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- function lerp(weld,beglerp,endlerp,speed)
- weld.C0 = beglerp:lerp(endlerp,speed)
- return weld.C0
- end
- function lerp2(weld,beglerp,endlerp,speed)
- weld.C1 = beglerp:lerp(endlerp,speed)
- return weld.C1
- end
- local speed = 0.2
- local angle = 0
- local anglespeed = 1/2.5
- action = "None"
- on = false
- enabled = true
- damen = false
- combo = 1
- Player = game.Players.LocalPlayer
- Char = Player.Character
- Human = Char.Humanoid
- mouse = Player:GetMouse()
- Sounds = {"rbxasset://sounds/unsheath.wav", "rbxassetid://161006212", "rbxassetid://2248511", "rbxassetid://2101137", "rbxasset://sounds/icemetal3.mp3", "rbxasset://sounds/icestone.mp3", "rbxasset://sounds/icestone2.mp3", "rbxassetid://2248511","rbxassetid://157631498","rbxassetid://161006195"}
- T = Char:findFirstChild("Torso")
- Head = Char.Head
- LA = Char:findFirstChild("Left Arm")
- RA = Char:findFirstChild("Right Arm")
- LL = Char:findFirstChild("Left Leg")
- RL = Char:findFirstChild("Right Leg")
- LS = T:findFirstChild("Left Shoulder")
- RS = T:findFirstChild("Right Shoulder")
- LH = T:findFirstChild("Left Hip")
- RH = T:findFirstChild("Right Hip")
- Neck = T:findFirstChild("Neck")
- HM = Char:findFirstChild("HumanoidRootPart")
- RJ = Char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
- Camera = workspace.CurrentCamera
- Anim = Char:findFirstChild("Animate")
- if Anim then
- Anim:Destroy()
- end
- Animator = Human:findFirstChild("Animator")
- if Animator then
- Animator:Destroy()
- end
- MName = "Uroia"
- model = Instance.new("Model", Char)
- model.Name = MName
- han = Instance.new("Part",model)
- han.CanCollide = false
- han.Locked = true
- han.TopSurface = 0
- han.BottomSurface = 0
- han.FormFactor = 3
- han.Size = Vector3.new(0.35,1,0.35)
- han.BrickColor = BrickColor.new("Reddish brown")
- han.Material = "SmoothPlastic"
- han.TopSurface = 10
- han.BottomSurface = 10
- han.LeftSurface = 10
- han.RightSurface = 10
- han.FrontSurface = 10
- han.BackSurface = 10
- hanw = Instance.new("Weld",han)
- hanw.Part0 = han
- hanw.Part1 = T
- hanw.C0 = CFrame.new(0,0,-0.6)
- p1 = Instance.new("Part",model)
- p1.CanCollide = false
- p1.Locked = true
- p1.TopSurface = 0
- p1.BottomSurface = 0
- p1.FormFactor = 3
- p1.Size = Vector3.new(1.25,0.35,0.35)
- p1.BrickColor = BrickColor.new("Reddish brown")
- p1.Material = "SmoothPlastic"
- p1.TopSurface = 10
- p1.BottomSurface = 10
- p1.LeftSurface = 10
- p1.RightSurface = 10
- p1.FrontSurface = 10
- p1.BackSurface = 10
- p1w = Instance.new("Weld",han)
- p1w.Part0 = p1
- p1w.Part1 = han
- p1w.C0 = CFrame.new(0,-0.65,0)
- p2 = Instance.new("Part",model)
- p2.CanCollide = false
- p2.Locked = true
- p2.TopSurface = 0
- p2.BottomSurface = 0
- p2.FormFactor = 3
- p2.Size = Vector3.new(0.5,4.5,0.35)
- p2.Material = "SmoothPlastic"
- p2.BrickColor = BrickColor.new("Dark stone grey")
- p2.TopSurface = 10
- p2.BottomSurface = 10
- p2.LeftSurface = 10
- p2.RightSurface = 10
- p2.FrontSurface = 10
- p2.BackSurface = 10
- p2w = Instance.new("Weld",han)
- p2w.Part0 = p2
- p2w.Part1 = p1
- p2w.C0 = CFrame.new(0,-2.4,0)
- p3 = Instance.new("Part",model)
- p3.CanCollide = false
- p3.Locked = true
- p3.TopSurface = 0
- p3.BottomSurface = 0
- p3.FormFactor = 3
- p3.Size = Vector3.new(0.35,0.5,0.25)
- p3.Material = "SmoothPlastic"
- p3.BrickColor = BrickColor.new("Dark stone grey")
- p3.TopSurface = 10
- p3.BottomSurface = 10
- p3.LeftSurface = 10
- p3.RightSurface = 10
- p3.FrontSurface = 10
- p3.BackSurface = 10
- p3m = Instance.new("SpecialMesh",p3)
- p3m.MeshType = "Wedge"
- p3w = Instance.new("Weld",han)
- p3w.Part0 = p3
- p3w.Part1 = p2
- p3w.C0 = CFrame.new(0,-2.5,0.125) *CFrame.Angles(0,math.pi/2,0)
- p4 = Instance.new("Part",model)
- p4.CanCollide = false
- p4.Locked = true
- p4.TopSurface = 0
- p4.BottomSurface = 0
- p4.FormFactor = 3
- p4.Size = Vector3.new(0.35,0.5,0.25)
- p4.Material = "SmoothPlastic"
- p4.BrickColor = BrickColor.new("Dark stone grey")
- p4.TopSurface = 10
- p4.BottomSurface = 10
- p4.LeftSurface = 10
- p4.RightSurface = 10
- p4.FrontSurface = 10
- p4.BackSurface = 10
- p4m = Instance.new("SpecialMesh",p4)
- p4m.MeshType = "Wedge"
- p4w = Instance.new("Weld",han)
- p4w.Part0 = p4
- p4w.Part1 = p2
- p4w.C0 = CFrame.new(0,-2.5,0.125) *CFrame.Angles(0,-math.pi/2,0)
- hb = Instance.new("Part",model)
- hb.Name = "Hitbox"
- hb.CanCollide = false
- hb.Locked = true
- hb.Transparency = 1
- hb.TopSurface = 0
- hb.BottomSurface = 0
- hb.FormFactor = 3
- hb.BrickColor = BrickColor.new("Institutional white")
- hb.Size = Vector3.new(0.5,3.5,0.35)
- hb.Material = "SmoothPlastic"
- hb.TopSurface = 10
- hb.BottomSurface = 10
- hb.LeftSurface = 10
- hb.RightSurface = 10
- hb.FrontSurface = 10
- hb.BackSurface = 10
- hbw = Instance.new("Weld",han)
- hbw.Part0 = hb
- hbw.Part1 = p2
- WLS = Instance.new("Weld", T)
- WLS.C0 = CFrame.new(-1.5, 0.5, 0)
- WLS.C1 = CFrame.new(0, 0.5, 0)
- WLS.Part0 = T
- WLS.Part1 = LA
- WRS = Instance.new("Weld", T)
- WRS.Part0 = T
- WRS.Part1 = RA
- WRS.C0 = CFrame.new(1.5, 0.5, 0)
- WRS.C1 = CFrame.new(0, 0.5, 0)
- WLH = Instance.new("Weld", T)
- WLH.C0 = CFrame.new(-0.5, -1, 0)
- WLH.C1 = CFrame.new(0, 1, 0)
- WLH.Part0 = T
- WLH.Part1 = LL
- WRH = Instance.new("Weld", T)
- WRH.C0 = CFrame.new(0.5, -1, 0)
- WRH.C1 = CFrame.new(0, 1, 0)
- WRH.Part0 = T
- WRH.Part1 = RL
- LSC0 = WLS.C0
- RSC0 = WRS.C0
- LHC0 = WLH.C0
- RHC0 = WRH.C0
- RJ.Part0 = nil
- WRJ = Instance.new("Weld", T)
- WRJ.Part0 = T
- WRJ.Part1 = HM
- WRJ.C0 = CFrame.new()
- WRJ.C1 = CFrame.new()
- Neck.C0 = CFrame.new(0, 1, 0)
- Neck.C1 = CFrame.new(0, -0.5, 0)
- RJC0 = WRJ.C0
- RJC1 = WRJ.C1
- NC0 = Neck.C0
- hopbin = Instance.new("HopperBin", Player.Backpack)
- hopbin.Name = MName
- saveohanw = hanw.C0
- Run = game:GetService("RunService")
- PlaySound = function(part,volume,pitch,id)
- local Sound = Instance.new("Sound", part)
- Sound.SoundId = id
- Sound.Pitch = pitch
- Sound.Volume = volume
- Sound:Play()
- Sound:remove()
- end
- ShowDmg = function(totake)
- local modl = Instance.new("Model", workspace)
- modl.Name = tostring(totake)
- local prt = Instance.new("Part", modl)
- prt.CanCollide = false
- prt.BrickColor = BrickColor.Red()
- prt.Name = "Head"
- prt.CFrame = HM.CFrame *CFrame.new(0, 1.5, 0)
- prt.TopSurface = 0
- prt.BottomSurface = 0
- prt.FormFactor = 3
- prt.Size = Vector3.new(1, 0.2, 1)
- local bm = Instance.new("BlockMesh", prt)
- local hum = Instance.new("Humanoid", modl)
- hum.Health = 0
- hum.MaxHealth = 0
- hum.WalkSpeed = 0
- bodypos = Instance.new("BodyPosition", prt)
- bodypos.position = Head.Position +Vector3.new(0, 1, 0)
- bodypos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- game.Debris:AddItem(modl, 1)
- coroutine.resume(coroutine.create(function()
- for i = 1, 3 do
- bodypos.position = bodypos.position +Vector3.new(0, 0.5, 0)
- wait(0.01)
- end
- end))
- end
- function Damage(hit,mm,mam)
- if hit ~= nil and damen == true and hit.Parent ~= Char and hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health > 0 then
- local rdmg = math.random(mm,mam)
- hit.Parent.Humanoid:TakeDamage(rdmg)
- coroutine.resume(coroutine.create(function()
- ShowDmg(rdmg)
- end))
- damen = false
- end
- end
- function Selected()
- click = mouse.Button1Down:connect(function()
- if combo == 1 and on == true and enabled == true then
- enabled = false
- action = "Slash1"
- elseif combo == 2 then
- enabled = false
- action = "Slash2"
- elseif combo == 3 then
- enabled = false
- action = "Slash3"
- end
- end)
- keys = mouse.KeyDown:connect(function(key)
- key = key:lower()
- if key == "z" and on == true and enabled == true then
- enabled = false
- action = "ChargeSlash"
- end
- if key == "x" and on == true and enabled == true then
- enabled = false
- action = "FireBurst"
- end
- if key == "c" and on == true and enabled == true then
- enabled = false
- action = "IceSting"
- end
- if key == "v" and on == true and enabled == true then
- enabled = false
- action = "JumpSlam"
- end
- if key == string.char(52) and enabled == true then
- Char.Humanoid.WalkSpeed = 30
- end
- if key == "f" and on == false and enabled == true then
- enabled = false
- action = "Equip"
- wait(0.5)
- enabled = true
- elseif key == "f" and on == true and enabled == true then
- enabled = false
- action = "Unequip"
- wait(0.5)
- enabled = true
- end
- end)
- end
- keysup = mouse.KeyUp:connect(function(key)
- if key == string.char(52) and enabled == true then
- Char.Humanoid.WalkSpeed = 16
- end
- end)
- function Deselected()
- click:disconnect()
- keys:disconnect()
- end
- function Jumping()
- if enabled == true then
- action = "Jumping"
- end
- end
- hopbin.Selected:connect(Selected)
- hopbin.Deselected:connect(Deselected)
- Human.Jumping:connect(Jumping)
- while true do
- angle = (angle % 100) +anglespeed/10
- local lscf = LSC0
- local rscf = RSC0
- local llcf = LHC0
- local rlcf = RHC0
- local rjcf = RJC0
- local rjcf1 = RJC1
- local ncf = NC0
- if on == true then
- local hancf = savehanw
- end
- if T.Velocity.y <= -1 then
- action = "FallingDown"
- end
- if action == "Equip" then
- PlaySound(Head,0.5,0.7,Sounds[1])
- for i = 1, 10 do
- speed = 0.5
- anglespeed = 1.5
- ncf = NC0
- rjcf = RJC0
- rjcf1 = RJC1
- lscf = LSC0
- rscf = RSC0 *CFrame.new(-0.25,0,0) *CFrame.Angles(-math.pi/3,0,-math.pi/3)
- llcf = LHC0
- rlcf = RHC0
- if Vector3.new(T.Velocity.x,0,T.Velocity.z).Magnitude >= 2 then
- speed = 0.2
- anglespeed = 3
- angle = (angle % 100) +anglespeed/10
- llcf = LHC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/20), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(-math.sin(angle*Human.WalkSpeed/20), 0, math.rad(0.5))
- end
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- wait()
- end
- hanw.Part1 = RA
- hanw.C0 = CFrame.new(-1,0,0) *CFrame.Angles(math.pi/2,0,math.pi/2)
- savehanw = hanw.C0
- action = "None"
- on = true
- end
- if action == "Unequip" then
- hanw.Part1 = T
- hanw.C0 = saveohanw
- for i = 1, 10 do
- speed = 0.5
- anglespeed = 1.5
- ncf = NC0
- rjcf = RJC0
- rjcf1 = RJC1
- lscf = LSC0
- rscf = RSC0 *CFrame.new(-0.25,0,0) *CFrame.Angles(-math.pi/3,0,-math.pi/3)
- llcf = LHC0
- rlcf = RHC0
- if Vector3.new(T.Velocity.x,0,T.Velocity.z).Magnitude >= 2 then
- speed = 0.2
- anglespeed = 3
- angle = (angle % 100) +anglespeed/10
- llcf = LHC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/20), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(-math.sin(angle*Human.WalkSpeed/20), 0, math.rad(0.5))
- end
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- wait()
- end
- action = "None"
- on = false
- end
- if action == "Jumping" then
- enabled = false
- for i = 1, 10 do
- speed = 0.7
- anglespeed = 3
- ncf = NC0
- rjcf = RJC0 *CFrame.Angles(math.pi/10,0,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(-math.pi/4,0,0)
- rscf = RSC0 *CFrame.Angles(-math.pi/4,0,0)
- llcf = LHC0 *CFrame.new(0,1.25,-0.5)
- rlcf = RHC0 *CFrame.new(0,0,-0.5) *CFrame.Angles(-math.pi/5,0,0)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- wait()
- end
- enabled = true
- action = "None"
- end
- if action == "FallingDown" then
- for i = 1, 10 do
- speed = 0.7
- anglespeed = 3
- ncf = NC0
- rjcf = RJC0
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(math.pi/1.5,0,0)
- rscf = RSC0 *CFrame.Angles(math.pi/1.5,0,0)
- llcf = LHC0 *CFrame.new(0,1,-0.5)
- rlcf = RHC0 *CFrame.new(0,1,-0.5)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- wait()
- end
- enabled = true
- action = "None"
- end
- if on == false then
- if action == "None" then
- if Vector3.new(T.Velocity.X,0,T.Velocity.Z).Magnitude <=2 then
- speed = 0.2
- anglespeed = 0.5
- ncf = NC0
- rjcf = RJC0
- rjcf1 = RJC1
- lscf = LSC0
- rscf = RSC0
- hancf = savehanw
- llcf = LHC0
- rlcf = RHC0
- elseif Vector3.new(T.Velocity.X,0,T.Velocity.Z).Magnitude <=20 then
- speed = 0.2
- anglespeed = 2
- ncf = NC0
- rjcf = RJC0
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(math.sin(angle),0,0)
- rscf = RSC0 *CFrame.Angles(math.sin(-angle),0,0)
- llcf = LHC0 *CFrame.Angles(math.sin(angle),0,0)
- rlcf = RHC0 *CFrame.Angles(math.sin(-angle),0,0)
- elseif Vector3.new(T.Velocity.X,0,T.Velocity.Z).Magnitude >= 20 then
- speed = 0.8
- anglespeed = 3
- ncf = NC0
- rjcf = RJC0
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/50),0,0)
- rscf = RSC0 *CFrame.Angles(-math.sin(angle*Human.WalkSpeed/50),0,0)
- llcf = LHC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/50), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(math.sin(-angle*Human.WalkSpeed/50), 0, math.rad(0.5))
- end
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- end
- end
- if on == true then
- if action == "ChargeSlash" then
- coroutine.resume(coroutine.create(function()
- wait(1.2)
- local circ = Instance.new("Part",Char)
- circ.Anchored = true
- circ.CanCollide = false
- circ.TopSurface = 0
- circ.BottomSurface = 0
- circ.FormFactor = 3
- circ.BrickColor = BrickColor.Black()
- circ.Size = Vector3.new(3,3,3)
- circ.CFrame = T.CFrame
- circm = Instance.new("SpecialMesh",circ)
- circm.MeshType = "Sphere"
- game.Debris:AddItem(circ,2)
- PlaySound(Head,0.5,0.85,Sounds[3])
- coroutine.resume(coroutine.create(function()
- for i = 0,1,0.1 do
- circ.Transparency = 1*i
- circm.Scale = circm.Scale +Vector3.new(1,1,1)
- wait()
- end
- end))
- end))
- for i = 1, 75 do
- speed = 0.3
- anglespeed = 1.2
- local setweldr = 0.85
- if i == 1 then
- PlaySound(Head,0.5,1,Sounds[4])
- elseif i <= 30 then
- local eff = Instance.new("Part",Char)
- eff.Anchored = true
- eff.CanCollide = false
- eff.TopSurface = 0
- eff.BottomSurface = 0
- eff.FormFactor = 3
- eff.Transparency = 0.9
- eff.BrickColor = BrickColor.Black()
- eff.Size = Vector3.new(1.5,1.5,1.5)
- eff.CFrame = LA.CFrame *CFrame.new(0,-1.5,0) *CFrame.Angles(math.rad(-360,360),math.rad(-360,360),math.rad(-360,360))
- game.Debris:AddItem(eff,0.25)
- ncf = NC0
- rjcf = RJC0 *CFrame.new(0,1,0) *CFrame.Angles(math.pi/10,0,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.new(0,0.5,0) *CFrame.Angles(0,0,-math.pi/1.2)
- rscf = RSC0 *CFrame.Angles(-math.pi/8,0,0)
- hancf = savehanw
- llcf = LHC0 *CFrame.new(0,setweldr,-0.5) *CFrame.Angles(-math.pi/10,0,0)
- rlcf = RHC0 *CFrame.new(0,setweldr,-0.5)
- elseif i == 31 then
- local get = workspace:GetChildren()
- for i = 1, #get do
- if get[i] ~= Char and get[i]:FindFirstChild("Humanoid") ~= nil and get[i]:FindFirstChild("Humanoid").Health > 0 and get[i]:FindFirstChild("Torso") ~= nil then
- if (get[i].Torso.Position - T.Position).Magnitude <= 15 then
- rack = math.random(15,20.9)
- get[i].Humanoid:TakeDamage(rack)
- get[i].Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)
- v = Instance.new("BodyVelocity", get[i].Torso)
- v.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- v.velocity = HM.CFrame.lookVector *70 game.Debris:AddItem(v, 0.3) ShowDmg(rack)
- end
- end
- end
- elseif i <= 75 then
- setweldr = 1.5
- local eff = Instance.new("Part",Char)
- eff.Anchored = true
- eff.CanCollide = false
- eff.TopSurface = 0
- eff.BottomSurface = 0
- eff.FormFactor = 3
- eff.Transparency = 0.9
- eff.BrickColor = BrickColor.Black()
- eff.Size = Vector3.new(1.5,1.5,1.5)
- eff.CFrame = LA.CFrame *CFrame.new(0,-1.5,0) *CFrame.Angles(math.rad(-360,360),math.rad(-360,360),math.rad(-360,360))
- game.Debris:AddItem(eff,0.25)
- ncf = NC0
- rjcf = RJC0 *CFrame.new(0,1.8,0) *CFrame.Angles(math.pi/10,0,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.new(0,-0.5,0) *CFrame.Angles(0,-math.pi/2.5,-math.pi/4)
- rscf = RSC0 *CFrame.Angles(-math.pi/8,0,0)
- hancf = savehanw
- llcf = LHC0 *CFrame.new(0,setweldr,-0.5) *CFrame.Angles(-math.pi/10,0,0)
- rlcf = RHC0 *CFrame.new(0,setweldr,-0.5)
- end
- if Vector3.new(T.Velocity.x,0,T.Velocity.z).Magnitude >= 2 then
- speed = 0.2
- anglespeed = 3
- angle = (angle % 100) +anglespeed/10
- llcf = LHC0 *CFrame.new(0,setweldr,-0.5) *CFrame.Angles(-math.pi/10,0,0) *CFrame.Angles(math.sin(angle*Human.WalkSpeed/20), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.new(0,setweldr,-0.5) *CFrame.Angles(-math.sin(angle*Human.WalkSpeed/20), 0, math.rad(0.5))
- end
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- lerp(hanw,hanw.C0,hancf,speed)
- wait()
- end
- enabled = true
- action = "None"
- end
- if action == "FireBurst" then
- local spred = 0
- local mycf = HM.CFrame
- coroutine.resume(coroutine.create(function()
- wait(0.2)
- for i = 1, 8 do
- PlaySound(Head,0.5,1.2,Sounds[3])
- spred = spred -6
- local prtfi = Instance.new("Part",Char)
- prtfi.Anchored = true
- prtfi.CanCollide = false
- prtfi.TopSurface = 0
- prtfi.BottomSurface = 0
- prtfi.FormFactor = 3
- prtfi.Transparency = 0.15
- prtfi.BrickColor = BrickColor.Red()
- prtfi.Size = Vector3.new(2,10,2)
- prtfi.CFrame = CFrame.new(mycf *Vector3.new(0,-2,spred))
- local prtfim = Instance.new("SpecialMesh",prtfi)
- prtfim.MeshType = "Sphere"
- local prteff = Instance.new("Part",Char)
- prteff.Anchored = true
- prteff.CanCollide = false
- prteff.TopSurface = 0
- prteff.BottomSurface = 0
- prteff.FormFactor = 3
- prteff.Transparency = 0.25
- prteff.BrickColor = BrickColor.Red()
- prteff.Size = Vector3.new(3,1,3)
- prteff.CFrame = CFrame.new(mycf *Vector3.new(0,-2,spred))
- local prteffm = Instance.new("SpecialMesh",prteff)
- prteffm.Offset = Vector3.new(0,-0.5,0)
- prteffm.MeshId = "http://www.roblox.com/asset/?id=20329976"
- prteffm.Scale = prteff.Size
- prtfi.Touched:connect(function(hit) if hit ~= nil and hit.Parent ~= Char and hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health > 0 then local fir = Instance.new("Fire",hit.Parent.Torso) game.Debris:AddItem(fir,1) for i = 1, 10 do hit.Parent.Humanoid:TakeDamage(0.75) wait() end end end)
- for i = 1, 4 do
- prtfim.Scale = prtfim.Scale +Vector3.new(0,0.5,0)
- wait()
- end
- game.Debris:AddItem(prtfi,0.5)
- game.Debris:AddItem(prteff,0.5)
- wait()
- end
- end))
- for i = 1, 25 do
- speed = 0.3
- anglespeed = 2
- ncf = NC0 *CFrame.Angles(0,math.pi/2,0)
- rjcf = RJC0 *CFrame.Angles(0,math.pi/2,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(0,0,-math.pi/2)
- rscf = RSC0 *CFrame.Angles(math.pi/8,0,0)
- hancf = savehanw
- llcf = LHC0
- rlcf = RHC0
- if Vector3.new(T.Velocity.x,0,T.Velocity.z).Magnitude >= 2 then
- speed = 0.2
- anglespeed = 3
- angle = (angle % 100) +anglespeed/10
- llcf = LHC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/20), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(-math.sin(angle*Human.WalkSpeed/20), 0, math.rad(0.5))
- end
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- lerp(hanw,hanw.C0,hancf,speed)
- wait()
- end
- wait(0.5)
- enabled = true
- action = "None"
- end
- if action == "JumpSlam" then
- for i = 1, 88 do
- if i == 1 then
- PlaySound(Head,0.5,0.6,Sounds[9])
- speed = 0.2
- anglespeed = 1
- bv = Instance.new("BodyVelocity",HM)
- bv.maxForce = Vector3.new(0,1/0,0)
- bv.velocity = Vector3.new(0,50,0)
- end
- if i <= 49 then
- ncf = NC0 *CFrame.Angles(math.pi/4,0,0)
- rjcf = RJC0 *CFrame.Angles(-math.pi/10,0,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(0,0,-math.pi/2.2)
- rscf = RSC0 *CFrame.Angles(0,0,math.pi/2.2)
- hancf = savehanw
- llcf = LHC0 *CFrame.Angles(-math.pi/4,0,0)
- rlcf = RHC0 *CFrame.new(0,0.5,-0.5) *CFrame.Angles(-math.pi/4,0,0)
- elseif i == 50 then
- bv:remove()
- elseif i == 52 then
- Human.WalkSpeed = 0
- local touched = true
- con = RL.Touched:connect(function()
- if touched == false then return end
- touched = false
- coroutine.resume(coroutine.create(function()
- prtshk = Instance.new("Part",Char)
- prtshk.Anchored = true
- prtshk.CanCollide = false
- prtshk.TopSurface = 0
- prtshk.BottomSurface = 0
- prtshk.FormFactor = 3
- prtshk.Size = Vector3.new(1,1,1)
- prtshk.CFrame = CFrame.new(RL.CFrame.p) *CFrame.new(0,-RL.Size.Y/2,0)
- prtshkm = Instance.new("SpecialMesh",prtshk)
- prtshkm.MeshId = "http://www.roblox.com/asset/?id=20329976"
- game.Debris:AddItem(prtshk,2)
- for i = 0,1,0.1 do
- prtshk.Transparency = i
- prtshkm.Scale = prtshkm.Scale +Vector3.new(2,0,2)
- prtshk.Size = prtshkm.Scale
- selbox = Instance.new("SelectionBox",prtshk)
- selbox.Adornee = prtshk
- wait()
- end
- end))
- local get = workspace:GetChildren()
- for i = 1, #get do
- if get[i] ~= Char and get[i]:FindFirstChild("Humanoid") ~= nil and get[i]:FindFirstChild("Humanoid").Health > 0 and get[i]:FindFirstChild("Torso") ~= nil then
- if (get[i].Torso.Position - T.Position).Magnitude <= Vector3.new(prtshk.Size.X,prtshk.Size.Y,prtshk.Size.Z).Magnitude then
- rack = math.random(18.15,20.92)
- get[i].Humanoid:TakeDamage(rack)
- get[i].Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)
- v = Instance.new("BodyVelocity", get[i].Torso)
- v.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- v.velocity = HM.CFrame.lookVector *70 game.Debris:AddItem(v, 0.3) ShowDmg(rack)
- end
- end
- end
- end)
- elseif i <= 87 then
- ncf = NC0 *CFrame.Angles(-math.pi/5,0,0)
- rjcf = RJC0 *CFrame.Angles(math.pi/10,0,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(0,0,-math.pi/1.05)
- rscf = RSC0 *CFrame.Angles(0,0,math.pi/1.05)
- hancf = savehanw
- llcf = LHC0 *CFrame.Angles(-math.pi/3.35,0,0)
- rlcf = RHC0 *CFrame.new(0,-0.1,0) *CFrame.Angles(math.pi/5,0,0)
- elseif i == 88 then
- con:disconnect()
- end
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- lerp(hanw,hanw.C0,hancf,speed)
- wait()
- end
- Human.WalkSpeed = 16
- enabled = true
- action = "None"
- end
- if action == "IceSting" then
- local sep = 1
- local savespeed = Char.Humanoid.WalkSpeed
- coroutine.resume(coroutine.create(function()
- wait(0.8)
- local hmpos = HM.CFrame
- for i = 1,10 do
- sep = sep +4
- local spk = Instance.new("Part", Char)
- spk.Anchored = true
- spk.TopSurface = 0
- spk.BottomSurface = 0
- spk.FormFactor = 3
- spk.Reflectance = 0.35
- spk.BrickColor = BrickColor.Blue()
- spk.Size = Vector3.new(1*3,3.8*3,1*3)
- spk.CFrame = CFrame.new(hmpos *Vector3.new(0,-5,-sep))
- local spkm = Instance.new("SpecialMesh", spk)
- spkm.MeshId = "http://www.roblox.com/asset/?id=1033714"
- spkm.Scale = Vector3.new(0.6*3, 5.4*3, 0.6*3)
- coroutine.resume(coroutine.create(function()
- for i = 1, 12 do
- spk.CFrame = spk.CFrame *CFrame.new(0,0.15,0)
- wait()
- end
- end))
- coroutine.resume(coroutine.create(function()
- local custodmg = true
- local dspk = spk.Touched:connect(function(hit) if hit.Parent ~= nil and custodmg == true and hit.Parent ~= Char and hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health > 0 then
- local ddmg = math.random(5,12)
- hit.Parent.Humanoid:TakeDamage(ddmg)
- ShowDmg(ddmg)
- custodmg = false
- end
- end)
- coroutine.resume(coroutine.create(function()
- wait(0.5)
- custodmg = false
- dspk:disconnect()
- end))
- end))
- game.Debris:AddItem(spk,1)
- local pit = math.random(0.7,2)
- local masound = math.random(5,7)
- PlaySound(spk,0.5,pit,Sounds[masound])
- for i = 1, 3 do
- local prt = Instance.new("Part",Char)
- prt.Anchored = true
- prt.TopSurface = 0
- prt.BottomSurface = 0
- prt.FormFactor = 3
- prt.Transparency = 0.5
- prt.Reflectance = 0.6
- prt.BrickColor = BrickColor.Blue()
- prt.Size = Vector3.new(2*1.5,2*1.5,2*1.5)
- prt.CFrame = CFrame.new(spk.CFrame *Vector3.new(math.random(-2,2),1,math.random(-1,1))) *CFrame.Angles(math.rad(math.random(-90,90)),math.rad(math.random(-90,90)),math.rad(math.random(-90,90)))
- game.Debris:AddItem(prt,1)
- end
- wait(0.05)
- end
- end))
- for i = 1, 45 do
- speed = 0.2
- anlespeed = 1.2
- if i == 1 then
- PlaySound(Head,0.5,1.15,Sounds[4])
- elseif i <= 11 then
- ncf = NC0 *CFrame.Angles(math.pi/4,0,0)
- rjcf = RJC0
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.new(1.25,0,0) *CFrame.Angles(math.pi/1.1,0,math.pi/6)
- rscf = RSC0 *CFrame.new(-0.5,0,0) *CFrame.Angles(math.pi/1.1,0,-math.pi/8)
- hancf = savehanw
- llcf = LHC0
- rlcf = RHC0
- elseif i == 12 then
- PlaySound(Head,0.5,1,Sounds[2])
- elseif i == 22 then
- damen = true
- dmgbx = hb.Touched:connect(function(hit) Damage(hit,9,15) end)
- elseif i <= 23 then
- ncf = NC0 *CFrame.Angles(-math.pi/4,0,0)
- rjcf = RJC0
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.new(1.25,-0.5,-0.25) *CFrame.Angles(math.pi/10,0,math.pi/6)
- rscf = RSC0 *CFrame.new(-0.5,-0.5,-0.25) *CFrame.Angles(math.pi/10,0,-math.pi/8)
- hancf = savehanw *CFrame.new(0,-0.8,0.85) *CFrame.Angles(math.pi/2,0,0)
- llcf = LHC0
- rlcf = RHC0
- elseif i <= 45 then
- damen = false
- dmgbx:disconnect()
- ncf = NC0 *CFrame.Angles(-math.pi/4,0,0)
- rjcf = RJC0
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.new(1.25,-0.5,-0.25) *CFrame.Angles(math.pi/10,0,math.pi/6)
- rscf = RSC0 *CFrame.new(-0.5,-0.5,-0.25) *CFrame.Angles(math.pi/10,0,-math.pi/8)
- hancf = savehanw *CFrame.new(0,-0.8,0.85) *CFrame.Angles(math.pi/2,0,0)
- llcf = LHC0
- rlcf = RHC0
- Human.WalkSpeed = 0
- end
- if Vector3.new(T.Velocity.x,0,T.Velocity.z).Magnitude >= 2 then
- speed = 0.2
- anglespeed = 3
- angle = (angle % 100) +anglespeed/10
- llcf = LHC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/20), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(-math.sin(angle*Human.WalkSpeed/20), 0, math.rad(0.5))
- end
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- lerp(hanw,hanw.C0,hancf,speed)
- wait()
- end
- Human.WalkSpeed = savespeed
- damen = false
- enabled = true
- action = "None"
- end
- if action == "Slash1" then
- for i = 1, 23 do
- speed = 0.2
- anglespeed = 1.2
- hancf = savehanw
- if i <= 11 then
- ncf = NC0
- rjcf = RJC0 *CFrame.Angles(0,-math.pi/2,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(-math.pi/5,0,0)
- rscf = RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0)
- hancf = savehanw
- llcf = LHC0
- rlcf = RHC0
- elseif i == 12 then
- PlaySound(Head,0.5,1,Sounds[2])
- damen = true
- dmgbx = hb.Touched:connect(function(hit) Damage(hit,9,15) end)
- elseif i <= 23 then
- speed = 0.2
- anglespeed = 1.2
- ncf = NC0
- rjcf = RJC0 *CFrame.Angles(0,math.pi/2,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(-math.pi/5,0,0)
- rscf = RSC0 *CFrame.Angles(0,0,math.pi/2)
- hancf = savehanw
- llcf = LHC0
- rlcf = RHC0
- end
- if Vector3.new(T.Velocity.x,0,T.Velocity.z).Magnitude >= 2 then
- speed = 0.2
- anglespeed = 3
- angle = (angle % 100) +anglespeed/10
- llcf = LHC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/20), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(-math.sin(angle*Human.WalkSpeed/20), 0, math.rad(0.5))
- end
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- lerp(hanw,hanw.C0,hancf,speed)
- wait()
- end
- combo = 2
- enabled = true
- dmgbx:disconnect()
- damen = false
- action = "None"
- end
- if action == "Slash2" then
- for i = 1, 23 do
- speed = 0.2
- anglespeed = 1.2
- hancf = savehanw
- if i <= 11 then
- ncf = NC0 *CFrame.Angles(0,math.pi/2,0)
- rjcf = RJC0 *CFrame.Angles(0,math.pi/2,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(-math.pi/5,0,0)
- rscf = RSC0 *CFrame.Angles(math.pi/1.1,0,0)
- hancf = savehanw
- llcf = LHC0
- rlcf = RHC0
- elseif i == 12 then
- PlaySound(Head,0.5,1.1,Sounds[2])
- damen = true
- dmgbx = hb.Touched:connect(function(hit) Damage(hit,9,15) end)
- elseif i <= 23 then
- speed = 0.2
- anglespeed = 1.2
- ncf = NC0 *CFrame.Angles(0,-math.pi/2,0)
- rjcf = RJC0 *CFrame.Angles(0,-math.pi/2,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(-math.pi/5,0,0)
- rscf = RSC0 *CFrame.Angles(math.sin(0.01),0,0)
- hancf = savehanw
- llcf = LHC0
- rlcf = RHC0
- end
- if Vector3.new(T.Velocity.x,0,T.Velocity.z).Magnitude >= 2 then
- speed = 0.2
- anglespeed = 3
- angle = (angle % 100) +anglespeed/10
- llcf = LHC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/20), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(-math.sin(angle*Human.WalkSpeed/20), 0, math.rad(0.5))
- end
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- lerp(hanw,hanw.C0,hancf,speed)
- wait()
- end
- combo = 3
- dmgbx:disconnect()
- damen = false
- enabled = true
- action = "None"
- end
- if action == "Slash3" then
- for i = 1,3 do
- damen = true
- dmgbx = hb.Touched:connect(function(hit) Damage(hit,15,25) end)
- hancf = savehanw
- for i = 0,1,0.1 do
- speed = 0.2
- anglespeed = 1.2
- ncf = NC0
- rjcf = RJC0
- rjcf1 = RJC1 *CFrame.Angles(0,math.rad(-360*i),0)
- lscf = LSC0 *CFrame.Angles(-math.pi/5,0,0)
- rscf = RSC0 *CFrame.Angles(0,math.pi/2.3,math.pi/2)
- hancf = savehanw
- llcf = LHC0
- rlcf = RHC0
- if Vector3.new(T.Velocity.x,0,T.Velocity.z).Magnitude >= 2 then
- speed = 0.2
- anglespeed = 3
- angle = (angle % 100) +anglespeed/10
- llcf = LHC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/20), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(-math.sin(angle*Human.WalkSpeed/20), 0, math.rad(0.5))
- end
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- lerp(hanw,hanw.C0,hancf,speed)
- wait()
- end
- PlaySound(Head,0.5,1,Sounds[10])
- dmgbx:disconnect()
- end
- combo = 1
- damen = false
- enabled = true
- action = "None"
- end
- if action == "None" then
- if Vector3.new(T.Velocity.X,0,T.Velocity.Z).Magnitude <=2 then
- speed = 0.3
- anglespeed = 1/2.5
- ncf = NC0 *CFrame.Angles(0,math.pi/5,0)
- rjcf = RJC0 *CFrame.new(0,math.sin(angle)*0.03,0) *CFrame.Angles(0,math.pi/5,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(-math.pi/24+math.sin(-angle)*0.05, 0, -math.rad(5))
- rscf = RSC0 *CFrame.Angles(-math.pi/24+math.sin(-angle)*0.05, -math.rad(15), math.rad(5))
- llcf = LHC0 *CFrame.Angles(math.rad(4.5), 0, -math.rad(2.5))
- rlcf = RHC0 *CFrame.Angles(-math.rad(2.5), 0, math.rad(2.5))
- hancf = savehanw
- elseif Vector3.new(T.Velocity.X,0,T.Velocity.Z).Magnitude <=20 then
- speed = 0.2
- anglespeed = 1.5
- ncf = NC0
- rjcf = RJC0 *CFrame.Angles(math.pi/24,0,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(-math.pi/12,0,0)
- rscf = RSC0 *CFrame.Angles(-math.pi/12,0,0)
- llcf = LHC0 *CFrame.Angles(math.sin(angle), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(-math.sin(angle), 0, math.rad(0.5))
- hancf = savehanw
- elseif Vector3.new(T.Velocity.X,0,T.Velocity.Z).Magnitude >= 20 then
- speed = 0.8
- anglespeed = 1.5
- ncf = NC0
- rjcf = RJC0 *CFrame.Angles(math.pi/13,0,0)
- rjcf1 = RJC1
- lscf = LSC0 *CFrame.Angles(0,math.sin(angle*Human.WalkSpeed/30),-math.pi/2.5)
- rscf = RSC0 *CFrame.Angles(0,math.sin(angle*Human.WalkSpeed/30),math.pi/2.5)
- llcf = LHC0 *CFrame.Angles(math.sin(angle*Human.WalkSpeed/30), 0, -math.rad(0.5))
- rlcf = RHC0 *CFrame.Angles(math.sin(-angle*Human.WalkSpeed/30), 0, math.rad(0.5))
- hancf = savehanw
- end
- lerp(WLS,WLS.C0,lscf,speed)
- lerp(WRS,WRS.C0,rscf,speed)
- lerp(WRJ,WRJ.C0,rjcf,speed)
- lerp2(WRJ,WRJ.C1,rjcf1,speed)
- lerp(Neck,Neck.C0,ncf,speed)
- lerp(WLH,WLH.C0,llcf,speed)
- lerp(WRH,WRH.C0,rlcf,speed)
- lerp(hanw,hanw.C0,hancf,speed)
- end
- end
- Run.RenderStepped:wait()
- end
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