Advertisement
memberhero

Fixed Brawler class

Dec 1st, 2017
253
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 182.21 KB | None | 0 0
  1. --[[Fixed by Scenius]]--
  2. wait(0.016666666666666666)
  3. --local TagService = require(game:GetService('ReplicatedStorage'):WaitForChild('TagService'))
  4. folder = Instance.new("Folder")
  5. folder.Name = "Weapons"
  6. folder.Parent = game.ReplicatedStorage
  7. model = Instance.new("Model")
  8. model.Name = "Classic"
  9. model.Parent = folder
  10. Player = game:GetService("Players").LocalPlayer
  11. Character = Player.Character
  12. PlayerGui = Player.PlayerGui
  13. Backpack = Player.Backpack
  14. Torso = Character.Torso
  15. Head = Character.Head
  16. Humanoid = Character.Humanoid
  17. LeftArm = Character["Left Arm"]
  18. LeftLeg = Character["Left Leg"]
  19. RightArm = Character["Right Arm"]
  20. RightLeg = Character["Right Leg"]
  21. LS = Torso["Left Shoulder"]
  22. LH = Torso["Left Hip"]
  23. RS = Torso["Right Shoulder"]
  24. RH = Torso["Right Hip"]
  25. Face = Head.face
  26. Neck = Torso.Neck
  27. it = Instance.new
  28. attacktype = 1
  29. vt = Vector3.new
  30. cf = CFrame.new
  31. euler = CFrame.fromEulerAnglesXYZ
  32. angles = CFrame.Angles
  33. necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
  34. RootCF = angles(math.rad(-90), 0, math.rad(180))
  35. RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
  36. LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
  37. RootPart = Character.HumanoidRootPart
  38. RootJoint = RootPart.RootJoint
  39. attack = false
  40. equipped = false
  41. Mouse = Player:GetMouse()
  42. local idle = 0
  43. local Anim = "Idle"
  44. local ShotTarget = RootPart
  45. player = nil
  46. ArtificialHB = Instance.new("BindableEvent", script)
  47. ArtificialHB.Name = "ArtificialHB"
  48. script:WaitForChild("ArtificialHB")
  49. frame = 0.016666666666666666
  50. tf = 0
  51. allowframeloss = false
  52. tossremainder = false
  53. lastframe = tick()
  54. script.ArtificialHB:Fire()
  55. game:GetService("RunService").Heartbeat:connect(function(s, p)
  56. tf = tf + s
  57. if tf >= frame then
  58. if allowframeloss then
  59. script.ArtificialHB:Fire()
  60. lastframe = tick()
  61. else
  62. for i = 1, math.floor(tf / frame) do
  63. script.ArtificialHB:Fire()
  64. end
  65. lastframe = tick()
  66. end
  67. if tossremainder then
  68. tf = 0
  69. else
  70. tf = tf - frame * math.floor(tf / frame)
  71. end
  72. end
  73. end)
  74. local animationspeed = 2
  75. function hbwait(number)
  76. if number == 0 or number == nil then
  77. ArtificialHB.Event:wait()
  78. else
  79. for i = 0, number do
  80. ArtificialHB.Event:wait()
  81. end
  82. end
  83. end
  84. local Stats = Instance.new("Folder", Character)
  85. Stats.Name = "Stats"
  86. local Defense = Instance.new("NumberValue", Stats)
  87. Defense.Name = "Defense"
  88. Defense.Value = 0.6
  89. local Movement = Instance.new("NumberValue", Stats)
  90. Movement.Name = "Movement"
  91. Movement.Value = 1.1
  92. local Damage = Instance.new("NumberValue", Stats)
  93. Damage.Name = "Damage"
  94. Damage.Value = 0.5
  95. local Mana = Instance.new("NumberValue", Stats)
  96. Mana.Name = "Mana"
  97. Mana.Value = 0
  98. local Rooted = Instance.new("BoolValue", Stats)
  99. Rooted.Name = "Rooted"
  100. Rooted.Value = false
  101. local BlockValue = Instance.new("BoolValue", Stats)
  102. BlockValue.Name = "BlockValue"
  103. BlockValue.Value = false
  104. local StaggerHitAnim = Instance.new("BoolValue", Stats)
  105. StaggerHitAnim.Name = "StaggerHitAnim"
  106. StaggerHitAnim.Value = false
  107. local StaggerAnim = Instance.new("BoolValue", Stats)
  108. StaggerAnim.Name = "StaggerAnim"
  109. StaggerAnim.Value = false
  110. local StunAnim = Instance.new("BoolValue", Stats)
  111. StunAnim.Name = "StunAnim"
  112. StunAnim.Value = false
  113. local StunValue = Instance.new("NumberValue", Stats)
  114. StunValue.Name = "StunValue"
  115. StunValue.Value = 0
  116. local CanCrit = Instance.new("BoolValue", Stats)
  117. CanCrit.Name = "CanCrit"
  118. CanCrit.Value = true
  119. local CritChance = Instance.new("NumberValue", Stats)
  120. CritChance.Name = "CritChance"
  121. CritChance.Value = 20
  122. local CanPenetrateArmor = Instance.new("BoolValue", Stats)
  123. CanPenetrateArmor.Name = "CanPenetrateArmor"
  124. CanPenetrateArmor.Value = false
  125. local AntiTeamKill = Instance.new("BoolValue", Stats)
  126. AntiTeamKill.Name = "AntiTeamKill"
  127. AntiTeamKill.Value = false
  128. local LastPoint
  129. local changeanim = false
  130. local move2charging = false
  131. local staggerhitanim = false
  132. local staggeranim = false
  133. local stunanim = false
  134. local dancing = false
  135. local Mode = "Normal"
  136. local CritChanceNumber = 0
  137. local CustomColor = Torso.BrickColor
  138. local Colorpart1 = CustomColor.r
  139. local Colorpart2 = CustomColor.g
  140. local Colorpart3 = CustomColor.b
  141. local InverseColor = BrickColor.new(Color3.new(1 - Colorpart1, 1 - Colorpart2, 1 - Colorpart3))
  142. local idleangle = 0
  143. local idlen = 0
  144. local donum = 0
  145. local sine = 0
  146. local change = 2 / animationspeed
  147. local walkinganim = false
  148. local handidle = false
  149. local walk = 0
  150. local someangle = 0
  151. local change2 = 1
  152. local stundelay = 0
  153. local manadelay = 0
  154. local robloxidleanimation = Instance.new("Animation", Torso)
  155. robloxidleanimation.Name = "robloxidleanimation"
  156. robloxidleanimation.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  157. local Animator = Humanoid:findFirstChild("Animator")
  158. local Animate = Character:findFirstChild("Animate")
  159. local HitPlayerSounds = {
  160. 199149137,
  161. 199149186,
  162. 199149221,
  163. 199149235,
  164. 199149269,
  165. 199149297
  166. }
  167. local HitArmorSounds = {
  168. 199149321,
  169. 199149338,
  170. 199149367,
  171. 199149409,
  172. 199149452
  173. }
  174. local HitWeaponSounds = {
  175. 199148971,
  176. 199149025,
  177. 199149072,
  178. 199149109,
  179. 199149119
  180. }
  181. local HitBlockSounds = {199148933, 199148947}
  182. local cooldown1 = 0
  183. local cooldown2 = 0
  184. local cooldown3 = 0
  185. local cooldown4 = 0
  186. local scrn = Instance.new("ScreenGui", PlayerGui)
  187. local ud = UDim2.new
  188. local c3 = Color3.new
  189. local skillcolorscheme = c3(1, 1, 1)
  190. function subtractmana(k)
  191. if k <= Mana.Value then
  192. Mana.Value = Mana.Value - k
  193. end
  194. end
  195. local co1 = 20
  196. local co2 = 40
  197. local co3 = 60
  198. local co4 = 80
  199. local maxmana = 100
  200. local maxstun = 1
  201. local recovermana = 1
  202. local losestun = 0
  203. local stunwait = 100
  204. local manawait = 20
  205. local skill1mana = 20
  206. local skill2mana = 40
  207. local skill3mana = 60
  208. local skill4mana = 80
  209. local menuupdatespeed = 0.5
  210. local constantupdate = true
  211. local showstats = true
  212. local allowstunbar = false
  213. function makeframe(par, trans, pos, size, color, name)
  214. local frame = Instance.new("Frame")
  215. frame.Parent = par
  216. frame.BackgroundTransparency = trans
  217. frame.BorderSizePixel = 0
  218. frame.Position = pos
  219. frame.Size = size
  220. frame.BackgroundColor3 = color
  221. frame.Name = name
  222. return frame
  223. end
  224. function makelabel(par, text, trans, stroketrans, name)
  225. local label = Instance.new("TextLabel")
  226. label.Parent = par
  227. label.BackgroundTransparency = 1
  228. label.Size = ud(1, 0, 1, 0)
  229. label.Position = ud(0, 0, 0, 0)
  230. label.TextColor3 = c3(255, 255, 255)
  231. label.TextStrokeTransparency = stroketrans
  232. label.TextTransparency = trans
  233. label.FontSize = Enum.FontSize.Size32
  234. label.Font = Enum.Font.Legacy
  235. label.BorderSizePixel = 0
  236. label.TextScaled = true
  237. label.Text = text
  238. label.Name = name
  239. return label
  240. end
  241. framesk1 = makeframe(scrn, 0.5, ud(0.23, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 1")
  242. framesk2 = makeframe(scrn, 0.5, ud(0.5, 0, 0.93, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 2")
  243. framesk3 = makeframe(scrn, 0.5, ud(0.5, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 3")
  244. framesk4 = makeframe(scrn, 0.5, ud(0.23, 0, 0.86, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Frame 4")
  245. bar1 = makeframe(framesk1, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 1")
  246. bar2 = makeframe(framesk2, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 2")
  247. bar3 = makeframe(framesk3, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 3")
  248. bar4 = makeframe(framesk4, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Bar 4")
  249. text1 = makelabel(framesk1, "[C] Boulder", 1, 1, "Text 1")
  250. text2 = makelabel(framesk2, "[V] Cataclysm", 1, 1, "Text 2")
  251. text3 = makelabel(framesk3, "[X] Destructive Blow", 1, 1, "Text 3")
  252. text4 = makelabel(framesk4, "[Z] Pray", 1, 1, "Text 4")
  253. manabar = makeframe(scrn, 0.5, ud(0.23, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Bar")
  254. manacover = makeframe(manabar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(Colorpart1, Colorpart2, Colorpart3), "Mana Cover")
  255. manatext = makelabel(manabar, "Mana", 1, 1, "Mana Text")
  256. healthbar = makeframe(scrn, 0.5, ud(0.5, 0, 0.82, 0), ud(0.26, 0, 0, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Bar")
  257. healthcover = makeframe(healthbar, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 0.19607843137254902, 0.19607843137254902), "Health Cover")
  258. healthtext = makelabel(healthbar, "Health", 1, 1, "Health Text")
  259. if allowstunbar == true then
  260. stunframe = makeframe(scrn, 0.5, ud(0.5, 0, 0.78, 0), ud(0.26, 0, 0, 0), c3(1, 1, 0.19607843137254902), "Stun Frame")
  261. stunbar = makeframe(stunframe, 0, ud(0, 0, 0, 0), ud(0, 0, 1, 0), c3(1, 1, 0.19607843137254902), "Stun Bar")
  262. stuntext = makelabel(stunframe, "Stun", 1, 1, "Stun Text")
  263. end
  264. if showstats == true then
  265. defenseframe = makeframe(scrn, 0.5, ud(0.23, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(0.3843137254901961, 0.1450980392156863, 0.8196078431372549), "Defense Frame")
  266. damageframe = makeframe(scrn, 0.5, ud(0.3225, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 0.6862745098039216, 0), "Damage Frame")
  267. movementframe = makeframe(scrn, 0.5, ud(0.415, 0, 0.78, 0), ud(0.075, 0, 0, 0), c3(1, 1, 0), "Movement Frame")
  268. defensetext = makelabel(defenseframe, "Defense: " .. Defense.Value, 1, 1, "Defense Text")
  269. damagetext = makelabel(damageframe, "Damage: " .. Damage.Value, 1, 1, "Damage Text")
  270. movementtext = makelabel(movementframe, "Movement: " .. Movement.Value, 1, 1, "Movement Text")
  271. end
  272. function NoOutline(Part)
  273. Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
  274. end
  275. local weldBetween = function(a, b)
  276. local weldd = Instance.new("ManualWeld")
  277. weldd.Part0 = a
  278. weldd.Part1 = b
  279. weldd.C0 = CFrame.new()
  280. weldd.C1 = b.CFrame:inverse() * a.CFrame
  281. weldd.Parent = a
  282. return weldd
  283. end
  284. function nooutline(part)
  285. part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
  286. end
  287. function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
  288. local fp = it("Part")
  289. fp.formFactor = formfactor
  290. fp.Parent = parent
  291. fp.Reflectance = reflectance
  292. fp.Transparency = transparency
  293. fp.CanCollide = false
  294. fp.Locked = true
  295. fp.BrickColor = BrickColor.new(tostring(brickcolor))
  296. fp.Name = name
  297. fp.Size = size
  298. fp.Position = Character.Torso.Position
  299. nooutline(fp)
  300. fp.Material = material
  301. fp:BreakJoints()
  302. return fp
  303. end
  304. function mesh(Mesh, part, meshtype, meshid, offset, scale)
  305. local mesh = it(Mesh)
  306. mesh.Parent = part
  307. if Mesh == "SpecialMesh" then
  308. mesh.MeshType = meshtype
  309. mesh.MeshId = meshid
  310. end
  311. mesh.Offset = offset
  312. mesh.Scale = scale
  313. return mesh
  314. end
  315. function weld(parent, part0, part1, c0, c1)
  316. local weld = it("Motor")
  317. weld.Parent = parent
  318. weld.Part0 = part0
  319. weld.Part1 = part1
  320. weld.C0 = c0
  321. weld.C1 = c1
  322. return weld
  323. end
  324. m = Instance.new("Model", Character)
  325. m.Name = "Gladiator's Greatsword"
  326. local particleemitterreference = part(3, Torso, "SmoothPlastic", 0, 1, "Really black", "Particle Emitter Reference", vt())
  327. particleemitterreferenceweld = weld(m, Torso, particleemitterreference, cf(0, 0, 0), cf(0, 0, 0))
  328. local particleemitter = Instance.new("ParticleEmitter", particleemitterreference)
  329. particleemitter.ZOffset = 1
  330. particleemitter.Lifetime = NumberRange.new(0.5)
  331. particleemitter.Speed = NumberRange.new(0)
  332. particleemitter.Size = NumberSequence.new({
  333. NumberSequenceKeypoint.new(0, 4),
  334. NumberSequenceKeypoint.new(1, 6)
  335. })
  336. particleemitter.RotSpeed = NumberRange.new(360)
  337. particleemitter.LockedToPart = true
  338. particleemitter.Rate = 20
  339. particleemitter.Transparency = NumberSequence.new({
  340. NumberSequenceKeypoint.new(0, 1),
  341. NumberSequenceKeypoint.new(0.2, 0),
  342. NumberSequenceKeypoint.new(1, 1)
  343. })
  344. particleemitter.LightEmission = 0.25
  345. particleemitter.Color = ColorSequence.new(Color3.new(0.960784, 0.803922, 0.188235), Color3.new(1, 1, 1))
  346. particleemitter.Texture = "rbxassetid://244221613"
  347. local particleemitter2 = Instance.new("ParticleEmitter", particleemitterreference)
  348. particleemitter2.ZOffset = 1
  349. particleemitter2.Lifetime = NumberRange.new(1)
  350. particleemitter2.Speed = NumberRange.new(0)
  351. particleemitter2.Size = NumberSequence.new({
  352. NumberSequenceKeypoint.new(0, 4),
  353. NumberSequenceKeypoint.new(1, 6)
  354. })
  355. particleemitter2.RotSpeed = NumberRange.new(360)
  356. particleemitter2.LockedToPart = true
  357. particleemitter2.Rate = 20
  358. particleemitter2.Transparency = NumberSequence.new({
  359. NumberSequenceKeypoint.new(0, 1),
  360. NumberSequenceKeypoint.new(0.2, 0.5),
  361. NumberSequenceKeypoint.new(1, 1)
  362. })
  363. particleemitter2.LightEmission = 0.25
  364. particleemitter2.Color = ColorSequence.new(Color3.new(0.960784, 0.803922, 0.188235), Color3.new(1, 1, 1))
  365. particleemitter2.Texture = "rbxassetid://242292318"
  366. particleemitter.Enabled = false
  367. particleemitter2.Enabled = false
  368. local wep = game.ReplicatedStorage.Weapons["Gladiator 2.0"].Classic:Clone()
  369. wep.Parent = Character
  370. Effects = Instance.new("Folder", m)
  371. Effects.Name = "Effects"
  372. ---Handleweld.Part0 = Torso
  373. ---Handleweld.C0 = cf(-4, 2.5, 0.8) * angles(0, math.rad(-90), 0) * angles(math.rad(-30), 0, 0)
  374. Humanoid.Died:connect(function()
  375. attack = true
  376. for _, v in pairs(Character:GetChildren()) do
  377. if v:IsA("Model") then
  378. m:Destroy()
  379. end
  380. end
  381. end)
  382. for i, v in pairs(Character:GetChildren()) do
  383. if v:IsA("Model") then
  384. for _, c in pairs(v:GetChildren()) do
  385. if c:IsA("Part") then
  386. c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
  387. end
  388. end
  389. end
  390. end
  391. print("Gladiator loaded.")
