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- wait(0.5)
- 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
- isblarghing = false
- MMouse = nil
- combo = 0
- combospeed = 0
- Fly = false
- stop = false
- local Run = false
- local hitfloor, posfloor = nil, nil
- local idle = 0
- local Effects = {}
- local Weapon = {}
- local Welds = {}
- local decreaseatk = 0
- local decreasedef = 0
- local decreasemvmt = 0
- local Mode = "Defensive"
- local GuardStance = false
- local Target = nil
- local manualguardend = false
- local equipped = false
- local Charge = 0
- local Charging = false
- local CanFly = true
- local prop = Instance.new("RocketPropulsion")
- local move1 = "(Z)\nSun fragments"
- local move2 = "(X)\nSolar field"
- local move3 = "(C)\nSolar teleport"
- local move4 = "(V)\n2nd sun"
- 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 cooldown5 = 0
- table.insert(cooldowns, cooldown5)
- local cooldownsadd = {}
- local cooldownadd1 = 0.3
- table.insert(cooldownsadd, cooldownadd1)
- local cooldownadd2 = 0.2
- table.insert(cooldownsadd, cooldownadd2)
- local cooldownadd3 = 0.08
- table.insert(cooldownsadd, cooldownadd3)
- local cooldownadd4 = 0.04
- table.insert(cooldownsadd, cooldownadd4)
- local cooldownadd5 = 0.03
- table.insert(cooldownsadd, cooldownadd5)
- local cooldownmax = 100
- player = nil
- RSH = nil
- RW = Instance.new("Motor")
- LW = Instance.new("Motor")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- LH = Torso["Left Hip"]
- RH = Torso["Right Hip"]
- TorsoColor = Torso.BrickColor
- TorsoRed = TorsoColor.Color.r
- TorsoGreen = TorsoColor.Color.g
- NewCol = Color3.new(TorsoRed, TorsoGreen, 1)
- NewCol = "Bright yellow"
- local Flight = 0
- print(BrickColor.new(NewCol))
- local mdec2 = Instance.new("NumberValue", Decrease)
- mdec2.Name = "DecreaseMvmt"
- mdec2.Value = 0.1
- local Animate = Humanoid.Animator
- local canjump = true
- removeControl = function()
- canjump = false
- end
- resumeControl = function()
- canjump = true
- end
- 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
- Player.Character.Humanoid.Changed:connect(function()
- if canjump == false then
- Player.Character.Humanoid.Jump = false
- end
- end)
- swait = function(num)
- if num == 0 or num == nil then
- Player.PlayerGui.Pacemaker.Heartbeat.Event:wait()
- else
- for i = 0, num do
- Player.PlayerGui.Pacemaker.Heartbeat.Event:wait()
- end
- end
- end
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 40
- tf = 0
- allowframeloss = true
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- 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 Stun = Instance.new("NumberValue")
- Stun.Name = "Stun"
- Stun.Parent = Stats
- Stun.Value = 0
- local StunT = Instance.new("NumberValue")
- StunT.Name = "StunThreshold"
- StunT.Parent = Stats
- StunT.Value = 100
- local Rooted = Instance.new("BoolValue")
- Rooted.Name = "Rooted"
- Rooted.Parent = Stats
- Rooted.Value = false
- local Stunned = Instance.new("BoolValue")
- Stunned.Name = "Stunned"
- Stunned.Parent = Stats
- Stunned.Value = false
- local Stagger = Instance.new("BoolValue")
- Stagger.Name = "Stagger"
- Stagger.Parent = Stats
- Stagger.Value = false
- local StaggerHit = Instance.new("BoolValue")
- StaggerHit.Name = "StaggerHit"
- StaggerHit.Parent = Stats
- StaggerHit.Value = false
- local RecentEnemy = Instance.new("ObjectValue")
- RecentEnemy.Name = "RecentEnemy"
- RecentEnemy.Parent = Stats
- RecentEnemy.Value = nil
- local Decrease = Instance.new("BoolValue")
- Decrease.Name = "Decrease"
- Decrease.Parent = Stats
- Decrease.Value = false
- local passive = Instance.new("NumberValue", Decrease)
- passive.Name = "DecreaseMvmt"
- passive.Value = 0.1
- local passive2 = Instance.new("NumberValue", Decrease)
- passive2.Name = "DecreaseDef"
- passive2.Value = 0
- local mana = Instance.new("NumberValue")
- mana.Name = "Mana"
- mana.Parent = Stats
- mana.Value = 0
- NoOutline = function(Part)
- Part.TopSurface = 10
- end
- part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size, material, anchor)
- 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.Material = "SmoothPlastic"
- fp.Size = size
- fp.Position = Torso.Position
- NoOutline(fp)
- if material then
- fp.Material = material
- end
- if anchor then
- fp.Anchored = anchor
- end
- fp:BreakJoints()
- return fp
- end
- mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid ~= "nil" then
- mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
- end
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- weld = function(parent, part0, part1, c0)
- local weld = it("Motor")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- gui = function(GuiType, parent, text, backtrans, backcol, pos, size)
- local gui = it(GuiType)
- gui.Parent = parent
- gui.Text = text
- gui.BackgroundTransparency = backtrans
- gui.BackgroundColor3 = backcol
- gui.SizeConstraint = "RelativeXY"
- gui.TextXAlignment = "Center"
- gui.TextYAlignment = "Center"
- gui.Position = pos
- gui.Size = size
- gui.Font = "SourceSans"
- gui.FontSize = "Size14"
- gui.TextWrapped = false
- gui.TextStrokeTransparency = 0
- gui.TextColor = BrickColor.new("White")
- return gui
- end
- DecreaseStat = function(Model, Stat, Amount, Duration)
- if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then
- Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
- d = Instance.new("NumberValue", Model.Stats.Decrease)
- dur = Instance.new("NumberValue", d)
- dur.Name = "Duration"
- dur.Value = Duration
- game:GetService("Debris"):AddItem(d, 20)
- if Stat == "Damage" then
- d.Name = "DecreaseAtk"
- else
- if Stat == "Defense" then
- d.Name = "DecreaseDef"
- else
- if Stat == "Movement" then
- d.Name = "DecreaseMvmt"
- end
- end
- end
- if Model:findFirstChild("Torso") ~= nil then
- display = ""
- if Stat == "Damage" then
- if Amount > 0 then
- display = "-Damage"
- else
- display = "+Damage"
- end
- else
- if Stat == "Defense" then
- if Amount > 0 then
- display = "-Defense"
- else
- display = "+Defense"
- end
- else
- if Stat == "Movement" then
- if Amount > 0 then
- display = "-Movement"
- else
- display = "+Movement"
- end
- end
- end
- end
- showDamage(Model, display, "Debuff")
- end
- d.Value = Amount
- end
- end
- GetDist = function(Part1, Part2, magni)
- local targ = Part1.Position - Part2.Position
- local mag = targ.magnitude
- if mag <= magni then
- return true
- else
- return false
- end
- end
- 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
- MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- for _,c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = nil
- for _,d in pairs(c:children()) do
- if d.className == "Model" and ranged ~= true then
- head = d:findFirstChild("Hitbox")
