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- --Splintered sky Gifted by TheRedAngel, Local Script!
- Me = game.Players.LocalPlayer
- Char = Me.Character
- Selected = false
- Attack = 1
- Attacking = false
- Hurt = false
- Deb = true
- Effect = false
- DMG = 35
- BlockAnim = false
- Rotation = 0
- RotationOn = false
- CamStyles = {"Attach", "Custom", "Fixed", "Follow"}
- Where = 2
- Style = CamStyles[Where]
- Asset = "http://www.roblox.com/asset/?id="
- CA = CFrame.Angles
- CN = CFrame.new
- V3 = Vector3.new
- MR = math.rad
- MP = math.pi
- MRA = math.random
- MH = math.huge
- Add = {
- Mesh = function(P, Id, Id2, scale)
- local m = Instance.new("SpecialMesh", P)
- m.Scale = scale
- m.MeshId = Id
- m.TextureId = Id2
- end
- }
- Sounds = {
- Hit = {"http://www.roblox.com/asset/?id=10209590", 0.8, 1},
- Block = {"rbxasset://sounds\\metal.ogg", 1.3, 1},
- Slash = {"rbxasset://sounds\\swordslash.wav", 1.6, 1},
- }
- Meshes = {
- Coif = {Asset..(52149739), Asset..(1090446)},
- Torso = {Asset..(52148801), Asset..(33308631)},
- Rarm = {Asset..(52148801), Asset..(33308774)},
- Larm = {Asset..(52148801), Asset..(33308496)},
- Rleg = {Asset..(52148801), Asset..(33308827)},
- Lleg = {Asset..(52148801), Asset..(33308564)},
- Sword = {Asset..(50798688), Asset..(50798664)},
- Shield = {Asset..(50798787), Asset..(50798797)},
- }
- function waitChild(p, n)
- local child = p:findFirstChild(n)
- if child then return child end
- while true do
- child = p.ChildAdded:wait()
- if child.Name == n then return child end
- end
- end
- function Part(P, Anch, Coll, Tran, Ref, Col, Size)
- local p = Instance.new("Part")
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Transparency = Tran
- p.Reflectance = Ref
- p.CanCollide = Coll
- p.Anchored = Anch
- p.BrickColor = BrickColor.new(Col)
- p.formFactor = "Custom"
- p.Size = Size
- p.Parent = P
- p.Locked = true
- p:BreakJoints()
- return p
- end
- function Weld(P0, P1, C0, C1)
- local w = Instance.new("Weld")
- w.Part0 = P0
- w.Part1 = P1
- w.C0 = C0
- w.C1 = C1
- w.Parent = P0
- return w
- end
- for i,v in pairs(Char:children()) do
- if v.Name == "Icy" then v:remove() end
- end
- Mod = Instance.new("Model")
- Mod.Name = "Icy"
- Rarm = waitChild(Char, "Right Arm")
- Larm = waitChild(Char, "Left Arm")
- Rleg = waitChild(Char, "Right Leg")
- Lleg = waitChild(Char, "Left Leg")
- Torso = waitChild(Char, "Torso")
- Hum = waitChild(Char, "Humanoid")
- Neck = waitChild(Torso, "Neck")
- RH = waitChild(Torso, "Right Hip")
- LH = waitChild(Torso, "Left Hip")
- function Play(Sound)
- local s = Instance.new("Sound")
- s.SoundId = Sound[1]
- s.Pitch = Sound[2]
- s.Volume = Sound[3]
- s.PlayOnRemove = true
- s.Parent = Torso
- game.Debris:AddItem(s, 0.0001)
- end
- for _,v in pairs(Char:children()) do
- if v:IsA("Shirt") or v:IsA("Pants") or v:IsA("Hat") or v:IsA("CharacterMesh") or v:IsA("BodyColors") then
- v:remove()
- elseif v:IsA("BoolValue") and v.Name == "Block" then
- v:remove()
- end
- end
- for _,v in pairs(Torso:children()) do
- if v:IsA("Decal") or v:IsA("Texture") then v:remove() end
- end
- CamBlock = Part(Mod, true, false, 1, 0, "White", V3(0.4, 0.4, 0.4))
- Cam = workspace.CurrentCamera
- local Blocking = Instance.new("BoolValue")
- Blocking.Value = false
- Blocking.Name = "Block"
- Blocking.Parent = Char
- Torso.Transparency = 1
- Faketorso = Part(Mod, false, false, 0, 0, Torso.BrickColor.Name, V3(1.98, 1.98, 0.98))
- FW = Weld(Torso, Faketorso, CN(), CN())
- Hat = Instance.new("Hat", Char)
- Hat.Name = "Epoc."
