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- --[ Fixed by all_suck ]--
- taunting = false
- math.randomseed(tick())
- local plr = game.Players.LocalPlayer
- local uis = game:GetService("UserInputService")
- repeat
- wait()
- until plr.Character and plr.Character:WaitForChild("Torso") and plr.Character:WaitForChild("Humanoid")
- local char = plr.Character
- local torso = char.Torso
- local humanoid = char.Humanoid
- local canTaunt = false
- local charStats = Instance.new("Folder", char)
- charStats.Name = "CharStats"
- speed = Instance.new("NumberValue", charStats)
- speed.Name = "Speed"
- speed.Value = 10
- local Anim
- LS = torso["Left Shoulder"]
- LH = torso["Left Hip"]
- RS = torso["Right Shoulder"]
- RH = torso["Right Hip"]
- Neck = torso.Neck
- it = Instance.new
- vt = Vector3.new
- cf = CFrame.new
- euler = CFrame.fromEulerAnglesXYZ
- angles = CFrame.Angles
- necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- RootPart = char.HumanoidRootPart
- RootJoint = RootPart.RootJoint
- RootCF = euler(-1.57, 0, 3.14)
- player = nil
- RSH, LSH = nil, nil
- RW, LW = Instance.new("Weld"), Instance.new("Weld")
- RW.Name = "Right Shoulder"
- LW.Name = "Left Shoulder"
- Sheathed = true
- SwordStance = false
- Charge = 0
- RSH = char.Torso["Right Shoulder"]
- LSH = char.Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "Right Shoulder"
- RW.Part0 = char.Torso
- RW.C0 = cf(1.5, 0.5, 0)
- RW.C1 = cf(0, 0.5, 0)
- RW.Part1 = char["Right Arm"]
- RW.Parent = char.Torso
- LW.Name = "Left Shoulder"
- LW.Part0 = char.Torso
- LW.C0 = cf(-1.5, 0.5, 0)
- LW.C1 = cf(0, 0.5, 0)
- LW.Part1 = char["Left Arm"]
- LW.Parent = char.Torso
- local cam = workspace.CurrentCamera
- local Effects = Instance.new("Model", char)
- Effects.Name = "Effects"
- local currentattack, basicattacking
- local walkspeed = 14
- humanoid.WalkSpeed = walkspeed
- mouse = plr:GetMouse()
- sinecount, normcount, tweentick, tweenrot, tweenrotm = 0, 0, 0, 0, 0
- Mode = "Positive"
- local Key1 = Enum.KeyCode.Q
- local Key2 = Enum.KeyCode.E
- local Key3 = Enum.KeyCode.R
- local Key4 = Enum.KeyCode.F
- local key1re = 5
- local key2re = 6
- local key3re = 10
- local key4re = 1
- local atk1d = 3.2
- local atk2d = 1.8
- local atk3d = 3
- local atk4d = 0
- local key1db = false
- local key2db = false
- local key3db = false
- local key4db = false
- local attacking = Instance.new("BoolValue", charStats)
- attacking.Value = false
- attacking.Name = "Attacking"
- local PosAtk1 = "Up"
- local PosAtk2 = "Force Push"
- local PosAtk3 = "Gravity Field"
- local PosAtk4 = "Inverse Polarity"
- local NegAtk1 = "Down"
- local NegAtk2 = "Fissure"
- local NegAtk3 = "Black Hole"
- local NegAtk4 = "Inverse Polarity"
- local Click1 = Enum.UserInputType.MouseButton1
- local ComboAttacks = {
- "Combo1",
- "Combo2",
- "Combo3"
- }
- local counter = 1
- local countermax = #ComboAttacks
- local combo1duration = 0.8
- local combo2duration = 1
- local combo3duration = 1.2
- click1db = false
- local Stab1Dam = 10
- local Stab2Dam = 10
- local Stab3Dam = 1
- local Attack1Damage = 2.5
- local Attack2Damage = 15
- local Attack3Damage = 13
- local Attack4Damage
- local Energy = Instance.new("NumberValue", charStats)
- Energy.Name = "EnergyAmount"
- Energy.Value = math.huge
- local Attack1Energy = 0
- local Attack2Energy = 0
- local Attack3Energy = 0
- local Attack4Energy = 0
- function rayCast(Pos, Dir, Max, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function thread(f)
- coroutine.resume(coroutine.create(f))
- end
- function swait(num)
- if num == 0 or num == nil then
- game:service("RunService").Stepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Stepped:wait(0)
- end
- end
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function round(num)
- local a, b = math.modf(num)
- if num % 1 ~= 0 then
- return math.floor(num) + math.floor(b * 10 + 0.5) / 10
- else
- return math.floor(num)
- end
- end
- function NoOutline(Part)
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function newPart(parent, brickcolor, transparency, anchored, cancollide, size, name)
- local fp = Instance.new("Part")
- fp.Parent = parent
- fp.Transparency = transparency
- fp.Anchored = anchored
- fp.CanCollide = cancollide
- fp.Locked = true
- fp.BrickColor = BrickColor.new(brickcolor)
- fp.Name = name
- fp.Size = size
- fp.Position = torso.Position
- NoOutline(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- fp.CFrame = RootPart.CFrame
- return fp
- end
- function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = Instance.new(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid then
- mesh.MeshId = meshid
- end
- end
- if offset then
- mesh.Offset = offset
- end
- mesh.Scale = scale
- return mesh
- end
- function weld(parent, part0, part1, c0)
- local weld = Instance.new("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- function createBlockPart()
- local part = Instance.new("Part", Effects)
- part.Anchored = true
- part.CanCollide = false
- part.Size = Vector3.new(1, 1, 1)
- part.BrickColor = BrickColor.new(Mode == "Negative" and "Really black" or "Lily white")
- part.Transparency = 0.4
- part.Material = Mode == "Negative" and "Granite" or "Neon"
- part.CFrame = RootPart.CFrame
- coroutine.resume(coroutine.create(function()
- if humanoid.Health <= 0 then
- part:Destroy()
- end
- end), part)
- return part
- end
- function createSpherePart()
- local part = Instance.new("Part", Effects)
- part.Anchored = true
- part.CanCollide = false
- part.Size = Vector3.new(1, 1, 1)
- part.BrickColor = BrickColor.new(Mode == "Negative" and "Really black" or "Lily white")
- part.Transparency = 0.4
- part.Material = "Neon"
- part.Material = Mode == "Negative" and "Granite" or "Neon"
- local pmesh = Instance.new("SpecialMesh", part)
- pmesh.MeshType = "Sphere"
