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- ---Since Dark deleted his Tornado Blades, I'll repost it here, enjoy!
- wait()
- --[[ Vital Variables ]]--
- local Player = game.Players.LocalPlayer
- local Character = Player.Character
- local Humanoid = Character["Humanoid"]
- local Head = Character.Head
- local Torso = Character.Torso
- local RootPart = Character.HumanoidRootPart
- local RightArm = Character["Right Arm"]
- local LeftArm = Character["Left Arm"]
- local RightLeg = Character["Right Leg"]
- local LeftLeg = Character["Left Leg"]
- --[[ Motor's Variables ]]--
- local Neck = Torso.Neck
- local RootJoint = RootPart.RootJoint
- local RightShoulder = Torso["Right Shoulder"]
- local LeftShoulder = Torso["Left Shoulder"]
- local RightHip = Torso["Right Hip"]
- local LeftHip = Torso["Left Hip"]
- --[[ Other Variables ]]--
- local Insert = table.insert
- --[[ Services ]]--
- Services = {
- Workspace = game:GetService("Workspace");
- Debris = game:GetService("Debris");
- }
- --[[ Get mouse ]]--
- local Mouse = Player:GetMouse()
- --[[ VFX ]]--
- VFXList = {}
- --[[ Remove Character Animate ]]--
- local CharaterAnimate, CharacterAnimator = Character:FindFirstChild("Animate"), Humanoid:FindFirstChild("Animator")
- CharaterAnimate.Parent = nil
- CharacterAnimator.Parent = nil
- --[[ Walkspeed ]]--
- Humanoid.WalkSpeed = 18
- --[[ Number Values ]]--
- local ManaDelay = 0
- local ManaDelay2 = 20
- local EffectRemovalDelay = 0
- local EffectRemovalDelay2 = 5
- local Combo = 2
- local AttackDecrease = 0
- local MvmtDecrease = 0
- local DefenceDecrease = 0
- local Mana = 100
- local ChargeDelay = 0
- local ChargeDelay2 = 120
- local Charge = 9
- --[[ Bool Values ]]--
- local Attacking = false
- local InAir = false
- local Charging = false
- local CanCharge = true
- --[[ Cooldowns ]]--
- local Cooldown1 = 0
- local Cooldown2 = 0
- local Cooldown3 = 0
- local Cooldown4 = 0
- local Cooldown1Add = 0.3
- local Cooldown2Add = 0.25
- local Cooldown3Add = 0.2
- local Cooldown4Add = 0.12
- local MaxCooldown1 = 120
- local MaxCooldown2 = 140
- local MaxCooldown3 = 180
- local MaxCooldown4 = 200
- --[[ CFrame Values ]]--
- NeckDefaultCFrame = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootDefaultCFrame = CFrame.Angles(-1.57, 0, 3.14)
- RightLegDefaultCFrame = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- LeftLegDefaultCFrame = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RightShoulder.C1 = CFrame.new(0,0.5,0)
- LeftShoulder.C1 = CFrame.new(0,0.5,0)
- --[[ Heartbeat ]]--
- Heartbeat = Instance.new("BindableEvent", script)
- Heartbeat.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- Frame = 1/35
- TF = 0
- AllowFrameLoss = false
- TossRemainder = false
- LastFrame = tick()
- script.Heartbeat:Fire()
- local HeartBeatIsNil = false
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- if script:FindFirstChild("Heartbeat") == nil then
- HeartBeatIsNil = true
- end
- if HeartBeatIsNil then
- return
- end
- TF = TF + s
- if Frame <= TF then
- if AllowFrameLoss then
- Heartbeat:Fire()
- LastFrame = tick()
- else
- for i = 1, math.floor(TF / Frame) do
- Heartbeat:Fire()
- LastFrame = tick()
- end
- end
- if TossRemainder then
- TF = 0
- else
- TF = TF - Frame * math.floor(TF / Frame)
- end
- end
- end)
- function Wait2(WaitNumber)
- if WaitNumber == 0 or WaitNumber == nil then
- Heartbeat.Event:wait()
- else
- for i = 0, WaitNumber do
- Heartbeat.Event:wait()
- end
- end
- end
- --[[ Vital Functions ]]--
- function GUI(NewInstance, Parent, Size, Position, BGTransparency, Visible, BGColor, Rotation, Style, Text, TextColor, TextStroke, StrokeTrans, Scaled, Font)
- local NewGui = Instance.new(NewInstance)
- NewGui.Parent = Parent
- coroutine.resume(coroutine.create(function()
- NewGui:TweenSizeAndPosition(Size, Position, "Out", "Quad", 2)
- end))
- NewGui.BackgroundTransparency = BGTransparency
- NewGui.Visible = Visible
- NewGui.Rotation = Rotation
- NewGui.BorderSizePixel = 0
- NewGui.BackgroundColor3 = BrickColor.new(BGColor).Color
- if Style and NewInstance == "Frame" or Style and NewInstance == "ScrollingFrame" then
- NewGui.Style = Style
- end
- if NewInstance == "TextBox" or NewInstance == "TextLabel" or NewInstance == "TextButton" then
- NewGui.Text = Text
- NewGui.TextStrokeTransparency = StrokeTrans
- NewGui.TextColor3 = BrickColor.new(TextColor).Color
- NewGui.TextStrokeColor3 = BrickColor.new(TextStroke).Color
- NewGui.TextScaled = Scaled
- NewGui.Font = Font
- end
- return NewGui
- end
- local CreatePart = function(Parent, Name, Color, Size, Material, Transparency, Shape)
- local Part = Instance.new("Part", Parent)
- Part.Name = Name
- Part.BrickColor = BrickColor.new(Color)
- Part.Size = Size
- Part.Material = Material
- Part.Transparency = Transparency
- Part.Shape = Shape
- Part.CanCollide = false
- NoOutlines(Part)
- return Part
- end
- local CreateWeld = function(Parent, Cframe, Cframe2, P1 , P0, Name)
- local Weld = Instance.new("Weld", Parent)
- Weld.Part0 = P0
- Weld.Part1 = P1
- Weld.Name = Name
- Weld.C0 = Cframe
- Weld.C1 = Cframe2
- return Weld
- end
- local CreateMesh = function(Parent, Scale, Type, Type2, ID, Texture)
- local Mesh
- if Type == "SpecialMesh" then
- Mesh = Instance.new("SpecialMesh", Parent)
- if Type then
- Mesh.MeshType = Type2
- if Type2 == "FileMesh" and ID then
- Mesh.MeshId = "http://www.roblox.com/asset?id=" .. ID
- if Texture then
- Mesh.TextureId = "http://www.roblox.com/asset?id=" .. Texture
- end
- end
- end
- elseif Type == "BlockMesh" then
- Mesh = Instance.new("BlockMesh", Parent)
- elseif Type == "CylinderMesh" then
- Mesh = Instance.new("CylinderMesh", Parent)
- end
- Mesh.Scale = Scale
- return Mesh
- end
- function Animate(Weld, Point1, Point2)
- return Weld:Lerp(Point1, Point2)
- end
- --[[ Secondary Functions ]]--
- function ResumeCharacterControl()
- CharacterUnderControl = true
- Humanoid.JumpPower = 50
- end
- function RemoveCharacterControl()
- CharacterUnderControl = false
- wait()
- Humanoid.JumpPower = 0
- Humanoid.WalkSpeed = 0
- end
- function SoundEffect(Part, ID, Volume, Pitch, Looped)
- local Sound = Instance.new("Sound", Part)
- Sound.SoundId = "http://www.roblox.com/asset?id=" .. ID
- Sound.Name = "SFX"
- Sound.Volume = Volume
- Sound.Pitch = Pitch
- Sound:Play()
- if Looped then
- return
- end
- Services.Debris:AddItem(Sound, 5)
- return Sound
- end
- function NoOutlines(Part)
- Part.TopSurface = 10
- Part.BottomSurface = 10
- Part.LeftSurface = 10
- Part.RightSurface = 10
- Part.FrontSurface = 10
- Part.BackSurface = 10
- end
- function AddVFX(VFXType, Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- Insert(VFXList, {VFXType, Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3})
- end
- function BlockVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Brick")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- AddVFX("Rotate", Part)
- return Part
- end
- function CylinderVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Cylinder")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function CircleVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Sphere")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function CylinderVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Cylinder")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function WaveVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 20329976)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part and Mesh
- end
- function RingVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 3270017)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part and Mesh
- end
- function ShurikenVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 18007807)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function KunaiVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 340607397)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function WindVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 1340200961)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function TornadoVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 3)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 147831825)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- --[[ UI ]]--
- WeaponGUI = Instance.new("ScreenGui", Player.PlayerGui)
- WeaponGUI.Name = "WeaponThing"
- local HealthBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 350, 0.96, 0), 0, true, "Really black", 0, nil)
- local HealthBarBar = GUI("Frame", HealthBarBack, UDim2.new(0, 345, 0, 19), UDim2.new(0, 3, 0.1, 0), 0, true, "Lime green", 0)
- local HealthBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 355, 0.96, 0), 1, true, "", 0, nil, "Health", "Institutional white", "Black", 0, true, "SourceSansBold")
- local ManaBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 350, 0.9, 0), 0, true, "Really black", 0, nil)
- local ManaBarBar = GUI("Frame", ManaBarBack, UDim2.new(0, 0, 0, 19), UDim2.new(0, 3, 0.1, 0), 0, true, "Bright blue", 0)
- local ManaBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 355, 0.9, 0), 1, true, "", 0, nil, "Mana", "Institutional white", "Gold", 0, true, "SourceSansBold")
- local ChargeBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 350, 0.84, 0), 0, true, "Really black", 0, nil)
- local ChargeBarBar = GUI("Frame", ChargeBarBack, UDim2.new(0, 0, 0, 19), UDim2.new(0, 3, 0.1, 0), 0, true, "Cyan", 0)
- local ChargeBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 355, 0.84, 0), 1, true, "", 0, nil, "Mana", "Institutional white", "Gold", 0, true, "SourceSansBold")
- local CooldownZBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0.3, 0), 0, true, "Really black", 0, nil)
- local CooldownZBarBar = GUI("TextButton", CooldownZBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "Institutional white", "Gold", 1, true, "SourceSansBold")
- local CooldownZBarText = GUI("TextLabel", CooldownZBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "Z", "Institutional white", "Gold", 1, true, "SourceSansBold")
- local CooldownXBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0.93, 0, 0.3, 0), 0, true, "Really black", 0, nil)
- local CooldownXBarBar = GUI("TextButton", CooldownXBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "Institutional white", "Gold", 1, true, "SourceSansBold")
- local CooldownXBarText = GUI("TextLabel", CooldownXBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "X", "Institutional white", "Gold", 1, true, "SourceSansBold")
- local CooldownCBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0.93, 0, 0.6, 0), 0, true, "Really black", 0, nil)
- local CooldownCBarBar = GUI("TextButton", CooldownCBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "Institutional white", "Gold", 1, true, "SourceSansBold")
- local CooldownCBarText = GUI("TextLabel", CooldownCBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "C", "Institutional white", "Gold", 1, true, "SourceSansBold")
- local CooldownVBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0.6, 0), 0, true, "Really black", 0, nil)
- local CooldownVBarBar = GUI("TextButton", CooldownVBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "Institutional white", "Gold", 1, true, "SourceSansBold")
- local CooldownVBarText = GUI("TextLabel", CooldownVBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "V", "Institutional white", "Gold", 1, true, "SourceSansBold")
- --[[ Weapon ]]--
- Daggers = Instance.new("Model", Character)
- Handle = CreatePart(Daggers, "Handle", "Institutional white", Vector3.new(1, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- HandleMesh = CreateMesh(Handle, Vector3.new(1, 1.20000005, 1.20000005), "BlockMesh")
- HandleWeld = CreateWeld(Handle, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), CFrame.new(0,0,0), RightArm, Handle, "HandleToRightArm")
- ----------------------------------------------------
- Part1 = CreatePart(Daggers, "Part1", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part1Mesh = CreateMesh(Part1, Vector3.new(1, 1, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part1Weld = CreateWeld(Part1, CFrame.new(-0.459999084, 1.09672546e-005, 0.19997406, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part1, Handle, "HandleToPart1")
- ----------------------------------------------------
- Part2 = CreatePart(Daggers, "Part2", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Neon, 0, Enum.PartType.Block)
- Part2Mesh = CreateMesh(Part2, Vector3.new(2, 2, 2), "SpecialMesh", Enum.MeshType.Sphere)
- Part2Weld = CreateWeld(Part2, CFrame.new(-0.759998322, 0, -1.52587891e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0,0,0), Part2, Handle, "HandleToPart2")
- ----------------------------------------------------
- Part3 = CreatePart(Daggers, "Part3", "Institutional Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part3Mesh = CreateMesh(Part3, Vector3.new(1, 1, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part3Weld = CreateWeld(Part3, CFrame.new(-0.459999084, -0.199976027, -1.14440918e-005, 0, 0, -1, 0, -1, -0, -1, 0, -0), CFrame.new(0,0,0), Part3, Handle, "HandleToPart3")
- ----------------------------------------------------
- Part4 = CreatePart(Daggers, "Part4", "Institutional Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part4Mesh = CreateMesh(Part4, Vector3.new(1, 1, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part4Weld = CreateWeld(Part4, CFrame.new(-0.459999084, 1.19805336e-005, -0.199996948, 0, 0, -1, 1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part4, Handle, "HandleToPart4")
- ----------------------------------------------------
- Part5 = CreatePart(Daggers, "Part5", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part5Mesh = CreateMesh(Part5, Vector3.new(1, 1, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part5Weld = CreateWeld(Part5, CFrame.new(-0.459999084, 0.199999988, -1.14440918e-005, 0, 0, -1, 0, 1, 0, 1, 0, 0), CFrame.new(0,0,0), Part5, Handle, "HandleToPart5")
- ----------------------------------------------------
- Part6 = CreatePart(Daggers, "Part6", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part6Mesh = CreateMesh(Part6, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part6Weld = CreateWeld(Part6, CFrame.new(-0.759998322, 0.24999994, -1.52587891e-005, 0, 0, 1, 0, -1, 0, 1, 0, 0), CFrame.new(0,0,0), Part6, Handle, "HandleToPart6")
- ----------------------------------------------------
- Part7 = CreatePart(Daggers, "Part7", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part7Mesh = CreateMesh(Part7, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part7Weld = CreateWeld(Part7, CFrame.new(-0.759998322, -0.249976039, -1.52587891e-005, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part7, Handle, "HandleToPart7")
- ----------------------------------------------------
- Part8 = CreatePart(Daggers, "Part8", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part8Mesh = CreateMesh(Part8, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part8Weld = CreateWeld(Part8, CFrame.new(-0.760002136, 1.09672546e-005, -0.250003815, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part8, Handle, "HandleToPart8")
- ----------------------------------------------------
- Part9 = CreatePart(Daggers, "Part9", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part9Mesh = CreateMesh(Part9, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part9Weld = CreateWeld(Part9, CFrame.new(-0.759998322, 1.09672546e-005, 0.239974976, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part9, Handle, "HandleToPart9")
- ----------------------------------------------------
- Part10 = CreatePart(Daggers, "Part10", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part10Mesh = CreateMesh(Part10, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part10Weld = CreateWeld(Part10, CFrame.new(-0.659996033, 0.149993956, -1.52587891e-005, 0, 0, 1, 0, -1, 0, 1, 0, 0), CFrame.new(0,0,0), Part10, Handle, "HandleToPart10")
- ----------------------------------------------------
- Part11 = CreatePart(Daggers, "Part11", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part11Mesh = CreateMesh(Part11, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part11Weld = CreateWeld(Part11, CFrame.new(-0.659996033, 5.00679016e-006, -0.150009155, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part11, Handle, "HandleToPart11")
- ----------------------------------------------------
- Part12 = CreatePart(Daggers, "Part12", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part12Mesh = CreateMesh(Part12, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part12Weld = CreateWeld(Part12, CFrame.new(-0.659996033, 5.00679016e-006, 0.139976501, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part12, Handle, "HandleToPart12")
- ----------------------------------------------------
- Part13 = CreatePart(Daggers, "Part13", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part13Mesh = CreateMesh(Part13, Vector3.new(1, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part13Weld = CreateWeld(Part13, CFrame.new(-0.659996033, -0.149982035, -1.52587891e-005, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part13, Handle, "HandleToPart13")
- ----------------------------------------------------
- Part14 = CreatePart(Daggers, "Part14", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part14Mesh = CreateMesh(Part14, Vector3.new(0.5, 1.005, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part14Weld = CreateWeld(Part14, CFrame.new(-0.359996796, 5.00679016e-006, -0.200000763, 0, 0, -1, 1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part14, Handle, "HandleToPart14")
- ----------------------------------------------------
- Part15 = CreatePart(Daggers, "Part15", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part15Mesh = CreateMesh(Part15, Vector3.new(0.5, 1.005, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part15Weld = CreateWeld(Part15, CFrame.new(-0.359996796, 0.199994981, -1.14440918e-005, 0, 0, -1, 0, 1, 0, 1, 0, 0), CFrame.new(0,0,0), Part15, Handle, "HandleToPart15")
- ----------------------------------------------------
- Part16 = CreatePart(Daggers, "Part16", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000024), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part16Mesh = CreateMesh(Part16, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part16Weld = CreateWeld(Part16, CFrame.new(-0.859996796, 0.24999398, -1.14440918e-005, 0, 0, 1, 0, -1, 0, 1, 0, 0), CFrame.new(0,0,0), Part16, Handle, "HandleToPart16")
- ----------------------------------------------------
- Part17 = CreatePart(Daggers, "Part17", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000024), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part17Mesh = CreateMesh(Part17, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part17Weld = CreateWeld(Part17, CFrame.new(-0.859996796, -0.249981999, -1.14440918e-005, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part17, Handle, "HandleToPart17")
- ----------------------------------------------------
- Part18 = CreatePart(Daggers, "Part18", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part18Mesh = CreateMesh(Part18, Vector3.new(0.5, 1.005, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part18Weld = CreateWeld(Part18, CFrame.new(-0.359996796, 5.00679016e-006, 0.199966431, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part18, Handle, "HandleToPart18")
- ----------------------------------------------------
- Part19 = CreatePart(Daggers, "Part19", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part19Mesh = CreateMesh(Part19, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part19Weld = CreateWeld(Part19, CFrame.new(-0.659996033, -1.01327896e-006, -0.150009155, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part19, Handle, "HandleToPart19")
- ----------------------------------------------------
- Part20 = CreatePart(Daggers, "Part20", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part20Mesh = CreateMesh(Part20, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part20Weld = CreateWeld(Part20, CFrame.new(-0.659996033, 0.149987996, -1.52587891e-005, 0, 0, 1, 0, -1, 0, 1, 0, 0), CFrame.new(0,0,0), Part20, Handle, "HandleToPart20")
- ----------------------------------------------------
- Part21 = CreatePart(Daggers, "Part21", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000024), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part21Mesh = CreateMesh(Part21, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part21Weld = CreateWeld(Part21, CFrame.new(-0.859996796, 5.00679016e-006, 0.239974976, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part21, Handle, "HandleToPart21")
- ----------------------------------------------------
- Part22 = CreatePart(Daggers, "Part22", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000024), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part22Mesh = CreateMesh(Part22, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part22Weld = CreateWeld(Part22, CFrame.new(-0.859996796, 5.00679016e-006, -0.250007629, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part22, Handle, "HandleToPart22")
- ----------------------------------------------------
- Part23 = CreatePart(Daggers, "Part23", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000006), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part23Mesh = CreateMesh(Part23, Vector3.new(0.5, 1.005, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part23Weld = CreateWeld(Part23, CFrame.new(-0.359996796, -0.199983001, -1.14440918e-005, 0, 0, -1, 0, -1, -0, -1, 0, -0), CFrame.new(0,0,0), Part23, Handle, "HandleToPart23")
- ----------------------------------------------------
- Part24 = CreatePart(Daggers, "Part24", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part24Mesh = CreateMesh(Part24, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part24Weld = CreateWeld(Part24, CFrame.new(-0.659996033, -1.01327896e-006, 0.139976501, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part24, Handle, "HandleToPart24")
- ----------------------------------------------------
- Part25 = CreatePart(Daggers, "Part25", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part25Mesh = CreateMesh(Part25, Vector3.new(0.5, 0.50999999, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part25Weld = CreateWeld(Part25, CFrame.new(-0.659996033, -0.149989009, -1.52587891e-005, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part25, Handle, "HandleToPart25")
- ----------------------------------------------------
- Part26 = CreatePart(Daggers, "Part26", "Institutional white", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part26Mesh = CreateMesh(Part26, Vector3.new(1, 0.5, 0.5), "BlockMesh")
- Part26Weld = CreateWeld(Part26, CFrame.new(0.729290009, 2.30073929e-005, -0.279289246, 0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, 0.707106829), CFrame.new(0,0,0), Part26, Handle, "HandleToPart26")
- ----------------------------------------------------
- Part27 = CreatePart(Daggers, "Part27", "Institutional white", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part27Mesh = CreateMesh(Part27, Vector3.new(1, 0.5, 0.5), "BlockMesh")
- Part27Weld = CreateWeld(Part27, CFrame.new(1.35639572, 2.30073929e-005, -0.279289246, -0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part27, Handle, "HandleToPart27")
- ----------------------------------------------------
- Part28 = CreatePart(Daggers, "Part28", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part28Mesh = CreateMesh(Part28, Vector3.new(1, 0.5, 1), "BlockMesh")
- Part28Weld = CreateWeld(Part28, CFrame.new(1.04284286, 2.30073929e-005, -0.672843933, -0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part28, Handle, "HandleToPart28")
- ----------------------------------------------------
- Part29 = CreatePart(Daggers, "Part29", "Institutional white", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part29Mesh = CreateMesh(Part29, Vector3.new(1, 0.5, 0.5), "BlockMesh")
- Part29Weld = CreateWeld(Part29, CFrame.new(0.729290009, 2.30073929e-005, 0.264968872, 0.707106829, 0, 0.707106829, 0, -1, 0, 0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part29, Handle, "HandleToPart29")
- ----------------------------------------------------
- Part30 = CreatePart(Daggers, "Part30", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part30Mesh = CreateMesh(Part30, Vector3.new(1, 0.5, 1), "BlockMesh")
- Part30Weld = CreateWeld(Part30, CFrame.new(1.04284286, 2.30073929e-005, 0.658531189, -0.707107842, 0, 0.707105815, 0, -1, 0, 0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part30, Handle, "HandleToPart30")
- ----------------------------------------------------
- Part31 = CreatePart(Daggers, "Part31", "Institutional white", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part31Mesh = CreateMesh(Part31, Vector3.new(1, 0.5, 0.5), "BlockMesh")
- Part31Weld = CreateWeld(Part31, CFrame.new(1.35639572, 2.39610672e-005, 0.264968872, -0.707107842, 0, 0.707105815, 0, -1, 0, 0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part31, Handle, "HandleToPart31")
- ----------------------------------------------------
- Part32 = CreatePart(Daggers, "Part32", "Institutional white", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part32Mesh = CreateMesh(Part32, Vector3.new(1, 0.5, 0.5), "BlockMesh")
- Part32Weld = CreateWeld(Part32, CFrame.new(0.729290009, -0.272113025, -0.00716400146, 0.707107365, 0, 0.707106352, -0.707106352, 0, 0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part32, Handle, "HandleToPart32")
- ----------------------------------------------------
- Part33 = CreatePart(Daggers, "Part33", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part33Mesh = CreateMesh(Part33, Vector3.new(1, 0.5, 1), "BlockMesh")
- Part33Weld = CreateWeld(Part33, CFrame.new(1.04284286, -0.665663004, -0.00715637207, -0.707107365, 0, 0.707106352, -0.707106352, 0, -0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part33, Handle, "HandleToPart33")
- ----------------------------------------------------
- Part34 = CreatePart(Daggers, "Part34", "Institutional white", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part34Mesh = CreateMesh(Part34, Vector3.new(1, 0.5, 0.5), "BlockMesh")
- Part34Weld = CreateWeld(Part34, CFrame.new(1.35639572, 0.272145927, -0.00715637207, -0.707107365, 0, 0.707106352, 0.707106352, 0, 0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part34, Handle, "HandleToPart34")
- ----------------------------------------------------
- Part35 = CreatePart(Daggers, "Part35", "Institutional white", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part35Mesh = CreateMesh(Part35, Vector3.new(1, 0.5, 0.5), "BlockMesh")
- Part35Weld = CreateWeld(Part35, CFrame.new(1.35639572, -0.272107005, -0.00715637207, -0.707107365, 0, 0.707106352, -0.707106352, 0, -0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part35, Handle, "HandleToPart35")
- ----------------------------------------------------
- Part36 = CreatePart(Daggers, "Part36", "Institutional white", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part36Mesh = CreateMesh(Part36, Vector3.new(1, 0.5, 0.5), "BlockMesh")
- Part36Weld = CreateWeld(Part36, CFrame.new(0.729290009, 0.272149026, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part36, Handle, "HandleToPart36")
- ----------------------------------------------------
- Part37 = CreatePart(Daggers, "Part37", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part37Mesh = CreateMesh(Part37, Vector3.new(1, 0.5, 1), "BlockMesh")
- Part37Weld = CreateWeld(Part37, CFrame.new(1.04284286, 0.665708959, -0.00715637207, -0.707107365, 0, 0.707106352, 0.707106352, 0, 0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part37, Handle, "HandleToPart37")
- ----------------------------------------------------
- Part38 = CreatePart(Daggers, "Part38", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part38Mesh = CreateMesh(Part38, Vector3.new(0.400200009, 1.79999995, 1.79999995), "BlockMesh")
- Part38Weld = CreateWeld(Part38, CFrame.new(0.5, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0,0,0), Part38, Handle, "HandleToPart38")
- ----------------------------------------------------
- Part39 = CreatePart(Daggers, "Part39", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part39Mesh = CreateMesh(Part39, Vector3.new(0.400000006, 1.79999995, 1.79999995), "BlockMesh")
- Part39Weld = CreateWeld(Part39, CFrame.new(0.5, 2.39610672e-005, -7.62939453e-006, 1, 0, 0, 0, 0.707106829, 0.707106829, 0, -0.707106829, 0.707106829), CFrame.new(0,0,0), Part39, Handle, "HandleToPart39")
- ----------------------------------------------------
- Part40 = CreatePart(Daggers, "Part40", "Institutional white", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part40Mesh = CreateMesh(Part40, Vector3.new(1, 1.20000005, 1.20000005), "BlockMesh")
- Part40Weld = CreateWeld(Part40, CFrame.new(1.59000397, 0, 0, 1, 0, 0, 0, 0.707106829, -0.707106829, 0, 0.707106829, 0.707106829), CFrame.new(0,0,0), Part40, Handle, "HandleToPart40")
- ----------------------------------------------------
- Part41 = CreatePart(Daggers, "Part41", "Bright yellow", Vector3.new(0.200000003, 0.600000024, 0.600000024), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part41Mesh = CreateMesh(Part41, Vector3.new(0.400000006, 1, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part41Weld = CreateWeld(Part41, CFrame.new(1.29999924, 0, 0.300003052, 0, 0, 1, -1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part41, Handle, "HandleToPart41")
- ----------------------------------------------------
- Part42 = CreatePart(Daggers, "Part42", "Bright yellow", Vector3.new(0.200000003, 0.600000024, 2.60000014), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part42Mesh = CreateMesh(Part42, Vector3.new(0.400000006, 1, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part42Weld = CreateWeld(Part42, CFrame.new(3.90000153, 0, 0.300003052, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part42, Handle, "HandleToPart42")
- ----------------------------------------------------
- Part43 = CreatePart(Daggers, "Part43", "Bright yellow", Vector3.new(0.200000003, 0.600000024, 1), Enum.Material.Granite, 0, Enum.PartType.Block)
- Part43Mesh = CreateMesh(Part43, Vector3.new(0.400000006, 1, 1), "SpecialMesh", Enum.MeshType.Brick)
- Part43Weld = CreateWeld(Part43, CFrame.new(2.09999847, 2.30073929e-005, 0.300003052, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part43, Handle, "HandleToPart43")
- ----------------------------------------------------
- Part44 = CreatePart(Daggers, "Part44", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part44Mesh = CreateMesh(Part44, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part44Weld = CreateWeld(Part44, CFrame.new(1.70801163, 2.19941139e-005, -0.973514557, 0, 0.965925872, -0.258818984, -1, 0, 0, 0, 0.258818984, 0.965925872), CFrame.new(0,0,0), Part44, Handle, "HandleToPart44")
- ----------------------------------------------------
- Part45 = CreatePart(Daggers, "Part45", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part45Mesh = CreateMesh(Part45, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part45Weld = CreateWeld(Part45, CFrame.new(1.55271912, 1.9967556e-005, -0.393955231, 0, -0.965925872, 0.258818984, -1, 0, 0, 0, -0.258818984, -0.965925872), CFrame.new(0,0,0), Part45, Handle, "HandleToPart45")
- ----------------------------------------------------
- Part46 = CreatePart(Daggers, "Part46", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part46Mesh = CreateMesh(Part46, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part46Weld = CreateWeld(Part46, CFrame.new(1.50613022, 4.59551811e-005, -0.755889893, 0, 1, 0, -1, 0, 0, 0, 0, 1), CFrame.new(0,0,0), Part46, Handle, "HandleToPart46")
- ----------------------------------------------------
- Part47 = CreatePart(Daggers, "Part47", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part47Mesh = CreateMesh(Part47, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part47Weld = CreateWeld(Part47, CFrame.new(1.50613785, 4.39882278e-005, -0.255889893, 0, -1, -0, -1, 0, -0, 0, 0, -1), CFrame.new(0,0,0), Part47, Handle, "HandleToPart47")
- ----------------------------------------------------
- Part48 = CreatePart(Daggers, "Part48", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part48Mesh = CreateMesh(Part48, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part48Weld = CreateWeld(Part48, CFrame.new(1.34845734, 8.29696655e-005, -0.700138092, 0, 0.965925872, 0.258818984, -1, 0, 0, 0, -0.258818984, 0.965925872), CFrame.new(0,0,0), Part48, Handle, "HandleToPart48")
- ----------------------------------------------------
- Part49 = CreatePart(Daggers, "Part49", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part49Mesh = CreateMesh(Part49, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part49Weld = CreateWeld(Part49, CFrame.new(1.45199203, 7.99894333e-005, -0.313762665, 0, -0.965925872, -0.258818984, -1, 0, 0, 0, 0.258818984, -0.965925872), CFrame.new(0,0,0), Part49, Handle, "HandleToPart49")
- ----------------------------------------------------
- Part50 = CreatePart(Daggers, "Part50", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part50Mesh = CreateMesh(Part50, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part50Weld = CreateWeld(Part50, CFrame.new(1.40035629, 0.000115990639, -0.308738708, 0, -0.866025388, -0.500000238, -1, 0, 0, 0, 0.500000238, -0.866025388), CFrame.new(0,0,0), Part50, Handle, "HandleToPart50")
- ----------------------------------------------------
- Part51 = CreatePart(Daggers, "Part51", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000092), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part51Mesh = CreateMesh(Part51, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part51Weld = CreateWeld(Part51, CFrame.new(1.25035095, 0.00011998415, -0.56855011, 0, 0.866025388, 0.500000238, -1, 0, 0, 0, -0.500000238, 0.866025388), CFrame.new(0,0,0), Part51, Handle, "HandleToPart51")
- ----------------------------------------------------
- Part52 = CreatePart(Daggers, "Part52", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part52Mesh = CreateMesh(Part52, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part52Weld = CreateWeld(Part52, CFrame.new(0.829658508, 5.90085983e-005, 0.508571625, 0, 0.258818984, -0.965925872, 1, 0, 0, 0, -0.965925872, -0.258818984), CFrame.new(0,0,0), Part52, Handle, "HandleToPart52")
- ----------------------------------------------------
- Part53 = CreatePart(Daggers, "Part53", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part53Mesh = CreateMesh(Part53, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part53Weld = CreateWeld(Part53, CFrame.new(0.239906311, 0.000115990639, 0.734588623, 0, 0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, -0.258818984), CFrame.new(0,0,0), Part53, Handle, "HandleToPart53")
- ----------------------------------------------------
- Part54 = CreatePart(Daggers, "Part54", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000092), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part54Mesh = CreateMesh(Part54, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part54Weld = CreateWeld(Part54, CFrame.new(0.574867249, 1.80006027e-005, 0.306930542, 0, -0.500000238, 0.866025388, 1, 0, 0, 0, 0.866025388, 0.500000238), CFrame.new(0,0,0), Part54, Handle, "HandleToPart54")
- ----------------------------------------------------
- Part55 = CreatePart(Daggers, "Part55", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part55Mesh = CreateMesh(Part55, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part55Weld = CreateWeld(Part55, CFrame.new(0.819465637, 0.000118970871, 0.579296112, 0, -0.258818984, -0.965925872, 1, 0, 0, 0, -0.965925872, 0.258818984), CFrame.new(0,0,0), Part55, Handle, "HandleToPart55")
- ----------------------------------------------------
- Part56 = CreatePart(Daggers, "Part56", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part56Mesh = CreateMesh(Part56, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part56Weld = CreateWeld(Part56, CFrame.new(0.443286896, 5.69820404e-005, 0.405036926, 0, -0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, 0.258818984), CFrame.new(0,0,0), Part56, Handle, "HandleToPart56")
- ----------------------------------------------------
- Part57 = CreatePart(Daggers, "Part57", "Gold", Vector3.new(0.200000003, 0.200000003, 0.600000083), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part57Mesh = CreateMesh(Part57, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part57Weld = CreateWeld(Part57, CFrame.new(0.367530823, 9.19699669e-005, 0.562705994, 0, 0, 1, 1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part57, Handle, "HandleToPart57")
- ----------------------------------------------------
- Part58 = CreatePart(Daggers, "Part58", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part58Mesh = CreateMesh(Part58, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part58Weld = CreateWeld(Part58, CFrame.new(0.834682465, 2.0980835e-005, 0.456935883, 0, 0.500000238, -0.866025388, 1, 0, 0, 0, -0.866025388, -0.500000238), CFrame.new(0,0,0), Part58, Handle, "HandleToPart58")
- ----------------------------------------------------
- Part59 = CreatePart(Daggers, "Part59", "Gold", Vector3.new(0.200000003, 0.200000003, 0.400000095), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part59Mesh = CreateMesh(Part59, Vector3.new(0.400000006, 0.5, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part59Weld = CreateWeld(Part59, CFrame.new(0.867527008, 9.39965248e-005, 0.542709351, 0, 0, -1, 1, 0, 0, 0, -1, 0), CFrame.new(0,0,0), Part59, Handle, "HandleToPart59")
- ----------------------------------------------------
- Part60 = CreatePart(Daggers, "Part60", "Gold", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part60Mesh = CreateMesh(Part60, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh")
- Part60Weld = CreateWeld(Part60, CFrame.new(0.729290009, 0.272149026, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part60, Handle, "HandleToPart60")
- ----------------------------------------------------
- Part61 = CreatePart(Daggers, "Part61", "Gold", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part61Mesh = CreateMesh(Part61, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh")
- Part61Weld = CreateWeld(Part61, CFrame.new(0.729290009, 2.30073929e-005, 0.264968872, 0.707106829, 0, 0.707106829, 0, -1, 0, 0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part61, Handle, "HandleToPart61")
- ----------------------------------------------------
- Part62 = CreatePart(Daggers, "Part62", "Gold", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part62Mesh = CreateMesh(Part62, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh")
- Part62Weld = CreateWeld(Part62, CFrame.new(1.35639572, 2.30073929e-005, -0.279289246, -0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part62, Handle, "HandleToPart62")
- ----------------------------------------------------
- Part63 = CreatePart(Daggers, "Part63", "Gold", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part63Mesh = CreateMesh(Part63, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh")
- Part63Weld = CreateWeld(Part63, CFrame.new(0.729290009, 2.30073929e-005, -0.279289246, 0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, 0.707106829), CFrame.new(0,0,0), Part63, Handle, "HandleToPart63")
- ----------------------------------------------------
- Part64 = CreatePart(Daggers, "Part64", "Gold", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part64Mesh = CreateMesh(Part64, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh")
- Part64Weld = CreateWeld(Part64, CFrame.new(1.35639572, 0.272145927, -0.00715637207, -0.707107365, 0, 0.707106352, 0.707106352, 0, 0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part64, Handle, "HandleToPart64")
- ----------------------------------------------------
- Part65 = CreatePart(Daggers, "Part65", "Gold", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part65Mesh = CreateMesh(Part65, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh")
- Part65Weld = CreateWeld(Part65, CFrame.new(0.729290009, -0.272110999, -0.00716018677, 0.707107365, 0, 0.707106352, -0.707106352, 0, 0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part65, Handle, "HandleToPart65")
- ----------------------------------------------------
- Part66 = CreatePart(Daggers, "Part66", "Gold", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part66Mesh = CreateMesh(Part66, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh")
- Part66Weld = CreateWeld(Part66, CFrame.new(1.35639572, -0.272107005, -0.00715637207, -0.707107365, 0, 0.707106352, -0.707106352, 0, -0.707107365, 0, -1, 0), CFrame.new(0,0,0), Part66, Handle, "HandleToPart66")
- ----------------------------------------------------
- Part67 = CreatePart(Daggers, "Part67", "Gold", Vector3.new(0.800000012, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part67Mesh = CreateMesh(Part67, Vector3.new(1, 0.50999999, 0.300000012), "BlockMesh")
- Part67Weld = CreateWeld(Part67, CFrame.new(1.35639572, 2.39610672e-005, 0.264968872, -0.707107842, 0, 0.707105815, 0, -1, 0, 0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part67, Handle, "HandleToPart67")
- ----------------------------------------------------
- Part68 = CreatePart(Daggers, "Part68", "Gold", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part68Mesh = CreateMesh(Part68, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh")
- Part68Weld = CreateWeld(Part68, CFrame.new(0.982131958, 0.714991987, -0.00716018677, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part68, Handle, "HandleToPart68")
- ----------------------------------------------------
- Part69 = CreatePart(Daggers, "Part69", "Gold", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part69Mesh = CreateMesh(Part69, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh")
- Part69Weld = CreateWeld(Part69, CFrame.new(1.10213089, 0.714991987, -0.00715637207, 0.707106829, 0, -0.707106829, -0.707106829, 0, -0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part69, Handle, "HandleToPart69")
- ----------------------------------------------------
- Part70 = CreatePart(Daggers, "Part70", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part70Mesh = CreateMesh(Part70, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part70Weld = CreateWeld(Part70, CFrame.new(1.04284286, 0.585702002, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part70, Handle, "HandleToPart70")
- ----------------------------------------------------
- Part71 = CreatePart(Daggers, "Part71", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part71Mesh = CreateMesh(Part71, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part71Weld = CreateWeld(Part71, CFrame.new(1.04284286, 0.705702007, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part71, Handle, "HandleToPart71")
- ----------------------------------------------------
- Part72 = CreatePart(Daggers, "Part72", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part72Mesh = CreateMesh(Part72, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part72Weld = CreateWeld(Part72, CFrame.new(0.982841492, 0.645703018, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part72, Handle, "HandleToPart72")
- ----------------------------------------------------
- Part73 = CreatePart(Daggers, "Part73", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part73Mesh = CreateMesh(Part73, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part73Weld = CreateWeld(Part73, CFrame.new(1.10284805, 0.645703018, -0.00715637207, 0.707107365, 0, 0.707106352, 0.707106352, 0, -0.707107365, 0, 1, 0), CFrame.new(0,0,0), Part73, Handle, "HandleToPart73")
- ----------------------------------------------------
- Part74 = CreatePart(Daggers, "Part74", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part74Mesh = CreateMesh(Part74, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part74Weld = CreateWeld(Part74, CFrame.new(1.10141754, -0.645722985, -0.00715637207, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part74, Handle, "HandleToPart74")
- ----------------------------------------------------
- Part75 = CreatePart(Daggers, "Part75", "Gold", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part75Mesh = CreateMesh(Part75, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh")
- Part75Weld = CreateWeld(Part75, CFrame.new(1.10213089, -0.715010047, -0.00715637207, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part75, Handle, "HandleToPart75")
- ----------------------------------------------------
- Part76 = CreatePart(Daggers, "Part76", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part76Mesh = CreateMesh(Part76, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part76Weld = CreateWeld(Part76, CFrame.new(1.04141998, -0.705724001, -0.00715637207, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part76, Handle, "HandleToPart76")
- ----------------------------------------------------
- Part77 = CreatePart(Daggers, "Part77", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part77Mesh = CreateMesh(Part77, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part77Weld = CreateWeld(Part77, CFrame.new(1.04141998, -0.585720003, -0.00715637207, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part77, Handle, "HandleToPart77")
- ----------------------------------------------------
- Part78 = CreatePart(Daggers, "Part78", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part78Mesh = CreateMesh(Part78, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part78Weld = CreateWeld(Part78, CFrame.new(0.981414795, -0.645720005, -0.00716018677, -0.707106829, 0, -0.707106829, -0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part78, Handle, "HandleToPart78")
- ----------------------------------------------------
- Part79 = CreatePart(Daggers, "Part79", "Gold", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part79Mesh = CreateMesh(Part79, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh")
- Part79Weld = CreateWeld(Part79, CFrame.new(0.982131958, -0.715011001, -0.00716018677, -0.707106829, 0, 0.707106829, 0.707106829, 0, 0.707106829, 0, 1, 0), CFrame.new(0,0,0), Part79, Handle, "HandleToPart79")
- ----------------------------------------------------
- Part80 = CreatePart(Daggers, "Part80", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part80Mesh = CreateMesh(Part80, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part80Weld = CreateWeld(Part80, CFrame.new(1.04284286, -1.10268593e-005, -0.712875366, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part80, Handle, "HandleToPart80")
- ----------------------------------------------------
- Part81 = CreatePart(Daggers, "Part81", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part81Mesh = CreateMesh(Part81, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part81Weld = CreateWeld(Part81, CFrame.new(1.10284805, -8.04662704e-006, -0.652870178, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part81, Handle, "HandleToPart81")
- ----------------------------------------------------
- Part82 = CreatePart(Daggers, "Part82", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part82Mesh = CreateMesh(Part82, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part82Weld = CreateWeld(Part82, CFrame.new(1.04284286, -1.00135803e-005, -0.592868805, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part82, Handle, "HandleToPart82")
- ----------------------------------------------------
- Part83 = CreatePart(Daggers, "Part83", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part83Mesh = CreateMesh(Part83, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part83Weld = CreateWeld(Part83, CFrame.new(1.04141998, -8.04662704e-006, 0.578552246, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part83, Handle, "HandleToPart83")
- ----------------------------------------------------
- Part84 = CreatePart(Daggers, "Part84", "Gold", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part84Mesh = CreateMesh(Part84, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh")
- Part84Weld = CreateWeld(Part84, CFrame.new(0.982131958, -9.00030136e-006, 0.707839966, -0.707106829, 0, 0.707106829, 0, 1, 0, -0.707106829, 0, -0.707106829), CFrame.new(0,0,0), Part84, Handle, "HandleToPart84")
- ----------------------------------------------------
- Part85 = CreatePart(Daggers, "Part85", "Gold", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part85Mesh = CreateMesh(Part85, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh")
- Part85Weld = CreateWeld(Part85, CFrame.new(1.10213089, -1.10268593e-005, 0.707839966, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part85, Handle, "HandleToPart85")
- ----------------------------------------------------
- Part86 = CreatePart(Daggers, "Part86", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part86Mesh = CreateMesh(Part86, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part86Weld = CreateWeld(Part86, CFrame.new(1.04141998, -8.04662704e-006, 0.698554993, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part86, Handle, "HandleToPart86")
- ----------------------------------------------------
- Part87 = CreatePart(Daggers, "Part87", "Gold", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part87Mesh = CreateMesh(Part87, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh")
- Part87Weld = CreateWeld(Part87, CFrame.new(0.982131958, -9.00030136e-006, -0.722160339, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part87, Handle, "HandleToPart87")
- ----------------------------------------------------
- Part88 = CreatePart(Daggers, "Part88", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part88Mesh = CreateMesh(Part88, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part88Weld = CreateWeld(Part88, CFrame.new(0.982841492, -8.04662704e-006, -0.652870178, 0.707107842, 0, 0.707105815, 0, 1, 0, -0.707105815, 0, 0.707107842), CFrame.new(0,0,0), Part88, Handle, "HandleToPart88")
- ----------------------------------------------------
- Part89 = CreatePart(Daggers, "Part89", "Cyan", Vector3.new(0.400000006, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part89Mesh = CreateMesh(Part89, Vector3.new(0.449999988, 0.50999999, 0.100000001), "BlockMesh")
- Part89Weld = CreateWeld(Part89, CFrame.new(1.10213089, -9.00030136e-006, -0.722164154, 0.707106829, 0, -0.707106829, 0, 1, 0, 0.707106829, 0, 0.707106829), CFrame.new(0,0,0), Part89, Handle, "HandleToPart89")
- ----------------------------------------------------
- Part90 = CreatePart(Daggers, "Part90", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part90Mesh = CreateMesh(Part90, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part90Weld = CreateWeld(Part90, CFrame.new(0.98141098, -1.00135803e-005, 0.638549805, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part90, Handle, "HandleToPart90")
- ----------------------------------------------------
- Part91 = CreatePart(Daggers, "Part91", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part91Mesh = CreateMesh(Part91, Vector3.new(0.300000012, 0.50999999, 0.300000012), "BlockMesh")
- Part91Weld = CreateWeld(Part91, CFrame.new(1.10141754, -9.00030136e-006, 0.638557434, -0.707107842, 0, -0.707105815, 0, 1, 0, 0.707105815, 0, -0.707107842), CFrame.new(0,0,0), Part91, Handle, "HandleToPart91")
- ----------------------------------------------------
- Part92 = CreatePart(Daggers, "Part92", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part92Mesh = CreateMesh(Part92, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh")
- Part92Weld = CreateWeld(Part92, CFrame.new(1.59999847, 2.30073929e-005, 0.499996185, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part92, Handle, "HandleToPart92")
- ----------------------------------------------------
- Part93 = CreatePart(Daggers, "Part93", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part93Mesh = CreateMesh(Part93, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh")
- Part93Weld = CreateWeld(Part93, CFrame.new(1.70000076, 4.59551811e-005, 0.399997711, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part93, Handle, "HandleToPart93")
- ----------------------------------------------------
- Part94 = CreatePart(Daggers, "Part94", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part94Mesh = CreateMesh(Part94, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh")
- Part94Weld = CreateWeld(Part94, CFrame.new(1.80000305, 4.59551811e-005, 0.499996185, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part94, Handle, "HandleToPart94")
- ----------------------------------------------------
- Part95 = CreatePart(Daggers, "Part95", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part95Mesh = CreateMesh(Part95, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh")
- Part95Weld = CreateWeld(Part95, CFrame.new(1.59999847, 4.59551811e-005, 0.300003052, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part95, Handle, "HandleToPart95")
- ----------------------------------------------------
- Part96 = CreatePart(Daggers, "Part96", "Cyan", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part96Mesh = CreateMesh(Part96, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh")
- Part96Weld = CreateWeld(Part96, CFrame.new(1.79999924, 4.59551811e-005, 0.299999237, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part96, Handle, "HandleToPart96")
- ----------------------------------------------------
- Part97 = CreatePart(Daggers, "Part97", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part97Mesh = CreateMesh(Part97, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh")
- Part97Weld = CreateWeld(Part97, CFrame.new(1.5, 4.59551811e-005, 0.399993896, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part97, Handle, "HandleToPart97")
- ----------------------------------------------------
- Part98 = CreatePart(Daggers, "Part98", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part98Mesh = CreateMesh(Part98, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh")
- Part98Weld = CreateWeld(Part98, CFrame.new(1.39999771, 6.8962574e-005, 0.5, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part98, Handle, "HandleToPart98")
- ----------------------------------------------------
- Part99 = CreatePart(Daggers, "Part99", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part99Mesh = CreateMesh(Part99, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh")
- Part99Weld = CreateWeld(Part99, CFrame.new(1.90000153, 6.8962574e-005, 0.399997711, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part99, Handle, "HandleToPart99")
- ----------------------------------------------------
- Part100 = CreatePart(Daggers, "Part100", "Gold", Vector3.new(0.200000003, 0.200000003, 0.200000003), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part100Mesh = CreateMesh(Part100, Vector3.new(0.25, 0.409999996, 0.25), "CylinderMesh")
- Part100Weld = CreateWeld(Part100, CFrame.new(2, 6.8962574e-005, 0.299999237, 0, 0, 1, 0, 1, 0, -1, 0, 0), CFrame.new(0,0,0), Part100, Handle, "HandleToPart100")
- ----------------------------------------------------
- Part101 = CreatePart(Daggers, "Part101", "Gold", Vector3.new(0.200000003, 0.200000003, 1.79999995), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part101Mesh = CreateMesh(Part101, Vector3.new(0.409999996, 1, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part101Weld = CreateWeld(Part101, CFrame.new(4.29999924, 0, 0.0899963379, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part101, Handle, "HandleToPart101")
- ----------------------------------------------------
- Part102 = CreatePart(Daggers, "Part102", "Gold", Vector3.new(0.200000003, 0.200000003, 2), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part102Mesh = CreateMesh(Part102, Vector3.new(0.409999996, 1, 1), "SpecialMesh", Enum.MeshType.Brick)
- Part102Weld = CreateWeld(Part102, CFrame.new(2.5, 0, 0.0899963379, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part102, Handle, "HandleToPart102")
- ----------------------------------------------------
- Part103 = CreatePart(Daggers, "Part103", "Gold", Vector3.new(0.200000003, 0.200000003, 0.499999881), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part103Mesh = CreateMesh(Part103, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part103Weld = CreateWeld(Part103, CFrame.new(4.00980759, 0, -0.060005188, 0, -0.500000238, 0.866025388, 1, 0, 0, 0, 0.866025388, 0.500000238), CFrame.new(0,0,0), Part103, Handle, "HandleToPart103")
- ----------------------------------------------------
- Part104 = CreatePart(Daggers, "Part104", "Gold", Vector3.new(0.200000003, 0.200000003, 0.699999869), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part104Mesh = CreateMesh(Part104, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part104Weld = CreateWeld(Part104, CFrame.new(3.52320099, 2.30073929e-005, -0.11000824, 0, -0.500000238, 0.866025388, 1, 0, 0, 0, 0.866025388, 0.500000238), CFrame.new(0,0,0), Part104, Handle, "HandleToPart104")
- ----------------------------------------------------
- Part105 = CreatePart(Daggers, "Part105", "Gold", Vector3.new(0.200000003, 0.200000003, 1.0999999), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part105Mesh = CreateMesh(Part105, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part105Weld = CreateWeld(Part105, CFrame.new(2.94999695, 2.30073929e-005, -0.100006104, 0, -0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, 0.258818984), CFrame.new(0,0,0), Part105, Handle, "HandleToPart105")
- ----------------------------------------------------
- Part106 = CreatePart(Daggers, "Part106", "Gold", Vector3.new(0.200000003, 0.200000003, 0.899999857), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part106Mesh = CreateMesh(Part106, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part106Weld = CreateWeld(Part106, CFrame.new(2.41661835, 2.30073929e-005, -0.0717697144, 0, -0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, 0.258818984), CFrame.new(0,0,0), Part106, Handle, "HandleToPart106")
- ----------------------------------------------------
- Part107 = CreatePart(Daggers, "Part107", "White", Vector3.new(1, 0.200000003, 0.200000003), Enum.Material.SmoothPlastic, 0, Enum.PartType.Block)
- Part107Mesh = CreateMesh(Part107, Vector3.new(1.00399995, 1.20000005, 1.20000005), "BlockMesh")
- Part107Weld = CreateWeld(Part107, CFrame.new(0, 2.39610672e-005, -7.62939453e-006, 1, 0, 0, 0, 0.707106829, 0.707106829, 0, -0.707106829, 0.707106829), CFrame.new(0,0,0), Part107, Handle, "HandleToPart107")
- ----------------------------------------------------
- Part108 = CreatePart(Daggers, "Part108", "Gold", Vector3.new(0.200000003, 0.200000003, 0.499999851), Enum.Material.Foil, 0, Enum.PartType.Block)
- Part108Mesh = CreateMesh(Part108, Vector3.new(0.389999986, 0.600000024, 1), "SpecialMesh", Enum.MeshType.Wedge)
- Part108Weld = CreateWeld(Part108, CFrame.new(2.00979996, 4.59551811e-005, -0.0200119019, 0, -0.258818984, 0.965925872, 1, 0, 0, 0, 0.965925872, 0.258818984), CFrame.new(0,0,0), Part108, Handle, "HandleToPart108")
- ----------------------------------------------------
- Part109 = CreatePart(Daggers, "Part109", "Gold", Vector3.new(0.200000003, 0.200000003, 3.40000033), Enum.Material.Foil, 1, Enum.PartType.Block)
- Part109Mesh = CreateMesh(Part109, Vector3.new(0.409999996, 1, 1), "SpecialMesh", Enum.MeshType.Brick)
- Part109Weld = CreateWeld(Part109, CFrame.new(3.29999924, 0, -0.0100021362, 0, 0, -1, -1, 0, 0, 0, 1, 0), CFrame.new(0,0,0), Part109, Handle, "HandleToPart109")
- Daggers2 = Daggers:clone()
- Daggers2.Parent = Character
- Daggers2.Handle.HandleToRightArm.Part1 = LeftArm
- Handle2Weld = Daggers2.Handle.HandleToRightArm
- --[[ References ]]--
- RightArmReference = CreatePart(Character, "Right arm reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- RightArmReferenceWeld = CreateWeld(RightArmReference, CFrame.new(0,1.5,0), CFrame.new(0,0,0), RightArm, RightArmReference, "LeftArmReferenceToRightArm")
- ----------------------------------------------------------------------------------------------------------------------------
- LeftArmReference = CreatePart(Character, "Left arm reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- LeftArmReferenceWeld = CreateWeld(LeftArmReference, CFrame.new(0,1.5,0), CFrame.new(0,0,0), LeftArm, LeftArmReference, "LeftArmReferenceToLeftArm")
- ----------------------------------------------------------------------------------------------------------------------------
- TorsoReference = CreatePart(Character, "Torso reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- TorsoReferenceWeld = CreateWeld(TorsoReference, CFrame.new(0,0,0), CFrame.new(0,0,0), Torso, TorsoReference, "TorsoReferenceToTorsoArm")
- ----------------------------------------------------------------------------------------------------------------------------
- RootPartReference = CreatePart(Character, "Root part reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- RootPartReferenceWeld = CreateWeld(RootPartReference, CFrame.new(0,0,0), CFrame.new(0,0,0), RootPart, RootPartReference, "RootPartReferenceToRootPart")
- --[[ Damage function ]]--
- function Display(HitCharacter, DisplayText, DisplayType)
- if HitCharacter:FindFirstChild("Head") then
- local DamageShowingPart = Instance.new("Part",Services.Workspace)
- DamageShowingPart.Name = "ShowDamage"
- DamageShowingPart.BrickColor = BrickColor.new("Crimson")
- DamageShowingPart.Size = Vector3.new()
- DamageShowingPart.Material = "Neon"
- DamageShowingPart.Transparency = 1
- local DisplayGui = Instance.new("BillboardGui", DamageShowingPart)
- DisplayGui.Name = "Damage"
- DisplayGui.AlwaysOnTop = true
- DisplayGui.Size = UDim2.new(2, 0, 2, 0)
- local DisplayNumber = Instance.new("TextLabel", DisplayGui)
- DisplayNumber.Size = UDim2.new(1,0,1,0)
- DisplayNumber.TextTransparency = 1
- DisplayNumber.TextStrokeTransparency = 1
- DisplayNumber.BackgroundTransparency = 1
- DisplayNumber.TextTransparency = 1
- DisplayNumber.Font = "SourceSansBold"
- DisplayNumber.TextScaled = true
- local BodyVelocity = Instance.new("BodyVelocity", DamageShowingPart)
- BodyVelocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- BodyVelocity.Velocity = Vector3.new(0,0.5,0)
- if DisplayType == "Stun" then
- BodyVelocity.Velocity = Vector3.new(0,0.1,0)
- DisplayGui.Size = UDim2.new(5, 0, 5, 0)
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Bright yellow").Color
- DisplayNumber.Text = "Stunned!"
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(0,5,0)
- end
- if DisplayType == "Damage" then
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Really red").Color
- DisplayNumber.Text = "-" .. DisplayText
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(math.random(-1,1),5,math.random(-1,1))
- end
- coroutine.resume(coroutine.create(function()
- while DisplayNumber.TextTransparency > 0 do
- wait()
- DisplayNumber.TextStrokeTransparency = DisplayNumber.BackgroundTransparency - 0.1
- DisplayNumber.TextTransparency = DisplayNumber.TextTransparency - 0.1
- end
- AddVFX("Display", DamageShowingPart, 0.05)
- end))
- Services.Debris:AddItem(DamageShowingPart, 10)
- end
- end
- function DoDamage(Hit, HitCharacter, Type, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, PartLook)
- if Hit.Health == 0 or HitCharacter:FindFirstChild(Player.Name) then
- return
- end
- SoundEffect(HitCharacter.Torso, SFX, 10, SFXPitch, false)
- if Type == "Stand" then
- HitCharacter.Humanoid.PlatformStand = true
- coroutine.resume(coroutine.create(function()
- wait(3)
- HitCharacter.Humanoid.PlatformStand = false
- end))
- end
- local DelayDebounce = Instance.new("Folder", HitCharacter)
- DelayDebounce.Name = Player.Name
- Services.Debris:AddItem(DelayDebounce, Delay)
- local Damage = math.random(MinDamage, MaxDamage)
- HitCharacter.Torso.Velocity = PartLook.CFrame.lookVector * Knockback
- coroutine.resume(coroutine.create(function()
- wait()
- Hit:TakeDamage(Damage)
- Display(HitCharacter, Damage, "Damage")
- end))
- end
- function ValidateDamage(Part, Type, Distance, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration)
- for ChildrenNumber, Children in pairs(Services.Workspace:children()) do
- if Children ~= Character and Children:FindFirstChild("Humanoid") and Children:FindFirstChild("Head") then
- local HitHead = Children.Head
- local TargetPosition = HitHead.Position - Part.Position
- local Magnitude = TargetPosition.magnitude
- if Magnitude < Distance then
- local Hit = Children.Humanoid
- local HitCharacter = Children
- DoDamage(Hit, HitCharacter, Type, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, PartLook, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration)
- end
- end
- end
- end
- --[[ Attacks ]]--
- function Attack1()
- Attacking = true
- for i = 1,10 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- SoundEffect(Torso, 231917871, 1, 2, false)
- for i = 1,10 do
- Wait2()
- ValidateDamage(Torso, "Normal", 10, 10, 15, RootPart, 5, 199149269, 1, 0.3)
- RootPart.Velocity = RootPart.CFrame.lookVector * 50
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2)
- end
- Attacking = false
- end
- function Attack2()
- Attacking = true
- for i = 1,10 do
- Wait2()
- RootPart.Velocity = RootPart.CFrame.lookVector * 25
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2)
- end
- BlockVFX(Torso.CFrame, "Gold", "Foil", 0, 0.05, 5, 5, 5, 3, 3, 3)
- CircleVFX(Torso.CFrame, "White", "Foil", 0, 0.05, 5, 5, 5, 5, 5, 5)
- local TouchedFloor, WavePosition = FindPartOnRay(LeftArmReference.Position, CFrame.new(LeftArmReference.Position, LeftArmReference.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition), "Gold", "Foil", 0 , 0.05, 1,1.5,1, 1,0,1)
- end
- ValidateDamage(Torso, "Normal", 10, 10, 15, RootPart, 5, 199149269, 1, 0.3)
- wait()
- RootPartReferenceWeld.C0 = CFrame.new(0,0,-25)
- Character:MoveTo(RootPartReference.Position)
- BlockVFX(Torso.CFrame, "Gold", "Foil", 0, 0.05, 5, 5, 5, 3, 3, 3)
- CircleVFX(Torso.CFrame, "White", "Foil", 0, 0.05, 5, 5, 5, 5, 5, 5)
- local TouchedFloor, WavePosition = FindPartOnRay(LeftArmReference.Position, CFrame.new(LeftArmReference.Position, LeftArmReference.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition) , "Gold", "Foil", 0 , 0.05, 1,1.5,1, 1,0,1)
- end
- SoundEffect(Torso, 320557563, 1, 1, false)
- for i = 1,10 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- Attacking = false
- end
- function Attack3()
- Attacking = true
- for i = 1,2 do
- SoundEffect(Torso, 615910787, 1, 2, false)
- for i = 1,10 do
- Wait2()
- ValidateDamage(Torso, "Normal", 10, 10, 15, RootPart, 5, 199149269, 1, 0.3)
- RootPart.Velocity = RootPart.CFrame.lookVector * 50
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0, 0, -i/2), 0.5)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,-1.6,0), 0.2)
- end
- end
- Attacking = false
- end
- function Attack4()
- Attacking = true
- for i = 1,5 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.5)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.5 , -0, 0.2), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.6, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,-1.6,0), 0.2)
- end
- for i = 1,5 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 1.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0, 0.3, -1.6), 0.5)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.8 , -0, 0.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- local RootPartLook = RootPart.CFrame.lookVector
- local Tornado = Instance.new("Part", Services.Workspace)
- Tornado.Size = Vector3.new()
- Tornado.CanCollide = false
- Tornado.Position = RootPart.Position
- Tornado.Transparency = 1
- Services.Debris:AddItem(Tornado, 1)
- local TornadoVelocity = Instance.new("BodyVelocity", Tornado)
- TornadoVelocity.Velocity = RootPartLook * 30
- TornadoVelocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- SoundEffect(Tornado, 324867021, 1, 1, false)
- coroutine.resume(coroutine.create(function()
- local TornadoRotate = 0
- while Tornado.Parent == Services.Workspace do
- Wait2()
- local TouchedFloor, WavePosition = FindPartOnRay(Tornado.Position, CFrame.new(Tornado.Position, Tornado.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "Gold", "Foil", 0 , 0.1, 10,2,10, 0,0,0)
- WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "White", "Foil", 0 , 0.1, 5,2,5, 0,0,0)
- end
- TornadoRotate = TornadoRotate + 0.1
- TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "Gold", "Foil", 0.1, 0.5, 7, 7, 7, 0, 0, 0)
- TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "White", "Foil", 0, 0.5, 3,5, 3, 0, 0, 0)
- ValidateDamage(Tornado, "Normal", 10, 6, 8, Tornado, 5, 199149269, 1, 0.3)
- end
- end))
- Attacking = false
- end
- function Move1()
- Attacking = true
- for i = 1,10 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- for i = 1, 3 do
- BlockVFX(Torso.CFrame, "Gold", "Foil", 0, 0.05, 5, 5, 5, 3, 3, 3)
- CircleVFX(Torso.CFrame, "White", "Foil", 0, 0.05, 5, 5, 5, 5, 5, 5)
- local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition), "Gold", "Foil", 0 , 0.05, 1,1.5,1, 1,0,1)
- end
- ValidateDamage(Torso, "Normal", 20, 10, 15, RootPart, 5, 199149269, 1, 0.3)
- wait()
- RootPartReferenceWeld.C0 = CFrame.new(0,0,-10)
- Character:MoveTo(RootPartReference.Position)
- BlockVFX(Torso.CFrame, "Gold", "Foil", 0, 0.05, 5, 5, 5, 3, 3, 3)
- CircleVFX(Torso.CFrame, "White", "Foil", 0, 0.05, 5, 5, 5, 5, 5, 5)
- local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition) , "Gold", "Foil", 0 , 0.05, 1,1.5,1, 1,0,1)
- end
- SoundEffect(Torso, 624706518, 1, 1, false)
- end
- for i = 1 ,3 do
- for i = 1,10 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- BlockVFX(Torso.CFrame, "Cyan", "Neon", 0, 0.05, 5, 5, 5, 3, 3, 3)
- CircleVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 5, 5, 5, 5, 5, 5)
- local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition), "Cyan", "Neon", 0 , 0.05, 1,1.5,1, 1,0,1)
- end
- ValidateDamage(Torso, "Normal", 10, 10, 15, RootPart, 5, 199149269, 1, 0.3)
- wait()
- RootPartReferenceWeld.C0 = CFrame.new(0,0,20)
- Character:MoveTo(RootPartReference.Position)
- BlockVFX(Torso.CFrame, "Gold", "Foil", 0, 0.05, 5, 5, 5, 3, 3, 3)
- CircleVFX(Torso.CFrame, "Gold", "Foil", 0, 0.05, 5, 5, 5, 5, 5, 5)
- local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition) , "Gold", "Foil", 0 , 0.05, 1,1.5,1, 1,0,1)
- end
- SoundEffect(Torso, 615910787, 1, 2, false)
- for i = 1,10 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2)
- end
- end
- Attacking = false
- end
- function Move2()
- Attacking = true
- Humanoid.WalkSpeed = 0
- Humanoid.JumpPower = 0
- coroutine.resume(coroutine.create(function()
- for i = 1, 5 do
- Wait2(10)
- BlockVFX(RightArmReference.CFrame, "Gold", "Foil", 0, 0.05, 1, 1, 1, 0.5, 0.5, 0.5)
- BlockVFX(LeftArmReference.CFrame, "Gold", "Foil", 0, 0.05, 1, 1, 1, 0.5, 0.5, 0.5)
- local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition), "Gold", "Foil", 0 , 0.05, 1,1.5,1, 1,0,1)
- end
- end
- end))
- for i = 1,100 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- for i = 1,10 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1,0,0), 0.2)
- end
- local RootPartLook = RootPart.CFrame.lookVector
- local Tornado = Instance.new("Part", Services.Workspace)
- Tornado.Size = Vector3.new()
- Tornado.CanCollide = false
- Tornado.Position = RootPart.Position
- Tornado.Transparency = 1
- Services.Debris:AddItem(Tornado, 2)
- local TornadoVelocity = Instance.new("BodyVelocity", Tornado)
- TornadoVelocity.Velocity = RootPartLook * 100
- TornadoVelocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- SoundEffect(Tornado, 325507105, 1, 1, false)
- coroutine.resume(coroutine.create(function()
- local TornadoRotate = 0
- while Tornado.Parent == Services.Workspace do
- Wait2()
- local TouchedFloor, WavePosition = FindPartOnRay(Tornado.Position, CFrame.new(Tornado.Position, Tornado.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "Gold", "Foil", 0 , 0.1, 20,4,20, 0,0,0)
- WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "White", "Foil", 0 , 0.1, 15,4,15, 0,0,0)
- end
- TornadoRotate = TornadoRotate + 0.1
- TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "Cyan", "Neon", 0.1, 0.5, 17, 17, 17, 0, 0, 0)
- TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "White", "Neon", 0, 0.5, 13,15, 13, 0, 0, 0)
- ValidateDamage(Tornado, "Stand", 10, 10, 13, Tornado, 5, 199149269, 1, 0.1)
- end
- end))
- Humanoid.WalkSpeed = 20
- Humanoid.JumpPower = 50
- Attacking = false
- end
- function Move3()
- Attacking = true
- for i = 1,10 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- Humanoid.WalkSpeed = 30
- Humanoid.JumpPower = 0
- BlockVFX(Torso.CFrame, "Gold", "Foil", 0, 0.05, 5, 5, 5, 3, 3, 3)
- CircleVFX(Torso.CFrame, "White", "Foil", 0, 0.05, 5, 5, 5, 5, 5, 5)
- local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition) , "Gold", "Foil", 0 , 0.05, 1,1.5,1, 1,0,1)
- end
- Daggers.Parent = nil
- Daggers2.Parent = nil
- for i = 1,10 do
- Wait2()
- Head.face.Transparency = 1
- for i,v in pairs(Character:children()) do
- if v:IsA("Part") and v.Name ~= "HumanoidRootPart" then
- v.Transparency = v.Transparency + 0.1
- end
- if v:IsA("Accessory") then
- v.Handle.Transparency = v.Handle.Transparency + 0.1
- end
- end
- end
- wait(3)
- Daggers.Parent = Character
- Daggers2.Parent = Character
- for i = 1,10 do
- Wait2()
- Head.face.Transparency = 0
- for i,v in pairs(Character:children()) do
- if v:IsA("Part") and v.Name ~= "HumanoidRootPart" then
- v.Transparency = v.Transparency - 0.1
- end
- if v:IsA("Accessory") then
- v.Handle.Transparency = v.Handle.Transparency - 0.1
- end
- end
- end
- SoundEffect(Torso, 615910787, 1, 2, false)
- BlockVFX(Torso.CFrame, "Gold", "Foil", 0, 0.05, 5, 5, 5, 3, 3, 3)
- CircleVFX(Torso.CFrame, "White", "Foil", 0, 0.05, 5, 5, 5, 5, 5, 5)
- local TouchedFloor, WavePosition = FindPartOnRay(Torso.Position, CFrame.new(Torso.Position, Torso.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition) , "Gold", "Foil", 0 , 0.05, 1,1.5,1, 1,0,1)
- end
- for i = 1,10 do
- Wait2()
- ValidateDamage(Torso, "Normal", 10, 36, 46, RootPart, 5, 199149269, 1, 0.3)
- RootPart.Velocity = RootPart.CFrame.lookVector * 50
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2)
- end
- Humanoid.WalkSpeed = 20
- Humanoid.JumpPower = 50
- Attacking = false
- end
- function Move4()
- Attacking = true
- for i = 1,10 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(0 , -0.2, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(0 , 0.2, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- local RootPartLook = RootPart.CFrame.lookVector
- RootPartReferenceWeld.C0 = CFrame.new(0,0,20)
- local Tornado = Instance.new("Part", Services.Workspace)
- Tornado.Size = Vector3.new()
- Tornado.CanCollide = false
- Tornado.Position = RootPartReference.Position
- Tornado.Transparency = 1
- Tornado.Anchored = true
- Services.Debris:AddItem(Tornado, 10)
- SoundEffect(Tornado, 325507105, 1, 1, false)
- coroutine.resume(coroutine.create(function()
- local TornadoRotate = 0
- while Tornado.Parent == Services.Workspace do
- Wait2()
- local TouchedFloor, WavePosition = FindPartOnRay(Tornado.Position, CFrame.new(Tornado.Position, Tornado.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "Gold", "Foil", 0 , 0.1, 100,20,100, 0,0,0)
- WaveVFX(CFrame.new(WavePosition) * CFrame.Angles(0,TornadoRotate,0), "White", "Foil", 0 , 0.1, 50,20,50, 0,0,0)
- end
- TornadoRotate = TornadoRotate + 0.1
- TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "Gold", "Foil", 0.1, 0.5, 70, 70, 70, 0, 0, 0)
- TornadoVFX(Tornado.CFrame * CFrame.new(0,2,0) * CFrame.Angles(0,TornadoRotate,3.2), "White", "Foil", 0, 0.5, 30,50, 30, 0, 0, 0)
- ValidateDamage(Tornado, "Stand", 50, 3, 6, Tornado, 5, 199149269, 1, 0.3)
- end
- end))
- for i = 1,10 do
- Wait2()
- RootPart.Velocity = RootPart.CFrame.lookVector * 50
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0) * CFrame.Angles(0.3, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1,0.5, -0.5) * CFrame.Angles(0 , 2.8, 1.6), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1,0, -0.5) * CFrame.Angles(0 , -2.8, -1.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,-0), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,0.5) * CFrame.Angles(-1.6,1.6,0) * CFrame.Angles(-1.6,0,0), 0.2)
- end
- Attacking = false
- end
- function UseAirCharge()
- CanCharge = false
- Charge = Charge - 1
- local AntiFall = Instance.new("Part", workspace)
- AntiFall.Anchored = true
- AntiFall.Size = Vector3.new(50,1,50)
- AntiFall.Transparency = 1
- AntiFall.CFrame = RootPart.CFrame * CFrame.new(0,-2,0)
- Services.Debris:AddItem(AntiFall, 1)
- Humanoid.JumpPower = 0
- SoundEffect(Torso, 874376217, 1, 1, false)
- RingVFX(RootPart.CFrame * CFrame.new(0,-2,0) * CFrame.Angles(1.6,0,0), "Gold", "Foil", 0, 0.05, 5, 5, 5, 3, 3, 3)
- CircleVFX(RootPart.CFrame * CFrame.new(0,-2,0), "Gold", "Foil", 0, 0.05, 5, 5, 5, 3, 3, 3)
- coroutine.resume(coroutine.create(function()
- wait(1)
- CanCharge = true
- end))
- end
- --[[ Other functions ]]--
- function Keydown(Key)
- if Attacking then
- return
- end
- if Key == "z" and Cooldown1 == MaxCooldown1 and Mana > 20 then
- Mana = Mana - 20
- Cooldown1 = 0
- Move1()
- end
- if Key == "x" and Cooldown2 == MaxCooldown2 and Mana > 40 then
- Cooldown2 = 0
- Mana = Mana - 40
- Move2()
- end
- if Key == "c" and Cooldown3 == MaxCooldown3 and Mana > 70 then
- Cooldown3 = 0
- Mana = Mana - 70
- Move3()
- end
- if Key == "v" and Cooldown4 == MaxCooldown4 and Mana > 99 then
- Cooldown4 = 0
- Mana = Mana - 100
- Move4()
- end
- if Key == " " and InAir then
- Charging = true
- Humanoid.JumpPower = 0
- end
- end
- function Keyup(Key)
- if Attacking then
- return
- end
- if Key == " " then
- Charging = false
- Humanoid.JumpPower = 50
- end
- end
- function MouseClick()
- if Attacking then
- return
- end
- if Combo == 1 then
- Combo = 2
- Attack1()
- elseif Combo == 2 then
- Combo = 3
- Attack2()
- elseif Combo == 3 then
- Combo = 4
- Attack3()
- elseif Combo == 4 then
- Combo = 1
- Attack4()
- end
- end
- Mouse.Button1Down:connect(MouseClick)
- Mouse.KeyDown:connect(Keydown)
- Mouse.KeyUp:connect(Keyup)
- --[[ Values ]]--
- DoAnimateVal = 0
- DoAnimateVal2 = 0
- DoAnimateVal3 = 0
- DoAnimateVal4 = 0
- Increase = 0
- Increase2 = 0
- Invert = false
- Invert2 = false
- Invert3 = false
- Invert4 = false
- WalkVal = 0
- WalkInvert = false
- Walk = false
- --[[ Looped functions ]]--
- function VisualEffects()
- for i = 1, #VFXList do
- if VFXList[i] then
- local VFXConfiguration = VFXList[i]
- if VFXConfiguration then
- if VFXConfiguration[1] == "Display" then
- if VFXConfiguration[2]:FindFirstChild("Damage") then
- VFXConfiguration[2].Damage.TextLabel.TextStrokeTransparency = VFXConfiguration[2].Damage.TextLabel.TextStrokeTransparency + VFXConfiguration[3]
- VFXConfiguration[2].Damage.TextLabel.TextTransparency = VFXConfiguration[2].Damage.TextLabel.TextTransparency + VFXConfiguration[3]
- end
- end
- if VFXConfiguration[1] == "Resize" then
- if VFXConfiguration[2]:FindFirstChild("Mesh") then
- if VFXConfiguration[2].Transparency < 1 then
- VFXConfiguration[2].Mesh.Scale = VFXConfiguration[2].Mesh.Scale + Vector3.new(VFXConfiguration[4], VFXConfiguration[5], VFXConfiguration[6])
- VFXConfiguration[2].Transparency = VFXConfiguration[2].Transparency + VFXConfiguration[3]
- end
- end
- end
- if VFXConfiguration[1] == "Rotate" then
- if VFXConfiguration[2].Transparency < 1 then
- VFXConfiguration[2].Rotation = VFXConfiguration[2].Rotation + Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- end
- end
- end
- end
- end
- end
- function FindPartOnRay(Position, Direction, MaxDistance, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * MaxDistance), Ignore)
- end
- function Values()
- Increase = Increase + 1
- Increase2 = Increase2 + 0.5
- if WalkVal > 8 then
- WalkInvert = true
- elseif WalkVal < 1 then
- WalkInvert = false
- end
- if WalkInvert then
- WalkVal = WalkVal - 1
- elseif not WalkInvert then
- WalkVal = WalkVal + 1
- end
- if 0.5 < DoAnimateVal then
- Invert = true
- elseif DoAnimateVal < -0.5 then
- Invert = false
- end
- if 0.2 < DoAnimateVal2 then
- Invert2 = true
- elseif DoAnimateVal2 < -0.2 then
- Invert2 = false
- end
- if Invert == false then
- DoAnimateVal = DoAnimateVal + 0.01
- else
- DoAnimateVal = DoAnimateVal - 0.01
- end
- if Invert2 == false then
- DoAnimateVal2 = DoAnimateVal2 + 0.05
- else
- DoAnimateVal2 = DoAnimateVal2 - 0.05
- end
- if 1 < DoAnimateVal3 then
- Invert3 = true
- elseif DoAnimateVal3 < -0 then
- Invert3 = false
- end
- if Invert3 == false then
- DoAnimateVal3 = DoAnimateVal3 + 0.1
- else
- DoAnimateVal3 = DoAnimateVal3 - 0.1
- end
- if 1 < DoAnimateVal4 then
- Invert4 = true
- elseif DoAnimateVal4 < -1 then
- Invert4 = false
- end
- if ChargeDelay < ChargeDelay2 then
- ChargeDelay = ChargeDelay + 1
- elseif ChargeDelay > ChargeDelay2 - 1 then
- ChargeDelay = 0
- end
- if Charge < 100 and ChargeDelay < 1 and not Charging then
- Charge = Charge + 1
- end
- if Charge > 3 then
- Charge = 4
- end
- if Invert4 == false then
- DoAnimateVal4 = DoAnimateVal4 + 0.1
- else
- DoAnimateVal4 = DoAnimateVal4 - 0.1
- end
- if Cooldown1 < MaxCooldown1 then
- Cooldown1 = Cooldown1 + Cooldown1Add
- end
- if Cooldown1 > MaxCooldown1 - 1 then
- Cooldown1 = MaxCooldown1
- end
- if Cooldown2 < MaxCooldown2 then
- Cooldown2 = Cooldown2 + Cooldown2Add
- end
- if Cooldown2 > MaxCooldown2 - 1 then
- Cooldown2 = MaxCooldown2
- end
- if Cooldown3 < MaxCooldown3 then
- Cooldown3 = Cooldown3 + Cooldown3Add
- end
- if Cooldown3 > MaxCooldown3 - 1 then
- Cooldown3 = MaxCooldown3
- end
- if Cooldown4 < MaxCooldown4 then
- Cooldown4 = Cooldown4 + Cooldown4Add
- end
- if Cooldown4 > MaxCooldown4 - 1 then
- Cooldown4 = MaxCooldown4
- end
- if ManaDelay < ManaDelay2 then
- ManaDelay = ManaDelay + 1
- elseif ManaDelay > ManaDelay2 - 1 then
- ManaDelay = 0
- end
- if Mana < 100 and ManaDelay < 1 then
- Mana = Mana + 1
- end
- if Mana > 99 then
- Mana = 100
- end
- end
- function UpdateAllBars()
- ManaBarText.Text = "Mana: " .. Mana .. "%"
- HealthBarText.Text = "Health: " .. Humanoid.Health .. "%"
- ChargeBarText.Text = "Charges: "..Charge.." / 4"
- HealthBarBar:TweenSize(UDim2.new(0.98 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 0, 19), "Out", "Quad", 0.3)
- ManaBarBar:TweenSize(UDim2.new(0.98 * (Mana / 1000), 0, 0, 19), "Out", "Quad", 0.3)
- ChargeBarBar:TweenSize(UDim2.new(0.98 * (Charge / 10), 0, 0, 19), "Out", "Quad", 0.3)
- CooldownZBarBar:TweenSize(UDim2.new(1 * (Cooldown1 / MaxCooldown1), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownXBarBar:TweenSize(UDim2.new(1 * (Cooldown2 / MaxCooldown2), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownCBarBar:TweenSize(UDim2.new(1 * (Cooldown3 / MaxCooldown3), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownVBarBar:TweenSize(UDim2.new(1 * (Cooldown4 / MaxCooldown4), 0, 0, 70), "Out", "Quad", 0.3)
- if Humanoid.Health > 75 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Lime green").Color
- elseif Humanoid.Health > 50 and Humanoid.Health < 75 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Cool yellow").Color
- elseif Humanoid.Health > 35 and Humanoid.Health < 50 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Bright yellow").Color
- elseif Humanoid.Health > 15 and Humanoid.Health < 35 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Bright red").Color
- elseif Humanoid.Health < 35 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Really red").Color
- end
- end
- function Animations()
- local Velocity = (RootPart.Velocity * Vector3.new(1,0,1)).magnitude
- local FallVelocity = RootPart.Velocity.Y
- local Floor = FindPartOnRay(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position + Vector3.new(0,-1,0)).lookVector, 4, Character)
- if Velocity > 1 and Floor then
- if WalkInvert then
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame * CFrame.Angles(0,0,1.2), 0.2)
- LeftHip.C1 = Animate(LeftHip.C1,LeftLegDefaultCFrame * CFrame.Angles(0,0,1.2), 0.2)
- elseif not WalkInvert then
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame * CFrame.Angles(0,0,-0.8), 0.2)
- LeftHip.C1 = Animate(LeftHip.C1,LeftLegDefaultCFrame * CFrame.Angles(0,0,-0.8), 0.2)
- end
- else
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1,LeftLegDefaultCFrame, 0.2)
- end
- if Velocity < 1 and Floor and not Attacking then
- Walk = false
- InAir = false
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.3, 0, -0.6), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,0 + DoAnimateVal / 8) * CFrame.Angles(-0.2, -0.1, 0.6), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5+ DoAnimateVal / 8, 0) * CFrame.Angles(-0.2 - DoAnimateVal / 8 , -0.2, 0.2 + DoAnimateVal / 8), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5 + DoAnimateVal / 8,0) * CFrame.Angles(-0.2 + DoAnimateVal / 8 , 0.2, -0.2- DoAnimateVal / 8), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1.05 - DoAnimateVal / 8, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0.01,0,-0.2), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1 - DoAnimateVal / 8, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0.05,0,0.2), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- if Velocity > 1 and Floor and not Attacking then
- InAir = false
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.3, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,-0.5) * CFrame.Angles(0.8, 0, DoAnimateVal2), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.5 , -0, 0.5), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(-0.5 , 0, -0.5), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0.3), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.3), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0,-1) * CFrame.Angles(-1.6,1.6,0), 0.2)
- end
- if FallVelocity > 1 and not Floor and not Attacking then
- InAir = true
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.05, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,-0.2) * CFrame.Angles(-0.6, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.5 , -0, 0.7), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(-0.5 , 0, -0.7), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, -0.5) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.5), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0.5,-1) * CFrame.Angles(-1.6,1.6,0.5), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0.5,-1) * CFrame.Angles(-1.6,1.6,0.5), 0.2)
- end
- if FallVelocity < -1 and not Floor and not Attacking then
- InAir = true
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.05, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0,0,-0.2) * CFrame.Angles(0.6, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5,0.5, 0) * CFrame.Angles(-0.5 , -0, 1), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5,0.5, 0) * CFrame.Angles(-0.5 , 0, -1), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0,1.6,0)* CFrame.Angles(-0,0,-0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, -0.5) * CFrame.Angles(0,-1.6,0) * CFrame.Angles(-0,0,0.5), 0.2)
- Handle2Weld.C0 = Animate(Handle2Weld.C0, CFrame.new(0,0.5,-1) * CFrame.Angles(-1.6,1.6,0.5), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0,0.5,-1) * CFrame.Angles(-1.6,1.6,0.5), 0.2)
- end
- if Charge < 1 then
- Charging = false
- end
- if Charging and InAir and CanCharge then
- UseAirCharge()
- end
- end
- --[[ Loop ]]--
- while 1 do
- Wait2()
- Values()
- UpdateAllBars()
- VisualEffects()
- Animations()
- end
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