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- --[[
- Made by Fenrier.
- ]]
- Player=game:GetService("Players").LocalPlayer
- Character=Player.Character
- PlayerGui=Player.PlayerGui
- Backpack=Player.Backpack
- Torso=Character.Torso
- Head=Character.Head
- Humanoid=Character.Humanoid
- LeftArm=Character["Left Arm"]
- LeftLeg=Character["Left Leg"]
- RightArm=Character["Right Arm"]
- RightLeg=Character["Right Leg"]
- LS=Torso["Left Shoulder"]
- LH=Torso["Left Hip"]
- RS=Torso["Right Shoulder"]
- RH=Torso["Right Hip"]
- Neck=Torso.Neck
- it=Instance.new
- vt=Vector3.new
- cf=CFrame.new
- euler=CFrame.fromEulerAnglesXYZ
- angles=CFrame.Angles
- necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
- LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
- RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
- RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
- RootPart=Character.HumanoidRootPart
- RootJoint=RootPart.RootJoint
- RootCF=euler(-1.57,0,3.14)
- attack = false
- attackdebounce = false
- MMouse=nil
- combo=0
- local idle=0
- local Anim="Idle"
- local Effects={}
- local Weapon={}
- local Welds={}
- local blood=0
- local BloodAllies={}
- local BoundTarget=nil
- local hitted=false
- local HitTarget=nil
- local isjugg=false
- local decreaseatk=0
- local decreasedef=0
- local decreasemvmt=0
- local doing1=false
- local doing2=false
- local doing4=false
- local bloodlust=false
- local enterblust=false
- local move1="(Z)\
- Fury Hit"
- local move2="(X)\
- Blood Bind"
- local move3="(C)\
- Impact Fist"
- local move4="(V)\
- Punishing Blow"
- local cooldowns={}
- local cooldown1=0 table.insert(cooldowns,cooldown1)
- local cooldown2=0 table.insert(cooldowns,cooldown2)
- local cooldown3=0 table.insert(cooldowns,cooldown3)
- local cooldown4=0 table.insert(cooldowns,cooldown4)
- local cooldownsadd={}
- local cooldownadd1=.3 table.insert(cooldownsadd,cooldownadd1)
- local cooldownadd2=.2 table.insert(cooldownsadd,cooldownadd2)
- local cooldownadd3=.15 table.insert(cooldownsadd,cooldownadd3)
- local cooldownadd4=.1 table.insert(cooldownsadd,cooldownadd4)
- local cooldownmax=100
- --blocknum=100
- local manualguardend=false
- --player
- player=nil
- --save shoulders
- RSH, LSH=nil, nil
- --welds
- RW, LW=Instance.new("Motor"), Instance.new("Motor")
- RW.Name="Right Shoulder" LW.Name="Left Shoulder"
- LH=Torso["Left Hip"]
- RH=Torso["Right Hip"]
- TorsoColor=Torso.BrickColor
- TorsoRed=TorsoColor.Color.r
- TorsoGreen=TorsoColor.Color.g
- TorsoBlue=TorsoColor.Color.b
- NewCol=BrickColor.new("Bright red").Color
- print(BrickColor.new(NewCol))
- local mdec=Instance.new("NumberValue",Decrease)
- mdec.Name="DecreaseDef"
- mdec.Value=.4
- local mdec2=Instance.new("NumberValue",Decrease)
- mdec2.Name="DecreaseMvmt"
- mdec2.Value=.1
- local Animate=Humanoid.Animator
- --[[local animation=Instance.new("Animation")
- animation.AnimationId="http://www.roblox.com/Asset?ID=180435571"
- local animTrack=Humanoid:LoadAnimation(animation)]]
- local canjump=true
- function removeControl()
- canjump=false
- end
- function resumeControl()
- canjump=true
- end
- Player.Character.Humanoid.Changed:connect(function()
- if canjump==false then
- Player.Character.Humanoid.Jump=false
- end
- end)
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 30
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if frame <= tf then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num==0 or num==nil then
- --if Stagger.Value==false or Stun.Value<=100 then
- ArtificialHB.Event:wait()
- --end
- else
- for i=0,num do
- ArtificialHB.Event:wait()
- --[[if Stagger.Value==true or Stun.Value>=StunT.Value then
- break
- end]]
- end
- end
- end
- if Character:findFirstChild("Ichor Gauntlets",true) ~= nil then
- Character:findFirstChild("Ichor Gauntlets",true).Parent = nil
- end
- if Player.PlayerGui:findFirstChild("WeaponGUI",true) ~= nil then
- Player.PlayerGui:findFirstChild("WeaponGUI",true).Parent = nil
- end
- if Character:findFirstChild("Stats",true) ~= nil then
- Character:findFirstChild("Stats",true).Parent = nil
- end
- local Stats=Instance.new("BoolValue")
- Stats.Name="Stats"
- Stats.Parent=Character
- local Atk=Instance.new("NumberValue")
- Atk.Name="Damage"
- Atk.Parent=Stats
- Atk.Value=1
- local Def=Instance.new("NumberValue")
- Def.Name="Defense"
- Def.Parent=Stats
- Def.Value=1
- local Mvmt=Instance.new("NumberValue")
- Mvmt.Name="Movement"
- Mvmt.Parent=Stats
- Mvmt.Value=1
- local Block=Instance.new("BoolValue")
- Block.Name="Block"
- Block.Parent=Stats
- Block.Value=false
- local Stun=Instance.new("NumberValue")
- Stun.Name="Stun"
- Stun.Parent=Stats
- Stun.Value=0
- local StunT=Instance.new("NumberValue")
- StunT.Name="StunThreshold"
- StunT.Parent=Stats
- StunT.Value=100
- local Rooted=Instance.new("BoolValue")
- Rooted.Name="Rooted"
- Rooted.Parent=Stats
- Rooted.Value=false
- local Decrease=Instance.new("BoolValue")
- Decrease.Name="Decrease"
- Decrease.Parent=Stats
- Decrease.Value=false
- local Stunned=Instance.new("BoolValue")
- Stunned.Name="Stunned"
- Stunned.Parent=Stats
- Stunned.Value=false
- local Stagger=Instance.new("BoolValue")
- Stagger.Name="Stagger"
- Stagger.Parent=Stats
- Stagger.Value=false
- local StaggerHit=Instance.new("BoolValue")
- StaggerHit.Name="StaggerHit"
- StaggerHit.Parent=Stats
- StaggerHit.Value=false
- local RecentEnemy=Instance.new("ObjectValue")
- RecentEnemy.Name="RecentEnemy"
- RecentEnemy.Parent=Stats
- RecentEnemy.Value=nil
- local mana=Instance.new("NumberValue")
- mana.Name="Mana"
- mana.Parent=Stats
- mana.Value=0
- local passive1=Instance.new("NumberValue",Decrease)
- passive1.Name="DecreaseAtk"
- passive1.Value=.2
- local passive2=Instance.new("NumberValue",Decrease)
- passive2.Name="DecreaseDef"
- passive2.Value=-.2
- local passive3=Instance.new("NumberValue",Decrease)
- passive3.Name="DecreaseMvmt"
- passive3.Value=0
- function NoOutline(Part)
- Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
- end
- function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
- local fp=it("Part")
- fp.formFactor=formfactor
- fp.Parent=parent
- fp.Reflectance=reflectance
- fp.Transparency=transparency
- fp.CanCollide=false
- fp.Locked=true
- fp.BrickColor=brickcolor
- fp.Name=name
- fp.Size=size
- fp.Position=Torso.Position
- NoOutline(fp)
- fp.Material="SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh=it(Mesh)
- mesh.Parent=part
- if Mesh=="SpecialMesh" then
- mesh.MeshType=meshtype
- if meshid~="nil" then
- mesh.MeshId="http://www.roblox.com/asset/?id="..meshid
- end
- end
- mesh.Offset=offset
- mesh.Scale=scale
- return mesh
- end
- function weld(parent,part0,part1,c0)
- local weld=it("Motor")
- weld.Parent=parent
- weld.Part0=part0
- weld.Part1=part1
- weld.C0=c0
- return weld
- end
- function gui(GuiType,parent,text,backtrans,backcol,pos,size)
- local gui=it(GuiType)
- gui.Parent=parent
- gui.Text=text
- gui.BackgroundTransparency=backtrans
- gui.BackgroundColor3=backcol
- gui.SizeConstraint="RelativeXY"
- gui.TextXAlignment="Center"
- gui.TextYAlignment="Center"
- gui.Position=pos
- gui.Size=size
- gui.Font="SourceSans"
- gui.FontSize="Size14"
- gui.TextWrapped=false
- gui.TextStrokeTransparency=0
- gui.TextColor=BrickColor.new("White")
- return gui
- end
- local Color1=Torso.BrickColor
- local fengui=it("GuiMain")
- fengui.Parent=Player.PlayerGui
- fengui.Name="WeaponGUI"
- local fenframe=it("Frame")
- fenframe.Parent=fengui
- fenframe.BackgroundColor3=Color3.new(255,255,255)
- fenframe.BackgroundTransparency=1
- fenframe.BorderColor3=Color3.new(17,17,17)
- fenframe.Size=UDim2.new(0.1,0,0.1,0)
- fenframe.Position=UDim2.new(0.95,0,0.7,0)
- local fenframe2=it("Frame")
- fenframe2.Parent=fengui
- fenframe2.BackgroundColor3=Color3.new(255,255,255)
- fenframe2.BackgroundTransparency=1
- fenframe2.BorderColor3=Color3.new(17,17,17)
- fenframe2.Size=UDim2.new(0.2,0,0.1,0)
- fenframe2.Position=UDim2.new(0.4,0,0.85,0)
- local fenframe3=it("Frame")
- fenframe3.Parent=fengui
- fenframe3.BackgroundColor3=Color3.new(255,255,255)
- fenframe3.BackgroundTransparency=1
- fenframe3.BorderColor3=Color3.new(17,17,17)
- fenframe3.Size=UDim2.new(0.2,0,0.2,0)
- fenframe3.Position=UDim2.new(0.8,0,0.8,0)
- fenframe3.Name="MoveFrame"
- local fenframe4=it("Frame")
- fenframe4.Parent=fengui
- fenframe4.BackgroundColor3=Color3.new(255,255,255)
- fenframe4.BackgroundTransparency=1
- fenframe4.BorderColor3=Color3.new(17,17,17)
- fenframe4.Size=UDim2.new(0.1,0,0.1,0)
- fenframe4.Position=UDim2.new(0,0,0.7,0)
- local pressedf=false
- local fenframe5=it("Frame")
- fenframe5.Parent=fengui
- fenframe5.BackgroundColor3=Color3.new(0,0,0)
- fenframe5.BackgroundTransparency=1
- fenframe5.BorderColor3=Color3.new(0,0,0)
- fenframe5.Size=UDim2.new(1,0,1,0)
- fenframe5.Position=UDim2.new(0,0,0,0)
- fenframe5.ZIndex=2
- --local tellbar=gui("TextLabel",fenframe5,"Press 'F' to equip your weapon.",1,Color3.new(0,0,0),UDim2.new(.25,0,.25,0),UDim2.new(.5,0,.5,0))
- local tellbar=gui("TextLabel",fenframe5,"-At 100 blood, Ichor enters a Bloodlust Mode and creates a blood explosion that decreases enemies' movement (+)\
- -Ichor gains more blood every hit or getting hit (+)\
- -When at Bloodlust Mode, all damage Ichor does creates a blood explosion, dealing a slight AOE damage (+)\
- -Blood Bind at Bloodlust Mode allows Ichor to teleport as many times as the cooldown lasts, but no longer damages or debuffs when teleporting (+/-)\
- -When Bloodlust Mode is not active, then Fury Hit and Impact Fist damages Ichor's self to gain more blood (+/-)\
- -Punishing Blow is changed to only using up to 50 blood, but the explosion deals an AOE damage (+/-)\
- -Abilities no longer uses up Blood to gain special effects and instead only happens at Bloodlust Mode (+/-)\
- -Ichor gets more damage but less defense at Bloodlust Mode and less damage but more defense when not in the mode (+/-)\
- -Ichor's combo damage slightly reduced (-)\
- -Ichor cannot gain Blood at Bloodlust Mode and Blood constantly decreases (-)",1,Color3.new(0,0,0),UDim2.new(.25,0,.25,0),UDim2.new(.5,0,.5,0))
- tellbar.Font="Arial"
- tellbar.TextScaled=true
- tellbar.TextTransparency=1
- tellbar.TextStrokeTransparency=1
- tellbar.ZIndex=2
- local fnumb=0
- --gui(GuiType,parent,text,backtrans,backcol,pos,size)
- local fenbarmana1=gui("TextLabel",fenframe,"",0,Color3.new(0,0,0),UDim2.new(0,0,0,0),UDim2.new(.4,0,-4,0))
- local fenbarmana2=gui("TextLabel",fenframe,"",0,BrickColor.new(NewCol).Color,UDim2.new(0,0,0,0),UDim2.new(.4,0,0,0))
- local fenbarmana4=gui("TextLabel",fenframe,"Mana("..mana.Value..")",1,Color3.new(0,0,0),UDim2.new(0,0,.2,0),UDim2.new(.4,0,.2,0))
- local fenbarblock1=gui("TextLabel",fenframe,"",0,Color3.new(0,0,0),UDim2.new(-.6,0,0,0),UDim2.new(.4,0,-4,0))
- local fenbarblock2=gui("TextLabel",fenframe,"",0,BrickColor.new("Really red").Color,UDim2.new(-.6,0,0,0),UDim2.new(.4,0,0,0))
- local fenbarblock3=gui("TextLabel",fenframe,"Blood("..blood..")",1,Color3.new(0,0,0),UDim2.new(-.6,0,.2,0),UDim2.new(.4,0,.2,0))
- local fenbardamage=gui("TextLabel",fenframe2,"Damage",.55,Color3.new(155/255,0,0),UDim2.new(-.23,0,0,0),UDim2.new(.2,0,1,0))
- local fenbardef=gui("TextLabel",fenframe2,"Defense",0.55,Color3.new(0,0,155/255),UDim2.new(-.46,0,0,0),UDim2.new(.2,0,1,0))
- local fenbarmove=gui("TextLabel",fenframe2,"Walkspeed",0.55,Color3.new(0,155/255,0),UDim2.new(1.03,0,0,0),UDim2.new(.2,0,1,0))
- local fenbarhp1=gui("TextLabel",fenframe2,"",0,Color3.new(0,0,0),UDim2.new(-.46,0,1,0),UDim2.new(1.92,0,.4,0))
- local fenbarhp2=gui("TextLabel",fenbarhp1,"",0,Color3.new(1,0,0),UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local fenbarhp3=gui("TextLabel",fenbarhp1,"(100)",1,Color3.new(0,0,0),UDim2.new(0,0,0,0),UDim2.new(1,0,1,0))
- local fenbarstun1=gui("TextLabel",fenframe4,"",0,Color3.new(0,0,0),UDim2.new(.2,0,0,0),UDim2.new(.4,0,-4,0))
- local fenbarstun2=gui("TextLabel",fenframe4,"",0,Color3.new(0.960784,0.803922,0.188235),UDim2.new(.2,0,0,0),UDim2.new(.4,0,0,0))
- local fenbarstun3=gui("TextLabel",fenframe4,"Stun("..Stun.Value..")",1,Color3.new(0.960784,0.803922,0.188235),UDim2.new(.2,0,.2,0),UDim2.new(.4,0,.2,0))
- local fenbarmove1=gui("TextButton",fenframe3,move1,.55,Color3.new(.5,.5,.5),UDim2.new(0.1,0,0.1,0),UDim2.new(.4,0,.4,0))
- fenbarmove1.ZIndex=2
- local fenbarmove1b=gui("TextLabel",fenbarmove1,"",.55,BrickColor.new(NewCol).Color,UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local fenbarmove2=gui("TextButton",fenframe3,move2,.55,Color3.new(.5,.5,.5),UDim2.new(0.6,0,0.1,0),UDim2.new(.4,0,.4,0))
- fenbarmove2.ZIndex=2
- local fenbarmove2b=gui("TextLabel",fenbarmove2,"",.55,BrickColor.new(NewCol).Color,UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local fenbarmove3=gui("TextButton",fenframe3,move3,.55,Color3.new(.5,.5,.5),UDim2.new(0.1,0,0.6,0),UDim2.new(.4,0,.4,0))
- fenbarmove3.ZIndex=2
- local fenbarmove3b=gui("TextLabel",fenbarmove3,"",.55,BrickColor.new(NewCol).Color,UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local fenbarmove4=gui("TextButton",fenframe3,move4,.55,Color3.new(.5,.5,.5),UDim2.new(0.6,0,0.6,0),UDim2.new(.4,0,.4,0))
- fenbarmove4.ZIndex=2
- local fenbarmove4b=gui("TextLabel",fenbarmove4,"",.55,BrickColor.new(NewCol).Color,UDim2.new(0,0,0,0),UDim2.new(0,0,1,0))
- local modelzorz=Instance.new("Model")
- modelzorz.Parent=Character
- modelzorz.Name="Ichor Gauntlets"
- local rprt1=part(3,modelzorz,0,0,TorsoColor,"Right Part01",vt())
- local rprt2=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Right Part02",vt())
- local rprt4=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Right Part04",vt())
- local rprt5=part(3,modelzorz,0,0,BrickColor.new("Black"),"Right Part05",vt())
- local lprt1=part(3,modelzorz,0,0,TorsoColor,"Left Part01",vt())
- local lprt2=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Left Part02",vt())
- local lprt4=part(3,modelzorz,0,0,BrickColor.new(NewCol),"Left Part04",vt())
- local lprt5=part(3,modelzorz,0,0,BrickColor.new("Black"),"Left Part05",vt())
- rmsh1=mesh("BlockMesh",rprt1,"","",vt(0,0,0),vt(5.1,3,5.1))
- rmsh2=mesh("SpecialMesh",rprt2,"Wedge","nil",vt(0,0,0),vt(5.5,6,5.5))
- rmsh4=mesh("SpecialMesh",rprt4,"FileMesh","3270017",vt(0,0,0),vt(1.2,1.2,2))
- rmsh5=mesh("BlockMesh",rprt5,"","",vt(0,0,0),vt(5.6,1,1))
- lmsh1=mesh("BlockMesh",lprt1,"","",vt(0,0,0),vt(5.1,3,5.1))
- lmsh2=mesh("SpecialMesh",lprt2,"Wedge","nil",vt(0,0,0),vt(5.5,6,5.5))
- lmsh4=mesh("SpecialMesh",lprt4,"FileMesh","3270017",vt(0,0,0),vt(1.2,1.2,2))
- lmsh5=mesh("BlockMesh",lprt5,"","",vt(0,0,0),vt(5.6,1,1))
- local rwld1=weld(rprt1,rprt1,RightArm,euler(0,0,0)*cf(0,.7,0))
- local rwld2=weld(rprt1,rprt2,rprt1,euler(0,-1.57,0)*cf(0,-.29,0))
- local rwld4=weld(rprt1,rprt4,rprt1,euler(1.57,0,0)*cf(0,-1.2,0))
- local rwld5=weld(rprt1,rprt5,rprt2,euler(0,0,0)*cf(0,.55,-.1))
- local lwld1=weld(rprt1,lprt1,LeftArm,euler(0,3.14,0)*cf(0,.7,0))
- local lwld2=weld(rprt1,lprt2,lprt1,euler(0,-1.57,0)*cf(0,-.29,0))
- local lwld4=weld(rprt1,lprt4,lprt1,euler(1.57,0,0)*cf(0,-1.2,0))
- local lwld5=weld(rprt1,lprt5,lprt2,euler(0,0,0)*cf(0,.55,-.1))
- for i=.3,-.4,-.6 do
- local rprt3=part(3,modelzorz,0,0,TorsoColor,"Right Part03",vt())
- rmsh3=mesh("SpecialMesh",rprt3,"Wedge","nil",vt(0,0,0),vt(1,4,2))
- local rwld3=weld(rprt1,rprt3,rprt2,euler(.1,0,0)*cf(i,-.8,-.35))
- local lprt3=part(3,modelzorz,0,0,TorsoColor,"Left Part03",vt())
- lmsh3=mesh("SpecialMesh",lprt3,"Wedge","nil",vt(0,0,0),vt(1,4,2))
- local lwld3=weld(rprt1,lprt3,lprt2,euler(.1,0,0)*cf(i,-.8,-.35))
- end
- for i=.35,-.35,-.35 do
- local rprt6=part(3,modelzorz,0,0,BrickColor.new("Black"),"Right Part03",vt())
- rmsh6=mesh("SpecialMesh",rprt6,"Wedge","nil",vt(0,0,0),vt(1,3,2))
- local rwld6=weld(rprt1,rprt6,rprt2,euler(.1,0,0)*cf(i,.35,-.4))
- local lprt6=part(3,modelzorz,0,0,BrickColor.new("Black"),"Right Part03",vt())
- lmsh6=mesh("SpecialMesh",lprt6,"Wedge","nil",vt(0,0,0),vt(1,3,2))
- local lwld6=weld(rprt1,lprt6,lprt2,euler(.1,0,0)*cf(i,.35,-.4))
- end
- for _,c in pairs(modelzorz:children()) do
- table.insert(Weapon,c)
- end
- for _,c in pairs(rprt1:children()) do
- if c.className=="Motor" then
- table.insert(Welds,c)
- end
- end
- local hitbox=part(3,modelzorz,0,1,BrickColor.new("Black"),"Hitbox2",vt())
- hitbox.Anchored=false
- local hbwld=weld(hitbox,hitbox,RootPart,euler(0,0,0)*cf(0,0,0))
- local hitbox2=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1))
- hitbox2.Anchored=true
- local hitboxCF=cf(0,0,0)
- hboxpos=Instance.new("BodyPosition",nil)
- hboxpos.P=2000
- hboxpos.D=100
- hboxpos.maxForce=Vector3.new(545000,545000,545000)
- function hitboxweld()
- hbwld.Parent=modelzorz
- hbwld.Part0=hitbox
- hbwld.Part1=RightArm
- end
- Tool=Instance.new("HopperBin")
- Tool.Parent=Backpack
- Tool.Name="Ichor Gauntlets"
- Bin = Tool
- local bodvel=Instance.new("BodyVelocity")
- local bg=Instance.new("BodyGyro")
- so = function(id,par,vol,pit)
- local sou = Instance.new("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId="http://www.roblox.com/asset/?id="..id
- coroutine.resume(coroutine.create(function(Sound)
- swait()
- Sound:play()
- end),sou)
- game:GetService("Debris"):AddItem(sou,6)
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- function hideanim()
- equipped=false
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,RHC0,.4)
- RH.C1=clerp(RH.C1,RHC1,.4)
- LH.C0=clerp(LH.C0,LHC0,.4)
- LH.C1=clerp(LH.C1,LHC1,.4)
- end
- mdec2.Parent=nil
- mdec.Parent=Decrease
- end
- mdec.Parent=Decrease
- function equipanim()
- equipped=true
- mdec.Parent=nil
- mdec2.Parent=Decrease
- local dec=Instance.new("NumberValue",Decrease)
- dec.Name="DecreaseMvmt"
- dec.Value=10
- for i=0,1,0.3 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(2.5,0,-.8),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1,0.5,-.5)*euler(2.7,0,1),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- end
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,0),.3)
- RW.C0=clerp(RW.C0,cf(.8,0.5,-.6)*euler(2.8,0,-.8),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-.8,0.5,-.6)*euler(3,0,.6),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,-.2),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,.2),.3)
- end
- dec.Parent=nil
- end
- function StaggerAnim()
- attack=true
- removeControl()
- for i=1,math.random(2,4) do
- ClangEffect(BrickColor.new("New Yeller"),cf(hitbox.Position)*euler(math.random(-50,50)/100,math.random(-50,50),math.random(-50,50)/100),0,.1,.2,math.random(150,300)/1000)
- end
- for i=0,1,0.35 do
- swait()
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*-40 end
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5)*euler(.1,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,-.4),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.7)*euler(0,-.7,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4)*euler(0,.4,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.5,0,.6),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.2,.2),.3)
- end
- for i=0,1,0.2 do
- swait()
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*-40 end
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5)*euler(.1,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(-.5,0,-.4),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.7)*euler(0,-.7,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4)*euler(0,.4,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.5,0,.6),.4)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.2,.5),.4)
- end
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,.4)*euler(.5,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.8)*euler(-.2,0,-.4),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,.2)*euler(0,-.4,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.5,0,-.2)*euler(0,.4,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.5,0,1.2),.3)
- LH.C0=clerp(LH.C0,cf(-1,0,-1)*euler(0,-1.57,0)*euler(0,.2,.2),.3)
- end
- for i=1,40 do
- swait()
- if Stun.Value>=StunT.Value then
- break
- end
- end
- resumeControl()
- combo=0
- attack=false
- end
- function StaggerHitt()
- attack=true
- for i=1,math.random(2,4) do
- ClangEffect(BrickColor.new("New Yeller"),cf(hitbox.Position)*euler(math.random(-50,50)/100,math.random(-50,50),math.random(-50,50)/100),0,.1,.2,math.random(150,300)/1000)
- end
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(.1,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.9),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.6),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.2,0,-.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.2,.2),.3)
- end
- attack=false
- end
- function StunAnim()
- attack=true
- removeControl()
- Stunned.Value=true
- showDamage(Character,"Stunned","Interrupt")
- local dec=Instance.new("NumberValue",Decrease)
- dec.Name="DecreaseMvmt"
- dec.Value=10
- for i=0,1,0.3 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,-.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(.2,0,-3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,1.3),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1,0,.4)*euler(0,-.1,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.3),.25)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,0),.25)
- end
- for i=0,1,0.3 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-.5),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(.8,0,-3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1.2,0,.8)*euler(0,-.1,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.6),.25)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(.1,0,.7),.25)
- end
- for i=0,1,0.3 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-1),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1.57,0,-3),.2)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,-.8)*euler(0,-.1,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.2,0,.6),.25)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.1,0,.3),.25)
- end
- local gairost=Instance.new("BodyGyro")
- gairost.Parent=RootPart
- gairost.maxTorque=Vector3.new(4e+005,0,4e+005)*math.huge
- gairost.P=20e+003
- gairost.cframe=cf(0,0,0)
- for i=0,1,0.1 do
- swait()
- if hitfloor~=nil then
- Torso.Velocity=vt(0,0,0)
- end