- part.CFrame = RootPart.CFrame
- return part, pmesh
- end
- function createPulsePart()
- local pulse = Instance.new("Part", Effects)
- pulse.BrickColor = BrickColor.new("Lily white")
- pulse.Material = "Neon"
- pulse.Transparency = 0.2
- pulse.Anchored = true
- pulse.CanCollide = false
- pulse.Size = Vector3.new(5, 5, 0.2)
- local pulsem = Instance.new("SpecialMesh", pulse)
- pulsem.MeshId = "http://www.roblox.com/asset/?id=3270017"
- pulsem.Scale = Vector3.new(10, 10, 0.2)
- pulse.CFrame = RootPart.CFrame
- return pulse, pulsem
- end
- function createBodyVelocity(vtors)
- local bv = Instance.new("BodyVelocity", vtors)
- bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- bv.P = 1250
- return bv
- end
- function randomangles()
- local random = math.rad((math.random() - 0.5) * 180)
- local randomangles = CFrame.Angles(random, random, random)
- return randomangles
- end
- function findCloseHumanoid(centre, distance)
- local tab = {}
- for _, child in pairs(game.Workspace:GetChildren()) do
- if child:findFirstChild("Humanoid") and child:findFirstChild("Humanoid") ~= humanoid and child:findFirstChild("Torso") then
- local vtors = child.Torso
- local mag = math.abs((vtors.Position - centre).magnitude)
- if distance >= mag then
- table.insert(tab, child.Humanoid)
- end
- end
- end
- return tab
- end
- function sound(id, par, vol, dur, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
- swait()
- sou:play()
- thread(function()
- wait(dur)
- sou:Destroy()
- end)
- return sou
- end))
- end
- --loldamage
- function basicDamage(vhum, damage, colour)
- if not vhum or not vhum.Parent:findFirstChild("Humanoid") then
- return
- end
- vhum.Parent.Humanoid:TakeDamage(damage)
- local damagepart = Instance.new("Part", Effects)
- damagepart.Transparency = 1
- damagepart.Anchored = true
- damagepart.CanCollide = false
- damagepart.Size = Vector3.new(1, 1, 1)
- damagepart.Name = "DamagePart"
- damagepart.CFrame = vhum.Parent.Head.CFrame * CFrame.new(0, 1, 0)
- local g = Instance.new("BillboardGui", damagepart)
- g.Enabled = true
- g.Adornee = damagepart
- g.Size = UDim2.new(5, 0, 5, 0)
- g.ExtentsOffset = Vector3.new(0, 0, 0)
- g.StudsOffset = Vector3.new(0, 0, 0)
- local t = Instance.new("TextLabel", g)
- t.BackgroundTransparency = 1
- t.Font = "ArialBold"
- t.TextSize = 24
- t.Text = "-" .. round(damage)
- if round(damage) % 1 == 0 then
- t.Text = "-" .. round(damage) .. ".0"
- end
- t.Size = UDim2.new(1, 0, 1, 0)
- t.TextStrokeTransparency = 0
- t.TextTransparency = 0
- t.TextScaled = true
- t.TextWrapped = true
- t.TextXAlignment = "Center"
- t.TextYAlignment = "Center"
- t.TextColor3 = colour
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- game:GetService("RunService").Heartbeat:wait()
- local sinewave = math.sin(i / 500) * 4
- damagepart.CFrame = damagepart.CFrame * CFrame.new(Vector3.new(0, 0.3 - sinewave, 0))
- t.TextTransparency = t.TextTransparency + 0.02
- t.TextStrokeTransparency = t.TextTransparency + 0.02
- end
- damagepart:Destroy()
- end), t)
- end
- --xdddddddddddd
- function keyDown(key, clientinput)
- if clientinput then
- return
- end
- if not humanoid or not torso or humanoid.Health <= 0 then
- return
- end
- if attacking.Value == true then
- return
- end
- if key.UserInputType == Enum.UserInputType.MouseButton1 then
- if click1db then
- return
- end
- local attack = ComboAttacks[counter]
- currentattack = attack
- if attack == "Combo1" then
- attacking.Value = true
- do
- local p = createBlockPart()
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p.Size = Vector3.new(1.25, 1.25, 1.25)
- p.Transparency = 0.4
- p.Parent = Effects
- local p2 = createBlockPart()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p2.Size = Vector3.new(1.75, 1.75, 1.75)
- p2.Transparency = 0.6
- p2.Parent = Effects
- for i = 0, 1.1, 0.05 do
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(90)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-90)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, math.rad(0)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(-60), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, -math.rad(45)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- swait()
- end
- for i = 0, 0.8, 0.05 do
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(-80)), 0.16)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(80)), 0.16)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, math.rad(0)), 0.16)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, math.rad(35)), 0.16)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(60)), 0.16)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.16)
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- if i > 0 and i < 0.1 then
- thread(function()
- sound(300915947, char.Head, 0.5, 4, 1)
- for i = 1, 2 do
- do
- local s, smesh = createSpherePart()
- s.Transparency = 0.2
- thread(function()
- for i = 1, 18 do
- wait()
- local sinewave = 100 * math.asin(i / 100)
- smesh.Scale = smesh.Scale + Vector3.new(sinewave * 0.05, sinewave * 0.05, sinewave * 0.05)
- s.CFrame = p.CFrame
- s.Transparency = s.Transparency + 0.044444444444444446
- end
- s:Destroy()
- end)
- wait(0.05)
- end
- end
- end)
- thread(function()
- wait(0.1)
- local closeHumanoids = findCloseHumanoid(p.Position, 7)
- for _, vhum in pairs(closeHumanoids) do
- if Mode ~= "Positive" or not Color3.fromRGB(255, 255, 255) then
- end
- basicDamage(vhum, Stab1Dam, (Color3.fromRGB(0, 0, 0)))
- if vhum.Parent:findFirstChild("Torso") then
- do
- local vtors = vhum.Parent.Torso
- local bv = createBodyVelocity(vtors)
- bv.Velocity = (vtors.Position - torso.Position).unit * (Mode == "Negative" and -4 or 10) + Vector3.new(0, 2, 0)
- delay(0.5, function()
- bv:Destroy()
- end)
- end
- end
- end
- end)
- end
- swait()
- end
- thread(function()
