(BrickColor.new(NewCol2),CF,5,5,5,2,2,2,.1)
- MagicCircle(BrickColor.new(NewCol2),CF,1,1,1,3,3,3,.05)
- MagicRing(BrickColor.new(NewCol2),CF,1,1,1,.8,.8,.2,.03)
- MagniDamage(ref,8,5,7,0,"Normal",RootPart,0,1,math.random(3,5),nil,true,true)
- end
- ai=ai+1
- eulmov=eulmov-.4
- wld1.C0=clerp(wld1.C0,euler(1.4,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.2,0,-.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.3)
- RW.C0=clerp(RW.C0,cf(1.2,0.5,-.3)*euler(1.5,0,.5)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.6)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(0,-.3,0)*euler(0,0,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,-.3,0)*euler(0,0,.4),.3)
- hwld.C0=clerp(hwld.C0,euler(0,0,-2.5-eulmov)*cf(0,0,0),.3)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,.5)*cf(3,-1,0)*euler(0,1.046*0,0)*euler(1.57,0,0),.2)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14+1.57,.2)*cf(3,-1.5,0)*euler(0,1.046*1,0)*euler(1.57,0,0),.2)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,.2)*cf(3,-1.5,0)*euler(0,1.046*2,0)*euler(1.57,0,0),.2)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,.2)*cf(3,-1.5,0)*euler(0,1.046*3,0)*euler(1.57,0,0),.2)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14+1.57,.2)*cf(3,-1.5,0)*euler(0,1.046*4,0)*euler(1.57,0,0),.2)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,1.57,.2)*cf(3,-1.5,0)*euler(0,1.046*5,0)*euler(1.57,0,0),.2)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- dynamomove=true
- else
- for i=0,1,0.15 do
- swait()
- if Mode=="Classic" then
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.5)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),.5)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),.5)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),.5)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),.5)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),.5)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),.5)
- end
- if Mode=="Dynamic Blade" then
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.6)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-6.5,-.15),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-5,-.4),.6)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*cf(0,-4,-.5),.6)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-6.5,.15),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-5,.4),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*cf(0,-4,.5),.6)
- end
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3)
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.4,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(1.57,0,1)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,-.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,.1),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- num=1
- dam1=4
- dam2=6
- knock=math.random(5,10)
- stun=math.random(5,7)
- typ="Normal"
- if Mode=="Dynamic Blade" then
- num=2
- dam1=5
- dam2=7
- knock=math.random(10,15)
- stun=math.random(6,8)
- typ="Normal"
- end
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,dam1,dam2,knock,typ,RootPart,.2,num,stun,nil,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,5.4,1)
- size=5
- so("200633108",prt31,1,1.1)
- if Mode=="Dynamic Blade" then
- hitbox.Size=vt(1,8,2)
- size=7
- end
- hitboxCF=prt31.CFrame*cf(0,0,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- for i=0,1,0.15 do
- swait()
- --[[local blcf = prt31.CFrame*cf(0,0,0)
- if scfr and (prt31.Position-scfr.p).magnitude > .1 then
- local h = 5
- if Mode=="Dynamic Blade" then
- h=8
- blcf = prt31.CFrame*cf(0,1,0)
- end
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end]]
- hitboxCF=prt31.CFrame*cf(0,0,0)
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,size,dam1,dam2,knock,typ,RootPart,.2,num,stun,nil,true)
- wld1.C0=clerp(wld1.C0,euler(2.5,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- RootJoint.C0=RootCF*euler(0,0,-.5+6.28*i)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,1),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,-1.57)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- for i=0,1,0.2 do
- swait()
- --[[local blcf = prt31.CFrame*cf(0,0,0)
- if scfr and (prt31.Position-scfr.p).magnitude > .1 then
- local h = 5
- if Mode=="Dynamic Blade" then
- h=8
- blcf = prt31.CFrame*cf(0,1,0)
- end
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end]]
- hitboxCF=prt31.CFrame*cf(0,0,0)
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,size,dam1,dam2,knock,typ,RootPart,.2,num,stun,nil,true)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.4),.3)
- wld1.C0=clerp(wld1.C0,euler(2.5,0,0)*cf(0,1,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,1),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.3,0,-1.57)*euler(0,-1.2,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- end
- attack=false
- end
- function attackfour()
- attack=true
- if Mode=="Energy Reactor" then
- dynamomove=false
- for i=0,1,0.1 do
- swait()
- hwld.Part1=RootPart
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5)*euler(-.6,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.3)
- RW.C0=clerp(RW.C0,cf(1.2,0.5,-.3)*euler(1.5,0,.5)*euler(0,1.57,0)*euler(0,0,1),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.6)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(0,-.3,0)*euler(0,0,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,-.3,0)*euler(0,0,.4),.3)
- hwld.C0=clerp(hwld.C0,euler(0,0,1)*euler(1.2,0,0)*cf(0,-8,0),.3)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,-1)*cf(1,-.5,0)*euler(0,1.046*0,0)*euler(1.57,0,0),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14+1.57,-1)*cf(1,-.5,0)*euler(0,1.046*1,0)*euler(1.57,0,0),.3)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,-1)*cf(1,-.5,0)*euler(0,1.046*2,0)*euler(1.57,0,0),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,-1)*cf(1,-.5,0)*euler(0,1.046*3,0)*euler(1.57,0,0),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14+1.57,-1)*cf(1,-.5,0)*euler(0,1.046*4,0)*euler(1.57,0,0),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,1.57,-1)*cf(1,-.5,0)*euler(0,1.046*5,0)*euler(1.57,0,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- eul=0
- dov=0
- doi=0
- for i=0,1,0.05 do
- swait()
- eul=eul+.4
- dov=dov+.05
- doi=doi+1
- hwld.Part1=RootPart
- if doi%2==0 then
- lhit,lpos=rayCast(handle.Position,handle.CFrame.lookVector,100,Character)
- local mag=(handle.Position-lpos).magnitude
- MagicHead2(BrickColor.new(NewCol2),CFrame.new((handle.Position+lpos)/2,lpos)*angles(1.57,0,0),12,mag*5,12,.4,1,.4,.2)
- if lhit~=nil then
- so("301031757",handle,.6,1.5)
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=cf(lpos)
- game:GetService("Debris"):AddItem(ref,1)
- MagniDamage(ref,8,4,6,0,"Normal",RootPart,.4,1,math.random(3,5),nil,true,true)
- MagicRing(BrickColor.new(NewCol2),cf(lpos)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),5,5,1,.8,.8,.2,.1)
- MagicCircle(BrickColor.new(NewCol2),cf(lpos),20,20,20,3,3,3,.1)
- end
- end
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.5)*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.3)
- RW.C0=clerp(RW.C0,cf(1.2,0.5,-.3)*euler(1.5,0,.5)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.6)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(0,-.3,0)*euler(0,0,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,-.3,0)*euler(0,0,.4),.3)
- hwld.C0=clerp(hwld.C0,euler(1.2-dov,0,0)*cf(0,-8,eul)*euler(0,0,0),.3)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,-1)*cf(1,-.5,0)*euler(0,(1.046*0)+eul,0)*euler(1.57,0,0),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14+1.57,-1)*cf(1,-.5,0)*euler(0,(1.046*1)+eul,0)*euler(1.57,0,0),.3)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,-1)*cf(1,-.5,0)*euler(0,(1.046*2)+eul,0)*euler(1.57,0,0),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,-1)*cf(1,-.5,0)*euler(0,(1.046*3)+eul,0)*euler(1.57,0,0),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14+1.57,-1)*cf(1,-.5,0)*euler(0,(1.046*4)+eul,0)*euler(1.57,0,0),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,1.57,-1)*cf(1,-.5,0)*euler(0,(1.046*5)+eul,0)*euler(1.57,0,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- dynamomove=true
- else
- if Mode=="Classic" then
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0)*euler(0,0,-.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-.3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,0,.4)*euler(0,0,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.2,0,-.2)*euler(0,0,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.3,0)*euler(0,0,-.4),.2)
- LH.C0=clerp(LH.C0,cf(-.9,-.8,-.1)*euler(0,-1.57,0)*euler(0,.3,0)*euler(0,0,.1),.2)
- dwld1.C0=clerp(dwld1.C0,euler(3.14,1.57,0)*euler(-.23,0,0)*cf(-.6,2.1,-.5),.4)
- --dwld6.C0=clerp(dwld6.C0,euler(3.14,-1.57,0)*euler(-.23,0,0)*cf(-.6,0,-1),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(-1,0,0)*cf(-.6,.8,-1.1),.4)
- --dwld6.C0=clerp(dwld6.C0,euler(3.14,-1.57,0)*euler(-.53,0,0)*cf(-.6,1.2,-1.2),.6)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.6,-.2),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(3.14,-1.57,0)*euler(.23,0,0)*cf(-.6,2.1,.5),.4)
- --dwldb6.C0=clerp(dwldb6.C0,euler(3.14,1.57,0)*euler(.23,0,0)*cf(-.6,0,1),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(1,0,0)*cf(-.6,.8,1.1),.4)
- --dwldb6.C0=clerp(dwldb6.C0,euler(3.14,1.57,0)*euler(.53,0,0)*cf(-.6,1.2,1.2),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.6,.2),.4)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,7,8,math.random(10,20),"Normal",RootPart,.5,1,math.random(10,12),nil,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.8,4.5,2.5)
- hitboxCF=handle.CFrame*cf(.75,-1.9,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- so("200633196",handle,1,.8)
- for i=0,1,0.1 do
- swait()
- --[[local blcf = handle.CFrame*cf(.75,-1.5,0)
- if scfr and (prt31.Position-scfr.p).magnitude > .1 then
- local h = 5
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end]]
- hitboxCF=handle.CFrame*cf(.75,-1.9,0)
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,4,7,8,math.random(10,20),"Normal",RootPart,.5,1,math.random(10,12),nil,true)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.2,0,-.5),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.4)
- RW.C0=clerp(RW.C0,cf(1.2,0.5,-.3)*euler(1.5,0,-.2)*euler(0,1,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.6)*euler(0,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(0,-.3,0)*euler(0,0,-.1),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,-.3,0)*euler(0,0,.4),.4)