- if d.Parent == Character then
- break
- end
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= magni and c.Name ~= Player.Name then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(head.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- else
- if hitnum == 2 then
- so("199149025", ref, 1, 1)
- else
- if hitnum == 3 then
- so("199149072", ref, 1, 1)
- else
- if hitnum == 4 then
- so("199149109", ref, 1, 1)
- else
- if hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- end
- end
- end
- end
- StaggerHit.Value = true
- end
- end
- end
- do
- if d.className == "Part" 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)
- end
- end
- end
- do
- end
- end
- end
- end
- end
- end
- MagniBuff = function(Part, magni, Dec, DecAm, Dur, others)
- if Player.Neutral == true then
- DecreaseStat(Character, Dec, DecAm / 2, Dur)
- end
- for _,c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if others == nil and mag <= magni and Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
- DecreaseStat(head.Parent, Dec, DecAm, Dur)
- end
- end
- end
- if Player.Neutral == false and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and mag <= magni and head.Parent ~= Character and game.Players:GetPlayerFromCharacter(head.Parent) ~= nil and game.Players:GetPlayerFromCharacter(head.Parent).TeamColor == Player.TeamColor then
- DecreaseStat(head.Parent, Dec, DecAm, Dur)
- end
- end
- end
- rayCast = function(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
- LastPoint = Point
- effect = function(Color, Ref, LP, P1, returnn)
- if LP == nil or P1 == nil then
- return
- end
- local Effectsmsh = Instance.new("CylinderMesh")
- Effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
- Effectsmsh.Name = "Mesh"
- local Effectsg = Instance.new("Part")
- NoOutline(Effectsg)
- Effectsg.formFactor = 3
- Effectsg.CanCollide = false
- Effectsg.Name = "Eff"
- Effectsg.Locked = true
- Effectsg.Anchored = true
- Effectsg.Size = Vector3.new(0.5, 1, 0.5)
- Effectsg.Parent = workspace
- Effectsmsh.Parent = Effectsg
- Effectsg.BrickColor = BrickColor.new(Color)
- Effectsg.Reflectance = Ref
- local point1 = P1
- local mg = 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
- MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- return prt
- end
- MagicSpike = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "1033714", 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
- MagicBlock = function(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})
- else
- if Type == 2 then
- table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
- end
- end
- end
- MagicCloud = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "1095708", 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
- MagicCircle = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.Material = material
- 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
- MagicRing = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * cf(x2, y2, z2)
- local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicOrb = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay, pos2)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Material = material
- prt.CFrame = cframe
- bp = Instance.new("BodyPosition", prt)
- bp.Position = pos2
- bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- coroutine.resume(coroutine.create(function()
- while prt.Parent == workspace do
- wait()
- MagicRing(BrickColor.new("Bright yellow"), cf(prt.Position) * euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)), 0.1, 1, 0.1, 0.1, 1, 0.1, 0.05)
- end
- MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt.CFrame, x1, y1, z1, x3, y3, z3, 0.05)
- end))
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- table.insert(Effects, {prt, "Cylinder", delay, 0, 0, 0, msh})
- return prt
- end
- MagicOrb2 = function(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay, pos2)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Material = material
- prt.CFrame = cframe
- bp = Instance.new("BodyPosition", prt)
- bp.Position = pos2
- bp.MaxForce = Vector3.new(1000,1000,1000)
- coroutine.resume(coroutine.create(function()
- while prt.Parent == workspace do
- wait()
- MagicRing(BrickColor.new("Bright yellow"), cf(prt.Position) * euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)), 0.1, 1, 0.1, 0.1, 1, 0.1, 0.05)
- end
- MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt.CFrame, x1, y1, z1, x3, y3, z3, 0.05)
- end))
- local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- table.insert(Effects, {prt, "Cylinder", delay, 0, 0, 0, msh})
- return prt
- end
- MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- MagicHead = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "Head", "nil", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- ClangEffect = function(brickcolor, cframe, duration, decrease, size, power)
- local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil})
- end
- MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
- end
- Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
- if hit.Parent == nil then
- return
- end
- if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then
- ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
- ref.Anchored = true
- ref.CFrame = cf(hit.Position)
- game:GetService("Debris"):AddItem(ref, 1)
- hitnum = math.random(1, 5)
- if hitnum == 1 then
- so("199148971", ref, 1, 1)
- else
- if hitnum == 2 then
- so("199149025", ref, 1, 1)
- else
- if hitnum == 3 then
- so("199149072", ref, 1, 1)
- else
- if hitnum == 4 then
- so("199149109", ref, 1, 1)
- else
- if hitnum == 5 then
- so("199149119", ref, 1, 1)
- end
- end
- end
- end
- end
- StaggerHit.Value = true
- end
- h = hit.Parent:FindFirstChild("Humanoid")
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
- return
- end
- if Player.Neutral == false then
- if hit.Parent:findFirstChild("Alignment") ~= nil and hit.Parent.Alignment.Value == Player.TeamColor.Color then
- return
- end
- if game.Players:GetPlayerFromCharacter(hit.Parent) ~= nil and game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor == Player.TeamColor then
- return
- end
- end
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = game:service("Players").LocalPlayer
- c.Parent = h
- RecentEnemy.Value = hit.Parent
- game:GetService("Debris"):AddItem(c, 0.5)
- minim = minim * Atk.Value
- maxim = maxim * Atk.Value
- Damage = 0
- if minim == maxim then
- Damage = maxim
- else
- Damage = math.random(minim, maxim)
- end
- blocked = false
- enblock = nil
- Stats = hit.Parent:findFirstChild("Stats")
- if Stats ~= nil then
- 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 and enblock.Value == true then
- blocked = true
- 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)
- else
- if hitnum == 2 then
- so("199149338", hit, 1, 1)
- else
- if hitnum == 3 then
- so("199149367", hit, 1, 1)
- else
- if hitnum == 4 then
- so("199149409", hit, 1, 1)
- else
- if hitnum == 5 then
- so("199149452", hit, 1, 1)
- end
- end
- end
- end
- end
- else
- if ranged == false or ranged == nil and blocked ~= true then
- hitnum = math.random(1, 6)
- if hitnum == 1 then
- so("199149137", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199149186", hit, 1, 1)
- else
- if hitnum == 3 then
- so("199149221", hit, 1, 1)
- else
- if hitnum == 4 then
- so("199149235", hit, 1, 1)
- else
- if hitnum == 5 then
- so("199149269", hit, 1, 1)
- else
- if hitnum == 6 then
- so("199149297", hit, 1, 1)
- end
- end
- end
- end
- end
- end
- end
- end
- if Damage <= 3 and staghit == true and ranged ~= true then
- StaggerHit.Value = true
- end
- end
- if Stats:findFirstChild("Stun") ~= nil then
- if blocked == true then
- incstun = incstun / 2
- end
- if Stats.Stun.Value < Stats.StunThreshold.Value then
- Stats.Stun.Value = Stats.Stun.Value + incstun
- end
- end
- if Stats:findFirstChild("Stagger") ~= nil and stagger == true then
- Stats.Stagger.Value = true
- end
- end
- if blocked == true then
- showDamage(hit.Parent, "Block", "Damage")
- if ranged ~= true then
- enblock.Value = false
- Stagger.Value = true
- hitnum = math.random(1, 2)
- if hitnum == 1 then
- so("199148933", hit, 1, 1)
- else
- if hitnum == 2 then
- so("199148947", hit, 1, 1)
- end
- end
- end
- else
- Damage = math.floor(Damage)
- coroutine.resume(coroutine.create(function(Hum, Dam)
- hit.Parent.Humanoid:TakeDamage(Damage)
- end), h, Damage)
- if Type ~= "Magic" then
- showDamage(hit.Parent, Damage, "Damage")
- end
- if Type == "Magic" then
- showDamage(hit.Parent, Damage, "Magic")
- end
- if DecreaseState ~= nil then
- if DecreaseState == "Temporal" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
- DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration)
- else
- if DecreaseState == "Temporal2" then
- DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
- DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration)
- else
- DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
- end
- end
- end
- if Type == "NormalDecreaseMvmt1" then
- DecreaseStat(hit.Parent, "Movement", 0.1, 200)
- end
- if Type == "NormalDecreaseMvmt2" then
- DecreaseStat(hit.Parent, "Movement", 0.5, 100)
- end
- if Type == "NormalDecreaseDef1" then
- DecreaseStat(hit.Parent, "Defense", 0.1, 200)
- end
- if Type == "NormalDecreaseAtk1" then
- DecreaseStat(hit.Parent, "Damage", 0.1, 200)
- end
- if Type == "Knockdown" then
- hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- 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, 0.5)
- game:GetService("Debris"):AddItem(rl, 0.5)
- else
- do
- if Type == "Knockdown2" then
- hum = hit.Parent.Humanoid
- local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
- local bodvol = Instance.new("BodyVelocity")
- bodvol.velocity = angle * knockback
- bodvol.P = 5000
- bodvol.maxForce = Vector3.new(8000, 8000, 8000)
- bodvol.Parent = hit
- game:GetService("Debris"):AddItem(bodvol, 0.5)
- else
- do
- if Type == "Normal" or Type == "NormalDecreaseMvmt1" then
- vp = Instance.new("BodyVelocity")
- vp.P = 500
- vp.maxForce = Vector3.new(math.huge, 0, math.huge)
- if KnockbackType == 1 then
- vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
- else
- if KnockbackType == 2 then
- vp.velocity = Property.CFrame.lookVector * knockback
- end
- end
- game:GetService("Debris"):AddItem(vp, 0.5)
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- end
- debounce = Instance.new("BoolValue")
- debounce.Name = "DebounceHit"
- debounce.Parent = hit.Parent
- debounce.Value = true
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- c.Parent = h
- game:GetService("Debris"):AddItem(c, 0.5)
- CRIT = false
- end
- end
- end
- end
- end
- end
- end
- showDamage = function(Char, Dealt, Type)
- m = Instance.new("Model")
- m.Name = "Effect"
- c = Instance.new("Part")
- c.Transparency = 1
- c.Name = "Head"
- c.TopSurface = 0
- c.BottomSurface = 0
- c.formFactor = "Plate"
- c.Size = Vector3.new(1, 0.4, 1)
- b = Instance.new("BillboardGui", c)
- b.Size = UDim2.new(5, 0, 5, 0)
- b.AlwaysOnTop = true
- damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- if Type == "Damage" then
- damgui.Font = "SourceSans"
- if Dealt == "Block" then
- damgui.TextColor3 = BrickColor.new("Bright blue").Color
- else
- if Dealt < 3 then
- damgui.TextColor3 = BrickColor.new("White").Color
- else
- if Dealt >= 3 and Dealt < 20 then
- damgui.TextColor3 = BrickColor.new("Bright yellow").Color
- else
- damgui.TextColor3 = BrickColor.new("Really red").Color
- damgui.Font = "SourceSansBold"
- end
- end
- end
- else
- if Type == "Debuff" then
- damgui.TextColor3 = BrickColor.new("White").Color
- else
- if Type == "Interrupt" then
- damgui.TextColor3 = BrickColor.new("New Yeller").Color
- end
- end
- end
- damgui.TextScaled = true
- ms = Instance.new("CylinderMesh")
- ms.Scale = Vector3.new(0.8, 0.8, 0.8)
- ms.Parent = c
- c.Reflectance = 0
- Instance.new("BodyGyro").Parent = c
- c.Parent = m
- if Char:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- else
- if Char.Parent:findFirstChild("Head") ~= nil then
- c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
- end
- end
- f = Instance.new("BodyPosition")
- f.P = 2000
- f.D = 100
- f.maxForce = Vector3.new(545000, 545000, 545000)
- if Type == "Damage" then
- f.position = c.Position + Vector3.new(0, 3, 0)
- else
- if Type == "Debuff" or Type == "Interrupt" then
- f.position = c.Position + Vector3.new(0, 5, 0)
- end
- end
- f.Parent = c
- game:GetService("Debris"):AddItem(m, 5)
- table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100})
- c.CanCollide = false
- m.Parent = workspace
- c.CanCollide = false
- end
- StunAnim = function()
- attack = true
- removeControl()
- Stunned.Value = true
- showDamage(Character, "Stunned", "Interrupt")
- local dec = Instance.new("NumberValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25)
- end
- for i = 0, 1, 0.3 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25)
- end
- local gairost = Instance.new("BodyGyro")
- gairost.Parent = RootPart
- gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge
- gairost.P = 20000
- gairost.cframe = cf(0, 0, 0)
- for i = 0, 1, 0.1 do
- swait()
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3)
- end
- for i = 1, 70 do
- swait()
- gairost.cframe = RootPart.CFrame
- if hitfloor ~= nil then
- Torso.Velocity = vt(0, 0, 0)
- end
- end
- for i = 0, 1, 0.2 do
- swait()
- Stun.Value = 0
- gairost.cframe = RootPart.CFrame
- Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3)
- end
- resumeControl()
- gairost.Parent = nil
- dec.Parent = nil
- Stun.Value = 0
- combo = 0
- Stunned.Value = false
- attack = false
- for i = 1, 10 do
- swait()
- Stun.Value = 0
- end
- end
- modelzorz = Instance.new("Model", Character)
- modelzorz.Name = "Sun nova staff"
- if game.PlaceId == 599869747 then
- modelzorz.Parent = workspace
- end
- local prt1 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part01", vt())
- local prt2 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part02", vt())
- local prt3 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part03", vt())
- local prt4 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt())
- local prt5 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part05", vt())
- local prt6 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part06", vt())
- local prt7 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part07", vt())
- local prt8 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part08", vt())
- local prt9 = part(3, modelzorz, 0, 0, BrickColor.new("Bright yellow"), "Part09", vt())
- local prt10 = part(3, modelzorz, 0, 0, BrickColor.new("Electric blue"), "Part10", vt())
- local prt11 = part(3, modelzorz, 0, 1, BrickColor.new("Electric blue"), "Part11", vt())
- local prt12 = part(3, modelzorz, 0, 0, BrickColor.new("Electric blue"), "Part12", vt())
- -- part 4,6 and 11 are optional, i dont liked them but you can make it non-transparent if u want boi.
- msh1 = mesh("SpecialMesh", prt1, "Brick", "nil", vt(0, 0, 0), vt(1, 23, 1))
- msh2 = mesh("SpecialMesh", prt2, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
- msh3 = mesh("SpecialMesh", prt3, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
- msh4 = mesh("SpecialMesh", prt4, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
- msh5 = mesh("SpecialMesh", prt5, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
- msh6 = mesh("SpecialMesh", prt6, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
- msh7 = mesh("SpecialMesh", prt7, "Brick", "nil", vt(0, 0, 0), vt(1, 5, 1))
- msh8 = mesh("SpecialMesh", prt8, "Sphere", "nil", vt(0, 0, 0), vt(5, 5, 5))
- msh9 = mesh("SpecialMesh", prt9, "FileMesh", "3270017", vt(0, 0, 0), vt(0.5, 0.5, 2))
- msh10 = mesh("SpecialMesh", prt10,"FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 0.3, 0.2))
- msh11 = mesh("SpecialMesh", prt11,"FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 0.3, 0.2))
- msh12 = mesh("SpecialMesh", prt12,"FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 0.3, 0.2))
- prt8.Material = "Neon"
- local wld1 = weld(prt1, Torso, prt1, CFrame.new(0,0.1,0.6) * CFrame.Angles(0,0,2.6))
- local wld2 = weld(prt2, prt2, prt1, cf(-2.19337559, -0.82585907, 0, 0.170415789, 0.985372245, 0, -0.985372245, 0.170415789, 0, 0, 0, 1))
- local wld3 = weld(prt3, prt3, prt1, cf(2.17811728, -0.853679657, 0, 0.170423016, -0.985371113, 0, 0.985371113, 0.170423016, 0, 0, 0, 1))
- local wld4 = weld(prt4, prt4, prt1, cf(0.311923981, 0.155733109, 0, 0.911122978, 0.412134647, 0, -0.412134647, 0.911122978, 0, 0, 0, 1))
- local wld5 = weld(prt5, prt5, prt1, cf(-0.400558472, -0.665475845, 0, 0.998176634, -0.0603609793, 0, 0.0603609793, 0.998176634, 0, 0, 0, 1))
- local wld6 = weld(prt6, prt6, prt1, cf(0.410541534, -0.666027546, 0, 0.998176098, 0.0603691153, 0, -0.0603691153, 0.998176098, 0, 0, 0, 1))
- local wld7 = weld(prt7, prt7, prt1, cf(-0.302593231, 0.159433365, 0, 0.911126196, -0.412127078, 0, 0.412127078, 0.911126196, 0, 0, 0, 1))
- local wld8 = weld(prt8, prt8, prt1, cf(3.81469727e-005, -3.04005432, 1.14440918e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1))
- local wld9 = weld(prt9, prt9, prt1, cf(3.81469727e-005, 2.55995774, 1.14440918e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1))
- local wld10 = weld(prt10, prt10, prt1, cf(0, 2.55997133, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0))
- local wld11 = weld(prt11, prt11, prt1, cf(0, -1.3700285, 0.480007172, 0, 0, -1, 0, 1, 0, 1, 0, 0))
- local wld12 = weld(prt12, prt12, prt1, cf(0, -1.37004519, -0.479995728, 0, 0, -1, 0, 1, 0, 1, 0, 0))
- StaggerAnim = function()
- attack = true
- removeControl()
- showDamage(Character, "Staggered", "Interrupt")
- for i = 0, 1, 0.35 do
- swait()
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0.6), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.4, 0, 0.4) * euler(0, 0.4, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.9) * euler(0, 0.7, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.4, -0.2, 0.4), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3)
- end
- for i = 0, 1, 0.2 do
- swait()
- Torso.Velocity = RootPart.CFrame.lookVector * -40
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.3, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.4, 0, 0.6), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.6, 0, 0.6) * euler(0, 0.4, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.6, 0, -0.9) * euler(0, 0.7, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.7, 0) * euler(0, 1.57, 0) * euler(-0.5, -0.2, 0.5), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3)
- end
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.3, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, 0.4), 0.3)
- RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(0.6, 0, -0.4), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.3, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.2, 0) * euler(-0.4, 0, 1.2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, 0.4, -0.8) * euler(0, -1.57, 0) * euler(0, 0.2, -0.1), 0.3)
- end
- for i = 1, 40 do
- swait()
- if StunT.Value <= Stun.Value then
- break
- end
- end
- do
- resumeControl()
- combo = 0
- attack = false
- end
- end
- StaggerHitt = function()
- attack = true
- for i = 0, 1, 0.1 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -0.7) * euler(0.1, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0.6), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.4) * euler(0, 0.4, 0), 0.3)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.9) * euler(0, 0.7, 0), 0.3)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0.2, -0.2), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0.4), 0.3)
- end
- attack = false
- 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)
- 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(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0))
- tellbar.Font = "Arial"
- tellbar.TextScaled = true
- tellbar.TextTransparency = 1
- tellbar.TextStrokeTransparency = 1
- tellbar.ZIndex = 2
- local fnumb = 0
- local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbarblock1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.6, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarblock2 = gui("TextLabel", fenframe, "", 0, BrickColor.new("Bright yellow").Color, UDim2.new(-0.6, 0, 0, 0), UDim2.new(0, 0, -2, 0))
- local fenbarblock3 = gui("TextLabel", fenframe, "Flight(" .. Flight .. ")", 1, Color3.new(0, 0, 0), UDim2.new(-0.6, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
- local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0))
- local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
- local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
- local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
- local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
- local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove1.ZIndex = 2
- local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove2.ZIndex = 2
- local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove3.ZIndex = 2
- local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
- fenbarmove4.ZIndex = 2
- local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
- local mananum = 0
- local donum = 0
- local stunnum = 0
- local staggeranim = false
- local stunanim = false
- local passivenum = 0
- local walk = 0
- local walkforw = true
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Sun nova staff"
- local Parent = Tool
- Bin = Tool
- if Bin.Name == "Solaris" then
- Bin.Name = "Buster Culnaide"
- end
- combo = 0
- ob1d = function(mouse)
- if GuardStance == true and MMouse.Target ~= nil then
- if MMouse.Target.Parent.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent.Parent:findFirstChild("Torso") ~= nil then
- Target = MMouse.Target.Parent.Parent
- GuardStance = false
- end
- if MMouse.Target.Parent:findFirstChild("Humanoid") ~= nil and MMouse.Target.Parent:findFirstChild("Torso") ~= nil then
- Target = MMouse.Target.Parent
- GuardStance = false
- end
- end
- if attack == true or equipped == false then
- return
- end
- if Fly then
- return
- end
- hold = true
- if combo == 0 then
- combo = 1
- attackone()
- else
- if combo == 1 then
- combo = 2
- attacktwo()
- else
- if combo == 2 then
- combo = 3
- attackthree()
- else
- if combo == 3 then
- combo = 0
- attackfour()
- end
- end
- end
- end
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- if attack == false then
- swait()
- end
- end
- if attack == false then
- combo = 0
- end
- end))
- end
- ob1u = function(mouse)
- hold = false
- end
- do1 = function()
- if cooldowns[1] ~= 100 then
- return
- end
- if mana.Value < 10 then
- return
- end
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- mana.Value = mana.Value - 10
- cooldowns[1] = 0
- attack = true
- dec = Instance.new("IntValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- game:GetService("Debris"):AddItem(dec, 2)
- coroutine.resume(coroutine.create(function()
- for i = 1,30 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(1.6,0,i + 0.5), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 1, -0) * euler(0, 0, 3), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.2), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05,0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end))
- orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, MMouse.Hit.p)
- orbr = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "ref", vt())
- so("315746833", prt1, 1, 1)
- game:GetService("Debris"):AddItem(orb, 1.5)
- wait(0.5)
- orbr2 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "ref", vt())
- orb2 = MagicOrb(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, MMouse.Hit.p)
- so("315746833", prt1, 1, 1)
- game:GetService("Debris"):AddItem(orb2, 1)
- wait(0.5)
- orbr3 = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "ref", vt())
- orb3 = MagicOrb(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, MMouse.Hit.p)
- so("315746833", prt1, 1, 1)
- game:GetService("Debris"):AddItem(orb3, 0.5)
- wait(0.5)
- MagniDamage(orb, 10, 6, 8, math.random(5, 10), "NormalDecreaseMvmt1", RootPart,0, 2, (math.random(5, 8)), nil, false)
- MagniDamage(orb2, 10, 6, 8, math.random(5, 10), "NormalDecreaseDef1", RootPart,0, 2, (math.random(5, 8)), nil, false)
- MagniDamage(orb3, 10, 6, 8, math.random(5, 10), "NormalDecreaseAtk1", RootPart,0, 2, (math.random(5, 8)), nil, false)
- so("315744661", orbr, 0.5, 1)
- so("315748999", orbr, 0.5, 1)
- so("315744661", orbr2, 0.5, 1)
- so("315748999", orbr2, 0.5, 1)
- so("315744661", orbr3, 0.5, 1)
- so("315748999", orbr3, 0.5, 1)
- end
- do2 = function()
- if cooldowns[2] ~= 100 then
- return
- end
- if mana.Value < 20 then
- return
- end
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- mana.Value = mana.Value - 20
- cooldowns[2] = 0
- attack = true
- so("199145327", prt1, 1, 1)
- for i = 1,10 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-i), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(2.6, 0, 0.3), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.1), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
- end
- for i = 1,5 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,1) * angles(0,1.6,-1.6), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.1), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
- end
- MagniBuff(prt10, 30, "Defense", -0.2, 500)
- MagniDamage(RootPart, 30, 7, 9, math.random(-50, -30), "NormalDecreaseMvmt1", RootPart, 0, 1, (math.random(10, 15)), nil, nil, false)
- MagicCircle(BrickColor.new("Bright yellow"),"Neon", cf(prt10.Position) * cf(0, 0, 0), 1, 2, 1, 10, 0, 10, 0.03)
- MagicCircle(BrickColor.new("Bright yellow"),"Neon", cf(prt10.Position) * cf(0, 0, 0), 1, 2, 1, 10, 10, 10, 0.03)
- so("199145264", prt10, 1, 1)
- attack = false
- end
- do3 = function()
- if cooldowns[3] ~= 100 then
- return
- end
- if mana.Value < 30 then
- return
- end
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- cooldowns[3] = 0
- mana.Value = mana.Value - 30
- attack = true
- modelzorz.Parent = Character
- for i = 1,20 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -1.6), 0.2)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- ref = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt())
- refweld = weld(ref, LeftArm, ref, cf(-0.5,-75,0) * angles(0,0,0))
- orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", LeftArm.CFrame * cf(0,0,0), 5, 5, 5, 10, 10, 10, 0, ref.Position)
- so("315746833", prt1, 1, 1)
- ref.Anchored = true
- ref:ClearAllChildren()
- wait(1.8)
- so("315744661", ref, 10, 1)
- so("315748999", ref, 10, 1)
- Character:MoveTo(ref.Position)
- orb:remove()
- modelzorz.Parent = workspace
- attack = false
- end
- do4 = function()
- if cooldowns[4] ~= 100 then
- return
- end
- if mana.Value < 50 then
- return
- end
- if attack == true then
- return
- end
- if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
- return
- end
- cooldowns[4] = 0
- mana.Value = mana.Value - 50
- attack = true
- dec = Instance.new("IntValue", Decrease)
- dec.Name = "DecreaseMvmt"
- dec.Value = 10
- game:GetService("Debris"):AddItem(dec, 15)
- coroutine.resume(coroutine.create(function()
- for i = 1,20 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(-5,-10,0) * angles(0,0,i / 2), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.6, 0, -0.3), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
- end
- end))
- for i,v in pairs(modelzorz:children()) do
- coroutine.resume(coroutine.create(function()
- for a = 1,20 do
- wait()
- v.Transparency = v.Transparency + 0.05
- end
- end))
- end
- wait(1)
- orb = MagicOrb2(BrickColor.new("Bright yellow"), "Neon", RootPart.CFrame * cf(0,500,0), 20, 20, 20, 50, 50, 50, 0, RootPart.Position + vt(0,20,0))
- for i = 1,100 do
- wait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, 0.3), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(3.2, 0, -0.3), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
- end
- for i = 1,80 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.05)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.05)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.05)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 1.6), 0.05)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -0.2), 0.05)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.05)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.05)
- end
- orb.BodyPosition.Position = MMouse.Hit.p
- ref = orb:Clone()
- ref.Position = orb.Position
- ref.Parent = workspace
- ref.Transparency = 1
- ref.Anchored = true
- ref:ClearAllChildren()
- so("315746833", ref, 10, 1)
- wait(3)
- orb:Remove()
- so("341336499", ref, 10, 0.8)
- MagniDamage(orb, 80, 20, 45, math.random(5, 10), "NormalDecreaseMvmt2", RootPart,0, 2, 100, nil, true)
- for i,v in pairs(modelzorz:children()) do
- coroutine.resume(coroutine.create(function()
- for a = 1,20 do
- wait()
- v.Transparency = v.Transparency - 0.05
- end
- end))
- end
- attack = false
- end
- attackone = function()
- attack = true
- for i = 1,15 do
- wait()
- so("199145146", prt1, 1, 1.6)
- MagniDamage(prt8, 3, 4, 6, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(2, 5)), nil, true)
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,i + 0.5), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0.4, 0, 1.6), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.2)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- attacktwo = function()
- attack = true
- for i = 1,8 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,0,2.8), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(1.6, 0, -1), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("199145146", prt1, 1, 1.2)
- for i = 1,8 do
- wait()
- MagniDamage(prt8, 3, 6, 8, math.random(5, 10), "Normal", RootPart, 0.5, 2, (math.random(2, 5)), nil, true)
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,0,1.6), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.6), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1), 0.6)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(1.6, 0, 1.6), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.7, -0) * euler(0.1, -0, -1), 0.5)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, -0, 0), 0.5)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- attack = false
- end
- attackthree = function()
- attack = true
- for i = 1,10 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0, -0, -1.6), 0.2)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- wait(0.1)
- ref = part(3, modelzorz, 0, 1, BrickColor.new("Bright yellow"), "Part04", vt())
- refweld = weld(ref, LeftArm, ref, cf(-0.5,-20,0) * angles(0,0,0))
- orb = MagicOrb(BrickColor.new("Bright yellow"), "Neon", LeftArm.CFrame * cf(0,0,0), 5, 5, 5, 5, 5, 5, 0, ref.Position)
- so("315746833", prt1, 1, 1)
- for i = 1,8 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.1)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.6, -0) * euler(0, 0, 0.2), 0.1)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(1.6, -0, -1.6), 0.1)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.1)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.1)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- for i = 1,5 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0) * angles(0,1.6,-1.6), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.6), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,-1.6), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.8, -0) * euler(1.6, -0.8, -1.6), 0.5)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, -0.5) * euler(0, 1.57, 0) * euler(0, 1.6, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, 0.5) * euler(0, -1.57, 0) * euler(0, 1.6, 0), 0.2)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("315744661", ref, 10, 1)
- so("315748999", ref, 10, 1)
- MagniDamage(orb, 10, 4, 6, math.random(5, 10), "Normal", RootPart,0, 2, (math.random(2, 5)), nil, true)
- orb:Remove()
- attack = false
- end
- attackfour = function()
- attack = true
- for i = 1,10 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0,-1,0) * angles(0,1.6,3.2), 0.5)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.6), 0.5)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0,0,1.6), 0.5)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0, 0, 1.6), 0.5)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, -0) * euler(0.1, -0, -0.5), 0.5)
- RH.C0 = clerp(RH.C0, cf(0.5, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1.6, 0), 0.5)
- LH.C0 = clerp(LH.C0, cf(-0.5, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1.6, 0), 0.5)
- if Stagger.Value ~= true and StunT.Value > Stun.Value then
- do
- if StaggerHit.Value == true then
- break
- end
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_THEN_STMT
- -- DECOMPILER ERROR at PC207: LeaveBlock: unexpected jumping out IF_STMT
- end
- end
- end
- so("315744661", prt8, 1, 1)
- so("315748999", prt8, 1, 1)
- MagniDamage(prt8, 20, 4, 6, math.random(5, 10), "Normal", RootPart, 0, 2, (math.random(2, 5)), nil, true)
- MagicCircle(BrickColor.new("Bright yellow"), "Neon", prt8.CFrame, 5, 5, 5, 8, 8, 8, 0.05)
- attack = false
- end
- equipanim = function()
- attack = true
- for i = 1,10 do
- wait()
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, -0.5), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, -0.3), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
- end
- wld1.Part0 = RightArm
- for i = 1,10 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 1.6), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.3)
- end
- end
- hideanim = function()
- attack = true
- for i,v in pairs(modelzorz:children()) do
- coroutine.resume(coroutine.create(function()
- for a = 1,20 do
- wait()
- v.Transparency = v.Transparency + 0.05
- end
- end))
- end
- for i = 1,20 do
- wait()
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.2)
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 1.6), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.6, 0) * euler(0, 0, -0.3), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3)
- end
- wld1.Part0 = Torso
- wld1.C0 = CFrame.new(0,0.1,0.6) * CFrame.Angles(0,0,2.6)
- for i,v in pairs(modelzorz:children()) do
- coroutine.resume(coroutine.create(function()
- for a = 1,20 do
- wait()
- v.Transparency = v.Transparency - 0.05
- end
- end))
- end
- for i = 1,20 do
- wait()
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.3)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(0, 0, 0), 0.3)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.3)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3)
- end
- end
- fly = function()
- if Fly == false and CanFly then
- Fly = true
- bp = Instance.new("BodyPosition", Torso)
- bp.Position = Torso.Position + Vector3.new(0, 50,0)
- bp.MaxForce = Vector3.new(0,math.huge,0)
- elseif Fly == true then
- Fly = false
- CanFly = false
- coroutine.resume(coroutine.create(function()
- wait(10)
- CanFly = true
- end))
- for i,v in pairs(Torso:children()) do
- if v:IsA("BodyPosition") then
- v:Remove()
- end
- end
- end
- end
- buttonhold = false
- fenbarmove1.MouseButton1Click:connect(do1)
- fenbarmove2.MouseButton1Click:connect(do2)
- fenbarmove3.MouseButton1Click:connect(do3)
- fenbarmove4.MouseButton1Click:connect(do4)
- eul = 0
- equipped = false
- key = function(key)
- if key == "e" and not attack and equipped then
- fly()
- end
- if attack == true then
- return
- end
- if key == "f" then
- pressedf = true
- fnumb = 0
- attack = true
- if equipped == false then
- equipped = true
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- Animate.Parent = nil
- equipanim()
- else
- equipped = false
- hideanim()
- LH.C1 = LHC1
- RH.C1 = RHC1
- Animate.Parent = Humanoid
- swait(0)
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- end
- attack = false
- end
- if equipped == false then
- return
- end
- if Fly then
- return
- end
- if key == "z" and equipped then
- do1()
- end
- if key == "x" and equipped then
- do2()
- end
- if key == "c" and equipped then
- do3()
- end
- if key == "v" and equipped then
- do4()
- end
- if key == "h" and (Player.Name == "murylloyago" or Player.Name == "Player" or Player.Name == "Player1") then
- mana.Value = 100
- cooldowns[1] = 100
- cooldowns[2] = 100
- cooldowns[3] = 100
- cooldowns[4] = 100
- cooldowns[5] = 100
- end
- if attack == false then
- RecentEnemy.Value = nil
- end
- end
- key2 = function(key)
- if key == "x" and equipped then
- Charge = 0
- Charging = false
- end
- end
- s = function(mouse)
- mouse.Button1Down:connect(function()
- ob1d(mouse)
- end)
- mouse.Button1Up:connect(function()
- ob1u(mouse)
- end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- player = Player
- ch = Character
- MMouse = mouse
- end
- ds = function(mouse)
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Fighter loaded.")
- local mananum = 0
- local donum = 0
- local stunnum = 0
- local staggeranim = false
- local stunanim = false
- local passivenum = 0
- local walk = 0
- local walkforw = true
- local sine = 0
- local change = 1
- local val = 0
- coroutine.resume(coroutine.create(function()
- while wait(0.25) do
- if Flight > 49 then
- Flight = 50
- end
- if Flight < 50 and not Fly then
- Flight = Flight + 1
- end
- if Fly then
- Flight = Flight - 1
- end
- if Flight < 1 then
- Flight = 0
- end
- if Fly and Flight < 1 then
- fly()
- Flight = 0
- end
- end
- end))
- handleadd = 0
- while 1 do
- swait()
- if workspace:FindFirstChild("Strife! museum") then
- CanFly = false
- end
- if Humanoid.Health <= 0 then
- attack = true
- resumeControl()
- end
- do
- if fnumb < 21 then
- fnumb = fnumb + 1
- if pressedf == false then
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
- tellbar.TextTransparency = tellbar.TextTransparency - 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
- else
- if fnumb == 20 then
- fenframe5.Parent = nil
- print("daigui")
- end
- fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
- tellbar.TextTransparency = tellbar.TextTransparency + 0.05
- tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
- end
- end
- passivenum = passivenum + 1
- if 80 <= passivenum then
- passivenum = 0
- 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 StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then
- Humanoid.WalkSpeed = 0
- else
- Humanoid.WalkSpeed = 16 * Mvmt.Value
- end
- if StunT.Value <= Stun.Value and stunanim == false then
- coroutine.resume(coroutine.create(function()
- stunanim = true
- while attack == true do
- swait()
- end
- StunAnim()
- Stun.Value = 0
- stunanim = false
- end))
- end
- local stunnum2 = 20
- if Mode == "Defensive" then
- stunnum2 = 20
- else
- stunnum2 = 60
- end
- if stunnum2 <= stunnum then
- if 0 < Stun.Value then
- Stun.Value = Stun.Value - 1
- end
- stunnum = 0
- end
- stunnum = stunnum + 1
- if 0.5 <= donum then
- handidle = true
- else
- if donum <= 0 then
- handidle = false
- end
- end
- if handidle == false then
- donum = donum + 0.006
- else
- donum = donum - 0.006
- end
- handleadd = handleadd + 0.8
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = RootPart.Velocity.y
- hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
- if equipped == true then
- if attack == false then
- idle = idle + 1
- else
- idle = 0
- end
- if (500 <= idle and attack ~= false) or Anim == "Walk" then
- if walkforw == true then
- RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
- if attack == false then
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(-1.5, 0, 0), Mvmt.Value * 10 / 50)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(1.5, 0, 0), Mvmt.Value * 10 / 50)
- else
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- else
- RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
- if attack == false then
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(1.5, 0, 0), Mvmt.Value * 10 / 50)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(-1.5, 0, 0), Mvmt.Value * 10 / 50)
- else
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- end
- else
- RH.C1 = clerp(RH.C1, RHC1, 0.2)
- LH.C1 = clerp(LH.C1, LHC1, 0.2)
- RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- end
- if Fly then
- Anim = "Flying"
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0.2, 0), 0.2)
- wld1.C0 = clerp(wld1.C0, cf(0,-1,0) * angles(1.6,0,-handleadd),0.8)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0.2,0) , 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(3.2, 0, 0.3 + donum / 4), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + donum / 3, 0) * euler(0, 0, -donum / 3 - 0.1), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0) , 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(0.2, 0, 0), 0.2)
- end
- if 1 < RootPart.Velocity.y and hitfloor == nil and not Fly then
- Anim = "Jump"
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(-0.5, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.2), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.4, 0, -0.2), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2)
- end
- else
- if RootPart.Velocity.y < -1 and hitfloor == nil and not Fly then
- Anim = "Fall"
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
- Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(math.rad(10), math.rad(0) + RootPart.RotVelocity.Z / 30, math.rad(5 * math.cos(sine / 8))), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.8), 0.2)
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.8), 0.2)
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
- end
- else
- if torvel < 1 and hitfloor ~= nil and not Fly then
- Anim = "Idle"
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.15)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF *cf(0, 0, 0) * euler(0,0,0), 0.15)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5 , 0) * euler(1.6, 0, 0.3 + donum / 4), 0.15)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + donum / 3, 0) * euler(0, 0, -donum / 3), 0.15)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.05, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, -0) * euler(0, -1.57, 0) * euler(-0.05, 0, 0), 0.2)
- end
- else
- if 2 < torvel and torvel < 30 and hitfloor ~= nil and not Fly then
- Anim = "Walk"
- walk = walk + 1
- if 15 - 5 * Mvmt.Value <= walk then
- walk = 0
- if walkforw == true then
- walkforw = false
- else
- if walkforw == false then
- walkforw = true
- end
- end
- end
- if attack == false then
- change = 2
- Neck.C0 = clerp(Neck.C0, necko * euler(0.05, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * angles(0.1,0,0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, -0) * euler(0.1, 0, 0.1), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, -0) * euler(0.1, -0, -0.1), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2)
- end
- else
- if 30 <= torvel and hitfloor ~= nil and not Fly then
- Anim = "Run"
- if attack == false then
- Neck.C0 = clerp(Neck.C0, necko * euler(0.25, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.1, 0, 0.1), 0.2)
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.1, 0, -0.1), 0.2)
- RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.2)
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.2)
- end
- end
- end
- end
- end
- end
- end
- if not attack and equipped and not Fly then
- wld1.C0 = clerp(wld1.C0, cf(0.2,-1,0.8) * angles(0,1.6,-1.6),0.8)
- end
- if 0 < #Effects then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[2] == "CylinderClang" then
- if Thing[3] <= 1 then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[7] = Thing[1].CFrame
- effect("New Yeller", 0, Thing[8], Thing[7])
- Thing[8] = Thing[7]
- Thing[3] = Thing[3] + Thing[4]
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- if Thing[2] == "showDamage" then
- if Thing[6] < Thing[5] then
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[7] then
- Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[8] then
- Thing[6] = Thing[6] + 1
- else
- if Thing[6] < Thing[9] then
- Thing[6] = Thing[6] + 1
- Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
- Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
- Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
- else
- Thing[1].Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" then
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Cylinder" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0)
- Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Elec" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- else
- if Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- end
- end
- end
- end
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end
- do
- if CanFly == false then
- fenbarblock2.BackgroundColor3 = BrickColor.Red().Color
- else
- fenbarblock2.BackgroundColor3 = BrickColor.Yellow().Color
- end
- fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true)
- fenbarmana4.Text = "Mana(" .. mana.Value .. ")"
- fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0)
- fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")"
- fenbarblock2:TweenSize((UDim2.new(0.4, 0, -4 * Flight / 50, 0)), nil, 1, 0.4, true)
- fenbarblock3.Text = "Flight(" .. math.floor(Flight) .. ")"
- fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
- for _,c in pairs(Decrease:children()) do
- if (c:findFirstChild("Duration")) ~= nil then
- c.Duration.Value = c.Duration.Value - 1
- if c.Duration.Value <= 0 then
- c.Parent = nil
- end
- end
- if c.Name == "DecreaseAtk" then
- decreaseatk = decreaseatk + c.Value
- else
- if c.Name == "DecreaseDef" then
- decreasedef = decreasedef + c.Value
- else
- if c.Name == "DecreaseMvmt" then
- decreasemvmt = decreasemvmt + c.Value
- end
- end
- end
- end
- Atk.Value = 1 - (decreaseatk)
- if Atk.Value <= 0 then
- Atk.Value = 0
- end
- Def.Value = 1 - (decreasedef)
- if Def.Value <= 0 then
- Def.Value = 0.01
- end
- Mvmt.Value = 1 - (decreasemvmt)
- if Mvmt.Value <= 0 then
- Mvmt.Value = 0
- end
- decreaseatk = 0
- decreasedef = 0
- decreasemvmt = 0
- AtkVal = Atk.Value * 100
- AtkVal = math.floor(AtkVal)
- AtkVal = AtkVal / 100
- fenbardamage.Text = "Damage\n(" .. AtkVal .. ")"
- DefVal = Def.Value * 100
- DefVal = math.floor(DefVal)
- DefVal = DefVal / 100
- fenbardef.Text = "Defense\n(" .. DefVal .. ")"
- MvmtVal = Mvmt.Value * 100
- MvmtVal = math.floor(MvmtVal)
- MvmtVal = MvmtVal / 100
- if Rooted.Value == true then
- MvmtVal = 0
- end
- fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")"
- if StunT.Value <= Stun.Value then
- fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true)
- else
- fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true)
- end
- fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
- if 100 <= mana.Value then
- mana.Value = 100
- else
- if mananum <= 9 then
- mananum = mananum + 1
- else
- if 8 <= mananum then
- mananum = 0
- mana.Value = mana.Value + 1
- end
- end
- end
- for i = 1, #cooldowns do
- if cooldownmax <= cooldowns[i] then
- cooldowns[i] = cooldownmax
- else
- cooldowns[i] = cooldowns[i] + cooldownsadd[i]
- end
- end
- end
- end
- end
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