- for i = 1, 10 do
- wait()
- p.Transparency = p.Transparency + 0.06
- p2.Transparency = p.Transparency + 0.04
- end
- p:Destroy()
- p2:Destroy()
- end)
- wait(0.1)
- attacking.Value = false
- end
- end
- if attack == "Combo2" then
- attacking.Value = true
- do
- local p = createBlockPart()
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p.Size = Vector3.new(1.25, 1.25, 1.25)
- p.Transparency = 0.4
- p.Parent = Effects
- local p2 = createBlockPart()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p2.Size = Vector3.new(1.75, 1.75, 1.75)
- p2.Transparency = 0.6
- p2.Parent = Effects
- for i = 0, 1.1, 0.05 do
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(-90)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(90)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(45)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(60), 0, 0), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- p.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- swait()
- end
- for i = 0, 0.8, 0.05 do
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(5), 0, math.rad(80)), 0.16)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-80)), 0.16)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-60)), 0.16)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.16)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0), 0.16)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(15), 0, math.rad(-35)), 0.16)
- p.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- if i > 0 and i < 0.1 then
- thread(function()
- sound(300915983, char.Head, 0.5, 4, 1)
- for i = 1, 2 do
- do
- local s, smesh = createSpherePart()
- s.Transparency = 0.2
- thread(function()
- for i = 1, 18 do
- wait()
- local sinewave = 100 * math.asin(i / 100)
- smesh.Scale = smesh.Scale + Vector3.new(sinewave * 0.05, sinewave * 0.05, sinewave * 0.05)
- s.CFrame = p.CFrame
- s.Transparency = s.Transparency + 0.044444444444444446
- end
- s:Destroy()
- end)
- wait(0.05)
- end
- end
- end)
- thread(function()
- wait(0.1)
- local closeHumanoids = findCloseHumanoid(p.Position, 7)
- for _, vhum in pairs(closeHumanoids) do
- if Mode ~= "Positive" or not Color3.fromRGB(255, 255, 255) then
- end
- basicDamage(vhum, Stab1Dam, (Color3.fromRGB(0, 0, 0)))
- if vhum.Parent:findFirstChild("Torso") then
- do
- local vtors = vhum.Parent.Torso
- local bv = createBodyVelocity(vtors)
- bv.Velocity = (vtors.Position - torso.Position).unit * (Mode == "Negative" and -4 or 10) + Vector3.new(0, 2, 0)
- delay(0.5, function()
- bv:Destroy()
- end)
- end
- end
- end
- end)
- end
- swait()
- end
- thread(function()
- for i = 1, 10 do
- wait()
- p.Transparency = p.Transparency + 0.06
- p2.Transparency = p.Transparency + 0.04
- end
- p:Destroy()
- p2:Destroy()
- end)
- wait(0.1)
- attacking.Value = false
- end
- end
- if attack == "Combo3" then
- attacking.Value = true
- do
- local p = createBlockPart()
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p.Size = Vector3.new(1.25, 1.25, 1.25)
- p.Transparency = 0.4
- p.Parent = Effects
- local p2 = createBlockPart()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p2.Size = Vector3.new(1.75, 1.75, 1.75)
- p2.Transparency = 0.6
- p2.Parent = Effects
- local p3 = createBlockPart()
- p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p3.Size = Vector3.new(1.25, 1.25, 1.25)
- p3.Transparency = 0.4
- p3.Parent = Effects
- local p4 = createBlockPart()
- p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p4.Size = Vector3.new(1.75, 1.75, 1.75)
- p4.Transparency = 0.6
- p4.Parent = Effects
- for i = 0, 1.1, 0.05 do
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- swait()
- end
- thread(function()
- sound(300916014, char.Head, 0.5, 4, 2)
- local s, smesh = createSpherePart()
- s.Transparency = 0.2
- smesh.Scale = Vector3.new(2, 2, 2)
- thread(function()
- for i = 1, 25 do
- wait()
- local sinewave = 100 * math.asin(i / 100)
- smesh.Scale = smesh.Scale + Vector3.new(2 - sinewave * 0.08, 2 - sinewave * 0.08, 2 - sinewave * 0.08)
- s.CFrame = char.HumanoidRootPart.CFrame
- s.Transparency = s.Transparency + 0.032
- end
- s:Destroy()
- end)
- wait(0.1)
- local closeHumanoids = findCloseHumanoid(p.Position, 12)
- for _, vhum in pairs(closeHumanoids) do
- if Mode ~= "Positive" or not Color3.fromRGB(255, 255, 255) then
- end
- basicDamage(vhum, Stab3Dam, (Color3.fromRGB(0, 0, 0)))
- if vhum.Parent:findFirstChild("Torso") then
- do
- local vtors = vhum.Parent.Torso
- local bv = createBodyVelocity(vtors)
- bv.Velocity = (vtors.Position - torso.Position).unit * (Mode == "Negative" and -10 or 20) + Vector3.new(0, 4, 0)
- delay(0.5, function()
- bv:Destroy()
- end)
- end
- end
- end
- end)
- for i = 0, 1.1, 0.05 do
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(-5), 0, math.rad(0)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(-0.05, 0, math.rad(0)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(-80)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(80)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- swait()
- end
- thread(function()
- for i = 1, 10 do
- wait()
- p.Transparency = p.Transparency + 0.06
- p2.Transparency = p.Transparency + 0.04
- p3.Transparency = p.Transparency + 0.06
- p4.Transparency = p.Transparency + 0.04
- end
- p:Destroy()
- p2:Destroy()
- p3:Destroy()
- p4:Destroy()
- end)
- wait(0.1)
- attacking.Value = false
- end
- end
- if counter <= countermax then
- counter = counter + 1
- end
- if counter > countermax then
- counter = 1
- end
- end
- if key.KeyCode == Enum.KeyCode.T then
- if canTaunt == false then
- return
- end
- if Anim ~= "Idle" then
- return
- end
- do
- local function part(formfactor, parent, reflectance, transparency, brickcolor, name, size)
- local fp = Instance.new("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = torso.Position
