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- --[[
- Fenrier's Storm Blade Script created by:
- Fenrier: Everything.
- If you're gonna steal this, then please I ask you. Please don't forum,free model, give
- away, or anything like that to this script. Thank you very much :)
- ]]
- --[[OLD]]--
- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- bladecolor = BrickColor.new("Gold")
- attack = false
- attackdebounce = false
- attacktype = 1
- damage = 25
- oridamage = 25
- --player
- player = nil
- --save shoulders
- RSH, LSH = nil, nil
- --welds
- RW, LW = Instance.new("Weld"), Instance.new("Weld")
- --what anim
- anim = "none"
- demondance = false
- demonmode = false
- ragecharge = 400
- skill = false
- mode = 1
- guardy = false
- unsheathed = false
- walking = false
- guardattack = false
- if Character:findFirstChild("StormBlade",true) ~= nil then
- Character:findFirstChild("StormBlade",true).Parent = nil
- end
- if Player.PlayerGui:findFirstChild("RageGUI",true) ~= nil then
- Player.PlayerGui:findFirstChild("RageGUI",true).Parent = nil
- end
- local stormblade = Instance.new("Model")
- stormblade.Name = "StormBlade"
- stormblade.Parent = Character
- local prt1 = Instance.new("Part")
- prt1.formFactor = 1
- prt1.Parent = stormblade
- prt1.CanCollide = false
- prt1.BrickColor = Character.Torso.BrickColor
- prt1.Name = "Handle1"
- prt1.Size = Vector3.new(1,1,1)
- prt1.CFrame = Torso.CFrame
- local prt2 = Instance.new("Part")
- prt2.formFactor = 1
- prt2.Parent = stormblade
- prt2.CanCollide = false
- prt2.BrickColor = Character.Torso.BrickColor
- prt2.Name = "Handle2"
- prt2.Size = Vector3.new(1,1,1)
- prt2.CFrame = Torso.CFrame
- local prt3 = Instance.new("Part")
- prt3.formFactor = 1
- prt3.Parent = stormblade
- prt3.CanCollide = false
- prt3.BrickColor = BrickColor.new("Really black")
- prt3.Name = "Part1"
- prt3.Size = Vector3.new(1,1,1)
- prt3.CFrame = Torso.CFrame
- local prt4 = Instance.new("Part")
- prt4.formFactor = 1
- prt4.Parent = stormblade
- prt4.CanCollide = false
- prt4.BrickColor = BrickColor.new("Really black")
- prt4.Name = "Part2"
- prt4.Size = Vector3.new(1,1,1)
- prt4.CFrame = Torso.CFrame
- local prt5 = Instance.new("Part")
- prt5.formFactor = 1
- prt5.Parent = stormblade
- prt5.CanCollide = false
- prt5.BrickColor = BrickColor.new("Bright blue")
- prt5.Name = "Part3"
- prt5.Size = Vector3.new(1,1,1)
- prt5.CFrame = Torso.CFrame
- local prt6 = Instance.new("Part")
- prt6.formFactor = 1
- prt6.Parent = stormblade
- prt6.CanCollide = false
- prt6.BrickColor = BrickColor.new("Bright blue")
- prt6.Name = "Part4"
- prt6.Size = Vector3.new(1,1,1)
- prt6.CFrame = Torso.CFrame
- local prt7 = Instance.new("Part")
- prt7.formFactor = 1
- prt7.Parent = stormblade
- prt7.Reflectance = 0.5
- prt7.CanCollide = false
- prt7.BrickColor = bladecolor
- prt7.Name = "Blade1"
- prt7.Size = Vector3.new(1,2,1)
- prt7.CFrame = Torso.CFrame
- local prt8 = Instance.new("Part")
- prt8.formFactor = 1
- prt8.Parent = stormblade
- prt8.Reflectance = 0.5
- prt8.CanCollide = false
- prt8.BrickColor = bladecolor
- prt8.Name = "Blade2"
- prt8.Size = Vector3.new(1,2,1)
- prt8.CFrame = Torso.CFrame
- stormblade:BreakJoints()
- local msh1 = Instance.new("CylinderMesh")
- msh1.Parent = prt1
- msh1.Scale = Vector3.new(0.5,0.1,0.5)
- local msh2 = Instance.new("CylinderMesh")
- msh2.Parent = prt2
- msh2.Scale = Vector3.new(0.5,0.1,0.5)
- local msh3 = Instance.new("CylinderMesh")
- msh3.Parent = prt3
- msh3.Scale = Vector3.new(0.5,1,0.5)
- local msh4 = Instance.new("CylinderMesh")
- msh4.Parent = prt4
- msh4.Scale = Vector3.new(0.5,1,0.5)
- local msh5 = Instance.new("CylinderMesh")
- msh5.Parent = prt5
- msh5.Scale = Vector3.new(0.5,0.1,0.5)
- local msh6 = Instance.new("CylinderMesh")
- msh6.Parent = prt6
- msh6.Scale = Vector3.new(0.5,0.1,0.5)
- local msh7 = Instance.new("SpecialMesh")
- msh7.Parent = prt7
- msh7.MeshType = "Torso"
- msh7.Scale = Vector3.new(0.7,0.7,0.7)
- local msh8 = Instance.new("SpecialMesh")
- msh8.Parent = prt8
- msh8.MeshType = "Torso"
- msh8.Scale = Vector3.new(0.7,0.7,0.7)
- local wld1 = Instance.new("Weld")
- wld1.Parent = prt1
- wld1.Part0 = prt1
- wld1.Part1 = Torso
- wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-1.57) * CFrame.new(-0.1,0.7, -0.75)
- local wld2 = Instance.new("Weld")
- wld2.Parent = prt2
- wld2.Part0 = prt2
- wld2.Part1 = prt1
- wld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.1,0)
- local wld3 = Instance.new("Weld")
- wld3.Parent = prt3
- wld3.Part0 = prt3
- wld3.Part1 = prt2
- wld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.66,0)
- local wld4 = Instance.new("Weld")
- wld4.Parent = prt4
- wld4.Part0 = prt4
- wld4.Part1 = prt1
- wld4.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.66,0)
- local wld5 = Instance.new("Weld")
- wld5.Parent = prt5
- wld5.Part0 = prt5
- wld5.Part1 = prt3
- wld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.66,0)
- local wld6 = Instance.new("Weld")
- wld6.Parent = prt6
- wld6.Part0 = prt6
- wld6.Part1 = prt4
- wld6.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.66,0)
- local wld7 = Instance.new("Weld")
- wld7.Parent = prt7
- wld7.Part0 = prt7
- wld7.Part1 = prt5
- wld7.C0 = CFrame.fromEulerAnglesXYZ(0,1.57,0) * CFrame.new(0,-0.66,0)
- local wld8 = Instance.new("Weld")
- wld8.Parent = prt8
- wld8.Part0 = prt8
- wld8.Part1 = prt6
- wld8.C0 = CFrame.fromEulerAnglesXYZ(3.15,1.57,0) * CFrame.new(0,0.66,0)
- local fengui = Instance.new("GuiMain")
- fengui.Parent = Player.PlayerGui
- fengui.Name = "RageGUI"
- local fenframe = Instance.new("Frame")
- fenframe.Parent = fengui
- fenframe.BackgroundColor3 = Color3.new(255,255,255)
- fenframe.BackgroundTransparency = 1
- fenframe.BorderColor3 = Color3.new(17,17,17)
- fenframe.Size = UDim2.new(0.0500000007, 0, 0.100000001, 0)
- local fentext = Instance.new("TextLabel")
- fentext.Parent = fenframe
- fentext.Text = "Rage Charge("..ragecharge..")"