- HatHandle = Part(Hat, false, false, 0, 0, "White", V3(1.5, 1.8, 1.4))
- HatHandle.Name = "Handle"
- Hat.AttachmentPos = V3(0, 0.3, -0.1)
- Add.Mesh(HatHandle, Meshes.Coif[2], Meshes.Coif[1], V3(1,0.8,0.9))
- for _,v in pairs({{Rarm, Meshes.Rarm}, {Larm, Meshes.Larm}, {Rleg, Meshes.Rleg}, {Lleg, Meshes.Lleg}, {Faketorso, Meshes.Torso}}) do
- for _,v in pairs(v[1]:children()) do
- if v:IsA("SpecialMesh") then
- v:remove()
- end
- end
- local mes = Add.Mesh(v[1], v[2][2], v[2][1], V3(1,1,1))
- end
- Sword = Part(Mod, false, false, 0, 0, "White", V3(0.8, 0.4, 4.5))
- Add.Mesh(Sword, Meshes.Sword[2], Meshes.Sword[1], V3(2.1, 2.5, 2.15))
- Shield = Part(Mod, false, false, 0, 0, "White", V3(2.3, 0.6, 3))
- Add.Mesh(Shield, Meshes.Shield[2], Meshes.Shield[1], V3(1.7, 1.9, 1.8))
- RABrick = Part(Mod, false, false, 1, 0, "White", V3(0.1, 0.1, 0.1))
- LABrick = Part(Mod, false, false, 1, 0, "White", V3(0.1, 0.1, 0.1))
- RLBrick = Part(Mod, false, false, 1, 0, "White", V3(0.1, 0.1, 0.1))
- LLBrick = Part(Mod, false, false, 1, 0, "White", V3(0.1, 0.1, 0.1))
- RABW = Weld(Torso, RABrick, CN(), CN(-1.5, -0.5, 0))
- LABW = Weld(Torso, LABrick, CN(), CN(1.5, -0.5, 0))
- RLBW = Weld(Torso, RLBrick, CN(), CN(-0.5, 1.2, 0))
- LLBW = Weld(Torso, LLBrick, CN(), CN(0.5, 1.2, 0))
- function Atch(p)
- RABW.Part0 = p
- LABW.Part0 = p
- RLBW.Part0 = p
- LLBW.Part0 = p
- RH.Part0 = p
- LH.Part0 = p
- end
- RAW = Weld(RABrick, nil, CN(), CN(0, 0.5, 0))
- LAW = Weld(LABrick, nil, CN(), CN(0, 0.5, 0))
- RLW = Weld(RLBrick, nil, CN(), CN(0, 0.8, 0))
- LLW = Weld(LLBrick, nil, CN(), CN(0, 0.8, 0))
- HB = Part(Mod, false, false, 1, 0, "White", V3(0.1, 0.1, 0.1))
- HBW = Weld(Rarm, HB, CN(0, -1, 0), CN())
- HW = Weld(HB, nil, CN(), CN(0, 0, -2) * CA(MP, 0, MR(90)))
- SW = Weld(Larm, Shield, CA(MR(-90), 0, MR(90)), CN(0, -0.2, 0.4) * CA(MR(-20), 0, 0))
- TW = Weld(Torso, Sword, CA(MR(90), MR(-40), 0), CN(0, -0.7, 0))
- function Normal()
- SW.C1 = CN(0, -0.2, 0.4) * CA(MR(-20), 0, 0)
- HW.C0 = CN()
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(70), MR(40), MR(-30))
- LAW.C0 = CN(0.3, 0, -0.5) * CA(MR(45), MR(-35), MR(20))
- HW.C1 = CN(0, 0, -2) * CA(MP, 0, MR(-90))
- FW.C0 = CN()
- end
- Mod.Parent = Char
- if script.Parent.className ~= "HopperBin" then
- h = Instance.new("HopperBin",Me.Backpack)
- h.Name = "Splintered sky"
- script.Parent = h
- end
- Bin = h
- function getStat(c)
- local blo = false
- local h
- for _,v in pairs(c:children()) do
- if v:IsA("Humanoid") then
- if v.Health > 0 then
- h = v
- end
- elseif v:IsA("BoolValue") then