- dwld1.C0=clerp(dwld1.C0,euler(3.14,1.57,0)*euler(-.23,0,0)*cf(-.6,2.5,-.5),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(-1,0,0)*cf(-.6,1.2,-1.1),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,1,-.2),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(3.14,-1.57,0)*euler(.23,0,0)*cf(-.6,2.5,.5),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(1,0,0)*cf(-.6,1.2,1.1),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,1,.2),.4)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- else
- for i=0,1,0.15 do
- swait()
- if Mode=="Dynamic Blade" then
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.6)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-4.5,-.45),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-2.2,-.55),.3)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*cf(0,-7.2,-.2),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-4.5,.45),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-2.2,.55),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*cf(0,-7.2,.2),.3)
- end
- wld1.C0=clerp(wld1.C0,euler(1.57,0,.8)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(-.4,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1,1,-.5)*euler(2.8,0,-.8)*euler(0,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1,1,-.5)*euler(2.8,0,.8),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- num=1
- dam1=6
- dam2=8
- knock=math.random(5,10)
- stun=math.random(5,7)
- typ="Normal"
- if Mode=="Dynamic Blade" then
- num=2
- dam1=7
- dam2=9
- knock=math.random(15,20)
- stun=math.random(6,8)
- typ="Normal"
- end
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,dam1,dam2,knock,typ,RootPart,.5,num,stun,nil,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(.5,5.4,1)
- size=5
- if Mode=="Dynamic Blade" then
- hitbox.Size=vt(1,10,3)
- size=8
- end
- hitboxCF=prt31.CFrame*cf(0,0,0)
- hitbox.CFrame=hitboxCF
- blcf=nil
- scfr=nil
- so("200633196",prt31,1,1)
- for i=0,1,0.1 do
- swait()
- --[[local blcf = prt31.CFrame*cf(0,0,0)
- if scfr and (prt31.Position-scfr.p).magnitude > .1 then
- local h = 5
- if Mode=="Dynamic Blade" then
- h=9
- blcf = prt31.CFrame*cf(0,2,0)
- end
- local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p)
- if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end
- scfr = blcf
- elseif not scfr then
- scfr = blcf
- end]]
- if Mode=="Dynamic Blade" then
- hitboxCF=prt31.CFrame*cf(0,1,0)
- hitbox.CFrame=hitboxCF
- else
- hitboxCF=prt31.CFrame*cf(0,1,0)
- hitbox.CFrame=hitboxCF
- end
- MagniDamage(hitbox,size,dam1,dam2,knock,typ,RootPart,.5,num,stun,nil,true)
- if Mode=="Dynamic Blade" then
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.6)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-4.5,-.45),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-2.2,-.55),.3)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*cf(0,-7.2,-.2),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-4.5,.45),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-2.2,.55),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*cf(0,-7.2,.2),.3)
- end
- wld1.C0=clerp(wld1.C0,euler(2,0,.8)*cf(0,1,0),.6)
- Neck.C0=clerp(Neck.C0,necko*euler(.4,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4)
- RW.C0=clerp(RW.C0,cf(1,0.1,-.5)*euler(.2,0,-.8)*euler(0,0,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1,0.1,-.5)*euler(.2,0,.8),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.4)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.4)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- end
- end
- attack=false
- if Mode=="Classic" then
- for i=0,1,0.1 do
- swait()
- dwld1.C0=clerp(dwld1.C0,euler(3.14,1.57,0)*euler(-.23,0,0)*cf(-.6,1.6,-.5),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(-1,0,0)*cf(-.6,.3,-1.1),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.1,-.2),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(3.14,-1.57,0)*euler(.23,0,0)*cf(-.6,1.6,.5),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(1,0,0)*cf(-.6,.3,1.1),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.1,.2),.4)
- if Mode~="Classic" then
- break
- end
- end
- end
- end
- function ModeChange()
- attack=true
- Mode="Changing"
- passive1.Value=0
- passive2.Value=0
- passive3.Value=0
- hwld.Part1=RootPart
- if Mode=="Classic" then
- hwld.C0=euler(0,0,0)*cf(-2,0,0)
- elseif Mode=="Dynamic Blade" then
- hwld.C0=euler(1.57,0,0)*cf(2,0,0)
- --swait(100)
- end
- randangle=math.random(-50,50)
- for i=0,1,0.1 do
- swait()
- hwld.C0=clerp(hwld.C0,euler(0,randangle,0)*cf(0,0,0),.3)
- dwld1.C0=clerp(dwld1.C0,euler(0,0,-.5)*cf(4,1.5,0)*euler(0,1.046*0,0),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14,-.5)*cf(4,1.5,0)*euler(0,1.046*1,0),.3)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,0,-.5)*cf(4,1.5,0)*euler(0,1.046*2,0),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,0,-.5)*cf(4,1.5,0)*euler(0,1.046*3,0),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14,-.5)*cf(4,1.5,0)*euler(0,1.046*4,0),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,0,-.5)*cf(4,1.5,0)*euler(0,1.046*5,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,1.57)*euler(0,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-1.57)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- round=0
- choosemode=true
- while choosemode==true do
- swait()
- hwld.C0=euler(0,randangle,0)*euler(0,round,0)
- dwld1.C0=clerp(dwld1.C0,euler(0,0,-.5)*cf(4,1.5,0)*euler(0,1.046*0,0),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14,-.5)*cf(4,1.5,0)*euler(0,1.046*1,0),.3)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,0,-.5)*cf(4,1.5,0)*euler(0,1.046*2,0),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,0,-.5)*cf(4,1.5,0)*euler(0,1.046*3,0),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14,-.5)*cf(4,1.5,0)*euler(0,1.046*4,0),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,0,-.5)*cf(4,1.5,0)*euler(0,1.046*5,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,1.57)*euler(0,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-1.57)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.3)
- round=round+.01
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- choosemode=false
- dynamove=false
- Mode="Classic"
- break
- end
- end
- attack=false
- end
- --idle
- --[[
- if Mode=="Dynamic Blade" then
- wld1.C0=clerp(wld1.C0,euler(1.6,0,0)*cf(0,1.1,.2),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0)*euler(0,0,-.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.3)
- RW.C0=clerp(RW.C0,cf(.6,0.5,-.6)*euler(1.2,0,-.6)*euler(0,-1,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.8,0.5,-.5)*euler(1,0,.4)*euler(0,-.8,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1.1,-.8,.1)*euler(0,1.57,0)*euler(0,-.5,0)*euler(0,0,.1),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-1,0)*euler(0,-1.57,0)*euler(0,0,0)*euler(0,0,.2),.3)
- else
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0)*euler(0,0,.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-.5),.3)
- if Mode=="Classic" then
- RW.C0=clerp(RW.C0,cf(1.1,0.45,.3)*euler(1,0,.6)*euler(0,.5,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- else
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2,0,.4)*euler(0,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- end
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.6,0,-.2)*euler(0,-.5,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0)*euler(0,0,-.4),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-.8,-.1)*euler(0,-1.57,0)*euler(0,.5,0)*euler(0,0,.1),.3)
- "classic"
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.3)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),.3)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),.3)
- "dynamic blade"
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.3)
- dwld1.C0=clerp(dwld1.C0,euler(3.14,1.57,0)*euler(-.23,0,0)*cf(-.6,2.1,-.5),.2)
- dwld6.C0=clerp(dwld6.C0,euler(3.14,-1.57,0)*euler(-.53,0,0)*cf(-.6,1.2,-1.2),.2)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.6,-.2),.2)
- dwldb1.C0=clerp(dwldb1.C0,euler(3.14,-1.57,0)*euler(.23,0,0)*cf(-.6,2.1,.5),.2)
- dwldb6.C0=clerp(dwldb6.C0,euler(3.14,1.57,0)*euler(.53,0,0)*cf(-.6,1.2,1.2),.2)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.6,.2),.2)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(.1,0,0)*cf(0,-5.5,-.3),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-4,-.65),.3)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*cf(0,-3,-.5),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(-.1,0,0)*cf(0,-5.5,.3),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-4,.65),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*cf(0,-3,.5),.3)
- ]]
- function Defend()
- attack=true
- defending=true
- passive4.Parent=Decrease
- passive5.Parent=Decrease
- local eulmove=0
- while defending==true do
- swait()
- if Mode=="Classic" then
- hwld.C0=clerp(hwld.C0,euler(1.57,0,0)*cf(0,0,0),.3)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,1,-.15),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(2.2,0,0)*cf(-.6,0,1.2),.3)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*euler(0,3.14,0)*cf(-.6,-.8,-.6),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,1,.15),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(-2.2,0,0)*cf(-.6,0,-1.2),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*euler(0,3.14,0)*cf(-.6,-.8,.6),.3)
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(.3,0,0)*euler(0,0,-.2),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.8),.3)
- RW.C0=clerp(RW.C0,cf(1,0.45,-.5)*euler(1.57,0,-.8)*euler(0,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.6)*euler(0,-.2,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1.2,-1,.2)*euler(0,1.57,0)*euler(0,-.8,0)*euler(0,0,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.4)*euler(0,-1.57,0)*euler(0,-.5,0)*euler(0,0,.6),.3)
- elseif Mode=="Dynamic Blade" then
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.3)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(0,-4.5,-.45),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*euler(-.2-3.14,0,0)*cf(0,-3.2,-.6),.3)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*euler(.3,0,0)*cf(0,-4.8,-.85),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(0,-4.5,.45),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*euler(.2+3.14,0,0)*cf(0,-3.2,.6),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*euler(-.3,0,0)*cf(0,-4.8,.85),.3)
- wld1.C0=clerp(wld1.C0,euler(1.57,0,-1.57)*euler(-.8,0,0)*euler(0,0,-.4)*cf(0,1.2,-.2),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(.3,0,0)*euler(0,0,-.2),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.8),.3)
- RW.C0=clerp(RW.C0,cf(.5,0.6,-.5)*euler(0,0,-2.2)*euler(.2,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1,0.6,-.5)*euler(2.5,0,.2)*euler(0,0,-.5)*euler(0,-2.2,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1.2,-1,.2)*euler(0,1.57,0)*euler(0,-.8,0)*euler(0,0,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.4)*euler(0,-1.57,0)*euler(0,-.5,0)*euler(0,0,.6),.3)
- elseif Mode=="Energy Reactor" then
- eulmove=eulmove+.2
- dynamomove=false
- hwld.Part1=RootPart
- wld1.C0=clerp(wld1.C0,euler(1.8,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.4,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(.5,0.5,-.5)*euler(1.4,0,0)*euler(0,0,-1.3),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(2,0,0)*euler(0,0,1.3)*euler(0,-1.5,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.9,-.2)*euler(0,1.57,0)*euler(0,0,0)*euler(0,0,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,0,0)*euler(0,0,.4),.3)
- hwld.C0=clerp(hwld.C0,euler(0,0,-2.5-eulmove)*cf(0,-.5,1),.3)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,1.4)*cf(2,-1,0)*euler(0,1.046*0,0)*euler(1.57,0,0),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14+1.57,1.4)*cf(2,-1,0)*euler(0,1.046*1,0)*euler(1.57,0,0),.3)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,1.4)*cf(2,-1,0)*euler(0,1.046*2,0)*euler(1.57,0,0),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,1.4)*cf(2,-1,0)*euler(0,1.046*3,0)*euler(1.57,0,0),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14+1.57,1.4)*cf(2,-1,0)*euler(0,1.046*4,0)*euler(1.57,0,0),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,1.57,1.4)*cf(2,-1,0)*euler(0,1.046*5,0)*euler(1.57,0,0),.3)
- end
- end
- defending=false
- dynamomove=true
- passive4.Parent=nil
- passive5.Parent=nil
- attack=false
- end
- function do1()
- if attack==true then return end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then return end
- if cooldowns[1]>=cooldownmax and mana.Value>=15 then
- --if true then
- attack=true
- Mode="Classic"
- manainc=13
- choosemode=false
- passive1.Value=.1
- passive2.Value=-.05
- passive3.Value=-.1
- cooldowns[1]=0
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=RightArm.CFrame*cf(.6,1,0)
- game:GetService("Debris"):AddItem(ref,10)
- dul=0
- dulinc=0
- so("203691326",handle,.6,1.8)
- for i=0,1,0.1 do
- swait()
- dul=dul+dulinc
- dulinc=dulinc+.08
- ref.CFrame=RightArm.CFrame*cf(.6,-1-(dulinc*2),0)
- hwld.Part1=RightArm
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.5)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(0,1.57,-3.14)*cf(-1.5,.5,0)*euler(0,dul,0)*cf(-.6,0,0),.5)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*euler(0,0,3.14)*cf(0,.5,1.5)*euler(0,dul,0)*cf(-.6,0,0),.5)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,0,-.2),.5)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(0,1.57,-3.14)*cf(1.5,.5,0)*euler(0,dul,0)*cf(-.6,0,0),.5)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*euler(0,0,3.14)*cf(0,.5,-1.5)*euler(0,dul,0)*cf(-.6,0,0),.5)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,0,.2),.5)
- wld1.C0=clerp(wld1.C0,euler(1.4,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(.3,0,-.4),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.2),.2)
- RW.C0=clerp(RW.C0,cf(1.3,0.45,.2)*euler(1.4,0,.8)*euler(0,1,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.2)*euler(0,.5,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.9,-.2)*euler(0,1.57,0)*euler(0,-.2,0)*euler(0,0,.1),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,.1)*euler(0,-1.57,0)*euler(0,0,0)*euler(0,0,.3),.2)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- mana.Value=mana.Value-15
- RecentEnemy.Value=nil
- da=0
- so("200633281",handle,.6,1.2)
- so("200633108",handle,.6,1)
- for i=0,1,0.1 do
- swait()
- dul=dul+.5
- if i<=.5 then
- da=da+.9
- end
- ref.CFrame=RightArm.CFrame*cf(.6,-1-da,0)
- MagniDamage(ref,5,6,8,math.random(40,60),"Knockdown2",RootPart,.6,1,math.random(6,8),nil,true,false,"Damage",.4,300)
- hwld.Part1=RightArm
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.5)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(0,1.57,-3.14+.3)*cf(-1,6,0)*euler(0,dul,0)*cf(-.6,0,0),.3)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*euler(-.3,0,3.14)*cf(0,6,1)*euler(0,dul,0)*cf(-.6,0,0),.3)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,0,-.35),.3)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(0,1.57,-3.14-.3)*cf(1,6,0)*euler(0,dul,0)*cf(-.6,0,0),.3)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*euler(.3,0,3.14)*cf(0,6,-1)*euler(0,dul,0)*cf(-.6,0,0),.3)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,0,.35),.3)
- wld1.C0=clerp(wld1.C0,euler(1.4,0,0)*cf(0,1,0),.5)
- Neck.C0=clerp(Neck.C0,necko*euler(.3,0,-.6),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.6),.5)
- RW.C0=clerp(RW.C0,cf(1,0.45,-.6)*euler(1.4,0,.4)*euler(0,1,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.6,0,-.4)*euler(0,.5,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.4,0)*euler(0,0,-.1),.5)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.6,0)*euler(0,0,.3),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- if overload>=50 and RecentEnemy.Value~=nil then
- for i=0,1,0.1 do
- swait()
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.4)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),.4)
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.4,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(.5,0.5,-.5)*euler(1.4,0,0)*euler(0,0,-1.3)*euler(0,1.5,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(1.2,0,0)*euler(0,0,1)*euler(0,-1.5,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.9,-.2)*euler(0,1.57,0)*euler(0,0,0)*euler(0,0,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,0,0)*euler(0,0,.4),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- else
- overload=overload-50
- MagicWave(BrickColor.new(NewCol2),cf(RootPart.Position)*cf(0,-2,0),1,5,1,1,-.2,1,.07)
- dec=Stats:findFirstChild("Decrease")
- if dec~=nil then
- for _,c in pairs(dec:children()) do
- if c.className=="NumberValue" then
- if c.Value>0 and c:findFirstChild("Duration")~=nil then
- c.Parent=nil
- end
- end
- end
- end
- DecreaseStat(Character,"Damage",-.4,350)
- DecreaseStat(Character,"Defense",-.4,350)
- end
- for i=0,1,0.1 do
- swait()
- hwld.C0=clerp(hwld.C0,euler(-.5,0,0)*cf(0,1,0),.4)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),.4)
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.5,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.57,0,1.57)*euler(0,1.5,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,-1.57)*euler(0,-1.5,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0)*euler(0,0,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- end
- attack=false
- end
- end
- function do2()
- if attack==true then return end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then return end
- if cooldowns[2]>=cooldownmax and mana.Value>=20 then
- --if true then
- attack=true
- Mode="Dynamic Blade"
- manainc=18
- choosemode=false
- passive1.Value=-.1
- passive2.Value=.1
- passive3.Value=.1
- --[[
- dwld1.C0=clerp(dwld1.C0,euler(3.14,1.57,0)*euler(-.23,0,0)*cf(-.6,2.1,-.5),.4)
- --dwld6.C0=clerp(dwld6.C0,euler(3.14,-1.57,0)*euler(-.23,0,0)*cf(-.6,0,-1),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(-1,0,0)*cf(-.6,.8,-1.1),.4)
- --dwld6.C0=clerp(dwld6.C0,euler(3.14,-1.57,0)*euler(-.53,0,0)*cf(-.6,1.2,-1.2),.6)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.6,-.2),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(3.14,-1.57,0)*euler(.23,0,0)*cf(-.6,2.1,.5),.4)
- --dwldb6.C0=clerp(dwldb6.C0,euler(3.14,1.57,0)*euler(.23,0,0)*cf(-.6,0,1),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(1,0,0)*cf(-.6,.8,1.1),.4)
- --dwldb6.C0=clerp(dwldb6.C0,euler(3.14,1.57,0)*euler(.53,0,0)*cf(-.6,1.2,1.2),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.6,.2),.4)
- ]]
- cooldowns[2]=0
- for i=0,1,0.2 do
- swait()
- hwld.Part1=prt1
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),.5)
- dwld1.C0=clerp(dwld1.C0,euler(3.14,1.57,0)*euler(-.28,0,0)*euler(0,0,3.14)*cf(0,-6,-.6),.7)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(.4,0,0)*euler(0,0,0)*cf(0,-5,-1.2),.7)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*euler(0,0,3.14)*cf(0,-4,-.5),.7)
- dwldb1.C0=clerp(dwldb1.C0,euler(3.14,-1.57,0)*euler(.28,0,0)*euler(0,0,3.14)*cf(0,-6,.6),.7)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(-.4,0,0)*euler(0,0,0)*cf(0,-5,1.2),.7)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*euler(0,0,3.14)*cf(0,-4,.5),.7)
- wld1.C0=clerp(wld1.C0,euler(.6,0,0)*cf(0,1.1,.2),.7)
- Neck.C0=clerp(Neck.C0,necko*euler(.4,0,-.8),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.8),.5)
- RW.C0=clerp(RW.C0,cf(-.1,0.5,-.5)*euler(1.5,0,-1)*euler(0,-1.5,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(1.57,0,-1.7)*euler(0,-1.57,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(.9,-1,.2)*euler(0,1.57,0)*euler(0,-.8,0),.5)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.2)*euler(0,-1.57,0)*euler(0,-.8,0),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- MagicWave(BrickColor.new(NewCol2),handle.CFrame*euler(3.14,0,0)*cf(0,-6,0),.5,.5,.5,.5,.5,.5,.05)
- mana.Value=mana.Value-20
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(1,8,2)
- RecentEnemy.Value=nil
- da=0
- so("200633148",handle,1,.8)
- so("199145327",handle,.6,1)
- for i=0,1,0.1 do
- swait()
- da=da+1
- if da%3==0 then
- MagicWave(BrickColor.new(NewCol2),handle.CFrame*euler(3.14,math.random(-50,50),0)*cf(0,-6,0),1,1,1,.5,.5,.5,.2)
- end
- hitboxCF=prt31.CFrame*cf(0,0,0)
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,6,5,7,math.random(20,30),"Normal",RootPart,.2,2,math.random(4,7),nil,true)
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*80 end
- wld1.C0=clerp(wld1.C0,euler(2.5,0,0)*euler(0,0,.2)*cf(0,1,-.2),.5)
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0)*euler(0,0,-.4),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.4),.5)
- RW.C0=clerp(RW.C0,cf(0,0.4,-.5)*euler(1.45,0,-.6)*euler(0,-1.5,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1,0.5,-.2)*euler(1.4,0,.1)*euler(0,-1.4,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(.9,-1,.2)*euler(0,1.57,0)*euler(0,-.8,0),.5)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.2)*euler(0,-1.57,0)*euler(0,-.8,0),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true or RecentEnemy.Value~=nil then
- break
- end
- end
- if RecentEnemy.Value~=nil and hitfloor~=nil then
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*120 end
- end
- if overload>=50 and RecentEnemy.Value~=nil then
- for i=0,1,0.15 do
