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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,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros, Edited by StarzoZero")
- 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(),Button2Up=fakeEvent(),Button2Down=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
- if io.UserInputType == Enum.UserInputType.MouseButton2 then
- return m:TrigEvent(b and "Button2Down" or "Button2Up")
- 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 typeof(s[k])=="function"
- and function(_,...)return s[k](s,...)end or s[k]
- end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v 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 rawget(self,s) or _rg:GetService(s)
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- RunService = FakeService({
- _btrs = {},
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- FakeService(g,game)
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- local speed = 20 --CHANGE THIS NUMBER TO SET THE WALKSPEED OF THE PLAYER
- local model = game:GetObjects("rbxassetid://679683510")[1]
- for i,v in pairs(model:GetChildren()) do
- v.Parent = game:GetService("ReplicatedStorage")
- end
- local Player = game:service("Players").LocalPlayer
- repeat
- wait()
- until Player.Character ~= nil
- local plrs = game:GetService("Players")
- local plr = plrs.LocalPlayer
- local char = plr.Character
- local bp = plr.Backpack
- local hum = char.Humanoid
- local T = char.Torso
- local Character = char
- local Humanoid = hum
- local torso = char.Torso
- local Char = Player.Character
- local char = Char
- local mouse = Player:GetMouse()
- local Backpack = Player.Backpack
- local PlayerGui = Player.PlayerGui
- local Camera = workspace.CurrentCamera
- local Humanoid = Char:WaitForChild("Humanoid")
- local Torso = Char:WaitForChild("Torso")
- local Head = Char:WaitForChild("Head")
- local ra = Char:WaitForChild("Right Arm")
- local la = Char:WaitForChild("Left Arm")
- local rl = Char:WaitForChild("Right Leg")
- local ll = Char:WaitForChild("Left Leg")
- local rs = Torso:WaitForChild("Right Shoulder")
- local ls = Torso:WaitForChild("Left Shoulder")
- local rh = Torso:WaitForChild("Right Hip")
- local lh = Torso:WaitForChild("Left Hip")
- local neck = Torso:WaitForChild("Neck")
- local rootpart = Char:WaitForChild("HumanoidRootPart")
- local rj = rootpart:WaitForChild("RootJoint")
- local anim = Char:WaitForChild("Animate")
- local RunService = game:GetService("RunService")
- local UIA = game:GetService("UserInputService")
- local CF = CFrame.new
- local CA = CFrame.Angles
- local FEA = CFrame.fromEulerAnglesXYZ
- local FAA = CFrame.fromAxisAngle
- local V3 = Vector3.new
- local CN = Color3.new
- local Ice = Instance.new
- local BC = BrickColor.new
- local UD2 = UDim2.new
- local C3 = Color3.new
- local MR = math.rad
- local MP = math.pi
- local MD = math.deg
- local MH = math.huge
- local MS = math.sin
- local MC = math.cos
- local MT = math.tan
- local MAS = math.asin
- local MAC = math.acos
- local MAT = math.atan
- local components = CF().components
- local State = "Calm"
- local Slash = false
- local Sheathed = false
- local combocounter = 0
- humanoid = char:findFirstChild("Humanoid")
- hum = humanoid
- torso = char:findFirstChild("Torso")
- head = char.Head
- ra = char:findFirstChild("Right Arm")
- ra.CanCollide = true
- la = char:findFirstChild("Left Arm")
- la.CanCollide = true
- rl = char:findFirstChild("Right Leg")
- rl.CanCollide = true
- ll = char:findFirstChild("Left Leg")
- ll.CanCollide = true
- rs = torso:findFirstChild("Right Shoulder")
- ls = torso:findFirstChild("Left Shoulder")
- rh = torso:findFirstChild("Right Hip")
- lh = torso:findFirstChild("Left Hip")
- neck = torso:findFirstChild("Neck")
- rootpart = char:findFirstChild("HumanoidRootPart")
- rj = rootpart:findFirstChild("RootJoint")
- anim = char:findFirstChild("Animate")
- camera = workspace.CurrentCamera
- plr.CameraMaxZoomDistance = math.huge
- pcall(function()
- anim:Destroy()
- end)
- pcall(function()
- char.Health.Disabled = true
- end)
- pcall(function()
- humanoid.Animator:Destroy()
- end)
- local rjo = rootpart.RootJoint:Clone()
- function newWeld(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- return wld
- end
- for k, v in pairs(char:children("")) do
- if v:isA("BasePart") then
- v.BrickColor = BrickColor.new("Really black")
- end
- end
- pcall(function()
- char["Body Colors"].HeadColor = BrickColor.new("Really black")
- char["Body Colors"].TorsoColor = BrickColor.new("Really black")
- char["Body Colors"].LeftArmColor = BrickColor.new("Really black")
- char["Body Colors"].RightArmColor = BrickColor.new("Really black")
- char["Body Colors"].LeftLegColor = BrickColor.new("Really black")
- char["Body Colors"].RightLegColor = BrickColor.new("Really black")
- end)
- local mult = 1
- la.Size = la.Size * mult
- ra.Size = ra.Size * mult
- ll.Size = ll.Size * mult
- rl.Size = rl.Size * mult
- torso.Size = torso.Size * mult
- head.Size = head.Size * mult
- rootpart.Size = rootpart.Size * mult
- local lm = newWeld(torso, la, -1.7 * mult, 0.5 * mult, 0)
- lm.C1 = CFrame.new(0, 0.5 * mult, 0)
- local rm = newWeld(torso, ra, 1.7 * mult, 0.5 * mult, 0)
- rm.C1 = CFrame.new(0, 0.5 * mult, 0)
- local neck = newWeld(torso, head, 0, mult, 0)
- local llegm = newWeld(torso, ll, -0.5 * mult, -1 * mult, 0)
- llegm.C1 = CFrame.new(0, mult, 0)
- local rlegm = newWeld(torso, rl, 0.5 * mult, -1 * mult, 0)
- rlegm.C1 = CFrame.new(0, mult, 0)
- local rj = rjo:Clone()
- rj.Part0 = rootpart
- rj.Part1 = torso
- rj.Parent = rootpart
- neck.C1 = CFrame.new(0, -(mult / 2), 0)
- neckc0 = neck.C0
- rsc0 = rm.C0
- lsc0 = lm.C0
- llc0 = llegm.C0
- rlc0 = rlegm.C0
- rootc0 = rj.C0
- rootc1 = rj.C1
- wait()
- function Create(Instanc, prop)
- local p = Instance.new(Instanc)
- for i, v in pairs(prop) do
- p[i] = v
- end
- return p
- end
- function rwait(num)
- if num == 0 or num == nil then
- game:service("RunService").Stepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Stepped:wait(0)
- end
- end
- return true
- end
- local pony = Instance.new("PointLight", Torso)
- pony.Name = "LePontyPontz"
- pony.Brightness = 1
- pony.Color = Color3.new(0, 1, 0)
- coroutine.wrap(function()
- game:service("RunService").Stepped:connect(function()
- pony.Range = 5 + math.abs(math.sin(tick() / 2)) * 6
- end)
- end)()
- local setupPart = function(part)
- part.Anchored = true
- part.FormFactor = "Custom"
- part.CanCollide = false
- part.BrickColor = BrickColor.new("Sea green")
- part.Material = "Neon"
- part.TopSurface = "SmoothNoOutlines"
- part.BottomSurface = "SmoothNoOutlines"
- part.FrontSurface = "SmoothNoOutlines"
- part.BackSurface = "SmoothNoOutlines"
- part.LeftSurface = "SmoothNoOutlines"
- part.RightSurface = "SmoothNoOutlines"
- end
- function CFrameFromTopBack(at, top, back)
- local right = top:Cross(back)
- return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
- end
- function CreateTriangle(parent, a, b, c)
- local this = {}
- local mPart1 = Instance.new("WedgePart")
- setupPart(mPart1)
- local mPart2 = Instance.new("WedgePart")
- setupPart(mPart2)
- function this:Set(a, b, c)
- local ab, bc, ca = b - a, c - b, a - c
- local abm, bcm, cam = ab.magnitude, bc.magnitude, ca.magnitude
- local edg1 = math.abs(0.5 + ca:Dot(ab) / (abm * abm))
- local edg2 = math.abs(0.5 + ab:Dot(bc) / (bcm * bcm))
- local edg3 = math.abs(0.5 + bc:Dot(ca) / (cam * cam))
- if edg1 < edg2 then
- if edg1 < edg3 then
- else
- a, b, c = c, a, b
- ab, bc, ca = ca, ab, bc
- abm = cam
- end
- elseif edg2 < edg3 then
- a, b, c = b, c, a
- ab, bc, ca = bc, ca, ab
- abm = bcm
- else
- a, b, c = c, a, b
- ab, bc, ca = ca, ab, bc
- abm = cam
- end
- local len1 = -ca:Dot(ab) / abm
- local len2 = abm - len1
- local width = (ca + ab.unit * len1).magnitude
- local maincf = CFrameFromTopBack(a, ab:Cross(bc).unit, -ab.unit)
- mPart1.Parent = parent
- mPart1.Size = Vector3.new(1, 1, 1)
- mPart1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2)
- local Mesh = Instance.new("SpecialMesh", mPart1)
- Mesh.MeshType = "Wedge"
- Mesh.Scale = Vector3.new(0.005, width, len1)
- mPart2.Parent = parent
- mPart2.Size = Vector3.new(1, 1, 1)
- mPart2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2)
- local Mesh = Instance.new("SpecialMesh", mPart2)
- Mesh.MeshType = "Wedge"
- Mesh.Scale = Vector3.new(0.005, width, len2)
- end
- function this:SetProperty(prop, value)
- mPart1[prop] = value
- mPart2[prop] = value
- end
- function this:GetProperty(prop)
- return mPart1[prop]
- end
- this:Set(a, b, c)
- function this:Destroy()
- mPart1:Destroy()
- mPart2:Destroy()
- end
- return this
- end
- local ttt
- local lastdps = tick()
- local ohp = hum.Health
- local berserk = false
- hum.Changed:connect(function(val)
- if val == "Health_XML" then
- if hum.Health < ohp then
- lastdps = tick()
- end
- ohp = hum.Health
- if not berserk and hum.Health < hum.MaxHealth * 0.15 then
- ttt = true
- hum.WalkSpeed = 0
- hum.MaxHealth = 1 / 0
- otheranims = true
- do
- local rs = game:service("RunService").Stepped
- function GW()
- local wave = Instance.new("Part", Torso)
- wave.BrickColor = BrickColor.new("Really black")
- wave.Anchored = true
- wave.CanCollide = false
- wave.Locked = true
- wave.Size = Vector3.new(1, 1, 1)
- wave.TopSurface = "Smooth"
- wave.BottomSurface = "Smooth"
- wave.Material = "Neon"
- wave.Transparency = 0.35
- wave.CFrame = Torso.CFrame
- wm = Instance.new("SpecialMesh", wave)
- wm.MeshType = "Sphere"
- wm.Scale = Vector3.new(1, 1, 1)
- coroutine.wrap(function()
- for i = 0, 15 do
- wave.Size = wave.Size + Vector3.new(1, 1, 1)
- wave.CFrame = Torso.CFrame
- wave.Transparency = i / 14
- wait()
- end
- wait()
- wave:Destroy()
- end)()
- end
- Spawn(function()
- while ttt do
- GW()
- wait(math.random(1, 4))
- end
- end)
- local prtz = {
- la,
- Head,
- Torso
- }
- local pes = {}
- for i, v in pairs(prtz) do
- coroutine.wrap(function()
- local dsa = Instance.new("ParticleEmitter", v)
- local color1 = Color3.new(0.5, 1, 0.5)
- local color2 = Color3.new(0, 0.3333333333333333, 0)
- local sequence = ColorSequence.new(color1, color2)
- dsa.Color = sequence
- dsa.LightEmission = 0.8
- dsa.Texture = "http://www.roblox.com/asset/?id=242102147"
- dsa.LockedToPart = true
- dsa.EmissionDirection = "Top"
- dsa.Lifetime = NumberRange.new(1)
- dsa.VelocitySpread = 10
- dsa.Size = NumberSequence.new(1)
- table.insert(pes, dsa)
- end)()
- end
- Mode = "Kneeling"
- berserk = true
- wait(2)
- hum.MaxHealth = 10000
- for i = 500, 7500, 15 do
- hum.Health = i
- game:service("RunService").Stepped:wait()
- end
- ttt = false
- for q, e in pairs(pes) do
- game.Destroy(e)
- end
- hum.WalkSpeed = speed
- otheranims = false
- end
- end
- elseif val == "PlatformStand" then
- hum.PlatformStand = false
- elseif val == "Sit" then
- hum.Sit = false
- elseif val == "WalkSpeed" then
- end
- end)
- regening = false
- lastdps = tick()
- function regenHealth()
- if regening then
- return
- end
- if tick() - lastdps < 25 then
- return
- end
- regening = true
- local s = wait(1)
- local health = hum.Health
- if health > 0 and health < hum.MaxHealth then
- local newHealthDelta = hum.MaxHealth * 0.03
- health = health + newHealthDelta
- hum.Health = math.min(health, hum.MaxHealth)
- end
- regening = false
- end
- local LastTrail
- local Trails = {}
- function asd(parent, string)
- repeat
- wait()
- until parent:FindFirstChild(string)
- wait()
- return parent:FindFirstChild(string)
- end
- local beamy = asd(game.ReplicatedStorage, "Beamy"):Clone()
- local Model = asd(game.ReplicatedStorage, "mdl"):Clone()
- Model.Parent = Char
- local shm, swm, shem = Model:WaitForChild("Sheath"), Model:WaitForChild("Sword"), Model:WaitForChild("Shield")
- local LAH, RAH, TH = shem:WaitForChild("LeftArmHandle"), swm:WaitForChild("RightArmHandle"), shm:WaitForChild("TorsoHandle")
- LAH.Transparency, RAH.Transparency, TH.Transparency = 1, 1, 1
- local law = Create("Weld", {
- Parent = la,
- Part0 = la,
- Part1 = LAH,
- C0 = CFrame.new(0, 0, 0)
- })
- local raw = Create("Weld", {
- Parent = ra,
- Part0 = ra,
- Part1 = RAH,
- C0 = CFrame.new(0, 0, 0)
- })
- local rawc0 = raw.C0
- local lawc0 = law.C0
- LAH.Anchored, RAH.Anchored, TH.Anchored = false, false, false
- local torw = Create("Weld", {
- Parent = Torso,
- Part0 = Torso,
- Part1 = TH,
- C0 = CFrame.new(0, 0, 0)
- })
- TrailPart = Create("Part", {
- Parent = Char,
- Anchored = false,
- CanCollide = false,
- Size = V3(0, 5, 0),
- Transparency = 1
- })
- TrailPartMesh = Create("Snap", {
- Parent = TrailPart,
- Part0 = RAH,
- Part1 = TrailPart,
- C0 = CFrame.new(0, -1, -4.2) * CFrame.Angles(MR(90), 0, 0)
- })
- local get = game.ReplicatedStorage:FindFirstChild("GoldSuit"):Clone()
- get.Parent = Char
- local torso = get:WaitForChild("Torso")
- local head = get:WaitForChild("Head")
- local rightarm = get:WaitForChild("RightArm")
- local leftarm = get:WaitForChild("LeftArm")
- local rightleg = get:WaitForChild("RightLeg")
- local leftleg = get:WaitForChild("LeftLeg")
- Create("Weld", {
- Parent = torso.Handle,
- Part0 = Torso,
- Part1 = torso.Handle,
- C0 = CFrame.new(0, 0, 0)
- })
- Create("Weld", {
- Parent = head.Handle,
- Part0 = Head,
- Part1 = head.Handle,
- C0 = CFrame.new(0, 0, 0)
- })
- Create("Weld", {
- Parent = rightarm.Handle,
- Part0 = ra,
- Part1 = rightarm.Handle,
- C0 = CFrame.new(0, 0, 0)
- })
- Create("Weld", {
- Parent = leftarm.Handle,
- Part0 = la,
- Part1 = leftarm.Handle,
- C0 = CFrame.new(0, 0, 0)
- })
- Create("Weld", {
- Parent = leftleg.Handle,
- Part0 = ll,
- Part1 = leftleg.Handle,
- C0 = CFrame.new(0, 0, 0)
- })
- Create("Weld", {
- Parent = rightleg.Handle,
- Part0 = rl,
- Part1 = rightleg.Handle,
- C0 = CFrame.new(0, 0, 0)
- })
- function recurse(c)
- for i, v in pairs(c:children()) do
- if v:IsA("BasePart") then
- v.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
- end
- recurse(v)
- end
- end
- recurse(get)
- recurse(Model)
- ra.Transparency = 1
- la.Transparency = 1
- ll.Transparency = 1
- rl.Transparency = 1
- HitDB = {}
- function Damage(part)
- smthn = part.Touched:connect(function(hit)
- Human = hit.Parent:findFirstChild("Humanoid")
- if Human ~= nil and hit.Parent.Name ~= Player.Name and Slash == true and HitDB[hit.Parent.Humanoid] == nil then
- coroutine.wrap(function()
- HitDB[hit.Parent.Humanoid] = true
- Human.Health = Human.Health - 25
- local vu = Instance.new("BodyVelocity", hit.Parent.Torso)
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
- vu.velocity = Head.CFrame.lookVector * 10
- game:GetService("Debris"):AddItem(vu, 0.267)
- wait(0.25)
- HitDB[hit.Parent.Humanoid] = nil
- end)()
- end
- end)
- return smthn
- end
- hum.WalkSpeed = speed
- hum.MaxHealth = 10000
- hum.Health = 10000
- function lerp(weld, beglerp, endlerp, speed)
- if weld.ClassName == "Weld" or weld.ClassName == "Motor6D" then
- weld.C0 = beglerp:lerp(endlerp, speed)
- else
- weld.CFrame = beglerp:lerp(endlerp, speed)
- end
- return weld.ClassName == "Weld" or weld.ClassName == "Motor6D" and weld.C0 or weld.CFrame
- end
- function Ragdoll(Format, Character, Force)
- if Force ~= true then
- if Character:FindFirstChild("Ragdoll") ~= nil and Format == true then
- return false
- end
- if Character:FindFirstChild("Ragdoll") == nil and Format == false then
- return false
- end
- end
- local Head, Torso, Humanoid
- local Dead = false
- for _, Children in pairs(Character:GetChildren()) do
- if Children.ClassName == "ForceField" then
- Children:Remove()
- end
- if Children.Name == "" then
- Children:Remove()
- end
- if Children.Name == "Head" then
- Head = Children
- end
- if Children.Name == "Torso" then
- Torso = Children
- end
- if Children.ClassName == "Humanoid" then
- Humanoid = Children
- end
- if Children:IsA("Accoutrement") then
- if Children:FindFirstChild("Handle") ~= nil then
- if math.random(1, 3) == 1 then
- coroutine.wrap(function()
- Children.Parent = Workspace
- wait()
- Children.Parent = Character
- Children.Handle.CanCollide = true
- end)()
- else
- Children.Parent = Workspace
- Children.Handle.CanCollide = true
- end
- else
- Children:Remove()
- end
- end
- end
- if Humanoid ~= nil and Humanoid.Health <= 0 then
- Dead = true
- end
- if Torso ~= nil then
- for _, Children2 in pairs(Torso:GetChildren()) do
- if Children2:IsA("JointInstance") then
- Children2:Remove()
- end
- end
- end
- if Head ~= nil then
- if (function()
- if Dead == true and math.random(1, 2) == 1 then
- return true
- else
- return false
- end
- end)() == false then
- local Neck = Instance.new("Motor6D")
- Neck.Name = "Neck"
- Neck.Part0 = Torso
- Neck.Part1 = Head
- Neck.C0 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(180))
- Neck.C1 = CFrame.new(0, -0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(180))
- Neck.MaxVelocity = 0.1
- Neck.Parent = Torso
- end
- end
- if Format == true then
- local Ragdoll = Instance.new("IntValue")
- Ragdoll.Name = "Ragdoll"
- Ragdoll.Parent = Character
- if Torso ~= nil then
- Torso.Velocity = Torso.Velocity / 1.25
- Torso.RotVelocity = Torso.RotVelocity / 1.25 + Head.CFrame.lookVector * 80
- if Dead == true and Humanoid ~= nil then
- local Humanoid2 = Humanoid:Clone()
- wait()
- Humanoid:Remove()
- Humanoid2.Parent = Character
- Humanoid = Humanoid2
- end
- local Limb = Character:FindFirstChild("Right Arm")
- if Limb ~= nil then
- Limb.Velocity = Torso.Velocity
- Limb.CFrame = Torso.CFrame * CFrame.new(1.5, 0, 0)
- local Joint = Instance.new("Glue")
- Joint.Name = "RightShoulder"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Joint.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Joint.Parent = Torso
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1, 1, 1)
- Weight.Transparency = 1
- Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Limb
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, -0.5, 0)
- Weld.Parent = Limb
- end
- local Limb = Character:FindFirstChild("Left Arm")
- if Limb then
- Limb.Velocity = Torso.Velocity
- Limb.CFrame = Torso.CFrame * CFrame.new(-1.5, 0, 0)
- local Joint = Instance.new("Glue")
- Joint.Name = "LeftShoulder"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- Joint.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- Joint.Parent = Torso
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1, 1, 1)
- Weight.Transparency = 1
- Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Limb
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, -0.5, 0)
- Weld.Parent = Limb
- end
- local Limb = Character:FindFirstChild("Right Leg")
- if Limb then
- Limb.Velocity = Torso.Velocity
- Limb.CFrame = Torso.CFrame * CFrame.new(0.5, -2, 0)
- local Joint = Instance.new("Glue")
- Joint.Name = "RightHip"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
- Joint.Parent = Torso
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1, 1, 1)
- Weight.Transparency = 1
- Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Limb
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, -0.5, 0)
- Weld.Parent = Limb
- end
- local Limb = Character:FindFirstChild("Left Leg")
- if Limb then
- Limb.Velocity = Torso.Velocity
- Limb.CFrame = Torso.CFrame * CFrame.new(-0.5, -2, 0)
- local Joint = Instance.new("Glue")
- Joint.Name = "LeftHip"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(-0.5, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- Joint.C1 = CFrame.new(0, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
- Joint.Parent = Torso
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1, 1, 1)
- Weight.Transparency = 1
- Weight.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Limb
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, -0.5, 0)
- Weld.Parent = Limb
- end
- local Weight = Instance.new("Part")
- Weight.Name = ""
- Weight.TopSurface = 0
- Weight.BottomSurface = 0
- Weight.Shape = "Block"
- Weight.FormFactor = "Custom"
- Weight.Size = Vector3.new(1.75, 1.5, 1.1)
- Weight.Transparency = 1
- Weight.CFrame = Torso.CFrame * CFrame.new(0, 0.5, 0)
- Weight.Parent = Character
- local Weld = Instance.new("Weld")
- Weld.Part0 = Torso
- Weld.Part1 = Weight
- Weld.C0 = CFrame.new(0, 0.5, 0)
- Weld.Parent = Torso
- end
- elseif Format == false then
- if Character:FindFirstChild("Ragdoll") ~= nil then
- Character.Ragdoll:Remove()
- end
- if Torso ~= nil then
- local Limb = Character:FindFirstChild("Right Arm")
- if Limb ~= nil then
- local Joint = Instance.new("Motor6D")
- Joint.Name = "Right Shoulder"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
- Joint.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
- Joint.MaxVelocity = 0.15
- Joint.Parent = Torso
- end
- local Limb = Character:FindFirstChild("Left Arm")
- if Limb ~= nil then
- local Joint = Instance.new("Motor6D")
- Joint.Name = "Left Shoulder"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0)
- Joint.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0)
- Joint.MaxVelocity = 0.15
- Joint.Parent = Torso
- end
- local Limb = Character:FindFirstChild("Right Leg")
- if Limb ~= nil then
- local Joint = Instance.new("Motor6D")
- Joint.Name = "Right Hip"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(0.5, -1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
- Joint.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(90), 0)
- Joint.MaxVelocity = 0.1
- Joint.Parent = Torso
- end
- local Limb = Character:FindFirstChild("Left Leg")
- if Limb ~= nil then
- local Joint = Instance.new("Motor6D")
- Joint.Name = "Left Hip"
- Joint.Part0 = Torso
- Joint.Part1 = Limb
- Joint.C0 = CFrame.new(-0.5, -1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0)
- Joint.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(0, math.rad(-90), 0)
- Joint.MaxVelocity = 0.1
- Joint.Parent = Torso
- end
- local Animate = Character:FindFirstChild("Animate")
- if Animate ~= nil then
- local Animate2 = Animate:Clone()
- Animate:Remove()
- Animate2.Parent = Character
- end
- end
- else
- return false
- end
- return true, Format
- end
- local Grabbed = false
- Ctrl = false
- local lastclick = tick()
- mouse.Button1Down:connect(function()
- if tick() - lastclick > 0.4 then
- combocounter = 0
- end
- if otheranims then
- return
- end
- if Grabbed then
- return
- end
- if Sheathed then
- otheranims = true
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = ra
- law.Part0 = la
- raw.C0 = rawc0
- law.C0 = lawc0
- Sheathed = false
- otheranims = false
- return
- end
- Slash = true
- local p0 = rootpart.CFrame * CF(0, 0, -7)
- local p1 = rootpart.CFrame * CF(0, 0, -15)
- if combocounter == 0 and not otheranims then
- otheranims = true
- Mode = "Knee"
- local asdf = Damage(ll)
- rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
- wait(0.3)
- asdf:disconnect()
- otheranims = false
- combocounter = 1
- elseif combocounter == 1 and not otheranims then
- otheranims = true
- Mode = "Slash11"
- wait(0.3)
- Mode = "Slash12"
- rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
- wait(0.3)
- Mode = "Slash21"
- rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
- wait(0.5)
- otheranims = false
- combocounter = 2
- elseif combocounter == 2 and not otheranims then
- otheranims = true
- Mode = "Slash31"
- wait(0.3)
- Mode = "Slash32"
- rootpart.CFrame = rootpart.CFrame:lerp(p0, 0.1)
- wait(0.5)
- otheranims = false
- combocounter = 3
- elseif combocounter == 3 and not otheranims then
- otheranims = true
- sDps = Damage(LAH)
- Mode = "Bash11"
- wait(0.3)
- rootpart.CFrame = rootpart.CFrame:lerp(p1, 0.6)
- wait(1)
- sDps:disconnect()
- otheranims = false
- combocounter = 0
- end
- Slash = false
- lastclick = tick()
- end)
- function MediumParticleEmit(Object, Color)
- coroutine.wrap(function()
- while true do
- if not Wait(3.1) or not Object then
- break
- end
- do
- local p = Instance.new("Part", Object.Parent)
- p.Name = "Trail"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Anchored = true
- p.Material = "Neon"
- p.CanCollide = false
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.01, 0.01, 0.01)
- if type(Color) ~= "userdata" or not Color then
- end
- p.BrickColor = BrickColor.new(Color)
- p.CFrame = Object.CFrame * CFrame.new(math.random(-1, 1), math.random(-1, 1) - 3, math.random(-1, 1))
- local m = Instance.new("BlockMesh", p)
- m.Scale = Vector3.new(2, 2, 2)
- coroutine.wrap(function()
- for i = 1, 15 do
- p.Transparency = i / 15
- m.Scale = m.Scale + Vector3.new(0.1, 0.1, 0.1)
- p.CFrame = CFrame.new(p.Position + Vector3.new(math.random(-5, 5) / 20, 0.4, math.random(-5, 5) / 20)) * CFrame.fromEulerAnglesXYZ(math.random(-10, 10) / i, math.random(-10, 10) / i, 0.5)
- Wait()
- end
- p:Destroy()
- end)()
- end
- end
- end)()
- end
- function IsNear(Position, Distance, SinglePlayer, db)
- if SinglePlayer then
- return Distance > (SinglePlayer.Torso.CFrame.p - Position).magnitude
- end
- local List = {}
- for i, v in pairs(workspace:GetChildren()) do
- if v:IsA("Model") and v:findFirstChild("Torso") and Distance > (v.Torso.CFrame.p - Position).magnitude then
- table.insert(List, v)
- end
- end
- return List
- end
- local beaming = false
- local Shielding = false
- mouse.KeyDown:connect(function(k)
- if otheranims then
- return
- end
- if beaming then
- return
- end
- if Shielding then
- return
- end
- if k == "q" then
- if Grabbed then
- return
- end
- otheranims = true
- if not Sheathed then
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = Torso
- law.Part0 = Torso
- raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0)
- law.C0 = lawc0 * CFrame.new(-0.3, 0.5, 0.25) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0)
- Sheathed = true
- else
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = char:findFirstChild("Right Arm")
- law.Part0 = char:findFirstChild("Left Arm")
- raw.C0 = rawc0
- law.C0 = lawc0
- Sheathed = false
- end
- otheranims = false
- elseif k == "g" then
- if Sheathed then
- otheranims = true
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = ra
- law.Part0 = la
- raw.C0 = rawc0
- law.C0 = lawc0
- Sheathed = false
- otheranims = false
- return
- end
- otheranims = true
- Mode = "Shielding"
- Shielding = true
- do
- local storedHp = hum.Health
- coroutine.wrap(function()
- local shieldTime = tick()
- while Shielding do
- if tick() - shieldTime > 60 then
- otheranims = false
- Shielding = false
- break
- end
- hum.Health = storedHp
- game:service("RunService").Stepped:wait()
- end
- end)()
- end
- elseif k:byte() == 50 then
- Ctrl = true
- elseif k:byte() == 48 then
- coroutine.wrap(function()
- for i = 70, 60, -1 do
- camera.FieldOfView = i
- wait()
- end
- end)()
- hum.WalkSpeed = speed
- elseif k == "r" then
- otheranims = true
- Mode = "Stomp1"
- wait(0.5)
- Mode = "Stomp2"
- do
- local Charging = true
- pt = Instance.new("Part", Torso)
- pt.Anchored = true
- pt.CanCollide = false
- pt.Locked = true
- pt.Material = "Neon"
- pt.FormFactor = "Custom"
- pt.Size = Vector3.new(1, 1, 1)
- pt.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0)
- pt.Transparency = 0.6
- pt.BrickColor = BrickColor.new("Bright green")
- msh = Instance.new("SpecialMesh", pt)
- msh.MeshId = "http://www.roblox.com/asset/?id=20329976"
- msh.Scale = Vector3.new(10, 2, 10)
- pt2 = pt:clone()
- pt2.Parent = Torso
- pt2.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0)
- pt2.BrickColor = BrickColor.new("Really black")
- msh2 = msh:clone()
- msh2.Parent = pt2
- msh2.Scale = Vector3.new(10, 2, 10)
- custommath = {
- 25,
- 26,
- 27,
- 28,
- 29,
- 30,
- 31,
- 32,
- 33,
- 34,
- 35,
- 36,
- 37,
- 38,
- 39,
- 40,
- 41,
- 42,
- 43,
- 44,
- 45,
- 46,
- 47,
- 48,
- 49,
- 50,
- 51,
- 52,
- 53,
- 54,
- 55,
- 56,
- 57,
- 58,
- 59,
- 60,
- 61,
- 62,
- 63,
- 64,
- 65,
- 66,
- 67,
- 68,
- 69,
- 70,
- 71,
- 72,
- 73,
- 74,
- 75,
- 76,
- 77,
- 78,
- 79,
- 80,
- 81,
- 82,
- 83,
- 84,
- 85,
- 86,
- 87,
- 88,
- 89,
- 90,
- 91,
- 92,
- 93,
- 94,
- 95,
- 96,
- 97,
- 98,
- 99,
- 100,
- -25,
- -26,
- -27,
- -28,
- -29,
- -30,
- -31,
- -32,
- -33,
- -34,
- -35,
- -36,
- -37,
- -38,
- -39,
- -40,
- -41,
- -42,
- -43,
- -44,
- -45,
- -46,
- -47,
- -48,
- -49,
- -50,
- -51,
- -52,
- -53,
- -54,
- -55,
- -56,
- -57,
- -58,
- -59,
- -60,
- -61,
- -62,
- -63,
- -64,
- -65,
- -66,
- -67,
- -68,
- -69,
- -70,
- -71,
- -72,
- -73,
- -74,
- -75,
- -76,
- -77,
- -78,
- -79,
- -80,
- -81,
- -82,
- -83,
- -84,
- -85,
- -86,
- -87,
- -88,
- -89,
- -90,
- -91,
- -92,
- -93,
- -94,
- -95,
- -96,
- -97,
- -98,
- -99,
- -100
- }
- bl = Instance.new("Part", char)
- bl.Locked = true
- bl.Name = "Shell"
- bl.BrickColor = BrickColor.new("Really black")
- bl.Anchored = true
- bl.Material = "Neon"
- bl.CanCollide = false
- bl.Transparency = 0
- bl.Reflectance = 0
- bl.BottomSurface = 0
- bl.TopSurface = 0
- bl.Shape = 0
- blm = Instance.new("SpecialMesh", bl)
- blm.MeshType = "Sphere"
- blm.Scale = Vector3.new(1, 1, 1)
- coroutine.resume(coroutine.create(function()
- for i = 1, math.huge, 4 do
- if Charging == true then
- game:service("RunService").Stepped:wait()
- bl.CFrame = rootpart.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(-i / 10), math.rad(-i / 10), math.rad(i / 10))
- blm.Scale = blm.Scale + Vector3.new(0.5, 0.5, 0.5)
- bl.Transparency = bl.Transparency + 0.05
- pt.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0, math.rad(i * 2), 0)
- pt2.CFrame = rootpart.CFrame * CFrame.new(0, -1, 0) * CFrame.Angles(0, math.rad(-i * 2), 0)
- msh.Scale = msh.Scale + Vector3.new(0.7, 0, 0.7)
- msh2.Scale = msh2.Scale + Vector3.new(0.7, 0, 0.7)
- pt.Transparency = pt.Transparency + 0.015
- pt2.Transparency = pt2.Transparency + 0.015
- elseif Charging == false then
- break
- end
- end
- end))
- local Damaged = {}
- coroutine.wrap(function()
- for i, v in pairs(IsNear(Torso.Position, 25, nil, true)) do
- if v ~= Char then
- if Damaged[v:FindFirstChild("Humanoid")] and tick() - Damaged[v:FindFirstChild("Humanoid")] < 0.25 then
- return
- end
- v:FindFirstChild("Humanoid").Health = v:findFirstChild("Humanoid").Health - 25
- v:findFirstChild("Humanoid").PlatformStand = true
- local vu = Instance.new("BodyVelocity", v:findFirstChild("Torso"))
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
- vu.velocity = Head.CFrame.lookVector * 80
- game:GetService("Debris"):AddItem(vu, 0.267)
- Damaged[v:FindFirstChild("Humanoid")] = tick()
- end
- end
- end)()
- Spawn(function()
- while game:service("RunService").Stepped:wait() do
- if p and p.Transparency >= 1 then
- pcall(function()
- p:Destroy()
- end)
- break
- end
- if not p then
- break
- end
- p.CFrame = p.CFrame * CFrame.Angles(math.rad(2), math.rad(2), math.rad(2)) + Vector3.new(0, 0.2, 0)
- p.Transparency = p.Transparency + 0.01
- end
- end)
- wait(1)
- pt:Destroy()
- pt2:Destroy()
- bl:Destroy()
- Charging = false
- otheranims = false
- end
- elseif k == "e" then
- do
- local weld5 = function(part0, part1, c0, c1)
- weeld = Instance.new("Weld", part0)
- weeld.Part0 = part0
- weeld.Part1 = part1
- weeld.C0 = c0
- weeld.C1 = c1
- return weeld
- end
- if not Sheathed then
- otheranims = true
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = Torso
- law.Part0 = Torso
- raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0)
- law.C0 = lawc0 * CFrame.new(-0.3, 0.5, 0.25) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0)
- Sheathed = true
- otheranims = false
- return
- end
- if not Grabbed then
- otheranims = true
- Mode = "Grabbing"
- con1 = ra.Touched:connect(function(hit)
- if hit:IsDescendantOf(Char) then
- return
- end
- ht = hit.Parent
- hum1 = ht:FindFirstChild("Humanoid")
- if hum1 ~= nil then
- hum1.Changed:connect(function(a)
- if not hum1 then
- return
- end
- if a == "PlatformStand" then
- hum1.PlatformStand = true
- elseif a == "Jump" then
- hum1.Jump = false
- elseif a == "WalkSpeed" then
- hum1.WalkSpeed = 0
- elseif a == "JumpPower" then
- hum1.JumpPower = 0
- end
- end)
- hum1.PlatformStand = true
- hum1.Jump = false
- hum1.WalkSpeed = 0
- hum1.JumpPower = 0
- gp = ht
- local asde = weld5(ra, ht:FindFirstChild("Torso"), CFrame.new(0, -1.3, 0), CFrame.new(0, 0, 0))
- asde.Parent = ra
- asde.Name = "asde"
- asde.C0 = asde.C0 * CFrame.Angles(math.rad(-90), math.rad(0), 0)
- Grabbed = true
- end
- end)
- wait(0.5)
- con1:disconnect()
- otheranims = false
- else
- otheranims = true
- pcall(function()
- repeat
- ht:findFirstChild("Humanoid").Health = ht:findFirstChild("Humanoid").Health - ht:findFirstChild("Humanoid").MaxHealth * 0.01
- game:service("RunService").Stepped:wait()
- hum:TakeDamage(-5)
- until ht:findFirstChild("Humanoid").Health <= ht:findFirstChild("Humanoid").MaxHealth * 0.015
- end)
- Mode = "Slash11"
- wait(0.4)
- Mode = "Throw1"
- pcall(function()
- ra:findFirstChild("asde"):Destroy()
- end)
- local vu = Instance.new("BodyVelocity", ht.Torso)
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
- vu.velocity = Head.CFrame.lookVector * 100
- game:GetService("Debris"):AddItem(vu, 0.267)
- wait(0.5)
- Ragdoll(true, ht)
- ht:findFirstChild("Humanoid").PlatformStand = true
- coroutine.wrap(function()
- wait(5)
- ht:breakJoints("")
- end)()
- Grabbed = false
- otheranims = false
- end
- end
- elseif k == "f" then
- otheranims = true
- if Grabbed then
- return
- end
- if not Sheathed then
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = Torso
- law.Part0 = Torso
- raw.C0 = rawc0 * CFrame.new(1.8, 3.3, 0.65) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0)
- law.C0 = lawc0 * CFrame.new(-0.3, 0.5, 0.25) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(-45), 0, 0)
- Sheathed = true
- otheranims = false
- return
- end
- Mode = "Beam"
- hum.WalkSpeed = 0
- do
- local m0del = Instance.new("Model", char)
- local wave = Instance.new("Part", m0del)
- wave.CFrame = char.Head.CFrame * CFrame.new(0, 0, -10)
- wave.TopSurface = "Smooth"
- wave.BottomSurface = "Smooth"
- wave.BrickColor = BrickColor.new("Bright green")
- wave.Anchored = true
- wave.FormFactor = "Custom"
- wave.Shape = "Ball"
- wave.CanCollide = false
- wave.Transparency = 1
- wave.Material = "Neon"
- wave.Size = Vector3.new(0.4, 0.4, 0.4)
- local needaloop = true
- beaming = true
- local coro = coroutine.resume(coroutine.create(function()
- while needaloop do
- game:service("RunService").Stepped:wait()
- local c = char
- local radius = 25
- local pos = wave.CFrame * CFrame.new(0, 0, 20)
- local clrz = {
- "Really black",
- "Bright green"
- }
- for i = 1, 1 do
- do
- local clr = clrz[math.random(1, #clrz)]
- pos = wave.CFrame * CFrame.new(0, 0, 2)
- local p = Instance.new("Part", c)
- local mafa = math.random(-360, 360)
- p.CanCollide = false
- p.Size = Vector3.new(1.3, 1.3, 1.3)
- local m = Instance.new("SpecialMesh", p)
- m.MeshType = "Sphere"
- spawn(function()
- for i = 0, 50 do
- local int, int2 = 0.05, 0.05
- m.Scale = m.Scale - Vector3.new(int, int, int)
- p.Transparency = p.Transparency + int2
- game:service("RunService").Stepped:wait()
- end
- pcall(function()
- p:Destroy()
- end)
- end)
- p.BrickColor = BrickColor.new(clr)
- p.Material = "Neon"
- p.CFrame = pos * CFrame.new(math.random(-radius, radius), math.random(-radius, radius), math.random(-radius, radius)) * CFrame.Angles(mafa, mafa, mafa)
- local bp = Instance.new("BodyPosition", p)
- bp.MaxForce = Vector3.new(1 / 0, 1 / 0, 1 / 0)
- bp.D = 100
- bp.P = 300
- bp.Position = pos.p
- game.Debris:AddItem(p, 10)
- end
- end
- end
- end))
- local nbeamy = beamy:Clone()
- nbeamy.Parent = char
- coroutine.wrap(function()
- local Ringz = {}
- for i, v in pairs(nbeamy:children("")) do
- if v.Name:lower():find("ring") then
- table.insert(Ringz, v)
- end
- end
- local Rot = 0
- while nbeamy do
- Rot = Rot + 0.035
- if Rot >= 360 then
- Rot = 0
- end
- for q, e in pairs(Ringz) do
- pcall(function()
- if e.Name ~= "Ring7" then
- e.qCFrameWeldThingy.C0 = e.qCFrameWeldThingy.C0 * CFrame.Angles(0, 0, math.rad(e.Name ~= "Ring4" and Rot or -Rot))
- end
- end)
- end
- game:service("RunService").Stepped:wait()
- end
- end)()
- local bp = Instance.new("BodyPosition", nbeamy.FireFrom)
- bp.MaxForce = Vector3.new(1 / 0, 1 / 0, 1 / 0)
- bp.D = 100
- bp.P = 1000
- bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p
- for awe = 1, 250 do
- wave.CFrame = char.Head.CFrame * CFrame.new(10, 20, -5)
- nbeamy.FireFrom.CFrame = nbeamy.FireFrom.CFrame:lerp(CFrame.new(wave.CFrame.p, mouse.Hit.p) * CFrame.Angles(math.rad(180), 0, 0), 1)
- bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p
- wave.Size = Vector3.new(wave.Size.X + 0.1, wave.Size.Y + 0.1, wave.Size.Z + 0.1)
- game:service("RunService").Stepped:wait()
- end
- needaloop = false
- local beam = Instance.new("Part", m0del)
- beam.TopSurface = "Smooth"
- beam.BottomSurface = "Smooth"
- beam.Material = "Neon"
- beam.Transparency = 0.6
- beam.Anchored = true
- beam.BrickColor = BrickColor.new("Bright green")
- beam.CanCollide = false
- local mesh = Instance.new("CylinderMesh", beam)
- local realbeam = beam:Clone()
- realbeam.Parent = m0del
- realbeam.Color = Color3.new(0, 0.7843137254901961, 0)
- realbeam.Transparency = 0.1
- realbeam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- beam.CFrame = wave.CFrame * CFrame.Angles(math.rad(90), 0, 0)
- beam.Size = Vector3.new(23, 5, 23)
- realbeam.Size = Vector3.new(24, 5, 24)
- local p = wave:Clone()
- p.Parent = m0del
- p.Anchored = true
- p.Transparency = 1
- p.Size = Vector3.new(10, 10, 10)
- local Damaged = {}
- for HAAA = 1, 500 do
- do
- local starthere = char.Head.CFrame * CFrame.new(10, 20, -5)
- local idek = Ray.new(starthere.p, (mouse.Hit.p - starthere.p).unit * 1000)
- local thx = {char, m0del}
- table.insert(thx, p)
- local Bonk, ovhere = workspace:FindPartOnRayWithIgnoreList(idek, thx)
- local meg
- p.Transparency = 1
- if Bonk and Bonk.Parent:findFirstChild("Humanoid") then
- do
- local dionamuh = Bonk.Parent:findFirstChild("Humanoid")
- if Damaged[dionamuh] and tick() - Damaged[dionamuh] > 0.05 then
- Damaged[dionamuh] = tick()
- pcall(function()
- dionamuh.Health = dionamuh.Health - 2
- end)
- elseif not Damaged[dionamuh] then
- Damaged[dionamuh] = tick()
- end
- end
- end
- meg = (starthere.p - ovhere).magnitude
- coroutine.wrap(function()
- local asd = Instance.new("Part", char)
- asd.CFrame = CFrame.new(ovhere) * CFrame.Angles(math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360)), math.rad(math.random(-360, 360)))
- asd.Size = Vector3.new(5, 5, 5)
- asd.Reflectance = 0.4
- asd.Transparency = 0.05
- asd.TopSurface, asd.BottomSurface = 0, 0
- asd.CanCollide = false
- asd.Color = Color3.new(0, 0.5882352941176471, 0)
- asd.Anchored = true
- asd.Locked = true
- wait()
- for i = 0.05, 1, 0.05 do
- asd.Transparency = i
- asd.Size = asd.Size + Vector3.new(0.2, 0.2, 0.2)
- game:service("RunService").Stepped:wait()
- end
- asd:Destroy()
- end)()
- game:service("RunService").Stepped:wait()
- realbeam.Size = Vector3.new(3.5, meg, 3.5)
- beam.Size = Vector3.new(2.5, meg, 2.5)
- realbeam.CFrame = CFrame.new(starthere.p, ovhere) * CFrame.new(0, 0, -meg / 2) * CFrame.Angles(math.rad(90), 0, 0)
- beam.CFrame = CFrame.new(starthere.p, ovhere) * CFrame.new(0, 0, -meg / 2) * CFrame.Angles(math.rad(90), 0, 0)
- pcall(function()
- nbeamy.FireFrom.CFrame = nbeamy.FireFrom.CFrame:lerp(CFrame.new(starthere.p, ovhere) * CFrame.new(0, 0, 2) * CFrame.Angles(math.rad(180), 0, 0), 1)
- end)
- bp.Position = (char.Head.CFrame * CFrame.new(10, 20, -5)).p
- wave.CFrame = starthere
- end
- end
- nbeamy.FireFrom.Anchored = true
- p:Destroy()
- for i = 0, 1, 0.05 do
- realbeam.Transparency = i
- wave.Transparency = i
- beam.Transparency = i
- game:service("RunService").Stepped:wait()
- end
- nbeamy:Destroy()
- beaming = false
- m0del:Destroy()
- hum.WalkSpeed = speed
- otheranims = false
- end
- elseif k == "c" then
- if Sheathed then
- otheranims = true
- Mode = "Sheath"
- wait(0.7)
- raw.Part0 = ra
- law.Part0 = la
- raw.C0 = rawc0
- law.C0 = lawc0
- Sheathed = false
- otheranims = false
- return
- end
- otheranims = true
- hum.WalkSpeed = 0
- Mode = "Stabbing1"
- wait(0.7)
- Mode = "Stabbing2"
- do
- local Parts = {}
- local Damaged = {}
- for i = 1, 360, 20 do
- do
- local s = Instance.new("Part", char)
- table.insert(Parts, s)
- s.Name = "Spikey"
- s.CFrame = Torso.CFrame * CFrame.new(0, -10, 0)
- s.Size = Vector3.new(1, 1, 1)
- s.CanCollide = false
- s.Anchored = true
- s.BrickColor = BrickColor.new("Bright green")
- s.Locked = true
- s.Name = "s"
- s.Material = "Neon"
- s.Size = Vector3.new(1, 1, 1)
- s.BottomSurface = Enum.SurfaceType.Smooth
- s.TopSurface = Enum.SurfaceType.Smooth
- local PurpleMesh = Instance.new("SpecialMesh", s)
- PurpleMesh.MeshType = Enum.MeshType.FileMesh
- PurpleMesh.Name = "Mesh"
- PurpleMesh.Scale = Vector3.new(0.5, 0.5, 0.5)
- PurpleMesh.MeshId = "http://www.roblox.com/Asset/?id=9756362"
- PurpleMesh.VertexColor = Vector3.new(1, 0, 1)
- local qwe = -10
- coroutine.wrap(function()
- while s do
- if qwe >= -1 then
- qwe = 0
- else
- qwe = qwe + 0.4
- end
- s.CFrame = s.CFrame:lerp(CFrame.new(Torso.CFrame.p) * CFrame.new(0, qwe, 0) * CFrame.Angles(0, 0, 0) * CFrame.Angles(0, math.rad(i), 0) * CFrame.new(0, 0, -20), 0.3)
- game:service("RunService").Stepped:wait()
- end
- end)()
- coroutine.wrap(function()
- repeat
- wait()
- until qwe >= -1
- for i = 0.5, 2, 0.025 do
- PurpleMesh.Scale = Vector3.new(i, i * 2, i)
- game:service("RunService").Stepped:wait()
- end
- local it = Instance.new
- local vt = Vector3.new
- local cf = CFrame.new
- local euler = CFrame.fromEulerAnglesXYZ
- local angles = CFrame.Angles
- local NoOutline = function(Part)
- Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- local function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size)
- local fp = Instance.new("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked = true
- fp.BrickColor = BrickColor.new(tostring(brickcolor))
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- fp.Material = material
- fp:BreakJoints()
- return fp
- end
- local function mesh(Mesh, part, meshtype, meshid, offset, scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh == "SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset = offset
- mesh.Scale = scale
- return mesh
- end
- local function weld(parent, part0, part1, c0, c1)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- weld.C1 = c1
- return weld
- end
- local function BreakEffect(brickcolor, cframe, x1, y1, z1)
- local prt = part("Custom", char, "Neon", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
- coroutine.resume(coroutine.create(function(Part, CF, Numbb, randnumb)
- CF = Part.CFrame
- Numbb = 0
- randnumb = math.random() - math.random()
- for i = 0, 1, 0.05 do
- wait()
- CF = CF * cf(0, 1, 0)
- Part.CFrame = CF * euler(Numbb, 0, 0)
- Part.Transparency = i
- Numbb = Numbb + randnumb
- end
- Part.Parent = nil
- end), prt)
- end
- for i = 1, 3 do
- BreakEffect(BrickColor.new("Bright green"), s.CFrame, 0.5, math.random(5, 10), 0.5)
- end
- coroutine.wrap(function()
- for i, v in pairs(IsNear(Torso.Position, 35, nil, true)) do
- if v ~= Char then
- if Damaged[v:FindFirstChild("Humanoid")] and tick() - Damaged[v:FindFirstChild("Humanoid")] < 0.5 then
- return
- end
- v:FindFirstChild("Humanoid").Health = v:findFirstChild("Humanoid").Health - 25
- v:findFirstChild("Humanoid").PlatformStand = true
- local vu = Instance.new("BodyVelocity", v:findFirstChild("Torso"))
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
- vu.velocity = Head.CFrame.lookVector * 60
- game:GetService("Debris"):AddItem(vu, 0.267)
- Damaged[v:FindFirstChild("Humanoid")] = tick()
- end
- end
- end)()
- s:Destroy()
- end)()
- game:service("RunService").Stepped:wait()
- end
- end
- wait(3)
- hum.WalkSpeed = speed
- otheranims = false
- end
- end
- end)
- mouse.KeyUp:connect(function(k)
- if k:byte() == 48 then
- coroutine.wrap(function()
- for i = 60, 70 do
- camera.FieldOfView = i
- wait()
- end
- end)()
- hum.WalkSpeed = speed
- elseif k:byte() == 50 then
- Ctrl = false
- elseif k == "g" then
- Shielding = false
- otheranims = false
- end
- end)
- game.Lighting.TimeOfDay = "06:10:00"
- pcall(game.Destroy, game:service("Lighting"):findFirstChild("SunRayz"))
- local sr = Instance.new("SunRaysEffect", game.Lighting)
- sr.Intensity = 0.1
- sr.Name = "SunRayz"
- hum.JumpPower = 10
- Jumping = false
- lastCtrl = tick()
- Character.Humanoid.Jumping:connect(function()
- if Jumping then
- return
- end
- local eCtrl = Ctrl
- if eCtrl then
- if tick() - lastCtrl < 0.2 then
- eCtrl = false
- end
- lastCtrl = tick()
- end
- Mode = "Jumping"
- Jumping = true
- local vu = Instance.new("BodyVelocity", Torso)
- vu.P = 500
- vu.maxForce = Vector3.new(10000000000, 5.0E21, 100000000000)
- vu.velocity = Vector3.new(Head.CFrame.lookVector.X * (eCtrl and 60 or 10), eCtrl and 10 or 20, Head.CFrame.lookVector.Z * (eCtrl and 60 or 10))
- game:GetService("Debris"):AddItem(vu, 0.267)
- wait(0.7)
- Jumping = false
- end)
- spawn(function()
- while true do
- local Size = Vector3.new(TrailPart.Size.X, TrailPart.Size.Y, TrailPart.Size.Z)
- if Slash == true then
- local P1 = (TrailPart.CFrame * CFrame.new(Size / 2)).p
- local P2 = (TrailPart.CFrame * CFrame.new(Size / -2)).p
- if LastTrail then
- local p1 = CreateTriangle(Char, LastTrail[2], LastTrail[1], P2)
- local p2 = CreateTriangle(Char, LastTrail[1], P1, P2)
- Trails[#Trails + 1] = p1
- Trails[#Trails + 1] = p2
- end
- LastTrail = {P1, P2}
- else
- LastTrail = nil
- end
- for i, v in pairs(Trails) do
- v:SetProperty("Transparency", v:GetProperty("Transparency") + 0.1)
- if 1 <= v:GetProperty("Transparency") then
- v:Destroy()
- Trails[i] = nil
- end
- end
- rwait(0.5)
- end
- end)
- SlashDamage = Damage(TrailPart)
- local count = 0
- local t = tick()
- local Smooth = 1
- local sine = 0
- local change = 1
- coroutine.wrap(function()
- game:service("RunService").Heartbeat:connect(function()
- local torso = char:FindFirstChild("Torso")
- local mg = Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude
- if not otheranims then
- if mg < 3 and not Jumping then
- Mode = "Idling"
- elseif mg > 3 and mg < 10 and not Jumping then
- Mode = "Walking"
- elseif mg > 10 and not Jumping then
- Mode = "Running"
- elseif Jumping and Vector3.new(0, torso.Velocity.y, 0).magnitude > 2 and mg > 1 then
- Mode = "Jumping"
- end
- end
- count = count % 100 + 0.2 * hum.WalkSpeed / 6.5
- angle = math.pi * math.sin(math.pi * 2 / 100 * count)
- t = t + 0.2 * Smooth
- sine = sine + change
- if Mode == "Jumping" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.6, -0.6) * CFrame.Angles(0, -math.rad(10), 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.4, -0.3), 0.4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), 0, 0), 0.4)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(-math.rad(20), 0, -math.rad(30)), 0.4)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(-math.rad(20), 0, math.rad(30)), 0.4)
- lerp(rj, rj.C0, rootc0 * CFrame.Angles(math.rad(20), 0, 0), 0.4)
- elseif Mode == "Idling" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, math.sin(t / 20) / 7, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, math.sin(t / 20) / 7, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3)
- if not Sheathed then
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, -math.cos(t / 20) / 7, 0) * CFrame.Angles(-1 * math.cos(t / 20) / 7, -math.rad(15), 0), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.sin(t / 20) / 7, -math.rad(5), -math.rad(20)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 20) / 7, math.rad(5), math.rad(20)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 20) / 7) * CFrame.Angles(0, 0, math.rad(15)), 0.3)
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
- else
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, -math.sin(t / 20) / 15, 0) * CFrame.Angles(-2 * math.cos(t / 15) / 20, -math.rad(5), 0), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(math.sin(t / 20) / 20, -math.rad(5), -math.rad(10)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(math.rad(Grabbed and 120 or 0) + math.sin(t / 20) / 15, math.rad(5), math.rad(Grabbed and 20 or 0) + math.rad(10)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 20) / 15) * CFrame.Angles(0, 0, math.rad(5)), 0.3)
- end
- elseif Mode == "Walking" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0.03 * math.cos(sine / 9), -math.sin(sine / 20) / 6) * CFrame.Angles(-math.rad(20 * math.cos(sine / 17)), math.rad(0), -math.rad(12)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.03 * math.cos(sine / 9), math.sin(sine / 20) / 6) * CFrame.Angles(math.rad(Grabbed and 120 or 0) + math.rad(20 * math.cos(sine / 17)), math.rad(0), math.rad(Grabbed and 20 or 0) + math.rad(12)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.2)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
- end
- elseif Mode == "Running" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 10) / 2, -0.05 + -math.sin(sine / 10) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 10) / 2, 0, 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 10) / 2, -0.05 + math.sin(sine / 10) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 10) / 2, 0, 0), 0.4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(6 + 6 * math.cos(sine / 10) / 2), math.rad(0), math.rad(0)), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.rad(-10 - 20 * math.cos(sine / 10) / 5), -math.rad(-40 + 10 * math.cos(sine / 10) / 5), -math.rad(50 - 10 * math.cos(sine / 10) / 5)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(-10 - 20 * math.cos(sine / 10) / 5), math.rad(-40 + 10 * math.cos(sine / 10) / 5), math.rad(50 - 10 * math.cos(sine / 10) / 5)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1 + 0.2 * math.cos(sine / 10) / 2, 0) * CFrame.Angles(math.rad(14 + 10 * math.cos(sine / 10) / 2), -math.cos(t / 6) / 30 + math.sin(rootpart.RotVelocity.y / 2) / 6, math.rad(0)), 0.2)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(0, 0, 0), 1)
- end
- elseif Mode == "Sheath" then
- if mg > 3 and mg < 18 then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.4)
- else
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3)
- end
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, math.sin(t / 15) / 15, 0) * CFrame.Angles(-1 * math.cos(t / 25) / 10, -math.rad(15), 0), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(math.rad(10), math.rad(120), -math.rad(60)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.6, -0.2) * CFrame.Angles(math.rad(175), math.rad(0), math.rad(20)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -math.sin(t / 15) / 15) * CFrame.Angles(0, 0, math.rad(15)), 0.3)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-0.5, -1.6, -0.85) * CFrame.Angles(math.rad(92), math.rad(26), math.rad(90)), 1)
- end
- elseif Mode == "Slash11" then
- if mg > 3 then
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.6)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- else
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6)
- end
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60), -math.rad(60), math.rad(110)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-math.rad(20), 0, math.rad(90)), 1)
- end
- elseif Mode == "Slash12" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(60), math.rad(10)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-math.rad(10), math.rad(0), -math.rad(10)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(30), -math.rad(70), math.rad(30)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), math.rad(50), math.rad(40)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(90)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -0.5) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(60)), 1)
- end
- elseif Mode == "Slash31" then
- if mg > 3 then
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.6)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- else
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.5, -0.3) * CFrame.Angles(math.rad(10), 0, 0), 0.4)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(0), math.rad(5), -math.rad(5)), 0.4)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(15), math.rad(15), math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(10), 0, -math.rad(15)), 0.6)
- end
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(10), -math.rad(20)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(60), -math.rad(60), math.rad(110)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1.2, 0) * CFrame.Angles(-math.rad(20), 0, math.rad(90)), 1)
- end
- elseif Mode == "Slash32" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-math.rad(20), math.rad(0), -math.rad(20)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), -math.rad(50), math.rad(20)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(50), math.rad(50), math.rad(50)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(60)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, 0) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(90)), 1)
- end
- elseif Mode == "Slash21" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(10), math.rad(0), -math.rad(10)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(10), -math.rad(20), math.rad(10)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(20), -math.rad(20)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), math.rad(10), math.rad(60)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(10), math.rad(0), math.rad(40)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(-1, -1, -0.5) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(60)), 1)
- end
- elseif Mode == "Bash11" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5), math.rad(20)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- end
- elseif Mode == "Kneeling" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, -0.5, -0.3) * CFrame.Angles(-math.rad(90), math.rad(0), math.rad(0)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 1, -0.6) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(30), math.rad(0), -math.rad(0)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(20)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(90), math.rad(5), math.rad(20)), 0.2)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -1) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(0)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1)
- end
- elseif Mode == "Stomp1" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.85, -0.4) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(140), math.rad(0), math.rad(30)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(140), math.rad(0), -math.rad(30)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- end
- elseif Mode == "Stomp2" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.1, -0.4) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(30), -math.rad(30)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), -math.rad(30), math.rad(30)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- end
- elseif Mode == "Knee" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(25), math.rad(0), math.rad(0)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.75, -1.2) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), math.rad(30), -math.rad(30)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(20), -math.rad(30), math.rad(30)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, -0.3, 0) * CFrame.Angles(math.rad(15), math.rad(0), math.rad(0)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- end
- elseif Mode == "Grabbing" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, -math.rad(0), 0), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(0, -math.rad(5), -math.rad(20)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.rad(90), math.rad(5), math.rad(20)), 0.2)
- elseif Mode == "Throw1" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, -0.3) * CFrame.Angles(math.rad(10), -math.rad(30), math.rad(10)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.2, 0) * CFrame.Angles(-math.rad(20), math.rad(0), -math.rad(20)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(20), -math.rad(50), math.rad(20)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(30)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(80), math.rad(50), math.rad(50)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.1) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(60)), 0.6)
- elseif Mode == "Beam" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, -math.rad(0), math.rad(8)), 0.3)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, -math.rad(8)), 0.3)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, -math.rad(0), 0), 0.2)
- lerp(lm, lm.C0, lsc0 * CFrame.Angles(0, -math.rad(5), -math.rad(20)), 0.2)
- lerp(rm, rm.C0, rsc0 * CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(170), math.rad(5), math.rad(20)), 0.2)
- elseif Mode == "Shielding" then
- if mg > 3 then
- lerp(lm, lm.C0, lsc0 * CFrame.new(0.7, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(85)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5), math.rad(20)), 0.2)
- lerp(neck, neck.C0, neckc0 * CFrame.Angles(math.rad(-3 + 2 * math.cos(sine / 7)), math.rad(0 - 3 * math.cos(sine / 14)), math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0.1 * math.cos(sine / 7), 0) * CFrame.Angles(math.rad(2 + 2 * math.cos(sine / 7)), 0, math.rad(0 + 3 * math.cos(sine / 14))), 0.6)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.3 * math.cos(sine / 14) / 2, -0.05 + -math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.3 * -math.cos(sine / 14) / 2, -0.05 + math.sin(sine / 14) / 2) * CFrame.Angles(math.rad(-18) + -math.sin(sine / 14) / 2.3, 0, 0), 0.6)
- else
- lerp(lm, lm.C0, lsc0 * CFrame.new(0.1, -0.5, -0.5) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(60)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.Angles(math.sin(t / 15) / 15, math.rad(5), math.rad(20)), 0.2)
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.2, 0) * CFrame.Angles(-math.rad(40), math.rad(30), math.rad(20)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0.2, -0.6) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(30), -math.rad(0)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, -0.2) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(30)), 0.6)
- end
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 1)
- end
- elseif Mode == "Stabbing1" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.85, -0.4) * CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0.5, 0.5, 0) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(40)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(-0.5, 0.5, 0) * CFrame.Angles(math.rad(130), math.rad(0), -math.rad(40)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(15), math.rad(0), math.rad(0)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1)
- end
- elseif Mode == "Stabbing2" then
- lerp(rlegm, rlegm.C0, rlc0 * CFrame.new(0, 0.4, -0.6) * CFrame.Angles(-math.rad(10), math.rad(0), math.rad(0)), 0.6)
- lerp(llegm, llegm.C0, llc0 * CFrame.new(0, -0.5, -0.3) * CFrame.Angles(-math.rad(60), math.rad(0), math.rad(0)), 0.6)
- lerp(neck, neck.C0, neckc0 * CFrame.new(0, 0, 0) * CFrame.Angles(-math.rad(0), math.rad(0), -math.rad(0)), 0.6)
- lerp(lm, lm.C0, lsc0 * CFrame.new(0.5, 0.5, -0.8) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(40)), 0.6)
- lerp(rm, rm.C0, rsc0 * CFrame.new(-0.5, 0.5, -0.8) * CFrame.Angles(math.rad(90), math.rad(0), -math.rad(40)), 0.6)
- lerp(rj, rj.C0, rootc0 * CFrame.new(0, -1, -0.7) * CFrame.Angles(math.rad(0), math.rad(0), -math.rad(0)), 0.6)
- if not Sheathed then
- lerp(raw, raw.C0, rawc0 * CFrame.new(0, -2.5, 0) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)), 1)
- end
- end
- end)
- end)()
- coroutine.wrap(function()
- for i = 1, 3 do
- MediumParticleEmit(Head, "Bright green")
- wait(0.05)
- MediumParticleEmit(Head, "Really black")
- wait(0.03)
- end
- end)()
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