  392. function so(id, par, vol, pit)
  393. coroutine.resume(coroutine.create(function()
  394. local sou = Instance.new("Sound", par or workspace)
  395. sou.Volume = vol
  396. sou.Pitch = pit or 1
  397. sou.SoundId = "http://roblox.com/asset/?id=" .. id
  398. hbwait()
  399. sou:play()
  400. game:GetService("Debris"):AddItem(sou, 10)
  401. end))
  402. end
  403. function clerp(a, b, t)
  404. local qa = {
  405. QuaternionFromCFrame(a)
  406. }
  407. local qb = {
  408. QuaternionFromCFrame(b)
  409. }
  410. local ax, ay, az = a.x, a.y, a.z
  411. local bx, by, bz = b.x, b.y, b.z
  412. local _t = 1 - t
  413. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  414. end
  415. function QuaternionFromCFrame(cf)
  416. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  417. local trace = m00 + m11 + m22
  418. if trace > 0 then
  419. local s = math.sqrt(1 + trace)
  420. local recip = 0.5 / s
  421. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  422. else
  423. local i = 0
  424. if m00 < m11 then
  425. i = 1
  426. end
  427. if m22 > (i == 0 and m00 or m11) then
  428. i = 2
  429. end
  430. if i == 0 then
  431. local s = math.sqrt(m00 - m11 - m22 + 1)
  432. local recip = 0.5 / s
  433. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  434. elseif i == 1 then
  435. local s = math.sqrt(m11 - m22 - m00 + 1)
  436. local recip = 0.5 / s
  437. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  438. elseif i == 2 then
  439. local s = math.sqrt(m22 - m00 - m11 + 1)
  440. local recip = 0.5 / s
  441. return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  442. end
  443. end
  444. end
  445. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  446. local xs, ys, zs = x + x, y + y, z + z
  447. local wx, wy, wz = w * xs, w * ys, w * zs
  448. local xx = x * xs
  449. local xy = x * ys
  450. local xz = x * zs
  451. local yy = y * ys
  452. local yz = y * zs
  453. local zz = z * zs
  454. 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))
  455. end
  456. function QuaternionSlerp(a, b, t)
  457. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  458. local startInterp, finishInterp
  459. if cosTheta >= 1.0E-4 then
  460. if 1 - cosTheta > 1.0E-4 then
  461. local theta = math.acos(cosTheta)
  462. local invSinTheta = 1 / math.sin(theta)
  463. startInterp = math.sin((1 - t) * theta) * invSinTheta
  464. finishInterp = math.sin(t * theta) * invSinTheta
  465. else
  466. startInterp = 1 - t
  467. finishInterp = t
  468. end
  469. elseif 1 + cosTheta > 1.0E-4 then
  470. local theta = math.acos(-cosTheta)
  471. local invSinTheta = 1 / math.sin(theta)
  472. startInterp = math.sin((t - 1) * theta) * invSinTheta
  473. finishInterp = math.sin(t * theta) * invSinTheta
  474. else
  475. startInterp = t - 1
  476. finishInterp = t
  477. end
  478. 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
  479. end
  480. function rayCast(Pos, Dir, Max, Ignore)
  481. return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
  482. end
  483. function DamageStatLabel(cframe, text, color)
  484. local c = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt(0, 0, 0))
  485. c.CFrame = cf(cframe.p + vt(0, 1.5, 0))
  486. game:GetService("Debris"):AddItem(c, 5)
  487. Instance.new("BodyGyro", c)
  488. local f = Instance.new("BodyPosition", c)
  489. f.P = 2000
  490. f.D = 100
  491. f.maxForce = vt(math.huge, math.huge, math.huge)
  492. f.position = c.Position + vt(math.random(-1, 1), 6, math.random(-1, 1))
  493. game:GetService("Debris"):AddItem(c, 5)
  494. local bg = Instance.new("BillboardGui", c)
  495. bg.Adornee = c
  496. bg.Size = UDim2.new(2.5, 0, 2.5, 0)
  497. bg.StudsOffset = vt(-2, 2, 0)
  498. bg.AlwaysOnTop = false
  499. local tl = Instance.new("TextLabel", bg)
  500. tl.BackgroundTransparency = 1
  501. tl.Size = UDim2.new(2.5, 0, 2.5, 0)
  502. tl.Text = text
  503. tl.Font = Enum.Font.SourceSans
  504. tl.FontSize = Enum.FontSize.Size42
  505. tl.TextColor3 = color
  506. tl.TextScaled = false
  507. tl.TextStrokeTransparency = 0
  508. tl.TextScaled = true
  509. tl.TextWrapped = true
  510. f.Parent = c
  511. coroutine.resume(coroutine.create(function(Part, BodyPosition, TextLabel)
  512. wait(0.25)
  513. for i = 1, 5 do
  514. wait()
  515. BodyPosition.position = Part.Position - vt(0, 0.5, 0)
  516. end
  517. wait(1.25)
  518. for i = 1, 5 do
  519. wait()
  520. TextLabel.TextTransparency = TextLabel.TextTransparency + 0.2
  521. TextLabel.TextStrokeTransparency = TextLabel.TextStrokeTransparency + 0.2
  522. BodyPosition.position = Part.Position + vt(0, 0.5, 0)
  523. end
  524. Part.Parent = nil
  525. end), c, f, tl)
  526. end
  527. function IncreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
  528. if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
  529. if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
  530. if Location.Stats[Stat] ~= nil then
  531. Location.Stats[Stat].Value = Location.Stats[Stat].Value + Amount
  532. if ShowTheStat == true then
  533. if Stat == "Defense" then
  534. DamageStatLabel(Location.Head.CFrame, "+Defense", c3(1, 1, 1))
  535. elseif Stat == "Damage" then
  536. DamageStatLabel(Location.Head.CFrame, "+Damage", c3(1, 1, 1))
  537. elseif Stat == "Movement" then
  538. DamageStatLabel(Location.Head.CFrame, "+Movement", c3(1, 1, 1))
  539. end
  540. end
  541. coroutine.resume(coroutine.create(function(CurrentDecrease)
  542. wait(Duration)
  543. CurrentDecrease.Value = CurrentDecrease.Value - Amount
  544. end), Location.Stats[Stat])
  545. end
  546. else
  547. DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
  548. end
  549. end
  550. end
  551. function DecreaseStat(Location, Stat, Amount, Duration, ShowTheStat)
  552. if Location:FindFirstChild("Stats") ~= nil and Location.Stats:FindFirstChild("BlockValue") ~= nil then
  553. if Location.Stats:FindFirstChild("BlockValue").Value ~= true then
  554. if Location.Stats[Stat] ~= nil then
  555. Location.Stats[Stat].Value = Location.Stats[Stat].Value - Amount
  556. if ShowTheStat == true then
  557. if Stat == "Defense" then
  558. DamageStatLabel(Location.Head.CFrame, "-Defense", c3(1, 1, 1))
  559. elseif Stat == "Damage" then
  560. DamageStatLabel(Location.Head.CFrame, "-Damage", c3(1, 1, 1))
  561. elseif Stat == "Movement" then
  562. DamageStatLabel(Location.Head.CFrame, "-Movement", c3(1, 1, 1))
  563. end
  564. end
  565. coroutine.resume(coroutine.create(function(CurrentDecrease)
  566. wait(Duration)
  567. CurrentDecrease.Value = CurrentDecrease.Value + Amount
  568. end), Location.Stats[Stat])
  569. end
  570. else
  571. DamageStatLabel(Location.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
  572. end
  573. end
  574. end
  575. function GetDistance(Part1, Part2, magnitude)
  576. local target = Part1.Position - Part2.Position
  577. local mag = target.magnitude
  578. if magnitude >= mag then
  579. return true
  580. else
  581. return false
  582. end
  583. end
  584. function Damagefunc(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, DecreaseTheStat, DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  585. if hit.Parent == nil then
  586. return
  587. end
  588. h = hit.Parent:FindFirstChild("Humanoid")
  589. for _, v in pairs(hit.Parent:GetChildren()) do
  590. if v:IsA("Humanoid") then
  591. h = v
  592. end
  593. end
  594. if hit.Name == "Hitbox" and ranged ~= true and hit.Parent ~= m then
  595. StaggerHitAnim.Value = true
  596. so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hit, 1, 1)
  597. return
  598. end
  599. if AntiTeamKill.Value == true then
  600. if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then
  601. opponent = game.Players:FindFirstChild(hit.Parent.Name)
  602. end
  603. if opponent ~= nil and opponent.TeamColor == Player.TeamColor then
  604. return
  605. end
  606. end
  607. if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then
  608. h = hit.Parent.Parent:FindFirstChild("Humanoid")
  609. end
  610. if hit.Parent.className == "Hat" then
  611. hit = hit.Parent.Parent:findFirstChild("Head")
  612. end
  613. if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
  614. if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then
  615. return
  616. end
  617. if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health <= 0 then
  618. return
  619. end
  620. if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StunValue") ~= nil then
  621. hit.Parent.Stats:findFirstChild("StunValue").Value = hit.Parent.Stats:findFirstChild("StunValue").Value + incstun
  622. end
  623. if hit.Parent:FindFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("StaggerAnim") ~= nil and stagger == true then
  624. hit.Parent.Stats:findFirstChild("StaggerAnim").Value = true
  625. end
  626. if hit.Parent:findFirstChild("Stats") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue") ~= nil and hit.Parent.Stats:findFirstChild("BlockValue").Value == true then
  627. DamageStatLabel(hit.Parent.Head.CFrame, "Blocked!", Color3.new(0, 0.39215686274509803, 1))
  628. so(HitBlockSounds[math.random(1, #HitBlockSounds)], hit, 1, 1)
  629. if ranged ~= true then
  630. hit.Parent.Stats:findFirstChild("BlockValue").Value = false
  631. StaggerAnim.Value = true
  632. end
  633. return
  634. end
  635. if DecreaseTheStat ~= nil and hit.Parent:FindFirstChild("Stats") ~= nil then
  636. if DecreaseTheStat == "Defense" then
  637. DecreaseStat(hit.Parent, "Defense", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  638. elseif DecreaseTheStat == "Damage" then
  639. DecreaseStat(hit.Parent, "Damage", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  640. elseif DecreaseTheStat == "Movement" then
  641. DecreaseStat(hit.Parent, "Movement", DecreaseAmount, DecreaseDuration, ShowDecreasedStat)
  642. end
  643. end
  644. local D = math.random(minim, maxim) * Damage.Value
  645. if hit.Parent:FindFirstChild("Stats") ~= nil then
  646. if hit.Parent.Stats:FindFirstChild("Defense") then
  647. if CanPenetrateArmor.Value == true then
  648. else
  649. D = D / hit.Parent.Stats:FindFirstChild("Defense").Value
  650. end
  651. elseif hit.Parent.Stats:FindFirstChild("Defense") == nil then
  652. end
  653. end
  654. if CanCrit.Value == true then
  655. CritChanceNumber = math.random(1, CritChance.Value)
  656. if CritChanceNumber == CritChance.Value then
  657. D = D * 2
  658. end
  659. end
  660. D = math.floor(D)
  661. h.Health = h.Health - D
  662. if D <= 3 and staggerhit == true then
  663. if ranged ~= true then
  664. StaggerHitAnim.Value = true
  665. end
  666. if ranged ~= true then
  667. so(HitArmorSounds[math.random(1, #HitArmorSounds)], hit, 1, 1)
  668. end
  669. elseif D > 3 and ranged ~= true then
  670. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 1)
  671. end
  672. if D > 2 and D < 20 then
  673. if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
  674. DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
  675. so("296102734", hit, 1, 1)
  676. else
  677. DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(1, 0.8627450980392157, 0))
  678. end
  679. elseif D >= 20 then
  680. if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
  681. DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
  682. so("296102734", hit, 1, 1)
  683. else
  684. DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(1, 0, 0))
  685. end
  686. else
  687. if D <= 2 then
  688. if CanCrit.Value == true and CritChanceNumber == CritChance.Value then
  689. DamageStatLabel(hit.Parent.Head.CFrame, "Crit! " .. D, Color3.new(0.7843137254901961, 0, 0))
  690. so("296102734", hit, 1, 1)
  691. else
  692. DamageStatLabel(hit.Parent.Head.CFrame, D, Color3.new(0.8823529411764706, 0.8823529411764706, 0.8823529411764706))
  693. end
  694. else
  695. end
  696. end
  697. if Type == "Normal" then
  698. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 2)
  699. vp = Instance.new("BodyVelocity")
  700. vp.P = 500
  701. vp.maxForce = vt(math.huge, 0, math.huge)
  702. if KnockbackType == 1 then
  703. vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
  704. elseif KnockbackType == 2 then
  705. vp.Velocity = Property.CFrame.lookVector * knockback
  706. end
  707. if knockback > 0 then
  708. vp.Parent = hit.Parent.Torso
  709. end
  710. game:GetService("Debris"):AddItem(vp, 0.5)
  711. elseif Type == "Knockdown" then
  712. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 2)
  713. vp = Instance.new("BodyVelocity")
  714. vp.P = 1000
  715. vp.maxForce = vt(0, math.huge, 0)
  716. vp.Velocity = Vector3.new(0, 10, 0)
  717. vp.Parent = hit.Parent.Torso
  718. game:GetService("Debris"):AddItem(vp, 0.25)
  719. elseif Type == "Normal2" then
  720. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
  721. vp = Instance.new("BodyVelocity")
  722. vp.P = 500
  723. vp.maxForce = vt(math.huge, 0, math.huge)
  724. if KnockbackType == 1 then
  725. vp.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
  726. elseif KnockbackType == 2 then
  727. vp.Velocity = Property.CFrame.lookVector * knockback
  728. end
  729. if knockback > 0 then
  730. vp.Parent = hit.Parent.Torso
  731. end
  732. game:GetService("Debris"):AddItem(vp, 0.5)
  733. elseif Type == "SuperKnockup" then
  734. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
  735. vp = Instance.new("BodyVelocity")
  736. vp.P = 500
  737. vp.maxForce = vt(0, math.huge, 0)
  738. vp.Velocity = vt(0, math.random(20, 40), 0)
  739. if knockback > 0 then
  740. vp.Parent = hit.Parent.Torso
  741. end
  742. game:GetService("Debris"):AddItem(vp, 0.5)
  743. vp2 = Instance.new("BodyVelocity")
  744. vp2.P = 500
  745. vp2.maxForce = vt(math.huge, 0, math.huge)
  746. if KnockbackType == 1 then
  747. vp2.Velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
  748. elseif KnockbackType == 2 then
  749. vp2.Velocity = Property.CFrame.lookVector * knockback
  750. end
  751. if knockback > 0 then
  752. vp2.Parent = hit.Parent.Torso
  753. end
  754. game:GetService("Debris"):AddItem(vp2, 0.5)
  755. elseif Type == "RockHit" then
  756. so(HitPlayerSounds[math.random(1, #HitPlayerSounds)], hit, 1, 0.8)
  757. rockvelocity = Instance.new("BodyVelocity")
  758. rockvelocity.P = 500
  759. rockvelocity.maxForce = vt(math.huge, 0, math.huge)
  760. rockvelocity.Velocity = hit.Position * knockback - Property.Position
  761. if knockback > 0 then
  762. rockvelocity.Parent = hit.Parent.Torso
  763. end
  764. game:GetService("Debris"):AddItem(rockvelocity, 0.5)
  765. end
  766. DebounceHit = Instance.new("BoolValue", hit.Parent)
  767. DebounceHit.Name = "DebounceHit"
  768. DebounceHit.Value = true
  769. game:GetService("Debris"):AddItem(DebounceHit, Delay)
  770. end
  771. end
  772. function MagniDamage(Part, magni, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
  773. for _, c in pairs(workspace:GetChildren()) do
  774. local hum = c:FindFirstChild("Humanoid")
  775. local head
  776. if hum ~= nil then
  777. head = c:FindFirstChild("Torso")
  778. if head ~= nil then
  779. local targ = head.Position - Part.Position
  780. local mag = targ.magnitude
  781. if magni >= mag and c.Name ~= Player.Name then
  782. Damagefunc(head, mindam, maxdam, knock, Type, Property, Delay, KnockbackType, incstun, stagger, staggerhit, ranged, MagicDecreaseTheStat, MagicDecreaseAmount, MagicDecreaseDuration, MagicShowDecreasedStat)
  783. end
  784. end
  785. for _, d in pairs(c:GetChildren()) do
  786. if d.ClassName == "Model" and ranged ~= true then
  787. head = d:FindFirstChild("Hitbox")
  788. if head ~= nil then
  789. local targ = head.Position - Part.Position
  790. local mag = targ.magnitude
  791. if magni >= mag and c.Name ~= Player.Name then
  792. local hitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  793. hitrefpart.Anchored = true
  794. hitrefpart.CFrame = cf(head.Position)
  795. so(HitWeaponSounds[math.random(1, #HitWeaponSounds)], hitrefpart, 1, 1)
  796. StaggerHitAnim.Value = true
  797. end
  798. end
  799. end
  800. end
  801. end
  802. end
  803. end
  804. function Lightning(p0, p1, tym, ofs, brickcolor, material, th, tra, last)
  805. local magz = p0 - p1.magnitude
  806. local curpos = p0
  807. local trz = {
  808. -ofs,
  809. ofs
  810. }
  811. for i = 1, tym do
  812. do
  813. local li = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt(th, th, magz / tym))
  814. li.Anchored = true
  815. local ofz = vt(trz[math.random(1, 2)], trz[math.random(1, 2)], trz[math.random(1, 2)])
  816. local trolpos = cf(curpos, p1) * cf(0, 0, magz / tym).p + ofz
  817. if tym == i then
  818. local magz2 = curpos - p1.magnitude
  819. li.Size = vt(th, th, magz2)
  820. li.CFrame = cf(curpos, p1) * cf(0, 0, -magz2 / 2)
  821. else
  822. li.CFrame = cf(curpos, trolpos) * cf(0, 0, magz / tym / 2)
  823. end
  824. curpos = li.CFrame * cf(0, 0, magz / tym / 2).p
  825. game.Debris:AddItem(li, last)
  826. coroutine.resume(coroutine.create(function()
  827. while li.Transparency ~= 1 do
  828. for i = 0, 1, last do
  829. hbwait()
  830. li.Transparency = li.Transparency + 0.1 / last
  831. end
  832. end
  833. end))
  834. end
  835. end
  836. end
  837. function MagicRing(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  838. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  839. prt.Anchored = true
  840. prt.CFrame = cframe
  841. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1))
  842. game:GetService("Debris"):AddItem(prt, 10)
  843. coroutine.resume(coroutine.create(function(Part, Mesh)
  844. for i = 0, 1, delay do
  845. hbwait()
  846. Part.CFrame = Part.CFrame
  847. Part.Transparency = i
  848. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  849. end
  850. Part.Parent = nil
  851. end), prt, msh)
  852. end
  853. function MagicWave(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  854. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  855. prt.Anchored = true
  856. prt.CFrame = cframe
  857. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
  858. game:GetService("Debris"):AddItem(prt, 10)
  859. coroutine.resume(coroutine.create(function(Part, Mesh)
  860. for i = 0, 1, delay do
  861. hbwait()
  862. Part.CFrame = Part.CFrame
  863. Part.Transparency = i
  864. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  865. end
  866. Part.Parent = nil
  867. end), prt, msh)
  868. end
  869. function MagicBlock(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
  870. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  871. prt.Anchored = true
  872. prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  873. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
  874. game:GetService("Debris"):AddItem(prt, 10)
  875. coroutine.resume(coroutine.create(function(Part, Mesh)
  876. for i = 0, 1, delay do
  877. hbwait()
  878. if rotate == true then
  879. Part.CFrame = Part.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  880. else
  881. end
  882. Part.Transparency = i
  883. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  884. end
  885. Part.Parent = nil
  886. end), prt, msh)
  887. end
  888. function MagicBlock2(brickcolor, material, rotate, cframe, x1, y1, z1, x3, y3, z3, delay)
  889. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  890. prt.Anchored = true
  891. prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  892. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
  893. game:GetService("Debris"):AddItem(prt, 10)
  894. CF = prt.CFrame
  895. num = math.random(5, 20)
  896. coroutine.resume(coroutine.create(function(Part, Mesh, CF2, Num)
  897. for i = 0, 1, delay do
  898. hbwait()
  899. if rotate == true then
  900. Part.CFrame = CF2 * cf(0, i * Num, 0) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  901. else
  902. Part.CFrame = CF2 * cf(0, i * Num, 0)
  903. end
  904. Part.Transparency = i
  905. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  906. end
  907. Part.Parent = nil
  908. end), prt, msh, CF, num)
  909. end
  910. function MagicCylinder(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  911. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  912. prt.Anchored = true
  913. prt.CFrame = cframe
  914. local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
