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- local function lerp(weld,beglerp,endlerp,speed)
- weld.C0 = beglerp:lerp(endlerp,speed)
- return weld.C0
- end
- local speed = 0.2
- local angle = 0
- local anglespeed = 2
- local armspeed = 0.2
- local armangle = 0
- local armanglespeed = 2
- local legspeed = 0.2
- local legangle = 0
- local leganglespeed = 2
- local on = true
- local damen = false
- local enabled = true
- local blocking = false
- local zenabled = 0
- local xenabled = 0
- local cenabled = 0
- local venabled = 0
- local eenabled = 0
- local Debounce = {}
- local TakeDamage = false
- local combo = 1
- local Player = game.Players.LocalPlayer
- local mouse = Player:GetMouse()
- local Char = Player.Character
- local Character = Char
- local Human = Char.Humanoid
- local Sounds = {"rbxassetid://234365549","rbxassetid://200632211","rbxassetid://136007472","rbxassetid://136523485","rbxassetid://163619849","rbxassetid://240517975","rbxassetid://233856154","rbxassetid://401057781","rbxassetid://401057825","rbxassetid://401057895","rbxassetid://199149186","rbxassetid://199149269"}
- local Head = Char.Head
- local LA = Char:findFirstChild("Left Arm")
- local RA = Char:findFirstChild("Right Arm")
- local LL = Char:findFirstChild("Left Leg")
- local RL = Char:findFirstChild("Right Leg")
- local T = Char:findFirstChild("Torso")
- local LS = T:findFirstChild("Left Shoulder")
- local RS = T:findFirstChild("Right Shoulder")
- local LH = T:findFirstChild("Left Hip")
- local RH = T:findFirstChild("Right Hip")
- local Neck = T:findFirstChild("Neck")
- local HM = Char:findFirstChild("HumanoidRootPart")
- local RJ = Char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
- local WLS = Instance.new("Motor", T)
- WLS.C0 = CFrame.new(-1.5, 0.5, 0)
- WLS.C1 = CFrame.new(0, 0.5, 0)
- WLS.Part0 = T
- WLS.Part1 = LA
- local WRS = Instance.new("Motor", T)
- WRS.Part0 = T
- WRS.Part1 = RA
- WRS.C0 = CFrame.new(1.5, 0.5, 0)
- WRS.C1 = CFrame.new(0, 0.5, 0)
- local WLH = LH
- local WRH = RH
- local LSC0 = WLS.C0
- local RSC0 = WRS.C0
- local LHC0 = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- local LHC1 = CFrame.new(-0.5, 1 ,0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
- local RHC0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- local RHC1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
- local WRJ = RJ
- local RJC0 = WRJ.C0
- local RJC1 = WRJ.C1
- local NC0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- local Run = game:GetService("RunService")
- local noweightprop = PhysicalProperties.new(0,0.3,0.5,0,0)
- Anim = Char:FindFirstChild("Animate")
- if Anim ~= nil then
- Anim.Parent = nil
- end
- Animate = Human:FindFirstChild("Animator")
- if Animate ~= nil then
- Animate.Parent = nil
- end
- local gui = Instance.new("ScreenGui",Player.PlayerGui)
- local skill1 = Instance.new("TextLabel",gui)
- skill1.Size = UDim2.new(0,150,0,50)
- skill1.Position = UDim2.new(0.75,0,0.75,0)
- skill1.Text = ""
- skill1.TextWrapped = true
- skill1.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill1text = Instance.new("TextLabel",gui)
- skill1text.Size = UDim2.new(0,150,0,50)
- skill1text.Position = UDim2.new(0.75,0,0.75,0)
- skill1text.TextColor3 = Color3.new(1,1,1)
- skill1text.BackgroundTransparency = 1
- skill1text.TextWrapped = true
- skill1text.TextScaled = true
- skill1text.Font = "Antique"
- skill1text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill1img = Instance.new("ImageLabel",skill1)
- skill1img.Size = UDim2.new(0,0,1,0)
- skill1img.Image = "rbxassetid://48965808"
- skill1img.BackgroundColor3 = BrickColor.new("Navy blue").Color
- local skill2 = Instance.new("TextLabel",gui)
- skill2.Size = UDim2.new(0,150,0,50)
- skill2.Position = UDim2.new(0.875,0,0.75,0)
- skill2.Text = ""
- skill2.TextWrapped = true
- skill2.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill2text = Instance.new("TextLabel",gui)
- skill2text.Size = UDim2.new(0,150,0,50)
- skill2text.Position = UDim2.new(0.875,0,0.75,0)
- skill2text.TextColor3 = Color3.new(1,1,1)
- skill2text.BackgroundTransparency = 1
- skill2text.TextWrapped = true
- skill2text.TextScaled = true
- skill2text.Font = "Antique"
- skill2text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill2img = Instance.new("ImageLabel",skill2)
- skill2img.Size = UDim2.new(0,0,1,0)
- skill2img.Image = "rbxassetid://48965808"
- skill2img.BackgroundColor3 = BrickColor.new("Navy blue").Color
- local skill3 = Instance.new("TextLabel",gui)
- skill3.Size = UDim2.new(0,150,0,50)
- skill3.Position = UDim2.new(0.75,0,0.85,0)
- skill3.Text = ""
- skill3.TextWrapped = true
- skill3.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill3text = Instance.new("TextLabel",gui)
- skill3text.Size = UDim2.new(0,150,0,50)
- skill3text.Position = UDim2.new(0.75,0,0.85,0)
- skill3text.TextColor3 = Color3.new(1,1,1)
- skill3text.BackgroundTransparency = 1
- skill3text.TextWrapped = true
- skill3text.TextScaled = true
- skill3text.Font = "Antique"
