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- --alright so lets clear some shit up
- --this is a really old version of hakumen
- --i didnt realise it until hierofag told ppatta who told me.
- --me and couple peeps are still planning to get the updated one
- --gl fixing.
- --[[my notes
- line 1039
- line 1082
- line 1121
- line 1185
- --]]
- wait(2)
- local Player = game.Players.LocalPlayer
- repeat
- wait()
- until Player
- local Character = Player.Character
- repeat
- wait()
- until Character
- local CFolder = Instance.new("Folder", Player)
- CFolder.Name = "Chaos\' Folder"
- local CFBP = Instance.new("BodyPosition", CFolder)
- script.Parent = CFBP
- print(script.Parent, CFBP.Parent, CFolder.Parent)
- local Mouse = Player:GetMouse()
- local LeftArm = Character:WaitForChild("Left Arm")
- local RightArm = Character:WaitForChild("Right Arm")
- local LeftLeg = Character:WaitForChild("Left Leg")
- local RightLeg = Character:WaitForChild("Right Leg")
- local Head = Character:WaitForChild("Head")
- local Torso = Character:WaitForChild("Torso")
- local RootPart = Character:WaitForChild("HumanoidRootPart")
- local Humanoid = Character:WaitForChild("Humanoid")
- local LeftShoulder = Torso:WaitForChild("Left Shoulder")
- local RightShoulder = Torso:WaitForChild("Right Shoulder")
- local LeftHip = Torso:WaitForChild("Left Hip")
- local RightHip = Torso:WaitForChild("Right Hip")
- local Neck = Torso:WaitForChild("Neck")
- local RootJoint = RootPart:WaitForChild("RootJoint")
- local Camera = workspace.CurrentCamera
- local FLeftShoulder, FRightShoulder = Instance.new("Weld", Torso), Instance.new("Weld", Torso)
- FLeftShoulder.Name = "Left Shoulder"
- FRightShoulder.Name = "Right Shoulder"
- local FLeftHip, FRightHip = Instance.new("Weld", Torso), Instance.new("Weld", Torso)
- FLeftHip.Name = "Left Hip"
- FRightHip.Name = "Right Hip"
- local FRootJoint = Instance.new("Weld", RootPart)
- FRootJoint.Name = "Root Joint"
- local CamPart, RootGyro, CamGyro = Instance.new("Part", Character), Instance.new("BodyGyro", RootPart), Instance.new("BodyGyro")
- CamPart.Transparency = 1
- CamPart.CanCollide = false
- CamPart.Locked = true
- CamPart.Anchored = true
- RootGyro.MaxTorque = Vector3.new(0, 0, 0)
- RootGyro.Name = "MadeBy" .. Player.Name .. ""
- CamGyro.Parent = CamPart
- CamGyro.MaxTorque = Vector3.new(0, 0, 0)
- CamGyro.Name = "MadeBy" .. Player.Name .. ""
- local Drag_To_Part = Instance.new("Part", Character)
- Drag_To_Part.Transparency = 1
- Drag_To_Part.Name = "Drag-to-part"
- Drag_To_Part.Size = Vector3.new(0.2, 0.2, 0.2)
- Drag_To_Part.Anchored = false
- Drag_To_Part.CanCollide = false
- Drag_To_Part.Locked = true
- local DTPWeld = Instance.new("Weld", Drag_To_Part)
- DTPWeld.Part0 = RootPart
- DTPWeld.Part1 = Drag_To_Part
- local WepWeld = nil
- local NLSC0 = LeftShoulder.C0
- local NLSC1 = LeftShoulder.C1
- local NRSC0 = RightShoulder.C0
- local NRSC1 = RightShoulder.C1
- local NLHC0 = LeftHip.C0
- local NLHC1 = LeftHip.C1
- local NRHC0 = RightHip.C0
- local NRHC1 = RightHip.C1
- local NNC0 = Neck.C0
- local NNC1 = Neck.C1
- local NRJC0 = RootJoint.C0
- local NRJC1 = RootJoint.C1
- local Handle, Hitbox = nil, nil
- local chatServ = game:GetService("Chat")
- local runServ = game:GetService("RunService").RenderStepped
- local debServ = game:GetService("Debris")
- local CurrentSpeed = 16
- local Current_Anim = "Idle"
- local Attack_Num = 1
- local Damage_Buff = 1
- local Last_Health = 800
- local Max_Health = 800
- local idle = 1
- local idlenum = 1
- local idlenum2 = 1
- local walk = 1
- local walknum = 1
- local walknum2 = 1
- local Text_Table = {}
- local Effects = {}
- local DragTable = {}
- local KeyStroke = {}
- local Target = nil
- local ViewDirection = "Right"
- local ViewMode = "3D"
- local CamGyro = Instance.new("BodyGyro", RootPart)
- CamGyro.MaxTorque = Vector3.new(0, 0, 0)
- local LLCF = CFrame.new()
- local SWP = Instance.new("BoolValue")
- local ControlScript = Player.PlayerScripts:WaitForChild("ControlScript")
- local Debounces = {Equipped = false, Equipping = false, HasWep = false, Attacking = false, Locked_On = false, Can_Double_Jump = false, AnimOverride = false, Guarding = false, Crouching = false, JumpAnim = false, DoubleJumpAnim = false, KeyStrokeEnabled = false, UIAction = false, ZeroGravity = false, DoubleJumping = false}
- local rad = math.rad
- local huge = math.huge
- local rand = math.random
- local Vec = Vector3.new
- local Cf = CFrame.new
- local Euler = CFrame.fromEulerAnglesXYZ
- local BC = BrickColor.new
- local Col3 = Color3.new
- local Inst = Instance.new
- local Ud2 = UDim2.new
- local FONT = "SourceSansLight"
- local DecName = "MadeBy" .. Player.Name .. ""
- local GodMode = true
- local OP_HEALTH = runServ:connect(function()
- if GodMode then
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- end
- end
- )
- local Colour1 = BC("Bright red")
- local Colour2 = BC("Really black")
- local Colour3 = BC("Smoky grey")
- local Chaos_UI = Inst("ScreenGui", Player.PlayerGui)
- Chaos_UI.Name = "Chaos UI"
- local ColMain, KP, Moves, OM = Inst("Frame", Chaos_UI), Inst("Frame", Chaos_UI), Inst("ScrollingFrame", Chaos_UI), Inst("TextButton", Chaos_UI)
- ColMain.Name = "ColorUI"
- ColMain.Position = Ud2(0.85, 0, 0.5, 0)
- ColMain.Size = Ud2(0.15, 0, 0.5, 0)
- ColMain.Style = "DropShadow"
- local col1, Done = Inst("Frame", ColMain), Inst("TextButton", ColMain)
- local ccol1, cc1 = Inst("TextBox", col1), Inst("TextLabel", col1)
- col1.BackgroundTransparency = 1
- col1.Name = "Col1"
- col1.Size = Ud2(1, 0, 0.2, 0)
- ccol1.BackgroundTransparency = 1
- ccol1.Name = "Colour"
- ccol1.Position = Ud2(0.3, 0, 0, 0)
- ccol1.Size = Ud2(0.7, 0, 1, 0)
- ccol1.Font = FONT
- ccol1.Text = "Really red"
- if Player.UserId == 43981323 then
- ccol1.Text = "Dark indigo"
- end
- ccol1.TextColor3 = Col3(1, 1, 1)
- ccol1.TextScaled = true
- cc1.BackgroundTransparency = 1
- cc1.Name = "Col"
- cc1.Size = Ud2(0.3, 0, 1, 0)
- cc1.Font = FONT
- cc1.Text = "Colour 1:"
- cc1.TextColor3 = Col3(1, 1, 1)
- cc1.TextScaled = true
- local col2 = col1:Clone()
- col2.Parent = ColMain
- col2.Name = "Col2"
- col2.Position = Ud2(0, 0, 0.3, 0)
- col2:WaitForChild("Colour").Text = "Really black"
- col2:WaitForChild("Col").Text = "Colour 2:"
- if Player.UserId == 43981323 then
- col2:WaitForChild("Colour").Text = "Really black"
- end
- local col3 = col1:Clone()
- col3.Parent = ColMain
- col3.Name = "Col3"
- col3.Position = Ud2(0, 0, 0.6, 0)
- col3:WaitForChild("Colour").Text = "Smoky grey"
- col3:WaitForChild("Col").Text = "Colour 3:"
- if Player.UserId == 43981323 then
- col3:WaitForChild("Colour").Text = "Really black"
- end
- Done.BackgroundColor3 = Col3(0, 1, 0)
- Done.BorderSizePixel = 0
- Done.Name = "Done"
- Done.Position = Ud2(0.08, 0, 0.8, 0)
- Done.Size = Ud2(0.85, 0, 0.15, 0)
- Done.Font = FONT
- Done.Text = "Done!"
- Done.TextColor3 = Col3(1, 1, 1)
- Done.TextScaled = true
- KP.Name = "KeysPressed"
- KP.Position = Ud2(0, 0, 0.9, 0)
- KP.Size = Ud2(0.25, 0, 0.1, 0)
- KP.Style = "DropShadow"
- local KPTemplate = Inst("TextLabel", KP)
- KPTemplate.BackgroundTransparency = 1
- KPTemplate.Name = "Template"
- KPTemplate.Size = Ud2(0.15, 0, 1, 0)
- KPTemplate.Font = FONT
- KPTemplate.Text = ">"
- KPTemplate.TextColor3 = Col3(1, 1, 1)
- KPTemplate.TextScaled = true
- Moves.BackgroundColor3 = Col3(0.28235294117647, 0.28235294117647, 0.28235294117647)
- Moves.BackgroundTransparency = 0.8
- Moves.BorderSizePixel = 0
- Moves.Name = "Moves"
- Moves.Position = Ud2(0.8, 0, 0.5, 0)
- Moves.Size = Ud2(0.2, 0, 0.5, 0)
- Moves.Visible = false
- Moves.ScrollBarThickness = 8
- OM.Name = "View Moves List"
- OM.Position = Ud2(0.92, 0, 0.42, 0)
- OM.Size = Ud2(0.08, 0, 0.08, 0)
- OM.Visible = false
- OM.Style = "RobloxRoundButton"
- OM.Font = FONT
- OM.Text = "View Moves List"
- OM.TextColor3 = Col3(1, 1, 1)
- OM.TextScaled = true
- local Title = Inst("TextLabel", Moves)
- Title.BackgroundTransparency = 1
- Title.Name = "Title"
- Title.Size = Ud2(1, 0, 0.02, 0)
- Title.Font = FONT
- Title.Text = "Move List"
- Title.TextColor3 = Col3(1, 1, 1)
- Title.TextScaled = true
- Title.TextStrokeTransparency = 0
- CreateWeaponPart = function(className, parent, Brickcolor, Material, Transparency, Reflectance, Name, Position, Rotation, Size, MeshClass, MeshScale, MeshId, MeshType)
- local Part = Instance.new(className, parent)
- Part.BrickColor = BrickColor.new(Brickcolor)
- Part.Transparency = Transparency
- Part.Reflectance = Reflectance
- Part.Material = Material
- Part.Name = Name
- Part.Anchored = true
- Part.CanCollide = false
- Part.Locked = true
- Part.Size = Size
- Part.Position = Position
- Part.Rotation = Rotation
- local Mesh = Instance.new(MeshClass, Part)
- Mesh.Scale = MeshScale
- if MeshClass == "SpecialMesh" then
- Mesh.MeshId = MeshId
- Mesh.MeshType = MeshType
- end
- return Part
- end
- local Denial = Inst("Model", Character)
- Denial.Name = "Denial"
- CreateWeapon = function()
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeCorner", Vec(0, 7.2, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "SpecialMesh", Vec(0.625, 0.625, 1.25), "", "Sphere")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeCorner", Vec(1.4, 8.4, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "SpecialMesh", Vec(0.625, 0.625, 1.25), "", "Sphere")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeEdge", Vec(1.4, 5.3, -272.2), Vec(0, 0, 0), Vec(0.4, 6.2, 0.2), "CylinderMesh", Vec(1.25, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeEdge", Vec(0, 4.7, -272.2), Vec(0, 0, 0), Vec(0.4, 5, 0.2), "CylinderMesh", Vec(1.25, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.3, 5.5, -272.2), Vec(0, 0, 0), Vec(0.2, 1, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.4, 5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.3, 5.1, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.1, 5.1, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.1, 5.5, -272.2), Vec(0, 0, 0), Vec(0.2, 1, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.3, 5.8, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.2, 5.5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.6, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.3, 5.9, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 5, -272.2), Vec(0, 0, 0), Vec(1.4, 0.4, 0.2), "BlockMesh", Vec(1, 0.4, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.1, 5.8, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.1, 5.9, -272.2), Vec(0, 0, 0), Vec(0.6, 0.2, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1, 6, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.4, 6, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 7.8, -272.2), Vec(0, 90, 0), Vec(0.2, 1.2, 1.4), "SpecialMesh", Vec(1.25, 1, 1), "", "Wedge")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 3.6, -272.2), Vec(0, 0, 0), Vec(1.4, 2.8, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 6.6, -272.2), Vec(0, 0, 0), Vec(1.4, 1.2, 0.2), "BlockMesh", Vec(1, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1, 5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.4, 0.2), "BlockMesh", Vec(0.4, 0.5, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(1.1, 5.2, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.3, 5.2, -272.2), Vec(0, 0, 0), Vec(0.6, 0.4, 0.2), "BlockMesh", Vec(0.2, 0.35, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.7, 6, -272.2), Vec(0, 0, 0), Vec(1.4, 0.4, 0.2), "BlockMesh", Vec(1, 0.4, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Granite", 0, 0, "BladePart", Vec(0.2, 5.5, -272.2), Vec(0, 0, 0), Vec(0.4, 0.6, 0.2), "BlockMesh", Vec(0.4, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "SmoothPlastic", 0, 0, "BladeRing", Vec(0.7, 5.5, -272.2), Vec(0, 0, 0), Vec(0.2, 0.2, 0.2), "SpecialMesh", Vec(0.9, 0.9, 2), "http://www.roblox.com/asset/?id=3270017", "FileMesh")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeTop", Vec(0.683, 7.786, -272.2), Vec(180, 0, 49.399), Vec(0.4, 1.8, 0.2), "CylinderMesh", Vec(1.25, 1, 1.25), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(1.4, 2.1, -272.2), Vec(0, 0, 0), Vec(0.4, 0.2, 0.2), "CylinderMesh", Vec(1.3, 1, 1.3), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0, 2.1, -272.2), Vec(0, 0, 0), Vec(0.4, 0.2, 0.2), "CylinderMesh", Vec(1.3, 1, 1.3), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.8, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(1.1, 1.28, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.5, -272.2), Vec(0, 0, 0), Vec(0.6, 0.6, 0.2), "BlockMesh", Vec(1.1, 1, 1.28), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0.7, 2.1, -272.2), Vec(0, 0, 0), Vec(1.4, 0.2, 0.2), "BlockMesh", Vec(1, 1, 1.3), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0.7, 2.5, -272.2), Vec(0, 0, 0), Vec(0.6, 0.6, 0.2), "BlockMesh", Vec(1, 1, 1.3), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.2, -272.2), Vec(0, 0, 0), Vec(1.4, 0.4, 0.2), "BlockMesh", Vec(1, 0.15, 1.28), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(0.7, 2.8, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(1, 1.3, 1), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.6, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(0.2, 1.34, 0.2), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.8, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(0.2, 1.34, 0.2), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(0.7, 2.4, -272.2), Vec(-90, 0, 0), Vec(0.6, 0.2, 0.8), "CylinderMesh", Vec(0.2, 1.34, 0.2), "", "")
- Handle = CreateWeaponPart("Part", Denial, "White", "SmoothPlastic", 1, 0, "Handle", Vec(0.7, 1, -272.2), Vec(0, 90, 0), Vec(0.6, 0.2, 0.6), "BlockMesh", Vec(1, 1, 1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.9, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.1, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.7, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.5, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.3, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 1.1, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.9, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.7, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.5, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(0.7, 0.3, -272.2), Vec(0, 0, 0), Vec(1, 0.2, 0.2), "CylinderMesh", Vec(1.1, 0.9, 1.1), "", "")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "HandleNeon", Vec(0.7, 1, -272.2), Vec(0, 0, 0), Vec(1, 2, 0.2), "CylinderMesh", Vec(0.85, 0.9, 0.85), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "HandlePart", Vec(0.7, 0, -272.2), Vec(0, 0, 0), Vec(1, 0.4, 0.2), "CylinderMesh", Vec(1.15, 0.3, 1.15), "", "")
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "HandlePart", Vec(0.7, 2, -272.2), Vec(0, 0, 0), Vec(1, 0.4, 0.2), "CylinderMesh", Vec(1.15, 0.3, 1.15), "", "")
- Hitbox = CreateWeaponPart("Part", Denial, "White", "SmoothPlastic", 1, 0, "Hitbox", Vec(0.7, 5.4, -272.2), Vec(0, 0, 0), Vec(2.2, 6.8, 0.6), "BlockMesh", Vec(1, 1, 1), "", "")
- for _,Part in pairs(Denial:GetChildren()) do
- if Part:IsA("Part") then
- if Part.Name ~= "Handle" then
- local x = Handle
- local y = Part
- local W = Instance.new("Weld")
- W.Part0 = x
- W.Part1 = y
- local CJ = CFrame.new(x.Position)
- local C0 = x.CFrame:inverse() * CJ
- local C1 = y.CFrame:inverse() * CJ
- W.C0 = C0
- W.C1 = C1
- W.Parent = x
- x.Anchored = false
- y.Anchored = false
- end
- do
- do
- Part.Anchored = false
- Part.TopSurface = "SmoothNoOutlines"
- Part.BottomSurface = "SmoothNoOutlines"
- Part.LeftSurface = "SmoothNoOutlines"
- Part.RightSurface = "SmoothNoOutlines"
- Part.FrontSurface = "SmoothNoOutlines"
- Part.BackSurface = "SmoothNoOutlines"
- -- DECOMPILER ERROR at PC1744: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC1744: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC1744: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- end
- Handle.Anchored = true
- end
- local d = false
- Done.MouseButton1Click:connect(function()
- if not d then
- d = true
- Colour1 = col1:WaitForChild("Colour").Text
- Colour2 = col2:WaitForChild("Colour").Text
- Colour3 = col3:WaitForChild("Colour").Text
- debServ:AddItem(ColMain, 0)
- OM.Visible = true
- CreateWeapon()
- GodMode = false
- Handle.Anchored = false
- WepWeld = Inst("Motor6D", Handle)
- WepWeld.Name = "Handle Joint"
- WepWeld.Part0 = Torso
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf(1.5, -1, 0.6) * Euler(rad(-90), rad(0), rad(90))
- Humanoid.MaxHealth = Max_Health
- wait(0.1)
- Humanoid.Health = Max_Health
- end
- end
- )
- Create_Moves_In_List = function()
- local move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "Q - Enable/Disable Keystrokes"
- move.Position = Ud2(0, 0, 0.02, 0)
- move.TextXAlignment = "Left"
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "E - Disrupt"
- move.Position = Ud2(0, 0, 0.04, 0)
- move.TextXAlignment = "Left"
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "F - Equip/Unequip"
- move.Position = Ud2(0, 0, 0.06, 0)
- move.TextXAlignment = "Left"
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "3D Title"
- move.Text = "--3D Moves--"
- move.Position = Ud2(0, 0, 0.08, 0)
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "Z - Fatal Blow"
- move.Position = Ud2(0, 0, 0.1, 0)
- move.TextXAlignment = "Left"
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "X - Axel"
- move.Position = Ud2(0, 0, 0.12, 0)
- move.TextXAlignment = "Left"
- move = Title:Clone()
- move.Parent = Moves
- move.Name = "A Move"
- move.Text = "Ctrl - Change ViewMode"
- move.Position = Ud2(0, 0, 0.14, 0)
- move.TextXAlignment = "Left"
- end
- Create_Moves_In_List()
- OM.MouseButton1Click:connect(function()
- if not Debounces.UIAction and not Moves.Visible then
- Debounces.UIAction = true
- OM.Text = "Hide Move List"
- Moves.Visible = true
- wait(0.3)
- Debounces.UIAction = false
- else
- if not Debounces.UIAction and Moves.Visible then
- Debounces.UIAction = true
- OM.Text = "View Move List"
- Moves.Visible = false
- wait(0.3)
- Debounces.UIAction = false
- end
- end
- end
- )
- local Holder = CreateWeaponPart("Part", Character, "White", "SmoothPlastic", 1, 0, "Holder", Vec(0.7, 1, -272.2), Vec(0, 90, 0), Vec(0.6, 0.2, 0.6), "BlockMesh", Vec(1, 1, 1), "", "")
- Holder.Anchored = false
- local HWeld = Inst("Motor6D", RightArm)
- HWeld.Name = "Holder Joint"
- HWeld.Part0 = RightArm
- HWeld.Part1 = Holder
- HWeld.C0 = Cf(0, -1, 0)
- Humanoid.Changed:connect(function()
- if Humanoid.Health < 0.001 then
- debServ:AddItem(CFolder, 5)
- end
- end
- )
- repeat
- repeat
- wait()
- until Handle
- until Hitbox
- print("Handle and Hitbox created")
- local F1, F2 = Inst("Folder", Character), Inst("Folder")
- F1.Name = "Effects Folder"
- F2.Parent = F1
- F2.Name = "Effects"
- Protector = function(object)
- if object:IsA("BasePart") or object:IsA("BodyMover") or object:IsA("JointInstance") or object:IsA("Light") then
- game:GetService("RunService").Stepped:wait()
- if object.Name ~= DecName then
- debServ:AddItem(object, 0)
- if object:IsA("BodyMover") then
- RootPart.Velocity = Vec(0, 0, 0)
- end
- end
- end
- end
- for _,child in pairs(Character:GetChildren()) do
- if child:IsA("BasePart") then
- child.ChildAdded:connect(Protector)
- child.DescendantAdded:connect(Protector)
- end
- end
- for _,child in pairs(Denial:GetChildren()) do
- if child:IsA("BasePart") then
- child.ChildAdded:connect(Protector)
- child.DescendantAdded:connect(Protector)
- end
- end
- Momentum_Cancel = function()
- if Humanoid.WalkSpeed + 50 < (RootPart.Velocity).Magnitude and not Debounces.Attacking and not Debounces.DoubleJumping then
- RootPart.Velocity = Vec(0, 0, 0)
- end
- end
- RootPart.Changed:connect(Momentum_Cancel)
- Torso.Changed:connect(Momentum_Cancel)
- Head.Changed:connect(Momentum_Cancel)
- RightArm.Changed:connect(Momentum_Cancel)
- RightLeg.Changed:connect(Momentum_Cancel)
- LeftArm.Changed:connect(Momentum_Cancel)
- LeftLeg.Changed:connect(Momentum_Cancel)
- Humanoid.Changed:connect(function()
- if Humanoid.Health < 0.01 then
- Denial.Parent = workspace
- Hitbox.CanCollide = true
- debServ:AddItem(Denial, 30)
- end
- end
- )
- AdvanceText = function()
- for i,v in pairs(Text_Table) do
- if v ~= nil then
- if v.StudsOffset.Y >= 5 then
- v.Time.Counter.Value = v.Time.Counter.Value + 0.1
- if v.Time.Value <= v.Time.Counter.Value then
- v.WHYYYYYYYY.TextTransparency = v.WHYYYYYYYY.TextTransparency + 0.15
- v.WHYYYYYYYY.TextStrokeTransparency = v.WHYYYYYYYY.TextStrokeTransparency + 0.15
- if v.WHYYYYYYYY.TextTransparency >= 1 then
- debServ:AddItem(v.Parent, 1)
- table.remove(Text_Table, i)
- end
- end
- else
- v.StudsOffset = Vector3.new(0, v.StudsOffset.Y + 0.15, 0)
- end
- end
- end
- end
- MakeText = function(text, font, duration, tcr, tcg, tcb, scr, scg, scb, cFrame)
- local tpart = Instance.new("Part")
- tpart.Parent = F2
- tpart.Transparency = 1
- tpart.Name = "hoi hoi"
- tpart.Anchored = true
- tpart.CanCollide = false
- tpart.Locked = true
- tpart.Size = Vector3.new(0.2, 0.2, 0.2)
- tpart.CFrame = cFrame * CFrame.new(math.random(-2, 2), 0, math.random(-2, 2))
- local bill = Instance.new("BillboardGui")
- bill.Parent = tpart
- bill.AlwaysOnTop = true
- bill.Name = "HUHHHHHNAAAA"
- bill.Size = UDim2.new(4, 0, 4, 0)
- bill.StudsOffset = Vector3.new(0, 1, 0)
- local tem = Instance.new("NumberValue", bill)
- tem.Value = duration
- tem.Name = "Time"
- local counter = Instance.new("NumberValue", tem)
- counter.Value = 0
- counter.Name = "Counter"
- local textl = Instance.new("TextLabel")
- textl.Parent = bill
- textl.Name = "WHYYYYYYYY"
- textl.BackgroundTransparency = 1
- textl.Size = UDim2.new(1, 0, 1, 0)
- textl.Font = font
- textl.Text = text
- textl.TextColor3 = Color3.new(tcr / 255, tcg / 255, tcb / 255)
- textl.TextScaled = true
- textl.TextStrokeColor3 = Color3.new(scr / 255, scg / 255, scb / 255)
- textl.TextStrokeTransparency = 0
- table.insert(Text_Table, bill)
- 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
- FindHum = function(parent)
- local hm = nil
- for _,HM in pairs(parent:GetChildren()) do
- if HM:IsA("Humanoid") then
- hm = HM
- end
- end
- return hm
- end
- Sound = function(parent, ID, Volume, Pitch, Looped)
- local sound = Inst("Sound", parent)
- sound.SoundId = ID
- sound.Volume = Volume
- sound.Pitch = Pitch
- sound.Looped = Looped
- sound:Play()
- return sound
- end
- local DamageFunction = function(Hit, IsRan, MinDam, MaxDam, HKB, Knockback, DamType, Property, Duration, HDrag, DragDuration)
- local humanoid = FindHum(Hit.Parent)
- if humanoid and humanoid ~= Humanoid then
- local IsSafe = true
- local Deb = humanoid:FindFirstChild("ChaosDebounce")
- do
- if Deb then
- local Cre = Deb:FindFirstChild("Creator")
- if Cre and Cre.Value == Player.UserId then
- IsSafe = false
- end
- end
- if IsSafe then
- local s = Sound(Hit, "http://roblox.com/asset/?id=401057895", 1, 1, false)
- debServ:AddItem(s, 2)
- local deb = Inst("BoolValue", humanoid)
- deb.Name = "ChaosDebounce"
- local cre = Inst("NumberValue", deb)
- cre.Name = "Creator"
- cre.Value = Player.UserId
- debServ:AddItem(deb, Duration)
- debServ:AddItem(cre, Duration)
- local Damage = 1
- if IsRan then
- Damage = rand(MinDam, MaxDam)
- else
- Damage = MaxDam
- end
- if humanoid.MaxHealth > 10000000000 then
- humanoid.MaxHealth = 100
- end
- Damage = Damage * Damage_Buff
- humanoid.Health = humanoid.Health - Damage
- MakeText("-" .. Damage .. "", FONT, 0.5, 255, 255, 255, 255, 0, 0, Hit.CFrame)
- if HKB then
- Hit.Velocity = Property.CFrame.lookVector * Knockback
- end
- if DamType ~= "Normal" or DamType == "Stun" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local pos = Inst("BodyPosition", Hit)
- pos.MaxForce = Vec(huge, huge, huge)
- pos.Position = Hit.Position
- debServ:AddItem(pos, Duration * 10)
- else
- do
- if DamType == "LifeSteal" then
- Humanoid.Health = Humanoid.Health + Damage / 2
- MakeText("+" .. Damage / 2 .. "", FONT, 0.5, 0, 170, 0, 0, 255, 0, RootPart.CFrame)
- else
- if DamType == "MomentumStopper" then
- local vel = Inst("BodyVelocity", Hit)
- vel.Name = "MomentumStopper"
- vel.MaxForce = Vec(huge, huge, huge)
- vel.Velocity = Vec(0, 0, 0)
- debServ:AddItem(vel, 3)
- else
- do
- if DamType == "Knockdown" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- else
- if DamType == "SkyRocket" then
- Hit.Velocity = Vec(0, Knockback, 0)
- end
- end
- if HDrag then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local pos = Inst("BodyPosition", Hit)
- pos.MaxForce = Vec(huge, huge, huge)
- pos.Position = Drag_To_Part.Position
- local d = Inst("NumberValue", pos)
- d.Name = "Duration"
- d.Value = DragDuration
- table.insert(DragTable, pos)
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- MagniDamage = function(Part, range, isRan, mindam, maxdam, hkb, knock, DType, dur, hd, dd)
- for _,c in pairs(workspace:GetChildren()) do
- local hum = FindHum(c)
- if hum and hum ~= Humanoid then
- local head = c:FindFirstChild("Head")
- local tor = c:FindFirstChild("Torso")
- local larm = c:FindFirstChild("Left Arm")
- local rarm = c:FindFirstChild("Right Arm")
- local lleg = c:FindFirstChild("Left Leg")
- local rleg = c:FindFirstChild("Right Leg")
- local Dis = range
- local Par = nil
- do
- if head then
- local Mag = (head.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = head
- end
- end
- do
- if tor then
- local Mag = (tor.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = tor
- end
- end
- do
- if rarm then
- local Mag = (rarm.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = rarm
- end
- end
- do
- if larm then
- local Mag = (larm.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = larm
- end
- end
- do
- if rleg then
- local Mag = (rleg.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = rleg
- end
- end
- do
- do
- if lleg then
- local Mag = (lleg.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = lleg
- end
- end
- if Par then
- DamageFunction(Par, isRan, mindam, maxdam, hkb, knock, DType, Part, dur, hd, dd)
- end
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out DO_STMT
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC109: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Point = Torso.CFrame * Cf(0, Torso.Size.Y, 0)
- LastPoint = Point
- effect = function(Color, Ref, LP, P1, returnn)
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- 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 = F2
- 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
- coroutine.resume(coroutine.create(function(Part, Mesh)
- if not returnn then
- for i = 0, 1, 0.05 do
- wait()
- Part.Transparency = 1 * i
- Mesh.Scale = Vector3.new(0.5 - 0.5 * i, 1, 0.5 - 0.5 * i)
- end
- Part.Parent = nil
- end
- end
- ), effectsg, effectsmsh)
- end
- local CFrameFromTopBack = function(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- NoOutline = function(Part)
- Part.TopSurface = 10
- end
- part = function(parent, reflectance, transparency, brickcolor, name, size, material)
- local fp = Inst("Part")
- 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 = material
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = Inst(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- MagicBlock = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Block1", Delay, x3, y3, z3})
- end
- MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Cylinder", Delay, x3, y3, z3})
- end
- MagicWave = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Cylinder", Delay, x3, y3, z3})
- end
- MagicWave2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Wave", Delay, x3, y3, z3})
- end
- MagicCylinder = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(0.2, 0.2, 0.2), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- Effects[#Effects + 1] = {prt, "Cylinder", Delay, x3, y3, z3}
- end
- MagicCylinder2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(0.2, 0.2, 0.2), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- Effects[#Effects + 1] = {prt, "Cylinder", Delay, x3, y3, z3}
- end
- MagicBlood = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, Delay)
- local prt = part(F2, 0, 0, brickcolor, "Effect", Vec(), material)
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "", Vec(0, 0, 0), Vec(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 5)
- table.insert(Effects, {prt, "Blood", Delay, x3, y3, z3})
- end
- Bringer = function()
- for i,d in pairs(DragTable) do
- if d and d:IsA("BodyPosition") then
- local tem = d:FindFirstChild("Time")
- if not tem then
- tem = Inst("NumberValue", d)
- tem.Name = "Time"
- tem.Value = 0
- end
- local Dur = d:FindFirstChild("Duration")
- if not Dur then
- Dur = Inst("NumberValue", d)
- Dur.Name = "Duration"
- Dur.Value = 1.5
- end
- if tem.Value < Dur.Value then
- tem.Value = tem.Value + 0.1
- d.P = 20000
- d.Position = Drag_To_Part.Position
- else
- debServ:AddItem(tem, 0)
- debServ:AddItem(Dur, 0)
- debServ:AddItem(d, 0)
- table.remove(DragTable, i)
- end
- end
- end
- end
- AssumeNormalJoints = function()
- for i = 0, 1, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, rad(90), 0), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(90), 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(0, rad(-90), 0), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-90), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-90), 0, 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(rad(-90), 0, 0), 0.3)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.3)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.3)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- LeftShoulder.Part0 = Torso
- LeftShoulder.Part1 = LeftArm
- RightShoulder.Part0 = Torso
- RightShoulder.Part1 = RightArm
- FLeftShoulder.Part0 = nil
- FLeftShoulder.Part1 = nil
- FRightShoulder.Part0 = nil
- FRightShoulder.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RootJoint.Part0 = RootPart
- RootJoint.Part1 = Torso
- FRootJoint.Part0 = nil
- FRootJoint.Part1 = nil
- end
- ClickCombo = function()
- Debounces.Attacking = true
- if Attack_Num == 1 then
- local hit = RightArm.Touched:connect(function(part)
- DamageFunction(part, true, 5, 20, true, 5, "Normal", RootPart, 0.2, false, 1)
- end
- )
- for i = 0, 0.4, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45, -1) * Euler(rad(60), 0, rad(-80)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3, -0.3) * Euler(rad(90), 0, rad(-80)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), rad(80), 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-80), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.3)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.3)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- for i = 0, 0.7, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(80)), 0.5)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.5)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.5, 0.3, -0.8) * Euler(rad(90), 0, rad(80)), 0.5)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.5)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(0), rad(-80), 0), 0.5)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.5)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(80), 0), 0.5)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.5)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.5)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.5)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.5)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.5)
- end
- hit:disconnect()
- elseif Attack_Num == 2 then
- local hit = LeftArm.Touched:connect(function(part)
- DamageFunction(part, true, 5, 20, true, 5, "Normal", RootPart, 0.2, false, 1)
- end
- )
- for i = 0, 0.4, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(90), 0, rad(80)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.5, 0.3, -0.8) * Euler(rad(90), 0, rad(80)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(0), rad(-80), 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(80), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.3)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.3)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- for i = 0, 0.7, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45, -1) * Euler(rad(60), 0, rad(-80)), 0.5)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.5)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3, -0.3) * Euler(rad(90), 0, rad(-80)), 0.5)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.5)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), rad(80), 0), 0.5)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.5)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-80), 0), 0.5)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.5)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), 0.5)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.5)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), 0.5)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.5)
- end
- hit:disconnect()
- elseif Attack_Num == 3 then
- local hit = LeftLeg.Touched:connect(function(part)
- DamageFunction(part, true, 15, 30, false, 70, "SkyRocket", RootPart, 0.2, false, 1)
- end
- )
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- for i = 0, 0.8, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(8)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-8)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-30), 0, 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(30), rad(90), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(-40), rad(-90), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector * 60
- for i = 0, 1.4, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(0), 0, rad(14)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(20), 0, 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-20), rad(90), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(80), rad(-90), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- hit:disconnect()
- elseif Attack_Num == 4 then
- local hit = RightLeg.Touched:connect(function(part)
- DamageFunction(part, true, 20, 40, false, 0, "Stun", RootPart, 0.2, false, 1)
- end
- )
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- for i = 0, 0.5, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45, -1) * Euler(rad(60), 0, rad(-80)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(-20), 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3, -0.2) * Euler(rad(120), 0, rad(-80)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(20), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), rad(60), 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-80), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, -0.6) * Euler(0, rad(120), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(rad(10), rad(90), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -1, 0.4) * Euler(0, rad(-50), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(rad(10), rad(-90), 0), 0.3)
- end
- Humanoid.WalkSpeed = 0
- RootPart.Velocity = RootPart.CFrame.lookVector * 100
- for i = 0, 1.6, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(60), 0, rad(16)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(30), 0, rad(-60)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(30), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(-60), 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.6, 0) * Euler(rad(60), rad(-250), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.4, -0.6, 0) * Euler(rad(10), rad(0), rad(30)), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(0), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1, -0.4, 0) * Euler(rad(30), 0, rad(-60)), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(20), 0), 0.3)
- end
- Humanoid.WalkSpeed = CurrentSpeed
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- hit:disconnect()
- end
- Debounces.Attacking = false
- end
- Disrupt = function()
- Debounces.Attacking = true
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local BV = Inst("BodyVelocity", RootPart)
- BV.Name = DecName
- BV.MaxForce = Vec(huge, huge, huge)
- BV.Velocity = RootPart.CFrame.lookVector * 150
- local hbox = Inst("Part", F2)
- hbox.Transparency = 1
- hbox.CanCollide = false
- hbox.Anchored = false
- hbox.Locked = true
- hbox.CFrame = RootPart.CFrame
- hbox.Size = Vec(8, 8, 16)
- hbox.Name = "DashHitBox"
- local hweld = Inst("Weld", hbox)
- hweld.Part0 = RootPart
- hweld.Part1 = hbox
- hweld.C0 = Cf(0, 0, 4)
- hweld.Name = DecName
- DTPWeld.C0 = Cf(0, 0, -2) * Euler(rad(90), 0, 0)
- Humanoid.WalkSpeed = 0
- local hit = hbox.Touched:connect(function(part)
- DamageFunction(part, true, 15, 30, false, 0, "LifeSteal", RootPart, 0.1, true, 2)
- end
- )
- for i = 0, 1, 0.1 do
- wait()
- MagicBlock(BrickColor.new(Colour2), "Neon", Drag_To_Part:GetRenderCFrame() * Cf(0, 0, 0), 8, 8, 8, 16, 16, 16, 0.1)
- MagicCircle(BrickColor.new(Colour1), "Neon", Drag_To_Part:GetRenderCFrame() * Cf(0, 0, 0), 5, 0.1, 5, 15, 0.2, 15, 0.1)
- MagicWave2(BrickColor.new(Colour1), "Neon", Drag_To_Part:GetRenderCFrame() * Cf(0, 0, 0), 1, 3, 1, 3, 6, 3, 0.1)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-40), 0, rad(10)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-40), 0, rad(-10)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0.2) * Euler(rad(50), 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-60), 0, 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-12), rad(90), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), 0.3)
- end
- Humanoid.WalkSpeed = CurrentSpeed
- debServ:AddItem(hbox, 0)
- debServ:AddItem(hweld, 0)
- debServ:AddItem(BV, 0)
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- Debounces.Attacking = false
- DTPWeld.C0 = Cf(0, 0, 0)
- hit:disconnect()
- end
- Fatal_Blow = function()
- Debounces.Attacking = true
- for i = 0, 0.4, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(8)), 0.4)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(80), 0, rad(60)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(60), 0), 0.4)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.4)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-60), 0), 0.4)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.4)
- RightHip.C0 = clerp(RightHip.C0, Cf(0.5, -1, 0) * Euler(0, rad(90), 0), 0.4)
- RightHip.C1 = clerp(RightHip.C1, Cf(0, 1, 0) * Euler(0, rad(90), 0), 0.4)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-0.5, -1, 0) * Euler(0, rad(-90), 0), 0.4)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(0, 1, 0) * Euler(0, rad(-90), 0), 0.4)
- end
- local FB = coroutine.create(function()
- local s = Sound(LeftArm, "http://roblox.com/asset/?id=200633327", 1, 1.4, false)
- debServ:AddItem(s, 2)
- local Orb = Inst("Part", F2)
- Orb.Material = "Neon"
- Orb.BrickColor = BC(Colour1)
- Orb.Transparency = 0.5
- Orb.Name = "Orb"
- Orb.Anchored = false
- Orb.CanCollide = false
- Orb.Locked = true
- Orb.Size = Vec(1.4, 1.4, 1.4)
- local OrbM = Inst("SpecialMesh", Orb)
- OrbM.MeshType = "Sphere"
- local Ring1 = Inst("Part", F2)
- Ring1.Transparency = 0.5
- Ring1.BrickColor = BC(Colour1)
- Ring1.Name = "Ring"
- Ring1.Anchored = false
- Ring1.CanCollide = false
- Ring1.Locked = true
- Ring1.Size = Vec(0.2, 0.2, 0.2)
- local Ring1M = Inst("SpecialMesh", Ring1)
- Ring1M.MeshId = "http://www.roblox.com/asset/?id=3270017"
- Ring1M.Scale = Vec(2, 2, 2)
- local Ring2 = Inst("Part", F2)
- Ring2.Transparency = 0.5
- Ring2.BrickColor = BC(Colour1)
- Ring2.Name = "Ring"
- Ring2.Anchored = false
- Ring2.CanCollide = false
- Ring2.Locked = true
- Ring2.Size = Vec(0.2, 0.2, 0.2)
- local Ring2M = Inst("SpecialMesh", Ring2)
- Ring2M.MeshId = "http://www.roblox.com/asset/?id=3270017"
- Ring2M.Scale = Vec(2, 2, 2)
- local Rm1 = Inst("Motor", Ring1)
- Rm1.Part0 = Orb
- Rm1.Part1 = Ring1
- Rm1.DesiredAngle = 1e+028
- Rm1.MaxVelocity = rad(6)
- Rm1.C0 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360)))
- Rm1.C1 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360)))
- local Rm2 = Inst("Motor", Ring2)
- Rm2.Part0 = Orb
- Rm2.Part1 = Ring2
- Rm2.DesiredAngle = 1e+028
- Rm2.MaxVelocity = rad(6)
- Rm2.C0 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360)))
- Rm2.C1 = Cf() * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360)))
- Orb.CFrame = LeftArm.CFrame * Cf()
- local Vel = Inst("BodyVelocity", Orb)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = RootPart.CFrame.lookVector * 70
- debServ:AddItem(Orb, 40)
- debServ:AddItem(Ring1, 40)
- debServ:AddItem(Ring2, 40)
- local hit = Orb.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- if (hum and hum ~= Humanoid and Orb.Anchored == false) or part.Anchored == true and Orb.Anchored == false and part.Name ~= "OrbBlast" and part.Name ~= "hoi hoi" then
- Orb.Anchored = true
- Orb.Transparency = 1
- local s = Sound(Orb, "http://roblox.com/asset/?id=233856079", 1, 1, false)
- debServ:AddItem(s, 2)
- debServ:AddItem(Ring1, 0)
- debServ:AddItem(Vel, 0)
- debServ:AddItem(Ring2, 0)
- DamageFunction(part, true, 10, 25, false, 0, "Stun", RootPart, 0.2, true, 2)
- local Blast = Inst("Part", F2)
- Blast.BrickColor = BC(Colour1)
- Blast.Material = "Neon"
- Blast.Transparency = 1
- Blast.Name = "OrbBlast"
- Blast.Anchored = true
- Blast.CanCollide = false
- Blast.Locked = true
- Blast.Size = Vec(20, 20, 20)
- Blast.CFrame = Orb.CFrame
- local ED = 1
- if hum and hum.MaxHealth > 10000 then
- ED = hum.MaxHealth / 100
- end
- local Bm = Inst("SpecialMesh", Blast)
- Bm.MeshType = "Sphere"
- Bm.Scale = Vec(0, 0, 0)
- local Range = 0
- for t = 0, 1, 0.2 do
- wait()
- Range = t * 10
- Blast.Transparency = (-2 + t) * -1 / 2
- Bm.Scale = Vec(t, t, t)
- MagniDamage(Blast, Range, true, 1 * (ED), 5 * (ED), false, 0, "Normal", 0.2, false, 0)
- end
- for t = 0, 2, 0.1 do
- wait()
- MagniDamage(Blast, Range, true, 4 * (ED), 12 * (ED), false, 0, "LifeSteal", 0.2, false, 0)
- end
- for t = 1, 0, -0.2 do
- wait()
- Range = t * 10
- Blast.Transparency = (-2 + t) * -1 / 2
- Bm.Scale = Vec(t, t, t)
- MagniDamage(Blast, Range, true, 1 * (ED), 5 * (ED), false, 0, "Stun", 0.1, false, 0)
- end
- debServ:AddItem(Blast, 0)
- debServ:AddItem(Orb, 0)
- end
- end
- )
- repeat
- wait()
- until Orb.Parent == nil
- debServ:AddItem(Orb, 0)
- hit:disconnect()
- end
- )
- for i = 0, 0.4, 0.1 do
- wait()
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(8)), 0.4)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(90), 0, rad(-70)), 0.4)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(0, rad(60), 0), 0.4)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.4)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(0, rad(-70), 0), 0.4)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), 0.4)
- RightHip.C0 = clerp(RightHip.C0, Cf(0.5, -1, 0) * Euler(0, rad(90), 0), 0.4)
- RightHip.C1 = clerp(RightHip.C1, Cf(0, 1, 0) * Euler(0, rad(90), 0), 0.4)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-0.5, -1, 0) * Euler(0, rad(-90), 0), 0.4)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(0, 1, 0) * Euler(0, rad(-90), 0), 0.4)
- end
- coroutine.resume(FB)
- wait(0.05)
- Debounces.Attacking = false
- end
- Axel = function(Upward)
- Debounces.Attacking = true
- if not Debounces.HasWep then
- if Current_Anim == "Idle" or Current_Anim == "Walking" then
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local t = 0.6
- local VelPart = RootPart
- local tim = 1
- local Speed = 100
- local HBSize = Vec(3, 5, 3)
- local Vel = Inst("BodyVelocity", RootPart)
- Vel.Name = DecName
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = VelPart.CFrame.lookVector * 0
- if Upward then
- tim = 1.4
- HBSize = Vec(5, 7, 5)
- Speed = 250
- local LVec = Inst("Part", F2)
- LVec.Transparency = 1
- LVec.Anchored = false
- LVec.CanCollide = false
- LVec.Locked = true
- LVec.Size = Vec(1, 1, 1)
- LVec.FrontSurface = "Hinge"
- local LVW = Inst("Weld", LVec)
- LVW.Part0 = LeftLeg
- LVW.Part1 = LVec
- LVW.Name = DecName
- LVW.C0 = Cf(0, -0.5, 0) * Euler(rad(-90), 0, 0)
- LVW.C1 = Cf(0, 0, 0) * Euler(0, 0, rad(-20))
- VelPart = LVec
- Vel.Velocity = RootPart.CFrame.lookVector * -15 + Vec(0, 25, 0)
- local noscope = 0
- local j = Sound(RootPart, "http://roblox.com/asset/?id=158149887", 0.5, 1, false)
- debServ:AddItem(j, 2)
- for i = 0, 1.8, 0.1 do
- wait()
- if noscope ~= 360 then
- noscope = noscope + 20
- end
- local JumpSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-10)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0.2) * Euler(rad(30), 0, 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(noscope), 0, 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-18), rad(90), 0), JumpSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), JumpSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- end
- local HBox = Inst("Part", F2)
- HBox.Transparency = 1
- HBox.Anchored = false
- HBox.CanCollide = false
- HBox.Locked = false
- HBox.Size = HBSize
- local HBWeld = Inst("Weld", HBox)
- HBWeld.Part0 = LeftLeg
- HBWeld.Part1 = HBox
- HBWeld.Name = DecName
- HBWeld.C0 = Cf(0, -(HBSize.Y / 4), 0)
- local T = 0
- local hit = HBox.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- local Axeld = part.Parent:FindFirstChild("Axeld")
- if hum and hum ~= Humanoid and not Axeld then
- tim = tim + 1.2
- local ax = Inst("BoolValue", part.Parent)
- ax.Name = "Axeld"
- local QuickDelay = Inst("BodyPosition", RootPart)
- QuickDelay.Name = DecName
- QuickDelay.MaxForce = Vec(huge, huge, huge)
- QuickDelay.Position = RootPart.Position
- debServ:AddItem(QuickDelay, 0.3)
- debServ:AddItem(ax, 0.4)
- end
- DamageFunction(part, true, 15, 30, false, 150, "SkyRocket", RootPart, 0.1, false, 0)
- end
- )
- repeat
- Vel.Velocity = VelPart.CFrame.lookVector * Speed
- MagicBlock(BrickColor.new(Colour1), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -5, -1), 3, 3, 3, 7, 7, 7, 0.1)
- MagicBlock(BrickColor.new(Colour2), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -4, -1), 2, 2, 2, 6, 6, 6, 0.1)
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, rad(15), rad(70)), t)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), t)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.9) * Euler(rad(90), 0, 0), t)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-70)), t)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.3) * Euler(rad(-35), rad(60), 0), t)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), t)
- if not Upward then
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(40), rad(-80), 0), t)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), t)
- else
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(100), rad(-80), 0), t)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), t)
- end
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.8, -0.5, -0.7) * Euler(rad(-30), 0, 0), t)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(0, 0, rad(25)), t)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.8, -1, -0.15) * Euler(rad(-20), rad(60), 0), t)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(rad(-40), 0, 0), t)
- T = T + 0.1
- wait()
- until tim <= T
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- debServ:AddItem(Vel, 0)
- if Upward then
- debServ:AddItem(VelPart, 0)
- end
- if not Upward then
- for i = 0, 1.4, 0.1 do
- wait()
- Humanoid.WalkSpeed = 0
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(70)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(70), 0, rad(60)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.35, -0.5) * Euler(rad(-45), 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-30), 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.4, 0) * Euler(rad(-20), rad(-60), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.5, -1.8, -0.7) * Euler(0, rad(20), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1, -1.4, -0.6) * Euler(0, rad(60), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3)
- end
- end
- Humanoid.WalkSpeed = CurrentSpeed
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- end
- if Current_Anim == "Falling" or Current_Anim == "Jumping" then
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- local t = 0.6
- local HBox = Inst("Part", F2)
- HBox.Transparency = 1
- HBox.Anchored = false
- HBox.CanCollide = false
- HBox.Locked = false
- HBox.Size = Vec(3, 5, 3)
- local HBWeld = Inst("Weld", HBox)
- HBWeld.Part0 = LeftLeg
- HBWeld.Part1 = HBox
- HBWeld.Name = DecName
- HBWeld.C0 = Cf(0, -1.25, 0)
- local LVec = Inst("Part", F2)
- LVec.Transparency = 1
- LVec.Anchored = false
- LVec.CanCollide = false
- LVec.Locked = true
- LVec.Size = Vec(1, 1, 1)
- LVec.FrontSurface = "Hinge"
- local LVW = Inst("Weld", LVec)
- LVW.Part0 = LeftLeg
- LVW.Part1 = LVec
- LVW.Name = DecName
- LVW.C0 = Cf(0, -0.5, 0) * Euler(rad(-90), 0, 0)
- LVW.C1 = Cf(0, 0, 0) * Euler(0, 0, rad(-20))
- local Vel = Inst("BodyVelocity", RootPart)
- Vel.Name = DecName
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = LVec.CFrame.lookVector * 0
- local FallDamage = 0
- local CanDiveKick = true
- local TouchedGround = false
- local ground, pos = rayCast(LVec.Position, LVec.CFrame.lookVector, 5, Character)
- local hit = HBox.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- if hum and hum ~= Humanoid and CanDiveKick then
- CanDiveKick = false
- FallDamage = FallDamage + 4
- Vel.Velocity = RootPart.CFrame.lookVector * -6 + Vec(0, 25, 0)
- local noscope = 0
- local s = Sound(part, "http://roblox.com/asset/?id=401057895", 1, 1, false)
- debServ:AddItem(s, 2)
- local j = Sound(RootPart, "http://roblox.com/asset/?id=158149887", 0.5, 1, false)
- debServ:AddItem(j, 2)
- DamageFunction(part, false, 0, 50, false, 0, "LifeSteal", RootPart, 0.1, false, 0)
- for i = 0, 1.8, 0.1 do
- wait()
- Vel.Velocity = RootPart.CFrame.lookVector * -6 + Vec(0, 25, 0)
- if noscope ~= 360 then
- noscope = noscope + 20
- end
- local JumpSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-60), 0, rad(10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-60), 0, rad(-10)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.4, 0.2) * Euler(rad(30), 0, 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(noscope), 0, 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-18), rad(90), 0), JumpSpeed)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-30), rad(-90), 0), JumpSpeed)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- CanDiveKick = true
- end
- end
- )
- repeat
- wait()
- if CanDiveKick then
- FallDamage = FallDamage + 1
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, rad(15), rad(70)), t)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), t)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -0.9) * Euler(rad(90), 0, 0), t)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-70)), t)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, -0.3) * Euler(rad(-35), rad(60), 0), t)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), t)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-5), rad(-80), 0), t)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), t)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.8, -0.5, -0.7) * Euler(rad(-30), 0, 0), t)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 1, 0) * Euler(0, 0, rad(25)), t)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-0.8, -1, -0.15) * Euler(rad(-20), rad(60), 0), t)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 1, 0) * Euler(rad(-40), 0, 0), t)
- Vel.Velocity = LVec.CFrame.lookVector * 150
- MagicBlock(BrickColor.new(Colour1), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -5, -1), 3, 3, 3, 7, 7, 7, 0.1)
- MagicBlock(BrickColor.new(Colour2), "Neon", LeftLeg:GetRenderCFrame() * Cf(0, -4, -1), 2, 2, 2, 6, 6, 6, 0.1)
- ground, pos = rayCast(LVec.Position, LVec.CFrame.lookVector, 15, Character)
- if ground and ground.Anchored == true then
- TouchedGround = true
- end
- end
- until TouchedGround
- MagicWave(ground.BrickColor, ground.Material, Cf(pos), 1, 1, 1, 3, 1, 3, 0.1)
- local WaveP = Inst("Part", F2)
- WaveP.Transparency = 1
- WaveP.Anchored = true
- WaveP.CanCollide = false
- WaveP.Locked = true
- WaveP.CFrame = Cf(pos)
- MagniDamage(WaveP, 25, true, 1 + (FallDamage), 5 + (FallDamage), false, 0, "Stun", 0.06 + (FallDamage) / 100, false, 0)
- debServ:AddItem(WaveP, 3)
- local boo = Sound(WaveP, "http://roblox.com/asset/?id=157878578", 1, 1, false)
- debServ:AddItem(boo, 0.4)
- debServ:AddItem(HBox, 0)
- debServ:AddItem(LVec, 0)
- hit:disconnect()
- debServ:AddItem(Vel, 0)
- for i = 0, 1.8, 0.1 do
- wait()
- Humanoid.WalkSpeed = 0
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(0, 0, rad(70)), 0.3)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), 0.3)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5, -1) * Euler(rad(70), 0, rad(60)), 0.3)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, rad(60), 0), 0.3)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.35, -0.5) * Euler(rad(-45), 0, 0), 0.3)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, rad(-30), 0), 0.3)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -0.4, 0) * Euler(rad(-20), rad(-60), 0), 0.3)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, 0, 0) * Euler(0, 0, 0), 0.3)
- FRightHip.C0 = clerp(FRightHip.C0, Cf(0.5, -1.8, -0.7) * Euler(0, rad(20), 0), 0.3)
- FRightHip.C1 = clerp(FRightHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3)
- FLeftHip.C0 = clerp(FLeftHip.C0, Cf(-1, -1.4, -0.6) * Euler(0, rad(60), 0), 0.3)
- FLeftHip.C1 = clerp(FLeftHip.C1, Cf(0, 0, 0) * Euler(rad(-15), 0, 0), 0.3)
- end
- Humanoid.WalkSpeed = CurrentSpeed
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- end
- Debounces.Attacking = false
- end
- end
- Mouse.KeyDown:connect(function(key)
- if key == "f" and not Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then
- Debounces.Equipping = true
- LeftShoulder.Part0 = nil
- LeftShoulder.Part1 = nil
- RightShoulder.Part0 = nil
- RightShoulder.Part1 = nil
- FLeftShoulder.Part0 = Torso
- FLeftShoulder.Part1 = LeftArm
- FLeftShoulder.C0 = NLSC0
- FLeftShoulder.C1 = NLSC1
- FRightShoulder.Part0 = Torso
- FRightShoulder.Part1 = RightArm
- FRightShoulder.C0 = NRSC0
- FRightShoulder.C1 = NRSC1
- RootJoint.Part0 = nil
- RootJoint.Part1 = nil
- FRootJoint.Part0 = RootPart
- FRootJoint.Part1 = Torso
- FRootJoint.C0 = NRJC0
- FRootJoint.C1 = NRJC1
- wait()
- CurrentSpeed = 8
- Humanoid.JumpPower = 90
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Equipped = true
- Debounces.Equipping = false
- else
- if key == "f" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.HasWep then
- Debounces.Equipping = true
- AssumeNormalJoints()
- wait()
- CurrentSpeed = 16
- Humanoid.JumpPower = 50
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Equipped = false
- Debounces.Equipping = false
- end
- end
- if key == " " and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.Can_Double_Jump then
- Debounces.Can_Double_Jump = false
- Debounces.DoubleJumping = true
- RootPart.Velocity = Vec(0, 180, 0)
- local noscope = 0
- if not Debounces.DoubleJumpAnim then
- Debounces.AnimOverride = true
- Debounces.DoubleJumpAnim = true
- for i = 0, 2, 0.1 do
- wait()
- if noscope ~= 360 then
- noscope = noscope + 20
- end
- if not Debounces.Attacking then
- local JumpSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-30), 0, rad(10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-30), 0, rad(-10)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(15), 0, 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-10), 0, 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, rad(noscope), 0), JumpSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-8), rad(90), 0), JumpSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-20), rad(-90), 0), JumpSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- end
- Debounces.DoubleJumpAnim = false
- Debounces.AnimOverride = false
- end
- Debounces.DoubleJumping = false
- end
- do
- if key == "e" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then
- Disrupt()
- end
- if key == "z" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then
- Fatal_Blow()
- end
- if key == "x" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then
- game:GetService("RunService").Stepped:wait()
- Axel(SWP.Value)
- end
- if key == "s" and not SWP.Value then
- SWP.Value = true
- wait(0.08)
- SWP.Value = false
- end
- if key == "]" then
- if not Debounces.ZeroGravity then
- Debounces.ZeroGravity = true
- workspace.Gravity = 1
- chatServ:Chat(Head, "Zero gravity!", 2)
- else
- Debounces.ZeroGravity = false
- workspace.Gravity = 196.2
- chatServ:Chat(Head, "Revert gravity.", 0)
- end
- end
- end
- end
- )
- Mouse.Button1Down:connect(function()
- if Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.HasWep then
- if Attack_Num == 1 then
- ClickCombo()
- Attack_Num = 2
- else
- if Attack_Num == 2 then
- ClickCombo()
- Attack_Num = 3
- else
- if Attack_Num == 3 then
- ClickCombo()
- Attack_Num = 4
- else
- if Attack_Num == 4 then
- ClickCombo()
- Attack_Num = 1
- end
- end
- end
- end
- end
- end
- )
- Humanoid.Running:connect(function(speed)
- if speed > 0.01 then
- Current_Anim = "Walking"
- Debounces.Can_Double_Jump = false
- else
- if speed < 0.01 or speed == 0 then
- Current_Anim = "Idle"
- Debounces.Can_Double_Jump = false
- end
- end
- end
- )
- Humanoid.FreeFalling:connect(function()
- Current_Anim = "Falling"
- end
- )
- Humanoid.Jumping:connect(function()
- Current_Anim = "Jumping"
- if Debounces.Equipped and not Debounces.Equipping and not Debounces.JumpAnim then
- Debounces.Can_Double_Jump = true
- Debounces.AnimOverride = true
- Debounces.JumpAnim = true
- for i = 0, 0.8, 0.1 do
- wait()
- if not Debounces.Attacking then
- local JumpSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.5, 0) * Euler(rad(-30), 0, rad(10)), JumpSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 0.5, 0) * Euler(rad(-30), 0, rad(-10)), JumpSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), JumpSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(15), 0, 0), JumpSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), JumpSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-20), 0, 0), JumpSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), JumpSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(rad(-8), rad(90), 0), JumpSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), JumpSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -0.5, -0.8) * Euler(rad(-20), rad(-90), 0), JumpSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), JumpSpeed)
- end
- end
- Debounces.JumpAnim = false
- Debounces.AnimOverride = false
- end
- end
- )
- Humanoid.Swimming:connect(function()
- Current_Anim = "Walking"
- Debounces.Can_Double_Jump = true
- end
- )
- runServ:connect(function()
- CamPart.Position = RootPart.Position
- CamPart.Anchored = false
- Bringer()
- AdvanceText()
- Humanoid.MaxHealth = Max_Health
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Seated, false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding, false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Flying, false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
- if #Effects > 0 then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[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[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Wave" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Cylinder" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Blood" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Thing[1].CFrame = Thing[1].CFrame * Cf(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + Vec(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Elec" then
- Mesh = Thing[1]:FindFirstChild("Mesh")
- if not Mesh then
- Mesh = Instance.new("BlockMesh")
- end
- Mesh.Scale = Mesh.Scale + Vec(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- end
- end
- end
- end
- end
- else
- Part.Parent = nil
- debServ:AddItem(Part, 0)
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- )
- wait(1)
- Player.Character.Parent=nil
- wait()
- Player.Character.Parent=game.Workspace
- while true do
- if wait() then
- if Debounces.Equipped then
- if not Debounces.Attacking then
- if not Debounces.AnimOverride then
- if not Debounces.Equipping then
- if Current_Anim == "Idle" and not Debounces.HasWep then
- idlenum = 0.3
- if idlenum2 < 9.999 and idle == 1 then
- idlenum2 = idlenum2 + idlenum
- elseif idlenum2 > 9.999 and idle == 1 then
- idle = -1
- elseif idlenum2 > 0.999 and idle == -1 then
- idlenum2 = idlenum2 - idlenum
- elseif idlenum2 < 0.999 and idle == -1 then
- idle = 1
- end
- local IdleSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(0.85, 0.45 - (idlenum2) / 70, -1) * Euler(rad(60), 0, rad(-40)), IdleSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(1 - (idlenum2) * 2), rad(-20), 0), IdleSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.4, 0.3 - (idlenum2) / 70, -0.3) * Euler(rad(120), 0, rad(-40)), IdleSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(1 - (idlenum2) * 2), rad(20), 0), IdleSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5 + (idlenum2) / 50, 0) * Euler(rad(-20), rad(40), 0), IdleSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0.1 + (idlenum2) / 50) * Euler(rad(1 + (idlenum2) * 1.5), 0, 0), IdleSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1 - (idlenum2) / 40, 0) * Euler(0, rad(-40), 0), IdleSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1 + (idlenum2) / 38, -0.6) * Euler(0, rad(120), 0), IdleSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(rad(10), rad(90), 0), IdleSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1 + (idlenum2) / 38, 0.4) * Euler(0, rad(-50), 0), IdleSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(rad(10), rad(-90), 0), IdleSpeed)
- end
- if Current_Anim == "Walking" and not Debounces.HasWep then
- walknum = 0.3
- if walknum2 < 9.999 and walk == 1 then
- walknum2 = walknum2 + walknum
- elseif walknum2 > 9.999 and walk == 1 then
- walk = -1
- elseif walknum2 > 0.999 and walk == -1 then
- walknum2 = walknum2 - walknum
- elseif walknum2 < 0.999 and walk == -1 then
- walk = 1
- end
- local WalkSpeed = 0.4
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 0.35, 0) * Euler(rad(-25), 0, rad(8)), WalkSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, 0), WalkSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-0.7, 0.5 - (walknum2) / 70, -1) * Euler(rad(80), 0, rad(60)), WalkSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(rad(1 - (walknum2) * 2), 0, 0), WalkSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(3), 0, 0), WalkSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(-10), 0, 0), WalkSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), WalkSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), WalkSpeed)
- end
- if Current_Anim ~= "Falling" or not Debounces.HasWep then
- local FallSpeed = 0.5
- FRightShoulder.C0 = clerp(FRightShoulder.C0, Cf(1.5, 1, 0) * Euler(rad(160), 0, 0), FallSpeed)
- FRightShoulder.C1 = clerp(FRightShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(-15)), FallSpeed)
- FLeftShoulder.C0 = clerp(FLeftShoulder.C0, Cf(-1.5, 1, 0) * Euler(rad(160), 0, 0), FallSpeed)
- FLeftShoulder.C1 = clerp(FLeftShoulder.C1, Cf(0, 0.5, 0) * Euler(0, 0, rad(15)), FallSpeed)
- Neck.C0 = clerp(Neck.C0, Cf(0, 1.5, 0) * Euler(rad(-20), 0, 0), FallSpeed)
- Neck.C1 = clerp(Neck.C1, Cf(0, 0, 0) * Euler(0, 0, 0), FallSpeed)
- FRootJoint.C0 = clerp(FRootJoint.C0, Cf(0, -1, 0) * Euler(rad(10), 0, 0), FallSpeed)
- FRootJoint.C1 = clerp(FRootJoint.C1, Cf(0, -1, 0) * Euler(0, 0, 0), FallSpeed)
- RightHip.C0 = clerp(RightHip.C0, Cf(1.5, -0.5, -0.8) * Euler(rad(-20), rad(90), 0), FallSpeed)
- RightHip.C1 = clerp(RightHip.C1, Cf(1, 1, 0) * Euler(0, rad(90), 0), FallSpeed)
- LeftHip.C0 = clerp(LeftHip.C0, Cf(-1.5, -1, 0) * Euler(rad(8), rad(-90), 0), FallSpeed)
- LeftHip.C1 = clerp(LeftHip.C1, Cf(-1, 1, 0) * Euler(0, rad(-90), 0), FallSpeed)
- end
- end
- end
- end
- end
- end
- end
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