- swait()
- hwld.C0=clerp(hwld.C0,euler(1.57,0,0)*cf(0,0,0),.6)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(2.34,0,0)*cf(0,1.8,-4),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(2.94,3.14,0)*cf(0,1.2,-5.4),.6)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*euler(4.64,0,0)*cf(0,.5,-4),.6)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(.8,0,0)*cf(0,-1.8,-4),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(.2,3.14,0)*cf(0,-1.2,-5.4),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*euler(-1.5,0,0)*cf(0,-.5,-4),.6)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3)
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,0,-.4),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.5,0.5,-.5)*euler(1.57,0,1)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,-.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,.1),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- else
- overload=overload-50
- end
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- game:GetService("Debris"):AddItem(ref,1)
- for i=0,1,0.15 do
- swait()
- for i=1,2 do
- so("300916014",prt31,.5,1)
- end
- for i=1,3 do
- MagicBlock(BrickColor.new(NewCol2),prt31.CFrame*cf(math.random(-500,500)/100,6+math.random(-500,500)/100,math.random(-500,500)/100),1,1,1,1,1,1,.08,1,workspace)
- end
- for i=2,6,2 do
- MagicCircle(BrickColor.new(NewCol2),prt31.CFrame*cf(0,6,0),3,3,3,i,i,i,.1)
- end
- ref.CFrame=prt31.CFrame*cf(0,6,0)
- MagniDamage(ref,6,6,8,math.random(-60,-40),"Knockdown2",RootPart,.5,2,math.random(5,8),nil,true,true)
- wld1.C0=clerp(wld1.C0,euler(2.5,0,0)*cf(0,1,0),.3)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- RootJoint.C0=RootCF*euler(0,0,-.2+6.28*i)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,1),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,-1.57)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- ref.Parent=nil
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.4),.3)
- wld1.C0=clerp(wld1.C0,euler(2.5,0,0)*cf(0,1,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,1),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.3,0,-1.57)*euler(0,-1.2,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- end
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- attack=false
- end
- end
- function do3()
- if attack==true then return end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then return end
- if cooldowns[3]>=cooldownmax and mana.Value>=15 then
- --if true then
- attack=true
- doextra=false
- da=0
- if overload>=50 then
- doextra=true
- end
- Mode="Energy Reactor"
- manainc=10
- choosemode=false
- passive1.Value=.1
- passive2.Value=-.15
- passive3.Value=.05
- if Mode=="Classic" then
- for i=0,1,0.2 do
- swait()
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.5)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.2,0,-.5),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.5)
- RW.C0=clerp(RW.C0,cf(1.2,0.5,-.3)*euler(1.5,0,.5)*euler(0,1.57,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.6)*euler(0,0,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(0,-.3,0)*euler(0,0,-.1),.5)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,-.3,0)*euler(0,0,.4),.5)
- dwld1.C0=clerp(dwld1.C0,euler(3.14,1.57,0)*euler(0,0,0)*cf(-1,1,-1),.5)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(3.14,0,0)*cf(.3,.7,-1.5),.5)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.5,.5,-.4),.5)
- dwldb1.C0=clerp(dwldb1.C0,euler(3.14,-1.57,0)*euler(0,0,0)*cf(-1,1,1),.5)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(3.14,0,0)*cf(.3,.7,1.5),.5)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.5,.5,.4),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- elseif Mode=="Dynamic Blade" then
- for i=0,1,0.2 do
- swait()
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(1,-4.5,-1),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-3.4,-1),.6)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*euler(0,0,0)*cf(-1,-3,-1.5),.6)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(1,-4.5,1),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-3.4,1),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*euler(0,0,0)*cf(-1,-3,1.5),.6)
- Neck.C0=clerp(Neck.C0,necko*euler(.4,0,-.8),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.8),.5)
- RW.C0=clerp(RW.C0,cf(-.8,0.5,-.5)*euler(1.8,0,-1)*euler(0,1,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,-.8)*euler(0,-1.57,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(.9,-1,.2)*euler(0,1.57,0)*euler(0,-.8,0),.5)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.2)*euler(0,-1.57,0)*euler(0,-.8,0),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- elseif Mode=="Energy Reactor" then
- dynamomove=false
- for i=0,1,0.1 do
- swait()
- if doextra==true then
- da=da+.3
- end
- bb=-4
- if doextra==true then
- bb=-6
- end
- hwld.Part1=RootPart
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.5)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.2,0,-.5),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.5)
- RW.C0=clerp(RW.C0,cf(1.2,0.5,-.3)*euler(1.5,0,.5)*euler(0,1.57,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.6)*euler(0,0,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(0,-.3,0)*euler(0,0,-.1),.5)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,-.3,0)*euler(0,0,.4),.5)
- hwld.C0=clerp(hwld.C0,euler(0,0,-2)*euler(0,0,-da)*cf(0,bb,0),.6)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(2,-1,0)*euler(0,1.046*0,0)*euler(1.57,0,0),.6)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14+1.57,0)*cf(2,-1,0)*euler(0,1.046*1,0)*euler(1.57,0,0),.6)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*cf(2,-1,0)*euler(0,1.046*2,0)*euler(1.57,0,0),.6)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,0)*cf(2,-1,0)*euler(0,1.046*3,0)*euler(1.57,0,0),.6)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14+1.57,0)*cf(2,-1,0)*euler(0,1.046*4,0)*euler(1.57,0,0),.6)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,1.57,0)*cf(2,-1,0)*euler(0,1.046*5,0)*euler(1.57,0,0),.6)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- end
- mana.Value=mana.Value-15
- cooldowns[3]=0
- for i=1,#DynamPrt do
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- for d=1,2 do
- swait()
- da=da+.6
- if doextra==true then
- MagicCircle(BrickColor.new(NewCol2),handle.CFrame*cf(0,0,-3),1,1,1,3,3,3,.1)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,.5)*cf(3,-1,0)*euler(0,1.046*0,0)*euler(1.57,0,0),.2)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14+1.57,.5)*cf(3,-1,0)*euler(0,1.046*1,0)*euler(1.57,0,0),.2)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,.5)*cf(3,-1,0)*euler(0,1.046*2,0)*euler(1.57,0,0),.2)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,.5)*cf(3,-1,0)*euler(0,1.046*3,0)*euler(1.57,0,0),.2)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14+1.57,.5)*cf(3,-1,0)*euler(0,1.046*4,0)*euler(1.57,0,0),.2)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,1.57,.5)*cf(3,-1,0)*euler(0,1.046*5,0)*euler(1.57,0,0),.2)
- hwld.C0=clerp(hwld.C0,euler(0,0,-2)*euler(0,0,-da)*cf(0,-6,0),.6)
- end
- end
- so("300916038",DynamPrt[i],1,2)
- Shoot(DynamPrt[i].Position)
- end
- if doextra==true then
- overload=overload-50
- so("300916038",handle,1,1.5)
- Shoot2(handle.Position)
- end
- --swait(100)
- attack=false
- end
- end
- function do4()
- if attack==true then return end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then return end
- --if cooldowns[4]>=cooldownmax and mana.Value>=50 then
- if true then
- end
- end
- function DecreaseStat(Model,Stat,Amount,Duration)
- if Model:findFirstChild("Stats")~=nil then
- if Model.Stats[Stat]~=nil then
- Model.Stats[Stat].Value=Model.Stats[Stat].Value-Amount
- d=Instance.new("NumberValue",Model.Stats.Decrease)
- dur=Instance.new("NumberValue",d)
- dur.Name="Duration"
- dur.Value=Duration
- game:GetService("Debris"):AddItem(d,20)
- if Stat=="Damage" then
- d.Name="DecreaseAtk"
- elseif Stat=="Defense" then
- d.Name="DecreaseDef"
- elseif Stat=="Movement" then
- d.Name="DecreaseMvmt"
- end
- if Model:findFirstChild("Torso")~=nil then
- display=""
- if Stat=="Damage" then
- if Amount>0 then
- display="-Damage"
- else
- display="+Damage"
- end
- elseif Stat=="Defense" then
- if Amount>0 then
- display="-Defense"
- else
- display="+Defense"
- end
- elseif Stat=="Movement" then
- if Amount>0 then
- display="-Movement"
- else
- display="+Movement"
- end
- end
- showDamage(Model,display,"Debuff")
- end
- d.Value=Amount
- end
- end
- end
- function GetDist(Part1,Part2,magni)
- local targ=Part1.Position-Part2.Position
- local mag=targ.magnitude
- if mag<=magni then
- return true
- else
- return false
- end
- end
- function MagniDamage(Part,magni,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,ranged,DecreaseState,DecreaseAmount,Duration)
- for _,c in pairs(workspace:children()) do
- local hum=c:findFirstChild("Humanoid")
- if hum~=nil then
- local head=nil
- for _,d in pairs(c:children()) do
- --if d.Name=="Torso" or d.Name=="Head" or d.Name=="HumanoidRootPart" or d.Name=="HitPart" then
- if d.className=="Model" and ranged~=true then
- head=d:findFirstChild("Hitbox")
- if d.Parent==Character then break end
- if head~=nil then
- local targ=head.Position-Part.Position
- local mag=targ.magnitude
- if mag<=magni and c.Name~=Player.Name then
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=cf(head.Position)
- game:GetService("Debris"):AddItem(ref,1)
- hitnum=math.random(1,5)
- if hitnum==1 then so("199148971",ref,1,1)
- elseif hitnum==2 then so("199149025",ref,1,1)
- elseif hitnum==3 then so("199149072",ref,1,1)
- elseif hitnum==4 then so("199149109",ref,1,1)
- elseif hitnum==5 then so("199149119",ref,1,1)
- end
- StaggerHit.Value=true
- end
- end
- end
- if d.className=="Part" then
- head=d
- if head~=nil then
- local targ=head.Position-Part.Position
- local mag=targ.magnitude
- if mag<=magni and c.Name~=Player.Name then
- if stun==nil then
- stun=math.random(5,10)
- end
- local Rang=nil
- if Ranged==false then
- Rang=true
- end
- local stag=nil
- if shbash==true then
- stag=true
- end
- Damagefunc(head,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,ranged,DecreaseState,DecreaseAmount,Duration)
- --Damagefunc(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,DecreaseState,DecreaseAmount,Duration)
- end
- end
- end
- end
- end
- end
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Point=Torso.CFrame*cf(0,Torso.Size.Y,0)
- LastPoint=Point
- function effect(Color,Ref,LP,P1,returnn)
- if LP==nil or P1==nil then return end
- local effectsmsh=Instance.new("CylinderMesh")
- effectsmsh.Scale=Vector3.new(0.2,1,0.2)
- effectsmsh.Name="Mesh"
- local effectsg=Instance.new("Part")
- NoOutline(effectsg)
- effectsg.formFactor=3
- effectsg.CanCollide=false
- effectsg.Name="Eff"
- effectsg.Locked=true
- effectsg.Anchored=true
- effectsg.Size=Vector3.new(0.5,1,0.5)
- effectsg.Parent=workspace
- effectsmsh.Parent=effectsg
- effectsg.BrickColor=BrickColor.new(Color)
- effectsg.Reflectance=Ref
- local point1=P1
- local mg=(LP.p - point1.p).magnitude
- effectsg.Size=Vector3.new(0.5,mg,0.5)
- effectsg.CFrame=cf((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
- effectsmsh.Scale=Vector3.new(0.2,1,0.2)
- game:GetService("Debris"):AddItem(effectsg,2)
- if returnn then return effectsg end
- if not returnn then
- table.insert(Effects,{effectsg,"Cylinder",0.2,0.01,0,0.01,effectsmsh})
- end
- end
- local function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z,
- right.x, top.x, back.x,
- right.y, top.y, back.y,
- right.z, top.z, back.z)
- end
- function Triangle(a, b, c)
- local edg1 = (c-a):Dot((b-a).unit)
- local edg2 = (a-b):Dot((c-b).unit)
- local edg3 = (b-c):Dot((a-c).unit)
- if edg1 <= (b-a).magnitude and edg1 >= 0 then
- a, b, c = a, b, c
- elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
- a, b, c = b, c, a
- elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
- a, b, c = c, a, b
- else
- assert(false, "unreachable")
- end
- local len1 = (c-a):Dot((b-a).unit)
- local len2 = (b-a).magnitude - len1
- local width = (a + (b-a).unit*len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
- local list = {}
- if len1 > 0.01 then
- local w1 = Instance.new('WedgePart', m)
- game:GetService("Debris"):AddItem(w1,5)
- w1.Material = "SmoothPlastic"
- w1.FormFactor = 'Custom'
- w1.BrickColor = BrickColor.new(NewCol2)
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.Material = "SmoothPlastic"
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- local sp = Instance.new("SpecialMesh",w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0,1,1) * sz/w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Parent = triangparent
- w1.Transparency = 0.7
- table.insert(Effects,{w1,"Disappear",.05})
- w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
- table.insert(list,w1)
- end
- if len2 > 0.01 then
- local w2 = Instance.new('WedgePart', m)
- game:GetService("Debris"):AddItem(w2,5)
- w2.Material = "SmoothPlastic"
- w2.FormFactor = 'Custom'
- w2.BrickColor = BrickColor.new(NewCol2)
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.Material = "SmoothPlastic"
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- local sp = Instance.new("SpecialMesh",w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0,1,1) * sz/w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Parent = triangparent
- w2.Transparency = 0.7
- table.insert(Effects,{w2,"Disappear",.05})
- w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
- table.insert(list,w2)
- end
- return unpack(list)
- end
- function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,Type,parent,prt2)
- local prt=part(3,parent,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- local wld=nil
- prt.CFrame=cframe
- if Type~=3 then
- prt.Anchored=true
- else
- prt.Anchored=false
- wld=weld(prt,prt,prt2,cframe)
- end
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- if Type==1 or Type==nil then
- table.insert(Effects,{prt,"Block1",delay,x3,y3,z3,msh})
- elseif Type==2 then
- table.insert(Effects,{prt,"Block2",delay,x3,y3,z3,msh})
- elseif Type==3 then
- table.insert(Effects,{prt,"Block3",delay,x3,y3,z3,msh,wld,cframe})
- end
- end
- function MagicSkull(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,goe)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("SpecialMesh",prt,"FileMesh","4770583",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Skull",delay,x3,y3,z3,msh,goe})
- end
- function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"Sphere","nil",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicCylinder3(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,modelzorz,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"Head","nil",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicCylinder2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,goe)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder2",delay,x3,y3,z3,msh,goe})
- end
- function MagicHead(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"Head","nil",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicHead2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"Head","nil",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function ClangEffect(brickcolor,cframe,duration,decrease,size,power)
- local prt=part(3,workspace,0,1,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(5,5,5))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"CylinderClang",duration,decrease,size,power,prt.CFrame,nil})
- end
- function MagicWave(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"FileMesh","20329976",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicRing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe*cf(x2,y2,z2)
- local msh=mesh("SpecialMesh",prt,"FileMesh","3270017",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicRing2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,prt2)
- local prt=part(3,modelzorz,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=false
- wld=weld(prt,prt,prt2,cframe)
- local msh=mesh("SpecialMesh",prt,"FileMesh","3270017",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Block3",delay,x3,y3,z3,msh,wld,cframe})
- end
- function ElecEffect(cff,x,y,z)
- local prt=part(3,workspace,0,0,BrickColor.new("Bright red"),"Part",vt(1,1,1))
- prt.Anchored=true
- prt.CFrame=cff*cf(math.random(-x,x),math.random(-y,y),math.random(-z,z))
- prt.CFrame=cf(prt.Position)
- --prt.CFrame=cf(cff)*cf(math.random(-x,x),math.random(-y,y),math.random(-z,z))
- game:GetService("Debris"):AddItem(prt,10)
- xval=math.random()/3
- yval=math.random()/3
- zval=math.random()/3
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(xval,yval,zval))
- Effects[#Effects+1]={prt,"Elec",0.2,x,y,z,xval,yval,zval,msh} --part, type, delay
- end
- function Lightning(p0,p1,tym,ofs,col,th,tra,last)
- --[[p0=pos1
- p1=pos2
- tym=times
- ofs=offset
- col=color
- th=size
- tra=transparency
- last=lastingtime]]
- local magz = (p0 - p1).magnitude local curpos = p0 local trz = {-ofs,ofs}
- for i=1,tym do
- local li = Instance.new("Part",workspace) li.TopSurface =0 li.BottomSurface = 0 li.Anchored = true li.Transparency = tra or 0.4 li.BrickColor = BrickColor.new(col)
- li.formFactor = "Custom" li.CanCollide = false li.Size = Vector3.new(th,th,magz/tym) local ofz = Vector3.new(trz[math.random(1,2)],trz[math.random(1,2)],trz[math.random(1,2)])
- local trolpos = CFrame.new(curpos,p1)*CFrame.new(0,0,magz/tym).p+ofz
- if tym == i then
- local magz2 = (curpos - p1).magnitude li.Size = Vector3.new(th,th,magz2)
- li.CFrame = CFrame.new(curpos,p1)*CFrame.new(0,0,-magz2/2)
- else
- li.CFrame = CFrame.new(curpos,trolpos)*CFrame.new(0,0,magz/tym/2)
- end
- curpos = li.CFrame*CFrame.new(0,0,magz/tym/2).p game.Debris:AddItem(li,10)
- table.insert(Effects,{li,"Disappear",last})
- end
- end
- function Shoot(orgpos)
- --numb=(1-(accuracy*.01))*5
- --spread=vt((math.random(-1,0)+math.random())*numb,(math.random(-1,0)+math.random())*numb,(math.random(-1,0)+math.random())*numb)*(gunpart.Position-MMouse.Hit.p).magnitude/100
- --local MouseLook=cf((gunpart.Position+MMouse.Hit.p)/2,MMouse.Hit.p+spread)
- rand=1.5
- if Mode=="Energy Reactor" then
- rand=0
- elseif Mode=="Dynamic Blade" then
- rand=2
- end
- spread=vt((math.random(-1,0)+math.random())*rand,(math.random(-1,0)+math.random())*rand,(math.random(-1,0)+math.random())*rand)*(orgpos-MMouse.Hit.p).magnitude/100
- local MouseLook=cf((orgpos+MMouse.Hit.p)/2,MMouse.Hit.p+spread)
- MagicCircle(BrickColor.new(NewCol2),cf(orgpos),5,5,5,1,1,1,0.1)
- table.insert(Effects,{MouseLook.lookVector,"Shoot",50,orgpos,5,7,0,1,2})
- end
- function Shoot2(orgpos)
- --numb=(1-(accuracy*.01))*5
- --spread=vt((math.random(-1,0)+math.random())*numb,(math.random(-1,0)+math.random())*numb,(math.random(-1,0)+math.random())*numb)*(gunpart.Position-MMouse.Hit.p).magnitude/100
- --local MouseLook=cf((gunpart.Position+MMouse.Hit.p)/2,MMouse.Hit.p+spread)
- local MouseLook=cf((orgpos+MMouse.Hit.p)/2,MMouse.Hit.p)
- MagicCircle(BrickColor.new(NewCol2),cf(orgpos),5,5,5,3,3,3,0.1)
- table.insert(Effects,{MouseLook.lookVector,"Shoot2",50,orgpos,5,7,0,1,2})
- end
- Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,ranged,DecreaseState,DecreaseAmount,Duration)
- if hit.Parent==nil then
- return
- end
- if hit==MovePart then
- Fly=false
- end
- if hit.Name=="Hitbox" and hit.Parent~=modelzorz and ranged~=true then
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt(0.2,0.2,0.2))
- ref.Anchored=true
- ref.CFrame=cf(hit.Position)
- game:GetService("Debris"):AddItem(ref,1)
- hitnum=math.random(1,5)
- if hitnum==1 then so("199148971",ref,1,1)
- elseif hitnum==2 then so("199149025",ref,1,1)
- elseif hitnum==3 then so("199149072",ref,1,1)
- elseif hitnum==4 then so("199149109",ref,1,1)
- elseif hitnum==5 then so("199149119",ref,1,1)
- end
- StaggerHit.Value=true
- end
- if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
- hit=hit.Parent.Parent:findFirstChild("Torso")
- h=hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className=="Hat" then
- hit=hit.Parent.Parent:findFirstChild("Head")
- end
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
- if Player.Neutral==false then
- if hit.Parent:findFirstChild("Alignment")~=nil then
- if hit.Parent.Alignment.Value==Player.TeamColor.Color then return end
- end
- if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- if game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor==Player.TeamColor then return end
- end
- end
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game:service("Players").LocalPlayer
- c.Parent=h
- RecentEnemy.Value=hit.Parent
- game:GetService("Debris"):AddItem(c,.5)
- minim=minim*Atk.Value
- maxim=maxim*Atk.Value
- Damage=0
- if minim==maxim then
- Damage=maxim
- else
- Damage=math.random(minim,maxim)
- end
- blocked=false
- enblock=nil
- Stats=hit.Parent:findFirstChild("Stats")
- if Stats~=nil then
- enblock=Stats:findFirstChild("Block")
- if enblock~=nil then
- if enblock.Value==true then
- blocked=true
- end
- end
- if Stats:findFirstChild("Defense")~=nil then
- Damage=Damage/(Stats.Defense.Value)
- if Damage<=3 and (ranged==false or ranged==nil) and blocked~=true then
- hitnum=math.random(1,5)