- skill3text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill3img = Instance.new("ImageLabel",skill3)
- skill3img.Size = UDim2.new(0,0,1,0)
- skill3img.Image = "rbxassetid://48965808"
- skill3img.BackgroundColor3 = BrickColor.new("Navy blue").Color
- local skill4 = Instance.new("TextLabel",gui)
- skill4.Size = UDim2.new(0,150,0,50)
- skill4.Position = UDim2.new(0.875,0,0.85,0)
- skill4.Text = ""
- skill4.TextWrapped = true
- skill4.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill4text = Instance.new("TextLabel",gui)
- skill4text.Size = UDim2.new(0,150,0,50)
- skill4text.Position = UDim2.new(0.875,0,0.85,0)
- skill4text.TextColor3 = Color3.new(1,1,1)
- skill4text.BackgroundTransparency = 1
- skill4text.TextWrapped = true
- skill4text.TextScaled = true
- skill4text.Font = "Antique"
- skill4text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill4img = Instance.new("ImageLabel",skill4)
- skill4img.Size = UDim2.new(0,0,1,0)
- skill4img.Image = "rbxassetid://48965808"
- skill4img.BackgroundColor3 = BrickColor.new("Navy blue").Color
- local skill5 = Instance.new("TextLabel",gui)
- skill5.Size = UDim2.new(0,150,0,50)
- skill5.Position = UDim2.new(0.8125,0,0.65,0)
- skill5.Text = ""
- skill5.TextWrapped = true
- skill5.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- local skill5text = Instance.new("TextLabel",gui)
- skill5text.Size = UDim2.new(0,150,0,50)
- skill5text.Position = UDim2.new(0.8125,0,0.65,0)
- skill5text.TextColor3 = Color3.new(1,1,1)
- skill5text.BackgroundTransparency = 1
- skill5text.TextWrapped = true
- skill5text.TextScaled = true
- skill5text.Font = "Antique"
- skill5text.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- skill5img = Instance.new("ImageLabel",skill5)
- skill5img.Size = UDim2.new(0,0,1,0)
- skill5img.Image = "rbxassetid://48965808"
- skill5img.BackgroundColor3 = BrickColor.new("Navy blue").Color
- Character=Char
- m=Instance.new('Model',Character)
- it=Instance.new
- function nooutline(part)
- part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10
- end
- function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
- local fp=it("Part")
- fp.formFactor=formfactor
- fp.Parent=parent
- fp.Reflectance=reflectance
- fp.Transparency=transparency
- fp.CanCollide=false fp.Locked=true
- fp.BrickColor=BrickColor.new(tostring(brickcolor))
- fp.Name=name
- fp.Size=size
- fp.Position=Character.Torso.Position
- nooutline(fp)
- fp.Material=material
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh=it(Mesh)
- mesh.Parent=part
- if Mesh=="SpecialMesh" then
- mesh.MeshType=meshtype
- mesh.MeshId=meshid
- end
- mesh.Offset=offset
- mesh.Scale=scale
- return mesh
- end
- function weld(parent,part0,part1,c0,c1)
- local weld=it("Weld")
- weld.Parent=parent
- weld.Part0=part0
- weld.Part1=part1
- weld.C0=c0
- weld.C1=c1
- return weld
- end
- Sword=part(Enum.FormFactor.Symmetric,m,Enum.Material.Plastic,0,0,"Medium stone grey","Handle",Vector3.new(1, 4, 2))
- Swordweld=weld(m,Character["Right Arm"],Sword,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.0997057e-005, 1.90734863e-006, 2.81333923e-005, 0, 0, 1, 0, 0.999999881, 0, -1, 0, 0))
- Swordmesh = mesh("SpecialMesh",Sword,Enum.MeshType.FileMesh,"http://www.roblox.com/asset/?id=139536155",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
- Swordmesh.TextureId = "http://www.roblox.com/asset/?id=139536467"
- Shield=part(Enum.FormFactor.Symmetric,m,Enum.Material.Plastic,0,0,"Medium stone grey","Handle",Vector3.new(3, 3, 1))
- Shieldweld=weld(m,Character["Left Arm"],Shield,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-2.81333923e-005, 1.90734863e-006, 1.0997057e-005, 1, 0, 0, 0, 0.999999881, 0, 4.37113883e-008, 0, 1))
- Shieldmesh = mesh("SpecialMesh",Shield,Enum.MeshType.FileMesh,"http://www.roblox.com/asset/?id=139536383",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
- Shieldmesh.TextureId = "http://www.roblox.com/asset/?id=139536467"
- HW = Swordweld
- SHW = Shieldweld
- hc0 = Swordweld.C0 *CFrame.new(0,-1,-1.5) *CFrame.Angles(-math.pi/2,math.pi/2,0)
- shc0 = Shieldweld.C0 *CFrame.new(-0.65,-0.1,0) *CFrame.Angles(-math.pi/2,math.pi/2,0)
- HW.C0 = hc0
- SHW.C0 = shc0
- for i,v in pairs(m:GetChildren()) do
- if v.ClassName == "Part" then
- v.CustomPhysicalProperties = noweightprop
- for i,x in pairs(v:GetChildren()) do
- v.CustomPhysicalProperties = noweightprop
- end
- end
- end
- local Meshes={
- Blast="20329976",
- Crown="1323306",
- Ring="3270017",
- Claw="10681506",
- Crystal="9756362",
- Coil="9753878",
- Cloud="1095708",
- Skull="4770583",
- SpinyShell="1080954",
- }
- local function nooutlines(part)
- part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10
- end
- local function getmesh(mesh)
- return "rbxassetid://"..mesh
- end
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- local function Rwait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- local function effect(part,brickcolor,size,cframe,trans,transincrement,scaleby,loopwait,meshid,meshtype)