- if v.Name == "Block" then
- blo = v.Value
- end
- end
- end
- return h, blo
- end
- function Damage(h, dmg)
- h.Health = h.Health - dmg
- end
- function SwordDmg(hit)
- local h, b = getStat(hit.Parent)
- if h then
- if Hurt and Deb and b == false then
- Damage(h, MRA(5+(DMG/3), DMG+5))
- Play(Sounds.Hit)
- elseif Hurt and Deb and b then
- Play(Sounds.Block)
- end
- Deb = false
- end
- end
- Sword.Touched:connect(SwordDmg)
- function SE(part, cf)
- coroutine.resume(coroutine.create(function()
- Effect = true
- local lastP = (part.CFrame * cf).p
- while Effect do
- wait()
- local p = Part(Mod, true, false, 0, 0, "White", V3(0.2, 0.2, 0.2))
- local posnow = (part.CFrame * cf).p
- local magn = (lastP - posnow).magnitude
- local cc = CN(lastP, posnow) * CA(MR(-90), 0, 0) * CN(0, magn/2, 0)
- local m = Instance.new("SpecialMesh", p)
- m.MeshType = "Head"
- m.Scale = V3(0.9, magn*5+0.45, 0.9)
- p.CFrame = cc
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.15 do
- wait()
- m.Scale = V3(0.9-0.9*i, magn*5+0.45-0.45*i, 0.9-0.9*i)
- p.Transparency = -0.2+1.2*i
- end
- p:remove()
- end))
- lastP = (part.CFrame * cf).p
- end
- end))
- end
- function EE()
- Effect = false
- end
- function SetAtk(S, E)
- coroutine.resume(coroutine.create(function()
- Attack = E
- wait(0.25)
- Attack = S
- end))
- end
- Combo = {
- function()
- Attack = 1
- Atch(Faketorso)
- Attacking = true
- for i = 0.15, 1, 0.15 do
- FW.C0 = CA(0, MR(-35*i), 0)
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(70+90*i), MR(40-20*i), MR(-30+30*i))
- HW.C0 = CA(MR(20*i), 0, MR(-10*i))
- LAW.C0 = CN(0.3, 0, -0.5) * CA(MR(45+10*i), MR(-35+20*i), MR(20))
- wait()
- end
- Play(Sounds.Slash)
- for i = 0.33, 1, 0.33 do
- FW.C0 = CA(0, MR(-35-10*i), 0)
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(160+10*i), MR(20-5*i), MR(10*i))
- HW.C0 = CA(MR(20+5*i), 0, MR(-10))
- LAW.C0 = CN(0.3, 0, -0.5) * CA(MR(55+5*i), MR(-15+5*i), MR(20))
- wait()
- end
- SE(Sword, CN(0, 0, 2.2))
- Hurt = true
- Deb = true
- for i = 0.16, 1, 0.16 do
- FW.C0 = CA(0, MR(-45+60*i), 0)
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(170-140*i), MR(15+10*i), MR(10-20*i))
- HW.C0 = CA(MR(25-75*i), 0, MR(-10))
- LAW.C0 = CN(0.3, 0, -0.5+0.8*i) * CA(MR(60-90*i), MR(-10+20*i), MR(20-30*i))
- wait()
- end
- Hurt = false
- for i = 0.25, 1, 0.25 do
- FW.C0 = CA(0, MR(15+10*i), 0)
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(30-10*i), MR(25+5*i), MR(-10-5*i))
- HW.C0 = CA(MR(-50-5*i), 0, MR(-10))
- LAW.C0 = CN(0.3, 0, 0.3+0.1*i) * CA(MR(-30-10*i), MR(10+5*i), MR(-10-5*i))
- wait()
