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- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,MOUSE,Mouse,mouse,UserInputService,ContextActionService = owner
- local MOUSE,Mouse,mouse,UserInputService,ContextActionService = owner
- do
- print("FE Compatibility code by Mokiros Edited by basstracker1970")
- script.Parent = Player.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.isMouse then
- m.Target = io.Target
- m.Hit = io.Hit
- elseif io.UserInputType == Enum.UserInputType.MouseButton1 then
- if io.UserInputState == Enum.UserInputState.Begin then
- m:TrigEvent("Button1Down")
- else
- m:TrigEvent("Button1Up")
- end
- else
- for n,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- if io.UserInputState == Enum.UserInputState.Begin then
- m:TrigEvent("KeyDown",io.KeyCode.Name:lower())
- UIS:TrigEvent("InputBegan",io,false)
- else
- m:TrigEvent("KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent("InputEnded",io,false)
- end
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local Mouse = Player:GetMouse()
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
- wait(0.2)
- --Paste This Above Any Script
- local Player = owner
- local Character = Player.Character
- local Humanoid = Character.Humanoid
- local Head = Character.Head
- local Face = Character.Head.face
- local Texture = Face.Texture
- local Torso = Character.Torso
- local RootPart = Character.HumanoidRootPart
- local RightArm = Character["Right Arm"]
- local LeftArm = Character["Left Arm"]
- local RightLeg = Character["Right Leg"]
- local LeftLeg = Character["Left Leg"]
- local Neck = Torso.Neck
- local RootJoint = RootPart.RootJoint
- local RightShoulder = Torso["Right Shoulder"]
- local LeftShoulder = Torso["Left Shoulder"]
- local RightHip = Torso["Right Hip"]
- local LeftHip = Torso["Left Hip"]
- local Insert = table.insert
- VFXList = {}
- local CharaterAnimate, CharacterAnimator = Character:FindFirstChild("Animate"), Humanoid:FindFirstChild("Animator")
- CharaterAnimate.Parent = nil
- CharacterAnimator.Parent = nil
- local ManaDelay = 0
- local ManaDelay2 = 8
- local EffectRemovalDelay = 0
- local EffectRemovalDelay2 = 3
- local Combo = 1
- local AttackDecrease = 0
- local MvmtDecrease = 0
- local DefenceDecrease = 0
- local Attacking = false
- local StunBarVisible = false
- local ConfusedVisible = false
- local CanShowStunDisplay = true
- local CanRemoveStun = false
- local CanAnimate = true
- local CharacterUnderControl = true
- local CanResumeControl = true
- local AntiGlitch = false
- local Fury = false
- NeckDefaultCFrame = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
- RootDefaultCFrame = CFrame.Angles(-1.57, 0, 3.14)
- RightLegDefaultCFrame = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- LeftLegDefaultCFrame = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- RightShoulder.C1 = CFrame.new(0, 0.5, 0)
- LeftShoulder.C1 = CFrame.new(0, 0.5, 0)
- local MyStats = Instance.new("Folder", Character)
- MyStats.Name = "MyStats"
- local Defence = Instance.new("NumberValue", MyStats)
- Defence.Name = "Defence"
- Defence.Value = 1
- local Attack = Instance.new("NumberValue", MyStats)
- Attack.Name = "Attack"
- Attack.Value = 1
- local Movement = Instance.new("NumberValue", MyStats)
- Movement.Name = "Movement"
- Movement.Value = 1
- local Mana = Instance.new("NumberValue", MyStats)
- Mana.Name = "Mana"
- Mana.Value = 0
- local Debuffs = Instance.new("Folder", MyStats)
- Debuffs.Name = "Debuffs"
- local Effects = Instance.new("Folder", Character)
- Effects.Name = "Effects"
- local StunEffect = Instance.new("BoolValue", Effects)
- StunEffect.Name = "StunEffect"
- StunEffect.Value = false
- local Stun = Instance.new("NumberValue", StunEffect)
- Stun.Name = "Stun"
- Stun.Value = 0
- local PushedJump = Instance.new("BoolValue", Effects)
- PushedJump.Name = "PushedJump"
- PushedJump.Value = false
- local Cooldown1 = 0
- local Cooldown2 = 0
- local Cooldown3 = 0
- local Cooldown4 = 0
- local Cooldown5 = 0
- local Cooldown6 = 0
- local Cooldown7 = 0
- local Cooldown1Add = 0.3
- local Cooldown2Add = 0.25
- local Cooldown3Add = 0.2
- local Cooldown4Add = 0.12
- local Cooldown5Add = 0.05
- local Cooldown6Add = 0.05
- local Cooldown7Add = 5
- local MaxCooldown1 = 60
- local MaxCooldown2 = 80
- local MaxCooldown3 = 140
- local MaxCooldown4 = 180
- local MaxCooldown5 = 5
- local MaxCooldown6 = 5
- local MaxCooldown7 = 8000
- local Stars = Instance.new("Part", Character)
- Stars.Name = "Stars"
- Stars.CanCollide = false
- Stars.Size = Vector3.new()
- Stars.Transparency = 1
- local StarsMesh = Instance.new("SpecialMesh", Stars)
- StarsMesh.TextureId = "http://www.roblox.com/asset/?id=110857406"
- StarsMesh.MeshId = "http://www.roblox.com/asset/?id=110857526"
- local StarsWeld = Instance.new("Weld", Stars)
- StarsWeld.Part0 = Stars
- StarsWeld.Part1 = Head
- StarsWeld.C0 = CFrame.new(0, -1, 0)
- function GUI(NewInstance, Parent, Size, StartPosition, Position, BGTransparency, Visible, BGColor, Rotation, Style, Text, TextColor, TextStroke, StrokeTrans, Scaled, Font)
- local NewGui = Instance.new(NewInstance)
- NewGui.Parent = Parent
- NewGui.Position = StartPosition
- coroutine.resume(coroutine.create(function()
- NewGui:TweenSizeAndPosition(Size, Position, "Out", "Quad", 2)
- end))
- NewGui.BackgroundTransparency = BGTransparency
- NewGui.Visible = Visible
- NewGui.Rotation = Rotation
- NewGui.BorderSizePixel = 0
- NewGui.BackgroundColor3 = BrickColor.new(BGColor).Color
- if Style and NewInstance == "Frame" or Style and NewInstance == "ScrollingFrame" then
- NewGui.Style = Style
- end
- if NewInstance == "TextBox" or NewInstance == "TextLabel" or NewInstance == "TextButton" then
- NewGui.Text = Text
- NewGui.TextStrokeTransparency = StrokeTrans
- NewGui.TextColor3 = BrickColor.new(TextColor).Color
- NewGui.TextStrokeColor3 = BrickColor.new(TextStroke).Color
- NewGui.TextScaled = Scaled
- NewGui.Font = Font
- end
- return NewGui
- end
- local CreatePart = function(Parent, Name, Color, Size, Material, Transparency, Shape)
- local Part = Instance.new("Part", Parent)
- Part.Name = Name
- Part.BrickColor = BrickColor.new(Color)
- Part.Size = Size
- Part.Material = Material
- Part.Transparency = Transparency
- Part.Shape = Shape
- Part.CanCollide = false
- NoOutlines(Part)
- return Part
- end
- local CreateWeld = function(Parent, Cframe, Cframe2, P1, P0, Name)
- local Weld = Instance.new("Weld", Parent)
- Weld.Part0 = P0
- Weld.Part1 = P1
- Weld.Name = Name
- Weld.C0 = Cframe
- Weld.C1 = Cframe2
- return Weld
- end
- local CreateMesh = function(Parent, Scale, Type, Type2, ID, Texture)
- local Mesh
- if Type == "SpecialMesh" then
- Mesh = Instance.new("SpecialMesh", Parent)
- if Type then
- Mesh.MeshType = Type2
- if Type2 == "FileMesh" and ID then
- Mesh.MeshId = "http://www.roblox.com/asset?id=" .. ID
- if Texture then
- Mesh.TextureId = "http://www.roblox.com/asset?id=" .. Texture
- end
- end
- end
- elseif Type == "BlockMesh" then
- Mesh = Instance.new("BlockMesh", Parent)
- elseif Type == "CylinderMesh" then
- Mesh = Instance.new("CylinderMesh", Parent)
- end
- Mesh.Scale = Scale
- return Mesh
- end
- function Animate(Weld, Point1, Point2)
- return Weld:Lerp(Point1, Point2)
- end
- function ResumeCharacterControl()
- CharacterUnderControl = true
- Humanoid.JumpPower = 50
- end
- function RemoveCharacterControl()
- CharacterUnderControl = false
- wait()
- Humanoid.JumpPower = 0
- Humanoid.WalkSpeed = 0
- end
- function SoundEffect(Part, ID, Volume, Pitch, Looped)
- local Sound = Instance.new("Sound", Part)
- Sound.SoundId = "http://www.roblox.com/asset?id=" .. ID
- Sound.Name = "SFX"
- Sound.Volume = Volume
- Sound.Pitch = Pitch
- Sound:Play()
- if Looped then
- return
- end
- Services.Debris:AddItem(Sound, 5)
- return Sound
- end
- function NoOutlines(Part)
- Part.TopSurface = 10
- Part.BottomSurface = 10
- Part.LeftSurface = 10
- Part.RightSurface = 10
- Part.FrontSurface = 10
- Part.BackSurface = 10
- end
- function AddVFX(VFXType, Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- Insert(VFXList, {
- VFXType,
- Part,
- TransparencyAdd,
- IncreaseSize1,
- IncreaseSize2,
- IncreaseSize3
- })
- end
- function BlockVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Brick")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- AddVFX("Rotate", Part)
- return Part
- end
- function CylinderVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Cylinder")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function CircleVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Sphere")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function CylinderVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "Cylinder")
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function WaveVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 20329976)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part and Mesh
- end
- function RingVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 3270017)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part and Mesh
- end
- function ShurikenVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 11112101)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function KunaiVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 45728702)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function WindVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 168892432)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- function SlashVFX(PartPosition, Color, Material, Transparency, TransparencyAdd, Size1, Size2, Size3, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- local Part = CreatePart(Services.Workspace, "VFX", Color, Vector3.new(), Material, Transparency, "Block")
- Part.Anchored = true
- Part.CFrame = PartPosition
- Services.Debris:AddItem(Part, 20)
- local Mesh = CreateMesh(Part, Vector3.new(Size1, Size2, Size3), "SpecialMesh", "FileMesh", 448386996)
- AddVFX("Resize", Part, TransparencyAdd, IncreaseSize1, IncreaseSize2, IncreaseSize3)
- return Part
- end
- WeaponGUI = Instance.new("ScreenGui", Player.PlayerGui)
- WeaponGUI.Name = "WeaponThing"
- local HealthBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 350, 0.96, 0), 0, true, "Really black", 0, nil)
- local HealthBarBar = GUI("Frame", HealthBarBack, UDim2.new(0, 345, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 3, 0.1, 0), 0, true, "Lime green", 0)
- local HealthBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 355, 0.96, 0), 1, true, "", 0, nil, "Health", "White", "Black", 0, true, "SourceSansBold")
- local ManaBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 355, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 350, 0.9, 0), 0, true, "Really black", 0, nil)
- local ManaBarBar = GUI("Frame", ManaBarBack, UDim2.new(0, 0, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 3, 0.1, 0), 0, true, "Bright blue", 0)
- local ManaBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 345, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 355, 0.9, 0), 1, true, "", 0, nil, "Mana", "White", "Cyan", 0, true, "SourceSansBold")
- local AtkBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 70, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 195, 0.94, 0), 0, true, "Really black", 90)
- local AtkBarBar = GUI("Frame", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 200, 0.94, 0), 0, true, "Really red", 90)
- local AtkBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 202, 0.94, 0), 1, true, "", 90, nil, "Atk", "Black", "Neon orange", 0, true, "SourceSansBold")
- local DefBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 70, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 240, 0.94, 0), 0, true, "Really black", 90)
- local DefBarBar = GUI("Frame", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 245, 0.94, 0), 0, true, "Bright blue", 90)
- local DefBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 247, 0.94, 0), 1, true, "", 90, nil, "Def", "White", "Cyan", 0, true, "SourceSansBold")
- local MvmtBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 70, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 285, 0.94, 0), 0, true, "Really black", 90)
- local MvmtBarBar = GUI("Frame", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 290, 0.94, 0), 0, true, "Lime green", 90)
- local MvmtBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 60, 0, 19), UDim2.new(0, 0, 0, 0), UDim2.new(0, 292, 0.94, 0), 1, true, "", 90, nil, "Mvmt", "White", "Black", 0, true, "SourceSansBold")
- local CooldownZBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0.3, 0), 0, true, "Really black", 0, nil)
- local CooldownZBarBar = GUI("TextButton", CooldownZBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownZBarText = GUI("TextLabel", CooldownZBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "Z", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownXBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0.93, 0, 0.3, 0), 0, true, "Really black", 0, nil)
- local CooldownXBarBar = GUI("TextButton", CooldownXBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownXBarText = GUI("TextLabel", CooldownXBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "X", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownCBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0.93, 0, 0.6, 0), 0, true, "Really black", 0, nil)
- local CooldownCBarBar = GUI("TextButton", CooldownCBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownCBarText = GUI("TextLabel", CooldownCBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "C", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownVBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0.6, 0), 0, true, "Really black", 0, nil)
- local CooldownVBarBar = GUI("TextButton", CooldownVBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownVBarText = GUI("TextLabel", CooldownVBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "V", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownQBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 0, true, "Really black", 0, nil)
- local CooldownQBarBar = GUI("TextButton", CooldownQBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownQBarText = GUI("TextLabel", CooldownQBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "Q", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownEBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0.93, 0, 0, 0), 0, true, "Really black", 0, nil)
- local CooldownEBarBar = GUI("TextButton", CooldownEBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownEBarText = GUI("TextLabel", CooldownEBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "E", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownFBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0.93, 0), 0, true, "Bright red", 0, nil)
- local CooldownFBarBar = GUI("TextButton", CooldownFBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 5), 0.3, true, "Ghost grey", 0, nil, "", "White", "Cyan", 1, true, "SourceSansBold")
- local CooldownFBarText = GUI("TextLabel", CooldownFBarBack, UDim2.new(0, 80, 0, 80), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), 1, true, "", 0, nil, "F", "White", "Cyan", 1, true, "SourceSansBold")
- function MobileControlZ()
- if not Attacking and Cooldown1 == MaxCooldown1 and Mana.Value > 5 then
- Cooldown1 = 0
- Mana.Value = Mana.Value - 5
- Move1()
- end
- end
- function MobileControlX()
- if not Attacking and Cooldown2 == MaxCooldown2 and Mana.Value > 15 then
- Cooldown2 = 0
- Mana.Value = Mana.Value - 15
- Move2()
- end
- end
- function MobileControlC()
- if not Attacking and Cooldown3 == MaxCooldown3 and Mana.Value > 40 then
- Cooldown3 = 0
- Mana.Value = Mana.Value - 40
- Move3()
- end
- end
- function MobileControlV()
- if not Attacking and Cooldown4 == MaxCooldown4 and Mana.Value > 50 then
- Cooldown4 = 0
- Mana.Value = Mana.Value - 50
- Move4()
- end
- end
- function MobileControlQ()
- if not Attacking and Cooldown5 == MaxCooldown5 then
- Cooldown5 = 0
- EvadeQ()
- end
- end
- function MobileControlE()
- if not Attacking and Cooldown6 == MaxCooldown6 then
- Cooldown6 = 0
- EvadeE()
- end
- end
- Services = {
- Workspace = game:GetService("Workspace"),
- Debris = game:GetService("Debris")
- }
- Heartbeat = Instance.new("BindableEvent", script)
- Heartbeat.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- Frame = 0.033333333333333
- TF = 0
- AllowFrameLoss = false
- TossRemainder = false
- LastFrame = tick()
- script.Heartbeat:Fire()
- local HeartBeatIsNil = false
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- if script:FindFirstChild("Heartbeat") == nil then
- HeartBeatIsNil = true
- end
- if HeartBeatIsNil then
- return
- end
- TF = TF + s
- if Frame <= TF then
- if AllowFrameLoss then
- Heartbeat:Fire()
- LastFrame = tick()
- else
- for i = 1, math.floor(TF / Frame) do
- Heartbeat:Fire()
- LastFrame = tick()
- end
- end
- if TossRemainder then
- TF = 0
- else
- TF = TF - Frame * math.floor(TF / Frame)
- end
- end
- end)
- function Wait2(WaitNumber)
- if WaitNumber == 0 or WaitNumber == nil then
- Heartbeat.Event:wait()
- else
- for i = 0, WaitNumber do
- Heartbeat.Event:wait()
- end
- end
- end
- local LazerEdge = Instance.new("Model", Character)
- LazerEdge.Name = "Lazer Edge"
- local Color1 = "Medium stone grey"
- Handle = CreatePart(LazerEdge, "Handle", "Black", Vector3.new(2.32, 0.3, 0.4), "SmoothPlastic", 0, "Block")
- HandleMesh = CreateMesh(Handle, Vector3.new(1, 1, 1), "SpecialMesh", "Cylinder")
- HandleWeld = CreateWeld(Handle, CFrame.new(0, -1, 0) * CFrame.Angles(-1.57, 0, 1.57), CFrame.new(0, 0, 0), Handle, RightArm, "HandleToRightArm")
- Part1 = CreatePart(LazerEdge, "Part1", Color1, Vector3.new(0.2, 0.4, 0.5), "SmoothPlastic", 0, "Block")
- Part1Weld = CreateWeld(Part1, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.06002414, 0, 0, 0.99999547, 0, 0, 0, 1, 0, 0, 0, 0.99999547), Handle, Part1, "Part1ToHandle")
- Part1Mesh = CreateMesh(Part1, Vector3.new(1, 1, 1), "SpecialMesh", "Cylinder")
- Part2 = CreatePart(LazerEdge, "Part2", "Cyan", Vector3.new(1, 0.5, 0.5), "Neon", 0.4, "Block")
- Part2Weld = CreateWeld(Part2, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.68999255, 0, 0, 0.99999547, 0, 0, 0, 1, 0, 0, 0, 0.99999547), Handle, Part2, "Part2ToHandle")
- Part2Mesh = CreateMesh(Part2, Vector3.new(1, 1, 1), "SpecialMesh", "Cylinder")
- Part3 = CreatePart(LazerEdge, "Part3", "Cyan", Vector3.new(1, 0.4, 0.4), "Neon", 0.6, "Block")
- Part3Weld = CreateWeld(Part3, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.56998444, 0, 0.289997101, 0.966275215, 0, -0.257493705, 0, 1, 0, 0.257493705, 0, 0.966275215), Handle, Part3, "Part3ToHandle")
- Part3Mesh = CreateMesh(Part3, Vector3.new(1, 1, 1), "SpecialMesh", "Cylinder")
- Part4 = CreatePart(LazerEdge, "Part4", Color1, Vector3.new(0.2, 0.6, 0.6), "SmoothPlastic", 0, "Block")
- Part4Weld = CreateWeld(Part4, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.16001117, 0, 1.90734863E-6, 0.99999547, 0, 0, 0, 1, 0, 0, 0, 0.99999547), Handle, Part4, "Part4ToHandle")
- Part4Mesh = CreateMesh(Part4, Vector3.new(0.30000001192093, 1, 1), "SpecialMesh", "Cylinder")
- Part5 = CreatePart(LazerEdge, "Part5", "Cyan", Vector3.new(1, 0.45, 0.45), "Neon", 0.5, "Block")
- Part5Weld = CreateWeld(Part5, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.61998653, 0, 0.0800037384, 0.982708693, 0, -0.185134172, 0, 1, 0, 0.185134172, 0, 0.982708693), Handle, Part5, "Part5ToHandle")
- Part5Mesh = CreateMesh(Part5, Vector3.new(1, 1, 1), "SpecialMesh", "Cylinder")
- Part6 = CreatePart(LazerEdge, "Part6", "Black", Vector3.new(0.31, 0.31, 0.31), "SmoothPlastic", 0, "Block")
- Part6Weld = CreateWeld(Part6, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-1.19999397, 0, -1.90734863E-6, 0.99999547, 0, 0, 0, 1, 0, 0, 0, 0.99999547), Handle, Part6, "Part6ToHandle")
- Part6Mesh = CreateMesh(Part6, Vector3.new(1, 1, 1), "SpecialMesh", "Sphere")
- Part7 = CreatePart(LazerEdge, "Part7", Color1, Vector3.new(0.5, 1.5, 0.5), "Plastic", 0, "Block")
- Part7Weld = CreateWeld(Part7, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.459974885, 0, -1.90734863E-6, 0, 0.99999547, 0, -1, 0, 0, 0, 0, 0.99999547), Handle, Part7, "Part7ToHandle")
- Part7Mesh = CreateMesh(Part7, Vector3.new(1, 1, 1), "SpecialMesh", "Head")
- Part8 = CreatePart(LazerEdge, "Part8", "Cyan", Vector3.new(1, 0.3, 0.3), "Neon", 0.8, "Block")
- Part8Weld = CreateWeld(Part8, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(5.28999233, 1.90734863E-6, 0.929994583, 0.878526747, 0, -0.477683723, 0, 1, 0, 0.477683723, 0, 0.878526747), Handle, Part8, "Part8ToHandle")
- Part8Mesh = CreateMesh(Part8, Vector3.new(1, 1, 1), "SpecialMesh", "Cylinder")
- Part9 = CreatePart(LazerEdge, "Part9", "Cyan", Vector3.new(1, 0.35, 0.35), "Neon", 0.7, "Block")
- Part9Weld = CreateWeld(Part9, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(4.46998024, 9.53674316E-7, 0.56999588, 0.929504633, 0, -0.368798256, 0, 1, 0, 0.368798256, 0, 0.929504514), Handle, Part9, "Part9ToHandle")
- Part9Mesh = CreateMesh(Part9, Vector3.new(1, 1, 1), "SpecialMesh", "Cylinder")
- Part10 = CreatePart(LazerEdge, "Part10", "Cyan", Vector3.new(1, 0.25, 0.25), "Neon", 0.9, "Block")
- Part10Weld = CreateWeld(Part10, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(6.18000221, 1.90734863E-6, 1.40998459, 0.872381926, 0, -0.488815755, 0, 1, 0, 0.488815755, 0, 0.872381926), Handle, Part10, "Part10ToHandle")
- Part10Mesh = CreateMesh(Part10, Vector3.new(1, 1, 1), "SpecialMesh", "Cylinder")
- Part11 = CreatePart(LazerEdge, "Part11", Color1, Vector3.new(0.2, 0.4, 0.5), "SmoothPlastic", 0, "Block")
- Part11Weld = CreateWeld(Part11, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.360021114, 1.90734863E-6, -1.90734863E-6, 0.99999547, 0, 0, 0, 1, 0, 0, 0, 0.99999547), Handle, Part11, "Part11ToHandle")
- Part11Mesh = CreateMesh(Part11, Vector3.new(1, 1, 1), "SpecialMesh", "Cylinder")
- RightArmReference = CreatePart(Character, "Right arm reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- RightArmReferenceWeld = CreateWeld(RightArmReference, CFrame.new(0, 1.5, 0), CFrame.new(0, 0, 0), RightArm, RightArmReference, "LeftArmReferenceToRightArm")
- LeftArmReference = CreatePart(Character, "Left arm reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- LeftArmReferenceWeld = CreateWeld(LeftArmReference, CFrame.new(0, 1.5, 0), CFrame.new(0, 0, 0), LeftArm, LeftArmReference, "LeftArmReferenceToLeftArm")
- TorsoReference = CreatePart(Character, "Torso reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- TorsoReferenceWeld = CreateWeld(TorsoReference, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0), Torso, TorsoReference, "TorsoReferenceToTorsoArm")
- RootPartReference = CreatePart(Character, "Root part reference", "None", Vector3.new(), "SmoothPlastic", 1, "Block")
- RootPartReferenceWeld = CreateWeld(RootPartReference, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0), RootPart, RootPartReference, "RootPartReferenceToRootPart")
- function Display(HitCharacter, DisplayText, DisplayType)
- if HitCharacter:FindFirstChild("Head") then
- do
- local DamageShowingPart = Instance.new("Part", Services.Workspace)
- DamageShowingPart.Name = "ShowDamage"
- DamageShowingPart.BrickColor = BrickColor.new("Crimson")
- DamageShowingPart.Size = Vector3.new()
- DamageShowingPart.Material = "Neon"
- DamageShowingPart.Transparency = 1
- local DisplayGui = Instance.new("BillboardGui", DamageShowingPart)
- DisplayGui.Name = "Damage"
- DisplayGui.AlwaysOnTop = true
- DisplayGui.Size = UDim2.new(2, 0, 2, 0)
- local DisplayNumber = Instance.new("TextLabel", DisplayGui)
- DisplayNumber.Size = UDim2.new(1, 0, 1, 0)
- DisplayNumber.TextTransparency = 1
- DisplayNumber.TextStrokeTransparency = 1
- DisplayNumber.BackgroundTransparency = 1
- DisplayNumber.TextTransparency = 1
- DisplayNumber.Font = "SourceSansBold"
- DisplayNumber.TextScaled = true
- local BodyVelocity = Instance.new("BodyVelocity", DamageShowingPart)
- BodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- BodyVelocity.Velocity = Vector3.new(0, 0.5, 0)
- if DisplayType == "Stun" then
- BodyVelocity.Velocity = Vector3.new(0, 0.1, 0)
- DisplayGui.Size = UDim2.new(5, 0, 5, 0)
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Bright yellow").Color
- DisplayNumber.Text = "Stunned!"
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(0, 5, 0)
- end
- if DisplayType == "Damage" then
- DisplayNumber.TextStrokeColor3 = BrickColor.Black().Color
- DisplayNumber.TextColor3 = BrickColor.new("Really red").Color
- DisplayNumber.Text = "-" .. DisplayText
- DamageShowingPart.Position = HitCharacter.Head.Position + Vector3.new(math.random(-1, 1), 5, math.random(-1, 1))
- end
- coroutine.resume(coroutine.create(function()
- while DisplayNumber.TextTransparency > 0 do
- wait()
- DisplayNumber.TextStrokeTransparency = DisplayNumber.BackgroundTransparency - 0.1
- DisplayNumber.TextTransparency = DisplayNumber.TextTransparency - 0.1
- end
- AddVFX("Display", DamageShowingPart, 0.05)
- end))
- Services.Debris:AddItem(DamageShowingPart, 10)
- end
- end
- end
- function DoDamage(Hit, HitCharacter, Type, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, PartLook, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration)
- if Hit.Health == 0 or HitCharacter:FindFirstChild(Player.Name) then
- return
- end
- SoundEffect(HitCharacter.Torso, SFX, 1, SFXPitch, false)
- local DelayDebounce = Instance.new("Folder", HitCharacter)
- DelayDebounce.Name = Player.Name
- Services.Debris:AddItem(DelayDebounce, Delay)
- local Damage = math.random(MinDamage, MaxDamage) * Attack.Value
- local HitPlayer = game.Players:FindFirstChild(HitCharacter.Name)
- local HitStats = HitCharacter:FindFirstChild("MyStats")
- local EffectsFolder = HitCharacter:FindFirstChild("Effects")
- HitCharacter.Torso.Velocity = PartLook.CFrame.lookVector * Knockback
- if HitStats then
- if Stat ~= nil then
- local Decrease = Instance.new("NumberValue", HitStats.Debuffs)
- Decrease.Value = StatsDecreaseNumber
- Decrease.Name = Stat
- Services.Debris:AddItem(Decrease, StatsDecreaseDuration)
- end
- if Effect == "Stun" then
- EffectsFolder.StunEffect.Value = true
- EffectsFolder.StunEffect.Stun.Value = 1001
- end
- end
- if HitStats and HitStats:IsA("Folder") then
- Damage = Damage / HitStats.Defence.Value
- end
- coroutine.resume(coroutine.create(function()
- wait()
- Hit:TakeDamage(Damage)
- Display(HitCharacter, Damage, "Damage")
- end))
- end
- function ValidateDamage(Part, Type, Distance, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration)
- for ChildrenNumber, Children in pairs(Services.Workspace:children()) do
- if Children ~= Character and Children:FindFirstChild("Humanoid") and Children:FindFirstChild("Head") then
- local HitHead = Children.Head
- ---local TargetPosition = Hitbox.Position
- local Magnitude = 0
- if Distance > Magnitude then
- local Hit = Children.Humanoid
- local HitCharacter = Children
- DoDamage(Hit, HitCharacter, Type, MinDamage, MaxDamage, PartLook, Knockback, SFX, SFXPitch, Delay, PartLook, Effect, Stat, StatsDecreaseNumber, StatsDecreaseDuration)
- end
- end
- end
- end
- function Attack1()
- Attacking = true
- if not Fury then
- for i = 1, 8 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(2.6, 0, 0.2), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1), 0.3)
- end
- SoundEffect(Torso, 247718224, 1, 1.044, false)
- for i = 1, 8 do
- Wait2()
- ValidateDamage(Part2, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, -1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0, 0, 1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.4, 0) * CFrame.Angles(0.3, 0, -0.5), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, 0.7) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, -1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, -0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, -1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1), 0.3)
- end
- else
- for i = 1, 3 do
- Wait2()
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(1, -1, 0.3), 0.5)
- end
- for i = 1, 8 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1.2), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(0.2, 0.5, -0.8) * CFrame.Angles(2.6, 0, -1.3), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1.57), 0.3)
- end
- SoundEffect(Torso, 247718224, 1, 1.044, false)
- for i = 1, 8 do
- Wait2()
- ValidateDamage(Part2, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.2, 0.4, 0.2) * CFrame.Angles(-0.1, -0.2, 0.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.7) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-2, 0, 1.57), 0.3)
- end
- end
- Attacking = false
- end
- function Attack2()
- Attacking = true
- if not Fury then
- for i = 1, 8 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0.3, -0.6, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- SoundEffect(Torso, 247718230, 1, 1.276, false)
- for i = 1, 10 do
- Wait2()
- ValidateDamage(Part2, "Normal", 3, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 3, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 3, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 3, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 3, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 3, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, -1.6), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 1, 0) * CFrame.Angles(0.3, 0, 1.6), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1, 0.5, -0.5) * CFrame.Angles(0, 2.3, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.5, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, -1.6, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, -0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, -1.6, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- else
- for i = 1, 8 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0.3, -0.6, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- SoundEffect(Torso, 247718230, 1, 1.276, false)
- for i = 1, 10 do
- Wait2()
- ValidateDamage(Part2, "Normal", 3, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 3, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 3, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 3, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 3, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 3, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, -1.6), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 1, 0) * CFrame.Angles(0.3, 0, 1.6), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1, 0.5, -0.5) * CFrame.Angles(0, 2.3, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.5, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, -1.6, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, -0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, -1.6, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- end
- Attacking = false
- end
- function Attack3()
- Attacking = true
- if not Fury then
- CanAnimate = false
- for i = 1, 12 do
- Wait2()
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0.3, 2) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(3.2, 0, 0.2), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, -0.5), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0.5), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1.57), 0.3)
- end
- SoundEffect(Torso, 247718230, 1, 1.6, false)
- for i = 1, 12 do
- Wait2()
- ValidateDamage(Part2, "Normal", 3, 4, 7, RootPart, 5, 247718107, 1.4, 0.3, nil, "Movement", 0.1, 0.5)
- ValidateDamage(Part3, "Normal", 3, 4, 7, RootPart, 5, 247718107, 1.4, 0.3, nil, "Movement", 0.1, 0.5)
- ValidateDamage(Part5, "Normal", 3, 4, 7, RootPart, 5, 247718107, 1.4, 0.3, nil, "Movement", 0.1, 0.5)
- ValidateDamage(Part8, "Normal", 3, 4, 7, RootPart, 5, 247718107, 1.4, 0.3, nil, "Movement", 0.1, 0.5)
- ValidateDamage(Part9, "Normal", 3, 4, 7, RootPart, 5, 247718107, 1.4, 0.3, nil, "Movement", 0.1, 0.5)
- ValidateDamage(Part10, "Normal", 3, 4, 7, RootPart, 5, 247718107, 1.4, 0.3, nil, "Movement", 0.1, 0.5)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, -1.6), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -2, -0.5) * CFrame.Angles(0.3, 0, 1.6), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0.2, 0, 0.2), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.3, 0.4, 0.2) * CFrame.Angles(-0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, -1.6, -0.5), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, -0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, -1.6, 0.5), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0.5, -0.8, 0) * CFrame.Angles(-1.57, 0, 0), 0.3)
- end
- CanAnimate = true
- else
- for i = 1, 8 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 2, 0) * CFrame.Angles(0.3, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(0.4, 0.5, -1) * CFrame.Angles(3.2, 3.8, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- SoundEffect(Torso, 247718230, 1, 1.6, false)
- for i = 1, 8 do
- Wait2()
- ValidateDamage(Part2, "Normal", 3, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 3, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 3, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 3, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 3, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 3, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -2, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(3.2, 0.5, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.8, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- end
- Attacking = false
- end
- function Attack4()
- Attacking = true
- if not Fury then
- CanAnimate = false
- for i = 1, 8 do
- Wait2()
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, -0.6, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- SoundEffect(Torso, 247718248, 1, 1, false)
- for i = 1, 20 do
- Wait2()
- ValidateDamage(Part2, "Normal", 5, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 5, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 5, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 5, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 5, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 5, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 0), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -2, 0) * CFrame.Angles(0.3, 0, i / 2), 0.4)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1, 0.5, -0.5) * CFrame.Angles(0, 2.3, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.5, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.5, -1.6, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, -0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.5, -1.6, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- CanAnimate = true
- else
- CanAnimate = false
- for i = 1, 8 do
- Wait2()
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, -0.6, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- SoundEffect(Torso, 247718248, 1, 1, false)
- for i = 1, 20 do
- Wait2()
- ValidateDamage(Part2, "Normal", 5, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 5, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 5, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 5, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 5, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 5, 6, 8, RootPart, 5, 247718107, 1.4, 0.3)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 0), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -2, 2) * CFrame.Angles(0, 1.6, i / 2), 0.4)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1, 0.5, -0.5) * CFrame.Angles(0, 2.3, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.5, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.5, -1.6, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, -0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.5, -1.6, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- CanAnimate = true
- end
- Attacking = false
- end
- function EvadeE()
- Attacking = true
- CanAnimate = false
- SoundEffect(Torso, 320557563, 1, 1, false)
- if not Fury then
- for i = 1, 10 do
- Wait2()
- BlockVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 1, 1, 1, 1, 1, 1)
- CircleVFX(Torso.CFrame, "Cyan", "Neon", 0.3, 0.05, 1, 1, 1, 3, 3, 3)
- RootPart.Velocity = Torso.CFrame.lookVector * -50
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 1)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 1)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.5)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 1.6), 0.5)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0.5, 0, 0.2), 0.5)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.5)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0, 0.5), 0.5)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 0, -0.5), 0.5)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.5)
- end
- else
- for i = 1, 10 do
- Wait2()
- RootPart.Velocity = RootPart.CFrame.lookVector * -100
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 1)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 1)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.5)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-i / 2, 0, 1.6), 0.5)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 2.6), 0.5)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, -2.6), 0.5)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.2, 0, 0), 0.5)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.2, 0, 0), 0.5)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.5)
- end
- end
- CanAnimate = true
- Attacking = false
- end
- function EvadeQ()
- Attacking = true
- CanAnimate = false
- SoundEffect(Torso, 320557563, 1, 1, false)
- if not Fury then
- for i = 1, 10 do
- Wait2()
- BlockVFX(Torso.CFrame, "White", "Neon", 0, 0.05, 1, 1, 1, 1, 1, 1)
- CircleVFX(Torso.CFrame, "Cyan", "Neon", 0.3, 0.05, 1, 1, 1, 3, 3, 3)
- RootPart.Velocity = Torso.CFrame.lookVector * -50
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 1)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 1)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.5)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1.6), 0.5)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0.5, 0, 0.2), 0.5)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.5)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0, 0.5), 0.5)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 0, -0.5), 0.5)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.5)
- end
- else
- for i = 1, 10 do
- Wait2()
- RootPart.Velocity = RootPart.CFrame.lookVector * 100
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 1)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 1)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.5)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(i / 2, 0, -1.6), 0.5)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, 0, 2.6), 0.5)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, 0, -2.6), 0.5)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.2, 0, 0), 0.5)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.2, 0, 0), 0.5)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.5)
- end
- end
- CanAnimate = true
- Attacking = false
- end
- function Move1()
- Attacking = true
- if not Fury then
- CanAnimate = false
- for i = 1, 8 do
- Wait2()
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 1, 3) * CFrame.Angles(0, 3.2, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(0, -0.6, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- game.Chat:Chat(owner.Character.Head, "Galla spin!", "Blue")
- SoundEffect(Torso, 247718248, 1, 1, false)
- for i = 1, 20 do
- Wait2()
- ValidateDamage(Part2, "Normal", 5, 4, 6, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 5, 4, 6, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 5, 4, 6, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 5, 4, 6, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 5, 4, 6, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 5, 4, 6, RootPart, 5, 247718107, 1.4, 0.3)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 0), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -2, -1) * CFrame.Angles(0, 3.2, i / 2), 0.4)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1, 0.5, -0.5) * CFrame.Angles(0, 2.3, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.5, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.5, -1.6, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.5, -1, -0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.5, -1.6, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- CanAnimate = true
- else
- game.Chat:Chat(owner.Character.Head, ". . .", "Red")
- for i = 1, 20 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1.2), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(0.2, 0.5, -0.8) * CFrame.Angles(2.6, 0, -1.3), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1.57), 0.3)
- end
- SoundEffect(Torso, 247718224, 1, 0.8, false)
- RootPartReferenceWeld.C0 = CFrame.new(1, -1, 5) * CFrame.Angles(0, 0, 0.8)
- CircleVFX(RootPartReference.CFrame, "Bright red", "Neon", 0, 0.01, 3, 3, 3, 1, -0.001, 0.01)
- ValidateDamage(RootPartReference, "Normal", 10, 10, 13, RootPart, 5, 247718107, 1.4, 0.3, "Defence", 0.25, 3)
- game.Chat:Chat(owner.Character.Head, "C h a o s c u t .", "Red")
- for i = 1, 50 do
- Wait2()
- ValidateDamage(Part2, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.2, 0.4, 0.2) * CFrame.Angles(-0.1, -0.2, 0.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.7) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-2, 0, 1.57), 0.3)
- end
- end
- Attacking = false
- end
- function Move2()
- Attacking = true
- CanResumeControl = false
- RemoveCharacterControl()
- if not Fury then
- local Point1 = Torso.Position
- game.Chat:Chat(owner.Character.Head, "...", "Blue")
- for i = 1, 15 do
- Wait2()
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, -0.5) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(1.6, 0, -0.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0, -0.6, -1.6), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, -0.5), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0.5), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0) * CFrame.Angles(-1.8, 0, 0), 0.3)
- end
- game.Chat:Chat(owner.Character.Head, "Star cutter!", "Blue")
- SoundEffect(Torso, 247718230, 1, 1.6, false)
- RootPart.Velocity = RootPart.CFrame.lookVector * 2000
- TorsoReferenceWeld.C0 = CFrame.new(-15, 0, -9)
- wait()
- RootPart.Velocity = Vector3.new(0, 0, 0)
- local Point2 = Torso.Position
- local Magnitude = 0
- local Hitbox = CylinderVFX(TorsoReference.CFrame * CFrame.Angles(0, 2.6, 0), "Cyan", "Neon", 0, 0.008, 1, 1, 1, 0, 0.1, 0.1)
- Hitbox.Size = Vector3.new(Magnitude, 0, 0)
- ValidateDamage(Hitbox, "Normal", 20, 8, 12, RootPart, 5, 247718107, 1.4, 0.3, nil, "Defence", 0.2, 5)
- for i = 1, 15 do
- Wait2()
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, -1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, -0.5) * CFrame.Angles(0, 0, 1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, -0.5) * CFrame.Angles(1.6, 0, 0.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.8), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, -1, -0.5), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, -0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, -1, 0.5), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0) * CFrame.Angles(-1.57, -0.5, 0), 0.3)
- end
- TorsoReferenceWeld.C0 = CFrame.new(0, 0, 0)
- else
- game.Chat:Chat(owner.Character.Head, ". . .", "Red")
- RootPartReferenceWeld.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(-1.6, 0, 1.6)
- for i = 1, 50 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 2, 0) * CFrame.Angles(0.3, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(0.4, 0.5, -1) * CFrame.Angles(3.2, 3.8, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- game.Chat:Chat(owner.Character.Head, "C h a o s w a v e .", "Red")
- SoundEffect(Torso, 247718230, 1, 1.6, false)
- do
- local WaveReference = RootPartReference:Clone()
- WaveReference.Parent = Services.Workspace
- WaveReference:ClearAllChildren()
- Services.Debris:AddItem(WaveReference, 2)
- local BodyVelocity = Instance.new("BodyVelocity", WaveReference)
- BodyVelocity.Velocity = RootPart.CFrame.lookVector * 100
- BodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
- coroutine.resume(coroutine.create(function()
- while WaveReference.Parent == Services.Workspace do
- Wait2()
- ValidateDamage(WaveReference, "Normal", 10, 10, 16, RootPart, 5, 247718107, 1.4, 0.3)
- SlashVFX(WaveReference.CFrame, "Bright red", "Neon", 0, 0.1, 0.001, 0.1, 0.1, 0, 0.001, 0.001)
- end
- end))
- for i = 1, 50 do
- Wait2()
- ValidateDamage(Part2, "Normal", 2, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 2, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 2, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 2, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 2, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 2, 7, 8, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -2, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(3.2, 0.5, 1.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.8, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- end
- end
- RemoveCharacterControl()
- CanResumeControl = true
- Attacking = false
- end
- function Move3()
- Attacking = true
- if not Fury then
- CanResumeControl = false
- RemoveCharacterControl()
- SoundEffect(RootPart, 588738544, 10, 1, false)
- game.Chat:Chat(owner.Character.Head, "Charge...", "Blue")
- for i = 1, 15 do
- wait()
- BlockVFX(LeftArmReference.CFrame, "Cyan", "Neon", 0, 0.05, 1, 1, 1, 0.5, 0.5, 0.5)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, -1), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 1), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.6, 0) * CFrame.Angles(0.2, 0, 0.2), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.3, 0.8, 0) * CFrame.Angles(0, 0, -2.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, -1, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, -0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, -1, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- game.Chat:Chat(owner.Character.Head, "Tactical blast!", "Blue")
- for i = 1, 8 do
- wait()
- BlockVFX(LeftArmReference.CFrame, "Cyan", "Neon", 0, 0.05, 1, 1, 1, 0.5, 0.5, 0.5)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.6, 0) * CFrame.Angles(-0.3, 0, 0.2), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.3, 0.5, -0.3) * CFrame.Angles(0.5, 0, 0.5), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- local TouchedFloor, WavePosition = FindPartOnRay(LeftArmReference.Position, CFrame.new(LeftArmReference.Position, LeftArmReference.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- SoundEffect(RootPart, 588735437, 10, 1, false)
- SoundEffect(RootPart, 588736245, 10, 1, false)
- CircleVFX(LeftArmReference.CFrame, "Cyan", "Neon", 0, 0.05, 10, 10, 10, 10, 10, 10)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition), "Cyan", "Neon", 0, 0.05, 1, 1.5, 1, 2, 0, 2)
- end
- ValidateDamage(RootPart, "Normal", 20, 10, 14, RootPart, 5, 0, 1.4, 0.3, "Stun")
- ValidateDamage(RootPart, "Normal", 45, 6, 8, RootPart, 5, 0, 1.4, 0.3)
- RemoveCharacterControl()
- CanResumeControl = true
- else
- game.Chat:Chat(owner.Character.Head, "C h a o s c o u n t e r a t t a c k .", "Red")
- for i = 1, 5 do
- for i = 1, 5 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0.5, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(2.6, 0, 0.2), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1), 0.3)
- end
- SoundEffect(Torso, 247718224, 1, 1.044, false)
- for i = 1, 5 do
- Wait2()
- ValidateDamage(Part2, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, -1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0, 0, 1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.4, 0) * CFrame.Angles(0.3, 0, -0.5), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, 0.7) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, -1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, -0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, -1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1), 0.3)
- end
- for i = 1, 3 do
- Wait2()
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(1, -1, 0.3), 0.5)
- end
- for i = 1, 5 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1.2), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(0.2, 0.5, -0.8) * CFrame.Angles(2.6, 0, -1.3), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1.57), 0.3)
- end
- SoundEffect(Torso, 247718224, 1, 1.044, false)
- for i = 1, 5 do
- Wait2()
- ValidateDamage(Part2, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.2, 0.4, 0.2) * CFrame.Angles(-0.1, -0.2, 0.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.7) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-2, 0, 1.57), 0.3)
- end
- end
- local TouchedFloor, WavePosition = FindPartOnRay(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- SoundEffect(RootPart, 588735437, 10, 1, false)
- SoundEffect(RootPart, 588736245, 10, 1, false)
- CircleVFX(RootPart.CFrame, "Bright red", "Neon", 0, 0.05, 10, 10, 10, 10, 10, 10)
- if TouchedFloor then
- WaveVFX(CFrame.new(WavePosition), "Bright red", "Neon", 0, 0.05, 1, 1.5, 1, 2, 0, 2)
- end
- ValidateDamage(RootPart, "Normal", 20, 10, 14, RootPart, 5, 0, 1.4, 0.3, "Stun")
- ValidateDamage(RootPart, "Normal", 45, 6, 8, RootPart, 5, 0, 1.4, 0.3)
- end
- Attacking = false
- end
- function Move4()
- Attacking = true
- CanResumeControl = false
- RemoveCharacterControl()
- if not Fury then
- game.Chat:Chat(owner.Character.Head, "...", "Blue")
- for i = 1, 20 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0) * CFrame.Angles(2.6, 0, 0.2), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1), 0.3)
- end
- game.Chat:Chat(owner.Character.Head, "X...", "Blue")
- SoundEffect(Torso, 247718224, 1, 0.8, false)
- RootPartReferenceWeld.C0 = CFrame.new(0, 0, 10) * CFrame.Angles(0, 0, -0.8)
- CircleVFX(RootPartReference.CFrame, "Cyan", "Neon", 0, 0.01, 5, 5, 5, 3, -0.001, 0.01)
- ValidateDamage(RootPartReference, "Normal", 10, 10, 13, RootPart, 5, 247718107, 1.4, 0.3, "Defence", 0.25, 3)
- for i = 1, 8 do
- Wait2()
- ValidateDamage(Part2, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, -1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.4, 0) * CFrame.Angles(0.1, 0, -0.5), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, 0.7) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, -1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, -0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, -1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1), 0.3)
- end
- for i = 1, 20 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1.2), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(0.2, 0.5, -0.8) * CFrame.Angles(2.6, 0, -1.3), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(0.5, 0, -0.2), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1.57), 0.3)
- end
- SoundEffect(Torso, 247718224, 1, 0.8, false)
- RootPartReferenceWeld.C0 = CFrame.new(0, 0, 10) * CFrame.Angles(0, 0, 0.8)
- CircleVFX(RootPartReference.CFrame, "Cyan", "Neon", 0, 0.01, 5, 5, 5, 3, -0.001, 0.01)
- ValidateDamage(RootPartReference, "Normal", 10, 10, 13, RootPart, 5, 247718107, 1.4, 0.3, "Defence", 0.25, 3)
- game.Chat:Chat(owner.Character.Head, "Cut!", "Blue")
- for i = 1, 50 do
- Wait2()
- ValidateDamage(Part2, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part3, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part5, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part8, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part9, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- ValidateDamage(Part10, "Normal", 2, 3, 5, RootPart, 5, 247718107, 1.4, 0.3)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.2, 0.4, 0.2) * CFrame.Angles(-0.1, -0.2, 0.6), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(-0.5, 0, -0.4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.7) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, 0.7) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-2, 0, 1.57), 0.3)
- end
- else
- SoundEffect(LeftArmReference, 199145446, 1, 1, false)
- game.Chat:Chat(owner.Character.Head, ". . .", "Red")
- for i = 1, 30 do
- wait()
- BlockVFX(LeftArmReference.CFrame, "Bright red", "Neon", 0, 0.05, 1, 1, 1, 0.5, 0.5, 0.5)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, -1), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 1), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.6, 0) * CFrame.Angles(0.2, 0, 0.2), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.3, 0.5, 0) * CFrame.Angles(1.6, 0, 0.6), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, -1, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.8, -1, -0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, -1, 0.5), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- game.Chat:Chat(owner.Character.Head, "C h a o s . . .", "Red")
- for i = 1, 8 do
- wait()
- BlockVFX(LeftArmReference.CFrame, "Bright red", "Neon", 0, 0.05, 1, 1, 1, 0.5, 0.5, 0.5)
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 1.6), 0.4)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, -0.2) * CFrame.Angles(0, 0, -1.6), 0.4)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.6, 0) * CFrame.Angles(-0.2, 0, 0.2), 0.4)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.3, 0.5, 0) * CFrame.Angles(1.6, 0, -1.6), 0.4)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.6, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1.6, -0.5), 0.4)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.6, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1.6, 0.5), 0.4)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.4)
- end
- SoundEffect(LeftArmReference, 280247455, 3, 1, false)
- WaveVFX(LeftArmReference.CFrame, "Bright red", "Neon", 0, 0.05, 1, 1.5, 1, 1, 0.5, 1)
- for i = 1, 30 do
- wait()
- WaveVFX(LeftArmReference.CFrame, "Bright red", "Neon", 0, 0.05, 1, 1.5, 1, 1, 0.5, 1)
- LeftArmReferenceWeld.C0 = CFrame.new(0, i * 2, 0)
- RingVFX(LeftArmReference.CFrame * CFrame.Angles(1.57, 0, 1.57), "Bright red", "Neon", 0, 0.05, 1, 1, 1, 1, 1, 1)
- end
- game.Chat:Chat(owner.Character.Head, "O V E R D R I V E !", "Red")
- local TouchedFloor, WavePosition = FindPartOnRay(LeftArmReference.Position, CFrame.new(LeftArmReference.Position, LeftArmReference.Position - Vector3.new(0, 1, 0)).lookVector, 200, Character)
- if TouchedFloor then
- Hitbox = CircleVFX(CFrame.new(WavePosition), "Bright red", "Neon", 0, 0.01, 10, 10, 10, 10, 10, 10)
- WaveVFX(Hitbox.CFrame, "Bright red", "Neon", 0, 0.01, 1, 1.5, 1, 2, 0, 2)
- end
- SoundEffect(LeftArmReference, 110284742, 3, 0.8, false)
- wait()
- ValidateDamage(Hitbox, "Normal", 100, 26, 30, RootPart, 5, 247718107, 1.4, 0.3, "Stun", "Movement", 0.1, 0.5)
- LeftArmReferenceWeld.C0 = CFrame.new(0, 1, 0)
- end
- ResumeCharacterControl()
- CanResumeControl = true
- Attacking = false
- end
- function FuryMode()
- Attacking = true
- Cooldown7Add = 0
- CanResumeControl = false
- RemoveCharacterControl()
- if not Fury then
- game.Chat:Chat(owner.Character.Head, ". . .", "Red")
- coroutine.resume(coroutine.create(function()
- for i = 1, 60 do
- Wait2()
- Attacking = true
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5 - DoAnimateVal / 4, 0) * CFrame.Angles(-0.1 - DoAnimateVal / 8, -1, 0.3 - DoAnimateVal / 8), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5 - DoAnimateVal / 4, 0) * CFrame.Angles(0 - DoAnimateVal2 / 2, 0, -0.2 - DoAnimateVal2 / 4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1.57), 0.3)
- end
- end))
- Face.Texture = "http://www.roblox.com/asset/?id=362505168"
- for i = 1, 60 do
- wait()
- Part2.Transparency = Part2.Transparency + 0.01
- Part5.Transparency = Part5.Transparency + 0.01
- Part3.Transparency = Part3.Transparency + 0.01
- Part9.Transparency = Part9.Transparency + 0.01
- Part8.Transparency = Part8.Transparency + 0.01
- Part10.Transparency = Part10.Transparency + 0.01
- end
- for i, v in pairs(LazerEdge:children()) do
- if v.BrickColor == BrickColor.new("Cyan") then
- v.BrickColor = BrickColor.new("Bright red")
- end
- end
- game.Chat:Chat(owner.Character.Head, "I t ' s t i m e t o e n d t h i s a l r e a d y ,", "Red")
- wait(2)
- game.Chat:Chat(owner.Character.Head, "d o n ' t y o u t h i n k ?", "Red")
- for i = 1, 60 do
- wait()
- Part2.Transparency = Part2.Transparency - 0.01
- Part5.Transparency = Part5.Transparency - 0.01
- Part3.Transparency = Part3.Transparency - 0.01
- Part9.Transparency = Part9.Transparency - 0.01
- Part8.Transparency = Part8.Transparency - 0.01
- Part10.Transparency = Part10.Transparency - 0.01
- end
- game.Chat:Chat(owner.Character.Head, "L e t ' s p l a y h i d e a n d s e e k .", "Red")
- for i = 1, 120 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0.3, 0), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.4 - DoAnimateVal / 4, 0) * CFrame.Angles(-0.1 - DoAnimateVal / 8, -1, 0.3 - DoAnimateVal / 8), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.4 - DoAnimateVal / 4, 0) * CFrame.Angles(0 - DoAnimateVal2 / 2, 0, -0.2 - DoAnimateVal2 / 4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1.57), 0.3)
- end
- game.Chat:Chat(owner.Character.Head, ": )", "Red")
- Fury = true
- else
- Fury = false
- game.Chat:Chat(owner.Character.Head, "Uhh..", "Blue")
- coroutine.resume(coroutine.create(function()
- for i = 1, 60 do
- Wait2()
- Attacking = true
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5 - DoAnimateVal / 4, 0) * CFrame.Angles(-0.1 - DoAnimateVal / 8, -1, 0.3 - DoAnimateVal / 8), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5 - DoAnimateVal / 4, 0) * CFrame.Angles(0 - DoAnimateVal2 / 2, 0, -0.2 - DoAnimateVal2 / 4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1.57), 0.3)
- end
- end))
- Face.Texture = Texture
- for i = 1, 60 do
- wait()
- Part2.Transparency = Part2.Transparency + 0.01
- Part5.Transparency = Part5.Transparency + 0.01
- Part3.Transparency = Part3.Transparency + 0.01
- Part9.Transparency = Part9.Transparency + 0.01
- Part8.Transparency = Part8.Transparency + 0.01
- Part10.Transparency = Part10.Transparency + 0.01
- Head.face.Transparency = Head.face.Transparency - 0.01
- end
- for i, v in pairs(LazerEdge:children()) do
- if v.BrickColor == BrickColor.new("Bright red") then
- v.BrickColor = BrickColor.new("Cyan")
- end
- end
- for i = 1, 60 do
- wait()
- Part2.Transparency = Part2.Transparency - 0.01
- Part5.Transparency = Part5.Transparency - 0.01
- Part3.Transparency = Part3.Transparency - 0.01
- Part9.Transparency = Part9.Transparency - 0.01
- Part8.Transparency = Part8.Transparency - 0.01
- Part10.Transparency = Part10.Transparency - 0.01
- end
- game.Chat:Chat(owner.Character.Head, "What the hell just happened? i can't remember anything...", "Blue")
- for i = 1, 120 do
- Wait2()
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, DoAnimateVal4 / 4, DoAnimateVal4 / 4), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5 + DoAnimateVal2, 0) * CFrame.Angles(0.1 + DoAnimateVal2, 0, 0.2), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5 + DoAnimateVal2, 0) * CFrame.Angles(0.1 + DoAnimateVal2, 0, -0.2), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- end
- CanResumeControl = true
- Attacking = false
- Cooldown7Add = 1
- end
- function MouseClick()
- if Attacking or not CanAnimate then
- return
- end
- if Combo == 1 then
- Combo = 2
- Attack1()
- elseif Combo == 2 then
- Combo = 3
- Attack2()
- elseif Combo == 3 then
- Combo = 4
- Attack3()
- elseif Combo == 4 then
- Combo = 1
- Attack4()
- end
- end
- function Keydown(Key)
- if Attacking or not CanAnimate then
- return
- end
- if Key == "z" and Cooldown1 == MaxCooldown1 and Mana.Value > 5 then
- Cooldown1 = 0
- Mana.Value = Mana.Value - 5
- Move1()
- end
- if Key == "x" and Cooldown2 == MaxCooldown2 and Mana.Value > 15 then
- Cooldown2 = 0
- Mana.Value = Mana.Value - 15
- Move2()
- end
- if Key == "c" and Cooldown3 == MaxCooldown3 and Mana.Value > 40 then
- Cooldown3 = 0
- Mana.Value = Mana.Value - 40
- Move3()
- end
- if Key == "v" and Cooldown4 == MaxCooldown4 and Mana.Value > 50 then
- Cooldown4 = 0
- Mana.Value = Mana.Value - 50
- Move4()
- end
- if Key == "q" and Cooldown5 == MaxCooldown5 then
- Cooldown5 = 0
- EvadeQ()
- end
- if Key == "e" and Cooldown6 == MaxCooldown6 then
- Cooldown6 = 0
- EvadeE()
- end
- if Key == "f" and Cooldown7 > MaxCooldown7 / 16 then
- FuryMode()
- end
- end
- Mouse.Button1Down:connect(MouseClick)
- Mouse.KeyDown:connect(Keydown)
- CooldownZBarBar.MouseButton1Click:connect(MobileControlZ)
- CooldownXBarBar.MouseButton1Click:connect(MobileControlX)
- CooldownCBarBar.MouseButton1Click:connect(MobileControlC)
- CooldownVBarBar.MouseButton1Click:connect(MobileControlV)
- CooldownQBarBar.MouseButton1Click:connect(MobileControlQ)
- CooldownEBarBar.MouseButton1Click:connect(MobileControlE)
- DoAnimateVal = 0
- DoAnimateVal2 = 0
- DoAnimateVal3 = 0
- DoAnimateVal4 = 0
- Increase = 0
- Increase2 = 0
- Invert = false
- Invert2 = false
- Invert3 = false
- Invert4 = false
- WalkVal = 0
- WalkInvert = false
- Walk = false
- function Effects()
- if StunEffect.Value and not Attacking then
- CanAnimate = false
- HealthBarText.Text = "Stunned!"
- ManaBarText.Text = "Stunned!"
- RemoveCharacterControl()
- if CanShowStunDisplay then
- CanShowStunDisplay = false
- Display(Character, "Stunned", "Stun")
- end
- AntiGlitch = true
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, DoAnimateVal4 / 4, DoAnimateVal4 / 4), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5 + DoAnimateVal2, 0) * CFrame.Angles(0.1 + DoAnimateVal2, 0, 0.2), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5 + DoAnimateVal2, 0) * CFrame.Angles(0.1 + DoAnimateVal2, 0, -0.2), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.05, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- coroutine.resume(coroutine.create(function()
- wait(2)
- CanRemoveStun = true
- end))
- if CanRemoveStun then
- StunEffect.Stun.Value = StunEffect.Stun.Value - 10
- end
- if 0 < Stars.Transparency then
- Stars.Transparency = Stars.Transparency - 0.01
- end
- end
- if StunEffect.Stun.Value < 1 then
- if CanResumeControl then
- ResumeCharacterControl()
- else
- wait()
- end
- StunEffect.Stun.Value = 0
- StunBarVisible = false
- StunEffect.Value = false
- CanShowStunDisplay = true
- CanRemoveStun = false
- if not Attacking then
- CanAnimate = true
- end
- AntiGlitch = false
- if 1 > Stars.Transparency then
- Stars.Transparency = Stars.Transparency + 0.05
- end
- end
- end
- for i, v in pairs(Debuffs:children()) do
- if MyStats:FindFirstChild(v.Name) then
- MyStats:FindFirstChild(v.Name).Value = MyStats:FindFirstChild(v.Name).Value - v.Value
- end
- end
- function VisualEffects()
- for i = 1, #VFXList do
- if VFXList[i] then
- local VFXConfiguration = VFXList[i]
- if VFXConfiguration then
- if VFXConfiguration[1] == "Display" and VFXConfiguration[2]:FindFirstChild("Damage") then
- VFXConfiguration[2].Damage.TextLabel.TextStrokeTransparency = VFXConfiguration[2].Damage.TextLabel.TextStrokeTransparency + VFXConfiguration[3]
- VFXConfiguration[2].Damage.TextLabel.TextTransparency = VFXConfiguration[2].Damage.TextLabel.TextTransparency + VFXConfiguration[3]
- end
- if VFXConfiguration[1] == "Resize" and VFXConfiguration[2]:FindFirstChild("Mesh") and 1 > VFXConfiguration[2].Transparency then
- VFXConfiguration[2].Mesh.Scale = VFXConfiguration[2].Mesh.Scale + Vector3.new(VFXConfiguration[4], VFXConfiguration[5], VFXConfiguration[6])
- VFXConfiguration[2].Transparency = VFXConfiguration[2].Transparency + VFXConfiguration[3]
- end
- if VFXConfiguration[1] == "Rotate" and 1 > VFXConfiguration[2].Transparency then
- VFXConfiguration[2].Rotation = VFXConfiguration[2].Rotation + Vector3.new(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- end
- end
- end
- end
- end
- function UpdateAllBars()
- AtkBarText.Text = "Atk: " .. Attack.Value * 100 .. "%"
- DefBarText.Text = "Def: " .. Defence.Value * 100 .. "%"
- MvmtBarText.Text = "Mvmt: " .. Movement.Value * 100 .. "%"
- ManaBarText.Text = "Mana: " .. Mana.Value .. "%"
- HealthBarText.Text = "Health: " .. Humanoid.Health .. "%"
- if PushedJump.Value then
- Humanoid.JumpPower = 300
- CanResumeControl = false
- else
- CanResumeControl = true
- end
- if not AntiGlitch then
- HealthBarBar:TweenSize(UDim2.new(0.98 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 0, 19), "Out", "Quad", 0.3)
- ManaBarBar:TweenSize(UDim2.new(0.98 * (Mana.Value / 100), 0, 0, 19), "Out", "Quad", 0.3)
- CooldownZBarBar:TweenSize(UDim2.new(1 * (Cooldown1 / MaxCooldown1), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownXBarBar:TweenSize(UDim2.new(1 * (Cooldown2 / MaxCooldown2), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownCBarBar:TweenSize(UDim2.new(1 * (Cooldown3 / MaxCooldown3), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownVBarBar:TweenSize(UDim2.new(1 * (Cooldown4 / MaxCooldown4), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownQBarBar:TweenSize(UDim2.new(1 * (Cooldown5 / MaxCooldown5), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownEBarBar:TweenSize(UDim2.new(1 * (Cooldown6 / MaxCooldown6), 0, 0, 70), "Out", "Quad", 0.3)
- CooldownFBarBar:TweenSize(UDim2.new(1 * (Cooldown7 / MaxCooldown7), 0, 0, 70), "Out", "Quad", 0.3)
- end
- if StunEffect.Value == true then
- if not StunBarVisible then
- StunBarVisible = true
- StunBarBack = GUI("Frame", WeaponGUI, UDim2.new(0, 116, 0, 25), UDim2.new(0, 0, 0, 0), UDim2.new(0, 116, 0.843, 0), 0, true, "Really black", 0)
- StunBarBar = GUI("Frame", StunBarBack, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 4, 0, 3), 0, true, "Cool yellow", 0)
- StunBarText = GUI("TextLabel", WeaponGUI, UDim2.new(0, 109, 0, 19), UDim2.new(0, 120, 0.844, 0), 1, true, "", 0, nil, "Stun", "Bright yellow", "Black", 0, true, "SourceSansBold")
- end
- StunBarBar:TweenSize(UDim2.new(0.94 * (StunEffect.Stun.Value / 1000), 0, 0, 19), "Out", "Quad", 0.3)
- end
- if Stun.Value == 0 then
- coroutine.resume(coroutine.create(function()
- StunBarBack:TweenSizeAndPosition(UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), "Out", "Quad", 3)
- StunBarBack:TweenSizeAndPosition(UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), "Out", "Quad", 3)
- StunBarText:TweenSizeAndPosition(UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0), "Out", "Quad", 3)
- StunBarBar:Remove()
- wait(5)
- StunBarBack:Remove()
- StunBarText:Remove()
- end))
- end
- if Humanoid.Health > 75 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Lime green").Color
- elseif Humanoid.Health > 50 and Humanoid.Health < 75 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Cool yellow").Color
- elseif Humanoid.Health > 35 and Humanoid.Health < 50 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Bright yellow").Color
- elseif Humanoid.Health > 15 and Humanoid.Health < 35 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Bright red").Color
- elseif Humanoid.Health < 35 then
- HealthBarBar.BackgroundColor3 = BrickColor.new("Really red").Color
- end
- end
- function FindPartOnRay(Position, Direction, MaxDistance, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * MaxDistance), Ignore)
- end
- function Values()
- for i, v in pairs(Debuffs:children()) do
- if v ~= nil and MyStats:FindFirstChild(v.Name) then
- if v.Name == "Attack" then
- AttackDecrease = AttackDecrease + v.Value
- end
- if v.Name == "Movement" then
- MvmtDecrease = MvmtDecrease + v.Value
- end
- if v.Name == "Defence" then
- DefenceDecrease = DefenceDecrease + v.Value
- end
- if Attack.Value < 0 then
- Attack.Value = 0
- end
- if Defence.Value < 0 then
- Defence.Value = 0
- end
- if Movement.Value < 0 then
- Movement.Value = 0
- end
- end
- end
- Attack.Value = 1 - AttackDecrease
- Defence.Value = 1 - DefenceDecrease
- Movement.Value = 1 - MvmtDecrease
- AttackDecrease = 0
- MvmtDecrease = 0
- DefenceDecrease = 0
- if CharacterUnderControl and not Attacking then
- Humanoid.WalkSpeed = 16 * Movement.Value
- end
- Increase = Increase + 0.1
- Increase2 = Increase2 + 1
- if WalkVal > 10 then
- WalkInvert = true
- elseif 1 > WalkVal then
- WalkInvert = false
- end
- if WalkInvert then
- WalkVal = WalkVal - 1
- elseif not WalkInvert then
- WalkVal = WalkVal + 1
- end
- if 0.5 < DoAnimateVal then
- Invert = true
- elseif DoAnimateVal < -0.5 then
- Invert = false
- end
- if 0.2 < DoAnimateVal2 then
- Invert2 = true
- elseif 0 > DoAnimateVal2 then
- Invert2 = false
- end
- if Invert == false then
- DoAnimateVal = DoAnimateVal + 0.01
- else
- DoAnimateVal = DoAnimateVal - 0.01
- end
- if Invert2 == false then
- DoAnimateVal2 = DoAnimateVal2 + 0.005
- else
- DoAnimateVal2 = DoAnimateVal2 - 0.005
- end
- if 1 < DoAnimateVal3 then
- Invert3 = true
- elseif 0 > DoAnimateVal3 then
- Invert3 = false
- end
- if Invert3 == false then
- DoAnimateVal3 = DoAnimateVal3 + 0.1
- else
- DoAnimateVal3 = DoAnimateVal3 - 0.1
- end
- if 1 < DoAnimateVal4 then
- Invert4 = true
- elseif DoAnimateVal4 < -1 then
- Invert4 = false
- end
- if Invert4 == false then
- DoAnimateVal4 = DoAnimateVal4 + 0.1
- else
- DoAnimateVal4 = DoAnimateVal4 - 0.1
- end
- if Stun.Value > 999 then
- Stun.Value = 1000
- end
- if Cooldown1 < MaxCooldown1 then
- Cooldown1 = Cooldown1 + Cooldown1Add
- end
- if Cooldown1 > MaxCooldown1 - 1 then
- Cooldown1 = MaxCooldown1
- end
- if Cooldown2 < MaxCooldown2 then
- Cooldown2 = Cooldown2 + Cooldown2Add
- end
- if Cooldown2 > MaxCooldown2 - 1 then
- Cooldown2 = MaxCooldown2
- end
- if Cooldown3 < MaxCooldown3 then
- Cooldown3 = Cooldown3 + Cooldown3Add
- end
- if Cooldown3 > MaxCooldown3 - 1 then
- Cooldown3 = MaxCooldown3
- end
- if Cooldown4 < MaxCooldown4 then
- Cooldown4 = Cooldown4 + Cooldown4Add
- end
- if Cooldown4 > MaxCooldown4 - 1 then
- Cooldown4 = MaxCooldown4
- end
- if Cooldown5 < MaxCooldown5 then
- Cooldown5 = Cooldown5 + Cooldown5Add
- end
- if Cooldown5 > MaxCooldown5 - 1 then
- Cooldown5 = MaxCooldown5
- end
- if Cooldown6 < MaxCooldown6 then
- Cooldown6 = Cooldown6 + Cooldown6Add
- end
- if Cooldown6 > MaxCooldown6 - 1 then
- Cooldown6 = MaxCooldown6
- end
- if Cooldown7 < MaxCooldown7 and not Fury then
- Cooldown7 = Cooldown7 + Cooldown7Add
- end
- if Fury then
- Cooldown7 = Cooldown7 - Cooldown7Add
- end
- if Cooldown7 > MaxCooldown7 - 1 then
- Cooldown7 = MaxCooldown7
- end
- if Cooldown7 < 1 and Fury and not Attacking then
- coroutine.resume(coroutine.create(function()
- FuryMode()
- end))
- end
- if ManaDelay < ManaDelay2 then
- ManaDelay = ManaDelay + 1
- elseif ManaDelay > ManaDelay2 - 1 then
- ManaDelay = 0
- end
- if Mana.Value < 100 and ManaDelay < 1 then
- Mana.Value = Mana.Value + 1
- end
- if Mana.Value > 99 then
- Mana.Value = 100
- end
- end
- function Animations()
- local Velocity = RootPart.Velocity.magnitude * Vector3.new(1, 0, 1).magnitude
- local FallVelocity = RootPart.Velocity.Y
- local Floor = FindPartOnRay(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position + Vector3.new(0, -1, 0)).lookVector, 4, Character)
- if Floor and PushedJump.Value then
- PushedJump.Value = false
- end
- StarsWeld.C1 = Animate(StarsWeld.C1, CFrame.Angles(0, Increase, 0), 0.2)
- if CanAnimate then
- if Velocity > 1 and Floor then
- if WalkInvert then
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame * CFrame.Angles(0, 0, 1), 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame * CFrame.Angles(0, 0, 1), 0.2)
- elseif not WalkInvert then
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame * CFrame.Angles(0, 0, -1), 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame * CFrame.Angles(0, 0, -1), 0.2)
- end
- else
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- end
- if Velocity < 1 and Floor and not Attacking and Fury then
- Walk = false
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5 - DoAnimateVal / 8, 0) * CFrame.Angles(-0.1 - DoAnimateVal / 8, -1, 0.3 - DoAnimateVal / 8), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5 - DoAnimateVal / 8, 0) * CFrame.Angles(0 - DoAnimateVal2 / 2, 0, -0.2 - DoAnimateVal2 / 4), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, -0.5) * CFrame.Angles(-1.57, 0, 1.57), 0.2)
- end
- if Velocity > 1 and Floor and not Attacking and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.2, 0.1, 0.6), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.1, 0, -0.8), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5 - DoAnimateVal / 4, 0) * CFrame.Angles(-0.3 - DoAnimateVal / 8, -1, 0.3 - DoAnimateVal / 8), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1, 0.5 - DoAnimateVal / 4, -1) * CFrame.Angles(1.6 - DoAnimateVal2 / 2, 0, 1.6 + DoAnimateVal2 / 4), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0.8, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.7, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 0.8, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0.5, -0.8, 0) * CFrame.Angles(-1.57, 0, 0), 0.2)
- end
- if FallVelocity > 1 and not Floor and not Attacking and not PushedJump.Value and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.5, 0, 0 + DoAnimateVal / 8), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.3, RootPart.RotVelocity.Y / 50, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.6 + DoAnimateVal2 / 4, 0) * CFrame.Angles(-0.5, 0, 0.1 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.6 + DoAnimateVal2 / 8, 0) * CFrame.Angles(-0.5, 0, -0.1 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, -0.5) * CFrame.Angles(-0.5, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- if FallVelocity > 1 and not Floor and not Attacking and PushedJump.Value and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, Increase * 6), 0.35)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0.2) * CFrame.Angles(-0.5, 0, 0.3 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0.2) * CFrame.Angles(-0.5, 0, -0.3 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- if FallVelocity < -1 and not Floor and not Attacking and PushedJump.Value and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-Increase * 6, 0, 0), 0.35)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0.2) * CFrame.Angles(-0.5, 0, 0.1 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0.2) * CFrame.Angles(-0.5, 0, -0.1 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(1, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(-1, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- if FallVelocity < -1 and not Floor and not Attacking and not PushedJump.Value and Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.8, 0, 0 + DoAnimateVal / 8), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.3, RootPart.RotVelocity.Y / 50, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.6 + DoAnimateVal2 / 4, 0) * CFrame.Angles(0.5, 0, 0.1 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.6 + DoAnimateVal2 / 8, 0) * CFrame.Angles(0.5, 0, -0.1 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0.3, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, -0.5) * CFrame.Angles(-0.5, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- if Velocity < 1 and Floor and not Attacking and not Fury then
- Walk = false
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-DoAnimateVal / 4, 0, 0.8 + DoAnimateVal / 8), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -1), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5 + DoAnimateVal2 / 4, 0) * CFrame.Angles(0 + DoAnimateVal / 4, 0, 0.1 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5 + DoAnimateVal2 / 8, 0) * CFrame.Angles(0 - DoAnimateVal / 4, 0, -0.1 - DoAnimateVal2 / 4), 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.7, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 1.2, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.7, -1, 0.4) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 1.2, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- if Velocity > 1 and Floor and not Attacking and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0, 0, 0.6), 0.3)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.1, 0, -0.8), 0.3)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5 - DoAnimateVal / 4, 0) * CFrame.Angles(-0.3 - DoAnimateVal / 8, 0, 0.3 - DoAnimateVal / 8), 0.3)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1, 0.5 - DoAnimateVal / 4, -1) * CFrame.Angles(1.6 - DoAnimateVal2 / 2, 0, 1.6 + DoAnimateVal2 / 4), 0.3)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(0.8, -1, -0.5) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0.8, 0), 0.3)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-0.7, -1, 0.5) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(0, 0.8, 0), 0.3)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.3)
- end
- if FallVelocity > 1 and not Floor and not Attacking and not PushedJump.Value and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.5, 0, 0 + DoAnimateVal / 8), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.3, RootPart.RotVelocity.Y / 50, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.6 + DoAnimateVal2 / 4, 0) * CFrame.Angles(-0.5, 0, 0.1 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.6 + DoAnimateVal2 / 8, 0) * CFrame.Angles(-0.5, 0, -0.1 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, -0.5) * CFrame.Angles(-0.5, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- if FallVelocity > 1 and not Floor and not Attacking and PushedJump.Value and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(-0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, Increase * 6), 0.35)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0.2) * CFrame.Angles(-0.5, 0, 0.3 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0.2) * CFrame.Angles(-0.5, 0, -0.3 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0, 1.6, 0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(0, -1.6, 0) * CFrame.Angles(-0.3, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- if FallVelocity < -1 and not Floor and not Attacking and PushedJump.Value and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.Angles(0.5, 0, 0), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-Increase * 6, 0, 0), 0.35)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.5, 0.2) * CFrame.Angles(-0.5, 0, 0.1 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.5, 0.2) * CFrame.Angles(-0.5, 0, -0.1 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(1, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, 0) * CFrame.Angles(-1, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- if FallVelocity < -1 and not Floor and not Attacking and not PushedJump.Value and not Fury then
- Neck.C0 = Animate(Neck.C0, NeckDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0.8, 0, 0 + DoAnimateVal / 8), 0.2)
- RootJoint.C0 = Animate(RootJoint.C0, RootDefaultCFrame * CFrame.new(0, 0, 0) * CFrame.Angles(-0.3, RootPart.RotVelocity.Y / 50, 0), 0.2)
- RightShoulder.C0 = Animate(RightShoulder.C0, CFrame.new(1.5, 0.6 + DoAnimateVal2 / 4, 0) * CFrame.Angles(0.5, 0, 0.1 + DoAnimateVal2 / 4), 0.2)
- LeftShoulder.C0 = Animate(LeftShoulder.C0, CFrame.new(-1.5, 0.6 + DoAnimateVal2 / 8, 0) * CFrame.Angles(0.5, 0, -0.1 - DoAnimateVal2 / 4), 0.2)
- RightHip.C1 = Animate(RightHip.C1, RightLegDefaultCFrame, 0.2)
- LeftHip.C1 = Animate(LeftHip.C1, LeftLegDefaultCFrame, 0.2)
- RightHip.C0 = Animate(RightHip.C0, CFrame.new(1, -1, 0) * CFrame.Angles(0.3, 1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- LeftHip.C0 = Animate(LeftHip.C0, CFrame.new(-1, -1, -0.5) * CFrame.Angles(-0.5, -1.6, 0) * CFrame.Angles(0, 0, 0), 0.2)
- HandleWeld.C0 = Animate(HandleWeld.C0, CFrame.new(0, -0.8, 0.5) * CFrame.Angles(-1.57, 0, -1.57), 0.2)
- end
- end
- end
- while true do
- Wait2()
- UpdateAllBars()
- Values()
- Effects()
- VisualEffects()
- Animations()
- end
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