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1.57),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2.5)*euler(1.57,0,-3.14),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1.5)*euler(.2,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5,0,-1.57)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(-.1,.2,0),.3)
- end
- for i=1,70 do
- swait()
- gairost.cframe=RootPart.CFrame
- if hitfloor~=nil then
- Torso.Velocity=vt(0,0,0)
- end
- end
- for i=0,1,0.2 do
- swait()
- Stun.Value=0
- gairost.cframe=RootPart.CFrame
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1,0,-4),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1)*euler(.2,-1,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,.2)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,.4),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,-1)*euler(0,-1.57,0)*euler(-.1,.2,1),.3)
- end
- resumeControl()
- gairost.Parent=nil
- dec.Parent=nil
- Stun.Value=0
- combo=0
- Stunned.Value=false
- attack=false
- for i=1,10 do
- swait()
- Stun.Value=0
- end
- end
- function attackone()
- attack=true
- --[[
- Neck.C0=clerp(Neck.C0,necko*euler(-.1,0,0)*euler(0,0,-.2),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(.2,0,0)*euler(0,0,.2),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.7,0,.2)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5,0,.1)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1.1,-.8,-.2)*euler(0,1.57,0)*euler(-.1,0,.2)*euler(0,0,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,.1),.2)
- ]]
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*30 end
- so("200632136",RightArm,1,1)
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,6,8,math.random(5,10),"Normal",RootPart,.5,1,math.random(8,10),nil,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(1.5,2.5,1.5)
- hitboxCF=RightArm.CFrame
- hitbox.CFrame=hitboxCF
- for i=0,1,0.4 do
- swait()
- hitboxCF=RightArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,3,4,6,math.random(5,10),"Normal",RootPart,.5,1,math.random(8,10),nil,true,false)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(0,0,-1.2),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(.1,0,0)*euler(0,0,1.2),.5)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.7,0,1)*euler(0,1.57,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,-.1)*euler(0,-1.57,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(.8,-.8,.4)*euler(0,1.57,0)*euler(.1,0,0)*euler(0,-1.2,0),.5)
- LH.C0=clerp(LH.C0,cf(-.8,-1,-.4)*euler(0,-1.57,0)*euler(0,0,0)*euler(0,-1,0),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- for i=0,1,0.1 do
- swait()
- hitboxCF=RightArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,3,4,6,math.random(5,10),"Normal",RootPart,.5,1,math.random(8,10),nil,true,false)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,0)*euler(0,0,-1.4),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(.1,0,0)*euler(0,0,1.4),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.7,0,1.4)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.5,0,-.5)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.8,-.8,.4)*euler(0,1.57,0)*euler(.1,0,0)*euler(0,-1.4,0),.3)
- LH.C0=clerp(LH.C0,cf(-.8,-1,-.4)*euler(0,-1.57,0)*euler(0,0,0)*euler(0,-1.2,0),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- attack=false
- end
- function attacktwo()
- attack=true
- for i=0,1,0.2 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0)*euler(0,0,.2),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(.2,0,0)*euler(0,0,.4),.3)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.5,0,-1)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,-.3)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1.1,-.8,-.2)*euler(0,1.57,0)*euler(-.2,0,.4)*euler(0,0,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,0,-.6)*euler(0,-1.57,0)*euler(0,0,.4)*euler(-.1,0,0),.2)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*40 end
- local dec=Instance.new("NumberValue",Decrease)
- dec.Name="DecreaseMvmt"
- dec.Value=10
- so("200632211",LeftLeg,1,1)
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,6,10,math.random(5,10),"Normal",RootPart,.5,1,math.random(8,10),nil,true,false,"Movement",.1,100) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(1.5,2.5,1.5)
- hitboxCF=LeftLeg.CFrame
- hitbox.CFrame=hitboxCF
- for i=0,1,0.1 do
- swait()
- hitboxCF=LeftLeg.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,3,5,6,math.random(5,10),"Normal",RootPart,.5,1,math.random(8,10),nil,true,false,"Movement",.1,100)
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,0)*euler(0,0,.4),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-.8,-.2)*euler(.2,0,0)*euler(0,0,-.4),.5)
- RW.C0=clerp(RW.C0,cf(1.2,0.5,-.3)*euler(1,0,-.8)*euler(0,1.57,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-1,0,-.5)*euler(0,0,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(1.1,-.6,-.6)*euler(0,1.57,0)*euler(0,0,-.1)*euler(-.1,0,0),.5)
- LH.C0=clerp(LH.C0,cf(-1,-.5,-.5)*euler(0,-1.57,0)*euler(0,0,-2.2)*euler(-.1,0,0),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- dec.Parent=nil
- attack=false
- end
- function attackthree()
- attack=true
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*30 end
- so("200632136",LeftArm,1,1.1)
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,6,8,math.random(5,10),"Normal",RootPart,.5,1,math.random(8,10),nil,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(1.5,2.5,1.5)
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- for i=0,1,0.5 do
- swait()
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,3,4,6,math.random(5,10),"Normal",RootPart,.5,1,math.random(8,10),nil,true,false)
- Neck.C0=clerp(Neck.C0,necko*euler(.3,0,1.2)*euler(.2,0,0),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-1.57),.5)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.6,0,-.2)*euler(0,1.5,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5,0,-1.2)*euler(0,-1,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(.6,-1,-.4)*euler(0,1.57,0)*euler(0,1.2,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.6,-.9,.4)*euler(0,-1.57,0)*euler(0,1.2,.1),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- for i=0,1,0.1 do
- swait()
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,3,4,6,math.random(5,10),"Normal",RootPart,.5,1,math.random(8,10),nil,true,false)
- Neck.C0=clerp(Neck.C0,necko*euler(.3,0,1.2)*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-1.57),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.6,0,.6)*euler(0,1.5,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,.3)*euler(0,-1.5,0),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.6,-1,-.4)*euler(0,1.57,0)*euler(0,1.2,-.1),.4)
- LH.C0=clerp(LH.C0,cf(-.6,-.9,.4)*euler(0,-1.57,0)*euler(0,1.2,.1),.4)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- attack=false
- end
- function attackfour()
- attack=true
- for i=0,1,0.2 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.1,0,0)*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(.2,0,0)*euler(0,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,.3)*euler(1.7,0,-.2)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,.3)*euler(1.7,0,.2)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1.1,-.8,-.2)*euler(0,1.57,0)*euler(-.1,0,.2)*euler(0,0,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,.1),.2)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*50 end
- so("200632370",Torso,1,1)
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,6,8,math.random(5,10),"Normal",RootPart,.5,1,math.random(10,13),nil,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(1.5,2.5,1.5)
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- hitboxCF=RightArm.CFrame
- hitbox.CFrame=hitboxCF
- for i=0,1,0.1 do
- swait()
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,3,6,8,math.random(5,10),"Normal",RootPart,.5,1,math.random(10,13),nil,true,false)
- hitboxCF=RightArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,3,6,8,math.random(5,10),"Normal",RootPart,.5,1,math.random(10,13),nil,true,false)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0)*euler(0,0,0),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(.2,0,0)*euler(0,0,0),.5)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.7,0,-.2)*euler(0,1.57,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1,0.5,-.5)*euler(1.7,0,.2)*euler(0,-1.57,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(1.1,-.8,-.2)*euler(0,1.57,0)*euler(-.1,0,.2)*euler(0,0,0),.5)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,.1),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- attack=false
- end
- function EnterBloodLust()
- attack=true
- equipanim()
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=RootPart.CFrame
- so("206082273",ref,1,.8)
- game:GetService("Debris"):AddItem(ref,1)
- MagniDamage(ref,15,6,7,math.random(10,15),"Knockdown2",ref,0,1,math.random(10,15),nil,nil,true,"Movement",.2,300)
- MagicBlock(BrickColor.new(NewCol),cf(ref.Position),15,15,15,3,3,3,.05,1)
- MagicCircle(BrickColor.new(NewCol),cf(ref.Position),18,18,18,10,10,10,.1,1)
- for i=1,5 do
- BreakEffect(BrickColor.new(NewCol),cf(ref.Position),.5,math.random(500,1000)/100,.5)
- end
- for i=0,1,0.1 do
- swait()
- --wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.6)*euler(0.4,0,0),.5)
- Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(.2,0,0)*euler(0,0,0),.5)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.1,0,0)*euler(0,0,.8),.5)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.1,0,0)*euler(0,0,-.8),.5)
- --LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.4,0,0)*euler(0,0,-.5),.3)
- RH.C0=clerp(RH.C0,cf(1,-.7,-.3)*euler(-0.4,1.57,0),.5)
- LH.C0=clerp(LH.C0,cf(-1,-.5,0)*euler(0.4,-1.4,0)*euler(0,0,0),.5)
- end
- attack=false
- end
- function Transposition()
- attack=true
- targ=nil
- hum=nil
- if MMouse.Target~=nil then
- if MMouse.Target.Parent:findFirstChild("Humanoid")~=nil and MMouse.Target.Parent:findFirstChild("Torso")~=nil then
- print(MMouse.Target.Parent)
- targ=MMouse.Target.Parent.Torso
- hum=MMouse.Target.Parent.Humanoid
- for i=1,#BloodAllies do
- if BloodAllies[i][1]==targ.Parent then
- targ=nil
- hum=nil
- break
- end
- end
- end
- end
- if targ~=nil then
- local BodGy=Instance.new("BodyGyro",RootPart)
- BodGy.maxTorque=Vector3.new(0,math.huge,0)
- BodGy.P=2000
- BodGy.D=100
- BodGy.cframe=cf(Torso.Position,targ.Position)
- for i=0,1,0.1 do
- swait()
- BodGy.cframe=cf(Torso.Position,targ.Position)
- Neck.C0=clerp(Neck.C0,necko*euler(.1,0,0)*euler(0,0,0),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(.2,0,0)*euler(0,0,0),.5)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.7,0,-.2)*euler(0,1.57,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1,0.5,-.5)*euler(1.7,0,.2)*euler(0,-1.57,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(1.1,-.8,-.2)*euler(0,1.57,0)*euler(-.1,0,.2)*euler(0,0,0),.5)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,.1),.5)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=cf(RootPart.Position)
- game:GetService("Debris"):AddItem(ref,10)
- healthdam=math.floor(Humanoid.Health*.2)
- if isjugg==false then
- Humanoid:TakeDamage(healthdam)
- showDamage(Character,healthdam,"Damage")
- end
- so("206082357",RootPart,1,1)
- so("206082357",targ,1,1)
- if MMouse.Target~=nil then
- if game.Players:GetPlayerFromCharacter(MMouse.Target.Parent)~=nil and Player.Neutral==false then --check
- if game.Players:GetPlayerFromCharacter(MMouse.Target.Parent).TeamColor==Player.TeamColor then
- hum.Health=hum.Health+healthdam
- showDamage(targ.Parent,healthdam,"Heal")
- DecreaseStat(targ.Parent,"Defense",-.2,1000)
- else
- hum.Health=hum.Health-healthdam
- showDamage(targ.Parent,healthdam,"Damage")
- end
- end
- end
- table.insert(BloodAllies,{targ.Parent,hum.Health})
- for i=0,50 do
- swait()
- local mag=(RootPart.Position-targ.Position).magnitude
- ref.CFrame=cf(RootPart.Position,targ.Position)
- BodGy.cframe=cf(Torso.Position,targ.Position)
- MagicBlock(BrickColor.new(NewCol),cf(targ.Position)*cf(math.random(-500,500)/100,math.random(-500,500)/100,math.random(-500,500)/100),1,1,1,.5,.5,.5,.05,1)
- MagicCircle2(BrickColor.new(NewCol),ref.CFrame*euler(1.57,0,0)*cf(math.random(-400,400)/100,0,math.random(-400,400)/100),2,10,2,-.1,mag/20,-.1,.05,-mag/20)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- ref.Parent=nil
- BodGy.Parent=nil
- end
- attack=false
- end
- function do1()
- if attack==true then return end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then return end
- if cooldowns[1]>=cooldownmax and mana.Value>=20 then
- --if true then
- attack=true
- cooldowns[1]=0
- mana.Value=mana.Value-20
- doing1=true
- bloodtrue=false
- if bloodlust==true then
- bloodtrue=true
- end
- for i=1,2 do
- for i=0,1,0.2 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1.2)*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,1.2),.45)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2,0,1)*euler(0,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-1.5)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.9,-1,.3)*euler(0,1.57,0)*euler(0,-1.2,-.1),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.3)*euler(0,-1.57,0)*euler(0,-1.2,.1),.4)
- end
- so("200632370",LeftArm,.6,1)
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*40 end
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,6,7,math.random(5,10),"Normal",RootPart,.2,2,math.random(8,10),nil,true,false,"Defense",.05,200) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(3,5,3)
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- if bloodlust==false then
- healthdam=math.floor(math.random(500,800)/100)
- Humanoid:TakeDamage(healthdam)
- showDamage(Character,healthdam,"Damage")
- end
- for i=0,1,0.15 do
- swait()
- MagicBlock(BrickColor.new(NewCol),LeftArm.CFrame*cf(0,-1,0),1,1,1,1,1,1,.1,2)
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,4,4,6,math.random(5,10),"Normal",RootPart,.4,2,math.random(8,10),nil,true,false,"Defense",.05,200)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,1)*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-1),.45)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,1)*euler(0,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,-.3)*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.9,-1,-.3)*euler(0,1.57,0)*euler(0,1,-.1),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,.3)*euler(0,-1.57,0)*euler(0,1,.1),.4)
- end
- if bloodtrue==true then
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=LeftArm.CFrame*cf(0,-1,0)
- so("206082273",ref,1,1)
- game:GetService("Debris"):AddItem(ref,1)
- MagniDamage(ref,10,6,7,math.random(10,15),"Knockdown2",ref,0,1,math.random(10,15),nil,nil,true,"Defense",.05,200)
- MagicBlock(BrickColor.new(NewCol),cf(ref.Position),5,5,5,3,3,3,.05,1)
- MagicCircle(BrickColor.new(NewCol),cf(ref.Position),5,5,5,10,10,10,.1,1)
- for i=1,5 do
- BreakEffect(BrickColor.new(NewCol),cf(ref.Position),.5,math.random(500,1000)/100,.5)
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- for i=0,1,0.2 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,1.2)*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-1.2),.45)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2,0,1.5)*euler(0,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-1)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.9,-1,-.3)*euler(0,1.57,0)*euler(0,1.2,-.1),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,.3)*euler(0,-1.57,0)*euler(0,1.2,.1),.4)
- end
- so("200632370",RightArm,.6,1)
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*40 end
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,6,7,math.random(5,10),"Normal",RootPart,.2,2,math.random(8,10),nil,true,false,"Defense",.05,200) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(3,5,3)
- hitboxCF=RightArm.CFrame
- hitbox.CFrame=hitboxCF
- if bloodlust==false then
- healthdam=math.floor(math.random(500,800)/100)
- Humanoid:TakeDamage(healthdam)
- showDamage(Character,healthdam,"Damage")
- end
- for i=0,1,0.15 do
- swait()
- MagicBlock(BrickColor.new(NewCol),RightArm.CFrame*cf(0,-1,0),1,1,1,1,1,1,.1,2)
- hitboxCF=RightArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,4,4,6,math.random(5,10),"Normal",RootPart,.4,2,math.random(8,10),nil,true,false,"Defense",.05,200)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1)*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,1),.45)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.57,0,.3)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-1)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.9,-1,.3)*euler(0,1.57,0)*euler(0,-1,-.1),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.3)*euler(0,-1.57,0)*euler(0,-1,.1),.4)
- end
- if bloodtrue==true then
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=RightArm.CFrame*cf(0,-1,0)
- so("206082273",ref,1,1)
- game:GetService("Debris"):AddItem(ref,1)
- MagniDamage(ref,10,6,7,math.random(10,15),"Knockdown2",ref,0,1,math.random(10,15),nil,nil,true,"Defense",.05,200)
- MagicBlock(BrickColor.new(NewCol),cf(ref.Position),5,5,5,3,3,3,.05,1)
- MagicCircle(BrickColor.new(NewCol),cf(ref.Position),5,5,5,10,10,10,.1,1)
- for i=1,5 do
- BreakEffect(BrickColor.new(NewCol),cf(ref.Position),.5,math.random(500,1000)/100,.5)
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- end
- doing1=false
- attack=false
- end
- end
- function do2()
- if attack==true then return end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then return end
- condition=false
- if cooldowns[2]>=cooldownmax and mana.Value>=25 then
- --if true then
- condition=true
- end
- doing2=true
- if move2=="(X)\
- Assault" then
- condition=true
- end
- if condition==true then
- attack=true
- if BoundTarget==nil then
- mana.Value=mana.Value-20
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.7)*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,.6),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.4,0,.4)*euler(0,.4,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-1,0,-1.5)*euler(0,2.5,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-.7,0)*euler(0,1.57,0)*euler(-.2,-.2,.2),.3)
- LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,.4),.3)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- cooldowns[2]=0
- local hit=nil
- --[[con1=hitbox.Touched:connect(function(hit)
- h=hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h=v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
- h=hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className=="Hat" then
- hit=hit.Parent.Parent:findFirstChild("Head")
- end
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
- if Player.Neutral==false and game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- if game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor==Player.TeamColor then return end
- end
- if BoundTarget==nil then
- so("200632875",hit,1,1)
- cooldownsadd[2]=.1
- Damagefunc(hit,6,8,math.random(20,40),"Normal",RootPart,.5,1,math.random(5,10),nil,true,false,"Movement",.2,200)
- BoundTarget=hit.Parent
- table.insert(Effects,{BoundTarget,"BloodBind",0,BoundTarget.Torso,cf(0,0,0)})
- --table.insert(Effects,{BoundTarget,"BloodBind",0,BoundTarget.Torso,cf(0,0,0)})
- local num=0
- local eul=CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- for i=1,6 do
- MagicCircle2(BrickColor.new(NewCol),cf(hit.Position)*eul*euler(num,0,0),1,10,1,-.02,.3,-.02,0.05,.6)
- MagicCircle2(BrickColor.new(NewCol),cf(hit.Position)*eul*euler(0,1.57,0)*euler(num,0,0),1,10,1,-.02,.3,-.02,0.05,.6)
- num=num+1.046
- end
- move2="(X)\
- Assault"
- end
- end
- end) ]]
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(1.5,2.5,1.5)
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- for i=0,1,.2 do
- swait()
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,4,6,8,math.random(20,40),"Normal",RootPart,.5,1,math.random(5,10),nil,true,false,"Movement",.2,200)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,1)*euler(-.1,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(.2,0,-1),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.4),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5,0,-1),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.2,.2,-.4),.4)
- LH.C0=clerp(LH.C0,cf(-.8,-.8,.4)*euler(0,-1.57,0)*euler(-.2,1,-.1),.4)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- for i=0,1,.05 do
- swait()
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,4,6,8,math.random(20,40),"Normal",RootPart,.5,1,math.random(5,10),nil,true,false,"Movement",.2,200)
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,1)*euler(-.1,0,0),.15)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(.2,0,-1.2),.15)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.4),.15)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.15)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5,0,-.5),.15)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.15)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.2,.2,-.4),.15)
- LH.C0=clerp(LH.C0,cf(-.8,-.8,.5)*euler(0,-1.57,0)*euler(-.2,1.2,-.1),.15)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- print(hit)
- else
- if bloodlust==false then
- move2="(X)\
- Blood Bind"
- end
- for i=0,1,0.2 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.4,0,-.2),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.5)*euler(.8,0,.5),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,0,.5),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.2,0,-0.4),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,RHC0*cf(0,0,0)*euler(0,-.5,-.5),.4)
- LH.C0=clerp(LH.C0,LHC0*cf(-0.5,1,0)*euler(.5,0,-.5),.4)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- cooldowns[2]=cooldownmax
- if BoundTarget~=nil then
- --Damagefunc(BoundTarget.Torso,8,8,math.random(-30,-20),"Knockdown2",RootPart,.5,1,math.random(5,10),nil,true,false,"Movement",.2,200)
- if BoundTarget:findFirstChild("Torso")~=nil then
- so("199145477",RootPart,1,1.5)
- MagicSpecial(BrickColor.new(NewCol),cf(Torso.Position),3,3,3,1,1,1,.05)
- RootPart.CFrame=cf(BoundTarget.Torso.Position)*cf(math.random(-500,500)/100,math.random(50,100)/100,math.random(-500,500)/100)
- RootPart.Velocity=vt(0,0,0)
- MagicSpecial(BrickColor.new(NewCol),cf(Torso.Position),3,3,3,1,1,1,.05)
- end
- end
- if bloodlust==false then
- BoundTarget=nil
- end
- swait(10)
- if bloodlust==false then
- cooldowns[2]=0
- end
- end
- attack=false
- end
- doing2=false
- end
- function do3()
- if attack==true then return end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then return end
- if cooldowns[3]>=cooldownmax and mana.Value>=40 then
- --if true then
- attack=true
- cooldowns[3]=0
- mana.Value=mana.Value-40
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,1)*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-1),.3)
- RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.57,0,-1.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,-.1),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.8,-1,-.4)*euler(0,1.57,0)*euler(0,1,-.1),.4)
- LH.C0=clerp(LH.C0,cf(-.8,-.9,.4)*euler(0,-1.57,0)*euler(0,1,.1),.4)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then
- break
- end
- end
- so("199145497",RootPart,1,1)
- hitted=false
- --con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,10,10,math.random(20,40),"Knockdown2",RootPart,.5,2,math.random(20,20),true,true) end)
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(1.5,2.5,1.5)
- hitboxCF=RightArm.CFrame
- hitbox.CFrame=hitboxCF
- for i=0,40 do
- swait()
- if i%10==0 then
- if bloodlust==false then
- healthdam=math.floor(math.random(300,500)/100)
- Humanoid:TakeDamage(healthdam)
- showDamage(Character,healthdam,"Damage")
- end
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=cf(RootPart.Position)
- hitfloor2,posfloor2=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,50,Character)
- if hitfloor2~=nil then
- so("199145477",ref,1,1.2)
- ref.CFrame=cf(posfloor2)
- MagniDamage(ref,10,5,6,math.random(10,20),"Knockdown2",ref,0,1,math.random(10,15),nil,nil,true,"Damage",.1,200)
- col=hitfloor2.BrickColor
- MagicWave(col,cf(posfloor2),1,3,1,2,.5,2,.1)
- for i=1,5 do
- local groundpart=part(3,workspace,0,0,col,"Ground",vt(math.random(50,200)/100,math.random(50,200)/100,math.random(50,200)/100))
- groundpart.Anchored=true
- groundpart.Material=hitfloor2.Material
- groundpart.CanCollide=true
- groundpart.CFrame=cf(ref.Position)*cf(math.random(-500,500)/100,0,math.random(-500,500)/100)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- game:GetService("Debris"):AddItem(groundpart,5)
- end
- end
- game:GetService("Debris"):AddItem(ref,1)
- end
- hitboxCF=RightArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,3,10,10,math.random(20,40),"Knockdown2",RootPart,.5,2,math.random(20,20),true,true)
- if Rooted.Value==false then Torso.Velocity=RootPart.CFrame.lookVector*60 end
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1.57)*euler(0,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,1.57),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.57,0,1.57)*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.5,0,-1),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.6,-1,.4)*euler(0,1.57,0)*euler(.2,-1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-.6,-1,-.4)*euler(0,-1.57,0)*euler(-.4,-1.57,0),.2)
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true or hitted==true then
- break
- end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- attack=false
- end
- end
- function do4()
- if attack==true then return end
- if Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true then return end
- if cooldowns[4]>=cooldownmax and mana.Value>=40 and blood>=25 then
- --if true then
- doing4=true
- attack=true
- for i=0,1,0.1 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1.2)*euler(.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,1.2),.45)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2,0,1)*euler(0,0,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-1.5)*euler(0,0,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(.9,-1,.3)*euler(0,1.57,0)*euler(0,-1.2,-.1),.4)
- LH.C0=clerp(LH.C0,cf(-.9,-1,-.3)*euler(0,-1.57,0)*euler(0,-1.2,.1),.4)
- end
- local dec=Instance.new("NumberValue",Decrease)
- dec.Name="DecreaseMvmt"
- dec.Value=0
- local dec2=Instance.new("NumberValue")
- --[[con1=hitbox.Touched:connect(function(hit)
- h=hit.Parent:FindFirstChild("Humanoid")
- for _,v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h=v
- end
- end
- if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
- h=hit.Parent.Parent:FindFirstChild("Humanoid")
- end
- if hit.Parent.className=="Hat" then
- hit=hit.Parent.Parent:findFirstChild("Head")
- end
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
- if Player.Neutral==false and game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- if game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor==Player.TeamColor then return end
- end
- if HitTarget==nil then
- Damagefunc(hit,5,10,1,"Normal",RootPart,.5,2,math.random(5,10),nil,true,false,"Movement",10,100)
- HitTarget=hit.Parent
- MagicBlock(BrickColor.new(NewCol),cf(HitTarget.Torso.Position),1,1,1,3,3,3,.1,1)
- end
- end
- end) ]]
- hbwld.Parent=nil
- hboxpos.Parent=hitbox
- hitbox.Parent=modelzorz
- hitbox.Size=vt(3,5,3)
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- for i=0,1,0.05 do
- swait()
- hitboxCF=LeftArm.CFrame
- hitbox.CFrame=hitboxCF
- MagniDamage(hitbox,5,5,10,1,"Normal",RootPart,0,2,math.random(5,10),nil,true,false,nil,nil,nil)
- Neck.C0=clerp(Neck.C0,necko*euler(.3,0,1.2)*euler(.2,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-1.57),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.6,0,.2)*euler(0,0,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5,0,-1.2)*euler(0,-1,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(.6,-1,-.4)*euler(0,1.57,0)*euler(0,1.2,-.1),.3)
- LH.C0=clerp(LH.C0,cf(-.6,-.9,.4)*euler(0,-1.57,0)*euler(0,1.2,.1),.3)
- if HitTarget~=nil then break end
- end
- --con1:disconnect()
- hitbox.Parent=modelzorz
- hitbox.Size=vt()
- hitboxweld()
- hboxpos.Parent=nil
- if HitTarget~=nil then
- dec.Value=10
- if HitTarget:findFirstChild("Stats")~=nil then
- dec2.Parent=HitTarget.Stats.Decrease
- dec2.Name="DecreaseMvmt"
- dec2.Value=10
- end
- for i=0,1,0.1 do
- swait()
- if HitTarget~=nil then
- RootPart.CFrame=cf(RootPart.Position,HitTarget.HumanoidRootPart.Position)
- end
- Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0)*euler(0,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(.1,0,0),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,1)*euler(0,0,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,-1)*euler(0,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-.6,-.4)*euler(0,1.57,0)*euler(0,0,.2),.3)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,.5),.3)
- end
- for i=0,1,0.3 do
- swait()
- if HitTarget~=nil then
- RootPart.CFrame=cf(RootPart.Position,HitTarget.HumanoidRootPart.Position)
- end
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,0)*euler(0,0,0),.5)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,-2,0)*euler(-1.57,0,0),.5)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,1.57)*euler(0,0,0),.5)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,-1.57)*euler(0,0,0),.5)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.5)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.5)
- LH.C0=clerp(LH.C0,cf(-1,-.8,-.2)*euler(0,-1.57,0)*euler(0,0,1),.5)
- end
- cooldowns[4]=0
- mana.Value=mana.Value-40
- --[[local damnum=0
- damnum=blood
- if blood>50 then
- damnum=50
- blood=50
- else
- blood=0
- end]]
- local damnum=0
- if blood-50<=0 then
- damnum=blood
- blood=0
- else
- blood=blood-50
- damnum=50
- end
- print(damnum)
- dam=((Humanoid.MaxHealth-Humanoid.Health)/5)+damnum/3
- dam2=dam/1.5
- print(dam2)
- print(dam)
- MagniDamage(HitTarget.Torso,20,dam2,dam,50,Knockdown2,RootPart,1,2,50,nil,true,false)
- so("206082327",HitTarget.Torso,1,1)
- so("199145534",HitTarget.Torso,1,.8)
- for i=1,2 do
- MagicBlock(BrickColor.new("Really red"),cf(HitTarget.Torso.Position),1,1,1,5,5,5,.05,1)
- MagicRing(BrickColor.new("Really red"),cf(HitTarget.Torso.Position)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),1,1,.1,.5,.5,.1,.01)
- end
- MagicCircle(BrickColor.new("Really red"),cf(HitTarget.Torso.Position),1,1,1,2,2,2,.02)
- local num=0
- local eul=CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- for i=1,6 do
- MagicCircle2(BrickColor.new("Really red"),cf(HitTarget.Torso.Position)*eul*euler(num,0,0),3,20,3,-.02,3,-.02,0.02,1)
- MagicCircle2(BrickColor.new("Really red"),cf(HitTarget.Torso.Position)*eul*euler(0,1.57,0)*euler(num,0,0),3,20,3,-.02,3,-.02,0.02,1)
- num=num+1.046
- end
- if Rooted.Value==false then Torso.Velocity=(RootPart.CFrame.lookVector*-50)+(vt(0,1,0)*100) end
- for i=0,1,0.2 do
- swait()
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,0)*euler(0,0,0),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*euler(-4,0,0),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,1.57)*euler(0,0,0),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,-1.57)*euler(0,0,0),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,0,0),.3)
- LH.C0=clerp(LH.C0,cf(-1,-.8,-.2)*euler(0,-1.57,0)*euler(0,0,1),.3)
- end
- Stagger.Value=false
- StaggerHit.Value=false
- else
- cooldowns[4]=80
- end
- dec2.Parent=nil
- dec.Parent=nil
- HitTarget=nil
- doing4=false
- attack=false
- end
- end
- function DecreaseStat(Model,Stat,Amount,Duration)
- if Model:findFirstChild("Stats")~=nil then
- if Model.Stats[Stat]~=nil then
- Model.Stats[Stat].Value=Model.Stats[Stat].Value-Amount
- d=Instance.new("NumberValue",Model.Stats.Decrease)
- dur=Instance.new("NumberValue",d)
- dur.Name="Duration"
- dur.Value=Duration
- game:GetService("Debris"):AddItem(d,20)
- if Stat=="Damage" then
- d.Name="DecreaseAtk"
- elseif Stat=="Defense" then
- d.Name="DecreaseDef"
- elseif Stat=="Movement" then
- d.Name="DecreaseMvmt"
- end
- if Model:findFirstChild("Torso")~=nil then
- display=""
- if Stat=="Damage" then
- if Amount>0 then
- display="-Damage"
- else
- display="+Damage"
- end
- elseif Stat=="Defense" then
- if Amount>0 then
- display="-Defense"
- else
- display="+Defense"
- end
- elseif Stat=="Movement" then
- if Amount>0 then
- display="-Movement"
- else
- display="+Movement"
- end
- end
- showDamage(Model,display,"Debuff")
- end
- d.Value=Amount
- end
- end
- end
- function GetDist(Part1,Part2,magni)
- local targ=Part1.Position-Part2.Position
- local mag=targ.magnitude
- if mag<=magni then
- return true
- else
- return false
- end
- end
- function MagniDamage(Part,magni,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,ranged,DecreaseState,DecreaseAmount,Duration,Sound)
- for _,c in pairs(workspace:children()) do
- local hum=c:findFirstChild("Humanoid")
- if hum~=nil then
- local head=nil
- for _,d in pairs(c:children()) do
- --if d.Name=="Torso" or d.Name=="Head" or d.Name=="HumanoidRootPart" or d.Name=="HitPart" then
- if d.className=="Model" and ranged~=true then
- head=d:findFirstChild("Hitbox")
- if d.Parent==Character then break end
- if head~=nil then
- local targ=head.Position-Part.Position
- local mag=targ.magnitude
- if mag<=magni and c.Name~=Player.Name then
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=cf(head.Position)
- game:GetService("Debris"):AddItem(ref,1)
- hitnum=math.random(1,5)
- if hitnum==1 then so("199148971",ref,1,1)
- elseif hitnum==2 then so("199149025",ref,1,1)
- elseif hitnum==3 then so("199149072",ref,1,1)
- elseif hitnum==4 then so("199149109",ref,1,1)
- elseif hitnum==5 then so("199149119",ref,1,1)
- end
- StaggerHit.Value=true
- end
- end
- end
- if d.className=="Part" then
- head=d
- if head~=nil then
- local targ=head.Position-Part.Position
- local mag=targ.magnitude
- if mag<=magni and c.Name~=Player.Name then
- if stun==nil then
- stun=math.random(5,10)
- end
- local Rang=nil
- if Ranged==false then
- Rang=true
- end
- local stag=nil
- if shbash==true then
- stag=true
- end
- Damagefunc(head,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,ranged,DecreaseState,DecreaseAmount,Duration,Sound)
- --Damagefunc(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,DecreaseState,DecreaseAmount,Duration)
- end
- end
- end
- end
- end
- end
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Point=Torso.CFrame*cf(0,Torso.Size.Y,0)
- LastPoint=Point
- function effect(Color,Ref,LP,P1,returnn)
- if LP==nil or P1==nil then return end
- local effectsmsh=Instance.new("CylinderMesh")
- effectsmsh.Scale=Vector3.new(0.2,1,0.2)
- effectsmsh.Name="Mesh"
- local effectsg=Instance.new("Part")
- NoOutline(effectsg)
- effectsg.formFactor=3
- effectsg.CanCollide=false
- effectsg.Name="Eff"
- effectsg.Locked=true
- effectsg.Anchored=true
- effectsg.Size=Vector3.new(0.5,1,0.5)
- effectsg.Parent=workspace
- effectsmsh.Parent=effectsg
- effectsg.BrickColor=BrickColor.new(Color)
- effectsg.Reflectance=Ref
- local point1=P1
- local mg=(LP.p - point1.p).magnitude
- effectsg.Size=Vector3.new(0.5,mg,0.5)
- effectsg.CFrame=cf((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
- effectsmsh.Scale=Vector3.new(0.2,1,0.2)
- game:GetService("Debris"):AddItem(effectsg,2)
- if returnn then return effectsg end
- if not returnn then
- table.insert(Effects,{effectsg,"Cylinder",0.2,0.01,0,0.01,effectsmsh})
- end
- end
- local function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z,
- right.x, top.x, back.x,
- right.y, top.y, back.y,
- right.z, top.z, back.z)
- end
- function Triangle(a, b, c)
- local edg1 = (c-a):Dot((b-a).unit)
- local edg2 = (a-b):Dot((c-b).unit)
- local edg3 = (b-c):Dot((a-c).unit)
- if edg1 <= (b-a).magnitude and edg1 >= 0 then
- a, b, c = a, b, c
- elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
- a, b, c = b, c, a
- elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
- a, b, c = c, a, b
- else
- assert(false, "unreachable")
- end
- local len1 = (c-a):Dot((b-a).unit)
- local len2 = (b-a).magnitude - len1
- local width = (a + (b-a).unit*len1 - c).magnitude
- local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
- local list = {}
- if len1 > 0.01 then
- local w1 = Instance.new('WedgePart', m)
- game:GetService("Debris"):AddItem(w1,5)
- w1.Material = "SmoothPlastic"
- w1.FormFactor = 'Custom'
- w1.BrickColor = BrickColor.new("Medium blue")
- w1.Transparency = 0
- w1.Reflectance = 0
- w1.Material = "SmoothPlastic"
- w1.CanCollide = false
- NoOutline(w1)
- local sz = Vector3.new(0.2, width, len1)
- w1.Size = sz
- local sp = Instance.new("SpecialMesh",w1)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0,1,1) * sz/w1.Size
- w1:BreakJoints()
- w1.Anchored = true
- w1.Parent = workspace
- w1.Transparency = 0.7
- table.insert(Effects,{w1,"Disappear",.05})
- w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
- table.insert(list,w1)
- end
- if len2 > 0.01 then
- local w2 = Instance.new('WedgePart', m)
- game:GetService("Debris"):AddItem(w2,5)
- w2.Material = "SmoothPlastic"
- w2.FormFactor = 'Custom'
- w2.BrickColor = BrickColor.new("Medium blue")
- w2.Transparency = 0
- w2.Reflectance = 0
- w2.Material = "SmoothPlastic"
- w2.CanCollide = false
- NoOutline(w2)
- local sz = Vector3.new(0.2, width, len2)
- w2.Size = sz
- local sp = Instance.new("SpecialMesh",w2)
- sp.MeshType = "Wedge"
- sp.Scale = Vector3.new(0,1,1) * sz/w2.Size
- w2:BreakJoints()
- w2.Anchored = true
- w2.Parent = workspace
- w2.Transparency = 0.7
- table.insert(Effects,{w2,"Disappear",.05})
- w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
- table.insert(list,w2)
- end
- return unpack(list)
- end
- function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,Type)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- if Type==1 or Type==nil then
- table.insert(Effects,{prt,"Block1",delay,x3,y3,z3,msh})
- elseif Type==2 then
- table.insert(Effects,{prt,"Block2",delay,x3,y3,z3,msh})
- end
- end
- function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"Sphere","nil",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicCircle2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,push)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"Sphere","nil",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Blood",delay,x3,y3,z3,msh,push})
- end
- function MagicRing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe*cf(x2,y2,z2)
- local msh=mesh("SpecialMesh",prt,"FileMesh","3270017",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function ClangEffect(brickcolor,cframe,duration,decrease,size,power)
- local prt=part(3,workspace,0,1,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(5,5,5))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"CylinderClang",duration,decrease,size,power,prt.CFrame,nil})
- end
- function MagicWave(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"FileMesh","20329976",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function MagicSpecial(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
- prt.Anchored=true
- prt.CFrame=cframe
- local msh=mesh("SpecialMesh",prt,"FileMesh","24388358",vt(0,0,0),vt(x1,y1,z1))
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh})
- end
- function BreakEffect(brickcolor,cframe,x1,y1,z1)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- local msh=mesh("SpecialMesh",prt,"Sphere","nil",vt(0,0,0),vt(x1,y1,z1))
- local num=math.random(10,50)/1000
- game:GetService("Debris"):AddItem(prt,10)
- table.insert(Effects,{prt,"Shatter",num,prt.CFrame,math.random()-math.random(),0,math.random(50,100)/100})
- end
- Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit,ranged,DecreaseState,DecreaseAmount,Duration,Sound)
- if hit.Parent==nil then
- return
- end
- if hit.Name=="Hitbox" and hit.Parent~=modelzorz and ranged~=true then
- ref=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref.Anchored=true
- ref.CFrame=cf(hit.Position)
- game:GetService("Debris"):AddItem(ref,1)
- hitnum=math.random(1,5)
- if hitnum==1 then so("199148971",ref,1,1)
- elseif hitnum==2 then so("199149025",ref,1,1)
- elseif hitnum==3 then so("199149072",ref,1,1)
- elseif hitnum==4 then so("199149109",ref,1,1)
- elseif hitnum==5 then so("199149119",ref,1,1)
- end
- StaggerHit.Value=true
- end
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
- if Player.Neutral==false then
- if hit.Parent:findFirstChild("Alignment")~=nil then
- if hit.Parent.Alignment.Value==Player.TeamColor.Color then return end
- end
- if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- if game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor==Player.TeamColor then return end
- end
- end
- if bloodlust==true and doing1==false and doing2==false and doing4==false and hit.Parent:findFirstChild("BloodDebounce")==nil and ranged==false then
- bdeb=Instance.new("BoolValue")
- bdeb.Name="BloodDebounce"
- bdeb.Parent=hit.Parent
- bdeb.Value=true
- game:GetService("Debris"):AddItem(bdeb,.1)
- local ref2=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- ref2.Anchored=true
- ref2.CFrame=cf(hit.Position)
- so("206082273",ref2,.5,1)
- game:GetService("Debris"):AddItem(ref2,1)
- MagniDamage(ref2,10,3,4,0,"Normal",ref2,0,1,0,nil,nil,true,nil,nil,nil)
- MagicBlock(BrickColor.new(NewCol),cf(ref2.Position),5,5,5,3,3,3,.05,1)
- MagicCircle(BrickColor.new(NewCol),cf(ref2.Position),5,5,5,10,10,10,.1,1)
- for i=1,5 do
- BreakEffect(BrickColor.new(NewCol),cf(ref2.Position),.5,math.random(500,1000)/100,.5)
- end
- end
- if doing2==true then
- if BoundTarget==nil then
- so("200632875",hit,1,1)
- --Damagefunc(hit,6,8,math.random(20,40),"Normal",RootPart,.5,1,math.random(5,10),nil,true,false,"Movement",.2,200)
- BoundTarget=hit.Parent
- table.insert(Effects,{BoundTarget,"BloodBind",0,BoundTarget.Torso,cf(0,0,0)})
- --table.insert(Effects,{BoundTarget,"BloodBind",0,BoundTarget.Torso,cf(0,0,0)})
- local num=0
- local eul=CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- for i=1,6 do
- MagicCircle2(BrickColor.new(NewCol),cf(hit.Position)*eul*euler(num,0,0),1,10,1,-.02,.3,-.02,0.05,.6)
- MagicCircle2(BrickColor.new(NewCol),cf(hit.Position)*eul*euler(0,1.57,0)*euler(num,0,0),1,10,1,-.02,.3,-.02,0.05,.6)
- num=num+1.046
- end
- move2="(X)\
- Assault"
- end
- end
- if doing4==true then
- if HitTarget==nil then
- --Damagefunc(hit,5,10,1,"Normal",RootPart,.5,2,math.random(5,10),nil,true,false,"Movement",10,100)
- HitTarget=hit.Parent
- MagicBlock(BrickColor.new(NewCol),cf(HitTarget.Torso.Position),1,1,1,3,3,3,.1,1)
- end
- end
- if Sound=="Impact" then
- so("200632875",hit,1,1)
- end
- hitted=true
- if Sound=="Shatter" then
- so("199146069",hit,1,1)
- end
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game:service("Players").LocalPlayer
- c.Parent=h
- RecentEnemy.Value=hit.Parent
- game:GetService("Debris"):AddItem(c,.5)
- minim=minim*Atk.Value
- maxim=maxim*Atk.Value
- Damage=0
- if minim==maxim then
- Damage=maxim
- else
- Damage=math.random(minim,maxim)
- end
- blocked=false
- enblock=nil
- Stats=hit.Parent:findFirstChild("Stats")
- if Stats~=nil then
- invis=Stats:findFirstChild("Invisibility")
- isinvis=Stats:findFirstChild("IsInvisible")
- if (ranged==false or ranged==nil) and invis~=nil and isinvis.Value==true then
- invis.Value=0
- end
- enblock=Stats:findFirstChild("Block")
- if enblock~=nil then
- if enblock.Value==true then
- blocked=true
- end
- end
- if Stats:findFirstChild("Defense")~=nil then
- Damage=Damage/(Stats.Defense.Value)
- if Damage<=3 and (ranged==false or ranged==nil) and blocked~=true then
- hitnum=math.random(1,5)
- if hitnum==1 then so("199149321",hit,1,1)
- elseif hitnum==2 then so("199149338",hit,1,1)
- elseif hitnum==3 then so("199149367",hit,1,1)
- elseif hitnum==4 then so("199149409",hit,1,1)
- elseif hitnum==5 then so("199149452",hit,1,1)
- end
- elseif ranged==false or ranged==nil and blocked~=true then
- hitnum=math.random(1,6)
- if hitnum==1 then so("199149137",hit,1,1)
- elseif hitnum==2 then so("199149186",hit,1,1)
- elseif hitnum==3 then so("199149221",hit,1,1)
- elseif hitnum==4 then so("199149235",hit,1,1)
- elseif hitnum==5 then so("199149269",hit,1,1)
- elseif hitnum==6 then so("199149297",hit,1,1)
- end
- end
- if Damage<=3 and staghit==true then
- StaggerHit.Value=true
- end
- end
- if bloodlust==false then
- blood=blood+Damage*.6
- end
- if Stats:findFirstChild("Stun")~=nil then
- if blocked==true then
- incstun=incstun/2
- end
- if Stats.Stun.Value<Stats.StunThreshold.Value then
- Stats.Stun.Value=Stats.Stun.Value+incstun
- end
- end
- if Stats:findFirstChild("Stagger")~=nil then
- if stagger==true then
- Stats.Stagger.Value=true
- end
- end
- end
- if blocked==true then
- showDamage(hit.Parent,"Block","Damage")
- if ranged~=true then
- enblock.Value=false
- Stagger.Value=true
- hitnum=math.random(1,2)
- if hitnum==1 then so("199148933",hit,1,1)
- elseif hitnum==2 then so("199148947",hit,1,1)
- end
- end
- else
- Damage=math.floor(Damage)
- coroutine.resume(coroutine.create(function(Hum,Dam)
- damageFunc:InvokeServer(h,Damage)
- end),h,Damage)
- showDamage(hit.Parent,Damage,"Damage")
- if DecreaseState~=nil then
- if DecreaseState=="Shatter" then
- DecreaseStat(hit.Parent,"Movement",DecreaseAmount,Duration)
- DecreaseStat(hit.Parent,"Damage",DecreaseAmount,Duration)
- else
- DecreaseStat(hit.Parent,DecreaseState,DecreaseAmount,Duration)
- end
- end
- if Type=="Knockdown" then
- hum=hit.Parent.Humanoid
- hum.PlatformStand=true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand=false
- end),hum)
- local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
- --hit.CFrame=cf(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
- rl.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- game:GetService("Debris"):AddItem(rl,.5)
- elseif Type=="Shatter" then
- for i=1,10 do
- BreakEffect(BrickColor.new("Cyan"),hit.CFrame,math.random(20,80)/100,math.random(2,10),math.random(20,80)/100)
- end
- elseif Type=="Knockdown2" then
- hum=hit.Parent.Humanoid
- local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
- local bodvol=Instance.new("BodyVelocity")
- bodvol.velocity=angle*knockback
- bodvol.P=5000
- bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodvol.Parent=hit
- game:GetService("Debris"):AddItem(bodvol,.5)
- elseif Type=="Normal" then
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- if KnockbackType==1 then
- vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
- elseif KnockbackType==2 then
- vp.velocity=Property.CFrame.lookVector*knockback
- end
- game:GetService("Debris"):AddItem(vp,.5)
- if knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- end
- end
- debounce=Instance.new("BoolValue")
- debounce.Name="DebounceHit"
- debounce.Parent=hit.Parent
- debounce.Value=true
- game:GetService("Debris"):AddItem(debounce,Delay)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- CRIT=false
- end
- end
- showDamage=function(Char,Dealt,Type)
- m=Instance.new("Model")
- m.Name="Effect"
- c=Instance.new("Part")
- c.Transparency=1
- c.Name="Head"
- c.TopSurface=0
- c.BottomSurface=0
- c.formFactor="Plate"
- c.Size=Vector3.new(1,.4,1)
- b=Instance.new("BillboardGui",c)
- b.Size=UDim2.new(5,0,5,0)
- b.AlwaysOnTop=true
- damgui=gui("TextLabel",b,tostring(Dealt),1,Color3.new(0,0,0),UDim2.new(0,0,0,0),UDim2.new(1,0,1,0))
- if Type=="Damage" then
- damgui.Font="SourceSans"
- if Dealt=="Block" then
- damgui.TextColor3=BrickColor.new("Bright blue").Color
- elseif Dealt<3 then
- damgui.TextColor3=BrickColor.new("White").Color
- elseif Dealt>=3 and Dealt<20 then
- damgui.TextColor3=BrickColor.new("Bright yellow").Color
- else
- damgui.TextColor3=BrickColor.new("Really red").Color
- damgui.Font="SourceSansBold"
- end
- elseif Type=="Debuff" then
- damgui.TextColor3=BrickColor.new("White").Color
- elseif Type=="Interrupt" then
- damgui.TextColor3=BrickColor.new("New Yeller").Color
- elseif Type=="Heal" then
- damgui.TextColor3=BrickColor.new("Bright green").Color
- end
- --damgui.FontSize="Size48"
- damgui.TextScaled=true
- ms=Instance.new("CylinderMesh")
- ms.Scale=Vector3.new(.8,.8,.8)
- ms.Parent=c
- c.Reflectance=0
- Instance.new("BodyGyro").Parent=c
- c.Parent=m
- if Char:findFirstChild("Head")~=nil then
- c.CFrame=cf(Char["Head"].CFrame.p+Vector3.new(math.random(-100,100)/100,3,math.random(-100,100)/100))
- elseif Char.Parent:findFirstChild("Head")~=nil then
- c.CFrame=cf(Char.Parent["Head"].CFrame.p+Vector3.new(math.random(-100,100)/100,3,math.random(-100,100)/100))
- end
- f=Instance.new("BodyPosition")
- f.P=2000
- f.D=100
- f.maxForce=Vector3.new(545000,545000,545000)
- if Type=="Damage" or Type=="Heal" then
- f.position=c.Position+Vector3.new(0,3,0)
- elseif Type=="Debuff" or Type=="Interrupt" then
- f.position=c.Position+Vector3.new(0,5,0)
- end
- f.Parent=c
- game:GetService("Debris"):AddItem(m,5)
- table.insert(Effects,{m,"showDamage",damgui,f,10,1,15,50,100})
- c.CanCollide=false
- m.Parent=workspace
- c.CanCollide=false
- end
- combo=0
- function ob1d(mouse)
- if attack==true or equipped==false then return end
- hold=true
- if combo==0 then
- combo=1
- attackone()
- elseif combo==1 then
- combo=2
- attacktwo()
- elseif combo==2 then
- combo=3
- attackthree()
- elseif combo==3 then
- combo=0
- attackfour()
- end
- coroutine.resume(coroutine.create(function()
- for i=1,50 do
- if attack==false then
- swait()
- end
- end
- if attack==false then
- combo=0
- end
- end))
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- fenbarmove1.MouseButton1Click:connect(do1)
- fenbarmove2.MouseButton1Click:connect(do2)
- fenbarmove3.MouseButton1Click:connect(do3)
- fenbarmove4.MouseButton1Click:connect(do4)
- eul=0
- equipped=false
- function key(key)
- if attack==true then return end
- if key=="f" then
- pressedf=true
- fnumb=0
- attack=true
- if equipped==false then
- equipped=true
- RSH=ch.Torso["Right Shoulder"]
- LSH=ch.Torso["Left Shoulder"]
- --
- RSH.Parent=nil
- LSH.Parent=nil
- --
- RW.Name="Right Shoulder"
- RW.Part0=ch.Torso
- RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1=cf(0, 0.5, 0)
- RW.Part1=ch["Right Arm"]
- RW.Parent=ch.Torso
- --
- LW.Name="Left Shoulder"
- LW.Part0=ch.Torso
- LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1=cf(0, 0.5, 0)
- LW.Part1=ch["Left Arm"]
- LW.Parent=ch.Torso
- --
- Animate.Parent=nil
- equipanim()
- else
- equipped=false
- hideanim()
- LH.C1=LHC1
- RH.C1=RHC1
- Animate.Parent=Humanoid
- swait(0)
- RW.Parent=nil
- LW.Parent=nil
- RSH.Parent=player.Character.Torso
- LSH.Parent=player.Character.Torso
- end
- attack=false
- end
- if equipped==false then return end
- if key=="e" then
- Transposition()
- end
- if key=="z" then
- do1()
- end
- if key=="x" then
- do2()
- end
- if key=="c" then
- do3()
- end
- if key=="v" then
- do4()
- end
- end
- function key2(key)
- end
- function s(mouse)
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- player=Player
- ch=Character
- MMouse=mouse
- end
- function ds(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Ichor loaded.")
- local mananum=0
- local blocknum2=0
- local donum=0
- local stunnum=0
- local staggeranim=false
- local stunanim=false
- local Point=nil
- local LastPoint=nil
- local oldhealth=Humanoid.Health
- local walk=0
- local walkforw=true
- local blooddec=0
- while true do
- swait()
- if Humanoid.Health<=0 then
- attack=true
- resumeControl()
- modelzorz.Parent=workspace
- game:GetService("Debris"):AddItem(modelzorz,30)
- for i=1,#Weapon do
- Weapon[i].Parent=modelzorz
- Weapon[i].CanCollide=true
- end
- for i=1,#Welds do
- if Welds[i].Part0.Parent==Character or Welds[i].Part1.Parent==Character then
- Welds[i].Parent=nil
- else
- Welds[i].Parent=rprt1
- end
- end
- end
- --isjugg
- col=Player.TeamColor
- for _,c in pairs(game.Teams:children()) do
- if c.TeamColor==col and c.Name=="Juggernaut" then
- isjugg=true
- end
- end
- if fnumb<21 then
- fnumb=fnumb+1
- if pressedf==false then
- fenframe5.BackgroundTransparency=fenframe5.BackgroundTransparency-.025
- tellbar.TextTransparency=tellbar.TextTransparency-.05
- tellbar.TextStrokeTransparency=tellbar.TextStrokeTransparency-.05
- else
- if fnumb==20 then
- fenframe5.Parent=nil
- print("daigui")
- end
- fenframe5.BackgroundTransparency=fenframe5.BackgroundTransparency+.025
- tellbar.TextTransparency=tellbar.TextTransparency+.05
- tellbar.TextStrokeTransparency=tellbar.TextStrokeTransparency+.05
- end
- end
- if hbwld.Parent==nil then
- hitbox2.Name="Hitbox"
- else
- hitbox2.Name="Hitbox2"
- end
- hitbox2.Parent=hitbox.Parent
- hitbox2.Size=hitbox.Size
- hitbox2.CFrame=hitboxCF
- hboxpos.position=hitbox2.Position+vt(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- if bloodlust==true then
- passive1.Value=-.05
- passive2.Value=.1
- else
- passive1.Value=.1
- passive2.Value=-.1
- end
- if bloodlust==true and staggeranim==false then
- blooddec=blooddec+1
- if blooddec>=8 then
- blooddec=0
- blood=blood-1
- end
- if blood<=0 then
- blood=0
- bloodlust=false
- end
- end
- if blood>=100 and bloodlust==false then
- bloodlust=true
- enterblust=true
- coroutine.resume(coroutine.create(function()
- staggeranim=true
- Stagger.Value=true
- while attack==true do
- swait()
- end
- EnterBloodLust()
- staggeranim=false
- Stagger.Value=false
- end))
- enterblust=false
- end
- if oldhealth>Humanoid.Health then
- damage=oldhealth-Humanoid.Health
- if bloodlust==false then
- blood=blood+damage*2
- end
- end
- if blood>=100 then
- blood=100
- end
- oldhealth=Humanoid.Health
- --[[passive1.Value=-blood/400
- passive2.Value=-blood/300
- passive3.Value=blood/400]]
- --[[passive1.Value=-.3*(blood/100)
- passive2.Value=-.6*(blood/100)
- passive3.Value=.2*(blood/100)]]
- --[[passive1.Value=-(1.5*((blood*2)/100))/(10*(100/blood)) --max val should be -.3
- passive2.Value=(-.6*(blood/150))*(-.6*(blood/150)) --max val should be -.6
- passive3.Value=(.2*(blood/150))*(.2*(blood/150)) --max val should be .2]]
- --thanks math
- --passive1.Value=-.1*(math.sin((math.pi*blood/100) / 2))
- --passive2.Value=-.6*(math.sin((math.pi*blood/100) / 2))
- passive3.Value=.3*(math.sin((math.pi*blood/100) / 2))
- if #BloodAllies>0 then
- --table.insert(BloodAllies,{targ.Parent,hum.Health})
- for e=1,#BloodAllies do
- local Thing2=BloodAllies[e]
- --[[if Thing[1].Parent==nil or Thing[1]:findFirstChild("Humanoid")==nil then
- print("ded")
- table.remove(BloodAllies,e)
- end]]
- if Thing2==nil then
- table.remove(BloodAllies,e)
- else
- local Tors=Thing2[1]:findFirstChild("Torso")
- if Tors==nil then
- table.remove(BloodAllies,e)
- end
- if Thing2[1].Humanoid.Health<Thing2[2] then
- print("TAKEN DAMAGE")
- refd=part(3,workspace,0,1,BrickColor.new("Black"),"Reference",vt())
- refd.Anchored=true
- refd.CFrame=cf(RootPart.Position)
- game:GetService("Debris"):AddItem(refd,10)
- refd.CFrame=cf(RootPart.Position,Thing2[1].Torso.Position)
- table.insert(Effects,{Thing2[1],"Transposition",50,refd})
- table.remove(BloodAllies,e)
- else
- Thing2[2]=Thing2[1].Humanoid.Health
- end
- end
- end
- end
- if Stagger.Value==true and staggeranim==false then
- coroutine.resume(coroutine.create(function()
- staggeranim=true
- while attack==true do
- swait()
- end
- StaggerAnim()
- StaggerHit.Value=false
- Stagger.Value=false
- staggeranim=false
- end))
- end
- if StaggerHit.Value==true and staggeranim==false then
- coroutine.resume(coroutine.create(function()
- staggeranim=true
- while attack==true do
- swait()
- end
- StaggerHitt()
- StaggerHit.Value=false
- Stagger.Value=false
- staggeranim=false
- end))
- end
- if Mvmt.Value<0 or Stagger.Value==true or Stun.Value>=StunT.Value or StaggerHit.Value==true or Rooted.Value==true then
- Humanoid.WalkSpeed=0
- else
- Humanoid.WalkSpeed=16*Mvmt.Value
- end
- if Stun.Value>=StunT.Value and stunanim==false then
- coroutine.resume(coroutine.create(function()
- stunanim=true
- while attack==true do
- swait()
- end
- StunAnim()
- Stun.Value=0
- stunanim=false
- end))
- end
- local stunnum2=20
- if stunnum>=stunnum2 then
- if Stun.Value>0 then
- Stun.Value=Stun.Value-1
- end
- stunnum=0
- end
- stunnum=stunnum+1
- if donum>=.5 then
- handidle=true
- elseif donum<=0 then
- handidle=false
- end
- if handidle==false then
- donum=donum+0.006
- else
- donum=donum-0.006
- end
- local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude
- local velderp=RootPart.Velocity.y
- hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
- if equipped==true then
- if attack==false then
- idle=idle+1
- else
- idle=0
- end
- if idle>=500 then
- if attack==false then
- --Sheath()
- end
- end
- if Anim=="Walk" then
- if walkforw==true then
- RH.C1=clerp(RH.C1,RHC1*cf(.2,-.2,0)*euler(0,0,1),(Mvmt.Value*10)/50)
- LH.C1=clerp(LH.C1,LHC1*cf(.1,.2,0)*euler(0,0,1),(Mvmt.Value*10)/50)
- else
- RH.C1=clerp(RH.C1,RHC1*cf(-.1,.2,0)*euler(0,0,-1),(Mvmt.Value*10)/50)
- LH.C1=clerp(LH.C1,LHC1*cf(-.2,-.2,0)*euler(0,0,-1),(Mvmt.Value*10)/50)
- end
- else
- RH.C1=clerp(RH.C1,RHC1,.2)
- LH.C1=clerp(LH.C1,LHC1,.2)
- end
- if RootPart.Velocity.y > 1 and hitfloor==nil then
- Anim="Jump"
- if attack==false then
- Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.2)
- Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,.2),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.8,0,-.2),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.2)
- end
- elseif RootPart.Velocity.y < -1 and hitfloor==nil then
- Anim="Fall"
- if attack==false then
- Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.2)
- Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.2)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(.2,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.1,0,1),.2)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.1,0,-1),.2)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2)
- end
- elseif torvel<1 and hitfloor~=nil then
- Anim="Idle"
- if attack==false then
- Neck.C0=clerp(Neck.C0,necko*euler(-.1,0,0)*euler(0,0,-.2),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(.2,0,0)*euler(0,0,.2),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.7-(donum/5),0,.2+(donum/5))*euler(0,1.57,0),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5-(donum/5),0,.1-(donum/5))*euler(0,-1.57,0),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1.1,-.8,-.2)*euler(0,1.57,0)*euler(-.1,0,.2)*euler(0,0,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,0,.1),.2)
- end
- elseif torvel>2 and torvel<30 and hitfloor~=nil then
- Anim="Walk"
- walk=walk+1
- if walk>=15-(5*Mvmt.Value) then
- walk=0
- if walkforw==true then
- walkforw=false
- elseif walkforw==false then
- walkforw=true
- end
- end
- if attack==false then
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,0),.3)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(.2,0,0),.3)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,.2),.3)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.5,0,-.3),.3)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
- RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.2)
- LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.2)
- end
- elseif torvel>=30 and hitfloor~=nil then
- Anim="Run"
- if attack==false then
- Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,-.2),.4)
- RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.5)*euler(.8,0,.2),.4)
- RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,.2),.4)
- RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.2,0,-0.4),.4)
- LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4)
- RH.C0=clerp(RH.C0,RHC0*cf(1,1,.2)*euler(0,-.2,-.5),.4)
- LH.C0=clerp(LH.C0,LHC0*cf(-0.5,1,0)*euler(.2,0,-.5),.4)
- end
- end
- end
- if #Effects>0 then
- --table.insert(Effects,{prt,"Block1",delay})
- for e=1,#Effects do
- if Effects[e]~=nil then
- --for j=1,#Effects[e] do
- local Thing=Effects[e]
- if Thing~=nil then
- local Part=Thing[1]
- local Mode=Thing[2]
- local Delay=Thing[3]
- local IncX=Thing[4]
- local IncY=Thing[5]
- local IncZ=Thing[6]
- if Thing[2]=="CylinderClang" then
- if Thing[3]<=1 then
- Thing[1].CFrame=Thing[1].CFrame*CFrame.new(0,2.5*Thing[5],0)*CFrame.fromEulerAnglesXYZ(Thing[6],0,0)
- Thing[7]=Thing[1].CFrame
- effect("New Yeller",0,Thing[8],Thing[7])
- Thing[8]=Thing[7]
- Thing[3]=Thing[3]+Thing[4]
- else
- Part.Parent=nil
- table.remove(Effects,e)
- end
- --[[Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]]
- end
- if Thing[2]=="showDamage" then
- if Thing[6]<Thing[5] then
- Thing[6]=Thing[6]+1
- elseif Thing[6]<Thing[7] then
- Thing[4].position=Thing[4].position+vt(0,-.2,0)
- Thing[6]=Thing[6]+1
- elseif Thing[6]<Thing[8] then
- Thing[6]=Thing[6]+1
- elseif Thing[6]<Thing[9] then
- Thing[6]=Thing[6]+1
- Thing[4].position=Thing[4].position+vt(0,.2,0)
- Thing[3].TextStrokeTransparency=Thing[3].TextStrokeTransparency+.1
- Thing[3].TextTransparency=Thing[3].TextTransparency+.1
- else
- Thing[1].Parent=nil
- table.remove(Effects,e)
- end
- end
- if Thing[2]=="Transposition" then
- --table.insert(Effects,{Thing[1],"Transposition",50,refd})
- if Thing[3]>0 or hitfloor==nil then
- Thing[3]=Thing[3]-1
- Thing[4].CFrame=cf(Thing[1].Torso.Position,RootPart.Position)
- local mag=(RootPart.Position-Thing[1].Torso.Position).magnitude
- MagicCircle2(BrickColor.new(NewCol),Thing[4].CFrame*euler(1.57,0,0)*cf(math.random(-400,400)/100,0,math.random(-400,400)/100),2,10,2,-.1,mag/20,-.1,.05,-mag/15)
- else
- CF1=cf(Thing[1].Torso.Position)*cf(0,3,0)
- CF2=cf(RootPart.Position)*cf(0,3,0)
- cantele=true
- if Rooted.Value==true then
- cantele=false
- end
- if Thing[1]:findFirstChild("Stats")~=nil then
- if Thing[1].Stats:findFirstChild("Rooted")~=nil then
- if Thing[1].Stats.Rooted.Value==true then
- cantele=false
- end
- end
- end
- if cantele==true then
- RootPart.CFrame=CF1
- Thing[1].Torso.CFrame=CF2
- RootPart.Velocity=vt(0,0,0)
- Thing[1].Torso.Velocity=vt(0,0,0)
- so("206082368",RootPart,1,1)
- so("206082368",Thing[1].Torso,1,1)
- MagicSpecial(BrickColor.new(NewCol),CF1,3,3,3,1,1,1,.05)
- MagicSpecial(BrickColor.new(NewCol),CF2,3,3,3,1,1,1,.05)
- local num=0
- local eul=CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- for i=1,6 do
- MagicCircle2(BrickColor.new(NewCol),CF1*eul*euler(num,0,0),3,20,3,-.02,.5,-.02,0.02,.6)
- MagicCircle2(BrickColor.new(NewCol),CF1*eul*euler(0,1.57,0)*euler(num,0,0),3,20,3,-.02,.5,-.02,0.02,.6)
- num=num+1.046
- end
- end
- table.remove(Effects,e)
- end
- end
- if Thing[2]=="BloodBind" then
- --table.insert(Effects,{BoundTarget,"BloodBind",0,BoundTarget.Torso,cf(0,0,0)})
- if Thing[4].Parent==nil or Thing[4]==nil or Thing[4].Parent.Parent==nil then
- table.remove(Effects,e)
- BoundTarget=nil
- move2="(X)\
- Blood Bind"
- else
- Thing[5]=Thing[5]*euler(0,.2,0)
- if Thing[3]>=5 then
- Thing[3]=0
- for i=1.57,6.28,1.57 do
- MagicBlock(BrickColor.new(NewCol),cf(Thing[4].Position)*Thing[5]*euler(0,i,0)*cf(0,0,5),1,1,1,1,1,1,.1,1)
- end
- end
- Thing[3]=Thing[3]+1
- if cooldowns[2]>cooldownmax/2 and bloodlust==false then
- table.remove(Effects,e)
- BoundTarget=nil
- move2="(X)\
- Blood Bind"
- end
- end
- end
- if Thing[2]~="DecreaseStat" and Thing[2]~="showDamage" and Thing[2]~="Transposition" and Thing[2]~="BloodBind" then
- if Thing[1].Transparency<=1 then
- if Thing[2]=="Block1" then
- Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Ice" then
- --prt,"Ice",delay,msh,1,.2
- if Thing[6]<=Thing[5] then
- Thing[6]=Thing[6]+.3
- Thing[1].CFrame=Thing[1].CFrame*cf(0,1,0)
- else
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- end
- elseif Thing[2]=="Shatter" then
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- Thing[4]=Thing[4]*cf(0,Thing[7],0)
- Thing[1].CFrame=Thing[4]*euler(Thing[6],0,0)
- --Thing[1].CFrame=Thing[1].CFrame
- Thing[6]=Thing[6]+Thing[5]
- elseif Thing[2]=="Block2" then
- Thing[1].CFrame=Thing[1].CFrame
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Cylinder" then
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Blood" then
- Mesh=Thing[7]
- Thing[1].CFrame=Thing[1].CFrame*cf(0,Thing[8],0)
- Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Elec" then
- Mesh=Thing[7]
- Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9])
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- elseif Thing[2]=="Disappear" then
- Thing[1].Transparency=Thing[1].Transparency+Thing[3]
- end
- else
- Part.Parent=nil
- table.remove(Effects,e)
- end
- end
- end
- --end
- end
- end
- end
- fenbarmana2:TweenSize(UDim2.new(.4,0,-4*mana.Value/100,0),nil,1,0.4,true)
- fenbarmana4.Text="Mana("..mana.Value..")"
- fenbarhp2.BackgroundColor3=Color3.new(Humanoid.Health/Humanoid.MaxHealth,0,0)
- fenbarhp2:TweenSize(UDim2.new(Humanoid.Health/Humanoid.MaxHealth,0,1,0),nil,1,0.4,true)
- fenbarhp3.Text="("..math.floor(Humanoid.Health)..")"
- fenbarblock2:TweenSize(UDim2.new(.4,0,-4*blood/100,0),nil,1,0.4,true)
- fenbarblock3.Text="Blood("..math.floor(blood)..")"
- fenbarmove1b:TweenSize(UDim2.new(1*cooldowns[1]/cooldownmax,0,1,0),nil,1,0.4,true)
- fenbarmove2b:TweenSize(UDim2.new(1*cooldowns[2]/cooldownmax,0,1,0),nil,1,0.4,true)
- fenbarmove2.Text=move2
- fenbarmove3b:TweenSize(UDim2.new(1*cooldowns[3]/cooldownmax,0,1,0),nil,1,0.4,true)
- fenbarmove4b:TweenSize(UDim2.new(1*cooldowns[4]/cooldownmax,0,1,0),nil,1,0.4,true)
- for _,c in pairs(Decrease:children()) do
- if c:findFirstChild("Duration")~=nil then
- c.Duration.Value=c.Duration.Value-1
- if c.Duration.Value<=0 then
- c.Parent=nil
- end
- end
- if c.Name=="DecreaseAtk" then
- decreaseatk=decreaseatk+c.Value
- elseif c.Name=="DecreaseDef" then
- decreasedef=decreasedef+c.Value
- elseif c.Name=="DecreaseMvmt" then
- decreasemvmt=decreasemvmt+c.Value
- end
- end
- Atk.Value=1-decreaseatk
- if Atk.Value<=0 then
- Atk.Value=0
- end
- Def.Value=1-decreasedef
- if Def.Value<=0 then
- Def.Value=0.01
- end
- Mvmt.Value=1-decreasemvmt
- if Mvmt.Value<=0 then
- Mvmt.Value=0
- end
- decreaseatk=0
- decreasedef=0
- decreasemvmt=0
- AtkVal=Atk.Value*100
- AtkVal=math.floor(AtkVal)
- AtkVal=AtkVal/100
- fenbardamage.Text="Damage\
- ("..(AtkVal)..")"
- DefVal=Def.Value*100
- DefVal=math.floor(DefVal)
- DefVal=DefVal/100
- fenbardef.Text="Defense\
- ("..(DefVal)..")"
- MvmtVal=Mvmt.Value*100
- MvmtVal=math.floor(MvmtVal)
- MvmtVal=MvmtVal/100
- if Rooted.Value==true then MvmtVal=0 end
- fenbarmove.Text="Walkspeed\
- ("..(MvmtVal)..")"
- if Stun.Value>=StunT.Value then
- fenbarstun2:TweenSize(UDim2.new(.4,0,-4,0),nil,1,0.4,true)
- else
- fenbarstun2:TweenSize(UDim2.new(.4,0,-4*Stun.Value/StunT.Value,0),nil,1,0.4,true)
- end
- fenbarstun3.Text="Stun("..Stun.Value..")"
- if mana.Value>=100 then
- mana.Value=100
- else
- if mananum<=9 then
- mananum=mananum+1
- elseif mananum>=8 then
- mananum=0
- mana.Value=mana.Value+1
- end
- end
- --[[if cooldown1>=cooldownmax then
- cooldown1=cooldownmax
- else
- cooldown1=cooldown1+cooldownadd1
- end]]
- for i=1,#cooldowns do
- if cooldowns[i]>=cooldownmax then
- cooldowns[i]=cooldownmax
- else
- cooldowns[i]=cooldowns[i]+cooldownsadd[i]
- end
- end
- end
- --[[
- Copyrighted (C) Fenrier 2015
- ]]
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