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- --Derp gun
- Player = game:GetService("Players").FearlessDarklord2233
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- ModelName = "Weapon"
- attack = false
- attacktype = 1
- Hitdeb = 0
- Neck = Torso.Neck
- local neckcf0 = Neck.C0
- ----------------------------
- --Customize
- Ammo = 50
- MaxAmmo = 50
- mindamage = 10
- maxdamage = 30
- crtmaxdamage = 50
- reloadspeed=1
- attackspeed=1
- GunzerkDuration=1000
- twobullets=false
- omindamage = mindamage
- omaxdamage = maxdamage
- ocrtmaxdamage = crtmaxdamage
- crtrate = 100/5
- --100%/critpercentage
- oblkbrkr = 1
- blockbreaker = oblkbrkr
- spread = 1
- spread = spread*100
- Ammoregen = 5
- range = 400
- rangepower = 50
- CurrentAmmo = "Normal"
- attackdebounce = false
- poisoncounter=0
- Gunzerkering=false
- firingdebounce1=false
- firingdebounce2=false
- handlecolor = BrickColor.new("Navy blue")
- bcolor = BrickColor.new("White")
- gemcolor = BrickColor.new("Black")
- ammotrail = BrickColor.new("White")
- ToolName = "Ras Algethi"
- ---------------------------------------------------------------------------------------------------------------------------------------
- if Character:findFirstChild("EquippedVal",true) ~= nil then
- Character:findFirstChild("EquippedVal",true).Parent = nil
- end
- ev = Instance.new("BoolValue",Character)
- ev.Name = "EquippedVal"
- ev.Value = false
- if Character:findFirstChild("Block",true) ~= nil then
- Character:findFirstChild("Block",true).Parent = nil
- end
- --player
- player = nil
- --welds
- RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld")
- --what anim
- anim = "none"
- --other var
- player = Player
- ch = Character
- --save shoulders
- AoETrue = {}
- RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"]
- function RWFunc()
- RW.Part1 = ch["Right Arm"]
- RSH.Part1 = nil
- end
- function LWFunc()
- LW.Part1 = ch["Left Arm"]
- LSH.Part1 = nil
- end
- function RWLFunc()
- RWL.Part1 = ch["Right Leg"]
- RHL.Part1 = nil
- ch["Right Leg"].Name = "RightLeg"
- RightLeg.CanCollide = false
- end
- function LWLFunc()
- LWL.Part1 = ch["Left Leg"]
- LHL.Part1 = nil
- ch["Left Leg"].Name = "LeftLeg"
- LeftLeg.CanCollide = true
- end
- function RWLRem()
- RightLeg.Name = "Right Leg"
- RWL.Part1 = nil
- RHL.Part1 = ch["Right Leg"]
- RightLeg.CanCollide = false
- end
- function LWLRem()
- LeftLeg.Name = "Left Leg"
- LWL.Part1 = nil
- LHL.Part1 = ch["Left Leg"]
- LeftLeg.CanCollide = false
- end
- function RWRem()
- RW.Part1 = nil
- RSH.Part1 = ch["Right Arm"]
- end
- function LWRem()
- LW.Part1 = nil
- LSH.Part1 = ch["Left Arm"]
- end
- if Character:findFirstChild(ModelName,true) ~= nil then
- Character:findFirstChild(ModelName,true).Parent = nil
- RHL.Part1 = ch["Right Leg"]
- LHL.Part1 = ch["Left Leg"]
- RSH.Part1 = ch["Right Arm"]
- LSH.Part1 = ch["Left Arm"]
- end
- local swordholder = Instance.new("Model")
- swordholder.Name = ModelName
- swordholder.Parent = Character
- --derp
- RW.Part0 = ch.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
- RW.Parent = swordholder
- --
- LW.Part0 = ch.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Parent = swordholder
- --
- RWL.Part0 = ch.Torso
- RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0)
- RWL.C1 = CFrame.new(0.5, 1, 0)
- RWL.Parent = swordholder
- --
- LWL.Part0 = ch.Torso
- LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0)
- LWL.C1 = CFrame.new(-0.5, 1, 0)
- LWL.Parent = swordholder
- local msh1 = Instance.new("CylinderMesh")
- msh1.Scale = Vector3.new(1,1,1)
- local msh2 = Instance.new("BlockMesh")
- msh2.Scale = Vector3.new(1,1,1)
- local msh3 = Instance.new("CylinderMesh")
- msh3.Scale = Vector3.new(1,1,1)
- local msh4 = Instance.new("CylinderMesh")
- msh4.Scale = Vector3.new(1,1,1)
- local msh5 = Instance.new("CylinderMesh")
- msh5.Scale = Vector3.new(1,1,1)
- local msh6 = Instance.new("BlockMesh")
- msh6.Scale = Vector3.new(1,1,1)
- local torsc = false
- for i,z in pairs(Character:GetChildren()) do
- if z.className == "CharacterMesh" then
- if z.BodyPart == Enum.BodyPart.Torso then
- torsc = true
- end
- end
- end
- if torsc then
- msh7 = Instance.new("SpecialMesh")
- msh7.MeshId = "http://www.roblox.com/asset/?id=3270017"
- msh7.Scale = Vector3.new(2.01,1,1.01)
- else
- msh7 = Instance.new("BlockMesh")
- msh7.Scale = Vector3.new(2.01,0.1,1.01)
- end
- local msh8 = Instance.new("SpecialMesh")
- msh8.MeshId = "http://www.roblox.com/asset/?id=3270017"
- msh8.Scale = Vector3.new(0.5,0.5,7)
- local msh9 = Instance.new("BlockMesh")
- msh9.Scale = Vector3.new(1,1,1)
- local prt1 = Instance.new("Part")
- prt1.formFactor = 3
- prt1.CanCollide = true
- prt1.Name = "Handle"
- prt1.Locked = true
- prt1.Size = Vector3.new(0.3,1,0.3)
- prt1.Parent = swordholder
- msh1.Parent = prt1
- prt1.BrickColor = handlecolor
- local prt2 = Instance.new("Part")
- prt2.formFactor = 3
- prt2.CanCollide = true
- prt2.Name = "Handle2"
- prt2.Locked = true
- prt2.Size = Vector3.new(0.5,0.2,1.5)
- prt2.Parent = swordholder
- msh2.Parent = prt2
- prt2.BrickColor = handlecolor
- local prt3 = Instance.new("Part")
- prt3.formFactor = 3
- prt3.CanCollide = false
- prt3.Name = "Handle3"
- prt3.Locked = true
- prt3.Size = Vector3.new(0.7,1.2,0.7)
- prt3.Parent = swordholder
- msh3.Parent = prt3
- prt3.BrickColor = bcolor
- local prt4 = Instance.new("Part")
- prt4.formFactor = 3
- prt4.CanCollide = true
- prt4.Name = "BackBarrel"
- prt4.Locked = true
- prt4.Size = Vector3.new(0.5,1.2,0.5)
- prt4.Parent = swordholder
- msh4.Parent = prt4
- prt4.BrickColor = handlecolor
- local prt5 = Instance.new("Part")
- prt5.formFactor = 3
- prt5.CanCollide = true
- prt5.Name = "Barrel"
- prt5.Locked = true
- prt5.Size = Vector3.new(0.4,2.5,0.4)
- prt5.Parent = swordholder
- msh5.Parent = prt5
- prt5.BrickColor = handlecolor
- local prt6 = Instance.new("Part")
- prt6.formFactor = 3
- prt6.CanCollide = false
- prt6.Name = "BarrelHandle"
- prt6.Locked = true
- prt6.Size = Vector3.new(0.3,1,0.3)
- prt6.Parent = swordholder
- msh6.Parent = prt6
- prt6.BrickColor = handlecolor
- local prt7 = Instance.new("Part")
- prt7.formFactor = 3
- prt7.CanCollide = false
- prt7.Name = "HolsterStrap"
- prt7.Locked = true
- prt7.Size = Vector3.new(1,1,1)
- prt7.Parent = swordholder
- msh7.Parent = prt7
- prt7.BrickColor = handlecolor
- local prt8 = Instance.new("Part")
- prt8.formFactor = 3
- prt8.CanCollide = false
- prt8.Name = "Holster"
- prt8.Locked = true
- prt8.Size = Vector3.new(1,1,1)
- prt8.Parent = swordholder
- msh8.Parent = prt8
- prt8.BrickColor = handlecolor
- local prt9 = Instance.new("Part")
- prt9.formFactor = 3
- prt9.CanCollide = false
- prt9.Name = "AmmoHolster"
- prt9.Locked = true
- prt9.Size = Vector3.new(0.2,1,0.7)
- prt9.Parent = swordholder
- msh9.Parent = prt9
- prt9.BrickColor = handlecolor
- local w1 = Instance.new("Weld")
- w1.Parent = prt1
- w1.Part0 = prt1
- w1.Name = "Weld1"
- local w2 = Instance.new("Weld")
- w2.Parent = prt2
- w2.Part0 = prt2
- w2.Part1 = prt1
- w2.Name = "Weld2"
- w2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w2.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0.6,0.5)
- local w3 = Instance.new("Weld")
- w3.Parent = prt3
- w3.Part0 = prt3
- w3.Part1 = prt2
- w3.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90+45), 0, 0) * CFrame.new(0, 0.25,-0.5)
- local w4 = Instance.new("Weld")
- w4.Parent = prt4
- w4.Part0 = prt4
- w4.Part1 = prt2
- w4.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w4.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,0.5)
- local w5 = Instance.new("Weld")
- w5.Parent = prt5
- w5.Part0 = prt5
- w5.Part1 = prt3
- w5.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w5.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 1.5,0)
- local w6 = Instance.new("Weld")
- w6.Parent = prt6
- w6.Part0 = prt6
- w6.Part1 = prt3
- w6.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w6.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1.5,-0.5)
- local w7 = Instance.new("Weld")
- w7.Parent = prt7
- w7.Part0 = prt7
- w7.Part1 = Torso
- w7.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- if torsc then
- w7.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1,0)
- else
- w7.C0 = CFrame.Angles(0, 0, 0) * CFrame.new(0, 1,0)
- end
- local w8 = Instance.new("Weld")
- w8.Parent = prt8
- w8.Part0 = prt8
- w8.Part1 = Torso
- w8.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w8.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(-1.1, 1-0.25,0)
- local w9 = Instance.new("Weld")
- w9.Parent = prt9
- w9.Part0 = prt9
- w9.Part1 = Torso
- w9.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- w9.C0 = CFrame.Angles(math.rad(45), 0, 0) * CFrame.new(1, 0.75,-0.5)
- newgun=swordholder:Clone()
- newgun.Name="WeaponClone"
- newprt1=newgun.Handle
- newprt2=newgun.Handle2
- newprt3=newgun.Handle3
- newprt4=newgun.BackBarrel
- newprt5=newgun.Barrel
- newprt6=newgun.BarrelHandle
- newgun.HolsterStrap:Remove()
- newgun.Holster:Remove()
- newgun.AmmoHolster:Remove()
- newgun:BreakJoints()
- local neww1 = Instance.new("Weld")
- neww1.Parent = newprt1
- neww1.Part0 = newprt1
- local neww2 = Instance.new("Weld")
- neww2.Parent = newprt2
- neww2.Part0 = newprt2
- neww2.Part1 = newprt1
- neww2.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- neww2.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 0.6,0.5)
- local neww3 = Instance.new("Weld")
- neww3.Parent = newprt3
- neww3.Part0 = newprt3
- neww3.Part1 = newprt2
- neww3.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- neww3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- local neww4 = Instance.new("Weld")
- neww4.Parent = newprt4
- neww4.Part0 = newprt4
- neww4.Part1 = newprt2
- neww4.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- neww4.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,0.5)
- local neww5 = Instance.new("Weld")
- neww5.Parent = newprt5
- neww5.Part0 = newprt5
- neww5.Part1 = newprt3
- neww5.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- neww5.C0 = CFrame.Angles(math.rad(0), 0, 0) * CFrame.new(0, 1.5,0)
- local neww6 = Instance.new("Weld")
- neww6.Parent = newprt6
- neww6.Part0 = newprt6
- neww6.Part1 = newprt3
- neww6.C1 = CFrame.new(0, 0,0) * CFrame.Angles(0, 0, 0)
- neww6.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 1.5,-0.5)
- local RAP = Instance.new("Part")
- RAP.formFactor = 0
- RAP.CanCollide = false
- RAP.Name = "RAPart"
- RAP.Locked = true
- RAP.Size = Vector3.new(1,1,1)
- RAP.Parent = swordholder
- RAP.Transparency = 1
- local w = Instance.new("Weld")
- w.Parent = RAP
- w.Part0 = RAP
- w.Part1 = RightArm
- w.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- w.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 1, 0)
- function unequipweld()
- w1.Part1 = Torso
- w1.C1 = CFrame.fromEulerAnglesXYZ(0, math.rad(0), math.rad(0)) * CFrame.new(0, 0,0)
- w1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(180),math.rad(-0), math.rad(0)) * CFrame.new(-1.15, 1, -0.6)
- end
- unequipweld()
- function equipweld()
- w1.Part0 = prt1
- w1.Part1 = RAP
- w1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- end
- function ss(parent,p) --Slash
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function uss(parent,p) --unsheath
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function cs(parent,p) --Magic Charge
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ls(parent,p) --Lazer Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset?id=1369158"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ts(parent,p)
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=12222030"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function fs(parent,p) --Fire Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=31758982"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ms(parent,p) --Metal Cling Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\metal.ogg"
- SlashSound.Parent = parent
- SlashSound.Volume = 5
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function bs(parent,p) --Berserk Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2676305"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function hs(parent,p) --Ammo Hit Sound
- ms(parent,p)
- end
- function as(parent,p) --Gun Shoot Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://roblox.com/asset/?id=10209257"
- SlashSound.Parent = parent
- SlashSound.Volume = 0.5
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- function ars(parent,p) --Gun Reload Sound
- local SlashSound = Instance.new("Sound")
- SlashSound.SoundId = "http://roblox.com/asset/?id=10209869"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))
- end
- --
- --
- function returndmg()
- mindamage = omindamage
- maxdamage = omaxdamage
- crtmaxdamage = ocrtmaxdamage
- end
- function subdmg(sub)
- mindamage = omindamage - sub
- maxdamage = omaxdamage - sub
- crtmaxdamage = ocrtmaxdamage - sub
- end
- function prcntdmg(sub)
- mindamage = math.floor(omindamage - (omindamage*(sub/100)))
- maxdamage = math.floor(omaxdamage - (omaxdamage*(sub/100)))
- crtmaxdamage = math.floor(ocrtmaxdamage - (ocrtmaxdamage*(sub/100)))
- end
- function tagHumanoid(humanoid, player)
- local creator_tag = Instance.new("ObjectValue")
- creator_tag.Value = player
- creator_tag.Name = "creator"
- creator_tag.Parent = humanoid
- end
- function untagHumanoid(humanoid)
- if humanoid ~= nil then
- local tag = humanoid:findFirstChild("creator")
- if tag ~= nil then
- tag.Parent = nil
- end
- end
- end
- local function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function hideanim()
- attack = true
- ars(Head,0.85)
- for i = 0.25 ,1 ,0.25 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25+10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90+25*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5*i),0,math.rad(0))
- end
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(10-10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(35+10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(115+20*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5-5*i),0,math.rad(0))
- end
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90-130*i),math.rad(0),math.rad(-60+60*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40-20*i),math.rad(0),math.rad(45-22.5*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(135), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10+40*i),0,math.rad(-30*i))
- end
- unequipweld()
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(-20+20*i),math.rad(0),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.25+0.25*i) * CFrame.Angles(math.rad(20-20*i),math.rad(0),math.rad(22.5-22.5*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(135), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30-30*i),0,math.rad(-30+30*i))
- end
- Neck.C0 = neckcf0
- RWRem()
- LWRem()
- attack = false
- end
- function equipanim()
- attack = true
- RWFunc()
- w3.C0 = CFrame.Angles(math.rad(135), 0, 0) * CFrame.new(0, 0.25,-0.5)
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(-20*i),math.rad(0),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30*i),0,math.rad(-30*i))
- end
- equipweld()
- ars(Head,1)
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, -0.25*i) * CFrame.Angles(math.rad(-20+130*i),math.rad(0),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(30-35*i),0,math.rad(-30))
- end
- LWFunc()
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(110-20*i),math.rad(0),math.rad(-60*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5*i) * CFrame.Angles(math.rad(40*i),math.rad(0),math.rad(25*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(135-45*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+5*i),0,math.rad(-30+30*i))
- end
- Neck.C0 = neckcf0
- attack = false
- end
- function faketors()
- local T = Instance.new("Part")
- T.formFactor = 0
- T.CanCollide = false
- T.Name = "FakeTorso"
- T.Locked = true
- T.Size = Torso.Size
- T.Parent = swordholder
- T.Transparency = 1
- T.BrickColor = Torso.BrickColor
- for i,z in pairs(Character:GetChildren()) do
- if z.className == "CharacterMesh" then
- if z.BodyPart == Enum.BodyPart.Torso then
- local SM = Instance.new("SpecialMesh",T)
- SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
- if z.BaseTextureId ~= 0 then
- SM.TextureId = z.BaseTextureId
- elseif z.OverlayTextureId ~= 0 then
- SM.TextureId = z.OverlayTextureId
- else
- SM.TextureId = ""
- end
- end
- end
- end
- local wt = Instance.new("Weld")
- wt.Parent = T
- wt.Part0 = T
- wt.Part1 = Torso
- RW.Part0 = T
- LW.Part0 = T
- T.Transparency = 0
- Torso.Transparency = 1
- RHL.Part0 = T
- LHL.Part0 = T
- return wt,T
- end
- if (script.Parent.className ~= "HopperBin") then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = ToolName
- script.Parent = Tool
- end
- Bin = script.Parent
- function damagesplat(dmg,hit,crit,blocked)
- local mo = Instance.new("Model")
- mo.Name = dmg
- local pa = Instance.new("Part",mo)
- pa.formFactor = 3
- pa.Size = Vector3.new(0.8,0.3,0.8)
- if crit then
- pa.BrickColor = BrickColor.new("Bright yellow")
- elseif not crit then
- pa.BrickColor = BrickColor.new("Bright red")
- end
- if blocked then pa.BrickColor = BrickColor.new("Bright blue") end
- pa.CFrame = CFrame.new(hit.Position) * CFrame.new(0, 3, 0)
- pa.Name = "Head"
- local hah = Instance.new("Humanoid")
- hah.Parent = mo
- hah.MaxHealth = 0
- hah.Health = 0
- local bp = Instance.new("BodyPosition")
- bp.P = 14000
- bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- bp.position = hit.Position + Vector3.new(0, 5, 0)
- coroutine.resume(coroutine.create(function()
- wait()
- mo.Parent = workspace
- bp.Parent = pa
- wait(1.4)
- mo:remove()
- end))
- return pa
- end
- function damage(hum,dmg,critornot)
- local pa = damagesplat(dmg,hum.Torso,critornot)
- hum:TakeDamage(dmg)
- coroutine.resume(coroutine.create(function()
- tagHumanoid(hum,Player)
- wait(1)
- untagHumanoid(hum)
- end))
- return pa
- end
- function AddAmmo(add)
- Ammo = Ammo + add
- if Ammo > MaxAmmo then
- Ammo = MaxAmmo
- end
- end
- function ADmg(humm,hit,pos)
- if CurrentAmmo == "Normal" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(-25)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- elseif CurrentAmmo == "Poison" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(15)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- if poisoncounter==1 then
- local poisoncount = math.random(2,10)
- coroutine.resume(coroutine.create(function()
- repeat
- wait(1.5)
- poisoncount = poisoncount - 1
- local rndmdamage = math.floor(math.random(1,5)/2)
- local pa = damage(humm,rndmdamage,false)
- pa.BrickColor = BrickColor.new("Alder")
- until poisoncount <= 0
- end))
- end
- elseif CurrentAmmo == "Explosion" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(0)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- elseif CurrentAmmo == "Herpity" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(0)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- if humm.Parent:findFirstChild("Torso")~=nil then
- humm.Parent.Torso.RotVelocity=Vector3.new(math.random(-50000,50000),math.random(-50000,50000),math.random(-50000,50000))
- r=it("BodyAngularVelocity")
- r.P=3000
- r.maxTorque=vt(500000000,50000000000,500000000)*50000
- r.angularvelocity=vt(math.random(-500,500),math.random(-500,500),math.random(-500,500))
- r.Parent=humm.Parent.Torso
- coroutine.resume(coroutine.create(function()
- for i=1,5000000000000 do
- wait()
- r.angularvelocity=vt(math.random(-500,500),math.random(-500,500),math.random(-500,500))
- end
- r.Parent=nil
- end))
- end
- elseif CurrentAmmo == "Bees" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(0)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- if humm.Parent:findFirstChild("Torso")~=nil then
- humm.Parent.Torso.RotVelocity=Vector3.new(math.random(-360,360),math.random(-360,360),math.random(-360,360))
- coroutine.resume(coroutine.create(function()
- victim=humm.Parent
- d=true
- for i=1, 40 do
- m=Instance.new("Model")
- m.Name="BEE"
- p=Instance.new("Part")
- p.CanCollide=false
- p.Name="Head"
- p.Parent=m
- mz=Instance.new("SpecialMesh")
- mz.Scale=Vector3.new(.225,.25,.225)
- p.BrickColor=BrickColor.new("Bright yellow")
- p.Size=Vector3.new(1,1,1)
- p.CFrame=victim.Torso.CFrame+Vector3.new(math.random(-10,10),50,math.random(-10,10))
- mz.Parent=p
- m.Parent=workspace
- b=Instance.new("BodyPosition")
- b.P=8000
- b.D=200
- b.maxForce=Vector3.new(5000,5000,5000)*50000000
- b.position=p.Position
- b.Parent=p
- coroutine.resume(coroutine.create(function(f)
- while f.Parent~=nil do
- f.BodyPosition.position=f.Position:Lerp(victim.Torso.Position+Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))*2,.75)
- wait(.1)
- end
- end),p)
- m.Parent=victim
- p.Touched:connect(function(hit)
- if hit.Parent~=nil then
- if hit.Parent==victim then
- if d==true then
- d=false
- hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-15
- hit.Parent.Torso.Velocity=Vector3.new(math.random(-5,5)/5,math.random(-5,5),math.random(-5,5)/5)
- hit.Parent.Torso.CFrame=hit.Parent.Torso.CFrame*CFrame.new(0,1,0)*CFrame.fromEulerAnglesXYZ(math.random(-20,20)/20,math.random(-20,20)/30,.01)
- hit.Parent.Humanoid.Jump=true
- wait(math.random(10,20)/5)
- d=true
- end
- end
- end
- end)
- wait()
- end
- end))
- end
- elseif CurrentAmmo == "derp" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(0)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- if humm.Parent:findFirstChild("Torso")~=nil then
- coroutine.resume(coroutine.create(function()
- Headt=humm.Parent.Torso.Neck
- LeftArmt=humm.Parent.Torso["Left Shoulder"]
- RightArmt=humm.Parent.Torso["Right Shoulder"]
- LeftLegt=humm.Parent.Torso["Left Hip"]
- RightLegt=humm.Parent.Torso["Right Hip"]
- derptable={"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"}
- pootisss=""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""
- coroutine.resume(coroutine.create(function()
- while true do
- wait()
- Headt.C0=Headt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5)
- LeftArmt.C0=LeftArmt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5)
- RightArmt.C0=RightArmt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5)
- LeftLegt.C0=LeftLegt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5)
- RightLegt.C0=RightLegt.C0*CFrame.fromEulerAnglesXYZ(0,0,0.5)
- humm.Parent.Humanoid.PlatformStand=true
- humm.Parent.Torso.RotVelocity=Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))
- pootisss=""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""..tostring(derptable[math.random(1,25)])..""
- game:GetService("Chat"):Chat(humm.Parent,pootisss,1)
- end
- end))
- end))
- end
- elseif CurrentAmmo == "Troll" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(0)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- if humm.Parent:findFirstChild("Torso")~=nil then
- coroutine.resume(coroutine.create(function()
- c=humm.Parent:children()
- for i=1,#c do
- m=Instance.new("BlockMesh")
- m.Parent=c[i]
- m.Scale=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- coroutine.resume(coroutine.create(function(mesh)
- while true do
- wait()
- mesh.Scale=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
- end
- end),m)
- end
- end))
- end
- elseif CurrentAmmo == "suparKnockback" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(25)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- local vel = Instance.new("BodyVelocity",humm.Torso)
- vel.maxForce = Vector3.new(1,1,1) * math.huge
- vel.P = vel.P * 5
- vel.velocity = Vector3.new(0,1,0) + CFrame.new(Torso.Position,humm.Torso.Position).lookVector * 1000
- coroutine.resume(coroutine.create(function()
- wait() wait() wait() wait()
- vel.Parent=nil
- end))
- elseif CurrentAmmo == "Knockback" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- prcntdmg(0)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- local vel = Instance.new("BodyVelocity",humm.Torso)
- vel.maxForce = Vector3.new(1,1,1) * math.huge
- vel.P = vel.P * 5
- vel.velocity = Vector3.new(0,1,0) + CFrame.new(Torso.Position,humm.Torso.Position).lookVector * 10
- coroutine.resume(coroutine.create(function()
- wait() wait() wait() wait()
- vel.Parent=nil
- end))
- returndmg()
- end
- end
- function OT(hit) --Normal Damage
- if Hitdeb == 1 then return end
- if hit.Parent == nil then return end
- local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then
- if hum.Health <= 0 then return end
- if hit.Parent:findFirstChild("Block") ~= nil then
- if hit.Parent.Block.Value then
- damagesplat(0,hum.Torso,false,true)
- Hitdeb = 1
- if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then
- if hit.Parent.Block.BlockPower.Value <= 1 then
- hit.Parent.Block.Value = false
- elseif hit.Parent.Block.BlockPower.Value > 1 then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker
- elseif critrandomizer == 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2
- end
- end
- end
- return end end
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- end
- Hitdeb = 1
- end
- end
- function AoE(p,magnitude)
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local mag = (head.Position - p).magnitude;
- if mag <= magnitude and c[i].Name ~= Character.Name then
- local foundd = false
- for ii = 1 , #AoETrue do
- if AoETrue[ii] == c[i].Name then
- foundd = true
- end
- end
- if foundd then
- end
- --
- if not foundd then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- end
- table.insert(AoETrue,c[i].Name)
- end
- end
- end
- end
- end
- for ii = 1 , #AoETrue do
- table.remove(AoETrue,#AoETrue)
- end
- end
- --
- --
- function effect(Color,Ref,LP,P1)
- local effectsmsh = Instance.new("BlockMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.2,1,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = Vector3.new(0.2,mg,0.2)
- effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = Vector3.new(1-1*i,1,1-1*i)
- end
- wait()
- effectsg.Parent = nil
- end))
- end
- --
- con = nil
- function dmgcnnct()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- con = prt11.Touched:connect(OT)
- end
- function dmgdc()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- end
- function rptddmg(value,des,inc)
- coroutine.resume(coroutine.create(function()
- repeat
- wait(inc)
- Hitdeb = 0
- until value == des
- end))
- end
- function atktype(s,e)
- coroutine.resume(coroutine.create(function ()
- attacktype = e
- wait(0.25)
- attacktype = s
- end))
- end
- function EVENMOARMAGIX2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = Instance.new("SpecialMesh")
- msh1.Scale = Vector3.new(0.5,0.5,0.5)
- msh1.MeshType = "Sphere"
- S=Instance.new("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=Vector3.new(x1,y1,z1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part
- S.Parent=workspace
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 14 do Part.Mesh.Scale = Part.Mesh.Scale + Vector3.new(1,1,1) Part.Transparency=Part.Transparency+0.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- function shoottrail(mouse)
- local p1 = (prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p
- local spreadvector = (Vector3.new(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (p1-mouse.Hit.p).magnitude/100
- local dir = CFrame.new((p1+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
- local hit,pos = rayCast(p1,dir.lookVector,10,Character)
- local rangepos = range
- local function drawtrail(From,To)
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- if poisoncounter==1 then
- local derpsmoke=Instance.new("Smoke")
- derpsmoke.Parent=effectsg
- derpsmoke.Color=Color3.new(0,0,154)
- --derpsmoke.Opacity=0.05
- --derpsmoke.Size=0.5
- end
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.2,0.2,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = ammotrail
- effectsg.Reflectance = 0.25
- local LP = From
- local point1 = To
- local mg = (LP - point1).magnitude
- effectsmsh.Scale = Vector3.new(1,mg*5,1)
- effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = Vector3.new(1-1*i,mg*5,1-1*i)
- end
- effectsg.Parent = nil
- end))
- end
- local newpos = p1
- local inc = rangepower
- repeat
- wait()
- rangepos = rangepos - 10
- dir = dir * CFrame.Angles(math.rad(-0.1),0,0)
- hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
- drawtrail(newpos,pos)
- newpos = newpos + (dir.lookVector * inc)
- if inc >= 20 then
- inc = inc - 10
- end
- if hit ~= nil then
- rangepos = 0
- end
- until rangepos <= 0
- if CurrentAmmo=="Explosion" then
- b=math.random(1,3)
- if b==1 then
- EVENMOARMAGIX2(CFrame.new(newpos),1,1,1,0,0,0,0,0,0,BrickColor.new("Bright red"))
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local targ = head.Position - newpos;
- local mag = targ.magnitude;
- if mag <= 10 and c[i].Name ~= Player.Name then
- attackdebounce=false
- ADmg(hum,hit,pos)
- end
- end
- end
- end
- end
- end
- if hit ~= nil then
- hs(Head,1)
- if hit.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit.Parent.Humanoid
- attackdebounce=false
- ADmg(hum,hit,pos)
- elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit.Parent.Parent.Humanoid
- attackdebounce=false
- ADmg(hum,hit,pos)
- end
- end
- end
- function shoottrail2(mouse)
- local p1 = (newprt5.CFrame * CFrame.new(0,-newprt5.Size.y/2,0)).p
- local spreadvector = (Vector3.new(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (p1-mouse.Hit.p).magnitude/100
- local dir = CFrame.new((p1+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
- local hit,pos = rayCast(p1,dir.lookVector,10,Character)
- local rangepos = range
- local function drawtrail(From,To)
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- if poisoncounter==1 then
- local derpsmoke=Instance.new("Smoke")
- derpsmoke.Parent=effectsg
- derpsmoke.Color=Color3.new(0,0,154)
- --derpsmoke.Opacity=0.05
- --derpsmoke.Size=0.5
- end
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.2,0.2,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = ammotrail
- effectsg.Reflectance = 0.25
- local LP = From
- local point1 = To
- local mg = (LP - point1).magnitude
- effectsmsh.Scale = Vector3.new(1,mg*5,1)
- effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = Vector3.new(1-1*i,mg*5,1-1*i)
- end
- effectsg.Parent = nil
- end))
- end
- local newpos = p1
- local inc = rangepower
- repeat
- wait()
- rangepos = rangepos - 10
- dir = dir * CFrame.Angles(math.rad(-0.1),0,0)
- hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
- drawtrail(newpos,pos)
- newpos = newpos + (dir.lookVector * inc)
- if inc >= 20 then
- inc = inc - 10
- end
- if hit ~= nil then
- rangepos = 0
- end
- until rangepos <= 0
- if CurrentAmmo=="Explosion" then
- b=math.random(1,3)
- if b==1 then
- EVENMOARMAGIX2(CFrame.new(newpos),1,1,1,0,0,0,0,0,0,BrickColor.new("Bright red"))
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local targ = head.Position - newpos;
- local mag = targ.magnitude;
- if mag <= 10 and c[i].Name ~= Player.Name then
- attackdebounce=false
- ADmg(hum,hit,pos)
- end
- end
- end
- end
- end
- end
- if hit ~= nil then
- hs(Head,1)
- if hit.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit.Parent.Humanoid
- attackdebounce=false
- ADmg(hum,hit,pos)
- elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit.Parent.Parent.Humanoid
- attackdebounce=false
- ADmg(hum,hit,pos)
- end
- end
- end
- function Melee()
- attack=true
- local wt,t = faketors()
- w7.Part1 = t
- w8.Part1 = t
- w9.Part1 = t
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40+50*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.Part1=LeftArm
- w1.C0 = CFrame.Angles(math.rad(-80), math.rad(-55+145*i), math.rad(90)) * CFrame.new(-1.3, 1, 0)
- wt.C0 = CFrame.Angles(0, math.rad(100*i), 0)
- end
- con1=prt5.Touched:connect(function(hit)
- hum=hit.Parent:FindFirstChild("Humanoid")
- if hum~=nil then
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- ADmg(hum,hit,pos)
- end
- end
- end)
- con2=prt5.Touched:connect(function(hit)
- hum=hit.Parent:FindFirstChild("Humanoid")
- if hum~=nil then
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- ADmg(hum,hit,pos)
- end
- end
- end)
- for i = 0 , 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+160*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25) * CFrame.Angles(math.rad(40+50),math.rad(0),math.rad(25-50*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.Part1=LeftArm
- w1.C0 = CFrame.Angles(math.rad(-80+80*i), math.rad(-55+145), math.rad(90)) * CFrame.new(-1.3+1*i, 1+1.5*i, 0)
- wt.C0 = CFrame.Angles(0, math.rad(100-200*i), 0)
- end
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+150))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25) * CFrame.Angles(math.rad(40+50),math.rad(0),math.rad(25-50-10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.Part1=LeftArm
- w1.C0 = CFrame.Angles(math.rad(-80+80), math.rad(-55+145), math.rad(90)) * CFrame.new(-1.3+1, 1+1.5, 0)
- wt.C0 = CFrame.Angles(0, math.rad(100-200-10*i), 0)
- end
- con1:disconnect()
- con2:disconnect()
- for i = 0 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15+15*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25-0.25*i) * CFrame.Angles(math.rad(40+50-50*i),math.rad(0),math.rad(25-50-10+60*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.Part1=LeftArm
- w1.C0 = CFrame.Angles(math.rad(-80+80-80*i), math.rad(-55+145-145*i), math.rad(90)) * CFrame.new(-1.3+1-1*i, 1+1.5-1.5*i, 0)
- wt.C0 = CFrame.Angles(0, math.rad(100-200-10+110*i), 0)
- end
- w1.Part1 = RAP
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, 0, 0)
- w7.Part1 = Torso
- w8.Part1 = Torso
- w9.Part1 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- Torso.Transparency = 0
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- t.Parent = nil
- attack=false
- end
- function Ready(mouse)
- if Ammo <= 0 then Reload() return end
- attack = true
- local wt,t = faketors()
- w7.Part1 = t
- w8.Part1 = t
- w9.Part1 = t
- Character.Humanoid.WalkSpeed = 5
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40+35*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(50*i), 0)
- end
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(10-10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.25+0.25*i) * CFrame.Angles(math.rad(75+20*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(50+10*i), 0)
- end
- wait() wait()
- repeat
- poisoncounter=math.random(1,5)
- wait()
- as(Head,1)
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- coroutine.resume(coroutine.create(function()
- shoottrail(mouse)
- end))
- if twobullets==true then
- shoottrail(mouse)
- end
- end))
- Ammo = Ammo - 1
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(95+5*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(60), 0)
- end
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5+5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(100-5*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(60), 0)
- end
- until not keyhold or Ammo <= 0
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.25*i) * CFrame.Angles(math.rad(95-25*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(60-60*i), 0)
- end
- w7.Part1 = Torso
- w8.Part1 = Torso
- w9.Part1 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- Torso.Transparency = 0
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- t.Parent = nil
- Character.Humanoid.WalkSpeed = 14
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15+10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.25-0.25*i) * CFrame.Angles(math.rad(70-30*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- end
- wait(0.25)
- attack = false
- end
- function GunzerkReady(mouse)
- if Ammo <= 0 then Reload() return end
- attack = true
- Character.Humanoid.WalkSpeed = 5
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30*i),math.rad(0),math.rad(-5+3*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30*i),math.rad(0),math.rad(5-3*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- end
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30+10*i),math.rad(0),math.rad(-5+3+2*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(50+30+10*i),math.rad(0),math.rad(5-3-2*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- end
- wait() wait()
- repeat
- wait()
- coroutine.resume(coroutine.create(function()
- if firingdebounce1==false then
- firingdebounce1=true
- poisoncounter=math.random(1,5)
- wait()
- as(Head,1)
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- coroutine.resume(coroutine.create(function()
- shoottrail(mouse)
- end))
- end))
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- end
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10-10*i),math.rad(0),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- end
- firingdebounce1=false
- end
- end))
- coroutine.resume(coroutine.create(function()
- if firingdebounce2==false then
- firingdebounce2=true
- poisoncounter=math.random(1,5)
- wait(0.1)
- as(Head,1)
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = CFrame.new((newprt5.CFrame * CFrame.new(0,-newprt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- coroutine.resume(coroutine.create(function()
- shoottrail2(mouse)
- end))
- end))
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(0))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- end
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10-10*i),math.rad(0),math.rad(0))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- end
- firingdebounce2=false
- end
- end))
- until not keyhold or Ammo <= 0 or GunzerkDuration==0
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30*i),math.rad(0),math.rad(-3*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30*i),math.rad(0),math.rad(3*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- end
- Character.Humanoid.WalkSpeed = 14
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30-10*i),math.rad(0),math.rad(-3-2*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(90-30-10*i),math.rad(0),math.rad(3+2*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- end
- wait(0.25)
- attack = false
- end
- function Reload()
- attack = true
- while buttonhold==true do
- wait()
- ars(Head,0.75)
- for i = 0.1 , 1 , 0.1*reloadspeed do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+20*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-45*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40-60*i),math.rad(0),math.rad(25-15*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90+90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10*i),0,math.rad(-20*i))
- end
- for i = 0.2 , 1 , 0.2*reloadspeed do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-40))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-20+20*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(-20+40*i),math.rad(0),math.rad(10-10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-10+20*i),0,math.rad(-20))
- end
- for i = 0.2 , 1 , 0.2*reloadspeed do
- wait()
- RW.C0 = CFrame.new(1.5-0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-40-5*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(45*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(20+80*i),math.rad(0),math.rad(45*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(10+10*i),0,math.rad(-20+10*i))
- end
- AddAmmo(Ammoregen)
- for i = 0.2 , 1 , 0.2*reloadspeed do
- wait()
- RW.C0 = CFrame.new(1, 0.5, -0.5) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(45+5*i), 0, 0)
- LW.C0 = CFrame.new(-1, 0.5, -0.5) * CFrame.Angles(math.rad(100-10*i),math.rad(0),math.rad(45))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(20+5*i),0,math.rad(-10+5*i))
- end
- for i = 0.1 , 1 , 0.1*reloadspeed do
- wait()
- RW.C0 = CFrame.new(1+0.5*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-45-15*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(50-25*i), 0, 0)
- LW.C0 = CFrame.new(-1-0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(90-60*i),math.rad(0),math.rad(45-20*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180-90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(25-25*i),0,math.rad(-5+5*i))
- end
- Neck.C0 = neckcf0
- end
- attack = false
- end
- function Reload2()
- attack=true
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5*i),0,math.rad(20*i))
- end
- derp=prt6:Clone()
- prt6.Transparency=1
- prt6.CanCollide=false
- derp.Parent=workspace
- derp.CFrame=prt6.CFrame
- derp.CanCollide=true
- coroutine.resume(coroutine.create(function(Part)
- wait(5)
- Part.CanCollide=false
- wait(3)
- Part.Parent=nil
- end),derp)
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5*i),0,math.rad(20))
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30-5*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5*i),0,math.rad(20))
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40+60-30-5-100*i),math.rad(0),math.rad(25-10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5+10*i),0,math.rad(20+20*i))
- end
- derp2=prt6:Clone()
- derp2.Parent=swordholder
- derp2.Transparency=0
- wldderp=Instance.new("Weld")
- wldderp.Parent=derp
- wldderp.Part0=derp2
- wldderp.Part1=LeftArm
- wldderp.C0=CFrame.Angles(math.rad(90),0,0)*CFrame.new(0,1,0)
- for i = 0.1 , 1 , 0.1 do
- wait()
- wldderp.C0=CFrame.Angles(math.rad(90-5*i),0,0)*CFrame.new(0,1+0.1*i,0.2*i)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10-10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5-0.5*i) * CFrame.Angles(math.rad(40+60-30-5-100+120*i),math.rad(0),math.rad(25-10+10*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5+10-10*i),0,math.rad(20+20-20*i))
- end
- derp2.Parent=nil
- prt6.Transparency=0
- prt6.CanCollide=false
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10-10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30-5-100+120-70*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30*i), math.rad(0)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5),0,math.rad(20))
- end
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+30*i),math.rad(0),math.rad(-60+10-10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25+5+10), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-30-5-100+120-70+50*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30), math.rad(0)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5+5+5-10*i),0,math.rad(20))
- end
- Ammo = MaxAmmo
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+30-30*i),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15+10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(65-40*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(30-30*i), math.rad(0)) * CFrame.new(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-5*i),0,math.rad(20-20*i))
- end
- attack=false
- end
- function Gunzerker()
- attack=true
- Gunzerkering=true
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+60*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40-60*i),math.rad(0),math.rad(25-25*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5*i),0,0)
- end
- newgun.Parent=workspace
- newprt3.BrickColor=prt3.BrickColor
- neww1.Parent=newprt1
- neww2.Parent=newprt2
- neww3.Parent=newprt3
- neww4.Parent=newprt4
- neww5.Parent=newprt5
- neww6.Parent=newprt6
- neww1.Part0 = newprt1
- neww1.Part1 = LeftArm
- neww1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0)
- neww1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 1, 0)
- print(newgun)
- for i = 0.1 , 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10*i),math.rad(0),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-25*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(40-60+120*i),math.rad(0),math.rad(0))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-10*i),0,0)
- end
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90+10+10*i),math.rad(0),math.rad(0))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(40-60+120+10*i),math.rad(0),math.rad(0))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-10-5*i),0,0)
- end
- for i = 0.1 , 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(110-60*i),math.rad(0),math.rad(-5*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(110-60*i),math.rad(0),math.rad(5*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(5-10-5+10*i),0,0)
- end
- attack=false
- end
- function ChangeAmmoAnim(ammo,trail,derpcol)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5*i),0,0)
- end
- for i = 0.1 , 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-50*i),math.rad(0),math.rad(25+20*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90+90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20*i),0,0)
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-50+50*i),math.rad(0),math.rad(25+20))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10*i),0,0)
- end
- derpd=prt3:Clone()
- derpd.Parent=swordholder
- derpd.Transparency=0
- derpdw=Instance.new("Weld")
- derpdw.Parent=swordholder
- derpdw.Part0=derpd
- derpdw.Part1=LeftArm
- derpdw.C0=CFrame.Angles(math.rad(90),math.rad(-30),0)*CFrame.new(-0.4,0.8,0)
- prt3.Transparency=1
- wait(0.1)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5-0.5*i, 0.5, -0.5+0.5*i) * CFrame.Angles(math.rad(40+60-50+50+10*i),math.rad(0),math.rad(25+20-30*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10-5*i),0,0)
- derpdw.C0=CFrame.Angles(math.rad(90),math.rad(-30+30*i),0)*CFrame.new(-0.4+0.4*i,0.8+0.2*i,0)
- end
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(40+60-50+50+10-140*i),math.rad(0),math.rad(25+20-30))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10-5+30*i),0,math.rad(20*i))
- derpdw.C0=CFrame.Angles(math.rad(90),math.rad(0),0)*CFrame.new(0,1,0)
- end
- CurrentAmmo = ammo
- ammotrail = BrickColor.new(trail)
- derpd.BrickColor=BrickColor.new(derpcol)
- prt3.BrickColor=BrickColor.new(derpcol)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(40+60-50+50+10-140+140*i),math.rad(0),math.rad(25+20-30+30*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10-5+30-30*i),0,math.rad(20-20*i))
- derpdw.C0=CFrame.Angles(math.rad(90),math.rad(0),0)*CFrame.new(0,1,0)
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5-5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5*i) * CFrame.Angles(math.rad(40+60-50+50+10-10*i),math.rad(0),math.rad(25+20))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10-5+5*i),0,0)
- derpdw.C0=CFrame.Angles(math.rad(90),math.rad(-30*i),0)*CFrame.new(-0.4*i,1-0.2*i,0)
- end
- prt3.Transparency=0
- derpd.Parent=nil
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5-5-5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-50+50-60*i),math.rad(0),math.rad(25+20))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-10+10*i),0,0)
- end
- for i = 0.1 , 1 , 0.15 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+5+5+5-5-5-5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5+0.5-0.5*i, 0.5, -0.5) * CFrame.Angles(math.rad(40+60*i),math.rad(0),math.rad(25+20-20*i))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(180-90*i), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+20-20*i),0,0)
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60+10-10*i))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-10+10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40+60-60*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(-5+5*i),0,0)
- end
- end
- function NormalAmmo()
- attack = true
- ChangeAmmoAnim("Normal","White","White")
- attack = false
- end
- function PoisonAmmo()
- attack = true
- ChangeAmmoAnim("Poison","Bright violet","Bright violet")
- attack = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait(0.25+0.75*math.random())
- if Ammo ~= 0 then
- local meshb1 = Instance.new("SpecialMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- meshb1.MeshType = "Sphere"
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3)
- shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p)
- shellb1.Parent = swordholder
- shellb1.Transparency = 0
- shellb1.BrickColor = BrickColor.new("Alder")
- shellb1.CanCollide = false
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Vector3.new(0,-0.15,0)
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1,1+3*i,1)
- end
- shellb1.Parent=nil
- end
- until CurrentAmmo ~= "Poison"
- end))
- end
- function KBAmmo()
- attack = true
- ChangeAmmoAnim("Knockback","Black","Black")
- attack = false
- end
- function ExplodeAmmo()
- attack = true
- ChangeAmmoAnim("Explosion","Bright red","Bright red")
- attack = false
- end
- function HerpAmmo()
- attack = true
- ChangeAmmoAnim("Herpity","White","Really red")
- attack = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- ammotrail = BrickColor:random()
- until CurrentAmmo ~= "Herpity"
- end))
- end
- function suparKnockbackAmmo()
- attack = true
- ChangeAmmoAnim("suparKnockback","White","Really blue")
- CurrentAmmo = "suparKnockback"
- attack = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- ammotrail = BrickColor:random()
- until CurrentAmmo ~= "suparKnockback"
- end))
- end
- function BeesAmmo()
- attack = true
- ChangeAmmoAnim("Bees","White","New Yeller")
- attack = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- ammotrail = BrickColor:random()
- until CurrentAmmo ~= "Bees"
- end))
- end
- function derpAmmo()
- attack = true
- ChangeAmmoAnim("derp","White","Bright green")
- attack = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- ammotrail = BrickColor:random()
- until CurrentAmmo ~= "derp"
- end))
- end
- function TrollAmmo()
- attack = true
- ChangeAmmoAnim("Troll","White","Cyan")
- attack = false
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- ammotrail = BrickColor:random()
- until CurrentAmmo ~= "Troll"
- end))
- end
- function AimedReady(mouse)
- if Ammo <= 0 then Reload() return end
- attack = true
- local wt,t = faketors()
- w7.Part1 = t
- w8.Part1 = t
- w9.Part1 = t
- Character.Humanoid.WalkSpeed = 5
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25-15*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5+0.25*i) * CFrame.Angles(math.rad(40+35*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(50*i), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-20*i),0)
- end
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(10-10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.25+0.25*i) * CFrame.Angles(math.rad(75+20*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(50+10*i), 0)
- end
- wait() wait()
- local orispread = spread
- spread = 0
- repeat
- poisoncounter=math.random(1,5)
- wait(0.5)
- as(Head,1)
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- local shellb1 = Instance.new("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = CFrame.new((prt5.CFrame * CFrame.new(0,-prt5.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- shoottrail(mouse)
- end))
- Ammo = Ammo - 1
- for i = 0.5 , 1 , 0.5 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(95+5*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(60), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-20+5*i),0)
- end
- for i = 0.5 , 1 , 0.5 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-5+5*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0) * CFrame.Angles(math.rad(100-5*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(60), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-15-5*i),0)
- end
- until not buttonhold or Ammo <= 0
- spread = orispread
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.25*i) * CFrame.Angles(math.rad(95-25*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- wt.C0 = CFrame.Angles(0, math.rad(60-60*i), 0)
- Neck.C0 = neckcf0 * CFrame.Angles(0,math.rad(-20+20*i),0)
- end
- w7.Part1 = Torso
- w8.Part1 = Torso
- w9.Part1 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- Torso.Transparency = 0
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- t.Parent = nil
- Character.Humanoid.WalkSpeed = 14
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15+10*i), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.25-0.25*i) * CFrame.Angles(math.rad(70-30*i),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- end
- wait(0.25)
- attack = false
- end
- function returnwelds()
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- w3.C0 = CFrame.Angles(math.rad(90), 0, 0) * CFrame.new(0, 0.25,-0.5)
- w1.C0 = CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0)
- RWL.C0 = CFrame.new(1, -1, 0) * CFrame.Angles(0, 0, 0)
- RWL.C1 = CFrame.new(0.5, 1, 0)
- LWL.C0 = CFrame.new(-1, -1, 0) * CFrame.Angles(0, 0, 0)
- LWL.C1 = CFrame.new(-0.5, 1, 0)
- Neck.C0 = neckcf0
- end
- keyhold = false
- function ob1d(mouse)
- hold = true
- if attack then return end
- keyhold = true
- if Gunzerkering==true then
- GunzerkReady(mouse)
- else
- Ready(mouse)
- end
- end
- function ob1u(mouse)
- keyhold = false
- end
- buttonhold = false
- function key(key,mouse)
- if attack then return end
- if key=="h" and GunzerkDuration==1000 then
- Gunzerker()
- coroutine.resume(coroutine.create(function()
- while GunzerkDuration~=0 do
- wait(0)
- GunzerkDuration=GunzerkDuration-2
- end
- Gunzerkering=false
- while attack==true do
- wait()
- end
- newgun.Parent=nil
- RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(25), 0, 0)
- LW.C0 = CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(40),math.rad(0),math.rad(25))
- LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0)
- Neck.C0 = neckcf0 * CFrame.Angles(math.rad(0),0,0)
- wait()
- while GunzerkDuration~=1000 and Gunzerkering==false do
- wait()
- GunzerkDuration=GunzerkDuration+2
- end
- end))
- end
- if Gunzerkering~=true then
- if key == "f" then
- if Ammo~=MaxAmmo then
- Reload2()
- end
- end
- if key == "q" then
- buttonhold = true
- AimedReady(mouse)
- end
- if key == "g" then
- Melee()
- end
- if key == "e" then
- NormalAmmo()
- end
- if key == "r" then
- PoisonAmmo()
- end
- if key == "t" then
- KBAmmo()
- end
- if key == "y" then
- ExplodeAmmo()
- end
- --[[DERP AMMO]]--
- if key == "z" then
- HerpAmmo()
- end
- if key == "x" then
- suparKnockbackAmmo()
- end
- if key == "c" then
- TrollAmmo()
- end
- if key == "v" then
- derpAmmo()
- end
- if key=="b" then
- BeesAmmo()
- end
- end
- end
- function key2(key)
- if key == "f" or key == "q" then
- buttonhold = false
- end
- end
- function s(mouse)
- repeat wait() until not attack
- repeat wait() until not ev.Value
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(function(ke) key(ke,mouse) end)
- mouse.KeyUp:connect(key2)
- equipanim()
- ev.Value = true
- end
- function ds(mouse)
- keyhold = false
- repeat wait() until not attack
- repeat wait() until ev.Value
- hideanim()
- wait(0.1)
- ev.Value = false
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- if PlayerGui:findFirstChild("AmmoMeter") ~= nil then
- PlayerGui:findFirstChild("AmmoMeter").Parent = nil
- end
- coroutine.resume(coroutine.create(function()
- local SG = Instance.new("ScreenGui",PlayerGui)
- SG.Name = "AmmoMeter"
- local frame = Instance.new("Frame",SG)
- frame.Size = UDim2.new(0.2,0,0.1,0)
- frame.Position = UDim2.new(0.5-0.1,0,0.05,0)
- frame.BackgroundColor3 = BrickColor.new("Brown").Color
- local Ammotext = Instance.new("TextLabel",frame)
- Ammotext.Size = UDim2.new(1,0,0.35,0)
- Ammotext.BackgroundTransparency = 1
- Ammotext.Text = "Ammo"
- Ammotext.FontSize = "Size10"
- Ammotext.TextColor3 = BrickColor.new("White").Color
- local backing = Instance.new("ImageLabel",frame)
- backing.Size = UDim2.new(0.8,0,0.2,0)
- backing.Image = "http://www.roblox.com/asset/?id=48965808"
- backing.Position = UDim2.new(0.1,0,0.3,0)
- backing.BackgroundColor3 = BrickColor.new("Black").Color
- local img = Instance.new("ImageLabel",backing)
- img.Size = UDim2.new(1,0,1,0)
- img.Image = "http://www.roblox.com/asset/?id=48965808"
- img.Position = UDim2.new(0,0,0,0)
- img.BackgroundColor3 = BrickColor.new("Brown").Color
- local percent = Instance.new("TextLabel",backing)
- percent.Size = UDim2.new(1,0,1,0)
- percent.BackgroundTransparency = 1
- percent.TextColor3 = BrickColor.new("White").Color
- percent.Text = Ammo.."/".. MaxAmmo
- percent.FontSize = "Size10"
- local Gunzerktext = Instance.new("TextLabel",frame)
- Gunzerktext.Size = UDim2.new(1,0,1.2,0)
- Gunzerktext.BackgroundTransparency = 1
- Gunzerktext.Text = "Gunzerk Duration"
- Gunzerktext.FontSize = "Size10"
- Gunzerktext.TextColor3 = BrickColor.new("White").Color
- local Gunzerkbacking = Instance.new("ImageLabel",frame)
- Gunzerkbacking.Size = UDim2.new(0.8,0,0.2,0)
- Gunzerkbacking.Image = "http://www.roblox.com/asset/?id=48965808"
- Gunzerkbacking.Position = UDim2.new(0.1,0,0.75,0)
- Gunzerkbacking.BackgroundColor3 = BrickColor.new("Black").Color
- local Gunzerkimg = Instance.new("ImageLabel",Gunzerkbacking)
- Gunzerkimg.Size = UDim2.new(1,0,1,0)
- Gunzerkimg.Image = "http://www.roblox.com/asset/?id=48965808"
- Gunzerkimg.Position = UDim2.new(0,0,0,0)
- Gunzerkimg.BackgroundColor3 = BrickColor.new("Brown").Color
- local currentam = Instance.new("TextLabel",frame)
- currentam.Size = UDim2.new(0.5,0,0.25,0)
- currentam.Position = UDim2.new(0,0,1,0)
- currentam.BackgroundTransparency = 0
- currentam.BackgroundColor3 = BrickColor.new("Brown").Color
- currentam.TextColor3 = BrickColor.new("White").Color
- currentam.Text = CurrentAmmo
- currentam.FontSize = "Size18"
- repeat
- wait()
- pcall(function()
- img.Size = UDim2.new(1*(Ammo/MaxAmmo),0,1,0)
- percent.Text = Ammo.."/".. MaxAmmo
- Gunzerkimg.Size = UDim2.new(1*(GunzerkDuration/1000),0,1,0)
- currentam.Text = CurrentAmmo
- end)
- until SG.Parent == nil
- end))
- coroutine.resume(coroutine.create(function()
- swordholder.Parent = workspace
- for i=0,9999999999 do
- wait()
- if swordholder.Parent==nil then
- wait(0.3)
- swordholder.Parent = workspace
- prt1.Parent = swordholder
- prt2.Parent = swordholder
- prt3.Parent = swordholder
- prt4.Parent = swordholder
- prt5.Parent = swordholder
- prt6.Parent = swordholder
- prt7.Parent = swordholder
- prt8.Parent = swordholder
- prt9.Parent = swordholder
- w1.Parent=prt1
- w2.Parent=prt2
- w3.Parent=prt3
- w4.Parent=prt4
- w5.Parent=prt5
- w6.Parent=prt6
- w7.Parent=prt7
- w8.Parent=prt8
- w9.Parent=prt9
- if Gunzerkering==true then
- newgun.Parent = workspace
- newprt1.Parent = newgun
- newprt2.Parent = newgun
- newprt3.Parent = newgun
- newprt4.Parent = newgun
- newprt5.Parent = newgun
- newprt6.Parent = newgun
- neww1.Parent=newprt1
- neww2.Parent=newprt2
- neww3.Parent=newprt3
- neww4.Parent=newprt4
- neww5.Parent=newprt5
- neww6.Parent=newprt6
- end
- end
- end
- end))
- Character.Humanoid.WalkSpeed = 14
- -- mediafire
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