- end
- EE()
- SetAtk(1, 2)
- Attacking = false
- wait(0.08)
- for i = 0.2, 1, 0.2 do
- if Attacking then return end
- FW.C0 = CA(0, MR(25-25*i), 0)
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(20+40*i), MR(30+8*i), MR(-15-10*i))
- HW.C0 = CA(MR(-55+45*i), 0, MR(-10+10*i))
- LAW.C0 = CN(0.3, 0, 0.4-0.8*i) * CA(MR(-40+75*i), MR(15-45*i), MR(-15+30*i))
- wait()
- end
- for i = 0.33, 1, 0.33 do
- if Attacking then return end
- FW.C0 = CA(0, 0, 0)
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(60+10*i), MR(38+2*i), MR(-25-5*i))
- HW.C0 = CA(MR(-10+10*i), 0, 0)
- LAW.C0 = CN(0.3, 0, -0.4-0.1*i) * CA(MR(35+10*i), MR(-30-5*i), MR(15+5*i))
- wait()
- end
- Attack = 1
- Attacking = false
- FW.C0 = CN()
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(70), MR(40), MR(-30))
- HW.C0 = CN()
- Atch(Torso)
- end,
- function()
- Attack = 2
- Attacking = true
- for i = 0.1, 1, 0.1 do
- FW.C0 = CA(0, MR(25+15*i), 0)
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(20+65*i), MR(30-30*i), MR(-15-35*i))
- LAW.C0 = CN(0.3+0.3*i, 0, 0.2) * CA(MR(-40-10*i), MR(15), MR(-15))
- HW.C0 = CA(MR(-55+45*i), MR(80*i), MR(-10+10*i))
- wait()
- end
- Play(Sounds.Slash)
- for i = 0.25, 1, 0.25 do
- FW.C0 = CA(0, MR(40+5*i), 0)
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(85+5*i), 0, MR(-50-5*i))
- LAW.C0 = CN(0.6, 0, 0.2) * CA(MR(-50-5*i), MR(15), MR(-15))
- HW.C0 = CA(MR(-10+10*i), MR(80+10*i), 0)
- wait()
- end
- SE(Sword, CN(0, 0, 2.2))
- Hurt = true
- Deb = true
- for i = 0.16, 1, 0.16 do
- FW.C0 = CA(0, MR(45-80*i), 0)
- RAW.C0 = CN(-0.3+0.3*i, 0.2, -0.4) * CA(MR(90), 0, MR(-55+95*i))
- LAW.C0 = CN(0.6-0.3*i, 0, 0.2-0.8*i) * CA(MR(-55+130*i), MR(15-15*i), MR(-15+50*i))
- HW.C0 = CA(0, MR(90), 0)
- HW.C1 = CN(0, 0, -2) * CA(MP, MR(-40*i), MR(-90))
- wait()
- end
- Hurt = false
- for i = 0.25, 1, 0.25 do
- FW.C0 = CA(0, MR(-35-10*i), 0)
- RAW.C0 = CN(0.1*i, 0.2, -0.4) * CA(MR(90), 0, MR(40+10*i))
- LAW.C0 = CN(0.3, 0, -0.6+0.1*i) * CA(MR(75+10*i), 0, MR(35+10*i))
- HW.C0 = CA(0, MR(90), 0)
- HW.C1 = CN(0, 0, -2) * CA(MP, MR(-40-5*i), MR(-90))
- wait()
- end
- EE()
- SetAtk(1, 3)
- Attacking = false
- wait(0.08)
- for i = 0.16, 1, 0.16 do
- if Attacking then return end
- FW.C0 = CA(0, MR(-45+35*i), 0)
- RAW.C0 = CN(0.1-0.4*i, 0.2, -0.4) * CA(MR(90-15*i), MR(35*i), MR(50-70*i))
- LAW.C0 = CN(0.3, 0, -0.6+0.1*i) * CA(MR(85-30*i), MR(-30*i), MR(45-20*i))
- HW.C0 = CA(0, MR(90-80*i), 0)
- HW.C1 = CN(0, 0, -2) * CA(MP, MR(-45+40*i), MR(-90))
- wait()
- end
- for i = 0.25, 1, 0.25 do
- if Attacking then return end
- FW.C0 = CA(0, MR(-10+10*i), 0)
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(75-5*i), MR(35+5*i), MR(-20-10*i))
- LAW.C0 = CN(0.3, 0, -0.6+0.1*i) * CA(MR(55-10*i), MR(-30-5*i), MR(25-5*i))
- HW.C0 = CA(0, MR(10-10*i), 0)
- HW.C1 = CN(0, 0, -2) * CA(MP, MR(-5+5*i), MR(-90))
- wait()
- end
- Normal()
- Atch(Torso)
- end,
- function()
- Attack = 3
- Attacking = true
- for i = 0.15, 1, 0.15 do
- FW.C0 = CA(0, MR(-45+35*i), 0)
- RAW.C0 = CN(0.1-0.2*i, 0.2-0.2*i, -0.4) * CA(MR(90+30*i), 0, MR(50-70*i)) * CN(0, -0.5*i, 0)
- LAW.C0 = CN(0.3-0.2*i, 0, -0.5) * CA(MR(85+35*i), 0, MR(45-25*i)) * CN(0, -0.5*i, 0)
- HW.C0 = CA(0, MR(90-70*i), MR(-45*i))
- HW.C1 = CN(0, 0, -2) * CA(MP, MR(-45+45*i), MR(-90))
- wait()
- end
- for i = 0.18, 1, 0.18 do
- FW.C0 = CA(0, MR(-10+10*i), 0)
- RAW.C0 = CN(-0.1, 0, -0.4) * CA(MR(120+80*i), 0, MR(-20-15*i)) * CN(0, -0.5-0.1*i, 0)
- LAW.C0 = CN(0.1, 0, -0.5) * CA(MR(120+80*i), 0, MR(20+15*i)) * CN(0, -0.5-0.1*i, 0)
- HW.C0 = CA(0, MR(20-20*i), MR(-45-10*i))
- HW.C1 = CN(0, 0, -2) * CA(MP, 0, MR(-90))
- wait()
- end
- Play(Sounds.Slash)
- for i = 0.25, 1, 0.25 do
- FW.C0 = CA(0, 0, 0)
- RAW.C0 = CN(-0.1, 0, -0.4) * CA(MR(200+10*i), 0, MR(-35-5*i)) * CN(0, -0.6, 0)
- LAW.C0 = CN(0.1, 0, -0.5) * CA(MR(200+10*i), 0, MR(35+5*i)) * CN(0, -0.6, 0)
- HW.C0 = CA(0, 0, MR(-55+5*i))
- wait()
- end
- SE(Sword, CN(0, 0, 2.2))
- Hurt = true
- Deb = true
- for i = 0.14, 1, 0.14 do
- RAW.C0 = CN(-0.1, 0, -0.4) * CA(MR(210-180*i), 0, MR(-40)) * CN(0, -0.6-0.25*i, 0)
- LAW.C0 = CN(0.1, 0, -0.5) * CA(MR(210-180*i), 0, MR(40)) * CN(0, -0.6-0.25*i, 0)
- HW.C0 = CA(MR(-55*i), MR(-30*i), MR(-50))
- wait()
- end
- Hurt = false
- EE()
- Play(Sounds.Block)
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CN(-0.1, 0, -0.4) * CA(MR(30+5*i), 0, MR(-40)) * CN(0, -0.85+0.4*i, 0)
- LAW.C0 = CN(0.1, 0, -0.5) * CA(MR(30+5*i), 0, MR(40)) * CN(0, -0.85+0.4*i, 0)
- HW.C0 = CA(MR(-55+5*i), MR(-30), MR(-50))
- wait()
- end
- for i = 0.16, 1, 0.16 do
- RAW.C0 = CN(-0.1-0.2*i, 0, -0.4) * CA(MR(35+25*i), MR(30*i), MR(-40+7*i)) * CN(0, -0.45+0.3*i, 0)
- LAW.C0 = CN(0.1+0.2*i, 0, -0.5) * CA(MR(35+5*i), MR(-30*i), MR(40-15*i)) * CN(0, -0.45+0.3*i, 0)
- HW.C0 = CA(MR(-50+40*i), MR(-30+25*i), MR(-50+45*i))
- wait()
- end
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CN(-0.3, 0, -0.4) * CA(MR(60+10*i), MR(30+10*i), MR(-33+3*i)) * CN(0, -0.15+0.15*i, 0)
- LAW.C0 = CN(0.3, 0, -0.5) * CA(MR(40+5*i), MR(-30+5*i), MR(25-5*i)) * CN(0, -0.15+0.15*i, 0)
- HW.C0 = CA(MR(-10+10*i), MR(-5+5*i), MR(-5+5*i))
- wait()
- end
- Attack = 1
- Atch(Torso)