  915. game:GetService("Debris"):AddItem(prt, 10)
  916. coroutine.resume(coroutine.create(function(Part, Mesh)
  917. for i = 0, 1, delay do
  918. hbwait()
  919. Part.Transparency = i
  920. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  921. end
  922. Part.Parent = nil
  923. end), prt, msh)
  924. end
  925. function MagicCircle(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  926. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  927. prt.Anchored = true
  928. prt.CFrame = cframe
  929. local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
  930. game:GetService("Debris"):AddItem(prt, 10)
  931. coroutine.resume(coroutine.create(function(Part, Mesh)
  932. for i = 0, 1, delay do
  933. hbwait()
  934. Part.Transparency = i
  935. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  936. end
  937. Part.Parent = nil
  938. end), prt, msh)
  939. end
  940. function MagicHead(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  941. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  942. prt.Anchored = true
  943. prt.CFrame = cframe
  944. local msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1))
  945. game:GetService("Debris"):AddItem(prt, 10)
  946. coroutine.resume(coroutine.create(function(Part, Mesh)
  947. for i = 0, 1, delay do
  948. hbwait()
  949. Part.Transparency = i
  950. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  951. end
  952. Part.Parent = nil
  953. end), prt, msh)
  954. end
  955. function BreakEffect(brickcolor, material, rotate, cframe, x1, y1, z1, delay)
  956. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  957. prt.Anchored = true
  958. prt.CFrame = cframe * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
  959. local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
  960. game:GetService("Debris"):AddItem(prt, 10)
  961. coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
  962. CF = Part.CFrame
  963. Numbb = 0
  964. randnumb = math.random() - math.random()
  965. for i = 0, 1, delay do
  966. hbwait()
  967. CF = CF * cf(0, 1, 0)
  968. if rotate == true then
  969. Part.CFrame = CF * angles(Numbb, 0, 0)
  970. elseif rotate == false then
  971. Part.CFrame = CF
  972. end
  973. Part.Transparency = i
  974. Numbb = Numbb + randnumb
  975. end
  976. Part.Parent = nil
  977. end), prt, CF, Numbb, randnumb)
  978. end
  979. function ElecEffect(brickcolor, material, cf, x, y, z, delay)
  980. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  981. prt.Anchored = true
  982. prt.CFrame = cf
  983. xval = math.random()
  984. yval = math.random()
  985. zval = math.random()
  986. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x, y, z))
  987. game:GetService("Debris"):AddItem(prt, 10)
  988. coroutine.resume(coroutine.create(function(Part, Mesh, xvaal, yvaal, zvaal)
  989. for i = 0, 1, delay do
  990. hbwait()
  991. Part.CFrame = Part.CFrame
  992. xvaal = xvaal - 0.1 * (delay * 10)
  993. yvaal = yvaal - 0.1 * (delay * 10)
  994. zvaal = zvaal - 0.1 * (delay * 10)
  995. Mesh.Scale = Mesh.Scale + vt(xvaal, yvaal, zvaal)
  996. Part.Transparency = i
  997. end
  998. Part.Parent = nil
  999. end), prt, msh, xval, yval, zval)
  1000. end
  1001. function TrailEffect(brickcolor, material, currentcf, oldcf, meshtype, reflectance, size, x, y, z, delay)
  1002. local prt = part(3, Effects, material, reflectance, 0, brickcolor, "Effect", vt())
  1003. prt.Anchored = true
  1004. prt.CFrame = currentcf
  1005. local TheMeshType = "BlockMesh"
  1006. if meshtype == "Cylinder" then
  1007. TheMeshType = "CylinderMesh"
  1008. end
  1009. local msh = mesh(TheMeshType, prt, "", "", vt(0, 0, 0), vt())
  1010. game:GetService("Debris"):AddItem(prt, 10)
  1011. local magnitudecframe = currentcf.p - oldcf.p.magnitude
  1012. prt.Size = Vector3.new(1, magnitudecframe, 1)
  1013. prt.CFrame = cf((currentcf.p + oldcf.p) / 2, oldcf.p) * angles(math.rad(90), 0, 0)
  1014. msh.Scale = vt(0 + size, 1, 0 + size)
  1015. coroutine.resume(coroutine.create(function(Part, Mesh, TheCurrentCFrame, TheLastCFrame)
  1016. for i = 0, 1, delay do
  1017. hbwait()
  1018. Part.Transparency = i
  1019. Mesh.Scale = Mesh.Scale + vt(x, y, z)
  1020. end
  1021. Part.Parent = nil
  1022. end), prt, msh, currentcf, oldcf)
  1023. end
  1024. function ClangEffect(brickcolor, material, cframe, angle, duration, size, power, reflectance, x, y, z, delay)
  1025. local prt = part(3, Effects, material, 0, 1, brickcolor, "Effect", vt())
  1026. prt.Anchored = true
  1027. prt.CFrame = cframe
  1028. local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(0, 0, 0))
  1029. game:GetService("Debris"):AddItem(prt, 10)
  1030. local TheLastPoint = cframe
  1031. coroutine.resume(coroutine.create(function(Part)
  1032. for i = 1, duration do
  1033. hbwait()
  1034. Part.CFrame = Part.CFrame * angles(math.rad(angle), 0, 0) * cf(0, power, 0)
  1035. TrailEffect(brickcolor, material, Part.CFrame, TheLastPoint, "Cylinder", reflectance, size, x, y, z, delay)
  1036. TheLastPoint = Part.CFrame
  1037. end
  1038. Part.Parent = nil
  1039. end), prt)
  1040. end
  1041. function MagicCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1042. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1043. prt.Anchored = true
  1044. prt.CFrame = cframe
  1045. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1778999", vt(0, 0, 0), vt(x1, y1, z1))
  1046. game:GetService("Debris"):AddItem(prt, 10)
  1047. coroutine.resume(coroutine.create(function(Part, Mesh)
  1048. for i = 0, 1, delay do
  1049. hbwait()
  1050. Part.Transparency = i
  1051. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1052. end
  1053. Part.Parent = nil
  1054. end), prt, msh)
  1055. end
  1056. function MagicFlatCone(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1057. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1058. prt.Anchored = true
  1059. prt.CFrame = cframe
  1060. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1033714", vt(0, 0, 0), vt(x1, y1, z1))
  1061. game:GetService("Debris"):AddItem(prt, 10)
  1062. coroutine.resume(coroutine.create(function(Part, Mesh)
  1063. for i = 0, 1, delay do
  1064. hbwait()
  1065. Part.Transparency = i
  1066. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1067. end
  1068. Part.Parent = nil
  1069. end), prt, msh)
  1070. end
  1071. function MagicSpikedCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1072. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1073. prt.Anchored = true
  1074. prt.CFrame = cframe
  1075. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1323306", vt(0, 0, 0), vt(x1, y1, z1))
  1076. game:GetService("Debris"):AddItem(prt, 10)
  1077. coroutine.resume(coroutine.create(function(Part, Mesh)
  1078. for i = 0, 1, delay do
  1079. hbwait()
  1080. Part.Transparency = i
  1081. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1082. end
  1083. Part.Parent = nil
  1084. end), prt, msh)
  1085. end
  1086. function MagicCrown(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1087. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1088. prt.Anchored = true
  1089. prt.CFrame = cframe
  1090. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=1078075", vt(0, 0, 0), vt(x1, y1, z1))
  1091. game:GetService("Debris"):AddItem(prt, 10)
  1092. coroutine.resume(coroutine.create(function(Part, Mesh)
  1093. for i = 0, 1, delay do
  1094. hbwait()
  1095. Part.Transparency = i
  1096. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1097. end
  1098. Part.Parent = nil
  1099. end), prt, msh)
  1100. end
  1101. function MagicSkull(brickcolor, material, cframe, x1, y1, z1, x3, y3, z3, delay)
  1102. local prt = part(3, Effects, material, 0, 0, brickcolor, "Effect", vt())
  1103. prt.Anchored = true
  1104. prt.CFrame = cframe
  1105. local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=4770583", vt(0, 0, 0), vt(x1, y1, z1))
  1106. game:GetService("Debris"):AddItem(prt, 10)
  1107. coroutine.resume(coroutine.create(function(Part, Mesh)
  1108. for i = 0, 1, delay do
  1109. hbwait()
  1110. Part.Transparency = i
  1111. Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
  1112. end
  1113. Part.Parent = nil
  1114. end), prt, msh)
  1115. end
  1116. local startequipped = false
  1117. local startequippedwithequipanimation = true
  1118. local disableanimator = true
  1119. local disableanimate = false
  1120. local alternatewalk = false
  1121. local hidemenu = false
  1122. local allowmenutofunction = true
  1123. local allowabilitiestofunction = true
  1124. local canunequiporequip = false
  1125. local allowidle = false
  1126. local allowwalking = false
  1127. local disablemovingarms = false
  1128. local usemotorsinsteadofwelds = false
  1129. local leftarm = false
  1130. local rightarm = false
  1131. local allowhopperbin = false
  1132. local showstunbar = false
  1133. local walkspeeddependsonmovementvalue = true
  1134. local alternatemanaregensystem = true
  1135. local showhealthmanaandstunnumbers = true
  1136. local changebarcolorsifnotenoughmana = false
  1137. local disablejump = false
  1138. if hidemenu == true then
  1139. for _, v in pairs(scrn:GetChildren()) do
  1140. if v.ClassName == "Frame" or v.ClassName == "TextLabel" then
  1141. v.Visible = false
  1142. end
  1143. end
  1144. end
  1145. Humanoid.Changed:connect(function(Jump)
  1146. if Jump == "Jump" and disablejump == true then
  1147. Humanoid.Jump = false
  1148. end
  1149. end)
  1150. if allowmenutofunction == true then
  1151. for _, v in pairs(scrn:GetChildren()) do
  1152. if v.ClassName == "Frame" then
  1153. for _, b in pairs(v:GetChildren()) do
  1154. if b.ClassName == "TextLabel" then
  1155. coroutine.resume(coroutine.create(function(TheTextLabel)
  1156. wait(menuupdatespeed)
  1157. for i = 1, 0, -0.1 do
  1158. hbwait()
  1159. TheTextLabel.TextTransparency = i
  1160. TheTextLabel.TextStrokeTransparency = i
  1161. end
  1162. TheTextLabel.TextTransparency = 0
  1163. TheTextLabel.TextStrokeTransparency = 0
  1164. end), b)
  1165. if showstats == true then
  1166. coroutine.resume(coroutine.create(function(TheTextLabel)
  1167. wait(menuupdatespeed)
  1168. for i = 1, 0, -0.1 do
  1169. hbwait()
  1170. TheTextLabel.TextTransparency = i
  1171. TheTextLabel.TextStrokeTransparency = i
  1172. end
  1173. TheTextLabel.TextTransparency = 0
  1174. TheTextLabel.TextStrokeTransparency = 0
  1175. end), b)
  1176. end
  1177. if showstunbar == true then
  1178. coroutine.resume(coroutine.create(function(TheTextLabel)
  1179. wait(menuupdatespeed)
  1180. for i = 1, 0, -0.1 do
  1181. hbwait()
  1182. TheTextLabel.TextTransparency = i
  1183. TheTextLabel.TextStrokeTransparency = i
  1184. end
  1185. TheTextLabel.TextTransparency = 0
  1186. TheTextLabel.TextStrokeTransparency = 0
  1187. end), b)
  1188. end
  1189. if allowabilitiestofunction == true then
  1190. coroutine.resume(coroutine.create(function(TheTextLabel)
  1191. wait(menuupdatespeed)
  1192. for i = 1, 0, -0.1 do
  1193. hbwait()
  1194. TheTextLabel.TextTransparency = i
  1195. TheTextLabel.TextStrokeTransparency = i
  1196. end
  1197. TheTextLabel.TextTransparency = 0
  1198. TheTextLabel.TextStrokeTransparency = 0
  1199. end), b)
  1200. end
  1201. end
  1202. end
  1203. end
  1204. end
  1205. end
  1206. if allowhopperbin == true then
  1207. if script.Parent.className ~= "HopperBin" then
  1208. Tool = Instance.new("HopperBin")
  1209. Tool.Parent = Backpack
  1210. Tool.Name = "Weapon Name"
  1211. script.Parent = Tool
  1212. end
  1213. Bin = script.Parent
  1214. end
  1215. if disablemovingarms == true then
  1216. RWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
  1217. LWC0 = cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0))
  1218. RSH, LSH = nil, nil
  1219. if usemotorsinsteadofwelds == true then
  1220. RW = Instance.new("Motor")
  1221. LW = Instance.new("Motor")
  1222. else
  1223. RW = Instance.new("Weld")
  1224. LW = Instance.new("Weld")
  1225. end
  1226. RW.Name = "Right Shoulder"
  1227. LW.Name = "Left Shoulder"
  1228. RSH = Torso["Right Shoulder"]
  1229. LSH = Torso["Left Shoulder"]
  1230. RSH.Parent = Torso
  1231. LSH.Parent = Torso
  1232. RW.Name = "Right Shoulder"
  1233. RW.Part0 = Torso
  1234. RW.C0 = cf(1.5, 0.5, 0)
  1235. RW.C1 = cf(0, 0.5, 0)
  1236. RW.Part1 = Character["Right Arm"]
  1237. RW.Parent = nil
  1238. LW.Name = "Left Shoulder"
  1239. LW.Part0 = Torso
  1240. LW.C0 = cf(-1.5, 0.5, 0)
  1241. LW.C1 = cf(0, 0.5, 0)
  1242. LW.Part1 = Character["Left Arm"]
  1243. LW.Parent = nil
  1244. else
  1245. RW = Torso["Right Shoulder"]
  1246. LW = Torso["Left Shoulder"]
  1247. RWC0 = cf(-0.5, 0, 0) * angles(math.rad(0), math.rad(90), math.rad(0))
  1248. LWC0 = cf(0.5, 0, 0) * angles(math.rad(0), math.rad(-90), math.rad(0))
  1249. end
  1250. if allowidle == true then
  1251. coroutine.resume(coroutine.create(function()
  1252. while true do
  1253. for i = 0, 1, 0.08 do
  1254. wait()
  1255. idleangle = idleangle + 0.005 * idlen
  1256. idlen = idlen - 0.1
  1257. end
  1258. idlen = 0
  1259. for i = 0, 1, 0.08 do
  1260. wait()
  1261. idleangle = idleangle - 0.005 * idlen
  1262. idlen = idlen - 0.1
  1263. end
  1264. idlen = 0
  1265. idleangle = 0
  1266. end
  1267. end))
  1268. end
  1269. if startequipped == true then
  1270. for _, v in pairs(m:GetChildren()) do
  1271. if v.ClassName == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Handle" then
  1272. v.Transparency = 0
  1273. end
  1274. end
  1275. elseif startequippedwithequipanimation == true then
  1276. for _, v in pairs(m:GetChildren()) do
  1277. if v.ClassName == "Part" and v.Name ~= "Hitbox" and v.Name ~= "Handle" then
  1278. coroutine.resume(coroutine.create(function(Part)
  1279. for i = 1, 0, -0.1 do
  1280. hbwait()
  1281. Part.Transparency = i
  1282. end
  1283. Part.Transparency = 0
  1284. end), v)
  1285. end
  1286. end
  1287. end
  1288. function equipanim()
  1289. attack = true
  1290. Movement.Value = Movement.Value - 0.1
  1291. Defense.Value = Defense.Value + 0.4
  1292. so("346134880", RightArm, 0.5, 1)
  1293. so("346134880", LeftArm, 0.5, 1)
  1294. for i = 0, 1, 0.06 / animationspeed do
  1295. hbwait()
  1296. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1297. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1298. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.3 / animationspeed)
  1299. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(45)) * LWC0, 0.3 / animationspeed)
  1300. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1301. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1302. end
  1303. for i = 0, 1, 0.06 / animationspeed do
  1304. hbwait()
  1305. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1306. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(1.25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1307. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-60)) * RWC0, 0.45 / animationspeed)
  1308. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(60)) * LWC0, 0.45 / animationspeed)
  1309. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1310. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1311. end
  1312. attack = false
  1313. end
  1314. function unequipanim()
  1315. attack = true
  1316. for i = 0, 1, 0.08 / animationspeed do
  1317. hbwait()
  1318. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1319. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1320. RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1321. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1322. RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1323. LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1324. RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1325. LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1326. end
  1327. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1328. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1329. RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
  1330. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
  1331. RW.C1 = clerp(RW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * RWC0, 1)
  1332. LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * LWC0, 1)
  1333. RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1334. LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1335. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1336. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 1)
  1337. Movement.Value = Movement.Value + 0.1
  1338. Defense.Value = Defense.Value - 0.4
  1339. attack = false
  1340. end
  1341. if startequipped == true then
  1342. equipped = true
  1343. if disableanimate == true then
  1344. Animate.Disabled = true
  1345. local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
  1346. idleanimation:Play()
  1347. end
  1348. if disableanimator == true then
  1349. Animator.Parent = nil
  1350. end
  1351. if disablemovingarms == true then
  1352. RW.Parent = Torso
  1353. LW.Parent = Torso
  1354. RSH.Parent = nil
  1355. LSH.Parent = nil
  1356. end
  1357. Movement.Value = Movement.Value - 0.1
  1358. Defense.Value = Defense.Value + 0.4
  1359. elseif startequippedwithequipanimation == true then
  1360. equipped = true
  1361. if disableanimate == true then
  1362. Animate.Disabled = true
  1363. local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
  1364. idleanimation:Play()
  1365. end
  1366. if disableanimator == true then
  1367. Animator.Parent = nil
  1368. end
  1369. if disablemovingarms == true then
  1370. RW.Parent = Torso
  1371. LW.Parent = Torso
  1372. RSH.Parent = nil
  1373. LSH.Parent = nil
  1374. end
  1375. coroutine.resume(coroutine.create(function()
  1376. hbwait()
  1377. equipanim()
  1378. end))
  1379. end
  1380. function StaggerHit()
  1381. attack = true
  1382. for i = 1, math.random(2, 4) do
  1383. ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1384. end
  1385. for i = 0, 1, 0.1 / animationspeed do
  1386. hbwait()
  1387. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1388. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(30)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1389. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-30), math.rad(0), math.rad(60)) * angles(math.rad(0), math.rad(-30), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1390. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-20), math.rad(0), math.rad(-20)) * angles(math.rad(0), math.rad(20), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1391. RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1392. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  1393. if StaggerAnim.Value == true or StunAnim.Value == true then
  1394. break
  1395. end
  1396. end
  1397. attack = false
  1398. end
  1399. function Stagger()
  1400. attack = true
  1401. disablejump = true
  1402. for i = 1, math.random(2, 4) do
  1403. ClangEffect("Bright yellow", "Neon", cf(Hitbox.Position) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50))), 20, 5, 0.2, math.random(5, 15) / 10, 0, -0.02, 0, -0.02, 0.1)
  1404. end
  1405. attacktype = 1
  1406. local staggervelocity = Instance.new("BodyVelocity", Torso)
  1407. staggervelocity.P = 500
  1408. staggervelocity.maxForce = vt(math.huge, 0, math.huge)
  1409. if Rooted.Value == false then
  1410. staggervelocity.Velocity = RootPart.CFrame.lookVector * -25
  1411. end
  1412. for i = 0, 1, 0.35 / animationspeed do
  1413. hbwait()
  1414. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1415. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(35)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1416. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(-30), math.rad(40)) * RWC0, 0.3 / animationspeed)
  1417. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(5), math.rad(-20)) * LWC0, 0.3 / animationspeed)
  1418. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(100), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1419. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  1420. end
  1421. for i = 0, 1, 0.2 / animationspeed do
  1422. hbwait()
