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- p=game.Players.LocalPlayer
- c=p.Character
- m=p:GetMouse()
- Player = game:GetService("Players").LocalPlayer
- mouse=Player:GetMouse()
- Cha = Player.Character
- Character = Cha
- torso = Cha.Torso
- Mouse = mouse
- curaga = false
- equip = false
- on = false
- it=Instance.new
- vt=Vector3.new
- cf=CFrame.new
- euler=CFrame.fromEulerAnglesXYZ
- angles=CFrame.Angles
- Color1 = torso.BrickColor
- Torso = torso
- Effects = {}
- ---------------------------------------Clothes
- game.Players.LocalPlayer.Character["Right Arm"].BrickColor = BrickColor.new("Pastel brown")
- game.Players.LocalPlayer.Character["Left Arm"].BrickColor = BrickColor.new("Pastel brown")
- game.Players.LocalPlayer.Character["Head"].BrickColor = BrickColor.new("Pastel brown")
- game.Players.LocalPlayer.Character["Right Leg"].BrickColor = BrickColor.new("Pastel brown")
- game.Players.LocalPlayer.Character["Left Leg"].BrickColor = BrickColor.new("Pastel brown")
- game.Players.LocalPlayer.Character["Torso"].BrickColor = BrickColor.new("Pastel brown")
- Cha.Shirt:Remove()
- Shirt = Instance.new("Shirt",Character)
- Shirt.Parent = Cha
- Shirt.ShirtTemplate = "http://www.roblox.com/asset/?id=276413699"
- ---------------------------------------Taunts n Stuff
- local Taunts = {"Come on. Ya scared?"}
- local raisechats = { "Descend, Heartless Angel!" , "I'm... the chosen one!","I will lead you to the Promised Land","The Planet and I are to be one!","That was true power","Come power!","Prepare yourself!","No mercy","No more games... show me what you've got!"}
- local final = {"Show me your strength" , "That's enough"}
- ---------------------------------------Chat Gui n stuff
- so = function(id,par,vol,pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId=id
- swait()
- sou:play()
- game:GetService("Debris"):AddItem(sou,6)
- end))
- end
- function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,Type,parent)
- local prt=part2(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- table.insert(Effects,{prt,"Block1",delay,x3,y3,z3})
- end
- function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part2(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,2)
- table.insert(Effects,{prt,"Cylinder2",delay,x3,y3,z3})
- end
- function MagicRing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,Type,parent)
- local prt=part2(3,workspace,0,0,brickcolor,"Effect",vt())
- if Type~=2 then
- prt.Anchored=true
- end
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=3270017",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh,dur)
- local wld=nil
- if dur==2 then
- wld=weld(Part,Part,parent,euler(0,0,0)*cf(0,0,0))
- end
- for i=0,1,delay do
- wait()
- if dur==1 then
- Part.CFrame=Part.CFrame
- elseif dur==2 then
- wld.C0=cframe
- end
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh,Type)
- end
- function MagicWaveThing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part2(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=1051557",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,5)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- wait()
- Part.CFrame=Part.CFrame*euler(0,0.7,0)
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function WaveEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,mshtype)
- local prt=part2(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local thetype=""
- if mshtype==1 then
- thetype="http://www.roblox.com/asset/?id=20329976"
- elseif mshtype==2 then
- thetype="http://www.roblox.com/asset/?id=1323306"
- end
- msh=mesh("SpecialMesh",prt,"FileMesh",thetype,vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,2)
- coroutine.resume(coroutine.create(function(Part,Mesh)
- for i=0,1,delay do
- wait()
- Part.CFrame=Part.CFrame*cf(0,y3/2,0)
- Part.Transparency=i
- Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
- end
- Part.Parent=nil
- end),prt,msh)
- end
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- function part2(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
- Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock,Slash)
- if hit.Parent==nil then
- return
- end
- h=hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h=v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
- h=hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className=="Hat" then
- hit=hit.Parent.Parent:findFirstChild("Head")
- end
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- -- hs(hit,1.2)
- if Slash==1 then
- so("http://www.roblox.com/asset/?id=10209590",hit,1,1)
- MagicCircle(Color1,hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.2,2,.2,.2,6,.2,0.1)
- end
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game:service("Players").LocalPlayer
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- Damage=math.random(minim,maxim)
- -- h:TakeDamage(Damage)
- blocked=false
- block=hit.Parent:findFirstChild("Block")
- if block~=nil then
- print(block.className)
- if block.className=="NumberValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock~=nil then
- block.Value=block.Value-decreaseblock
- end
- end
- end
- if block.className=="IntValue" then
- if block.Value>0 then
- blocked=true
- if decreaseblock~=nil then
- block.Value=block.Value-decreaseblock
- end
- end
- end
- end
- if blocked==false then
- -- h:TakeDamage(Damage)
- h.Health=h.Health-Damage
- showDamage(hit.Parent,Damage,.5,BrickColor:Red())
- else
- h.Health=h.Health-(Damage/2)
- showDamage(hit.Parent,Damage/2,.5,BrickColor.new("Bright blue"))
- 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
- --hit.CFrame=cf(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Normal" then
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- if KnockbackType==1 then
- vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
- elseif KnockbackType==2 then
- vp.velocity=Property.CFrame.lookVector*knockback
- end
- if knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,.5)
- elseif Type=="Up" then
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=vt(0,30,0)
- bodyVelocity.P=5000
- bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodyVelocity.Parent=hit
- game:GetService("Debris"):AddItem(bodyVelocity,1)
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-2,2),math.random(-2,2),math.random(-2,2))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Snare" then
- bp=Instance.new("BodyPosition")
- bp.P=2000
- bp.D=100
- bp.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- bp.position=hit.Parent.Torso.Position
- bp.Parent=hit.Parent.Torso
- game:GetService("Debris"):AddItem(bp,1)
- elseif Type=="Charge" then
- Charge=Charge+1
- coroutine.resume(coroutine.create(function(Part,Hum)
- swait(30)
- for i=1,5 do
- swait()
- so("rbxasset://sounds\\unsheath.wav",hit,1,2)
- MagicCircle(Color1,hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.2,2,.1,.2,8,.1,0.05)
- newdam=math.random(1,5)
- if blocked==false then
- Hum:TakeDamage(newdam)
- showDamage(hit.Parent,newdam,.5,BrickColor:Red())
- else
- Hum:TakeDamage(newdam/2)
- showDamage(hit.Parent,newdam,.5,BrickColor.new("Bright blue"))
- end
- end
- end),hit,h)
- 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,.5)
- CRIT=false
- end
- end
- showDamage=function(Char,Dealt,du,Color)
- m=Instance.new("Model")
- m.Name=tostring(math.floor(Dealt))
- h=Instance.new("Humanoid")
- h.Health=0
- h.MaxHealth=0
- h.Parent=m
- c=Instance.new("Part")
- c.Transparency=0
- c.BrickColor=Color
- c.Name="Head"
- c.TopSurface=0
- c.BottomSurface=0
- c.formFactor="Plate"
- c.Size=Vector3.new(1,.4,1)
- ms=Instance.new("CylinderMesh")
- ms.Scale=Vector3.new(.8,.8,.8)
- if CRIT==true then
- ms.Scale=Vector3.new(1,1.25,1)
- end
- 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(0,1.5,0))
- elseif Char.Parent:findFirstChild("Head")~=nil then
- c.CFrame=cf(Char.Parent["Head"].CFrame.p+Vector3.new(0,1.5,0))
- end
- f=Instance.new("BodyPosition")
- f.P=2000
- f.D=100
- f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- f.position=c.Position+Vector3.new(0,3,0)
- f.Parent=c
- game:GetService("Debris"):AddItem(m,.5+du)
- c.CanCollide=false
- m.Parent=workspace
- c.CanCollide=false
- end
- repeat wait() until game:getService("Players").LocalPlayer.Character ~= nil;
- local Services = setmetatable({}, { __index = function(Self, Request) return game:getService(Request) or nil end })
- local Player = Services.Players.LocalPlayer
- local Mouse = Player:GetMouse()
- local Backpack = Player.Backpack
- local Character = Player.Character
- local PlayerGui = Player.PlayerGui
- local Camera = Workspace.CurrentCamera
- local RunService = Services.RunService
- local Head = Character:findFirstChild("Head")
- local Torso = Character:findFirstChild("Torso")
- local RootPart = Character:findFirstChild("HumanoidRootPart")
- local RightArm = Character:findFirstChild("Right Arm")
- local LeftArm = Character:findFirstChild("Left Arm")
- local RightLeg = Character:findFirstChild("Right Leg")
- local LeftLeg = Character:findFirstChild("Left Leg")
- local Humanoid = Character:findFirstChild("Humanoid")
- local Neck = Torso:findFirstChild("Neck")
- local RootJoint = RootPart:findFirstChild("RootJoint")
- local RightSH = Torso:findFirstChild("Right Shoulder")
- local LeftSH = Torso:findFirstChild("Left Shoulder")
- local RightHip = Torso:findFirstChild("Right Hip")
- local LeftHip = Torso:findFirstChild("Left Hip")
- local it = Instance.new
- local vt = Vector3.new
- local bc = BrickColor.new
- local c3 = Color3.new
- local UD2 = UDim2.new
- local cf = CFrame.new
- local euler = CFrame.fromEulerAnglesXYZ
- local angles = CFrame.Angles
- local bc = BrickColor.new
- local c3 = Color3.new
- local deg = math.deg
- local inf = math.huge
- local rad = math.rad
- local pi = math.pi
- local random = math.random
- local IDs = {
- --Meshes
- ["This"] = 0,
- --Textures
- ["House of Gremory"] = 198026609,
- ["House of Phenex"] = 197704664,
- ["Electric"] = 255514024,
- --Audio
- ["MVC3 Wesker Theme"] = 193889412,
- ["Resident Evil Movie Wesker Theme"] = 163237084,
- }
- local Tn = "New"
- local KeyDown = {}
- local KeyLastDown = {}
- local httpasset = "http://www.roblox.com/Asset/?id="
- local rbxassetid = "rbxassetid://"
- local rbxasset = "rbxasset://"
- local IsAttacking = false
- local IsSprinting = false
- local IsEquipping = false
- local IsBlocking = false
- local IsEquipped = false
- local AttackDebounce = false
- local RootCF = euler(-1.57, 0, 3.14)
- local NeckC0 = cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- local NeckC1 = cf(0, -0.5, 0)
- local Combo = 0
- local ContinueCombo = false
- local RMB = false
- local LMB = false
- local Hold = false
- local blcf = nil
- local scfr = nil
- function Preload(AssetID)
- Services.ContentProvider:Preload(AssetID)
- end
- function PreloadAssets()
- for _, Assets in pairs(IDs) do
- Preload(httpasset .. Assets)
- end
- end
- PreloadAssets()
- function newSound(Parent,ID,Pitch,Volume,Looped)
- Sound = it("Sound",Parent)
- Sound.SoundId = ID
- Sound.Pitch = Pitch
- Sound.Volume = Volume
- Sound.Looped = Looped
- return Sound
- end
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- Lerp = function(a,b,c)
- return a+(b-a)*c
- end
- function ctlerp(c1,c2,al)
- local com1 = {c1:components()}
- local com2 = {c2:components()}
- for i,v in pairs(com1) do
- com1[i] = lerp(v,com2[i],al)
- end
- return CFrame.new(unpack(com1))
- end
- do
- local 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
- local 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
- local 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
- 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
- end
- --[[
- local CFrameInterpolate=function(s,e,a,r,i,n,g)
- g,r=CFrame,{{s:toEulerAnglesXYZ()},{e:toEulerAnglesXYZ()}}
- for _=1,3 do
- i,n=r[1][_],r[2][_]r[1][_]=i+a*(n-i)
- end
- return(g.new(s.p:lerp(e.p,a))*g.Angles(unpack(r[1])))
- end]]
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function part(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
- fp.BottomSurface="Smooth"
- fp.TopSurface="Smooth"
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- NoOutline(fp)
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh=="SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Scale=scale
- return mesh
- end
- function weld(parent,part0,part1,c0,c1)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- if c1 ~= nil then
- weld.C1 = c1
- end
- return weld
- end
- for i, v in pairs(Character:GetChildren()) do
- if v:IsA("LocalScript") and v.Name == string.lower(tostring(Tn)) then
- v:Destroy()
- end
- end
- for i, v in pairs(Backpack:GetChildren()) do
- if v:IsA("HopperBin") and v.Name == tostring(Tn) then
- v:Destroy()
- end
- end
- for i, v in pairs(Character:GetChildren()) do
- if v:IsA("Model") and v.Name == tostring(Tn) then
- v:Destroy()
- end
- end
- local Main = it("Model", Character)
- Main.Name = Tn
- local MagicBin = it("Model", Main)
- MagicBin.Name = "MagicBin"
- local EffectsBin = it("Model", Main)
- EffectsBin.Name = "EffectsBin"
- Hilt17=part(3,Main,0,0,bc("Medium stone grey"),"Hilt17",vt(0.200000003, 0.200000003, 0.200000003))
- Hilt11=part(3,Main,0,0,bc("Medium stone grey"),"Hilt11",vt(0.289999992, 0.200000003, 0.200000003))
- Hilt15=part(3,Main,0,0,bc("Medium stone grey"),"Hilt15",vt(0.200000003, 0.200000003, 0.200000003))
- Hilt12=part(3,Main,0,0,bc("Medium stone grey"),"Hilt12",vt(0.200000003, 0.200000003, 0.200000003))
- Hilt14=part(3,Main,0,0,bc("Medium stone grey"),"Hilt14",vt(0.200000003, 0.200000003, 0.200000003))
- Hilt16=part(3,Main,0,0,bc("Medium stone grey"),"Hilt16",vt(0.200000003, 0.200000003, 0.200000003))
- Hilt3=part(3,Main,0,0,bc("Medium stone grey"),"Hilt3",vt(0.200000003, 0.200000003, 0.200000003))
- Hilt13=part(3,Main,0,0,bc("Medium stone grey"),"Hilt13",vt(0.200000003, 0.200000003, 0.200000003))
- Blade9=part(3,Main,0.25,0,bc("White"),"Blade9",vt(0.5200001, 5.10000038, 0.200000003))
- Hilt5=part(3,Main,0,0,bc("Medium stone grey"),"Hilt5",vt(0.289999992, 0.200000003, 0.200000003))
- Hilt10=part(3,Main,0,0,bc("Medium stone grey"),"Hilt10",vt(0.200000003, 0.200000003, 0.200000003))
- Hilt6=part(3,Main,0,0,bc("Medium stone grey"),"Hilt6",vt(0.200000003, 0.200000003, 0.200000003))
- Handle15=part(3,Main,0,0,bc("White"),"Handle15",vt(0.200000003, 0.200000003, 0.200000003))
- Handle13=part(3,Main,0,0,bc("White"),"Handle13",vt(0.200000003, 0.200000003, 0.200000003))
- Handle8=part(3,Main,0,0,bc("Black"),"Handle8",vt(0.400000036, 2.19000006, 0.400000006))
- Handle14=part(3,Main,0,0,bc("White"),"Handle14",vt(0.200000003, 0.200000003, 0.200000003))
- Handle12=part(3,Main,0,0,bc("White"),"Handle12",vt(0.200000003, 0.200000003, 0.200000003))
- Handle7=part(3,Main,0,0,bc("White"),"Handle7",vt(0.200000003, 0.200000003, 0.200000003))
- Handle2=part(3,Main,0,0,bc("Medium stone grey"),"Handle2",vt(0.200000003, 0.280000001, 0.400000006))
- Handle1=part(3,Main,0,0,bc("White"),"Handle1",vt(0.200000003, 0.200000003, 0.200000003))
- Handle3=part(3,Main,0,0,bc("White"),"Handle3",vt(0.200000003, 0.200000003, 0.200000003))
- Handle=part(3,Main,0,0,bc("Black"),"Handle",vt(0.200000003, 2.19999981, 0.400000006))
- Handle4=part(3,Main,0,0,bc("White"),"Handle4",vt(0.200000003, 0.200000003, 0.200000003))
- Handle11=part(3,Main,0,0,bc("White"),"Handle11",vt(0.200000003, 0.200000003, 0.200000003))
- Handle5=part(3,Main,0,0,bc("Medium stone grey"),"Handle5",vt(0.400000036, 0.280000001, 0.400000006))
- Handle10=part(3,Main,0,0,bc("White"),"Handle10",vt(0.200000003, 0.200000003, 0.200000003))
- Handle6=part(3,Main,0,0,bc("Medium stone grey"),"Handle6",vt(0.400000036, 0.280000001, 0.400000006))
- Hilt7=part(3,Main,0,0,bc("Medium stone grey"),"Hilt7",vt(0.75, 0.200000003, 0.400000006))
- Handle9=part(3,Main,0,0,bc("Black"),"Handle9",vt(0.400000036, 2.19999981, 0.400000006))
- Hilt2=part(3,Main,0,0,bc("Medium stone grey"),"Hilt2",vt(0.600000024, 0.200000003, 0.600000024))
- Hilt1=part(3,Main,0,0,bc("Medium stone grey"),"Hilt1",vt(0.600000024, 0.200000003, 0.200000003))
- Hilt9=part(3,Main,0,0,bc("Medium stone grey"),"Hilt9",vt(0.200000003, 0.200000003, 0.200000003))
- Hilt4=part(3,Main,0,0,bc("Medium stone grey"),"Hilt4",vt(0.200000003, 0.200000003, 0.200000003))
- Hilt8=part(3,Main,0,0,bc("Medium stone grey"),"Hilt8",vt(0.200000003, 0.200000003, 0.200000003))
- Blade1=part(3,Main,0.25,0,bc("White"),"Blade1",vt(0.200000003, 0.579999924, 0.540000081))
- Blade10=part(3,Main,0.25,0,bc("White"),"Blade10",vt(0.600000083, 3.81000042, 0.200000003))
- Blade11=part(3,Main,0.25,0,bc("White"),"Blade11",vt(0.490000039, 0.469999969, 0.200000003))
- Blade12=part(3,Main,0.25,0,bc("White"),"Blade12",vt(0.490000039, 0.469999969, 0.200000003))
- Blade13=part(3,Main,0.25,0,bc("White"),"Blade13",vt(0.230000004, 0.200000003, 0.200000003))
- Blade14=part(3,Main,0.25,0,bc("White"),"Blade14",vt(0.230000004, 0.200000003, 0.200000003))
- Blade15=part(3,Main,0.25,0,bc("White"),"Blade15",vt(0.200000003, 0.200000003, 0.200000003))
- Blade16=part(3,Main,0.25,0,bc("White"),"Blade16",vt(0.200000003, 0.219999999, 0.200000003))
- Blade17=part(3,Main,0.25,0,bc("White"),"Blade17",vt(0.200000003, 1.18999994, 0.49000001))
- Blade18=part(3,Main,0.25,0,bc("White"),"Blade18",vt(0.200000003, 0.200000003, 0.200000003))
- Blade2=part(3,Main,0.25,0,bc("White"),"Blade2",vt(0.200000003, 0.200000003, 0.200000003))
- Blade3=part(3,Main,0.25,0,bc("White"),"Blade3",vt(0.200000003, 1.66999996, 0.479999989))
- Blade4=part(3,Main,0.25,0,bc("White"),"Blade4",vt(0.25999999, 1.69000018, 0.200000003))
- Blade5=part(3,Main,0.25,0,bc("White"),"Blade5",vt(0.420000076, 2.75, 0.200000003))
- Blade6=part(3,Main,0.25,0,bc("White"),"Blade6",vt(0.25999999, 1.06000018, 0.200000003))
- Blade7=part(3,Main,0.25,0,bc("White"),"Blade7",vt(0.25999999, 1.35000014, 0.200000003))
- Blade8=part(3,Main,0.25,0,bc("White"),"Blade8",vt(0.420000076, 2.32000017, 0.200000003))
- Hitbox=part(3,Main,0,1,bc("Medium stone grey"),"Hitbox",vt(0.810000002, 8.5199995, 0.200000003))
- Hilt17Mesh=mesh("CylinderMesh",Hilt17,nil,nil,vt(1, 0.5, 0.25))
- Hilt11Mesh=mesh("BlockMesh",Hilt11,nil,nil,vt(1, 0.5, 0.25))
- Hilt15Mesh=mesh("CylinderMesh",Hilt15,nil,nil,vt(1, 0.5, 0.25))
- Hilt12Mesh=mesh("BlockMesh",Hilt12,nil,nil,vt(0.5, 0.5, 0.25))
- Hilt14Mesh=mesh("CylinderMesh",Hilt14,nil,nil,vt(1, 0.5, 1))
- Hilt16Mesh=mesh("BlockMesh",Hilt16,nil,nil,vt(0.5, 0.5, 0.25))
- Hilt3Mesh=mesh("CylinderMesh",Hilt3,nil,nil,vt(1, 0.5, 1))
- Hilt13Mesh=mesh("CylinderMesh",Hilt13,nil,nil,vt(1, 0.5, 1))
- Blade9Mesh=mesh("BlockMesh",Blade9,nil,nil,vt(0.899999976, 1, 0.5))
- Hilt5Mesh=mesh("BlockMesh",Hilt5,nil,nil,vt(1, 0.5, 0.25))
- Hilt10Mesh=mesh("CylinderMesh",Hilt10,nil,nil,vt(1, 0.5, 0.25))
- Hilt6Mesh=mesh("CylinderMesh",Hilt6,nil,nil,vt(1, 0.5, 1))
- Handle15Mesh=mesh("SpecialMesh",Handle15,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- Handle13Mesh=mesh("SpecialMesh",Handle13,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- Handle8Mesh=mesh("CylinderMesh",Handle8,nil,nil,vt(1, 1, 0.600000024))
- Handle14Mesh=mesh("SpecialMesh",Handle14,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- Handle12Mesh=mesh("SpecialMesh",Handle12,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- Handle7Mesh=mesh("SpecialMesh",Handle7,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- Handle2Mesh=mesh("BlockMesh",Handle2,nil,nil,vt(1, 1, 0.649999976))
- Handle1Mesh=mesh("SpecialMesh",Handle1,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- Handle3Mesh=mesh("SpecialMesh",Handle3,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- HandleMesh=mesh("BlockMesh",Handle,nil,nil,vt(1, 1, 0.600000024))
- Handle4Mesh=mesh("SpecialMesh",Handle4,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- Handle11Mesh=mesh("SpecialMesh",Handle11,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- Handle5Mesh=mesh("CylinderMesh",Handle5,nil,nil,vt(1, 1, 0.649999976))
- Handle10Mesh=mesh("SpecialMesh",Handle10,Enum.MeshType.FileMesh,"rbxassetid://9756362",vt(0.165000007, 0.165000007, 0.00999999978))
- Handle6Mesh=mesh("CylinderMesh",Handle6,nil,nil,vt(1, 1, 0.649999976))
- Hilt7Mesh=mesh("BlockMesh",Hilt7,nil,nil,vt(1, 0.5, 1))
- Handle9Mesh=mesh("CylinderMesh",Handle9,nil,nil,vt(1, 1, 0.600000024))
- Hilt2Mesh=mesh("BlockMesh",Hilt2,nil,nil,vt(0.899999976, 0.5, 1))
- Hilt1Mesh=mesh("BlockMesh",Hilt1,nil,nil,vt(1, 1, 0.75))
- Hilt9Mesh=mesh("BlockMesh",Hilt9,nil,nil,vt(0.5, 0.5, 0.25))
- Hilt4Mesh=mesh("CylinderMesh",Hilt4,nil,nil,vt(1, 0.5, 0.25))
- Hilt8Mesh=mesh("BlockMesh",Hilt8,nil,nil,vt(0.5, 0.5, 0.25))
- Blade1Mesh=mesh("SpecialMesh",Blade1,Enum.MeshType.Wedge,"",vt(0.5, 1, 1))
- Blade10Mesh=mesh("BlockMesh",Blade10,nil,nil,vt(0.899999976, 1, 0.5))
- Blade11Mesh=mesh("BlockMesh",Blade11,nil,nil,vt(0.899999976, 1, 0.5))
- Blade12Mesh=mesh("BlockMesh",Blade12,nil,nil,vt(0.899999976, 1, 0.5))
- Blade13Mesh=mesh("BlockMesh",Blade13,nil,nil,vt(0.899999976, 1, 0.5))
- Blade14Mesh=mesh("BlockMesh",Blade14,nil,nil,vt(0.899999976, 1, 0.5))
- Blade15Mesh=mesh("SpecialMesh",Blade15,Enum.MeshType.Wedge,"",vt(0.5, 1, 1))
- Blade16Mesh=mesh("BlockMesh",Blade16,nil,nil,vt(0.899999976, 1, 0.5))
- Blade17Mesh=mesh("SpecialMesh",Blade17,Enum.MeshType.Wedge,"",vt(0.5, 1, 1))
- Blade18Mesh=mesh("SpecialMesh",Blade18,Enum.MeshType.Wedge,"",vt(0.5, 1, 1))
- Blade2Mesh=mesh("SpecialMesh",Blade2,Enum.MeshType.Wedge,"",vt(0.5, 1, 1))
- Blade3Mesh=mesh("SpecialMesh",Blade3,Enum.MeshType.Wedge,"",vt(0.5, 1, 1))
- Blade4Mesh=mesh("BlockMesh",Blade4,nil,nil,vt(0.899999976, 1, 0.5))
- Blade5Mesh=mesh("BlockMesh",Blade5,nil,nil,vt(0.899999976, 1, 0.5))
- Blade6Mesh=mesh("BlockMesh",Blade6,nil,nil,vt(0.899999976, 1, 0.5))
- Blade7Mesh=mesh("BlockMesh",Blade7,nil,nil,vt(0.899999976, 1, 0.5))
- Blade8Mesh=mesh("BlockMesh",Blade8,nil,nil,vt(0.899999976, 1, 0.5))
- Hilt1Mesh=mesh("BlockMesh"--[[
- HandleWeld=weld(Handle,Torso,Handle,euler(0,0,rad(140))*cf(0,-2.5,0.5))
- HandleWeld.Part0 = RightArm
- HandleWeld.C0 = euler(-rad(90),rad(90),0)*cf(0.95,0,0)
- ]]
- local Wing=it("Model",Main)
- Wing.Name = "Wing"
- WingBase1=part(3,Wing,0.5,0,bc("Black"),"WingBase1",vt(0.419999987, 0.349999994, 0.349999994))
- WingBase2=part(3,Wing,0.5,0,bc("Black"),"WingBase2",vt(0.409999967, 0.349999994, 0.349999994))
- WingBase18=part(3,Wing,0.5,0,bc("Black"),"WingBase18",vt(0.349999994, 0.200000003, 0.75000006))
- WingBase16=part(3,Wing,0.5,0,bc("Black"),"WingBase16",vt(0.350000054, 0.200000003, 0.300000012))
- WingBase13=part(3,Wing,0.5,0,bc("Black"),"WingBase13",vt(0.200000003, 0.349999994, 0.200000003))
- WingBase17=part(3,Wing,0.5,0,bc("Black"),"WingBase17",vt(0.349999994, 0.200000003, 0.350000054))
- WingBase6=part(3,Wing,0.5,0,bc("Black"),"WingBase6",vt(0.639999986, 0.349999994, 0.349999994))
- WingBase19=part(3,Wing,0.5,0,bc("Black"),"WingBase19",vt(0.349999994, 0.200000003, 0.75000006))
- WingBase12=part(3,Wing,0.5,0,bc("Black"),"WingBase12",vt(0.349999994, 0.200000003, 0.280000001))
- WingBase10=part(3,Wing,0.5,0,bc("Black"),"WingBase10",vt(0.300000012, 0.349999994, 0.270000011))
- WingBase14=part(3,Wing,0.5,0,bc("Black"),"WingBase14",vt(0.350000054, 0.209999993, 0.200000003))
- WingBase9=part(3,Wing,0.5,0,bc("Black"),"WingBase9",vt(0.289999962, 0.349999994, 0.460000008))
- WingBase11=part(3,Wing,0.5,0,bc("Black"),"WingBase11",vt(0.350000054, 0.309999973, 0.400000006))
- WingBase5=part(3,Wing,0.5,0,bc("Black"),"WingBase5",vt(0.409999967, 0.349999994, 0.349999994))
- WingBase8=part(3,Wing,0.5,0,bc("Black"),"WingBase8",vt(0.879999995, 0.349999994, 0.349999994))
- WingBase4=part(3,Wing,0.5,0,bc("Black"),"WingBase4",vt(0.419999987, 0.349999994, 0.349999994))
- WingBase15=part(3,Wing,0.5,0,bc("Black"),"WingBase15",vt(0.349999994, 0.200000003, 0.350000054))
- WingBase20=part(3,Wing,0.5,0,bc("Black"),"WingBase20",vt(0.350000054, 0.209999993, 0.400000006))
- WingBase3=part(3,Wing,0.5,0,bc("Black"),"WingBase3",vt(0.399999976, 0.349999994, 0.349999994))
- WingBase7=part(3,Wing,0.5,0,bc("Black"),"WingBase7",vt(1.04999995, 0.349999994, 0.350000024))
- Feather1=part(3,Wing,0,0,bc("Black"),"Feather1",vt(0.419999987, 0.349999994, 1.00999999))
- Feather2=part(3,Wing,0,0,bc("Black"),"Feather2",vt(0.419999987, 0.349999994, 1.06999993))
- Feather3=part(3,Wing,0,0,bc("Black"),"Feather3",vt(0.419999987, 0.349999994, 1.06999993))
- Feather4=part(3,Wing,0,0,bc("Black"),"Feather4",vt(0.419999987, 0.349999994, 1.06999993))
- Feather5=part(3,Wing,0,0,bc("Black"),"Feather5",vt(0.419999987, 0.349999994, 0.969999969))
- Feather6=part(3,Wing,0,0,bc("Black"),"Feather6",vt(0.419999987, 0.349999994, 0.919999957))
- Feather7=part(3,Wing,0,0,bc("Black"),"Feather7",vt(0.419999987, 0.349999994, 0.969999969))
- Feather8=part(3,Wing,0,0,bc("Black"),"Feather8",vt(0.419999987, 0.349999994, 0.889999986))
- Feather9=part(3,Wing,0,0,bc("Black"),"Feather9",vt(0.419999987, 0.349999994, 1.46000004))
- Feather10=part(3,Wing,0,0,bc("Black"),"Feather10",vt(0.419999987, 0.349999994, 1.46000004))
- Feather11=part(3,Wing,0,0,bc("Black"),"Feather11",vt(0.419999987, 0.349999994, 1.32000005))
- Feather12=part(3,Wing,0,0,bc("Black"),"Feather12",vt(0.419999987, 0.349999994, 1.46000004))
- Feather13=part(3,Wing,0,0,bc("Black"),"Feather13",vt(0.419999987, 0.349999994, 1.13999999))
- Feather14=part(3,Wing,0,0,bc("Black"),"Feather14",vt(0.419999987, 0.349999994, 1.24000001))
- Feather15=part(3,Wing,0,0,bc("Black"),"Feather15",vt(0.419999987, 0.349999994, 1.46000004))
- Feather16=part(3,Wing,0,0,bc("Black"),"Feather16",vt(0.419999987, 0.349999994, 1.46000004))
- Feather17=part(3,Wing,0,0,bc("Black"),"Feather17",vt(0.419999987, 0.349999994, 1.46000004))
- Feather18=part(3,Wing,0,0,bc("Black"),"Feather18",vt(0.419999987, 0.349999994, 1.46000004))
- Feather19=part(3,Wing,0,0,bc("Black"),"Feather19",vt(0.419999987, 0.349999994, 1.46000004))
- Feather20=part(3,Wing,0,0,bc("Black"),"Feather20",vt(0.419999987, 0.349999994, 1.46000004))
- Feather21=part(3,Wing,0,0,bc("Black"),"Feather21",vt(0.419999987, 0.349999994, 1.46000004))
- Feather22=part(3,Wing,0,0,bc("Black"),"Feather22",vt(0.419999987, 0.349999994, 1.46000004))
- Feather23=part(3,Wing,0,0,bc("Black"),"Feather23",vt(0.419999987, 0.349999994, 1.46000004))
- Feather24=part(3,Wing,0,0,bc("Black"),"Feather24",vt(0.419999987, 0.349999994, 1.46000004))
- Feather25=part(3,Wing,0,0,bc("Black"),"Feather25",vt(0.419999987, 0.349999994, 1.46000004))
- Feather26=part(3,Wing,0,0,bc("Black"),"Feather26",vt(0.419999987, 0.349999994, 1.46000004))
- Feather27=part(3,Wing,0,0,bc("Black"),"Feather27",vt(0.419999987, 0.349999994, 1.46000004))
- Feather28=part(3,Wing,0,0,bc("Black"),"Feather28",vt(0.419999987, 0.349999994, 1.46000004))
- Feather29=part(3,Wing,0,0,bc("Black"),"Feather29",vt(0.419999987, 0.349999994, 1.46000004))
- Feather30=part(3,Wing,0,0,bc("Black"),"Feather30",vt(0.419999987, 0.349999994, 1.46000004))
- Feather31=part(3,Wing,0,0,bc("Black"),"Feather31",vt(0.419999987, 0.349999994, 1.18000007))
- Feather32=part(3,Wing,0,0,bc("Black"),"Feather32",vt(0.419999987, 0.349999994, 1.19000006))
- Feather33=part(3,Wing,0,0,bc("Black"),"Feather33",vt(0.419999987, 0.349999994, 1.20000005))
- WingBase1Mesh=mesh("BlockMesh",WingBase1,nil,nil,vt(1, 0.75, 1))
- WingBase2Mesh=mesh("BlockMesh",WingBase2,nil,nil,vt(1, 0.75, 1))
- WingBase18Mesh=mesh("SpecialMesh",WingBase18,Enum.MeshType.Wedge,"",vt(0.75, 1, 1))
- WingBase16Mesh=mesh("SpecialMesh",WingBase16,Enum.MeshType.Wedge,"",vt(0.75, 1, 1))
- WingBase13Mesh=mesh("BlockMesh",WingBase13,nil,nil,vt(1, 0.75, 1))
- WingBase17Mesh=mesh("SpecialMesh",WingBase17,Enum.MeshType.Wedge,"",vt(0.75, 1, 1))
- WingBase6Mesh=mesh("BlockMesh",WingBase6,nil,nil,vt(1, 0.75, 1))
- WingBase19Mesh=mesh("SpecialMesh",WingBase19,Enum.MeshType.Wedge,"",vt(0.75, 1, 1))
- WingBase12Mesh=mesh("SpecialMesh",WingBase12,Enum.MeshType.Wedge,"",vt(0.75, 1, 1))
- WingBase10Mesh=mesh("BlockMesh",WingBase10,nil,nil,vt(1, 0.75, 1))
- WingBase14Mesh=mesh("SpecialMesh",WingBase14,Enum.MeshType.Wedge,"",vt(0.75, 1, 1))
- WingBase9Mesh=mesh("BlockMesh",WingBase9,nil,nil,vt(1, 0.75, 1))
- WingBase11Mesh=mesh("SpecialMesh",WingBase11,Enum.MeshType.Wedge,"",vt(0.75, 1, 1))
- WingBase5Mesh=mesh("BlockMesh",WingBase5,nil,nil,vt(1, 0.75, 1))
- WingBase8Mesh=mesh("BlockMesh",WingBase8,nil,nil,vt(1, 0.75, 1))
- WingBase4Mesh=mesh("BlockMesh",WingBase4,nil,nil,vt(1, 0.75, 1))
- WingBase15Mesh=mesh("SpecialMesh",WingBase15,Enum.MeshType.Wedge,"",vt(0.75, 1, 1))
- WingBase20Mesh=mesh("SpecialMesh",WingBase20,Enum.MeshType.Wedge,"",vt(0.75, 1, 1))
- WingBase3Mesh=mesh("BlockMesh",WingBase3,nil,nil,vt(1, 0.75, 1))
- WingBase7Mesh=mesh("BlockMesh",WingBase7,nil,nil,vt(1, 0.75, 1))
- Feather1Mesh=mesh("SpecialMesh",Feather1,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather2Mesh=mesh("SpecialMesh",Feather2,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather3Mesh=mesh("SpecialMesh",Feather3,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather4Mesh=mesh("SpecialMesh",Feather4,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather5Mesh=mesh("SpecialMesh",Feather5,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather6Mesh=mesh("SpecialMesh",Feather6,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather7Mesh=mesh("SpecialMesh",Feather7,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather8Mesh=mesh("SpecialMesh",Feather8,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather9Mesh=mesh("SpecialMesh",Feather9,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather10Mesh=mesh("SpecialMesh",Feather10,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather11Mesh=mesh("SpecialMesh",Feather11,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather12Mesh=mesh("SpecialMesh",Feather12,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather13Mesh=mesh("SpecialMesh",Feather13,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather14Mesh=mesh("SpecialMesh",Feather14,Enum.MeshType.Sphere,"",vt(1, 0.75, 1))
- Feather15Mesh=mesh("SpecialMesh",Feather15,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather16Mesh=mesh("SpecialMesh",Feather16,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather17Mesh=mesh("SpecialMesh",Feather17,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather18Mesh=mesh("SpecialMesh",Feather18,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather19Mesh=mesh("SpecialMesh",Feather19,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather20Mesh=mesh("SpecialMesh",Feather20,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather21Mesh=mesh("SpecialMesh",Feather21,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather22Mesh=mesh("SpecialMesh",Feather22,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather23Mesh=mesh("SpecialMesh",Feather23,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather24Mesh=mesh("SpecialMesh",Feather24,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather25Mesh=mesh("SpecialMesh",Feather25,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather26Mesh=mesh("SpecialMesh",Feather26,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather27Mesh=mesh("SpecialMesh",Feather27,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather28Mesh=mesh("SpecialMesh",Feather28,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather29Mesh=mesh("SpecialMesh",Feather29,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather30Mesh=mesh("SpecialMesh",Feather30,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather31Mesh=mesh("SpecialMesh",Feather31,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather32Mesh=mesh("SpecialMesh",Feather32,Enum.MeshType.Sphere,"",vt(0.75, 0.5, 1))
- Feather33Mesh=mesh("SpecialMesh",Feather33,Enum.MeshType.Sphere,"""Players").LocalPlayer
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = Player.Character
- Humanoid = Character.Humanoid
- Mouse = Player:GetMouse()
- RootPart = Character["HumanoidRootPart"]
- Torso = Character["Torso"]
- Head = Character["Head"]
- RightArm = Character["Right Arm"]
- LeftArm = Character["Left Arm"]
- RightLeg = Character["Right Leg"]
- LeftLeg = Character["Left Leg"]
- RootJoint = RootPart["RootJoint"]
- Neck = Torso["Neck"]
- RightShoulder = Torso["Right Shoulder"]
- LeftShoulder = Torso["Left Shoulder"]
- RightHip = Torso["Right Hip"]
- LeftHip = Torso["Left Hip"]
- IT = Instance.new
- CF = CFrame.new
- VT = Vector3.new
- RAD = math.rad
- C3 = Color3.new
- UD2 = UDim2.new
- BRICKC = BrickColor.new
- ANGLES = CFrame.Angles
- EULER = CFrame.fromEulerAnglesXYZ
- COS = math.cos
- ACOS = math.acos
- SIN = math.sin
- ASIN = math.asin
- ABS = math.abs
- MRANDOM = math.random
- FLOOR = math.floor
- Humanoid.MaxHealth = 1500
- wait()
- Humanoid.Health = 1500
- print(Humanoid.Health.."/"..Humanoid.MaxHealth)
- --//=================================\\
- --|| CUSTOMIZATION
- --\\=================================//
- Class_Name = "Sephiroth"
- Weapon_Name = "Masmune"
- Custom_Colors = {
- Custom_Color_1 = BRICKC("Institutional white"); --1st color for the weapon.
- Custom_Color_2 = BRICKC("Institutional white"); --2nd color for the weapon.
- Custom_Color_3 = BRICKC("Institutional white"); --Color for the abilities.
- Custom_Color_4 = BRICKC("Institutional white"); --Color for the secondary bar.
- Custom_Color_5 = BRICKC("Institutional white"); --Color for the mana bar.
- Custom_Color_6 = BRICKC("Institutional white"); --Color for the health bar.
- Custom_Color_7 = BRICKC("Institutional white"); --Color for the stun bar.
- Custom_Color_8 = BRICKC("Institutional white"); --Background for the mana bar.
- Custom_Color_9 = BRICKC("Institutional white"); --Background for the secondary mana bar.
- Custom_Color_10 = BRICKC("Institutional white"); --Background for the stun bar.
- Custom_Color_11 = BRICKC("Institutional white"); --Background for the health bar.
- Custom_Color_12 = BRICKC("Institutional white"); --Background for the abilities.
- }
- Mana_Bar_Background_Transparency = 0 --Transparency for the background of the mana bar.
- Secondary_Mana_Bar_Background_Transparency = 0 --Transparency for the background of the secondary mana bar.
- Health_Bar_Background_Transparency = 0 --Transparency for the background of the health bar.
- Stun_Bar_Background_Transparency = 0 --Transparency for the background of the stun bar.
- Ability_Background_Transparency = 0 --Transparency for the background of the abilities.
- Stat_Background_Transparency = 0 --Transparency for the background of the stats.
- Player_Size = 1 --Size of the player.
- Animation_Speed = 2 * Player_Size
- Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
- Enable_Gui = false --Enables or disables the Weapon Gui. Also functions as hiding or showing the Gui.
- Enable_Stats = false --Enables or disables stats.
- Put_Stats_In_Character = false --Places stats in Character.
- Enable_Stagger_Hit = false --Enables or disables staggering when hitting a hitbox of some sort.
- Play_Hitbox_Hit_Sound = true --Plays a hit sound when hitting a hitbox of some sort.
- Enable_Stagger = false --Enables or disables staggering.
- Enable_Stun = false --Enables or disables the stun mechanic.
- Enable_Abilities = false --Enables abilites with cooldowns and mana costs.
- Enable_Secondary_Bar = false --Enables the secondary mana bar, if true.
- Start_Equipped = false --Starts the player equipped with their weapon.
- Start_Equipped_With_Equipped_Animation = false --Used in conjunction with the above option. Starts your equip animation.
- Can_Equip_Or_Unequip = true --Enables or disables the ability to unequip or equip your weapon.
- Disable_Animator = true --Disables the Animator in the humanoid.
- Disable_Animate = true --Disables the Animate script in the character.
- Disable_Moving_Arms = false --Keeps the arms from moving around.
- Use_Motors_Instead_Of_Welds = false --Uses motors instead of welds to disable moving arms.
- Walkspeed_Depends_On_Movement_Value = false --Walkspeed depends on movement value. Self-explanatory.
- Disable_Jump = false --Disables jumping.
- Use_HopperBin = false --Uses a hopperbin to do things.
- Cooldown_1 = 0 --Cooldowns for abilites.
- Cooldown_2 = 0
- Cooldown_3 = 0
- Cooldown_4 = 0
- Skill_1_Mana_Cost = 0 --How much mana is required to use the skill.
- Skill_2_Mana_Cost = 0
- Skill_3_Mana_Cost = 0
- Skill_4_Mana_Cost = 0
- Max_Mana = 0 --Maximum amount of mana you can have.
- Max_Secondary_Mana = 0 --Maximum amount of secondary mana you can have.
- Mana_Name = "Mana" --Name for the mana bar.
- Secondary_Mana_Name = "Block" --Name for the secondary mana bar.
- Max_Stun = 1 --Maximum amount of stun you can have.
- Recover_Mana = 0 --How much mana you gain.
- Mana_Regen_Mode = "1" --Basically switches from one mana regen system to another.
- Secondary_Mana_Regen_Mode = "1" --Basically switches from one secondary mana regen system to another.
- Stun_Lose_Mode = "1" --Basically switches from one secondary stun loss system to another.
- Recover_Secondary_Mana = 0 --How much secondary mana you gain.
- Lose_Stun = 0 --How much stun you lose.
- Stun_Wait = 0 --Delay between losing stun.
- Mana_Wait = 0 --Delay between gaining mana.
- Secondary_Mana_Wait = 0 --Delay between gaining secondary mana.
- Menu_Update_Speed = 0 --How fast the Weapon Gui will update.
- Constant_Update = false --Removes the delay between updating the Weapon GUI.
- Show_Stats = false --Hides or shows stats.
- Stat_Offset = 0.74 --For cosmetic purposes. {0.74, 0.78}
- --//=================================\\
- --|| END OF CUSTOMIZATION
- --\\=================================//
- local Snap = Instance.new("Sound",Character.Torso)
- Snap.SoundId = "rbxassetid://242076158"
- Snap.Looped = false
- Snap.Volume = 4
- Snap.Pitch = 1 / Player_Size
- --//=================================\\
- --|| USEFUL VALUES
- --\\=================================//
- local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
- local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
- local CO1 = 0
- local CO2 = 0
- local CO3 = 0
- local CO4 = 0
- local CHANGEDEFENSE = 0
- local CHANGEDAMAGE = 0
- local CHANGEMOVEMENT = 0
- local ANIM = "Idle"
- local ATTACK = false
- local EQUIPPED = false
- local HOLD = false
- local COMBO = 1
- local LASTPOINT = nil
- local BLCF = nil
- local SCFR = nil
- local STAGGERHITANIM = false
- local STAGGERANIM = false
- local STUNANIM = false
- local CRITCHANCENUMBER = 0
- local IDLENUMBER = 0
- local DONUMBER = 0
- local HANDIDLE = false
- local SINE = 0
- local CHANGE = 2 / Animation_Speed
- local WALKINGANIM = false
- local WALK = 0
- local DISABLEJUMPING = false
- local HASBEENBLOCKED = false
- local STUNDELAYNUMBER = 0
- local MANADELAYNUMBER = 0
- local SECONDARYMANADELAYNUMBER = 0
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- --ROBLOXIDLEANIMATION.Parent = Humanoid
- local WEAPONGUI = IT("ScreenGui", nil)
- WEAPONGUI.Name = "Weapon GUI"
- local WEAPONTOOL = IT("HopperBin", nil)
- WEAPONTOOL.Name = Weapon_Name
- local Weapon = IT("Model")
- Weapon.Name = Weapon_Name
- local Effects = IT("Folder", Weapon)
- Effects.Name = "Effects"
- local ANIMATOR = Humanoid.Animator
- local ANIMATE = Character.Animate
- local HITPLAYERSOUNDS = {--[["199149137", "199149186", "199149221", "199149235", "199149269", "199149297"--]]"263032172", "263032182", "263032200", "263032221", "263032252", "263033191"}
- local HITARMORSOUNDS = {"199149321", "199149338", "199149367", "199149409", "199149452"}
- local HITWEAPONSOUNDS = {"199148971", "199149025", "199149072", "199149109", "199149119"}
- local HITBLOCKSOUNDS = {"199148933", "199148947"}
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| STATS
- --\\=================================//
- if Character:FindFirstChild("Stats") ~= nil then
- Character:FindFirstChild("Stats").Parent = nil
- end
- local Stats = IT("Folder", nil)
- Stats.Name = "Stats"
- local ChangeStat = IT("Folder", Stats)
- ChangeStat.Name = "ChangeStat"
- local Defense = IT("NumberValue", Stats)
- Defense.Name = "Defense"
- Defense.Value = 1
- local Movement = IT("NumberValue", Stats)
- Movement.Name = "Movement"
- Movement.Value = 1
- local Damage = IT("NumberValue", Stats)
- Damage.Name = "Damage"
- Damage.Value = 1
- local Mana = IT("NumberValue", Stats)
- Mana.Name = "Mana"
- Mana.Value = 0
- local SecondaryMana = IT("NumberValue", Stats)
- SecondaryMana.Name = "SecondaryMana"
- SecondaryMana.Value = 0
- local CanCrit = IT("BoolValue", Stats)
- CanCrit.Name = "CanCrit"
- CanCrit.Value = false
- local CritChance = IT("NumberValue", Stats)
- CritChance.Name = "CritChance"
- CritChance.Value = 20
- local CanPenetrateArmor = IT("BoolValue", Stats)
- CanPenetrateArmor.Name = "CanPenetrateArmor"
- CanPenetrateArmor.Value = false
- local AntiTeamKill = IT("BoolValue", Stats)
- AntiTeamKill.Name = "AntiTeamKill"
- AntiTeamKill.Value = false
- local Rooted = IT("BoolValue", Stats)
- Rooted.Name = "Rooted"
- Rooted.Value = false
- local Block = IT("BoolValue", Stats)
- Block.Name = "Block"
- Block.Value = false
- local RecentEnemy = IT("ObjectValue", Stats)
- RecentEnemy.Name = "RecentEnemy"
- RecentEnemy.Value = nil
- local StaggerHit = IT("BoolValue", Stats)
- StaggerHit.Name = "StaggerHit"
- StaggerHit.Value = false
- local Stagger = IT("BoolValue", Stats)
- Stagger.Name = "Stagger"
- Stagger.Value = false
- local Stun = IT("BoolValue", Stats)
- Stun.Name = "Stun"
- Stun.Value = false
- local StunValue = IT("NumberValue", Stats)
- StunValue.Name = "StunValue"
- StunValue.Value = 0
- if Enable_Stats == true and Put_Stats_In_Character == true then
- Stats.Parent = Character
- end
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| DEBUFFS / BUFFS
- --\\=================================//
- local DEFENSECHANGE1 = IT("NumberValue", ChangeStat)
- DEFENSECHANGE1.Name = "ChangeDefense"
- DEFENSECHANGE1.Value = 0
- local MOVEMENTCHANGE1 = IT("NumberValue", nil)
- MOVEMENTCHANGE1.Name = "ChangeMovement"
- MOVEMENTCHANGE1.Value = 0
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SAZERENOS' ARTIFICIAL HEARTBEAT
- --\\=================================//
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "ArtificialHB"
- script:WaitForChild("ArtificialHB")
- frame = Frame_Speed
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.ArtificialHB:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.ArtificialHB:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.ArtificialHB:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SOME FUNCTIONS
- --\\=================================//
- function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
- return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
- end
- function PositiveAngle(NUMBER)
- if NUMBER >= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function NegativeAngle(NUMBER)
- if NUMBER <= 0 then
- NUMBER = 0
- end
- return NUMBER
- end
- function Swait(NUMBER)
- if NUMBER == 0 or NUMBER == nil then
- ArtificialHB.Event:wait()
- else
- for i = 1, NUMBER do
- ArtificialHB.Event:wait()
- end
- end
- 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 = ACOS(cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((1 - t) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- else
- if (1 + cosTheta) > 0.0001 then
- local theta = ACOS(-cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((t - 1) * theta) * invSinTheta
- finishInterp = 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
- 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 CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
- local frame = IT("Frame")
- frame.BackgroundTransparency = TRANSPARENCY
- frame.BorderSizePixel = BORDERSIZEPIXEL
- frame.Position = POSITION
- frame.Size = SIZE
- frame.BackgroundColor3 = COLOR
- frame.BorderColor3 = BORDERCOLOR
- frame.Name = NAME
- frame.Parent = PARENT
- return frame
- end
- function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
- local label = IT("TextLabel")
- label.BackgroundTransparency = 1
- label.Size = UD2(1, 0, 1, 0)
- label.Position = UD2(0, 0, 0, 0)
- label.TextColor3 = C3(255, 255, 255)
- label.TextStrokeTransparency = STROKETRANSPARENCY
- label.TextTransparency = TRANSPARENCY
- label.FontSize = TEXTFONTSIZE
- label.Font = TEXTFONT
- label.BorderSizePixel = BORDERSIZEPIXEL
- label.TextScaled = true
- label.Text = TEXT
- label.Name = NAME
- label.Parent = PARENT
- return label
- end
- function NoOutlines(PART)
- PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE)
- local NEWPART = IT("Part")
- NEWPART.formFactor = FORMFACTOR
- NEWPART.Reflectance = REFLECTANCE
- NEWPART.Transparency = TRANSPARENCY
- NEWPART.CanCollide = false
- NEWPART.Locked = true
- NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
- NEWPART.Name = NAME
- NEWPART.Size = SIZE
- NEWPART.Position = Torso.Position
- NoOutlines(NEWPART)
- NEWPART.Material = MATERIAL
- NEWPART:BreakJoints()
- NEWPART.Parent = PARENT
- return NEWPART
- end
- function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
- local NEWMESH = IT(MESH)
- if MESH == "SpecialMesh" then
- NEWMESH.MeshType = MESHTYPE
- if MESHID ~= "nil" and MESHID ~= "" then
- NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
- end
- if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
- NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
- end
- end
- NEWMESH.Offset = OFFSET or VT(0, 0, 0)
- NEWMESH.Scale = SCALE
- NEWMESH.Parent = PARENT
- return NEWMESH
- end
- function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
- local NEWWELD = IT(TYPE)
- NEWWELD.Part0 = PART0
- NEWWELD.Part1 = PART1
- NEWWELD.C0 = C0
- NEWWELD.C1 = C1
- NEWWELD.Parent = PARENT
- return NEWWELD
- end
- function CreateSound(ID, PARENT, VOLUME, PITCH)
- coroutine.resume(coroutine.create(function()
- local NEWSOUND = IT("Sound", PARENT)
- NEWSOUND.Volume = VOLUME
- NEWSOUND.Pitch = PITCH
- NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
- Swait()
- NEWSOUND:play()
- game:GetService("Debris"):AddItem(NEWSOUND, 10)
- end))
- end
- function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function Lightning(POSITION1, POSITION2, MULTIPLIERTIME, LIGHTNINGDELAY, OFFSET, BRICKCOLOR, MATERIAL, SIZE, TRANSPARENCY, LASTINGTIME)
- local MAGNITUDE = (POSITION1 - POSITION2).magnitude
- local CURRENTPOSITION = POSITION1
- local LIGHTNINGOFFSET = {-OFFSET, OFFSET}
- coroutine.resume(coroutine.create(function()
- for i = 1, MULTIPLIERTIME do
- local LIGHTNINGPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR,"Effect", VT(SIZE * Player_Size, SIZE * Player_Size, MAGNITUDE / MULTIPLIERTIME))
- LIGHTNINGPART.Anchored = true
- local LIGHTNINGOFFSET2 = VT(LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)], LIGHTNINGOFFSET[MRANDOM(1, 2)])
- local LIGHTNINGPOSITION1 = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME).p + LIGHTNINGOFFSET2
- if MULTIPLIERTIME == i then
- local LIGHTNINGMAGNITUDE1 = (CURRENTPOSITION - POSITION2).magnitude
- LIGHTNINGPART.Size = VT(SIZE * Player_Size, SIZE * Player_Size, LIGHTNINGMAGNITUDE1)
- LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, POSITION2) * CF(0, 0, -LIGHTNINGMAGNITUDE1 / 2)
- else
- LIGHTNINGPART.CFrame = CF(CURRENTPOSITION, LIGHTNINGPOSITION1) * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2)
- end
- CURRENTPOSITION=LIGHTNINGPART.CFrame * CF(0, 0, MAGNITUDE / MULTIPLIERTIME / 2).p
- game.Debris:AddItem(LIGHTNINGPART, LASTINGTIME)
- coroutine.resume(coroutine.create(function()
- while LIGHTNINGPART.Transparency ~= 1 do
- --local StartTransparency = tra
- for i=0, 1, LASTINGTIME do
- Swait()
- LIGHTNINGPART.Transparency = LIGHTNINGPART.Transparency + (0.1 / LASTINGTIME)
- end
- end
- end))
- Swait(LIGHTNINGDELAY / Animation_Speed)
- end
- end))
- end
- function MagicBlock(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSphere(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Sphere", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicCylinder(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("CylinderMesh", EFFECTPART, "", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicHead(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "Head", "", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicRing(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "3270017", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicWave(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "20329976", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), VT(0, 0, (-0.1 * Z1)) + (OFFSET * Player_Size))
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Offset = VT(0, 0, (-0.1 * MESH.Scale.Z))
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicCrystal(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "9756362", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSwirl(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1051557", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSharpCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1778999", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicFlatCone(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1033714", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSpikedCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1323306", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicFlatCrown(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "1078075", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function MagicSkull(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X1, Y1, Z1, X2, Y2, Z2, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X1 * Player_Size, Y1 * Player_Size, Z1 * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X2 * Player_Size, Y2 * Player_Size, Z2 * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- function ElectricEffect(BRICKCOLOR, MATERIAL, CFRAME, ROTATION, OFFSET, X, Y, Z, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("SpecialMesh", EFFECTPART, "FileMesh", "4770583", "", VT(X * Player_Size, Y * Player_Size, Z * Player_Size), OFFSET * Player_Size)
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- local XVALUE = MRANDOM()
- local YVALUE = MRANDOM()
- local ZVALUE = MRANDOM()
- coroutine.resume(coroutine.create(function(PART, MESH, THEXVALUE, THEYVALUE, THEZVALUE)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- THEXVALUE = THEXVALUE - 0.1 * (delay * 10)
- THEYVALUE = THEYVALUE - 0.1 * (delay * 10)
- THEZVALUE = THEZVALUE - 0.1 * (delay * 10)
- MESH.Scale = MESH.Scale + VT(THEXVALUE * Player_Size, THEYVALUE * Player_Size, THEZVALUE * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH, XVALUE, YVALUE, ZVALUE)
- end
- function TrailEffect(BRICKCOLOR, MATERIAL, CURRENTCFRAME, OLDCFRAME, MESHTYPE, REFLECTANCE, SIZE, ROTATION, X, Y, Z, delay)
- local MAGNITUDECFRAME = (CURRENTCFRAME.p - OLDCFRAME.p).magnitude
- if MAGNITUDECFRAME > (1 / 100) then
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 0, BRICKCOLOR, "Effect", VT(1, MAGNITUDECFRAME, 1))
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CF((CURRENTCFRAME.p + OLDCFRAME.p) / 2, OLDCFRAME.p) * ANGLES(RAD(90), 0, 0)
- local THEMESHTYPE = "BlockMesh"
- if MESHTYPE == "Cylinder" then
- THEMESHTYPE = "CylinderMesh"
- end
- local EFFECTMESH = CreateMesh(THEMESHTYPE, EFFECTPART, "", "", "", VT(0 + SIZE * Player_Size, 1, 0 + SIZE * Player_Size), VT(0, 0, 0))
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- coroutine.resume(coroutine.create(function(PART, MESH)
- for i = 0, 1, delay do
- Swait()
- PART.CFrame = PART.CFrame * ROTATION
- PART.Transparency = i
- MESH.Scale = MESH.Scale + VT(X * Player_Size, Y * Player_Size, Z * Player_Size)
- end
- PART.Parent = nil
- end), EFFECTPART, EFFECTMESH)
- end
- end
- function ClangEffect(BRICKCOLOR, MATERIAL, CFRAME, ANGLE, DURATION, SIZE, POWER, REFLECTANCE, X, Y, Z, delay)
- local EFFECTPART = CreatePart(3, Effects, MATERIAL, 0, 1, BRICKCOLOR, "Effect", VT())
- EFFECTPART.Anchored = true
- EFFECTPART.CFrame = CFRAME
- local EFFECTMESH = CreateMesh("BlockMesh", EFFECTPART, "", "", "", VT(0, 0, 0), VT(0, 0, 0))
- game:GetService("Debris"):AddItem(EFFECTPART, 10)
- local THELASTPOINT = CFRAME
- coroutine.resume(coroutine.create(function(PART)
- for i = 1, DURATION do
- Swait()
- PART.CFrame = PART.CFrame * ANGLES(RAD(ANGLE), 0, 0) * CF(0, POWER * Player_Size, 0)
- TrailEffect(BRICKCOLOR, MATERIAL, PART.CFrame, THELASTPOINT, "Cylinder", REFLECTANCE, SIZE * Player_Size, ANGLES(0, 0, 0), X * Player_Size, Y * Player_Size, Z * Player_Size, delay)
- THELASTPOINT = PART.CFrame
- end
- PART.Parent = nil
- end), EFFECTPART)
- end
- --local list={}
- function Triangle(Color, Material, a, b, c, delay)
- local edge1 = (c - a):Dot((b - a).unit)
- local edge2 = (a - b):Dot((c - b).unit)
- local edge3 = (b - c):Dot((a - c).unit)
- if edge1 <= (b - a).magnitude and edge1 >= 0 then
- a, b, c=a, b, c
- elseif edge2 <= (c - b).magnitude and edge2 >= 0 then
- a, b, c=b, c, a
- elseif edge3 <= (a - c).magnitude and edge3 >= 0 then
- a, b, c=c, a, b
- else
- assert(false, "unreachable")
- end
- local len1 = (c - a):Dot((b - a).unit)
- local len2 = (b - a).magnitude - len1
- local width = (a + (b - a).unit * len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, - (b - a).unit)
- if len1 > 1 / 100 then
- local sz = VT(0.2, width, len1)
- local w1 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
- local sp = CreateMesh("SpecialMesh", w1, "Wedge", "", "", VT(0, 1, 1) * sz / w1.Size, VT(0, 0, 0))
- w1.Anchored = true
- w1.CFrame = maincf * ANGLES(math.pi, 0, math.pi / 2) * CF(0, width / 2, len1 / 2)
- coroutine.resume(coroutine.create(function()
- for i = 0.5, 1, delay * (2 / Animation_Speed) do
- Swait()
- w1.Transparency = i
- end
- w1.Parent = nil
- end))
- game:GetService("Debris"):AddItem(w1, 10)
- --table.insert(list, w1)
- end
- if len2 > 1 / 100 then
- local sz = VT(0.2, width, len2)
- local w2 = CreatePart(3, Effects, Material, 0, 0.5, Color, "Trail", sz)
- local sp = CreateMesh("SpecialMesh", w2, "Wedge", "", "", VT(0, 1, 1) * sz / w2.Size, VT(0, 0, 0))
- w2.Anchored = true
- w2.CFrame = maincf * ANGLES(math.pi, math.pi, -math.pi / 2) * CF(0, width / 2, -len1 - len2 / 2)
- coroutine.resume(coroutine.create(function()
- for i = 0.5, 1, delay * (2 / Animation_Speed) do
- Swait()
- w2.Transparency = i
- end
- w2.Parent = nil
- end))
- game:GetService("Debris"):AddItem(w2, 10)
- --table.insert(list, w2)
- end
- --return unpack(list)
- end
- --[[Usage:
- local Pos = Part
- local Offset = Part.CFrame * CF(0, 0, 0)
- local Color = "Institutional white"
- local Material = "Neon"
- local TheDelay = 0.01
- local Height = 4
- BLCF = Offset
- if SCFR and (Pos.Position - SCFR.p).magnitude > 0.1 then
- local a, b = Triangle(Color, Material, (SCFR * CF(0, Height / 2,0)).p, (SCFR * CF(0, -Height / 2, 0)).p, (BLCF * CF(0, Height / 2,0)).p, TheDelay)
- if a then game:GetService("Debris"):AddItem(a, 1) end
- if b then game:GetService("Debris"):AddItem(b, 1) end
- local a, b = Triangle(Color, Material, (BLCF * CF(0, Height / 2, 0)).p, (BLCF * CF(0, -Height / 2, 0)).p, (SCFR * CF(0, -Height / 2, 0)).p, TheDelay)
- if a then game:GetService("Debris"):AddItem(a, 1) end
- if b then game:GetService("Debris"):AddItem(b, 1) end
- SCFR = BLCF
- elseif not SCFR then
- SCFR = BLCF
- end
- --
- BLCF = nil
- SCFR = nil
- --]]
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| RESIZE PLAYER
- --\\=================================//
- if Player_Size ~= 1 then
- RootPart.Size = RootPart.Size * Player_Size
- Torso.Size = Torso.Size * Player_Size
- Head.Size = Head.Size * Player_Size
- RightArm.Size = RightArm.Size * Player_Size
- LeftArm.Size = LeftArm.Size * Player_Size
- RightLeg.Size = RightLeg.Size * Player_Size
- LeftLeg.Size = LeftLeg.Size * Player_Size
- RootJoint.Parent = RootPart
- Neck.Parent = Torso
- RightShoulder.Parent = Torso
- LeftShoulder.Parent = Torso
- RightHip.Parent = Torso
- LeftHip.Parent = Torso
- RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
- RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
- Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
- Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
- RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
- LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
- if Disable_Moving_Arms == false then
- RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
- LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
- else
- RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- end
- RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
- LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
- RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
- LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
- end
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| WEAPON CREATION
- --\\=================================//
- local HandlePart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Handle", VT(0, 0, 0))
- local HandleMesh = CreateMesh("SpecialMesh", HandlePart, "FileMesh", "93180631", "93180676", VT(1, 1, 1), VT(0, 3.1 * Player_Size, 0))
- local HandleWeld = CreateWeldOrSnapOrMotor("Weld", Handle, Torso, Handle, CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135)), CF(0, 0, 0))
- local HitboxPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Hitbox", VT(0, 0, 0))
- local HitboxWeld = CreateWeldOrSnapOrMotor("Weld", Handle, Handle, HitboxPart, CF(0 * Player_Size, 4 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
- local AttachmentX = Instance.new("Attachment",HitboxPart)
- AttachmentX.CFrame = CFrame.new(0,6 * Player_Size,0)
- local AttachmentY = Instance.new("Attachment",HitboxPart)
- AttachmentY.CFrame = CFrame.new(0,-3 * Player_Size,0)
- local Trail = Instance.new("Trail",HitboxPart)
- Trail.Attachment0 = AttachmentX
- Trail.Attachment1 = AttachmentY
- Trail.Lifetime = 0.5
- Trail.MinLength = 0
- Trail.LightEmission = 1
- Trail.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0,.5,0),NumberSequenceKeypoint.new(1,1,0)})
- Trail.Enabled = false
- local EffectPart = CreatePart(3, Weapon, "SmoothPlastic", 0, 1, "Really black", "Effect Part", VT(0, 0, 0))
- local EffectWeld = CreateWeldOrSnapOrMotor("Weld", EffectPart, Handle, EffectPart, CF(0 * Player_Size, 7 * Player_Size, 0 * Player_Size), CF(0, 0, 0))
- if Player_Size ~= 1 then
- for _, v in pairs (Weapon:GetChildren()) do
- if v.ClassName == "Motor" or v.ClassName == "Weld" or v.ClassName == "Snap" then
- local p1 = v.Part1
- v.Part1 = nil
- local cf1, cf2, cf3, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12 = v.C1:components()
- v.C1 = CF(cf1 * Player_Size, cf2 * Player_Size, cf3 * Player_Size, cf4, cf5, cf6, cf7, cf8, cf9, cf10, cf11, cf12)
- v.Part1 = p1
- elseif v.ClassName == "Part" then
- for _, b in pairs (v:GetChildren()) do
- if b.ClassName == "SpecialMesh" or b.ClassName == "BlockMesh" then
- b.Scale = VT(b.Scale.x * Player_Size, b.Scale.y * Player_Size, b.Scale.z * Player_Size)
- end
- end
- end
- end
- end
- for _, c in pairs(Weapon:GetChildren()) do
- if c.ClassName == "Part" then
- c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
- end
- end
- for _, c in pairs(Main:GetChildren()) do
- if c.ClassName == "Part" then
- c.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
- end
- end
- if Start_Equipped == true and Start_Equipped_With_Equipped_Animation == false then
- HandleWeld.Part0 = RightArm
- HandleWeld.C0 = CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
- end
- Weapon.Parent = Character
- Humanoid.Died:connect(function()
- ATTACK = true
- end)
- print(Class_Name.." loaded.")
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| DAMAGE FUNCTIONS
- --\\=================================//
- function StatLabel(LABELTYPE, CFRAME, TEXT, COLOR)
- local STATPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
- STATPART.CFrame = CF(CFRAME.p + VT(0, 1.5, 0))
- local BODYGYRO = IT("BodyGyro", STATPART)
- local BODYPOSITION = IT("BodyPosition", STATPART)
- BODYPOSITION.P = 2000
- BODYPOSITION.D = 100
- BODYPOSITION.maxForce = VT(math.huge, math.huge, math.huge)
- if LABELTYPE == "Normal" then
- BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 6, MRANDOM(-2, 2))
- elseif LABELTYPE == "Debuff" then
- BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2, 2), 8, MRANDOM(-2, 2))
- elseif LABELTYPE == "Interruption" then
- BODYPOSITION.position = STATPART.Position + VT(MRANDOM(-2,2), 8, MRANDOM(-2, 2))
- end
- game:GetService("Debris"):AddItem(STATPART ,5)
- local BILLBOARDGUI = Instance.new("BillboardGui", STATPART)
- BILLBOARDGUI.Adornee = STATPART
- BILLBOARDGUI.Size = UD2(2.5, 0, 2.5 ,0)
- BILLBOARDGUI.StudsOffset = VT(-2, 2, 0)
- BILLBOARDGUI.AlwaysOnTop = false
- local TEXTLABEL = Instance.new("TextLabel", BILLBOARDGUI)
- TEXTLABEL.BackgroundTransparency = 1
- TEXTLABEL.Size = UD2(2.5, 0, 2.5, 0)
- TEXTLABEL.Text = TEXT
- TEXTLABEL.Font = "SourceSans"
- TEXTLABEL.FontSize="Size42"
- TEXTLABEL.TextColor3 = COLOR
- TEXTLABEL.TextStrokeTransparency = 0
- TEXTLABEL.TextScaled = true
- TEXTLABEL.TextWrapped = true
- coroutine.resume(coroutine.create(function(THEPART, THEBODYPOSITION, THETEXTLABEL)
- wait(0.2)
- for i=1, 5 do
- wait()
- THEBODYPOSITION.Position = THEPART.Position - VT(0, 0.5 ,0)
- end
- wait(1.2)
- for i=1, 5 do
- wait()
- THETEXTLABEL.TextTransparency = THETEXTLABEL.TextTransparency + 0.2
- THETEXTLABEL.TextStrokeTransparency = THETEXTLABEL.TextStrokeTransparency + 0.2
- THEBODYPOSITION.position = THEPART.Position + VT(0, 0.5, 0)
- end
- THEPART.Parent = nil
- end),STATPART, BODYPOSITION, TEXTLABEL)
- end
- function IncreaseOrDecreaseStat(LOCATION, STAT, AMOUNT, DURATION, SHOWTHESTAT)
- if LOCATION:FindFirstChild("Stats") ~= nil then
- if LOCATION.Stats:FindFirstChild("Block") ~= nil then
- if LOCATION.Stats:FindFirstChild("Block").Value == true then
- return
- end
- end
- if LOCATION.Stats:FindFirstChild("ChangeStat") ~= nil and LOCATION.Stats:FindFirstChild("Block").Value == false then
- local NewStatChange = IT("NumberValue")
- NewStatChange.Value = AMOUNT
- if STAT == "Defense" then
- NewStatChange.Name = "ChangeDefense"
- elseif STAT == "Damage" then
- NewStatChange.Name = "ChangeDamage"
- elseif STAT == "Movement" then
- NewStatChange.Name = "ChangeMovement"
- end
- if SHOWTHESTAT == true then
- if AMOUNT < 0 then
- StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "-"..STAT, C3(1, 1, 1))
- elseif AMOUNT > 0 then
- StatLabel("Debuff", LOCATION.Head.CFrame * CF(0, 0 + (LOCATION.Head.Size.z - 1), 0), "+"..STAT, C3(1, 1, 1))
- end
- end
- if DURATION ~= nil and DURATION ~= 0 then
- local StatDuration = IT("NumberValue")
- StatDuration.Name = "Duration"
- StatDuration.Value = DURATION
- StatDuration.Parent = NewStatChange
- end
- NewStatChange.Parent = LOCATION.Stats:FindFirstChild("ChangeStat")
- end
- end
- end
- --Usage: DamageFunction(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 10, 10, 10, 1, hit, false, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
- function DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HIT, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
- if HIT.Parent == nil then
- return
- end
- local HITHUMANOID = HIT.Parent:FindFirstChild("Humanoid")
- for _, v in pairs(HIT.Parent:GetChildren()) do
- if v:IsA("Humanoid") then
- HITHUMANOID = v
- end
- end
- if HIT.Name == "Hitbox" and RANGED ~= true and HIT.Parent ~= Weapon and Enable_Stagger_Hit == true then
- StaggerHit.Value = true
- if Play_Hitbox_Hit_Sound == true then
- if HITWEAPONSOUND ~= "" and HITWEAPONSOUND ~= "nil" then
- CreateSound(HITWEAPONSOUND, HIT, 1, HITWEAPONSOUNDPITCH)
- end
- end
- return
- end
- if HIT.Parent.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent.Parent:FindFirstChild("UpperTorso") ~= nil then
- HITHUMANOID = HIT.Parent.Parent:FindFirstChild("Humanoid")
- end
- if HIT.Parent.ClassName == "Hat" or HIT.ClassName == "Accessory" then
- HIT = HIT.Parent.Parent:FindFirstChild("Head")
- end
- if HITHUMANOID ~= nil and HIT.Parent.Name ~= Character.Name and (HIT.Parent:FindFirstChild("Torso") ~= nil or HIT.Parent:FindFirstChild("UpperTorso") ~= nil) then
- if HIT.Parent:FindFirstChild("DebounceHit") ~= nil then
- if HIT.Parent.DebounceHit.Value == true then
- return
- end
- end
- if AntiTeamKill.Value == true then
- if Player.Neutral == false and game.Players:GetPlayerFromCharacter(HIT.Parent) ~= nil then
- if game.Players:GetPlayerFromCharacter(HIT.Parent).TeamColor == Player.TeamColor then
- return
- end
- end
- end
- if HITEVENWHENDEAD == false then
- if HIT.Parent:FindFirstChild("Humanoid") ~= nil then
- if HIT.Parent:FindFirstChild("Humanoid").Health <= 0 then
- return
- end
- end
- end
- if HIT.Parent:FindFirstChild("Stats") ~= nil then
- if HIT.Parent.Stats:FindFirstChild("StunValue") ~= nil then
- HIT.Parent.Stats:FindFirstChild("StunValue").Value = HIT.Parent.Stats:FindFirstChild("StunValue").Value + INCREASESTUN
- end
- end
- if HIT.Parent:FindFirstChild("Stats") ~= nil then
- if HIT.Parent.Stats:FindFirstChild("Stagger") ~= nil then
- if STAGGER == true and Enable_Stagger == true then
- HIT.Parent.Stats:FindFirstChild("Stagger").Value = true
- end
- end
- end
- if HIT.Parent:FindFirstChild("Stats") ~= nil then
- if HIT.Parent.Stats:FindFirstChild("Block") ~= nil then
- if HIT.Parent.Stats:FindFirstChild("Block").Value == true then
- HASBEENBLOCKED = true
- if HIT.Parent.Stats:FindFirstChild("Block"):FindFirstChild("BlockDebounce") == nil then
- StatLabel("Interruption", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Blocked!", C3(0, 100 / 255, 255 / 255))
- if RANGED ~= true then
- if HITBLOCKSOUND ~= "" and HITBLOCKSOUND ~= "nil" then
- CreateSound(HITBLOCKSOUND, HIT, 1, HITBLOCKSOUNDPITCH)
- end
- end
- local BlockDebounce = IT("BoolValue", HIT.Parent.Stats:FindFirstChild("Block"))
- BlockDebounce.Name = "BlockDebounce"
- BlockDebounce.Value = true
- if RANGED ~= true then
- game:GetService("Debris"):AddItem(BlockDebounce, 0.5)
- else
- game:GetService("Debris"):AddItem(BlockDebounce, 0.1)
- end
- end
- if RANGED ~= true and Enable_Stagger == true then
- HIT.Parent.Stats:FindFirstChild("Block").Value = false
- Stagger.Value = true
- end
- return
- end
- end
- end
- if DECREASETHESTAT ~= nil then
- if HIT.Parent:FindFirstChild("Stats") ~= nil then
- IncreaseOrDecreaseStat(HIT.Parent, DECREASETHESTAT, DECREASEAMOUNT, DECREASEDURATION, SHOWDECREASEDSTAT)
- end
- end
- local DAMAGE = MRANDOM(MINIMUMDAMAGE,MAXIMUMDAMAGE) * Damage.Value
- if HIT.Parent:FindFirstChild("Stats") ~= nil then
- if HIT.Parent.Stats:FindFirstChild("Defense") ~= nil then
- if CanPenetrateArmor.Value == true then
- DAMAGE = DAMAGE
- else
- DAMAGE = DAMAGE / HIT.Parent.Stats:FindFirstChild("Defense").Value
- end
- elseif HIT.Parent.Stats:FindFirstChild("Defense") == nil then
- DAMAGE = DAMAGE
- end
- end
- if CanCrit.Value == true then
- CRITCHANCENUMBER = MRANDOM(1, CritChance.Value)
- if CRITCHANCENUMBER == 1 then
- DAMAGE = DAMAGE * 2
- end
- end
- DAMAGE = math.floor(DAMAGE)
- if HASBEENBLOCKED == false then
- HITHUMANOID.Health = HITHUMANOID.Health - DAMAGE * Player_Size
- end
- if DAMAGE <= 3 and HASBEENBLOCKED == false then
- if STAGGERHIT == true and Enable_Stagger_Hit == true and RANGED ~= true then
- StaggerHit.Value = true
- end
- if HITARMORSOUND ~= "" and HITARMORSOUND ~= "nil" then
- CreateSound(HITARMORSOUND, HIT, 1, HITARMORSOUNDPITCH)
- end
- elseif DAMAGE > 3 and HASBEENBLOCKED == false then
- if HITPLAYERSOUND ~= "" and HITPLAYERSOUND ~= "nil" then
- CreateSound(HITPLAYERSOUND, HIT, 1, HITPLAYERSOUNDPITCH)
- end
- end
- if DAMAGE > 3 and DAMAGE < 20 and HASBEENBLOCKED == false then
- if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
- StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE * Player_Size, C3(200/255, 0, 0))
- CreateSound("296102734", HIT, 1, 1)
- else
- StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE * Player_Size, C3(255/255, 220/255, 0))
- end
- elseif DAMAGE >= 20 and HASBEENBLOCKED == false then
- if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
- StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE * Player_Size, C3(200/255, 0, 0))
- CreateSound("296102734", HIT, 1, 1)
- else
- StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE * Player_Size, C3(255/255, 0, 0))
- end
- elseif DAMAGE <= 3 and HASBEENBLOCKED == false then
- if CanCrit.Value == true and CRITCHANCENUMBER == 1 then
- StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), "Crit! \n"..DAMAGE * Player_Size, C3(200/255, 0, 0))
- CreateSound("296102734", HIT, 1, 1)
- else
- StatLabel("Normal", HIT.Parent.Head.CFrame * CF(0, 0 + (HIT.Parent.Head.Size.z - 1), 0), DAMAGE * Player_Size, C3(225/255, 225/255, 225/255))
- end
- end
- if TYPE == "Normal" then
- local vp = IT("BodyVelocity")
- vp.P=500
- vp.maxForce = VT(math.huge, 0, math.huge)
- if KNOCKBACKTYPE == 1 then
- vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK + PROPERTY.Velocity / 1.05
- elseif KNOCKBACKTYPE == 2 then
- vp.Velocity = PROPERTY.CFrame.lookVector * KNOCKBACK
- end
- if KNOCKBACK > 0 and HASBEENBLOCKED == false then
- vp.Parent = HIT--.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- end
- HASBEENBLOCKED = false
- RecentEnemy.Value = HIT.Parent
- local DebounceHit = IT("BoolValue", HIT.Parent)
- DebounceHit.Name = "DebounceHit"
- DebounceHit.Value = true
- game:GetService("Debris"):AddItem(DebounceHit, DELAY)
- end
- end
- Apoc = false
- GodSlash = false
- --Usage: MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 10, 10, 10, 1, Part, 5, true, 5, 10, MRANDOM(5, 10), "Normal", Part, 0.5, false, true, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
- function MagnitudeDamage(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, PART, MAGNITUDE, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
- --[[if Apoc == true then
- Explosions = Instance.new("Explosion", PART)
- Explosions.Visible = false
- Explosions.BlastPressure = 1000
- Explosions.BlastRadius = 8
- Explosions.Position = PART.Position
- Explosions.DestroyJointRadiusPercent = 0
- Explosions.ExplosionType = "CratersAndDebris"
- elseif GodSlash == true then
- Explosions = Instance.new("Explosion", PART)
- Explosions.Visible = false
- Explosions.BlastPressure = 1000
- Explosions.BlastRadius = 10
- Explosions.Position = PART.Position
- Explosions.DestroyJointRadiusPercent = 0
- Explosions.ExplosionType = "CratersAndDebris"
- else
- Explosions = Instance.new("Explosion", PART)
- Explosions.Visible = false
- Explosions.BlastPressure = 1000
- Explosions.BlastRadius = 5
- Explosions.Position = PART.Position
- Explosions.DestroyJointRadiusPercent = 0
- Explosions.ExplosionType = "CratersAndDebris"
- end]]
- for _, c in pairs(workspace:GetChildren()) do
- local HUMANOID = c:FindFirstChild("Humanoid")
- local HEAD = nil
- if HUMANOID ~= nil then
- for _, d in pairs(c:GetChildren()) do
- if d.ClassName == "Model" and RANGED ~= true then
- HEAD = d:FindFirstChild("Hitbox")
- if HEAD ~= nil then
- local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
- if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
- if Play_Hitbox_Hit_Sound == true then
- local HitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
- HitRefpart.Anchored = true
- HitRefpart.CFrame = CF(HEAD.Position)
- CreateSound(HITWEAPONSOUND, HitRefpart, 1, HITWEAPONSOUNDPITCH)
- end
- if Enable_Stagger_Hit == true then
- StaggerHit.Value = true
- end
- end
- end
- elseif d:IsA"BasePart" then
- HEAD = d
- if HEAD ~= nil then
- local THEMAGNITUDE = (HEAD.Position - PART.Position).magnitude
- if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
- DamageFunction(HITWEAPONSOUND, HITARMORSOUND, HITBLOCKSOUND, HITPLAYERSOUND, HITWEAPONSOUNDPITCH, HITARMORSOUNDPITCH, HITBLOCKSOUNDPITCH, HITPLAYERSOUNDPITCH, HEAD, HITEVENWHENDEAD, MINIMUMDAMAGE, MAXIMUMDAMAGE, KNOCKBACK, TYPE, PROPERTY, DELAY, KNOCKBACKTYPE, INCREASESTUN, STAGGER, STAGGERHIT, RANGED, MAGNITUDEDECREASETHESTAT, MAGNITUDEDECREASEAMOUNT, MAGNITUDEDECREASEDURATION, MAGNITUDESHOWDECREASEDSTAT)
- end
- end
- end
- end
- end
- end
- end
- --Usage: MagnitudeBuffOrDebuff(Part, 5, "Defense", -0.1, 3, true, true)
- function MagnitudeBuffOrDebuff(PART, MAGNITUDE, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF, APPLYTOOTHERSINSTEAD)
- if Player.Neutral == true then
- IncreaseOrDecreaseStat(Character, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
- end
- for _, c in pairs(workspace:GetChildren()) do
- local HUMANOID = c:FindFirstChild("Humanoid")
- local THEHEAD = nil
- if HUMANOID ~= nil then
- if c:FindFirstChild("Torso") ~= nil then
- THEHEAD = c:FindFirstChild("Torso")
- elseif c:FindFirstChild("UpperTorso") ~= nil then
- THEHEAD = c:FindFirstChild("UpperTorso")
- end
- if THEHEAD ~= nil then
- local THEMAGNITUDE = (THEHEAD.Position - PART.Position).magnitude
- print("yes 1")
- if APPLYTOOTHERSINSTEAD == true then
- if THEMAGNITUDE <= (MAGNITUDE * Player_Size) and c.Name ~= Player.Name then
- if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
- if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
- IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
- end
- end
- end
- elseif APPLYTOOTHERSINSTEAD == false then
- if THEMAGNITUDE <= (MAGNITUDE * Player_Size) then
- if Player.Neutral == false and game.Players:GetPlayerFromCharacter(THEHEAD.Parent) ~= nil then
- if game.Players:GetPlayerFromCharacter(THEHEAD.Parent).TeamColor == Player.TeamColor then
- IncreaseOrDecreaseStat(THEHEAD.Parent, STAT, AMOUNT, DURATION, SHOWBUFFORDEBUFF)
- end
- end
- end
- end
- end
- end
- end
- end
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| WEAPON GUI
- --\\=================================//
- local MANABAR = CreateFrame(WEAPONGUI, Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_8.r, Custom_Colors.Custom_Color_8.g, Custom_Colors.Custom_Color_8.b), C3(0, 0, 0),"Mana Bar")
- local MANACOVER = CreateFrame(MANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_5.r, Custom_Colors.Custom_Color_5.g, Custom_Colors.Custom_Color_5.b), C3(0, 0, 0),"Mana Cover")
- local MANATEXT = CreateLabel(MANABAR, Mana_Name.." ["..FLOOR(Mana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Mana Text")
- local HEALTHBAR = CreateFrame(WEAPONGUI, Health_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.82, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_11.r, Custom_Colors.Custom_Color_11.g, Custom_Colors.Custom_Color_11.b), C3(0, 0, 0), "Health Bar")
- local HEALTHCOVER = CreateFrame(HEALTHBAR, 0, 2,UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_6.r, Custom_Colors.Custom_Color_6.g, Custom_Colors.Custom_Color_6.b), C3(0, 0, 0), "Health Cover")
- local HEALTHTEXT = CreateLabel(HEALTHBAR, "Health ["..FLOOR(Humanoid.Health).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Health Text")
- local STUNFRAME = CreateFrame(nil, Stun_Bar_Background_Transparency, 2, UD2(0.5, 0, 0.78, 0),UD2(0.26, 0, 0, 0),C3(Custom_Colors.Custom_Color_10.r, Custom_Colors.Custom_Color_10.g, Custom_Colors.Custom_Color_10.b), C3(0, 0, 0), "Stun Frame")
- local STUNBAR = CreateFrame(STUNFRAME, 0, 2, UD2(0, 0, 0, 0),UD2(0, 0, 1, 0),C3(Custom_Colors.Custom_Color_7.r, Custom_Colors.Custom_Color_7.g, Custom_Colors.Custom_Color_7.b), C3(0, 0, 0), "Stun Bar")
- local STUNTEXT = CreateLabel(STUNFRAME, "Stun ["..FLOOR(StunValue.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Stun Text")
- local SECONDARYMANABAR = CreateFrame(nil, Secondary_Mana_Bar_Background_Transparency, 2, UD2(0.23, 0, 0.78, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_9.r, Custom_Colors.Custom_Color_9.g, Custom_Colors.Custom_Color_9.b), C3(0, 0, 0),"Secondary Mana Bar")
- local SECONDARYMANACOVER = CreateFrame(SECONDARYMANABAR, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_4.r, Custom_Colors.Custom_Color_4.g, Custom_Colors.Custom_Color_4.b), C3(0, 0, 0),"Secondary Mana Cover")
- local SECONDARYMANATEXT = CreateLabel(SECONDARYMANABAR, Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Secondary Mana Text")
- local DEFENSEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.23, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 100 / 255, 255 / 255), C3(0, 0, 0),"Defense Frame")
- local DEFENSETEXT = CreateLabel(DEFENSEFRAME, "Defense ["..(Defense.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Defense Text")
- local DAMAGEFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.456, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(255 / 255, 100 / 255, 100 / 255), C3(0, 0, 0),"Damage Frame")
- local DAMAGETEXT = CreateLabel(DAMAGEFRAME, "Damage ["..(Damage.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Damage Text")
- local MOVEMENTFRAME = CreateFrame(nil, Stat_Background_Transparency, 2, UD2(0.685, 0, Stat_Offset, 0), UD2(0.075, 0, 0, 0), C3(100 / 255, 255 / 255, 100 / 255), C3(0, 0, 0),"Movement Frame")
- local MOVEMENTTEXT = CreateLabel(MOVEMENTFRAME, "Movement ["..(Movement.Value * 100).."%]", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Movement Text")
- local SKILL1FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 1 Frame")
- local SKILL2FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.86, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 2 Frame")
- local SKILL3FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.23, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 3 Frame")
- local SKILL4FRAME = CreateFrame(nil, Ability_Background_Transparency, 2, UD2(0.50, 0, 0.93, 0), UD2(0.26, 0, 0, 0), C3(Custom_Colors.Custom_Color_12.r, Custom_Colors.Custom_Color_12.g, Custom_Colors.Custom_Color_12.b), C3(0, 0, 0), "Skill 4 Frame")
- local SKILL1BAR = CreateFrame(SKILL1FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 1 Bar")
- local SKILL2BAR = CreateFrame(SKILL2FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 2 Bar")
- local SKILL3BAR = CreateFrame(SKILL3FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 3 Bar")
- local SKILL4BAR = CreateFrame(SKILL4FRAME, 0, 2, UD2(0, 0, 0, 0), UD2(0, 0, 1, 0), C3(Custom_Colors.Custom_Color_3.r, Custom_Colors.Custom_Color_3.g, Custom_Colors.Custom_Color_3.b), C3(0, 0, 0), "Skill 4 Bar")
- local SKILL1TEXT = CreateLabel(SKILL1FRAME, "[Z] Ability 1", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 1")
- local SKILL2TEXT = CreateLabel(SKILL2FRAME, "[X] Ability 2", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 2")
- local SKILL3TEXT = CreateLabel(SKILL3FRAME, "[C] Ability 3", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 3")
- local SKILL4TEXT = CreateLabel(SKILL4FRAME, "[V] Ability 4", C3(1, 1, 1), "Size32", "Legacy", 1, 2, 1, "Text 4")
- if Enable_Gui == true then
- WEAPONGUI.Parent = PlayerGui
- end
- if Enable_Stats == true and Show_Stats == true then
- DEFENSEFRAME.Parent = WEAPONGUI
- DAMAGEFRAME.Parent = WEAPONGUI
- MOVEMENTFRAME.Parent = WEAPONGUI
- end
- if Enable_Secondary_Bar == true then
- SECONDARYMANABAR.Parent = WEAPONGUI
- end
- if Enable_Abilities == true then
- SKILL1FRAME.Parent = WEAPONGUI
- SKILL2FRAME.Parent = WEAPONGUI
- SKILL3FRAME.Parent = WEAPONGUI
- SKILL4FRAME.Parent = WEAPONGUI
- end
- if Enable_Stun == true then
- STUNFRAME.Parent = WEAPONGUI
- end
- function UpdateGUI()
- MANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- MANACOVER:TweenSize(UD2(1 * (Mana.Value / Max_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- MANATEXT.Text = Mana_Name.." ["..FLOOR(Mana.Value).."]"
- HEALTHBAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- HEALTHCOVER:TweenSize(UD2(1 * (Humanoid.Health / Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- HEALTHTEXT.Text = "Health ["..FLOOR(Humanoid.Health).."]"
- if Enable_Abilities == true then
- SKILL1FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- SKILL2FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- SKILL3FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- SKILL4FRAME:TweenSize(UD2(0.26, 0, 0.06, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- SKILL1BAR:TweenSize(UD2(1 * (CO1 / Cooldown_1), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- SKILL2BAR:TweenSize(UD2(1 * (CO2 / Cooldown_2), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- SKILL3BAR:TweenSize(UD2(1 * (CO3 / Cooldown_3), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- SKILL4BAR:TweenSize(UD2(1 * (CO4 / Cooldown_4), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- end
- if Enable_Stats == true and Show_Stats == true then
- DEFENSEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- DEFENSETEXT.Text = "Defense ["..(Defense.Value * 100).."%]"
- DAMAGEFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- DAMAGETEXT.Text = "Damage ["..(Damage.Value * 100).."%]"
- MOVEMENTFRAME:TweenSize(UD2(0.075, 0, 0.03), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- MOVEMENTTEXT.Text = "Movement ["..(Movement.Value * 100).."%]"
- end
- if Enable_Stun == true then
- STUNFRAME:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- STUNBAR:TweenSize(UD2(1 * (StunValue.Value / Max_Stun), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- STUNTEXT.Text = "Stun ["..FLOOR(StunValue.Value).."]"
- end
- if Enable_Secondary_Bar == true then
- SECONDARYMANABAR:TweenSize(UD2(0.26, 0, 0.03, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- SECONDARYMANACOVER:TweenSize(UD2(1 * (SecondaryMana.Value / Max_Secondary_Mana), 0, 1, 0), "Out", "Quad", Menu_Update_Speed, Constant_Update)
- SECONDARYMANATEXT.Text = Secondary_Mana_Name.." ["..FLOOR(SecondaryMana.Value).."]"
- end
- end
- if Enable_Gui == true then
- UpdateGUI()
- for _, v in pairs (WEAPONGUI:GetChildren()) do
- if v.ClassName == "Frame" then
- for _, b in pairs (v:GetChildren()) do
- if b.ClassName == "TextLabel" then
- coroutine.resume(coroutine.create(function(THETEXTLABEL)
- wait(Menu_Update_Speed)
- for i = 1, 0, -0.1 do
- Swait()
- THETEXTLABEL.TextTransparency = i
- THETEXTLABEL.TextStrokeTransparency = i
- end
- THETEXTLABEL.TextTransparency = 0
- THETEXTLABEL.TextStrokeTransparency = 0
- end), b)
- end
- end
- end
- end
- end
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SKILL FUNCTIONS
- --\\=================================//
- function UpdateSkillsAndStuff()
- if Mana_Regen_Mode == "1" then
- if Mana.Value >= Max_Mana then
- Mana.Value = Max_Mana
- elseif Mana.Value < 0 then
- Mana.Value = 0
- else
- if MANADELAYNUMBER <= Mana_Wait then
- MANADELAYNUMBER = MANADELAYNUMBER + 1
- else
- MANADELAYNUMBER = 0
- Mana.Value = Mana.Value + Recover_Mana
- end
- end
- elseif Mana_Regen_Mode == "2" then
- if Mana.Value <= Max_Mana then
- Mana.Value = Mana.Value + (Recover_Mana / 30) / Animation_Speed
- elseif Mana.Value >= Max_Mana then
- Mana.Value = Max_Mana
- elseif Mana.Value < 0 then
- Mana.Value = 0
- end
- end
- if Enable_Secondary_Bar == true then
- if Secondary_Mana_Regen_Mode == "1" then
- if SecondaryMana.Value >= Max_Secondary_Mana then
- SecondaryMana.Value = Max_Secondary_Mana
- elseif SecondaryMana.Value < 0 then
- SecondaryMana.Value = 0
- else
- if SECONDARYMANADELAYNUMBER <= Secondary_Mana_Wait then
- SECONDARYMANADELAYNUMBER = SECONDARYMANADELAYNUMBER + 1
- else
- SECONDARYMANADELAYNUMBER = 0
- SecondaryMana.Value = SecondaryMana.Value + Recover_Secondary_Mana
- end
- end
- elseif Secondary_Mana_Regen_Mode == "2" then
- if SecondaryMana.Value <= Max_Secondary_Mana then
- SecondaryMana.Value = SecondaryMana.Value + (Recover_Secondary_Mana / 30) / Animation_Speed
- elseif SecondaryMana.Value >= Max_Secondary_Mana then
- SecondaryMana.Value = Max_Secondary_Mana
- elseif SecondaryMana.Value < 0 then
- SecondaryMana.Value = 0
- end
- end
- else
- SecondaryMana.Value = 0
- end
- if Enable_Stun == true then
- if Stun_Lose_Mode == "1" then
- if StunValue.Value > Max_Stun then
- StunValue.Value = Max_Stun
- elseif StunValue.Value <= 0 then
- StunValue.Value = 0
- else
- if STUNDELAYNUMBER <= Stun_Wait then
- STUNDELAYNUMBER = STUNDELAYNUMBER + 1
- else
- STUNDELAYNUMBER = 0
- StunValue.Value = StunValue.Value - Lose_Stun
- end
- end
- elseif Stun_Lose_Mode == "2" then
- if StunValue.Value <= Max_Stun and StunValue.Value > 0 then
- StunValue.Value = StunValue.Value - (Lose_Stun / 30) / Animation_Speed
- elseif StunValue.Value > Max_Stun then
- StunValue.Value = Max_Stun
- elseif StunValue.Value <= 0 then
- StunValue.Value = 0
- end
- end
- else
- StunValue.Value = 0
- end
- if Enable_Abilities == true then
- if CO1 <= Cooldown_1 then
- CO1 = CO1 + (1 / 30) / Animation_Speed
- elseif CO1 >= Cooldown_1 then
- CO1 = Cooldown_1
- end
- if CO2 <= Cooldown_2 then
- CO2 = CO2 + (1 / 30) / Animation_Speed
- elseif CO2 >= Cooldown_2 then
- CO2 = Cooldown_2
- end
- if CO3 <= Cooldown_3 then
- CO3 = CO3 + (1 / 30) / Animation_Speed
- elseif CO3 >= Cooldown_3 then
- CO3 = Cooldown_3
- end
- if CO4 <= Cooldown_4 then
- CO4 = CO4 + (1 / 30) / Animation_Speed
- elseif CO4 >= Cooldown_4 then
- CO4 = Cooldown_4
- end
- end
- end
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| ATTACK FUNCTIONS AND STUFF
- --\\=================================//
- function EquipWeapon()
- --ATTACK = true
- DEFENSECHANGE1.Parent = nil
- MOVEMENTCHANGE1.Parent = ChangeStat
- for i=0, 1, 0.5 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
- end
- for i=0, 1, 0.08 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
- end
- HandleWeld.Part0 = RightArm
- HandleWeld.C0 = CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0))
- CreateSound("174884033", HitboxPart, 1, 1.5)
- for i=0, 1, 0.5 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(20), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-70), RAD(90), RAD(0)), 0.3 / Animation_Speed)
- end
- LASTPOINT = EffectPart.CFrame
- for i=0, 1, 0.08 / Animation_Speed do
- Swait()
- Trail.Enabled = true
- LASTPOINT = EffectPart.CFrame
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(80)) * ANGLES(RAD(-60), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-140), RAD(90), RAD(0)), 0.3 / Animation_Speed)
- end
- LASTPOINT = nil
- Trail.Enabled = false
- --ATTACK = false
- end
- function UnequipWeapon()
- --ATTACK = true
- for i=0, 1, 0.5 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
- end
- CreateSound("245542809", HitboxPart, 1, 1.2)
- for i=0, 1, 0.08 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(210), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-25)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(-0.05 * Player_Size, -1 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(-27), RAD(0), RAD(-19)) * ANGLES(RAD(0), RAD(110), RAD(0)), 0.3 / Animation_Speed)
- end
- HandleWeld.Part0 = Torso
- HandleWeld.C0 = CF(2 * Player_Size, 2 * Player_Size, 0.6 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(135))
- for i=0, 1, 0.5 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-2.5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.75 * Player_Size, 0 * Player_Size) * ANGLES(RAD(140), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(45), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-15)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(95), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-55), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.3 / Animation_Speed)
- end
- for i=0, 1, 0.08 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- if Disable_Moving_Arms == false then
- RightShoulder.C1 = Clerp(RightShoulder.C1, ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
- LeftShoulder.C1 = Clerp(LeftShoulder.C1, ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5), 0.3 / Animation_Speed)
- else
- RightShoulder.C1 = Clerp(RightShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
- LeftShoulder.C1 = Clerp(LeftShoulder.C1, CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size), 0.3 / Animation_Speed)
- end
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- end
- RootJoint.C0 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
- RootJoint.C1 = ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0))
- Neck.C0 = NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0))
- Neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180))
- RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0
- LeftShoulder.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0
- if Disable_Moving_Arms == false then
- RightShoulder.C1 = ANGLES(0, RAD(90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
- LeftShoulder.C1 = ANGLES(0, RAD(-90), 0) * CF(0 * Player_Size, 0.5 * Player_Size, -0.5)
- else
- RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- LeftShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- end
- RightHip.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
- LeftHip.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
- RightHip.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
- LeftHip.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0))
- --ATTACK = false
- DEFENSECHANGE1.Parent = ChangeStat
- MOVEMENTCHANGE1.Parent = nil
- end
- function StaggerHitAnimation()
- ATTACK = true
- if Weapon:FindFirstChild("Hitbox") ~= nil then
- for i = 1, MRANDOM(2, 4) do
- ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
- end
- end
- for i = 0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-30)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-30), RAD(0), RAD(60)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-20)) * ANGLES(RAD(0), RAD(20), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.9 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1.1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.3 / Animation_Speed)
- if Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- ATTACK = false
- end
- function StaggerAnimation()
- ATTACK = true
- if Weapon:FindFirstChild("Hitbox") ~= nil then
- for i = 1, MRANDOM(2, 4) do
- ClangEffect("Bright yellow", "Neon", CF(Weapon:FindFirstChild("Hitbox").Position) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 20, 5, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
- end
- end
- DISABLEJUMPING = true
- COMBO = 1
- StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Staggered!", C3(255 / 255, 255 / 255, 0))
- local STAGGERVELOCITY = Instance.new("BodyVelocity",Torso)
- STAGGERVELOCITY.P = 500
- STAGGERVELOCITY.maxForce = VT(math.huge, 0, math.huge)
- if Rooted.Value == false then
- STAGGERVELOCITY.Velocity = RootPart.CFrame.lookVector * -40
- end
- for i = 0, 1, 0.35 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(20)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size,0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(30)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size,0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(5)), 0.3 / Animation_Speed)
- end
- for i = 0, 1, 0.2 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-7.5), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(50)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(25)), 0.4 / Animation_Speed)
- end
- STAGGERVELOCITY.Parent = nil
- for i = 1, 50 * Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.8 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-20)) * ANGLES(RAD(-5), RAD(-5), RAD(0)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(5), RAD(0)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(20)) * ANGLES(RAD(0), RAD(-20), RAD(0)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-10)) * ANGLES(RAD(0), RAD(15), RAD(0)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.4 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(75), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-10)), 0.3 / Animation_Speed)
- end
- DISABLEJUMPING = false
- ATTACK = false
- end
- function StunAnimation()
- ATTACK = true
- DISABLEJUMPING = true
- COMBO = 1
- StatLabel("Interruption", Head.CFrame * CF(0, 0 + (Head.Size.z - 1), 0), "Stunned!", C3(255 / 255, 255 / 255, 0))
- for i = 0, 1, 0.3 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(15), RAD(0), RAD(-150)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-10), RAD(0), RAD(-20)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(30)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.3 / Animation_Speed)
- end
- for i = 0, 1, 0.3 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.05 * Player_Size) * ANGLES(RAD(45), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(40)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(0), RAD(-50)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(15)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(50)), 0.4 / Animation_Speed)
- end
- for i = 0, 1, 0.3 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(75), RAD(0), RAD(-180)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-15), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(70)) * ANGLES(RAD(0), RAD(30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10), RAD(0), RAD(-80)) * ANGLES(RAD(0), RAD(-40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-15), RAD(0), RAD(10)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(80)), 0.4 / Animation_Speed)
- end
- for i = 1, 70 * Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -2.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-180)), 0.3 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-90)), 0.3 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(-10), RAD(90)) * RIGHTSHOULDERC0, 0.3 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(-90)) * LEFTSHOULDERC0, 0.3 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(0)), 0.3 / Animation_Speed)
- end
- for i = 0, 1, 0.2 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -1.5 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(100)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-20), RAD(-10), RAD(30)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(80), RAD(0), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(70)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.25 * Player_Size, -1 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
- end
- DISABLEJUMPING = false
- ATTACK = false
- end
- function EAbility()
- ATTACK = true
- ATTACK = false
- end
- function SwordAttack1()
- ATTACK = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(35)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(150), RAD(0), RAD(-20)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.25 * Player_Size, 0.5 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(160), RAD(0), RAD(45)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(-45), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-80), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- CreateSound("553461842", HitboxPart, 1.2, MRANDOM(8, 9) / 10)
- local HASHITFLOOR = false
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- Trail.Enabled = true
- local SWORDHIT, SWORDPOS = Raycast(EffectPart.Position, (CF(EffectPart.Position, EffectPart.Position + VT(0, -1, 0))).lookVector, 1 * Player_Size, Character)
- if SWORDHIT ~= nil and HASHITFLOOR == false and SWORDHIT.Parent:FindFirstChild("Humanoid") == nil then
- HASHITFLOOR = true
- --print(SWORDHIT.Material)
- if SWORDHIT.Material == Enum.Material.Grass or SWORDHIT.Material == Enum.Material.Ice or SWORDHIT.Material == Enum.Material.Fabric or SWORDHIT.Material == Enum.Material.SmoothPlastic or SWORDHIT.Material == Enum.Material.Sand or SWORDHIT.Material == Enum.Material.Plastic or SWORDHIT.Material == Enum.Material.Neon or SWORDHIT.Material == Enum.Material.Foil then
- CreateSound("525717773", EffectPart, 1.2 , MRANDOM(8, 12) / 10)
- elseif SWORDHIT.Material == Enum.Material.Metal or SWORDHIT.Material == Enum.Material.Concrete or SWORDHIT.Material == Enum.Material.Brick or SWORDHIT.Material == Enum.Material.CorrodedMetal or SWORDHIT.Material == Enum.Material.Slate or SWORDHIT.Material == Enum.Material.Marble or SWORDHIT.Material == Enum.Material.Granite or SWORDHIT.Material == Enum.Material.DiamondPlate or SWORDHIT.Material == Enum.Material.Pebble or SWORDHIT.Material == Enum.Material.Cobblestone then
- CreateSound("470790670", EffectPart, 1 , MRANDOM(8, 12) / 10)
- for i = 1, MRANDOM(2, 4) do
- ClangEffect("Bright yellow", "Neon", CF(SWORDPOS) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), 10, 3, 0.2, MRANDOM(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
- end
- elseif SWORDHIT.Material == Enum.Material.Wood or SWORDHIT.Material == Enum.Material.WoodPlanks then
- CreateSound("514586161", EffectPart, 1 , MRANDOM(8, 12) / 10)
- end
- end
- MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 10, 10, 10, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
- if HASHITFLOOR == true then
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(40), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(20), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-132.5), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- else
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-20)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(30), RAD(0), RAD(5)) * ANGLES(RAD(0), RAD(-30), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(0 * Player_Size, 0.25 * Player_Size, -0.75 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.075 * Player_Size) * ANGLES(RAD(0), RAD(50), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(17.5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-70), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-150), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- end
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- BLCF = nil
- SCFR = nil
- ATTACK = false
- Trail.Enabled = false
- end
- function SwordAttack2()
- ATTACK = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- Trail.Enabled = true
- MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 10, 10, 10, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- BLCF = nil
- SCFR = nil
- ATTACK = false
- Trail.Enabled = false
- end
- function SwordAttack3()
- ATTACK = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(130), RAD(-90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- Trail.Enabled = true
- MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 10, 10, 10, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(100), RAD(0), RAD(-71)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(110), RAD(-90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- BLCF = nil
- SCFR = nil
- ATTACK = false
- Trail.Enabled = false
- end
- function SwordAttack4()
- ATTACK = true
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(130), RAD(-90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
- for i=0, 1.5, 0.1 / Animation_Speed do
- Swait()
- Trail.Enabled = true
- Humanoid.Jump = true
- MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 10, 10, 10, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Up", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(180), RAD(0), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(110), RAD(-90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- BLCF = nil
- SCFR = nil
- ATTACK = false
- Trail.Enabled = false
- end
- function SwordAttack5()
- ATTACK = true
- Animation_Speed = 0.8 * Player_Size
- for i = 1,4 do
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-70)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-110), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- Trail.Enabled = true
- MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 10, 10, 10, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-130), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(2.5), RAD(0), RAD(30)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(100)) * ANGLES(RAD(-30), RAD(80), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-15), RAD(0), RAD(-55)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(130), RAD(-90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- CreateSound("553461718", HitboxPart, 1.2, MRANDOM(7, 9) / 10)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- Trail.Enabled = true
- MagnitudeDamage(HITWEAPONSOUNDS[MRANDOM(1, #HITWEAPONSOUNDS)], HITARMORSOUNDS[MRANDOM(1, #HITARMORSOUNDS)], HITBLOCKSOUNDS[MRANDOM(1, #HITBLOCKSOUNDS)], HITPLAYERSOUNDS[MRANDOM(1, #HITPLAYERSOUNDS)], 10, 10, 10, 1, HitboxPart, 4, false, 5, 10, MRANDOM(5, 10), "Normal", RootPart, 0.5, 1, MRANDOM(5, 10), nil, true, false, nil, 0, 0, false)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(20)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5), RAD(0), RAD(-15)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.25 * Player_Size, 0.5 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(100), RAD(0), RAD(-71)) * ANGLES(RAD(20), RAD(90), RAD(0)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-25), RAD(0), RAD(-35)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(65), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(110), RAD(-90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- end
- Animation_Speed = 2 * Player_Size
- BLCF = nil
- SCFR = nil
- ATTACK = false
- Trail.Enabled = false
- end
- function ShootFireball(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
- local POS1 = POSITION1
- local POS2 = POSITION2
- local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
- local FIREBALLSPEED = SPEED * Player_Size
- local FIREBALLDURATION = DURATION
- local FIREBALLCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
- local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
- POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
- MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
- if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
- FIREBALLDURATION = 0
- local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
- FireballHitRefpart.Anchored = true
- FireballHitRefpart.CFrame = CF(FIREBALLPOS)
- game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
- CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
- for i = 1, MRANDOM(4, 8) do
- MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 10, 10, 10, 0, 0, 0, MRANDOM(3, 5) / 100)
- end
- MagicBlock("Bright red", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
- MagicBlock("Bright orange", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.5, SIZE * 0.5, SIZE * 0.5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05)
- MagicBlock("Bright yellow", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 0.25, SIZE * 0.25, SIZE * 0.25, SIZE / 5, SIZE / 5, SIZE / 5, 0.05)
- MagnitudeDamage("", "", "", "", 10, 10, 10, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
- else
- FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
- end
- until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
- end))
- end
- function ShootOmegaFireball(POSITION1, POSITION2, SPEED, SIZE, DURATION, LOWDAMAGE, HIGHDAMAGE)
- local POS1 = POSITION1
- local POS2 = POSITION2
- local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
- local FIREBALLSPEED = SPEED * Player_Size
- local FIREBALLDURATION = DURATION * Player_Size
- local FIREBALLCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
- local FIREBALLHITSOUNDS = {"522282998", "527535379", "304448425"}
- coroutine.resume(coroutine.create(function()
- repeat
- Swait()
- local FIREBALLHIT, FIREBALLPOS = Raycast(POS1, MOUSELOOK.lookVector, FIREBALLSPEED, Character)
- POS1 = POS1 + (MOUSELOOK.lookVector * FIREBALLSPEED)
- MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", CF(POS1) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / -10, SIZE / -10, SIZE / -10, 0.1)
- if FIREBALLHIT ~= nil or FIREBALLDURATION <= 0.1 then
- FIREBALLDURATION = 0
- local FireballHitRefpart = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
- FireballHitRefpart.Anchored = true
- FireballHitRefpart.CFrame = CF(FIREBALLPOS)
- game:GetService("Debris"):AddItem(FireballHitRefpart, 5)
- CreateSound(FIREBALLHITSOUNDS[MRANDOM(1, #FIREBALLHITSOUNDS)], FireballHitRefpart, 1.4, MRANDOM(14, 16) / 10)
- for i = 1, MRANDOM(4, 8) do
- MagicBlock(FIREBALLCOLORS[MRANDOM(1, #FIREBALLCOLORS)], "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360)), RAD(MRANDOM(-360, 360))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 10, 10, 10, 0, 0, 0, MRANDOM(3, 5) / 100)
- end
- for i = 1,1 do
- MagicBlock("Bright red", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE, SIZE, SIZE, SIZE / 3, SIZE / 3, SIZE / 3, 0.05)
- MagicBlock("Bright orange", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 5, SIZE * 5, SIZE * 5, SIZE / 4, SIZE / 4, SIZE / 4, 0.05)
- MagicBlock("Bright yellow", "Neon", FireballHitRefpart.CFrame * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5)), RAD(MRANDOM(-5, 5))), VT(0, 0, 0), SIZE * 5, SIZE * 5, SIZE * 5, SIZE / 5, SIZE / 5, SIZE / 5, 0.05)
- MagnitudeDamage("", "", "", "", 10, 10, 10, 1, FireballHitRefpart, SIZE / 2, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, nil, 0, 0, false)
- end
- else
- FIREBALLDURATION = FIREBALLDURATION - (1 / 30) / Animation_Speed
- end
- until FIREBALLHIT ~= nil or FIREBALLDURATION <= 0
- end))
- end
- function FirePillar(POSITION1, POSITION2, SIZE, RISE, RANGE, LOWDAMAGE, HIGHDAMAGE, LASTINGTIME)
- local POS1 = POSITION1
- local POS2 = POSITION2
- local MOUSELOOK = CF((POS1 + POS2) / 2, POS2)
- local FIREPILLARHITSOUNDS = {"171378971", --[["646619365",--]] "472579737"--[[, "144140670"--]]}
- local FIREPILLARCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
- local FIREPILLAR1HIT, FIREPILLAR1POS = Raycast(POS1, MOUSELOOK.lookVector, RANGE * Player_Size, Character)
- local FirePillarRefpart1 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
- FirePillarRefpart1.Anchored = true
- FirePillarRefpart1.CFrame = CF(FIREPILLAR1POS) * CF(0, 10, 0)
- game:GetService("Debris"):AddItem(FirePillarRefpart1, 5)
- local FIREPILLAR2HIT, FIREPILLAR2POS = Raycast(FirePillarRefpart1.Position, CF(FirePillarRefpart1.Position, FirePillarRefpart1.Position + VT(0, -1, 0)).lookVector, 999, Character)
- if FIREPILLAR2HIT ~= nil then
- FirePillarRefpart1.Parent = nil
- local FirePillarRefpart2 = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", VT())
- FirePillarRefpart2.Anchored = true
- FirePillarRefpart2.CFrame = CF(FIREPILLAR2POS)
- game:GetService("Debris"):AddItem(FirePillarRefpart2, 5)
- CreateSound(FIREPILLARHITSOUNDS[MRANDOM(1, #FIREPILLARHITSOUNDS)], FirePillarRefpart2, 1.2, MRANDOM(11, 13) / 10)
- for i = 1, MRANDOM(5, 10) do
- MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame * ANGLES(RAD(MRANDOM(-60, 60)), 0, RAD(MRANDOM(-60, 60))), CF(0, MRANDOM(5, 7) / 10 * Player_Size, 0), VT(0, 0, 0), 30, 30, 30, 0, 0, 0, MRANDOM(3, 5) / 100)
- end
- for i = 1, MRANDOM(15, 20) do
- local FIREEFFECTSIZE = MRANDOM(1, 2)
- MagicBlock(FIREPILLARCOLORS[MRANDOM(1, #FIREPILLARCOLORS)], "Neon", FirePillarRefpart2.CFrame, CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-20, 20)), 0), VT(MRANDOM(SIZE / 6, SIZE / 4), 0, 0), FIREEFFECTSIZE, FIREEFFECTSIZE, FIREEFFECTSIZE, -0.02, -0.02, -0.02, MRANDOM(1, 2) / 100)
- end
- MagicCylinder("Bright red", "Neon", CF(FIREPILLAR2POS), ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, 0, 1.5, LASTINGTIME)
- MagicSphere("Bright red", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE, 0.1, SIZE, 1.5, RISE, 1.5, LASTINGTIME)
- MagicSphere("Bright orange", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.5, 0.1, SIZE * 0.5, 1.5, RISE * 0.75, 1.5, LASTINGTIME)
- MagicSphere("Bright yellow", "Neon", FirePillarRefpart2.CFrame, ANGLES(0, 0, 0), VT(0, 0, 0), SIZE * 0.25, 0.1, SIZE * 0.25, 1.5, RISE * 0.375, 1.5, LASTINGTIME)
- MagnitudeDamage("", "", "", "", 10, 10, 10, 1, FirePillarRefpart2, SIZE / 3, false, LOWDAMAGE, HIGHDAMAGE, 0, "Normal", RootPart, 0, 1, MRANDOM(10, 15), nil, false, true, "Movement", -0.1, 3, true)
- end
- end
- function Attack1()
- ATTACK = true
- local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- for i = 1, 2 do
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- end
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- Snap:Play()
- CreateSound("154324879", LeftArm, 1.4, 1.5)
- ShootFireball((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, Mouse.hit.p, 1, 100, 2.1, 5, 10)
- MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
- MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
- MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- ATTACK = false
- end
- function Attack2()
- ATTACK = true
- local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", Head.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftLeg.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightLeg.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- Snap:Play()
- CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10)
- FirePillar(RootPart.Position, mouse.Hit.p, 2500, 700.5, 1, 20, 24, 0.025)
- MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
- MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
- MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", Head.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftLeg.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightLeg.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- --[[
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- --]]
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- ATTACK = false
- end
- FireballBarrage = false
- function Attack3()
- ATTACK = true
- FireballBarrage = true
- local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- for i = 1, 2 do
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0, MRANDOM(-10, 10) / 10 * Player_Size, 0) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, 0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- end
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-60)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(60)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(5), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- Snap:Play()
- CreateSound("154324879", LeftArm, 1.4, 1.5)
- while FireballBarrage == true do
- ShootOmegaFireball((LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size)).p, Torso.Position + Vector3.new(math.random(-20,-10),math.random(0,0),math.random(-20,-10)), 5, 20, 2.1, 5, 10)
- MagicBlock("Bright red", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.05)
- MagicBlock("Bright orange", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.05)
- MagicBlock("Bright yellow", "Neon", LeftArm.CFrame * CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50)), RAD(MRANDOM(-50, 50))), ANGLES(0, 0, 0), VT(0, 0, 0), 0.05, 0.05, 0.05, 0.5, 0.5, 0.5, 0.05)
- wait()
- end
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-50)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(50)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25 * Player_Size, 0.25 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-55)) * ANGLES(RAD(40), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-12.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- ATTACK = false
- end
- function Attack4()
- ATTACK = true
- local FIREEFFECTCOLORS = {"Bright red", "Bright orange", "Bright yellow"}
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", Head.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftLeg.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightLeg.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-40)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(35)) * ANGLES(RAD(2.5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.75 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(50)) * ANGLES(RAD(80), RAD(-20), RAD(-30)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(70), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-40), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-10)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- Snap:Play()
- wait(1)
- for i = 1,10 do
- for i=1,15 do
- CreateSound("549224856", LeftArm, 1, MRANDOM(11, 13) / 10)
- FirePillar(RootPart.Position, RootPart.Position + Vector3.new(math.random(-1000,1000),math.random(-100,100),math.random(-1000,1000)), 250, math.random(70,7000), 2000, 1, 2, 0.025)
- wait()
- end
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", Head.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftLeg.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightLeg.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- Swait()
- end
- for i=0, 1, 0.1 / Animation_Speed do
- Swait()
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RootPart.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightArm.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", Head.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", LeftLeg.CFrame * CF(0 * Player_Size, MRANDOM(-15, -10) / 10 * Player_Size, 0 * Player_Size) * ANGLES(RAD(90), 0, RAD(MRANDOM(-360, 360))), CF(0, 0, -0.1) * ANGLES(0, 0, RAD(MRANDOM(-20, 20))), VT(0, 1, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- MagicBlock(FIREEFFECTCOLORS[MRANDOM(1, #FIREEFFECTCOLORS)], "Neon", RightLeg.CFrame * CF(0 * Player_Size, MRANDOM(-2, 2) * Player_Size, 0 * Player_Size) * ANGLES(0, RAD(MRANDOM(-360, 360)), 0), CF(0, MRANDOM(5, 10) / 100, 0) * ANGLES(0, RAD(MRANDOM(-10, 10)), 0), VT(MRANDOM(20, 40) / 10, 0, 0), 10, 10, 10, -0.05, -0.05, -0.05, 0.05)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(-30)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(25)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.25 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-20 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(70 + MRANDOM(-2.5, 2.5)), RAD(40), RAD(0)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-10), RAD(0), RAD(-7.5)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, 0.05 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5), RAD(0), RAD(-12.5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- --[[
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(5), RAD(0), RAD(40)), 0.4 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(-30)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.4 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(70), RAD(0), RAD(45)) * RIGHTSHOULDERC0, 0.4 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(90), RAD(0), RAD(-10 + MRANDOM(-2.5, 2.5))) * ANGLES(RAD(40 + MRANDOM(-2.5, 2.5)), RAD(70), RAD(20)) * LEFTSHOULDERC0, 0.4 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(60), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(10)), 0.4 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(5)), 0.4 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, -0.25 * Player_Size) * ANGLES(RAD(-20), RAD(90), RAD(0)), 0.4 / Animation_Speed)
- --]]
- if StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true then
- break
- end
- end
- ATTACK = false
- end
- function Move1()
- ATTACK = true
- ATTACK = false
- end
- function Move2()
- ATTACK = true
- ATTACK = false
- end
- function Move3()
- ATTACK = true
- ATTACK = false
- end
- function Move4()
- ATTACK = true
- ATTACK = false
- end
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| SET THINGS UP
- --\\=================================//
- if Start_Equipped == true then
- ATTACK = true
- EQUIPPED = true
- if Disable_Animate == true then
- ANIMATE.Parent = nil
- local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
- IDLEANIMATION:Play()
- end
- if Disable_Animator == true then
- ANIMATOR.Parent = nil
- end
- if Disable_Moving_Arms == true then
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- if Use_Motors_Instead_Of_Welds == true then
- RightShoulder = IT("Motor")
- LeftShoulder = IT("Motor")
- else
- RightShoulder = IT("Weld")
- LeftShoulder = IT("Weld")
- end
- RightShoulder.Name = "Right Shoulder"
- RightShoulder.Part0 = Torso
- RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- RightShoulder.Part1 = Character["Right Arm"]
- RightShoulder.Parent = Torso
- LeftShoulder.Name = "Left Shoulder"
- LeftShoulder.Part0 = Torso
- LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- LeftShoulder.Part1 = Character["Left Arm"]
- LeftShoulder.Parent = Torso
- RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
- LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
- end
- if Start_Equipped_With_Equipped_Animation == true then
- Swait()
- EquipWeapon()
- end
- ATTACK = false
- end
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| ASSIGN THINGS TO KEYS
- --\\=================================//
- Humanoid.Changed:connect(function(Jump)
- if Jump == "Jump" and (Disable_Jump == true or DISABLEJUMPING == true) then
- Humanoid.Jump = false
- end
- end)
- function MouseDown(Mouse)
- if ATTACK == true or EQUIPPED == false then
- return
- end
- HOLD = true
- if COMBO == 1 then
- COMBO = 2
- SwordAttack1()
- elseif COMBO == 2 then
- COMBO = 3
- SwordAttack2()
- elseif COMBO == 3 then
- COMBO = 4
- SwordAttack3()
- elseif COMBO == 4 then
- COMBO = 5
- SwordAttack4()
- elseif COMBO == 5 then
- COMBO = 1
- SwordAttack5()
- end
- coroutine.resume(coroutine.create(function()
- for i=1, 50 do
- if ATTACK == false then
- Swait()
- end
- end
- if ATTACK == false then
- COMBO = 1
- end
- end))
- end
- function MouseUp(Mouse)
- HOLD = false
- end
- function KeyDown(Key)
- if Key == "f" and Can_Equip_Or_Unequip == true and ATTACK == false then
- ATTACK = true
- COMBO = 1
- if EQUIPPED == false then
- EQUIPPED = true
- if Disable_Animate == true then
- ANIMATE.Parent = nil
- local IDLEANIMATION = Humanoid:LoadAnimation(ROBLOXIDLEANIMATION)
- IDLEANIMATION:Play()
- end
- if Disable_Animator == true then
- ANIMATOR.Parent = nil
- end
- if Disable_Moving_Arms == true then
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- if Use_Motors_Instead_Of_Welds == true then
- RightShoulder = IT("Motor")
- LeftShoulder = IT("Motor")
- else
- RightShoulder = IT("Weld")
- LeftShoulder = IT("Weld")
- end
- RightShoulder.Name = "Right Shoulder"
- RightShoulder.Part0 = Torso
- RightShoulder.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- RightShoulder.C1 = CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- RightShoulder.Part1 = Character["Right Arm"]
- RightShoulder.Parent = Torso
- LeftShoulder.Name = "Left Shoulder"
- LeftShoulder.Part0 = Torso
- LeftShoulder.C0=CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- LeftShoulder.C1=CF(0 * Player_Size, 0.5 * Player_Size, 0 * Player_Size)
- LeftShoulder.Part1 = Character["Left Arm"]
- LeftShoulder.Parent = Torso
- RIGHTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
- LEFTSHOULDERC0 = CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0))
- end
- Swait()
- EquipWeapon()
- elseif EQUIPPED == true then
- EQUIPPED = false
- UnequipWeapon()
- if Disable_Animator == true then
- ANIMATOR.Parent = Humanoid
- end
- if Disable_Animate == true then
- ANIMATE.Parent = Character
- end
- Swait()
- if Disable_Moving_Arms == true then
- RightShoulder.Parent = nil
- LeftShoulder.Parent = nil
- RSH.Parent = Torso
- LSH.Parent = Torso
- end
- end
- ATTACK = false
- end
- if Key == "e" and EQUIPPED == true and ATTACK == false then
- GodSlash = true
- Attack1()
- GodSlash = false
- end
- if Key == "q" and EQUIPPED == true and ATTACK == false then
- Attack2()
- end
- if Key == "r" and EQUIPPED == true and ATTACK == false and FireballBarrage == false then
- Apoc = true
- Attack3()
- Apoc = false
- end
- if Key == "t" and EQUIPPED == true and ATTACK == false then
- Apoc = true
- Attack4()
- Apoc = false
- end
- end
- function KeyUp(Key)
- if Key == "r" and FireballBarrage == true then
- FireballBarrage = false
- end
- end
- if Use_HopperBin == false then
- Mouse.Button1Down:connect(function(NEWKEY)
- MouseDown(NEWKEY)
- end)
- Mouse.Button1Up:connect(function(NEWKEY)
- MouseUp(NEWKEY)
- end)
- Mouse.KeyDown:connect(function(NEWKEY)
- KeyDown(NEWKEY)
- end)
- Mouse.KeyUp:connect(function(NEWKEY)
- KeyUp(NEWKEY)
- end)
- elseif Use_HopperBin == true then
- WEAPONTOOL.Parent = Backpack
- script.Parent = WEAPONTOOL
- function SelectTool(Mouse)
- Mouse.Button1Down:connect(function()
- MouseDown(Mouse)
- end)
- Mouse.Button1Up:connect(function()
- MouseUp(Mouse)
- end)
- Mouse.KeyDown:connect(KeyDown)
- Mouse.KeyUp:connect(KeyUp)
- end
- function DeselectTool(Mouse)
- end
- WEAPONTOOL.Selected:connect(SelectTool)
- WEAPONTOOL.Deselected:connect(DeselectTool)
- end
- --//=================================\\
- --\\=================================//
- --//=================================\\
- --|| WRAP THE WHOLE SCRIPT UP
- --\\=================================//
- while true do
- Swait()
- if HitboxPart ~= nil and ATTACK == false and StaggerHit.Value == false and Stagger.Value == false and Stun.Value == false then
- HitboxPart.Name = "NilHitbox"
- else
- HitboxPart.Name = "Hitbox"
- end
- if Enable_Gui == true then
- UpdateGUI()
- end
- UpdateSkillsAndStuff()
- if Walkspeed_Depends_On_Movement_Value == true then
- if Movement.Value < 0 or StaggerHit.Value == true or Stagger.Value == true or Stun.Value == true or Rooted.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Movement.Value * Player_Size
- end
- end
- if Enable_Stun == true and StunValue.Value >= Max_Stun then
- StunValue.Value = 0
- Stun.Value = true
- end
- if Enable_Stagger_Hit == true then
- if StaggerHit.Value == true and STAGGERHITANIM == false then
- coroutine.resume(coroutine.create(function()
- STAGGERHITANIM = true
- while ATTACK == true do
- Swait()
- end
- StaggerHitAnimation()
- StaggerHit.Value = false
- STAGGERHITANIM = false
- end))
- end
- else
- StaggerHit.Value = false
- end
- if Enable_Stagger == true then
- if Stagger.Value == true and STAGGERANIM == false then
- coroutine.resume(coroutine.create(function()
- STAGGERANIM = true
- while ATTACK == true do
- Swait()
- end
- StaggerAnimation()
- Stagger.Value = false
- STAGGERANIM = false
- end))
- end
- else
- Stagger.Value = false
- end
- if Enable_Stun == true then
- if Stun.Value == true and STUNANIM == false then
- coroutine.resume(coroutine.create(function()
- StunValue.Value = 0
- STUNANIM = true
- while ATTACK == true do
- Swait()
- end
- StunAnimation()
- Stun.Value = false
- STUNANIM = false
- end))
- end
- else
- StunValue.Value = 0
- Stun.Value = false
- end
- if DONUMBER >= .5 then
- HANDIDLE = true
- elseif DONUMBER <= 0 then
- HANDIDLE = false
- end
- if HANDIDLE == false then
- DONUMBER = DONUMBER + 0.003 / Animation_Speed
- else
- DONUMBER = DONUMBER - 0.003 / Animation_Speed
- end
- if ATTACK == false then
- IDLENUMBER = IDLENUMBER + 1
- else
- IDLENUMBER = 0
- end
- if Enable_Stats == true then
- for _, v in pairs (ChangeStat:GetChildren()) do
- if v:FindFirstChild("Duration") ~= nil then
- v:FindFirstChild("Duration").Value = v:FindFirstChild("Duration").Value - (1 / 30) / Animation_Speed
- if v:FindFirstChild("Duration").Value <= 0 then
- v.Parent = nil
- end
- end
- if v.Name == "ChangeDefense" then
- CHANGEDEFENSE = CHANGEDEFENSE + v.Value
- elseif v.Name == "ChangeDamage" then
- CHANGEDAMAGE = CHANGEDAMAGE + v.Value
- elseif v.Name == "ChangeMovement" then
- CHANGEMOVEMENT = CHANGEMOVEMENT + v.Value
- end
- end
- Defense.Value = 1 + (CHANGEDEFENSE)
- if Defense.Value <= 0.01 then
- Defense.Value = 0.01
- end
- Damage.Value = 1 + (CHANGEDAMAGE)
- if Damage.Value <= 0 then
- Damage.Value = 0
- end
- Movement.Value = 1 + (CHANGEMOVEMENT)
- if Movement.Value <= 0 then
- Movement.Value = 0
- end
- CHANGEDEFENSE = 0
- CHANGEDAMAGE = 0
- CHANGEMOVEMENT = 0
- end
- SINE = SINE + CHANGE
- local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local LV = Torso.CFrame:pointToObjectSpace(Torso.Velocity - Torso.Position)
- local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4 * Player_Size, Character)
- local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
- if ANIM == "Walk" and EQUIPPED == true and TORSOVELOCITY > 1 then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.1 * COS(SINE / (WALKSPEEDVALUE / 2)) * Player_Size) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 0.875 * Player_Size - 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, -0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 0.875 * Player_Size + 0.125 * SIN(SINE / WALKSPEEDVALUE) * Player_Size, 0.125 * COS(SINE / WALKSPEEDVALUE) * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(60 * COS(SINE / WALKSPEEDVALUE))), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- elseif (ANIM ~= "Walk" and EQUIPPED == true) or (TORSOVELOCITY < 1) then
- RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C1 = Clerp(Neck.C1, CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightHip.C1 = Clerp(RightHip.C1, CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- end
- if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
- ANIM = "Jump"
- if EQUIPPED == true and ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, -0.3 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
- end
- elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
- ANIM = "Fall"
- if EQUIPPED == true and ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.2 / Animation_Speed)
- end
- elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
- ANIM = "Idle"
- if EQUIPPED == true and ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 * Player_Size, 0 * Player_Size, -0.2 * Player_Size + 0.05 * COS(SINE / 12) * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-20)), 0.15 / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(5 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(15)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(20 + 2.5 * SIN(SINE / 12)), RAD(0), RAD(20 - 2.5 * COS(SINE / 12) + 2.5 * SIN(SINE / 24))) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(10 - 2.5 * COS(SINE / 16)), RAD(0), RAD(-25 + 2.5 * SIN(SINE / 24))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-2.5)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.8 * Player_Size - 0.05 * COS(SINE / 12) * Player_Size, -0.2 * Player_Size) * ANGLES(RAD(0), RAD(-65), RAD(0)) * ANGLES(RAD(-7.5), RAD(0), RAD(-15)), 0.15 / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-100), RAD(90), RAD(0)), 0.15 / Animation_Speed)
- end
- elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
- ANIM = "Walk"
- WALK = WALK + 1 / Animation_Speed
- if WALK >= 15 - (5 * (Humanoid.WalkSpeed / 16 / Player_Size)) then
- WALK = 0
- if WALKINGANIM == true then
- WALKINGANIM = false
- elseif WALKINGANIM == false then
- WALKINGANIM = true
- end
- end
- if EQUIPPED == true and ATTACK == false then
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0.05 * COS(SINE / WALKSPEEDVALUE) * Player_Size, 0 * Player_Size, -0.1 * Player_Size) * ANGLES(RAD(10), RAD(0), RAD(-40)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * ANGLES(RAD(0), RAD(0), RAD(40)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(45 + 2.5 * SIN(SINE / (WALKSPEEDVALUE / 2)))) * RIGHTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-10 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-45 + 2.5 * SIN(SINE / (WALKSPEEDVALUE / 2)))) * ANGLES(RAD(-2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(0.95 * Player_Size, -1 * Player_Size, -0.5 * Player_Size) * ANGLES(RAD(0), RAD(130), RAD(0)) * ANGLES(RAD(-1.25 - 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 * Player_Size, -0.9 * Player_Size, 0.25 * Player_Size) * ANGLES(RAD(0), RAD(-50), RAD(0)) * ANGLES(RAD(-2.5 + 2.5 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(0)), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- HandleWeld.C0 = Clerp(HandleWeld.C0, CF(0 * Player_Size, -1 * Player_Size, 0 * Player_Size) * ANGLES(RAD(-90), RAD(90), RAD(0)), 0.15 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
- end
- end
- end
- --//=================================\\
- --\\=================================//
- --//====================================================\\--
- --|| END OF SCRIPT
- --\\====================================================//--
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