- Attacking = false
- Normal()
- end
- }
- function onButtonDown()
- if Attacking == false and BlockAnim == false and Blocking.Value == false then
- Combo[Attack]()
- end
- end
- function Block()
- coroutine.resume(coroutine.create(function()
- Blocking.Value = true
- BlockAnim = true
- for i = 0.15, 1, 0.15 do
- LAW.C0 = CN(0.3+0.4*i, 0, -0.5-0.4*i) * CA(MR(45+35*i), MR(-35+30*i), MR(20+50*i))
- RAW.C0 = CN(-0.3-0.1*i, 0.2, -0.4) * CA(MR(70+15*i), MR(40-30*i), MR(-30-30*i))
- SW.C1 = CN(0, -0.2, 0.4) * CA(MR(-20+15*i), MR(-75*i), 0)
- wait()
- end
- Play(Sounds.Block)
- for i = 0.33, 1, 0.33 do
- LAW.C0 = CN(0.7+0.1*i, 0, -0.9-0.1*i) * CA(MR(80+5*i), MR(-5+5*i), MR(70+10*i))
- RAW.C0 = CN(-0.4, 0.2, -0.4) * CA(MR(85+5*i), MR(10-10*i), MR(-60-5*i))
- SW.C1 = CN(0, -0.2, 0.4) * CA(MR(-5+5*i), MR(-75-15*i), 0)
- wait()
- end
- LAW.C0 = CN(0.8, 0, -1) * CA(MR(85), 0, MR(80))
- repeat wait() until Blocking.Value == false
- for i = 0.14, 1, 0.14 do
- LAW.C0 = CN(0.8-0.5*i, 0, -1+0.5*i) * CA(MR(85-40*i), MR(-35*i), MR(80-60*i))
- RAW.C0 = CN(-0.4+0.1*i, 0.2, -0.4) * CA(MR(90-20*i), MR(40*i), MR(-65+35*i))
- SW.C1 = CN(0, -0.2, 0.4) * CA(MR(-20*i), MR(-90+90*i), 0)
- wait()
- end
- BlockAnim = false
- Normal()
- end))
- end
- function SelectAnim()
- RAW.Part1 = Rarm
- for i = 0.14, 1, 0.14 do
- RAW.C0 = CA(MR(205*i), MR(30*i), MR(-10*i))
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(205+15*i), MR(30), MR(-10))
- wait()
- end
- HW.C0 = CA(MR(40), MR(30), MR(120))* CN(0, 0, 0.15)
- HW.Part1 = Sword
- TW.Part1 = nil
- for i = 0.18, 1, 0.18 do
- RAW.C0 = CA(MR(220-80*i), MR(30-50*i), MR(-10+30*i))
- HW.C0 = CA(MR(40-40*i), MR(30-30*i), MR(120-120*i))* CN(0, 0, 0.15-0.15*i)
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(140-15*i), MR(-20-5*i), MR(20+5*i))
- HW.C0 = CA(MR(-10*i), 0, 0)
- wait()
- end
- LAW.Part1 = Larm
- for i = 0.18, 1, 0.18 do
- RAW.C0 = CN(-0.3*i, 0.2*i, -0.4*i) * CA(MR(125-45*i), MR(-25+60*i), MR(25-50*i))
- LAW.C0 = CN(0.3*i, 0, -0.5*i) * CA(MR(40*i), MR(-30*i), MR(15*i))
- HW.C0 = CA(MR(-10+10*i), 0, 0)
- wait()
- end
- HW.C0 = CN()
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CN(-0.3, 0.2, -0.4) * CA(MR(80-10*i), MR(35+5*i), MR(-25-5*i))
- LAW.C0 = CN(0.3, 0, -0.5) * CA(MR(40+5*i), MR(-30-5*i), MR(15+5*i))
- wait()
- end
- Normal()
- end
- function DeselectAnim()
- for i = 0.14, 1, 0.14 do
- RAW.C0 = CN(-0.3+0.3*i, 0.2-0.2*i, -0.4+0.4*i) * CA(MR(70+80*i), MR(40-60*i), MR(-30+20*i))
- LAW.C0 = CN(0.3-0.3*i, 0, -0.5+0.5*i) * CA(MR(45-35*i), MR(-35+25*i), MR(20-15*i))
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(150+10*i), MR(-20-5*i), MR(-10+5*i))
- LAW.C0 = CA(MR(10-10*i), MR(-10+10*i), MR(5-5*i))
- wait()
- end
- LAW.Part1 = nil
- for i = 0.18, 1, 0.18 do
- RAW.C0 = CA(MR(160+50*i), MR(-25+50*i), MR(-5-5*i))
- HW.C0 = CA(MR(30*i), MR(25*i), MR(110*i))* CN(0, 0, 0.15*i)
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(210+10*i), MR(25+5*i), MR(-10))
- HW.C0 = CA(MR(30+10*i), MR(25+5*i), MR(110+10*i))* CN(0, 0, 0.15)
- wait()
- end
- HW.Part1 = nil
- TW.Part1 = Sword
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(220-200*i), MR(30-20*i), MR(-10+10*i))
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(20-20*i), MR(10-10*i), 0)
- wait()
- end
- RAW.Part1 = nil
- end
- function onSelected(mouse)
- SelectAnim()
- Selected = true
- mouse.KeyDown:connect(function(key)
- key = key:lower()
- if key == "f" and Blocking.Value == false and BlockAnim == false and Attacking == false then
- Block()
- local k
- repeat k = mouse.KeyUp:wait() until k == "f"
- Blocking.Value = false
- elseif key == "q" then
- Where = Where - 1
- elseif key == "e" then
- Where = Where + 1
- elseif key == "z" then
- local h = nil
- local t = mouse.Target
- if t then
- h = getStat(t.Parent)
- if h == nil and t.Parent.Parent ~= game and t.Parent.Parent ~= nil then
- h = getStat(t.Parent.Parent)
- end
- end
- if h == nil then
- CamBlock.CFrame = CFrame.new(mouse.Hit.p)
- Cam.CameraSubject = CamBlock
- Cam.CameraType = Enum.CameraType[ CamStyles[ Where ] ]
- else
- Cam.CameraSubject = h
- end
- elseif key == "x" then
- Cam.CameraSubject = Hum
- elseif key == "r" then
- RotationOn = not RotationOn
- elseif key == "t" then
- local k
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- Rotation = Rotation - 0.05
- until k == "t"
- end))
- repeat k = mouse.KeyUp:wait() until k == "t"
- elseif key == "y" then
- local k
- coroutine.resume(coroutine.create(function()
- repeat
- wait()
- Rotation = Rotation + 0.05
- until k == "y"
- end))
- repeat k = mouse.KeyUp:wait() until k == "y"
- end
- if Where > #CamStyles then Where = 1 elseif Where < 1 then Where = #CamStyles end
- Cam.CameraType = Enum.CameraType[CamStyles[Where] ]
- end)
- mouse.Button1Down:connect(function()
- onButtonDown()
- end)
- end
- function onDeselected(mouse)
- Selected = false
- DeselectAnim()
- end
- Bin.Selected:connect(onSelected)
- Bin.Deselected:connect(onDeselected)
- while true do
- wait()
- if RotationOn then
- Cam.CoordinateFrame = Cam.CoordinateFrame * CN(Rotation, 0, 0)
- end
- end
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