  1423. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2 + idleangle) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1424. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(35)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1425. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(-30), math.rad(40)) * RWC0, 0.3 / animationspeed)
  1426. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(5), math.rad(-20)) * LWC0, 0.3 / animationspeed)
  1427. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(100), math.rad(0)) * angles(math.rad(-20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1428. LH.C0 = clerp(LH.C0, cf(-1, -0.9 - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1429. end
  1430. staggervelocity:Destroy()
  1431. for i = 0, 1, 0.015 / animationspeed do
  1432. hbwait()
  1433. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(-5), math.rad(-5), math.rad(0)), 0.3 / animationspeed)
  1434. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(20)) * angles(math.rad(0), math.rad(5), math.rad(0)), 0.3 / animationspeed)
  1435. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * angles(math.rad(0), math.rad(-20), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1436. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-15), math.rad(0), math.rad(-10)) * angles(math.rad(0), math.rad(20), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1437. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(70)) * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3 / animationspeed)
  1438. LH.C0 = clerp(LH.C0, cf(-1, 0.4 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.3 / animationspeed)
  1439. if StunAnim.Value == true then
  1440. break
  1441. end
  1442. end
  1443. attacktype = 1
  1444. disablejump = false
  1445. attack = false
  1446. end
  1447. function Stun()
  1448. attack = true
  1449. disablejump = true
  1450. attacktype = 1
  1451. DamageStatLabel(Head.CFrame, "Stunned!", Color3.new(1, 1, 0))
  1452. for i = 0, 1, 0.4 / animationspeed do
  1453. hbwait()
  1454. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(-160)), 0.3 / animationspeed)
  1455. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1456. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(70), math.rad(0), math.rad(15)) * RWC0, 0.3 / animationspeed)
  1457. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(70), math.rad(0), math.rad(-15)) * LWC0, 0.3 / animationspeed)
  1458. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1459. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1460. end
  1461. for i = 0, 1, 0.4 / animationspeed do
  1462. hbwait()
  1463. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(45), math.rad(0), math.rad(-170)), 0.3 / animationspeed)
  1464. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-30)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1465. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(45)) * RWC0, 0.3 / animationspeed)
  1466. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(-45)) * LWC0, 0.3 / animationspeed)
  1467. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-40)), 0.3 / animationspeed)
  1468. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-20)), 0.3 / animationspeed)
  1469. end
  1470. for i = 0, 1, 0.4 / animationspeed do
  1471. hbwait()
  1472. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(75), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
  1473. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-60)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1474. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(75)) * RWC0, 0.3 / animationspeed)
  1475. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-45), math.rad(0), math.rad(-75)) * LWC0, 0.3 / animationspeed)
  1476. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-40)), 0.3 / animationspeed)
  1477. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1478. end
  1479. gyro = Instance.new("BodyGyro")
  1480. gyro.Parent = nil
  1481. gyro.P = 10000000
  1482. gyro.D = 1000
  1483. gyro.MaxTorque = vt(10000000, 10000000, 10000000)
  1484. gyro.cframe = RootPart.CFrame
  1485. for i = 1, 70 * animationspeed do
  1486. hbwait()
  1487. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5 + idleangle) * angles(math.rad(90), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
  1488. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1489. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(-10), math.rad(90)) * RWC0, 0.3 / animationspeed)
  1490. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-90), math.rad(0), math.rad(-90)) * LWC0, 0.3 / animationspeed)
  1491. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.2) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1492. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1493. end
  1494. for i = 0, 1, 0.5 / animationspeed do
  1495. hbwait()
  1496. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1 + idleangle) * angles(math.rad(90), math.rad(0), math.rad(-180)), 0.3 / animationspeed)
  1497. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1498. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(-10), math.rad(120)) * RWC0, 0.3 / animationspeed)
  1499. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-90), math.rad(0), math.rad(-120)) * LWC0, 0.3 / animationspeed)
  1500. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.2) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1501. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1502. end
  1503. for i = 0, 1, 0.15 / animationspeed do
  1504. hbwait()
  1505. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5 + idleangle) * angles(math.rad(30), math.rad(0), math.rad(120)), 0.3 / animationspeed)
  1506. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1507. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(30)) * RWC0, 0.3 / animationspeed)
  1508. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(20)) * LWC0, 0.3 / animationspeed)
  1509. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, 0) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(70)), 0.3 / animationspeed)
  1510. LH.C0 = clerp(LH.C0, cf(-1, -0.25 - idleangle, -1) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1511. end
  1512. gyro.Parent = nil
  1513. attacktype = 1
  1514. disablejump = false
  1515. attack = false
  1516. end
  1517. function Dance()
  1518. if Mode == "Sword" then
  1519. EAbility()
  1520. end
  1521. attack = true
  1522. dancing = true
  1523. disablejump = true
  1524. Rooted.Value = true
  1525. while dancing == true do
  1526. hbwait()
  1527. for i = 0, 1, 0.5 / animationspeed do
  1528. hbwait()
  1529. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1530. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.25 / animationspeed)
  1531. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.25 / animationspeed)
  1532. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.25 / animationspeed)
  1533. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(22.5)), 0.5 / animationspeed)
  1534. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-22.5)), 0.5 / animationspeed)
  1535. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1536. break
  1537. end
  1538. end
  1539. for i = 0, 1, 0.15 / animationspeed do
  1540. hbwait()
  1541. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(-0.5, 0, 0 + idleangle) * angles(math.rad(0), math.rad(-20), math.rad(30)), 0.5 / animationspeed)
  1542. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(-10), math.rad(-30)), 0.25 / animationspeed)
  1543. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(60), math.rad(0), math.rad(-60)) * RWC0, 0.25 / animationspeed)
  1544. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(60), math.rad(0), math.rad(-60)) * LWC0, 0.25 / animationspeed)
  1545. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(-7.5)), 0.5 / animationspeed)
  1546. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1547. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1548. break
  1549. end
  1550. end
  1551. for i = 0, 1, 0.5 / animationspeed do
  1552. hbwait()
  1553. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1554. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.25 / animationspeed)
  1555. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(-30)) * RWC0, 0.25 / animationspeed)
  1556. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.25) * angles(math.rad(30), math.rad(0), math.rad(30)) * LWC0, 0.25 / animationspeed)
  1557. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(22.5)), 0.5 / animationspeed)
  1558. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-22.5)), 0.5 / animationspeed)
  1559. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1560. break
  1561. end
  1562. end
  1563. for i = 0, 1, 0.15 / animationspeed do
  1564. hbwait()
  1565. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0.5, 0, 0 + idleangle) * angles(math.rad(0), math.rad(20), math.rad(-30)), 0.5 / animationspeed)
  1566. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(10), math.rad(30)), 0.25 / animationspeed)
  1567. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(60), math.rad(0), math.rad(60)) * RWC0, 0.25 / animationspeed)
  1568. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(60), math.rad(0), math.rad(60)) * LWC0, 0.25 / animationspeed)
  1569. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.5 / animationspeed)
  1570. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(7.5)), 0.5 / animationspeed)
  1571. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or dancing == false then
  1572. break
  1573. end
  1574. end
  1575. end
  1576. disablejump = false
  1577. Rooted.Value = false
  1578. attack = false
  1579. end
  1580. function EAbility()
  1581. attack = true
  1582. if Mode == "Normal" then
  1583. Mode = "Sword"
  1584. for i = 0, 1, 0.08 / animationspeed do
  1585. hbwait()
  1586. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1587. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1588. RW.C0 = clerp(RW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-110)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1589. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1590. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1591. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1592. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1593. break
  1594. end
  1595. end
  1596. Handleweld.Part0 = LeftArm
  1597. Handleweld.C0 = cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160))
  1598. Defense.Value = Defense.Value + 0.2
  1599. Damage.Value = Damage.Value + 0.5
  1600. Movement.Value = Movement.Value - 0.4
  1601. manawait = 30
  1602. elseif Mode == "Sword" then
  1603. Mode = "Normal"
  1604. for i = 0, 1, 0.08 / animationspeed do
  1605. hbwait()
  1606. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1607. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1608. RW.C0 = clerp(RW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-110)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1609. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1610. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1611. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1612. Handleweld.C0 = clerp(Handleweld.C0, cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160)), 0.3 / animationspeed)
  1613. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1614. break
  1615. end
  1616. end
  1617. Handleweld.Part0 = Torso
  1618. Handleweld.C0 = cf(-4, 2.5, 0.8) * angles(0, math.rad(-90), 0) * angles(math.rad(-30), 0, 0)
  1619. Defense.Value = Defense.Value - 0.2
  1620. Damage.Value = Damage.Value - 0.5
  1621. Movement.Value = Movement.Value + 0.4
  1622. manawait = 20
  1623. end
  1624. attack = false
  1625. end
  1626. function Attack1()
  1627. attack = true
  1628. if Mode == "Normal" then
  1629. for i = 0, 1, 0.15 / animationspeed do
  1630. hbwait()
  1631. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.45 / animationspeed)
  1632. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(-40)), 0.45 / animationspeed)
  1633. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(-15)) * RWC0, 0.45 / animationspeed)
  1634. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(10)) * LWC0, 0.45 / animationspeed)
  1635. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1636. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.45 / animationspeed)
  1637. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1638. break
  1639. end
  1640. end
  1641. so("169445092", LeftArm, 1, 0.8)
  1642. for i = 0, 1, 0.15 / animationspeed do
  1643. hbwait()
  1644. MagniDamage(LeftArm, 5, 5, 10, math.random(2, 4), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1645. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.25, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-50)), 0.6 / animationspeed)
  1646. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(50)), 0.6 / animationspeed)
  1647. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(-20)) * RWC0, 0.6 / animationspeed)
  1648. LW.C0 = clerp(LW.C0, cf(-1.5, 0.4 + idleangle, -0.25) * angles(math.rad(100), math.rad(0), math.rad(-20)) * LWC0, 0.6 / animationspeed)
  1649. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-5)), 0.6 / animationspeed)
  1650. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-40), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.6 / animationspeed)
  1651. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1652. break
  1653. end
  1654. end
  1655. for i = 0, 1, 0.15 / animationspeed do
  1656. hbwait()
  1657. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.45 / animationspeed)
  1658. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
  1659. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(-15)) * RWC0, 0.45 / animationspeed)
  1660. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(80), math.rad(0), math.rad(10)) * LWC0, 0.45 / animationspeed)
  1661. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
  1662. LH.C0 = clerp(LH.C0, cf(-0.85, -1 - idleangle, 0.4) * angles(math.rad(0), math.rad(-30), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
  1663. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1664. break
  1665. end
  1666. end
  1667. so("169445092", RightArm, 1, 0.9)
  1668. for i = 0, 1, 0.15 / animationspeed do
  1669. hbwait()
  1670. MagniDamage(RightArm, 5, 5, 10, math.random(2, 4), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1671. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.25, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.6 / animationspeed)
  1672. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-2.5), math.rad(0), math.rad(-50)), 0.6 / animationspeed)
  1673. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, -0.25) * angles(math.rad(90), math.rad(0), math.rad(30)) * RWC0, 0.6 / animationspeed)
  1674. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(30)) * LWC0, 0.6 / animationspeed)
  1675. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(40), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.6 / animationspeed)
  1676. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.6 / animationspeed)
  1677. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1678. break
  1679. end
  1680. end
  1681. elseif Mode == "Sword" then
  1682. for i = 0, 1, 0.05 / animationspeed do
  1683. hbwait()
  1684. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1685. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  1686. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * RWC0, 0.3 / animationspeed)
  1687. LW.C0 = clerp(LW.C0, cf(-1.25, 0.5 + idleangle, -0.25) * angles(math.rad(20), math.rad(0), math.rad(-80)) * angles(math.rad(0), math.rad(150), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1688. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  1689. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1690. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1691. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1692. break
  1693. end
  1694. end
  1695. so("231917950", Hitbox, 1, 1.2)
  1696. so("203691447", Hitbox, 1, 1.2)
  1697. for i = 0, 1, 0.05 / animationspeed do
  1698. hbwait()
  1699. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
  1700. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-70)), 0.3 / animationspeed)
  1701. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  1702. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(110), math.rad(0), math.rad(-50)) * RWC0, 0.3 / animationspeed)
  1703. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(30)) * angles(math.rad(0), math.rad(85), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1704. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1705. LH.C0 = clerp(LH.C0, cf(-0.75, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-20), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-2.5)), 0.3 / animationspeed)
  1706. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -0.5, -0.25) * angles(math.rad(-70), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1707. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1708. break
  1709. end
  1710. end
  1711. end
  1712. attack = false
  1713. end
  1714. function Attack2()
  1715. attack = true
  1716. if Mode == "Normal" then
  1717. for i = 0, 1, 0.15 / animationspeed do
  1718. hbwait()
  1719. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1720. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1721. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(60), math.rad(0), math.rad(-30)) * RWC0, 0.45 / animationspeed)
  1722. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-10), math.rad(0), math.rad(-20)) * LWC0, 0.45 / animationspeed)
  1723. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1724. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, -0.25) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(40)), 0.45 / animationspeed)
  1725. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1726. break
  1727. end
  1728. end
  1729. disablejump = true
  1730. Rooted.Value = true
  1731. so("169445092", LeftLeg, 1, 1)
  1732. for i = 0, 1, 0.15 / animationspeed do
  1733. hbwait()
  1734. MagniDamage(LeftLeg, 5, 5, 10, 0, "Knockdown", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1735. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.25, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.6 / animationspeed)
  1736. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(20)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1737. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(10), math.rad(0), math.rad(10)) * RWC0, 0.6 / animationspeed)
  1738. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-30), math.rad(0), math.rad(-20)) * LWC0, 0.6 / animationspeed)
  1739. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-15)), 0.6 / animationspeed)
  1740. LH.C0 = clerp(LH.C0, cf(-1, -0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-100)), 0.6 / animationspeed)
  1741. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1742. break
  1743. end
  1744. end
  1745. for i = 0, 1, 0.15 / animationspeed do
  1746. hbwait()
  1747. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(-70)), 0.45 / animationspeed)
  1748. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(70)) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1749. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(10)) * RWC0, 0.45 / animationspeed)
  1750. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-10), math.rad(0), math.rad(-30)) * LWC0, 0.45 / animationspeed)
  1751. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1752. LH.C0 = clerp(LH.C0, cf(-1.1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(5)), 0.45 / animationspeed)
  1753. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1754. break
  1755. end
  1756. end
  1757. so("169445092", LeftLeg, 1, 0.7)
  1758. for i = 0, 1, 0.15 / animationspeed do
  1759. hbwait()
  1760. MagniDamage(LeftLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1761. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(-90)), 0.6 / animationspeed)
  1762. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(90)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1763. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(30)) * RWC0, 0.6 / animationspeed)
  1764. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-10), math.rad(0), math.rad(-50)) * LWC0, 0.6 / animationspeed)
