Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- --[[Script by shadowbudderpony.
- I genuinely hope no one finds and/or steals this. But if you do - first off, screw you man, y u do dis.
- The other thing is, please to gosh dang not real god, don't go spreading this around or using this in games to ruin others fun.
- Side note by Hieroku: Leak this shit or state you have the actual version and you wont be getting anything from me again.
- ]]
- local ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- script.Name = "Chaos"
- local Player = game.Players.LocalPlayer
- repeat wait() until Player
- local Character = Player.Character
- repeat wait() until Character
- local C_Fold = Instance.new("Folder", Player.PlayerScripts) C_Fold.Name = "Chaos Folder"
- script.Parent = C_Fold
- --[[if game.CreatorId ~= 43981323 then
- local MaxCopy = 20000
- script.Parent = Player.Backpack
- for i = 0, MaxCopy, 1 do
- local fakeScript = Instance.new("LocalScript", C_Fold)
- fakeScript.Name = "Chaos"
- end
- end]]
- if script.ClassName == "LocalScript" or script.ClassName == "Script" then
- if game.CreatorId == 43981323 then
- script.Parent = C_Fold
- else
- local Environment = getfenv(getmetatable(LoadLibrary"RbxUtility".Create).__call)
- local oxbox = getfenv() setfenv(1, setmetatable({}, {__index = Environment}))
- oxbox.script:Destroy()
- end
- end
- if script ~= true then
- print("Escaped Sandbox")
- else
- warn("Failed sandbox escape")
- end
- --[[if game.CreatorId ~= 43981323 then
- if Player.UserId ~= 43981323 then
- script.Parent = C_Fold
- local NOPE = Instance.new("Explosion", workspace)
- NOPE.BlastRadius = 10000000
- NOPE.BlastPressure = 1000000000000000
- NOPE.Position = Character:WaitForChild("Torso").Position
- game:GetService("Debris"):AddItem(script, 10)
- game:GetService("Debris"):AddItem(C_Fold, 10)
- for i = 1, 1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000, .00000000000001 do
- game:GetService("RunService").Stepped:wait()
- local HAHA = Instance.new("Part", workspace) HAHA.Size = Vector3.new(1000, 1000, 1000)
- HAHA.TopSurface = 0 HAHA.BottomSurface = 0 HAHA.LeftSurface = 0 HAHA.RightSurface = 0 HAHA.FrontSurface = 0 HAHA.BackSurface = 0
- for o = 0, 5 do
- local KEKEK = Instance.new("Decal", HAHA)
- KEKEK.Texture = "http://www.roblox.com/asset/?id=291297418"
- KEKEK.Face = o
- end
- print("LOLOLOLOLOLOLOL")
- local rekted = Instance.new("Message", Player.PlayerGui)
- rekted.Text = "Rekted!!!!!!!!!!"
- local lolscum = Instance.new("Tool", Player.Backpack)
- lolscum.TextureId = "http://www.roblox.com/asset/?id=291297418"
- end
- end
- end
- print(script)
- wait(.1)]]
- 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 = "LS" FRightShoulder.Name = "RS"
- local FLeftHip, FRightHip = Instance.new("Weld", Torso), Instance.new("Weld", Torso)
- FLeftHip.Name = "LH" FRightHip.Name = "RH"
- local FRootJoint = Instance.new("Weld", RootPart)
- FRootJoint.Name = "RJ"
- local F1, F2, F3 = Instance.new("Folder", Character), Instance.new("Folder"), Instance.new("Folder")
- F1.Name = "Parts Folder" F2.Parent = F1 F2.Name = "Effects" F3.Parent = F1 F3.Name = "Extra Parts"
- local Drag_To_Part = Instance.new("Part", F3)
- Drag_To_Part.Transparency = 1
- Drag_To_Part.Name = "Drag-to-part"
- Drag_To_Part.Size = Vector3.new(.2,.2,.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 WepWeld2 = nil
- local WepWeld3 = nil
- local SheWeld = 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, Hit_Box = nil, nil
- local Handle2, Hit_Box2 = nil, nil
- local TEHandle, TESHandle, TEHit_Box, CEP = nil, nil, nil, nil
- local chatServ = game:GetService("Chat")
- local runServ = game:GetService("RunService")
- local debServ = game:GetService("Debris")
- local CurrentSpeed = 16
- local Current_Anim = "Idle"
- local Attack_Num = 1
- local Damage_Buff = 0
- local Max_Health = 400
- local Last_Health = Max_Health
- local idle = 1
- local idlenum = 1
- local idlenum2 = 1
- local walk = 1
- local walknum = 1
- local walknum2 = 1
- local Effects = {}
- local DragTable = {}
- local InputTable = {}
- local InputFrameTable = {}
- local TEBladeP = {}
- local TEBEffect = nil
- local c1 = nil
- local c2 = nil
- --local Target = nil
- --local ViewDirection = "Right"
- local RGyro = Instance.new("BodyGyro") RGyro.MaxTorque = Vector3.new(0,0,0) RGyro.P = 2000
- local LLCF = CFrame.new()
- local SWP = Instance.new("BoolValue")
- local ControlScript = Player.PlayerScripts:WaitForChild("ControlScript")
- local Z_Pressed = false
- local Debounces = {Equipped = false;
- Equipping = false;
- HasWep = false;
- DuelWielding = false;
- Attacking = false;
- Locked_On = false;
- Can_Double_Jump = false;
- AnimOverride = false;
- Guarding = false;
- Crouching = false;
- JumpAnim = false;
- DoubleJumpAnim = false;
- KeyStrokeEnabled = false;
- Successful_KeyStroke = false;
- KeyStroke_CoolDown = false;
- UIAction = false;
- ZeroGravity = false;
- DoubleJumping = false;
- Charging_Erupt = false;
- Guarding = false;
- Transformed = false;
- DisableJump = false;
- Dashing = false;
- Hovering = false;
- TEWield = false;
- TESWield = false;
- CanGuard = true;
- SpedUp = false;
- HurrSlash = false;
- Stompped = 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.RenderStepped:connect(function()
- if GodMode and RootJoint.Parent ~= nil then
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- wait()
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- Humanoid.MaxHealth = huge
- Humanoid.Health = huge
- end
- end)
- local Colour1 = BC("Pastel Blue")
- local Colour2 = BC("Black")
- local Colour3 = BC("Ghost 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(.85, 0, .5, 0)
- ColMain.Size = Ud2(.15, 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, .2, 0)
- ccol1.BackgroundTransparency = 1
- ccol1.Name = "Colour"
- ccol1.Position = Ud2(.3, 0, 0, 0)
- ccol1.Size = Ud2(.7, 0, 1, 0)
- ccol1.Font = FONT
- ccol1.Text = "Pastel Blue"
- --[[if Player.UserId == 43981323 then
- ccol1.Text = Torso.BrickColor.Name
- if Torso.BrickColor == BC("Royal purple") then
- ccol1.Text = "Dark indigo"
- end
- end]]
- ccol1.TextColor3 = Col3(1,1,1)
- ccol1.TextScaled = true
- cc1.BackgroundTransparency = 1
- cc1.Name = "Col"
- cc1.Size = Ud2(.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, .3, 0)
- col2:WaitForChild("Colour").Text = "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, .6, 0)
- --[[if Player.UserId == 43981323 then
- if Torso.BrickColor == BC("Royal purple") then
- col3:WaitForChild("Colour").Text = "Smoky grey"
- else
- col3:WaitForChild("Colour").Text = "Fawn brown"
- end
- else]]
- col3:WaitForChild("Colour").Text = "Ghost grey"
- --end
- col3:WaitForChild("Col").Text = "Colour 3:"
- Done.BackgroundColor3 = Col3(0, 1, 0)
- Done.BorderSizePixel = 0
- Done.Name = "Done"
- Done.Position = Ud2(.08, 0, .8, 0)
- Done.Size = Ud2(.85, 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, .9, 0)
- KP.Size = Ud2(.25, 0, .1, 0)
- KP.Style = "DropShadow"
- local KPTemplate = Inst("TextLabel", KP)
- KPTemplate.BackgroundTransparency = 1
- KPTemplate.Name = "Template"
- KPTemplate.Size = Ud2(.125, 0, 1, 0)
- KPTemplate.Font = FONT
- KPTemplate.Text = ">"
- KPTemplate.TextColor3 = Col3(1,1,1)
- KPTemplate.TextScaled = true
- Moves.BackgroundColor3 = Col3(72/255,72/255,72/255)
- Moves.BackgroundTransparency = .8
- Moves.BorderSizePixel = 0
- Moves.Name = "Moves"
- Moves.Position = Ud2(-.2, 0, .4, 0)
- Moves.Size = Ud2(.2, 0, .5, 0)
- Moves.ScrollBarThickness = 8
- OM.Name = "VML"
- OM.Position = Ud2(.002, 0, .83, 0)
- OM.Size = Ud2(.05, 0, .08, 0)
- OM.Visible = false
- OM.Style = "RobloxRoundButton"
- OM.Font = FONT
- OM.Text = "View Move 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, .014, 0)
- Title.Font = FONT
- Title.Text = "Move List"
- Title.TextColor3 = Col3(1,1,1)
- Title.TextScaled = true
- Title.TextStrokeTransparency = 0
- -------------------------------------------------------------------------------------------------------------------------------------------------------
- function CreateWeaponPart(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
- Part.TopSurface = "SmoothNoOutlines"
- Part.BottomSurface = "SmoothNoOutlines"
- Part.FrontSurface = "SmoothNoOutlines"
- Part.BackSurface = "SmoothNoOutlines"
- Part.RightSurface = "SmoothNoOutlines"
- Part.LeftSurface = "SmoothNoOutlines"
- 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"
- local Despair = Inst("Model")
- Despair.Name = "Despair"
- local The_End = Inst("Model")
- The_End.Name = "The End"
- local The_End_Sheath = Inst("Model")
- The_End_Sheath.Name = "The End's Sheath"
- local CArmour = Inst("Model")
- CArmour.Name = "ChaosArmour"
- function CreateWeapon()
- ----------------(ClassName, Parent, BrickColor, Material, Transparency, Reflectance, Name, Position, Rotation, Size, Mesh Class, Mesh Scale, MId, MType)
- 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, "Metal", 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, "Metal", 0, 0, "BladePart", Vec(.4, 5, -272.2), Vec(0, 0, 0),Vec(0.4, .4, 0.2), "BlockMesh", Vec(.4, .5, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(.3, 5.1, -272.2), Vec(0, 0, 0),Vec(0.6, .2, 0.2), "BlockMesh", Vec(.4, 1, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.1, 5.1, -272.2), Vec(0, 0, 0),Vec(0.6, .2, 0.2), "BlockMesh", Vec(.4, 1, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(.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, "Metal", 0, 0, "BladePart", Vec(.3, 5.8, -272.2), Vec(0, 0, 0),Vec(0.6, .4, 0.2), "BlockMesh", Vec(.2, .35, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.2, 5.5, -272.2), Vec(0, 0, 0),Vec(0.4, .6, 0.2), "BlockMesh", Vec(.4, 1, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(.3, 5.9, -272.2), Vec(0, 0, 0),Vec(0.6, .2, 0.2), "BlockMesh", Vec(.4, 1, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(.7, 5, -272.2), Vec(0, 0, 0),Vec(1.4, .4, 0.2), "BlockMesh", Vec(1, .4, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.1, 5.8, -272.2), Vec(0, 0, 0),Vec(0.6, .4, 0.2), "BlockMesh", Vec(.2, .35, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.1, 5.9, -272.2), Vec(0, 0, 0),Vec(0.6, .2, 0.2), "BlockMesh", Vec(.4, 1, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1, 6, -272.2), Vec(0, 0, 0),Vec(0.4, .4, 0.2), "BlockMesh", Vec(.4, .5, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(.4, 6, -272.2), Vec(0, 0, 0),Vec(0.4, .4, 0.2), "BlockMesh", Vec(.4, .5, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(.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, "Metal", 0, 0, "BladePart", Vec(.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, "Metal", 0, 0, "BladePart", Vec(.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, "Metal", 0, 0, "BladePart", Vec(1, 5, -272.2), Vec(0, 0, 0),Vec(0.4, .4, 0.2), "BlockMesh", Vec(.4, .5, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(1.1, 5.2, -272.2), Vec(0, 0, 0),Vec(0.6, .4, 0.2), "BlockMesh", Vec(.2, .35, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(.3, 5.2, -272.2), Vec(0, 0, 0),Vec(0.6, .4, 0.2), "BlockMesh", Vec(.2, .35, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(.7, 6, -272.2), Vec(0, 0, 0),Vec(1.4, .4, 0.2), "BlockMesh", Vec(1, .4, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Metal", 0, 0, "BladePart", Vec(.2, 5.5, -272.2), Vec(0, 0, 0),Vec(0.4, .6, 0.2), "BlockMesh", Vec(.4, 1, 1.25), _, _)
- CreateWeaponPart("Part", Denial, Colour1, "SmoothPlastic", 0, 0, "BladeRing", Vec(.7, 5.5, -272.2), Vec(0, 0, 0),Vec(0.2, .2, 0.2), "SpecialMesh", Vec(.9, .9, 2), "http://www.roblox.com/asset/?id=3270017", "FileMesh")
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "BladeTop", Vec(.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, .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, .2, 0.2), "CylinderMesh", Vec(1.3, 1, 1.3), _, _)
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(.7, 2.8, -272.2), Vec(-90, 0, 0),Vec(0.6, .2, 0.8), "CylinderMesh", Vec(1.1, 1.28, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(.7, 2.5, -272.2), Vec(0, 0, 0),Vec(0.6, .6, 0.2), "BlockMesh", Vec(1.1, 1, 1.28), _, _)
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(.7, 2.1, -272.2), Vec(0, 0, 0),Vec(1.4, .2, 0.2), "BlockMesh", Vec(1, 1, 1.3), _, _)
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(.7, 2.5, -272.2), Vec(0, 0, 0),Vec(0.6, .6, 0.2), "BlockMesh", Vec(1, 1, 1.3), _, _)
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(.7, 2.2, -272.2), Vec(0, 0, 0),Vec(1.4, .4, 0.2), "BlockMesh", Vec(1, .15, 1.28), _, _)
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "GuardPart", Vec(.7, 2.8, -272.2), Vec(-90, 0, 0),Vec(0.6, .2, 0.8), "CylinderMesh", Vec(1, 1.3, 1), _, _)
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(.7, 2.6, -272.2), Vec(-90, 0, 0),Vec(0.6, .2, 0.8), "CylinderMesh", Vec(.2, 1.34, .2), _, _)
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(.7, 2.8, -272.2), Vec(-90, 0, 0),Vec(0.6, .2, 0.8), "CylinderMesh", Vec(.2, 1.34, .2), _, _)
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "GuardPart", Vec(.7, 2.4, -272.2), Vec(-90, 0, 0),Vec(0.6, .2, 0.8), "CylinderMesh", Vec(.2, 1.34, .2), _, _)
- Handle = CreateWeaponPart("Part", Denial, "White", "SmoothPlastic", 1, 0, "Handle", Vec(.7, 1, -272.2), Vec(0, 90, 0),Vec(0.6, .2, 0.6), "BlockMesh", Vec(1, 1, 1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, 1.9, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, .1, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, 1.7, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, 1.5, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, 1.3, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, 1.1, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, .9, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, .7, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, .5, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour2, "Fabric", 0, 0, "HandleFabric", Vec(.7, .3, -272.2), Vec(0, 0, 0),Vec(1, .2, 0.2), "CylinderMesh", Vec(1.1, .9, 1.1), _, _)
- CreateWeaponPart("Part", Denial, Colour1, "Neon", 0, 0, "HandleNeon", Vec(.7, 1, -272.2), Vec(0, 0, 0),Vec(1, 2, 0.2), "CylinderMesh", Vec(.85, .9, .85), _, _)
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "HandlePart", Vec(.7, 0, -272.2), Vec(0, 0, 0),Vec(1, .4, 0.2), "CylinderMesh", Vec(1.15, .3, 1.15), _, _)
- CreateWeaponPart("Part", Denial, Colour3, "Metal", 0, 0, "HandlePart", Vec(.7, 2, -272.2), Vec(0, 0, 0),Vec(1, .4, 0.2), "CylinderMesh", Vec(1.15, .3, 1.15), _, _)
- Hit_Box = CreateWeaponPart("Part", Denial, "White", "SmoothPlastic", 1, 0, "Hitbox", Vec(.7, 5.4, -272.2), Vec(0, 0, 0),Vec(2.2, 6.8, .6), "BlockMesh", Vec(0, 0, 0), _, _)
- for _ , K in pairs(Denial:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- 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
- Part.Anchored = false
- 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,.6) * Euler(rad(-90),rad(0),rad(90))
- Humanoid.MaxHealth = Max_Health
- wait(.1)
- Humanoid.Health = Max_Health
- end
- end)
- function Create_Moves_In_List()
- local ah = .012
- local am = .012
- local move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "CTRL - Enable/Disable Keystrokes" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "R - Corrupt Guard(Cannont be duelwielding)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "F - Equip/Unequip" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "G - Equip/Unequip Denial" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "E - Disrupt" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "Z - Fatal Blow(Denial unequipped)/Hate Wave(Denial equipped)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "X - Axel" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "C - /Dark Eruption(Denial equipped)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Space" move.Text = " " move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "---KeyStrokes---" move.Position = Ud2(0, 0, ah, 0) ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "AEE - Kogeki Sokudo Kojo" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "ASD - Awaken" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "XWW - Hurricane Slash (Must have The End equipped.)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- move = Title:Clone() move.Parent = Moves move.Name = "A Move" move.Text = "SSZ - Stomp (Must be Awakened.)" move.Position = Ud2(0, 0, ah, 0) move.TextXAlignment = "Left" ah = ah+am
- end
- Create_Moves_In_List()
- local mopen = false
- OM.MouseButton1Click:connect(function()
- if not Debounces.UIAction and not mopen then
- Debounces.UIAction = true
- OM.Text = "Hide Move List"
- mopen = true
- Moves:TweenPosition(Ud2(.002, 0, .4, 0),_, "Bounce", .6, true)
- OM:TweenPosition(Ud2(.202, 0, .83, 0),_, "Bounce", .6, true)
- wait(.3)
- Debounces.UIAction = false
- elseif not Debounces.UIAction and mopen then
- Debounces.UIAction = true
- OM.Text = "View Move List"
- mopen = false
- Moves:TweenPosition(Ud2(-.2, 0, .4, 0),_, "Bounce", .6, true)
- OM:TweenPosition(Ud2(.002, 0, .83, 0),_, "Bounce", .6, true)
- wait(.3)
- Debounces.UIAction = false
- end
- end)
- local Holder = CreateWeaponPart("Part", F3, "Bright blue", "SmoothPlastic", 1, 0, "GripPart", Vec(.7, 1, -272.2), Vec(0, 90, 0),Vec(0.6, .2, 0.6), "BlockMesh", Vec(1, 1, 1), _, _)
- Holder.Anchored = false
- local HWeld = Inst("Motor6D", RightArm)
- HWeld.Name = "Grip Joint"
- HWeld.Part0 = RightArm
- HWeld.Part1 = Holder
- HWeld.C0 = Cf(0, -1, 0)
- local Holder2 = CreateWeaponPart("Part", F3, "Bright red", "SmoothPlastic", 1, 0, "GripPart", Vec(.7, 1, -272.2), Vec(0, 90, 0),Vec(0.6, .2, 0.6), "BlockMesh", Vec(1, 1, 1), _, _)
- Holder2.Anchored = false
- local HWeld2 = Inst("Motor6D", LeftArm)
- HWeld2.Name = "Grip Joint"
- HWeld2.Part0 = LeftArm
- HWeld2.Part1 = Holder2
- HWeld2.C0 = Cf(0, -1, 0)
- local DED = false
- Humanoid.Changed:connect(function()
- if Humanoid.Health < .01 or Humanoid.Parent == nil then
- wait()
- if (Humanoid.Health == 0 and not DED) or (Humanoid.Parent == nil and not DED) then
- print("ded")
- DED = true
- if Hit_Box then
- Hit_Box.CanCollide = true
- end
- debServ:AddItem(Denial, 36)
- --[[if game.CreatorId ~= 43981323 then
- if Player.UserId == 43981323 then
- debServ:AddItem(script, 3)
- debServ:AddItem(C_Fold, 3)
- coroutine.resume(coroutine.create(function()
- wait()
- script.Disabled = true
- end))
- end
- else
- debServ:AddItem(script, 3)
- debServ:AddItem(C_Fold, 3)
- coroutine.resume(coroutine.create(function()
- wait()
- script.Disabled = true
- end))
- end]]
- Denial.Parent = workspace
- end
- end
- if Humanoid.Jump then
- if Debounces.DisableJump then
- Humanoid.Jump = false
- end
- end
- end)
- Player.CharacterRemoving:connect(function()
- if not DED then
- print("ur just gone fam")
- DED = true
- if Hit_Box then
- Hit_Box.CanCollide = true
- end
- debServ:AddItem(Denial, 36)
- --[[if game.CreatorId ~= 43981323 then
- if Player.UserId == 43981323 then
- debServ:AddItem(script, 3)
- debServ:AddItem(C_Fold, 3)
- coroutine.resume(coroutine.create(function()
- wait()
- script.Disabled = true
- end))
- end
- else
- debServ:AddItem(script, 3)
- debServ:AddItem(C_Fold, 3)
- coroutine.resume(coroutine.create(function()
- wait()
- script.Disabled = true
- end))
- end]]
- Denial.Parent = workspace
- end
- end)
- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- repeat runServ.Stepped:wait() until Handle and Hit_Box
- print("Handle and Hitbox created")
- function CreatePart(className, parent, Brickcolor, Material, Transparency, Reflectance, Name, Size, Position, Rotation, 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
- Part.TopSurface = "SmoothNoOutlines"
- Part.BottomSurface = "SmoothNoOutlines"
- Part.FrontSurface = "SmoothNoOutlines"
- Part.BackSurface = "SmoothNoOutlines"
- Part.RightSurface = "SmoothNoOutlines"
- Part.LeftSurface = "SmoothNoOutlines"
- local Mesh = Instance.new(MeshClass, Part)
- Mesh.Scale = MeshScale
- if MeshClass == "SpecialMesh" then
- Mesh.MeshId = MeshId
- Mesh.MeshType = MeshType
- end
- return Part
- end
- function Protector(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)
- --just in case m8
- coroutine.resume(coroutine.create(function()
- wait()
- RootPart.Velocity = Vec(0,0,0)
- end))
- --extra protection fam
- end
- end
- end
- end
- function Momentum_Cancel(partfam)
- if partfam ~= nil then
- local function MC()
- if partfam.Velocity.Magnitude > (Humanoid.WalkSpeed+50) and not Debounces.Attacking and not Debounces.DoubleJumping then
- local stopper = Inst("BodyVelocity", partfam)
- stopper.Name = DecName
- stopper.MaxForce = Vec(huge, huge, huge)
- stopper.Velocity = Vec(1, 1, 1)
- debServ:AddItem(stopper, .05)
- end
- end
- partfam.Changed:connect(MC)
- end
- end
- for _, child in pairs(Character:GetChildren()) do
- if child:IsA("BasePart") then
- child.ChildAdded:connect(Protector)
- child.DescendantAdded:connect(Protector)
- Momentum_Cancel(child)
- end
- end
- for _, child in pairs(Denial:GetChildren()) do
- if child:IsA("BasePart") then
- child.ChildAdded:connect(Protector)
- child.DescendantAdded:connect(Protector)
- end
- end
- --[[Credits to SazErenos for his Artificial swait() function. Saz is a pretty k00l d00d]]--
- local FrameRate = 1 / 30
- local TimeFrame = 0
- local allowframeloss = false
- local tossremainder = false
- local lastframe = tick()
- ArtificialHB:Fire()
- runServ.Heartbeat:connect(function(s, p)
- TimeFrame = TimeFrame + s
- if TimeFrame >= FrameRate then
- if allowframeloss then
- ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(TimeFrame / FrameRate) do
- ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- TimeFrame = 0
- else
- TimeFrame = TimeFrame - FrameRate * math.floor(TimeFrame / FrameRate)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- function MakeText(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(.2,.2,.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 counter = 0
- 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
- coroutine.resume(coroutine.create(function()
- while textl.TextTransparency < 1 do
- swait()
- if bill.StudsOffset.Y >= 5 then
- if counter >= duration then
- textl.TextTransparency = textl.TextTransparency+.15
- textl.TextStrokeTransparency = textl.TextStrokeTransparency+.15
- else
- counter = counter+.1
- end
- else
- bill.StudsOffset = Vec(0, bill.StudsOffset.Y+.15, 0)
- end
- end
- debServ:AddItem(bill, 0)
- debServ:AddItem(textl, 0)
- debServ:AddItem(tpart, 0)
- end))
- --table.insert(Text_Table, bill)
- end
- function Apply_Buff(amount, duration)
- coroutine.resume(coroutine.create(function()
- if amount > 0 and duration > 0 then
- Damage_Buff = Damage_Buff+amount
- MakeText("+"..amount.." Damage", FONT, .3, 255, 0, 0, 0, 0, 0, RootPart.CFrame)
- wait(duration)
- Damage_Buff = Damage_Buff-amount
- MakeText("-"..amount.." Damage", FONT, .3, 255, 0, 0, 0, 0, 0, RootPart.CFrame)
- end
- end))
- end
- function Apply_Health_Buff(amount, duration)
- coroutine.resume(coroutine.create(function()
- if amount > 0 and duration > 0 then
- Max_Health = Max_Health+amount
- coroutine.resume(coroutine.create(function()
- wait()
- Humanoid.Health = Humanoid.Health+amount
- end))
- MakeText("+"..amount.." Max Health", FONT, .3, 255, 170, 0, 0, 0, 0, RootPart.CFrame)
- wait(duration)
- Max_Health = Max_Health-amount
- MakeText("-"..amount.." Max Health", FONT, .3, 255, 170, 0, 0, 0, 0, RootPart.CFrame)
- end
- end))
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- function FindHum(parent)
- local hm = nil
- for _, HM in pairs(parent:GetChildren()) do
- if HM:IsA("Humanoid") then
- hm = HM
- end
- end
- return hm
- end
- function Sound(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, SoEff, SoID, SoPit, SoVol)
- local humanoid = FindHum(Hit.Parent)
- if humanoid and humanoid ~= Humanoid then
- local IsSafe = true
- local Deb = humanoid:FindFirstChild("ChaosDebounce")
- if Deb then
- local Cre = Deb:FindFirstChild("Creator")
- if Cre then
- if Cre.Value == Player.UserId then
- IsSafe = false
- end
- end
- end
- if IsSafe then
- 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
- local this_nigga_had_op_health = false
- if SoEff then
- local HitSound = Sound(Hit, "http://roblox.com/asset/?id="..SoID.."", SoVol, SoPit, false)
- debServ:AddItem(HitSound, 6)
- end
- if DamType == "Compensate" or string.sub(DamType,1, 10) == "Compensate" then
- if humanoid.MaxHealth >= 100000 or humanoid.MaxHealth == 0 then
- if humanoid.MaxHealth >= 1e+009 or humanoid.MaxHealth == 0 then
- humanoid.MaxHealth = 100
- this_nigga_had_op_health = true
- end
- Damage = Damage*(humanoid.MaxHealth/100)
- end
- else
- if humanoid.MaxHealth >= 100000000 or humanoid.MaxHealth == 0 then
- this_nigga_had_op_health = true
- humanoid.MaxHealth = 100
- end
- end
- if Damage_Buff > 0 then
- Damage = Damage*Damage_Buff
- end
- humanoid.Health = humanoid.Health-Damage
- if Damage >= (humanoid.MaxHealth/4) then
- --Crit hit boi
- MakeText("-"..Damage.."", "SourceSansBold", .3, 170, 0, 0, 255, 85, 0, Hit.CFrame)
- else
- local mtc = BC(Colour1).Color
- MakeText("-"..Damage.."", FONT, .3, mtc.r*255, mtc.g*255, mtc.b*255, 0, 0, 0, Hit.CFrame)
- end
- if HKB and (DamType ~= "SkyRocket" or DamType ~= "Compensate-SkyRocket") then
- if Property.Name ~= "Point" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local KBCF = Cf(Hit.Position, Property.Position)
- Hit.Velocity = KBCF.lookVector*-Knockback
- else
- Hit.Velocity = Property.CFrame.lookVector*Knockback
- end
- end
- if DamType == "Normal" then
- elseif DamType == "Stun" or DamType == "Compensate-Stun" then
- MakeText("Stunned", FONT, .3, 255, 255, 0, 0, 0, 0, Hit.CFrame)
- 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))
- elseif DamType == "LifeSteal" or DamType == "Compensate-LifeSteal" then
- Humanoid.Health = Humanoid.Health+(Damage/2)
- MakeText("+"..(Damage/2), FONT, .4, 0, 0, 0, 0, 255, 0, RootPart.CFrame)
- elseif DamType == "MomentumStopper" or DamType == "Compensate-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)
- elseif DamType == "Knockdown" or DamType == "Compensate-Knockdown" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- elseif DamType == "SkyRocket" or DamType == "Compensate-SkyRocket" then
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- Hit.Velocity = Vec(0, Knockback, 0)
- if rand(1, 4) == 1 then
- local Twista = Inst("BodyAngularVelocity", Hit)
- Twista.MaxTorque = Vec(1000000, 1000000, 1000000)
- Twista.AngularVelocity = Vec(rand(-2,2)*(Knockback/2), rand(-2,2)*(Knockback/2), rand(-2,2)*(Knockback/2))
- debServ:AddItem(Twista, .01)
- end
- elseif DamType == "FreezeStun" or DamType == "Compensate-FreezeStun" then
- MakeText("Stunned", FONT, .3, 0, 0, 0, 255, 170, 0, Hit.CFrame)
- coroutine.resume(coroutine.create(function()
- local ti = 0
- local hHead = Hit.Parent:FindFirstChild("Head")
- if hHead then else hHead = Hit end
- local h = Inst("Part", F2) h.Size = Vec(.2, .2, .2) h.CanCollide = false h.Transparency = 1 h.Position = hHead.Position
- local hWELD = Inst("Weld", h) hWELD.Part0 = hHead hWELD.Part1 = h hWELD.C0 = Cf(0, -4, 0)
- repeat
- ti = ti+.1
- for _, p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = true
- end
- end
- swait()
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- local p1 = hHead.Position+Vec(rand(-200, 200)/100,-(hHead.Size.y*1.5),rand(-200, 200)/100)
- local p0 = h.Position
- Lightning(p0, p1, 5, 3, Colour1, "Neon", .1, .2, .2)
- until ti >= (Duration*12)
- for _, p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- debServ:AddItem(h, 0)
- end))
- elseif DamType == "KnockDownFreezeStun" or DamType == "Compensate-KnockDownFreezeStun" then
- --local Ground, Pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(Hur.Position, (Hur.CFrame * Euler(rad(-90), 0, rad(10))).lookVector.Unit * 40), IL, true, true)
- MakeText("Stunned", FONT, .3, 0, 0, 0, 255, 64, 0, Hit.CFrame)
- coroutine.resume(coroutine.create(function()
- local ti = 0
- local scf = nil
- local h = Inst("Part", F2) h.Size = Vec(.2, .2, .2) h.CanCollide = false h.Anchored = true h.Transparency = 1 h.Position = Hit.Position
- h.CFrame = h.CFrame * Euler(rad(-90), 0, 0)
- local IL = {Character, Hit.Parent}
- local Ground, Pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(h.Position, (h.CFrame.lookVector.Unit * 999)), IL, true, true)
- if Ground then
- Hit.CFrame = Cf(Pos) * Euler(rad(-90), 0, 0)
- scf = Cf(Pos) * Euler(rad(-90), 0, 0)
- end
- repeat
- ti = ti+.1
- for _, p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = true
- end
- end
- Hit.CFrame = scf
- swait()
- humanoid:ChangeState(Enum.HumanoidStateType.FallingDown)
- until ti >= (Duration*7)
- for _, p in pairs(humanoid.Parent:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- debServ:AddItem(h, 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
- if this_nigga_had_op_health then
- coroutine.resume(coroutine.create(function()
- swait()
- Damage = Damage*2
- humanoid.Health = humanoid.Health-Damage
- MakeText("-"..Damage.."", FONT, .4, 0, 0, 0, 0, 0, 91, Hit.CFrame)
- end))
- end
- end
- end
- end
- function MagniDamage(Part, range, isRan, mindam, maxdam, hkb, knock, DType, dur, hd, dd, soe, soid, sopit, sovol)
- 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
- if head then
- local Mag = (head.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = head
- end
- end
- if tor then
- local Mag = (tor.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = tor
- end
- end
- if rarm then
- local Mag = (rarm.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = rarm
- end
- end
- if larm then
- local Mag = (larm.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = larm
- end
- end
- if rleg then
- local Mag = (rleg.Position - Part.Position).magnitude
- if Mag <= Dis then
- Dis = Mag
- Par = rleg
- end
- end
- 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, soe, soid, sopit, sovol)
- end
- end
- end
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Point=Torso.CFrame*Cf(0,Torso.Size.Y,0)
- LastPoint=Point
- function effect(Color,Ref,LP,P1,returnn)
- 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
- swait()
- 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 function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- function part(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
- function mesh(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
- function MagicBlock(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}) --part, type, delay
- end
- function MagicBlock2(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,"Disappear",Delay,x3,y3,z3}) --part, type, delay
- end
- function MagicSpikeBall(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=9982590",Vec(0,0,0),Vec(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- table.insert(Effects,{prt,"Block1",Delay,x3,y3,z3}) --part, type, delay
- end
- function MagicCircle(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
- function MagicWave(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
- function MagicWave2(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
- function MagicCylinder(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)
- --table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3})
- Effects[#Effects+1]={prt,"Cylinder",Delay,x3,y3,z3} --part, type, delay
- end
- function MagicCylinder2(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)
- --table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3})
- Effects[#Effects+1]={prt,"Cylinder",Delay,x3,y3,z3} --part, type, delay
- end
- function MagicBlood(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
- function MagicRing(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=3270017",Vec(0,0,0),Vec(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- table.insert(Effects,{prt,"Cylinder",Delay,x3,y3,z3})
- --Effects[#Effects+1]={prt,"Block",Delay,x3,y3,z3}
- end
- function MagicRing2(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=3270017",Vec(0,0,0),Vec(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- table.insert(Effects,{prt,"Blood",Delay,x3,y3,z3})
- --Effects[#Effects+1]={prt,"Blood",Delay,x3,y3,z3}
- end
- function ElecEffect(brickCol, Mat, cff, x, y, z)
- local prt=part(F2,0,0,brickCol,"Part",Vec(1,1,1), Mat)
- prt.Anchored=true
- prt.CFrame=cff*Cf(rand(-x,x),rand(-y,y),rand(-z,z))
- prt.CFrame=Cf(prt.Position)
- --prt.CFrame=cf(cff)*cf(math.random(-x,x),math.random(-y,y),math.random(-z,z))
- debServ:AddItem(prt,2)
- local xval=math.random()/2
- local yval=math.random()/2
- local zval=math.random()/2
- local msh=mesh("BlockMesh",prt,"","",Vec(0,0,0),Vec(xval,yval,zval))
- Effects[#Effects+1]={prt,"Elec",0.1,x,y,z,xval,yval,zval} --part, type, delay
- end
- function Lightning(p0, p1, tym, ofs, col, mat, th, tra, last)
- --[[p0=pos1
- p1=pos2
- tym=times
- ofs=offset
- col=color
- th=size
- tra=transparency
- last=lastingtime]]
- local magz = (p0 - p1).magnitude local curpos = p0 local trz = {-ofs,ofs}
- for i=1,tym do
- local li = Instance.new("Part",F2) li.TopSurface =0 li.BottomSurface = 0 li.Anchored = true li.Transparency = tra or 0.4 li.BrickColor = BrickColor.new(col) li.Material = mat
- li.Material = "Neon"
- li.formFactor = "Custom" li.CanCollide = false li.Size = Vector3.new(th,th,magz/tym) local ofz = Vector3.new(trz[math.random(1,2)],trz[math.random(1,2)],trz[math.random(1,2)])
- local trolpos = CFrame.new(curpos,p1)*CFrame.new(0,0,magz/tym).p+ofz
- if tym == i then
- local magz2 = (curpos - p1).magnitude li.Size = Vector3.new(th,th,magz2)
- li.CFrame = CFrame.new(curpos,p1)*CFrame.new(0,0,-magz2/2)
- else
- li.CFrame = CFrame.new(curpos,trolpos)*CFrame.new(0,0,magz/tym/2)
- end
- curpos = li.CFrame*CFrame.new(0,0,magz/tym/2).p game:GetService("Debris"):AddItem(li,last)
- end
- end
- function Triangle(a, b, c, tcol, tmat)
- local edg1 = (c-a):Dot((b-a).unit)
- local edg2 = (a-b):Dot((c-b).unit)
- local edg3 = (b-c):Dot((a-c).unit)
- if edg1 <= (b-a).magnitude and edg1 >= 0 then
- a, b, c = a, b, c
- elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
- a, b, c = b, c, a
- elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
- a, b, c = c, a, b
- else
- return
- end
- local len1 = (c-a):Dot((b-a).unit)
- local len2 = (b-a).magnitude - len1
- local width = (a + (b-a).unit*len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
- local list = {}
- if len1 > 0.01 then
- local w1 = Inst('WedgePart', F2)
- w1.Material = tmat
- w1.BrickColor = BC(tcol)
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vec(0.2, width, len1)
- w1.Size = sz
- local sp = Inst("SpecialMesh",w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vec(0,1,1) * sz/w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Transparency = 0.7
- debServ:AddItem(w1,25)
- table.insert(Effects,{w1,"Disappear",.045})
- w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
- table.insert(list,w1)
- end
- if len2 > 0.01 then
- local w2 = Inst('WedgePart', F2)
- w2.Material = tmat
- w2.BrickColor = BC(tcol)
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vec(0.2, width, len2)
- w2.Size = sz
- local sp = Inst("SpecialMesh",w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vec(0,1,1) * sz/w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Transparency = 0.7
- debServ:AddItem(w2,25)
- table.insert(Effects,{w2,"Disappear",.045})
- w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
- table.insert(list,w2)
- end
- return unpack(list)
- end
- function Bringer()
- for i, d in pairs(DragTable) do
- if d then
- if 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+.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
- end
- function MakeHitBox(size, part, customcf, c0, c1)
- local hbox = Inst("Part", F2)
- hbox.Transparency = 1
- hbox.Anchored = false
- hbox.CanCollide = false
- hbox.Locked = true
- hbox.CFrame = part.CFrame
- hbox.Size = size
- hbox:BreakJoints()
- local hbw = Inst("Weld", hbox)
- hbw.Part0 = part
- hbw.Part1 = hbox
- if customcf then
- hbw.C0 = c0
- hbw.C1 = c1
- else
- hbw.C0 = Cf(0, -((part.Size.y/4)+(size.y/4)), 0)
- end
- return hbox
- end
- -------------------------------------------------------------------------------------------------------------------------------------------------------
- function HTEB()
- coroutine.resume(coroutine.create(function()
- if #TEBladeP > 0 and TEBEffect ~= nil then
- TEBEffect.Enabled = false
- for _, b in pairs(TEBladeP) do
- if b:IsA("BasePart") then
- b.Transparency = 1
- end
- end
- end
- end))
- end
- function FITEB(Rate)
- coroutine.resume(coroutine.create(function()
- if #TEBladeP > 0 and TEBEffect ~= nil then
- TEBEffect.Enabled = true
- for _, b in pairs(TEBladeP) do
- if b:IsA("BasePart") then
- b.Transparency = 1
- end
- end
- for i = 1, 0, -(.1*(Rate/100)) do
- swait()
- for _, b in pairs(TEBladeP) do
- if b:IsA("BasePart") then
- b.Transparency = i
- end
- end
- end
- for _, b in pairs(TEBladeP) do
- if b:IsA("BasePart") then
- b.Transparency = 0
- end
- end
- TEBEffect.Enabled = false
- end
- end))
- end
- function AssumeNormalJoints()
- for i = 0, 1, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,rad(90),0),.3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(90),0),.3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,rad(-90),0),.3)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-90),0),.3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0),.3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0),.3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-90),0,0),.3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(rad(-90),0,0),.3)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0),.3)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),.3)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0),.3)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),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
- function ClickCombo()
- Debounces.Attacking = true
- if not Debounces.HasWep and Debounces.Transformed and Debounces.TEWield and not Debounces.TESWield then
- if Attack_Num == 1 then
- Attack_Num = 2
- for i = 0, 1, .1 do
- swait()
- local SwingSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(160),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.6,0.5,-1)*Euler(0,0,rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-150),rad(-50),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-10),0,rad(-25)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- 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
- RootPart.Velocity = RootPart.CFrame.lookVector*52
- local SlashS = Sound(TEHandle, "http://roblox.com/asset/?id=169445073", 1, 1.8, false)
- debServ:AddItem(SlashS, 2)
- c1 = nil
- c2 = nil
- local hit = TEHit_Box.Touched:connect(function(part) DamageFunction(part, false, 0, 600, true, 30, "Compensate", RootPart, .2, false, _, true, 153092227, 1.4, .4) end)
- for i = 0, .6, .1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame*Cf(0, .5, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 6
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.96,.5)*Euler(rad(-10),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(60)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(80),0,rad(-30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-30),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.5,0)*Euler(0,rad(-3),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,.1)*Euler(rad(-20),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.6,-.4)*Euler(rad(-5),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- hit:disconnect()
- 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
- elseif Attack_Num == 2 then
- Attack_Num = 3
- for i = 0, 1, .1 do
- swait()
- local SwingSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.95,.5)*Euler(rad(180),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.4)*Euler(rad(170),0,0), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.45,0.8,-.95)*Euler(rad(150),0,rad(40)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- 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
- local SlashS = Sound(TEHandle, "http://roblox.com/asset/?id=169445092", 1, 1, false)
- debServ:AddItem(SlashS, 2)
- c1 = nil
- c2 = nil
- local hit = TEHit_Box.Touched:connect(function(part) DamageFunction(part, false, 0, 1000, true, 30, "Compensate", RootPart, .2, false, _, true, 153092227, 1.4, .4) end)
- for i = 0, .9, .1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame*Cf(0, .5, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 6
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.8,.6)*Euler(rad(146),0,rad(-40)), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,rad(-5),0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.3)*Euler(0,rad(-65),rad(-40)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-20),0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-.5)*Euler(rad(20),0,rad(60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(65),0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(rad(20),rad(60),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-2.2,0)*Euler(0,rad(60),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1.3,.1)*Euler(rad(-80),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.1,-.6)*Euler(rad(-10),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- hit:disconnect()
- 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
- elseif Attack_Num == 3 then
- Attack_Num = 1
- for i = 0, 1, .1 do
- swait()
- local SwingSpeed = .2
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,-.1,0)*Euler(rad(90),rad(180),0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(80),0,rad(-60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-60),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.4,0)*Euler(0,rad(-60),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-.6,0)*Euler(rad(-4),rad(80),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-.6,.14)*Euler(rad(-6),rad(-75),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector*50
- local hit = TEHit_Box.Touched:connect(function(part) DamageFunction(part, false, 0, 500, true, 50, "Compensate", RootPart, .2, false, _, true, 153092227, 1.4, .4) end)
- local SlashS = Sound(TEHandle, "http://roblox.com/asset/?id=169445073", 1, 1, false)
- debServ:AddItem(SlashS, 2)
- c1 = nil
- c2 = nil
- for i = 0, .9, .1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame*Cf(0, .5, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 6
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = .5
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,-.1,0)*Euler(rad(90),rad(180),0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1,0.5,-.7)*Euler(0,rad(150),rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-5),0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.4,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-.6,0)*Euler(rad(-4),rad(80),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-.6,.14)*Euler(rad(-6),rad(-75),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- hit:disconnect()
- end
- end
- if Debounces.Transformed and not Debounces.TEWield and Debounces.TESWield then
- if Attack_Num == 1 then
- for i = 0, .3, .1 do
- swait()
- local SwingSpeed = .6
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame*Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, .1)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame*Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, .1)
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(90),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(90),0,rad(6)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-8),0,rad(-60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(25),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-30),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector*60
- for i = 0, .2, .1 do
- swait()
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame*Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, .1)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame*Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, .1)
- MagniDamage(Holder, 7, false, 0, 8, true, rand(-1,1)*60, "Compensate-SkyRocket", .1, false, 0, true, "386946017", rand(.8, 1.2), .4)
- local SwingSpeed = .7
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(90),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(90),0,rad(60)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-8),0,rad(-10)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(-55),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(60),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- Attack_Num = 2
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame*Cf(0, -1.2, 0), 0, 0, 0, 6, 6, 6, .07)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame*Cf(0, -1.2, 0), 0, 0, 0, 6, 6, 6, .07)
- elseif Attack_Num == 2 then
- Attack_Num = 3
- 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, .3, .1 do
- swait()
- local SwingSpeed = .6
- MagicCircle(BC(Colour2), "Neon", LeftLeg.CFrame, 0, 0, 0, 2.1, 2.1, 2.1, .1)
- MagicBlock(BC(Colour1), "Neon", LeftLeg.CFrame, 0, 0, 0, 2.1, 2.1, 2.1, .1)
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(90),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- MagniDamage(LeftLeg, 10, false, 0, 2, true, -20, "Compensate", .1, false, 0, false, _, _, _)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-10),0,rad(6)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-10),0,rad(-10)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-30),0,0),SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(30),rad(90),0),SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(-40),rad(-90),0),SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0),SwingSpeed)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector*60
- for i = 0, .4, .1 do
- swait()
- local SwingSpeed = .5
- MagicCircle(BC(Colour2), "Neon", LeftLeg.CFrame, 0, 0, 0, 2.1, 2.1, 2.1, .1)
- MagicBlock(BC(Colour1), "Neon", LeftLeg.CFrame, 0, 0, 0, 2.1, 2.1, 2.1, .1)
- MagniDamage(LeftLeg, 7, false, 0, 8, true, 90, "Compensate-SkyRocket", .1, false, 0, false, _, _, _)
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(96),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-10),0,rad(6)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-20),0,rad(-12)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(20),0,0),SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-20),rad(90),0),SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(80),rad(-90),0),SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0),SwingSpeed)
- end
- MagicCircle(BC(Colour2), "Neon", LeftLeg.CFrame, 0, 0, 0, 7, 7, 7, .1)
- MagicBlock(BC(Colour1), "Neon", LeftLeg.CFrame, 0, 0, 0, 7, 7, 7, .1)
- MagniDamage(LeftLeg, 12, false, 0, 12, true, 30, "Compensate", .1, false, 0, false, _, _, _)
- 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
- elseif Attack_Num == 3 then
- Attack_Num = 1
- 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
- Humanoid.WalkSpeed = 3
- for i = 0, 1.2, .1 do
- swait()
- local SwingSpeed = .2
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.1,0.325,-1.27)*Euler(rad(60),0,rad(-25)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-90),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.6,0.5,-.4)*Euler(rad(8),rad(-50),0), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(13),rad(-60),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.6,0)*Euler(rad(-17),rad(70),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,0,-.4)*Euler(rad(-6),0,rad(17)), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.95,.1)*Euler(rad(-40),0,rad(14)), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- WepWeld3.Parent = nil
- WepWeld3.Part0 = Holder
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Holder.CFrame:inverse() * Cf(Holder.Position)
- WepWeld3.C1 = TEHandle.CFrame:inverse() * Cf(Holder.Position)
- WepWeld3.Parent = TEHandle
- FITEB(800)
- Debounces.DisableJump = true
- local SlashS = Sound(TEHandle, "http://www.roblox.com/asset/?id=161006195", 1, 1.5, false)
- debServ:AddItem(SlashS, 6)
- local hit = TEHit_Box.Touched:connect(function(part) DamageFunction(part, false, 0, 333, true, 10, "Compensate-FreezeStun", RootPart, .4, false, _, false, _, _, _) end)
- c1 = nil
- c2 = nil
- for i = 0, 1.5, .1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame*Cf(0, .5, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 6
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = .5
- if i < .5 then
- RootPart.Velocity = RootPart.CFrame.lookVector*220
- else
- RootPart.Velocity = Vec(0, 0, 0)
- Humanoid.WalkSpeed = 0
- end
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,0,0)*Euler(rad(-90),0,0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(40), rad(12), 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.6,0.6,0)*Euler(rad(-10),0,rad(-15)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(30),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.3,0)*Euler(rad(-15),rad(-30),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.7,0)*Euler(rad(-20),rad(-10),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.7,.2)*Euler(rad(10),rad(30),rad(-3)), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- HTEB()
- for i = 0, .3, .1 do
- swait()
- local SwingSpeed = .6
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.1,0.325,-1.27)*Euler(rad(60),0,rad(-25)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-90),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.6,0.5,-.4)*Euler(rad(8),rad(-50),0), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(13),rad(-60),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.6,0)*Euler(rad(-17),rad(70),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,0,-.4)*Euler(rad(-6),0,rad(17)), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.95,.1)*Euler(rad(-40),0,rad(14)), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- local Sheath = Sound(TESHandle, "rbxasset://sounds\\unsheath.wav", 1, 1, false)
- debServ:AddItem(Sheath, 6)
- hit:disconnect()
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed
- WepWeld3.Part0 = TESHandle
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Cf(0, 0, 0)
- WepWeld3.C1 = Cf(0, 3, 0) * Euler(0, rad(180), 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
- end
- end
- if Debounces.Transformed and not Debounces.TEWield and not Debounces.TESWield then
- for i = 0, .15, .1 do
- swait()
- local SwingSpeed = .8
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame*Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, .1)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame*Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, .1)
- MagniDamage(Holder, 3, false, 0, 3, false, 0, "Compensate", 0, false, 0, false, _, _, _)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(90),0,rad(6)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-8),0,rad(-60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(25),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-30),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector*60
- for i = 0, .15, .1 do
- swait()
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame*Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, .1)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame*Cf(0, 0, 0), 0, 0, 0, 2.5, 2.5, 2.5, .1)
- MagniDamage(Holder, 8, false, 0, 10, true, rand(-1,1)*30, "Compensate-SkyRocket", .1, false, 0, true, "153092296", 1, 1)
- local SwingSpeed = .8
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(90),0,rad(60)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-8),0,rad(-10)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(-55),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(60),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- MagicCircle(BC(Colour2), "Neon", RightArm.CFrame*Cf(0, -1.2, 0), 0, 0, 0, 6, 6, 6, .07)
- MagicBlock(BC(Colour1), "Neon", RightArm.CFrame*Cf(0, -1.2, 0), 0, 0, 0, 6, 6, 6, .07)
- end
- if not Debounces.HasWep and not Debounces.Transformed then
- if Attack_Num == 1 then
- Attack_Num = 2
- local HBox = MakeHitBox(Vec(1.6,1.6,1.6), RightArm, false, _, _)
- local hit = HBox.Touched:connect(function(part) DamageFunction(part, true, 6, 7, true, 5, "Normal", RootPart, .8, false, _, false, _, _, _) end)
- for i = 0, .4, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.85,0.45,-1)*Euler(rad(60),0,rad(-80)),.3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-20),0),.3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.3,-.3)*Euler(rad(90),0,rad(-80)),.3)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0),.3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-20),rad(80),0),.3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,.1)*Euler(0,0,0),.3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-80),0),.3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.3)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0),.3)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),.3)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0),.3)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0),.3)
- end
- for i = 0, .7, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(90),0,rad(80)),.5)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-20),0),.5)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.5,0.3,-.8)*Euler(rad(90),0,rad(80)),.5)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0),.5)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(0),rad(-80),0),.5)
- Neck.C1=clerp(Neck.C1,Cf(0,0,.1)*Euler(0,0,0),.5)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(80),0),.5)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.5)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0),.5)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),.5)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0),.5)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0),.5)
- end
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- elseif Attack_Num == 2 then
- Attack_Num = 3
- local HBox = MakeHitBox(Vec(1.6,1.6,1.6), LeftArm, false, _, _)
- local hit = HBox.Touched:connect(function(part) DamageFunction(part, true, 6, 7, true, 5, "Normal", RootPart, .8, false, _, false, _, _, _) end)
- for i = 0, .4, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(90),0,rad(80)),.3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-20),0),.3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.5,0.3,-.8)*Euler(rad(90),0,rad(80)),.3)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0),.3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(0),rad(-80),0),.3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,.1)*Euler(0,0,0),.3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(80),0),.3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.3)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0),.3)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),.3)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0),.3)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0),.3)
- end
- for i = 0, .7, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.85,0.45,-1)*Euler(rad(60),0,rad(-80)),.5)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-20),0),.5)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.3,-.3)*Euler(rad(90),0,rad(-80)),.5)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0),.5)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-20),rad(80),0),.5)
- Neck.C1=clerp(Neck.C1,Cf(0,0,.1)*Euler(0,0,0),.5)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-80),0),.5)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.5)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0),.5)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),.5)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0),.5)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0),.5)
- end
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- elseif Attack_Num == 3 then
- Attack_Num = 4
- local HBox = MakeHitBox(Vec(2,2,2), LeftLeg, false, _, _)
- local hit = HBox.Touched:connect(function(part) DamageFunction(part, true, 9, 10, false, 70, "SkyRocket", RootPart, .8, false, _, false, _, _, _) 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, .8, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-60),0,rad(8)),.3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0),.3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-60),0,rad(-8)),.3)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0),.3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0),.3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0),.3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-30),0,0),.3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.3)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(30),rad(90),0),.3)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),.3)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(-40),rad(-90),0),.3)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0),.3)
- end
- RootPart.Velocity = RootPart.CFrame.lookVector*60
- for i = 0, 1.4, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(0),0,rad(14)),.3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0),.3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(80),0,rad(60)),.4)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0),.3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-20),0,0),.3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0),.3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(20),0,0),.3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.3)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-20),rad(90),0),.3)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),.3)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(80),rad(-90),0),.3)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),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
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- elseif Attack_Num == 4 then
- Attack_Num = 1
- local HBox = MakeHitBox(Vec(2.4,2.4,2.4), RightLeg, false, _, _)
- local hit = HBox.Touched:connect(function(part) DamageFunction(part, true, 11, 12, true, 50, "Knockdown", RootPart, 1.5, false, _, false, _, _, _) 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, .5, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.85,0.45,-1)*Euler(rad(60),0,rad(-80)),.3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-20),0),.3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.3,-.2)*Euler(rad(120),0,rad(-80)),.3)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0),.3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-20),rad(60),0),.3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,.1)*Euler(0,0,0),.3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-80),0),.3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.3)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,-.6)*Euler(0,rad(120),0),.3)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(rad(10),rad(90),0),.3)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,.4)*Euler(0,rad(-50),0),.3)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(rad(10),rad(-90),0),.3)
- end
- Humanoid.WalkSpeed = 0
- RootPart.Velocity = RootPart.CFrame.lookVector*100
- for i = 0, 1.6, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(60),0,rad(16)),.3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0),.3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(30),0,rad(-60)),.4)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(30),0),.3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(-60),0),.3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0),.3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-.6,0)*Euler(rad(60),rad(-250),0),.3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.3)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.4,-.6,0)*Euler(rad(10),rad(0),rad(30)),.3)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(0),0),.3)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1,-.4,0)*Euler(rad(30),0,rad(-60)),.3)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(20),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
- debServ:AddItem(HBox, 0)
- hit:disconnect()
- end
- end
- if Debounces.HasWep and not Debounces.Transformed then
- if not Debounces.DuelWielding then
- if Attack_Num == 1 then
- Attack_Num = 2
- for i = 0, .2, .1 do
- swait()
- local SwingSpeed = .6
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.96,.5)*Euler(rad(-10),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(80)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(80),0,rad(60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- local hit = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 7, 8, true, 10, "Compensate", RootPart, .12, false, _, false, _, _, _) end)
- c1 = nil
- c2 = nil
- for i = 0, .5, .1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame*Cf(0, .5, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.98,-.4)*Euler(rad(20),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.6,0.5,-1)*Euler(0,0,rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-160),0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-10),0,rad(-25)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(rad(-17),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(30),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(30),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- hit:disconnect()
- elseif Attack_Num == 2 then
- Attack_Num = 3
- for i = 0, .6, .1 do
- swait()
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(160),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.6,0.5,-1)*Euler(0,0,rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-150),rad(-50),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-10),0,rad(-25)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- local hit = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 10, 11, true, 10, "Compensate", RootPart, .12, false, _, false, _, _, _) end)
- c1 = nil
- c2 = nil
- for i = 0, .5, .1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame*Cf(0, .5, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.96,.5)*Euler(rad(-10),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(60)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(80),0,rad(-30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-30),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-30),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- hit:disconnect()
- elseif Attack_Num == 3 then
- Attack_Num = 1
- for i = 0, .7, .1 do
- swait()
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.9,.6)*Euler(rad(160),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.4)*Euler(rad(160),0,0), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.6,0.8,-.95)*Euler(rad(120),0,rad(60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- c1 = nil
- c2 = nil
- local hit2 = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 11, 12, true, 10, "Compensate", RootPart, .2, false, _, false, _, _, _) end)
- for i = 0, 1, .1 do
- swait()
- local x = Hit_Box
- c2 = x.CFrame*Cf(0, .5, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 5
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = .5
- Humanoid.WalkSpeed = 5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.8,.6)*Euler(rad(146),0,rad(-40)), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,rad(-5),0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.3)*Euler(0,rad(-65),rad(-40)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-20),0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-.5)*Euler(rad(20),0,rad(60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(65),0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(rad(20),rad(60),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(60),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- Humanoid.WalkSpeed = CurrentSpeed
- hit2:disconnect()
- end
- end
- --[[if not Debounces.DuelWielding then
- local hit = Hit_Box.Touched:connect(function(part) DamageFunction(part, true, 4, 6, true, 10, "Compensate", RootPart, .05, true, 1.5, false, _, _, _) end)
- local Rotate = 0
- local Vel = Inst("BodyVelocity", RootPart)
- Vel.Name = DecName
- Vel.MaxForce = Vec(huge,huge,huge)
- local sped = 50
- Vel.Velocity = RootPart.CFrame.lookVector*sped
- DTPWeld.Part0 = Hit_Box
- DTPWeld.Part1 = Drag_To_Part
- DTPWeld.C0 = Cf(0, 3, 0)
- for i = 0, 1.5, .1 do
- swait()
- Rotate = Rotate+80
- Vel.Velocity = RootPart.CFrame.lookVector*sped
- local SwingSpeed = .5
- Humanoid.WalkSpeed = 5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(-90)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(10),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-.5,0)*Euler(0,0,rad(90)), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,0,0)*Euler(0,rad(-(10+Rotate)),0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- DTPWeld.Part0 = RootPart
- DTPWeld.Part1 = Drag_To_Part
- DTPWeld.C0 = Cf(0, 0, 0)
- debServ:AddItem(Vel, 0)
- hit:disconnect()
- end--]]
- end
- Debounces.Attacking = false
- end
- function Disrupt()
- 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 = MakeHitBox(Vec(8,8,16), RootPart, true, Cf(0,0, 4), Cf())
- DTPWeld.C0 = Cf(0,0,-2)*Euler(rad(90),0,0)
- Humanoid.WalkSpeed = 0
- local hit = hbox.Touched:connect(function(part) DamageFunction(part, true, 29, 30, false, 0, "LifeSteal", RootPart, .1, true, 2, false, _, _, _) end)
- for i = 0, 1, .1 do
- swait()
- if Debounces.HasWep then
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), .3)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), .3)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), .3)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), .3)
- end
- MagicBlock(BrickColor.new(Colour2),"Neon",Drag_To_Part:GetRenderCFrame()*Cf(0,0,0), 8, 8, 8, 16, 16, 16, .1)
- MagicCircle(BrickColor.new(Colour1),"Neon",Drag_To_Part:GetRenderCFrame()*Cf(0,0,0), 5, .1, 5, 15, .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)),.3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0),.3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-40),0,rad(-10)),.3)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0),.3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,.2)*Euler(rad(50),0,0),.3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0),.3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-60),0,0),.3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.3)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-12),rad(90),0),.3)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),.3)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.5,-.8)*Euler(rad(-30),rad(-90),0),.3)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0),.3)
- end
- Humanoid.WalkSpeed = CurrentSpeed
- debServ:AddItem(hbox, 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
- local GH = 5000
- local VHealth = Inst("DoubleConstrainedValue")
- VHealth.MaxValue = GH*4
- VHealth.MinValue = 0
- VHealth.Value = GH*4
- function Corrupt_Guard()
- Debounces.Attacking = true
- Debounces.CanGuard = false
- --print("Guard up")
- Humanoid.WalkSpeed = 0
- local LHealth = Humanoid.Health
- GodMode = true
- local function MakeGuard()
- local guard = Inst("Part", workspace)
- guard.BrickColor = BC(Colour1)
- guard.Material = "SmoothPlastic"
- guard.Transparency = .3
- guard.Anchored = true
- guard.Name = "Guard"
- guard.Anchored = true
- guard.CanCollide = false
- guard.Locked = true
- guard.Size = Vec(5.6, 5.6, 1.6)
- local gm = Inst("SpecialMesh", guard)
- gm.MeshId = "http://www.roblox.com/asset/?id=1185246"
- gm.Scale = Vec(12, 12, 5)
- gm.TextureId = "http://www.roblox.com/asset/?id=74697410"
- local vc = BC(Colour1).Color
- gm.VertexColor = Vec(vc.r, vc.g, vc.b)
- guard.CFrame = RootPart.CFrame * Cf(0, 0, -2.2)
- local DBModel = Inst("Model", workspace)
- DBModel.Name = "DamageBox"
- local gdb = Inst("Part", DBModel)
- gdb.Transparency = 1
- gdb.Anchored = true
- gdb.CanCollide = true
- gdb.Locked = true
- gdb.Size = Vec(8, 8, 6)
- gdb.CFrame = guard.CFrame * Cf(0, 0, -3.2)
- gdb.Name = "Head"
- local gdt = Inst("Part", DBModel)
- gdt.Transparency = 1
- gdt.Anchored = true
- gdt.CanCollide = true
- gdt.Locked = true
- gdt.Size = Vec(8, 8, 6)
- gdt.CFrame = guard.CFrame * Cf(0, 0, -3.2)
- gdt.Name = "Torso"
- local kthen = Inst("Weld", gdb)
- kthen.Part0 = gdb
- kthen.Part1 = gdt
- local GHealth = Inst("Humanoid", DBModel)
- GHealth.MaxHealth = GH
- coroutine.resume(coroutine.create(function() runServ.Stepped:wait() GHealth.Health = GHealth.MaxHealth end))
- return guard, GHealth, gdb, gdt, DBModel
- end
- local Guard, GuardHealth, GDB, GDT, DBM = MakeGuard()
- local Projectiles = {}
- local Ignore = {Character}
- local DontHeal = false
- local function Check(pro)
- local isSafe = false
- for _, g in pairs(Projectiles) do
- if g[1] ~= pro then
- isSafe = true
- end
- end
- return isSafe
- end
- runServ.Stepped:wait()
- repeat
- Humanoid.WalkSpeed = 0
- Humanoid.MaxHealth = huge
- runServ.Stepped:wait()
- Humanoid.Health = huge
- RootPart.Velocity = Vec(0, 0, 0)
- if Guard and GuardHealth and GDB and GDT and DBM and not DontHeal and Guard.Parent ~= nil and GuardHealth.Parent ~= nil and GDB.Parent ~= nil and GDT.Parent ~= nil and DBM.Parent ~= nil and GuardHealth.Health ~= 0 then
- GuardHealth.MaxHealth = GH
- Guard.CFrame = RootPart:GetRenderCFrame() * Cf(0, 0, -2.2)
- GDB.CFrame = Guard:GetRenderCFrame() * Cf(0, 0, -3.2)
- GDT.CFrame = Guard:GetRenderCFrame() * Cf(0, 0, -3.2)
- if GuardHealth.Health ~= GuardHealth.MaxHealth then
- local HealthLost = (GuardHealth.MaxHealth-GuardHealth.Health)
- LHealth = LHealth+(HealthLost/2)
- VHealth.Value = VHealth.Value-HealthLost
- Apply_Buff(HealthLost/(GH/(GH/160)), 25)
- MakeText("+"..(HealthLost/2).."", FONT, .4, 0, 170, 0, 0, 255, 0, RootPart.CFrame)
- GuardHealth.Health = GuardHealth.MaxHealth
- RootPart.Velocity = RootPart.CFrame.lookVector* -(30+(HealthLost/(GH/50)))
- end
- --[[local Pro, PPos = workspace:FindPartOnRayWithIgnoreList(Ray.new(GDB.CFrame.p, GDB.CFrame.lookVector.Unit * 50), Ignore, false, true)
- if Pro and Pro:IsA("BasePart") then
- if Pro.Velocity.Magnitude > 100 then
- local hum = FindHum(Pro.Parent)
- if not hum then
- local Safe = Check(Pro)
- if Safe then
- print("Projectile found")
- local CloneP = Pro:Clone()
- CloneP.Anchored = true
- table.insert(Projectiles, {Pro, CloneP, Pro.Velocity.Magnitude})
- else
- print("Projectile Return Attempt")
- if (Pro.Position - GDB.Position).magnitude < 2 then
- coroutine.resume(coroutine.create(function()
- runServ.Stepped:wait()
- if GuardHealth.Health ~= GuardHealth.MaxHealth then
- DontHeal = true
- local Dam = (GuardHealth.MaxHealth - GuardHealth.Health)*2
- for n, p in pairs(Projectiles) do
- if p[1] == Pro then
- coroutine.resume(coroutine.create(function()
- print("Projectile being return")
- local cp = p[2]
- local ve = p[3]
- debServ:AddItem(p[1], 0)
- cp.Parent = F2
- for _, h in pairs(cp:GetChildren()) do
- if h:IsA("BodyMover") then
- debServ:AddItem(h, 0)
- end
- end
- cp.CFrame = cp.CFrame * Euler(0, rad(180), 0)
- local vel = Inst("BodyVelocity", cp)
- vel.MaxForce = Vec(huge, huge, huge)
- vel.Velocity = Cf(PPos - cp.Position).lookVector * (ve*2)
- local t = cp.Touched:connect(function() DamageFunction(part, false, 0, Dam, false, 0, "LifeSteal", RootPart, .2, false, _, false, _, _, _) end)
- debServ:AddItem(cp, 40)
- repeat wait() until cp.Parent == nil
- debServ:AddItem(cp, 0)
- end))
- end
- end
- DontHeal = false
- end
- end))
- end
- end
- end
- end
- end--]]
- else
- debServ:AddItem(Guard, 0)
- debServ:AddItem(GuardHealth, 0)
- debServ:AddItem(GDB, 0)
- debServ:AddItem(DBM, 0)
- Guard, GuardHealth, GDB, GDT, DBM = MakeGuard()
- local s1 = Sound(RootPart,"http://roblox.com/asset/?id=233091161", 1, 1.4, false)
- debServ:AddItem(s1, 3)
- MagicRing(BrickColor.new(Colour1),"Neon",RootPart:GetRenderCFrame()*Cf(0,0,0)*Euler(rad(90),0,0), 2, 2, 4, 8, 8, 16, .05)
- DBM.Parent = F2
- Apply_Buff(10, 120)
- MagniDamage(RootPart, 40, false, 0, 9999999999999999999, true, 9000000000000000, "Compensate", .01, false, 0, false, _, _, _)
- DBM.Parent = workspace
- repeat runServ.Stepped:wait() until Guard and GuardHealth and GDB and DBM
- end
- local GuardSpeed = .5
- if Debounces.HasWep then
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), GuardSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), GuardSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), GuardSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), GuardSpeed)
- end
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.53,.2)*Euler(0,0,rad(12)), GuardSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), GuardSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.4,-.5)*Euler(rad(-210),0,0), GuardSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-50),0), GuardSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(rad(-12),0,0), GuardSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-50),0), GuardSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(.5,-1,0)*Euler(0,rad(-50),0), GuardSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), GuardSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,.15)*Euler(0,rad(90),0), GuardSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(105),0), GuardSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,.3)*Euler(0,rad(-90),0), GuardSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-120),0), GuardSpeed)
- until not Debounces.Guarding or Humanoid.Health < 0.01 or VHealth.Value == VHealth.MinValue
- debServ:AddItem(Guard, 0)
- debServ:AddItem(GuardHealth, 0)
- debServ:AddItem(GDB, 0)
- debServ:AddItem(DBM, 0)
- --print("Guard down")
- GodMode = false
- Humanoid.MaxHealth = Max_Health
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Attacking = false
- wait(.15)
- Humanoid.Health = LHealth
- coroutine.resume(coroutine.create(function()
- wait(1)
- Debounces.CanGuard = true
- end))
- end
- function Fatal_Blow()
- Debounces.Attacking = true
- local PlusSize = 0
- local Del = 0
- local Continue = false
- local K = Mouse.KeyUp:connect(function(key)
- if key == "z" and Z_Pressed then
- Continue = true
- Z_Pressed = false
- end
- end)
- local psm = 1
- local gy = Inst("BodyGyro", RootPart)
- gy.Name = DecName
- gy.MaxTorque = Vec(0, 3000, 0)
- --local chargeS = Sound(LeftArm, "http://roblox.com/asset/?id=0", 1, 1, true)
- repeat
- gy.CFrame = Cf(RootPart.Position, Mouse.Hit.p)
- if Del >= 3 then PlusSize = PlusSize+(.15*psm) else Del = Del+.1 end
- if PlusSize >= ((15*psm)-.15) then psm = psm+.1 end
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.35,0)*Euler(rad(-25),0,rad(4)), .4)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), .4)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(80),0,rad(60)), .4)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), .4)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(60),0), .4)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), .4)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-60),0), .4)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), .4)
- RightHip.C0=clerp(RightHip.C0,Cf(.5,-1,0)*Euler(0,rad(90),0), .4)
- RightHip.C1=clerp(RightHip.C1,Cf(0,1,0)*Euler(0,rad(90),0), .4)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-.5,-1,0)*Euler(0,rad(-90),0), .4)
- LeftHip.C1=clerp(LeftHip.C1,Cf(0,1,0)*Euler(0,rad(-90),0), .4)
- MagicBlood(BrickColor.new(Colour1),"Neon",LeftArm:GetRenderCFrame()*Cf(0,-.5,0)*Euler(rad(rand(-360, 360)),rad(rand(-360, 360)),rad(rand(-360, 360))), .1, 2, .1, .1, 2, .1, .05)
- swait()
- until Continue or PlusSize >= 5000
- debServ:AddItem(gy, 0)
- --debServ:AddItem(chargeS, 0)
- K:disconnect()
- local FB = coroutine.create(function()
- MagicRing(BrickColor.new(Colour2), "Neon" ,LeftArm:GetRenderCFrame()*Cf(0,-.5,0)*Euler(rad(90), 0, 0), .1, .1, .1, 1, 1, .1, .05)
- MagicRing(BrickColor.new(Colour1), "Neon" ,LeftArm:GetRenderCFrame()*Cf(0,-.5,0)*Euler(rad(90), 0, 0), .1, .1, .1, .6, .6, .1, .05)
- MagicRing(BrickColor.new(Colour1), "Neon" ,LeftArm:GetRenderCFrame()*Cf(0,-.5,0)*Euler(rad(90), 0, 0), .1, .1, .1, .3, .3, .1, .05)
- RootPart.Velocity = RootPart.CFrame.lookVector*-60
- local s = Sound(LeftArm,"http://roblox.com/asset/?id=231917750", 1, 1.6, false)
- debServ:AddItem(s, 2)
- local Orb = Inst("Part", F2)
- Orb.Material = "Neon"
- Orb.BrickColor = BC(Colour1)
- Orb.Transparency = .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 = .5
- Ring1.BrickColor = BC(Colour1)
- Ring1.Name = "Ring"
- Ring1.Anchored = false
- Ring1.CanCollide = false
- Ring1.Locked = true
- Ring1.Size = Vec(.2,.2,.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 = .5
- Ring2.BrickColor = BC(Colour1)
- Ring2.Name = "Ring"
- Ring2.Anchored = false
- Ring2.CanCollide = false
- Ring2.Locked = true
- Ring2.Size = Vec(.2,.2,.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 = 9999999999999999999999999999
- 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 = 9999999999999999999999999999
- 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(0,-(.5+(Orb.Size.Y/2)), 0)
- local dir = CFrame.new(LeftArm.Position, Mouse.Hit.p)
- local Vel = Inst("BodyVelocity", Orb)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = dir.lookVector*(190+(PlusSize/12))
- debServ:AddItem(Orb, 40+(PlusSize/2))
- debServ:AddItem(Ring1, 40+(PlusSize/2))
- debServ:AddItem(Ring2, 40+(PlusSize/2))
- 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" and part.Name ~= "Effect") then
- Orb.Anchored = true
- Orb.Transparency = 1
- --print(PlusSize)
- 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, false, 0, 8+(PlusSize*2), false, 0, "Compensate-Stun", RootPart, .2, true, 2, false, _, _, _)
- local Blast = Inst("Part", F2)
- Blast.BrickColor = BC(Colour2)
- Blast.Material = "Neon"
- Blast.Transparency = 1
- Blast.Name = "OrbBlast"
- Blast.Anchored = true
- Blast.CanCollide = false
- Blast.Locked = true
- Blast.Size = Vec(.2,.2,.2)
- Blast.CFrame = Orb.CFrame
- local Bm = Inst("SpecialMesh", Blast)
- Bm.MeshType = "Sphere"
- Bm.Scale = Vec(0,0,0)
- local Range = 0
- MagicCircle(BrickColor.new(Colour1), "Neon" ,Blast:GetRenderCFrame(), 0, 0, 0, 20+(PlusSize*2.5), 20+(PlusSize*2.5), 20+(PlusSize*2.5), .05)
- MagicRing(BrickColor.new(Colour1), "Neon" ,Blast:GetRenderCFrame()*Euler(rad(90), rad(90), 0), 0, 0, 0, 5+(PlusSize*2.5), 5+(PlusSize*2.5), 4+(PlusSize*2.5), .05)
- MagicRing(BrickColor.new(Colour1), "Neon" ,Blast:GetRenderCFrame()*Euler(rad(22.5), 0, 0), 0, 0, 0, 10+(PlusSize*2.5), 10+(PlusSize*2.5), 4+(PlusSize*2.5), .05)
- MagicRing(BrickColor.new(Colour1), "Neon" ,Blast:GetRenderCFrame()*Euler(rad(-22.5), 0, 0), 0, 0, 0, 15+(PlusSize*2.5), 15+(PlusSize*2.5), 4+(PlusSize*2.5), .05)
- for t = 0, 1, .18 do
- swait()
- Range = t*(10+(PlusSize*1.5))
- Blast.Transparency = ((-2+t)*-1)/2
- Bm.Scale = Vec(t*(120+(PlusSize*6)), t*(120+(PlusSize*6)), t*(120+(PlusSize*6)))
- MagniDamage(Blast, Range, true, 6+(PlusSize/10), 7+(PlusSize/10), false, 0, "Compensate-Normal", .01, false, 0, false, _, _, _)
- end
- for t = 0, 2, .08 do
- swait()
- MagniDamage(Blast, Range, true, 4+(PlusSize/10), 5+(PlusSize/10), false, 0, "Compensate-LifeSteal", .2, false, 0, false, _, _, _)
- end
- for t = 1, 0, -.22 do
- swait()
- Range = t*(10+(PlusSize*1.5))
- Blast.Transparency = ((-2+t)*-1)/2
- Bm.Scale = Vec(t*(120+(PlusSize*6)), t*(120+(PlusSize*6)), t*(120+(PlusSize*6)))
- MagniDamage(Blast, Range, true, 6+(PlusSize/10), 7+(PlusSize/10), false, 0, "Compensate-Normal", .01, false, 0, false, _, _, _)
- end
- debServ:AddItem(Blast, 0)
- debServ:AddItem(Orb, 0)
- end
- end)
- repeat swait() until Orb.Parent == nil
- debServ:AddItem(Orb, 0)
- hit:disconnect()
- end)
- for i = 0, .4, .1 do
- swait()
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.35,0)*Euler(rad(-25),0,rad(8)), .4)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), .4)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(90),0,rad(-70)), .4)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), .4)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(60),0), .4)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), .4)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-70),0), .4)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), .4)
- RightHip.C0=clerp(RightHip.C0,Cf(.5,-1,0)*Euler(0,rad(90),0), .4)
- RightHip.C1=clerp(RightHip.C1,Cf(0,1,0)*Euler(0,rad(90),0), .4)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-.5,-1,0)*Euler(0,rad(-90),0), .4)
- LeftHip.C1=clerp(LeftHip.C1,Cf(0,1,0)*Euler(0,rad(-90),0), .4)
- end
- coroutine.resume(FB)
- Debounces.Attacking = false
- end
- local WaveNum = 1
- function Hate_Wave()
- Debounces.Attacking = true
- local function MakeWave()
- local Wave = Inst("Model", F2)
- Wave.Name = "Wave"
- local WM = Inst("Part", Wave)
- WM.BrickColor = BC(Colour1)
- WM.Material = "Neon"
- WM.Name = "WavePart"
- WM.Position = Vec(10.3, 7.6, -239.4)
- WM.Rotation = Vec(-180, 0, -180)
- WM.Anchored = true
- WM.CanCollide = false
- WM.Locked = true
- WM.Size = Vec(1, 2.4, 1)
- local W1 = Inst("Part", Wave)
- W1.BrickColor = BC(Colour1)
- W1.Material = "Neon"
- W1.Name = "WavePart"
- W1.Position = Vec(10.3, 9.648, -239.664)
- W1.Rotation = Vec(165, 0, -180)
- W1.Anchored = true
- W1.CanCollide = false
- W1.Locked = true
- W1.Size = Vec(1, 2.1, 1)
- local W2 = Inst("Part", Wave)
- W2.BrickColor = BC(Colour1)
- W2.Material = "Neon"
- W2.Name = "WavePart"
- W2.Position = Vec(10.3, 11.4, -240.4)
- W2.Rotation = Vec(150, 0, -180)
- W2.Anchored = true
- W2.CanCollide = false
- W2.Locked = true
- W2.Size = Vec(1, 2, 1)
- local W3 = Inst("Part", Wave)
- W3.BrickColor = BC(Colour1)
- W3.Material = "Neon"
- W3.Name = "WavePart"
- W3.Position = Vec(10.3, 5.552, -239.663)
- W3.Rotation = Vec(-165, 0, -180)
- W3.Anchored = true
- W3.CanCollide = false
- W3.Locked = true
- W3.Size = Vec(1, 2.1, 1)
- local W4 = Inst("Part", Wave)
- W4.BrickColor = BC(Colour1)
- W4.Material = "Neon"
- W4.Name = "WavePart"
- W4.Position = Vec(10.3, 3.8, -240.4)
- W4.Rotation = Vec(-150, 0, -180)
- W4.Anchored = true
- W4.CanCollide = false
- W4.Locked = true
- W4.Size = Vec(1, 2, 1)
- local WH = Inst("Part", Wave)
- WH.Transparency = 1
- WH.Name = "WaveHitbox"
- WH.Position = Vec(10.3, 7.6, -240.2)
- WH.Rotation = Vec(-180, 0, -180)
- WH.Anchored = true
- WH.CanCollide = false
- WH.Locked = true
- WH.Size = Vec(5, 12, 8)
- for _, w in pairs(Wave:GetChildren()) do
- if w:IsA("BasePart") and w ~= WH then
- local W = Inst("Weld", WH)
- W.Part0 = WH
- W.Part1 = w
- W.C0 = WH.CFrame:inverse() * Cf(WH.Position)
- W.C1 = w.CFrame:inverse() * Cf(WH.Position)
- local M = Inst("BlockMesh", w)
- M.Scale = Vec(0, 1, 1)
- end
- end
- local SiP = {NumberSequenceKeypoint.new(0, 1, 0), NumberSequenceKeypoint.new(1, .188, 0)}
- local TrP = {NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(1, 1, 0)}
- local PE = Inst("ParticleEmitter", WH)
- PE.Color = ColorSequence.new(BC(Colour1).Color)
- PE.LightEmission = 1
- PE.Size = NumberSequence.new(SiP)
- PE.Transparency = NumberSequence.new(TrP)
- PE.EmissionDirection = "Back"
- PE.Lifetime = NumberRange.new(.2, .8)
- PE.Rate = 500
- PE.Rotation = NumberRange.new(60, 120)
- PE.RotSpeed = NumberRange.new(120, 360)
- PE.Speed = NumberRange.new(30)
- return Wave, WH
- end
- if WaveNum == 1 then
- WaveNum = 2
- for i = 0, .3, .1 do
- swait()
- local SwingSpeed = .7
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.96,.5)*Euler(rad(-10),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(80)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(80),0,rad(60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- for i = 0, .2, .1 do
- swait()
- local SwingSpeed = .7
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.98,-.4)*Euler(rad(20),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.6,0.5,-1)*Euler(0,0,rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-160),0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-10),0,rad(-25)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(rad(-17),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(30),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(30),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- local Wave, WHB = MakeWave()
- for _, p in pairs(Wave:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- WHB.CFrame = RootPart.CFrame * Euler(0, 0, rad(90))
- local Vel = Inst("BodyVelocity", WHB)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = WHB.CFrame.lookVector * 220
- local Gyr = Inst("BodyGyro", WHB)
- Gyr.CFrame = WHB.CFrame
- Gyr.MaxTorque = Vec(huge, huge, huge)
- local s = Sound(WHB,"http://roblox.com/asset/?id=233091183", 1, 1.6, false)
- debServ:AddItem(s, 2)
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(Wave, 2)
- local hit = WHB.Touched:connect(function(part) DamageFunction(part, false, 0, 8, false, 0, "Compensate-LifeSteal", WHB, .2, false, 0, false, _, _, _) end)
- repeat swait() until Wave.Parent == nil
- hit:disconnect()
- end))
- elseif WaveNum == 2 then
- WaveNum = 3
- for i = 0, .3, .1 do
- swait()
- local SwingSpeed = .7
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(160),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.6,0.5,-1)*Euler(0,0,rad(45)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-150),rad(0),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-10),0,rad(-25)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- for i = 0, .2, .1 do
- swait()
- local SwingSpeed = .7
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.96,.5)*Euler(rad(-10),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(45)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(80),0,rad(-30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-30),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-30),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- local Wave, WHB = MakeWave()
- for _, p in pairs(Wave:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- WHB.CFrame = RootPart.CFrame * Euler(0, 0, rad(45))
- local Vel = Inst("BodyVelocity", WHB)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = WHB.CFrame.lookVector * 220
- local Gyr = Inst("BodyGyro", WHB)
- Gyr.CFrame = WHB.CFrame
- Gyr.MaxTorque = Vec(huge, huge, huge)
- local s = Sound(WHB,"http://roblox.com/asset/?id=233091183", 1, 1.6, false)
- debServ:AddItem(s, 2)
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(Wave, 2)
- local hit = WHB.Touched:connect(function(part) DamageFunction(part, false, 0, 8, false, 0, "Compensate-LifeSteal", WHB, .2, false, 0, false, _, _, _) end)
- repeat swait() until Wave.Parent == nil
- hit:disconnect()
- end))
- elseif WaveNum == 3 then
- WaveNum = 4
- for i = 0, .3, .1 do
- swait()
- local SwingSpeed = .7
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(0),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(-90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(135),0,0), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(45),rad(-45)), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(80),0,rad(-40)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- for i = 0, .2, .1 do
- swait()
- local SwingSpeed = .7
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(0),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(-90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-25),0,rad(0)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, rad(60),rad(-10)), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-20),0,rad(-25)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(82),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(100),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- local Wave, WHB = MakeWave()
- for _, p in pairs(Wave:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- WHB.CFrame = RootPart.CFrame * Euler(0, 0, rad(-45))
- local Vel = Inst("BodyVelocity", WHB)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = WHB.CFrame.lookVector * 220
- local Gyr = Inst("BodyGyro", WHB)
- Gyr.CFrame = WHB.CFrame
- Gyr.MaxTorque = Vec(huge, huge, huge)
- local s = Sound(WHB,"http://roblox.com/asset/?id=233091183", 1, 1.6, false)
- debServ:AddItem(s, 2)
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(Wave, 2)
- local hit = WHB.Touched:connect(function(part) DamageFunction(part, false, 0, 8, false, 0, "Compensate-LifeSteal", WHB, .2, false, 0, false, _, _, _) end)
- repeat swait() until Wave.Parent == nil
- hit:disconnect()
- end))
- elseif WaveNum == 4 then
- WaveNum = 1
- for i = 0, .3, .1 do
- swait()
- local SwingSpeed = .7
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.9,.6)*Euler(rad(160),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.4)*Euler(rad(160),0,0), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.6,0.8,-.95)*Euler(rad(120),0,rad(60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- for i = 0, .2, .1 do
- swait()
- local SwingSpeed = .7
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.8,.6)*Euler(rad(146),0,rad(-40)), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,rad(-5),0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.3)*Euler(0,rad(-65),rad(-40)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-20),0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-.5)*Euler(rad(20),0,rad(60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(65),0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(rad(20),rad(60),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(60),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- local Wave, WHB = MakeWave()
- for _, p in pairs(Wave:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- WHB.CFrame = RootPart.CFrame
- local Vel = Inst("BodyVelocity", WHB)
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = WHB.CFrame.lookVector * 220
- local Gyr = Inst("BodyGyro", WHB)
- Gyr.CFrame = WHB.CFrame
- Gyr.MaxTorque = Vec(huge, huge, huge)
- local s = Sound(WHB,"http://roblox.com/asset/?id=233091183", 1, 1.6, false)
- debServ:AddItem(s, 2)
- coroutine.resume(coroutine.create(function()
- debServ:AddItem(Wave, 2)
- local hit = WHB.Touched:connect(function(part) DamageFunction(part, false, 0, 8, false, 0, "Compensate-LifeSteal", WHB, .2, false, 0, false, _, _, _) end)
- repeat swait() until Wave.Parent == nil
- hit:disconnect()
- end))
- end
- Debounces.Attacking = false
- end
- function Dark_Eruption()
- Debounces.Attacking = true
- local EPower = 0
- local BuffDelay = 0
- repeat
- if BuffDelay < 3.9 then
- BuffDelay = BuffDelay+.1
- else
- EPower = EPower+.25
- end
- MagicBlock(BrickColor.new(Colour1),"Neon",Hit_Box:GetRenderCFrame()*Cf(.9,rand(-3, 3),0), .1, 0, .1, .65, .65, .65, .05)
- MagicBlock(BrickColor.new(Colour1),"Neon",Hit_Box:GetRenderCFrame()*Cf(.9,rand(-3, 3),0), .1, 0, .1, .65, .65, .65, .05)
- MagicBlock(BrickColor.new(Colour2),"Neon",Hit_Box:GetRenderCFrame()*Cf(.9,rand(-3, 3),0), .1, 0, .1, .65, .65, .65, .05)
- MagicBlock(BrickColor.new(Colour2),"Neon",Hit_Box:GetRenderCFrame()*Cf(.9,rand(-3, 3),0), .1, 0, .1, .65, .65, .65, .05)
- Humanoid.WalkSpeed = 5
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.95,.5)*Euler(rad(180),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.4)*Euler(rad(170),0,0), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(40),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.45,0.8,-.95)*Euler(rad(150),0,rad(40)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- wait()
- until not Debounces.Charging_Erupt
- Debounces.DisableJump = 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 hit = Hit_Box.Touched:connect(function(part) DamageFunction(part, false, 0, 20+(EPower/4), true, 40, "Compensate-Knockdown", Hit_Box, .2, false, 0, false, _, _, _) end)
- for i = 0, .4, .1 do
- swait()
- local SwingSpeed = .55
- Humanoid.WalkSpeed = 0
- MagicBlock(BrickColor.new(Colour1),"Neon",Hit_Box:GetRenderCFrame()*Cf(.9,rand(-3, 3),0), .1, 0, .1, .65, .65, .65, .05)
- MagicBlock(BrickColor.new(Colour1),"Neon",Hit_Box:GetRenderCFrame()*Cf(.9,rand(-3, 3),0), .1, 0, .1, .65, .65, .65, .05)
- MagicBlock(BrickColor.new(Colour2),"Neon",Hit_Box:GetRenderCFrame()*Cf(.9,rand(-3, 3),0), .1, 0, .1, .65, .65, .65, .05)
- MagicBlock(BrickColor.new(Colour2),"Neon",Hit_Box:GetRenderCFrame()*Cf(.9,rand(-3, 3),0), .1, 0, .1, .65, .65, .65, .05)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-.8,.6)*Euler(rad(146),0,rad(-40)), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,rad(-5),0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.3)*Euler(0,rad(-65),rad(-40)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-20),0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-.5)*Euler(rad(20),0,rad(60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(65),0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(rad(20),rad(60),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-2.2,0)*Euler(0,rad(60),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1.3,.1)*Euler(rad(-80),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.1,-.6)*Euler(rad(-10),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 10, 1 do
- swait()
- local Point = Inst("Part", F2)
- Point.Anchored = true
- Point.Name = "Point"
- Point.CanCollide = false
- Point.Transparency = 1
- Point.Locked = true
- Point.Size = Vec(.2, .2, .2)
- Point.CFrame = RootPart.CFrame * Cf(0, -3, -(11*i))
- local P2 = Inst("Part", Point)
- P2.Anchored = true
- P2.CanCollide = false
- P2.Name = "Point"
- P2.Transparency = 1
- P2.Locked = true
- P2.Size = Vec(.2, .2, .2)
- P2.CFrame = Point.CFrame * Cf(0, 10, 0)
- local P3 = Inst("Part", Point)
- P3.Anchored = true
- P3.Name = "Point"
- P3.CanCollide = false
- P3.Transparency = 1
- P3.Locked = true
- P3.Size = Vec(.2, .2, .2)
- P3.CFrame = Point.CFrame * Cf(0, -10, 0)
- local s1 = Sound(Point,"http://roblox.com/asset/?id=233091161", .4, 3, false)
- debServ:AddItem(s1, 3)
- local s2 = Sound(Point,"http://roblox.com/asset/?id=231917744", 1, 2, false)
- debServ:AddItem(s2, 3)
- MagicCircle(BrickColor.new(Colour1),"SmoothPlastic",Point:GetRenderCFrame(), .1, 0, .1, 5, .5, 5, .08)
- MagicCircle(BrickColor.new(Colour1),"SmoothPlastic",Point:GetRenderCFrame(), .1, 0, .1, 1, 50, 1, .08)
- MagicCircle(BrickColor.new(Colour2),"Neon",Point:GetRenderCFrame(), .06, 0, .06, 4.6, .46, 4.6, .06)
- MagicCircle(BrickColor.new(Colour2),"Neon",Point:GetRenderCFrame(), .06, 0, .06, .6, 46, .6, .06)
- MagicBlock(BrickColor.new(Colour1),"SmoothPlastic",Point:GetRenderCFrame(), .1, .1, .1, 2, 2, 2, .08)
- MagicBlock(BrickColor.new(Colour2),"Neon",Point:GetRenderCFrame(), .1, .1, .1, 2, 2, 2, .06)
- coroutine.resume(coroutine.create(function()
- for i = 0, .4, .1 do
- swait()
- MagniDamage(Point, 12, true, 8+EPower, 9+EPower, true, 90, "Compensate-LifeSteal", .01, false, 0, false, _, _, _)
- MagniDamage(P2, 12, true, 8+EPower, 9+EPower, true, 90, "Compensate-LifeSteal", .01, false, 0, false, _, _, _)
- MagniDamage(P3, 12, true, 8+EPower, 9+EPower, true, 90, "Compensate-LifeSteal", .01, false, 0, false, _, _, _)
- end
- debServ:AddItem(Point, 0)
- end))
- end
- end))
- wait(.55)
- hit:disconnect()
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.DisableJump = false
- Debounces.Attacking = false
- end
- function Axel(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 = .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, -.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", .5, 1, false)
- debServ:AddItem(j, 2)
- for i = 0, 1.4, .1 do
- swait()
- if noscope ~= 360 then
- noscope = noscope+30
- end
- local JumpSpeed = .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,.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,-.5,-.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 = MakeHitBox(HBSize, LeftLeg, true, Cf(0,-(HBSize.Y/4),0), Cf())
- 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, .3)
- debServ:AddItem(ax, .4)
- DamageFunction(part, true, 20, 21, false, 150, "SkyRocket", RootPart, .1, false, 0, false, _, _, _)
- end
- 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, .1)
- MagicBlock(BrickColor.new(Colour2),"Neon",LeftLeg:GetRenderCFrame()*Cf(0,-4,-1), 2, 2, 2, 6, 6, 6, .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(-.7,0.5,-.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,-.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(.8,-.5,-.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(-.8,-1,-.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+.1
- swait()
- until T >= tim
- 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, .1 do
- swait()
- Humanoid.WalkSpeed = 0
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(70)), .3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), .3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(70),0,rad(60)), .3)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(60),0), .3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.35,-.5)*Euler(rad(-45),0,0), .3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-30),0), .3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-.4,0)*Euler(rad(-20),rad(-60),0), .3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,0,0)*Euler(0,0,0), .3)
- FRightHip.C0=clerp(FRightHip.C0,Cf(.5,-1.8,-.7)*Euler(0,rad(20),0), .3)
- FRightHip.C1=clerp(FRightHip.C1,Cf(0,0,0)*Euler(rad(-15),0,0), .3)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1,-1.4,-.6)*Euler(0,rad(60),0), .3)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(0,0,0)*Euler(rad(-15),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--]]
- elseif 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 = .6
- local HBox = MakeHitBox(Vec(3,5,3), LeftLeg, true, Cf(0,-1.25,0), Cf())
- 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, -.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 BuffN = 3
- 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*-8) + Vec(0, 20, 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", .5, 1, false)
- debServ:AddItem(j, 2)
- DamageFunction(part, false, 0, 45, false, 0, "LifeSteal", RootPart, .1, false, 0, false, _, _, _)
- Apply_Buff(BuffN, 15)
- if BuffN > 0 then
- BuffN = BuffN-.1
- end
- for i = 0, 1.4, .1 do
- swait()
- Vel.Velocity = (RootPart.CFrame.lookVector*-8) + Vec(0, 22, 0)
- if noscope ~= 360 then
- noscope = noscope+30
- end
- local JumpSpeed = .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,.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,-.5,-.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
- swait()
- 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(-.7,0.5,-.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,-.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(.8,-.5,-.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(-.8,-1,-.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, .1)
- MagicBlock(BrickColor.new(Colour2),"Neon",LeftLeg:GetRenderCFrame()*Cf(0,-4,-1), 2, 2, 2, 6, 6, 6, .1)
- ground, pos = rayCast(LVec.Position, LVec.CFrame.lookVector, 15, Character)
- if ground then
- if ground.Anchored == true then
- TouchedGround = true
- end
- end
- end
- until TouchedGround
- MagicWave(ground.BrickColor,ground.Material,Cf(pos), 0, 0, 0, 3, 1, 3, .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, 4+FallDamage, 5+FallDamage, false, 0, "Stun", .06+(FallDamage/100), false, 0, false, _, _, _)
- debServ:AddItem(WaveP, 3)
- local boo = Sound(WaveP,"http://roblox.com/asset/?id=157878578", 1, 1, false)
- debServ:AddItem(boo, .4)
- debServ:AddItem(HBox, 0)
- debServ:AddItem(LVec, 0)
- hit:disconnect()
- debServ:AddItem(Vel, 0)
- for i = 0, 1.8, .1 do
- swait()
- Humanoid.WalkSpeed = 0
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(70)), .3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), .3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(70),0,rad(60)), .3)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(60),0), .3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.35,-.5)*Euler(rad(-45),0,0), .3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-30),0), .3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-.4,0)*Euler(rad(-20),rad(-60),0), .3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,0,0)*Euler(0,0,0), .3)
- FRightHip.C0=clerp(FRightHip.C0,Cf(.5,-1.8,-.7)*Euler(0,rad(20),0), .3)
- FRightHip.C1=clerp(FRightHip.C1,Cf(0,0,0)*Euler(rad(-15),0,0), .3)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1,-1.4,-.6)*Euler(0,rad(60),0), .3)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(0,0,0)*Euler(rad(-15),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
- elseif Debounces.HasWep and not Debounces.DuelWielding 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 = .6
- local VelPart = RootPart
- local tim = 1
- local Speed = 150
- local HBSize = Vec(4, 8, 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
- Speed = 300
- local LVec = Inst("Part", F2)
- LVec.Transparency = 1
- LVec.Anchored = false
- LVec.CanCollide = false
- LVec.Locked = true
- LVec.Size = Vec(2,2,1)
- LVec.FrontSurface = "Hinge"
- local LVW = Inst("Weld", LVec)
- LVW.Part0 = RootPart
- LVW.Part1 = LVec
- LVW.Name = DecName
- LVW.C0 = Cf(0, 0, 0) * Euler(rad(50), 0, 0)
- 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", .5, 1, false)
- debServ:AddItem(j, 2)
- for i = 0, 1.4, .1 do
- swait()
- if noscope ~= 360 then
- noscope = noscope+30
- end
- local JumpSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), JumpSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), JumpSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), JumpSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), JumpSpeed)
- 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,.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,-.5,-.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 = MakeHitBox(HBSize, Hit_Box, true, Cf(), Cf())
- local T = 0
- local Penetrates = 0
- local hit = HBox.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- local p = part.Parent:FindFirstChild("Penetrated")
- local tor = part.Parent:FindFirstChild("Torso")
- if hum and hum ~= Humanoid and not p and tor then
- if not Upward then
- tim = tim+1.2
- else
- tim = tim+1.6
- end
- DamageFunction(part, false, 0, 30, false, 0, "Compensate", RootPart, .1, false, _, false, _, _, _)
- local Penetrate = Inst("Part")
- if hum.Health > (hum.MaxHealth/12) then
- debServ:AddItem(Penetrate, 0)
- Penetrate = Inst("Weld", HBox)
- Penetrate.Part0 = HBox
- Penetrate.Part1 = tor
- Penetrate.C0 = Cf(0, 2.6-Penetrates, 0) * Euler(rad(90), 0, rad(-90))
- end
- local P = Inst("BoolValue", part.Parent)
- P.Name = "Penetrated"
- debServ:AddItem(P, 4)
- debServ:AddItem(Penetrate, 2)
- if Penetrates ~= 6 then
- Penetrates = Penetrates+1
- end
- local rip = runServ.RenderStepped:connect(function()
- hum.PlatformStand = true
- DamageFunction(part, false, 0, 0+Penetrates, false, 0, "Compensate", RootPart, .02, false, _, false, _, _, _)
- end)
- repeat swait() until Penetrate.Parent == nil or T == tim or hum.Health <= (hum.MaxHealth/12)
- hum.PlatformStand = false
- if Penetrates ~= 6 then
- Penetrates = Penetrates-1
- end
- debServ:AddItem(P, 0)
- debServ:AddItem(Penetrate, 0)
- rip:disconnect()
- end
- end)
- repeat
- Vel.Velocity = VelPart.CFrame.lookVector*Speed
- MagicBlock(BrickColor.new(Colour1),"Neon", HBox:GetRenderCFrame()*Cf(rand(-3,3),4,rand(-3,3)), 5, 5, 5, 7, 7, 7, .1)
- MagicBlock(BrickColor.new(Colour2),"Neon", HBox:GetRenderCFrame()*Cf(rand(-3,3),4,rand(-3,3)), 4, 4, 4, 6, 6, 6, .1)
- MagicBlock(BrickColor.new(Colour1),"Neon", HBox:GetRenderCFrame()*Cf(rand(-3,3),4,rand(-3,3)), 5, 5, 5, 7, 7, 7, .1)
- MagicBlock(BrickColor.new(Colour2),"Neon", HBox:GetRenderCFrame()*Cf(rand(-3,3),4,rand(-3,3)), 4, 4, 4, 6, 6, 6, .1)
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(-.7,-.15,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(180),0,rad(-20)), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.3)*Euler(0,rad(-50),0), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-90),0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(60),0,rad(80)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(65),0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(rad(20),rad(70),0), SwingSpeed)
- if not Upward then
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(.65,-1,0)*Euler(0,rad(70),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- else
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(.65,-1,0)*Euler(rad(50),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(-70),0), SwingSpeed)
- end
- FRightHip.C0=clerp(FRightHip.C0,Cf(.8,-1,0)*Euler(0,rad(-70),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(0,1,0)*Euler(rad(50),0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-.5,-1,0)*Euler(0,rad(-60),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(0,1,0)*Euler(rad(50),0,0), SwingSpeed)
- T = T+.1
- swait()
- until T >= tim
- 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, .1 do
- swait()
- Humanoid.WalkSpeed = 0
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(60)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(30),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(-60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-30),0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.52,.2)*Euler(rad(30),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.2,0)*Euler(rad(-40),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(.5,-1,-.4)*Euler(rad(-12),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(0,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-.5,-.6,-.5)*Euler(rad(40),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(0,1,0)*Euler(0,0,0), SwingSpeed)
- 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--]]
- elseif 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 Speed = 150
- local HBSize = Vec(4, 8, 3)
- local Vel = Inst("BodyVelocity", RootPart)
- Vel.Name = DecName
- Vel.MaxForce = Vec(huge, huge, huge)
- Vel.Velocity = RootPart.CFrame.lookVector*0
- local LVec = Inst("Part", F2)
- LVec.Transparency = 1
- LVec.Anchored = false
- LVec.CanCollide = false
- LVec.Locked = true
- LVec.Size = Vec(2,2,1)
- LVec.FrontSurface = "Hinge"
- local LVW = Inst("Weld", LVec)
- LVW.Part0 = RootPart
- LVW.Part1 = LVec
- LVW.Name = DecName
- LVW.C0 = Cf(0, 0, 0) * Euler(rad(-60), 0, 0)
- local HBox = MakeHitBox(HBSize, Hit_Box, true, Cf(), Cf())
- local FallDamage = 0
- local Penetrates = 0
- local ground, pos = rayCast(LVec.Position, LVec.CFrame.lookVector, 30, Character)
- local TouchedGround = false
- local hit = HBox.Touched:connect(function(part)
- local hum = FindHum(part.Parent)
- local p = part.Parent:FindFirstChild("Penetrated")
- local tor = part.Parent:FindFirstChild("Torso")
- if hum and hum ~= Humanoid and not p and tor then
- DamageFunction(part, false, 0, 25, false, 0, "Compensate", RootPart, .1, false, _, false, _, _, _)
- local Penetrate = Inst("Part")
- if hum.Health > (hum.MaxHealth/12) then
- debServ:AddItem(Penetrate, 0)
- Penetrate = Inst("Weld", HBox)
- Penetrate.Part0 = HBox
- Penetrate.Part1 = tor
- Penetrate.C0 = Cf(0, 2.6-Penetrates, 0) * Euler(rad(90), 0, rad(-90))
- end
- local P = Inst("BoolValue", part.Parent)
- P.Name = "Penetrated"
- debServ:AddItem(P, 4)
- debServ:AddItem(Penetrate, 2)
- if Penetrates ~= 6 then
- Penetrates = Penetrates+1
- end
- local rip = runServ.RenderStepped:connect(function()
- hum.PlatformStand = true
- DamageFunction(part, false, 0, (0+(Penetrates*2))+FallDamage, false, 0, "Compensate", RootPart, .01, false, _, false, _, _, _)
- end)
- repeat swait() until Penetrate.Parent == nil or hum.Health <= (hum.MaxHealth/12) or TouchedGround
- hum.PlatformStand = false
- if Penetrates ~= 6 then
- Penetrates = Penetrates-1
- end
- debServ:AddItem(P, 0)
- debServ:AddItem(Penetrate, 0)
- rip:disconnect()
- end
- end)
- repeat
- Vel.Velocity = LVec.CFrame.lookVector*Speed
- FallDamage = FallDamage+1
- MagicBlock(BrickColor.new(Colour1),"Neon", HBox:GetRenderCFrame()*Cf(rand(-3,3),4,rand(-3,3)), 5, 5, 5, 7, 7, 7, .1)
- MagicBlock(BrickColor.new(Colour2),"Neon", HBox:GetRenderCFrame()*Cf(rand(-3,3),4,rand(-3,3)), 4, 4, 4, 6, 6, 6, .1)
- MagicBlock(BrickColor.new(Colour1),"Neon", HBox:GetRenderCFrame()*Cf(rand(-3,3),4,rand(-3,3)), 5, 5, 5, 7, 7, 7, .1)
- MagicBlock(BrickColor.new(Colour2),"Neon", HBox:GetRenderCFrame()*Cf(rand(-3,3),4,rand(-3,3)), 4, 4, 4, 6, 6, 6, .1)
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(-.7,-.15,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(180),0,rad(-20)), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.3)*Euler(0,rad(-50),0), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-90),0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(60),0,rad(80)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(65),0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(rad(20),rad(70),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(.65,-1,0)*Euler(rad(-60),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,rad(-70),0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(.8,-1,0)*Euler(0,rad(-70),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(0,1,0)*Euler(rad(50),0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-.5,-1,0)*Euler(0,rad(-60),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(0,1,0)*Euler(rad(50),0,0), SwingSpeed)
- ground, pos = rayCast(LVec.Position, LVec.CFrame.lookVector, 30, Character)
- if ground then
- if ground.Anchored == true then
- TouchedGround = true
- end
- end
- swait()
- until TouchedGround
- MagicWave(ground.BrickColor,ground.Material,Cf(pos), 0, 0, 0, 8, 1, 8, .1)
- local WaveP = Inst("Part", F2)
- WaveP.Transparency = 1
- WaveP.Anchored = true
- WaveP.CanCollide = false
- WaveP.Locked = true
- WaveP.CFrame = Cf(pos)
- MagniDamage(WaveP, 40, true, 2+FallDamage, 6+FallDamage, false, 0, "Compensate-Stun", .1+(FallDamage/100), false, 0, false, _, _, _)
- debServ:AddItem(WaveP, 3)
- local boo = Sound(WaveP,"http://roblox.com/asset/?id=157878578", 1, 1, false)
- debServ:AddItem(boo, .4)
- debServ:AddItem(HBox, 0)
- debServ:AddItem(LVec, 0)
- hit:disconnect()
- debServ:AddItem(Vel, 0)
- if not Upward then
- for i = 0, 1.8, .1 do
- swait()
- Humanoid.WalkSpeed = 0
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(60)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(30),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(-60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-30),0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.52,.2)*Euler(rad(30),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.2,0)*Euler(rad(-40),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(.5,-1,-.4)*Euler(rad(-12),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(0,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-.5,-.6,-.5)*Euler(rad(40),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(0,1,0)*Euler(0,0,0), SwingSpeed)
- 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
- end
- Debounces.Attacking = false
- end
- function Equip_Denial()
- Debounces.Equipping = true
- Attack_Num = 1
- for i = 0, .5, .1 do
- swait()
- local equips = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(25),0,0), equips)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), equips)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.35,0)*Euler(rad(-25),0,0), equips)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), equips)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,0), equips)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), equips)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.2)*Euler(-rad(10),0,0), equips)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(20),0), equips)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,0,0), equips)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), equips)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), equips)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), equips)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), equips)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), equips)
- end
- WepWeld.Part0 = Holder
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf() * Euler(rad(90),0,rad(90))
- WepWeld.C1 = Cf() * Euler(0,rad(180),0)
- CurrentSpeed = 12
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.HasWep = true
- Debounces.Equipping = false
- end
- function Unequip_Denial()
- Debounces.Equipping = true
- Attack_Num = 1
- LeftShoulder.Part0 = nil
- LeftShoulder.Part1 = nil
- FLeftShoulder.Part0 = Torso
- FLeftShoulder.Part1 = LeftArm
- FLeftShoulder.C0 = LeftShoulder.C0
- FLeftShoulder.C1 = LeftShoulder.C1
- for i = 0, .5, .1 do
- swait()
- local equips = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(25),0,0), equips)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), equips)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,rad(90)), equips)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), equips)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.35,0)*Euler(rad(-25),0,0), equips)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), equips)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,0), equips)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), equips)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.2)*Euler(-rad(10),0,0), equips)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(20),0), equips)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,0,0), equips)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), equips)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), equips)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), equips)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), equips)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), equips)
- end
- WepWeld.Part0 = Torso
- WepWeld.Part1 = Handle
- WepWeld.C0 = Cf(1.5,-1,.6) * Euler(rad(-90),0,rad(90))
- WepWeld.C1 = Cf() * Euler(0,0,0)
- CurrentSpeed = 20
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.HasWep = false
- Debounces.Equipping = false
- end
- function EquipTES()
- if not Debounces.TESWield then
- Debounces.Equipping = true
- for i = 0, .5, .1 do
- swait()
- local SwingSpeed = .5
- --SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- --SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(3)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(12)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, 0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- SheWeld.Parent = nil
- SheWeld.Part0 = Holder2
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Holder2.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.C1 = TESHandle.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.Parent = TESHandle
- Debounces.Equipping = false
- Debounces.TESWield = true
- CurrentSpeed = 16
- Humanoid.WalkSpeed = CurrentSpeed
- else
- Debounces.Equipping = true
- for i = 0, .5, .1 do
- swait()
- local SwingSpeed = .5
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(3)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(12)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, 0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- CurrentSpeed = 6
- Humanoid.WalkSpeed = CurrentSpeed
- SheWeld.Part0 = Torso
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(-1.1, -1.1, -.2) * Euler(rad(100), 0, 0)
- Debounces.Equipping = false
- Debounces.TESWield = false
- end
- end
- function EquipTE()
- if not Debounces.TEWield then
- Debounces.Equipping = true
- Humanoid.WalkSpeed = 0
- Debounces.DisableJump = 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
- for i = 0, .7, .1 do
- swait()
- local SwingSpeed = .3
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(3)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(12)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, 0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- SheWeld.Parent = nil
- SheWeld.Part0 = Holder2
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Holder2.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.C1 = TESHandle.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.Parent = TESHandle
- for i = 0, .7, .1 do
- swait()
- local SwingSpeed = .3
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.1,0.325,-1.27)*Euler(rad(60),0,rad(-25)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-90),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.6,0.5,-.4)*Euler(rad(8),rad(-50),0), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-8),rad(-15),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(15),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(9),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(6),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- WepWeld3.Parent = nil
- WepWeld3.Part0 = Holder
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Holder.CFrame:inverse() * Cf(Holder.Position)
- WepWeld3.C1 = TEHandle.CFrame:inverse() * Cf(Holder.Position)
- WepWeld3.Parent = TEHandle
- FITEB(11)
- for i = 0, .5, .1 do
- swait()
- local SwingSpeed = .08
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,-.1,0)*Euler(rad(-90),0,0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(.4,-.92,0)*Euler(0,0,rad(-20)), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.3,0.5,-.4)*Euler(rad(90), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.6,0.6,0)*Euler(0,0,rad(-15)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0, rad(-20), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(20), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(9),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(6),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- local rotatebecauseitscool = 0
- local swing = Sound(TEHandle,"http://roblox.com/asset/?id=161006212", 1, 2.5, true)
- for i = 0, .5, .1 do
- swait()
- if rotatebecauseitscool < (90*22) then
- rotatebecauseitscool = rotatebecauseitscool+60
- end
- local SwingSpeed = .05
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,-.1,0)*Euler(rad(rotatebecauseitscool),0,0), .7)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), .7)
- HWeld.C0=clerp(HWeld.C0,Cf(.4,-.92,0)*Euler(0,0,rad(-20)), .7)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), .7)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.3,0.5,-.4)*Euler(rad(90), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(12)), .4)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), .4)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0, rad(-20), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(20), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(9),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(6),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- SheWeld.Part0 = Torso
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(-1.1, -1.1, -.2) * Euler(rad(100), 0, 0)
- for i = 0, 2, .1 do
- swait()
- if rotatebecauseitscool < (90*22) then
- rotatebecauseitscool = rotatebecauseitscool+60
- end
- local SwingSpeed = .05
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,-.1,0)*Euler(rad(rotatebecauseitscool),0,0), .7)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), .7)
- HWeld.C0=clerp(HWeld.C0,Cf(.4,-.92,0)*Euler(0,0,rad(-20)), .7)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), .7)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.3,0.5,-.4)*Euler(rad(90), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(-15)), .4)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), .4)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0, rad(-20), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(20), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(9),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(6),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- swing:Stop()
- debServ:AddItem(swing, 1)
- local leash = Sound(TEHandle,"rbxasset://sounds\\unsheath.wav", 1, .7, false)
- debServ:AddItem(leash, 1)
- for i = 0, 2, .1 do
- swait()
- local SwingSpeed = .08
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,-.1,0)*Euler(rad(-100),0,0), .5)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.6,0.4,-.4)*Euler(rad(30), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, rad(20), 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(-15)), .4)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-15),0), .4)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-11), rad(-40), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(13),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(3),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- chatServ:Chat(Head, "It's time to end this fairy tale.", 2)
- for i = 0, 7.5, .1 do
- swait()
- local SwingSpeed = .08
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,-.1,0)*Euler(rad(-100),0,0), .5)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.6,0.4,-.4)*Euler(rad(30), 0, rad(20)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, rad(20), 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(-15)), .4)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-15),0), .4)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-11), rad(-40), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(40), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(13),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(3),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- 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
- Debounces.Equipping = false
- Debounces.DisableJump = false
- Debounces.TEWield = true
- Attack_Num = 1
- CurrentSpeed = 14
- Humanoid.WalkSpeed = CurrentSpeed
- else
- Debounces.Equipping = true
- Debounces.DisableJump = true
- Humanoid.WalkSpeed = 0
- 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, .5, .1 do
- swait()
- local SwingSpeed = .5
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(3)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(12)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, 0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- SheWeld.Parent = nil
- SheWeld.Part0 = Holder2
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Holder2.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.C1 = TESHandle.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.Parent = TESHandle
- HTEB()
- for i = 0, .5, .1 do
- swait()
- local SwingSpeed = .5
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.1,0.325,-1.27)*Euler(rad(60),0,rad(-25)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-90),0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.6,0.5,-.4)*Euler(rad(8),rad(-50),0), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-8),rad(-15),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(15),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(9),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(6),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- local Sheath = Sound(TESHandle, "rbxasset://sounds\\unsheath.wav", 1, 1, false)
- for i = 0, .5, .1 do
- swait()
- local SwingSpeed = .5
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(3)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(12)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, 0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- Attack_Num = 1
- SheWeld.Part0 = Torso
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(-1.1, -1.1, -.2) * Euler(rad(100), 0, 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
- WepWeld3.Part0 = TESHandle
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Cf(0, 0, 0)
- WepWeld3.C1 = Cf(0, 3, 0) * Euler(0, rad(180), 0)
- Debounces.Equipping = false
- Debounces.DisableJump = false
- Debounces.TEWield = false
- CurrentSpeed = 6
- Humanoid.WalkSpeed = CurrentSpeed
- end
- end
- function Awaken()
- Debounces.Successful_KeyStroke = true
- Debounces.Attacking = true
- Debounces.DisableJump = true
- GodMode = true
- Humanoid.WalkSpeed = 0
- WepWeld.Part0 = RootPart
- WepWeld.Part1 = Handle
- WepWeld.C0 = RootPart.CFrame:inverse() * Cf(RootPart.Position)
- WepWeld.C1 = Handle.CFrame:inverse() * Cf(RootPart.Position)
- local BP = Inst("BodyPosition", RootPart)
- local StopEffects = false
- if not runServ:IsStudio() then
- local RingP = Inst("Part", F2)
- RingP.Anchored = true
- RingP.CanCollide = false
- RingP.Transparency = 1
- RingP.CFrame = RootPart.CFrame * CFrame.new(0, -3, 0)
- BP.Parent = RootPart
- BP.Name = DecName
- BP.Position = RootPart.Position
- local OGPos = RootPart.Position
- BP.MaxForce = Vec(huge, huge, huge)
- local StopRings = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait(.3)
- local boo = Sound(RingP,"http://roblox.com/asset/?id=228343249", .1, .5, false)
- debServ:AddItem(boo, .3)
- MagniDamage(RingP, 38, true, 4, 8, true, 200, "Compensate-Knockdown", .01, false, 0, false, _, _, _)
- MagniDamage(RootPart, 38, true, 4, 8, true, 200, "Compensate-Knockdown", .01, false, 0, false, _, _, _)
- MagicRing(BrickColor.new(Colour1),"Neon",RingP:GetRenderCFrame()*Cf(0,0,0)*Euler(rad(90),0,0), 0, 0, 1, 3, 3, 1.2, .05)
- until StopRings
- end))
- chatServ:Chat(Head, "Seal 6, disable.", 2)
- for i = 0, 5, .1 do
- swait()
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,13,-1.7)*Euler(rad(180),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(140),0,rad(20)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(140),0,rad(-20)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(15),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(rad(-15),rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(-15),rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- chatServ:Chat(Head, "This world and I are irreconcilable.", 2)
- wait(2)
- for i = 0, 16, .2 do
- swait()
- BP.Position = Vec(OGPos.x, OGPos.y+i, OGPos.z)
- local SwingSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,13,-1.7)*Euler(rad(180),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(140),0,rad(20)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(140),0,rad(-20)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(15),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(20),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(rad(-30),rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(-30),rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- chatServ:Chat(Head, "I deny this world its existence,", 2)
- wait(2)
- debServ:AddItem(RingP, 0)
- local s = Sound(Hit_Box,"http://roblox.com/asset/?id=178452217", .6, .5, false)
- debServ:AddItem(s, 5)
- for i = 0, 5, .1 do
- local SwingSpeed = .5
- for _, p in pairs(Denial:GetChildren()) do
- if p.Transparency ~= 1 then
- p.Transparency = i/4.5
- end
- end
- MagicBlock(BC(Colour1), "Neon", Hit_Box:GetRenderCFrame()*Cf(rand(-1, 1), rand(-5, 5), rand(-1, 1)),.1, .1, .1, 1.2, 1.2, 1.2, .05)
- MagicBlock(BC(Colour2), "Neon", Hit_Box:GetRenderCFrame()*Cf(rand(-1, 1), rand(-5, 5), rand(-1, 1)),.1, .1, .1, 1.2, 1.2, 1.2, .05)
- MagicBlock(BC(Colour1), "Neon", Hit_Box:GetRenderCFrame()*Cf(rand(-1, 1), rand(-5, 5), rand(-1, 1)),.1, .1, .1, 1.2, 1.2, 1.2, .05)
- MagicBlock(BC(Colour2), "Neon", Hit_Box:GetRenderCFrame()*Cf(rand(-1, 1), rand(-5, 5), rand(-1, 1)),.1, .1, .1, 1.2, 1.2, 1.2, .05)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,13,-1.7)*Euler(rad(180),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(140),0,rad(60)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(140),0,rad(-60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(15),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(rad(-15),rad(90),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(-15),rad(-90),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- swait()
- end
- chatServ:Chat(Head, "and I shall erase it!", 2)
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- StopRings = true
- for i = 0, .6, .1 do
- local SwingSpeed = .3
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,13,-1.7)*Euler(rad(180),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.8,0.5,-.6)*Euler(rad(70),0,rad(-60)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.8,0.5,-.6)*Euler(rad(66),0,rad(60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.2,-.4)*Euler(rad(-60),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-30),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.15,-1.2)*Euler(rad(-25),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.15,-1.2)*Euler(rad(-25),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- swait()
- end
- coroutine.resume(coroutine.create(function()
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- MagniDamage(RootPart, 18, true, 60, 90, true, 666, "Compensate-Knockdown", .5, false, 0, false, _, _, _)
- MagniDamage(RootPart, 52, false, 0, 2, true, -20, "Compensate", .1, false, 0, false, _, _, _)
- local rnum = 40
- local Rand1, Rand2, Rand3, Rand4 = {rand(-rnum, rnum), rand(-rnum, rnum), rand(-rnum, rnum)}, {rand(-rnum, rnum), rand(-rnum, rnum), rand(-rnum, rnum)}, {rand(-360, 360), rand(-360, 360), rand(-360, 360)}, {rand(-rnum, rnum), rand(-rnum, rnum), rand(-rnum, rnum)}
- MagicBlood(BC(Colour1), "Neon", RootPart:GetRenderCFrame() * Cf(Rand1[1], Rand1[2], Rand1[3]), 14, 14, 14, .1, .1, .1, .05)
- MagicBlood(BC(Colour2), "Neon", RootPart:GetRenderCFrame() * Cf(Rand1[1], Rand1[2], Rand1[3]), 8, 8, 8, .1, .1, .1, .05)
- MagicBlood(BC(Colour2), "Neon", RootPart:GetRenderCFrame() * Cf(Rand2[1], Rand2[2], Rand2[3]), 14, 14, 14, .1, .1, .1, .05)
- MagicBlood(BC(Colour1), "Neon", RootPart:GetRenderCFrame() * Cf(Rand2[1], Rand2[2], Rand2[3]), 8, 8, 8, .1, .1, .1, .05)
- MagicBlock(BC(Colour1), "Neon", RootPart:GetRenderCFrame() * Cf(Rand4[1], Rand4[2], Rand4[3]), 14, 14, 14, .1, .1, .1, .05)
- MagicBlock(BC(Colour2), "Neon", RootPart:GetRenderCFrame() * Cf(Rand4[1], Rand4[2], Rand4[3]), 8, 8, 8, .1, .1, .1, .05)
- until StopEffects
- end))
- repeat
- MagicSpikeBall(BC(Colour1), "Neon", RootPart:GetRenderCFrame(), 0, 0, 0, .7, .7, .7, .05)
- MagicSpikeBall(BC(Colour2), "Neon", RootPart:GetRenderCFrame(), 0, 0, 0, .5, .5, .5, .05)
- MagicCircle(BC(Colour1), "Neon", RootPart:GetRenderCFrame(), 0, 0, 0, .4, .4, .4, .05)
- MagicCircle(BC(Colour2), "Neon", RootPart:GetRenderCFrame(), 0, 0, 0, .3, .3, .3, .05)
- wait(.3)
- until StopEffects
- end))
- wait(10)--]]
- end
- CArmour.Parent = Character
- local WeldBase = Inst("Model", CArmour)
- WeldBase.Name = "WeldBase"
- local aHead = Inst("Part", WeldBase)
- aHead.Transparency = 1
- aHead.Name = "FakeHead"
- aHead.Anchored = true
- aHead.CanCollide = false
- aHead.Locked = true
- aHead.Size = Vec(.2, .2, .2)
- aHead.Position = Vec(60.2, 5.3, -275)
- aHead.Rotation = Vec(-180, 0, -180)
- local aLarm = Inst("Part", WeldBase)
- aLarm.Transparency = 1
- aLarm.Name = "FakeLeftArm"
- aLarm.Anchored = true
- aLarm.CanCollide = false
- aLarm.Locked = true
- aLarm.Size = Vec(.2, .2, .2)
- aLarm.Position = Vec(58.7, 3.8, -275)
- aLarm.Rotation = Vec(-180, 0, -180)
- local aLleg = Inst("Part", WeldBase)
- aLleg.Transparency = 1
- aLleg.Name = "FakeLeftLeg"
- aLleg.Anchored = true
- aLleg.CanCollide = false
- aLleg.Locked = true
- aLleg.Size = Vec(.2, .2, .2)
- aLleg.Position = Vec(59.7, 1.8, -275)
- aLleg.Rotation = Vec(-180, 0, -180)
- local aRarm = Inst("Part", WeldBase)
- aRarm.Transparency = 1
- aRarm.Name = "FakeRightArm"
- aRarm.Anchored = true
- aRarm.CanCollide = false
- aRarm.Locked = true
- aRarm.Size = Vec(.2, .2, .2)
- aRarm.Position = Vec(58.7, 3.8, -275)
- aRarm.Rotation = Vec(-180, 0, -180)
- local aRleg = Inst("Part", WeldBase)
- aRleg.Transparency = 1
- aRleg.Name = "FakeRightLeg"
- aRleg.Anchored = true
- aRleg.CanCollide = false
- aRleg.Locked = true
- aRleg.Size = Vec(.2, .2, .2)
- aRleg.Position = Vec(59.7, 1.8, -275)
- aRleg.Rotation = Vec(-180, 0, -180)
- local aTor = Inst("Part", WeldBase)
- aTor.Transparency = 1
- aTor.Name = "FakeTorso"
- aTor.Anchored = true
- aTor.CanCollide = false
- aTor.Locked = true
- aTor.Size = Vec(.2, .2, .2)
- aTor.Position = Vec(60.2, 3.8, -275)
- aTor.Rotation = Vec(-180, 0, -180)
- for _ , k in pairs(WeldBase:GetChildren()) do
- if k:IsA("BasePart") then
- k:BreakJoints()
- end
- end
- local function MakeHelmet()
- local Parent = Inst("Model", CArmour)
- Parent.Name = "Helmet"
- ----------------(ClassName, , BrickColor, Material , Trans, Refl, Name, Size, Position, Rotation, Mesh Class, Mesh Scale , MId, MType)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "HelmetBack", Vector3.new(.2, .2, .2), Vector3.new(60.2, 5.4, -275.73), Vector3.new(90, 0, 0), "SpecialMesh", Vector3.new(1.2, 2, 1.6), "http://www.roblox.com/asset/?id=20637493", "FileMesh")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "HelmetBase", Vector3.new(.2, .2, .2), Vector3.new(60.2, 5.4, -275), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(1, 1, 1), "http://www.roblox.com/asset/?id=87249889", "FileMesh")
- local HEpart = CreatePart("Part", Parent, Colour1, "Neon", 1, 0, "HelmetEffect", Vector3.new(.2, .2, .2), Vector3.new(60.2, 5.5, -275.7), Vector3.new(0, 0, 0), "BlockMesh", Vector3.new(0, 0, 0), _, _)
- local peSize = {NumberSequenceKeypoint.new(0, 1.31, 0), NumberSequenceKeypoint.new(1, 0, 0)}
- local peTrans = {NumberSequenceKeypoint.new(0, .137, 0), NumberSequenceKeypoint.new(1, 1, 0)}
- local pe = Inst("ParticleEmitter", HEpart)
- pe.LightEmission = .5
- pe.Color = ColorSequence.new(HEpart.BrickColor.Color)
- pe.Size = NumberSequence.new(peSize)
- pe.Transparency = NumberSequence.new(peTrans)
- pe.Texture = "rbxassetid://37332909"
- pe.Acceleration = Vec(0, -100, 0)
- pe.EmissionDirection = "Front"
- pe.Lifetime = NumberRange.new(0.35)
- pe.Rate = 800000
- pe.Speed = NumberRange.new(15)
- CEP = HEpart
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "HelmetPart", Vector3.new(.2, .2, .2), Vector3.new(60.2, 5.8, -275), Vector3.new(-150, 0, -180), "SpecialMesh", Vector3.new(1, 1, 1), "http://www.roblox.com/asset/?id=189962102", "FileMesh")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "MouthGuard", Vector3.new(.2, .2, .2), Vector3.new(60.2, 5, -274.6), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(1, 1.2, 1.1), "http://www.roblox.com/asset/?id=19380683", "FileMesh")
- for _ , K in pairs(Parent:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _, z in pairs(Parent:GetChildren()) do
- if z:IsA("BasePart") then
- local Weld = Inst("Weld", aHead)
- Weld.Part0 = aHead
- Weld.Part1 = z
- Weld.Name = z.Name.."-to-"..aHead.Name
- Weld.C0 = aHead.CFrame:inverse() * Cf(aHead.Position)
- Weld.C1 = z.CFrame:inverse() * Cf(aHead.Position)
- z.Anchored = false
- z.CanCollide = false
- end
- end
- end
- local Cape = nil
- local function MakeTorsoArmour()
- local Parent = Inst("Model", CArmour)
- Parent.Name = "TorsoArmour"
- ----------------(ClassName, , BrickColor, Material , Trans, Refl, Name, Size, Position, Rotation, Mesh Class, Mesh Scale , MId, MType)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourBody", Vector3.new(2, 2, 1), Vector3.new(60.2, 3.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1, 1.01), _, _)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPartWedge1", Vector3.new(.2, 1, .2), Vector3.new(59.7, 3.7, -275.4), Vector3.new(90, 0, 90), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart1", Vector3.new(2, .2, .2), Vector3.new(60.2, 3.5, -275.4), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.01, 1, 1.1), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail1", Vector3.new(.2, .2, .2), Vector3.new(61.1, 4.7, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart2", Vector3.new(2, .6, 1), Vector3.new(60.2, 3.1, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.01, 1, 1.02), _, _)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPartWedge2", Vector3.new(1, .8, .2), Vector3.new(60.8, 3.5, -275), Vector3.new(90, 0, 90), "SpecialMesh", Vector3.new(1.02, 1.025, 1), "", "Wedge")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart3", Vector3.new(.4, 1, .4), Vector3.new(60.2, 4.3, -275.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(.4, 1, .5), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail2", Vector3.new(.2, .2, .2), Vector3.new(59.3, 2.9, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail3", Vector3.new(.2, .2, .2), Vector3.new(61.1, 2.9, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPartWedge3", Vector3.new(1, .8, .2), Vector3.new(59.6, 3.5, -275), Vector3.new(90, 0, -90), "SpecialMesh", Vector3.new(1.02, 1.025, 1), "", "Wedge")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPartWedge4", Vector3.new(.2, 1, .2), Vector3.new(60.7, 3.7, -275.4), Vector3.new(90, 0, -90), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail4", Vector3.new(.2, .2, .2), Vector3.new(59.3, 4.7, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail5", Vector3.new(.2, .2, .2), Vector3.new(59.3, 4.7, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail6", Vector3.new(.2, .2, .2), Vector3.new(59.3, 3.5, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart4", Vector3.new(.4, .4, .2), Vector3.new(60.2, 3.6, -274.6), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(1, 1, 1.1), "", "Torso")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail7", Vector3.new(.2, .2, .2), Vector3.new(61.1, 2.9, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail8", Vector3.new(.2, .2, .2), Vector3.new(61.1, 3.5, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail9", Vector3.new(.2, .2, .2), Vector3.new(59.3, 3.5, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail10", Vector3.new(.2, .2, .2), Vector3.new(59.3, 2.9, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPartNail11", Vector3.new(.2, .2, .2), Vector3.new(61.1, 4.7, -275.4), Vector3.new(90, 90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ArmourPart5", Vector3.new(.4, .2, .4), Vector3.new(60.2, 3.8, -274.6), Vector3.new(-90, 0, 0), "CylinderMesh", Vector3.new(.68, 1.1, .68), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPart6", Vector3.new(.4, .2, .4), Vector3.new(60.2, 3.8, -274.6), Vector3.new(-90, 0, 0), "CylinderMesh", Vector3.new(.45, 1.15, .45), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourPart7", Vector3.new(.2, .2, .2), Vector3.new(61.1, 3.5, -274.6), Vector3.new(-90, -90, 0), "CylinderMesh", Vector3.new(.6, 1.18, .6), _, _)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon1", Vector3.new(.2, .2, .4), Vector3.new(61.1, 4.7, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon2", Vector3.new(.2, .2, .4), Vector3.new(61.1, 2.9, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon3", Vector3.new(.2, .2, .4), Vector3.new(59.3, 2.9, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon4", Vector3.new(.2, .2, .4), Vector3.new(61.1, 3.5, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon5", Vector3.new(.2, .2, .4), Vector3.new(59.3, 2.9, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon6", Vector3.new(.2, .2, .4), Vector3.new(61.1, 2.9, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon7", Vector3.new(.4, .4, .4), Vector3.new(60.2, 3.8, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(.4, .4, .2), "", "Sphere")
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon8", Vector3.new(.2, .2, .4), Vector3.new(59.3, 3.5, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon9", Vector3.new(.2, .2, .4), Vector3.new(59.3, 4.7, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon10", Vector3.new(.2, .2, .4), Vector3.new(61.1, 4.7, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon11", Vector3.new(.2, .2, .4), Vector3.new(59.3, 3.5, -275.5), Vector3.new(0, 0, 0), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon12", Vector3.new(.2, .2, .4), Vector3.new(61.1, 3.5, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- local k = CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ArmourPartNeon13", Vector3.new(.2, .2, .4), Vector3.new(59.3, 4.7, -274.5), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(.5, .5, .1), "", "Sphere") k.Mesh.Offset = Vec(0, 0, -.01)
- Cape = CreatePart("Part", Parent, "White", "SmoothPlastic", 1, 0, "Mini-CapeSpot", Vector3.new(2, .2, .2), Vector3.new(60.2, 3.49, -275.47), Vector3.new(120, 0, -180), "BlockMesh", Vector3.new(0, 0, 0), _, _)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour1", Vector3.new(1, .4, .4), Vector3.new(59.4, 4.4, -275), Vector3.new(-90, 0, -90), "SpecialMesh", Vector3.new(1.03, 1, 1), "", "Wedge") kk.Mesh.Offset = Vec(0, -.01, 0)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour2", Vector3.new(1, .4, .4), Vector3.new(61, 4.4, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1), "", "Wedge") kk.Mesh.Offset = Vec(0, -.01, 0)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour3", Vector3.new(1, .4, .2), Vector3.new(59.8, 4.7, -275), Vector3.new(-90, 0, -90), "SpecialMesh", Vector3.new(1.03, 1, 1.01), "", "Wedge") kk.Mesh.Offset = Vec(0, -.01, .001)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour4", Vector3.new(.4, .2, 1), Vector3.new(59.4, 4.7, -275), Vector3.new(0, 0, 0), "BlockMesh", Vector3.new(1, 1.01, 1.03), _, _) kk.Mesh.Offset = Vec(-.01, .001, 0)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour5", Vector3.new(1, .4, .2), Vector3.new(60.6, 4.7, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1.01), "", "Wedge") kk.Mesh.Offset = Vec(0, -.01, .001)
- local kk = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShoulderArmour6", Vector3.new(.4, .2, 1), Vector3.new(61, 4.7, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1.01, 1.03), _, _) kk.Mesh.Offset = Vec(-.01, .001, 0)
- for _ , K in pairs(Parent:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _, z in pairs(Parent:GetChildren()) do
- if z:IsA("BasePart") then
- local Weld = Inst("Weld", aTor)
- Weld.Part0 = aTor
- Weld.Part1 = z
- Weld.Name = z.Name.."-to-"..aTor.Name
- Weld.C0 = aTor.CFrame:inverse() * Cf(aTor.Position)
- Weld.C1 = z.CFrame:inverse() * Cf(aTor.Position)
- z.Anchored = false
- z.CanCollide = false
- end
- end
- end
- local function MakeArmArmour(limb, limbname)
- local Parent = Inst("Model", CArmour)
- Parent.Name = limbname.."Armour"
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourBody", Vector3.new(1, 2, 1), Vector3.new(58.7, 3.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.01, 1, 1.01), _, _)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "Glove", Vector3.new(1, .4, 1), Vector3.new(58.7, 2.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.02, .1, 1.02), _, _)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour1", Vector3.new(.2, .2, .6), Vector3.new(58.3, 4.5, -274.6), Vector3.new(-90, 0, -180), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge") y.Mesh.Offset = Vec(0, 0, .001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour2", Vector3.new(1, .6, .2), Vector3.new(58.5, 4.7, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1.01), "", "Wedge") y.Mesh.Offset = Vec(0, -.01, .001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour3", Vector3.new(1, .2, .4), Vector3.new(59.1, 4.2, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1), "", "Wedge") y.Mesh.Offset = Vec(0, -.01, 0)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour4", Vector3.new(.2, .2, 1), Vector3.new(59.1, 4.5, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1, 1.03), _, _) y.Mesh.Offset = Vec(-.01, 0, 0)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour5", Vector3.new(.4, .2, 1), Vector3.new(59, 4.7, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1, 1.03), _, _) y.Mesh.Offset = Vec(-.01, .001, 0)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour6", Vector3.new(1, .2, .2), Vector3.new(58.9, 4.5, -275), Vector3.new(-90, 0, 90), "SpecialMesh", Vector3.new(1.03, 1, 1), "", "Wedge") y.Mesh.Offset = Vec(0, -.01, 0)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour7", Vector3.new(.2, 2, .6), Vector3.new(58.3, 3.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.1, 1.001, 1), _, _)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour8", Vector3.new(.2, .2, .4), Vector3.new(58.3, 3, -274.6), Vector3.new(90, 0, 0), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge") y.Mesh.Offset = Vec(0, 0, .001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour9", Vector3.new(.2, .2, .4), Vector3.new(58.3, 3, -275.4), Vector3.new(90, 0, -180), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge") y.Mesh.Offset = Vec(0, 0, .001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmour10", Vector3.new(.2, .2, .6), Vector3.new(58.3, 4.5, -275.4), Vector3.new(-90, 0, 0), "SpecialMesh", Vector3.new(1.1, 1, 1), "", "Wedge") y.Mesh.Offset = Vec(0, 0, .001)
- local y = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "SideArmourDesign1", Vector3.new(1, 1, .4), Vector3.new(58.7, 4.6, -275), Vector3.new(-90, 30, 90), "SpecialMesh", Vector3.new(.5, 1, 1), "http://www.roblox.com/asset/?id=189962102", "FileMesh") y.Mesh.Offset = Vec(0, 0.4, 0)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "SideArmourDesign2", Vector3.new(.4, .6, .2), Vector3.new(58.2, 3.1, -275.2), Vector3.new(-165, 0, -180), "SpecialMesh", Vector3.new(.08, 1, .6), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "SideArmourDesign3", Vector3.new(.4, .6, .2), Vector3.new(58.2, 3.1, -274.8), Vector3.new(165, 0, -180), "SpecialMesh", Vector3.new(.08, 1, .6), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "SideArmourNeonDesign1", Vector3.new(.4, .6, .2), Vector3.new(58.2, 3.1, -275.2), Vector3.new(-165, 0, -180), "SpecialMesh", Vector3.new(.1, .8, .4), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "SideArmourNeonDesign2", Vector3.new(.4, .6, .2), Vector3.new(58.2, 3.1, -274.8), Vector3.new(165, 0, -180), "SpecialMesh", Vector3.new(.1, .8, .4), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "SideArmourNeonDesign3", Vector3.new(.6, .2, .2), Vector3.new(58.3, 4.1, -275), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(.5, 1.5, 2), "", "Sphere")
- for _ , K in pairs(Parent:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _, z in pairs(Parent:GetChildren()) do
- if z:IsA("BasePart") then
- local Weld = Inst("Weld", limb)
- Weld.Part0 = limb
- Weld.Part1 = z
- Weld.Name = z.Name.."-to-"..limb.Name
- Weld.C0 = limb.CFrame:inverse() * Cf(limb.Position)
- Weld.C1 = z.CFrame:inverse() * Cf(limb.Position)
- z.Anchored = false
- z.CanCollide = false
- end
- end
- end
- local function MakeLegArmour(limb, limbname)
- local Parent = Inst("Model", CArmour)
- Parent.Name = limbname.."Armour"
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ArmourBody", Vector3.new(1, 2, 1), Vector3.new(59.7, 1.8, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.01, 1, 1.01), _, _)
- local cri = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "KneeGuardPart1", Vector3.new(.4, .4, .4), Vector3.new(60, 2.2, -274.7), Vector3.new(-180, -90, 0), "SpecialMesh", Vector3.new(1.1, 1, 1.05), "", "Wedge") cri.Mesh.Offset = Vec(0, 0, -.01)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "KneeGuardPart2", Vector3.new(.2, .4, .2), Vector3.new(59.7, 2.2, -274.6), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1, 1, 1.2), _, _)
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "KneeGuardPart3", Vector3.new(.4, .2, .6), Vector3.new(59.7, 2.2, -274.6), Vector3.new(-180, 0, 90), "SpecialMesh", Vector3.new(1, .8, .47), "", "Sphere")
- local cri = CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "KneeGuardPart4", Vector3.new(.4, .4, .4), Vector3.new(59.4, 2.2, -274.7), Vector3.new(180, 90, 0), "SpecialMesh", Vector3.new(1.1, 1, 1.05), "", "Wedge") cri.Mesh.Offset = Vec(0, 0, -.01)
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "KneeGuardPart5", Vector3.new(1, .4, .4), Vector3.new(59.7, 2.6, -274.7), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.04, 1, 1.1), _, _)
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "KneeGuardPartNeon", Vector3.new(.4, .2, .6), Vector3.new(59.7, 2.2, -274.6), Vector3.new(-180, 0, 90), "SpecialMesh", Vector3.new(.8, .5, .5), "", "Sphere")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShinGuard1", Vector3.new(.6, .2, .6), Vector3.new(59.7, 1.7, -274.6), Vector3.new(-180, 0, -180), "SpecialMesh", Vector3.new(1, 1, .4), "", "Torso")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "ShinGuard2", Vector3.new(.6, .4, .6), Vector3.new(59.7, 1.4, -274.6), Vector3.new(-180, 0, 0), "SpecialMesh", Vector3.new(1, 1, .4), "", "Torso")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon1", Vector3.new(.4, .2, .4), Vector3.new(59.6, 1.5, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(.4, .2, .2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon2", Vector3.new(.4, .2, .4), Vector3.new(59.8, 1.7, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(.4, .2, .2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon3", Vector3.new(.4, .2, .4), Vector3.new(59.8, 1.5, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(.4, .2, .2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon4", Vector3.new(.4, .2, .4), Vector3.new(59.8, 1.3, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(.4, .2, .2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon5", Vector3.new(.4, .2, .4), Vector3.new(59.6, 1.7, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(.4, .2, .2), "", "Sphere")
- CreatePart("Part", Parent, Colour1, "Neon", 0, 0, "ShinGuardNeon6", Vector3.new(.4, .2, .4), Vector3.new(59.6, 1.3, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(.4, .2, .2), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart1", Vector3.new(.4, .2, .4), Vector3.new(59.6, 1.5, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart2", Vector3.new(.4, .2, .4), Vector3.new(59.8, 1.7, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart3", Vector3.new(.4, .2, .4), Vector3.new(59.8, 1.5, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart4", Vector3.new(.4, .2, .4), Vector3.new(59.8, 1.3, -274.5), Vector3.new(-180, 0, 165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart5", Vector3.new(.4, .2, .4), Vector3.new(59.6, 1.7, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour2, "SmoothPlastic", 0, 0, "ShinGuardPart6", Vector3.new(.4, .2, .4), Vector3.new(59.6, 1.3, -274.5), Vector3.new(-180, 0, -165), "SpecialMesh", Vector3.new(0.46, 0.26, 0.18), "", "Sphere")
- CreatePart("Part", Parent, Colour3, "SmoothPlastic", 0, 0, "Shoe", Vector3.new(1, .2, 1), Vector3.new(59.7, 0.9, -275), Vector3.new(-180, 0, -180), "BlockMesh", Vector3.new(1.02, 1.2, 1.02), _, _)
- for _ , K in pairs(Parent:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _, z in pairs(Parent:GetChildren()) do
- if z:IsA("BasePart") then
- local Weld = Inst("Weld", limb)
- Weld.Part0 = limb
- Weld.Part1 = z
- Weld.Name = z.Name.."-to-"..limb.Name
- Weld.C0 = limb.CFrame:inverse() * Cf(limb.Position)
- Weld.C1 = z.CFrame:inverse() * Cf(limb.Position)
- z.Anchored = false
- z.CanCollide = false
- end
- end
- end
- local function MakeTeeWeapon()
- The_End.Parent = Character
- The_End_Sheath.Parent = Character
- local BL1 = CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, .2, "Blade", Vector3.new(.2, .4, 6.4), Vector3.new(42.5, 3.8, -252.5), Vector3.new(90, 0, -180), "SpecialMesh", Vector3.new(1, .5, 1), "", "Torso")
- local BL2 = CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, .2, "BladeDesign", Vector3.new(.2, 6.4, .2), Vector3.new(42.5, 3.8, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(.1, 1.001, 1.05), _, _)
- local BL3 = CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "BladeNeon", Vector3.new(.2, .4, 6.4), Vector3.new(42.5, 3.8, -252.3), Vector3.new(90, 0, 0), "SpecialMesh", Vector3.new(1, .5, 1), "", "Torso")
- CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, 0, "GuardDesign1", Vector3.new(.2, .2, .2), Vector3.new(42.5, 7.1, -252.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.4, 1.84, .4), _, _)
- CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, 0, "GuardDesign2", Vector3.new(.2, .2, .2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.4, 1.84, .4), _, _)
- CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, 0, "GuardDesign3", Vector3.new(.2, 1, .2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(90, 0, -180), "CylinderMesh", Vector3.new(.4, 1.005, .4), _, _)
- CreatePart("Part", The_End, Colour2, "SmoothPlastic", 0, 0, "GuardDesign4", Vector3.new(.2, .2, .2), Vector3.new(42.5, 7.1, -252.2), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.4, 1.84, .4), _, _)
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "GuardNeonDesign1", Vector3.new(.2, .2, .2), Vector3.new(42.5, 7.1, -252.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.85, .3), _, _)
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "GuardNeonDesign2", Vector3.new(.2, .2, .2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.85, .3), _, _)
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "GuardNeonDesign3", Vector3.new(.2, 1, .2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(90, 0, -180), "CylinderMesh", Vector3.new(.3, 1.01, .3), _, _)
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "GuardNeonDesign4", Vector3.new(.2, .2, .2), Vector3.new(42.5, 7.1, -252.2), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.85, .3), _, _)
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "GuardPart1", Vector3.new(.6, .2, .2), Vector3.new(42.5, 7.1, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1, 1.8), _, _)
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "GuardPart2", Vector3.new(.2, .2, .2), Vector3.new(42.5, 7.1, -252.8), Vector3.new(-90, 0, 0), "SpecialMesh", Vector3.new(1.8, 1, 1), "", "Torso")
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "GuardPart2", Vector3.new(.2, .2, .2), Vector3.new(42.5, 7.1, -252), Vector3.new(-90, 0, -180), "SpecialMesh", Vector3.new(1.8, 1, 1), "", "Torso")
- TEHandle = CreatePart("Part", The_End, "White", "SmoothPlastic", 1, 0, "Handle", Vector3.new(.6, .2, .6), Vector3.new(42.5, 8.5, -252.4), Vector3.new(-180, 0, 0), "BlockMesh", Vector3.new(1, 1, 1), _, _)
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "HiltDesign1", Vector3.new(.2, .2, .2), Vector3.new(42.5, 9.9, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1.1, 1, 1.1), _, _)
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "HiltDesign2", Vector3.new(.2, .4, .2), Vector3.new(42.5, 9.6, -252.4), Vector3.new(-180, 0, 0), "SpecialMesh", Vector3.new(1.1, 1, 1.1), "", "Wedge")
- CreatePart("Part", The_End, Colour3, "SmoothPlastic", 0, 0, "HiltDesign3", Vector3.new(.2, .2, .2), Vector3.new(42.5, 7.3, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1.1, 1, 1.1), _, _)
- CreatePart("Part", The_End, Colour2, "Fabric", 0, 0, "HiltFabric", Vector3.new(.2, 2.4, .2), Vector3.new(42.5, 8.6, -252.4), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1, 1), _, _)
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "HiltNeonDesign1", Vector3.new(.2, .2, .2), Vector3.new(42.5, 9.7, -252.4), Vector3.new(90, 0,-90), "CylinderMesh", Vector3.new(.2, 1.14, .2), _, _)
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "HiltNeonDesign2", Vector3.new(.2, .2, .4), Vector3.new(42.5, 9.8, -252.4), Vector3.new(90, 0,-90), "CylinderMesh", Vector3.new(.2, 1.14, .2), _, _)
- CreatePart("Part", The_End, Colour1, "Neon", 0, 0, "HiltNeonDesign3", Vector3.new(.2, .2, .2), Vector3.new(42.5, 9.9, -252.4), Vector3.new(90, 0,-90), "CylinderMesh", Vector3.new(.2, 1.14, .2), _, _)
- TEHit_Box = CreatePart("Part", The_End, "White", "SmoothPlastic", 1, 0, "HitBox", Vector3.new(1.4, 7, .6), Vector3.new(42.5, 3.5, -252.4), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(.2, 1.14, .2), _, _)
- TESHandle = CreatePart("Part", The_End_Sheath, "White", "Neon", 1, 0, "Handle", Vector3.new(.6, .2, .6), Vector3.new(42.5, 5.5, -253.6), Vector3.new(0, 0,-180), "BlockMesh", Vector3.new(1, 1, 1), _, _)
- CreatePart("Part", The_End_Sheath, Colour2, "SmoothPlastic", 0, 0, "SheathBody", Vector3.new(.4, 6, .2), Vector3.new(42.5, 3.8, -253.6), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1, 1.1), _, _)
- CreatePart("Part", The_End_Sheath, Colour2, "SmoothPlastic", 0, 0, "SheathBodyCylinder1", Vector3.new(.4, 6, .2), Vector3.new(42.5, 3.8, -253.4), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.1, 1, 1.1), _, _)
- CreatePart("Part", The_End_Sheath, Colour2, "SmoothPlastic", 0, 0, "SheathBody", Vector3.new(.4, 6, .2), Vector3.new(42.5, 3.8, -253.8), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.1, 1, 1.1), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign1", Vector3.new(.4, .2, .2), Vector3.new(42.5, 6.9 --[[ :^) ]], -253.4), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.2, 1.1, 1.2), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign2", Vector3.new(.4, .2, .2), Vector3.new(42.5, 6.9 --[[ :^) ]], -253.8), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.2, 1.1, 1.2), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign3", Vector3.new(.4, .2, .2), Vector3.new(42.5, 6.9 --[[ :^) ]], -253.6), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1.1, 1.2), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign4", Vector3.new(.4, .2, .2), Vector3.new(42.5, .7, -253.4), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.2, 1.1, 1.2), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign5", Vector3.new(.4, .2, .2), Vector3.new(42.5, .7, -253.8), Vector3.new(-180, -90, 0), "CylinderMesh", Vector3.new(1.2, 1.1, 1.2), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesign6", Vector3.new(.4, .2, .2), Vector3.new(42.5, .7, -253.6), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(1, 1.1, 1.2), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing1", Vector3.new(.4, .2, .4), Vector3.new(42.5, 5.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing2", Vector3.new(.4, .2, .4), Vector3.new(42.5, 6.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing3", Vector3.new(.4, .2, .4), Vector3.new(42.5, 2.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing4", Vector3.new(.4, .2, .4), Vector3.new(42.5, 6.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing5", Vector3.new(.4, .2, .4), Vector3.new(42.5, 1.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing6", Vector3.new(.4, .2, .4), Vector3.new(42.5, 1.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing7", Vector3.new(.4, .2, .4), Vector3.new(42.5, 1, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing8", Vector3.new(.4, .2, .4), Vector3.new(42.5, 3, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing9", Vector3.new(.4, .2, .4), Vector3.new(42.5, 2.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing10", Vector3.new(.4, .2, .4), Vector3.new(42.5, 4.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing11", Vector3.new(.4, .2, .4), Vector3.new(42.5, 5, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing12", Vector3.new(.4, .2, .4), Vector3.new(42.5, 3.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing13", Vector3.new(.4, .2, .4), Vector3.new(42.5, 5.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing14", Vector3.new(.4, .2, .4), Vector3.new(42.5, 3.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour3, "SmoothPlastic", 0, 0, "SheathDesignRing15", Vector3.new(.4, .2, .4), Vector3.new(42.5, 4.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.3, 1.14, .3), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing1", Vector3.new(.4, .2, .4), Vector3.new(42.5, 5.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing2", Vector3.new(.4, .2, .4), Vector3.new(42.5, 6.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing3", Vector3.new(.4, .2, .4), Vector3.new(42.5, 2.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing4", Vector3.new(.4, .2, .4), Vector3.new(42.5, 6.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing5", Vector3.new(.4, .2, .4), Vector3.new(42.5, 1.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing6", Vector3.new(.4, .2, .4), Vector3.new(42.5, 1.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing7", Vector3.new(.4, .2, .4), Vector3.new(42.5, 1, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing8", Vector3.new(.4, .2, .4), Vector3.new(42.5, 3, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing9", Vector3.new(.4, .2, .4), Vector3.new(42.5, 2.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing10", Vector3.new(.4, .2, .4), Vector3.new(42.5, 4.2, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing11", Vector3.new(.4, .2, .4), Vector3.new(42.5, 5, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing12", Vector3.new(.4, .2, .4), Vector3.new(42.5, 3.8, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing13", Vector3.new(.4, .2, .4), Vector3.new(42.5, 5.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing14", Vector3.new(.4, .2, .4), Vector3.new(42.5, 3.4, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, Colour1, "Neon", 0, 0, "SheathDesignNeonRing15", Vector3.new(.4, .2, .4), Vector3.new(42.5, 4.6, -253.6), Vector3.new(90, 0, -90), "CylinderMesh", Vector3.new(.2, 1.16, .2), _, _)
- CreatePart("Part", The_End_Sheath, "Really black", "SmoothPlastic", 0, 0, "SheathHole", Vector3.new(.8, .4, .2), Vector3.new(42.5, 7, -253.6), Vector3.new(-180, -90, 0), "BlockMesh", Vector3.new(.6, .06, .6), _, _)
- for _ , K in pairs(The_End:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _ , K in pairs(The_End_Sheath:GetChildren()) do
- if K:IsA("BasePart") then
- K:BreakJoints()
- end
- end
- for _, p in pairs(The_End:GetChildren()) do
- if p:IsA("BasePart") and p ~= TEHandle then
- local Weld = Inst("Weld", TEHandle)
- Weld.Part0 = TEHandle
- Weld.Part1 = p
- Weld.C0 = TEHandle.CFrame:inverse() * Cf(TEHandle.Position)
- Weld.C1 = p.CFrame:inverse() * Cf(TEHandle.Position)
- p.Anchored = false
- p.CanCollide = false
- end
- end
- for _, p in pairs(The_End_Sheath:GetChildren()) do
- if p:IsA("BasePart") and p ~= TESHandle then
- local Weld = Inst("Weld", TESHandle)
- Weld.Part0 = TESHandle
- Weld.Part1 = p
- Weld.C0 = TESHandle.CFrame:inverse() * Cf(TESHandle.Position)
- Weld.C1 = p.CFrame:inverse() * Cf(TESHandle.Position)
- p.Anchored = false
- p.CanCollide = false
- end
- end
- table.insert(TEBladeP, BL1)
- table.insert(TEBladeP, BL2)
- table.insert(TEBladeP, BL3)
- TEBEffect = Inst("ParticleEmitter", BL2)
- local colSeq = {ColorSequenceKeypoint.new(0, BC(Colour1).Color), ColorSequenceKeypoint.new(.25, BC(Colour2).Color), ColorSequenceKeypoint.new(.5, BC(Colour1).Color), ColorSequenceKeypoint.new(.7, BC(Colour2).Color), ColorSequenceKeypoint.new(1, BC(Colour2).Color)}
- local sizSeq = {NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(.5, .6, 0), NumberSequenceKeypoint.new(1, 0, 0)}
- local traSeq = {NumberSequenceKeypoint.new(0, 0, 0), NumberSequenceKeypoint.new(1, 1, 0)}
- TEBEffect.Color = ColorSequence.new(colSeq)
- TEBEffect.LightEmission = .2
- TEBEffect.Size = NumberSequence.new(sizSeq)
- TEBEffect.Texture = "rbxassetid://37332909"
- TEBEffect.Transparency = NumberSequence.new(traSeq)
- TEBEffect.Enabled = false
- TEBEffect.Lifetime = NumberRange.new(.7)
- TEBEffect.Rate = 9e+007
- TEBEffect.Speed = NumberRange.new(0)
- end
- MakeHelmet()
- MakeTorsoArmour()
- MakeArmArmour(aRarm, "RightArm")
- MakeArmArmour(aLarm, "LeftArm")
- MakeLegArmour(aRleg, "RightLeg")
- MakeLegArmour(aLleg, "LeftLeg")
- MakeTeeWeapon()
- Denial.Parent = nil
- if not runServ:IsStudio() then
- StopEffects = true
- coroutine.resume(coroutine.create(function()
- repeat
- runServ.Stepped:wait()
- MagniDamage(RootPart, 25, false, 0, 1, true, 200, "Compensate-Knockdown", 0, false, 0, false, _, _, _)
- until Debounces.Transformed
- end))--]]
- end
- local Weld1 = Inst("Weld", Head)
- Weld1.Name = DecName
- Weld1.Part0 = Head
- Weld1.Part1 = aHead
- local Weld2 = Inst("Weld", Torso)
- Weld2.Name = DecName
- Weld2.Part0 = Torso
- Weld2.Part1 = aTor
- local Weld3 = Inst("Weld", LeftArm)
- Weld3.Name = DecName
- Weld3.Part0 = LeftArm
- Weld3.Part1 = aLarm
- Weld3.C0 = Cf() * Euler(0, rad(180), 0)
- local Weld4 = Inst("Weld", RightArm)
- Weld4.Name = DecName
- Weld4.Part0 = RightArm
- Weld4.Part1 = aRarm
- local Weld5 = Inst("Weld", LeftLeg)
- Weld5.Name = DecName
- Weld5.Part0 = LeftLeg
- Weld5.Part1 = aLleg
- local Weld6 = Inst("Weld", RightLeg)
- Weld6.Name = DecName
- Weld6.Part0 = RightLeg
- Weld6.Part1 = aRleg
- WepWeld3 = Inst("Weld", TEHandle)
- WepWeld3.Part0 = TESHandle
- WepWeld3.Part1 = TEHandle
- WepWeld3.C0 = Cf(0, 0, 0)
- WepWeld3.C1 = Cf(0, 3, 0) * Euler(0, rad(180), 0)
- SheWeld = Inst("Weld", TESHandle)
- SheWeld.Part0 = RootPart
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(0, 1.5, -1.8) * Euler(rad(180), 0, 0)
- TEHandle.Anchored = false
- TESHandle.Anchored = false
- for _, p in pairs(WeldBase:GetChildren()) do
- if p:IsA("BasePart") then
- p.Anchored = false
- end
- end
- for _, p in pairs(Character:GetChildren()) do
- if p:IsA("BasePart") and p.Name ~= "Head" then
- p.Transparency = 1
- for _, d in pairs(p:GetChildren()) do
- if d:IsA("Decal") then
- d.Transparency = 1
- end
- end
- elseif p.Name == "Head" then
- p.Transparency = 0
- for _, d in pairs(p:GetChildren()) do
- if d:IsA("Decal") then
- d.Transparency = 1
- end
- end
- end
- if p:IsA("Hat") then
- for _, P in pairs(p:GetChildren()) do
- if P:IsA("BasePart") then
- P.Transparency = 1
- end
- end
- end
- if p:IsA("Accessory") then
- for _, P in pairs(p:GetChildren()) do
- if P:IsA("BasePart") then
- P.Transparency = 1
- end
- end
- end
- end
- if not runServ:IsStudio() then
- MagicCircle(BC(Colour1), "Neon", RootPart:GetRenderCFrame(), 2, 2, 2, 6, 6, 6, .1)
- local boo = Sound(RootPart,"http://roblox.com/asset/?id=168586621", 1, .5, false)
- debServ:AddItem(boo, 4)
- for i = 0, 5, .2 do
- swait()
- local SwingSpeed = .5
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(140),0,rad(20)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(140),0,rad(-20)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(15),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(20),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8,0)*Euler(rad(-30),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,rad(-15)), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.8,0)*Euler(rad(-30),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,rad(15)), SwingSpeed)
- end
- for i = 0, .8, .1 do
- swait()
- local SwingSpeed = .5
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.6,0)*Euler(0,0,rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.6,0)*Euler(0,0,rad(-10)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-13),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,rad(-3)), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,rad(3)), SwingSpeed)
- end
- for i = 0, .6, .1 do
- swait()
- local SwingSpeed = .5
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-8),0,rad(15)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(90),0,rad(-50)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-13),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(20),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(20),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.55,-1,0)*Euler(0,rad(-20),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,rad(-3)), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.55,-1,-.4)*Euler(rad(-7),rad(-20),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,rad(3)), SwingSpeed)
- end
- for i = 0, 1, .1 do
- swait()
- local SwingSpeed = .5
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-13),0,rad(15)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.15,0.5,-.6)*Euler(rad(90),0,rad(50)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-13),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-28),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(-20),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.55,-1,-.4)*Euler(rad(-7),rad(20),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,rad(-3)), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.55,-1,0)*Euler(0,rad(20),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,rad(3)), SwingSpeed)
- if i == .4 then
- local boo = Sound(LeftArm,"http://roblox.com/asset/?id=227194112", 1, 1, false)
- debServ:AddItem(boo, 4)
- SheWeld.Part0 = Holder2
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Holder2.CFrame:inverse() * Cf(Holder2.Position)
- SheWeld.C1 = TESHandle.CFrame:inverse() * Cf(Holder2.Position)
- end
- if i >= .4 then
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(90),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- end
- end
- debServ:AddItem(BP, 0)
- for i = 0, 1.5, .1 do
- swait()
- local SwingSpeed = .5
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(80),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.2,0.5,-.4)*Euler(rad(80),0,rad(-50)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(50),0,rad(-11)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-30),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.4,0)*Euler(rad(-40),0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1.2,-.3)*Euler(rad(-50),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.3,-.8)*Euler(rad(10),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,0,0)*Euler(0,0,0), SwingSpeed)
- end
- coroutine.resume(coroutine.create(function()
- chatServ:Chat(Head, "I am the ominous dusk.", 2)
- wait(2.6)
- chatServ:Chat(Head, "I am the aching pressence.", 2)
- wait(2.6)
- chatServ:Chat(Head, "I am the adversary of just.", 2)
- wait(2.6)
- chatServ:Chat(Head, "Wielding this blade I shall eradicate every being in this world and purge it in the clouds of chaos!", 2)
- wait(5)
- chatServ:Chat(Head, "I am Shiminuki! The end is near!", 2)
- end))
- for i = 0, 37, .1 do
- swait()
- local SwingSpeed = .007
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(90),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(-10)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(-20),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,rad(20),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,.2)*Euler(0,rad(-20),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,.1)*Euler(0,rad(10),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- for i = 0, .7, .1 do
- swait()
- local SwingSpeed = .5
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(-10)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,rad(-20),0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, 0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- for i = 0, .5, .1 do
- swait()
- local SwingSpeed = .5
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,0,rad(12)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, 0,0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end--]]
- end
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1--]]
- GodMode = false
- Max_Health = 80000
- coroutine.resume(coroutine.create(function()swait()Humanoid.Health = Max_Health end))
- SheWeld.Part0 = Torso
- SheWeld.Part1 = TESHandle
- SheWeld.C0 = Cf(-1.1, -1.1, -.2) * Euler(rad(100), 0, 0)
- CurrentSpeed = 6
- Debounces.HasWep = false
- Debounces.Transformed = true
- Debounces.Attacking = false
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed
- Humanoid.JumpPower = 120
- end
- function ActivateDash()
- Debounces.Successful_KeyStroke = true
- swait()
- Debounces.Dashing = true
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- Humanoid.WalkSpeed = (CurrentSpeed*30)
- repeat runServ.Stepped:wait() until not Debounces.Dashing or Debounces.Equipping or Debounces.Attacking or Debounces.Hovering
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RootPart.Velocity = Vec(0, 0, 0)
- Current_Anim = "Idle"
- Debounces.Dashing = false
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- Humanoid.WalkSpeed = CurrentSpeed
- end
- function Kogeki_Sokudo_Kojo()
- Debounces.Attacking = true
- Debounces.Successful_KeyStroke = true
- Debounces.SpedUp = true
- Debounces.DisableJump = true
- Humanoid.WalkSpeed = 0
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- for i = 0, 2, .1 do
- swait()
- local SwingSpeed = .15
- if Debounces.Transformed and Debounces.TEWield and not Debounces.TESWield then
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(.1,0,0)*Euler(rad(90),rad(180),0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(5),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(5), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, rad(10), 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.5,-.4)*Euler(rad(90),0,rad(-30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0, rad(30), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(5),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(16),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif Debounces.Transformed and Debounces.TESWield and not Debounces.TEWield then
- HWeld2.C0=clerp(HWeld2.C0,Cf(0,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- HWeld2.C1=clerp(HWeld2.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.05,-1.5)*Euler(rad(90),rad(90),0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.4)*Euler(rad(84), 0, 0), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,-.4)*Euler(rad(84), 0, 0), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10), 0, 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(6), 0, 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-6),rad(-8),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(-6),rad(8),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif Debounces.Transformed and not Debounces.TESWield and not Debounces.TEWield then
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(5), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, rad(10), 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.5,-.4)*Euler(rad(90),0,rad(-30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0, rad(30), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(5),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(16),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif not Debounces.Transformed and not Debounces.HasWep and not Debounces.DuelWielding then
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(5), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, rad(10), 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.5,-.4)*Euler(rad(90),0,rad(-30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0, rad(30), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(5),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(16),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif not Debounces.Transformed and Debounces.HasWep and not Debounces.DuelWielding then
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(5), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, rad(10), 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.5,-.4)*Euler(rad(90),0,rad(-30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0, rad(30), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(-30), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(5),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(16),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif not Debounces.Transformed and Debounces.HasWep and Debounces.DuelWielding then
- end
- end
- chatServ:Chat(Head, "Seal 3, disable...", 2)
- local SPP = Inst("Part", F2) SPP.Anchored = true SPP.CanCollide = false SPP.Transparency = 1 SPP.Size = Vec(20, 1, 20)
- local SPart = Inst("Part", F2) SPart.Anchored = false SPart.CanCollide = false SPart.Transparency = 1
- SPart.Size = Vec(20, .2, 20)
- local SPW = Inst("Motor", SPart)
- SPW.Part0 = SPP
- SPW.Part1 = SPart
- SPW.C0 = Cf() * Euler(rad(90), 0, 0)
- SPW.C1 = Cf() * Euler(rad(90), 0, 0)
- SPW.DesiredAngle = 999999999999999999999999999999999999999999999999
- SPW.MaxVelocity = rad(8)
- --local SPLight = Inst("PointLight", SPart) SPLight.Brightness = 5 SPLight = Col3(BC(Colour1).Color) --SPLight.Shadows = true
- --SPLight.Range = 8
- local SPSGui = Inst("SurfaceGui", SPart) SPSGui.Face = "Top"
- local SPSCOL = BC(Colour1)
- local SPS = Inst("ImageLabel", SPSGui) SPS.BackgroundTransparency = 1 SPS.Image = "rbxassetid://144076055" SPS.ImageColor3 = Col3(SPSCOL.r, SPSCOL.g, SPSCOL.b) SPS.ImageTransparency = .5
- SPS.Position = Ud2(.45, 0, .45, 0)
- SPS.Size = Ud2(.1, 0, .1, 0)
- local SPSGui2 = Inst("SurfaceGui", SPart) SPSGui2.Face = "Bottom"
- local SPS2 = Inst("ImageLabel", SPSGui2) SPS2.BackgroundTransparency = 1 SPS2.Image = "rbxassetid://144076055" SPS2.ImageColor3 = Col3(SPSCOL.r, SPSCOL.g, SPSCOL.b) SPS2.ImageTransparency = .5
- SPS2.Position = Ud2(.45, 0, .45, 0)
- SPS2.Size = Ud2(.1, 0, .1, 0)
- local cre = Sound(SPart,"http://roblox.com/asset/?id=231917894", .7, 1, false)
- debServ:AddItem(cre, 5)
- for i = 0, 1, .3 do
- swait()
- SPP.CFrame = RootPart:GetRenderCFrame() * Cf(0, -3.1, 0)
- SPS:TweenSize(Ud2(i, 0, i, 0), _, "Linear", .2, true)
- SPS:TweenPosition(Ud2(((-1+i)*-1)/2.22222, 0, ((-1+i)*-1)/2.22222, 0), _, "Linear", .2, true)
- SPS2:TweenSize(Ud2(i, 0, i, 0), _, "Linear", .2, true)
- SPS2:TweenPosition(Ud2(((-1+i)*-1)/2.22222, 0, ((-1+i)*-1)/2.22222, 0), _, "Linear", .2, true)
- end
- local num = 0
- local nmax = 5
- local stopwave = false
- coroutine.resume(coroutine.create(function()
- while not stopwave do
- wait(.45)
- --local wo = Sound(SPart,"http://roblox.com/asset/?id=206083107", .8, 1, false)
- --debServ:AddItem(wo, 5)
- MagniDamage(RootPart, 20, false, 0, 10, true, 100, "Compensate-Knockdown", 0, false, 0, false, _, _, _)
- MagicRing(BC(Colour1), "SmoothPlastic", SPart.CFrame * Cf(0, .1, 0) * Euler(rad(90), 0, 0), 1, 1, .1, 2, 2, .1, .05)
- end
- end))
- while num <= nmax do
- swait()
- num = num+.1
- SPP.CFrame = RootPart:GetRenderCFrame() * Cf(0, -3.1, 0)
- end
- for i = -3.1, 5, .4 do
- swait()
- SPP.CFrame = RootPart:GetRenderCFrame() * Cf(0, i, 0)
- local SwingSpeed = .3
- if Debounces.Transformed and Debounces.TEWield and not Debounces.TESWield then
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(.1,0,0)*Euler(rad(90),rad(180),0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(5),0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-5), 0, rad(5)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.5,-.4)*Euler(rad(150),0,rad(30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-15), rad(50), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(-20), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(2),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(8),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif Debounces.Transformed and Debounces.TESWield and not Debounces.TEWield then
- HWeld2.C0=clerp(HWeld2.C0,Cf(0,-1,0)*Euler(0,rad(-90),0), SwingSpeed)
- HWeld2.C1=clerp(HWeld2.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.05,-1.5)*Euler(rad(90),rad(90),0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,-.4)*Euler(rad(84), 0, 0), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,-.4)*Euler(rad(84), 0, 0), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(10), 0, 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-.5,0)*Euler(rad(6), 0, 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-6),rad(-8),0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(-6),rad(8),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif Debounces.Transformed and not Debounces.TESWield and not Debounces.TEWield then
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-5), 0, rad(5)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.5,-.4)*Euler(rad(150),0,rad(30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-15), rad(50), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(-20), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(2),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(8),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif not Debounces.Transformed and not Debounces.HasWep and not Debounces.DuelWielding then
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-5), 0, rad(5)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.5,-.4)*Euler(rad(150),0,rad(30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-15), rad(50), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(-20), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(2),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(8),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif not Debounces.Transformed and Debounces.HasWep and not Debounces.DuelWielding then
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), SwingSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-5), 0, rad(5)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.4,0.5,-.4)*Euler(rad(150),0,rad(30)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-15), rad(50), 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0, rad(-20), 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(0,0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(2),0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(8),0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- elseif not Debounces.Transformed and Debounces.HasWep and Debounces.DuelWielding then
- end
- end
- chatServ:Chat(Head, "Kogeki sokudo kojo!", 2)
- debServ:AddItem(SPart, 0)
- debServ:AddItem(SPP, 0)
- stopwave = true
- MagicCircle(BC(Colour1), "Neon", RootPart.CFrame, 2, 2, 2, 5, 5, 5, .02)
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Euler(0, 0, 0), 1, 1, 1, 4, 4, 1, .02)
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Euler(rad(45), rad(-45), 0), 2, 2, 1, 5, 5, 1, .02)
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Euler(rad(-45), rad(45), 0), 3, 3, 1, 6, 6, 1, .02)
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Euler(rad(90), 0, 0), 4, 4, 1, 7, 7, 1, .02)
- MagniDamage(RootPart, 25, false, 0, 20, true, 100, "Compensate-Knockdown", 0, false, 0, false, _, _, _)
- local boo = Sound(RootPart,"http://roblox.com/asset/?id=233091136", 1, 1, false)
- debServ:AddItem(boo, 5)
- wait(.5)
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- local LFR = FrameRate
- FrameRate = 1/80
- Apply_Buff(6, 60)
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Attacking = false
- Debounces.DisableJump = false
- coroutine.resume(coroutine.create(function()
- wait(60)
- FrameRate = LFR
- wait(80)
- Debounces.SpedUp = false
- end))
- end
- function HurricaneSlash()
- Debounces.Attacking = true
- Debounces.Successful_KeyStroke = true
- Debounces.HurrSlash = true
- Debounces.DisableJump = true
- Humanoid.WalkSpeed = 0
- for i = 0, 1.4, .1 do
- swait()
- local SwingSpeed = .2
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,-.1,0)*Euler(rad(90),rad(180),0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(80),0,rad(-60)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-60),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.4,0)*Euler(0,rad(-60),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-.6,0)*Euler(rad(-4),rad(80),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-.6,.14)*Euler(rad(-6),rad(-75),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- local hit = TEHit_Box.Touched:connect(function(part) DamageFunction(part, false, 0, 500, true, 50, "Compensate", RootPart, .05, false, _, true, 153092227, 1.4, .4) end)
- local SlashS = Sound(TEHandle, "http://roblox.com/asset/?id=169445073", 1, 1, false)
- debServ:AddItem(SlashS, 2)
- c1 = nil
- c2 = nil
- coroutine.resume(coroutine.create(function()
- wait(.1)
- local Hur = Inst("Part", F2)
- Hur.BrickColor = BC(Colour1)
- Hur.Material = "SmoothPlastic"
- Hur.Transparency = .8
- Hur.Name = "Hurricane"
- Hur.Anchored = false
- Hur.CanCollide = false
- Hur.Locked = true
- Hur.Size = Vec(.2,.2,.2)
- local HM = Inst("SpecialMesh", Hur)
- HM.MeshId = "http://www.roblox.com/asset/?id=102638417"
- HM.Scale = Vec(15, 10, 15)
- Hur.CFrame = RootPart.CFrame * Cf(0, 12, -3) * Euler(0, 0, rad(-10))
- local Hmo = Inst("BodyVelocity", Hur)
- Hmo.MaxForce = Vec(huge, huge, huge)
- Hmo.Velocity = RootPart.CFrame.lookVector * 110
- local Hpo = Inst("BodyPosition", Hur)
- Hpo.MaxForce = Vec(0, huge, 0)
- Hpo.Position = Hur.Position
- local Hro = Inst("BodyGyro", Hur)
- Hro.MaxTorque = Vec(0, huge, 0)
- Hro.CFrame = Hur.CFrame
- Hro.P = 30000
- local howl = Sound(Hur, "http://roblox.com/asset/?id=138161364", 1, .5, true)
- coroutine.resume(coroutine.create(function()
- while Hur.Parent do
- swait()
- Hro.CFrame = Hur.CFrame * CFrame.Angles(0, 600, 0)
- MagniDamage(Hur, 18, false, 0, 111, true, -110, "Compensate-Knockdown", .01, false, 0, true, "233856140", 2, .3)
- local IL = {Character}
- local Ground, Pos = workspace:FindPartOnRayWithIgnoreList(Ray.new(Hur.Position, (Hur.CFrame * Euler(rad(-90), 0, rad(10))).lookVector.Unit * 20), IL, true, true)
- if Ground then
- MagicBlock(BC(Colour1), "Neon", Cf(Pos) * Euler(rad(rand(-360, 360)), rad(rand(-360, 360)), rad(rand(-360, 360))), 16, 16, 16, -3, -3, -3, .06)
- end
- end
- end))
- wait(1.5)
- for i = .8, 1, .04 do
- swait()
- Hur.Transparency = i
- end
- debServ:AddItem(Hur, 0)
- debServ:AddItem(howl, 0)
- end))
- for i = 0, 1.4, .1 do
- swait()
- local x = TEHit_Box
- c2 = x.CFrame*Cf(0, .5, 0)
- if c1 and (x.Position-c1.p).magnitude > .1 then
- local h = 6
- local a, b = Triangle((c1*Cf(0,h/2,0)).p, (c1*Cf(0,-h/2,0)).p, (c2*Cf(0,h/2,0)).p, Colour1, "Neon")
- if a then debServ:AddItem(a, 1) end if b then debServ:AddItem(b, 1) end
- local c, d = Triangle((c2*Cf(0,h/2,0)).p, (c2*Cf(0,-h/2,0)).p, (c1*Cf(0,-h/2,0)).p, Colour1, "Neon")
- if c then debServ:AddItem(c, 1) end if d then debServ:AddItem(d, 1) end
- c1 = c2
- elseif not c1 then
- c1 = c2
- end
- local SwingSpeed = .7
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(0,-.1,0)*Euler(rad(90),rad(180),0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1,0.5,-.7)*Euler(0,rad(150),rad(90)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-5),0, rad(-10)), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-10),0,0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.4,0)*Euler(0,rad(40),0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-.6,0)*Euler(rad(-4),rad(80),0), SwingSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), SwingSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-.6,.14)*Euler(rad(-6),rad(-75),0), SwingSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), SwingSpeed)
- end
- hit:disconnect()
- Debounces.Attacking = false
- coroutine.resume(coroutine.create(function()
- wait(4)
- Debounces.HurrSlash = false
- end))
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed
- end
- function Stomp()
- Debounces.Attacking = true
- Debounces.Successful_KeyStroke = true
- Debounces.Stompped = true
- Debounces.DisableJump = true
- Humanoid.WalkSpeed = 5
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- local hit = LeftLeg.Touched:connect(function(part) DamageFunction(part, false, 0, 100, false, 25, "Compensate-SkyRocket", RootPart, .2, false, _, true, 153092296, 1.4, .4) end)
- for i = 0, 1.6, .1 do
- swait()
- local SwingSpeed = .25
- if Debounces.TEWield and not Debounces.TESWield then
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(.1,0,0)*Euler(rad(90),rad(180),0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- elseif Debounces.TESWield and not Debounces.TEWield then
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(90),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-12), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.3,0)*Euler(rad(120),0,0), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-20), 0, 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(10), 0, 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-10),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.6,-.4)*Euler(rad(60),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- hit:disconnect()
- Humanoid.WalkSpeed = 0
- for i = 0, .8, .1 do
- swait()
- local SwingSpeed = .3
- MagniDamage(LeftLeg, 8, false, 0, 5, false, -50, "Compensate-SkyRocket", .1, false, 0, true, "153092285", .75, .4)
- if Debounces.TEWield and not Debounces.TESWield then
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(.1,0,0)*Euler(rad(90),rad(180),0), SwingSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), SwingSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- elseif Debounces.TESWield and not Debounces.TEWield then
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(90),0,0), SwingSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), SwingSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), SwingSpeed)
- end
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-20), 0, rad(10)), SwingSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, 0, 0), SwingSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-20),0,0), SwingSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), SwingSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-22), 0, 0), SwingSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), SwingSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-10), 0, 0), SwingSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0, 0, 0), SwingSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(10),0,0), SwingSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), SwingSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,-.8)*Euler(rad(10),0,0), SwingSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), SwingSpeed)
- end
- coroutine.resume(coroutine.create(function()
- for i = 0, .6, .1 do
- swait()
- MagniDamage(LeftLeg, 22, false, 0, 50, false, 0, "Compensate-FreezeStun", .6, false, 0, true, "153092213", 1.4, .4)
- end
- end))
- MagicRing(BC(Colour1), "Neon", RootPart.CFrame * Cf(.3, -3, -.3) * Euler(rad(90), 0, 0), 3, 3, 1, 7, 7, 1, .1)
- MagicWave2(BC(Colour1), "Neon", RootPart.CFrame * Cf(0, -3, 0), 3, .3, 3, 7, .3, 7, .1)
- local boo = Sound(RootPart,"http://roblox.com/asset/?id=231917806", 1, 1, false)
- debServ:AddItem(boo, 5)
- wait(.6)
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- Debounces.Attacking = false
- coroutine.resume(coroutine.create(function()
- wait(5)
- Debounces.Stompped = false
- end))
- Debounces.DisableJump = false
- Humanoid.WalkSpeed = CurrentSpeed
- end
- function KeyStrokesAttacks()
- if InputTable[1] == "a" and InputTable[2] == "s" and InputTable[3] == "d" then
- if not Debounces.Transformed and not Debounces.DuelWielding then
- Awaken()
- end
- elseif InputTable[1] == "w" and InputTable[2] == "w" then
- if Debounces.Transformed and not Debounces.Dashing and not Debounces.Hovering then
- ActivateDash()
- end
- elseif InputTable[1] == "a" and InputTable[2] == "e" and InputTable[3] == "e" then
- if not Debounces.SpedUp then
- Kogeki_Sokudo_Kojo()
- else
- Debounces.KeyStroke_CoolDown = true
- end
- elseif InputTable[1] == "x" and InputTable[2] == "w" and InputTable[3] == "w" then
- if Debounces.Transformed and Debounces.TEWield then
- if not Debounces.HurrSlash then
- HurricaneSlash()
- else
- Debounces.KeyStroke_CoolDown = true
- end
- end
- elseif InputTable[1] == "s" and InputTable[2] == "s" and InputTable[3] == "z" then
- if Debounces.Transformed then
- if not Debounces.Stompped then
- Stomp()
- else
- Debounces.KeyStroke_CoolDown = true
- end
- end
- end
- end
- local Input_Time = 0
- local Input_MaxTime = .5
- local Input_Addition = .16
- local Max_Input = 7
- local Running_Timer = false
- function Input_Timer()
- if not Running_Timer then
- --print("Timer Started")
- Running_Timer = true
- repeat wait() Input_Time = Input_Time-.1 until Input_Time <= 0.1 or Debounces.Successful_KeyStroke or #InputTable == Max_Input or Debounces.KeyStroke_CoolDown
- local function TweenTransCol(p, newCol, i)
- p.TextColor3 = newCol
- p:TweenPosition(Ud2(.125*i, 0, 2, 0),_, "Linear", .5, true)
- debServ:AddItem(p, 1)
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, .1 do
- swait()
- p.TextTransparency = i
- p.TextStrokeTransparency = i
- end
- end))
- end
- if Input_Time <= 0.1 and not Debounces.Successful_KeyStroke then
- for i, p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(170/255, 0, 0), i)
- end
- end
- InputFrameTable = {}
- InputTable = {}
- end
- if #InputTable == Max_Input then
- wait()
- if not Debounces.Successful_KeyStroke then
- for i, p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(170/255, 0, 0), i)
- end
- end
- InputFrameTable = {}
- InputTable = {}
- end
- end
- if Debounces.Successful_KeyStroke then
- for i, p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(0, 1, 0), i)
- end
- end
- InputFrameTable = {}
- InputTable = {}
- end
- if Debounces.KeyStroke_CoolDown then
- for i, p in pairs(InputFrameTable) do
- if p:IsA("TextLabel") then
- TweenTransCol(p, Col3(1, 170/255, 0), i)
- end
- end
- InputFrameTable = {}
- InputTable = {}
- end
- Debounces.Successful_KeyStroke = false
- Debounces.KeyStroke_CoolDown = false
- Input_Time = Input_MaxTime
- Running_Timer = false
- end
- end
- Mouse.KeyDown:connect(function(key)
- if Debounces.KeyStrokeEnabled and not Debounces.Attacking and #InputTable ~= Max_Input then
- if key == "w" or key == "a" or key == "s" or key == "d" or key == "q" or key == "e" or key == "c" or key == "x" or key == "z" then
- table.insert(InputTable, key)
- local newKP = KPTemplate:Clone()
- newKP.Parent = KP
- newKP.Text = string.upper(key)
- if Input_Time < Input_MaxTime then
- Input_Time = Input_Time+Input_Addition
- end
- table.insert(InputFrameTable, newKP)
- for i, p in pairs(InputFrameTable) do
- if p == newKP then
- newKP:TweenPosition(Ud2(.125*i, 0, 0, 0),_, "Linear", .03, true)
- end
- end
- coroutine.resume(coroutine.create(function()
- KeyStrokesAttacks()
- end))
- Input_Timer()
- end
- end
- end)
- Mouse.KeyDown:connect(function(key)
- --print("Key:", key)
- if key == "f" and not Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed and not Debounces.KeyStrokeEnabled 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
- swait()
- CurrentSpeed = 20
- Humanoid.JumpPower = 90
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Equipped = true
- Debounces.Equipping = false
- elseif key == "f" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.HasWep and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- Debounces.Equipping = true
- AssumeNormalJoints()
- swait()
- CurrentSpeed = 16
- Humanoid.JumpPower = 50
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.Equipped = false
- Debounces.Equipping = false
- end
- if key == "f" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.Transformed and not Debounces.TESWield then
- EquipTE()
- end
- if key == "g" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.Transformed and not Debounces.TEWield then
- EquipTES()
- end
- if key == " " and Debounces.Equipped and not Debounces.Equipping and (Current_Anim == "Falling" or Current_Anim == "Jumping") and not Debounces.DisableJump and not Debounces.Attack and Debounces.Transformed and not Debounces.Hovering and not Debounces.TEWield then
- Debounces.Hovering = true
- Debounces.AnimOverride = true
- Humanoid.WalkSpeed = CurrentSpeed*8
- local holdk = Mouse.KeyUp:connect(function(Key)
- if Key == " " and Debounces.Hovering then
- Debounces.Hovering = false
- end
- end)
- local hover = Inst("BodyPosition", RootPart)
- hover.Name = DecName
- hover.MaxForce = Vec(0, huge, 0)
- hover.Position = RootPart.Position
- hover.P = 25000
- local moving = false
- local go_up = Mouse.KeyDown:connect(function(k)
- if k == "n" and not moving then
- moving = true
- local kek = Mouse.KeyUp:connect(function(K)
- if K == "n" and moving then
- moving = false
- end
- end)
- repeat
- hover.Position = Vec(0, RootPart.Position.Y+6, 0)
- if not Debounces.Attacking then
- local WalkSpeed = .5
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-10),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(-1.5,0.5,0)*Euler(rad(-10),0,rad(-8)), WalkSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.4,0)*Euler(rad(20),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(-6),0,0), WalkSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), WalkSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.7,-.3)*Euler(rad(-10),rad(90),0), WalkSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), WalkSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,-.1)*Euler(rad(-6),rad(-90),0), WalkSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), WalkSpeed)
- end
- swait()
- until not moving
- end
- end)
- local go_down = Mouse.KeyDown:connect(function(k)
- if k == "m" and not moving then
- moving = true
- local kek = Mouse.KeyUp:connect(function(K)
- if K == "m" and moving then
- moving = false
- end
- end)
- repeat
- hover.Position = Vec(0, RootPart.Position.Y-6, 0)
- if not Debounces.Attacking then
- local WalkSpeed = .5
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-5),0,rad(50)), WalkSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-5),0,rad(-50)), WalkSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.4,-.4)*Euler(rad(-30),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(-6),0,0), WalkSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), WalkSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.6,-.3)*Euler(rad(-5),rad(80),0), WalkSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), WalkSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.6,-.1)*Euler(rad(-2),rad(-85),0), WalkSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), WalkSpeed)
- end
- swait()
- until not moving
- end
- end)
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- FLeftHip.C0 = LeftHip.C0
- FLeftHip.C1 = LeftHip.C1
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- FRightHip.C0 = RightHip.C0
- FRightHip.C1 = RightHip.C1
- repeat
- wait()
- Humanoid.WalkSpeed = CurrentSpeed*4
- Debounces.AnimOverride = true
- MagniDamage(LeftLeg, 6, true, 2, 6, true, 1, "Compensate-LifeSteal", .1, false, 0, false, _, _, _)
- MagniDamage(RightLeg, 6, true, 2, 6, true, 1, "Compensate-LifeSteal", .1, false, 0, false, _, _, _)
- MagicBlock(BC(Colour1), "Neon", LeftLeg:GetRenderCFrame()*Cf(0, -1.15, 0),.3, .3, .3, 1.3, 1.3, 1.3, .12)
- MagicBlock(BC(Colour2), "Neon", LeftLeg:GetRenderCFrame()*Cf(0, -1.15, 0),.3, .3, .3, 1.3, 1.3, 1.3, .12)
- MagicBlock(BC(Colour1), "Neon", RightLeg:GetRenderCFrame()*Cf(0, -1.15, 0),.3, .3, .3, 1.3, 1.3, 1.3, .12)
- MagicBlock(BC(Colour2), "Neon", RightLeg:GetRenderCFrame()*Cf(0, -1.15, 0),.3, .3, .3, 1.3, 1.3, 1.3, .12)
- if not moving and not Debounces.Attacking and not Debounces.Equipping then
- LeftHip.Part0 = nil
- LeftHip.Part1 = nil
- FLeftHip.Part0 = Torso
- FLeftHip.Part1 = LeftLeg
- RightHip.Part0 = nil
- RightHip.Part1 = nil
- FRightHip.Part0 = Torso
- FRightHip.Part1 = RightLeg
- if RootPart.Velocity.Magnitude > 5 then
- local WalkSpeed = .5
- if Debounces.TESWield then
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), WalkSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), WalkSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), WalkSpeed)
- end
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-15),0,rad(17)), WalkSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-15),0,rad(-17)), WalkSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.4,0)*Euler(rad(8),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(-20),0,0), WalkSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), WalkSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.5,-.3)*Euler(rad(-12),rad(90),0), WalkSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), WalkSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.8,-.1)*Euler(rad(-8),rad(-90),0), WalkSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), WalkSpeed)
- else
- idlenum = .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 = .4
- if Debounces.TESWield then
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), IdleSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), IdleSpeed)
- HWeld2.C0 = clerp(HWeld2.C0, Cf(0, -1, 0) * Euler(0, 0, 0), IdleSpeed)
- HWeld2.C1 = clerp(HWeld2.C1, Cf(0, 0, 0) * Euler(0, 0, 0), IdleSpeed)
- end
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.6,.2)*Euler(0,0,rad(6+(idlenum2/1.5))), IdleSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), IdleSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.6,0)*Euler(0,0,rad(-6-(idlenum2/1.5))), IdleSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), IdleSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(rad(-10-(idlenum2/1.25)),0,0), IdleSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(16),0), IdleSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1-(idlenum2/60),0)*Euler(0,rad(16),0), IdleSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), IdleSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.8+(idlenum2/60),.08)*Euler(rad(-4),rad(-10),0), IdleSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), IdleSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1+(idlenum2/60),.02)*Euler(rad(-4),rad(8),0), IdleSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), IdleSpeed)
- end
- end
- until not Debounces.Hovering or Debounces.Guarding or Debounces.Successful_KeyStroke
- FLeftHip.Part0 = nil
- FLeftHip.Part1 = nil
- LeftHip.Part0 = Torso
- LeftHip.Part1 = LeftLeg
- LeftHip.C0 = FLeftHip.C0
- LeftHip.C1 = FLeftHip.C1
- FRightHip.Part0 = nil
- FRightHip.Part1 = nil
- RightHip.Part0 = Torso
- RightHip.Part1 = RightLeg
- RightHip.C0 = FRightHip.C0
- RightHip.C1 = FRightHip.C1
- debServ:AddItem(hover, 0)
- Humanoid.WalkSpeed = CurrentSpeed
- Debounces.AnimOverride = false
- Debounces.Hovering = false
- end
- if key == " " and Debounces.Equipped and not Debounces.Equipping and Debounces.Can_Double_Jump and not Debounces.DisableJump and not Debounces.Transformed 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
- Current_Anim = "Jumping"
- for i = 0, 1.6, .1 do
- swait()
- if noscope ~= 360 then
- noscope = noscope+30
- end
- if not Debounces.Attacking then
- local JumpSpeed = .4
- if Debounces.HasWep then
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), JumpSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), JumpSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), JumpSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), JumpSpeed)
- end
- 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,-.5,-.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
- Current_Anim = "Falling"
- Debounces.DoubleJumpAnim = false
- Debounces.AnimOverride = false
- end
- Debounces.DoubleJumping = false
- end
- if key == "e" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- Disrupt()
- end
- if key == "z" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.HasWep and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- Z_Pressed = true
- Fatal_Blow()
- Z_Pressed = false
- end
- if key == "z" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.HasWep and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- Hate_Wave()
- end
- if key == "c" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and Debounces.HasWep and not Debounces.DuelWielding and not Debounces.Transformed and not Debounces.KeyStrokeEnabled and not Debounces.Charging_Erupt then
- Debounces.Charging_Erupt = true
- releasez = Mouse.KeyUp:connect(function(Key)
- if Key == "c" and Debounces.Charging_Erupt then
- Debounces.Charging_Erupt = false
- releasez:disconnect()
- end
- end)
- Dark_Eruption()
- end
- if key == "r" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.DuelWielding and not Debounces.TEWield and not Debounces.TESWield and not Debounces.Guarding and Debounces.CanGuard then
- Debounces.Guarding = true
- greal = Mouse.KeyUp:connect(function(Key)
- if Key == "r" and Debounces.Guarding then
- Debounces.Guarding = false
- greal:disconnect()
- end
- end)
- Corrupt_Guard()
- end
- if key == "x" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- game:GetService("RunService").Stepped:wait()
- Axel(SWP.Value)
- end
- if key == "s" and not SWP.Value and not Debounces.Transformed and not Debounces.KeyStrokeEnabled then
- SWP.Value = true
- swait(.08)
- SWP.Value = false
- end
- if key == "g" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed then
- if not Debounces.DuelWielding and not Debounces.HasWep then
- Equip_Denial()
- elseif not Debounces.DuelWielding and Debounces.HasWep then
- Unequip_Denial()
- end
- end
- if key == "2" and Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking and not Debounces.Transformed then
- swait()
- Debounces.KeyStrokeEnabled = not Debounces.KeyStrokeEnabled
- end
- if key == "]" then
- if not Debounces.ZeroGravity then
- Debounces.ZeroGravity = true
- chatServ:Chat(Head, "Zero gravity!", 2)
- repeat workspace.Gravity = 1 runServ.Stepped:wait() until not Debounces.ZeroGravity
- else
- Debounces.ZeroGravity = false
- workspace.Gravity = 196.2
- chatServ:Chat(Head, "Revert gravity.", 0)
- end
- end
- end)
- Mouse.Button1Down:connect(function()
- if Debounces.Equipped and not Debounces.Equipping and not Debounces.Attacking then
- ClickCombo()
- end
- end)
- local SSS = 1
- Humanoid.Running:connect(function(speed)
- if speed > SSS then
- if not Debounces.Dashing and Humanoid.WalkSpeed == CurrentSpeed then
- Current_Anim = "Walking"
- else
- Current_Anim = "Dashing"
- end
- Debounces.Can_Double_Jump = false
- elseif speed < SSS or speed == 0 then
- Current_Anim = "Idle"
- Debounces.Dashing = false
- Debounces.Can_Double_Jump = false
- end
- end)
- Humanoid.FreeFalling:connect(function()
- if Current_Anim ~= "Falling" then
- Current_Anim = "Falling"
- Debounces.Can_Double_Jump = true
- end
- end)
- Humanoid.Jumping:connect(function()
- Current_Anim = "Jumping"
- if Debounces.Equipped and not Debounces.Equipping and not Debounces.JumpAnim and not Debounces.DisableJump then
- Debounces.Can_Double_Jump = true
- Debounces.AnimOverride = true
- Debounces.JumpAnim = true
- for i = 0, .8, .1 do
- swait()
- if not Debounces.Attacking then
- local JumpSpeed = .4
- if Debounces.HasWep then
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), JumpSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), JumpSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), JumpSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), JumpSpeed)
- end
- if Debounces.TEWield then
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(.1,0,-.6)*Euler(rad(90),rad(180),0), JumpSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), JumpSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-10),rad(18),0), JumpSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), JumpSpeed)
- 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, rad(-20), 0), JumpSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.4,-.96)*Euler(rad(52),0,rad(34)), JumpSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(60),0), JumpSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(4),rad(-12),0), JumpSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), JumpSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(7),rad(12),0), JumpSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), JumpSpeed)
- if not Debounces.Dashing then
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(rad(-16),rad(80),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,-.5,-.8)*Euler(rad(-8),rad(-86),0), JumpSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), JumpSpeed)
- else
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-16),rad(80),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,-.5,-.8)*Euler(rad(-8),rad(-86),0), JumpSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), JumpSpeed)
- end
- else
- 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)
- if not Debounces.Dashing then
- 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,-.5,-.8)*Euler(rad(-20),rad(-90),0), JumpSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), JumpSpeed)
- else
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-8),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,-.5,-.8)*Euler(rad(-20),rad(-90),0), JumpSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), JumpSpeed)
- end
- end
- end
- end
- Debounces.JumpAnim = false
- Debounces.AnimOverride = false
- end
- end)
- Humanoid.Swimming:connect(function()
- Current_Anim = "Walking"
- Debounces.Can_Double_Jump = true
- end)
- Humanoid.Changed:connect(function()
- if Humanoid.PlatformStand then
- Humanoid.PlatformStand = false
- end
- end)
- runServ.RenderStepped:connect(function()
- Bringer()
- --print("Current Animation:", Current_Anim)
- if Debounces.KeyStrokeEnabled then
- KPTemplate.Text = ">>>"
- KPTemplate.TextColor3 = Col3(1, 1, 1)
- else
- KPTemplate.Text = "-X-"
- KPTemplate.TextColor3 = Col3(170/255, 0, 0)
- end
- if not GodMode then
- Humanoid.MaxHealth = Max_Health
- end
- --[[if Debounces.KeyStrokeEnabled and not Debounces.Attacking and not Debounces.Equipping and Current_Anim ~= "Jumping" and Current_Anim ~= "Falling" then
- RGyro.MaxTorque = Vec(0, 1500, 0)
- SSS = 3
- print(RootPart.Velocity.magnitude)
- RGyro.P = 15000
- RGyro.D = 750
- RGyro.CFrame = (Cf(RootPart.Position,Vec(Camera.CoordinateFrame.X,RootPart.Position.Y,Camera.CoordinateFrame.Z))*Euler(0,math.pi,0))
- --CamGyro.CFrame = Cf(Vec(Camera.CoordinateFrame.p.x, RootPart.CFrame.p.y, Camera.CoordinateFrame.p.z))
- else
- SSS = 1
- if Debounces.KeyStrokeEnabled then
- RGyro.MaxTorque = Vec(0, 1500, 0)
- else
- RGyro.MaxTorque = Vec(0, 0, 0)
- end
- end]]
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Flying, false)
- Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
- if #Effects>0 then
- --table.insert(Effects,{prt,"Block1",delay})
- for e=1,#Effects do
- if Effects[e]~=nil then
- --for j=1,#Effects[e] do
- local Thing=Effects[e]
- if Thing~=nil then
- local Part=Thing[1]
- local Mode=Thing[2]
- local Delay=Thing[3]
- local IncX=Thing[4]
- local IncY=Thing[5]
- local IncZ=Thing[6]
- if Thing[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]
- elseif Thing[2]=="Wave" then
- Thing[1].CFrame=Thing[1].CFrame*CFrame.Angles(0, rad(10), 0)
- 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]
- elseif 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]
- elseif 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,.5,0)
- Mesh.Scale=Mesh.Scale+Vec(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif 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]
- elseif Thing[2]=="Disappear" then
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- end
- else
- Part.Parent=nil
- debServ:AddItem(Part, 0)
- table.remove(Effects,e)
- end
- end
- end
- end
- end
- end)
- --[[FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,rad(-90),0),.3)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-90),0),.3)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(0,rad(90),0),.3)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(90),0),.3)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0,0,0),.3)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0),.3)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(0,0,0),.3)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0),.3)
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-1,0)*Euler(0,rad(90),0),.3)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0),.3)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1,0)*Euler(0,rad(-90),0),.3)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0),.3)--]]
- while true do
- swait()
- if not Debounces.Guarding and Debounces.CanGuard then
- VHealth.Value = VHealth.Value+(GH/6000)
- end
- --[[if game.CreatorId ~= 43981323 then
- local fakeScript = Instance.new("LocalScript", C_Fold)
- fakeScript.Name = "Chaos"
- end]]
- if Debounces.Equipped and not Debounces.Attacking and not Debounces.AnimOverride and not Debounces.Equipping and Debounces.Transformed then
- if Current_Anim == "Idle" and not Debounces.TEWield and not Debounces.TESWield then
- idlenum = .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 = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), IdleSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), IdleSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.6,.2)*Euler(0,0,rad(6+(idlenum2/1.5))), IdleSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), IdleSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.6,0)*Euler(0,0,rad(-6-(idlenum2/1.5))), IdleSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), IdleSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(rad(-20-(idlenum2/1.25)),0,0), IdleSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(10),0), IdleSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1-(idlenum2/60),0)*Euler(0,rad(10),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+(idlenum2/60),.08)*Euler(0,rad(90),0), IdleSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(100),0), IdleSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1+(idlenum2/60),.02)*Euler(0,rad(-90),0), IdleSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-96),0), IdleSpeed)
- elseif Current_Anim == "Idle" and not Debounces.TEWield and Debounces.TESWield then
- idlenum = .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 = .4
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(100),0,0), IdleSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), IdleSpeed)
- HWeld2.C0=clerp(HWeld2.C0,Cf(0,-1,0)*Euler(0,0,0), IdleSpeed)
- HWeld2.C1=clerp(HWeld2.C1,Cf(0,0,0)*Euler(0,0,0), IdleSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.6,.2)*Euler(0,0,rad(6+(idlenum2/1.5))), IdleSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), IdleSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.6,0)*Euler(0,0,rad(-6-(idlenum2/1.5))), IdleSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), IdleSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(rad(-20-(idlenum2/1.25)),0,0), IdleSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-10),0), IdleSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1-(idlenum2/60),0)*Euler(0,rad(-10),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+(idlenum2/60),.08)*Euler(0,rad(90),0), IdleSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(100),0), IdleSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-1+(idlenum2/60),.02)*Euler(0,rad(-90),0), IdleSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-96),0), IdleSpeed)
- elseif Current_Anim == "Idle" and Debounces.TEWield and not Debounces.TESWield then
- idlenum = .2
- 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 = .4
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(.1,0,-.7)*Euler(rad(90),0,0), IdleSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), IdleSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-120),rad(70),0), IdleSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), IdleSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0-(idlenum2/65),0)*Euler(rad(120), rad(0), rad(10)), IdleSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.45,0)*Euler(0, 0, 0), IdleSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.86,0.4-(idlenum2/65),-1.2)*Euler(rad(110),0,rad(40)), IdleSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(60),0), IdleSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0, rad(60), 0), IdleSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(rad(5+(idlenum2/2)),0,0), IdleSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1-(idlenum2/50),0)*Euler(rad(-7), rad(-70), 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+(idlenum2/50),0)*Euler(0,rad(80),0), IdleSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), IdleSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-.8,-1+(idlenum2/50),-.36)*Euler(rad(-7),rad(-27),0), IdleSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(0,1,0)*Euler(rad(-15),rad(-90),0), IdleSpeed)
- end
- if Current_Anim == "Walking" and not Debounces.TEWield then
- local WalkSpeed = .5
- RightHip.MaxVelocity = .1/2.5
- LeftHip.MaxVelocity = .1/2.5
- if Debounces.TESWield then
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(95),0,0), WalkSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-10),0,rad(-5)), .8)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- else
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(math.deg(LeftHip.CurrentAngle)/1.5),0,rad(-5)), .8)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- end
- HWeld2.C0=clerp(HWeld2.C0,Cf(0,-1,0)*Euler(0,0,0), WalkSpeed)
- HWeld2.C1=clerp(HWeld2.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(-rad(math.deg(LeftHip.CurrentAngle)/1.5),0,rad(5)), .8)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-16),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(-12),0,0), WalkSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), WalkSpeed)
- RightHip.C0=clerp(RightHip.C0,Cf(.5,-1,.2)*Euler(0,rad(90),0), WalkSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(0,1,.2)*Euler(0,rad(90),0), WalkSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-.5,-1,.2)*Euler(0,rad(-90),0), WalkSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(0,1,.2)*Euler(0,rad(-90),0), WalkSpeed)
- elseif Current_Anim == "Walking" and Debounces.TEWield then
- local WalkSpeed = .5
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(.1,0,-.6)*Euler(rad(90),rad(180),0), WalkSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-10),rad(18),0), WalkSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(30), 0, rad(-10)), WalkSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, rad(-20), 0), WalkSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.4,-.96)*Euler(rad(52),0,rad(34)), WalkSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(60),0), WalkSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(0, rad(20), 0), WalkSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(rad(5),0,0), WalkSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-11), rad(-20), 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(82),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,-.1)*Euler(rad(-7),rad(-80),0), WalkSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(rad(-15),rad(-90),0), WalkSpeed)
- end
- if Current_Anim == "Dashing" and not Debounces.TEWield then
- local WalkSpeed = .5
- if Debounces.TESWield then
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(130),0,0), WalkSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- end
- HWeld2.C0=clerp(HWeld2.C0,Cf(0,-1,0)*Euler(0,0,0), WalkSpeed)
- HWeld2.C1=clerp(HWeld2.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(-50),0,rad(15)), .8)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(-50),0,rad(-15)), .8)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.4,0)*Euler(rad(30),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(-60),0,0), WalkSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), WalkSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.5,-.8)*Euler(rad(-20),rad(90),0), WalkSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), WalkSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.8,-.1)*Euler(rad(-8),rad(-90),0), WalkSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), WalkSpeed)
- elseif Current_Anim == "Dashing" and Debounces.TEWield then
- local WalkSpeed = .5
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(.1,0,0)*Euler(rad(60),rad(180),0), WalkSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), WalkSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(95),0,rad(15)), .8)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,0)*Euler(rad(10),0,rad(-15)), .8)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.4,0)*Euler(rad(30),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(-60),0,0), WalkSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), WalkSpeed)
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.5,-.6)*Euler(rad(-20),rad(90),0), WalkSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), WalkSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.8,-.1)*Euler(rad(-8),rad(-90),0), WalkSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), WalkSpeed)
- end
- if Current_Anim == "Falling" and not Debounces.TEWield and not Debounces.TESWield then
- local FallSpeed = .5
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(0,0,0), FallSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), FallSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.35,0)*Euler(rad(-25),0,rad(8)), FallSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), FallSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(80),0,rad(60)), FallSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), 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)
- if not Debounces.Dashing then
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-.5,-.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)
- else
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.5,-.8)*Euler(rad(-20),rad(90),0), FallSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), FallSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(8),rad(-90),0), FallSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), FallSpeed)
- end
- elseif Current_Anim == "Falling" and not Debounces.TEWield and Debounces.TESWield then
- local FallSpeed = .5
- HWeld2.C0=clerp(HWeld2.C0,Cf(0,-1,0)*Euler(0,0,0), FallSpeed)
- HWeld2.C1=clerp(HWeld2.C1,Cf(0,0,0)*Euler(0,0,0), FallSpeed)
- SheWeld.C0=clerp(SheWeld.C0,Cf(0,-.24,0)*Euler(rad(90),0,0), FallSpeed)
- SheWeld.C1=clerp(SheWeld.C1,Cf(0,0,0)*Euler(0,0,0), FallSpeed)
- 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)
- if not Debounces.Dashing then
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-.5,-.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)
- else
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.5,-.8)*Euler(rad(-20),rad(90),0), FallSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), FallSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-1,0)*Euler(rad(8),rad(-90),0), FallSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), FallSpeed)
- end
- elseif Current_Anim == "Falling" and Debounces.TEWield and not Debounces.TESWield then
- local FallSpeed = .5
- WepWeld3.C0=clerp(WepWeld3.C0,Cf(.1,0,0)*Euler(rad(90),rad(180),0), FallSpeed)
- WepWeld3.C1=clerp(WepWeld3.C1,Cf(0,0,0)*Euler(0,0,0), FallSpeed)
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(-12),0,0), FallSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), FallSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(rad(30), 0, rad(10)), FallSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0, rad(10), 0), FallSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(80),0,rad(60)), FallSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), FallSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1,0)*Euler(rad(-20),rad(-12),0), FallSpeed)
- FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), FallSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(-16),rad(12),0), FallSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,0,0), FallSpeed)
- if not Debounces.Dashing then
- RightHip.C0=clerp(RightHip.C0,Cf(1.5,-.7,0)*Euler(rad(20),rad(80),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,-.3,-.5)*Euler(rad(7),rad(-86),0), FallSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), FallSpeed)
- else
- FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-.7,0)*Euler(rad(20),rad(80),0), FallSpeed)
- FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,rad(90),0), FallSpeed)
- FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.3,-.5)*Euler(rad(7),rad(-86),0), FallSpeed)
- FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-90),0), FallSpeed)
- end
- end
- end
- if Debounces.Equipped and not Debounces.Attacking and not Debounces.AnimOverride and not Debounces.Equipping and not Debounces.Transformed then
- if Current_Anim == "Idle" and not Debounces.HasWep then
- idlenum = .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 = .4
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(.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),-.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,.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),-.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),.4)*Euler(0,rad(-50),0), IdleSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(rad(10),rad(-90),0), IdleSpeed)
- elseif Current_Anim == "Idle" and Debounces.HasWep then
- if not Debounces.DuelWielding then
- idlenum = .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 = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad((6.5-(idlenum2/2))),0,0), IdleSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), IdleSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), IdleSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), IdleSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.51,0.53,.2)*Euler(0,0,rad(12+(idlenum2/2))), IdleSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(20),0), IdleSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.53,0)*Euler(0,0,rad(-12-(idlenum2/2))), IdleSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,rad(-12),0), IdleSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,-.1)*Euler(rad(-10-(idlenum2/2)),0,0), IdleSpeed)
- Neck.C1=clerp(Neck.C1,Cf(0,0,0)*Euler(0,rad(-20),0), IdleSpeed)
- FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-(1+(idlenum2/50)),0)*Euler(0,rad(-20),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-(idlenum2/50)),.15)*Euler(0,rad(90),0), IdleSpeed)
- RightHip.C1=clerp(RightHip.C1,Cf(1,1,0)*Euler(0,rad(105),0), IdleSpeed)
- LeftHip.C0=clerp(LeftHip.C0,Cf(-1.5,-(1-(idlenum2/50)),.3)*Euler(0,rad(-90),0), IdleSpeed)
- LeftHip.C1=clerp(LeftHip.C1,Cf(-1,1,0)*Euler(0,rad(-115),0), IdleSpeed)
- end
- end
- if Current_Anim == "Walking" and not Debounces.HasWep then
- local WalkSpeed = .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(-.7,0.5,-1)*Euler(rad(80),0,rad(60)), WalkSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), 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)
- elseif Current_Anim == "Walking" and Debounces.HasWep then
- if not Debounces.DuelWielding then
- local WalkSpeed = .4
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1.3,.3)*Euler(rad(24),0,0), WalkSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), WalkSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), WalkSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), WalkSpeed)
- FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.65,0)*Euler(0,0,rad(12)), WalkSpeed)
- FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-.7,0.5,-1)*Euler(rad(85),0,rad(70)), WalkSpeed)
- FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), WalkSpeed)
- Neck.C0=clerp(Neck.C0,Cf(0,1.5,0)*Euler(rad(7),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(-13),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
- end
- if Current_Anim == "Falling" then
- local FallSpeed = .5
- if Debounces.HasWep then
- if not Debounces.DuelWielding then
- HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(90),0,0), FallSpeed)
- HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), FallSpeed)
- WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(90),0,0), FallSpeed)
- WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(180),0), FallSpeed)
- else
- end
- end
- 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,-.5,-.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
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement