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- --Made by NextFlame[L]--
- --Military Sword--
- wait(.1)
- repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character:findFirstChild("Torso")
- local modelName="Military Sword" --Name here
- local player=game.Players.LocalPlayer
- local char=player.Character
- local torso=char.Torso
- local head=char.Head
- local human=char.Humanoid
- local arm={Left=char["Left Arm"], Right=char["Right Arm"]}
- local leg={Left=char["Left Leg"], Right=char["Right Leg"]}
- local joints={LeftShoulder=torso["Left Shoulder"], RightShoulder=torso["Right Shoulder"], LeftHip=torso["Left Hip"], RightHip=torso["Right Hip"]}
- joints.LeftShoulder.Part0=torso joints.RightShoulder.Part0=torso joints.LeftHip.Part0=torso joints.RightHip.Part0=torso
- local s=function(f) Spawn(f) end
- local c=function(f) coroutine.resume(coroutine.create(f)) end
- local add={
- Part=function(par, a, c, col, t, s, cf, ms)
- local p=Instance.new("Part", par) pcall(function() p.TopSurface="Smooth" p.BottomSurface="Smooth" p.formFactor="Custom" p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or CFrame.new() end)
- local m=Instance.new("BlockMesh", p) pcall(function() m.Scale=ms or Vector3.new(1, 1, 1) end)
- return p
- end,
- Wedge=function(par, a, c, col, t, s, cf, ms)
- local p=Instance.new("WedgePart", par) pcall(function() p.TopSurface="Smooth" p.BottomSurface="Smooth" p.formFactor="Custom" p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or CFrame.new() end)
- local m=Instance.new("SpecialMesh", p) pcall(function() m.Scale=ms or Vector3.new(1, 1, 1) m.MeshType="Wedge" end)
- return p
- end,
- Gui=function(ins, par, bc, bg, tc, fs, text, t, s, pos)
- local g=Instance.new(ins, par) pcall(function() g.BorderColor=BrickColor.new(bc) g.BackgroundColor=BrickColor.new(bg) g.TextColor=BrickColor.new(tc) g.FontSize=fs g.Font="ArialBold" g.Text=text g.BackgroundTransparency=t g.Size=s g.Position=pos end)
- return g
- end,
- Weld=function(par, p1, cf)
- local w=Instance.new("Weld", par) pcall(function() w.Part0=w.Parent or par w.Part1=p1 w.C1=cf or CFrame.new() end)
- return w
- end,
- Mesh=function(ins, par, s, of, t, id, tid)
- local m=Instance.new(ins, par) pcall(function() m.Scale=s or Vector3.new() m.Offset=of or Vector3.new() m.MeshId=id or "" m.TextureId=tid or "" m.MeshType=t end)
- return m
- end,
- Sound=function(parent, id, volume, pitch)
- local s=Instance.new("Sound", parent) pcall(function() s.SoundId=id s.Volume=volume s.Pitch=pitch end)
- return s
- end,
- }
- pcall(function() player.Backpack[modelName]:remove() char["CharacterParts"]:remove() char[modelName]:remove() player.PlayerGui[modelName]:remove() end)
- for i, v in pairs(char:children()) do if v:isA("BasePart") then v.Transparency=0 end end
- --Settings--
- local model=Instance.new("Model", char) model.Name="CharacterParts"
- local modelB=Instance.new("Model", char) modelB.Name=modelName
- local bin=Instance.new("HopperBin", player.Backpack) bin.Name=modelName
- local skincolor="Really black"
- local gui=Instance.new("ScreenGui")
- local body={}
- local animate={}
- local obj={}
- local deb={}
- deb.trail=false
- deb.key=false
- deb.hit=false
- local loop=false
- local speed=16
- local dmg=math.random(5, 10)
- local combo=0
- local shielding=false
- local selected=false
- local rage=100
- --SwordColor--
- local color={
- Handle="Deep orange";
- Blade="Medium stone grey";
- }
- --Sounds--
- local Slash=add.Sound(torso, "rbxasset://sounds//swordslash.wav", 1, 1)
- local Hit=add.Sound(torso, "http://www.roblox.com/asset/?id=11113679 ", 1, 1)
- local Equipping=add.Sound(torso, "rbxasset://sounds/unsheath.wav", 1, 1)
