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- --Ahuhuhuhu it's a good hammer amirite ahuahuahuahua
- --Credits to W8X for helping out with the magnitude damage function and stuff
- --Credits to MakerModelLua to fix a small problem ;D
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- print(" this script was converted by An ignorant / zach ")
- warn(" credits goes to real creators ")
- warn(" Credits to W8X ")
- warn(" and Credits to MakerModelLua")
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros")
- local rp = RealPlayer
- script.Parent = rp.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,Functions={},Connect=function(self,f)table.insert(self.Functions,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 then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,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
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local Mouse = Player:GetMouse()
- 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,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- 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)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then return s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- __call = function(self,...)
- local s = rawget(self,"_RealService")
- if s then return s(...) end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- g.RunService = FakeService({
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- setmetatable(g,{
- __index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end,
- __newindex = fsmt.__newindex,
- __call = fsmt.__call
- })
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- function lerp(weld,beglerp,endlerp,speed)
- weld.C0 = beglerp:lerp(endlerp,speed)
- return weld.C0
- end
- local speed = 0.2
- local angle = 0
- local anglespeed = 1.5
- local armspeed = 0.2
- local armangle = 0
- local armanglespeed = 1.5
- local legspeed = 0.2
- local legangle = 0
- local leganglespeed = 1.5
- x2enabled = true
- ignore = {}
- action = "Idle"
- Mode = "TwoHanded"
- on = false
- enabled = true
- jumping = false
- falling = false
- handleexception = false
- combo = 1
- Player = game.Players.LocalPlayer
- Char = Player.Character
- Anim = Char:FindFirstChild("Animate")
- Human = Char.Humanoid
- Human.WalkSpeed = 14
- mouse = Player:GetMouse()
- Sounds = {"rbxasset://sounds/unsheath.wav", "rbxassetid://161006212", "rbxassetid://2248511", "rbxassetid://2101137", "rbxassetid://2248511","rbxassetid://157631498","rbxassetid://161006195","rbxassetid://157878578"}
- T = Char:findFirstChild("Torso")
- Head = Char.Head
- LA = Char:findFirstChild("Left Arm")
- RA = Char:findFirstChild("Right Arm")
- LL = Char:findFirstChild("Left Leg")
- RL = Char:findFirstChild("Right Leg")
- LS = T:findFirstChild("Left Shoulder")
- RS = T:findFirstChild("Right Shoulder")
- LH = T:findFirstChild("Left Hip")
- RH = T:findFirstChild("Right Hip")
- Neck = T:findFirstChild("Neck")
- HM = Char:findFirstChild("HumanoidRootPart")
- RJ = Char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
- WLS = Instance.new("Weld", nil)
- WLS.C0 = CFrame.new(-1.5, 0.5, 0)
- WLS.C1 = CFrame.new(0, 0.5, 0)
- WLS.Part0 = T
- WLS.Part1 = LA
- WRS = Instance.new("Weld", nil)
- WRS.Part0 = T
- WRS.Part1 = RA
- WRS.C0 = CFrame.new(1.5, 0.5, 0)
- WRS.C1 = CFrame.new(0, 0.5, 0)
- WLH = LH
- WRH = RH
- WeldLH = Instance.new("Weld", nil)
- WeldLH.C0 = CFrame.new(-0.5, -1, 0)
- WeldLH.C1 = CFrame.new(0, 1, 0)
- WeldLH.Part0 = T
- WeldLH.Part1 = LL
- WeldRH = Instance.new("Weld", nil)
- WeldRH.C0 = CFrame.new(0.5, -1, 0)
- WeldRH.C1 = CFrame.new(0, 1, 0)
- WeldRH.Part0 = T
- WeldRH.Part1 = RL
- LSC0 = WLS.C0
- RSC0 = WRS.C0
- LHC0 = WLH.C0
- RHC0 = WRH.C0
- WLHC0 = WeldLH.C0
- WRHC0 = WeldRH.C0
- WRJ = RJ
- RJC0 = WRJ.C0
- NC0 = Neck.C0
- hopbin = Instance.new("HopperBin", Player.Backpack)
- hopbin.Name = "Xyphon"
- Run = game:GetService("RunService")
- New = function(Object, Parent, Name, Data)
- local Object = Instance.new(Object)
- for Index, Value in pairs(Data or {}) do
- Object[Index] = Value
- end
- Object.Parent = Parent
- Object.Name = Name
- return Object
- end
- Hammer = New("Model",Char,"Hammer",{})
- Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 1.85000014, 88.3500061, 0.999999642, 0, -5.96046448e-008, 5.96046448e-008, 0, 0.999999642, 0, -1, 0),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),})
- coolpart = Part
- Mesh = New("BlockMesh",Part,"Mesh",{Scale = Vector3.new(1, 3, 5),})
- Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 3.25000048, 87.9500122, -0.999999404, -2.98023366e-008, -1.73452321e-007, 1.73452307e-007, -2.45785998e-007, -0.999999404, 2.98023206e-008, -0.999999404, 3.05390671e-007),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),})
- Mesh = New("SpecialMesh",Part,"Mesh",{Offset = Vector3.new(0, -0.0250000004, -0.100000001),Scale = Vector3.new(1, 1.5, 1),MeshType = Enum.MeshType.Wedge,})
- Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 3.25000048, 88.75, 0.999999642, 1.21847012e-008, -1.34932521e-009, -1.34931466e-009, -1.49011612e-008, -0.999999404, -1.2184695e-008, 0.999999583, 4.47034836e-008),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),})
- Mesh = New("SpecialMesh",Part,"Mesh",{Offset = Vector3.new(0, -0.0250000004, -0.100000001),Scale = Vector3.new(1, 1.5, 1),MeshType = Enum.MeshType.Wedge,})
- Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 0.450000226, 88.75, -0.999999404, -1.21847004e-008, 4.47034836e-008, 4.47034836e-008, 1.49011559e-008, 0.999999404, -1.2184695e-008, 0.999999583, 4.47034836e-008),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),})
- Mesh = New("SpecialMesh",Part,"Mesh",{Offset = Vector3.new(0, -0.0250000004, -0.100000001),Scale = Vector3.new(1, 1.5, 1),MeshType = Enum.MeshType.Wedge,})
- Part = New("Part",Hammer,"Part",{BrickColor = BrickColor.new("Mid gray"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 0.450000226, 87.9500122, 0.999999285, 2.98023295e-008, 1.34110451e-007, -1.34110451e-007, 2.45785998e-007, 0.999999285, 2.98023206e-008, -0.999999404, 3.05390671e-007),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.803922, 0.803922, 0.803922),})
- Mesh = New("SpecialMesh",Part,"Mesh",{Offset = Vector3.new(0, -0.0250000004, -0.100000001),Scale = Vector3.new(1, 1.5, 1),MeshType = Enum.MeshType.Wedge,})
- Handle = New("Part",Hammer,"Handle",{BrickColor = BrickColor.new("Dark orange"),Material = Enum.Material.SmoothPlastic,FormFactor = Enum.FormFactor.Custom,Size = Vector3.new(0.5, 0.5, 0.5),CFrame = CFrame.new(-89.0500031, 1.85000014, 91.75, -1, 0, 0, 0, 0, -1, 0, -1, 0),CanCollide = false,Locked = true,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.627451, 0.372549, 0.207843),})
- Mesh = New("CylinderMesh",Handle,"Mesh",{Scale = Vector3.new(1, 11, 1),})
- Parts = {}
- for i,v in pairs(Hammer:GetChildren()) do
- table.insert(Parts,v)
- end
- local prev
- local parts = Parts
- for i = 1,#parts do
- if (parts[i].className == "Part" or parts[i].className == "WedgePart") then
- if (prev ~= nil) then
- local weld = Instance.new("Weld")
- weld.Part0 = prev
- weld.Part1 = parts[i]
- weld.C0 = prev.CFrame:inverse()
- weld.C1 = parts[i].CFrame:inverse()
- weld.Parent = Hammer
- end
- prev = parts[i]
- end
- end
- handle = Handle
- handleweld = Instance.new("Weld",T)
- handleweld.Part0 = RA
- handleweld.Part1 = handle
- handleweld.C0 = CFrame.new(0,-0.8,-1) *CFrame.Angles(-math.pi/2,0,0)
- handleweld.C1 = CFrame.new(0,0,0.5)
- hanw = handleweld.C0
- saven = Neck.C0
- PlaySound = function(part,volume,pitch,id)
- local Sound = Instance.new("Sound", part)
- Sound.SoundId = id
- Sound.Pitch = pitch
- Sound.Volume = volume
- coroutine.wrap(function()
- wait()
- Sound:Play()
- game.Debris:AddItem(Sound,1)
- end)()
- end
- function GetDistance(Obj,Mag)
- for _,v in pairs(workspace:GetChildren()) do
- if v:FindFirstChild('Humanoid') and v:FindFirstChild('Torso') and v ~= Char then
- local Mag2 = (v.Torso.Position - Obj.Position).magnitude
- if Mag2 < Mag then
- return v
- end
- end
- end
- end
- ShowDmg = function(totake)
- local modl = Instance.new("Model", workspace)
- modl.Name = tostring(totake)
- local prt = Instance.new("Part", modl)
- prt.CanCollide = false
- prt.BrickColor = BrickColor.Red()
- prt.Name = "Head"
- prt.CFrame = HM.CFrame *CFrame.new(0, 1.5, 0)
- prt.TopSurface = 0
- prt.BottomSurface = 0
- prt.FormFactor = 3
- prt.Size = Vector3.new(1, 0.2, 1)
- local bm = Instance.new("BlockMesh", prt)
- local hum = Instance.new("Humanoid", modl)
- hum.Health = 0
- hum.MaxHealth = 0
- hum.WalkSpeed = 0
- bodypos = Instance.new("BodyPosition", prt)
- bodypos.position = Head.Position +Vector3.new(0, 1, 0)
- bodypos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
- game.Debris:AddItem(modl, 1)
- coroutine.resume(coroutine.create(function()
- for i = 1, 3 do
- bodypos.position = bodypos.position +Vector3.new(0, 0.5, 0)
- Rwait()
- end
- end))
- end
- --Credits to MakerModelLua for helping me fix a small problem ;D
- function Denature(Body)
- local pr = Instance.new("Part",Body)
- pr.CanCollide = false
- pr.TopSurface = 0
- pr.BottomSurface = 0
- pr.FormFactor = 3
- pr.BrickColor = BrickColor.new("Really black")
- pr.Size = Vector3.new(0.2,0.2,0.2)
- pr.CFrame = Body.Torso.CFrame
- local prm = Instance.new("SpecialMesh",pr)
- prm.MeshType = "Sphere"
- local prw = Instance.new("Weld",pr)
- prw.Part0 = pr
- prw.Part1 = Body.Torso
- game.Debris:AddItem(pr,1.5)
- local pmscale = prm.Scale
- spawn(function()
- for i = 1,3 do
- Body.Humanoid:TakeDamage(1)
- ShowDmg(5)
- Rwait(38)
- end
- end)
- spawn(function()
- for i = 1,3 do
- for i = 0,1.25,0.25/5 do
- local pra = Instance.new("Part",Body)
- pra.Anchored = true
- pra.CanCollide = false
- pra.TopSurface = 0
- pra.BottomSurface = 0
- pra.FormFactor = 3
- pra.BrickColor = BrickColor.new("Really black")
- pra.Size = Vector3.new(0.2,0.2,0.2)
- pra.CFrame = Body.Torso.CFrame *CFrame.new(math.random(-40,40)/10,math.random(-20,20)/10,math.random(-15,15)/10)
- game.Debris:AddItem(pra,0.5)
- pra.Transparency = i/4
- pr.Transparency = i
- prm.Scale = pmscale +Vector3.new(50*i,50*i,50*i)
- Rwait()
- end
- Rwait(5)
- end
- end)
- end
- function Damage(magnitude,part,damg,knockback,ignoretime)
- if ignoretime == 0 or ignoretime == nil then
- ignoretime = 0.5
- end
- local Body = GetDistance(part,magnitude)
- if Body ~= nil and Body.Humanoid and Body ~= Char and not ignore[Body] then
- ignore[Body] = true
- Body.Humanoid:TakeDamage(damg)
- spawn(function()
- ShowDmg(damg)
- end)
- if knockback ~= nil and knockback >= 0 then
- local v = Instance.new("BodyVelocity",Body.Torso)
- v.maxForce = Vector3.new(1e4,0,1e4)
- v.P = 1e15
- v.velocity = Body.Torso.CFrame.lookVector *-knockback
- game.Debris:AddItem(v,0.3)
- end
- coroutine.resume(coroutine.create(function()
- wait(ignoretime)
- ignore[Body] = false
- end))
- end
- end
- function LiftDamage(magnitude,part,damg,knockback,ignoretime)
- if lifted == true then return end
- if ignoretime == 0 or ignoretime == nil then
- ignoretime = 0.5
- end
- Body = GetDistance(part,magnitude)
- if Body ~= nil and Body.Humanoid and Body ~= Char and not ignore[Body] then
- lifted = true
- ignore[Body] = true
- Body.Humanoid:TakeDamage(damg)
- spawn(function()
- ShowDmg(damg)
- end)
- if knockback ~= nil and knockback >= 0 then
- local v = Instance.new("BodyVelocity",Body.Torso)
- v.maxForce = Vector3.new(1e4,0,1e4)
- v.P = 1e15
- v.velocity = Body.Torso.CFrame.lookVector *-knockback
- game.Debris:AddItem(v,0.3)
- end
- coroutine.resume(coroutine.create(function()
- wait(ignoretime)
- ignore[Body] = false
- end))
- end
- end
- function PowerDamage(magnitude,part,damg,knockback,ignoretime)
- if ignoretime == 0 or ignoretime == nil then
- ignoretime = 0.5
- end
- local Body = GetDistance(part,magnitude)
- if Body ~= nil and Body.Humanoid and Body ~= Char and not ignore[Body] then
- hit = Body
- ignore[Body] = true
- Body.Humanoid:TakeDamage(damg)
- spawn(function()
- ShowDmg(damg)
- end)
- spawn(function()
- Denature(hit)
- end)
- if knockback ~= nil and knockback >= 0 then
- local v = Instance.new("BodyVelocity",Body.Torso)
- v.maxForce = Vector3.new(1e4,0,1e4)
- v.P = 1e15
- v.velocity = Body.Torso.CFrame.lookVector *-knockback
- game.Debris:AddItem(v,0.3)
- end
- coroutine.resume(coroutine.create(function()
- wait(ignoretime)
- ignore[Body] = false
- end))
- end
- end
- function Rwait(long)
- if long == 0 or long == nil then
- Run.RenderStepped:wait()
- else
- for i = 0,long do
- Run.RenderStepped:wait()
- end
- end
- end
- function TwoHandedSlash1()
- handleexception = true
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,0.4) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-2,0,-0.25) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/3.5),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0.2)
- Rwait()
- end
- PlaySound(Head,1,0.5,Sounds[2])
- for i = 1,20 do
- Damage(2,coolpart,math.random(9,15))
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(3.2,0,-0.5) *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,0,0.25) *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/3.5),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0.2)
- Rwait()
- end
- handleexception = false
- end
- function TwoHandedSlash2()
- handleexception = true
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(3,0,-0.5) *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,0,0.25) *CFrame.Angles(0,math.pi/30,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/3.5),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,-1.5,-1) *CFrame.Angles(math.pi,0,0),0.2)
- Rwait()
- end
- PlaySound(Head,1,0.55,Sounds[2])
- for i = 1,20 do
- Damage(2,coolpart,math.random(9,15))
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(3,0,-0.5) *CFrame.Angles(0,math.pi/5,math.pi/2),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,0,0.25) *CFrame.Angles(0,math.pi/5,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/3.5),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.05,0) *CFrame.Angles(-math.pi/2.5,0,0),0.2)
- Rwait()
- end
- handleexception = false
- end
- function TwoHandedSlash3()
- handleexception = true
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/1.05,0,math.pi/6),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/5),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(-math.pi/5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5,0,0),speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.Angles(-math.pi/5,0,0),0.2)
- Rwait()
- end
- PlaySound(Head,1,0.8,Sounds[2])
- for i = 1,20 do
- Damage(2,coolpart,math.random(9,15))
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/10,0,math.pi/6),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/10,0,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/5),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(math.pi/5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed)
- lerp(handleweld,handleweld.C0,hanw,0.2)
- Rwait()
- end
- handleexception = false
- end
- function OneHandedSlash1()
- handleexception = true
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/1.75,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw,0.2)
- Rwait()
- end
- PlaySound(Head,1,0.4,Sounds[2])
- for i = 1,20 do
- Damage(2,coolpart,math.random(9,15))
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/10,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,-0.5,-0.9) *CFrame.Angles(-math.pi/3,0,0),0.2)
- Rwait()
- end
- handleexception = false
- end
- function OneHandedSlash2()
- handleexception = true
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi,-math.pi/5,math.pi/5),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw,0.2)
- Rwait()
- end
- PlaySound(Head,1,0.5,Sounds[2])
- for i = 1,20 do
- Damage(2,coolpart,math.random(9,15))
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-1,0,-0.7) *CFrame.Angles(math.pi/25,-math.pi/25,-math.pi/10),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- Rwait()
- end
- handleexception = false
- end
- function OneHandedSlash3()
- handleexception = true
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-1,0,-0.7) *CFrame.Angles(math.pi,math.pi/5,-math.pi/5),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw,0.2)
- Rwait()
- end
- PlaySound(Head,1,0.45,Sounds[2])
- for i = 1,20 do
- Damage(2,coolpart,math.random(9,15))
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,math.pi/5,math.pi/5),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- Rwait()
- end
- handleexception = false
- end
- function Fissure()
- handleexception = true
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/1.05,0,math.pi/6),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/5),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(-math.pi/5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5,0,0),speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.Angles(-math.pi/5,0,0),0.2)
- Rwait()
- end
- PlaySound(Head,1,0.8,Sounds[2])
- Human.WalkSpeed = 0
- for i = 1,100 do
- Damage(2,coolpart,math.random(9,15))
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/10,0,math.pi/6),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/10,0,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/5),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(math.pi/5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.2,0),0.2)
- if i == 7 then
- PlaySound(Head,1,1.5,Sounds[8])
- coroutine.resume(coroutine.create(function()
- local Parts = {}
- local distance = 0.45
- local HMCF = HM.CFrame
- for i = 1, 75 do
- local fispart = Instance.new("Part")
- fispart.Anchored = true
- fispart.CanCollide = false
- fispart.TopSurface = 0
- fispart.BottomSurface = 0
- fispart.FormFactor = 3
- fispart.Size = Vector3.new(1,1,1)
- local fispartm = Instance.new("BlockMesh", fispart)
- fispartm.Name = "Mesh"
- fispartm.Scale = Vector3.new(5,5,5)
- table.insert(Parts,fispart)
- end
- Rwait(1)
- local Ignore = {}
- for I_shall,ignore_this in pairs(workspace:GetChildren()) do
- if ignore_this:IsA("Model") then
- if ignore_this:FindFirstChild("Humanoid") then
- Ignore[#Ignore +1] = ignore_this
- end
- end
- end
- for num,partrr in pairs(Parts) do
- partrr.Parent = Char
- distance = distance +0.8
- partrr.CFrame = HMCF *CFrame.new(1.25,3,-4-distance) *CFrame.Angles(math.random(-360,360),math.random(-360,360),math.random(-360,360))
- coroutine.resume(coroutine.create(function()
- for i = 0,1,0.1 do
- Damage(4,partrr,math.random(4,8),50,0.25)
- if partrr:FindFirstChild("Mesh") ~= nil then
- partrr.Mesh.Scale = partrr.Mesh.Scale -Vector3.new(0.3635,0.3635,0.3635)
- end
- Rwait()
- end
- end))
- local Ray = Ray.new(partrr.Position + Vector3.new(0,0.1,0),Vector3.new(0,-999,0))
- local Hit,pos = workspace:FindPartOnRayWithIgnoreList(Ray, Ignore)
- if Hit == nil then partrr:Destroy() end
- if Hit ~= nil then
- partrr.CFrame = CFrame.new(pos) *CFrame.Angles(math.random(-360,360),math.random(-360,360),math.random(-360,360))
- partrr.BrickColor = Hit.BrickColor
- partrr.Material = Hit.Material
- end
- game.Debris:AddItem(partrr,1)
- Rwait()
- end
- Parts = {}
- end))
- end
- Rwait()
- end
- Human.WalkSpeed = 14
- handleexception = false
- end
- function SlamHammer()
- Human.WalkSpeed = 0
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,math.pi/5),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.new(-0.25,0,-0.25) *CFrame.Angles(0,-math.pi/4,0),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.new(-0.5,0,-0.25) *CFrame.Angles(0,-math.pi/4,0),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/4),speed)
- lerp(handleweld,handleweld.C0,hanw,0.2)
- Rwait()
- end
- local BV = Instance.new("BodyVelocity",HM)
- BV.maxForce = Vector3.new(1e5,0,1e5)
- BV.P = 1e8
- BV.Velocity = HM.CFrame.lookVector *80
- game.Debris:AddItem(BV,0.3)
- PlaySound(Head,1,0.4,Sounds[2])
- LH.Part0 = nil
- RH.Part0 = nil
- WeldLH.Parent = T
- WeldRH.Parent = T
- for i = 1,50 do
- lerp(WeldLH,WeldLH.C0,WLHC0,legspeed)
- lerp(WeldRH,WeldRH.C0,WRHC0,legspeed)
- end
- for i = 1,40 do
- Damage(4,coolpart,math.random(9,15))
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/6,0,-math.pi/8),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.4,0,-0.1) *CFrame.Angles(math.pi/8.1,-math.pi/4,math.pi/8),armspeed)
- lerp(WeldLH,WeldLH.C0,WLHC0 *CFrame.new(0.5,0,0) *CFrame.Angles(-math.pi/2,0,-math.pi/4),legspeed/1.5)
- lerp(WeldRH,WeldRH.C0,WRHC0 *CFrame.new(0.4,1.5,-0.1) *CFrame.Angles(0,-math.pi/4,0),legspeed/1.5)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-1.5) *CFrame.Angles(0,0,math.pi/4),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/4),speed)
- lerp(handleweld,handleweld.C0,hanw,0.2)
- Rwait()
- end
- LH.Part0 = T
- RH.Part0 = T
- WeldLH.Parent = nil
- WeldRH.Parent = nil
- Human.WalkSpeed = 14
- end
- function DashSpin()
- Human.WalkSpeed = 0
- local BV = Instance.new("BodyVelocity",HM)
- BV.maxForce = Vector3.new(1e5,0,1e5)
- BV.P = 1e8
- BV.Velocity = HM.CFrame.lookVector *80
- game.Debris:AddItem(BV,0.3)
- local eff = Instance.new("Part",Char)
- eff.Anchored = true
- eff.CanCollide = false
- eff.TopSurface = 0
- eff.BottomSurface = 0
- eff.FormFactor = 3
- eff.BrickColor = BrickColor.new("Institutional white")
- eff.Size = Vector3.new(1,1,1)
- eff.CFrame = HM.CFrame *CFrame.new(0,0,4) *CFrame.Angles(math.pi/2,0,0)
- effm = Instance.new("SpecialMesh",eff)
- effm.MeshId = "http://www.roblox.com/asset/?id=20329976"
- effm.Scale = Vector3.new(2,5,2)
- game.Debris:AddItem(eff,1)
- spawn(function()
- for i = 0,1,0.02 do
- eff.Transparency = i
- Rwait()
- end
- end)
- for i = 1,40 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/2.05),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,-math.pi/2.05),speed)
- lerp(handleweld,handleweld.C0,hanw,0.2)
- Rwait()
- end
- Human.WalkSpeed = 14
- for i = 1,5 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,0.4) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-2,0,-0.25) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,math.pi/3.5),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0,0.2)
- Rwait()
- end
- for i = 1,3 do
- for i = 0,1,0.05 do
- Damage(4,coolpart,math.random(9,15),0.2)
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,0.4) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-2,0,-0.25) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi*i*2),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0.2)
- Rwait()
- end
- Rwait()
- PlaySound(Head,1,1,Sounds[2])
- end
- end
- function Pummeler()
- pummel = false
- local BV = Instance.new("BodyVelocity",HM)
- BV.maxForce = Vector3.new(1e5,0,1e5)
- BV.P = 1e10
- BV.Velocity = HM.CFrame.lookVector *40
- game.Debris:AddItem(BV,0.3)
- LH.Part0 = nil
- RH.Part0 = nil
- WeldLH.Parent = T
- WeldRH.Parent = T
- deb = false
- for i = 1,50 do
- lerp(WeldLH,WeldLH.C0,WLHC0,legspeed)
- lerp(WeldRH,WeldRH.C0,WRHC0,legspeed)
- end
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed)
- lerp(WeldLH,WeldLH.C0,WLHC0,legspeed)
- lerp(WeldRH,WeldRH.C0,WRHC0 *CFrame.Angles(math.pi/2.2,0,0),legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed)
- lerp(handleweld,handleweld.C0,hanw,0.2)
- if i == 8 then
- con1 = RL.Touched:connect(function(hit)
- if deb == false and hit.Parent ~= nil and hit.Parent:FindFirstChild("Torso") ~= nil and hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health >= 0 then
- deb = true
- BV:Destroy()
- BG = Instance.new("BodyGyro",hit.Parent.Torso)
- BG.MaxTorque = Vector3.new(math.huge,math.huge,math.huge)
- BG.P = 10000
- BG.CFrame = hit.Parent.Torso.CFrame *CFrame.Angles(math.rad(90),0,0)
- BP = Instance.new("BodyPosition",hit.Parent.Torso)
- BP.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- BP.P = 10000
- BP.Position = hit.Parent.Torso.Position -Vector3.new(0,3,0)
- game.Debris:AddItem(BG,0.5)
- game.Debris:AddItem(BP,0.5)
- pummel = true
- end
- end)
- end
- Rwait()
- end
- con1:disconnect()
- if pummel == true then
- for i = 1,10 do
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(WeldLH,WeldLH.C0,WLHC0,legspeed)
- lerp(WeldRH,WeldRH.C0,WRHC0,legspeed)
- Rwait()
- end
- LH.Part0 = T
- RH.Part0 = T
- WeldLH.Parent = nil
- WeldRH.Parent = nil
- for i = 1,3 do
- for i = 1,15 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/1.05,0,math.pi/6),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/1.05,0,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/5),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(-math.pi/5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/5,0,0),speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.Angles(-math.pi/5,0,0),0.2)
- Rwait()
- end
- PlaySound(Head,1,0.5,Sounds[2])
- for i = 1,15 do
- Damage(2,coolpart,math.random(9,15))
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(2,0,0) *CFrame.Angles(math.pi/10,0,math.pi/6),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/10,0,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/5),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/5),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.new(0,0,-0.2) *CFrame.Angles(math.pi/5,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/5,0,0),speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.2,0),0.2)
- Rwait()
- end
- Rwait()
- end
- end
- if pummel == false then
- for i = 1,10 do
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(WeldLH,WeldLH.C0,WLHC0,legspeed)
- lerp(WeldRH,WeldRH.C0,WRHC0,legspeed)
- Rwait()
- end
- LH.Part0 = T
- RH.Part0 = T
- WeldLH.Parent = nil
- WeldRH.Parent = nil
- end
- deb = false
- end
- function PowerSlash()
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/8,0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-0.4,0,-0.5) *CFrame.Angles(math.pi/1.2,math.pi/10,-math.pi/4),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.2,0),0.2)
- Rwait()
- end
- for i = 1,30 do
- local p = Instance.new("Part",Char)
- p.Anchored = true
- p.CanCollide = false
- p.FormFactor = 3
- p.BrickColor = BrickColor.new("Really black")
- p.Size = Vector3.new(0.5,0.5,0.5)
- p.CFrame = coolpart.CFrame *CFrame.new(math.random(-40,40)/20,0,math.random(-40,40)/20) *CFrame.Angles(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10)
- game.Debris:AddItem(p,0.7)
- coroutine.resume(coroutine.create(function()
- for i = 0,1.05,0.05 do
- p.Transparency = i
- p.CFrame = coolpart.CFrame *CFrame.new(math.random(-40,40)/20,0,math.random(-40,40)/20) *CFrame.Angles(math.random(-10,10)/10,math.random(-10,10)/10,math.random(-10,10)/10)
- Rwait()
- end
- end))
- end
- for i = 1,20 do
- PowerDamage(4,coolpart,math.random(4,18),50,0.45)
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(-math.pi/8,0,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/30,math.pi/3),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0.2,0),0.2)
- Rwait()
- end
- end
- function LiftSpinwheel()
- handleexception = true
- for i = 1,20 do
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(1.4,0,-1) *CFrame.Angles(math.pi/2,0,-math.pi/5),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(0.2,0,-0.1) *CFrame.Angles(math.pi/2,0,-math.pi/5),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(-1,-1,-0.5) *CFrame.Angles(0,-math.pi/2,math.pi/2),0.2)
- Rwait()
- end
- lifted = false
- for i = 1,20 do
- LiftDamage(2,coolpart,math.random(16,24))
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(1.8,1,-1) *CFrame.Angles(math.pi/1.2,math.pi/10,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(0.2,0,-0.1) *CFrame.Angles(math.pi/1.2,-math.pi/10,-math.pi/10),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/5),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(0,0,math.pi/5),speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(-1,-1,-0.5) *CFrame.Angles(0,-math.pi/2,math.pi/2),0.2)
- Rwait()
- end
- print(lifted)
- if lifted == true then
- BP = Instance.new("BodyPosition",Body.Torso)
- BP.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- BP.P = 2e4
- BP.Position = Body.Torso.CFrame.p +Vector3.new(0,20,0)
- Rwait(50)
- PBP = Instance.new("BodyPosition",T)
- PBP.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- PBP.P = 1e6
- PBP.Position = Body.Torso.CFrame.p+(Body.Torso.CFrame.lookVector *5)
- for i = 1,3 do
- for i = 0,1.05,0.05 do
- Damage(2,coolpart,math.random(4,8),0,0.2)
- lerp(WLS,WLS.C0,LSC0 *CFrame.new(0.5,0,0.4) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(-2,0,-0.25) *CFrame.Angles(0,math.pi/1.05,math.pi/2),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,math.pi/2,-math.pi*i*2),speed)
- lerp(Neck,Neck.C0,NC0,speed)
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,1.5,0),0.2)
- Rwait()
- end
- PlaySound(Head,1,1.1,Sounds[2])
- Rwait()
- end
- BP:Destroy()
- PBP:Destroy()
- Body = nil
- end
- handleexception = false
- end
- function Selected()
- click = mouse.Button1Down:connect(function()
- if combo == 1 and on == true and enabled == true and Mode == "TwoHanded" then
- enabled = false
- coroutine.resume(coroutine.create(function()
- Rwait(100)
- if enabled == true then
- combo = 1
- end
- end))
- TwoHandedSlash1()
- combo = 2
- enabled = true
- elseif combo == 1 and on == true and enabled == true and Mode == "OneHanded" then
- enabled = false
- coroutine.resume(coroutine.create(function()
- Rwait(100)
- if enabled == true then
- combo = 1
- end
- end))
- OneHandedSlash1()
- combo = 2
- enabled = true
- elseif combo == 2 and on == true and enabled == true and Mode == "TwoHanded" then
- enabled = false
- coroutine.resume(coroutine.create(function()
- Rwait(100)
- if enabled == true then
- combo = 1
- end
- end))
- TwoHandedSlash2()
- enabled = true
- combo = 3
- elseif combo == 2 and on == true and enabled == true and Mode == "OneHanded" then
- enabled = false
- coroutine.resume(coroutine.create(function()
- Rwait(100)
- if enabled == true then
- combo = 1
- end
- end))
- OneHandedSlash2()
- combo = 3
- enabled = true
- elseif combo == 3 and on == true and enabled == true and Mode == "TwoHanded" then
- enabled = false
- TwoHandedSlash3()
- enabled = true
- combo = 1
- elseif combo == 3 and on == true and enabled == true and Mode == "OneHanded" then
- enabled = false
- OneHandedSlash3()
- combo = 1
- enabled = true
- end
- end)
- keys = mouse.KeyDown:connect(function(key)
- key = key:lower()
- if enabled == false then return end
- if key == "e" then
- if Mode == "TwoHanded" then
- Mode = "OneHanded"
- elseif Mode == "OneHanded" then
- Mode = "TwoHanded"
- end
- end
- if key == "f" then
- on = not on
- if on == false then
- for i = 1, 10 do
- lerp(WLS,WLS.C0,LSC0,armspeed)
- lerp(WRS,WRS.C0,RSC0,armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0,speed)
- Rwait()
- end
- WLS.Parent = nil
- WRS.Parent = nil
- LSH.Parent = T
- RSH.Parent = T
- Neck.C0 = saven
- end
- if on == true then
- --EquipAnim()
- RJC = RJ:Clone()
- LSH = LS:Clone()
- RSH = RS:Clone()
- Neck.C0 = saven
- WLS.Parent = T
- WRS.Parent = T
- end
- end
- if key == "z" and on == true and Mode == "TwoHanded" then
- enabled = false
- Fissure()
- enabled = true
- wait(0.5)
- elseif key == "z" and on == true and Mode == "OneHanded" then
- enabled = false
- SlamHammer()
- enabled = true
- end
- if key == "x" and on == true and Mode == "TwoHanded" then
- enabled = false
- DashSpin()
- enabled = true
- elseif key == "x" and x2enabled == true and on == true and Mode == "OneHanded" then
- enabled = false
- x2enabled = false
- PowerSlash()
- enabled = true
- wait(5)
- x2enabled = true
- end
- if key == "c" and on == true and Mode == "TwoHanded" then
- enabled = false
- Pummeler()
- enabled = true
- end
- if key == "v" and on == true and Mode == "TwoHanded" then
- enabled = false
- LiftSpinwheel()
- enabled = true
- end
- end)
- end
- function Deselected()
- click:disconnect()
- keys:disconnect()
- end
- hopbin.Selected:connect(Selected)
- hopbin.Deselected:connect(Deselected)
- while true do
- if enabled == true then
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0,0.2),0.2)
- elseif enabled == false then
- if handleexception == false then
- lerp(handleweld,handleweld.C0,hanw *CFrame.new(0,0,0.2),0.2)
- end
- end
- if on == true then
- angle = (angle % 100) +anglespeed/10
- armangle = (armangle % 100) +armanglespeed/10
- legangle = (legangle % 100) +leganglespeed/10
- if action == "Idle" and enabled == true and Mode == "TwoHanded" then
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(math.pi/20,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/20,0,0),speed)
- end
- if action == "Idle" and enabled == true and Mode == "OneHanded" then
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/10),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,0,math.pi/8),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/30),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/30),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(0,0,-math.pi/10),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.sin(angle*0.25/2)*0.3/2,0,math.pi/10),speed)
- end
- if action == "Walk" and enabled == true and Mode == "TwoHanded" then
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.new(0,0,0.05) *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,math.pi/10),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0,speed)
- end
- if action == "Walk" and enabled == true and Mode == "OneHanded" then
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/40),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/3.5,math.pi/10),armspeed)
- lerp(WLH,WLH.C0,LHC0,legspeed)
- lerp(WRH,WRH.C0,RHC0,legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0,speed)
- end
- if HM.Velocity.Y >= 10 and enabled == true and Mode == "TwoHanded" then
- while HM.Velocity.Y >= 10 and enabled == true do
- action = "Jump"
- jumping = true
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/15),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/10),legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/8,0,0),speed)
- Rwait()
- end
- end
- if HM.Velocity.Y >= 5 and enabled == true and Mode == "OneHanded" then
- while HM.Velocity.Y >= 5 and enabled == true do
- action = "Jump"
- jumping = true
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/40),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/3.5,math.pi/10),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/15),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/10),legspeed)
- lerp(WRJ,WRJ.C0,RJC0,speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(-math.pi/8,0,0),speed)
- Rwait()
- end
- end
- if HM.Velocity.Y <= -5 and enabled == true and Mode == "TwoHanded" then
- while HM.Velocity.Y <= -5 and enabled == true do
- action = "Fall"
- falling = true
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(math.pi/2,math.pi/4,0),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(math.pi/2,math.pi/2,0),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/3),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(math.pi/8,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/8,0,0),speed)
- Rwait()
- end
- end
- if HM.Velocity.Y <= -5 and enabled == true and Mode == "OneHanded" then
- while HM.Velocity.Y <= -5 and enabled == true do
- action = "Fall"
- falling = true
- lerp(WLS,WLS.C0,LSC0 *CFrame.Angles(0,0,-math.pi/40),armspeed)
- lerp(WRS,WRS.C0,RSC0 *CFrame.Angles(0,-math.pi/3.5,math.pi/10),armspeed)
- lerp(WLH,WLH.C0,LHC0 *CFrame.Angles(0,0,-math.pi/10),legspeed)
- lerp(WRH,WRH.C0,RHC0 *CFrame.Angles(0,0,math.pi/3),legspeed)
- lerp(WRJ,WRJ.C0,RJC0 *CFrame.Angles(math.pi/8,0,0),speed)
- lerp(Neck,Neck.C0,NC0 *CFrame.Angles(math.pi/8,0,0),speed)
- Rwait()
- end
- end
- if Vector3.new(T.Velocity.X,0,T.Velocity.Z).magnitude <= 2 then
- action = "Idle"
- elseif Vector3.new(T.Velocity.X,0,T.Velocity.Z).magnitude <= 20 then
- action = "Walk"
- end
- end
- Rwait()
- end
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