- NoOutline(fp)
- fp.Material = "SmoothPlastic"
- fp:BreakJoints()
- return fp
- end
- local mesh = function(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = Instance.new(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- if meshid then
- mesh.MeshId = meshid
- end
- end
- if offset then
- mesh.Offset = offset
- end
- mesh.Scale = scale
- return mesh
- end
- local function MagicBlock(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type, parent)
- local prt = part(3, Effects, 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = mesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- return prt, msh
- end
- if taunting == true then
- return
- end
- if 0 >= charStats.Speed.Value then
- return
- end
- taunting = true
- attacking.Value = true
- charStats.Speed.Value = charStats.Speed.Value - 10
- for i = 0, 1.1, 0.05 do
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- swait()
- end
- local ts = sound(300916082, char.Head, 1, 4, 0.5)
- local ncount = 0
- for i = 0, 5, 0.05 do
- ts = char.Head:findFirstChild("Sound")
- if not ts then
- return
- end
- ncount = ncount + 1
- if ncount % 1 == 0 then
- do
- local mb = MagicBlock(BrickColor.new("Really black"), RootPart.CFrame * CFrame.new(math.random(-7, 7), math.random(-5, 5), math.random(-7, 7)) * CFrame.Angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 2, 2, 2, 2, 2, 2, 0.05, 2, Part)
- local mb2 = MagicBlock(BrickColor.new("Lily white"), RootPart.CFrame * CFrame.new(math.random(-7, 7), math.random(-5, 5), math.random(-7, 7)) * CFrame.Angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 2, 2, 2, 2, 2, 2, 0.05, 2, Part)
- mb.Transparency = 0.2
- mb2.Transparency = 0.2
- mb.Material = "Granite"
- mb2.Material = "Neon"
- thread(function()
- local now = mb.CFrame
- for i = 1, 20 do
- swait()
- mb.CFrame = clerp(mb.CFrame, char["Right Arm"].CFrame * CFrame.new(0, -0.9, 0), 0.05)
- mb2.CFrame = clerp(mb2.CFrame, char["Left Arm"].CFrame * CFrame.new(0, -0.9, 0), 0.05)
- mb.Transparency = mb.Transparency + 0.04
- mb2.Transparency = mb2.Transparency + 0.04
- end
- mb:Destroy()
- mb2:Destroy()
- end)
- end
- end
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(10), 0, math.rad(0)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(-0.05, 0, math.rad(0)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.15) * CFrame.Angles(math.rad(90), 0, math.rad(-80)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.15) * CFrame.Angles(math.rad(90), 0, math.rad(80)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -0.98, -0.2) * CFrame.Angles(-0.2, math.rad(90), 0), 0.14)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -math.rad(90), 0), 0.14)
- swait()
- end
- for i = 0, 1.1, 0.05 do
- ts = char.Head.Sound
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- swait()
- end
- taunting = false
- attacking.Value = false
- charStats.Speed.Value = charStats.Speed.Value + 10
- end
- end
- if key.KeyCode == Key1 then
- if key1db then
- return
- end
- if Energy.Value < Attack1Energy then
- return
- end
- key1db = true
- delay(key1re + atk1d, function()
- key1db = false
- end)
- coroutine.resume(coroutine.create(function()
- local rewinddelay = atk1d
- local reloaddelay = key1re
- Re1:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay)
- wait(rewinddelay)
- Re1:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay)
- end))
- Energy.Value = Energy.Value - Attack1Energy
- attacking.Value = true
- if Mode == "Positive" then
- attacking.Value = true
- for i = 0, 2, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(-0.15, 0, math.rad(-20)), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(15)), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-15)), 0.2)
- if i < 0.2 then
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.8, 0) * CFrame.Angles(math.rad(90), 0, math.rad(15)), 0.1)
- else
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.8, 0) * CFrame.Angles(math.rad(175), 0, math.rad(15)), 0.1)
- end
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.2)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- end
- do
- local bvtable = {}
- thread(function()
- for i = 1, 4 do
- sound(301033949, char.Head, 0.5, 4, 1)
- for _, vhum in pairs(findCloseHumanoid(torso.Position, 18)) do
- basicDamage(vhum, 4, Color3.fromRGB(255, 255, 255))
- end
- do
- local s, smesh = createSpherePart()
- s.Transparency = 0.2
- thread(function()
- for i = 1, 25 do
- wait()
- local sinewave = 100 * math.asin(i / 100)
- smesh.Scale = smesh.Scale + Vector3.new(2 - sinewave * 0.1, 2 - sinewave * 0.1, 2 - sinewave * 0.1)
- s.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- s.Transparency = s.Transparency + 0.0404
- end
- s:Destroy()
- end)
- wait(0.25)
- end
- end
- end)
- for i = 1, 13 do
- wait(0.1)
- for _, vhum in pairs(findCloseHumanoid(torso.Position, 16)) do
- thread(function()
- if not vhum.Parent.Torso:findFirstChild("UpVelocity" .. char.Name) then
- local vtors = vhum.Parent.Torso
- local bv = createBodyVelocity(vtors)
- bv.Name = "UpVelocity" .. char.Name
- bv.Velocity = Vector3.new(0, 4, 0)
- table.insert(bvtable, bv)
- end
- end)
- end
- end
- for _, v in pairs(bvtable) do
- v:Destroy()
- end
- for i = 0, 1, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0, 0, math.rad(0)), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(0)), 0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(0)), 0.1)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.2)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- end
- attacking.Value = false
- end
- elseif Mode == "Negative" then
- attacking.Value = true
- for i = 0, 1.5, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0.2, 0, math.rad(0)), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-20)), 0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(20)), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.2)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- end