- if hitnum==1 then so("199149321",hit,1,1)
- elseif hitnum==2 then so("199149338",hit,1,1)
- elseif hitnum==3 then so("199149367",hit,1,1)
- elseif hitnum==4 then so("199149409",hit,1,1)
- elseif hitnum==5 then so("199149452",hit,1,1)
- end
- elseif ranged==false or ranged==nil and blocked~=true then
- hitnum=math.random(1,6)
- if hitnum==1 then so("199149137",hit,1,1)
- elseif hitnum==2 then so("199149186",hit,1,1)
- elseif hitnum==3 then so("199149221",hit,1,1)
- elseif hitnum==4 then so("199149235",hit,1,1)
- elseif hitnum==5 then so("199149269",hit,1,1)
- elseif hitnum==6 then so("199149297",hit,1,1)
- end
- end
- if Damage<=3 and staghit==true then
- if ranged~=true then
- StaggerHit.Value=true
- end
- end
- end
- if Stats:findFirstChild("Stun")~=nil then
- if blocked==true then
- incstun=incstun/2
- end
- if Stats.Stun.Value<Stats.StunThreshold.Value then
- Stats.Stun.Value=Stats.Stun.Value+incstun
- end
- end
- if Stats:findFirstChild("Stagger")~=nil then
- if stagger==true then
- Stats.Stagger.Value=true
- end
- end
- end
- if blocked==true then
- showDamage(hit.Parent,"Block","Damage")
- if ranged~=true then
- enblock.Value=false
- Stagger.Value=true
- hitnum=math.random(1,2)
- if hitnum==1 then so("199148933",hit,1,1)
- elseif hitnum==2 then so("199148947",hit,1,1)
- end
- end
- else
- Damage=math.floor(Damage)
- coroutine.resume(coroutine.create(function(Hum,Dam)
- damageFunc:InvokeServer(h,Damage)
- end),h,Damage)
- showDamage(hit.Parent,Damage,"Damage")
- if prechit==true then
- eul=euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- MagicCircle(BrickColor.new("White"),cf(hit.Position)*eul,5,5,5,-.1,5,-.1,.02)
- MagicCircle(BrickColor.new("White"),cf(hit.Position)*eul*euler(1.57,0,0),5,5,5,-.1,5,-.1,.02)
- end
- if DecreaseState~=nil then
- DecreaseStat(hit.Parent,DecreaseState,DecreaseAmount,Duration)
- end
- if Type=="Knockdown" then
- hum=hit.Parent.Humanoid
- hum.PlatformStand=true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand=false
- end),hum)
- local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
- --hit.CFrame=cf(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Knockdown2" then
- hum=hit.Parent.Humanoid
- local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- elseif Type=="Normal" or Type=="NormalDecreaseMvmt1" then
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- if KnockbackType==1 then
- vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
- elseif KnockbackType==2 then
- vp.velocity=Property.CFrame.lookVector*knockback
- end
- game:GetService("Debris"):AddItem(vp,.5)
- if knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- end
- end
- debounce=Instance.new("BoolValue")
- debounce.Name="DebounceHit"
- debounce.Parent=hit.Parent
- debounce.Value=true
- game:GetService("Debris"):AddItem(debounce,Delay)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- CRIT=false
- end
- end
- showDamage=function(Char,Dealt,Type)
- m=Instance.new("Model")
- m.Name="Effect"
- c=Instance.new("Part")
- c.Transparency=1
- c.Name="Head"
- c.TopSurface=0
- c.BottomSurface=0
- c.formFactor="Plate"
- c.Size=Vector3.new(1,.4,1)
- b=Instance.new("BillboardGui",c)
- b.Size=UDim2.new(5,0,5,0)
- b.AlwaysOnTop=true
- damgui=gui("TextLabel",b,tostring(Dealt),1,Color3.new(0,0,0),UDim2.new(0,0,0,0),UDim2.new(1,0,1,0))
- if Type=="Damage" then
- damgui.Font="SourceSans"
- if Dealt=="Block" then
- damgui.TextColor3=BrickColor.new("Bright blue").Color
- elseif Dealt<3 then
- damgui.TextColor3=BrickColor.new("White").Color
- elseif Dealt>=3 and Dealt<20 then
- damgui.TextColor3=BrickColor.new("Bright yellow").Color
- else
- damgui.TextColor3=BrickColor.new("Really red").Color
- damgui.Font="SourceSansBold"
- end
- elseif Type=="Debuff" then
- damgui.TextColor3=BrickColor.new("White").Color
- elseif Type=="Interrupt" then
- damgui.TextColor3=BrickColor.new("New Yeller").Color
- end
- --damgui.FontSize="Size48"
- damgui.TextScaled=true
- ms=Instance.new("CylinderMesh")
- ms.Scale=Vector3.new(.8,.8,.8)
- ms.Parent=c
- c.Reflectance=0
- Instance.new("BodyGyro").Parent=c
- c.Parent=m
- if Char:findFirstChild("Head")~=nil then
- c.CFrame=cf(Char["Head"].CFrame.p+Vector3.new(math.random(-100,100)/100,3,math.random(-100,100)/100))
- elseif Char.Parent:findFirstChild("Head")~=nil then
- c.CFrame=cf(Char.Parent["Head"].CFrame.p+Vector3.new(math.random(-100,100)/100,3,math.random(-100,100)/100))
- end
- f=Instance.new("BodyPosition")
- f.P=2000
- f.D=100
- f.maxForce=Vector3.new(545000,545000,545000)
- if Type=="Damage" then
- f.position=c.Position+Vector3.new(0,3,0)
- elseif Type=="Debuff" or Type=="Interrupt" then
- f.position=c.Position+Vector3.new(0,5,0)
- end
- f.Parent=c
- game:GetService("Debris"):AddItem(m,5)
- table.insert(Effects,{m,"showDamage",damgui,f,10,1,15,50,100})
- c.CanCollide=false
- m.Parent=workspace
- c.CanCollide=false
- end
- combo=0
- function ob1d(mouse)
- if attack==true or equipped==false then return end
- hold=true
- dynamomove=false
- if Mode=="Energy Reactor" then
- dynamomove=true
- end
- if combo==0 then
- combo=1
- attackone()
- elseif combo==1 then
- combo=2
- attacktwo()
- elseif combo==2 then
- combo=3
- attackthree()
- elseif combo==3 then
- combo=0
- attackfour()
- end
- coroutine.resume(coroutine.create(function()
- for i=1,50 do
- if attack==false then
- swait()
- end
- end
- if attack==false then
- dynamomove=true
- combo=0
- end
- end))
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- fenbarmove1.MouseButton1Click:connect(do1)
- fenbarmove2.MouseButton1Click:connect(do2)
- fenbarmove3.MouseButton1Click:connect(do3)
- fenbarmove4.MouseButton1Click:connect(do4)
- eul=0
- equipped=false
- function key(key)
- --[[if key=="t" then
- Humanoid:TakeDamage(1)
- end
- if key=="q" then
- overload=0
- end
- if key=="r" then
- overload=100
- end]]
- if key=="e" and defending==true then
- defending=false
- end
- if key=="z" and choosemode==true then
- Mode="Classic"
- manainc=9
- choosemode=false
- passive1.Value=.1
- passive2.Value=-.05
- passive3.Value=-.1
- elseif key=="x" and choosemode==true then
- Mode="Dynamic Blade"
- manainc=15
- choosemode=false
- passive1.Value=-.1
- passive2.Value=.1
- passive3.Value=.1
- elseif key=="c" and choosemode==true then
- Mode="Energy Reactor"
- manainc=5
- choosemode=false
- passive1.Value=.1
- passive2.Value=-.15
- passive3.Value=.05
- end
- if attack==true then return end
- if key=="f" then
- pressedf=true
- fnumb=0
- attack=true
- if equipped==false then
- equipped=true
- RSH=ch.Torso["Right Shoulder"]
- LSH=ch.Torso["Left Shoulder"]
- --
- RSH.Parent=nil
- LSH.Parent=nil
- --
- RW.Name="Right Shoulder"
- RW.Part0=ch.Torso
- RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1=cf(0, 0.5, 0)
- RW.Part1=ch["Right Arm"]
- RW.Parent=ch.Torso
- --
- LW.Name="Left Shoulder"
- LW.Part0=ch.Torso
- LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1=cf(0, 0.5, 0)
- LW.Part1=ch["Left Arm"]
- LW.Parent=ch.Torso
- --
- Animate.Parent=nil
- equipanim()
- else
- equipped=false
- hideanim()
- LH.C1=LHC1
- RH.C1=RHC1
- Animate.Parent=Humanoid
- swait(0)
- RW.Parent=nil
- LW.Parent=nil
- RSH.Parent=player.Character.Torso
- LSH.Parent=player.Character.Torso
- end
- attack=false
- end
- if equipped==false then return end
- --[[if key=="q" and Mode=="Classic" then
- attack=true
- for i=0,1,0.05 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.2,0,-.5),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.4)
- RW.C0=clerp(RW.C0,cf(1.2,0.5,-.3)*euler(1.5,0,.2)*euler(0,1,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4,0,-.6)*euler(0,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(0,-.3,0)*euler(0,0,-.1),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.1)*euler(0,-1.57,0)*euler(0,-.3,0)*euler(0,0,.4),.4)
- dwld1.C0=clerp(dwld1.C0,euler(3.14,1.57,0)*euler(-.23,0,0)*cf(-.6,2.5,-.5),.4)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(-1,0,0)*cf(-.6,1.2,-1.1),.4)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,1,-.2),.4)
- dwldb1.C0=clerp(dwldb1.C0,euler(3.14,-1.57,0)*euler(.23,0,0)*cf(-.6,2.5,.5),.4)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(1,0,0)*cf(-.6,1.2,1.1),.4)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,1,.2),.4)
- end
- swait(100)
- attack=false
- end]]
- if key=="e" then
- Defend()
- end
- if key=="z" then
- do1()
- end
- if key=="x" then
- do2()
- end
- if key=="c" then
- do3()
- end
- if key=="v" then
- do4()
- end
- if key=="e" or key=="z" or key=="x" or key=="c" or key=="v" then
- dynamomove=true
- end
- end
- function key2(key)
- end
- function s(mouse)
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- player=Player
- ch=Character
- MMouse=mouse
- end
- function ds(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Dynamo & Permanence loaded.")
- local mananum=0
- local donum=0
- local stunnum=0
- local staggeranim=false
- local stunanim=false
- local Point=nil
- local LastPoint=nil
- local handef=0
- local flick=0
- local reactlightn=0
- local walk=0
- local walkforw=true
- local ovloadn=0
- local oldhealth=Humanoid.Health
- local oldstun=Stun.Value
- while true do
- swait()
- if fnumb<21 then
- fnumb=fnumb+1
- if pressedf==false then
- fenframe5.BackgroundTransparency=fenframe5.BackgroundTransparency-.025
- tellbar.TextTransparency=tellbar.TextTransparency-.05
- tellbar.TextStrokeTransparency=tellbar.TextStrokeTransparency-.05
- else
- if fnumb==20 then
- fenframe5.Parent=nil
- print("daigui")
- end
- fenframe5.BackgroundTransparency=fenframe5.BackgroundTransparency+.025
- tellbar.TextTransparency=tellbar.TextTransparency+.05
- tellbar.TextStrokeTransparency=tellbar.TextStrokeTransparency+.05
- end
- end
- hitbox2.Parent=hitbox.Parent
- hitbox2.Size=hitbox.Size
- hitbox2.CFrame=hitboxCF
- hboxpos.position=hitbox2.Position+vt(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- if mdec2.Parent==nil then
- for i=1,#DemTable do
- if DemTable[i][1].Transparency<1 then
- DemTable[i][1].Transparency=DemTable[i][1].Transparency+.1
- end
- end
- else
- for i=1,#DemTable do
- if DemTable[i][1].Transparency>DemTable[i][2] then
- DemTable[i][1].Transparency=DemTable[i][1].Transparency-.05
- end
- if flick>=4 then
- DemTable[i][1].Transparency=DemTable[i][1].Transparency+.1
- end
- end
- end
- if flick>=4 then
- flick=0
- end
- flick=flick+1
- --[[if equipped==false then
- if prt29.Transparency<1 then
- prt29.Transparency=prt29.Transparency+.1
- end
- if prt30.Transparency<1 then
- prt30.Transparency=prt30.Transparency+.1
- end
- if prt30b.Transparency<1 then
- prt30b.Transparency=prt30b.Transparency+.1
- end
- if prt31.Transparency<1 then
- prt31.Transparency=prt31.Transparency+.1
- end
- if prt32.Transparency<1 then
- prt32.Transparency=prt32.Transparency+.1
- end
- if prt32b.Transparency<1 then
- prt32b.Transparency=prt32b.Transparency+.1
- end
- elseif equipped==true then
- if prt29.Transparency>.05 then
- prt29.Transparency=prt29.Transparency-.05
- end
- if prt30.Transparency>.05 then
- prt30.Transparency=prt30.Transparency-.05
- end
- if prt30b.Transparency>.05 then
- prt30b.Transparency=prt30b.Transparency-.05
- end
- if prt31.Transparency>.5 then
- prt31.Transparency=prt31.Transparency-.05
- end
- if prt32.Transparency>.5 then
- prt32.Transparency=prt32.Transparency-.05
- end
- if prt32b.Transparency>.5 then
- prt32b.Transparency=prt32b.Transparency-.05
- end
- end]]
- ovloadn=ovloadn+1
- if ovloadn>=20 then
- ovloadn=0
- if overload<100 then
- overload=overload+1
- end
- end
- if overload>=100 then
- overload=100
- end
- --prt 29,30,30b,31,32,32b
- --dprt 4,5,16,17,18,19,20,21,22
- --dprtb 4,5,16,17,18,19,20,21,22
- if overload>=50 then
- prt29.Material="Neon"
- prt30.Material="Neon"
- prt30b.Material="Neon"
- prt31.Material="Neon"
- prt32.Material="Neon"
- prt32b.Material="Neon"
- dprt4.Material="Neon"
- dprt5.Material="Neon"
- dprt16.Material="Neon"
- dprt17.Material="Neon"
- dprt18.Material="Neon"
- dprt19.Material="Neon"
- dprt20.Material="Neon"
- dprt21.Material="Neon"
- dprt22.Material="Neon"
- dprtb4.Material="Neon"
- dprtb5.Material="Neon"
- dprtb16.Material="Neon"
- dprtb17.Material="Neon"
- dprtb18.Material="Neon"
- dprtb19.Material="Neon"
- dprtb20.Material="Neon"
- dprtb21.Material="Neon"
- dprtb22.Material="Neon"
- else
- prt29.Material="SmoothPlastic"
- prt30.Material="SmoothPlastic"
- prt30b.Material="SmoothPlastic"
- prt31.Material="SmoothPlastic"
- prt32.Material="SmoothPlastic"
- prt32b.Material="SmoothPlastic"
- dprt4.Material="SmoothPlastic"
- dprt5.Material="SmoothPlastic"
- dprt16.Material="SmoothPlastic"
- dprt17.Material="SmoothPlastic"
- dprt18.Material="SmoothPlastic"
- dprt19.Material="SmoothPlastic"
- dprt20.Material="SmoothPlastic"
- dprt21.Material="SmoothPlastic"
- dprt22.Material="SmoothPlastic"
- dprtb4.Material="SmoothPlastic"
- dprtb5.Material="SmoothPlastic"
- dprtb16.Material="SmoothPlastic"
- dprtb17.Material="SmoothPlastic"
- dprtb18.Material="SmoothPlastic"
- dprtb19.Material="SmoothPlastic"
- dprtb20.Material="SmoothPlastic"
- dprtb21.Material="SmoothPlastic"
- dprtb22.Material="SmoothPlastic"
- end
- if defending==true and oldhealth>Humanoid.Health then
- overload=overload+(oldhealth-Humanoid.Health)
- if Mode=="Classic" then
- MagicCircle(BrickColor.new(NewCol2),handle.CFrame*cf(.6,math.random(-100,100)/100,math.random(-100,100)/100),1,1,1,0,5,5,.1)
- elseif Mode=="Dynamic Blade" then
- MagicCircle(BrickColor.new(NewCol2),prt31.CFrame*cf(0,math.random(-200,200)/100,math.random(-90,90)/100),1,1,1,0,5,5,.1)
- elseif Mode=="Energy Reactor" then
- MagicCircle(BrickColor.new(NewCol2),handle.CFrame*cf(math.random(-100,100)/100,math.random(-100,100)/100,-1),1,1,1,5,5,0,.1)
- end
- end
- if Stagger.Value==true and staggeranim==false and defending==false then
- coroutine.resume(coroutine.create(function()
- staggeranim=true
- while attack==true do
- swait()
- end
- StaggerAnim()
- StaggerHit.Value=false
- Stagger.Value=false
- staggeranim=false
- end))
- end
- if StaggerHit.Value==true and staggeranim==false and defending==false then
- coroutine.resume(coroutine.create(function()
- staggeranim=true
- while attack==true do
- swait()
- end
- StaggerHitt()
- StaggerHit.Value=false
- Stagger.Value=false
- staggeranim=false
- end))
- end
- oldhealth=Humanoid.Health
- if defending==true then
- if oldstun<=60 and Stun.Value>=StunT.Value then
- Stun.Value=60
- defending=false
- if Mode=="Classic" then
- MagicCircle(BrickColor.new(NewCol2),handle.CFrame*cf(.6,0,0),1,1,1,0,5,5,.05)
- elseif Mode=="Dynamic Blade" then
- MagicCircle(BrickColor.new(NewCol2),prt31.CFrame,1,1,1,0,5,5,.05)
- elseif Mode=="Energy Reactor" then
- MagicCircle(BrickColor.new(NewCol2),handle.CFrame*cf(0,0,-1),1,1,1,5,5,0,.05)
- end
- elseif Stun.Value>=StunT.Value then
- Stun.Value=99
- defending=false
- end
- oldstun=tonumber(Stun.Value)
- if Stagger.Value==true then
- Stagger.Value=false
- if Mode=="Classic" then
- MagicCircle(BrickColor.new(NewCol2),handle.CFrame*cf(.6,0,0),1,1,1,0,5,5,.05)
- elseif Mode=="Dynamic Blade" then
- MagicCircle(BrickColor.new(NewCol2),prt31.CFrame,1,1,1,0,5,5,.05)
- elseif Mode=="Energy Reactor" then
- MagicCircle(BrickColor.new(NewCol2),handle.CFrame*cf(0,0,-1),1,1,1,5,5,0,.05)
- end
- end
- if StaggerHit.Value==true then
- StaggerHit.Value=false
- end
- end
- if Mvmt.Value<0 or Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true or Rooted.Value==true then
- Humanoid.WalkSpeed=0
- else
- Humanoid.WalkSpeed=16*Mvmt.Value
- end
- if Stun.Value>=StunT.Value and stunanim==false and defending==false then
- coroutine.resume(coroutine.create(function()
- stunanim=true
- while attack==true do
- swait()
- end
- StunAnim()
- Stun.Value=0
- stunanim=false
- end))
- end
- local stunnum2=30
- if stunnum>=stunnum2 then
- if Stun.Value>0 then
- Stun.Value=Stun.Value-1
- end
- stunnum=0
- end
- stunnum=stunnum+1
- if donum>=.5 then
- handidle=true
- elseif donum<=0 then
- handidle=false
- end
- if handidle==false then
- donum=donum+0.003
- else
- donum=donum-0.003
- end
- local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude
- local velderp=RootPart.Velocity.y
- hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- if equipped==true then
- if attack==false then
- idle=idle+1
- else
- idle=0
- end
- if idle>=500 then
- if attack==false then
- --Sheath()
- end
- end
- if Anim=="Walk" then
- if walkforw==true then
- RH.C1=clerp(RH.C1,RHC1*cf(.2,-.2,0)*euler(0,0,1),(Mvmt.Value*10)/50)
- LH.C1=clerp(LH.C1,LHC1*cf(.1,.2,0)*euler(0,0,1),(Mvmt.Value*10)/50)
- else
- RH.C1=clerp(RH.C1,RHC1*cf(-.1,.2,0)*euler(0,0,-1),(Mvmt.Value*10)/50)
- LH.C1=clerp(LH.C1,LHC1*cf(-.2,-.2,0)*euler(0,0,-1),(Mvmt.Value*10)/50)
- end
- else
- RH.C1=clerp(RH.C1,RHC1,.2)
- LH.C1=clerp(LH.C1,LHC1,.2)
- end
- --if attack==false and dynamomove==true then
- if Mode=="Classic" and attack==false and dynamomove==true then
- hwld.Part1=RightArm
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),math.random(30,200)/1000)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*cf(-.6,-1.5,-.4),math.random(30,200)/1000)
- dwld6.C0=clerp(dwld6.C0,euler(0,1.57,0)*cf(-.6,-.4,-.35),math.random(30,200)/1000)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.5,-.45),math.random(30,200)/1000)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*cf(-.6,-1.5,.4),math.random(30,200)/1000)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,-1.57,0)*cf(-.6,-.4,.35),math.random(30,200)/1000)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.5,.45),math.random(30,200)/1000)
- elseif Mode=="Dynamic Blade" and attack==false and dynamomove==true then
- hwld.Part1=prt1
- hwld.C0=clerp(hwld.C0,euler(0,0,0)*cf(0,0,0),math.random(30,200)/1000)
- --[[dwld1.C0=clerp(dwld1.C0,euler(3.14,1.57,0)*euler(-.23,0,0)*cf(-.6,2.1,-.5),.2)
- dwld6.C0=clerp(dwld6.C0,euler(3.14,-1.57,0)*euler(-.53,0,0)*cf(-.6,1.2,-1.2),.2)
- dwld10.C0=clerp(dwld10.C0,euler(0,1.57,0)*cf(-.6,.6,-.2),.2)
- dwldb1.C0=clerp(dwldb1.C0,euler(3.14,-1.57,0)*euler(.23,0,0)*cf(-.6,2.1,.5),.2)
- dwldb6.C0=clerp(dwldb6.C0,euler(3.14,1.57,0)*euler(.53,0,0)*cf(-.6,1.2,1.2),.2)
- dwldb10.C0=clerp(dwldb10.C0,euler(0,-1.57,0)*cf(-.6,.6,.2),.2)]]
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,0)*euler(.1,0,0)*cf(0,-5.5,-.3),math.random(30,200)/1000)
- dwld6.C0=clerp(dwld6.C0,euler(0,-1.57,0)*euler(0,0,0)*cf(0,-4,-.65),math.random(30,200)/1000)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,0)*cf(0,-3,-.5),math.random(30,200)/1000)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,-1.57,0)*euler(-.1,0,0)*cf(0,-5.5,.3),math.random(30,200)/1000)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,1.57,0)*euler(0,0,0)*cf(0,-4,.65),math.random(30,200)/1000)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,-1.57,0)*cf(0,-3,.5),math.random(30,200)/1000)
- elseif Mode=="Energy Reactor" and dynamomove==true then
- hwld.Part1=RootPart
- hwld.C0=clerp(hwld.C0,euler(0,0,-.5)*cf(0,-2,0),math.random(30,200)/1000)
- dwld1.C0=clerp(dwld1.C0,euler(0,1.57,-1.57)*cf(3,3,0)*euler(0,1.046*0,0)*euler(1.57,0,0),math.random(30,200)/1000)
- dwld6.C0=clerp(dwld6.C0,euler(0,3.14+1.57,-1.57)*cf(3,3,0)*euler(0,1.046*1,0)*euler(1.57,0,0),math.random(30,200)/1000)
- dwld10.C0=clerp(dwld10.C0,euler(3.14,1.57,-1.57)*cf(3,3,0)*euler(0,1.046*2,0)*euler(1.57,0,0),math.random(30,200)/1000)
- dwldb1.C0=clerp(dwldb1.C0,euler(0,1.57,-1.57)*cf(3,3,0)*euler(0,1.046*3,0)*euler(1.57,0,0),math.random(30,200)/1000)
- dwldb6.C0=clerp(dwldb6.C0,euler(0,3.14+1.57,-1.57)*cf(3,3,0)*euler(0,1.046*4,0)*euler(1.57,0,0),math.random(30,200)/1000)
- dwldb10.C0=clerp(dwldb10.C0,euler(3.14,1.57,-1.57)*cf(3,3,0)*euler(0,1.046*5,0)*euler(1.57,0,0),math.random(30,200)/1000)
- end
- --end
- if Mode=="Energy Reactor" and reactlightn>=8 then
- reactlightn=0
- num=math.random(1,3)
- efprt1=dprt1
- efprt2=dprtb1
- if num==2 then
- efprt1=dprt6
- efprt2=dprtb6
- elseif num==3 then
- efprt1=dprt10
- efprt2=dprtb10
- end
- Lightning(efprt1.Position,efprt2.Position,5,1,NewCol2,.01,.5,.2)
- --[[p0=pos1
- p1=pos2
- tym=times
- ofs=offset
- col=color
- th=size
- tra=transparency
- last=lastingtime]]
- end
- reactlightn=reactlightn+1
- if RootPart.Velocity.y > 1 and hitfloor==nil then
- Anim="Jump"
- if attack==false then
- if Mode=="Dynamic Blade" then
- wld1.C0=clerp(wld1.C0,euler(1.6,0,0)*cf(0,1.1,.2),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(.6,0.4,-.6)*euler(.3+(donum/4),0,-.4-(donum/4))*euler(0,-1,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-.8,0.4,-.5)*euler(.4+(donum/4),0,.3-(donum/4))*euler(0,-1.3,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.2)
- else
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.4)*euler(0,0,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-1,0,-.2),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.2)
- end
- end
- elseif RootPart.Velocity.y < -1 and hitfloor==nil then
- Anim="Fall"
- if attack==false then
- if Mode=="Dynamic Blade" then
- wld1.C0=clerp(wld1.C0,euler(1.6,0,0)*cf(0,1.1,.2),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(.6,0.4,-.6)*euler(.3+(donum/4),0,-.4-(donum/4))*euler(0,-1,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-.8,0.4,-.5)*euler(.4+(donum/4),0,.3-(donum/4))*euler(0,-1.3,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2)
- else
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.4)*euler(0,0,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.3,0,-0.2),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2)
- end
- end
- elseif torvel<1 and hitfloor~=nil then
- Anim="Idle"
- if attack==false then
- if Mode=="Dynamic Blade" then
- wld1.C0=clerp(wld1.C0,euler(1.6,0,0)*cf(0,1.1,.2),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0)*euler(0,0,-.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,.5),.2)
- RW.C0=clerp(RW.C0,cf(.6,0.5,-.6)*euler(1.2+(donum/4),0,-.6-(donum/4))*euler(0,-1,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-.8,0.5,-.5)*euler(1+(donum/4),0,.4-(donum/4))*euler(0,-.8,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1.1,-.8,.1)*euler(0,1.57,0)*euler(0,-.5,0)*euler(0,0,.1),.2)
- LH.C0=clerp(LH.C0,cf(-.9,-1,0)*euler(0,-1.57,0)*euler(0,0,0)*euler(0,0,.2),.2)
- else
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0)*euler(0,0,.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-.5),.2)
- if Mode=="Classic" then
- RW.C0=clerp(RW.C0,cf(1.1,0.45,.3)*euler(1-(donum/4),0,.6-(donum/4))*euler(0,.5,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- else
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2+(donum/4),0,.4+(donum/4))*euler(0,0,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- end
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.6+(donum/4),0,-.2-(donum/4))*euler(0,-.5,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0)*euler(0,0,-.4),.2)
- LH.C0=clerp(LH.C0,cf(-.9,-.8,-.1)*euler(0,-1.57,0)*euler(0,.5,0)*euler(0,0,.1),.2)
- end
- end
- elseif torvel>2 and torvel<30 and hitfloor~=nil then
- Anim="Walk"
- walk=walk+1
- if walk>=15-(5*Mvmt.Value) then
- walk=0
- if walkforw==true then
- walkforw=false
- elseif walkforw==false then
- walkforw=true
- end
- end
- if attack==false then
- if Mode=="Dynamic Blade" then
- wld1.C0=clerp(wld1.C0,euler(1.6,0,0)*cf(0,1.1,.2),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(.2-(donum/5),0,0)*euler(0,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(.6,0.4,-.6)*euler(.5+(donum/4),0,-.4-(donum/4))*euler(0,-1,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-.8,0.4,-.5)*euler(.6+(donum/4),0,.3-(donum/4))*euler(0,-1.3,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.2)
- else
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(.2-(donum/5),0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
- if Mode=="Classic" then
- RW.C0=clerp(RW.C0,cf(1.45,0.5,.2)*euler(.8-(donum/4),0,.2-(donum/4))*euler(0,0,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- else
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2+(donum/5),0,.2)*euler(0,0,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- end
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4+(donum/3),0,-.4+(donum/3)),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.2)
- end
- end
- elseif torvel>=30 and hitfloor~=nil then
- Anim="Run"
- if attack==false then
- if Mode=="Dynamic Blade" then
- wld1.C0=clerp(wld1.C0,euler(1.6,0,0)*cf(0,1.1,.2),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(.2-(donum/5),0,0)*euler(0,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(.6,0.4,-.6)*euler(.5+(donum/4),0,-.4-(donum/4))*euler(0,-1,0),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-.8,0.4,-.5)*euler(.6+(donum/4),0,.3-(donum/4))*euler(0,-1.3,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.2)
- else
- wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.2)
- Neck.C0=clerp(Neck.C0,necko*euler(.2-(donum/5),0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2+(donum/3),0,.5-(donum/3)),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.4+(donum/3),0,-.4+(donum/3)),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.2)
- end
- end
- end
- end
- if #Effects>0 then
- --table.insert(Effects,{prt,"Block1",delay})
- for e=1,#Effects do
- if Effects[e]~=nil then
- --for j=1,#Effects[e] do
- local Thing=Effects[e]
- if Thing~=nil then
- local Part=Thing[1]
- local Mode=Thing[2]
- local Delay=Thing[3]
- local IncX=Thing[4]
- local IncY=Thing[5]
- local IncZ=Thing[6]
- if Thing[2]=="Shoot" then
- local Look=Thing[1]
- local hit,pos = rayCast(Thing[4],Look,15,Character)
- local mag=(Thing[4]-pos).magnitude
- Thing[9]=Thing[9]+.5
- Thing[5]=Thing[5]+.2
- Thing[6]=Thing[6]+.2
- MagicHead(BrickColor.new(NewCol2),CFrame.new((Thing[4]+pos)/2,pos)*angles(1.57,0,0),Thing[9],mag*5,Thing[9],-.2,0,-.2,.1)
- Thing[4]=Thing[4]+(Look*15)
- Thing[3]=Thing[3]-1
- if hit~=nil then
- Thing[3]=0
- Damagefunc(hit,Thing[5],Thing[6],Thing[7],"Normal",RootPart,0,2,math.random(1,5),nil,nil,true)
- ref=part(3,workspace,0,1,BrickColor.new("Really red"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=cf(pos)
- MagicCircle(BrickColor.new(NewCol2),cf(pos),5,5,5,1,1,1,0.07)
- so("300916057",ref,1,2)
- game:GetService("Debris"):AddItem(ref,1)
- end
- if Thing[3]<=0 then
- table.remove(Effects,e)
- end
- end
- if Thing[2]=="Shoot2" then
- local Look=Thing[1]
- local hit,pos = rayCast(Thing[4],Look,3,Character)
- local mag=(Thing[4]-pos).magnitude
- Thing[9]=Thing[9]+.5
- Thing[5]=Thing[5]+.2
- Thing[6]=Thing[6]+.2
- --MagicHead(BrickColor.new(NewCol2),CFrame.new((Thing[4]+pos)/2,pos)*angles(1.57,0,0),Thing[9],mag*5,Thing[9],-.2,0,-.2,.1)
- MagicCircle(BrickColor.new(NewCol2),CFrame.new((Thing[4]+pos)/2,pos),25,25,25,-5,-5,-5,.2)
- Thing[4]=Thing[4]+(Look*3)
- Thing[3]=Thing[3]-1
- if hit~=nil then
- Thing[3]=0
- ref=part(3,workspace,0,1,BrickColor.new("Really red"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=cf(pos)
- MagniDamage(ref,10,6,8,math.random(15,20),"Knockdown2",ref,0,1,math.random(4,6),nil,nil,true)
- MagicCircle(BrickColor.new(NewCol2),cf(pos),25,25,25,5,5,5,.1)
- MagicCircle(BrickColor.new(NewCol2),cf(pos),10,10,10,15,15,15,.08)
- so("300916057",ref,1,1.5)
- game:GetService("Debris"):AddItem(ref,1)
- end
- if Thing[3]<=0 then
- table.remove(Effects,e)
- end
- end
- if Thing[2]=="CylinderClang" then
- if Thing[3]<=1 then
- Thing[1].CFrame=Thing[1].CFrame*CFrame.new(0,2.5*Thing[5],0)*CFrame.fromEulerAnglesXYZ(Thing[6],0,0)
- Thing[7]=Thing[1].CFrame
- effect("New Yeller",0,Thing[8],Thing[7])
- Thing[8]=Thing[7]
- Thing[3]=Thing[3]+Thing[4]
- else
- Part.Parent=nil
- table.remove(Effects,e)
- end
- --[[Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]]
- end
- if Thing[2]=="showDamage" then
- if Thing[6]<Thing[5] then
- Thing[6]=Thing[6]+1
- elseif Thing[6]<Thing[7] then
- Thing[4].position=Thing[4].position+vt(0,-.2,0)
- Thing[6]=Thing[6]+1
- elseif Thing[6]<Thing[8] then
- Thing[6]=Thing[6]+1
- elseif Thing[6]<Thing[9] then
- Thing[6]=Thing[6]+1
- Thing[4].position=Thing[4].position+vt(0,.2,0)
- Thing[3].TextStrokeTransparency=Thing[3].TextStrokeTransparency+.1
- Thing[3].TextTransparency=Thing[3].TextTransparency+.1
- else
- Thing[1].Parent=nil
- table.remove(Effects,e)
- end
- end
- if Thing[2]~="Shoot" and Thing[2]~="DecreaseStat" and Thing[2]~="showDamage" and Thing[2]~="Shoot2" then
- if Thing[1].Transparency<=1 then
- if Thing[2]=="Block1" then
- Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Block2" then
- Thing[1].CFrame=Thing[1].CFrame
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Block3" then
- --Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Thing[8].C0=euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))*Thing[9]
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Cylinder" then
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Cylinder2" then
- Thing[1].CFrame=Thing[1].CFrame*cf(0,Thing[8],0)
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Blood" then
- Mesh=Thing[7]
- Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0)
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Elec" then
- Mesh=Thing[10]
- Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Disappear" then
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- end
- else
- Part.Parent=nil
- table.remove(Effects,e)
- end
- end
- end
- --end
- end
- end
- end
- fenbarmana2:TweenSize(UDim2.new(.4,0,-4*mana.Value/100,0),nil,1,0.4,true)
- fenbarmana4.Text="Mana("..mana.Value..")"
- fenbarhp2.BackgroundColor3=Color3.new(Humanoid.Health/Humanoid.MaxHealth,0,0)
- fenbarhp2:TweenSize(UDim2.new(Humanoid.Health/Humanoid.MaxHealth,0,1,0),nil,1,0.4,true)
- fenbarhp3.Text="("..math.floor(Humanoid.Health)..")"
- fenbarblock2:TweenSize(UDim2.new(.4,0,-4*overload/100,0),nil,1,0.4,true)
- fenbarblock3.Text="Overload("..overload..")"
- fenbarmove1b:TweenSize(UDim2.new(1*cooldowns[1]/cooldownmax,0,1,0),nil,1,0.4,true)
- fenbarmove2b:TweenSize(UDim2.new(1*cooldowns[2]/cooldownmax,0,1,0),nil,1,0.4,true)
- fenbarmove3b:TweenSize(UDim2.new(1*cooldowns[3]/cooldownmax,0,1,0),nil,1,0.4,true)
- fenbarmove4b:TweenSize(UDim2.new(1*cooldowns[4]/cooldownmax,0,1,0),nil,1,0.4,true)
- for _,c in pairs(Decrease:children()) do
- if c:findFirstChild("Duration")~=nil then
- c.Duration.Value=c.Duration.Value-1
- if c.Duration.Value<=0 then
- c.Parent=nil
- end
- end
- if c.Name=="DecreaseAtk" then
- decreaseatk=decreaseatk+c.Value
- elseif c.Name=="DecreaseDef" then
- decreasedef=decreasedef+c.Value
- elseif c.Name=="DecreaseMvmt" then
- decreasemvmt=decreasemvmt+c.Value
- end
- end
- Atk.Value=1-decreaseatk
- if Atk.Value<=0 then
- Atk.Value=0
- end
- Def.Value=1-decreasedef
- if Def.Value<=0 then
- Def.Value=0.01
- end
- Mvmt.Value=1-decreasemvmt
- if Mvmt.Value<=0 then
- Mvmt.Value=0
- end
- decreaseatk=0
- decreasedef=0
- decreasemvmt=0
- AtkVal=Atk.Value*100
- AtkVal=math.floor(AtkVal)
- AtkVal=AtkVal/100
- fenbardamage.Text="Damage\
- ("..(AtkVal)..")"
- DefVal=Def.Value*100
- DefVal=math.floor(DefVal)
- DefVal=DefVal/100
- fenbardef.Text="Defense\
- ("..(DefVal)..")"
- MvmtVal=Mvmt.Value*100
- MvmtVal=math.floor(MvmtVal)
- MvmtVal=MvmtVal/100
- if Rooted.Value==true then MvmtVal=0 end
- fenbarmove.Text="Walkspeed\
- ("..(MvmtVal)..")"
- if Stun.Value>=StunT.Value then
- fenbarstun2:TweenSize(UDim2.new(.4,0,-4,0),nil,1,0.4,true)
- else
- fenbarstun2:TweenSize(UDim2.new(.4,0,-4*Stun.Value/StunT.Value,0),nil,1,0.4,true)
- end
- fenbarstun3.Text="Stun("..Stun.Value..")"
- if mana.Value>=100 then
- mana.Value=100
- else
- if mananum<=manainc then
- mananum=mananum+1
- else
- mananum=0
- mana.Value=mana.Value+1
- end
- end
- for i=1,#cooldowns do
- if cooldowns[i]>=cooldownmax then
- cooldowns[i]=cooldownmax
- else
- cooldowns[i]=cooldowns[i]+cooldownsadd[i]
- end
- end
- end
- --[[
- Copyrighted (C) Fenrier 2015
- ]]
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