- local p = Instance.new("Part", part or workspace)
- p.Anchored = true
- p.CanCollide = false
- p.FormFactor = Enum.FormFactor.Custom
- p.Material = "SmoothPlastic"
- p.CFrame = cframe
- p.BrickColor = brickcolor
- p.Size = Vector3.new(1,1,1)
- p.Transparency = trans
- nooutlines(p)
- local m = Instance.new("SpecialMesh",p)
- if meshtype ~= nil and meshid == nil then
- m.MeshType = meshtype
- end
- if meshtype == nil and meshid ~= nil then
- m.MeshId = getmesh(meshid)
- end
- m.Scale = size
- coroutine.wrap(function()
- for i = 0,loopwait,0.1 do
- p.CFrame = p.CFrame
- p.Transparency = p.Transparency +transincrement
- m.Scale = m.Scale + scaleby
- Rwait()
- end
- p:Destroy()
- end)()
- return p
- end
- local PlaySound = function(part,volume,pitch,id,looped)
- local Sound = Instance.new("Sound", part)
- Sound.SoundId = id
- Sound.Pitch = pitch
- Sound.Volume = volume
- coroutine.wrap(function()
- wait()
- Sound:Play()
- if looped == nil then
- game.Debris:AddItem(Sound,10)
- end
- end)()
- if looped == true then
- Sound.Looped = true
- ThisSound = Sound
- end
- end
- local ShowDmg = function(totake)
- local modl = Instance.new("Model", workspace)
- modl.Name = tostring(totake)
- local prt = Instance.new("Part", modl)
- prt.CanCollide = false
- prt.BrickColor = BrickColor.Red()
- prt.Name = "Head"
- prt.CFrame = HM.CFrame *CFrame.new(0, 1.5, 0)
- prt.TopSurface = 0
- prt.BottomSurface = 0
- prt.FormFactor = 3
- prt.Size = Vector3.new(1, 0.2, 1)
- local bm = Instance.new("BlockMesh", prt)
- local hum = Instance.new("Humanoid", modl)
- hum.Health = 0
- hum.MaxHealth = 0
- hum.WalkSpeed = 0
- bodypos = Instance.new("BodyPosition", prt)
- bodypos.position = Head.Position +Vector3.new(0, 1, 0)
- bodypos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- game.Debris:AddItem(modl, 1)
- coroutine.resume(coroutine.create(function()
- for i = 1, 3 do
- bodypos.position = bodypos.position +Vector3.new(0, 0.5, 0)
- Rwait()
- end
- end))
- end
- local function ChargeAt(Strength)
- local BV = Instance.new("BodyVelocity",HM)
- BV.maxForce = Vector3.new(1e5,0,1e5)
- BV.velocity = HM.CFrame.lookVector *Strength
- game.Debris:AddItem(BV,0.1)
- end
- local function Damage(hit,mm,knockback,knockbackvelocity)
- if hit ~= nil and damen == true and hit.Parent ~= Char then
- local hum = GetHumanoid(hit.Parent)
- if hum ~= nil then
- if TakeDamage == true then
- hum:TakeDamage(mm)
- spawn(function()
- ShowDmg(mm)
- end)
- elseif TakeDamage == false then
- hum.Health = hum.Health - mm
- spawn(function()
- ShowDmg(mm)
- end)
- end
- PlaySound(hum.Torso,1,1,Sounds[math.random(8,12)])
- if knockback ~= nil and knockback ~= 0 then
- if knockbackvelocity == nil then
- local v = Instance.new("BodyVelocity",hum.Torso)
- v.maxForce = Vector3.new(1e5,1e5,1e5)
- v.P = 1e20
- v.velocity = HM.CFrame.lookVector *knockback
- game.Debris:AddItem(v,0.3)
- else
- local v = Instance.new("BodyVelocity",hum.Torso)
- v.maxForce = Vector3.new(1e5,1e5,1e5)
- v.P = 1e20
- v.velocity = KnockbackVelocity *knockback
- game.Debris:AddItem(v,0.3)
- end
- end
- end
- damen = false
- end
- end
- function GetDistance(Obj,Mag)
- local Bodies = {}
- for _,v in pairs(workspace:GetChildren()) do
- if v ~= Char then
- hum = findhum(v)
- if hum ~= nil and hum.Torso ~= nil then
- local Mag2 = (hum.Torso.Position - Obj.Position).magnitude
- if Mag2 < Mag then
- Bodies[#Bodies + 1] = v
- end
- end
- end
- end
- return Bodies,hum
- end
- --darkus stuff
- function GetHumanoid(Character)
- assert(Character, 'bad argument #1 to Character (Model expected, got nil)')
- local hum
- if Character == Char then return end
- if Character.ClassName == "Hat" or Character.ClassName == "Accessory" then
- for q,e in next, Character.Parent:children() do
- if e:isA'Humanoid' then
- hum = e
- end
- if e:isA'ForceField' then
- return
- end
- end
- else
- for q,e in next, Character:children() do
- if e:isA'Humanoid' then
- hum = e
- end
- if e:isA'ForceField' then
- return
- end
- end
- end
- return hum
- end
- function GetNear(Object, Distance)
- assert(Object, 'bad argument #1 to Object (Model expected, got nil)')
- local Distance = (Distance and Distance or 25)
- local rtn = {}
- for q,e in next, workspace:children() do
- local Hum = e:FindFirstChild'Humanoid'
- if Hum ~= nil then
- Tor = Hum.Torso
- end
- if Tor ~= nil then
- local dist = (Object.Position-Tor.Position).magnitude
- if dist <= Distance then
- rtn[#rtn+1] = e
- end
- end
- end
- return rtn
- end
- function DamageNear(Distance, Part, Damage, Knockback, DebounceTime, KnockbackVelocity)
- if damen == false then return end
- assert(Part, 'bad argument #2 to Part (Part expected, got nil)')
- assert(Part:isA'BasePart', ('bad argument #2 to Part (Part expected, got %s)'):format(Part.ClassName))
- local Distance = (Distance and Distance or 25)
- local Noobs = GetNear(Part, Distance)
- for nild, Character in next, Noobs do
- local Human = GetHumanoid(Character)
- if Human and not Debounce[Character] then
- -- no clue why they were using spawn but ok...
- Debounce[Character] = true
- if TakeDamage then
- Human:TakeDamage(Damage)
- spawn(function()
- ShowDmg(Damage)
- end)
- else
- Human.Health = Human.Health - Damage
- spawn(function()
- ShowDmg(Damage)
- end)
- end
- PlaySound(Human.Torso,1,1,Sounds[math.random(8,12)])
- if Knockback then
- if KnockbackVelocity == nil then
- local v = Instance.new("BodyVelocity", Human.Torso)
- v.maxForce = Vector3.new(1e5,1e5,1e5)
- v.P = 1e20
- v.velocity = HM.CFrame.lookVector * Knockback
- spawn(function()
- game:service'Debris':AddItem(v,0.3)
- end)
- else
- local v = Instance.new("BodyVelocity", Human.Torso)
- v.maxForce = Vector3.new(1e5,1e5,1e5)
- v.P = 1e20
- v.velocity = KnockbackVelocity * Knockback
- spawn(function()
- game:service'Debris':AddItem(v,0.3)
- end)
- end
- end
- coroutine.wrap(function()--spawn(function()
- wait(DebounceTime)
- Debounce[Character] = nil
- end)()--end)
- end
- end
- return
- end
- --
- local function Slash1()
- for i = 1,12 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/7,0,-math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/1.2,-math.pi/2),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.3,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.3,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = true
- PlaySound(Sword,1,0.6,Sounds[1])
- for i = 1,15 do
- DamageNear(4,Sword,math.random(5,10),5,0.5)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/6,0,-math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,0,-0.5) *CFrame.Angles(0,-math.pi/10,-math.pi/2),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = false
- end
- local function Slash2()
- for i = 1,12 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.3,0,math.pi/5),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = true
- PlaySound(Sword,1,0.8,Sounds[1])
- for i = 1,15 do
- DamageNear(4,Sword,math.random(5,10),5,0.5)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/7,0,-math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/38,0,-math.pi/5),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = false
- end
- local function Charge3()
- for i = 1,12 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/5),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/6,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.8,0.5,0),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.5,0) *CFrame.Angles(-math.pi/10,0,-math.pi/9),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.5) *CFrame.Angles(0,0,-math.pi/6),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/6),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.8,0.5,0),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,0.5,0) *CFrame.Angles(-math.pi/10,0,-math.pi/9),legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.8,0.5,0) *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = true
- PlaySound(Sword,1,1.2,Sounds[1])
- ChargeAt(50)
- for i = 1,18 do
- DamageNear(4,Sword,math.random(5,11),17,0.5)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/5),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/3,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,0),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/3),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/3),speed)
- lerp(HW,HW.C0,hc0 *CFrame.new(1,-2,0) *CFrame.Angles(0,0,-math.pi/1.5),1)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = false
- end
- local function Shield4()
- for i = 1,14 do
- DamageNear(4,Shield,math.random(7,14),15,0.5)
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,0) *CFrame.Angles(math.pi/2,0,math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/8),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/2),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/2),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = true
- PlaySound(Shield,1,0.7,Sounds[2])
- ChargeAt(40)
- for i = 1,18 do
- DamageNear(4,Shield,math.random(6,10),15,0.5)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/8),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/2),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/2),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = false
- end
- local function SwordStrike()
- local sound = Instance.new("Sound",Sword)
- sound.SoundId = Sounds[5]
- sound.Volume = 1
- sound.Pitch = 0.1
- sound:Play()
- game.Debris:AddItem(sound,10)
- for i = 1,16 do
- sound.Pitch = sound.Pitch +0.05
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.15,0,math.pi/7),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- PlaySound(Sword,1,0.85,Sounds[1])
- damen = true
- for i = 1,18 do
- DamageNear(4,Sword,math.random(14,18),20,0.5)
- if i % 4 == 0 then
- SwordEff = Sword:Clone()
- SwordEff.Anchored = true
- SwordEff.Parent = Char
- local sphereeff = effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(0.8,3,0.8),SwordEff.CFrame *CFrame.new(0,0.2,0),0,0.2,Vector3.new(0.1,0,0.1),1,nil,"Sphere")
- sphereeff.Material = "Neon"
- for _,Sounds in pairs(SwordEff:GetChildren()) do
- if Sounds.ClassName == "Sound" then
- SwordEff.Sound:Stop()
- SwordEff.Sound:Destroy()
- end
- end
- SwordEff.Transparency = 0.25
- end
- game.Debris:AddItem(SwordEff,0.5)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/5,0,-math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/5,0,-math.pi/12),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(HW,HW.C0,hc0 *CFrame.new(1,-1,0) *CFrame.Angles(0,0,-math.pi/4),speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = false
- end
- local function SwordsOfChaos()
- for i = 1,16 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.15,0,0),armspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(HW,HW.C0,hc0 *CFrame.new(-0.8,-3,0) *CFrame.Angles(math.pi,0,math.pi/7),1)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = true
- Human.WalkSpeed = 0
- local distance = 0
- local Ignore = {}
- local hashit = false
- for i = 1,50 do
- if i == 10 then
- for I_shall,ignore_this in pairs(workspace:GetChildren()) do
- if ignore_this:IsA("Model") then
- if ignore_this:FindFirstChild("Humanoid") then
- for _,ignorepart in pairs(ignore_this:GetChildren()) do
- if ignorepart.ClassName == "Part" then
- table.insert(Ignore,ignorepart)
- end
- end
- end
- end
- end
- local RayC = Ray.new(Sword.Position +Vector3.new(0,1,0),Vector3.new(0,-4,0))
- local Hit,pos = workspace:FindPartOnRayWithIgnoreList(RayC,Ignore)
- if Hit ~= nil and hashit == false then
- hashit = true
- effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(0.4,3,0.4),Sword.CFrame *CFrame.new(0,0.2,0),0,0.1,Vector3.new(0.5,0,0.5),1,nil,"Sphere")
- for i = 1,8 do
- local center = Instance.new("Part",Sword)
- center.Anchored = true
- center.CanCollide = false
- center.Transparency = 1
- center.Size = Vector3.new(1,1,1)
- center.TopSurface = 0
- center.BottomSurface = 0
- center.FrontSurface = "Hinge"
- center.CFrame = CFrame.new(pos) *(HM.CFrame-HM.Position) *CFrame.new(0, 0.5, distance)
- center:BreakJoints()
- game.Debris:AddItem(center,2)
- PlaySound(center,0.4,0.7,Sounds[4])
- local Ignore = {}
- for I_shall,ignore_this in pairs(workspace:GetChildren()) do
- if ignore_this:IsA("Model") then
- if ignore_this:FindFirstChild("Humanoid") then
- for _,ignorepart in pairs(ignore_this:GetChildren()) do
- if ignorepart.ClassName == "Part" then
- table.insert(Ignore,ignorepart)
- end
- end
- end
- end
- end
- local RayC = Ray.new(center.Position,Vector3.new(0,-999,0))
- local Hit,pos = workspace:FindPartOnRayWithIgnoreList(RayC,Ignore)
- if Hit ~= nil and hashit == true then
- for i = 1,5 do
- local groundeff = effect(Sword,Hit.BrickColor,Vector3.new(1.5,1.5,1.5),CFrame.new(pos) *CFrame.new(math.random(-2,2),0,math.random(-2,2)) *CFrame.Angles(math.random(-3600,3600)/10,math.random(-3600,3600)/10,math.random(-3600,3600)/10),0,0,Vector3.new(),1,nil,"Brick")
- groundeff.Material = Hit.Material
- end
- local SwordEff = effect(Sword,BrickColor.new("Medium stone grey"),Vector3.new(0.8,0.8,0.8),CFrame.new(pos),0,0,Vector3.new(),8,"139536155",nil)
- SwordEff.Mesh.TextureId = "rbxassetid://139536467"
- SwordEff.Mesh.Scale = Vector3.new(1,1.25,1)
- PlaySound(SwordEff,0.2,1.5,Sounds[6])
- spawn(function()
- effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(2,6,2),SwordEff.CFrame,0,0.1,Vector3.new(0.1,-0.7,0.1),1,nil,"Sphere")
- damen = true
- for i = 1,80 do
- if i % 5 == 0 then
- effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(2,2,2),SwordEff.CFrame *CFrame.Angles(math.random(-3600,3600)/10,math.random(-3600,3600)/10,math.random(-3600,3600)/10),0,0.25,Vector3.new(-0.2,-0.2,-0.2),0.25,nil,"Brick")
- end
- DamageNear(4,SwordEff,math.random(10,15),30,0.2,Vector3.new(0,1.2,0))
- SwordEff.CFrame = SwordEff.CFrame *CFrame.Angles(0,math.rad(50),0) *CFrame.new(0,0.25,0)
- Rwait()
- end
- SwordEff.Transparency = 1
- PlaySound(SwordEff,0.2,1.7,Sounds[3])
- PlaySound(SwordEff,0.4,1.9,Sounds[4])
- local sphereeff = effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(2/2,6/2,2/2),SwordEff.CFrame,0,0.2,Vector3.new(0.85,0.85,0.85),6,nil,"Sphere")
- sphereeff.Material = "Neon"
- spawn(function()
- for i = 1,30 do
- DamageNear(4,sphereeff,math.random(4,8),30,0.2,center.CFrame.lookVector *0.8)
- Rwait()
- end
- end)
- for i = 1,5 do
- local sphereeff2 = effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(0.2,1,0.2),sphereeff.CFrame *CFrame.Angles(math.random(-3600,3600)/10,math.random(-3600,3600)/10,math.random(-3600,3600)/10),0,0.2,Vector3.new(0,0.8,0),2,nil,"Sphere")
- spawn(function()
- for i = 1,80 do
- sphereeff2.CFrame = sphereeff2.CFrame *CFrame.new(0,2,0)
- Rwait()
- end
- end)
- sphereeff2.Material = "Neon"
- Rwait()
- end
- end)
- distance = distance -4
- end
- Rwait()
- end
- end
- end
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/5,0,-math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/9,0,0),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-1),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/2),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(1,0.5,0),legspeed)
- lerp(HW,HW.C0,hc0 *CFrame.new(1,-1.5,0) *CFrame.Angles(math.pi,0,-math.pi/2.5),1)
- lerp(SHW,SHW.C0,shc0,speed)
- Rwait()
- end
- Human.WalkSpeed = 16
- damen = false
- end
- local function ThrowingOrbs()
- for i = 1,3 do
- for i = 1,12 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(HW,HW.C0,hc0,1)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- damen = true
- PlaySound(Sword,1,0.8,Sounds[1])
- for i = 1,16 do
- if i == 14 then
- local balleff = effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(2,2,2),HM.CFrame *CFrame.new(0,0,-5),0,0,Vector3.new(),7,nil,"Sphere")
- local sound = Instance.new("Sound",balleff)
- sound.SoundId = Sounds[6]
- sound.Pitch = 1.73
- sound.Volume = 1
- sound.TimePosition = 0.1
- sound:Play()
- game.Debris:AddItem(sound,10)
- balleff.Anchored = false
- balleff.Material = "Neon"
- local BV = Instance.new("BodyVelocity",balleff)
- BV.maxForce = Vector3.new(1/0,1/0,1/0)
- BV.velocity = HM.CFrame.lookVector *100
- spawn(function()
- if balleff.Parent == nil then
- print("ok")
- for i = 1,3 do
- effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(2,2,2),balleff.CFrame *CFrame.Angles(math.random(-3600,3600)/10,math.random(-3600,3600)/10,math.random(-3600,3600)/10),0,0,Vector3.new(1,1,1),0.25,nil,"Brick")
- end
- for i = 1,5 do
- local explosioneff = effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(0.2,1,0.2),balleff.CFrame *CFrame.Angles(math.random(-3600,3600)/10,math.random(-3600,3600)/10,math.random(-3600,3600)/10),0,0.25,Vector3.new(0,0.8,0),0.25,nil,"Sphere")
- spawn(function()
- for i = 1,10 do
- explosioneff.CFrame = explosioneff.CFrame *CFrame.new(0,1,0)
- Rwait()
- end
- end)
- end
- end
- local dmgbx = balleff.Touched:connect(function(hit)
- if damen == false then return end
- if hit.Parent == Char or hit.Parent == Shield or hit.Parent == Sword then return end
- Damage(hit,math.random(8,15),15)
- damen = false
- for i = 1,3 do
- effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(2,2,2),balleff.CFrame *CFrame.Angles(math.random(-3600,3600)/10,math.random(-3600,3600)/10,math.random(-3600,3600)/10),0,0,Vector3.new(1,1,1),0.25,nil,"Brick")
- end
- for i = 1,5 do
- local explosioneff = effect(Sword,BrickColor.new("Toothpaste"),Vector3.new(0.2,1,0.2),balleff.CFrame *CFrame.Angles(math.random(-3600,3600)/10,math.random(-3600,3600)/10,math.random(-3600,3600)/10),0,0.25,Vector3.new(0,0.8,0),0.25,nil,"Sphere")
- spawn(function()
- for i = 1,10 do
- explosioneff.CFrame = explosioneff.CFrame *CFrame.new(0,1,0)
- Rwait()
- end
- end)
- end
- balleff.Parent = nil
- end)
- while balleff.Parent ~= nil do
- effect(balleff,BrickColor.new("Toothpaste"),Vector3.new(1.3,1.3,1.3),balleff.CFrame *CFrame.new(0,0,2) *CFrame.Angles(math.random(-3600,3600)/10,math.random(-3600,3600)/10,math.random(-3600,3600)/10),0,0.05,Vector3.new(-0.1,-0.1,-0.1),0.55,nil,"Brick")
- Rwait()
- end
- Rwait()
- end)
- end
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0,0,-0.5) *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/1.3,math.pi/2),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/2),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/2),speed)
- lerp(HW,HW.C0,hc0 *CFrame.new(-0.8,-3,0) *CFrame.Angles(math.pi,0,math.pi/4),1)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- end
- end
- local function Block()
- health = Human.Health
- while blocking == true do
- if Human.Health < health then
- if blocking == true then
- if Human.Health < health then
- damen = true
- print((health-Human.Health)*0.005)
- eenabled = eenabled -(health-Human.Health)*0.005
- Human.Health = health -(health-Human.Health)*0.2
- PlaySound(Shield,1,0.8,Sounds[7])
- local ShieldEff = effect(Shield,BrickColor.new("Medium stone grey"),Shield.Size,Shield.CFrame,0,0.1,Vector3.new(0.1,0.1,0.1),1,"139536383",nil)
- ShieldEff.Mesh.TextureId = "rbxassetid://139536467"
- DamageNear(10,Shield,math.random(10,15),50,1)
- ChargeAt(-25)
- damen = false
- health = Human.Health
- Rwait()
- end
- Rwait()
- end
- Rwait()
- end
- if blocking == false then return end
- if enabled == true then return end
- if eenabled <= 0 then eenabled = 0 return end
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0,0,-0.5) *CFrame.Angles(math.pi/2,0,math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/7,0,math.pi/7),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/4),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude < 2 then
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.1+math.sin(legangle*Human.WalkSpeed/16)*0.2,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,0,math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- end
- Rwait()
- end
- end
- local function ShieldSlam()
- local BV = Instance.new("BodyVelocity",HM)
- BV.maxForce = Vector3.new(0,1/0,0)
- BV.velocity = Vector3.new(0,120,0)
- game.Debris:AddItem(BV,0.3)
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,0,math.pi/8),armspeed*1.5)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/8,0,math.pi/7),armspeed*1.5)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed*1.5)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.5,0.5,0) *CFrame.Angles(0,0,-math.pi/8),legspeed*1.5)
- lerp(WRJ,WRJ.C0,RJC0,speed*1.5)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/8,0,0),speed*1.5)
- lerp(HW,HW.C0,hc0,speed*1.5)
- lerp(SHW,SHW.C0,shc0,speed*1.5)
- Rwait()
- end
- for i = 0,1,0.1 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,0,math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/7,0,math.pi/7),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(math.pi*i*2,0,0) *CFrame.Angles(0,0,-math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/4),speed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-1,0.5,0) *CFrame.Angles(0,0,math.pi/4),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(1,0.5,0) *CFrame.Angles(0,0,-math.pi/4),legspeed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- Rwait()
- end
- local Ignore = {}
- local hashit = false
- local distance = 0
- Human.WalkSpeed = 0
- for i = 1,100 do
- if i >= 10 then
- for I_shall,ignore_this in pairs(workspace:GetChildren()) do
- if ignore_this:IsA("Model") then
- if ignore_this:FindFirstChild("Humanoid") then
- for _,ignorepart in pairs(ignore_this:GetChildren()) do
- if ignorepart.ClassName == "Part" then
- table.insert(Ignore,ignorepart)
- end
- end
- end
- end
- end
- local RayC = Ray.new(Shield.Position,Vector3.new(0,-2,0))
- local Hit,pos = workspace:FindPartOnRayWithIgnoreList(RayC,Ignore)
- if Hit ~= nil and hashit == false then
- hashit = true
- for i = 1,8 do
- local center = Instance.new("Part",Sword)
- center.Anchored = true
- center.CanCollide = false
- center.Transparency = 1
- center.Size = Vector3.new(1,1,1)
- center.TopSurface = 0
- center.BottomSurface = 0
- center.FrontSurface = "Hinge"
- center.CFrame = CFrame.new(pos) *(HM.CFrame-HM.Position) *CFrame.new(0, 0.5, distance)
- center:BreakJoints()
- game.Debris:AddItem(center,2)
- PlaySound(center,0.4,0.7,Sounds[4])
- local Ignore = {}
- for I_shall,ignore_this in pairs(workspace:GetChildren()) do
- if ignore_this:IsA("Model") then
- if ignore_this:FindFirstChild("Humanoid") then
- for _,ignorepart in pairs(ignore_this:GetChildren()) do
- if ignorepart.ClassName == "Part" then
- table.insert(Ignore,ignorepart)
- end
- end
- end
- end
- end
- damen = true
- local RayC = Ray.new(center.Position,Vector3.new(0,-999,0))
- local Hit,pos = workspace:FindPartOnRayWithIgnoreList(RayC,Ignore)
- if Hit ~= nil and hashit == true then
- for i = 1,5 do
- local groundeff = effect(Shield,Hit.BrickColor,Vector3.new(2,2,2),CFrame.new(pos) *CFrame.new(math.random(-10,10),0,math.random(-10,10)) *CFrame.Angles(math.random(-3600,3600)/10,math.random(-3600,3600)/10,math.random(-3600,3600)/10),0,0,Vector3.new(),1,nil,"Brick")
- groundeff.Material = Hit.Material
- end
- effect(Shield,Hit.BrickColor,Vector3.new(1,1,1),CFrame.new(pos) +Vector3.new(0,0.75,0),0,0.1,Vector3.new(0.5*2,0.75*2,0.5*2),1,Meshes.Crown,nil)
- spawn(function()
- for i = 1,30 do
- DamageNear(20,center,math.random(5,11),10,0.5)
- Rwait()
- end
- end)
- distance = distance -4
- end
- Rwait(5)
- end
- end
- end
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0,-1.5,0) *CFrame.Angles(math.pi/2,0,math.pi/4),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/7,0,math.pi/7),armspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-1) *CFrame.Angles(0,0,-math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/4),speed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0.2,0.5,0) *CFrame.Angles(0,math.pi/4,math.pi/4),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.7,0.5,0) *CFrame.Angles(0,math.pi/4,-math.pi/4),legspeed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- Rwait()
- end
- Human.WalkSpeed = 16
- damen = false
- end
- local click = mouse.Button1Down:connect(function()
- if on == false then return end
- if enabled == false then return end
- if combo == 1 and enabled == true then
- enabled = false
- Slash1()
- enabled = true
- combo = 2
- coroutine.wrap(function()
- Rwait(400)
- if combo ~= 1 and enabled == true then
- combo = 1
- end
- end)()
- elseif combo == 2 and enabled == true then
- enabled = false
- Slash2()
- enabled = true
- combo = 3
- coroutine.wrap(function()
- Rwait(400)
- if combo ~= 1 and enabled == true then
- combo = 1
- end
- end)()
- elseif combo == 3 and enabled == true then
- enabled = false
- Charge3()
- enabled = true
- combo = 4
- coroutine.wrap(function()
- Rwait(400)
- if combo ~= 1 and enabled == true then
- combo = 1
- end
- end)()
- elseif combo == 4 and enabled == true then
- enabled = false
- Shield4()
- enabled = true
- combo = 1
- end
- end)
- local keys = mouse.KeyDown:connect(function(key)
- key = key:lower()
- if enabled == false then return end
- if key == "z" and on == true and enabled == true and zenabled == 1 then
- zenabled = 0
- enabled = false
- SwordStrike()
- enabled = true
- elseif key == "x" and on == true and enabled == true and xenabled == 1 then
- xenabled = 0
- enabled = false
- SwordsOfChaos()
- enabled = true
- elseif key == "c" and on == true and enabled == true and cenabled == 1 then
- cenabled = 0
- enabled = false
- ThrowingOrbs()
- enabled = true
- elseif key == "v" and on == true and enabled == true and venabled == 1 then
- venabled = 0
- enabled = false
- ShieldSlam()
- enabled = true
- elseif key == "e" and on == true and enabled == true and eenabled == 1 then
- if blocking == false then
- if eenabled <= 0.5 then return end
- enabled = false
- blocking = true
- Block()
- Rwait(0.2)
- enabled = true
- end
- end
- end)
- local keysup = mouse.KeyUp:connect(function(key2)
- if key2 == "e" then
- blocking = false
- end
- end)
- local function Cast(Pos,Dir,Amp,IgnoreList)
- return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit*Amp), IgnoreList)
- end
- while true do
- local surface = Cast(HM.Position,(CFrame.new(HM.Position,HM.Position - Vector3.new(0,1,0))).lookVector,4,Char)
- if zenabled < 1 then
- zenabled = zenabled +0.01 *0.25
- else
- zenabled = 1
- end
- if xenabled < 1 then
- xenabled = xenabled +0.01 *0.175
- else
- xenabled = 1
- end
- if cenabled < 1 then
- cenabled = cenabled +0.01 *0.15
- else
- cenabled = 1
- end
- if eenabled < 1 then
- if blocking == false then
- eenabled = eenabled +0.01 *0.27
- end
- else
- eenabled = 1
- end
- if venabled < 1 then
- venabled = venabled +0.01 *0.1
- else
- venabled = 1
- end
- skill1text.Text = "[Z] \n Sword Strike"
- skill2text.Text = "[X] \n Swords of Chaos"
- skill3text.Text = "[C] \n Throwing Orbs"
- skill4text.Text = "[V] \n Shield Slam"
- skill5text.Text = "[E] \n Block"
- skill1img:TweenSize(UDim2.new(zenabled,0,1,0))
- skill2img:TweenSize(UDim2.new(xenabled,0,1,0))
- skill3img:TweenSize(UDim2.new(cenabled,0,1,0))
- skill4img:TweenSize(UDim2.new(venabled,0,1,0))
- skill5img:TweenSize(UDim2.new(eenabled,0,1,0))
- if on == true then
- angle = (angle % 100) +anglespeed/10
- armangle = (armangle % 100) +armanglespeed/10
- legangle = (legangle % 100) +leganglespeed/10
- if action == "Idle" and enabled == true and surface ~= nil then
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0,-math.cos(angle*0.25)*0.05,0) *CFrame.Angles(math.pi/2+math.cos(angle*0.25)*0.05,0,math.pi/8+math.cos(angle*0.25)*0.05),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,-math.cos(angle*0.25)*0.05,0) *CFrame.Angles(math.cos(angle*0.25)*0.15,0,math.pi/7-math.cos(angle*0.25)*0.05),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0.4,0.2+math.cos(legangle*0.25)*0.1,0) *CFrame.Angles(0,math.pi/4,0),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(-0.4,0.2+math.cos(legangle*0.25)*0.1,0) *CFrame.Angles(0,-math.pi/8,0),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2-math.cos(angle*0.25)*0.1) *CFrame.Angles(0,0,-math.pi/8),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.sin(angle*0.25)*0.05,0,math.pi/8),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- end
- if action == "Walk" and enabled == true and surface ~= nil then
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0,-math.cos(armangle*0.25)*0.05,0) *CFrame.Angles(math.pi/2-math.cos(angle*0.25)*0.05,0,math.pi/7-math.cos(angle*0.25)*0.15),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,-math.cos(armangle*0.25)*0.05,0) *CFrame.Angles(math.pi/3.5+math.cos(angle*0.25)*0.05,0,math.pi/4-math.cos(angle*0.25)*0.15),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(0,-math.cos(legangle*0.25)*0.05,0) *CFrame.new(0.5,0.25+math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,math.pi/4,0) *CFrame.Angles(0,0,math.pi/10+math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0,-math.cos(legangle*0.25)*0.05,0) *CFrame.new(0.5,0.1-math.sin(legangle*Human.WalkSpeed/16)*0.15,0) *CFrame.Angles(0,math.pi/4,0) *CFrame.Angles(0,0,-math.pi/10+math.asin(math.cos(legangle*Human.WalkSpeed/16)*0.75)),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.25+math.cos(angle*0.25)*0.05) *CFrame.Angles(math.pi/10,HM.RotVelocity.Y/40,-math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/4) *CFrame.Angles(-math.pi/10+math.sin(angle*Human.WalkSpeed/16*0.25)*0.1,0,0),speed)
- lerp(HW,HW.C0,hc0,speed)
- lerp(SHW,SHW.C0,shc0,speed)
- end
- if HM.Velocity.Y >= 5 and enabled == true and surface == nil then
- action = "Jump"
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/1.7,0,math.pi/8),armspeed*1.5)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/7,0,math.pi/7),armspeed*1.5)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed*1.5)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.5,0.5,0) *CFrame.Angles(0,0,-math.pi/8),legspeed*1.5)
- lerp(WRJ,WRJ.C0,RJC0,speed*1.5)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/8,0,0),speed*1.5)
- lerp(HW,HW.C0,hc0,speed*1.5)
- lerp(SHW,SHW.C0,shc0,speed*1.5)
- Rwait()
- elseif HM.Velocity.Y <= -5 and enabled == true and surface == nil then
- action = "Fall"
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/3,0,math.pi/8),armspeed*1.5)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/9,0,math.pi/7),armspeed*1.5)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/7),legspeed*1.5)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(0.5,0,0) *CFrame.Angles(0,0,math.pi/8),legspeed*1.5)
- lerp(WRJ,WRJ.C0,RJC0,speed*1.5)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed*1.5)
- lerp(HW,HW.C0,hc0,speed*1.5)
- lerp(SHW,SHW.C0,shc0,speed*1.5)
- Rwait()
- end
- if Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude <= 2 then
- action = "Idle"
- elseif Vector3.new(HM.Velocity.X,0,HM.Velocity.Z).magnitude >= 2 then
- action = "Walk"
- end
- end
- Rwait()
- end
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