Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Attacking = false
- Health = 500
- NorWalkSpeed = 20
- RunWalkSpeed = 100
- ButtonHold = false
- Walking = false
- Jumping = false
- FastRunning = false
- MouseHold = false
- ComboN = 0
- SwordStandBy = true
- Dmg = {
- SlashDamage = math.random(10,20);
- MagicDmg = math.random(20,50);
- };
- Player = game.Players.LocalPlayer
- Char = Player.Character
- Hum = Char.Humanoid
- Head = Char.Head
- Torso = Char.Torso
- Ra = Char["Right Arm"]
- La = Char["Left Arm"]
- Rl = Char["Right Leg"]
- Ll = Char["Left Leg"]
- Torso["Right Shoulder"].Part1 = Ra
- Torso["Left Shoulder"].Part1 = La
- pcall(function()Player.Backpack["Sunset Dance"]:Destroy()end)
- Hb = Instance.new("HopperBin",Player.Backpack)Hb.Name = "Sunset Dance"
- pcall(function()Char.Mod:Destroy()end)
- pcall(function()Char.Sword:Destroy()end)
- pcall(function()Torso.Bg:Destroy()end)
- BgTor = Instance.new("BodyGyro",Torso)
- BgTor.Name = "Bg"
- script.Name = "Sword"
- local Main = Instance.new("Model",Char)
- Main.Name = "Mod"
- v3 = Vector3.new; mr = math.rad;
- cw = coroutine.wrap; mrd = math.random;
- cf = CFrame.new; ud2 = UDim2.new;
- ca = CFrame.Angles; v2 = Vector2.new
- bc = BrickColor.new; inst = Instance.new
- function part(par,size,color,tra,can)
- local P = Instance.new("Part",par)
- P.FormFactor = "Custom"
- P.Size = size
- P.Anchored = false
- P.BrickColor = BrickColor.new(color)
- P.Transparency = tra
- P.CanCollide = can
- P.TopSurface = 0
- P.BottomSurface = 0
- P:BreakJoints()
- return P
- end
- function w(par,p0,p1,typ,cfz)
- local W = Instance.new("Snap",par)
- W.Part0 = p0
- W.Part1 = p1
- if typ == true then
- W.C0 = cfz
- else
- W.C1 = cfz
- end
- return W
- end
- function mesh(par,id,tex,typ,scal)
- local M = Instance.new("SpecialMesh",par)
- if id then M.MeshId = "http://www.roblox.com/asset/?id="..tostring(id) end
- if tex then M.TextureId = "http://www.roblox.com/asset/?id="..tostring(tex) end
- M.MeshType = typ
- M.Scale = scal
- return M
- end
- function fj(lim,tor,cf1,sd)
- sd.Part1 = nil
- local w1 = w(Main,tor,lim,true,cf1)
- w1.C1 = cf(0,.5,0)
- return w1
- end
- function lerp(a,b,c)return a+(b-a)*c end
- function clerp(c1,c2,al) --Smooth Animation!
- local com1 = {c1.X,c1.Y,c1.Z,c1:toEulerAnglesXYZ()}local com2 = {c2.X,c2.Y,c2.Z,c2:toEulerAnglesXYZ()}
- for i,v in pairs(com1) do com1[i] = lerp(v,com2[i],al)end
- return CFrame.new(com1[1],com1[2],com1[3]) * CFrame.Angles(select(4,unpack(com1)))
- end
- function DamageFunc(hit,Damage,timz)
- local hum = hit.Parent:FindFirstChild("Humanoid")
- if hum and not hum:FindFirstChild("Dmgz:"..Player.Name) and hit.Parent ~= Char and hit.Parent ~= Workspace and Damage and timz then
- hum:TakeDamage(Damage)
- local a = Instance.new("StringValue",hum)a.Name = "Dmgz:"..Player.Name
- game.Debris:AddItem(a,timz)
- local b = Instance.new("ObjectValue",hum)b.Name = "creator" b.Value = Player
- game.Debris:AddItem(b,10)
- end
- end
- function makeBall(Color,Size,Number,Intervals)
- local Cp = part(Workspace,v3(Size.x,Size.y,Size.z),Color,1,false)
- local pl = inst("PointLight",Cp)
- pl.Color = BrickColor.new(Color).Color
- pl.Brightness = 10
- pl.Range = 10
- Cp.CFrame = cf(0,10,0)
- local Sizez = Size
- for i = 0,Number-1 do
- local p = part(Workspace,Size,Color,.5,false)
- p.Anchored = true
- p.CFrame = Cp.CFrame*ca(mr(mrd(-360,360)),mr(mrd(-360,360)),mr(mrd(-360,360)))
- --Sizez = Sizez+v3(Intervals,Intervals,Intervals)
- game:service'RunService'.Stepped:connect(function()p.CFrame = Cp.CFrame*ca(mr(mrd(-360,360)),mr(mrd(-360,360)),mr(mrd(-360,360))) end)
- cw(function()repeat wait() until Cp.Parent == nil or not Cp or not Cp:IsA("Part")
- p:Destroy() end)()
- end
- return Cp
- end
- --[[Stuff below:]]
- Hum.MaxHealth = Health
- wait(.2)
- Hum.Health = Health
- Hum.WalkSpeed = NorWalkSpeed
- Slash = Instance.new("Sound",Head)Slash.SoundId = "http://www.roblox.com/asset/?id=10209640" Slash.Volume = 10
- local RaW = false
- local LaW = false
- local NorCfR = cf(1.5,.5,0)
- local NorCfL = cf(-1.5,.5,0)
- cw(function()
- while true do wait()
- if not RaW or not LaW then repeat wait() until RaW~=false and LaW~=false end
- if Attacking == true then repeat wait() until Attacking == false end
- if SwordStandBy == false then repeat wait() until SwordStandBy == true end
- local a = math.random(-5,5) local a2 = math.random(-5,5)
- local b = math.random(15,25) local b2 = math.random(-25,-15)
- for i = 0,50 do wait(.1)
- if Attacking == true then break end
- if SwordStandBy == false then break end
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(a),0,mr(b)),.05)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(a2),0,mr(b2)),.05)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.1)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),0,0),.1)
- end
- end
- end)()
- ----------------Sword 1--------------------------
- local Color1 = "Royal purple" local Color2 = "Really black" local BladeC = "Magenta"
- Sheath1 = part(Main,v3(.25,3,1),Color1,0,false)w(Sheath1,Torso,Sheath1,true,cf(1+(.25/2),-1.5,1)*ca(mr(-60),0,0))
- local p = part(Main,v3(.25,1,1),Color1,0,false)w(p,Sheath1,p,true,cf(0,-1.5+-.5,0)*ca(mr(180),0,0))mesh(p,nil,nil,"Wedge",v3(1,1,1))
- -------cf(-1+(.25/-2),-1.5,1)*ca(mr(-60),0,0)
- Handle1 = part(Main,v3(0,0,0),"",0,false)Handle1W = w(Handle1,Sheath1,Handle1,true,cf(0,1.5+1+(.25/2),0)*ca(mr(180),0,0)*cf(0,-.25,0))
- local a = Color1
- for i = -1,1,2/15 do
- local p = part(Main,v3(.4,.25,.4),a,0,false)w(p,Handle1,p,true,cf(0,i,0))inst("SpecialMesh",p).MeshType = "Sphere"
- if a == Color1 then a = Color2 else a = Color1 end
- end
- local p = part(Main,v3(.4,.25,1),Color1,0,false)w(p,Handle1,p,true,cf(0,1,0))
- local p2 = part(Main,v3(.4,.25,.5),Color1,0,false)w(p2,p,p2,true,cf(0,0,-.5+.05)*ca(mr(-45),0,0)*cf(0,0,-.5/2+.06))
- local p2 = part(Main,v3(.4,.25,.5),Color1,0,false)w(p2,p,p2,true,cf(0,0,.5-.05)*ca(mr(-45),0,0)*cf(0,0,.5/2-.06))
- local p = part(Main,v3(.1,3,.5),BladeC,0,false)w(p,Handle1,p,true,cf(0,1+1.5,-.15))
- local p = part(Main,v3(.1,3,.1),BladeC,0,false)w(p,Handle1,p,true,cf(0,1+1.5,.3))
- local p = part(Main,v3(.1,1,.8),BladeC,0,false)w(p,Handle1,p,true,cf(0,1+3+.5,0))mesh(p,nil,nil,"Wedge",v3(1,1,1))
- local pl = inst("PointLight",p)pl.Color = BrickColor.new(Color1).Color pl.Brightness = 100 pl.Range = 4
- HurtBrick1 = part(Main,v3(.2,4,.9),BladeC,1,false)w(HurtBrick1,Handle1,HurtBrick1,true,cf(0,1+2,0))
- ----------------Sword 2--------------------------
- Color1 = "Royal purple" local Color2 = "Really black" BladeC = "Magenta"
- Sheath2 = part(Main,v3(.25,3,1),Color1,0,false)w(Sheath2,Torso,Sheath2,true,cf(-1+(.25/-2),-1.5,1)*ca(mr(-60),0,0))
- local p = part(Main,v3(.25,1,1),Color1,0,false)w(p,Sheath2,p,true,cf(0,-1.5+-.5,0)*ca(mr(180),0,0))mesh(p,nil,nil,"Wedge",v3(1,1,1))
- Handle2 = part(Main,v3(0,0,0),"",0,false)Handle2W = w(Handle2,Sheath2,Handle2,true,cf(0,1.5+1+(.25/2),0)*ca(mr(180),0,0)*cf(0,-.25,0))
- local a = Color1
- for i = -1,1,2/15 do
- local p = part(Main,v3(.4,.25,.4),a,0,false)w(p,Handle2,p,true,cf(0,i,0))inst("SpecialMesh",p).MeshType = "Sphere"
- if a == Color1 then a = Color2 else a = Color1 end
- end
- local p = part(Main,v3(.4,.25,1),Color1,0,false)w(p,Handle2,p,true,cf(0,1,0))
- local p2 = part(Main,v3(.4,.25,.5),Color1,0,false)w(p2,p,p2,true,cf(0,0,-.5+.05)*ca(mr(-45),0,0)*cf(0,0,-.5/2+.06))
- local p2 = part(Main,v3(.4,.25,.5),Color1,0,false)w(p2,p,p2,true,cf(0,0,.5-.05)*ca(mr(-45),0,0)*cf(0,0,.5/2-.06))
- local p = part(Main,v3(.1,3,.5),BladeC,0,false)w(p,Handle2,p,true,cf(0,1+1.5,-.15))
- local p = part(Main,v3(.1,3,.1),BladeC,0,false)w(p,Handle2,p,true,cf(0,1+1.5,.3))
- local p = part(Main,v3(.1,1,.8),BladeC,0,false)w(p,Handle2,p,true,cf(0,1+3+.5,0))mesh(p,nil,nil,"Wedge",v3(1,1,1))
- local pl = inst("PointLight",p)pl.Color = BrickColor.new(Color1).Color pl.Brightness = 100 pl.Range = 4
- HurtBrick2 = part(Main,v3(.2,4,.9),BladeC,1,false)w(HurtBrick2,Handle2,HurtBrick2,true,cf(0,1+2,0))
- Hb.Selected:connect(function(Mouse)
- Attacking = true
- RaW = fj(Ra,Torso,NorCfR*ca(0,0,mr(-10)),Torso["Right Shoulder"])
- LaW = fj(La,Torso,NorCfL*ca(0,0,mr(-10)),Torso["Left Shoulder"])
- for i = 0,6 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(20),mr(0),mr(-20)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(20),mr(0),mr(20)),.4)
- end
- Handle1W.Part0 = Ra
- Handle1W.C0 = cf(0,-1,0)*ca(mr(80),0,0)
- wait(.01)
- Handle2W.Part0 = La
- Handle2W.C0 = cf(0,-1,0)*ca(mr(80),0,0)
- wait(.01)
- for i = 0,6 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(60),mr(0),mr(-20)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(60),mr(0),mr(20)),.4)
- end
- for i = 0,6 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(0),mr(0),mr(20)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(0),mr(0),mr(-20)),.4)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.4)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.4)
- end
- Attacking = false
- Mouse.KeyDown:connect(function(Key)
- if Key == '\48' and Attacking == false then SwordStandBy = false
- ButtonHold = true
- Hum.WalkSpeed = RunWalkSpeed
- FastRunning = true
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(-80),mr(0),mr(20)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(-80),mr(0),mr(-20)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90-45),0,0) ,.4)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90-45),0,mr(0)) ,.4)
- end
- repeat wait()SwordStandBy = false until ButtonHold == false
- FastRunning = false
- Hum.WalkSpeed = NorWalkSpeed
- for i = 0,8 do wait(.01)
- if Attacking == true then break end
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(0),0,mr(20)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(0),0,mr(-20)),.4)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.4)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),0,0),.4)
- end
- SwordStandBy = true
- elseif Key == "e" then
- for i = 0,8 do wait(.01)
- if Attacking == true then break end
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(0),0,mr(90)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(0),0,mr(-90)),.4)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90+-85),0,0) ,.4)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90+-85),0,0),.4)
- end
- local p = part(Main,v3(.1,3,.5),"Magenta",0,false)w(p,Handle2,p,true,cf(0,1+1.5,-.15))
- local p = part(Main,v3(.1,3,.1),"Magenta",0,false)w(p,Handle2,p,true,cf(0,1+1.5,.3))
- elseif Key == "r" and Attacking == false then
- Attacking = true
- local B1 = nil
- local attack = false
- cw(function()
- wait(.1)
- B1 = makeBall("Royal purple",v3(2.5,2.5,2.5),3,.5)
- while attack==false do B1.CFrame = Torso.CFrame*cf(0,0,-4) wait() end
- end)()
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(90),mr(0),mr(0)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(90),mr(0),mr(0)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90-20),mr(-45),mr(90)),.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90-20),mr(45),mr(-90)),.5)
- end
- repeat wait(.01) until B1 ~= nil
- Dmg1 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N*2,0)end)
- Dmg2 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N*2,0)end)
- Slash:Play()
- Slash:Play()
- local StartP = Torso.CFrame*cf(0,0,-4).p
- B1.CFrame = cf(Mouse.Hit.p,StartP)*cf(0,0,-(Mouse.Hit.p-StartP).magnitude)*ca(0,mr(180),0)
- local bv = Instance.new("BodyVelocity",B1)
- bv.maxForce = v3(1e5,1e5,1e5)
- local oldcf = B1.CFrame
- bv.velocity = oldcf.lookVector*100
- game.Debris:AddItem(B1,10)
- attack = true
- B1.Touched:connect(function(hit)
- if hit.Parent ~= Char and hit.Parent.Parent ~= Char and hit.Parent ~= Main and hit.Parent:FindFirstChild("Humanoid") then
- if B1 then B1:Destroy()end
- DamageFunc(hit,Dmg.MagicDmg,0)
- end
- end)
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(90),mr(0),mr(90)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(90),mr(0),mr(-90)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90-20),mr(-45),mr(90)),.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90-20),mr(45),mr(-90)),.5)
- end
- Dmg1:disconnect()Dmg2:disconnect()
- Attacking = false
- for i = 0,8 do wait(.01)
- if Attacking == true then break end
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(0),0,mr(20)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(0),0,mr(-20)),.4)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),0,0),.5)
- end
- end
- end)
- Mouse.KeyUp:connect(function(Key)
- if Key == '\48' then
- ButtonHold = false
- end
- end)
- Mouse.Button1Down:connect(function()
- MouseHold = true
- if Attacking == false then ButtonHold = false
- Attacking = true
- SwordStandBy = false
- local DMG_N = Dmg.SlashDamage
- local Dmg1 = false
- local Dmg2 = false
- ComboN = ComboN + 1
- if ComboN <= 1 then
- if Hum.Jump == true then
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(160),mr(0),mr(-45)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(160),mr(0),mr(45)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90-20),0,mr(0)),.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90-20),0,mr(0)),.5)
- end
- wait(.3)
- Dmg1 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N*1.25,0)end)
- Dmg2 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N*1.25,0)end)
- Slash:Play()
- Slash:Play()
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(-10),mr(0),mr(20)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(-10),mr(0),mr(-20)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90-45),0,0),.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90-45),0,mr(0)),.5)
- end
- elseif FastRunning == true then
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(90),mr(0),mr(0)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(90),mr(0),mr(0)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90-20),mr(-45),mr(90)),.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90-20),mr(45),mr(-90)),.5)
- end
- Dmg1 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N*2,0)end)
- Dmg2 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N*2,0)end)
- Slash:Play()
- Slash:Play()
- local bv = Instance.new("BodyVelocity",Torso)
- bv.maxForce = v3(1e5,1e5,1e5)
- local oldcf = Torso.CFrame
- bv.velocity = oldcf.lookVector*40
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(90),mr(0),mr(90)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(90),mr(0),mr(-90)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90-20),mr(-45),mr(90)),.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90-20),mr(45),mr(-90)),.5)
- end
- if bv then bv:Destroy() end
- else
- for i = 0,5 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(100),mr(0),mr(-45)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(-5),0,mr(-20)),.4)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),mr(0),mr(20)),.5)
- end
- Dmg1 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N*1.5,.05)end)
- Slash:Play()
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(-45),mr(0),mr(45)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(10),0,mr(-20)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),mr(0),mr(20)),.5)
- end
- end
- ComboN = 1
- cw(function()wait(.5)if ComboN >= 2 then else ComboN = 0 end end)()
- elseif ComboN == 2 then
- for i = 0,5 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(10),mr(0),mr(20)),.5)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(90),mr(0),mr(45)),.5)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),0,0),.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),mr(45),mr(-90)) ,.5)
- end
- Dmg1 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N,.1)end)
- Slash:Play()
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(-10),mr(0),mr(20)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(90),0,mr(-90)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),mr(20),mr(-90)),.5)
- end
- ComboN = 2
- cw(function()wait(.5)if ComboN >= 3 then else ComboN = 0 end end)()
- elseif ComboN == 3 then
- for i = 0,5 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(120),mr(0),mr(20)),.5)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(-5),0,mr(-20)),.5)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90+20),0,0),.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.5)
- end
- Dmg1 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N,.1)end)
- Slash:Play()
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(20),mr(0),mr(-45)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(10),0,mr(-20)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90-20),0,0) ,.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.5)
- end
- ComboN = 3
- cw(function()wait(.5)if ComboN >= 4 then else ComboN = 0 end end)()
- elseif ComboN <=4 then
- --local bg = Instance.new("BodyGyro",Torso)
- local oldcf = Torso.CFrame
- --bg.cframe = oldcf*ca(mr(0),0,0)
- --bg.maxTorque = v3(1e100,1e100,1e100)
- local b = false
- cw(function()
- for i = 0,360,360/8 do wait(.01)
- Torso.CFrame = oldcf*ca(0,mr(i),0)
- if i >= 100 then b = true end
- end
- wait(.5)
- if bg then bg:Destroy() end
- end)()
- Dmg2 = HurtBrick1.Touched:connect(function(hit)DamageFunc(hit,DMG_N*2,.1)end)
- for i = 0,5 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(10),mr(0),mr(20)),.5)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(90),mr(0),mr(45)),.5)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),mr(45),mr(-90)) ,.5)
- end
- repeat wait() until b == true
- Slash:Play()
- for i = 0,3 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(-10),mr(0),mr(20)),.8)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(90),0,mr(-90)),.8)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),mr(20),mr(-90)),.5)
- end
- ComboN = 0
- else
- ComboN = 0
- end
- if Dmg1 then Dmg1:disconnect() end
- if Dmg2 then Dmg2:disconnect() end
- Attacking = false
- for i = 0,8 do wait(.01)
- if Attacking == true then break end
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(0),0,mr(20)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(0),0,mr(-20)),.4)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(-90),0,0) ,.5)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(-90),0,0),.5)
- end
- if not Attacking == true then SwordStandBy = true end
- end
- end)
- Mouse.Button1Up:connect(function()
- MouseHold = false
- end)
- end)
- Hb.Deselected:connect(function(Mouse)
- Attacking = true
- for i = 0,6 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(60),mr(0),mr(-20)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(60),mr(0),mr(20)),.4)
- Handle1W.C0 = clerp(Handle1W.C0,cf(0,-1,0)*ca(mr(80),0,0) ,.4)
- Handle2W.C0 = clerp(Handle2W.C0,cf(0,-1,0)*ca(mr(80),0,0) ,.4)
- end
- for i = 0,6 do wait(.01)
- RaW.C0 = clerp(RaW.C0,NorCfR*ca(mr(20),mr(0),mr(-20)),.4)
- LaW.C0 = clerp(LaW.C0,NorCfL*ca(mr(20),mr(0),mr(20)),.4)
- end
- Handle1W.Part0 = Sheath1
- Handle1W.C0 = cf(0,1.5+1+(.25/2),0)*ca(mr(180),0,0)*cf(0,-.25,0)
- wait(.01)
- Handle2W.Part0 = Sheath2
- Handle2W.C0 = cf(0,1.5+1+(.25/2),0)*ca(mr(180),0,0)*cf(0,-.25,0)
- wait(.01)
- if RaW then RaW:Destroy() RaW = nil end
- if LaW then LaW:Destroy() RaW = nil end
- Attacking = false
- end)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement