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- Player = game:GetService("Players").LocalPlayer
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- Face = Head.face
- 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"]
- Neck = Torso.Neck
- it = Instance.new
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = Character.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- attack = false
- attackdebounce = false
- MMouse = Player:GetMouse()
- combo = 0
- local hitfloor, posfloor = nil, nil
- local idle = 0
- local Anim = "Idle"
- local Effects = {}
- local Weapon = {}
- local Welds = {}
- local stance = false
- local triangparent = workspace
- local prechit = false
- local MovePart = nil
- local Fly = false
- local shatterpos = Instance.new("BodyPosition")
- local prop = Instance.new("RocketPropulsion")
- local decreaseatk = 0
- local decreasedef = 0
- local decreasemvmt = 0
- local move1 = "(Z)\nPrecise Slash"
- local move2 = "(X)\nSlice Wave"
- local move3 = "(C)\nSonic Strike"
- local move4 = "(V)\nVoid Shatter"
- local cooldowns = {}
- local cooldown1 = 0
- table.insert(cooldowns, cooldown1)
- local cooldown2 = 0
- table.insert(cooldowns, cooldown2)
- local cooldown3 = 0
- table.insert(cooldowns, cooldown3)
- local cooldown4 = 0
- table.insert(cooldowns, cooldown4)
- local cooldownsadd = {}
- local cooldownadd1 = 0.5--0.5
- table.insert(cooldownsadd, cooldownadd1)
- local cooldownadd2 =0.4-- 0.4
- table.insert(cooldownsadd, cooldownadd2)
- local cooldownadd3 = 0.3--0.3
- table.insert(cooldownsadd, cooldownadd3)
- local cooldownadd4 = 0.07--0.07
- table.insert(cooldownsadd, cooldownadd4)
- local cooldownmax = 100
- player = nil
- RSH = nil
- LSH = nil
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- TorsoColor = Torso.BrickColor
- TorsoRed = TorsoColor.Color.r
- TorsoGreen = TorsoColor.Color.g
- TorsoBlue = TorsoColor.Color.b
- NewCol = Color3.new(TorsoRed / 4, TorsoGreen / 4, 0.5)
- NewCol2 = BrickColor.new("Navy blue").Color
- NewCol3 = BrickColor.new("Navy blue").Color
- if Player:findFirstChild("Color1") ~= nil then
- NewCol = Player.Color1.Value
- end
- print(BrickColor.new(NewCol))
- local mdec = Instance.new("NumberValue", Decrease)
- mdec.Name = "DecreaseDef"
- mdec.Value = 0.4
- local mdec2 = Instance.new("NumberValue", Decrease)
- mdec2.Name = "DecreaseMvmt"
- mdec2.Value = 0.1
- local Animate = Humanoid.Animator
- local canjump = true
- removeControl = function()
- canjump = false
- end
- resumeControl = function()
- canjump = true
- end
- Player.Character.Humanoid.Changed:connect(function()
- if canjump == false then
- Player.Character.Humanoid.Jump = false
- end
- end)
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 40
- tf = 0
- allowframeloss = true
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- if Character:findFirstChild("Void Katana", true) ~= nil then
- Character:findFirstChild("Void Katana", true).Parent = nil
- end
- if Player.PlayerGui:findFirstChild("WeaponGUI", true) ~= nil then
- Player.PlayerGui:findFirstChild("WeaponGUI", true).Parent = nil
- end
- if Character:findFirstChild("Stats", true) ~= nil then
- Character:findFirstChild("Stats", true).Parent = nil
- end
- local Stats = Instance.new("BoolValue")
- Stats.Name = "Stats"
- Stats.Parent = Character
- local Atk = Instance.new("NumberValue")
- Atk.Name = "Damage"
- Atk.Parent = Stats
- Atk.Value = 1
- local Def = Instance.new("NumberValue")
- Def.Name = "Defense"
- Def.Parent = Stats
- Def.Value = 1
- local Mvmt = Instance.new("NumberValue")
- Mvmt.Name = "Movement"
- Mvmt.Parent = Stats
- Mvmt.Value = 1
- local Block = Instance.new("BoolValue")
- Block.Name = "Block"
- Block.Parent = Stats
- Block.Value = false
- local Stun = Instance.new("NumberValue")
- Stun.Name = "Stun"
- Stun.Parent = Stats
- Stun.Value = 0
- local StunT = Instance.new("NumberValue")
- StunT.Name = "StunThreshold"
- StunT.Parent = Stats
- StunT.Value = 100
- local Rooted = Instance.new("BoolValue")
- Rooted.Name = "Rooted"
- Rooted.Parent = Stats
- Rooted.Value = false
- local Stunned = Instance.new("BoolValue")
- Stunned.Name = "Stunned"
- Stunned.Parent = Stats
- Stunned.Value = false
- local Stagger = Instance.new("BoolValue")
- Stagger.Name = "Stagger"
- Stagger.Parent = Stats
- Stagger.Value = false
- local StaggerHit = Instance.new("BoolValue")
- StaggerHit.Name = "StaggerHit"
- StaggerHit.Parent = Stats
- StaggerHit.Value = false
- local RecentEnemy = Instance.new("ObjectValue")
- RecentEnemy.Name = "RecentEnemy"
- RecentEnemy.Parent = Stats
- RecentEnemy.Value = nil
- local Decrease = Instance.new("BoolValue")
- Decrease.Name = "Decrease"
- Decrease.Parent = Stats
- Decrease.Value = false
- local mana = Instance.new("NumberValue")
- mana.Name = "Mana"
- mana.Parent = Stats
- mana.Value = 0
- local passive = Instance.new("NumberValue", Decrease)
- passive.Name = "DecreaseDef"
- passive.Value = 0.1
- local passive2 = Instance.new("NumberValue", Decrease)
- passive2.Name = "DecreaseMvmt"
- passive2.Value = 0
- local passive3 = Instance.new("NumberValue", nil)
- passive3.Name = "DecreaseMvmt"
- passive3.Value = 0.1
- NoOutline = function(Part)
- Part.TopSurface = 10
- end
- part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- weld = function(parent, part0, part1, c0)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- gui = function(GuiType, parent, text, backtrans, backcol, pos, size)
- local gui = it(GuiType)
- gui.Parent = parent
- gui.Text = text
- gui.BackgroundTransparency = backtrans
- gui.BackgroundColor3 = backcol
- gui.SizeConstraint = "RelativeXY"
- gui.TextXAlignment = "Center"
- gui.TextYAlignment = "Center"
- gui.Position = pos
- gui.Size = size
- gui.Font = "SourceSans"
- gui.FontSize = "Size14"
- gui.TextWrapped = false
- gui.TextStrokeTransparency = 0
- gui.TextColor = BrickColor.new("White")
- return gui
- end
- local Color1 = Torso.BrickColor
- local fengui = it("GuiMain")
- fengui.Parent = Player.PlayerGui
- fengui.Name = "WeaponGUI"
- local fenframe = it("Frame")
- fenframe.Parent = fengui
- fenframe.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe.BackgroundTransparency = 1
- fenframe.BorderColor3 = Color3.new(17, 17, 17)
- fenframe.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe.Position = UDim2.new(0.95, 0, 0.7, 0)
- local fenframe2 = it("Frame")
- fenframe2.Parent = fengui
- fenframe2.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe2.BackgroundTransparency = 1
- fenframe2.BorderColor3 = Color3.new(17, 17, 17)
- fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0)
- fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0)
- local fenframe3 = it("Frame")
- fenframe3.Parent = fengui
- fenframe3.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe3.BackgroundTransparency = 1
- fenframe3.BorderColor3 = Color3.new(17, 17, 17)
- fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0)
- fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0)
- fenframe3.Name = "MoveFrame"
- local fenframe4 = it("Frame")
- fenframe4.Parent = fengui
- fenframe4.BackgroundColor3 = Color3.new(255, 255, 255)
- fenframe4.BackgroundTransparency = 1
- fenframe4.BorderColor3 = Color3.new(17, 17, 17)
- fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0)
- fenframe4.Position = UDim2.new(0, 0, 0.7, 0)
- local pressedf = false
- local fenframe5 = it("Frame")
- fenframe5.Parent = fengui
- fenframe5.BackgroundColor3 = Color3.new(0, 0, 0)
- fenframe5.BackgroundTransparency = 1
- fenframe5.BorderColor3 = Color3.new(0, 0, 0)
- fenframe5.Size = UDim2.new(1, 0, 1, 0)
- fenframe5.Position = UDim2.new(0, 0, 0, 0)
- fenframe5.ZIndex = 2
- local tellbar = gui("TextLabel", fenframe5, "-Katana Poise changed to Void Gather where Nether creates a void orb. If Nether has the void orb, then all of Nether\'s abilities change to void-related and the void orb is used up whenever Nether uses an ability. If Nether has no void orb, then Nether\'s abilities are katana-related. (+/-)\n-Void Orb ability changed to Void Portal where Nether shoots the orb, then the orb creates a portal that will shoot more exploding orbs at Nether\'s mouse (+)\n-Pulse Field changed to Void Field which does the same thing as Void Breaker except less damage (+)\n-Void Breaker changed to Void Shatter where if an enemy is within 30 studs, then Nether grabs that enemy, then makes the enemy shatter, creating a huge AOE damage that debuffs defense and damage (+)\n-Precise Hit changed to Precise Slash where Nether slashes, then any enemy within 50 studs gets slashed after a short delay (+/-)\n-Void Buster splits into two lasers after the first hit, deals more damage, but cannot hit the same enemy twice (+/-)\n-While Nether has a void orb up, Nether gets decreased movement (-)\n-Katana-related abilities deal less damage (-)\n-Slice Wave moves less distance (-)\n-FIXED BY KENT911T SKIDS (+-+-+)", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0))
- tellbar.Font = "Arial"
- tellbar.TextScaled = true
- tellbar.TextTransparency = 1
- tellbar.TextStrokeTransparency = 1
- tellbar.ZIndex = 2
- local fnumb = 0
- local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol3).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0))
- local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove1.ZIndex = 2
- local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new("Medium stone grey").Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove2.ZIndex = 2
- local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new("Medium stone grey").Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove3.ZIndex = 2
- local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new("Medium stone grey").Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove4.ZIndex = 2
- local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol3).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local modelzorz = Instance.new("Model")
- modelzorz.Parent = Character
- modelzorz.Name = "Void Katana"
- local prta1 = part(3, modelzorz, 0, 1, BrickColor.new(NewCol), "Parta01", vt())
- local prt1 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part01", vt())
- local prt2 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part02", vt())
- local prt3 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part03", vt())
- local prt4 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part04", vt())
- local prt5 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part05", vt())
- local prt6 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part06", vt())
- local prt7 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part07", vt())
- local prt8 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part08", vt())
- local prt9 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part09", vt())
- local prt10 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part10", vt())
- local prt11 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part11", vt())
- local prt12 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part12", vt())
- local prt13 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part13", vt())
- local prt14 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part14", vt())
- local prt15 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part15", vt())
- local prt16 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part16", vt())
- local prt17 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part17", vt())
- local prt18 = part(3, modelzorz, 0.5, 0, BrickColor.new("White"), "Part18", vt())
- local prt19 = part(3, modelzorz, 0.5, 0, BrickColor.new("White"), "Part19", vt())
- local prt20 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part20", vt())
- local prt21 = part(3, modelzorz, 0, 1, BrickColor.new(NewCol2), "Orb", vt())
- msh1 = mesh("BlockMesh", prt1, "", "", vt(0, 0, 0), vt(2, 5, 1))
- msh2 = mesh("BlockMesh", prt2, "", "", vt(0, 0, 0), vt(2.01, 2, 2.01))
- msh3 = mesh("BlockMesh", prt3, "", "", vt(0, 0, 0), vt(2, 5, 0.5))
- msh4 = mesh("BlockMesh", prt4, "", "", vt(0, 0, 0), vt(1, 2, 1))
- msh5 = mesh("SpecialMesh", prt5, "Wedge", "nil", vt(0, 0, 0), vt(1, 2, 1))
- msh6 = mesh("BlockMesh", prt6, "", "", vt(0, 0, 0), vt(2.02, 3, 2.02))
- msh7 = mesh("SpecialMesh", prt7, "Wedge", "nil", vt(0, 0, 0), vt(2.02, 1, 2.02))
- msh8 = mesh("BlockMesh", prt8, "", "", vt(0, 0, 0), vt(2, 6, 1))
- msh9 = mesh("BlockMesh", prt9, "", "", vt(0, 0, 0), vt(2.01, 3, 1))
- msh10 = mesh("BlockMesh", prt10, "", "", vt(0, 0, 0), vt(2.01, 3, 1))
- msh11 = mesh("SpecialMesh", prt11, "Wedge", "nil", vt(0, 0, 0), vt(2, 3, 0.5))
- msh12 = mesh("SpecialMesh", prt12, "Wedge", "nil", vt(0, 0, 0), vt(2, 1, 1))
- msh13 = mesh("SpecialMesh", prt13, "Wedge", "nil", vt(0, 0, 0), vt(2, 1, 1))
- msh14 = mesh("BlockMesh", prt14, "", "", vt(0, 0, 0), vt(0.5, 15, 1))
- msh15 = mesh("BlockMesh", prt15, "", "", vt(0, 0, 0), vt(0.49, 1, 1))
- msh16 = mesh("BlockMesh", prt16, "", "", vt(0, 0, 0), vt(0.49, 1, 1))
- msh17 = mesh("BlockMesh", prt17, "", "", vt(0, 0, 0), vt(0.49, 1, 1))
- msh18 = mesh("BlockMesh", prt18, "", "", vt(0, 0, 0), vt(0.4, 18, 1.49))
- msh19 = mesh("SpecialMesh", prt19, "Wedge", "nil", vt(0, 0, 0), vt(0.4, 5, 1.49))
- msh20 = mesh("SpecialMesh", prt20, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 7, 1))
- msh21 = mesh("SpecialMesh", prt21, "Sphere", "nil", vt(0, 0, 0), vt(5, 5, 5))
- local wlda1 = weld(prta1, prta1, LeftArm, cf(0, 1, 0))
- local wld1 = weld(prt1, prt1, Torso, euler(1.4, 0, 0) * euler(0, -1.57, 0) * cf(-1.8, 0.8, -0.6))
- local wld2 = weld(prt1, prt2, prt1, euler(0, 0, 0) * cf(0, 0.5, 0.1))
- local wld3 = weld(prt1, prt3, prt2, euler(0, 0, 0) * cf(0, -0.5, 0.15))
- local wld4 = weld(prt1, prt4, prt2, euler(0.5, 0, 0) * cf(0, 0.2, -0.1))
- local wld5 = weld(prt1, prt5, prt2, euler(3.14, 3.14, 0) * cf(0, 0.4, 0.1))
- local wld6 = weld(prt1, prt6, prt2, euler(-0.2, 0, 0) * cf(0, -1, 0))
- local wld7 = weld(prt1, prt7, prt6, euler(0, 3.14, 0) * cf(0, -0.4, 0))
- local wld8 = weld(prt1, prt8, prt2, euler(0, 0, 0) * cf(0, -1.5, 0))
- local wld9 = weld(prt1, prt9, prt8, euler(-0.785, 0, 0) * cf(0, 0.05, -0.2))
- local wld10 = weld(prt1, prt10, prt8, euler(0.785, 0, 0) * cf(0, -0.25, -0.2))
- local wld11 = weld(prt1, prt11, prt8, euler(0, 0, 3.14) * cf(0, 0, 0.15))
- local wld12 = weld(prt1, prt12, prt8, euler(0, 0, 3.14) * cf(0, -0.2, 0.2))
- local wld13 = weld(prt1, prt13, prt8, euler(0, 0, 0) * cf(0, -0.4, 0.2))
- local wld14 = weld(prt1, prt14, prt8, euler(0, 0, 0) * cf(0, -1.8, 0.1))
- local wld15 = weld(prt1, prt15, prt14, euler(0.785, 0, 0) * cf(0, 0.8, -0.1))
- local wld16 = weld(prt1, prt16, prt14, euler(0.785, 0, 0) * cf(0, 0.3, -0.1))
- local wld17 = weld(prt1, prt17, prt14, euler(0.785, 0, 0) * cf(0, -0.2, -0.1))
- local wld18 = weld(prt1, prt18, prt14, euler(0, 0, 0) * cf(0, -0.3, 0.05))
- local wld19 = weld(prt1, prt19, prt18, euler(0, 0, 0) * cf(0, -2.3, 0))
- local wld20 = weld(prt1, prt20, prt14, euler(0, 0, 0) * cf(0, -2.2, 0))
- local wld21 = weld(prt21, prt21, RootPart, euler(0, 0, 0) * cf(-1.2, -1.4, 0.6))
- for _,c in pairs(modelzorz:children()) do
- table.insert(Weapon, c)
- end
- for _,c in pairs(prt1:children()) do
- if c.className == "Motor" then
- table.insert(Welds, c)
- end
- end
- local hitbox = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Hitbox2", vt())
- hitbox.Anchored = false
- local hbwld = weld(hitbox, hitbox, RootPart, euler(0, 0, 0) * cf(0, 0, 0))
- local hitbox2 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitbox", vt(1, 1, 1))
- hitbox2.Anchored = true
- local hitboxCF = cf(0, 0, 0)
- hboxpos = Instance.new("BodyPosition", nil)
- hboxpos.P = 2000
- hboxpos.D = 100
- hboxpos.maxForce = Vector3.new(545000, 545000, 545000)
- hitboxweld = function()
- hbwld.Parent = modelzorz
- hbwld.Part0 = hitbox
- hbwld.Part1 = prt6
- end
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Void Katana"
- script.Parent = Tool
- Bin = script.Parent
- if Bin.Name == "Nether: Baneful Void" then
- Bin.Name = "Void Katana"
- end
- local bodvel = Instance.new("BodyVelocity")
- local bg = Instance.new("BodyGyro")
- so = function(id, par, vol, pit)
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
- coroutine.resume(coroutine.create(function(Sound)
- swait()
- Sound:play()
- end), sou)
- game:GetService("Debris"):AddItem(sou, 6)
- end
- so2 = function(id, par, vol, pit)
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = id
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- hideanim = function()
- equipped = false
- for i = 0, 1, 0.1 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.3, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, -0.6), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.2) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -0.4), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, RHC0, 0.4)
- LH.C0 = clerp(LH.C0, LHC0, 0.4)
- end
- wld1.Part1 = Torso
- wld1.C0 = euler(1.4, 0, 0) * euler(0, -1.57, 0) * cf(-1.8, 0.8, -0.6)
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- end
- mdec2.Parent = nil
- mdec.Parent = Decrease
- end
- mdec.Parent = Decrease
- equipanim = function()
- equipped = true
- mdec.Parent = nil
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, -0.6), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.2) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -0.4), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- end
- wld1.Part1 = RightArm
- wld1.C0 = euler(1.3, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0)
- mdec2.Parent = Decrease
- end
- StaggerAnim = function()
- attack = true
- removeControl()
- for i = 1, math.random(2, 4) do
- ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
- end
- for i = 0, 1, 0.35 do
- swait()
- if Rooted.Value == false then
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- for i = 0, 1, 0.2 do
- swait()
- if Rooted.Value == false then
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.5, 0, -0.4), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.5), 0.4)
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.5, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, -0.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.3, 0, 0.4) * euler(0, -0.4, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.2) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 1.2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, 0, -1) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- for i = 1, 50 do
- swait()
- if StunT.Value <= Stun.Value then
- break
- end
- end
- do
- resumeControl()
- combo = 0
- attack = false
- end
- end
- StaggerHitt = function()
- attack = true
- if invisible == true then
- Clone(0.1)
- end
- for i = 1, math.random(2, 4) do
- ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.7) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.6), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.9) * euler(0, -0.7, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
- end
- attack = false
- end
- StunAnim = function()
- attack = true
- removeControl()
- Stunned.Value = true
- showDamage(Character, "Stunned", "Interrupt")
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25)
- end
- local gairost = Instance.new("BodyGyro")
- gairost.Parent = RootPart
- gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge
- gairost.P = 20000
- gairost.cframe = cf(0, 0, 0)
- for i = 0, 1, 0.1 do
- swait()
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3)
- end
- for i = 1, 70 do
- swait()
- gairost.cframe = RootPart.CFrame
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- end
- for i = 0, 1, 0.2 do
- swait()
- Stun.Value = 0
- gairost.cframe = RootPart.CFrame
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3)
- end
- resumeControl()
- gairost.Parent = nil
- dec.Parent = nil
- Stun.Value = 0
- combo = 0
- Stunned.Value = false
- attack = false
- for i = 1, 10 do
- swait()
- Stun.Value = 0
- end
- end
- attackone = function()
- attack = true
