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Fixed for real brawler class

Dec 1st, 2017
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  1. --[[Fixed by Scenius]]--
  2. wait(0.016666666666666666)
  3. --local TagService = require(game:GetService('ReplicatedStorage'):WaitForChild('TagService'))
  4. folder = Instance.new("Folder")
  5. folder.Name = "Weapons"
  6. folder.Parent = game.ReplicatedStorage
  7. main = Instance.new("Folder")
  8. main.Name = "Gladiator 2.0"
  9. main.Parent = folder
  10. model = Instance.new("Model")
  11. model.Name = "Classic"
  12. model.Parent = main
  13. Player = game:GetService("Players").LocalPlayer
  14. Character = Player.Character
  15. PlayerGui = Player.PlayerGui
  16. Backpack = Player.Backpack
  17. Torso = Character.Torso
  18. Head = Character.Head
  19. Humanoid = Character.Humanoid
  20. LeftArm = Character["Left Arm"]
  21. LeftLeg = Character["Left Leg"]
  22. RightArm = Character["Right Arm"]
  23. RightLeg = Character["Right Leg"]
  24. LS = Torso["Left Shoulder"]
  25. LH = Torso["Left Hip"]
  26. RS = Torso["Right Shoulder"]
  27. RH = Torso["Right Hip"]
  28. Face = Head.face
  29. Neck = Torso.Neck
  30. it = Instance.new
  31. attacktype = 1
  32. vt = Vector3.new
  33. cf = CFrame.new
  34. euler = CFrame.fromEulerAnglesXYZ
  35. angles = CFrame.Angles
  36. necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
  37. RootCF = angles(math.rad(-90), 0, math.rad(180))
  38. RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
  39. LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
  40. RootPart = Character.HumanoidRootPart
  41. RootJoint = RootPart.RootJoint
  42. attack = false
  43. equipped = false
  44. Mouse = Player:GetMouse()
  45. local idle = 0
  46. local Anim = "Idle"
  47. local ShotTarget = RootPart
  48. player = nil
  49. ArtificialHB = Instance.new("BindableEvent", script)
  50. ArtificialHB.Name = "ArtificialHB"
  51. script:WaitForChild("ArtificialHB")
  52. frame = 0.016666666666666666
  53. tf = 0
  54. allowframeloss = false
  55. tossremainder = false
  56. lastframe = tick()
  57. script.ArtificialHB:Fire()
  58. game:GetService("RunService").Heartbeat:connect(function(s, p)
  59. tf = tf + s
  60. if tf >= frame then
  61. if allowframeloss then
  62. script.ArtificialHB:Fire()
  63. lastframe = tick()
  64. else
  65. for i = 1, math.floor(tf / frame) do
  66. script.ArtificialHB:Fire()
  67. end
  68. lastframe = tick()
  69. end
  70. if tossremainder then
  71. tf = 0
  72. else
  73. tf = tf - frame * math.floor(tf / frame)
  74. end
  75. end
  76. end)
  77. local animationspeed = 2
  78. function hbwait(number)
  79. if number == 0 or number == nil then
  80. ArtificialHB.Event:wait()
  81. else
  82. for i = 0, number do
  83. ArtificialHB.Event:wait()
  84. end
  85. end
  86. end
  87. local Stats = Instance.new("Folder", Character)
  88. Stats.Name = "Stats"
  89. local Defense = Instance.new("NumberValue", Stats)
  90. Defense.Name = "Defense"
  91. Defense.Value = 0.6
  92. local Movement = Instance.new("NumberValue", Stats)
  93. Movement.Name = "Movement"
  94. Movement.Value = 1.1
  95. local Damage = Instance.new("NumberValue", Stats)
  96. Damage.Name = "Damage"
  97. Damage.Value = 0.5
  98. local Mana = Instance.new("NumberValue", Stats)
  99. Mana.Name = "Mana"
  100. Mana.Value = 0
  101. local Rooted = Instance.new("BoolValue", Stats)
  102. Rooted.Name = "Rooted"
  103. Rooted.Value = false
  104. local BlockValue = Instance.new("BoolValue", Stats)
  105. BlockValue.Name = "BlockValue"
  106. BlockValue.Value = false
  107. local StaggerHitAnim = Instance.new("BoolValue", Stats)
  108. StaggerHitAnim.Name = "StaggerHitAnim"
  109. StaggerHitAnim.Value = false
  110. local StaggerAnim = Instance.new("BoolValue", Stats)
  111. StaggerAnim.Name = "StaggerAnim"
  112. StaggerAnim.Value = false
  113. local StunAnim = Instance.new("BoolValue", Stats)
  114. StunAnim.Name = "StunAnim"
  115. StunAnim.Value = false
  116. local StunValue = Instance.new("NumberValue", Stats)
  117. StunValue.Name = "StunValue"
  118. StunValue.Value = 0
  119. local CanCrit = Instance.new("BoolValue", Stats)
  120. CanCrit.Name = "CanCrit"
  121. CanCrit.Value = true
  122. local CritChance = Instance.new("NumberValue", Stats)
  123. CritChance.Name = "CritChance"
  124. CritChance.Value = 20
  125. local CanPenetrateArmor = Instance.new("BoolValue", Stats)
  126. CanPenetrateArmor.Name = "CanPenetrateArmor"
  127. CanPenetrateArmor.Value = false
  128. local AntiTeamKill = Instance.new("BoolValue", Stats)
  129. AntiTeamKill.Name = "AntiTeamKill"
  130. AntiTeamKill.Value = false
  131. local LastPoint
  132. local changeanim = false
  133. local move2charging = false
  134. local staggerhitanim = false
  135. local staggeranim = false
  136. local stunanim = false
  137. local dancing = false
  138. local Mode = "Normal"
  139. local CritChanceNumber = 0
  140. local CustomColor = Torso.BrickColor
  141. local Colorpart1 = CustomColor.r
  142. local Colorpart2 = CustomColor.g
  143. local Colorpart3 = CustomColor.b
  144. local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3))
  145. local idleangle = 0
  146. local idlen = 0
  147. local donum = 0
  148. local sine = 0
  149. local change = 2 / animationspeed
  150. local walkinganim = false
  151. local handidle = false
  152. local walk = 0
  153. local someangle = 0
  154. local change2 = 1
  155. local stundelay = 0
  156. local manadelay = 0
  157. local robloxidleanimation = Instance.new("Animation", Torso)
  158. robloxidleanimation.Name = "robloxidleanimation"
  159. robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  160. local Animator = Humanoid:findFirstChild("Animator")
  161. local Animate = Character:findFirstChild("Animate")
  162. local HitPlayerSounds = {
  163. 199149137,
  164. 199149186,
  165. 199149221,
  166. 199149235,
  167. 199149269,
  168. 199149297
  169. }
  170. local HitArmorSounds = {
  171. 199149321,
  172. 199149338,
  173. 199149367,
  174. 199149409,
  175. 199149452
  176. }
  177. local HitWeaponSounds = {
  178. 199148971,
  179. 199149025,
  180. 199149072,
  181. 199149109,
  182. 199149119
  183. }
  184. local HitBlockSounds = {199148933, 199148947}
  185. local cooldown1 = 0
  186. local cooldown2 = 0
  187. local cooldown3 = 0
  188. local cooldown4 = 0
  189. local scrn = Instance.new("ScreenGui", PlayerGui)
  190. local ud = UDim2.new
  191. local c3 = Color3.new
  192. local skillcolorscheme = c3(1, 1, 1)
  193. function subtractmana(k)
  194. if k <= Mana.Value then
  195. Mana.Value = Mana.Value - k
  196. end
  197. end
  198. local co1 = 20
  199. local co2 = 40
  200. local co3 = 60
  201. local co4 = 80
  202. local maxmana = 100
  203. local maxstun = 1
  204. local recovermana = 1
  205. local losestun = 0
  206. local stunwait = 100
  207. local manawait = 20
  208. local skill1mana = 20
  209. local skill2mana = 40
  210. local skill3mana = 60
  211. local skill4mana = 80
  212. local menuupdatespeed = 0.5
  213. local constantupdate = true
  214. local showstats = true
  215. local allowstunbar = false
  216. function makeframe(par, trans, pos, size, color, name)
  217. local frame = Instance.new("Frame")
  218. frame.Parent = par
  219. frame.BackgroundTransparency = trans
  220. frame.BorderSizePixel = 0
  221. frame.Position = pos
  222. frame.Size = size
  223. frame.BackgroundColor3 = color
  224. frame.Name = name
  225. return frame
  226. end
  227. function makelabel(par, text, trans, stroketrans, name)
  228. local label = Instance.new("TextLabel")
  229. label.Parent = par
  230. label.BackgroundTransparency = 1
  231. label.Size = ud(1, 0, 1, 0)
  232. label.Position = ud(0, 0, 0, 0)
  233. label.TextColor3 = c3(255, 255, 255)
  234. label.TextStrokeTransparency = stroketrans
  235. label.TextTransparency = trans
  236. label.FontSize = Enum.FontSize.Size32
  237. label.Font = Enum.Font.Legacy
  238. label.BorderSizePixel = 0
  239. label.TextScaled = true
  240. label.Text = text
  241. label.Name = name
  242. return label
  243. end
  244. framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1")
  245. framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2")
  246. framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3")
  247. framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4")
  248. bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1")
  249. bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2")
  250. bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3")
  251. bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4")
  252. text1 = makelabel(framesk1, "[C] Boulder", 1, 1, "Text 1")
  253. text2 = makelabel(framesk2, "[V] Cataclysm", 1, 1, "Text 2")
  254. text3 = makelabel(framesk3, "[X] Destructive Blow", 1, 1, "Text 3")
  255. text4 = makelabel(framesk4, "[Z] Pray", 1, 1, "Text 4")
  256. manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
  257. manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
  258. manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
  259. healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Bar")
  260. healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Cover")
  261. healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
  262. if allowstunbar == true then
  263. stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137254902), "Stun Frame")
  264. stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137254902), "Stun Bar")
  265. stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
  266. end
  267. if showstats == true then
  268. defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3843137254901961, 0.1450980392156863, 0.8196078431372549), "Defense Frame")
  269. damageframe = makeframe(scrn, 0.5, ud(0.3225, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.6862745098039216, 0), "Damage Frame")
  270. movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 1, 0), "Movement Frame")
  271. defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
  272. damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
  273. movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text")
  274. end
  275. function NoOutline(Part)
  276. Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
  277. end
  278. local weldBetween = function(a, b)
  279. local weldd = Instance.new("ManualWeld")
  280. weldd.Part0 = a
  281. weldd.Part1 = b
  282. weldd.C0 = CFrame.new()
  283. weldd.C1 = b.CFrame:inverse() * a.CFrame
  284. weldd.Parent = a
  285. return weldd
  286. end
  287. function nooutline(part)
  288. part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
  289. end
  290. function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
  291. local fp = it("Part")
  292. fp.formFactor = formfactor
  293. fp.Parent = parent
  294. fp.Reflectance = reflectance
  295. fp.Transparency = transparency
  296. fp.CanCollide = false
  297. fp.Locked = true
  298. fp.BrickColor = BrickColor.new(tostring(brickcolor))
  299. fp.Name = name
  300. fp.Size = size
  301. fp.Position = Character.Torso.Position
  302. nooutline(fp)
  303. fp.Material = material
  304. fp:BreakJoints()
  305. return fp
  306. end
  307. function mesh(Mesh, part, meshtype, meshid, offset, scale)
  308. local mesh = it(Mesh)
  309. mesh.Parent = part
  310. if Mesh == "SpecialMesh" then
  311. mesh.MeshType = meshtype
  312. mesh.MeshId = meshid
  313. end
  314. mesh.Offset = offset
  315. mesh.Scale = scale
  316. return mesh
  317. end
  318. function weld(parent, part0, part1, c0, c1)
  319. local weld = it("Motor")
  320. weld.Parent = parent
  321. weld.Part0 = part0
  322. weld.Part1 = part1
  323. weld.C0 = c0
  324. weld.C1 = c1
  325. return weld
  326. end
  327. m = Instance.new("Model", Character)
  328. m.Name = "Gladiator's Greatsword"
  329. local particleemitterreference = part(3, Torso, "SmoothPlastic", 0, 1, "Really black", "Particle Emitter Reference", vt())
  330. particleemitterreferenceweld = weld(m, Torso, particleemitterreference, cf(0, 0, 0), cf(0, 0, 0))
  331. local particleemitter = Instance.new("ParticleEmitter", particleemitterreference)
  332. particleemitter.ZOffset = 1
  333. particleemitter.Lifetime = NumberRange.new(0.5)
  334. particleemitter.Speed = NumberRange.new(0)
  335. particleemitter.Size = NumberSequence.new({
  336. NumberSequenceKeypoint.new(0, 4),
  337. NumberSequenceKeypoint.new(1, 6)
  338. })
  339. particleemitter.RotSpeed = NumberRange.new(360)
  340. particleemitter.LockedToPart = true
  341. particleemitter.Rate = 20
  342. particleemitter.Transparency = NumberSequence.new({
  343. NumberSequenceKeypoint.new(0, 1),
  344. NumberSequenceKeypoint.new(0.2, 0),
  345. NumberSequenceKeypoint.new(1, 1)
  346. })
  347. particleemitter.LightEmission = 0.25
  348. particleemitter.Color = ColorSequence.new(Color3.new(0.960784, 0.803922, 0.188235), Color3.new(1, 1, 1))
  349. particleemitter.Texture = "rbxassetid://244221613"
  350. local particleemitter2 = Instance.new("ParticleEmitter", particleemitterreference)
  351. particleemitter2.ZOffset = 1
  352. particleemitter2.Lifetime = NumberRange.new(1)
  353. particleemitter2.Speed = NumberRange.new(0)
  354. particleemitter2.Size = NumberSequence.new({
  355. NumberSequenceKeypoint.new(0, 4),
  356. NumberSequenceKeypoint.new(1, 6)
  357. })
  358. particleemitter2.RotSpeed = NumberRange.new(360)
  359. particleemitter2.LockedToPart = true
  360. particleemitter2.Rate = 20
  361. particleemitter2.Transparency = NumberSequence.new({
  362. NumberSequenceKeypoint.new(0, 1),
  363. NumberSequenceKeypoint.new(0.2, 0.5),
  364. NumberSequenceKeypoint.new(1, 1)
  365. })
  366. particleemitter2.LightEmission = 0.25
  367. particleemitter2.Color = ColorSequence.new(Color3.new(0.960784, 0.803922, 0.188235), Color3.new(1, 1, 1))
  368. particleemitter2.Texture = "rbxassetid://242292318"
  369. particleemitter.Enabled = false
  370. particleemitter2.Enabled = false
  371. local wep = game.ReplicatedStorage.Weapons["Gladiator 2.0"].Classic:Clone()
  372. wep.Parent = Character
  373. Effects = Instance.new("Folder", m)
  374. Effects.Name = "Effects"
  375. ---Handleweld.Part0 = Torso
  376. ---Handleweld.C0 = cf(-4, 2.5, 0.8) * angles(0, math.rad(-90), 0) * angles(math.rad(-30), 0, 0)
  377. Humanoid.Died:connect(function()
  378. attack = true
  379. for _, v in pairs(Character:GetChildren()) do
  380. if v:IsA("Model") then
  381. m:Destroy()
  382. end
  383. end
  384. end)
  385. for i, v in pairs(Character:GetChildren()) do
  386. if v:IsA("Model") then
  387. for _, c in pairs(v:GetChildren()) do
  388. if c:IsA("Part") then
  389. c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
  390. end
  391. end
  392. end
  393. end
  394. print("Gladiator loaded.")
  395. function so(id, par, vol, pit)
  396. coroutine.resume(coroutine.create(function()
  397. local sou = Instance.new("Sound", par or workspace)
  398. sou.Volume = vol
  399. sou.Pitch = pit or 1
  400. sou.SoundId = "http://roblox.com/asset/?id=" .. id
  401. hbwait()
  402. sou:play()
  403. game:GetService("Debris"):AddItem(sou, 10)
  404. end))
  405. end
  406. function clerp(a, b, t)
  407. local qa = {
  408. QuaternionFromCFrame(a)
  409. }
  410. local qb = {
  411. QuaternionFromCFrame(b)
  412. }
  413. local ax, ay, az = a.x, a.y, a.z
  414. local bx, by, bz = b.x, b.y, b.z
  415. local _t = 1 - t
  416. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  417. end
  418. function QuaternionFromCFrame(cf)
  419. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  420. local trace = m00 + m11 + m22
  421. if trace > 0 then
  422. local s = math.sqrt(1 + trace)
  423. local recip = 0.5 / s
  424. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  425. else
  426. local i = 0
  427. if m00 < m11 then
  428. i = 1
  429. end
  430. if m22 > (i == 0 and m00 or m11) then
  431. i = 2
  432. end
  433. if i == 0 then
  434. local s = math.sqrt(m00 - m11 - m22 + 1)
  435. local recip = 0.5 / s
  436. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  437. elseif i == 1 then
  438. local s = math.sqrt(m11 - m22 - m00 + 1)
  439. local recip = 0.5 / s
  440. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  441. elseif i == 2 then
  442. local s = math.sqrt(m22 - m00 - m11 + 1)
  443. local recip = 0.5 / s
  444. return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  445. end
  446. end
  447. end
  448. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  449. local xs, ys, zs = x + x, y + y, z + z
  450. local wx, wy, wz = w * xs, w * ys, w * zs
  451. local xx = x * xs
  452. local xy = x * ys
  453. local xz = x * zs
  454. local yy = y * ys
  455. local yz = y * zs
  456. local zz = z * zs
  457. 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))
  458. end
  459. function QuaternionSlerp(a, b, t)
  460. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  461. local startInterp, finishInterp
  462. if cosTheta >= 1.0E-4 then
  463. if 1 - cosTheta > 1.0E-4 then
  464. local theta = math.acos(cosTheta)
  465. local invSinTheta = 1 / math.sin(theta)
  466. startInterp = math.sin((1 - t) * theta) * invSinTheta
  467. finishInterp = math.sin(t * theta) * invSinTheta
  468. else
  469. startInterp = 1 - t
  470. finishInterp = t
  471. end
  472. elseif 1 + cosTheta > 1.0E-4 then
  473. local theta = math.acos(-cosTheta)
  474. local invSinTheta = 1 / math.sin(theta)
  475. startInterp = math.sin((t - 1) * theta) * invSinTheta
  476. finishInterp = math.sin(t * theta) * invSinTheta
  477. else
  478. startInterp = t - 1
  479. finishInterp = t
  480. end
  481. 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
  482. end
  483. function rayCast(Pos, Dir, Max, Ignore)
  484. return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
  485. end
  486. function DamageStatLabel(cframe, text, color)
  487. local c = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt(0, 0, 0))
  488. c.CFrame = cf(cframe.p + vt(0, 1.5, 0))
  489. game:GetService("Debris"):AddItem(c, 5)
  490. Instance.new("BodyGyro", c)
  491. local f = Instance.new("BodyPosition", c)
  492. f.P = 2000
  493. f.D = 100
  494. f.maxForce = vt(math.huge, math.huge, math.huge)
  495. f.position = c.Position + vt(math.random(-1, 1), 6, math.random(-1, 1))
  496. game:GetService("Debris"):AddItem(c, 5)
  497. local bg = Instance.new("BillboardGui", c)
  498. bg.Adornee = c
  499. bg.Size = UDim2.new(2.5, 0, 2.5, 0)
  500. bg.StudsOffset = vt(-2, 2, 0)
  501. bg.AlwaysOnTop = false
  502. local tl = Instance.new("TextLabel", bg)
  503. tl.BackgroundTransparency = 1
  504. tl.Size = UDim2.new(2.5, 0, 2.5, 0)
  505. tl.Text = text
  506. tl.Font = Enum.Font.SourceSans
  507. tl.FontSize = Enum.FontSize.Size42
  508. tl.TextColor3 = color
  509. tl.TextScaled = false
  510. tl.TextStrokeTransparency = 0
  511. tl.TextScaled = true
  512. tl.TextWrapped = true
  513. f.Parent = c
  514. coroutine.resume(coroutine.create(function(Part, BodyPosition, TextLabel)
  515. wait(0.25)
  516. for i = 1, 5 do
  517. wait()
  518. BodyPosition.position = Part.Position - vt(0, 0.5, 0)
  519. end
  520. wait(1.25)
  521. for i = 1, 5 do
  522. wait()
  523. TextLabel.TextTransparency = TextLabel.TextTransparency + 0.2
  524. TextLabel.TextStrokeTransparency = TextLabel.TextStrokeTransparency + 0.2
  525. BodyPosition.position = Part.Position + vt(0, 0.5, 0)
  526. end
  527. Part.Parent = nil
  528. end), c, f, tl)
  529. end
  530. function IncreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
  531. if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
  532. if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
  533. if Location.Stats[Stat] ~= nil then
  534. Location.Stats[Stat].Value = Location.Stats[Stat].Value + Amount
  535. if ShowTheStat == true then
  536. if Stat == "Defense" then
  537. DamageStatLabel(Location.Head.CFrame, "+Defense", c3(1, 1, 1))
  538. elseif Stat == "Damage" then
  539. DamageStatLabel(Location.Head.CFrame, "+Damage", c3(1, 1, 1))
  540. elseif Stat == "Movement" then
  541. DamageStatLabel(Location.Head.CFrame, "+Movement", c3(1, 1, 1))
  542. end
  543. end
  544. coroutine.resume(coroutine.create(function(CurrentDecrease)
  545. wait(Duration)
  546. CurrentDecrease.Value = CurrentDecrease.Value - Amount
  547. end), Location.Stats[Stat])
  548. end
  549. else
  550. DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
  551. end
  552. end
  553. end
  554. function DecreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
  555. if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
  556. if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
  557. if Location.Stats[Stat] ~= nil then
  558. Location.Stats[Stat].Value = Location.Stats[Stat].Value - Amount
  559. if ShowTheStat == true then
  560. if Stat == "Defense" then
  561. DamageStatLabel(Location.Head.CFrame, "-Defense", c3(1, 1, 1))
  562. elseif Stat == "Damage" then
  563. DamageStatLabel(Location.Head.CFrame, "-Damage", c3(1, 1, 1))
  564. elseif Stat == "Movement" then
  565. DamageStatLabel(Location.Head.CFrame, "-Movement", c3(1, 1, 1))
  566. end
  567. end
  568. coroutine.resume(coroutine.create(function(CurrentDecrease)
  569. wait(Duration)
  570. CurrentDecrease.Value = CurrentDecrease.Value + Amount
  571. end), Location.Stats[Stat])
  572. end
  573. else
  574. DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
  575. end
  576. end
  577. end
  578. function GetDistance(Part1, Part2, magnitude)
  579. local target = Part1.Position - Part2.Position
  580. local mag = target.magnitude
  581. if magnitude >= mag then
  582. return true
  583. else
  584. return false
  585. end
  586. end
  587. function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, DecreaseTheStat, DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  588. if hit.Parent == nil then
  589. return
  590. end
  591. h = hit.Parent:FindFirstChild("Humanoid")
  592. for _, v in pairs(hit.Parent:GetChildren()) do
  593. if v:IsA("Humanoid") then
  594. h = v
  595. end
  596. end
  597. if hit.Name == "Hitbox" and ranged ~= true and hit.Parent ~= m then
  598. StaggerHitAnim.Value = true
  599. so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1)
  600. return
  601. end
  602. if AntiTeamKill.Value == true then
  603. if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then
  604. opponent = game.Players:FindFirstChild(hit.Parent.Name)
  605. end
  606. if opponent ~= nil and opponent.TeamColor == Player.TeamColor then
  607. return
  608. end
  609. end
  610. if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
  611. h = hit.Parent.Parent:FindFirstChild("Humanoid")
  612. end
  613. if hit.Parent.className == "Hat" then
  614. hit = hit.Parent.Parent:findFirstChild("Head")
  615. end
  616. if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
  617. if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
  618. return
  619. end
  620. if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health <= 0 then
  621. return
  622. end
  623. if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StunValue") ~= nil then
  624. hit.Parent.Stats:findFirstChild("StunValue").Value = hit.Parent.Stats:findFirstChild("StunValue").Value + incstun
  625. end
  626. if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StaggerAnim") ~= nil and stagger == true then
  627. hit.Parent.Stats:findFirstChild("StaggerAnim").Value = true
  628. end
  629. if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue").Value == true then
  630. DamageStatLabel(hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
  631. so(HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
  632. if ranged ~= true then
  633. hit.Parent.Stats:findFirstChild("BlockValue").Value = false
  634. StaggerAnim.Value = true
  635. end
  636. return
  637. end
  638. if DecreaseTheStat ~= nil and hit.Parent:FindFirstChild("Stats") ~= nil then
  639. if DecreaseTheStat == "Defense" then
  640. DecreaseStat(hit.Parent, "Defense", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  641. elseif DecreaseTheStat == "Damage" then
  642. DecreaseStat(hit.Parent, "Damage", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  643. elseif DecreaseTheStat == "Movement" then
  644. DecreaseStat(hit.Parent, "Movement", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  645. end
  646. end
  647. local D = math.random(minim, maxim) * Damage.Value
  648. if hit.Parent:FindFirstChild("Stats") ~= nil then
  649. if hit.Parent.Stats:FindFirstChild("Defense") then
  650. if CanPenetrateArmor.Value == true then
  651. else
  652. D = D / hit.Parent.Stats:FindFirstChild("Defense").Value
  653. end
  654. elseif hit.Parent.Stats:FindFirstChild("Defense") == nil then
  655. end
  656. end
  657. if CanCrit.Value == true then
  658. CritChanceNumber = math.random(1, CritChance.Value)
  659. if CritChanceNumber == CritChance.Value then
  660. D = D * 2
  661. end
  662. end
  663. D = math.floor(D)
  664. h.Health = h.Health - D
  665. if D <= 3 and staggerhit == true then
  666. if ranged ~= true then
  667. StaggerHitAnim.Value = true
  668. end
  669. if ranged ~= true then
  670. so(HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1)
  671. end
  672. elseif D > 3 and ranged ~= true then
  673. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
  674. end
  675. if D > 2 and D < 20 then
  676. if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
  677. DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
  678. so("296102734", hit, 1, 1)
  679. else
  680. DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(1, 0.8627450980392157, 0))
  681. end
  682. elseif D >= 20 then
  683. if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
  684. DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
  685. so("296102734", hit, 1, 1)
  686. else
  687. DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(1, 0, 0))
  688. end
  689. else
  690. if D <= 2 then
  691. if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
  692. DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
  693. so("296102734", hit, 1, 1)
  694. else
  695. DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(0.8823529411764706, 0.8823529411764706, 0.8823529411764706))
  696. end
  697. else
  698. end
  699. end
  700. if Type == "Normal" then
  701. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 2)
  702. vp = Instance.new("BodyVelocity")
  703. vp.P = 500
  704. vp.maxForce = vt(math.huge, 0, math.huge)
  705. if KnockbackType == 1 then
  706. vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
  707. elseif KnockbackType == 2 then
  708. vp.Velocity = Property.CFrame.lookVector * knockback
  709. end
  710. if knockback > 0 then
  711. vp.Parent = hit.Parent.Torso
  712. end
  713. game:GetService("Debris"):AddItem(vp, 0.5)
  714. elseif Type == "Knockdown" then
  715. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 2)
  716. vp = Instance.new("BodyVelocity")
  717. vp.P = 1000
  718. vp.maxForce = vt(0, math.huge, 0)
  719. vp.Velocity = Vector3.new(0, 10, 0)
  720. vp.Parent = hit.Parent.Torso
  721. game:GetService("Debris"):AddItem(vp, 0.25)
  722. elseif Type == "Normal2" then
  723. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
  724. vp = Instance.new("BodyVelocity")
  725. vp.P = 500
  726. vp.maxForce = vt(math.huge, 0, math.huge)
  727. if KnockbackType == 1 then
  728. vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
  729. elseif KnockbackType == 2 then
  730. vp.Velocity = Property.CFrame.lookVector * knockback
  731. end
  732. if knockback > 0 then
  733. vp.Parent = hit.Parent.Torso
  734. end
  735. game:GetService("Debris"):AddItem(vp, 0.5)
  736. elseif Type == "SuperKnockup" then
  737. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
  738. vp = Instance.new("BodyVelocity")
  739. vp.P = 500
  740. vp.maxForce = vt(0, math.huge, 0)
  741. vp.Velocity = vt(0, math.random(20, 40), 0)
  742. if knockback > 0 then
  743. vp.Parent = hit.Parent.Torso
  744. end
  745. game:GetService("Debris"):AddItem(vp, 0.5)
  746. vp2 = Instance.new("BodyVelocity")
  747. vp2.P = 500
  748. vp2.maxForce = vt(math.huge, 0, math.huge)
  749. if KnockbackType == 1 then
  750. vp2.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
  751. elseif KnockbackType == 2 then
  752. vp2.Velocity = Property.CFrame.lookVector * knockback
  753. end
  754. if knockback > 0 then
  755. vp2.Parent = hit.Parent.Torso
  756. end
  757. game:GetService("Debris"):AddItem(vp2, 0.5)
  758. elseif Type == "RockHit" then
  759. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
  760. rockvelocity = Instance.new("BodyVelocity")
  761. rockvelocity.P = 500
  762. rockvelocity.maxForce = vt(math.huge, 0, math.huge)
  763. rockvelocity.Velocity = hit.Position * knockback - Property.Position
  764. if knockback > 0 then
  765. rockvelocity.Parent = hit.Parent.Torso
  766. end
  767. game:GetService("Debris"):AddItem(rockvelocity, 0.5)
  768. end
  769. DebounceHit = Instance.new("BoolValue", hit.Parent)
  770. DebounceHit.Name = "DebounceHit"
  771. DebounceHit.Value = true
  772. game:GetService("Debris"):AddItem(DebounceHit, Delay)
  773. end
  774. end
  775. function MagniDamage(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
  776. for _, c in pairs(workspace:GetChildren()) do
  777. local hum = c:FindFirstChild("Humanoid")
  778. local head
  779. if hum ~= nil then
  780. head = c:FindFirstChild("Torso")
  781. if head ~= nil then
  782. local targ = head.Position - Part.Position
  783. local mag = targ.magnitude
  784. if magni >= mag and c.Name ~= Player.Name then
  785. Damagefunc(head, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
  786. end
  787. end
  788. for _, d in pairs(c:GetChildren()) do
  789. if d.ClassName == "Model" and ranged ~= true then
  790. head = d:FindFirstChild("Hitbox")
  791. if head ~= nil then
  792. local targ = head.Position - Part.Position
  793. local mag = targ.magnitude
  794. if magni >= mag and c.Name ~= Player.Name then
  795. local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  796. hitrefpart.Anchored = true
  797. hitrefpart.CFrame = cf(head.Position)
  798. so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1)
  799. StaggerHitAnim.Value = true
  800. end
  801. end
  802. end
  803. end
  804. end
  805. end
  806. end
  807. function Lightning(p0, p1, tym, ofs, brickcolor, material, th, tra, last)
  808. local magz = p0 - p1.magnitude
  809. local curpos = p0
  810. local trz = {
  811. -ofs,
  812. ofs
  813. }
  814. for i = 1, tym do
  815. do
  816. local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym))
  817. li.Anchored = true
  818. local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
  819. local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
  820. if tym == i then
  821. local magz2 = curpos - p1.magnitude
  822. li.Size = vt(th, th, magz2)
  823. li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
  824. else
  825. li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
  826. end
  827. curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
  828. game.Debris:AddItem(li, last)
  829. coroutine.resume(coroutine.create(function()
  830. while li.Transparency ~= 1 do
  831. for i = 0, 1, last do
  832. hbwait()
  833. li.Transparency = li.Transparency + 0.1 / last
  834. end
  835. end
  836. end))
  837. end
  838. end
  839. end
  840. function MagicRing(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  841. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  842. prt.Anchored = true
  843. prt.CFrame = cframe
  844. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
  845. game:GetService("Debris"):AddItem(prt, 10)
  846. coroutine.resume(coroutine.create(function(Part, Mesh)
  847. for i = 0, 1, delay do
  848. hbwait()
  849. Part.CFrame = Part.CFrame
  850. Part.Transparency = i
  851. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  852. end
  853. Part.Parent = nil
  854. end), prt, msh)
  855. end
  856. function MagicWave(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  857. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  858. prt.Anchored = true
  859. prt.CFrame = cframe
  860. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
  861. game:GetService("Debris"):AddItem(prt, 10)
  862. coroutine.resume(coroutine.create(function(Part, Mesh)
  863. for i = 0, 1, delay do
  864. hbwait()
  865. Part.CFrame = Part.CFrame
  866. Part.Transparency = i
  867. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  868. end
  869. Part.Parent = nil
  870. end), prt, msh)
  871. end
  872. function MagicBlock(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
  873. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  874. prt.Anchored = true
  875. prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  876. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
  877. game:GetService("Debris"):AddItem(prt, 10)
  878. coroutine.resume(coroutine.create(function(Part, Mesh)
  879. for i = 0, 1, delay do
  880. hbwait()
  881. if rotate == true then
  882. Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  883. else
  884. end
  885. Part.Transparency = i
  886. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  887. end
  888. Part.Parent = nil
  889. end), prt, msh)
  890. end
  891. function MagicBlock2(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
  892. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  893. prt.Anchored = true
  894. prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  895. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
  896. game:GetService("Debris"):AddItem(prt, 10)
  897. CF = prt.CFrame
  898. num = math.random(5, 20)
  899. coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
  900. for i = 0, 1, delay do
  901. hbwait()
  902. if rotate == true then
  903. Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  904. else
  905. Part.CFrame = CF2 * cf(0, i * Num, 0)
  906. end
  907. Part.Transparency = i
  908. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  909. end
  910. Part.Parent = nil
  911. end), prt, msh, CF, num)
  912. end
  913. function MagicCylinder(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  914. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  915. prt.Anchored = true
  916. prt.CFrame = cframe
  917. local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
  918. game:GetService("Debris"):AddItem(prt, 10)
  919. coroutine.resume(coroutine.create(function(Part, Mesh)
  920. for i = 0, 1, delay do
  921. hbwait()
  922. Part.Transparency = i
  923. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  924. end
  925. Part.Parent = nil
  926. end), prt, msh)
  927. end
  928. function MagicCircle(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  929. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  930. prt.Anchored = true
  931. prt.CFrame = cframe
  932. local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
  933. game:GetService("Debris"):AddItem(prt, 10)
  934. coroutine.resume(coroutine.create(function(Part, Mesh)
  935. for i = 0, 1, delay do
  936. hbwait()
  937. Part.Transparency = i
  938. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  939. end
  940. Part.Parent = nil
  941. end), prt, msh)
  942. end
  943. function MagicHead(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  944. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  945. prt.Anchored = true
  946. prt.CFrame = cframe
  947. local msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1))
  948. game:GetService("Debris"):AddItem(prt, 10)
  949. coroutine.resume(coroutine.create(function(Part, Mesh)
  950. for i = 0, 1, delay do
  951. hbwait()
  952. Part.Transparency = i
  953. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  954. end
  955. Part.Parent = nil
  956. end), prt, msh)
  957. end
  958. function BreakEffect(brickcolor, material, rotate, cframe, x1, y1, z1, delay)
  959. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  960. prt.Anchored = true
  961. prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  962. local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
  963. game:GetService("Debris"):AddItem(prt, 10)
  964. coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
  965. CF = Part.CFrame
  966. Numbb = 0
  967. randnumb = math.random() - math.random()
  968. for i = 0, 1, delay do
  969. hbwait()
  970. CF = CF * cf(0, 1, 0)
  971. if rotate == true then
  972. Part.CFrame = CF * angles(Numbb, 0, 0)
  973. elseif rotate == false then
  974. Part.CFrame = CF
  975. end
  976. Part.Transparency = i
  977. Numbb = Numbb + randnumb
  978. end
  979. Part.Parent = nil
  980. end), prt, CF, Numbb, randnumb)
  981. end
  982. function ElecEffect(brickcolor, material, cf, x, y, z, delay)
  983. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  984. prt.Anchored = true
  985. prt.CFrame = cf
  986. xval = math.random()
  987. yval = math.random()
  988. zval = math.random()
  989. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
  990. game:GetService("Debris"):AddItem(prt, 10)
  991. coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
  992. for i = 0, 1, delay do
  993. hbwait()
  994. Part.CFrame = Part.CFrame
  995. xvaal = xvaal - 0.1 * (delay * 10)
  996. yvaal = yvaal - 0.1 * (delay * 10)
  997. zvaal = zvaal - 0.1 * (delay * 10)
  998. Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
  999. Part.Transparency = i
  1000. end
  1001. Part.Parent = nil
  1002. end), prt, msh, xval, yval, zval)
  1003. end
  1004. function TrailEffect(brickcolor, material, currentcf, oldcf, meshtype, reflectance, size, x, y, z, delay)
  1005. local prt = part(3, Effects, material, reflectance, 0, brickcolor, "Effect", vt())
  1006. prt.Anchored = true
  1007. prt.CFrame = currentcf
  1008. local TheMeshType = "BlockMesh"
  1009. if meshtype == "Cylinder" then
  1010. TheMeshType = "CylinderMesh"
  1011. end
  1012. local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt())
  1013. game:GetService("Debris"):AddItem(prt, 10)
  1014. local magnitudecframe = currentcf.p - oldcf.p.magnitude
  1015. prt.Size = Vector3.new(1, magnitudecframe, 1)
  1016. prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(math.rad(90), 0, 0)
  1017. msh.Scale = vt(0 + size, 1, 0 + size)
  1018. coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame)
  1019. for i = 0, 1, delay do
  1020. hbwait()
  1021. Part.Transparency = i
  1022. Mesh.Scale = Mesh.Scale + vt(x, y, z)
  1023. end
  1024. Part.Parent = nil
  1025. end), prt, msh, currentcf, oldcf)
  1026. end
  1027. function ClangEffect(brickcolor, material, cframe, angle, duration, size, power, reflectance, x, y, z, delay)
  1028. local prt = part(3, Effects, material, 0, 1, brickcolor, "Effect", vt())
  1029. prt.Anchored = true
  1030. prt.CFrame = cframe
  1031. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0))
  1032. game:GetService("Debris"):AddItem(prt, 10)
  1033. local TheLastPoint = cframe
  1034. coroutine.resume(coroutine.create(function(Part)
  1035. for i = 1, duration do
  1036. hbwait()
  1037. Part.CFrame = Part.CFrame * angles(math.rad(angle), 0, 0) * cf(0, power, 0)
  1038. TrailEffect(brickcolor, material, Part.CFrame, TheLastPoint, "Cylinder", reflectance, size, x, y, z, delay)
  1039. TheLastPoint = Part.CFrame
  1040. end
  1041. Part.Parent = nil
  1042. end), prt)
  1043. end
  1044. function MagicCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1045. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1046. prt.Anchored = true
  1047. prt.CFrame = cframe
  1048. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1778999", vt(0, 0, 0), vt(x1, y1, z1))
  1049. game:GetService("Debris"):AddItem(prt, 10)
  1050. coroutine.resume(coroutine.create(function(Part, Mesh)
  1051. for i = 0, 1, delay do
  1052. hbwait()
  1053. Part.Transparency = i
  1054. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1055. end
  1056. Part.Parent = nil
  1057. end), prt, msh)
  1058. end
  1059. function MagicFlatCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1060. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1061. prt.Anchored = true
  1062. prt.CFrame = cframe
  1063. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1033714", vt(0, 0, 0), vt(x1, y1, z1))
  1064. game:GetService("Debris"):AddItem(prt, 10)
  1065. coroutine.resume(coroutine.create(function(Part, Mesh)
  1066. for i = 0, 1, delay do
  1067. hbwait()
  1068. Part.Transparency = i
  1069. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1070. end
  1071. Part.Parent = nil
  1072. end), prt, msh)
  1073. end
  1074. function MagicSpikedCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1075. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1076. prt.Anchored = true
  1077. prt.CFrame = cframe
  1078. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1323306", vt(0, 0, 0), vt(x1, y1, z1))
  1079. game:GetService("Debris"):AddItem(prt, 10)
  1080. coroutine.resume(coroutine.create(function(Part, Mesh)
  1081. for i = 0, 1, delay do
  1082. hbwait()
  1083. Part.Transparency = i
  1084. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1085. end
  1086. Part.Parent = nil
  1087. end), prt, msh)
  1088. end
  1089. function MagicCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1090. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1091. prt.Anchored = true
  1092. prt.CFrame = cframe
  1093. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1078075", vt(0, 0, 0), vt(x1, y1, z1))
  1094. game:GetService("Debris"):AddItem(prt, 10)
  1095. coroutine.resume(coroutine.create(function(Part, Mesh)
  1096. for i = 0, 1, delay do
  1097. hbwait()
  1098. Part.Transparency = i
  1099. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1100. end
  1101. Part.Parent = nil
  1102. end), prt, msh)
  1103. end
  1104. function MagicSkull(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1105. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1106. prt.Anchored = true
  1107. prt.CFrame = cframe
  1108. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=4770583", vt(0, 0, 0), vt(x1, y1, z1))
  1109. game:GetService("Debris"):AddItem(prt, 10)
  1110. coroutine.resume(coroutine.create(function(Part, Mesh)
  1111. for i = 0, 1, delay do
  1112. hbwait()
  1113. Part.Transparency = i
  1114. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1115. end
  1116. Part.Parent = nil
  1117. end), prt, msh)
  1118. end
  1119. local startequipped = false
  1120. local startequippedwithequipanimation = true
  1121. local disableanimator = true
  1122. local disableanimate = false
  1123. local alternatewalk = false
  1124. local hidemenu = false
  1125. local allowmenutofunction = true
  1126. local allowabilitiestofunction = true
  1127. local canunequiporequip = false
  1128. local allowidle = false
  1129. local allowwalking = false
  1130. local disablemovingarms = false
  1131. local usemotorsinsteadofwelds = false
  1132. local leftarm = false
  1133. local rightarm = false
  1134. local allowhopperbin = false
  1135. local showstunbar = false
  1136. local walkspeeddependsonmovementvalue = true
  1137. local alternatemanaregensystem = true
  1138. local showhealthmanaandstunnumbers = true
  1139. local changebarcolorsifnotenoughmana = false
  1140. local disablejump = false
  1141. if hidemenu == true then
  1142. for _, v in pairs(scrn:GetChildren()) do
  1143. if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
  1144. v.Visible = false
  1145. end
  1146. end
  1147. end
  1148. Humanoid.Changed:connect(function(Jump)
  1149. if Jump == "Jump" and disablejump == true then
  1150. Humanoid.Jump = false
  1151. end
  1152. end)
  1153. if allowmenutofunction == true then
  1154. for _, v in pairs(scrn:GetChildren()) do
  1155. if v.ClassName == "Frame" then
  1156. for _, b in pairs(v:GetChildren()) do
  1157. if b.ClassName == "TextLabel" then
  1158. coroutine.resume(coroutine.create(function(TheTextLabel)
  1159. wait(menuupdatespeed)
  1160. for i = 1, 0, -0.1 do
  1161. hbwait()
  1162. TheTextLabel.TextTransparency = i
  1163. TheTextLabel.TextStrokeTransparency = i
  1164. end
  1165. TheTextLabel.TextTransparency = 0
  1166. TheTextLabel.TextStrokeTransparency = 0
  1167. end), b)
  1168. if showstats == true then
  1169. coroutine.resume(coroutine.create(function(TheTextLabel)
  1170. wait(menuupdatespeed)
  1171. for i = 1, 0, -0.1 do
  1172. hbwait()
  1173. TheTextLabel.TextTransparency = i
  1174. TheTextLabel.TextStrokeTransparency = i
  1175. end
  1176. TheTextLabel.TextTransparency = 0
  1177. TheTextLabel.TextStrokeTransparency = 0
  1178. end), b)
  1179. end
  1180. if showstunbar == true then
  1181. coroutine.resume(coroutine.create(function(TheTextLabel)
  1182. wait(menuupdatespeed)
  1183. for i = 1, 0, -0.1 do
  1184. hbwait()
  1185. TheTextLabel.TextTransparency = i
  1186. TheTextLabel.TextStrokeTransparency = i
  1187. end
  1188. TheTextLabel.TextTransparency = 0
  1189. TheTextLabel.TextStrokeTransparency = 0
  1190. end), b)
  1191. end
  1192. if allowabilitiestofunction == true then
  1193. coroutine.resume(coroutine.create(function(TheTextLabel)
  1194. wait(menuupdatespeed)
  1195. for i = 1, 0, -0.1 do
  1196. hbwait()
  1197. TheTextLabel.TextTransparency = i
  1198. TheTextLabel.TextStrokeTransparency = i
  1199. end
  1200. TheTextLabel.TextTransparency = 0
  1201. TheTextLabel.TextStrokeTransparency = 0
  1202. end), b)
  1203. end
  1204. end
  1205. end
  1206. end
  1207. end
  1208. end
  1209. if allowhopperbin == true then
  1210. if script.Parent.className ~= "HopperBin" then
  1211. Tool = Instance.new("HopperBin")
  1212. Tool.Parent = Backpack
  1213. Tool.Name = "Weapon Name"
  1214. script.Parent = Tool
  1215. end
  1216. Bin = script.Parent
  1217. end
  1218. if disablemovingarms == true then
  1219. RWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
  1220. LWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
  1221. RSH, LSH = nil, nil
  1222. if usemotorsinsteadofwelds == true then
  1223. RW = Instance.new("Motor")
  1224. LW = Instance.new("Motor")
  1225. else
  1226. RW = Instance.new("Weld")
  1227. LW = Instance.new("Weld")
  1228. end
  1229. RW.Name = "Right Shoulder"
  1230. LW.Name = "Left Shoulder"
  1231. RSH = Torso["Right Shoulder"]
  1232. LSH = Torso["Left Shoulder"]
  1233. RSH.Parent = Torso
  1234. LSH.Parent = Torso
  1235. RW.Name = "Right Shoulder"
  1236. RW.Part0 = Torso
  1237. RW.C0 = cf(1.5, 0.5, 0)
  1238. RW.C1 = cf(0, 0.5, 0)
  1239. RW.Part1 = Character["Right Arm"]
  1240. RW.Parent = nil
  1241. LW.Name = "Left Shoulder"
  1242. LW.Part0 = Torso
  1243. LW.C0 = cf(-1.5, 0.5, 0)
  1244. LW.C1 = cf(0, 0.5, 0)
  1245. LW.Part1 = Character["Left Arm"]
  1246. LW.Parent = nil
  1247. else
  1248. RW = Torso["Right Shoulder"]
  1249. LW = Torso["Left Shoulder"]
  1250. RWC0 = cf(-0.5, 0, 0) * angles(math.rad(0), math.rad(90), math.rad(0))
  1251. LWC0 = cf(0.5, 0, 0) * angles(math.rad(0), math.rad(-90), math.rad(0))
  1252. end
  1253. if allowidle == true then
  1254. coroutine.resume(coroutine.create(function()
  1255. while true do
  1256. for i = 0, 1, 0.08 do
  1257. wait()
  1258. idleangle = idleangle + 0.005 * idlen
  1259. idlen = idlen - 0.1
  1260. end
  1261. idlen = 0
  1262. for i = 0, 1, 0.08 do
  1263. wait()
  1264. idleangle = idleangle - 0.005 * idlen
  1265. idlen = idlen - 0.1
  1266. end
  1267. idlen = 0
  1268. idleangle = 0
  1269. end
  1270. end))
  1271. end
  1272. if startequipped == true then
  1273. for _, v in pairs(m:GetChildren()) do
  1274. if v.ClassName == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Handle" then
  1275. v.Transparency = 0
  1276. end
  1277. end
  1278. elseif startequippedwithequipanimation == true then
  1279. for _, v in pairs(m:GetChildren()) do
  1280. if v.ClassName == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Handle" then
  1281. coroutine.resume(coroutine.create(function(Part)
  1282. for i = 1, 0, -0.1 do
  1283. hbwait()
  1284. Part.Transparency = i
  1285. end
  1286. Part.Transparency = 0
  1287. end), v)
  1288. end
  1289. end
  1290. end
  1291. function equipanim()
  1292. attack = true
  1293. Movement.Value = Movement.Value - 0.1
  1294. Defense.Value = Defense.Value + 0.4
  1295. so("346134880", RightArm, 0.5, 1)
  1296. so("346134880", LeftArm, 0.5, 1)
  1297. for i = 0, 1, 0.06 / animationspeed do
  1298. hbwait()
  1299. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1300. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1301. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.3 / animationspeed)
  1302. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(45)) * LWC0, 0.3 / animationspeed)
  1303. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1304. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1305. end
  1306. for i = 0, 1, 0.06 / animationspeed do
  1307. hbwait()
  1308. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1309. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(1.25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1310. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-60)) * RWC0, 0.45 / animationspeed)
  1311. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(60)) * LWC0, 0.45 / animationspeed)
  1312. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1313. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1314. end
  1315. attack = false
  1316. end
  1317. function unequipanim()
  1318. attack = true
  1319. for i = 0, 1, 0.08 / animationspeed do
  1320. hbwait()
  1321. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1322. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1323. RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1324. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1325. RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1326. LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1327. RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1328. LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1329. end
  1330. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1331. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1332. RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
  1333. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
  1334. RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
  1335. LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
  1336. RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1337. LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1338. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1339. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1340. Movement.Value = Movement.Value + 0.1
  1341. Defense.Value = Defense.Value - 0.4
  1342. attack = false
  1343. end
  1344. if startequipped == true then
  1345. equipped = true
  1346. if disableanimate == true then
  1347. Animate.Disabled = true
  1348. local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
  1349. idleanimation:Play()
  1350. end
  1351. if disableanimator == true then
  1352. Animator.Parent = nil
  1353. end
  1354. if disablemovingarms == true then
  1355. RW.Parent = Torso
  1356. LW.Parent = Torso
  1357. RSH.Parent = nil
  1358. LSH.Parent = nil
  1359. end
  1360. Movement.Value = Movement.Value - 0.1
  1361. Defense.Value = Defense.Value + 0.4
  1362. elseif startequippedwithequipanimation == true then
  1363. equipped = true
  1364. if disableanimate == true then
  1365. Animate.Disabled = true
  1366. local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
  1367. idleanimation:Play()
  1368. end
  1369. if disableanimator == true then
  1370. Animator.Parent = nil
  1371. end
  1372. if disablemovingarms == true then
  1373. RW.Parent = Torso
  1374. LW.Parent = Torso
  1375. RSH.Parent = nil
  1376. LSH.Parent = nil
  1377. end
  1378. coroutine.resume(coroutine.create(function()
  1379. hbwait()
  1380. equipanim()
  1381. end))
  1382. end
  1383. function StaggerHit()
  1384. attack = true
  1385. for i = 1, math.random(2, 4) do
  1386. ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1387. end
  1388. for i = 0, 1, 0.1 / animationspeed do
  1389. hbwait()
  1390. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1391. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(30)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1392. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-30), math.rad(0), math.rad(60)) * angles(math.rad(0), math.rad(-30), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1393. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(-20)) * angles(math.rad(0), math.rad(20), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1394. RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1395. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  1396. if StaggerAnim.Value == true or StunAnim.Value == true then
  1397. break
  1398. end
  1399. end
  1400. attack = false
  1401. end
  1402. function Stagger()
  1403. attack = true
  1404. disablejump = true
  1405. for i = 1, math.random(2, 4) do
  1406. ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1407. end
  1408. attacktype = 1
  1409. local staggervelocity = Instance.new("BodyVelocity", Torso)
  1410. staggervelocity.P = 500
  1411. staggervelocity.maxForce = vt(math.huge, 0, math.huge)
  1412. if Rooted.Value == false then
  1413. staggervelocity.Velocity = RootPart.CFrame.lookVector * -25
  1414. end
  1415. for i = 0, 1, 0.35 / animationspeed do
  1416. hbwait()
  1417. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1418. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(35)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1419. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(-30), math.rad(40)) * RWC0, 0.3 / animationspeed)
  1420. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(5), math.rad(-20)) * LWC0, 0.3 / animationspeed)
  1421. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(100), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1422. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  1423. end
  1424. for i = 0, 1, 0.2 / animationspeed do
  1425. hbwait()
  1426. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2 + idleangle) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1427. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(35)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1428. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(-30), math.rad(40)) * RWC0, 0.3 / animationspeed)
  1429. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(5), math.rad(-20)) * LWC0, 0.3 / animationspeed)
  1430. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(100), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1431. LH.C0 = clerp(LH.C0, cf(-1, -0.9 - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1432. end
  1433. staggervelocity:Destroy()
  1434. for i = 0, 1, 0.015 / animationspeed do
  1435. hbwait()
  1436. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(-5), math.rad(-5), math.rad(0)), 0.3 / animationspeed)
  1437. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(20)) * angles(math.rad(0), math.rad(5), math.rad(0)), 0.3 / animationspeed)
  1438. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * angles(math.rad(0), math.rad(-20), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1439. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-10)) * angles(math.rad(0), math.rad(20), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1440. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(70)) * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3 / animationspeed)
  1441. LH.C0 = clerp(LH.C0, cf(-1, 0.4 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.3 / animationspeed)
  1442. if StunAnim.Value == true then
  1443. break
  1444. end
  1445. end
  1446. attacktype = 1
  1447. disablejump = false
  1448. attack = false
  1449. end
  1450. function Stun()
  1451. attack = true
  1452. disablejump = true
  1453. attacktype = 1
  1454. DamageStatLabel(Head.CFrame, "Stunned!", Color3.new(1, 1, 0))
  1455. for i = 0, 1, 0.4 / animationspeed do
  1456. hbwait()
  1457. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(-160)), 0.3 / animationspeed)
  1458. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1459. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(70), math.rad(0), math.rad(15)) * RWC0, 0.3 / animationspeed)
  1460. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(70), math.rad(0), math.rad(-15)) * LWC0, 0.3 / animationspeed)
  1461. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1462. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1463. end
  1464. for i = 0, 1, 0.4 / animationspeed do
  1465. hbwait()
  1466. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(45), math.rad(0), math.rad(-170)), 0.3 / animationspeed)
  1467. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-30)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1468. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(45)) * RWC0, 0.3 / animationspeed)
  1469. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(-45)) * LWC0, 0.3 / animationspeed)
  1470. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-40)), 0.3 / animationspeed)
  1471. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1472. end
  1473. for i = 0, 1, 0.4 / animationspeed do
  1474. hbwait()
  1475. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(75), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
  1476. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-60)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1477. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(75)) * RWC0, 0.3 / animationspeed)
  1478. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-45), math.rad(0), math.rad(-75)) * LWC0, 0.3 / animationspeed)
  1479. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-40)), 0.3 / animationspeed)
  1480. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1481. end
  1482. gyro = Instance.new("BodyGyro")
  1483. gyro.Parent = nil
  1484. gyro.P = 10000000
  1485. gyro.D = 1000
  1486. gyro.MaxTorque = vt(10000000, 10000000, 10000000)
  1487. gyro.cframe = RootPart.CFrame
  1488. for i = 1, 70 * animationspeed do
  1489. hbwait()
  1490. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5 + idleangle) * angles(math.rad(90), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
  1491. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1492. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(-10), math.rad(90)) * RWC0, 0.3 / animationspeed)
  1493. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-90), math.rad(0), math.rad(-90)) * LWC0, 0.3 / animationspeed)
  1494. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.2) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1495. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1496. end
  1497. for i = 0, 1, 0.5 / animationspeed do
  1498. hbwait()
  1499. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(90), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
  1500. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1501. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(-10), math.rad(120)) * RWC0, 0.3 / animationspeed)
  1502. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-90), math.rad(0), math.rad(-120)) * LWC0, 0.3 / animationspeed)
  1503. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.2) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1504. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1505. end
  1506. for i = 0, 1, 0.15 / animationspeed do
  1507. hbwait()
  1508. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5 + idleangle) * angles(math.rad(30), math.rad(0), math.rad(120)), 0.3 / animationspeed)
  1509. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1510. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(30)) * RWC0, 0.3 / animationspeed)
  1511. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(20)) * LWC0, 0.3 / animationspeed)
  1512. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, 0) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(70)), 0.3 / animationspeed)
  1513. LH.C0 = clerp(LH.C0, cf(-1, -0.25 - idleangle, -1) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1514. end
  1515. gyro.Parent = nil
  1516. attacktype = 1
  1517. disablejump = false
  1518. attack = false
  1519. end
  1520. function Dance()
  1521. if Mode == "Sword" then
  1522. EAbility()
  1523. end
  1524. attack = true
  1525. dancing = true
  1526. disablejump = true
  1527. Rooted.Value = true
  1528. while dancing == true do
  1529. hbwait()
  1530. for i = 0, 1, 0.5 / animationspeed do
  1531. hbwait()
  1532. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1533. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.25 / animationspeed)
  1534. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.25 / animationspeed)
  1535. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.25 / animationspeed)
  1536. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(22.5)), 0.5 / animationspeed)
  1537. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-22.5)), 0.5 / animationspeed)
  1538. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1539. break
  1540. end
  1541. end
  1542. for i = 0, 1, 0.15 / animationspeed do
  1543. hbwait()
  1544. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(-0.5, 0, 0 + idleangle) * angles(math.rad(0), math.rad(-20), math.rad(30)), 0.5 / animationspeed)
  1545. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(-10), math.rad(-30)), 0.25 / animationspeed)
  1546. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(60), math.rad(0), math.rad(-60)) * RWC0, 0.25 / animationspeed)
  1547. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(60), math.rad(0), math.rad(-60)) * LWC0, 0.25 / animationspeed)
  1548. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(-7.5)), 0.5 / animationspeed)
  1549. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1550. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1551. break
  1552. end
  1553. end
  1554. for i = 0, 1, 0.5 / animationspeed do
  1555. hbwait()
  1556. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1557. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.25 / animationspeed)
  1558. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.25 / animationspeed)
  1559. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.25 / animationspeed)
  1560. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(22.5)), 0.5 / animationspeed)
  1561. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-22.5)), 0.5 / animationspeed)
  1562. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1563. break
  1564. end
  1565. end
  1566. for i = 0, 1, 0.15 / animationspeed do
  1567. hbwait()
  1568. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0.5, 0, 0 + idleangle) * angles(math.rad(0), math.rad(20), math.rad(-30)), 0.5 / animationspeed)
  1569. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(10), math.rad(30)), 0.25 / animationspeed)
  1570. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(60), math.rad(0), math.rad(60)) * RWC0, 0.25 / animationspeed)
  1571. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(60), math.rad(0), math.rad(60)) * LWC0, 0.25 / animationspeed)
  1572. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1573. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(7.5)), 0.5 / animationspeed)
  1574. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1575. break
  1576. end
  1577. end
  1578. end
  1579. disablejump = false
  1580. Rooted.Value = false
  1581. attack = false
  1582. end
  1583. function EAbility()
  1584. attack = true
  1585. if Mode == "Normal" then
  1586. Mode = "Sword"
  1587. for i = 0, 1, 0.08 / animationspeed do
  1588. hbwait()
  1589. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1590. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1591. RW.C0 = clerp(RW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-110)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1592. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1593. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1594. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1595. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1596. break
  1597. end
  1598. end
  1599. Handleweld.Part0 = LeftArm
  1600. Handleweld.C0 = cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160))
  1601. Defense.Value = Defense.Value + 0.2
  1602. Damage.Value = Damage.Value + 0.5
  1603. Movement.Value = Movement.Value - 0.4
  1604. manawait = 30
  1605. elseif Mode == "Sword" then
  1606. Mode = "Normal"
  1607. for i = 0, 1, 0.08 / animationspeed do
  1608. hbwait()
  1609. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1610. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1611. RW.C0 = clerp(RW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-110)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1612. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1613. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1614. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1615. Handleweld.C0 = clerp(Handleweld.C0, cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160)), 0.3 / animationspeed)
  1616. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1617. break
  1618. end
  1619. end
  1620. Handleweld.Part0 = Torso
  1621. Handleweld.C0 = cf(-4, 2.5, 0.8) * angles(0, math.rad(-90), 0) * angles(math.rad(-30), 0, 0)
  1622. Defense.Value = Defense.Value - 0.2
  1623. Damage.Value = Damage.Value - 0.5
  1624. Movement.Value = Movement.Value + 0.4
  1625. manawait = 20
  1626. end
  1627. attack = false
  1628. end
  1629. function Attack1()
  1630. attack = true
  1631. if Mode == "Normal" then
  1632. for i = 0, 1, 0.15 / animationspeed do
  1633. hbwait()
  1634. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.45 / animationspeed)
  1635. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(-40)), 0.45 / animationspeed)
  1636. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(-15)) * RWC0, 0.45 / animationspeed)
  1637. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(10)) * LWC0, 0.45 / animationspeed)
  1638. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1639. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.45 / animationspeed)
  1640. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1641. break
  1642. end
  1643. end
  1644. so("169445092", LeftArm, 1, 0.8)
  1645. for i = 0, 1, 0.15 / animationspeed do
  1646. hbwait()
  1647. MagniDamage(LeftArm, 5, 5, 10, math.random(2, 4), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1648. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.25, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-50)), 0.6 / animationspeed)
  1649. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(50)), 0.6 / animationspeed)
  1650. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(-20)) * RWC0, 0.6 / animationspeed)
  1651. LW.C0 = clerp(LW.C0, cf(-1.5, 0.4 + idleangle, -0.25) * angles(math.rad(100), math.rad(0), math.rad(-20)) * LWC0, 0.6 / animationspeed)
  1652. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-5)), 0.6 / animationspeed)
  1653. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-40), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.6 / animationspeed)
  1654. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1655. break
  1656. end
  1657. end
  1658. for i = 0, 1, 0.15 / animationspeed do
  1659. hbwait()
  1660. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.45 / animationspeed)
  1661. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
  1662. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(-15)) * RWC0, 0.45 / animationspeed)
  1663. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(10)) * LWC0, 0.45 / animationspeed)
  1664. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
  1665. LH.C0 = clerp(LH.C0, cf(-0.85, -1 - idleangle, 0.4) * angles(math.rad(0), math.rad(-30), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
  1666. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1667. break
  1668. end
  1669. end
  1670. so("169445092", RightArm, 1, 0.9)
  1671. for i = 0, 1, 0.15 / animationspeed do
  1672. hbwait()
  1673. MagniDamage(RightArm, 5, 5, 10, math.random(2, 4), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1674. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.25, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.6 / animationspeed)
  1675. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-2.5), math.rad(0), math.rad(-50)), 0.6 / animationspeed)
  1676. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, -0.25) * angles(math.rad(90), math.rad(0), math.rad(30)) * RWC0, 0.6 / animationspeed)
  1677. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(30)) * LWC0, 0.6 / animationspeed)
  1678. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(40), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.6 / animationspeed)
  1679. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.6 / animationspeed)
  1680. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1681. break
  1682. end
  1683. end
  1684. elseif Mode == "Sword" then
  1685. for i = 0, 1, 0.05 / animationspeed do
  1686. hbwait()
  1687. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1688. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  1689. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * RWC0, 0.3 / animationspeed)
  1690. LW.C0 = clerp(LW.C0, cf(-1.25, 0.5 + idleangle, -0.25) * angles(math.rad(20), math.rad(0), math.rad(-80)) * angles(math.rad(0), math.rad(150), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1691. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  1692. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1693. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1694. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1695. break
  1696. end
  1697. end
  1698. so("231917950", Hitbox, 1, 1.2)
  1699. so("203691447", Hitbox, 1, 1.2)
  1700. for i = 0, 1, 0.05 / animationspeed do
  1701. hbwait()
  1702. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
  1703. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3 / animationspeed)
  1704. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1705. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(110), math.rad(0), math.rad(-50)) * RWC0, 0.3 / animationspeed)
  1706. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(30)) * angles(math.rad(0), math.rad(85), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1707. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1708. LH.C0 = clerp(LH.C0, cf(-0.75, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-20), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-2.5)), 0.3 / animationspeed)
  1709. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.5, -0.25) * angles(math.rad(-70), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1710. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1711. break
  1712. end
  1713. end
  1714. end
  1715. attack = false
  1716. end
  1717. function Attack2()
  1718. attack = true
  1719. if Mode == "Normal" then
  1720. for i = 0, 1, 0.15 / animationspeed do
  1721. hbwait()
  1722. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1723. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1724. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(60), math.rad(0), math.rad(-30)) * RWC0, 0.45 / animationspeed)
  1725. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-10), math.rad(0), math.rad(-20)) * LWC0, 0.45 / animationspeed)
  1726. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1727. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(40)), 0.45 / animationspeed)
  1728. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1729. break
  1730. end
  1731. end
  1732. disablejump = true
  1733. Rooted.Value = true
  1734. so("169445092", LeftLeg, 1, 1)
  1735. for i = 0, 1, 0.15 / animationspeed do
  1736. hbwait()
  1737. MagniDamage(LeftLeg, 5, 5, 10, 0, "Knockdown", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1738. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.25, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.6 / animationspeed)
  1739. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1740. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(0), math.rad(10)) * RWC0, 0.6 / animationspeed)
  1741. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-30), math.rad(0), math.rad(-20)) * LWC0, 0.6 / animationspeed)
  1742. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-15)), 0.6 / animationspeed)
  1743. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-100)), 0.6 / animationspeed)
  1744. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1745. break
  1746. end
  1747. end
  1748. for i = 0, 1, 0.15 / animationspeed do
  1749. hbwait()
  1750. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(-70)), 0.45 / animationspeed)
  1751. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(70)) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1752. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(10)) * RWC0, 0.45 / animationspeed)
  1753. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-10), math.rad(0), math.rad(-30)) * LWC0, 0.45 / animationspeed)
  1754. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1755. LH.C0 = clerp(LH.C0, cf(-1.1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.45 / animationspeed)
  1756. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1757. break
  1758. end
  1759. end
  1760. so("169445092", LeftLeg, 1, 0.7)
  1761. for i = 0, 1, 0.15 / animationspeed do
  1762. hbwait()
  1763. MagniDamage(LeftLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1764. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(-90)), 0.6 / animationspeed)
  1765. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1766. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(30)) * RWC0, 0.6 / animationspeed)
  1767. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-10), math.rad(0), math.rad(-50)) * LWC0, 0.6 / animationspeed)
  1768. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(-2.5)), 0.6 / animationspeed)
  1769. LH.C0 = clerp(LH.C0, cf(-1.1, -0.35 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-12.5), math.rad(0), math.rad(-2.5)), 0.6 / animationspeed)
  1770. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1771. break
  1772. end
  1773. end
  1774. disablejump = false
  1775. Rooted.Value = false
  1776. elseif Mode == "Sword" then
  1777. for i = 0, 1, 0.05 / animationspeed do
  1778. hbwait()
  1779. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.3 / animationspeed)
  1780. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1781. RW.C0 = clerp(RW.C0, cf(0.5, 0 + idleangle, -0.75) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(15), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1782. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(60)) * angles(math.rad(-10), math.rad(-90), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1783. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1784. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(-30), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1785. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-40), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1786. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1787. break
  1788. end
  1789. end
  1790. so("231917950", Hitbox, 1, 1.2)
  1791. so("203691467", Hitbox, 1, 1.2)
  1792. for i = 0, 1, 0.05 / animationspeed do
  1793. hbwait()
  1794. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
  1795. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.3 / animationspeed)
  1796. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1797. RW.C0 = clerp(RW.C0, cf(-0.5, 0 + idleangle, -0.75) * angles(math.rad(90), math.rad(0), math.rad(-100)) * angles(math.rad(20), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1798. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-50)) * angles(math.rad(-10), math.rad(-90), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1799. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(40), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  1800. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-17.5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1801. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1802. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1803. break
  1804. end
  1805. end
  1806. end
  1807. attack = false
  1808. end
  1809. function Attack3()
  1810. attack = true
  1811. if Mode == "Normal" then
  1812. disablejump = true
  1813. Rooted.Value = true
  1814. for i = 0, 1, 0.15 / animationspeed do
  1815. hbwait()
  1816. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(80)), 0.45 / animationspeed)
  1817. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-70)) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1818. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(30)) * RWC0, 0.45 / animationspeed)
  1819. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-5), math.rad(0), math.rad(-20)) * LWC0, 0.45 / animationspeed)
  1820. RH.C0 = clerp(RH.C0, cf(0.75, -0.25 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-60), math.rad(0), math.rad(5)), 0.45 / animationspeed)
  1821. LH.C0 = clerp(LH.C0, cf(-1, -0.7 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  1822. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1823. break
  1824. end
  1825. end
  1826. so("169445092", RightLeg, 1, 1.1)
  1827. for i = 0, 1, 0.15 / animationspeed do
  1828. hbwait()
  1829. MagniDamage(RightLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1830. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0 + idleangle) * angles(math.rad(-15), math.rad(0), math.rad(90)), 0.6 / animationspeed)
  1831. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-80)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1832. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(45)) * RWC0, 0.6 / animationspeed)
  1833. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-5), math.rad(0), math.rad(-40)) * LWC0, 0.6 / animationspeed)
  1834. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-70), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1835. LH.C0 = clerp(LH.C0, cf(-1, -0.7 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-27.5), math.rad(0), math.rad(2.5)), 0.6 / animationspeed)
  1836. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1837. break
  1838. end
  1839. end
  1840. for i = 0, 1, 0.15 / animationspeed do
  1841. hbwait()
  1842. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.25 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  1843. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
  1844. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(130), math.rad(0), math.rad(-10)) * RWC0, 0.45 / animationspeed)
  1845. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(50), math.rad(0), math.rad(-15)) * LWC0, 0.45 / animationspeed)
  1846. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(45), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1847. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1848. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1849. break
  1850. end
  1851. end
  1852. so("169445092", LeftLeg, 1, 1.2)
  1853. for i = 0, 1, 0.15 / animationspeed do
  1854. hbwait()
  1855. MagniDamage(LeftLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1856. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-80)), 0.6 / animationspeed)
  1857. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(80)) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1858. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(5)) * RWC0, 0.6 / animationspeed)
  1859. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(25)) * LWC0, 0.6 / animationspeed)
  1860. RH.C0 = clerp(RH.C0, cf(1, -0.8 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-17.5), math.rad(0), math.rad(-10)), 0.6 / animationspeed)
  1861. LH.C0 = clerp(LH.C0, cf(-0.75, -0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-70), math.rad(0), math.rad(-30)), 0.6 / animationspeed)
  1862. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1863. break
  1864. end
  1865. end
  1866. disablejump = false
  1867. Rooted.Value = false
  1868. elseif Mode == "Sword" then
  1869. for i = 0, 1, 0.05 / animationspeed do
  1870. hbwait()
  1871. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(50)), 0.3 / animationspeed)
  1872. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-50)) * angles(math.rad(-7.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1873. RW.C0 = clerp(RW.C0, cf(-0.5, 0.25 + idleangle, -0.5) * angles(math.rad(120), math.rad(0), math.rad(-75)) * angles(math.rad(-40), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1874. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(-90)) * angles(math.rad(-70), math.rad(60), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1875. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, 0) * angles(math.rad(0), math.rad(30), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(22.5)), 0.3 / animationspeed)
  1876. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1877. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1878. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1879. break
  1880. end
  1881. end
  1882. so("231917950", Hitbox, 1, 0.8)
  1883. so("203691447", Hitbox, 1, 0.8)
  1884. for i = 0, 1, 0.05 / animationspeed do
  1885. hbwait()
  1886. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
  1887. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.1 + idleangle) * angles(math.rad(-5), math.rad(0), math.rad(-50)), 0.3 / animationspeed)
  1888. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(50)) * angles(math.rad(7.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1889. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-70)) * angles(math.rad(10), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1890. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(50)) * angles(math.rad(10), math.rad(80), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1891. RH.C0 = clerp(RH.C0, cf(1, -0.8 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1892. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-40), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  1893. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1894. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1895. break
  1896. end
  1897. end
  1898. end
  1899. attack = false
  1900. end
  1901. function GroundSmash(Part, Range)
  1902. local hit, pos = rayCast(Part.Position, cf(Part.Position, Part.Position + vt(0, -1, 0)).lookVector, Range, Character)
  1903. if hit ~= nil then
  1904. local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
  1905. refpart.Anchored = true
  1906. refpart.CFrame = cf(pos)
  1907. game:GetService("Debris"):AddItem(refpart, 5)
  1908. for i = 1, math.random(10, 20) do
  1909. local flyingdebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  1910. flyingdebris.TopSurface = hit.TopSurface
  1911. flyingdebris.BottomSurface = hit.BottomSurface
  1912. flyingdebris.LeftSurface = hit.LeftSurface
  1913. flyingdebris.RightSurface = hit.RightSurface
  1914. flyingdebris.FrontSurface = hit.FrontSurface
  1915. flyingdebris.BackSurface = hit.BackSurface
  1916. flyingdebris.Anchored = false
  1917. flyingdebris.CFrame = refpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  1918. flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(50, 75), math.random(-75, 75))
  1919. game:GetService("Debris"):AddItem(flyingdebris, 5)
  1920. coroutine.resume(coroutine.create(function(TheDebris)
  1921. for i = 0, 1, 0.1 do
  1922. hbwait()
  1923. TheDebris.Transparency = i
  1924. end
  1925. TheDebris.Transparency = 1
  1926. TheDebris.Parent = nil
  1927. end), flyingdebris)
  1928. end
  1929. for i = 1, math.random(10, 20) do
  1930. local grounddebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  1931. grounddebris.TopSurface = hit.TopSurface
  1932. grounddebris.BottomSurface = hit.BottomSurface
  1933. grounddebris.LeftSurface = hit.LeftSurface
  1934. grounddebris.RightSurface = hit.RightSurface
  1935. grounddebris.FrontSurface = hit.FrontSurface
  1936. grounddebris.BackSurface = hit.BackSurface
  1937. grounddebris.Anchored = true
  1938. grounddebris.CFrame = refpart.CFrame * cf(math.random(-750, 750) / 100, 0, math.random(-750, 750) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  1939. game:GetService("Debris"):AddItem(grounddebris, 10)
  1940. coroutine.resume(coroutine.create(function(TheDebris)
  1941. wait(5)
  1942. for i = 0, 1, 0.1 do
  1943. hbwait()
  1944. TheDebris.Transparency = i
  1945. end
  1946. TheDebris.Transparency = 1
  1947. TheDebris.Parent = nil
  1948. end), grounddebris)
  1949. end
  1950. so("199145477", refpart, 1, 0.75)
  1951. so("157878578", refpart, 1, 1)
  1952. MagicRing(hit.BrickColor, hit.Material, refpart.CFrame * angles(math.rad(90), 0, 0), 5, 5, 1, 1, 1, 1, 0.05)
  1953. MagicWave(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.05)
  1954. MagniDamage(refpart, 15, 5, 10, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1955. end
  1956. end
  1957. function Attack4()
  1958. attack = true
  1959. if Mode == "Normal" then
  1960. for i = 0, 1, 0.15 / animationspeed do
  1961. hbwait()
  1962. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(40)), 0.45 / animationspeed)
  1963. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-40)), 0.45 / animationspeed)
  1964. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * angles(math.rad(30), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  1965. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * angles(math.rad(-10), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  1966. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1967. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1968. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1969. break
  1970. end
  1971. end
  1972. so("169445092", LeftArm, 1, 1.3)
  1973. for i = 0, 1, 0.15 / animationspeed do
  1974. hbwait()
  1975. MagniDamage(LeftArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1976. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(-70)), 0.45 / animationspeed)
  1977. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(70)), 0.45 / animationspeed)
  1978. RW.C0 = clerp(RW.C0, cf(1.25, 0.5 + idleangle, -0.25) * angles(math.rad(80), math.rad(0), math.rad(-30)) * RWC0, 0.45 / animationspeed)
  1979. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-60)) * LWC0, 0.45 / animationspeed)
  1980. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1981. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(-20), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-7.5)), 0.45 / animationspeed)
  1982. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1983. break
  1984. end
  1985. end
  1986. for i = 0, 1, 0.15 / animationspeed do
  1987. hbwait()
  1988. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.25 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(-60)), 0.45 / animationspeed)
  1989. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.45 / animationspeed)
  1990. RW.C0 = clerp(RW.C0, cf(1.25, 0.25 + idleangle, -0.25) * angles(math.rad(90), math.rad(0), math.rad(-20)) * angles(math.rad(-30), math.rad(-30), math.rad(0)) * RWC0, 0.45 / animationspeed)
  1991. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-50)) * angles(math.rad(30), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  1992. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-17.5), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1993. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(-30), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-7.5)), 0.45 / animationspeed)
  1994. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1995. break
  1996. end
  1997. end
  1998. so("169445092", RightArm, 1, 1)
  1999. for i = 0, 1, 0.3 / animationspeed do
  2000. hbwait()
  2001. MagniDamage(RightArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  2002. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(80)), 0.45 / animationspeed)
  2003. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-80)), 0.45 / animationspeed)
  2004. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(60), math.rad(0), math.rad(20)) * RWC0, 0.45 / animationspeed)
  2005. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(-10), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2006. RH.C0 = clerp(RH.C0, cf(0.75, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(10), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2007. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2008. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2009. break
  2010. end
  2011. end
  2012. for i = 0, 1, 0.3 / animationspeed do
  2013. hbwait()
  2014. MagniDamage(RightArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  2015. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(80)), 0.45 / animationspeed)
  2016. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-80)), 0.45 / animationspeed)
  2017. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(80), math.rad(0), math.rad(20)) * RWC0, 0.45 / animationspeed)
  2018. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(-10), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2019. RH.C0 = clerp(RH.C0, cf(0.75, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(10), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2020. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2021. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2022. break
  2023. end
  2024. end
  2025. elseif Mode == "Sword" then
  2026. disablejump = true
  2027. Rooted.Value = true
  2028. for i = 0, 1, 0.05 / animationspeed do
  2029. hbwait()
  2030. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  2031. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-30)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2032. RW.C0 = clerp(RW.C0, cf(-0.25, 0.65 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2033. LW.C0 = clerp(LW.C0, cf(-1.5, 0.35 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(100), math.rad(30), math.rad(0)) * LWC0, 0.3 / animationspeed)
  2034. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  2035. LH.C0 = clerp(LH.C0, cf(-1, -0.85 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(7.5)), 0.3 / animationspeed)
  2036. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2037. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2038. break
  2039. end
  2040. end
  2041. so("203691492", Hitbox, 1, 1.2)
  2042. so("203691467", Hitbox, 1, 1.2)
  2043. for i = 0, 1, 0.15 / animationspeed do
  2044. hbwait()
  2045. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  2046. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.75 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2047. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-10)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2048. RW.C0 = clerp(RW.C0, cf(-0.35, 0.15 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-60)) * angles(math.rad(-45), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2049. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-5)) * angles(math.rad(-65), math.rad(-20), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2050. RH.C0 = clerp(RH.C0, cf(1, -0.25 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(7.5)), 0.45 / animationspeed)
  2051. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(55)), 0.45 / animationspeed)
  2052. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2053. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2054. break
  2055. end
  2056. end
  2057. GroundSmash(Hitbox, 4)
  2058. for i = 0, 1, 0.05 / animationspeed do
  2059. hbwait()
  2060. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.75 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2061. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-10)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2062. RW.C0 = clerp(RW.C0, cf(-0.35, 0.15 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-60)) * angles(math.rad(-45), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2063. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-5)) * angles(math.rad(-65), math.rad(-20), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2064. RH.C0 = clerp(RH.C0, cf(1, -0.25 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(7.5)), 0.45 / animationspeed)
  2065. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(55)), 0.45 / animationspeed)
  2066. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2067. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2068. break
  2069. end
  2070. end
  2071. disablejump = false
  2072. Rooted.Value = false
  2073. end
  2074. attack = false
  2075. end
  2076. function Move1()
  2077. if Mode == "Sword" then
  2078. EAbility()
  2079. end
  2080. attack = true
  2081. disablejump = true
  2082. Rooted.Value = true
  2083. for i = 0, 1, 0.15 / animationspeed do
  2084. hbwait()
  2085. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2086. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2087. RW.C0 = clerp(RW.C0, cf(1.25, 0.5 + idleangle, -0.25) * angles(math.rad(80), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2088. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(-10)) * LWC0, 0.45 / animationspeed)
  2089. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -1) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2090. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
  2091. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2092. break
  2093. end
  2094. end
  2095. so("156190061", Torso, 0.75, 0.8)
  2096. local aurathingy = 0
  2097. local maxaurathingy = 30
  2098. local TheColor1 = BrickColor.new("Bright yellow").r
  2099. local TheColor2 = BrickColor.new("Bright yellow").g
  2100. local TheColor3 = BrickColor.new("Bright yellow").b
  2101. local auralight = Instance.new("PointLight", Torso)
  2102. auralight.Color = Color3.new(TheColor1, TheColor2, TheColor3)
  2103. auralight.Brightness = 7.5
  2104. auralight.Range = 7.5
  2105. for i = 0, 1, 0.01 / animationspeed do
  2106. hbwait()
  2107. if aurathingy >= maxaurathingy then
  2108. local randomheal = math.floor(math.random(1, 2))
  2109. so("234226639", Torso, 0.5, 1 / (maxaurathingy / 20))
  2110. MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(10), 0, 0), 50, 50, 50, -2.5, 1, -2.5, 0.05)
  2111. DamageStatLabel(Head.CFrame, randomheal, Color3.new(0.29411764705882354, 0.788235294117647, 0.29411764705882354))
  2112. Humanoid.Health = Humanoid.Health + randomheal
  2113. maxaurathingy = maxaurathingy - 2
  2114. aurathingy = 0
  2115. else
  2116. aurathingy = aurathingy + 1
  2117. end
  2118. MagicCircle("Bright yellow", "Neon", RootPart.CFrame * cf(0, -3, 0), 1, 1, 1, 5, 0, 5, 0.1)
  2119. MagicCircle("Bright yellow", "Neon", RootPart.CFrame * cf(0, -3, 0) * angles(math.rad(90), 0, math.rad(math.random(-90, 90))), 1, 1, 1, 0, 10, 0, 0.1)
  2120. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2121. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2122. RW.C0 = clerp(RW.C0, cf(1.25, 0.5 + idleangle, -0.25) * angles(math.rad(80), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2123. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(-10)) * LWC0, 0.45 / animationspeed)
  2124. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -1) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2125. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
  2126. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2127. break
  2128. end
  2129. end
  2130. DecreaseStat(Character, "Defense", 0.1, 5, true)
  2131. DecreaseStat(Character, "Damage", 0.1, 5, true)
  2132. MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(10), 0, 0), 50, 50, 50, 5, 5, 5, 0.1)
  2133. auralight.Parent = nil
  2134. disablejump = false
  2135. Rooted.Value = false
  2136. attack = false
  2137. end
  2138. function GroundSmash2(Part, Range, Damage)
  2139. local hit, pos = rayCast(Part.Position, cf(Part.Position, Part.Position + vt(0, -1, 0)).lookVector, Range, Character)
  2140. if hit ~= nil then
  2141. local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
  2142. refpart.Anchored = true
  2143. refpart.CFrame = cf(pos)
  2144. game:GetService("Debris"):AddItem(refpart, 5)
  2145. for i = 1, math.random(15, 30) do
  2146. local flyingdebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  2147. flyingdebris.TopSurface = hit.TopSurface
  2148. flyingdebris.BottomSurface = hit.BottomSurface
  2149. flyingdebris.LeftSurface = hit.LeftSurface
  2150. flyingdebris.RightSurface = hit.RightSurface
  2151. flyingdebris.FrontSurface = hit.FrontSurface
  2152. flyingdebris.BackSurface = hit.BackSurface
  2153. flyingdebris.Anchored = false
  2154. flyingdebris.CFrame = refpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2155. flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(50, 75), math.random(-75, 75))
  2156. game:GetService("Debris"):AddItem(flyingdebris, 5)
  2157. coroutine.resume(coroutine.create(function(TheDebris)
  2158. for i = 0, 1, 0.1 do
  2159. hbwait()
  2160. TheDebris.Transparency = i
  2161. end
  2162. TheDebris.Transparency = 1
  2163. TheDebris.Parent = nil
  2164. end), flyingdebris)
  2165. end
  2166. for i = 1, math.random(15, 30) do
  2167. local grounddebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  2168. grounddebris.TopSurface = hit.TopSurface
  2169. grounddebris.BottomSurface = hit.BottomSurface
  2170. grounddebris.LeftSurface = hit.LeftSurface
  2171. grounddebris.RightSurface = hit.RightSurface
  2172. grounddebris.FrontSurface = hit.FrontSurface
  2173. grounddebris.BackSurface = hit.BackSurface
  2174. grounddebris.Anchored = true
  2175. grounddebris.CFrame = refpart.CFrame * cf(math.random(-750, 750) / 100, 0, math.random(-750, 750) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2176. game:GetService("Debris"):AddItem(grounddebris, 10)
  2177. coroutine.resume(coroutine.create(function(TheDebris)
  2178. wait(5)
  2179. for i = 0, 1, 0.1 do
  2180. hbwait()
  2181. TheDebris.Transparency = i
  2182. end
  2183. TheDebris.Transparency = 1
  2184. TheDebris.Parent = nil
  2185. end), grounddebris)
  2186. end
  2187. so("199145477", refpart, 1, 0.75)
  2188. so("157878578", refpart, 1, 1)
  2189. if Damage > 5 then
  2190. so("2760979", refpart, 1, 0.5)
  2191. end
  2192. if Damage > 10 then
  2193. so("142070127", refpart, 1, 0.75)
  2194. end
  2195. if Damage > 15 then
  2196. so("168586621", refpart, 1, 0.5)
  2197. end
  2198. MagicRing(hit.BrickColor, hit.Material, refpart.CFrame * angles(math.rad(90), 0, 0), 5, 5, 1, 1, 1, 1, 0.025)
  2199. if Damage > 5 then
  2200. MagicWave(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
  2201. end
  2202. if Damage > 10 then
  2203. MagicCrown(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
  2204. end
  2205. if Damage > 15 then
  2206. MagicSpikedCrown(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
  2207. end
  2208. if Damage <= 10 then
  2209. MagniDamage(refpart, 20, 5, 10, math.random(5, 10), "SuperKnockup", refpart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2210. else
  2211. MagniDamage(refpart, 20, Damage, Damage * 2, math.random(5, 10), "SuperKnockup", refpart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2212. end
  2213. end
  2214. end
  2215. function Move2()
  2216. move2charging = true
  2217. if Mode == "Normal" then
  2218. EAbility()
  2219. end
  2220. attack = true
  2221. Movement.Value = Movement.Value - 0.2
  2222. local chargingstate = 0
  2223. local chargingeffectnum = 1
  2224. local playsound1 = false
  2225. local playsound2 = false
  2226. local playsound3 = false
  2227. so("315746833", Torso, 1, 1)
  2228. while move2charging == true and chargingstate < 155 do
  2229. hbwait()
  2230. chargingstate = chargingstate + 1
  2231. if chargingeffectnum >= 10 then
  2232. chargingeffectnum = 0
  2233. MagicWave("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0), 2, 1, 2, 0.5, 0.2, 0.5, 0.1)
  2234. if chargingstate >= 50 then
  2235. if playsound1 == false then
  2236. playsound1 = true
  2237. particleemitter2.Enabled = true
  2238. so("315743350", Torso, 1, 1)
  2239. MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
  2240. end
  2241. MagicRing("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0) * angles(math.rad(90), 0, 0), 2, 2, 1, 1, 1, 0.5, 0.1)
  2242. end
  2243. if chargingstate >= 100 then
  2244. if playsound2 == false then
  2245. playsound2 = true
  2246. particleemitter.Enabled = true
  2247. so("315743331", Torso, 1, 1.5)
  2248. MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
  2249. end
  2250. MagicCrown("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0), 2, 1, 2, 0.5, 0.2, 0.5, 0.1)
  2251. end
  2252. if chargingstate >= 150 and playsound3 == false then
  2253. playsound3 = true
  2254. so("315743298", Torso, 1, 0.75)
  2255. so("315743350", Torso, 1, 0.75)
  2256. MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
  2257. end
  2258. elseif chargingeffectnum <= 10 then
  2259. chargingeffectnum = chargingeffectnum + 1
  2260. end
  2261. if playsound1 == false and playsound2 == false and playsound3 == false then
  2262. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  2263. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-40)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2264. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2265. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(85), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
  2266. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(12.5)), 0.3 / animationspeed)
  2267. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-7.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2268. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2269. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or move2charging == false or chargingstate >= 155 then
  2270. break
  2271. end
  2272. elseif playsound1 == true and playsound2 == false and playsound3 == false then
  2273. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  2274. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-40)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2275. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2276. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(85), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
  2277. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(17.5)), 0.3 / animationspeed)
  2278. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2279. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2280. elseif playsound1 == true and playsound2 == true and playsound3 == false then
  2281. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  2282. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-40)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2283. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2284. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(85), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
  2285. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(22.5)), 0.3 / animationspeed)
  2286. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2287. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2288. end
  2289. end
  2290. Movement.Value = Movement.Value + 0.2
  2291. disablejump = true
  2292. Rooted.Value = true
  2293. particleemitter.Enabled = false
  2294. particleemitter2.Enabled = false
  2295. for i = 1, math.random(5, 10) do
  2296. MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90))), 0.1, 0.1, 0.1, 0.1, 5, 0.1, 0.1)
  2297. end
  2298. for i = 0, 1, 0.05 / animationspeed do
  2299. hbwait()
  2300. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.25, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(70)), 0.3 / animationspeed)
  2301. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-70)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2302. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(70), math.rad(50), math.rad(-10)) * RWC0, 0.3 / animationspeed)
  2303. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, -0.25) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(50), math.rad(110), math.rad(35)) * LWC0, 0.3 / animationspeed)
  2304. RH.C0 = clerp(RH.C0, cf(0.75, -0.5 - idleangle, 0.25) * angles(math.rad(0), math.rad(20), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(25)), 0.3 / animationspeed)
  2305. LH.C0 = clerp(LH.C0, cf(-1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2306. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2307. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2308. break
  2309. end
  2310. end
  2311. so("203691492", Hitbox, 1, 1.2)
  2312. so("203691467", Hitbox, 1, 1.2)
  2313. for i = 0, 1, 0.15 / animationspeed do
  2314. hbwait()
  2315. if chargingstate / 10 <= 10 then
  2316. MagniDamage(Hitbox, 8, 5, 10, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2317. else
  2318. MagniDamage(Hitbox, 8, chargingstate / 10, chargingstate / 10 * 2, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2319. end
  2320. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -1 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2321. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2322. RW.C0 = clerp(RW.C0, cf(-0.25, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(-40), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2323. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(0)) * angles(math.rad(-45), math.rad(5), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2324. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(12.5)), 0.45 / animationspeed)
  2325. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(50)), 0.45 / animationspeed)
  2326. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2327. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2328. break
  2329. end
  2330. end
  2331. GroundSmash2(Hitbox, 4, chargingstate / 10)
  2332. for i = 0, 1, 0.05 / animationspeed do
  2333. hbwait()
  2334. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -1 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2335. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2336. RW.C0 = clerp(RW.C0, cf(-0.25, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(-40), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2337. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(0)) * angles(math.rad(-45), math.rad(5), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2338. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(12.5)), 0.45 / animationspeed)
  2339. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(50)), 0.45 / animationspeed)
  2340. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2341. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2342. break
  2343. end
  2344. end
  2345. disablejump = false
  2346. Rooted.Value = false
  2347. attack = false
  2348. end
  2349. function Move3()
  2350. if Mode == "Sword" then
  2351. EAbility()
  2352. end
  2353. Movement.Value = Movement.Value - 0.5
  2354. attack = true
  2355. for i = 0, 1, 0.05 / animationspeed do
  2356. hbwait()
  2357. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.75, -1.5 + idleangle) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2358. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2359. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, -0.5) * angles(math.rad(35), math.rad(0), math.rad(10)) * RWC0, 0.3 / animationspeed)
  2360. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, -0.5) * angles(math.rad(35), math.rad(0), math.rad(-10)) * LWC0, 0.3 / animationspeed)
  2361. RH.C0 = clerp(RH.C0, cf(1, 0.6 - idleangle, -0.4) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  2362. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(35)), 0.3 / animationspeed)
  2363. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2364. break
  2365. end
  2366. end
  2367. local hit, pos = rayCast(Torso.Position, cf(Torso.Position, Torso.Position + vt(0, -1, 0)).lookVector, 2, Character)
  2368. if hit ~= nil then
  2369. subtractmana(skill3mana)
  2370. cooldown3 = 0
  2371. do
  2372. local soundrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  2373. soundrefpart.Anchored = true
  2374. soundrefpart.CFrame = RootPart.CFrame * cf(0, -3, -3)
  2375. game:GetService("Debris"):AddItem(soundrefpart, 3)
  2376. so("199145477", soundrefpart, 0.75, 1.2)
  2377. MagicWave(hit.BrickColor, hit.Material, soundrefpart.CFrame, 7, 1, 7, 0.1, 0.1, 0.1, 0.05)
  2378. MagicRing(hit.BrickColor, hit.Material, soundrefpart.CFrame * angles(math.rad(90), 0, 0), 8, 8, 8, 0.1, 0.1, 0.1, 0.05)
  2379. local rockthing = part(3, Effects, "SmoothPlastic", 0, 0, "Medium stone grey", "Rock", vt())
  2380. local rockthingmesh = mesh("SpecialMesh", rockthing, "FileMesh", "http://www.roblox.com/asset/?id=1290033", vt(0, 0, 0), vt(3.5, 3.5, 3.5))
  2381. local rockthingweld = weld(LeftArm, rockthing, LeftArm, cf(-2, 3.5, 0), cf(0, 0, 0))
  2382. for i = 0, 1, 0.5 / animationspeed do
  2383. hbwait()
  2384. local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
  2385. local torsoposition = RootPart.CFrame * angles(0, 0, 0)
  2386. local thecframe = cf(torsoposition.p, mouseposition)
  2387. local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
  2388. RootJoint.C0 = clerp(RootJoint.C0, angles(x, y, z) * RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2389. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2390. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(190), math.rad(0), math.rad(10)) * RWC0, 0.3 / animationspeed)
  2391. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(190), math.rad(0), math.rad(-10)) * LWC0, 0.3 / animationspeed)
  2392. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2393. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2394. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2395. break
  2396. end
  2397. end
  2398. Humanoid.AutoRotate = false
  2399. for i = 0, 1, 0.05 / animationspeed do
  2400. hbwait()
  2401. local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
  2402. local torsoposition = RootPart.CFrame * angles(0, 0, 0)
  2403. local thecframe = cf(torsoposition.p, mouseposition)
  2404. local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
  2405. local randomarmcframe = math.random(-5, 5)
  2406. RootJoint.C0 = clerp(RootJoint.C0, angles(x, y, z) * RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2407. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2408. RW.C0 = clerp(RW.C0, cf(1.5, 0.75 + idleangle, 0) * angles(math.rad(210 + randomarmcframe), math.rad(0), math.rad(10 + randomarmcframe)) * RWC0, 0.3 / animationspeed)
  2409. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(210 + randomarmcframe), math.rad(0), math.rad(-10 + randomarmcframe)) * LWC0, 0.3 / animationspeed)
  2410. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.3 / animationspeed)
  2411. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  2412. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2413. break
  2414. end
  2415. end
  2416. so("169445092", Torso, 1, 0.6)
  2417. rockthingweld.Parent = nil
  2418. rockthing.Size = vt(3.5, 3.5, 3.5)
  2419. local canrocksmash = true
  2420. coroutine.resume(coroutine.create(function(rock)
  2421. wait(0.1)
  2422. rock.CanCollide = true
  2423. local rocktouching = false
  2424. while rock ~= nil and canrocksmash == true do
  2425. wait()
  2426. local rockhit, rockpos = rayCast(rock.Position, cf(rock.Position, rock.Position + vt(0, -1, 0)).lookVector, 3.5, Character)
  2427. if rockhit ~= nil and rocktouching == false then
  2428. rocktouching = true
  2429. rock.Parent = nil
  2430. canrocksmash = false
  2431. local rockhitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  2432. rockhitrefpart.Anchored = true
  2433. rockhitrefpart.CFrame = cf(rockpos)
  2434. game:GetService("Debris"):AddItem(rockhitrefpart, 3)
  2435. for i = 1, math.random(10, 20) do
  2436. local randomsize = math.random(5, 10) / 10
  2437. local flyingdebris = part(3, Effects, "SmoothPlastic", 0, 0, "Medium stone grey", "Effect", vt(randomsize, randomsize, randomsize))
  2438. local flyingdebrismesh = mesh("SpecialMesh", flyingdebris, "FileMesh", "http://www.roblox.com/asset/?id=1290033", vt(0, 0, 0), vt(randomsize, randomsize, randomsize))
  2439. flyingdebris.CanCollide = true
  2440. flyingdebris.CFrame = rockhitrefpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2441. flyingdebris.Velocity = Vector3.new(math.random(-50, 50), math.random(50, 75), math.random(-50, 50))
  2442. game:GetService("Debris"):AddItem(flyingdebris, 5)
  2443. coroutine.resume(coroutine.create(function(TheDebris)
  2444. wait(4)
  2445. for i = 0, 1, 0.08 do
  2446. hbwait()
  2447. TheDebris.Transparency = i
  2448. end
  2449. TheDebris.Transparency = 1
  2450. TheDebris.Parent = nil
  2451. end), flyingdebris)
  2452. end
  2453. for i = 1, math.random(5, 10) do
  2454. local grounddebris = part(3, Effects, rockhit.Material, 0, 0, rockhit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  2455. grounddebris.TopSurface = rockhit.TopSurface
  2456. grounddebris.BottomSurface = rockhit.BottomSurface
  2457. grounddebris.LeftSurface = rockhit.LeftSurface
  2458. grounddebris.RightSurface = rockhit.RightSurface
  2459. grounddebris.FrontSurface = rockhit.FrontSurface
  2460. grounddebris.BackSurface = rockhit.BackSurface
  2461. grounddebris.Anchored = true
  2462. grounddebris.CFrame = rockhitrefpart.CFrame * cf(math.random(-750, 750) / 100, 0, math.random(-750, 750) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2463. game:GetService("Debris"):AddItem(grounddebris, 10)
  2464. coroutine.resume(coroutine.create(function(TheDebris)
  2465. wait(5)
  2466. for i = 0, 1, 0.1 do
  2467. hbwait()
  2468. TheDebris.Transparency = i
  2469. end
  2470. TheDebris.Transparency = 1
  2471. TheDebris.Parent = nil
  2472. end), grounddebris)
  2473. end
  2474. so("199145477", rockhitrefpart, 1, 0.8)
  2475. so("199145477", rockhitrefpart, 1, 0.8)
  2476. so("168586621", rockhitrefpart, 1, 0.8)
  2477. MagicSpikedCrown(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame, 2.25, 2.25, 2.25, 0.5, 0.5, 0.5, 0.025)
  2478. MagicWave(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame, 2.25, 2.25, 2.25, 0.5, 0.5, 0.5, 0.025)
  2479. MagicRing(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame * angles(math.rad(90), 0, 0), 5.5, 5.5, 5.5, 0.5, 0.5, 0.5, 0.0125)
  2480. MagniDamage(rockhitrefpart, 15, 5, 10, 1.25, "RockHit", rock, 0, 1, 0, nil, false, true, "Movement", 0.2, 5, true)
  2481. end
  2482. end
  2483. end), rockthing)
  2484. local rockmagnitude = (Mouse.hit.p - RootPart.Position).magnitude
  2485. if rockmagnitude <= 25 then
  2486. rockthing.Velocity = (Mouse.hit.p - RootPart.Position).unit * (rockmagnitude * 1.25) + vt(0, 75, 0)
  2487. else
  2488. rockthing.Velocity = (Mouse.hit.p - RootPart.Position).unit * 50 + vt(0, 75, 0)
  2489. end
  2490. for i = 0, 1, 0.05 / animationspeed do
  2491. hbwait()
  2492. local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
  2493. local torsoposition = RootPart.CFrame * angles(0, 0, 0)
  2494. local thecframe = cf(torsoposition.p, mouseposition)
  2495. local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
  2496. RootJoint.C0 = clerp(RootJoint.C0, angles(x, y, z) * RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2497. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2498. RW.C0 = clerp(RW.C0, cf(1.25, 0.25 + idleangle, -0.25) * angles(math.rad(60), math.rad(0), math.rad(-20)) * RWC0, 0.45 / animationspeed)
  2499. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, -0.25) * angles(math.rad(60), math.rad(0), math.rad(20)) * LWC0, 0.45 / animationspeed)
  2500. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(20)), 0.45 / animationspeed)
  2501. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
  2502. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2503. break
  2504. end
  2505. end
  2506. end
  2507. end
  2508. Humanoid.AutoRotate = true
  2509. Movement.Value = Movement.Value + 0.5
  2510. attack = false
  2511. end
  2512. function GroundSmash3(Origin1, Origin2)
  2513. local swordhitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  2514. swordhitrefpart.Anchored = true
  2515. swordhitrefpart.CFrame = cf(Origin2)
  2516. game:GetService("Debris"):AddItem(swordhitrefpart, 10)
  2517. for i = 1, math.random(15, 30) do
  2518. local flyingdebris = part(3, Effects, Origin1.Material, 0, 0, Origin1.BrickColor, "Effect", vt(math.random(200, 400) / 100, math.random(200, 400) / 100, math.random(200, 400) / 100))
  2519. flyingdebris.TopSurface = Origin1.TopSurface
  2520. flyingdebris.BottomSurface = Origin1.BottomSurface
  2521. flyingdebris.LeftSurface = Origin1.LeftSurface
  2522. flyingdebris.RightSurface = Origin1.RightSurface
  2523. flyingdebris.FrontSurface = Origin1.FrontSurface
  2524. flyingdebris.BackSurface = Origin1.BackSurface
  2525. flyingdebris.Anchored = false
  2526. flyingdebris.CFrame = swordhitrefpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2527. flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(75, 100), math.random(-75, 75))
  2528. game:GetService("Debris"):AddItem(flyingdebris, 5)
  2529. coroutine.resume(coroutine.create(function(TheDebris)
  2530. for i = 0, 1, 0.025 do
  2531. hbwait()
  2532. TheDebris.Transparency = i
  2533. end
  2534. TheDebris.Transparency = 1
  2535. TheDebris.Parent = nil
  2536. end), flyingdebris)
  2537. end
  2538. for i = 1, math.random(20, 40) do
  2539. local grounddebris = part(3, Effects, Origin1.Material, 0, 0, Origin1.BrickColor, "Effect", vt(math.random(200, 400) / 100, math.random(200, 400) / 100, math.random(200, 400) / 100))
  2540. grounddebris.TopSurface = Origin1.TopSurface
  2541. grounddebris.BottomSurface = Origin1.BottomSurface
  2542. grounddebris.LeftSurface = Origin1.LeftSurface
  2543. grounddebris.RightSurface = Origin1.RightSurface
  2544. grounddebris.FrontSurface = Origin1.FrontSurface
  2545. grounddebris.BackSurface = Origin1.BackSurface
  2546. grounddebris.Anchored = true
  2547. grounddebris.CFrame = swordhitrefpart.CFrame * cf(math.random(-1500, 1500) / 100, 0, math.random(-1500, 1500) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2548. game:GetService("Debris"):AddItem(grounddebris, 10)
  2549. coroutine.resume(coroutine.create(function(TheDebris)
  2550. wait(5)
  2551. for i = 0, 1, 0.1 do
  2552. hbwait()
  2553. TheDebris.Transparency = i
  2554. end
  2555. TheDebris.Transparency = 1
  2556. TheDebris.Parent = nil
  2557. end), grounddebris)
  2558. end
  2559. for i = 1, math.random(3, 6) do
  2560. MagicBlock(Origin1.BrickColor, "SmoothPlastic", false, swordhitrefpart.CFrame, 40, 40, 40, 3, 3, 3, 0.0075)
  2561. end
  2562. MagicSpikedCrown(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame, 20, 20, 20, 1, 0.1, 1, 0.0075)
  2563. MagicRing(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame * angles(math.rad(90), 0, 0), 20, 20, 20, 1, 1, 1, 0.0075)
  2564. MagicWave(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame, 20, 20, 20, 0.5, 0.1, 0.5, 0.0075)
  2565. so("199145477", swordhitrefpart, 1.5, 0.6)
  2566. so("157878578", swordhitrefpart, 1.5, 0.6)
  2567. so("2760979", swordhitrefpart, 1.5, 0.6)
  2568. so("168586621", swordhitrefpart, 1.5, 0.6)
  2569. MagniDamage(swordhitrefpart, 20, 20, 30, math.random(1, 2), "RockHit", swordhitrefpart, 0.5, 1, 0, nil, false, true, "Damage", 0.2, 15, true)
  2570. end
  2571. function Move4()
  2572. if Mode == "Sword" then
  2573. EAbility()
  2574. end
  2575. attack = true
  2576. Rooted.Value = true
  2577. for i = 0, 1, 0.1 / animationspeed do
  2578. hbwait()
  2579. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2580. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2581. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(20)) * RWC0, 0.45 / animationspeed)
  2582. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(-20)) * LWC0, 0.45 / animationspeed)
  2583. RH.C0 = clerp(RH.C0, cf(1, 0.6 - idleangle, -0.75) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(17.5)), 0.45 / animationspeed)
  2584. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(55)), 0.45 / animationspeed)
  2585. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2586. break
  2587. end
  2588. end
  2589. Humanoid.Jump = true
  2590. Torso.Velocity = vt(0, 150, 0)
  2591. so("199145327", Torso, 1, 0.8)
  2592. for i = 0, 1, 0.1 / animationspeed do
  2593. hbwait()
  2594. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(0 - 360 * i), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2595. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2596. RW.C0 = clerp(RW.C0, cf(0.75, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-70)) * RWC0, 0.45 / animationspeed)
  2597. LW.C0 = clerp(LW.C0, cf(-0.75, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(80)) * LWC0, 0.45 / animationspeed)
  2598. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2599. LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2600. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2601. break
  2602. end
  2603. end
  2604. so("199145327", Torso, 1, 1)
  2605. for i = 0, 1, 0.1 / animationspeed do
  2606. hbwait()
  2607. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(0 - 360 * i), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2608. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.45 / animationspeed)
  2609. RW.C0 = clerp(RW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-110)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2610. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2611. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2612. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2613. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2614. break
  2615. end
  2616. end
  2617. Mode = "Sword"
  2618. Handleweld.Part0 = LeftArm
  2619. Handleweld.C0 = cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160))
  2620. Movement.Value = Movement.Value - 0.4
  2621. Defense.Value = Defense.Value + 0.2
  2622. Damage.Value = Damage.Value + 0.5
  2623. for i = 0, 1, 0.1 / animationspeed do
  2624. hbwait()
  2625. Torso.Velocity = vt(0, 2.25, 0)
  2626. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2627. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2628. RW.C0 = clerp(RW.C0, cf(1, 0.75 + idleangle, 0) * angles(math.rad(210), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2629. LW.C0 = clerp(LW.C0, cf(-1, 0.75 + idleangle, 0) * angles(math.rad(210), math.rad(0), math.rad(45)) * LWC0, 0.45 / animationspeed)
  2630. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.45 / animationspeed)
  2631. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.45 / animationspeed)
  2632. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(135)), 0.45 / animationspeed)
  2633. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2634. break
  2635. end
  2636. end
  2637. for i = 1, 1 do
  2638. so("199145327", Torso, 1, 1.2)
  2639. for i = 0, 1, 0.1 / animationspeed do
  2640. hbwait()
  2641. Torso.Velocity = vt(0, 2.25, 0)
  2642. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(10 + 360 * i), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2643. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2644. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(45), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2645. LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.5) * angles(math.rad(45), math.rad(0), math.rad(45)) * LWC0, 0.45 / animationspeed)
  2646. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2647. LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2648. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2649. break
  2650. end
  2651. end
  2652. end
  2653. local swordhit
  2654. while swordhit == nil do
  2655. hbwait()
  2656. swordhit, swordpos = rayCast(Hitbox.Position, cf(Hitbox.Position, Hitbox.Position + vt(0, -1, 0)).lookVector, 3, Character)
  2657. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2658. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2659. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2660. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(45)) * angles(math.rad(0), math.rad(180), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2661. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2662. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
  2663. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2664. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or swordhit ~= nil then
  2665. break
  2666. end
  2667. end
  2668. GroundSmash3(swordhit, swordpos)
  2669. for i = 0, 1, 0.2 / animationspeed do
  2670. hbwait()
  2671. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2672. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2673. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2674. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(45)) * angles(math.rad(0), math.rad(180), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2675. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2676. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
  2677. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2678. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2679. break
  2680. end
  2681. end
  2682. for i = 0, 1, 0.05 / animationspeed do
  2683. hbwait()
  2684. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2685. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2686. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2687. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(45)) * angles(math.rad(0), math.rad(180), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2688. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(12.5)), 0.45 / animationspeed)
  2689. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(30)), 0.45 / animationspeed)
  2690. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2691. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2692. break
  2693. end
  2694. end
  2695. Rooted.Value = false
  2696. attack = false
  2697. end
  2698. hold = false
  2699. Mouse.Button1Down:connect(function()
  2700. if attack == true or equipped == false then
  2701. return
  2702. end
  2703. hold = true
  2704. if attacktype == 1 then
  2705. attacktype = 2
  2706. Attack1()
  2707. elseif attacktype == 2 then
  2708. attacktype = 3
  2709. Attack2()
  2710. elseif attacktype == 3 then
  2711. attacktype = 4
  2712. Attack3()
  2713. elseif attacktype == 4 then
  2714. attacktype = 1
  2715. Attack4()
  2716. end
  2717. coroutine.resume(coroutine.create(function()
  2718. for i = 1, 50 do
  2719. if attack == false then
  2720. hbwait(1)
  2721. end
  2722. end
  2723. if attack == false then
  2724. attacktype = 1
  2725. end
  2726. end))
  2727. end)
  2728. if allowhopperbin == true then
  2729. function ob1u(Mouse)
  2730. hold = false
  2731. end
  2732. end
  2733. Mouse.KeyDown:connect(function(key)
  2734. if key == "f" and canunequiporequip == true and attack == false then
  2735. if equipped == false then
  2736. equipped = true
  2737. if disableanimate == true then
  2738. Animate.Disabled = true
  2739. local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
  2740. idleanimation:Play()
  2741. end
  2742. if disableanimator == true then
  2743. Animator.Parent = nil
  2744. end
  2745. if disablemovingarms == true then
  2746. RW.Parent = Torso
  2747. LW.Parent = Torso
  2748. RSH.Parent = nil
  2749. LSH.Parent = nil
  2750. end
  2751. equipanim()
  2752. elseif equipped == true then
  2753. equipped = false
  2754. unequipanim()
  2755. hbwait()
  2756. if disablemovingarms == true then
  2757. RW.Parent = nil
  2758. LW.Parent = nil
  2759. RSH.Parent = Torso
  2760. LSH.Parent = Torso
  2761. end
  2762. if disableanimator == true then
  2763. Animator.Parent = Humanoid
  2764. end
  2765. if disableanimate == true then
  2766. Animate.Disabled = false
  2767. end
  2768. end
  2769. end
  2770. if key == "g" and equipped == true then
  2771. if attack == false and dancing == false then
  2772. Dance()
  2773. elseif dancing == true then
  2774. dancing = false
  2775. end
  2776. end
  2777. ---if key == "e" and attack == false and equipped == true then
  2778. ---- if Mana.Value >= 10 and Mode == "Normal" then
  2779. ---subtractmana(10)
  2780. ---EAbility()
  2781. ---elseif Mode == "Sword" then
  2782. ---subtractmana(10)
  2783. ---EAbility()
  2784. ---end
  2785. ---end
  2786. if key == "z" and attack == false and equipped == true and cooldown1 >= co1 and Mana.Value >= skill1mana then
  2787. subtractmana(skill1mana)
  2788. cooldown1 = 0
  2789. Move1()
  2790. end
  2791. ---if key == "x" and attack == false and equipped == true and cooldown2 >= co2 and Mana.Value >= skill2mana then
  2792. ---- subtractmana(skill2mana)
  2793. ---cooldown2 = 0
  2794. --- Move2()
  2795. ---end
  2796. if key == "c" and attack == false and equipped == true and cooldown3 >= co3 and Mana.Value >= skill3mana then
  2797. Move3()
  2798. end
  2799. --- if key == "v" and attack == false and equipped == true and cooldown4 >= co4 and Mana.Value >= skill4mana then
  2800. ---subtractmana(skill4mana)
  2801. ---cooldown4 = 0
  2802. --- Move4()
  2803. ---end
  2804. if key == "q" then
  2805. Mana.Value = 100
  2806. cooldown1 = co1
  2807. cooldown2 = co2
  2808. cooldown3 = co3
  2809. cooldown4 = co4
  2810. end
  2811. if key == "p" then
  2812. StaggerHitAnim.Value = true
  2813. end
  2814. if key == "[" then
  2815. StaggerAnim.Value = true
  2816. end
  2817. if key == "]" then
  2818. StunAnim.Value = true
  2819. end
  2820. end)
  2821. ---Mouse.KeyUp:connect(function(key2)
  2822. ---if key2 == "x" and move2charging == true then
  2823. --- move2charging = false
  2824. ---end
  2825. ---end)
  2826. if allowhopperbin == true then
  2827. function s(Mouse)
  2828. Mouse.Button1Down:connect(function()
  2829. ob1d(Mouse)
  2830. end)
  2831. Mouse.Button1Up:connect(function()
  2832. ob1u(Mouse)
  2833. end)
  2834. Mouse.KeyDown:connect(key)
  2835. Mouse.KeyUp:connect(key2)
  2836. end
  2837. end
  2838. if allowhopperbin == true then
  2839. function ds(Mouse)
  2840. end
  2841. end
  2842. if allowhopperbin == true then
  2843. Bin.Selected:connect(s)
  2844. Bin.Deselected:connect(ds)
  2845. end
  2846. function updateskills()
  2847. if allowabilitiestofunction == true then
  2848. if cooldown1 <= co1 then
  2849. cooldown1 = cooldown1 + 0.03333333333333333
  2850. if cooldown1 >= co1 then
  2851. cooldown1 = co1
  2852. end
  2853. end
  2854. if cooldown2 <= co2 then
  2855. cooldown2 = cooldown2 + 0.03333333333333333
  2856. if cooldown2 >= co2 then
  2857. cooldown2 = co2
  2858. end
  2859. end
  2860. if cooldown3 <= co3 then
  2861. cooldown3 = cooldown3 + 0.03333333333333333
  2862. if cooldown3 >= co3 then
  2863. cooldown3 = co3
  2864. end
  2865. end
  2866. if cooldown4 <= co4 then
  2867. cooldown4 = cooldown4 + 0.03333333333333333
  2868. if cooldown4 >= co4 then
  2869. cooldown4 = co4
  2870. end
  2871. end
  2872. if changebarcolorsifnotenoughmana == true then
  2873. if Mana.Value <= skill1mana then
  2874. bar4.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2875. else
  2876. bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2877. end
  2878. if Mana.Value <= skill2mana then
  2879. bar3.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2880. else
  2881. bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2882. end
  2883. if Mana.Value <= skill3mana then
  2884. bar1.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2885. else
  2886. bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2887. end
  2888. if Mana.Value <= skill4mana then
  2889. bar2.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2890. else
  2891. bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2892. end
  2893. elseif changebarcolorsifnotenoughmana == false then
  2894. bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2895. bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2896. bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2897. bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2898. end
  2899. end
  2900. if alternatemanaregensystem == false then
  2901. if Mana.Value <= maxmana then
  2902. Mana.Value = Mana.Value + recovermana / 30
  2903. elseif Mana.Value >= maxmana then
  2904. Mana.Value = maxmana
  2905. end
  2906. elseif alternatemanaregensystem == true then
  2907. if Mode == "Normal" then
  2908. if Mana.Value >= maxmana then
  2909. Mana.Value = maxmana
  2910. elseif manadelay <= manawait then
  2911. manadelay = manadelay + 1
  2912. else
  2913. manadelay = 0
  2914. Mana.Value = Mana.Value + 1
  2915. end
  2916. elseif Mode == "Sword" then
  2917. if Mana.Value <= 0 then
  2918. Mana.Value = 0
  2919. elseif manadelay <= manawait then
  2920. manadelay = manadelay + 1
  2921. else
  2922. manadelay = 0
  2923. Mana.Value = Mana.Value - 1
  2924. end
  2925. end
  2926. end
  2927. if allowstunbar == true then
  2928. if StunValue.Value <= 0 then
  2929. StunValue.Value = 0
  2930. elseif stundelay <= stunwait then
  2931. stundelay = stundelay + 1
  2932. else
  2933. stundelay = 0
  2934. StunValue.Value = StunValue.Value - 1
  2935. end
  2936. elseif allowstunbar == false then
  2937. StunValue.Value = 0
  2938. end
  2939. end
  2940. if allowmenutofunction == true then
  2941. ArtificialHB.Event:connect(function()
  2942. updateskills()
  2943. if allowabilitiestofunction == true then
  2944. framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2945. framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2946. framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2947. framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2948. bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2949. bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2950. bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2951. bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2952. end
  2953. manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2954. manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2955. healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2956. healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2957. if allowstunbar == true and showstunbar == true and stunframe ~= nil then
  2958. stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2959. stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2960. end
  2961. if showhealthmanaandstunnumbers == true then
  2962. manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]"
  2963. healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]"
  2964. if allowstunbar == true and showstunbar == true then
  2965. stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]"
  2966. end
  2967. end
  2968. if showstats == true then
  2969. defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2970. damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2971. movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2972. if 0 < Defense.Value then
  2973. defensetext.Text = "Defense: " .. Defense.Value
  2974. elseif 0 >= Defense.Value then
  2975. defensetext.Text = "Defense: 0"
  2976. end
  2977. if 0 < Damage.Value then
  2978. damagetext.Text = "Damage: " .. Damage.Value
  2979. elseif 0 >= Damage.Value then
  2980. damagetext.Text = "Damage: 0"
  2981. end
  2982. if Rooted.Value == false then
  2983. movementtext.Text = "Movement: " .. Movement.Value
  2984. elseif Rooted.Value == true or 0 >= Movement.Value then
  2985. movementtext.Text = "Movement: 0"
  2986. end
  2987. end
  2988. end)
  2989. end
  2990. function positiveangle(thingy)
  2991. if thingy > 0 then
  2992. thingy = 0
  2993. end
  2994. return thingy
  2995. end
  2996. function negativeangle(thingy)
  2997. if thingy < 0 then
  2998. thingy = 0
  2999. end
  3000. return thingy
  3001. end
  3002. while true do
  3003. hbwait()
  3004. if Hitbox ~= nil then
  3005. if attack == true then
  3006. Hitbox.Name = "Hitbox"
  3007. elseif attack == false then
  3008. Hitbox.Name = "NilHitbox"
  3009. end
  3010. end
  3011. if Humanoid.Health > 0 then
  3012. if walkspeeddependsonmovementvalue == true then
  3013. if Movement.Value < 0 or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then
  3014. Humanoid.WalkSpeed = 0
  3015. else
  3016. Humanoid.WalkSpeed = 16 * Movement.Value
  3017. end
  3018. end
  3019. if maxstun <= StunValue.Value then
  3020. StunValue.Value = 0
  3021. StunAnim.Value = true
  3022. end
  3023. if StaggerAnim.Value == true and staggeranim == false then
  3024. coroutine.resume(coroutine.create(function()
  3025. staggeranim = true
  3026. while attack == true do
  3027. hbwait()
  3028. end
  3029. Stagger()
  3030. StaggerAnim.Value = false
  3031. staggeranim = false
  3032. end))
  3033. end
  3034. if StaggerHitAnim.Value == true and staggerhitanim == false then
  3035. coroutine.resume(coroutine.create(function()
  3036. staggerhitanim = true
  3037. while attack == true do
  3038. hbwait()
  3039. end
  3040. StaggerHit()
  3041. StaggerHitAnim.Value = false
  3042. staggerhitanim = false
  3043. end))
  3044. end
  3045. if StunAnim.Value == true and stunanim == false or StunValue.Value >= 100 then
  3046. coroutine.resume(coroutine.create(function()
  3047. StunValue.Value = 0
  3048. stunanim = true
  3049. while attack == true do
  3050. hbwait()
  3051. end
  3052. Stun()
  3053. StunAnim.Value = false
  3054. stunanim = false
  3055. end))
  3056. end
  3057. if Mode == "Sword" and Mana.Value <= 0 and changeanim == false then
  3058. coroutine.resume(coroutine.create(function()
  3059. changeanim = true
  3060. while attack == true do
  3061. hbwait()
  3062. end
  3063. EAbility()
  3064. changeanim = false
  3065. end))
  3066. end
  3067. Head.Running.Pitch = 1.85 * (Humanoid.WalkSpeed / 16)
  3068. sine = sine + change
  3069. someangle = someangle % 100 + change2 / 10
  3070. local walkspeedthingy = 7 - 1 * (Humanoid.WalkSpeed / 16)
  3071. local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
  3072. local velderp = RootPart.Velocity.y
  3073. local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
  3074. hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character)
  3075. if donum >= 0.5 then
  3076. handidle = true
  3077. elseif donum <= 0 then
  3078. handidle = false
  3079. end
  3080. if handidle == false then
  3081. donum = donum + 0.003 / animationspeed
  3082. else
  3083. donum = donum - 0.003 / animationspeed
  3084. end
  3085. if equipped == true or equipped == false then
  3086. if attack == false then
  3087. idle = idle + 1
  3088. else
  3089. idle = 0
  3090. end
  3091. if leftarm == true then
  3092. if Anim == "Walk" and equipped == true and attack == false then
  3093. if alternatewalk == false then
  3094. if walkinganim == true then
  3095. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3096. else
  3097. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3098. end
  3099. elseif walkinganim == true then
  3100. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3101. else
  3102. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3103. end
  3104. elseif Anim ~= "Walk" and equipped == true or attack == true or leftarm == false then
  3105. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3106. end
  3107. end
  3108. if rightarm == true then
  3109. if Anim == "Walk" and equipped == true and attack == false then
  3110. if alternatewalk == false then
  3111. if walkinganim == true then
  3112. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3113. else
  3114. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3115. end
  3116. elseif walkinganim == true then
  3117. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3118. else
  3119. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3120. end
  3121. elseif Anim ~= "Walk" and equipped == true or attack == true or rightarm == false then
  3122. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3123. end
  3124. end
  3125. if allowwalking == true then
  3126. if Anim == "Walk" and equipped == true then
  3127. if alternatewalk == false then
  3128. if walkinganim == true then
  3129. RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3130. LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3131. else
  3132. RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3133. LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3134. end
  3135. elseif walkinganim == true then
  3136. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3137. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3138. else
  3139. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3140. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3141. end
  3142. elseif Anim ~= "Walk" and equipped == true then
  3143. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3144. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3145. end
  3146. end
  3147. if Anim == "Walk" and equipped == true then
  3148. RH.C1 = clerp(RH.C1, RHC1 * cf(0.25 * math.cos(sine / walkspeedthingy), -0.15 - 0.25 * math.sin(sine / walkspeedthingy), 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10 + 60 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed * (Humanoid.WalkSpeed / 16))
  3149. LH.C1 = clerp(LH.C1, LHC1 * cf(0.25 * math.cos(sine / walkspeedthingy), -0.15 + 0.25 * math.sin(sine / walkspeedthingy), 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10 + 60 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed * (Humanoid.WalkSpeed / 16))
  3150. elseif Anim ~= "Walk" or equipped == false then
  3151. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3152. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3153. end
  3154. if velderp > 1 and hitfloor == nil then
  3155. Anim = "Jump"
  3156. if Mode == "Normal" then
  3157. if attack == false and equipped == true then
  3158. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3159. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3160. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(20)) * RWC0, 0.2 / animationspeed)
  3161. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(-20)) * LWC0, 0.2 / animationspeed)
  3162. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.2 / animationspeed)
  3163. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3164. end
  3165. elseif Mode == "Sword" and attack == false and equipped == true then
  3166. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3167. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3168. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40), math.rad(-50), math.rad(0)) * RWC0, 0.2 / animationspeed)
  3169. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(160), math.rad(0)) * LWC0, 0.2 / animationspeed)
  3170. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.2 / animationspeed)
  3171. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3172. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
  3173. end
  3174. elseif velderp < -1 and hitfloor == nil then
  3175. Anim = "Fall"
  3176. if Mode == "Normal" then
  3177. if attack == false and equipped == true then
  3178. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3179. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3180. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(60)) * RWC0, 0.2 / animationspeed)
  3181. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-60)) * LWC0, 0.2 / animationspeed)
  3182. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3183. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.2 / animationspeed)
  3184. end
  3185. elseif Mode == "Sword" and attack == false and equipped == true then
  3186. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3187. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3188. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40), math.rad(-50), math.rad(0)) * RWC0, 0.2 / animationspeed)
  3189. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(160), math.rad(0)) * LWC0, 0.2 / animationspeed)
  3190. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3191. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.2 / animationspeed)
  3192. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
  3193. end
  3194. elseif torvel < 1 and hitfloor ~= nil then
  3195. Anim = "Idle"
  3196. if Mode == "Normal" then
  3197. if attack == false and equipped == true then
  3198. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.02 * math.cos(sine / 30), -0.1 + idleangle) * angles(math.rad(2.5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(20)), 0.15 / animationspeed)
  3199. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(2.5 - 1.25 * math.sin(sine / 30)), math.rad(0), math.rad(0)), 0.15 / animationspeed)
  3200. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0 - 0.05 * math.sin(sine / 30)) * angles(math.rad(110 + 5 * math.sin(sine / 30)), math.rad(0), math.rad(-10 + 2.5 * math.cos(sine / 30))) * RWC0, 0.15 / animationspeed)
  3201. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, -0.25 + 0.05 * math.sin(sine / 30)) * angles(math.rad(120 - 5 * math.cos(sine / 30)), math.rad(0), math.rad(20 - 2.5 * math.sin(sine / 30))) * LWC0, 0.15 / animationspeed)
  3202. RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5 - 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3203. LH.C0 = clerp(LH.C0, cf(-1, -0.875 + 0.025 * math.cos(sine / 30) - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(1.25 + 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3204. end
  3205. elseif Mode == "Sword" and attack == false and equipped == true then
  3206. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.02 * math.cos(sine / 30), -0.1 + idleangle) * angles(math.rad(2.5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(20)), 0.15 / animationspeed)
  3207. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(2.5 - 1.25 * math.sin(sine / 30)), math.rad(0), math.rad(0)), 0.15 / animationspeed)
  3208. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40 - 1.25 * math.cos(sine / 30)), math.rad(-50), math.rad(0)) * RWC0, 0.15 / animationspeed)
  3209. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(160), math.rad(0)) * LWC0, 0.15 / animationspeed)
  3210. RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5 - 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3211. LH.C0 = clerp(LH.C0, cf(-1, -0.875 + 0.025 * math.cos(sine / 30) - idleangle, 0.25) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(1.25 + 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3212. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.15 / animationspeed)
  3213. end
  3214. elseif torvel > 1 and hitfloor ~= nil then
  3215. Anim = "Walk"
  3216. walk = walk + 1 / animationspeed
  3217. if walk >= 15 - 5 * (Humanoid.WalkSpeed / 16) then
  3218. walk = 0
  3219. if walkinganim == true then
  3220. walkinganim = false
  3221. elseif walkinganim == false then
  3222. walkinganim = true
  3223. end
  3224. end
  3225. if Mode == "Normal" then
  3226. if attack == false and equipped == true then
  3227. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.05 * math.cos(sine / (walkspeedthingy / 2)) + idleangle) * angles(math.rad(2.5), math.rad(0) + RootPart.RotVelocity.Y / 100, math.rad(10 + 2.5 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed)
  3228. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-10 - 2.5 * math.cos(sine / walkspeedthingy)) + Head.RotVelocity.Y / 20) * angles(math.rad(2.5 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3229. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(100 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(-20)) * RWC0, 0.2 / animationspeed)
  3230. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, -0.25) * angles(math.rad(120 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(30)) * LWC0, 0.2 / animationspeed)
  3231. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0) + RightLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3232. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(0) - LeftLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3233. end
  3234. elseif Mode == "Sword" and attack == false and equipped == true then
  3235. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.05 * math.cos(sine / (walkspeedthingy / 2)) + idleangle) * angles(math.rad(0), math.rad(0) + RootPart.RotVelocity.Y / 100, math.rad(30 + 2.5 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed)
  3236. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)) * angles(math.rad(2.5 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(0 - 2.5 * math.cos(sine / walkspeedthingy)) + Head.RotVelocity.Y / 20), 0.2 / animationspeed)
  3237. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40), math.rad(-50), math.rad(0)) * RWC0, 0.2 / animationspeed)
  3238. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(150 - 2.5 * math.cos(sine / walkspeedthingy)), math.rad(0)) * LWC0, 0.2 / animationspeed)
  3239. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(60 - 2.5 * math.cos(sine / walkspeedthingy)), math.rad(0)) * angles(math.rad(0) + RightLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3240. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.25) * angles(math.rad(0), math.rad(-120 - 2.5 * math.cos(sine / walkspeedthingy)), math.rad(0)) * angles(math.rad(0) - LeftLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3241. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5 - 0.5 * math.cos(sine / walkspeedthingy)), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
  3242. end
  3243. end
  3244. end
  3245. end
  3246. end
  3247. print("Brawler Class by basstracker1970")
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