- do
- local bvtable = {}
- thread(function()
- for i = 1, 4 do
- sound(301033949, char.Head, 0.5, 4, 1)
- for _, vhum in pairs(findCloseHumanoid(torso.Position, 18)) do
- basicDamage(vhum, 4, Color3.fromRGB(0, 0, 0))
- end
- do
- local s, smesh = createSpherePart()
- s.Transparency = 0.2
- s.BrickColor = BrickColor.new()
- thread(function()
- for i = 1, 25 do
- wait()
- local sinewave = 100 * math.asin(i / 100)
- smesh.Scale = smesh.Scale + Vector3.new(2 - sinewave * 0.1, 2 - sinewave * 0.1, 2 - sinewave * 0.1)
- s.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.3, 0)
- s.Transparency = s.Transparency + 0.0404
- end
- s:Destroy()
- end)
- wait(0.25)
- end
- end
- end)
- for i = 1, 13 do
- wait(0.1)
- for _, vhum in pairs(findCloseHumanoid(torso.Position, 16)) do
- thread(function()
- if not vhum.Parent.Torso:findFirstChild("DownVelocity" .. char.Name) then
- local vtors = vhum.Parent.Torso
- local bv = createBodyVelocity(vtors)
- bv.Name = "DownVelocity" .. char.Name
- bv.Velocity = Vector3.new(0, -2, 0)
- table.insert(bvtable, bv)
- end
- end)
- end
- end
- for i, v in pairs(bvtable) do
- v:Destroy()
- end
- attacking.Value = false
- end
- end
- end
- if key.KeyCode == Key2 then
- if key2db then
- return
- end
- if Energy.Value < Attack2Energy then
- return
- end
- key2db = true
- delay(key2re + atk2d, function()
- key2db = false
- end)
- coroutine.resume(coroutine.create(function()
- local rewinddelay = atk2d
- local reloaddelay = key2re
- Re2:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay)
- wait(rewinddelay)
- Re2:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay)
- end))
- Energy.Value = Energy.Value - Attack2Energy
- if Mode == "Positive" then
- attacking.Value = true
- for i = 0, 1.5, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0, 0, math.rad(80)), 0.12)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(-80)), 0.12)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.4) * CFrame.Angles(math.rad(90), 0, math.rad(45)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0.25) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- end
- do
- local bvtable = {}
- sound(301031757, char.Head, 0.5, 8, 1)
- local pushpart = createBlockPart()
- pushpart.Anchored = false
- pushpart.Size = Vector3.new(30, 0.65, 30)
- pushpart.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, 0, -2) * CFrame.Angles(math.rad(90), 0, 0)
- local pushmesh = Instance.new("CylinderMesh", pushpart)
- local pushbv = createBodyVelocity(pushpart)
- local prevvector = char.HumanoidRootPart.CFrame.lookVector
- thread(function()
- for i = 1, 30 do
- wait()
- local sinewave = math.sin(i / 45) * 60
- pushbv.Velocity = prevvector * (40 - sinewave)
- end
- end)
- thread(function()
- wait(0.2)
- for i = 1, 30 do
- wait()
- pushpart.Transparency = pushpart.Transparency + 0.030000000000000002
- end
- pushpart:Destroy()
- for _, v in pairs(bvtable) do
- v:Destroy()
- end
- end)
- pushpart.Touched:connect(function(hit)
- if hit.Parent == char then
- return
- end
- if hit.Parent:findFirstChild("Humanoid") and hit.Parent:findFirstChild("Torso") then
- if hit.Parent.Torso:findFirstChild("PushVelocity" .. char.Name) then
- return
- end
- local vhum = hit.Parent.Humanoid
- local vtors = hit.Parent.Torso
- basicDamage(vhum, Attack2Damage, Color3.new(255, 255, 255))
- local bv = createBodyVelocity(vtors)
- bv.Name = "PushVelocity" .. char.Name
- bv.Velocity = pushpart.BodyVelocity.Velocity
- game.Debris:AddItem(bv, 2.5)
- table.insert(bvtable, bv)
- end
- end)
- for i = 0, 1.5, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0, 0, math.rad(-80)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(80)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(-80)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0.25) * CFrame.Angles(math.rad(90), 0, math.rad(80)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- end
- attacking.Value = false
- end
- elseif Mode == "Negative" then
- attacking.Value = true
- local hyperdrive = false
- charStats.Speed.Value = charStats.Speed.Value - 1
- for i = 0, 1.3, 0.05 + (hyperdrive == true and 0.05 or 0) do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(math.rad(23), 0, 0), 0.13 + (true == true and 0.1 or 0))
- Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.2 + (hyperdrive == true and 0.1 or 0))
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-math.rad(17), 0, math.rad(12)), 0.13 + (hyperdrive == true and 0.1 or 0))
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-math.rad(17), 0, -math.rad(12)), 0.13 + (hyperdrive == true and 0.1 or 0))
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.5) * euler(0, math.rad(90), math.rad(-25)) * cf(0, 0.7, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-math.rad(0), -math.rad(90), 0), 0.2 + (hyperdrive == true and 0.1 or 0))
- end
- for i = 0, 1, 0.05 + (hyperdrive == true and 0.05 or 0) do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * euler(math.rad(23), 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
- Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.13 + (hyperdrive == true and 0.1 or 0))
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
- RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-math.rad(17), 0, math.rad(12)), 0.15 + (hyperdrive == true and 0.1 or 0))
- RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
- LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-math.rad(17), 0, -math.rad(12)), 0.15 + (hyperdrive == true and 0.1 or 0))
- LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
- RH.C0 = clerp(RH.C0, cf(1, -1, -0.5) * euler(0, math.rad(90), math.rad(15)) * cf(0, -0.1, 0), 0.15 + (hyperdrive == true and 0.1 or 0))
- LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-math.rad(0), -math.rad(90), 0), 0.15 + (hyperdrive == true and 0.1 or 0))
- end
- for i = 1, 3 do
- sound(300916105, char.Head, 0.5, 12, 1)
- do
- local sphere, spherem = createSpherePart()
- sphere.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, -18 * i)
- sphere.Transparency = 0.1
- spherem.Scale = Vector3.new(3, 8, 3)
- local cnow = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, -18 * i)
- for _, vhum in pairs(findCloseHumanoid(sphere.Position, 18)) do
- basicDamage(vhum, 12, Color3.fromRGB(0, 0, 0))
- do
- local vtors = vhum.Parent.Torso
- local bv = createBodyVelocity(vtors)
- bv.Name = "UpVelocity" .. char.Name
- bv.Velocity = (vtors.Position - sphere.Position).unit * -5 + Vector3.new(0, 5, 0)
- thread(function()
- wait(0.5)
- bv:Destroy()
- end)
- end
- end
- thread(function()
- for i = 1, 15 do
- wait()
- local sinewave = 3 - math.sin(i / 45) * 5
- spherem.Scale = spherem.Scale + Vector3.new(0, sinewave, 0)
- sphere.CFrame = cnow
- end
- for i = 1, 15 do
- wait()
- sphere.Transparency = sphere.Transparency + 0.060000000000000005
- end
- end)
- local pulse, pulsem = createPulsePart()
- pulse.CFrame = sphere.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- pulse.BrickColor = BrickColor.new("Really black")
- local cnow = sphere.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- thread(function()
- for i = 1, 30 do
- wait()
- local sinewave = 2.5 - math.sin(i / 45) * 4
- pulsem.Scale = pulsem.Scale + Vector3.new(sinewave, sinewave, 0)
- pulse.Transparency = pulse.Transparency + 0.030000000000000002
- pulse.CFrame = cnow
- end
- pulse:Destroy()
- end)
- wait(0.2)
- end
- end
- charStats.Speed.Value = charStats.Speed.Value + 1
- attacking.Value = false
- end
- end
- if key.KeyCode == Key3 then
- if key3db then
- return
- end
- if Energy.Value < Attack3Energy then
- return
- end
- key3db = true
- delay(key3re + atk3d, function()
- key3db = false
- end)
- coroutine.resume(coroutine.create(function()
- local rewinddelay = atk3d
- local reloaddelay = key3re
- Re3:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay)
- wait(rewinddelay)
- Re3:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay)
- end))
- Energy.Value = Energy.Value - Attack3Energy
- if Mode == "Positive" then
- attacking.Value = true
- do
- local p = createBlockPart()
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p.Size = Vector3.new(1.25, 1.25, 1.25)
- p.Transparency = 0.4
- p.Parent = Effects
- local p2 = createBlockPart()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p2.Size = Vector3.new(1.75, 1.75, 1.75)
- p2.Transparency = 0.6
- p2.Parent = Effects
- local p3 = createBlockPart()
- p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p3.Size = Vector3.new(1.25, 1.25, 1.25)
- p3.Transparency = 0.4
- p3.Parent = Effects
- local p4 = createBlockPart()
- p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p4.Size = Vector3.new(1.75, 1.75, 1.75)
- p4.Transparency = 0.6
- p4.Parent = Effects
- for i = 0, 1.1, 0.05 do
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- swait()
- end
- local pulses = -1
- for i = 1, 3 do
- sound(301033949, char.Head, 0.5, 4, 1)
- pulses = pulses + 1
- do
- local pulse, pulsem = createPulsePart()
- pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0)
- thread(function()
- for i = 1, 30 do
- wait()
- local sinewave = 2 - math.sin(i / 45) * 3
- pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0)
- pulsem.Scale = pulsem.Scale + Vector3.new(sinewave, sinewave, 0)
- pulse.Transparency = pulse.Transparency + 0.030000000000000002
- end
- pulse:Destroy()
- end)
- local s, smesh = createSpherePart()
- s.Transparency = 0.2
- thread(function()
- for i = 1, 25 do
- wait()
- local sinewave = 8 - 100 * math.asin(i / 100) * 0.8
- if pulses == 3 then
- sinewave = 10 - 100 * math.asin(i / 100) * 0.8
- end
- smesh.Scale = smesh.Scale + Vector3.new(sinewave, sinewave, sinewave)
- s.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0)
- s.Transparency = s.Transparency + 0.04
- end
- s:Destroy()
- end)
- local closeHumanoids = findCloseHumanoid(pulse.Position, pulses == 3 and 40 or 25)
- for _, vhum in pairs(closeHumanoids) do
- basicDamage(vhum, pulses == 3 and 12 or 8, Color3.fromRGB(255, 255, 255))
- if vhum.Parent:findFirstChild("Torso") then
- do
- local vtors = vhum.Parent.Torso
- local bv = createBodyVelocity(vtors)
- bv.Velocity = (vtors.Position - torso.Position).unit * ((pulses == 3 and 35 or 30) - (vtors.Position - torso.Position).magnitude) + Vector3.new(0, 7, 0)
- delay(0.5, function()
- bv:Destroy()
- end)
- end
- end
- end
- for i = 0, 2.1, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0.1, 0, math.rad(0)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.6, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-95)), 0.08)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(95)), 0.08)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- end
- end
- end
- thread(function()
- for i = 1, 10 do
- wait()
- p.Transparency = p.Transparency + 0.06
- p2.Transparency = p.Transparency + 0.04
- p3.Transparency = p.Transparency + 0.06
- p4.Transparency = p.Transparency + 0.04
- end
- p:Destroy()
- p2:Destroy()
- p3:Destroy()
- p4:Destroy()
- end)
- end
- elseif Mode == "Negative" then
- attacking.Value = true
- do
- local p = createBlockPart()
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p.Size = Vector3.new(1.25, 1.25, 1.25)
- p.Transparency = 0.4
- p.Parent = Effects
- local p2 = createBlockPart()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p2.Size = Vector3.new(1.75, 1.75, 1.75)
- p2.Transparency = 0.6
- p2.Parent = Effects
- local p3 = createBlockPart()
- p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p3.Size = Vector3.new(1.25, 1.25, 1.25)
- p3.Transparency = 0.4
- p3.Parent = Effects
- local p4 = createBlockPart()
- p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0)
- p4.Size = Vector3.new(1.75, 1.75, 1.75)
- p4.Transparency = 0.6
- p4.Parent = Effects
- p.BrickColor = BrickColor.new("Really black")
- p2.BrickColor = BrickColor.new("Really black")
- p3.BrickColor = BrickColor.new("Really black")
- p4.BrickColor = BrickColor.new("Really black")
- for i = 0, 1.1, 0.05 do
- swait()
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(0.1, 0, math.rad(0)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, math.rad(0)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.6, 0) * CFrame.Angles(math.rad(0), 0, math.rad(-95)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(0), 0, math.rad(95)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- end
- local pulses = -1
- for i = 1, 3 do
- sound(301033949, char.Head, 0.5, 4, 1)
- pulses = pulses + 1
- do
- local pulse, pulsem = createPulsePart()
- pulse.BrickColor = BrickColor.new("Really black")
- pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0)
- thread(function()
- for i = 1, 30 do
- wait()
- local sinewave = 2 - math.sin(i / 45) * 3
- pulse.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(math.rad(90), 0, 0)
- pulsem.Scale = pulsem.Scale + Vector3.new(sinewave, sinewave, 0)
- pulse.Transparency = pulse.Transparency + 0.030000000000000002
- end
- pulse:Destroy()
- end)
- local s, smesh = createSpherePart()
- s.Transparency = 0.2
- thread(function()
- for i = 1, 25 do
- wait()
- local sinewave = 8 - 100 * math.asin(i / 100) * 0.8
- if pulses == 3 then
- sinewave = 10 - 100 * math.asin(i / 100) * 0.8
- end
- smesh.Scale = smesh.Scale + Vector3.new(sinewave, sinewave, sinewave)
- s.CFrame = char.HumanoidRootPart.CFrame * CFrame.new(0, -1.5, 0)
- s.Transparency = s.Transparency + 0.04
- end
- s:Destroy()
- end)
- local closeHumanoids = findCloseHumanoid(pulse.Position, pulses == 3 and 40 or 25)
- for _, vhum in pairs(closeHumanoids) do
- basicDamage(vhum, pulses == 3 and 12 or 8, Color3.fromRGB(0, 0, 0))
- if vhum.Parent:findFirstChild("Torso") then
- do
- local vtors = vhum.Parent.Torso
- local bv = createBodyVelocity(vtors)
- bv.Velocity = -(vtors.Position - torso.Position).unit * ((pulses == 3 and 35 or 30) - (vtors.Position - torso.Position).magnitude) + Vector3.new(0, 0, 0)
- delay(0.5, function()
- bv:Destroy()
- end)
- end
- end
- end
- for i = 0, 2.1, 0.05 do
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(15), 0, math.rad(0)), 0.14)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.05, 0, math.rad(0)), 0.14)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(50)), 0.14)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(0), 0, 0), 0.14)
- RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -0.5) * CFrame.Angles(math.rad(90), 0, math.rad(-50)), 0.14)
- RW.C1 = clerp(RW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.14)
- p.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p2.CFrame = char["Right Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p3.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- p4.CFrame = char["Left Arm"].CFrame * CFrame.new(0, -1.3, 0) * randomangles()
- swait()
- end
- end
- end
- thread(function()
- for i = 1, 10 do
- wait()
- p.Transparency = p.Transparency + 0.06
- p2.Transparency = p.Transparency + 0.04
- p3.Transparency = p.Transparency + 0.06
- p4.Transparency = p.Transparency + 0.04
- end
- p:Destroy()
- p2:Destroy()
- p3:Destroy()
- p4:Destroy()
- end)
- end
- end
- attacking.Value = false
- end
- if key.KeyCode == Key4 then
- if key4db then
- return
- end
- if Energy.Value < Attack4Energy then
- return
- end
- Energy.Value = Energy.Value - Attack4Energy
- key4db = true
- delay(key4re, function()
- key4db = false
- end)
- coroutine.resume(coroutine.create(function()
- local rewinddelay = 0.5
- local reloaddelay = key4re
- Re4:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Linear", rewinddelay)
- wait(rewinddelay)
- Re4:TweenSize(UDim2.new(1, 0, 1, 0), "InOut", "Linear", reloaddelay)
- end))
- attacking.Value = true
- delay(0.5, function()
- attacking.Value = false
- end)
- do
- local boom = Instance.new("Part", Effects)
- boom.BrickColor = BrickColor.new(Mode == "Positive" and "Really black" or "Lily white")
- boom.Material = Mode == "Positive" and "Granite" or "Neon"
- boom.Transparency = 0.2
- boom.Anchored = true
- boom.CanCollide = false
- boom.Shape = "Ball"
- boom.Size = Vector3.new(8, 8, 8)
- boom.CFrame = char.HumanoidRootPart.CFrame
- thread(function()
- for i = 1, 30 do
- wait()
- boom.Size = boom.Size + Vector3.new(0.2, 0.2, 0.2)
- boom.CFrame = char.HumanoidRootPart.CFrame
- boom.Transparency = boom.Transparency + 0.02666666666666667
- end
- boom:Destroy()
- end)
- local pulse = Instance.new("Part", Effects)
- pulse.BrickColor = BrickColor.new(Mode == "Positive" and "Really black" or "Lily white")
- pulse.Material = Mode == "Positive" and "Granite" or "Neon"
- pulse.Transparency = 0.1
- pulse.Anchored = true
- pulse.CanCollide = false
- pulse.Size = Vector3.new(5, 5, 0.2)
- pulse.CFrame = boom.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- local now = pulse.CFrame
- local pulsem = Instance.new("SpecialMesh", pulse)
- pulsem.MeshId = "http://www.roblox.com/asset/?id=3270017"
- pulsem.Scale = Vector3.new(10, 10, 0.2)
- thread(function()
- for i = 1, 30 do
- wait()
- pulsem.Scale = pulsem.Scale + Vector3.new(0.3, 0.3, 0)
- pulse.CFrame = boom.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- pulse.Transparency = pulse.Transparency + 0.030000000000000002
- end
- pulse:Destroy()
- end)
- sound(300916105, char.Head, 0.5, 12, 1)
- if Mode == "Positive" then
- Mode = "Negative"
- Atk1.AttackLabel.Text = NegAtk1
- Atk2.AttackLabel.Text = NegAtk2
- Atk3.AttackLabel.Text = NegAtk3
- Atk4.AttackLabel.Text = NegAtk4
- Atk1.AttackLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk1.EnergyLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk1.KeyLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk1.Reload.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk1.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk2.AttackLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk2.EnergyLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk2.KeyLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk2.Reload.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk2.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk3.AttackLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk3.EnergyLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk3.KeyLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk3.Reload.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk3.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk4.AttackLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk4.EnergyLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk4.KeyLabel.TextColor3 = Color3.new(255, 255, 255)
- Atk4.Reload.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk4.BackgroundColor3 = Color3.new(0, 0, 0)
- elseif Mode == "Negative" then
- Mode = "Positive"
- Atk1.AttackLabel.Text = PosAtk1
- Atk2.AttackLabel.Text = PosAtk2
- Atk3.AttackLabel.Text = PosAtk3
- Atk4.AttackLabel.Text = PosAtk4
- Atk1.AttackLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk1.EnergyLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk1.KeyLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk1.Reload.BackgroundColor3 = Color3.new(255, 255, 255)
- Atk1.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk2.AttackLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk2.EnergyLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk2.KeyLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk2.Reload.BackgroundColor3 = Color3.new(255, 255, 255)
- Atk2.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk3.AttackLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk3.EnergyLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk3.KeyLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk3.Reload.BackgroundColor3 = Color3.new(255, 255, 255)
- Atk3.BackgroundColor3 = Color3.new(0, 0, 0)
- Atk4.AttackLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk4.EnergyLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk4.KeyLabel.TextColor3 = Color3.new(0, 0, 0)
- Atk4.Reload.BackgroundColor3 = Color3.new(255, 255, 255)
- Atk4.BackgroundColor3 = Color3.new(0, 0, 0)
- end
- end
- end
- end
- uis.InputBegan:connect(keyDown)
- thread(function()
- tweentick = 45
- tweenrot = 0.9
- tweenrotm = 0.15
- while true do
- swait()
- humanoid.WalkSpeed = ((speed.Value / 10) * 16)
- sinecount = sinecount + 1
- normcount = normcount + 1
- local sinewave = math.sin(sinecount * 3 / 75) * 0.2
- local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local hitfloor, posfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, char)
- if attacking.Value == false and taunting == false then
- if 1 < RootPart.Velocity.y and hitfloor == nil then
- Anim = "Jump"
- canTaunt = false
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(-15), 0, math.rad(0)), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(-12), math.rad(90), 0), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(12), -math.rad(90), 0), 0.2)
- elseif RootPart.Velocity.y < -1 and hitfloor == nil then
- Anim = "Fall"
- canTaunt = false
- Neck.C0 = clerp(Neck.C0, necko * CFrame.Angles(math.rad(23), 0, 0), 0.2)
- Neck.C1 = clerp(Neck.C1, necko2 * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0, 0, 0), 0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, math.rad(12)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-math.rad(17), 0, -math.rad(12)), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(math.rad(24), math.rad(90), 0), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(math.rad(-12), -math.rad(90), 0), 0.2)
- elseif torvel < 1 and hitfloor ~= nil then
- Anim = "Idle"
- canTaunt = true
- Neck.C0 = clerp(Neck.C0, necko, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF, 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.new(-0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(-35)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.new(0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(35)), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, math.rad(90), 0), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -math.rad(90), 0), 0.2)
- elseif torvel > 1 and hitfloor ~= nil then
- sinewave = sinewave / 10
- Anim = "Walk"
- canTaunt = false
- Neck.C0 = clerp(Neck.C0, necko, 0.1)
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * CFrame.Angles(0.1, 0, 0), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * CFrame.new(-0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(-35)), 0.2)
- RW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.new(0.35, 0, 0.3) * CFrame.Angles(math.rad(-35), 0, math.rad(35)), 0.2)
- LW.C1 = clerp(LW.C1, CFrame.new(0, 0.5, 0), 0.2)
- RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, math.rad(90), 0), 0.2)
- LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -math.rad(90), 0), 0.2)
- end
- RootJoint.C0 = clerp(RootJoint.C0, RootJoint.C0 * CFrame.new(0, 0, sinewave / 3), 0.1)
- RW.C0 = clerp(RW.C0, RW.C0 * CFrame.new(0, sinewave / 3, 0), 0.2)
- LW.C0 = clerp(LW.C0, LW.C0 * CFrame.new(0, sinewave / 3, 0), 0.2)
- RH.C0 = clerp(RH.C0, RH.C0 * CFrame.new(0, -sinewave / 3, 0), 0.2)
- LH.C0 = clerp(LH.C0, LH.C0 * CFrame.new(0, -sinewave / 3, 0), 0.2)
- end
- end
- end)
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