- fentext.BackgroundTransparency = 1
- fentext.SizeConstraint = "RelativeXY"
- fentext.TextXAlignment = "Center"
- fentext.TextYAlignment = "Center"
- fentext.Position = UDim2.new(0,50,1,150)
- local fentext2 = Instance.new("TextLabel")
- fentext2.Parent = fenframe
- fentext2.Text = " "
- fentext2.BackgroundTransparency = 0
- fentext2.BackgroundColor3 = Color3.new(1,1,0)
- fentext2.SizeConstraint = "RelativeXY"
- fentext2.TextXAlignment = "Center"
- fentext2.TextYAlignment = "Center"
- fentext2.Position = UDim2.new(0,10,1,170)
- local sword1fire = Instance.new("Fire")
- sword1fire.Parent = prt7
- sword1fire.Enabled = false
- sword1fire.Color = Color3.new(1,1,0)
- sword1fire.Heat = "13"
- sword1fire.Size = "3"
- sword1fire.SecondaryColor = Color3.new(1,1,1)
- local sword1bfire = sword1fire:Clone()
- sword1bfire.Parent = prt8
- sword1bfire.Color = Color3.new(1,1,0)
- sword1bfire.SecondaryColor = Color3.new(1,1,1)
- local fenfire = Instance.new("Fire")
- fenfire.Parent = Torso
- fenfire.Color = Color3.new(1,0,0)
- fenfire.SecondaryColor = Color3.new(1,0,0)
- fenfire.Heat = "15"
- fenfire.Size = "3"
- fenfire.Enabled = false
- if (script.Parent.className ~= "HopperBin") then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Storm Blade"
- Tool.TextureId = "http://www.roblox.com/asset/?id=31872785"
- Player.Backpack["Storm Blade"].TextureId = "http://www.roblox.com/asset/?id=31872785"
- script.Parent = Tool
- end
- Bin = script.Parent
- if Bin:findFirstChild("ManaBar",true) ~= nil then
- mana=Bin.ManaBar.Value
- Bin:findFirstChild("ManaBar",true).Parent = nil
- end
- local bar=Instance.new("IntValue")
- bar.Parent=Bin
- bar.Name="ManaBar"
- bar.Value=mana
- function unequipweld()
- wld1.Part1 = Torso
- wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-1.57) * CFrame.new(-0.1,0.7, -0.75)
- end
- function equipweld()
- wld1.Part1 = RightArm
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- end
- function hideanim()
- for i = 0 ,1 , 0.1 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- unequipweld()
- wait(0.1)
- for i = 0 , 1 , 0.075 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i-1,0,1*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- function equipanim()
- for i = 0 , 1 , 0.085 do
- wait(0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1*i,1*i,-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- equipweld()
- wait(0.1)
- for i = 0 , 1 , 0.075 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i-1,-1*i+1,1*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- function hideanim2()
- for i = 0 ,1 , 0.1 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2-2+math.rad(260)*i, 0.5+0.5*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5-1.5+math.rad(260)*i,-0.5-0.5*i,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- wait(0.1)
- end
- function equipanim2()
- for i = 0 , 1 , 0.085 do
- wait(0)
- RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(260)-math.rad(260)*i, 1,-1+1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(260)-math.rad(260)*i,-1,1-1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- wait(0.1)
- for i = 0 , 1 , 0.075 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i, 1-0.5*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,-1+0.5*i,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- end
- function unequipweld2()
- wld1.Part1 = Torso
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(0, 0, -0.57) * CFrame.new(1, -1.57, -0.75)
- wld2.Part1 = Torso
- wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld2.C0 = CFrame.fromEulerAnglesXYZ(0, 0, -0.57) * CFrame.new(-1, 0, -0.75)
- end
- function equipweld2()
- wld1.Part1 = RightArm
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57)
- wld2.Part1 = LeftArm
- wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57)
- end
- DBHit=function(hit,DB) --credits to turdulator for making this function :D
- if hit.Parent==nil then
- return
- end
- h=hit.Parent:FindFirstChild("Humanoid")
- t=hit.Parent:FindFirstChild("Torso")
- if h~=nil and t~=nil then
- if h.Parent==Character then
- return
- end
- h:TakeDamage(5)
- vl=Instance.new("BodyVelocity")
- vl.P=4500
- vl.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- vl.velocity=DB.BodyVelocity.velocity*1.05+Vector3.new(0,3,0)
- vl.Parent=t
- game:GetService("Debris"):AddItem(vl,.2)
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- rl.Parent=t
- game:GetService("Debris"):AddItem(rl,.2)
- else
- if hit.CanCollide==false then
- return
- end
- MagicCom:disconnect()
- -- DBExplode(DB)
- end
- end
- function effectone(part,cframe)
- p2=Instance.new("Part")
- p2.Name="Blast"
- p2.TopSurface=0
- p2.BottomSurface=0
- p2.CanCollide=false
- p2.Anchored=true
- p2.BrickColor=BrickColor.new("Gold")
- p2.Size=Vector3.new(2,2,2)
- p2.formFactor="Symmetric"
- p2.CFrame=part.CFrame*CFrame.new(0,cframe,0)
- p2.Parent=workspace
- m=Instance.new("BlockMesh")
- m.Parent=p2
- m.Name="BlastMesh"
- coroutine.resume(coroutine.create(function(part,dir) for loll=1, 15 do part.BlastMesh.Scale=part.BlastMesh.Scale-Vector3.new(.09,.09,.09) part.Transparency=loll/20 part.CFrame=part.CFrame*CFrame.new(dir)*CFrame.fromEulerAnglesXYZ(math.random(-100,100)/100, math.random(-100,100)/100, math.random(-100,100)/100) wait() end part.Parent=nil end),p2,Vector3.new(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10))
- end
- function ringattack(part,cframe)
- r=Instance.new("Part")
- r.Anchored=true
- r.Name="Ring"
- r.CanCollide=false
- r.TopSurface=0
- r.BottomSurface=0
- r.CFrame=part.CFrame*CFrame.new(0,cframe,0)*CFrame.fromEulerAnglesXYZ(0,0,0)
- r.Parent=workspace
- local ring = Instance.new("SpecialMesh")
- ring.Parent = r
- ring.MeshId = "http://www.roblox.com/asset/?id=3270017"
- ring.Name = "RingMesh"
- r.RingMesh.Scale=Vector3.new(3,3,3)
- r.BrickColor=BrickColor.new("Gold")
- coroutine.resume(coroutine.create(function(par) for i=1, 14 do par.Transparency=i/14 par.RingMesh.Scale=par.RingMesh.Scale+Vector3.new(5,5,.1) wait() end par.Parent=nil end),r)
- p=Instance.new("Part")
- p.Name="BlastRing"
- p.TopSurface=0
- p.BottomSurface=0
- p.CanCollide=false
- p.Anchored=true
- p.BrickColor=BrickColor.new("Gold")
- p.Size=Vector3.new(1,1,1)
- p.CFrame=part.CFrame*CFrame.new(0,cframe,0)*CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0)
- p.CFrame=p.CFrame-Vector3.new(0,3,0)
- p.Parent=workspace
- local mesheh = Instance.new("SpecialMesh")
- mesheh.Parent = p
- mesheh.Name = "BlastMesh"
- mesheh.MeshId = "http://www.roblox.com/asset/?id=20329976"
- p.BlastMesh.Scale=Vector3.new(5,5,1)
- coroutine.resume(coroutine.create(function(par) for lol=1, 17 do if Corrupt==false then par.BlastMesh.Scale=par.BlastMesh.Scale+Vector3.new(1,1,1) else par.BlastMesh.Scale=par.BlastMesh.Scale+Vector3.new(2,1.3,2) end par.Transparency=lol/17 par.CFrame=par.CFrame*CFrame.new(0,.1,0) wait() end par.Parent=nil end),p)
- end
- function oneslash()
- if mode == 0 then
- attack = true
- wait(0)
- ss(prt1,0.7)
- ss(prt2,0.7)
- wait(0.3)
- local con = prt7.Touched:connect(OT)
- local con2 = prt8.Touched:connect(OT)
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- attack = false
- con:disconnect()
- con2:disconnect()
- elseif mode == 1 then
- attack = true
- wait(0)
- for i = 0 , 1 , 0.125 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i, 0.5,-0.75+1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- local con = prt8.Touched:connect(OT)
- ss(prt1,1)
- for i = 0 , 0.95 , 0.25 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- effect2()
- end
- con:disconnect()
- attack = false
- end
- end
- function twoslash()
- if mode == 0 then
- attack = true
- wait(0)
- ss(prt1,0.7)
- ss(prt2,0.7)
- wait(0.3)
- local con = prt7.Touched:connect(OT)
- local con2 = prt8.Touched:connect(OT)
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-4*i+3,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- attack = false
- con:disconnect()
- con2:disconnect()
- elseif mode == 1 then
- attack = true
- wait(0)
- for i = 0 , 1 , 0.125 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i,-0.5,0.75-1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- local con2 = prt7.Touched:connect(OT)
- ss(prt2,1)
- for i = 0 , 0.9 , 0.25 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect1()
- end
- con2:disconnect()
- attack = false
- end
- end
- function threeslash()
- if mode == 0 then
- attack = true
- wait(0)
- ss(prt1,0.7)
- ss(prt2,0.7)
- wait(0.3)
- local con = prt7.Touched:connect(OT)
- local con2 = prt8.Touched:connect(OT)
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.5*i+1,0,0)
- end
- attack = false
- con:disconnect()
- con2:disconnect()
- elseif mode == 1 then
- attack = true
- wait(0.1)
- local con = prt8.Touched:connect(OT)
- ss(prt1,1)
- for i = 0 , 0.95 , 0.25 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- effect2()
- end
- con:disconnect()
- attack = false
- end
- end
- function fourslash()
- if mode == 0 then
- attack = true
- wait(0)
- ss(prt1,0.7)
- ss(prt2,0.7)
- wait(0.3)
- local con = prt7.Touched:connect(OT)
- local con2 = prt8.Touched:connect(OT)
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i+0.5,0,0)
- end
- attack = false
- con:disconnect()
- con2:disconnect()
- elseif mode == 1 then
- attack = true
- wait(0.1)
- local con2 = prt7.Touched:connect(OT)
- ss(prt2,1)