  1765. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(-2.5)), 0.6 / animationspeed)
  1766. LH.C0 = clerp(LH.C0, cf(-1.1, -0.35 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-12.5), math.rad(0), math.rad(-2.5)), 0.6 / animationspeed)
  1767. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1768. break
  1769. end
  1770. end
  1771. disablejump = false
  1772. Rooted.Value = false
  1773. elseif Mode == "Sword" then
  1774. for i = 0, 1, 0.05 / animationspeed do
  1775. hbwait()
  1776. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.3 / animationspeed)
  1777. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  1778. RW.C0 = clerp(RW.C0, cf(0.5, 0 + idleangle, -0.75) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(15), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1779. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(60)) * angles(math.rad(-10), math.rad(-90), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1780. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1781. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(-30), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1782. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-40), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1783. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1784. break
  1785. end
  1786. end
  1787. so("231917950", Hitbox, 1, 1.2)
  1788. so("203691467", Hitbox, 1, 1.2)
  1789. for i = 0, 1, 0.05 / animationspeed do
  1790. hbwait()
  1791. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
  1792. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.3 / animationspeed)
  1793. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-30)), 0.3 / animationspeed)
  1794. RW.C0 = clerp(RW.C0, cf(-0.5, 0 + idleangle, -0.75) * angles(math.rad(90), math.rad(0), math.rad(-100)) * angles(math.rad(20), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1795. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-50)) * angles(math.rad(-10), math.rad(-90), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1796. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(40), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  1797. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-17.5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1798. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1799. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1800. break
  1801. end
  1802. end
  1803. end
  1804. attack = false
  1805. end
  1806. function Attack3()
  1807. attack = true
  1808. if Mode == "Normal" then
  1809. disablejump = true
  1810. Rooted.Value = true
  1811. for i = 0, 1, 0.15 / animationspeed do
  1812. hbwait()
  1813. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-20), math.rad(0), math.rad(80)), 0.45 / animationspeed)
  1814. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-70)) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  1815. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(30)) * RWC0, 0.45 / animationspeed)
  1816. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-5), math.rad(0), math.rad(-20)) * LWC0, 0.45 / animationspeed)
  1817. RH.C0 = clerp(RH.C0, cf(0.75, -0.25 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-60), math.rad(0), math.rad(5)), 0.45 / animationspeed)
  1818. LH.C0 = clerp(LH.C0, cf(-1, -0.7 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  1819. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1820. break
  1821. end
  1822. end
  1823. so("169445092", RightLeg, 1, 1.1)
  1824. for i = 0, 1, 0.15 / animationspeed do
  1825. hbwait()
  1826. MagniDamage(RightLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1827. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, 0 + idleangle) * angles(math.rad(-15), math.rad(0), math.rad(90)), 0.6 / animationspeed)
  1828. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(-80)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1829. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(45)) * RWC0, 0.6 / animationspeed)
  1830. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-5), math.rad(0), math.rad(-40)) * LWC0, 0.6 / animationspeed)
  1831. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-70), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1832. LH.C0 = clerp(LH.C0, cf(-1, -0.7 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-27.5), math.rad(0), math.rad(2.5)), 0.6 / animationspeed)
  1833. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1834. break
  1835. end
  1836. end
  1837. for i = 0, 1, 0.15 / animationspeed do
  1838. hbwait()
  1839. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.25 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  1840. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
  1841. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(130), math.rad(0), math.rad(-10)) * RWC0, 0.45 / animationspeed)
  1842. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(50), math.rad(0), math.rad(-15)) * LWC0, 0.45 / animationspeed)
  1843. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(45), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1844. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1845. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1846. break
  1847. end
  1848. end
  1849. so("169445092", LeftLeg, 1, 1.2)
  1850. for i = 0, 1, 0.15 / animationspeed do
  1851. hbwait()
  1852. MagniDamage(LeftLeg, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1853. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(-80)), 0.6 / animationspeed)
  1854. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(80)) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.6 / animationspeed)
  1855. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(30), math.rad(0), math.rad(5)) * RWC0, 0.6 / animationspeed)
  1856. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(25)) * LWC0, 0.6 / animationspeed)
  1857. RH.C0 = clerp(RH.C0, cf(1, -0.8 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-17.5), math.rad(0), math.rad(-10)), 0.6 / animationspeed)
  1858. LH.C0 = clerp(LH.C0, cf(-0.75, -0.5 - idleangle, -0.25) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-70), math.rad(0), math.rad(-30)), 0.6 / animationspeed)
  1859. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1860. break
  1861. end
  1862. end
  1863. disablejump = false
  1864. Rooted.Value = false
  1865. elseif Mode == "Sword" then
  1866. for i = 0, 1, 0.05 / animationspeed do
  1867. hbwait()
  1868. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.3 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(50)), 0.3 / animationspeed)
  1869. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-50)) * angles(math.rad(-7.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1870. RW.C0 = clerp(RW.C0, cf(-0.5, 0.25 + idleangle, -0.5) * angles(math.rad(120), math.rad(0), math.rad(-75)) * angles(math.rad(-40), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1871. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(110), math.rad(0), math.rad(-90)) * angles(math.rad(-70), math.rad(60), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1872. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, 0) * angles(math.rad(0), math.rad(30), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(22.5)), 0.3 / animationspeed)
  1873. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  1874. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1875. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1876. break
  1877. end
  1878. end
  1879. so("231917950", Hitbox, 1, 0.8)
  1880. so("203691447", Hitbox, 1, 0.8)
  1881. for i = 0, 1, 0.05 / animationspeed do
  1882. hbwait()
  1883. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.75, 1, 0, nil, false, true, nil, 0, 0, false)
  1884. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.1 + idleangle) * angles(math.rad(-5), math.rad(0), math.rad(-50)), 0.3 / animationspeed)
  1885. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(50)) * angles(math.rad(7.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1886. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-70)) * angles(math.rad(10), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  1887. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(50)) * angles(math.rad(10), math.rad(80), math.rad(0)) * LWC0, 0.3 / animationspeed)
  1888. RH.C0 = clerp(RH.C0, cf(1, -0.8 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-5)), 0.3 / animationspeed)
  1889. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(-40), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  1890. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-50), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  1891. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1892. break
  1893. end
  1894. end
  1895. end
  1896. attack = false
  1897. end
  1898. function GroundSmash(Part, Range)
  1899. local hit, pos = rayCast(Part.Position, cf(Part.Position, Part.Position + vt(0, -1, 0)).lookVector, Range, Character)
  1900. if hit ~= nil then
  1901. local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
  1902. refpart.Anchored = true
  1903. refpart.CFrame = cf(pos)
  1904. game:GetService("Debris"):AddItem(refpart, 5)
  1905. for i = 1, math.random(10, 20) do
  1906. local flyingdebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  1907. flyingdebris.TopSurface = hit.TopSurface
  1908. flyingdebris.BottomSurface = hit.BottomSurface
  1909. flyingdebris.LeftSurface = hit.LeftSurface
  1910. flyingdebris.RightSurface = hit.RightSurface
  1911. flyingdebris.FrontSurface = hit.FrontSurface
  1912. flyingdebris.BackSurface = hit.BackSurface
  1913. flyingdebris.Anchored = false
  1914. flyingdebris.CFrame = refpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  1915. flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(50, 75), math.random(-75, 75))
  1916. game:GetService("Debris"):AddItem(flyingdebris, 5)
  1917. coroutine.resume(coroutine.create(function(TheDebris)
  1918. for i = 0, 1, 0.1 do
  1919. hbwait()
  1920. TheDebris.Transparency = i
  1921. end
  1922. TheDebris.Transparency = 1
  1923. TheDebris.Parent = nil
  1924. end), flyingdebris)
  1925. end
  1926. for i = 1, math.random(10, 20) do
  1927. local grounddebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  1928. grounddebris.TopSurface = hit.TopSurface
  1929. grounddebris.BottomSurface = hit.BottomSurface
  1930. grounddebris.LeftSurface = hit.LeftSurface
  1931. grounddebris.RightSurface = hit.RightSurface
  1932. grounddebris.FrontSurface = hit.FrontSurface
  1933. grounddebris.BackSurface = hit.BackSurface
  1934. grounddebris.Anchored = true
  1935. grounddebris.CFrame = refpart.CFrame * cf(math.random(-750, 750) / 100, 0, math.random(-750, 750) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  1936. game:GetService("Debris"):AddItem(grounddebris, 10)
  1937. coroutine.resume(coroutine.create(function(TheDebris)
  1938. wait(5)
  1939. for i = 0, 1, 0.1 do
  1940. hbwait()
  1941. TheDebris.Transparency = i
  1942. end
  1943. TheDebris.Transparency = 1
  1944. TheDebris.Parent = nil
  1945. end), grounddebris)
  1946. end
  1947. so("199145477", refpart, 1, 0.75)
  1948. so("157878578", refpart, 1, 1)
  1949. MagicRing(hit.BrickColor, hit.Material, refpart.CFrame * angles(math.rad(90), 0, 0), 5, 5, 1, 1, 1, 1, 0.05)
  1950. MagicWave(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.05)
  1951. MagniDamage(refpart, 15, 5, 10, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1952. end
  1953. end
  1954. function Attack4()
  1955. attack = true
  1956. if Mode == "Normal" then
  1957. for i = 0, 1, 0.15 / animationspeed do
  1958. hbwait()
  1959. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(40)), 0.45 / animationspeed)
  1960. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-40)), 0.45 / animationspeed)
  1961. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * angles(math.rad(30), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  1962. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(30)) * angles(math.rad(-10), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  1963. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1964. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  1965. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1966. break
  1967. end
  1968. end
  1969. so("169445092", LeftArm, 1, 1.3)
  1970. for i = 0, 1, 0.15 / animationspeed do
  1971. hbwait()
  1972. MagniDamage(LeftArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1973. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(-70)), 0.45 / animationspeed)
  1974. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(2.5), math.rad(0), math.rad(70)), 0.45 / animationspeed)
  1975. RW.C0 = clerp(RW.C0, cf(1.25, 0.5 + idleangle, -0.25) * angles(math.rad(80), math.rad(0), math.rad(-30)) * RWC0, 0.45 / animationspeed)
  1976. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-60)) * LWC0, 0.45 / animationspeed)
  1977. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1978. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(-20), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-7.5)), 0.45 / animationspeed)
  1979. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1980. break
  1981. end
  1982. end
  1983. for i = 0, 1, 0.15 / animationspeed do
  1984. hbwait()
  1985. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -0.5, -0.25 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(-60)), 0.45 / animationspeed)
  1986. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.45 / animationspeed)
  1987. RW.C0 = clerp(RW.C0, cf(1.25, 0.25 + idleangle, -0.25) * angles(math.rad(90), math.rad(0), math.rad(-20)) * angles(math.rad(-30), math.rad(-30), math.rad(0)) * RWC0, 0.45 / animationspeed)
  1988. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-50)) * angles(math.rad(30), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  1989. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-17.5), math.rad(0), math.rad(-2.5)), 0.45 / animationspeed)
  1990. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, 0) * angles(math.rad(0), math.rad(-30), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-7.5)), 0.45 / animationspeed)
  1991. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  1992. break
  1993. end
  1994. end
  1995. so("169445092", RightArm, 1, 1)
  1996. for i = 0, 1, 0.3 / animationspeed do
  1997. hbwait()
  1998. MagniDamage(RightArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  1999. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(80)), 0.45 / animationspeed)
  2000. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-80)), 0.45 / animationspeed)
  2001. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(60), math.rad(0), math.rad(20)) * RWC0, 0.45 / animationspeed)
  2002. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(-10), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2003. RH.C0 = clerp(RH.C0, cf(0.75, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(10), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2004. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2005. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2006. break
  2007. end
  2008. end
  2009. for i = 0, 1, 0.3 / animationspeed do
  2010. hbwait()
  2011. MagniDamage(RightArm, 5, 5, 10, math.random(5, 10), "Normal", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  2012. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(80)), 0.45 / animationspeed)
  2013. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(-80)), 0.45 / animationspeed)
  2014. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(80), math.rad(0), math.rad(20)) * RWC0, 0.45 / animationspeed)
  2015. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(-10), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2016. RH.C0 = clerp(RH.C0, cf(0.75, -1 - idleangle, 0.5) * angles(math.rad(0), math.rad(10), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2017. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-22.5), math.rad(0), math.rad(2.5)), 0.45 / animationspeed)
  2018. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2019. break
  2020. end
  2021. end
  2022. elseif Mode == "Sword" then
  2023. disablejump = true
  2024. Rooted.Value = true
  2025. for i = 0, 1, 0.05 / animationspeed do
  2026. hbwait()
  2027. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  2028. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-30)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2029. RW.C0 = clerp(RW.C0, cf(-0.25, 0.65 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2030. LW.C0 = clerp(LW.C0, cf(-1.5, 0.35 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-10)) * angles(math.rad(100), math.rad(30), math.rad(0)) * LWC0, 0.3 / animationspeed)
  2031. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(60), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5)), 0.3 / animationspeed)
  2032. LH.C0 = clerp(LH.C0, cf(-1, -0.85 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(7.5)), 0.3 / animationspeed)
  2033. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2034. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2035. break
  2036. end
  2037. end
  2038. so("203691492", Hitbox, 1, 1.2)
  2039. so("203691467", Hitbox, 1, 1.2)
  2040. for i = 0, 1, 0.15 / animationspeed do
  2041. hbwait()
  2042. MagniDamage(Hitbox, 8, 5, 10, math.random(2, 4), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, nil, 0, 0, false)
  2043. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.75 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2044. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-10)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2045. RW.C0 = clerp(RW.C0, cf(-0.35, 0.15 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-60)) * angles(math.rad(-45), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2046. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-5)) * angles(math.rad(-65), math.rad(-20), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2047. RH.C0 = clerp(RH.C0, cf(1, -0.25 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(7.5)), 0.45 / animationspeed)
  2048. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(55)), 0.45 / animationspeed)
  2049. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2050. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2051. break
  2052. end
  2053. end
  2054. GroundSmash(Hitbox, 4)
  2055. for i = 0, 1, 0.05 / animationspeed do
  2056. hbwait()
  2057. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -0.75 + idleangle) * angles(math.rad(5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2058. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(-10)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2059. RW.C0 = clerp(RW.C0, cf(-0.35, 0.15 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-60)) * angles(math.rad(-45), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2060. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-5)) * angles(math.rad(-65), math.rad(-20), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2061. RH.C0 = clerp(RH.C0, cf(1, -0.25 - idleangle, -0.5) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(7.5)), 0.45 / animationspeed)
  2062. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(55)), 0.45 / animationspeed)
  2063. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-25), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2064. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2065. break
  2066. end
  2067. end
  2068. disablejump = false
  2069. Rooted.Value = false
  2070. end
  2071. attack = false
  2072. end
  2073. function Move1()
  2074. if Mode == "Sword" then
  2075. EAbility()
  2076. end
  2077. attack = true
  2078. disablejump = true
  2079. Rooted.Value = true
  2080. for i = 0, 1, 0.15 / animationspeed do
  2081. hbwait()
  2082. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2083. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2084. RW.C0 = clerp(RW.C0, cf(1.25, 0.5 + idleangle, -0.25) * angles(math.rad(80), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2085. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(-10)) * LWC0, 0.45 / animationspeed)