- local SlashDecal="http://www.roblox.com/asset/?id=25539335"
- local Charge=add.Sound(torso, "http://www.roblox.com/asset/?id=2101137", .5, 1)
- body.Torso=add.Part(modelB, false, false, skincolor, 0, Vector3.new(2, 2, 1), nil)
- function createParts()
- for i, v in pairs(char:children()) do if v:isA("CharacterMesh") then v:remove() end end
- torso.Transparency=1 body.Torso.Transparency=0
- --Parts--
- gui.Parent=player.PlayerGui gui.Name=modelName
- body.Head=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
- body.LA, body.RA=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
- body.LL, body.LR=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
- --Welds--
- body.HeadW=add.Weld(body.Head, torso, CFrame.new(0, 1.5, 0))
- body.TorsoW=add.Weld(body.Torso, torso, nil)
- body.LAW, body.RAW=add.Weld(body.LA, body.Torso, CFrame.new(-1.5, .5, 0)), add.Weld(body.RA, body.Torso, CFrame.new(1.5, .5, 0))
- body.LLW, body.LRW=add.Weld(body.LL, body.Torso, CFrame.new(-.5, -1.5, 0)), add.Weld(body.LR, body.Torso, CFrame.new(.5, -1.5, 0))
- --Welds2--
- add.Weld(body.Head, head, nil)
- add.Weld(arm.Left, body.LA, CFrame.new(0, -.5, 0))
- add.Weld(arm.Right, body.RA, CFrame.new(0, -.5, 0))
- joints.LeftHip.Part0=body.Torso
- joints.RightHip.Part0=body.Torso
- --Sign--
- body.Part=add.Part(model, false, false, "White", 0, Vector3.new(.2, 1, .2))
- add.Weld(body.Part, body.Torso, CFrame.new(.25, 0, -.45))
- body.Part=add.Part(model, false, false, "White", 0, Vector3.new(.7, .2, .2))
- add.Weld(body.Part, body.Torso, CFrame.new(0, -.5, -.45))
- --Animation--
- animate={
- ["Head"]=function(cf)
- body.HeadW.C1=CFrame.new(0, 1.5, 0)*cf
- end;
- ["Torso"]=function(cf)
- body.TorsoW.C1=(cf or CFrame.new()*CFrame.Angles(0, 0, 0))
- end;
- ["LA"]=function(cf)
- body.LAW.C1=CFrame.new(-1.5, .5, 0)*(cf or CFrame.new()*CFrame.Angles(0, 0, 0))
- end;
- ["RA"]=function(cf)
- body.RAW.C1=CFrame.new(1.5, .5, 0)*(cf or CFrame.new()*CFrame.Angles(0, 0, 0))
- end;
- ["LL"]=function(cf)
- LLW=add.Weld(leg.Left, body.LL, CFrame.new(0, -1, 0))
- body.LLW.C1=CFrame.new(-.5, -1, 0)*(cf or CFrame.new()*CFrame.Angles(0, 0, 0))
- c(function()
- wait()
- LLW:remove()
- end)
- end;
- ["LR"]=function(cf)
- LRW=add.Weld(leg.Right, body.LR, CFrame.new(0, -1, 0))
- body.LRW.C1=CFrame.new(.5, -1, 0)*(cf or CFrame.new()*CFrame.Angles(0, 0, 0))
- c(function()
- wait()
- LRW:remove()
- end)
- end;
- }
- --GuiLabels--
- obj.AL=add.Gui("TextLabel", gui, "Really black", "Really black", "White", "Size18", "Attack(Click)", 0, UDim2.new(0, 150, 0, 50), UDim2.new(0, 0, 0, 150))
- obj.AL2=add.Gui("TextLabel", obj.AL, "Really black", "Really black", "White", "Size18", "Block(C)", 0, UDim2.new(1, 0, 1, 0), UDim2.new(0, 0, 1, 0))
- obj.AL3=add.Gui("TextLabel", obj.AL2, "Really black", "Really black", "White", "Size18", "ChargeAttack(F)", 0, UDim2.new(1, 0, 1, 0), UDim2.new(0, 0, 1, 0))
- obj.AL4=add.Gui("TextLabel", obj.AL3, "Really black", "Really black", "White", "Size18", "Ambush(Q)", 0, UDim2.new(1, 0, 1, 0), UDim2.new(0, 0, 1, 0))
- obj.ShowDMG=add.Gui("TextLabel", obj.AL4, "Really black", "Really black", "White", "Size18", "Damage: "..dmg, 0, UDim2.new(1, 0, 1, 0), UDim2.new(0, 0, 1, 0))
- obj.RageMeter=add.Gui("TextLabel", gui, "Really black", "White", "White", "Size18", "", 0, UDim2.new(0, 600, 0, 30), UDim2.new(.3, 0, 0, 0))
- obj.Meter=add.Gui("TextLabel", obj.RageMeter, "Really black", "Bright red", "White", "Size18", "", 0, UDim2.new(rage/100, 0, 1, 0), UDim2.new(0, 0, 0, 0))
- obj.MeterLabel=add.Gui("TextLabel", obj.RageMeter, "Really black", "Bright red", "Really black", "Size36", rage, 1, UDim2.new(.25, 0, .5, 0), UDim2.new(.4, 0, .2, 0))
- --WeaponDesgin--
- for i, v in pairs(modelB:children()) do
- if i~=1 then return end
- end
- --Case--
- obj.Case=add.Part(modelB, false, false, color.Handle, 0, Vector3.new(.4, .4, 3), nil, Vector3.new(.5, .5, 1))
- obj.CaseW=add.Weld(obj.Case, body.Torso, CFrame.new(-1, -1.5, .5)*CFrame.Angles(math.rad(45), 0, 0))
- obj.P=add.Part(modelB, false, false, "Black", 0, Vector3.new(.3, .3, 3), nil, Vector3.new(.5, .5, 1))
- obj.PW=add.Weld(obj.P, obj.Case, CFrame.new(0, 0, -.005))
- obj.Pointb=add.Wedge(modelB, false, false, color.Handle, 0, Vector3.new(.2, 1, .2), nil, Vector3.new(1, 1, .5))
- obj.PointbW=add.Weld(obj.Pointb, obj.Case, CFrame.new(0, .05, 2)*CFrame.Angles(math.pi/2, 0, 0))
- obj.Pointb=add.Wedge(modelB, false, false, color.Handle, 0, Vector3.new(.2, 1, .2), nil, Vector3.new(1, 1, .5))
- obj.PointbW=add.Weld(obj.Pointb, obj.Case, CFrame.new(0, -.05, 2)*CFrame.Angles(math.pi/2, math.pi, 0))
- obj.P=add.Part(modelB, false, false, color.Handle, 0, Vector3.new(2.1, .2, 1.1))
- obj.PW=add.Weld(obj.P, body.Torso, CFrame.new(0, -1, 0))
- --Militar Sword--
- obj.Handle=add.Part(modelB, false, false, color.Handle, 0, Vector3.new(.2, .2, 1), nil, Vector3.new(.7, .7, 1))
- obj.HandleW=add.Weld(obj.Handle, obj.Case, CFrame.new(0, 0, -2)*CFrame.Angles(0, math.pi, 0))
- obj.Guard=add.Part(modelB, false, false, color.Handle, 0, Vector3.new(.2, .5, .2), nil, Vector3.new(1, 1, .5))
- obj.GuardW=add.Weld(obj.Guard, obj.Handle, CFrame.new(0, 0, -.5))
- obj.P=add.Part(modelB, false, false, color.Handle, 0, Vector3.new(.3, .3, .3))
- obj.PW=add.Weld(obj.P, obj.Handle, CFrame.new(0, 0, .6))
- obj.PM=add.Mesh("SpecialMesh", obj.P, Vector3.new(1, 1, 1), nil, "Sphere")
- --Hilt--
- obj.P=add.Part(modelB, false, false, color.Handle, 0, Vector3.new(.2, .2, .45), nil, Vector3.new(1, .5, 1))
- obj.PW=add.Weld(obj.P, obj.Handle, CFrame.new(0, -.5, 0))
- obj.P=add.Part(modelB, false, false, color.Handle, 0, Vector3.new(.2, .2, .45), nil, Vector3.new(1, .5, 1))
- obj.PW=add.Weld(obj.P, obj.Handle, CFrame.new(0, -.35, -.35)*CFrame.Angles(math.rad(45), 0, 0))
- obj.P=add.Part(modelB, false, false, color.Handle, 0, Vector3.new(.2, .2, .6), nil, Vector3.new(1, .5, 1))
- obj.PW=add.Weld(obj.P, obj.Handle, CFrame.new(0, -.28, .38)*CFrame.Angles(-math.rad(50), 0, 0))
- obj.Blade=add.Part(modelB, false, false, color.Blade, 0, Vector3.new(.2, .2 , 3), nil, Vector3.new(.3, .8, 1))
- obj.BladeW=add.Weld(obj.Blade, obj.Handle, CFrame.new(0, 0, -2))
- obj.Point=add.Wedge(modelB, false, false, color.Blade, 0, Vector3.new(.2, 1, .2), nil, Vector3.new(.3, 1, .4))
- obj.PointW=add.Weld(obj.Point, obj.Blade, CFrame.new(0, -.04, -2)*CFrame.Angles(-math.pi/2, 0, 0))
- obj.Point=add.Wedge(modelB, false, false, color.Blade, 0, Vector3.new(.2, 1, .2), nil, Vector3.new(.3, 1, .4))
- obj.PointW=add.Weld(obj.Point, obj.Blade, CFrame.new(0, .04, -2)*CFrame.Angles(-math.pi/2, -math.pi, 0))
- end
- function removeParts() pcall(function() if torso then joints.LeftShoulder.Part0=torso joints.RightShoulder.Part0=torso joints.LeftHip.Part0=torso joints.RightHip.Part0=torso torso.Transparency=0 body.Torso.Transparency=1 end player.PlayerGui[modelName]:remove() for i, v in pairs(model:children()) do v:remove() end end) end
- function fade(part, incr) for i=part.Transparency, 1, incr do wait() part.Transparency=i end end
- function appear(part, incr) for i=part.Transparency, 0, -incr do wait() part.Transparency=i end end
- function computePos(pos, pos2) local pos3=Vector3.new(pos2.x, pos.y, pos2.z) return CFrame.new(pos, pos3) end
- function laser(pos, dir, col) local magnitude=(pos-dir).magnitude local distance=(pos+dir)/2 local ray=add.Part(workspace, true, false, col, 0, Vector3.new(.2, magnitude, .2), CFrame.new(distance, pos)*CFrame.Angles(-math.pi/2, 0, 0)) return ray end
- function nearPos(pos, dis) local temp local distance=dis for i, v in pairs(workspace:children()) do if v:isA("Model") then temp=v:findFirstChild("Torso") local humanoid=v:findFirstChild("Humanoid") if temp and humanoid and v~=char and (temp.CFrame.p-pos).magnitude<distance then distance=(temp.CFrame.p-pos).magnitude return temp.Parent end end end end
- function lightningGen(startPos, endPos, col) local magnitude=(startPos-endPos).magnitude local distance=(startPos+endPos)/2 local pattern=add.Part(workspace, true, false, "White", 1, Vector3.new(.2, .2, magnitude), CFrame.new(distance, startPos)) local startPosProx=startPos for i=1, 9 do local startPosProx2=startPosProx local random=Vector3.new(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1)) local findSize=pattern.Size.z/10 local findOffSet=pattern.CFrame.lookVector*-1 local compute=i*findSize*findOffSet local newStartPos=startPos local newEndPos=CFrame.new(random+compute+newStartPos).p local magnitude=(startPosProx2-newEndPos).magnitude local distance=(startPosProx2+newEndPos)/2 local lightning=add.Part(workspace, true, false, col or "Bright yellow", 0, Vector3.new(.2, .2, magnitude), CFrame.new(distance, startPosProx2)) s(function() for i=0, 1, .1 do wait() lightning.Transparency=i end lightning:remove() end) startPosProx=newEndPos end pattern:remove() end
- function trail(pos, cf, col, size) s(function() local old=(pos.CFrame*cf).p while deb.trail==true do wait() local new=(pos.CFrame*cf).p local mag=(old-new).magnitude local dis=(old+new)/2 local trail=add.Part(char, true, false, col or "White", 0, Vector3.new(1, mag, 1), CFrame.new(dis, new)*CFrame.Angles(math.pi/2, 0, 0)) trail.Name="Effect" local tMesh=add.Mesh("CylinderMesh", trail, Vector3.new(size or 1, 1, size or 1), nil, nil) old=new s(function() for i=1, 0, -.1 do wait() tMesh.Scale=tMesh.Scale*Vector3.new(i, 1, i) end trail:remove() end) s(function() for i=0, 1, .1 do wait() trail.Transparency=i end end) end end) end
- function stickHit(from, to) local stickW=add.Weld(from, to, to.CFrame:inverse()*from.CFrame) stickW.C0=from.CFrame:inverse()*from.CFrame return stickW end
- function glowMesh(prt, size, speed) local glow=prt:clone() add.Weld(prt, glow) glow.Parent=workspace glow.Anchored=false glow.CanCollide=false for i, v in pairs(glow:children()) do if v:isA("SpecialMesh") or v:isA("BlockMesh") or v:isA("CylinderMesh") then s(function() for i=0, size, speed do wait() v.Scale=v.Scale+Vector3.new(i, i, i) end end) s(function() fade(glow, .1) glow:remove() end) end end end
- function makeCircle(prt, prts, dis, incr) local radius=dis+(prts*incr) local tb={} for i=1, prts do local prt2=prt:clone() prt2.Parent=model local x = math.sin((360/prts + 360/prts*i)/(180/math.pi))*radius local y = 0 local z = math.cos((360/prts + 360/prts*i)/(180/math.pi))*radius prt2.CFrame=prt.CFrame:toWorldSpace(CFrame.new(x,y,z)) prt:remove() table.insert(tb, prt2) end return tb end
- function antiExplosion(model) local ffs={} for i, v in pairs(model:children()) do pcall(function() local ff2=Instance.new("ForceField", v.Handle) table.insert(ffs, ff2) end) if v:isA("BasePart") then local ff=Instance.new("ForceField", v) table.insert(ffs, ff) end end return ffs end
- function dmgHit(h)
- local critical=math.random(1, 10)
- if deb.key==true and h.Parent:findFirstChild("Humanoid") and deb.hit==false and h.Parent~=char then
- deb.hit=true
- if rage<100 then rage=rage+1 end
- local fakeM=Instance.new("Model", workspace)
- if critical==5 then
- dmg=50
- fakeM.Name=-dmg.." Critical!"
- else
- fakeM.Name=-dmg
- end
- local hHuman=h.Parent:findFirstChild("Humanoid")
- local hTorso=h.Parent:findFirstChild("Torso")
- hHuman.Health=hHuman.Health-dmg
- local fakeH=Instance.new("Humanoid", fakeM) fakeH.MaxHealth=0 fakeH.Health=0
- local effect=add.Part(fakeM, true, false, "Bright red", 0, Vector3.new(1, .5, 1), h.CFrame*CFrame.new(0, 4, 0)) effect.Name="Head"
- game.Debris:addItem(fakeM, 1)
- wait(.1)
- deb.hit=false
- --[[elseif deb.key==true and deb.hit==false and h.Parent~=char then
- deb.hit=true
- pcall(function()
- print("found")
- local pYPos=h.Position.y-(h.Size.y/2)
- local sYPos=obj.Blade.Position.y
- if sYPos<=pYPos or sYPos>=(pYPos+h.Size.y) then return end
- local p=h:clone() p.Parent=workspace p.Anchored=false p.CanCollide=true --p.Name="Effect"
- local p2=h:clone() p2.Parent=workspace p2.Anchored=false p2.CanCollide=true --p2.Name="Effect"
- h:remove()
- p.formFactor="Custom"
- p2.formFactor="Custom"
- p.Friction=0
- p2.Friction=0
- p.Size=Vector3.new(h.Size.x, sYPos-pYPos, h.Size.z)
- p2.Size=Vector3.new(h.Size.x, p2.Size.y-(sYPos-pYPos), h.Size.z)
- p.CFrame=h.CFrame*CFrame.new(0, -p2.Size.y/2, 0)
- p2.CFrame=h.CFrame*CFrame.new(0, p.Size.y/2, 0)
- s(function()
- wait(5)
- p:remove() p2:remove()
- end)
- end)
- wait(.2)
- deb.hit=false]]
- end wait(1)
- dmg=math.random(5, 10)
- end
- function Attack() combo=combo+1 loop=true
- for i, v in pairs(modelB:children()) do v.Touched:connect(dmgHit) end
- if deb.key==false and shielding==false then
- deb.key=true
- if combo>0 then Slash:play()
- for i=0, 1, .2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(0, 0, 0)
- animate.RA(CFrame.Angles(math.rad(135)*i, 0, math.rad(45)*i))
- end
- deb.trail=true trail(obj.Blade, CFrame.new(0, 0, -3), "White", .2)
- for i=0, 1, .2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(75)*i, 0, 0)
- animate.RA(CFrame.Angles(math.rad(135)-math.rad(90)*i, 0, math.rad(45)-math.rad(90)*i))
- end
- deb.trail=false
- for i=1, 0, -.2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(75)*i, 0, 0)
- animate.RA(CFrame.Angles(math.rad(45)*i, 0, -math.rad(45)*i))
- end
- end
- if combo>1 then Slash:play()
- for i=0, 1, .2 do wait()
- animate.RA(CFrame.Angles(0, 0, math.rad(90)*i))
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(90)*i, 0, 0)
- end
- deb.trail=true trail(obj.Blade, CFrame.new(0, 0, -3), "White", .2)
- for i=0, 1, .2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(90)+math.rad(70)*i, 0, 0)
- animate.Torso(CFrame.Angles(0, math.rad(135)*i, 0))
- animate.RA(CFrame.Angles(0, math.rad(45)*i, math.rad(90)))
- end
- if combo>2 then Slash:play()
- for i=1, 0, -.2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(90)+math.rad(70)*i, 0, 0)
- animate.Torso(CFrame.Angles(0, math.rad(135)*i, 0))
- animate.RA(CFrame.Angles(0, math.rad(45)*i, math.rad(90)))
- end
- deb.trail=false
- for i=1, 0, -.2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(90)*i, 0, 0)
- animate.Torso(CFrame.Angles(0, 0, 0))
- animate.RA(CFrame.Angles(0, 0, math.rad(90)*i))
- end
- running()
- combo=0
- deb.key=false
- return
- end
- deb.trail=false
- for i=1, 0, -.2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(20)*i, 0, 0)
- animate.Torso(CFrame.Angles(0, math.rad(135)*i, 0))
- animate.RA(CFrame.Angles(0, math.rad(45)*i, math.rad(90)*i))
- end
- end
- if loop then
- for i=0, 1, .2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(90)*i, 0, 0)
- animate.Torso(CFrame.Angles(0, math.rad(90)*i, 0))
- animate.LA(CFrame.Angles(0, 0, -math.rad(135)*i))
- animate.RA(CFrame.Angles(0, 0, math.rad(90)*i))
- end
- deb.trail=true trail(obj.Blade, CFrame.new(0, 0, -3), "White", .2)
- while loop and rage>0 do wait(.05) Slash:play() rage=rage-1
- animate.RA(CFrame.new(math.random(0, 1)*.5, math.random(-1, 1)*.5, math.random(-1, 1)*.5)*CFrame.Angles(0, 0, math.rad(90)))
- end
- deb.trail=false
- for i=1, 0, -.2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(90)*i, 0, 0)
- animate.Torso(CFrame.Angles(0, math.rad(90)*i, 0))
- animate.LA(CFrame.Angles(0, 0, -math.rad(135)*i))
- animate.RA(CFrame.Angles(0, 0, math.rad(90)*i))
- end
- end
- running()
- combo=0
- deb.key=false
- end
- end
- function running()
- animate.LA(CFrame.Angles(-math.rad(15), 0, -math.rad(15)))
- animate.RA(CFrame.Angles(math.rad(15), 0, math.rad(15)))
- end
- function Block(mouse)
- for i=0, 1, .2 do wait()
- --obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(0, math.rad(90)*i, 0)
- animate.Torso(CFrame.Angles(0, -math.rad(90)*i, 0))
- animate.LA(CFrame.Angles(0, 0, -math.rad(165)*i))
- animate.RA(CFrame.Angles(0, 0, math.rad(25)*i))
- end
- Hit:play()
- local ff=antiExplosion(char)
- local shield=add.Part(char, false, true, "Deep orange", 0, Vector3.new(5.5, 5.5, 3), torso.CFrame*CFrame.new(0, 1, 0)*CFrame.Angles(0, 0, math.rad(90)))
- local ff2=Instance.new("ForceField", shield)
- local shieldM=add.Mesh("SpecialMesh", shield, Vector3.new(1*shield.Size.x, 1*shield.Size.y, 4), nil, nil, "http://www.roblox.com/asset/?id=96670147")
- local shieldW=add.Weld(shield, torso, CFrame.new(0, 1, -2)*CFrame.Angles(0, 0, math.rad(90)))
- shield.Touched:connect(function(h)
- if h~=shield and h.Parent~=char and not h.Parent:findFirstChild("Humanoid") and h.Parent~=modelB and h.Parent~=model and h.Name~="Base" and deb.hit==false then
- deb.hit=true
- local bp=Instance.new("BodyPosition", h) bp.maxForce=Vector3.new(math.huge, math.huge, math.huge) bp.position=(CFrame.new(torso.CFrame.p, h.CFrame.p)*CFrame.new(0, 0, -50)).p bp.D=500
- local bg=Instance.new("BodyGyro", h) bg.maxTorque=Vector3.new(math.huge, math.huge, math.huge) bg.cframe=CFrame.new(h.CFrame.p, torso.CFrame.p)
- game.Debris:addItem(bp, .2) game.Debris:addItem(bg, .2)
- deb.hit=false
- end
- end)
- local bg=Instance.new("BodyGyro", torso) bg.maxTorque=Vector3.new(0, math.huge, 0) bg.D=100
- s(function()
- while loop do wait(.5)
- glowMesh(shield, 1, .2)
- end
- end)
- while loop do wait()
- bg.cframe=computePos(torso.CFrame.p, mouse.Hit.p)
- end
- for i, v in pairs(ff) do v:remove() end ff2:remove()
- wait(.5)
- shield:remove()
- bg:remove()
- for i=1, 0, -.2 do wait()
- animate.Torso(CFrame.Angles(0, -math.rad(90)*i, 0))
- animate.LA(CFrame.Angles(0, 0, -math.rad(165)*i))
- animate.RA(CFrame.Angles(0, 0, math.rad(25)*i))
- end
- running()
- end
- function AttackHold(mouse)
- human.WalkSpeed=10
- for i=0, 1, .2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(0, 0, math.rad(45)*i)
- animate.LA(CFrame.new(.5*i, .5*i, -.5*i)*CFrame.Angles(math.rad(135)*i, 0, math.rad(45)*i))
- animate.RA(CFrame.new(-.5*i, .5*i, -.5*i)*CFrame.Angles(math.rad(135)*i, 0, -math.rad(45)*i))
- end
- Charge:play()
- local bg=Instance.new("BodyGyro", torso) bg.maxTorque=Vector3.new(0, math.huge, 0) bg.D=100
- while loop do wait()
- bg.cframe=computePos(torso.CFrame.p, mouse.Hit.p)
- dmg=dmg+2
- local aura=add.Part(workspace, false, false, "Bright yellow", 0, Vector3.new(1, 1, 1), body.Torso.CFrame*CFrame.new(0, -3, 0))
- local auraM=add.Mesh("SpecialMesh", aura, Vector3.new(2, .5, 2), nil, "File") auraM.MeshId="http://www.roblox.com/asset/?id=20329976"
- add.Weld(aura, body.Torso, CFrame.new(0, -3, 0)*CFrame.Angles(0, math.rad(math.random(-45, 45)), 0))
- s(function()
- for i=2, 6, .2 do wait()
- auraM.Scale=Vector3.new(i, auraM.Scale.y, i)
- end
- aura:remove()
- end)
- s(function()
- for i=0, 1, .05 do wait()
- aura.Transparency=i
- end
- end)
- end
- local p=add.Part(workspace, false, false, "Bright yellow", 0, Vector3.new(2, 2, 2), body.Torso.CFrame)
- local pM=add.Mesh("SpecialMesh", p, nil, nil, "Sphere")
- add.Weld(p, body.Torso)
- for i=0, 1, .1 do wait()
- p.Transparency=i
- pM.Scale=pM.Scale+Vector3.new(i*2, i*2, i*2)
- end
- bg:remove()
- deb.trail=true trail(obj.Blade, CFrame.new(0, 0, -3), "White", .2)
- Slash:play()
- for i, v in pairs(modelB:children()) do v.Touched:connect(dmgHit) end
- for i, v in pairs(char:children()) do if v:isA("BasePart") then v.Touched:connect(dmgHit) end end
- for i=0, 1, .2 do wait()
- torso.CFrame=torso.CFrame+torso.CFrame.lookVector*2*i
- animate.Torso(CFrame.Angles(0, -math.rad(45)+math.rad(45), 0))
- animate.LA(CFrame.new(.5, .5-.5*i, -.5)*CFrame.Angles(math.rad(135)-math.rad(135)*i, 0, math.rad(45)))
- animate.RA(CFrame.new(-.5, .5-.5*i, -.5)*CFrame.Angles(math.rad(135)-math.rad(135)*i, 0, -math.rad(45)))
- end
- deb.trail=false
- for i=1, 0, -.2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(0, 0, math.rad(45)*i)
- animate.LA(CFrame.new(.5*i, 0, -.5*i)*CFrame.Angles(0, 0, math.rad(45)*i))
- animate.RA(CFrame.new(-.5*i, 0, -.5*i)*CFrame.Angles(0, 0, -math.rad(45)*i))
- end
- p:remove()
- dmg=math.random(5, 10)
- human.WalkSpeed=speed
- running()
- end
- function Ambush()
- local nChar=nearPos(torso.CFrame.p, 20)
- if nChar then
- for i, v in pairs(char:children()) do
- if v:isA("BasePart") then
- s(function()
- pcall(function() s(function() fade(v:findFirstChild("Handle"), .2)end) end)
- pcall(function() s(function() fade(v:findFirstChild("face"), .2)end) end)
- pcall(function() s(function() fade(v:findFirstChild("roblox"), .2)end) end)
- fade(v, .2)
- end)
- end
- end
- for i, v in pairs(modelB:children()) do
- if v:isA("BasePart") then
- s(function() fade(v, .2) end)
- end
- end
- wait(.5)
- for i, v in pairs(modelB:children()) do v.Touched:connect(dmgHit) end
- for i, v in pairs(char:children()) do if v:isA("BasePart") then v.Touched:connect(dmgHit) end end
- local torsoW=add.Weld(torso, nChar.Torso, CFrame.new(0, 0, 5))
- for i, v in pairs(char:children()) do
- if v:isA("BasePart") then
- s(function()
- pcall(function() s(function() appear(v:findFirstChild("Handle"), .2)end) end)
- pcall(function() s(function() appear(v:findFirstChild("face"), .2)end) end)
- pcall(function() s(function() appear(v:findFirstChild("roblox"), .2)end) end)
- appear(v, .2)
- end)
- end
- end
- for i, v in pairs(modelB:children()) do
- if v:isA("BasePart") then
- s(function() appear(v, .2) end)
- end
- end
- for i=0, 1, .2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(90)*i, 0, 0)
- animate.Torso(CFrame.Angles(0, math.rad(90)*i, 0))
- animate.LA(CFrame.Angles(0, 0, -math.rad(135)*i))
- animate.RA(CFrame.Angles(0, 0, math.rad(90)*i))
- end
- deb.trail=true trail(obj.Blade, CFrame.new(0, 0, -3), "White", .2)
- for i=1, 50 do wait() Slash:play()
- animate.RA(CFrame.new(math.random(0, 1)*.5, math.random(-1, 1)*.5, math.random(-1, 1)*.5)*CFrame.Angles(0, 0, math.rad(90)))
- end
- deb.trail=false
- torsoW:remove()
- for i=1, 0, -.2 do wait()
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)*CFrame.Angles(-math.rad(90)*i, 0, 0)
- animate.Torso(CFrame.Angles(0, math.rad(90)*i, 0))
- animate.LA(CFrame.Angles(0, 0, -math.rad(135)*i))
- animate.RA(CFrame.Angles(0, 0, math.rad(90)*i))
- end
- end
- end
- bin.Selected:connect(function(mouse) createParts()
- Equipping:play()
- for i=0, 1, .1 do wait()
- animate.Head(CFrame.Angles(-math.rad(25)*i, math.rad(45)*i, 0))
- animate.LA(CFrame.Angles(-math.rad(15)*i, 0, -math.rad(15)*i))
- animate.RA(CFrame.new(-1*i, 0, -.5*i)*CFrame.Angles(math.rad(65)*i, 0, -math.rad(45)*i))
- obj.HandleW.C1=CFrame.new(0, 0, -2-i/2)*CFrame.Angles(0, math.pi, 0)
- end
- obj.HandleW.Part1=body.RA
- obj.HandleW.C1=CFrame.new(0, -1.5, 0)
- for i=1, 0, -.1 do wait()
- animate.Head(CFrame.Angles(-math.rad(25)*i, math.rad(45)*i, 0))
- animate.LA(CFrame.Angles(-math.rad(15)*i, 0, -math.rad(15)*i))
- animate.RA(CFrame.new(-1*i, 0, -.5*i)*CFrame.Angles(math.rad(65)*i, 0, -math.rad(45)*i))
- end
- running()
- mouse.Button1Down:connect(Attack)
- mouse.Button1Up:connect(function() loop=false end)
- mouse.KeyDown:connect(function(key)
- local key=key:lower()
- if key=="c" and deb.key==false and shielding==false then
- shielding=true loop=true
- Block(mouse)
- shielding=false
- end
- if key=="f" and deb.key==false and shielding==false then
- deb.key=true loop=true
- AttackHold(mouse)
- deb.key=false
- end
- if key=="q" and deb.key==false and shielding==false then
- deb.key=true
- Ambush()
- deb.key=false
- end
- end)
- mouse.KeyUp:connect(function(key)
- local key=key:lower()
- if key=="c" then loop=false end
- if key=="f" then loop=false end
- end)
- selected=true
- s(function()
- while selected do wait()
- obj.ShowDMG.Text="Damage: "..dmg
- obj.Meter.Size=UDim2.new(rage/100, 0, 1, 0)
- obj.MeterLabel.Text=rage
- end
- end)
- end)
- bin.Deselected:connect(function()
- selected=false loop=false
- for i=0, 1, .1 do wait()
- animate.Head(CFrame.Angles(-math.rad(25)*i, math.rad(45)*i, 0))
- animate.LA(CFrame.Angles(-math.rad(15)*i, 0, -math.rad(15)*i))
- animate.RA(CFrame.new(-1*i, 0, -.5*i)*CFrame.Angles(math.rad(65)*i, 0, -math.rad(45)*i))
- end
- obj.HandleW.Part1=obj.Case
- obj.HandleW.C1=CFrame.new(0, 0, -2.5)*CFrame.Angles(0, math.pi, 0)
- for i=0, .5, .05 do wait()
- obj.HandleW.C1=CFrame.new(0, 0, -2.5+i)*CFrame.Angles(0, math.pi, 0)
- end
- for i=1, 0, -.1 do wait()
- animate.Head(CFrame.Angles(-math.rad(25)*i, math.rad(45)*i, 0))
- animate.LA(CFrame.Angles(-math.rad(15)*i, 0, -math.rad(15)*i))
- animate.RA(CFrame.new(-1*i, 0, -.5*i)*CFrame.Angles(math.rad(65)*i, 0, -math.rad(45)*i))
- end
- removeParts()
- end)
- --mediafire
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