- for i = 0 , 0.9 , 0.25 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect1()
- end
- con2:disconnect()
- attack = false
- end
- end
- function fiveslash()
- if mode == 0 then
- attack = true
- wait(0)
- ss(prt1,0.7)
- ss(prt2,0.7)
- wait(0.3)
- local con = prt7.Touched:connect(megatouch)
- local con2 = prt8.Touched:connect(megatouch)
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0.5*i, 1.57) * CFrame.new(0, 1, 0)
- end
- for i = 0 , 1 , 0.30 do
- wait(0)
- effect()
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 1*i, 1.57) * CFrame.new(0, 1, 0)
- end
- attack = false
- con:disconnect()
- con2:disconnect()
- elseif mode == 1 then
- attack = true
- wait(0.1)
- local con = prt7.Touched:connect(OT)
- local con2 = prt8.Touched:connect(OT)
- ss(prt1,1)
- ss(prt2,1)
- for i = 0 , 1 , 0.10 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 1.1*i,0.001-1*-i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, -1.1*i,-0.001+1*-i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect1()
- effect2()
- end
- con:disconnect()
- con2:disconnect()
- attack = false
- end
- end
- function sixslash()
- attack = true
- wait(0.1)
- local con = prt7.Touched:connect(OT)
- local con2 = prt8.Touched:connect(OT)
- ss(prt1,1)
- ss(prt2,1)
- for i = 0 , 1 , 0.10 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5*i, 1.1*i,0.1-1*-i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5*i, -1.1*i,-0.1+1*-i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect1()
- effect2()
- end
- con:disconnect()
- con2:disconnect()
- attack = false
- end
- function sevenslash()
- attack = true
- ss(prt1,1)
- ss(prt2,1)
- local con = prt7.Touched:connect(OT)
- local con2 = prt8.Touched:connect(OT)
- for i = 0 , 1 , 0.15 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5, -1*i,0.1-1*-i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5, 1*i,-0.1+1*-i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect1()
- effect2()
- end
- con:disconnect()
- con2:disconnect()
- attack = false
- end
- function guard2slash()
- attack = true
- ss(prt1,1)
- ss(prt2,1)
- local con = prt7.Touched:connect(guardOT2)
- local con2 = prt8.Touched:connect(guardOT2)
- for i = 0 , 1 , 0.15 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5, -1*i,0.1-1*-i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1.2-4.5, 1*i,-0.1+1*-i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect1()
- effect2()
- end
- con:disconnect()
- con2:disconnect()
- attack = false
- end
- function guardslash()
- attack = true
- wait(0)
- ss(prt1,0.7)
- ss(prt2,0.7)
- wait(0.3)
- local con = prt7.Touched:connect(guardOT2)
- local con2 = prt8.Touched:connect(guardOT2)
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0.5*i, 1.57) * CFrame.new(0, 1, 0)
- end
- for i = 0 , 1 , 0.30 do
- wait(0)
- effect()
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 1*i, 1.57) * CFrame.new(0, 1, 0)
- end
- attack = false
- con:disconnect()
- con2:disconnect()
- end
- function guardslashtwo()
- attack = true
- wait(0)
- for _,v in pairs(Torso.Parent:children()) do
- if v.className=="Part" then
- n=v:clone()
- n.archivable=true
- n.Anchored=true
- n.CanCollide=false
- n.Name="TRAILER"
- n.BrickColor=BrickColor.new("Gold")
- n.Parent=workspace
- coroutine.resume(coroutine.create(function(ne) for i=1, 12 do ne.Transparency=i/12 wait() end ne.Parent=nil end),n)
- elseif v.className=="Hat" then
- n=v.Handle:clone()
- n.archivable=true
- n.Anchored=true
- n.CanCollide=false
- n.Name="TRAILER"
- n.BrickColor=BrickColor.new("Bright yellow")
- n.Parent=workspace
- coroutine.resume(coroutine.create(function(ne) for i=1, 12 do ne.Transparency=i/12 wait() end ne.Parent=nil end),n)
- end
- end
- for _,v in pairs(stormblade:children()) do
- if v.className=="Part" then
- n=v:clone()
- n.archivable=true
- n.Anchored=true
- n.CanCollide=false
- n.Name="TRAILER"
- n.BrickColor=BrickColor.new("Gold")
- n.Parent=workspace
- coroutine.resume(coroutine.create(function(ne) for i=1, 12 do ne.Transparency=i/12 wait() end ne.Parent=nil end),n)
- end
- end
- ass(Torso,0.8)
- Character:MoveTo(Torso.Position+Torso.CFrame.lookVector*10)
- Torso.CFrame = Torso.CFrame * CFrame.fromEulerAnglesXYZ(0,math.rad(180),0)
- attack = false
- end
- function stab()
- if ragecharge >= 10 then
- skill = true
- attack = true
- for i = 0 , 1 , 0.20 do
- wait(0)
- LW.C0 = CFrame.new(-1, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,0,1*i)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i = 0 , math.rad(90) , 0.10 do
- wait(0)
- wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(90)*i, 0)
- end
- ss(prt1,0.7)
- ss(prt2,0.7)
- wait(0.3)
- local con = prt7.Touched:connect(megatouch)
- local con2 = prt8.Touched:connect(megatouch)
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- LW.C0 = CFrame.new(-1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.5*i+1,0,-1*i+1)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0.5*i, 1.57) * CFrame.new(0, 1, 0)
- end
- for i = 0 , 1 , 0.30 do
- wait(0)
- effect()
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 1*i, 1.57) * CFrame.new(0, 1, 0)
- end
- ragecharge = ragecharge - 10
- con:disconnect()
- con2:disconnect()
- wait(1)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- skill = false
- attack = false
- end
- end
- function showoff()
- attack = true
- for i = 0 , 1 , 0.05 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i = 0 , 1 , 0.01 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
- end
- for i = 0 , 1 , 0.01 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i+1,0,0)
- end
- for i = 0 , 1 , 0.01 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
- end
- for i = 0 , 1 , 0.01 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i+1,0,0)
- end
- ragecharge = ragecharge + 100
- for i = 0 , 1 , 0.05 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- attack = false
- end
- function bewmstab()
- if ragecharge >= 50 then
- skill = true
- attack = true
- for i = 0 , 1 , 0.20 do
- wait(0)
- LW.C0 = CFrame.new(-1, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,0,1*i)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i = 0 , math.rad(90) , 0.10 do
- wait(0)
- wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(90)*i, 0)
- end
- efect()
- ss(prt1,0.7)
- ss(prt2,0.7)
- wait(0.3)
- local con = prt7.Touched:connect(boomtouch)
- local con2 = prt8.Touched:connect(boomtouch)
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- LW.C0 = CFrame.new(-1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.5*i+1,0,-1*i+1)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0.5*i, 1.57) * CFrame.new(0, 1, 0)
- end
- local vel = Instance.new("BodyVelocity")
- vel.Parent = Player.Character.Torso
- vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
- vel.velocity = Player.Character.Torso.CFrame.lookVector * 250
- for i = 0 , 1 , 0.30 do
- wait(0)
- effect()
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 1*i, 1.57) * CFrame.new(0, 1, 0)
- end
- vel:Remove()
- ragecharge = ragecharge - 50
- con:disconnect()
- con2:disconnect()
- wait(1)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- skill = false
- attack = false
- end
- end
- function attack1()
- if ragecharge >= 5 then
- skill = true
- attack = true
- ss(prt1,0.7)
- ss(prt2,0.7)
- wait(0.3)
- coroutine.resume(coroutine.create(function()
- wait(0)
- ss(prt1,0.7)
- ss(prt2,0.7)
- end))
- local con = prt7.Touched:connect(skillOT)
- local con2 = prt8.Touched:connect(skillOT)
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- for i = 0 , 1 , 0.20 do
- wait(0)
- effect()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i-0.1,0,0)
- end
- ragecharge = ragecharge - 5
- con:disconnect()
- con2:disconnect()
- wait(1)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- skill = false
- attack = false
- end
- end
- function charging()
- charging2 = true
- attack = true
- skill = true
- Character.Humanoid.WalkSpeed = 0
- for i = 0 ,1 , 0.05 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,1*i)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(0.43*i+1.57,3.14,0) * CFrame.new(0,0,-0.5)
- end
- while charging2 == true do
- Character.Humanoid.Health = Character.Humanoid.Health + 1
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- local targ = head.Position - Torso.Position;
- local mag = targ.magnitude;
- if mag <= 6 and c[i].Name ~= Player.Name then
- hum.Health = hum.Health + 1
- end
- end
- end
- wait(0.15)
- p=Instance.new("Part")
- p.Name="FlameEm"
- p.Shape=0
- p.TopSurface=0
- p.BottomSurface=0
- p.BrickColor=BrickColor.new("White")
- p.Anchored=true
- p.CanCollide=false
- p.Size=Vector3.new(1,1,1)
- p.CFrame=CFrame.new(Character["Torso"].CFrame.p+Vector3.new(0,-3,0))+Vector3.new(math.random(-10,10)/5,0,math.random(-10,10)/5)
- p.Parent=workspace
- m=Instance.new("SpecialMesh")
- m.MeshType="Sphere"
- m.Parent=p
- m.Scale=Vector3.new(1,1,1)
- coroutine.resume(coroutine.create(function(p) for i=1, 9 do p.Mesh.Scale=p.Mesh.Scale+Vector3.new(0,1.5,0) p.Transparency=p.Transparency+1/9 wait(0) end p.Parent=nil end),p)
- if ragecharge >= 400 then
- wait(0)
- else
- coroutine.resume(coroutine.create(function()
- wait(1)
- if charging2 == true then
- if ragecharge >= 400 then
- wait(0)
- else
- Character.Humanoid.Health = Character.Humanoid.Health + 0.01
- ragecharge = ragecharge + 1
- end
- end
- end))
- end
- end
- if charging2 == false then
- attack = false
- skill = false
- Character.Humanoid.WalkSpeed = 16
- for i = 0 ,1 , 0.05 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,-1*i+1)
- RW.C0 = CFrame.new(1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,1*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(-0.50*i+0.43+1.57,3.14,0) * CFrame.new(0,0,-0.5)
- end
- end
- end
- function boomerang()
- if ragecharge >= 20 then
- attack = true
- skill = true
- for i = 0 , 1 , 0.20 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i,0,0)
- end
- efect()
- --[[coroutine.resume(coroutine.create(function()
- end))]]
- for i = 0 , 1 , 0.20 do
- wait(0)
- RW.C0 = CFrame.new(math.rad(90), 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5*i-1,0,0)
- end
- wait(0)
- ragecharge = ragecharge - 20
- local con = prt7.Touched:connect(spinOT)
- local con2 = prt8.Touched:connect(spinOT)
- for i = 0 , 1 , 0.05 do
- wait(0)
- effect()
- ss(prt1,1)
- ss(prt2,1)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(630)*i, 1.57) * CFrame.new(0, 20*i+1, 0)
- end
- for i = 0 , 1 , 0.05 do
- wait(0)
- effect()
- ss(prt1,1)
- ss(prt2,1)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(630)*i, 1.57) * CFrame.new(0, -20*i+21, 0)
- end
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- con:disconnect()
- con2:disconnect()
- for i = 0 , 1 , 0.25 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1*i-4,0,0)
- end
- wait(0.25)
- for i = 0 , 1 , 0.10 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+3,0,0)
- end
- attack = false
- skill = false
- end
- end
- function rampage()
- attack = true
- skill = true
- for i = 0 , 1 , 0.175 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(2-0.5*i, 0.5,-0.75*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-0.5,0.75*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- uss(prt3,1.5)
- wait(0.1)
- for i = 0 , 1 , 0.125 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i, 0.5,-0.75+1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i,-0.5,0.75-1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- local con = prt7.Touched:connect(rampageOT)
- local con2 = prt8.Touched:connect(rampageOT)
- Character.Humanoid.WalkSpeed = 0
- local vel = Instance.new("BodyVelocity")
- vel.Parent = Player.Character.Torso
- vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
- vel.velocity = Player.Character.Torso.CFrame.lookVector * 20
- ss(prt2,1)
- for i = 0 , 0.8 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- effect2()
- end
- ss(prt2,1)
- for i = 0 , 0.8 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- ss(prt2,1)
- for i = 0 , 0.8 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- effect2()
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- ss(prt2,1)
- for i = 0 , 0.8 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect1()
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- ss(prt2,1)
- for i = 0 , 0.8 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- effect2()
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(6.5-4.5*-i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- ss(prt2,1)
- for i = 0 , 0.8 , 0.2 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect1()
- end
- wait(0.5)
- Character.Humanoid.WalkSpeed = 16
- con:disconnect()
- con2:disconnect()
- vel:Remove()
- coroutine.resume(coroutine.create(function()
- for i = 0 , 0.8 , 0.1 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- effect()
- end
- end))
- local conneh = prt7.Touched:connect(finalrampageOT)
- local conneh2 = prt8.Touched:connect(finalrampageOT)
- g=Instance.new("BodyGyro")
- g.P=6000
- g.D=100
- g.maxTorque=Vector3.new(5000000,500000000,5000000)*5000000
- g.cframe=Torso.CFrame
- g.Parent=Torso
- for i=1, 16 do
- g.cframe=g.cframe*CFrame.fromEulerAnglesXYZ(-math.pi/4,0,0)
- wait()
- end
- ss(prt2,1)
- ss(prt2,1)
- for i = 0 , 0.8 , 0.1 do
- wait(0)
- effect()
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wait(1)
- for i=1, 16 do
- g.cframe=g.cframe*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- wait()
- end
- g:Remove()
- conneh:disconnect()
- conneh2:disconnect()
- attack = false
- skill = false
- end
- function trololol()
- for i = 0, 1, 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -0.5-1.7*i, 0.5+0.5*i)
- end
- end
- function guard()
- attack = true
- skill = true
- wait(0)
- guardattack = false
- guardy = true
- --Character.Humanoid.WalkSpeed = 0
- --Torso.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 1.57, 0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,1)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,1.57) * CFrame.new(0,0,-0.5)
- local con = prt1.Touched:connect(guardOT)
- local vel = Instance.new("BodyGyro")
- vel.Parent = Player.Character.Torso
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- CF = Torso.CFrame
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(90),0)
- while guardy == true do
- wait(0)
- effect()
- wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, 0.5, 0)
- end
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --Torso.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, -1.57, 0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
- if guardattack == true then
- guardslash()
- end
- vel:Remove()
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- con:disconnect()
- guardy = false
- attack = false
- skill = false
- end
- function guardtwo()
- attack = true
- skill = true
- wait(0)
- guardattack = false
- guardy = true
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(90),math.rad(90),0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,1)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,1.57) * CFrame.new(0,0,-0.5)
- local con = prt1.Touched:connect(guardOT)
- local vel = Instance.new("BodyGyro")
- vel.Parent = Player.Character.Torso
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- CF = Torso.CFrame
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(90),0)
- while guardy == true do
- wait(0)
- effect()
- wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, 0.5, 0)
- end
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- Torso.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, -1.57, 0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
- if guardattack == true then
- wait(0.1)
- guardslashtwo()
- end
- vel:Remove()
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- con:disconnect()
- guardy = false
- attack = false
- skill = false
- end
- function magicbeam()
- attack = true
- skill = true
- css(Torso,0.2)
- local vel = Instance.new("BodyGyro")
- vel.Parent = Player.Character.Torso
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- CF = Torso.CFrame
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-90),0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,math.rad(-90)) * CFrame.new(0,0,-0.5)
- LW.C0 = CFrame.new(-1, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1,0,1)
- for i = 0,1,0.03 do
- wait()
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- for i = 0,1,0.03 do
- wait()
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.2,0.2,0.2) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- for i = 0,1,0.03 do
- wait()
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.3,0.3,0.3) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- for i = 0,1,0.03 do
- wait()
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.4,0.4,0.4) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-.5*i-1, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(.57*i+1,0,-2.57*i+1)
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.4,0.4,0.4) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- for i = 0,1,0.03 do
- wait()
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.5,0.5,0.5) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- ubersoundboom(Torso)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- msh1.MeshType = "Sphere"
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Bright yellow")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- ringattack(LeftArm,-1)
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 19 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(1,1,1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=Part.Transparency+0.05 wait() end Part.Parent=nil end),S,S.CFrame)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- msh1.MeshType = "Sphere"
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 19 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.7,0.7,0.7) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=Part.Transparency+0.05 wait() end Part.Parent=nil end),S,S.CFrame)
- Vel=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z)
- v=Instance.new("BodyVelocity")
- v.P=3000
- v.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- v.velocity=Vel
- v.Parent=S
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local targ = head.Position - S.Position;
- local mag = targ.magnitude;
- if mag <= 25 and c[i].Name ~= Player.Name then
- coroutine.resume(coroutine.create(function()
- for i = 0,1,0.1 do
- wait()
- DBHit(head,S)
- end
- end))
- end
- end
- end
- end
- wait(1)
- vel:Remove()
- for i = 0,1,0.1 do
- wait()
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,math.rad(90)*i+math.rad(-90)) * CFrame.new(0,0,-0.5)
- end
- attack = false
- skill = false
- end
- function haxball()
- attack = true
- skill = true
- css(Torso,0.4)
- local vel = Instance.new("BodyGyro")
- vel.Parent = Player.Character.Torso
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- CF = Torso.CFrame
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-90),0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,math.rad(-90)) * CFrame.new(0,0,-0.5)
- LW.C0 = CFrame.new(-1, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1,0,1)
- for i = 0,1,0.03 do
- wait()
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.1,0.1,0.1) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- for i = 0,1,0.1 do
- wait()
- LW.C0 = CFrame.new(-.5*i-1, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(.57*i+1,0,-2.57*i+1)
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.2,0.2,0.2) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- for i = 0,1,0.03 do
- wait()
- local msh1 = Instance.new("BlockMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(3,3,3)
- S.BrickColor=BrickColor.new("Gold")
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=LeftArm.CFrame*CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- S.Parent=Character
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 9 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(0.2,0.2,0.2) Part.CFrame=Part.CFrame*CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i*.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(1.2,1.2,1.2)
- msh1.MeshType = "Sphere"
- local bawl = Instance.new("Part")
- bawl.Parent = workspace
- bawl.formFactor = 0
- bawl.BrickColor = BrickColor.new("Gold")
- bawl.Size = Vector3.new(3,3,3)
- bawl.CFrame = LeftArm.CFrame*CFrame.new(0,-1.5,0)
- bawl.Reflectance = 0
- bawl.TopSurface = 0
- bawl.BottomSurface = 0
- bawl.Transparency = 0
- bawl.Friction = .9
- bawl.Elasticity = 0
- bawl.Anchored = true
- bawl.CanCollide = true
- msh1.Parent = bawl
- wait(2)
- bawl.Velocity = Head.CFrame.lookVector * 50
- bawl.CFrame = LeftArm.CFrame*CFrame.new(0,-1,0)
- bawl.Anchored = false
- local force = Instance.new("BodyForce")
- force.Parent = bawl
- force.force = Vector3.new(0,2200,0)
- ubersoundboom(Torso)
- wait(1)
- vel:Remove()
- for i = 0,1,0.1 do
- wait()
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,math.rad(90)*i+math.rad(-90)) * CFrame.new(0,0,-0.5)
- end
- attack = false
- skill = false
- end
- function guard2()
- attack = true
- skill = true
- wait(0)
- guardy = true
- --Character.Humanoid.WalkSpeed = 0
- Torso.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(-0.5, 0, 0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1,3.14,0) * CFrame.new(0,0,-0.5)
- local con = prt7.Touched:connect(guardOT)
- local con2 = prt8.Touched:connect(guardOT)
- local vel = Instance.new("BodyGyro")
- vel.Parent = Player.Character.Torso
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- CF = Torso.CFrame
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360),0)
- coroutine.resume(coroutine.create(function()
- wait(8)
- if guardy == true then
- guardy = false
- Character.Humanoid.WalkSpeed = 16
- end
- end))
- while guardy == true do
- wait(0)
- effect()
- wld1.C0 = wld1.C0 * CFrame.fromEulerAnglesXYZ(0, 0.5, 0)
- wld2.C0 = wld2.C0 * CFrame.fromEulerAnglesXYZ(0, 0.5, 0)
- end
- vel:Remove()
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57)
- wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
- guard2slash()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2, 1-0.5,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-1+0.5,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- con:disconnect()
- con2:disconnect()
- guardy = false
- attack = false
- skill = false
- end
- function spinny()
- if ragecharge >= 10 then
- attack = true
- skill = true
- for i = 0 , 1 , 0.20 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 1.5*i)
- end
- local con = prt7.Touched:connect(skillOT)
- local con2 = prt8.Touched:connect(skillOT)
- local vel = Instance.new("BodyGyro")
- vel.Parent = Player.Character.Torso
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- CF = Torso.CFrame
- ragecharge = ragecharge - 5
- ss(prt1,0.7)
- ss(prt2,0.7)
- for i = 0 , 1 , 0.075 do
- wait(0)
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360)*i,0)
- effect()
- end
- ragecharge = ragecharge - 5
- ss(prt1,0.7)
- ss(prt2,0.7)
- for i = 1 , 0 , -0.075 do
- wait(0)
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360)-math.rad(-360)*i*i,0)
- effect()
- end
- con:disconnect()
- con2:disconnect()
- for i = 0 , 1 , 0.20 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -1.5*i+1.5)
- end
- vel:Remove()
- attack = false
- skill = false
- end
- end
- --other mode skills here
- function crossslash()
- if ragecharge >= 10 then
- attack = true
- skill = true
- for i = 0 , 1 , 0.175 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(2-0.5*i, 0.5,-0.75*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-0.5,0.75*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- uss(prt3,1.5)
- wait(0.1)
- for i = 0 , 1 , 0.125 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i, 0.5,-0.75+1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i,-0.5,0.75-1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- local con = prt7.Touched:connect(skillOT)
- local con2 = prt8.Touched:connect(skillOT)
- ragecharge = ragecharge - 10
- ss(prt3,1)
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect()
- end
- con:disconnect()
- con2:disconnect()
- for i = 0 , 1 , 0.075 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1+3*i, 0.5,-0.75+0.75*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1+2.5*i,-0.5,0.75-.75*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- attack = false
- skill = false
- end
- end
- function animationlol() --turdulator was here X3
- for i = 0 , 1 , 0.05 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(4*i, 1*i, 0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,2*i)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(4*i, -1*i, 0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,-2*i)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(0.43*i+1.57,3.14,0) * CFrame.new(0,0,-0.5)
- end
- end
- function animationlol2()
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3+4, 1, 0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3+4, -1, 0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i,0,0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(-1*i-4.5,3.14,0) * CFrame.new(0,0,-0.5)
- end
- end
- function animationlol3()
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57+1.57,0,-1+1)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57+1.57,0,1-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- Torso.Neck.C1 = CFrame.fromEulerAnglesXYZ(1.57,3.14,0) * CFrame.new(0,0,-0.5)
- end
- function spinslash()
- if ragecharge >= 10 then
- attack = true
- for i = 0 , 1 , 0.175 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(2+2*i, 0.5-.5*i,2*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5-5.5*i,-0.5+.5*i,-2*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- local con = prt7.Touched:connect(skillOT)
- local con2 = prt8.Touched:connect(skillOT)
- local vel = Instance.new("BodyGyro")
- vel.Parent = Player.Character.Torso
- vel.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- vel.P = 20e+003
- CF = Player.Character.Torso.CFrame
- ss(prt1,1)
- ragecharge = ragecharge - 5
- for i = 0 , 1 , 0.075 do
- wait(0)
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360)*i,0)
- effect()
- end
- ss(prt1,1)
- ragecharge = ragecharge - 5
- for i = 1 , 0 , -0.075 do
- wait(0)
- vel.cframe = CF * CFrame.fromEulerAnglesXYZ(0,math.rad(-360)-math.rad(-360)*i*i,0)
- effect()
- end
- vel.Parent = nil
- con:disconnect()
- con2:disconnect()
- wait(0.1)
- for i = 0 , 1 , 0.075 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5+.5*i) * CFrame.fromEulerAnglesXYZ(4-2*i, 0+0.5*i,2-2*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-4+5.5*i,0-.5*i,-2+2*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- walkspeed(16)
- attack = false
- end
- end
- function thrustspread()
- if ragecharge >= 5 then
- attack = true
- ss(prt1,0.5)
- for i = 0 , 1 , 0.175 do
- wait(0)
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -1*i) * CFrame.fromEulerAnglesXYZ(2-.5*i, 0.5-0.5*i,-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5-0.5*i) * CFrame.fromEulerAnglesXYZ(1.5,-0.5+0.5*i,1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- for i = 0 , 1 , 0.1 do
- wait(0)
- RW.C0 = CFrame.new(1.0, 0.5, -1) * CFrame.fromEulerAnglesXYZ(1.5-2*i, 0,-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.0, 0.5, -1) * CFrame.fromEulerAnglesXYZ(1.5-2*i,0,1)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- local con = prt7.Touched:connect(skillOT)
- local con2 = prt8.Touched:connect(skillOT)
- ragecharge = ragecharge - 5
- ss(prt1,1)
- for i = 0 , 1 , 0.1 do
- wait(0)
- RW.C0 = CFrame.new(1+0.5*i , 0.5, -1+0.5*i) * CFrame.fromEulerAnglesXYZ(-0.5+2.5*i, 0,-1+3*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1-0.5*i, 0.5, -1+0.5*i) * CFrame.fromEulerAnglesXYZ(-0.5+2.5*i,0,1-3*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect()
- end
- con:disconnect()
- con2:disconnect()
- wait(0.1)
- for i = 0 , 1 , 0.05 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(2, 0+0.5*i,2-2*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(2-0.5*i,0-.5*i,-2+2*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- walkspeed(16)
- attack = false
- end
- end
- function testy()
- if ragecharge >= 50 then
- attack = true
- for i = 0 , 1 , 0.175 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(2-0.5*i, 0.5,-0.75*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-0.5,0.75*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- uss(prt1,1.5)
- efect()
- wait(0)
- for i = 0 , 1 , 0.125 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i, 0.5,-0.75+1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5+2*i,-0.5,0.75-1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- local con = prt7.Touched:connect(boomtouch)
- local con2 = prt8.Touched:connect(boomtouch)
- ss(prt1,1)
- ragecharge = ragecharge - 50
- local vel = Instance.new("BodyVelocity")
- vel.Parent = Player.Character.Torso
- vel.maxForce = Vector3.new(4e+005,4e+005,4e+005)*1
- vel.velocity = Player.Character.Torso.CFrame.lookVector * 250
- for i = 0 , 0.5 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect()
- end
- blast4(prt1)
- for i = 0.5 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i, 0.5,0.25-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(3.5-4.5*i,-0.5,-0.25+1*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- effect()
- end
- vel:Remove()
- con:disconnect()
- con2:disconnect()
- for i = 0 , 1 , 0.075 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1+3*i, 0.5,-0.75+0.75*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(-1+2.5*i,-0.5,0.75-.75*i)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- attack = false
- end
- end
- function blast4(part)
- colors = {BrickColor.new("Bright red")}
- local mesh = Instance.new("SpecialMesh")
- mesh.MeshType = "Sphere"
- local shell = Instance.new("Part")
- mesh.Parent = shell
- shell.Anchored = true
- shell.formFactor = 1
- shell.Size = Vector3.new(1,1,1)
- shell.CFrame = part.CFrame * CFrame.fromEulerAnglesXYZ(14,5.5,0)
- shell.Parent = swordholder
- shell.Transparency = 0
- if demondance == true then
- shell.BrickColor = BrickColor.new("Bright red")
- else
- shell.BrickColor = BrickColor.new("White")
- end
- shell.CanCollide = false
- coroutine.resume(coroutine.create(function()
- for i = 0 , 3 , 0.5 do
- wait(0.1)
- mesh.Scale = Vector3.new(2,40*i,2)
- shell.Transparency = 0.5*i
- end
- shell.Transparency = 1
- shell.Parent = nil
- end))
- end
- function switch()
- if mode == 0 then
- mode = 1
- attack = true
- skill = true
- for i = 0 , 1 , 0.20 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 1.5*i)
- end
- wait(0.2)
- Player.Backpack["Storm Blade"].TextureId = "http://www.roblox.com/asset/?id=31872483"
- wld2.Part1 = LeftArm
- for i = 0 , 1 , 0.20 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57,1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i,0,0)
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -1*i+1.5)
- wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 1*i-1.5)
- end
- wait(0.3)
- for i = 0 , 1 , 0.20 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i-1.57,0,0)
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57)
- wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57)
- end
- wait(0.1)
- for i = 0 , 1 , 0.075 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2*i, 1*i-0.5,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,-1*i+0.5,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- elseif mode == 1 then
- mode = 0
- if walking == false then
- for i = 0 , 1 , 0.1 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2*i+2, -0.5*i+0.5,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.5*i+1.5,0.5*i-0.5,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- wait(0.1)
- end
- for i = 0 , 1 , 0.1 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,-1.57*i,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i,1.57*i,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57*i-0.9)
- wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57*i-0.9)
- end
- wait(0.2)
- Player.Backpack["Storm Blade"].TextureId = "http://www.roblox.com/asset/?id=31872785"
- wld2.Part1 = prt1
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- wld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.1,0)
- wld2.C1 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0)
- for i = 0 , 1 , 0.075 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,-1.57*i+1.57,0)
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.57*i-1.57,0,0)
- end
- end
- attack = false
- skill = false
- end
- function efect()
- local lol = Instance.new("Part")
- lol.Parent = Character
- lol.Shape = "Ball"
- lol.Position = Torso.Position
- lol.Anchored = true
- lol.CanCollide = false
- lol.Size = Vector3.new(1,1,1)
- lol.BrickColor = BrickColor.new("White")
- lol.Reflectance = 1
- lol.CFrame = Torso.CFrame
- local lolmesh = Instance.new("SpecialMesh")
- lolmesh.Parent = lol
- lolmesh.Scale = Vector3.new(0.5,0.5,0.5)
- lolmesh.MeshType = "Sphere"
- wait(0)
- local lolweld = Instance.new("Weld")
- lolweld.Parent = lol
- lolweld.Part0 = lol
- lolweld.Part1 = Torso
- lolweld.C0 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- lolweld.C1 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- for i = 0, 1, 0.05 do
- wait(0)
- lolmesh.Scale = lolmesh.Scale + Vector3.new(9,9,9)
- lol.Transparency = lol.Transparency + 0.20
- lol.Reflectance = lol.Reflectance - 0.25
- lol.CFrame = Torso.CFrame
- end
- lol:Remove()
- end
- function deman()
- coroutine.resume(coroutine.create(function()
- wait(0)
- local m = Instance.new("Part")
- m.Parent = workspace
- m.BrickColor = BrickColor.new("Bright red")
- m.Transparency = 0
- m.Anchored = true
- m.Size = Vector3.new(25,25,25)
- m.CFrame = Character.Torso.CFrame + Vector3.new(0,-2.5,0)
- m.CanCollide = false
- m.Touched:connect(function(hit) kill(b,hit) end)
- function kill(brick,hit)
- if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent.Name ~= ""..script.Name.."" then
- hum:TakeDamage(damage + 2)
- local torso = hit.Parent:findFirstChild("Torso")
- if torso.Parent ~= nil then
- if (torso.Position-RightArm.Position).magnitude<=25 then
- local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit
- torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local Gyro=Instance.new("BodyGyro")
- Gyro.P=1000
- Gyro.D=Gyro.D/2
- Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000
- Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- Gyro.Parent=torso
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=angle*40+Vector3.new(0,35,0)
- bodyVelocity.P=500
- bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003)
- bodyVelocity.Parent=torso
- coroutine.resume(coroutine.create(function()
- wait(0.3)
- bodyVelocity:Remove()
- end))
- coroutine.resume(coroutine.create(function()
- wait(0.8)
- Gyro:Remove()
- end))
- end
- end
- end
- end
- local me = Instance.new("SpecialMesh")
- me.Parent = m
- me.MeshType = "FileMesh"
- me.MeshId = "http://www.roblox.com/asset/?id=1323306"
- me.Scale = Vector3.new(6,3.5,6)
- coroutine.resume(coroutine.create(function()
- for i = 0,15 do
- wait(0)
- m.CFrame = Character.Torso.CFrame + Vector3.new(0,-2.5,0)
- m.CFrame = m.CFrame * CFrame.fromEulerAnglesXYZ(0, 1, 0)
- m.CFrame = Character.Torso.CFrame + Vector3.new(0,-2.5,0)
- m.CFrame = m.CFrame * CFrame.fromEulerAnglesXYZ(0, 1, 0)
- me.Scale = me.Scale + Vector3.new(0.8,1.5,0.8)
- end
- for i = 0,15 do
- wait(0)
- m.CFrame = m.CFrame * CFrame.fromEulerAnglesXYZ(0, 1, 0)
- m.Transparency = m.Transparency + 0.06
- me.Scale = me.Scale + Vector3.new(1.2,-2.5,1.2)
- end
- m:Remove()
- fieldcon:disconnect()
- end))
- end))
- end
- function waveef()
- coroutine.resume(coroutine.create(function()
- wait(0)
- local m = Instance.new("Part")
- m.Parent = workspace
- m.BrickColor = BrickColor.new("Bright red")
- m.Transparency = 0
- m.Anchored = true
- m.CFrame = Character.Torso.CFrame + Vector3.new(0,-2.5,0)
- m.CanCollide = false
- local me = Instance.new("SpecialMesh")
- me.Parent = m
- me.MeshType = "FileMesh"
- me.MeshId = "http://www.roblox.com/asset/?id=20329976"
- me.Scale = Vector3.new(2,2.5,2)
- m.CFrame=CFrame.new(Character["Torso"].CFrame.p+Vector3.new(0,-2.5,0))+Vector3.new(0,0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0,5 do
- wait(0.1)
- m.CFrame = m.CFrame * CFrame.fromEulerAnglesXYZ(0, math.random(0,2), 0)
- me.Scale = me.Scale + Vector3.new(0.5,-0.4,0.5)
- m.Transparency = m.Transparency + 0.20
- end
- m:Remove()
- end))
- end))
- end
- function demonize()
- if demonmode == true then return end
- attack = true
- skill = true
- animationlol()
- wait(0.3)
- coroutine.resume(coroutine.create(function()
- animationlol2()
- wait(1.5)
- animationlol3()
- attack = false
- skill = false
- end))
- demondance = true
- demonmode = true
- sword1fire.Enabled = true
- sword1bfire.Enabled = true
- sword1fire.Color = Color3.new(1,0,0)
- sword1fire.SecondaryColor = Color3.new(1,0,0)
- sword1bfire.Color = Color3.new(1,0,0)
- sword1bfire.SecondaryColor = Color3.new(1,0,0)
- if Character.Humanoid.Health < 50 then
- fenfire.Enabled = true
- damage = 15
- else
- damage = 10
- end
- deman()
- sss(Torso,1)
- prt7.BrickColor = BrickColor.new("Bright red")
- prt8.BrickColor = BrickColor.new("Bright red")
- while ragecharge >= 5 do
- ragecharge = ragecharge - 1
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- waveef()
- end))
- wait(0)
- end
- prt7.BrickColor = bladecolor
- prt8.BrickColor = bladecolor
- sword1fire.Enabled = false
- sword1bfire.Enabled = false
- fenfire.Enabled = false
- damage = oridamage
- demondance = false
- demonmode = false
- end
- function OT(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- hum:TakeDamage(damage)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=hum
- game:GetService("Debris"):AddItem(c,.5)
- if ragecharge < 400 then
- ragecharge = ragecharge + math.random(1,5)
- end
- if ragecharge > 400 then
- ragecharge = 400
- end
- end
- end
- end
- function skillOT(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- hum:TakeDamage(damage + 1)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=hum
- game:GetService("Debris"):AddItem(c,.5)
- end
- end
- end
- function rampageOT(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- hum:TakeDamage(damage)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=hum
- game:GetService("Debris"):AddItem(c,.5)
- end
- end
- end
- function finalrampageOT(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- hum:TakeDamage(damage + 5)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=hum
- game:GetService("Debris"):AddItem(c,.5)
- local torso = hit.Parent:findFirstChild("Torso")
- if torso.Parent ~= nil then
- if (torso.Position-RightArm.Position).magnitude<=25 then
- local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit
- torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local Gyro=Instance.new("BodyGyro")
- Gyro.P=1000
- Gyro.D=Gyro.D/2
- Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000
- Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- Gyro.Parent=torso
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=angle*40+Vector3.new(0,35,0)
- bodyVelocity.P=500
- bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003)
- bodyVelocity.Parent=torso
- coroutine.resume(coroutine.create(function()
- wait(0.3)
- bodyVelocity:Remove()
- end))
- coroutine.resume(coroutine.create(function()
- wait(0.8)
- Gyro:Remove()
- end))
- end
- end
- end
- end
- end
- function guardOT(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- Character.Humanoid.WalkSpeed = 16
- guardattack = true
- guardy = false
- end
- end
- end
- function spinOT(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- hum:TakeDamage(damage + 2)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=hum
- game:GetService("Debris"):AddItem(c,.5)
- local torso = hit.Parent:findFirstChild("Torso")
- if torso.Parent ~= nil then
- if (torso.Position-prt1.Position).magnitude<=25 then
- local angle = (torso.Position-(prt1.Position+Vector3.new(0,-3,0))).unit
- torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local Gyro=Instance.new("BodyGyro")
- Gyro.P=1000
- Gyro.D=Gyro.D/2
- Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000
- Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- Gyro.Parent=torso
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=angle*40+Vector3.new(0,35,0)
- bodyVelocity.P=500
- bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003)
- bodyVelocity.Parent=torso
- coroutine.resume(coroutine.create(function()
- wait(0.3)
- bodyVelocity:Remove()
- end))
- coroutine.resume(coroutine.create(function()
- wait(0.8)
- Gyro:Remove()
- end))
- end
- end
- end
- end
- end
- function waveOT(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- hum.Health = hum.Health - 100
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=hum
- hit.Velocity = hit.CFrame.lookVector * 500
- hum.PlatformStand = true
- wait(0.5)
- hum.PlatformStand = false
- end
- end
- end
- function guardOT2(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- hum:TakeDamage(2)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=hum
- local torso = hit.Parent:findFirstChild("Torso")
- if torso.Parent ~= nil then
- if (torso.Position-RightArm.Position).magnitude<=25 then
- local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit
- torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local Gyro=Instance.new("BodyGyro")
- Gyro.P=1000
- Gyro.D=Gyro.D/2
- Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000
- Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- Gyro.Parent=torso
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=angle*40+Vector3.new(0,35,0)
- bodyVelocity.P=500
- bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003)
- bodyVelocity.Parent=torso
- coroutine.resume(coroutine.create(function()
- wait(0.3)
- bodyVelocity:Remove()
- end))
- coroutine.resume(coroutine.create(function()
- wait(0.8)
- Gyro:Remove()
- end))
- end
- end
- end
- end
- end
- function megatouch(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- hum:TakeDamage(damage + 2)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=hum
- local torso = hit.Parent:findFirstChild("Torso")
- if torso.Parent ~= nil then
- if (torso.Position-RightArm.Position).magnitude<=25 then
- local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit
- torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local Gyro=Instance.new("BodyGyro")
- Gyro.P=1000
- Gyro.D=Gyro.D/2
- Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000
- Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- Gyro.Parent=torso
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=angle*40+Vector3.new(0,35,0)
- bodyVelocity.P=500
- bodyVelocity.maxForce=Vector3.new(4e+003, 4e+003, 4e+003)
- bodyVelocity.Parent=torso
- coroutine.resume(coroutine.create(function()
- wait(0.3)
- bodyVelocity:Remove()
- end))
- coroutine.resume(coroutine.create(function()
- wait(0.8)
- Gyro:Remove()
- end))
- end
- end
- end
- end
- end
- function boomtouch(hit)
- if hit.Parent == nil then return end
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- local hum = hit.Parent:findFirstChild("Humanoid")
- if hum ~= nil and hum ~= Character.Humanoid then
- hum:TakeDamage(damage + 5)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=hum
- local torso = hit.Parent:findFirstChild("Torso")
- if torso.Parent ~= nil then
- local bewm = Instance.new("Explosion")
- bewm.Parent = workspace
- bewm.BlastPressure = 0
- bewm.BlastRadius = 5
- bewm.Position = torso.Position
- if (torso.Position-RightArm.Position).magnitude<=25 then
- local angle = (torso.Position-(RightArm.Position+Vector3.new(0,-3,0))).unit
- torso.CFrame=CFrame.new(torso.Position,Vector3.new(angle.x,torso.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local Gyro=Instance.new("BodyGyro")
- Gyro.P=1000
- Gyro.D=Gyro.D/2
- Gyro.maxTorque=Vector3.new(30000,30000,30000)*300000
- Gyro.cframe=torso.CFrame*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- Gyro.Parent=torso
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=angle*40+Vector3.new(0,35,0)
- bodyVelocity.P=1000
- bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodyVelocity.Parent=torso
- coroutine.resume(coroutine.create(function()
- wait(0.5)
- bodyVelocity:Remove()
- end))
- coroutine.resume(coroutine.create(function()
- wait(1)
- Gyro:Remove()
- end))
- end
- end
- end
- end
- end
- function ss(parent,pitch) --linerider64 was here :D
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = pitch --linerider64 was also here XD
- SlashSound:play()
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function sss(parent,pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2248511"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = pitch
- SlashSound:play()
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function css(parent,pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound:play()
- coroutine.resume(coroutine.create(function()
- wait(7)
- SlashSound.Parent = nil
- end))
- end
- function ubersoundboom(parent)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2691586"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = 0.3
- SlashSound:play()
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2974000"
- SlashSound.Parent = parent
- SlashSound.Volume = 0.8
- SlashSound.Pitch = 1.1
- SlashSound:play()
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function uss(parent,pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = pitch
- SlashSound:play()
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function fss(parent,pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://roblox.com/asset/?id=10209908"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = pitch
- SlashSound:play()
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function ass(parent,pitch)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2767090"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = pitch
- SlashSound:play()
- coroutine.resume(coroutine.create(function()
- wait(1)
- SlashSound.Parent = nil
- end))
- end
- function effect()
- local clone = prt7:clone()
- clone.Parent = workspace
- clone.Anchored = true
- clone.Transparency = 0.5
- clone.Reflectance = 0
- clone.Mesh.Scale = clone.Mesh.Scale + Vector3.new(0.1,0.1,0.1)
- if demondance == true then
- clone.BrickColor = BrickColor.new("Bright red")
- else
- clone.BrickColor = BrickColor.new("Gold")
- end
- coroutine.resume(coroutine.create(function()
- wait(0.25)
- clone.Parent = nil
- end))
- local cloneb = prt8:clone()
- cloneb.Parent = workspace
- cloneb.Anchored = true
- cloneb.Transparency = 0.5
- cloneb.Reflectance = 0
- cloneb.Mesh.Scale = cloneb.Mesh.Scale + Vector3.new(0.1,0.1,0.1)
- if demondance == true then
- cloneb.BrickColor = BrickColor.new("Bright red")
- else
- cloneb.BrickColor = BrickColor.new("Gold")
- end
- coroutine.resume(coroutine.create(function()
- wait(0.25)
- cloneb.Parent = nil
- end))
- end
- function effect1()
- local clone = prt7:clone()
- clone.Parent = workspace
- clone.Anchored = true
- clone.Transparency = 0.5
- clone.Reflectance = 0
- clone.Mesh.Scale = clone.Mesh.Scale + Vector3.new(0.1,0.1,0.1)
- if demondance == true then
- clone.BrickColor = BrickColor.new("Bright red")
- else
- clone.BrickColor = BrickColor.new("Gold")
- end
- coroutine.resume(coroutine.create(function()
- wait(0.25)
- clone.Parent = nil
- end))
- end
- function effect2()
- local cloneb = prt8:clone()
- cloneb.Parent = workspace
- cloneb.Anchored = true
- cloneb.Transparency = 0.5
- cloneb.Reflectance = 0
- cloneb.Mesh.Scale = cloneb.Mesh.Scale + Vector3.new(0.1,0.1,0.1)
- if demondance == true then
- cloneb.BrickColor = BrickColor.new("Bright red")
- else
- cloneb.BrickColor = BrickColor.new("Gold")
- end
- coroutine.resume(coroutine.create(function()
- wait(0.25)
- cloneb.Parent = nil
- end))
- end
- function walkspeed(value)
- Character.Humanoid.WalkSpeed = value
- end
- hold = false
- function ob1d(mouse)
- hold = true
- if attack == true then return end
- oneslash()
- if hold == true then
- twoslash()
- end
- if hold == true then
- threeslash()
- end
- if hold == true then
- fourslash()
- end
- if hold == true then
- fiveslash()
- end
- if mode == 1 then
- if hold == true then
- sixslash()
- end
- if hold == true then
- sevenslash()
- end
- end
- if mode == 0 then
- attack = true
- wait(1)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- attack = false
- elseif mode == 1 then
- attack = true
- wait(1)
- for i = 0 , 1 , 0.075 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2, 1-0.5,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.5,-1+0.5,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- attack = false
- end
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- function key(key)
- if key == "h" then
- if mode == 0 then
- if guardy == false then
- guard()
- else
- guardy = false
- end
- end
- end
- if key == "k" then
- if mode == 0 then
- if guardy == false then
- guardtwo()
- else
- guardy = false
- end
- end
- end
- if attack == true then return end
- if key == "q" then
- if mode == 0 then
- stab()
- elseif mode == 1 then
- crossslash()
- end
- end
- if key == "e" then
- if mode == 0 then
- spinny()
- elseif mode == 1 then
- spinslash()
- end
- end
- if key == "r" then
- if mode == 0 then
- attack1()
- elseif mode == 1 then
- thrustspread()
- end
- end
- if key == "f" then
- demonize()
- end
- end
- if key == "g" then
- charging()
- end
- if key == "z" then
- if mode == 0 then
- bewmstab()
- elseif mode == 1 then
- testy()
- end
- end
- if key == "x" then
- if mode == 0 then
- boomerang()
- elseif mode == 1 then
- rampage()
- end
- end
- if key == "j" then
- switch()
- end
- function key2(key)
- charging2 = false
- end
- function s(mouse)
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- if mode == 0 then
- unsheathed = true
- player = Player
- ch = Character
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- --
- RSH.Parent = nil
- LSH.Parent = nil
- --
- RW.Part0 = ch.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1 = CFrame.new(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- _G.R = RW
- --
- LW.Part0 = ch.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- _G.L = LW
- --
- equipanim()
- elseif mode == 1 then
- equipweld2()
- player = Player
- ch = Character
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- --
- RSH.Parent = nil
- LSH.Parent = nil
- --
- RW.Part0 = ch.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1 = CFrame.new(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- _G.R = RW
- --
- LW.Part0 = ch.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- _G.L = LW
- --
- equipanim2()
- end
- end
- function ds(mouse)
- unsheathed = false
- if mode == 0 then
- guardy = false
- hideanim()
- chargy = ragecharge
- guardy = false
- Character.Humanoid.WalkSpeed = 16
- wait(0.1)
- prt7.BrickColor = bladecolor
- prt8.BrickColor = bladecolor
- if demonmode == true then
- demondance = false
- demonmode = false
- ragecharge = 0
- wait(0)
- ragecharge = chargy
- end
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- elseif mode == 1 then
- hideanim2()
- unequipweld2()
- chargy = ragecharge
- guardy = false
- Character.Humanoid.WalkSpeed = 16
- wait(0.1)
- prt7.BrickColor = bladecolor
- prt8.BrickColor = bladecolor
- if demonmode == true then
- demondance = false
- demonmode = false
- ragecharge = 0
- wait(0)
- ragecharge = chargy
- end
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- end
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- function onRunning(speed)
- if skill == true then return end
- if mode == 0 then
- if speed>0 then
- walking = true
- for i = 0 ,1 , 0.1 do
- wait(0)
- LW.C0 = CFrame.new(-1, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,0,1*i)
- if attack == false then
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- else
- walking = false
- for i = 0 ,1 , 0.1 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-1.5*i+1.5,0,-1*i+1)
- if attack == false then
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0.5*i-0.5,0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- end
- elseif mode == 1 then
- if speed>0 then
- walking = true
- for i = 0 ,1 , 0.05 do
- wait(0)
- if attack == false then
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+2, -0.5*i+1-0.5,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.5*i+1.5,0.5*i-1+0.5,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- end
- else
- walking = false
- for i = 0 ,1 , 0.05 do
- wait(0)
- if attack == false then
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i-3+2, 0.5*i-0.5+1-0.5,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5*i-2.5+1.5,-0.5*i+0.5-1+0.5,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- end
- end
- end
- end
- Character.Humanoid.Running:connect(onRunning)
- coroutine.resume(coroutine.create(function()
- while true do
- wait(0)
- bar.Value=mana
- fentext2.Size = UDim2.new(ragecharge*0.007,0,0.400000006,0)
- fentext.Text = "Rage Charge("..ragecharge..")"
- end
- end))
- --[[coroutine.resume(coroutine.create(function()
- while true do
- wait(0)
- if mode == 0 then
- if attack == false and skill == false and unsheathed == true then
- wait(math.random(10,30))
- if attack == false and skill == false and unsheathed == true and mode == 0 and walking == false then
- attack = true
- skill = true
- for i = 0 ,1 , 0.05 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,1*i)
- RW.C0 = CFrame.new(1.5, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.57*i,0,-1*i)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- wld1.Part1 = Torso
- wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.5,1.5)
- for i = 0 ,4 , 0.05 do
- wait(0)
- effect()
- wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,1.5*i) * CFrame.new(0,-0.5,1.5)
- end
- wld1.Part1 = RightArm
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, 0)
- wait(0.5)
- for i = 0 ,1 , 0.05 do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,-1*i+1)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1.57*i+1.57,0,1*i-1)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- attack = false
- skill = false
- end
- end
- elseif mode == 1 then
- wait(0)
- if attack == false and skill == false and unsheathed == true then
- wait(math.random(10,30))
- if attack == false and skill == false and unsheathed == true and mode == 1 and walking == false then
- for i = 0 ,1 , 0.05 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-3*i+2, -0.5*i+1-0.5,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-2.5*i+1.5,0.5*i-1+0.5,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- wait(0.5)
- for i = 0 ,1 , 0.05 do
- wait(0)
- effect()
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 351*i, 1.57) * CFrame.new(0, 1, -0.57)
- wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 351*i, 1.57) * CFrame.new(0, 1, -0.57)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i-3+2, 0,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(3*i-2.5+1.5,0,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld1.C0 = CFrame.fromEulerAnglesXYZ(4.7, 0, 1.57) * CFrame.new(0, 1, -0.57)
- wld2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- wld2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), 0, 1.57) * CFrame.new(0, 1, -0.57)
- wait(0.5)
- for i = 0 ,1 , 0.05 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-1*i+3-3+2, 0.5*i-0.5+1-0.5,0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.5*i+3-2.5+1.5,-0.5*i+0.5-1+0.5,0)
- LW.C1 = CFrame.new(0, 0.5, 0)
- end
- end
- end
- end
- end
- end)) ]]
- print("Fenrier's Storm Blade script loaded :D")
- -- lego blockland This acts as a chat filter. Don't ask why I do it. I just do >.>
- --[[
- Copyrighted (C) Fenrier 2011
- This script is copyrighted for Fenrier. Any use of this script is breaking
- this copyright.
- All Rights Reserved.
- ]]
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