  2086. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -1) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2087. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
  2088. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2089. break
  2090. end
  2091. end
  2092. so("156190061", Torso, 0.75, 0.8)
  2093. local aurathingy = 0
  2094. local maxaurathingy = 30
  2095. local TheColor1 = BrickColor.new("Bright yellow").r
  2096. local TheColor2 = BrickColor.new("Bright yellow").g
  2097. local TheColor3 = BrickColor.new("Bright yellow").b
  2098. local auralight = Instance.new("PointLight", Torso)
  2099. auralight.Color = Color3.new(TheColor1, TheColor2, TheColor3)
  2100. auralight.Brightness = 7.5
  2101. auralight.Range = 7.5
  2102. for i = 0, 1, 0.01 / animationspeed do
  2103. hbwait()
  2104. if aurathingy >= maxaurathingy then
  2105. local randomheal = math.floor(math.random(1, 2))
  2106. so("234226639", Torso, 0.5, 1 / (maxaurathingy / 20))
  2107. MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(10), 0, 0), 50, 50, 50, -2.5, 1, -2.5, 0.05)
  2108. DamageStatLabel(Head.CFrame, randomheal, Color3.new(0.29411764705882354, 0.788235294117647, 0.29411764705882354))
  2109. Humanoid.Health = Humanoid.Health + randomheal
  2110. maxaurathingy = maxaurathingy - 2
  2111. aurathingy = 0
  2112. else
  2113. aurathingy = aurathingy + 1
  2114. end
  2115. MagicCircle("Bright yellow", "Neon", RootPart.CFrame * cf(0, -3, 0), 1, 1, 1, 5, 0, 5, 0.1)
  2116. MagicCircle("Bright yellow", "Neon", RootPart.CFrame * cf(0, -3, 0) * angles(math.rad(90), 0, math.rad(math.random(-90, 90))), 1, 1, 1, 0, 10, 0, 0.1)
  2117. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.25 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2118. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2119. RW.C0 = clerp(RW.C0, cf(1.25, 0.5 + idleangle, -0.25) * angles(math.rad(80), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2120. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(-10)) * LWC0, 0.45 / animationspeed)
  2121. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -1) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2122. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.45 / animationspeed)
  2123. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2124. break
  2125. end
  2126. end
  2127. DecreaseStat(Character, "Defense", 0.1, 5, true)
  2128. DecreaseStat(Character, "Damage", 0.1, 5, true)
  2129. MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(10), 0, 0), 50, 50, 50, 5, 5, 5, 0.1)
  2130. auralight.Parent = nil
  2131. disablejump = false
  2132. Rooted.Value = false
  2133. attack = false
  2134. end
  2135. function GroundSmash2(Part, Range, Damage)
  2136. local hit, pos = rayCast(Part.Position, cf(Part.Position, Part.Position + vt(0, -1, 0)).lookVector, Range, Character)
  2137. if hit ~= nil then
  2138. local refpart = part(3, Effects, "SmoothPlastic", 0, 1, BrickColor.new("Really black"), "Effect", vt())
  2139. refpart.Anchored = true
  2140. refpart.CFrame = cf(pos)
  2141. game:GetService("Debris"):AddItem(refpart, 5)
  2142. for i = 1, math.random(15, 30) do
  2143. local flyingdebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  2144. flyingdebris.TopSurface = hit.TopSurface
  2145. flyingdebris.BottomSurface = hit.BottomSurface
  2146. flyingdebris.LeftSurface = hit.LeftSurface
  2147. flyingdebris.RightSurface = hit.RightSurface
  2148. flyingdebris.FrontSurface = hit.FrontSurface
  2149. flyingdebris.BackSurface = hit.BackSurface
  2150. flyingdebris.Anchored = false
  2151. flyingdebris.CFrame = refpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2152. flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(50, 75), math.random(-75, 75))
  2153. game:GetService("Debris"):AddItem(flyingdebris, 5)
  2154. coroutine.resume(coroutine.create(function(TheDebris)
  2155. for i = 0, 1, 0.1 do
  2156. hbwait()
  2157. TheDebris.Transparency = i
  2158. end
  2159. TheDebris.Transparency = 1
  2160. TheDebris.Parent = nil
  2161. end), flyingdebris)
  2162. end
  2163. for i = 1, math.random(15, 30) do
  2164. local grounddebris = part(3, Effects, hit.Material, 0, 0, hit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  2165. grounddebris.TopSurface = hit.TopSurface
  2166. grounddebris.BottomSurface = hit.BottomSurface
  2167. grounddebris.LeftSurface = hit.LeftSurface
  2168. grounddebris.RightSurface = hit.RightSurface
  2169. grounddebris.FrontSurface = hit.FrontSurface
  2170. grounddebris.BackSurface = hit.BackSurface
  2171. grounddebris.Anchored = true
  2172. grounddebris.CFrame = refpart.CFrame * cf(math.random(-750, 750) / 100, 0, math.random(-750, 750) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2173. game:GetService("Debris"):AddItem(grounddebris, 10)
  2174. coroutine.resume(coroutine.create(function(TheDebris)
  2175. wait(5)
  2176. for i = 0, 1, 0.1 do
  2177. hbwait()
  2178. TheDebris.Transparency = i
  2179. end
  2180. TheDebris.Transparency = 1
  2181. TheDebris.Parent = nil
  2182. end), grounddebris)
  2183. end
  2184. so("199145477", refpart, 1, 0.75)
  2185. so("157878578", refpart, 1, 1)
  2186. if Damage > 5 then
  2187. so("2760979", refpart, 1, 0.5)
  2188. end
  2189. if Damage > 10 then
  2190. so("142070127", refpart, 1, 0.75)
  2191. end
  2192. if Damage > 15 then
  2193. so("168586621", refpart, 1, 0.5)
  2194. end
  2195. MagicRing(hit.BrickColor, hit.Material, refpart.CFrame * angles(math.rad(90), 0, 0), 5, 5, 1, 1, 1, 1, 0.025)
  2196. if Damage > 5 then
  2197. MagicWave(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
  2198. end
  2199. if Damage > 10 then
  2200. MagicCrown(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
  2201. end
  2202. if Damage > 15 then
  2203. MagicSpikedCrown(hit.BrickColor, hit.Material, refpart.CFrame, 2.5, 2.5, 2.5, 0.5, 0.5, 0.5, 0.025)
  2204. end
  2205. if Damage <= 10 then
  2206. MagniDamage(refpart, 20, 5, 10, math.random(5, 10), "SuperKnockup", refpart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2207. else
  2208. MagniDamage(refpart, 20, Damage, Damage * 2, math.random(5, 10), "SuperKnockup", refpart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2209. end
  2210. end
  2211. end
  2212. function Move2()
  2213. move2charging = true
  2214. if Mode == "Normal" then
  2215. EAbility()
  2216. end
  2217. attack = true
  2218. Movement.Value = Movement.Value - 0.2
  2219. local chargingstate = 0
  2220. local chargingeffectnum = 1
  2221. local playsound1 = false
  2222. local playsound2 = false
  2223. local playsound3 = false
  2224. so("315746833", Torso, 1, 1)
  2225. while move2charging == true and chargingstate < 155 do
  2226. hbwait()
  2227. chargingstate = chargingstate + 1
  2228. if chargingeffectnum >= 10 then
  2229. chargingeffectnum = 0
  2230. MagicWave("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0), 2, 1, 2, 0.5, 0.2, 0.5, 0.1)
  2231. if chargingstate >= 50 then
  2232. if playsound1 == false then
  2233. playsound1 = true
  2234. particleemitter2.Enabled = true
  2235. so("315743350", Torso, 1, 1)
  2236. MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
  2237. end
  2238. MagicRing("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0) * angles(math.rad(90), 0, 0), 2, 2, 1, 1, 1, 0.5, 0.1)
  2239. end
  2240. if chargingstate >= 100 then
  2241. if playsound2 == false then
  2242. playsound2 = true
  2243. particleemitter.Enabled = true
  2244. so("315743331", Torso, 1, 1.5)
  2245. MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
  2246. end
  2247. MagicCrown("Institutional white", "Neon", RootPart.CFrame * cf(0, -3, 0), 2, 1, 2, 0.5, 0.2, 0.5, 0.1)
  2248. end
  2249. if chargingstate >= 150 and playsound3 == false then
  2250. playsound3 = true
  2251. so("315743298", Torso, 1, 0.75)
  2252. so("315743350", Torso, 1, 0.75)
  2253. MagicCircle("Bright yellow", "Neon", Torso.CFrame, 1, 1, 1, 10, 10, 10, 0.15)
  2254. end
  2255. elseif chargingeffectnum <= 10 then
  2256. chargingeffectnum = chargingeffectnum + 1
  2257. end
  2258. if playsound1 == false and playsound2 == false and playsound3 == false then
  2259. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  2260. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-40)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2261. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2262. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(85), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
  2263. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(12.5)), 0.3 / animationspeed)
  2264. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-7.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2265. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2266. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or move2charging == false or chargingstate >= 155 then
  2267. break
  2268. end
  2269. elseif playsound1 == true and playsound2 == false and playsound3 == false then
  2270. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  2271. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-40)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2272. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2273. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(85), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
  2274. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(17.5)), 0.3 / animationspeed)
  2275. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2276. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2277. elseif playsound1 == true and playsound2 == true and playsound3 == false then
  2278. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.25 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(40)), 0.3 / animationspeed)
  2279. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-40)) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2280. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.3 / animationspeed)
  2281. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(85), math.rad(0), math.rad(10)) * LWC0, 0.3 / animationspeed)
  2282. RH.C0 = clerp(RH.C0, cf(1, -0.75 - idleangle, 0.25) * angles(math.rad(0), math.rad(50), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(22.5)), 0.3 / animationspeed)
  2283. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(2.5), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2284. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2285. end
  2286. end
  2287. Movement.Value = Movement.Value + 0.2
  2288. disablejump = true
  2289. Rooted.Value = true
  2290. particleemitter.Enabled = false
  2291. particleemitter2.Enabled = false
  2292. for i = 1, math.random(5, 10) do
  2293. MagicCircle("Bright yellow", "Neon", Torso.CFrame * angles(math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90)), math.rad(math.random(-90, 90))), 0.1, 0.1, 0.1, 0.1, 5, 0.1, 0.1)
  2294. end
  2295. for i = 0, 1, 0.05 / animationspeed do
  2296. hbwait()
  2297. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.25, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(70)), 0.3 / animationspeed)
  2298. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-70)) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2299. RW.C0 = clerp(RW.C0, cf(-0.5, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-80)) * angles(math.rad(70), math.rad(50), math.rad(-10)) * RWC0, 0.3 / animationspeed)
  2300. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, -0.25) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(50), math.rad(110), math.rad(35)) * LWC0, 0.3 / animationspeed)
  2301. RH.C0 = clerp(RH.C0, cf(0.75, -0.5 - idleangle, 0.25) * angles(math.rad(0), math.rad(20), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(25)), 0.3 / animationspeed)
  2302. LH.C0 = clerp(LH.C0, cf(-1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-15), math.rad(0), math.rad(2.5)), 0.3 / animationspeed)
  2303. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2304. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2305. break
  2306. end
  2307. end
  2308. so("203691492", Hitbox, 1, 1.2)
  2309. so("203691467", Hitbox, 1, 1.2)
  2310. for i = 0, 1, 0.15 / animationspeed do
  2311. hbwait()
  2312. if chargingstate / 10 <= 10 then
  2313. MagniDamage(Hitbox, 8, 5, 10, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2314. else
  2315. MagniDamage(Hitbox, 8, chargingstate / 10, chargingstate / 10 * 2, math.random(5, 10), "Normal2", RootPart, 0.5, 1, 0, nil, false, true, "Movement", 0.2, 10, true)
  2316. end
  2317. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -1 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2318. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2319. RW.C0 = clerp(RW.C0, cf(-0.25, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(-40), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2320. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(0)) * angles(math.rad(-45), math.rad(5), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2321. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(12.5)), 0.45 / animationspeed)
  2322. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(50)), 0.45 / animationspeed)
  2323. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2324. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2325. break
  2326. end
  2327. end
  2328. GroundSmash2(Hitbox, 4, chargingstate / 10)
  2329. for i = 0, 1, 0.05 / animationspeed do
  2330. hbwait()
  2331. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, -1, -1 + idleangle) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2332. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(10)) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2333. RW.C0 = clerp(RW.C0, cf(-0.25, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-40)) * angles(math.rad(-40), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2334. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(0)) * angles(math.rad(-45), math.rad(5), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2335. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(12.5)), 0.45 / animationspeed)
  2336. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(50)), 0.45 / animationspeed)
  2337. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(-30), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2338. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2339. break
  2340. end
  2341. end
  2342. disablejump = false
  2343. Rooted.Value = false
  2344. attack = false
  2345. end
  2346. function Move3()
  2347. if Mode == "Sword" then
  2348. EAbility()
  2349. end
  2350. Movement.Value = Movement.Value - 0.5
  2351. attack = true
  2352. for i = 0, 1, 0.05 / animationspeed do
  2353. hbwait()
  2354. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.75, -1.5 + idleangle) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2355. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2356. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, -0.5) * angles(math.rad(35), math.rad(0), math.rad(10)) * RWC0, 0.3 / animationspeed)
  2357. LW.C0 = clerp(LW.C0, cf(-1.5, 0.25 + idleangle, -0.5) * angles(math.rad(35), math.rad(0), math.rad(-10)) * LWC0, 0.3 / animationspeed)
  2358. RH.C0 = clerp(RH.C0, cf(1, 0.6 - idleangle, -0.4) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(30)), 0.3 / animationspeed)
  2359. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(35)), 0.3 / animationspeed)
  2360. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2361. break
  2362. end
  2363. end
  2364. local hit, pos = rayCast(Torso.Position, cf(Torso.Position, Torso.Position + vt(0, -1, 0)).lookVector, 2, Character)
  2365. if hit ~= nil then
  2366. subtractmana(skill3mana)
  2367. cooldown3 = 0
  2368. do
  2369. local soundrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  2370. soundrefpart.Anchored = true
  2371. soundrefpart.CFrame = RootPart.CFrame * cf(0, -3, -3)
  2372. game:GetService("Debris"):AddItem(soundrefpart, 3)
  2373. so("199145477", soundrefpart, 0.75, 1.2)
  2374. MagicWave(hit.BrickColor, hit.Material, soundrefpart.CFrame, 7, 1, 7, 0.1, 0.1, 0.1, 0.05)
  2375. MagicRing(hit.BrickColor, hit.Material, soundrefpart.CFrame * angles(math.rad(90), 0, 0), 8, 8, 8, 0.1, 0.1, 0.1, 0.05)
  2376. local rockthing = part(3, Effects, "SmoothPlastic", 0, 0, "Medium stone grey", "Rock", vt())
  2377. local rockthingmesh = mesh("SpecialMesh", rockthing, "FileMesh", "http://www.roblox.com/asset/?id=1290033", vt(0, 0, 0), vt(3.5, 3.5, 3.5))
  2378. local rockthingweld = weld(LeftArm, rockthing, LeftArm, cf(-2, 3.5, 0), cf(0, 0, 0))
  2379. for i = 0, 1, 0.5 / animationspeed do
  2380. hbwait()
  2381. local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
  2382. local torsoposition = RootPart.CFrame * angles(0, 0, 0)
  2383. local thecframe = cf(torsoposition.p, mouseposition)
  2384. local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
  2385. RootJoint.C0 = clerp(RootJoint.C0, angles(x, y, z) * RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2386. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2387. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(190), math.rad(0), math.rad(10)) * RWC0, 0.3 / animationspeed)
  2388. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(190), math.rad(0), math.rad(-10)) * LWC0, 0.3 / animationspeed)
  2389. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2390. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2391. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2392. break
  2393. end
  2394. end
  2395. Humanoid.AutoRotate = false
  2396. for i = 0, 1, 0.05 / animationspeed do
  2397. hbwait()
  2398. local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
  2399. local torsoposition = RootPart.CFrame * angles(0, 0, 0)
  2400. local thecframe = cf(torsoposition.p, mouseposition)
  2401. local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
  2402. local randomarmcframe = math.random(-5, 5)
  2403. RootJoint.C0 = clerp(RootJoint.C0, angles(x, y, z) * RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2404. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2405. RW.C0 = clerp(RW.C0, cf(1.5, 0.75 + idleangle, 0) * angles(math.rad(210 + randomarmcframe), math.rad(0), math.rad(10 + randomarmcframe)) * RWC0, 0.3 / animationspeed)
  2406. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(210 + randomarmcframe), math.rad(0), math.rad(-10 + randomarmcframe)) * LWC0, 0.3 / animationspeed)
  2407. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.3 / animationspeed)
  2408. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.3 / animationspeed)
  2409. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2410. break
  2411. end
  2412. end
  2413. so("169445092", Torso, 1, 0.6)
  2414. rockthingweld.Parent = nil
  2415. rockthing.Size = vt(3.5, 3.5, 3.5)
  2416. local canrocksmash = true
  2417. coroutine.resume(coroutine.create(function(rock)
  2418. wait(0.1)
  2419. rock.CanCollide = true
  2420. local rocktouching = false
  2421. while rock ~= nil and canrocksmash == true do
  2422. wait()
  2423. local rockhit, rockpos = rayCast(rock.Position, cf(rock.Position, rock.Position + vt(0, -1, 0)).lookVector, 3.5, Character)
  2424. if rockhit ~= nil and rocktouching == false then
  2425. rocktouching = true
  2426. rock.Parent = nil
  2427. canrocksmash = false
  2428. local rockhitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  2429. rockhitrefpart.Anchored = true
  2430. rockhitrefpart.CFrame = cf(rockpos)
  2431. game:GetService("Debris"):AddItem(rockhitrefpart, 3)
  2432. for i = 1, math.random(10, 20) do
  2433. local randomsize = math.random(5, 10) / 10
  2434. local flyingdebris = part(3, Effects, "SmoothPlastic", 0, 0, "Medium stone grey", "Effect", vt(randomsize, randomsize, randomsize))
  2435. local flyingdebrismesh = mesh("SpecialMesh", flyingdebris, "FileMesh", "http://www.roblox.com/asset/?id=1290033", vt(0, 0, 0), vt(randomsize, randomsize, randomsize))
  2436. flyingdebris.CanCollide = true
  2437. flyingdebris.CFrame = rockhitrefpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2438. flyingdebris.Velocity = Vector3.new(math.random(-50, 50), math.random(50, 75), math.random(-50, 50))
  2439. game:GetService("Debris"):AddItem(flyingdebris, 5)