- for i = 0, 1, 0.2 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0.5), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.5), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(2, 0, 1) * euler(0, -1, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0.5, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.5, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC201: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC201: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("199146359", prt18, 1, 1.1)
- hbwld.Parent = nil
- hboxpos.Parent = hitbox
- hitbox.Parent = modelzorz
- hitbox.Size = vt(0.5, 5, 1)
- hitboxCF = prt18.CFrame
- hitbox.CFrame = hitboxCF
- blcf = nil
- scfr = nil
- for i = 0, 1, 0.3 do
- swait()
- hitboxCF = prt18.CFrame
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(5, 8)), nil, true)
- wld1.C0 = clerp(wld1.C0, euler(2.5, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.5) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0.5), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.2, 0.5, -0.3) * euler(0.6, 0, -0.8) * euler(0, -0.5, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.4), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0.5, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.5, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC466: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC466: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- for i = 0, 1, 0.2 do
- swait()
- hitboxCF = prt18.CFrame
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(5, 8)), nil, true)
- wld1.C0 = clerp(wld1.C0, euler(2.8, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.5) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0.5), 0.4)
- RW.C0 = clerp(RW.C0, cf(0.5, 0.5, -0.5) * euler(0.6, 0, -1) * euler(0, -0.7, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.4), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0.5, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, -0.5, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC700: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC700: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- hitbox.Parent = modelzorz
- hitbox.Size = vt()
- hitboxweld()
- hboxpos.Parent = nil
- attack = false
- end
- attacktwo = function()
- attack = true
- for i = 0, 1, 0.2 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0.7), 0.4)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.57, 0, -1) * euler(0, 1.2, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.8, 0, -0.4), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -1, 0.2) * euler(0, 1.57, 0) * euler(0, -0.7, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.8, -1, 0.2) * euler(0, -1.57, 0) * euler(0, -0.7, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("199150686", prt18, 1, 1.2)
- hbwld.Parent = nil
- hboxpos.Parent = hitbox
- hitbox.Parent = modelzorz
- hitbox.Size = vt(0.5, 5, 1)
- hitboxCF = prt18.CFrame
- hitbox.CFrame = hitboxCF
- for i = 0, 1, 0.3 do
- swait()
- hitboxCF = prt18.CFrame
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(5, 8)), nil, true)
- wld1.C0 = clerp(wld1.C0, euler(2.5, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.5), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.3, 0, 1) * euler(0, 1.6, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0.5, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.5, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC468: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC468: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- for i = 0, 1, 0.35 do
- swait()
- hitboxCF = prt18.CFrame
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(5, 8)), nil, true)
- wld1.C0 = clerp(wld1.C0, euler(2.8, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.1, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.8), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 0.8) * euler(0, 1.3, 0), 0.5)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.5)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(0.8, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 0.8, 0), 0.5)
- LH.C0 = clerp(LH.C0, cf(-0.8, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 0.8, 0), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC702: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC702: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- hitbox.Parent = modelzorz
- hitbox.Size = vt()
- hitboxweld()
- hboxpos.Parent = nil
- attack = false
- end
- attackthree = function()
- attack = true
- for i = 0, 1, 0.2 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0.7), 0.4)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.57, 0, -1) * euler(0, -1.4, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, 0.8), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -1, 0.1) * euler(0, 1.57, 0) * euler(0, -0.7, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.8, -1, -0.1) * euler(0, -1.57, 0) * euler(0, -0.7, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("199146359", prt18, 1, 0.8)
- hbwld.Parent = nil
- hboxpos.Parent = hitbox
- hitbox.Parent = modelzorz
- hitbox.Size = vt(0.5, 5, 1)
- hitboxCF = prt18.CFrame
- hitbox.CFrame = hitboxCF
- for i = 0, 1, 0.3 do
- swait()
- if Rooted.Value == false then
- Torso.Velocity = RootPart.CFrame.lookVector * 60
- end
- hitboxCF = prt18.CFrame
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 5, 5, 10, math.random(10, 20), "Normal", RootPart, 0.5, 2, (math.random(5, 8)), nil, true)
- wld1.C0 = clerp(wld1.C0, euler(3, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.57), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.7) * euler(0, -1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -1), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC478: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC478: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- for i = 0, 1, 0.3 do
- swait()
- hitboxCF = prt18.CFrame
- hitbox.CFrame = hitboxCF
- MagniDamage(hitbox, 5, 5, 10, math.random(10, 20), "Normal", RootPart, 0.5, 2, (math.random(5, 8)), nil, true)
- wld1.C0 = clerp(wld1.C0, euler(3, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.57), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.7) * euler(0, -1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -1), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC712: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC712: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- hitbox.Parent = modelzorz
- hitbox.Size = vt()
- hitboxweld()
- hboxpos.Parent = nil
- attack = false
- end
- attackfour = function()
- attack = true
- for i = 0, 1, 0.2 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.2) * euler(0, -1.57, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.7, 0, -1), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -1, -0.3) * euler(0, 1.57, 0) * euler(0, 1, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.8, -1, 0.3) * euler(0, -1.57, 0) * euler(0, 1, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- hit, pos = rayCast(RootPart.Position, RootPart.CFrame.lookVector, 30, Character)
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(pos)
- so("228343249", ref, 1, 1)
- MagniDamage(ref, 10, 7, 8, math.random(10, 20), "Knockdown", ref, 0, 1, (math.random(8, 10)), nil, nil, true)
- MagicBlock(BrickColor.new(NewCol3), cf(ref.Position), 1, 1, 1, 5, 5, 5, 0.1, 1, workspace)
- MagicBlock(BrickColor.new(NewCol3), cf(ref.Position), 1, 1, 1, 2, 2, 2, 0.05, 1, workspace)
- eul = euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- MagicRing(BrickColor.new(NewCol3), cf(ref.Position) * eul, 1, 1, 1, 1, 1, 1, 0.05)
- MagicRing(BrickColor.new(NewCol3), cf(ref.Position) * eul * euler(1.57, 0, 0), 1, 1, 1, 1, 1, 1, 0.05)
- MagicCircle(BrickColor.new(NewCol3), LeftArm.CFrame * cf(0, -1, 0), 1, 1, 1, 2, 2, 2, 0.05)
- game:GetService("Debris"):AddItem(ref, 1)
- swait(10)
- attack = false
- end
- VoidGather = function()
- attack = true
- if stance == false then
- for i = 0, 1, 0.05 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0) * euler(0, 0, -0.4), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -0.5), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.1) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-0.5, 0.8, -0.5) * euler(2.4, 0, 1), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.9, -0.8, -0.1) * euler(0, -1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, 0.1), 0.3)
- MagicBlock(BrickColor.new(NewCol3), LeftArm.CFrame * cf(0, -1, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.1, 1, workspace)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- MagicCircle(BrickColor.new(NewCol3), prt21.CFrame, 5, 5, 5, 0.5, 0.5, 0.5, 0.1, 1, workspace)
- for i = 1, 3 do
- MagicRing(BrickColor.new(NewCol3), prt21.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0, 0, 0.5, 0.3, 0.3, 0, 0.03)
- end
- stance = true
- end
- attack = false
- end
- do1 = function()
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[1] and (mana.Value >= 15 or stance == false) then
- attack = true
- if stance == true then
- for i = 0, 1, 0.1 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0) * euler(0, 0, -0.4), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -0.5), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.1) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-0.5, 0.8, -0.5) * euler(2.4, 0, 1), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.9, -0.8, -0.1) * euler(0, -1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, 0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- wld21.Part1 = LeftArm
- wld21.C0 = cf(0, 1.5, 0)
- for i = 0, 1, 0.1 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0, 0, 1.57), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1.57), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.4) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -1.57), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.2) * euler(0, 1.57, 0) * euler(-0.4, 1.57, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.2) * euler(0, -1.57, 0) * euler(0.2, 1.57, 0), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- mana.Value = mana.Value - 15
- cooldowns[1] = 70
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref2 = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref2.Anchored = true
- ref2.CFrame = cf(ref.Position)
- game:GetService("Debris"):AddItem(ref, 10)
- game:GetService("Debris"):AddItem(ref2, 10)
- local ringnum = 2
- local num = 5
- so("228343271", ref, 1, 1.4)
- local doing = 0
- local euld = 0
- for i = 0, 1, 0.05 do
- swait()
- if doing < 100 then
- if num >= 5 then
- num = 0
- end
- num = num + 1
- ref.CFrame = RootPart.CFrame * cf(0, 0, -3.2)
- hit, pos = rayCast(ref.Position, RootPart.CFrame.lookVector, 100, Character)
- local mag = (ref.Position - pos).magnitude
- MagicCylinder3(BrickColor.new(NewCol3), CFrame.new((ref.Position + pos) / 2, pos) * angles(1.57, 0, 0), 10, mag * 5, 10, 3, 1, 3, 0.1)
- MagicBlock(BrickColor.new(NewCol3), cf(pos), 5, 5, 5, 3, 3, 3, 0.1, 1, workspace)
- if ringnum >= 2 then
- ringnum = 0
- so("228343252", ref2, 1, 1)
- MagicRing(BrickColor.new(NewCol3), cf(pos) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0, 0, 0.5, 1, 1, 0, 0.05)
- end
- ref2.CFrame = cf(pos)
- MagniDamage(ref2, 8, 10, 12, 0, "Normal", RootPart, 1, 1, (math.random(2, 4)), nil, nil, true)
- if hit ~= nil then
- Damagefunc(hit, 14, 16, 0, "Normal", RootPart, 1, 1, (math.random(4, 7)), nil, nil, true, nil, nil, nil)
- end
- ringnum = ringnum + 1
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- do
- do
- local thedo = euld
- for d = 1, 2 do
- if d == 1 then
- thedo = euld
- else
- thedo = -euld
- end
- if num >= 5 then
- num = 0
- end
- num = num + 1
- ref.CFrame = RootPart.CFrame * cf(0, 0, -3.2)
- hit, pos = rayCast(ref.Position, RootPart.CFrame * euler(0, thedo, 0).lookVector, 100, Character)
- local mag = (ref.Position - pos).magnitude
- MagicCylinder3(BrickColor.new(NewCol3), CFrame.new((ref.Position + pos) / 2, pos) * angles(1.57, 0, 0), 5, mag * 5, 5, 3, 1, 3, 0.1)
- MagicBlock(BrickColor.new(NewCol3), cf(pos), 5, 5, 5, 3, 3, 3, 0.1, 1, workspace)
- if ringnum >= 3 then
- ringnum = 0
- so("228343252", ref2, 1, 1)
- MagicRing(BrickColor.new(NewCol3), cf(pos) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0, 0, 0.5, 1, 1, 0, 0.05)
- end
- ref2.CFrame = cf(pos)
- MagniDamage(ref2, 8, 8, 10, 0, "Normal", RootPart, 1, 1, (math.random(2, 4)), nil, nil, true)
- if hit ~= nil then
- Damagefunc(hit, 10, 12, 0, "Normal", RootPart, 1, 1, (math.random(4, 7)), nil, nil, true, nil, nil, nil)
- end
- ringnum = ringnum + 1
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- doing = doing + 1
- euld = euld + 0.02
- end
- end
- end
- end
- end
- end
- triangparent = workspace
- dec.Parent = nil
- ref.Parent = nil
- ref2.Parent = nil
- wld1.Part1 = RightArm
- wld1.C0 = euler(1.3, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0)
- wld21.Part1 = RootPart
- wld21.C0 = cf(-1.2, -1.4, 0.6)
- stance = false
- elseif stance == false then
- cooldowns[1] = 0
- prechit = true
- for i = 0, 1, 0.2 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.2, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0.7), 0.4)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.57, 0, -1) * euler(0, 1.2, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.8, 0, -0.4), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.8, -1, 0.2) * euler(0, 1.57, 0) * euler(0, -0.7, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.8, -1, 0.2) * euler(0, -1.57, 0) * euler(0, -0.7, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- so("199150686", prt18, 1, 0.8)
- for i = 0, 1, 0.3 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(2.5, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0, 0, 0), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.5), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.3, 0, 1) * euler(0, 1.6, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0.5, 0), 0.4)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.5, 0), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- MagniDamage(RootPart, 50, 8, 10, 0, "Knockdown", RootPart, 0, 1, (math.random(5, 10)), nil, nil, false)
- for i = 0, 1, 0.1 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(2.8, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.8) * euler(0.1, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.8), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 0.8) * euler(0, 1.3, 0), 0.5)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.5)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(0.8, -1, -0.2) * euler(0, 1.57, 0) * euler(0, 0.8, 0), 0.5)
- LH.C0 = clerp(LH.C0, cf(-0.8, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 0.8, 0), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- dec.Parent = nil
- prechit = false
- end
- attack = false
- end
- end
- do2 = function()
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[2] and (mana.Value >= 15 or stance == false) then
- attack = true
- if stance == true then
- for i = 0, 1, 0.1 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0) * euler(0, 0, -0.4), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -0.5), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.1) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-0.5, 0.8, -0.5) * euler(2.4, 0, 1), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.9, -0.8, -0.1) * euler(0, -1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, 0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- wld21.Part1 = LeftArm
- wld21.C0 = cf(0, 1.5, 0)
- for i = 0, 1, 0.2 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.57) * euler(0, 0, 0), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1.57), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.4) * euler(0, -1.57, 0), 0.5)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.57, 0, -1.57), 0.5)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.5)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, 0.4) * euler(0, -1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- stance = false
- mana.Value = mana.Value - 15
- MagicCircle(BrickColor.new(NewCol3), LeftArm.CFrame * cf(0, -1, 0), 1, 1, 1, 2, 2, 2, 0.05)
- CF = LeftArm.CFrame * cf(0, -1, 0)
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = CF
- game:GetService("Debris"):AddItem(ref, 5)
- local hit, pos = nil, nil
- for i = 0, 1, 0.1 do
- swait()
- so("228343324", ref, 1, 1)
- MagicCircle(BrickColor.new(NewCol3), cf(ref.Position), 1, 1, 1, 4, 4, 4, 0.1)
- hit, pos = rayCast(ref.Position, RootPart.CFrame.lookVector, 8, Character)
- ref.CFrame = ref.CFrame * cf(0, -8, 0)
- if hit ~= nil then
- break
- end
- end
- do
- do
- MovePart = hit
- if hit ~= nil then
- so("228343304", hit, 1, 1)
- Damagefunc(hit, 9, 11, math.random(10, 20), "Normal", RootPart, 0, 1, (math.random(5, 10)), nil, nil, true, "Movement", 0.1, 200)
- ref.Parent = nil
- else
- MovePart = ref
- end
- end
- end
- elseif stance == false then
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- table.insert(Effects, {pos, "BlackHole", 200, 0})
- wld21.Part1 = RootPart
- wld21.C0 = cf(-1.2, -1.4, 0.6)
- cooldowns[2] = 70
- cooldowns[2] = 0
- Cloak()
- do
- target = findNearestTorso(Torso.Position)
- if target ~= nil then
- RootPart.CFrame = cf(RootPart.Position, target.Position)
- end
- MoveTo = RootPart.CFrame.lookVector * 80
- for i = 0, 1, 0.1 do
- swait()
- so("200632992", Torso, 1, 1)
- if Rooted.Value == false then
- Torso.Velocity = MoveTo
- end
- MagniDamage(RootPart, 20, 5, 6, math.random(20, 30), "Knockdown", RootPart, 0.3, 1, (math.random(5, 6)), nil, nil, false, "Movement", 0.1, 300)
- eul = euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) * cf(math.random(-800, 800) / 100, math.random(-800, 800) / 100, math.random(-800, 800) / 100)
- MagicCircle(BrickColor.new("White"), cf(RootPart.Position) * eul, 2, 10, 2, -0.05, 5, -0.05, 0.05)
- MagicCircle(BrickColor.new("White"), cf(RootPart.Position) * eul * euler(1.57, 0, 0), 2, 10, 2, -0.05, 5, -0.05, 0.05)
- end
- UnCloak()
- dec.Parent = nil
- end
- wld1.C0 = euler(2.5, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0)
- Neck.C0 = necko * euler(0, 0, -0.5) * euler(0.2, 0, 0)
- RootJoint.C0 = RootCF * euler(0, 0, 0.5)
- RW.C0 = cf(1.5, 0.5, 0) * euler(2, 0, 1) * euler(0, 2, 0)
- RW.C1 = cf(0, 0.5, 0) * euler(0, 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4)
- LW.C1 = cf(0, 0.5, 0) * euler(0, 0, 0)
- RH.C0 = cf(0.9, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.4, 0, 0)
- LH.C0 = cf(-0.9, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.4, 0, 0)
- swait(10)
- end
- end
- attack = false
- end
- --end
- --end
- --end
- do3 = function()
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[3] and (mana.Value >= 15 or stance == false) then
- attack = true
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- if stance == true then
- for i = 0, 1, 0.1 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0) * euler(0, 0, -0.4), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -0.5), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.1) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-0.5, 0.8, -0.5) * euler(2.4, 0, 1), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.9, -0.8, -0.1) * euler(0, -1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, 0.1), 0.3)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC266: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC266: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- wld21.Part1 = LeftArm
- wld21.C0 = cf(0, 1.5, 0)
- for i = 0, 1, 0.3 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.1, 0, 0) * euler(0, 0, 0.8), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * euler(0.4, 0, 0) * euler(0, 0, -0.8), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.4, 0) * euler(-1, 0, 0.8) * euler(0, -1.2, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, 0) * euler(0, -1.57, 0) * euler(-0.8, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.7, -0.8, -0.8) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.8), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.9, 0.1, 0.2) * euler(0, -1.57, 0) * euler(0, 0.8, 0) * euler(0, 0, -0.3), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC518: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC518: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = RootPart.CFrame * cf(0, 0, -5)
- game:GetService("Debris"):AddItem(ref, 10)
- so("228343349", ref, 1, 1)
- table.insert(Effects, {ref, "VField", 100, RootPart.CFrame, 0})
- wld21.Part1 = RootPart
- wld21.C0 = cf(-1.2, -1.4, 0.6)
- stance = false
- cooldowns[3] = 70
- mana.Value = mana.Value - 15
- for i = 0, 1, 0.1 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.4)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.1, 0, 0) * euler(0, 0, 0.8), 0.4)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1) * euler(0.4, 0, 0) * euler(0, 0, -0.8), 0.4)
- RW.C0 = clerp(RW.C0, cf(1.4, 0.4, 0) * euler(-1, 0, 0.8) * euler(0, -1.2, 0), 0.4)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, 0) * euler(0, -1, 0) * euler(-1.4, 0, 0), 0.4)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
- RH.C0 = clerp(RH.C0, cf(0.7, -0.8, -0.8) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.8), 0.4)
- LH.C0 = clerp(LH.C0, cf(-0.9, 0.1, 0.2) * euler(0, -1.57, 0) * euler(0, 0.8, 0) * euler(0, 0, -0.3), 0.4)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC831: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC831: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- else
- cooldowns[3] = 0
- for i = 1, 3 do
- for i = 0, 1, 0.3 do
- swait()
- wld1.C0 = clerp(wld1.C0, euler(2, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.6)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.1, 0, 0), 0.6)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0.7), 0.6)
- RW.C0 = clerp(RW.C0, cf(0.7, 0.5, -0.5) * euler(1.57, 0, -1.2) * euler(0, 2, 0) * euler(0, 0, -0.5), 0.6)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.6)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.2), 0.6)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.6)
- RH.C0 = clerp(RH.C0, cf(0.8, -1, 0.1) * euler(0, 1.57, 0) * euler(0, -0.7, 0), 0.6)
- LH.C0 = clerp(LH.C0, cf(-0.8, -1, -0.1) * euler(0, -1.57, 0) * euler(0, -0.7, 0), 0.6)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC1050: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC1050: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- CF = RootPart.CFrame * cf(0, 0, -15)
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = CF
- game:GetService("Debris"):AddItem(ref, 10)
- blcf = nil
- scfr = nil
- for i = 0, 1, 0.4 do
- swait()
- CF = RootPart.CFrame * cf(0, 0, -15)
- ref.CFrame = CF
- so("200632992", ref, 1, 1)
- MagniDamage(ref, 20, 4, 5, math.random(10, 20), "Knockdown", ref, 0.2, 1, (math.random(3, 8)), nil, nil, false)
- for i = 1, 2 do
- eul = euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) * cf(math.random(-800, 800) / 100, math.random(-800, 800) / 100, math.random(-800, 800) / 100)
- MagicCircle(BrickColor.new("White"), cf(ref.Position) * eul, 2, 10, 2, -0.05, 5, -0.05, 0.05)
- MagicCircle(BrickColor.new("White"), cf(ref.Position) * eul * euler(1.57, 0, 0), 2, 10, 2, -0.05, 5, -0.05, 0.05)
- end
- wld1.C0 = clerp(wld1.C0, euler(2.8, 0, 0) * euler(0, 0, 0) * cf(0, 1, 0), 0.8)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0, 0, 0), 0.8)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0.7), 0.8)
- RW.C0 = clerp(RW.C0, cf(1.57, 0.5, 0) * euler(1.57, 0, 1.57) * euler(0, 2, 0) * euler(0, 0, 0.5), 0.8)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.8)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.4), 0.8)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.8)
- RH.C0 = clerp(RH.C0, cf(0.8, -1, 0.1) * euler(0, 1.57, 0) * euler(0, -0.7, 0), 0.8)
- LH.C0 = clerp(LH.C0, cf(-0.8, -1, -0.1) * euler(0, -1.57, 0) * euler(0, -0.7, 0), 0.8)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC1430: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC1430: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- ref.Parent = nil
- end
- for i = 1, 10 do
- swait()
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC1455: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC1455: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- end
- dec.Parent = nil
- attack = false
- end
- end
- do4 = function()
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- if cooldownmax <= cooldowns[4] and mana.Value >= 40 then
- attack = true
- cooldowns[4] = 0
- target = findNearestTorso(RootPart.Position)
- if --[[target ~= nil and distance <= 30--]] lol == lol then
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- local BodGy = Instance.new("BodyGyro", RootPart)
- BodGy.maxTorque = Vector3.new(0, math.huge, 0)
- BodGy.P = 2000
- BodGy.D = 100
- BodGy.cframe = cf(Torso.Position, target.Position)
- removeControl()
- for i = 0, 1, 0.1 do
- swait()
- BodGy.cframe = cf(Torso.Position, target.Position)
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.57) * euler(0, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1.57), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.4) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -1.57), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, 0.4) * euler(0, -1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
- end
- shatterpos.P = 2000
- shatterpos.D = 100
- shatterpos.maxForce = Vector3.new(545000, 545000, 545000)
- shatterpos.position = target.Position
- shatterpos.Parent = target
- so("160867463", target, 1, 1)
- num = 0
- for i = 0, 1, 0.02 do
- swait()
- num = num + 1
- if num >= 4 then
- num = 0
- targfloor, targpos = rayCast(target.Position - vt(0, 4, 0), CFrame.new(target.Position, target.Position - Vector3.new(0, 5, 0)).lookVector, 100, Character)
- if targfloor ~= nil then
- MagicWave(BrickColor.new(NewCol2), cf(targpos), 5, 5, 5, 2, -0.1, 2, 0.1)
- end
- end
- MagicCircle2(BrickColor.new(NewCol2), cf(target.Position), 60, 60, 60, -5, -5, -5, 0.02)
- shatterpos.position = shatterpos.position + vt(0, 0.2, 0)
- BodGy.cframe = cf(Torso.Position, target.Position)
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.1)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.57) * euler(-0.4, 0, 0), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.4) * euler(0, -1.57, 0), 0.1)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(3, 0, 0) * euler(0, 0, -1), 0.1)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.1)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.1)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, 0.4) * euler(0, -1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.1)
- end
- so("160867437", target, 1, 1.2)
- for i = 0, 1, 0.1 do
- swait()
- num = num + 1
- if num >= 4 then
- num = 0
- targfloor = rayCast(target.Position - vt(0, 4, 0), CFrame.new(target.Position, target.Position - Vector3.new(0, 5, 0)).lookVector, 100, Character)
- if targfloor ~= nil then
- MagicWave(BrickColor.new(NewCol2), cf(targpos), 5, 5, 5, 2, -0.1, 2, 0.1)
- end
- end
- MagicCircle2(BrickColor.new(NewCol2), cf(target.Position), 60, 60, 60, -5, -5, -5, 0.02)
- MagicBlock(BrickColor.new(NewCol2), cf(target.Position) * cf(math.random(-600, 600) / 100, math.random(-600, 600) / 100, math.random(-600, 600) / 100) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 5, 5, 5, -1, -1, -1, 0.1, 1, workspace)
- BodGy.cframe = cf(Torso.Position, target.Position)
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.57) * euler(-0.4, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.4) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.3, 0.9, 0) * euler(3.14, 0, 0) * euler(0, 0, -0.4), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, 0.4) * euler(0, -1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
- end
- for i = 0, 1, 0.1 do
- swait()
- MagicCircle2(BrickColor.new(NewCol2), cf(target.Position), 60, 60, 60, -5, -5, -5, 0.02)
- MagicBlock(BrickColor.new(NewCol2), cf(target.Position) * cf(math.random(-600, 600) / 100, math.random(-600, 600) / 100, math.random(-600, 600) / 100) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 5, 5, 5, -1, -1, -1, 0.1, 1, workspace)
- BodGy.cframe = cf(Torso.Position, target.Position)
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.3)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.57) * euler(0.1, 0, 0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 0.4) * euler(0, -1.57, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.2, 0) * euler(3.14, 0, 0) * euler(0, 0, -0.1), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(0.6, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-0.6, -1, 0.4) * euler(0, -1.57, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
- end
- shatterpos.Parent = nil
- Damagefunc(target, 10, 10, math.random(40, 60), "Knockdown", RootPart, 0, 1, 0, nil, nil, false, "Movement", 0.2, 300)
- MagniDamage(target, 10, 12, 14, math.random(40, 60), "Knockdown", target, 0, 1, (math.random(20, 30)), nil, nil, false, "Shatter", 0.1, 300)
- CF = cf(target.Position)
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = CF
- game:GetService("Debris"):AddItem(ref, 1)
- so("183763506", ref, 1, 0.6)
- so("178452221", ref, 1, 0.6)
- so("87767777", ref, 1, 1)
- so("87784452", ref, 1, 0.8)
- so("183763515", ref, 1, 1)
- MagicCircle(BrickColor.new(NewCol2), CF, 60, 60, 60, 15, 15, 15, 0.05)
- for i = 1, 2 do
- MagicRing(BrickColor.new(NewCol2), CF * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 15, 15, 0.2, 2, 2, 0, 0.02)
- end
- for i = 1, 5 do
- BreakEffect(BrickColor.new(NewCol2), CF, math.random(50, 100) / 100, math.random(500, 1000) / 100, math.random(50, 100) / 100)
- end
- for i = 1, 5 do
- swait()
- for i = 1, 2 do
- BreakEffect(BrickColor.new(NewCol2), CF, math.random(50, 100) / 100, math.random(500, 1000) / 100, math.random(50, 100) / 100)
- MagicCircle3(BrickColor.new(NewCol2), CF * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) * cf(0, 5, 0), 4, 30, 4, -0.05, 1, -0.05, 0.01)
- end
- end
- MagniDamage(target, 20, 16, 20, math.random(40, 60), "Knockdown", target, 0, 1, (math.random(20, 30)), nil, nil, false, "Shatter", 0.2, 300)
- MagicCircle(BrickColor.new(NewCol2), CF, 200, 200, 200, 2, 2, 2, 0.02)
- swait(10)
- resumeControl()
- BodGy.Parent = nil
- dec.Parent = nil
- end
- do
- attack = false
- end
- end
- end
- Cloak = function()
- Face.Parent = nil
- for _,v in pairs(Torso.Parent:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- v.Transparency = 1
- end
- if v.className == "Hat" then
- hatp = v.Handle
- hatp.Transparency = 1
- end
- end
- for _,v in pairs(modelzorz:children()) do
- if v.className == "Part" then
- v.Transparency = 1
- end
- end
- end
- UnCloak = function()
- Face.Parent = Head
- for _,v in pairs(Torso.Parent:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- v.Transparency = 0
- end
- if v.className == "Hat" then
- hatp = v.Handle
- hatp.Transparency = 0
- end
- end
- for _,v in pairs(modelzorz:children()) do
- if v.className == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Hitbox2" and v.Name ~= "Parta01" then
- v.Transparency = 0
- end
- end
- end
- DecreaseStat = function(Model, Stat, Amount, Duration)
- if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then
- Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
- d = Instance.new("NumberValue", Model.Stats.Decrease)
- dur = Instance.new("NumberValue", d)
- dur.Name = "Duration"
- dur.Value = Duration
- game:GetService("Debris"):AddItem(d, 20)
- if Stat == "Damage" then
- d.Name = "DecreaseAtk"
- else
- if Stat == "Defense" then
- d.Name = "DecreaseDef"
- else
- if Stat == "Movement" then
- d.Name = "DecreaseMvmt"
- end
- end
- end
- if Model:findFirstChild("Torso") ~= nil then
- display = ""
- if Stat == "Damage" then
- if Amount > 0 then
- display = "-Damage"
- else
- display = "+Damage"
- end
- else
- if Stat == "Defense" then
- if Amount > 0 then
- display = "-Defense"
- else
- display = "+Defense"
- end
- else
- if Stat == "Movement" then
- if Amount > 0 then
- display = "-Movement"
- else
- display = "+Movement"
- end
- end
- end
- end
- showDamage(Model, display, "Debuff")
- end
- d.Value = Amount
- end
- end
- GetDist = function(Part1, Part2, magni)
- local targ = Part1.Position - Part2.Position
- local mag = targ.magnitude
- if mag <= magni then
- return true
- else
- return false
- end
- end
- MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- for _,c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = nil
- for _,d in pairs(c:children()) do
- if d.className == "Model" and ranged ~= true then
- head = d:findFirstChild("Hitbox")
- if d.Parent == Character then
- break
- end
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(head.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- else
- if hitnum == 2 then
- so("199149025", ref, 1, 1)
- else
- if hitnum == 3 then
- so("199149072", ref, 1, 1)
- else
- if hitnum == 4 then
- so("199149109", ref, 1, 1)
- else
- if hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- end
- end
- end
- end
- StaggerHit.Value = true
- end
- end
- end
- do
- if d.className == "Part" and d.Name=="Torso" then
- head = d
- if head ~= nil and head.Name=="Torso" then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- if stun == nil then
- stun = math.random(5, 10)
- end
- local Rang = nil
- if Ranged == false then
- Rang = true
- end
- local stag = nil
- if shbash == true then
- stag = true
- end
- Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- end
- end
- end
- do
- end
- end
- end
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- findNearestTorso = function(pos)
- local list = (game.Workspace:children())
- local torso = nil
- local dist = 1000
- local temp, human, temp2 = nil, nil, nil
- for x = 1, #list do
- temp2 = list[x]
- if temp2.className == "Model" and temp2.Name ~= Character.Name then
- temp = temp2:findFirstChild("Torso")
- human = temp2:findFirstChild("Humanoid")
- if temp ~= nil and human ~= nil and human.Health > 0 and (temp.Position - pos).magnitude < dist then
- local dohit = true
- if Player.Neutral == false and game.Players:GetPlayerFromCharacter(temp.Parent) ~= nil and game.Players:GetPlayerFromCharacter(temp.Parent).TeamColor == Player.TeamColor then
- dohit = false
- end
- if dohit == true then
- torso = temp
- dist = (temp.Position - pos).magnitude
- end
- end
- end
- end
- return torso, dist
- end
- local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
- LastPoint = Point
- effect = function(Color, Ref, LP, P1, returnn)
- if LP == nil or P1 == nil then
- return
- end
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- NoOutline(effectsg)
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.5, 1, 0.5)
- effectsg.Parent = workspace
- 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(0.5, mg, 0.5)
- effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
- effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- game:GetService("Debris"):AddItem(effectsg, 2)
- if returnn then
- return effectsg
- end
- if not returnn then
- table.insert(Effects, {effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh})
- end
- end
- MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type, parent, prt2)
- local prt = (part(3, parent, 0, 0, brickcolor, "Effect", vt()))
- local wld = nil
- prt.CFrame = cframe
- prt.Anchored = true
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
- else
- if Type == 2 then
- table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
- else
- if Type == 3 then
- table.insert(Effects, {prt, "Block3", delay, x3, y3, z3, msh, cframe, prt2})
- end
- end
- end
- end
- MagicSkull = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, goe)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = mesh("SpecialMesh", prt, "FileMesh", "4770583", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Skull", delay, x3, y3, z3, msh, goe})
- end
- MagicCircle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicCircle2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0.8, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicCircle3 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Blood", delay, x3, y3, z3, msh, math.random(50, 150) / 100})
- end
- MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicCylinder3 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, modelzorz, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicCylinder2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, goe)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder2", delay, x3, y3, z3, msh, goe})
- end
- MagicHead = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- ClangEffect = function(brickcolor, cframe, duration, decrease, size, power)
- local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil})
- end
- MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicRing = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * cf(x2, y2, z2)
- local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicRing2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Material = "Neon"
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
- else
- if Type == 2 then
- table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
- else
- if Type == 3 then
- table.insert(Effects, {prt, "Block3", delay, x3, y3, z3, msh, prt.CFrame})
- end
- end
- end
- end
- BreakEffect = function(brickcolor, cframe, x1, y1, z1)
- local prt = part(3, workspace, 0, 0.2, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(prt, 10)
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- table.insert(Effects, {prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(10, 100) / 100})
- end
- ElecEffect = function(cff, x, y, z)
- local prt = part(3, workspace, 0, 0, BrickColor.new("Bright red"), "Part", vt(1, 1, 1))
- prt.Anchored = true
- prt.CFrame = cff * cf(math.random(-x, x), math.random(-y, y), math.random(-z, z))
- prt.CFrame = cf(prt.Position)
- game:GetService("Debris"):AddItem(prt, 10)
- xval = math.random() / 3
- yval = math.random() / 3
- zval = math.random() / 3
- msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(xval, yval, zval))
- Effects[#Effects + 1] = {prt, "Elec", 0.2, x, y, z, xval, yval, zval, msh}
- end
- Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- if hit.Parent == nil then
- return
- end
- if hit == MovePart then
- Fly = false
- end
- if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(hit.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- else
- if hitnum == 2 then
- so("199149025", ref, 1, 1)
- else
- if hitnum == 3 then
- so("199149072", ref, 1, 1)
- else
- if hitnum == 4 then
- so("199149109", ref, 1, 1)
- else
- if hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- end
- end
- end
- end
- StaggerHit.Value = true
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- return
- end
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = game:service("Players").LocalPlayer
- c.Parent = h
- RecentEnemy.Value = hit.Parent
- game:GetService("Debris"):AddItem(c, 0.5)
- minim = minim * Atk.Value
- maxim = maxim * Atk.Value
- Damage = 0
- if minim == maxim then
- Damage = maxim
- else
- Damage = math.random(minim, maxim)
- end
- blocked = false
- enblock = nil
- Stats = hit.Parent:findFirstChild("Stats")
- if Stats ~= nil then
- enblock = Stats:findFirstChild("Block")
- if enblock ~= nil and enblock.Value == true then
- blocked = true
- end
- if Stats:findFirstChild("Defense") ~= nil then
- if prechit == false then
- Damage = Damage / Stats.Defense.Value
- else
- Val = Stats.Defense.Value
- if Val >= 2 then
- Val = 2
- end
- Damage = Damage * Val
- end
- if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199149321", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199149338", hit, 1, 1)
- else
- if hitnum == 3 then
- so("199149367", hit, 1, 1)
- else
- if hitnum == 4 then
- so("199149409", hit, 1, 1)
- else
- if hitnum == 5 then
- so("199149452", hit, 1, 1)
- end
- end
- end
- end
- end
- else
- if ranged == false or ranged == nil and blocked ~= true then
- hitnum = math.random(1, 6)
- if hitnum == 1 then
- so("199149137", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199149186", hit, 1, 1)
- else
- if hitnum == 3 then
- so("199149221", hit, 1, 1)
- else
- if hitnum == 4 then
- so("199149235", hit, 1, 1)
- else
- if hitnum == 5 then
- so("199149269", hit, 1, 1)
- else
- if hitnum == 6 then
- so("199149297", hit, 1, 1)
- end
- end
- end
- end
- end
- end
- end
- end
- if Damage <= 3 and staghit == true and ranged ~= true then
- StaggerHit.Value = true
- end
- end
- if Stats:findFirstChild("Stun") ~= nil then
- if blocked == true then
- incstun = incstun / 2
- end
- --[[if Stats.Stun.Value < Stats.StunThreshold.Value then
- Stats.Stun.Value = Stats.Stun.Value + incstun
- end]]
- end
- if Stats:findFirstChild("Stagger") ~= nil and stagger == true then
- Stats.Stagger.Value = true
- end
- end
- if blocked == true then
- showDamage(hit.Parent, "Block", "Damage")
- if ranged ~= true then
- enblock.Value = false
- Stagger.Value = true
- hitnum = math.random(1, 2)
- if hitnum == 1 then
- so("199148933", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199148947", hit, 1, 1)
- end
- end
- end
- else
- Damage = math.floor(Damage)
- coroutine.resume(coroutine.create(function(Hum, Dam)
- hit.Parent.Humanoid:TakeDamage(Damage)
- end
- ), h, Damage)
- showDamage(hit.Parent, Damage, "Damage")
- if prechit == true then
- eul = euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- MagicCircle(BrickColor.new("White"), cf(hit.Position) * eul, 5, 5, 5, -0.1, 5, -0.1, 0.02)
- MagicCircle(BrickColor.new("White"), cf(hit.Position) * eul * euler(1.57, 0, 0), 5, 5, 5, -0.1, 5, -0.1, 0.02)
- end
- if DecreaseState ~= nil then
- if DecreaseState == "Shatter" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
- DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration)
- else
- DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
- end
- end
- if Type == "Knockdown" then
- hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8000, 100, 8000)
- bodvol.Parent=hit
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(8000,100,8000)
- rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- elseif Type == "Knockdown2" then
- hum = hit.Parent.Humanoid
- local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8000, 100, 8000)
- bodvol.Parent=hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- else
- do
- if Type == "Normal" or Type == "NormalDecreaseMvmt1" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(8000, 100, 8000)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- CRIT = false
- end
- end
- end
- end
- end
- showDamage = function(Char, Dealt, Type)
- m = Instance.new("Model")
- m.Name = "Effect"
- c = Instance.new("Part")
- c.Transparency = 1
- c.Name = "Head"
- c.TopSurface = 0
- c.BottomSurface = 0
- c.formFactor = "Plate"
- c.Size = Vector3.new(1, 0.4, 1)
- b = Instance.new("BillboardGui", c)
- b.Size = UDim2.new(5, 0, 5, 0)
- b.AlwaysOnTop = true
- damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- if Type == "Damage" then
- damgui.Font = "SourceSans"
- if Dealt == "Block" then
- damgui.TextColor3 = BrickColor.new("Bright blue").Color
- else
- if Dealt < 3 then
- damgui.TextColor3 = BrickColor.new("White").Color
- else
- if Dealt >= 3 and Dealt < 20 then
- damgui.TextColor3 = BrickColor.new("Bright yellow").Color
- else
- damgui.TextColor3 = BrickColor.new("Really red").Color
- damgui.Font = "SourceSansBold"
- end
- end
- end
- else
- if Type == "Debuff" then
- damgui.TextColor3 = BrickColor.new("White").Color
- else
- if Type == "Interrupt" then
- damgui.TextColor3 = BrickColor.new("New Yeller").Color
- end
- end
- end
- damgui.TextScaled = true
- ms = Instance.new("CylinderMesh")
- ms.Scale = Vector3.new(0.8, 0.8, 0.8)
- ms.Parent = c
- c.Reflectance = 0
- Instance.new("BodyGyro").Parent = c
- c.Parent = m
- if Char:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- else
- if Char.Parent:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- end
- end
- f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(545000, 545000, 545000)
- if Type == "Damage" then
- f.position = c.Position + Vector3.new(0, 3, 0)
- else
- if Type == "Debuff" or Type == "Interrupt" then
- f.position = c.Position + Vector3.new(0, 5, 0)
- end
- end
- f.Parent = c
- game:GetService("Debris"):AddItem(m, 5)
- table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100})
- c.CanCollide = false
- m.Parent = workspace
- c.CanCollide = false
- end
- combo = 0
- ob1d = function(mouse)
- if attack == true or equipped == false then
- return
- end
- hold = true
- if combo == 0 then
- combo = 1
- attackone()
- else
- if combo == 1 then
- combo = 2
- attacktwo()
- else
- if combo == 2 then
- combo = 3
- attackthree()
- else
- if combo == 3 then
- combo = 0
- attackfour()
- end
- end
- end
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- swait()
- end
- end
- if attack == false then
- combo = 0
- end
- end))
- end
- ob1u = function(mouse)
- hold = false
- end
- buttonhold = false
- fenbarmove1.MouseButton1Click:connect(do1)
- fenbarmove2.MouseButton1Click:connect(do2)
- fenbarmove3.MouseButton1Click:connect(do3)
- fenbarmove4.MouseButton1Click:connect(do4)
- eul = 0
- equipped = false
- key = function(key)
- if attack == true then
- return
- end
- if key == "f" then
- pressedf = true
- fnumb = 0
- attack = true
- if equipped == false then
- equipped = true
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- Animate.Parent = nil
- equipanim()
- else
- equipped = false
- hideanim()
- LH.C1 = LHC1
- RH.C1 = RHC1
- Animate.Parent = Humanoid
- swait(0)
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- end
- attack = false
- end
- if equipped == false then
- return
- end
- if key == "e" then
- VoidGather()
- end
- if key == "z" then
- do1()
- end
- if key == "x" then
- do2()
- end
- if key == "c" then
- do3()
- end
- if key == "v" then
- do4()
- end
- end
- key2 = function(key)
- end
- s = function(mouse)
- mouse.Button1Down:connect(function()
- ob1d(mouse)
- end)
- mouse.Button1Up:connect(function()
- ob1u(mouse)
- end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- player = Player
- ch = Character
- end
- ds = function(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Nether loaded.")
- local mananum = 0
- local donum = 0
- local stunnum = 0
- local staggeranim = false
- local stunanim = false
- local Point, LastPoint = nil, nil
- local handef = 0
- local walk = 0
- local walkforw = true
- while true do
- swait()
- if Humanoid.Health <= 0 then
- attack = true
- resumeControl()
- modelzorz.Parent = workspace
- modelzorz.Name = "Weapon Model"
- game:GetService("Debris"):AddItem(modelzorz, 30)
- for i = 1, #Weapon do
- Weapon[i].Parent = modelzorz
- Weapon[i].CanCollide = true
- end
- for i = 1, #Welds do
- if Welds[i].Part0.Parent == Character or Welds[i].Part1.Parent == Character then
- Welds[i].Parent = nil
- else
- Welds[i].Parent = prt1
- end
- end
- end
- do
- if fnumb < 21 then
- fnumb = fnumb + 1
- if pressedf == false then
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
- tellbar.TextTransparency = tellbar.TextTransparency - 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
- else
- if fnumb == 20 then
- fenframe5.Parent = nil
- print("daigui")
- end
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
- tellbar.TextTransparency = tellbar.TextTransparency + 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
- end
- end
- if stance == true then
- MagicBlock(BrickColor.new(NewCol3), prt21.CFrame, 1, 1, 1, 1, 1, 1, 0.3, 1, modelzorz, prt21)
- end
- if hbwld.Parent == nil then
- hitbox2.Name = "Hitbox"
- else
- hitbox2.Name = "Hitbox2"
- end
- hitbox2.Parent = hitbox.Parent
- hitbox2.Size = hitbox.Size
- hitbox2.CFrame = hitboxCF
- hboxpos.position = hitbox2.Position + vt(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100)
- passive2.Value = (100 - Humanoid.Health) / (Humanoid.Health * 8)
- if 0.5 <= passive2.Value then
- passive2.Value = 0.5
- end
- if LeftArm.Transparency < 1 then
- if handef % 2 == 0 then
- MagicBlock(BrickColor.new(NewCol3), LeftArm.CFrame * cf(0, -1, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.2, 1, modelzorz, prta1)
- end
- if 20 <= handef then
- handef = 0
- MagicRing2(BrickColor.new(NewCol3), LeftArm.CFrame * cf(0, -1, 0), 1, 1, 1, 0.5, 0.5, 0.1, 0.1, 1)
- --MagicRing2(BrickColor.new(NewCol3), LeftArm.CFrame * cf(0, -1, 0), 1, 1, 1, 0.5, 0.5, 0.1, 0.1, prta1)
- end
- end
- handef = handef + 1
- if Stagger.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- while attack == true do
- swait()
- end
- StaggerAnim()
- StaggerHit.Value = false
- Stagger.Value = false
- staggeranim = false
- end))
- end
- if StaggerHit.Value == true and staggeranim == false then
- coroutine.resume(coroutine.create(function()
- staggeranim = true
- while attack == true do
- swait()
- end
- StaggerHitt()
- StaggerHit.Value = false
- Stagger.Value = false
- staggeranim = false
- end))
- end
- if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Mvmt.Value
- end
- if StunT.Value <= Stun.Value and stunanim == false then
- coroutine.resume(coroutine.create(function()
- stunanim = true
- while attack == true do
- swait()
- end
- StunAnim()
- Stun.Value = 0
- stunanim = false
- end))
- end
- local stunnum2 = 30
- if stunnum2 <= stunnum then
- if 0 < Stun.Value then
- Stun.Value = Stun.Value - 1
- end
- stunnum = 0
- end
- stunnum = stunnum + 1
- if 0.5 <= donum then
- handidle = true
- else
- if donum <= 0 then
- handidle = false
- end
- end
- if handidle == false then
- donum = donum + 0.003
- else
- donum = donum - 0.003
- end
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if equipped == true then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if (500 <= idle and attack ~= false) or Anim == "Walk" then
- if walkforw == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- end
- else
- RH.C1 = clerp(RH.C1, RHC1, 0.2)
- LH.C1 = clerp(LH.C1, LHC1, 0.2)
- end
- if stance == true then
- passive3.Parent = Decrease
- prt21.Transparency = 0.5
- fenbarmove1.Text = "(Z)\nVoid Buster"
- fenbarmove2.Text = "(X)\nVoid Portal"
- fenbarmove3.Text = "(C)\nVoid Field"
- fenbarmove1b.BackgroundColor3 = BrickColor.new(NewCol3).Color
- fenbarmove2b.BackgroundColor3 = BrickColor.new(NewCol3).Color
- fenbarmove3b.BackgroundColor3 = BrickColor.new(NewCol3).Color
- else
- passive3.Parent = nil
- prt21.Transparency = 1
- fenbarmove1.Text = "(Z)\nPrecise Slash"
- fenbarmove2.Text = "(X)\nSlice Wave"
- fenbarmove3.Text = "(C)\nSonic Strike"
- fenbarmove1b.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- fenbarmove2b.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- fenbarmove3b.BackgroundColor3 = BrickColor.new("Medium stone grey").Color
- end
- if 1 < RootPart.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- if attack == false then
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.4) * euler(0, -1.57, 0), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-1, 0, -0.2), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2)
- end
- else
- if RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- if attack == false then
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6, 0, 0.4) * euler(0, -1.57, 0), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.3, 0, -0.2), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- end
- else
- if torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- if attack == false then
- wld1.C0 = clerp(wld1.C0, euler(1.5, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.1, 0, 0) * euler(0, 0, 0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -0.5), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.6 + (donum) / 5, 0, 0.4) * euler(0, -1.57, 0), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.2 - (donum) / 5, 0, -0.4), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, -0.4), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.9, -0.8, -0.1) * euler(0, -1.57, 0) * euler(0, 0.5, 0) * euler(0, 0, 0.1), 0.2)
- end
- else
- if 2 < torvel and torvel < 30 and hitfloor ~= nil then
- Anim = "Walk"
- walk = walk + 1
- if 10 <= walk then
- walk = 0
- if walkforw == true then
- walkforw = false
- else
- if walkforw == false then
- walkforw = true
- end
- end
- end
- if attack == false then
- wld1.C0 = clerp(wld1.C0, euler(1.57, 0, 0) * euler(0, 3.14, 0) * cf(0, 1, 0), 0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2 - (donum) / 5, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1 + (donum) / 5, 0, 0.2) * euler(0, -1.57, 0), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2 + (donum) / 3, 0, -0.4 + (donum) / 3), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), 0.2)
- end
- else
- if 30 <= torvel and hitfloor ~= nil then
- Anim = "Run"
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2 - (donum) / 5, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.3 + (donum) / 3, 0, 0.5 - (donum) / 3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2 + (donum) / 3, 0, -0.4 + (donum) / 3), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), 0.2)
- end
- end
- end
- end
- end
- end
- end
- if 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[2] == "CylinderClang" then
- if Thing[3] <= 1 then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[7] = Thing[1].CFrame
- effect("New Yeller", 0, Thing[8], Thing[7], nil, 0.1, 2)
- Thing[8] = Thing[7]
- Thing[3] = Thing[3] + Thing[4]
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "showDamage" then
- if Thing[6] < Thing[5] then
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[7] then
- Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[8] then
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[9] then
- Thing[6] = Thing[6] + 1
- Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
- Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
- Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- if Thing[2] == "BlackHole" then
- if 0 < Thing[3] then
- Thing[3] = Thing[3] - 1
- MagicBlock(BrickColor.new(NewCol2), cf(Thing[1]), 1, 1, 1, 5, 5, 5, 0.1, 1, workspace)
- if 0 < Thing[4] then
- Thing[4] = Thing[4] - 1
- else
- ref2 = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref2.Anchored = true
- ref2.CFrame = cf(Thing[1])
- so("183763498", ref2, 0.8, 1)
- game:GetService("Debris"):AddItem(ref2, 1)
- spread = vt(math.random(-50, 50) / 100, math.random(-50, 50) / 100, math.random(-50, 50) / 100) * (Thing[1] - MMouse.Hit.p).magnitude / 100
- local MouseLook = cf((Thing[1] + MMouse.Hit.p) / 2, MMouse.Hit.p + spread)
- table.insert(Effects, {MouseLook.lookVector, "Shoot", 30, Thing[1], 5, 7, 0})
- Thing[4] = 20
- end
- else
- do
- table.remove(Effects, e)
- if Thing[2] == "Shoot" then
- local Look = Thing[1]
- local hit, pos = rayCast(Thing[4], Look, 10, modelzorz)
- local mag = Thing[4] - pos.magnitude
- MagicCircle(BrickColor.new(NewCol2), CFrame.new((Thing[4] + pos) / 2, pos), 1, 1, 1, 4, 4, 4, 0.1)
- Thing[4] = Thing[4] + Look * 10
- Thing[3] = Thing[3] - 1
- if hit ~= nil then
- Thing[3] = 0
- ref3 = part(3, workspace, 0, 1, BrickColor.new(NewCol2), "Reference", vt())
- ref3.Anchored = true
- ref3.CFrame = cf(pos)
- so("183763506", ref3, 0.8, 1.5)
- game:GetService("Debris"):AddItem(ref3, 0.2)
- MagicBlock(BrickColor.new(NewCol2), cf(ref3.Position) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 8, 8, 8, 0.1, 1, workspace)
- MagicCircle(BrickColor.new(NewCol2), cf(ref3.Position), 5, 5, 5, 5, 5, 5, 0.05)
- MagniDamage(ref3, 10, Thing[5] / 1.5, Thing[6] / 1.5, 0, "Normal", ref3, 0, 1, 3, nil, nil, true, nil, nil, nil)
- game:GetService("Debris"):AddItem(ref3, 1)
- end
- if Thing[3] <= 0 then
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- do
- if Thing[2] == "VField" then
- if 0 <= Thing[3] then
- Thing[3] = Thing[3] - 1
- Thing[1].CFrame = Thing[4] * cf(0, 0, -5 - Thing[5] * 2.5)
- so("228343343", Thing[1], 1, 1)
- hitfloor2, posfloor2 = rayCast(Thing[1].Position, CFrame.new(Thing[1].Position, Thing[1].Position - Vector3.new(0, 1, 0)).lookVector, 100, Character)
- Thing[1].CFrame = cf(posfloor2)
- MagniDamage(Thing[1], 2 + Thing[5] / 10, 8, 10, math.random(10, 20), "Knockdown", Thing[1], 0.3, 1, (math.random(6, 8)), nil, nil, true, "Damage", 0.1, 300)
- MagicCircle(BrickColor.new(NewCol3), cf(posfloor2), 20 + Thing[5], 1, 20 + Thing[5], 1, 0, 1, 0.05)
- MagicCircle(BrickColor.new(NewCol3), cf(posfloor2) * cf(0, 0, 0), 5, 10, 5, 1 + Thing[5] / 5, 10 + Thing[5] / 2, 1 + Thing[5] / 5, 0.1)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- end
- end
- end
- Thing[5] = Thing[5] + 0.2
- Thing[1].Parent = nil
- --table.remove(Effects, e)
- end
- if Thing[2] ~= "Shoot" and Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" and Thing[2] ~= "BlackHole" and Thing[2] ~= "Shoot" and Thing[2] ~= "VField" then
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Block3" then
- Thing[1].CFrame = Thing[9].CFrame * Thing[8] * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Cylinder" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Cylinder2" then
- Thing[1].CFrame = Thing[1].CFrame * cf(0, Thing[8], 0)
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Elec" then
- Mesh = Thing[10]
- Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * cf(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * euler(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- else
- if Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- end
- end
- end
- end
- end
- end
- end
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- end
- fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true)
- fenbarmana4.Text = "Mana(" .. mana.Value .. ")"
- fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0)
- fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")"
- fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- for _,c in pairs(Decrease:children()) do
- if (c:findFirstChild("Duration")) ~= nil then
- c.Duration.Value = c.Duration.Value - 1
- if c.Duration.Value <= 0 then
- c.Parent = nil
- end
- end
- if c.Name == "DecreaseAtk" then
- decreaseatk = decreaseatk + c.Value
- else
- if c.Name == "DecreaseDef" then
- decreasedef = decreasedef + c.Value
- else
- if c.Name == "DecreaseMvmt" then
- decreasemvmt = decreasemvmt + c.Value
- end
- end
- end
- end
- Atk.Value = 1 - (decreaseatk)
- if Atk.Value <= 0 then
- Atk.Value = 0
- end
- Def.Value = 1 - (decreasedef)
- if Def.Value <= 0 then
- Def.Value = 0.01
- end
- Mvmt.Value = 1 - (decreasemvmt)
- if Mvmt.Value <= 0 then
- Mvmt.Value = 0
- end
- decreaseatk = 0
- decreasedef = 0
- decreasemvmt = 0
- AtkVal = Atk.Value * 100
- AtkVal = math.floor(AtkVal)
- AtkVal = AtkVal / 100
- fenbardamage.Text = "Damage\n(" .. AtkVal .. ")"
- DefVal = Def.Value * 100
- DefVal = math.floor(DefVal)
- DefVal = DefVal / 100
- fenbardef.Text = "Defense\n(" .. DefVal .. ")"
- MvmtVal = Mvmt.Value * 100
- MvmtVal = math.floor(MvmtVal)
- MvmtVal = MvmtVal / 100
- if Rooted.Value == true then
- MvmtVal = 0
- end
- fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")"
- if StunT.Value <= Stun.Value then
- fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true)
- else
- fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true)
- end
- fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
- if 100 <= mana.Value then
- mana.Value = 100
- else
- if mananum <= 9 then
- mananum = mananum + 100--1
- else
- mananum = 0
- mana.Value = mana.Value + 100--1
- end
- end
- for i = 1, #cooldowns do
- if cooldownmax <= cooldowns[i] then
- cooldowns[i] = cooldownmax
- else
- cooldowns[i] = cooldowns[i] + cooldownsadd[i]
- end
- end
- -- DECOMPILER ERROR at PC5992: LeaveBlock: unexpected jumping out DO_STMT
- end
- end
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