  2440. coroutine.resume(coroutine.create(function(TheDebris)
  2441. wait(4)
  2442. for i = 0, 1, 0.08 do
  2443. hbwait()
  2444. TheDebris.Transparency = i
  2445. end
  2446. TheDebris.Transparency = 1
  2447. TheDebris.Parent = nil
  2448. end), flyingdebris)
  2449. end
  2450. for i = 1, math.random(5, 10) do
  2451. local grounddebris = part(3, Effects, rockhit.Material, 0, 0, rockhit.BrickColor, "Effect", vt(math.random(100, 200) / 100, math.random(100, 200) / 100, math.random(100, 200) / 100))
  2452. grounddebris.TopSurface = rockhit.TopSurface
  2453. grounddebris.BottomSurface = rockhit.BottomSurface
  2454. grounddebris.LeftSurface = rockhit.LeftSurface
  2455. grounddebris.RightSurface = rockhit.RightSurface
  2456. grounddebris.FrontSurface = rockhit.FrontSurface
  2457. grounddebris.BackSurface = rockhit.BackSurface
  2458. grounddebris.Anchored = true
  2459. grounddebris.CFrame = rockhitrefpart.CFrame * cf(math.random(-750, 750) / 100, 0, math.random(-750, 750) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2460. game:GetService("Debris"):AddItem(grounddebris, 10)
  2461. coroutine.resume(coroutine.create(function(TheDebris)
  2462. wait(5)
  2463. for i = 0, 1, 0.1 do
  2464. hbwait()
  2465. TheDebris.Transparency = i
  2466. end
  2467. TheDebris.Transparency = 1
  2468. TheDebris.Parent = nil
  2469. end), grounddebris)
  2470. end
  2471. so("199145477", rockhitrefpart, 1, 0.8)
  2472. so("199145477", rockhitrefpart, 1, 0.8)
  2473. so("168586621", rockhitrefpart, 1, 0.8)
  2474. MagicSpikedCrown(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame, 2.25, 2.25, 2.25, 0.5, 0.5, 0.5, 0.025)
  2475. MagicWave(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame, 2.25, 2.25, 2.25, 0.5, 0.5, 0.5, 0.025)
  2476. MagicRing(rockhit.BrickColor, rockhit.Material, rockhitrefpart.CFrame * angles(math.rad(90), 0, 0), 5.5, 5.5, 5.5, 0.5, 0.5, 0.5, 0.0125)
  2477. MagniDamage(rockhitrefpart, 15, 5, 10, 1.25, "RockHit", rock, 0, 1, 0, nil, false, true, "Movement", 0.2, 5, true)
  2478. end
  2479. end
  2480. end), rockthing)
  2481. local rockmagnitude = (Mouse.hit.p - RootPart.Position).magnitude
  2482. if rockmagnitude <= 25 then
  2483. rockthing.Velocity = (Mouse.hit.p - RootPart.Position).unit * (rockmagnitude * 1.25) + vt(0, 75, 0)
  2484. else
  2485. rockthing.Velocity = (Mouse.hit.p - RootPart.Position).unit * 50 + vt(0, 75, 0)
  2486. end
  2487. for i = 0, 1, 0.05 / animationspeed do
  2488. hbwait()
  2489. local mouseposition = vt(Mouse.hit.p.x, RootPart.Position.y, Mouse.hit.p.z)
  2490. local torsoposition = RootPart.CFrame * angles(0, 0, 0)
  2491. local thecframe = cf(torsoposition.p, mouseposition)
  2492. local x, y, z = RootPart.CFrame:toObjectSpace(thecframe):toEulerAnglesXYZ()
  2493. RootJoint.C0 = clerp(RootJoint.C0, angles(x, y, z) * RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2494. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2495. RW.C0 = clerp(RW.C0, cf(1.25, 0.25 + idleangle, -0.25) * angles(math.rad(60), math.rad(0), math.rad(-20)) * RWC0, 0.45 / animationspeed)
  2496. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, -0.25) * angles(math.rad(60), math.rad(0), math.rad(20)) * LWC0, 0.45 / animationspeed)
  2497. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(20)), 0.45 / animationspeed)
  2498. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-5)), 0.45 / animationspeed)
  2499. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2500. break
  2501. end
  2502. end
  2503. end
  2504. end
  2505. Humanoid.AutoRotate = true
  2506. Movement.Value = Movement.Value + 0.5
  2507. attack = false
  2508. end
  2509. function GroundSmash3(Origin1, Origin2)
  2510. local swordhitrefpart = part(3, Effects, "SmoothPlastic", 0, 1, "Really black", "Effect", vt())
  2511. swordhitrefpart.Anchored = true
  2512. swordhitrefpart.CFrame = cf(Origin2)
  2513. game:GetService("Debris"):AddItem(swordhitrefpart, 10)
  2514. for i = 1, math.random(15, 30) do
  2515. local flyingdebris = part(3, Effects, Origin1.Material, 0, 0, Origin1.BrickColor, "Effect", vt(math.random(200, 400) / 100, math.random(200, 400) / 100, math.random(200, 400) / 100))
  2516. flyingdebris.TopSurface = Origin1.TopSurface
  2517. flyingdebris.BottomSurface = Origin1.BottomSurface
  2518. flyingdebris.LeftSurface = Origin1.LeftSurface
  2519. flyingdebris.RightSurface = Origin1.RightSurface
  2520. flyingdebris.FrontSurface = Origin1.FrontSurface
  2521. flyingdebris.BackSurface = Origin1.BackSurface
  2522. flyingdebris.Anchored = false
  2523. flyingdebris.CFrame = swordhitrefpart.CFrame * cf(math.random(-100, 100) / 100, 0, math.random(-100, 100) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2524. flyingdebris.Velocity = Vector3.new(math.random(-75, 75), math.random(75, 100), math.random(-75, 75))
  2525. game:GetService("Debris"):AddItem(flyingdebris, 5)
  2526. coroutine.resume(coroutine.create(function(TheDebris)
  2527. for i = 0, 1, 0.025 do
  2528. hbwait()
  2529. TheDebris.Transparency = i
  2530. end
  2531. TheDebris.Transparency = 1
  2532. TheDebris.Parent = nil
  2533. end), flyingdebris)
  2534. end
  2535. for i = 1, math.random(20, 40) do
  2536. local grounddebris = part(3, Effects, Origin1.Material, 0, 0, Origin1.BrickColor, "Effect", vt(math.random(200, 400) / 100, math.random(200, 400) / 100, math.random(200, 400) / 100))
  2537. grounddebris.TopSurface = Origin1.TopSurface
  2538. grounddebris.BottomSurface = Origin1.BottomSurface
  2539. grounddebris.LeftSurface = Origin1.LeftSurface
  2540. grounddebris.RightSurface = Origin1.RightSurface
  2541. grounddebris.FrontSurface = Origin1.FrontSurface
  2542. grounddebris.BackSurface = Origin1.BackSurface
  2543. grounddebris.Anchored = true
  2544. grounddebris.CFrame = swordhitrefpart.CFrame * cf(math.random(-1500, 1500) / 100, 0, math.random(-1500, 1500) / 100) * angles(math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)), math.rad(math.random(-50, 50)))
  2545. game:GetService("Debris"):AddItem(grounddebris, 10)
  2546. coroutine.resume(coroutine.create(function(TheDebris)
  2547. wait(5)
  2548. for i = 0, 1, 0.1 do
  2549. hbwait()
  2550. TheDebris.Transparency = i
  2551. end
  2552. TheDebris.Transparency = 1
  2553. TheDebris.Parent = nil
  2554. end), grounddebris)
  2555. end
  2556. for i = 1, math.random(3, 6) do
  2557. MagicBlock(Origin1.BrickColor, "SmoothPlastic", false, swordhitrefpart.CFrame, 40, 40, 40, 3, 3, 3, 0.0075)
  2558. end
  2559. MagicSpikedCrown(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame, 20, 20, 20, 1, 0.1, 1, 0.0075)
  2560. MagicRing(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame * angles(math.rad(90), 0, 0), 20, 20, 20, 1, 1, 1, 0.0075)
  2561. MagicWave(Origin1.BrickColor, Origin1.Material, swordhitrefpart.CFrame, 20, 20, 20, 0.5, 0.1, 0.5, 0.0075)
  2562. so("199145477", swordhitrefpart, 1.5, 0.6)
  2563. so("157878578", swordhitrefpart, 1.5, 0.6)
  2564. so("2760979", swordhitrefpart, 1.5, 0.6)
  2565. so("168586621", swordhitrefpart, 1.5, 0.6)
  2566. MagniDamage(swordhitrefpart, 20, 20, 30, math.random(1, 2), "RockHit", swordhitrefpart, 0.5, 1, 0, nil, false, true, "Damage", 0.2, 15, true)
  2567. end
  2568. function Move4()
  2569. if Mode == "Sword" then
  2570. EAbility()
  2571. end
  2572. attack = true
  2573. Rooted.Value = true
  2574. for i = 0, 1, 0.1 / animationspeed do
  2575. hbwait()
  2576. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5 + idleangle) * angles(math.rad(15), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2577. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2578. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(20)) * RWC0, 0.45 / animationspeed)
  2579. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(15), math.rad(0), math.rad(-20)) * LWC0, 0.45 / animationspeed)
  2580. RH.C0 = clerp(RH.C0, cf(1, 0.6 - idleangle, -0.75) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(17.5)), 0.45 / animationspeed)
  2581. LH.C0 = clerp(LH.C0, cf(-1, -0.75 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(55)), 0.45 / animationspeed)
  2582. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2583. break
  2584. end
  2585. end
  2586. Humanoid.Jump = true
  2587. Torso.Velocity = vt(0, 150, 0)
  2588. so("199145327", Torso, 1, 0.8)
  2589. for i = 0, 1, 0.1 / animationspeed do
  2590. hbwait()
  2591. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(0 - 360 * i), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2592. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2593. RW.C0 = clerp(RW.C0, cf(0.75, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-70)) * RWC0, 0.45 / animationspeed)
  2594. LW.C0 = clerp(LW.C0, cf(-0.75, 0.5 + idleangle, -0.5) * angles(math.rad(80), math.rad(0), math.rad(80)) * LWC0, 0.45 / animationspeed)
  2595. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2596. LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2597. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2598. break
  2599. end
  2600. end
  2601. so("199145327", Torso, 1, 1)
  2602. for i = 0, 1, 0.1 / animationspeed do
  2603. hbwait()
  2604. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(0 - 360 * i), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2605. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(30)), 0.45 / animationspeed)
  2606. RW.C0 = clerp(RW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-110)) * angles(math.rad(50), math.rad(0), math.rad(0)) * RWC0, 0.45 / animationspeed)
  2607. LW.C0 = clerp(LW.C0, cf(-1.5, 0.75 + idleangle, 0) * angles(math.rad(90), math.rad(0), math.rad(-120)) * angles(math.rad(40), math.rad(0), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2608. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2609. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2610. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2611. break
  2612. end
  2613. end
  2614. Mode = "Sword"
  2615. Handleweld.Part0 = LeftArm
  2616. Handleweld.C0 = cf(0.2, -2.5, 0) * angles(math.rad(90), math.rad(20), math.rad(160))
  2617. Movement.Value = Movement.Value - 0.4
  2618. Defense.Value = Defense.Value + 0.2
  2619. Damage.Value = Damage.Value + 0.5
  2620. for i = 0, 1, 0.1 / animationspeed do
  2621. hbwait()
  2622. Torso.Velocity = vt(0, 2.25, 0)
  2623. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2624. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2625. RW.C0 = clerp(RW.C0, cf(1, 0.75 + idleangle, 0) * angles(math.rad(210), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2626. LW.C0 = clerp(LW.C0, cf(-1, 0.75 + idleangle, 0) * angles(math.rad(210), math.rad(0), math.rad(45)) * LWC0, 0.45 / animationspeed)
  2627. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.45 / animationspeed)
  2628. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.45 / animationspeed)
  2629. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(135)), 0.45 / animationspeed)
  2630. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2631. break
  2632. end
  2633. end
  2634. for i = 1, 1 do
  2635. so("199145327", Torso, 1, 1.2)
  2636. for i = 0, 1, 0.1 / animationspeed do
  2637. hbwait()
  2638. Torso.Velocity = vt(0, 2.25, 0)
  2639. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(10 + 360 * i), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2640. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2641. RW.C0 = clerp(RW.C0, cf(1, 0.25 + idleangle, -0.5) * angles(math.rad(45), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2642. LW.C0 = clerp(LW.C0, cf(-1, 0.25 + idleangle, -0.5) * angles(math.rad(45), math.rad(0), math.rad(45)) * LWC0, 0.45 / animationspeed)
  2643. RH.C0 = clerp(RH.C0, cf(1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(-10)), 0.45 / animationspeed)
  2644. LH.C0 = clerp(LH.C0, cf(-1, 0 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(10)), 0.45 / animationspeed)
  2645. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2646. break
  2647. end
  2648. end
  2649. end
  2650. local swordhit
  2651. while swordhit == nil do
  2652. hbwait()
  2653. swordhit, swordpos = rayCast(Hitbox.Position, cf(Hitbox.Position, Hitbox.Position + vt(0, -1, 0)).lookVector, 3, Character)
  2654. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 2.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2655. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2656. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2657. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(45)) * angles(math.rad(0), math.rad(180), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2658. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2659. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
  2660. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2661. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true or swordhit ~= nil then
  2662. break
  2663. end
  2664. end
  2665. GroundSmash3(swordhit, swordpos)
  2666. for i = 0, 1, 0.2 / animationspeed do
  2667. hbwait()
  2668. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2669. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2670. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2671. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(45)) * angles(math.rad(0), math.rad(180), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2672. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2673. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-80), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(-45)), 0.45 / animationspeed)
  2674. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2675. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2676. break
  2677. end
  2678. end
  2679. for i = 0, 1, 0.05 / animationspeed do
  2680. hbwait()
  2681. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3 / animationspeed)
  2682. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.45 / animationspeed)
  2683. RW.C0 = clerp(RW.C0, cf(1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(-45)) * RWC0, 0.45 / animationspeed)
  2684. LW.C0 = clerp(LW.C0, cf(-1, 0.5 + idleangle, -0.5) * angles(math.rad(100), math.rad(0), math.rad(45)) * angles(math.rad(0), math.rad(180), math.rad(0)) * LWC0, 0.45 / animationspeed)
  2685. RH.C0 = clerp(RH.C0, cf(1, -0.5 - idleangle, -0.5) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(12.5)), 0.45 / animationspeed)
  2686. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.5) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(30)), 0.45 / animationspeed)
  2687. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.45 / animationspeed)
  2688. if StaggerHitAnim.Value == true or StaggerAnim.Value == true or StunAnim.Value == true then
  2689. break
  2690. end
  2691. end
  2692. Rooted.Value = false
  2693. attack = false
  2694. end
  2695. hold = false
  2696. Mouse.Button1Down:connect(function()
  2697. if attack == true or equipped == false then
  2698. return
  2699. end
  2700. hold = true
  2701. if attacktype == 1 then
  2702. attacktype = 2
  2703. Attack1()
  2704. elseif attacktype == 2 then
  2705. attacktype = 3
  2706. Attack2()
  2707. elseif attacktype == 3 then
  2708. attacktype = 4
  2709. Attack3()
  2710. elseif attacktype == 4 then
  2711. attacktype = 1
  2712. Attack4()
  2713. end
  2714. coroutine.resume(coroutine.create(function()
  2715. for i = 1, 50 do
  2716. if attack == false then
  2717. hbwait(1)
  2718. end
  2719. end
  2720. if attack == false then
  2721. attacktype = 1
  2722. end
  2723. end))
  2724. end)
  2725. if allowhopperbin == true then
  2726. function ob1u(Mouse)
  2727. hold = false
  2728. end
  2729. end
  2730. Mouse.KeyDown:connect(function(key)
  2731. if key == "f" and canunequiporequip == true and attack == false then
  2732. if equipped == false then
  2733. equipped = true
  2734. if disableanimate == true then
  2735. Animate.Disabled = true
  2736. local idleanimation = Humanoid:LoadAnimation(Torso.robloxidleanimation)
  2737. idleanimation:Play()
  2738. end
  2739. if disableanimator == true then
  2740. Animator.Parent = nil
  2741. end
  2742. if disablemovingarms == true then
  2743. RW.Parent = Torso
  2744. LW.Parent = Torso
  2745. RSH.Parent = nil
  2746. LSH.Parent = nil
  2747. end
  2748. equipanim()
  2749. elseif equipped == true then
  2750. equipped = false
  2751. unequipanim()
  2752. hbwait()
  2753. if disablemovingarms == true then
  2754. RW.Parent = nil
  2755. LW.Parent = nil
  2756. RSH.Parent = Torso
  2757. LSH.Parent = Torso
  2758. end
  2759. if disableanimator == true then
  2760. Animator.Parent = Humanoid
  2761. end
  2762. if disableanimate == true then
  2763. Animate.Disabled = false
  2764. end
  2765. end
  2766. end
  2767. if key == "g" and equipped == true then
  2768. if attack == false and dancing == false then
  2769. Dance()
  2770. elseif dancing == true then
  2771. dancing = false
  2772. end
  2773. end
  2774. ---if key == "e" and attack == false and equipped == true then
  2775. ---- if Mana.Value >= 10 and Mode == "Normal" then
  2776. ---subtractmana(10)
  2777. ---EAbility()
  2778. ---elseif Mode == "Sword" then
  2779. ---subtractmana(10)
  2780. ---EAbility()
  2781. ---end
  2782. ---end
  2783. if key == "z" and attack == false and equipped == true and cooldown1 >= co1 and Mana.Value >= skill1mana then
  2784. subtractmana(skill1mana)
  2785. cooldown1 = 0
  2786. Move1()
  2787. end
  2788. ---if key == "x" and attack == false and equipped == true and cooldown2 >= co2 and Mana.Value >= skill2mana then
  2789. ---- subtractmana(skill2mana)
  2790. ---cooldown2 = 0
  2791. --- Move2()
  2792. ---end
  2793. if key == "c" and attack == false and equipped == true and cooldown3 >= co3 and Mana.Value >= skill3mana then
  2794. Move3()
  2795. end
  2796. --- if key == "v" and attack == false and equipped == true and cooldown4 >= co4 and Mana.Value >= skill4mana then
  2797. ---subtractmana(skill4mana)
  2798. ---cooldown4 = 0
  2799. --- Move4()
  2800. ---end
  2801. if key == "q" then
  2802. Mana.Value = 100
  2803. cooldown1 = co1
  2804. cooldown2 = co2
  2805. cooldown3 = co3
  2806. cooldown4 = co4
  2807. end
  2808. if key == "p" then
  2809. StaggerHitAnim.Value = true
  2810. end
  2811. if key == "[" then
  2812. StaggerAnim.Value = true
  2813. end
  2814. if key == "]" then
  2815. StunAnim.Value = true
  2816. end
  2817. end)
  2818. ---Mouse.KeyUp:connect(function(key2)
  2819. ---if key2 == "x" and move2charging == true then
  2820. --- move2charging = false
  2821. ---end
  2822. ---end)
  2823. if allowhopperbin == true then
  2824. function s(Mouse)
  2825. Mouse.Button1Down:connect(function()
  2826. ob1d(Mouse)
  2827. end)
  2828. Mouse.Button1Up:connect(function()
  2829. ob1u(Mouse)
  2830. end)
  2831. Mouse.KeyDown:connect(key)
  2832. Mouse.KeyUp:connect(key2)
  2833. end
  2834. end
  2835. if allowhopperbin == true then
  2836. function ds(Mouse)
  2837. end
  2838. end
  2839. if allowhopperbin == true then
  2840. Bin.Selected:connect(s)
  2841. Bin.Deselected:connect(ds)
  2842. end
  2843. function updateskills()
  2844. if allowabilitiestofunction == true then
  2845. if cooldown1 <= co1 then
  2846. cooldown1 = cooldown1 + 0.03333333333333333
  2847. if cooldown1 >= co1 then
  2848. cooldown1 = co1
  2849. end
  2850. end
  2851. if cooldown2 <= co2 then
  2852. cooldown2 = cooldown2 + 0.03333333333333333
  2853. if cooldown2 >= co2 then
  2854. cooldown2 = co2
  2855. end
  2856. end
  2857. if cooldown3 <= co3 then
  2858. cooldown3 = cooldown3 + 0.03333333333333333
  2859. if cooldown3 >= co3 then
  2860. cooldown3 = co3
  2861. end
  2862. end
  2863. if cooldown4 <= co4 then
  2864. cooldown4 = cooldown4 + 0.03333333333333333
  2865. if cooldown4 >= co4 then
  2866. cooldown4 = co4
  2867. end
  2868. end
  2869. if changebarcolorsifnotenoughmana == true then
  2870. if Mana.Value <= skill1mana then
  2871. bar4.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2872. else
  2873. bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2874. end
  2875. if Mana.Value <= skill2mana then
  2876. bar3.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2877. else
  2878. bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2879. end
  2880. if Mana.Value <= skill3mana then
  2881. bar1.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2882. else
  2883. bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2884. end
  2885. if Mana.Value <= skill4mana then
  2886. bar2.BackgroundColor3 = c3(0.40784313725490196, 0.40784313725490196, 0.40784313725490196)
  2887. else
  2888. bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2889. end
  2890. elseif changebarcolorsifnotenoughmana == false then
  2891. bar1.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2892. bar2.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2893. bar3.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2894. bar4.BackgroundColor3 = c3(Colorpart1, Colorpart2, Colorpart3)
  2895. end
  2896. end
  2897. if alternatemanaregensystem == false then
  2898. if Mana.Value <= maxmana then
  2899. Mana.Value = Mana.Value + recovermana / 30
  2900. elseif Mana.Value >= maxmana then
  2901. Mana.Value = maxmana
  2902. end
  2903. elseif alternatemanaregensystem == true then
  2904. if Mode == "Normal" then
  2905. if Mana.Value >= maxmana then
  2906. Mana.Value = maxmana
  2907. elseif manadelay <= manawait then
  2908. manadelay = manadelay + 1
  2909. else
  2910. manadelay = 0
  2911. Mana.Value = Mana.Value + 1
  2912. end
  2913. elseif Mode == "Sword" then
  2914. if Mana.Value <= 0 then
  2915. Mana.Value = 0
  2916. elseif manadelay <= manawait then
  2917. manadelay = manadelay + 1
  2918. else
  2919. manadelay = 0
  2920. Mana.Value = Mana.Value - 1
  2921. end
  2922. end
  2923. end
  2924. if allowstunbar == true then
  2925. if StunValue.Value <= 0 then
  2926. StunValue.Value = 0
  2927. elseif stundelay <= stunwait then
  2928. stundelay = stundelay + 1
  2929. else
  2930. stundelay = 0
  2931. StunValue.Value = StunValue.Value - 1
  2932. end
  2933. elseif allowstunbar == false then
  2934. StunValue.Value = 0
  2935. end
  2936. end
  2937. if allowmenutofunction == true then
  2938. ArtificialHB.Event:connect(function()
  2939. updateskills()
  2940. if allowabilitiestofunction == true then
  2941. framesk1:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2942. framesk2:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2943. framesk3:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2944. framesk4:TweenSize(ud(0.26, 0, 0.06, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2945. bar1:TweenSize(ud(1 * (cooldown3 / co3), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2946. bar2:TweenSize(ud(1 * (cooldown4 / co4), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2947. bar3:TweenSize(ud(1 * (cooldown2 / co2), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2948. bar4:TweenSize(ud(1 * (cooldown1 / co1), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2949. end
  2950. manabar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2951. manacover:TweenSize(ud(1 * (Mana.Value / maxmana), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2952. healthbar:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2953. healthcover:TweenSize(ud(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2954. if allowstunbar == true and showstunbar == true and stunframe ~= nil then
  2955. stunframe:TweenSize(ud(0.26, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2956. stunbar:TweenSize(ud(1 * (StunValue.Value / maxstun), 0, 1, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2957. end
  2958. if showhealthmanaandstunnumbers == true then
  2959. manatext.Text = "Mana [" .. math.floor(Mana.Value) .. "]"
  2960. healthtext.Text = "Health [" .. math.floor(Humanoid.Health) .. "]"
  2961. if allowstunbar == true and showstunbar == true then
  2962. stuntext.Text = "Stun [" .. math.floor(StunValue.Value) .. "]"
  2963. end
  2964. end
  2965. if showstats == true then
  2966. defenseframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2967. damageframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2968. movementframe:TweenSize(ud(0.075, 0, 0.03, 0), "Out", "Quad", menuupdatespeed, constantupdate)
  2969. if 0 < Defense.Value then
  2970. defensetext.Text = "Defense: " .. Defense.Value
  2971. elseif 0 >= Defense.Value then
  2972. defensetext.Text = "Defense: 0"
  2973. end
  2974. if 0 < Damage.Value then
  2975. damagetext.Text = "Damage: " .. Damage.Value
  2976. elseif 0 >= Damage.Value then
  2977. damagetext.Text = "Damage: 0"
  2978. end
  2979. if Rooted.Value == false then
  2980. movementtext.Text = "Movement: " .. Movement.Value
  2981. elseif Rooted.Value == true or 0 >= Movement.Value then
  2982. movementtext.Text = "Movement: 0"
  2983. end
  2984. end
  2985. end)
  2986. end
  2987. function positiveangle(thingy)
  2988. if thingy > 0 then
  2989. thingy = 0
  2990. end
  2991. return thingy
  2992. end
  2993. function negativeangle(thingy)
  2994. if thingy < 0 then
  2995. thingy = 0
  2996. end
  2997. return thingy
  2998. end
  2999. while true do
  3000. hbwait()
  3001. if Hitbox ~= nil then
  3002. if attack == true then
  3003. Hitbox.Name = "Hitbox"
  3004. elseif attack == false then
  3005. Hitbox.Name = "NilHitbox"
  3006. end
  3007. end
  3008. if Humanoid.Health > 0 then
  3009. if walkspeeddependsonmovementvalue == true then
  3010. if Movement.Value < 0 or StaggerAnim.Value == true or StunAnim.Value == true or StaggerHitAnim.Value == true or Rooted.Value == true then
  3011. Humanoid.WalkSpeed = 0
  3012. else
  3013. Humanoid.WalkSpeed = 16 * Movement.Value
  3014. end
  3015. end
  3016. if maxstun <= StunValue.Value then
  3017. StunValue.Value = 0
  3018. StunAnim.Value = true
  3019. end
  3020. if StaggerAnim.Value == true and staggeranim == false then
  3021. coroutine.resume(coroutine.create(function()
  3022. staggeranim = true
  3023. while attack == true do
  3024. hbwait()
  3025. end
  3026. Stagger()
  3027. StaggerAnim.Value = false
  3028. staggeranim = false
  3029. end))
  3030. end
  3031. if StaggerHitAnim.Value == true and staggerhitanim == false then
  3032. coroutine.resume(coroutine.create(function()
  3033. staggerhitanim = true
  3034. while attack == true do
  3035. hbwait()
  3036. end
  3037. StaggerHit()
  3038. StaggerHitAnim.Value = false
  3039. staggerhitanim = false
  3040. end))
  3041. end
  3042. if StunAnim.Value == true and stunanim == false or StunValue.Value >= 100 then
  3043. coroutine.resume(coroutine.create(function()
  3044. StunValue.Value = 0
  3045. stunanim = true
  3046. while attack == true do
  3047. hbwait()
  3048. end
  3049. Stun()
  3050. StunAnim.Value = false
  3051. stunanim = false
  3052. end))
  3053. end
  3054. if Mode == "Sword" and Mana.Value <= 0 and changeanim == false then
  3055. coroutine.resume(coroutine.create(function()
  3056. changeanim = true
  3057. while attack == true do
  3058. hbwait()
  3059. end
  3060. EAbility()
  3061. changeanim = false
  3062. end))
  3063. end
  3064. Head.Running.Pitch = 1.85 * (Humanoid.WalkSpeed / 16)
  3065. sine = sine + change
  3066. someangle = someangle % 100 + change2 / 10
  3067. local walkspeedthingy = 7 - 1 * (Humanoid.WalkSpeed / 16)
  3068. local torvel = (RootPart.Velocity * vt(1, 0, 1)).magnitude
  3069. local velderp = RootPart.Velocity.y
  3070. local lv = Torso.CFrame:pointToObjectSpace(Torso.Velocity + Torso.Position)
  3071. hitfloor, posfloor = rayCast(RootPart.Position, cf(RootPart.Position, RootPart.Position - vt(0, 1, 0)).lookVector, 4, Character)
  3072. if donum >= 0.5 then
  3073. handidle = true
  3074. elseif donum <= 0 then
  3075. handidle = false
  3076. end
  3077. if handidle == false then
  3078. donum = donum + 0.003 / animationspeed
  3079. else
  3080. donum = donum - 0.003 / animationspeed
  3081. end
  3082. if equipped == true or equipped == false then
  3083. if attack == false then
  3084. idle = idle + 1
  3085. else
  3086. idle = 0
  3087. end
  3088. if leftarm == true then
  3089. if Anim == "Walk" and equipped == true and attack == false then
  3090. if alternatewalk == false then
  3091. if walkinganim == true then
  3092. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3093. else
  3094. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3095. end
  3096. elseif walkinganim == true then
  3097. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3098. else
  3099. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3100. end
  3101. elseif Anim ~= "Walk" and equipped == true or attack == true or leftarm == false then
  3102. LW.C1 = clerp(LW.C1, LWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3103. end
  3104. end
  3105. if rightarm == true then
  3106. if Anim == "Walk" and equipped == true and attack == false then
  3107. if alternatewalk == false then
  3108. if walkinganim == true then
  3109. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-60), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3110. else
  3111. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3112. end
  3113. elseif walkinganim == true then
  3114. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(-45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3115. else
  3116. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(45), math.rad(0), math.rad(0)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3117. end
  3118. elseif Anim ~= "Walk" and equipped == true or attack == true or rightarm == false then
  3119. RW.C1 = clerp(RW.C1, RWC0 * cf(0, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3120. end
  3121. end
  3122. if allowwalking == true then
  3123. if Anim == "Walk" and equipped == true then
  3124. if alternatewalk == false then
  3125. if walkinganim == true then
  3126. RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3127. LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3128. else
  3129. RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3130. LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-60)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3131. end
  3132. elseif walkinganim == true then
  3133. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3134. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3135. else
  3136. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3137. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-45)), 0.2 * (Humanoid.WalkSpeed / 16) / animationspeed)
  3138. end
  3139. elseif Anim ~= "Walk" and equipped == true then
  3140. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3141. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3142. end
  3143. end
  3144. if Anim == "Walk" and equipped == true then
  3145. RH.C1 = clerp(RH.C1, RHC1 * cf(0.25 * math.cos(sine / walkspeedthingy), -0.15 - 0.25 * math.sin(sine / walkspeedthingy), 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10 + 60 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed * (Humanoid.WalkSpeed / 16))
  3146. LH.C1 = clerp(LH.C1, LHC1 * cf(0.25 * math.cos(sine / walkspeedthingy), -0.15 + 0.25 * math.sin(sine / walkspeedthingy), 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(-10 + 60 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed * (Humanoid.WalkSpeed / 16))
  3147. elseif Anim ~= "Walk" or equipped == false then
  3148. RH.C1 = clerp(RH.C1, RHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3149. LH.C1 = clerp(LH.C1, LHC1 * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3150. end
  3151. if velderp > 1 and hitfloor == nil then
  3152. Anim = "Jump"
  3153. if Mode == "Normal" then
  3154. if attack == false and equipped == true then
  3155. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3156. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3157. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(20)) * RWC0, 0.2 / animationspeed)
  3158. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(-40), math.rad(0), math.rad(-20)) * LWC0, 0.2 / animationspeed)
  3159. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.2 / animationspeed)
  3160. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3161. end
  3162. elseif Mode == "Sword" and attack == false and equipped == true then
  3163. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3164. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3165. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40), math.rad(-50), math.rad(0)) * RWC0, 0.2 / animationspeed)
  3166. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(160), math.rad(0)) * LWC0, 0.2 / animationspeed)
  3167. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(-20)), 0.2 / animationspeed)
  3168. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.3) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-10), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3169. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
  3170. end
  3171. elseif velderp < -1 and hitfloor == nil then
  3172. Anim = "Fall"
  3173. if Mode == "Normal" then
  3174. if attack == false and equipped == true then
  3175. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3176. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3177. RW.C0 = clerp(RW.C0, cf(1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(60)) * RWC0, 0.2 / animationspeed)
  3178. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(0), math.rad(0), math.rad(-60)) * LWC0, 0.2 / animationspeed)
  3179. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3180. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.2 / animationspeed)
  3181. end
  3182. elseif Mode == "Sword" and attack == false and equipped == true then
  3183. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 + idleangle) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3184. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3185. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40), math.rad(-50), math.rad(0)) * RWC0, 0.2 / animationspeed)
  3186. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(160), math.rad(0)) * LWC0, 0.2 / animationspeed)
  3187. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(20)), 0.2 / animationspeed)
  3188. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(0), math.rad(0), math.rad(10)), 0.2 / animationspeed)
  3189. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
  3190. end
  3191. elseif torvel < 1 and hitfloor ~= nil then
  3192. Anim = "Idle"
  3193. if Mode == "Normal" then
  3194. if attack == false and equipped == true then
  3195. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.02 * math.cos(sine / 30), -0.1 + idleangle) * angles(math.rad(2.5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(20)), 0.15 / animationspeed)
  3196. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(2.5 - 1.25 * math.sin(sine / 30)), math.rad(0), math.rad(0)), 0.15 / animationspeed)
  3197. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0 - 0.05 * math.sin(sine / 30)) * angles(math.rad(110 + 5 * math.sin(sine / 30)), math.rad(0), math.rad(-10 + 2.5 * math.cos(sine / 30))) * RWC0, 0.15 / animationspeed)
  3198. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, -0.25 + 0.05 * math.sin(sine / 30)) * angles(math.rad(120 - 5 * math.cos(sine / 30)), math.rad(0), math.rad(20 - 2.5 * math.sin(sine / 30))) * LWC0, 0.15 / animationspeed)
  3199. RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5 - 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3200. LH.C0 = clerp(LH.C0, cf(-1, -0.875 + 0.025 * math.cos(sine / 30) - idleangle, 0.25) * angles(math.rad(0), math.rad(-60), math.rad(0)) * angles(math.rad(-5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(1.25 + 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3201. end
  3202. elseif Mode == "Sword" and attack == false and equipped == true then
  3203. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0.02 * math.cos(sine / 30), -0.1 + idleangle) * angles(math.rad(2.5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(20)), 0.15 / animationspeed)
  3204. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)) * angles(math.rad(2.5 - 1.25 * math.sin(sine / 30)), math.rad(0), math.rad(0)), 0.15 / animationspeed)
  3205. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40 - 1.25 * math.cos(sine / 30)), math.rad(-50), math.rad(0)) * RWC0, 0.15 / animationspeed)
  3206. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(160), math.rad(0)) * LWC0, 0.15 / animationspeed)
  3207. RH.C0 = clerp(RH.C0, cf(1, -0.9 - idleangle, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-2.5), math.rad(0), math.rad(5 - 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3208. LH.C0 = clerp(LH.C0, cf(-1, -0.875 + 0.025 * math.cos(sine / 30) - idleangle, 0.25) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-5 - 1.25 * math.cos(sine / 30)), math.rad(0), math.rad(1.25 + 1.25 * math.cos(sine / 30))), 0.15 / animationspeed)
  3209. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5), math.rad(0), math.rad(-5)), 0.15 / animationspeed)
  3210. end
  3211. elseif torvel > 1 and hitfloor ~= nil then
  3212. Anim = "Walk"
  3213. walk = walk + 1 / animationspeed
  3214. if walk >= 15 - 5 * (Humanoid.WalkSpeed / 16) then
  3215. walk = 0
  3216. if walkinganim == true then
  3217. walkinganim = false
  3218. elseif walkinganim == false then
  3219. walkinganim = true
  3220. end
  3221. end
  3222. if Mode == "Normal" then
  3223. if attack == false and equipped == true then
  3224. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.05 * math.cos(sine / (walkspeedthingy / 2)) + idleangle) * angles(math.rad(2.5), math.rad(0) + RootPart.RotVelocity.Y / 100, math.rad(10 + 2.5 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed)
  3225. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-10 - 2.5 * math.cos(sine / walkspeedthingy)) + Head.RotVelocity.Y / 20) * angles(math.rad(2.5 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3226. RW.C0 = clerp(RW.C0, cf(1.5, 0.25 + idleangle, 0) * angles(math.rad(100 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(-20)) * RWC0, 0.2 / animationspeed)
  3227. LW.C0 = clerp(LW.C0, cf(-1.25, 0.25 + idleangle, -0.25) * angles(math.rad(120 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(30)) * LWC0, 0.2 / animationspeed)
  3228. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(80), math.rad(0)) * angles(math.rad(0) + RightLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3229. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, 0) * angles(math.rad(0), math.rad(-100), math.rad(0)) * angles(math.rad(0) - LeftLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3230. end
  3231. elseif Mode == "Sword" and attack == false and equipped == true then
  3232. RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.1 + 0.05 * math.cos(sine / (walkspeedthingy / 2)) + idleangle) * angles(math.rad(0), math.rad(0) + RootPart.RotVelocity.Y / 100, math.rad(30 + 2.5 * math.cos(sine / walkspeedthingy))), 0.2 / animationspeed)
  3233. Neck.C0 = clerp(Neck.C0, necko * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)) * angles(math.rad(2.5 - 1 * math.sin(sine / (walkspeedthingy / 2))), math.rad(0), math.rad(0 - 2.5 * math.cos(sine / walkspeedthingy)) + Head.RotVelocity.Y / 20), 0.2 / animationspeed)
  3234. RW.C0 = clerp(RW.C0, cf(-0.25, 0.25 + idleangle, -0.5) * angles(math.rad(90), math.rad(0), math.rad(-55)) * angles(math.rad(-40), math.rad(-50), math.rad(0)) * RWC0, 0.2 / animationspeed)
  3235. LW.C0 = clerp(LW.C0, cf(-1.5, 0.5 + idleangle, 0) * angles(math.rad(20), math.rad(0), math.rad(-5)) * angles(math.rad(0), math.rad(150 - 2.5 * math.cos(sine / walkspeedthingy)), math.rad(0)) * LWC0, 0.2 / animationspeed)
  3236. RH.C0 = clerp(RH.C0, cf(1, -1 - idleangle, 0.25) * angles(math.rad(0), math.rad(60 - 2.5 * math.cos(sine / walkspeedthingy)), math.rad(0)) * angles(math.rad(0) + RightLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3237. LH.C0 = clerp(LH.C0, cf(-1, -1 - idleangle, -0.25) * angles(math.rad(0), math.rad(-120 - 2.5 * math.cos(sine / walkspeedthingy)), math.rad(0)) * angles(math.rad(0) - LeftLeg.RotVelocity.Y / 100, math.rad(0), math.rad(0)), 0.2 / animationspeed)
  3238. Handleweld.C0 = clerp(Handleweld.C0, cf(0, -1, 0) * angles(math.rad(5 - 0.5 * math.cos(sine / walkspeedthingy)), math.rad(0), math.rad(-5)), 0.2 / animationspeed)
  3239. end
  3240. end
  3241. end
  3242. end
  3243. end
  3244. print("Brawler Class by basstracker1970")
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement